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Wrath of The Fleshwarped Queen

Pathfinder Society Scenario #8-22, titled 'Wrath of the Fleshwarped Queen,' is designed for characters of levels 1-5 and takes place in the Wrathwarped Halls, a Thassilonian ruin in Varisia. The adventure follows a group of Pathfinders who, after receiving a letter from Sheila Heidmarch, investigate a mysterious goblin incursion and the awakening of ancient powers within the ruins. Players will encounter mutated goblins and sinspawn as they explore the site and confront the goblin champion Zoagusk, who seeks to dominate the region.

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divid08
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0% found this document useful (0 votes)
170 views24 pages

Wrath of The Fleshwarped Queen

Pathfinder Society Scenario #8-22, titled 'Wrath of the Fleshwarped Queen,' is designed for characters of levels 1-5 and takes place in the Wrathwarped Halls, a Thassilonian ruin in Varisia. The adventure follows a group of Pathfinders who, after receiving a letter from Sheila Heidmarch, investigate a mysterious goblin incursion and the awakening of ancient powers within the ruins. Players will encounter mutated goblins and sinspawn as they explore the site and confront the goblin champion Zoagusk, who seeks to dominate the region.

Uploaded by

divid08
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PATHFINDER SOCIETY SCENARIO #8-22 TIER 1–5

WRATH OF THE
FLESHWARPED QUEEN
By Brian Duckwitz
Author • Brian Duckwitz
Development Lead • Linda Zayas-Palmer
Contributing Artists • Akim Kaliberda,
Paul Guzenko, Jason Rainville
Cartographer • Sean Macdonald
Creative Director • James Jacobs
Creative Design Director • Sarah E. Robinson

Table of Contents
Executive Editor • James L. Sutter
Managing Developer • Adam Daigle
Development Coordinator • Amanda Hamon Kunz
Senior Developer • Robert G. McCreary
Organized Play Lead Developer • John Compton
Developers • Crystal Frasier, Mark Moreland,
Joe Pasini, Owen K.C. Stephens, and
Linda Zayas-Palmer
Managing Editor • Judy Bauer Wrath of the Fleshwarped Queen . 2
Senior Editor • Christopher Carey
Editors • Jason Keeley, Lyz Liddell, Adrian Ng,
and Lacy Pellazar
Lead Designer • Jason Bulmahn
Senior Designer • Stephen Radney-MacFarland Player Handout . . . . . . . . . . 19
Designers • Logan Bonner and Mark Seifter
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and
Adam Vick Appendix: Stat blocks . . . . . . . 20
Organized Play Coordinator • Tonya Woldridge
Publisher • Erik Mona

Map . . . . . . . . . . . . . . . . . 22
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Chief Financial Officer • John Parrish
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel Chronicle Sheet . . . . . . . . . . 24
Outreach Coordinator • Dan Tharp
Director of Licensing • Michael Kenway
Accountant • Christopher Caldwell
Data Entry Clerk • B. Scott Keim
Chief Technical Officer • Vic Wertz
Director of Technology • Dean Ludwig

GM Resources
Senior Software Developer • Gary Teter
Community & Digital Content Director •
Chris Lambertz Wrath of the Fleshwarped Queen makes use of Pathfinder RPG Core Rulebook, Pathfinder RPG
Webstore Coordinator • Rick Kunz Advanced Class Guide, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder
Customer Service Team • Sharaya Copas, RPG Bestiary 2, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5, Pathfinder RPG Monster Codex,
Katina Davis, Sara Marie, and Diego Valdez and Pathfinder RPG Ultimate Equipment. All rules referenced in this adventure are available in the free
Warehouse Team • Laura Wilkes Carey, Will Chase,
online Pathfinder Reference Document at paizo.com/prd, and the relevant rules from the Bestiary
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood volumes and Monster Codex are reprinted at the back of the adventure for the GM’s convenience.
Website Team • Lissa Guillet and Erik Keith

HOW TO PLAY
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.

Pathfinder Society Scenario #8–22: Wrath of Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns
the Fleshwarped Queen is a Pathfinder Society (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper
nouns), artworks, characters, dialogue, locations, plots, storylines, and trade dress. (Elements that have previously
Scenario designed for 1st- through 5th-level been designated as Open Game Content, or are exclusively derived from previous open game content, or that are in
characters (Tier 1–5; Subtiers 1–2 and 4–5). This the public domain are not included in this declaration.)

scenario is designed for play in the Pathfinder Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this
Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No
Society Roleplaying Guild campaign, but can portion of this work other than the material designated as Open Game Content may be reproduced in any form
easily be adapted for use with any world. For without written permission.

more information on the Roleplaying Guild, how Pathfinder Society Scenario #8–22: Wrath of the Fleshwarped Queen © 2017, Paizo Inc. All Rights Reserved. Paizo,
to read the attached Chronicle sheets, and how to Paizo Inc. Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks
of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder
find games in your area, check out the campaign’s 7120 185th Ave NE, Ste 120 Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder

home page at paizo.com/pathfinderSociety. Redmond, WA 98052-0577 Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder
Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, and Starfinder Society
paizo.com are trademarks of Paizo Inc.
WRATH OF THE
FLESHWARPED QUEEN
By Brian Duckwitz

U
nder the rule of Runelord Alaznist, the
Thassilonian nation of Bakrakhan waged Where on Golarion?
continuous warfare with neighboring Shalast. Wrath of the Fleshwarped Queen takes place in the
Numerous research facilities across Bakrakhan were Wrathwarped Halls, a Thassilonian ruin that was once part
dedicated to producing stronger weapons and living soldiers of the realm of Bakrakhan. It is now on the northern side
to fuel the conflict. One of these facilities, the Wrathwarped of the Varisian Gulf, west of Riddleport in the Calphiak
Halls, lies hidden beneath Varisia’s Calphiak Mountains. Mountains. For more information on Varisia, Thassilon,
Its entrance stood undisturbed for millennia—until an and the Shoanti, see Pathfinder Campaign Setting: The
unlikely group of explorers happened upon it. Inner Sea World Guide and Pathfinder Companion: Varisia,
Many tribes of goblins make their home in the twisting Birthplace of Legends, available in bookstores and hobby
warrens beneath the Calphiak range, frequently squabbling stores everywhere and online at paizo.com.
for power and territory. One of these tribes, the Rocksmashers,
recently suffered a decisive loss. The surviving Rocksmashers Varisia
fled, but they were unwilling to abandon their tribe’s lucky
totem—a large boulder that featured in many of the tribe’s
Calphiak
legends. As they rolled the boulder into an unfamiliar cavern, Mountains
its weight caused the ground to give way beneath them.
• • Riddleport
Convinced that the collapse was a message from the sacred
Wrathwarped
boulder, the goblins followed the new passage, eventually Halls
reaching a strange door wreathed in flames. Awestruck, the
goblins threw themselves into opening the door, but the
portal held fast. Filled with fury that a stupid door could stand
in their way, Zoagusk, their champion, slammed her fist into
it and shouted. To the goblins’ surprise, the flames surged
up through a hole in the cavern’s roof and erupted into the
night sky, twisting into the shape of Bakrakhan’s iconic rune advisors from the outside, and could not be opened at all
of wrath, as the door opened. Whether because Zoagusk from within.
fulfilled the necessary sinful requirements or because of a After the fall of Thassilon, however, there was no one to
combination of strength and luck, the goblin chief became come back to see if the facility had succeeded. After 10,000
the new master of the Wrathwarped Halls. years, only a few sinspawn remained, leaping into the
The facility was a minor one in the days of Thassilon, fleshwarping pits to be regenerated when they neared the
but it had been given a very specific purpose. Its inner ends of their miserable lives.
circle of magical researchers served Runelord Alaznist to When the goblins came, these remaining inhabitants
infuse humanoids with elemental energies, thus making transferred their allegiance to Zoagusk and her vigorous
them pliable and obedient to those with a strong affinity embodiment of wrath. The goblin alchemist Grib, delighted
with the sin of wrath. Staffed by a combination of humans, to find the ancient laboratory and its fleshwarping pits,
sinspawn, and demons, the research station was infused with immediately set to experimentation. He managed to create
preservative magics and built to last indefinitely. Charged mutations in the Rocksmasher goblins that improved
with their mission, the researchers were sealed away behind their power and compliance to Zoagusk. The newly named
doors that could be opened only by Alaznist or her closest Fleshwarped Queen Zoagusk believed she had found a new

