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™
The Heresy of Man, Part III:
Beneath Forgotten Sands By Greg A. Vaughan and Kevin J. Wright
F
acing a virulent plague outbreak near the Rahadoumi
city of Manaket, the Pathfinder Society dispatched a Where on Golarion?
team of agents to smuggle a cleric into the region to The Citadel of the Weary Sky lies buried beneath the harsh
assist an entrenched archeological team in the village of desert sands of central Rahadoum, approximately halfway
Wadi al-Hesr. Not long thereafter, the same Pathfinders between the city of Manaket and the Napsune Mountains. For
were sent into a deadly necropolis to investigate the more information on the godless nation of Rahadoum, see the
archaeologists’ disappearance, and in the process Pathfinder Chronicles Campaign Setting or Pathfinder Campaign
discovered a puzzle map to an ancient Jistkan ruin in the Setting: The Inner Sea World Guide.
barren deserts of the nation’s interior.
With the map decoded and the secrets of a long-lost
empire within their grasp, Venture-Captain Obo of the Sea
er
Manaket Lodge again calls on the same Pathfinders to Inn
track down a traitor in the Society and discover what
power lies beneath forgotten sands.
• Manaket
Adventure Background
• Citadel of the Uta
Ever since the days of Verdizaam Charad, the Immolated N Riv
Mouapnsun Weary Sky
Mirza, the Jistka Imperium’s Citadel of the Weary Sky has ta e
er
lain desolate and abandoned. Originally called the Jaizun in
s Rahadoum
Citadel, it was once one of many grand Jistkan fortresses
where elementalists and conjurers summoned a multitude
of genies and elementals to bolster their armies. The great
magic expended in drawing these creatures from the might, the rent in reality above the citadel became a tear,
elemental planes interacted strangely with an unknown and from there a gash. Elemental chaos broke loose, and
natural phenomenon, breaking reality around the citadel. the formerly weary sky over the citadel became a raging
The sky above the Jaizun Citadel constantly roiled with torrent of acidic banks of fog, crackling electrical storms,
unfettered elemental energy and conjuration magic hurricane blasts of furnace winds, and sudden downpours
stopped working consistently. Unsure of the phenomenon’s of black rain and pomegranate-sized hail.
cause or purpose, the Jistkan elementalists abandoned the The citadel was pummeled and beaten beneath the
newly renamed Citadel of the Weary Sky to another much onslaught, and the very land around it withered in
like it, leaving only a small contingent behind to study the protest against Ahriman’s fury. The remaining wizards
planar rift in the sky. and conjurers turned all of their magical might to defend
Unfortunately for the Jistkan mages, the raw destructive against this unworldly destruction, but after a week of
energy filling their citadel attracted the attentions of a black fogs and strange flashes of magical lightning, the
foul enemy—Ahriman, Lord of the Divs. As the Osirian sky cleared and the citadel was gone. Only a crater of
armies under the influence of sinister Usij cultists turned battered and broken earth remained where the fortress
to the power of evil divs to battle Jistka’s genie troops, once stood.
Ahriman himself directed his destructive rage at the With the Pathfinders’ recent retrieval of the Jistkan
Citadel of the Weary Sky, making an example of the most puzzle map from the tomb of Verdizaam Charad (see
visible of his enemy’s extraplanar recruiting stations. Pathfinder Society Scenario 2–07: The Heresy of Man, Part
With but a small nudge from his near-indescribable II: Where Dark Things Sleep), the Society once again sends
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Pathfinder Society SCENario
4
The Heresy of Man, Part III: Beneath Forgotten Sands
travel into the desert south of Manaket and how to find Act 1
the haunted depression where the citadel is said to lie. One square = 15 feet
They also know that three spells are required to unlock
its secrets: gust of wind to sweep the sands away from the
doorway, arcane sight to reveal the hidden entrance, and
knock to gain access to the Bleak Portal. If the PCs do
not have these spells, scrolls for them can be purchased
at regular prices in the markets of Manaket. If they
cannot afford them, Obo fronts them the cost, though he
demands it be repaid to him out of the plunder gained in
the adventure. If they have no one capable of casting the
spells, he loans them a major ring of spell storing in which N
they can pay to have the spells cast for them. They are
required to return the ring to him upon the completion
of the quest, however.
