TEXT: ®
  ™
  
  2
  To scale The Dragon™
  Pathfinder Society Scenario 16
  Design: Tim Hitchcock
  Development: Joshua J. Frost
  Editing: Joshua J. Frost
  Editorial Interns: David Eitelbach and Hank Woon
  Senior Art Director: James Davis
  Interior Artist: Ben Wooten
  Cartographer: Rob Lazzaretti
  Vice President of Operations: Jeff Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 16: To Scale the Dragon is a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 
  5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. 
  This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular 
  fantasy roleplaying game.
  The OGL can be found on page 18 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, 
  etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product 
  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the 
  Open Game License and the d20 System License, please visit wizards.com/d20.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards 
  of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, and Pathfinder are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Chronicles, Pathfinder Companion, and Pathfinder Society are trademarks of Paizo Publishing, LLC. 
  © 2009 Paizo Publishing, All Rights Reserved.
  
  3
  TO SCALE  
  THE DRAGON
  By tiM hitchcocK
  help the Society gain possession of ancient secrets known 
  as the Four Truths.
  geTTIng sTarTeD
  Read or paraphrase the following to get the scenario 
  underway:
  Two weeks ago, Osprey showed up at the Grand Lodge in 
  Absalom, his features shadowed by the long cowl of his heavy 
  leather cloak, his unmistakable voice a sullen whisper of both 
  mystery and urgency. 
  “A grim shadow creeps over Absalom, one that threatens all 
  of us. We know not its source or even its purpose, and need 
  answers to secrets only known to the dead. Your task is one of 
  great importance and urgency. You must retrieve the bones 
  of the ancient mystic Amao from his cairn and bring them to 
  me so our seers can contact his spirit. We need to contact him 
  before these dark forces track his spirit down in the worlds 
  beyond and devour him. Take extra care on this mission, for 
  the Aspis Consortium also dearly desires these bones and 
  their secrets. Amao’s bones rest in a cairn atop a mountain. 
  Go to Cania’s Drop, a small waystation high in the Fog Peaks 
  along the border of Southern Galt. There you will meet with 
  an ex-Pathfinder named Rysam Aklon who will provide you 
  with equipment and directions to Amao’s cairn. You shall hear 
  from me again once you complete your mission, but for now 
  may the gods speed you on your way.” 
  Now, here in the foothills of a wintery southern Galt, bitter 
  winds blister skin and numbness settles in to exposed 
  extremeties. While Absalom isn’t known for its sunshine, 
  at least its foggy shores are more favorable than the bone-
  brittling cold of the Fog Peaks. Before you lies your destination, 
  a mountain waystation run by exiles and recluses. 
  The Fog Peaks climb thousands of feet into the 
  icy skies of eastern Golarion. In the harsh mountain 
  environment rests an isolated waystation called 
  Cania’s Drop. About a mile above sea level, individuals 
  non-acclimated to high altitudes must succeed on a 
  Fortitude save each hour (DC 15 +1 per previous check) 
  In those times when the kingdoms were young, 
  adventurous souls traveled their reaches far and wide, 
  seeking ever to expand into the new territories and 
  tread those places unknown to their kin. Some ventured 
  for sport or fame, but others sought only the purest 
  knowledge. These individuals became known as mystics, 
  powerful individuals who could speak the tongues of 
  birds and beasts and spirits, see the future amidst the 
  stars, and converse with ancient dragons. Among them, 
  only one remains within the remembrance of the modern 
  world—Amao, the Frost-Blossom, who ascended a spirit 
  journey up Mount Cania to the sacred flower that blooms 
  high atop its harsh wintry peaks. It is said he found his 
  flower, and it bestowed upon him four truths, words 
  of making and unmaking that he should keep for all 
  eternity, until the time came that he was called to recite 
  them. Amao made his home in the cloud-skirted ice and 
  snow and lived for over a century, until the years finally 
  devoured him. Near his cave, his bones were laid to rest 
  in a simple cairn overlooking the surrounding peaks. 
  Though it has been eons since Amao walked barefoot 
  across the snow precipices of the Fog Peaks, the time has 
  come for him to recite the truths. But to what audience he 
  recites them may forever alter the fate of things to come. 
  sUMMarY
  High atop the Fog Peaks in southern Galt, the bones of a 
  mystic lie buried in an ancient cairn and the Pathfinder 
  Society desperately needs them to contact the deceased, 
  and charges the PCs with the bones’ recovery. Arriving at 
  the cairn, the PCs soon discover it is sacred to a clan of 
  mountain primitives called taer who worship a massive 
  serpentine beast that dwells nearby. Defeating the 
  monster enrages the taer and the beastmen vengefully 
  attack in droves. Compounding matters, the Aspis 
  Consortium secretly watches from the shadows, waiting 
  to ambush the PCs and steal the bones for themselves. 
  The PCs must travel to the cairn, defeat its remorhaz 
  guardian, recover the mystic’s bones and escape the 
  clutches of the vengeful taer, and finally, survive a neck-
  breaking sled race while fighting off agents of the Aspis 
  Consortium. If they successfully retrieve the bones, they 
  
  4
  Pathfinder Society Scenario
  to avoid becoming fatigued (for details, see DMG 90; 
  altitude zones). 
  Cania’s Drop is one of several dozen waystations 
  erected in the Fog Peaks highlands, a wild expanse of 
  rock and glaciers that creates a craggy border between 
  southern Galt and northern Taldor. Situated to provide 
  aid to travelers and keep watch over the surrounding 
  lands, these stations are manned by outcasts, exiles, 
  former criminals, and others who simply seek isolation 
  or penance. Some willfully volunteer for the position, but 
  DOG SLEDDiNG
  The rules presented for operating a dog sled are deliberately 
  simple. They do not represent real world physics and are in no 
  way an attempt to simulate the complexities of an actual dog 
  sled race or combat. Instead, they provide a simple and easy 
  way to determine the results of a few basic maneuvers. It is 
  suggested that the GM keep this section visible throughout 
  the adventure to make running dogsled encounters easier.
  A dogsled contains a 6-foot-long, 18-inch-wide wooden 
  basket suspended on a frame above two runners. They travel 
  between 3 to 15 mph, with an average speed of about 5 mph. 
  For combat purposes, distance traveled isn’t as much a 
  factor as the relationship between the two moving vehicles. 
  Determine their relative positions using a scale of 1 to 10 to 
  represent their basic move increments, with 5 representing 
  the average increment. If a sled’s speed increment drops to 0, 
  it stops moving. Anyone thrown or bounced from a moving 
  sled rolls for 1d4 x 10 feet taking 1d6 points of nonlethal 
  damage for every 10 feet rolled.
  In order to engage in any action with another moving 
  sled (such as combat or exchanging gear or riders), the two 
  sleds must be side by side. In combat, this usually means the 
  attacking sled must overtake its target in order to pull along 
  side. Of course, if the attacker’s sled is already in front of the 
  target, he can make an attack as the target passes.
  Driving a Sled
  How a musher (the person steering the sled and driving the 
  dogs) handles his pack of dogs determines the results of all 
  actions. A musher has three basic actions: Mush, Break, or 
  Maneuver.
  Mush: Mush speeds up the sled as a move action. Handle 
  Animal DC 12 increases the speed by +1 increment.
  Break: Break slows the sled down as a move action. Handle 
  Animal DC 12 decreases the speed by –1 increment. As a full-
  round action, the musher can also attempt a full stop with a 
  successful DC 20 Handle Animal check. The sled still moves 
  its maximum distance for that round, however at the end of 
  the round the sled’s movement is 0.
  Maneuver: Maneuver allows a musher to change the 
  position of his sled. The basic maneuvers are listed below. 
  Turn: Turn allows a musher to alter the direction of the sled 
  within about 60 degrees to either side of the direction it is 
  traveling. The Handle Animal skill check DC is 10 + 1 per every 
  5 degrees turned. Sleds moving faster than 5 increments risk 
  tipping over. If a driver attempting a high-speed-turn fails the 
  Handle Animal check by more than 10, the dogs maneuver 
  erratically, causing the sled to tip over. The results are detailed 
  in the crash section.
  Slam: An attacker whose sled is parallel to his target can 
  drive his sled into his opponent’s as a slam attack. A DC 
  18 Strength check in order to muscle the sled into a quick, 
  violent turn that deals 2d6 damage to the sled and knocks it off 
  course, changing its direction by 30 degrees. The musher of 
  the targeted sled must then make a Handle Animal check (DC 
  10 + damage to regain control of his sled) or he loses his next 
  action. If a slam attack deals more than 10 points of damage, 
  the targeted sled flips (see crash section.) 
  Grapple: Following a successful slam attack, riders within 
  either sled can attempt to grapple the opponent’s sled, or 
  individuals on the sled. This requires a melee touch attack, 
  either against the sled (AC 8) or an individual within reach. All 
  individuals in a moving sled are considered flat-footed. At the 
  start of the next round, grappled sleds make opposed Handle 
  Animal checks to see who controls the movement of both 
  sleds. Individuals on either sled then attack as determined 
  by initiative. They can attempt any partial combat maneuver 
  they so desire (including a move action to climb into the other 
  sled), provided they first make a successful DC 14 Balance 
  check. Anyone failing the check is thrown from the sled.
  Regardless, the musher must remain at the reigns of the 
  sled or the sled goes out of control, traveling in the direction 
  it was before the loss of the musher for 1d4 rounds before 
  tipping over and crashing.
  Executing the Break maneuver during a grapple always 
  causes one of the grappled sleds to flip, 50% chance for either 
  (see crash below). 
  Out-of-Control
  When a sled goes out–of-control, its musher is unable to 
  perform any maneuvers until he regains control of his sled 
  dogs with a successful DC 20 Handle Animal check. Anyone 
  riding in an uncontrolled sled must make a DC 12 Strength 
  check to hold fast and prevent from being bounced out of the 
  sled. An out-of-control sled maintains its speed and direction, 
  until control is regained or the sled crashes.
  Crash: When a sled flips, all riders not strapped in are thrown 
  from the sled. The dogs continue to drag the sled for 1d6 
  rounds dealing the sled 1d6 points of damage per round 
  dragged. Anyone unfortunate enough to be strapped in the 
  sled also takes damage.
  