3
PATHFINDER SOCIETY SCENARIO

goblin paradise, and began to plot her domination over The PCs begin the adventure in Riddleport, a port city
surrounding goblin tribes and, eventually, the entire region. in Varisia famous for the massive stone arch at its center
The goblins’ intrusion did not go unnoticed. Tide Watcher, and its tendency to attract unsavory types. They meet up
leader of a tribe of Axe Clan Shoanti, witnessed the wrath- at the Publican House, a popular tavern and temple to
fueled flames rising into the sky. When she and her scouts Cayden Cailean, before departing to follow the map that the
went to investigate, they found the door the goblins had venture-captain provided. The journey to the Shoanti village
thrown open and recognized its ancient architecture and proceeds without incident.
runes. Wary of what they might have discovered, the group Read or paraphrase the following to start the adventure.
sent word to the Pathfinder Society lodge in Magnimar.
They then gathered a group of warriors from the Axe Clan The sound of crashing waves and seabirds mixes with the smell
outside the cave, ready to strike if their allies failed. and cool spray of saltwater at the entrance of a wide, low sea cave
Meanwhile, a disciple of Soralyon—the empyreal lord open to the Varisian Gulf. A bustling community is hard at work in
of guardians, magic, and monuments—heard tales of the the dim morning light: tall, tattooed men and women clean and
runic flame from sailors docking at Riddleport. The priest fillet fish, while others toss crustaceans into pots; a group of older
sailed out from Riddleport and inspected the Thassilonian children sit in a circle on the sand near the water’s edge and repair
site on his own, with the tentative permission of the Shoanti nets and harpoons; nearby, several women are busily patching
guardians. After analyzing its magic, the priest confidently holes in a small boat.
told the Shoanti that he could have the site fully warded “This is not a sight very many outsiders ever see, Pathfinders,”
within a week’s time. However, he soon found that he had says a tall, muscular woman. Her head is shaved and tattoos line
more than simply rogue magical energies to content with. her shoulders, arms, and neck. “But we are pleased you have
Goblins rampaged within the facility, wreaking havoc and come. Kel-grish! Welcome! Let us walk.”
commanding the remnants of the site’s guardians. The “I am Tide Watcher, the jothka of this tribe,” she says, as she
priest managed to create a magical ward to temporarily seal leads the way onto a small path heading up the hill above the
the door, but the hasty ward requires him to maintain it cave. “As you probably know, the Shoanti do not often call upon
without rest. outsiders for help. But this is a special circumstance.” She stops
Meanwhile in Magnimar, Sheila Heidmarch received atop the hill and takes a deep breath of the wind blowing off the
word of the Shoanti’s discovery, and has dispatched the PCs water before turning to the hills and mountains to the north.
to help. “Two weeks ago I stood watch on this spot, minding both the
water and the land. Suddenly a plume of flame rose into the air
SUMMARY in the hills there.” She points slightly northwest. “I took a group
With a letter from Sheila Heidmarch in hand, the PCs talk of warriors to investigate. When traveling down familiar caverns,
to Tide Watcher, leader of the group of Shoanti who spotted we soon found a place where the floor had recently collapsed into
the flaming signal in the hills near their home. They learn another series of tunnels that had smooth, worked walls. Then
of the priest of Soralyon and are able to purchase minor we found the stone door. It flickered with flame and was deeply
equipment from Shoanti merchants before delving into carved with the runes we know to be the language of Thassilon.”
the caves, where they find signs of a battle between goblins She pauses, a sour look on her face. “It is forbidden to explore
along their route. They soon reach the priest and learn that places marked with these runes, so I thought it best to simply try
the ruin is much more active than previously believed. The to collapse the cave entrance and be done. But then I saw the
priest provides information about goblins and sinspawn as door was open. Something had either gotten in or gone out.
well as Thassilonian ruins in general, but because the ward “I sent word to our allies in Magnimar of what we’d found. I
he has raised requires constant supervision, he can provide contacted Sheila Heidmarch specifically because I have heard that
little direct help and asks the party to go inside. As they under her direction, the Pathfinders have made fair dealings with
proceed to explore the facility, the PCs encounter a goblin- the Shoanti, laid the spirit of an ancient symbol of peace to rest,
made trap and numerous goblins, many of whom have been and stopped a Runelord from rising once again.
mutated under the direction of the goblin alchemist Grib. “Five days ago, a priest named Julian arrived from Magnimar
After a series of battles, the PCs find and deal with Zoagusk, and claimed he could seal the door. He worships a good god of
her lieutenants, and her sinspawn servants. monuments, he said, and was confident he could succeed. I have
not seen him since, however, so I do not know what has happened.”
GETTING STARTED Tide Watcher turns to the group. “Pathfinders, I want you to
Distribute the Player Handout (page 19) to the table. The learn the nature of this place beyond the door and determine if
letter comes with a map, a small pouch of gold coins, and a it is a threat to my tribe. If it is within your ability to eliminate
list of agents to whom Sheila sent the letter so that the PCs it, do so. If not, we will discuss closing off the cave entrance
can identify each other. permanently. Do you have any questions?”

4
WRATH OF THE FLESHWARPED QUEEN

What was Thassilon? “It was a corrupted empire that 20+: There are seven quahs, or clans, each of which has
existed long ago. It is forbidden to go near its ruins.” numerous tribes as constituent parts. Each is led by a tribal
What kinds of dangers do Thassilonian ruins often leader called a jothka.
contain? “The stories I have heard tell of ancient magical 25+: Historians are suspicious of the fact that there are
traps and creatures, but I have no deep knowledge of these seven quahs of Shoanti, seven realms of Thassilon, and seven
things. Perhaps you can find Julian and ask him when you points on the Sihedron. Some speculate that the Shoanti
get there.” were either servants or slaves of the Runelords in ancient
Who are the Shoanti? “Although it saddens me to hear times, and their taboo against exploring Thassilonian ruins
you do not know, it does not surprise me. We are the original comes from that relationship.
inhabitants of Varisia, although we have been driven from
many of our ancient homelands. We have seven quahs, SHOANTI AXE CLAN SETTLEMENT AND CAMP
what you might call clans, united by heritage, tradition, and The PCs can purchase basic supplies from the Shoanti in the
lifestyle. I and my tribe are part of the Shadde-Quah, the sea cave settlement. Despite the sharing and trading culture
Axe Clan. We keep our homes near the water and repel those of the Shoanti, they will accept coins as payment since they
who try to conquer our shores. We are unused to seeing can use the currency in trade with Magnimar. The Shoanti
outsiders, although we do trade with Magnimar.” merchants are not particularly welcoming, but they are fair.
If the PCs try to spend too much time in the settlement and
KNOWLEDGE (ARCANA) OR KNOWLEDGE (HISTORY) the GM feels the pace of the adventure lags, Tide Watcher
The player characters may already know some details about simply starts to walk away, saying “It is time we headed to
Thassilon. Each PC recalls all of the information below the ruins.”
whose DC is less than or equal to the result of his check. After a half-mile hike north guided by Tide Watcher,
15+: Thassilon was an empire that ended some 10,000 years the PCs arrive at a makeshift camp outside a cave entrance
ago in what is now Varisia. The seven-pointed star, called the guarded by several warriors. The scouts here have not
Sihedron, is a commonly seen motif in Thassilonian art. been inside recently, nor have they seen the priest since he
20+: There were seven realms in Thassilon, each entered. They have been ordered to remain outside to keep
controlled by a powerful practitioner of magic called a any enemies from emerging. If the PCs come back later
runelord. Each treated his or her own realm as a kingdom seeking help against the facility’s guardians, the Shoanti
onto itself. This area of Varisia was likely in the kingdom suggest collapsing this entrance.
known as Bakrakhan, domain of wrath, ruled by Runelord
Alaznist. Runelord Krune recently attempted to rise again, FALLEN ROCK CAVES
but the Pathfinder Society stymied his efforts. This winding, complex system of caves forms a network of
25+: Each Runelord was associated with a sin and tied to a connected passages throughout the region. Tide Watcher
school of magic: envy to abjuration, gluttony to necromancy, knows the path to follow to find the Thassilonian door and
greed to transmutation, lust to enchantment, pride to provides the PCs with a map leading there. Alternatively,
illusion, sloth to conjuration, and wrath to evocation. anyone who succeeds at a DC 14 Survival check can
Thassilon came to an end in the great cataclysm known follow the priest’s tracks from the cave entrance to the
as Earthfall, but it is suspected the Runelords all had Thassilonian door.
preparations in place that would allow them to survive, The caves are unlit except where noted, and are narrow,
perhaps even until the present day. winding, and generally cramped. Passages are typically no
wider than 5 feet, and ceilings range between 3 and 8 feet.
DIPLOMACY OR KNOWLEDGE (LOCAL)
The player characters may know some details about the SIGNS OF GOBLINS
Shoanti people already, or might have spent time gathering When the Rocksmashers fled their enemies, they went
information on them after getting the letter from Heidmarch through these tunnels, traveling blindly down the passages
but before setting out for the camp. Each PC recalls all of until their foes cornered them. Zoagusk, filled with rage at
the information below whose DC is less than or equal to the this turn of events, decided to make a stand to kill as many
result of his check. of her opponents as possible. Her fury turned the tide of
10+: The Shoanti are mostly a nomadic people who the battle, and the Rocksmashers’ enemies fled back the way
lived in Varisia long before other human groups. They are they came. Read or paraphrase the following.
distrustful of outsiders.
15+: Many Shoanti men and women feel that long hair is a After several hundred feet of twisting, turning, and often
dangerous liability in battle and thus shave their heads. They cramped passageways, the caverns here begin to widen
also have tattoos over much of their bodies. somewhat. Broken arrows and short, makeshift swords litter the

