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Second Edition

Scenario #3-99 Levels 1–4

Fate in the Future


By Jessica Catalan
Fate in the Future
AUTHOR
Table of Contents
Jessica Catalan

DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Thurston Hillman

ADDITIONAL DEVELOPMENT
Appendix 1: Level 1–2 Encounters . . . . . . . . . . . . . . . 33
Linda Zayas-Palmer

DESIGN LEAD
Appendix 2: Level 3–4 Encounters . . . . . . . . . . . . . . 48
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 64
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
EDITORS
Addley C. Fannin, Avi Kool, and K. Tessa Newton

COVER ARTISTS
GM Resources
Sebastian Rodriguez and Riley Spalding Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTISTS Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Gamemastery Guide
Gislaine Avila, Carol Azevedo, Przemysłąw Gołąb, Maps: Pathfinder Flip-Map: Arcane Library, Pathfinder Flip-Mat Classics: Ancient Dungeon,
Raphael Madureira, Riccardo Moscatello,
Sebastian Rodriguez and Riley Spalding Pathfinder Flip-Mat Classics: Dungeon, and Starfinder Flip-Mats: Ice World
Online Resource: Pathfinder Reference Document at paizo.com/prd
CARTOGRAPHER
Jason Engle, Sean Macdonald, Corey Macourek and
Damien Mammoliti
SCENARIO TAGS
ART DIRECTION AND GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
DEVELOPMENT MANAGER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer

ORGANIZED PLAY MANAGER EXCLUSIVE GLYPH


Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs SUMMARY
DIRECTOR OF GAME DEVELOPMENT When all paths of the Pathfinder’s Maze of the Open Road—a recently repaired
Adam Daigle extradimensional shortcut that enables rapid travel throughout Golarion—turn
toward a single unknown location, the Pathfinders launch an expedition to the Maze’s
PUBLISHER
Erik Mona new destination. There, in long-abandoned ruins, they discover a powerful artifact
known as the Eternity Arch, which is acting as a planar beacon as it resonates with
HOW TO PLAY something deeper in the ruins. To free the Maze of the Open Road from the grasp
of the Eternity Arch, the Pathfinders search for the source of the resonance. At the
ruin’s surface entrance, the Pathfinders discover their target—a dragonkin from the
PLAY TIME: 4–5 HOURS future separated from her partner during a temporal escapade and stranded in the
present. The Pathfinders must protect the dragonkin long enough to help send her
home, then quickly flee through the Maze of the Open Road or be stranded forever on
an alien world!
LEVELS: 1–4

PLAYERS: 3–6

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

paizo.com
Fate in the Future
Fate in the Future (Levels 1–4)
By Jessica Catalan

In the distant future, across an immeasurable gulf of time, Where on... Golarion?
a dragonkin named Heraxia and her bonded ryphorian The introduction of Fate in the Future takes place
partner, Felise, dabbled in mischief and misadventure. at Woodsedge Lodge in Galt. During Part 1, the PCs
They embarked on countless ill-conceived schemes, each quickly traverse the Maze of the Open Road to a
more daring than the last. Soon, the duo’s foolhardy mysterious ruin. This ruin is in the Winterlands of
adventures were taking place not on distant worlds but Akiton, the fourth planet from the sun in Golarion’s
distant planes. Felise’s newfound passion for exploring solar system. You can find information on Woodsedge
forbidden temporal byways, however, attracted the Lodge beginning on page 106 of the Lost Omens
attention of hounds of Tindalos during one of their Pathfinder Society Guide, on Galt beginning on page
journeys. Outnumbered and overpowered, the two fled, 126 of the Pathfinder Lost Omens World Guide, and
and during the chase, they stumbled upon a fissure in the on Akiton on page 16 of Pathfinder Campaign Setting:
Dimension of Time. They sought to use it to escape, but Distant Worlds. For information on Akiton during the
the unstable fissure instead caused a terrible temporal Starfinder era, see page 442 of the Starfinder Core
accident, and the two were separated. While Felise Rulebook and page 48 of Starfinder Pact Worlds.
returned home to their original timeline, Heraxia was
shunted backward in time—to the present.
Even across such a distance, Heraxia and Felise have
still been able to empathically communicate for brief
periods. In the years since their separation, they’ve
employed numerous artifacts, magical rituals, and
experimental technology to try to bring Heraxia back to
the future, and none have worked. Fortuitously, they’ve
both recently come across a magical artifact known as
the Eternity Arch in their respective timelines and believe
it could finally provide an answer to their long isolation.
Though the arch was originally intended for psychic
transference across time, Heraxia and Felise have been
independently experimenting on it to modify it, in the
hopes of finally bringing Heraxia back home. locations across Golarion and beyond. Thanks to the
Their tinkering has had consequences in both efforts of numerous Pathfinder agents, the Pathfinder
timelines. In the distant future, Felise’s meddling has led Society was able to establish some degree of control
to rumors of haunted ruins hidden in Akiton’s southern over its destinations and add several Pathfinder lodges
glaciers, drawing the Starfinder Society’s attention. In the to the network, including the newly founded Open Road
present, Heraxia’s attempts to attune to the Eternity Arch Lodge. Now, the Maze’s exits have realigned and all lead
has caused the pair to function as a powerful beacon to a single unknown destination: the lair of the Eternity
that cuts across time and space, attracting dimensional Arch. Initial investigations by the Pathfinder Society
pathways—pathways like the Maze of the Open Road. indicate the trouble lies not within the Maze of the Open
The Maze of the Open Road is a magical hedge maze Road but beyond it.
that enables its wanderers to walk interdimensional By order of the Pathfinder Society’s Decemvirate
pathways to reach distant destinations in a short time. leadership, Venture-Captain Armeline Jirneau of the
Since its creation, the Maze has included portals to many Woodsedge Lodge has assembled a large expedition to

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Fate in the Future
travel into the Maze of the Open Road, to determine
the source of the anomaly and resolve it. The Pathfinder
Ancestries beyond Golarion
and Starfinder Societies launch parallel explorations into This adventure includes references to ancestries
the Akitonian ruin containing the Eternity Arch, their and cultures that the PCs are unlikely to be familiar
investigations on a collision course across time itself. with. When the PCs interact with someone from
one of these ancestries, whether by talking to them
Running the Event or seeing a vision that includes them, the PCs can
Fate in the Future is meant to accommodate varying attempt a DC 25 Society check to learn the relevant
House sizes (from 6 tables up to 150+ tables). To information below.
facilitate a more cohesive process for seating players Dragonkin: Dragonkin are an ancestry of bipedal
at larger events, the introduction and player mustering dragons native to Triaxus. They form close, lifetime
phases are built into the scenario during the introduction bonds with a single other person, and they often
(page 5). There is no requirement to have everyone seated choose ryphorians as their partners.
before players begin the introduction, and Table GMs Human: Most humans on Akiton belong to a broad
should be ready to start as soon as four or more players category of ethnicities called Hylki. Hylki people have
have been seated at the table. deep-crimson skin and eyes that tend toward warm
Because of the nature of mustering, players may need to colors like yellow, orange, and red.
be moved from one table to another to achieve minimum Ikeshti: Ikeshtis are a small, draconic-featured
numbers or table balance. If players whose tables are people with reddish scales who live primarily in
already underway are asked to move, the Table GM Akiton’s deserts and hills.
should encourage them to bring along any information Kasatha: Kasathas are humanoids with four arms
they discovered at their initial table and share it with and long craniums. A small number of kasathas live
their new table. on Golarion, in the deserts of Numeria. While these
This scenario has two versions: one designed for levels kasathas know that their ancestors come from
1–4 and one for levels 5–8. When assigning and adjusting another planet far beyond Golarion’s solar system,
tables, remember that PCs can play at a table only if their their history is shrouded in contradictory legends.
level falls within the range for that version. Each of these Ratfolk: Ratfolk are far more prevalent on Akiton
versions counts as a separate scenario. Players and GMs than they are on Golarion. Some scholars believe that
may earn credit for each of these two versions once. the term ysoki, which many ratfolk on Golarion use
For ease of running this event, text intended for Table to describe themselves, may have originated from
GMs to read aloud is purple, while text intended for Akitonian ratfolk, who use the same term.
the House GM to read aloud is bolded and red. More Ryphorian: Ryphorians are so prevalent on Triaxus
information on these terms appears in the glossary below. that those from other planets sometimes refer to
them simply as Triaxians. Ryphorians’ physical
GLOSSARY OF TERMS characteristics depend upon the season of their
Fate in the Future uses several terms unique to Organized birth, with summerborn ryphorians having dark skin
Play interactive events. Each participant’s role in the and winterborn ryphorians having white fur. These
event is outlined under the respective entry. features come in handy, as Triaxus’s seasons last for
Challenge Points: This is a measure of the PCs’ overall several centuries.
strength that Pathfinder S ociety s cenarios u se t o a djust Shobhad: Shobhads are 12-foot-tall humanoids
difficulty of encounters for groups of varying sizes and with four arms and gray skin. Most shobhads on
levels. More information on this system appears on page Akiton live in clans whose cultures prizes resilience,
68. self-sufficiency, and martial prowess.
House GM: This Game Master manages the timing,
scoring, and flow of the event. In addition, they make
announcements about the amount of time remaining and full of excited players, or it could be a visual signal like
events that impact the entire House, as well as presenting a flashing light or waving flag. The signal indicates that
the opening and closing scenes of the adventure. The everyone in the House should be silent and direct their
House GM should have some means of signaling to attention to the House GM.
the entire House, especially Table GMs, who are their The House GM should inform all Table GMs what this
liaisons to the players. This can be through a bell or other signal is prior to the event’s start and ensure that they are
auditory signal that can cut through the din of a room all positioned to be able to see or hear it during the event.

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Fate in the Future
House: All the PCs participating in the adventure of the Decemvirate, and news that the Maze is once again
across all levels. malfunctioning has led to intense speculation among the
HQ Staff: These are support personnel who tabulate gathering Pathfinders. Cutting through chaos and gossip
results and handle player table assignments at the alike, Venture-Captain Armeline Jirneau takes the lead,
beginning of the event. Members of the HQ Staff are ensuring everyone gathers in their assigned units and tends
responsible for managing the results of table actions to their duties.
during the event.
Mustering: The process of gathering up players and PREPARATIONS
assigning groups of players to GMs. PCs can attempt the following tasks in any order while
Part: This event is broken into four separate segments. the House musters. For each task, the Table GM provides
To a degree, each individual table can move through a description, engages the PCs in some brief roleplaying
encounters at its own pace, but the entire House starts
and ends each part simultaneously to ensure the stage of
play remains synchronized across the entire House.
Table GM: Each of these Game Masters manages a
single table of players. Tables are run exactly like one
would run a standard Pathfinder Society table, with
the following exceptions. Table GMs must follow the
instructions for getting the PCs to the next part in the
scenario. Likewise, if a Table GM has a group that
finishes the part before the House GM calls time, they
must notify the House GM.

TIMELINE
Fate in the Future is designed to take less than 5 hours,
including a modest amount of time for mustering and
setup. Each section transitions automatically after a
certain amount of time passes, though the introduction
is somewhat flexible based on mustering needs. The
following is a measure of how long each part should last.
Introduction: 15 minutes (or longer, if mustering
requires)
Part 1: 90 minutes
Part 2: 80 minutes
Part 3: 30 minutes
Part 4: 60 minutes
Conclusion: 15 minutes

Introduction: Gathering at
Woodsedge Lodge
During the introduction portion of this event, Pathfinder
Society leaders ensure that Society members are fully
prepared for the expedition ahead. As players arrive at
the table and get ready for the event, Table GMs should
read the following to orient them.

Pathfinders hustle about the grounds of Woodsedge Lodge,


checking in, mustering in units, unloading and delivering
supplies, cooking, and socializing. The atmosphere is tense
but excited. The Maze of the Open Road is a place of legend
that few Pathfinders have had the honor of traversing. Once Armeline Jirneau
dangerous, the Maze was recently repaired by Eliza Petulengro

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Fate in the Future
(1–2 minutes), and then prompts the PCs to each attempt Venture-CaptainScaling Event
Armeline Jirneau 1 Pathfinder
is the head
one of the listed skills for that task. The DC of the task is for this mission, but all of these leaders participate in the
15 (DC 18 for levels 3–4). If the highest result succeeds at expedition. Art for these leaders appears in Appendix 3.
the task, the PCs receive the standard reward. If anyone
critically succeeds at the task, the PCs instead receive the ESCORT
greater reward. The PCs can Aid each other, but any PC Relevant Skills Nature, Perception, Survival
who attempts to Aid can’t attempt their own check. Task Details Verdant Wheel faction leader Urwal walks amid
Venture-Captain Armeline Jirneau (CG female half-elf the gathered Pathfinders. He checks each person’s face
detective) accompanies the Pathfinders on this mission, before shaking his head and moving on to the next. “There
along with faction leaders Calisro Benarry (CN female are Pathfinders unaccounted for. Although the upcoming
half-orc corsair) of the Horizon Hunters, Eando Kline mission will be dangerous, Galt is not a land it would do to
(CG male human explorer) of the Vigilant Seal, and get lost in. Find our wayward companions and bring them
Urwal (NG male lizardfolk astrologer) of the Verdant here so no one gets left behind.”
Wheel. Also present are Head Initiate Janira Gavix Standard Reward Each PC receives a lesser healing potion
(N female halfling instructor), and Ashasar (N male from Urwal as thanks for their efforts.
suli druid), a planar specialist and liaison between the Greater Reward Each PC receives a second lesser healing potion.
Pathfinder Society and the Concordance of Elements.
LAST MEAL
Relevant Skills Cooking Lore, Society, Survival
Task Details Horizon Hunters faction leader Calisro
Benarry clutches at her stomach as it grumbles
loudly. “Just in time! I’m starving! Go lend the
Lodge’s serving staff a hand so everyone can have a
proper meal before this mission gets underway. We can’t
set out on an empty stomach!”
Standard Reward The nourishing meal fortifies the PCs for
their mission. Each PC gains a +1 circumstance bonus on
their next Fortitude saving throw.
Greater Reward As the standard reward, but the bonus is
instead a +2 circumstance bonus.

MAGICAL INVESTIGATIONS
Relevant Skills Arcana, Nature, Occultism, Religion
Task Details Ashasar stands outside a magnificent hedge
maze, examining it with interest. “This is the fabled Maze
of the Open Road. Our divinations indicate the maze’s
misalignment is due to an outside source beyond the maze
and not a problem with the maze itself. Still, I prefer to
conduct a second assessment to ensure nothing’s changed.
I’d like you to assist by gathering magical readings—just
don’t enter the maze!”
Standard Reward Ashasar rewards each PC with their choice
of an owlbear claw, a potency crystal, a scroll of burning
hands, or a scroll of true strike. For levels 3–4, they instead
each receive their choice of a bloodseeker beak, a feather
step stone, a 2nd-level scroll of burning hands, or a scroll of
restoration.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed options.

Urwal MUSTERING
Relevant Skills Diplomacy, Perception, Society

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Fate in the Future
Task Details Venture-Captain Armeline Jirneau proffers a long well as during the overnight rest at the beginning of Part
list of names. “I’ve organized all the Pathfinders into teams 3; doing so takes 10 minutes.
of between four and six agents. Take this list and help In addition to supplies, the PCs can purchase
everyone gather in their assigned units.” spellcasting services to remove negative conditions during
Standard Reward Meeting their fellow Pathfinders instills in the overnight rest at the beginning of Part 3. The Society
the PCs a lingering sense of responsibility for their fellow offers free removal of some conditions during this time
agents. Each PC gains a +1 circumstance bonus on their (page 24).
next Will saving throw.
Greater Reward As the standard reward, but the bonus is THE MAZE OF THE OPEN ROAD
instead a +2 circumstance bonus. Venture-Captain Armeline Jirneau calls for all Pathfinders
to gather for an announcement. Once everyone is finished
REASSURANCE mustering, the House GM reads or paraphrases the
Relevant Skills Deception, Diplomacy, Performance following.
Task Details Head Initiate Janira Gavix smiles and waves at the
sight of the PCs, then hurries over to say hello. “Do you have
a second to lend me a hand? I brought along a few dozen
newly graduated Pathfinders, but they’re worried about the
upcoming mission. I know they’re ready for this, but the
scale of it all is setting them on edge. Could you talk to the
rookies? Some conversation and encouragement will help
settle their nerves.”
Standard Reward Once during the adventure, each PC can
receive a +1 circumstance bonus to one skill check or attack
roll, representing a rookie Pathfinder succeeding at a check
to Aid them. The PC must decide to use this benefit before
rolling.
Greater Reward As the standard reward, but the bonus is
instead a +2 circumstance bonus, representing a critical
success on the roll to Aid.

SUPPLIES
Relevant Skills Athletics, Society, Survival
Task Details Vigilant Seal faction leader Eando Kline sifts
through crates and wagons, divvying gear up into piles.
“Help me sort this equipment according to the supply list,
then deliver it to the assembling teams. We need to ensure
everyone is well equipped for the upcoming mission.”
Standard Reward Each PC receives their choice of a lesser
antidote or lesser antiplague as part of their assigned
equipment. For levels 3–4, add lesser cheetah’s elixir and
lesser eagle eye elixir to the list of items they can select from.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed options.

PURCHASES
After acquiring free supplies from the Pathfinder Society’s
leaders, the PCs are free to make purchases from a supply
caravan that follows the expedition. The PCs can purchase
common equipment from the Pathfinder Core Rulebook
of up to their level from the caravan. If they need supplies
during the adventure, they can return to the caravan to Calisro Benarry
make purchases between encounters in Parts 1 and 2 as

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Fate in the Future
A hush falls over the gathered Pathfinders as Venture-Captain Road, ancient traps and guardians, and dead displaced
Armeline Jirneau ascends a podium erected outside the through time. This entry chamber has four major
entrance to the Maze of the Open Road. “Welcome to features of note: the Eternity Arch, an ablution chamber,
Woodsedge, Pathfinders! Thank you for coming. As many of a dressing chamber, and an ovoid vault.
you know, the Maze of the Open Road is an interdimensional The PCs can choose to examine the features in the
pathway built long ago by Forest King Narven Feathereyes immediate area before proceeding to the next room. If
as a gift for the Society. Time was not kind to the maze, but the PCs spend more than 10 minutes in this area, move
thanks to the efforts of Eliza Petulengro and them along to the main encounters in this part.
other Pathfinders, it was repaired.” Ablution Chamber: This side chamber contains
“Recently, the maze’s paths realigned a fountain that pours water into a large stone
and now all point to a single location. washing basin. The water is clean, clear, and
Our investigations indicate this isn’t tastes metallic. A PC who succeeds at a DC
a problem with the Maze of the 15 Religion check realizes this is an ablution
Open Road but an outside source—a chamber, used to ritually wash before
beacon—that’s attracting the paths. entering a sacred space.
The maze is of critical importance Dressing Chamber: Three rows
to many missions and must remain of wooden hooks protrude from
available. Our mission is to fix this the stone walls in a line around the
strange anomaly. perimeter of this side chamber, one
“We traverse the Maze of the Open Road row at 3 feet above the ground,
to an unknown destination. Although this one at 5, and one at 9. A black
is an exciting opportunity to explore new wood bench is in the chamber’s
horizons, our mission is not exploration. center. A PC who succeeds at a
Our mission is to find the beacon and DC 20 Society check realizes this is
sever its connection to the Maze of a dressing chamber, which would
the Open Road. Prepare yourselves! have held clothes for creatures
We leave shortly.”
ashasar varying from Small to Large in size.
Eternity Arch: The arch in
This text alerts Table GMs that they need to wrap up the chamber’s center is 15 feet wide, 25 feet tall, and
the preparations section and prepare to begin Part 1. constructed of a luminous crystal that sheds bright light.
Once every table is ready (provide about 5 minutes), the A PC who succeeds at a DC 20 Arcana or Religion check
House GM reads or paraphrases the following text. to Identify Magic determines the arch is a powerful
artifact with a connection to another plane. On a critical
“Stay close,” Venture-Captain Armeline Jirneau calls out as success, they realize the arch is releasing a barely audible
she leads the assembled Pathfinders into the Maze of the hum as it resonates with something elsewhere in the
Open Road. “We won’t be here long.” ruins. Ashasar is impressed by any information the PCs
Armeline guides the Pathfinders through the maze with offer him and assures them he’ll investigate further while
confidence, while Eando Kline, faction leader of the Vigilant they tend to their duties.
Seal, takes the rear, ensuring no Pathfinders get left behind. Ovoid Vault: The entrance to this ovoid chamber is
Armeline hesitates only a moment before plunging through only partially blocked by a circular stone door, which
a shimmering portal, out of the Maze and into the unknown. slides in and out of the wall. The red stone chamber
The Pathfinders arrive in a large stone chamber with red is completely curved, with no angles or hard edges
stone walls and polished tan floor tiles, lit by a luminous arch anywhere. The chamber is empty, but half of the PCs that
rising from a central raised platform. The chamber has three enter this chamber see a large grey and blue container
side chambers and one exit. in the center, similar to a sarcophagus, constructed from
“Fan out, Pathfinders!” Venture-Captain Armeline orders. metal and glass. A PC who attempts to touch the box
“Secure the area.” feels nothing—their hand passes right through, causing
the box to flicker in and out of sight rapidly. That PC
Part 1: Lower Ruins hears a jumble of words—“for,” “me,” “no,” “run,”
The Pathfinders emerge into ancient ruins located in and “wait” among them—and then the box vanishes
the Winterlands on the planet of Akiton. Here, they completely for that PC. A character who witnesses the
encounter creatures stranded by the Maze of the Open box flicker out of sight and succeeds at a DC 20 Arcana

Pathfinder Society Scenario


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Fate in the Future
or Occultism check to Identify Magic believes the box was Ruin features
a temporal malfunction—the box exists in another time The Akitonian ruin has the following features.
and shouldn’t have been visible at all. If any PCs attempt Gravity: Akiton has low gravity. The Bulk of all
to close the door, Eando Kline approaches and shakes his creatures and objects is halved, meaning creatures
head, telling the Pathfinders not to meddle unnecessarily. acclimated to normal gravity (such as the PCs) can
Exit: The chamber’s massive exit door is made of carry twice as much and jump twice as high and far.
pitch-black stone. On the other side of the door (the side that Physical ranged attacks are possible up to the twelfth
faces the next room), there are six faintly glowing glyphs. range increment (instead of the sixth). A creature
Outside the chamber’s exit, numerous branching that falls in low gravity takes no damage for
halls and passages lead to the encounter areas. the first 10 feet of the fall, and then takes
The PCs can do the following five encounters bludgeoning damage equal to a quarter of
in any order. These encounters all take place the remaining distance fallen.
on the same day, and the PCs can take time to Language across Time: The voices of
Treat Wounds, Refocus, or Repair equipment creatures from the future are heavily
in between encounters. These encounters don’t entangled in temporal distortions, and
need to be run in any particular order. The players they have picked up fragments of the
have 90 minutes to complete as many evolution of all of the languages that have
missions as they can. ever been spoken in this ruin. The
same entanglement applies to
ANNOUNCED written language from the
CONDITIONS future, such as the words on the
There are five conditions the Starfinder Society supply crate
House GM might announce, in area H. Whenever the PCs
each tied to the House encounter language from the
completing an objective future, they find it perfectly
in one of the five mission comprehensible, but they
locations. Some of these notice occasional stutters,
benefits apply to the whole ripples, and other signs of
table at once, while others temporal distortion.
allow each player to activate Janira Gavix Light: The entire ruin is in
them individually. darkness unless otherwise noted.
Constructs Destroyed: Learning Time Rifts: As the PCs travel
from their experience fighting constructs, the through the ruins, they often notice little
Pathfinders bypass the defenses of other creatures. At the rifts in time. In addition to the effects listed in the
start of the next encounter where enemy creatures have scenario, GMs are welcome to describe the PCs
Hardness or resistances, the creatures lose those defenses witnessing visions of events that took place earlier
for 1 round. in the scenario, such as the most entertaining or
Pathfinder Found: A rescued Pathfinder warns the party consequential parts of previous encounters.
about animals from the Maze of the Open Road that chased
them here. At the start of the next encounter, the PCs each
gain a +2 circumstance bonus when rolling initiative. When the House GM announces the “area is almost
Temporal Visions: The Pathfinders have seen the secure” only 5 minutes remain in Part 1. Quickly bring
future! Once during the remainder of the adventure, your encounter to a close and proceed to Part 2, giving
each PC can reroll one attack roll, skill check, or saving the PCs a chance to rest and recover.
throw. This is a fortune effect.
Lore Discovered: The Pathfinders are bolstered by HOUSE GM INSTRUCTIONS
their knowledge. At the beginning of the next combat During Part 1, the House GM is responsible for tallying
encounter, the PCs automatically succeed on a check to the number and type of each success reported and,
Recall Knowledge about each visible creature in that when the House has accumulated the requisite number
encounter. of successes for a mission, announcing that the mission
Upper Ruins Discovered: The players each gain 1 is completed. If displaying a visual aid, the House GM
Hero Point. should update it after the completion of each mission.

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Fate in the Future
The House’s goal is to complete as many of the missions The constructs have been defeated! The Constructs Destroyed
as possible before time runs out. Once the House has condition is now in effect.
reported a number of successes equal to four-fifths (4/5)
the number of tables, the mission is complete. Make When the House has acquired enough Rescue successes
the announcement that corresponds to that location, as from area B, read the following aloud.
listed below.
Because tables complete and report encounters at The stranded Pathfinder has been saved! The Pathfinder
different rates, some tables may report successes for Found condition is now in effect.
missions after the House GM has already announced
the success condition for those missions. The House GM When the House has acquired enough Temporal
can apply these successes to any combination of location successes from area C, read the following aloud.
goals, helping realize goals that are nearly done or shore
up goals in underrepresented locations. The Pathfinders have peered through time! The Temporal
When the House has acquired enough Construct Visions condition is now in effect.
successes from area A, read the following aloud.
When the House has acquired enough Lore successes
from area D, read the following aloud.

The Pathfinder have uncovered lore in the library! The Lore


Discovered condition is now in effect.

When the House has acquired enough Stairs successes


from area E, read the following aloud.

The path to a higher level has been discovered! The Upper


Ruins Discovered condition is now in effect.

After the House has successfully completed all 5


missions or after 85 minutes have passed, whichever
comes first, read or paraphrase the following to give
tables a 5-minute warning.

