S07-01 Between The Lines
S07-01 Between The Lines
S07-01 Between The Lines
TIER 1–5
Pathfinder Society Scenario #7–01: Between the Lines is a Pathfinder Society Scenario designed for 1st- to 5th-level characters
(Tier 1–5, Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can
easily be adapted for use with any world.
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Between the Lines
By Sean McGowan
S
ome months back, survivors of a caravan raid stumbled
across a tomb lost in the Katapeshi wastes. This crypt WHERE ON GOLARION?
of Zahari Mahiman was a legendary repository of lost Between the Lines is set in the metropolis of Katapesh. This
magic and lore, and the Kotargo Lodge of Katapesh hastily bustling hive of business and avarice is the second-largest
outfitted an expedition to the site. By the time they arrived, city in the Inner Sea region. Within its famous marketplaces,
they learned they were too late. A group of independent anything imaginable can be bought and sold. And within
adventurers had arrived first and cleared the crypt of all its infamous Nightstalls, deals that surpass imagination are
valuables. Discouraged, the Pathfinders cataloged what they available as well. More information on Katapesh can be
could and returned home, where Venture-Captain Phlegos found in the Inner Sea World Guide (pages 90–93) and Dark
Dulm responded with a broad shrug of his shoulders. It was Markets: A Guide to Katapesh.
a lost opportunity, but there would be other opportunities in
the future.
Dulm is not the only venture-captain in Katapesh,
Katapesh
however. Wulessa Yuul, of the Farseer Tower Lodge, allowed
the Kotargo Lodge to mount the initial expedition because
it technically fell within his territory, not her own. His
agents’ failure has outraged her, for Wulessa has long sought
one particular item rumored to be within the crypt: the • Katapesh
Monadistic Archive, a magical repository of scrolls dating
back to the Jistkan Imperium, containing the essence of the
greatest minds of that era. Within the archive, individual
thoughts and memories are broken down and assembled into
a collective of knowledge, each small part a reflection of the
combined whole. Wulessa has berated herself ever since for
allowing a less competent (in her opinion) venture-captain Murqual, an unscrupulous merchant. The PCs meet with
to let the archive (and the other treasures of the crypt) slip Murqual, who is currently entertaining another offer for
through his fingers. the texts, but he is willing to sell to the PCs if they agree
Fortunately, the adventurers who looted the tomb were to do a few favors for him first.
less interested in learning from its contents than in profiting The PCs have their pick of several possible chores
off of them. The Monadistic Archive was recently purchased Murqual needs done in and around the Nightstalls.
by a Katapeshi merchant. The man has an unsavory These include negotiating a deal with some truculent
reputation, but at this point Wulessa is unwilling to sit by gnolls, eliminating fiendish protections on a magic item
and let her personal obsession get away from her again. She he owns, and gambling literal years of their lives with an
is determined to get hold of the archive, no matter the cost to alchemist acquaintance.
herself or to the Pathfinder agents she uses as go-betweens. Back in Farseer Tower, Wulessa asks the PCs to aid her
in activating the Monadistic Archive. The scrolls within
SUMMARY hold mental echoes of great minds of the past, and she
Venture-Captain Wulessa Yuul summons the PCs has a ritual prepared to access one. Doing so creates a
to Farseer Tower. She tasks them with acquiring the mental geography called a mindscape, which she wishes
Monadistic Archive, currently in the possession of Palhuna the PCs to explore while she holds it open.
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PATHFINDER SOCIETY SCENARIO
the time his agents got there, the place had already been looted.
GM RESOURCES “Phlegos Dulm’s complacency aside, not all is bleak. The
This scenario makes use of the Pathfinder RPG Core adventurers who looted the crypt were not scholars; they were
Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary simply looking to exploit the wonders of the past. The Monadistic
3, Pathfinder RPG Gamemastery Guide (GMG), Pathfinder Archive, in particular, was sold to Palhuna Murqual, a merchant
RPG Monster Codex (MC), and Pathfinder RPG Ultimate here in Katapesh. I believe he bought the archive assuming it was
Equipment (UE). All rules referenced in this adventure can merely a magical storage device, not an esoteric repository of
be found in the free online Pathfinder Reference Document lore indecipherable by him. He has shown interest in selling—at
at paizo.com/prd, and the relevant rules from the Bestiary a profit, of course—and I need you to make the purchase. I have
volumes and Monster Codex volumes are reprinted in the an Abadaran promissory note that should cover the price, but he
end of the scenario for the GM’s convenience. is crafty and may bargain for more. I want the archive, whatever it
costs. I can’t pay more gold than I already have offered, but if you
Unfortunately, her understanding of the can find other means of appeasing Murqual, I encourage
archive’s nature is flawed, and the ritual causes you to do so.”
the archive to begin absorbing her mind.
As participants in the ritual, the PCs are Allow the PCs to ask questions of
able to explore the mental “landscape” Wulessa to clarify their mission. Below are
and free themselves and Wulessa from sample answers to likely questions.
it. Doing so involves travel through Do you want us to steal it? “No!
thoughts and memories drawn from Absolutely not. The repercussions for
the venture-captain, themselves, and theft from a merchant in Katapesh are
the archive’s caretaker, a theletos truly severe.”
aeon. It dispatches shadow-memory What ‘other means’ did you have in
constructs at the party attempting mind? “Murqual is the sort who can see
to discourage them, but ultimately the value in a team of Pathfinders. That’s
it must either bargain with the PCs one reason I am sending you. After Dulm’s
or defeat them in mental combat. In gaff, I also recognize that I am too incensed
the end, the PCs exit the mindscape to deal with Murqual in person.”
more or less intact, preferably He’ll want something from us? “Possibly.
with Wulessa Yuul’s mind I don’t want you to do anything illegal
freed as well. or immoral, but anything else that
might win him over... well, see what
GETTING Venture-Captain he has to say.”