While the PCs are in the markets of Manaket, allow
them to make whatever other travel arrangements they have positioned themselves in a semicircle 15 feet from
would like. Obo provides them with camels and sufficient the entrance, waiting for their prey to emerge. Though
supplies to make the trek, so they need not shoulder they expect their next meal to come from the tunnel, they
that expense on their own. PCs succeeding at a DC 25 do not hesitate to attack the Pathfinders as they approach
Knowledge (history) check know the information in the from the other direction.
Adventure Background section regarding the Citadel of
the Weary Sky and its destruction. Tier 5–6 (CR 6)
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Pathfinder Society SCENario
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The Heresy of Man, Part III: Beneath Forgotten Sands
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Pathfinder Society SCENario
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The Heresy of Man, Part III: Beneath Forgotten Sands
C2
C4
C2 C3
Up to
Act 2 C2
C1 C2
C2
same energies make teleportation diff icult, and PCs C1. Flooded Prayer Room
casting any conjuration (teleportation) spell must (CR 7 or CR 10)
succeed at a caster level check or lose the spell. In Tier
5– 6 the Caster Level check is DC 17; the check is DC 20 This long hall extends outward from the shallow pool that
in Tier 8 – 9. has formed from the thin cascade falling from the fountain
The entire cavern is cast in dim light due to the constant room high above. It is as dilapidated as the rest of the city and
flickering of the elemental storm and the ominous red partially flooded. Engaged columns, molded and cracked from
glow of the volcanic vents. long years, line the walls. Soaked and mildewed prayer rugs
The citadel has long lain abandoned, inhabited only are placed in various spots on the floor, all facing a broken
by treacherous divs and their salamander servitors. pillar in the center of the hall.
Only in the last week has it sprung again to life with
the discovery of its hidden location. In addition to the This building’s original purpose has been lost to time,
Pathfinders and Shadow Lodge, another seeker has made but it is now the lair of a deceptive and manipulative div.
his way to the Citadel of the Weary Sky: a crazed member Creatures: Four men dressed in desert adventuring gear
of the Usij who believes himself a rising embodiment kneel on the rugs, prostrate before the column, ignoring
of Ahriman. Known to his followers as the Cruelest the PCs’ approach. A white-robed woman stands tied to the
Cut, the Abaddon-tainted janni searched for decades marble column, arms stretched above her, unmoving, her
for the lost city where his god had shown his power to dark-haired head hanging loosely against her chest. The
the mortals of fallen Jistka. His ear ever to the ground, bound woman is actually a pairaka div named Shybbahla
when the Pathfinder Society discovered the puzzle map, using her change shape ability to appear human. In her
the Usij master knew of it and followed the first team natural form, Shybbahla looks like a gorgeous, blue-skinned
into the desert. fiend with a fanged maw, a horned brow, and sultry curves.
Mission Notes: Cheliax faction PCs may wish to linger When Amenopheus led the mercenaries down into the
in the elemental storm to use the lightning bottle. citadel, they immediately encountered Shybbahla on the
Opening the bottle in the storm draws an electrical bolt banks of the drainage pool beneath the fountain room.
to the wielder, dealing 3d6 points of electrical damage Amenopheus instructed his hires to defend against the
and filling the bottle. This bolt does not negate the 50% div while he went for the ring, promising to be back for
chance of being hit by a bolt from normal contact with them later. Unfortunately, his hired help didn’t fare very
the storm. Taldor faction PCs may be interested in the well against her charms. She handily beat the weakened
Jistkan ruins themselves, specifically the many relief mercenaries to within inches of their lives. They now
sculptures that grace nearly every standing structure in begrudgingly participate in her strange charade, going
the vault. through the motions of a monotonous sacrificial ritual.
