KEMBAR78
S10-16 - What The Helms Hide | PDF | D20 System
0% found this document useful (0 votes)
3K views33 pages

S10-16 - What The Helms Hide

Pathfinder Society Scenario #10-16: What The Helms Hide is a series of four interconnected quests designed for characters of levels 1 to 5, starting with 'Collection' and concluding with 'Witness', while 'Autumn' and 'Dust' can be played in any order. The narrative revolves around the investigation of corrupt Decemvirate members by Eylysia, a gnome Pathfinder, who seeks to expose their misdeeds and reclaim the Society's integrity. Players will engage in a mystery involving hidden magical history and confrontations with powerful foes as they uncover the truth behind the Decemvirate's leadership.

Uploaded by

osrsallalinor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3K views33 pages

S10-16 - What The Helms Hide

Pathfinder Society Scenario #10-16: What The Helms Hide is a series of four interconnected quests designed for characters of levels 1 to 5, starting with 'Collection' and concluding with 'Witness', while 'Autumn' and 'Dust' can be played in any order. The narrative revolves around the investigation of corrupt Decemvirate members by Eylysia, a gnome Pathfinder, who seeks to expose their misdeeds and reclaim the Society's integrity. Players will engage in a mystery involving hidden magical history and confrontations with powerful foes as they uncover the truth behind the Decemvirate's leadership.

Uploaded by

osrsallalinor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

PATHFINDER SOCIETY SCENARIO #10-16 TIER 1–5

W HAT THE HELMS HIDE


By Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright
Development Lead • Michael Sayre
Authors • Calder CaDavid, Lysle Kapp,
Kendra Leigh Speedling, Nate Wright
Contributing Artists • Jesper Ejsing, Sebastian Gomez and
Ernanda Souza
Cartograher • Jason Engle

Creative Directors • James Jacobs, Robert G. McCreary,


and Sarah E. Robinson
Director of Game Design • Jason Bulmahn
Managing Developers • Adam Daigle and Table of Contents
Amanda Hamon
Organized Play Lead Developer • John Compton
Developers • Eleanor Ferron, Jason Keeley, Luis Loza,
Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre,
Chris S. Sims, and Linda Zayas-Palmer
What The Helms Hide 3
Starfinder Design Lead • Owen K.C. Stephens
Starfinder Society Developer • Thurston Hillman
Senior Designer • Stephen Radney-MacFarland Collection 4
Designers • Logan Bonner and Mark Seifter
Managing Editor • Judy Bauer
Editors • Amirali Attar Olyaee, James Case, Leo Glass, Autumn 10
Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and
Jason Tondro
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and Adam Vick
Dust 15
Production Artist • Tony Barnett
Franchise Manager • Mark Moreland
Project Manager • Gabriel Waluconis Witness 20
Publisher • Erik Mona
Paizo CEO • Lisa Stevens Handouts 26
Chief Operations Officer • Jeffrey Alvarez
Chief Financial Officer • John Parrish
Chief Technical Officer • Vic Wertz
Director of Sales • Pierce Watters
Appendix Stat Blocks 28
Sales Associate • Cosmo Eisele
Vice President of Marketing & Licensing • Jim Butler
Marketing Manager • Dan Tharp Join Our Community 31
Licensing Manager • Glenn Elliott
Public Relations Manager • Aaron Shanks
Organized Play Manager • Tonya Woldridge Chronicle Sheet 33
Human Resources Generalist • Angi Hodgson
Accountant • Christopher Caldwell
Data Entry Clerk • B. Scott Keim
Director of Technology • Raimi Kong
Web Production Manager • Chris Lambertz GM ResouRces
Senior Software Developer • Gary Teter
Webstore Coordinator • Rick Kunz What The Helms Hide makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary,
Customer Service Team • Katina Davis, Virginia Jordan, Pathfinder Bestiary 4 Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced Race
Sara Marie, Samantha Phelan, and Diego Valdez Guide (ARG), Pathfinder RPG Occult Adventures (OA), and Pathfinder RPG Ultimate Equipment (UE).
Warehouse Team • Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and This adventure assumes the GM has access to these sourcebooks. All rules referenced in this adventure
Kevin Underwood are available in the free online Pathfinder Reference Document at pfrd.info, and the creature stat
Website Team • Brian Bauman, Robert Brandenburg, blocks from the Bestiaries are reprinted at the back of the adventure for the GM’s convenience.
Whitney Chatterjee, Erik Keith, Josh Thornton, and
Andrew White

This product is compliant with the Open Game License (OGL) and is suitable for use with the
HOW TO PLAY Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks,
registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives,
Pathfinder Society Scenario #10–16: What The names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue,
locations, plots, storylines, and trade dress. (Elements that have previously been designated as
Helms Hide is a series of short, 1-hour quests for 1st- Open Game Content, or are exclusively derived from previous open game content, or that are in
the public domain are not included in this declaration.)
through 5th-level characters. “Collection” should
always be played first and “Witness” represents the Open Game Content: Except for material designated as Product Identity (see above), the game
mechanics of this Paizo game product are Open Game Content, as defined in the Open Game
end of this quest pack, but “Autumn“ and “Dust” License version 1.0a, Section 1(d). No portion of this work other than the material designated as
may be played in whatever order the players Open Game Content may be reproduced in any form without written permission.

prefer. These quests are designed for play in the Pathfinder Society Scenario #10–16: What The Helms Hide © 2019, Paizo Inc. All Rights Reserved.
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder,
Pathfinder Society Roleplaying Guild campaign, but and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder
can easily be adapted for use with any world. For Paizo Inc. Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder
more information on the Roleplaying Guild, how 7120 185th Ave NE, Ste 120 Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat
Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Map Pack, Pathfinder
to read the attached Chronicle sheets, and how to Redmond, WA 98052-0577 Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder
paizo.com Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns,
find games in your area, check out the campaign’s Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
home page at paizo.com/pathfinderSociety.
W HAT THE
HELMS HIDE
By Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright

A Where on Golarion?
lthough the Pathfinder Society began as a casual club
of adventurers, within a decade it had published its
first compilation of discoveries, and within 15 years
it had established a ruling body of 10 wise and popular “Collection” takes place within the Jeggare Museum located
leaders: the Decemvirate. Over the following decades, the in the city of Korvosa. For more information about the
Society expanded, founding lodges across Avistan and museum and Korvosa, see Pathfinder Chronicles: Guide to
northern Garund. As the Society’s influence grew, so too did Korvosa and Pathfinder Campaign Setting: The Inner Sea
the Decemvirate’s influence. Some began to question the World Guide, available online at paizo.com.
council’s judgment, particularly following the Decemvirate’s
destruction of the infamous fifth volume of the Pathfinder
Chronicles, rumored to shed light on the disappearance of Varisia
the famous Pathfinder Durvin Gest in 4360 ar. Tensions
escalated when the Decemvirate directed vast sums into the
construction of the Skyreach tower. By 4408, factions were
angrily debating what the Decemvirate’s role should be and
how much power it should wield. Violence followed three
years later.
Three factions drove the conflict. Adherents of the Many
Roads believed that the many Venture-Captains were far
better equipped to wield the Society’s power and direct it Korvosa •
toward local concerns. Opposed were the Eternal Ten, agents
who believed the Decemvirate’s final oversight helped avert
localized abuses of power. Pulling in a different direction diverse interests mollified the factions and repaired the
altogether were the Iron Glyph, who saw the Society’s worst damage, and the new Decemvirate’s fairly even hand
growing power as an opportunity to leverage their influence and moderate policies helped the Society grow accustomed
in shaping countries and conflicts across the world, changing to the new state of affairs.
the Society’s mission altogether. Ultimately, several dozen Not everyone was entirely content however. As one of the
Pathfinders loyal to the Many Roads ideology attempted a first Pathfinders, the gnome Eylysia (featured in Pathfinder
coup to depose the Decemvirate. Society Scenario #6-10: The Wounded Wisp) had passionately
The plot failed, and although the primary conspirators documented hundreds of sites, cultures, and events
perished in the attempt or were expelled, the Society during her century of exploration, in addition to being an
remained too divided to perform sweeping punishments avid chronicler of her colleagues’ exploits. Although the
without shattering the organization irrevocably. In order Decemvirate’s identities were magical hidden, Eylysia pieced
to mend bridges, all of the surviving Decemvirate members together many indirect clues that let her identify several of
retired from their posts and established secret successors the new leaders. She was dismayed. Although several were
drawn from a mix of the three factions. To protect these upstanding visionaries and had been rising stars of the
new leaders from future conspiracy and corruption, each Society, several others had reprehensible records of deceit,
donned unique artifacts known as Decemvirate helms to hide abuse, recklessness, or even betrayal. She was appalled that
their identities and thoughts. Gutting the controversial these vile ne’er-do-wells were to lead the Society and be
leadership and replacing it with secret representatives of responsible for shaping its future.

3
PATHFINDER SOCIETY SCENARIO

With several handpicked allies, Eylysia sought the COLLECTION


evidence necessary to understand their helms’ powers, call
out these corrupt Decemvirate members, and see them BY LYSLE KAPP
replaced. Her investigations took her to her three targets’ The Chelish nobleman Helven Leroung sought acclaim as a
old stomping grounds, where she confirmed these figures’ Pathfinder. As the Everwar closed, he joined other Pathfinders
misdeeds. Upon returning to Absalom, she made sure to in Varisia, exploiting archeological sites made accessible by
hide away her most sensitive notes before laying an ambush Cheliax’s advancing armies. Yet, Helven sought a quicker
to confront the first Decemvirate wrongdoer with her proof. path to prestige. Traveling out ahead of the advancing army,
Her investigations had already attracted her foes’ attention, Helven ingratiated himself with a Shoanti tribe by warning
and rather than one leader, all three appeared in force to them of an impending Chelish attack. He then secretly began
take the bait. What should have been a verbal clash instead transcribing the Shoanti’s oral tales of the region’s history,
became a lethal combat. By the end, one of the Decemvirate sites, and wildlife. He also encouraged the tribe to amass
was dead, and another was terribly wounded. But so too items of significance as “protection” from Chelish “invaders.”
had several of Eylysia’s companions been killed, and the Ultimately, Helven betrayed the tribe. He gave up the
gnome herself was forced to flee the Society, never to be tribe’s location to Chelish forces, which garnered favor with
heard from again—yet not before hiding a latent message many inhabitants of the recently-established Fort Korvosa,
that the Decemvirate could never uncover. With only the two including Montlarion Jeggare. With the Shoanti put to the
surviving Decemvirate members as witnesses, they quickly sword, Helven appropriated their tales and artifacts for
reframed the event as an assassination attempt by Eylysia himself. Laden with ill-gotten treasures, he left many relics in
and named her a traitor. Montlarion’s care before departing on one of the first cargo
ships to sail from the settlement.
RUNNING WHAT THE HELMS HIDE Returning to Absalom, Helven recast the Shoanti tales as
Pathfinder Quests: What The Helms Hide is a series of four his own first-hand accounts, which were published in the
quests, each a short adventure designed to take about Pathfinder Chronicles. Following a bloody internal struggle in
1 hour. Collectively, the quests tell a cohesive story the year 4411 ar, he then parlayed these accounts to secure a
beginning with the “Collection” quest and ending with place among the first Decemvirate. However, Helven’s stolen
the “Witness” quest, although the players can experience successes could not stand unchallenged forever.
the middle two quests (“Autumn” and “Dust”) in any Helven returned to Korvosa, where the now Lord Magistrate
order. Master of Scrolls Kreighton Shane’s letters to the Montlarion had begun to suspect Helven’s betrayal of the
PCs appear on page 26; each one corresponds to one of Shoanti, and the source of his supposed heroics.
the four quests. It is recommended that the GM provide Montlarion questioned Helven and presented him with
the handouts for “Autumn” and “Dust” to the players upon eyewitness testimony of a Chelish man providing wartime aid
completing “Collection”, allowing them to choose which to the Shoanti. The Korvosans demanded Helven’s ill-gotten
adventures they wish to play and in which order. treasures be confiscated pending further investigation.
Helven was furious and a fight erupted. Using his
RECEIVING CREDIT Decemvirate helm, Helven channeled a burst of negative
A player who completes one or more of the quests receives energy that consumed all those present, save himself and
a Chronicle sheet for What The Helms Hide, noting which Montlarion. Weakened, Helven fled to Absalom, while
quests they finished. They can later play the rest of the Montlarion died soon thereafter. Once divination magic
quests in the series, earning greater rewards (see the Variable confirmed all witnesses of his crimes had perished, Helven
Rewards boon on the Chronicle sheet at the end of this believed his secrets safe.
series). If the character receiving the Chronicle sheet for However, the Pathfinder Eylysia came to suspect the
What The Helms Hide gains XP from another Chronicle sheet, truth and attempted to reveal Helven’s evil. While Eylysia
they can no longer earn additional rewards for playing the was ultimately unable to unmask or defeat the canny
other What The Helms Hide quests. What The Helms Hide can Decemvirate member, she escaped with her life, leaving clues
be replayed for credit, but the credit must be applied to a that she hoped would lead other Pathfinders to discover
different character each time. the true nature of Helven and the events surrounding the
When a GM runs a quest, they can also apply credit to one Chelaxian’s rise to the Decemvirate.
of their characters. However, each time they run a quest, they
can check off any one of the quest boxes on their Chronicle SUMMARY
sheet. This way a GM can continue to earn credit toward The PCs receive a letter from Master of Scrolls Kreighton
a single character even if they run the same quest several Shane describing a mystery that the Pathfinder Society
times for different groups. seeks to unravel: the accounts of a former Pathfinder whose