STARTED Wulessa Yuul What exactly is the Monadistic
Archive, anyway? “It is a chest
Read or paraphrase the following to get containing numerous magical scrolls.
the adventure underway. I believe they are currently inactive, but I
know a ritual to access their secrets. In fact, I
It is a hot, breezeless evening in Katapesh. Here, in a meeting might need your assistance with that later. Until then,
room atop Farseer Tower, the curtains hang listlessly even with the it’s best not to open it.”
windows thrown open. Unfortunately, the only thing hotter than PCs can also attempt Knowledge checks to expand the
the air is Venture-Captain Wulessa Yuul’s ire. information Wulessa has given them.
“Why must I share Katapesh with so-called equals who are
incompetent?” She huffs between gritted teeth, pacing back and Knowledge (arcana)
forth before calming herself. “My pardon. Let me explain. Some The Monadistic Archive is an obscure artifact, but the PCs may
months ago, the crypt of Zahari Mahiman—a scholar and sage from have heard of it.
the Age of Enthronement—was rediscovered out in the wastes. I, 20+ The Monadistic Archive is said to be a Jistkan collection
personally, have long sought one artifact reputedly interred with of knowledge.
him: the Monadistic Archive, a collection of scrolls from the Jistkan 25+ Supposedly it does not merely document lore from
Imperium. Unfortunately,” she grits her teeth, “It fell under the that era, but actually binds the minds of great thinkers into a
purview of the Kotargo Lodge to arrange an expedition. Venture- mental compendium.
Captain Dulm took his time getting things underway, in spite of my 30+ Like many Jistkan magical items, it is said to have an
own requests for urgency and offers of assistance. As a result, by outsider bound to it as well, overseeing the minds within.
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5
PATHFINDER SOCIETY SCENARIO
What is this delivery? “I have some special goods being scores of scrolls in individual compartments, with his
shipped in from the savanna tonight. I am short on staff compliments to Venture-Captain Yuul.
to take the delivery, and I don’t care to be seen meeting Rewards: If the PCs fail to complete one or more of the
with the deliverers. They’re gnolls. It’s a social status two or three agreed tasks for Murqual, reduce each PC’s
issue; I’m sure you understand.” gold earned as follows. Reducing the number of tasks
What’s being delivered? “Goods I require—that’s all owed the merchant counts as completing one task.
you need know.” Subtier 1–2: Reduce each PC’s gold earned by 60 gp per
Are there any complications? “I’ve had dealings with task not completed.
this tribe before. They tend to ‘forget’ the agreed upon Out of Subtier: Reduce each PC’s gold earned by 150 gp
price. You’ll be carrying some additional funds—I regard per task not completed.
it as a standard tax when dealing with them—but beyond Subtier 4–5: Reduce each PC’s gold earned by 240 gp per
that, I expect you to convince them that they’re not task not completed.
getting any extra.”
What is this item with magic wards? “A mask, A1. Midnight Delivery (CR 3 or CR 6)
supposedly able to bind souls. Unfortunately, it already The first of the three possible tasks involves meeting
has something bound to it. Examination indicates that gnolls near the Twilight Gate to complete a transaction.
‘something’ is a guardian. I would have you dispose
of the guardian. Somewhere away from the shop, of By night, the streets of the Twilight Gate district are mostly
course. Maybe not on the streets, either—we don’t want empty. The courtyard surrounding the Ruined Monastery, a
any passerby witnesses or victims. There’s a flat-roofed popular tourist attraction by day, is even more deserted than
warehouse nearby. It should suffice.” the surrounding streets. Perhaps this is what made it the
What kind of guardians? “I’m not entirely sure, but it choice location for Murqual’s gnoll “distributors,” or perhaps
has the stink of Abaddon about it. Given the origins of the the gnolls feel comfortable in the shadow of this former home
mask, I believe it’s a creature called a div.” to Lamashtu’s faithful. In either case, the shadows lie thick
Do they have weaknesses? “They are difficult to hurt underneath these crumbling walls.
unless you have a holy weapon, or one of cold iron. As it
happens, I do have some cold iron weapons in my shop. Murqual sets the PCs up with a small donkey-pulled
Available for purchase, of course.” cart before departing his shop. Most of its contents consist
What is this purchase you want to make? “An of trade goods, bolts of cloth, and several casks of liquor. In
acquaintance of mine owns a mirror I would like. She addition, he gives them two sacks containing 100 gp each
isn’t willing to deal in gold for it, and her desired coin is as additional “payment” if the gnolls prove recalcitrant.
not one I am quite willing to pay.” Creatures: The already-recalcitrant gnolls wait in the
What kind of coin, then? “Madame Jelaris is an plaza for the PCs. Behind them in the gloom is a small
alchemist trying to develop an equivalent of the sun orchid crate. Only one of the gnolls speaks Common, and even
elixir. I don’t know if that is possible, but she has a means she prefers to speak in her own language. As predicted,
to alchemically extract vitality. Essentially, she can make they meet the group with snarling disdain, hissing that
one older. She claims the ‘years’ of life extracted are the PCs aren’t the ones Murqual normally sends. The
invaluable in her research. And she requires twenty years continue to voice complaints (“These linens are moth-
from me before relinquishing the mirror.” ridden.” “There’s only one donkey?” “Do they expect the
So you want us to...? “Make the purchase for me, of tribe to starve?”), doing their best to undermine the PCs’
course! Twenty years of my life, all at once, is too dear, but side of the deal.