  5
  To Scale the Dragon
  Krysher 
  CR 5
  hp 25 (use stats for Aspis Ranger (Tier 8–9) on page 11)
  NoTeS
  Additional Gear figurine of wondrous power (silver raven)
  The Dragon
  The cairn lies about 20 miles northeast of the waystation, 
  a short but precarious journey through the icy mountain 
  terrain. The second part of the journey follows the 8-mile 
  long ancient pass shown in Rysam’s map labeled “The 
  Dragon.” Travel is relatively uneventful, aside from spotting 
  a few circling falcons and stray animal prints left by hares 
  and wolves. The parts of the Dragon are as follows:
  1. The Tail: This section of the pass is flat, but rocky. 
  Every quarter-mile, all riders and mushers in sleds 
  moving faster than half-speed must make a DC 12 Balance 
  check to avoid becoming unbalanced. An unbalanced 
  character can take no actions for one round in order to 
  prevent himself from falling out of the sled. 
  2. The Haunches: This section of the pass has a 
  steep incline. Ascending sleds slow all movement by –1, 
  descending sleds increase all movement by +2. At the 
  bottom of the incline is a steep turn. Once during the 
  last quarter-mile, descending sleds must succeed on two 
  for others it serves as a punishment. Cania’s Drop is run 
  by Rysam Aklon, an ex-Pathfinder serving a self-imposed 
  penance for murder. 
  The PCs find a small cabin at the waystation, just 
  before sunset, after spotting a wisp of chimney smoke. 
  Outside the cabin are rows of sleeping sled dogs, curled 
  up together in the deep snow. The few strangers out in the 
  cold eye the PCs with a mixture of nervousness and naked 
  fear. As the PCs approach the cabin, they are immediately 
  approached by a burly man with a shock of wild curly 
  black hair, with strong, rough features that jut through 
  his scraggly, unshorn beard. With ebon eyes gleaming 
  beneath a low-sloped brow, and a demeanor burning 
  bitter as the highland winds, he introduces himself as 
  Rysam Aklon. 
  Rysam is the PCs contact—sort of. As a former 
  Pathfinder, he still owes a few favors to the Society and 
  Osprey in particular. Though none too pleased about 
  dealing with visitors, especially ones he believes he’s 
  probably sending to their deaths in the harsh wintry 
  highlands, he remains eager to clear his debts. Rysam 
  tells the PCs they can reach the cairn by traveling a 
  snaking trail the ancients called Qi-Oamatok Pass, which 
  loosely translates to the Winding Serpent. Locals simply 
  refer to it as the Dragon. 
  Then, almost as an afterthought, Rysam informs the 
  PCs that The Dragon bisects wild lands sacred to clans 
  of primitive beastmen that roam the high snowy peaks. 
  Finally, he provides the PCs with meager supplies, which 
  include among other things, dogsleds. He suggests they 
  spend the night, and leave at first light if they hope to 
  reach the cairn alive.
  The PCs receive the following equipment: 1 dogsled 
  and 6 trained dogs (riding dog; hp 13 [MM 272]) per every 
  2 PCs, 2 days rations per PC, 1 map of the Dragon (see the 
  map on page 5), 1 set of heavy furs to help protect from the 
  cold, and 1 heavy pick. If the PCs query Rysam about the 
  pick, he responds dryly, “It’s to dig up the bones.”
  Pressing Rysam further requires an opposed Diplomacy 
  check, but if turned from friendly to helpful, he suggests 
  PCs purchase a couple of scrolls from him at a discount. 
  He has 2 scrolls of calm animal and 4 scrolls of charm animal, 
  both CL 5 (20 gp each). 
  Development: The Aspis Consortium planted a mole 
  within the waystation, a pock-faced man of Andoren 
  decent who goes by the name of Krysher. He claims 
  to be an ex-soldier serving punishment for desertion 
  and among other things serves as a cook. When the 
  PCs arrive, he watches cautiously, and as soon as they 
  leave, he uses his silver raven to send word to his Aspis 
  Consortium allies. 
  The Dragon 
  The Tail 
  The Haunches 
  The Spine 
  The Heart 
  The Talons
  The Bodies 
  The Wings 
  The Ambush
  The Avalanche 
  The Eye 
  The Maw 
  The Cairn 
  One Square = 1/4 mile
  To the
  Waystation
  The Dragon 
  The Tail 
  The Haunches 
  The Spine 
  The Heart 
  The Talons
  The Bodies 
  The Wings 
  The Ambush
  The Avalanche 
  The Eye 
  The Maw 
  The Cairn 
  One Square = 1/4 mile
  N
  To the 
  Waystation
  
