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Pagoda of the R at
By Russ Taylor
Pathfinder Society Scenario #322: The Rats of Round Mountain, Part II: Pagoda of the Rat is a Pathfinder Society Scenario
designed for 7th- to 11th-level characters (Tier 711; Subtiers 78 and 1011). This scenario is designed for play in the
Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Players Guide,
Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG Bestiary 3.
These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at
paizo.com/pathfinderRPG/prd.
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 worlds oldest
fantasy roleplaying game.
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
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission.
Pathfinder Society Scenario #322: The Rats of Round Mountain, Part II: Pagoda of the Rat 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC,
the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder
Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
The Rats of Round Mountain, Part II:
Pagoda of the Rat By Russ Taylor
N
early five centuries ago, in the year 4251 ar, ratfolk
boiled forth from their Darklands kingdom of
Diguo-Dashu and threatened Lung Wa. A dozen WHERE ON GOLARION?
cities fell before imperial forces drove the rats back into Pagoda of the Rat takes place entirely within the Hao Jin
their caves. To end their menace, the legendary arcanist Tapestry, the physical copy of which is sitting in a well-
Hao Jin ripped a great sphere of earth free from Nar-Voth, guarded vault beneath of the Grand Lodge in Absalom. The
collapsing the ratfolk tunnels and leaving them trapped tapestry contains a pocket demiplane, created by the Tian
in their own realms in Sekamina. Hao Jin left the sphere sorceress Hao Jin to hold her largest and most dangerous
half-submerged in the center of a great lake within her treasures. Any creature can select a target location on the
own personal pocket dimension. Much of the remaining tapestry and enter the demiplane instantaneously with the
ratfolk army was left stranded with the sphere, along with utterance of a command word.
many other Darklands creatures. Behind each creature arriving in the tapestry floats a 2-foot-
In time, the ratfolk mastered their new environment diameter sphere of pulsing blue light, visible only to the
and even prospered. They dubbed the stolen sphere creature whose journey to the tapestry created it. A creature
of Nar-Voth Round Mountain, and claimed it as their stepping into its own extraplanar eddy is shifted back to the
home. In a chasm at its heart they built a great pagoda of Material Plane, to the same place it traveled from. If that
quarried stone, half temple and half warren. Within they space is occupied by another creature, the teleported creature
enshrined mementos of their life on Golarion and their appears in the nearest unoccupied square. See Getting Started
glorious year of conquest in Lung Wa. for information on how to handle PCs arrival depending on
Within her pocket dimension, Hao Jin collected their experience in the previous chapter of this adventure arc.
countless other curiosities and wonders. In time she Within the tapestry, Round Mountain is a large sphere
vanished from mortal affairs, yet her museum realm of stone spanning over 10 miles in its diameter that was
remained, reachable through the fabled the Hao Jin literally plucked from a region of the Darklands called Nar-
Tapestry, which was itself part of Hao Jins unparalleled Voth and brought to Hao Jins personal pocket dimension.
collection. The creatures inside this pocket dimension For additional details on Nar-Voth and the Darklands, see
survived and developed their own cultures and Pathfinder Campaign Setting: Into the Darklands, available at
civilizations. Among the creatures trapped within the your local bookstore or hobby store, or online at paizo.com.
isolated demiplanewhisked away with the ruins and
temples they lived inwas the rakshasa Durriya, who
was trapped in the plane centuries before the rats of
Round Mountain. She saw in the ratfolk ideal tools for
her own ambition: to escape the tapestry and ultimately
build a base of power and influence on the Material Plane.
Disguised as one of the ratfolks own, Durriya proclaimed
herself the chosen of the Tian rat goddess Lao Shu Po.
She ensorcelled their warlord and proclaimed herself
undying queen of the ratfolk of Round Mountain.
Under Durriyas leadership, the ratfolk rose to dominate
much of the Hao Jin Tapestry, and their civilization is one
of the most stable and influential in the entire realm.
Now stylizing herself empress, the rakshasa schemes
to escape the tapestry and spread her rule beyond its
3
PATHFINDER SOCIETY SCENARIO
weave. The recent arrival of the Aspis Consortium has expected theyll avoid direct conflict. A battle here likely
provided the opportunity she desires, and with their poisons the ratfolk against the Pathfinders for good.
alliance she hopes at last to return to the world of On the sixth floor, a ratfolk guard releases monsters
Golarion, with an army of loyal ratfolk followers on her against the PCs. Once the monsters have been dispatched,
heels. In exchange for her freedom, Durriya is likely to the path to the final floor lies clear. No apparent foes live
promise the consortium anything they desire within the in this pinnacle chamber, but in fact a druid disguised
tapestry this could prove disastrous to the Pathfinder as a mundane rat observes the PCs, deciding whether she
Society, which hopes to carefully explore and catalogue should help or hinder their efforts. Her decision may be
all the wonders within. Luckily, a growing schism has influenced by the PCs handling of their encounter with
split the ratfolk into two camps, and many ratfolk hold the underworld dragon Xiangnuer in the previous chapter.
only tenuous loyalty to their so-called Undying Empress. If the druid decides to aid, she offers her assistance to the
Were the Pathfinder Society to play upon this burgeoning PCs in deposing the ratfolks current ruler. If not, she
conflict between Durriyas faithful and the malcontents, follows the PCs at a discreet distance before joining the
they could undercut the Aspis Consortiums negotiations fight against them in the final encounter. Alert PCs may
regardless of any deals the Consortium might have reached find her hiding among the rats or following them, and
with Durriya. can attack or negotiate as they please.
Hidden in the central pillar on the topmost floor is
SUMMARY a secret door opening to a ladder leading to a chamber
beneath the pagoda. Here the self-styled ratfolk empress,
Pagoda of the Rat begins directly after the events of actually a rakshasa in disguise, holds court. The PCs
Pathfinder Society Scenario #320: The Rats of Round interrupt her meeting with the Aspis Consortium
Mountain, Part I: The Sundered Path, and the adventure emissariesnow thoroughly under the sway of her
assumes the PCs have already braved the hazards of the magical enchantments, who they must defeat in order to
Darklands tunnel into Round Mountains hollow heart. ensure no alliance is cemented.
This adventure begins with the PCs entering the Pagoda
of the Rat, the ratfolks stronghold and seat of power. GETTING STARTED
At least three means of entry present themselves: the
obvious doors, a hidden postern gate (see area A6), or the Before commencing the adventure, check each PCs
seven-story stone structures many windows. most recent Chronicle sheet to determine whether
Once inside the structure, the PCs task is they are playing the scenario as an immediate sequel
straightforward: explore the pagoda, neutralizing any to its predecessor, The Sundered Path. PCs whose most
resistance along the way. Rather than exterminating recent adventure brought them through the treacherous
all ratfolk within, however, the PCs primary goal is to Darklands passageway may have a number of boons
locate the Aspis Consortium agents within the pagoda marked on their Chronicle sheets that will make this
and prevent them from cementing their alliance with the adventure easier.
ratfolk. Unfortunately, the Aspis Consortiums delegation A character with the Dogged Adventurer boon decided
have already taken precautions to ensure the PCs cant at the last scenarios conclusion not to break from the
easily talk their way past the ratfolk, though particularly missions objectives by returning to Absalom through her
diplomatic parties who participated in The Sundered Path extraplanar eddy. Such a PC receives no faction mission
may have an easier time gaining entry if they present handout at the start of this scenario and is not expected
the note given to them by the ratfolk guardians at the to complete a faction mission, as her faction leader would
Sundered Paths mouth. have no way of contacting them with further instructions.
