Pathfinder 2e - #12 - Somewhere Below

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The adventure involves rescuing an explorer trapped in some caves near Urgir in Belkzen and dealing with dangers underground and angry spirits.

The adventure takes place near Urgir, the unofficial capital of Belkzen, a region in Golarion held by numerous orc communities and warbands.

An orc historian named Lorekeeper Unzgrin was exploring caves near Urgir to find dwarven artifacts but became trapped. The characters find her note and set out to rescue her.

Second Edition

Somewhere Below
By Kim Frandsen

Bounty: 12 Level: 1
Sanctioned for use with:
Somewhere Below
Table of Contents
AUTHOR Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Kim Frandsen

DEVELOPMENT LEAD Appendix: Game Aids . . . . . . . . . . . . . . . . . . . . . . . 10


Mike Kimmel

ADDITIONAL DEVELOPMENT
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Linda Zayas-Palmer

DESIGN LEAD
Mark Seifter
GM Resources
Campaign Home Page: pathfindersociety.club
EDITING LEAD Books: Pathfinder Core Rulebook, Pathfinder Bestiary, Pathfinder Bestiary 2, and Pathfinder
K. Tessa Newton Lost Omens World Guide
Maps: Pathfinder Flip-Mat Classics: Twisted Caverns
EDITOR
Janica Carter and K. Tessa Newton Online Resource: Pathfinder Reference Document at paizo.com/prd

COVER ARTIST
Sebastian Rodriguez
Summary
INTERIOR ARTIST
Sebastian Rodriguez
When seeking shelter from a storm, the PCs find a note from an explorer who is likely
CARTOGRAPHER stranded in the caves below and in need of immediate assistance. While rescuing her
Jason Engle and helping her to recover her lost notes, the PCs run afoul of dangerous cave-dwelling
creatures and subterranean hazards. When they try to leave, the anguished souls of
GRAPHIC DESIGN
Tony Barnett those who perished in the caves long ago lash out at them, attempting to bar their path.

DEVELOPMENT MANAGER
Linda Zayas-Palmer

ORGANIZED PLAY MANAGER


Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs

DIRECTOR OF GAME DEVELOPMENT


Adam Daigle

PUBLISHER
Erik Mona

HOW TO PLAY
PLAY TIME: 1–1.5 HOURS

LEVEL: 1

PLAYERS: 3–6

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

paizo.com
Somewhere Below
Somewhere Below
By Kim Frandsen

Adventure Background Where on Golarion?


In the 8,000 years since orc armies conquered the
dwarven Sky Citadel of Koldukar, the people of Belkzen’s This adventure takes place near Urgir, the unofficial
unofficial capital, Urgir, have plundered countless capital of Belkzen, a region held by numerous disparate
dwarven artifacts. More artifacts likely remain in ancient orc communities and warbands. The city of Urgir is built
dwarven outposts hidden throughout the region. Under upon the ruins of the dwarven Sky Citadel of Koldukar,
the looming threat of the recently freed undead overlord and many dwarven ruins remain undiscovered in the
known as the Whispering Tyrant, whose undead armies surrounding area. More information about Belkzen can
threaten Belkzen’s borders, the leaders of the orc holds be found on pages 38–40 of Pathfinder Lost Omens
have gained a new appreciation for ingenuity, diplomacy, World Guide.
and resourcefulness. Explorers, artisans, and others are
finding for the first time that they can gain as much BELKZEN
prestige and influence as warriors—but, as always,
competition is fierce. Many believe that the discovery of
dwarven artifacts or unexplored ruins is a way to quickly
elevate one’s station.
One of the people seeking these relics is a librarian •Urgir
and historian, Lorekeeper Unzgrin, who has made it her
life’s work to scour the foothills around Urgir for other
ruins. A few weeks ago, Unzgrin discovered evidence that
some of the dwarves fleeing Koldukar sought refuge in
a cave system near the Flood Road, Belkzen’s longest
thoroughfare. Thinking the caves might hold some
deeper secret, Unzgrin set out to stake her claim, but she Read or paraphrase the following.
became trapped and unable to escape. Two days have
passed. Thankfully, before her descent, she left a note at If you find this, I am caught somewhere below.
the cave opening requesting assistance if she took too I am Lorekeeper Unzgrin, and I’ve gone below to explore
long to return to the surface. what I believe are the ruins of an ancient dwarven outpost.
I trust that there is no danger, but if you find this note, and
Getting Started more than a day has passed, then I am likely in trouble. I offer
The adventure assumes the PCs have been traveling a reward in gold for any assistance in exploring the caves—
on the Flood Road near Urgir, and that an unexpected and for my immediate rescue, should I be in danger.
storm—a rainstorm in the wet season, or a dust storm —Lorekeeper Unzgrin of Urgir
otherwise—drove them to seek shelter in a nearby cave.
Inside, they find the remains of a campfire that is 2 Lorekeeper Unzgrin (LN female orc historian) relied
days old, as well as some simple traveling gear such as on her darkvision to navigate the caverns, leaving a pair
a bedroll and cooking pot. A small note is stuck into a of torches with some flint and steel near her campsite in
crevice in the cave wall, where it stands out against the case any potential rescuers require a light source. It is
dark stone. The crevice is near a narrow tunnel that leads readily apparent that her campsite has been abandoned
deeper into the caves. The note is written in Common for more than one day, indicating she is likely in danger
and Orcish, and is dated 2 days before. somewhere in the caves below.

