0% found this document useful (0 votes)
26 views41 pages

Second Confirmation

Uploaded by

tinela1432
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
0% found this document useful (0 votes)
26 views41 pages

Second Confirmation

Uploaded by

tinela1432
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

4457255

4457255

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023


Second Edition

24534130 4457255

Intro #1 Levels 1–2

The Second
Confirmation
By Thurston Hillman

24534130
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534130
4457256
4457256

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation

AUTHOR
Table of Contents
Thurston Hillman

DEVELOPMENT LEAD Adventure���������������������������������������������������������������������������������������������3


Mike Kimmel

ADDITIONAL DEVELOPMENT
Appendix 1: Level 1–2 Encounters ��������������������������������������������� 20
Linda Zayas-Palmer

DESIGN LEAD
Appendix 2: Rain in Cloudy Day ������������������������������������������������ 35
Mark Seifter
Appendix 3: Game Aids ��������������������������������������������������������������� 36
EDITING LEAD
K. Tessa Newton
Organized Play��������������������������������������������������������������������������������� 38
EDITOR
Avi Kool and K. Tessa Newton

COVER ARTISTS
GM Resources
Marko Horvatin and Roman Roland Kuteynikov Campaign Home Page: [Link]
Books: Pathfinder Core Rulebook, Pathfinder Bestiary, Pathfinder Bestiary 2, Pathfinder
INTERIOR ARTIST Bestiary 3, and Pathfinder Lost Omens World Guide
Marko Horvatin
Maps: Pathfinder Flip-Mat Classics: Ancient Dungeon and Pathfinder Flip-Mat Classics: Swamp
CARTOGRAPHER Online Resource: Pathfinder Reference Document at [Link]/prd
Jason Engle

ART DIRECTION
Tony Barnett
Scenario Tags
GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
DEVELOPMENT MANAGER [Link]
Linda Zayas-Palmer

ORGANIZED PLAY MANAGER


Repeatable
Tonya Woldridge

CREATIVE DIRECTOR
24534131 4457256

James Jacobs Summary


With few exceptions, those aspiring to join the Pathfinder Society’s ranks must
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle succeed at a personalized mission known as a Confirmation. After years of training,
Pathfinder initiates undertake these specialized missions on their own to show what
PUBLISHER they’ve learned. One excited initiate recently left the Grand Lodge to embark on his
Erik Mona
Confirmation but hasn’t reported back in the expected time frame. Worried for the
initiate’s safety, the Society authorizes a group of initiates to find out what happened
HOW TO PLAY as a special group Confirmation!

PLAY TIME: 4–5 HOURS

LEVELS: 1–2

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

[Link]
24534131
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534131
4457257
4457257

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


The Second Confirmation
By Thurston Hillman

Adventure Background Where on Golarion?


No matter how much training a Pathfinder initiate The Second Confirmation begins in Absalom and
receives, they can’t attain full agent status without quickly moves to the nearby nation of Taldor. In Taldor,
completing their Confirmation—a final test of skill, the PCs briefly explore the city of Cassomir and then
resourcefulness, and dedication typically undertaken the nearby Blackwood Swamp. Pathfinder Lost Omens
within 3 years of joining the Society. Every Confirmation World Guide has more information on Absalom on page
is different, so once an initiate is ready, they petition one 14, and more about Taldor on page 128.
of the Society’s three masters to act as a sponsor and help
develop a suitable challenge. TALDOR AND THE STARSTONE ISLE
A typical Confirmation fulfills multiple criteria. First,
the mission ideally requires the agent to travel beyond the
city of Absalom; the initiate is responsible for arranging
their own transportation and provisioning. Second, the Cassomir •
objective involves working with one or more Society
contacts—or in some cases making entirely new contacts.
Third, the Confirmation involves acquiring something
24534132 4457257

of historical or cultural note. Nearly anything could


qualify: the secrets of a political movement, an ancient Absalom •
relic sealed within a dusty tomb, an understanding of a
lost archaeological site, an innovative translation of an
obscure text, the preservation of a dying martial art, Rain secured a boat travelling from Absalom to the
or countless other possibilities that expand the world’s Taldan city of Cassomir, on the edge of the Blackwood
knowledge. However, the Society strongly encourages Swamp. He planned to spend two days at an inn in
acquisitions that the initiate can perform ethically, not Cassomir’s Imperial Naval Shipyards district. Following
by exploiting living populations or despoiling the past. his stay in town, Rain planned to set out to explore the
Finally, the initiate must return to the Grand Lodge nearby swamplands, record what he could along the
with a suitable write-up of the discoveries for review swamp’s outer edge, and then return to record his findings
by their sponsor or other highly regarded Pathfinders. in Cassomir before catching a boat back to Absalom.
The Confirmation serves as a first adventure for most But everything that could go wrong for poor Rain
field agents, demanding many of the key skills and best in Cloudy Day went wrong. After bad weather delayed
practices expected of a Pathfinder. his voyage to Cassomir, Rain ended up spending all
The initiate Rain in Cloudy Day has just finished his his remaining gold on increased inn costs. During his
years of training at the schools of the Society’s Grand one‑night stay in town, half of his provisions were stolen,
Lodge and has embarked on his Confirmation. After along with the pack mule he had stabled at the inn. After
researching several old Pathfinder Chronicles, Rain (as that, the guide he hired to help him navigate the swamp
he is often called) found something that truly piqued never showed up. Following all of this, Rain still decided
his interest: the possibility of ancient ruins in Taldor’s to brave the swamps with his low provisions, hoping
Blackwood Swamp. Working with the Society’s Master beyond hope to uncover something within the Blackwood
of Scrolls, Kreighton Shaine, Rain came up with a Swamp that could let him pass his Confirmation.
Confirmation that appealed to his talents: exploring the Rain got lost. He stumbled upon an enclave of
Blackwood Swamp and cataloguing any possibility of lizardfolk, who mistook him for a smuggler or other
some ancient settlement hidden within the morass. miscreant and took him in for questioning.

Pathfinder Society Scenario

24534132
3
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534132
4457258
4457258

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


When Rain in Cloudy Day failed to report back Not Our First Mission
within the allotted time frame with his Confirmation Some players envision their characters having
findings, Kreighton Shaine began to despair and hastily joined the Pathfinder Society without the normally
assembled the other Society masters. After deliberating requisite training, possibly by obtaining one of the
on the matter, the three masters came up with a solution Society’s rare field commissions. For other characters,
that could both help Rain and a small group of initiates this mission might not be their first adventure as
waiting for a Confirmation of their own... Pathfinders. If one or more PCs at the table is already
an acknowledged Pathfinder field agent, little of this
Getting Started adventure changes. The three masters recognize that
The adventure begins with Rain in Cloudy Day may be in danger, and they enlist
the PCs assembled at the a few junior agents to join in the expedition.
Grand Lodge of the
Pathfinder Society
in the great city
of Absalom. The Three individuals enter the
Pathfinder Society is a spacious meeting room. A
fellowship of adventurers male elf, garbed in fine red
who maintain a global robes with gold embroidery
operation of explorers, enters first. The second to
historians, and thrill- enter is a woman with snow-
seekers that number in the white hair and a cluster of
thousands, with thousands multicolored gems orbiting her
more in support staff. The title of head, laden with books. Finally, a bald
Pathfinder is known across the breadth human male with a bushy beard smiles
of the world of Golarion, and none know widely and then curses to himself as the
of the Society’s exploits more than the array of weapons along his back get stuck in
24534133 4457258

citizens of Absalom, the so-called City at the doorframe.


the Center of the World. These three are the deans of the Pathfinder
Inside the Grand Lodge’s central Society. Kreighton Shaine, the elf Master of
hub structure of Skyreach, the PCs Scrolls; Sorrina Westyr, the oread Master of
wait to meet with the three deans of Spells; and Marcos Farabellus, the human
the Pathfinder Society in one of the Master of Swords.
lodge’s many meeting chambers. The Kreighton takes the empty seat at the head
adventure assumes that the PCs are all of the table, while Sorrina takes an adjacent
aspiring Pathfinder initiates who’ve seat to his side. Marcos half-jogs to join
spent 3 or more years involved in his colleagues, but after a few seconds
schooling on the grounds of the of awkwardly trying to seat himself and
Grand Lodge. If the PCs have his panoply of back-mounted weapons, he
already been recognized as field pushes his chair in and stands behind it
agents, refer to the Not Our First with a wide, if apologetic, grin.
Mission sidebar below. “Regrets for the sudden nature of this
Master of Scrolls Kreighton meeting. I’ll try to be brief.” Kreighton
Shaine (CG male elf scholar), begins. “One of our most enthusiastic
Master of Spells Sorrina Westyr Pathfinder initiates, a fungus leshy by the
(N female oread human priest of name of Rain in Cloudy Day, was recently
Nethys; Pathfinder Lost Omens approved for his Confirmation.
Ancestry Guide 104), and Master In case you’ve forgotten, a Confirmation
of Swords Marcos Farabellus is a mission we send initiates on as a final
(CG male human blademaster) test before recognizing them as full
arrive a few minutes later. field agents. It was a mission to the
Read or paraphrase the Kreighton Shaine nearby nation of Taldor to search for
following to begin. some ruins in a swamp near the city

Pathfinder Society Scenario

24534133
4
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534133
4457259
4457259

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


of Cassomir. Standard fare for a Pathfinder mission, but Rain Confirmation, we’re willing to offer each of you a place in a
hasn’t reported back, and it’s been a week since his expected group Confirmation. We’ll provide a stipend of gold for you
check-in.” to book your passage to Cassomir, and from there, you’ll
Sorrina Westyr extends a hand. “This is where you come need to find out what happened to Rain.”
in. Even though Rain in Cloudy Day is still an initiate, The Master of Swords, Marcos Farabellus, chimes in with
the Pathfinder Society doesn’t leave its own behind. Us a chuckle. “Exactly what my associates have just said. Find
three masters have agreed that a special exception is a boat, head to Cassomir, enjoy a bit of the city’s livelier
necessary. For those of you who haven’t finished your own elements, and then head into the swamps to find our
missing initiate. Of course, if you find little Rain alive and
well... then you can really prove yourselves by helping him
discover those ruins and finish his own Confirmation!”

Having relayed their request, the three deans make


themselves available for questions. Answers to some
likely questions are below, though they can be adjusted
to match the tone of the master you select to respond.
Who is Rain in Cloudy Day? “Rain in Cloudy Day,
or Rain as he’s sometimes called, is a Pathfinder
initiate. He’s a leshy, a spirit granted a plant body by
powerful magic. He hails from the forests of the newly
independent nation of Ravounel. After some travelling
abroad, Rain in Cloudy Day heard tales of our Society
and decided to come train here at the Grand Lodge. He
may have even been in some of your classes!”
What was Rain looking for? “Rain uncovered
evidence of ruins in Taldor’s Blackwood Swamp, just
24534134 4457259

north of Cassomir, that may date back to the time of


the ancient Azlanti Empire. The Azlanti civilization
effectively ended when a swarm of meteors descended
on our planet in an event known as Earthfall. These
ruins were likely built by Azlanti who survived the
event, and are possibly 6,000 years old, or older.”
What was Rain’s itinerary? “Rain chartered a vessel
from here to the Taldan port city of Cassomir. He was
to check in at the Three-Legged Frog, an inn in the
city’s Imperial Naval Shipyards district. From there, he
was going to have a guide lead him into the adjacent
Blackwood Swamp to start searching for the ruins. We
haven’t heard back since he left.”
What do we know about the Blackwood Swamp?
“It surrounds Cassomir on all landward sides.
It’s a rotting marshland that’s filled with dense
overgrowth, quicksand, giant carnivorous
plants, monsters, and all sorts of other lovely
things. The perfect place for Pathfinders to
prove themselves!”

Society (Recall Knowledge)


A PC who succeeds at a DC 15 Society check
to Recall Knowledge knows about Cassomir and
Sorrina Westyr the surrounding Blackwood Swamp. Remember that
these checks should be rolled secretly.