The pagoda has seven floors, each smaller than the one For more information on the rewards a PC receives for
that supports it. The first floor is home to a guard outpost playing the Rats of Round Mountain adventure arc in
as well as servants of the ratfolk goddess, Lao Shu Po. order and consecutively, see the Conclusion section on
While the guards hold their post, the servants respond page 21.
to an alarm by moving to fend off intruders. The second Some PCs who played The Sundered Path may also have
floor, more shrine than lair, holds an ambush set with received a letter from the ratfolk tower captain granting
the aid of the Aspis Consortium, meant to lure meddling the PCs passage along the Sundered Path, as indicated
Pathfinders to their doom. on their Chronicle sheets. This letter can be shown to
The next three floors constitute an extensive ratfolk the guards in area A1 in order to improve their initial
lair, filled to bursting with noncombatants. Though the attitude from hostile to unfriendly. See page 7 for more
PCs may take some time to speak with the inhabitants, its information.
4
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
At the conclusion of The Sundered Path, the PCs With the Sundered Path traversed, all that remains is the
encountered an evil underworld dragon that had stronghold of the ratfolk. At the end of the path stands the
demanded tribute from the ratfolk for centuries. If the Pagoda of the Rat, hewn from the stone of Round Mountain.
Pathfinders killed the dragon, word of their victory Eaves sweep upward into points between each of the towers
has already reached some high-ranking members of seven tiers, and the top of the pagoda tapers into a graceful
the ratfolks society and may aid them in gaining allies spire. At the center of each floor, a round window gazes
against their final enemies beneath the pagoda. See page blindly at the barren expanse of Round Mountains vast
19 for more information. central chamber. Unassuming steps lead up the pagodas base
Aside from the Dogged Adventurer boon, as long as to a set of bronze doors.
one PC in the party has either of the two campaign
accomplishments on a Chronicle sheet from
The Sundered Path, assume the entire party PAGODA OF THE RAT
completed the associated task. PCs who
have not played through The Sundered Inside and out, close-fit quarried stone
Path or who do not otherwise have the forms the walls of the Pagoda of the Rat.
Dogged Adventurer boon are assumed to The ceilings rise 15 feet above the floor.
have joined the rest of the expedition here, Both interior and exterior walls are hewn
at the base of the Pagoda of the Rat, with stone (Pathfinder RPG Core Rulebook 411).
a faction mission in hand. PCs with the Each interior door is divided horizontally;
Dogged Adventurer boon may choose the lower portion is sized to admit ratfolk,
to assist fellow faction members in or both halves can open to allow larger
completing their assigned tasks, but creatures to pass. Simple locks (Disable
gain no benefit from doing so. Device DC 20) secure the top half of each
If any of the PCs in party have not door. A Medium creature can squirm
played through The Sundered Path, you through the lower half of a door using
should impart upon them the following Master of Spells the rules for squeezing. Large creatures
mission objectives on behalf of the Aram Zey only fit through with a successful DC 30
Pathfinder Societys Master of Spells, Escape Artist check to squeeze through
Aram Zey. Feel free to encourage players who have already a tight space.
played The Sundered Path to help brief their new allies on The ratfolk rely primarily on darkvision and leave most
their mission objectives, but attempt to avoid any spoilers rooms in the Pagoda of the Rat unlit. Braziers light a few
for the first chapter of the Rats of Round Mountain arc, rooms, providing normal light, and the third, fourth,
as some PCs may still wish to play both parts, even if the and fifth floors have dim lighting from the many small
must play the parts out of order. light sources in the ratfolk dwellings. Exceptions to these
lighting conditions are noted in specific encounter areas.
The Aspis Consortium has found a way into the Pathfinder A 10-foot wide central pillar helps support the
Societys private adventuring demiplanethe Hao Jin pagodas structure. A spiral staircase circles this column,
Tapestry, prize of the Ruby Phoenix Tournament in Goka. with steps sized for Small creatures. Medium and Large
What was supposed to be an isolated realm full of some of the creatures can still navigate its steps, but they treat it as
greatest wonders and mysteries in the history of Golarion is difficult terrain. Bringing a Medium or Large animal
now a battleground between the Pathfinder Society and Aspis up or down the stairs requires either the Heel trick
Consortium agents. We have discovered that a delegation of or pushing the animal to do something it wouldnt
Aspis Consortium diplomats is currently meeting with the normally do with the Handle Animal skill.
leadership of the influential and powerful ratfolk who live Inside the pillar is a hollow interior and a ladder
in the Pagoda of the Rat, which lies in the hollow center of leading from the top floor to a chamber beneath the
what inhabitants of the tapestry call Round Mountain. These pagoda. A PC can discover the hollow interior and hidden
negotiations must not result in an alliance between the ratfolk passage with a successful DC 25 Knowledge (engineering)
and the Aspis Consortium. or DC 30 Perception check. Entering this passage
requires either locating the secret door on the seventh
Once all players understand the primary mission floor or smashing a hole through the pillar. See page 19
whether newly assigned the task or as a reminder after for more information.
their previous adventure, read the following to get the A 10-foot-diameter window opens onto the center of
adventure underway. each wall on each floor, except the southern wall of the
5
PATHFINDER SOCIETY SCENARIO
A4 F2 F2
A6
A5
A3
F1
F2 F2
A2
A7
A1
T
B6
B2
B3
B6 B6
B1
B5 B4
H1
B6
H2
6
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
first floor, where great bronze doors stand instead. Stout into the veracity of the PCs letter, as the tower guards
iron bars (hardness 10, hp 40, Break DC 26) keep creatures have no minotaur working with them to protect the
out. A Diminutive creature can fit between the bars easily entrance to the Sundered Path. If the PCs convince the
and Tiny creatures can squeeze through; Small creatures ratfolk guards that they are indeed peaceful, the guards
can only get through with a successful DC 30 Escape grant them entry to the pagoda, and give the Pathfinders
Artist check made to squeeze through tight spaces. the following warning.
Rats, both normal and dire, infest the Pagoda of the
Rat. The ratfolk view them somewhere between pets You may enter as friends of the Rats of Round Mountain, but
and nuisances. The PCs should catch glimpses of brown heed our warning. Not all within will honor this letter. The
fur and tails throughout the pagoda as the rats flee the guards beyond the Sundered Path have long been stationed
approach of strangers. away from the rest of us within the pagoda, and they dont
know of the growing division among our people. There is
A1. Guard Post (CR 8 or CR 11) dissension between those loyal to the Undying Empress and
those who wish to be free of her rule. We are among the latter,
Ornate bronze doors lead into an entrance hall. On either side, but any within who disagree with us are likely to ignore this
a pair of ten-foot-tall ratfolk statues beckon toward the north letter and the message of peace that it represents. Best of
wall. There, a fresco depicts a female ratfolk stooped by age luck, Pathfinders.
with dozens of smaller ratfolk huddled around her. Between
her ankles stands a human-sized door, with a smaller door If the PCs further question the guards about the
sized for ratfolk set within it. A frame holding an iron gong growing schism among the Rats of Round Mountain,
stands to the side of the nested doors. Beyond the columns, they describe a tyrannical rule by an exceptionally large
arrow slits pierce both side walls. Well-worn tiles of gold- ratfolk witch who uses powerful magic to maintain
veined white marble line the floor. dominancethe so-called Undying Empress, who
has ruled the ratfolk enclave of Round Mountain for
The arrow slits, sized for Small creatures to fire through, generations. She rarely shows herself to her subjects, the
provide improved cover to those behind them. Sliding guards say, instead using go-betweens to deliver edicts
panels in the walls provide access to narrow passages from her lair in the top floor of the Pagoda of the Rat.
