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Second Edition

Year of
Boundless
Wonder
Scenario #4-15 Levels 9–12

In Glorious Battle
By Luis Loza
In Glorious Battle
TABLE OF CONTENTS
AUTHOR
Luis Loza Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
DEVELOPMENT LEAD
Josh Foster Appendix 1: Level 9–10 Encounters . . . . . . . . . . . . . . 22
ADDITIONAL DEVELOPMENT
Jessica Catalan and Linda Zayas-Palmer Appendix 2: Level 11–12 Encounters. . . . . . . . . . . . . . 31
EDITING LEAD
Solomon St. John Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . . 40
EDITORS
Zac Moran and Solomon St. John Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
COVER ARTIST
João Fiuza and Nicholas Phillips

INTERIOR ARTISTS
Gislaine Avila, Hannah Böving, João Fiuza, GM RESOURCES
Guilherme Motta, Alecksander Ribeiro, and Campaign Home Page: pathfindersociety.club
Brian Valeza
Books: Pathfinder Core Rulebook, Pathfinder Bestiary 3, and Pathfinder Book of the Dead
CARTOGRAPHERS
Jason Engle, Robert Lazzaretti, and Rob McCaleb Maps: Pathfinder Flip-Mat Classics: Battlefield and Pathfinder Flip-Mat: Forest Fire
ART DIRECTION Online Resource: Pathfinder Reference Document at paizo.com/prd
Emily Crowell and Sonja Morris

GRAPHIC DESIGN
Sonja Morris
SCENARIO TAGS
Scenario tags provide additional information about an adventure’s contents. For more
DEVELOPMENT MANAGER information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
Linda Zayas-Palmer
http://www.organizedplayfoundation.org/paizo/guides.
ORGANIZED PLAY COORDINATOR
Alex Speidel Glyph
CREATIVE DIRECTOR
James Jacobs

DIRECTOR OF GAME DEVELOPMENT


Adam Daigle
SUMMARY
When a massive undead army threatens the orc capital of Urgir in Belkzen, the Burning
PUBLISHER Sun hold calls upon the Pathfinder Society for help. The PCs travel to Belkzen and join
Erik Mona
the Burning Sun orcs as they prepare for battle. They make use of the small settlement
of Freedom Town as their staging area and the PCs are tasked with preparing the city’s
HOW TO PLAY defenses. There’s a lot of work to do and little time to do it, but once Freedom Town is ready,
the PCs will need to face off against the powerful undead that lead the army.

PLAY TIME: 4–5 HOURS

LEVELS: 9–12

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

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In Glorious Battle
By Luis Loza

Adventure Background WHERE ON GOLARION?


When Tar-Baphon, the Whispering Tyrant, escaped from In Glorious Battle takes place in the southeast reaches
his prison beneath Gallowspire in 4719 ar, he sought to of the Hold of Belkzen. The adventure begins near
return to his conquest of Avistan. Even with centuries of Urgir, Belkzen’s capital, before moving southeast to
building up undead forces while imprisoned, Tar-Baphon the small border settlement of Freedom Town. For
knew that amassing greater forces and additional allies more information on the Hold of Belkzen, see pages
would help secure his goal. Tar-Baphon turned to the orcs 38–40 of Lost Omens World Guide.
of Belkzen whose ancestors once pledged their service to
him during his previous attempts to claim the Inner Sea. BELKZEN
Several undead emissaries arrived at Belkzen’s capital of
Urgir, offering the orcs an opportunity to reunite with
the Tyrant once more. These orcs no longer considered
themselves bound to ancient oaths and responded to • Freedom Town
Tar-Baphon’s offer with the destruction of his messengers.
In retaliation for what he considered a betrayal,
Tar-Baphon unleashed a mass of undead troops against
Urgir, expecting the overwhelming forces to take the city.
What the Whispering Tyrant didn’t expect is for Ardax
the White-Hair to rally the scattered orc holds against
the undead assault. The now-united orc forces routed
the undead troops, keeping Urgir and the rest of Belkzen
safe. Tar-Baphon grew furious with the development but
chose to bide his time. The orcs would serve him once
more, even if it was in undeath.
Tar-Baphon turned to one of his forgotten captains,
the demilich Geir. Geir oversaw the prison-library of the orcs of Belkzen—or better yet, their rise as undead—
Ghasterhall in southwestern Ustalav. Ghasterhall was Tar-Baphon was happy to allow Geir to do as he saw fit.
home to countless ancient texts, alchemical journals, The demilich took his new orders with glee and began
magical relics, and other curiosities and experiments his experiments immediately. These experiments were
that Tar-Baphon had stored for later use. As simple at first; a single undead might stumble into orc
Ghasterhall’s curator, Geir grew to understand nearly scouts in Belkzen’s wilderness or strange phenomena
all the knowledge that laid within the so-called Palace might appear over the skies of the Gravelands. After
of Travesties and was eager to share this knowledge several years of taking small steps, Geir was ready to put
with his master upon learning of Tar-Baphon’s escape his latest development to the test and unleash it upon
from Gallowspire. Belkzen. Geir had developed a bomb of sorts, inspired by
The Whispering Tyrant ultimately found the answer his master’s use of Radiant Fire years ago. Rather than
to his orc problem in Geir. Tar-Baphon declared that unleash a mass of positive energy several miles wide,
Belkzen would serve as the focus of Geir’s latest field Geir’s weapon created a temporary, explosive rift to the
research. Geir was to use whatever developments he Negative Energy Plane that unleashed negative energy
preferred to test new methods of undead creation, in an area thousands of feet wide. The ingenious aspect
necromantic magic, and other experiments he saw fit. of this new weapon was its deployment. The bomb
So long as these developments lead to the destruction of could be magically implanted into an undead, allowing

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a delayed detonation to trigger upon the undead’s recently dismantled tent, so they’re out of the way. They
destruction. Based on their past actions, Geir believed can take this time to make any introductions to
Belkzen’s orcs would take an undead trophy, only one another, if necessary.
for it to detonate later while within Urgir’s After a few minutes, Mahja finishes
walls, slaying thousands when they were helping load a cart with supplies and
at their most vulnerable. rushes over to meet the PCs. Mahja
Geir gathered his forces and began appears a bit flustered with the various
marching them toward Ustalav. By goings-on but also seems in high
chance, a pair of scouts from the spirits. She calls the PCs over to one
Burning Sun hold spotted these of the remaining tents and takes a
forces while traveling through the moment to catch her breath before
Hungry Mountains. The scouts explaining the situation.
returned to Belkzen with news of the Read or paraphrase the following to
approaching undead. The Burning proceed.
Sun’s leader, Mahja Firehair, quickly
convened with Ardax the White-Hair “Ah, Pathfinders, I thank you for coming on
in Urgir and warned him of the undead such short notice. Two of my scouts encountered
army making their way to Belkzen. With a massive undead army in the Itran River Valley
the forces only days away, there would be in southwestern Ustalav. The army was marching
little time to gather the various southwest out of the valley toward
holds and defend Urgir again.
Mahja and the Burning Suns
GEIR Ustalav’s border. That alone was
concerning enough for me to reach
offered to go fight the undead forces, buying time out to Ardax the White-Hair in Urgir in case he saw it fit to
for Ardax to mount a proper defense, or better yet, gather defenses. During that meeting, I received a second
stopping the undead incursion outright. Knowing that report that the army was now traveling northwest along
the Burning Suns would need as much help as possible, the Aren River and in the direction of Urgir. That’s when I
Mahja turned to allies outside of Belkzen. She placed reached out to the Society.” She pauses, taking a seat on a
a call for aid with the Knights of Lastwall and allies cushion set on the ground, and motions for those gathered
among the Pathfinder Society. to do the same, waiting just a moment before continuing.
“The undead being only a few days’ march away,
Getting Started coupled with the fact that they can march endlessly
The adventure begins early in the afternoon at a Burning without growing tired, made us realize that we had little
Sun camp about 25 miles southeast of Urgir. The PCs time to gather any sort of defenses. I volunteered my hold
and dozens of other Pathfinders arrived in Urgir with the to intercept this army with the hope that we could slow
help of the Maze of the Open Road, a magical hedge it down or even take it out entirely, but I knew that we
maze filled with portals that connect numerous locations wouldn’t be able to do so alone. I figured that I could call
across the world, and were told to quickly make their in my favor with the Pathfinders and get some help. While
way to the camp. Though they’re all experienced, the PCs this is probably not what you would expect with a typical
are the most skilled Pathfinders present and the others assignment, I know you Pathfinders are more than capable
look to them for instructions and guidance as the group as warriors.” She smiles warmly as she continues.
makes their way to camp. The camp is brimming with “Since we have very little time, the plan is to make our
a chaotic energy as warriors gather their armaments, way over to the small settlement of Freedom Town which
riders ready their mounts, and others dismantle tents sits on the Aren River, not too far from Ustalav’s border.
or prepare supplies. The Burning Suns are preparing for Freedom Town’s position is favorable as a place to stage an
war, and they seem eager to do so. As the PCs and their ambush and hopefully hold against a siege for several days.
fellow Pathfinders arrive at the camp, Mahja Firehair The town is about a day’s march away and not ready for an
(CG female orc ragepriest of Sarenrae) offers a quick assault of any kind at present. We will need to prepare the
greeting and shouts for the Pathfinders to find a place town’s defenses when we get there. We have little time to do
to rest for a moment while she tends to other matters. much more, but I think we can ready Freedom Town enough
The PCs have an opportunity to take in the sights of to buy Urgir the time it needs against the rest of the undead
scrambling orcs and their allies. One of the other orcs forces. We set out within the hour, so ready yourselves. If
points them to a relatively clear area where stakes mark a you have any questions or reservations, let me know now.”

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Mahja answers any questions the PCs have. especially with many of them coming over from the
What undead will we be facing? “According to my scouts, Gravelands lately, but there isn’t any kind of recent event
most of the forces are simple undead like skeletons and that explains why they’ve chosen to amass now. The fact
zombies. However, they number in the thousands and even that they’re so organized tells me this isn’t some kind of
though they aren’t difficult to fight, that many undead is still coincidence. Someone gathered these forces intentionally.
an overwhelming number. Additionally, my scouts reported If I had to guess, I would say it’s the Whispering Tyrant. He
zombies that glow with amber light and emit noxious gases, failed to claim Urgir at the Battle of Nine Broken Skulls, so
plus several other undead, like wights, wearing armor and he might be trying again.”
carrying weapons. This suggests to me that many of the Why don’t we just help Urgir’s defenses? “We could, but
forces are intelligent enough to pose greater problems.” I think it’s better to whittle down what forces we can before
Why are the undead attacking now? “We don’t know. they even reach Urgir. It’s probably best to avoid facing
Undead have always been a problem on Belkzen’s borders, the entire army at once if we can. Also, with their current
movement pattern, Freedom Town is directly in the army’s
path. By going to Freedom Town, we have an opportunity
to evacuate its people and have a good strategic point
to fight back against the army. We might lose Freedom
Town in the process, but if we can strike a blow to the
army and save some people, I’m willing to do so.”
Who’s helping us? “Most of the other orc holds
are gathering in Urgir. Today, it’s just us Burning
Sun orcs, you Pathfinders, some friends from the
Knights of Lastwall, and a smattering of other orc
warriors that wanted to join us. We don’t have as
many numbers as these undead, but most of us are
experienced and clever warriors. I’m sure each of us can
fell ten zombies each. What we lack in numbers, we make
up in skill.”
What’s the plan when we get to Freedom Town? “I
assume the undead will want to raze the town, as it gives
them a good opportunity to add more bodies to their
forces. It’s a small town, so I doubt the army and whoever
might be commanding it would expect a force this size to
be hiding nearby. The idea is that we set up defenses, lure
the army to Freedom Town, and ambush them from the
wilderness nearby.”
You’re using Freedom Town as bait? “Yes. I’m not happy
about the possibility of severely damaging or outright losing
the town during this ambush, but it’s our best bet to catch
this army off guard. We’re going to be evacuating all the
citizens, so we don’t have to worry about anyone getting
hurt. Ardax already agreed to take in Freedom Town’s
people and provide supplies, restitution, and other help for
their part in this. If Freedom Town still stands at the end of
the day, Urgir will support the town’s rebuilding.”
Why did we meet you here instead of at Freedom Town?
Aren’t we losing time? “We need to be discreet about this.
My scouts have reported that the undead army has scouts
of its own. There’s a chance that the undead are keeping an
eye on Freedom Town and we don’t want to show our hand

MAHJA FIREHAIR too early. If we gathered outside of Freedom Town, it could


give away our plan, or at least tip off the army that there’s
more at play than just a simple town for the taking.”

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RELIGION (RECALL KNOWLEDGE) HERO POINTS
The PCs can attempt to Recall Knowledge about the undead Once the PCs are ready to travel, remind them that they
Mahja described. A failure grants no information, and each have 1 Hero Point available.
a critical success grants the additional information in the
critical success entry. These checks should be rolled secretly. Marching to Freedom Town
Once the PCs are up to speed on the situation, Mahja
Sulfur Zombie urges them to prepare to travel. The trip to Freedom Town
A PC who succeeds at a DC 22 Religion check to Recall is expected to take most of the remaining day and Mahja
Knowledge knows more about sulfur zombies (page 22). is insistent on avoiding delays. Most of the encampment
Critical Success As a sulfur zombie is always ablaze in some is ready to set off by the time the PCs finish speaking
capacity, fire doesn’t hurt it at all. Additionally, the zombie’s with Mahja. The dried, cracked earth of Belkzen begins
fire is so volatile, it erupts in a massive explosion when the to rumble and clatter as multiple pack animals, dozens of
zombie is destroyed. carts, and hundreds of warriors begin the journey toward
Success Sulfur zombies are much like a typical zombie, save Freedom Town.
that they burn with an inner fire. This putrid fire can blind
anyone the zombie attacks.
Critical Failure A sulfur zombie is always emitting a choking
gas. Anyone standing next to the zombie needs to hold
their breath or begin suffocating from the noxious fumes.