Pathfinder Society Scenario

24534134
5
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534134
4457260
4457260

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Critical Success The Blackwood Swamp adjacent to PROVISIONS
Cassomir is home to many threats, but a reclusive group With the mission explained, Kreighton Shaine passes
of iruxi are one of the more enigmatic forces within it. the PCs a sack containing 6 gold pieces for every
They try to stay out of the way of most travelers, but they PC. The Master of Scrolls explains that this currency
do attack smugglers and other criminals using their lands is to be used to arrange travel to Cassomir, with any
for nefarious purposes. leftovers to be used only for acquiring information on
Success Though Cassomir is the second-largest city in Rain in Cloudy Day’s location. The PCs can’t
Taldor, its people mostly live in squalor. With widespread use personal gold for these purposes, as part
poverty, the port city also faces a major crime problem. of their mission is to succeed using only the
Con artists or desperate citizens seeking to eke out
another few weeks of living often take advantage of
foreigners who don’t realize how desperate things are
within the city.
Critical Failure The greatest cause of disappearances
in Cassomir is related to a Darklands settlement
of drow living underneath the city who routinely
abduct non-humans who visit the city. (Though
this information is false, Cassomir does have
a problem with a nearby Darklands settlement
of dero, who regularly abduct citizens from the
surrounding area.)

Nature (Recall Knowledge)


A PC who succeeds at a DC 15 Nature check
to Recall Knowledge knows about common threats
in the Blackwood Swamp. Remember that these checks
24534135 4457260

should be rolled secretly.


Critical Success The Blackwood Swamp is home to
countless predators, though those within a day’s journey
of Cassomir are often fairly docile. Oversized reptiles,
strange oozes, wolves, and aberrant castoffs are the
worst one can expect to see while travelling in the
swamplands close to Cassomir. Creatures beyond a day’s
journey from the city are wildly unpredictable, and many
believe that unnatural creatures such as aberrations
and undead arise from some regions of the
Blackwood Swamp.
Success When straying off the main paths,
it’s easy to find a patch of flammable
gas clouds or quicksand within
a misty region of the
Blackwood Swamp.
Travelers seeking
to journey into the
swamp should bring
a trained wilderness expert, or at least have some plans in
place to avoid drowning in mires or quicksand.
Critical Failure A group of aggressive xulgaths routinely
attack those who infringe on their territory in the
Blackwood Swamp. These scaled humanoids capture
those they find within the swamp and sacrifice them to Marcos Farabellus
their cruel deities.

Pathfinder Society Scenario

24534135
6
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534135
4457261
4457261

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


funds provided by the Society for these two endeavors. nation of Druma. It is captained by Javinda (LN female
The PCs need to head down to the Docks district and human socialite), a chatty Kellid who enjoys catering
charter themselves a boat for the trip to Cassomir. to her passengers’ every need. Its polished whitewood
Luckily, the Society has a vessel already chartered for hull glints with golden filigree, and serving staff make
the return journey free of charge—a precaution in case the fast voyage comfortable and relaxing. If the PCs opt
the PCs find Rain in Cloudy day injured or worse! to spend the increased price on this travel, they reach
Both Sorrina Westyr and Marcos Farabellus also Cassomir in 4 days. Extravagant parties onboard the
offer up some equipment to assist the PCs. Sorrina vessel let the PCs cut loose and socialize with nobles
provides the PCs with two minor healing potions (three and other wealthy individuals from across the Inner
if there are six PCs). Marcos pulls out an everburning Sea. The speedy and luxurious journey grants the PCs
torch from his array of equipment and slides it across a +2 circumstance bonus to checks made in Cassomir
the table. The Master of Swords then jovially tosses to Gather Information on Rain in Cloudy Day’s
two lesser antidotes to the PCs as a final test of skill. A whereabouts (page 8), as well as a +2 circumstance
PC who succeeds at a DC 10 Acrobatics check catches bonus to Track Rain in the Blackwood Swamp (page 9).
the vials. On a failure, the vials land but don’t break, Powerful Hector (2.5 gp per PC): The Powerful Hector
drawing Marcos’s laughter. is a large wooden barge named after the father of its
Kreighton provides the PCs with a single wayfinder current captain, Eduard Tabrin (NG male human ship
(Pathfinder Core Rulebook 617). Though such objects captain). The vessel has basic amenities, including three
are typically reserved for fully recognized Pathfinder square meals a day, along with shared lodging for the
agents, Shaine wants the PCs to take one for their PCs. It makes the journey to Cassomir in 6 days.
journey, using it as both proof of their allegiance and as Opportune (1 gp per PC): A rickety vessel of
a tool for exploring the wilds. questionable quality, the Opportune survives by
travelling between Inner Sea ports and regularly making
HERO POINTS patchwork repairs on its hull. Captain Oderon Payne
Once the PCs have finished their preparations, remind (NE male dwarf charlatan) advertises the lower costs
the players that they each have 1 Hero Point available at of travel on his vessel and boasts of its speed. The
24534136 4457261

the adventure’s start. This adventure provides reminders amenities are far more sparse than the other vessels—
on when additional Hero Points might be appropriate the captain barely scrounges up two meals a day, and
to distribute. passengers must all bunk together in a communal space.
Despite Oderon’s boasts, the vessel takes 8 days to reach
Journey to Taldor Cassomir due a series of stops from leaking sections of
Following their briefing, the PCs can make their way the hull. The PCs take a –2 circumstance penalty to skill
to the Docks District of Absalom, where they’ll need to checks made in Cassomir to Gather Information on Rain
secure travel to Cassomir. The three deans don’t provide in Cloudy Day’s whereabouts (page 8), as most citizens
any additional information on arranging travel, and it’s have forgotten about the leshy ever being in town. They
up to the PCs to secure themselves a boat. Luckily for the also take a –2 circumstance penalty to Track Rain in
PCs, there are plenty of notices and criers at the Docks, the Blackwood Swamp, as the initiate's footprints have
all informing crowds of open spaces onboard vessels set become harder to discern (page 9).
to travel across the Inner Sea region and beyond. Development: Once the PCs select their boat, they can
There are three boats that can take the PCs to Cassomir make way to Cassomir without major issues. Be sure
(a roughly 230-mile journey), each of varying quality and to reduce the gold stash of the PCs by an appropriate
speed. The PCs can learn about these by spending two amount, based on what vessel the PCs chose for the
hours and succeeding at a DC 15 Diplomacy check to voyage, as the remaining gold is necessary for future
Gather Information. Otherwise, it takes the PCs a half expenditures in Cassomir.
day to learn the information. Each of the boats and the
associated cost per PC is presented below. The PCs must The City of Cassomir
each travel onboard the same vessel and can’t split up. Following their voyage by sea, the PCs reach the bustling
The PCs should also only use the gold provided by the port city of Cassomir. Emerging into the Imperial Naval
Society for the cost of their chosen vessel. Shipyards district, the PCs shouldn’t lose much time
Mimosa (5 gp per PC): The costliest of the available before searching out Rain in Cloudy Day’s last known
vessels, the Mimosa is a powerful sailing vessel position: the Three-Legged Frog inn. The inn is close to
originally constructed in the dockyards of Detmer in the the PCs’ landing point and is notable for a sign swaying

Pathfinder Society Scenario

24534136
7
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534136
4457262
4457262

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


in the wind that depicts a frog standing up on two hind Minor Spending (1 gp per PC): The PCs afford the
legs while drool from its mouth acts as a third leg to barest accommodations in a small hostel near the
keep the frog’s balance. Three-Legged Frog, with little coin leftover for enticing
Inside the Three-Legged Frog, the PCs can meet citizens to help in their search. The PCs wake up stiff
with the generous innkeeper Aganis Downard (LG and sore, and must succeed at a DC 15 Fortitude save
female halfling entrepreneur), who excitedly greets the or be clumsy 1 the following day.
newcomers. Aganis knows little about Rain in Cloudy Development: Roland Downard returns a few hours
Day, as she was taking a break from running the inn after the PCs arrive. He confirms that Rain in Cloudy
when the leshy visited. Her husband, Roland Downard Day did arrive, albeit late. A day after Rain arrived, he
(LN male halfling innkeeper) managed things when Rain set out into the Blackwood Swamp, and he hasn’t been
visited and knows a bit more, though he’s scheduled to seen for nearly two weeks (three weeks if the PCs took
show back at the inn for a later shift. While the PCs the Opportune to reach Cassomir).
wait for Roland to return, they can Gather Information With this information confirmed, the PCs have no
from nearby locals and purchase accommodations for other options than to follow Rain’s original itinerary
the night. and head north into the Blackwood Swamp. If the PCs
decide to follow other leads, they should eventually get
Diplomacy (Gather Information) pointed back in the direction of exploring the nearby
A PC who succeeds at a DC 15 Diplomacy check to swamp.
Gather Information learns about Rain in Cloudy Day Hero Points: If any of the PCs have performed
from various citizens in the Imperial Naval Shipyards exceptional roleplay at this point, award them one Hero
district. Remember that these checks should be rolled Point in recognition of their actions.
secretly.
Critical Success Rain in Cloudy Day had scheduled a local OUT IN THE SWAMP LOW
guide for assistance. The guide failed to show up, and Rain After departing Cassomir, the PCs can begin their
set off into the Blackwood Swamp without any support. investigation of the adjacent Blackwood Swamp by
Some off-duty guards report seeing him heading towards travelling north. The area outside Cassomir is boggy
24534137 4457262

the heart of the swamp with minimal supplies. They wetland filled with dangers at every turn, especially as
remark that setting off alone was an unwise decision, as the PCs get further from the relative safety of the city.
dangerous creatures live in the swamp. Exploration Mode: This encounter takes place in
Success Rain in Cloudy Day showed up late due to bad exploration mode. Check with each PC as to what
weather and had to pay increased costs at the inn as a exploration activity they’re currently taking part in. The
result. Desperate citizens stole his provisions and the list of basic exploration activities can be found on page
pack mule that he’d stabled at the Three-Legged Frog inn. 479 of the Pathfinder Core Rulebook. A good example
No one else has seen him since he went to meet his guide. of additional skill-based exploration activities would
Critical Failure Only a few people recall seeing a leshy. include using Survival to Sense Direction or Track.
They speak of catching a glimpse of a woody green leshy Remember that the wayfinder provided by Kreighton
wearing a crown of leaves, and speculate that he was Shaine provides a +1 item bonus to these checks. The
probably snatched-up by some of the dangers that live in effects of the most common exploration activities are
the sewers. Canny PCs may notice that this description is presented below.
unlikely to refer to Rain, who is a fungus leshy. Avoid Notice: Using this helps the PCs avoid detection
and allows the PC to use Stealth for the encounter in
Depending on how much of the provided gold the area A.
PCs have left in their communal pot, they can purchase Hustle: This action allows one PC to get ahead of the
varying degrees of accommodations. group. Though it doesn’t have a major impact on the
Lavish Spending (5 gp per PC): The PCs get the best overland travel, a hustling PC can start further ahead
rooms available at the Three-Legged Frog for their stay. of the group for the encounter in area A. However, it
The quality night’s sleep and fine, alchemically enriched does mean the character becomes the first target of the
meals grant the PCs a +2 status bonus to attack rolls quicksand hazard (see page 9).
and damage rolls made during the first two rounds of Search: The PCs get a free secret check to detect the
the combat encounter in area A. quicksand hazard, possibly allowing them to detect
Average Spending (2.5 gp per PC): The PCs get some the hazard before any of their allies (except those who
basic rooms and quality food at the Three-Legged Frog. hustled) have a chance to step into it.