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Pathfinder Society SCENario
C1. Flooded Prayer Room she uses her summon swarm ability against the PCs. After
weakening them in this manner, she makes hit-and-run attacks
One square = 10 feet from the air, ever trying to stay out of reach.
Morale Fearful of Ahriman’s wrath, Shybbahla harasses and
attacks the PCs as long as they remain in the ruins. She fights
to the death.
Statistics
Str 17, Dex 20, Con 16, Int 14, Wis 18, Cha 24
Base Atk +9; CMB +12; CMD 27
Feats Ability Focus (lustful dreams), Deceitful, Flyby Attack,
Hover, Weapon Finesse
Skills Bluff +21, Diplomacy +19, Disguise +21, Fly +13, Intimidate +19,
N Knowledge (local) +9, Knowledge (planes) +9, Perception +16,
Sense Motive +16, Stealth +17
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
SQ change shape (any Small or Medium animal or humanoid; polymorph)
Special Abilities
Between the threat of death and her charming powers, Disease (Su) Pairakas carry two diseases: bubonic plague, which
they do not actively call out for help from the PCs nor do they inflict with their claws, and the shakes, which can infect any
they assist them in combat. A PC who succeeds at a DC creature that comes into contact with them (via a grapple or willing
25 Sense Motive check recognizes that the mercenaries contact). The save DCs of both diseases are Constitution-based.
are under the effects of an enchantment. They do not Bubonic Plague: Claws—injury; save Fort DC 17; onset 1 day;
participate in combat, but if stats are needed, use the Tier frequency 1/day; effect 1d4 Con damage and 1 Cha damage
5–6 stats from Act 2, but without any armor or weapons and target is fatigued; cure 2 consecutive saves.
and only 10 hit points each. Shakes: Touch—contact; save Fort DC 17; onset 1 day; frequency
1/day; effect 1d8 Dex damage; cure 2 consecutive saves.
Tier 5–6 (CR 7) Lustful Dreams (Su) Pairakas can torment sleeping creatures. While
intelligent creatures sleep, pairakas can slip into their minds and
Shybbahla CR 7 twist their dreams to lusty nocturnal visions. The victim must be
Female pairaka div (Pathfinder Adventure Path #20 84) asleep for the pairaka to use this ability and the pairaka must be
NE Medium outsider (div, evil, extraplanar) within 100 feet. If the victim fails a DC 23 Will save, it experiences
Init +5; Senses darkvision 60 ft., see in darkness; Perception +16 vivid hallucinations of a lurid nature that leave it breathless and
Defense fatigued upon waking. The victim, even a depraved soul, rarely
AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural) considers the sexual nature of these dreams enjoyable and the
hp 76 (9d10+27) images exploit any number of taboos the pairaka suspects he
Fort +6, Ref +11, Will +10 might harbor. The save is Charisma-based. Creatures that do not
DR 10/good; Immune disease, fire, poison; Resist acid 10, sleep or dream are immune to this effect.
electricity 10; SR 23 Summon Swarm (Su) Once per day a pairaka can summon a
Offense swarm of biting flies. This ability is identical to insect plague
Speed 30 ft., fly 50 ft. (good) (Pathfinder RPG Core Rulebook 301) except the swarm is
Melee 2 claws +14 (1d6+3 plus disease) composed of buzzing flies instead of locusts.