twenty years divided among you lot? That’s little enough, The gnolls have a starting attitude of unfriendly, and
I think! Plus I’ll let you in on a secret: Madame Jelaris is the PCs can convince the gnolls to cooperate with the
an inveterate gambler. If you wager the years, you might original terms of the agreement with a successful DC
walk away paying nothing! Or paying twice as much. If 14 Intimidate check (DC 18 in Subtier 4–5) or a DC 22
you do that, a word of advice: don’t cheat. Or at least don’t Diplomacy check (DC 26 in Subtier 4–5). For each 100 gp
get caught cheating.” the PCs give the gnolls, they receive a +2 bonus on the
Development: The PCs can use Murqual’s shop as Diplomacy check. If a PC speaks in Gnoll, he receives a +2
base of operations, returning to deliver or report on the bonus on the Diplomacy or Intimidate check.
completion of one task before taking on another. Once If convinced to complete the transaction, the gnolls
they have completed the requisite number of tasks, hand over their own crate and lead the doomed donkey
Murqual is true to his word. He hands over the Monadistic and cart away. If the PCs fail the Diplomacy check by 4 or
Archive, a large, gilded pauelielwood chest filled with less, the gnolls complain more and threaten to leave—a
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G1 G2
G3
G : Gnoll or Flind
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PATHFINDER SOCIETY SCENARIO
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L : Ladder
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PATHFINDER SOCIETY SCENARIO
a group, the PCs receive 20 tokens, which they can split phase of the scenario. Upon returning to Farseer Tower,
between themselves as they wish. Madame Jelaris, as the the PCs are ushered back to the meeting chamber.
“house,” sets aside a reserve of 20 tokens for herself as
well, and she plays the part of the dealer. Each round, The room has undergone some changes over the past few
players can buy as many dice as they wish at the cost of hours. The furniture has been pushed aside, and the resulting
one token per die. Once all players have purchased as empty carpet space has cushions laid out in a circle. Unlit
many dice as they want, they roll them. Madame Jelaris candles stand in a silent circle around the cushions. The formerly
then rolls a single die of her own. Each PC die roll that open windows are shut, perhaps to prevent the candles being
beats her roll wins two tokens back. This continues snuffed by a stray breeze once lit, not that it makes a difference
until the PCs quit, are out of tokens, or have won all of on this still night.
Jelari’s tokens.
The PCs can cheat on their rolls. Each round, a PC can Wulessa Yuul is eager to see the PCs, and she’s
attempt a Profession (gambler) or Sleight of Hand check positively ecstatic seeing them carrying the archive chest.
against Madame Jelaris’s Perception check (for ease of She bids them to set it down against one wall. If anyone
play, she is assumed to take 10, resulting in a 18 in Subtier has suffered ability damage, Wulessa looks them over
1–2 and a 23 in Subtier 4–5) after buying and rolling any and uses a wand of lesser restoration to heal them. While
dice. If the check succeeds, the PC can reroll one of his she says the following, she opens the chest and sifts
dice. For every 5 points by which the PC exceeds this DC, reverently through the scrolls, unrolling and examining
he can reroll one additional die. several, holding a few up to her ears, and seeming to
Failing the check by 4 or less does not expose the listen to them.
PC, but it does arouse Madame Jelaris’s suspicions and
increase the DC of that PC’s subsequent checks to cheat “Excellent work. I shall take a full account of your adventures
by 10. If a PC fails the check by 5 or more, Madame Jelaris this night shortly, but for now... I need some more of your
expels him from the game, confiscates his remaining assistance. As I said before, these scrolls are relics of the Jistkan
tokens, and adds them to her own pool. Imperium from thousands of years ago. What information
Development: At the game’s completion, the PCs must I’ve found indicates that the Monadistic Archive recorded the
pay Madame Jelaris as many “years” as she has tokens. thoughts and minds of some of the greatest thinkers of that
They can decide between themselves how many years each empire. Not merely recorded in the written word—supposedly
PC pays. She can adjust her collection device to extract they copied the very minds of these men and women. Some
the lifespan of multiple PCs at once, so the process only binding entity within the scrolls brings these minds together
takes about an hour no matter how many participants are into a collective of wisdom and lore, where each mind is no
involved. Although normal aging rules are not used in longer a discreet part, but melded into a greater whole. The
the organized play campaign, the harshness of Jelaris’s’ ritual I have prepared should allow me to open the archive,
process does leave a mark: for every 5 years of artificial but the effort of doing so prevents much exploration on my
aging a PC experiences, he takes 1 point of ability drain to part. If I include you in the ritual, you can be my eyes and ears.
either his Strength, Dexterity, or Constitution score (the Of course, this is not a process that can be completed in one
player selects the score affected). night. This could take years. In the long run, a full team will be
After collecting her fee—or grumbling about being assigned cataloging duties, but tonight I cannot resist at least
paid nothing—she hands over the item that Murqual one brief expedition. I have sought the archive for so long, and
wants. It is a silver hand mirror enclosed in a tied black I would be honored if you would help me with this foray into
velvet bag. If the PCs open the bag, they discover the the mind of the past.”
mirror holds the image of a bald man looking about
in confusion, though he seems incapable of perceiving The PCs likely have questions. Wulessa doesn’t know
anything outside his prison. If the PCs ask Murqual everything, but she answers as best she can.
about this, he chides them for their curiosity and puts the Is this opening a portal to somewhere? “I understand
mirror away without answering. Releasing the prisoner the Monadistic Archive to be a mental realm, one only our
within involves several command words, and simply minds enter. Our bodies remain here.”
breaking the mirror (hardness 10, 10 hit points) kills its Will we be safe? “The doors are warded, and my
occupant rather than freeing him. servants trustworthy. No one will harm our bodies while
we are away.”