Pathfinder Society Scenario

24534137
8
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534137
4457263
4457263

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Track: One or more of the PCs can attempt to follow quicksand, they can continue their journey. At this
Rain in Cloudy Day’s tracks. Though it has been days point, the PCs are getting close to a half-day worth of
since Rain departed, a PC who succeeds at a DC 15 exploration in the Blackwood Swamp. Regardless of the
Survival check to Track identifies some tracks that PCs’ success here, shortly after moving past the hazard,
match a fungal leshy’s tread, along with tattered cloth they enter into area A and encounter local predators.
bearing Pathfinder symbols. Remember, the PCs get a +2
circumstance bonus if they took the Mimosa to reach A. Swamp Trail Moderate
Cassomir, or take a –2 circumstance penalty if they As they near the end of their first day of travel through
arrived later aboard the Opportune. the Blackwood Swamp, the PCs reach a section of swamp
Hazard: As the PCs explore the swamp, they eventually where a downed tree trunk blocks the path forward.
come across a dangerous patch of swampy quicksand. Use the map on page 10 for this encounter. The green
This is a variant of normal quicksand that is slightly areas of the map are bogs and count as difficult terrain
easier to detect and escape from. Any PCs who spend for Medium creatures, while any creature with a size
time performing the Search exploration activity can of Small or smaller must Swim in them. The downed
attempt to detect this hazard before any PCs step into tree prevents easy movement and can only be displaced
it. Conversely, any PCs who used the Hustle exploration with a successful DC 20 Athletics check. When the PCs
activity automatically enter the area. If no PCs Hustled approach the tree, dangerous creatures stir from the
and none of the PCs detected the hazard, randomly nearby bogs and attack them.
determine one PC to step into the quicksand. Creatures: As the PCs make their way through the
path, a group of wild predators comes upon them.
SWAMPY QUICKSAND HAZARD 2 Choose the option that works best for your group, or
UNCOMMON COMPLEX ENVIRONMENTAL randomly determine the encounter using the chart
Stealth +10 (trained) (or –10 and no minimum proficiency if on page 20. The PCs could encounter a group of wild
the surface is disturbed) animals, whether snakes or giant frogs, that hide in the
Description A 15-foot-wide patch of water and sand attempts bog patch to the east of the downed tree. Alternatively,
to submerge creatures that step onto it. a pack of roaming festrog undead could wait to ambush
24534138 4457263

Disable DC 16 Survival (trained) to disturb the surface the PCs from behind the log, attacking viciously against
Submerge [free-action] Trigger A Huge or smaller creature walks onto weaker opponents. The strangest encounter is a group
the quicksand; Effect The triggering creature sinks into the of swamp oozes, a swamp-based variant of the common
quicksand up to its waist. The quicksand rolls initiative if it sewer oozes found in many cities, that appear from
hasn’t already. the muck and attack with their pseudopods. All these
Routine [one-action] On its initiative, the quicksand pulls down each creatures fight until defeated.
creature within it. A creature that was submerged up to its
waist becomes submerged up to its neck, and a creature Levels 1–2 (Option 1)
that was submerged up to its neck is pulled under and has
to hold its breath to avoid suffocation (Core Rulebook 478). BALL PYTHONS (2) CREATURE 1
A creature in the quicksand can attempt a DC 18 Page 21
Athletics check to Swim to either raise itself by one step
if it’s submerged to its neck or worse, or to move 5 feet if Levels 1–2 (Option 2)
it’s submerged only up to its waist. On a critical failure, the
creature is pulled down one step. A creature that Swims FESTROGS (2) CREATURE 1
out of the quicksand escapes the hazard and is prone in Page 22
a space adjacent to the quicksand patch. Other creatures
can Aid the creature, typically by using a rope or similar Levels 1–2 (Option 3)
aid, or attempt to pull the creature out with their own DC
18 Athletics check, with the same results as if the creature GIANT FROGS (2) CREATURE 1
attempted the check. Page 23
Reset The hazard still submerges anyone who walks in, but
the surface doesn’t become hidden again until it settles Levels 1–2 (Option 4)
over the course of 24 hours.
SWAMP OOZES (2) CREATURE 1
Development: Once the PCs bypass the swampy Page 24

Pathfinder Society Scenario

24534138
9
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534138
4457264
4457264

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation

A. Swamp Trail

24534139 4457264

1 square = 5 feet Pathfinder Flip-Mat Classics: Swamp

Pathfinder Society Scenario

24534139
10
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534139
4457265
4457265

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Development: As the fight goes on, the sounds of battle The Tskikha Enclave
attract a scout from the nearby Tskikha enclave. Kazuuk The iruxi enclave of Tskikha is a day‘s march north of
(N male lizardfolk scout) takes note of the combat and Cassomir, putting it roughly two hours from the PCs’
arrives just as things wrap up. If the PCs seem to be current location. The enclave is an assemblage of huts
losing the encounter, Kazuuk appears alongside three and semi-permanent structures built on several pieces of
additional iruxi, who help fend off the attackers and elevated land in the swamplands. Chief Thakik (N female
rescue the PCs. lizardfolk shaman) leads this enclave, having arranged a
Once the predators are defeated, Kazuuk—as well as migration across the swamp several years ago. Thakik
any accompanying iruxi—cautiously greets the PCs. If selected the enclave’s new location due to its elevated
any of the PCs have obvious marks of allegiance to the position, which also put it near a
Pathfinder Society or produce objects such as a wayfinder, series of ancient stone ruins that
Kazuuk excitedly asks if they are with the Pathfinders. rise ominously from the swamp.
The scout goes on to explain that their enclave recently After Kazuuk leads the PCs
encountered a Pathfinder, who has been staying with to the enclave, he takes the PCs
them for some time. If questioned, Kazuuk confirms directly to meet Chief Thakik, who
that the Pathfinder in question is Rain in dwells in a solitary hut a short walk
Cloudy Day and that he’s waiting at the from the larger enclave and closer to
enclave’s camp. the ruins. As the PCs approach,
Chief Thakik rests in her hut
at the end of a long day of
hunting with other members
of the enclave, but she quickly
gets up to greet the newcomers.
Read or paraphrase the following.

“Greetings, you must be more


24534140 4457265

Pathfinders. It is an honor to
meet you. I am Chief Thakik of
the Tskikha Enclave, and I am
responsible for all who dwell
here, including your lost friend,
Rain in Cloudy Day.”

Development: Before the PCs get


a chance to engage the chief in
conversation, shouts of panic
come from outside. The
shouts come both from the
enclave’s main area and
from Rain in Cloudy Day,
who has just spotted an
incoming threat from the ruins.
Proceed to the area B encounter (page 12).
Hero Points: If any of the PCs have performed
exceptional roleplay at this point, award
them one Hero Point in recognition
of their actions. You could instead
award a Hero Point to the player
whose PC has been most helpful
in overcoming the challenges thus
Kazuuk far in the adventure, such as the
swampy quicksand.

Pathfinder Society Scenario

24534140
11
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534140
4457266
4457266

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


B. Swamp Ruins Moderate Levels 1–2 (Option 3)
Just before the encounter begins, Kazuuk spots more
of the same creature that Rain saw in the ruins, poised SUN-SCORCHED SHADOW DRAKES (2) CREATURE 1
to attack the enclave. Kazuuk rushes to defend the Page 27
enclave, which is located just south of the mapped area.
Before departing, Thakik asks the PCs to help Rain in The Real Confirmation
Cloudy Day battle the attackers from the ruins. Following the PCs’ victory, Rain excitedly greets fellow
Use the map on page 13 for this encounter. Most of Pathfinder initiates (possibly even recognizing some of
the area is covered in swampy ground that is difficult the PCs from classes at the Grand Lodge). Rain recounts
terrain. The brown pathways on the map are solid his misfortune before reaching the Tskikha enclave, as
ground, and the trees provide cover from attackers. detailed in the adventure background (page 3).
Several stone ruins jut out from the ground just north of
Thakik’s hut. These stone ruins are thousands of years
old and are the tops of larger structures that have sunk
into the swamp in the years since their construction.
The walls of these ruins rise up 10 feet from the ground.
Creatures: Rain in Cloudy Day quickly greets any
potential allies and warns that he spotted something
off in the distance. He avoids small talk and asks any
PCs who try to engage him in conversation to stay
focused on the battle. Rain tries to maneuver around
the battlefield, using his spore pod Strikes to attack
at range while supporting his newfound allies with
inspire courage.
To determine what the PCs face in this encounter,
choose the option that works best for your group, or
24534141 4457266

randomly determine the encounter using the chart on


page 20. The undead ghouls advance using Stealth
for initiative and rising out of the swamp muck—one
of their number emerged early before hiding again,
prompting Rain to cry out. The living boulders
roll into the area from just west of the ruins
and circle around the structure, attacking
anyone they come across. If the attackers are drakes,
they fly into the area from the northern edge. The
drakes unleash their Shadow Breath before descending
and attacking with Draconic Frenzy.

Levels 1–2 (All Options)


RAIN IN CLOUDY DAY CREATURE 2
Page 35, art on page 37

Levels 1–2 (Option 1)


GHOULS (2) CREATURE 1
Page 25

Levels 1–2 (Option 2)


WEAK LIVING BOULDERS (2) CREATURE 1 Chief Thakik
Page 26

Pathfinder Society Scenario

24534141
12
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534141
4457267
4457267

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation

B. Swamp Ruins

24534142 4457267

1 square = 5 feet Pathfinder Flip-Mat Classics: Swamp

Pathfinder Society Scenario

24534142
13
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534142
4457268
4457268

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Rain goes on to explain that after he wandered into on this journey, eager to explore the area and assist. If the
Tskikha territory, he was brought to the enclave for PCs choose to return to Absalom at this time, Rain refuses
questioning, under suspicion of being connected to to accompany them, and the masters declare their mission
smugglers who have been causing trouble in the area. a failure for both abandoning a fellow initiate in need and
After determining Rain’s innocence, Thakik gave Rain failing to assist the enclave.
permission to explore the nearby area. The chief found Thakik advises the PCs to rest before departing. He has
Rain to be eccentric and amusing, if not particularly extra beds prepared in an unused hut for them to sleep in.
skilled in the tasks needed to thrive in a swamp. Rain She also invites Rain and the PCs to join a group including
promptly took interest in the nearby ruins and began to herself and Kazuuk for dinner, a meal that includes turtle
decipher what few markers remained on them. He soon soup and a sweet dish made of nuts and berries. The iruxi
learned that the settlement belonged to ancient Azlanti also serve Rain a dish of dead leaves and decaying swamp
survivors from the time of Earthfall, and specifically
appeared to be part of Nacar-Azen, an ancient Azlanti
city-state. Rain’s discoveries earned him the respect of
Thakik and many others within the enclave.
Rain stumbles while describing his lack of “reporting
in” to the Society and, if pressed, simply states, “Oh, I
must have forgotten! I mean, this is great discovery!”
Rain would prefer to keep the focus of the conversation
on the excitement of the new discovery rather than his
reporting oversight, though he does apologize if any PCs
mention being worried about him.
After the PCs have a chance to talk with Rain, Thakik
returns. Read or paraphrase the following.

“Ah, I see you have reconnected with your fellow Pathfinder-


24534143 4457268

in-training. I wish this reunion could be under better


circumstances.” Thakik pauses and looks back in the direction
of the enclave.
“Our scouts report that the creatures that attacked came
from a larger set of these ruins, deeper in the swamp. They
emerged from a partially submerged structure, meaning we
have no idea of the threat within—but we assume the site is
quite dangerous. I know Rain in Cloudy Day has been interested
in investigating these ruins, but the risk is too great. However,
our enclave can’t afford to withstand more of these attacks.”
Thakik looks over the assembled group, as well as Rain.
“Would you be willing to venture into this structure and find
out what has agitated the creatures within?”

Following Thakik’s request, Rain in Cloudy Day pipes


up with a hopeful smile. He wants to explore the ruins
and believes the PCs are the added protection necessary to
make such a journey happen. Rain knows the location of
the larger ruin, which is only a few hours away. If the PCs
seem unwilling to continue, Rain indicates that he won’t
return to Absalom until he sees what’s inside.
Development: From here, the PCs need to explore
the Azlanti ruins deeper in the swamp
to complete Rain’s Confirmation
and to help protect the lizardfolk Rain in Cloudy Day
enclave. Rain accompanies the PCs

Pathfinder Society Scenario

24534143
14
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534143
4457269
4457269

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


moss, which he consumes with gusto. As promised, the caverns and tries to Spew Mud at its foes before engaging
journey to the ruins is only a 2-hour hike through the in melee with its fist Strikes.
swamp, and Rain in Cloudy Day can lead the way.
Levels 1–2 (Option 1)
C. Azlanti Ruins
The larger ruin near the Tskikha enclave is actually an CHOKER CREATURE 2
ancient temple from the city-state of Nacar-Azen that the Page 28
swamp has mostly consumed. A stone platform sits at a
skewed angle out of the muck, and rampant foliage covers Levels 1–2 (Option 2)
most of it. A long stone stairway descends below the plinth
and into the structure. The stairway would normally be DRAUGR CREATURE 2
obscured, but the recent movement of creatures in the area Page 29
has pushed the obfuscating foliage aside.
The interior of the ruins has a ceiling 15 feet high Levels 1–2 (Option 3)
unless otherwise stated. The walls, floors, and ceiling are
made of stone. There’s no light in the area, except for DRETCH CREATURE 2
what the PCs bring with them. Luckily, Rain in Cloudy Page 30
Day has an everburning torch that Thakik lent him. The
PCs can also use the wayfinders provided by Kreighton Levels 1–2 (Option 4)
Shaine as an additional light source, if they need one, and
Rain reminds them if they forget. MUDWRETCH CREATURE 2
Use the map on page 16 for this area. Page 31

C1. ENTRY CHAMBER LOW Hero Points: Award one Hero Point to the PC who was
the bravest or most accomplished in battle.
A polished tan white stone stairway leads down into a large,
24534144 4457269

worked chamber made of similar styled stone. Stairs ascend C2. CAVERNS TRIVIAL
along the chamber’s northern end to a raised platform. Two
halls branch from the raised area, one to the north covered Caves stretch out from several breaks in the walls of the
in debris, while the other to the west connects to a wider hall stone complex. Though the cave is mostly damp, patches of
heading north. A sealed stone door to the east bars access permafrost show up regularly within the dug dirt walls. In
beyond. A large crack along the eastern wall of the lower several places, moisture has come through the dirt, only to
section continues into a damp cavern replete with the smell be frozen in place. Along the east, several smaller tunnels, too
of flora. small for even a child, connect to hidden passages beyond.

