S07-05 School of Spirits
S07-05 School of Spirits
TIER 15
School of Spirits
By Alex Greenshields
School of Spirits
Pathfinder Society Scenario #705
Author Alex Greenshields Publisher Erik Mona
Contributing Artists John Derek Murphy, Ryan Portillo, Paizo CEO Lisa Stevens
Ben Wootten, and Kieran Yanner Chief Operations Officer Jeffrey Alvarez
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Pathfinder Society Scenario #705: School of Spirits is a Pathfinder Society Scenario designed for 1st- to 5th-level characters
(Tier 15, Subtiers 12 and 45). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can
easily be adapted for use with any world.
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School of Spirits
By Alex Greenshields
N
early 20 years ago, Junia Dacilane was the
otherwise unremarkable 11-year-old daughter WHERE ON GOLARION?
of a prominent Absalom family. The only School of Spirits is set in the city of Absalom, and most of
child of Lady Miranda Dacilane, a noblewoman of the action takes place in the Precipice Quarter, which was
Chelish descent, Junia lived in a large manor home in devastated in the massive earthquake in 4698 ar. More
the exclusive Ivy District, and attended an elite academy information about this event, the neighborhood, and
in the cliffside neighborhood of Beldrins Bluff. Junia, Absalom can be found in Pathfinder Campaign Setting: The
who was not overly interested in her studies, preferred Inner Sea World Guide and Pathfinder Campaign Setting:
spending time with her older classmates Grishan Guide to Absalom, available in bookstores and game stores
Maldris and Cassiel Marlinchen. The three loved everywhere and online at paizo.com.
exploring the spooky necropolis Grishan had discovered
beneath their school, the Tri-Towers Yard, and wearing
the jewelry and other finery they found amidst the
Absalom
burial goods.
Her friend Grishans story was a bit more complicated.
Grishan grew up in the shadow of his older brother
Colson Maldris. Grishan idolized his brother, and
wanted more than anything to become an Eagle Knight
just like him. When Colson approached Grishan and
Absalom
asked his brother to spy on the families of his classmates
at the Tri-Towers Yard in order to gather intelligence
for the Eagle Knights, Grishan immediately accepted.
Colson promised Grishan that the information he
collected would be put to use to defend and promote the
egalitarian ideals of Andoran. Grishan began accepting Junia, Grishan, and Cassiel had been playing in the
invitations to all of his classmates parties, and snooping necropolis when the earthquake struck. Even though its
around in their parents offices and studies. After a few sturdy construction saved them from being immediately
months, Grishan had collected enough secrets that he crushed to death, the tremors collapsed their only exit,
felt he could finally take them to his brothers contact in trapping them without access to food or fresh water. After
the Eagle Knights; sadly, fate intervened. a few days of calling for help, they came to the conclusion
Both Grishan and Junias childhood came to an end that they would not be rescued. Junia soon realized that
when a massive earthquake struck Absalom in 4698 ar. unlike Grishan or Cassiel, she seemed to not be suffering
The calamity caused serious damage to every district from hunger or thirst, but did not connect her good
of the city, but no neighborhood was hit harder than fortune to the ruby salamander ring she had found in the
Beldrins Bluff. Whole streets broke off and tumbled into dark. The ancient bauble was actually a magical ring of
the ocean, wiping out entire centuries-old family lines sustenance that kept her healthy while her friends quickly
in an instant. Even though the Tri-Towers Yard avoided began to suffer the effects of severe dehydration. Cassiel
this watery fate, most of its buildings collapsed or sunk died first, afraid and angry at the unfairness of her fate.
into the ground, crushing or trapping the students, Grishan hung on a few days longer, wracked with guilt
staff, and teachers within. for having led his friends into the necropolis to die. Now
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PATHFINDER SOCIETY SCENARIO
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SCHOOL OF SPIRITS
PCs meet the spirit of Cassiel Marlinchen, whose trauma Assuming that the PCs follow the eccentric Dreng,
sustains the haunts in the Drownyard. The PCs must continue to read or paraphrase the text below.
either convince her to finally accept her fate or destroy
her once and for all. Youre probably wondering where Im dragging you, eh?
Finally, with Grishans information in hand, the Seven years ago I sent young agents much like yourselves
PCs can confront Colson Maldris about conscripting on a preliminary exploration of the necropolis below the
his young brother into spying for Andoran, and decide Drownyard in the Precipice Quarter. The Drownyard is the
whether or not to let the secrets within Grishans name that was given to the old Tri-Towers School, once home
notes see the light of day. to some of Absaloms wealthiest progeny. It was
destroyed in the great earthquake of 4698
RETURN TO THE ar , and we thought that all of the children,
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PATHFINDER SOCIETY SCENARIO
If the PCs ask Dreng about his uniform or about the stern-looking, yet attractive Chelaxian woman with sharp
service ribbons, the Venture-Captain explains that the features, a fair complexion, and black hair accented with
upper classes are impressed with this sort of pomp, gray and white. She is dressed in a well-made, floor-length
and that he wore it to make a better impression on Lady black gown streaked through with crimson. A plain-
Dacilane. He does not reveal further details about his looking silver pentagram necklace is her only jewelry.
outfit, and chides the PCs to stay in the present. Dreng immediately jumps up to greet her, bowing and
kissing her hand in a formal fashion. He then quickly
Knowledge (history) or Knowledge (local) introduces the PCs before launching into a prepared
The PCs may know more information about the speech about the importance of Lady Dacilanes ongoing
Precipice Quarter. support of the Societys activities and the many important
10+ The Precipice Quarter was once a wealthy artifacts they have been able to recover from the Tri-Towers
neighborhood called Beldrins Bluff, until an earthquake Yard necropolis. Lady Dacilane listens politely, making
in 4698 ar broke several blocks of the district into the sea a few pro-forma inquiries into several details about the
and killed hundreds. management of the site before getting to the heart of the
15+ After the earthquake, the people of Beldrins negotiation and addressing the PCs directly.