THE MIND IN THE TEXT What will our minds experience? “It should be similar
Having acquired the Monadistic Archive, the PCs need to astral travel. That is to say, your minds form physical
merely report back to Wulessa Yuul to begin the next copies of your bodies inside. The architecture of the
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PATHFINDER SOCIETY SCENARIO
subtlety. Note that her weakness attack also does only 20%
THE AEON OF THE ARCHIVE normal damage against anyone who disbelieves the hag.
Some might wonder why an aeon, an agent of universal Morale: The hag is an illusion and fights until destroyed.
forces, is tasked with essentially being a librarian. The creator
of the Monadistic Archive’s needed an impartial arbiter Subtier 4–5 (CR 3)
to oversee the collection of minds and the disseminate
the information to the archive’s users. As a neutral being SHADOW CONJURATION NIGHT HAG CR 3
embodying the duality of slavery and freedom, the creator hp 18 (Pathfinder RPG Bestiary 215; see pages 14 and 23)
considered a theletos aeon an ideal candidate. TACTICS
The aeon doesn’t seek release. The fact that it is bound During Combat: The hag turns invisible as soon as combat
and essentially a slave itself doesn’t bother it; universal starts, then she uses deep slumber on the PCs. She attacks
principles apply to it as much as they do to any other aspect anyone left awake, using her other spell-like abilities as
of creation. It was free for a time, then it was bound, and needed. As an illusion, she lacks a heartstone and the
it may be free again someday. It doesn’t even consider its abilities it grants—among other things, this reduces all her
current circumstances as slavery—simply a task fitting its saving throws by 2.
purpose. It has its own private monad to oversee, and it has Morale: The hag is an illusion and fights until destroyed.
been a long time since it has had the opportunity to add new
thoughts to that system. Development: Once the PCs have defeated Wulessa’s
replacement, they can examine the room. The door seems
locked, but closer examination shows that it is merged
B1. Entry (CR 1 or CR 3) with the wall and cannot open. Exiting through one
window simply causes a PC to appear across the room.
As Wulessa Yuul finishes her invocation, she bows her head The most blatant clue to the room’s unreality, though,
over the unfurled scroll, and the room falls silent. The only thing might be the wind gusting through the previously closed
breaking the quiet is the snapping of the curtains, billowing in windows. A PC who succeeds at the Will save to disbelieve
a heavy wind. Curiously, the breeze does not stir any other the room transports the group to area B2.
fabrics in the room; even the Monadistic Archive’s scroll lies Treasure: Anyone examining the scroll on the floor
flat on the floor. The doors remain sealed, and there is no sign discovers it is devoid of the writing that once covered its
the seance achieved its goal. surface. It has a strong transmutation aura and is a magic
item created by the PCs’ subconscious manipulation of
Entry into the mindscape is deceptive, for the arrival the flexible possibilities of the mindscape. A spellcaster
point is nearly identical to the meeting room in Farseer can use it as a boro bead (Pathfinder RPG Ultimate Equipment
Tower. The figure at the center of the circle remains 284), page of spell knowledge (Ultimate Equipment 314), or pearl
silent and hunched over (see the Creatures section below of power, whichever function is best for that individual. If
if the PCs interact with her). The PCs can break the circle used as a page of spell knowledge, the owner chooses which
and stand at this time to investigate their surroundings. spell it grants upon claiming it. Once the choice of which
Creatures: Wulessa Yuul’s mind has been spirited item it functions as or what spell it contains is made, it
away elsewhere in the mindscape, and her physical cannot be reversed. In Subtier 1–2, the scroll affects 1st-
presence here has been replaced by a shadow creature— level spells and spell slots, and in Subtier 4–5, it affects
an automatic response to the aeon’s removing the 2nd-level spells and slots.
venture-captain. When the PCs acknowledge or touch
her, she stands and throws her head back, revealing her B2. The Venture-Captain’s Youth
nightmarish features. She cackles madly and attacks,
telling the PCs that they have fallen into her trap and that The stone walls of Farseer Tower melt away, replaced by warm
she shall feast upon their innards. blonde wooden wall paneling and a plush, lemon yellow carpet.
A canopied bed sits between two windows, through which
Subtier 1–2 (CR 1) the spires of an grand city are visible. A small army of dolls is
pushed over to a corner, its slumping forms indicating some
SHADOW CONJURATION GREEN HAG CR 1 level of neglect. Instead, the preferred playthings in this child’s
hp 11 (Pathfinder RPG Bestiary 167; see pages 14 and 22) room seem to be books. A row of titles line a shelf on one wall,
TACTICS and several opened ones lie on the bed. Opposite the bed are a
During Combat: The hag turns invisible as soon as combat closed door and an elaborate vanity table. A mirror on the vanity
starts, then she uses her claws and shows little further reflects some motion not apparent in the room itself.
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B1
B2 B8
B5a
B5
B7
B3
B3a
B6
B4
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PATHFINDER SOCIETY SCENARIO
Will that happen to us? “I don’t think so. You were only
SHADOWS OF THE MIND riding along on my invocation. I think you are only here
Until they attract the direct attention of the aeon, the PCs as a side effect. When the archive is finished...emptying
are alone inside of their and Wulessa’s memories. This me, you might be released into your bodies. Or you might
doesn’t mean they are safe subconscious manifestations be trapped in here. I’m not certain.”
of these memories and thoughts can take on a facsimile of Can we get ourselves/you out? “Possibly. I can feel an
life. Encounters in areas C1, C4, and C5 are not with actual entity overseeing the transcription. This... archivist, for
creatures, but with ephemera of the mind that are similar to lack of a proper name, should logically have a presence
monsters summoned using shadow conjuration. inside this mindscape, at least during this process.
