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PF2 Quest #15 - in The Footsteps of Horror

In 'In the Footsteps of Horror,' players are tasked with investigating an old ruin on the Isle of Kortos, only to find themselves trapped in the Netherworld due to unstable magic. They must navigate the perilous catacombs, document significant artifacts, and find a way back home. The adventure is designed for levels 1-4 and accommodates 3-6 players, with a playtime of 1-2 hours.

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0% found this document useful (0 votes)
118 views25 pages

PF2 Quest #15 - in The Footsteps of Horror

In 'In the Footsteps of Horror,' players are tasked with investigating an old ruin on the Isle of Kortos, only to find themselves trapped in the Netherworld due to unstable magic. They must navigate the perilous catacombs, document significant artifacts, and find a way back home. The adventure is designed for levels 1-4 and accommodates 3-6 players, with a playtime of 1-2 hours.

Uploaded by

narradorroll20
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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Second Edition

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

DEVELOPMENT LEAD Appendix 1: Level 1–2 Encounters . . . . . . . . . . . . . . . . . . 11


Josh Foster

ADDITIONAL DEVELOPMENT Appendix 2: Level 3–4 Encounters. . . . . . . . . . . . . . . . . 16


Linda Zayas-Palmer

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.

DIRECTOR OF GAME DEVELOPMENT


Adam Daigle
Repeatable
CREATIVE DIRECTOR
James Jacobs

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

PLAY TIME: 1–2 HOURS

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

cleared of danger to the point that neophyte agents can


complete the investigation.
Unfortunately, the senior agents missed a lingering
peril in their reports to Valsin. Danger remains, as though
the ritual was stopped, the lich still managed to form a we need someone to go back and do the hard work of cataloging
conjunction between the Isle of Kortos in the Universe the place. Most of the large artifacts and valuable items have
and its twin in the Netherworld. This echo was too faint been noted and brought back to the Grand Lodge, but the
to affect the heroes who defeated the lich. The agents previous agents described a huge mural carved into the stone,
that Ambrus plans to assign, however, have just the right and no one even thought to take a rubbing of it.” Valsin sighs,
amount of personal power for the subtle conjunction “So, it falls to you to go in and document the site properly.
to work upon them, and what begins as a typical site “I need you all to pop over there, go through and take rubbings
survey will turn into a harrowing attempt to escape the of as much of the mural as you can. Everything should be in the
Netherworld before the agents are completely trapped in central chamber, but if you find any other archaeological finds
the dark catacombs on the other side. that are worthwhile? Please note and collect them. Be careful,
be prepared, and be vigilant, as usual.
GETTING STARTED “Any questions?”
Once everyone has settled, read or paraphrase the
following to begin the adventure. Where exactly are we going? “I’ve marked the citadel’s
location on the map for you, it’s just north of the
“All right, Pathfinders, you’re going on a little bit of a cleanup Swardlands, on the edge of the Welt. It’s about five day’s
mission.” Valsin taps his finger on the map of a familiar island, ride along the roads.”
tracing north and west from the giant star marking Absalom What is the Welt? “It’s a blighted land where no
to a sketch of a castle near the island’s western shore. “A short plants grow. Thanks to the efforts of a group of heroes
while back, a group of veteran agents ventured into the ruins a few years ago, it’s been shrinking. Nowadays, it’s not
of Citadel Uromaz, where they defeated the lich Hekoz and inherently dangerous to people or animals, but its lack
stopped the ritual she was attempting. After dealing with the of settlements still makes it an attractive place for those
undead, they were called away to handle another issue. Frankly, who want to escape notice. Like Hekoz, for example.”

PATHFINDER QUEST #15


3
IN THE FOOTSTEPS OF HORROR

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.

TRAVEL TO THE SITE


Read or paraphrase the following to describe the PCs’
few days of travel.

The journey west from the bustling streets of Absalom across


the Isle of Kortos begins peacefully. At first, the roads are
well-populated with travelers, guards, and caravans. Plains
give way to forests and then farmland. A thin ring of fertile
soil occupied by a partially constructed barn divides the fields
from the barren lands of the Welt. Within the Welt, the weather
takes a turn for the worse. Gray clouds fill the sky and a chill,
misting rain pervades the air. By the end of the journey, the
sky overhead is nearly obsidian, illuminated only by flashes of
greenish lightning.

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

PATHFINDER QUEST #15


4
IN THE FOOTSTEPS OF HORROR

A. The Nether Citadel


Caved in
path A7

A2 A1

A10
A6

Big Door

A3
A9 A8

A4 A5

1 square: 5 feet Pathfinder Flip-Mat: Haunted Dungeons

PATHFINDER QUEST #15


5
IN THE FOOTSTEPS OF HORROR

unholy rituals performed here. No animals other than


animal companions, familiars, or creatures similarly
provided by class abilities or feats are willing to approach
NETHERWORLD PROPERTIES
within 20 feet of the entrance or enter the catacombs—any The Netherworld’s fundamental nature enhances shadows
check made to coax a different creature closer, including while impeding light. Anyone Casting a Spell with the
the provided mounts, cannot result in higher than a failure. darkness trait gains a +1 circumstance bonus to their spell
The PCs are the first living creatures to enter the ruins DC or spell attack roll with that spell. Conversely, anyone
since the Pathfinders who defeated the lich left. This who Casts a Spell or Activates an Item with the light trait
circumstance is perilous for the PCs, since the conjunction must succeed at a DC 6 flat check or lose that spell or
created by the failed ritual has just enough power to draw activation. Additionally, the radius of all light from light
them across the veil into the Netherworld. As soon as the sources and the areas of light spells are halved.
last PC enters the ruin, the whole group is transported to
its Netherworld counterpart, the Nether Citadel.