Bluff moved away. Many people in Absalom believe the
district is cursed, and restless undead and vermin roam As I am sure Master Dreng has already informed you, I have
the streets at night. The most prominent locations in a particular request of the Pathfinder Society this year. My
Beldrins Bluff were the Tri-Towers Yard, an academy for daughter Junia has recently celebrated her eighteenth birthday,
the children of Absaloms wealthy and powerful, and the but she maintains a certain obsession with the traumatic events
Arboretum Arcanis, which displayed rare plants from all that befell her at the Tri-Towers Yard so many years ago. I have
over the Inner Sea. stopped her from sneaking out of the manor and visiting that
20+ The Tri-Towers Yard is haunted. The spirits of the place several times, and I feel that her past is keeping her from
children who perished in the earthquake are unable to fully embracing her future. I would ask that you accompany her
reach their final rest. For nearly a decade, a man named to the gods-forsaken Precipice Quarter and let her see her fill of
Deris Marlinchen, the father of one of the young victims, the decay and misery. Perhaps those sights will cure her of her
wandered the yard, speaking to spirits no one else could unnatural obsessions.
see. Since his departure seven years ago, the haunts at the
old school have grown increasingly malevolent. If any of the PCs played Pathfinder Society Scenario #6:
Black Waters, Lady Dacilane makes a point of thanking
DACILANE MANOR them again for returning her daughter.
After approximately 10 minutes of walking through the Lady Dacilane answers any questions the PCs ask,
rain, Dreng and the PCs arrive at their destination. although she grows visibly uncomfortable if asked about
Junias personal life. She simply doesnt feel that it is
Dacilane Manor is an imposing four-story townhouse of proper for Pathfinders to be asking about such private,
heavy masonry with a parapet roof that is festooned with family matters, but she answers them for the sake of
numerous leering, demonic gargoyles. After knocking on the ending her involvement with this entire encounter.
door, a middle-aged halfling woman in a large apron answers She answers any questions about additional help or
it. Please come in. My lady will join you momentarily in the compensation with an icy stare and silence. If the PCs
drawing room. persist in such demands, Lady Dacilane shoots a pointed
glance at the venture-captain, who quickly tries to hush
The interior of Dacilane Manor is just as imposing the offending PC and change the subject to something
as the outside. A wide foyer with a grand staircase leads less sensitive.
to the second floor, while open double-doors lead into Where do you want us to take her? Take her wherever
the drawing room. Heavy black draperies cover all the she wishes within reason in the Precipice Quarter. It is a
windows, shrouding the manor in shadows. All of the dangerous place even during daylight hours, so use your
furniture in the common areas is oversized, expensive, best judgment. Let her stay as long as she wishes, but
and gothic, made of dark-stained mahogany wood. If the bring her back before nightfall tomorrow.
PCs ask the servant woman Bettina if she is a slave, she Do you know specifically what troubles her? Junias
proudly insists that she is not, and that she has worked experiences during and after the earthquake were
for the family for many years and is quite content. terrible, and they have left lasting mental scars. Despite
Lady Dacilane enters a few moments after the PCs and my efforts and those of some of Absaloms best healers, I
Dreng have gathered in the sitting room. She is a tall, have been unable to truly help her. Nevertheless, it is time
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SCHOOL OF SPIRITS
for her to put her childhood experiences behind her and Dreng excuses himself at this point, claiming that he is
face her adult responsibilities. needed back at the Grand Lodge. Before he leaves, he hands
How old is Junia? Junia did not age mentally or over a large, iron key to the PCs, telling them that it opens
physically while sleeping in the crypt. It is a mystery the wrought iron gates to the Tri-Towers Yard. He warns
that has never been explained. Even though we should be them that although the necropolis below has been cleared
celebrating her twenty-eight birth year, she appears and of undead, the partially restored surface structure still
acts like a child of eighteen. holds a dangerous haunt. Try to stay away from there,
Eighteen isnt exactly a child, is it? Lady Dacilane he mutters, weve tried to eliminate it several times, but it
bristles. Clearly, you have not met my daughter. keep coming back. If you do need to go in there, take a look
Why are we being asked to escort her? Why not hire in the supply closet, you may find it useful.
some bodyguards? Junia has a particular affection for Once the Venture Captain leaves, J. picks up a backpack
the Pathfinder Society, most likely because it was your from a stool in the corner and pulls out a kukri, which
members who rescued her from the necropolis. It is she sheathes at her hip. She then straps on the backpack
my hope that she will be more forthcoming about her and looks expectantly at the PCs. Well, shall we go? Im
condition with you. ready when you are. If any of the PCs played Black Waters,
Lady Dacilane calls for her daughter once the PCs have she takes a minute to collect a several heavy volumes
finished asking their questions. If they have any for the from a side roomthese books are Pathfinder Chronicles
Venture-Captain, he unsubtly suggests that they hold featuring those PCs adventures.
them until they have all left Dacilane Manor.
