PF2 Quest #15 - in The Footsteps of Horror
PF2 Quest #15 - in The Footsteps of Horror
SERIES 2
QUEST: #15
LEVELS: 1–4
IN THE
FOOTSTEPS
OF HORROR
BY SHAN WOLF
IN THE FOOTSTEPS OF HORROR
TABLE OF CONTENTS
AUTHOR Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Shan Wolf
EDITING LEAD
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . . . . 21
Solomon St. John
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
EDITORS
Zac Moran and Solomon St. John
COVER ARTISTS
María Rosario Arteta Chagüi and Nicolas Espinoza GM RESOURCES
INTERIOR ARTISTS Campaign Home Page: pathfindersociety.club
Nicolas Espinoza Books: Pathfinder Core Rulebook (CR), Pathfinder Bestiary (B1), and Pathfinder Gamemastery Guide
(GMG)
CARTOGRAPHER
Jason Engle Maps: Pathfinder Flip-Mat: Haunted Dungeons Multi-Pack
Online Resources: Pathfinder Reference Document at paizo.com/prd.
ART DIRECTION AND GRAPHIC DESIGN
Emily Crowell and Sonja Morris
DEVELOPMENT MANAGER
Linda Zayas-Palmer SCENARIO TAGS
ORGANIZED PLAY COORDINATOR Scenario tags provide additional information about an adventure’s contents. For more
Alex Speidel information on scenario tags, see the Guide to Organized Play: Pathfinder Society.
PUBLISHER
Erik Mona SUMMARY
The PCs are sent to investigate an old ruin on the Isle of Kortos that had already cleared by veteran
adventurers. As they arrive at their destination, unstable magic activates, trapping them in the
Netherworld. In the shadowy reflections of that old ruin, the entrance is completely blocked. The
PCs must delve deeper into the complex, survive the perils of the Netherworld, and find a way to
return home!
HOW TO PLAY
LEVELS: 1–4
PLAYERS: 3–6
Paizo Inc.
15902 Woodinville-Redmond Rd
NE, Unit B.
Woodinville, WA 98072
paizo.com
IN THE FOOTSTEPS OF HORROR
BY SHAN WOLF
ADVENTURE BACKGROUND
The Isle of Kortos has seen a great deal of trouble in WHERE ON GOLARION?
recent years, resolved by organizations ranging from The Nether Citadel is located on the Isle of Kortos, about 5
agents of the Edgewatch division of the city watch to days ride from Absalom through the Immenwood and the
a group of particularly skilled circus performers. Not farms of the Swardlands and into the blighted Welt. More
to be outdone, the Pathfinder Society has regularly sent information on Absalom and the Isle of Kortos can be found
its agents on missions to keep the island holding their can be found on pages 14–21 of Pathfinder Lost Omens
headquarters safe. Recently, some of the most powerful World Guide.
agents in the Society thwarted a lich’s plan to swap the
STARSTONE ISLE
island with its Netherworld version. The battle was long
ISLE OF ERRAN
and hard-fought, so after finding and destroying the
lich’s soul cage, the agents decided to take a much-earned
rest, despite not having had a chance to fully investigate
the catacombs the lich had used as a base. They had
defeated her minions, and so felt no pressing urgency to Ruins • THE WELT
KORTOS
return to the site and finish cataloging it. Being some of MOUNTS
S
the most powerful agents, though, they were called away AND
RDL IMMENWOOD
SWA
after barely getting a chance to rest. After reading their
Absalom
reports, Venture-Captain Ambrus Valsin, the steward of
INNER SEA
the Society’s Grand Lodge, feels that the site has been 50 MILES
Are you sure the threats been taken care of? “We While it is unclear how long Hekoz held the citadel, the
believe so, based on the information reported to us by land surrounding it has been blighted for long enough
your fellow Pathfinders. You can never be too sure, that the lich may well have stayed there for centuries.
though, so please make sure to go prepared for a fight, PCs who critically succeed at this check are more wary
just in case. for possible danger; they gain a +1 circumstance bonus
to their initiative check in area A2.
Religion or Undead Lore (Recall Knowledge) Success The Pathfinders who completed the initial assault on
A PC who succeeds at a DC 20 Society, DC 15 Religion, Citadel Uromaz recovered beautiful treasures, including
or DC 13 Undead Lore check to Recall Knowledge books, tapestries, and even rugs. It’s unclear how many
knows more about Citadel Uromaz. Failure on this check of these items were original to the keep and how many
gives no additional knowledge. were the possessions of the lich Hekoz.
Critical Success Citadel Uromaz was once a thriving keep Critical Failure Hekoz isn’t the most famous lich to be asso-
dating back to the earliest settlers on the island after ciated with the ruins. It was originally created by the
Aroden raised the Starstone, nearly 10,000 years ago. wizard-king Tar Baphon nearly 4,000 years ago, well
before his transformation into the Whispering Tyrant.