4
WHAT THE HELMS HIDE

membership in the Society predates the founding of the


Scaling Encounter A1
Decemvirate. Kreighton knows the location where this
magical history is stored, but it is protected by a series of
wards that can only be unlocked by tracing the steps of this Make the following adjustments to accommodate a group
ancient Pathfinder, a gnome named Eylysia. Apparently, of four PCs.
Eylysia has scattered clues in a number of key locations. Subtier 1–2: Replace the shrew fly swarms with a giant
The first such clue is believed to be hidden at the Jeggare shrew fly.
Museum, where the curator Mercival Jeggare has been Subtier 4–5: Remove 1 giant shrew fly.
informed of the PCs’ pending arrival. At the museum,
Mercival directs the PCs to a gallery displaying Shoanti
artifacts, which is suddenly endangered by invading shrew A. JEGGARE MUSEUM
flies. As Mercival runs for help, the PCs must protect the The museum’s striking marble edifices rise above the
artifacts from the vermin. surrounding terrain. Upon their arrival, the PCs are greeted
Afterwards, Mercival invites the PCs to examine by the museum’s current curator, Mercival Jeggare.
Montlarion Jeggare’s personal items in the restoration
room. There, the PCs face an agitated shikigami, who “Welcome to my museum Pathfinders! I am Mercival Jeggare, the
unwittingly arrived with recent acquisitions. Mercival head curator.” This declaration comes from a portly man adorned
asks the PCs to manage the outsider as he secures its in a frock coat and ruffled blouse. The scholarly figure gestures
cooperation. The PCs must use their skills to mitigate the toward a grand entryway dotted with displays of weapons,
shikigami’s destructive reactions. artwork, and fossilized remains. “Come in, come in! Always
With the threats handled, the PCs may conduct research a pleasure to host members of the Society. I assume this is in
among the museum’s collection to uncover the truth of regards to the missive I received from Mr. Shane?”
Helven’s misdeeds.
Mercival Jeggare (LG male human aristocrat 1/bard 1/expert
GETTING STARTED 4) is pleasant and helpful, though he prioritizes preserving and
Give the PCs Handout #1. Once they have had time to review maintaining his museum’s collection over any other concern.
Kreighton Shaine’s letter, begin the game with the PCs arriving As a result, he can become quite cross if the PCs seem to
in Korvosa, where they can easily locate the Jeggare Museum. disrespect the museum or any of its artifacts.
He offers to answer any questions the PCs may have.
DIPLOMACY (GATHER INFORMATION) OR Below are some possible questions and answers.
KNOWLEDGE (GEOGRAPHY, HISTORY, OR LOCAL) What does the museum hold? “Most of the exhibits
The PCs may wish to research Korvosa, the Shoanti, and displayed here were collected by my family and ancestors. Of
Montlarion Jeggare before arriving at the museum. particular note is the esteemed Montlarion Jeggare. Presently,
10+: Fort Korvosa was constructed by Chelish marines some personal effects of his are undergoing restoration for
under the command of Field Marshal Jakthion Korvosa. Once public debut. Antiques from Korvosa’s founding, vestiges of
completed, it served as a defensive position from which settlers conquered Shoanti tribes, and ancient rune-etched artifacts
and explorers would enter Varisia. Korvosa has since become a account for the bulk of the collection. In recent years, the
major cosmopolitan city. Imps, otyughs, and shrew flies pose collection’s expanded to include treasures from other all
concerns for unsuspecting visitors. over Golarion. Why just this morning, we procured several
15+: Near the conclusion of the Everwar, Field Marshal Tian antiquities.”
Korvosa led a band of soldiers from Cheliax into Varsia. What are the “speaking artifact” and “false rider”? “I am
They met fierce resistance from Shoanti tribes (or “quahs”). unsure. Adding an enchanted mouth could make an artifact
As Korvosa’s troops wore down, relief came by way of the speak, I suppose. A ‘rider’ may suggest someone mounted or
gentleman explorer, Montlarion Jeggare. Leading an expedition else a proviso or alteration of some prior statement or decree.”
up the river now bearing his name, Jeggare delivered transport
and supplies to Korvosa’s beleaguered soldiers. A1. GALLERY (CR 3 OR CR 6)
20+: Dozens of Pathfinders followed in the wake of Mercival directs the PCs to the largest gallery containing
Cheliax’s armies during the Everwar. Where the army went, Shoanti artifacts.
Pathfinders could readily study sites previously disallowed
by local groups. The Pathfinders plundered numerous Skylights illuminate this gallery. Exhibits displayed within decorative
abandoned sites. The lack of Society oversight from alcoves include several wooden totems and tools. More wood-carved
distant Varisia left few to question such methodologies. pieces rest within a raised exhibition area to the north.

5
PATHFINDER SOCIETY SCENARIO

A. Jeggare Museum N

P P

P G P

P P

GS GS
P P

P P

GS GS
P P

G : Giant Shrew Fly

GS : Shrew Fly Swarm

P : Plant Artifacts

1 square = 5 feet Pathfinder Flip-Mat: Museum

6
WHAT THE HELMS HIDE

A massive glass-walled case dominates the center of the gallery more chronicles lie on the western table. The artifacts and
and holds three bound volumes of the Pathfinder Chronicles. To chronicles all have the following statistics: hardness 5, hp 7;
the south, a table bears two metal chests as another holds two weight 1 lb. As long as the PCs protect at least 10 of the plant-
wooden reliefs. based artifacts, a grateful Mercival offers the PCs a fully
Suddenly, a resounding “crack!” and cascade of wood dust charged wand of mending. In Subtier 4–5 he also offers a scroll
heralds the fall of an enormous glass skylight before it shatters of fireball.
upon the marbled floor. Development: Mercival urges the PCs to save the artifacts
while he gathers help. After 7 rounds, Mercival returns
Creatures: After consuming the skylight’s with additional museum staff, dispersing any
wooden lattice supports, hungry shrew flies remaining shrew flies with magical gusts of
enter the gallery. wind and similar spells unlikely to damage the
museum’s various curios.
SUBTIER 1–2 (CR 3) For every three plant-material artifacts not
destroyed by the flies, PCs earn 1 Discovery
SHREW FLY SWARM (2) CR 2 Point, which affects how many clues they can
Locust swarm (Pathfinder RPG Bestiary 4 183, discover later (See Research on page 8). PCs
see page 28) can examine each undamaged volume of
hp 18 each the Pathfinder Chronicles with a successful
TACTICS DC 14 Linguistics or Knowledge
During Combat The shrew flies voraciously (geography, history, or local)
swarm the nearest plant-material check (DC 17 in Subtier
artifact, plant-material item, or 4–5), earning the party
creature with the plant subtype 1 Discovery Point per
not confined in metal. decoded volume. As the
Morale The shrew fly swarms staff begins restoration,
fight until destroyed. Mercival invites the PCs
to examine Montlarion’s
SUBTIER 4–5 (CR 6) personal effects in the

Mercival Jeggare restoration room.

GIANT SHREW FLY CR 3 A2. RESTORATION ROOM


Locust, giant (Pathfinder RPG
Bestiary 4 183, see page 29) Two work tables occupy this room. One holds a variety of Tian
hp 22 objects, including a wooden washboard, some bamboo flutes,
TACTICS and a pair of intricately-painted fans. The other is arrayed with
During Combat The giant shrew fly voraciously bites the nearest aged curiosities, including a totem of a Shoanti man dressed in
plant-material artifact, plant-material item, or creature with the riding leathers as well as stacks of yellowing papers. Crates and
plant subtype not confined in metal. After taking damage, it sturdy racks, holding bits of fragile-looking sculpture and pottery,
uses its spit ability to keep PCs away. press against otherwise bare walls. There are doors along the
Morale The giant shrew fly fights to the death or until it runs out northwest and southwest walls, and the latter is padlocked.
of sources of food.
This room is used to restore recent acquisitions and
SHREW FLY SWARM (3) CR 2 maintain the museum’s existing collection. No staff are
Locust Swarm (Pathfinder RPG Bestiary 4 183, see page 29) present in the room as they are busy with other tasks
hp 18 each elsewhere, such as repairing the damage caused by the
TACTICS shrew flies in the gallery.
As Tactics in Subtier 1-2 Creatures: Unbeknownst to museum staff, a shikigami
(Pathfinder RPG Bestiary 3 163) has merged with the washboard.
Treasure: Fifteen artifacts made from various plant-based Having heard the commotion, the spirit has taken physical
materials, such as woven baskets, scraped-bark suits of form and invisibly guards its ward. When anyone enters the
antique elven armor, and similar relics are positioned around room, the shikigami reveals itself, frantically tossing items at
the area. Three volumes of the Pathfinder Chronicles containing them. Mercival requests that the PCs not harm the shikigami
Helven’s accounts are locked within the glass case, and two as he attempts to reassure it.