Special Attacks lustful dreams, summon swarm
Spell-Like Abilities (CL 13th; concentration +20) Tier 8–9 (CR 10)
At will—charm monster (DC 20), detect good, detect magic,
dimension door, misdirection Shybbahla CR 10
1/day—summon (level 3, 1d4 dorus 50%) Female pairaka div bard 4 (Pathfinder Adventure Path #20 84)
Tactics NE Medium outsider (div, evil, extraplanar)
Before Combat Shybbahla assumes the form of a lithe, young Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
human woman, and attempts to charm or otherwise fool the Defense
PCs into joining the mercenaries in her mock sacrifice. AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
During Combat If the PCs discover her ruse or otherwise initiate hp 123 (9d10+4d8+56)
combat, Shybbahla flies out of their reach and attempts to Fort +8, Ref +16, Will +15; +4 vs. bardic performance, language-
summon dorus (see page 15) to aid her. If this tactic fails, dependent, and sonic
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The Heresy of Man, Part III: Beneath Forgotten Sands
DR 10/good; Immune disease, fire, poison, Resist acid 10, Shakes: Touch—contact; save Fort DC 18; onset 1 day; frequency
electricity 10; SR 23 1/day; effect 1d8 Dex damage; cure 2 consecutive saves.
Offense Lustful Dreams (Su) Pairakas can torment sleeping creatures. While
Speed 30 ft., fly 50 ft. (good) intelligent creatures sleep, pairakas can slip into their minds and
Melee 2 claw +18 (1d6+3) twist their dreams to lusty nocturnal visions. The victim must be
Special Attacks lustful dreams, summon swarm, bardic asleep for the pairaka to use this ability and the pairaka must be
performance 19 rounds/day (countersong, distraction, within 100 feet. If the victim fails a DC 25 Will save, it experiences
fascinate, inspire competence +2, inspire courage +1) vivid hallucinations of a lurid nature that leave it breathless and
Spell-Like Abilities (CL 13th; concentration +22) fatigued upon waking. The victim, even a depraved soul, rarely
At will—charm monster (DC 22), detect good, detect magic, considers the sexual nature of these dreams enjoyable and the
dimension door, misdirection images exploit any number of taboos the pairaka suspects he
1/day—summon (level 3, 1d4 dorus 50%) might harbor. The save is Charisma-based. Creatures that do not
Bard Spells Known (CL 4th; concentration +13) sleep or dream are immune to this effect.
2nd (3/day)—detect thoughts (DC 21), enthrall (DC 22)
1st (6/day)—alarm, cause fear (DC 21), grease, hideous laughter
(DC 21)
0 (at will)—daze (DC 20), ghost sound, lullaby, mage hand,
prestidigitation, resistance
Tactics
Before Combat Shybbahla assumes the form of a lithe, young
human woman, and attempts to charm or otherwise fool the
PCs into joining the mercenaries in her mock sacrifice.
During Combat If the PCs discover her ruse or otherwise initiate
combat, Shybbahla flies out of their reach and attempts to
summon dorus (see page 15) to aid her. If this tactic fails, she
uses her summon swarm ability against the PCs. After weakening
them in this manner, she makes hit-and-run attacks from the air,
ever trying to stay out of reach and using cause fear and hideous
laughter to remove particularly threatening foes from the fray.
Morale Fearful of Ahriman’s wrath, Shybbahla harasses and
attacks the PCs as long as they remain in the ruins. She fights
to the death.
Statistics
Str 16, Dex 22, Con 18, Int 14, Wis 20, Cha 28
Base Atk +12; CMB +15; CMD 31
Feats Ability Focus (lustful dreams), Deceitful, Flyby Attack, Hover,
Nimble Moves, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +29, Diplomacy +25, Disguise +29, Fly +14, Intimidate +25,
Knowledge (local) +11, Knowledge (planes) +11, Perception +21,
Perform (sing) +16, Sense Motive +21, Stealth +22
Languages Abyssal, Celestial, Common, Infernal, telepathy 100 ft.