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Somewhere Below

A. Caverns Scaling Encounter A1


Although Unzgrin is correct that a small group of
dwarves fled into various caves in the area following the To accommodate a group of more than four PCs, make
fall of Koldukar, there are no ruins to be found here— the following adjustments. These adjustments are not
only a few dangerous cave inhabitants, natural hazards, cumulative.
and the dwarves’ haunted burial site. Five PCs: If the PCs are fighting giant centipedes or
Use the map on page 5 for encounters in this area. giant rats, add 5 Hit Points to each opponent. If the
A passage ranging from 3 to 10 feet wide leads into PCs are fighting dream spiders, add 8 Hit Points to each
the caverns below. The cave walls are a mix of natural opponent.
stone and clay. The ceilings range from 10 feet high in Six PCs: If the PCs are fighting giant centipedes or
the narrow tunnels to 20 feet high in the largest caverns. giant rats, apply the elite adjustment to the creatures.
There are no natural lights in the caves, leaving them If the PCs are fighting dream spiders, add one additional
in darkness. dream spider.
The PCs can enter the caves from the tunnel on the
southern or western edge of the map. The GM can Unzgrin in area A3), but the spiders may or may not be
randomly determine which entrance to use, or select one. the current occupants. Various cave-dwelling creatures
Both passages eventually lead back to the cave where the frequently fight over this space, which is relatively safe
PCs discovered Unzgrin’s note. from larger threats. Whatever creatures are here, they
Exploring the Caves: The PCs do not need to explore attack anyone they sense passing by the cave and fight
the cave tunnels and rooms in a specific order, so they vigorously to defend their home, even pursuing PCs out
might enter these areas in an order different than that of the room. The creatures here also move to attack the
in which they appear on the following pages. While they PCs if they hear a shrieker (area A2) or a conversation
can take multiple different paths, they are likely to face in area A3.
each of the following at some point during the adventure: To generate this encounter, randomly determine which
Unzgrin in area A3; one or more shriekers in the areas creatures the PCs face using the following table:
marked A2 (either because they stumble upon them by
mistake or because they need to find Unzgrin’s backpack,
located in one of these rooms); the cave-dwelling AREA A1 CREATURES
creatures in area A1 (either because the PCs go to area d6 Creatures
A1 or because the creatures emerge in response to loud 1–2 3 giant centipedes
noises); and a dangerous haunt that threatens them when 2–3 3 giant rats
they attempt to leave (see Event: Buried Below). 3–4 2 dream spiders
Tracking Unzgrin: Dust and debris make tracking
Unzgrin easier than it otherwise would be on the bare Option 1
stone floor. A PC who succeeds at a DC 15 Survival check
to Track finds a booted humanoid’s tracks leading from GIANT CENTIPEDES (3) CREATURE –1
the cave entrance to area A2. From there, the tracks lead N MEDIUM ANIMAL
through the passages to the northeast, then to area A3. Pathfinder Bestiary 61
Perception +6; darkvision
A1. LAIR LOW Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
Bones and other detritus litter the floor of this small chamber. AC 15; Fort +7, Ref +6, Will +2
Thick webs cling to the walls and ceiling. HP 8
Speed 30 feet, climb 30 feet
A PC who succeeds at a DC 15 Crafting check, DC Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus
12 Nature check, or a relevant DC 10 Lore check to giant centipede venom
Recall Knowledge determines that the bones belonged to Giant Centipede Venom (poison) Saving Throw DC 14
small mammals, likely rats, and the webs were created by Fortitude; Maximum Duration 6 rounds; Stage 1 1d6
dream spiders. poison damage (1 round); Stage 2 1d8 poison damage and
Creatures: This room was recently the den of several flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1,
dream spiders (including the one that died attacking and flat-footed (1 round)