5
PATHFINDER SOCIETY SCENARIO

the Wrathwarped Halls prevents his ritual from taking


Goblin Songs hold, and that only after the focus of that magic has been
Goblins love to sing: it is a source of joy equal to their love destroyed (Julian is unaware that in this case, Zoagusk and
of fire, murder, and mayhem. Throughout the adventure, her lieutenants serve as the focus) will he be able to fully
sidebars like this will call out song lyrics the GM can use seal it.
to add flavor to the adventure. GMs are encouraged to sing PCs who read Thassilonian or who succeed at a DC 25
the songs to the players and shouldn’t worry about sounding Linguistics check can translate the writing on the door:
awful; it would be difficult to sound worse than a goblin. “Beyond here lies only pain for the enemies of Bakrakhan.”
Julian does his best to answer any questions that the PCs
might have.
ground, and a rotting corpse lies slumped in a corner. Blood, now What can you tell us about these ruins? “I’m almost
dried, is splattered on many of the rocks nearby. The passage certain they were part of the realm called Bakrakhan, ruled
continues to the east. by Alaznist, Runelord of Wrath.”
Why haven’t you gone for help? “The Shoanti made it
A PC who succeeds at a DC 12 Survival check uncovers clear they weren’t coming in, but I knew that if I left, the
tracks of several dozen goblins in this part of the tunnels, ward I managed to raise would fail. The ward contains
as well as the signs of a battle. If the PC succeeds by 5 or magic that is trying to seep out from the complex within.
more, she also determines that there were two groups of I guess I just hoped others would arrive to help, since the
goblins, and the larger group fled back to the west while the Shoanti sent for aid.”
rest continued east. The corpse is a slain goblin from the What do you know of Thassilon? “It was a powerful,
Rocksmasher’s rival tribe. A PC who inspects the body and sinful empire that ended 10,000 years ago. Its rulers
succeeds at a DC 15 Heal check determines that the goblin wielded incredible magic, and the hazards they left
died roughly 2 weeks ago to a combination of stab wounds behind often persist to the present. I see it as my duty to
and burns. serve Soralyon and protect the modern world from these
ancient dangers.”
THE HOLE IN THE FLOOR What kind of dangers should we expect? “Given that
About 100 feet beyond the battle site, the PCs easily locate this is likely a stronghold of Bakrakhan, I’d expect to
the place where the goblins’ boulder broke through into see evocation magic used against you. Bakrahkan was
the tunnels below. The collapse formed a ramp that is easy also known for using fleshwarping magic to make more
to navigate. powerful soldiers.”
What do you need us to do? “Head beyond the door and
THE PRIEST AND THE DOOR eliminate whatever focus of magical energies you can find:
The passageway twists sharply to the left after another 100 it might be a creature or an object. Once you’ve done that, I
feet, opening into a wider room. Read or paraphrase the should be able to finish a permanent ward.”
following aloud.
A. THE WRATHWARPED HALLS
Dim, flickering light illuminates a natural chamber roughly 30 feet The Wrathwarped Halls was the name given to this small
by 10 feet. Stalactites cling to the ceiling and a few stalagmites facility charged with altering humanoids into weapons of
rise from the floor. The air is damp and clammy. At the eastern end war for Runelord Alaznist. The facility was established only
of the room stands a 10-foot-wide double door set into the wall. a short time before Earthfall, so nothing learned there was
Flames flicker about the columns and lintel, casting the spiky, ever put to use.
spidery runes covering the surfaces into sharp relief. The doors The walls throughout are made of stone infused with
are partially open. preservative magic. The air supply is magically refreshed,
although those enchantments have begun to wear out, and
The priest Julian (NG male human cleric of Soralyon 3) the many fires the goblins have lit throughout the halls are
can be found here. He has expended all his spells to power overwhelming this ventilation system.
the ritual to seal away the magical energies seeping from The entire facility is bathed in normal light, drawing its
the ruins beyond, but to no avail. He has successfully raised illumination from continual flame spells cast upon sconces
a ward at the entrance (effectively a small wall of force), but spaced every 15 feet along the walls. The color of the light
he must renew it every 10 minutes or so by chanting the changes from yellow to orange and back again every 12
required verse. Julian has mostly been awake for 5 days now; hours, charting the passage of time. Unless otherwise noted,
he has the exhausted condition as a result. all doors are made of stone, and the ceilings are 8 feet tall in
Julian is aware that the long-pent-up sin magic in passageways and 15 feet tall in rooms.

6
WRATH OF THE FLESHWARPED QUEEN

A. The Wrathwarped Halls N

A10
A9
A8

A6

A7

A3

A4

A2
A5

A1 T
1 square = 5 feet

7
PATHFINDER SOCIETY SCENARIO

EFFECTS
Scaling Encounter A1 Trigger location; Reset manual
Make the following adjustments to accommodate a group Effect 5 spikes +15 (1d4+2/19–20)
of four PCs.
Both Subtiers: Reduce the trap’s attack bonus to +10. Treasure: Although the books are mostly ruined, one
bears a bookplate of recall (Pathfinder RPG Ultimate Equipment
284) on its inside cover. In Subtier 4–5, a folded-up scroll of
flaming sphere, magic missile (CL 3rd), molten orb (Pathfinder RPG
Scaling Encounter A3 Advanced Class Guide 188), and wind wall is jammed between
Make the following adjustments to accommodate a group some pages and miraculously undamaged, as well as a tiny
of four PCs: metal box containing a word bottle (Ultimate Equipment 325).
Subtier 1–2: Greenie is weaker than his counterpart. Rewards: If the PCs do not deal with the trap, either by
Remove Greenie’s constrict, reactive regeneration, and slime triggering, disabling, or bypassing it, reduce each PC’s gold
trail abilities. earned by the following amount.
Subtier 4–5: Remove Meanie from the encounter. Subtier 1–2: Reduce each PC’s gold earned by 83 gp.
Out of Subtier: Reduce each PC’s gold earned by 167 gp.
Subtier 4–5: Reduce each PC’s gold earned by 252 gp.
A1. The Dangers of Reading (CR 2 or CR 5)
After the Rocksmasher goblins entered the Wrathwarped A2. The Path of Fire
Halls, they worried they would be pursued by the tribe This hallway is designed to force visitors to show proper
that had so soundly defeated them. Fortunately for the obedience to Runelord Alaznist, although it provides no
Rocksmashers, they found something any goblin would actual danger. Read or paraphrase the following as the
find terrifying: stacks and stacks of books. As any goblin PCs enter.
knows, reading steals words right out of one’s head, so the
Rocksmashers rigged the books into a trap to keep pursuers A hallway runs north and south here, its walls carved with images
away. Also concerned that other creatures might come after of fire and destruction. Humanoids from many races peer out from
their new home, they made sure the trap could do plenty of the flames in the upper portions of the carvings, their faces alight
damage even if the target can’t read. with excruciating pain. The lower two feet of the carvings show
other figures on hands and knees, their faces toward the north, the
The wider passageway narrows here and continues to the east. brutal fires just above their backs.
Dim flickering flames dance around the walls, illuminating Near the center of the hallway on a low plinth stands the statue
unadorned polished stone. A door is at the eastern end of the hall. of a cruel-faced woman wielding a ranseur in her right hand. Her
left hand gestures to the south, giving the impression it is the
Trap: The goblins drove sharp metal spikes into a salvaged source of the carved flames.
tabletop and then, without looking directly at them, speared A large bronze plaque is affixed to the southern wall of the
a series of ancient texts upon the spikes so that their pages passage, covered in spiky, spidery runes.
remain open and visible. They mounted the slab on a makeshift
hinge in such a way that it swings down and smashes anyone A PC who succeeds at a DC 12 Perception check notices that
entering the chokepoint if they trigger a tripwire. Any survivors, someone has used charcoal to draw a large, toothy goblin grin
the goblins figure, will see the open books and flee in terror. on Alaznist’s face.
Hazard: If a creature attempts to pass the Alaznist statue
SUBTIER 1–2 (CR 2) without first touching a knee to the ground in this room,
the marked area fills with impressive, roaring flame except
POKEY SMASHY BOOK TRAP for the area up to 2 feet from the floor. Despite this fearsome
Type mechanical; Perception DC 25; Disable Device DC 20 appearance, the flames’s strength has degraded over the
EFFECTS years, and they now do nothing more than singe and slightly
Trigger location; Reset manual blacken clothes and hair. The goblins took it as a sign of their
Effect Atk +15 melee (1d4+2/19–20) might that they were unharmed by these fires.
The murals on the wall provide a clue to avoiding the
SUBTIER 4–5 (CR 5) trouble, as does the plaque on the southern wall, which reads
“Humble yourself and show the respect Runelord Alaznist is
EVEN HEAVIER POKEY SMASHY BOOK TRAP due” in Thassilonian; a successful DC 25 Linguistics check is
Type mechanical; Perception DC 25; Disable Device DC 25 enough to decipher the script.

8
WRATH OF THE FLESHWARPED QUEEN

A3. Ears (CR 3 or CR 6) N Medium ooze


Init –3; Senses blindsight 30 ft., scent; Perception –5
This large room’s walls are decorated with carvings extolling DEFENSE
the virtues of wrath: scenes abound of warriors crushing their AC 9, touch 7, flat-footed 9 (–3 Dex, +2 natural)
opponents with a combination of martial and magical skill. Above hp 15 each (2d8+6); regeneration 3 (acid or fire)
all these warriors stands the magnificent figure of a striking Fort +3, Ref –3, Will –5
woman clad in armor and wielding a ranseur. Her face is contorted Defensive Abilities amorphous; Immune ooze traits
in a mixture of rage and elation, and she stands atop a veritable OFFENSE
mountain of corpses. Speed 20 ft., swim 20 ft.
In sharp contrast to the intricate beauty of the carvings, the Melee slam +3 (1d4+3 plus grab)
contents of the room are in shambles. Broken tables and chairs Special Attacks constrict (1d4+3)
litter the floor, once-magnificent banners are torn and strewn TACTICS
about, and several small fires smolder throughout the room. During Combat The hungry fleshes attack the nearest creature
Anything that can be burned is blackened with soot, and anything that is not a goblin or a hungry flesh. If a PC falls unconscious,
breakable has been shattered into tiny pieces. The pungent smell the greedy creatures switch targets, attracted to the nearest
of an animal warren permeates the entire room. moving PC.
Morale The hungry fleshes mindlessly fight to the death.
This room was once the main meeting hall of the facility, STATISTICS
but the goblins have reduced its finely made tables and chairs Str 14, Dex 5, Con 16, Int —, Wis 1, Cha 1
to a series of small smoldering piles. A perpetual haze fills the Base Atk +1; CMB +3 (+7 grapple); CMD 10 (can’t be tripped)
room, as the ancient magic that supplies fresh air has been SQ compression, reactive regeneration, slime trail
unable to keep up with the goblins’ handiwork, though this SPECIAL ABILITIES
haze is not thick enough to impair vision. A PC who succeeds Reactive Regeneration (Ex) Whenever a hungry flesh takes
at a DC 14 Survival check notices trails of glimmering, piercing or slashing damage, it regenerates 3 hit points.
hardened slime on the floor throughout the room. The table Slime Trail (Ex) A hungry flesh leaves behind a trail of slime
legs in this room are intact enough to serve as clubs, should that acts as a grease spell (DC 14). The slime dries up after
the PCs wish to use a bludgeoning weapon against the room’s 1 minute. The save DC is Constitution-based.
occupants. Assume that there are enough properly sized table
legs to supply every Small or Medium PC with a club. SUBTIER 4–5 (CR 6)
Creature: Some of Grib’s first “volunteers” ended up in a
less than ideal form. Instead of mutating them in ways he’d EARS, GREENIE, AND MEANIE CR 3
hoped, the protoflesh used for the fleshwarping experiments Hungry fleshes (Pathfinder RPG Bestiary 4 152; see page 20)
bonded with the hosts and formed into hungry fleshes. hp 47 each
Although the creatures do not understand the command to TACTICS
guard, they do not leave the room unless Zoagusk orders them During Combat The hungry fleshes attack the nearest creature
to leave. To keep them fed, Zoagusk has directed two goblins that is not a goblin or a hungry flesh. If a PC falls unconscious,
(see area A5) to feed them the nutrient slurry from A5 and the the greedy creatures switch targets, attracted to the nearest
corpses of those who have not survived Grib’s experiments, moving PC. They only eat downed PCs if all conscious PCs
which they do using long poles from the hallway. leave the room.
Aside from the greenish tinge of the malignant tissue that Morale The hungry fleshes mindlessly fight to the death.
makes up the hungry fleshes’ bodies, the only clue to the
creatures’ origin is a remnant of goblin features on the largest Development: If the PCs defeat Zoagusk, the hungry
of them. A single pair of perfect goblin ears sticks up from fleshes begin to wander the facility, looking for food.
the top of the creature’s head, twitching and moving about Treasure: The goblin who became Ears had stolen a
in response to nearby sounds. The remaining goblins think container of dust of dryness from Grib, which can still be
this is exceptionally funny and have taken to calling this found near the surface of the creature’s body. In Subtier
hungry flesh “Ears.” The goblins have nicknamed the other 4–5, it has also scraped up an aegis of recovery (Pathfinder RPG
two hungry fleshes “Greenie” and “Meanie.” Ultimate Equipment 254) and two small sapphires.
Rewards: If the PCs do not defeat the hungry fleshes,
SUBTIER 1–2 (CR 3) reduce each PC’s gold earned by the following amount.
Subtier 1–2: Reduce each PC’s gold earned by 70 gp.
EARS AND GREENIE CR 1 Out of Subtier: Reduce each PC’s gold earned by 141 gp.
Variant hungry fleshes (Pathfinder RPG Bestiary 4 152) Subtier 4–5: Reduce each PC’s gold earned by 212 gp.

