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Exploring Droskar's Crag Ruins

The document outlines Pathfinder Society Scenario #3-10, titled 'Delve the Pallid Depths,' designed for levels 1-4, where players investigate the ruins of Droskar’s Crag following the disappearance of duergar raiders. Players will face various challenges, including territorial creatures and undead, while uncovering the fate of the raiders and exploring the historical significance of the area. The adventure begins at the Gold Falls Inn, where Venture-Captain Luna Aldred briefs the players on their mission and the potential dangers they may encounter.

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v.romaniello88
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0% found this document useful (0 votes)
3K views34 pages

Exploring Droskar's Crag Ruins

The document outlines Pathfinder Society Scenario #3-10, titled 'Delve the Pallid Depths,' designed for levels 1-4, where players investigate the ruins of Droskar’s Crag following the disappearance of duergar raiders. Players will face various challenges, including territorial creatures and undead, while uncovering the fate of the raiders and exploring the historical significance of the area. The adventure begins at the Gold Falls Inn, where Venture-Captain Luna Aldred briefs the players on their mission and the potential dangers they may encounter.

Uploaded by

v.romaniello88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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Second Edition

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Scenario #3-10 Levels 1–4

Delve the
Pallid Depths
By Caryn DiMarco
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Table of Contents
AUTHOR
Caryn DiMarco Adventure���������������������������������������������������������������������������������������������3
DEVELOPMENT LEAD
Mike Kimmel
Appendix 1: Level 1–2 Encounters ����������������������������������������������16
ADDITIONAL DEVELOPMENT
Linda Zayas-Palmer
DESIGN LEAD
Appendix 2: Level 3–4 Encounters �������������������������������������������21
Mark Seifter
EDITING LEAD Appendix 3: Game Aids ��������������������������������������������������������������� 26
K. Tessa Newton
EDITORS
K. Tessa Newton and Solomon St. John
Organized Play����������������������������������������������������������������������������������31
COVER ARTISTS
Luiz Lanzarin and Maurice Risulmi GM RESOURCES
INTERIOR ARTIST Campaign Home Page: [Link]
Luiz Lanzarin
Books: Pathfinder Core Rulebook, Pathfinder Bestiary, Pathfinder Bestiary 2, Pathfinder
CARTOGRAPHER(S) Bestiary 3, Pathfinder Advanced Player’s Guide, and Pathfinder Lost Omens Ancestry Guide
Rob Lazzaretti
Maps: Pathfinder Flip-Mat: Dungeon Multi-Pack and Pathfinder Flip-Tiles: Darklands Starter Set
ART DIRECTION Online Resource: Pathfinder Reference Document at [Link]/prd
Tony Barnett
GRAPHIC DESIGN
Justin Lucas Scenario Tags
DEVELOPMENT MANAGER Scenario tags provide additional information about an adventure’s contents. For more
Linda Zayas-Palmer
information on scenario tags, see the Guide to Organized Play: Pathfinder Society at http://
ORGANIZED PLAY COORDINATOR [Link]/paizo/guides/. This scenario has no scenario tags.
Alex Speidel
CREATIVE DIRECTOR
James Jacobs Summary
DIRECTOR OF COMMUNITY The site of a previous Pathfinder Society mission, Droskar’s Crag—volcano and frequent home
Tonya Woldridge to duergar raiders—has been suspiciously free of raids for the last few months. Venture-
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DIRECTOR OF GAME DEVELOPMENT Captain Luna Aldred requests a team of Pathfinders to investigate the area, hoping for proof 6505556

Adam Daigle the duergar threat has been driven back for good.
PUBLISHER The Pathfinders venture into Droskar’s Crag, searching for any hints of duergar activity
Erik Mona or clues as to the force that removed them from the picture. Within the ruins, the PCs face
territorial, cave-dwelling creatures and undead foes as they discover clues of the duergars’
fate. They discover multiple passages leading to other areas of the ruins, including an
expansive catacomb and a massive forge currently blocked by volcanic activity. As they
explore the ruins, they learn the duergars were all slain by undead guardians created by a
HOW TO PLAY necromancer living somewhere in the catacombs.
Upon returning to the Gold Falls Inn, the Pathfinders have a chance to relay their
adventures to the crowd and convince them the area is no longer under threat.

PLAY TIME: 4–5 HOURS

LEVELS: 1–4

PLAYERS: 3–6

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

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By Caryn DiMarco

Adventure Background Where on Golarion?


Over 1,400 years ago, the dwarven empire of Tar This adventure begins in the Gold Falls Inn near the
Khadurrm ruled the lands around the Five Kings settlement of Olfden in Andoran but primarily takes
Mountains from the underground city Jernashall and place in the ruins and caverns within Droskar’s Crag,
its aboveground counterpart of Raseri Kanton. The area the tallest peak in the Five Kings Mountains. For more
was well-developed—but when the volcano Droskar’s information on this area, see pages 125–126 of the
Crag erupted, the empire’s people lost both the cities and Pathfinder Lost Omens World Guide.
the spirit that had helped them flourish. This eruption,
known as the Rending, destroyed much of Tar Khadurrm ANDORAN
and plunged Raseri Kanton into the earth, though a few
ruins managed to survive the volcano’s wrath. Droskar’s Crag •
One such ruin is a complex known as Kazhlik that
was built into the side of Droskar’s Crag. For years,
Olfden •
it has served as a base camp for duergar raiders, who
kidnapped locals and forced them to toil away beneath
the mountain. In a previous Pathfinder expedition to the
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area (Pathfinder Society Scenario #2-19: Enter the Pallid


Peak), adventurers discovered a trio of ifrit dwarves
hiding in the ruins and, deeper in the ruins, a party of
duergar raiders. The Pathfinders defeated the
duergars and rid the area of other hazards,
then helped their new ifrit friends escape. With locals questioning whether the duergar
In the intervening months, the threat is gone for good, Luna Aldred has decided
Pathfinder Society has established a to combine an exploration mission with a search
presence at the nearby Gold Falls Inn in to determine what became of the raiders who
the interest of continued exploration of had, until recently, been active in the area. While
the area. Venture-Captain Luna Aldred Pathfinder scouts have located their camp,
came north from her previous posting Luna Aldred needs a group of trained agents
in Olfden to oversee further missions to thoroughly search the area, remove
and has been waiting for the right any remaining dangers, and document
time to send another party into the whatever significant findings they
mountain. She had expected duergar come across.
retaliation following the previous
mission, but no attacks came; in Getting Started
fact, shortly following the events The adventure begins at the Gold
of the initial search of Kazhlik, the Falls Inn, about one day of travel
duergar raids ceased altogether. from the nearby settlement of
The local duergars stopped raiding Olfden in Andoran’s Darkmoon
the surface because all of them Vale region. Venture-Captain Luna
perished after making a terrifying Aldred (NG female beastkin human
discovery near the ruins, but none Luna Aldred folk hero; Pathfinder Lost Omens
have yet heard of their fate. Ancestry Guide 78) sits at a table

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in the crowded Gold Falls Inn lobby reading a battered Society: #2-19: Enter the Pallid Peak, Aldred suggests
paperback. As the PCs enter, she looks up and waves them that the other Pathfinders look to them for advice, as they
over. Read or paraphrase the following to brief the PCs have first-hand experience in dealing with the raiders.
on their upcoming journey. If any PCs played Pathfinder What other dangers might there be? “I can’t be sure.
Society #2-19: Enter the Pallid Peak, Aldred mentions However, it’s a good guess there are creatures that
those PCs while describing the previous mission and thrive in the dark, or perhaps enjoy plundering the ruins
thanks them for returning to help this region once more. themselves. If something did wipe out the duergars in
that camp, I’m sure I don’t need to tell you it could be a
“Ah, Pathfinders! I was afraid you wouldn’t make it on threat to you, as well.”
time, but we still may have a few minutes. Come, this way.” What else should we know about the ruins? “There
Venture‑Captain Luna Aldred pulls her knitted shawl close used to be two great cities in the area, Jernashall and
against the evening’s chill as she leads the way to a balcony. Raseri Kanton. The ruins you’ll be exploring are closer
“There. Isn’t it beautiful?” The setting sun has hit Gold Falls to Raseri Kanton, a trade city built near the surface that
at the perfect angle to make the rushing waters and mist take sunk into the ground during the Rending—that’s when
on a spectacular orange glow. Droskar’s Crag erupted, several centuries ago. We’re
“Of course, I didn’t call you here just to share the view. The eager to see what we can learn or recover before it’s lost
Pathfinder Society has a big opportunity here in Darkmoon forever, whether to duergar raiders, another eruption,
Vale. Our previous mission into Droskar’s Crag disrupted a or worse.”
duergar raiding party and uncovered multiple passageways After the discussion, Luna hands out room keys for the
further into the mountain; I’m anxious to see what more night and tells the Pathfinders to rest up and prepare for
we can learn here. I’ve also been working to improve our what could be a dangerous journey. Several merchants
relationship with the locals. We aim to make this region safer have already traveled from Olfden to Gold Falls Inn,
and to recover what we can of the historical relics believed anticipating a rush of adventurers to the area in the near
lost when Droskar’s Crag erupted. I’m hoping you can help future, so PCs can purchase equipment as if they were in
with both goals and show the people of the region that the the nearby settlement.
Society isn’t just here to find treasure and make trouble. Rewards: Luna provides the PCs with a simple map
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“Though the duergar attacks ceased after our last mission, showing how to navigate past the previously explored
the people of Darkmoon Vale still fear that the raiders might area. She also provides each PC with a minor healing
reappear. Our scouts found their camp in the ruins, and I’m potion (a lesser healing potion instead for levels 3–4).
sending you to investigate. Learn what happened to the
duergar, and clear the area around their camp of anything A FAMILIAR FACE
dangerous. If you find any captives or their belongings, bring If any players at the table have earned a Chronicle Sheet
them back so they can be returned to their families. Take note for Pathfinder Society Scenario #2-19: Enter the Pallid
of any significant historical discoveries, as well as tunnels Peak with any of their characters, a familiar character
that may lead deeper into the ruins, but save such passages approaches them; otherwise, skip this section and
for a future expedition—we need you to clear the way and continue to the Recall Knowledge checks on page 5.
find what our next opportunities might be first. Be prepared The familiar face is one of the three ifrits the Pathfinders
to share tales of what you discover when you return. Now, met in the first expedition to Droskar’s Crag. Yandrada
let’s eat!” (N female ifrit dwarf gang leader; Pathfinder Lost Omens
Ancestry Guide 100) is staying at the inn and enters the
After returning inside to eat dinner with Luna, the PCs room as the PCs are wrapping up their conversation with
have time to ask her any questions about the upcoming Luna Aldred. Read or paraphrase the following.
mission. Here are her answers to some likely queries:
Any idea what happened to the duergar raiders? “It’s A figure with golden skin and hair so bright it appears to be
hard to say—no one has seen them for months. However, on fire enters the lobby from upstairs.
they were a fearsome lot, so if they’re gone, it might be “I wondered when the next group of Pathfinders would
because something worse moved in.” show up,” she says. “The Society helped me and my friends
What else can you tell us about the duergar raiders? once, and I barely got to thank them. Perhaps I can repay my
“They were capturing locals to help them explore the debt by helping you.
ruins in Droskar’s Crag. We know they worshipped “If you’re heading back to the Crag, be careful: Even the
Droskar and, from the duergars your colleagues fought, area your compatriots found me in was haunted by death.
at least one could use magic.” If any PCs played Pathfinder Fallen empires can leave behind far worse things than