That’s it, Pathfinders! The area is almost secure!

Five minutes after reading this warning, proceed to


Part 2.

A. SANCTUM GUARDIANS LOW


This chamber is bisected by a pair of bone-filled pits. A wide
path crosses them, connecting the north and south ends of
the chamber. An exit to the north leads back to the Maze
of the Open Road, while a small door to the southeast leads
deeper into the ruins.

Use the map on page 11 for this area. The pits are 15
feet deep and require a successful DC 15 Climb check
to scale, with the bottom 5 feet filled with humanoid
skeletons of varying sizes. Leaping across the pit is
easier than normal because of the low gravity (see Ruin
Eando Kline Features sidebar on page 9).

Pathfinder Society Scenario


10
Fate in the Future
Levels 3–4
A. Sanctum Guardians
1 square = 5 feet ANIMATED FULL PLATES (2) CREATURE 2
Page 48

Development: A character who examines the skeletal


remains in the pits and succeeds at a DC 16 Medicine
or Perception check (DC 19 for levels 3–4) determines
there are four types of skeletons in the pits—Medium
humans, Small tailed reptilian humanoids with a snout,
Small ratfolk, and Large four-armed humanoids with
a broad build and prominent lower tusks. These are
humans, ikeshtis, ratfolk and shobhads (see Ancestries
Beyond Golarion on page 4).On a critical success, the
character determines they died of starvation. The PCs
PCs have the opportunity to learn more about the history of
start these people whose skeletons they find here in area D.
here Reporting: If the PCs destroy the constructs, the table
should report a Construct success.

B. PATHFINDER FOUND
C C C
A dead wolverine is sprawled on the ground partway down
this narrow hallway, punctured with dozens of long darts.
Beyond the animal is a wounded Pathfinder agent, pierced by
Pit Pit similar darts, sitting in a pool of his own blood. The Pathfinder
breathes shallowly, barely clinging to life.

C = Construct Area B is a series of three linked areas that use the


map on page 12. Area B1 is a trapped hall containing
Pathfinder Flip-Map Classics: Dungeon
the wounded Pathfinder, area B2 is an antechamber
protected by fire elementals, and area B3 is a false vault
When the PCs enter this area, they hear a woman’s where the wounded Pathfinder’s companion died.
voice calling out in Common, “Heraxia? Heraxia, where
are you?” This is Felise, calling out to Heraxia as they B1. THE TRAPPED HALL TRIVIAL
were separated in the Dimension of Time. The voices When the Maze of the Open Road first began
have been displaced in time and do not come from a malfunctioning, Dalver (NG male half-elf botanist) was
discernable source. inside and engaged in battle against a group of territorial
Creatures: Three animated blades (two animated full wolverines. He and his companion, Carine (CN female
plates for levels 3–4) partially block the northern exit human sneak), fled out the maze’s nearest exit, only to
that the PCs entered the chamber from. These constructs wind up in these ancient ruins. Much to their surprise,
bar intruders from approaching the inner sanctum some of the wolverines followed. Within this trapped
containing the Eternity Arch. As the PCs are coming hall, Dalver was wounded, Carine fled to area B3, one
from the Eternity Arch, they are technically progressing wolverine was killed, and the others retreated. Dalver has
through these ruins backwards. When a PC steps on the lost a lot of blood and is barely conscious.
central bridge, the constructs begin to advance and then Hazards: There are four poison dart traps down this
proceed to attack. long hall, as marked on the map.

Levels 1–2 Levels 1–2


ANIMATED BLADES (3) CREATURE –1 POISONED DART TRAPS (4) HAZARD 1
Page 33 Page 34

Pathfinder Society Scenario


11
Fate in the Future
Levels 3–4
B. Pathfinder Found
1 square = 5 feet B3 POISONED DART TRAPS (4) HAZARD 3
Page 48
Fake Gold
Development: Dalver has been heavily wounded by the
traps in this hallway and has only 1 Hit Point remaining.
If restored to at least 5 Hit Points, Dalver recovers his
bearings enough to tell the PCs how he got here. He also
points to area B3, where Carine fled, and asks the PCs to
E
go help her.

B2. VAULT ANTECHAMBER LOW


The north half of this chamber is 5 feet higher than the
B2 south and accessible by stairs along the east and west
walls. A platform on the north half contains a large
brazier filled with fire. The passage to the west is a dead
end, and the door to the north leads into area B3, where
Carmine fled.
Creatures: Fire elementals bound to the brazier attack
intruders and prevent them from entering the “vault” in
area B3. Once numerous and powerful, few elementals
T remain. Despite the elemental’s protection, their efforts are
little more than window dressing, as the vault they’re bound
to protect is a false vault, meant to kill intruders searching
T for the Eternity Arch.
When a character enters the northern half of the room,
P the elementals leap from the brazier and attack. The
T

PCs Start
Here

E = Brazier the elementals leap from


T = Poison Dart Trap
P = Wounded Pathfinder
Pathfinder Flip-Map Classics: Dungeon

Eternity
eternity Arch
arch

Pathfinder Society Scenario


12
Fate in the Future

C. Temporal Pools
1 square = 5 feet C
(Kobold Base) T
Junk or Rock
Launchers

PCs Start
Here
T = Trap
Pathfinder Flip-Map Classics: Ancient Dungeon

elementals are compelled to attack with lethal force until Levels 3–4
they are knocked unconscious.
FIRESPARK TRAP HAZARD 3
Levels 1–2 Page 51

FIRE WISPS (2) CREATURE 0 Reporting: If the PCs save Dalver and discover Carine
Page 35 is dead, the table should report a Rescue success.

Levels 3–4 C. TEMPORAL POOLS LOW


FIRE WISPS (2) CREATURE 0 The archways leading into the next chamber have been
Page 50 barricaded with mounds of junk, rock, and other debris.
Voices mutter on the other side.
EMBER FOX CREATURE 2
Page 50 Use the map on page 13 for this area.
A character who understands Draconic knows the
B3. FALSE VAULT TRIVIAL creatures on the other side are discussing how they’re
A mound of fake gold coins sits in the middle of chamber going to get back home to the maze with the “monster
as a lure to thieves, invaders and other particularly dogs” around. These are kobolds from the Thornscale
dangerous types of interlopers. The “coins” in this clan, and they live within the Maze of the Open Road,
area are small stone discs covered with a thin veneer of which they were pulled into accidentally a few years ago.
gold-colored paint. Beside the mound is the still-smoking Recognizing the maze as a place of power, they chose
body of the Pathfinder, Carine. Although the PCs may to remain within it even after the Pathfinders and Eliza
suspect she was killed by fire elementals, it was this Petulengro repaired it during the events of Pathfinder
chamber’s trap that ended her life after she sustained Society Scenario #1-21: Mistress of the Maze. These
injuries from the elementals. kobolds left the maze to hunt and wound up here, where
Hazards: This false vault fills with flame when the trap they were chased by a “monster dog” (actually a hound
is triggered, burning intruders alive. of Tindalos in pursuit of Heraxia). Afraid and confused,
they barricaded themselves in this chamber. They suspect
Levels 1–2 anyone nearby is the master of the “monster dogs” sent
to hunt them. When the kobolds notice the party, they
FIRESPARK TRAP HAZARD 1 fall silent and hide behind their barricades.
Page 36 Hazards: The kobolds have set a trap outside their shelter,
which triggers when anyone enters the marked areas.

Pathfinder Society Scenario


13
Fate in the Future
Creatures: After the PCs trigger the or disable it, the three large pools, each 10 feet in diameter and filled
kobolds yell in Draconic, “Back off! You won’t keep us with a different colored fluid. This ancient device is a
here forever! The Thornscales will escape you and your temporal scrying mechanism that siphons energy from
monster dog!” If the party doesn’t understand draconic, the Dimension of Time and harnesses it to view the
the kobolds switch to Common if they hear any of the past, present, and future. The degradation of time has
PCs speak in that language. Itzi (CG female kobold diminished their powers; they function erratically and
thorn-blessed), a green kobold with a laurel of red roses what times they view can’t be controlled or manipulated.
atop her head, leads the group. A PC who succeeds at a A PC can discern the device’s function with a successful
DC 16 Nature check recognizes that these flowers are DC 16 Crafting or Engineering Lore check, or a DC 17
Narven’s Tears, an otherwise extinct breed of rose that Arcana or Occultism check to Identify Magic (DC 19
still grows within the Maze of the Open Road. and 20 for levels 3–4).
The PCs can try to convince the kobolds they’re Currently, the blue pool reflects a large crowd gathering
here to help. The kobolds give the PCs sufficient time outside a stone structure on an island in the middle of a
to speak before attacking, although they remain behind lake. This is a vision of the exterior of the ruins the party
their barricade. If a PC attacks or attempts to bypass the now explores, shortly after construction was finished.
barricade, the kobolds attack. Each PC can attempt a DC Amid the crowd are humans, Small draconic people with
15 Deception or Diplomacy check (DC 18 for levels 3–4) red scales, ratfolk, and Large humanoids with four arms
to influence the kobolds. A character who is a kobold, and prominent tusks. These are Hylki humans, ikeshtis,
speaks Draconic, or mentions the Maze of the Open ratfolk, and shobhads (see Ancestries Beyond Golarion
Road gains a +1 circumstance bonus on these checks. on page 4).
Critical Success The PCs earn 2 Friendship Points. The green pool reflects a Large draconic figure dressed
Success The PCs earn 1 Friendship Point. in warm clothes amid a snowstorm, toiling over a metal
Critical Failure The PCs lose 1 Friendship Point. and glass sarcophagus. This is Heraxia repairing a stasis
pod for her journey to the future. Any creatures that saw
If the PCs earn at least as many Friendship Points as half the temporal vision in the ovoid vault recognizes this pod.
the number of PCs, they convince the kobolds that they The red pool reflects a tall, slender man with an
mean no harm. Otherwise, the kobolds leap out and attack. elongated head, four arms, and gray skin traversing an
icy tunnel. A prominent badge decorates his armor—a
Levels 1–2 starburst similar to a compass rose. This is First Seeker
Ehu Hadif, leader of the Starfinder Society, exploring the
KOBOLD WARRIORS (3) CREATURE –1 upper ruins of this complex in the distant future. Ehu
Page 37 Hadif is a kasatha (see the sidebar Ancestries Beyond
Golarion on page 4).
JUNK LAUNCHERS (2) HAZARD 1 Reporting: If the PCs defeat or befriend the kobolds,
Page 37 the table should report a Temporal Pool success.

Levels 3–4 D. LIBRARY LOW


KOBOLD DRAGON MAGE CREATURE 2 The walls of this grand entry chamber are carved with faded
Page 52 images, from tentacled monsters and ritual ceremonies to
flying wagons and other strange machines. A mound of
KOBOLD WARRIORS (3) CREATURE –1 tattered paper, fabric, and other refuse sits in the center of
Page 52 the room—clearly an animal’s nest. Beyond the chamber is a
grand library filled with books and beautiful statuary.
ROCK LAUNCHERS (2) HAZARD 3
Page 53 Use the map on page 15 for this encounter.
Creatures: A wolverine from the Maze of the Open
Development: If the PCs befriend the Thornscale kobolds, Road is turning this chamber into its new den. The
the kobolds share their tale and allow the party into their wolverine is territorial and on edge, and it attacks any
base. They describe the “monster dog” as hairless, gray, and creatures entering its lair. For levels 3–4, there are two
sickly, with bulging eyes and a long tongue. wolverines. So long as the PCs don’t harm the wolverine,
Temporal Pools: Behind the kobold barricade are they can attempt to calm it. A PC who succeeds at a DC

Pathfinder Society Scenario


14
Fate in the Future

D. Library
PCs
Start
Here

A
A

A = Animal
1 square = 5 feet Pathfinder Flip-Map: Arcane Library

Pathfinder Society Scenario


15
Fate in the Future

E. Ascension Exit

PCs Start
Here

1 square = 5 feet Pathfinder Flip-Map Classics: Dungeon

16 Nature check can calm the wolverine down enough the journey changes the traveler, or the traveler’s spirit
that it ceases its attack. A character who succeeds at a or mind travels through the gate while the body is left
second DC 16 Nature check can lure the wolverine back behind. Nearby imagery depicts sleeping or perhaps dead
to its home in the Maze of the Open Road. These DCs bodies being placed into a deep trench. The lowest levels
increase to 18 for levels 3–4, as the wolverines are more of bodies in these pits are skeletons.
agitated. If the any PC takes a hostile action against a The rest of the wall carvings depict a variety of moments
wolverine, avoiding combat is no longer possible. PCs in time. Moments depicted that are relevant to this
with wild empathy gain a +2 circumstance bonus on these adventure include a dragon rising from a coffin (Heraxia
skill checks and can choose to use Diplomacy instead. possibly exiting a stasis pod in the distant future); a group
of people wearing strange attire and carrying futuristic
Levels 1–2 firearms, led by a slender four-armed man with an elongated
cranium (the Starfinders led by First Seeker Ehu Hadif);
WOLVERINE CREATURE 2 an underground hedge maze connecting to the ruins (the
Page 38 Maze of the Open Road in its current location); the PCs
fighting off strange doglike monsters (PCs battling hounds
Levels 3–4 of Tindalos in Part 4), and a crowd of people bowing before
the Eternity Arch. The people depicted bowing include Hylki
WOLVERINES (2) CREATURE 2 humans, ikeshtis, ratfolk and shobhads (see Ancestries
Page 54 Beyond Golarion on page 4).
Literature: Much of the literature in this library has
Development: When the PCs defeat or calm the wolverine, been damaged by time, cold temperatures, and animals.
they can examine the chamber’s carvings and books. A character who succeeds at a DC 15 Society check; a DC
Carvings: The carvings fall into two categories: 17 Arcana, Nature, Occultism, or Religion check; or a
centerpiece carvings depicting the Eternity Arch and DC 19 Perception check (DC 18, 20, and 22 respectively
surrounding depictions of different moments in time. for levels 3–4) learn the remnants of the information in
The Eternity Arch appears to be a magical gateway or the library mostly detail rituals and artifacts dealing with
portal. A character who succeeds at a DC 16 Arcana, time manipulation.
Occultism, or Society check (DC 19 for levels 3–4) Reporting: If the PCs defeat the wolverines and succeed at
notices subtle differences in the carved figures before one or more checks to identify the contents of the carvings
and after they pass through the gateway, indicating that or the literature, the table should report a Lore success.

Pathfinder Society Scenario


16
Fate in the Future
E. ASCENSION MODERATE “Excellent work, Pathfinders! The area’s secure and the path
to the upper levels is now clear. What’s more, we have news.”
At the far end of this triangular chamber is a stairwell that Armeline gestures at the glowing arch. “We’ve discovered
rises into darkness, flanked by a pair of dull copper statues. that this potent artifact is called the Eternity Arch. It’s
A deep feminine voice calls out from up the stairs, “Felise? resonating with some sort of magical focus nearby, and this
Is that you?” From the east wall, a glowing purple crack resonance is what’s causing the Maze of the Open Road to
emanates an eerie baying. malfunction. Using this connection, we determined that the
focus is somewhere above us, higher in the ruins. We must
Use the map on page 16 for this encounter. find the focus and sever its connection to the arch.”
There’s no one in this chamber, despite the presence Armeline pauses. “It’s cold in the upper levels. We’re
of the strange voice. The voices emanate from a tiny distributing warm clothing now. Remember, we don’t know
time rift in the chamber’s wall, caused by Heraxia and what the focus is, so leave no stone unturned.
Felise meddling with the Eternity Arch. “Be safe and stay in touch. Let’s move, Pathfinders!”
As the party approaches the chamber’s center, the two
statues begin to move, positioning themselves to attack The PCs can complete the following four encounters
the new intruders. The purple crack’s glow intensifies in any order. These encounters all take place on the
as the statues begin their advance, and the party feels same day, and the PCs can take time to Treat Wounds,
time dilate, first slowing drastically, then speeding Refocus, or Repair equipment in between encounters.
up. In a few moments, they witness all times at once, The players have 80 minutes to complete as many
overlapping within this chamber. The statues crumble missions as they can.
to dust, reform, then crumble again while countless
souls move back and forth through the room. ANNOUNCED CONDITIONS
Creatures: The afterimages of all the people to have There are four conditions the House GM might announce,
ever passed through this chamber overlap, creating the each tied to the House completing an objective in one of
strange forms of fleshwarped creatures. As the fleshwarp the four mission locations. Some of these benefits apply
entities form, time regulates. The statues remain broken to the whole table at once, while others allow each player
in metal chunks. to activate them individually.
Predators Destroyed: The party becomes accustomed
Levels 1–2 to fighting on ice. During the next encounter, they ignore
difficult terrain and uneven ground.
TIMEWARPED AMALGAMS (2) CREATURE 1 Time Rift Sealed: The party is filled with residual
Page 39 temporal energy from the time rift. During the next
encounter, they are quickened 1.
Levels 3–4 Supplies Discovered: Couriers dispatch the useful
equipment discovered in the ruins to the Pathfinders.
GROTHLUTS (2) CREATURE 3 Each PC can select one consumable they’ve used this
Page 55 mission; they gain one additional consumable of the
same kind and level.
Development: When the PCs defeat their foes, the Local Alliance: New allies share their knowledge of
temporal rift closes. the region with the Pathfinders, allowing the Pathfinders
A character who examines the crumbled statues to get the jump on their enemies. At the beginning of
and succeeds at a DC 18 Crafting check identify the the next encounter, all enemies are flat-footed to the
substance as orichalcum, an incredibly rare sky metal Pathfinders for 1 round.
that has time-related magical properties. When the House GM announces, “the focus is close”
Reporting: If the PCs are victorious, the table should there are only 5 minutes remaining in Part 2. Quickly
report a Stairs success. bring your encounter to a close and proceed to Part 3,
giving the PCs a chance to rest and recover.
Part 2: Upper Ruins
With the lower level of the ruins secure, Venture-Captain HOUSE GM INSTRUCTIONS
Armeline Jirneau calls the Pathfinders together. The During Part 2, the House GM is responsible for tallying
House GM should read or paraphrase the following. the number and type of each success reported and,
when the House has accumulated the requisite number

Pathfinder Society Scenario


17
Fate in the Future
of successes for a mission, announcing that the mission F. LIVING QUARTERS MODERATE
is completed. If displaying a visual aid, the House GM
should update it after the completion of each mission. Eando Kline, leader of the Vigilant Seal faction, paces with
The House’s goal is to complete as many of the missions worry. “We dispatched scouts to the east, but we haven’t
as possible before time runs out. Once the House has heard from them yet. Go check it out. See if they need help!”
reported a number of successes equal to three-fourths
(3/4) the number of tables, the mission is complete. Make Use the map on page 19 for this encounter. These
the announcement that corresponds to that location, as chambers are part of the residential wing of the ruins,
listed below. which functioned as communal living spaces. The walls on
Because tables complete and report encounters at the east side of this area are partially collapsed, revealing
different rates, some tables may report successes for ice tunnels that wind off into the distance. These ice
missions after the House GM has already announced tunnels are difficult terrain and uneven ground (DC 14
the success condition for those missions. The House GM Acrobatics check to Balance, or DC 17 for levels 3–4).
can apply these successes to any combination of location Creatures: The residents of these quarters were killed by
goals, helping realize goals that are nearly done or shore hounds of Tindalos and came back as undead. As the PCs
up goals in underrepresented locations. arrive, the ghouls (ghasts for Levels 3–4) are eating two of
When the House has acquired enough Predator the Pathfinder scouts, both of whom are clearly dead. The
successes from area F, read the following aloud. ghouls have made a pile of bodies in the icy tunnels for
later consumption. For levels 3–4, a ghoul lurks near this
Great job, Pathfinders! We’ve cleared dangerous predators pile, but emerges to attack once the PCs arrive.
out of the ruins. The Predators Destroyed condition is now
in effect. Levels 1–2
When the House has acquired enough Time successes GHOULS (2) CREATURE 1
from area G, read the following aloud. Page 40

We’ve sealed a time rift! Excellent work, Pathfinders! The Levels 3–4
Time Rift Sealed condition is now in effect.
GHASTS (2) CREATURE 2
When the House has acquired enough Supplies Page 56
successes from area H, read the following aloud.
GHOUL CREATURE 1
We’ve discovered a lost cache. Supplies incoming! The Page 56
Supplies Discovered condition is now in effect.
Development: When the PCs defeat the ghouls,
When the House has acquired enough Local successes they can inspect the bodies in the tunnels. One of the
from area I, read the following aloud. Pathfinders is still barely alive, and the PCs can bring
him back to the Pathfinders’ camp to begin recovering
We’ve secured an alliance with the locals! The Local Alliance from his ordeal. Some of the people here are from Akiton
condition is now in effect. rather than the Pathfinder Society’s expedition, including
a large four-armed humanoid (a shobhad) and a pair of
After the House has successfully completed all 4 crimson-skinned humans dressed in warm furs.
missions or after 75 minutes have passed, whichever Reporting: If the PCs defeat the ghouls, the table
comes first, read or paraphrase the following to give should report a Predator success.
tables a 5-minute warning.
G. RIFT WATCHERS MODERATE
Abnormal presences have been detected! The focus is close!
Rendezvous at the glacial cave, Pathfinders! Calisro Benarry paces in a chilly tunnel, laughing with a few
fellow Pathfinders as they pass around a flask and take a
Five minutes after reading this warning, proceed to short break. She shakes her head. “Teach me to travel with
Part 3. these layabouts, eh? You’ll want to go on ahead, but be sure
to save me the exciting path!”

Pathfinder Society Scenario


18
Fate in the Future

F. Living Quarters

Corpse
Pile
G

PCs
Start
Here

G = Ghoul/Ghast
1 square = 5 feet Pathfinder Flip-Map: Ancient Dungeon

Pathfinder Society Scenario


19
Fate in the Future

G. Rift Watchers

PCs
Start
Here

H
R

R = Time Rift
H = Changeling/Hag
1 square = 5 feet Starfinder Flip-Map: Ice World

Pathfinder Society Scenario


20
Fate in the Future
After a few twists and turns, the stone corridor
transitions into a massive, red stone cave. The ceiling H. Future Foes
collapsed long ago, revealing the starry night sky and 1 square = 5 feet
letting snow and wind into the ruins. A glowing purple
rift at the far end of the chamber widens by the moment. PCs
Use the map on page 20 for this encounter. The snow is Start
difficult terrain, and the ice is difficult terrain and uneven Here
R
ground (DC 15 Acrobatics check to Balance, or DC 18
for levels 3–4). TR
When the party enters the chamber, they hear a deep
feminine voice calling for aid, saying, “Felise! Where are S R
you? I don’t know where I am! I don’t even know when
I am... Felise! Can you hear me?” R = Robots
Creatures: A human changeling with deep crimson S = Dead Starfinder
skin, one yellow eye, and one red eye examines a time TR = Time Rift
rift, attempting to widen it and harness its powers. She
attacks if the party attempts to approach or close the
Pathfinder Flip-Map Classics: Ancient Dungeon
time rift. For levels 3–4, replace this changeling with an
elite green hag. moving feels like attempting to push through molasses or
tar. They hear the baying of hounds, then voices shouting.
Levels 1–2 “They’re coming, run!” and later, “No! Hold onto me!
Don’t let... No!”
CHANGELING EXILE CREATURE 3 Hazards: Time is compressed in the hallway, making it
Page 41 difficult to move.

Levels 3–4 Levels 1–2


ELITE GREEN HAG CREATURE 5 ETERNAL HALL HAZARD 1
Page 57 Page 42

Development: The voice emanates from a glowing Levels 3–4


purple crack in the ice walls. A character who succeeds
at a DC 15 Arcana or Occultism check to Identify Magic ETERNAL HALL HAZARD 3
determines it is a minor time rift caused by someone Page 58
meddling with the Dimension of Time. Left unchecked,
it will grow, causing more serious time anomalies. A Development: When the PCs pass through the hall,
character who succeeds on a DC 17 Arcana, Nature, they enter a stone chamber with tall red pillars, some
Occultism, Religion, or Thievery check (DC 20 for levels of which have collapsed. Multiple paths lead out of this
3–4) coaxes the rift to close. On each failed attempt, the room, and a massive purple gash covers the distant wall.
character takes 1d6 mental damage (2d6 mental damage This is a time rift and the source of the anomaly Ashasar
for levels 3–4). detected. During this encounter, all creatures are slowed
Reporting: If the PCs close the time rift, the table 1 until this time rift is closed.
should report a Time success. Creatures: As the PCs emerge from the hall into this
chamber, an insectile humanoid dressed in strange clothes
H. FUTURE FOES MODERATE leaps through the time rift. Laser beams strike the stranger
in the back, killing him—this is a shirren Starfinder from
Ashasar gestures down a red stone hallway. “I’m detecting the distant future. A moment later, strange robots from
planar anomalies ahead. It might be the focus. Investigate a different time pour out of the time rift and attack the
please. I’ve a number of other anomalies to assess.” party. They call out, “Intruder alert! Depart at once or
be destroyed,” but they don’t give the PCs a chance to
Following Ashasar’s directions, the party feels time negotiate or flee before beginning their assault. However,
stretch and slow as they head down the hallway. Soon, they don’t chase PCs who leave the room.

