TEXT: By Liz Courts
  Six Seconds
  to Midnight
  PATHFINDER SOCIETY SCENARIO #7-02 
  TIER 3–7
  
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  Author • Liz Courts
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  Pathfinder Society Scenario #7–02: Six Seconds to Midnight is a Pathfinder Society Scenario designed for 3rd- to 7th- level characters 
  (Tier 3–7, Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily 
  be adapted for use with any world.
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  Six Seconds to Midnight
  Pathfinder Society Scenario #7-02
  
  The River Kingdoms
  • Uringen
  3
  have time-manipulating properties, is not functioning 
  properly. The Society’s scholars require especially 
  esoteric materials to perform repairs. One of these is the 
  exceedingly rare temporal essence, a source of which drips 
  from the Uringen’s clock tower like grease from a wagon 
  axle. Ogden and the Society have agreed to exchange 
  the Pathfinders’ service for Uringen materials, and the 
  possibility of a longer-term arrangement.
  Although much of the clock tower’s strange power 
  comes from the magic woven into the gears of the tower 
  itself, it also draws power from the fey circle upon which 
  it was built. An imperfect confluence between the circle 
  W
  hen the Ulfen skald Birji Uringen settled 
  in the River Kingdoms, he founded a town 
  named after himself, which was populated 
  by many of his followers from the Lands of the Linnorm 
  Kings. Among his companions was the wizard Rhona 
  Ambros, who made the most of her home by constructing 
  a bizarre, four-faced clock tower, following instructions 
  from a stolen manuscript on time-altering magic. When 
  she activated the tower for the first time, it tore a piece 
  of Uringen into a pocket dimension. Intermittently, this 
  piece of the town shifts between Golarion and a bubble 
  between Golarion and the First World, a phenomenon 
  that brings the town no shortage of intense study among 
  scholars of fey and planes alike.
  With the verdant Embeth Forest nearby, Uringen is 
  also a haven for alchemical studies, as the forest provides 
  an abundance of rare reagents and alchemical oddities. 
  A sizeable portion of Uringen’s population consists of 
  arcane researchers and alchemists, foremost among 
  them the current mayor of the “unstuck” portion of the 
  town, Lady Aurelia Ogden. 
  The mayor and her assistants, including her pixie 
  comrade Cerotious, have carefully kept track of the four 
  clock faces’ movements, and they have calculated that 
  a hitherto unseen phenomenon will occur in a matter 
  of weeks: the three predictable clock faces will all read 
  exactly the same time. The fourth and western face 
  acts erratically and always has, but of late it has begun 
  mimicking the other faces at random. As a result, Lady 
  Ogden suspects that all four faces will align, and when 
  that happens, no knows quite what to expect. Minor 
  surges of arcane energy and other fairly innocuous 
  events have accompanied the alignment of two clock 
  faces, and Lady Ogden suspects that the upcoming event 
  could be wondrous indeed. The trouble is, she is far 
  too short-staffed to properly document the upcoming 
  phenomenon, so she needs to call in outside help.
  The Pathfinder Society has many agents who could 
  assist, but they have a more pressing issue: the Sky Key, 
  a recently reconstructed Numerian device that seems to 
  Six Seconds
  to Midnight
  By Liz Courts
  WHERE ON GOLARION?
  The River Kingdoms are a disparate and ever-shifting 
  collection of territories northeast of Lake Encarthan. This 
  adventure takes place in the River Kingdom of Uringen. 
  Embeth Forest comprises most of the kingdom’s territory, 
  and a number of fey make their homes here—not all of them 
  friendly to outsiders. The town of Uringen is caught between 
  two versions of itself: one static and unchanging, and another 
  that sporadically becomes lodged between the Material 
  Plane and the First World. To learn more about Uringen and 
  its inhabitants, read Pathfinder Campaign Setting: Guide to 
  the River Kingdoms, available in bookstores and game stores 
  everywhere, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  and the tower creates much of the magical instability that 
  plagues the device. 
  The upcoming confluence has drawn the attention 
  of Mather Nithra, an evil grig from Embeth Forest. He 
  has long been a blight upon the people of Uringen, 
  corrupting the local forest and its denizens to his dark 
  and twisted ways, and he, too, senses that a time of great 
  convergence is nigh. He and his fell followers plan to 
  use this time of chaos to finally wipe Uringen off the 
  map once and for all. 
  Mather Nithra is not the only fey to take interest 
  in the convergence of the clocks. The dryad Henbane 
  Allseasons returns occasionally to the sacred circle upon 
  which Rhona Ambros built the clock tower. While most 
  dryads are bonded to a single specific tree, Henbane 
  is bonded to a collection of branching paths of time, 
  some of which connect through this circle. In addition, 
  this circle is sacred to her patron Shyka, the Eldest of 
  entropy, reincarnation, and time, and Uringen is an 
  unfamiliar and unwelcome addition. Mather Nithra 
  appealed to Shyka for assistance in cleansing the area of 
  human interference, and while Shyka did not respond to 
  Nithra one way or the other, the enigmatic Eldest subtly 
  encouraged her follower’s interest in returning to the 
  circle for the convergence. With both Henbane and 
  Mather Nithra working separately to destroy the clock 
  tower and the surrounding town, Uringen is under the 
  greatest threat it has faced since its founding.
  While Henbane and Mather Nithra both intend to 
  destroy Uringen, their objectives are not the same, 
  and are in fact even cross-purpose in the long term, 
  and so Henbane might be persuaded to leave the town 
  alone if she can be convinced that Uringen is a valuable 
  addition to her “tree”. The flow of temporal essence, 
  only possible with Uringen extant, would be a perfect 
  offering to Shyka the Many, whose mastery of time and 
  reality is formidable even in the mutable First World. 
  Mather Nithra, for his part, is uninterested in anything 
  Uringen can offer other than its utter annihilation, and 
  so will certainly need to be driven off by force. 
  SUMMARY
  The Pathfinder Society struck a deal with Lady Aurelia 
  Ogden, one of the mayors of the town of Uringen in 
  the River Kingdoms. In exchange for their assistance 
  recording an upcoming phenomenon at the Uringen 
  clock tower, Lady Ogden promised the Society access 
  to 
  Uringen’s 
  alchemical 
  supplies 
  and 
  reagents, 
  highly prized throughout the River Kingdoms and 
  beyond for their rarity and efficacy. Venture-Captain 
  Holgarin Smine in Tymon is their primary contact, 
  and he instructs the PCs to assist with the mayor’s 
  experiments and to secure temporal essence, a substance 
  that the Society’s scholars believe will help repair the 
  malfunctioning Sky Key. Venture-Captain Smine 
  instructs the PCs to meet with Jamel Visser, leader of 
  the Embeth Travelers, who will guide them through the 
  Embeth Forest and into Uringen.
  When the PCs meet with Visser, the Embeth Travelers 
  are unwilling to proceed without some preliminary 
  assistance from the Pathfinder Society, and money will 
  not do for these nomadic woodsmen. Mather Nithra, 
  who has plagued Uringen since the town’s inception, 
  has gone quiet, and the Travelers want to make sure that 
  the old grig hasn’t left debilitating traps on the road to 
  Uringen. The PCs can complete other tasks to assist the 
  Travelers, including aiding some of the sick or injured 
  within the group.
  When they arrive at Uringen, the PCs have the 
  opportunity to learn more about the clock tower and 
  what Lady Ogden expects, as well as rest and buy some 
  of the higher-end alchemical goods that make the 
  small town famous across the Inner Sea. Lady Ogden’s 
  assistant, the pixie Cerotious, can also grant the PCs 
  insight into the fey circle upon which the clock tower 
  was built. The PCs have at least one day to prepare, 
  gather notes, buy supplies, and rest before the clock 
  tower’s alignment begins, which Lady Ogden predicts 
  will be close to midnight.
  Just a few seconds before midnight, the fourth clock 
  face spins wildly, and begins to align perfectly with the 
  other clock faces, but a moment later, chaos breaks loose 
  upon the town square. Rivers of blue and red energy arc 
  out from the western clock face, tearing open portals 
  all over the square. At the same time, corrupted fey in 
  service to Mather Nithra pour out upon the town square, 
  and a group of gremlins smashes through one of the 
  tower’s windows and begins tearing apart the tower 
  from within. Meanwhile, the dryad Henbane Allseasons 
  appears in the center of the tower, and uses her power 
  over wood to seal off the tower’s entrance.
  To retrieve the temporal essence, the PCs must enter the 
  tower, deal with the fey creatures and animated objects 
  within the tower, and confront Henbane Allseasons 
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Rulebook, 
  Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  Ultimate Combat, Pathfinder RPG Ultimate Equipment, 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and 
  Pathfinder RPG Bestiary 3. 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 are reprinted in the end of 
  the scenario for the GM’s convenience.
  
  Holgarin 
  Smine
  5
  SIX SECONDS TO MIDNIGHT
  at the top of the clock tower. Both sides want the 
  temporal essence, but the PCs have the opportunity to 
  convince Henbane to give them some of the vials she 
  already collected, as well as depart Uringen peacefully. 
  Otherwise, the PCs may have to defeat Henbane in 
  combat to take the essence for themselves. If the PCs 
  ally with Henbane, the dryad agrees to leave Uringen in 
  peace, but Mather Nithra sends one last strike against 
  the people who defeated so many of her allies.
  GETTING STARTED
  Read or paraphrase the following to get the 
  adventure underway.
  The incessant beat of hammer against anvils 
  and weaponry greets entrants into Smine’s 
  Weaponworks, a smithy of great repute in 
  the town of Tymon in the River Kingdoms, 
  along with an oppressive wave of heat and 
  the acrid smell of coal. A broad-shouldered 
  dwarf, face and arms smudged with soot 
  from the furnaces, smiles broadly, proclaiming 
  in a voice harsh with years of yelling, “Ah! 
  I was expecting you lot! Step inside 
  my office. I have refreshments.” 
     He steps inside a cozy 
  office, gesturing at several 
  chairs, 
  ranging 
  from 
  an 
  overstuffed chaise to a sparse 
  and undecorated rocking chair. After 
  rinsing his face off in a nearby basin 
  of water, he pours out several glasses 
  of water, immediately quaffing one for 
  himself before refilling it and sitting 
  down to his desk. “Venture-Captain Holgarin Smine, at your 
  service. Guessing the Lodge got my message. You don’t look 
  too fresh-faced for this mission.” Finishing the rest of his 
  drink, he wipes the corner of his mouth with a clean cloth. 
     “I’ll be quick about it. You’ve got a bit of travel ahead 
  of you. One of the mayors of Uringen, Lady Aurelia Ogden, 
  wants the Society’s help—with an experiment she’s been 
  doing. The clock tower of Uringen has drawn all sorts of 
  researchers. It hasn’t worked quite right from the get-go. It 
  makes a whole piece of the town disappear. Four clock faces, 
  each with a different way of counting time. All displaying a 
  different time—until now. The mayor thinks that those faces 
  might finally join up. What’s going to happen when it does 
  is anybody’s guess. She doesn’t have the staff she needs 
  to record it properly. That’s where the Society comes in.” 
     “Uringen’s alchemical goods are some of the best. In 
  exchange for recording the experiment’s effects, and 
  dealing with unexpected issues, Mayor Ogden will give 
  the Society a discount. But there’s something else that the 
  Society wants. You heard about the mishap with the Sky 
  Key? How it’s not working correctly? Turns out, that clock 
  tower might have something that can fix it. Scholars call 
  that something ‘temporal essence.’ Fetch at least one vial 
  of the stuff. Ogden  says the best time  to collect it is in the 
  middle of the clock face alignment. I’ve arranged for travel 
  to Embeth Forest. When you get there, you’ll be meeting 
  Jamel Visser. Visser’s the leader of the local forest guides. 
  They call themselves the Embeth Travelers. Don’t dawdle. 
  You’ve got to make it to Uringen before the clock faces align. 
  The boat will get you to Visser in a little over 2 weeks if 
  you don’t run in to trouble. The clocks align in 3 weeks. 
     “Any questions…or refills?”
  Should the PCs have any questions, 
  Venture-Captain Smine answers to the best 
  of his abilities, offering his insights into 
  Uringen’s clock tower.
  What’s so special about this tower? 
  “One of the founders of the town built 
  it. Great piece of work—even if it’s 
  not dwarven,” he says with a wink. “It 
  combines magic and machinery. I’m 
  no wizard; can’t tell you more 
  than that. It causes a piece of 
  the town to disappear and 
  reappear—or at least. At 
  least, people in Uringen say 
  that’s what it does.
  What kind of things will we be 
  recording? “The mayor’s going to 
  have a keener idea of that. Record 
  the usual stuff. Sights, sounds, 
  anything else you notice. Bring 
  extra ink and paper, just in case.” 
  What is the Sky Key? “Huh, thought you’d know about 
  that. An artifact of Jormurdun, one of the legendary Sky 
  Citadels of the dwarves.”
  What’s Uringen like? “Split. I mean that literally. 
  One half of the town disappears for bit, and the other 
  sticks around. Aurelia Ogden is the mayor of the half 
  that disappears sometimes. Knavar Mieren is the mayor 
  of the other half. They’re pretty isolated in Uringen. To 
  get there, you’ve got to get guides to help you through 
  the Embeth Forest. Guides like Jamal Visser. I’ve heard 
  that the town itself is always moving.”
  What can you tell us about Jamel Visser? “The 
  Embeth Travelers get folks to and from Uringen safely. 
  I’d heed his word about anything. With the fey thick 
  in those woods, I’d take precautions against them too. 
  Good man, though. He doesn’t have much use for coin. 
  We’ll be paying him in more useful goods.”
  