The sealed door here is jammed shut from rubble, The inaccessible small passages don’t appear on the
though the area is accessible from the connecting cavern map, but PCs inspecting the eastern walls here discover
(area C2). Fallen debris prevents the PCs from accessing that they lead to other subterranean sites. The PCs don’t
area C4 without going through the adjacent caverns or possess the means to investigate them at this time, but
by going through the hallways (area C3). it should be clear that there’s other sites of interest
Creatures: A dangerous creature resides in this nearby. Rain suggests that they note the presence of these
chamber, using it as a resting place from their prowling of passages in their report and move on for now.
the swamps. Choose the option that works best for your Hazards: The chill in the cavern is the result of three
group, or randomly determine the encounter using the clumps of brown mold that have developed in the area.
chart on page 20. If the PCs face a choker, the creature These clumps are randomly spaced throughout the area
waits patiently for anyone to enter the area, attempting in three of the six possible spaces (marked “M” on the
to pull foes at the edge of light into darkness, where it map). The mold activates from any heat source that passes
attacks. The undead draugr guards the area and doesn’t by, including torches (but not an everburning torch).
employ any tactics beyond moving into combat and If the PCs manage to detect the mold, Rain offers to
swinging its axe. The dretch cowers until foes close in, use speak with plants to try to negotiate with the mold,
at which point it casts slow and then tries to overwhelm requiring a successful DC 15 Diplomacy check to convince
foes in melee. The mudwretch emerges from the nearby the mold not to react to the intruding presence. Failure

Pathfinder Society Scenario

24534144
15
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534144
4457270
4457270

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C. Azlanti Ruins
T
M
T

T M

C3 Debris C4

T
M

24534145 4457270

Debris

T M

C1 C2
M
PCs M
Start
Here

1 square = 5 feet Pathfinder Flip-Mat Classics: Ancient Dungeon

Pathfinder Society Scenario

24534145
16
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534145
4457271
4457271

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


causes the molds to view the PCs as hostile, while a critical Dusty Rose Prism Aeon Stone
success results in the mold warning the PCs of the creature
residing in area C3. Aeon stones are mysterious magical gemstones with
a variety of powers. When slotted into a wayfinder,
Levels 1–2 the magical compass that Pathfinder agents use as
a symbol of membership, these stones often reveal
BROWN MOLDS (3) HAZARD 2 additional abilities.
ENVIRONMENTAL FUNGUS You can find the dusty rose prism aeon stone,
Stealth DC 21 (trained) along with hundreds of other options appropriate for
Description This unassuming fungus leeches heat out of the members of the Pathfinder Society, in Lost Omens:
air. Pathfinder Society Guide. The relevant rules for the
Disable DC 18 Survival (trained) to safely remove the mold dusty rose prism aeon stone are reproduced below for
Emit Cold (aura, cold); 5 feet. Brown mold deals 2d6 cold the GM’s convenience.
damage to nearby creatures.
AC 18; Fort +11 Ref +5 AEON STONE (DUSTY ROSE PRISM) LEVEL 3
HP 30 (BT 15); Immunities critical hits, fire, object immunities, Price 50 gp
precision damage; Weaknesses cold 10 Usage worn
Leech Warmth [reaction] Trigger Fire comes within 5 feet of the This aeon stone allows you to cast the 1st-level shield
brown mold; Effect The brown mold expands into every cantrip as an arcane innate spell, surrounding yourself
square adjacent to its space. As it grows, it pulls more heat in pink energy. When you invest the aeon stone, it orbits
from its surroundings, dealing 2d6+6 cold damage (DC 18 your head instead of being worn on your body. You can
basic Fortitude save) to creatures within 10 feet after it stow the stone with an Interact action, and an orbiting
expands. stone can be snatched out of the air with a successful
Reset After expanding, the brown mold can’t grow again for Disarm action against you. A stowed or removed stone
1 day. remains invested, but its effects are suppressed until
you return it to orbit around your head again.
24534146 4457271

Rewards: The small chamber close to the hole leading When slotted in a wayfinder, a dusty rose prism aeon
into area C1 contains a small, unlocked metal chest. The stone increases the damage prevented by your aeon
chest contains several precious emerald gemstones worth stone’s shield spell from 5 to 10.
a total of 25 gp, as well as a single dusty rose prism aeon
stone (see the sidebar for details).
Development: Rain in Cloudy Day explains that the
tunnels beyond are proof that there’s more Azlanti ruins DC of the traps notice the traps by spotting grooves in the
nearby. This discovery alone confirms his suspicions, walls that allow for the spears to emerge, which allows
but he still wants to press on to find the source of the them to determine which 5-foot square is connected to the
attacking creatures. spear launcher.

C3. HALLS TRIVIAL Levels 1–2


A long hallway moves from south to north. Exits lead off SPEAR LAUNCHERS (3) HAZARD 2
from the southeast and northeast points of the hall, while a MECHANICAL TRAP
branching hall to the north is covered from floor to ceiling Stealth DC 20 (trained)
with debris. A single stone door is sealed near the southern Description A wall socket loaded with a spear connects to a
end of the hall. floor tile in one 5-foot square.
Disable DC 18 Thievery (trained) on the floor tile or wall socket
Hazards: The entire hallway here was once lined with AC 18; Fort +11, Ref +3
spear traps, but the passage of time has left only three of the Hardness 8, HP 32 (BT 16); Immunities critical hits, object
devices still active. Randomly determine three of the areas immunities, precision damage
marked as “T” on the map to contain active spear launcher Spear [reaction] (attack) Trigger Pressure is applied to the floor tile;
traps in one of their two 5-foot squares. These traps attack Effect The trap shoots a spear, making an attack against
the PCs with sharp spears of an old Azlanti design. PCs who the creature or object on the marked floor tiles.
succeed at a Perception check to Seek against the Stealth Ranged spear +14, Damage 2d6+6 piercing

Pathfinder Society Scenario

24534146
17
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534146
4457272
4457272

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Rewards: The chamber near the southern edge of the The creatures residing in this chamber don’t interact
halls contains several stored items from smugglers who with the summoned creatures, and the summoned
once entered the area: a lesser darkvision elixir, two creatures take no actions against the resident creature.
minor healing potions, and a +1 short sword. They focus their attacks on the PCs.

C4. CENTRAL CHAMBER SEVERE Levels 1–2 (Option 1)


A massive stone column ten feet wide rises from the tiled GROTHLUT CREATURE 3
floor of this circular chamber. Strange glyphs dance along Page 32
the column, pulsing with dull green light, though many of the
glyphs wink in and out of existence as though malfunctioning. Levels 1–2 (Option 2)
The ceiling here ascends twenty feet from the floor. Collapsed
stone debris prevents the use of two connecting halls to NECROPHIDIUS CREATURE 3
the west and southwest, while breaks in the eastern walls Page 33
open the area to an adjacent network of caves. A single
five-foot-wide hall exits to the north. Levels 1–2 (Option 3)
The central column sheds dim light in a 20-foot radius, SNAPPING FLYTRAP CREATURE 3
though this light disappears once the ancient summoning Page 34
rune is disabled (see below). The script on the column is
written in Azlanti, and those who can read it (including Development: The PCs succeed at their mission once
Rain in Cloudy Day) discover that it contains venerations they defeat the residing creature and any of the creatures
to several ancient Azlanti deities from the citizens of summoned by the central column’s summoning rune.
Nacar-Azen. The script specifically contains pleas for Once the PCs uncover the summoning rune as being
salvation from the darkened sky and confirms both responsible for the strange creatures, they can confirm
the name of the site and that it was constructed in the that the iruxi are safe once it has been disabled. If the
24534147 4457272

aftermath of Earthfall. PCs recognize the rune’s significance but fail to disable
Hazard: The central pillar, while replete with ancient it, Rain in Cloudy Day encourages them to find a way to
Azlanti script, also contains a complex summoning rune. remove the rune before they return to the surface.
Once a far more powerful magical effect, the rune has Assuming none of the PCs can read Azlanti, Rain
begun to malfunction and is spewing out creatures at in Cloudy Day confirms that the column is a series of
semi-random intervals and durations. The column reacts pleas to ancient Azlanti deities, including many active in
to the presence of the PCs, summoning a weakened ancient eras, like Acavna, Lissala, and Zura. With this
version of one of the same creatures that the PCs fought information, the PCs have undeniable proof of an ancient
in area B. Azlanti settlement that survived the fall of old Azlant
and made it to the shores of Taldor. Rain is jubilant with
Levels 1–2 the discovery and eagerly encourages the PCs to travel
with him to tell Thakik and the other lizardfolk of their
ANCIENT SUMMONING RUNE HAZARD 1 victories, then return to the Grand Lodge to report in.
Page 32, 33, and 34
Conclusion
Creatures: A particularly powerful creature resides If the PCs disabled the summoning rune in area C3,
in this chamber, defending the glyph out of some they’ve earned a trusted ally in the Tskikha Enclave and
compulsion. Choose the option that works best for your its chief. The iruxi put up the PCs and Rain for another
group, or randomly determine the encounter using the night in their settlement if the group needs the rest and
chart on page 20. If the grothlut dwells here, it uses its offers to escort them back to Cassomir so they can
Piteous Moan to try to sicken foes before attacking them journey home to Absalom and the Grand Lodge.
at range with its digestive spew Strikes. The necrophidius When the PCs return to the Three-Legged Frog in
performs its Dance of Death after entering a source of Cassomir, Janira Gavix (N female halfling instructor)
light to unnerve its foes before attacking in melee. The meets them in the tavern. Janira is the Head Initiate of the
snapping flytrap uses tremorsense to detect foes and Pathfinder Society, responsible for helping initiates survive
otherwise tries to grab foes in range. and thrive during their years of training. She headed to

Pathfinder Society Scenario

24534147
18
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534147
4457273
4457273

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Cassomir shortly after hearing about what happened blurted it out... but congratulations, you’re all now recognized
to Rain in Cloudy Day from the masters at the Grand as Pathfinder field agents. Congratulations!”
Lodge. She enthusiastically greets the PCs and hears their
tale before explaining that she’s already arranged their Kreighton Shaine presents each PC with a wayfinder
transportation back to the Grand Lodge. The vessel is for their accomplishments in the field and in recognition
already chartered and is ready to leave as soon as the PCs of their new rank within the Society. Each of the masters
are, as Kreighton Shaine promised. goes on to personally thank each of the PCs. Rain in
Following their journey back to Absalom, the PCs Cloudy Day, overcome with excitement and pride, offers
quickly find themselves (along with Rain in Cloudy Day) squishy hugs to each of the PCs while providing ecstatic
in front of the three masters in the same meeting room thanks. Janira, who has been quietly looking on with
where their mission began. If the PCs succeeded in their pride, laughs joyfully at Rain’s exuberance and joins in
mission, read or paraphrase the following. to offer handshakes and hugs.
Before the PCs depart, Sorrina Westyr casually
“Well done!” exclaims Kreighton Shaine as he finishes mentions that their actions have led to the establishment
reviewing the various chronicles assembled about the recent of a new Pathfinder Society base camp near the newly
adventure in Taldor. “This is truly a marvelous find, and one discovered ruins of Nacar-Azen. She follows this up by
that could well shape the lives of many Pathfinders in the explaining that the leaders of the Society’s numerous
future. Well done indeed!” factions are interested in meeting with the PCs, and they
Sorrina Westyr gives a brief nod of her head, her circlet have a variety of interesting missions they need the PCs’
of floating aeon stones dipping in unison. “Though there help with. These events are detailed in Pathfinder Society
were some stumbles early on, it appears that everything Intro #2: United in Purpose, as well Pathfinder Bounty
has worked out in the end. Not only did Rain complete his #13: The Blackwood Abundance and Pathfinder Bounty
Confirmation, but each of you also assisted in ensuring his #14: The Blackwood Truce.
safety and completing the mission. One of the Society’s three
main tenets is to cooperate, and I can think of no better PRIMARY OBJECTIVES
example than the results of this mission.” The PCs complete their primary objective by finding Rain
24534148 4457273

Marcos Farabellus slaps a meaty arm onto Rain in Cloudy in Cloudy Day and exploring the Azlanti ruins. Doing so
Day’s cap, producing a distinct squelching sound from the earns each PC 2 Reputation with their chosen faction.
leshy’s head. “Absolutely! Now, we just need to keep this
little fungal boy from getting too excited now that he’s a SECONDARY OBJECTIVES
Pathfinder!” The PCs fulfill their secondary objective if Rain in Cloudy
Both Kreighton and Sorrina immediately turn to their peer Day survives the adventure and they permanently disable
with stern expressions. Marcos chuckles and hunches slightly the summoning rune trap in area C3. Doing so earns each
before continuing sheepishly, “Oh, yeah. I guess I kind of PC 2 Reputation with their chosen faction.

