TEXT: By Sean McGowan
  Between the Lines
  PATHFINDER SOCIETY SCENARIO #7-01 
  TIER 1–5
  
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  Pathfinder Society Scenario #7–01: Between the Lines is a Pathfinder Society Scenario designed for 1st- to 5th-level characters 
  (Tier 1–5, Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can 
  easily be adapted for use with any world.
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  Between the Lines
  Pathfinder Society Scenario #7-01
  
  Katapesh
  • Katapesh
  3
  Murqual, an unscrupulous merchant. The PCs meet with 
  Murqual, who is currently entertaining another offer for 
  the texts, but he is willing to sell to the PCs if they agree 
  to do a few favors for him first.
  The PCs have their pick of several possible chores 
  Murqual needs done in and around the Nightstalls. 
  These include negotiating a deal with some truculent 
  gnolls, eliminating fiendish protections on a magic item 
  he owns, and gambling literal years of their lives with an 
  alchemist acquaintance.
  Back in Farseer Tower, Wulessa asks the PCs to aid her 
  in activating the Monadistic Archive. The scrolls within 
  hold mental echoes of great minds of the past, and she 
  has a ritual prepared to access one. Doing so creates a 
  mental geography called a mindscape, which she wishes 
  the PCs to explore while she holds it open.
  S
  ome months back, survivors of a caravan raid stumbled 
  across a tomb lost in the Katapeshi wastes. This crypt 
  of Zahari Mahiman was a legendary repository of lost 
  magic and lore, and the Kotargo Lodge of Katapesh hastily 
  outfitted an expedition to the site. By the time they arrived, 
  they learned they were too late. A group of independent 
  adventurers had arrived first and cleared the crypt of all 
  valuables. Discouraged, the Pathfinders cataloged what they 
  could and returned home, where Venture-Captain Phlegos 
  Dulm responded with a broad shrug of his shoulders. It was 
  a lost opportunity, but there would be other opportunities in 
  the future.
  Dulm is not the only venture-captain in Katapesh, 
  however. Wulessa Yuul, of the Farseer Tower Lodge, allowed 
  the Kotargo Lodge to mount the initial expedition because 
  it technically fell within his territory, not her own. His 
  agents’ failure has outraged her, for Wulessa has long sought 
  one particular item rumored to be within the crypt: the 
  Monadistic Archive, a magical repository of scrolls dating 
  back to the Jistkan Imperium, containing the essence of the 
  greatest minds of that era. Within the archive, individual 
  thoughts and memories are broken down and assembled into 
  a collective of knowledge, each small part a reflection of the 
  combined whole. Wulessa has berated herself ever since for 
  allowing a less competent (in her opinion) venture-captain 
  to let the archive (and the other treasures of the crypt) slip 
  through his fingers.
  Fortunately, the adventurers who looted the tomb were 
  less interested in learning from its contents than in profiting 
  off of them. The Monadistic Archive was recently purchased 
  by a Katapeshi merchant. The man has an unsavory 
  reputation, but at this point Wulessa is unwilling to sit by 
  and let her personal obsession get away from her again. She 
  is determined to get hold of the archive, no matter the cost to 
  herself or to the Pathfinder agents she uses as go-betweens.
  SUMMARY
  Venture-Captain Wulessa Yuul summons the PCs 
  to Farseer Tower. She tasks them with acquiring the 
  Monadistic Archive, currently in the possession of Palhuna 
  Between the Lines
  By Sean McGowan
  WHERE ON GOLARION?
  Between the Lines is set in the metropolis of Katapesh. This 
  bustling hive of business and avarice is the second-largest 
  city in the Inner Sea region. Within its famous marketplaces, 
  anything imaginable can be bought and sold. And within 
  its infamous Nightstalls, deals that surpass imagination are 
  available as well. More information on Katapesh can be 
  found in the Inner Sea World Guide (pages 90–93) and Dark 
  Markets: A Guide to Katapesh.
  
  Venture-Captain 
  Wulessa Yuul
  4
  PATHFINDER SOCIETY SCENARIO
  Unfortunately, her understanding of the 
  archive’s nature is flawed, and the ritual causes 
  the archive to begin absorbing her mind. 
  As participants in the ritual, the PCs are 
  able to explore the mental “landscape” 
  and free themselves and Wulessa from 
  it. Doing so involves travel through 
  thoughts and memories drawn from 
  the venture-captain, themselves, and 
  the archive’s caretaker, a theletos 
  aeon. It dispatches shadow-memory 
  constructs at the party attempting 
  to discourage them, but ultimately 
  it must either bargain with the PCs 
  or defeat them in mental combat. In 
  the end, the PCs exit the mindscape 
  more or less intact, preferably 
  with Wulessa Yuul’s mind 
  freed as well.
  GETTING 
  STARTED
  Read or paraphrase the following to get 
  the adventure underway.
  It is a hot, breezeless evening in Katapesh. Here, in a meeting 
  room atop Farseer Tower, the curtains hang listlessly even with the 
  windows thrown open. Unfortunately, the only thing hotter than 
  the air is Venture-Captain Wulessa Yuul’s ire.
  “Why must I share Katapesh with so-called equals who are 
  incompetent?” She huffs between gritted teeth, pacing back and 
  forth before calming herself. “My pardon. Let me explain. Some 
  months ago, the crypt of Zahari Mahiman—a scholar and sage from 
  the Age of Enthronement—was rediscovered out in the wastes. I, 
  personally, have long sought one artifact reputedly interred with 
  him: the Monadistic Archive, a collection of scrolls from the Jistkan 
  Imperium. Unfortunately,” she grits her teeth, “It fell under the 
  purview of the Kotargo Lodge to arrange an expedition. Venture-
  Captain Dulm took his time getting things underway, in spite of my 
  own requests for urgency and offers of assistance. As a result, by 
  the time his agents got there, the place had already been looted.
  “Phlegos Dulm’s complacency aside, not all is bleak. The 
  adventurers who looted the crypt were not scholars; they were 
  simply looking to exploit the wonders of the past. The Monadistic 
  Archive, in particular, was sold to Palhuna Murqual, a merchant 
  here in Katapesh. I believe he bought the archive assuming it was 
  merely a magical storage device, not an esoteric repository of 
  lore indecipherable by him. He has shown interest in selling—at 
  a profit, of course—and I need you to make the purchase. I have 
  an Abadaran promissory note that should cover the price, but he 
  is crafty and may bargain for more. I want the archive, whatever it 
  costs. I can’t pay more gold than I already have offered, but if you 
  can find other means of appeasing Murqual, I encourage 
  you to do so.”
  Allow the PCs to ask questions of 
  Wulessa to clarify their mission. Below are 
  sample answers to likely questions.
  Do you want us to steal it? “No! 
  Absolutely not. The repercussions for 
  theft from a merchant in Katapesh are 
  truly severe.”
  What ‘other means’ did you have in 
  mind? “Murqual is the sort who can see 
  the value in a team of Pathfinders. That’s 
  one reason I am sending you. After Dulm’s 
  gaff, I also recognize that I am too incensed 
  to deal with Murqual in person.”
  He’ll want something from us? “Possibly. 
  I don’t want you to do anything illegal 
  or immoral, but anything else that 
  might win him over... well, see what 
  he has to say.”
  What exactly is the Monadistic 
  Archive, anyway? “It is a chest 
  containing numerous magical scrolls. 
  I believe they are currently inactive, but I 
  know a ritual to access their secrets. In fact, I 
  might need your assistance with that later. Until then, 
  it’s best not to open it.”
  PCs can also attempt Knowledge checks to expand the 
  information Wulessa has given them.
  Knowledge (arcana)
  The Monadistic Archive is an obscure artifact, but the PCs may 
  have heard of it.
  20+ The Monadistic Archive is said to be a Jistkan collection 
  of knowledge.
  25+ Supposedly it does not merely document lore from 
  that era, but actually binds the minds of great thinkers into a 
  mental compendium.
  30+ Like many Jistkan magical items, it is said to have an 
  outsider bound to it as well, overseeing the minds within.
  GM RESOURCES
  This scenario makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 
  3, Pathfinder RPG Gamemastery Guide (GMG), Pathfinder 
  RPG Monster Codex (MC), and Pathfinder RPG Ultimate 
  Equipment (UE). All rules referenced in this adventure can 
  be found in the free online Pathfinder Reference Document 
  at paizo.com/prd, and the relevant rules from the Bestiary 
  volumes and Monster Codex volumes are reprinted in the 
  end of the scenario for the GM’s convenience.
  