Wight
A PC who succeeds at a DC 18 Religion check to Recall
Knowledge knows more about wights (Pathfinder
Bestiary 332).
Critical Success A wight can lash out just before its destruction.
Anyone standing close to a wight as it’s destroyed should
be ready for the wight to attack in its final moments.
Success Wights are intelligent undead that drain the life
energy from anyone they attack. People slain by a wight
have a chance to rise as a wight themselves.
Critical Failure Wights are unusual undead that feed on
blood. This blood courses through them like it does a living
person, which makes wights susceptible to poisons, unlike
most undead.

SOCIETY (RECALL KNOWLEDGE)


A PC who succeeds at a DC 22 Society check to Recall
Knowledge knows more about Freedom Town. A failure
grants no information, and a critical success grants the
additional information in the critical success entry. These
checks should be rolled secretly.
Critical Success The people of Freedom Town still value their
independence and many citizens are known to be too
proud to ask for help.
Success Freedom Town was established about three
decades ago by criminals and outlaws. It sits in an
area of rich farmland and has become a somewhat
prosperous farming settlement.
Critical Failure Freedom Town was settlement built in secret
UIRCH
by Lastwall’s forces to spy on the orcs of Belkzen. Knowing
the dangers involved with it, Lastwall built a massive network
of secret tunnels beneath the town to aid with escape.

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The trip takes several hours, and the PCs have an Uirch: While Uirch claims membership among the
opportunity to speak with key members of the Burning Burning Sun hold, he has been away from his people for
Sun hold during this time. While the PCs aren’t required some time. Uirch has lately been spending time restoring
to converse with any of these members, doing so gives the the Bastion of Light, a temple of Sarenrae located in
PCs an opportunity to get to know these members better. the Gravelands. Although he has the appearance of an
While this adventure can’t give a full breakdown of the intimidating warrior, Uirch is surprisingly easygoing. He
personalities of each of these characters, the following is casual with others, even strangers, and carries an air
summaries are intended to assist with any conversation of levity about him. Uirch is quick to focus and take a
and roleplaying encounters. matter seriously when it’s called for. He is also happy to
Mahja Firehair: Mahja is the stern, but caring leader share advice to anyone who asks for it. More information
of the Burning Sun orcs. When speaking with others, she on Uirch is found in Lost Omens Knights of Lastwall.
listens intently and makes sure that every person has equal Khagrig Daybreak: Another orc born into the Burning
say in a conversation. While she takes the task at hand Suns hold, Khagrig is now a member of the Knights of
seriously, she also seems eager or excited for the battle Lastwall. His focus is on the training and care of mounts
that awaits. When discussing combat, she makes use of for the Knights. He specifically favors large and unusual
more over-the-top language to describe attacks or strategy, mounts, as much of his experience came with his time
which clashes with her overall reserved personality. dealing with the beasts of Belkzen. While Khagrig is
typically stoic, he opens up more when discussing the
mounts he trains. Khagrig has plenty of experience
dealing with undead directly and offers numerous
combat strategies focused on exploiting the weaknesses
of undead. More information on Khagrig appears in Lost
Omens Knights of Lastwall.

A. ADVANCE FORCES MODERATE


Geir pioneered several magical developments within
Ghasterhall while biding his time for Tar-Baphon’s
return. Among these developments was the ability for
Geir to connect his magic to his undead creations.
This connection allowed Geir to use any of his
undead as the origin point for his spells, even at
great distances. This magical connection had its
limitations, however, and Geir mostly used it as
a conduit for divination magic to keep an eye on
his forces.
During a routine observation of his forces, Geir
noticed a pair of half-orcs some distance away from
his troops. These half-orcs were the Burning Sun
scouts that later reported the army to Mahja. Aware
that his element of surprise was likely ruined, Geir
formulated a plan. He gathered a separate, but still
large, group of undead to send to Urgir as an advance
force. He believed that Urgir would be expecting undead,
and he could fool the city’s defenders with a large enough
force. With the “army” defeated, Urgir would let their
guard down, assuming the worst had passed, and leave
the city open for the main force to attack.
The encounter uses the map on page 8. The PCs begin
KHAGRIG DAYBREAK on the western side of the pass. The rock walls on either
side of the pass are short enough for a creature to move to
the upper part of the pass without needing to climb. Instead,
moving up or down the wall is difficult terrain.

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A. Advance Forces

Z1

Z2
PCs Start Here
Swarm

Z3

Z = Zombie
1 SQUARE = 5 FEET Pathfinder Flip-Mat Classics: Battlefield

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Creatures: Geir commanded hundreds of sulfur swarm makes use of more involved tactics. It begins by
zombies (or the more volatile combustive zombies, for charging the largest collection of PCs, hoping to gnaw on
levels 11–12), clacking skull swarms, and other minor as many of them as possible. It then moves away, hoping
undead to act as his advance force. While he had no to lure PCs to move closer to the zombies. It uses its
hopes that this force could overtake Urgir, he believed it Shrieking Scream to attack the PCs from afar, again trying
could soften the city’s defenses. Specifically, the volatile to affect as many PCs as possible. The swarm tries to keep
zombies could damage to the city walls, making it easier mobile, forcing the PCs to move between the zombies
for his army to destroy them later. This army of undead scattered throughout the battlefield.
intercepts the PCs and their traveling group a few hours
into their journey to Freedom Town. Both sides are Levels 9–10
caught by surprise, but the Burning Suns orcs and rest
of their allies are quick to jump into action to destroy SULFUR ZOMBIES (3) CREATURE 6
these undead. While there is a massive amount of fighting Page 22, art on page 43
going on, this encounter represents only the slice of the
battle that involves the PCs. WEAK CLACKING SKULL SWARM CREATURE 9
The encounter begins with the zombies and swarm Page 22, art on page 42
spread out on the far side of the pass. During combat, the
zombies mindlessly shamble toward the nearest target, Levels 11–12
retaliating against any aggressors. The clacking skull
COMBUSTIVE ZOMBIES (3) CREATURE 8
Page 31

ELITE CLACKING SKULL SWARM CREATURE 11


Page 32, art on page 42

Freedom Town
After the encounter with Geir’s advance forces, Mahja
insists on hurrying to Freedom Town. The remaining
journey takes several hours, with the PCs and the rest
of the forces reaching the town shortly after sunset.
Freedom Town is active when the PCs arrive, with many
of the citizens milling about, preparing to evacuate.
Two half-orcs approach the PCs and Mahja Firehair
as they arrive in Freedom Town. They are Bovar
Ashcaller (CG male half-orc barbarian) and Namiri
Ashcaller (NG female half-orc kineticist), Mahja’s
trusted scouts. After reporting Geir’s army to Mahja,
they returned to Freedom Town in hopes of preparing
the town for the upcoming ambush. Bovar and Namiri
encountered a fair amount of resistance, however, and
eventually dedicated their time to assessing the town’s
current defenses. The twins assumed they could share
their assessments with Mahja once the rest of the
Burning Suns arrived and allow her to take command
of preparing the town.
Mahja takes a moment to introduce Bovar and
Namiri before taking them aside to debrief. After a few
minutes, Mahja returns to the PCs and asks them for
help. Mahja explains that she’s going to help find shelter
CLACKING SKULL SWARM for her people, unload supplies, and generally get the
Burning Suns ready for a fight, so she’s trusting the PCs
to take charge on preparing Freedom Town’s defenses.

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Freedom Town

Aren River
River Street

Dirt
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Goose L
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Market Street
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Key

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1. First Hall
2. Brokeneck Tavern
Wall Street
3. The Sauced God
4. Sharpes Manor
5. Fort Freedom
100 FEET

DEFENDING FREEDOM TOWN minimum preparations required to keep undead forces


Mahja gives the PCs a brief list of the major tasks at bay. Tasks with 0 DP grant benefits to enemies in
required to prepare Freedom Town. The Ashcallers’ later encounters, while tasks with more than 1 DP
latest reconnaissance determined the undead army was grant advantages to the PCs or disadvantages to
relatively close, with their estimates placing the army at enemies. Each task can gain up to 3 DP. Once a given
Freedom Town by morning. This gives the PCs only a task has 3 DP, no further checks for that task can be
few hours to handle these tasks and prepare the town’s made, as the task is fully complete and other tasks take
defenses. The list of different tasks begins on page 11. priority.
The PCs have 6 hours to work with, after which most The initial DC for all checks is DC 26 (DC 28 for
of the Burning Suns and their other allies will stop to levels 11–12). The DC for a given task increases by 2
rest for the night. While some individuals will stay up for each Defense Point already earned for the task. For
to cover watches and work on small tasks throughout example, the DC for a task with 2 DP is DC 30 (DC 32
the night, the bulk of the work needs to be done during for levels 11–12). An initial check for a task covers most
these six hours. PCs make progress toward completing of the simple or obvious steps toward completing a task.
this work by using the Prepare Freedom Town activity The increased DC represents the very specific aspects of
on page 11. The PCs receive 3 rounds to prepare the a task that take more effort to complete.
town, with each round representing 2 hours of work. While the main means of success is using skill checks,
PCs who succeed or critically succeed at their checks consider granting successes (but not critical successes)
earn Defense Points (DP) for the respective task they’re for creative solutions. For example, a PC might use one
coordinating. This adventure assumes that the PCs or two castings of wall of stone instead of attempting
earn at least 1 DP for each task, which represents the a check for the barricade task. These creative solutions

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don’t change the amount of time needed to complete Critical Success Your contributions toward your task are
the activity, as the PC is spending the rest of the time significant. You earn 2 Defense Points for your task.
directing other workers and contributing in other ways. Success You complete a fair amount of work. You earn 1
Take note of the number of DP that the PCs earn for Defense Point for your task.
their tasks. Each task can have a different effect on later Failure While you put in work toward your task, there is still a
encounters in this adventure, including an encounter that lot of work to do. You don’t earn any Defense Points.
interrupts these preparations. Encounter B (see page 13) Critical Failure A major setback such as an accident, injury,
takes place after the second round of preparations. destruction of supplies, and so on puts you behind schedule.
You don’t lose Defense Points, but you can’t Prepare Freedom
PREPARE FREEDOM TOWN Town for 1 round as you work to make up for lost time on
You spend two hours directing others and helping with your task. You can still Aid on a different character’s check
important tasks around Freedom Town. Choose a specific task to Prepare Freedom Town in the next round.
you’d like to address. Attempt a skill check listed for your chosen
task. Only one character can attempt a check for a given task at Barricades
a time, though other characters can Aid your check instead of While Freedom Town has a small fort near its center,
making their attempt to Prepare Freedom Town. most of the town is made of wooden dwellings that lack
Fort Freedom’s palisades. PCs can help erect barricades
at key locations throughout the town, as well as digging
simple trenches or placing smaller barricades outside of
the town.
Applicable Skills: Athletics, Crafting, Warfare Lore
0 Defense Points: Without any suitable defenses, enemy
forces move in and around Freedom Town with ease.
Enemies in encounter C and D gain a +1 circumstance
bonus to their initiative rolls.
1 Defense Point: The PCs set up a few defenses that help
slow down the undead forces.
2 Defense Points: The town’s defenses impede the
undead forces. Enemies in encounter C and D take a –1
circumstance penalty to their initiative rolls.
3 Defense Points: The town’s defenses severely hamper
the undead forces. Enemies in encounter C and D take
a –2 circumstance penalty to their initiative rolls and are
slowed 1, or increase their slowed value by 1, during the
first round of combat.

Evacuation
Many of Freedom Town’s citizens are still in the town.
While many of the citizens are planning to keep out of
the way during the attack, they still represent a liability,
especially if the fighting spills into the town itself.
Mahja prefers that any citizens not willing to fight
be evacuated instead. She has set some of her hold’s
members aside to serve as escorts for these citizens
and lead them toward the safety of Urgir.
PCs who critically succeeded at their Society
check to learn about Freedom Town might
remember that the citizens are typically not the
kind to ask for help, which is part of the reason that
BOVAR evacuating the town is taking so long. If a PC keeps
this in mind and is tactful with their attempt, such as
by being clear that they’re here to help or by acting

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as an authority figure with the citizens’ best interests in 2 Defense Points: Several of the citizens make their
mind, it goes a long way toward a successful evacuation. way out of Freedom Town. The citizens share some of
A PC who does this gains a +2 circumstance bonus to their knowledge of the town and its surroundings, which
their check in this situation. help the PCs navigate the area easier. The PCs gain a +1
Applicable Skills: Deception, Diplomacy, Intimidation, status bonus to their initiative rolls during encounter B,
Performance, Society C, and D. Additionally, an elderly, retired criminal hands
0 Defense Points: Citizens are scattered throughout the PCs her +1 striking disrupting battle axe, a prized
the town and surrounding wilderness, making them possession that she never took the time to fence.
easy prey for the undead. Enemies in encounter C and 3 Defense Points: The PCs convince all of the town’s
D begin combat with temporary Hit Points equal to non-combatants to evacuate. As they leave, the citizens
their level. share their knowledge of Freedom Town and the
1 Defense Point: Enough of the citizens have left surrounding wilderness. The PCs gain a +2 status bonus
Freedom Town to avoid getting in the way. Some of the to their initiative rolls during encounter B, C, and D.
citizens thank the PCs for the help by giving them a gift Rewards: The gift of heirlooms and other valuables
of family heirlooms and other valuables. aren’t worth a great deal individually, but the large
number gifted to the PCs ends up totaling 120 gp if
sold to the right collector. For levels 11–12, a group of
wealthy merchants are visiting some relatives and they
add several finely cut gems to the reward, increasing
the total to 450 gp. In addition, the battle axe is an
especially storied relic for levels 11–12 and is instead a
+2 striking disrupting battle axe.