7
PATHFINDER SOCIETY SCENARIO

Dark Life Ring the reason Montlarion was able to survive the effects of
Helven’s helm. Finding the note and ring earns the party 1
Discovery Point.
DARK LIFE RING PRICE
1,250 GP Development: If the PCs are successful in calming the
shikigami, Mercival devotes time to helping them examine
SLOT ring CL 3rd WEIGHT —
the room’s contents, granting an automatic +2 circumstance
AURA faint necromancy
bonus on any further skill checks performed by the PCs to
earn Discovery Points.
This black ring’s carved pattern makes it resemble fossilized Rewards: Mercival offers Montlarion’s dark life ring to the
bone, such as a creature’s hollowed out vertabra. It grants PCs as payment for their assistance.
its wearer a +2 profane bonus on Will saving throws against
effects that deal negative energy damage. In addition, RESEARCH
anytime the wearer takes negative energy damage, she The PCs are now free to use the museum’s collection to
subtracts 5 from the damage taken (calculated after the research the nature of the “speaking artifact.” Searching
wearer has rolled her Will save against the effect), to a the collection requires a skill check, and all of the PCs
minimum of 0 points of damage. can search the collection simultaneously. Each PC can
attempt a Linguistics, Knowledge (geography, history, or
nobility), or an applicable Craft or Profession check (such as
CONSTRUCTION REQUIREMENTS COST 625 GP
Profession [curator] or Craft [woodworking]) to find excerpts
Requirements Forge Ring, death ward and clues contributing to the research. A PC might use a
different skill or ability, albeit with a penalty ranging from –1
to –3 at your discretion depending on how appropriate that
Instead of resolving this as a combat, the PCs have 3 rounds use of the skill is to the investigation. PCs who use magic or
in which to succeed at a number of skill checks equal to twice class abilities in a particularly creative or relevant way might
the number of PCs. Each skill check represents 1 round of receive up to a +3 bonus on a check at your discretion. Except
action. A PC cannot use the same skill more than twice. So long where noted, the skill check DC is 14 (DC 18 for Subtier 4–5).
as a player can explain how she might use a skill to handle the Each PC can either attempt a skill check or attempt an aid
shikigami, it can be a valid option. Examples include using another action to assist another PC in their skill check. For
Diplomacy to help calm the spirit or Knowledge (nature) to each successful skill check, the PCs earn 1 Discovery Point.
offer appeasement. The DC for each skill checks is 15 (DC 18 For every 5 points by which the result exceeds the DC, the PCs
in Subtier 4–5), and the GM can award a +2 competence bonus earn 1 additional Discovery Point.
on a check if the player uses a skill in a particularly clever or Development: Total the number of Discovery Points
effective way. If a PC effectively uses a spell of 1st-level or higher, earned by the party to determine the discoveries made.
it counts as a success without requiring a skill check. Speaking
Tien or showing proof that the shrew flies have been dispersed Points Discoveries Made
grants a +1 bonus on all checks.. After 3 rounds, the shikigami 1+ Details of certain sites described in Helven
calms and allows the PCs entry into the room, though if the Leroung’s published accounts differ from recent
PCs did not manage to succeed at the requisite number of skill maps and surveys, suggesting she was never at
checks Mercival must continue to calm the stressed spirit and those locations.
cannot assist in any further research or discovery. 2+ The word choice and syntax in Helven’s accounts
Treasure: The totem, worth 100 gp, is incomplete, but are atypical of Chelish authorship, though
otherwise similar to an array of Shoanti totems displayed in the suggestive of tales arising from oral traditions.
gallery. The totem’s base, a carved horse, was taken by Helven 3+ Depictions on some Shoanti reliefs predating the
and now resides within the Grand Lodge. PCs who succeed at a arrival of Chelish settlers bear striking parallels
DC 14 Perception check notice a hidden compartment attached and similarities to Helven’s accounts.
to the bottom of the totem. Within the compartment is a sketch 4+ Helven provided intelligence to Chelish forces
of a man wearing a triple-flanged helm without eyeholes (a regarding the location of a Shoanti tribe known to
depiction of Helven drawn by Montlarion following their be plundering sites around the region.
last confrontation), a black ring, and a scrawled note that says 5+ Witnesses told Montlarion of a Chelish woman
simply, “Helven took the base of this totem for some purpose I aiding a Shoanti tribe during the war before those
cannot ascertain. Perhaps he has taken it to Absalom?” Shoanti were slain.
The papers consist of field reports and notes collected by 6+ Montlarion had an altercation with Helven
Montlarion, while the ring is a dark life ring, and very likely regarding Shoanti artifacts, which turned violent.

8
WHAT THE HELMS HIDE

If the PCs earn more than 6 Discovery Points, they glean Helven’s misdeeds. If they provide this information to
all information about Helven, Montlarion Jeggare, and Kreighton, he listens carefully. He thanks the PCs for their
Helven’s interactions with the Shoanti described within the successful investigation, but uncharacteristically says
adventure background at the beginning of this quest. little more. He suggests the PCs get some rest after their
long journey back from Korvosa, as future assignments
CONCLUSION await them.
After the party concludes their research, the PCs should
possess sufficient information to suspect at least some of

9
PATHFINDER SOCIETY SCENARIO

Where on Golarion? druids’ homes, Zaul discovered the Autumn’s Cowl, an item
of tremendous magical power. Zaul greedily hid his prize in
an abandoned lumber mill and constructed a clever forgery
“Autumn” takes place in the Arthfell Forest in the country to submit to the Society.
of Andoran. For more information about Arthfell Forest and After his ascension to the Decemvirate, Zaul redoubled
Andoran, see Pathfinder Chronicles: Andoran, Birthplace of his efforts to protect his hidden treasures. Upon returning
Freedom, available online at paizo.com. to the mill, he discovered the surrounding woods had
warped, changed by the magic of the cowl. A wandering
huldra had also discovered the thicket during Zaul’s absence
Andoran and interpreted the phenomenon as a message from Ng
the Hooded, one of the powerful fey deities known as the
Eldest. Zaul, seeing an opportunity to take advantage of the
situation, convinced the fey that he too was a follower of
Ng, chosen to be the guardian of “the Thicket of Endless
Arthfell Fall.” He spun a tale of encroaching lumberjacks conspiring
Forest to decimate Ng’s sacred “temple” and begged the huldra to
help him keep the thicket safe. The fooled huldra took the
title of “the Crocus Knight” and swore to protect the thicket.
Together they created powerful wards to deter intruders.
Zaul then left the Crocus Knight in the thicket, claiming
he was off to recruit more allies. Zaul never returned to
AUTUMN Arthfell Forest, confident his secret was protected,
and the huldra eventually assumed that her ally
BY CALDER CADAVID had been slain by the supposed lumberjacks.

SUMMARY
The PC’s arrive in Arthfell Forest following
instructions given in a letter from the
Pathfinder Society’s Master of Scrolls,
Kreighton Shaine. The PCs negotiate with
the druid maintaining the thorn barrier to
gain access to the woodlands beyond. Using
Born approximately wayfinders—their own or the one provided
300 years ago to a minor by Kreighton Shane—they can successfully
noble family, Zaul Blystone traverse the woods. The PC’s cross the garden
earned fame as a Pathfinder Society and encounter guardian jack-o’-lanterns. The
agent. His good looks, marksmanship, and Crocus Knight confronts and converses with
expertly told tales of adventure earned the PCs. Should they fail to make her friendly,
him acclaim among his fellow she flees. If she is made friendly she gifts the
Pathfinders. However, he Autumn’s Cowl to the PCs and tells them about
coveted magical treasures Zaul Blystone.
with an insatiable greed. He even went
so far as to steal some expeditions’ GETTING STARTED
treasures for himself, replacing The PCs receive the letter from Kreighton Shane
the original relics with shown in Player Handout #2 on page 26, along with a
expertly crafted replicas. magical wayfinder. They safely arrive in Arthfell Forest
During an expedition near the location where Zaul discovered Autumn’s
into Andoran’s Arthfell Cowl. The road they travel on ends at a thorn wall,
Forest, Zaul discovered where the druid Adelyn Rhinon
the remains of a druid enclave is busy making repairs. Read
that had been massacred by
an invading force. Scavenging
Adelyn Rhinon or paraphrase the following
to begin the adventure.
in the wreckage of the slain

10
WHAT THE HELMS HIDE

Scaling Encounter B1 THE THICKET OF ENDLESS FALL


Adelyn parts the thorns, revealing a foreboding woodland
that fills the space beyond. Tall, naked trees are interspersed
For a group of four PCs, remove the advanced simple template with the occasional needle-covered fir, and the ground is
from the jack-o’-lanterns (see page 28 for stats). barren with no signs of fauna. The thicket is riddled with
wards of illusion and enchantment designed to disorient
travelers. Flying above the tree line is further befuddling
The natural splendor of Arthfell forest falls away to a barrier as the trees appear to extend endlessly. Zaul could never
of dried-out thorns that does little to obscure the lifeless trees entirely abandon his treasure and so created a workaround;
beyond. Frigid winds whisper through branches that claw at the wayfinders point toward the thicket’s center. To hike there,
sky as a mist rises out from deep within the wood. the PCs must attempt a DC 18 (DC 21 in Subtiers 4–5)
survival check. Only a single PC may attempt the roll, but
Greenfire Adept Adelyn Rhinon (NG female aasimar allies may make aid another checks. With a successful check
druid 6) has maintained the thorn wall for several decades. the PCs discover the center of the thicket quickly. If they fail,
The Greenfire Circle—a druid circle striving to balance the PC’s become lost and it takes 1d6+1 hours to reach the
many local factions—believes the thicket within is center, in that time a dense fog rolls in. The fog functions as
blighted from a senseless massacre of druids that occurred an obscuring mist spell, except fiery explosions burn away the
centuries earlier. They believe the blight causes plants to fog for only 1 round before more fog fills the space.
wither and travelers to become lost. To deter unsuspecting The PC’s can observe their surroundings. A PC who
wanderers, the Greenfire druids established a wall of thorns succeeds at a DC 15 (DC 18 in Subtiers 4–5) Perception check
around the entirety of the thicket, but due to the thicket’s notices what appears to be a robed figure protruding from
magic, the thorns become brittle and dry if they are not a tree. The Crocus Knight has created effigies of Ng using
regularly maintained. The Shadow Pact, a group of violent her wood shape spell-like ability. With a successful DC 15
lycanthropic druids, have repeatedly attacked the boundary, Knowledge (religion) check, a PC identifies the portrayal of
believing powerful weapons are hidden within. Ng. The mysterious hooded Eldest watches over the seasons,
Adelyn Rhinon immediately moves to stop anyone who secrets, and roads.
approaches the thorns. If the PCs are insistent on getting
through, they must succeed at a DC 14 Diplomacy check B. THE THICKET’S CENTER
(DC 16 in Subtier 4–5) or admit to being Pathfinders if they The heart of the Thicket of Endless Fall is less visually
want to earn Adelyn’s cooperation. She willingly opens a imposing than its lifeless outer reaches. Deciduous trees
path through the thorns and grants the PCs access if either burst with magnificent autumnal colors and the ground
of those conditions is met. Adelyn wishes to see the thicket is covered in tangled gardens of flowers, gourds and
returned to health, as she tires of the laborious process of vegetables. In the center rests an Andoren lumber mill,
restoring the wall and fending off the frequent attacks. covered in ivy.

KNOWLEDGE (LOCAL) OR (NATURE) B1. THE GARDEN (CR 2 OR CR 5)


The PC’s may wish to recall what they know about this
phenomena or other happenings in the region with a Thick undergrowth chokes the ground in this open thicket, and
Knowledge (local) or Knowledge (nature) check. PCs with an clutching ivy climbs the posts and eves of an abandoned lumber
especially strong tie to nature (e.g. druids and rangers) gain a mill on the thicket’s far side. Though the light of the sun reaches
+2 bonus on this check. The PCs learn all of the information all but the darkest corners of this vine-covered garden, the air still
with a DC equal to or less than the result of their checks. bears an oppressive quality, as though neither light nor humanoid
10+: Creatures of the First World have called the Arthfell life is truly welcome.
Forest home for longer than mortal memory. Conflicts
between the fey range from mischievous fun to deadly serious. The ground in area B1 is covered in plant life, which makes
15+: The Arthfell druids historically act as peacekeepers the squares count as difficult terrain; succeeding at a DC 13
between human communities and fey. Since a schism Acrobatics check (DC 15 in Subtier 4–5) at the start of their
divided the druids, those diplomatic connections have all turn allows a creature to move at normal speed.
but dried up. Creatures: The Crocus Knight planted jack-o’-lanterns in
20+: Andoren druids celebrate the changing seasons with her garden among the mundane plants. They spend their time
holidays. The most important of these celebrations occur in their pumpkin forms, using their breath weapon when
in spring, symbolizing new life, and autumn, symbolizing another creature comes within range. The jack-o’-lanterns
acceptance of death. ignore the difficult terrain.