behind each arrow slit. Locating these panels requires a Behind the eastern arrow slits lurks an aged ratfolk
DC 18 Perception check. Inside the east passage is another wizard named Shenru, who walks with a permanent stoop
concealed door to area A7 which is slightly better hidden but remains nimble despite his age. White hairs spot his
(Perception DC 20). The secret doors and passages are brown fur, and he smells faintly of brimstone from his
sized for ratfolk. Small creatures can move through them long hours in the alchemical lab. While he is ostensibly
without penalty but larger creatures must squeeze. on duty to serve as an additional guard, Shenru is also
The two statues depict the same ratfolk, but as mirror keeping watch on his fellow ratfolk, who he believes
images of each other. The painting depicts Lao Shu Po, to be members of the insurrectionist faction within
the Tian goddess of night, rats, and thieves known as Old the pagoda. Staunchly loyal to the Undying Empress,
Rat Woman, represented here as an elderly ratfolk rather Shenru exits the secret position into area A7 and alerts
than a human. A PC can identify her with a successful DC the ratfolk in area A6 of impending intruders should the
25 Knowledge (religion) check. PCs peacefully deal with the pagoda guards here. If the
Creatures: A pair of ratfolk guards stand at attention PCs instead fight the guards, Shenru fights alongside
on either side of the northern door. Theyve been warned the guards to defend the pagoda. The arrow slit gives the
by the Aspis Consortium envoys to be on alert for hostile enchanter improved cover (Core Rulebook 196), including a
intruders, and quickly strike the gong or use a screaming +10 bonus on Stealth checks.
bolt to raise the alarm unless the PCs present them with In Subtier 1011, four more ratfolk guard the room,
the letter of passage from the guard tower commander in standing in pairs next to each statue, but not over the
the previous scenario. Should they ring the gong, doing flaming pit trap.
so also activates the flaming pit trap in the center of the
room (see below). Subtier 78 (CR 8)
Suspicious of forgeries or other deceptions, the ratfolk
guards question the PCs about how they came to possess Pagoda Guards (2) CR 4
the letter, asking whether the tower guard made them Ratfolk fighter 4/rogue 1 (Pathfinder RPG Bestiary 3 231)
fight his minotaur guardian before giving them the N Small humanoid (ratfolk)
letter. This question is as much a trick as it is an inquiry Init +8; Senses darkvision 60 ft.; Perception +11
7
PATHFINDER SOCIETY SCENARIO
DEFENSE hp 30 (5d6+10)
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, Fort +5, Ref +4, Will +6
+1 size) OFFENSE
hp 39 each (5 HD; 4d10+1d8+9) Speed 20 ft.
Fort +5, Ref +7, Will +2; +1 vs. fear Melee mwk dagger +3 (1d31/1920)
Defensive Abilities bravery +1 Special Attacks swarming
OFFENSE Arcane School Spell-Like Abilities (CL 5th; concentration +9)
Speed 20 ft. 7/daydazing touch
Melee mwk rapier +11 (1d4+3/1820) Enchanter Spells Prepared (CL 5th; concentration +9)
Ranged mwk light crossbow +10 (1d6/1920) 3rdfireball (DC 17), suggestion (2, DC 18)
Special Attacks sneak attack +1d6, swarming 2ndhideous laughter (DC 17), mirror image, see invisibility,
TACTICS web (DC 16)
Before Combat If the pagoda guards hear the PCs approach, 1stcharm person (DC 16), grease, mage armor, magic missile (2)
they drink their potions of bulls strength. 0 (at will)daze (DC 15), detect magic, detect poison, ray of frost
During Combat As quickly as possible, one guard fires a Opposition Schools Necromancy, Transmutation
screaming bolt to alert her compatriots within the pagoda. TACTICS
The guards otherwise keep their distance initially in order to Before Combat Shenru casts mage armor at the start of each
use their special bolts and alchemical items. shift of guard duty.
Morale When reduced to 10 or fewer hit points, the pagoda During Combat The enchanter opens combat with an area
guards flee and seek our reinforcements. attack such as fireball or web, then alternates between
STATISTICS enchantments and damaging spells. A favorite suggestion is
Str 12, Dex 18, Con 12, Int 12, Wis 13, Cha 8 Grab that person and restrain him; hes been charmed. If
Base Atk +4; CMB +4; CMD 18 attacked by weapons, Shenru casts mirror image to increase
Feats Improved Initiative, Point-Blank Shot, Precise Shot, his survivability.
Weapon Finesse, Weapon Focus (rapier), Weapon Morale If reduced to 10 or fewer hit points, Shenru surrenders
Specialization (rapier) or flees.
Skills Climb +7, Craft (alchemy) +3, Handle Animal +5 (+9 Base Statistics Without the benefit of his mage armor, Shenru
to influence rodents), Knowledge (dungeoneering) +5, has AC 13, flat-footed 11.
Perception +11, Sense Motive +5, Stealth +16, Survival +6, STATISTICS
Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), Str 8, Dex 15, Con 12, Int 18, Wis 8, Cha 14
+4 Handle Animal to influence rodents, +2 Perception, +2 Use Base Atk +2; CMB +0; CMD 12
Magic Device Feats Empower Spell, Great Fortitude, Iron Will, Scribe Scroll,
Languages Common, Tian Spell Focus (enchantment)
SQ armor training 1, trapfinding +1 Skills Craft (alchemy) +14, Knowledge (arcana) +12, Knowledge
Combat Gear potion of bulls strength, potion of cure moderate (history) +8, Perception +6, Spellcraft +12, Stealth +10, Use
wounds, +1 dwarf bane bolt, +1 human bane bolt, screaming Magic Device +9; Racial Modifiers +2 Craft (alchemy), +4
bolt, alchemists fire (2), tanglefoot bag; Other Gear Handle Animal to influence rodents, +2 Perception, +2 Use
masterwork chain shirt, masterwork buckler, masterwork Magic Device
light crossbow with 20 bolts, masterwork rapier Languages Aklo, Common, Dwarven, Tien, Undercommon
SPECIAL ABILITIES SQ arcane bond (dagger), enchanting smile
Swarming (Ex) Ratfolk are used to living and fighting Combat Gear potion of cure moderate wounds, scroll of resist
communally, and are adept at swarming foes for their own energy (CL 7th), scroll of scorching ray (CL 7th), wand of
gain and their foes detriment. Up to two ratfolk can share magic missile (CL 5th, 15 charges); Other Gear masterwork
the same square at the same time. If two ratfolk in the dagger, cloak of resistance +1, spell component pouch,
same square attack the same foe, they are considered to be spellbook (contains all prepared spells as well as comprehend
flanking that foe as if they were in two opposite squares. languages, shield, sleep, and true strike)
SPECIAL ABILITIES
Shenru CR 4 Swarming (Ex) Ratfolk are used to living and fighting
Male ratfolk enchanter 5 (Pathfinder RPG Bestiary 3 231) communally, and are adept at swarming foes for their own
N Small humanoid (ratfolk) gain and their foes detriment. Up to two ratfolk can share
Init +2; Senses darkvision 60 ft.; Perception +6 the same square at the same time. If two ratfolk in the
DEFENSE same square attack the same foe, they are considered to be
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) flanking that foe as if they were in two opposite squares.
8
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
Subtier 1011 (CR 11) (enchantment), Iron Will, Scribe Scroll, Spell Focus
(enchantment), Toughness
Pagoda Guards (6) CR 4 Skills Craft (alchemy) +19, Knowledge (arcana) +17, Knowledge
hp 39 each (use the stats from Subtier 78) (history) +17, Perception +10, Spellcraft +17, Stealth +16, Use
Magic Device +13; Racial Modifiers +2 Craft (alchemy), +4
Shenru CR 8 Handle Animal to influence rodents, +2 Perception, +2 Use
Male ratfolk enchanter 9 (Pathfinder RPG Bestiary 3 231) Magic Device
N Small humanoid (ratfolk) Languages Aklo, Common, Dwarven, Terran, Tien, Undercommon
Init +3; Senses darkvision 60 ft.; Perception +10 SQ arcane bond (dagger), enchanting smile
DEFENSE Combat Gear potion of cure serious wounds, scroll of resist
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) energy (CL 7th), scroll of scorching ray (CL 7th), wand of
hp 61 (9d6+27) magic missile (CL 5th, 15 charges); Other Gear masterwork
Fort +7, Ref +7, Will +8 dagger, cloak of resistance +1, headband of vast intelligence
OFFENSE +2, spell component pouch, spellbook (contains all
Speed 20 ft. prepared spells as well as comprehend languages, rainbow
Melee mwk dagger +5 (1d31/1920) pattern, and sleep)
Special Attacks aura of despair (9 rounds/day), swarming SPECIAL ABILITIES
Arcane School Spell-Like Abilities (CL 9th; concentration +14) Swarming (Ex) Ratfolk are used to living and fighting
8/daydazing touch communally, and are adept at swarming foes for their own
Enchanter Spells Prepared (CL 9th; concentration +14) gain and their foes detriment. Up to two ratfolk can share
5thdominate person (DC 22), feeblemind (DC 22), the same square at the same time. If two ratfolk in the
empowered lightning bolt (DC 18) same square attack the same foe, they are considered to be
4thblack tentacles, confusion (DC 21), greater invisibility, flanking that foe as if they were in two opposite squares.