  6
  PATHFINDER SOCIETY SCENARIO
  Can we just buy a teleport to get there sooner? “To be 
  honest, you have plenty of time. The boat’s already been 
  paid for. Sounds expensive for no good reason. Plus, 
  Uringen supposedly moves its location and the forest 
  is a dangerous place to teleport. Plus, you’d have to tell 
  Visser about the change of plans somehow.
  Anything else you can tell us? “Hold off on buying 
  any alchemical goods until you get to Uringen. No sense 
  wasting your money. Don’t go blabbing that you’re with 
  the Society while you’re in Tymon. Locals don’t know 
  about this lodge.
  Knowledge (arcana), Knowledge (history), 
  or Knowledge (local)
  PCs with the right skills might know some details about 
  the town of Uringen, its history, and even some of the 
  local legends.
  15+ Uringen’s alchemists are renowned through the 
  Inner Sea for the effectiveness of their elixirs and potions. 
  The clock tower that stands in the center of Uringen 
  doesn’t tell the same time on all its faces, and one of the 
  faces always spins wildly out of control. 
  20+ The town of Uringen was founded in 4637 ar by an 
  Ulfen skald name Birji Uringen. 
  25+ The grig Mather Nithra has made numerous 
  threats on the people of Uringen as well as on travelers 
  through Embeth Forest. 
  30+ Uringen’s clock tower was built on top of an ancient 
  fey circle by one of Uringen’s founders, Rhona Ambros, 
  using stolen notes.
  At this point, the PCs have an opportunity to grab 
  supplies before heading down the West and East Sellen 
  Rivers to Embeth Forest, where Venture-Captain Smine 
  has arranged for the next leg of their journey.
  A. EMBETH FOREST (CR 6 OR CR 9)
  After an uneventful trip along the Sellen River, the PCs 
  arrive near the edge of the Embeth Forest, where Jamel 
  Visser and his group of Travelers are waiting for them. 
  Wary of the increased activity around Uringen, as well 
  as reports of fey harassment on the roads leading to 
  Uringen, Visser wants the PCs to help ensure the road is 
  safe. Visser tasks the PCs with assisting the Travelers as 
  they journey through the forest, and keeping watch for 
  signs that the grig Mather Nithra may be planning an 
  attack on Uringen.
  A sturdy wooden pier stretches over the western bank of the 
  fast-moving river, where a river barge offloads several crates 
  of labeled goods. Nearby, a camp laid out in a rough semicircle 
  bustles with activity, its borders marked off by covered wagons 
  and tarpaulins. Water from a recent downpour collects in the 
  canvas’ folds and in puddles on the ground.
  When the PCs arrive, a pair of Travelers directs them 
  to Jamel Visser (NG human ranger 6), who is standing by 
  the central campfire. Dressed in plain forester’s garb, as 
  well as a worn but well-kept suit of leather armor and a 
  longbow, he listens to the two scouts with a pensive look 
  on his face. At the PCs’ approach, he turns to greet them.
  “Well met, travelers. Smine sent word of your arrival, 
  expressing the urgency of your journey, but we will have to 
  delay your departure. On our trip here, we ran afoul of that 
  blasted grig’s traps, and we won’t be able to leave until we’ve 
  fixed things up.”
  At this point, the PCs can ask Jamel Visser what 
  problems the Travelers have been having, or inquire 
  further about Uringen.
  How can we assist you? “I’ve got a few problems, to be 
  honest. Deadfall, pits, whatever snares those twisted fey 
  thought of, and that’s just the start. They’ll all need to 
  be cleared or disabled before we go back into the woods.”
  What about here in camp? “Our mules are sick, 
  probably poisoned, and even some of our hounds have 
  succumbed too. Our healers would be most appreciative 
  if you helped them out.”
  Who did this? “Nithra’s folk like to harass us in and 
  out of the woods. We usually catch most of their tricks, 
  but not this time.”
  Who’s Nithra? “Nithra is a grig, from what I hear. I’ve 
  never actually seen him face to…well face, I guess. Just in 
  passing as he hopped away from putting mistletoe in the 
  stew pot. Some fey might clean your house while you slept 
  at night, and I can tell you, he’s not that kind.”
  Can’t we pay somebody to fix this? “You think your 
  coin is good out here? Which “somebody” do you see that 
  we could pay? City folk, always so sure that money is the 
  solution to everything,” he sighs, “If you can’t help, just 
  stay out of the way.”
  Does Uringen really move around? “The town is never 
  exactly where it is supposed to be on a map, and to make 
  matters more confusing for outsiders, the forest itself 
  shifts and changes far more quickly than a normal forest 
  has any right to change. Don’t worry though; we in the 
  Travelers spend our lives in this forest, and know its ever-
  shifting landscapes. We’ll get you to Uringen.”
  What’s the situation in Uringen? “We don’t go into 
  Uringen proper, just to the edge. We want to stay as far 
  away from that clockwork contraption as we can. Besides, 
  we do more good out here than in there. What I do know 
  is that Mayor Ogden is in a tizzy about something, which 
  is troubling to see from a woman who doesn’t blink an 
  
  7
  SIX SECONDS TO MIDNIGHT
  eye at her town disappearing from the face of Golarion 
  on a regular basis.”
  If the PCs do not offer to help Visser, once it is clear 
  that they have finished asking him questions, he asks for 
  their help, providing the information from the first two 
  questions listed above.
  Subtier 3–4 (CR 6)
  POISONED DART TRAP (2) 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus medium spider venom)
  SPIKED PIT TRAP (2) 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 
  20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  Subtier 6–7 (CR 9)
  POISONED DART TRAP (2) 
  CR 5
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d4 plus giant wasp poison)
  FALLING LOG TRAP (2) 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all targets in a 
  10-ft.-square)
  The PCs can attempt up to four Heal checks to treat 
  those poisoned by Nithra’s traps (with a DC equal to the 
  poison’s save DC). Each Heal check to treat poison takes 
  1 hour, as it represents treating several poisoned people 
  and animals.
  Mather Nithra’s simple but effective traps plague 
  all that travel the worn roads in the Embeth Forest, no 
  matter the season or weather. The traps in this encounter 
  represent the traps that the Embeth Travelers do not 
  detect;  the jarring nature of the ever-shifting forest 
  means that no one, not even the Embeth Travelers, can 
  take 10 at the task, and so a few traps slip past them. Have 
  each PC who is searching for traps roll one Perception 
  check for each trap. Allow additional PCs to declare that 
  they are searching for traps between each encounter 
  with traps. Each trap that the PCs fail to find targets a 
  random PC. The rangers insist upon removing the traps 
  before progressing. They ask the PCs to disable the traps 
  that they find. If a PC sets off a trap while attempting to 
  disable it, the trap targets that PC. If a pit trap (or falling 
  log trap, in Subtier 6–7) triggers, it takes 4 hours for the 
  rangers to clear the area. Each PC who succeeds at a DC 
  10 Strength check to assist with this task reduces the time 
  taken to clear the trap by half an hour.
  A PC who succeeds at a DC 22 Knowledge (nature) 
  check (DC 25 in Subtier 6–7) has heard that these forests 
  do contain some benevolent fey, who occasionally assist 
  those who provide them offerings of bread, honey, milk, 
  or alcoholic beverages.
  The journey through the forest to Uringen takes 
  several days. If the PCs do not trigger any traps or spend 
  time treating poison, they arrive in Uringen at 6:30 in the 
  evening on the day that the clocks are expected to align; 
  they have a total of 2 hours worth of time to perform 
  additional tasks to help the rangers and to clear away the 
  results of a failed check to locate a trap before the rangers 
  give up on clearing traps and instead hurry them ahead; 
  Visser remarks that he promised the mayor that he would 
  bring the Pathfinders to town on time.
  Development: If the PCs completed at least three of the 
  following four tasks, the Embeth Travelers are grateful for 
  their assistance, and offer to give each PC a highly trained 
  Embeth Hound tomorrow morning. Each PC receives the 
  Embeth Hound boon on her Chronicle Sheet.
  Offer Assistance: Offer to help to the Embeth Travelers 
  before the Travelers ask for assistance.
  Remove Traps: Fail to detect at most one trap. Remove the 
  threat of all of the traps by safely triggering them, disabling 
  them, or (for the pit and falling log traps) triggering them 
  and cleaning up the aftermath.
  Solicit the Aid of Friendly Fey: If the PCs provide offerings 
  to attract friendly fey, the Embeth rangers are impressed 
  by their knowledge and wisdom.
  Treat Poison: Succeed on at least three checks to treat 
  the poison afflicting the Travelers.
  SCALING ENCOUNTER A
  Make the following changes to the journey through Embeth 
  forest to accommodate a group of 4 PCs.
  Subtier 3–4: Remove one spiked pit trap. Reduce the 
  base time taken to clear a triggered spiked pit trap from 4 
  hours to 3 hours.
  Subtier 6–7: Remover one falling log trap. Reduce the 
  base time taken to clear a triggered falling log trap from 4 
  hours to 3 hours.
  
  Cerotius
  8
  PATHFINDER SOCIETY SCENARIO
  Approximately half a mile outside Uringen, Visser 
  calls a halt to the caravan, gesturing the PCs forward.
  Raising his voice over the jingle of yokes and the rattle of 
  wagon wheels, Visser booms out “Halt!” Dismounting from his 
  horse, he gestures down the road. “About half a mile down that 
  road, you’ll be in Uringen. Desna smile on you in that place.”
  If the PCs managed to complete at least two tasks for 
  the Embeth Travelers, Visser 
  pulls an oilskin folio 
  out of his saddlebags.
  “Since 
  you’ve 
  been 
  right 
  useful this trip, I was hoping 
  you could carry these reports 
  to Mayors Mieren and Ogden, 
  since 
  you’ll 
  be 
  in 
  town 
  anyway. Put in a good word for 
  you as well, maybe you’ll get 
  something from them for it.”
  If the PCs inquire about the 
  contents of the reports, Visser 
  shrugs, saying, “Mostly keeping 
  track of what we see. With Uringen 
  so far from anywhere else, it’s 
  good to keep in mind what beasts 
  are wandering about.”
  B. URINGEN
  When the PCs arrive in Uringen, 
  read or paraphrase the following.
  The town of Uringen is a flurry of activity. 
  Puffs of multicolored smoke rise from tall stone chimneys 
  that emerge from steeply pitched rooftops, and people 
  dressed sharply in black and white shuffle about the town, 
  preparing for the convergence. The divide between the two 
  halves of the town is stark. A wide street, 20 feet across at its 
  widest, separates the static and unstuck portions of the town. 
  Boarded windows and prominent “closed” signs decorate the 
  static half of the town, whose residents speak in hushed and 
  tense tones. In the unstuck half of the town, excitement and 
  curiosity outweigh fear, and groups of people gather in the 
  streets. Above it all, a four-sided tower looks out upon the 
  town, with an enormous clock face decorating each side at 
  its pinnacle.
  In the middle of the street between the two halves, 
  a pair of well-dressed figures appears to be locked in 
  a debate, their words clipped and harsh. Their heated 
  conversation is in Skald, with a smattering of words and 
  phrases in Common. 
  The man rests his hand on the hilt of a rapier at his 
  side, while the woman hooks her thumbs in the wide 
  sash wrapped around her body. A tiny blue-skinned 
  humanoid with iridescent blue butterfly wings flits 
  behind the woman’s head, a miniscule pair of pince-nez 
  perched upon his pert nose.
  A PC who succeeds at a DC 20 Knowledge (local) 
  check identify the pair as 
  the mayors of Uringen, 
  Knavar 
  Mieren 
  and 
  Aurelia Ogden, and a 
  PC who succeeds at a DC 
  15 
  Knowledge 
  (nature) 
  recognizes the butterfly-
  winged humanoid as a 
  pixie. The mayors argue 
  indefinitely, unaware of 
  the PCs’ presence until 
  they’re interrupted (by 
  the pixie if the PCs make 
  no 
  move 
  after 
  several 
  minutes). 
  Mayor 
  Mieren, 
  who runs the static side of 
  Uringen, distrusts outsiders. 
  He is furious that Mayor Ogden 
  invited the Pathfinder Society, 
  and his attitude towards 
  the PCs is one of thorough 
  annoyance if their make their 
  allegiance obvious. He crosses 
  his wiry arms over his broad chest and 
  does not engage the PCs in conversation.
  Mayor Ogden, on the other hand, 
  welcomes the PCs—if not with open 
  arms, with considerably more grace than her counterpart. 
  A woman approaching her middle years, Aurelia Ogden 
  retains some of her youthful good looks, the barest grace 
  of silver among sun-bleached brown hair at her temples 
  and crows’-feet around her brown eyes the only real sign 
  of her age. Read or paraphrase the conversation below.
  “Excellent to see that my message was received and heard 
  by the Society! I’m Mayor Aurelia Ogden, and this is my 
  compatriot, Mayor Knavar Mieren. I trust your journey through 
  the Embeth wasn’t too hazardous?”
  She waits for the PCs to recount their experiences in 
  Embeth Forest before continuing. If the PCs hand over 
  Visser’s reports, she thanks them and briefly looks over 
  the reports before handing them to Mayor Mieren.
  “Not unexpected news, but I will leave the details of the guard 
  arrangement with Mieren. Right now, I must focus all my 
  