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duergar. There’s a reason they call it ‘the Pallid Peak,’ after Critical Failure Magically enhanced variants of animals
all. So many deaths occurred there, all at once—it sometimes like frogs and rats, evolved to live in the hottest parts of
felt like the walls themselves were haunted! I have always volcanoes, have been on the rise in recent years. While not
wondered if there was some other necromantic influence in particularly dangerous on their own, the swarms they form
that terrible place, even now.” can easily engulf unwary travelers in flames.

If the PCs ask her questions, Yandrada answers DISCOVERIES


as follows: The PCs have several opportunities to find
Do you know any specific dangers in the or study objects and features of the ruins
ruins? “My companions and I were only to learn new information about the site
there to hide, not to explore, so we didn’t and the fate of the duergar raiders. The
see much. We saw the Pathfinders get rid text indicates when and how the PCs can
of some spirits who were stuck reliving make a discovery, usually by succeeding
their deaths. I can only imagine there at a skill check or finding something
are other horrors in the ruins. The after an encounter. There are a total of
whole place felt creepy, and I’m glad nine discoveries, and GMs should track
to be out of it.” the total number the PCs have found, as
Rewards: Yandrada gives the PCs they contribute to the PCs’ secondary
three vials of holy water and a wolf objectives. A checklist of these
fang talisman. For levels 3–4, she discoveries appears in a GM reference
also gives the PCs a lesser rope handout on page 29. Each discovery can
of climbing (Pathfinder Advanced be earned only once for the whole group,
Player’s Guide 262). not once for each PC.

Arcana or Occultism INTO THE RUINS


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A PC who succeeds at a DC 15 the following day after a night


Arcana or Occultism check to Recall of rest and preparation. After an
Knowledge knows more about magical hazards the party hour’s hike to the entrance of Droskar’s Crag, the PCs
could encounter. Those who spoke with Yandrada gain a find themselves in the ruins of Kazhlik. Luna’s suggested
+2 circumstance bonus to their check. This check should route keeps them far enough from the lava rivers that
be rolled secretly. the heat is bearable. This area has been cleared of any
Critical Success It’s likely the practitioners of magic from dangers, so the PCs can quickly make their way through
ancient Tar Khadurrm harnessed the volcano’s power in the rooms explored by the previous expedition and
their artisanry and spells. If this is true, any lingering magic deeper into the complex. While some of the previously
in the ruins likely includes elements of heat or fire. discovered tunnels lead closer to the main ruins of Raseri
Success The underground conditions, when combined with Kanton, Luna’s map directs the PCs to explore the area
lingering magic from the ancient dwarven empire, may be a near a smaller set of ruins containing the duergar camp.
ripe spawning ground for more than just undead. Creatures However, the straight tunnel through Kazhlik is soon
such as aberrations and constructs may also be present. blocked by a collapse; Luna’s map shows the PCs must
Critical Failure With a magically capable civilization living so follow an alternative route, a natural tunnel with recent
close to its center, the volcano could have formed a spirit of signs of excavation. Rather than the chiseled uniformity
its own that can influence unwary intruders. of the dwarven halls, the width and height of this new
passageway fluctuates every few hundred feet, with lofty
Nature (Recall Knowledge) ceilings and spacious walkways suddenly condensing
A PC who succeeds at a DC 13 Nature check to Recall into claustrophobic tunnels that require adventurers to
Knowledge knows more about potential dangers inside walk single-file. Its twists and turns make what could be
the caverns. This check should be rolled secretly. a direct route into an extended trek.
Critical Success Creatures who live in a volcano may be
resistant to fire damage and acid damage, thanks to the A. Crystal Cave Low
heat and sulfur that surround them. After around two hours of walking through the cramped
Success Vermin are common in underground ruins. passages, the PCs come to a cave containing the first

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A. Crystal Cave

To Area B
From
Surface

1 square = 5 feet Pathfinder Flip-Tiles: Darklands Starter Set

dangers of the expedition. Pinpoints of light flashing in VAMPIRE BAT SWARM CREATURE 1
an irregular pattern are visible ahead. It’s unclear where Page 16
the light is coming from until the party gets closer, at
which point the PCs discover a large geode thousands of Levels 3–4
years in the making. Curiously, the geode is filled with
luminescent mushrooms protruding from the crystal GIANT BAT CREATURE 2
growths that are causing the crystals to glimmer. Page 21
Cave Features: The walls, ceilings, and floors of
this area are natural stone. The ceilings are somewhat UNSTABLE SKELETAL CHAMPION CREATURE 2
irregular, averaging 15 feet high. Smoky quartz glimmers Page 21
from all sides of a massive geode on the southern wall of
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the passage (as indicated by the mushrooms on the map Discovery: A PC who examines the remains of the
on page 6), casting dim light in a 20-foot radius. The duergars or bats and succeeds at a DC 15 Arcana,
geode is difficult terrain. Medicine, Occultism, or Religion check understands that
Creatures: The PCs aren’t the first ones to come across the duergars rose as undead due to some sort of malicious
this natural wonder. A few duergar scouts were fleeing a necromancy, and the bats became corrupted when
dangerous foe when they stumbled into the geode and drinking the duergars’ blood. Learning this information
were set upon by territorial bats. Unstable necromantic counts as one discovery.
energy in the duergars’ corpses, lingering from their prior Rewards: The PCs can gather a total of 5 gp worth of
encounter, caused them to reanimate as skeletons. When crystals from the geode (15 gp for levels 3–4).
a living creature comes within 20 feet of the geode, the Development: With the dangers in this area dispatched
skeletons rise up from the geode to attack. At the same or circumvented, the PCs can continue around the curve
time, the bats roosting in an alcove 25 feet west of the through the natural tunnel and travel for a few hundred
geode swoop out to defend their territory. The bats know more feet (and a few dozen feet deeper into the mountain)
they can’t harm the skeletons—besides, they already before the passage turns east and they reach area B.
picked the corpses clean—and focus their attack on
the newly arrived PCs. The skeletons mindlessly attack B. Dwarven Ruins
whichever living creature is nearest, except the bats. At last, the natural tunnel joins a hallway of worked
The bats have a sinister red glow in their beady eyes— stone, bringing the PCs back into the ruins of Kazhlik.
drinking the duergars’ necromantically corrupted blood This area was once a hub connecting several important
has turned them extremely aggressive, and they fight to subterranean structures, including an outpost near the
the death so long as other living creatures are present. surface (from “Into the Pallid Peak”), a temple and forge
dedicated to Torag, living quarters, a market, and more.
Levels 1–2 Most of these places were buried or destroyed in the
Rending, but the duergars in the area believe the forge is
UNSTABLE SKELETON GUARD CREATURE –1 still intact; if it is, it could yet contain valuable treasure.
Page 16 However, the partially collapsed ruins are also connected

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B. Dwarven Ruins

B2

To Area A B1 B9

B3 B3

B4

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Skeletons
B3
B3
Chest

Ruined Barricade

To Trapped Path (C1)