  6
  Pathfinder Society Scenario
  descent, killed by a gaping bite wound between his neck 
  and shoulder. Searching the man (DC 10) uncovers a 
  small bronze coin, indicating membership in the Aspis 
  Consortium. All of the Aspis agent’s gear has been 
  removed, though he still wears thick furs. 
  6. The Wings: The pass drops into a small valley 
  between two small hills. The path becomes extremely 
  narrow and turn maneuvers are near impossible. All 
  turn maneuver checks take a –4 penalty. Descending 
  sleds speed up 1 and the risk for tipping over on a turn 
  increases (anyone failing the maneuver check by 5 or 
  more crashes). 
  7. The Eye: Near the top of the pass, the angle of the 
  slope increases. It bisects a small glen near the base of a 
  steep butte on the mountainside. Atop the butte, a wide 
  ledge climbs slowly back up the mountain. The pass 
  continues until it reaches a high ridge atop a staggeringly 
  sheer scarp that spills down into the lowlands. The 
  breathtaking view provides a panorama of most of the 
  lower peaks.
  As ascending players reach this part of the pass, a 
  group of savage beastmen overlooking the pass spot them 
  and start an avalanche hoping to drive them off.
    Trap: 100-foot-wide Snow Avalanche (CR 7): see Avalanche 
  (DMG 90). Following the avalanche, any PC succeeding at 
  a DC 15 Spot check catches a glimpse of several white-
  furred simian creatures fleeing into the hills. 
  8. The Maw: Just past the scarp the path becomes 
  impassable by sled. Here a tiny footpath winds up a steep 
  slop covered with boulders (Climb DC 10). The path 
  continues along a broad plateau and ends at the edge of a 
  snow-filled gorge. The gorge is named The Maw for the 
  jagged spires of rock that jut through the drifts. Atop the 
  plateau rests the cairn.
  acT 1: The caIrn (el 6 or el 9)
  The ancient cairn marks a sacred place of congregation 
  for the various clans of primitive beastmen that inhabit 
  the surrounding peaks. The beastmen, or taer as they call 
  themselves, believe the cairn radiates mystic energies 
  that purify them and make them stronger. Throughout 
  their lives, taer make pilgrimages to the cairn to pray and 
  give offerings to the spirits. Their rituals often involve 
  the use of psychotropic herbs and fungi to amplify their 
  spiritual connection to the cairn’s natural powers. 
  Recently, a mammoth-sized remorhaz claimed the 
  cairn as her nest, laying her clutch of eggs scattered 
  among the cairn stones. The taer believe this to be a sign, 
  and hold the beast and her eggs sacred. Conversely, the 
  only reason why the remorhaz leaves the taer alone is 
  because they haven’t disturbed her eggs and they taste 
  worse than they smell.
  successive turn maneuvers or the sled breaks free from the 
  dogs and rolls 200 feet down a steep embankment before 
  being smashed to splinters. Anyone tumbling down the 
  embankment takes 5d6 points of damage (Reflex DC 15 
  for half). 
  3. The Spine: In this section, the pass runs through a 
  sloping field of boulders. Sleds entering the boulder field 
  must make at least a 1 turn maneuver per quarter-mile or 
  crash into a boulder.
  4. The Heart: In this location, a dangerously narrow 
  bridge of solid ice spans a 15-foot-wide ravine that splits 
  the pass. A weathered chain, secured to large boulders at 
  either end of the bridge, hangs suspended about three 
  feet above its surface. Travelers usually tie off to the chain 
  when crossing and walk the sleds. 
  Anyone attempting to move faster than his normal 
  move action must make a DC 10 Balance check or slip 
  on the bridge and fall into the 30-ft-deep chasm taking 
  3d6 falling damage and splashing into the rocky stream 
  at the bottom (Reflex DC 10 for half). The stream is only 
  a few feet deep, however the icy water can quickly cause 
  wet creatures to catch hypothermia (see cold exposure; 
  DMG 302).
  Anyone attempting to drive a sled across the bridge 
  must be traveling at a speed of 8 or greater and make a 
  successful Handle Animal skill check DC 25. On a failed 
  check, the sled dogs get skittish and turn away at the 
  last minute. If this happens, the sled breaks loose and 
  tumbles into the ravine. Riders and mushers can attempt 
  a DC 12 Reflex save to dive from the sled before it tumbles 
  into the ravine.
  5. The Talons: Here the pass splits into adjacent routes, 
  a higher path with a slow incline, and a wider steep path 
  that plunges below it across a series of ice dunes. The 
  upper path sits between 10 to 40 feet above the lower path. 
  It is only 10 feet wide, and usually ices over. A sled moving 
  faster than 3 risks sliding off the ledge onto the lower path 
  taking appropriate damage. Every quarter-mile, mushers 
  must make a Handle Animal skill check (DC 15 +1 per 
  each additional speed increment) to prevent slipping. 
  Ascending the lower path decreases speed by –2, while 
  descending the lower path increases speed by +3. Anyone 
  descending at high speed must make an additional 
  Handle Animal check DC 20 each quarter mile to prevent 
  flipping on the ice dunes.
  Additionally, Aspis Consortium members recently 
  had an ill-met run-in with some beastmen. A DC 10 
  Spot check notices a trickle of frozen blood crossing the 
  trail. Following the tracks (Survival DC 12) a few hundred 
  yards off the trail leads to three piles of fresh snow that 
  poorly conceal bodies. Two of the piles hide the bodies 
  of hideous beastmen, white-furred simians native to the 
  peaks (taer). The third holds a human, perhaps of Chelish 
  
  7
  To Scale the Dragon
  STATISTICS
  Str 16, Dex 15, Con 15, Int 6, Wis 12, Cha 6
  Base Atk +3, Grp +6
  Feats Alertness, Multiattack
  Skills Climb +5, Move Silently +4, Listen +4, Spot +4
  Language Taer communicate through grunts, hooting, and 
  yelling, as well as a body language similar to that of apes. A 
  successful DC 15 Sense Motive interprets their intentions.
  Gear One of the taer wears an amulet of health.
  SpeCIAL ABILITIeS
  Stench (ex) Taers secrete a foul-smelling oil that nearly every form 
  of animal life finds offensive. All living creatures (except taers) 
  within 10 feet of a taer must succeed on a DC 13 Fortitude save 
  or be sickened for 10 rounds. The save DC is Constitution-based. 
  Creatures that successfully save cannot be affected by the same 
  taer’s stench for 24 hours. A delay poison or neutralize poison spell 
  removes the effect from the sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving throws.
  Tier 8-9 (EL 9) 
  The fifth taer is near the other four on the map. 
  The Maw is shrouded in fog when the PCs arrive. Clear 
  visibility is about 60 feet, with an additional 30 feet 
  counting as 50% concealment and anything after that as 
  100% concealment. While this won’t affect Act 1 much, 
  it’ll have a significant impact on Act 2 and Act 3 (see those 
  acts for details).
  When the PCs reach the Cairn read or paraphrase the 
  following:
  Near the top of the slope, a broad plateau wraps around 
  the mountain. Near the middle of the plateau rises a squat, 
  30-foot-square stone rostrum, upon which stand four 
  columns of dark gray stone. One of the columns is broken 
  and lies half-buried in the nearby drifts of snow. In the center 
  of the rostrum rests a five-foot-tall beehive-shaped nest built 
  of ice and cairn stones seemingly frozen around a clutch of 
  eight massive bluish-gray speckled eggs, each the size of a 
  brandy cask.
  Creatures: A Search check (DC 15 + tier) reveals dozens 
  of footprints left by an oversized barefooted humanoid. 
  There are possibly more than one, but less than favorable 
  weather conditions make it too difficult to be certain. As 
  part of a sacred vision quest, a small group of taer camp 
  upon the plateau. If interrupted they quickly become 
  violent, believing trespassers to be evil spirits breaking 
  the sanctity of their holy site. If the PCs make little effort 
  to conceal their approach, the taers prepare an ambush—
  otherwise they sit in a circle upon the dais, staring 
  upward at the stars softly moaning the sacred syllable 
  with a low-bestial drone.
  Tier 5–6 (EL 6) 
  Taer (4) 
  CR2
  N Medium monstrous humanoid (cold)  
  (Tomb of Horrors Rev., pg. 339)
  Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +4
  DeFeNSe
  AC 17, touch 12, flatfooted 15 
  (+2 Dex, +5 natural)
  hp 19 (3d8+6)
  Fort +3, Ref +5, Will +4
  Immune cold; Vulnerability fire
  oFFeNSe
  Spd 50 ft.
  Melee 2 slams +6 (1d4+3) and bite +4 (1d4+1)
  Ranged shortspear +5 (1d6+3)
  Special Attacks stench
  TACTICS
  During Combat The taer immediately rush to attack outsiders in 
  their sacred space, believing them to be demons.
  Morale The taer fight to the death.
  The Cairn 
  N
  =Taer 
  One Square = 15 feet
  The Maw 
  PC’s Must Leave 
  Sleds Here
  60 ft. Drop
  40 ft. incline 
  1000 Foot Drop
  1000 Foot Drop
  1000 Foot Drop
  The Cairn 
  N
  =Taer 
  One Square = 15 feet
  The Maw 
  PC’s Must Leave 
  Sleds Here
  60 ft. Drop
  40 ft. Incline
  1000 Foot Drop
  1000 Foot Drop
  1000 Foot Drop
  