Pathfinder Society Scenario


21
Fate in the Future
Levels 1–2 arabuk, an Akitonian animal with a body similar to that
of a snow leopard, a bearlike snout, four eyes, and a
DISPLACED ROBOTS (2) CREATURE 1 pair of antlers.
Page 42 Fipp and Cog suspect the PCs are cruel spellcasters
who have magically compelled them here. They speak
Levels 3–4 in Akitonian and an Akitonian form of Ysoki that bears
no similarity to Golarion’s Ysoki language. If the party
DISPLACED ROBOTS (2) CREATURE 3 can establish communication with them—likely by
Page 58 magical means—the PCs can convince them to stand
down without further skill checks.
Closing the Rift: A character who succeeds at a DC 15 The PCs can attempt to communicate despite the
Arcana or Occultism check to Identify Magic determines language barrier with a successful DC 16 Deception,
the purple gash is a minor time rift caused by someone Diplomacy, Performance, or Society check (DC 19 for
meddling with the Dimension of Time. Left unchecked, levels 3–4), with the following results.
it will grow, causing more serious time anomalies. A Critical Success The PCs gain 2 Rapport Points.
character who succeeds at a DC 17 Arcana, Nature, Success The PCs gain 1 Rapport Point.
Occultism, Religion, or Thievery check (DC 20 for levels Failure The PCs gain 1 Insult Point.
3–4) closes the rift. On each failed attempt, a character Critical Failure The PCs gain 2 Insult Points.
takes 1d6 mental damage (2d6 mental damage for levels
3–4). If the PCs acquire a number of Rapport Points equal
As the time rift closes, four crates of equipment and to the number of PCs or higher, they convince Fipp and
basic supplies are displaced in time, coming to land in the Cog to stand down long enough for another Pathfinder
chamber. The gear inside is clearly futuristic, though the group to arrive and offer the group a means of magical
time it comes from is a mystery. The crates are labelled communication.
“Property of the Starfinder Society” and they disappear If the party fails to establish communication,
soon after, along with their strange equipment. attacks, or acquires a number of Insult Points equal
Reporting: If the PCs close the time rift, the table to the number of PCs or higher, Fipp and Cog attack.
should report a Supplies success. Otherwise, the PCs can continue to attempt skill checks
to communicate.
I. DREAMBOUND MODERATE
Levels 1–2
Frost-tinged stone gives way to slick ice tunnels and
snow-filled passages as the Pathfinders forge forward. COG THE TORCHBEARER CREATURE –1
Nearby, Venture-Captain Armeline Jirneau holds up a hand Page 43
for silence. A few moments later she whispers, “I heard
something. Footsteps and muffled voices. Be careful.” FIPP THE PROPHET CREATURE 2
Page 43
Use the map on page 23 for this encounter. The
snow-covered ground is difficult terrain. The ice Levels 3–4
sheets are difficult terrain and uneven ground (DC 15
Acrobatics check to Balance). A raised ledge on the YOUNG ARABUK CREATURE 1
west of the main chamber is 10 feet higher than the Page 59
surrounding area.
Creatures: The presence of Heraxia in this timeline COG THE RUFFIAN CREATURE 2
awaked the Eternity Arch, causing it to release powerful Page 59
waves of temporal energy across much of Akiton. Across
the planet, these waves triggered strange visions and FIPP THE PROPHET CREATURE 2
disconcerting nightmares within a young ysoki, Fipp. Page 59
Fipp is compelled to find the ruins in her visions, though
she has no idea what they do. Fipp traveled alongside Development: If the PCs establish peaceful
her brother, Cog, for nearly a year before finally arriving communication with Cog and Fipp, they introduce
at the ruins. The pair might be accompanied by a young themselves and share their history. The come from

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Fate in the Future

I. Dreambound

PCs
Start
Here

F A

A = Arabuk Young
C = Cog
F = Fipp
1 square = 5 feet Starfinder Flip-Map: Ice World

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Fate in the Future
Akiton’s northern Winterlands and have traveled HOUSE GM INSTRUCTIONS
halfway around the planet to get here. In her dreams, Once the House has reported a number of Rift successes
Fipp sees visions of a strange arch pulsing with power equal to three-quarters (3/4) the number of tables, or 10
within these ancient ruins. Fipp doesn’t know anything minutes have passed, read the following aloud.
about the ruins, but she knows the Eternity Arch is an
incredibly powerful object, capable of at least sending With a flash of light, the time rift vanishes, revealing a snowy
minds through the vast gulf of time, although their expanse. Armeline orders, “You’ve done it! We’ve sealed the
bodies are left behind as empty husks that soon die. time rift. Close in on the focus!”
She’s terrified of the Eternity Arch and wants her visions
to stop so she can go home. Once the House has reported a number of Aid Mission
Reporting: If the PCs establish communication with successes equal to twice the number of tables, or 15
or defeat Cog and Fipp, the table should report a Locals minutes has passed since the rift was closed, read the
success. following aloud.

Part 3: The Focus That’s it, Pathfinders! The focus is almost in position!
The House GM should read or paraphrase the following.
After 5 minutes have passed, or when all Table GMs
Venture-Captain Armeline Jirneau gathers the Pathfinders are ready to move on, the House GM should continue
in the remains of a shattered chamber, beneath a starry to Part 4.
night sky. “Congratulations on making it this far! You’ve all
earned a break. Let’s set up camp. We’ll pick up the focus’s EVENT #1: THE TIME RIFT
trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at Dozens of jagged tears in reality cut through the terrain, forming
the stars. Take it in. You’ll never see a sky like this again. The a glowing purple barrier that blocks further passage. Howls,
stars tell us we’re on Akiton, fourth planet from the sun.” He snarls, and voices displaced through time issue from the rifts,
points at a blue dot on the distance. “That’s Golarion. Savor and movement is visible within. Ashasar and Venture-Captain
the sky. It’s breathtaking.” Armeline Jirneau spread the Pathfinders out, then reach out
with hands, magic, and mind. “Now! Seal the rift!”
All PCs can take an overnight rest. Pathfinder Society
medics heal everyone completely and remove any The Pathfinders must work together to seal their
lingering conditions such as poisons or diseases. While assigned time rift. Each PC can attempt one DC 15 skill
the PCs rest, other agents keep watch in shifts. At dawn, check (DC 18 for levels 3–4). The options are as follows.
while the Pathfinders eat breakfast, scouts are sent out • The PCs can attempt an Arcana check to wield
to find the focus. magical forces.
After 5 minutes have passed, or when all Table GMs • The PCs can attempt a Diplomacy check to
are ready to move on, the House GM should read or encourage fellow Pathfinders to greater heights.
paraphrase the following. • The PCs can attempt a Nature check to control
primal magic.
Ashasar and a team of scouts stride into camp. • The PCs can attempt an Occultism check to
“We’ve found the focus. It’s beyond a time rift far stronger understand the nature of the time rift and the
than any we’ve yet encountered.” Dimension of Time.
“You heard him!” Armeline shouts, “We’ve got some • The PCs can attempt a Performance check to
reality to repair. Let’s move.” emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon
At this time, Table GMs should run Event #1: The the blessing of a deity.
Time Rift. • The PCs can attempt a Survival check to find
When the House GM announces that the PCs have supplemental components to help close the rift.
sealed the time rift, Table GMs should run Event #2: • The PCs can attempt a Thievery check to detect
Heraxia Appears. weakness in the time rift’s defenses.
When the House GM announces that the focus is • The PCs can attempt an applicable Lore check
almost in position, Table GMs have 5 minutes to finish to assist as well; the form this assistance takes
their current missions before beginning Part 4. depends upon the specific Lore skill.

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Fate in the Future

The PCs can earn Rift Points depending upon the • Their travels through temporal byways attracted
results of their checks. the attention of dangerous beasts, particularly
Critical Success The PCs earn 2 Rift Points. strange bug-eyed hounds that hunted them. The
Success The PCs earn 1 Rift Point. pair fled but were separated. Felise was shunted
Critical Failure The PCs lose 1 Rift Point. back to their home time, while Heraxia was
stranded in the distant past.
After each PC has had one attempt to seal the rift, the • Heraxia and Felise retained the ability to
rift begins to lash out at them. The PCs can all continue communicate empathically, but it happens rarely
to attempt checks to seal the rift. Each time beyond the and for short periods.
first that a PC attempts a check to seal the rift, they • In the years since their separation, they’ve
take 1d8 cold damage (DC 15 basic Fortitude save). For employed numerous artifacts, magical rituals,
levels 3–4, the rift instead deals 2d8 cold damage (DC and experimental technology to try to bring
18 basic Fortitude save). Once the total number of Rift Heraxia back to the future, all in vain.
Points is equal to at least twice the number of PCs, the
PCs close their time rift.
Reporting: When the total number of Rift Points is
equal to at least twice the number of PCs, the table
should report a Rift success. If the House GM has not
yet announced that the time rift has been sealed, the
party can move to another part of the rift and attempt
to further close it by running the event again. This
could allow the table to submit multiple successes for
the House.

EVENT #2: HERAXIA APPEARS


As the time rift shatters, reality rights itself, revealing the
focus—a fully dressed, towering draconic being bent over a
metal and glass sarcophagus. The dragon turns, brandishing
a strange tool. “Get back, you blasted dogs! Wait... You’re
not the hounds.” The dragon taps her snout, thinking hard,
then shakes her head. “You seem familiar. But if we’ve met,
I can’t recall. The longer I’m away from home, the more
jumbled my memories become. I can barely remember my
name! It’s Heraxia, by the way. Who are you?”

Heraxia should be familiar to the PCs, as they’ve


had the opportunity to see and hear her multiple times
through time rifts and other visions during the course
of this event. After brief introductions, Heraxia shares
what she remembers about herself and her dilemma.
• Heraxia comes from what she thinks is distant
future. She was born on Triaxus (another planet)
and bonded with an adventurous ryphorian
named Felise.
• The duo went on many adventures, thought
Heraxia can’t recall specifics. She does
recall Felise was easily bored and insisted
each adventure was bigger, bolder, and more
dangerous than the last. They explored other Heraxia
worlds, planes, and eventually other times.

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Fate in the Future
• Fortuitously, they’ve both recently come across Critical Success The PCs earn 2 Repair Points.
a magical artifact known as the Eternity Arch Success The PCs earn 1 Repair Point.
in their respective timelines and believe it could Critical Failure The PCs lose 1 Repair Point.
at last provide an answer to their long isolation.
Though the arch was originally intended for If the total number of Repair Points is equal to or
psychic transference across time, Heraxia has greater than the number of PCs, the PCs repair the stasis
found a damaged stasis pod transplanted here pod.
from another time. Once repaired, it should Reporting: If the PCs repair the stasis pod, the table
serve as the perfect vessel for Heraxia to travel should report an Aid Mission success.
through the Eternity Arch to her home time.
Both Felise and Heraxia have been independently AID MISSION #2: TRANSPORT
experimenting and modifying the Eternity Arch
to accommodate Heraxia’s journey. This is why Heraxia points at the metal and glass sarcophagus. “We need
the arch is resonating with Heraxia (and why the to move this stasis pod to a location near the Eternity Arch.
Maze of the Open Road is malfunctioning) Somewhere close but isolated. The oval-shaped chamber at
• Heraxia suspects once she’s returned to her time, the back of the area should work. Lift on three! ”
the Eternity Arch should return to dormancy,
and the Pathfinder’s Maze of the Open Road will Each PC can attempt two skill checks to help transport
revert to its typical function. the stasis pod to the ovoid chamber near the Eternity Arch.
• Heraxia can’t remember anything about the The most appropriate options are DC 15 Acrobatics or
future beyond what she’s explained above. The Athletics checks to safely relocate the pod and DC 17
transition through time (as well as an event Crafting, Survival, or applicable Lore checks to create
known as the Gap) has muddled her memories of improvised devices to assist with transport (DC 18
the future. and 20 for levels 3–4). If the PCs come up with other
strategies, use the provided DCs as a guide.
Heraxia asks for the Pathfinders aid in several tasks Critical Success The PCs earn 2 Transport Points.
as she works to return home. Venture-Captain Armeline Success The PCs earn 1 Transport Point.
Jirneau encourages the Pathfinders to assist, as returning Critical Failure The PCs lose 1 Transport Point.
Heraxia to her proper time should sever her connection
to the Eternity Arch. If the total number of Transport Points is equal to or
At this time, Table GMs should have their tables greater than the number of PCs, the PCs safely move the
decide how to aid Heraxia. They can repair the stasis stasis pod.
pod, transport the stasis pod to the vault near the Eternity Reporting: If the PCs move the stasis pod, the table
Arch, or keep watch for danger. The PCs should begin should report an Aid Mission success.
with an aid mission of their choice. Upon completing it,
they can move on to another aid mission. AID MISSION #3: DEFENSE
AID MISSION #1: REPAIRS Venture-Captain Armeline Jirneau gestures at the surrounding
landscape. “This is a dangerous place, Pathfinders. Secure the
Heraxia gestures at the metal and glass sarcophagus. “This is perimeter. Let’s keep trouble away as long as we can.”
a stasis pod—a box that keeps whoever’s inside alive despite
the passage of time. It’s pretty damaged, and I could use a Each PC can attempt two skill checks to secure the
hand repairing it.” perimeter. The most appropriate options are DC 15
Nature, Stealth, or Survival, or applicable Lore checks
Each PC can attempt two skill checks to help repair to assess nearby threats and DC 17 Athletics or Crafting
the stasis pod. The most appropriate options are DC checks to create protective barricades (DC 18 and 20 for
15 Crafting checks or applicable Lore checks to repair levels 3–4). If the PCs come up with other strategies, use
the mechanism directly and DC 17 Arcana, Medicine, the provided DCs as a guide.
or Thievery checks to decipher its mechanisms (DC 18 Critical Success The PCs earn 2 Defense Points.
and 20 for levels 3–4). If the PCs come up with other Success The PCs earn 1 Defense Point.
strategies, use the provided DCs as a guide. Critical Failure The PCs lose 1 Defense Point.

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Fate in the Future
If the total number of Defense Points is equal to or HOUSE GM INSTRUCTIONS
greater than the number of PCs, the PCs secure the Once the House has reported a number of Wave successes
perimeter. equal to three times the number of tables, or when only
Reporting: If the PCs secure the perimeter, the table 15 minutes remain in which to complete the event, read
should report an Aid Mission success. the Conclusion (page 31). Mark the reason for transition
to the Conclusion (successes or time) on the Perils of the
Part 4: Borrowed Time Past tracking sheet on page 67.
The House GM should read the following to begin Part 4.
THE FIRST WAVE
The Eternity Arch pulses with energy as Heraxia and the
Pathfinders congregate near it. Venture-Captain Armeline “Incoming!” Urwal shouts as purple glowing cracks in reality
Jirneau calls for silence. “You’ve done well, Pathfinders, but spread like spider webs across the chamber. Reality shifts and
our mission isn’t over yet. We have to send Heraxia home if flickers wildly, leaving behind blurred afterimages of people
we want to go home.” from other times and places. The unstable reflections screech
“That’s right,” Heraxia cuts in. “I have a few more tweaks to in confusion and surge forward, arms raised to attack.
make to the stasis pod. Then I need to attune to the Eternity Meanwhile, one of the cracks widens, tearing open a
Arch—it should only take a few minutes. Then I can climb in massive time rift in the floor. Pathfinders leap out of the
the stasis pod and ride the Eternity Arch home.” way, grasping at stone to avoid tumbling through time. “Help
“This is where it gets tricky,” Armeline continues. “Once them!” Janira shouts. “Hurry!”
Heraxia is sealed within the stasis pod, we’ll have moments
to get back into the Maze of the Open Road. As soon as she If the PCs decide to battle the temporal echoes, run
leaves this time, the Eternity Arch’s connection to her will be Mission 1. If the PCs decide to save the Pathfinders from
severed and the Maze will realign—that means this path to falling into the time rift, run Mission 2.
the Maze will no longer exist. Anyone who doesn’t make it Development: When the PCs successfully complete
through will be stranded here, on this distant planet. It should either Mission 1 or Mission 2, Heraxia completes
go without saying that the chances of rescue are slim. I want preparing the stasis pod and rushes across the chamber
all of our support staff to retreat to the Maze immediately. to attune to the Eternity Arch.
Bring what supplies you can. In the meantime—” Reporting: If the PCs successfully complete Mission
Armeline’s words are cut short by an eerie howl that issues 1 or Mission 2, the table should report a Wave success.
from the Eternity Arch. Heraxia races back to her stasis pod. Proceed to The Second Wave.
“The hounds are coming! We’re out of time!”
Armeline’s face hardens as she draws an alchemical bomb. MISSION 1 LOW
“Steel yourselves, Pathfinders! We must protect Heraxia!” Creatures: A host of constantly shifting entities makes its
way towards the Eternity Arch. These are the temporal
While Heraxia prepares her stasis pod for her journey echoes from the past and future that converge to stop
into the future, she attunes the device to the Eternity Arch, Heraxia’s tinkering with time. They advance, attacking
and seals herself inside. Strange creatures then emerge the assembled Pathfinders. This combat represents
to attack. They attack in three waves, which should be the PCs battling against a small number of the host
run in order. Each wave contains two missions: a combat descending on the Eternity Arch.
encounter and a skill challenge or hazard. After hearing
each wave’s opening text, each table must decide which Levels 1–2
of the two missions to attempt. Each mission earns the
table a success for the House. TEMPORAL ECHOES (2) CREATURE 0
If a table completes all three waves and there is time Page 44
remaining, they can encounter the waves additional
times to earn additional successes for the House. Each Levels 3–4
time they do, they must attempt the mission they didn’t
encounter the first time playing through the waves. TEMPORAL ECHOES (2) CREATURE 2
The PCs can take time to Treat Wounds, Refocus, or Page 60
Repair equipment in between encounters.
Use the map on page 28 for all these encounters. Success: When the PCs defeat the temporal echoes, they
complete Mission 1. The table should report a Wave success.

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Fate in the Future

Eternity Arch Chamber

Mission 2 Time Rift

R R

R = Mission 6
Time Rift
1 square = 5 feet

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Fate in the Future
MISSION 2 Round 6: The Pathfinder hanging onto the pillar slips
The time rift is 40 feet long and 20 feet wide at its center, off the pillar and falls into the time rift where they are
then narrows at its edges to 5 feet wide. Eight Pathfinders lost forever. They can’t be rescued.
are in danger of falling into the time rift. Six cling to the Round 7: The Pathfinders clinging to the edge of the
tiled floor at the edge of the rift, with their bodies dangling time rift begin to lose their grip.
into it. One climbed partway up a pillar whose base has Round 8+: On round 8 and every round thereafter, one
disappeared into the rift; they are 15 feet in the air. The random Pathfinder loses their grip and falls into the time
final Pathfinder holds onto a rope tied to a grappling hook, rift where they are lost forever. They can’t be rescued.
which they tossed into the chamber at the last moment to Success: If the PCs rescue at least four of the
save themself. The grappling hook is gripping the gap in a Pathfinders, they complete Mission 2. The table should
stone tile and is clearly not well secured. report a Wave success.
Use the map on page 28 for this encounter; the map
marks the location of the rift. Each creature within 10
feet of the time rift is slowed 1 for as long as they remain
in the area, unless they succeed at a DC 15 Fortitude
save (DC 18 for levels 3–4). All squares adjacent to the
time rift are difficult terrain and uneven ground (DC 14
Acrobatics check to Balance, or DC 17 for levels 3–4).
The PCs have numerous options to save their fellow
Pathfinders. GMs should reward creativity and allow
the players to attempt whatever methods they desire.
Most attempts should require at least one
Interact action and a skill check to complete.
The DC of these skill checks is 15 (DC 18 for
levels 3–4). Examples include anchoring the
grappling hook, grabbing hold of a Pathfinder,
pulling a Pathfinder back onto solid ground,
Leaping to a pillar, Climbing up a pillar, or tying
a rope around a Pathfinder.
Timeline: Each round at the start of initiative order,
circumstances change, and Pathfinders begin to lose their
grip. These round-by-round events are catalogued below.
The Pathfinders can delay or prevent these events, as
described above.
Round 1: The grappling hook slips off the tile,
dropping that Pathfinder 5 feet further into the time rift.
The grappling hook snags another tile 5 feet closer to the
edge of the time rift. Its hold is precarious, and it’s likely
to slip again in moments.
Round 2: The grappling hook snags on the very edge
of the time rift. Its hold is precarious, and it’s likely to
slips again in moments.
Round 3: The grappling hook slips off the edge of the
time rift, dropping the Pathfinder clinging to the rope
into the time rift where they are lost forever. They can’t
be rescued.
Round 4: The Pathfinder hanging onto the pillar slips
5 feet down the pillar, now resting only 10 feet above
the time rift.
Round 5: The Pathfinder hanging onto the pillar slips
5 feet down the pillar, now resting only 5 feet above the Temporal Echo
time rift.

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Fate in the Future
THE SECOND WAVE Connecting: To connect with the Eternity Arch, a
creature must Interact to touch it. Each time a creature
The purple crack widens and then explodes into dozens of first touches the arch, it takes 2d4 mental damage
smaller rifts. Each rift reveals a vision of some distant view. (DC 15 basic Will save). For levels 3–4, increase the
From stone walls of unknown architecture to verdant jungles, mental damage to 4d4 and the saving throw DC to 18.
each vision is entirely different. The ground in the chamber After connecting with the Eternity Arch, a creature can
shakes and heaves as a massive bug skitters into existence attempt to attune to it. Breaking contact with the arch
from the rifts. immediately severs a creature’s connection to it.
“Now there’s a challenge!” Calisro Benarry boasts. “Let’s Attuning: To attune to the Eternity Arch, a creature
show them what Pathfinders are made of!” can attempt a DC 16 Fortitude save (DC 19 for levels
“The rifts are pulling us into the past,” Jirneau counters. 3–4) as a single action while connected to the arch. On
“We need to force the Eternity Arch to seal these rifts, or we’ll a success, it attunes to the Eternity Arch. On a failure, it
be stranded here!” becomes clumsy 1 (or increases its clumsy value by 1, to
a maximum of 3) as the Eternity Arch temporarily ages
If the PCs decide to battle the creatures, run Mission it. Once a creature is attuned to the Eternity Arch, it can
3. If the PCs decide to manipulate the Eternity Arch, run attempt to manipulate it.
Mission 4. Manipulating: To seal the rifts, the PCs must gain
Development: When the PCs successfully complete a total number of Manipulation Points equal to twice
either Mission 3 or Mission 4, the Pathfinders return to the number of PCs. A character attuned to the arch can
their time. Meanwhile, Heraxia finishes attuning to the attempt a DC 15 Arcana, Nature, Occultism, Religion,
Eternity Arch and rushes back to her stasis pod to begin or Thievery check (DC 18 for levels 3–4) by spending 2
the activation process. actions with the concentrate and manipulate traits.
Reporting: If the PCs successfully complete Mission Critical Success The PCs earn 2 Manipulation Points.
3 or Mission 4, the table should report a Wave success. Success The PCs earn 1 Manipulation Point.
Proceed to The Third Wave. Critical Failure The PC is thrown back from the rift and must
restart the process of connecting and attuning to it before
MISSION 3 MODERATE attempting further checks to earn Manipulation Points.
Creatures: A group of territorial insects emerge from the
rifts and advance on the defending Pathfinders. In this Complications: At the beginning of round 2 and
encounter, the PCs fend off some of the insects, while other every second round thereafter, the chaotic battles being
Pathfinders battle other attackers all around them. One waged by the other Pathfinders in this room result in a
territorial centipede (or ogre spider for levels 3–4) attacks complication that hinders the party’s efforts or puts other
the party, emerging from a rift by the northern exit. Pathfinders in danger. These complications are noted
below. To determine which complication to use, roll 1d4
Levels 1–2 or select an appropriate complication.
1. Rumbles: The ground shakes, imposing a –1
GIANT WHIPTAIL CENTIPEDE CREATURE 3 circumstance penalty on all checks with the
Page 45 concentrate or manipulate traits for 1 round.
2. Shockwave: The ground shakes violently. Each
Levels 3–4 creature is knocked prone unless it succeeds at a
DC 15 Reflex save (DC 18 for levels 3–4). On a
OGRE SPIDER CREATURE 5 critical failure, a creature is knocked prone and
Page 61 releases the Eternity Arch if it’s in contact with it.
3. Toppled Tree: A tree falls through one of the rifts,
Success: When the PCs defeat the creature, they landing on a nearby Pathfinder. The Pathfinder
complete Mission 3. The table should report a Wave becomes unconscious and dying 1. The Pathfinder
success. can’t lose the dying condition as long as they
remain pinned under the tree. The tree can be
MISSION 4 lifted off the Pathfinder with a successful DC 17
To seal the rifts, the PCs must connect with the Eternity Athletics, Crafting, or Thievery check (DC 20 for
Arch, attune to it, and then manipulate the arch into levels 3–4).
sealing the rifts. 4. Wounds: Debris showers the battlefield, dealing

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Fate in the Future
1d6 bludgeoning damage to each PC (DC 15 to the arch, as well as the emanations around them that
basic Reflex save). For levels 3–4, increase the are affected during the hazard’s routine, are labeled on
bludgeoning damage to 2d6 and the saving throw the map on page 28.
DC to 18.
Levels 1–2
Success: When the party acquires a number of
Manipulation Points equal to at least twice the number OVERLOADING ARCH HAZARD 3
of PCs, they complete Mission 4. The table should report Page 47
a Wave success.
Levels 3–4
THE THIRD WAVE
OVERLOADING ARCH HAZARD 5
Dozens of strange and twisted quadrupeds emerge from Page 63
the corners of the chamber, with oversized eyes and lolling
tongues. “Hounds of Tindalos! These are the creatures that Success: If the PCs disable the overloading arch hazard,
pursued Heraxia!” Ashasar exclaims. “They’ll weaken away the table completes Mission 6. The table should report a
from angles!” Wave success.
Sparks fly from the Eternity Arch, sending bolts of lightning
streaking across the chamber. “That thing is overloading!” Conclusion
Eando Kline shouts. “We need to stabilize it somehow!” When the tables have reported enough Wave successes,
the House GM should read or paraphrase the following.
If the PCs decide to battle the pups of Tindalos, run
Mission 5. If the PCs decide to stabilize the Eternity Arch, “Done!” Heraxia shouts. “Get out of here before—” Heraxia’s
run Mission 6. words are cut off as she disappears completely, shuddering
Reporting: If the PCs successfully complete Mission 5 back into existence a few moments later with a tear-streaked
or Mission 6, the table should report a Wave success. face. Looking confused, she shakes her head, then eyes the
vault door with determination. “Seal me inside the vault,
MISSION 5 MODERATE then go!”
Creatures: From the side chambers to the northwest and As the surviving Pathfinders flee through into the Maze of
east, a stampede of aberrant creatures emerge. While the the Open Road, Venture-Captain Armeline and Eando Kline
higher-level tables engage the more mature Hounds of hurry to the vault door, dragging it shut and sealing Heraxia
Tindalos, the PCs in this encounter have to battle against inside the ovoid chamber.
less-matured spawn. The pups of Tindalos attack the Pathfinders gather inside the Maze of the Open Road,
Pathfinders for interfering with the flow of time. bloodied but alive. As time passes, nervousness flutters
through the crowd. Suddenly, Armeline and Eando tumble into
Levels 1–2 the Maze, panting from exertion. “It’s done,” Eando grunts.
“Wait,” Armeline interjects. “We need to give her time to
PUP OF TINDALOS CREATURE 3 leave...” After a few minutes, Armeline steps through the
Page 46 portal that led to Akiton. She returns moments later, smiling.
“It worked! The Maze of the Open Road is repaired. We did it!”
Levels 3–4 A cheer goes up among the Pathfinders.
“It’s time to go home.”
PUPS OF TINDALOS (2) CREATURE 3
Page 62 OBJECTIVES
This adventure has no specific objectives. For participating
Success: If the PCs defeat the pups of Tindalos, the in this adventure, each PC earns 4 Reputation for their
table completes Mission 5. The table should report a chosen faction.
Wave success.
EPILOGUE
MISSION 6 MODERATE As Table GMs fill out Chronicle Sheets and players gather
Hazard: The Eternity Arch is overloading, lashing out their things, the House GM should read or paraphrase
with electricity and fracturing time. The time rifts linked the following.