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Somewhere Below

A. Caverns S

A2

S
A2

A3

A2
S

S
A2

A1
S = Shrieker
1 square = 5 feet Pathfinder Flip-Mat Classics: Twisted Caverns

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Somewhere Below
Option 2 A2. SHRIEKER CAVE TRIVIAL
GIANT RATS (3) CREATURE –1 Overgrown moss and fungus cover the walls
N SMALL ANIMAL and floor of this cave.
Pathfinder Bestiary 276
Perception +5; low-light vision, scent These four small caves (each marked A2
(imprecise) 30 feet on the map) each contain some amount of
Skills Acrobatics +5, Athletics +2 (+4 to moss and fungus, as well as a shrieker (see
Climb or Swim), Stealth +5 Hazard, below). One of these caves
Str +1, Dex +3, Con +2, Int –4, Wis +1, contains Unzgrin’s backpack (see
Cha –3 Rewards, below).
AC 15; Fort +6, Ref +7, Will +3 Hazard: This fungus-covered
HP 8 chamber contains a shrieker. If the
Speed 30 feet, climb 10 feet shrieker emits its shriek, the noise
Melee [one-action] jaws +7 (agile, finesse), Damage alerts the creatures in area A1.
1d6+1 piercing plus filth fever Assuming the PCs have not already
Filth Fever (disease) The sickened and dealt with them, the creatures
unconscious conditions from filth immediately come to investigate
fever don’t improve on their own until Unzgrin and attack the PCs, though they
the disease is cured. Saving Throw leave the shrieker alone.
DC 14 Fortitude; Stage 1 carrier with
no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage SHRIEKER HAZARD –1
3 sickened 1 and slowed 1 (1 day); Stage 4 unconscious (1 ENVIRONMENTAL FUNGUS
day); Stage 5 dead Stealth DC 12
Description This human-sized purple mushroom emits a
Option 3 piercing shriek when disturbed.
Disable DC 18 Survival to carefully approach and cut the
DREAM SPIDERS (2) CREATURE 0 mushroom’s air sac without triggering the shrieker
N SMALL ANIMAL AC 12; Fort +8, Ref +2
Pathfinder Bestiary 2 249 HP 9; Immunities critical hits, object immunities, precision
Perception +6; darkvision, web sense damage
Skills Acrobatics +5, Athletics +2, Stealth +7 Shriek [reaction] Trigger A creature or light source approaches within
Str +0, Dex +3, Con +1, Int –5, Wis +0, Cha –4 10 feet of the shrieker, or the shrieker takes damage; Effect
Web Sense The dream spider has imprecise tremorsense to The shrieker emits a deafening screech that deals 1d6 sonic
detect the vibrations of creatures touching its web. damage to creatures within 30 feet (DC 16 basic Fortitude
AC 16; Fort +5, Ref +7, Will +4 save; creatures that critically fail this saving throw are
HP 15 deafened for 1 minute).
Speed 25 feet, climb 25 feet Reset 1 minute
Melee [one-action] fang +7 (finesse), Damage 1d6 piercing plus dream
spider venom Rewards: Not recognizing the source of the earsplitting
Ranged [one-action] web +7 (range increment 10 feet), Effect web trap noise, Unzgrin fled from the shriekers, got lost, and was
plus dream spider venom set upon by dream spiders at the underground pool (area
Dream Spider Venom (poison) Saving Throw DC 16 A3). As she fled, she dropped her backpack in one of the
Fortitude; Maximum Duration 4 rounds; Stage 1 stupefied shrieker caves. Randomly determine in which shrieker
1 (1 round); Stage 2 1d6 poison damage plus stupefied 1 cave her backpack is located by rolling 1d4.
(1 round) In whichever cave the PCs find the backpack, it is right
Web Trap A creature hit by the dream spider’s web attack at the base of the shrieker in that cave. Some moss has
is immobilized and stuck to the nearest surface until it already started growing on it. It contains a journal filled
Escapes (DC 16). with sketches of various objects, a series of progressively
more challenging Dwarven writing exercises, and theories
Development: Once the PCs defeat these creatures, no about possible locations of ancient ruins. It also contains
other threats emerge from area A to investigate loud noises. two minor healing potions and 1 week of rations.