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

PATHFINDER QUEST #15


6
IN THE FOOTSTEPS OF HORROR

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.

Hazard: Hekoz built this grisly font to aid in crafting


her soul cage centuries ago. The magic has mostly faded,
its purpose served, but enough remains that the PCs are
not safe if they approach the pit to examine the carvings.

Level 1–2

PIT OF LIVES LOST HAZARD 2


Page 12

Level 3–4

PIT OF LIVES LOST HAZARD 4


Page 17

Development: A PC who succeeds at a DC 10 Religion


or Society check or a DC 8 Absalom Lore check to Recall
Knowledge identifies that the mural depicts the god Aroden
raising the Starstone and the Isle of Kortos from beneath
the sea. With that information, a PC who succeeds at a DC
14 Arcana or Occultism check or a DC 8 Netherworld
Lore check to Recall Knowledge recognizes the reflection
as showing the creation of a place in the Netherworld: the
birth of the Shadow Kortos that today holds the location
of Shadow Absalom.
SHADOW BORN STALKER Rewards: Once the trap is disabled, the supernatural smell
of offal in the room decreases after a few moments, and

PATHFINDER QUEST #15


7
IN THE FOOTSTEPS OF HORROR

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.

A7. THE LADDER TO OBLIVION


MODERATE

This room seems to be a crypt or catacomb, its walls full of


niches. A ladder hangs partway down from the center of the
largest chamber, though the area above it seems to have collapsed
as its exit is entirely obscured by rubble. Cruel laughter echoes off
the walls, and the shadows seem even deeper than elsewhere in
this shadowed place, the room even colder.

As the PCs move down the stairs, they encounter a


room with a ladder within it; the ceiling in this room is
20 feet high. The rubble blocks the way to the chambers
above in a similar manner to the passages off area A1; the
PCs can detect the deliberate nature of this collapse in the
same manner as they can for the collapses in area A1.
Creatures: The sounds of laughter coming from the
north and west chambers. If anyone is not Avoiding
Notice, the area suddenly goes silent, as the pixies who
ALYSTAIR CASKWATER roost in the niches notice the PCs and prepare to attack.

PATHFINDER QUEST #15


8
IN THE FOOTSTEPS OF HORROR

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!”

Creatures: The figure immediately draws an enormous


sword and attacks. As Alystair speaks, from room A9,
there is stirring as one of crypts bursts open, its animate
occupant lurching into the room.

Levels 1–2

ALYSTAIR CASKWATER LEVEL 2


Page 14, art on page 21

SKELETAL GUARD LEVEL –1


Page 14, art on page 21

Levels 3–4

ALYSTAIR CASKWATER LEVEL 4


Page 19, art on page 21

WEAK SHADOW DRAUGR LEVEL 1


Page 19

Development: Once Alystair and the skeletal guard


have been defeated, the field of negative energy emanating
from the cursed chamber bursts with an audible pop. The
SKELETAL GUARD horde pounding at the wards falls to the ground, silent
again, and the unnatural pressure in the air dissipates.

PATHFINDER QUEST #15


9
IN THE FOOTSTEPS OF HORROR

Rewards: The final pages of Alystair’s journal sit within CONCLUSION


the sarcophagus. They are frenzied writings mentioning The PCs can explore the citadel ruins in this Universe,
a double cross, that it was all to complete her soul cage. and it’s now as safe—as originally anticipated. In fact,
That she was drowning them one-by-one in a pool of the path inward actually feels inviting. They can take
blood and offal. It goes on to state the soon-to-be lich whatever rubbings from within that they wish without
had already turned several of his allies into her undead needing to make any further checks. As the PCs return to
servants once the pool drained them entirely of vitality. the Pathfinder Society with the rubbings and the tales of
Alystair laments that, in the end, he was the one trapped. their encounter with Alystair Caskwater, Ambrus Valsin
There is no more following that entry. The completed takes their report and looks upon them with pride. If they
journal seems to tell of a futile pursuit of the mage who made all Netherworld rubbings, some Universe rubbings,
would become the lich Hekoz. The Society is willing to and found the three journal fragments, he is almost
pay 8 gp if all three fragments are assembled, or 20 gp beside himself with joy, though even if they return with a
for levels 3–4. single rubbing, he is still impressed by their ingenuity in
the face of unexpected peril. If they return empty handed,
A9. THE BURIAL CHAMBER Ambrus lightly chides them, but is still clearly happy that
they overcame their unexpected trial.
This room bears the signs of a burial chamber, the family crest of
a dagger across a lush and growing field adorning each of the 6 OBJECTIVES
plots. The caskets have been pulled from their slots in the walls The PCs fulfill their objective and earn 2 Reputation with
and tossed haphazardly to the ground. their chosen faction if they return with any rubbings from
the walls, be they from the Netherworld or the Universe.

A10. THE WAY HOME

In this chamber, the north wall has entirely collapsed. Covered


in dust, the room looks to have seen little use, unlike the rest
of the citadel, however, the way back from the Netherworld is
gleaming like a bright tear in space.