9
PATHFINDER SOCIETY SCENARIO

had numerous food fights in here, tossing fistfuls of it at


Grib’s Song each other. A PC who succeeds at a DC 12 Survival check
Anyone who approaches area A7 hears the following song knows that the tracks are from goblins and that the goo is
as the alchemist works. nominally edible, if unappetizing.
Creatures: Two goblins, Gugnack and Bopak, have been
“Stir the flesh around the pit, tasked with keeping Ears and Greenie fed (as well as Meanie
See how many goblins fit. in Subtier 4–5). They normally spend their time running
They might shout and they might cry, back and forth between the hungry fleshes’ room (area A3)
If they’re lucky, they won’t die. and the kitchens carrying buckets full of goo on long poles
they then dump on the floor for the creatures to eat. Today,
When they plop out, we shall see however, they decided to feed themselves first and gorged to
What new creatures they now be. the point where their stomachs are so full they are unable to
Will they have some wings or claws? move or act normally. These two golbins are noncombatants.
Will they grow big, massive jaws? They have the stunned condition when the PCs enter and
retain that condition for 2 hours longer.
Maybe one will breathe some fire,
Then the queen can light a pyre! A6. Library
Come on, find out, jump inside,
Grib is now your friend and guide!” This room’s magnificent, vaulted ceiling rises to a height of
twenty-five feet, and its walls are covered with mahogany
bookshelves that nearly reach the ceiling. The once-beautiful
A4. Ancient Barracks wood is chipped, broken, and charred in most places, and the
This large room just off the main entryway appears to have shelves are nearly empty. Most of the books, tomes, and scrolls
housed sleeping quarters in ancient times, based on the are piled unceremoniously on the floor in two large heaps that
smashed, torn, and smoldering piles of bunks along the still smolder feebly. A few cushioned chairs spew stuffing onto the
eastern wall. To the west is another rubble pile composed ground, and several once-beautiful paintings lay smashed on the
of half-burned and despoiled furniture: tables, chairs, and floor, their images ripped and shredded.
several short bookcases. Three doors in the south lead to
individual quarters, although their contents have obviously The research facility once boasted a fine library of books
been taken out, piled, and burned. There is nothing of value and scrolls that contained all manner of information
in the room. on fleshwarping and wrath magic. While many of these
sources survived to the present day due to the preservative
A5. Kitchens magic used in the facility’s construction, few survived the
attentions of the goblins.
Smooth work surfaces line the southern wall, and a single door to Treasure: If a PC spends 1 hour cataloging the works, or
the west leads to a large room filled with broken, empty boxes spends 10 minutes and succeeds at a DC 15 Perception check
that have been smashed to bits. A large stove takes up the eastern (DC 19 in Subtier 4–5), she finds several unscathed volumes.
half of the room. Cupboards along the walls near the stove have Titles include Warping the Flesh and Sculpting the Mind, A Fool
been left open, and scattered cookware and crockery litter the and His Gold: Karzoug and Xin-Shalast, The Essence of Vanity:
ground. A vaguely sour-smelling, beige puddle covers much of Politics and the Illusion of Power in Cyrusian. These books are
the floor near the stove. The same substance is splattered all over worth a total of 650 gp (or 1,050 gp in Subtier 4–5). A scroll
the floors and ceiling of the room, and small footprints are clearly of cure moderate wounds and lesser restoration is wedged
visible on the floor and counters. between the volumes. In Subtier 4–5, the book contains two
scrolls of cure moderate wounds, two scrolls of lesser restoration,
Once a miracle of magical food creation, these kitchens and one scroll of remove disease, and a peacock-shaped origami
could originally conjure the necessary ingredients for a swarm (Pathfinder RPG Ultimate Equipment 314) created long
wide variety of meals to support the facility’s residents. ago by a Peacock Spirit worshiper is tucked into the middle
Now, the conjuration magic has degraded to the point of another book.
that it only provides an endless supply of slimy beige goo Rewards: If the PCs do not find the books, reduce each
of questionable nutritional value. The goo appears inside PC’s gold earned by the following amount.
a 3-foot-square, lidded box below one of the counters and Subtier 1–2: Reduce each PC’s gold earned by 79 gp.
refills 10 minutes after being emptied. The goblins have Out of Subtier: Reduce each PC’s gold earned by 136 gp.
had great fun opening the lid and eating the goo, and have Subtier 4–5: Reduce each PC’s gold earned by 193 gp.

10
WRATH OF THE FLESHWARPED QUEEN

A7. The Goblin Genius (CR 4 or CR 7)


Scaling Encounter A7
The stench of this room is a pungent mixture of acrid smoke, foul Make the following adjustments to accommodate a group
body odor, and cooked cabbage. Stone tables line the eastern of four PCs.
wall, covered in scattered bits of glass, wooden racks holding Both Subtiers: The goblin assistants have the sickened
numerous vials, and various alchemical implements. Along the condition due to long-term exposure to the pits.
western side of the
chamber are three pits
of churning, bubbling goblins in this room have
liquid that shifts between already succeeded at this
brown, beige, and green, saving throw today.
occasionally releasing a puff Second, contact with the
of noxious gas that drifts slowly protoflesh is dangerous
to the floor. and causes rapid mutations.
Grib’s experiments have altered
While the goblins have wrecked the protoflesh, and the effects are
most of the facility’s rooms during only beneficial to goblins under
their short tenure, they have left the his care. Any PC who comes into
fleshwarping lab itself mostly intact. contact with the protoflesh
It is here that the goblin alchemist must succeed at a DC 12
Grib performs his experiments and Fortitude save (DC 15 in Subtier
transforms the members of the tribe
into more powerful monstrosities. A
Grib 4–5) or suffer a sudden, painful
mutation as the flesh attaches
PC who spends 10 minutes investigating to and mutates her body. A PC who fails
the pits and succeeds at a DC 15 Craft this save is nauseated for 1 round from
(alchemy), Knowledge (arcana), or Knowledge (engineering) the pain of the mutation. GMs are encouraged to think up
check (DC 19 in Subtier 4–5) gains rudimentary insight into their own ideas for mutations. Mutations do not provide
the pits’ design and function that she can report back to bonuses or penalties; they are a purely cosmetic effects.
the Pathfinder Society, such as information on the pipe Record any mutations that the PCs gain on their Chronicle
design and basic facts about the liquid’s composition. sheets. The mutations can be removed with remove disease or
Creatures: Grib was always the brightest goblin in the heal. Protoflesh dies quickly if it is taken out of the pits—it
tribe, famous for his alchemist’s fire, but he also hides a dark remains dangerous only for 5 rounds after being removed.
secret: he can read. His natural talent for mixing strange
substances and his literacy are the keys to his success, and SUBTIER 1–2 (CR 4)
experiments of his own mad design have transformed
members of his tribe into mutants who slavishly serve GOBLIN ASSISTANTS (3) CR 1/3
Zoagusk. He almost never leaves this room. Goblins (Pathfinder RPG Bestiary 156; see page 20)
Grib’s assistants have been both his helpers and his hp 6 each
test subjects. They enjoy watching Grib’s experiments, Ranged protoflesh lump +3 touch (mutation) or
especially when they are performed on someone other than shortbow +4 (1d4/×3)
themselves. Their bodies display a variety of mutations, Combat Gear protoflesh lumps (2); Other Gear leather armor,
such as useless extra limbs, scaly skin, an extra row of sharp light wooden shield, short sword, shortbow with 20 arrows
teeth, lengthened fingers and toes, and extra ears growing TACTICS
out of odd places. Before Combat The goblins scoop up two handfuls of protoflesh
Hazards: The three protoflesh pits in the west are the to throw at the PCs.
source of two dangers which combine to increase the CR During Combat The goblins try to flank a single weak-looking foe.
of this encounter by 1. Foul-smelling gases perpetually Morale The goblins fight to the death, certain that if they fail
surround the pits, a result of Grib’s experimentation. Anyone here, Grib will turn them into the hungry fleshes’ next meal.
who enters these spaces must succeed at a DC 12 Fortitude SPECIAL ABILITIES
save (DC 15 in Subtier 4–5) or be sickened for 1 round. Protoflesh Lump A goblin can throw a handful of protoflesh at
Creatures who fail the saving throw but remain in the cloud a target as a ranged touch attack with a range increment of
must attempt a new saving throw each round, but characters 10 feet. If the attack hits, the target is exposed to the protoflesh
who succeed are immune to the effect for 24 hours. The hazard (see Hazards above) and might acquire a mutation.