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Fate in the Future
The surviving Pathfinders travel through the Maze of the FINAL CLOSING
Open Road, back to Woodsedge Lodge. As medics tend the The House GM should close the event, thanking the
wounded and fresh food circulates among the returning Table GMs, organizers, convention staff, and others
heroes, Venture-Captain Armeline Jirneau takes the podium. who helped make the event possible for their hard work,
“Congratulations, Pathfinders! Each and every one of you and thanking the players for their support of Pathfinder
has performed exceptionally, showing bravery in the face Society Organized Play. If this adventure was run as
of danger and teamwork throughout uncertain, desperate, part of an event where its Starfinder sequel (Starfinder
and—let’s face it—downright strange events. You should be Society Scenario #3-99: Perils of the Past) is being run,
proud of yourselves. then the House GM should announce the times for that
“On behalf of myself, Heraxia, and the Pathfinder Society, event and its connection to this adventure. Finally, they
thank you for your efforts. I can’t tell you what will happen should provide the Table GMs and players instructions
with Heraxia and Felise, but your deeds here today will echo for submitting reporting sheets and exiting the event.
into an unknowably distant future. And as for the present,
well, I’m sure everyone back at the Grand Lodge will be eager
to hear the tales of what you have accomplished here today.”

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Fate in the Future
Appendix 1: Level 1–2 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, make the
The statistics presented in this appendix include full following adjustments. These adjustments are not
stat blocks for creatures and hazards appearing in this cumulative.
scenario. These encounters are written for four 1st-level 12–13 Challenge Points: Add one animated blade to
PCs. If your group has a different composition or the encounter.
size, refer to the Organized Play section (page 68) for 14–15 Challenge Points: Add two animated blades
instructions on how to use the scaling sidebars to adjust to the encounter.
the encounters for your group. 16–18 Challenge Points (5+ players): Add three
If a creature is marked “(0),” don’t include it in the animated blades to the encounter.
encounter unless otherwise specified (likely from the
scaling sidebars).

ENCOUNTER A (LEVELS 1–2)


ANIMATED BLADES (3) CREATURE –1
UNCOMMON N SMALL CONSTRUCT MINDLESS
Perception +3; darkvision
Skills Athletics +5
Str +0, Dex +0, Con +1, Int –5, Wis +0, Cha –5
AC 15 (13 when broken); Fort +4, Ref +5, Will +3
HP 7; Hardness 2; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, mental, necromancy,
nonlethal attacks, paralyzed, poison, sickened, unconscious
Construct Armor Like normal objects, an animated blade has
Hardness. This Hardness reduces any damage it takes by
an amount equal to the Hardness. Once an animated blade
is reduced to fewer than half its Hit Points, or immediately
upon being damaged by critical hit, its construct armor
breaks, removing the Hardness and reducing its Armor
Class to 13.
Speed fly 30 feet
Melee [one-action] shortsword +6 (agile, magical, versatile S), Damage
1d6 piercing

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ENCOUNTER B1 (LEVELS 1–2)


POISONED DART TRAPS (4) HAZARD 1
MECHANICAL TRAP
Stealth DC 17 (trained)
Description Poisoned darts fire from recesses in the walls
when a creature steps on a pressure plate.
Disable Thievery DC 20 (trained) to disable the pressure plate
AC 18; Fort +10, Ref +4
Hardness 5; HP 24 (BT 12); Immunities critical hits, object
immunities, precision damage
Dart Volley [reaction] (attack); Trigger A creature steps on the
pressure plate; Effect A poisoned dart shoots at the
triggering creature.
Ranged dart +11, Damage 1 piercing plus giant centipede
venom
Giant Centipede Venom (poison); Saving Throw DC 17
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6
poison damage (1 round); Stage 2 1d8 poison damage and
flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1,
and flat-footed (1 round)
Reset The trap resets after 2 rounds. After 5 total attacks, it
runs out of poisoned darts.

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ENCOUNTER B2 (LEVELS 1–2) Scaling Encounter B2
To adjust for the PCs’ overall strength, make the
FIRE WISPS (2) CREATURE 0 following adjustments.
N TINY ELEMENTAL FIRE 12+ Challenge Points: For every 4 Challenge Points
Pathfinder Bestiary 3 91 beyond 8, add an additional fire wisp to the encounter.
Perception +6; darkvision, smoke vision
Languages Ignan
Skills Acrobatics +5, Plane of Fire Lore +4, Stealth +7
Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0
Smoke Vision The fire wisp ignores the concealed condition
from smoke.
AC 16; Fort +6, Ref +7, Will +4
HP 18; Immunities bleed, fire, paralyzed, poison, sleep;
Weaknesses cold 2, water 2
Resonance (aura, fire) 30 feet. All wisps vibrate at a frequency
attuned to their element, resonating with and empowering
all creatures and effects sharing that trait. A creature in the
area gains a +1 status bonus to attack and damage rolls for
effects with the fire trait; a creature with the elemental and
fire traits gains this bonus to all attack and damage rolls.
Accord Essence [reaction] (fire) Trigger An ally within 30 feet that
benefited from the wisp’s resonance in the last hour is
targeted by an attack; Effect The wisp detonates itself in a
small elemental explosion that gives temporary Hit Points
equal to half the wisp’s current Hit Points to allies within
30 feet that have benefited from the wisp’s resonance in
the last hour. These temporary Hit Points last 1 hour.
A wisp that uses this reaction is permanently destroyed,
and it can be restored only by a wish spell or similarly
powerful effect. If an ability would prevent the wisp’s
destruction (for instance, if the wisp is summoned and
would merely be dismissed), Accord Essence has no effect.
Speed 40 feet, fly 15 feet
Melee [one-action] tendril +6 (reach 10 feet), Damage 1d4 fire plus 1
persistent fire
In Concert When a fire wisp rolls a critical failure on a check
to Aid, they get a failure instead, and when they roll a
success, they get a critical success instead.

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ENCOUNTER B3 (LEVELS 1–2)
FIRESPARK TRAP HAZARD 1
EVOCATION FIRE MAGICAL TRAP
Stealth DC 20 (trained)
Description Magical motion sensors detect when a creature
enters the chamber.
Disable Thievery DC 17 (trained) to disable the sensor without
triggering them, or dispel magic (1st level; counteract DC
15) to counteract the sensors
Firespark [reaction] (arcane, evocation, fire); Trigger A living creature
enters the chamber; Effect The rune detonates in a ball of
flame that fills the chamber, dealing 2d6 fire damage to all
creatures in the area (DC 16 basic Reflex save).
Reset The trap resets after 10 minutes.

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ENCOUNTER C (LEVELS 1–2) Scaling Encounter C
To adjust for the PCs’ overall strength, make the following
KOBOLD WARRIORS (3) CREATURE –1 adjustments. These adjustments are not cumulative.
LE SMALL HUMANOID KOBOLD 10–11 Challenge Points: Give each kobold warrior 5
Pathfinder Bestiary 212 additional Hit Points.
Perception +3; darkvision 12–13 Challenge Points: Add one kobold warrior to
Languages Draconic the encounter.
Skills Acrobatics +5, Crafting +2 (+4 traps), Stealth +5 14–15 Challenge Points: Add two kobold warriors
Str +1, Dex +3, Con +0, Int +0, Wis +1, Cha –1 to the encounter.
Items leather armor, sling (20 bullets), spear 16–18 Challenge Points (5+ players): Add three
AC 16; Fort +4, Ref +7, Will +3 kobold warriors to the encounter.
HP 8
Speed 25 feet
Melee [one-action] spear +3, Damage 1d6+1 piercing
Ranged [one-action]sling +5 (propulsive, range increment 50 feet,
reload 1), Damage 1d4 bludgeoning
Ranged [one-action] spear +5 (thrown 20 feet), Damage 1d6+1 piercing
Hurried Retreat [one-action] Requirements The kobold warrior is
adjacent to at least one enemy; Effect The kobold warrior
Strides up to their Speed plus 5 feet and gains a +2
circumstance bonus to AC against reactions triggered by
this movement. They must end this movement in a space
that’s not adjacent to any enemy.
Sneak Attack The kobold warrior deals an extra 1d4 precision
damage to flat-footed creatures.

JUNK LAUNCHERS (2) HAZARD 1


MECHANICAL TRAP
Stealth DC 20 (trained)
Description A miniature makeshift catapult launches a mound
of junk when a creature triggers the trip wire.
Disable Thievery DC 17 (trained) to disable the catapult
without triggering the trap
AC 16; Fort +10, Ref +4
Hardness 6; HP 24 (BT 12); Immunities critical hits, object
immunities, precision damage
Launch Junk [reaction] (attack); Trigger The trip wire is pulled or
severed; Effect The catapult launches junk at the triggering
creature.
Ranged junk +13, Damage 2d6+5 bludgeoning

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ENCOUNTER D (LEVELS 1–2) Scaling Encounter D
To adjust for the PCs’ overall strength, make the
WOLVERINE CREATURE 2 following adjustments. These adjustments are not
N MEDIUM ANIMAL cumulative.
Pathfinder Bestiary 2 295 10–11 Challenge Points: Give the wolverine 10
Perception +8; low-light vision, scent (imprecise) 30 feet additional Hit Points.
Skills Athletics +7, Stealth +7 12–13 Challenge Points: The wolverine is quickened
Str +3, Dex +3, Con +3, Int –4, Wis +0, Cha –2 1 by the strange temporal effects in the area. It can
AC 18; Fort +9, Ref +7, Will +6 use this additional action to Stride or Strike.
HP 34 14–15 Challenge Points: Give the wolverine 10
Speed 25 feet, burrow 10 feet, climb 10 feet additional Hit Points. The wolverine is quickened 1 by
Melee [one-action] jaws +11, Damage 1d8+5 piercing the strange temporal effects in the area. It can use
Melee [one-action] claw +11 (agile), Damage 1d6+5 slashing this additional action to Stride or Strike.
Pounce [one-action] The wolverine Strides and makes a Strike at the 16–18 Challenge Points (5+ players): Add one
end of that movement. If the wolverine begins this action wolverine to the encounter.
hidden, it remains hidden until after the attack.
Rend [one-action] claw
Wolverine Rage [one-action] (concentrate, emotion, mental) The
wolverine enters a state of pure rage that lasts either for 1
minute, until there are no enemies it can perceive, or until it
falls unconscious, whichever comes first. While raging, the
wolverine has AC 17, its jaws Strike deals 1d8+7 damage,
and its claw Strike deals 1d6+7 damage. While raging, the
wolverine can’t use actions that have the concentrate trait,
except for Seek. After it’s stopped raging, a wolverine can’t
use Wolverine Rage again for 1 minute.

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ENCOUNTER E (LEVELS 1–2) Scaling Encounter E
To adjust for the PCs’ overall strength, make the
TIMEWARPED AMALGAMS (2) CREATURE 1 following adjustments. These adjustments are not
RARE N MEDIUM ABERRATION MINDLESS cumulative.
Perception +4; darkvision 10–11 Challenge Points: Give both timewarped
Skills Athletics +8 amalgams 10 additional Hit Points.
Str +3, Dex +2, Con +4, Int –5, Wis +0, Cha –4 12–13 Challenge Points: Add one timewarped
AC 16; Fort +9, Ref +7, Will +5 amalgam to the encounter.
HP 20; Immunities mental 14–15 Challenge Points: Add one timewarped
Speed 20 feet amalgam to the encounter and give all amalgams 10
Melee [one-action] claw +7 (agile), Damage 1d6+3 slashing additional Hit Points.
Ranged [one-action] wail +7 (range increment 15 feet, sonic), Damage 16–18 Challenge Points (5+ players): Add two
1d4 sonic damage plus anguish timewarped amalgams to the encounter.
Anguish (mental) The wail of a timewarped amalgam transfers
fragments of the amalgam’s pain onto those who hear it.
The target must succeed at a DC 17 Will saving throw or
become sickened 1 (sickened 2 on a critical failure). After
attempting this save, a creature is temporarily immune to
Anguish for 24 hours.

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Fate in the Future
ENCOUNTER F (LEVELS 1–2) Scaling Encounter F
To adjust for the PCs’ overall strength, make the
GHOULS (2) CREATURE 1 following adjustments. These adjustments are not
CE MEDIUM GHOUL UNDEAD cumulative.
Pathfinder Bestiary 168 12–15 Challenge Points: Add one ghoul to the
Perception +7; darkvision encounter.
Languages Common, Necril 16–18 Challenge Points (5+ players): Add two
Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5 ghouls to the encounter.
Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
AC 16; Fort +4, Ref +9, Will +5
HP 20, negative healing; Immunities death effects, disease,
paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet
Melee [one-action] jaws +9 (finesse), Damage 1d6+1 piercing plus ghoul
fever and paralysis
Melee [one-action] claw +9 (agile, finesse), Damage 1d4+1 slashing plus
paralysis
Consume Flesh [one-action] (manipulate) Requirements The ghoul is
adjacent to the corpse of a creature that died within the
last hour; Effect The ghoul devours a chunk of the corpse
and regains 1d6 Hit Points. It can regain Hit Points from any
given corpse only once.
Ghoul Fever (disease) Saving Throw DC 15 Fortitude; Stage
1 carrier with no ill effect (1 day); Stage 2 2d6 negative
damage and regains half as many Hit Points from all healing
(1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative
damage and gains no benefit from healing (1 day); Stage 5
as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the
next midnight
Paralysis (incapacitation, necromancy, occult) Any living,
non-elf creature hit by a ghoul’s attack must succeed at a
DC 15 Fortitude save or become paralyzed. It can attempt
a new save at the end of each of its turns, and the DC
cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghoul jumps up to half its Speed.
This movement doesn’t trigger reactions.

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Fate in the Future
ENCOUNTER G (LEVELS 1–2) Scaling Encounter G
To adjust for the PCs’ overall strength, make the
CHANGELING EXILE CREATURE 3 following adjustments. These adjustments are not
CN MEDIUM CHANGELING HUMAN HUMANOID cumulative.
Pathfinder Bestiary 62 10–11 Challenge Points: Add one eagle to the
Perception +11; darkvision encounter.
Languages Common, Druidic 12–13 Challenge Points: Add one velociraptor to
Skills Deception +9, Medicine +9, Nature +11, Stealth +8, the encounter.
Survival +9 14–15 Challenge Points: Add one eagle and one
Str +4, Dex +1, Con +0, Int +0, Wis +4, Cha +2 velociraptor to the encounter.
Items leather armor, staff 16–18 Challenge Points (5+ players): Add two
AC 19; Fort +7, Ref +8, Will +11; +2 circumstance to all saves velociraptors to the encounter.
vs. dream and sleep
HP 45
Speed 25 feet VELOCIRAPTOR (0) CREATURE 1
Melee [one-action] claw +11 (agile), Damage 1d4+4 slashing N SMALL ANIMAL DINOSAUR
Melee [one-action] staff +11 (two-hand d8), Damage 1d4+4 bludgeoning Pathfinder Bestiary 96
Primal Prepared Spells DC 21, attack +11; 2nd darkness, humanoid Perception +6; low-light vision, scent (imprecise) 30 feet
form, 1st burning hands, shillelagh, ventriloquism; Cantrips Skills Acrobatics +8, Athletics +5 (+8 jumping), Stealth +6
(2nd) dancing lights, produce flame, read aura, tanglefoot Str +0, Dex +3, Con +2, Int –4, Wis +1, Cha +1
Druid Order Spells DC 21; 2nd (1 Focus Point) wild morph, AC 16; Fort +5, Ref +7, Will +4
wild shape HP 20
Speed 40 feet
EAGLE (0) CREATURE –1 Melee [one-action] jaws +8 (finesse), Damage 1d6+3 piercing
N SMALL ANIMAL Melee [one-action] talon +8 (agile, finesse), Damage 1d4+3 slashing
Pathfinder Bestiary 141 Leaping Charge [one-action] The velociraptor Strides up to 10 feet,
Perception +6; low-light vision ignoring difficult terrain as it leaps over obstacles. It then
Skills Acrobatics +6 makes a Strike with its talons, gaining a +1 circumstance
Str +0, Dex +3, Con +1, Int –4, Wis +1, Cha +1 bonus to its attack roll.
AC 16; Fort +4, Ref +6, Will +2 Pack Attack The velociraptor deals 1d4 extra damage to
HP 6 any creature that’s within reach of at least two of the
Speed 10 feet, fly 60 feet velociraptor’s allies.
Melee [one-action] beak +6 (finesse), Damage 1d6 piercing
Melee [one-action] talon +6 (agile, finesse), Damage 1d4 slashing
Eagle Dive [two-actions] The eagle Flies up to double its fly Speed in a
straight line, descending at least 10 feet, and then makes
a talon Strike.

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Fate in the Future
ENCOUNTER H (LEVELS 1–2) Scaling Encounter H
To adjust for the PCs’ overall strength, make the following
DISPLACED ROBOTS (2) CREATURE 1 adjustments. These adjustments are not cumulative.
RARE N MEDIUM CONSTRUCT 12+ Challenge Points: For every 4 Challenge Points
Perception +7; darkvision beyond 8, add one displaced robot to the encounter.
Languages Common
Skills Athletics +6, Crafting +4
Str +3, Dex +3, Con +4, Int +1, Wis +1, Cha –3
AC 15; Fort +9, Ref +8, Will +4
HP 14; Hardness 3; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses electricity 3
Speed 25 feet
Melee [one-action] fist +9 (unarmed), Damage 1d6+3 bludgeoning
Ranged [one-action] laser beam +9 (range increment 60 feet), Damage
1d6 fire
Divert Power [one-action] The robot diverts additional power from one
of its weapon arrays to another. Choose one of the following
effects, which lasts until the end of the robot’s turn.
• The robot’s fist Strike deals an additional 1d4
electricity damage. The damage of its laser beam
Strike decreases to 1d4 fire.
• The robot’s laser beam Strike deals an additional 1d4
fire damage. The damage of its fist Strike decreases
to 1d4+2 bludgeoning.
Jolting Arc [two-actions] (electricity) The robot releases a surge of
energy, dealing 2d6 electricity damage to all adjacent
creatures (DC 14 basic Reflex save). It can’t use Jolting Arc
again for 1d4 rounds.

ETERNAL HALL HAZARD 1


MAGICAL TRANSMUTATION TRAP
Stealth DC 20 (trained)
Description Time distorts along this hallway, making the air
feel like sludge.
Disable Thievery DC 17 (trained) to disrupt the temporal
distortions, or dispel magic (1st level; counteract DC 16) to
disperse the temporal energy
Time Press [reaction] (occult, transmutation); Trigger A creature
enters the hall; Effect Time weighs upon the creature, dealing
2d6+5 bludgeoning damage (DC 17 basic Fortitude save). On
a critical failure, the creature is slowed 1 for 1 round.

ENCOUNTER I (LEVELS 1–2)

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Fate in the Future
COG THE TORCHBEARER CREATURE –1 Scaling Encounter I
UNIQUE CN SMALL HUMANOID RATFOLK To adjust for the PCs’ overall strength, make the following
Perception +4; low-light vision adjustments. These adjustments are not cumulative.
Languages Akitonian, Ysoki (Akitonian) 12–15 Challenge Points: Add one young arabuks to
Skills Acrobatics +4, Architecture Lore +2, Athletics +1, the encounter.
Stealth +4, Survival +2 16–18 Challenge Points (5+ players): Add two
Str +0, Dex +3, Con +1, Int +1, Wis +1, Cha +1 young arabuks to the encounter.
Items climbing kit, dagger, hand crossbow (20 bolts),
tindertwig (5), torch (4)
AC 14; Fort +4, Ref +6, Will +4 YOUNG ARABUK (0) CREATURE 1
HP 15 RARE N SMALL ANIMAL
Speed 25 feet Perception +7; darkvision, snow vision
Melee [one-action] torch +7, Damage 1d4+1 bludgeoning plus 1 fire Skills Athletics +7, Stealth +6, Survival +4
Melee [one-action] dagger +5 (agile, versatile S), Damage 1d4+1 piercing Str +4, Dex +3, Con +3, Int –4, Wis +1, Cha +1
Ranged [one-action] hand crossbow +5 (range increment 60 feet, reload Cold Adaptation The young arabuk reduces the effects it
1), Damage 1d6 piercing suffers from cold environments by one step.
Cheek Pouches Like all ratfolk, Cog has stretchy cheek Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores
pouches that can store up to 1 cubic foot of objects (though concealment from snowfall.
no more than 4 light items). Cog can remove or store an AC 15; Fort +8, Ref +8, Will +4
item using the Interact action. As long as Cog has at least HP 21; Resistances sonic 3
one object in his cheek pouches, his speech is noticeably Speed 30 feet
difficult to understand. Melee [one-action] jaws +9, Damage 1d4+4 piercing
Torch Combatant Cog is adept at attacking with torches and Pounce [one-action] The young arabuk Strides and makes a Strike at
deals 1 persistent fire damage when he critically hits with the end of that movement. If the arabuk began this action
a torch. hidden, it remains hidden until after this ability’s Strike.
Snow Stride The young arabuk ignores difficult terrain, greater
FIPP THE PROPHET CREATURE 2 difficult terrain, and uneven ground from non-magical ice
UNIQUE CG SMALL HUMANOID RATFOLK and snow.
Perception +10; low-light vision
Languages Akitonian, Ysoki (Akitonian)
Skills Diplomacy +8, Performance +8 (+10 to spout prophecy),
Religion +7, Survival +7
Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4
Items flail, manifesto (functions as religious text), pouch of
rocks, robes
AC 17; Fort +8, Ref +7, Will +11
HP 24
Speed 25 feet
Melee [one-action] flail +8 (disarm, sweep, trip), Damage 1d6+2
bludgeoning
Melee [one-action] fist +8 (agile, nonlethal, unarmed), Damage 1d4+2
bludgeoning
Ranged [one-action] rock +7 (thrown 10 feet), Damage 1d4+2
bludgeoning
Divine Spontaneous Spells DC 18, attack +10; 1st bless,
heal, ray of enfeeblement, sanctuary (4 slots); Cantrips
(1st) daze, detect magic, guidance, know direction, light,
prestidigitation, read aura
Cleric Domain Spells 1 Focus Point, DC 18; 1st read fate
Cheek Pouches As Cog the Torchbearer.

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MISSION 1 (LEVELS 1–2) Scaling Mission 1
To adjust for the PCs’ overall strength, make the
TEMPORAL ECHOES (2) CREATURE 0 following adjustments. These adjustments are not
RARE CE MEDIUM UNDEAD cumulative.
Perception +4; darkvision 12–15 Challenge Points: Add one temporal echo to
Skills Acrobatics +4, Athletics +5, Stealth +4 the encounter.
Str +3, Dex +2, Con +1, Int –1, Wis +2, Cha +0 16–18 Challenge Points (5+ players): Add two
AC 15; Fort +5, Ref +8, Will +6 temporal echoes to the encounter.
HP 15 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious
Speed 25 feet
Melee [one-action] fist +6 (unarmed), Damage 1d4+3 bludgeoning
Distort Form [one-action] (occult, transmutation) The temporal echo
shifts rapidly between multiple timelines, becoming
concealed. As the nature of this effect leaves the echo’s
location obvious, it can’t use this concealment to Hide or
Sneak. This effect lasts for 1 minute, or until the echo is
dealt any damage.
Temporal Shudder [two-actions] (occult, transmutation) The temporal
echo screams, causing time to shudder and bend around
it. All creatures in a 10-foot emanation take 1d10 mental
damage (DC 13 basic Will save). The echo can’t use Temporal
Shudder again for 1d4 rounds.