The PCs need only touch the tear in space to be


deposited at the top step of the walk down into the ruins
of the original citadel they were to explore, their mounts
patiently grazing nearby.

PATHFINDER QUEST #15


10
IN THE FOOTSTEPS OF HORROR

APPENDIX 1: LEVEL 1–2 ENCOUNTERS SCALING ENCOUNTER A2


The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 1st-level Challenge Point adjustments. These adjustments are not
PCs. If your group has a different composition or size, cumulative.
refer to the Organized Play section on page 22. 10–11 Challenge Points: Replace two of the shadowborn
Some scaling sidebars reference the elite or weak stalkers with elite shadowborn stalkers.
adjustments. Rules for these adjustments appear on 12–13 Challenge Points: Replace all four of the
page 22. If a creature is marked “(0)”, don’t include it in shadowborn stalkers with elite shadowborn stalkers.
the encounter unless otherwise specified (likely from the 14–15 Challenge Points: Add two elite shadowborn
scaling sidebars). stalkers.
16–18 Challenge Points (5+ players): The PCs face two
ENCOUNTER A2 (LEVELS 1–2) shadowborn stalkers and four elite shadowborn stalkers.

SHADOWBORN STALKERS (4) CREATURE –1


UNCOMMON NE MEDIUM UNDEAD
Perception +3; darkvision ELITE SHADOWBORN STALKER (0) CREATURE 0
Languages Common, Necril, Shadowtongue UNCOMMON NE MEDIUM UNDEAD
Skills Acrobatics +5, Athletics +2, Stealth +5 Perception +5; darkvision
Str +0, Dex +3, Con +2, Int –2, Wis +0, Cha +0 Languages Common, Necril, Shadowtongue
Items dagger Skills Acrobatics +7, Athletics +4, Stealth +7
AC 14; Fort +3, Ref +8, Will +2 Str +0, Dex +3, Con +2, Int –2, Wis +0, Cha +0
HP 8 (negative healing); Immunities death effects, disease, Items dagger
paralyzed, poison, unconscious; Weaknesses positive 1 AC 16; Fort +5, Ref +10, Will +4
Speed 25 feet HP 18 (negative healing); Immunities death effects, disease,
Melee [one-action] dagger +8 (agile, finesse, thrown, versatile), Damage paralyzed, poison, unconscious; Weaknesses positive 1
1d4 piercing Speed 25 feet
Melee [one-action] fist +8 (agile), Damage 1d4 bludgeoning Melee [one-action] dagger +10 (agile, finesse, thrown, versatile),
Ranged [one-action] dagger +8 (thrown 20 feet), Damage 1d4 piercing Damage 1d4+2 piercing
Sneak Attack The shadowborn stalker does an extra 2 precision Melee [one-action] fist +10 (agile), Damage 1d4+2 bludgeoning
damage to flat-footed creatures. Ranged [one-action] dagger +10 (thrown 20 feet), Damage 1d4+2 piercing
Sneak Attack The elite shadowborn stalker does an extra 2
precision damage to flat-footed creatures.

PATHFINDER QUEST #15


11
IN THE FOOTSTEPS OF HORROR

ENCOUNTER A4 (LEVELS 1–2)

PIT OF LIVES LOST HAZARD 2


RARE MAGICAL TRAP
Stealth DC 18 (trained)
Description The spout trickling blood, sludge, and offal begins
to draw upon your life energy, increasing the flow and
spreading an even fouler smell within the chamber.
Disable DC 17 Occultism or Religion (trained) to counteract
the fell energies drawing in life force to power this strange
charnel flow or DC 20 Thievery (trained) to disable the
spout, stopping the flow at its source.
AC 18; Fort +11, Ref +5
Hardness 8; HP 34 (BT 17); Immunities critical hits, object
immunities, precision damage
Charnel Flow [reaction] Trigger A creature moves adjacent to the pit;
Effect The remnants of a soul cage ritual draw upon the
life energy of all living creatures in area A4 as well as the
10-foot hallway leading to the room. Each living creature
in those areas must attempt a DC 18 Fortitude save as
the flow of vile liquid saps their very essence. The pull
is more intense on more powerful creatures, dealing 1d6
negative damage per level the creature has.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage. Additionally, they
are sickened 1 and cannot reduce the condition’s value
for 1 minute.
Critical Failure The creature takes double damage.
Additionally, they are sickened 1 and cannot reduce the
condition’s value until they leave the Nether Cathedral.
Reset 1 hour

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ENCOUNTER A7 (LEVELS 1–2)

