Exploring Droskar's Crag Ruins
Exploring Droskar's Crag Ruins
6505555
30643618 6505555
Delve the
Pallid Depths
By Caryn DiMarco
30643618
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643618
6505556
6505556
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.
LEVELS: 1–4
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
[Link]
30643619
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643619
6505557
6505557
30643620
3
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643620
6505558
6505558
“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
30643621
4
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643621
6505559
6505559
(Recall Knowledge) Yandrada Luna expects the PCs to set out 6505559
30643622
5
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643622
6505560
6505560
A. Crystal Cave
To Area B
From
Surface
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
30643623 6505560
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
30643623
6
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643623
6505561
6505561
B2
To Area A B1 B9
B3 B3
B4
30643624 B5 6505561
Skeletons
B3
B3
Chest
Ruined Barricade
Mud Pot
B7
To Ancient Bridge
30643624
7
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643624
6505562
6505562
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
30643625
8
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643625
6505563
6505563
30643626
9
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643626
6505564
6505564
30643627
10
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643627
6505565
6505565
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
30643628
11
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643628
6505566
6505566
Levels 3–4
ROCKSLIDE TRAP HAZARD 3
Page 24
30643629
12
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643629
6505567
6505567
Ancient Bridge
Trap
C1 C2
30643630 6505567
30643630
13
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643630
6505568
6505568
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
30643631
14
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643631
6505569
6505569
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.
30643632 6505569
30643632
15
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643632
6505570
6505570
30643633
16
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643633
6505571
6505571
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
30643634
17
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643634
6505572
6505572
30643635
18
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643635
6505573
6505573
30643636
19
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643636
6505574
6505574
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.
30643637
20
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643637
6505575
6505575
30643638
21
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643638
6505576
6505576
30643639
22
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643639
6505577
6505577
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)
30643640
23
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643640
6505578
6505578
30643641
24
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643641
6505579
6505579
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.
30643642
25
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643642
6505580
6505580
30643643
26
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643643
6505581
6505581
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.
30643644 6505581
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.
30643644
27
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643644
6505582
6505582
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,
30643645 6505582
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.
30643645
28
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643645
6505583
6505583
□ 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
30643646 6505583
30643646
29
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643646
6505584
6505584
C. Ruined Tomb
30643647
30
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643647
6505585
6505585
30643648 6505585
30643648
31
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643648
6505586
6505586
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
□
30643649
Faction: 6505586
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
□
30643649
32
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643649
6505587
6505587
30643650
33
[Link], Vince Romaniello <v.romaniello88@[Link]>, Jun 4, 2025 30643650
Scenario #3-10:
Delve the Pallid Depths
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
Total GP
Items Purchases
Items Sold / Conditions Gained
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]