TEXT: By Tom Phillips
  ON SEVENFINGERS’S SAILS
  PATHFINDER SOCIETY SCENARIO #10-17 
  TIER 7–11
  
  Pathfinder 
  Society 
  Scenario 
  #10–17: 
  On 
  Sevenfingers’s Sails is a Pathfinder Society Scenario 
  designed for 7th- through 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario 
  is designed for play in the Pathfinder Society 
  Roleplaying Guild campaign, but it can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at pathfindersociety.club.
  HOW TO PLAY
  Author • Tom Phillips
  Development Lead • Linda Zayas–Palmer
  Contributing Artists • Eric Belisle, Branko Bistrovic 
  Kenneth Camaro, Javier Charro, Jesper Ejsing,  
  Kelley Harris, Josef Kucera, and Kevin Yan
  Cartographers • Jason Engle, Robert Lazzaretti, and  
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza,  
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • Amirali Attar Olyaee, James Case, Leo Glass,  
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and  
  Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
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  Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #10–17: On Sevenfingers’s Sails © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  GM ResouRces
  On Sevenfingers’s Sails makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Occult Adventures (OA), Pathfinder RPG Ultimate Equipment 
  (UE), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG 
  Bestiary 4, Pathfinder RPG Bestiary 5, and Pathfinder RPG Bestiary 6. This adventure assumes the 
  GM has access to these sourcebooks. All rules referenced in this adventure are available in the free 
  online Pathfinder Reference Document at pfrd.info, and the statistics from the Bestiary volumes are 
  reprinted in Appendix 1 for the GM’s convenience.
  Table of Contents
  On Sevenfingers’s Sails .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3
  Appendix: Stat Blocks  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Maps  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  
  Mediogalti Island
  The Shackles
  Eye of
  Abendego
  • Gloomspires
  33
  by transformating himself into a creature of Leng. This 
  transformation warped his mind, granting him greater 
  patience to enact grand schemes and an unquenchable 
  hunger for both knowledge and flesh. He hardly noticed the 
  way this hunger gnawed away at his own magical potential, 
  weakening his sorcerous powers. No longer was he satisfied 
  to simply commandeer one of the black ships of Leng and use 
  it to prey upon the Shackles. Sevenfingers had bigger plans.
  After years of research, Sevenfingers learned of the Mines of 
  Baol-Kataar, a unique ruby mine in which cunning denizens 
  of Leng explored a curious property contained in the rarest 
  T
  he Gloomspires are a collection of towering stone 
  columns that rise from the ocean between the 
  Shackles and Mediogalti Island. For ages, they 
  have remained shrouded in fog that stubbornly resists the 
  strongest winds and magic that causes the columns to shift 
  at random, defying every attempt to count or map them. 
  For Sempet Sevenfingers, a powerful sorcerer and pirate 
  captain at large in the Shackles 300 years ago, the infamous 
  Gloomspires presented the perfect site to hide his ill-gotten 
  wealth. Sevenfingers raided the sea lanes from the Steaming 
  Sea to the Fever Sea in his ship the Voracious, a black-hulled 
  vessel said to have come from Leng itself. As he approached 
  the end of his life, he began renovating the Gloomspire 
  containing his treasure to become his tomb. Key to this 
  transformation was his chief lieutenant Hrethnar, who 
  crafted powerful ritual anchors that he bound into his own 
  flesh to tame the spire’s supernatural nature.
  The more Hrethnar worked on the tomb, the more 
  concerned he became about his master’s plans. Eventually, 
  Hrethnar attempted to lead a mutiny, but Sevenfingers easily 
  quashed the coup. Unable to slay Hrethnar without dismissing 
  the ongoing enchantments, Sevenfingers imprisoned his 
  treacherous lieutenant in an extradimensional prison 
  crafted from the hull of the Voracious and set the ship 
  adrift in a pocket dimension between Golarion and Leng. 
  Sevenfingers then sealed himself inside his tomb. Aboard 
  the Voracious, Hrethnar remained trapped and ageless, yet he 
  kept busy, eventually developing the means to open the way 
  into Sevenfingers’s tomb. All the while, he slowly wore away 
  at the walls of his prison. Before he could escape, however, 
  a group of Pathfinders exploring the Gloomspires found 
  their way onto the Voracious. Grateful for their assistance 
  and eager for allies he could send first into danger, Hrethnar 
  promised to unlock the way to Sevenfingers’s final resting 
  place when the time was right. 
  Hrethnar believes that Sevenfingers still lurks in the 
  Gloomspires. In truth, the wily sorcerer transcended the 
  Material Plane soon after his entombment and travelled 
  physically into the nightmare realm of Leng. Aided by 
  otherworldly allies, Sevenfingers pursued immortality 
  By Tom Phillips
  ON SEVENFINGERS’S 
  SAILS
  ON SEVENFINGERS’S 
  SAILS
  This adventure begins in the Gloomspires before traveling 
  to Leng. The Gloomspires are located roughly 100 miles 
  southwest of the Eye of Abendego, midway between 
  Mediogalti Island and the westernmost isles of the Shackles. 
  For more information regarding the regions bordering the 
  Gloomspires, see Pathfinder Campaign Setting: The Inner 
  Sea World Guide, Pathfinder Campaign Setting: Isles of the 
  Shackles, and Pathfinder Campaign Setting: Lost Kingdoms. 
  For more information about Leng, see Pathfinder RPG: 
  Planar Adventures and Pathfinder Adventure Path #65: Into 
  the Nightmare Rift. These books are available at bookstores 
  and game stores everywhere, and online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  of Leng rubies—the ability to focus planar travel and send 
  spellcasters to faraway destinations. Through extended 
  experimentation with slaves, many of whom perished in 
  unknown wastelands, the denizens of Leng categorized the 
  rubies by destination. Yet whatever unspeakable purpose these 
  denizens intended for the rubies never came to fruition. Leng 
  is an unforgiving place filled with dangerous predators, and 
  a band of such predators—a nest of ravenous Leng spiders— 
  invaded the mine and devoured the researchers.
  Sevenfingers believed that the denizens’ curated collection 
  of rubies would enable him to augment the Voracious’s magical 
  engine to travel not just to Golarion, but to conduct extraplanar 
  raids across the Great Beyond. He envisioned overseeing 
  the construction of a Nightmare Armada—a pirate fleet of 
  vessels outfitted with the same plane-hopping engines. All 
  he had to do was lure the Leng spiders away long enough to 
  seize the fruits of the denizens of Leng’s labors. But for all his 
  careful planning, Sevenfingers did not account for a group of 
  troublesome Pathfinders from the Material Plane, armed with 
  knowledge of his plots and considerable personal power.
  ADVENTURE SUMMARY
  The PCs begin the adventure deep within one of the infamous 
  Gloomspires alongside Venture-Captain Calisro Benarry. 
  Benarry introduces the PCs to Hrethnar, Sevenfingers’s recently 
  liberated former lieutenant, before she reviews the task that lies 
  ahead and prepares them to delve into the ruin’s deepest level.
  In the deepest level of the tomb, the PCs do not find 
  Sevenfingers as expected. Instead, they find the tomb 
  protected by fearsome guardians. However, the PCs do find 
  part of Sevenfingers’s cache of Leng rubies as well as detailed 
  notes about his devious plots. The PCs also interact with a 
  sentient mask made of human skin that was once the face of 
  one of Sevenfingers’s greatest rivals and they might persuade 
  the mask to offer up additional clues. Between these sources, 
  the PCs learn of Sevenfingers’s plans to use special Leng 
  rubies to craft an engine capable of granting a sailing ship the 
  ability to sail (and raid) across the Great Beyond.
  After consulting with Benarry and Hrethnar, the PCs 
  hatch a plan to confront Sevenfingers in Leng and foil his 
  plans. Hrethnar reconfigures the Voracious’s engine to sail 
  to the nightmare realm of Leng and from there to the 
  Mines of Baol-Kataar, the Leng ruby mine mentioned in 
  Sevenfingers’s notes. When the PCs reach the mine, they 
  find that the entire area is pulsing with an eerie red light 
  emanating from the special rubies found within. Finding 
  the mines infested with Leng spiders, Sevenfingers had 
  expended a significant number of his allies to lure the 
  spiders away on a hunt. Within the mine, the PCs discover 
  clear signs of the spiders’ recent presence. As the PCs delve 
  deeper, they face a cavern full of hungry newborn Leng 
  spiders before encountering a small band of denizens of 
  Leng very recently abandoned by Sevenfingers.
  After 
  dispatching 
  (or 
  perhaps 
  parlaying 
  with) 
  Sevenfingers’s old allies, the PCs race back outside the 
  mines to find that Sevenfingers has retaken the Voracious. 
  The PCs must board the Voracious and confront Sevenfingers 
  and his remaining allies before the old pirate can flee Leng 
  and usher in a new age of high seas terror on Golarion and 
  across the Great Beyond. 
  NOTABLE LORE
  PCs may recall lore about the Gloomspires and Sevenfingers, 
  which are both well-known legends in the region. Before 
  the scenario begins, allow the PCs a chance to remember 
  some facts about these topics. PCs who played Pathfinder 
  Society Scenario #6-06: Hall of the Flesh Eaters, Pathfinder Society 
  Scenario #7-19: The Labyrinth of Hungry Ghosts, or Pathfinder 
  Society Scenario #8-15: Hrethnar’s Throne automatically receive 
  information as if they had rolled a 25 on both of these checks. 
  KNOWLEDGE (ARCANA) OR KNOWLEDGE (HISTORY)
  Based on the results of a Knowledge (arcana) or Knowledge 
  (history) check, the PCs might already know about the 
  Gloomspires. Each PC recalls all the information whose DC 
  is less than or equal to the result of her check.
  15+: The Gloomspires are an ancient field of massive 
  columns that rise from the Arcadian Ocean. Most sages say 
  they were already old when the Ghol-Gan Empire was young. 
  The Gloomspires are hollow and contain many chambers 
  and passages, all of which are believed to be cursed, monster-
  infested, or both.
  20+: Since the time of the Ghol-Gan Empire, many of 
  the Gloomspires have been explored, and some have even 
  been claimed and repurposed by other beings. Of these, 
  Sevenfingers’s tomb is the most well known.
  Beginning in Season 4, all scenarios operate under the 
  assumption that there are six players in the group and 
  provide notes for scaling down the adventures for smaller 
  groups. On Sevenfingers’s Sails also provides you notes for 
  scaling the difficulty up. Playing an even harder version of 
  the scenario doesn’t offer extra rewards; it’s available solely 
  to provide groups a way to face a greater challenge and win 
  bragging rights. Make this option available to the players 
  before the game begins and should use the notes for scaling 
  up only if all the players explicitly agree to take on the 
  extra challenge. Be cognizant of the players’ desires; if even 
  one is hesitant or must be pressured into participating on 
  “hard mode,” don’t use this option. Also keep in mind that 
  tougher battles take longer to finish. Using this option could 
  cause the adventure to run considerably longer than a 4- to 
  5-hour slot.
  A Dangerous Mission
  
  Venture-Captain 
  Calisro Benarry
  ON SEVENFINGERS’S SAILS
  55
  25+: The Gloomspires are inundated with strange, reality 
  warping effects. The columns occasionally shift their 
  positions, and many explorers report feeling a sense of 
  wrongness and foreboding just from being in the area. This 
  bizarre magic also makes teleportation and plane-traveling 
  magic very difficult, though summoning spells tend to 
  function normally.
  30+: A humanoid race of powerful sorcerers 
  called 
  the 
  Makers 
  constructed 
  the 
  Gloomspires during the Age of Serpents. 
  The Makers are believed to have fled to 
  Golarion to escape enslavement in a 
  nightmarish realm.
  KNOWLEDGE (ARCANA), KNOWLEDGE 
  (HISTORY), OR KNOWLEDGE (LOCAL)
  Based on the results of a Knowledge (arcana), 
  Knowledge (history), or Knowledge (local) 
  check, the PCs might already know about 
  Sevenfingers. Each PC recalls all the 
  information whose DC is less than or 
  equal to the result of her check.
  15+: Sempet Sevenfingers was a 
  legendary pirate who was active 
  in the Shackles 300 years ago.
  20+: From his flagship, 
  the Voracious, Sevenfingers 
  commanded a small fleet 
  of pirate ships. His practice 
  of using kuru cannibals to 
  augment his boarding parties inspired fear and hatred 
  across the Shackles.
  25+: Sevenfingers was a powerful wizard who dabbled in 
  necromancy and communed with evil outsiders, entities 
  from the Dark Tapestry, and sinister beings from unspeakable 
  realms beyond Golarion.
  30+: Sevenfingers had dealings with the denizens of Leng. 
  His flagship was actually a black ship of Leng, the Voracious, 
  gifted to Sevenfingers by his dreadful allies.
  FEATURES OF THE GLOOMSPIRES
  The following special features are present inside and around 
  the Gloomspires.
  Alien Architecture and Atmosphere: Explorers within a 
  Gloomspire occasionally see the walls, ceilings, and floors 
  shift and quiver in their peripheral vision. Additionally, a 
  palpable sense of wrongness saturates the Gloomspires. 
  Shadows flicker and move in unnatural directions, strange 
  sounds and unidentifiable scents tease the senses, and 
  alternating sensations of claustrophobia and agoraphobia 
  periodically assail visitors. Though these features and 
  sensations have no actual game effects, GMs should use them 
  to nurture an ambiance of danger and foreboding.
  Ceilings, Floors, and Walls: The passages and chambers 
  within the Gloomspires are constructed of huge blocks of 
  dark-gray stone. Most passages are 12 feet high, and most 
  chambers have ceilings that are 20 feet high. 
  Doors: Unless otherwise noted, the doors in the Gloomspires 
  are 8-foot-tall, 4-foot-wide slabs of seamless dark-gray stone 
  (hardness 8, hp 90, break DC 40). Each door has a stone handle 
  and opens fairly easily, requiring a move action and 
  a successful DC 8 Strength check. The doors are 
  10 inches thick and provide excellent sound 
  insulation; increase the DC of Perception 
  checks made to listen through a door by 10 
  rather than 5.
  Twisted Magic and Dangerous Geometry: A 
  powerful variant form of the forbiddance spell 
  (CL 20th) radiates from the Gloomspires out 
  to a distance of 1 mile. This effect seals the 
  Gloomspires against all planar travel and 
  teleportation into, out of, or within the 
  site. Such effects automatically fail, 
  and if a creature attempts such 
  magic while within 10 feet of 
  a spire, the stone attempts to 
  siphon away the caster’s life 
  energy, dealing 1d6 points 
  of damage per spell level 
  (Fortitude DC 20 half). A 
  creature who dies from this 
  damage is utterly consumed by 
  the site’s strange geometry. Only 
  miracle or wish can restore such a creature. Summoning spells 
  function normally.
  GETTING STARTED
  The PCs begin the adventure within the Gloomspire 
  containing Sevenfingers’s tomb. Here, the Pathfinders meet 
  with Benarry and Sevenfingers’s former lieutenant Hrethnar 
  Olvaradsson in a chamber containing a strange semi-animate 
  contraption Benarry refers to as “the Machine from Leng”—a 
  device that a previous Pathfinder team used to transport 
  themselves into Hrethnar’s extraplanar prison and bring 
  him back to Golarion. PCs who have played Pathfinder Society 
  Scenario #8-15: Hrethnar’s Throne recognize the chamber, the 
  Machine from Leng, and Hrethnar. There is a flurry of activity 
  on this level of the Gloomspire, as dozens of Benarry’s crew 
  work to turn several of the tomb’s chambers into comfortable 
  living quarters for Hrethnar.
  After introducing the PCs to Hrethnar, Benarry begins her 
  briefing. Read or paraphrase the following.
  Venture-Captain Calisro Benarry smiles broadly and speaks in a 
  voice accustomed to being obeyed. “Right, now let’s get down to 
  brass tacks. As you can see ...” she gestures to the newly installed 
  