ARISEN SHADOW PIXIES (2) CREATURE 1 SCALING ENCOUNTER A7


RARE CE SMALL FEY SHADOW SPRITE UNDEAD To adjust for the PCs’ overall strength, use the following
Perception +7; darkvision Challenge Point adjustments. These adjustments are not
Languages Common, Necril, Shadowtongue, Sylvan cumulative.
Skills Acrobatics +8, Deception +6, Stealth +8 10–11 Challenge Points: Replace one of the arisen shadow
Str –3, Dex +4, Con +2, Int +0, Wis +0, Cha +3 pixies with an elite arisen shadow pixie.
Items rapier 12–13 Challenge Points: Replace both arisen shadow
Shadowed Illumination (darkness, light, primal) Shadow pixies pixies with elite arisen shadow pixies.
exude shadow, counteracting all other light and darkness 14–15 Challenge Points: Add one elite arisen shadow
effects their level or lower to leave dim light out to 10 pixie to the encounter.
feet (counteract level 1, counteract bonus +7). The shadow 16–18 Challenge Points (5+ players): Replace one arisen
pixie can suppress this effect with a single action, which shadow pixie with an elite arisen shadow pixie and add one
has the concentrate trait. While the effect is suppressed, elite arisen shadow pixie to the encounter.
the shadow pixie’s Strikes don’t deal cold damage and they
can’t use their shadow spark Strike.
AC 15; Fort +4, Ref +10, Will +6
HP 26 (negative healing); Immunities death effects, disease, ELITE SHADOW PIXIE (0) CREATURE 2
mental, paralyzed, poison, unconscious; Weaknesses cold RARE CE SMALL FEY SHADOW SPRITE UNDEAD
iron 3, good 2 Perception +9; darkvision
Speed 25 feet, fly 25 feet Languages Common, Necril, Shadowtongue, Sylvan
Melee [one-action] claw +9 (agile, finesse, magical), Damage 1d4–1 Skills Acrobatics +10, Deception +8, Stealth +10
slashing plus 3 cold Str –3, Dex +4, Con +2, Int +0, Wis +0, Cha +3
Melee [one-action] rapier +9 (deadly 1d8, disarm, finesse), Damage Items rapier
1d6–1 slashing plus 3 cold Shadowed Illumination (darkness, light, primal) Shadow
Ranged [one-action] shadow spark +9 (range 20 feet), Damage 1d4 cold pixies exude shadow, counteracting all other light and
darkness effects their level or lower to leave dim light out
to 10 feet (counteract level 2, counteract bonus +9). The
shadow pixie can suppress this effect with a single action,
which has the concentrate trait. While this is suppressed
the shadow pixie’s Strikes don’t deal cold damage and they
can’t use their shadow spark Strike.
AC 17; Fort +6, Ref +12, Will +8
HP 36 (negative healing); Immunities death effects, disease,
mental, paralyzed, poison, unconscious; Weaknesses cold
iron 3, good 2
Speed 25 feet, fly 25 feet
Melee [one-action] claw +11 (agile, finesse, magical), Damage 1d4+1
slashing plus 3 cold
Melee [one-action] rapier +11 (deadly 1d8, disarm, finesse), Damage 1d6+1
slashing plus 3 cold
Ranged [one-action] shadow spark +11 (range 20 feet), Damage 1d4+2 cold

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ENCOUNTER A8 (LEVELS 1–2)

ALYSTAIR CASKWATER CREATURE 2 SCALING ENCOUNTER A8


UNIQUE CE MEDIUM UNDEAD WATER To adjust for the PCs’ overall strength, use the following
Variant draugr (Pathfinder Bestiary 2 102) Challenge Point adjustments. These adjustments are not
Perception +7; darkvision cumulative.
Languages Common, Necril, Shadowtongue 10–11 Challenge Points: Add one skeleton guard to the
Skills Acrobatics +6, Athletics +10, Crafting +8, Society +4, encounter.
Stealth +8 12–13 Challenge Points: Replace the skeleton guard with
Str +4, Dex +2, Con +3, Int +2, Wis –1, Cha –1 an elite skeleton guard and add one elite skeleton guard to
Items greatsword, leather armor the encounter.
AC 17; Fort +11, Ref +6, Will +5 14–15 Challenge Points: Replace Alystair Caskwater with
HP 35 (negative healing); Immunities death effects, disease, Vengeful Alystair Caskwater, replace the skeleton guard
paralyzed, poison, unconscious; Resistances fire 3; with an elite skeleton guard, and add one elite skeleton
Weaknesses good 5 guard to the encounter.
The Void’s Revenge (curse, divine, necromancy) A creature 16–18 Challenge Points (5+ players): Replace Alystair
that slays Alystair is subjected to a mariner’s curse spell Caskwater with Vengeful Alystair Caskwater and add two
with a save DC of 17. The curse ends if the target leaves the elite skeleton guards to the encounter.
Netherworld or after 1 week passes.
Speed 25 feet
Melee [one-action] greatsword +10 (versatile P), Damage 1d10+4 slashing
plus Grotesque Gift
Melee [one-action] fist +9 (agile), Damage 1d4+4 bludgeoning plus ELITE SKELETON GUARD (0) CREATURE 0
Grotesque Gift UNCOMMON NE MEDIUM MINDLESS SKELETON UNDEAD
Grotesque Gift (olfactory) Alystair’s attacks spatter his targets Pathfinder Bestiary 6, 298
with rancid flesh and rotting seaweed. A creature damaged Perception +4; darkvision
by Alystair’s Strike must succeed at a DC 15 Fortitude save Skills Acrobatics +8, Athletics +5
or become sickened 1 (sickened 2 on a critical failure). Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
Swipe [two-actions] Alystair Caskwater makes a melee Strike and Items scimitar, shortbow (20 arrows)
compares the attack roll result to the AC of up to two AC 18; Fort +4, Ref +10, Will +4
foes, each of whom must be within its melee reach and HP 14 (negative healing); Immunities death effects, disease,
adjacent to each other. Roll damage only once and apply mental, paralyzed, poison, unconscious; Resistances cold 5,
it to each creature hit. A Swipe counts as two attacks for electricity 5, fire 5, piercing 5, slashing 5
Alystair’s multiple attack penalty. Speed 25 feet
Melee [one-action] scimitar +8 (forceful, sweep), Damage 1d6+4 slashing
SKELETON GUARD CREATURE –1 Melee [one-action] claw +8 (agile, finesse), Damage 1d4+4 slashing
NE MEDIUM MINDLESS SKELETON UNDEAD Ranged [one-action] shortbow +8 (deadly 1d10, range increment 60
Pathfinder Bestiary 298 feet, reload 0), Damage 1d6+2 piercing
Perception +2; darkvision
Skills Acrobatics +6, Athletics +3
Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
Items scimitar, shortbow (20 arrows)
AC 16; Fort +2, Ref +8, Will +2
HP 4 (negative healing); Immunities death effects, disease,
mental, paralyzed, poison, unconscious; Resistances cold 5,
electricity 5, fire 5, piercing 5, slashing 5
Speed 25 feet
Melee [one-action] scimitar +6 (forceful, sweep), Damage 1d6+2 slashing
Melee [one-action] claw +6 (agile, finesse), Damage 1d4+2 slashing
Ranged [one-action] shortbow +6 (deadly 1d10, range increment 60
feet, reload 0), Damage 1d6 piercing