  9
  SIX SECONDS TO MIDNIGHT
  attention on my experiment—and I, for one, am happy that 
  you are here to assist with it,” Ogden finishes, with a pointed 
  glance at Mayor Mieren. 
  Whether or not they have the reports, she continues,
  “Your role in the experiment is very straightforward. I will 
  need several people to observe the westward-facing clock, 
  and record everything you see or hear—taste, smell, touch as 
  well if it becomes necessary. As members of the Pathfinder 
  Society, your experience with…unusual situations is legendary, 
  and this alignment will certainly qualify as ‘unusual’—one for 
  your Pathfinder Journals, I hope!”
  At this point, the PCs can ask more direct questions of 
  Mayor Ogden.
  What does your experiment actually entail? “As you 
  might know, when this part of town becomes ‘unstuck,’ 
  as it is referred to in the local vernacular, we lose all 
  sense of how much time has passed. I am hoping that the 
  timepieces I have constructed will allow us to keep track 
  of time while we remain out of phase with the rest of 
  Uringen. While I’m observing my timepieces, I will not 
  be able to pay attention to other events in the tower. That 
  is where you come in.”
  Are you expecting any danger? “Nethys willing, no, 
  but as he instructs, magic is always capable of creation 
  and destruction, and either could happen. I won’t lie to 
  you—I do not know the original intent of the tower. Since 
  this alignment has never happened before in Uringen’s 
  history, I am not entirely sure what we can expect, so 
  be alert and ready. I have heard of the exploits of the 
  Pathfinder Society; you are far better equipped to deal 
  with any situations that arise than our town guard.”
  I’m not magically inclined—how can I really help 
  here? “Your observations are even more crucial, as they 
  are unbiased and not viewed with a practitioner’s eye. If 
  you have any advice you could give Mayor Mieren, I’m 
  sure he’d appreciate it…eventually anyway.”
  Can we take a look around inside the tower? “Certainly! 
  Of course, it goes without saying that disturbing any of 
  the mechanisms could have catastrophic side effects, so I 
  will ask you to refrain from doing so. If you want a more 
  thorough tour, please see Cerotious,” and she gestures 
  at the pixie accompanying her. The pixie replies with 
  a start, “Yes, of course! Come with me. I would be most 
  happy to show you around.”
  What time do we need to be there? “I’d say 11:45 will 
  be enough time to get yourselves set up and prepared 
  for the event itself, but you may have better insights as 
  to how much time you need to investigate beforehand. 
  Be careful when using the clock tower to tell time; the 
  northern clock face is the accurate one.” She tells the PCs 
  the current time—it is about 6:30 in the evening before 
  adding the extra time the party spent in the forest.
  Mayor Ogden mentions that the PCs can relax up at 
  the Oaken Knot Tavern before the night’s events if they 
  wish, then bids them farewell and heads to make her 
  own preparations.
  Development: If they managed to impress Jamel Visser, 
  Mayor Ogden insists upon paying for their room and 
  board, as well as food, otherwise, the PCs will have to foot 
  the bill at the Oaken Knot if they wish to stay overnight. 
  Mayor Ogden pays for an inn suite large enough to 
  accompany the PCs, as well as any livery services that a 
  PC’s mount may require. 
  B1. Oaken Knot Tavern 
  Created from the wood that earned the tavern its name and 
  decorated in intricate carved interlocking designs, the 
  Oaken Knot is the preferred watering hole of many of the 
  alchemists and wonderworkers that reside in “unstuck” 
  Uringen, not to mention several of the fey that call the 
  town home. The Oaken Knot boasts with pride about its 
  resident bard, the grig Seripan. Along with Cerotious, 
  Seripan fled from Mather Nithra’s machinations to help 
  the townsfolk. Despite their initial misgivings about 
  their neighbors, they have grown to love the quirks of the 
  town, and have offered their aid in what ways they can.
  Dressed in a long wrap dyed in a rainbow with her hair 
  wrapped up into miniscule braids with tiny blossoms, 
  Seripan is happy to spin half-dozen stories about Mather 
  Nithra’s plots and schemes to bring ruin to Uringen that 
  end in embarrassment for that hateful being—but only 
  before sunset. She avoids mentioning Mather Nithra 
  in the twilight hours, instead referring to the evil grig 
  via an assortment of colorful epithets from a variety 
  of languages. If the PCs have enough time before the 
  experiment begins, they can ask Seripan about Uringen’s 
  history, as well as Mather Nithra.
  URINGEN AND ALCHEMY
  The PCs have the opportunity to purchase and use enhanced 
  alchemical goods within Uringen. This enhancement 
  increases the saving throw DCs to resist these alchemical 
  items by 2, and it increases the damage dealt by damaging 
  alchemical items by 50%. These alchemical goods do 
  not cost more than normal. Most of these enhancements 
  do not last past the end of the scenario, but the PCs may 
  purchase a limited selection of enhanced alchemical items 
  for twice the standard price that they can keep beyond the 
  end of this scenario, as indicated on this scenario’s Chronicle 
  sheet. All of the alchemical remedies, tools, and weapons 
  from Pathfinder RPG Ultimate Equipment are available for 
  purchase within the town.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Diplomacy (gather information)
  Like some fey, Seripan can be plied with traditional 
  offerings of bread, milk, or honey, though distilled 
  beverages like brandy or whiskey are far more likely to 
  loosen her tongue. The former grants a +2 circumstance 
  bonus on a Diplomacy check, while the latter grants a 
  +5 circumstance bonus. Seripan’s starting attitude is 
  friendly in Subtier 3–4 and indifferent in Subtier 6–7. 
  The DCs below assume that Seripan’s attitude is friendly. 
  Subtract 5 from the DC if she is helpful, and add 5 to the 
  DC if she is indifferent. Most of Seripan’s ditties have 
  some meaning behind them that may not be readily 
  apparent to the PCs without an additional skill check to 
  interpret the significance.
  12+ “Uringen hasn’t been around that long, and even 
  it was built on something older. ‘Bones of the earth, rise 
  from the ground / Keep us sound, within your girth.’” 
  This short ditty is a simple allusion to the stone-worked 
  houses (and the Clock Tower) popular in the oldest parts 
  of Uringen.
  17+ “’Reckless Rhona / Looked at her Tower / But 
  was quite sour / For every hour / She heard every flaw.’ 
  Turns out, no matter how long you prepare, you can’t 
  get it right the first time…But I wonder if it was her first 
  time making the Tower? The Tower does seem to work…
  mostly. That’s a lot of gears and flim-flammery, and it’s 
  amazing that even one of those faces is actually useful.” 
  A DC 25 Knowledge (local) reveals that ‘Rhona’ refers to 
  Rhona Ambros, one of the founders of Uringen and the 
  architect of the tower.
  22+ “Ogden wants to fix the tower to do what Reckless 
  Rhona intended it for. ‘Time is just a door / Just step right 
  through / In stolen cloak of blue / To the days of yore.’” 
  PCs that succeed at a DC 30 Knowledge (arcana) check 
  learn that the Clock Tower was constructed to study more 
  about the exotic field of chronomancy. 
  27+ Seripan mentions that she has heard rumors from 
  the forest that Nithra appealed to “The Many” to “cast 
  out the intruders,” but Seripan’s rumors don’t mention 
  any response to this alleged appeal. A DC 30 Knowledge 
  (religion) check reveals that the phrase refers to one 
  of the Eldest of the First World: Shyka. A Knowledge 
  (religion) result of 35 or higher reveals that one of the 
  things Shyka is known for is the use of time magic.
  B2. Clock Tower
  In the center of “unstuck” Uringen stands the Clock 
  Tower, a five-story edifice constructed of blue-gray stone 
  and mottled with pearlescent white blocks. One of the 
  founders of Uringen, Rhona Ambros, crafted the Clock 
  Tower with the goal of being able to peer into the past at a 
  whim—or that’s the running theory based on the journal 
  entries the wizard left behind. Its location atop an 
  ancient fey circle, whether by chance or by design, caused 
  the structure to malfunction from the start. Rhona’s 
  decision to use the large block of white quartzite located 
  just outside of the circle in the tower’s construction 
  further contributes to its instability; this stone was once 
  the fey circle’s heelstone. 
  At the very top, the clock faces align to the cardinal 
  directions, while long arms of weather-tarnished 
  metal click out the hour and minute, but the four faces 
  do not depict the same time. The time on the western 
  face moves the most erratically, with its arms swinging 
  backwards and forwards, while the northern face depicts 
  an accurate time. On each floor, glass windows break 
  up the monotony of stone, but even these are covered 
  with arcane scripts and sigils from an eclectic variety of 
  arcane traditions. Almost every available wall is taken up 
  by a bookshelf stuffed with ledgers recording the Clock 
  Tower’s behavior since Uringen’s founding.
  The pixie Cerotious greets the PCs on the ground floor 
  of the Clock Tower, calm despite the activity around him. 
  Despite having met them when they spoke to Mayor Ogden, 
  he greets the PCs as if he had never seen them before.
  “Ah, hello there! Aurelia mentioned you might be 
  stopping by! Welcome to the Tower—I would be Cerotious, 
  aide-de-camp for Mayor Ogden and advisor of First 
  World affairs to Uringen. Is there anything in particular 
  that makes you curious?” The pixie manages to pull off a 
  courtly bow in mid-air as he presents his name and title. 
  Around the butterfly-winged fey, plain-robed apprentices 
  set up delicate apparatuses, while others walk slowly up 
  the wooden stairs to the next floor.
  If the PCs seem genuinely interested in Ogden’s 
  experiment (or if a PC is a gnome or connected to the 
  First World in some way), Cerotious’s face brightens as 
  he immediately dives into his studies of the fey circle at 
  the Tower’s base.
  “As 
  you 
  can 
  see, 
  Ogden’s 
  lesser 
  apprentices 
  are 
  moving her timepieces to various places within the 
  Tower, but my focus is here—on the circle. Most of the 
  speculation up to this point thinks that Reckless Rhona 
  messed up her construction…but I don’t think so.” 
   The pixie flits over to an open windowsill, pointing at the 
  narrow gap between the stonework. “This is not the work 
  of a sloppy person! No, I think that the fey circle interfered 
  with her design somehow, and that’s why part of the 
  town disappears…I just have to prove that somehow.” 
     The pixie pauses for a moment, tracing a symbol on one of 
  the white stones embedded in the wall. “Aurelia mentioned 
  that an unbiased and fresh set of eyes might reveal insight 
  otherwise clouded by staring at it too long. As the senior 
  assistant researcher and head pixie on the clock tower 
  deciphering project, I take any potential leads very seriously. 
  
  11
  SIX SECONDS TO MIDNIGHT
  The PCs can use a variety of skill checks to 
  investigate the tower. A PC who succeeds at a DC 20 
  Craft (stonemasonry) or Knowledge (engineering) check 
  discovers that each stone was individually carved and 
  fitted into its resting place, with no mortar used to hold 
  the structure together—merely pressure and gravity. 
  Closer inspection of the white blocks indicates that 
  they’re actually made of the crystalline stone known as 
  quartzite instead of the more common granite.
  The gears within the clock tower are extraordinarily 
  intricate. A PC who spends at least 5 minutes studying the 
  gears and succeeds at a DC 15 Knowledge (engineering) or 
  Intelligence check notice an anomaly in the mechanism; 
  some of the gears should not be moving at all, or should 
  be moving in the opposite direction, if they worked as 
  typical gears. If the PCs climb into the gear mechanism, 
  refer to the hazard from area D.
  The PCs may choose to spend the time to examine 
  the stonework of each floor carefully. It takes 30 minutes 
  to examine the first and second floors, and 20 minutes 
  to examine the top three floors. A PC who thoroughly 
  examines every floor of the tower may roll a DC 20 
  Perception check (DC 25 in Subtier 6–7). A PC who 
  succeeds at this Perception check discovers that the 
  stone is inscribed with numerical sigils, along with five 
  repeating shapes. Each floor has one of these shapes 
  embedded multiple times in the stonework, glass, and 
  in the clockwork gears that run up the central shaft of 
  the tower, but in subtle ways. On the first floor, a four-
  sided tetrahedron; the second, a hexahedron with six 
  sides; the third, an octahedron with eight sides; the 
  fourth, a dodecahedron with twelve sides, and at the very 
  top in the Tower’s belfry, the twenty-sided icosahedron 
  (these figures are the shapes of a d4, d6, d8, d12, and d20, 
  respectively). In a break from this pattern, the ceiling of 
  each floor other than the top floor contains a symbol from 
  the floor above, and the floor of each floor other than the 
  first floor contains a symbol from the floor below. The 
  PCs can identify and name these shapes with a successful 
  DC 10 Knowledge (arcana) check. 
  If the PCs identify these shapes, Cerotious says, “The very 
  thing! Shape and form are so much more important to us of 
  the First World than those of this world. I’m glad that you 
  agree that these patterns are significant. Aurelia wasn’t so 
  sure that they were more than an artful design, but I think 
  these numbers are tied to the nature of the tower somehow.”
  The PCs can also study the other sigils that decorate each 
  of the floors, as long as at least one PC succeeds at her DC 
  20 Perception check above to carefully study the stonework. 
  The magic used in this tower is somewhat unusual, 
  and deciphering its nature with conventional methods 
  is difficult. With a successful DC 15 Craft or Profession 
  check related to stonework, DC 20 Appraise or Knowledge 
  (engineering) check, or DC 25 Knowledge (arcana) or 
  Knowledge (planes) check, the PCs notice significant sigils 
  buried within the jumble that Cerotious has never noticed 
  (each of these DCs increases by 5 in Subtier 6–7). 
  Cerotious lets out a whoop of joy, delighted that the 
  PCs have made a “major breakthrough” in research about 
  the tower. He explains that the symbols the PCs found 
  are a part of Ambros’s esoteric time magic, and that they 
  will help him and the other researchers figure out if the 
  tower really can be used to travel through time.
  Development: The PCs’ time in the clock tower gives 
  them a chance to explore the place before their chaotic 
  return to the tower in area D, and their exploration 
  provides clues that can help the PCs make sense of the 
  puzzle that awaits them upon their return. If the PCs 
  make a major breakthrough, Cerotious is impressed, and 
  it is much easier for the PCs to receive a reward from him 
  at the end of the scenario (see Conclusion).
  PORTALS OF UNSTABLE TIME
  Manifesting as portals of red and blue, the interaction 
  between the Clock Tower and Shyka’s ancient fey circle have 
  a side effect on those that travel through them. Entering 
  through a red portal increases a creature’s speed by 50% 
  for 1 round, while entering through a blue portal reduces 
  a creature’s speed by 50% for 1 round. Because of either 
  minute imperfections in the Clock Tower’s construction or 
  the chaotic foundation upon which it was built, creatures 
  and objects that enter a portal emerge from a random 
  portal of the opposite color. Creatures and objects that 
  enter a blue portal can only emerge from a red portal, and 
  vice versa. Fey and fey-related creatures such as gnomes 
  and sorcerers with the fey bloodline can avoid the chaotic 
  effect of the portals with a DC 5 Will saving throw to select 
  their destination. If a PC does not qualify as fey in some 
  manner, she must succeed at a DC 25 Will saving throw to 
  attempt to control her destination; otherwise she emerges 
  from a random portal.
  Unless specifically marked, these portals only allow travel 
  to other portals in the same area. A character cannot jump 
  from the Town Square to the Clock Tower, for example, and 
  typically cannot travel from one floor within the clock tower 
  to another. There are 10 portals of each color outside the 
  tower, 4 portals of each color on the first floor of the tower, 
  3 portals of color on the second and third floors, 2 portals of 
  each color on the fourth floor, and 1 portal of each color in 
  the tower’s belfry. A few specifically marked portals transport 
  anyone or anything that passes through them to a different 
  floor within the tower. These portals are marked with an S, 
  and they are part of a puzzle to remove a barrier that now 
  block access to the tower’s belfry, which is presented in the 
  section “Unlocking the Belfry” on page 18.
  