  5
  BETWEEN THE LINES
  Knowledge (local)
  Palhuna Murqual has a reputation that the PCs might be 
  aware of.
  15+ Palhuna Murqual is known as one of the preeminent 
  vendors of magical and mundane devices created for the 
  specific purpose of restraining and storing living (or 
  unliving) beings.
  20+ Rumor has it that he has a side trade in smuggling 
  kidnapped victims within his wares.  Troubles with that 
  business recently cost him some of his more experienced 
  servants, and he is said to be looking for agents to ‘get a 
  few things done’.
  After the PCs are satisfied, Wulessa hands them a 
  promissory note worth 10,000 gp from the bank of Abadar 
  and sends them to Murqual’s establishment in the Lower 
  City. As the adventure takes place in the mercantile 
  metropolis that is Katapesh, PCs can purchase any 
  necessary equipment either before meeting Murqual or 
  at any time during section A. 
  A. A NIGHT IN THE NIGHTSTALLS
  Finding Murqual’s shop is easy enough. A few discreet inquiries 
  lead through the Lower City to a wooden door crowned by 
  a plaque that reads “Palhuna Murqual, Vendor of Fetters, 
  Bindings, and Cages Mundane and Mystic.” His establishment 
  defies the stereotype for a shop in the infamous Nightstalls. 
  It boasts a permanent location, instead of one that could 
  be broken down and moved with ease. It is quite lavishly 
  appointed, rather than being a shadowy, smoky hovel, and the 
  air smells of vanilla and cardamom rather than incense. Inside, 
  deep carpeting covers the floor. Chains and shackles, ranging 
  in size from mist-thin links to cuffs that would hold a titan, 
  hang along one wall. Another wall holds an array of mirrors—
  some reflecting the room and some showing the insides of a 
  bare cell. Lanterns and cages hang from ceiling rafters, and 
  glass cases hold etched gemstones and glass bottles. A central 
  space is cleared of wares, instead sporting several plush seats 
  arranged around a silver samovar.
  An obese man swaddled in silks occupies a sofa before 
  the samovar. Standing to his left is a slim, younger 
  man holding a ledger. The fat man makes a series of 
  complicated hand gestures to the standing man, who, 
  after a moment, bows to the PCs and speaks. “My esteemed 
  master, Palhuna Murqual, bids you welcome. Please, be 
  seated. Business should be conducted comfortably.”
  The standing man is actually Palhuna Murqual, and 
  the obese man is a slave trained specifically to act in 
  this role. Murqual finds that doing business through 
  an interpreter gives him an edge, allowing him to 
  weigh his responses carefully. Additionally, the decoy 
  provides a convenient target in event that disgruntled 
  customers become violent. If asked, he claims that 
  “Murqual” literally lost his voice years ago to a magical 
  trap. A PC who succeeds at either a DC 20 Sense Motive or 
  Linguistics check—or at a DC 15 check with both skills—
  recognizes the “sign language” is just gesticulation 
  without meaning. Murqual keeps up the ruse unless 
  specifically questioned about it, at which point he sighs 
  theatrically, dismisses his decoy, and takes a seat himself, 
  picking up as though nothing had happened.
  As he passes around cups of mint tea, the PCs can 
  make their offer. He nods appreciatively at the sum of the 
  promissory note but informs the PCs that he has already 
  received an offer for the item well exceeding Wulessa’s 
  bid. “While I respect the Pathfinder Society, to sell to you 
  would seem favoritism. And I’m not inclined to favor one 
  customer over another—without there being an equal 
  favor, in return...” In case the players do not realize that 
  Murqual is giving them a chance to sweeten the pot, 
  the PCs can discern this with a successful DC 10 Sense 
  Motive check. If any PC suggests owing him a favor or 
  two, he claps his hands excitedly and announces, “Done! 
  Your Venture-Captain’s note for 10,000 gold, plus services 
  rendered by yourselves.” The PCs can set limitations they 
  might deem necessary as well, such as not doing anything 
  that would be illegal or immoral; the merchant ensures 
  them that these favors are innocent enough.
  Once they have struck a deal, Murqual gets down to 
  details. To begin, he wants three favors from the PCs by 
  the end of the night, and in return they shall receive the 
  Monadistic Archive. With a successful DC 15 Sense Motive 
  check (DC 20 in Subtier 4–5), a PC picks up on some 
  hesitant calculation on Murqual’s part before he decided 
  upon three favors, and he might be open to negotiation. 
  PCs who bargain can talk him down to two favors by with 
  a successful DC 22 Diplomacy or Profession (merchant) 
  check (DC 26 in Subtier 4–5). PCs who have figured 
  out his “translation” secret and use that knowledge as 
  leverage during negotiations—after all, he wouldn’t 
  want word getting out—receive a +5 bonus on check to 
  negotiate. Once the PCs establish the number of favors, 
  they can discuss exactly what those favors are; if they only 
  own Murqual two favors, they can also choose which two 
  they want to complete. Likely questions and answers are 
  listed below.
  So what can we do for you? “I have three tasks. 
  Because Palhuna Murqual is as generous as an oasis, 
  you may decide among them for those which suit 
  you.” He begins to count off tasks on his fingers. “I 
  have some sensitive merchandise being delivered by 
  problematic dealers. Another recent acquisition has 
  some unpleasant protective magic that I need dealt 
  with. Finally, you can be my agents to make a purchase 
  from another acquaintance.”
  
  6
  PATHFINDER SOCIETY SCENARIO
  What is this delivery? “I have some special goods being 
  shipped in from the savanna tonight. I am short on staff 
  to take the delivery, and I don’t care to be seen meeting 
  with the deliverers. They’re gnolls. It’s a social status 
  issue; I’m sure you understand.”
  What’s being delivered? “Goods I require—that’s all 
  you need know.”
  Are there any complications? “I’ve had dealings with 
  this tribe before. They tend to ‘forget’ the agreed upon 
  price. You’ll be carrying some additional funds—I regard 
  it as a standard tax when dealing with them—but beyond 
  that, I expect you to convince them that they’re not 
  getting any extra.”
  What is this item with magic wards? “A mask, 
  supposedly able to bind souls. Unfortunately, it already 
  has something bound to it. Examination indicates that 
  ‘something’ is a guardian. I would have you dispose 
  of the guardian. Somewhere away from the shop, of 
  course. Maybe not on the streets, either—we don’t want 
  any passerby witnesses or victims. There’s a flat-roofed 
  warehouse nearby. It should suffice.”
  What kind of guardians? “I’m not entirely sure, but it 
  has the stink of Abaddon about it. Given the origins of the 
  mask, I believe it’s a creature called a div.”
  Do they have weaknesses? “They are difficult to hurt 
  unless you have a holy weapon, or one of cold iron. As it 
  happens, I do have some cold iron weapons in my shop. 
  Available for purchase, of course.”
  What is this purchase you want to make? “An 
  acquaintance of mine owns a mirror I would like. She 
  isn’t willing to deal in gold for it, and her desired coin is 
  not one I am quite willing to pay.”
  What kind of coin, then? “Madame Jelaris is an 
  alchemist trying to develop an equivalent of the sun orchid 
  elixir. I don’t know if that is possible, but she has a means 
  to alchemically extract vitality. Essentially, she can make 
  one older. She claims the ‘years’ of life extracted are 
  invaluable in her research. And she requires twenty years 
  from me before relinquishing the mirror.”
  So you want us to...? “Make the purchase for me, of 
  course! Twenty years of my life, all at once, is too dear, but 
  twenty years divided among you lot? That’s little enough, 
  I think! Plus I’ll let you in on a secret: Madame Jelaris is 
  an inveterate gambler. If you wager the years, you might 
  walk away paying nothing! Or paying twice as much. If 
  you do that, a word of advice: don’t cheat. Or at least don’t 
  get caught cheating.”
  Development: The PCs can use Murqual’s shop as 
  base of operations, returning to deliver or report on the 
  completion of one task before taking on another. Once 
  they have completed the requisite number of tasks, 
  Murqual is true to his word. He hands over the Monadistic 
  Archive, a large, gilded pauelielwood chest filled with 
  scores of scrolls in individual compartments, with his 
  compliments to Venture-Captain Yuul.
  Rewards: If the PCs fail to complete one or more of the 
  two or three agreed tasks for Murqual, reduce each PC’s 
  gold earned as follows. Reducing the number of tasks 
  owed the merchant counts as completing one task.
  Subtier 1–2: Reduce each PC’s gold earned by 60 gp per 
  task not completed.
  Out of Subtier: Reduce each PC’s gold earned by 150 gp 
  per task not completed.
  Subtier 4–5: Reduce each PC’s gold earned by 240 gp per 
  task not completed.
  A1. Midnight Delivery (CR 3 or CR 6)
  The first of the three possible tasks involves meeting 
  gnolls near the Twilight Gate to complete a transaction.
  By night, the streets of the Twilight Gate district are mostly 
  empty. The courtyard surrounding the Ruined Monastery, a 
  popular tourist attraction by day, is even more deserted than 
  the surrounding streets. Perhaps this is what made it the 
  choice location for Murqual’s gnoll “distributors,” or perhaps 
  the gnolls feel comfortable in the shadow of this former home 
  to Lamashtu’s faithful. In either case, the shadows lie thick 
  underneath these crumbling walls.
  Murqual sets the PCs up with a small donkey-pulled 
  cart before departing his shop. Most of its contents consist 
  of trade goods, bolts of cloth, and several casks of liquor. In 
  addition, he gives them two sacks containing 100 gp each 
  as additional “payment” if the gnolls prove recalcitrant.
  Creatures: The already-recalcitrant gnolls wait in the 
  plaza for the PCs. Behind them in the gloom is a small 
  crate. Only one of the gnolls speaks Common, and even 
  she prefers to speak in her own language. As predicted, 
  they meet the group with snarling disdain, hissing that 
  the PCs aren’t the ones Murqual normally sends. The 
  continue to voice complaints (“These linens are moth-
  ridden.” “There’s only one donkey?” “Do they expect the 
  tribe to starve?”), doing their best to undermine the PCs’ 
  side of the deal.
  The gnolls have a starting attitude of unfriendly, and 
  the PCs can convince the gnolls to cooperate with the 
  original terms of the agreement with a successful DC 
  14 Intimidate check (DC 18 in Subtier 4–5) or a DC 22 
  Diplomacy check (DC 26 in Subtier 4–5). For each 100 gp 
  the PCs give the gnolls, they receive a +2 bonus on the 
  Diplomacy check. If a PC speaks in Gnoll, he receives a +2 
  bonus on the Diplomacy or Intimidate check. 
  If convinced to complete the transaction, the gnolls 
  hand over their own crate and lead the doomed donkey 
  and cart away. If the PCs fail the Diplomacy check by 4 or 
  less, the gnolls complain more and threaten to leave—a 
  
  N
  A1. Midnight Delivery
  G : Gnoll or Flind
  Pathfinder Flip-Mat: Monastery
  1 square = 5 feet
  G1
  G2
  G3
  7
  BETWEEN THE LINES
  
  8
  PATHFINDER SOCIETY SCENARIO
  threat they follow through on unless appeased with a 
  payment of 300 gp. If the PCs fail the Diplomacy check 
  by 5 or more or fail the Intimidate check at all, the gnolls 
  take offense and attack.
  Subtier 1–2 (CR 3)
  GNOLLS (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 155; see page 21)
  Subtier 4–5 (CR 6)
  FLINDS (2) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 100; see page 21)
  GNOLL RAGEBORN  
  CR 3
  hp 49 (Pathfinder RPG Monster Codex 94; see page 21)
  Development: This is intended as a roleplaying and 
  skill-based encounter, but violence is as definitive a 
  solution as any other. If the PCs kill the gnolls, they can 
  simply take the crate back to Murqual along with his 
  cart. He is nonplussed by this turn of events; he’s happy 
  to receive this shipment for free, but he’s annoyed that he 
  needs to find a new gnoll tribe to work with in the future. 
  If anyone inspects the gnolls’ crate, they find it contains 
  two adorable Katapeshi white lion cubs. Murqual, if 
  asked, says that his niece’s birthday is imminent, and he 
  purchased the cubs for her as pets. Even shady merchants 
  can have a soft spot for family.
  A2. Product Testing (CR 2 or CR 5)
  Murqual’s second task involves purging a magical 
  mask —a recent acquisition from a wandering tribe in 
  Thuvia—of its guardian spirit, which is performed most 
  safely far from his shop.
  Murqual’s directions lead to a rickety iron ladder in an alleyway 
  that climbs the side of a long, low warehouse. The roof is 
  canted at a slight enough angle that it might as well be flat. 
  Several other rooftops are adjacent, at more or less equal 
  height, forming an L-shaped superstructure.
  The rooftops are all 15 feet above street level, dropping 
  off at the map’s edge. Before sending the PCs out on 
  this task, Murqual gives them a crimson-and-white 
  lacquer mask, and a scroll containing its command 
  word (“chalifan”). Additionally, if the PCs need cold iron 
  weaponry, he has a few of any simple or martial weapon 
  available for sale. The mask radiates faint necromancy 
  and conjuration magic. It has use in ritual magic in 
  capturing and questioning the soul of a recently departed 
  person, but the PCs’ principle interest is removing the 
  guardians bound to it. Speaking the command word 
  within 5 feet of the mask causes it to exhale a white-and-
  red cloud of smoke that fills a 20-foot-radius spread for 
  1 round.
  Creatures: Several foggy shapes spiral out of the 
  growing cloud, landing in random, unoccupied squares 
  within 30 feet of the mask.
  Subtier 1–2 (CR 2)
  DORU DIV 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 3 86; see page 20)
  TACTICS
  During Combat The doru turns invisible while concealed by the 
  cloud, and it tries to stay out of sight while thinning the PCs’ 
  ranks with charm person and suggestion (e.g. “jump off the 
  roof”). After exhausting its more insidious spell-like abilities, 
  it resorts to its venomous bite and ability to turn invisible to 
  skirmish with the PCs.
  Morale The div is bound to the mask and must fight to the 
  death to protect it.
  Subtier 4–5 (CR 5)
  DORU DIV 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 3 86; see page 20)
  TACTICS
  Use the tactics in Subtier 1–2.
  AGHASH DIV 
  CR 4
  hp 42 (Pathfinder RPG Bestiary 3 83; see page 20)
  TACTICS
  During Combat The aghash attempts to summon another doru 
  div. Using its cursed gaze and dimension door abilities, it 
  tries to stay out of direct combat while using spectral hand 
  and bestow curse to weaken the PCs, targeting the PC with 
  the highest Charisma or most attractive features first. If left 
  SCALING ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: The gnolls have been drinking, giving them 
  a –1 penalty on attack rolls and damage rolls as well as a –1 
  penalty to AC.
  Subtier 4–5: Remove one flind from the encounter.
  SCALING ENCOUNTER A3
  To accommodate a group of 4 PCs, the divs are staggered 
  for one round after appearing. Furthermore, the cloud only 
  grants concealment, not total concealment.
  