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MISSION 3 (LEVELS 1–2) Scaling Mission 3
To adjust for the PCs’ overall strength, make the
GIANT WHIPTAIL CENTIPEDE CREATURE 3 following adjustments. These adjustments are not
N HUGE ANIMAL cumulative.
Pathfinder Bestiary 2 50 10–11 Challenge Points: Add one giant centipede to
Perception +9; darkvision the encounter.
Skills Acrobatics +8, Athletics +10, Stealth +8 12–13 Challenge Points: Add two giant centipedes
Str +4, Dex +2, Con +4, Int –5, Wis +2, Cha –4 to the encounter.
AC 19; Fort +11, Ref +9, Will +7 14–15 Challenge Points: Add three giant centipedes
HP 45 to the encounter.
Attack of Opportunity [reaction] Tail only. 16–18 Challenge Points (5+ players): Add four giant
Speed 30 feet, climb 30 feet centipedes to the encounter.
Melee [one-action] mandibles +11 (reach 10 feet), Damage 1d10+6
piercing plus whiptail centipede venom
Melee [one-action] tail +11 (agile, reach 15 feet), Damage 1d6+6
bludgeoning plus Knockdown
Undulate [one-action] The giant whiptail centipede Strides or Steps.
During this movement, it can pass through spaces as
narrow as 5 feet without Squeezing.
Whiptail Centipede Venom (poison); Saving Throw DC 19
Fortitude; Maximum Duration 6 rounds; Stage 1 1d10
poison damage and clumsy 1 (1 round); Stage 2 2d10
poison damage and clumsy 1 (1 round); Stage 3 2d10 poison
damage and clumsy 2 (1 round)

GIANT CENTIPEDE (0) CREATURE –1


N MEDIUM ANIMAL
Pathfinder Bestiary 61
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus
giant centipede venom
Giant Centipede Venom (poison); Saving Throw DC 14
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6
poison damage (1 round); Stage 2 1d8 poison damage and
flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1,
and flat-footed (1 round)

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Fate in the Future
MISSION 5 (LEVELS 1–2) Scaling Mission 5
To adjust for the PCs’ overall strength, make the
PUP OF TINDALOS CREATURE 3 following adjustments. These adjustments are not
RARE NE SMALL ABERRATION TIME cumulative.
Variant hound of Tindalos (Pathfinder Bestiary 2 146) 10–11 Challenge Points: Give the pup of Tindalos 10
Perception +10; greater darkvision additional Hit Points.
Languages Aklo 12–13 Challenge Points: The pup of Tindalos is
Skills Acrobatics +10, Athletics +8, Occultism +9, Stealth +10, quickened 1 and can use this additional action to
Survival +8 (+10 to Track) Stride or Strike.
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1 14–15 Challenge Points: The pup of Tindalos is
AC 19; Fort +6, Ref +11, Will +8 quickened 1 and can use this additional action to
HP 30; Immunities controlled, emotion; Resistances mental 5, Stride or Strike. Give the pup of Tindalos 10 additional
physical 5, poison 5 Hit Points.
Otherworldly Mind (mental) Whenever a creature targets the 16–18 Challenge Points (5+ players): Add one pup
pup with a mental effect, that creature takes 2d6 mental of Tindalos to the encounter.
damage (DC 20 basic Will save). On a critical failure, it also
becomes confused for 1 round.
Ripping Gaze (aura, evocation, occult, visual) 15 feet. The
pup of Tindalos’s eyes glow balefully, causing painful but
bloodless wounds to rip open in the body of a creature
that meets its awful gaze. When a creature ends its turn in
the aura’s emanation, it takes 1d8 slashing damage (DC 20
basic Fortitude save). A creature that critically succeeds at
its save is temporarily immune for 24 hours.
Vulnerable to Curved Space When a pup of Tindalos is not
adjacent to a structural angle of 90° (or more acute), its
resistance to physical damage is suppressed and it becomes
sickened 1. It can’t recover from this sickened condition,
but the condition ends automatically once the pup is again
adjacent to a suitable angle.
Speed 30 feet, fly 30 feet
Melee [one-action] jaws +11, Damage 1d10+5 piercing
Melee [one-action] claws +11 (agile), Damage 1d8+5 slashing
Occult Innate Spells DC 20; 2nd invisibility (self only)
Angled Entry [one-action] The pup of Tindalos casts a 4th-level
dimension door spell, but it must transport itself into a space
adjacent to an angle of 90º (or more acute) in the structure
or environment around it. For example, it could teleport to
a space adjacent to a wall (using the angle between the wall
and floor) or a corner in a room, or adjacent to a sizable tree
growing straight up out of the ground, but not to a flat plain
or a room with only curved corners and edges.
Once per day, the pup of Tindalos can use this ability to
plane shift to or from the Dimension of Time, with the same
restrictions on what angles it can appear next to.

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MISSION 6 (LEVELS 1–2) Scaling Mission 6
To adjust for the PCs’ overall strength, make the
OVERLOADING ARCH HAZARD 3 following adjustments. These adjustments are not
COMPLEX ELECTRICITY EVOCATION MAGICAL TRAP cumulative.
Stealth DC 0 10–13 Challenge Points: Increase the DC for Reflex
Description The Eternity Arch sparks with electricity, releasing saves against the trap by 1 and the damage of its
bolts of lightning at each of the four largest time rifts. routine by 2.
Disable Thievery DC 20 (trained) or DC 18 Arcana, Nature, 14–18 Challenge Points: Increase the DC for Reflex
Occultism, or Religion (trained) to seal each of the four saves against the trap by 2 and the damage of its
time rifts, Crafting DC 20 (trained) to divert the lightning routine by 4.
to another source, or dispel magic (1st level; counteract DC
17) to counteract each time rift. Each attempt requires 2
actions. Skill checks to disable a time rift must attempted
from adjacent to the rift.
Shock [free-action] Trigger A creature approaches within 10 feet of
one of the time rifts; Effect The triggering creature takes
1d6 electricity damage (DC 20 basic Reflex save). The
overloading arch rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled time rift. On each of the trap’s actions, the Eternity
Arch releases a bolt of lightning that activates that rift,
dealing 2d6 electricity damage to all creatures in a 10-foot
emanation around the time rift (DC 20 basic Reflex save).
It can release a bolt at each active time rift no more than
once each turn.

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Appendix 2: Level 3–4 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, make the following
The statistics presented in this appendix include full adjustments. These adjustments are not cumulative.
stat blocks for creatures and hazards appearing in this 23–32 Challenge Points: Add one animated armor
scenario. These encounters are written for four 3rd-level to the encounter.
PCs. If your group has a different composition or 33+ Challenge Points: Add two animated armors to
size, refer to the Organized Play section (page 68) for the encounter.
instructions on how to use the scaling sidebars to adjust
the encounters for your group.
If a creature is marked “(0),” don’t include it in the
encounter unless otherwise specified (likely from the
scaling sidebars).

ENCOUNTER A (LEVELS 3–4)


ANIMATED FULL PLATES (2) CREATURE 2
UNCOMMON N MEDIUM CONSTRUCT MINDLESS
Perception +6; darkvision
Skills Athletics +9
Str +3, Dex –3, Con +4, Int –5, Wis +0, Cha –5
AC 17 (13 when broken); construct armor; Fort +10, Ref +3,
Will +4
HP 20; Hardness 9; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, mental, necromancy,
nonlethal attacks, paralyzed, poison, sickened, unconscious
Construct Armor Like normal objects, an animated blade has
Hardness. This Hardness reduces any damage it takes by
an amount equal to the Hardness. Once an animated blade
is reduced to fewer than half its Hit Points, or immediately
upon being damaged by critical hit, its construct armor
breaks, removing the Hardness and reducing its Armor
Class to 13.
Speed 20 feet
Melee [one-action] glaive +11 (deadly 1d8, forceful, magical, reach 10
feet), Damage 1d8+4 slashing
Melee [one-action] gauntlet +9 (agile, free-hand, magical), Damage
1d6+4 bludgeoning

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ENCOUNTER B1 (LEVELS 3–4)


POISONED DART TRAPS (4) HAZARD 3
MECHANICAL TRAP
Stealth DC 20 (trained)
Description Magical motion sensors detect when a creature
enters the chamber.
Disable Thievery DC 23 (trained) to disable the pressure plate
AC 19; Fort +12, Ref +6
Hardness 10, HP 44 (BT 22); Immunities critical hits, object
immunities, precision damage
Dart Volley [reaction] (attack); Trigger A creature steps on the
pressure plate. Effect A poisoned dart shoots at the
triggering creature.
Melee dart +16, Damage 1d4+3 piercing plus graveroot
Graveroot (poison); Saving Throw DC 19 Fortitude; Maximum
Duration 4 rounds; Stage 1 1d10 poison damage (1 round);
Stage 2 1d12 poison damage and stupefied (1 round); Stage
3 2d6 poison damage and stupefied 2 (1 round)
Reset The trap resets automatically after 2 rounds. After 5
total attacks, it runs out of poisoned darts.

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ENCOUNTER B2 (LEVELS 3–4) Scaling Encounter B2
To adjust for the PCs’ overall strength, make the
FIRE WISPS (2) CREATURE 0 following adjustments. These adjustments are not
N TINY ELEMENTAL FIRE cumulative.
Pathfinder Bestiary 3 90 19–22 Challenge Points: Add one fire wisp to the
Perception +6; darkvision, smoke vision encounter.
Languages Ignan 23–27 Challenge Points: Add one ember fox to the
Skills Acrobatics +5, Plane of Fire Lore +4, Stealth +7 encounter.
Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0 28–32 Challenge Points: Add one ember fox and
Smoke Vision The fire wisp ignores the concealed condition one fire wisp to the encounter.
from smoke. 33+ Challenge Points: Add two ember foxes to the
AC 16; Fort +6, Ref +7, Will +4 encounter.
HP 18; Immunities bleed, fire, paralyzed, poison, sleep;
Weaknesses cold 2, water 2
Resonance (aura, fire) 30 feet. All wisps vibrate at a frequency EMBER FOX CREATURE 2
attuned to their element, resonating with and empowering NG SMALL ELEMENTAL FIRE
all creatures and effects sharing that trait. A creature in the Pathfinder Bestiary 2 110
area gains a +1 status bonus to attack and damage rolls for Perception +8; darkvision
effects with the fire trait; a creature with the elemental and Languages Ignan (can’t speak any language)
fire traits gains this bonus to all attack and damage rolls. Skills Acrobatics +8, Athletics +5, Stealth +8
Accord Essence [reaction] (fire) Trigger An ally within 30 feet that Str +1, Dex +4, Con +2, Int –2, Wis +2, Cha +1
benefited from the wisp’s resonance in the last hour is AC 18; Fort +6, Ref +10, Will +8
targeted by an attack; Effect The wisp detonates itself in a HP 35; Immunities bleed, fire, paralyzed, poison, sleep;
small elemental explosion that gives temporary Hit Points Weaknesses cold 5
equal to half the wisp’s current Hit Points to allies within Cloak in Embers [reaction] Trigger An adjacent ally is targeted by an
30 feet that have benefited from the wisp’s resonance in effect that deals fire damage; Effect The ember fox drapes
the last hour. These temporary Hit Points last 1 hour. itself across its ally, granting the ally fire resistance 10
A wisp that uses this reaction is permanently destroyed, against the incoming attack.
and it can be restored only by a wish spell or similarly Speed 30 feet
powerful effect. If an ability would prevent the wisp’s Melee [one-action] jaws +10 (agile, finesse), Damage 1d4+3 piercing
destruction (for instance, if the wisp is summoned and plus 1d4 persistent fire
would merely be dismissed), Accord Essence has no effect.
Speed 40 feet, fly 15 feet
Melee [one-action] tendril +6 (reach 10 feet), Damage 1d4 fire plus 1
persistent fire
In Concert When a fire wisp rolls a critical failure on a check
to Aid, they get a failure instead, and when they roll a
success, they get a critical success instead.

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ENCOUNTER B3 (LEVELS 3–4)
FIRESPARK TRAP HAZARD 3
EVOCATION FIRE MAGICAL TRAP
Stealth DC 21 (trained)
Description Magical motion sensors detect when a creature
enters the chamber.
Disable Thievery DC 20 (trained) to disable the sensor without
triggering them, or dispel magic (2nd level; counteract DC
18) to counteract the sensors
Firespark [reaction] (arcane, evocation, fire); Trigger A living creature
enters the chamber. Effect The rune detonates in a ball of
flame that fills the chamber, dealing 4d6 fire damage to all
creatures in the area (DC 21 basic Reflex save).

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ENCOUNTER C (LEVELS 3–4) Scaling Encounter C
To adjust for the PCs’ overall strength, make the
KOBOLD WARRIORS (3) CREATURE –1 following adjustments. These adjustments are not
LE SMALL HUMANOID KOB OLD cumulative.
Pathfinder Bestiary 212 19–22 Challenge Points: Add one kobold warrior to
Perception +3; darkvision the encounter.
Languages Draconic 23–27 Challenge Points: Add one kobold scout and
Skills Acrobatics +5, Craft +2 (+4 traps), Stealth +5 one kobold warrior to the encounter.
Str +1, Dex +3, Con +0, Int +0, Wis +1, Cha –1 28–32 Challenge Points: Add two kobold scouts to
Items leather armor, sling (20 bullets), spear the encounter.
AC 16; Fort +4, Ref +7, Will +3 33+ Challenge Points: Replace the three kobold
HP 8 warriors with three kobold scouts and add one kobold
Speed 25 feet dragon mage to the encounter.
Melee [one-action] spear +3, Damage 1d6+1 piercing
Ranged [one-action] sling +5 (propulsive, range increment 50 feet,
reload 1), Damage 1d4 bludgeoning KOBOLD DRAGON MAGE CREATURE 2
Ranged [one-action] spear +5 (thrown 20 feet), Damage 1d6+1 piercing LE SMALL HUMANOID KOB OLD
Hurried Retreat [one-action] Requirements The kobold warrior Pathfinder Bestiary 213
is adjacent to at least one enemy. Effect The kobold Perception +5; darkvision
warrior Strides up to its Speed plus 5 feet and gains a +2 Languages Common, Draconic
circumstance bonus to AC against reactions triggered by Skills Arcana +6, Dragon Lore +10, Deception +8, Diplomacy
this movement. It must end this movement in a space that’s +8, Intimidation +8, Stealth +7
not adjacent to any enemy. Str –1, Dex +3, Con +0, Int +2, Wis +1, Cha +4
Sneak Attack The kobold warrior deals an extra 1d4 precision Items staff
damage to flat-footed creatures. AC 17; Fort +4, Ref +7, Will +7
HP 25; Resistances poison 5 (see dragonscaled)
Dragonscaled A kobold dragon mage’s resistance depends on
the color of its scales: Black acid 5, Blue electricity 5, Green
poison 5, Red fire 5, White cold 5.
Speed 25 feet
Melee [one-action] claw +7 (agile, finesse), Damage 1d6–1 slashing
Melee [one-action] staff +3 (two-hand d8), Damage 1d4–1 bludgeoning
Arcane Spontaneous Spells DC 20; 1st (4 slots) fear, illusory
object, magic missile; Cantrips (1st) detect magic, electric
arc, ghost sound, mage hand, tanglefoot
Illusory Retreat [three-actions] (arcane, illusion, manipulate, move);
Frequency once per hour; Requirements The kobold dragon
mage is adjacent to at least one enemy. Effect The dragon
mage creates an illusion of itself in its square and then
becomes invisible (with the effects of a 2nd-level invisibility
spell) for 1d4 rounds. The dragon mage can move up to half
its Speed, but it must end its movement in a space that’s
not adjacent to any enemies. This is a 1st-level spell that
requires a somatic component.
Sneak Attack The dragon mage deals an extra 1d6 precision
damage to flat-footed creatures.

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KOBOLD SCOUTS (0) CREATURE 1
LE SMALL HUMANOID KOB OLD
Pathfinder Bestiary 213
Perception +8; darkvision
Languages Common, Draconic
Skills Acrobatics +7, Crafting +3 (+5 traps), Nature +6, Stealth
+7, Survival +6
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1
Items crossbow (20 bolts), leather armor, shortsword, snare kit
AC 18; Fort +5, Ref +9, Will +6
HP 16
Speed 25 feet
Melee [one-action] shortsword +9 (agile, finesse, versatile S), Damage
1d6 piercing
Ranged [one-action] crossbow +9 (range increment 120 feet, reload 1),
Damage 1d8 piercing
Hurried Retreat [one-action] Requirements The kobold scout is adjacent
to at least one enemy. Effect The kobold scout Strides up to
its speed plus 5 feet and gains a +2 circumstance bonus to
AC against reactions triggered by this movement. It must end
this movement in a space that’s not adjacent to an enemy.
Sneak Attack The kobold scout deals an extra 1d6 precision
damage to flat-footed creatures.

ROCK LAUNCHERS (2) HAZARD 3


MECHANICAL TRAP
Stealth DC 23 (trained)
Description A miniature makeshift catapult launches rocks
when a creature triggers the trip wire.
Disable Thievery DC 19 (trained) t to disable the catapult
without triggering the trap
AC 19; Fort +12, Ref +6
Hardness 10, HP 44 (BT 22); Immunities critical hits, object
immunities, precision damage
Launch Junk [reaction] (attack); Trigger The trip wire is pulled
or severed. Effect The catapult launches its load at the
triggering creature.
Melee rock +16, Damage 2d10+13 bludgeoning

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ENCOUNTER D (LEVELS 3–4) Scaling Encounter D
To adjust for the PCs’ overall strength, make the following
WOLVERINES (2) CREATURE 2 adjustments. These adjustments are not cumulative.
N MEDIUM ANIMAL 19–22 Challenge Points: Give each wolverine 10
Pathfinder Bestiary 2 295 additional Hit Points.
Perception +8; low-light vision, scent (imprecise) 30 feet 23–27 Challenge Points: Add one wolverine to the
Skills Athletics +7, Stealth +7 encounter.
Str +3, Dex +3, Con +3, Int –4, Wis +0, Cha –2 28–32 Challenge Points: Add one wolverine to the
AC 18; Fort +9, Ref +7, Will +6 encounter and give each wolverine 10 additional Hit
HP 34 Points.
Speed 25 feet, burrow 10 feet, climb 10 feet 33+ Challenge Points: Add one wolverine to the
Melee [one-action] jaws +11, Damage 1d8+5 piercing encounter. All three wolverines are quickened 1 by
Melee [one-action] claw +11 (agile), Damage 1d6+5 slashing the strange temporal effects in the area. They can use
Pounce [one-action] The wolverine Strides and makes a Strike at the this additional action to Stride or Strike.
end of that movement. If the wolverine begins this action
hidden, it remains hidden until after the attack.
Rend [one-action] claw
Wolverine Rage [one-action] (concentrate, emotion, mental) The
wolverine enters a state of pure rage that lasts either for 1
minute, until there are no enemies it can perceive, or until it
falls unconscious, whichever comes first. While raging, the
wolverine has AC 17, its jaws Strike deals 1d8+7 damage,
and its claw Strike deals 1d6+7 damage. While raging, the
wolverine can’t use actions that have the concentrate trait,
except for Seek. After it’s stopped raging, a wolverine can’t
use Wolverine Rage again for 1 minute.

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ENCOUNTER E (LEVELS 3–4) Scaling Encounter E
To adjust for the PCs’ overall strength, make the following
GROTHLUTS (2) CREATURE 3 adjustments. These adjustments are not cumulative.
N MEDIUM ABERRATION MINDLESS 19–22 Challenge Points: Give both grothluts 15
Pathfinder Bestiary 158 additional Hit Points.
Perception +5; darkvision 23–27 Challenge Points: Add one grothlut to the
Skills Athletics +11 encounter.
Str +4, Dex –2, Con +4, Int –5, Wis +0, Cha –3 28–32 Challenge Points: Add one grothlut to the
AC 19; Fort +11, Ref +5, Will +7 encounter and give all grothluts 15 additional Hit
HP 50; Immunities acid, mental Points.
Disgusting Demise (acid, poison) When the grothlut is reduced 33+ Challenge Points: Add two grothluts to the
to 0 Hit Points, its digestive organs rupture, unleashing encounter.
alchemical acid and poison upon all creatures in a 30-foot
emanation. Each creature in the area must succeed at a DC 19
Fortitude save or take 2d6 acid damage and become sickened
1 (double damage and sickened 2 on a critical failure).
Piteous Moan (aura, auditory, emotion, mental, occult) 60 feet.
Each non-grothlut creature that enters or starts its turn
within the area must succeed at a DC 17 Will saving throw
or become sickened 1 (sickened 2 on a critical failure). The
creature then becomes temporarily immune for 1 minute.
The grothlut can activate or deactivate the aura by using a
single free action that has the concentrate trait. A grothlut
usually does not begin moaning until it senses the presence
of a non-grothlut creature, and it usually stops once it
doesn’t sense any more such creatures.
Speed 20 feet
Melee [one-action] claw +11 (agile), Damage 1d10+8 slashing
Ranged [one-action] digestive spew +7 (acid, range increment 15 feet,
splash), Damage 2d6 acid damage plus 1d6 splash acid damage

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ENCOUNTER F (LEVELS 3–4) Scaling Encounter F
To adjust for the PCs’ overall strength, make the following
GHASTS (2) CREATURE 2 adjustments. These adjustments are not cumulative.
CE MEDIUM GHOUL UNDEAD 19–22 Challenge Points: Add one ghoul to the
Pathfinder Bestiary 168 encounter.
Perception +8; darkvision 23–27 Challenge Points: Add two ghouls to the
Languages Common, Necril encounter.
Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8 28–32 Challenge Points: Add two ghasts to the
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3 encounter.
AC 18; Fort +6, Ref +10, Will +8 33+ Challenge Points: Add one ghoul and two
HP 30, negative healing; Immunities death effects, disease, ghasts to the encounter.
paralyzed, poison, unconscious
Stench (aura, olfactory) 10 feet. 10 feet A creature entering
the aura or starting its turn in the aura must succeed at a GHOUL CREATURE 1
DC 16 Fortitude save or become sickened 1 (plus slowed 1 as CE MEDIUM GHOUL UNDEAD
long as itʼs sickened on a critical failure). While within the Pathfinder Bestiary 168
aura, the creature takes a –2 circumstance penalty to saves Perception +7; darkvision
against disease and to recover from the sickened condition. Languages Common, Necril
A creature that succeeds at its save is temporarily immune Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5
for 1 minute. Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
Speed 30 feet, burrow 5 feet AC 16; Fort +4, Ref +9, Will +5
Melee [one-action] jaws +11 (finesse), Damage 1d6+5 piercing plus HP 20, negative healing; Immunities death effects, disease,
ghast fever and paralysis paralyzed, poison, unconscious
Melee [one-action] claw +11 (agile, finesse), Damage 1d4+5 slashing plus Speed 30 feet, burrow 5 feet
paralysis Melee [one-action] jaws +9 (finesse), Damage 1d6+1 piercing plus ghoul
Consume Flesh [one-action] (manipulate) Requirements The ghast is fever and paralysis
adjacent to the corpse of a creature that died within the Melee [one-action] claw +9 (agile, finesse), Damage 1d4+1 slashing plus
last hour. Effect The ghast devours a chunk of the corpse paralysis
and regains 3d6 Hit Points. It can regain Hit Points from Consume Flesh [one-action] (manipulate) Requirements The ghoul is
any given corpse only once. adjacent to the corpse of a creature that died within the
Ghast Fever (disease) Saving Throw DC 16 Fortitude; Stage 1 last hour. Effect The ghoul devours a chunk of the corpse
carrier with no ill effect (1 day); Stage 2 and regains 1d6 Hit Points. It can regain Hit Points from any
3d8 negative damage and regains half as many Hit Points given corpse only once.
from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 Ghoul Fever (disease) Saving Throw DC 15 Fortitude; Stage
3d8 negative damage and gains no benefit from healing (1 1 carrier with no ill effect (1 day); Stage 2 2d6 negative
day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as damage and regains half as many Hit Points from all healing
a ghast the next midnight (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative
Paralysis (incapacitation, occult, necromancy) Any living damage and gains no benefit from healing (1 day); Stage 5
creature hit by a ghast’s attack must succeed at a DC 16 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the
Fortitude save or become paralyzed. It can attempt a new next midnight.
save at the end of each of its turns, and the DC cumulatively Paralysis (incapacitation, occult, necromancy) Any living,
decreases by 1 on each such save. non-elf creature hit by a ghoul’s attack must succeed at a
Swift Leap [one-action] (move) The ghast jumps up to half its Speed. DC 15 Fortitude save or become paralyzed. It can attempt
This movement doesn’t trigger reactions. a new save at the end of each of its turns, and the DC
cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghoul jumps up to half its Speed.
This movement doesn’t trigger reactions.

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ENCOUNTER G (LEVELS 3–4) Scaling Encounter G
To adjust for the PCs’ overall strength, make the following
ELITE GREEN HAG CREATURE 5 adjustments. These adjustments are not cumulative.
UNCOMMON CE MEDIUM HAG HUMANOID 19–22 Challenge Points: Increase the elite green
Variant green hag (Pathfinder Bestiary 6, 201) hag’s Hit Points by 15.
Perception +12; darkvision 23–27 Challenge Points: Add one changeling exile to
Languages Aklo, Common, Jotun; tongues the encounter.
Skills Acrobatics +11, Athletics +13, Deception +12, Nature 28–32 Challenge Points: Increase the elite green
+10, Occultism +10, Stealth +11 hag’s Hit Points by 15 and add one changeling exile to
Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4 the encounter.
Coven A green hag adds entangle, outcast’s curse, and wall of 33+ Challenge Points: Add two changeling exiles to
thorns to her coven’s spells. the encounter.
AC 23; Fort +13, Ref +13, Will +14, +1 status to all saves vs. magic
HP 85; Weaknesses cold iron 5
Sound Imitation A green hag who succeeds at a Deception CHANGELING EXILE (0) CREATURE 3
check to Lie can mimic the sounds of any animal found near CN MEDIUM CHANGELING HUMAN HUMANOID
her lair. She has a +4 circumstance bonus to this check. Pathfinder Bestiary 62
Speed 25 feet, swim 25 feet Perception +11; darkvision
Melee [one-action] claw +16 (agile, magical), Damage 1d10+7 slashing Languages Common, Druidic
plus enfeebling humors Skills Deception +9, Medicine +9, Nature +11, Stealth +8,
Occult Innate Spells DC 22, attack +16; 2nd invisibility (at Survival +9
will), tree shape (at will); Cantrips (2nd) acid splash, dancing Str +4, Dex +1, Con +0, Int +0, Wis +4, Cha +2
lights, ghost sound, message; Constant (5th) tongues; (2nd) Items leather armor, staff
water breathing; (1st) pass without trace AC 19; Fort +7, Ref +8, Will +11; +2 circumstance to all saves
Betraying Touch [one-action] The green hag touches a creature that doesn’t vs. dream and sleep
realize the hag is an enemy. The betrayed creature is affected HP 45
by the hag’s enfeebling humors and takes a –4 circumstance Speed 25 feet
penalty to their saving throw against that effect. Melee [one-action] claws +11 (agile), Damage 1d4+4 slashing
Change Shape [one-action] (concentrate, occult, polymorph, Melee [one-action] staff +11 (two-hand d8), Damage 1d4+4 bludgeoning
transmutation) The green hag can take on the appearance Primal Prepared Spells DC 21, attack +11; 2nd darkness, humanoid
of any Medium humanoid woman. This doesn’t change form, 1st burning hands, shillelagh, ventriloquism; Cantrips
her Speed or her attack and damage bonuses with her (2nd) dancing lights, produce flame, read aura, tanglefoot
Strikes, but might change the damage type her Strikes deal Druid Order Spells DC 21; 2nd (1 Focus Point) wild morph,
(typically to bludgeoning). wild shape
Enfeebling Humors (necromancy, occult) A creature damaged
by a hag’s claw must succeed at a DC 22 Fortitude save or
be enfeebled 1 for 1 day. On a critical failure, or if it gets hit
again and fails its save a second time, it’s enfeebled 2 for
1 day.
Exhale Miasma [two-actions] (necromancy, occult) The green hag
exhales a miasma of green vapors. Each living creature
in a 15-foot cone is affected by her enfeebling humors
(attempting a save as normal). She can’t use Exhale Miasma
again for 1d4 rounds.