  PATHFINDER SOCIETY SCENARIO
  66
  wooden platform upon which everyone currently stands. “We’re 
  making things a bit more comfortable here for our new friend, 
  Hrethnar. It’s the least we can do since he’s trapped here for … 
  well, eternity. But that’s not why I brought you here, my friends.”
  The half-orc’s eyes narrow and grow deadly serious. “I asked the 
  Decemvirate to send me their best. They surpassed my expectations. 
  If any of the PCs has played Pathfinder Society Scenario #6-
  06: Hall of the Flesh Eaters, Pathfinder Society Scenario #7-19: The 
  Labyrinth of Hungry Ghosts, or Pathfinder Society Scenario #8-15: 
  Hrethnar’s Throne, Benarry says the following to them. 
  “It says a lot for your bravery that you were willing to come back to 
  this place after your experiences here last time. Never let anyone 
  call you a coward. You’ve earned my respect; that’s for damn sure.”
  She then continues, addressing the whole group.
  “You lot come highly recommended, and your expertise at 
  dungeon-delving and getting things done has earned you the 
  right to partake in a mission of critical importance to the Society 
  and of even more importance to me, personally. I’m sure you’ve 
  heard whisperings of this place and my obsession with uncovering 
  its secrets alike. Maybe I’ve let this place hook me too much, but 
  it’s the sort of place that never really leaves you. Every time I think 
  we’ve gotten to the bottom of the spire, it offers a glimmer of 
  another exciting secret.” Benarry’s eyes twinkle.
  Hrethnar mutters a venomous curse in Skald and spits on the 
  floor. “I do not share your enthusiasm, captain,” he says with an 
  archaic Ulfen accent. “This place is full of ghosts—both literal and 
  those from my past. I despise this place. And now that it is to be 
  my permanent home, I despise it even more.”
  Benarry nods. “That’s to be expected, Hrethnar. And you have 
  my sympathies,” she says before she turns to face the Pathfinders. 
  “Since we rescued him, Hrethnar has been an invaluable resource. 
  He’s answered many questions about the Gloomspires and Old 
  Sevenfingers, and he’s promised to help us with one final task. And 
  that’s where you come in. You’re going to explore Sevenfingers’s 
  final resting place. You get to sack Sevenfingers’s tomb!”
  Benarry allows her words to sink in before continuing. “I bet 
  you’re both excited and terrified of this opportunity. And you’d be 
  right to be afraid. Many folks—and not a few Pathfinders—have 
  met a grisly end here. And it’s quite possible that you will too, 
  if you don’t keep your wits about you,” she adds with a vaguely 
  menacing grin. Benarry then gestures to Hrethnar and waves her 
  hand at the man’s chest. Partially hidden by his shirt are dozens of 
  tattooed symbols and runes, all glowing softly. “Hrethnar himself 
  is the key to opening Sevenfingers’s final resting place. The sigils 
  and runes inked on his flesh form the only key to Sevenfingers’s 
  tomb in existence. And it can only be opened one day each year, 
  the date on which Hrethnar mounted his failed mutiny against 
  his old master. And it just so happens that day is...today. Bet you 
  didn’t see that coming.”
  Benarry chuckles before continuing. “Once Hrethnar opens the 
  way to the tomb, you’ll enter and explore the place. I want a 
  full investigation. I want maps. And I want you to grab anything 
  valuable that isn’t nailed down. The stories of Sevenfingers’s 
  treasure are famous. Find it and bring it back!”
  Benarry asks Hrethnar to step outside the room while she 
  confers with the team. After he departs, her face bears a sour look. 
  “Unfortunately, I’m not joining you. I’ll remain behind to keep an 
  eye on our friend,” she says. “Hrethnar is the key to entering the 
  tomb, but I want to keep an eye on him and make sure you have a 
  way to get back here. Hrethnar says he’ll only be able to keep the 
  portal open from dawn until dusk, so that gives you twelve hours. 
  If you run out of time and get trapped in there, we won’t be able 
  to get to you until this time next year. So don’t be late!”
  “OK,” she says. “Dawn is about a half hour away. Any questions?”
  After the PCs ask any questions they don’t want Hrethnar 
  to hear, Benarry invites the old pirate back into the room. 
  Both do their best to answer the PCs’ inquiries.
  How will we enter the tomb? Hrethnar replies, “At dawn, 
  I will open a portal linking this chamber with the entrance 
  to Sevenfingers’s tomb. I will keep the portal open until your 
  business concludes, or dusk comes.”
  What can we expect to find in the tomb? Hrethnar replies, 
  “I have never seen the tomb. Sempet lusted after wealth and 
  went to great lengths to hide and protect his treasures. You 
  can probably expect to encounter traps and terrible guardian 
  creatures.” Benarry then cuts in. “If I knew more about what 
  to expect, I would have already told you,” she says. “Stay 
  sharp and be ready for anything.”
  It’s been 300 years. Is Sevenfingers still alive? Hrethnar 
  responds, “When I served him, Sempet spent a great deal of 
  time and effort researching ways to cheat death and prolong 
  his life. He was a powerful sorcerer with a complete lack of 
  conscience. I wouldn’t be surprised if you encountered him 
  as a lich, a ghost, or some other undead monstrosity.” At that 
  Benarry also chimes in: “But he could also just be a skull and 
  a pile of dust. Just be prepared for anything.”
  What is that machine (the Machine from Leng)? Benarry 
  says, “This was once a magical engine that propelled 
  Sevenfingers’s 
  flagship, 
  the 
  Voracious. 
  Sevenfingers 
  reconfigured it and transformed it into a gateway that leads to 
  a pocket dimension, where the now-abandoned Voracious still 
  waits. That was where Hrethnar was imprisoned for the past 
  300 years. A previous Pathfinder team used the machine to 
  transport themselves into Hrethnar’s extraplanar prison and 
  bring him to Golarion.”
  Why does Hrethnar remain here? Hrethnar replies, “A 
  powerful curse ties my body and soul to the Gloomspires. 
  While I remain here, I do not age. If I were to travel more than 
  a mile from the Gloomspires, my body would quickly turn to 
  dust. I now live only to exact vengeance on my former captain. 
  Once you deal with Sevenfingers, I intend to explore the rest 
  
  Hrethnar
  ON SEVENFINGERS’S SAILS
  77
  of the Gloomspires. Perhaps I’ll even be able to find a way to 
  undo the curse that binds me here.”
  Do we really get to keep all the loot? Benarry laughs. 
  “You’re the ones risking your lives and possibly your souls, 
  so sure, whatever you carry back you can keep. Now, if you 
  find a dragon-sized hoard, I’ll probably ask for a share for the 
  Society and another for the families of the Pathfinders who 
  died in these cursed halls.”
  Development: Benarry’s quartermaster, a brightly dressed 
  tengu named Kakikko, oversees the renovations being made 
  to the tomb for Hrethnar. She has already stocked the newly 
  renovated storerooms with gear and provisions intended to 
  make Hrethnar’s stay as comfortable as possible. The PCs 
  have time to make quick purchases from these supplies 
  before venturing into the tomb. Kakikko can sell the PCs 
  nearly any mundane or alchemical gear, in addition to magic 
  items with a cost of 2,500 gp or less.
  A. SEVENFINGERS’S TOMB
  Sevenfingers’s tomb is located 1,000 feet below the 
  Gloomspires and is only accessible via Hrethnar’s 
  blood-portal. Though the tomb is self-contained 
  and cut off from the rest of the world, the air 
  within is magically refreshed and recycled, 
  manifesting as a chill breeze that flows 
  throughout the tomb from no identifiable 
  source. The tomb’s construction and 
  features otherwise match those described 
  in the Features of the Gloomspires 
  section (see page 5). 
  When 
  the 
  PCs 
  step 
  through 
  Hrethnar’s blood-portal, their bodies 
  suddenly stretch to infinite lengths as 
  layers of space twirl and churn before 
  reassembling into a corridor. 
  Hrethnar moves both of his hands in a 
  complicated pattern and wordlessly mouths 
  a series of silent incantations. A moment later, 
  his shimmering tattoos begin to glow red. Drops 
  of blood trickle from his nostrils and weep from 
  his eyes. The bloody droplets stream from his 
  face and form levitating rivulets that merge into 
  a hovering scarlet pool a few feet off the floor. 
  Several heartbeats later with Hrethnar and 
  the room forming a sickening bloody scene, 
  the pool of blood forms a perfect mirror-like 
  rectangle, roughly three feet wide and eight 
  feet high.
  Benarry’s voice suddenly booms. 
  “Now’s your chance,” she yells. 
  “Step through the portal and into 
  the history books!”
  A1. ENTRY CHAMBER
  Passing through the portal, the PCs arrive 
  in this small chamber. A steep stairway 
  descends 20 feet to area A2.
  Development: Hrethnar’s blood-portal 
  remains open for 12 hours before it winks 
  out of existence, trapping anyone in 
  the tomb for a year. The PCs can step 
  through the blood-portal at any time to 
  instantly return to the chamber containing 
  the Machine from Leng, and from there 
  to Benarry’s base. This means that they 
  can return to make purchases from 
  Kakikko’s storeroom if they need to.
  A2. GREAT HALL (CR 9 OR CR 12)
  A shallow basin filled with colorful 
  coral and exotic fish forms the 
  floor of this large hall. A few 
  inches above the waterline, a 
  narrow stone walkway spans the 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Reduce the DC of the Perception check to 
  notice the coral golem to 24. Remove the coral golem’s 
  aquatic reconstruction ability, and reduce its DR to 
  5/adamantine.
  Subtier 10–11: Remove one duppy. Of the remaining two 
  duppies, one flanks with the coral golem while the other 
  attacks a different target.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 7–8: The entire hall is infused with odorless 
  palytoxin fumes.
  PALYTOXIN FUMES
  Type poison (inhaled); Save Fortitude DC 16; Onset —; 
  Frequency 1/round for 6 rounds; Cure 1 save
  EFFECT
  1 Con damage and staggered until the Con damage 
  is healed.
  Subtier 10–11: As Subtier 7–8, plus 
  apply the advanced creature simple 
  template to the coral golem (+2 on all rolls 
  including damage rolls; +4 to AC and CMD; 
  +24 hit points). 
  Scaling Encounter A2
  
  A. Sevenfingers’s Tomb
  1 square = 5 feet
  N
  D
  : Duppy
  C
  : Coral Golem
  C
  A1
  A2
  A3
  A3
  A4
  A5
  D1
  D2
  D3
  PATHFINDER SOCIETY SCENARIO
  88
  basin and leads to a stone door on the opposite side of the hall. 
  The hall appears to be open to the sky—a night sky filled with 
  twinkling stars and a full moon that bathes everything in a pale 
  yellow glow. A chilly sea breeze flows gently through the hall.
  The ceiling 30 feet above is masked by a permanent image 
  spell (CL 20th) depicting the night sky. The light from the 
  moon and stars provides dim illumination throughout 
  the hall. The basin is three feet deep, filled with warm sea 
  water, and stocked with exotic corals, fish, and other small 
  marine fauna. The basin is considered difficult terrain. 
  Creatures that step into it and move more than 5 feet on 
  their turn must succeed at a DC 20 Reflex save or take 
  1d6 points of slashing damage from the sharp coral. The 
  coral golem (see Creatures below) can move unhindered 
  through the basin.
  The narrow stone walkway is treacherous. It is only 
  two feet wide and very slippery, and it tends to wobble 
  alarmingly if it supports more than 50 pounds of weight. 
  Creatures moving across the hall on the walkway, must 
  succeed at a base DC 15 Reflex save or Acrobatics check to 
  avoid falling off. Have each creature make a Reflex save or 
  Acrobatics check at the end of each round, and modify the 
  DC as follows.
  Situation 
  DC Modifier
  Each creature weighing more than 50 pounds  
   
  currently standing on the walkway 
  +1 per creature
  The creature making the Reflex save or  
   
  Acrobatics check moves more than 5 feet  
   
  while on the walkway 
  +4
  The creature making the Reflex save or  
   
  Acrobatics check makes a melee attack  
   
  and/or takes damage from a melee  
   
  attack or force effect. 
  +4
   
  Creatures that fall off the walkway land prone in the basin 
  and take 2d6 points of slashing damage from the razor-
  sharp coral.
  Creatures: A coral golem lies in wait, hiding among the 
  coral outcroppings. PCs who succeed at a DC 28 Perception 
  check or a DC 24 Knowledge (nature) check recognize the 
  golem is not a naturally-grown colony of coral. In Subtier 
  10–11, the golem’s camouflage is better, raising the DC of the 
  Perception check to 32. PCs who succeed on this check can 
  act on the surprise round when the golem attacks. In Subtier 
  10–11, the chamber is also haunted by three duppies, former 
  pirates that Sevenfingers murdered and then transformed 
  into undead guardians.
  