Pathfinder Society Scenario

24534148
19
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534148
4457274
4457274

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Appendix 1: Level 1—2
Encounters
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this
scenario. These encounters are written for four 1st-level
PCs. If your group has a different composition or size,
refer to the GM Basics section of the Guide to Organized
Play: Pathfinder Society for instructions on how to use the
scaling sidebars to adjust the encounters for your group.
Some scaling sidebars reference the elite or weak
adjustments. Rules for these adjustments appear on
page 6 of the Pathfinder Bestiary. If a creature is marked
“(0)”, don’t include it in the encounter unless otherwise
specified (likely from the scaling sidebars).
For many of the encounters in this adventure, the PCs
might face several different threats. The GM should either
select or randomly determine what the PCs encounter
in each of the areas represented on the tables below.

AREA A ENCOUNTER
d4 Creature
1 Ball pythons (page 21)
2 Festrogs (page 22)
3 Giant frogs (page 23)
4 Swamp oozes (page 24)
24534149 4457274

AREA B ENCOUNTER
d6 Creature
1–2 Ghouls (page 25)
3–4 Weak living boulders (page 26)
5–6 Sun-scorched shadow drakes (page 27)

AREA C1 ENCOUNTER
d4 Creature
1 Choker (page 28)
2 Draugr (page 29)
3 Dretch (page 30)
4 Mudwretch (page 31)

AREA C4 ENCOUNTER
d6 Creature
1–2 Grothlut (page 32)
3–4 Necrophidius (page 33)
5–6 Snapping flytrap (page 34)

Pathfinder Society Scenario

24534149
20
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534149
4457275
4457275

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


A. SWAMP TRAIL (OPTION 1; LEVELS 1–2) Scaling Area A (Option 1)
BALL PYTHONS (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
N MEDIUM ANIMAL following Challenge Point adjustments. These
Pathfinder Bestiary 302 adjustments are not cumulative.
Perception +6; low-light vision, scent (imprecise) 30 feet 10–11 Challenge Points: Increase each ball python’s
Skills Acrobatics +6, Athletics +6, Stealth +6, Survival +4 Hit Points by 10.
Str +3, Dex +3, Con +3, Int –4, Wis +1, Cha –2 12–13 Challenge Points: Add an additional ball
AC 16; Fort +8, Ref +10, Will +4 python to the encounter.
HP 20 14–15 Challenge Points: Add an additional ball
Tighten Coils [reaction] Trigger A creature grabbed or restrained by python to the encounter and increase each ball
the ball python attempts to Escape; Effect The DC of the python’s Hit Points by 10.
Escape check is increased by 2. 16–18 Challenge Points (5+ players): Add two
Speed 20 feet, climb 20 feet, swim 20 feet additional ball pythons to the encounter.
Melee [one-action] jaws +8, Damage 1d8+3 piercing plus Grab
Constrict [one-action] 1d8 bludgeoning, DC 17
Wrap in Coils [one-action] Requirements A Medium or smaller creature
is grabbed or restrained in the ball python’s jaws; Effect
The ball python moves the creature into its coils, freeing
its jaws to make attacks, then uses Constrict against the
creature. The ball python’s coils can hold one creature.

24534150 4457275

Pathfinder Society Scenario

24534150
21
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534150
4457276
4457276

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


A. SWAMP TRAIL (OPTION 2; LEVELS 1–2) Scaling Area A (Option 2)
FESTROGS (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
NE MEDIUM UNDEAD following Challenge Point adjustments. These
Pathfinder Bestiary 3 98 adjustments are not cumulative.
Perception +6; darkvision 10–11 Challenge Points: Increase each festrog’s Hit
Languages Common Points by 10.
Skills Acrobatics +5, Athletics +7, Stealth +7, Survival +5 12–13 Challenge Points: Add an additional festrog
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +1 to the encounter.
AC 15; Fort +7, Ref +7, Will +6 14–15 Challenge Points: Add an additional festrog
HP 24, negative healing; Immunities death effects, disease, to the encounter and increase each festrog’s Hit
paralyzed, poison, sleep Points by 10.
Diseased Pustules (disease, poison) Whenever the festrog 16–18 Challenge Points (5+ players): Add two
takes piercing or slashing damage, creatures adjacent to the additional festrogs to the encounter.
festrog take 1d4 poison damage (DC 14 basic Reflex save).
Speed 30 feet
Melee [one-action] jaws +9, Damage 1d6+4 piercing
Melee [one-action] claw +9 (agile), Damage 1d4+4 slashing
Feast [one-action] (manipulate) Requirements The festrog’s last action
was a jaws Strike that damaged a living creature; Effect
The festrog tears into the creature’s flesh and gulps it down
voraciously, dealing 1d4 slashing damage to the creature
and gaining temporary Hit Points equal to the damage
dealt. These temporary Hit Points last for 1 minute.
On All Fours [one-action] Requirements The festrog has nothing in
their hands; Effect The festrog Strides with a +10-foot
24534151 4457276

circumstance bonus to their Speed.

Pathfinder Society Scenario

24534151
22
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534151
4457277
4457277

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


A. SWAMP TRAIL (OPTION 3; LEVELS 1–2) Scaling Area A (Option 3)
GIANT FROGS (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
N MEDIUM ANIMAL following Challenge Point adjustments. These
Pathfinder Bestiary 2 121 adjustments are not cumulative.
Perception +7; low-light vision 10–11 Challenge Points: Increase each giant frog’s
Skills Acrobatics +5, Athletics +6 (+10 to High Jump or Long Hit Points by 10.
Jump), Stealth +7 12–13 Challenge Points: Add an additional giant
Str +3, Dex +2, Con +3, Int –4, Wis +2, Cha –1 frog to the encounter.
AC 15; Fort +8, Ref +7, Will +5 14–15 Challenge Points: Add an additional giant
HP 30 frog to the encounter and increase each giant frog’s
Speed 25 feet, swim 25 feet Hit Points by 10.
Melee [one-action] jaws +8, Damage 1d6+3 piercing plus Grab 16–18 Challenge Points (5+ players): Add two
Melee [one-action] tongue +8 (reach 15 feet), Effect tongue grab additional giant frogs to the encounter.
Sticky Feet Giant frogs not flat-footed when Balancing on a
narrow surface, and they gain a +4 circumstance bonus to
Reflex saves to avoid falling.
Tongue Grab A creature hit by the giant frog’s tongue becomes
grabbed by the giant frog. The creature isn’t immobilized,
but it can’t move beyond the reach of the frog’s tongue. A
creature can sever the tongue with a Strike against AC 13
that deals at least 2 slashing damage. This deals no damage
to the frog but prevents it from using its tongue Strike until
it regrows its tongue, which takes a week.

24534152 4457277

Pathfinder Society Scenario

24534152
23
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534152
4457278
4457278

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


A. SWAMP TRAIL (OPTION 4; LEVELS 1–2) Scaling Area A (Option 4)
SWAMP OOZES (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
UNCOMMON N MEDIUM MINDLESS OOZE following Challenge Point adjustments. These
Variant sewer oozes (Pathfinder Bestiary 254) adjustments are not cumulative.
Perception +3; motion sense 60 feet, no vision 10–11 Challenge Points: Increase each swamp
Skills Stealth +1 (+4 in swamps) ooze’s Hit Points by 15.
Str +2, Dex –5, Con +4, Int –5, Wis +0, Cha –5 12–13 Challenge Points: Add an additional swamp
Motion Sense A swamp ooze can sense nearby motion ooze to the encounter.
through vibration and air movement. 14–15 Challenge Points: Add an additional swamp
AC 8; Fort +9, Ref +1, Will +3 ooze to the encounter and increase each swamp
HP 40; Immunities acid, critical hits, mental, precision, ooze’s Hit Points by 15.
unconscious, visual 16–18 Challenge Points (5+ players): Add two
Speed 10 feet additional swamp oozes to the encounter.
Melee [one-action] pseudopod +9; Damage 1d6+1 bludgeoning plus
1d4 piercing
Swamp Wave [one-action] Frequency once per minute; Effect The
swamp ooze unleashes a wave of swamp muck filled
with sharp debris, covering all creatures within a 20-foot
emanation. Each creature in the area must succeed at a DC
17 Reflex save or take 1d4 piercing damage and take a –10-
foot penalty to its Speeds for 1 minute (on a critical failure,
the creature also falls prone). A creature can spend an
Interact action to clean someone off, decreasing the Speed
penalty by 5 feet with each action.
24534153 4457278

Pathfinder Society Scenario

24534153
24
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534153
4457279
4457279

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


B. SWAMP RUINS (OPTION 1; LEVELS 1–2) Scaling Area B (Option 1)
GHOULS (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
CE MEDIUM GHOUL UNDEAD following Challenge Point adjustments. These
Pathfinder Bestiary 169 adjustments are not cumulative.
Perception +7; darkvision 10–11 Challenge Points: Increase each ghoul’s Hit
Languages Common, Necril Points by 10.
Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5 12–13 Challenge Points: Add one additional ghoul
Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2 to the encounter.
AC 16; Fort +4, Ref +9, Will +5 14–15 Challenge Points: Add one additional ghoul
HP 20, negative healing; Immunities death effects, disease, to the encounter and increase each ghoul’s Hit Points
paralyzed, poison, unconscious by 10.
Speed 30 feet, burrow 5 feet 16–18 Challenge Points (5+ players): Add two
Melee [one-action] jaws +9 (finesse), Damage 1d6+1 piercing plus ghoul additional ghouls to the encounter.
fever and paralysis
Melee [one-action] claw +9 (agile, finesse), Damage 1d4+1 slashing plus
paralysis
Consume Flesh [one-action] (manipulate) Requirements The ghoul is
adjacent to the corpse of a creature that died within the
last hour; Effect The ghoul devours a chunk of the corpse
and regains 1d6 Hit Points. It can regain Hit Points from any
given corpse only once.
Ghoul Fever (disease) Saving Throw DC 15 Fortitude; Stage
1 carrier with no ill effect (1 day); Stage 2 3d8 negative
damage and regains half as many Hit Points from all healing
(1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative
24534154 4457279

damage and gains no benefit from healing (1 day); Stage


5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the
next midnight
Paralysis (incapacitation, occult, necromancy) Any living,
non-elf creature hit by a ghoul’s attack must succeed at a
DC 15 Fortitude save or become paralyzed. It can attempt
a new save at the end of each of its turns, and the DC
cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghoul jumps up to half its Speed.
This movement doesn’t trigger reactions.

Pathfinder Society Scenario

24534154
25
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534154
4457280
4457280

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


B. SWAMP RUINS (OPTION 2; LEVELS 1–2) Scaling Area B (Option 2)
WEAK LIVING BOULDERS (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
UNCOMMON N SMALL EARTH ELEMENTAL following Challenge Point adjustments. These
Variant living boulder (Pathfinder Bestiary 2 108) adjustments are not cumulative.
Perception +4; darkvision, tremorsense 30 feet 10–11 Challenge Points: Replace one of the weak
Skills Athletics +6, Stealth +3 (+5 in rocky areas) living boulders with a living boulder.
Str +4, Dex –1, Con +4, Int –4, Wis +2, Cha –1 12–13 Challenge Points: Replace both of the weak
AC 15; Fort +8, Ref +3, Will +6 living boulders with living boulders.
HP 26; Immunities bleed, paralyzed, poison, sleep 14–15 Challenge Points: Add one living boulder to
Speed 20 feet, burrow 20 feet; earth glide the encounter.
Melee [one-action] jaws +8, Damage 1d8+4 piercing 16–18 Challenge Points (5+ players): Add two weak
Earth Glide A living boulder can Burrow through earthen living boulders to the encounter.
matter, including rock. When it does so, it moves at its full
burrow Speed, leaving no tunnels or signs of its passing.
Rolling Charge [two-actions] The living boulder Strides twice and can
then make a jaws Strike. This jaws Strike gains Knockdown.