11
PATHFINDER SOCIETY SCENARIO

expeditious retreat. The benefits of these abilities are included


Explosion Pocket in his statistics.
This item appears on page 29 of Pathfinder Player Companion: During Combat Grib attempts to stay in or near the cloud of gas
Goblins of Golarion. near the fleshwarping pits, hurling bombs in a way that will
hit the most enemies. He doesn’t care about hitting allies with
EXPLOSION POCKET PRICE
3,000 GP his bombs and laughs maniacally if he does so.
SLOT none CL 1st WEIGHT 1/2 lb. Morale If he runs out of bombs or is reduced to 5 or fewer hit
points, Grib tries to flee to area A10 and alert Zoagusk.
AURA faint evocation
Base Statistics Without his mutagen and expeditious retreat
An explosion pocket looks like a cloth pouch just large extract, Grib’s statistics are Init +4; AC 17, touch 15, flat-
enough to contain a Small or Medium humanoid’s hand. footed 13; Ref +7, Will +0; Speed 30 ft.; Ranged bomb +7
When placed against a shirt, vest, jacket, trousers, or similar touch (1d6+2 fire) or light crossbow +6 (1d6/19–20); Dex 18,
piece of clothing, this ragged green patch attaches to the Wis 10; CMD 14; Skills Ride +8, Perception +4, Stealth +16.
clothing, creating a loose pocket. The pocket functions as a STATISTICS
normal pocket, but once per day the pocket’s wearer can, as Str 10, Dex 22, Con 13, Int 15, Wis 8, Cha 6
a standard action by speaking a command word while his Base Atk +1; CMB +0; CMD 16
hand is in the pocket, cause the pocket to create a single Feats Extra Bombs, Point-Blank Shot, Throw Anything
vial of alchemist’s fire. If a vial of alchemist’s fire is in the Skills Appraise +6, Craft (alchemy) +7 (+9 to create alchemical
explosion pocket when it is commanded to create a vial of items), Heal +4, Knowledge (arcana, nature) +6, Linguistics +4,
alchemist’s fire, the pocket instead supercharges the existing Perception +3, Ride +10, Spellcraft +6, Stealth +18, Use Magic
vial within so that it deals double the normal fire damage a Device +2; Racial Modifiers +4 Ride, +4 Stealth
vial of alchemist’s fire would normally inflict. An explosion Languages Common, Dwarven, Gnome, Goblin, Thassilonian
pocket can be removed as a full-round action, allowing it SQ alchemy (alchemy crafting +2), discovery (smoke bomb),
to be placed on a different piece of clothing as the owner mutagen (+4/–2, +2 natural armor, 20 minutes), poison use
wishes. A vial of alchemist’s fire created or supercharged by Combat Gear boro bead (1st level)UE; alchemist’s fire (3);
an explosion pocket reverts to a vial of inert, bitter-tasting Other Gear leather armor, dagger, light crossbow with
water 1 minute after it is created or supercharged. 20 bolts, formula book containing all prepared extracts

CONSTRUCTION REQUIREMENTS COST 1,500


SUBTIER 4–5 (CR 7)
Craft Wondrous Item, burning hands
GRIB CR 4
Male goblin alchemist 5 (Pathfinder RPG Bestiary 156, Pathfinder
GRIB CR 1 RPG Advanced Player’s Guide 26)
Male goblin alchemist 2 (Pathfinder RPG Bestiary 156, Pathfinder NE Small humanoid (goblinoid)
RPG Advanced Player’s Guide 26) Init +6; Senses darkvision 60 ft.; Perception +3
NE Small humanoid (goblinoid) DEFENSE
Init +6; Senses darkvision 60 ft.; Perception +3 AC 21, touch 17, flat-footed 15 (+2 armor, +6 Dex, +2 natural,
DEFENSE +1 size)
AC 21, touch 17, flat-footed 15 (+2 armor, +6 Dex, +2 natural, hp 49 (5d8+20)
+1 size) Fort +5, Ref +10, Will +0; +4 vs. poison
hp 17 (2d8+4) OFFENSE
Fort +4, Ref +9, Will –1; +2 vs. poison Speed 30 ft.
OFFENSE Melee dagger +4 (1d3/19–20)
Speed 60 ft. Ranged bomb +11 touch (3d6+3 fire) or
Melee dagger +2 (1d3/19–20) light crossbow +9 (1d6/19–20)
Ranged bomb +9 touch (1d6+2 fire) or Special Attacks bomb 10/day (3d6+3 fire, DC 15)
light crossbow +8 (1d6/19–20) Alchemist Extracts Prepared (CL 5th; concentration +8)
Special Attacks bomb 6/day (1d6+2 fire, DC 13) 2nd—fire breathAPG, lesser restoration, resist energy
Alchemist Extracts Prepared (CL 2nd; concentration +4) 1st—cure light wounds (2), enlarge person, expeditious retreat,
1st—cure light wounds, enlarge person, expeditious retreat true strike
TACTICS TACTICS
Before Combat If Grib feels combat is imminent, he drinks Before Combat If Grib feels combat is imminent, he drinks his
his mutagen to increase his Dexterity and his extract of mutagen to increase his Dexterity and his extracts of false life

12
WRATH OF THE FLESHWARPED QUEEN

and expeditious retreat; he also charges a vial of alchemist’s


fire within his explosion pocket. The benefits of these abilities Optional Encounter
are included in his statistics. If fewer than 90 minutes remain in which to complete the
During Combat Grib attempts to stay in or near the cloud of gas scenario, Glibeldring and the winged goblins in area A8 are
near the fleshwarping pits, hurling bombs in a way that will out in the nearby mountains telling tales of their tribes’
hit the most enemies. He uses a stink bomb on the first round greatness and searching for additional goblins to recruit.
and standard bombs on subsequent rounds, unless the PCs Glibeldring left the steadfast gut-stone from her equipment
prove resistant to fire. If he runs out of bombs or another good behind, poorly hidden among the old bones. If you had
opportunity presents itself, he drinks his extract of fire breath. already mentioned the skald’s song, a lone, unarmed goblin
He doesn’t care about hitting allies with his bombs or breath screeches out Glibeldring’s tune in this room instead.
and laughs maniacally if he does so.
Morale If he runs out of ways to attack the PCs with extracts or
bombs or is reduced to 10 or fewer hit points, Grib tries to flee
to area A10 and alert Zoagusk. Scaling Encounter A8
Base Statistics Without his mutagen and extracts of false life Make the following adjustments to accommodate a group
and expeditious retreat, Grib’s statistics are Init +4; AC 17, of four PCs.
touch 15, flat-footed 13; Ref +8, Will +1; Speed 30 ft.; Subtier 1–2: Remove one of the winged goblins.
Ranged bomb +9 touch (3d6+3 fire) or light crossbow +7 Subtier 4–5: Remove two of the winged goblins and use
(1d6/19–20); Dex +18, Wis 10; CMD 16; Skills Perception +4, Subtier 1–2’s version of the hazard. Glibeldring does not cast
Ride +8, Stealth +16. heroism on herself before combat.
STATISTICS
Str 10, Dex 22, Con 13, Int 16, Wis 8, Cha 6
Base Atk +3; CMB +2; CMD 18 Morale The goblins fight to the death, certain that if they fail
Feats Extra Bombs, Extra DiscoveryAPG, Point-Blank Shot, Precise here, Grib will turn them into the hungry fleshes’ next meal.
Shot, Throw Anything SPECIAL ABILITIES
Skills Appraise +8, Craft (alchemy) +11 (+16 to create Protoflesh Lump A goblin can throw a handful of protoflesh at
alchemical items), Heal +8, Knowledge (arcana) +11, a target as a ranged touch attack with a range increment of
Knowledge (nature) +8, Linguistics +7, Perception +3, 10 feet. If the attack hits, the target is exposed to the protoflesh
Ride +10, Sleight of Hand +8, Spellcraft +11, Stealth +18, hazard (see page 11) and might acquire a mutation.
Use Magic Device +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Development: If the PCs capture Grib, they can question
Thassilonian, Varisian the alchemist. Although he has no interest in helping the
SQ alchemy (alchemy crafting +5), discoveries (frost bomb, PCs, he is eager to brag about his skill at fleshwarping—if
smoke bomb, stink bomb), mutagen (+4/–2, +2 natural armor, the PCs ask him about the process, he launches into a long-
50 minutes), poison use, swift alchemy winded explanation.
Combat Gear boro bead (1st level)UE, explosion pocket (see Rewards: If the PCs do not defeat Grib, reduce each PC’s
sidebar on page 12), alchemist’s fire (3); Other Gear leather gold earned by the following amount.
armor, dagger, light crossbow with 20 bolts, formula book Subtier 1–2: Reduce each PC’s gold earned by 92 gp.
containing all prepared extracts Out of Subtier: Reduce each PC’s gold earned by 282 gp.
Subtier 4–5: Reduce each PC’s gold earned by 473 gp.
SNEAKY GOBLIN ASSISTANTS (3) CR 1
Goblin sneak (Pathfinder RPG Monster Codex 107; see page 20) A8. What is that Horrible Screeching? (CR 3 or CR 6)
hp 16 each (2d10+3) The main training hall of the facility once served as a place
Ranged protoflesh lump +5 touch (mutation) or for the sinspawn and their human masters to test their
shortbow +6 (1d4/×3) skill at magic and arms, as well as to test newly mutated
Combat Gear potion of cure light wounds, alchemist’s fire (2), humanoids against warriors of wrath and sinspawn. Read or
protoflesh lumps (2), thunderstone paraphrase the following when the PCs enter.
TACTICS
Before Combat The goblins scoop up two handfuls of protoflesh This room’s ceiling is thirty feet high. Halfway up the smooth
to throw at the PCs. stone walls, the room widens slightly, creating a narrow ledge
During Combat The goblins each throw a protoflesh lump at the that runs the entire perimeter, with exits to the east and south.
PCs and then attempt to flank the PCs, preferring PCs who The floor in the lower portion is sand, clumped and stained in
they nauseated with their initial attacks. places by blood. Bones, broken armor, and shattered weapons