empowered scorching ray
3rddispel magic, fireball (DC 18), heroism, hold person Trap: A concealed pit trap lies in the center of the
(DC 20), suggestion (DC 20) room. The trap is not active unless the gong next to the
2ndglitterdust (DC 17), hideous laughter (DC 19), mirror door is rung, raising the alarm. When triggered, several
image, see invisibility, touch of idiocy, web (DC 17) inches of oil at the bottom of the pit ignite and burn for
1stcharm person (DC 18), grease, mage armor, magic 3 rounds.
missile (2), shield, true strike
0 (at will)daze (DC 17), detect magic, detect poison, ray Flaming Pit Trap CR 4
of frost Type mechanical; Perception DC 25; Disable Device DC 20
Opposition Schools Necromancy, Transmutation EFFECTS
TACTICS Trigger location; Reset manual
Before Combat Shenru casts mage armor at the start of each Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20
shift of guard duty. If he has a chance before an unavoidable avoids; oil ignites at the bottom of the pit, dealing 2d6
combat, he casts shield and heroism (neither of which is points of fire damage to creatures at the bottom of the pit
represented in his statistics). each round for 3 rounds; multiple targets (all targets in a
During Combat The enchanter opens combat with an area 10-ft.-by-15-ft. area)
attack such as black tentacles, empowered lightning bolt,
or fireball, then alternates between enchantments and Development: If the guards here raise the alarm or
damaging spells against soft targets. A favorite suggestion Shenru departs to warn his allies, the ratfolk in area A6
or command for a dominated opponent is Grab that move quickly to area A2 to defend the central pillar and
person and restrain him; hes been charmed. If Shenru is the access it provides to the pagodas upper floors from
attacked by weapons, he casts mirror image to increase his incursion. If Shenru warned them, he travels with them
chances of survival. on their patrol.
Morale If reduced to 15 or fewer hit points, Shenru surrenders Rewards: If the PCs defeat the guards or negotiate their
or flees. way past the ratfolk, reward each subtier thusly:
BASE STATISTICS WITHOUT THE BENEFIT OF MAGE ARMOR, SHENRU Subtier 78:
HAS AC 14, FLAT-FOOTED 11.STATISTICS Give each PC 679 gp.
Str 8, Dex 16, Con 12, Int 20, Wis 8, Cha 14 Subtier 10 11:
Base Atk +4; CMB +2; CMD 15 Give each PC 1,838 gp.
Feats Empower Spell, Great Fortitude, Greater Spell Focus
9
PATHFINDER SOCIETY SCENARIO
A2. Pillar Chamber (CR varies) the upper levels through this chamber. The pagoda guards
and servants of Lao Shu Po surround the spiral stairwell to
A ten-foot-diameter pillar fills the center of this square prevent the PCs from ascending, while Shenru, if he joins
chamber, with the narrow steps of a spiral stair rising up its them, positions himself near the north wall where he is
sides. Murals of the raising of the Pagoda of the Rat dominate farthest from the rooms three doorways.
the walls. Doors stand in the center of three of the four
murals. In the scene on the northern wall, the pagoda stands A3. Eastern Hall
nearly finished as a majestic ratfolk femalea giant among
her kindlooks on approvingly, her hands folded behind her A round window fit with closely spaced bars opens into the
back in a regal pose. dark caverns beyond. Opposite the window, smoke curls up
from two sticks of burning incense thrust into a pot of sand.
Closer examination of the northern painting and A nearby shelf holds jars of incense.
a successful DC 25 Perception check or DC 20 Craft
(painting) check reveal that the large ratfolk was added The incense holds no significant value. Each of the
long after the mural was finished. rooms off this hall holds supplies of little worth, mainly
Creatures: If they are alerted to the PCs approach by preserved food and clothing.
either the pagoda guards alarm or Shenrus warning,
the ratfolk in area A6 move here and prepare for the PCs A4. Kitchen
incursion into the pagoda, knowing the PCs can only reach
A battered stove, a few tables, and benches mark this as
a kitchen and dining area. Grease and grime coat every
surface.
10
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
11
PATHFINDER SOCIETY SCENARIO
12
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
13
PATHFINDER SOCIETY SCENARIO
any Pathfinders following them would notice the open Its burrowing leaves no sign of its passage or hint of its
door to the room, peer inside, and investigate. A successful presence to creatures that dont possess tremorsense. A
DC 21 Survival check to find tracks reveals that some days move earth spell cast on an area containing a xorn moves
ago, two barefoot ratfolk and a Medium humanoid in boots the xorn back 30 feet, stunning the creature for 1 round
entered the room and walked over to where the sword lies. unless it succeeds at a DC 15 Fortitude save.
Note that following the tracks takes the tracker far enough
into the room to alert its guardians. Subtier 1011 (CR 12)
Creatures: Several creatures native to the Plane of Earth
hide within the monoliths, bound as guardians to this Carnivorous Crystal CR 11
chamber. In Subtier 78, the guardians take the form of a Pathfinder RPG Bestiary 3 45
pair of earth elementals and a xorn, while a pair of xorns N Medium ooze (earth, extraplanar)
and a carnivorous crystal are present in Subtier 1011. The Init 5; Senses blindsight 120 ft.; Perception 5
elementals squeeze to keep their Large bodies entirely Aura subsonic hum (60 ft., DC 22)
within the crystals. If any creature disturbs the contents DEFENSE
of the room or crosses to the far side from the door, they AC 17, touch 5, flat-footed 17 (5 Dex, +12 natural)
emerge from the stone and attack. Ratfolk entering the hp 136 (16d8+64)
room warn of friendly visitors with a series of taps (4 long, Fort +9, Ref +0, Will +0
1 short, and 2 long). All the ratfolk encountered outside DR 10/; Immune cold, electricity, ooze traits; Resist fire 20
the warrens know the proper sequence. Weaknesses brittle, vulnerable to sonic
OFFENSE
Subtier 78 (CR 9) Speed 10 ft., climb 10 ft.
Melee slam +18 (7d8+9/1820 plus entrap)
Large Earth Elementals (2) CR 5 Special Attacks crystallize, entrap (DC 22, 1d10 rounds,
hp 68 each (Pathfinder RPG Bestiary 122) hardness 10, hp 10), razor sharp
STATISTICS
Advanced Xorn CR 8 Str 22, Dex 1, Con 18, Int , Wis 1, Cha 1
Pathfinder RPG Bestiary 284, 294 Base Atk +12; CMB +18; CMD 23 (cant be tripped)
N Medium outsider (earth, extraplanar) Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial
Init +2; Senses all-around vision, darkvision 60 ft., Modifiers +5 stealth (+10 in rocky environs)
tremorsense 60 ft.; Perception +16 SQ freeze, split (critical hit from a bludgeoning or sonic attack,
DEFENSE 15 hp)
AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural) SPECIAL ABILITIES
hp 80 (7d10+42) Brittle (Ex) Bludgeoning and sonic attacks can deal critical
Fort +10, Ref +4, Will +7 hits to a carnivorous crystal. A successful critical hit from
DR 5/bludgeoning; Immune cold, fire, flanking; Resist such attacks causes the carnivorous crystal to split, even
electricity 10 if the attack itself causes no damage. The crystal remains
OFFENSE immune to precision-based damage, such as damage from
Speed 20 ft., burrow 20 ft., earth glide sneak attacks.