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IN THE FOOTSTEPS OF HORROR

VENGEFUL ALYSTAIR CASKWATER (0) CREATURE 3


UNIQUE CE MEDIUM UNDEAD WATER
Variant draugr (Pathfinder Bestiary 2 102)
Perception +9; darkvision
Languages Common, Necril, Shadowtongue
Skills Acrobatics +8, Athletics +12, Crafting +10, Society +6,
Stealth +10
Str +4, Dex +2, Con +3, Int +2, Wis –1, Cha –1
Items greatsword, leather armor
AC 19; Fort +13, Ref +8, Will +7
HP 50 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious; Resistances fire 3;
Weaknesses positive 5
The Void’s Revenge (curse, divine, necromancy) A creature
that slays Alystair is subjected to a mariner’s curse spell
with a save DC of 19. The curse ends if the target leaves the
Netherworld or after 1 week passes.
Speed 25 feet
Melee [one-action] greatsword +12 (versatile P), Damage 1d10+6 slashing
plus Grotesque Gift
Melee [one-action] fist +11 (agile), Damage 1d4+6 bludgeoning plus
Grotesque Gift
Grotesque Gift (olfactory) Alystair’s attacks spatter his targets
with rancid flesh and rotting seaweed. A creature damaged
by Alystair’s Strike must succeed at a DC 17 Fortitude save
or become sickened 1 (sickened 2 on a critical failure).
Swipe [two-actions] Alystair Caskwater makes a melee Strike and
compares the attack roll result to the AC of up to two foes,
each of whom must be within its melee reach and adjacent
to each other. Roll damage only once and apply it to each
creature hit. A Swipe counts as two attacks for Alystair’s
multiple attack penalty.

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APPENDIX 2: LEVEL 3–4 ENCOUNTERS


The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this
SCALING ENCOUNTER A2
scenario. These encounters are written for four 3rd-level To adjust for the PCs’ overall strength, use the following
PCs. If your group has a different composition or size, Challenge Point adjustments. These adjustments are not
refer to the Organized Play section on page 22. cumulative.
Some scaling sidebars reference the elite or weak 19–22 Challenge Points: Replace 2 shadowborn slayers
adjustments. Rules for these adjustments appear on with elite shadowborn slayers.
page 22. If a creature is marked “(0)”, don’t include it in 23–27 Challenge Points: Replace 3 shadowborn slayers
the encounter unless otherwise specified (likely from the with elite shadowborn slayers.
scaling sidebars). 28–32 Challenge Points: Replace all shadowborn slayers
with elite shadowborn slayers
ENCOUNTER A2 (LEVELS 3–4) 33+ Challenge Points: Add two shadowborn slayers to
the encounter.
SHADOWBORN SLAYERS (4) CREATURE 1
UNCOMMON NE MEDIUM UNDEAD
Perception +5; darkvision
Languages Common, Necril ELITE SHADOWBORN SLAYER (0) CREATURE 2
Skills Acrobatics +7, Athletics +4, Stealth +7 UNCOMMON NE MEDIUM UNDEAD
Str +0, Dex +4, Con +3, Int –2, Wis +2, Cha +0 Perception +7; darkvision
Items dagger Languages Common, Necril
AC 15; Fort +5, Ref +10, Will +4 Skills Acrobatics +9, Athletics +6, Stealth +9
HP 21 (negative healing); Immunities death effects, disease, Str +0, Dex +4, Con +3, Int –2, Wis +2, Cha +0
paralyzed, poison, unconscious; Weaknesses positive 3 Items dagger
Speed 25 feet AC 17; Fort +7, Ref +12, Will +6
Melee [one-action] dagger +9 (agile, finesse, thrown, versatile), Damage HP 28 (negative healing); Immunities death effects, disease,
1d4+2 piercing paralyzed, poison, unconscious; Weaknesses positive 3
Melee [one-action] fist +9 (agile, nonlethal), Damage 1d4+2 bludgeoning Speed 25 feet
Ranged [one-action] dagger +9 (thrown 20 feet), Damage 1d4 piercing Melee [one-action] dagger +11 (agile, finesse, thrown, versatile), Damage
Sneak Attack The shadowborn slayer does an extra 1d6 1d4+4 piercing
precision damage to flat-footed creatures. Melee [one-action] fist +11 (agile, nonlethal), Damage 1d4+4 bludgeoning
Ranged [one-action] dagger +11 (thrown 20 feet), Damage 1d4+2 piercing
Sneak Attack The shadowborn slayer does an extra 1d6
precision damage to flat-footed creatures.

