S10-16 - What The Helms Hide
S10-16 - What The Helms Hide
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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
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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
4
WHAT THE HELMS HIDE
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
P : Plant Artifacts
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
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
11
PATHFINDER SOCIETY SCENARIO
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
12
WHAT THE HELMS HIDE
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
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.
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)
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
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.
20
WHAT THE HELMS HIDE
D
D : Dire Wolf
H
Z H : Helven
V
V : Veldrid
Z : Zaul
21
PATHFINDER SOCIETY SCENARIO
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
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
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
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
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
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
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
32
Character Chronicle #
1 Special Special
MAX GOLD
SUBTIER Slow Normal
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
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
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