LIVING BOULDERS (0) CREATURE 2


N SMALL EARTH ELEMENTAL
Pathfinder Bestiary 2 108
Perception +6; darkvision, tremorsense 30 feet
Skills Athletics +8, Stealth +5 (+7 in rocky areas)
Str +4, Dex –1, Con +4, Int –4, Wis +2, Cha –1
AC 17; Fort +10, Ref +5, Will +8
HP 36; Immunities bleed, paralyzed, poison, sleep
24534155 4457280

Speed 20 feet, burrow 20 feet; earth glide


Melee [one-action] jaws +10, Damage 1d8+6 piercing
Earth Glide A living boulder can Burrow through earthen
matter, including rock. When it does so, it moves at its full
burrow Speed, leaving no tunnels or signs of its passing.
Rolling Charge [two-actions] The living boulder Strides twice and can
then make a jaws Strike. This jaws Strike gains Knockdown.

Pathfinder Society Scenario

24534155
26
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534155
4457281
4457281

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


B. SWAMP RUINS (OPTION 3; LEVELS 1–2) Scaling Area B (Option 3)
SUN-SCORCHED SHADOW DRAKES (2) CREATURE 1 To adjust for the PCs’ overall strength, use the
UNCOMMON CE TINY DRAGON SHADOW following Challenge Point adjustments. These
Variant shadow drake (Pathfinder Bestiary 2 100) adjustments are not cumulative.
Perception +4; darkvision, scent (imprecise) 30 feet 10–11 Challenge Points: Replace one of the sun-
Languages Draconic scorched shadow drakes with a shadow drake.
Skills Acrobatics +6, Stealth +6, Thievery +6 12–13 Challenge Points: Replace both of the sun-
Str +1, Dex +4, Con +1, Int –1, Wis +0, Cha +2 scorched shadow drakes with shadow drakes.
Light Blindness 14–15 Challenge Points: Add one shadow drake to
Shadow Blend The shadow drake’s form shifts and blends the encounter.
reflexively with surrounding shadows. A shadow drake 16–18 Challenge Points (5+ players): Add two sun-
gains an additional reaction each round, but it can use this scorched shadow drakes to the encounter.
reaction only for Shadow Evade.
Shadow Evade [reaction] Trigger A creature attacks the shadow
drake while it’s in an area of dim light; Effect The shadow SHADOW DRAKES (0) CREATURE 2
drake further obscures its position. The attacker must CE TINY DRAGON SHADOW
succeed at a DC 11 flat check to affect the shadow drake, as Pathfinder Bestiary 2 100
if the drake were Hidden from the triggering attack. Perception +6; darkvision, scent (imprecise) 30 feet
AC 15; Fort +5, Ref +8, Will +4 Languages Draconic
HP 18; Immunities paralyzed, sleep; Weaknesses fire 5 Skills Acrobatics +8, Stealth +8, Thievery +8
Speed 15 feet, fly 60 feet Str +1, Dex +4, Con +1, Int –1, Wis +0, Cha +2
Melee [one-action] jaws +9 (finesse), Damage 1d10+1 piercing Light Blindness
Melee [one-action] tail +9 (agile, finesse), Damage 1d8+1 bludgeoning Shadow Blend The shadow drake’s form shifts and blends
Draconic Frenzy [two-actions] The shadow drake makes one jaws reflexively with surrounding shadows. A shadow drake
Strike and two tail Strikes in any order. gains an additional reaction each round, but it can use this
24534156 4457281

Shadow Breath [two-actions] (arcane, cold, evocation, shadow) A reaction only for Shadow Evade.
shadow drake spits a ball of black liquid that explodes into Shadow Evade [reaction] Trigger A creature attacks the shadow
a cloud of frigid, black shadow. This attack has a range of drake while it’s in an area of dim light; Effect The shadow
40 feet and explodes in a 5-foot-radius burst. Creatures drake further obscures its position. The attacker must
within the burst take 2d6 cold damage (DC 16 basic Reflex succeed at a DC 11 flat check to affect the shadow drake, as
save). The explosion of shadow also snuffs out mundane if the drake were Hidden from the triggering attack.
light sources the size of a torch, lantern, or smaller and AC 17; Fort +7, Ref +10, Will +6
attempts to counteract magical light with a +8 counteract HP 28; Immunities paralyzed, sleep; Weaknesses fire 5
modifier. The shadow drake can’t use Shadow Breath again Speed 15 feet, fly 60 feet
for 1d6 rounds. Melee [one-action] jaws +11 (finesse), Damage 1d10+3 piercing
Speed Surge [one-action] Frequency three times per day; Effect The Melee [one-action] tail +11 (agile, finesse), Damage 1d8+3 bludgeoning
shadow drake Strides or Flies twice. Draconic Frenzy [two-actions] The shadow drake makes one jaws
Strike and two tail Strikes in any order.
Shadow Breath [two-actions] (arcane, cold, evocation, shadow) A
shadow drake spits a ball of black liquid that explodes into
a cloud of frigid black shadow. This attack has a range of
40 feet and explodes in a 5-foot-radius burst. Creatures
within the burst take 3d6 cold damage (DC 18 basic Reflex
save). The explosion of shadow also snuffs out mundane
light sources the size of a torch, lantern, or smaller, and
attempts to counteract magical light with a +10 counteract
modifier. The shadow drake can’t use Shadow Breath again
for 1d6 rounds.
Speed Surge [one-action] Frequency three times per day; Effect The
shadow drake Strides or Flies twice.

Pathfinder Society Scenario

24534156
27
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534156
4457282
4457282

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C1. ENTRY CHAMBER (OPTION 1; Scaling Area C1 (Option 1)
LEVELS 1–2)
To adjust for the PCs’ overall strength, use the
CHOKER CREATURE 2 following Challenge Point adjustments. These
CE SMALL ABERRATION adjustments are not cumulative.
Pathfinder Bestiary 2 51 10–11 Challenge Points: Increase the choker’s Hit
Perception +7; darkvision Points by 10.
Languages Aklo, Undercommon 12–13 Challenge Points: Apply the elite adjustment
Skills Athletics +9 (+11 to Grapple), Stealth +9 to the choker.
Str +3, Dex +3, Con +1, Int –3, Wis +1, Cha –2 14–15 Challenge Points: Add one choker with the
AC 18; Fort +7, Ref +10, Will +7 weak adjustment to the encounter.
HP 28 16–18 Challenge Points (5+ players): Add one
Yank [reaction] (manipulate) Trigger An enemy targets the choker choker to the encounter.
with an attack; Effect The choker tries to pull a creature it
has grabbed or restrained into the path of the attack. The
choker attempts an Athletics check, including its bonus to
Grapple. If it succeeds against the grabbed or restrained
creature’s Fortitude DC, the choker redirects the attack
to that creature, and the attacker compares its attack roll
result against the new target’s AC.
The choker must move the creature into a space
adjacent to itself. The creature must also be moved within
the attacker’s reach against a melee attack or into a space
between itself and the attacker against a ranged attack.
The choker can’t use this ability to make the attacker target
itself, even if it’s grabbing or restraining the attacker.
24534157 4457282

Speed 20 feet, climb 15 feet


Melee [one-action] arm +11 (reach 10 feet), Damage 1d6+3 bludgeoning
plus strangling fingers
Constrict [one-action] 1d6+3 bludgeoning, DC 19
Hidden Movement If the choker starts its turn hidden from
or undetected by a creature, that creature is flat-footed
against the choker’s attacks until the end of the turn.
Strangling Fingers Any creature hit by a choker’s arm Strike
is automatically grabbed, and the choker begins to strangle
the target. The creature is suffocating and can’t speak
as long as it’s strangled. This prevents it from casting
spells with a verbal component or activating items with a
command component.

Pathfinder Society Scenario

24534157
28
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534157
4457283
4457283

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C1. ENTRY CHAMBER (OPTION 2; Scaling Area C1 (Option 2)
LEVELS 1–2)
To adjust for the PCs’ overall strength, use the
DRAUGR CREATURE 2 following Challenge Point adjustments. These
CE MEDIUM UNDEAD WATER adjustments are not cumulative.
Pathfinder Bestiary 2 102 10–11 Challenge Points: Increase the draugr’s Hit
Perception +7; darkvision Points by 15.
Languages Common (can’t speak any language) 12–13 Challenge Points: Apply the elite adjustment
Skills Athletics +10, Stealth +8 to the draugr.
Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +1 14–15 Challenge Points: Add one draugr with the
Items greataxe, leather armor weak adjustment to the encounter.
AC 17; Fort +11, Ref +6, Will +7 16–18 Challenge Points (5+ players): Add one
HP 35; negative healing; Immunities death effects, disease, draugr to the encounter.
paralyzed, poison, unconscious; Weaknesses positive 5;
Resistances fire 3
The Sea’s Revenge (curse, divine, necromancy) A creature that
slays a draugr is subjected to a mariner’s curse spell with
a save DC of 17. The curse ends if the draugr is buried in a
calm sea or after 1 week passes.
Speed 25 feet, swim 25 feet
Melee [one-action] greataxe +10 (sweep), Damage 1d12+4 slashing plus
grotesque gift
Melee [one-action] fist +10 (agile), Damage 1d4+4 slashing plus
grotesque gift
Grotesque Gift (olfactory) A draugr’s attacks spatter its targets
with rancid flesh and rotting seaweed. A creature damaged
24534158 4457283

by a 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 draugr 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 draugr’s multiple
attack penalty.

Pathfinder Society Scenario

24534158
29
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534158
4457284
4457284

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C1. ENTRY CHAMBER (OPTION 3; Scaling Area C1 (Option 3)
LEVELS 1–2)
To adjust for the PCs’ overall strength, use the
DRETCH CREATURE 2 following Challenge Point adjustments. These
CE SMALL DEMON FIEND adjustments are not cumulative.
Pathfinder Bestiary 3 60 10–11 Challenge Points: Increase the dretch’s Hit
Perception +6; darkvision Points by 15.
Languages Abyssal; telepathy 100 feet 12–13 Challenge Points: Apply the elite adjustment
Skills Acrobatics +6, Athletics +7, Deception +6, Stealth +6 to the dretch.
Str +3, Dex +0, Con +4, Int –3, Wis +0, Cha +0 14–15 Challenge Points: Add one dretch with the
Sloth At the start of each of the dretch’s turns, roll 1d4. The weak adjustment to the encounter.
result is the number of actions the dretch regains that turn 16–18 Challenge Points (5+ players): Add one
(maximum 3). Effects like the slowed condition can further dretch to the encounter.
reduce its number of actions.
AC 17; Fort +10, Ref +4, Will +8
HP 45; Weaknesses cold iron 3, good 3
Speed 20 feet
Melee [one-action] jaws +9 (evil, magical), Damage 1d8+3 piercing plus
1d4 evil
Melee [one-action] claw +9 (agile, evil, magical), Damage 1d6+3 slashing
plus 1d4 evil
Divine Innate Spells DC 16; 3rd slow; 1st fear
Rituals DC 16; Abyssal pact (Pathfinder Bestiary 2 310)
Cower [one-action] The dretch makes itself as small as possible,
protecting its vital organs with its limbs. It gains a +4
circumstance bonus to AC but takes a –2 penalty to attack
24534159 4457284

rolls. This lasts until the dretch moves from its current
space, falls unconscious, or ends the effect as a free action.
Frenzied Slashes [three-actions] The dretch makes three claw Strikes,
each at a –2 penalty, all targeting the same creature. The
dretch’s multiple attack penalty doesn’t increase until after
it has made all three attacks. The dretch gains the clumsy 2
condition until the beginning of its next turn.
Vicious Criticals A dretch makes the most of any weakness it
finds. Whenever a dretch scores a critical hit with its claw
Strike, the target takes an additional 1d6 persistent bleed
damage.