Once the PCs have made their inquiries, Valsin provides
them with sufficient paper, ink, quills, and charcoal to do
the rubbings twice over, as well as several torches. He
has arranged for horses (or similar mounts for Small or
Tiny-sized PCs) to take them to the site, as well as a map
that will lead them there. These mounts are purely for
transport and have no combat training. Valsin’s supplies
also include three weeks of provisions for the PCs and
their mounts.
The previous group had not yet made a map of the
complex, as they were focused on fighting the lich and
her forces, so Ambrus tells the PCs that they’ll likely have
to do a bit of exploring to find the large ritual chamber.
HERO POINTS
Once the PCs have finished their preparations, remind
the players that they each have 1 Hero Point available.
ARRIVING ON SITE
AMBRUS VALSIN As the PCs approach the ruins, they experience a palpable
sense of unease radiating from it, the lingering result of
A2 A1
A10
A6
Big Door
A3
A9 A8
A4 A5
A. THE NETHER CITADEL The Nether Citadel’s catacombs are sealed shut by an
The catacombs are entirely underground, carved out ancient collapse of the entrance. If the PCs attempt to dig
of dull gray bedrock. Ceilings are 10 feet high unless out, they find that what little progress they make ruined
otherwise noted. Dim light blankets the area, though it has by further collapse. The same is true for the collapsed
no visible sources, and light and shadows dance across the connection between areas A1 and A10. A PC who examines
chambers of their own accord. The colors of everything in the rubble and succeeds at a DC 12 Crafting check or DC
the citadel, including the PCs and their belongings, fade 10 Architecture Lore check discerns that these blockades
into muted hues. are not natural decay, but rather the result of a deliberate
collapse that is allowing in material from a massive pile of
Arcana or Occultism (Recall Knowledge) rubble above them. A PC who critically succeeds at this
A PC who succeeds at a DC 14 Occultism or Arcana or check notices explosive residue and determines that the
a DC 12 Netherworld Lore check to Recall Knowledge detonation took place centuries ago.
knows more about where they might have gone after the If the PCs attempt to dig one of these collapses out,
strange transportation. more material falls in from above to undo their work.
Critical Success The erratic behavior of the shadows and After a few minutes of attempts, the sound draws the
light in the citadel is unusually pronounced for the attention of the shadowborn stalkers in area A2, who
Netherworld; it suggests that there is a portal back come over to investigate and attack the intruders.
to the Universe nearby. If at least one PC critically Rewards: A bag containing assorted gemstones worth
succeeds at this check, all PCs gain a +1 circumstance 7 gp is easily visible amongst the rubble. For levels 3–4, it
bonus to Will saves for the remainder of the adventure, is instead worth 10 gp.
as the feeling of home bolsters their morale.
Success The muted colors and lack of vibrancy in your A2. THE STAIRS DEEPER
garb suggest that you have found your way on to the MODERATE
Netherworld. The Netherworld is a shadowy mirror of This chamber contains a stairway at its south end
the familiar Universe. leading deeper into the complex, the light dim, the
Critical Failure The muted colors and lack of vibrancy in shadows long. Alcoves in the east wall sit empty, though
your garb mirror the Bleaching that gnomes experience. bones litter the floor.
Returning to your previous state will likely require Creatures: Should the Pathfinders bring a light source
having enough exciting new experiences. to the edge of the corridor leading from A1 to A2, they
hear a loud screech, and several creatures rush to attack.
A1. THE ENTRY HALL Without a light source, the creatures don’t attack until
This entry hall walls are carved with ornate skulls and the PCs enter area A2, unless they spend a long time
funereal adornments. The only features of note are a trying to dig out the path from area A1 to A10.
corridor leading to the west from the north end of the
room, and a collapsed stairway to the south. An unlit Levels 1–2
torch sits in the sconce nearby.
The stairs to the south that would lead upwards to the SHADOWBORN STALKERS (4) CREATURE –1
main complex have been completely blocked by debris. Page 11, art on page 21
Levels 3–4 the book’s decay and the language used, that it’s several
hundred years old.
SHADOWBORN SLAYERS (4) CREATURE 1 Rewards: The incomplete notes are the first portion
Page 16 of Alystair Caskwater’s journal. He seems to have been
a self-styled monster hunter and warrior. His name has
A3. A CLASH LONG FORGOTTEN been lost to history and is unfamiliar to even the most
Debris fills this area. The scars of a battle long past mar the scholarly PC. The writings detail Alystair’s plan to travel
walls, both from physical weapons and magical attacks. with his retinue to the Netherworld to take on a mage
Searching PCs who succeed at a DC 14 Perception native to that plane who was suspected of weakening the
check find the remnants of a book under a broken table barrier between planes and attacking some rich patron on
against the east wall. For levels 3–4, the room is more the Isle of Kortos centuries ago.
disheveled, and the DC is instead 16. Most of the pages
have been torn out, but the first few are present, written A4. THE PIT OF LIVES LOST
in crisp, clear Common. Though some of the phrasing TRIVIAL
is antiquated, the PCs can read it without any trouble.