  Coral Golem
  ON SEVENFINGERS’S SAILS
  99
  SUBTIER 7–8 (CR 9)
  CORAL GOLEM 
  CR 9
  hp 96 (Pathfinder RPG Bestiary 4 131; see page 27)
  TACTICS
  During Combat The golem waits until the first PC passes it before 
  standing, lurching up from among the coral to attack. It focuses 
  all its attacks on a single foe each round.
  Morale The mindless golem fights until destroyed.
  SUBTIER 10–11 (CR 12)
  CORAL GOLEM 
  CR 9
  hp 96 (Pathfinder RPG Bestiary 4 131; see page 27)
  TACTICS
  Use the tactics from Subtier 7–8.
  DUPPIES (3) 
  CR 7
  hp 96 (Pathfinder RPG Bestiary 5 101; see page 26)
  TACTICS
  Before Combat The incorporeal duppies hide within the stone in 
  the ceiling above, behind the permanent image. They emerge 
  one round after the coral golem first moves to attack.
  During Combat All three duppies begin by targeting a different 
  PC with their ravenous hounds attack. Then, one of the duppies 
  moves to support the coral golem (and tries to flank a PC) 
  while the other two each engage a different PC in melee 
  (preferably any obvious divine spellcasters or healers).
  Morale The duppies fight until destroyed.
  Treasure: A bracelet of coral beads is stuck to the jagged 
  outcroppings on the golem’s body. This is a bracelet of second 
  chances (Pathfinder RPG Ultimate Equipment 270) with 4 uses 
  remaining. In Subtier 10–11, the waters also contain a pair of 
  longarm bracers (Ultimate Equipment 274) made from the woven 
  skin of some undersea beast.
  Rewards: If the PCs do not defeat the coral golem, reduce 
  each PC’s gold earned by the following amount. This 
  represents the total value of the treasures in Sevenfingers’s 
  Tomb, except for the hidden rubies in area A5.
  Subtier 7–8: Reduce each PC’s gold earned by 816 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,116 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,416 gp.
  A3. LABORATORIES
  These two chambers are dusty and devoid of living creatures. 
  Stone tables, workbenches, and shelves furnish the room, 
  many of them crowded with ancient alchemy equipment and 
  empty containers.
  Treasure: Most of the alchemical equipment has degraded 
  to uselessness. However, the room still contains enough 
  odds and ends to cobble together a functional alchemist’s lab 
  (Ultimate Equipment 76).
  A4. SEVENFINGERS’S SANCTUM (CR 4)
  This chamber is sculpted to resemble a spacious captain’s cabin. 
  The walls, floor, and ceiling are covered with rich but weathered 
  mahogany panels and a large bed covered with dusty silk 
  sheets and fine linens dominates the middle of the far wall. Five 
  worm-eaten tapestries hang from the walls, each depicting a 
  sailing ship adrift in stormy seas under attack from an assortment 
  of ferocious sea monsters. A desk cluttered with stacks of moldy 
  books and crumbling scrolls sits against the south wall. Mounted 
  to the wall above the desk is a grotesque leather mask resembling 
  an eyeless human face with a scraggly beard.
  This is Sevenfingers’s private sanctum, where he retreats 
  to recuperate, hide from enemies, and plot his vile schemes. 
  Sevenfingers is currently in Leng and has not visited here in 
  many months.
  Hazard: If anyone other than Sevenfingers touches the 
  tapestry on the north wall, the entire tapestry reverts to a 
  colony of green slime that immediately falls to the floor 
  (Pathfinder RPG Core Rulebook 416). The slime splatters all 
  targets within 5 feet of the north wall. PCs can avoid the slime 
  with a DC 16 Reflex save.
  
  Thael Shivers
  PATHFINDER SOCIETY SCENARIO
  10
  10
  Creatures: The mask hanging above 
  the desk was once the face of a pirate 
  named Thael Shivers (in life a CN male 
  human rogue 14), and it’s still infused 
  with the dead pirate’s personality and 
  memories. If the PCs touch the mask or 
  if they begin shuffling through the items 
  on Sevenfingers’s desk, he addresses 
  them in Shackles-accented Common.
  “Ahoy, villains! Though my eyes are 
  long gone, I can still tell when I’m in the 
  company of rascals and thieves! What brings 
  you wretched scalawags to Sevenfingers’s 
  tomb? And have you brought old Thael 
  Shivers a nip of grog to share?”
  The PCs can try to gain Shivers’ trust 
  by attempting a single Bluff, Diplomacy, 
  Intimidate, or Profession (sailor) check 
  with the following modifiers. 
  The PCs gain a +4 bonus if they 
  tell Shivers they plan to kill 
  Sevenfingers, or if they pour 
  alcohol onto the mask (these 
  bonuses stack). Finally, Thael 
  assesses the PCs’ nautical knowledge during the conversation, 
  and has greater respect for PCs who display it. The PCs gain a 
  cumulative +2 bonus for each PC who is trained in Profession 
  (sailor) that participates in the check. This includes PCs who 
  use the aid another action.
  Consult the following chart for the outcome of the 
  PCs’ check. In Subtier 10–11, the thresholds for all results 
  increase by 4.
  Check Result 
  Outcome
  20 or less 
  Shivers refuses to cooperate and berates the   
   
  PCs with curses and crude insults.
  21–29 
  Shivers answers the PCs’ questions, but he  
   
   
  does not reveal the location of the secret door  
   
  on the north wall.
  30 or higher 
  Shivers answers the PCs’ questions and tells   
   
  them how to open the secret door on the  
   
   
  north wall (he doesn’t know about the hazard).
  If the PCs persuade Shivers to cooperate with them, they 
  can ask him questions. While plotting in this chamber, 
  Sevenfingers has had a habit of thinking aloud, a habit which 
  has given Shivers information about the old pirate’s plans.
  Who are you? “I’m Thael Shivers. Back in the day, 
  Sevenfingers and I were heated rivals. He won, I reckon.”
  Where is Sevenfingers? “Leng. Sevenfingers has gone to 
  Leng. Been gone for months now.”
  Why did he go to Leng? “He 
  seeks the Mines of Baol-Kataar. 
  That’s where he hopes to find some 
  magical rubies.” 
  Tell me about these rubies. “If 
  he gathers enough of them, he 
  can build an engine that’ll give his 
  ship the power to sail between the 
  planes and to other worlds.”
  What 
  are 
  Sevenfingers’s 
  intentions? “Nothing good, I can 
  tell you that! His first stop will 
  be here to reclaim his prized 
  possession, the Voracious. Then 
  he’ll feed the engine the right 
  rubies and pay the Shackles a 
  little visit. Yes, Old Sevenfingers 
  has big plans for the Shackles, 
  he does. And big plans for the 
  rest of Golarion!”
  How did Sevenfingers get 
  to Leng? “He has a special 
  ruby ring that his friends in 
  Leng gave him. He uses it to 
  jump between here and Leng.
  Is Sevenfingers a lich now? 
  “With help from his friends in 
  Leng, Sevenfingers transformed his body and is immortal 
  now. He’s an unnatural creature, but if he’s undead or some 
  other kind of monstrosity, I don’t know. Wish I could describe 
  him for you, but as you can see, I seem to have lost my eyes!”
  Treasure: The silk sheets and linens on Sevenfingers’s bed 
  are caked in dust but still worth 100 gp if properly laundered. 
  Some of the scrolls and books on Sevenfingers’s desk, though 
  in poor condition, are still valuable because of their rarity. A 
  PC that succeeds at a DC 20 Appraise, Knowledge (arcana), 
  or Knowledge (planes) check realizes that a wealthy sage 
  or collector of esoterica would pay 500 gp for the entire 
  collection of scrolls and books. The scrolls and books have a 
  combined weight of 20 pounds.
  Development: Sevenfingers’s desk is cluttered with 
  handwritten notes, old scrolls, and a dozen mold-covered 
  books that focus on the nightmare realm of Leng and the 
  sinister creatures that dwell there. The PCs can find the 
  same information in these that they could have learned from 
  When running this encounter for a group of four PCs, a part of 
  Thael is relieved to talk to anyone after so long. The PCs gain a 
  +3 bonus on their skill checks to interact with him. Lower the DC 
  of the skill check to interpret  Sevenfingers’s notes by 3.
  Scaling Encounter A4
  