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ENCOUNTER A4 (LEVELS 3–4)

PIT OF LIVES LOST HAZARD 4


RARE MAGICAL TRAP
Stealth DC 22 (expert)
Description The spout trickling blood, sludge, and offal begins
to draw upon your life energy, increasing the flow and
spreading an even fouler smell within the chamber.
Disable DC 20 Occultism or Religion (trained) to counteract
the fell energies drawing in life force to power this strange
charnel flow or DC 23 Thievery (trained) to disable the
spout, stopping the flow at its source.
AC 21; Fort +14, Ref +8
Hardness 12; HP 50 (BT 25); Immunities critical hits, object
immunities, precision damage
Charnel Flow [reaction] Trigger A creature moves adjacent to the pit;
Effect The remnants of a soul cage ritual draw upon the
life energy of all living creatures in area A4 as well as the
10-foot hallway leading to the room. Each living creature
in those areas must attempt a DC 21 Fortitude save as
the flow of vile liquid saps their very essence. The pull
is more intense on more powerful creatures, dealing 1d6
negative damage per level the creature has.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage. Additionally, they
are sickened 1 and cannot reduce the condition’s value
for 1 minute.
Critical Failure The creature takes double damage.
Additionally, they are sickened 1 and cannot reduce the
condition’s value until they leave the Nether Cathedral.
Reset 1 hour

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ENCOUNTER A7 (LEVELS 3–4) SCALING ENCOUNTER A7


ARISEN UMBRAL PIXIES (2) CREATURE 3 To adjust for the PCs’ overall strength, use the following
RARE CE SMALL FEY SHADOW SPRITE UNDEAD Challenge Point adjustments. These adjustments are not
Perception +9; darkvision cumulative.
Languages Common, Necril, Shadowtongue, Sylvan 19–22 Challenge Points: Replace one of the arisen umbral
Skills Acrobatics +11, Deception +9, Stealth +11 pixies with an elite arisen umbral pixie.
Str –3, Dex +5, Con +2, Int +0, Wis +0, Cha +4 23–27 Challenge Points: Replace both arisen umbral
Items rapier pixies with elite arisen umbral pixies.
Shadowed Illumination (darkness, light, primal) Umbral pixies 28–32 Challenge Points: Add one elite arisen umbral
exude shadow, counteracting all other light and darkness pixie to the encounter.
effects their level or lower to leave dim light out to 10 feet 33+ Challenge Points: Replace one arisen umbral pixie
(counteract level 3, counteract bonus +10). The umbral with an elite arisen umbral pixie and add one elite arisen
pixie can suppress this effect with a single action, which umbral pixie to the encounter.
has the concentrate trait. While the effect is suppressed,
the umbral pixie’s Strikes don’t deal cold damage and they
can’t use their shadow spark Strike.
AC 18; Fort +6, Ref +12, Will +8 ELITE ARISEN UMBRAL PIXIE (0) CREATURE 4
HP 55 (negative healing); Immunities death effects, disease, RARE CE SMALL FEY SHADOW SPRITE UNDEAD
mental, paralyzed, poison, unconscious; Weaknesses cold Perception +11; darkvision
iron 5, good 2 Languages Common, Necril, Shadowtongue, Sylvan
Speed 25 feet, fly 25 feet Skills Acrobatics +13, Deception +11, Stealth +13
Melee [one-action] claw +12 (agile, finesse, magical), Damage 1d4+1 Str –3, Dex +5, Con +2, Int +0, Wis +0, Cha +4
slashing plus 5 cold Items rapier
Melee [one-action] rapier +12 (deadly 1d8, disarm, finesse), Damage 1d6+1 Shadowed Illumination (darkness, light, primal) Umbral pixies
slashing plus 5 cold exude shadow, counteracting all other light and darkness
Ranged [one-action] shadow spark +12 (range 20 feet), Damage 1d4+5 effects their level or lower to leave dim light out to 10 feet
cold (counteract level 4, counteract bonus +12). The umbral
pixie can suppress this effect with a single action, which
has the concentrate trait. While the effect is suppressed,
the umbral pixie’s strikes don’t deal cold damage and they
can’t use their shadow spark Strike.
AC 20; Fort +8, Ref +14, Will +10
HP 70 (negative healing); Immunities death effects, disease,
mental, paralyzed, poison, unconscious; Weaknesses cold
iron 5, good 2
Speed 25 feet, fly 25 feet
Melee [one-action] claw +14 (agile, finesse, magical), Damage 1d4+3
slashing plus 5 cold
Melee [one-action] rapier +14 (deadly 1d8, disarm, finesse), Damage 1d6+3
slashing plus 5 cold
Ranged [one-action] shadow spark +14 (range 20 feet), Damage 1d4+7
cold