11
PATHFINDER SOCIETY SCENARIO

B. The Thicket’s Center N

B2

J B1

J : Jack O’ Lantern
Pathfinder Flip-Tiles: Forest Starter Set
1 square = 5 feet FO0-01B, 02B, 04B, 05B, 06B, 21B, 38B, 41B, 42A

SUBTIER 1–2 (CR 2) SUBTIER 4–5 (CR 5)

ADVANCED JACK-O’-LANTERN CR 2 ADVANCED JACK-O’-LANTERN (3) CR 2


hp 15 (Pathfinder Bestiary 4 160; see Subtier 4–5) NE Medium plant
TACTICS Init +0; Senses low-light vision, tremorsense 30 ft.; Perception +9
During Combat The jack-o’-lanterns seizes upon the rare Aura fear (20 ft., DC 15)
opportunity to feast. It attempts to ambush the PCs, emerging DEFENSE
from its pumpkin form at the most advantageous moment. It AC 15, touch 10, flat-footed 15 (+5 natural)
focuses its attention on opponents entangled in vines. hp 15 (2d8+6)
Morale The jack-o’-lantern is fearless and fights to the death. Fort +6, Ref +0, Will +4

12
WHAT THE HELMS HIDE

Scaling Encounter B2 B2. THE MILL


A crumbling lumber mill, unremarkable except for the large
wooden statue of Ng protruding from the front, stands
To accommodate a group of four PC’s, reduce the DC of each to the north. A pile containing six goodberries and three
skill check by 2. immature jack-o’-lanterns (which function as alchemist’s
fire) have been left as offerings at the statue’s base. Carved
alongside the statue is an inscription that reads “Like the
Immune plant traits; Resist fire 15 Lord of Seasons, our hoods illuminate truth, while their
OFFENSE masks shelter deceit. Let this be the sign of our covenant. -E”
Speed 15 ft. Any PC may attempt a DC 10 Sense Motive check to infer
Melee bite +5 (1d6+4), slam +5 (1d4+4 plus strangling ensnare) from the inscription that Eylysia was telling her or whomever
Space 5 ft.; Reach 5 ft. (10 ft. with slam) discovered her message that raising their hood would stand
Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex DC as a signal of support or alliance. This is almost certainly the
14 half, usable every 1d4 rounds), explode, strangling ensnare clue that the PCs were sent to find.
(DC 16) The Crocus Knight (CN huldraB4 cavalier 5) waits inside
TACTICS the mill and watches the PCs with interest. She is a striking
During Combat See Subtier 1–2. figure, wearing the Autumn’s Cowl and crocus-emblazoned
Morale See Subtier 1–2. armor while wielding a silver lance. As a huldra, she takes
STATISTICS the form of a handsome woman with a fox tail and a jagged,
Str 19, Dex 11, Con 16, Int 6, Wis 18, Cha 11 woody hole in her back that she tries to keep concealed. Her
Base Atk +1; CMB +5; CMD 15 (can’t be tripped) cascade of red hair catches the light, but her face is hidden
Feats Ability Focus (strangling ensnare) deep within the cowl.
Skills Acrobatics +0 (–8 to jump), Perception +9 A PC can identify the Autumn’s Cowl by succeeding at a DC
SQ pumpkin form 12 Appraise check. As the PCs approach, the knight calls out to
SPECIAL ABILITIES them from the mill’s doorway.
Explode (Ex) One round after a jack-o’-lantern is reduced to 0
or fewer hit points, it explodes in a burst of flaming spores. “Take ye not a step further into Ng’s sacred realm. I am the Crocus
Creatures within 10 feet of an exploding jack-o’-lantern must Knight, sworn protector of the Thicket of Endless Fall and rightful
succeed at a DC 14 Reflex save or take 2d6 points of fire successor to Ng’s chosen, Zaul Blystone. Are you here to join in the
damage and be stunned for 1 round. A successful save halves grove’s protection, or defile its splendor? Speak now, lest I add you
the damage and negates the stun. to the great harvest.”
Fear Aura (Su) Any creature within 20 feet of a jack-o’-lantern
must succeed at a DC 15 Will save or be shaken for 2d6 The PCs must explain who they are and confirm that they
minutes. If the Will save is successful, the creature is immune mean no harm to the thicket. The PCs must attempt a series of
to that jack-o’-lantern’s fear aura for 24 hours. This is a vision- five skill checks, each at DC 15 (DC 18 in Subtier 4–5). The PCs
based mind-affecting fear effect. can choose from Bluff, Diplomacy, Intimidate, Knowledge
Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse (arcana, nature, or religion), or Sense Motive. Anyone can
its sinister fiery radiance, allowing it to blend in almost perfectly attempt one of the skill checks, but each skill check can be
with normal pumpkins and take 20 on its Stealth checks to hide attempted only once. Allies may use the aid another action on
in plain sight as a normal pumpkin. While using this ability, a these checks. Any mention of the Crocus Knight’s foxlike tail
jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this or hole in her back adds a –2 penalty on all subsequent checks.
ability as a full-round action and end it as a free action. If the PCs succeed at three or more of these checks, the
Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack Crocus Knight’s attitude becomes friendly, and she accepts
entangles the target in its vines for 2d4 rounds unless them as allies. If the PCs fail at least three of these checks, she
the target succeeds at a DC 16 Reflex save. The target can believes that their intentions are not compatible with her own
attempt to burst these entangling vines before the duration goals and beliefs; she uses the Autumn’s Cowl to escape into
expires with a successful DC 12 Strength check as a full- the thicket, where she stays until the PC’s exit.
round action. While the target is entangled, its vines also If her attitude is improved to friendly, the Crocus Knight
grasp at the target’s mouth. The target cannot speak or cast happily divulges everything she knows. She believes Ng,
spells with verbal components while it is entangled by the whose divine portfolio includes acting as keeper of the
jack-o’-lantern. When a creature is entangled by this ability, seasons, created the Thicket of Endless Fall. She allows the
the jack-o’-lantern loses its slam attack, but it can end this PCs to examine the Autumn’s Cowl, which she considers to be
ability as a free action. a gift from Ng by way of Zaul. A DC 12 Spellcraft check allows

13
PATHFINDER SOCIETY SCENARIO

Autumn’s Cowl So long as the PCs have improved the Crocus Knight’s
attitude to friendly, she willingly relinquishes Autumn’s Cowl
to the PCs if they request it.
AUTUMN’S COWL PRICE
7,000 GP If the PCs inquire after Eylysia, the Crocus Knight notes
that a gnome woman who used that name came to the grove
SLOT back CL 5th WEIGHT 1 lb.
long ago, but she didn’t stay long. She inscribed a prayer at
AURA moderate transmutation
the base of the Ng statue which would supposedly be helpful
to allies of the grove at a future time, but the Crocus Knight
This resplendent cowl is created from thousands of herself was never able to discern its meaning or purpose.
magically-treated, colored leaves sewn together with After answering any questions the PCs may have, she bids
spiders silk. The cowl provides cozy insulation, granting the them farewell. She believes her duty in guarding the thicket
wearer a +5 bonus to fortitude saving throws made to resist is fulfilled with the arrival of new allies, and she is excited to
cold weather. As a standard action the wearer may wrap finally leave the thicket and start a new journey. She dispels
the cowl around herself and discorporate into a swirling the remaining wards as she takes her leave.
cloud of leaves. This ability acts as the spell gaseous form,
except the wearer gains a vulnerability to fire. The wearer CONCLUSION
can remain in this form for up to five minutes per day. The The Crocus Knight leaves the PCs, and if they were able
duration need not be consecutive, but it must be used in to make her friendly they’ve learned more about Zaul
1-minute increments. Blystone and have acquired the Autumn’s Cowl. Removing the
CONSTRUCTION REQUIREMENTS COST 3,500 GP Autumn’s Cowl from the thicket ends the permanent season
phenomena and the natural cycle resumes. As they emerge
Requirements Craft Wondrous Item, endure elements, from the forest, Adelyn Rhinon asks what they found inside
gaseous form and disperses the thorn wall when told the woods have been
restored, thanking the Pathfinders for their help. If they failed
to befriend the Crocus Knight they have Eylysia’s message but
a PC to recognize that it was the cowl itself which transformed lack the Autumn’s Cowl. Adelyn mournfully posits, “This land
the area, not the influence of Ng or any other divinity. is sorrowful, but one day it will bloom again.”

14
WHAT THE HELMS HIDE

Where on Golarion? SUMMARY


Kreighton Shaine’s message leads the PCs to the dwarven
outpost of Rising Spire, where a pair of dwarven soldiers
“Dust” takes place on the outskirts of Highhelm, the guide them to the remote cavern where their clue to Eylysia’s
underground heart of the dwarven empire of Tar-Khadurrm. message awaits.
For more information about Highhelm, see Pathfinder Player The PCs arrive at a seemingly abandoned cavern, but
Companion: Dwarves of Golarion, available at bookstores are soon greeted with visions of dwarves who fell victim to
and game stores everywhere, and online at paizo.com. Veldrid’s magic. After surviving the haunt, the PCs contend
with a band of goblins who have made the cave their base of
operations. With the goblinoids defeated, the PCs be able to
Five Kings obtain the stone tablets that reveal their clue.

GETTING STARTED
The adventure begins after the PCs receive the letter from
Kreighton Shane shown in Handout #3 on page 27. As they
Highhelm • arrive at the Rising Spire, read or paraphrase the following.

The claustrophobic tunnels outside of Rising Spire are carved with


smoothed stone walls adorned with periodic arrow slits, twisting
and turning until they converge at an open cavern about one
hundred feet wide and at least twice as tall. At its center stands
a tower carved from natural stone, rising up into the darkness.
DUST A young dwarven woman with rock dust in her hair and
stonemason’s tools hanging from her belt steps out of the tower.
BY NATE WRIGHT “Beautiful, isn’t it?” she says as she brushes the dust away with a
Veldrid Goldborough was a talented dwarven artist who found gloved hand before extending it in greeting. “I’m Helga Silverbrew,
her way to the Pathfinder Society, applying her talents and head architect around here. Welcome to the Spire!”
passion to climb their ranks. When the ascendant Droskari A middle-aged dwarven man in leather armor steps out after
theocracy began destroying large amounts of dwarven art and her. “I’m Urgrin. Most call me Urgrin the Everyman. I haul rocks,
culture, Veldrid worked from the shadows to save as much patch up armor, feed the cat, whatever needs to be done around
artwork as she could, eventually resorting to foul deeds up here. And you lot must be the Pathfinders we were expecting!”
to and including murder. After ascending to the ranks of the
Decemvirate, she used her newfound powers to turn dwarf The two dwarves give the PCs an opportunity to introduce
against dwarf, using the ensuing chaos as an opportunity to themselves before they gather their gear and set out. Traveling
secure even greater art and artifacts. to the abandoned cavern takes three hours, and along the way,
One of her most successful missions saw Veldrid sneaking the dwarves converse with the PCs. Helga is excited to hear
into a temple dedicated to Droskar and manipulating the about any fascinating or strange locales the PCs have visited
faithful into slaughtering each other. With no one to stop and what kinds of monsters they’ve slain. Urgrin asks the
her, she stole away with every valuable item she could carry, PCs about what they do when they aren’t actively working as
save for a set of stone tablets that told a well-known dwarven Pathfinders, showing a deep interest with anyone who can
fable about the folly of treachery. Eylysia noticed such a tablet talk at length about their profession or favored craft.
in her research and correctly guessed that Veldrid has left it If asked about their own experiences, Helga brags about
behind out of shame and guilt, likely finding the tale too close how she comes from a line of talented masons, starting
to her own. Eylysia would later use a passage from the story as with her great grandfather. She joined the military to create
one of the three steps to activate her secret message, knowing structures that could keep the enemies of the dwarven people
full well that Veldrid wouldn’t want anything to do with it at bay and was more than happy to be stationed at an outpost
even if she came to suspect a clue was hidden there. like Rising Spire where every dwarf is expected to fight, as well
Unfortunately, the remote halls did not remain unoccupied as contribute with a craft. Urgrin studied abroad in his youth
forever. The restless spirits of the fallen Droskari came to and even considered joining the Society at one point, but
haunt the place, reliving their final moments again and again. ultimately decided his place was with his people. He now works
In addition to the restless dwarven dead, a band of goblins with the military to learn new skills and make connections,
calling themselves the Steelfang have recently taken to using hoping to strike out and expand dwarven civilization.
the area as their base of operations. If asked about the cavern, the two grow quiet for a moment