Pathfinder Society Scenario

24534159
30
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534159
4457285
4457285

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C1. ENTRY CHAMBER (OPTION 4; Scaling Area C1 (Option
LEVELS 1–2) 4)
To adjust for the PCs’ overall strength, use the
MUDWRETCH CREATURE 2 following Challenge Point adjustments. These
N MEDIUM EARTH ELEMENTAL WATER adjustments are not cumulative.
Pathfinder Bestiary 2 176 10–11 Challenge Points: Increase the mudwretch’s
Perception +9; darkvision Hit Points by 15.
Languages Terran 12–13 Challenge Points: Apply the elite adjustment
Skills Athletics +8, Stealth +6 to the mudwretch.
Str +4, Dex +0 Con +3, Int –2, Wis +3, Cha +0 14–15 Challenge Points: Add one mudwretch with
Muddy Field (aura) 10 feet. The ground in the emanation is the weak adjustment to the encounter.
difficult terrain for all non-mudwretch creatures. 16–18 Challenge Points (5+ players): Add one
AC 16; Fort +11, Ref +4, Will +9 mudwretch to the encounter.
HP 40; Immunities bleed, critical hits, paralyzed, poison,
sleep; Weaknesses fire 5; Resistances acid 3, physical 3
(except bludgeoning)
Susceptible to Desiccation If a mudwretch takes any damage
from horrid wilting or a similar effect, takes 10 or more fire
damage from a single effect, or spends more than 24 hours
outside of a source of sufficient hydration (such as a swamp,
river, well, or recent rainfall), it becomes dehydrated. While
dehydrated, the mudwretch can’t Spew Mud, is sickened
2, and is slowed 1 until it either fully immerses in water,
spends 1 minute in the rain, or rehydrates in another way
(such as via Gory Hydration).
Speed 20 feet, swim 20 feet
24534160 4457285

Melee [one-action] fist +10 (agile), Damage 1d8+4 bludgeoning plus Grab
Constrict [one-action] 1d8+2 bludgeoning, DC 18
Gory Hydration [reaction] Requirements The mudwretch is
dehydrated; Trigger The mudwretch deals Constrict damage
to a living creature that has blood; Effect The mudwretch
squeezes harder, dealing 1d6 persistent bleed damage to
the target. The mudwretch absorbs this blood, removing
any penalties it had as a result of being dehydrated.
Mud Puddle [one-action] (concentrate) Until it next acts, the
mudwretch appears to be an ordinary puddle of mud. It has
an automatic result of 20 on Deception checks to pass as
a mud puddle and can make a fist Strike against a creature
that walks onto the mud puddle as a reaction.
Spew Mud [two-actions] (conjuration, primal) The mudwretch
spews a 20-foot line of pressurized mud that deals 2d10
bludgeoning damage (DC 18 basic Reflex save). On a critical
failure, a creature also takes a –10-foot status penalty to its
Speeds for 1 round. The mudwretch can’t Spew Mud again
for 1d4 rounds.

Pathfinder Society Scenario

24534160
31
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534160
4457286
4457286

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C4. CENTRAL CHAMBER (OPTION 1; Scaling Area C4 (Option
LEVELS 1–2) 1)
To adjust for the PCs’ overall strength, use the
GROTHLUT CREATURE 3 following Challenge Point adjustments. These
N MEDIUM ABERRATION MINDLESS adjustments are not cumulative.
Pathfinder Bestiary 158 10–11 Challenge Points: Add 20 Hit Points to the
Perception +5; darkvision grothlut.
Skills Athletics +11 12–13 Challenge Points: Add 10 Hit Points to
Str +4, Dex –2, Con +4, Int –5, Wis +0, Cha –3 the grothlut. The summoning rune summons two
AC 19; Fort +11, Ref +5, Will +7 creatures instead of one.
HP 50; Immunities acid, mental 14–15 Challenge Points: Add one grothlut to the
Disgusting Demise (acid, poison) When the grothlut is reduced encounter.
to 0 Hit Points, its digestive organs rupture, unleashing 16–18 Challenge Points (5+ players): Add one
alchemical acid and poison upon all creatures in a 30-foot grothlut to the encounter. The summoning rune
emanation. Each creature in the area must succeed at a DC summons two creatures instead of one.
19 Fortitude save or take 2d6 acid damage and become
sickened 1 (double damage and sickened 2 on a critical
failure). ANCIENT SUMMONING RUNE HAZARD 1
Piteous Moan (auditory, aura, emotion, mental, occult) 60 UNCOMMON COMPLEX MAGICAL TRAP
feet. Each non-grothlut creature that enters or starts its Stealth +7 (trained)
turn within the emanation must succeed at a DC 17 Will Description A cloud of invisible magical sensors in a 10-foot
save or become sickened 1 (sickened 2 on a critical failure); radius surrounds the central column of the room.
the creature then becomes temporarily immune for 1 Disable DC 15 Acrobatics to approach without triggering the
minute. The grothlut can activate or deactivate the aura by trap followed by DC 17 Thievery (trained) to erase the rune,
using a single free action that has the concentrate trait. A or DC 19 Athletics to remove enough stones from the pillar
grothlut usually doesn’t begin moaning until it senses the to disrupt the magic, or dispel magic (1st level; counteract
24534161 4457286

presence of a non-grothlut creature, and it usually stops DC 15) to counteract the rune.
once it doesn’t sense any more such creatures. AC 16; Fort +10, Ref +2
Speed 20 feet Hardness 7; HP 24 (BT 12); Immunities critical hits, object
Melee [one-action] claw +11 (agile), Damage 1d10+8 slashing immunities, precision damage
Ranged [one-action] digestive spew +7 (acid, range increment 15 feet, Summon Weak Monster [reaction] (arcane, conjuration, summon);
splash), Damage 2d6 acid plus 1d6 splash acid damage Trigger A creature enters the cloud of magical sensors;
Effect The trap summons one of the creatures previously
encountered in area B with the weak adjustment (Bestiary
6). The creature rolls initiative and remains for 7 rounds,
after which the spell ends and the creature disappears. The
summoned creature also disappears if a creature disables
the trap before the duration expires. The summoned creature
can use 3 actions each round and can use reactions, unlike
most summoned creatures.
Reset The trap resets each day at dawn.

Pathfinder Society Scenario

24534161
32
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534161
4457287
4457287

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C4. CENTRAL CHAMBER (OPTION 2; Scaling Area C4 (Option 2)
LEVELS 1–2)
To adjust for the PCs’ overall strength, use the
NECROPHIDIUS CREATURE 3 following Challenge Point adjustments. These
N MEDIUM CONSTRUCT MINDLESS adjustments are not cumulative.
Pathfinder Bestiary 2 180 10–11 Challenge Points: Add 20 Hit Points to the
Perception +9, darkvision necrophidius.
Skills Acrobatics +9, Athletics +10, Stealth +9 12–13 Challenge Points: Add 10 Hit Points to the
Str +3, Dex +4, Con +0, Int –5, Wis +2, Cha –5 necrophidius. The summoning rune summons two
AC 19; Fort +7, Ref +11, Will +9 creatures instead of one.
HP 50; Immunities bleed, death effects, disease, doomed, 14–15 Challenge Points: Add one necrophidius to
drained, fatigued, healing, mental, necromancy, nonlethal the encounter.
attacks, paralyzed, poison, sickened, unconscious; 16–18 Challenge Points (5+ players): Add one
Weaknesses bludgeoning 5 necrophidius to the encounter. The summoning rune
Speed 25 feet summons two creatures instead of one.
Melee [one-action] jaws +8 (agile, finesse), Damage 1d10+3 piercing
plus necrophidic paralysis
Dance of Death [three-actions] (enchantment, mental, occult, visual) ANCIENT SUMMONING RUNE HAZARD 1
The necrophidius sways, its serpentine form undulating UNCOMMON COMPLEX MAGICAL TRAP
and clattering in a hypnotic rhythm. Each creature that Stealth +7 (trained)
witnesses the dance must attempt a DC 18 Will save. Description A cloud of invisible magical sensors in a 10-foot
Critical Success The creature is unaffected and is radius surrounds the central column of the room.
temporarily immune for 24 hours. Disable DC 15 Acrobatics to approach without triggering the
Success The creature is unnerved by the swaying and trap followed by DC 17 Thievery (trained) to erase the rune,
becomes flat-footed until the end of the necrophidius’s or DC 19 Athletics to remove enough stones from the pillar
next turn. to disrupt the magic, or dispel magic (1st level; counteract
24534162 4457287

Failure The creature is distracted by the swaying, becoming DC 15) to counteract the rune.
stunned 1. After it recovers, it is flat-footed until the end AC 16; Fort +10, Ref +2
of the necrophidius’s next turn. Hardness 7; HP 24 (BT 12); Immunities critical hits, object
Critical Failure As failure, but stunned 3. immunities, precision damage
Necrophidic Paralysis (incapacitation, occult, necromancy) A Summon Weak Monster [reaction] (arcane, conjuration, summon)
living creature bitten by a necrophidius must succeed at a Trigger A creature enters the cloud of magical sensors;
DC 20 Fortitude save or become paralyzed. It can attempt Effect The trap summons one of the creatures previously
a new save at the end of each of its turns, and the DC encountered from area B with the weak adjustment
cumulatively decreases by 1 for each save attempted. A (Bestiary 6). The creature rolls initiative and remains for
creature that succeeds at this save is temporarily immune 7 rounds, after which the spell ends and the creature
to necrophidic paralysis for 24 hours. disappears. The summoned creature also disappears if a
creature disables the trap before the duration expires. The
summoned creature can use 3 actions each round and can
use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.

Pathfinder Society Scenario

24534162
33
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534162
4457288
4457288

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


C4. CENTRAL CHAMBER (OPTION 3; Scaling Area C4
LEVELS 1–2) (Option 3)
To adjust for the PCs’ overall strength, use the
SNAPPING FLYTRAP CREATURE 3 following Challenge Point adjustments. These
N LARGE MINDLESS PLANT adjustments are not cumulative.
Pathfinder Bestiary 160 10–11 Challenge Points: Add 20 Hit Points to the
Perception +7; tremorsense (imprecise) 30 feet snapping flytrap.
Skills Athletics +11, Stealth +10 (+13 in undergrowth) 12–13 Challenge Points: Add 10 Hit Points to the
Str +2, Dex +3, Con +5 Int –5, Wis +2, Cha –2 snapping flytrap. The summoning rune summons two
AC 18; Fort +12, Ref +8, Will +7 creatures instead of one.
HP 50; Immunities mental; Weaknesses fire 5; Resistances 14–15 Challenge Points: Add one snapping flytrap
acid 5 to the encounter.
Quick Capture [reaction] Trigger A creature hits or touches the flytrap; 16–18 Challenge Points (5+ players): Add one
Effect The flytrap makes a leaf Strike against the triggering snapping flytrap to the encounter. The summoning
creature. If it hits, the creature is grabbed in that leaf. rune summons two creatures instead of one.
Speed 15 feet
Melee [one-action] leaf +11 (reach 10 feet), Damage 1d8+2 piercing plus
1d6 acid and Improved Grab ANCIENT SUMMONING RUNE HAZARD 1
Focused Assault [two-actions] The flytrap attacks a single target with UNCOMMON COMPLEX MAGICAL TRAP
both its leaves. The flytrap makes one leaf Strike. On a Stealth +7 (trained)
success, the flytrap deals the damage from one leaf Strike Description A cloud of invisible magical sensors in a 10-foot
plus an additional 1d8 damage for every leaf beyond the radius surrounds the central column of the room.
first. On a failure, the flytrap deals the damage from one Disable DC 15 Acrobatics to approach without triggering the
leaf Strike, but it can’t use Improved Grab. It deals no trap followed by DC 17 Thievery (trained) to erase the rune,
damage on a critical failure. This counts toward the flytrap’s or DC 19 Athletics to remove enough stones from the pillar
multiple attack penalty as a number of attacks equal to the to disrupt the magic, or dispel magic (1st level; counteract
24534163 4457288

number of leaves the flytrap has. DC 15) to counteract the rune.


Hungry Flurry [two-actions] The flytrap makes two leaf Strikes at a AC 16; Fort +10, Ref +2
–2 penalty, each against a different target. These attacks Hardness 7; HP 24 (BT 12); Immunities critical hits, object
count toward the flytrap’s multiple attack penalty, but the immunities, precision damage
multiple attack penalty doesn’t increase until after it makes Summon Weak Monster [reaction] (arcane, conjuration, summon)
all its attacks. Trigger A creature enters the cloud of magical sensors.
Swallow Whole [one-action] (attack) Medium, 1d8+1 bludgeoning plus Effect The trap summons one of the creatures previously
1d6 acid, Rupture 5 encountered from area B with the weak adjustment
(Bestiary 6). The creature rolls initiative and remains for
7 rounds, after which the spell ends and the creature
disappears. The summoned creature also disappears if a
creature disables the trap before the duration expires. The
summoned creature can use 3 actions each round and can
use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.