SQ bardic knowledge +2, versatile performance (sing), change
shape (any Small or Medium animal or humanoid; polymorph)
Special Abilities
Disease (Su) Pairakas carry two diseases: bubonic plague, which
they inflict with their claws, and the shakes, which can infect
any creature that comes into contact with them (via a
grapple or willing contact). The save DCs of both
diseases are Constitution-based.
Bubonic Plague: Claws—injury; save Fort DC
18; onset 1 day; frequency 1/day; effect 1d4 Con
damage and 1 Cha damage and target is fatigued; cure 2
consecutive saves.
Shybbahla
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Pathfinder Society SCENario
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The Heresy of Man, Part III: Beneath Forgotten Sands
During Combat The magma elemental begins combat by using its Offense
lava puddle attack on as many PCs as possible. It attempts to Speed 20 ft., burrow 20 ft.
bull rush PCs into the lava pool, then resorts to standard slam Melee 2 slams +20 (2d8+9)
attacks. The elemental flees under the surface of the earth if Space 15 ft.; Reach 15 ft.
foes use cold energy attacks against it, earth gliding beneath Special Attacks burn (2d6, DC 20), lava puddle
the cold-wielding foe and rising from beneath to attack him. Statistics
Morale The magma elemental is territorial and angry and fights Str 28, Dex 8, Con 23, Int 8, Wis 11, Cha 11
to the death. It pursues PCs as far as possible if they flee. Base Atk +13; CMB +24; CMD 33
Statistics Feats Cleave, Greater Bull Rush, Greater Overrun, Improved Bull
Str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11 Rush, Improved Initiative, Improved Overrun, Power Attack
Base Atk +10; CMB +18; CMD 27 Skills Climb +25, Intimidate +16, Knowledge (dungeoneering) +15,
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Perception +16, Stealth +7
Initiative, Power Attack Tactics
Skills Climb +19, Knowledge (dungeoneering) +11, Perception +13, Before Combat The magma elemental remains hidden beneath
Stealth +4 the surface of the lava vent until PCs come near, rising
Special Abilities seamlessly through the ground with its earth glide ability in
Burn (Ex) A magma elemental’s burn DC includes a –2 racial penalty, conjunction with the vent’s eruption.
as their fires don’t burn quite as hot as true elemental flames. During Combat The magma elemental begins combat by using
Earth Glide (Ex) A burrowing magma elemental can pass through its lava puddle attack on as many PCs as possible. It attempts
stone, dirt, lava, and almost any other sort of earth except metal to bull rush PCs into the lava pool, then resorts to standard
as easily as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, nor does it create any ripple, though
the area it passes through feels warm for 1 round afterward and
often retains a strangely smooth texture, as if the stone had
been polished. A move earth spell cast on an area containing a
burrowing magma elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15
Fortitude save.
Lava Puddle (Su) Once per day as a full-round action, a magma
elemental can vomit forth a puddle of lava (Pathfinder RPG
Core Rulebook 444) that fills its space to a depth of 2–3 inches
and counts as difficult terrain. Any creature that moves
through this puddle of lava takes 2d6 points of fire damage.
This damage continues for 1d3 rounds after the creature
leaves the lava pool, after which it only inflicts 1d6 points
of fire damage per round. The lava puddle solidifies and
is safe to touch after a number of rounds equal to the
elemental’s Hit Dice. At the GM’s discretion, this
puddle of lava could start secondary fires.
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Pathfinder Society SCENario
Pipes of Terror
Aura moderate necromancy; CL 7th C3. Main Keep (CR 7 OR CR 10)
Slot none; Price 9,000 gp The main keep of the Citadel of the Weary Sky stands at
Description the eastern end of the chamber, its pinnacle stretching
These iron panpipes are warm to the touch and emit into the energy storm and scraping the vault’s roof. The
a strangely hollow sound when played. When played collapsed halls of the citadel form an arched corridor
by a person who succeeds on a DC 15 Perform (wind here as they begin to climb through the vast rubble pile
instruments) check, the pipes create an eerie, spellbinding that was once the impressive and impenetrable building.