B6 B8

Mud Pot

B7
To Ancient Bridge

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to a dangerous series of caverns that are the home of tunnels and brief notes made by duergar excavators about
a duergar exile who had been hiding in Raseri Kanton the cave. With a successful DC 15 Survival check (DC 18
during the Rending. She survived—in a fashion—and for levels 3–4) to interpret the maps, or a DC 15 Society
remained hidden in the ruins for centuries. When the check (DC 18 for levels 3–4) to decipher the notes, the
duergar raiders stumbled across evidence that Hedga the PCs learn more about what lies ahead, as follows.
Blessed (NE female duskwalker duergar necromancer; Critical Success As success, and the target of the duergars’
Pathfinder Lost Omens: Ancestry Guide 28) was still excavation—and the location of the threat—is a large tomb
alive, they focused their efforts on locating her, hoping to in one of the caverns below.
return home with the lost exile and earn a glorious prize. Success The path of the duergars’ excavation becomes
Their mission ended in the death of the entire raiding clear, culminating in a large room marked on the maps as
party and all of their captives. dangerous. According to a note in the margins, the duergars
Ruin Features: The walls, ceilings, and floors of this planned to sneak into the area through a small, hidden
area are worked stone, except in areas B6 and B7, which passageway to protect themselves. The passageway is
are natural stone. The worked stone ceilings are 15 feet to the south of the duergar camp. Another path, heading
high, while natural stone ceilings are irregular and range west from the camp, leads to the same large room, but it
from 10 to 15 feet high. There are no light sources unless contains an additional trap.
otherwise noted. Failure The duergars discovered two different routes to a
Use the map on page 7 for encounters in this area. If large room that seems to have been their objective.
the PCs approach the ruins from area A, they first arrive Critical Failure A note in the margin of one map points to a
in area B1. small, hidden passageway as the source of a mysterious,
dangerous creature.
B1. STATUE ROOM
Where the hallway comes to an intersection, a vestibule Discovery: If a PC succeeded or critically succeeded
to the east contains a statue of a male dwarf. Strangely, at a check to interpret the expedition journal, the group
the statue is defaced with dried blood, and heaps of bones earns one discovery, as the PCs now know the layout
are piled nearby—those of small animals and humanoid of the area they need to explore and where the risk of
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creatures alike. PCs who speak Dwarven learn from the attack is strongest. If the PCs earned this discovery, when
nameplate that this is Kols, the Oathkeeper, dwarven they’re in area B6, they realize which of the exits leads to
demigod of duty. Others who wish to identify the statue the hidden passage, automatically discovering the route
must succeed at a DC 15 Religion or Society check or a from area B6 to area C via the extending bridge.
DC 10 Dwarven Lore check to Recall Knowledge.
Discovery: If the PCs identify that the statue represents B3. DUERGAR QUARTERS
Kols, they also realize that duergars are generally An array of smaller rooms to the south of the excavation
inclined to despise the demigod, as dwarves often refer room contains some of the duergars’ discarded personal
to his teachings against “oath breakers” to justify their belongings. There are more than a dozen bedrolls
animosity with duergars. A PC who succeeds at a DC 10 between the three largest rooms; the smallest of them
Medicine check realizes the bones and blood around the lacks any creature comforts but for a few rags on the
statue range from extremely recent to many decades old, floor. A fine layer of dust covers everything in the area.
suggesting the recent raiding party wasn’t responsible. Next to one of the bedrolls, PCs that Search the area
Together, discerning the information about both Kols find a personal account of the duergars’ troubles in
and the remains counts as one discovery. these caverns, written in a personal shorthand using a
Though the PCs have no way of knowing yet, Hedga mix of Common, Dwarven, and Undercommon. If the
was responsible for defacing the statue. She harbors reader speaks only Common, the simple subject matter
unique hatred for Kols following her persecution by and organized structure of the text make it possible to
worshippers of the strict demigod after seeking refuge in attempt a DC 18 Society check to Decipher Writing (DC
Raseri Kanton. 21 for levels 3–4) to translate the journal. Reduce the DC
by 2 if the PC speaks Dwarven or Undercommon, or by
B2. EXCAVATION ROOM 4 if the PC speaks both languages. This check should be
In this large room, a pile of tools and excavation rolled secretly.
equipment lies abandoned by its duergar owners. If the PC succeeds in deciphering the journal, give them
PCs who Search the area find a leather-bound Handout #1: Devotee’s Journal. If they critically fail, give
expedition journal that contains maps of the surrounding them Handout #2: Cleric’s Journal—a mistranslation

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of the journal—instead. If they fail the check (but don’t cavern. In the southeast corner, clothing and weapons
critically fail), they don’t understand the journal and take owned by former duergars and prisoners alike have been
a –2 circumstance penalty to further checks to decipher thrown into a bloody pile. PCs who succeed at a DC
it, as normal for checks to Decipher Writing. 15 Medicine or Religion check (DC 18 for levels 3–4)
Discovery: If the PCs successfully deciphered the realize the blood is fresh and likely indicates the presence
journal and earned the correct handout (Handout #1), of undead creatures in the vile heap. If the PCs know this
they earn one discovery. information, they gain a +2 circumstance bonus to their
Rewards: The journal contains a scroll of disrupting initiative rolls when they encounter these creatures.
weapons and a scroll of heal (plus a scroll of heal [2nd] The only thing along the southern wall is a small,
for levels 3–4). wooden chest with no lock.
Creatures: As soon as a PC touches the chest or
B4. LOOKOUT POST approaches within 15 feet of the southeast corner of the
This hall is lined with several sconces containing room, the pile of bones and clothes in the corner starts
everburning torches. to shift. The pile contains the undead remains of the
Discovery: To the north lies a large altar topped by duergars and prisoners who were injured or killed while
a massive warhammer intricately carved out of stone. confronting the horrors in the caverns beneath the ruins.
Ancient magic causes flames to flicker along the length For levels 3–4, some of the skeletons are the exoskeletons
of the warhammer, much like an everburning torch. A PC of the duergars’ former giant beetle mounts. The skeletons
who succeeds at a DC 10 Religion or Society check or a DC emerge and attack the nearest living creatures. On each
5 Dwarven Lore check identifies it as a tribute to Torag. skeleton’s first turn, it uses its first action to stand up and
A creature who critically succeeds at this check, or who assemble itself for battle.
worships Torag, realizes that a well-known aphorism, “An
anvil is nothing without fire,” should evoke a response. If a Levels 1–2
creature speaks the phrase (in any language) while within
15 feet of the altar, they’re met with a response from a BLOODY SKELETON GUARD CREATURE –1
resounding voice emanating from the warhammer, stating, Page 17
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“The greatest anvils require the hottest fire. Welcome


to the Forever Forge.” The response comes in Dwarven, BLOODY SKELETAL CHAMPION CREATURE 2
but any PC who spoke the phrase can understand the Page 17
response’s meaning. The response references a location
lying somewhere through the passage to the north. If a PC Levels 3–4
speaks the phrase, the group earns one discovery.
North Passage: The passage leading directly north from BLOODY BEETLE EXOSKELETONS (2) CREATURE 3
the altar, out of the ruins, soon approaches an extremely Page 22
hot, dangerous, lava-filled series of volcanic caverns. The
passage leads to a site of great interest—the Forever Forge, Discovery: After dispatching the skeletons, PCs who
a forge and temple dedicated to Torag, still partially intact. look through the chest find a number of personal items,
For now, the PCs should make note of the hazardous including rings, lockets, and other keepsakes taken from
passage and leave it for a future expedition. the duergars’ captives. Recovering these objects earns the
Barricade: Toward the southern end of the hallway, just PCs one discovery.
before the ruins meet the natural caverns, a hastily erected
rock barricade once blocked most of the passageway. The B6. BOILING MUD POT MODERATE
barricade has largely collapsed, leaving difficult terrain Toward the southern end of the complex, nature has
stretching across the hall, as indicated on the map. once again started to reclaim the ruins. A mud pot that
Rewards: PCs who Search the ruined barricade discover stretches across the cavern makes the air thick with the
two minor healing potions (two lesser healing potions smell of rotten eggs. The heavy bubbling of the feature
for levels 3–4) and a +1 morningstar (a +1 striking shows it’s far too hot to touch. However, this doesn’t
morningstar for levels 3–4). seem to have stopped the duergars from approaching:
two lie dead at the edge of the mud pot, their flesh largely
B5. SUPPLY ROOM MODERATE seared from their bodies and their belongings corroded
What little the duergars had in the way of extra rations, beyond usefulness. These two hapless scouts perished
tools, and clothing has been neatly stacked in this large while facing off against the dangers lurking beneath

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the boiling mud, though their sacrifice allowed other Levels 3–4
duergars to pursue foes deeper in the ruins.
Hazard: A rock dam sits at the source of the mud SULFURIC SLIMES (2) CREATURE 1
pot, increasing the viscosity of the mud and causing it Page 23, art on page 26
to bubble and spew unpredictable waves of superheated
acidic mud. The hazard’s area is indicated on the map CAUSTIC MUD POT HAZARD 3
on page 7. PCs must be in or adjacent to the pool on Page 23
the map—the mud pot itself—to attempt to disable it by
moving the rock dam. Discovery: In a small alcove to the southwest of the
Creatures: The heat isn’t the only hazard here. As soon spring, eerie figurines and bone trinkets (some coated
as a creature comes within 10 feet of the mud pot or in splatters of mud or blood) line the floor. A PC who
disables it, one or more sulfuric slimes—oozes born of succeeds at a DC 15 Nature, Religion, Occultism, or
sulfur and fire—rear up from the spring to beat back the Society check discerns from the arrangement and variety
intruders, as they did when the duergars passed by. The of the objects that these “offerings” were likely made by
oozes fight to the death. a deeply religious, cavern-dwelling individual with an
affinity for necromancy. Learning this information earns
Levels 1–2 the PCs one discovery.
Rewards: PCs who Search the alcove also find a
SULFURIC SLIME CREATURE 1 valuable object among the bones: a fancy bronze goblet
Page 18, art on page 26 crusted with dried blood, worth 2 gp (or three goblets
worth a total of 6 gp for levels 3–4).
MUD POT HAZARD 1 Southern Exit: The passage exiting to the south from
Page 18 this area leads to the ancient bridge, then to area C2.
If the PCs deciphered the expedition journal in area B2,
they know this passage is likely safer than the alternative
route through area B7.
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B7. NATURAL TUNNEL


The passage exiting to the west from this area leads to
area C1. If the PCs deciphered the expedition journal in
area B2, they know this passage contains an additional
trap near a large room, and that the passage south (from
area B6) is likely safer.