  N
  C. Town Square
  : Red Portal
  Pathfinder Flip-Mat Classic: Village Square
  1 square = 5 feet
  : Blue Portal
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  SIX SECONDS TO MIDNIGHT
  C. URINGEN TOWN SQUARE
  Before arriving at the Clock Tower, the PCs should take 
  care of any last-minute business within the town. This 
  encounter takes place at night, but the area is well-lit. 
  Lanterns, torches, and magical lights of every color surround 
  the central square around the Clock Tower, lighting up the 
  night in a festive atmosphere as the metallic embellishments 
  and clock faces catch the light, breaking it into prismatic hues. 
  These hues shimmer and reflect off the fountain at the center 
  of the town square. A hush descends over the gathered crowd 
  as three of the faces start to move in time in the final minutes 
  of the day. The arms of the fourth face swing wildly, teetering 
  and tottering according to some unknown rhythm, until its 
  minute arm moves steadily backwards, but ticking and clicking 
  in time with the other three faces. 
  At a whisper before the dawn of a new day, all of the 
  faces of the tower suddenly erupt in a vivid violet light, 
  and arcs of blue and red energy strike out into the ground. 
  Ripples in the air twist and bend the light around the 
  tower, splitting and shredding with blue and red energy. 
  The clock tower’s entrance is 10 feet off the map to the east.
  Creatures: Several of Mather Nithra’s allies have 
  converged on the town square to create chaos and destroy 
  the tower. These allies include a gloom dragon—a 
  corrupted faerie dragon with moth wings and gray scales, 
  and a group of gremlins. While these creatures attack 
  the square on the west end of the tower, another group 
  of gremlins sneaks from out of sight, climbs the east 
  wall of the clock tower, and opens one of its supposedly 
  impenetrable windows. This second group is unlikely to 
  be relevant to this encounter, but the PCs encounter them 
  later on the third floor of the clock tower.
  Subtier 3–4 (CR 6)
  GLOOM DRAGON 
  CR 4
  Variant faerie dragon (Pathfinder RPG Bestiary 3 91)
  CE Tiny dragon
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, 
  +2 size)
  hp 42 (5d12+10)
  Fort +6, Ref +7, Will +6
  Immune paralysis, sleep; SR 15
  OFFENSE
  Speed 10 ft., fly 60 ft. (average), swim 30 ft.
  Melee bite +6 (1d3–1) 
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks breath weapon (10-ft. cone, despair, Fort DC 
  14 negates, usable every 1d4 rounds)
  Spell-Like Abilities (CL 5th; concentration +8)
  3/day—greater invisibility (self only)
  Sorcerer Spells Known (CL 5th; concentration +8)
  2nd (5)— flaming sphere (DC 15), glitterdust (DC 15)
  1st (7)— grease, ray of enfeeblement (DC 14), silent image 
  (DC 14), sleep (DC 14)
  0 (at will)— dancing lights, flare (DC 13), ghost sound (DC 
  13), mage hand, message, open/close
  TACTICS
  During Combat The gloom dragon tries to hamper and fell as 
  many PCs as possible, using the portals to flit around the 
  Town Square to evade those that try to engage her in melee, 
  and using greater invisibility as often as she can. She uses 
  the pugwampis’ auras to her advantage, casting spells from 
  outside the auras on opponents who are within them. She 
  only uses her wand if she is concerned that the PCs may win 
  the fight or the PCs otherwise prove to be a major threat.
  Morale The gloom dragon flees if she is reduced below 10 hit 
  points, or if all of her allies have fallen or fled.
  STATISTICS
  Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 16
  Base Atk +5; CMB +6; CMD 16 (20 vs. trip)
  Feats Acrobatic, Combat Casting, Dodge
  Skills Acrobatics +10 (+2 when jumping), Bluff +11, Diplomacy 
  +11, Fly +17, Intimidate +11, Perception +10, Sense Motive 
  +10, Stealth +19, Swim +11, Use Magic Device +11
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  Combat Gear scroll of dispel magic, wand of scorching ray (CL 
  7th, 10 charges)
  SPECIAL ABILITIES
  Breath Weapon (Su) 10-foot-cone, despair for 1d6 rounds, 
  DC 14 Fortitude negates. Creatures affected by despair are 
  staggered, sickened, and immune to effects that grant a 
  morale bonus. A gloom dragon can use this breath weapon 
  every 1d4 rounds. The save DC is Constitution-based.
  Spells A gloom dragon casts spells as a 5th-level sorcerer. 
  PUGWAMPI GREMLINS (2)  
  CR 1/2
  hp 9 each (Pathfinder RPG Bestiary 2 144, see page 28)
  TACTICS
  During Combat The pugwampis want to cause as much 
  disruption as possible. With the assistance of the gloom 
  SCALING ENCOUNTER C
  Make the following adjustments to encounter C to 
  accommodate a party of 4 PCs.
  Subtier 3–4: The gloom dragon is overwhelmed by its 
  own despair, and has the shaken condition. Remove one 
  vexgit from the encounter.
  Subtier 6–7: Remove one gloom dragon from the encounter, 
  and replace the vexgit human hunters with two normal vexgits 
  (page 29) that follow the human hunters’ tactics .
  
  14
  PATHFINDER SOCIETY SCENARIO
  dragon, they move around the Town Square, relying on 
  their unluck auras to do the job.
  Morale The pugwampis are cowardly and unwilling to risk 
  their own safety. A pugwampi flees if it takes any damage.
  VEXGIT GREMLINS (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29)
  TACTICS
  During Combat The vexgits break into nearby buildings and 
  dismantle whatever they can get their hands on. They throw 
  small objects through portals to distract and annoy pursuers.
  Morale The vexgits run away if they take any damage.
  Subtier 6–7 (CR 9)
  GLOOM DRAGONS (2) 
  CR 4
  Variant faerie dragons (Pathfinder RPG Bestiary 3 91)
  CE Tiny dragon 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, 
  +2 size)
  hp 42 (5d12+10)
  Fort +6, Ref +7, Will +6
  Immune paralysis, sleep; SR 15
  OFFENSE
  Speed 10 ft., fly 60 ft. (average), swim 30 ft.
  Melee bite +6 (1d3–1) 
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks breath weapon (10-ft. cone, despair, Fort DC 14 
  negates, usable every 1d4 rounds)
  Spell-Like Abilities (CL 5th; concentration +8)
  3/day—greater invisibility (self only)
  Sorcerer Spells Known (CL 5th; concentration +8)
  2nd (5)— flaming sphere (DC 15), glitterdust (DC 15)
  1st (7)— grease, ill omenAPG, silent image (DC 14), sleep (DC 14)
  0 (at will)— dancing lights, flare (DC 13), ghost sound (DC 13), 
  mage hand, message, open/close
  TACTICS
  During Combat The gloom dragons tries to hamper and fell 
  as many PCs as possible, using the portals to flit around 
  the Town Square to evade those that try to engage them in 
  melee, and using greater invisibility as often as they can. 
  They treasure their wands, and they only use them if they 
  are concerned that the PCs may win the fight or the PCs 
  otherwise prove to be a major threat.
  Morale A gloom dragon flees if it is reduced below 12 hit points, 
  and both flee if all of their other allies have fallen or fled.
  STATISTICS
  Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 16
  Base Atk +5; CMB +6; CMD 16 (20 vs. trip)
  Feats Acrobatic, Combat Casting, Dodge
  Skills Acrobatics +10 (+2 when jumping), Bluff +11, Diplomacy 
  +11, Fly +17, Intimidate +11, Perception +10, Sense Motive +10, 
  Stealth +19, Swim +11, Use Magic Device +11
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  Combat Gear scroll of dispel magic, wand of scorching ray (CL 7th, 
  10 charges)
  SPECIAL ABILITIES
  Breath Weapon (Su) 10-foot-cone, despair for 1d6 rounds, DC 14 
  Fortitude negates. Creatures affected by despair are staggered, 
  sickened, and immune to effects that grant a morale bonus. A 
  gloom dragon can use this breath weapon every 1d4 rounds. 
  The save DC is Constitution-based.
  Spells A gloom dragon casts spells as a 5th-level sorcerer. 
  TWIGJACKS (2) 
  CR 3
  hp 27 each (Pathfinder RPG Bestiary 2 274, see page 28)
  TACTICS
  During Combat The twigjacks rely upon the confusion caused by 
  the dragons and vexgits to be effective, using their bramble 
  jump ability and Stealth to sneak attack those they perceive as 
  the most vulnerable and targeting groups with area attacks.
  Morale A twigjack flees if it is reduced below 7 hit points.
  VEXGIT HUMAN HUNTER (3) 
  CR 3
  Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145)
  LE Tiny fey
  Init +4; Senses low-light vision; Perception +8
  DEFENSE
  AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2 natural, +2 size)
  hp 28 (3 HD; 1d6+2d10+14)
  Fort +6, Ref +9, Will +4
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee mwk warhammer +5 (1d4/×3) or 
  bite +3 (1d3)
  Ranged mwk longbow +7/+7 (1d4/×3) or 
  mwk longbow +9 (1d4/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks combat style (archery), favored enemy (humans 
  +2), speedy sabotage, wrecking crew
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  TACTICS
  During Combat Four ordinary vexgits have previously sneaked 
  into nearby buildings, and when the fight breaks out, they start 
  dismantling things. These three vexgit human hunters guard 
  the approach to those buildings and fire at anyone who offers 
  resistance, targeting humans first. The normal vexgits flee as 
  soon as their protectors are defeated and do not put up a fight 
  against the PCs, but if statistics are necessary,see page 29.
  Morale The vexgits run away from the square if they are reduced 
  below 5 hit points.
  
  15
  SIX SECONDS TO MIDNIGHT
  STATISTICS
  Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11
  Base Atk +2; CMB +4; CMD 14
  Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device), 
  ToughnessB, Weapon FinesseB
  Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft 
  (traps) +2, Disable Device +14, Escape Artist +9, Knowledge 
  (engineering) +1, Perception +8, Stealth +18 (+22 in metal or stony 
  areas, +14 when moving); Racial Modifiers +4 Disable Device, +4 
  Stealth in metal or stony areas, –4 Stealth when moving
  Languages Undercommon
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds; Other Gear leather 
  armor, mwk longbow, mwk warhammer, soothe syrupUE, 31 gp
  Development: After dealing with Nithra’s forces, Ogden 
  meets up with the PCs, telling them that she saw a group 
  of gremlins enter the tower from the east. If questioned, 
  Ogden believes that Nithra is behind the attack, because 
  gremlins and corrupted fey are his signature allies.
  Rewards: If the PCs do not defeat the creatures outside 
  of the tower, reduce each PC’s gold as follows.
  Subtier 3–4: Reduce each PC’s gold by 295 gp.
  Out of Subtier: Reduce each PC’s gold by 502 gp.
  Subtier 6–7: Reduce each PC’s gold by 710 gp.
  D. THE CLOCK TOWER
  Henbane sealed the tower’s front door shut. The PCs 
  can break the reinforced door with a DC 23 Strength 
  check, or spells such as warp wood. The windows are 
  quite difficult to open; they are magically reinforced to 
  prevent breaking, and can only be opened with 1 minute 
  of work and a successful DC 30 Disable Device check to 
  open. However, a group of vexgit gremlins has opened a 
  window on the second floor of the east side of the tower, 
  20 feet above the ground. The PCs can scale the side of 
  the tower to the open window with a DC 20 Climb check.
  Hazard: The gears on each of the floors of the clock 
  tower spin rapidly. Several situations in this scenario 
  may cause PCs to end up within the gear mechanisms—
  passing through an unlucky portal, falling on to 
  gears from a higher floor, or simply choosing to cross 
  the gears to maneuver about the battlefield. A PC who 
  succeeds at a DC 18 Acrobatics check (DC 22 in Subtier 
  6–7) may walk across the gears safely at half speed. A PC 
  who fails this check by less than 5 cannot move further, 
  but suffers no ill effects. 
  A PC who fails this Acrobatics check by 5 or more falls 
  prone and takes 1d6 points of damage from the gears. 
  On the following round, the PC may attempt another 
  Acrobatics check at the same DC. If that check fails 
  by 5 or more, the PC takes another 2d6 damage as it is 
  thrown off the gears to the ground below.
  A PC who falls from a higher floor onto a patch of gears 
  takes 1d6 damage in addition to the typical falling damage.
  D1. First Floor
  Arcs of purple energy ripple from between the Clock 
  Tower’s gears and the white stones that make up the fey 
  circle. The pungent scent of ozone and fresh rain fills the 
  room, and from above, the screeching sounds of metal 
  twisting and wood breaking echoes down, revealing the 
  twisted activities of the vexgits above.
  Creatures: The pixie Cerotious is hiding invisibly in 
  this room to avoid the creatures that have invaded the 
  tower. A surge of energy from the First World animated 
  a sack of weapons and alchemical equipment, which 
  attacks any creature it can see.
  Subtier 3–4 (CR 4)
  SUPPLY SACK 
  CR 4
  Animated object (medium)  (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities DR 5/piercing or slashing; Immune 
  construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +5 (1d6+3 plus grab)
  Ranged spit supplies (see below)
  Special Attacks constrict (1d6+3 plus caustic contents), strangle
  TACTICS
  During Combat The supply sack attacks anyone within area 
  D1. It does not continue attacking unconscious creatures.
  Morale The sack is mindless, and does not surrender. It does 
  not pursue creatures outside of area D1.
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 15
  SCALING ENCOUNTER D1
  Make the following changes to encounter D1 to accommodate 
  a party of 4 PCs.
  Both Subtiers: The same energies that animated the 
  supply sack ruined some of the alchemical supplies within. 
  Each time the supply sack would deal fire or acid damage, 
  either from its caustic contents ability or its spit supplies 
  ability, there is a 50% that it does not deal any fire or acid 
  damage. Do not reduce the number of functional supplies 
  the PCs can find at the end of the encounter.
  