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ENCOUNTER A8 (LEVELS 3–4) SCALING ENCOUNTER A8


ALYSTAIR CASKWATER CREATURE 4 To adjust for the PCs’ overall strength, use the following
UNIQUE NE MEDIUM UNDEAD WATER Challenge Point adjustments. These adjustments are not
Perception +10; darkvision cumulative.
Languages Common, Necril, Shadowtongue 19–22 Challenge Points: Add one weak shadow draugr
Skills Acrobatics +9, Athletics +14, Crafting +8, Society +8, to the encounter.
Stealth +12 23–27 Challenge Points: Replace the weak shadow
Str +6, Dex +2, Con +4, Int +2, Wis –1, Cha –1 draugr with a shadow draugr and add one shadow draugr
Items greatsword, leather armor to the encounter.
AC 20; Fort +14, Ref +9 Will +8 28–32 Challenge Points: Replace Alystair Caskwater
HP 70 (negative healing); Immunities death effects, disease, with Vengeful Alystair Caskwater, replace the weak shadow
paralyzed, poison, unconscious; Resistances fire 5; draugr with a shadow draugr, and add one shadow draugr
Weaknesses positive 7 to the encounter.
The Void’s Revenge (curse, divine, necromancy) A creature 33+ Challenge Points: Replace Alystair Caskwater with
that slays Alystair is subjected to a mariner’s curse spell Vengeful Alystair Caskwater and add two shadow draugr
with a save DC of 20. The curse ends if the target leaves the to the encounter.
Netherworld or after 1 week passes.
Speed 25 feet
Melee [one-action] greatsword +13 (versatile P), Damage 1d10+9 slashing
plus Grotesque Gift WEAK SHADOW DRAUGR CREATURE 1
Melee [one-action] fist +12 (agile, nonlethal), Damage 1d4+9 bludgeoning UNCOMMON CE MEDIUM UNDEAD WATER
plus Grotesque Gift Variant draugr (Pathfinder Bestiary 2 102)
Grotesque Gift (olfactory) Alystair’s attacks spatter his targets Perception +7, darkvision
with rancid flesh and rotting seaweed. A creature damaged Languages Common; can’t speak any language
by Alystair’s Strike must succeed at a DC 18 Fortitude save Skills Acrobatics +6, Athletics +10, Society +4, Stealth +8
or become sickened 1 (sickened 2 on a critical failure). Str +4, Dex +2, Con +3, Int +2, Wis –1, Cha –1
Swipe [two-actions] Alystair Caskwater makes a melee Strike and Items greatsword, leather armor
compares the attack roll result to the AC of up to two foes, AC 17; Fort +11, Ref +6, Will +5
each of whom must be within its melee reach and adjacent HP 35 (negative healing); Immunities death effects, disease,
to each other. Roll damage only once and apply it to each paralyzed, poison, unconscious; Resistances fire 3;
creature hit. A Swipe counts as two attacks for Alystair’s Weaknesses positive 5
multiple attack penalty. The Void’s Revenge (curse, divine, necromancy) A creature that
slays a shadow draugr is subjected to a mariner’s curse spell
with a save DC of 15. The curse ends if the target leaves the
Netherworld or after 1 week passes.
Speed 25 feet
Melee [one-action] greatsword +10 (versatile P), Damage 1d10+4 slashing
plus Grotesque Gift
Melee [one-action] fist +9 (agile, nonlethal), Damage 1d4+4 bludgeoning
plus Grotesque Gift
Grotesque Gift (olfactory) the shadow draugr’s attacks spatter
his targets with rancid flesh and rotting seaweed. A
creature damaged by the shadow draugr’s Strike must
succeed at a DC 15 Fortitude save or become sickened 1
(sickened 2 on a critical failure).
Swipe [two-actions] the shadow draugr’s makes a melee Strike and
compares the attack roll result to the AC of up to two
foes, each of whom must be within its melee reach and
adjacent to each other. Roll damage only once and apply it
to each creature hit. A Swipe counts as two attacks for the
shadow draugr’s multiple attack penalty.

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SHADOW DRAUGR (0) CREATURE 2 VENGEFUL ALYSTAIR CASKWATER (0) CREATURE 5