13
PATHFINDER SOCIETY SCENARIO

are scattered about the floor, and a musty smell permeates the
Glibeldring’s Song space. Barred metal doors lead out from the lower level to the
Glibeldring has been working on a masterpiece that west and south.
chronicles the story of the goblins finding the Wrathwarped
Halls. When the PCs arrive, she sings this song in Common. Creatures: The queen’s herald, Glibeldring, is most useful
to her queen as a singer, because her voice is so grating
As we fled, sure we were dead,
that it drives her allies into a bloodthirsty rage. She loves
We rolled the boulder before us.
the acoustics of this room and spends much of her time
Poor us!
here reveling in her own skill and driving her companions
Heads dust!
into a frenzy they’re eager to unleash. Although this area
Yes, we rolled the boulder before us.
connects directly to A10, Zoagusk ignores any strange noises
emanating from here, including the sounds of combat; she
Then suddenly, as Gugnack sneezed,
merely assumes Glibeldring is trying out new material.
The boulder disappeared!
Glibeldring’s thundering voice grants her and her allies a
Such fear!
–4 penalty on Perception checks to hear the PCs approach.
More tears!
Hazard: A dangerous combination of echoing acoustics
Yes, the boulder disappeared!
and ancient sin magic causes Glibeldring’s music to
But happy day, hip, hip, hooray! physically damage her opponents. During any round in
What wonders the boulder had shown! which Glibeldring’s raging song is active, each opponent
New home! in area A8 takes 1 point of sonic damage (or 1d4 points in
Our own! Subtier 4–5) unless she succeeds at a DC 12 Fortitude save to
Yes, the boulder has shown a new home! negate the damage (DC 15 in Subtier 4–5).

SUBTIER 1–2 (CR 3)

GLIBELDRING CR 1/2
Female goblin skald 1 (Pathfinder RPG Bestiary 156, Pathfinder
RPG Advanced Class Guide 49)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge,
+1 size)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +1
OFFENSE
Speed 30 ft.
Melee heavy flail +2 (1d8+1/19–20)
Ranged shortbow +4 (1d4/×3)
Special Attacks raging song 4 rounds/day (inspired rage)
Skald Spells Known (CL 1st; concentration +2)
1st (2/day)—cause fear (DC 12), vanishAPG (DC 12)
0 (at will)—detect magic, flare (DC 11), message, sparkAPG
(DC 11)
TACTICS
During Combat Glibeldring activates her raging song on the first
round of combat and maintains it long as possible in the fight
while trying to stay close to a wall to avoid being surrounded.
She prefers to close to melee and use her heavy flail.
Morale Glibeldring believes that Zoagusk would kill her if she
surrendered. She fights to the death.
STATISTICS
Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 13

14
WRATH OF THE FLESHWARPED QUEEN

Base Atk +0; CMB +0; CMD 14 Fort +8, Ref +7, Will +5; +4 vs. bardic performance, language-
Feats Dodge, Scribe Scroll dependent, and sonic
Skills Bluff +5, Linguistics +4, Perception +3, Perform (sing) +5, Defensive Abilities uncanny dodge
Ride +7, Stealth +11; Racial Modifiers +4 Ride, +4 Stealth OFFENSE
Languages Common, Goblin Speed 30 ft.
SQ bardic knowledge +1 Melee +1 heavy flail +9 (1d8+2/19–20)
Combat Gear steadfast gut-stoneUE; Other Gear leather armor, Ranged light crossbow +10 (1d6/19–20)
heavy flail, shortbow Special Attacks rage powers (no escape, scent), raging song
15 rounds/day (inspired rage, song of marching), spell
WINGED GOBLINS (3) CR 1/2 kenning 1/day
Male mutant goblin warrior 1 (Pathfinder RPG Monster Codex 112, Skald Spells Known (CL 6th; concentration +8)
Pathfinder RPG Bestiary 156) 2nd (4/day)—blindness/deafness (DC 14), blur, cacophonous
NE Small humanoid (goblinoid) callAPG, heroism
Init +6; Senses darkvision 60 ft., scent; Perception +3 1st (5/day)—cause fear (DC 13), comprehend languages, cure
DEFENSE light wounds, vanishAPG (DC 13)
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size) 0 (at will)—dancing lights, detect magic, flare (DC 12), mage
hp 6 each (1d10+1); fast healing 1 hand, message, sparkAPG (DC 12)
Fort +3, Ref +2, Will –1 TACTICS
OFFENSE Before Combat Glibeldring casts heroism on herself. The
Speed 30 ft., fly 30 ft. (clumsy) bonuses from this spell are included in her statistics.
Melee 2 claws +4 (1d3+2 plus grab) During Combat Glibeldring activates her raging song on
TACTICS the first round of combat and maintains it for long as
Before Combat The winged goblins begin on the ledge above possible while trying to stay close to a wall to avoid being
Glibeldring, swaying to her singing. surrounded. She uses her breath weapon before closing
During Combat The winged goblins swoop down and attack to melee. If reduced to 15 or fewer hit points, she casts
with their claws. vanish, then tries to reposition, heal herself, cast blur, and
Morale The winged goblins fight to the death as long as resume combat.
Glibeldring is still conscious. If she falls, they try to flee. Morale Glibeldring believes that Zoagusk would kill her if she
STATISTICS surrendered. She fights to the death.
Str 15, Dex 15, Con 12, Int 8, Wis 9, Cha 6 Base Statistics Without heroism, Glibeldring’s statistics
Base Atk +1; CMB +2 (+6 grapple); CMD 14 are Fort +6, Ref +5, Will +4; Melee +1 heavy flail +7
Feats Improved Initiative (1d8+2/19–20); Ranged light crossbow +8 (1d6/19–20);
Skills Fly +5, Ride +6, Stealth +14; Racial Modifiers +4 Ride, Skills Acrobatics +9, Intimidate +8, Knowledge
+4 Stealth (dungeoneering, local, nature) +7, Perception +7, Perform
Languages Goblin (sing) +10, Ride +5, Spellcraft +4, Stealth +13.
SQ mutations (claws, fast healing, snake tongue, wings) STATISTICS
SPECIAL ABILITIES Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 14
Snake Tongue (Ex) The winged goblins have long, forked Base Atk +4; CMB +4; CMD 18
tongues that enhance their sense of smell, granting Feats Dodge, Lingering PerformanceAPG, Mobility, Scribe Scroll
them the scent ability and a +4 racial bonus on Skills Acrobatics +11, Intimidate +10, Knowledge
Perception checks. (dungeoneering, local, nature) +9, Perception +9, Perform
(sing) +12, Ride +7, Spellcraft +6, Stealth +15; Racial
SUBTIER 4–5 (CR 6) Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
GLIBELDRING CR 5 SQ bardic knowledge +3, versatile performance (sing)
Female goblin skald 6 (Pathfinder RPG Bestiary 156, Pathfinder Combat Gear steadfast gut-stoneUE; Other Gear chain shirt,
RPG Advanced Class Guide 49) +1 heavy flail, light crossbow
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +9 WINGED GOBLINS (4) CR 1/2
DEFENSE hp 6 each (see the statistics for Subtier 1–2 above)
AC 19, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, TACTICS
+1 size) Use the winged goblin tactics from Subtier 1–2.
hp 43 (5d8+10) Rewards: If the PCs encounter Glibeldring but do not

15
PATHFINDER SOCIETY SCENARIO

room served as the office of the overseer and gave direct


Scaling Encounter A10 access to the library and the testing area to the west. It
Make the following adjustments to accommodate a group also provided a respite from the persistent odors of the
of four PCs. fleshwarping chamber.
Subtier 1–2: Remove two degenerate fleshdregs from Zoagusk, leader of the Rocksmasher tribe, has taken
the encounter. over this room. She believes sitting on the books proves
Subtier 4–5: Remove one wrathspawn from her bravery; she also has easy access to leather book covers
the encounter. that she uses as an occasional snack. The Rocksmasher’s
sacred boulder also rests in this
chamber, which the PCs can
defeat her, reduce each PC’s easily deduce serves a
gold earned by the religious function for
following amount. Do not the goblins.
perform this reduction Creatures: Zoagusk,
if the PCs do not face this having now taken the
optional encounter. title of Fleshwarped
Subtier 1–2: Reduce each Queen, believes that
PC’s gold earned by 71 gp. she is on the verge of
Out of Subtier: Reduce creating a grand goblin
each PC’s gold earned empire. Once Grib decides
by 206 gp. that he has perfected his
Subtier 4–5: Reduce mutation process, Zoagusk plans
each PC’s gold earned to begin kidnapping goblins from
by 270 gp. other tribes, mutating them
into obedience, and building
A9. Goblin Sleeping up an army. She doesn’t
Quarters understand the nature of her
connection to the Wrathwarped
The western side of the room is Halls, but she has had dreams of
lined with wooden doors fitted a burning rune and has gone so far
with iron bars. Many of the doors as to carve its likeness into her forehead.
are open, revealing bunched up Zoagusk is accompanied by the Hall’s
piles of filthy rags heaped in what must have remaining sinspawn, who obey her
once been cells. A single metal door opens to the east, without question.
and another passageway leads south.
SUBTIER 1–2 (CR 4)
This room once served as a prison for the test
subjects of the arcane researchers, as it has quick GUSK CR 2
access to both the laboratory and the testing grounds. Female mutant goblin barbarian 2
Today the goblins use it as sleeping quarters. They see the (Pathfinder RPG Monster Codex 112,
barred doors as comforting, having themselves been raised Pathfinder RPG Bestiary 156)
in cages. There is nothing of value here. CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
A10. Is Mine! All Mine! (CR 4 or CR 7) DEFENSE
AC 17, touch 12, flat-footed 14 (+1 armor, +3 Dex, +4 natural,
This octagonal room looks to have once served as an office: a –2 rage, +1 size)
smashed desk is shoved against the north wall near toppled hp 27 (2d12+8); fast healing 1
bookcases. A large pile of books, some with chewed-off covers, Fort +8, Ref +4, Will +3
has been arranged into the shape of a makeshift throne. To the Defensive Abilities uncanny dodge
northeast sits a two-foot-diameter boulder covered in shiny OFFENSE
baubles, coins, and other trinkets. Speed 40 ft., fly 30 ft. (clumsy)
Melee mwk ranseur +7 (1d6+4/×3) or
When the Wrathwarped Halls were operational, this 2 claws +6 (1d3+3 plus grab)