Scouting
Expecting much of the ambush and subsequent battle
to occur outside of Freedom Town, Mahja asks the PCs
to assess the town’s surroundings. The PCs must travel
throughout the surrounding wilderness, getting the lay
of the land and locating key features of the area. The
PCs can invite Bovar and Namiri Ashcaller with them
during the scouting attempt. The Ashcallers share what
they know of the wilderness and grant the PCs a +2
circumstance bonus to their checks to scout.
Applicable Skills: Athletics, Acrobatics, Perception,
Nature, Survival
0 Defense Points: The PCs’ lack of understanding of
the wilderness allows their enemies to catch them off
guard. Enemies in encounter C and D begin combat
with their reactions and are quickened 1 for the first
round of combat. They can use the extra action to Step
or Stride.
1 Defense Points: The PCs get a basic understanding
of the town’s surroundings, enough that they’re able to
avoid any ambushes.
2 Defense Points: The PCs get a better understanding
of the wilderness. The PCs ignore the natural difficult
terrain during encounters B, C, and D.
3 Defense Points: The PCs know the wilderness
well and move through it almost supernaturally.
NAMIRI During encounters B, C, and D, the PCs gain a +5-foot
circumstance bonus to their Speed and ignore the
natural difficult terrain.

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In Glorious Battle
Tending Wards
The Burning Sun hold makes use of several riding drakes Many members of the Burning Suns are worshippers of
as battle mounts. While the Burning Sun orcs typically Sarenrae. Using their knowledge of undead and divine
use only a few drakes at a time, they plan to use all the magic, the faithful Burning Sun orcs look to create
hold’s drakes for the assault tomorrow. This has left the magical wards to repel or weaken the incoming undead.
hold’s wranglers stretched thin as they work to prepare These orcs are led by Uirch, who uses the knowledge
the drakes for combat. Khagrig Daybreak is helping he acquired while restoring the Bastion of Light to help
where he can, but even his assistance isn’t enough. The fortify the wards. The PCs can offer their magical insight
PCs can help by serving as impromptu wranglers for the or anatomical knowledge of undead to support in the
hold’s younger drakes. creation of these wards.
Applicable Skills: Athletics, Diplomacy, Intimidation, Applicable Skills: Arcana, Medicine, Occultism, Religion
Nature, Survival 0 Defense Points: The wards backfire, empowering
0 Defense Points: Some of the riding drakes refuse the undead. Enemies in encounter C and D gain a +1
to fly out into combat as they stay back to take care of circumstance bonus to their DCs.
their neglected young. Without these drakes in the sky, 1 Defense Point: A few wards are placed around
the undead can move about the battlefield much more the town. While they are helpful, they don’t offer any
freely. Enemies in encounter C and D gain a +5-foot significant advantage during the attack.
circumstance bonus to their Speed. 2 Defense Points: The magical wards weaken the
1 Defense Points: All the hold’s riding drakes join the undead. The enemies in encounters B, C, and D are
combat, and their presence gives the undead forces pause. enfeebled 1 during the first round of combat.
2 Defense Points: The riding drakes make sure to 3 Defense Points: The wards significantly weaken
provide their support for the caretakers of their young. the undead. The enemies in encounters B, C, and D are
The drakes swoop down during encounter D to breathe enfeebled 2 during the first round of combat. Additionally,
fire and deal moderate damage against the undead (see the PCs gain a +1 circumstance bonus to saving throws
the Hazards entry of encounter D starting on page 18). during encounters B, C, and D.
3 Defense Points: The riding drakes grant even greater
support to the caretakers of their young. The drakes B. WIGHT SCOUTS MODERATE
swoop down during encounter D to breathe fire and deal After the PCs complete the second round of preparing
major damage against the undead (see the Hazards entry defenses for Freedom Town, a group of undead scouts
of encounter D starting on page 18). attacks the town. The PCs are the closest to the enemies
and are therefore the first to respond to the undead
Traps incursion. This encounter uses the map on page 14.
In addition to any other fortifications, placing snares, The battle takes place at night, but there is enough light
pitfalls, and other traps in and around Freedom Town from the moon and the town that the area has dim light
would go a long way to defending the town. Many of throughout. The water is shallow enough to not require
the undead marching toward the town are stopped or a creature to swim through it, but still deep enough that
outright destroyed by simpler traps, so saturating the it’s difficult terrain.
area with traps is in the town’s best interest. Creatures: After attempting to check back in with
Applicable Skills: Crafting, Stealth, Survival, Thievery his advance forces, Geir realizes that something has
0 Defense Points: With no traps in place, the undead destroyed his undead. Unsure as to what transpired, and
can march about with impunity. Enemies in encounter C recognizing the difference solid intelligence will make in
and D gain a +5-foot circumstance bonus to their Speed. the coming conflict, he sends several groups of wights to
1 Defense Point: The limited number of traps is enough scout ahead. One group arrives at Freedom Town, only
to trip up and disrupt the undead armies. to run into the PCs as they are amid their preparations.
2 Defense Points: The multitude of traps do a fair bit of During combat, the archers keep to the far side of the
work to damage the undead before reaching the town’s bridge and harry the PCs. The other wights Hide under
forces. Enemies in encounters B, C, and D begin combat the bridge (rolling Stealth for initiative) and attempt to
with 4d6 fewer Hit Points. catch the PCs unaware when they approach the bridge.
3 Defense Points: The countless traps severely damage Depending on what preparations the PCs have completed,
the undead before reaching the town’s forces. Enemies in they might have some advantages in this combat, such as
encounters B, C, and D begin combat with 6d6 fewer Hit bonuses to certain rolls or even the ability to move across
Points and are clumsy 1 during the first round of combat. the water unhindered.

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In Glorious Battle
B. Wight Scouts

PCs Start Here

H2

H1

A1

A2

A = Archer Wight (Hunter or Deadeye)


H = Hidden Wight (Stalker or Prowler)
1 SQUARE = 5 FEET Pathfinder Flip-Mat Classics: Battlefield

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In Glorious Battle
Levels 9–10 Rewards: In addition to their gear, this group of
wights carries a type II bag of holding used to store
SMOKESIGHT HUNTER WIGHTS (2) CREATURE 7 grisly trophies from defeated foes. For levels 11–12, these
Page 24, art on page 42 trophies included signet rings of wealthy families whose
scions had joined the Knights of Lastwall. They reward
SMOKESIGHT STALKER WIGHTS (2) CREATURE 7 anyone who can help inform them of the knights’ fates,
Page 25 offering 300 gp for the return of the rings.

Levels 11–12 The Next Day


After three rounds of working to prepare Freedom Town
SMOKESIGHT DEADEYE WIGHTS (2) CREATURE 9 for the attack, the PCs have a chance to rest. PCs might
Page 33 wish to continue working on Freedom Town’s defenses,
but with most of the Burning Sun orcs and their allies
SMOKESIGHT PROWLER WIGHTS (2) CREATURE 9 choosing to rest, there aren’t enough people available to
Page 34 make any significant progress.
The next day, Mahja wakes Freedom Town with a
loud note from a horn shortly before sunrise. Most of her
fellow Burning Suns are quick to prepare for battle. The
PCs have enough time to make their daily preparations
while Freedom Town readies itself. During this time
Mahja takes some time to give a speech ahead of the
day’s battle.
Read or paraphrase the following.

Mahja Firehair makes her way to the center of Freedom


Town. There is electricity in the air as warriors of all kinds
stretch and prepare for the battle ahead. A wave of murmurs
grows into a sea of stomps, rattling of weapons, and loud
growls and yelling. Once Mahja reaches the center of the
crowd, she jumps onto a wagon and raises a closed fist,
which immediately silences the town.
“Brothers, sisters, family, and friends. We don’t know why
the dead have chosen to rise and enter our lands once more,
but I know that we will respond. Belkzen is our home and we
have proven before that any undead that dare tread in our
home will only meet destruction. Be they a mass of bones or
the Tyrant himself, we will stand together, and we will tear
them down!”
A cheer erupts from the crowd. Mahja pauses
long enough to allow the moment of levity before
motioning for silence and continuing, “I can’t say for sure if
all of us are enough to stop the armies of the dead on this
day. However, I can say we will give them Hell! Whoever
these undead are, or whoever sent them, all will learn that
we are more dangerous than they’ve ever imagined. We will
fight! Dawnflower, guide us! If I must give my life to protect
Belkzen, I am ready to do so! Let’s show these shamblers
that even death can’t protect them from the might of an orc!”
SMOKESIGHT HUNTER WIGHT Battle cries echo throughout Freedom Town and out through
the valley as Mahja leads the march out to the wilderness
around town.

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Shortly after Mahja finishes her speech, several do, add its treasure and associated treasure bundle to the
explosions beyond Freedom Town signal the arrival of reward for defeating encounter D (see below.)
Geir’s forces. As dozens of zombies detonate throughout Creatures: Several zombies found their way to
the wilderness, the nearby fields and forests catch fire, the less fortified farmhouses on the edge of town and
filling the sky with the light of a burning sunrise. detonated, setting some of the homes on fire. These
zombies are mindlessly attacking what homes they can
C. AN EARLY ATTACK LOW and occasionally detonating. While these zombies would
While most of the explosions occur as Freedom Town’s generally be a low priority for Freedom Town’s forces,
force meet with the undead army outside of the town, they could cause some major damage if they set more
there is a large explosion and cries of help from a of the farmhouses on fire and the fire were to spread in
farmhouse on the eastern edge of town. Although the the rest of the town. The zombies begin near the large
rest of Freedom Town’s forces are focused on undead farmhouse and mindlessly attack the nearest creature.
elsewhere, the PCs hear these cries and can make their way Use the map on page 17 for this encounter.
over to help. If you are running low on time or typically
run low on time when running scenarios with numerous Levels 9–10
combat encounters, you can skip this encounter. If you
ELITE SULFUR ZOMBIES (3) CREATURE 7
Page 27, art on page 43

Levels 11–12
ELITE COMBUSTIVE ZOMBIES (3) CREATURE 9
Page 36

Hazard: The fire has already spread to the nearby


trees and poses a serious risk. Creatures that end their
turn adjacent to the burning trees take 4d6 fire damage.
Creatures that enter these squares take the same amount
of damage and must attempt a DC 25 Reflex save. On
a failed save, the creature catches on fire, taking 2d6
persistent fire damage.
Rewards: While most of the farmhouses are empty,
this one isn’t. A local farmer named Trinn Jovas emerges
from the house once the PCs destroy the zombies. He
had intended to join the fight but grew apprehensive
shortly before the attack began and hid in his home,
quickly becoming surrounded by zombies. He thanks the
PCs profusely and even gives them his silver necklace—a
gift from a well-off uncle in Caliphas—as a reward for
saving his life. Now reinvigorated after having watched
the PCs fight, he makes his way to Freedom Town to join
the battle. This piece of jewelry is a masterpiece necklace
worth 200 gp. For level 11–12, small sapphires accent
the piece, increasing its value to 500 gp.

D. BATTLE AMONG THE FLAMES SEVERE


The main battle takes place in the wilderness surrounding
the town. A large portion of the undead forces are weak
undead such as skeletons and zombies, which the Burning
SULFUR ZOMBIE Sun orcs, Pathfinders, Knights of Lastwall, townsfolk, and
the PCs’ defenses dispatch with ease. Freedom Town’s
forces make use of their knowledge of the environs, hit and

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In Glorious Battle
C. An Early Attack

Z3
Z2

Z1

PCs Start Here

Z = Zombie
1 SQUARE = 5 FEET Pathfinder Flip-Mat: Forest Fire

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In Glorious Battle
run tactics, and their general combat prowess to catch these Hazards: The rocky steps in this area are difficult terrain.
undead off guard. More powerful undead such as ghouls As with the burning trees at the farmhouse, the burning
and wights are mixed in along with these other forces. While trees here can burn creatures. Creatures that end their
they pose a greater threat, many of Freedom Town’s skilled turn adjacent to the burning trees take 4d6 fire damage.
warriors, including the PCs, can face off with these undead Creatures that enter these squares take the same amount
without issue. This is a good opportunity to ask the players of damage and must
for descriptions of their PCs cutting through weaker swaths attempt a DC 25 Reflex
of undead as they make their way toward more powerful save. On a failed save, the
undead forces. You can also describe key NPCs facing off creature catches on fire,
with undead and giving an acknowledgement to the PCs taking 2d6 persistent fire
before returning to battle. The general atmosphere is one of damage.
chaos, but also of mounting success as the forces push the In addition to the burning trees, the
undead back over the span of several hours. massive forest fire threatens to further harm
Creatures: Later in the battle, the PCs cross paths with and hamper the combatants. The dangers of
some of the powerful undead leading Geir’s army. Geir the forest fire grow more dire as the combat
tasked several powerful wight captains and commanders continues as noted here.
to lead the charge and face off with the more powerful • Round 1: The heat of the forest fire causes all
warriors of Urgir. Various squads of wights move creatures on the battlefield to take 2d6 fire damage
throughout the fight and once such group catches wind at the end of each of their turns.
of the PCs as they move through the burning wilderness.
The wights begin in the upper portion of the area, with
the archers using their ranged attacks to pepper the PCs
as they approach. The stealthier stalker or prowler wight
disguises themself as a corpse and lies in wait near the leader,
hoping to ambush the PCs once they close the distance. The
wight leader does their best to keep on the move when
necessary to avoid flanking and suboptimal positioning.
The wights try to focus on the same target, when possible,
to take advantage of flanking and other benefits of good
positioning. Use the map on page 19 for this encounter.