Melee bite +12 (4d6+5), 3 claws +12 (1d4+5) Crystallize (Ex) A creature entrapped by a carnivorous
STATISTICS crystals attack must succeed at a DC 22 Fortitude save
Str 21, Dex 14, Con 21, Int 14, Wis 15, Cha 14 each round or become helpless. If a helpless creature fails
Base Atk +7; CMB +12; CMD 24 (26 vs. trip) this save, it becomes petrified as its body crystallizes.
Feats Cleave, Improved Bull Rush, Power Attack, Toughness In 1d4 hours, the petrified victim shatters and a new
Skills Appraise +12, Intimidate +12, Knowledge (dungeoneering) carnivorous crystal emerges from the remains. The save
+12, Knowledge (planes) +12, Perception +16, Sense Motive +12, DC is Constitution-based.
Stealth +12, Survival +12; Racial Modifiers +4 Perception Razor Sharp (Ex) A carnivorous crystals slam attack deals
Languages Common, Terran, Tien, Undercommon devastating piercing and slashing damage, and threatens a
SPECIAL ABILITIES critical hit on a roll of 18, 19, or 20.
All-Around Vision (Ex) A xorn sees in all directions at the same Subsonic Hum (Su) An active carnivorous crystal gives off
time, giving it a +4 racial bonus on Perception checks. A supernatural sonic vibrations. Any living creature starting
xorn cannot be flanked. its turn within this aura must succeed at a DC 22 Fortitude
Earth Glide (Ex) A xorn can glide through any sort of natural save or be stunned for 1 round. A creature that successfully
earth or stone as easily as a fish swims through water. saves cannot be affected by the same carnivorous crystals
14
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
subsonic hum for 24 hours. This is a sonic mind-affecting to spread word of good-aligned deities or virtuous
effect. The save DC is Constitution-based. deeds requires 10 minutes and success at either a DC 20
Diplomacy check or a DC 15 Perform (oratory) check. Each
Advanced Xorns (2) CR 8 Silver Crusade faction PC may attempt this once in each
hp 80 each (use the stats from Subtier 78) of areas CE. A successful attempt earns members of the
faction 1 Prestige Point.
Treasure: Gems and semi-precious stones worth
1,350 gp can be retrieved from the niches. The sword D. Fourth Floor Warrens
is a masterwork falchion in the Qadiran style, a trophy This chamber is similar to the third pagoda level (area C),
claimed by one of the Aspis Consortium emissaries from a except it measures 60 feet by 60 feet and is home to 100
Qadiran expatriate serving in the Andoran Eagle Knights. ratfolk noncombatants.
Mission Notes: Andoran faction PCs may recognize the
falchion as belonging to Fareed with a successful DC 20 E. Fifth Floor Warrens
Knowledge (local) check, though it provides no evidence This chamber is similar to the third pagoda level (area
of his fate. They must interrogate the Aspis Consortium C), except it measures 55 feet by 55 feet and is home to 85
envoys in area H1 to complete their faction mission. ratfolk noncombatants.
Osirion faction PCs find a piece of meteoric nickel
in one of the niches with a successful DC 15 Perception F1. Chamber of the Starknife (CR 8
checkrecovering the meteorite earns members of the or CR 11)
faction 1 Prestige Point.
Rewards: If the PCs retrieve the gems, give each PC
256 gp. A statue occupies each arm of a great chamber shaped like a
four-pointed star. In the center passes a pillar encircled by a
B6. Window Niches spiral stair. The statue of an angry Tian woman stands to the
Each of these triangular chambers has no exit save for a north, her arms extended as though weaving a spell. To the
10-foot-diameter window guarded by close-set bars. They east, a jackal-headed humanoid with a scarred belly raises her
are purely decorative. arms, one holding a sacrificial knife. In the south, an elderly
ratfolk woman looks on sternly. The western alcove contains a
C. Third Floor Warrens butterfly-winged elven woman bearing a gracious expression.
Beyond each statue a round barred window can be glimpsed.
A great sprawl of makeshift tents and ramshackle stone huts
fill this square chamber, some homes built right on top of The 12-foot-tall statues represent Hao Jin, Lamashtu,
others. The air is thick with smoke and the miasma of urban Lao Shu Po in her ratfolk aspect, and Desna. PCs must
life. In the center of each wall, a round barred window opens succeed at a DC 30 Knowledge (history) check to identify
out onto Round Mountain. A spiral staircase circling a central Hao Jin, a DC 10 Knowledge (religion) check to identify
pillar leads to the upper and lower levels of the pagoda. Lamashtu or Desna, and a DC 20 Knowledge (religion)
check to identify La Shu Po. Worshippers of Desna or
The third tier of the pagoda measures 65 feet by 65 feet those who succeed at a DC 15 Knowledge (religion) check
with a 10-foot diameter pillar in the center. A teeming recognize that the chambers shape matches a starknife,
ratfolk warren fills every available foot outside the stairs, the goddesss sacred weapon.
and the entire level constitutes difficult terrain. The Each of the four walls hides a cunningly disguised
guards and clergy below make their homes on this level. secret door (Perception DC 25 to find). The statute of Hao
Creatures: Approximately 120 noncombat ratfolk adults Jin hides their operating mechanism within its hollow
and children inhabit this floor, making their homes here interior. From a compartment inside, a Small creature
instead of the more dangerous (though more roomy) can see through holes in the statues eyes and pull levers
warrens in the caverns of Round Mountain. They draw to operate the doors. Opening or closing a single door
away in fear from intruders, and do not engage in combat requires a move action. The statue itself is accessed
under any circumstances, though attacks on them may through a secret entrance on the back of its left leg, which
draw ratfolk combatants from other levels of the pagoda. can be found with a successful DC 22 Perception check.
If statistics for a noncombatant are needed, use a ratfolk Someone who climbs the statues exterior or who can
expert (Pathfinder RPG Bestiary 3 231). otherwise reach its head can operate the levers but only
Mission Notes: Silver Crusade faction PCs can preach if the statues head is smashed open first (hardness 8, hp
to the ratfolk here. Keeping an audience long enough 40, Break DC 20).
15
PATHFINDER SOCIETY SCENARIO
Creatures: A single ratfolk hides in the statues head. conditioning. After years of captivity, the destrachans view
She has improved cover in her hiding place (Core Rulebook the ratfolk more as beloved masters than as hated captors.
196), giving her a +10 bonus on Stealth checks among other
benefits. When intruders either move into the room or Subtier 78 (CR 8)
ascend halfway up the stairs to the next tier of the pagoda,
she releases the chambers guardian monsters. In Subtier Pagoda Guard CR 4
78, the southwestern cell holds a single destrachana hp 39 (see page 7)
hunched reptilian beast with an eyeless head dominated
by a huge, circular mouth filled with sharp teeth. In Destrachan CR 8
Subtier 1011, the southwest and northeast cells both Pathfinder RPG Bestiary 2 83
hold advanced destrachans. The ratfolk captured these NE Large aberration
strange creatures in the hinterlands of Round Mountain Init +5; Senses blindsight 100 ft.; Perception +27
for use as shock troops in their armies. They maintain DEFENSE
control despite the destrachans intelligence through AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural,
a combination of magical brainwashing and ruthless 1 size)
hp 90 (12d8+36)
Fort +9, Ref +7, Will +12
Defensive Abilities protection from sonics; Immune gaze
attacks, visual effects, illusions, and attacks relying on
sight; Resist sonic 30
OFFENSE
Speed 30 ft.