  ON SEVENFINGERS’S SAILS
  11
  11
  Shivers. PCs that spend at least 1 hour studying the writings and 
  books can attempt a DC 28 Knowledge (arcana), Linguistics, or 
  Spellcraft check (DC 32 in Subtier 10–11). If the first check is 
  unsuccessful, the PCs can continue their investigation with a 
  cumulative bonus of +2 to the check for each additional hour. 
  If the check is successful, the PCs realize that Sevenfingers 
  is currently obsessed with obtaining magical rubies from a 
  location in Leng called the Mines of Baol-Kataar. According 
  to his notes, Sevenfingers believes that these rubies have the 
  ability focus to planar travel and send casters of such magics 
  across the planes or to other worlds. Sevenfingers’s notes also 
  detail his plan to build a fleet of pirate ships (his “Nightmare 
  Armada”) outfitted with arcane engines powered by these 
  magical gemstones. He claims to have enough rubies to send 
  several ships to the Material Plane, and to be nearing a large 
  enough collection of rubies connected to the Maelstrom to 
  reach that plane as well.
  The PCs may wish to seek Hrethnar’s aid in deciphering 
  the notes, particularly if none of them are trained in the skills 
  needed to interpret them. If they ask him to assist, Hrethnar 
  provides the PCs with a +4 bonus on their skill checks. 
  Alternatively, the PCs can ask Hrethnar to interpret 
  the notes for them. In this case, Hrethnar takes 2 hours to 
  complete the task, during which Benarry gives the PCs a 
  gentle ribbing about making Hrethnar do the heavy lifting. 
  After the PCs move the tapestry on the north wall (see 
  Hazard above), they can attempt a DC 30 Perception check 
  to locate the secret door on the north wall (DC 34 in Subtier 
  10–11). Aside from using stone-shaping magic or bashing 
  through the 10-inch-thick stone door (hardness 8, hp 90, 
  break DC 40), the easiest way to open the secret door—which 
  Shivers would tell them if he notices them attempting to 
  open it—is to knock on it seven times in quick succession.
  A5. SEVENFINGERS’S TREASURY
  This small cave is packed with chests, coffers, and trunks of 
  various sizes, though most of them are empty. 
  Treasure: When he first entombed himself three centuries 
  ago, Sevenfingers’s treasure hoard rivaled that of kings and 
  ancient dragons. Now, however, very little remains. Over the 
  centuries, Sevenfingers spent most of his ill-gotten treasure 
  during forays into the Great Beyond to gain access to forbidden 
  lore and to purchase the loyalty of various otherworldly servants. 
  All that remains of his hoard is a single coffer containing a 
  cache of strangely flawless deep red gemstones. The coffer is 
  labeled “Material Plane Resonant” in Aklo. A PC examining the 
  stones that succeeds at a DC 20 Appraise, Knowledge (arcana), 
  or Knowledge (planes) check identifies them as Leng rubies. In 
  Subtier 7–8, the PCs find 3,000 gp in rubies. In Subtier 10–11, 
  the PCs find 6,000 gp in rubies.
  Rewards: If the PCs do not locate the secret treasury and 
  retrieve the Leng rubies, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,000 gp.
  RETURNING THROUGH THE BLOOD-PORTAL
  When the PCs finish exploring Sevenfingers’s tomb, they 
  are free to return through Hrethnar’s blood-portal. When 
  they arrive in the chamber containing the Machine from 
  Leng—now soaked in Hrethnar’s blood much like the rest 
  of the room, Benarry and Hrethnar are both waiting for 
  them. Hrethnar dismisses the blood-portal. Benarry then 
  conducts a debrief of the PCs’ experiences in the tomb and 
  the information they found within.
  When the PCs report Sevenfingers’s plans, Benarry grows 
  increasingly horrified by the idea of the old pirate returning 
  to Golarion at the fore of an armada of plane-hopping pirate 
  ships. When she mentions aloud that something must 
  be done to stop Sevenfingers, Hrethnar replies. Read or 
  paraphrase the following.
  “I can send you to the Voracious—Sevenfingers’s flagship and my 
  recent prison—using the machine,” Hrethnar says, gesturing to 
  the strange contraption. “The Voracious sits in a pocket dimension 
  between Golarion and Leng now. Once you board the ship, I can 
  reconfigure the machine to once again act as the ship’s engine. 
  That will leave you in Leng with a functional ship. I also know 
  where the Mines of Baol-Kataar are located, so I can plot a course 
  so the Voracious sails right to them.”
  Hrethnar’s face then darkens. “That will put you on 
  Sevenfingers’s trail ... but it is impossible to know what dangers 
  you will face when you get there. And once again, I will not be 
  able to join you. Time still flows in Leng, and my body would 
  immediately age to dust if I travel there.”
  Benarry grins, “I’d be lying if I said I wasn’t jealous of you. What 
  an adventure! But it’s not my adventure to take. Someone has 
  to stay behind and make sure Hrethnar’s all right after he lost all 
  that blood.”
  A PC who succeeds at a DC 20 Sense Motive check can 
  tell that Benarry still doesn’t fully trust Hrethnar, so she 
  believes it’s her duty to stay behind and watch him to make 
  sure he doesn’t interfere with the PCs in any way. She tells 
  the PCs to buy anything they need from Kakikko, and then 
  ready themselves for a dangerous journey. If the PCs insist 
  upon resting for a night, Benarry is agitated, but she does not 
  attempt to force them to go before they are ready. 
   Read or paraphrase the following when the PCs are ready 
  to continue. 
  As Hrethnar steps off the wooden platform and crosses the 
  slime-covered floor, he pulls a large key made of glossy black 
  stone from his robes. He inserts the key into the machine, and a 
  glowing spatial rift appears in midair.
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  “Now,” he says, gesturing at the rift. “Step through the 
  portal to reach the Voracious. I will then need about an hour to 
  reconfigure the engine and plot the course to the mines for you, 
  after which I will send the engine to the Voracious. Once you’ve 
  dealt with Sevenfingers, feed Sevenfingers’s special rubies into 
  the engine and the ship will return to Golarion. If you’re lucky, it’ll 
  be somewhere in the Shackles, but don’t count on being able to 
  return to Leng once you’ve come home. You’ll have one chance to 
  do this right.”
  If the PCs did not find the rubies in Sevenfingers’s tomb, 
  Hrethnar remarks that the PCs should be able to find plenty 
  of suitable rubies in Baol-Kataar.
  PCs stepping through the rift instantly appear on the 
  sterncastle of the Voracious (area B1). This is a one-way 
  journey, as the portal immediately vanishes when the PCs 
  pass through it. 
  B. THE VORACIOUS
  Made of glistening black wood and sporting three tattered 
  black sails, the Voracious floats in a roiling gray sea within 
  sight of the shores of Leng. The PCs find the ship abandoned 
  and they are free to explore it while they wait for Hrethnar to 
  reconfigure the ship’s engine. No encounter takes place here 
  yet, but this ship is the site of the climactic final battle (see 
  Facing Sevenfingers on page 20).
  B1. Sterncastle: The rear of the ship offers a clear view of 
  the empty main deck. A ship’s wheel made of darkwood and 
  brass is the main feature of this upper deck. A brass plaque 
  mounted on the mast behind the wheel is inscribed with the 
  name Voracious.
  B2. Main Deck: The ship’s small rowboat is rotted and 
  useless, and a small storeroom at the fore of the ship is filled 
  with empty, rotting sea chests. The windowless captain’s cabin 
  at the rear of the main deck is devoid of furnishings and its 
  floor, ceiling, and walls are all painted pitch black. Though the 
  cabin once granted occupants the ability to commune with 
  otherworldly entities, this ability ceased functioning when 
  Hrethnar was rescued.
  B3. Ship’s Hold: The hold’s ceiling is 10 feet high. The 
  cannons have been corroded by the alien environment of 
  Leng and are now no more than cannon-shaped lumps of 
  useless iron. The cabins to the fore and aft of this deck once 
  held slaves, but only iron shackles remain.
  B4. Lower Hold: This hold’s ceiling is 10 feet high. The 
  hold contains many iron rings and chains affixed to the 
  floor for cargo.
  Development: An hour after the PCs arrive aboard, 
  Hrethnar finishes reconfiguring the Machine from Leng. A 
  great gust of wind suddenly envelopes the Voracious and it 
  lurches forward through the choppy gray sea. If the PCs are 
  in area B4 when this occurs, they see the Machine from Leng 
  suddenly materialize and attach itself with an array of sucker-
  mouths and tentacular-like growths to the rear wall of the 
  ship. If the PCs throw an appropriate batch of Leng rubies 
  into this engine (either the rubies from  Sevenfingers’s tomb 
  or those from the sack of rubies Sevenfingers is collecting in 
  area C4), they return immediately to the Material Plane (see 
  the Conclusion for more details).
  Sevenfingers is immediately aware that the Voracious has 
  arrived in Leng, and he incorrectly assumes that his old 
  second-in-command Hrethnar has escaped his prison and is 
  coming for him. Sevenfingers sees the arrival of the Voracious 
  as a boon, for reclaiming his flagship is a central part of 
  his plan. Confident in his ability to defeat Hrethnar again, 
  Sevenfingers continues gathering the special Leng rubies 
  (see area C4). He is content to wait for Hrethnar to bring the 
  Voracious to him.
  VOYAGE TO BAOL-KATAAR
  With its engine reconfigured, the Voracious picks up speed 
  and the sea and the shoreline of Leng quickly become blurry 
  outlines. After a few minutes, the ship abruptly comes to a 
  halt. From here, the PCs can lower the gangplank and walk out 
  onto the shores of Leng. Before they do, read or paraphrase 
  the following.
  When the Voracious lurches to a halt, the ship is floating adjacent to 
  a crumbling stone shore. Though no dock lines or other equipment 
  Leng exists beyond the Dimension of Dreams where 
  nightmares overlap into a strange reality spawned by no 
  dreamer, except perhaps for the dreams of outer beings of 
  primordial chaos whose very existence strains mortal minds. 
  It has the following traits.
  Normal Gravity and Time
  Finite Size: Leng is bounded by mountains on three sides 
  and by a mysterious coastline on the fourth, giving it a finite 
  size, but its appearance tends to change based on the point 
  of origin of each traveler, so estimates of its size can vary 
  widely. In addition, Leng overlaps with various worlds on the 
  Material Plane, and its size and other qualities extend farther 
  in the regions where these convergences occur.
  Divinely Morphic: Who or what powers can transform 
  this realm to their whims is beyond the knowledge of even 
  the most erudite sages.
  Strongly Chaotic-Aligned, Mildly Evil-Aligned: PCs 
  whose alignment is not chaotic take a –2 circumstance 
  penalty on all Intelligence-, Wisdom-, and Charisma-based 
  checks. PCs who are good-aligned take a –2 circumstance 
  penalty on Charisma-based checks. These penalties stack for 
  lawful good and neutral good PCs.
  Leng Planar Traits
  
  B. The Voracious
  1 square = 5 feet
  B4
  B3
  B2
  B2
  B1
  Pathfinder Flip-Mat Classics: Ship
  N
  ON SEVENFINGERS’S SAILS
  13
  13
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  secure the ship, the Voracious remains safely docked to the quay. 
  A single-masted vessel much smaller than the Voracious is docked 
  at an adjacent outcropping. Both stone quays extend to a gray, 
  rocky shore that quickly rises to form a series of steep hills. A 
  well-worn path of black stones leads away from the shore and 
  forms a zigzagging trail that eventually leads to a yawning cave 
  mouth several hundred feet up the hillside. An eerie red glow 
  emanates from the cave mouth.
  The smaller ship is a weather-beaten cutter called the 
  Princess of Mnar, a sailing vessel from strange seas that 
  Sevenfingers and his allies appropriated several months ago 
  and have been using as a mobile base of operations. This ship 
  is 200 feet away from the Voracious’s docking point.
  The Princess has one main deck and a single rear cabin. 
  Though the deck and cabin are loaded with provisions (mostly 
  raw meat of suspect origin), the ship is abandoned. The most 
  notable cargo aboard the ship is in the hold. Many of the 
  objects within it are highly flammable, such as crates stocked 
  with wood chips and a drum full of lantern oil. Sevenfingers 
  and his allies have set these objects here in preparation for an 
  older plan to use fire against the Leng spiders, but they quickly 
  repurpose them to burn the ship after seizing the Voracious 
  (see Facing Sevenfingers on page 20). If it becomes necessary, 
  GMs can use the single-masted vessel from Pathfinder Map 
  Pack – Armada or sketch a map of a ship that is 70 feet long 
  and up to 20 feet wide to represent the Princess.
  The winding trail to the entrance of the mines is 300 feet 
  long. The ground here is pitted and uneven, counting as 
  difficult terrain.
  C. THE MINES OF BAOL-KATAAR
  Located on the remote southwestern edge of Leng’s 
  Dreaming Shore, the Mines of Baol-Kataar are but one of 
  many ruby mines frequented by the denizens of Leng and 
  their moon-beast masters. Several weeks ago, however, a 
  band of Leng spiders invaded the mines, devoured the 
  denizens of Leng, and claimed the mine as their lair. When 
  Sevenfingers arrived, he ordered most of his crew to lure 
  the spiders out of the mines and lead them away, so he and 
  his remaining allies could enter the mines and gather the 
  magical rubies. So far, Sevenfingers’s plan has worked well, 
  though most of the crew members sent to lure the spiders 
  away have already perished horribly.
  When the PCs arrive at the mines, Sevenfingers and his 
  remaining allies are in area C4 gathering the magical rubies. 
  C1. MINE ENTRANCE
  The cave mouth is 15 feet wide and 12 feet high, and a 
  12-foot-high tunnel snakes deeper into the hillside. The 
  walls and ceiling of the tunnel are roughly hewn, but the 
  floors are level and clear of obstacles. The tunnel—and the 
  entire mine—is bathed in a pale-red glow emanating from 
  the rubies in area C4. This glow provides dim illumination 
  throughout the mines. Additionally, thick spider webs cling 
  to the tunnel’s ceiling and walls in many places. 
  C2. THE CHASM
  A 500-foot-deep chasm splits the mine tunnel here, its 
  bottom few feet choked with scree and the shattered bones 
  of long-dead humanoid slaves. The chasm constantly belches 
  a thick, warm yellow mist that rises from thermal vents and 
  vanishes into small rifts and cracks in the ceiling above. The 
  mist is harmless, though it rises like a curtain to obscure 
  vision (as obscuring mist). The misty barrier does little to block 
  the red light emanating from area C4. A sturdy bridge made 
  of wood and ropes spans the chasm.
  C3. SPIDER HORROR (CR 11 OR CR 14)
  Beyond the mist-shrouded chasm lies an enormous cavern with 
  a high ceiling. Two yawning pits mar the otherwise smooth 
  floor in the center of the cavern and more spider webs cling to 
  the walls and ceiling. Dozens of large cocoons—many of which 
  are unnervingly humanoid-shaped—dangle from the webs. The 
  reddish glow permeating the mine is significantly brighter in the 
  southeast corner of the cavern, where a natural stone column 
  partially blocks a side tunnel.
  The ceiling here is 45 feet high, studded with stalactites, 
  and is almost completely obscured by spider webs, which 
  creep down from the ceiling to cover many of the walls. The 
  two 15-foot-diameter pits are vertical mine shafts, nearly 1,500 
  feet deep, that connect to a labyrinthine tangle of caves and 
  tunnels that eventually connect to Leng’s underworld. 
  Hazard: The squares containing webs on the map are 
  choked with the webs of adult Leng spiders. Creatures who 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one newborn Leng spider.
  Subtier 10–11: Remove four newborn Leng spiders.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 7–8: Webbing, bones, and rotting carcasses make 
  the cavern’s floor difficult terrain. Additionally, the Leng 
  spiders have woven particularly sticky traps into the floor. 
  The PCs can spot this thicker area with a DC 25 Perception 
  check. Creatures who step on a square that is within 10 feet 
  of eastern edge chasm are also subject to the web hazard.
  Subtier 10–11: As Subtier 7–8, plus increase the spiders’ 
  poison damage to 1d4 Constitution.
  Scaling Encounter C3
  