Levels 9–10
SMOKESIGHT HUNTER WIGHTS (2) CREATURE 7
Page 28, art on page 42

SMOKESIGHT STALKER WIGHT CREATURE 7


Page 29

SMOKESIGHT WIGHT CAPTAIN CREATURE 10


Page 29, art on page 43

Levels 11–12
SMOKESIGHT DEADEYE WIGHTS (2) CREATURE 9
Page 37

SMOKESIGHT PROWLER WIGHT CREATURE 9


Page 38 SMOKESIGHT WIGHT
COMMANDER
SMOKESIGHT WIGHT COMMANDER CREATURE 12
Page 38 art on page 43

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In Glorious Battle
D. Battle Among the Flames
PCs Begin Here

Enemies Begin Here

1 SQUARE = 5 FEET Pathfinder Flip-Mat: Forest Fire

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In Glorious Battle
• Round 2: Smoke begins to spread throughout the filled with a jet-black emptiness and thick, dark ichor dripping
battlefield, causing all creatures in the combat from its torn neck. “I think this one will fit well among the
to become concealed. As noted in the undead’s nine broken skulls in Urgir. I’m sure Ardax will be pleased to—”
statistics, they can all see through the smoke and The head’s eyes flare to life with the all-too-familiar red
ignore the concealment. glow typical of wights. Almost instantaneously, the light
• Round 3: The heat grows more intense, causing all shifts to a dark purple hue and a loud hissing begins to
creatures to take 4d6 fire damage at the end of each emanate from the head. The symbol of Sarenrae pinned in
their turns. If the PCs earned 2 or 3 Defense Points Mahja’s hair glows bright and a horrified realization flashes
while tending to the drakes, they swoop in now to across her face. Quicker than a flame burns dried grass at the
unleash their fire breath against the undead. This height of summer, Mahja pulls the head in to her chest and
deals 6d6 fire damage to the undead, or 8d6 fire turns away while yelling “Get back!” As she throws herself to
damage if the PCs earned 3 DP. the ground to cover the head, the hiss becomes a deafening
• Round 4: The smoke grows thicker, causing anyone pop and Mahja becomes enveloped in a pitch-black light. The
who breathes it to become sickened 1, creatures light is gone in an instant, leaving Mahja’s unresponsive body
can hold their breath to avoid being sickened. Geir thrown about on the ground.
intercedes for his commanders and uses one of his
magical developments in Ghasterhall to grant the Geir had placed his negative energy bomb within the
undead fire resist 5 to help reduce the effects of the wight that Mahja slew. It detonated several minutes
forest fire. The undead must still contend with the after the wight’s destruction, just as Geir had designed
smoke’s sickening effects. it. Mahja realized what was about to happen and, with
• Round 5: The heat is nearly unbearable, dealing 8d6 Sarenrae’s aid, absorbed the entirety of the bomb’s energy.
fire damage to all creatures at the end of each of If the PCs check on Mahja’s body, they find that she
their turns for the remainder of the combat. is dead, killed by the massive influx of negative energy.
• Round 6: The smoke is so thick that it’s nearly Attempts to heal her are ineffective and even a quick
impossible to breathe. Creatures must hold their breath of life fails to help her, as the bomb is a death
breath or begin suffocating (Core Rulebook 478). effect. There is nothing the PCs can do to bring Mahja
Rewards: The wight’s gear is of substantial value, back to life.
including a standard grade adamantine shield. For levels Eventually, the rest of Freedom Town’s forces will
11–12, the wight commander also wears a finely wrought learn of Mahja’s fate. The PCs could bring the body
mithral circlet worth 600 gp. back to the town or one of the other Burning Suns orcs
could come find Mahja and the PCs at the end of the
Conclusion battle. Regardless of how the Burning Sun learns of the
Once the PCs defeat the wights, they can move away death of its leader, there is immense grief. The Burning
from the area to escape the wildfire. When they’re out in Sun orcs believe the PCs’ explanation of the events
the open, they see that the undead army has been nearly surrounding Mahja’s death and bear no ill will toward
wiped out. A combination of Freedom Town’s forces, them or the Pathfinders.
the PCs’ defenses, superior tactics, and the wildfire made The PCs might take some time to mourn, or simply
quick work of most of the undead. Mahja finds the PCs look to start making their way back home. Before they
shortly after the battle, wounded but generally well. She leave, Uirch finds them and thanks them for their help.
carries a joyful look on her face and the head of one of He seems in high spirits, even after the death of Mahja.
the powerful wights in her hand—a trophy to take back He explains that while the losses today were tragic,
to Urgir. She rushes to the PCs with excitement, eager there is also hope among the Burning Sun hold. First,
to trade tales of the day’s battles. The PCs have a few the undead forces were defeated and Belkzen will remain
minutes to share in this excitement with Mahja before safe for the time being. The other reason for hope is that
Geir’s secret weapon activates. Mahja’s body bears a Vow Mark.
Read or paraphrase the following to proceed. The PCs are unlikely to have heard of a Vow Mark,
so Uirch notes the significance to them. He explains that
Mahja Firehair unleashes a bellowing laugh. It almost sounds orcs believe that they can challenge a god in the afterlife
like a howl as it echoes throughout the valley. “Well, I think in a process referred to as the Crucible. An orc can
we managed to stop the undead. If there are more, I’m sure declare a vow shortly before their death. Upon dying,
we could take them, but I think we’ve earned a bit of rest for the orc can challenge a god directly for godhood. If the
the moment.” She holds up the wight’s head, its eye sockets orc wins, the god is slain, and the orc can claim divinity

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In Glorious Battle
to become a god themselves. If the orc loses, their soul
is destroyed, and they can’t be resurrected or move
elsewhere in the afterlife. An orc undergoing the Crucible
always manifests a symbol, like a glowing scar, known
as a Vow Mark. Uirch excitedly shares that Mahja’s
body had a Vow Mark on her neck, showing that she’s
undergoing the Crucible.
Uirch can’t explain much more about the Crucible,
as it’s a mysterious phenomenon. He does note that
disturbing a body bearing a Vow Mark risks drawing
bad luck or a curse. They’ll be leaving Mahja’s body
here, with some members of the Burning Sun to guard
her, while she completes the Crucible. This could take
days or even months, Uirch explains, but it is an exciting
time for the Burning Sun hold.
There’s a party in Freedom Town that night as people
celebrate the destruction of the undead army, the saving
of the town, and Mahja’s undertaking of the Crucible.
The mood is one of joy and hope, even with the death of
Mahja. The PCs, along with the rest of the Pathfinders,
are celebrated as heroes of the Battle of the Burning River
and earn fame and respect among the Burning Sun hold.

REPORTING NOTES
If the PCs achieved at least 1 Defense Point in every task,
check box A. If they earned 0 points in any task, check
box B.

PRIMARY OBJECTIVES
The PCs fulfill their primary objective and earn 2
Reputation with their chosen faction if they successfully
defeat Encounter D.

SECONDARY OBJECTIVES
The PCs fulfill their secondary objective if they earn at
least 1 Defense Point on every task in Preparing Freedom
Town. Doing so earns each PC 2 additional Reputation
with their chosen faction.

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Appendix 1: Level 9–10
Encounters SCALING ENCOUNTER A
The statistics presented in this appendix include full To adjust for the PCs’ overall strength, use the
stat blocks for creatures and hazards appearing in this following Challenge Point adjustments.
scenario. These encounters are written for four 9th- 10–11 Challenge Points: Add one sulfur zombie to
level PCs. If your group has a different composition or the encounter.
size, refer to the Organized Play section on page 44 for 12–13 Challenge Points: Replace all sulfur zombies
instructions on how to use the scaling sidebars to adjust with elite sulfur zombies and add one elite sulfur
the encounters for your group. zombie to the encounter.
Some scaling sidebars reference the elite or weak 14–15 Challenge Points: Replace all sulfur zombies
adjustments. Rules for these adjustments appear on with elite sulfur zombies, replace the weak clacking
page 6 of the Pathfinder Bestiary. If a creature is marked skull swarm with a clacking skull swarm, and add one
“(0),” don’t include it in the encounter unless otherwise elite sulfur zombie to the encounter.
specified (likely from the scaling sidebars). 16–18 Challenge Points (5+ players): Replace all
sulfur zombies with elite sulfur zombies, replace
ENCOUNTER A (LEVELS 9–10) the weak clacking skull swarm with a clacking skull
swarm, and add two elite sulfur zombies to the
SULFUR ZOMBIES (3) CREATURE 6 encounter.
NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE
Pathfinder Bestiary 3 303
Perception +12; darkvision
Skills Athletics +15, Stealth +12
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2
Slow A sulfur zombie is permanently slowed 1 and can’t
use reactions.
AC 23; Fort +16, Ref +12, Will +10
HP 125, negative healing; Immunities death effects, disease, Weaknesses area damage 10, splash damage 10; Resistances
fire, mental, paralyzed, poison, unconscious; Weaknesses bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10,
positive 5, slashing 5 slashing 10
Death Throes When a sulfur zombie dies, its body explodes Boneshard Burst When a clacking skull swarm is reduced to 0
in a 30-foot burst of fire and debris that deals 2d10 Hit Points, it erupts in an explosion of foul energy and bone
bludgeoning and 2d10 fire damage to each creature in the fragments in a 30-foot burst, dealing 2d12–2 piercing damage
area (DC 21 basic Reflex save). and 2d12–2 negative damage (DC 27 basic Reflex save).
Speed 30 feet Chattering Teeth (arcane, auditory, aura, emotion,
Melee [one-action] fist +17, Damage 2d6+5 bludgeoning plus 1d6 enchantment, incapacitation, mental) 60 feet. A clacking
persistent fire and blinding sulfur skull swarm emits a cacophony of chattering. A creature
Blinding Sulfur (incapacitation) A sulfur zombie burns with entering or beginning its turn within the area must succeed
putrid inner fire. A creature hit by a sulfur zombie’s fist at a DC 27 Will save or become confused for 1 round. A
Strike must attempt a DC 22 Fortitude save. On a failure, creature that successfully saves is immune to that swarm’s
the creature is blinded for 1 round, or for 1 minute on a chattering teeth for 24 hours. The swarm can stop or
critical failure. resume this ability as a free action.
Speed 25 feet
WEAK CLACKING SKULL SWARM CREATURE 9 Shrieking Scream [two-actions] (auditory, emotion, enchantment, fear,
UNCOMMON NE LARGE MINDLESS SWARM UNDEAD mental) The clacking skull swarm emits a terrifying, painful
Pathfinder Bestiary 3 6, 244 scream that deals 10d6–4 sonic damage to all creatures
Perception +16; darkvision in a 30-foot cone (DC 27 basic Will save). A creature that
Skills Acrobatics +17 fails this save is also frightened 1 (frightened 2 on a critical
Str –3, Dex +3, Con +4, Int –5, Wis +2, Cha +4 failure). The swarm can’t use Frightening Scream again for
AC 27; Fort +18, Ref +17, Will +14 1d4 rounds.
HP 100, negative healing; Immunities death effects, disease, Swarming Gnaw [one-action] Each enemy in the swarm’s space takes
mental, paralyzed, poison, precision, unconscious; 4d8–2 piercing damage (DC 27 basic Reflex save).

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ELITE SULFUR ZOMBIE (0) CREATURE 7 CLACKING SKULL SWARM (0) CREATURE 10
UNCOMMON NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE NE LARGE MINDLESS SWARM UNDEAD
Pathfinder Bestiary 3 6, 303 Pathfinder Bestiary 3 244
Perception +14; darkvision Perception +18; darkvision
Skills Athletics +17, Stealth +14 Skills Acrobatics +19
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2 Str –3, Dex +3, Con +4, Int –5, Wis +2, Cha +4
Slow A sulfur zombie is permanently slowed 1 and can’t use AC 29; Fort +20, Ref +19, Will +16
reactions. HP 120, negative healing; Immunities death effects, disease,
AC 25; Fort +18, Ref +14, Will +12 mental, paralyzed, poison, precision, unconscious;
HP 145, negative healing; Immunities death effects, disease, Weaknesses area damage 10, splash damage 10;
fire, mental, paralyzed, poison, unconscious; Weaknesses Resistances bludgeoning 5, cold 10, electricity 10, fire 10,
positive 5, slashing 5 piercing 10, slashing 10
Death Throes When a sulfur zombie dies, its body explodes Boneshard Burst When a clacking skull swarm is reduced to 0
in a 30-foot burst of fire and debris that deals 2d10+2 Hit Points, it erupts in an explosion of foul energy and bone
bludgeoning and 2d10+2 fire damage to each creature in fragments in a 30-foot burst, dealing 2d12 piercing damage
the area (DC 23 basic Reflex save). and 2d12 negative damage (DC 29 basic Reflex save).
Speed 30 feet Chattering Teeth (arcane, auditory, aura, emotion,
Melee [one-action] fist +19, Damage 2d6+7 bludgeoning plus 1d6 enchantment, incapacitation, mental) 60 feet. A clacking
persistent fire and blinding sulfur skull swarm emits a cacophony of chattering. A creature
Blinding Sulfur (incapacitation) A sulfur zombie burns with entering or beginning its turn within the area must succeed
putrid inner fire. A creature hit by a sulfur zombie’s fist at a DC 29 Will save or become confused for 1 round. A
Strike must attempt a DC 24 Fortitude save. On a failure, creature that successfully saves is immune to that swarm’s
the creature is blinded for 1 round, or for 1 minute on a chattering teeth for 24 hours. The swarm can stop or
critical failure. resume this ability as a free action.
Speed 25 feet
Shrieking Scream [two-actions] (auditory, emotion, enchantment, fear,
mental) The clacking skull swarm emits a terrifying, painful
scream that deals 10d6 sonic damage to all creatures in a
30-foot cone (DC 29 basic Will save). A creature that fails
this save is also frightened 1 (frightened 2 on a critical
failure). The swarm can’t use Frightening Scream again for
1d4 rounds.
Swarming Gnaw [one-action] Each enemy in the swarm’s space takes
4d8 piercing damage (DC 29 basic Reflex save).