  N
  A2. Product Testing
  L
  Pathfinder Map Pack: Rooftops
  1 square = 5 feet
  L : Ladder
  9
  BETWEEN THE LINES
  without doru minions, it closes on that same target and uses 
  its claws.
  Morale The div is bound to the mask and must fight to the 
  death to protect it.
  A3. Wagering the Hourglass
  The last of Murqual’s tasks involves paying for an 
  enchanted mirror, which is currently in the possession 
  of Madame Jelaris.
  Located in the shadow of Nethys’s temple, this higher end shop 
  emanates scents of perfumes, medicines, and the dusky tang 
  of alchemical experiments from behind a beaded doorway. 
  The front of the store has shelves for the casual shopper, 
  with scented oils and colognes in faceted bottles on delicate 
  shelves. Further back, more solid looking containers under 
  locked glass offer alchemical wares of the more adventurous 
  and martial varieties. A marble counter blocks off the very back 
  of the shop, where a bell sits beside an alembic bubbling away 
  with a cerulean liquid. Behind the counter, another beaded 
  curtain leads deeper.
  Madame Jelaris (N middle-aged female human 
  alchemist 6) is in the back while an assistant tends the 
  shop, but she is rapidly summoned up front if the PCs 
  state they are there on Palhuna Murqual’s business. She 
  is a stocky, handsome, and fashionable Chelish woman 
  in her later years. She looks the PCs over with mild 
  amusement. “Honestly, I set a high price for Palhuna 
  because I didn’t especially want to sell and thought he’d 
  never pay it, but if he’s found a way around that and you’re 
  willing... well, who am I to refuse?” She explains the basics 
  of the alchemical process: “Oh, I insert a tube down your 
  throat extracting an essence from your lungs. It doesn’t 
  actually age you. It’s not as though time goes faster, but it 
  does prematurely wear down your body by a few years. So, 
  how did you want to split the twenty years between you?” 
  If the PCs elect to simply pay the requested price, Jelaris 
  takes them in back and performs the uncomfortable 
  process on them. If they propose gambling Murqual’s 
  payment against her mirror, she gets a gleam in her eye 
  and accepts.
  She escorts gambling PCs to a comfortable parlor in 
  the back of the store, inviting them to be seated around 
  a table. She hands around a small box of ivory dice, 
  inviting everyone to examine them and confirm they 
  aren’t loaded; a PC can ascertain her dice are fair with 
  a successful DC 10 Profession (gambler) check or a DC 15 
  Perception check. She then lays out the rules of the game.
  Playing Twentybone: Madame Jelaris favors a 
  simple dice game called twentybone (Pathfinder RPG 
  Gamemastery Guide 241), played using 20-sided dice. As 
  
  10
  PATHFINDER SOCIETY SCENARIO
  a group, the PCs receive 20 tokens, which they can split 
  between themselves as they wish. Madame Jelaris, as the 
  “house,” sets aside a reserve of 20 tokens for herself as 
  well, and she plays the part of the dealer. Each round, 
  players can buy as many dice as they wish at the cost of 
  one token per die. Once all players have purchased as 
  many dice as they want, they roll them. Madame Jelaris 
  then rolls a single die of her own. Each PC die roll that 
  beats her roll wins two tokens back. This continues 
  until the PCs quit, are out of tokens, or have won all of 
  Jelari’s tokens.
  The PCs can cheat on their rolls. Each round, a PC can 
  attempt a Profession (gambler) or Sleight of Hand check 
  against Madame Jelaris’s Perception check (for ease of 
  play, she is assumed to take 10, resulting in a 18 in Subtier 
  1–2 and a 23 in Subtier 4–5) after buying and rolling any 
  dice. If the check succeeds, the PC can reroll one of his 
  dice. For every 5 points by which the PC exceeds this DC, 
  he can reroll one additional die.
  Failing the check by 4 or less does not expose the 
  PC, but it does arouse Madame Jelaris’s suspicions and 
  increase the DC of that PC’s subsequent checks to cheat 
  by 10. If a PC fails the check by 5 or more, Madame Jelaris 
  expels him from the game, confiscates his remaining 
  tokens, and adds them to her own pool.
  Development: At the game’s completion, the PCs must 
  pay Madame Jelaris as many “years” as she has tokens. 
  They can decide between themselves how many years each 
  PC pays. She can adjust her collection device to extract 
  the lifespan of multiple PCs at once, so the process only 
  takes about an hour no matter how many participants are 
  involved. Although normal aging rules are not used in 
  the organized play campaign, the harshness of Jelaris’s’ 
  process does leave a mark: for every 5 years of artificial 
  aging a PC experiences, he takes 1 point of ability drain to 
  either his Strength, Dexterity, or Constitution score (the 
  player selects the score affected).
  After collecting her fee—or grumbling about being 
  paid nothing—she hands over the item that Murqual 
  wants. It is a silver hand mirror enclosed in a tied black 
  velvet bag. If the PCs open the bag, they discover the 
  mirror holds the image of a bald man looking about 
  in confusion, though he seems incapable of perceiving 
  anything outside his prison. If the PCs ask Murqual 
  about this, he chides them for their curiosity and puts the 
  mirror away without answering. Releasing the prisoner 
  within involves several command words, and simply 
  breaking the mirror (hardness 10, 10 hit points) kills its 
  occupant rather than freeing him.
  THE MIND IN THE TEXT
  Having acquired the Monadistic Archive, the PCs need 
  merely report back to Wulessa Yuul to begin the next 
  phase of the scenario. Upon returning to Farseer Tower, 
  the PCs are ushered back to the meeting chamber.
  The room has undergone some changes over the past few 
  hours. The furniture has been pushed aside, and the resulting 
  empty carpet space has cushions laid out in a circle. Unlit 
  candles stand in a silent circle around the cushions. The formerly 
  open windows are shut, perhaps to prevent the candles being 
  snuffed by a stray breeze once lit, not that it makes a difference 
  on this still night.
  Wulessa Yuul is eager to see the PCs, and she’s 
  positively ecstatic seeing them carrying the archive chest. 
  She bids them to set it down against one wall. If anyone 
  has suffered ability damage, Wulessa looks them over 
  and uses a wand of lesser restoration to heal them. While 
  she says the following, she opens the chest and sifts 
  reverently through the scrolls, unrolling and examining 
  several, holding a few up to her ears, and seeming to 
  listen to them.
  “Excellent work. I shall take a full account of your adventures 
  this night shortly, but for now... I need some more of your 
  assistance. As I said before, these scrolls are relics of the Jistkan 
  Imperium from thousands of years ago. What information 
  I’ve found indicates that the Monadistic Archive recorded the 
  thoughts and minds of some of the greatest thinkers of that 
  empire. Not merely recorded in the written word—supposedly 
  they copied the very minds of these men and women. Some 
  binding entity within the scrolls brings these minds together 
  into a collective of wisdom and lore, where each mind is no 
  longer a discreet part, but melded into a greater whole. The 
  ritual I have prepared should allow me to open the archive, 
  but the effort of doing so prevents much exploration on my 
  part. If I include you in the ritual, you can be my eyes and ears. 
  Of course, this is not a process that can be completed in one 
  night. This could take years. In the long run, a full team will be 
  assigned cataloging duties, but tonight I cannot resist at least 
  one brief expedition. I have sought the archive for so long, and 
  I would be honored if you would help me with this foray into 
  the mind of the past.”
  The PCs likely have questions. Wulessa doesn’t know 
  everything, but she answers as best she can.
  Is this opening a portal to somewhere? “I understand 
  the Monadistic Archive to be a mental realm, one only our 
  minds enter. Our bodies remain here.”
  Will we be safe? “The doors are warded, and my 
  servants trustworthy. No one will harm our bodies while 
  we are away.”
  What will our minds experience? “It should be similar 
  to astral travel. That is to say, your minds form physical 
  copies of your bodies inside. The architecture of the 
  