tune. Those within 30 feet who hear the tune must A strange, almost musical sound echoes through the
succeed on a DC 16 Will save or become panicked for 7 fractured corridor. As the PCs make their way farther
rounds. Those who make their save are instead shaken into the chamber, the sound grows louder, until they
for 1 round. While pipes of terror may be played as often enter into the room from which it emanates.
as one chooses, their fear-inducing qualities may only be
activated once per day. The steep way widens suddenly into a dimly lit room with
Construction open passages leading off the eastern and western walls. In
Requirements Craft Wondrous Item, fear; Cost 4,500 gp the center of the room, a shallow fire pit burns with glowing
coals. At the near edge of the fire pit, a large, lidded clay jar
shakes and jostles as though something inside wanted out.
slam attacks. The elemental flees under the surface of the A pile of broken jars lies strewn about the northern edge of
earth if foes use cold energy attacks against it, earth gliding the chamber.
beneath the cold-wielding foe and rising from beneath to
attack him. The fire pit is 15 feet on each side, and a foot deep.
Morale The magma elemental is territorial and angry and fights Entering the fire pit deals 5d6 points of fire damage per
to the death. It pursues PCs as far as possible if they flee. round and requires a DC 15 Reflex save each round to
Special Abilities avoid catching fire.
Burn (Ex) A magma elemental’s burn DC includes a –2 racial Creatures: Seated before the PCs in the f ire pit is a
penalty, as their fires don’t burn quite as hot as true salamander named Calipharo. He is a devout member
elemental flames. Ahriman’s cult and has spent decades meditating on
Earth Glide (Ex) A burrowing magma elemental can pass through the destruction the Lord of the Divs rent upon this
stone, dirt, lava, or almost any other sort of earth except metal place. When Achistem B’rith came to claim the Citadel
as easily as a fish swims through water. Its burrowing leaves for the Usij only days ago, the salamander looked
behind no tunnel or hole, nor does it create any ripple, though upon his f iendish visage and believed without doubt
the area it passes through feels warm for 1 round afterward and the Cruelest Cut’s claims of being a manifestation of
often retains a strangely smooth texture, as if the stone had Ahriman himself.
been polished. A move earth spell cast on an area containing a Calipharo sits in his coal bed breathing in the fumes
burrowing magma elemental flings the elemental back 30 feet, of exotic combustibles while he plays his pipes. He does
stunning the creature for 1 round unless it succeeds on a DC 15 not immediately attack when the PCs enter, instead
Fortitude save. addressing them in thickly accented Common saying,
Lava Puddle (Su) Once per day as a full-round action, a magma “Greetings, foreigners. Welcome to the immortal halls
elemental can vomit forth a puddle of lava (Pathfinder RPG Core of the Cruelest Cut, the almighty Achistem B’rith. He is
Rulebook 444) that fills its space to a depth of 2–3 inches and an avatar of the mighty Ahriman, his name be blessed
counts as difficult terrain. Any creature that moves through this forever. He separates mortals from the divine and
puddle of lava takes 2d6 points of fire damage. This damage leaves them to wallow in their own meaninglessness. Be
continues for 1d3 rounds after the creature leaves the lava pool, welcome and know despair, for whoever intrudes upon
after which it only inflicts 1d6 points of fire damage per round. the holy grounds of Achistem B’rith must choose; bow
The lava puddle solidifies and is safe to touch after a number before the almighty Cruelest Cut or face the wrath of the
of rounds equal to the elemental’s Hit Dice. At the GM’s great destroyer.” He then places the pipes back to his lips
discretion, this puddle of lava could start secondary fires. and takes up his haunting tune again.