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In Glorious Battle
ENCOUNTER B (LEVELS 9–10) SCALING ENCOUNTER B
To adjust for the PCs’ overall strength, use the
SMOKESIGHT HUNTER WIGHTS (2) CREATURE 7 following Challenge Point adjustments.
UNCOMMON LE MEDIUM UNDEAD WIGHT 10–11 Challenge Points: Add one hunter wight to
Variant hunter wight (Book of the Dead 168) the encounter.
Perception +16; darkvision 12–13 Challenge Points: Replace both hunter
Languages Common, Necril wights with elite hunter wights and add one hunter
Skills Athletics +14, Crafting +14, Intimidation +12, Stealth +17 wight to the encounter.
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2 14–15 Challenge Points: Replace both hunter
Items +1 composite longbow, leather armor, snare kit wights with elite hunter wights, replace both stalker
Smoke Vision The hunter wight ignores the concealed wights with elite stalker wights, and add one hunter
condition from smoke. wight to the encounter.
AC 24; Fort +13, Ref +17, Will +14 16–18 Challenge Points (5+ players): Replace both
HP 112, negative healing; Immunities death effects, disease, stalker wights with elite stalker wights, and add two
paralyzed, poison, unconscious elite hunter wights to the encounter.
Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Points; Effect The hunter wight has rigged their own body
with a snare, which they trigger before being destroyed.
Slivers of bone launch at an adjacent creature, dealing 4d8
piercing damage (DC 25 basic Reflex save).
Speed 25 feet
Melee [one-action] claw +16 (agile), Damage 1d8+9 slashing plus
drain life
Ranged [one-action] composite longbow +18 (deadly d10, propulsive,
range increment 100 feet, volley 30 feet), Damage 1d8+7
piercing plus drain life
Drain Life (divine, necromancy) When the hunter wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 7 temporary Hit Points, and the
creature must succeed at a DC 22 Fortitude save or become
drained 1. Further damage dealt by the hunter wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Spawn Hunter Wight (divine, necromancy) A living humanoid
killed by a hunter wight’s weapon or claw Strike rises as
a hunter wight after 1d4 rounds. This spawn is under the
command of the hunter wight that killed them. They don’t
have drain life or spawn hunter wight and are clumsy 2
for as long as they’re a hunter wight spawn. If the creator
of the hunter wight spawn dies, the hunter wight spawn
becomes a fully autonomous hunter wight; they regain
their free will, gain drain life and spawn hunter wight, and
are no longer clumsy.

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In Glorious Battle
SMOKESIGHT STALKER WIGHTS (2) CREATURE 7 ELITE SMOKESIGHT HUNTER WIGHT (0) CREATURE 8
UNCOMMON LE MEDIUM UNDEAD WIGHT UNCOMMON LE MEDIUM UNDEAD WIGHT
Variant prowler wight (Book of the Dead 168) Variant hunter wight (Book of the Dead 168)
Perception +15; darkvision Perception +18; darkvision
Languages Common, Necril Languages Common, Necril
Skills Acrobatics +15, Deception +15 (+17 to Feint), Stealth +17 Skills Athletics +16, Crafting +16, Intimidation +14, Stealth +19
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2
Items +1 striking dagger, leather armor Items +1 composite longbow, leather armor, snare kit
Smoke Vision The stalker wight ignores the concealed Smoke Vision The hunter wight ignores the concealed
condition from smoke. condition from smoke.
AC 25; Fort +14, Ref +17, Will +13 AC 26; Fort +15, Ref +19, Will +16
HP 115, negative healing; Immunities death effects, disease, HP 132, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious paralyzed, poison, unconscious
Final Spite [reaction] Trigger The stalker wight is reduced to 0 Hit Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Points; Effect The stalker wight makes a Strike before Points; Effect The hunter wight has rigged their own body
being destroyed. They don’t gain any temporary HP from with a snare, which they trigger before being destroyed.
drain life on this Strike. Slivers of bone launch at an adjacent creature, dealing
Speed 25 feet 4d8+4 piercing damage (DC 27 basic Reflex save).
Melee [one-action] dagger +18 (agile, finesse, magical, versatile S), Speed 25 feet
Damage 2d4+4 piercing plus drain life Melee [one-action] claw +18 (agile), Damage 1d8+11 slashing plus drain life
Melee [one-action] claw +17 (agile, finesse), Damage 1d8+4 slashing Ranged [one-action] composite longbow +20 (deadly d10, propulsive,
plus drain life range increment 100 feet, volley 30 feet), Damage 1d8+9
Drain Life (divine, necromancy) When the stalker wight piercing plus drain life
damages a living creature using an unarmed attack or their Drain Life (divine, necromancy) When the hunter wight
bound weapon, they gain 7 temporary Hit Points, and the damages a living creature using an unarmed attack or their
creature must succeed at a DC 22 Fortitude save or become bound weapon, they gain 8 temporary Hit Points, and the
drained 1. Further damage dealt by the stalker’s wight’s creature must succeed at a DC 24 Fortitude save or become
unarmed and bound weapon attacks increases the value of drained 1. Further damage dealt by the hunter wight’s
the drained condition by 1 on a failed save, to a maximum unarmed and bound weapon attacks increases the value of
of drained 4. the drained condition by 1 on a failed save, to a maximum
Feign Death [one-action] (concentrate) The stalker wight quenches the of drained 4.
telltale red glow in their eye sockets, falls prone, and lies Spawn Hunter Wight (divine, necromancy) A living humanoid
completely still. Until the next time they act, the stalker killed by a hunter wight’s weapon or claw Strike rises as
wight appears to be an ordinary corpse. They have an a hunter wight after 1d4 rounds. This spawn is under the
automatic result of 35 on Deception checks and DCs to command of the hunter wight that killed them. They don’t
pass as an ordinary corpse. have drain life or spawn hunter wight and are clumsy 2
Sneak Attack The stalker wight deals an additional 2d6 for as long as they’re a hunter wight spawn. If the creator
precision damage to flat-footed creatures. of the hunter wight spawn dies, the hunter wight spawn
Spawn Stalker Wight (divine, necromancy) A living humanoid becomes a fully autonomous hunter wight; they regain
killed by a stalker wight’s weapon or claw Strike rises as their free will, gain drain life and spawn hunter wight, and
a stalker wight after 1d4 rounds. This spawn is under the are no longer clumsy.
command of the stalker wight that killed them. They don’t
have Drain Life or Spawn Stalker Wight and are clumsy 2
for as long as they’re a stalker wight spawn. If the creator
of the stalker wight spawn dies, the stalker wight spawn
becomes a fully autonomous stalker wight; they regain
their free will, gain Drain Life and Spawn Stalker Wight,
and are no longer clumsy.

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In Glorious Battle
ELITE SMOKESIGHT STALKER WIGHT (0) CREATURE 8
UNCOMMON LE MEDIUM UNDEAD WIGHT
Variant prowler wight (Book of the Dead 168)
Perception +17; Darkvision
Languages Common, Necril
Skills Acrobatics +17, Deception +17 (+19 to Feint), Stealth +19
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3
Items +1 striking dagger, leather armor
Smoke Vision The stalker wight ignores the concealed
condition from smoke.
AC 27; Fort +16, Ref +19, Will +15
HP 135, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious
Final Spite [reaction] Trigger The stalker wight is reduced to 0 Hit
Points; Effect The stalker wight makes a Strike before
being destroyed. They don’t gain any temporary HP from
drain life on this Strike.
Speed 25 feet
Melee [one-action] dagger +20 (agile, finesse, magical, versatile S),
Damage 2d4+6 piercing plus drain life
Melee [one-action] claw +19 (agile, finesse), Damage 1d8+6 slashing
plus drain life
Drain Life (divine, necromancy) When the stalker wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 8 temporary Hit Points, and the
creature must succeed at a DC 24 Fortitude save or become
drained 1. Further damage dealt by the stalker’s wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Feign Death [one-action] (concentrate) The stalker wight quenches the
telltale red glow in their eye sockets, falls prone, and lies
completely still. Until the next time they act, the stalker
wight appears to be an ordinary corpse. They have an
automatic result of 37 on Deception checks and DCs to
pass as an ordinary corpse.
Sneak Attack The stalker wight deals an additional 2d6
precision damage to flat-footed creatures.
Spawn Stalker Wight (divine, necromancy) A living humanoid
killed by a stalker wight’s weapon or claw Strike rises as
a stalker wight after 1d4 rounds. This spawn is under the
command of the stalker wight that killed them. They don’t
have Drain Life or Spawn Stalker Wight and are clumsy 2
for as long as they’re a stalker wight spawn. If the creator
of the stalker wight spawn dies, the stalker wight spawn
becomes a fully autonomous stalker wight; they regain
their free will, gain Drain Life and Spawn Stalker Wight,
and are no longer clumsy.

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In Glorious Battle
ENCOUNTER C (LEVELS 9–10) SCALING ENCOUNTER C
To adjust for the PCs’ overall strength, use the
ELITE SULFUR ZOMBIES (3) CREATURE 7 following Challenge Point adjustments.
NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE 10–11 Challenge Points: Add one sulfur zombie to
Pathfinder Bestiary 3 6, 303 the encounter.
Perception +14; darkvision 12–13 Challenge Points: Add two sulfur zombies to
Skills Athletics +17, Stealth +14 the encounter.
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2 14–15 Challenge Points: Add three sulfur zombies
Slow A sulfur zombie is permanently slowed 1 and can’t to the encounter.
use reactions. 16–18 Challenge Points (5+ players): Add three
AC 25; Fort +18, Ref +14, Will +12 elite sulfur zombies to the encounter.
HP 145, negative healing; Immunities death effects, disease,
fire, mental, paralyzed, poison, unconscious; Weaknesses
positive 5, slashing 5
Death Throes When a sulfur zombie dies, its body explodes
in a 30-foot burst of fire and debris that deals 2d10+2
bludgeoning and 2d10+2 fire damage to each creature in
the area (DC 23 basic Reflex save).
Speed 30 feet
Melee [one-action] fist +17, Damage 2d6+7 bludgeoning plus 1d6
persistent fire and blinding sulfur
Blinding Sulfur (incapacitation) A sulfur zombie burns with
putrid inner fire. A creature hit by a sulfur zombie’s fist
Strike must attempt a DC 24 Fortitude save. On a failure,
the creature is blinded for 1 round, or for 1 minute on a
critical failure.

SULFUR ZOMBIE (0) CREATURE 6


NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE
Pathfinder Bestiary 3 303
Perception +12; darkvision
Skills Athletics +15, Stealth +12
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2
Slow A sulfur zombie is permanently slowed 1 and can’t
use reactions.
AC 23; Fort +16, Ref +12, Will +10
HP 125, negative healing; Immunities death effects, disease,
fire, mental, paralyzed, poison, unconscious; Weaknesses
positive 5, slashing 5
Death Throes When a sulfur zombie dies, its body explodes
in a 30-foot burst of fire and debris that deals 2d10
bludgeoning and 2d10 fire damage to each creature in the
area (DC 21 basic Reflex save).
Speed 30 feet
Melee [one-action] fist +17, Damage 2d6+5 bludgeoning plus 1d6
persistent fire and blinding sulfur
Blinding Sulfur (incapacitation) A sulfur zombie burns with
putrid inner fire. A creature hit by a sulfur zombie’s fist
Strike must attempt a DC 22 Fortitude save. On a failure,
the creature is blinded for 1 round, or for 1 minute on a
critical failure.

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ENCOUNTER D (LEVELS 9–10) SCALING ENCOUNTER D
To adjust for the PCs’ overall strength, use the
SMOKESIGHT HUNTER WIGHTS (2) CREATURE 7 following Challenge Point adjustments.
UNCOMMON LE MEDIUM UNDEAD WIGHT 10–11 Challenge Points: Add one elite stalker wight
Variant hunter wight (Book of the Dead 168) to the encounter.
Perception +16; darkvision 12–13 Challenge Points: Replace the stalker wight
Languages Common, Necril with an elite stalker wight, replace the wight captain
Skills Athletics +14, Crafting +14, Intimidation +12, Stealth +17 with an elite wight captain, and add one elite stalker
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2 wight to the encounter.
Items +1 composite longbow, leather armor, snare kit 14–15 Challenge Points: Add one elite stalker wight
Smoke Vision The hunter wight ignores the concealed and one wight captain to the encounter.
condition from smoke. 16–18 Challenge Points (5+ players): Replace the
AC 24; Fort +13, Ref +17, Will +14 wight captain with an elite wight captain, add one
HP 112, negative healing; Immunities death effects, disease, elite wight captain, and add one stalker wight to the
paralyzed, poison, unconscious encounter.
Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Points; Effect The hunter wight has rigged their own body
with a snare, which they trigger before being destroyed.
Slivers of bone launch at an adjacent creature, dealing 4d8
piercing damage (DC 25 basic Reflex save).
Speed 25 feet
Melee [one-action] claw +16 (agile), Damage 1d8+9 slashing plus
drain life
Ranged [one-action] composite longbow +18 (deadly d10, propulsive,
range increment 100 feet, volley 30 feet), Damage 1d8+7
piercing plus drain life
Drain Life (divine, necromancy) When the hunter wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 7 temporary Hit Points, and the
creature must succeed at a DC 22 Fortitude save or become
drained 1. Further damage dealt by the hunter wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Spawn Hunter Wight (divine, necromancy) A living humanoid
killed by a hunter wight’s weapon or claw Strike rises as
a hunter wight after 1d4 rounds. This spawn is under the
command of the hunter wight that killed them. They don’t
have drain life or spawn hunter wight and are clumsy 2
for as long as they’re a hunter wight spawn. If the creator
of the hunter wight spawn dies, the hunter wight spawn
becomes a fully autonomous hunter wight; they regain
their free will, gain drain life and spawn hunter wight, and
are no longer clumsy.