JUNIA J. DACILANE CR 1
INTRODUCING J. Female human spiritualist 2 (Pathfinder RPG Occult
Lady Dacilanes daughter comes bounding down the Adventures72)
stairs and into the sitting room a few moments after CG Medium humanoid (human)
he mother calls her. She has her mothers height, Init +4; Senses Perception +3
black hair, and fine facial features, but thats where the DEFENSE
similarities end. Unlike her mothers carefully coiffed AC 14, touch 10, flat-footed 14 (+4 armor)
hair, Junias is short and practical, and she carries hp 16 (2d8+4)
herself with a confident and unladylike swagger. She Fort +4, Ref +2, Will +6
is dressed in grey breeches, knee-high leather boots, a OFFENSE
white cotton shirt, and an azure blue riding coat with Speed 30 ft.
tails with a golden eagle pin on the lapel. Beneath her Melee kukri +0 (1d41/1820)
coat, it is clear that she is wearing a mithral chain shirt. Ranged telekinetic projectile +1 (1d6)
Any PC from Andoran or a member of the Libertys Edge Spiritualist Spells Known (CL 2nd; concentration +5)
faction immediately recognizes that Junia is attempting 0 (at will)mage hand, message, open/close (DC 13),
to look like a member of the Andoran Eagle Knights. stabilize, telekinetic projectileOA
Other PCs may attempt a DC 15 Knowledge (local) check STATISTICS
to recognize her attire. Str 8, Dex 10, Con 12, Int 14, Wis 17, Cha 13
Upon arriving in the drawing room, Junia clicks her Base Atk +1; CMB +0; CMD 10
heels in a military manner and greets her mother with Feats Improved Initiative, Lightning Reflexes
a mischievous grin. Lady Dacilane immediately turns Skills Bluff +6, Diplomacy +3, Knowledge (dungeoneering)
bright red with embarrassment, reprimanding her +6, Knowledge (history) +7, Knowledge (nobility) +7, Sense
daughter for appearing in such a ridiculous outfit in Motive +8, Swim +1, Use Magic Device +5
front of our guests, and then throws up her hands and Languages Common, Halfling, Infernal
storms out of the room without another word. SQ bonded senses (2 rounds/day), etheric tether, phantom
Junia introduces herself to each of the PCs as not Junia (Grishan Maldris, devotion), shared consciousness
but J., like the letter, and shakes everyones hand. If Combat Gear alchemists fire, antitoxin (2); Other Gear
the PCs ask about her outfit, she claims that it is just mithral shirt, kukri, backpack, belt pouch, everburning
something she threw together, but gives away her true torch, explorers outfit, ink, inkpen, paper (5), scroll case,
intention with a conspiratorial wink. tindertwig, trail rations, 35 gp
If any of the PCs played Pathfinder Society Scenario #6: SPECIAL ABILITIES
Black Waters, she recognizes them immediately, even if Bonded Senses As a standard action, J. can see, hear, smell,
they never spoke to her during the adventure. She greets taste, and touch with Grishans senses for up to 2 rounds
such PCs enthusiastically by name. per day.
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PATHFINDER SOCIETY SCENARIO
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SCHOOL OF SPIRITS
9
PATHFINDER SOCIETY SCENARIO
Trouble Combat Gear potion of cure light wounds; Other Gear chain
shirt, dagger, sap, short sword, 10 gp
Subtier 45 (CR 5)
I guess I should tell you, considering who you are and where
we are going. Ive been keeping him a secret for far too long in
any case.
Grishan, can you come out, please. These people would like
to meet you.
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SCHOOL OF SPIRITS
B. ARBORETUM ARCANIS
The Arboretum Arcanis was once a haven of exotic trees,
bushes, and flowers from all over Golarion. The enigmatic Junia Dacilane and
wizard Beldrin built the Arboretum in ages past, covering Grishan Maldris
it with a crystal dome that let through light while keeping
11
PATHFINDER SOCIETY SCENARIO
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SCHOOL OF SPIRITS
B. Arboretum Arcanis N
To B5
B3 B4
P C4 C3
C2 C1
B1
B2
P : Majordomo Pip
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PATHFINDER SOCIETY SCENARIO
MAJORDOMO PIP CR 5
Advanced mandragora (Pathfinder RPG Bestiary 2 292, 185)
CE Small plant
Init +6; Senses low-light vision; Perception +14
DEFENSE
AC 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size)
hp 47 (5d8+25)
Fort +9, Ref +9, Will +4
Immune plant traits; Resist acid 5, cold 5, electricity 10
Weaknesses vulnerable to supernatural darkness
OFFENSE
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SCHOOL OF SPIRITS
TACTICS The door in the northern wall was once a living shrub,
During Combat The mandragora always begins combat with painstakingly shaped to function as a door. It leads to a
his shriek special ability, then it moves into melee to lash collection of corridors and ruined galleries, as well as the
foes with its tendrils. flourishing Plants of Eastern Garund Greenhouse (area
Morale Pip flees through area B2 once his is dropped below 15 B5). The door to the west leads to area B4.
hit points.