  8
  Pathfinder Society Scenario
  red and orange silks that bind together a collection of 
  bones, intricately scrimshawed with fine calligraphy and 
  rubbed with gold leaf, to make the runes stand out.
  Creatures: Any act that disturbs the ground near the 
  eggs, such as chipping away at the ice or triggering the 
  trap, attracts a female remorhaz who crawls out of the 
  Maw and quickly speeds through the snow to defend her 
  clutch. The monstrosity arrives a few minutes after PCs 
  start digging; however allow them to make a (DC 10) Spot 
  check to sense secondary tremors in the earth following 
  their strikes. The angered beast targets anyone touching 
  or disturbing its eggs.
  Traps: The seal atop the engraved, large flat stone is 
  trapped with a withering curse that varies by tier.
  Tier 5–6 (EL 5+7) 
  Withering Curse 
  CR 6
  Type magical; Search DC 25; Disable Device DC 25
  eFFeCTS
  Trigger touch; Reset manual
  Effect: Withering Curse (Mummy Rot; Fortitude DC 16; 
  incubation time 1 minute; 1d6 Con/1d6 Cha; for details 
  see MM 190)
  Remorhaz  
  CR 7
  hp 73 (MM 214)
  Tier 8–9 (CR 8)
  Withering Curse 
  CR 8
  Type magical; Search DC 28; Disable Device DC 28
  eFFeCTS
  Trigger touch; Reset manual
  effect: Withering Curse (Mummy Rot; Fortitude DC 19; 
  incubation time 1 minute; 1d6 Con/1d6 Cha; for details see 
  MM 190)
  Advanced Remorhaz  
  CR 9
  As a normal remorhaz with the following changes:
  Senses Listen +11, Spot +11
  DeFeNSe
  AC 22, touch 9, flat-footed 11
  (+1 Dex, +11 natural, -2 size)
  hp 139 (13d10+65)
  Fort +18, Ref +9, Will +5 
  oFFeNSe
  Melee Bite +19 melee (2d8+13) 
  STATISTICS
  Str 28
  Base Atk +13; Grp +30
  Feats Awesome Blow, Improved Bull Rush, Improved Natural 
  Armor (2), Power Attack 
  Ujugro Warriors (5) 
  CR4
  Male or Female taer barbarian 2 (Tomb of Horrors Rev., pg. 339)
  Init +2; Senses darkvision 60 ft., scent; Listen +5, Spot +5
  DeFeNSe
  AC 15, touch 10, flatfooted 15; Uncanny Dodge 
  (+2 Dex, +5 natural, –2 rage)
  hp 39 (3d8+6 and 2d10+4 plus rage)
  Fort +6, Ref +5, Will +6
  oFFeNSe
  Spd 60 ft.
  Melee 2 slams +10 (1d4+5) and bite +5 (1d4+2)
  Ranged shortspear +8 (1d6+5)
  Special Attacks Rage 1/day (8 rounds), Stench
  TACTICS
  During Combat The taer immediately rage and rush to attack 
  outsiders in their sacred space, believing them to be demons.
  Morale The taer fight to the death.
  Base Statistics: AC 17, touch 12, flatfooted 15 (+2 Dex, +5 natural); 
  hp 35; Will +4; Melee 2 slams +8 (1d4+3) and bite +3 (1d4); Str 17, 
  Con 15; Grp +8
  STATISTICS
  Str 21, Dex 15, Con 15, Int 6, Wis 12, Cha 6
  Base Atk +5, Grp +10
  Feats Alertness, Multiattack, Weapon Focus (shortspear)
  Skills Climb +6, Move Silently +5, Listen +5, Spot +5
  Gear One of the taer wears an amulet of health.
  Treasure: Regardless of tier, the PCs find an amulet of 
  health on one of the taers.
  Mission Notes: One of the pillars lies knocked over in 
  the snow. Taldor faction PCs should be interested in the 
  runes inscribed on the side of the pillar. It takes a Taldor 
  faction PC 1d4 rounds to copy the runes to an available 
  sheet of paper. A successful DC 20 Intelligence can also 
  commit the runes to memory to be later written down.
  Rewards: If PCs survive the taer attack, reward each 
  tier thusly:
  Tier 5–6:
  Give each player 333 gp.
  Tier 8–9:
  Give each player 333 gp.
  acT 2: The snoW serPenT  
  (el VarIes)
  The Mystic’s bones lie beneath the cairn in a small 
  sepulture sealed beneath a 3-foot-layer of blue ice (hardness 
  1; hp 100; Break DC 20). Beneath the ice seal rests a large 
  flat stone engraved with a spiraling ring of primal looking 
  pictographs. Touching the seal triggers the trap. The stone 
  seals a small chamber filled with a bed of charcoal. Atop 
  the charcoal sits a rolled up leather blanket tied closed 
  with knotted silk rope. The leather blanket is lined with 
  
  9
  To Scale the Dragon
  Development: As the remorhaz attacks it bellows furiously, 
  slowly attracting the attention of a growing throng of taer. 
  The beastmen gather in small groups upon the nearby 
  fog-enshrouded cliffs to watch the fight, beating drums 
  and chanting ominously. If PCs defeat the remorhaz, they 
  suddenly become silent. Allow PCs a DC 15 Sense Motive or 
  Knowledge (nature) check to determine the taer are about 
  to turn violent. The PCs have five rounds to recover after 
  the remorhaz fight before the first wave of taer strike from 
  the fog (see Act 3). Give the PCs a strong hint to slash open 
  the remorhaz’s gullet to look for treasure—they sometimes 
  eat their prey whole and treasure 
  gets lodged there. Since the PCs have a short 
  time before the first wave of taer attack, try not to force them 
  to overlook the treasure in this act—make them aware that 
  time is running short (the taer are coming!) but don’t skip 
  the treasure.
  Treasure: Within the beast’s gullet rests a dusty rose prism 
  ioun stone. For Tier 8–9, the PCs also find a gem of brightness.
  Mission Notes: Osirion faction PCs need to make a 
  successful Heal or Knowledge (nature) skill check (DC 15) 
  to deftly remove the remorhaz’s gullet. Cheliax faction 
  PCs will need to properly reseal the tomb after placing 
  the soul gem within—this requires a successful Craft 
  (masonry, stone-carving, or similar skill) or Disable 
  Device skill check (DC 10). 
  Rewards: If the PCs defeat the remorhaz, reward each 
  tier thusly:
  Tier 5–6:
  Give each player 417 gp.
  Tier 8–9:
  Give each player 1,083 gp.
  acT 3: 
  BeasTMen In The 
  Fog (el VarIes)
  A few rounds after the PCs defeat the remorhaz, read or 
  paraphrase the following:
  Dozens of shaggy beastmen howl from the fog-enshrouded 
  precipices, their chants seemingly silenced by the death of 
  monstrous worm-creature. Then slowly, the drums start 
  beating. The tempo rises furiously, followed by an enraged 
  chorus of violent, howling screams.
  