  Leng Spider
  C. The Mines of Baol-Kataar
  1 square = 5 feet
  C1
  C2
  C3
  C4
  N
  ON SEVENFINGERS’S SAILS
  15
  15
  touch the webs are entangled and cannot move from their 
  square until they escape the web. They can escape the web 
  as a standard action with a successful DC 25 Escape Artist or 
  Strength check, or by damaging the web. Each 5-foot square of 
  webbing has DR/5— and 15 hit points.
  Creatures: When the first PC reaches the middle of the 
  cavern, several of the cocoons begin to quiver and sway back 
  and forth. Two rounds later, the cocoons burst in a shower 
  of blood and gore as several Large-sized newborn Leng 
  spiders emerge from the disturbingly much-smaller corpses. 
  In Subtier 10–11, six spiders emerge one round after the PCs 
  enter the room, with another 6 emerging on the following 
  round. The newborn spiders are sentient but driven to 
  near-mindlessness by ravenous hunger. Their high-pitched 
  shrieks echo throughout the mines.
  SUBTIER 7–8 (CR 11)
  NEWBORN LENG SPIDERS (3) 
  CR 8
  CE Large magical beast (extraplanar)
  Init +8; Senses arcane sight, darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +14
  DEFENSE
  AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, –1 size)
  hp 95 each (10d10+40), fast healing 5
  Fort +11, Ref +11, Will +5
  Immune cold, confusion and 
  insanity effects, poison, 
  sonic; SR 18
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +16 (1d10+6 plus poison)
  Space 10 ft., Reach 5 ft.
  Special Attacks web (+14 ranged, DC 19, 10 hp)
  Spell-like Abilities (CL 10th; concentration +10)
  Constant—arcane sight, freedom of movement
  1/day—air walk, invisibility
  TACTICS
  Before Combat Before they emerge from their cocoons, the 
  spiders cast air walk on themselves.
  During Combat The spiders first target a different PC with a web 
  attack, hoping to immobilize some of them. Next, they cast 
  invisibility on themselves and either crawl or fly to engage the 
  nearest targets in melee. The spiders fight in pairs if possible, so 
  they can flank their foes.
  Morale When a spider is reduced to 10 hit points or fewer, it 
  attempts to flee down one of the mine shafts.
  STATISTICS
  Str 22, Dex 18, Con 18, Int 3, Wis 10, Cha 10
  Base Atk +10; CMB +17; CMD 31 (43 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Improved Initiative, 
  Improved Trip, Iron Will
  Skills Climb +22, Perception +14; Racial Modifiers +8 Climb, +4 
  Perception, +4 Stealth (+8 webs)
  SPECIAL ABILITIES
  Poison (Su) Bite—injury; save Fort DC 21; frequency 1/round for 
  6 rounds; effect 1 Con and confusion for 1 round; cure 2 saves. 
  Save DC is Con-based with a +2 racial bonus.
  Web (Ex) Leng spiders can use webs to support themselves 
  and up to one additional creature of the same size. In 
  addition, such creatures can throw a web up to eight 
  times per day. This is similar to an attack with a net but 
  has a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size 
  category larger than the spider. An entangled creature can 
  escape with a successful Escape Artist check or burst the 
  web with a Strength check. Both are standard actions with 
  a DC of 19. A Leng Spider can move across its own web 
  at its climb speed and can pinpoint the location of any 
  creature touching its web.
  SUBTIER 10–11 (CR 14)
  NEWBORN LENG SPIDERS (12) 
  CR 8
  hp 95 each (see Subtier 7–8)
  TACTICS
  Use the tactics from Subtier 7–8.
  Treasure: A search of the cavern locates a potion of fly, a 
  potion of water breathing, a ring of maniacal devices (Pathfinder 
  RPG Ultimate Equipment 172) and a ring of swimming. In 
  Subtier 10–11, replace the ring of swimming with a ring of the sea 
  strider (Ultimate Equipment 176). 
  Development: Wary of the return of the adult Leng 
  spiders, Sevenfingers ordered one of the denizens of 
  Leng from area C4 to stand watch just inside the tunnel 
  leading away from area C3. When the newborn spiders 
  emerge from their cocoons, the denizen races to area C4 
  to warn Sevenfingers. Worried that the newborn spiders’ 
  shrieking might attract the attention of the adult spiders, 
  Sevenfingers retreats. He takes one round to seize a sack 
  full of magical Leng rubies before he casts dimension 
  door and whisks a few of his closest allies to the mine 
  entrance (area C1), where he meets up with a few more 
  of his crew returning from luring the adult Leng spiders 
  It is likely that the PCs will face the encounters in the 
  order that they are presented in the scenario. However, 
  the PCs might interrupt Sevenfingers before he escapes 
  to the Voracious. If the PCs confront Sevenfingers in area 
  C4, add Sevenfingers to that encounter. On the first round, 
  Sevenfingers gives the PCs credit for their tenacity, but he 
  tells them that he will be taking back “his ship” now. He 
  then attempts to use his scroll of dimension door to retreat 
  to the quay and take the ship. If the PCs stop Sevenfingers 
  here, when they return to their ship, it has not yet left the 
  docks. However, Sempet’s ghoul allies have boarded the 
  Voracious, and the PCs still face them when they return to 
  their vessel.
  The Best-Laid Plans
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: One denizen of Leng is wounded from an 
  earlier confrontation with a Leng spider and has 50 hit 
  points remaining.
  Subtier 10–11: Remove one Leng hound.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 7–8: The cave is infused with supernatural energy 
  that is deadly to living creatures not native to Leng. Each 
  round they remain in area C4, each PC must succeed at a DC 
  16 Fortitude save or gain one negative level. These negative 
  levels heal at a rate of one per round once the PCs leave 
  area C. A PC killed by this effect rises 24 hours later as a Leng 
  hound with no memory of its former life.
  Subtier 10–11: As Subtier 7–8, but increase the Fortitude 
  save DC to 20.
  Scaling Encounter C4
  
  Denizen of Leng
  ON SEVENFINGERS’S SAILS
  17
  17
  away. Sevenfingers then heads to the docks, where he is 
  pleased to spy the Voracious. He and his allies run to the 
  Voracious, and they immediately reclaim his long-lost 
  flagship. Unless the PCs manage to disrupt this plan, 
  they will meet up with him during the encounter Facing 
  Sevenfingers on page 20.
  Rewards: If the PCs do not defeat the newborn Leng spiders, 
  reduce each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 750 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,145 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,541 gp.
  C4. DESPERATE DENIZENS (CR 10 OR CR 13)
  The curving mine tunnel opens into a long cavern with a high 
  ceiling and two natural stone shelves, each nearly twice the height 
  of an adult human. Uncut gemstones protrude from the walls, their 
  deep red glow bathing the entire cave in a hellish ambience.
  The ceiling here is 35 feet high. The two 
  natural stone shelves are 10 feet high and a 
  creature must succeed at a DC 12 Climb check 
  to scale them.
  This natural cave is a nexus of 
  supernatural energy, evident by the 
  deep red glow emanating from the 
  scores of Leng rubies embedded in 
  the walls. The rubies once mined 
  here are the special stones 
  Sevenfingers has long coveted. 
  Though 
  many 
  rubies 
  remain embedded in the walls, 
  Sevenfingers was able to gather 
  a sack full of the stones before 
  the PCs’ presence in area C3 stirred the 
  newborn Leng spiders to hatch from 
  their cocoons prematurely.
  Creatures: 
  Sevenfingers 
  was 
  unable to take all his allies with 
  him when he cast dimension door 
  to retreat. Several denizens of 
  Leng, having already used their 
  plane shift spell-like ability today, 
  now find themselves abandoned 
  and trapped here. In Subtier 10–
  11, two Leng hounds accompany 
  the denizens. Unlike typical 
  Leng 
  hounds, 
  these 
  creatures lack the sense fear 
  ability. They rely on the 
  denizens of Leng’s canny 
  senses to help them track 
  their prey.
  SUBTIER 7–8 (CR 10)
  DENIZENS OF LENG (2) 
  CR 8
  hp 95 each (Pathfinder RPG Bestiary 2 82; see page 25)
  TACTICS
  Before Combat When the PCs arrive, the denizens of Leng stand 
  on the highest stone shelf, close to the north wall. If they 
  spot the PCs, they hail them, move slowly toward them, and 
  attempt to parlay. However, this is merely as ploy to set the 
  PCs at ease. If the PCs allow the denizens to move within 
  5 feet of them, the creatures attempt to launch a surprise 
  attack. The DC of the Sense Motive check to conclusively 
  detect this treachery is 33.
  During Combat The denizens engage the PCs in melee, each 
  attacking a different target. 
  Morale If only one denizen remains alive and it is reduced to 25 
  hit points or less, the creature surrenders and begs the PCs for 
  mercy. See the Development section for additional information.
  SUBTIER 10–11 (CR 13)
  DENIZENS OF LENG (3) 
  CR 8
  hp 95 each (Pathfinder RPG Bestiary 2 82; see page 25)
  TACTICS
  Use the tactics from Subtier 7–8.
  LENG HOUNDS (2) 
  CR 10
  hp 123 each (Pathfinder RPG 
  Bestiary 6 180; see page 27)
  TACTICS
  Before Combat When they first 
  notice intruders in the mine, the Leng 
  hounds use their charnel deception 
  ability to disguise themselves as 
  dead denizens of Leng.
  During Combat One round after 
  the denizens of Leng attack 
  the PCs, the hounds rise and 
  each attack the closest PC. PCs 
  who did not see through 
  their charnel deception 
  disguise are automatically 
  flat-footed against them 
  for one round. 
  On the second round, 
  the Leng hounds use 
  their quickened 
  summon swarm 
  ability to summon 
  a swarm of bats 
  (see page 24 
  for the swarm’s 
  statistics).
  
  Bodak
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Morale Due to an ancient pact, these Leng hounds are bound in 
  servitude to the denizens of Leng and will not flee while their 
  masters still live. If all the denizens of Leng are killed, the Leng 
  hounds try to cast dimension door and escape. If prevented 
  from escaping, they fight to the death. If the hounds escape, 
  they do not rejoin Sevenfingers’s crew.
  Treasure: This room contains a bounty of loose rubies, 
  worth a total of 5,000 gp (or 8,000 gp in Subtier 10–11).
  Development: If one denizen of Leng remains alive, it 
  surrenders and promises to answer the PCs’ questions in 
  exchange for sparing its life. Resentful at being 
  abandoned, 
  the 
  denizen 
  eagerly 
  provides 
  information 
  regarding 
  Sevenfingers’s 
  plans, as explained in the adventure’s 
  background. The denizen mentions 
  that one of the keys to Sevenfingers’s 
  plan is to reclaim the Voracious, so he 
  can “feed” the special Leng rubies to 
  the ship’s magical engine and grant it 
  the ability to sail between realities.
  Rewards: If the PCs do not defeat or 
  parley with the denizens of Leng, 
  reduce each PCs’ gold earned by the 
  following amount.
  Subtier 7–8: Reduce each 
  PC’s gold earned by 833 gp.
  Out of Subtier: Reduce each 
  PC’s gold earned by 1,083 gp.
  Subtier 10–11: Reduce each 
  PC’s gold earned by 1,333 gp.
  D. REAR GUARD (OPTIONAL 
  ENCOUNTER; CR 10 OR CR 13)
  This optional encounter takes place 
  just outside the cave mouth leading 
  into the Mines of Baol-Kataar (area C). 
  The ground on the path outside of the 
  cave is pitted and uneven, counting as 
  difficult terrain.
  Creatures: When Sevenfingers 
  retreated 
  from 
  Baol-Kataar 
  and spied the Voracious, he 
  incorrectly assumed that his 
  former lieutenant Hrethnar had 
  followed him. Though Sevenfingers doesn’t fear Hrethnar, 
  he doesn’t want to waste time and resources fighting him. 
  Instead, he sent several bodak allies—servants recently 
  purchased from the slave markets of Sarkomand—to slay any 
  pursuers emerging from the mines. 
  If the PCs fight Sevenfingers in area C4, these allies of 
  Sevenfingers are waiting near the entrance to the mine for 
  orders from Sevenfingers. Because they do not yet know 
  about the PCs, they are not hiding—instead, the bodaks are 
  emitting eerie wails of agony. These wails have no mechanical 
  effect, but they give the PCs the opportunity to prepare for 
  another fight and try to get the drop on these opponents. 
  Assume the bodaks receive a result of 24 on their Perception 
  checks to notice the PCs’ approach.
  In Subtier 10–11, the bodaks are led by a nightmare 
  dragon named Vashthrexa that has taken the form of a 
  midnight-haired human wearing an eye patch and playing 
  the part of a swaggering pirate. Vashthrexa is Sevenfingers’s 
  second officer, though she has only been part of his crew for 
  a few months now. Unlike the murderous bodaks, Vashthrexa 
  is interested in learning more about the PCs, if only to 
  frighten her food a little bit before eating it. She is likely 
  to notice the PCs approaching: she receives a 30 on 
  her Perception check. 
  When Vashthrexa spots the PCs emerging from 
  the mine tunnel, she calls out a challenge.
   “Stop right there! That’s far enough,” 
  a 
  woman’s 
  voice 
  booms. 
  “Sevenfingers told me you were 
  coming, Hrethnar, and I’m 
  delighted to finally make your 
  acquaintance! I’ve heard so 
  much about you! Who are 
  your friends? And what 
  are your intentions? It’s not 
  simple vengeance is it? That 
  would be so insufferably droll.”
  Vashthrexa is curious to know who the PCs 
  are and what their intentions are, though she 
  also wants to delay them and buy Sevenfingers 
  time to escape aboard the Voracious. She is 
  catty and sarcastic and avoids answering 
  questions herself, and even if she does, all 
  her answers are at best half-truths. In fact, 
  the only things she willingly discloses is 
  her name, that she’s one of Sevenfingers’s 
  lieutenants, and that she answers 
  only to Sevenfingers and another 
  being called Nightdrinker. If the 
  PCs reveal that Hrethnar is not 
  accompanying them, she seems 
  The rear guard encounter is optional. Only run this optional 
  encounter if 90 minutes or more remain in Subtier 7–8 or 2 
  hours or more remain in Subtier 10–11. 
  Optional Encounter
  