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Somewhere Below
A3. UNDERGROUND POOL from thirst and starvation, having been stuck here for
2 days. A fair amount of blood has pooled around her
The pool in this damp chamber is only a few inches deep. The from her injuries.
sound of dripping water echoes throughout the cave. Thick Waking Unzgrin is a simple matter of healing her
webbing covers a large boulder protruding from the floor Hit Point damage, such as with magical healing or a
at the center of the pool. The desiccated husks of dozens of successful DC 15 Medicine check to Treat Wounds. She
insects and arachnids, and the bones of a few small mammals, also wakes up after about 1 hour if the PCs free her from
lie in the water. One recently dead spider with an intricate the web and keep her out of harm’s way. If the PCs heal
pattern on its abdomen lies near the boulder, a dagger her, Unzgrin awakens and addresses them.
embedded deep in its thorax.
“What... what happened? Who are you?” she asks as she rubs
As the only source of water in the caverns, this chamber the back of her head, and then moves her hand to look at
is a frequent battleground for the various cave-dwelling the blood that is caked in her hair. “Oh... The last I remember
creatures that rely on it. is heading into a cavern system, looking for signs of ancient
Creatures: Unzgrin is trapped in the webbing—the ruins. I found a cave... there was a loud shriek... and a spider...”
result of a dream spider’s web attack. She is unconscious,
but before she succumbed to the spider’s venom, she Unzgrin introduces herself and asks for some water,
managed to slay it. She is 1 day away from taking damage then explains that she is exploring the caves to see if she
can find any sign of the dwarves who fled here thousands
of years ago after the fall of Koldukar. After this
long, she knows that any bodies would likely be
gone, but she hopes that she might find historic
relics they left behind, or perhaps another ancient
ruin of some kind to which they had fled. She
believed she was on the cusp of an important
breakthrough in understanding the history of the
dwarves of Koldukar. In her eagerness to discover
something significant, she admits she was reckless.
Development: If the PCs have not found Unzgrin’s
backpack already and returned it to her, Unzgrin
asks the PCs for their assistance in recovering
the journal from her backpack. She knows she
dropped it somewhere in the caves, but she
doesn’t remember exactly where. The backpack
contains notes that are quite valuable to her,
some healing potions, and a reminder to herself
of where she stashed her extra supplies—
including the PCs’ promised monetary
reward. If the PCs agree to help recover the
backpack, she offers the potions as a reward in
addition to the promised gold, as well as the eternal
thanks of the Urgir Society of History (of which she
is the only, and founding, member).
If the PCs have the backpack with them already,
she thanks them for recovering it, stating she
intends to take note of everything that has happened
to her, return to Belkzen for supplies, and perhaps hire
a guide for her next cave adventure.
If hostile creatures remain in area A1, the
conversation here draws their attention, and they come
Dwarven Burial Site to investigate after a few minutes—likely interrupting
Unzgrin as she regales the PCs with obscure historical facts.