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SMOKESIGHT STALKER WIGHT CREATURE 7 SMOKESIGHT WIGHT CAPTAIN CREATURE 10
UNCOMMON LE MEDIUM UNDEAD WIGHT RARE LE MEDIUM UNDEAD WIGHT
Variant prowler wight (Book of the Dead 168) Variant wight commander (Book of the Dead 169)
Perception +15; darkvision Perception +19 (+23 when rolling initiative); darkvision
Languages Common, Necril Languages Common, Necril; tongues
Skills Acrobatics +15, Deception +15 (+17 to Feint), Stealth +17 Skills Athletics +21, Intimidation +22, Warfare Lore +22
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
Items +1 striking dagger, leather armor Items full plate, +1 striking longsword, standard-grade
Smoke Vision The stalker wight ignores the concealed adamantine shield (Hardness 10, HP 40, BT 20)
condition from smoke. Smoke Vision The wight captain ignores the concealed
AC 25; Fort +14, Ref +17, Will +13 condition from smoke.
HP 115, negative healing; Immunities death effects, disease, AC 29 (31 with shield raised); Fort +21, Ref +16, Will +18
paralyzed, poison, unconscious HP 180, negative healing; Immunities death effects, disease,
Final Spite [reaction] Trigger The stalker wight is reduced to 0 Hit paralyzed, poison, unconscious
Points; Effect The stalker wight makes a Strike before Attack of Opportunity [reaction]
being destroyed. They don’t gain any temporary HP from Final Spite [reaction] (auditory, divine, necromancy) Trigger The
drain life on this Strike. wight captain is reduced to 0 Hit Points; Effect The wight
Speed 25 feet captain blows a battered war horn before being destroyed.
Melee [one-action] dagger +18 (agile, finesse, magical, versatile S), The unnerving blast summons reinforcements, raising 1d4
Damage 2d4+4 piercing plus drain life corpses in a 200-foot emanation as wights.
Melee [one-action] claw +17 (agile, finesse), Damage 1d8+4 slashing Shield Block [reaction]
plus drain life Speed 25 feet
Drain Life (divine, necromancy) When the stalker wight Melee [one-action] longsword +24 (magical, versatile P), Damage
damages a living creature using an unarmed attack or their 2d8+11 slashing plus drain life
bound weapon, they gain 7 temporary Hit Points, and the Melee [one-action] claw +23 (agile), Damage 2d8+11 slashing plus
creature must succeed at a DC 22 Fortitude save or become drain life
drained 1. Further damage dealt by the stalker’s wight’s Divine Innate Spells DC 26; Constant (5th) tongues
unarmed and bound weapon attacks increases the value of Coordinated Strike The wight captain flanks with an ally
the drained condition by 1 on a failed save, to a maximum as long as the target is within both their reaches, even if
of drained 4. captain and ally aren’t on opposite sides.
Feign Death [one-action] (concentrate) The stalker wight quenches the Drain Life (divine, necromancy) When the wight captain
telltale red glow in their eye sockets, falls prone, and lies damages a living creature using an unarmed attack or their
completely still. Until the next time they act, the stalker bound weapon, they gain 10 temporary Hit Points, and the
wight appears to be an ordinary corpse. They have an creature must succeed at a DC 26 Fortitude save or become
automatic result of 35 on Deception checks and DCs to drained 1. Further damage dealt by the wight captain’s
pass as an ordinary corpse. unarmed and bound weapon attacks increases the value of
Sneak Attack The stalker wight deals an additional 2d6 the drained condition by 1 on a failed save, to a maximum
precision damage to flat-footed creatures. of drained 4.
Spawn Stalker Wight (divine, necromancy) A living humanoid Spawn Wight Soldier (divine, necromancy) A living humanoid
killed by a stalker wight’s weapon or claw Strike rises as killed by a wight captain’s weapon or claw Strike rises as
a stalker wight after 1d4 rounds. This spawn is under the a stalker wight after 1d4 rounds. This spawn is under the
command of the stalker wight that killed them. They don’t command of the wight captain that killed them. They don’t
have Drain Life or Spawn Stalker Wight and are clumsy 2 have Drain Life or Spawn Stalker Wight and are clumsy 2
for as long as they’re a stalker wight spawn. If the creator for as long as they’re a stalker wight spawn. If the creator
of the stalker wight spawn dies, the stalker wight spawn of the stalker wight spawn dies, the stalker wight spawn
becomes a fully autonomous stalker wight; they regain becomes a fully autonomous stalker wight; they regain
their free will, gain Drain Life and Spawn Stalker Wight, their free will, gain Drain Life and Spawn Stalker Wight,
and are no longer clumsy. and are no longer clumsy.
Tactical Direction [two-actions] (auditory) Each wight ally in a 30-foot
emanation gains the Attack of Opportunity reaction until
the end of their next turn.

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ELITE SMOKESIGHT STALKER WIGHT (0) CREATURE 8 ELITE SMOKESIGHT WIGHT CAPTAIN (0) CREATURE 11
UNCOMMON LE MEDIUM UNDEAD WIGHT RARE LE MEDIUM UNDEAD WIGHT
Variant prowler wight (Book of the Dead 168) Variant wight commander (Book of the Dead 169)
Perception +17; Darkvision Perception +21 (+25 when rolling initiative); darkvision
Languages Common, Necril Languages Common, Necril; tongues
Skills Acrobatics +17, Deception +17 (+19 to Feint), Stealth +19 Skills Athletics +23, Intimidation +24, Warfare Lore +24
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
Items +1 striking dagger, leather armor Items full plate, +1 striking longsword, standard-grade
Smoke Vision The stalker wight ignores the concealed adamantine shield (Hardness 10, HP 40, BT 20)
condition from smoke. Smoke Vision The wight captain ignores the concealed
AC 27; Fort +16, Ref +19, Will +15 condition from smoke.
HP 135, negative healing; Immunities death effects, disease, AC 31 (33 with shield raised); Fort +23, Ref +18, Will +20
paralyzed, poison, unconscious HP 200, negative healing; Immunities death effects, disease,
Final Spite [reaction] Trigger The stalker wight is reduced to 0 Hit paralyzed, poison, unconscious
Points; Effect The stalker wight makes a Strike before Attack of Opportunity [reaction]
being destroyed. They don’t gain any temporary HP from Final Spite [reaction] (auditory, divine, necromancy) Trigger The
drain life on this Strike. wight captain is reduced to 0 Hit Points; Effect The wight
Speed 25 feet captain blows a battered war horn before being destroyed.
Melee [one-action] dagger +20 (agile, finesse, magical, versatile S), The unnerving blast summons reinforcements, raising 1d4
Damage 2d4+6 piercing plus drain life corpses in a 200-foot emanation as wights.
Melee [one-action] claw +19 (agile, finesse), Damage 1d8+6 slashing Shield Block [reaction]
plus drain life Speed 25 feet
Drain Life (divine, necromancy) When the stalker wight Melee [one-action] longsword +26 (magical, versatile P), Damage
damages a living creature using an unarmed attack or their 2d8+13 slashing plus drain life
bound weapon, they gain 8 temporary Hit Points, and the Melee [one-action] claw +25 (agile), Damage 2d8+13 slashing plus
creature must succeed at a DC 24 Fortitude save or become drain life
drained 1. Further damage dealt by the stalker’s wight’s Divine Innate Spells DC 28; Constant (5th) tongues
unarmed and bound weapon attacks increases the value of Coordinated Strike The wight captain flanks with an ally
the drained condition by 1 on a failed save, to a maximum as long as the target is within both their reaches, even if
of drained 4. captain and ally aren’t on opposite sides.
Feign Death [one-action] (concentrate) The stalker wight quenches the Drain Life (divine, necromancy) When the wight captain
telltale red glow in their eye sockets, falls prone, and lies damages a living creature using an unarmed attack or their
completely still. Until the next time they act, the stalker bound weapon, they gain 11 temporary Hit Points, and the
wight appears to be an ordinary corpse. They have an creature must succeed at a DC 28 Fortitude save or become
automatic result of 37 on Deception checks and DCs to drained 1. Further damage dealt by the wight captain’s
pass as an ordinary corpse. unarmed and bound weapon attacks increases the value of
Sneak Attack The stalker wight deals an additional 2d6 the drained condition by 1 on a failed save, to a maximum
precision damage to flat-footed creatures. of drained 4.
Spawn Stalker Wight (divine, necromancy) A living humanoid Spawn Wight Soldier (divine, necromancy) A living humanoid
killed by a stalker wight’s weapon or claw Strike rises as killed by a wight captain’s weapon or claw Strike rises as
a stalker wight after 1d4 rounds. This spawn is under the a stalker wight after 1d4 rounds. This spawn is under the
command of the stalker wight that killed them. They don’t command of the wight captain that killed them. They don’t
have Drain Life or Spawn Stalker Wight and are clumsy 2 have Drain Life or Spawn Stalker Wight and are clumsy 2
for as long as they’re a stalker wight spawn. If the creator for as long as they’re a stalker wight spawn. If the creator
of the stalker wight spawn dies, the stalker wight spawn of the stalker wight spawn dies, the stalker wight spawn
becomes a fully autonomous stalker wight; they regain becomes a fully autonomous stalker wight; they regain
their free will, gain Drain Life and Spawn Stalker Wight, their free will, gain Drain Life and Spawn Stalker Wight,
and are no longer clumsy. and are no longer clumsy.
Tactical Direction [two-actions] (auditory) Each wight ally in a 30-foot
emanation gains the Attack of Opportunity reaction until
the end of their next turn.

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Appendix 2: Level 11–12 SCALING ENCOUNTER A
Encounters To adjust for the PCs’ overall strength, use the
The statistics presented in this appendix include full following Challenge Point adjustments.
stat blocks for creatures and hazards appearing in this 19–22 Challenge Points: Add one combustive
scenario. These encounters are written for four 11th- zombie to the encounter.
level PCs. If your group has a different composition or 23–27 Challenge Points: Replace all the combustive
size, refer to the Organized Play section on page 44 for zombies with elite combustive zombies and add one
instructions on how to use the scaling sidebars to adjust elite combustive zombie to the encounter.
the encounters for your group. 28–32 Challenge Points: Replace all combustive
Some scaling sidebars reference the elite or weak zombies with elite combustive zombies and add one
adjustments. Rules for these adjustments appear on elite clacking skull swarm to the encounter.
page 6 of the Pathfinder Bestiary. If a creature is marked 33+ Challenge Points: Replace all combustive
“(0),” don’t include it in the encounter unless otherwise zombies with elite combustive zombies, add one elite
specified (likely from the scaling sidebars). combustive zombie, and add one elite clacking skull
swarm to the encounter.
ENCOUNTER A (LEVELS 11–12)
COMBUSTIVE ZOMBIES (3) CREATURE 8
UNCOMMON NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE
Variant sulfur zombie (Pathfinder Bestiary 3 303)
Perception +15; darkvision
Skills Athletics +18, Stealth +15
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2
Slow A sulfur zombie is permanently slowed 1 and can’t use
reactions.
AC 26; Fort +19, Ref +15, Will +13
HP 175, negative healing; Immunities death effects, disease,
fire, mental, paralyzed, poison, unconscious; Weaknesses
positive 7, slashing 7
Death Throes When a combustive zombie dies, its body
explodes in a 30-foot burst of fire and debris that deals
3d10 bludgeoning and 3d10 fire damage to each creature in
the area (DC 24 basic Reflex save).
Speed 30 feet
Melee [one-action] fist +20, Damage 2d6+8 bludgeoning plus 1d6
persistent fire and blinding sulfur
Blinding Sulfur (incapacitation) A combustive zombie burns
with putrid inner fire. A creature hit by a combustive
zombie’s fist Strike must attempt a DC 25 Fortitude save.
On a failure, the creature is blinded for 1 round, or for 1
minute on a critical failure.

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In Glorious Battle
ELITE CLACKING SKULL SWARM CREATURE 11 ELITE COMBUSTIVE ZOMBIE (0) CREATURE 9
UNCOMMON NE LARGE MINDLESS SWARM UNDEAD UNCOMMON NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE
Pathfinder Bestiary 3 6, 244 Variant sulfur zombie (Pathfinder Bestiary 3 303)
Perception +20; darkvision Perception +17; darkvision
Skills Acrobatics +21 Skills Athletics +20, Stealth +17
Str –3, Dex +3, Con +4, Int –5, Wis +2, Cha +4 Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2
AC 31; Fort +22, Ref +21, Will +18 Slow A sulfur zombie is permanently slowed 1 and can’t use
HP 140, negative healing; Immunities death effects, disease, reactions.
mental, paralyzed, poison, precision, unconscious; AC 28; Fort +21, Ref +17, Will +15
Weaknesses area damage 10, splash damage 10; HP 195, negative healing; Immunities death effects, disease,
Resistances bludgeoning 5, cold 10, electricity 10, fire 10, fire, mental, paralyzed, poison, unconscious; Weaknesses
piercing 10, slashing 10 positive 7, slashing 7
Boneshard Burst When a clacking skull swarm is reduced to Death Throes When a combustive zombie dies, its body
0 Hit Points, it erupts in an explosion of foul energy and explodes in a 30-foot burst of fire and debris that deals
bone fragments in a 30-foot burst, dealing 2d12+2 piercing 3d10+2 bludgeoning and 3d10+2 fire damage to each
damage and 2d12+2 negative damage (DC 31 basic Reflex creature in the area (DC 26 basic Reflex save).
save). Speed 30 feet
Chattering Teeth (arcane, auditory, aura, emotion, Melee [one-action] fist +22, Damage 2d6+10 bludgeoning plus 1d6
enchantment, incapacitation, mental) 60 feet. A clacking persistent fire and blinding sulfur
skull swarm emits a cacophony of chattering. A creature Blinding Sulfur (incapacitation) A combustive zombie burns
entering or beginning its turn within the area must succeed with putrid inner fire. A creature hit by a combustive
at a DC 31 Will save or become confused for 1 round. A zombie’s fist Strike must attempt a DC 27 Fortitude save.
creature that successfully saves is immune to that swarm’s On a failure, the creature is blinded for 1 round, or for 1
chattering teeth for 24 hours. The swarm can stop or minute on a critical failure.
resume this ability as a free action.
Speed 25 feet
Shrieking Scream [two-actions] (auditory, emotion, enchantment, fear,
mental) The clacking skull swarm emits a terrifying, painful
scream that deals 10d6+4 sonic damage to all creatures
in a 30-foot cone (DC 31 basic Will save). A creature that
fails this save is also frightened 1 (frightened 2 on a critical
failure). The swarm can’t use Frightening Scream again for
1d4 rounds.
Swarming Gnaw [one-action] Each enemy in the swarm’s space takes
4d8+2 piercing damage (DC 31 basic Reflex save).