B8. COLLAPSED HALL


This hall ends in a cave-in after merely 10 feet.

B9. RUINED STOREHOUSE


The room to the north of this passage was once a
storehouse for food, cloth, and other supplies, but its
contents rotted centuries ago. The passage leading east
from here ends in a cave-in after 30 feet.

Into the Caves


The PCs once again leave behind the uniform
passageways of Kazhlik as they push on toward the
danger below. When the bubbling of the mud pot fades
into the distance, the caverns become eerily quiet; each
footfall and clink of armor seems unnaturally loud.
To learn the fate of the duergar raiding party and
Sulfuric Slime complete their mission, the PCs must press on past the
mud pot (area B6) by taking the passage to the south of

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area B6 or the passage west through area B7. If they go maintenance platform, it’s easy to understand how the
south through area B6, proceed to Ancient Bridge below. contraption works. Tugging on the metal makes it move
If they take the passage from area B7, proceed to area C1 a few inches but isn’t enough to extend the bridge. That
on page 12. capability is controlled by a hand crank that’s set in an
alcove near the end of the hidden passageway.
Ancient Bridge When the PCs initially examine the bridge, allow each
The passage south from area B6 leads to an ancient PC to attempt one check to Recall Knowledge or roll
bridge designed by the site’s ancient architects to allow Perception to locate the mechanism. Then, allow the
miners and prospectors to reach the gem-rich caves PCs to attempt checks to repair the bridge until they’ve
beyond an enormous rift in the earth. The bridge is a either successfully extended it or rendered it inoperable
mechanical wonder made to extend and retract as needed through their meddling. Each of these checks is required
so the tremors along the fault line would not destroy or to operate the bridge and is detailed further below.
dislodge it. When retracted, the majority of the bridge Finding the Mechanism: Upon first encountering the
slots into a narrow channel carved into the mountain bridge, each PC can attempt a DC 17 Perception check or
itself. The bridge is a step down from ground level thanks a DC 15 Crafting or Survival check to Recall Knowledge.
to this unique construction. Alternatively, a PC can attempt a DC 13 check with an
The duergar raiders eventually abandoned this route appropriate Lore skill, such as Engineering Lore; increase
in favor of the passage from area B7, as the surviving the DCs of these checks by 3 for levels 3–4. A PC who
members of the raiding party lacked the skill to operate it. succeeds at this check carefully considers the unique risks
When the PCs approach the bridge, read or paraphrase of constructing anything on the edge of a fault, realizes
the following. the other parts of the mechanism should be a few feet
back, and discovers a hand crank in a hidden alcove.
A pile of rubble near the entrance of the hidden passageway If none of the PCs discovers the hand crank, increase
almost obscures it from view. Though once maintained in the the DC of all checks to repair the bridge (see below) by 2.
style of Kazhlik, this tunnel has only recently been cleared Repairing the Bridge: The hand crank is ancient and
out after a collapse. The path, only five feet across at its rusted, making it difficult to turn. The PCs must succeed
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widest point, is strewn with gravel and uneven. Though the at any two of the following four checks to operate it, each
walls and ceiling bear a few cracks, they’re minimal enough check requiring about 10 minutes of effort. If the PCs
that the passage hasn’t yet fallen in completely. critically fail two checks before finishing their repairs,
The narrow corridor widens to a ledge that oversees the bridge becomes inoperable, requiring the PCs to find
a chasm so deep its bottom glows a dull red. A metal another way to cross the 30-foot chasm or return from
contraption that looks like part of a bridge juts out from the where they came and take the path from area B7. If the
near side of the crevasse; more metal glints from the other PCs come up with a creative way to use the lesser rope of
side, 30 feet away. It doesn’t appear the bridge was torn apart climbing (from Yandrada) to aid in their efforts, reduce
by the power of the fault or eroded by the elements: The slab the DCs of any checks that relate to their strategy by 2.
of metal that protrudes a few inches over the gap ends in a • Crafting (DC 15, or DC 18 for levels 3–4) to repair
straight, clean edge. the hand crank and make it stronger.
• Thievery (DC 15, or DC 18 for levels 3–4) to nudge
The PCs might have another way to cross a the existing parts into better alignment.
30-foot‑wide, near-bottomless chasm, and GMs should • Athletics (DC 17, or DC 20 for levels 3–4) to pull
allow for such solutions. Learning how the bridge the bridge past a point of friction that is making the
functions is a noteworthy endeavor for the Pathfinders crank harder to turn.
to undertake in its own right, so GMs should encourage • Recall Knowledge using Engineering Lore or
them to examine the bridge even if they have another another related Lore skill (DC 14, or DC 16
method of crossing the chasm. for levels 3–4) to envision the mechanics of the
Though currently stuck in its retracted state, the bridge underground parts and provide strategic advice.
provides safe passage across the fault to PCs who figure Extending the Bridge: Once repairs have been made, it
out how it works. To extend the bridge and reach the only takes around a minute to extend the bridge across
other side, the PCs must investigate the area to learn how the gap, where magnetic rocks guide it into its berth. The
the bridge operates. Next to the bridge, rough handholds chime of metal against metal alerts PCs that the bridge
and footholds lead down to a small alcove just big has found its anchor and is now stable. As they cross the
enough for one Medium or smaller creature. From this bridge, the PCs notice the far side of the crevasse has

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a matching maintenance alcove. The glint of metal is Use the map on page 13 for encounters in this area.
visible from a shelf sculpted into the wall of the alcove. Ruined Tomb Features: This chamber was once made
Discovery: If the PCs repair and extend the bridge, of worked stone, but the Rending did serious damage,
they earn one discovery. causing partial collapses of the walls and ceilings. The
Rewards: PCs who explore the maintenance alcove on floors are level ground, but the walls and ceilings are
the other side of the chasm find antique tools worth 2 gp uneven natural stone. The ceilings range from 15 to 20
(4 gp for levels 3–4). feet high. There are no sources of light.
Development: After crossing the bridge, the PCs arrive
in area C after about 10 minutes of walking. Taking this C1. TRAPPED PATH TRIVIAL
path allows the PCs to avoid the rockslide trap in area PCs who don’t find the passageway containing the
C1 as they approach the final encounter in area C2. ancient bridge, or chose not to take it, must instead
approach the area from the tunnel to the west of area B7.
C. Ruined Tomb Hazard: The duergars rigged a rockslide in their
Hedga the necromancer took up residence in a cavernous attempts to destroy the dangerous creatures in area
crypt after the Rending destroyed Raseri Kanton. This C2. The rockslide only partially collapsed when it
chamber is but one section of an expansive network of triggered—failing to defeat the duergars’ foes—and the
tombs. As this section is so close to the ruins of Kazhlik, remaining unstable rocks are still dangerous to anyone
Hedga created undead guardians out of the bones of dead who passes through. The area appears more stable
animals and people to thwart intruders. Recognizing the than it is, and creatures must tread carefully to avoid
exiled Hedga’s work from recent duergar legends and a rockslide.
believing the necromancer might still be alive somewhere
in the tomb, the duergar raiders attempted a full-scale Levels 1–2
assault and were soundly defeated. The remaining forces
concocted a plan to ambush the undead guardians FAULTY ROCKSLIDE TRAP HAZARD 1
and destroy them in a land slide trap. They once again Page 19
underestimated their foes, and none made it out alive.
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Levels 3–4
ROCKSLIDE TRAP HAZARD 3
Page 24

Development: If the rockslide triggers, the


creatures in area C2 immediately become aware
of intruders and roll initiative, then move forward
to attack.

C2. HEDGA’S DOORSTEP


MODERATE
The natural cavern here was, at one point, shaped into a
roughly rectangular room, but the volcano has started to
reclaim it, and little of its former glory remains. From the
southern wall, three tunnels lead further into the dark. Their
arched shape and even distribution makes it clear they
were painstakingly crafted by the dwarves who
once dwelled here, but curtains of thousands of
dangling animal and humanoid bones show that
someone or something else has taken up residence
in the chambers beyond. Above the middle tunnel, a
large Dwarven rune is carved into the wall.
Forged Bones
PCs who speak Dwarven or who succeed at a DC 15

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C. Ruined Tomb Pathfinder Flip-Tiles: Darklands Starter Set

Ancient Bridge

Trap

C1 C2

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Enemies Begin Here

1 square = 5 feet Exits to Catacombs


Religion or Society check to Recall Knowledge know creator’s caverns.
the rune represents the word “repose” and discern The forged bones may have allies as the result of Challenge
that this area is an expansive tomb. There are a few Point adjustments. These additional undead creatures are
bodies piled outside the three tunnel entrances, but the also Hedga’s creations. They attack relentlessly and fight
creatures in this room attack immediately, leaving no to the death. Once the forged bones are destroyed, the
time to investigate before the fight. magic surrounding them dissipates and they collapse into a
Creatures: Hedga used necromancy to construct disconnected pile of bones. Their skulls, no longer covered
many undead creatures over the centuries, the most by masks, are not humanoid and were sanded down to fit
powerful of which are undead guardians made from the with the illusion. PCs who look closer find the rest of the
bones of many other creatures, which she calls “forged bones are also from non-humanoid creatures and were
bones.” She outfitted these creations with weapons and merely assembled into a roughly dwarven shape.
armor she discovered in the tombs and other ruins.
The forged bones begin combat by casting reaper’s Levels 1–2
lantern. On most turns, they make a single Strike at
an enemy in melee range, using their remaining actions FORGED BONES CREATURE 3
to cast spells, expand the radius of their ongoing Page 20, art on page 26
spells, or use Forge‑Flame Breath. If their reaper’s
lantern spell ends, they begin making two-handed Levels 3–4
Strikes with their war axes. They fight until destroyed,
obeying their commands to defend the entrance to their FORGED BONES (2) CREATURE 3