The specific creatures would not normally be summonable, You may be able to find the archivist and challenge or
but they follow the same rules. All have only 20% of their persuade it to stop. Hopefully that would release us all.”
normal hit points. Anyone interacting with one of them is What is this room? How can we move on? “If the
allowed a Will save to recognize them as unreal (DC 14 in door and windows won’t open, I’m unsure. This is my
Subtier 1–2 and DC 16 in Subtier 4–5). The shadow monsters childhood bedroom in Quantium. I would lie in bed,
only deal 20% normal damage against anyone who has reading adventure stories of brave explorers and warriors.
recognized them as illusions, all special abilities that do not Childish treacle, but still... I think that was what sparked
do lethal damage are only 20% likely to work, their AC falls my ambitions to be a Pathfinder.”
to 14 (AC 17 in Subtier 4–5), and their saving throw bonuses Development: Further conversation should help the
are reduced to +4 maximum (+6 in Subtier 4–5). Any spell- PCs establish the nature of travel between areas of the
like or special abilities that require a saving throw have a DC mindscape. If the PCs develop a working theory on how to
of 14 rather than the creature’s standard saving throw. disbelieve the rooms, she nods and affirms that it sounds
To accommodate a group of only 4 PCs, reduce the DC of plausible. Otherwise, she compares notes and offers them
the Will save to disbelieve the illusions by 2. the theory.
She also discovers her own ability to manifest spells
This is Wulessa Yuul’s memory of her childhood as potions, as she wishes she could directly aid them and
home and bedroom. The doorway is again sealed shut, then exclaims as a potion manifests inside a drawer of
as are both windows. All of the books are styled as child’s the vanity. Once she has provided what advice and help
picture books, with bright pictures and big lettering, she can, the PCs can work on accessing more of the
but inspection shows that the texts are far more mindscape. A key discrepancy between this layer and
advanced than a child could read—each is an issue of the reality is the contents of the various books. Wulessa
Pathfinder Chronicles or a well-known arcane text. PCs confirms that they physically resemble her childhood
looking into the mirror find the adult image of Wulessa books, but she wasn’t such a prodigy that she could have
inside the glass. She gives a start upon seeing the PCs read and understood any of these. PCs focusing on this
then speaks. Possible questions the PCs might have for detail can make Will saves to travel to B3.
her appears below. Her state of mind is worried and
concerned, unsure of how she can get out of this, but she B3. The Archivist’s Attention
hasn’t begun to panic.
The room shimmers and changes again. The shape remains
“You’re here! I thought, with how things had gone wrong, that the same, but the walls and floor resolve into a series of glass
perhaps you weren’t trapped in here as well. I... am sorry. I tiles that creates a checkerboard of luminescent blue and light-
think I erred in my assumptions.” swallowing black. The door vanishes, revealing a passage
filled with the same half-light. Opposite this, the room breaks
Where are we? “It is a mental landscape, as I had away entirely. An entire wall is missing, leaving a jagged hole
thought, yet it seems to be patterned off of my mind.” overlooking a void occupied by nothing more than deep purple
Why is that? “I can feel some entity controlling the mist, seemingly born out of and reabsorbed by the darkness.
archive—I was correct in that much. But invoking the Somewhere in the depths, a tremendous crystalline shape
scroll seems to have caused it to add me to the archive flashes through the mist. The room is otherwise featureless,
rather than granting me access.” devoid of all angles. Even the floor has a slight curvature,
What is happening to you? “I can feel the days of my melding smoothly into the walls.
life being transcribed. Pulled from my body and stored
here. I don’t know if there will be anything left of me The PCs attract the aeon’s notice upon reaching this
when it is done. I can’t even move around. I’m simply layer. It is simply curious at this stage and scans their
trapped inside my own memories.” thoughts while they examine the room. Before they
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move on, it tries communicating. Within this layer, its the shrine was hidden, but we found the trigger to open it. And
envisaging ability manifests as pictures being formed then... there were guardians. Here. Two of us died. They came
out of the glass tiles. Light and dark tiles shift to form from the air itself. I think you are in danger! Here, take this; it
pictures representing its thoughts. It forms an eye, then may aid you against the dangers here.”
a question mark, letting the PCs know it sees them and is
curious. If the PCs respond, it continues in this fashion. Creatures: As Wulessa warns the PCs, a rope falls
At this time it is mostly interested in the PCs, doesn’t from the ceiling, landing at their feet (see the Treasure
respond to inquiries about Wulessa, and only gives vague section below). After she speaks, the sound of wind
indications to its own nature (showing a set of scales or pouring from the vents below increases. One round
chains breaking and being reforged). When it has learned later, vapor starts pooling below. A round after that,
a little about each PC, or if they don’t talk, the tiles return the vapor coalesces into a pair of misty guardians that
to their original pattern. attack. During this time, Wulessa manifests a potion of
Development: On this primal layer, the PCs cannot the PCs’ choice upon the altar. During the battle, her
“will” themselves out. The passage out of this room image gives advice and assists the PCs in seeing through
leads downwards at a slight angle, eventually connecting the shadow creatures, giving PCs a +2 bonus on Will
to area B5. When the PCs reach B3a, however, the aeon saves made to disbelieve them.