  D. The Clock Tower
  1 square = 5 feet
  : Blue Portal
  S
  : Red Portal
  S
  S : Floor Switching Portals
  S
  S
  1st Floor
  4th Floor
  Clock Room
  2nd Floor
  3rd Floor
  A
  A
  B
  B
  C
  C
  D
  D
  S
  S
  N
  16
  PATHFINDER SOCIETY SCENARIO
  
  17
  SIX SECONDS TO MIDNIGHT
  SQ construction points (cloth, constrict, grab, supplies, spit 
  supplies, strangle)
  SPECIAL ABILITIES
  Caustic Contents (Ex) The supply sack deals an additional 
  1d4 points of acid damage and 1d4 points of fire damage 
  when it constricts a creature.
  Cloth (Ex) The supply sack is made of cloth. This ability 
  replaces an animated object’s typical hardness 5 with DR 
  5/piercing or slashing.
  Spit Supplies (Ex) The supply sack has two main pouches; 
  one filled with weapons and the other with alchemical 
  items. Each time the sack uses spit supplies, it makes each 
  of the following attacks against a random target within 30 
  feet. The alchemical items do not deal the typical splash 
  or ongoing damage, and instead function as listed below. 
  When it uses this ability, it also spits a variety of vials of 
  liquid that have no effect on their targets.
  1: longsword +3 (1d8+2/19–20)
  2: club +3 (1d6+2)
  3: alchemist’s fire +3 touch (1d6+2 fire)
  4: acid flask +3 touch (1d6+2 acid)
  Strangle (Ex) A creature grappled by a supply sack cannot 
  speak or cast spells with verbal components.
  Subtier 6–7 (CR 7)
  SUPPLY SACK 
  CR 7
  Animated object (large) (Pathfinder RPG Bestiary 14)
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
  hp 82 (4d10+60)
  Fort +1, Ref +0, Will –4
  Defensive Abilities DR 5/piercing or slashing; Immune 
  construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +9 (1d8+9 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+9 plus caustic contents), strangle
  TACTICS
  During Combat The supply sack attacks anyone within area D1. 
  It does not continue attacking unconscious creatures.
  Morale The sack is mindless, and does not surrender. It does 
  not pursue creatures outside of area D1.
  STATISTICS
  Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +13 (+21 grapple); CMD 20
  SQ construction points (cloth, constrict, durable, grab, supplies, 
  spit supplies, sticky, strangle)
  SPECIAL ABILITIES
  Caustic Contents (Ex) The supply sack deals an additional 1d4 
  points of acid damage and 1d4 points of fire damage when it 
  constricts a creature.
  Cloth (Ex) The supply sack is made of cloth. This ability replaces 
  an animated object’s typical hardness 5 with DR 5/piercing 
  or slashing.
  Durable (Ex) Strange energies from the First World have 
  enhanced and reinforced this supply sack, granting it 30 
  additional hit points.
  Spit Supplies (Ex) The supply sack has two main pouches; one 
  filled with weapons and the other with alchemical items. 
  Each time the sack uses spit supplies, it makes each of the 
  following attacks against a random target within 30 feet. The 
  alchemical items do not deal the typical splash or ongoing 
  damage, and instead function as listed below. It also spits a 
  variety of vials of liquid that have no effect on their targets.
  1: longsword +3 (1d8+6/19–20)
  2: club +3 (1d6+6)
  3: alchemist’s fire +3 touch (1d6+6 fire)
  4: acid flask +3 touch (1d6+6 acid)
  Sticky (Ex) The supply sack contains sticky alchemical goop 
  from high-quality Uringen-made tanglefoot bags, which 
  helps it grab on to its foes. This ability gives it a +4 bonus 
  on its grapple checks and inflicts a –4 penalty on any 
  attempt to escape its grapple.
  Strangle (Ex) A creature grappled by a supply sack cannot 
  speak or cast spells with verbal components.
  Development: Cerotious has not dared to fly upstairs, 
  but he has heard the sound of clanking gears from above, 
  and he is concerned that the tower is falling apart. He is 
  afraid to progress further up the tower, but he offers to 
  use his constant detect abilities and call out if he notices 
  anyone else entering the tower. Cerotious picked up a 
  piece of paper that appeared out of thin air. When the PCs 
  speak to him, give the PCs Cerotious’s Handout. This 
  piece of paper has two Sylvan phrases written on the back 
  of it: “Alternate” and “Progress in an orderly fashion”. 
  These words, like the rest of the handout, are clues to the 
  puzzle to unlock the Belfry (see below). If none of the PCs 
  speaks Sylvan, Cerotious translates the phrases.
  Treasure: When the PCs defeat the supply sack, it 
  contains four each of longswords, clubs, and enhanced 
  versions of alchemist’s fire, acid flasks, tanglefoot bags, 
  holy water, and antitoxins. See the sidebar Uringen 
  and Alchemy on page 9 for the rules on these enhanced 
  alchemical items. In Subtier 6–7, the bag has a side pouch 
  containing two elixirs of hiding, an elixir of truth, two elixirs 
  of tumbling, an elixir of green dragon breathUE, and 72 gp.
  Rewards: If the PCs do not defeat the supply sack, 
  reduce each PC’s gold earned by the following amount. 
  Do not reduce the number of items the PCs receive from 
  the bag based on how long they take to defeat it.
  Subtier 3–4: Reduce each PC’s gold earned by 108 gp. 
  
  18
  PATHFINDER SOCIETY SCENARIO
  Out of Subtier: Reduce each PC’s gold earned by 235 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 362 gp.
  Unlocking the Belfry
  Most of the portals on each floor transport creatures 
  and objects that pass through them to another portal of 
  the opposite color on the same floor. However, a few of 
  the portals function differently. One of the red portals 
  on each of the first, second, and third floors transports 
  creatures and objects to a blue portal on the floor above. 
  Conversely, one of the blue portals on each of the second, 
  third, and fourth floors transports creatures and objects 
  to a red portal on the floor below. 
  When the clock faces aligned, a barrier rose up that is 
  now blocking the way from the fourth floor (are D4) to 
  the Belfry (area D5). In order to pass through the barrier 
  blocking the way to the belfry, the PCs must pass through 
  these special portals in the right order. Cerotious’s 
  handout provides clues about the correct order. Written 
  on the back of the handout are two phrases in Sylvan: 
  “Alternate” and “Progress in an orderly fashion”. The 
  front of Cerotious’s handout shows the possible ways to 
  pass between floors, and it also assigns a number to each 
  path between floors. The numbers are indicated by the 
  tally marks by the arrows on the side of the diagram. 
  In order to unlock the way to the belfry, a PC must pass 
  through the portals in a way that alternates portal colors, 
  while passing from the smallest numbers to the largest. 
  The solution is as follows:
  Climb to second floor and pass through a blue portal to 
  the first floor, then a red portal to the second floor. Next, 
  climb to third floor and pass through a blue portal to the 
  second floor, then a red portal to the third floor, finally, 
  climb to fourth floor and pass through a blue portal to 
  the third floor, then a red portal to the fourth floor. After 
  a PC passes through the red portal to the fourth floor, she 
  sees a purple gate open up in the barrier blocking passage 
  to the belfry, and she can pass through the barrier.
  The PCs will need to figure out which portals on each 
  floor travel to a different floor through trial and error, 
  but they are free to use objects to test the portals.
  Cerotious’s handout has an unusual origin; it comes 
  from the future. The original note comes from Inquisitor 
  Henbane, who accidentally let it slip through a portal 
  that spat it out on top of Cerotious. If the PCs are stuck 
  on this puzzle, if they start attempting time-consuming 
  activities like trying every possible combination of portal 
  enty, or if the players are frustrated, future versions of 
  themselves who ran out of time to solve the puzzle provide 
  them with additional clues. Each time this happens, a 
  halo of purple light surrounds the handout, and when 
  the light fades, there is more writing in the margins or 
  on the back. Give the PCs the following clues in order, 
  skipping any clues that the PCs have already figured out. 
  When you do so, feel free to take the handout from the 
  players and physically write in the clue, paraphrasing 
  turns of phrase that match the style of speech of one of 
  the PCs who is actively involved in solving the puzzle, if 
  you can. Each clue is written in the handwriting of one 
  of the PCs, which the PCs can discern with a Linguistics 
  check (DC 20, or DC 10 for the PC whose handwriting 
  is represented). Once the PCs figure out or strongly 
  suspect that they are receiving clues from themselves, 
  feel free to allow the players to add flavorful messages for 
  themselves to the notes (but not any that grant additional 
  information) or even reword to fit their vision of their 
  character’s writing style if they wish. 
  Clue 1: One portal of each color on each floor changes 
  floors, except on the first and fourth floors. The writing 
  on the back says “Alternate” and “Progress” in Sylvan. 
  Clue 2: Alternating must mean we need to switch off 
  between red and blue portals.
  Clue 3: Progress probably means we have to go through 
  the floor switching portals in some order, but I’m not sure 
  which order. The symbols by the arrows and inside each 
  floor on the diagram show which portals go to which floors. 
  Clue 4: I’m beginning to think we need to ascend in 
  order based on the number of vertical lines, starting by 
  taking the blue portal on the second floor. But there’s no 
  time; the portals are fading. Come on, I know you can get 
  it this time!
  If the PCs manage to solve the puzzle without receiving 
  any clues beyond Clue 1, they receive additional rewards 
  at the end of the scenario for their quick thinking. They 
  also receive these rewards if they impressed Cerotious 
  in area B2, as long as they do not receive Clue 4 (see the 
  Conclusion of the adventure).
  The PCs may attempt to bypass this puzzle entirely 
  with dimensional magic, such as dimension door. Anyone 
  who attempts to enter the belfry using dimensional 
  magic must attempt a DC 22 caster level check (DC 25 in 
  Subtier 6–7) . On a successful check, the caster appears 
  within the belfry. On a failed check, the caster emerges 
  unharmed from a random portal on the first floor of the 
  clock tower.
  D2. Second Floor
  The walls of this wooden balcony are filled with shelves of 
  papers. Three-foot-tall fences are all that stands between the 
  balcony and the intricate spire of gears that extends from the 
  floor below, growing thicker and wider as it ascends to an 
  impenetrable tangle twenty feet above.
  There are no encounters on this floor, but the PCs can 
  hear the deafening sounds of gremlins on the floor above, 
  
  Vexgit 
  Gremlin
  19
  SIX SECONDS TO MIDNIGHT
  and see their tiny arms reaching over into the gears to 
  tear the mechanism apart. If the PCs attack the gremlins, 
  see the Creatures entry for the third floor.
  D3. Third Floor
  Creatures: Gremlins on this floor are casually ripping 
  apart the gears and throwing them through portals, 
  chittering in delight at the destruction. When the PCs 
  arrive on the third floor or initiate combat from the 
  second floor, they take to their work with a renewed, manic 
  enthusiasm. Describe the tower’s rapid deterioration 
  each time a gremlin gets a turn to take it apart.
  Hazard: If any gremlins are still sabotaging the tower 
  at the end of the third round of combat, the tower emits 
  an earsplitting sound as dozens of gears break free from 
  their places and clatter to the ground. All creatures in the 
  tower (with the exception of Henbane in the Belfry) must 
  succeed at a DC 18 Fortitude save (DC 21 in Subtier 6–7) or 
  be stunned for 1 round. This is a sonic effect. The tower’s 
  magic sustains its function, but it will need substantial 
  repairs to prevent further deterioration in the coming days.
  Subtier 3–4 (CR 6)
  VEXGIT GREMLINS (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29)
  TACTICS
  During Combat The vexgits spend their turns pulling gears off 
  the tower and throwing them through portals.
  Morale The vexgits run away down the tower if they are 
  reduced to 4 hit points or fewer.
  VEXGIT HUMAN HUNTERS (2)                                       CR 3
  Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145)
  LE Tiny fey
  Init +4; Senses low-light vision; Perception +8
  DEFENSE
  AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2 
  natural, +2 size)
  hp 28 each (3 HD; 1d6+2d10+14)
  Fort +6, Ref +9, Will +4
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee mwk warhammer +5 (1d4/×3) or 
  bite +3 (1d3)
  Ranged mwk longbow +7/+7 (1d4/×3) or 
  mwk longbow +9 (1d4/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks combat style (archery), favored 
  enemy (humans +2), speedy sabotage, 
  wrecking crew
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  TACTICS
  Before Combat The vexgits use their snare spell to set up traps 
  to hinder their foe’s movement.
  During Combat The vexgits focus fire to take down the PCs, 
  starting with human PCs.
  Morale The vexgits run away if they are reduced below 5 hp. 
  They know there’s a dead end on the floor above, so they 
  attempt to flee out of the second floor window if the PCs 
  are not blocking that escape route, using the floor-changing 
  portals if necessary. If they cannot flee, they surrender.
  SCALING ENCOUNTER D3
  Make the following adjustment to accommodate a group of 
  4 PCs.
  Subtier 3–4: Remove one vexgit human hunter from the 
  encounter.
  Subtier 6–7: Remove two vexgit human hunters from the 
  encounter.
  