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In Glorious Battle
ENCOUNTER B (LEVELS 11–12) SCALING ENCOUNTER B
To adjust for the PCs’ overall strength, use the
SMOKESIGHT DEADEYE WIGHTS (2) CREATURE 9 following Challenge Point adjustments.
UNCOMMON LE MEDIUM UNDEAD WIGHT 19–22 Challenge Points: Add one prowler wight to
Variant hunter wight (Book of the Dead 168) the encounter.
Perception +19; darkvision 23–27 Challenge Points: Replace both prowler
Languages Common, Necril wights with elite prowler wights and add one prowler
Skills Athletics +17, Crafting +17, Intimidation +15, Stealth +20 wight to the encounter.
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2 28–32 Challenge Points: Replace both prowler
Items +1 composite longbow, leather armor, snare kit wights with elite prowler wights, replace both
Smoke Vision The deadeye wight ignores the concealed deadeye wights with elite deadeye wights, and add
condition from smoke. one prowler wight to the encounter.
AC 27; Fort +16, Ref +20, Will +17 33+ Challenge Points: Replace both deadeye wights
HP 152, negative healing; Immunities death effects, disease, with elite deadeye wights, and add two elite prowler
paralyzed, poison, unconscious wights to the encounter.
Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Points; Effect The hunter wight has rigged their own body
with a snare, which they trigger before being destroyed.
Slivers of bone launch at an adjacent creature, dealing 4d8
piercing damage (DC 25 basic Reflex save).
Speed 25 feet
Melee [one-action] claw +19 (agile), Damage 1d8+12 slashing plus drain
life
Ranged [one-action] composite longbow +21 (deadly d10, propulsive,
range increment 100 feet, volley 30 feet), Damage 1d8+10
piercing plus drain life
Drain Life (divine, necromancy) When the deadeye wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 9 temporary Hit Points, and the
creature must succeed at a DC 25 Fortitude save or become
drained 1. Further damage dealt by the deadeye wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Spawn Deadeye Wight (divine, necromancy) A living humanoid
killed by a deadeye wight’s weapon or claw Strike rises as
a deadeye wight after 1d4 rounds. This spawn is under the
command of the deadeye wight that killed them. They don’t
have drain life or spawn deadeye wight and are clumsy 2
for as long as they’re a deadeye wight spawn. If the creator
of the deadeye wight spawn dies, the deadeye wight spawn
becomes a fully autonomous deadeye wight; they regain
their free will, gain Drain Life and Spawn Deadeye Wight,
and are no longer clumsy.

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In Glorious Battle
SMOKESIGHT PROWLER WIGHTS (2) CREATURE 9 ELITE SMOKESIGHT DEADEYE WIGHT (0) CREATURE 10
UNCOMMON LE MEDIUM UNDEAD WIGHT UNCOMMON LE MEDIUM UNDEAD WIGHT
Book of the Dead 168 Variant hunter wight (Book of the Dead 168)
Perception +18; Darkvision Perception +21; darkvision
Languages Common, Necril Languages Common, Necril
Skills Acrobatics +18, Deception +18 (+20 to Feint), Stealth Skills Athletics +19, Crafting +19, Intimidation +17, Stealth +22
+20 Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Items +1 composite longbow, leather armor, snare kit
Items +1 striking dagger, leather armor Smoke Vision The deadeye wight ignores the concealed
Smoke Vision The prowler wight ignores the concealed condition from smoke.
condition from smoke. AC 29; Fort +18, Ref +22, Will +19
AC 28; Fort +17, Ref +20, Will +16 HP 172, negative healing; Immunities death effects, disease,
HP 155, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
paralyzed, poison, unconscious Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Final Spite [reaction] Trigger The prowler wight is reduced to 0 Hit Points; Effect The hunter wight has rigged their own body
Points; Effect The prowler wight makes a Strike before with a snare, which they trigger before being destroyed.
being destroyed. They don’t gain any temporary HP from Slivers of bone launch at an adjacent creature, dealing
drain life on this Strike. 4d8+4 piercing damage (DC 27 basic Reflex save).
Speed 25 feet Speed 25 feet
Melee [one-action] dagger +21 (agile, finesse, magical, versatile S), Melee [one-action] claw +21 (agile), Damage 1d8+14 slashing plus drain life
Damage 2d4+7 piercing plus drain life Ranged [one-action] composite longbow +23 (deadly d10, propulsive,
Melee [one-action] claw +20 (agile, finesse), Damage 1d8+7 slashing range increment 100 feet, volley 30 feet), Damage 1d8+12
plus drain life piercing plus drain life
Drain Life (divine, necromancy) When the prowler wight Drain Life (divine, necromancy) When the deadeye wight
damages a living creature using an unarmed attack or their damages a living creature using an unarmed attack or their
bound weapon, they gain 9 temporary Hit Points, and the bound weapon, they gain 10 temporary Hit Points, and the
creature must succeed at a DC 25 Fortitude save or become creature must succeed at a DC 27 Fortitude save or become
drained 1. Further damage dealt by the prowler wight’s drained 1. Further damage dealt by the deadeye wight’s
unarmed and bound weapon attacks increases the value of unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum the drained condition by 1 on a failed save, to a maximum
of drained 4. of drained 4.
Feign Death [one-action] (concentrate) The prowler wight quenches the Spawn Deadeye Wight (divine, necromancy) A living humanoid
telltale red glow in their eye sockets, falls prone, and lies killed by a deadeye wight’s weapon or claw Strike rises as
completely still. Until the next time they act, the prowler a deadeye wight after 1d4 rounds. This spawn is under the
wight appears to be an ordinary corpse. They have an command of the deadeye wight that killed them. They don’t
automatic result of 38 on Deception checks and DCs to have drain life or spawn deadeye wight and are clumsy 2
pass as an ordinary corpse. for as long as they’re a deadeye wight spawn. If the creator
Sneak Attack The prowler wight deals an additional 2d6 of the deadeye wight spawn dies, the deadeye wight spawn
precision damage to flat-footed creatures. becomes a fully autonomous deadeye wight; they regain
Spawn Prowler Wight (divine, necromancy) A living humanoid their free will, gain Drain Life and Spawn Deadeye Wight,
killed by a prowler wight’s weapon or claw Strike rises as and are no longer clumsy.
a prowler wight after 1d4 rounds. This spawn is under the
command of the prowler wight that killed them. They don’t
have drain life or spawn prowler wight and are clumsy 2
for as long as they’re a prowler wight spawn. If the creator
of the prowler wight spawn dies, the prowler wight spawn
becomes a fully autonomous prowler wight; they regain
their free will, gain Drain Life and Spawn Prowler Wight,
and are no longer clumsy.

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In Glorious Battle
ELITE SMOKESIGHT PROWLER WIGHT (0) CREATURE 10
UNCOMMON LE MEDIUM UNDEAD WIGHT
Book of the Dead 168
Perception +20; Darkvision
Languages Common, Necril
Skills Acrobatics +20, Deception +20 (+22 to Feint), Stealth
+22
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3
Items +1 striking dagger, leather armor
Smoke Vision The prowler wight ignores the concealed
condition from smoke.
AC 30; Fort +19, Ref +22, Will +18
HP 175, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious
Final Spite [reaction] Trigger The prowler wight is reduced to 0 Hit
Points; Effect The prowler wight makes a Strike before
being destroyed. They don’t gain any temporary HP from
drain life on this Strike.
Speed 25 feet
Melee [one-action] dagger +23 (agile, finesse, magical, versatile S),
Damage 2d4+9 piercing plus drain life
Melee [one-action] claw +22 (agile, finesse), Damage 1d8+9 slashing
plus drain life
Drain Life (divine, necromancy) When the prowler wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 10 temporary Hit Points, and the
creature must succeed at a DC 27 Fortitude save or become
drained 1. Further damage dealt by the prowler wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Feign Death [one-action] (concentrate) The prowler wight quenches the
telltale red glow in their eye sockets, falls prone, and lies
completely still. Until the next time they act, the prowler
wight appears to be an ordinary corpse. They have an
automatic result of 40 on Deception checks and DCs to
pass as an ordinary corpse.
Sneak Attack The prowler wight deals an additional 2d6
precision damage to flat-footed creatures.
Spawn Prowler Wight (divine, necromancy) A living humanoid
killed by a prowler wight’s weapon or claw Strike rises as
a prowler wight after 1d4 rounds. This spawn is under the
command of the prowler wight that killed them. They don’t
have drain life or spawn prowler wight and are clumsy 2
for as long as they’re a prowler wight spawn. If the creator
of the prowler wight spawn dies, the prowler wight spawn
becomes a fully autonomous prowler wight; they regain
their free will, gain Drain Life and Spawn Prowler Wight,
and are no longer clumsy.

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In Glorious Battle
ENCOUNTER C (LEVELS 11–12) SCALING ENCOUNTER C
To adjust for the PCs’ overall strength, use the
ELITE COMBUSTIVE ZOMBIES (3) CREATURE 9 following Challenge Point adjustments.
UNCOMMON NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE 19–22 Challenge Points: Add one combustive
Variant sulfur zombie (Pathfinder Bestiary 3 303) zombie to the encounter.
Perception +17; darkvision 23–27 Challenge Points: Add two combustive
Skills Athletics +20, Stealth +17 zombies to the encounter.
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2 28–32 Challenge Points: Add three combustive
Slow A sulfur zombie is permanently slowed 1 and can’t use zombies to the encounter.
reactions. 33+ Challenge Points: Add three elite combustive
AC 28; Fort +21, Ref +17, Will +15 zombies to the encounter.
HP 195, negative healing; Immunities death effects, disease,
fire, mental, paralyzed, poison, unconscious; Weaknesses
positive 7, slashing 7
Death Throes When a combustive zombie dies, its body
explodes in a 30-foot burst of fire and debris that deals
3d10+2 bludgeoning and 3d10+2 fire damage to each
creature in the area (DC 26 basic Reflex save).
Speed 30 feet
Melee [one-action] fist +22, Damage 2d6+10 bludgeoning plus 1d6
persistent fire and blinding sulfur
Blinding Sulfur (incapacitation) A combustive zombie burns
with putrid inner fire. A creature hit by a combustive
zombie’s fist Strike must attempt a DC 27 Fortitude save.
On a failure, the creature is blinded for 1 round, or for 1
minute on a critical failure.

COMBUSTIVE ZOMBIES (0) CREATURE 8


UNCOMMON NE MEDIUM FIRE MINDLESS UNDEAD ZOMBIE
Variant sulfur zombie (Pathfinder Bestiary 3 303)
Perception +15; darkvision
Skills Athletics +18, Stealth +15
Str +5, Dex +2, Con +4, Int –5, Wis +2, Cha –2
Slow A sulfur zombie is permanently slowed 1 and can’t use
reactions.
AC 26; Fort +19, Ref +15, Will +13
HP 175, negative healing (Bestiary 3 305); Immunities
death effects, disease, fire, mental, paralyzed, poison,
unconscious; Weaknesses positive 7, slashing 7
Death Throes When a combustive zombie dies, its body
explodes in a 30-foot burst of fire and debris that deals
3d10 bludgeoning and 3d10 fire damage to each creature in
the area (DC 24 basic Reflex save).
Speed 30 feet
Melee [one-action] fist +20, Damage 2d6+8 bludgeoning plus 1d6
persistent fire and blinding sulfur
Blinding Sulfur (incapacitation) A combustive zombie burns
with putrid inner fire. A creature hit by a combustive
zombie’s fist Strike must attempt a DC 25 Fortitude save.
On a failure, the creature is blinded for 1 round, or for 1
minute on a critical failure.

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ENCOUNTER D (LEVELS 11–12) SCALING ENCOUNTER D
To adjust for the PCs’ overall strength, use the
SMOKESIGHT DEADEYE WIGHTS (2) CREATURE 9 following Challenge Point adjustments.
UNCOMMON LE MEDIUM UNDEAD WIGHT 19–22 Challenge Points: Add one elite prowler
Variant hunter wight (Book of the Dead 168) wight to the encounter.
Perception +19; darkvision 23–27 Challenge Points: Replace the prowler
Languages Common, Necril wight with an elite prowler wight, replace the wight
Skills Athletics +17, Crafting +17, Intimidation +15, Stealth +20 commander with an elite wight commander, and add
Str +3, Dex +4, Con +2, Int +1, Wis +3, Cha +2 one elite prowler wight to the encounter.
Items +1 composite longbow, leather armor, snare kit 28–32 Challenge Points: Add one elite prowler
Smoke Vision The deadeye wight ignores the concealed wight and one wight captain to the encounter.
condition from smoke. 33+ Challenge Points: Replace the wight
AC 27; Fort +16, Ref +20, Will +17 commander with an elite wight commander, add one
HP 152, negative healing; Immunities death effects, disease, elite wight commander, and add one prowler wight to
paralyzed, poison, unconscious the encounter.
Final Snare [reaction] Trigger The hunter wight is reduced to 0 Hit
Points; Effect The hunter wight has rigged their own body
with a snare, which they trigger before being destroyed.
Slivers of bone launch at an adjacent creature, dealing 4d8
piercing damage (DC 25 basic Reflex save).
Speed 25 feet
Melee [one-action] claw +19 (agile), Damage 1d8+12 slashing plus drain
life
Ranged [one-action] composite longbow +21 (deadly d10, propulsive,
range increment 100 feet, volley 30 feet), Damage 1d8+10
piercing plus drain life
Drain Life (divine, necromancy) When the deadeye wight
damages a living creature using an unarmed attack or their
bound weapon, they gain 9 temporary Hit Points, and the
creature must succeed at a DC 25 Fortitude save or become
drained 1. Further damage dealt by the deadeye wight’s
unarmed and bound weapon attacks increases the value of
the drained condition by 1 on a failed save, to a maximum
of drained 4.
Spawn Deadeye Wight (divine, necromancy) A living humanoid
killed by a deadeye wight’s weapon or claw Strike rises as
a deadeye wight after 1d4 rounds. This spawn is under the
command of the deadeye wight that killed them. They don’t
have drain life or spawn deadeye wight and are clumsy 2
for as long as they’re a deadeye wight spawn. If the creator
of the deadeye wight spawn dies, the deadeye wight spawn
becomes a fully autonomous deadeye wight; they regain
their free will, gain Drain Life and Spawn Deadeye Wight,
and are no longer clumsy.