“shifts” them up a layer so that the passage turns and
ends at a door leading into area B4. Subtier 1–2 (CR 3)
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PATHFINDER SOCIETY SCENARIO
humanoid, all signs of either demonic or Wulessa’s likeness B6. Another Deal
melting away. Beneath the statue, a glass portcullis blocks
off another passageway. Opposite the passage and statue the As the door opens, a familiar bell tinkles overhead, letting
wall once again crumbles away into a fathomless void. Palhuna Murqual know that his shop has visitors once more.
The setting has changed subtly since earlier; while the shop’s
Regardless of the PC’s previous elevation, they f ind layout remains the same, the wares previously displayed in
themselves at f loor level as the new layer manifests. cases and on the walls are missing. In their places are keys of
The aeon again attempts communication with the all shapes, sizes, and construction.
PCs, using the walls as a surface for envisioning. Its
motivation and interests have changed slightly since Having failed to eliminate the PCs, the aeon is willing
the last attempt. It is more forthcoming about the to negotiate. To do so it has returned the PCs to a recent
process of absorbing Wulessa Yuul’s mind (an image scene from their own memories associated with deal
of Wulessa’s face being drawn onto a scroll, rolled up making. A round or two after the PCs enter the room, the
and placed reverently inside the Monadistic Archive back curtains stir and Palhuna Murqual comes forth,
chest), as well as why it chose her (a montage of images smiling unctuously. Those who watch the shopkeeper
of her life beside piles of coins, jewels, and other see that he is not quite right. His form flickers, almost
valuables, growing alongside her life experiences). It imperceptibly, and he tends to “jump” from one location
also indicates the role it has decided the PCs play in the to another when not observed directly. In truth, this isn’t
process (a nest of rodents rummaging in the walls of a even a shadow version of Murqual, but instead another
well-ordered house). instance of the aeon’s envisioning. As such, he doesn’t
Creatures: With this analogy established, it seeks to speak, making his intentions clear through pantomime.
sweep them away. While not apologetic, it indicates as He informs the PCs that he has the ability to let them
best it can through envisioning that it bears them no ill peacefully exit the mindscape (he produces a golden key
will, but they are in the way. At this point the statue on and gestures to a door that wasn’t there a moment ago).
the wall comes to life and attacks. In return, he wants them to give up on rescuing Wulessa
Yuul (one of the PCs discovers himself in possession of
Subtier 1–2 (CR 2) a scroll. Upon it is a clear drawing of Wulessa’s face). He
holds the key out, making a haughty “give me” gesture
SHADOW CONJURATION GIANT TERRA-COTTA SOLDIER (CR 2) with his other hand. If the PCs ask other questions,
hp 14 (Pathfinder RPG Bestiary 3 262, 291; see pages 14 and 23) Murqual might answer but steers the conversation back
TACTICS to his offer.
During Combat: The soldier lacks weapons, so it simply uses Development: If the PCs agree to this deal, they can
slam attacks against the closest PC. take the key and unlock the door. Traveling through the
Morale: The soldier attacks until destroyed. door returns them to their physical bodies. Venture-
Captain Wulessa Yuul’s body is alive and unharmed,
but it is clearly vacant of any ability to think for itself;
Subtier 4–5 (CR 4) proceed to the Conclusion.
If the PCs reject the deal, Murqual exasperatedly
SHADOW CONJURATION GLASS GOLEM CR 4 throws his hands up, and both he and the door disappear.
hp 19 (Pathfinder RPG Bestiary 2 138; see pages 14 and 21) If the PCs attempt to overpower Murqual in order to take
TACTICS the key, they find that both are immaterial, after which
During Combat: The golem does not employ any advanced he vanishes as above. The door does not open or allow the
tactics and simply attacks the closest PC. Unless the PCs PCs to escape unless they accept the deal. When Murqual
carry a source of bright light, the lighting is insufficient for its vanishes, the entire shop shimmers for one round before
dazzling brightness ability. transitioning to area B7. The PCs do not need to will
Morale: The golem attacks until destroyed. themselves out of this layer.
Rewards: If the PCs fail to reach and resolve this
Development: The glass portcullis is immovable yet meeting, reduce each PC’s gold earned as follows.
extremely fragile (hardness 1, 2 hp). The passage beyond Accepting the deal merely results in the PCs’ missing the
leads back to area B3 and onward to area B7. PCs can encounter and rewards in area B8.
move back and forth between B3 and B5 unimpeded Subtier 1–2: Reduce each PC’s gold earned by 166 gp.
now, but when they reach B5a, they are again shifted Out of Subtier: Reduce each PC’s gold earned by 333 gp.
between layers, finding a door leading to B6. Subtier 4–5: Reduce each PC’s gold earned by 500 gp.
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B7. Wulessa’s Last Warning The aeon has generated this room, close to the core
of its essence in the archive, to assemble a direct mental
The facsimile of Murqual’s shop shimmers like a heat mirage, construct to confront the PCs. As the PCs make their
transforming into the familiar meeting room in Farseer Tower. way down the tunnel, it appears from the core of the
Familiar, at least, in shape. The furnishings are different, more crystalline ring and strides across the void, positioning
resembling a grandmother’s cozy tea room than the stark, itself at the end of the hallway.