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  BETWEEN THE LINES
  interior likely depends upon whomever this scroll copied 
  millennia ago.”
  Is there any danger to our minds? “If there are defenses 
  inside, they can be dealt with as you would a physical 
  threat. If your mental forms are damaged... I am honestly 
  uncertain what that means for your physical forms. It may 
  be injuries carry across. Hopefully we can avoid that.”
  Will you be inside as well? “I should be present in some 
  form. I won’t be directly with you, but I might be able to 
  communicate, and aid in some way.”
  Development: Once the PCs agree, Wulessa sits them on 
  the floor, lights the candles, and snuffs the other lights. 
  She joins the circle, unrolls the scroll before her, and has 
  everyone link hands. She begins a sing-song recitation in 
  Jistkan, at which point the PCs proceed to B1, below.
  B. MINDSCAPE OF THE ARCHIVE
  Upon completing the seance, the PCs find themselves 
  in the Monadistic Archive’s mindscape. Unfortunately, 
  Wulessa Yuul’s understanding of the archive’s workings 
  is incomplete. Her ritual opened the archive but did 
  not properly shield her from its workings, ultimately 
  attracting the attention of the archive’s overseer: a 
  theletos aeon. Recognizing the richness of Wulessa’s 
  mind and life experiences, it decided to add her to the 
  archive. The fact that this strips her mind from her 
  physical form, effectively ending her existence, is not 
  something an aeon comprehends as undesirable.
  Traveling between rooms in the mindscape is generally 
  a mental act. It has three “layers,” constructed from the PCs 
  experiences, Wulessa’s memories, and the aeon’s thoughts. 
  The two memory layers are imperfect constructs, meaning 
  each room within has one or more flaws that distinguish 
  it from the real world. PCs who notice and mention these 
  flaws can attempt a DC 14 Will save (DC 17 in Subtier 4–5) 
  to see through the illusory elements, causing the room to 
  melt away over the course of one round and transport the 
  PCs to the next area. If nobody notices the discrepancies, 
  PCs can spot them with a successful DC 20 Perception 
  check and attempt the Will save.
  The two memory layers are self-contained. Moving 
  through an apparent exit causes a PC to reappear on the 
  opposite side of the room. Teleportation effects can only 
  return PCs to previously visited rooms, failing entirely 
  if a PC attempts to travel to an unexplored location. The 
  third, primal layer of the aeon’s mind is connected by 
  corridors, but even these send PCs back to the memory 
  layers the first time they walk down them (individual 
  room descriptions detail where an exit leads). For the 
  most part, mindscape travel is a linear experience.
   Lighting within the mindscape varies. Generally 
  the rooms on the memory layers have ambient light 
  providing normal illumination. The aeon’s layer is 
  constructed of glass bricks, half of which glow brightly 
  while the others fiercely absorb light, resulting in dim 
  illumination throughout.
  All rooms on the aeon’s layer are open to a void that 
  they encircle. Despite this, the space within this void 
  is virtually infinite, and it is impossible to view other 
  rooms across it. These openings into the void are ragged 
  holes into which glass bricks occasionally break off and 
  drift away. Entering the void is impossible. Approaching 
  within 10 feet causes the terrain to warp and lengthen 
  for that person. Walking, flying, and even teleportation 
  never bring one to the edge, although the traveler 
  seemingly recedes into the distance from the perspective 
  of outside observers—a surreal optical illusion. While 
  mostly irrelevant, this makes it impossible to be backed 
  against a wall or edge in this direction; PCs (and enemies) 
  can create an infinite stretching battlefield.
  Wulessa has a limited ability to appear and change 
  the environment in the rooms based off her memories. 
  Her manifestations are detailed in the individual room 
  descriptions. She can communicate with the PCs and offer 
  advice. Additionally, once in each of these rooms, she can 
  cause a potion or oil of one of the following spells (CL 8th) 
  to appear: blur, cure moderate wounds, enlarge person, or magic 
  weapon. These “potions” are representations of her own 
  spellcasting as she tries to help the PCs.
  THE MONADISTIC ARCHIVE
  The PCs are about to experience a psychic phenomenon 
  called a mindscape. Mindscapes are temporary mental 
  constructs formed from the interaction of multiple minds. 
  In this case, the mindscape is generated by Wulessa Yuul 
  and the aeon overseeing the Monadistic Archive, with some 
  input from the PCs. Full rules for mindscapes appear on 
  pages 234–237 of Pathfinder RPG Occult Adventures, but 
  details on this specific mindscape are summarized up here.
  The archive is what is called an immersive mindscape, 
  meaning the interior is indistinguishable from reality. At first, 
  the PCs might not even realize they are inside. While within, 
  their physical bodies can take no actions, and their senses 
  are limited to their experiences within the mindscape. They 
  are unaware of their physical surroundings outside, and 
  cannot defend themselves if their bodies are attacked (not a 
  factor in this adventure). Damage (or healing) taken within 
  the mindscape transfers over to their physical forms, and 
  PCs who die in the mindscape die in the real world as well.
  Unique properties of the Monadistic Archive appear 
  in the description of area B. If you are referencing Occult 
  Adventures directly, this mindscape has the following traits: 
  veiled, self-contained (with an infinite element), harmful, 
  normal gravity, normal time, unaligned, normal magic.
  
  12
  PATHFINDER SOCIETY SCENARIO
  B1. Entry (CR 1 or CR 3)
  As Wulessa Yuul finishes her invocation, she bows her head 
  over the unfurled scroll, and the room falls silent. The only thing 
  breaking the quiet is the snapping of the curtains, billowing in 
  a heavy wind. Curiously, the breeze does not stir any other 
  fabrics in the room; even the Monadistic Archive’s scroll lies 
  flat on the floor. The doors remain sealed, and there is no sign 
  the seance achieved its goal.
  Entry into the mindscape is deceptive, for the arrival 
  point is nearly identical to the meeting room in Farseer 
  Tower. The figure at the center of the circle remains 
  silent and hunched over (see the Creatures section below 
  if the PCs interact with her). The PCs can break the circle 
  and stand at this time to investigate their surroundings.
  Creatures: Wulessa Yuul’s mind has been spirited 
  away elsewhere in the mindscape, and her physical 
  presence here has been replaced by a shadow creature—
  an automatic response to the aeon’s removing the 
  venture-captain. When the PCs acknowledge or touch 
  her, she stands and throws her head back, revealing her 
  nightmarish features. She cackles madly and attacks, 
  telling the PCs that they have fallen into her trap and that 
  she shall feast upon their innards.
  Subtier 1–2 (CR 1)
  SHADOW CONJURATION GREEN HAG 
    
  CR 1
  hp 11 (Pathfinder RPG Bestiary 167; see pages 14 and 22)
  TACTICS
  During Combat: The hag turns invisible as soon as combat 
  starts, then she uses her claws and shows little further 
  subtlety. Note that her weakness attack also does only 20% 
  normal damage against anyone who disbelieves the hag.
  Morale: The hag is an illusion and fights until destroyed.
  Subtier 4–5 (CR 3)
  SHADOW CONJURATION NIGHT HAG 
    
  CR 3
  hp 18 (Pathfinder RPG Bestiary 215; see pages 14 and 23)
  TACTICS
  During Combat: The hag turns invisible as soon as combat 
  starts, then she uses deep slumber on the PCs. She attacks 
  anyone left awake, using her other spell-like abilities as 
  needed. As an illusion, she lacks a heartstone and the 
  abilities it grants—among other things, this reduces all her 
  saving throws by 2.
  Morale: The hag is an illusion and fights until destroyed.
  Development: Once the PCs have defeated Wulessa’s 
  replacement, they can examine the room. The door seems 
  locked, but closer examination shows that it is merged 
  with the wall and cannot open. Exiting through one 
  window simply causes a PC to appear across the room. 
  The most blatant clue to the room’s unreality, though, 
  might be the wind gusting through the previously closed 
  windows. A PC who succeeds at the Will save to disbelieve 
  the room transports the group to area B2.
  Treasure: Anyone examining the scroll on the floor 
  discovers it is devoid of the writing that once covered its 
  surface. It has a strong transmutation aura and is a magic 
  item created by the PCs’ subconscious manipulation of 
  the flexible possibilities of the mindscape. A spellcaster 
  can use it as a boro bead (Pathfinder RPG Ultimate Equipment 
  284), page of spell knowledge (Ultimate Equipment 314), or pearl 
  of power, whichever function is best for that individual. If 
  used as a page of spell knowledge, the owner chooses which 
  spell it grants upon claiming it. Once the choice of which 
  item it functions as or what spell it contains is made, it 
  cannot be reversed. In Subtier 1–2, the scroll affects 1st-
  level spells and spell slots, and in Subtier 4–5, it affects 
  2nd-level spells and slots.
  B2. The Venture-Captain’s Youth
  The stone walls of Farseer Tower melt away, replaced by warm 
  blonde wooden wall paneling and a plush, lemon yellow carpet. 
  A canopied bed sits between two windows, through which 
  the spires of an grand city are visible. A small army of dolls is 
  pushed over to a corner, its slumping forms indicating some 
  level of neglect. Instead, the preferred playthings in this child’s 
  room seem to be books. A row of titles line a shelf on one wall, 
  and several opened ones lie on the bed. Opposite the bed are a 
  closed door and an elaborate vanity table. A mirror on the vanity 
  reflects some motion not apparent in the room itself.
  THE AEON OF THE ARCHIVE
  Some might wonder why an aeon, an agent of universal 
  forces, is tasked with essentially being a librarian. The creator 
  of the Monadistic Archive’s needed an impartial arbiter 
  to oversee the collection of minds and the disseminate 
  the information to the archive’s users. As a neutral being 
  embodying the duality of slavery and freedom, the creator 
  considered a theletos aeon an ideal candidate.
  The aeon doesn’t seek release. The fact that it is bound 
  and essentially a slave itself doesn’t bother it; universal 
  principles apply to it as much as they do to any other aspect 
  of creation. It was free for a time, then it was bound, and 
  it may be free again someday. It doesn’t even consider its 
  current circumstances as slavery—simply a task fitting its 
  purpose. It has its own private monad to oversee, and it has 
  been a long time since it has had the opportunity to add new 
  thoughts to that system.
  