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The Heresy of Man, Part III: Beneath Forgotten Sands
15
Pathfinder Society SCENario
Tier 8–9 (CR 10) SQ fast movement, maneuver training, still mind, ki pool (8
points, magic), slow fall 30 ft., high jump, purity of body,
Calipharo CR 10 wholeness of body
Male salamander monk 7 (Pathfinder RPG Combat Gear pipes of terror;
Bestiary 240) Other Gear +1 spear
LE Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Doru Divs (2) CR 2
Perception +26 hp 16 (Use the stats in Tier
Defense 5–6)
AC 25, touch 18, flat-footed 21
(+3 Dex, +1 dodge, Development: The PCs may
+1 monk, +3 Wis, feign supplication to Achistem
+7 natural) B’rith to avoid combat with
hp 127 (8d10+7d8+52) Calipharo. If they succeed on
Fort +14, Ref +14, a Bluff check opposed by his
Will +10; +2 vs. Sense Motive, they may convince
enchantment him of their devotion to his master. If his
Defensive Abilities evasion, attitude is brought to friendly (he begins
DR 10/magic; Immune disease, fire with an unfriendly attitude), he answers
Weaknesses vulnerable to cold any questions the PCs may have regarding
Offense the Citadel and the being known as the Cruelest Cut.
Speed 40 ft. Calipharo can describe the layout of the Citadel, including
Melee +1 spear +19/+14/+9 (1d8+7/�3 plus 1d6 fire), tail slap +12 the pinnacle at the top of the main keep. Unfortunately, he is
(2d6+2 plus 1d6 fire plus grab) or blinded to the truth about Achistem B’rith’s nature, believing
flurry of blows +17/+17/+12/+7 (1d8+4 plus 1d6 fire) the janni to be a mortal incarnation of Ahriman, due to his
Space 5 ft.; Reach 5 ft. (10 ft. with tail) lionish appearance and horrific, fiendish wings. The PCs
Special Attacks flurry of blows, stunning fist (9/day, DC 16), may inquire about Amenopheus, to which Calipharo claims
constrict (2d6+4 plus 1d6 fire), heat (1d6 fire) he knows nothing. He’s telling the truth; he has neither seen
Tactics nor heard any sign of intruders before the PCs entered his
Before Combat Calipharo attempts to convert the PCs to his chamber. If Calipharo suspects the PCs may be deceiving
worship of Ahriman. After delivering his ultimatum, he plays his him, he immediately releases the dorus and attacks, angered
pipes of terror, waiting to activate their frightening ability if the at their callous claims of worshiping the Cruelest Cut.
PCs decline his offer. Treasure: Scattered about the room are many amphorae
During Combat Calipharo begins by activating the pipes of terror and coffers holding gold, jewels, and art treasures of
to panic his foes, releasing the dorus from the jar immediately ancient Jistka gathered together by Calipharo over the
after, precluding their need to make a save. The salamander years. In Tier 5–6, the treasures are worth 1,800 gp; they
remains in the fire pit during the fight, attacking with reach total 4,800 gp in Tier 8–9.
with his tail. If he succeeds on a grapple with his tail, he
attempts to drag the victim into the fire pit to stab with his Rewards: If the PCs defeat Calipharo and the divs,
spear or deal a flurry of blows. reward each tier thusly:
Morale Calipharo is a religious zealot and fights to the death. Tier 5–6:
Statistics Give each player 1,075 gp.
Str 19, Dex 17, Con 16, Int 14, Wis 17, Cha 17 Tier 8– 9:
Base Atk +13; CMB +19 (+23 grapple); CMD 35 Give each player 1,741 gp.