15
PATHFINDER SOCIETY SCENARIO

before trying to change the subject. A PC who succeeds at a Haunt: The Droskari priests, as well as their enslaved
DC 12 Diplomacy check (DC 16 in Subtier 4–5) convinces them artists, met a grisly end at the hands of Veldrid Goldborough,
to share what’s bothering them: both dwarves believe that the turning on one another as her Decemvirate helm warped their
cavern is haunted, having heard unnatural screams coming minds. Fraught with despair over being treacherously and
from deep within. Their fellow soldiers never believed them, pointlessly murdered, the spirits continue to haunt the
dismissing it as superstition. Since it was just on the edge of place where they were slain.
their patrol route, the two had all the excuses they needed to
avoid investigating the source prior to this moment. SUBTIER 1–2 (CR 2)

C. DROSKAR'S CAVERN VELDRID’S GAZE CR 2


The cavern’s entrance begins with a simple stone archway. NE haunt (10-ft. radius)
Its walls are made of smooth stone, completely lacking Caster Level 2nd
in decoration. A PC who succeeds at a DC 14 Knowledge Notice Perception DC 16 (to hear the sounds of toiling and weeping)
(engineering or religion) check knows that the style of Hp 4; Trigger proximity; Reset 1 day
unappealing, functional adequacy is fitting for the level of Effect When this haunt triggers, several dwarves bearing the
work that the faithful of Droskar would create—and far below symbol of Droskar appear in the area and draw their hammers.
par for the masterfully engraved walls one usually finds in the One of them begins to mutter incoherently before turning his
halls of dwarven cities. Unless otherwise noted, all rooms are weapon on his brethren. Then, one by one, they all break into
dark and have 10-foot ceilings. a riot of muttered gibberish and violence until one remains
standing. This dwarf looks down the warhammer in his hand
C1. ENTRANCE and states. “This weapon struck no enemies, only my brothers
The PCs can attempt a DC 16 Survival check (DC 18 in Subtier and sisters. I have failed...” This survivor then backs away
4–5) to notice Small footprints and drag marks on the floor. towards the east, begging for his life, as a female dwarf
They trail back and forth between the entrance in a domino mask approaches him. She draws a blade and
and area C3, with occasional detours into area cuts him down, his body dropping in the same space as
C2. These footprints belong to a small band of the warhammer. She turns towards the creatures that
goblins that have taken up residence in this triggered the haunt and glares at them, crystal tears
cave, and the drag marks are from a bag trickling from her eyes. Creatures within the haunt’s
containing a particularly lucrative haul. area are targeted by a doom spell (CL 2nd, DC 12).
Destruction The warhammer is used to slay a
C2. HAUNTED HALL (CR 2 OR CR 5) goblinoid, orc, or dwarf that does not worship
Droskar.
Once a statue garden, these halls are
cluttered with scorched and shattered SUBTIER 4–5 (CR 5)
stones. Short, dusty pedistals have
little to showcase, save for rubble and VELDRID’S GAZE CR 5
the occasional stone foot. Several stout NE haunt (10-ft. radius)
skeletons lie beneath the piles of ruin, Caster Level 7th
their brittle bones snapped and scattered. Notice Perception DC 20 (to
A single pristine warhammer rests on the hear the sounds of toiling and
floor to the northwest. weeping)
Hp 10; Trigger proximity; Reset
This is the hall where the 1 day
Droskari dwarves and their Effect When this haunt triggers,
captive artisans erected several several dwarves bearing the symbol of
stone statues. The shoddy, Droskar appear in the area and draw
uninspired statues were easily their hammers. One of them begins to
toppled and destroyed by the mutter incoherently before turning his
goblins that have taken up weapon on his brethren. Then, one
residence in the back of the cave. by one, they all break into a riot of
These inhabitants are more
than happy to use the statues as
Helga Silverbrew muttered gibberish and violence
until one remains standing. This
combat practice dummies. dwarf looks down the warhammer

16
WHAT THE HELMS HIDE

C. Droskar’s Cavern N

G G

C3

C2

G : Goblins

H : Haunt
C1 M : Mukrood
1 square = 5 feet Pathfinder Flip-Mat: Cavernous Lair

17
PATHFINDER SOCIETY SCENARIO

Scaling Encounter C2 SUBTIER 1–2 (CR 3)

MUKROOD CR 1
To accommodate a group of four PCs, remove Haja from Goblin Sneak (Pathfinder Monster Codex 107; see page 18)
the encounter. hp 16
TACTICS
Before Combat Mukrood sneaks into an advantageous position
in his hand and states. “This weapon struck no enemies, only while the haunt distracts the PCs.
my brothers and sisters. I have failed...” This survivor then During Combat Mukrood comes out of hiding and throws an
backs away towards the east, begging for his life, as a female alchemist’s fire at the most heavily armored PC in range. On
dwarf in a domino mask approaches him. She draws a blade subsequent rounds, he does his best to get into flanks against
and cuts him down, his body dropping in the same space as the least armored PCs.
the warhammer. She turns towards the creatures that triggered Morale Far too proud to surrender, Mukrood fights to the death.
the haunt and glares at them, crystal tears trickling from her
eyes. Each creature in the haunt’s trigger area is targeted by a
crushing despair spell (CL 7th, DC 16). RIKSHI, SHATU, HAJA CR 1/3
Destruction The warhammer is used to slay a goblinoid, orc, or Goblins (Pathfinder Bestiary 156; see page 28)
dwarf that does not worship Droskar. hp 6
TACTICS
Treasure: The weapon of the last dwarf to fall still remains, Before Combat Rikshi and Shatu stand side by side at the top of
leaving a surprisingly intact warhammer (masterwork silvered the southeast stairs leading into their room, while Haja covers
warhammer in Subtier 4–5) behind. the stairs to the northeast.
Development: The haunt’s sounds likely alert the goblins During Combat The goblins hold their position, firing arrows if
in area C3. no one is in melee range. They rush into melee after Mukrood
attacks, doing their best to flank with their leader.
C3: DROSKAR’S CAVERN (CR 3 OR CR 5) Morale If Mukrood is defeated and they see an opportunity to
The northern section of the cavern features a few small flee, they’ll take it. Otherwise, they fight to the death.
shrines to Droskar that have been toppled over and smashed
into rubble, as well as several alcoves in the wall that once SUBTIER 4–5 (CR 6)
housed the fruits of their drudgery. Veldrid’s theft and
generations of squatters have cleared out MUKROOD CR 4
Creatures: A group of goblinoids have taken refuge in the Goblin firestarter (Pathfinder Monster Codex 107; see page 28)
cavern, making their home in the rear end where they also hp 36
store the ill-gotten gains. Thanks to their hatred of dwarves, TACTICS
they’ve come to enjoy the ambient sounds of the haunt and Before Combat Mukrood sneaks into an advantageous position
suffer no ill effects from the grisly display. The familiar while the haunt distracts the PCs.
sounds of the haunt are also very likely to alert them. The During Combat Mukrood waits for the party to engage with
goblin’s leader, Mukrood, sneaks into an ambush position his underlings before coming out of hiding and throwing an
while his underlings prepare a distraction. The party has alchemist’s fire at the most heavily armored PC in range. On
three rounds from the time the haunt is triggered before subsequent rounds, he does his best to get into flanks against
the goblins attack. As Mukrood moves into position to the least armored PCs.
flank or surprise any PCs who attempt to lead the way into Morale Far too proud to surrender, Mukrood fights to the death.
battle with the other goblins, his underlings begin to sing a
sinister, goblin war song. RIKSHI, SHATU, HAJA CR 2
Goblin sneaks (Pathfinder Monster Codex 107; see page 28)
“Something creeping in our home. hp 24
Is it dwarf or is it gnome? TACTICS
Either way we’ll stab it right, Before Combat Rikshi and Shatu stand side by side at the top of
Then we eat some meat tonight! the southeast stairs leading into their room, while Haja covers
Steelfang slashers we the best, the stairs to the northeast.
Burn your banner, smash your crest! During Combat The goblins hold their position, firing arrows if
Come and get us if you can, no one is in melee range. They rush into melee after Mukrood
Face our mighty goblin clan!” attacks, doing their best to flank with their leader.

18
WHAT THE HELMS HIDE

Morale If Mukrood is defeated and they see an opportunity to of a dwarf named Jorgar Ironbellows, an ambitious noble
flee, they’ll take it. Otherwise, they fight to the death. who murdered his father to secure his inheritance, only to
be assassinated by his own son in turn. The fable serves as
Treasure: The Steelfang goblins were in the middle of a cautionary tale, warning others about the folly of favoring
sorting out their latest haul, which still rests in an open one’s own ambition above the lives of their fellow dwarves.
leather bag propped up against the wall. The contents mostly The first time a member of the Pathfinder Society lays a hand
consist of personal effects of negligible value. In Subtier 1–2 on one of the tablets, they receive a brief vision of an elderly
the bag also contains a wand of bless (11 charges). In Subtier 4–5, gnome woman who says “If only this song had been sung in
it contains a wand of prayer (5 charges) instead. the halls of Absalom’s lodge, perhaps these lessons would
Development: The goblins’ lair is littered with the broken have saved a few lives and reputations. Sing it once more for
stone from shattered statues and alters, though a few stone me the next time you’re there, would you?”
tablets remain. They are defaced with paint, each bearing a
drawing of a round goblin head with knives for teeth, but CONCLUSION
they are otherwise undamaged. If the PCs succeed at a DC With the goblins defeated, the PCs are able to claim the stone
15 Knowledge (history or local) or Linguistics check, they are tablets. Urgrin and Helga are excited to hear about what the
able to piece together the story from the various pieces. The PCs found out about the cave, expressing both gratitude
DC is instead 10 for any dwarven PCs. for their deeds and embarrassment over their superstitious
The tablets contain an ancient ballad that tells the story attitudes allowing goblins to gain a foothold in their territory.

19
PATHFINDER SOCIETY SCENARIO

Where on Golarion? activates. The PCs receive a vision of the past, experiencing
the event as though they were Eylysia’s companions in that
final confrontation. The PCs must fight the projections of the
“Witness” takes place at the Pathfinder Society’s Grand Decemvirate members at Eylysia’s side, using their knowledge
Lodge in Absalom. For more information about the Grand of her opponents to gain an edge.
Lodge, see Pathfinder Chronicles: Seekers of Secrets and
Pathfinder Campaign Setting: Pathfinder Society Field Guide, GETTING STARTED
available online at paizo.com. After the PCs complete their investigations, Kreighton Shaine
requests that they meet him at the Grand Lodge. Upon their
arrival, he informs them that they have acquired all the pieces
Absalom necessary to unlock Eylysia’s last message, left at the site of
her final confrontation before her disappearance. He also
informs the PCs that members of the current Decemvirate
will be in attendance; if the PCs balk, he assures them they
have nothing to fear from the leadership. He then leads them
to one of the research libraries at the Grand Lodge, where
Eylysia and her companions had their final confrontation.
Two masked Decemvirate members—one with a helm that
resembles flowing water and the other a steel whorl with
three eyeholes—await them; they nod in greeting but have
little to say to the PCs at this time.