A PC who succeeds at a DC 15 Society or Pathfinder The smell of rotting offal and blood fills this room. A spout of blood
Lore check to Recall Knowledge estimates, based on flows from the north wall into the pit below. The pit is half full,
blood and offal making a viscous, stinking stew. A carving on the
eastern wall depicts a giant figure raising a massive stone from
the sea and an island with it. The carving also shows a reflection
beneath that raised island of a shadowy land emerging as well,
as if reflected in the sea, only the lack of the giant figure and
the massive stone indicates this is more than a reflection being
depicted.
Level 1–2
Level 3–4
the PCs can make proper note of these inscriptions. If the levels 3–4, the rubble is deeper, and the DC is 18. The page
PCs document the inscriptions in this room, the Pathfinder comes from the same journal as the one in area A3.
Society gives the PCs a reward of 10 gp when they report in Rewards: Written weeks later, this fragment details the
at the end of the adventure, or 25 gp for levels 3–4. travails of the same group from the first fragment as they
hunted the mage across Shadow Kortos, tracking them to
A5. CAVERNOUS RUINS the dark reflection of the Uromaz Citadel. The last entry
indicates that they planned to trap her within by collapsing
Signs of another battle fought long ago are in abundance: scorch the citadel above into a massive pile of rubble, kill her, and
marks cover walls made of uneven stone, slashes from blades return to the Universe.
and arrows scar the walls further in, preserved in this collapsed
extraplanar demesne. The fighting here seems to have been much A6. THE ANTECHAMBER
more intense than in the earlier chamber.
A long corridor exits into a much larger chamber, its north wall
A PC Searching the area can find another torn page in filed with an enormous carved stone mural, this time of a great
the rubble with a successful DC 15 Perception check. For battle against a draconic foe. Depicted within the mural, a great
many faces stand behind a singular individual, weapons raised
as a dragon attacks. The hands raising weapons behind the hero
are skeletal in nature, and their faces skulls. Stairs descend to the
west, a sturdy door made of a black metal of some sort stands to
the south, and a slim corridor exits to the east.
As the PCs walk into the larger room, they are faced
with a set of stairs going down to area A7 and a locked
door leading to area A8. A PC can open the door with
a successful DC 18 Thievery check to Pick a Lock, a
successful DC 21 Athletics check to Force Open, or with
the key located in area A7. For levels 3–4 the door is rusted
shut, increasing the DCs by 3.
Rewards: The Pathfinder Society gives the PCs a reward
of 10 gp for documenting the inscriptions when they
report at the end of the adventure, or 25 gp for levels 3–4.
The pixies enjoy tormenting the intruders. Even as of reach for a Medium creature. A PC who is lifted high
the tide of battle turns against them, the pixies know enough to reach or otherwise finds a way to reach the
of no escape from their eternal prison, and fight until key, can pull it free of the ladder with a successful DC 14
destroyed. Thievery check to Steal. Alternatively, a PC who succeeds
at a DC 15 Athletics check to Jump grabs the key as well.
Levels 1–2 For levels 3–4 these DCs are 3 higher, as the key is both
higher up and more securely caught. This key can be used
ARISEN SHADOW PIXIES (2) LEVEL 1 to open the locked door in area A6.
Page 13
A8. THE RITUAL CHAMBER
Levels 3–4 MODERATE
ARISEN UMBRAL PIXIES (2) LEVEL 3 The first feeling that this room gives is the promise of home
Page 18 and light. The second is a palpable wave of dread, as a wave of
negative energy flows into the chamber, pouring into the open
Development: A single key on a necklace hangs from sarcophagus at its center. Excess energy flows around like a
a stray rung jutting out from the broken ladder, just out foul wind, smelling faintly of ozone. In the distance, screams
echo, or perhaps laughter? It’s impossible to make out. A
tattered and rotted body quickly rises from the sarcophagus,
garbed in rotted and torn fabrics that may have once been a
sign of nobility.
“Finally, I can feel that I’m freed from that accursed lich, and I
believe I have you to thank. Sadly, the only gratitude I can offer
is death. I need your strength to become my strength, so I can
repay those who betrayed me!”
Levels 1–2
Levels 3–4
Location
Adventure:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Envoy’s Alliance □ Grand Archive □ Horizon Hunters □ Radiant Oath □ Verdant Wheel □ Vigilant Seal
Faction:
Faction:
Faction:
Faction:
Faction:
Faction:
Adventure Summary
You were sent to investigate an old ruin on the Isle of Kortos that had already cleared by veteran adventurers. As you arrived at
their destination, though, unstable magic activated, trapping you in the Netherworld! In the shadowy reflections of that old ruin,
you had to delve deeper into the complex and survive the perils of the Netherworld in search for a way home.
Boons Rewards
Starting XP
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition)
Achievement Points, a currency that be redeemed on our website at paizo.com for special character
Experience
boons, such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement
Points, go to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have XP Gained
created a paizo.com account and registered a character before you can begin making Achievement Point
transactions.
Total XP
Items Notes
Starting GP
GP Gained
Gold
GP Spent
Total GP
Reputation/Infamy
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: PSS2
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club