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Page 25, art on page 26 adventures to; Nature, Religion, or Survival (DC 15, or
DC 18 for levels 3–4) to add details about the dangers that
Development: PCs who Search the room find several lurk in a volcano and show their bravery in overcoming
dead duergars along with the remains of a couple of them. If at least two PCs succeed at their checks (or
crawling hands and flaming skulls. The duergars are three PCs for parties of five or more PCs), or if any PC
badly burned. PCs who successfully interpreted the critically succeeds, the party has helped Luna improve the
records they found in the dwarven ruins (Handout #1) Pathfinder Society’s reputation in Darkmoon Vale.
verify that these remains account for the entire duergar Rewards: Successful PCs earn the trust and admiration
raiding party. of the crowd. The bartender, thankful for their work,
Discovery: If the PCs take a moment to explore the pulls down a sealed bottle of top-shelf Gold Falls Ale
tunnels, they find they lead to a dank, eerie, mazelike worth 5 sp (1 gp for levels 3–4) and gifts it to the
catacomb littered with discarded animal bones and adventurers. If the PCs don’t win over the crowd, Luna
covered in faded murals of long-dried blood. The PCs assures them that publicity is hard work and buys them
should take note of this location for Luna Aldred but ordinary ale. Either way, she invites them to join her for
save it for a later expedition, as instructed. The PCs earn a full debriefing.
one discovery for finding this area.
Rewards: The PCs can recover the forged bones’ Conclusion
ceremonial forge masks and war axes, all of which were After listening to the details of the mission, Luna
forged in the days of the Tar Khadurrm empire. Altogether, confides in the PCs that their discoveries match up with
the items are worth 8 gp (24 gp for levels 3–4). other information she’s heard about what remains of
Kazhlik, Raseri Kanton, and the surrounding ruins.
Tales at Gold Falls She suspects that a famous temple and forge known
The PCs have no trouble returning to the surface with as the Forever Forge may still be intact, and if the
the treasure and information they gathered. Back at the PCs discovered it, she thanks them for confirming her
inn, Luna informs them the locals have been waiting for suspicion. The presence of a powerful necromancer in
news of their return. After allowing the PCs to rest, the the ruins comes as more of a surprise to her.
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venture-captain helps them to spruce themselves up and In the coming months, Luna intends to organize a
then tells everyone in the tavern that her agents have full-scale expedition to set up a base camp and explore
returned with a story of what they found. the ruins. She hopes the PCs can lend their expertise
Read or paraphrase the following. in these efforts. As for the Forever Forge and the
necromancer’s catacomb, Luna believes exploring
Luna Aldred taps her fork against a glass to call for quiet in these sites may require a team of highly experienced
the crowded dining area. As the conversation dies down, she Pathfinders. She intends to build up the base camp and
motions the party toward the front of the room. “I have some scout the area before sending a group on these missions,
wonderful news,” she says. “Our Pathfinders who went into but she’s curious as to which area—the forge or the
Droskar’s Crag have returned, and they assure me you are no catacomb—the PCs think the Pathfinder Society should
longer in danger of being hunted by duergar raiders. But don’t explore next. She adds that the forge may contain
take it from me. I’ll let them tell the story!” valuable weapons and relics of the lost dwarven empire,
while the necromancer living in the catacomb could
The PCs have a chance to impress the locals by sharing be a survivor of the Rending and thus possess great
what they saw in the ruins. They can convince the locals knowledge—not to mention power.
the threat of raiders is gone, speak of the interesting sites
yet to be explored, or simply tell tales of their deeds REPORTING NOTES
and battles. Encourage players to briefly roleplay their If the majority of the PCs voted for the Pathfinder Society
storytelling or explain how the skill check they choose to explore the Forever Forge next, check box A. If the
contributes to the performance. majority voted for the Pathfinder Society to explore the
Each PC can attempt one of the following skill checks: necromancer’s catacomb next, check box B.
Performance (DC 15, or DC 18 for levels 3–4) to weave
an intriguing tale; Athletics or Acrobatics (DC 15, or PRIMARY OBJECTIVES
DC 18 for levels 3–4) to act out their daring exploits; The PCs complete their primary objective if they eliminate
Pathfinder Society Lore (DC 13, or DC 16 for levels 3–4) all the undead in the ruins, discovering what became of
to recall other famous agents’ feats to compare their own the duergar raiders in the process, and return to the Gold

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Falls Inn to tell a tale of their adventure. Doing so earns
each PC 2 Reputation with their chosen faction.

SECONDARY OBJECTIVES
The PCs complete their secondary objectives if they
earn at least six of the nine possible discoveries in the
ruins. Doing so earns each PC 2 Reputation with their
chosen faction.

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Appendix 1: Level 1–2 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, use the
The statistics presented in this appendix include full stat following Challenge Point adjustments. These
blocks for creatures and hazards appearing in this scenario. adjustments are not cumulative.
These encounters are written for four 1st-level PCs. If your 10–11 Challenge Points: Add one unstable skeleton
group has a different composition or size, refer to the GM guard to the encounter. It rises from the geode on the
Basics section of the Guide to Organized Play: Pathfinder second round of combat.
Society for instructions on how to use the scaling sidebars 12–13 Challenge Points: Add one unstable skeleton
to adjust the encounters for your group. guard with the elite adjustment to the encounter.
Some scaling sidebars reference the elite or weak 14–15 Challenge Points: Add one vampire bat
adjustments. Rules for these adjustments appear on swarm with 16 Hit Points to the encounter.
page 6 of the Pathfinder Bestiary. If a creature is marked 16–18 Challenge Points (5+ players): Add one giant
“(0)”, don’t include it in the encounter unless otherwise bat to the encounter.
specified (likely from the scaling sidebars).

A. CRYSTAL CAVE (LEVELS 1–2) VAMPIRE BAT SWARM CREATURE 1


N LARGE ANIMAL SWARM
UNSTABLE SKELETON GUARD CREATURE –1 Pathfinder Bestiary 39
UNCOMMON NE MEDIUM MINDLESS SKELETON UNDEAD Perception +10; echolocation (precise) 20 feet, low-light vision
Variant skeleton guard (Pathfinder Bestiary 298) Skills Acrobatics +7, Athletics +4 (+7 to Climb), Stealth +7
Perception +2; darkvision Str +1, Dex +4, Con +1, Int –4, Wis +3, Cha –3
Skills Acrobatics +6, Athletics +3 Echolocation A bat swarm can use its hearing as a precise
Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0 sense at the listed range.
Items scimitar, shortbow (20 arrows) AC 15; Fort +6, Ref +9, Will +6
AC 16; Fort +2, Ref +8, Will +2 HP 11; Immunities precision, swarm mind; Weaknesses area
HP 4, negative healing; Immunities death effects, disease, damage 3, splash damage 3; Resistances bludgeoning 6,
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mental, paralyzed, poison, unconscious; Resistances cold piercing 6, slashing 3


5, electricity 5, fire 5, piercing 5, slashing 5 Speed 5 feet, fly 30 feet
Explosive Death When the skeleton is destroyed, its bones Blood Feast [one-action] Each enemy in the bat swarm’s space takes
shatter and explode as the necromantic energy holding it 1d4 piercing damage (DC 16 basic Reflex save). Creatures
together is released. Adjacent creatures take 1d6 slashing that fail this save also take 1 persistent bleed damage.
damage (DC 13 basic Reflex save).
Speed 25 feet GIANT BATS (0) CREATURE 2
Melee [one-action] scimitar +6 (forceful, sweep), Damage 1d6+2 N LARGE ANIMAL
slashing Pathfinder Bestiary 39
Melee [one-action] claw +6 (agile, finesse), Damage 1d4+2 slashing Perception +11; echolocation (precise) 40 feet, low-light vision
Ranged [one-action] shortbow +6 (deadly d10, range increment 60 feet, Skills Acrobatics +8, Athletics +8, Stealth +8
reload 0), Damage 1d6 piercing Str +4, Dex +2, Con +3, Int –4, Wis +3, Cha –2
Echolocation A bat can use its hearing as a precise sense at
the listed range.
AC 18; Fort +9, Ref +8, Will +7
HP 30
Wing Thrash [reaction] Trigger An adjacent enemy damages the
giant bat; Effect The bat makes one or two wing Strikes—
one against the triggering creature and one against another
adjacent creature.
Speed 15 feet, fly 30 feet
Melee [one-action] fangs +10, Damage 1d10+4 slashing
Melee [one-action] wing +10 (agile), Damage 1d6+4 piercing