  B1
  B2
  B3
  B3a
  B4
  B5
  B6
  B7
  B5a
  B8
  13
  BETWEEN THE LINES
  
  14
  PATHFINDER SOCIETY SCENARIO
  This is Wulessa Yuul’s memory of her childhood 
  home and bedroom. The doorway is again sealed shut, 
  as are both windows. All of the books are styled as child’s 
  picture books, with bright pictures and big lettering, 
  but inspection shows that the texts are far more 
  advanced than a child could read—each is an issue of the 
  Pathfinder Chronicles or a well-known arcane text. PCs 
  looking into the mirror find the adult image of Wulessa 
  inside the glass. She gives a start upon seeing the PCs 
  then speaks. Possible questions the PCs might have for 
  her appears below. Her state of mind is worried and 
  concerned, unsure of how she can get out of this, but she 
  hasn’t begun to panic.
  “You’re here! I thought, with how things had gone wrong, that 
  perhaps you weren’t trapped in here as well. I... am sorry. I 
  think I erred in my assumptions.”
  Where are we? “It is a mental landscape, as I had 
  thought, yet it seems to be patterned off of my mind.”
  Why is that? “I can feel some entity controlling the 
  archive—I was correct in that much. But invoking the 
  scroll seems to have caused it to add me to the archive 
  rather than granting me access.”
  What is happening to you? “I can feel the days of my 
  life being transcribed. Pulled from my body and stored 
  here. I don’t know if there will be anything left of me 
  when it is done. I can’t even move around. I’m simply 
  trapped inside my own memories.”
  Will that happen to us? “I don’t think so. You were only 
  riding along on my invocation. I think you are only here 
  as a side effect. When the archive is finished...emptying 
  me, you might be released into your bodies. Or you might 
  be trapped in here. I’m not certain.”
  Can we get ourselves/you out? “Possibly. I can feel an 
  entity overseeing the transcription. This... archivist, for 
  lack of a proper name, should logically have a presence 
  inside this mindscape, at least during this process. 
  You may be able to find the archivist and challenge or 
  persuade it to stop. Hopefully that would release us all.”
  What is this room? How can we move on? “If the 
  door and windows won’t open, I’m unsure. This is my 
  childhood bedroom in Quantium. I would lie in bed, 
  reading adventure stories of brave explorers and warriors. 
  Childish treacle, but still... I think that was what sparked 
  my ambitions to be a Pathfinder.”
  Development: Further conversation should help the 
  PCs establish the nature of travel between areas of the 
  mindscape. If the PCs develop a working theory on how to 
  disbelieve the rooms, she nods and affirms that it sounds 
  plausible. Otherwise, she compares notes and offers them 
  the theory. 
  She also discovers her own ability to manifest spells 
  as potions, as she wishes she could directly aid them and 
  then exclaims as a potion manifests inside a drawer of 
  the vanity. Once she has provided what advice and help 
  she can, the PCs can work on accessing more of the 
  mindscape. A key discrepancy between this layer and 
  reality is the contents of the various books. Wulessa 
  confirms that they physically resemble her childhood 
  books, but she wasn’t such a prodigy that she could have 
  read and understood any of these. PCs focusing on this 
  detail can make Will saves to travel to B3.
  B3. The Archivist’s Attention
  The room shimmers and changes again. The shape remains 
  the same, but the walls and floor resolve into a series of glass 
  tiles that creates a checkerboard of luminescent blue and light-
  swallowing black. The door vanishes, revealing a passage 
  filled with the same half-light. Opposite this, the room breaks 
  away entirely. An entire wall is missing, leaving a jagged hole 
  overlooking a void occupied by nothing more than deep purple 
  mist, seemingly born out of and reabsorbed by the darkness. 
  Somewhere in the depths, a tremendous crystalline shape 
  flashes through the mist. The room is otherwise featureless, 
  devoid of all angles. Even the floor has a slight curvature, 
  melding smoothly into the walls.
  The PCs attract the aeon’s notice upon reaching this 
  layer. It is simply curious at this stage and scans their 
  thoughts while they examine the room. Before they 
  SHADOWS OF THE MIND
  Until they attract the direct attention of the aeon, the PCs 
  are alone inside of their and Wulessa’s memories. This 
  doesn’t mean they are safe subconscious manifestations 
  of these memories and thoughts can take on a facsimile of 
  life. Encounters in areas C1, C4, and C5 are not with actual 
  creatures, but with ephemera of the mind that are similar to 
  monsters summoned using shadow conjuration.
  The specific creatures would not normally be summonable, 
  but they follow the same rules. All have only 20% of their 
  normal hit points. Anyone interacting with one of them is 
  allowed a Will save to recognize them as unreal (DC 14 in 
  Subtier 1–2 and DC 16 in Subtier 4–5). The shadow monsters 
  only deal 20% normal damage against anyone who has 
  recognized them as illusions, all special abilities that do not 
  do lethal damage are only 20% likely to work, their AC falls 
  to 14 (AC 17 in Subtier 4–5), and their saving throw bonuses 
  are reduced to +4 maximum (+6 in Subtier 4–5). Any spell-
  like or special abilities that require a saving throw have a DC 
  of 14 rather than the creature’s standard saving throw.
  To accommodate a group of only 4 PCs, reduce the DC of 
  the Will save to disbelieve the illusions by 2.
  
  15
  BETWEEN THE LINES
  move on, it tries communicating. Within this layer, its 
  envisaging ability manifests as pictures being formed 
  out of the glass tiles. Light and dark tiles shift to form 
  pictures representing its thoughts. It forms an eye, then 
  a question mark, letting the PCs know it sees them and is 
  curious. If the PCs respond, it continues in this fashion. 
  At this time it is mostly interested in the PCs, doesn’t 
  respond to inquiries about Wulessa, and only gives vague 
  indications to its own nature (showing a set of scales or 
  chains breaking and being reforged). When it has learned 
  a little about each PC, or if they don’t talk, the tiles return 
  to their original pattern.
  Development: On this primal layer, the PCs cannot 
  “will” themselves out. The passage out of this room 
  leads downwards at a slight angle, eventually connecting 
  to area B5. When the PCs reach B3a, however, the aeon 
  “shifts” them up a layer so that the passage turns and 
  ends at a door leading into area B4.
  B4. Echo of Exploration (CR 3 or CR 5)
  As the passage curves toward a set of doors, the glass tiles 
  suddenly give way to worked stone. Behind, the structure 
  remains uniform, as though the glowing glass hallway were 
  never there.
  The aeon has shifted the PCs back into Wulessa’s 
  memories. Backtracking reveals that the corridor dead 
  ends 50 feet back. The doors ahead are unlocked.
  The doors open onto a balcony overlooking a wide chamber. A 
  winged statue formed out of the stone wall looms ominously 
  from across the room. Catwalks wind around the edges and 
  across the room, leading to a primitive altar in front of the 
  statue. Above and below the suspended middle level of the 
  room, gratings in the floor and ceiling produce a constant 
  upward-moving breeze. While the statue seems crafted to 
  represent a male human-avian hybrid, its face is unmistakably 
  that of Wulessa Yuul.
  This room is Wulessa’s memory of a shrine to 
  Pazuzu she once explored. It is lit by a series of torches 
  around the room’s perimeter, providing normal light 
  throughout. The catwalks are 20 feet above the room’s 
  floor. The statue remains motionless until someone 
  approaches within 10 feet, at which point Wulessa’s face 
  animates and speaks.
  “I remember this. It was my first expedition after joining the 
  Pathfinder Society. We discovered a lost shrine to—I will not 
  speak his name—The King of Wind Demons. We sought a 
  golden icon hidden in the altar. The way down was easier than 
  expected. There were traps, but we bypassed them. The way to 
  the shrine was hidden, but we found the trigger to open it. And 
  then... there were guardians. Here. Two of us died. They came 
  from the air itself. I think you are in danger! Here, take this; it 
  may aid you against the dangers here.”
  Creatures: As Wulessa warns the PCs, a rope falls 
  from the ceiling, landing at their feet (see the Treasure 
  section below). After she speaks, the sound of wind 
  pouring from the vents below increases. One round 
  later, vapor starts pooling below. A round after that, 
  the vapor coalesces into a pair of misty guardians that 
  attack. During this time, Wulessa manifests a potion of 
  the PCs’ choice upon the altar. During the battle, her 
  image gives advice and assists the PCs in seeing through 
  the shadow creatures, giving PCs a +2 bonus on Will 
  saves made to disbelieve them.
  Subtier 1–2 (CR 3)
  SHADOW CONJURATION BELKERS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 2 45; see pages 14 and 20)
  TACTICS
  During Combat: The belkers begins combat in smoke form, 
  using flight and the narrow catwalks to single out a PC each 
  to attack with their smoke claws.
  Morale: The belkers fight until destroyed.
  Subtier 4–5 (CR 5)
  SHADOW CONJURATION MIHSTUS (2) 
  CR 3
  hp 18 each (Pathfinder RPG Bestiary 2 190; see pages 14 and 22)
  TACTICS
  During Combat: The mihstus begins combat in smoke form, 
  using flight and the narrow catwalks to single out a PC each 
  to attack with their deadly embrace.
  Morale: The mihstus fight until destroyed.
  Development: Once the PCs defeat the guardians, a 
  hidden panel in the altar falls open. Inside is the icon 
  Wulessa spoke of, but rather than gold, the mindscape’s 
  version is glass. Focusing upon this inaccurate detail 
  allows PCs to make a Will saves to move to area B5. 
  Treasure: Wulessa manifests a boon for the PCs, 
  recreating an item her group owned in their expedition. 
  At Subtier 1–2, this is a rope of climbing, and at Subtier 4–5, 
  it is a rope of knots (Pathfinder RPG Ultimate Equipment 318).
  B5. Civil Discourse (CR 2 or CR 4)
  Wulessa’s memories fade into a different reality as the stone 
  walls again become glass. The room’s dimensions remain 
  the same, but the altar, catwalks, and vents all vanish. The 
  statue remains, but its form distorts into that of a featureless 
  