  10
  Pathfinder Society Scenario
  of stone spears. Describe the final volley as a rain of 
  spears though only make one attack roll per PC. The rest 
  of the spears stick into the cliff walls, sink into the snow, 
  or clatter off the sleds. All is not over with the smelly 
  taer, however, as they gather to strike back against the 
  waystation at Cania’s Drop.
  Rewards: There are no rewards for this act. 
  acT 4: WaITIng In The WIngs 
  (el 7 or el 10)
  This encounter takes place when PCs are en route back to 
  the waystation. Responding to information provided by 
  their connection at Cania’s Drop, a team of Aspis agents 
  tracked the PC’s into the hills and prepared an ambush. 
  Across the pass, they laid several rough-trimmed saplings 
  partially buried in the snow. Any sled striking the felled 
  trees bounces wildly, forcing the musher to slow down or 
  lose control of his sled.
  Atop the hills on either side of the map location labeled 
  “The Wings,” (see page 5) eight consortium 
  agents wait in ambush. When the PCs drive 
  through the pass, they storm down upon 
  them, two sleds on either side (sleds 1 and 
  3 from the North, sleds 2 and 4 from the 
  South). As soon as PCs arrive, they begin 
  their descent screaming and whooping in 
  order to draw attention to themselves and 
  away from the obstruction in the pass. The 
  consortium agents begin the descent at a 
  sled speed increment of 8. They target any 
  out-of-control sleds first. 
  Once PCs reach the section of the pass 
  known as the Wings, read or paraphrase the 
  following:
  Enraged that trespassers violated their holy site, 
  murdered their kin, and slew their sacred beast, the taer 
  fall upon the PCs with mad vengeance. Give the PCs a 
  few seconds to process the events, then if they don’t head 
  for the sleds immediately, initiate the first of many taer 
  attacks. Start with a volley of six spears thrown from 
  inside the 50% concealment range of the fog. In the 
  preliminary rounds, keep the taer forces small (use 4 taer 
  for Tier 5–6, and 8 taer for Tier 8–9). Every 1d4 rounds 
  thereafter, additional taer arrive (in the same numbers 
  as above) and continue to do so until the PCs flee or are 
  defeated. The initial taer are all from the same clan, 
  which consists of 40 individuals; however, more clans 
  are being summoned. A DC 20 Knowledge (nature) check 
  recognizes that echoing drums are coming from various 
  locations and distances, some using distinctly different 
  response patterns indicating that the call is being 
  answered by several different groups. 
  Development: The taer pursue the PCs to the best 
  of their abilities, but cannot keep pace with characters 
  traveling on dogsleds. They chase the PC for several 
  hundred yards and then send them off with a final volley 
  OvERwHELmiNG ODDS
  Sometimes it is best to run. The taer come in droves, and 
  eventually the odds will turn upon the PCs, quite unfavorably. 
  Hopefully they recognize when this occurs and know to flee, 
  but it remains possible that the players might not realize 
  this. If you have to, drop a few extra hints concerning the 
  overwhelming force of taers, and maybe even ask them if they 
  wish to flee. 
  GAmEmASTERy FLip-mAT: mOuNTAiN pASS
  GameMastery Flip-Mat: Mountain Pass is the perfect accessory 
  for Acts 4 and 5. Use the “front” side of the Flip-Mat with the 
  two ruined towers and have the Aspis Consortium agents sled 
  at the PCs from the towers as they approach from the longer 
  side of the map opposite the towers. A sample of that map has 
  been included here, but for those GMs looking for the perfect 
  accessory for this scenario, look no further than GameMastery 
  Flip-Mat: Mountain Pass, available online at paizo.com or at 
  your local hobby store.
  Gamemastery Flip-mat: mountain pass
  
  11
  To Scale the Dragon
  A chorus of yowling dogs echoes from atop the surrounding 
  hills. Suddenly, from out of the snow-covered brush shoot four 
  teams of dogsleds. They barrel down the hills at breakneck 
  speed. 
  While this encounter can be resolved at this location, 
  it was intended to be played out as a combat in moving 
  sleds, down the mountain pass. The GM should describe 
  the excitement of the race, the bouncing sleds, the racing 
  winds, bright sun reflecting off the snow, etc. The course 
  itself is 8-miles long, which at average speed should 
  take approximately 96 minutes (about 12 minutes per 
  mile). To make it play out smoothly, only determine sled 
  actions and maneuvers when the sleds hit a major terrain 
  change as described in the various sections of the Dragon 
  description on page 5. In the interim, make a few checks 
  to determine if sleds are gaining or losing ground and 
  allow a little bit of ranged combat at a –4 penalty. Also, 
  anyone engaging in ranged combat during the bumpy 
  sled ride risks being jounced from the vehicle.
  Creatures: There are four sleds headed for the PCs. 
  The first two sleds have an Aspis Musher and an Aspis 
  Ranger. The third sled is driven by an Aspis Musher and 
  his passenger is an Aspis rogue named Fyrth. The fourth 
  sled is driven by an Aspis Musher and carries an Aspis 
  cleric of Norgorber named Ephys Cinderstorm.
  Tier 5–6 (EL 7)
  Aspis Musher (4) 
  CR 2 
  Male or female human fighter 2
  NE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2
  DeFeNSe
  AC 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex)
  hp 14 (2d10+2)
  Fort +4, Ref +1, Will +1
  oFFeNSe
  Spd 30 ft.
  Melee heavy pick +5 (1d6+2/x4) or dagger +4 (1d4+2)
  Ranged javelin +3 (1d6+2) or dagger +3 (1d4+2)  
  TACTICS
  During Combat The mushers do their best to drive the sleds, only 
  resorting to hand to hand combat if they crash or are forced to 
  stop.
  Morale As there is little chance of surviving in the mountains 
  alone, these mercenaries fight to the death.
  Base Statistics Ranged javelin +3 (1d6+2) or dagger +3 (1d4+2)
  STATISTICS
  Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 8
  Base Atk +2; Grp +4
  Feats Alertness, Animal Affinity, Point Blank Shot, Weapon Focus 
  (military pick)
  Skills Climb +3, Handle Animal +5, Intimidate +1, Jump +4, Ride +3
  Languages Common
  Gear chain shirt, heavy pick, dagger (4), javelin (5), bronze 
  consortium coin 
  Aspis Ranger (2) 
  CR 3
  Male or female human ranger 3
  NE Medium humanoid
  Init +3; Senses special senses; Listen +3, Spot +3 
  DeFeNSe
  AC 17, touch 13, flat-footed 14
  (+4 armor, +3 Dex)
  hp 15 (3d8)
  Fort +3, Ref +6, Will +2 
  oFFeNSe
  Spd 30 ft.
  Melee shortword +7 (1d6+1) or 2 shortwords +5/+5 (1d6+1)
  Ranged +1 bolas +7 (1d4+2) 
  Special Attacks favored enemy (humans +2)
  TACTICS
  During Combat When in range, the rangers throw their bolas at 
  mushers, attempting to trip them up and knock them off their 
  sleds. During a sled grapple, they try to board the opponent’s 
  sled and attack with their swords.
  Morale If more than four of their allies fall, the rangers take their 
  sleds and race off.
  STATISTICS
  Str 13, Dex 16, Con 11, Int 12, Wis 13, Cha 12 
  Base Atk +3; Grp +4 
  Feats Exotic Weapon Proficiency (bolas), Track, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (shortsword)
  Skills Climb +2, Concentration +2, Handle Animal +5, Heal +3, 
  Hide +4, Jump +5, Knowledge (dungeoneering) +3, Knowledge 
  (geography) +3, Knowledge (nature) +3, Listen +3, Move Silently 
  +4, Ride +4, Search +2, Spot +3, Survival +4, Swim -1, Use Rope 
  +6
  Languages Common
  SQ wild empathy
  Gear chain shirt, +1 bolas, matched pair of shortswords, bronze 
  consortium coin
  Fyrth 
  CR 4
  Male half-elf rogue 4
  NE Medium humanoid (elf)
  Init +4; Senses low-light vision; Listen +5, Spot +3
  DeFeNSe
  AC 17, touch 14, flat-footed 17; Uncanny Dodge
  (+3 armor, +4 Dex)
  hp 20 (4d6+4)
  Fort +2, Ref +8, Will +1
  Defensive Abilities evasion, uncanny dodge
  Immune sleep spells and similar magical effects; Resist +2 save 
  