STATISTICS B4. Gallery of Magically Enhanced Flora
Str 19, Dex 22, Con 21, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +6 (+10 grapple); CMD 22 Dozens of healthy plants with vibrant and colorful leaves, fruit,
Feats Lightning Reflexes, Skill Focus (Perception), Weapon and flowers emerge from the decay in this small greenhouse,
Finesse spilling out of the pots and berths that once contained them.
Skills Acrobatics +6 (+10 when jumping), Climb +17, Perception
+14, Stealth +18 (+26 in vegetation); Racial Modifiers +8 The plants in this room result from magical
Stealth in vegetation experimentation. Several of them are enhanced with
Languages Abyssal, Common beneficial effects, which affect anyone who eats the
SPECIAL ABILITIES correct part of the plant. Others have acquired negative
Poison (Ex) Slaminjury; save Fort DC 17; frequency 1/round effects from exposure to the Arboretums corruption.
for 4 rounds; effect confusion (as per the spell confusion) The entire room radiates a faint aura of conjuration and
and fatigue; cure no saves but act normally result on the transmutation magic.
confusion behavior table ends the effect. If a PC eats a plant that is not listed in the treasure
Shriek (Su) Once per day as a standard action, a mandragora below, that PC is nauseated for 1 round, and experiences
can give voice to an unsettling shriek. All creatures within an unsettling effect for the next hour that is within
a 30-foot spread of a shrieking mandragora must make the bounds of the spell prestidigitation, such as his lips
a DC 17 Will save or become nauseated for 1d4 rounds. turning black or tasting rotten meat.
This is a sonic, mind-affecting ability. The save DC is Treasure: Among the plants in this room are pair of
Constitution-based. walnuts that each provides the effects of a potion of shield
Vulnerable to Supernatural Darkness (Ex) In areas of of faith, a tough length of ivy that functions as a potion
supernatural darkness (such as those created by deeper of spider climb when chewed, two cherries that function
darkness, but not by darkness), a mandragora is slowed, as as potions of reduce person, and two watermelons that each
the slow spell. produce the effects of potions of enlarge person on the first
person to eat a bite of them. Eating any of these unusual
B2. Vine-Choked Gallery potions takes a standard action. In Subtier 45, the
garden also contains a snapleaf (Pathfinder RPG Ultimate
Decaying vines carpet the walls and ceiling of this room. The Equipment 319) still on the vine.
floor is riddled with narrow cracks and fissures, extending A PC can identify the properties of each of these
several feet below. enchanted plants with a successful Spellcraft check at the
standard DC, or with a DC 14 Knowledge (nature) check
The vines spanning this room were once covered (DC 18 in Subtier 45). If the PCs resolve their encounter
with fragrant flowers. Now, the only odor in this room with Majordomo Pip diplomatically, he directs the PCs
is the earthen smell of decay. The vines shrouding this to these plants and truthfully explains their properties.
room reduce the light level to darkness, and the cracks Rewards: If the PCs do not collect the magical plants
provide difficult terrain. from this room, reduce each PCs gold earned as follows.
Subtier 12: Reduce each PCs gold earned by 50 gp.
B3. Flowering Shrubs of Taldor Gallery Out-of-Subtier: Reduce each PCs gold earned by 81 gp.
Subtier 45: Reduce each PCs gold earned by 112 gp.
A collapsed sign near the door lists the exhibit that was
on display in this gallery at the time of the earthquake: B5. Plants of Eastern Garund Greenhouse
Flowering Shrubs of Eastern Taldor. Plants once grew in (CR 4 or 7)
the large, ceramic planters that still hug the southern wall. Several corridors and galleries from area B3 eventually
Dozens of branches clinging to decaying leaves emerge lead to the entrance of the second intact greenhouse in
from the wooden door to the north. To the east, a room with the arboretum. A wooden plaque outside reads Plants of
healthy trees and shrubs is visible through a glass door set in Eastern Garund: Please proceed with caution, as some are
a wrought iron frame. poisonous.
15
PATHFINDER SOCIETY SCENARIO
V2
V1
Y
K
B5
K : Khaya
Y : Yellow Musk Creeper To B3
V : Assassin Vine
1 square = 5 feet
Unlike the dead and warped growth in most of the Arboretum, life. The carnivorous plant lurking in one of the earthen
the plants growing in this greenhouse seem to be relatively beds (or a pair of carnivorous plants, in Subtier 45)
young and healthy. Several raised beds of earth host strange- return the favor, assisting Khaya if combat erupts.
looking plants with long, sinuous vines, and a small, gently If Khaya sees the PCs approaching, she yells at them
flowing fountain with a red lion statue at its center sits near the in Common to stay back, and accuses them of being
middle of the chamber. Against the wall stands a worktable gardeners from Quantium who have come to harvest
and chair covered in gardening tools. her and her companions. Even though the ghoran is an
unusual creature, a DC 12 Sense Motive check is enough
Creature: The arcane greenhouse is the home of a to know that she is not in her right mind. PCs who
ghoran druid named Khaya, an anthropomorphic plant succeed at a DC 15 Knowledge (nature) or (arcana) check
creature who smuggled herself to Absalom as a seedpod intuit that her suffering might be due to the corrupting
from distant Nex along with a number of her kind. rain within the Arboretum. Any movement toward her or
She recently sprouted and discovered the abandoned the raised beds prompts her to attack.