  16
  PATHFINDER SOCIETY SCENARIO
  humanoid, all signs of either demonic or Wulessa’s likeness 
  melting away. Beneath the statue, a glass portcullis blocks 
  off another passageway. Opposite the passage and statue the 
  wall once again crumbles away into a fathomless void.
  Regardless of the PC’s previous elevation, they find 
  themselves at f loor level as the new layer manifests. 
  The aeon again attempts communication with the 
  PCs, using the walls as a surface for envisioning. Its 
  motivation and interests have changed slightly since 
  the last attempt. It is more forthcoming about the 
  process of absorbing Wulessa Yuul’s mind (an image 
  of Wulessa’s face being drawn onto a scroll, rolled up 
  and placed reverently inside the Monadistic Archive 
  chest), as well as why it chose her (a montage of images 
  of her life beside piles of coins, jewels, and other 
  valuables, growing alongside her life experiences). It 
  also indicates the role it has decided the PCs play in the 
  process (a nest of rodents rummaging in the walls of a 
  well-ordered house).
  Creatures: With this analogy established, it seeks to 
  sweep them away. While not apologetic, it indicates as 
  best it can through envisioning that it bears them no ill 
  will, but they are in the way. At this point the statue on 
  the wall comes to life and attacks.
  Subtier 1–2 (CR 2)
  SHADOW CONJURATION GIANT TERRA-COTTA SOLDIER (CR 2)
  hp 14 (Pathfinder RPG Bestiary 3 262, 291; see pages 14 and 23)
  TACTICS
  During Combat: The soldier lacks weapons, so it simply uses 
  slam attacks against the closest PC.
  Morale: The soldier attacks until destroyed.
  Subtier 4–5 (CR 4)
  SHADOW CONJURATION GLASS GOLEM 
  CR 4
  hp 19 (Pathfinder RPG Bestiary 2 138; see pages 14 and 21)
  TACTICS
  During Combat: The golem does not employ any advanced 
  tactics and simply attacks the closest PC. Unless the PCs 
  carry a source of bright light, the lighting is insufficient for its 
  dazzling brightness ability. 
  Morale: The golem attacks until destroyed.
  Development: The glass portcullis is immovable yet 
  extremely fragile (hardness 1, 2 hp). The passage beyond 
  leads back to area B3 and onward to area B7. PCs can 
  move back and forth between B3 and B5 unimpeded 
  now, but when they reach B5a, they are again shifted 
  between layers, finding a door leading to B6.
  B6. Another Deal
  As the door opens, a familiar bell tinkles overhead, letting 
  Palhuna Murqual know that his shop has visitors once more. 
  The setting has changed subtly since earlier; while the shop’s 
  layout remains the same, the wares previously displayed in 
  cases and on the walls are missing. In their places are keys of 
  all shapes, sizes, and construction.
  Having failed to eliminate the PCs, the aeon is willing 
  to negotiate. To do so it has returned the PCs to a recent 
  scene from their own memories associated with deal 
  making. A round or two after the PCs enter the room, the 
  back curtains stir and Palhuna Murqual comes forth, 
  smiling unctuously. Those who watch the shopkeeper 
  see that he is not quite right. His form flickers, almost 
  imperceptibly, and he tends to “jump” from one location 
  to another when not observed directly. In truth, this isn’t 
  even a shadow version of Murqual, but instead another 
  instance of the aeon’s envisioning. As such, he doesn’t 
  speak, making his intentions clear through pantomime.
  He informs the PCs that he has the ability to let them 
  peacefully exit the mindscape (he produces a golden key 
  and gestures to a door that wasn’t there a moment ago). 
  In return, he wants them to give up on rescuing Wulessa 
  Yuul (one of the PCs discovers himself in possession of 
  a scroll. Upon it is a clear drawing of Wulessa’s face). He 
  holds the key out, making a haughty “give me” gesture 
  with his other hand. If the PCs ask other questions, 
  Murqual might answer but steers the conversation back 
  to his offer.
  Development: If the PCs agree to this deal, they can 
  take the key and unlock the door. Traveling through the 
  door returns them to their physical bodies. Venture-
  Captain Wulessa Yuul’s body is alive and unharmed, 
  but it is clearly vacant of any ability to think for itself; 
  proceed to the Conclusion. 
  If the PCs reject the deal, Murqual exasperatedly 
  throws his hands up, and both he and the door disappear. 
  If the PCs attempt to overpower Murqual in order to take 
  the key, they find that both are immaterial, after which 
  he vanishes as above. The door does not open or allow the 
  PCs to escape unless they accept the deal. When Murqual 
  vanishes, the entire shop shimmers for one round before 
  transitioning to area B7. The PCs do not need to will 
  themselves out of this layer.
  Rewards: If the PCs fail to reach and resolve this 
  meeting, reduce each PC’s gold earned as follows. 
  Accepting the deal merely results in the PCs’ missing the 
  encounter and rewards in area B8.
  Subtier 1–2: Reduce each PC’s gold earned by 166 gp.
  Out of Subtier: Reduce each PC’s gold earned by 333 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 500 gp.
  
  The Archivist
  17
  BETWEEN THE LINES
  B7. Wulessa’s Last Warning
  The facsimile of Murqual’s shop shimmers like a heat mirage, 
  transforming into the familiar meeting room in Farseer Tower. 
  Familiar, at least, in shape. The furnishings are different, more 
  resembling a grandmother’s cozy tea room than the stark, 
  studious place where this journey began. Intricately brocaded 
  settees and poufs clutter the room, while elaborate tapestries 
  cover almost every inch of the walls. One of these, a floor-
  length cerulean silk curtain, is embroidered with a portrait of 
  Wulessa Yuul. Her arms are folded across her chest, and a look 
  of distaste resides upon her face.
  The image of Wulessa is her avatar in this layer. After 
  a moment, she turns within the hanging and speaks to 
  the PCs.
  “When I first became Venture-Captain and took charge of 
  Farseer Tower, this was how the place looked. The whole 
  tower. My predecessor was more concerned with frippery and 
  luxuries than with hard-won knowledge and diligence. If this 
  becomes my final view of the tower, it might be the greatest 
  indignity of all.” 
  She shakes her head and addresses the PCs directly.
  “I think you are close to the end. I can feel the archivist pausing 
  its work with me to face you directly. The shadows you fought 
  before now were a reflexive response, like sweeping cobwebs 
  from one’s face. Now I think you have its full attention. I 
  don’t think it can appear directly. Its essence is split across 
  all the archive’s scrolls, but whatever form it takes will have 
  considerably more power than the things you’ve fought before 
  now.” 
  Wulessa doesn’t have much else to relate, aside from the 
  above guesses as to the aeon’s next move. She offers the PCs 
  their choice of spell for her to manifest in potion form, 
  which appears in a marquetry-adorned teak credenza. 
  When they are ready to move on, she grabs hold of 
  either side of the wall hanging she inhabits 
  and pulls. The hanging opens like a 
  door, opening back to the primal 
  layer corridor outside area B8.
  B8. The Archivist Awakened (CR 3 or CR 6)
  The passage opens upon a tunnel to oblivion. The smooth glass 
  walls stretch fifty or sixty feet, ending abruptly in a maw open 
  to the void. The crystalline structure floating in the void’s heart 
  somehow hovers mere feet away from the tunnel’s end. From 
  this close, it resembles a torus of jagged crystals, slowly 
  revolving around a core of flashing light and mist. 
  The aeon has generated this room, close to the core 
  of its essence in the archive, to assemble a direct mental 
  construct to confront the PCs. As the PCs make their 
  way down the tunnel, it appears from the core of the 
  crystalline ring and strides across the void, positioning 
  itself at the end of the hallway. 
  Creature: The Archivist manifests as an unfettered 
  eidolon, custom assembled by the aeon to challenge the 
  PCs. Accordingly, its form blends both the aeon’s own 
  body and that of the PCs. Anyone looking at the eidolon 
  at first sees a copy of herself with two differences: the 
  copy possesses four arms, with two limbs splitting from 
  each elbow, and the copy’s head is a crystalline torus 
  hovering above the shoulders. This is an illusion that 
  a PC can see through with a successful DC 14 Will save, 
  and its effects are entirely visual; it doesn’t modify its 
  statistics in any way. The eidolon’s true form is very 
  similar to that of a theletos aeon, with a crystalline 
  torus body with eight limbs sprouting from two arms 
  and two legs. 
  The Archivist no longer feels further conversation 
  serves a purpose, merely manifesting images of the 
  Pathfidners’ friends and family looking disappointed, 
  shaking their heads, or sighing in frustration, but if the 
  PCs initiate dialogue it may respond to any last questions. 
  Once there is nothing else to do but attack, it does so.
  
  18
  PATHFINDER SOCIETY SCENARIO
  Subtier 1–2 (CR 3)
  THE ARCHIVIST 
  CR 3
  Quadruped unfettered eidolon (Pathfinder RPG Bestiary 3 110)
  N Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +6, Will +3
  Defensive Abilities evasion; Resist cold 5
  OFFENSE
  Speed 40 ft.
  Melee longspear +6 (1d8+3/×3), 2 claws +1 (1d4+1) or 
  2 claws +6 (1d4+2)
  Ranged shortspear +6 (1d6+3)
  TACTICS
  During Combat The Archivist moves to the center of the 
  room and activates its arrow magnet. Once there, it uses 
  its longspear and reach to punish anyone who gets too 
  close while throwing shortspears at those who keep 
  their distance.
  Morale This eidolon is merely an extension of the Archivist’s 
  will, and its destruction merely results in Wulessa’s 
  freedom. As a result, it fights until destroyed.
  STATISTICS
  Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
  Base Atk +4; CMB +6; CMD 18
  Feats Combat Reflexes, Iron Will
  Skills Acrobatics +9 (+13 to jump), Knowledge (arcana) +5, 
  Knowledge (planes) +5, Perception +7
  Languages envisaging
  SQ evolution points (arms [2], claws, legs [2], reflection [see 
  sidebar], resistance [cold], weapon training [simple])
  Combat Gear arrow magnet UE, Other Gear longspear, 
  shortspears (3)
  Subtier 4–5 (CR 6)
  THE ARCHIVIST 
  CR 6
  Quadruped unfettered eidolon (Pathfinder RPG Bestiary 3 110)
  N Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 68 (8d10+24)
  Fort +8, Ref +9, Will +4
  Defensive Abilities evasion; Resist cold 5
  OFFENSE
  Speed 40 ft., fly 40 ft. (perfect)
  Melee +1 longspear +12/+7 (1d8+5/×3), 2 claws +9 (1d4+1) or 
  2 claws +11 (1d4+3)
  Ranged shortspear +11/+6 (1d6+3)
  TACTICS
  During Combat The Archivist moves to the center of the room 
  and uses its longspear and reach to punish anyone who gets 
  too close—all the while throwing shortspears at those who 
  keep their distance. It uses its gloves to protect itself from 
  ranged attacks.
  A MIRROR OF THE PCS
  Statistically, the Archivist is an unfettered eidolon; 
  however, these numbers only approximate the aeon that 
  oversees the archive. It has built the eidolon as a response 
  to the PCs’ actions, and as a result, the eidolon’s abilities 
  partly reflect and counter the PCs’ abilities using a custom 
  evolution called reflection.
  First, this grants the eidolon a constant benefit depending 
  on the composition of the party. Second, this grants the 
  eidolon a pool of points that it can use to activate temporary 
  benefits. In Subtier 1–2, it has a pool of 4 points. In Subtier 
  4–5, the total increases to 6. 
  For each PC with a BAB equal to their hit dice (or who can 
  emulate such with class abilities like flurry of blows), the 
  Archivist gains 2 additional hit points (4 additional hit points 
  in Subtier 4–5). As long as at least one such PC is in the 
  party, the Archivist can spend 1 point as a free action to gain 
  one of the following feats for 1 round: Blind-Fight, Combat 
  Expertise, Dodge, Power Attack, or Step Up.
  The Archivist gains spell resistance 9 (spell resistance 
  12 in Subtier 4–5) against arcane spells if there is at least 
  one arcane spellcaster in the party, and the spell resistance 
  increases by 1 for every arcane spellcaster that is present. As 
  long as there is at least one arcane spellcaster, the eidolon 
  can spend 1 point to cast one of the following spells as a 
  spell-like ability (CL 2nd in Subtier 1–2, CL 5th in Subtier 4–5): 
  cause fear, magic missile, sleep, or true strike.
  The Archivist gains spell resistance 9 (spell resistance 
  12 in Subtier 4–5) against divine spells if there is at least 
  one divine spellcaster in the party, and the spell resistance 
  increases by 1 for every divine spellcaster that is present. As 
  long as there is at least one divine spellcaster in the party, 
  the eidolon can spend 1 point to cast one of the following 
  spells as a spell-like ability (CL 2nd in Subtier 1–2, CL 5th in 
  Subtier 4–5): cure light wounds, divine favor, doom, or inflict 
  light wounds.
  For each PC capable of dealing extra dice of precision-
  based damage, the Archivist gains DR 2/— against such 
  attacks. As long as at least one such PC is in the party, The 
  Archivist can spend a point as a free action to take 10 on 
  any skill check. 
  If a PC fits more than one of these roles, the eidolon 
  chooses which role he best fits and treats him only as a 
  member of that role.
  