  20
  PATHFINDER SOCIETY SCENARIO
  STATISTICS
  Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11
  Base Atk +2; CMB +4; CMD 14
  Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device), 
  ToughnessB, Weapon FinesseB
  Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft 
  (traps) +2, Disable Device +14, Escape Artist +9, Knowledge 
  (engineering) +1, Perception +8, Stealth +18; Racial 
  Modifiers +4 Disable Device, +4 Stealth in metal or stony 
  areas, –4 Stealth when moving
  Languages Undercommon
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds; Other Gear leather 
  armor, mwk longbow, mwk warhammer, universal solvent, 
  32 gp
  Subtier 6–7 (CR 9)
  VEXGIT GREMLINS (4) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29)
  TACTICS
  During Combat The vexgits spend their turns pulling gears off 
  the tower and throwing them through portals.
  Morale The vexgits run away down the tower if they are 
  reduced to 4 hit points or fewer.
  VEXGIT HUMAN HUNTERS (4) 
  CR 3
  Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145)
  LE Tiny fey
  Init +4; Senses low-light vision; Perception +8
  DEFENSE
  AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2 natural, 
  +2 size)
  hp 28 each (3 HD; 1d6+2d10+14)
  Fort +6, Ref +9, Will +4
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee mwk warhammer +5 (1d4/×3) or 
  bite +3 (1d3)
  Ranged mwk longbow +7/+7 (1d4/×3) or 
  mwk longbow +9 (1d4/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks combat style (archery), favored enemy 
  (humans +2), speedy sabotage, wrecking crew
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  TACTICS
  Before Combat The vexgits use their snare spell to set up traps 
  to hinder their foe’s movement.
  During Combat The vexgits focus fire to take down the PCs, 
  starting with human PCs.
  Morale The vexgits run away if they are reduced below 5 hit 
  points. They know there’s a dead end on the floor above, so 
  they attempt to flee out of the second floor window if the 
  PCs are not blocking that route, using the floor-changing 
  portals if necessary. If they cannot flee, they surrender.
  STATISTICS
  Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11
  Base Atk +2; CMB +4; CMD 14
  Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device), 
  ToughnessB, Weapon FinesseB
  Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft 
  (traps) +2, Disable Device +14, Escape Artist +9, Knowledge 
  (engineering) +1, Perception +8, Stealth +18; Racial 
  Modifiers +4 Disable Device, +4 Stealth in metal or stony 
  areas, –4 Stealth when moving
  Languages Undercommon
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds; Other Gear leather 
  armor, mwk longbow, mwk warhammer, universal solvent, 
  32 gp
  Development: If the PCs defeat the gremlins and they 
  did not pass through the first floor, an invisible Cerotious, 
  who is hiding on the first floor (area D1) cautiously flies 
  upstairs and warns them that “the supplies are attacking!”
  Treasure: In Subtier 6–7, the gremlins dropped a small 
  satchel on the floor, which contains a pot of sovereign glue. 
  Rewards: If the PCs do not defeat the gremlins, reduce 
  each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 136 gp.
  Out of Subtier: Reduce each PC’s gold earned by 304 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 472 gp.
  D4. Fourth Floor
  The stairway to the belfry has collapsed. In its place, a wall of 
  bright blues and reds ripples in a wave, ebbing and flowing to 
  some unseen force. The wall extends onto the ceiling, blocking 
  the view of the floor above. 
  A shimmering barrier oblocks further passage, 
  encompassing the entirety of the belfry.  A PC whos 
  succeeds at a DC 25 Spellcraft check recognizes that the 
  barrier is similar to a wall of force. If any of the PCs has 
  passed through the portals in the correct order, that PC 
  sees the wall dissolve, allowing passage. Any PCs who have 
  not passed through the portals in the correct order still 
  see the barrier. PCs who have passed through the portals 
  can leap from the western edge of the collapsed stairs 
  (marked D on the map) to the eastern portion of the stairs 
  in the belfry with a successful DC 12 Acrobatics check, or 
  climb to the area marked D in the Belfry with rope or with 
  a successful DC 15 Climb check. 
  
  Henbane 
  Allseasons
  21
  SIX SECONDS TO MIDNIGHT
  D5. Belfry
  The top of the Clock Tower is swathed in bright light, any view 
  of the town of Uringen blocked by barriers of glowing violet. The 
  numerous gears that drive the clocks spin and tick in time, and 
  with every twitch of the seconds’ hand, a shudder runs through 
  the room. Between the gears of the clocks, a thick, silver-gold 
  substance drips out, crackling with arcs of red and blue.
  Creature: Inquisitor Henbane is busy gathering the 
  dripping substance—the temporal essence that the PCs 
  also seek. Curious as to its properties, and sensing its 
  connection to time, she gathers the liquid as quickly as 
  possible, collecting a new vial every five minutes.
  Touched with a bit of madness that comes from working 
  as an agent of Shyka, Henbane Allseasons often rambles 
  cryptically, to the point of being indecipherable by 
  mortals or those who don’t share her strange perspective 
  on time. She begrudgingly speaks Common or Elven, 
  much preferring her native tongue of Sylvan. PCs who 
  speak to her in Sylvan receive a +2 circumstance bonus 
  on Charisma-based skill checks to influence her. Her 
  attitude begins at Unfriendly, though it does not take 
  much to slip it backwards—her attitude toward any PC 
  who insults her or balks at her demands shifts to hostile.
  Henbane blames the people of Uringen for damaging 
  the circle. Her accusations are true; in the process 
  of creating the clocktower, Rhona Ambros destroyed 
  the circle’s original heelstone, one of many mystical 
  waypoints that Shyka sprinkled across Golarion for 
  unknown purposes. The heelstone’s constituent parts 
  were used in the creation of the Clock Tower (they are the 
  white stones in the walls that the PCs might have noted 
  earlier). Henbane intends to rededicate the site to Shyka. 
  She plans to set up a new heelstone while she moves into 
  the tower to determine how the Tower interacts with 
  the circle. While her initial plan involves destroying the 
  clock tower and replacing it with a circle of standing 
  stones, it would be sufficient to replace numerous key 
  stones in the clock tower with other stones, creating an 
  odd disjoint standing stones amidst the clock tower. If 
  the PCs convince Henbane to spare Uringen, regardless 
  of what else they may offer, one of her terms is that she 
  requires them to set up those stones.
  Henbane has noticed the temporal essence and is 
  somewhat fascinated by it, and the substance could give 
  the PCs the chance they need to reach a peaceful resolution. 
  Convincing Henbane to leave Uringen in peace with their 
  promise to repair the circle requires the PCs to convince 
  her that the town is useful to Shyka. To do that, they must 
  succeed at a DC 23 Diplomacy check (DC 28 in Subtier 6–7) 
  and agree to offer Shyka the rights to the temporal essence. 
  The PCs can convince her to allow the Pathfinder Society 
  to keep one vial as an additional favor, increasing the 
  unmodified DCs to 28 and 33, respectively. However, this 
  DC decreases by 5 for each step her attitude improves from 
  unfriendly, and the DC also decreases by 5 if the PCs make 
  arguments involving the long-term view or otherwise 
  attempt to take Shyka’s strange perspective of time into 
  consideration. Henbane starts as indifferent, rather than 
  unfriendly, towards followers of Shyka, and they receive 
  a further +5 circumstance bonus on Diplomacy checks. 
  Henbane rolls a Sense Motive check on every PC in the 
  group for each of the PC’s offers to make sure that they are 
  not lying to her.
  SCALING ENCOUNTER D5
  Make the following adjustments to encounter D5 to 
  accommodate parties of 4 PCs.
  Both Subtiers: Henbane expended all of her uses of her 
  Tree of Ages ability earlier in the day.
  
  22
  PATHFINDER SOCIETY SCENARIO
  If the PCs do not convince her to leave Uringen 
  peacefully, she offers them one last chance to depart the 
  town forever before attacking them without mercy.
  Subtier 3–4 (CR 7)
  HENBANE ALLSEASONS 
  CR 7
  Variant dryad inquisitor of Shyka 6 (Pathfinder RPG Advanced 
  Player’s Guide 38, Pathfinder RPG Bestiary 116)
  CN Medium fey
  Init +11; Senses low-light vision; Perception +18
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+3 armor, +5 Dex, +3 natural)
  hp 90 (12 HD; 6d6+6d8+42)
  Fort +12, Ref +13, Will +15
  DR 5/cold iron, Resist fire 10
  Weaknesses tree dependent 
  OFFENSE
  Speed 30 ft.
  Melee mwk living steel heavy mace +10/+5 (1d8+2)
  Ranged mwk composite longbow +12/+12/+7 (1d8+2/×3) or 
  mwk composite longbow +14/+9 (1d8+2/×3)
  Special Attacks bane (6 rounds/day), judgment 2/day
  Spell-Like Abilities (CL 6th; concentration +9)
  Constant—speak with plants
  At will—entangle (DC 14), tree shape, wood shape (1 lb. 
  only) (DC 15)
  3/day—tree stride
  1/day—suggestion (DC 16)
  Domain Spell-Like Abilities (CL 6th; concentration +11)
  8/day—vision of madness (+/–3)
  Inquisitor Spell-Like Abilities (CL 6th; concentration +11)
  At will—detect alignment, discern lies (6 rounds/day)
  Inquisitor Spells Known (CL 6th; concentration +11)
  2nd (4/day)—blistering invectiveUC (DC 17), hold person (DC 
  17), invisibility, resist energy
  1st (6/day)—command (DC 16), cure light wounds, shield of 
  faith, wrathAPG
  0 (at will)—acid splash, bleed (DC 15), create water, detect 
  magic, guidance, read magic
  Domain Madness
  TACTICS
  Before Combat Henbane casts resist energy (fire) on herself.
  During Combat Henbane prefers to avoid confrontation by 
  frightening potential foes into seeing matters from her 
  perspective. If combat seems becomes unavoidable, she 
  uses her animate wood ability to create allies out of the 
  surrounding tower and uses her wooden allies for her 
  teamwork feats. She combines spells and archery to hamper 
  her foes and pick them off one at a time.
  Morale If reduced below 20 hit points, Henbane casts 
  invisibility on herself and sneaks down the tower with the 
  temporal essence she has collected so far.
  STATISTICS
  Str 14, Dex 22, Con 16, Int 14, Wis 20, Cha 16
  Base Atk +7; CMB +9; CMD 25
  Feats Deadly Aim, Enfilading FireUC, Escape RouteUC, Great 
  Fortitude, Point-Blank Shot, Precise Shot, Rapid Shot, Stealthy
  Skills Climb +11, Craft (sculpture) +11 (+17 when affecting 
  wood), Escape Artist +23, Handle Animal +9, Intimidate +21, 
  Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge 
  (planes) +11, Perception +18, Sense Motive +21, Spellcraft +7, 
  Stealth +28, Survival +14
  Languages Common, Elven, Sylvan; speak with plants
  SQ monster lore +5, solo tactics, stern gaze +3, track +3, tree 
  meld, woodcraft
  Combat Gear potion of cure moderate wounds, soothe syrupUE 
  (4) Other Gear mwk darkleaf clothUE studded leather, mwk 
  composite longbow (+2 Str), mwk living steelUE heavy mace, 
  cloak of elvenkind, efficient quiver, empty vial (10), 103 gp
  SPECIAL ABILITIES
  Tree of Ages (Su) Henbane can restore life to wooden 
  objects, transforming them into constructs of living wood that 
  serve as her allies. Up to three times per day as a swift action, 
  she can create up to three wooden allies (see stat block below). 
  Each of these allies remains animated for one minute, until she 
  uses this ability again, or until it is reduced to 0 hit points.
  Tree Meld (Su) A dryad can meld with any tree, similar 
  to how the spell meld into stone functions. She can remain 
  melded with a tree as long as she wishes.
  Tree Dependent (Su) Henbane must stay within 300 yards 
  of locations and times that are connected to the strange tree 
  of branching paths of time to which she is bound. If she strays 
  more than 300 yards away from such a location, she is sickened. 
  Every hour thereafter, she must make a DC 15 Fortitude save 
  to resist becoming nauseated for an hour. Henbane carries four 
  soothe syrups to stave off these effects, which she does not 
  need to use during this scenario.
  Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks 
  involving wood, and is always treated as if she had masterwork 
  artisan’s woodworking tools when making such checks.
  REJUVENATED WOOD 
  CR —
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 16 (1d10+10)
  Fort +0, Ref +1, Will –5
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d4)
  STATISTICS
  Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
  Base Atk +2; CMB +1; CMD 12
  