  12
  Pathfinder Society Scenario
  versus enchantment spells or effects
  oFFeNSe
  Spd 30 ft.
  Melee mwk alchemical silver rapier +8 (1d6) 
  Ranged net +7 (0 plus entangle) 
  Special Attacks sneak attack (+2d6)
  TACTICS
  During Combat Once in range, he throws his nets attempting to 
  entangle the nearest opponent’s musher or dog team hoping 
  to cause a sled crash.
  Morale If more than half his allies are slain, Fyrth attempts to flee.
  STATISTICS
  Str 11, Dex 18, Con 13, Int 14, Wis 10, Cha 12 
  Base Atk +3; Grp +3
  Feats Exotic Weapon Proficiency (net), Weapon Finesse
  Skills Appraise +5, Balance +8, Bluff +3, Climb +4, Decipher Script 
  +4, Diplomacy +3, Disable Device +6, Disguise +3, Escape Artist 
  +6, Forgery +4, Gather Information +5, Hide +8, Intimidate +3, 
  Jump +4, Knowledge (local) +4, Listen +5, Move Silently +8, 
  Open Lock +7, Search +8, Sense Motive +2, Sleight of Hand +8, 
  Spot +3, Tumble +8, Use Magic Device +1, Use Rope +7
  Languages Common, Elven 
  SQ trapfinding, trap sense +1
  Combat Gear 2 nets; other Gear mwk alchemical silver rapier, 
  mwk studded leather armor, mwk hand crossbow, bronze 
  consortium coin, cryptic note, sack with 325 gp (bounty)
  ephys Cinderstorm 
  CR 3
  Female human cleric 3 (Norgorber)
  NE Medium human
  Init +4; Senses Listen +3, Spot +3
  DeFeNSe
  AC 16, touch 10, flat-footed 16
  (+6 armor)
  hp 21 (3d8+6)
  Fort +5 , Ref +1, Will +6 
  oFFeNSe
  Spd 20 ft.
  Melee mwk shortsword +3 (1d6-1) 
  Special Attacks rebuke undead 6/day (+3; 2d6+6)
  Spells prepared (CL 3rd)
  2nd—detect thoughtsD (DC 15), hold person (DC 15), spiritual 
  weapon 
  1st—cause fearD (DC 14) command (DC 14), doom (DC 14), inflict 
  light wounds (DC 14)
  0—guidance, mending (2), resistance
  Domains death, knowledge
  TACTICS
  Before Combat As Ephys approaches, she casts cause fear on the 
  nearest opponent’s lead sled dog, trying to get it to panic. If 
  she succeeds, the musher cannot break or make slam attacks 
  for the duration of the spell. Furthermore, he suffers a –4 
  penalty to attempt any other maneuvers other than “mush.”
  During Combat Ephys initiates combat by casting command on 
  a musher, telling him to “break” so her sled can close in on 
  them. Next, she casts offensive spells and defends her sled 
  with her sword, if the opportunity arises to make a touch attack 
  she uses her death touch domain ability. 
  Morale Ephys fights until her ranger allies flee, at which point she 
  quickly follows suit.
  STATISTICS
  Str 9, Dex 11, Con 14, Int 12, Wis 17, Cha 13
  Base Atk +2; Grp +1
  Feats Combat Casting, Improved Initiative, Weapon Focus 
  (shortsword)
  Skills Concentration +6 (+10 casting defensively), Craft, Diplomacy 
  +4, Heal +7, Knowledge (arcana) +3, Knowledge (history) +3, 
  Knowledge (religion) +3, Knowledge (the planes) +3, Spellcraft 
  +4 
  Languages Common
  Gear +1 breastplate, mwk shortsword, boots of the winterlands, 
  bronze consortium coin
  Tier 8–9 (EL 10)
  Aspis Musher (4) 
  CR 4
  Male or female human fighter 4
  NE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2
  DeFeNSe
  AC 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex)
  hp 28 (4d10+4)
  Fort +5, Ref +2, Will +1
  oFFeNSe
  Spd 30 ft.
  Melee +1 heavy pick +9 (1d6+6/X4) or dagger +7 (1d4+3)
  Ranged javelin +6 (1d6+3) or dagger +6 (1d4+3)
  TACTICS
  During Combat The mushers do their best to drive the sleds, only 
  resorting to hand to hand combat if they crash or are forced to 
  stop.
  Morale As there is little chance of surviving in the mountains 
  alone, these mercenaries fight to the death. 
  Base Statistics Ranged javelin +6 (1d6+3) or dagger +6 (1d4+3)
  STATISTICS
  Str 16, Dex 12, Con 13, Int 10, Wis 11, Cha 8 
  Base Atk +4; Grp +7 
  Feats Alertness, Animal Affinity, Point Blank Shot, Quick Draw, 
  Weapon Focus (military pick), Weapon Specialization (heavy 
  pick) 
  Skills Climb +5, Handle Animal +8, Intimidate +1, Jump +9, Ride 
  +4, Swim +3 
  Languages Common
  Gear +1 chain shirt, heavy pick, dagger (4), javelin (5), bronze 
  consortium coin
  