Melee bite +12 (2d6+4), 2 claws +12 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks destructive harmonics
STATISTICS
Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13
Base Atk +9; CMB +14; CMD 26
Feats Dodge, Great Fortitude, Improved Initiative,
Lightning Reflexes, Mobility, Vital Strike
Skills Climb +19, Perception +27, Sense Motive
+16, Stealth +12, Survival +19; Racial Modifiers +8
Perception (hearing only)
Languages Common (cannot speak)
SPECIAL ABILITIES
Destructive Harmonics (Su) A destrachan
can project a blast of sonic energy in a cone
up to 80 feet long or in a 30-foot-radius burst
centered on itself as a standard action. It can adjust
the harmonics of its sonic cry to generate one of
two different effects on targets within the area of
effect, but can only create one of these effects
with each use of this ability. The save DCs are
Constitution-based.
Destruction: All creatures within the area
of effect of the destructive harmonics take
8d6 points of sonic damagea successful
DC 19 Reflex save halves this damage. If the
destrachan wishes, this ability can instead deal
nonlethal damage rather than sonic damage.
Alternatively, the destrachan can target a single crystal,
metal, stone, or wooden object within 80 feet with
this attackthat object takes 8d6 points of damage.
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THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
This damage is not halved when applied to the objects F2. Cells
hit points, but is reduced by the objects hardness. A Each of these cells shows signs of recent occupation. A
magical or attended object can attempt a DC 19 Reflex clean pile of straw lies in a corner, a trough for water and
save to halve the damage. a stone slab for food in another. The destrachans likely
Pain: Rather than dealing damage to targets, the encountered in area F1 inhabit these rooms. In Subtier
destrachan can instead cause intense pain and 78, only the southwestern cell is occupied; in Subtier
overwhelming sound to affect all creatures within 1011 the northeastern cell is occupied as well. The cells
the area. Targets in the area must succeed at a DC 19 cannot be opened from within.
Fortitude save to avoid being stunned for 1 round and
deafened for 1d6 rounds. G. The Pinnacle (CR 7)
Protection from Sonics (Ex) A destrachan gains a +4 racial
bonus on all saves against sonic attacks. It is immune to This chamber, finished in jet-black marble, stands atop the
the effects of its own destructive harmonics. A destrachan Pagoda of the Rat. Four diamond-shaped pillars and a larger
whose sense of hearing is impaired is effectively blinded, round central column support the ceiling high above. A
treating all targets as if they had total concealment. staircase winds down around the column to the floors below.
Carved writing covers much of each of the smaller pillars.
Subtier 1011 (CR 11) Barred windows in each direction open onto the dark cavern
outside. Thousands of faceted crystals set into the dark stone
Pagoda Guard CR 4 ceiling shed faint light, mimicking stars in the canopy of the
hp 39 (see page 7) ebony night sky. Small tables and chairs sit beyond the pillars in
three of the four corners of the room. The fourth corner holds a
Advanced Destrachans (2) CR 9 larger table holding a pair of maps and several tattered journals.
Pathfinder RPG Bestiary 2 83, 292
NE Large aberration This chamber has a 30-foot-high ceiling. The crystal
Init +7; Senses darkvision 60 ft.; Perception +21 stars, while attractive and slightly luminescent, have no
DEFENSE significant value. Together, they provide dim lighting
AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, in the chamber. The writing on the pillars records the
1 size) lives of the generations of ratfolk who lived and died since
hp 114 each (12d8+60) Round Mountain was ripped free of Golarion. Only the
Fort +11, Ref +9, Will +14 bottom quarter of each pillar remains untouched.
Defensive Abilities protection from sonics; Immune gaze A successful DC 19 Survival check reveals that about
attacks, visual effects, and attacks relying on sight; Resist a day ago, both humans and ratfolk climbed the stairs
sonic 30 into this room and circled halfway around the pillar,
OFFENSE where their tracks end. They exited through a well-
Speed 30 ft. hidden sliding stone panel set into the central pillar. It
Melee bite +14 (2d6+6), 2 claws +14 (1d8+6) sits 5 feet above the floor on the pillar and can be found
Space 10 ft.; Reach 5 ft. with a successful DC 25 Perception check. Beyond the
Special Attacks destructive harmonics (DC 21) secret door, a 5-foot-wide shaft runs down the center of
STATISTICS the pillar to a hidden cavern beneath the Pagoda of the
Str 22, Dex 17, Con 20, Int 17, Wis 22, Cha 17 Rat. The 150-foot descent is eased by a ladder built into
Base Atk +9; CMB +16; CMD 30 the shaft.
Feats Dodge, Great Fortitude, Improved Initiative, Lightning The maps in the rooms northwest corner depict much
Reflexes, Mobility, Vital Strike of the Hao Jin Tapestrys geography, most accurately in
Skills Climb +21, Escape Artist +18, Intimidate +18, Perception the vicinity of Round Mountain. The journals detail
+29, Sense Motive +18, Stealth +14, Survival +21; Racial the military exploits of the ratfolk, along with accounts
Modifiers +8 Perception (hearing only) of the tribute provided them by the other denizens
Languages Common (cannot speak) of the tapestry; and the tribute they in turn pay to the
SPECIAL ABILITIES underworld imperial dragon Xiangnuer.
Destructive Harmonics (Su) See Subtier 78. Creatures: Dozens of rats both normal and dire lurk in
Protection from Sonics (Ex) See Subtier 78. the shadows of this room. Most pose no threat to the PCs.
However, a ratfolk druid named Krella in rat form and her
Rewards: If the PCs defeat the ratfolk and destrachans animal companion hide among the rats. They stand out
here, give each PC 196 gp. plainly under the scrutiny of detect magic or similar spells
17
PATHFINDER SOCIETY SCENARIO
because of their magical protections, but otherwise cannot take violent action, she transforms back into her ratfolk form.
be distinguished from the other rats until they separate During Combat Krella casts sleet storm and flaming sphere
from the throng. Krella remains content to observe the to hamper the PCs movements, and boosts Darkeyess
PCs for the most part. However, if any of the PCs played The abilities with barkskin, bulls strength, and greater magic fang,
Rats of Round Mountain Part 1: The Sundered Path and killed hoping her animal companion can do most of the melee
the underworld dragonas indicated on their Chronicle fighting for her. If she can get more than one target in the
sheet for that scenarioKrella has heard of their deeds area of effect, she casts flame strike or ice storm, preferring
and takes particular interest in the Pathfinders. The to rain attacks upon her foes from range rather than risk
dragon had long demanded tribute from the rats of Round personal harm in close combat.
Mountain, and its slayers have done her and her kin a great Morale Krella flees if reduced to 30 or fewer hit points, using
favor. She takes a chance and negotiates with the PCs as freedom of movement, longstrider, or meld into stone to
described under Development below. augment her escape.
In rat or humanoid form, Krella has silver fur accented STATISTICS
by brown splotches over much of her left side, including Str 8, Dex 16, Con 14, Int 14, Wis 18, Cha 8
a stripe passing from her left eye to her neck. She wears Base Atk +6; CMB +4; CMD 18
simple clothing except for a well-worn jade pendant in the Feats Dodge, Natural Spell, Toughness, Weapon Finesse
shape of a wingless dragon, a gift from her grandmother. Skills Climb +6, Handle Animal +10 (+14 to influence
Descended from the bloodlines of the officers who ruled rodents), Knowledge (nature) +13, Perception +17, Sense
before the ascent of Durriya, Krella holds much influence Motive +10, Stealth +15, Survival +13, Swim +6; Racial
in the ratfolk courts. Nominally, she is viceroy to the Modifiers +2 Craft (alchemy), +4 Handle Animal to
Undying Empresss rule, but Durriya prefers to exclude influence rodents, +2 Perception
Krella from her scheming. For her part, Krella distrusts Languages Common, Druidic, Tien, Undercommon
the ratfolks immortal empress and her mysterious SQ nature bond (animal companion), nature sense, trackless
dealings with the world beyond the Hao Jin Tapestry, and step, wild empathy +7, woodland stride
she holds much sympathy for those who openly oppose Combat Gear scrolls of cure moderate wounds (2); Other Gear
Durriyas rule. leather armor, masterwork cold iron dagger, daggers (3),
cloak of resistance +1, headband of inspired wisdom +2, spell
Krella CR 7 component pouch, jade pendant worth 150 gp, key to
Female ratfolk druid 8 (Pathfinder RPG Bestiary 3 231) pagoda doors
N Small humanoid (ratfolk) SPECIAL ABILITIES
Init +3; Senses darkvision 60 ft.; Perception +17 Swarming (Ex) Ratfolk are used to living and fighting
DEFENSE communally, and are adept at swarming foes for their own
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, gain and their foes detriment. Up to two ratfolk can share
+1 size) the same square at the same time. If two ratfolk in the
hp 71 (8d8+32) same square attack the same foe, they are considered to be
Fort +9, Ref +6, Will +11; +4 vs. fey and planttargeted effects, flanking that foe as if they were in two opposite squares.