  23
  SIX SECONDS TO MIDNIGHT
  Subtier 6–7 (CR 10)
  HENBANE ALLSEASONS 
  CR 10
  Female dryad inquisitor of Shyka 9 (Pathfinder RPG Advanced 
  Player’s Guide 38, Pathfinder RPG Bestiary 116)
  CN Medium fey
  Init +12; Senses low-light vision; Perception +22
  Aura aura of madness (30 ft., DC 19, 9 rounds/day)
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+4 armor, +7 Dex, +3 natural)
  hp 130 (15 HD; 6d6+9d8+69)
  Fort +15, Ref +17, Will +18
  DR 5/cold iron
  Resist fire 20
  Weaknesses tree dependent
  OFFENSE
  Speed 30 ft.
  Melee mwk living steel heavy mace +14/+9 (1d8+2)
  Ranged +1 composite longbow +17/+17/+12 (1d8+3/×3) or 
  +1 composite longbow +19/+14 (1d8+3/×3)
  Special Attacks bane (9 rounds/day), judgment 3/day (2 
  simultaneous)
  Spell-Like Abilities (CL 6th; concentration +9)
  Constant—speak with plants
  At will—entangle (DC 14), tree shape, wood shape (1 lb. 
  only) (DC 15)
  3/day—tree stride
  1/day—suggestion (DC 16)
  Domain Spell-Like Abilities (CL 9th; concentration +14)
  8/day—vision of madness (+/–4)
  Inquisitor Spell-Like Abilities (CL 9th; concentration +14)
  At will—detect alignment, discern lies (9 rounds/day)
  Inquisitor Spells Known (CL 9th; concentration +14)
  3rd (4/day)—dimensional anchor, dispel magic, heroism, 
  hunter’s eyeAPG
  2nd (5/day)—blistering invectiveUC (DC 17), hold person (DC 
  17), invisibility, spiritual weapon
  1st (7/day)—command (DC 16), cure light wounds, shield of 
  faith, true strike, wrathAPG
  0 (at will)—acid splash, bleed (DC 15), create water, detect 
  magic, guidance, read magic
  Domain Madness
  TACTICS
  Before Combat Henbane casts heroism and resist energy (fire) 
  and on herself.
  During Combat Henbane prefers to avoid direct confrontation 
  by frightening potential foes into seeing matters from 
  her perspective. If combat seems becomes unavoidable, 
  she uses her animate wood ability to create allies out of 
  the surrounding tower and uses her wooden allies for her 
  teamwork feats. She combines spells and archery to hamper 
  her foes and pick them off one at a time.
  Morale If reduced to 20 hit points or less, Henbane casts 
  invisibility on herself and sneaks down the tower with the 
  temporal essence she has collected so far.
  Base Statistics Without heroism and resist energy (fire), 
  Henbane’s statistics are Fort +13, Ref +15, Will +16; Melee 
  mwk ironwood heavy mace +12/+7 (1d8+2), Ranged 
  +1 composite longbow +15/+15/+10 (1d8+3/×3); Skills 
  Climb +11, Craft (sculpture) +11 (+17 when affecting 
  wood), Escape Artist +24, Handle Animal +13, Intimidate 
  +25, Knowledge (arcana) +11, Knowledge (nature) +15, 
  Knowledge (planes) +11, Perception +22, Sense Motive +26, 
  Spellcraft +12, Stealth +29, Survival +14
  STATISTICS
  Str 14, Dex 24, Con 16, Int 14, Wis 21, Cha 16
  Base Atk +9; CMB +11; CMD 28
  Feats Deadly Aim, Enfilading FireUC, Escape RouteUC, Great 
  Fortitude, Manyshot, Point-blank Shot, Precise Shot, Precise 
  StrikeAPG, Rapid Shot, Stealthy, Toughness
  Skills Climb +13, Craft (sculpture) +13 (+19 when affecting 
  wood), Escape Artist +26, Handle Animal +15, Intimidate 
  +27, Knowledge (arcana) +13, Knowledge (nature) +17, 
  Knowledge (planes) +13, Perception +24, Sense Motive +28, 
  Spellcraft +14, Stealth +31, Survival +16
  Languages Common, Elven, Sylvan; speak with plants
  SQ monster lore +5, solo tactics, stern gaze +4, track +4, tree 
  meld, woodcraft
  Combat Gear potion of cure serious wounds, ring of delayed 
  doom (3 charges), soothe syrupAPG (4); Other Gear +1 
  darkleaf cloth studded leatherUE, +1 composite longbow 
  (+2 Str), mwk living steel heavy maceUE, belt of incredible 
  dexterity +2, cloak of elvenkind, efficient quiver, empty vial 
  (10), 3 gp
  SPECIAL ABILITIES
  Tree of Ages (Su) Henbane can restore life to wooden 
  objects, transforming them into constructs of living wood that 
  serve as her allies. Up to three times per day as a swift action, 
  she can create up to three wooden allies (see stat block below). 
  Each of these allies remains animated for one minute, until she 
  uses this ability again, or until it is reduced to 0 hit points.
  Tree Meld (Su) A dryad can meld with any tree, similar 
  to how the spell meld into stone functions. She can remain 
  melded with a tree as long as she wishes.
  Tree Dependent (Su) Henbane must stay within 300 yards 
  of locations and times that are connected to the strange tree 
  of branching paths of time to which she is bound. If she strays 
  more than 300 yards away from such a location, she is sickened. 
  Every hour thereafter, she must make a DC 15 Fortitude save 
  to resist becoming nauseated for an hour. Henbane carries four 
  soothe syrups to stave off the effects while she is away from 
  her metaphysical tree, which she does not need to use during 
  this scenario.
  Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks 
  involving wood, and is always treated as if she had masterwork 
  artisan’s woodworking tools when making such checks.
  
  24
  PATHFINDER SOCIETY SCENARIO
  REJUVENATED WOOD 
  CR —
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 16 (1d10+10)
  Fort +0, Ref +1, Will –5
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d4)
  STATISTICS
  Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
  Base Atk +2; CMB +1; CMD 12
  Development: Collecting a full vial of the temporal essence 
  takes five minutes, and can only be done at such a rapid rate 
  while the clock faces are synchronous. Henbane has been 
  collecting them at the maximum rate since the convergence, 
  which means she likely has at least one vial already, if not 
  more. If the PCs defeated Henbane and desire more vials of 
  essence, they will need to spend the necessary time during 
  the convergence collecting them. 
  Before the PCs depart the belfry, a tiny purple portal 
  appears and sucks in Cerotious’s handout. If Henbane is 
  present, she says “It is time” right before the portal appears 
  and seems completely unfazed the phenomenon. 
  Rewards: If the PCs do not defeat Henbane or convince 
  her not to destroy the tower, reduce each PC’s gold by 
  the following amount. In addition, if the PCs do not 
  successfully negotiate with Henbane to leave peacefully, 
  cross Henbane’s token off the Chronicle sheet.
  Subtier 3–4: Reduce each PCs gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 900 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,300 gp.
  NITHRA’S FURY
  When the PCs exit the clock tower and emerge into the 
  town square, they find that the square is ransacked and 
  deserted. A small group of fey, a grig and several quicklings, 
  hide behind one of the buildings.
  Creatures: Several of Mather Nithra’s allies wait in the 
  shadows outside the Clock Tower, hoping that the PCs 
  will die insider the tower. If the PCs defeated Henbane 
  in battle, Nithra’s allies retreat at the first sight of the 
  PCs, and stop their attack on Uringen. If, on the other 
  hand, the PCs negotiated with Henbane, then Henbane 
  descends the tower with the PCs, and as they launch 
  their ambush, Nithra’s forces ask the dryad why she isn’t 
  helping to destroy the tower. Henbane gives the cryptic 
  reply, “The time wasn’t right anymore. Your request 
  only made sense later.” The grig and the quicklings 
  seem to accept her answer as reasonable, and they attack 
  the PCs, while Henbane stands aside. If the PCs ask 
  Henbane why she isn’t helping the PCs fight the evil fey, 
  she seems intrigued by the idea, “That is not part of our 
  arrangement, but it is a fascinating point of consideration. 
  Unfortunately, it is difficult to hold a discussion over the 
  noise of combat. Perhaps another time?” Use the town 
  square map from encounter C. If the time is earlier than 
  12:34 in the morning, the portals remain; otherwise, 
  remove the portals from the map. 
  Subtier 3–4 (CR 7)
  QUICKLINGS (3) 
  CR 3
  hp 18 each (Pathfinder RPG Bestiary 2 227, page 28)
  Combat Gear giant wasp poison (3)
  TACTICS
  Before Combat The quicklings apply poison to their 
  shortswords.
  During Combat The quicklings use their superior mobility 
  to attempt to outmaneuver the PCs and deal sneak attack 
  damage without being surrounded.
  Morale The quicklings flee if reduced below 8 hit points.
  GRIG FIDDLER 
  CR 3
  Grig bard 2 (Pathfinder RPG Bestiary 2 147)
  NE Tiny fey
  Init +5; Senses low-light vision; Perception +6
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size)
  hp 17 (3 HD; 1d6+2d8+5)
  Fort +1, Ref +10, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  DR 5/cold iron; SR 16
  HENBANE’S TOKEN
  Following Shyka has led Henbane down dark, lonely, and 
  haunted paths. This token, a bloom of the Henbane flower, 
  allows its wearer to step outside of the flow of time. As 
  a purely mental move action action, you can destroy the 
  flower to disappear completely one round. While you are 
  out of time, you cannot be affected by any new spells 
  or effects, and any ongoing durations of spells or effects 
  affecting you do not continue to progress. You also cannot 
  take any actions while out of time. At the beginning of 
  your next turn after disappearing from time, you reappear 
  in the same square you left (or the closest open space if 
  it is occupied).
  HENBANE’S TOKEN
  PRICE
  VARIES
  SLOT head
  CL  6th
  WEIGHT  —
  AURA faint abjuration
  
  25
  SIX SECONDS TO MIDNIGHT
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee shortsword +2 (1d3–1/19–20)
  Ranged mwk longbow +9 (1d4–1/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks bardic performance 10 rounds/day 
  (countersong, distraction, fascinate [DC 15], inspire courage 
  +1), fiddle
  Spell-Like Abilities (CL 9th; concentration +13)
  3/day—disguise self, entangle (DC 15), invisibility (self only), 
  pyrotechnics (DC 16)
  Bard Spells Known (CL 2nd; concentration +6)
  1st (3/day)—lesser confusion (DC 15), cure light wounds, 
  hideous laughter (DC 15)
  0 (at will)—detect magic, light, mage hand, prestidigitation, 
  resistance
  TACTICS
  Before Combat The grig fiddler turns invisible and hands her 
  potion of heroism to one of the quicklings, who drinks it.
  During Combat The grig uses inspire courage to boost the 
  quickling’s abilities, and targets the PCs with entangle and 
  single target spells like hideous laughter. 
  Morale The grig flees or surrenders if he is reduced to 5 hit 
  points or fewer or if he is alone.
  STATISTICS
  Str 9, Dex 21, Con 13, Int 12, Wis 11, Cha 19
  Base Atk +1; CMB +4; CMD 14
  Feats Dodge, Lingering PerformanceAPG
  Skills Acrobatics +11 (+15 to jump), Escape Artist +11, Fly +15, 
  Perception +6, Perform (string instruments) +10, Stealth +19, 
  Survival +3
  Languages Common, Gnome, Sylvan
  SQ bardic knowledge +1, versatile performance (string)
  Combat Gear potion of cure moderate wounds, potion of 
  heroism; Other Gear mwk longbow, shortsword, ornate 
  necklace of silver fangs worth 150 gp
  Subtier 6–7 (CR 10)
  GRIG FIDDLER 
  CR 6
  Grig bard 5 (Pathfinder RPG Bestiary 2 147)
  NE Tiny fey
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 18, flat-footed 14 (+2 armor, +5 Dex, +1 dodge, 
  +2 size)
  hp 36 (6 HD; 1d6+5d8+11)
  Fort +2, Ref +11, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  DR 5/cold iron; SR 16
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee shortsword +10 (1d3–1/19–20)
  Ranged mwk longbow +11 (1d4–1/×3)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks bardic performance 18 rounds/day 
  (countersong, distraction, fascinate [DC 18], inspire 
  competence +2, inspire courage +2), fiddle
  Spell-Like Abilities (CL 9th; concentration +15)
  3/day—disguise self, entangle (DC 17), invisibility (self only), 
  pyrotechnics (DC 18)
  Bard Spells Known (CL 5th; concentration +11)
  2nd (4/day)—heroism, mirror image, sound burst (DC 18)
  1st (6/day)—lesser confusion (DC 17), cure light wounds, 
  hideous laughter (DC 17), saving finaleAPG (DC 17)
  0 (at will)—detect magic, light, mage hand, open/close (DC 
  16), prestidigitation, resistance
  TACTICS
  Before Combat The grig fiddler casts invisibility and mirror 
  image on himself, and heroism on two of the quicklings. 
  She positions herself behind cover.
  During Combat The grig uses inspire courage to boost the 
  quicklings’ abilities, then uses his offensive spells against 
  the PCs. If an ally fails a saving throw, he casts saving 
  finale to give the ally another attempt.
  Morale The grig flees or surrenders if he is reduced to 10 hit 
  points or fewer or if he is alone.
  STATISTICS
  Str 9, Dex 21, Con 13, Int 12, Wis 11, Cha 22
  Base Atk +3; CMB +6; CMD 16
  Feats Dodge, Lingering PerformanceAPG, Weapon Finesse
  Skills Acrobatics +14 (+18 to jump), Bluff +15, Diplomacy +15, 
  Escape Artist +14, Fly +18, Perception +9, Perform (string 
  instruments) +15, Stealth +22, Survival +6
  Languages Common, Gnome, Sylvan
  SQ bardic knowledge +2, lore master 1/day, versatile 
  performance (string)
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk longbow, shortsword, leather armor, headband of 
  alluring charisma +2
  QUICKLING CUTTHROAT (3) 
  CR 6
  Quickling rogue 5 (Pathfinder RPG Bestiary 2 227)
  CE Small fey
  Init +9; Senses low-light vision; Perception +15
  DEFENSE
  AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural, 
  +1 size)
  hp 69 (9 HD; 4d6+5d8+32)
  Fort +6, Ref +18, Will +9
  Defensive Abilities evasion, improved uncanny dodge, natural 
  invisibility, supernatural speed, trap sense +1; DR 5/cold iron
  Weaknesses slow susceptibility
  OFFENSE
  Speed 120 ft.
  Melee +1 shortsword +12 (1d4+2/19–20) and mwk shortsword 
  