  13
  To Scale the Dragon
  Aspis Ranger (2) 
   
  CR 5
  Male or female human ranger 5
  NE Medium humanoid
  Init +4; Senses Listen +3, Spot +4
  DeFeNSe
  AC 18, touch 13, flat-footed 15
  (+5 armor, +3 Dex)
  hp 25 (5d8)
  Fort +4, Ref +8, Will +2 
  oFFeNSe
  Spd 30 ft.
  Melee mwk shortword +11 (1d6+2) or 2 mwk shortwords +9/+9 
  (1d6+2) 
  Ranged +1 bolas +10 (1d4+2) 
  Special Attacks favored enemies (humans +4, elves +2)
  Spells prepared (CL 2nd)
  1st—charm animal (DC 12)
  TACTICS
  Before Combat The rangers attempt to cast charm animal upon 
  the nearest opponent’s lead sled dog, asking it to slow down.
  During Combat When in range, the rangers throw their bolas at 
  mushers, attempting to trip them up and knock them off their 
  sleds. During a sled grapple, they try to board the opponent’s 
  sled and attack with their swords.
  Morale If over half of their allies fall in combat, the rangers take to 
  their sleds and race off.
  STATISTICS
  Str 13, Dex 17, Con 11, Int 12, Wis 13, Cha 12 
  Base Atk +5; Grp +6 
  Feats Exotic Weapon Proficiency (bolas), Track, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (shortsword) 
  Skills Climb +5, Concentration +2, Handle Animal+6, Heal +3, 
  Hide +5, Jump +7, Knowledge (dungeoneering) +3, Knowledge 
  (geography) +5, Knowledge (nature) +4, Listen +3, Move Silently 
  +6, Ride +5, Search +2, Spot +4, Survival +5 (+7 Tracking), Use 
  Rope +7
  Languages Common 
  SQ animal companion, wild empathy
  Gear +1 chain shirt, +1 bolas, matched pair of mwk shortswords, 
  bronze consortium coin
  Fyrth 
  CR 6
  Male half-elf rogue 6
  NE Medium humanoid (elf)
  Init +4; Senses low-light vision; Listen +5, Spot +5
  DeFeNSe
  AC 17, touch 14, flat-footed 17; Uncanny Dodge
  (+3 armor, +4 Dex)
  hp 30 (6d6+6)
  Fort +3, Ref +9, Will +2
  Defensive Abilities evasion
  Immune sleep spells and similar magical effects; Resist +2 save 
  versus enchantment spells or effects
  oFFeNSe
  Spd 30 ft.
  Melee +1 rapier +9 (1d6+1)
  Ranged net +7 (0 plus entangle) 
  Special Attacks sneak attack (+3d6)
  TACTICS
  During Combat Fyrth shoots opponents with poisoned hand 
  crossbow bolts, When in range, he throws his nets, attempting 
  to entangle the nearest opponent’s musher or dog team, 
  hoping to cause a sled crash.
  Morale If more than half his allies are slain, Fyrth attempts to flee.
  STATISTICS
  Str 11, Dex 18, Con 13, Int 14. Wis 10, Cha 12 
  Base Atk +4; Grp +4
  Feats Exotic Weapon Proficiency (net), Weapon Finesse
  Skills Appraise +5, Balance +10, Bluff +3, Climb +6, Decipher 
  Script +4, Diplomacy+5, Disable Device +6, Disguise +3, 
  Escape Artist +6, Forgery +4, Gather Information +5, Hide +8, 
  Intimidate +5, Jump +6, Knowledge (local) +4, Listen +5, Move 
  Silently +8, Open Lock +7, Search +8, Sense Motive +2, Sleight 
  of Hand +8, Spot +5, Tumble +10, Use Magic Device +5, Use 
  Rope +9
  Languages Common, Elven 
  SQ evasion, trapfinding, trap sense +2, uncanny dodge
  Combat Gear 2 nets; other Gear +1 rapier, +1 studded leather 
  armor, cloak of resistance +1, bronze consortium coin, cryptic 
  note sack with 625 gp (bounty).
  ephys Cinderstorm 
  CR 5
  Female human cleric 5 (Norgorber)
  NE Medium humanoid (human)
  Init +4; Senses Listen +3, Spot +3
  DeFeNSe
  AC 16, touch 10, flat-footed 16
  (+6 armor)
  hp 35 (5d8+10)
  Fort +6, Ref +1, Will +7 
  oFFeNSe
  Spd 20 ft.
  Melee +1 shortsword +5 (1d6+1) 
  Special Attacks rebuke undead 6/day (+3; 2d6+8)
  Cleric Spells Prepared (CL 5th):
  3rd—blindness/deafness (DC 16), clairaudience/clairvoyanceD (DC 
  16), dispel magic (DC 16) 
  2nd—detect thoughtsD (DC 15), hold person (DC 15)(2), spiritual 
  weapon 
  1st—cause fearD (DC 14) command (DC 14)(2), doom (DC 14), 
  inflict light wounds (DC 14)
  0—guidance, mending (2), resistance (2)
  Domains death, knowledge
  TACTICS
  Before Combat As Ephys approaches, she casts cause fear on the 
  
  14
  Pathfinder Society Scenario
  nearest opponent’s lead sled dog, trying to get it to panic. If 
  she succeeds, the musher cannot break or make a slam attacks 
  for the duration of the spell. Furthermore, he suffers a –4 
  penalty to attempt any other maneuvers other than “mush.”
  During Combat Ephys initiates combat by casting command on 
  a musher, telling him to “break” so her sled can close in on 
  them. Next, she casts offensive spells and defends her sled 
  with her sword, if the opportunity arises to make a touch 
  attack, she uses her death touch domain ability. 
  Morale Ephys fights until her ranger allies flee, at which point she 
  quickly follows suit.
  STATISTICS
  Str 10, Dex 11, Con 14, Int 12, Wis 17, Cha 13
  Base Atk +3; Grp +3
  Feats Combat Casting, Improved Initiative, Weapon Focus 
  (shortsword)
  Skills Concentration +8 (+12 casting defensively), Diplomacy 
  +4, Heal +7, Knowledge (arcana) +4, Knowledge (history) 
  +5, Knowledge (religion) +4, Knowledge (the planes) +4, and 
  Spellcraft +5 
  Languages Common
  Gear +1 breastplate, +1 shortsword, boots of the winterlands, bronze 
  consortium coin
  Development: The consortium agents have orders to 
  seize the bones from the PCs, and while they weren’t 
  given specific orders to kill, they have no reservations 
  about committing murder. They attempt to run down the 
  PCs, topple their sleds, and rifle through their gear for 
  the bones. If they find them, they immediately disengage 
  from combat and flee. While this encounter might end in 
  a single battle in the Wings, it could easily blossom into 
  a grueling sled race spanning the entirety of the Dragon 
  (refer to page 4 for details on dog sledding).
  Mission Notes: Anyone searching Fyrth finds a 
  cryptically-scribed message, obviously written in code. A 
  successful Decipher Script check (DC 15) unscrambles a 
  formal request for the assassination of Rysam, with an 
  unstated sum payable upon delivery of his head to Avery 
  Slyeg, one of Riddleport’s more infamous crime bosses. 
  The note also mentions a contact within the waystation 
  named Krysher.
  All low-level Aspis Consortium agents carry bronze 
  coins on their person, to identify themselves to other 
  members; however Ephys has a slightly higher rank. A 
  Search check (DC 15) discovers a silver coin sewn into a 
  secret pocket in the seam of her cloak and Qadiran faction 
  PCs should be interested in this coin.
  Rewards: If the PCs survive the ambush, reward each 
  tier thusly:
  Tier 5–6:
  Give each player 931 gp. 
  Tier 8–9:
  Give each player 2,115 gp.
  acT 5: raID on canIa’s DroP 
  (el 7 or el 9)
  Drums and smoke signals swiftly spread the beastmen’s 
  voices through the lower peaks. The violation of the holy 
  lands, slaying of their brethren, and butchery of their 
  most sacred creature has roused them to war against any 
  humans they encounter, including the small waystation 
  at Cania’s Drop. By the time PCs return, the tribes of 
  the lower hills have already laid siege to the waystation 
  and its men bravely fight the onslaught of terrifying 
  beastmen.
  As the PCs approach Cania’s Drop they spot gouts 
  of thick black smoke smearing angrily across the pale 
  sky and smell the scent of burning wood. A quick DC 12 
  Spot check sights the source of the fire as Cania’s Drop. 
  The waystation is under siege and its roof is burning. Its 
  brave men rush out. Their clothes aflame, they drop and 
  roll in the snow only to meet with the vicious fangs and 
  claws of waiting beastmen. PCs have only a short time 
  to come to the aid of the besieged waystation before all 
  perish to the enraged taers.
  The fire has consumed a portion of the waystation 
  and if it isn’t extinguished quickly, the flames spread 
  out of control and the waystation burns to cinders 
  and ash. The flames deals 3d6 points of damage per 
  round, and if they deal more than 100 hp damage to 
  the waystation, it’s destroyed. If the PCs spend any time 
  throwing snow or water on the fire, they can dampen 
  and even put out the flames. For the sake of determining 
  damage to the building, a bucket of water removes 1d4 
  damage the building has taken so far—anything less 
  than a bucket of water splashes uselessly on the flames. 
  Damage-dealing water or cold-based spells can target 
  the building to help put out the fire as well. If the hit 
  points of the building ever reaches 100 again, the fire is 
  out though part of the building is gutted.
  Creatures: The closest group of taer to the PCs as 
  they approach are listed below and vary by tier. There 
  is a full melee already in progress—several groups of 
  ragtag warriors battle the beastmen in various locations 
  around the waystation. This group of taer appear to be 
  trying to start another fire on the opposite side of the 
  waystation very close to the approaching PCs. Use the 
  map of the Maw on page 7 for this encounter—the PCs 
  approach the waystation from the bottom of the map 
  and the group of taers surround the waystation building 
  (the ruins on the map).
  