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B5. SUPPLY ROOM (LEVELS 1–2) Scaling Encounter B5
To adjust for the PCs’ overall strength, use the
BLOODY SKELETON GUARD CREATURE –1 following Challenge Point adjustments. These
UNCOMMON NE MEDIUM MINDLESS SKELETON UNDEAD adjustments are not cumulative.
Variant skeleton guard (Pathfinder Bestiary 298) 10–11 Challenge Points: Add one bloody skeleton
Perception +2; darkvision guard to the encounter.
Skills Acrobatics +6, Athletics +3 12–13 Challenge Points: Replace the bloody
Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0 skeleton guard with a bloody skeletal champion.
Items scimitar, shortbow (20 arrows) 14–15 Challenge Points: Add one bloody skeletal
AC 16; Fort +2, Ref +8, Will +2 champion to the encounter.
HP 4, fast healing 1, negative healing; Immunities death 16–18 Challenge Points (5+ players): Add one
effects, disease, mental, paralyzed, poison, unconscious; bloody skeleton guard and one bloody skeletal
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 champion to the encounter.
Speed 25 feet
Melee [one-action] scimitar +6 (forceful, sweep), Damage 1d6+2
slashing
Melee [one-action] claw +6 (agile, finesse), Damage 1d4+2 slashing
Ranged [one-action] shortbow +6 (deadly d10, range increment 60 feet,
reload 0), Damage 1d6 piercing

BLOODY SKELETAL CHAMPION CREATURE 2


UNCOMMON NE MEDIUM SKELETON UNDEAD
Variant skeletal champion (Pathfinder Bestiary 298)
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
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Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5,
HP 20, BT 10)
AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
HP 25, fast healing 2, negative healing; Immunities death
effects, disease, paralyzed, poison, unconscious; Resistances
cold 5, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity [reaction]
Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 (versatile P), Damage 1d8+4 slashing
Melee [one-action] claw +10 (agile), Damage 1d6+4 slashing
Melee [one-action] lance +10 (deadly d8, jousting d6, reach 10 feet),
Damage 1d8+4 piercing

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B6. BOILING MUD POT (LEVELS 1–2) Scaling Encounter B6
To adjust for the PCs’ overall strength, use the
SULFURIC SLIME CREATURE 1 following Challenge Point adjustments. These
UNCOMMON N MEDIUM MINDLESS OOZE adjustments are not cumulative.
Perception +4; motion sense 60 feet, no vision 10–11 Challenge Points: Apply the elite adjustment
Skills Stealth +2 (+5 in water or mud) to the sulfuric slime.
Str +0, Dex –3, Con +2, Int –5, Wis +1, Cha –5 12–13 Challenge Points: Add one sulfuric slime to
Motion Sense A sulfuric slime can sense nearby motion the encounter.
through vibration and air movement. 14–15 Challenge Points: Add one sulfuric slime
AC 10; Fort +7, Ref +2, Will +4 with the elite adjustment to the encounter.
HP 30; Immunities acid, critical hits, mental, precision, 16–18 Challenge Points (5+ players): Add two
unconscious, visual sulfuric slimes to the encounter.
One With the Mud [reaction] Trigger The slime takes piercing or
slashing damage while touching water or mud; Effect The
slime temporarily shrinks in size as part of its body seeps out
through its wounds. It thrashes in the nearby sludge, making
it more difficult to determine where the boundaries of its
body end. It becomes concealed and gains a +2 circumstance
bonus to its AC until the beginning of its next turn.
Speed 10 feet, swim 10 feet
Ranged [one-action] sulfur spout +8 (range increment 10 feet), Damage
1d4 bludgeoning plus 1d6 acid

MUD POT HAZARD 1


UNCOMMON COMPLEX ENVIRONMENTAL POISON
Stealth DC 18 (trained)
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Description Solid ground gives way to a lake of bubbling


mud that burns anyone who enters and routinely belches
out sulfur.
Disable DC 17 Survival (trained) to find and remove the stones
blocking the flow of water to the mud pot. The water
decreases the viscosity of the mud, allowing steam and
sulfur to escape gradually, rather than in violent bursts, so
creatures can pass through unharmed. The hazard requires
two successful checks to disable. Attempting the check
takes two actions.
Belch [reaction] Trigger A creature other than a sulfuric slime comes
within 10 feet of the mud pot; Effect The hazard rolls
initiative as a gaseous cloud explodes out of the mud. The
triggering creature takes 1d6+3 acid damage (DC 17 basic
Reflex save).
Routine (1 action) On its initiative, the mud pot belches a
cloud of sickening sulfur into the small cavern. Creatures
other than sulfuric slimes within 10 feet must succeed at
a DC 16 Fortitude save or be exposed to sulfur poisoning.
Sulfur Poisoning (poison) Saving Throw DC 16 Fortitude;
Maximum Duration 4 rounds; Stage 1 1d4 poison damage;
Stage 2 1d6 poison damage and sickened 1 (1 round); Stage
3 2d6 poison damage and sickened 2 (1 round)

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C1. MAIN ENTRY (LEVELS 1–2)
FAULTY ROCKSLIDE TRAP HAZARD 1
UNCOMMON TRAP
Stealth DC 17 (trained)
Description The unstable rocks on the floor shift when
stepped on, triggering rocks in the pile above to fall down
across the pathway.
Disable DC 17 Survival (trained) to navigate a save path or DC
17 Thievery (trained) to bolster the rocks on the floor so
they don’t shift under a creature’s weight. Two successful
checks are necessary to ensure the route through the
precarious pile of rocks is safe. Attempting each check
requires two actions.
Rockfall [reaction] Trigger A creature steps on one of the unstable
rocks; Effect Rocks come crashing down onto the
creatures below. The rockfall deals 2d6 bludgeoning
damage to each creature within 10 feet of the rock pile
(DC 17 basic Reflex save).
Critical Success The creature takes no damage.
Success The creature takes half damage and is knocked
prone.
Failure The creature takes full damage, is knocked
prone, and takes a –10-foot circumstance penalty to its
movement speeds for 1 round.
Critical Failure The creature takes double damage, is
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knocked prone, and takes a –20-foot circumstance


penalty to its movement speeds for 2 rounds.

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C2. HEDGA’S DOORSTEP (LEVELS 1–2) Scaling Encounter C2
To adjust for the PCs’ overall strength, use the
FORGED BONES CREATURE 3 following Challenge Point adjustments. These
UNCOMMON LE LARGE SKELETON UNDEAD adjustments are not cumulative.
Perception +10; darkvision 10–11 Challenge Points: Add one crawling hand to
Languages Dwarven, Necril, Undercommon the encounter.
Skills Acrobatics +9, Athletics +10, Intimidation +9 12–13 Challenge Points: Add two crawling hands to
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0 the encounter.
Items ceremonial dwarven war axe, ceremonial robes 14–15 Challenge Points: Add three crawling hands
AC 17; Fort +12, Ref +9, Will +6 to the encounter.
HP 40, negative healing; Immunities death effects, disease, 16–18 Challenge Points (5+ players): Add one
paralyzed, poison, unconscious; Resistances cold 5, forged bones to the encounter.
electricity 5, fire 5, piercing 5, slashing 5
Speed 30 feet
Melee [one-action] war axe +10 (dwarf, sweep, two-hand d12), Damage
1d8+7 slashing
Divine Innate Spells (DC 17) 2nd reaper’s lantern (1 slot); 1st
bane (1 slot)
Forge-Flame Breath [two-actions] (divine, evocation) The forged bones
calls on the power contained in its mask to shoot a burst
of forge-hot flames at intruders, dealing 3d6 fire damage in
a 15-foot cone (DC 17 basic Reflex save). The forged bones
can’t use Forge-Flame Breath again for 1d4 rounds.

CRAWLING HANDS (0) CREATURE –1


NE TINY UNDEAD
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Pathfinder Bestiary 2 56
Perception +5; lifesense 30 feet, tremorsense (imprecise) 30
feet
Languages Common (can’t speak any language)
Skills Athletics +5, Stealth +6, Survival +2
Str +1, Dex +3, Con +0, Int –4, Wis +0, Cha +0
AC 12; Fort +2, Ref +5, Will +2
HP 8, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious, visual
Speed 30 feet, climb 30 feet
Melee [one-action] claw +7 (agile, finesse), Damage 1d4+1 slashing plus
Grab
Grip Throat A Medium or smaller creature that is grabbed by
the crawling hand has difficulty speaking and must spend
an extra action to perform any action with the verbal trait.
Mark Quarry A crawling hand can be assigned a quarry by
anointing the hand with a drop of the intended quarry’s
blood. If the hand ever has no quarry, it automatically gains
the next creature it damages as its quarry. The hand gains a
+1 circumstance bonus to Perception checks when it Seeks
its quarry, to Survival checks when it Tracks its quarry, and
to damage rolls when it Strikes its quarry.

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Appendix 2: Level 3–4 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, use the
The statistics presented in this appendix include full following Challenge Point adjustments. These
stat blocks for creatures and hazards appearing in this adjustments are not cumulative.
scenario. These encounters are written for four 3rd-level 19–22 Challenge Points: Add one vampire bat
PCs. If your group has a different composition or size, swarm to the encounter. It arrives on the second
refer to GM Basics section of the Guide to Organized round of combat.
Play: Pathfinder Society for instructions on how to use the 23–27 Challenge Points: Add one unstable skeletal
scaling sidebars to adjust the encounters for your group. champion to the encounter.
Some scaling sidebars reference the elite or weak 28–32 Challenge Points: Add two vampire bat
adjustments. Rules for these adjustments appear on swarms with 16 Hit Points each to the encounter.
page 6 of the Pathfinder Bestiary. If a creature is marked 33+ Challenge Points: Add one giant bat and one
“(0)”, don’t include it in the encounter unless otherwise unstable skeletal champion to the encounter.
specified (likely from the scaling sidebars).