  19
  BETWEEN THE LINES
  Morale This eidolon is merely an extension of the Archivist’s 
  will, and its destruction merely results in Wulessa’s freedom. 
  As a result, it fights until destroyed.
  STATISTICS
  Str 17, Dex 17, Con 14, Int 7, Wis 10, Cha 11
  Base Atk +8; CMB +11; CMD 24
  Feats Combat Reflexes, Iron Will, MultiattackB, Quick Draw, 
  Toughness
  Skills Acrobatics +14 (+18 to jump), Fly +11, Knowledge (arcana) 
  +9, Knowledge (planes) +9, Perception +11
  Languages envisaging
  SQ evolution points (arms [2], claws, legs [2], magical flight, 
  reflection [see sidebar], resistance [cold], weapon 
  training [simple])
  Combat Gear gloves of arrow snaring; Other Gear  
  +1 longspear, shortspears (4), daredevil bootsUE
  Development: With the defeat of the Archivist, the 
  aeon’s control over the mindscape ends. The Archivist’s 
  body fades away, and a simple wooden door appears at 
  the edge of the void. The door opens with a touch and 
  offers a view of the seance circle back in the material 
  world. PCs passing through the door return to their 
  bodies and awaken.
  Rewards: If the PCs fail to defeat the eidolon, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 161 gp.
  Out of Subtier: Reduce each PC’s gold earned by 403 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 645 gp.
  CONCLUSION
  If the PCs defeat the Archivist and exit, they wake up in 
  Farseer Tower, still clasping hands in the ritual circle. 
  Wulessa Yuul opens her eyes as well, and apologizes to 
  them for her error in judgment. She returns the scroll 
  to the chest, declaring that she intends further study 
  of the Monadistic Archive, but first clearly more research 
  is needed into proper safeguards. She gives the PCs her 
  sincerest thanks and praise for their services and her 
  release. She fields any last questions they might have 
  about the nature of the Archivist—she managed to glean 
  an understanding of its nature while being “transcribed,” 
  and knows the basic information about the archive and 
  the aeon from the adventure background and sidebars.
  If the PCs escaped without saving Wulessa (likely 
  through negotiating with the aeon), they awaken 
  SCALING ENCOUNTER B8
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: Change the longspear to a spear, which 
  eliminates the weapon’s reach quality. Reduce the eidolon’s 
  starting hit points by 8, and reduce the number of points in 
  its reflection pool to 2.
  Subtier 4–5: Change the longspear to a spear, which 
  eliminates the weapon’s reach quality. Reduce the eidolon’s 
  starting hit points by 20, and reduce its natural armor bonus 
  by 2. Finally reduce the number of points in its reflection 
  pool to 3.
  in Farseer Tower, but she remains comatose and 
  unresponsive to any attempts made to revive her. After 
  a time, some of her servants enter and take her away, 
  saying that they plan to do all they can to restore her. It is 
  possible her mind can be returned, but that is beyond the 
  scope of this adventure. During the subsequent inquiry 
  by the other local venture-captains, the PCs are not held 
  accountable for Wulessa’s fate, but there is a clear sense of 
  disappointment, as though everyone expects they could 
  have done more.
  So long as a PC entered the mindscape and escaped, 
  he gains the Inner Struggle boon on his Chronicle sheet.
  Reporting Notes
  If the PCs successfully recovered the Monadistic Archive, 
  check box A on the reporting sheet. If the PCs rescued 
  Wulessa Yuul from the mindscape, check box B. If the PCs 
  acquired the enchanted mirror for Murqual and returned 
  it to him, check box C. If the PCs broke the mirror and 
  killed its occupant, check box D.
  Primary Success Conditions
  The PCs’ primary mission is the recovery of the Monadistic 
  Archive and the delivery of it to Venture-Captain Wulessa 
  Yuul. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs’ secondary mission is the rescue of Wulessa 
  Yuul’s mind from the archive’s mindscape by defeating 
  the Archivist eidolon. Doing so earns each PC 1 additional 
  Prestige Point.
  
  20
  PATHFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this scenario.
  BELKER 
  CR 6
  Pathfinder RPG Bestiary 2 45
  NE Large outsider (air, elemental, evil)
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +11, Will +2
  DR 5/—
  OFFENSE
  Speed 30 ft., fly 50 ft. (perfect)
  Melee bite +12 (1d6+2), 2 claws +12 (1d6+2), 2 wings +10 (1d6+1)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smoke claws
  STATISTICS
  Str 14, Dex 21, Con 17, Int 6, Wis 11, Cha 10
  Base Atk +8; CMB +11; CMD 26 (can’t be tripped)
  Feats Combat Reflexes, Flyby Attack, Multiattack,  
  Weapon Finesse
  Skills Acrobatics +16, Fly +22, Perception +11, Stealth +16; 
  Racial Modifiers +4 Stealth
  Languages Auran
  SQ smoke form
  SPECIAL ABILITIES
  Smoke Claws (Ex) A belker using its smoke form ability can 
  enter a target’s square as a standard action that does not 
  provoke attacks of opportunity. The target must make a DC 
  17 Fortitude save or inhale part of the creature. Smoke inside 
  the victim solidifies into a claw and attacks the target from 
  within, dealing 3d4 points of damage per round as a swift 
  action. If the target moves, the belker may automatically 
  move with the target (this movement does not count toward 
  the belker’s movement and does not provoke attacks of 
  opportunity against the belker). Each round, the target can 
  attempt another DC 17 Fortitude to cough out the belker’s 
  smoke, which ends the smoke claws attack and forces 
  the belker into an adjacent square. Creatures that do not 
  need to breathe are immune to this attack. The save DC is 
  Constitution-based.
  Smoke Form (Su) A belker can switch from its normal form to 
  one of pure smoke or back again a swift action. It can spend 
  up to 20 rounds per day in smoke form. In smoke form, the 
  belker acts as if under the effects of a gaseous form spell, 
  except that it retains its natural fly speed of 50 feet (perfect).
  DIV, AGHASH 
  CR 4
  Pathfinder RPG Bestiary 3 83
  NE Medium outsider (div, evil, extraplanar)
  Init +2; Senses darkvision 60 ft., see in darkness; 
  Perception +11
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 42 (5d10+15)
  Fort +4, Ref +6, Will +7
  DR 5/cold iron or good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 15
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +8 (1d6+2)
  Special Attacks cursed gaze, sandstorm
  Spell-Like Abilities (CL 6th; concentration +10)
  At will—bestow curse (DC 18), detect good, detect magic, 
  dimension door, minor image (DC 16), spectral hand
  1/day—suggestion (DC 17), summon (level 3, 1d2 dorus 25%)
  STATISTICS
  Str 14, Dex 15, Con 16, Int 13, Wis 13, Cha 18
  Base Atk +5; CMB +7; CMD 19
  Feats Alertness, Iron Will, Weapon Focus (claw)
  Skills Bluff +10, Disguise +12, Intimidate +10, Knowledge 
  (arcana) +7, Knowledge (planes) +7, Perception +11, Sense 
  Motive +9, Spellcraft +9, Stealth +10
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Cursed Gaze (Su) Aghash’s choice: confused for 1 round, 
  shaken for 1 round, stunned for 1 round, or deals 1d4 points 
  of damage, 30 feet, Fortitude DC 16 negates. Any creature 
  under the effects of protection from evil is immune to an 
  aghash’s gaze. The save DC is Charisma-based.
  Sandstorm (Su) Once per day, as a full-round action, an aghash 
  can create a temporary sandstorm. This storm has a radius of 
  100 feet centered on the aghash and lasts for 1 minute per 
  Hit Die the aghash possesses (typically 5). This functions as a 
  sandstorm (Pathfinder RPG Core Rulebook 431).
  DORU DIV 
  CR 2
  Pathfinder RPG Bestiary 3 86
  NE Tiny outsider (div, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, 
  see in darkness; Perception +7
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
  hp 16 (3d10)
  Fort +3, Ref +4, Will +4
  DR 10/cold iron or good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 13
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee bite +9 (1d4–1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—charm person (DC 13), minor image (DC 14)
  
  21
  BETWEEN THE LINES
  1/day—suggestion (DC 15)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Bluff +8, Fly +15, Knowledge (arcana) +6, Knowledge 
  (planes) +6, Perception +7, Spellcraft +6, Stealth +17
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round 
  for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.
  FLIND 
  CR 3
  Pathfinder RPG Monster Codex 100
  NE Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +3, Will +3
  OFFENSE
  Speed 30 ft.
  Melee flindbar +6 (1d8+6/×2 plus disarm, trip)
  Ranged composite longbow +5 (1d8+4/×3)
  STATISTICS
  Str 18, Dex 15, Con 16, Int 12, Wis 15, Cha 13
  Base Atk +3; CMB +7; CMD 19
  Feats Improved Initiative, Power Attack
  Skills Handle Animal +8, Intimidate +5, Perception +6
  Languages Common, Gnoll
  SQ weapon familiarity
  SPECIAL ABILITIES
  Weapon Familiarity (Ex) Flinds are proficient with flindbars.
  GNOLL 
  CR 1
  Pathfinder RPG Bestiary 155
  CE Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
  hp 11 (2d8+2)
  Fort +4, Ref +0, Will +0
  OFFENSE
  Speed 30 ft.
  Melee spear +3 (1d8+3/×3)
  Ranged spear +1 (1d8+2/×3)
  STATISTICS
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
  Base Atk +1; CMB +3; CMD 13
  Feats Power Attack
  Skills Perception +2
  Languages Gnoll
  GNOLL RAGEBORN  
  CR 3
  Pathfinder RPG Monster Codex 94
  Gnoll barbarian (pack rager) 2
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 9, flat-footed 15 (+6 armor, +1 Dex, +1 natural, –2 rage)
  hp 49 (4 HD; 2d8+2d12+22)
  Fort +11, Ref +1, Will +3
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +10 (1d12+9/×3), bite +4 (1d6+3) or 
  bite +9 (1d6+9)
  Ranged mwk javelin +5 (1d6+6)
  Special Attacks rage (9 rounds/day)
  TACTICS
  Base Statistics When he’s not raging, the barbarian’s statistics 
  are AC 18, touch 11, flat-footed 17; hp 41; Fort +9, Will +1; 
  Melee mwk greataxe +8 (1d12+6/×3), bite +7 (1d6+6); Str 
  19, Con 16; CMB +7, CMD 18; Skills Climb +6.
  STATISTICS
  Str 23, Dex 13, Con 20, Int 8, Wis 12, Cha 6
  Base Atk +3; CMB +9; CMD 18
  Feats Coordinated Reposition*, Snapping Jaws*, Step Up
  Skills Acrobatics +3, Climb +8, Perception +6, Survival +6
  Languages Gnoll
  SQ fast movement
  Combat Gear potion of cure moderate wounds, alchemist’s 
  fire (3); Other Gear mwk breastplate, mwk greataxe, mwk 
  javelins (2), 18 gp
  GLASS GOLEM 
  CR 8
  Pathfinder RPG Bestiary 2 138
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +3, Will +4
  Defensive Abilities reflect spells; DR 5/adamantine; Immune 
  magic, construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (2d8+5 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d8), dazzling brightness
  STATISTICS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +18; CMD 27
  SPECIAL ABILITIES
  Dazzling Brightness (Ex) A glass golem in an area of bright 
  light dazzles any creature within 30 feet that sees it for 1 
  