studious place where this journey began. Intricately brocaded Creature: The Archivist manifests as an unfettered
settees and poufs clutter the room, while elaborate tapestries eidolon, custom assembled by the aeon to challenge the
cover almost every inch of the walls. One of these, a floor- PCs. Accordingly, its form blends both the aeon’s own
length cerulean silk curtain, is embroidered with a portrait of body and that of the PCs. Anyone looking at the eidolon
Wulessa Yuul. Her arms are folded across her chest, and a look at first sees a copy of herself with two differences: the
of distaste resides upon her face. copy possesses four arms, with two limbs splitting from
each elbow, and the copy’s head is a crystalline torus
The image of Wulessa is her avatar in this layer. After hovering above the shoulders. This is an illusion that
a moment, she turns within the hanging and speaks to a PC can see through with a successful DC 14 Will save,
the PCs. and its effects are entirely visual; it doesn’t modify its
statistics in any way. The eidolon’s true form is very
“When I first became Venture-Captain and took charge of similar to that of a theletos aeon, with a crystalline
Farseer Tower, this was how the place looked. The whole torus body with eight limbs sprouting from two arms
tower. My predecessor was more concerned with frippery and and two legs.
luxuries than with hard-won knowledge and diligence. If this The Archivist no longer feels further conversation
becomes my final view of the tower, it might be the greatest serves a purpose, merely manifesting images of the
indignity of all.” Pathfidners’ friends and family looking disappointed,
shaking their heads, or sighing in frustration, but if the
She shakes her head and addresses the PCs directly. PCs initiate dialogue it may respond to any last questions.
Once there is nothing else to do but attack, it does so.
“I think you are close to the end. I can feel the archivist pausing
its work with me to face you directly. The shadows you fought
before now were a reflexive response, like sweeping cobwebs
from one’s face. Now I think you have its full attention. I
don’t think it can appear directly. Its essence is split across
all the archive’s scrolls, but whatever form it takes will have
considerably more power than the things you’ve fought before
now.”
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PATHFINDER SOCIETY SCENARIO
DEFENSE
A MIRROR OF THE PCS AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Statistically, the Archivist is an unfettered eidolon; hp 26 (4d10+4)
however, these numbers only approximate the aeon that Fort +5, Ref +6, Will +3
oversees the archive. It has built the eidolon as a response Defensive Abilities evasion; Resist cold 5
to the PCs’ actions, and as a result, the eidolon’s abilities OFFENSE
partly reflect and counter the PCs’ abilities using a custom Speed 40 ft.
evolution called reflection. Melee longspear +6 (1d8+3/×3), 2 claws +1 (1d4+1) or
First, this grants the eidolon a constant benefit depending 2 claws +6 (1d4+2)
on the composition of the party. Second, this grants the Ranged shortspear +6 (1d6+3)
eidolon a pool of points that it can use to activate temporary TACTICS
benefits. In Subtier 1–2, it has a pool of 4 points. In Subtier During Combat The Archivist moves to the center of the
4–5, the total increases to 6. room and activates its arrow magnet. Once there, it uses
For each PC with a BAB equal to their hit dice (or who can its longspear and reach to punish anyone who gets too
emulate such with class abilities like flurry of blows), the close while throwing shortspears at those who keep
Archivist gains 2 additional hit points (4 additional hit points their distance.
in Subtier 4–5). As long as at least one such PC is in the Morale This eidolon is merely an extension of the Archivist’s
party, the Archivist can spend 1 point as a free action to gain will, and its destruction merely results in Wulessa’s
one of the following feats for 1 round: Blind-Fight, Combat freedom. As a result, it fights until destroyed.
Expertise, Dodge, Power Attack, or Step Up. STATISTICS
The Archivist gains spell resistance 9 (spell resistance Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
12 in Subtier 4–5) against arcane spells if there is at least Base Atk +4; CMB +6; CMD 18
one arcane spellcaster in the party, and the spell resistance Feats Combat Reflexes, Iron Will
increases by 1 for every arcane spellcaster that is present. As Skills Acrobatics +9 (+13 to jump), Knowledge (arcana) +5,
long as there is at least one arcane spellcaster, the eidolon Knowledge (planes) +5, Perception +7
can spend 1 point to cast one of the following spells as a Languages envisaging
spell-like ability (CL 2nd in Subtier 1–2, CL 5th in Subtier 4–5): SQ evolution points (arms [2], claws, legs [2], reflection [see
cause fear, magic missile, sleep, or true strike. sidebar], resistance [cold], weapon training [simple])
The Archivist gains spell resistance 9 (spell resistance Combat Gear arrow magnet UE, Other Gear longspear,
12 in Subtier 4–5) against divine spells if there is at least shortspears (3)
one divine spellcaster in the party, and the spell resistance
increases by 1 for every divine spellcaster that is present. As Subtier 4–5 (CR 6)
long as there is at least one divine spellcaster in the party,
the eidolon can spend 1 point to cast one of the following THE ARCHIVIST CR 6
spells as a spell-like ability (CL 2nd in Subtier 1–2, CL 5th in Quadruped unfettered eidolon (Pathfinder RPG Bestiary 3 110)
Subtier 4–5): cure light wounds, divine favor, doom, or inflict N Medium outsider (extraplanar)
light wounds. Init +3; Senses darkvision 60 ft.; Perception +11
For each PC capable of dealing extra dice of precision- DEFENSE
based damage, the Archivist gains DR 2/— against such AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
attacks. As long as at least one such PC is in the party, The hp 68 (8d10+24)
Archivist can spend a point as a free action to take 10 on Fort +8, Ref +9, Will +4
any skill check. Defensive Abilities evasion; Resist cold 5
If a PC fits more than one of these roles, the eidolon OFFENSE
chooses which role he best fits and treats him only as a Speed 40 ft., fly 40 ft. (perfect)
member of that role. Melee +1 longspear +12/+7 (1d8+5/×3), 2 claws +9 (1d4+1) or
2 claws +11 (1d4+3)
Ranged shortspear +11/+6 (1d6+3)
Subtier 1–2 (CR 3) TACTICS
During Combat The Archivist moves to the center of the room
THE ARCHIVIST CR 3 and uses its longspear and reach to punish anyone who gets
Quadruped unfettered eidolon (Pathfinder RPG Bestiary 3 110) too close—all the while throwing shortspears at those who
N Medium outsider (extraplanar) keep their distance. It uses its gloves to protect itself from
Init +2; Senses darkvision 60 ft.; Perception +7 ranged attacks.