A. CRYSTAL CAVES (LEVELS 3–4) Attack of Opportunity [reaction]


Shield Block [reaction]
GIANT BAT CREATURE 2 Speed 25 feet
N LARGE ANIMAL Melee [one-action] longsword +10 (versatile P), Damage 1d8+4 slashing
Pathfinder Bestiary 39 Melee [one-action] claw +10 (agile), Damage 1d6+4 slashing
Perception +11; echolocation (precise) 40 feet, low-light vision Melee [one-action] lance +10 (deadly d8, jousting d6, reach 10 feet),
Skills Acrobatics +8, Athletics +8, Stealth +8 Damage 1d8+4 piercing
Str +4, Dex +2, Con +3, Int –4, Wis +3, Cha –2
Echolocation A bat can use its hearing as a precise sense at VAMPIRE BAT SWARMS (0) CREATURE 1
the listed range. N LARGE ANIMAL SWARM
AC 18; Fort +9, Ref +8, Will +7 Pathfinder Bestiary 39
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HP 30 Perception +10; echolocation (precise) 20 feet, low-light vision


Wing Thrash [reaction] Trigger An adjacent enemy damages the Skills Acrobatics +7, Athletics +4 (+7 to Climb), Stealth +7
giant bat; Effect The bat makes one or two wing Strikes— Str +1, Dex +4, Con +1, Int –4, Wis +3, Cha –3
one against the triggering creature and one against another Echolocation A bat swarm can use its hearing as a precise
adjacent creature. sense at the listed range.
Speed 15 feet, fly 30 feet AC 15; Fort +6, Ref +9, Will +6
Melee [one-action] fangs +10, Damage 1d10+4 slashing HP 11; Immunities precision, swarm mind; Weaknesses area
Melee [one-action] wing +10 (agile), Damage 1d6+4 piercing damage 3, splash damage 3; Resistances bludgeoning 6,
piercing 6, slashing 3
UNSTABLE SKELETAL CHAMPION CREATURE 2 Speed 5 feet, fly 30 feet
UNCOMMON NE MEDIUM SKELETON UNDEAD Blood Feast [one-action] Each enemy in the bat swarm’s space takes
Variant skeletal champion (Pathfinder Bestiary 298) 1d4 piercing damage (DC 16 basic Reflex save). Creatures
Perception +8; darkvision that fail this save also take 1 persistent bleed damage.
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5,
HP 20, BT 10)
AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
HP 25, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious; Resistances cold 5,
electricity 5, fire 5, piercing 5, slashing 5
Explosive Death When the skeleton is destroyed, its bones
shatter and explode as the necromantic energy holding it
together is released. Adjacent creatures take 1d6 slashing
damage (DC 15 basic Reflex save).

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B5. SUPPLY ROOM (LEVELS 3–4) Scaling Encounter B5
To adjust for the PCs’ overall strength, use the
BLOODY BEETLE EXOSKELETONS (2) CREATURE 3 following Challenge Point adjustments. These
UNCOMMON NE LARGE MINDLESS SKELETON UNDEAD adjustments are not cumulative.
Variant skeletal giants (Pathfinder Bestiary 299) 19–22 Challenge Points: Remove one bloody beetle
Perception +7; darkvision exoskeleton and add two bloody skeletal champions
Skills Athletics +12, Intimidation +9 to the encounter.
Str +5, Dex +1, Con +3, Int –5, Wis +0, Cha +2 23–27 Challenge Points: The PCs instead face four
AC 17; Fort +10, Ref +8, Will +7 bloody skeletal champions.
HP 50, fast healing 3, negative healing; Immunities death 28–32 Challenge Points: Add two bloody skeletal
effects, disease, mental, paralyzed, poison, unconscious; champions to the encounter.
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 33+ Challenge Points: The PCs instead face four
Speed 30 feet bloody skeletal champions and one bloody beetle
Melee [one-action] horns +12 (agile), Damage 1d10+5 piercing exoskeleton.
Sweeping Horn [two-actions] The beetle exoskeleton makes two
Strikes with its horns against two adjacent foes, both of
whom are within its reach. The multiple attack penalty
does not increase until after both attacks are resolved.
Terrifying Charge [two-actions] The beetle exoskeleton Strides and
makes a horns Strike with a +4 circumstance bonus to
damage. If the strike hits, the beetle attempts to Demoralize
the target.

BLOODY SKELETAL CHAMPIONS (0) CREATURE 2


UNCOMMON NE MEDIUM SKELETON UNDEAD
Variant skeletal champion (Pathfinder Bestiary 298)
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Perception +8; darkvision


Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5,
HP 20, BT 10)
AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
HP 25, fast healing 2, negative healing; Immunities death
effects, disease, paralyzed, poison, unconscious; Resistances
cold 5, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity [reaction]
Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 (versatile P), Damage 1d8+4 slashing
Melee [one-action] claw +10 (agile), Damage 1d6+4 slashing
Melee [one-action] lance +10 (deadly d8, jousting d6, reach 10 feet),
Damage 1d8+4 piercing

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B6. BOILING MUD POT (LEVELS 3–4) Scaling Encounter B6
To adjust for the PCs’ overall strength, use the
SULFURIC SLIMES (2) CREATURE 1 following Challenge Point adjustments. These
UNCOMMON N MEDIUM MINDLESS OOZE adjustments are not cumulative.
Perception +4; motion sense 60 feet, no vision 19–22 Challenge Points: Add one sulfuric slime to
Skills Stealth +2 (+5 in water or mud) the encounter.
Str +0, Dex –3, Con +2, Int –5, Wis +1, Cha –5 23–27 Challenge Points: Add two sulfuric slimes to
Motion Sense A sulfuric slime can sense nearby motion the encounter.
through vibration and air movement. 28–32 Challenge Points: Add two sulfuric slimes
AC 10; Fort +7, Ref +2, Will +4 with the elite adjustment to the encounter.
HP 30; Immunities acid, critical hits, mental, precision, 33+ Challenge Points: The PCs instead face four
unconscious, visual elite sulfuric slimes and one caustic mud pot.
One With the Mud [reaction] Trigger The slime takes piercing or
slashing damage while touching water or mud; Effect
The slime temporarily shrinks in size as part of its body
seeps out through its wounds. It thrashes in the nearby
sludge, making it more difficult to determine where
the boundaries of its body end. It becomes concealed
and gains a +2 circumstance bonus to its AC until the
beginning of its next turn.
Speed 10 feet, swim 10 feet
Ranged [one-action] sulfur spout +8 (range increment 10 feet), Damage
1d4 bludgeoning plus 1d6 acid

CAUSTIC MUD POT HAZARD 3


UNCOMMON COMPLEX ENVIRONMENTAL POISON
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Stealth DC 21 (trained)
Description Solid ground gives way to a lake of bubbling
mud that burns anyone who enters and routinely belches
out sulfur.
Disable DC 20 Survival (trained) to find and remove the
stones blocking the flow of water to the mud pot. The water
decreases the viscosity of the mud, allowing steam and
sulfur to escape gradually, rather than in violent bursts, so
creatures can pass through unharmed. The hazard requires
one successful check to disable. Attempting the check
takes two actions.
Belch [reaction] Trigger A creature other than a sulfuric slime comes
within 10 feet of the mud pot; Effect The hazard rolls
initiative as a gaseous cloud explodes out of the mud. The
triggering creature takes 1d10+6 acid damage (DC 20 basic
Reflex save).
Routine (1 action) On its initiative, the mud pot belches a
cloud of sickening sulfur into the small cavern. Creatures
other than sulfuric slimes within 10 feet must succeed at
a DC 17 Fortitude save or be exposed to sulfur poisoning.
Sulfur Poisoning (poison) Saving Throw DC 17 Fortitude;
Maximum Duration 4 rounds; Stage 1 1d10 poison damage;
Stage 2 1d12 poison damage and sickened 1 (1 round); Stage
3 2d10 poison damage and sickened 2 (1 round)

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C1. MAIN ENTRY (LEVELS 3–4)
ROCKSLIDE TRAP HAZARD 3
UNCOMMON TRAP
Stealth DC 20 (trained)
Description The unstable rocks on the floor shift when
stepped on, triggering rocks in the pile above to fall down
across the pathway.
Disable DC 20 Survival (trained) to navigate a save path or DC
20 Thievery (trained) to bolster the rocks on the floor so
they don’t shift under a creature’s weight. Two successful
checks are necessary to ensure the route through the
precarious pile of rocks is safe. Attempting each check
requires two actions.
Rockfall [reaction] Trigger A creature steps on one of the unstable
rocks; Effect Rocks come crashing down onto the
creatures below. The rockfall deals 4d6 bludgeoning
damage to each creature within 10 feet of the rock pile
(DC 20 basic Reflex save).
Critical Success The creature takes no damage.
Success The creature takes half damage and is knocked
prone.
Failure The creature takes full damage, is knocked
prone, and takes a –10-foot circumstance penalty to its
movement speeds 1 for 1 round.
Critical Failure The creature takes double damage, is
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knocked prone, and takes a –20-foot circumstance


penalty to its movement speeds for 2 rounds.