WITNESS EYLYSIA’S CLUES


The PCs can use the clues found in the previous quests to
BY KENDRA LEIGH SPEEDLING determine how to activate Eylysia’s last message. They can
The decision to mask the Decemvirate in the wake of the complete these steps in any order: they must place the Shoanti
internecine conflict centuries ago ended immediate hostilities. totem figurine found in “Collection” atop its matching mount,
However, not everyone was satisfied by this solution. The located in a display case, raise their hoods as indicated by the
gnome Pathfinder Eylysia, uncertain whether the leaders’ new inscription in “Autumn” (Shaine can provide cloaks if the PCs
anonymity would truly benefit the Society, pieced together do not have them), and sing the song found in “Dust.”
clues to identify some of the new Decemvirate members.
Much to her dismay, several were infamusly duplicitous D. VISIONS OF THE PAST (CR 4 OR CR 7)
and wicked, purveyors of evil through and through. Eylysia, After the PCs complete all three steps, hand them Handout #4
unwilling to risk a return to the violence that had plagued and allow them to choose one of Eylysia’s companions, who
the Society so recently, took matters into her own hands, and they will inhabit during the upcoming encounter. Then
with her allies she confirmed the misconduct of three of the proceed by reading or paraphrasing the following.
Decemvirate and sought to confront them one by one.
Her approach backfired, however, as her intended targets The research library blurs as the relics on the shelves seem to age
noticed her investigations. Eylysia’s plan to lure them out one in reverse. Items and furniture shuffle rapidly about the room until
by one failed when all three appeared to challenge her and finally the movement comes to a halt. The room is now arrayed
her companions. The resulting conflict left one Decemvirate much differently than it was before, and strange swirling clouds
member dead and another seriously wounded, but Eylysia of blurred space wend throughout the area. At the center of the
and her allies fared far worse, with only Eylysia surviving to library stands a gnome woman with faded teal hair.
escape. The Decemvirate survivors framed the incident as “About time you got here!” she exclaims. “I’m expecting Veldrid
an assassination attempt, and Eylysia’s research into the true any minute! We need to confront her with what we know and
nature of those behind the masks was forgotten—until a convince her to turn on the others. Once their deeds are revealed,
group of enterprising Pathfinders tracked them down. they’ll have no choice but to resign.”
The door opens, admitting three figures wearing Decemvirate
SUMMARY helms: one eyeless and triple-flanged, another topped with stag
After they gather the clues hidden by Eylysia, the PCs visit antlers, and the third a crystal-studded black domino mask.
the Grand Lodge to discover her final message. The clues Eylysia blanches, but quickly covers it up with a smile. “So... I
each give the PCs a hint to one step to revealing the message; take it you aren’t willing to play nice?”
once these steps are completed, Eylysia’s last message “It is the Decemvirate’s will that your investigations cease,”

20
WHAT THE HELMS HIDE

D. Visions of the Past N

D
D : Dire Wolf
H
Z H : Helven
V
V : Veldrid

Z : Zaul

1 square = 5 feet Pathfinder Flip-Mat: Arcane Library

21
PATHFINDER SOCIETY SCENARIO

Scaling Encounter D Creatures: These Decemvirate members were far stronger


in real life. Each uses the same Decemvirate Projection
statistics modified by special properties on pages 23–24.
Make the following adjustments to accommodate a group During the encounter, add Eylysia to the middle of the
of four PCs. initiative order, and on her turn describe Eylysia activating
All Subtiers: The vision is somewhat hazy, weakening the arcane devices and casting occult spells that weaken the
projections; the PCs have concealment (20% miss chance) evil Decemvirate members by draining their strength and
for the duration of this encounter. countering much of their magical power.
Hazard: The spell that Eylysia used to store this interactive
vision was never intended to lay dormant for so long, and
much of it has eroded with age. The battlefield is covered
declares the antler-helmed figure. The figure behind the in roiling ropes of mist, as though the memories of those
eyeless helm nods, and the domino-masked figure hesitates areas had faded. Any creature within or on the opposite
before also nodding. side of one of these streams of mist has concealment (20%
“I wonder whether your miss chance). Whenever a creature is knocked unconscious,
other colleagues would agree.” their body seems to stream away into the mist, drawn in and
Eylysia draws herself up to slowly disintegrated. If the unconscious creature is a PC
her full height. “I doubt they’ll who is not returned to consciousness within 2 rounds, they
agree with your perspective once appear back in the modern research library alongside Shaine
they know what I know.” and the Decemvirate members, forced to wait until their
The figure in the eyeless mask allies resolve the encounter. If the unconscious creature is
draws his sword. “Then you understand why an NPC, the PCs see that character’s body slowly disappear
we cannot let you live.” as described above.

The PCs should realize they EYLYSIA’S COMPANIONS


are seeing the world through As the encounter begins, have each PC select one of Eylysia’s
someone else’s eyes, though companions to “inhabit” (see Handout #4 on page 26). This
they can still act and gives them a special ability to activate during the encounter
discern which of their as detailed on the handout. PCs can choose any of Eylysia’s
party members are which. companions; they do not have to share a class with the selected
This does not change their companion, but only one PC can inhabit each companion
statistics or class abilities
except as mentioned in SUBTIER 1–2 (CR 4)
Handout #4.
Eylysia selected Veldrid as the most DECEMVIRATE PROJECTIONS (3) CR 1
likely of these three Decemvirate NE Medium humanoid
members to redeem herself, but sadly, Init +2; Senses Perception +4
Eylysia overestimated the dwarf ’s DEFENSE
integrity. Though Veldrid was torn AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
about acting against Eylysia, she hp 14 each (2d8+2)
decided she couldn’t risk the gnome Fort +2, Ref +5, Will +2
revealing her secrets and informed OFFENSE
her fellow conspirators of their Speed 30 ft.
scheduled meeting. While Eylysia See page 23
fights alongside the PCs, for the STATISTICS
sake of simplicity her attacks and Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 14
abilities are assumed to be used to Base Atk +1; CMB +1; CMD 13
debilitate the enemy. Feats See page 23
Skills Acrobatics +7, Bluff +7, Perception +4, Perform (oratory) +7,

Decemvirate
Sense Motive +4, Stealth +7, Use Magic Device +7
Languages Common

Member SQ projection
Gear masterwork studded leather

22
WHAT THE HELMS HIDE

SPECIAL ABILITIES Decemvirate Helm (Su) Once per day, Zaul’s helm can be
Projection (Su) The projections are amalgamations rather than activated to cast dominate animal as a standard action (Will DC
direct copies of the Decemvirate members. They each have 15 negates).
some unique abilities, but their basic statistics are the same.
VELDRID GOLDBOROUGH CR 1
HELVEN LEROUNG CR 1 Female dwarf bard 2 (Use the Decemvirate statistics above, plus
Male human rogue 2 (Use the Decemvirate statistics above, plus the following.)
the following.) Senses darkvision
Defensive Abilities evasion Will +2; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE OFFENSE
Melee rapier +3 (1d6/18-20) Melee shortsword +1 (1d6/19-20)
Special Attacks sneak attack +1d6 Special Attacks bardic performance 14 rounds/
TACTICS day (countersong, distraction, fascinate [DC 13],
During Combat Helven makes sneak attacks inspire courage +1)
whenever possible, feinting or using his scroll Spells Known (CL 2nd; concentration +4)
of blindness/deafness if he cannot flank. If 1st (3/day)—cure light wounds, grease (DC 13),
surrounded, he uses his helm’s power. hideous laughter (DC 13)
Morale Helven fights to the death. 0 (at will)— daze (DC 12), detect magic,
STATISTICS mending, read magic, resistance
Feats Combat Expertise, Improved Feint, TACTICS
Weapon Finesse During Combat On the first round of combat,
SQ rogue talents (finesse rogue) Veldrid starts performing. She then casts
Combat Gear scroll of blindness/deafness; lesser confusion with her helm and tries
Other Gear rapier to debilitate foes with her spells. She uses her
SPECIAL ABILITIES scroll of herosim before moving into melee.
Decemvirate Helm (Su) Once per Morale Veldrid fights to the death.
day, Helven can use his helm STATISTICS
to channel a 30-foot radius Feats Extra Performance
burst of negative energy as a
standard action (1d6, Will DC 13
Eylysia Combat Gear scroll of heroism;
Other Gear shortsword
halves). Helven is also damaged SPECIAL ABILITIES
by this effect. Decemvirate Helm (Su) Once per
day, Veldrid’s helm can be used to cast lesser confusion as a
ZAUL BLYSTONE CR 1 swift action (Will DC 13 negates).
Male human slayerACG 2 (Use the Decemvirate statistics above, plus
the following.) SUBTIER 4–5 (CR 7)
OFFENSE
Melee dagger +1 (1d4/19–20) DECEMVIRATE PROJECTIONS (3) CR 3
Ranged longbow +4 (1d8/x3) NE Medium humanoid
Special Attacks studied target +1 Init +2; Senses Perception +6
TACTICS DEFENSE
During Combat Zaul studies a lightly armored foe on the first AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
round of combat. He stays at range, focusing on his studied hp 28 each (4d8+8)
target if possible. If a PC has an animal companion, he attempts Fort +3, Ref +7, Will +4
to dominate it with his helm. He uses his scroll of blur if OFFENSE
reduced below 8 hp. Speed 30 ft.
Morale Even Zaul’s projection is a coward. If reduced below 4 hp, See page 24
he flees, disappearing from the vision once he exits the hall. STATISTICS
STATISTICS Str 10, Dex 15, Con 14, Int 13, Wis 8, Cha 14
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow) Base Atk +3; CMB +3; CMD 15
SQ slayer talents (ranger combat styleACG) Feats See page 24
Combat Gear scroll of blur; Other Gear dagger, longbow Skills Acrobatics +9, Bluff +9, Perception +6, Perform (oratory) +9,
SPECIAL ABILITIES Sense Motive +6, Stealth +9, Use Magic Device +9

23
PATHFINDER SOCIETY SCENARIO

Languages Common Senses darkvision


SQ projection Will +2; +4 vs. bardic performance, language-dependent, and sonic
Gear +1 studded leather OFFENSE
Melee mwk shortsword +4 (1d6/19-20)
HELVEN LEROUNG CR 3 Special Attacks bardic performance 16 rounds/day (countersong,
Male human rogue 4 (Use the CR 3 Decemvirate statistics above, distraction, fascinate [DC 14], inspire courage +1)
plus the following.) Spells Known (CL 4th; concentration +6)
Defensive Abilities evasion, uncanny dodge 2nd (2/day)— cause fear (DC 14), blindness/deafness (DC 14),
OFFENSE suggestion (DC 15)
Melee mwk rapier +6 (1d6/18-20) 1st (4/day)— cure light wounds, grease (DC 13), hideous
Special Attacks sneak attack +2d6 laughter (DC 14)
TACTICS 0 (at will)— daze (DC 13), detect magic, mending, message,
During Combat Helven makes sneak attacks whenever possible, read magic, resistance
feinting or using his scroll of blindness/deafness if he cannot TACTICS
flank. If surrounded, he uses his helm’s power. During Combat On the first round of combat, Veldrid starts
Morale Helven fights to the death. performing. She then casts confusion with her helm and tries
STATISTICS to debilitate foes with her spells. She uses her scroll of herosim
Feats Combat Expertise, Improved Feint, Weapon Finesse, Weapon before moving into melee.
Focus (rapier) Morale Veldrid fights to the death.
SQ rogue talents (finesse rogue, slow reactions) STATISTICS
Combat Gear scroll of blindness/deafness; Other Gear Feats Extra Performance, Spell Focus (enchantment)
masterwork rapier Combat Gear scroll of heroism; Other Gear mwk shortsword
SPECIAL ABILITIES SPECIAL ABILITIES
Decemvirate Helm (Su) Once per day, Helven can use his helm to Decemvirate Helm (Su) Once per day, Veldrid’s helm can be used
channel a 30-foot radius burst of negative energy as a standard to cast lesser confusion as a swift action (Will DC 13 negates).
action (2d6, Will DC 15 halves). He is also damaged by this effect.
DIRE WOLF CR 3
ZAUL BLYSTONE CR 3 hp 37 (Pathfinder RPG Bestiary 278, see page 30)
Male human slayerACG 4 (Use the CR 3 Decemvirate statistics above,
plus the following.) Treasure: The apparitions and their gear fade away
OFFENSE when the vision ends. After the PCs recount their tale, the
Melee dagger +3 (1d4/19-20) Decemvirate members offer the PCs a reward; this is a wand
Ranged mwk longbow +7 (1d8/x3) of detect secret doors in Subtier 1–2, or a wand of hypercognitionOA
Special Attacks sneak attack +1d6, studied target +1 with 25 charges in Subtier 4–5.
TACTICS Development: After the Decemvirate members are
During Combat Zaul studies a lightly-armored foe and uses defeated, the vision wavers. Eylysia smiles at the PCs,
his scroll of invisibility so he can sneak attack his target. He observing, “That went differently this time; I like this
focuses his attacks on his studied target if possible. ending better,” before fading from view. As she does, the PCs
Morale Even Zaul’s projection is a coward. If reduced below 10 hp, gain a flash of insight into the past’s true events: they see
he flees, disappearing from the vision once he exits the hall. an injured Zaul fleeing the battle, abandoning the others
STATISTICS as he disappears into the strange mist swirling around the
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Weapon library. Only one of Eylysia’s companions remains visible.
Focus (longbow) Her remaining companion, the gnome wizard Fimbrik
SQ slayer talents (deadly rangeACG, ranger combat styleACG) the Illusionist, sends a crackle of spell energy at Veldrid
Combat Gear scroll of invisibility; Other Gear dagger, that drops the masked dwarf to the ground where she
masterwork longbow disintegrates into motes of color that the unstable magic
SPECIAL ABILITIES quickly devours. A badly wounded Helven points his blade
Decemvirate Helm (Su) Zaul’s helm has been used to cast at Eylysia and stalks towards the defiant gnome woman.
dominate animal on a dire wolf. “Your secrets cannot remain hidden forever!” Eylysia cries,
before tapping a foot on the ground and vanishing. The
VELDRID GOLDBOROUGH CR 3 broken strands of magical mist explode in a whirlwind of
Female dwarf bard 4 (Use the CR 3 Decemvirate statistics above, rainbow light as Eylysia’s vision concludes and the battered
plus the following.) old spell finally ends.