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Somewhere Below
If the PCs carry Unzgrin from the caves without waking
her up (assuming they successfully bypass the hazard
during Event: Buried Below, below), she wakes up on her
Scaling Encounter A4
own after about an hour. If they have already recovered To accommodate a group of more than four PCs, make
her backpack, the PCs have completed their mission, and the following adjustments. These adjustments are not
she leads them to the cave with their reward. If they have cumulative.
not recovered her backpack, she asks them to help find it. Five PCs: The haunt summons one additional
crawling hand with its reaction.
EVENT: BURIED BELOW MODERATE Six PCs: The haunt summons two additional crawling
This event takes place when the PCs attempt to leave the hands with its reaction.
caves using either of the two possible exit tunnels.
Unzgrin was right: several dwarves fled to these caves Summon Crawling Hands [reaction] (conjuration, occult, summon);
after the fall of Koldukar. After an earthquake left them Trigger A creature comes within 30 feet of the remains;
stranded, the dwarves were without the tools needed to Effect The haunt summons three crawling hands (see
dig themselves out. They died in the arms of their loved below), which emerge from the pile of dust to attack nearby
ones, starving, thirsting, and running out of air. Their creatures. The hands roll initiative and remain for 7 rounds,
remains turned to dust long ago, but their despair lingers. after which the summoning spell ends and the hands
When anyone tries to leave the caves, the stranded spirits disappear. The hands also disappear if someone disables
take the form of a pile of dust and bones, and then lash the trap before the duration expires. The summoned hands
out with grasping hands at anyone nearby. can use 3 actions each round and can use reactions, unlike
Hazard: A spectral pile of dust, broken shards of most summoned creatures.
pottery, and bones materializes from the ground, blocking Routine [one-action] Spectral hands grasp at creatures in the area. Each
any exit the PCs choose to take from the caves. GMs creature within 30 feet of the dust pile takes 1d4 negative
should place the hazard in a 10-foot-by-10-foot space on damage (DC 17 basic Will save; creatures that critically fail
the edge of the map, blocking whichever exit tunnel the this saving throw are slowed 1 for 1 round).
PCs attempt to use (see the map on page 5). Reset The haunt deactivates if no creatures remain within 30
If she is with the PCs and conscious, Unzgrin exclaims feet but resets immediately thereafter unless disabled. If
that these must be the remains she was searching for. the haunt is disabled, it resets after 24 hours.
She frowns, stating she does not remember them being
here the last time she passed this way. In truth, the dust CRAWLING HANDS (0) CREATURE –1
is merely a spectral remnant of the deceased dwarves, NE TINY UNDEAD
but the spectral and skeletal hands that emerge from it Pathfinder Bestiary 2 56
to attack the living are a tangible threat. The number Perception +5; lifesense 30 feet, tremorsense (imprecise) 30 feet
of crawling hands is listed as (0) below to indicate that Languages Common (can’t speak any language)
none of them are in the room at the beginning of the Skills Athletics +5, Stealth +6, Survival +2
encounter, though several appear when the hazard uses Str +1, Dex +3, Con +0, Int –4, Wis +0, Cha +0
its Summon Crawling Hands reaction. AC 12; Fort +2, Ref +5, Will +2
HP 8, negative healing; Immunities death effects, disease,
HANDS OF SLOW DEATH HAZARD 1 paralyzed, poison, unconscious, visual
RARE COMPLEX HAUNT Speed 30 feet, climb 30 feet
Stealth +7 (trained) Melee [one-action] claw +7 (agile, finesse), Damage 1d4+1 slashing
Description A pile of dust and bone meal, several inches plus Grab
deep and 10 feet across on each side, blocks the tunnel to Grip Throat A Medium or smaller creature that is grabbed by
the surface. It is suffused with the despair of the slowly a crawling hand has difficulty speaking and must spend an
dying, and summons vengeful skeletal hands to hunt down extra action to perform any action with the verbal trait.
anyone who dares attempt to leave the area. Mark Quarry A crawling hand can be assigned a quarry by
Disable Religion DC 15 (trained) to speak the proper burial anointing the hand with a drop of the intended quarry’s
rites, Occultism DC 15 (trained) to exorcise the lingering blood. If the hand ever has no quarry, it automatically gains
souls, or Intimidation DC 17 to scare the fearful souls away. the next creature it damages as its quarry. The hand gains a
These actions have the verbal trait. Each check to disable +1 circumstance bonus to Perception checks when it Seeks
the hazard requires 2 actions, and two total successes are its quarry, to Survival checks when it Tracks its quarry, and
required to disable the haunt. to damage rolls when it Strikes its quarry.