Defensive Abilities resist natures lure
OFFENSE Darkeyes CR
Speed 20 ft. Dire rat animal companion (Pathfinder RPG Bestiary 232)
Melee mwk cold iron dagger +11/+6 (1d31/1920) N Small animal
Ranged dagger +10/+5 (1d31/1920) Init +4; Senses low-light vision, scent; Perception +8
Special Attacks swarming, wild shape 3/day DEFENSE
Druid Spells Prepared (CL 8th; concentration +12) AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
4thflame strike (DC 18), freedom of movement, ice storm hp 52 (7d8+21)
3rdcure moderate wounds (DC 17), greater magic fang, meld Fort +7, Ref +9, Will +3; +4 vs. enchantment spells and effects
into stone, sleet storm Defensive Abilities devotion, evasion
2ndbarkskin (2), bulls strength, flaming sphere (DC 16) OFFENSE
1stcure light wounds (DC 15), faerie fire, longstrider (2), Speed 40 ft., climb 20 ft., swim 20 ft.
produce flame Melee bite +10 (1d4+1 plus disease)
0 (at will)create water, detect magic, guidance, resistance STATISTICS
TACTICS Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 4
Before Combat Krella first observes the PCs in the wildshape Base Atk +5; CMB +5; CMD 19 (23 vs. trip)
form of a dire rat. If they discover her and seem prepared to Feats Blind-Fight, Skill Focus (Perception), Toughness,
18
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
19
PATHFINDER SOCIETY SCENARIO
attacks and defensive spells like shield and invisibility, and Subtier 1011 (CR 14)
only fights in melee if approached by a foe or when her
protectors are defeated. Durriya, the Undying Empress CR 13
Morale Durriya knows that escape from her underground Female rakshasa sorcerer 3 (Pathfinder RPG Bestiary 231)
sanctum is unlikely, and so she fights as long as possible LE Medium outsider (native, shapechanger)
before attempting to flee, only retreating through the Init +10; Senses darkvision 60 ft.; Perception +14
tunnel in area H2 if she is reduced to 20 or fewer hit DEFENSE
points. If the way is blocked, she surrenders, hoping to use AC 30, touch 17, flat-footed 23 (+4 armor, +6 Dex, +1 dodge,
her powers of enchantment to bargain her own way out of +9 natural)
the PCs hands. hp 172 (13 HD; 10d10+3d6+107)
STATISTICS Fort +11, Ref +14, Will +10
Combat Gear wand of scorching ray (CL 7th, 18 charges); Other DR 15/good and piercing; SR 28
Gear +1 kukri OFFENSE
Speed 40 ft.
Aspis Consortium Emissaries (2) CR 5 Melee +1 defending kukri +19/+14/+9 (1d4+6/1520), bite +12
Human ranger 6 (1d6+2), claw +12 (1d4+2)
NE Medium humanoid (human) Special Attacks detect thoughts (DC 20)Sorcerer Spells
Init +2; Senses Perception +7 Known (CL 10th; concentration +15)
DEFENSE 5th (4/day)dominate person (DC 20)
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield) 4th (6/day)dimension door, fear (DC 19)
hp 55 each (6d10+18) 3rd (7/day)haste, lightning bolt (DC 18), suggestion (DC 18)
Fort +7, Ref +8, Will +5 2nd (7/day)acid arrow, flaming sphere (DC 17), invisibility,
OFFENSE minor image (DC 17)
Speed 30 ft. 1st (8/day)charm person (DC 16), identify, mage armor,
Melee mwk battleaxe +8/+3 (1d8+3/3), mwk kukri +8 magic missile, shield, silent image (DC 16)
(1d4+3/1820) 0 (at will)dancing lights, detect magic, ghost sound (DC 15),
Ranged javelin +8 (1d6+3) mage hand, mending, message, prestidigitation, ray of
Special Attacks favored enemy (dwarves +2, humans +4) frost, resistance
TACTICS Bloodline arcane
Before Combat If the Aspis Consortium agents have time to TACTICS
prepare for battle, they drink their potions of bulls strength Before Combat When not alone in her chambers, Durriya
and heroism. makes sure she always has mage armor in effect. If given
During Combat The Aspis Consortium agents have been time to prepare for the PCs approach, she casts shield and
charmed by Durriya and attempt to protect her at all costs. invisibility, then projects a silent image of herself sitting
They favor human and dwarven targets, but attack any PC regally in the rooms throne. If possible she casts haste
directly engaging Durriya in melee. while still invisible before attacking.
Morale The emissaries flee if reduced below 10 hit points; if During Combat Durriya lines up as many targets as possible
unable to retreat, they plead for their lives. for a surprise lightning bolt, and follows up with a barrage of
STATISTICS damaging and mind-affecting spells to keep her opponents
Str 16, Dex 14, Con 12, Int 8, Wis 10, Cha 15 on their toes. She fights in melee only if approached by a
Base Atk +6; CMB +9; CMD 21 foe or if her protectors are defeated.
Feats Double Slice, Endurance, Iron Will, Skill Focus Morale Durriya saves one 4th-level spell slot for dimension
(Diplomacy), Toughness, Two-Weapon Defense, Two- door (or uses her bonded object to cast the spell), using the
Weapon Fighting spell to escape into the tunnel exiting area H2 once reduced
Skills Bluff +8, Climb +8, Diplomacy +11, Intimidate +11, to 30 or fewer hit points. If she is somehow prevented from
Perception +7, Sense Motive +6, Survival +5, Swim +8 escaping, she surrenders, hoping to use her powers of
Languages Common enchantment to bargain her own way out of the PCs hands.
SQ favored terrain (urban +2), hunters bond (companions), STATISTICS
track +3, wild empathy +8 Str 20, Dex 22, Con 24, Int 13, Wis 11, Cha 21
Combat Gear potion of bulls strength, potion of cure moderate Base Atk +11; CMB +16; CMD 33
wounds, potion of heroism, potion of invisibility; Other Gear Feats Combat Expertise, Dodge, Eschew Materials, Improved
+1 chain shirt, masterwork battleaxe, javelins (4), masterwork Critical (kukri), Improved Initiative, Toughness, Weapon
kukri, cloak of resistance +1, 128 gp Finesse, Weapon Focus (kukri)
20
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
21
PATHFINDER SOCIETY SCENARIO
If the PCs befriended Krella, they have her gratitude never be upheld. If the party defeats Durriya, each PC
for deposing Durriya, but she insists they take their leave earns 1 Prestige Point.
as quickly as possible for the sake of stability. She does not
begrudge any treasures they may have acquired along the Faction Missions
way, but tries to dissuade them from further exploration In addition to their primary mission on behalf of the
of the pagoda, as it may endanger future relations. She Pathfinder Society, members of each faction may earn
credits Durriyas mad plans for the death of the ratfolk extra Prestige Points for completing their respective
slain by the PCs, and while some ratfolk nurse grudges, faction missions as outlined below. Player characters
they do so quietly. Its likely the Pathfinders have won a who have the Dogged Adventurer boon on their previous
strong ally in the Hao Jin Tapestry. Chronicle sheet need not complete a faction mission
If Krella fought against the PCs but survived, she to earn a Prestige Point, though a PC using the slow
stays in hiding until theyve left the scene. She picks advancement track is still limited to 1 total Prestige Point
up the pieces as best she can, but enjoys much less for the entire scenario.
support among the other ratfolk. The PCs share the Andoran Faction: Andoran faction PCs who question
blame for the ratfolk deaths with the Aspis Consortium the emissaries in area H1 and learn the fate of Fareed
envoys, and many ratfolk decry the slaughter as the earn 1 Prestige Point. Merely finding the falchion in area
inevitable outcome of bargaining with outsiders. The B5 does not complete the mission.
rats of Round Mountain turn inward and have little Cheliax Faction: Cheliax faction PCs who claim an ear
inclination toward further contact with either the Aspis from Durriya while she is alive earn 1 Prestige Point. It
Consortium or Pathfinders. doesnt matter if she perishes after the ear was taken.