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ENCOUNTER H (LEVELS 3–4) Scaling Encounter H
To adjust for the PCs’ overall strength, make the following
DISPLACED ROBOTS (2) CREATURE 3 adjustments. These adjustments are not cumulative.
RARE N MEDIUM CONSTRUCT 23–32 Challenge Points: Add one displaced robot
Perception +9; darkvision to the encounter.
Languages Common 33+ Challenge Points: Add two displaced robots to
Skills Athletics +10, Crafting +8 the encounter.
Str +3, Dex +3, Con +4, Int +1, Wis +1, Cha –3
AC 18; Fort +11, Ref +10, Will +6
HP 40; Hardness 3; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses electricity 5
Speed 25 feet
Melee [one-action] fist +12 (unarmed), Damage 2d6+5 bludgeoning
damage
Ranged [one-action] laser beam +12 (range increment 60 feet), Damage
2d6+2 fire damage
Divert Power [one-action] The robot diverts additional power from one
of its weapon arrays to another. Choose one of the following
effects, which lasts until the end of the robot’s turn.
• The robot’s fist deals an additional 1d6 electricity
damage. The damage of its laser beam decreases
to 1d6+2 fire.
• The robot’s laser deals an additional 1d6 fire damage.
The damage of its fist decreases to 1d6+5
bludgeoning.
Jolting Arc [two-actions] (electricity) The robot releases a surge of
electricity, dealing 4d6 electricity damage to all adjacent
creatures (DC 17 basic Reflex save). It can’t use Jolting Arc
again for 1d4 rounds.

ETERNAL HALL HAZARD 3


MAGICAL TRANSMUTATION TRAP
Stealth DC 23 (trained)
Description Time distorts along this hallway, making the air
feel like sludge.
Disable Thievery DC 20 (trained) to disrupt the temporal
distortions, or dispel magic (2nd level; counteract DC 18) to
disperse the temporal energy
Time Press [reaction] (occult, transmutation); Trigger A creature
moves through the area. Effect Time weighs upon the
creature, dealing 2d10+13 bludgeoning damage (DC 20
basic Fortitude save). On a critical failure, the creature is
slowed 1 for 2 rounds.

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ENCOUNTER I (LEVELS 3–4) Scaling Encounter I
To adjust for the PCs’ overall strength, make the following
YOUNG ARABUK CREATURE 1 adjustments. These adjustments are not cumulative.
RARE N SMALL ANIMAL 19–22 Challenge Points: Add one young arabuk to
Perception +7; darkvision, snow vision the encounter.
Skills Athletics +7, Stealth +6, Survival +4 23–27 Challenge Points: Add two young arabuks
Str +4, Dex +3, Con +3, Int –4, Wis +1, Cha +1 to the encounter.
Cold Adaptation The arabuk reduces the effects it suffers 28–32 Challenge Points: Add three young arabuks
from cold environments by one step. to the encounter.
Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores 33+ Challenge Points: Add four young arabuks to
concealment from snowfall. the encounter.
AC 15; Fort +8, Ref +8, Will +4
HP 21; Resistances sonic 3
Speed 30 feet Sneak Attack Cog deals an extra 1d6 precision damage to
Melee [one-action] jaws +9, Damage 1d4+4 piercing flat-footed creatures
Pounce [one-action] The arabuk Strides and makes a Strike at the end
of that movement. If the arabuk began this action hidden, FIPP THE PROPHET CREATURE 2
it remains hidden until after this ability’s Strike. UNIQUE CN SMALL HUMANOID RATFOLK
Snow Stride The arabuk ignores difficult terrain, greater difficult Perception +10; low-light vision
terrain, and uneven ground from non-magical ice and snow. Languages Akitonian, Ysoki (Akitonian)
Skills Diplomacy +8, Performance +8 (+10 to spout prophecy),
COG THE RUFFIAN CREATURE 2 Religion +7, Survival +7
UNIQUE CN SMALL HUMANOID RATFOLK Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4
Perception +8; low-light vision Items flail, manifesto (functions as religious text), pouch of
Languages Akitonian, Ysoki (Akitonian) rocks, robes
Skills Athletics +6, Intimidation +7, Stealth +6 AC 17; Fort +8, Ref +7, Will +11
Str +2, Dex +2, Con +3, Int +0, Wis +2, Cha +1 HP 24
Items club, sling (10 bullets), studded leather armor Speed 25 feet
AC 18; Fort +9, Ref +8, Will +6 Melee [one-action] flail +8 (disarm, sweep, trip), Damage 1d6+2
HP 32 bludgeoning
Attack of Opportunity [reaction] Melee [one-action] fist +8 (agile, nonlethal), Damage 1d4+2 bludgeoning
Speed 25 feet Ranged [one-action] rock +7 (thrown 10 feet), Damage 1d4+2
Melee [one-action] club +8, Damage 1d6+4 bludgeoning bludgeoning
Ranged [one-action] sling +8 (propulsive, range increment 50 feet, Divine Spontaneous Spells DC 18, attack +10; 1st bless,
reload 1), Damage 1d6+4 bludgeoning heal, ray of enfeeblement, sanctuary (4 slots); Cantrips
Ranged [one-action] club +8 (thrown 10 feet), Damage 1d6+4 (1st) daze, detect magic, guidance, know direction, light,
bludgeoning prestidigitation, read aura
Brutal Beating Cog’s brutality shakes foes’ confidence. When Cleric Domain Spells 1 Focus Point, DC 18; 1st read fate
Cog deals damage on a critical hit, the target is frightened Cheek Pouches A ratfolk has stretchy cheek pouches that can
1, and Cog can knock the target up to 10 feet away (this is store up to 1 cubic foot of objects (though no more than 4
forced movement). light items). The ratfolk can remove or store an item using
Cheek Pouches A ratfolk has stretchy cheek pouches that can the Interact action. As long as the ratfolk has at least one
store up to 1 cubic foot of objects (though no more than 4 object in its cheek pouches, its speech is noticeably difficult
light items). The ratfolk can remove or store an item using to understand.
the Interact action. As long as the ratfolk has at least one
object in its cheek pouches, its speech is noticeably difficult
to understand.
Snagging Strike [one-action] Trigger Cog has one hand free, and its
target is within reach of that hand; Effect Cog makes a
melee Strike while keeping one hand free. If this Strike hits,
the target is flat-footed until the start of Cog’s next turn or
until it leaves Cog’s reach, whichever comes first.

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Fate in the Future
MISSION 1 (LEVELS 3–4) Scaling Mission 1
To adjust for the PCs’ overall strength, make the following
TEMPORAL ECHOES (2) CREATURE 2 adjustments. These adjustments are not cumulative.
RARE CE MEDIUM UNDEAD 23–32 Challenge Points: Add one temporal echo to
Perception +8; darkvision the encounter.
Skills Acrobatics +7, Athletics +8, Stealth +7 33+ Challenge Points: Add two temporal echoes to
Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +0 the encounter.
AC 17; Fort +7, Ref +11, Will +8
HP 30 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious
Speed 25 feet
Melee [one-action] fist +9, Damage 1d10+4 bludgeoning
Distort Form [one-action] (occult, transmutation) The temporal echo
shifts rapidly between multiple timelines, becoming
concealed. As the nature of this effect leaves the echo’s
location obvious, it can’t use this concealment to Hide or
Sneak. This effect lasts for 1 minute, or until the temporal
echo is dealt damage.
Temporal Shudder [two-actions] (occult, transmutation) The temporal
echo screams, causing time to shudder and bend around
it. All creatures in a 10-foot emanation take 3d6 mental
damage (DC 15 basic Will save). Creatures that critically fail
the saving throw are slowed 1 for 1 round. The temporal
echo can’t use Temporal Shudder again for 1d4 rounds.

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Fate in the Future
MISSION 3 (LEVELS 3–4) Scaling Mission 3
To adjust for the PCs’ overall strength, make the following
OGRE SPIDER CREATURE 5 adjustments. These adjustments are not cumulative.
N HUGE ANIMAL 19–22 Challenge Points: Add one hunting spider to
Pathfinder Bestiary 2 249 the encounter.
Perception +13; darkvision, web sense 23–27 Challenge Points: Add two hunting spiders
Skills Acrobatics +13, Athletics +13 to the encounter.
Str +6, Dex +4, Con +4, Int –5, Wis +2, Cha –4 28–32 Challenge Points: Add three hunting spiders
Web Sense The ogre spider has imprecise tremorsense to to the encounter.
detect the vibrations of creatures touching its web. 33+ Challenge Points: Add four hunting spiders to
AC 23; Fort +15, Ref +13, Will +9 the encounter.
HP 70
Speed 30 feet, climb 30 feet
Melee [one-action] bite +15, Damage 2d8+8 plus ogre spider venom HUNTING SPIDER (0) CREATURE 1
Ranged [one-action] web +13 (range increment 30 feet), Effect web trap N MEDIUM ANIMAL
Eerie Flexibility An ogre spider can fit through tight spaces Pathfinder Bestiary 306
as if it were a Large creature. While Squeezing, it can move Perception +7; darkvision, web sense
at its full speed. Skills Acrobatics +7, Athletics +5, Stealth +7
Ogre Spider Venom (poison); Saving Throw Fortitude DC 22; Str +2, Dex +4, Con +1, Int –5, Wis +2, Cha –4
Maximum Duration 6 rounds; Stage 1 1d6 poison damage Web Sense The hunting spider has imprecise tremorsense to
(1 round); Stage 2 1d6 poison damage, clumsy 1, and detect the vibrations of creatures touching its web.
enfeebled 1 (1 round); Stage 3 2d6 poison damage, clumsy AC 17; Fort +6, Ref +9, Will +5
1, and enfeebled 1 (1 round); Stage 4 2d6 poison damage, HP 16
clumsy 2, and enfeebled 2 (1 round) Spring Upon Prey [reaction] (attack); Requirement Initiative has not
Web Trap A creature hit by the ogre spider’s web attack yet been rolled. Trigger A creature touches the hunting
is immobilized and stuck to the nearest surface until it spider’s web while the spider is on it. Effect The hunting
Escapes (DC 22). spider automatically notices the creature and Strides,
Climbs, or Descends on a Web before it rolls initiative.
Speed 25 feet, climb 25 feet
Melee [one-action] fangs +9 (finesse), Damage 1d6+2 piercing plus
hunting spider venom
Ranged [one-action] web +7 (range increment 30 feet), Effect web trap
Descend on a Web [one-action] (move) The hunting spider moves
straight down up to 40 feet suspended by a web line. It can
hang from the web or drop off. The distance it Descends
on a Web doesn’t count for falling damage. A creature that
successfully Strikes the web (AC 20, Hardness 3, 5 HP)
severs it, causing the spider to fall.
Hunting Spider Venom (poison); Saving Throw Fortitude DC
16; Maximum Duration 6 rounds; Stage 1 1d10 poison and
flat‐footed (1 round); Stage 2 1d12 poison, clumsy 1, and
flat‐footed (1 round); Stage 3 2d6 poison, clumsy 2, and
flat‐footed (1 round).
Web Trap A creature hit by the hunting spider’s web attack
is immobilized and stuck to the nearest surface until it
Escapes (DC 17).

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Fate in the Future
MISSION 5 (LEVELS 3–4) Scaling Mission 5
To adjust for the PCs’ overall strength, make the following
PUPS OF TINDALOS (2) CREATURE 3 adjustments. These adjustments are not cumulative.
RARE NE SMALL ABERRATION TIME 19–22 Challenge Points: Give each pup of Tindalos
Variant hound of Tindalos (Pathfinder Bestiary 2 146) 10 additional Hit Points.
Perception +10; greater darkvision 23–27 Challenge Points: Add one pup of Tindalos
Languages Aklo to the encounter.
Skills Acrobatics +10, Athletics +8, Occultism +9, Stealth +10, 28–32 Challenge Points: Add one pup of Tindalos
Survival +8 (+10 to Track) to the encounter and give all pups 10 additional Hit
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1 Points.
AC 19; Fort +6, Ref +11, Will +8 33+ Challenge Points: Add two pups of Tindalos to
HP 30; Immunities controlled, emotion; Resistances mental 5, the encounter.
poison 5, physical 5
Otherworldly Mind (mental) Whenever a creature targets the
pup with a mental effect, that creature takes 2d6 mental
damage (DC 20 basic Will save). On a critical failure, it also
becomes confused for 1 round.
Ripping Gaze (aura, evocation, occult, visual) 15 feet. The
pup of Tindalos’s eyes glow balefully, causing painful but
bloodless wounds to rip open in the body of a creature that
meets its awful gaze. When a creature ends its turn in the
auras’ emanation, it takes 1d8 slashing damage (DC 20
basic Fortitude save). A creature that critically succeeds at
its save is temporarily immune for 24 hours.
Vulnerable to Curved Space When a pup of Tindalos is not
adjacent to a structural angle of 90° (or more acute), its
resistance to physical damage is suppressed and it becomes
sickened 1. It can’t recover from this sickened condition,
but the condition ends automatically once the pup is again
adjacent to a suitable angle.
Speed 30 feet, fly 30 feet
Melee [one-action] jaws +11, Damage 1d10+5 piercing
Melee [one-action] claws +11 (agile), Damage 1d8+5 slashing
Occult Innate Spells DC 20; 2nd invisibility (self only)
Angled Entry [one-action] The pup of Tindalos casts a 4th-level
dimension door spell, but it must transport itself into a space
adjacent to an angle of 90º (or more acute) in the structure
or environment around it. For example, it could teleport to
a space adjacent to a wall (using the angle between the wall
and floor) or a corner in a room, or adjacent to a sizable tree
growing straight up out of the ground, but not to a flat plain
or a room with only curved corners and edges.
Once per day, the pup of Tindalos can use this ability to
plane shift to or from the Dimension of Time, with the same
restrictions on what angles it can appear next to.

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Fate in the Future
MISSION 6 (LEVELS 3–4) Scaling Mission 6
To adjust for the PCs’ overall strength, make the following
OVERLOADING ARCH HAZARD 5 adjustments. These adjustments are not cumulative.
COMPLEX ELECTRICITY EVOCATION MAGICAL TRAP 19–27 Challenge Points: Increase the DC of Reflex
Stealth DC 0 saves against the trap by 1 and the damage of its
Description The Eternity Arch sparks with electricity, releasing routine by 2.
bolts of lightning at each of the four largest time rifts. 28+ Challenge Points: Increase the DC of Reflex
Disable Thievery DC 23 (trained) or DC 21 (trained) Arcana, saves against the trap by 2 and the damage of its
Nature, Occultism, or Religion to seal each of the four time routine by 4.
rifts, Crafting DC 23 (trained) to divert the lightning to
another source, or dispel magic (2nd level; counteract DC
20) to counteract each time rift.
Shock [free-action] Trigger A creature approaches within 10 feet of
one of the time rifts; Effect The triggering creature takes
1d8 electricity damage (DC 22 basic Reflex save). The
overloading arch rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled time rift. On each of the trap’s actions, the Eternity
Arch releases a bolt of lightning that activates that rift,
dealing 2d8 electricity damage to all creatures in a 10-foot
emanation around the time rift (DC 22 basic Reflex save).
It can release a bolt at each active time rift no more than
once each turn.

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Fate in the Future
Appendix 3: Game Aids

Armeline jirneau urwal


Calisro Benarry ashasar

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Fate in the Future
Appendix 3: Game Aids

Janira Gavix Eando Kline


Eternity Arch Heraxia

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Fate in the Future
Appendix 3: Game Aids

Temporal Echo

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Fate in the Future
Handout 1: Announced Condition list
There are nine conditions the House GM might announce, each tied to the House completing an objective in one
of the nine mission locations. These conditions grant each table a single-use benefit that the players can choose to
activate as a group.
Constructs Destroyed: Learning from their experience fighting constructs, the Pathfinders bypass the defenses
of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the
creatures lose those defenses for 1 round.
Local Alliance: The expedition’s new allies share their knowledge of the region with the Pathfinders, allowing the
Pathfinders to get the jump on their enemies. At the beginning of one combat encounter, all enemies are flat-footed
to the Pathfinders for 1 round.
Lore Discovered: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat
encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that
encounter.
Pathfinder Found: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that
chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling
initiative.
Predators Destroyed: The party is accustomed to fighting on ice. During one encounter, they ignore difficult
terrain and uneven ground.
Supplies Discovered: Couriers dispatch the useful equipment discovered in the ruins to the Pathfinders. Each PC
may select one consumable they’ve used this mission; they gain one additional consumable of the same kind and
level.
Temporal Visions: The Pathfinders have seen the future! Once during the remainder of the adventure, each PC
can reroll one attack roll, skill check, or saving throw. This is a fortune effect.
Time Rift Sealed: The party is filled with residual temporal energy from the time rift. During one encounter, they
are quickened 1.
Upper Ruins Discovered: The players each gain 1 Hero Point.

Handout 2: Perils of the Past Tracking Sheet


This reference for House GMs includes all of the results from this scenario that could impact events in Starfinder
Society Scenario #3-99: Perils of the Past. Check the appropriate boxes below to represent how successfully the
House completes certain tasks. If Perils in the Past is being run at the same convention or event, pass this sheet
on to the House GM for that event.
Part 1: Did the House achieve the Pathfinder Found condition?
▫ Yes (In Perils of the Past, the Survivors condition is in effect).
▫ No (No effect on Perils of the Past).
Part 2: Did the House achieve the Supplies Discovered condition?
▫ Yes (In Perils of the Past, the Supply Cache condition is in effect)
▫ No (No effect on Perils of the Past).
Part 3: The House moved on to Part 4 because:
▫ they earned enough Aid Mission successes (In Perils of the Past, the Advantageous Anomaly condition is in effect).
▫ time ran out (No effect on Perils of the Past).
Part 4: The House moved on to the Conclusion because:
▫ they earned enough Wave successes (In Perils of the Past, the Arrow of Time condition is in effect).
▫ time ran out (No effect on Perils of the Past).

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Fate in the Future
Organized Play CHRONICLE SHEET
Unlike a typical scenario, Fate in the Future does not have
Treasure Table Treasure Bundles. PCs automatically earn the amount of
gold listed above for completing the scenario.
LEVEL TREASURE BUNDLE
1 14 gp CHALLENGE POINTS
2 22 gp Challenge Points are a system for scaling the difficulty
3 38 gp of encounters appropriately for groups of mixed size
4 64 gp and level. Total up the number of Challenge Points your
group has.
CP TOTAL LEVEL RANGE 1st-level PCs = 2 points each
2nd-level PCs = 3 points each
8–14 1–2
3rd-level PCs = 4 points each
16–18 (5+ players) 1–2 4th-level PCs = 6 points each
16–18 (4 players) 3–4 Now use the table below to determine which level
19+ 3–4 range is appropriate for your PCs. Level 1–2 encounters
appear in Appendix 1, and level 3–4 encounters appear
in Appendix 2.

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Fate in the Future

Event Reporting Form


Date Event Code:

Location

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


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy

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

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

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

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

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

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Fate in the Future
Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Society Scenario #3-99: Fate in the Future (Levels 1–4) © 2021, Paizo Inc. All rights
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Author: Jessica Catalan Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.

Pathfinder Society Scenario


70
Scenario #3-99:
Fate in the Future (Levels 1–4)

2
Character Name Organized Play # Character #

Adventure Summary
Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled
into the Society’s Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the
area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known
as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the
future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to
return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know.

Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (Second Edition) Achievement Starting XP
Points, a currency that be redeemed on our website at paizo.com for special character boons, such as access
to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to paizo.com/ XP Gained
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
This adventure qualifies you for a unique Achievement Point boon: Time Traveler.
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 Downtime

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: YLB7
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club
Second Edition

Scenario #3-99 Levels 5–8

Fate in the Future


By Jessica Catalan
Fate in the Future
AUTHOR
Table of Contents
Jessica Catalan

DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Thurston Hillman

ADDITIONAL DEVELOPMENT
Appendix 1: Level 5–6 Encounters . . . . . . . . . . . . . . . 33
Linda Zayas-Palmer

DESIGN LEAD
Appendix 2: Level 7–8 Encounters . . . . . . . . . . . . . . 48
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 63
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
EDITORS
Addley C. Fannin, Avi Kool, and K. Tessa Newton

COVER ARTISTS
GM Resources
Sebastian Rodriguez and Riley Spalding Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTISTS Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Gamemastery Guide
Gislaine Avila, Carol Azevedo, Przemysłąw Gołąb, Maps: Pathfinder Flip-Map: Arcane Library, Pathfinder Flip-Mat Classics: Ancient Dungeon,
Raphael Madureira, Riccardo Moscatello,
Sebastian Rodriguez and Riley Spalding Pathfinder Flip-Mat Classics: Dungeon, and Starfinder Flip-Mats: Ice World
Online Resource: Pathfinder Reference Document at paizo.com/prd
CARTOGRAPHER
Jason Engle, Sean Macdonald, Corey Macourek and
Damien Mammoliti
SCENARIO TAGS
ART DIRECTION AND GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
DEVELOPMENT MANAGER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer

ORGANIZED PLAY MANAGER EXCLUSIVE GLYPH


Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs SUMMARY
DIRECTOR OF GAME DEVELOPMENT When all paths of the Pathfinder’s Maze of the Open Road—a recently repaired
Adam Daigle extradimensional shortcut that enables rapid travel throughout Golarion—turn toward
a single unknown location, the Pathfinders launch an expedition to the Maze’s new
PUBLISHER
Erik Mona destination. There, in long-abandoned ruins, they discover a powerful artifact known
as the Eternity Arch, which is acting as a planar beacon as it resonates with something
HOW TO PLAY deeper in the ruins. To free the Maze of the Open Road from the grasp of the Eternity Arch,
the Pathfinders search for the source of the resonance. At the ruin’s surface entrance,
the Pathfinders discover their target—a dragonkin from the future separated from her
PLAY TIME: 4–5 HOURS partner during a temporal escapade and stranded in the present. The Pathfinders must
protect the dragonkin long enough to help send her home, then quickly flee through the
Maze of the Open Road or be stranded forever on an alien world!

LEVELS: 5–8

PLAYERS: 3–6

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

paizo.com
Fate in the Future
Fate in the Future (Levels 5–8)
By Jessica Catalan

In the distant future, across an immeasurable gulf of time, Where on... Golarion?
a dragonkin named Heraxia and her bonded ryphorian The introduction of Fate in the Future takes place
partner, Felise, dabbled in mischief and misadventure. at Woodsedge Lodge in Galt. During Part 1, the PCs
They embarked on countless ill-conceived schemes, each quickly traverse the Maze of the Open Road to a
more daring than the last. Soon, the duo’s foolhardy mysterious ruin. This ruin is in the Winterlands of
adventures were taking place not on distant worlds but Akiton, the fourth planet from the sun in Golarion’s
distant planes. Felise’s newfound passion for exploring solar system. You can find information on Woodsedge
forbidden temporal byways, however, attracted the Lodge beginning on page 106 of the Lost Omens
attention of hounds of Tindalos during one of their Pathfinder Society Guide, on Galt beginning on page
journeys. Outnumbered and overpowered, the two fled, 126 of the Pathfinder Lost Omens World Guide, and
and during the chase, they stumbled upon a fissure in the on Akiton on page 16 of Pathfinder Campaign Setting:
Dimension of Time. They sought to use it to escape, but Distant Worlds. For information on Akiton during the
the unstable fissure instead caused a terrible temporal Starfinder era, see page 442 of the Starfinder Core
accident, and the two were separated. While Felise Rulebook and page 48 of Starfinder Pact Worlds.
returned home to their original timeline, Heraxia was
shunted backward in time—to the present.
Even across such a distance, Heraxia and Felise have
still been able to empathically communicate for brief
periods. In the years since their separation, they’ve
employed numerous artifacts, magical rituals, and
experimental technology to try to bring Heraxia back to
the future, and none have worked. Fortuitously, they’ve
both recently come across a magical artifact known as
the Eternity Arch in their respective timelines and believe
it could finally provide an answer to their long isolation.
Though the arch was originally intended for psychic
transference across time, Heraxia and Felise have been
independently experimenting on it to modify it, in the
hopes of finally bringing Heraxia back home. locations across Golarion and beyond. Thanks to the
Their tinkering has had consequences in both efforts of numerous Pathfinder agents, the Pathfinder
timelines. In the distant future, Felise’s meddling has led Society was able to establish some degree of control
to rumors of haunted ruins hidden in Akiton’s southern over its destinations and add several Pathfinder lodges
glaciers, drawing the Starfinder Society’s attention. In the to the network, including the newly founded Open Road
present, Heraxia’s attempts to attune to the Eternity Arch Lodge. Now, the Maze’s exits have realigned and all lead
has caused the pair to function as a powerful beacon to a single unknown destination: the lair of the Eternity
that cuts across time and space, attracting dimensional Arch. Initial investigations by the Pathfinder Society
pathways—pathways like the Maze of the Open Road. indicate the trouble lies not within the Maze of the Open
The Maze of the Open Road is a magical hedge maze Road but beyond it.
that enables its wanderers to walk interdimensional By order of the Pathfinder Society’s Decemvirate
pathways to reach distant destinations in a short time. leadership, Venture-Captain Armeline Jirneau of the
Since its creation, the Maze has included portals to many Woodsedge Lodge has assembled a large expedition to

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Fate in the Future
travel into the Maze of the Open Road, to determine full of excited players, or it could be a visual signal like
the source of the anomaly and resolve it. The Pathfinder a flashing light or waving flag. The signal indicates that
and Starfinder Societies launch parallel explorations into everyone in the House should be silent and direct their
the Akitonian ruin containing the Eternity Arch, their attention to the House GM.
investigations on a collision course across time itself. The House GM should inform all Table GMs what this
signal is prior to the event’s start and ensure that they are
Running the Event all positioned to be able to see or hear it during the event.
Fate in the Future is meant to accommodate varying House: All the PCs participating in the adventure
House sizes (from 6 tables up to 150+ tables). To across all levels.
facilitate a more cohesive process for seating players HQ Staff: These are support personnel who tabulate
at larger events, the introduction and player mustering results and handle player table assignments at the
phases are built into the scenario during the introduction beginning of the event. Members of the HQ Staff are
(page 4). There is no requirement to have everyone seated responsible for managing the results of table actions
before players begin the introduction, and Table GMs during the event.
should be ready to start as soon as four or more players Mustering: The process of gathering up players and
have been seated at the table. assigning groups of players to GMs.
Because of the nature of mustering, players may need to Part: This event is broken into four separate segments.
be moved from one table to another to achieve minimum To a degree, each individual table can move through
numbers or table balance. If players whose tables are encounters at its own pace, but the entire House starts
already underway are asked to move, the Table GM and ends each part simultaneously to ensure the stage of
should encourage them to bring along any information play remains synchronized across the entire House.
they discovered at their initial table and share it with Table GM: Each of these Game Masters manages a
their new table. single table of players. Tables are run exactly like one
This scenario has two versions: one designed for levels would run a standard Pathfinder Society table, with
1–4 and one for levels 5–8. When assigning and adjusting the following exceptions. Table GMs must follow the
tables, remember that PCs can play at a table only if their instructions for getting the PCs to the next part in the
level falls within the range for that version. Each of these scenario. Likewise, if a Table GM has a group that
versions counts as a separate scenario. Players and GMs finishes the part before the House GM calls time, they
may earn credit for each of these two versions once. must notify the House GM.
For ease of running this event, text intended for Table
GMs to read aloud is purple, while text intended for TIMELINE
the House GM to read aloud is bolded and red. More Fate in the Future is designed to take less than 5 hours,
information on these terms appears in the glossary below. including a modest amount of time for mustering and
setup. Each section transitions automatically after a
GLOSSARY OF TERMS certain amount of time passes, though the introduction
Fate in the Future uses several terms unique to Organized is somewhat flexible based on mustering needs. The
Play interactive events. Each participant’s role in the following is a measure of how long each part should last.
event is outlined under the respective entry. Introduction: 15 minutes (or longer, if mustering
Challenge Points: This is a measure of the PCs’ overall requires)
strength that Pathfinder S ociety s cenarios u se t o a djust Part 1: 90 minutes
difficulty of encounters for groups of varying sizes and Part 2: 80 minutes
levels. More information on this system appears on page Part 3: 30 minutes
67. Part 4: 60 minutes
House GM: This Game Master manages the timing, Conclusion: 15 minutes
scoring, and flow of the event. In addition, they make
announcements about the amount of time remaining and Introduction: Gathering at
events that impact the entire House, as well as presenting Woodsedge Lodge
the opening and closing scenes of the adventure. The During the introduction portion of this event, Pathfinder
House GM should have some means of signaling to Society leaders ensure that Society members are fully
the entire House, especially Table GMs, who are their prepared for the expedition ahead. As players arrive at
liaisons to the players. This can be through a bell or other the table and get ready for the event, Table GMs should
auditory signal that can cut through the din of a room read the following to orient them.