greenhouse, and thought it would be the perfect place Khaya begins the encounter with an attitude of
to awaken her kin. As a plant-based life form, she Unfriendly. If the PCs are able to shift her attitude to at
unfortunately fell prey to the corrupting influence least Indifferent or if they cast a spell such as remove disease
of the magical rain. Although it has not altered her on her, Khaya visibly calms down and seems to regain some
physically, the corruption has begun to take hold in of her senses. It is at this point that Khaya lets the PCs
her mind, giving her hallucinations and inducing approach to search the Red Lion statue on the fountain.
paranoia. Despite these problems, Khaya was able to
plant the seedpods of her companions in the raised beds Subtier 12 (CR 4)
just yesterday and is now waiting for them to sprout, a
process that requires several more days. She is extremely YELLOW MUSK CREEPER CR 2
protective of these plants, and defends them with her hp 22 (Pathfinder RPG Bestiary 285; see page 27)
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SCHOOL OF SPIRITS
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PATHFINDER SOCIETY SCENARIO
four teachers inside. Many died immediately, but many school children run for the door, but just before they escape
more were trapped for days within the rubble while there is a mighty cracking sound as the ceiling collapses.
rescuers attempted to find them. Few were brought out All creatures within the room take 4d6 points of damage
alive. After J.s rescue, public interest increased, and the from falling beams. Additionally, affected creatures are
classroom was partially rebuilt as a memorial for the frightened for 1 minute (DC 17 Will negates). The ceiling
dead. At the same time, Deris Marlinchen, the father beams do not pin creatures within the room. Any attempt
of one of the students, finally left the Drownyard after to dig through the debris simply causes more debris to
a decade of speaking to spirits no one else could see. form. After 7 minutes, or after the haunt is destroyed, the
However, Deris was not hallucinating, and his presence debris vanishes.
soothed one of the angriest spirits in the ruined school Destruction The pain and death suffered in this room can only
his daughter, Cassiel Marlinchen. Cassiels rage inspires be permanently erased when the spirit of Cassiel Marlinchen
the children in this classroom to inflict an echo of their finally finds rest or is permanently destroyed.
fate upon anyone who enters.
Several childrens names are written next to small Development: After the PCs deal with the haunt, J.
memorials with their portraits. The names include thanks them for their guidance and protection, but her
Badru Ahnkamen, Grishan Maldris, Cassiel Marlinchen, voice grows distant as if listening for a barely audible
Stilonius Morilla, Anaretta Nimz, and Jaran Shamyyid. whisper. After a moments pause, she tells them she
is certain another restless force still calls to her from
Subtier 12 (CR 3) below. Grishan agrees with her and senses a vengeful
supernatural presence emanating from inside the
BURIED ALIVE CR 3 entrance to the necropolis (area C3).
CE haunt (everyone in area C2)
Caster Level 3rd C3. Necropolis Hallway
Notice Perception DC 15 (to feel a slight vibration of the
ground) The reek of death chokes this narrow stone corridor, where a
hp 15; Weakness tricked by hide from undead; Trigger trio of corpses slowly rots into the stone.
proximity; Reset 1 hour
Effect As the sound of rumbling grows louder, the ground The bodies of the unfortunate treasure hunters who
begins to shake and the sky grows black. Dozens of spectral robbed the Pathfinder cache lie strewn across the ground
school children run frantically for the door, but just before in this room. A PC who examines the bodies and succeeds
they escape there is a mighty cracking sound as the ceiling at a DC 15 Heal check deduces that these people died two
collapses. All creatures within the room take 2d6 points of months ago, and notices that two of the three people have
damage from falling beams. Additionally, affected creatures no signs of physical injury.
are shaken for 1 minute (DC 13 Will negates). The ceiling Treasure: In addition to their own gear, the treasure
beams do not pin creatures within the room; instead, they hunters carried the rest of the Pathfinder cache. In total,
block off the rooms exit. Any attempt to dig through the the PCs find the following treasure on the bodies: three
debris simply causes more debris to form. After 3 minutes, or suits of leather armor, three short swords, three oils of
after the haunt is destroyed, the debris vanishes. magic weapon, two potions of cure light wounds, a scroll of
Destruction The pain and death suffered in this room can only remove disease, a wand of lesser restoration (6 charges), and
be permanently erased when the spirit of Cassiel Marlinchen a wand of protection from evil (18 charges), a collection of
finally finds rest or is permanently destroyed. excavation tools and sundry items, and 105 gp. In Subtier
45, the PCs additionally find a pair of ghostvision gloves
Subtier 45 (CR 6) (Pathfinder RPG Ultimate Equipment 236), two potions of
cure moderate wounds, two potions of remove fear, and a
BURIED ALIVE CR 6 scroll of breath of life. The magic items are each marked
CE haunt (everyone in area C2) with a small Glyph of the Open Road, the symbol of
Caster Level 7th the Pathfinder Society. The PCs recognize this symbol
Notice Perception DC 20 (to feel a slight vibration of the without a skill check.
ground) Rewards: If the PCs do not retrieve the items from this
hp 30; Weakness tricked by hide from undead; Trigger hallway, reduce each PCs gold earned as follows.
proximity; Reset 1 hour Subtier 12: Reduce each PCs gold earned by 147 gp.