16
WRATH OF THE FLESHWARPED QUEEN

Ranged throwing axe +6 (1d4+3) Skills Acrobatics +3, Escape Artist +3, Perception +2, Stealth +7
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) Languages Aklo
Special Attacks breath weapon, rage (8 rounds/day), rage SPECIAL ABILITIES
power (animal fury) Sin-Scent (Su) These wrathful fleshdregs have scent against
TACTICS creatures whose nature reflects wrath. For example, they can
During Combat Zoagusk enters a rage on the first round of scent creatures using rage effects.
combat and tries to breathe fire on as many foes as possible.
She uses her ranseur unless enemies approach within 5 feet, SUBTIER 4–5 (CR 7)
in which case she drops the weapon and fights with her
claws, breathing fire when able. ZOAGUSK CR 5
Morale Consumed with rage, Zoagusk fights to the death. Female mutant goblin barbarian 5 (Pathfinder RPG Monster
Base Statistics When not raging, Zoagusk’s statistics are AC 19, Codex 112, Pathfinder RPG Bestiary 156)
touch 14, flat-footed 16; hp 23; Fort +6, Will +2; Melee mwk CE Small humanoid (goblinoid)
ranseur +5 (1d6+1/×3); Str 13, Con 14; CMB +2 (+6 grapple); Init +3; Senses darkvision 60 ft.; Perception +4
CMD 15; Breath Weapon DC 13. DEFENSE
STATISTICS AC 19, touch 12, flat-footed 16 (+3 armor, +3 Dex, +4 natural,
Str 17, Dex 17, Con 18, Int 8, Wis 10, Cha 10 –2 rage, +1 size)
Base Atk +2; CMB +4 (+8 grapple); CMD 17 hp 60 (5d12+20); fast healing 1
Feats Combat Reflexes Fort +9, Ref +5, Will +4
Skills Acrobatics +7 (+11 when jumping), Fly –3, Intimidate +4, Defensive Abilities improved uncanny dodge, trap sense +1
Knowledge (nature) +3, Perception +4, Ride +7, Stealth +15, OFFENSE
Survival +4; Racial Modifiers +4 Ride, +4 Stealth Speed 40 ft., fly 30 ft. (clumsy)
Languages Goblin Melee +1 ranseur +11 (1d6+7/×3) or
SQ fast movement, mutations (breath weapon, claws, fast 2 claws +10 (1d3+4 plus grab)
healing, wings) Ranged throwing axe +9 (1d4+4)
Gear broken leather armor, masterwork ranseur, throwing Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
axes (4), cloak of resistance +1 Special Attacks breath weapon, rage (14 rounds/day), rage
SPECIAL ABILITIES powers (animal fury, intimidating glare)
Breath Weapon (Su) Zoagusk can spew fire from her mouth, TACTICS
dealing 2d4 points of fire damage in a 20-foot line (Reflex During Combat Zoagusk enters rage on the first round of combat
DC 15 half). She can use this ability once every 1d4 rounds. and tries to breathe fire on as many foes as possible. She uses
her ranseur unless enemies approach within 5 feet, in which
DEGENERATE FLESHDREGS (3) CR 1/2 case she drops the weapon and fights with her claws and bite,
Degenerate fleshdreg (Pathfinder RPG Bestiary 5 288, Pathfinder breathing fire when able.
RPG Bestiary 4 100) Morale Consumed with rage, Zoagusk fights to the death.
NE Small aberration Base Statistics When not raging, Zoagusk’s statistics are AC 21,
Init –1; Senses darkvision 60 ft., sin-scent; Perception +2 touch 14, flat-footed 18; hp 50; Fort +7, Will +2; Melee
DEFENSE +1 ranseur +9 (1d6+4/×3); Str 14, Con 14; CMB +6 (+10
AC 12, touch 10, flat-footed 12 (–1 Dex, +2 natural, +1 size) grapple); CMD 19; Skills Climb +6, Swim +6; Breath Weapon
hp 9 each (2d8) DC 14.
Fort +0, Ref +1, Will +1 STATISTICS
Immune mind-affecting effects; SR 12 Str 18, Dex 17, Con 18, Int 8, Wis 10, Cha 10
OFFENSE Base Atk +5; CMB +8 (+12 grapple); CMD 21
Speed 30 ft. Feats Combat Reflexes, Intimidating Prowess, Power Attack
Melee bite +1 (1d6–1 plus 1d4 fire) Skills Acrobatics +8 (+12 when jumping), Climb +8, Fly +1,
TACTICS Intimidate +11, Knowledge (nature) +3, Perception +4,
During Combat The creatures attempt to remain close to Ride +7, Stealth +16, Survival +4, Swim +8; Racial Modifiers
Zoagusk and prevent her from being flanked. +4 Ride, +4 Stealth
Morale The fleshdregs fight to the death. Languages Goblin
STATISTICS SQ fast movement, mutations (breath weapon, claws, fast
Str 8, Dex 9, Con 11, Int 2, Wis 7, Cha 8 healing, wings)
Base Atk +1; CMB –1; CMD 8 Gear +1 leather armor, +1 ranseur, throwing axes (5), cloak of
Feats Lightning Reflexes resistance +1

17
PATHFINDER SOCIETY SCENARIO

SPECIAL ABILITIES
Breath Weapon (Su) Zoagusk can spew fire from her mouth, Development: If the PCs kill Zoagusk, surviving goblins
dealing 5d4 points of fire damage in a 20-foot line (Reflex scatter, and any surviving hungry fleshes begin wandering
DC 16 half). She can use this ability once every 1d4 rounds. the facility in search of food.
Treasure: The baubles draped over the sacred boulder
WRATHSPAWN (2) CR 3 are shiny but worthless. In Subtier 4–5, Zoagusk has topped
Wrathspawn barbarian 1 (Pathfinder RPG Bestiary 2 246) her makeshift throne with a stick that appears to be
NE Medium aberration constantly on fire. This stick is a wand of scorching ray (11
Init +7; Senses darkvision 60 ft., scent, sin-scent; Perception +6 charges remaining).
DEFENSE Rewards: If the PCs do not defeat Zoagusk, reduce each
AC 14, touch 12, flat-footed 10 (+3 Dex, +1 dodge, +2 natural, PC’s gold earned by the following amount.
–2 rage) Subtier 1–2: Reduce each PC’s gold earned by 111 gp.
hp 41 each (4 HD; 3d8+1d12+17) Out of Subtier: Reduce each PC’s gold earned by 282 gp.
Fort +8, Ref +4, Will +5 Subtier 4–5: Reduce each PC’s gold earned by 453 gp.
Immune mind-affecting effects; SR 13
OFFENSE CONCLUSION
Speed 50 ft. With the Fleshwarped Queen and her lieutenants Grib and
Melee bite +8 (1d6+5 plus sinful bite), 2 claws +8 (1d4+5) Glibeldring defeated, the wrath energies within the facility
Special Attacks rage (7 rounds/day), sinful bite grow unfocused. Any remaining goblins attempt to flee,
TACTICS ignoring Julian as they go. After a few hours’ rest, Julian
During Combat The wrathspawn enter rage on the first round of successfully seals the magical energies within the ruin,
combat and descend upon their foes. preventing it from taking another champion like Zoagusk
Morale The wrathspawn fight to the death. and rendering it safe for future exploration. Tide Watcher
Base Statistics When not raging, a wrathspawn’s statistics are and the other Shoanti thank the PCs for their service
AC 16, touch 14, flat-footed 12; hp 33; Fort +6, Will +3; Melee and promise to continue friendly relationships with the
bite +6 (1d6+3 plus sinful bite), 2 claws +6 (1d4+3); Str 17, Pathfinder Society.
Con 16; CMB +6; CMD 18.
STATISTICS PRIMARY SUCCESS CONDITIONS
Str 21, Dex 17, Con 20, Int 10, Wis 11, Cha 10 If the PCs defeat Grib, Glibeldring, and Zoagusk, they
Base Atk +3; CMB +8; CMD 20 prevent the Rocksmashers from gaining a foothold in
Feats Dodge, Improved Initiative these ruins and growing in power and influence in the
Skills Acrobatics +7 (+15 when jumping), Intimidate +6, region. They also show themselves to be worthy of Tide
Perception +9, Spellcraft +5, Stealth +9, Survival +6 Watcher’s trust, strengthening ties between the Pathfinder
Languages Aklo Society and the Axe Clan. Doing so awards each PC 1
SQ fast movement Prestige Point as well as the Thassilonian Archivist boon
SPECIAL ABILITIES on their Chronicle sheets.
Sin-Scent (Su) These wrathful sinspawn have scent against
creatures whose nature reflects wrath. For example, they can SECONDARY SUCCESS CONDITIONS
scent creatures using rage effects. The PCs must complete one of the following three conditions
Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed to gather sufficient information about fleshwarping magic
with sinful thoughts (Will DC 13 negates). These emotions and Thassilon for the Pathfinder Society: capture and
are so powerful that the target becomes sickened for interrogate Grib, study the fleshwarping pits in A7 and
1d6 minutes. An affected target that is bitten a second time succeed at the listed skill check, or recover the books in A6.
is staggered for 1 round if it fails its saving throw. Calm Doing so awards each PC 1 additional Prestige Point. Julian
emotions, remove curse, or break enchantment negates the is impressed with their skills and agrees to teach them some
effects of sinful bite. The save DC is Charisma-based. This is a of his methods. Each PC earns the Runewarden’s Teachings
mind-affecting effect. boon on her Chronicle sheet.

