Second Confirmation
Second Confirmation
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The Second
Confirmation
By Thurston Hillman
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AUTHOR
Table of Contents
Thurston Hillman
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
CREATIVE DIRECTOR
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LEVELS: 1–2
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
[Link]
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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
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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.
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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
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A. Swamp Trail
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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.”
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B. Swamp Ruins
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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,
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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
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T M
C3 Debris C4
T
M
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Debris
T M
C1 C2
M
PCs M
Start
Here
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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.
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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
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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.
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AREA A ENCOUNTER
d4 Creature
1 Ball pythons (page 21)
2 Festrogs (page 22)
3 Giant frogs (page 23)
4 Swamp oozes (page 24)
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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)
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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.
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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.
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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.
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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.
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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.
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Location
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:
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Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
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License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You Senior Software Developer • Gary Teter
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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)
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]