Feats Cleave, Combat Expertise, Deflect Arrows, Dodge, Extra Ki,
Improved Grapple, Improved Unarmed Strike, Power Attack, C4. Pinnacle of the Citadel
Skill Focus (Perception), Skill Focus (Perform [wind]), Stunning (CR 8 or CR 11)
Fist, Weapon Focus (spear)
Skills Acrobatics +21 (+24 jump), Bluff +21, Craft
(weaponsmithing) +17, Intimidate +21, Knowledge (planes) +13, The path climbing through the ruins of the buried citadel leads
Perception +26, Perform (wind) +17, Sense Motive +14, Stealth to a pinnacle of stone here, only 20 feet below the angry black
+21; Racial Modifiers +4 Craft (weaponsmithing) clouds of the energy storm that swirls over the city. Despite this
Languages Common, Ignan close proximity to chaos incarnate, this small shelf of stone seems
16
The Heresy of Man, Part III: Beneath Forgotten Sands
17
Pathfinder Society SCENario
18
The Heresy of Man, Part III: Beneath Forgotten Sands
19
Pathfinder Society SCENario
Andoran Faction Handout
Hail, freedom fighter!
The tide of liberation sweeps the nations, and you are a part of it. There are many threats to freedom besides
slavers and slave owners. Many enchanted items have the ability to enslave the minds or wills of free peoples
throughout Golarion and the planes. Do your best to recover any such item and report back to me on its properties
and whereabouts.
Of further import to us are the machinations of the treacherous members of the Shadow Lodge. Based on the
previous interest they have shown in your missions in Rahadoum, we anticipate that you will cross paths with
them on your present endeavor. Any information you may be able to glean about where they might strike next will
be invaluable.
Ring out the message of hope!
Captain Colson Maldris
20
The Heresy of Man, Part III: Beneath Forgotten Sands
21
Pathfinder Society SCENario
Scenario 2–09: work may be recast, transformed or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
The Heresy of Man, Part III: Beneath Forgotten Sands (d) “Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright
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and product line names, logos and identifying marks including trade dress; artifacts,
creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents,
GM # GM Name language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
- any other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open Game
Character # Prestige Points Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or
“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
Character Name Andoran Cheliax Taldor create Derivative Material of Open Game Content. (h) “You” or “Your” means the
Osirion Qadira licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you Use.
- No terms may be added to or subtracted from this License except as described by
Character # the License itself. No other terms or conditions may be applied to any Open Game
Prestige Points Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
Character Name Andoran Cheliax Taldor 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Osirion Qadira with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
- this License.
Character # Prestige Points 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
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Character Name Andoran Cheliax Taldor original Open Game Content you Distribute.
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an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark
- in conjunction with a work containing Open Game Content except as expressly
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Character Name Andoran Cheliax Taldor 8. Identification: If you distribute Open Game Content You must clearly indicate
Osirion Qadira which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any
- version of this License.
Character # 10. Copy of this License: You MUST include a copy of this License with every copy
Prestige Points of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from
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12. Inability to Comply: If it is impossible for You to comply with any of the terms
Osirion Qadira of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with
-
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14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Character Name Andoran Cheliax Taldor Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Osirion Qadira System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
Dave Arneson.
Dust Digger from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Pathfinder Society Scenario 2–09: The Heresy of Man, Part III: Beneath Forgotten
Sands. © 2010, Paizo Publishing, LLC; Author: Greg A. Vaughan and Kevin Wright.
22
Scenario 2–09: Scenario Chronicle #
MAX GOLD
This Chronicle Certifies That TIER
TIER
8–9 5,365
TIER
—
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
of the elemental subtype, the ring casts resist energy on the wearer, attuned to the applicable
energy type. If the wearer has charmed the elemental with the ring’s charm monster ability, the PA Gained (GM ONLY)
ring does not abjure the wearer against that elemental’s energy type.)
Final PA Total
TIER Scroll of arcane sight (375 gp)
5 –6 Scroll of gust of wind (150 gp) GOLD
Scroll of knock (150 gp)
Start GP
GM’s
Initial
+
TIER +2 chainmail (4,300 gp) GP Gained (GM ONLY)
8– 9 Cloak of resistance +2 (4,000 gp)
+
Ring of protection +2 (8,000 gp)
Items Sold
=
Subtotal
-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal
-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal
For GM Only