24
WHAT THE HELMS HIDE

As the final vision fades, the PCs find themselves once silent conversation (though the masks themselves would
again fully in the present. undoubtedly prevent such a thing from taking place
magically). In the strangely neutral voices produced
CONCLUSION through the magic of the masks, one member of the
Since only the PCs were able to experience the vision, Decemvirate tells the PCs “These secrets have remained
Shaine and the Decemvirate are very interested in hearing hidden for too long—from the Decemvirate and the Society
their accounts. If the PCs seem reluctant to share, Shaine both. In doing so, the organization defamed an upstanding
assures them that the Decemvirate members currently agent. What we have learned here grants us an opportunity
present have no interest in “dragging up old feuds”. They to correct past crimes. Well done, Pathfinders.”
simply wish to know what truly happened. As the two masked figures turn and exit the library,
Upon hearing the story, the two masked Decemvirate Kreighton Shaine thanks the PCs for their excellent work and
members turn towards each other as though sharing a tells them the Society will soon have more tasks for them.

25
PATHFINDER SOCIETY SCENARIO

Handout #1: Collection

Pathfinders,
I have recently uncovered a series of notes that I believe hold critical truths about the origins of the
Pathfinder Society and the founding of the Decemvirate. A gnome Pathfinder by the name of Eylysia
was well-known at that time and was held in high esteem until an assassination attempt on members of the
Decemvirate organized by Eylysia led to her ejection from the Society. These notes I have found indicate
there may be quite a bit more to Eylysia’s story than we previously realized.
The most legible of Eylysia’s notes reference a “speaking artifact” purportedly lying beneath a “false rider.”
Descriptions drawn from recent visions suggest the “speaking artifact” originated in Varisia. I suspect it is
related to the Shoanti, a people well-known both for their oral traditions and horsemanship.
It seems Eylysia suspected that the noted explorer, Montlarion Jeggare, had glimpsed this “speaking
artifact”. Head to the Jeggare Museum in Korvosa, where Montlarion’s ancestor, Mercival Jeggare, serves
as curator. Once there, see if you can locate this “speaking artifact”. I await your findings.

Sincerely,
Kreighton Shaine

Handout #2: Autumn

Pathfinders,
Zaul Blystone was one of the more famous early Pathfinders operating around the time of the Decemvirates
founding. Tales of his deeds and exploits gave him a kind of folk-hero status during that time. He purportedly
recovered many magnificent relics for the Society, each tied to a grand tale, but the items themselves were
occasionally less ‘magnificent’ then the stories seemed to indicate.
According to her notes, Eylysia distrusted Blystone; she suspected many of his treasures were forgeries.
She further postulates that he may have kept the genuine items for himself. She was particularly interested
in Autumn’s Cowl, a headpiece allegedly discovered in the Arthfell Forest. Shortly before she disappeared,
Eylysia traveled to Arthfell Forest to investigate Zaul’s claims.
Eylysia’s only remaining note about her time in Arthfell is simply ‘A wayfinder will provide the path.’
As such, I have included a wayfinder with this letter in the event that such is necessary to find whatever
clues she may have left behind. I entrust you with the task of determing the truth behind the relic known
as Autumn’s Cowl. In addition, keep your eyes wide open for any further clues Eylysia may have concealed
within the Arthfell Forest. Tread with care Pathfinders.

Sincerely,
Kreighton Shaine

26
WHAT THE HELMS HIDE

Handout #3: Dust

Pathfinders,
From what I can gather, your next clue lies within an old cavern, not terribly far from a dwarven
outpost called the Rising Spire, which lies near the ancient settlement of Highhelm. I have little to go
on as Eylysia’s notes provide hardly anything more than a location and an odd reference to ‘an old noble’s
tale’. I have already made arrangements for your travel to the Spire and for an escort to the cavern. This
should be a relatively simple and straightforward task if you can solve this riddle Eylysia has left us with.
Sincerely,

Kreighton Shaine

Handout #4: Eylysia’s Companions

Each companion has a special ability that can be activated during the
combat. All level-dependent effects use the PC’s level. The save DC for
these effects is 14 (16 in Subtier 4–5).
Avera (elf rogue): The PC deals 1d3 additional point of precision damage
(1d6 points of precision damage in Subtier 4–5) against flanked opponents.
Fimbrik the Illusionist (gnome wizard): The PC can cast color spray once
during the encounter.
Idina Gray (half-elf barbarian): The PC gains a +2 morale bonus on attack
and damage rolls for the duration of the combat.
Sera Calthial (human bard): The PC and all allies within 30 feet gain a
+1 morale bonus on saving throws and 5 temporary hit points for the
duration of the combat.
Jovis (dwarf monk): The PC’s unarmed strike damage increases to 1d6
(1d8 in Subtier 4–5), they do not provoke an attack of opportunity for
fighting unarmed, and their unarmed strikes can deal lethal damage. If
the PC is a monk, their unarmed strike damage instead increases to
1d8 (2d6 in Subtier 4–5) for the duration of the combat.
Myrin Goldeneye (elf cleric of Desna): The PC can cast cure light wounds
(cure moderate wounds in Subtier 4–5) once during the combat.

27
PATHFINDER SOCIETY SCENARIO

APPENDIX: STAT BLOCKS Feats Dodge, Improved Initiative, Two-Weapon Fighting, Weapon
The following creatures appear in this scenario. Finesse
Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist
GOBLIN +13, Perception +9, Sleight of Hand +13, Stealth +17, Swim +8
This creature stands barely three feet tall, its scrawny, humanoid Languages Goblin
body dwarfed by its wide, ungainly head. SQ rogue talents (finesse rogue, surprise attack), trapfinding +2,
weapon familiarityARG
GOBLIN CR 1/3 Combat Gear +1 flaming arrows (5), potion of cure moderate
Pathfinder RPG Bestiary 156 wounds, potion of jump, alchemist’s fire (4), smokesticks (2),
Goblin warrior 1 thunderstones (2); Other Gear mwk studded leather, mwk
NE Small humanoid (goblinoid) dogslicersUE (2), shortbow with 20 arrows, tindertwigs (4), 64 gp
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE GOBLIN, GOBLIN SNEAK
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 Clad in leathers and wielding a pair of wicked dogslicers, this goblin’s
size) eyes shine with menace.
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1 GOBLIN SNEAK CR 1
OFFENSE Pathfinder RPG Monster Codex 107
Speed 30 ft. Goblin rogue 2
Melee short sword +2 (1d4/19–20) NE Small humanoid (goblinoid)
Ranged short bow +4 (1d4/×3) Init +4; Senses darkvision 60 ft.; Perception +6
STATISTICS DEFENSE
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
Base Atk +1; CMB +0; CMD 12 hp 16 (2d8+4)
Feats Improved Initiative Fort +2, Ref +7, Will +1
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, Defensive Abilities evasion
+4 Stealth OFFENSE
Languages Goblin Speed 30 ft.
Melee mwk dogslicer +5 (1d4/19–20), dogslicer +4 (1d4/19–20)
GOBLIN, GOBLIN FIRESTARTER Ranged shortbow +6 (1d4/×3)
This goblin wears well-crafted studded leather and carries various Special Attacks sneak attack +1d6
alchemical vials at its belt. STATISTICS
Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8
GOBLIN FIRESTARTER CR 4 Base Atk +1; CMB +0; CMD 14
Pathfinder RPG Monster Codex 107 Feats Two-Weapon Fighting, Weapon Finesse
Goblin rogue 5 Skills Acrobatics +8, Climb +4, Disable Device +8, Escape Artist +8,
NE Small humanoid (goblinoid) Perception +6, Sleight of Hand +8, Stealth +12, Swim +4
Init +9; Senses darkvision 60 ft.; Perception +9 Languages Goblin
DEFENSE SQ rogue talents (finesse rogue), trapfinding +1, weapon familiarityARG
AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, +1 Combat Gear potion of cure light wounds, potion of jump,
size) potion of feather fall, alchemist’s fire (4), smokesticks (2),
hp 36 (5d8+10) thunderstones (4); Other Gear studded leather, dogslicerUE,
Fort +3, Ref +9, Will +2 mwk dogslicerUE, shortbow with 20 arrows, 18 gp
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE JACK-O’-LANTERN
Speed 30 ft. A carved pumpkin sits atop a writhing mass of thick ropey vines.
Melee mwk dogslicer +8 (1d4/19–20), mwk dogslicer +8 Sinister flames dance within its leering, crudely carved face.
(1d4/19–20)
Ranged shortbow +9 (1d4/×3) JACK-O’-LANTERN CR 1
Special Attacks sneak attack +3d6 Pathfinder RPG Bestiary 4 160
STATISTICS NE Medium plant
Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8 Init –2; Senses low-light vision, tremorsense 30 ft.; Perception +7
Base Atk +3; CMB +2; CMD 18 Aura fear (20 ft., DC 13)