Effect As the sound of rumbling grows louder, the ground Out of Subtier: Reduce each PCs gold earned by 459 gp.
begins to shake and the sky grows black. Dozens of spectral Subtier 45: Reduce each PCs gold earned by 624 gp.
20
SCHOOL OF SPIRITS
C4. The Forgotten Friend (CR 3 or 6) other children that are lurking nearby follow her into
This wide chamber lies just beyond the hallway where the the afterlife. Additionally, the haunt from area C2 is
treasure hunters met their end. permanently destroyed.
Creature: The spirit of a young girl with blond hair sits If the PCs do not succeed at this Diplomacy check,
in the center of the room. As J. and the PCs approach, the Cassiel attacks. On the same round, ectoplasmic
spirit gets up, turns around, and addresses J. children the tortured remnants of other spirits trapped
beneath the Drownyard emerge from the floor. When
Ive been waiting for you a long time, Junia. Waiting for you combat erupts, J. stands back, too paralyzed with guilt
to come back. Why did you leave me? Wont you come back to to strike against the remnants of her former friends, but
me? Then we can all be friends again. Grishan fights to protect J. and the PCs.
J. is paralyzed by fear and guilt, and can only mutter Subtier 12 (CR 3)
Cassiel, Cassiel, Im so sorry, please forgive me over
and over again. Grishan explains that this is the spirit CASSIEL MARLINCHEN CR 2
of their friend Cassiel Marlinchen who died with him Variant allip (Pathfinder RPG Bestiary 3 13)
in the necropolis. The PCs only have a short time before CE Medium undead (incorporeal)
the innocent-looking spirit assumes her true, undead Init +3; Senses darkvision 60 ft.; Perception +5
form. If the PCs make no effort to speak for or defend J., Aura babble (60 ft., DC 13)
or to somehow reason with Cassiels spirit, she screams DEFENSE
in rage and transforms into the creature below. If the AC 12, touch 12, flat-footed 11 (+3 deflection, 1 Dex)
players make a reasonable argument about why J. should hp 22 (4d8+4)
be forgiven and Cassiel move on to her final rest, along Fort +2, Ref +2, Will +2
with a DC 18 Diplomacy check (DC 21 in Subtier 45), Defensive Abilities channel resistance +2, incorporeal;
the spirit dissipates for good, and the spirits of several Immune undead traits
21
PATHFINDER SOCIETY SCENARIO
22
SCHOOL OF SPIRITS
seven years ago found his body, and as a result, my family in situations such as this one, it is important to
was able to give him a proper burial. Those agents also found consider the bigger picture, the greater good, and the
some... Colson pauses, and then continues delicately, reports unfortunate realities of politics. Skilled orators can take
about my brothers after-school activities that would have even the hint of scandal and spin it into a mountain
been quite embarrassing if made public. Did you, by chance, to bury their target, preventing almost anyone from
find any information about my brother? seeing the accomplishments and value of the people
beneath. Remember what we discovered two years ago,
Colson gives the PCs time to respond. If the PCs falsely my friends, and the seeds of corruption threatening
claim that they did not find any information, Andoran that sparked the decision to
Colson is suspicious, and the obvious separate Libertys Edge as its own entity.
conflict in Junias expression allows Were this information to become public,
Colson to realize that something more members of that conspiracy among
is going on. He implores the PCs to Andorans politicians would use
share what they have found, using a their oratory against all our works,
less detailed version of his response to which would deal a crippling blow
the first question listed below, as he does to our causes influence. They would
not know what the PCs know. If the PCs still tarnish not only my own reputation, but the
persist in refusing to admit that they found reputation of the Libertys Edge as a whole,
anything, Colson is saddened, but he allows and by extension, the reputations and of all
them to proceed. of the Pathfinders who tirelessly work under
Otherwise, he asks to peruse what our banner to promote the cause of freedom. It
they found. Once he learns what it may even spell the end of our movement
contains, he asks the PCs to to promote the cause of freedom
give it to him. If they are throughout the Inner Sea and
unwilling to give it to him, beyond!
he asks them to destroy Did you know that your
it. Below are several likely brothers spirit is still clinging
questions that the PCs might to this world, and that hes here with
have for the leader of the Libertys us? Junia shoots the PCs an annoyed
Edge faction. Use these questions Colson glance. Major Maldris is taken
and answers to guide the PCs
conversation with Maldris. They are
Maldris aback. His eyes flash with fury, then
soften as he realizes the PCs arent
a guide, rather than a script, to be playing a cruel joke, and he whispers,
used as they fit the direction that the PCs conversation G-Grishan? Grishan does not emerge from Junia, but J.
with Maldris takes. speaks a few words for him, Brothernot yet. Grishans
As the GM, be sure that any Libertys Edge players at the conflicting emotions cause tears to roll down J.s face. If
table are able to actively participate in this section, and pressed, J. explains that Grishan isnt ready to talk yet.
that other players do not drown out their voices. If there Major Maldris is distraught, and he apologizes to his
are no Libertys Edge PCs and the PCs actively despise brother for not being able to save him.
the Libertys Edge faction, Maldris takes a different Why was Grishan spying in the first place? Grishan
route to convince them not to spread the information. had a brilliant mind, and he was eager to do whatever he
For example, he might encourage the PCs to keep the could to serve the cause of freedom. I suggested that if he
packets contents from going public by asking them to helped the cause of the Eagle Knights before he was old
consider the damage that information could do to the enough to be eligible, they would certainly accept him.