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In Glorious Battle
SMOKESIGHT PROWLER WIGHT CREATURE 9 SMOKESIGHT WIGHT COMMANDER CREATURE 12
UNCOMMON LE MEDIUM UNDEAD WIGHT RARE LE MEDIUM UNDEAD WIGHT
Book of the Dead 168 Book of the Dead 169
Perception +18; Darkvision Perception +22 (+26 when rolling initiative); darkvision
Languages Common, Necril Languages Common, Necril; tongues
Skills Acrobatics +18, Deception +18 (+20 to Feint), Stealth Skills Athletics +24, Intimidation +25, Warfare Lore +25
+20 Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Items full plate, +1 striking longsword, standard-grade
Items +1 striking dagger, leather armor adamantine shield (Hardness 10, HP 40, BT 20)
Smoke Vision The prowler wight ignores the concealed Smoke Vision The wight commander ignores the concealed
condition from smoke. condition from smoke.
AC 28; Fort +17, Ref +20, Will +16 AC 32 (34 with shield raised); Fort +24, Ref +19, Will +21
HP 155, negative healing; Immunities death effects, disease, HP 220, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious paralyzed, poison, unconscious
Final Spite [reaction] Trigger The prowler wight is reduced to 0 Hit Attack of Opportunity action[reaction]
Points; Effect The prowler wight makes a Strike before Final Spite [reaction] (auditory, divine, necromancy) Trigger The
being destroyed. They don’t gain any temporary HP from wight commander is reduced to 0 Hit Points; Effect The
drain life on this Strike. wight commander blows a battered war horn before being
Speed 25 feet destroyed. The unnerving blast summons reinforcements,
Melee [one-action] dagger +21 (agile, finesse, magical, versatile S), raising 1d4 corpses in a 200-foot emanation as wights.
Damage 2d4+7 piercing plus drain life Shield Block [reaction]
Melee [one-action] claw +20 (agile, finesse), Damage 1d8+7 slashing Speed 25 feet
plus drain life Melee [one-action] longsword +27 (magical, versatile P), Damage
Drain Life (divine, necromancy) When the prowler wight 2d8+14 slashing plus drain life
damages a living creature using an unarmed attack or their Melee [one-action] claw +26 (agile), Damage 2d8+14 slashing plus
bound weapon, they gain 9 temporary Hit Points, and the drain life
creature must succeed at a DC 25 Fortitude save or become Divine Innate Spells DC 29; Constant (5th) tongues
drained 1. Further damage dealt by the prowler wight’s Coordinated Strike The wight commander flanks with an ally
unarmed and bound weapon attacks increases the value of as long as the target is within both their reaches, even if
the drained condition by 1 on a failed save, to a maximum commander and ally aren’t on opposite sides.
of drained 4. Drain Life (divine, necromancy) When the wight commander
Feign Death [one-action] (concentrate) The prowler wight quenches the damages a living creature using an unarmed attack or their
telltale red glow in their eye sockets, falls prone, and lies bound weapon, they gain 12 temporary Hit Points, and the
completely still. Until the next time they act, the prowler creature must succeed at a DC 29 Fortitude save or become
wight appears to be an ordinary corpse. They have an drained 1. Further damage dealt by the wight commander’s
automatic result of 38 on Deception checks and DCs to unarmed and bound weapon attacks increases the value of
pass as an ordinary corpse. the drained condition by 1 on a failed save, to a maximum
Sneak Attack The prowler wight deals an additional 2d6 of drained 4.
precision damage to flat-footed creatures. Spawn Wight Soldier (divine, necromancy) A living humanoid
Spawn Prowler Wight (divine, necromancy) A living humanoid killed by a wight commander’s weapon or claw Strike rises
killed by a prowler wight’s weapon or claw Strike rises as as a prowler wight after 1d4 rounds. This spawn is under
a prowler wight after 1d4 rounds. This spawn is under the the command of the wight commander that killed them.
command of the prowler wight that killed them. They don’t They don’t have drain life or spawn prowler wight and are
have drain life or spawn prowler wight and are clumsy 2 clumsy 2 for as long as they’re a prowler wight spawn. If
for as long as they’re a prowler wight spawn. If the creator the creator of the prowler wight spawn dies, the prowler
of the prowler wight spawn dies, the prowler wight spawn wight spawn becomes a fully autonomous prowler wight;
becomes a fully autonomous prowler wight; they regain they regain their free will, gain Drain Life and Spawn
their free will, gain Drain Life and Spawn Prowler Wight, Prowler Wight, and are no longer clumsy.
and are no longer clumsy. Tactical Direction [two-actions] (auditory) Each wight ally in a 30-foot
emanation gains the Attack of Opportunity reaction until
the end of their next turn.

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ELITE SMOKESIGHT PROWLER WIGHT (0) CREATURE 10 ELITE SMOKESIGHT WIGHT COMMANDER (0)
UNCOMMON LE MEDIUM UNDEAD WIGHT CREATURE 13
Book of the Dead 168 RARE LE MEDIUM UNDEAD WIGHT
Perception +20; Darkvision Book of the Dead 169
Languages Common, Necril Perception +24 (+28 when rolling initiative); darkvision
Skills Acrobatics +20, Deception +20 (+22 to Feint), Stealth +22 Languages Common, Necril; tongues
Str +4, Dex +5, Con +2, Int +1, Wis +3, Cha +3 Skills Athletics +26, Intimidation +27, Warfare Lore +27
Items +1 striking dagger, leather armor Str +6, Dex +3, Con +4, Int +5, Wis +3, Cha +3
Smoke Vision The prowler wight ignores the concealed Items full plate, +1 striking longsword, standard-grade
condition from smoke. adamantine shield (Hardness 10, HP 40, BT 20)
AC 30; Fort +19, Ref +22, Will +18 Smoke Vision The wight commander ignores the concealed
HP 175, negative healing; Immunities death effects, disease, condition from smoke.
paralyzed, poison, unconscious AC 34 (36 with shield raised); Fort +26, Ref +21, Will +23
Final Spite [reaction] Trigger The prowler wight is reduced to 0 Hit HP 240, negative healing; Immunities death effects, disease,
Points; Effect The prowler wight makes a Strike before paralyzed, poison, unconscious
being destroyed. They don’t gain any temporary HP from Attack of Opportunity [reaction]
drain life on this Strike. Final Spite [reaction] (auditory, divine, necromancy) Trigger The
Speed 25 feet wight commander is reduced to 0 Hit Points; Effect The
Melee [one-action] striking dagger +23 (agile, finesse, magical, versatile wight commander blows a battered war horn before being
S), Damage 2d4+9 piercing plus drain life destroyed. The unnerving blast summons reinforcements,
Melee [one-action] claw +22 (agile, finesse), Damage 1d8+9 slashing raising 1d4 corpses in a 200-foot emanation as wights.
plus drain life Shield Block [reaction]
Drain Life (divine, necromancy) When the prowler wight Speed 25 feet
damages a living creature using an unarmed attack or their Melee [one-action] longsword +29 (magical, versatile P), Damage
bound weapon, they gain 10 temporary Hit Points, and the 2d8+16 slashing plus drain life
creature must succeed at a DC 27 Fortitude save or become Melee [one-action] claw +28 (agile), Damage 2d8+16 slashing plus
drained 1. Further damage dealt by the prowler wight’s drain life
unarmed and bound weapon attacks increases the value of Divine Innate Spells DC 31; Constant (5th) tongues
the drained condition by 1 on a failed save, to a maximum Coordinated Strike The wight commander flanks with an ally
of drained 4. as long as the target is within both their reaches, even if
Feign Death [one-action] (concentrate) The prowler wight quenches the commander and ally aren’t on opposite sides.
telltale red glow in their eye sockets, falls prone, and lies Drain Life (divine, necromancy) When the wight commander
completely still. Until the next time they act, the prowler damages a living creature using an unarmed attack or their
wight appears to be an ordinary corpse. They have an bound weapon, they gain 13 temporary Hit Points, and the
automatic result of 40 on Deception checks and DCs to creature must succeed at a DC 31 Fortitude save or become
pass as an ordinary corpse. drained 1. Further damage dealt by the wight commander’s
Sneak Attack The prowler wight deals an additional 2d6 unarmed and bound weapon attacks increases the value of
precision damage to flat-footed creatures. the drained condition by 1 on a failed save, to a maximum
Spawn Prowler Wight (divine, necromancy) A living humanoid of drained 4.
killed by a prowler wight’s weapon or claw Strike rises as Spawn Wight Soldier (divine, necromancy) A living humanoid
a prowler wight after 1d4 rounds. This spawn is under the killed by a wight commander’s weapon or claw Strike rises
command of the prowler wight that killed them. They don’t as a prowler wight after 1d4 rounds. This spawn is under
have drain life or spawn prowler wight and are clumsy 2 the command of the wight commander that killed them.
for as long as they’re a prowler wight spawn. If the creator They don’t have drain life or spawn prowler wight and are
of the prowler wight spawn dies, the prowler wight spawn clumsy 2 for as long as they’re a prowler wight spawn. If
becomes a fully autonomous prowler wight; they regain the creator of the prowler wight spawn dies, the prowler
their free will, gain Drain Life and Spawn Prowler Wight, wight spawn becomes a fully autonomous prowler wight;
and are no longer clumsy. they regain their free will, gain Drain Life and Spawn
Prowler Wight, and are no longer clumsy.
Tactical Direction [two-actions] (auditory) Each wight ally in a 30-foot
emanation gains the Attack of Opportunity reaction until
the end of their next turn.

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Appendix 3: Game Aids

Geir Mahja Firehair


Uirch Khagrig Daybreak

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Appendix 3: Game Aids

Freedom Town

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Appendix 3: Game Aids

Bovar Namiri
Clacking Skull Swarm Hunter Wight

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Appendix 3: Game Aids

Sulfur Zombie Wight Commander

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Organized Play Challenge Points
Treasure Table CP TOTAL LEVEL RANGE
LEVEL TREASURE BUNDLE 8–15 9–10
9 44 gp 16–18 (5+ players) 9–10
10 60 gp 16–18 (4 players) 11–12
11 86 gp 19+ 11–12
12 124 gp
Challenge Points are a system for scaling the difficulty
Treasure Bundles of encounters appropriately for groups of mixed size
□ Evacuations, page 11: 1 Treasure Bundle for earning and level. Total up the number of Challenge Points your
at least 1 Defense Point and being rewarded by the group has.
townsfolk with their heirlooms. 9th-level PCs = 2 points each
□ □ Evacuations, page 11: 2 Treasure Bundles for 10th-level PCs = 3 points each
earning at least 2 Defense Points and being rewarded 11th-level PCs = 4 points each
with the magical battle axe. 12th-level PCs = 6 points each
□ □ □ Encounter B, page 13: 3 Treasure Bundles for Now use the table above to determine which level
defeating the wight scouts and obtaining their bag of range is appropriate for your PCs. Level 9–10 encounters
holding. appear in Appendix 1, and level 11–12 encounters appear
□ Encounter C, page 16: 1 Treasure Bundle for obtaining in Appendix 2.
the silver necklace.
□ □ □ Encounter D, page 16: 3 Treasure Bundles for
defeating the final wight forces and obtaining their gear.

Pathfinder Society Scenario


44
In Glorious Battle
Event Reporting Form
Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:

Adventure:

Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Envoy’s Alliance □ Grand Archive □ Horizon Hunters □ Radiant Oath □ Verdant Wheel □ Vigilant Seal

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Faction:

□ Envoy’s Alliance □ Radiant Oath


Character Name: Dead
□ Grand Archive □ Verdant Wheel

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy

Pathfinder Society Scenario


45
In Glorious Battle
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Pathfinder Society Scenario


46
Scenario #4-15: Character Chronicle #

In Glorious Battle

2
Character Name Organized Play # Character #

Adventure Summary

When a massive undead army threatened the orc capital of Urgir in Belkzen, the Burning Sun hold called upon the Pathfinder Society
for help. You traveled to Belkzen and joined the Burning Sun orcs as they prepared for battle. You made use of the small settlement
of Freedom Town as your staging area and were tasked with preparing the city’s defenses. There was a lot of work to do and little
time to do it, but once Freedom Town was as ready as you could get it, you faced off against the powerful undead that lead the army.

Boons Rewards
Starting XP
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition)
Achievement Points, a currency that be redeemed on our website at paizo.com for special character boons,

Experience
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to
paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo. XP Gained
com account and registered a character before you can begin making Achievement Point transactions.
This adventure qualifies you for a unique Achievement Point boon: Drakebonded.

Total XP
Items Notes

standard grade adamantine shieldU (item 8, 440 gp)


Starting GP

GP Gained
Gold

GP Spent

Total GP

Reputation/Infamy

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: BBQN
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club

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