  15
  To Scale the Dragon
  Tier 5-6 (EL 7) 
  Taer (4) 
  CR 2
  hp 19 (use stats for the taer in Act 1)  
  (Tomb of Horrors Rev., pg. 339)
  Ujugro Warrior (1) 
  CR 4
  hp 39 (use stats for the ujugro warrior in Act 1) 
  (Tomb of Horrors Rev., pg. 339)
  Tier 8-9 (EL 9)
  Taer (6) 
  CR 2
  hp 19 (use the stats for the taer in Act 1) 
  (Tomb of Horrors Rev., pg. 339)
  Ujugro Warrior (4) 
  CR 4
  hp 39 (use the stats for the ujugro warrior in Act 1) 
  (Tomb of Horrors Rev., pg. 339)
  Development: Assuming the PCs defeat the group of 
  taer they encounter, the waystation folk win the day. If 
  the PCs fail, another fire is set and the waystation burns 
  to the ground, its residents a mighty feast for the local 
  beastman tribes. Rysam survives the encounter if the PCs 
  do and if made aware of the Aspis agent in his midst, he 
  orders Krysher arrested. Krysher surrenders willingly 
  and mockingly remarks that once the Galt authorities 
  have taken him into custody it’ll be a small matter of 
  time and money to secure his freedom. How the PCs react 
  to that is entirely up to them.
  Rewards: There are no rewards for Act 5.
  conclUsIon
  If the PCs save Rysam and the waystation, its inhabitants 
  pledge themselves forever in their debt. They invite 
  the PCs to remain for a few days to recover and wait for 
  Osprey to arrive. If the PCs refuse, Rysam adds that he 
  could actually use the help getting things back to normal 
  and making sure no further attacks are coming. If the 
  waystation is destroyed, or worse seized by the taer, the 
  PCs may need to flee. If this occurs, have them meet up 
  with Osprey further down the mountain where they find 
  him resting in his own small campsite.
    A few days after the events of Act 5, the PCs find Osprey 
  waiting for them, comfortably hanging out in front of the 
  fire watching the logs spit and crackle in the dull orange 
  glow. If PCs present him with the bones, he thanks 
  them for their services to the Society and tells them 
  they have indeed prevented a terrible fate by keeping the 
  bones from the hands of those who would seek to steal 
  the mystic’s prophetic truths. Then he graciously bids 
  them farewell and, without warning, transforms into a 
  long-winged hawk with mysterious dark markings about 
  its eyes. Winging into to the ice-blue sky he soars off 
  towards Absalom leaving the PCs standing in the cold, 
  with thousands of miles between where they stand and 
  the City at the Center of the World. 
  FacTIon MIssIons
  Andoran Faction: PCs from the Andoran faction who root 
  out Krysher among the men stationed at Cania’s Drop 
  earn 1 Prestige Award.
  Cheliax Faction: A Chelish faction PC to seal a soul 
  gem in the sepulture gains 1 Prestige Award.
  Osirion Faction: An Osirian faction PC who recovers 
  the gullet of the remorhaz as a biological specimen earns 
  1 Prestige Award. 
  Qadira Faction: Successfully recovering a silver Aspis 
  Consortium coin earns a Qadiran faction PC 1 Prestige 
  Award.
  Taldor Faction: Taldan faction PCs that successfully 
  sketch the runes on the side of the fallen column at the 
  cairn site earn 1 Prestige Award.
  
  16
  Pathfinder Society Scenario
  Hand of Destiny,
  Within the enclosed insignificant gem, we’ve placed the soul of an individual who, over the last 
  few decades, has created for our nation a considerable amount of distress. Be you ever so kind, 
  and take this stone to the highest peaks with you. Once you find your destination, please lock 
  the stone away beneath the ruins toward which you travel and from whence it cannot easily be 
  recovered. For this, my deepest gratitude shall be shown to you upon your death.
   
    Paracountess Zarta Dralneen 
  Oh Excellent Friend to the Ruby Prince,
  Our seers have uncovered an ancient rite that requires a rare unguent brewed from 
  reagents and tinctures extracted from a legendary worm-like beast. This creature has 
  a spine that glows like molten gold, and is known to dwell high atop the grim spires of 
  the Fog Peaks. We desperately need more information on these legendary beasts, and 
  in particular strongly desire biological samples of this creature’s gullet. Bring us a 
  workable sample and our gratitude will know no bounds.
  In Unfathomable Gratitude,
  Amenopheus, The Sapphire Sage
  Redeemer of Sovereignty,
  I pray you respond to this message with utmost urgency. We’ve received information concerning a bounty placed 
  on the head of Rysam Aklon, an old friend of mine currently living in self-exile at the Cania’s Drop waystation in 
  southern Galt. We are not sure who placed the bounty, and desperately seek solid evidence before we can proceed. 
  We are certain that Cania’s Drop has one among them who spies for whoever holds the bounty on Rysam. Find 
  him before it’s too late.
  Yours in Earnest,
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  
  17
  To Scale the Dragon
  Honorable Son of Qadira,
  Our vicious competitors, the Aspis Consortium, are trying to crush our 
  northeastern spice markets. While we have a few loyal agents sleeping amidst 
  their organization, none possess the rank to access information we need to break 
  their books and drive them out. We desperately need to procure one of their 
  silver coins in order for one of our agents to assume the identity of a higher-
  ranking Consortium member. If possible, please try to recover one of these coins 
  in your adventures. 
  May the Sun Always Light Your Way,
  Pasha Muhlia Al-Jakri
  Gallant Envoy to the Empire,
  The mountain cairns of the Fog Peaks are of great significance to us. Our 
  forbearers built such places to watch over the surrounding vales in times of need, 
  and even today we can scry upon them to seek the wisdom of the mountain stars. The cairn you 
  seek seems to have suffered some recent damage, and our influence over it has been shattered. 
  Once you arrive, write down or commit to memory the runes on any damaged portions of the ruins 
  and return those sketches to me immediately.
  Most Sincerely,
  Baron Jacquo Dalsine
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  
  18
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of 
  the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Society Scenario 16: To Scale the Dragon. 
  Copyright 2009, Paizo Publishing, LLC; Author: Tim 
  Hitchcock.
  Tomb of Horrors. Copyright 2002, Necromancer Games, Inc; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  
     
  5–6
  Scenario 16: To Scale The Dragon
   
  player Name  
  A.K.A.
   
  Character Name 
  pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Sub Total
  GoLD
  Gold Spent
  Sub Total
  Items Bought
  Items Sold
  Final pA Total
  Final Xp Total
  prestige Award
  eXpeRIeNCe
  Gp Gained (GM oNLY)
  pA Gained (GM oNLY)
  Start Gp
  Starting pA
  Starting Xp
  Sub Total
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIeR
  TIeR
  TIeR
  Amulet of health (Cost: 4,000 gp)
  Dusty rose prism ioun stone (Cost: 5,000 gp)
  Boots of the winterlands (Cost: 2,500 gp)
  Gem of brightness (Cost: 13,000 gp)
  Cloak of resistance +1 (Cost: 1,000 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  8–9
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIeR
  TIeR
  TIeR
  5–6
  8–9
  1,681
  3,531
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 0/Scenario 1-16 To Scale The Dragon.pdf