reputations of the families whose misdeeds it records. It falls to the PCs to decide what to do with the
Why should we not turn over this information to the information packet. If they give it to Major Maldris, he
authorities/sell it/give it to the Pathfinder Society? I thanks them profusely and ensures them that they will
know this looks bad. Colson refers specifically to any not regret their contributing to the cause of freedom this
facts within the documents that the Pathfinders have day. If they instead decide to destroy the notes, Maldris
shared, such as his family heritage or his decision to is slightly less pleased, but he still thanks them for
conscript his younger brother to aid in spying. And Im preventing what could have been a catastrophe. On the
not going to try to justify my actions. These notes paint other hand, if the PCs take the notes with them, Colson
everyone they touch in a negative light. But, Pathfinders, Maldris shakes his head sorrowfully and departs.
23
PATHFINDER SOCIETY SCENARIO
After Major Maldris leaves, Junia speaks for Grishan. Maldris sends a hefty sum of gold their way if they give
If the PCs had a lengthy conversation with the major, J. him the notes or burn them, and both the Pathfinder
simply says, Thank you. From me and Grishan too. The Society and independent buyers are happy to pay for the
rest of the journey home is uneventful. On the other hand, information. If the PCs sided with Maldris, Libertys Edge
if the PCs decided very quickly what to do with the packet, PCs receive the Loyal Liberator boon on their Chronicle
Grishan provides some additional context, I always Sheets. If they gave the information to the Pathfinder
wanted to be an Eagle Knight like Colson. He got his Society or sold it, Libertys Edge PCs receive the Libertys
wings so young, and I wanted to follow him anywhere, and Revolution boon on their Chronicle Sheets.
fight for freedom, no matter what. Grishan was conflicted Several weeks later, Venture-Captain Dreng reports that
on what to do about the notes, and he believes whatever the haunts at the Drownyard have all disappeared, and he
decision the PCs make with the notes is the right one. For thanks the PCs for their efforts.
example, if the PCs give him the notes or destroy them, he
muses, Im not alive anymore, but I can still help Colson. Reporting Notes
Good. If the PCs take the notes for themselves, he instead Do not check boxes A, B or C unless at least one Libertys
remarks, Now everyone will know. Colson said he trusted Edge faction PC played a role in the decision of what to
me, but he lied. He hid our family from me. do about Grishans information packet. If the PCs hand
the packet to Colson Maldris or destroy it, check box A.
CONCLUSION If the PCs sell the packet or turn it in to the Pathfinder
Both J. and Grishan have learned much about themselves Society, check box B. If the PCs eventual decision about
and their power. J. feels that she is ready to finally leave what to do with the packet runs counter to the opinion
the Drownyard behind her, but has come to realize that of the majority of the Libertys Edge players at the table,
she cannot follow in her mothers footsteps. She instead check box C. If there are no Libertys Edge PCs at your
wishes to strike out on her own and get to know her table, check box D.
newfound powers better. She also asks if any of the PCs
might be willing to sponsor her to begin training with the Primary Success Conditions
Pathfinder Society. If at least one PC agrees to sponsor her, The PCs primary mission is to safeguard the life of J.
each PC earns the New Recruit (J. Dacilane) boon on her Dacilane. If she survives the scenario, award each PC 1
Chronicle Sheet. Prestige Point.
Grishan, for his part, has a better understanding of his
past and his relationship with his brother. He realizes that Secondary Success Conditions
his bond with her is far stronger than the connection he If the PCs recovered the information packet in the
still feels with his brother, and he is determined to follow Arboretum for Grishan, and let J. fully experience the
J. wherever her journeys might take her. haunt at the Drownyard and face Cassiel, award each PC 1
As long as the PCs found Grishans intelligence packet, additional Prestige Point.
they receive the money for it listed in area B5; Colson
24
SCHOOL OF SPIRITS
Case M12 It is well known that the Morilla family runs the Guild
of Wonders, Absaloms most prestigious espionage and assassination
organization. What is less well known is that the Aspis Consortium, a Chelish
band of fortune-hunters, hired the Guild of Wonders many times to spy on
the Pathfinder Society and the Blakros family. I successfully created
a diversion for the servants attention, and was able make copies of several
documents that prove that Lady Annasendra personally oversaw contracts to
assassinate members of the Pathfinder Society. If the number of events I am
invited to is any indication, they havent caught on yet, but I m afraid to dig
deeper in to this situation.
Case N4 After hours of searching and days of asking subtle questions,
I ve turned up absolutely nothing of interest. Surely people this boring must
be hiding something.
Case L3 The servant in charge of the kitchens has a penchant for gossip.
25
PATHFINDER SOCIETY SCENARIO
26
SCHOOL OF SPIRITS
27
PATHFINDER SOCIETY SCENARIO
Special Attacks create yellow musk zombie, pollen spray flickering pinpoints of light where its eyes should be.