  D. Rear Guard
  B
  : Bodak
  B4
  B2
  B1
  B3
  V
  V
  : Vashthrexa
  1 square = 5 feet
  Pathfinder Map Pack: Perilous Paths
  N
  ON SEVENFINGERS’S SAILS
  19
  19
  slightly put off. She peppers the PCs with questions about 
  Hrethnar and his whereabouts and grows angry if the PCs 
  aren’t forthcoming with any information about Sevenfingers’s 
  former lieutenant. If the PCs attack her or attempt to leave the 
  mines, she attacks.
  SUBTIER 7–8 (CR 10)
  BODAKS (2) 
  CR 8
  hp 85 each (Pathfinder RPG Bestiary 2 48; see page 24)
  TACTICS
  Before Combat The bodaks hide among the rocks on either side 
  of the cave mouth and wait for the PCs to exit before attacking.
  During Combat The bodaks begin combat by attempting to use 
  their death gaze attack. Then they engage the PCs in melee, 
  each attacking a different target. 
  Morale The bodaks fight until destroyed.
  SUBTIER 10–11 (CR 13)
  BODAKS (4) 
  CR 8
  hp 85 each (Pathfinder RPG Bestiary 2 48; see page 24)
  TACTICS
  As Subtier 7–8, except the bodaks attack the PCs in pairs.
  VASHTHREXA 
  CR 10
  Female adult nightmare dragon (Pathfinder RPG Bestiary 5 94; see 
  page 25)
  hp 175 
  TACTICS
  Before Combat In human form, Vashthrexa stands in plain view 
  just outside the mine entrance in the center of the cave’s 
  mouth, blocking the PCs’ exit. She has ordered the bodaks not 
  to attack until she changes into her dragon form. Vashthrexa 
  calls a challenge to the PCs when they are still inside the mines 
  if she spots them. If the PCs attempt to move any closer to her 
  than 60 feet, she warns them once to stop before attacking.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Reduce the Charisma score of the bodaks by 
  4. This reduces their maximum hit points by 20 and the DC of 
  the Fortitude save to resist their death gaze by 2. 
  Subtier 10–11: Remove two bodaks from the encounter.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 7–8: Add the advanced creature simple template 
  to each bodak (+2 on all rolls including damage rolls; +4 
  to AC and CMD; +20 hit points, +2 to the DC to resist their 
  death gaze).
  Subtier 10–11: As Subtier 7–8. Additionally, grant each 
  bodak 3d6 sneak attack damage on their attacks, as per the 
  rogue class feature.
  Scaling the Rear 
  Guard Encounter
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  During Combat Vashthrexa assumes her dragon form and targets 
  as many PCs as possible with her breath weapon. She then 
  plans her strategy based on the PCs’ actions. If they lack strong 
  ranged abilities or flight and remain out in the open, she may 
  wait for her breath weapon to return and continue to rain down 
  acid on them. If they prove more resourceful, however, she 
  instead swoops down to tear the most threatening PC apart in 
  melee, saving her spell-like abilities for if the situation warrants 
  them. If reduced to 80 hit points or fewer, she attempts to 
  retreat briefly to cast mirror image before re-entering the fray.
  Morale Vashthrexa understands that failing Sevenfingers means 
  death. She fights until slain.
  FACING SEVENFINGERS (CR 12 OR CR 15)
  If the PCs took more than 5 minutes to return to the quay 
  after Sevenfingers used dimension door to leave the mines, 
  Sevenfingers has begun to sail away aboard the Voracious. The 
  Princess of Mnar is on fire and sinking (Sevenfingers ordered 
  his crew to torch the ship) and the Voracious is now drifting 
  slowly away from the docks. In his arrogance, he has kept 
  the ship 60 feet away from the quay to ensure that the PCs 
  witness their own loss. Each round after the PCs reach the 
  quay, the ship drifts another 20 feet away. Read or paraphrase 
  the following when the PCs reach the shore.
  An almost apocalyptic scene is unfolding near the crumbling 
  stone quays. The Princess of Mnar, the smaller ship docked 
  nearby, is now almost completely wreathed in flames, and the 
  vessel’s burning hull is already beginning to slip beneath the 
  gray waves. More startling, however, is the Voracious, which no 
  longer floats next to its stone dock but is instead drifting slowly 
  away from it. The ship glows with an eerie red light. 
  If the PCs took less than 5 minutes, the Voracious remains 
  at the dock, and the PCs can climb the gangplank without 
  trouble. If they took less than 2 minutes, the Princess of Mnar is 
  not yet on fire. If they stopped Sevenfingers in the mines, the 
  Voracious lacks the glowing red light. Adjust the description of 
  the scene accordingly.
  The hull of the Voracious is slick (Climb DC 25) and 
  rises 20 feet above the waterline. Though the sea is gray 
  and unpleasantly cold, its waters are calm, requiring only 
  a DC 10 Swim check to traverse. In the unlikely event that 
  the PCs reached the Princess of Mnar before it went up in 
  flames, they can pilot the ship to rapidly close the distance 
  with the Voracious. On each round that the PCs succeed at a 
  DC 20 Profession (sailor) check or DC 15 Dexterity check, the 
  Princess moves 60 feet toward the Voracious. Once the ship 
  catches up, the PCs can easily leap to the Voracious to engage 
  Sevenfingers and his crew.
  Creatures: 
  Sevenfingers 
  forged 
  alliances 
  with 
  the 
  denizens of Leng and their moon-beast masters, but he 
  never fully trusted the cruel, otherworldly fiends. After his 
  transformation to a Leng ghoul—in the process regrowing 
  the three missing fingers that earned him his nickname—
  Sevenfingers began creating his own loyal followers by biting 
  captives and infecting them with ghoul fever. Over the years, 
  he created a small, cultlike following of ghoulish pirates. 
  However, after his expedition into Baol-Kataar and other 
  misadventures in Leng, very few of his crew have survived. 
  In Subtier 10–11, Sevenfingers’s crew is led by his first mate, 
  a gaunt, ebon-skinned bogeyman named Nightdrinker. 
  A veteran explorer of many strange and sinister realities, 
  Nightdrinker met Sevenfingers two centuries ago during a 
  chance encounter in the city of Dylath-Leen in the Dimension 
  of Dreams. The pair quickly bonded, and Nightdrinker has 
  served as Sevenfingers’s loyal enforcer ever since.
  Instead of carrying the typical gear listed on page 27, 
  Sempet’s ghoul allies have a few extra bonuses factored into 
  their stat blocks. Specifically, instead of wearing bracers of armor 
  +1, the stalkers simply have an additional bonus to natural 
  armor. Instead of carrying +1 shortbows, the stalkers used oils of 
  greater magic weapon on their bows earlier in the day. Instead of 
  wearing a belt of giant’s strength +2, the commanders naturally 
  have a Strength score that is 2 higher. These adjustments 
  allow this scenario to allocate more treasure to Sempet.
  SUBTIER 7–8 (CR 12)
  GHOUL STALKERS (4) 
  CR 6
  hp 74 each (Pathfinder RPG Monster Codex 82; see page 27)
  AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex, +2 natural)
  Combat Gear +1 frost arrows (3), +1 human-bane arrows (2); 
  Other Gear mwk composite shortbow with 20 arrows
  TACTICS
  Before Combat The ghouls are alert and expecting trouble. With 
  their bows in hand, the ghouls watch the stone quays.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove two ghoul stalkers from 
  the encounter.
  Subtier 10–11: Remove one ghoul commander from the 
  encounter. Additionally, Sempet has the sickened condition 
  from his unceasing toil in the ruby mines.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 7–8: Add two ghoul stalkers to the encounter. 
  Consider using tactics that are more optimal than those 
  listed in each creature’s stat block.
  Subtier 10–11: Add two ghoul commanders to the 
  encounter. Consider using tactics that are more optimal than 
  those listed in each creature’s stat block.
  Scaling Facing Sevenfingers
  
  Sempet 
  Sevenfingers
  ON SEVENFINGERS’S SAILS
  21
  21
  During Combat If they spot the PCs, the ghouls shout warnings to 
  Sevenfingers and take up positions on the main deck. They use 
  the ship’s railing as cover (+4 AC) and attack with their bows, 
  using their magical arrows first, until the first PC boards their 
  ship. Then, they discard their bows and engage the PCs with 
  bite and claw attacks. In melee, they fight in pairs and try to 
  flank their opponents when possible. 
  Morale As long as Sevenfingers remains, the ghouls fight until 
  destroyed. If Sevenfingers is destroyed and the ghouls have an 
  opportunity to flee, they attempt to do so if reduced to 20 hit 
  points or fewer.
  SEMPET SEVENFINGERS 
  CR 10
  Variant sorcerer Leng ghoul (Pathfinder RPG Bestiary 5 120, 
  Pathfinder RPG Monster Codex 248)
  CE Medium undead (extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 Dex, 
  +8 natural)
  hp 99 (9d8+56)
  Fort +10, Ref +9, Will +11
  Defensive Abilities channel resistance +4; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft., burrow 30 ft., climb 30 ft., 
  swim 30 ft.
  Melee bite +13 (1d8+6 plus paralysis and 
  disease), 2 claws +13 (1d6+6 plus paralysis)
  Special Attacks rend (2 claws, 1d6+9), sneak 
  attack +2d6
  Bloodline Spell-Like Abilities (CL 7th)
  10/day—lullaby
  Spells Known (CL 9th; 
  concentration +16)
  3rd (4/day)—slow (DC 20)
  2nd (4/day)—glitterdust 
  (DC 19), silence 
  (DC 19)
  1st (4/day)—magic 
  missile, touch of 
  the seaAPG
  Sorcerer Bloodline 
  dreamspunAPG
  TACTICS
  Before Combat Sempet 
  Sevenfingers casts touch of the 
  sea before boarding the Voracious. 
  The effects of this spell are 
  included in his statistics. When 
  the PCs board the Voracious, 
  Sevenfingers is busy interacting 
  with the ship’s engine in the 
  lower hold. It takes him a full-round action to finish interacting 
  with the engine. On the round after that, Sevenfingers 
  casts dimension door (from a scroll) and appears on the 
  sterncastle. He expresses his disappointment that Hrethnar isn’t 
  accompanying the PCs and then joins the fray.
  During Combat Sevenfingers begins combat by casting slow 
  on as many PCs as he can. If his allies seem to be faring well 
  against the PCs, he taunts the PCs while casting glitterdust 
  to blind multiple foes, silence to hamper PC spellcasters, and 
  magic missile to damage PCs. If the PCs are clearly winning 
  the battle or if they engage him, he rushes into melee to 
  attack them. 
  Morale Unwilling to admit defeat even in his last moments, 
  Sevenfingers fights until destroyed.
  Base Statistics Without touch of the sea, Sevenfingers’s statistics 
  are Speed swim none; Skills Swim +6.
  STATISTICS
  Str 22, Dex 22, Con —, Int 16, Wis 20, Cha 24
  Base Atk +6; CMB +12; CMD 28
  Feats Combat Expertise, Combat Reflexes, Improved Feint, 
  Weapon Focus (bite, claw)
  Skills Climb +25, Knowledge (arcana) +14, Knowledge 
  (dungeoneering) +10, Knowledge (planes) +14, 
  Knowledge (religion) +10, Perception +16, 
  Spellcraft +14, Stealth +17, Swim +14
  Languages Abyssal, Aklo, Common, Kuru
  SQ erudite
  Combat Gear scrolls of dimension door 
  (2); Other Gear Sevenfingers’s sea coat 
  (see sidebar on page 23), tricorne hat, 
  Leng ruby ring (500 gp)
  SPECIAL ABILITIES
  Disease (Ex) Leng Ghoul Fever: 
  Bite— injury; save Fort DC 21; 
  onset immediate; effect 1d3 Con 
  and 1d4 Dex damage; cure 2 
  consecutive saves. The save 
  DC is Charisma-based. A 
  humanoid that succumbs to 
  Leng ghoul fever becomes 
  a normal ghoul unless in life 
  it had 12 or more Hit Dice, 
  in which case it rises from 
  death as a Leng ghoul.
  Erudite (Ex) All Knowledge 
  skills are class skills for 
  Sevenfingers. In addition, 
  Sevenfingers can cast spells from 
  any magic scroll as if he had 
  the spells on its spell list. He 
  automatically succeeds at the 
  caster level check necessary to use 
  the scroll.
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  Paralysis (Ex) A successful DC 21 Fortitude save negates 
  Sevenfingers’s paralysis. At the end of each round after the first, 
  the victim can attempt a new DC 21 Fortitude saving throw to 
  end the paralysis effect; the effect is otherwise permanent. 
  Once the effect ends, the victim is staggered for 1 round.
  SUBTIER 10–11 (CR 15)
  GHOUL COMMANDERS (3) 
  CR 8
  CE ghoul antipaladin of Besmara 7
  hp 99 each (Pathfinder RPG Monster Codex 84; see page 26)
  Combat Gear vials of unholy water; Other Gear mwk breastplate, 
  mwk composite shortbow with 20 arrows, mwk greataxe, belt 
  of giant strength +2, 25 gp worth of silver dust
  TACTICS
  Before Combat The ghouls are alert and expecting trouble. With 
  their bows in hand, the ghouls watch the stone quays, looking 
  for any sign of attack. If they spot the PCs before they board 
  the Voracious, the ghouls each cast desecrate and cover the 
  main deck with the spells’ effects. The antipaladin’s fiendish 
  companions do not appear in this encounter.
  During Combat If they spot the PCs, the ghouls shout warnings 
  to Sevenfingers and take up positions on the main deck. They 
  use the ship’s railing as cover (+4 AC) and attack with their 
  bows until the first PC boards their ship. Then, they discard their 
  bows and engage the PCs in melee with their greataxes and 
  bites, augmenting their attacks and defenses with smite good. 
  In melee, they fight in pairs and try to flank their opponents 
  when possible. If the PCs gather near them, they use channel 
  negative energy to harm the living. They may also use their 
  touch of corruption to attempt to stagger PCs who succeeded at 
  the saving throw against Sevenfingers’s slow spell.
  Morale As long as Sevenfingers remains, the ghouls fight until 
  destroyed. If Sevenfingers is destroyed and the ghouls have an 
  opportunity to flee, they attempt to do so if reduced to 20 hit 
  points or fewer.
  NIGHTDRINKER 
  CR 10
  Bogeyman (Pathfinder RPG Bestiary 3 42; see page 24)
  hp 93 
  TACTICS
  During Combat If Nightdrinker spots the PCs before they board 
  the ship, he targets PCs with hold person (potentially lethal on 
  swimming PCs) and quickened phantasmal killer. When the PCs 
  board the ship, Nightdrinker targets them with crushing despair. 
  When he runs out of offensive spell-like abilities, Nightdrinker 
  gleefully engages the strongest looking PC in melee. 
  Morale If Nightdrinker is reduced to 20 hit points or less, he tries 
  to escape by casting gaseous form and fleeing.
  SEMPET SEVENFINGERS 
  CR 13
  Variant sorcerer Leng ghoul (Pathfinder RPG Bestiary 5 120, 
  Pathfinder RPG Monster Codex 248)
  CE Medium undead (extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 29, touch 19, flat-footed 20 (+9 Dex, +10 natural)
  hp 174 (12d8+120)
  Fort +14, Ref +13, Will +15
  Defensive Abilities channel resistance +4; Immune cold, 
  undead traits
  OFFENSE
  Speed 30 ft., burrow 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +19 (1d8+9 plus paralysis and disease), 2 claws +19 
  (1d6+9 plus paralysis)
  Special Attacks rend (2 claws, 1d6+13), sneak attack +2d6
  Bloodline Spell-Like Abilities (CL 10th)
  13/day—lullaby
  1/day—dreamshaper
  Spells Known (CL 12th; concentration +22)
  4th (4/day)—enervation
  3rd (4/day)—haste, slow (DC 23)
  2nd (5/day)—glitterdust DC 22, silence (DC 22)
  1st (5/day) —magic missile, touch of the seaAPG
  Sorcerer Bloodline dreamspunAPG
  TACTICS
  Before Combat Sempet Sevenfingers casts touch of the sea 
  before boarding the Voracious. The effects of this spell are 
  included in his statistics. When the PCs board the Voracious, 
  Sevenfingers is busy interacting with the ship’s engine in the 
  lower hold. It takes him a full-round action to finish interacting 
  with the engine. One round later, Sevenfingers casts dimension 
  door (from a scroll) and appears on the deck. He expresses his 
  disappointment that Hrethnar isn’t accompanying the PCs and 
  then joins the fray.
  During Combat Sevenfingers begins combat by casting haste 
  on his allies and slow on as many PCs as he can. If his allies 
  seem to be faring well against the PCs, he taunts the PCs 
  while casting glitterdust to blind PCs, silence to hamper PC 
  spellcasters, and magic missile and enervation to harm the PCs 
  more directly. If the PCs are clearly winning the battle or if they 
  engage him, he rushes into melee to attack them.
  Morale Unwilling to admit defeat even in his last moments, 
  Sevenfingers fights until destroyed.
  Base Statistics Without touch of the sea, Sevenfingers’s statistics 
  are Speed swim none; Skills Swim +9.
  STATISTICS
  Str 28, Dex 28, Con —, Int 21, Wis 24, Cha 31
  Base Atk +9; CMB +18 (+20 trip); CMD 37 (39 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Improved Feint, Lunge, 
  Weapon Focus (bite, claw)
  Skills Acrobatics +21, Climb +32, Knowledge (arcana) +20, 
  Knowledge (dungeoneering) +14, Knowledge (planes) +20, 
  Knowledge (religion) +14, Perception +22, Sense Motive +22, 
  Spellcraft +20, Stealth +24, Swim +17
  Languages Abyssal, Aklo, Common, Kuru, Polyglot, Tien
  