  26
  PATHFINDER SOCIETY SCENARIO
  +12 (1d4+1/19–20) or 
  dagger +15 (1d3+1/19–20) or 
  +1 shortsword +14 (1d4+2/19–20)
  Ranged composite shortbow +15 (1d4+1/×3)
  Special Attacks sneak attack +4d6 +4 bleed
  Spell-Like Abilities (CL 4th; concentration +5)
  1/day—dancing lights, flare (DC 11), levitate, shatter (DC 13), 
  ventriloquism (DC 12)
  TACTICS
  Before Combat The quicklings apply giant wasp poison to their 
  shortswords.
  During Combat The quicklings use their superior mobility 
  to attempt to outmaneuver the PCs and deal sneak attack 
  damage without being surrounded.
  Morale The quicklings flee if reduced below 15 hit points.
  STATISTICS
  Str 13, Dex 28, Con 17, Int 15, Wis 17, Cha 12
  Base Atk +5; CMB +13; CMD 25
  Feats Agile Maneuvers, Dodge, MobilityB, Quick Draw, Spring 
  AttackB, Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +21 (+93 to jump), Bluff +13, Craft  
  (weapons) +14, Escape Artist +21, Perception +15, Sense 
  Motive +7, Spellcraft +11, Stealth +25 (+65 while still vs. foes 
  who can’t see invisible), Survival +12, Use Magic Device +13
  Languages Aklo, Common, Sylvan
  SQ poison use, rogue talents (bleeding attack +4, fast 
  getaway), trapfinding +2
  Combat Gear potion of cure light wounds, giant wasp poison 
  (3); Other Gear +1 shortsword, composite shortbow (+1 Str), 
  dagger (10), mwk shortsword, cloak of resistance +1, 180 gp
  Rewards: If the PCs encounter the quicklings and grigs 
  and do not defeat them, reduce each PC’s gold earned by 
  the following amount. If the PCs defeated Henbane, do 
  not reduce their gold earned.
  Subtier 3–4: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 900 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,300 gp.
  CONCLUSION
  The temporal anomalies around the Uringen clock tower 
  end abruptly at 12:34 in the morning. The western face 
  once again spins wildly out of control, the other three 
  faces desynchronize, and the clock tower emits a deep 
  resonant bass tone thirteen times before going silent.
  If Henbane Allseasons survives, she reports back to 
  Shyka the Many about the clocktower, the temporal essence, 
  and the intriguing mortals known as the Pathfinder 
  Society. If the PCs rebuild the circle, there are no 
  immediately apparent effects, but the western face of the 
  clock tower arcs out with blue and red energy every new 
  and full moon. Mather Nithra’s allies retreat to the forest 
  to lick their wounds, and it will be some time before they 
  attempt another strike on Uringen.
  Mayor Ogden asks the PCs for a full report on the 
  events in the clock tower. As long as the PCs stopped both 
  Henbane and Nithra from destroying the clock tower, she 
  promises that the Society will have access to the higher 
  quality goods from Uringen on a more permanent basis.
  If the PCs stopped the gremlins from dealing substantial 
  damage to the tower in area D3, Mayor Ogden commends 
  them for their quick action in preventing a catastrophe, 
  and sends a letter to Venture Captain Smine praising the 
  PCs for their skill. Mayor Mieren also seeks out the PCs 
  and apologizes for doubting them, assuring them that they 
  are welcome to return to Uringen whenever they please.
  Any PC who traveled through a portal during the 
  scenario gains access to the Touched by Time boon. 
  When the PCs depart Uringen, if they PCs sufficiently 
  impressed the Embeth Travelers in area A, the Travelers 
  meet them outside of town and give them each a loyal 
  Embeth hound.
  Treasure: If the PCs unlocked the belfry without 
  receiving the second clue, or if they unlocked the belfry 
  without receiving the fourth clue and impressed Cerotious 
  on their first journey into the clock tower, Cerotious praises 
  them for their quick thinking, and rewards them with a 
  collection of magic items and gold. In Subtier 3–4, he gives 
  them a scroll of glitterdust, two scrolls of haste, and 100 gp. In 
  Subtier 6–7, he additionally gives them a scroll of invisibility 
  purge and a rather ostentatious golden set of eyes of the eagle.
  Rewards: If the PCs don’t impress Cerotious and receive 
  his reward, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 70 gp.
  Out of Subtier: Reduce each PC’s gold earned by 195 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 320 gp.
  Reporting Notes
  If the PCs allied with Henbane Allseasons, check box 
  A on the reporting sheet. If the PCs defeated Henbane 
  Allseasons in combat, check box B.
  Primary Success Condition
  If the PCs retrieved at least one vial of temporal essence, 
  each PC earns 1 Prestige Point.
  Secondary Success Condition
  If the PCs prevented the gremlins from sabotaging the 
  clock tower until it emitted the sound hazard in area D3, 
  each PC earns 1 additional Prestige Point.
  
  27
  SIX SECONDS TO MIDNIGHT
  CEROTIOUS’S NOTES
  
  28
  PATHFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCKS
  PUGWAMPI GREMLIN 
  CR 1/2
  NE Tiny fey (Pathfinder RPG Bestiary 2 144)
  Init +5; Senses darkvision 120 ft., low-light vision; Perception +6
  Aura unluck (20 ft.)
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 6 (1d6+3)
  Fort +0, Ref +3, Will +4
  DR 2/cold iron; SR 7
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d2–4/19–20)
  Ranged shortbow +3 (1d3–4/×3)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 1st; concentration –1)
  At will—prestidigitation, speak with animals
  1/day—shatter (DC 10)
  STATISTICS
  Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
  Base Atk +0; CMB –1; CMD 5
  Feats Improved Initiative, ToughnessB, Weapon FinesseB
  Skills Bluff +2, Craft (traps) +4, Disable Device +2, Perception 
  +6 (+2 Listening), Ride +2, Stealth +17; Racial Modifiers +4 
  Stealth, –4 Perception when listening
  Languages Gnoll, Undercommon
  SPECIAL ABILITIES
  Unluck Aura (Su) A pugwampi radiates an aura of unluck to a 
  radius of 20 feet. Any creature in this area must roll two d20s 
  whenever a situation calls for a d20 roll (such as an attack 
  roll, a skill check, or a saving throw) and must use the lower 
  of the two results generated. This is a mind-affecting effect 
  that does not work on animals, other gremlins, or gnolls. 
  Any character who gains any sort of luck bonus (such as that 
  granted by a luckstone or divine favor) is immune to the 
  pugwampi unluck aura.
  QUICKLING 
    
  CR 3
  CE Small fey (Pathfinder RPG Bestiary 2 227)
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, 
  +1 size)
  hp 18 (4d6+4)
  Fort +2, Ref +11, Will +6
  Defensive Abilities evasion, natural invisibility, supernatural 
  speed, uncanny dodge; DR 5/cold iron
  Weaknesses slow susceptibility
  OFFENSE
  Speed 120 ft.
  Melee short sword +10 (1d4–1/19–20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 6th; concentration +8)
  1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), 
  ventriloquism (DC 13)
  STATISTICS
  Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14
  Base Atk +2; CMB +0; CMD 18
  Feats Dodge, Mobility, Spring Attack, Weapon Finesse
  Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, 
  Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, 
  Survival +4, Use Magic Device +7
  Languages Aklo, Common, Sylvan
  SQ poison use
  SPECIAL ABILITIES
  Natural Invisibility (Su) A quickling is invisible when 
  motionless. It loses this invisibility and remains visible for 1 
  round in any round in which it takes an action other than a 
  free action.
  Supernatural Speed (Su) A quickling moves with incredible 
  speed. Save for when it remains motionless (at which point 
  it is invisible), the quickling’s shape blurs and shimmers 
  with this speed, granting it concealment (20% miss chance). 
  In addition, this ability grants the quickling evasion and 
  uncanny dodge (as the rogue abilities of the same names).
  Slow Susceptibility (Ex) A quickling that succumbs to a slow 
  effect loses its supernatural speed ability and is sickened as 
  long as the effect persists. This sickened condition persists 
  for 1 round after the slow effect ends.
  TWIGJACK 
    
  CR 3
  CE Tiny fey (Pathfinder RPG Bestiary 2 274)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 27 (5d6+10)
  Fort +3, Ref +7, Will +6
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee spear +3 (1d4–1/x3) or 2 claws +7 (1d4–1)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spear)
  Special Attacks sneak attack +2d6, splinterspray
  STATISTICS
  Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
  Base Atk +2; CMB +3; CMD 12
  Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge 
  (nature) +8, Perception +10, Stealth +22
  Languages Common, Sylvan
  SQ bramble jump, woodland stride
  SPECIAL ABILITIES
  Bramble Jump (Su) A twigjack can travel short distances 
  between brambles, shrubs, or thickets as if via dimension 
  
  29
  SIX SECONDS TO MIDNIGHT
  door as part of a move action. The twigjack must begin 
  and end this movement while in an area of at least light 
  undergrowth. The twigjack can travel in this manner up to 
  60 feet per day. This movement must be used in 10-foot 
  increments and does not provoke attacks of opportunity.
  Splinterspray (Ex) A twigjack can eject a barrage of splinters 
  and brambles from its body three times per day as a 
  standard action. This effect creates a 15-foot conical burst of 
  jagged splinters, dealing 4d6 points of piercing damage to 
  all creatures in the area. A DC 14 Reflex saving throw halves 
  this damage. The save DC is Constitution-based.
  VEXGIT GREMLIN 
  CR 1
  LE Tiny fey (Pathfinder RPG Bestiary 2 145)
  Init +1; Senses darkvision 120 ft., low-light vision; Perception 
  +5
  DEFENSE
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 8 (1d6+5)
  Fort +2, Ref +3, Will +3
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee warhammer +0 (1d4–2/×3), bite –2 (1d3–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks speedy sabotage, wrecking crew
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  STATISTICS
  Str 6, Dex 13, Con 14, Int 12, Wis 13, Cha 11
  Base Atk +0; CMB –1; CMD 7
  Feats Skill Focus (Disable Device), ToughnessB, Weapon FinesseB
  Skills Appraise +2, Climb +13, Craft (traps) +5, Disable Device 
  +9, Knowledge (engineering) +2, Perception +5, Stealth 
  +13 (+17 in metal or stony areas, +9 when moving); Racial 
  Modifiers +4 Disable Device, +4 Stealth in metal or stony 
  areas, –4 Stealth when moving
  Languages Undercommon
  SPECIAL ABILITIES
  Speedy Sabotage (Su) Vexgits are adept at disassembling 
  machinery, reducing even complex devices to trash with 
  shocking speed. When using the Disable Device skill, these 
  gremlins treat all devices as being one category simpler for 
  the purposes of determining how long it takes to use the 
  skill. Thus, difficult devices count as tricky, tricky devices 
  count as simple, and simple devices can be dismantled as a 
  free action.
  Wrecking Crew (Su) A group of up to six vexgits can work 
  together to dismantle a device. This ability functions like the 
  aid another action, but a single vexgit can receive help from 
  up to five other vexgits, granting it up to a +10 bonus on its 
  Disable Device check.
  
  30
  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 #7-02: 
  Six Seconds to Midnight
  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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  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 
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  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.
  Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Brian Jaeger and Gary Gygax.
  Quickling from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Pathfinder Society Scenario #7–02: Six Seconds to Midnight © 2015, Paizo 
  Inc.; Author: Liz Courts
  
  31
  SIX SECONDS TO MIDNIGHT
  
  PATHFINDER SOCIETY SCENARIO
  32
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  645
  1,626
  —
  1,136
  1,290
  3,252
  —
  2,271
  Out of
  Subtier
  Pathfinder Society Scenario #7-02: 
  Six Seconds to Midnight
  Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound 
  is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s 
  typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and 
  additionally knows the Track trick.  If the Embeth hound dies, cross this boon off your Chronicle sheet.
  Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower 
  from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action 
  action, you can destroy the flower to disappear completely one round. While you are out of time, you 
  cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting 
  you do not continue to progress. You also cannot take any actions while out of time. At the beginning 
  of your next turn after disappearing from time, you reappear in the same square you left (or the closest 
  open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.
  Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from 
  that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character 
  level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your 
  Chronicle sheet.
  All Subtiers
  Subtier 6–7
  cloak of elvenkind (2,500 gp)
  efficient quiver (1,800 gp)
  enhanced alchemical items: The damage dealt by 
  enhanced alchemical items is increased by half. 
  The DC of any skill checks or saving throws that 
  opponents must make to oppose these items is 
  increased by 2.
  enhanced acid flask (20 gp; limit 4)
  enhanced alchemist’s fire (40 gp; limit 4)
  enhanced holy water (50 gp; limit 4)
  enhanced tanglefoot bag (100 gp, limit 4)
  giant wasp poison (210 gp each, limit 3)
  mwk living steel heavy mace (812 gp; Ultimate 
  Equipment 51)
  potion of cure moderate wounds (300 gp)
  potion of heroism (750 gp)
  scroll of dispel magic (750 gp)
  scroll of glitterdust (375 gp)
  scroll of haste (750 gp)
  soothe syrup (25 gp; Ultimate Equipment 101)
  universal solvent (50 gp)
  wand of scorching ray (CL 7th, 10 charges; 3,150 gp, limit 1)
   belt of incredible dexterity +2 (4,000 gp)
  cloak of resistance +1 (1,000 gp)
  elixir of green dragon breath (1,400 gp; Ultimate 
  Equipment 295)
  elixir of hiding (250 gp)
  elixir of truth (500 gp)
  elixir of tumbling (250 gp)
  eyes of the eagle (2,500 gp)
  potion of cure serious wounds (750 gp)
  ring of delayed doom (3 charges; 15,000 gp, limit 1; 
  Ultimate Equipment 169)
  scroll of invisibility purge (750 gp)
  sovereign glue (2,400 gp)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-02 - Six Seconds to Midnight.pdf