STATISTICS SPECIAL ABILITIES
Str 17, Dex 15, Con 16, Int , Wis 11, Cha 8 Create Spawn (Su) A humanoid slain by a wraith becomes a
Base Atk +2; CMB +5; CMD 17 (cant be tripped) wraith in 1d4 rounds. These spawn are less powerful than
DESCRIPTION typical wraiths, and suffer a 2 penalty on all d20 rolls and
Coiling around several human skeletons, this wet green plants checks, receive 2 hp per HD, and only drain 1d2 points of
sickly flowers smoke with a nasty yellow vapor. Constitution on a touch. Spawn are under the command of
SPECIAL ABILITIES the wraith that created them until its death, at which point
Create Yellow Musk Zombie (Su) As a full-round action, a they lose their spawn penalties and become free-willed
yellow musk creeper can bore dozens of tendrils into the wraiths. They do not possess any of the abilities they had
brain of a helpless creature within reach, such as a creature in life.
entranced by its pollen. This attack inflicts 1d4 points of Constitution Drain (Su) Creatures hit by a wraiths touch attack
Intelligence damage per round. When a creature is reduced must succeed on a DC 17 Fortitude save or take 1d6 points
to 0 Intelligence, it dies, and the tendrils break off inside of Constitution drain. On each successful attack, the wraith
its brain. One hour later, the creature animates as a yellow gains 5 temporary hit points. The save DC is Charisma-based.
musk zombie. Lifesense (Su) A wraith notices and locates living creatures
Pollen Spray (Ex) As a standard action, a yellow musk creeper within 60 feet, just as if it possessed the blindsight ability.
can spray a cloud of pollen at a single creature within 30 Sunlight Powerlessness (Ex) A wraith caught in sunlight
feet. It must make a +4 ranged touch attack to strike the cannot attack and is staggered.
target, who must then succeed on a DC 14 Will save or be Unnatural Aura (Su) Animals do not willingly approach within
entranced for 1d6 rounds. An entranced creature can take 30 feet of a wraith, unless a master makes a DC 25 Handle
no action other than to move at its normal speed into a Animal, Ride, or wild empathy check.
space within the yellow musk creepers reach, at which
point an entranced creature remains motionless and allows
the creeper to insert tendrils into its brain. The save DC is
Constitution-based.
WRAITH CR 5
Pathfinder RPG Bestiary 281
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception +10
Aura unnatural aura (30 ft.)
DEFENSE
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con
drain)
Special Attack create spawn
STATISTICS
Str , Dex 16, Con , Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal
DESCRIPTION
This ghostly creature is little more than a dark shape with two
28
SCHOOL OF SPIRITS
29
PATHFINDER SOCIETY SCENARIO
30
Pathfinder Society Scenario #7-05: Character Chronicle #
12 252 504
A.K.A.
Player Name Character Name Pathfinder Society # Faction
SUBTIER Slow Normal
MAX GOLD
Subtier
Libertys Revolution (Libertys Edge faction): You decided to allow Colson Maldriss indiscretions to come to
light. In so doing, you established that you are willing to stand up to people in positions of authority. You gain a SUBTIER Slow Normal
+2 competence bonus on Intimidate checks against members of the nobility and other political leaders, and a +2
competence bonus on Bluff and Diplomacy checks against known members of rebel groups or resistance movements. 45 950 1,900
Loyal Liberator (Libertys Edge faction): You helped Major Colson Maldris bury an old mistake for the cause
of freedom. Colson Maldris is grateful to you for your help, and provides you with some of the wisdom he has
SUBTIER Slow Normal
learned over his years as an Eagle Knight. You may activate this boon to gain your choice of a +2 bonus on
weapon attack and damage rolls or a +1 bonus on all spell DCs against known slavers and slave owners for the
remainder of the scenario. When you use this boon, cross it off your Chronicle Sheet.
New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange,
she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist Starting XP
list (Pathfinder RPG Occult Adventures 76) as a standard action. The spells level can be up to one third of your
EXPERIENCE
GMs
Initials
character level (minimum 0). J.s caster level is equal to your character level 3 (minimum 2), and her Wisdom +
score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the XP Gained (GM ONLY)
origin of her spell. When you use this boon, cross it off your Chronicle Sheet.
PRICE
=
HAUNT SIPHON 400 GP Final XP Total
SLOT none WEIGHT 1 lb.
AURA faint necromancy CL 3rd
Initial Prestige Initial Fame
Small wisps of white vapor churn within these glass vials. To capture a haunts energies in a haunt siphon, twist the metal GMs
Initials
casing to open the vial in the same round that the haunt manifests (a standard action)this can be before or after the haunt +
has acted. You must be within the haunts area of influence to use a haunt siphon. When you activate a haunt siphon, it deals Prestige Gained (GM ONLY)
FAME
3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunts hit
points to 0, the mist inside the haunt siphon glows greenif it does not reduce the haunt to 0 hit points, the haunt siphon
is still expended and becomes nonmagical. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, Prestige Spent
but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every
creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Current Final
Prestige Fame
CONSTRUCTION COST 200 GP
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
Starting GP
All Subtiers Subtier 45 GMs
Initials
darkleaf cloth leather armor (760 gp; Pathfinder RPG greenwood club (450 gp; Pathfinder RPG Ultimate +
Ultimate Equipment 49) Equipment 50) GP Gained (GM ONLY)
ghostvision gloves (4,000 gp; Ultimate Equipment 236) greenwood heavy wooden shield (657 gp; Ultimate GMs
Initials
+
GOLD
For GM Only