  ON SEVENFINGERS’S SAILS
  23
  23
  SQ erudite
  Combat Gear scrolls of dimension door (2); Other Gear 
  Sevenfingers’s sea coat (greater, see sidebar), tricorne hat, Leng 
  ruby ring (500 gp)
  SPECIAL ABILITIES
  Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 26; 
  onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 
  2 consecutive saves. The save DC is Charisma-based. If the 
  humanoid victim that succumbs to Leng ghoul fever had 12 
  or more Hit Dice in life, it rises from death as a Leng ghoul. 
  Otherwise it becomes a normal ghoul.
  Erudite (Ex) All Knowledge skills are class skills for Sevenfingers. 
  In addition, Sevenfingers can cast spells from any magic 
  scroll as if he had the spells on its spell list. He automatically 
  succeeds at the caster level check necessary to use the scroll.
  Paralysis (Ex) A successful DC 26 Fortitude save negates 
  Sevenfingers’s paralysis. At the end of each round after the first, 
  the victim can attempt a new DC 26 Fortitude saving throw to 
  end the paralysis effect; the effect is otherwise permanent. 
  Once the effect ends, the victim is staggered for 1 round.
  Development: One round after Sevenfingers arrives on the 
  deck, the ship’s Leng ruby-augmented engine activates and 
  the Voracious and everyone aboard are instantly transported 
  back to the storm-lashed seas about a mile away from the 
  Gloomspires. This effect sweeps up all creatures aboard or 
  near the ship, including any PCs still in the water. 
  Treasure: If Sevenfingers is killed, defeated, or captured, the 
  mysterious creator of the ring on his finger (a powerful moon 
  beast from Leng’s moon) becomes aware of Sevenfingers’s fate 
  and strips the magical ability from the ring, turning it instantly 
  to dust. However, Sevenfingers still carries treasures. A 
  collection of rubies and unsettling art objects from Leng worth 
  a total of 2,000 gp fills the pockets of  Sevenfingers’s sea coat.
  Rewards: If the PCs do not defeat Sevenfingers, reduce each 
  PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,625 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,173 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,721 gp.
  CONCLUSION
  The Voracious appears within sight of Benarry’s ship, the 
  Grinning Pixie. One of Benarry’s scouts notices the Voracious 
  on the horizon and enters the Gloomspires to fetch 
  Venture-Captain Benarry. All told, it takes the Pixie about 15 
  minutes to reach the Voracious.
  After the PCs deal with Sevenfingers and his crew, 
  the crew of the Grinning Pixie help the PCs gain control 
  of the Voracious. Shortly thereafter, the PCs are reunited 
  with Calisro Benarry who congratulates them on their 
  thrilling success. With Sevenfingers dead, Benarry claims 
  the Voracious on behalf of the Pathfinder Society. All PCs 
  earn the boon All Aboard the Voracious, which allows them 
  to convince Benarry to give them the Voracious after the 
  adventure’s conclusion. 
  If the PCs return without defeating Sevenfingers, Benarry 
  comments that she is glad that they survived. She then 
  grimaces. “Looks like this mission was too dangerous for you 
  after all. And now with the Voracious out of Hrethnar’s reach, 
  the Pathfinder Society’s going to have to find another way into 
  Leng. By the gods, I hope we won’t be too late. I’ll send work 
  to the Hurricane Queen of the Shackles, just in case. Warn her 
  to prepare for an attack.”
  PRIMARY SUCCESS CONDITION
  If the PCs kill Sevenfingers, they complete the scenario’s 
  primary success condition. Each PC earns 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill the scenario’s secondary success condition by 
  exploring Sevenfingers’s tomb and retrieving  Sevenfingers’s 
  notes for Benarry before the blood portal closes. Doing so 
  earns each PC 1 additional Prestige Point.
  Sevenfingers wears this unique magic item.
  Sevenfingers’s Sea Coat
  SEVENFINGERS’S SEA COAT
  PRICE
  VARIES
  SLOT Body
  CL 9th
  WEIGHT 5 lbs.
  AURA moderate conjuration
  Sevenfingers’s sea coat is a long black coat sealed shut by 
  bronze clasps. The coat is fully waterproof. Its two large 
  pockets provide additional protection for and easy access to 
  treasure, acting as the side pouches of a handy haversack. 
  When in a place with cardinal directions, such as Golarion, 
  the wearer of the coat always knows which way is north, as 
  the know direction spell. Once per day, the coat’s wearer can 
  cast dream 1/day. 
  In Subtier 10–11, Sempet is instead wearing a stronger 
  version of the coat. This greater Sevenfingers’s sea coat 
  allows the wearer to cast dream council 1/day (Pathfinder 
  RPG Occult Adventures 165). 
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario. They are 
  reprinted below for your convenience.
  BAT SWARM
  Hundreds of high-pitched squeaks fill the air as a mass of small, 
  carnivorous bats surges forth, all of them hungry for blood.
  BAT SWARM 
  CR 2
  Pathfinder RPG Bestiary 30
  N Diminutive animal (swarm)
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11), wounding
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +2; CMB —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +12, Perception +15; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a bat swarm 
  continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. 
  The bleeding can be stopped by a DC 10 Heal check or the 
  application of a cure spell or some other healing magic.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and its 
  empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, 
  fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  BOGEYMAN
  Dressed in a long dark coat and a tall hat, this lanky, fanged 
  humanoid exudes an almost palpable aura of horror.
  BOGEYMAN 
  CR 10
  Pathfinder RPG Bestiary 3 42
  NE Medium fey
  Init +9; Senses low-light vision; Perception +23
  Aura deepest fear (30 ft., DC 25)
  DEFENSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
  hp 93 (17d6+34); terrible rejuvenation 5
  Fort +9, Ref +15, Will +13
  DR 15/cold iron; SR 21
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+1/19–20)
  Special Attacks sneak attack +6d6, striking fear
  Spell-Like Abilities (CL 16th; concentration +17)
  Constant—detect thoughts, tongues
  At will—darkness, gaseous form, ghost sound (DC 17), 
  invisibility, suggestion (DC 20)
  3/day—crushing despair (DC 21), hold person (DC 20), 
  quickened phantasmal killer (DC 21)
  1/day—nightmare (DC 22)
  STATISTICS
  Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
  Base Atk +8; CMB +9; CMD 32
  Feats Dodge, Great Fortitude, Improved Critical (claw), Improved 
  Initiative, Mobility, Quicken Spell-Like Ability (phantasmal 
  killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
  Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist 
  +18, Intimidate +28, Knowledge (local) +16, Perception +23, 
  Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers 
  +4 Intimidate, +4 Stealth
  
  ON SEVENFINGERS’S SAILS
  25
  25
  Languages Aklo, Common; tongues
  SPECIAL ABILITIES
  Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of 
  fear. This aura manifests as a shifting haze of images that 
  reflect the viewer’s deepest fears. The first time it ends its turn 
  within the aura, a creature must make a DC 25 Will save or 
  become shaken for as long as it stays within the aura. If the 
  creature succeeds at the saving throw, it cannot be affected 
  again by the aura for another 24 hours. This is a fear effect. The 
  DC is Charisma-based.
  Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak 
  attack with one of its claws on a target currently suffering a fear 
  effect, that effect automatically becomes one step more severe 
  (shaken creatures become frightened, frightened creatures 
  become panicked, and panicked creatures cower in fear). A DC 
  25 Will save negates this increase. In addition, a critical hit from 
  the bogeyman’s claw forces any target that has successfully 
  saved against the creature’s fear aura to make another Will save 
  against its effects, even if 24 hours have not yet passed. This is 
  a fear effect. The DC is Charisma-based.
  Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 
  while any creature within its deepest fear aura is suffering from 
  a fear effect, including any fear effect created by the aura itself.
  DENIZEN OF LENG
  Shrouded in tattered leather robes, this strange humanoid looks more 
  alien and horrific the more one studies its twitching visage.
  DENIZEN OF LENG  
  CR 8
  Pathfinder RPG Bestiary 2 82
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 95 (10d10+40); planar fast healing 5
  Fort +11, Ref +11, Will +6
  Defensive Abilities no breath, unusual anatomy; Immune poison; 
  Resist cold 30, electricity 30; SR 19
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d6+2 plus 1d6 Dexterity drain), 2 claws +14 
  (1d4+2)
  Special Attacks sneak attack +5d6
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—tongues
  3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), 
  levitate, minor image (DC 17)
  1/day—locate object, plane shift (DC 20, self only)
  STATISTICS
  Str 14, Dex 18, Con 19, Int 18, Wis 17, Cha 21
  Base Atk +10; CMB +12; CMD 27
  Feats Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
  Skills Bluff +22, Diplomacy +7, Disable Device +14, Disguise +12 
  (+16 as humanoid), Intimidate +12, Knowledge (any one) +17, 
  Perception +16, Profession (sailor) +8, Sense Motive +16, 
  Sleight of Hand +17, Spellcraft +12, Stealth +17, Use Magic 
  Device +18; Racial Modifiers +4 Disguise when disguised as a 
  Medium humanoid
  Languages Aklo; tongues
  SPECIAL ABILITIES
  Dexterity Drain (Su) The otherworldly teeth and tongues of a 
  denizen of Leng deal 1d6 points of Dexterity drain with a bite. 
  Constructs, elementals, and other creatures that do not possess 
  flesh are immune to this effect. A successful DC 19 Fortitude 
  save reduces the Dexterity drain to 1 point. The save DC is 
  Constitution-based.
  Planar Fast Healing (Su) A denizen of Leng maintains a 
  connection to Leng at all times, and when away from Leng, it 
  has fast healing 5. It loses this ability on Leng or in areas where 
  planar connections do not function. If killed, a denizen’s body 
  dissolves into nothingness in 1d4 rounds, leaving behind its 
  equipment. A slain denizen reforms in Leng, similar to a slain 
  summoned creature; it can only be permanently killed if its fast 
  healing is negated.
  Unusual Anatomy (Ex) A denizen’s internal anatomy varies from 
  individual to individual and has a 50% chance to treat any 
  critical hit or sneak attack against it as a normal hit.
  DRAGON, NIGHTMARE
  This ebony dragon with red frills appears terribly contorted and 
  trails shadows.
  NIGHTMARE DRAGON 
  CR 10
  Adult nightmare dragon (Pathfinder RPG Bestiary 5 94)
  NE Large dragon (extraplanar)
  Init +4; Senses dragon senses, dreamsight, see in darkness; 
  Perception +20
  Aura frightful presence (180 ft., DC 20)
  DEFENSE
  AC 26, touch 9, flat-footed 26 (+17 natural, –1 size)
  hp 175 (13d12+91)
  Fort +15, Ref +8, Will +14
  DR 5/magic; Immune mind-affecting effects, paralysis, sleep; SR 21
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +22 (2d6+13), 2 claws +21 (1d8+9/19–20), 2 wings 
  +19 (1d6+4), tail slap +19 (1d8+13)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 23, 12d6 acid), 
  nightmare talons
  Psychic Magic (CL 13th; concentration +17)
  8 PE—ghost sound (0 PE), true strike (1 PE)
  Psychic Spells Known (CL 5th; concentration +8)
  2nd (5/day)—mirror image, scare (DC 15)
  1st (7/day)—command (DC 14), detect thoughts, ill omenAPG, 
  unwitting allyAPG (DC 14)
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), detect 
  psychic significanceOA, lullaby (DC 13), resistance
  STATISTICS
  Str 29, Dex 11, Con 24, Int 16, Wis 18, Cha 19
  Base Atk +13; CMB +23; CMD 33 (37 vs. trip)
  Feats Flyby Attack, Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Bluff +20, Fly +10, Intimidate +20, Knowledge (arcana) +19, 
  Knowledge (planes) +19, Perception +20, Sense Motive +20, 
  Stealth +18, Survival +20
  Languages Aklo, Common, Draconic
  SQ change shape
  SPECIAL ABILITIES
  Change Shape (Su) A young adult or older nightmare dragon can 
  assume any humanoid form of its size or smaller three times 
  per day as if using polymorph.
  Dreamsight (Su) A very young or older nightmare dragon can see 
  the dreams of sleeping creatures.
  Nightmare Talons (Su) The claw attacks of adult or older 
  nightmare dragons are considered keen weapons.
  Psychic Magic (Sp) A creature with this ability can use the power 
  of its mind to cast certain spells. Each spell cast using psychic 
  magic consumes an amount of psychic energy. The creature 
  has a maximum amount of psychic energy (PE) per day that 
  refreshes after a night’s rest. A creature with this ability can 
  cast any of the spells listed in this entry if it has enough psychic 
  energy remaining to pay the spell’s PE cost. A psychic magic 
  spell with a PE cost of 0 can be cast any number of times 
  and can be cast even if the creature has 0 PE remaining. The 
  psychic magic granted by this ability has the same thought and 
  emotion components as psychic spells (Pathfinder RPG Occult 
  Adventures). 
  DUPPY
  This floating, ghostly humanoid’s face is a blend of human and 
  beast. Canine shapes twine around the creature’s legs.
  DUPPY 
  CR 7
  Pathfinder RPG Bestiary 5 101
  CE Medium undead (incorporeal)
  Init +10; Senses darkvision 60 ft.; Perception +14
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
  hp 76 (9d8+36)
  Fort +7, Ref +11, Will +8
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +12 (2d8 negative energy plus 1d6 
  Strength drain)
  Special Attacks ravenous hounds, strength drain
  STATISTICS
  Str —, Dex 22, Con —, Int 13, Wis 15, Cha 19
  Base Atk +6; CMB +12; CMD 26
  Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Lunge, 
  Step Up
  Skills Fly +26, Intimidate +16, Perception +14, Sense Motive +14, 
  Stealth +18
  Languages Common
  SPECIAL ABILITIES
  Ravenous Hounds (Sp) Once per day as a standard action, a 
  duppy can bring into being a pack of incorporeal hounds for 
  1d4+3 rounds. The ravenous hounds attack as a single unit, 
  have a +11 attack bonus, deal 2d6+3 points of force damage on 
  a successful hit, and threaten a critical hit on a natural 20. This 
  ability is otherwise identical to mage’s sword (CL 7th).
  Resurrection Vulnerability (Su) Raise dead or a similar spell cast 
  on a duppy destroys it (Will negates). Using the spell in this 
  way does not require a material component.
  Strength Drain (Su) Creatures hit by a duppy’s touch attack 
  must succeed at a DC 18 Fortitude save or take 1d6 points of 
  Strength drain. If the target fails its save, the duppy also gains 5 
  temporary hit points. The save DC is Charisma-based.
  GHOULS
  This humanoid creature has long, sharp teeth, and its pallid, green 
  flesh is stretched tightly over its starved frame. Its spindly legs end in 
  hoofed feet.
  GHOUL COMMANDER 
  CR 8
  Pathfinder RPG Monster Codex 84
  Ghoul antipaladin 7 (Pathfinder RPG Advanced Player’s Guide 118)
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +15
  Aura cowardice (10 ft.)
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
  hp 99 (9 HD; 2d8+7d10+52)
  Fort +13, Ref +9, Will +15
  Defensive Abilities channel resistance +2; Immune disease, 
  undead traits
  OFFENSE
  Speed 20 ft.
  Melee mwk greataxe +15/+10 (1d12+7/19–20/×3), bite +8 
  (1d6+2 plus disease and paralysis) or
  bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 
  (1d6+5 plus paralysis)
  Ranged mwk composite shortbow +12/+7 (1d6+5/×3)
  Special Attacks channel negative energy (DC 17, 4d6), disease 
  (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to 
  this effect), smite good 3/day (+4 attack and AC, +7 damage)
  Antipaladin Spell-Like Abilities (CL 7th; concentration +11)
  At will—detect good
  