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PATHFINDER SOCIETY SCENARIO
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PATHFINDER SOCIETY SCENARIO
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Wind Defense (Ex) The churning winds of a mihstu’s body dawn. The sleeper suffers tormenting dreams and takes 1
automatically deflect nonmagical projectiles (such as point of Constitution drain upon awakening. Only another
arrows, bolts, and sling stones). All other ranged weapons ethereal being can stop these nocturnal intrusions by
(including magical projectiles and thrown weapons) have confronting and defeating the night hag.
a 20% miss chance. Weapons of significant size, such as Heartstone (Su) All night hags carry a heartstone—a special
giant-thrown boulders, siege engine projectiles, and other gemstone worth at least 1,800 gp that is worn as a
massive ranged weapons are not affected by this ability. periapt. A heartstone’s magic is fueled by the hag’s spirit
and proximity—once separated from its owner (or upon
NIGHT HAG CR 9 the hag’s death), a heartstone retains its magic for only
Pathfinder RPG Bestiary 215 24 hours before becoming a nonmagical gem again. The
NE Medium outsider (evil, extraplanar) heartstone instantly cures any disease contracted by the
Init +4; Senses darkvision 60 ft.; Perception +16 holder. In addition, a heartstone provides a +2 resistance
DEFENSE bonus on all saving throws (this bonus is included in the
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural) statistics block above). A night hag that loses this charm
hp 92 (8d10+48) can no longer use etherealness or soul bind until it finds a
Fort +14, Ref +8, Will +11 replacement gemstone.
DR 10/cold iron and magic; Immune charm, cold, fear, fire,
sleep; SR 24 TERRA-COTTA SOLDIER, GIANT CR 6
OFFENSE Pathfinder RPG Bestiary 3 262, 291
Speed 30 ft. N Large construct
Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
Special Attacks dream haunting DEFENSE
Spell-Like Abilities (CL 8th) AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
Constant—detect chaos, detect evil, detect good, detect law, hp 74 (8d10+30)
detect magic Fort +2, Ref +4, Will +2
At will—deep slumber (DC 16), invisibility, magic missile, ray DR 5/bludgeoning; Immune construct traits, fire; SR 17
of enfeeblement (DC 14) OFFENSE
At will (with heartstone)—etherealness, soul bind Speed 30 ft.
STATISTICS Melee longsword +11/+6 (2d6+5/19–20), short sword +11
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17 (1d6+2/19–20) or
Base Atk +8; CMB +13; CMD 27 2 slams +12 (1d6+5)
Feats Alertness, Combat Casting, Deceitful, Mounted Combat Special Attacks keen weapons, rank fighting
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, STATISTICS
Knowledge (arcana) +12, Knowledge (planes) +15, Perception Str 20, Dex 14, Con —, Int 1, Wis 11, Cha 1
+16, Ride +15, Sense Motive +16, Spellcraft +15 Base Atk +8; CMB +14; CMD 26
Languages Abyssal, Celestial, Common, Infernal Feats Improved Initiative, Two Weapon Fighting, Weapon Focus
SQ change shape (any humanoid, alter self), heartstone (longsword, shortsword)
SPECIAL ABILITIES Skills Perception +8
Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; SPECIAL ABILITIES
onset immediate; frequency 1/day; effect 1d6 Con damage Keen Weapons (Su) After it has engaged in at least 1 round of
(target must save a 2nd time or 1 point of the damage is combat, a terra-cotta soldier’s weapons automatically gain
drain instead); cure 2 consecutive saves. The save DC is the benefits of keen weapon (CL 6th). This effect persists
Constitution-based. until the end of the battle.
Dream Haunting (Su) A night hag can visit the dreams of Rank Fighting (Ex) Whenever a terra-cotta soldier is adjacent
chaotic or evil targets by using a special periapt known as to another terra-cotta soldier, it gains a +2 dodge bonus to
a heartstone to become ethereal, then hovering over the its AC and a +2 bonus on saving throws, attack rolls, and
creature. Once it does so, it rides on the victim’s back until damage rolls.
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25
Pathfinder Society Scenario #7-01: Character Chronicle #
MAX GOLD
Subtier
Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic.
When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off SUBTIER Slow Normal
your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead
as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn,
4–5 933 1865
you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail
SUBTIER Slow Normal
the save, the original effect overpowers your mental defenses and resumes.
— — —
All Subtiers Subtier 6–7
arrow magnet (600 gp; Pathfinder RPG Ultimate boro bead (2nd-level spell; 4,000 gp; Pathfinder RPG
Equipment 281) Ultimate Equipment 284) Starting XP
EXPERIENCE
GM’s
boro bead (1st-level spell; 1,000 gp; Ultimate daredevil boots (1,400 gp; Ultimate Equipment 230) Initials
+
Prestige Gained (GM ONLY)
FAME
–
Prestige Spent
Current Final
Prestige Fame
Starting GP
GM’s
Initials
+
GP Gained (GM ONLY)
GM’s
Initials
+
GOLD
–
Gold Spent
=
Total
For GM Only