UNCOMMON CE MEDIUM UNDEAD WATER UNIQUE NE MEDIUM UNDEAD WATER
Perception +7; darkvision Perception +12; darkvision
Languages Common; can’t speak any language Skills Acrobatics +11, Athletics +16, Crafting +9, Society +9,
Skills Acrobatics +6, Athletics +10, Society +4, Stealth +8 Stealth +14
Str +4, Dex +2, Con +3, Int +2, Wis –1, Cha –1 Str +6, Dex +2, Con +4, Int +2, Wis –1, Cha –1
Items greatsword, leather armor Items greatsword, leather armor
AC 17; Fort +11, Ref +6, Will +5 AC 22; Fort +16, Ref +11, Will +10
HP 35 (negative healing); Immunities death effects, disease, HP 85 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious; Resistances fire 3; paralyzed, poison, unconscious; Resistances fire 5;
Weaknesses positive 5 Weaknesses positive 7
The Void’s Revenge (curse, divine, necromancy) A creature that The Void’s Revenge (curse, divine, necromancy) A creature
slays a shadow draugr is subjected to a mariner’s curse spell that slays Alystair is subjected to a mariner’s curse spell
with a save DC of 17. The curse ends if the target leaves the with a save DC of 22. The curse ends if the target leaves
Netherworld or after 1 week passes. the Netherworld or after 1 week passes.
Speed 25 feet Speed 25 feet
Melee [one-action] greatsword +10 (versatile P), Damage 1d10+4 slashing Melee [one-action] greatsword +15 (versatile P), Damage 1d10+11 slashing
plus Grotesque Gift plus Grotesque Gift
Melee [one-action] fist +9 (agile, nonlethal), Damage 1d4+4 bludgeoning Melee [one-action] fist +14 (agile, nonlethal), Damage 1d4+11 bludgeoning
plus Grotesque Gift plus Grotesque Gift
Grotesque Gift (olfactory) the shadow draugr’s attacks spatter Grotesque Gift (olfactory) Alystair’s attacks spatter his targets
his targets with rancid flesh and rotting seaweed. A with rancid flesh and rotting seaweed. A creature damaged
creature damaged by the shadow draugr’s Strike must by Alystair’s Strike must succeed at a DC 20 Fortitude
succeed at a DC 15 Fortitude save or become sickened 1 save or become sickened 1 (sickened 2 on a critical failure).
(sickened 2 on a critical failure). Swipe [two-actions] Alystair Caskwater makes a melee Strike and
Swipe [two-actions] the shadow draugr’s makes a melee Strike and compares the attack roll result to the AC of up to two foes,
compares the attack roll result to the AC of up to two each of whom must be within its melee reach and adjacent
foes, each of whom must be within its melee reach and to each other. Roll damage only once and apply it to each
adjacent to each other. Roll damage only once and apply it creature hit. A Swipe counts as two attacks for Alystair’s
to each creature hit. A Swipe counts as two attacks for the multiple attack penalty.
shadow draugr’s multiple attack penalty.

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APPENDIX 3: GAME AIDS

AMBRUS VALSIN SHADOWBORN STALKER

ALYSTAIR CASKWATER SKELETAL GUARD

PATHFINDER QUEST #15


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IN THE FOOTSTEPS OF HORROR

ORGANIZED PLAY Elite Adjustment


To apply the elite adjustment, make the following changes
TREASURE TABLE to a creature’s statistics:
Level Treasure Bundle • Increase the creature’s AC, attack modifiers, DCs,
saving throws, and skill modifiers by 2.
1 1.4 gp • Increase the damage of its Strikes and other offensive
2 2.2 gp abilities by 2. If the creature has limits on how many
3 3.8 gp times or how often it can use an ability (such as a
4 6.4 gp spellcaster’s spells or a dragon’s Breath Weapon),
increase the damage by 4 instead.
Treasure Bundles • Increase the creature’s Hit Points based on its
□ Area A2 (page 6): one Treasure Bundle for defeating starting level (see the table below).
the shadowborn creatures.
□ Area A3 (page 6), area A5 (page 7), and area A8 (page Starting Level HP Increase
9): One Treasure Bundle for recovering Alystair’s notes
from all three of these rooms.
1 or lower 10
□ □ Area A4 (page 7), Area A6 (page 8), and the 2-4 15
Conclusion: one Treasure Bundle each for making a 5-19 20
rubbing of the inscriptions in area A4, area A6, and the 20+ 30
version of the ruin on the Universe (a to a maximum of
2 Treasure Bundles). Weak Adjustment
□ Area A8 (page 9): one Treasure Bundle for defeating To apply the weak adjustment, make the following
Alystair. changes to a creature’s statistics:
• Decrease the creature’s AC, attack modifiers, DCs,
Challenge Points saving throws, and skill modifiers by 2.
• Decrease the damage of its Strikes and other
CP Total Level Range offensive abilities by 2. If the creature has limits on
8–15 1–2 how many times or how often it can use an ability
16–18 (5+ players) 1–2 (such as a spellcaster’s spells or a dragon’s Breath
16–18 (4 players) 3–4 Weapon), decrease the damage by 4 instead.
19+ 3–4 • Decrease the creature’s Hit Points based on its
starting level (see the table below).
Challenge Points are a system for scaling the difficulty
of encounters appropriately for groups of mixed size Starting Level HP Decrease
and level. Total up the number of Challenge Points your
group has.
1–2 –10
1st-level PCs = 2 points each 3–5 –15
2nd-level PCs = 3 points each 6–20 –20
3rd-level PCs = 4 points each 21+ –30
4th-level PCs = 6 points each
Now use the table above to determine which level
range is appropriate for your PCs. Level 1–2 encounters
appear in Appendix 1, and level 3–4 encounters appear
in Appendix 2.

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Event Reporting Form


Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:

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:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

Faction:

□ Envoy’s Alliance □ Radiant Oath Dead? □


Character Name:
□ Grand Archive □ Verdant Wheel Infamy □

Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Replay Used □

PATHFINDER QUEST #15


23
IN THE FOOTSTEPS OF HORROR
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15. COPYRIGHT NOTICE Starfinder, and other trademarks owned by Paizo are property of Paizo Inc. All rights reserved.
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
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Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
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Pathfinder Society Quest #15: In the Footsteps of Horror © 2023, Paizo Inc.;
Author: Shan Wolf.

PATHFINDER QUEST #15


24
Quest #15 Character Chronicle #

In the Footsteps of Horror

Character Name Organized Play # Character #

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

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