  ON SEVENFINGERS’S SAILS
  27
  27
  Antipaladin Spells Prepared (CL 4th; concentration +8)
  2nd—desecrate
  1st—disguise self, inflict light wounds (DC 15)
  STATISTICS
  Str 20, Dex 17, Con —, Int 13, Wis 16, Cha 18
  Base Atk +8; CMB +13; CMD 26
  Feats Cleave, Improved Critical (greataxe), Power Attack, 
  Toughness, Weapon Focus (greataxe)
  Skills Bluff +11, Intimidate +16, Perception +15, Ride +12
  Languages Common, Undercommon
  SQ cruelties (fatigued, staggered), fiendish boon (fiendish dire 
  boar servant), touch of corruption 7/day (3d6)
  Combat Gear scroll of inflict serious wounds; Other Gear mwk 
  breastplate, mwk composite shortbow with 20 arrows, mwk 
  greataxe, belt of giant strength +2, 79 gp
  GHOUL STALKER 
  CR 6
  Pathfinder RPG Monster Codex 82
  Ghoul rogue 6
  CE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex, +2 natural)
  hp 74 (8d8+38)
  Fort +5, Ref +10, Will +8
  Defensive Abilities channel resistance +2, evasion, trap sense +2, 
  uncanny dodge; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+3 plus disease and paralysis), 2 claws +8 
  (1d6+3 plus paralysis)
  Ranged +1 composite shortbow +10/+10 (1d6+4/×3) or
   +1 composite shortbow +12 (1d6+4/×3)
  Special Attacks disease (DC 14), paralysis (1d4+1 rounds, DC 14, 
  elves are immune to this effect), sneak attack +3d6
  STATISTICS
  Str 17, Dex 20, Con —, Int 13, Wis 16, Cha 16
  Base Atk +5; CMB +8; CMD 23
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, 
  Weapon Focus (composite shortbow)
  Skills Acrobatics +16, Bluff +10, Climb +14, Disable Device +8, Escape 
  Artist +16, Intimidate +10, Knowledge (dungeoneering) +12, 
  Perception +14, Sense Motive +14, Stealth +16
  Languages Common
  SQ rogue talents (finesse rogue, ledge walker, weapon training), 
  trapfinding +3
  Combat Gear +1 frost arrows (4), +1 human-bane arrows (3), 
  potion of inflict light wounds; Other Gear +1 composite 
  shortbow with 20 arrows, bracers of armor +1, 62 gp
  GOLEM, CORAL
  This tall creature appears to be made of wrinkled stone and coral, bits 
  of plant life clinging to its creased body and clawlike hands
  CORAL GOLEM 
  CR 9
  Pathfinder RPG Bestiary 4 131
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +4, Will +4
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +18 (1d6+10/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 24, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +20; CMD 30
  Feats Improved CriticalB (claw)
  SQ aquatic reconstruction, powerful blows (slam)
  SPECIAL ABILITIES
  Aquatic Reconstruction (Ex) Whenever a coral golem is touching 
  a body of saltwater of a size equal to or greater than its own 
  size, it gains fast healing 5.
  Immunity to Magic (Ex) A coral golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and effects function differently against the creature, as 
  noted below.
  •	 Any spell with the water descriptor heals a coral golem 1d6 
  points of damage per level of the caster (maximum 10d6).
  •	 Transmute rock to mud slows a coral golem (as the slow spell) 
  for 1d6 rounds (no save).
  •	 Transmute mud to rock increases the golem’s bleed damage to 
  2d6 for 3 rounds.
  •	 Soften earth and stone causes a coral golem to lose its damage 
  reduction for 3 rounds.
  LENG HOUND
  This unnatural beast’s clawed hands dangle in front of its hind paws. 
  Its bat-winged form blends humanoid features with canine.
  LENG HOUND 
  CR 10
  Pathfinder RPG Bestiary 6 180
  CE Medium aberration (extraplanar)
  Init +11; Senses darkvision 60 ft., scent, sense fear;  
  Perception +21
  DEFENSE
  AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
  hp 123 (13d8+65); fast healing 10
  Fort +9, Ref +11, Will +13
  Defensive Abilities negative energy affinity; Immune cold, disease
  OFFENSE
  Speed 40 ft., fly 40 ft. (good)
  Melee bite +18 (2d6+9/19–20), 2 claws +18 (1d6+9)
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  Special Attacks haunting howl, mutilate
  Spell-Like Abilities (CL 12th; concentration +16)
  Constant—sense fearHA, *
  At will—locate creature, locate object
  3/day—dimension door, quickened summon swarm (bats only)
  1/day—word of recall (see grave link)
  STATISTICS
  Str 29, Dex 24, Con 21, Int 14, Wis 20, Cha 19
  Base Atk +9; CMB +18; CMD 36
  Feats Dodge, Flyby Attack, Improved Critical (bite), Improved 
  Initiative, Mobility, Quicken Spell-Like Ability (summon swarm), 
  Vital Strike
  Skills Acrobatics +23, Disguise +17 (+27 when using charnel 
  deception), Fly +27, Perception +21, Stealth +23, Survival +21; 
  Racial Modifiers +10 Disguise when using charnel deception
  Languages Aklo, Common
  SQ charnel deception, freeze (as human skeleton when using 
  charnel deception), grave link, no breath
  SPECIAL ABILITIES
  Charnel Deception (Ex) A Leng hound can retract its bestial 
  features into its body as a full-round action—its fur and wings 
  retract, the skin covering them slithers into hidden cavities, and 
  its jaws pull back into a humanlike face. This grants it a +10 
  bonus on Disguise checks to appear as the decayed corpse of a 
  slightly deformed human or similarly sized humanoid.
  Grave Link (Su) As a full-round action, a Leng hound can 
  designate a grave containing the corpse of a creature that was 
  evil in life as its grave link. When the Leng hound uses word 
  of recall, it returns to this grave (a Leng hound with no active 
  grave link cannot use word of recall). If a creature disturbs this 
  grave or loots it, the Leng hound’s locate creature and locate 
  object spell-like abilities have no range limit when searching 
  for the creature that disturbed the grave or any objects looted 
  from the grave.
  Haunting Howl (Su) Three times per day, a Leng hound can 
  emit a deep, sardonic howl. Only creatures within 300 feet 
  that the Leng hound has tracked or attempted to find with 
  divination spell-like abilities can hear this haunting howl. Such 
  creatures must succeed at a DC 20 Will save or take 1d4 points 
  of Intelligence, Wisdom, and Charisma damage and become 
  shaken for 1 hour. This is a mind-affecting fear effect. The save 
  DC is Charisma-based.
  Mutilate (Ex) A Leng hound savages its victims, shredding flesh 
  and crushing bones. Whenever a Leng hound hits a creature 
  with all three natural attacks in a single round, or with Vital 
  Strike, the target must succeed at a DC 21 Fortitude save or take 
  2 points of Constitution drain. The save DC is Constitution-based.
  *This spell comes from Pathfinder RPG Horror Adventures. The 
  Leng hounds that the PCs fight do not have this ability.
  
  ON SEVENFINGERS’S SAILS
  29
  29
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
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  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 
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  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 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
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  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.
  Pathfinder Society Scenario #10–17: On Sevenfingers’s Sails © 2019, Paizo 
  Inc.; Author: Tom Phillips.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-17: 
  On Sevenfingers’s Sails
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,262
  4,006
  —
  3,134
  4,524
  8,011
  —
  6,268
  Out of
  Subtier
  Pathfinder Society Scenario #10-17: 
  On Sevenfingers’s Sails
  ▫▫▫ All Aboard the Voracious! Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the 
  Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make 
  it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the 
  cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned 
  a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne.
  If you become captain of the Voracious, you can use it whenever you require passage at sea. Additionally, you 
  gain a +2 circumstance bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you. 
  You can use Profession (sailor) to make Day Job rolls. You can extract several rubies from the vessel’s engine to 
  use if you run into trouble when traveling on a faraway plane. You can check a box that precedes this boon to use 
  one of these rubies to plane shift to the Material Plane—a process that takes 1 minute—with a caster level equal 
  to your character level.
  Core Campaign
  Subtier 7–8
  Subtier 10–11
  +1 frost ammunition (167 gp; limit 8)
  +1 human-bane ammunition (167 gp; limit 12)
  alchemist’s lab (200 gp; Pathfinder RPG Ultimate 
  Equipment 76)
  bracelet of second chances (4 beads remaining, 9,000 gp; 
  Ultimate Equipment 270, limit 1)
  ring of maniacal devices (5,000 gp; Ultimate Equipment 172)
  Sevenfingers’s sea coat (Discounted price 9,000 gp)
  alchemist’s lab (200 gp; Pathfinder RPG Ultimate 
  Equipment 76)
  bracelet of second chances (4 beads remaining, 9,000 gp; 
  Ultimate Equipment 270, limit 1)
  longarm bracers (7,200 gp; Ultimate Equipment 274)
  ring of maniacal devices (5,000 gp; Ultimate Equipment 172)
  ring of the sea strider (14,000 gp; Ultimate Equipment 176)
  Sevenfingers’s sea coat (greater, Discounted price 23,000 gp)
  SEVENFINGERS’S SEA COAT
  PRICE
  VARIES
  SLOT body
  CL 9th
  WEIGHT 5 lbs.
  AURA moderate conjuration
  Sevenfingers’s sea coat is a long black coat sealed shut by 
  bronze clasps. The coat is fully waterproof. Its two large 
  pockets provide additional protection for and easy access to 
  treasure, acting as the side pouches of a handy haversack. 
  When in a place with cardinal directions, such as Golarion, 
  the wearer of the coat always knows which way is north, 
  as the know direction spell. Once per day, the coat’s wearer 
  can cast dream. 
  The greater Sevenfingers’s sea coat from Subtier 10–11 
  allows the wearer to cast dream council 1/day (Pathfinder 
  RPG Occult Adventures 165) instead of dream.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-17 - On Sevenfingers's Sails.pdf