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C2. HEDGA’S DOORSTEP (LEVELS 3–4) Scaling Encounter C2
To adjust for the PCs’ overall strength, use the
FORGED BONES (2) CREATURE 3 following Challenge Point adjustments. These
UNCOMMON LE LARGE SKELETON UNDEAD adjustments are not cumulative.
Perception +10; darkvision 19–22 Challenge Points: Remove one forged bones
Languages Dwarven, Necril, Undercommon and add two flaming skulls to the encounter.
Skills Acrobatics +9, Athletics +10, Intimidation +9 23–27 Challenge Points: Add one forged bones to
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0 the encounter.
Items ceremonial dwarven war axe, ceremonial robes 28–32 Challenge Points: Add two flaming skulls to
AC 17; Fort +12, Ref +9, Will +6 the encounter.
HP 40, negative healing; Immunities death effects, disease, 33+ Challenge Points: Add two forged bones to the
paralyzed, poison, unconscious; Resistances cold 5, encounter.
electricity 5, fire 5, piercing 5, slashing 5
Speed 30 feet
Melee [one-action] war axe +10 (dwarf, sweep, two-hand d12), Damage
1d8+7 slashing
Divine Innate Spells (DC 17) 2nd reaper’s lantern (1 slot); 1st
bane (1 slot)
Forge-Flame Breath [two-actions] (divine, evocation) The forged bones
calls on the power contained in its mask to shoot a burst
of forge-hot flames at intruders, dealing 3d6 fire damage in
a 15-foot cone (DC 17 basic Reflex save). The forged bones
can’t use Forge-Flame Breath again for 1d4 rounds.

FLAMING SKULL (0) CREATURE 2


NE TINY MINDLESS UNDEAD
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Pathfinder Bestiary 3 30
Perception +9; darkvision
Languages Common, Necril
Skills Acrobatics +8 (+10 to Maneuver in Flight)
Str +,1 Dex +4, Con +1, Int –5, Wis +3, Cha +0
AC 18; Fort +5, Ref +10, Will +7
HP 30, negative healing; Immunities death effects, disease,
fire, mental, paralyzed, poison, unconscious; Weaknesses
positive 3
Fiery Explosion When destroyed, a flaming skull explodes
in a blast of fire and bone that deals 1d6 piercing damage
plus 1d6 fire damage to each adjacent creature (DC 18 basic
Reflex save).
Speed 15 feet, fly 30 feet
Melee [one-action] forehead +10 (finesse), Damage 1d6+3 bludgeoning
plus 1d6 fire
Ranged [one-action] spitfire +10 (agile), Damage 1d12+2 fire
Flaming Shroud A flaming skull is shrouded in hideous flames.
It deals 1d6 fire damage to any unattended item it touches
and on a forehead Strike. On a critical hit with a Strike, the
target catches fire, taking 1d4 persistent fire damage.

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Appendix 3: Game Aids

Luna Aldred Yandrada


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Sulfuric Slime Forged Bones

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Handout #1: Devotee’s Journal
Day 97,
Progress has been slow with so few captives, but today we uncovered something new—an ancient burial
chamber. It took all my magic just to unlock the first few vaults, and there were three tunnels lined with
them! Two of the search parties we sent inside have returned with weapons forged of gold, fine gems, and
magical trinkets. If we have to search for the third party tomorrow, they will regret it. I am glad of this
new discovery, as the forge remains inaccessible.

Day 98,
All died. Charred to a crisp. Some believe a fireball was rigged to the valuables, but I question why it
waited until it was outside the vault to explode. We assigned two prisoners to traverse the length of each
tunnel tonight to search for other traps.

Day 99,
Only one prisoner survived, and he is incoherent and bleeding heavily. He spoke of encountering
someone—another duergar. But who? We need answers he cannot give. Tomorrow we will send our best
scouts to the tomb and dispatch a raiding party to replenish our workers’ numbers.

Day 100,
Everything we had gathered from the vaults disappeared overnight. Assuming the risk was in the tombs,
we had not set a guard. Now we know it’s not just traps we have to worry about. Thankfully the scouts
returned alive and unharmed. They believe they found a second entrance to the tombs—perhaps to an
area not stalked by death. The strange objects we have found here disturb me. I’ve ordered the others not
to touch them.
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Day 101,
No word from the raiding party, and stillness overnight. I finally had enough time to examine the bodies
of our deceased. We found traces of necromantic magic. Are they cursed? One of them yet bleeds, though
he is surely dead.
The scouts and their prisoners managed to clear the hidden passage, but it leads to a giant fissure with
only the remnants of a bridge. Droskar, have you not tested us enough?

Day 104,
A scout caught a glimpse of this other duergar in the tomb. I believe her to be the exile, Hedga the
Blessed, though surely she ought to have died long ago—in the Rending, or of old age. Perhaps she is a
more capable necromancer than the legends told. But her strange creations, and these heretical baubles,
leave no doubt in my mind.
Rather than confronting this threat, my plan is to outwit her. I spent today constructing a trap. With
any luck, we can destroy the necromancer’s guardians and apprehend her. Glory awaits us when we return
with her head.
All of us will leave camp tomorrow. Our lead scout suggested searching for the other side of the fissure-
passage to find a means to repair the bridge. Now I pray we are not slain the moment we return to that
cursed place.

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Handout #2: Cleric’s Journal
Day 97,
Our prisoners are slow, but every day is a chance for something new—like the tombs we found. With
my magic, I was able to open the doors, and the three tunnels were lined with treasure! Two searchers
brought back expensive weaponry, jewels, and magic goods; I’m happy to find this, as the forge is closed.
I am upset with the third party, and will search with them tomorrow.

Day 98,
Many people died. Serious burns all over them. I think a fireball was traveling in one of the treasures.
When they took it out of the vault, it exploded. Tonight, two prisoners will go to the tunnels and walk
down them, setting traps of our own.

Day 99,
The only surviving prisoner has bled out so much he could not even talk. Whatever he knows, it is
still a secret. Tomorrow our scouts will go first, then the rest of us will follow to raid the tombs with our
captives.

Day 100,
Last night everything we had looted went missing. The tomb is still the most dangerous place, but our
camp needs guards as well. Traps may not be enough to stop whatever is after us.
Our scouts were lucky to come home unharmed today. They found a secret entrance to the tombs, but
in an area they say is patrolled by death itself…

Day 101,
We haven’t talked about returning to raid more tombs, but at least nothing happened overnight. Instead,
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I looked at some of the bodies we found. They are strong with necromantic energy. With my training in
this magic, perhaps I can read the spells to learn something about our enemy.
The scouts tried to clear out the hidden passage today, but a giant collapse covers the bridge. Droskar,
will you help us pass this test?

Day 104,
A scout saw a duergar in the tomb. I think she was exiled long ago, Hedga the Holy, though she should
be dead in the old Rending. Perhaps she is a great necromancer, from the stories. Her magic and unholy
items leave little doubt.
The smartest thing for us to do is to confront the danger. We can use prisoners as bait in my trap and
destroy the tomb guardians. I seek great fame in taking her head.
We leave camp tomorrow. We will look for the other side of the hidden passage and retreat to the
bridge. I pray with our ambush we can end the curse on this place.

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GM Reference: Discovery Checklist
The nine significant discoveries the PCs can make during this adventure are listed below.

□ Area A: Determine that necromancy is the source of the corruption in the bats
□ Area B1: Identify the statue of Kohls and determine that its desecration was not recent
□ Area B2: Locate an interpret the maps and notes in the expedition journal
□ Area B3: Correctly decipher the devotee’s journal
□ Area B4: Speak the aphorism near the altar
□ Area B5: Recover the keepsakes from the chest
□ Area B6: Identify the significance of the figurines and trinkets
□ Ancient Bridge: Repair and extend the bridge
□ Area C2: Make note of the tunnels leading onward

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A. Crystal Cave

16A 41A 04A 21A

C. Ruined Tomb

06B 01B 11B


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17A 12B 40B 08B

36B 05B 30B

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Organized Play
Treasure Table Treasure Bundles
LEVEL TREASURE BUNDLE □ Area A, page 5: 1 Treasure Bundle for defeating the
foes
1 1.4 gp
□ Area B3, page 8: 1 Treasure Bundle for recovering and
2 2.2 gp reading the journal (Handout #1 or #2)
3 3.8 gp □□ Area B4, page 8: 2 Treasure Bundles for exploring
4 6.4 gp the lookout post
□□ Area B6, page 9: 2 Treasure Bundles for disarming
the hazard and defeating the sulfuric slimes
□ Ancient Bridge, page 11: 1 Treasure Bundle for
repairing and extending the ancient bridge
□ □ Area C2, page 13: 2 Treasure Bundles for defeating
the undead
□ Conclusion, page 14: 1 Treasure Bundle for improving
the reputation of the Pathfinder Society among the locals

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Event Reporting Form
Date Event Code:

Location

GM Org Play #: 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

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□ 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

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Open Game License Version 1.0a PAIZO INC.
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Pathfinder Society Scenario #3-10: Delve the Pallid Depths © 2021, Paizo Inc.; Author:
Caryn DiMarco.

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2
Character Name Organized Play # Character #

Adventure Summary
The site of a previous Pathfinder Society mission, Droskar’s Crag—volcano and frequent home to duergar raiders—has been
suspiciously free of raids for the last few months. Venture-Captain Luna Aldred asked you to investigate the area, hoping for proof the
duergar threat has been driven back for good.
You ventured into Droskar’s Crag, searching for any hints of duergar activity or clues to the force that removed them from the
picture. Within the ruins, you faced territorial cave-dwelling creatures and undead foes as you discovered clues of the duergars’ fate.
You discovered passages leading to other areas of the ruins, including an expansive catacomb and a massive forge currently blocked
by volcanic activity. As you explored the ruins, you learned the duergars were all slain by undead guardians created by a necromancer
who lives somewhere in the catacombs.
Upon returning to the Gold Falls Inn, you relayed your adventures to the crowd and convinced them the area is no longer under threat.

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 to XP Gained
[Link]/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo.
com account and registered a character before you can begin making Achievement Point transactions. Total XP

Starting GP

Reputation Gained GP Gained

Total GP

Items Purchases
Items Sold / Conditions Gained

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

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

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