Pathfinder Society Scenario


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Fate in the Future
Pathfinders hustle about the grounds of Woodsedge Lodge, Ancestries Beyond Golarion
checking in, mustering in units, unloading and delivering supplies, This adventure includes references to ancestries
cooking, and socializing. The atmosphere is tense but excited. The and cultures that the PCs are unlikely to be familiar
Maze of the Open Road is a place of legend that few Pathfinders with. When the PC s interact with someone from
have had the honor of traversing. Once dangerous, the Maze one of these ancestries, whether by talking to them
was recently repaired by Eliza Petulengro of the Decemvirate, or seeing a vision that includes them, the PCs can
and news that the Maze is once again malfunctioning has led attempt a DC 25 Society check to learn the relevant
to intense speculation among the gathering Pathfinders. Cutting information below.
through chaos and gossip alike, Venture-Captain Armeline Jirneau Dragonkin: Dragonkin are an ancestry of bipedal
takes the lead, ensuring everyone gathers in their assigned units dragons native to Triaxus. They form close, lifetime
and tends to their duties. bonds with a single other person, and they often
choose ryphorians as their partners.
Human: Most humans on Akiton belong to a broad
category of ethnicities called Hylki. Hylki people have
deep-crimson skin and eyes that tend toward warm
colors like yellow, orange, and red.
Ikeshti: Ikeshtis are a small, draconic-featured
people with reddish scales who live primarily in
Akiton’s deserts and hills.
Kasatha: Kasathas are humanoids with four arms
and long craniums. A small number of kasathas live
on Golarion, in the deserts of Numeria. While these
kasathas know that their ancestors come from
another planet far beyond Golarion’s solar system,
their history is shrouded in contradictory legends.
Ratfolk: Ratfolk are far more prevalent on Akiton
than they are on Golarion. Some scholars believe that
the term ysoki, which many ratfolk on Golarion use
to describe themselves, may have originated from
Akitonian ratfolk, who use the same term.
Ryphorian: Ryphorians are so prevalent on Triaxus
that those from other planets sometimes refer to
them simply as Triaxians. Ryphorians’ physical
characteristics depend upon the season of their
birth, with summerborn ryphorians having dark skin
and winterborn ryphorians having white fur. These
features come in handy, as Triaxus’s seasons last for
several centuries.
Shobhad: Shobhads are 12-foot-tall humanoids
with four arms and gray skin. Most shobhads on
Akiton live in clans whose cultures prizes resilience,
self-sufficiency, and martial prowess.

PREPARATIONS
PCs can attempt the following tasks in any order while
the House musters. For each task, the Table GM provides
a description, engages the PCs in some brief roleplaying
(1–2 minutes), and then prompts the PCs to each attempt
one of the listed skills for that task. The DC of the task is
Armeline Jirneau 20 (DC 23 for levels 7–8). If the highest result succeeds at
the task, the PCs receive the standard reward. If anyone

Pathfinder Society Scenario


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Fate in the Future
critically succeeds at the task, the PCs instead receive the ESCORT Scaling Event 1
greater reward. The PCs can Aid each other, but any PC Relevant Skills Nature, Perception, Survival
who attempts to Aid can’t attempt their own check. Task Details Verdant Wheel faction leader Urwal walks amid
Venture-Captain Armeline Jirneau (CG female half-elf the gathered Pathfinders. He checks each person’s face
detective) accompanies the Pathfinders on this mission, before shaking his head and moving on to the next. “There
along with faction leaders Calisro Benarry (CN female are Pathfinders unaccounted for. Although the upcoming
half-orc corsair) of the Horizon Hunters, Eando Kline mission will be dangerous, Galt is not a land it would do to
(CG male human explorer) of the Vigilant Seal, and get lost in. Find our wayward companions and bring them
Urwal (NG male lizardfolk astrologer) of the Verdant here so no one gets left behind.”
Wheel. Also present are Head Initiate Janira Gavix Standard Reward Each PC receives a moderate healing potion
(N female halfling instructor), and Ashasar (N male from Urwal as thanks for their efforts.
suli druid), a planar specialist and liaison between the Greater Reward Each PC receives a second moderate
Pathfinder Society and the Concordance of Elements. healing potion.
Venture-Captain Armeline Jirneau is the head Pathfinder
for this mission, but all of these leaders participate in the LAST MEAL
expedition. Art for these leaders appears in Appendix 3. Relevant Skills Cooking Lore, Society, Survival
Task Details Horizon Hunters faction leader Calisro Benarry
clutches at her stomach as it grumbles loudly. “Just in time! I’m
starving! Go lend the Lodge’s serving staff a hand so everyone
can have a proper meal before this mission gets
underway. We can’t set out on an empty stomach!”
Standard Reward The nourishing meal fortifies the
PCs for their mission. Each PC gains a +1 circumstance
bonus on their next Fortitude saving throw.
Greater Reward As the standard reward, but the bonus is
instead a +2 circumstance bonus.

MAGICAL INVESTIGATIONS
Relevant Skills Arcana, Nature, Occultism, Religion
Task Details Ashasar stands outside a magnificent hedge
maze, examining it with interest. “This is the fabled Maze
of the Open Road. Our divinations indicate the maze’s
misalignment is due to an outside source beyond the maze
and not a problem with the maze itself. Still, I prefer to
conduct a second assessment to ensure nothing’s changed.
I’d like you to assist by gathering magical readings—just
don’t enter the maze!”
Standard Reward Ashasar rewards each PC with their choice
of an emerald grasshopper, tiger menuki, scroll of haste,
or a 3rd-level scroll of heal. For levels 7–8, they instead
each receive their choice of a murderer’s knot, swift block
cabochon, scroll of fly, or a 4th-level scroll of restoration.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed
options.

MUSTERING
Relevant Skills Diplomacy, Perception, Society
Task Details Venture-Captain Armeline Jirneau proffers a long
list of names. “I’ve organized all the Pathfinders into teams
Urwal of between four and six agents. Take this list and help
everyone gather in their assigned units.”

Pathfinder Society Scenario


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Fate in the Future
Standard Reward Meeting their fellow Pathfinders instills in In addition to supplies, the PCs can purchase
the PCs a lingering sense of responsibility for their fellow spellcasting services to remove negative conditions
agents. Each PC gains a +1 circumstance bonus on their during the overnight rest at the beginning of Part 3. The
next Will saving throw. Society offers free removal of some conditions during
Greater Reward As the standard reward, but the bonus is this time (page 24).
instead a +2 circumstance bonus.
THE MAZE OF THE OPEN ROAD
REASSURANCE Venture-Captain Armeline Jirneau calls for all Pathfinders
Relevant Skills Deception, Diplomacy, Performance to gather for an announcement. Once everyone is
Task Details Head Initiate Janira Gavix smiles and waves at finished mustering, the House GM reads or paraphrases
the sight of the PCs, then hurries over to say hello. “Do you the following.
have a second to lend me a hand? I brought along a few
dozen newly graduated Pathfinders, but they’re worried
about the upcoming mission. I know they’re ready for this,
but the scale of it all is setting them on edge. Could you talk
to the rookies? Some conversation and encouragement will
help settle their nerves.”
Standard Reward Once during the adventure, each PC can
receive a +1 circumstance bonus to one skill check or
attack roll, representing a rookie Pathfinder succeeding
at a check to Aid them. The PC must decide to use this
benefit before rolling.
Greater Reward As the standard reward, but the bonus is
instead a +2 circumstance bonus, representing a critical
success on the roll to Aid.

SUPPLIES
Relevant Skills Athletics, Society, Survival
Task Details Vigilant Seal faction leader Eando Kline sifts
through crates and wagons, divvying gear up into piles.
“Help me sort this equipment according to the supply list,
then deliver it to the assembling teams. We need to ensure
everyone is well equipped for the upcoming mission.”
Standard Reward Each PC receives their choice of a moderate
antidote or moderate antiplague as part of their assigned
equipment. For levels 7–8, add moderate cheetah’s elixir
and moderate eagle eye elixir to the list of items they can
select from.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed
options.

PURCHASES
After acquiring free supplies from the Pathfinder Society’s
leaders, the PCs are free to make purchases from a
supply caravan that follows the expedition. The PCs can
purchase common equipment from the Pathfinder Core
Rulebook of up to their level from the caravan. If they
need supplies during the adventure, they can return to
the caravan to make purchases between encounters in
Parts 1 and 2 as well as during the overnight rest at the Calisro Benarry
beginning of Part 3; doing so takes 10 minutes.

Pathfinder Society Scenario


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Fate in the Future
A hush falls over the gathered Pathfinders as Venture- Road, ancient traps and guardians, and dead displaced
Captain Armeline Jirneau ascends a podium erected outside through time. This entry chamber has four major
the entrance to the Maze of the Open Road. “Welcome to features of note: the Eternity Arch, an ablution chamber,
Woodsedge, Pathfinders! Thank you for coming. As many of a dressing chamber, and an ovoid vault.
you know, the Maze of the Open Road is an interdimensional The PCs can choose to examine the features in the
pathway built long ago by Forest King Narven Feathereyes immediate area before proceeding to the next room. If
as a gift for the Society. Time was not kind to the maze, but the PCs spend more than 10 minutes in this area, move
thanks to the efforts of Eliza Petulengro and them along to the main encounters in this part.
other Pathfinders, it was repaired.” Ablution Chamber: This side chamber contains
“Recently, the maze’s paths realigned a fountain that pours water into a large stone
and now all point to a single location. washing basin. The water is clean, clear, and
Our investigations indicate this isn’t tastes metallic. A PC who succeeds at a DC
a problem with the Maze of the 15 Religion check realizes this is an ablution
Open Road but an outside source—a chamber, used to ritually wash before
beacon—that’s attracting the paths. entering a sacred space.
The maze is of critical importance Dressing Chamber: Three rows
to many missions and must remain of wooden hooks protrude from
available. Our mission is to fix this the stone walls in a line around the
strange anomaly. perimeter of this side chamber, one
“We traverse the Maze of the Open Road row at 3 feet above the ground,
to an unknown destination. Although this one at 5, and one at 9. A black
is an exciting opportunity to explore new wood bench is in the chamber’s
horizons, our mission is not exploration. center. A PC who succeeds at a
Our mission is to find the beacon and DC 20 Society check realizes this is
sever its connection to the Maze of a dressing chamber, which would
the Open Road. Prepare yourselves! have held clothes for creatures
We leave shortly.”
ashasar varying from Small to Large in size.
Eternity Arch: The arch in
This text alerts Table GMs that they need to wrap up the chamber’s center is 15 feet wide, 25 feet tall, and
the preparations section and prepare to begin Part 1. constructed of a luminous crystal that sheds bright light.
Once every table is ready (provide about 5 minutes), the A PC who succeeds at a DC 20 Arcana or Religion check
House GM reads or paraphrases the following text. to Identify Magic determines the arch is a powerful
artifact with a connection to another plane. On a critical
“Stay close,” Venture-Captain Armeline Jirneau calls out as success, they realize the arch is releasing a barely audible
she leads the assembled Pathfinders into the Maze of the hum as it resonates with something elsewhere in the
Open Road. “We won’t be here long.” ruins. Ashasar is impressed by any information the PCs
Armeline guides the Pathfinders through the maze with offer him and assures them he’ll investigate further while
confidence, while Eando Kline, faction leader of the Vigilant they tend to their duties.
Seal, takes the rear, ensuring no Pathfinders get left behind. Ovoid Vault: The entrance to this ovoid chamber is
Armeline hesitates only a moment before plunging through only partially blocked by a circular stone door, which
a shimmering portal, out of the Maze and into the unknown. slides in and out of the wall. The red stone chamber
The Pathfinders arrive in a large stone chamber with red is completely curved, with no angles or hard edges
stone walls and polished tan floor tiles, lit by a luminous arch anywhere. The chamber is empty, but half of the PCs that
rising from a central raised platform. The chamber has three enter this chamber see a large grey and blue container
side chambers and one exit. in the center, similar to a sarcophagus, constructed from
“Fan out, Pathfinders!” Venture-Captain Armeline orders. metal and glass. A PC who attempts to touch the box feels
“Secure the area.” nothing—their hand passes right through, causing the
box to flicker in and out of sight rapidly. That PC hears
Part 1: Lower Ruins a jumble of words—“for,” “me,” “no,” “run,” and “wait”
The Pathfinders emerge into ancient ruins located in among them—and then the box vanishes completely for
the Winterlands on the planet of Akiton. Here, they that PC. A character who witnesses the box flicker out
encounter creatures stranded by the Maze of the Open of sight and succeeds at a DC 20 Arcana or Occultism

Pathfinder Society Scenario


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Fate in the Future
check to Identify Magic believes the box was a temporal Ruin Features
malfunction—the box exists in another time and shouldn’t The Akitonian ruin has the following features.
have been visible at all. If any PCs attempt to close the door, Gravity: Akiton has low gravity. The Bulk of all
Eando Kline approaches and shakes his head, telling the creatures and objects is halved, meaning creatures
Pathfinders not to meddle unnecessarily. acclimated to normal gravity (such as the PCs) can
Exit: The chamber’s massive exit door is made of pitch- carry twice as much and jump twice as high and far.
black stone. On the other side of the door (the side that Physical ranged attacks are possible up to the twelfth
faces the next room), there are six faintly glowing glyphs. range increment (instead of the sixth). A creature
Outside the chamber’s exit, numerous branching that falls in low gravity takes no damage for
halls and passages lead to the encounter areas. the first 10 feet of the fall, and then takes
The PCs can do the following five encounters bludgeoning damage equal to a quarter of
in any order. These encounters all take place the remaining distance fallen.
on the same day, and the PCs can take time to Language across Time: The voices of
Treat Wounds, Refocus, or Repair equipment creatures from the future are heavily
in between encounters. These encounters don’t entangled in temporal distortions, and
need to be run in any particular order. The players they have picked up fragments of the
have 90 minutes to complete as many evolution of all of the languages that have
missions as they can. ever been spoken in this ruin. The
same entanglement applies to
ANNOUNCED written language from the
CONDITIONS future, such as the words on the
There are five conditions the Starfinder Society supply crate
House GM might announce, in area H. Whenever the PCs
each tied to the House encounter language from the
completing an objective future, they find it perfectly
in one of the five mission comprehensible, but they
locations. Some of these notice occasional stutters,
benefits apply to the whole ripples, and other signs of
table at once, while others temporal distortion.
allow each player to activate them janira gavix Light: The entire ruin is in
individually. darkness unless otherwise noted.
Constructs Destroyed: Learning Time Rifts: As the PCs travel
from their experience fighting constructs, the through the ruins, they often notice little
Pathfinders bypass the defenses of other creatures. At the rifts in time. In addition to the effects listed in the
start of the next encounter where enemy creatures have scenario, GMs are welcome to describe the PCs
Hardness or resistances, the creatures lose those defenses witnessing visions of events that took place earlier
for 1 round. in the scenario, such as the most entertaining or
Pathfinder Found: A rescued Pathfinder warns the party consequential parts of previous encounters.
about animals from the Maze of the Open Road that chased
them here. At the start of the next encounter, the PCs each
gain a +2 circumstance bonus when rolling initiative. When the House GM announces the “area is almost
Temporal Visions: The Pathfinders have seen the secure” only 5 minutes remain in Part 1. Quickly bring
future! Once during the remainder of the adventure, your encounter to a close and proceed to Part 2, giving
each PC can reroll one attack roll, skill check, or saving the PCs a chance to rest and recover.
throw. This is a fortune effect.
Lore Discovered: The Pathfinders are bolstered by HOUSE GM INSTRUCTIONS
their knowledge. At the beginning of the next combat During Part 1, the House GM is responsible for tallying
encounter, the PCs automatically succeed on a check to the number and type of each success reported and,
Recall Knowledge about each visible creature in that when the House has accumulated the requisite number
encounter. of successes for a mission, announcing that the mission
Upper Ruins Discovered: The players each gain 1 is completed. If displaying a visual aid, the House GM
Hero Point. should update it after the completion of each mission.

Pathfinder Society Scenario


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Fate in the Future
The House’s goal is to complete as many of the When the House has acquired enough Construct
missions as possible before time runs out. Once successes from area A, read the following aloud.
the House reports a number of successes equal to
four-fifths (4/5) the number of tables, the mission is The constructs have been defeated! The Constructs Destroyed
complete. Make the announcement that corresponds condition is now in effect.
to that location, as listed below.
Because tables complete and report encounters at When the House has acquired enough Rescue successes
different rates, some tables may report successes for from area B, read the following aloud.
missions after the House GM has already announced
the success condition for those missions. The House The stranded Pathfinder has been saved! The Pathfinder
GM can apply these successes to any combination of Found condition is now in effect.
location goals, helping realize goals that are nearly
done or shore up goals in underrepresented locations. When the House has acquired enough Temporal
successes from area C, read the following aloud.

The Pathfinders have peered through time! The Temporal


Visions condition is now in effect.

When the House has acquired enough Lore successes


from area D, read the following aloud.

The Pathfinder have uncovered lore in the library! The Lore


Discovered condition is now in effect.

When the House has acquired enough Stairs successes


from area E, read the following aloud.

The path to a higher level has been discovered! The Upper


Ruins Discovered condition is now in effect.

After the House has successfully completed all 5


missions or after 85 minutes have passed, whichever
comes first, read or paraphrase the following to give
tables a 5-minute warning.

That’s it, Pathfinders! The area is almost secure!

Five minutes after reading this warning, proceed to


Part 2.

A. SANCTUM GUARDIANS LOW


A deep pit partially filled with bones sits at the center of this
circular chamber. Rising from the platform hanging over the
pit is a single central pillar, which stretches up to the ceiling.
Doors line the chamber’s perimeter, but the north and west
doors are sealed.

Use the map on page 11 for this area. The pit is 25


feet deep and requires a successful DC 20 Climb check
Eando Kline to scale, with the bottom 5 feet filled with humanoid
skeletons of varying sizes. Leaping across the pit is

Pathfinder Society Scenario


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Fate in the Future

A. Sanctum Guardians
1 square = 5 feet

PCs
C start
here C = Construct
C3
C3 = Additional
Construct for Levels5-6
Pathfinder Flip-Map Classics: Dungeon

easier than normal because of the low gravity (see Ruin


Features sidebar on page 9).
When the PCs enter this area, they hear a woman’s
voice calling out in Common, “Heraxia? Heraxia, where
are you?” This is Felise, calling out to Heraxia as they
were separated in the Dimension of Time. The voices
have been displaced in time and do not come from a
discernable source.
Doors: There are three doors in this chamber, one each in
the north, east, and west, but only the east door is open. The
others are sealed completely by solid stone. Opening these
doors requires spinning the central pillar above the pit.
Pillar: On a platform over the central pit is a stone
pillar. A character who succeeds at a DC 20 Crafting,
Perception, or Thievery check (DC 23 for levels 7–8)
discovers the pillar can be rotated. Rotating the pillar
requires a successful DC 19 Athletics, Crafting, or
Thievery check (DC 22 for levels 7–8).
Once rotated, the stone sealing the
west and north doors slides
into the walls, opening
all of these exits. Eternity Arch

Pathfinder Society Scenario


11
Fate in the Future

B2. Slumbering Beast


PCs
Start
Exit Here
B

B = Cave Bear
1 square = 5 feet Pathfinder Flip-Map Classics: Ancient Dungeon

Creatures: When the pillar is rotated and the sealed Reporting: If the PCs destroy the constructs, the table
exits opened, one guardian enters the chamber from should report a Construct success.
each newly opened door. These are necrophidiuses for
levels 5–6 or clockwork soldiers for levels 7–8 (the B. PATHFINDER FOUND
clockwork soldiers can each operate for 3 more hours
before they need to be wound up again). For levels A small yellow rabbit hops into sight, gesturing frantically at
5–6, a third necrophidius also climbs up out of the the hallway it emerged from. Once spotted, it bounds away,
central pit through a hole that opens along with the back the way it came.
sealed doors. Recognizing the PCs as intruders, the
constructs attack. Area B is a series of three linked encounters. In area
B1, the party follows the rabbit through a maze of halls.
Levels 5–6 In area B2, the party sneaks past or battles a dangerous
predator, and in area B3, the party discovers a trapped
NECROPHIDIUSES (3) CREATURE 3 Pathfinder in need of rescue.
Page 33 A character who succeeds at a DC 18 Arcana, Nature,
Occultism, or Religion check to Recall Knowledge (DC
Levels 7–8 21 for levels 7–8) determines the rabbit is behaving oddly
and is likely someone’s familiar.
CLOCKWORK SOLDIERS (2) CREATURE 6
Page 48 B1. THE MAZE TRIVIAL
This is an unmapped encounter. The rabbit leads the
Development: A character who examines the skeletal party through a maze of halls and dead ends. Following
remains in the pits and succeeds at a DC 21 Medicine the rabbit requires a successful DC 20 Survival check
or Perception check (DC 24 for levels 7–8) determines (DC 23 for levels 7–8). On a failed check, the party loses
there are four types of skeletons in the pits: Medium the rabbit and takes a wrong turn, encountering a scythe
humans, Small tailed reptilian humanoids with a blade trap (or a clump of yellow mold for levels 7–8)
snout, Small ratfolk, and Large four-armed humanoids followed by a dead end before regaining the rabbit’s trail.
with a broad build and prominent lower tusks. These After the PCs either succeed at their check to follow the
are humans, ikeshtis, ratfolk and shobhads (see the rabbit or contend with the traps, proceed to area B2.
Ancestries Beyond Golarion sidebar on page 5). On a
critical success, the character determines they died of Levels 5–6
starvation. The PCs have the opportunity to learn more
about the history of these people whose skeletons they BLOODLETTING SCYTHE BLADES HAZARD 6
find here in area D. Page 34

Pathfinder Society Scenario


12
Fate in the Future

B3. Trapped!

Trap

Area

P = Pathfinder on Pressure Plate


1 square = 5 feet Pathfinder Flip-Map Classics: Dungeon

Levels 7–8 Levels 7–8


YELLOW MOLD HAZARD 8 CAVE BEARS (2) CREATURE 6
Page 49 Page 50

B2. SLUMBERING BEAST LOW B3. TRAPPED! TRIVIAL


Use the map on page 12 for this area. Use the map on page 13 for this area.
Suddenly, the rabbit’s ears perk up and it stops. A When the Maze of the Open Road first began
character who succeeds at a DC 18 Nature check realizes malfunctioning, Gloma (LG female dwarf wizard) and
the rabbit has detected a dangerous predator. The rabbit her companion Aldrek (CG male human bard) were
slinks forward quietly, taking care to move slowly and inside. Upon exiting, they were transported to these
without attracting any unwanted attention from other ancient ruins. Aldrek was killed by cave bears that the
creatures in the area. A character who succeeds at a DC maze also displaced. Gloma then stepped on a pressure
12 Perception check notices a cave bear (two cave bears plate in this chamber. Knowing she could die if she
for levels 7–8), gnawing on the body of a dead Pathfinder moved, Gloma sent her familiar, the yellow rabbit Topaz,
in the area. to find help.
Creatures: The bear attacks as soon as it notices the When the PCs arrive, Gloma explains her predicament
Pathfinders. Sneaking by unnoticed requires a successful and asks the party for assistance in disabling the trap
DC 20 Stealth check, as the bear is still sleepy. For levels whose pressure plate she’s standing on. Gloma’s brtual
7–8, the bears are more alert, raising the DC to the injuries are too severe to survive the trap’s activation
standard 23. while she is in its area, as she has only 5 Hit Points
Development: After defeating or sneaking past the remaining of a maximum of 37. Dodging traps is not her
bears, the party proceeds to encounter B3. forte; if the trap activates, she rolls a result of 18 on her
Reflex save, enough to fail for levels 5–6 and critically fail
Levels 5–6 for levels 7–8. She may survive this, if the PCs manage to
provide her with additional healing prior to activation.
CAVE BEAR CREATURE 6 Hazards: Gloma stands on a pressure plate connected
Page 35 to a flensing trap, as marked on the map.