  22
  PATHFINDER SOCIETY SCENARIO
  round (Fortitude DC 16 negates). Once a creature makes 
  its save against this ability, it is immune to that golem’s 
  brightness for 24 hours. The DC is Constitution-based.
  Immune to Magic (Ex) A glass golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against a glass 
  golem, as noted below.
  • A shatter spell damages a glass golem as if it were a 
  crystalline creature.
  • A keen edge spell affects all of a glass golem’s slam attacks 
  as if they were slashing weapons.
  • A magical attack that deals cold damage slows a glass golem 
  (as the slow spell) for 3 rounds (no saving throw).
  • A magical attack that deals fire damage ends any slow 
  effect on the golem and heals 1 point of damage for each 
  3 points of damage the attack would otherwise deal. If 
  the amount of healing would cause the golem to exceed 
  its full normal hit points, it gains any excess as temporary 
  hit points. A glass golem gets no saving throw against 
  fire effects.
  Reflect Spells (Ex) As a free action once every 1d4 rounds, a 
  glass golem can align its internal structure to enhance its 
  resistance to magic for 1 round. During this time, the golem 
  reflects spells (even spells that function differently against 
  the golem as described in its immune to magic ability) as if 
  under the effect of a spell turning spell.
  GREEN HAG 
  CR 5
  Pathfinder RPG Bestiary 167
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 90 ft.; Perception +15
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 58 (9d10+9)
  Fort +6, Ref +7, Will +7
  SR 16
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +13 (1d4+4 plus weakness)
  Spell-Like Abilities (CL 9th)
  Constant—pass without trace, tongues, water breathing
  At will—alter self, dancing lights, ghost sound (DC 
  12), invisibility, pyrotechnics (DC 14), tree shape, 
  whispering wind
  STATISTICS
  Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
  Base Atk +9; CMB +13; CMD 24
  Feats Alertness, Blind-Fight, Combat Casting, Deceitful,  
  Great Fortitude
  Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, 
  Perception +15, Sense Motive +9, Stealth +13, Swim +18
  Languages Aklo, Common, Giant
  SQ mimicry
  SPECIAL ABILITIES
  Weakness (Su) A green hag’s claws sap strength from those 
  she strikes. Each time a green hag hits a foe with her 
  claw attack, the victim takes 2 points of Strength damage 
  unless he resists the weakness with a DC 16 Fortitude 
  save. Alternatively, a green hag can attempt to inflict even 
  greater weakness on a foe by making a touch attack—
  this variant requires a standard action, and cannot be 
  attempted in the same round the hag makes claw attacks. 
  The opponent touched must succeed on a DC 16 Fortitude 
  save or take 2d4 points of Strength damage. The save DC is 
  Charisma-based.
  Mimicry (Ex) A green hag can imitate the sounds of almost any 
  animal found near its lair.
  MIHSTU 
  CR 8
  Pathfinder RPG Bestiary 2 190
  NE Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
  hp 92 (8d10+48)
  Fort +12, Ref +12, Will +4
  Defensive Abilities wind defense; DR 10/magic; Immune 
  electricity, elemental traits; SR 19
  Weaknesses susceptible to cold
  OFFENSE
  Speed 20 ft., fly 20 ft. (good)
  Melee 4 tentacles +14 (1d4+1 plus grab)
  Special Attacks deadly embrace
  STATISTICS
  Str 12, Dex 23, Con 23, Int 14, Wis 14, Cha 13
  Base Atk +8; CMB +9 (+13 grapple); CMD 26 (can’t be tripped)
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +17, Bluff +12, Escape Artist +17, Fly +21, 
  Knowledge (planes) +13, Perception +13, Sense Motive +13, 
  Stealth +17
  Languages Auran
  SQ gaseous
  SPECIAL ABILITIES
  Gaseous (Ex) A mihstu can pass through small holes, even 
  cracks, without reducing its speed.
  Deadly Embrace (Ex) A mihstu that pins an opponent 
  completely surrounds that creature and deals 1d2 
  Constitution damage every round as it siphons away 
  blood, tears, and other vital fluids. Maintaining a pin is a 
  free action for a mihstu, and it does not gain the grappled 
  condition (allowing it to attack and threaten other creatures 
  with its tentacles).
  Susceptible to Cold (Ex) Magical cold stuns a mihstu rather 
  than damaging it. If the creature fails its save against a 
  magical cold effect, it is stunned for 1 round and then 
  staggered for an additional 1d4 rounds.
  
  23
  BETWEEN THE LINES
  Wind Defense (Ex) The churning winds of a mihstu’s body 
  automatically deflect nonmagical projectiles (such as 
  arrows, bolts, and sling stones). All other ranged weapons 
  (including magical projectiles and thrown weapons) have 
  a 20% miss chance. Weapons of significant size, such as 
  giant-thrown boulders, siege engine projectiles, and other 
  massive ranged weapons are not affected by this ability.
  NIGHT HAG 
  CR 9
  Pathfinder RPG Bestiary 215
  NE Medium outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
  hp 92 (8d10+48)
  Fort +14, Ref +8, Will +11
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, 
  sleep; SR 24
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
  Special Attacks dream haunting
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 16), invisibility, magic missile, ray 
  of enfeeblement (DC 14)
  At will (with heartstone)—etherealness, soul bind
  STATISTICS
  Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
  Base Atk +8; CMB +13; CMD 27
  Feats Alertness, Combat Casting, Deceitful, Mounted Combat
  Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, 
  Knowledge (arcana) +12, Knowledge (planes) +15, Perception 
  +16, Ride +15, Sense Motive +16, Spellcraft +15
  Languages Abyssal, Celestial, Common, Infernal
  SQ change shape (any humanoid, alter self), heartstone
  SPECIAL ABILITIES
  Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; 
  onset immediate; frequency 1/day; effect 1d6 Con damage 
  (target must save a 2nd time or 1 point of the damage is 
  drain instead); cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Dream Haunting (Su) A night hag can visit the dreams of 
  chaotic or evil targets by using a special periapt known as 
  a heartstone to become ethereal, then hovering over the 
  creature. Once it does so, it rides on the victim’s back until 
  dawn. The sleeper suffers tormenting dreams and takes 1 
  point of Constitution drain upon awakening. Only another 
  ethereal being can stop these nocturnal intrusions by 
  confronting and defeating the night hag.
  Heartstone (Su) All night hags carry a heartstone—a special 
  gemstone worth at least 1,800 gp that is worn as a 
  periapt. A heartstone’s magic is fueled by the hag’s spirit 
  and proximity—once separated from its owner (or upon 
  the hag’s death), a heartstone retains its magic for only 
  24 hours before becoming a nonmagical gem again. The 
  heartstone instantly cures any disease contracted by the 
  holder. In addition, a heartstone provides a +2 resistance 
  bonus on all saving throws (this bonus is included in the 
  statistics block above). A night hag that loses this charm 
  can no longer use etherealness or soul bind until it finds a 
  replacement gemstone.
  TERRA-COTTA SOLDIER, GIANT 
  CR 6
  Pathfinder RPG Bestiary 3 262, 291
  N Large construct
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 74 (8d10+30)
  Fort +2, Ref +4, Will +2
  DR 5/bludgeoning; Immune construct traits, fire; SR 17
  OFFENSE
  Speed 30 ft.
  Melee longsword +11/+6 (2d6+5/19–20), short sword +11 
  (1d6+2/19–20) or 
  2 slams +12 (1d6+5)
  Special Attacks keen weapons, rank fighting
  STATISTICS
  Str 20, Dex 14, Con —, Int 1, Wis 11, Cha 1
  Base Atk +8; CMB +14; CMD 26
  Feats Improved Initiative, Two Weapon Fighting, Weapon Focus 
  (longsword, shortsword)
  Skills Perception +8
  SPECIAL ABILITIES
  Keen Weapons (Su) After it has engaged in at least 1 round of 
  combat, a terra-cotta soldier’s weapons automatically gain 
  the benefits of keen weapon (CL 6th). This effect persists 
  until the end of the battle.
  Rank Fighting (Ex) Whenever a terra-cotta soldier is adjacent 
  to another terra-cotta soldier, it gains a +2 dodge bonus to 
  its AC and a +2 bonus on saving throws, attack rolls, and 
  damage rolls.
  
  24
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-01: 
  Between the Lines
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade 
  dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Flind and flindbar 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 J.D. Morris.
  Mihstu 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.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on material by Gary Gygax.
  Pathfinder Society Scenario #7–01: Between the Lines © 2015, Paizo Inc.; 
  Author: Sean McGowan.
  
  25
  BETWEEN THE LINES
  
  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
  Notes
  Character Chronicle #
  1–2
  4–5
  —
  254
  933
  —
  593
  507
  1865
  —
  1,186
  Out of
  Subtier
  Pathfinder Society Scenario #7-01: 
  Between the Lines
  Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. 
  When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off 
  your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead 
  as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, 
  you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail 
  the save, the original effect overpowers your mental defenses and resumes.
  All Subtiers
  Subtier 6–7
  arrow magnet (600 gp; Pathfinder RPG Ultimate 
  Equipment 281)
  boro bead (1st-level spell; 1,000 gp; Ultimate 
  Equipment 284)
  page of spell knowledge (1st-level spell; 1,000 gp; 
  Ultimate Equipment 314)
  pearl of power (1st-level spell; 1,000 gp)
  rope of climbing (3,000 gp)
  boro bead (2nd-level spell; 4,000 gp; Pathfinder RPG 
  Ultimate Equipment 284)
  daredevil boots (1,400 gp; Ultimate Equipment 230)
  gloves of arrow snaring (4,000 gp)
  page of spell knowledge (2nd-level spell; 4,000 gp; 
  Ultimate Equipment 314)
  pearl of power (2nd-level spell; 4,000 gp)
  rope of knots (6,000 gp; Ultimate Equipment 318)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-01 - Between the Lines.pdf