Player characters who meet this scenarios success Grand Lodge Faction: Grand Lodge faction PCs who
conditions (below) and who earned the Dogged recover the tome detailing the history of Round Mountain
Adventurer boon on their previous Chronicle sheet from area H1 earn 1 Prestige Point.
may take 20 on their Day Job check at the end of this Lantern Lodge Faction: Lantern Lodge faction PCs
scenario (if they could normally make a Day Job check). who discover and copy the alchemical formulae in area
Furthermore, such PCs earn the Cornered Fury boon B3 earn 1 Prestige Point.
on this scenarios Chronicle sheet at no cost. Player Osirion Faction: Osirion faction PCs who retrieve the
characters who complete both parts of the Rats of Round meteorite from area B5 earn 1 Prestige Point.
Mountain series (in any order and with any number of Qadira Faction: Qadira faction PCs who bring back the
other adventures in between) may purchase the Cornered knives from area A4 earn 1 Prestige Point.
Fury boon by spending 5 Prestige Points. Sczarni Faction: Sczarni faction PCs who recover the
journals describing the trade agreements of the ratfolk
Success Conditions from area G earn 1 Prestige Point.
The purpose of the PCs journey into the heart of Shadow Lodge Faction: Shadow Lodge faction PCs who
Round Mountain was to disrupt the Aspis Consortiums bring back the maps of Round Mountain and the tapestry
negotiations with Durriya and the rats under her control. from area G earn 1 Prestige Point.
Thus, the Pathfinders must defeat Durriya, either by Silver Crusade Faction: Silver Crusade faction PCs who
killing her or causing her to flee and relinquish her spread the faith or the virtue of good deeds on any of the
claim of rule over the ratfolk who inhabit the pagoda. In warren levels (areas C, D, or E) earn 1 Prestige Point.
so doing, the PCs ensure that the ratfolk rule themselves, Taldor Faction: Taldor faction PCs who find the six-
and that any alliance forged or in negotiation between legged rat sculpture, pray with it before the Old Rat
the Aspis Consortium and the Undying Empress would Woman, and bring it back earn 1 Prestige Point.
22
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
Champion of Liberty,
I fear I bring grim news. A defender of freedoma Qadiran man named Fareedvolunteered to infiltrate a
group of Aspis Consortium agents we believed bound for the Hao Jin Tapestry, though whether he made it
through their secret portal or not we dont know. We have word that his identity was compromised, but not
word of his fate. Find if he yet draws breath. And if he in truth died, see that his killers do not prosper from
our loss. Bring back what comfort you can to his family, even it is only the tale of his sacrifice.
GRAND LODGE
Greetings Pathfinder,
Our deeds bring meaning to the sacrifice of those whose names shall soon adorn the Wall in Absalom. The
Hao Jin Tapestry yields its secrets, and with our efforts those secrets belong to the Pathfinders alone. Seek out
the histories of the rats of Round Mountainhow they survived in the tapestry, how they built their fortress,
how they rose to power. Remember that though you may have to raise arms against the ratfolk, Pathfinders
do not engage in wanton slaughter. We seek to break them from the Aspis Consortium, not to bring them
unto ruin. With their knowledge we too can learn to tame the Hao Jin Tapestry.
Venture-Captain Amara Li
23
PATHFINDER SOCIETY SCENARIO
My Closest Friend,
New lands bring new opportunity. Watch for opportunities to expand trade within the Hao Jin Tapestry, for
surely a land so long apart craves what only we can offer. As well, they may have delights or vices forgotten by
those outside the tapestry. We look to deal with more than just the ratfolk, so information on other peoples
living in the tapestry would be most valued, and your service well rewarded.
Guaril Karela
True Pathfinder,
It falls to the Shadow Lodge to keep the Decemvirate working for all Pathfinders. As well, the other factions
defy Pathfinder tradition and sequester knowledge for their own gain. We shall ensure the Hao Jin Tapestry
benefits all Pathfinders, not a chosen few. The rats of Round Mountain have had centuries to learn the
hidden ways of the tapestry. No doubt they have mapped great expanses of it. Bring back their maps or
faithful copies of them. Only you can open the paths for us all.
In solidarity,
Grandmaster Torch
24
THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
Yours in charity,
Ollysta Zadrian
25
PATHFINDER SOCIETY SCENARIO
26
Pathfinder Society Scenario #322: Scenario Chronicle #
The Rats of Round Mountain, Part II:
Slow Normal
SUBTIER
MAX GOLD
This Chronicle Certifies That
78 2,181 4,362
SUBTIER
3,997 7,995
1011
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
Has Completed This Scenario.
Items Found During This Scenario
Starting XP
SUBTIER Player characters who possess both this Chronicle sheet and the Chronicle sheet for GMs
+
Initial
ALL Pathfinder Society Scenario #320: The Rats of Round Mountain, Part I: The Sundered Path may
purchase the Cornered Fury boon for 5 Prestige Points. Player characters who earned the XP Gained (GM ONLY)
Dogged Adventurer boon on the Chronicle sheet directly preceding this Chronicle sheet
earn this boon at no cost.
Final XP Total
Cornered Fury Your trials within Round Mountain have given you the will to fight
viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you FAME
are reduced to half or fewer of your total hit points, and have no conscious ally within 30
feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class. If you possess
the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these
Initial Fame Initial Prestige
bonuses do not stack. GMs
Initial
+
+1 dwarf bane bolt (167 gp, limit 5) screaming bolt (267 gp) Prestige Gained (GM ONLY)
SUBTIER
78 +1 human bane bolt (167 gp, limit 5) scroll of cure moderate wounds (150 gp)
belt of mighty constitution +2 (4,000 gp) scroll of false life (150 gp)
Prestige Spent
cloak of resistance +1 (1,000 gp) scroll of resist energy (CL 7th, 350 gp, limit 1)
headband of inspired wisdom +2 (4,000 gp) scroll of scorching ray (CL 7th; 350 gp, limit 1)
potion of barkskin (300 gp) wand of magic missile (CL 5th, 15 charges; Final Fame Current Prestige
potion of bulls strength (300 gp) 1,125 gp, limit 1)
potion of cure moderate wounds (300 gp) wand of scorching ray (CL 7th, 18 charges; GOLD
potion of heroism (750 gp) 3,780 gp, limit 1)
potion of invisibility (300 gp)
Start GP
GMs
Initial
+
SUBTIER +1 defending kukri (8,308 gp) potion of cure serious wounds (750 gp)
cloak of resistance +2 (4,000 gp) wand of scorching ray (CL 7th, 28 charges; GP Gained (GM ONLY)
1011 GMs
headband of vast intelligence +2 (4,000 gp) 5,880 gp, limit 1) +
Initial
+
Items Sold
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal
Items Bought
For GM Only