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Somewhere Below
Development: With the hazard bypassed or disabled
and any crawling hands it summoned are gone, the PCs
can escort Unzgrin safely to the surface.

Conclusion
Once the PCs have helped Unzgrin out of the cave and
recovered her backpack, she briefly looks over her notes,
and then asks the PCs to accompany her to another
nearby cave where she stashed a few belongings, including
the PCs’ reward. As she gives the PCs the promised
reward of 4 gp each, she thanks them and says, “I’m a
bit disappointed in my findings, to tell you the truth. I’d
hoped to find something more insightful: perhaps some
ancient artifacts or ruins. I also hadn’t expected to run
into as much trouble as I did, and I have you to thank
for getting me out of there alive.” Unzgrin plans to travel
to Urgir to team up with some other explorers rather
than setting off to explore any more caves by herself.
She suggests that if the PCs are interested in joining her
instead, it would save her the trip to the city, and she just
so happens to have a lead on another nearby cave.

OBJECTIVE
The PCs fulfill their primary objective if they rescue
Lorekeeper Unzgrin and recover her backpack.
Pathfinder Society GMs, see Organized Play (page 11)
for determining appropriate rewards.

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Somewhere Below
Appendix: Game Aids

Cave Bounty Unzgrin


Dwarven Burial Site

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Somewhere Below
Organized Play
CHRONICLE SHEET
Characters playing this adventure for Pathfinder
Society credit earn a Chronicle Sheet. If the PCs rescue
Lorekeeper Unzgrin and recover her backpack, they earn
4 gp each. Bounties do not grant Downtime.
The Pathfinder Society Organized Play program uses a
version of the Slow advancement presented on page 509
of the Pathfinder Core Rulebook, simplified to 1 XP per
100 XP normally granted in core play. This adventure
also grants the character 1 Reputation for a faction of
their choice.

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Somewhere Below
Event Reporting Form
Date Event Code:

Location

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


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

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Somewhere Below
OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Creative Director • James Jacobs
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
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Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Bounty #12: Somewhere Below © 2021, Paizo Inc. All Rights Reserved. Paizo, the
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the
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Pathfinder Bounty
13
Bounty #12: Character Chronicle #

Somewhere Below Chronicle Code


BN9T

Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation

Adventure Summary
While sheltering in a cave from a storm, you found a note from an explorer who was stranded somewhere in the caves below, in need
of immediate assistance. While rescuing her and helping her to recover her lost notes, you fought off dangerous cave-dwelling creatures
and faced some alarmingly loud mushrooms. When you tried to leave, the anguished souls of those who perished in the caves long ago
attacked you in an effort to ensure you never left the caves alive.

Items Purchases

Items Sold / Conditions Gained

Starting XP

XP Gained

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the “Items Sold” Box
Final XP
Items Bought / Conditions Cleared
REWARDS

Starting GP

GP Gained

TOTAL COST OF ITEMS BOUGHT

Items Sold
Notes

GP Spent

Total GP

FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #

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