Pathfinder Society Scenario

24534163
34
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534163
4457289
4457289

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Appendix 2: Rain in Cloudy Spore Cloud [two-actions] (poison) Rain in Cloudy Day can unleash a
Day cloud of spores that irritates the eyes and throats of non-
Rain in Cloudy Day is an aspiring Pathfinder Society fungi creatures in a 15-foot emanation. Each creature must
initiate who has spent his last several years in Absalom succeed at a DC 16 Fortitude save or take 1 persistent
attending classes at the Grand Lodge. He did a brief tour poison damage. A creature has its vision reduced as long as
of numerous Inner Sea nations following his creation the persistent damage continues and can see only within
in the forests of Ravounel and was inspired by what he 20 feet (10 feet on a critical failure).
heard about the Society’s accomplishments. He has since Spores A creature that takes damage from Rain in Cloudy
excelled at his training and embarked on his mission to Day’s spore pod Strike must attempt a saving throw with
Taldor in hopes of finding ancient Azlanti ruins. the same DC and effect as his Spore Cloud ability.
Rain is a hopeful person who always sees the best in
people. He has a difficult time understanding anyone
or anything with a motive that isn’t good. Rain often
comforts allies and tries to assist them with his variety of
skills or through his inspire courage cantrip.
During the adventure, Rain in Cloudy Day should
be presented as a supporting ally who doesn’t take the
spotlight away from the PCs, except in times of dire
need. Rain is perfectly happy to support those he sees
as his friends and is equally able to make new friends
quickly. The PCs shouldn’t overly rely on Rain’s abilities,
and his presence in this adventure should complement
the PCs, not overshadow them.

RAIN IN CLOUDY DAY CREATURE 2


24534164 4457289

UNIQUE NG SMALL FUNGUS LESHY


Perception +6; darkvision
Languages Azlanti, Common, Druidic, Sylvan; speak with
plants (fungi only)
Skills Diplomacy +8, Nature +6, Pathfinder Society Lore +8,
Performance +8, Society +6, Stealth +6
Str +1, Dex +2, Con +0, Int +2, Wis +0, Cha +4
AC 18; Fort +6, Ref +8, Will +8
HP 25
Verdant Burst (healing) When Rain in Cloudy Day dies, a burst
of primal energy explodes from his body, restoring 2d8
Hit Points to each plant creature in a 30-foot emanation.
This area is filled with fungi, becoming difficult terrain. If
the terrain is not a viable environment for this fungus, it
withers after 24 hours.
Speed 25 feet
Melee [one-action] fist +8 (agile, finesse), Damage 1d6+1 bludgeoning
Ranged [one-action] spore pod +8 (range increment 30 feet), Damage
1d6+1 bludgeoning plus spores
Bard Composition Spells 1 Focus Point, DC 17; 1st counter
performance (Core Rulebook 386); Cantrips (1st) inspire
courage (Core Rulebook 386)
Primal Innate Spells DC 17; 4th speak with plants
Change Shape [one-action] (concentrate, polymorph, primal,
transmutation) Rain in Cloudy Day transforms into a
Small giant mushroom or patch of fungi. This ability
otherwise uses the effects of tree shape.

Pathfinder Society Scenario

24534164
35
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534164
4457290
4457290

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Appendix 3: Game Aids

Kreighton Shaine Sorrina Westyr


24534165 4457290

Marcos Farabellus Kazuuk

Pathfinder Society Scenario

24534165
36
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534165
4457291
4457291

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Appendix 3: Game Aids

Chief Thakik Rain in Cloudy Day


24534166 4457291

Pathfinder Society Scenario

24534166
37
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534166
4457292
4457292

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


Organized Play
Treasure Table Treasure Bundles
▫ Out in the Swamp, page 8: 1 Treasure Bundle for
LEVEL TREASURE BUNDLE
avoiding or overcoming the quicksand.
1 1.4 gp ▫ ▫ A. Swamp Trail, page 9: 2 Treasure Bundles for
2 2.2 gp defeating the wild predators.
▫ ▫ B. Swamp Ruins, page 12: 2 Treasure Bundles for
defeating the attacking creatures.
▫ ▫ C1. Entry Chamber, page 15: 2 Treasure Bundles
for defeating the creatures in this area.
▫ C2. Caverns , page 15, or C3. Halls, page 17: 1
Treasure Bundle for overcoming the traps in either of
these areas.
▫ ▫ C4. Central Chamber, page 18: 1 Treasure Bundle
for defeating the creature in this area and 1 Treasure
Bundle for disabling the summoning rune.

24534167 4457292

Pathfinder Society Scenario

24534167
38
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534167
4457293
4457293

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation

Event Reporting Form


Date Event Code:

Location

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


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
24534168 4457293

□ Radiant Oath □ Horizon Hunters □ Dead


□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Pathfinder Society Scenario

24534168
39
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534168
4457294
4457294

[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023

The Second Confirmation


OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of Creative Director • James Jacobs
the Coast, Inc (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have Director of Visual Design • Sarah E. Robinson
contributed Open Game Content; (b) “Derivative Material” means copyrighted material including Director of Game Development • Adam Daigle
derivative works and translations (including into other computer languages), potation, modifica- Development Managers • Jason Keeley, Ron Lundeen, and
tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other Linda Zayas-Palmer
form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, Patrick Renie, and
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; Jason Tondro
(d) “Open Game Content” means the game mechanic and includes the methods, procedures, Starfinder Lead Designer • Joe Pasini
processes and routines to the extent such content does not embody the Product Identity and is
Starfinder Senior Developer • John Compton
Organized Play Line Developers • Jenny Jarzabski and Mike Kimmel
an enhancement over the prior art and any additional content clearly identified as Open Game
Design Manager • Mark Seifter
Content by the Contributor, and means any work covered by this License, including transla-
Pathfinder Lead Designer • Logan Bonner
tions and derivative works under copyright law, but specifically excludes Product Identity. (e) Designers • James Case and Michael Sayre
“Product Identity” means product and product line names, logos and identifying marks including Managing Editor • Leo Glass
trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, Senior Editors • Avi Kool and Lu Pellazar
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Editors • Addley C. Fannin, Patrick Hurley, Ianara Natividad, and
themes and graphic, photographic and other visual or audio representations; names and descrip- K. Tessa Newton
tions of characters, spells, enchantments, personalities, teams, personas, likenesses and special Managing Art Director • Sonja Morris
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark Senior Graphic Designer • Emily Crowell
clearly identified as Product identity by the owner of the Product Identity, and which specifically Director of Brand Strategy • Mark Moreland
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, Paizo CEO • Lisa Stevens
designs that are used by a Contributor to identify itself or its products or the associated products President • Jeffrey Alvarez
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to Chief Creative Officer • Erik Mona
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Chief Financial Officer • David Reuland
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Chief Technical Officer • Vic Wertz
2. The License: This License applies to any Open Game Content that contains a notice Director of Project Management • Glenn Elliott
indicating that the Open Game Content may only be Used under and in terms of this License. You Project Coordinator • Lee Rucker
must affix such a notice to any Open Game Content that you Use. No terms may be added to or Director of Sales • Pierce Watters
subtracted from this License except as described by the License itself. No other terms or condi- Sales Manager • Cosmo Eisele
tions may be applied to any Open Game Content distributed using this License. Vice President of Marketing & Licensing • Jim Butler
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
Director of Licensing • John Feil
Marketing Coordinator • Leah Beckleman
the terms of this License.
Marketing and Media Manager • Aaron Shanks
4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu-
Organized Play Manager • Tonya Woldridge
tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of Organized Play Associate • Alex Speidel
this License to Use, the Open Game Content. Accountant • William Jorenby
5. Representation of Authority to Contribute: If You are contributing original material as Accounting & AP Specialist • Eric Powell
Open Game Content, You represent that Your Contributions are Your original creation and/or You Finance Operations Specialist • B. Scott Keim
have sufficient rights to grant the rights conveyed by this License. Director of Technology • Rei Ko
24534169
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Front End Engineering Lead • Andrew White 4457294

License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You Senior Software Developer • Gary Teter
are copying, modifying or distributing, and You must add the title, the copyright date, and the Software Architect • Brian Bauman
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Software Developer • Robert Brandenburg
Distribute. Software Test Engineers • Erik Keith and Levi Steadman
7. Use of Product Identity: You agree not to Use any Product Identity, including as an System Administrators II • Whitney Chatterjee and Josh Thornton
indication as to compatibility, except as expressly licensed in another, independent Agreement Web Content Manager • Maryssa Lagervall
with the owner of each element of that Product Identity. You agree not to indicate compatibility Webstore Coordinator • Katina Davis
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work Customer Service & Community Manager • Sara Marie
containing Open Game Content except as expressly licensed in another, independent Agreement Customer Service Lead • Diego Valdez
with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Customer Service Team • Raychael Allor, Heather Fantasia, Keith Greer,
Open Game Content does not constitute a challenge to the ownership of that Product Identity. Logan Harper, and Austin Phillips
The owner of any Product Identity used in Open Game Content shall retain all rights, title and Warehouse Manager • Jeff Strand
interest in and to that Product Identity. Logistics Coordinator • Kevin Underwood
8. Identification: If you distribute Open Game Content You must clearly indicate which por- Warehouse Distribution Lead • Heather Payne
tions of the work that you are distributing are Open Game Content. Warehouse Team • Alexander Crain, Mika Hawkins, James Mafi, and
9. Updating the License: Wizards or its designated Agents may publish updated versions of Loren Walton
this License. You may use any authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor to
do so.
This product is compliant with the Open Game License (OGL) and is suitable for use with the
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Pathfinder Roleplaying Game (Second Edition).
License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected. Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks,
13. Termination: This License will terminate automatically if You fail to comply with all registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives,
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue,
sublicenses shall survive the termination of this License. locations, organizations, plots, storylines, and trade dress. (Elements that have previously
14. Reformation: If any provision of this License is held to be unenforceable, such provision been designated as Open Game Content, or are exclusively derived from previous Open Game
Content, or that are in the public domain are not included in this declaration.)
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game Content: Except for material designated as Product Identity, the game mechanics
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. of this Paizo game product are Open Game Content, as defined in the Open Game License
version 1.0a, Section 1(d). No portion of this work other than the material designated as Open
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Game Content may be reproduced in any form without written permission.
Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Pathfinder Society Intro #1: The Second Confirmation © 2021, Paizo Inc. All rights reserved.
Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder
Pathfinder Society Intro #1: The Second Confirmation © 2021, Paizo Inc.; Author: Thurston Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure
Hillman. Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder
Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns,
Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat
Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game,
and Starfinder Society are trademarks of Paizo Inc.

Pathfinder Society Scenario

24534169
40
[Link], Leonardo Scrivere <[Link]@[Link]>, Feb 22, 2023 24534169
Intro #1:
The Second Confirmation
2
Character Name Organized Play # Character #
Adventure Summary
The three masters of the Pathfinder Society’s schools asked you to help a Pathfinder initiate who hadn’t reported back from their
Confirmation. In the Pathfinder Society, the Confirmation is a mission that each initiate undertakes to prove themselves and become a
field agent. You travelled to the nation of Taldor in search of the missing initiate, a fungus leshy named Rain in Cloudy Day. Trekking into
the nearby swamps, you encountered a group of lizardfolk who revealed that Rain was staying with them. Your meeting with your fellow
Pathfinder went awry when a group of strange creatures attacked the lizardfolk enclave. After defeating the creatures, you travelled with
Rain to the source of the attack: a sunken ruin dating back thousands of years. Inside the ruin, you overcame dangerous creatures and
hazards to discover a magical summoning glyph. You returned to the Grand Lodge to make your report, where you and your allies were
acknowledged for your important discoveries, and those not already acknowledged as such were promoted to Pathfinder field agents.

Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition) Starting XP
Achievement Points, a currency that be redeemed on our website at [Link] for special character boons,
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go XP Gained
to [Link]/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a
[Link] account and registered a character before you can begin making Achievement Point transactions. Total XP
This adventure qualifies you for a unique Achievement Point boon: Second Confirmation Wayfinder.
Starting GP

Reputation Gained
GP Gained

GP Spent

Total GP

Items Purchases
Items Sold / Conditions Gained
+1 short sword (item 2, 35 gp)
dusty rose prism aeon stone U (item 3; 50 gp)

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the GP Gained Box

Items Bought / Conditions Cleared

TOTAL COST OF ITEMS BOUGHT

Notes Downtime

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: N3WV
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit [Link]

You might also like