28
WHAT THE HELMS HIDE

DEFENSE GIANT LOCUST CR 3


AC 11, touch 8, flat-footed 11 (–2 Dex, +3 natural) Pathfinder RPG Bestiary 4 183
hp 11 (2d8+2) N Medium vermin
Fort +4, Ref –2, Will +2 Init +2; Senses darkvision 60 ft.; Perception +0
Immune plant traits; Resist fire 15 DEFENSE
OFFENSE AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
Speed 15 ft. hp 22 (4d8+4)
Melee bite +3 (1d6+2), slam +3 (1d4+2 plus strangling entangle) Fort +5, Ref +3, Will +1
Space 5 ft., Reach 5 ft. (10 ft. with slam) Immune mind-affecting effects; Resist acid 5
Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex DC OFFENSE
12 half, usable every 1d4 rounds), explode, strangling ensnare Speed 20 ft., climb 20 ft., fly 60 ft. (average)
(DC 14) Melee bite +6 (1d8+4)
STATISTICS Ranged spit +5 touch (1d3 acid)
Str 15, Dex 7, Con 12, Int 2, Wis 14, Cha 7 Special Attacks voracious
Base Atk +1; CMB +3; CMD 11 (can’t be tripped) STATISTICS
Feats Ability Focus (strangling ensnare) Str 16, Dex 15, Con 13, Int —, Wis 10, Cha 7
Skills Perception +7 Base Atk +3; CMB +6; CMD 18 (26 vs. trip)
SQ pumpkin form Skills Acrobatics +2 (+20 jumping), Climb +11; Racial Modifiers
SPECIAL ABILITIES +18 Acrobatics while jumping
Explode (Ex) One round after a jack-o’-lantern is reduced to 0 SQ leap
or fewer hit points, it explodes in a burst of flaming spores. SPECIAL ABILITIES
Creatures within 10 feet of an exploding jack-o’-lantern must Leap (Ex) A giant locust can take 10 on Acrobatics checks to jump
succeed at a DC 12 Reflex save or take 2d6 points of fire even if distracted or in danger.
damage and be stunned for 1 round. A successful save halves Spit (Ex) A giant locust can spit a brown jet of acid and partially
the damage and negates the stun. The save DC is Constitution- digested food up to 30 feet with no range increment.
based. Voracious (Ex) A giant locust’s bite attack deals double damage to
Fear Aura (Su) Any creature within 30 feet of a jack-o’- lantern creatures with the plant subtype and to objects made of paper,
must succeed at a DC 13 Will save or be shaken for 2d6 wood, or other plant materials.
minutes. If the Will save is successful, the creature is immune
to that jack-o’-lantern’s fear aura for 24 hours. This is a vision- LOCUST, LOCUST SWARM
based mind-affecting fear effect. The save DC is Charisma-based Thousands upon thousands of locusts dance and drone in a dark
and includes a +4 racial bonus. and ravenous cloud.
Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse
its sinister fiery radiance, allowing it to blend in almost perfectly LOCUST SWARM CR 2
with normal pumpkins and take 20 on its Stealth checks to hide Pathfinder RPG Bestiary 4 183
in plain sight as a normal pumpkin. While using this ability, a N Fine vermin (swarm)
jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this Init +2; Senses darkvision 60 ft.; Perception +0
ability as a full-round action and end it as a free action. DEFENSE
Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack entangles AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
the target in its vines for 2d4 rounds unless the target succeeds hp 18 (4d8)
at a DC 14 Reflex save. The target can attempt to burst these Fort +4, Ref +3, Will +1
entangling vines before the duration expires with a successful Defensive Abilities swarm traits; Immune mind-affecting effects
DC 12 Strength check as a full-round action. While the target is OFFENSE
entangled, its vines also grasp at the target’s mouth. The target Speed 10 ft., climb 10 ft., fly 30 ft. (average)
cannot speak or cast spells with verbal components while it is Melee swarm (1d6)
entangled by the jack-o’-lantern. When a creature is entangled Space 10 ft., Reach 0 ft.
by this ability, the jack-o’-lantern loses its slam attack, but it Special Attacks devour, distraction (DC 12), voracious (see giant
can end this ability as a free action. The save and the burst DCs locust)
are Constitution-based. STATISTICS
Str 1, Dex 15, Con 10, Int —, Wis 11, Cha 2
LOCUST, GIANT LOCUST Base Atk +3; CMB —; CMD —
The mandibles of this enormous grasshopper churn and grind as it Skills Climb +3, Fly +10
quests for food. SPECIAL ABILITIES

29
PATHFINDER SOCIETY SCENARIO

Devour (Ex) A locust swarm causes damage to unattended objects Fort +7, Ref +6, Will +2
in its space each round as though they were creatures. It even OFFENSE
damages inedible objects. Speed 50 ft.
Melee bite +7 (1d8+6 plus trip)
WOLF, DIRE WOLF Space 10 ft., Reach 5 ft.
This immense black wolf is the size of a horse, its fangs as large and STATISTICS
sharp as knives. Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
DIRE WOLF CR 3 Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Pathfinder RPG Bestiary 278 Skills Perception +10, Stealth +3, Survival +1 (+5 scent
N Large animal tracking); Racial Modifiers +4 Survival when tracking
Init +2; Senses low-light vision, scent; Perception +10 by scent
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 37 (5d8+15)

30
WHAT THE HELMS HIDE

JOIN OUR COMMUNITY For more on the Pathfinder Society Organized Play
Looking for more adventures? Check out Pathfinder Society campaign, how to read the attached Chronicle sheets, and
Organized Play! In the organized play campaign, your how to find games in your area, check out the campaign’s
character exists in a common setting shared by thousands home page at PathfinderSociety.club.
of other gamers. You can take your character to any public
Pathfinder Society event anywhere in the world. Over time, ADVENTURE CARD GAME
campaigning in an organized play environment offers a The Pathfinder Adventure Card Game is a cooperative card
uniquely immersive experience, as your diverse companions game. Join a team of adventurers who band together to face
add depth to the campaign world. It’s also a great way to increasingly challenging foes. Explore locations riddled with
get in touch with other local gamers, meet new people, and monsters, traps, and treasure, and customize your deck and
play regularly without all the prep work and scheduling of a your character to fit your play style.
traditional campaign. In Adventure Card Guild Organized Play, you have your
own Class Deck to represent your character, who can play in
ROLEPLAYING GAME dozens of published adventures. Though your companions
The Pathfinder Society Roleplaying Guild is a worldwide might change each time you play, the story is constant,
fantasy roleplaying campaign that puts you in the role of an allowing your character to evolve as a result of your own
agent of the Pathfinder Society, a legendary league of explorers, choices. Alternatively, some players prefer to keep their
archaeologists, and adventurers dedicated to discovering and Adventure Card Guild experience limited to a group of
chronicling the greatest wonders of an ancient world beset friends, using the scenarios and reward structure as the
by magic and evil. A Pathfinder’s adventures explore the dark framework for a private home game. Either approach is a
alleys and political intrigues of the city of Absalom between valid and acceptable way to experience the Adventure Card
far-flung travels to the most interesting and unique locales in Guild story, and many players enjoy a combination of public
the world of the Pathfinder Roleplaying Game. and private adventuring.
While the Game Master and your companions might For more on the Adventure Card Guild Organized Play
change every time you play, your character advances and gains campaign and how to find games in your area, check out the
rewards as normal. card campaign’s home page at PathfinderSociety.club/acg.

31
PATHFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


Pathfinder Society Scenario #10-16: The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
What the Helms Hide 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b) “Derivative Material” means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension,
Event Date upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
GM # GM Character # (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
GM Name GM Prestige Earned content clearly identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works under
Dark Archive Silver Crusade Sovereign Court Liberty’s Edge
copyright law, but specifically excludes Product Identity. (e) “Product Identity”
Scarab Sages The Exchange Grand Lodge Concordance
means product and product line names, logos and identifying marks including
A B C D trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic
elements, dialogue, incidents, 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;
Character # places, locations, environments, creatures, equipment, magical or supernatural
Prestige Points abilities or effects, logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product identity by the owner of
Character Name the Product Identity, and which specifically excludes the Open Game Content; (f)
“Trademark” means the logos, names, mark, sign, motto, designs that are used by
Dark Archive The Exchange Grand Lodge Liberty’s Edge a Contributor to identify itself or its products or the associated products contributed
Scarab Sages Silver Crusade Sovereign Court Concordance to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
of this agreement.
Character # 2. The License: This License applies to any Open Game Content that contains a
Prestige Points 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
Character Name Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open
Dark Archive The Exchange Grand Lodge Liberty’s Edge Game Content distributed using this License.
Scarab Sages Silver Crusade Sovereign Court Concordance 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Character # with the exact terms of this License to Use, the Open Game Content.
Prestige Points 5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
Character Name original creation and/or You have sufficient rights to grant the rights conveyed by
this License.
Dark Archive The Exchange Grand Lodge Liberty’s Edge 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
Scarab Sages Silver Crusade Sovereign Court Concordance of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
Character # 7. Use of Product Identity: You agree not to Use any Product Identity, including
Prestige Points as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
Character Name You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
Dark Archive The Exchange Grand Lodge Liberty’s Edge except as expressly licensed in another, independent Agreement with the owner of
Scarab Sages Silver Crusade Sovereign Court Concordance such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.
Character # 8. Identification: If you distribute Open Game Content You must clearly indicate
Prestige Points 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
Character Name
copy, modify and distribute any Open Game Content originally distributed under
Dark Archive The Exchange Grand Lodge Liberty’s Edge any version of this License.
Scarab Sages Silver Crusade Sovereign Court Concordance 10. Copy of this License: You MUST include a copy of this License with every copy
of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from
the Contributor to do so.
Character #
Prestige Points 12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open
Character Name
Game Material so affected.
Dark Archive The Exchange Grand Lodge Liberty’s Edge 13. Termination: This License will terminate automatically if You fail to comply
Scarab Sages Silver Crusade Sovereign Court Concordance with all terms herein and fail to cure such breach within 30 days of becoming aware
of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Character #
Prestige Points Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors:
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary
Character Name Gygax and Dave Arneson.
Dark Archive The Exchange Grand Lodge Liberty’s Edge Pathfinder Society Scenario #10–16: What The Helms Hide © 2019, Paizo
Scarab Sages Silver Crusade Sovereign Court Concordance Inc.; Authors: Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright.

32
Character Chronicle #

Pathfinder Society Scenario #10-16: Core Campaign

What The Helms Hide SUBTIER Slow Normal

1 Special Special

SUBTIER Slow Normal

A.K.A. - 2 Special Special


Player Name Character Name Organized Play # Character # Faction

MAX GOLD
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: 3 Special Special

Variable Rewards: The gp, XP, and Prestige Points you earn on this Chronicle sheet are based on your level and SUBTIER Slow Normal
how many of the quests you complete. Until you play an adventure other than What The Helms Hide, you can
continue to play the other quests and earn greater rewards—even over multiple sessions. Circle the name of the
4 Special Special
quests you have completed and check off the appropriate influence boxes below. Before beginning a different
SUBTIER Slow Normal
adventure, calculate your rewards for this Chronicle sheet based on the table below. PCs that have selected the
slow advancement track receive half of the gp, XP, and Prestige Points listed below. 5 Special Special

Quests Gold Pieces XP Prestige Points Other


1 125 1 1
2 175 1 1 Impressive Find Starting XP

EXPERIENCE
GM’s
3 300 1 1 A Torch in the Dark and Impressive FInd Initials

4 400 1 2 A Torch in the Dark, Impressive Find, and Piercing the Veil
+
Quests Played XP Gained (GM ONLY)
▫ Collection ▫ Autumn
=
▫ Dust ▫ Witness
Final XP Total
A Torch in the Dark [Legacy]: Your efforts to peel back the mists of time and learn the truth about the early
days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay
hidden, your actions have paved the way for a stronger Society and higher accountability from the members of Initial Prestige Initial Fame
GM’s
the Decemvirate. Keep this Chronicle sheet, as this boon will have certain benefits in the new organized play Initials

campaign for the Pathfinder RPG’s second edition. +


Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Prestige Gained (GM ONLY)

FAME
Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your

superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have
Prestige Spent
more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent
immediately or be lost. When you use this boon, cross it off your Chronicle sheet.
▫▫▫Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through Current Final
them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. Prestige Fame
At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and
Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration
of the adventure. Starting GP
Dark Life Ring: You can purchase a dark life ring (see below). This black ring’s carved pattern makes it resemble GM’s
Initials

fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative +
energy damage. In addition, anytime the wearer takes negative energy damage, she subtracts 5 from the damage GP Gained (GM ONLY)
GM’s
taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage. Initials
GOLD

+
Day Job (GM ONLY)
Subtier 1–2 Subtier 4–5

dark life ring (1,250 gp; see above) +1 flaming arrows (167 gp, limit 5)
Gold Spent
scroll of heroism (200 gp) dark life ring (1,250 gp; see above)
wand of bless (11 charges remaining; 165 gp; limit 1) scroll of blindness/deafness (150 gp)
=
wand of prayer (5 charges remaining; 1,125 gp; limit 1)
Total
For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

You might also like