18
WRATH OF THE FLESHWARPED QUEEN

Player Handout: Sheila Heidmarch’s Letter

Greetings,
Once again we find ourselves at the forefront of a great discovery involving Thassilon.
Please meet up with your fellow agents in the Publican House in Riddleport. It is a
popular tavern and a temple to Cayden Cailean. Once you’ve gathered together, proceed
to the Shoanti camp location marked in the map I’ve given you, south of the Calphiak
Mountains near the shores of the Varisian Gulf. There you will meet with the Shoanti
leader Tide Watcher. She contacted me for help after her discovery of a Thassilonian
ruin near their homes.
I trust you understand how rare it is for the Shoanti to reach out for help, and how
vital this makes your mission. Continued friendly relationships with the Shoanti are a high
priority for the Society, as is learning whatever you can about this ruin and its original
purpose. A word of caution, though—I know little about what you may face ahead. If the
mission proves too dangerous, do not let your pride as new agents stand in the way of
common sense.
I’ve enclosed money to pay for your passage and provisions along the journey. Try not
to spend it all in one place.
Sincerely,
Sheila Heidmarch

19
PATHFINDER SOCIETY SCENARIO

APPENDIX: STAT BLOCKS Skills Acrobatics +8, Climb +4, Disable Device +8, Escape Artist +8,
The following statistics appear in this scenario. Perception +6, Sleight of Hand +8, Stealth +12, Swim +4
Languages Goblin
GOBLIN SQ rogue talents (finesse rogue), trapfinding +1, weapon familiarity
This creature stands barely three feet tall, its scrawny, humanoid Combat Gear potion of cure light wounds, potion of jump,
body dwarfed by its wide, ungainly head. potion of feather fall, alchemist’s fire (4), smokesticks (2),
thunderstones (4); Other Gear studded leather, dogslicer,
GOBLIN CR 1/3 mwk dogslicer, shortbow with 20 arrows, 18 gp
Pathfinder RPG Bestiary 156
Goblin warrior 1 HUNGRY FLESH
NE Small humanoid (goblinoid) A quivering pile of tumorous flesh, this creature leaves a trail of
Init +6; Senses darkvision 60 ft.; Perception –1 slime as it hungrily searches for sustenance.
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, HUNGRY FLESH CR 3
+1 size) Pathfinder RPG Bestiary 4 152
hp 6 (1d10+1) N Large ooze
Fort +3, Ref +2, Will –1 Init –3; Senses blindsight 60 ft., scent; Perception –5
OFFENSE DEFENSE
Speed 30 ft. AC 8, touch 6, flat-footed 8 (–3 Dex, +2 natural, –1 size)
Melee short sword +2 (1d4/19–20) hp 47 (5d8+25); regeneration 5 (acid or fire)
Ranged shortbow +4 (1d4/×3) Fort +6, Ref –2, Will –4
STATISTICS Defensive Abilities amorphous; Immune ooze traits
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 OFFENSE
Base Atk +1; CMB +0; CMD 12 Speed 20 ft., swim 20 ft.
Feats Improved Initiative Melee slam +5 (1d6+4 plus disease and grab)
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, Space 10 ft.; Reach 5 ft.
+4 Stealth Special Attacks constrict (1d6+4 plus disease)
Languages Goblin STATISTICS
Gear leather armor, light wooden shield, short sword, shortbow Str 16, Dex 5, Con 20, Int —, Wis 1, Cha 1
with 20 arrows Base Atk +3; CMB +7 (+11 grapple); CMD 14 (can’t be tripped)
SQ compression, monstrous growth, reactive regeneration,
GOBLIN SNEAK slime trail
Goblin sneaks are master ambushers and spectacular hiders. SPECIAL ABILITIES
Disease (Ex) Tumor Infestation: Injury; save Fort DC 17; onset
GOBLIN SNEAK CR 1 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha;
Pathfinder RPG Monster Codex 107 cure 2 consecutive saves. Anyone who dies from tumor
Goblin rogue 2 infestation turns into a hungry flesh 1d4 hours later. The
NE Small humanoid (goblinoid) save DC is Constitution-based.
Init +4; Senses darkvision 60 ft.; Perception +6 Monstrous Growth (Ex) A hungry flesh gains growth points
DEFENSE from its reactive regeneration ability and from eating
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size) creatures. When it consumes a creature that’s been dead no
hp 16 (2d8+4) more than an hour, it gains 1 growth point if that creature
Fort +2, Ref +7, Will +1 is of its size or one size category smaller, or 2 growth points
Defensive Abilities evasion if its meal is larger than it is. Eating a creature takes a full-
OFFENSE round action if it is the same size or smaller than the hungry
Speed 30 ft. flesh, or 1 minute if it is larger. Each time a hungry flesh
Melee mwk dogslicer +5 (1d4/19–20), dogslicer +4 (1d4/19–20) reaches 5 growth points, it gains the giant creature simple
Ranged shortbow +6 (1d4/×3) template. This template stacks with itself each time the
Special Attacks sneak attack +1d6 hungry flesh gains another 5 growth points, but the hungry
STATISTICS flesh can’t increase its size beyond Gargantuan. When it
Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8 stops gaining growth points, a hungry flesh loses a single
Base Atk +1; CMB +0; CMD 14 application of the giant creature simple template for each
Feats Two-Weapon Fighting, Weapon Finesse hour that passes.

20
WRATH OF THE FLESHWARPED QUEEN

Reactive Regeneration (Ex) Whenever a hungry flesh takes acts as a grease spell (DC 17). Any living creature that touches
piercing or slashing damage, it regenerates 5 hit points and this slime with bare flesh must succeed at a Fortitude save
gains 1 growth point. (with a +4 bonus) or contract tumor infestation. The slime
Slime Trail (Ex) A hungry flesh leaves behind a trail of slime that dries up after 1 minute. The save DC is Constitution-based.

21
PATHFINDER SOCIETY SCENARIO

22
WRATH OF THE FLESHWARPED QUEEN

OPEN GAME LICENSE Version 1.0a


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Pathfinder Society Scenario #8-22: 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners
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23
Pathfinder Society Scenario #8-22: Character Chronicle #

Wrath of the Fleshwarped Queen


Core Campaign

SUBTIER Slow Normal

A.K.A. ­- 1–2 253 506


Player Name Character Name Organized Play # Character # Faction
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: Out of


590 1,180

MAX GOLD
Subtier

Protoflesh Mutation: You have acquired a mutation from the protoflesh. This mutation’s effect is purely SUBTIER Slow Normal
cosmetic. You can remove this mutation with remove disease or heal. The DC of the mutation for the purposes
of remove disease is 12 if you played in Subtier 1–2 or 15 if you played in Subtier 4–5. If you do not immediately
4–5 927 1,853
remove the mutation, describe it below.
SUBTIER Slow Normal

Runewarden’s Teachings: So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild — — —
characters have access to the Runeguard prestige class from Pathfinder Player Companion: Paths of the Righteous
as if it appeared on the Additional Resources page. Refer to the Campaign Clarifications page for this prestige
class.
▫▫▫ Thassilonian Archivist: Although the goblins thoroughly ransacked the Wrathwarped Halls, a few Starting XP

EXPERIENCE
GM’s
documents survived their fires and knives. Before you attempt a Knowledge check, you can check a box before Initials

this boon to add 1d4 to the result. If the Knowledge check is related to Thassilon, sin magic, fleshwarping, or
+
similar topics (at the GM’s discretion), add 1d8 instead. XP Gained (GM ONLY)

An explosion pocket looks like a cloth pouch just large =


EXPLOSION POCKET PRICE
3,000 GP enough to contain a Small or Medium humanoid’s hand. Final XP Total
SLOT none CL 1st WEIGHT 1/2 lb. When placed against a shirt, vest, jacket, trousers, or
similar piece of clothing, this ragged green patch
AURA faint evocation
attaches to the clothing, creating a loose pocket. The Initial Prestige Initial Fame
pocket functions as a normal pocket, but once per day the pocket’s wearer can, as a standard action by speaking a GM’s
Initials

command word while his hand is in the pocket, cause the pocket to create a single vial of alchemist’s fire. If a vial of +
alchemist’s fire is in the explosion pocket when it is commanded to create a vial of alchemist’s fire, the pocket instead Prestige Gained (GM ONLY)

FAME
supercharges the existing vial within so that it deals double the normal fire damage a vial of alchemist’s fire would
normally inflict. An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece –
of clothing as the owner wishes. A vial of alchemist’s fire created or supercharged by an explosion pocket reverts to a Prestige Spent
vial of inert, bitter-tasting water 1 minute after it is created or supercharged.

CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, burning hands Current Final
Prestige Fame

All Subtiers Subtier 4–5

bookplate of recall (1,000 gp; Pathfinder RPG Ultimate aegis of recovery (1,500 gp; Pathfinder RPG Ultimate Starting GP
Equipment 284) Equipment 254) GM’s
Initials

boro bead (1st level, 1,000 gp; Ultimate Equipment 284) explosion pocket (3,000 gp) +
cloak of resistance +1 (1,000 gp) origami swarm (300 gp; Ultimate Equipment 314) GP Gained (GM ONLY)
GM’s
dust of dryness (850 gp) scroll of flaming sphere (150 gp) Initials
GOLD

scroll of cure moderate wounds (150 gp) scroll of magic missile (75 gp; CL 3; limit 1) +
scroll of lesser restoration (150 gp) scroll of molten orb (150 gp; Pathfinder RPG Advanced Day Job (GM ONLY)
steadfast gut-stone (800 gp; Ultimate Equipment 320) Class Guide 188)
scroll of remove disease (375 gp) –
scroll of wind wall (375 gp) Gold Spent
wand of scorching ray (11 charges; 990 gp, limit 1)
word bottle (1,500 gp, Ultimate Equipment 325)
=
Total
For GM Only

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

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