Pathfinder Society Scenario


13
Fate in the Future

C. Time Travel
S2

PCs
Start
Here S = Scientist
S2 = Additional Scientist for Levels 7-8
U = Uby
1 square = 5 feet Pathfinder Flip-Map: Arcane Library

Pathfinder Society Scenario


14
Fate in the Future
Levels 5–6 transported back to their own time, in the ruins alongside
Paxle. Use the map on page 14 for this area.
FLENSING TRAP HAZARD 5 A Hylki scholar with deep-crimson skin and orange
Page 36 eyes takes notes at his desk (for levels 7–8, two scholars
are present). Uby is bound to a pedestal at the lab’s center
Levels 7–8 by three straps. Unlatching and removing one of the
intricate straps requires two Interact actions.
FLENSING TRAP HAZARD 7 Smoke: The dense barriers of smoke are areas of slowed
Page 51 time, created through the scholar’s ongoing experiments.
These areas block sight as if they were a solid barrier and
Reporting: If the PCs save Gloma, the table should count as difficult terrain. Each time a creature enters the
report a Rescue success. smoke, it’s slowed 1 for 1 round unless it succeeds at a
DC 21 Fortitude save (DC 24 for levels 7–8).
C. TIME TRAVEL LOW Creatures: When the scholar (two scholars for levels
7–8) hears any odd noises or voices, they follow the
A tiny bat-like humanoid paces back and forth, tugging sound, attacking as soon as they see intruders. When Uby
his long ears. “Oh, no, no, no! How will I get her—Ack! You sees the PCs, she loudly begs the Pathfinders for aid.
are Pathfinders, yes? The ones who use the maze? Yes!
Wonderful! I am Paxle! I live in the Maze of the Open Road. Levels 5–6
Something strange has happened! My friend Uby and I sensed
something off with a portal, so we left to investigate. We RECKLESS AKITONIAN SCIENTIST CREATURE 6
found this strange place and an even-stranger device. It was Page 37
a ball of metal and glass with many moving parts. The device
gave us fun visions! But after Uby’s last vision, she didn’t Levels 7–8
wake! Come, Pathfinders! Enter the vision and save her!”
RECKLESS AKITONIAN SCIENTISTS (2) CREATURE 6
Paxle and Uby (N male and female nykteras; Pathfinder Page 52
Bestiary 3 254) are a pair of bat sprites who live within
the Maze of the Open Road. Using a time orrery that Development: When the party frees Uby, the sprite
they discovered within the ruins, they projected their flees for the glowing sigil upon which the party arrived,
minds into the past, experiencing what they thought calling for the Pathfinders to follow her. Back in the
were fanciful visions. During Uby’s last trip, she was present, Uby and Paxle share a tearful reunion and thank
captured by a scholar that recognized her as a creature the Pathfinders for their help. They retreat home to the
from another time. Now, Uby’s body lays catatonic, Maze of the Open Road.
while her mind is trapped in the distant past. To save her, Reporting: If the PCs return Uby to Paxle, the table
the party must touch the time orrery, defeat the scholar, should report a Temporal success.
and bring Uby back to the present.
If the party decides to help Paxle, the desperate sprite D. LIBRARY LOW
leads them to a chamber with a small glass orrery
keyed with numbers and letters written in Akitonian. The walls of this grand entry chamber are carved with faded
By manipulating the orrery, the people who lived here images, from tentacled monsters and ritual ceremonies to flying
could temporarily visit other times. The duration of the wagons and other strange machines. Beyond the chamber is a
journey is short, and if the party doesn’t save Uby soon, grand library filled with books and beautiful statuary.
she’ll never be able to return. A character who succeeds
at a DC 20 Arcana, Crafting or Occultism check (DC Use the map on page 16 for this encounter.
23 for levels 7–8) determines the time orrery’s purpose Creatures: One of the statues is a golem that advances
and function. and attacks the party when they approach.
When the party touches the time orrery, a temporal
echo copy of themselves is transported to the past, inside Levels 5–6
a scholar’s laboratory. They arrive on a glowing sigil that
only creatures who have touched the orrery can see and WOOD GOLEM CREATURE 6
use. A character who returns to this space after leaving is Page 38

Pathfinder Society Scenario


15
Fate in the Future

D. Library
PCs
Start
Here

G = Golem
1 square = 5 feet Pathfinder Flip-Map: Arcane Library

Pathfinder Society Scenario


16
Fate in the Future
Levels 7–8
E. Ascension
GLASS GOLEM CREATURE 8 1 square = 5 feet
Page 53

Development: When the PCs defeat the golem, they


can examine the chamber’s carvings and books.
Carvings: The carvings fall into two categories:
centerpiece carvings depicting the Eternity Arch and
surrounding depictions of different moments in time.
The Eternity Arch appears to be a magical gateway or
portal. A character who succeeds at a DC 21 Arcana, PCs
Occultism, or Society check (DC 24 for levels 7–8) Start
notices subtle differences in the figures before and Here
after they pass through the gateway, indicating that
the journey changes the traveler, or the traveler’s spirit
or mind passes through the gate while the body is left
behind. Nearby imagery depicts sleeping or perhaps
dead bodies being placed into a deep trench. The lowest
levels of bodies in these pits are skeletons.
The rest of the wall carvings depict a variety of
moments in time. Moments depicted that are relevant Dial
to this adventure include a dragon rising from a coffin
(Heraxia possibly exiting a stasis pod in the distant
future); a group of people wearing strange attire and
carrying futuristic firearms, led by a slender four-armed
Pathfinder Flip-Map Classics: Dungeon
man with an elongated cranium (the Starfinders led by
First Seeker Ehu Hadif); an underground hedge maze
connecting to the ruins (the Maze of the Open Road in Use the map on page 17 for this encounter.
its current location); the PCs fighting off strange doglike The sound of Heraxia’s voice reverberates through this
monsters (PCs battling hounds of Tindalos in Part 4), and chamber, seemingly coming from all directions at once. This
a crowd of people bowing before the Eternity Arch. The sound is an echo displaced in time by the Eternity Arch and
people depicted bowing include Hylki humans, ikeshtis, the PCs can hear it without any issues.
ratfolk, and shobhads (see Ancestries Beyond Golarion The pool is 1 foot deep. When the dial on the wall
on page 5). is turned, the pool drains, a stone in the ceiling slides
Literature: Much of the literature in this library has aside, and the bottom of the pool rises up in rows like a
been damaged by time, cold temperatures, and animals. staircase, providing access to the upper level of the ruins.
A character who succeeds at a DC 20 Society check; a Creatures: One or more water elementals guard the
DC 22 Arcana, Nature, Occultism, or Religion check; pool. They attack anyone approaching the dial or pool.
or a DC 24 Perception check (DC 23, 25, and 27
respectively for levels 7–8) learns that the remnants of Levels 5–6
the information in the library mostly detail rituals and
artifacts dealing with time manipulation. QUATOID CREATURE 7
Reporting: If the PCs defeat the golems and succeed at Page 39
one or more checks to identify the contents of the carvings
or the literature, the table should report a Lore success. Levels 7–8
E. ASCENSION MODERATE QUATOIDS (2) CREATURE 7
Page 54
At the far end of this chamber is a spoked dial mounted on the
wall above a shallow rectangular pool. A deep feminine voice Reporting: If the PCs defeat the water elemental
echoes around the chamber, “Felise? Is that you?” encounter, the table should report a Stairs success.

Pathfinder Society Scenario


17
Fate in the Future
Part 2: Upper Ruins HOUSE GM INSTRUCTIONS
With the lower level secure, Venture-Captain Jirneau During Part 2, the House GM is responsible for tallying
calls the Pathfinders. The House GM should read or the number and type of each success reported and,
paraphrase the following. when the House has accumulated the requisite number
of successes for a mission, announcing that the mission
“Excellent work, Pathfinders! The area’s secure and the path is completed. If displaying a visual aid, the House GM
to the upper levels is now clear. What’s more, we have news.” should update it after the completion of each mission.
Armeline gestures at the glowing arch. “We’ve discovered The House’s goal is to complete as many of the missions
that this potent artifact is called the Eternity Arch. It’s as possible before time runs out. Once the House has
resonating with some sort of magical focus nearby, and this reported a number of successes equal to three-fourths
resonance is what’s causing the Maze of the Open Road to (3/4) the number of tables, the mission is complete. Make
malfunction. Using this connection, we determined that the the announcement that corresponds to that location, as
focus is somewhere above us, higher in the ruins. We must listed below.
find the focus and sever its connection to the arch.” Because tables complete and report encounters at
Armeline pauses. “It’s cold in the upper levels. We’re different rates, some tables may report successes for
distributing warm clothing now. Remember, we don’t know missions after the House GM has already announced
what the focus is, so leave no stone unturned. the success condition for those missions. The House GM
“Be safe and stay in touch. Let’s move, Pathfinders!” can apply these successes to any combination of location
goals, helping realize goals that are nearly done or shore
The PCs can complete the following four encounters up goals in underrepresented locations.
in any order. These encounters all take place on the When the House has acquired enough Predator
same day, and the PCs can take time to Treat Wounds, successes from area F, read the following aloud.
Refocus, or Repair equipment in between encounters.
The players have 80 minutes to complete as many Great job, Pathfinders! We’ve cleared dangerous predators
missions as they can. out of the ruins. The Predators Destroyed condition is now
in effect.
ANNOUNCED CONDITIONS
There are four conditions the House GM might announce, When the House has acquired enough Time successes
each tied to the House completing an objective in one of from area G, read the following aloud.
the four mission locations. Some of these benefits apply
to the whole table at once, while others allow each player We’ve sealed a time rift! Excellent work, Pathfinders! The
to activate them individually. Time Rift Sealed condition is now in effect.
Predators Destroyed: The party becomes accustomed
to fighting on ice. During the next encounter, they ignore When the House has acquired enough Supplies
difficult terrain and uneven ground. successes from area H, read the following aloud.
Time Rift Sealed: The party is filled with residual
temporal energy from the time rift. During the next We’ve discovered a lost cache. Supplies incoming! The
encounter, they are quickened 1. Supplies Discovered condition is now in effect.
Supplies Discovered: Couriers dispatch the useful
equipment discovered in the ruins to the Pathfinders. When the House has acquired enough Local successes
Each PC can select one consumable they’ve used this from area I, read the following aloud.
mission; they gain one additional consumable of the
same kind and level. We’ve secured an alliance with the locals! The Local Alliance
Local Alliance: New allies share their knowledge of condition is now in effect.
the region with the Pathfinders, allowing the Pathfinders
to get the jump on their enemies. At the beginning of After the House has successfully completed all 4
the next encounter, all enemies are flat-footed to the missions or after 75 minutes have passed, whichever
Pathfinders for 1 round. comes first, read or paraphrase the following to give
When the House GM announces, “the focus is close” tables a 5-minute warning.
there are only 5 minutes remaining in Part 2. Quickly
bring your encounter to a close and proceed to Part 3, Abnormal presences have been detected! The focus is close!
giving the PCs a chance to rest and recover. Rendezvous at the glacial cave, Pathfinders!

Pathfinder Society Scenario


18
Fate in the Future
Five minutes after reading this warning, proceed to Pathfinder Society’s expedition, including a large four-
Part 3. armed humanoid (a shobhad) and a pair of crimson-
skinned humans dressed in warm furs.
F. LIVING QUARTERS MODERATE Reporting: If the PCs defeat the arabuks, the table
should report a Predator success.
Eando Kline, leader of the Vigilant Seal faction, paces with
worry. “We dispatched scouts to the east, but we haven’t G. VERMIN LOW
heard from them yet. Go check it out. See if they need help!”
Frost-tinged stone gives way to slick ice tunnels and snow-
Use the map on page 20 for this encounter. These filled passages as Pathfinders forge forward. Nearby,
chambers are part of the residential wing of the ruins, Janira Gavix mentors a group of novice Pathfinders in their
which functioned as communal living spaces. The walls explorations. Suddenly, she pales. “Did you hear that?
on the east side of this area are partially collapsed, Someone’s in trouble! You check that passage and I’ll lead
revealing ice tunnels that wind off into the distance. my team to check the other. Hurry!”
These ice tunnels are difficult terrain and uneven
ground (DC 19 Acrobatics check to Balance, or DC 22 Use the map on page 21 for this encounter. The snow-
for levels 7–8). covered ground is difficult terrain. The ice sheets are
Creatures: Arabuks live in this section of the ruins. difficult terrain and uneven ground (DC 20 Acrobatics
An arabuk is Akitonian animal with a body similar to check to Balance, or DC 23 for levels 7–8). A raised
that of a snow leopard, with a bearlike snout and four ledge on the west of the main chamber is 10 feet higher
eyes. The adult arabuk has a formidable pair of antlers, than the surrounding area.
and some of the young have smaller antlers. They have As the party travels, they hear a deep feminine voice
gained access to this area through the glacial tunnels, calling for aid. Upon entering the area, the voice says,
which lead all the way to the surface. The scouts ran “Felise! Where are you? I don’t know where I am! I
afoul of the predators and were killed. As the PCs arrive, don’t even know when I am... Felise! Can you hear me?”
the arabuks are eating two of the Pathfinder scouts, Creatures: The furry leech-like creatures called
both of whom are clearly dead. The arabuks have made bergworms are bugs adapted to life in icy environments.
a pile of bodies in the icy tunnels for later consumption. Attracted by the party’s heat, they immediately attack.

Levels 5–6 Levels 5–6


ARABUK CREATURE 5 BERGWORMS (3) CREATURE 3
Page 40 Page 41

ARABUK YEARLINGS (2) CREATURE 3 Levels 7–8


Page 40
BERGWORM TYRANTS (3) CREATURE 5
Levels 7–8 Page 56

MATURE ARABUK CREATURE 7 Development: The voice emanates from a glowing


Page 55 purple crack in the ice walls. A character who succeeds
at a DC 20 Arcana or Occultism check to Identify
ARABUK YEARLINGS (4) CREATURE 3 Magic determines it is a minor time rift associated
Page 55 with the Dimension of Time. Left unchecked, it will
grow. A character who succeeds on a DC 22 Arcana,
Development: When the PCs defeat the arabuks, Nature, Occultism, Religion, or Thievery check (DC 25
they can inspect the bodies in the tunnels. One of the for levels 7–8) coaxes the rift to close. On each failed
Pathfinders is still barely alive, and the PCs can bring attempt, the character takes 3d6 mental damage (4d6
him back to the Pathfinders’ camp to begin recovering for levels 7–8).
from his ordeal. Every other person here is dead. Some Reporting: If the PCs close the time rift, the table
of the people here are from Akiton rather than the should report a Time success.

Pathfinder Society Scenario


19
Fate in the Future

F. Living Quarters

A A

PCs
Start
Here
A = Arabuk
1 square = 5 feet Pathfinder Flip-Map: Ancient Dungeon

Pathfinder Society Scenario


20
Fate in the Future

G. Vermin
B

PCs
Start
Here

R = Time Rift
B = Bergworm
1 square = 5 feet Starfinder Flip-Map: Ice World

Pathfinder Society Scenario


21
Fate in the Future
H. FUTURE FOES MODERATE
H. Future Foes
Ashasar gestures down a red stone hallway. “I’m detecting 1 square = 5 feet
planar anomalies ahead. It might be the focus. Investigate
please. I’ve a number of other anomalies to assess.” PCs
Start
Following Ashasar’s directions, the party feels time Here
R
stretch and slow as they head down the hallway. Soon,
moving feels like attempting to push through molasses or TR
tar. They hear the baying of hounds, then voices shouting. S R
“They’re coming, run!” and later, “No! Hold onto me!
Don’t let... No!”
Hazards: Time is compressed in the hallway, making it R = Robots
difficult to move. S = Dead Starfinder
TR = Time Rift
Levels 5–6 Pathfinder Flip-Map: Ancient Dungeon
ETERNAL HALL HAZARD 5
Page 42
Closing the Rift: A character who succeeds at a DC 20
Levels 7–8 Arcana or Occultism check to Identify Magic determines
the purple gash is a moderate time rift caused by someone
ETERNAL HALL HAZARD 7 meddling with the Dimension of Time. Left unchecked,
Page 57 it will grow, causing more serious time anomalies. A
character who succeeds at a DC 23 Arcana, Nature,
Development: When the PCs pass through the hall, Occultism, Religion, or Thievery check (DC 26 for levels
they enter a stone chamber with tall red pillars, some 7–8) closes the rift. On each failed attempt, a character
of which have collapsed. Multiple paths lead out of this takes 3d6 mental damage (4d6 mental damage for levels
room, and a massive purple gash covers the distant wall. 7–8).
This is a time rift and the source of the anomaly Ashasar As the time rift closes, four crates of equipment and
detected. During this encounter, all creatures are slowed basic supplies are displaced in time, coming to land in the
1 until this time rift is closed. chamber. The gear inside is clearly futuristic, though the
Creatures: As the PCs emerge from the hall into this time it comes from is a mystery. The crates are labelled
chamber, an insectile humanoid dressed in strange clothes “Property of the Starfinder Society,” and they disappear
leaps through the time rift. Laser beams strike the stranger soon after, along with their strange equipment.
in the back, killing him—this is a shirren Starfinder from Reporting: If the PCs close the time rift, the table
the distant future. A moment later, strange robots from should report a Supplies success.
a different time pour out of the time rift and attack the
party. They call out, “Intruder alert! Depart at once or I. SHOBHAD INVESTIGATORS
be destroyed,” but they don’t give the PCs a chance to MODERATE
negotiate or flee before beginning their assault. However,
they don’t chase PCs who leave the room. Urwal appears from an adjoining corridor and gestures ahead.
“I saw fire up ahead. Go investigate. Be careful. Be wise.”
Levels 5–6
After a few twists and turns, the stone corridor
DISPLACED ROBOTS (2) CREATURE 5 transitions into a massive red stone cave. The ceiling
Page 42 collapsed long ago, revealing the night sky, packed with
stars, and letting snow and wind into the ruins. Use the
Levels 7–8 map on page 23 for this encounter. The snow-covered
ground is difficult terrain. The ice sheets are difficult
DISPLACED ROBOTS (2) CREATURE 7 terrain and uneven ground (DC 20 Acrobatics check
Page 57 to Balance).

Pathfinder Society Scenario


22
Fate in the Future

I. Shobhad Investigators

S
S

PCs
Start
Here

S = Shobhad
1 square = 5 feet Starfinder Flip-Map: Ice World

Pathfinder Society Scenario


23
Fate in the Future
Creatures: A band of shobhad hunters from the the arch, along with others who had the same visions, to
surface came to investigate strange occurrences in the peer through time and live other lives, but the arch only
ruins, such as howls, phantom voices, strange visions of sent minds through time, and the bodies the travelers
other times, and time rifts. Their investigation has led left behind were empty husks that soon died. Eventually,
them to the cursed ruins buried beneath the glaciers of their overuse of the Eternity Arch attracted monsters
the Winterlands. They have only just arrived and are in and planar hazards like time rifts. Most of those who
the process of setting up camp to rest for the night. survived the calamity fled, but their ancestors shut down
The leader of the group, Zaggarn (N female shobhad the Eternity Arch, sealed the ruins, and remained in the
hunter), demands that the PCs explain who they are area as the site’s guardians, ensuring no others would
and why they are in this forbidden place. She speaks in meddle with the arch. Now, anomalies like those of the
Shobhad, and then Akitonian. If the PCs can establish past have returned, and Zaggarn took a group of skilled
communication with her—most likely through magical survivalists out here to investigate.
means—the PCs can convince the group to stand down The hunters suspect the PCs have been meddling with
with a successful DC 20 Diplomacy check (DC 23 for the ruins (which is accurate), but they don’t realize the
levels 7–8). catalyst for their recent troubles isn’t the PCs, but Heraxia.
The PCs can attempt to communicate despite the Reporting: If the PCs establish communication with or
language barrier with a successful DC 22 Deception, defeat the hunters, the table should report a Locals success.
Diplomacy, Performance, or Society check (DC 25 for
levels 7–8), with the following results. Part 3: The Focus
Critical Success The PCs gain 2 Rapport Points. The House GM should read or paraphrase the following.
Success The PCs gain 1 Rapport Point.
Failure The PCs gain 1 Insult Point. Venture-Captain Armeline Jirneau gathers the Pathfinders in
Critical Failure The PCs gain 2 Insult Points. the remains of a shattered chamber, beneath a starry night sky.
“Congratulations on making it this far! You’ve all earned a break.
If the PCs acquire a number of Rapport Points Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”
equal to the number of PCs or higher, they convince Before the Pathfinders scatter, Urwal interjects. “Look at
Zaggarn’s band to stand down long enough for another the stars. Take it in. You’ll never see a sky like this again. The
Pathfinder group to arrive and offer the group a means stars tell us we’re on Akiton, fourth planet from the sun.” He
of magical communication. points at a blue dot on the distance. “That’s Golarion. Savor
If the party fails to establish communication, attacks, the sky. It’s breathtaking.”
or acquires a number of Insult Points equal to the number
of PCs or higher, Zaggarn and the other hunters attack. All PCs can take an overnight rest. Pathfinder Society
Otherwise, the PCs can continue to attempt skill checks medics heal everyone completely and remove any
to communicate. lingering conditions such as poisons or diseases. While
the PCs rest, other agents keep watch in shifts. At dawn,
Levels 5–6 while the Pathfinders eat breakfast, scouts are sent out to
find the focus.
SHOBHAD HUNTERS (3) CREATURE 4 After 5 minutes have passed, or when all Table GMs
Page 43 are ready to move on, the House GM should read or
paraphrase the following.
Levels 7–8
Ashasar and a team of scouts stride into camp.
SHOBHAD HUNTERS (3) CREATURE 6 “We’ve found the focus. It’s beyond a time rift far stronger
Page 58 than any we’ve yet encountered.”
“You heard him!” Armeline shouts, “We’ve got some
Development: If the PCs establish peaceful reality to repair. Let’s move.”
communication with Zaggarn, she introduces herself as
a representative of the shobhad-neh clans from Akiton’s At this time, Table GMs should run Event #1: The
southern Winterlands. Time Rift.
The hunters tell stories of this ancient ruin, where a When the House GM announces that the PCs have
horrible god from another world (or perhaps dimension) sealed the time rift, Table GMs should run Event #2:
gave their ancestors visions of a strange arch. They used Heraxia Appears.

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Fate in the Future
When the House GM announces that the focus is • The PCs can attempt a Thievery check to detect
almost in position, Table GMs have 5 minutes to finish weakness in the time rift’s defenses.
their current missions before beginning Part 4. • The PCs can attempt an applicable Lore check
to assist as well; the form this assistance takes
HOUSE GM INSTRUCTIONS depends upon the specific Lore skill.
Once the House has reported a number of Rift successes
equal to three-quarters (3/4) the number of tables, or 10 The PCs can earn Rift Points depending upon the
minutes have passed, read the following aloud. results of their checks.
Critical Success The PCs earn 2 Rift Points.
With a flash of light, the time rift vanishes, revealing a snowy Success The PCs earn 1 Rift Point.
expanse. Armeline orders, “You’ve done it! We’ve sealed the Critical Failure The PCs lose 1 Rift Point.
time rift. Close in on the focus!”
After each PC has had one attempt to seal the rift, the
Once the House has reported a number of Aid Mission rift begins to lash out at them. The PCs can all continue
successes equal to twice the number of tables, or 15 to attempt checks to seal the rift. Each time beyond the
minutes has passed since the rift was closed, read the first that a PC attempts a check to seal the rift, they
following aloud. take 3d8 cold damage (DC 20 basic Fortitude save). For
levels 7–8, the rift instead deals 4d8 cold damage (DC
That’s it, Pathfinders! The focus is almost in position! 22 basic Fortitude save). Once the total number of Rift
Points is equal to at least twice the number of PCs, the
After 5 minutes have passed, or when all Table GMs PCs close their time rift.
are ready to move on, the House GM should continue Reporting: When the total number of Rift Points is
to Part 4. equal to at least twice the number of PCs, the table
should report a Rift success. If the House GM has not
EVENT #1: THE TIME RIFT yet announced that the time rift has been sealed, the
party can move to another part of the rift and attempt
Dozens of jagged tears in reality cut through the terrain, to further close it by running the event again. This
forming a glowing purple barrier that blocks further passage. could allow the table to submit multiple successes for
Howls, snarls, and voices displaced through time issue from the House.
the rifts, and movement is visible within. Ashasar and Venture-
Captain Armeline Jirneau spread the Pathfinders out, then EVENT #2: HERAXIA APPEARS
reach out with hands, magic, and mind. “Now! Seal the rift!”
As the time rift shatters, reality rights itself, revealing the
The Pathfinders must work together to seal their focus—a fully dressed, towering draconic being bent over a
assigned time rift. Each PC can attempt one DC 20 skill metal and glass sarcophagus. The dragon turns, brandishing
check (DC 22 for levels 7–8). The options are as follows. a strange tool. “Get back, you blasted dogs! Wait... You’re not
• The PCs can attempt an Arcana check to wield the hounds.” The dragon taps her snout, thinking hard, then
magical forces. shakes her head. “You seem familiar. But if we’ve met, I can’t
• The PCs can attempt a Diplomacy check to recall. The longer I’m away from home, the more jumbled
encourage fellow Pathfinders to greater heights. my memories become. I can barely remember my name! It’s
• The PCs can attempt a Nature check to control Heraxia, by the way. Who are you?”
primal magic.
• The PCs can attempt an Occultism check to Heraxia should be familiar to the PCs, as they’ve
understand the nature of the time rift and the had the opportunity to see and hear her multiple times
Dimension of Time. through time rifts and other visions during the course
• The PCs can attempt a Performance check to of this event. After brief introductions, Heraxia shares
emulate other skilled Pathfinders. what she remembers about herself and her dilemma.
• The PCs can attempt a Religion check to call upon • Heraxia comes from what she thinks is distant
the blessing of a deity. future. She was born on Triaxus (another planet)
• The PCs can attempt a Survival check to find and bonded with an adventurous ryphorian
supplemental components to help close the rift. named Felise.

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Fate in the Future
• The duo went on many adventures, thought • Heraxia and Felise retained the ability to
Heraxia can’t recall specifics. She does recall communicate empathically, but it happens rarely
Felise was easily bored and insisted each and for short periods.
adventure was bigger, bolder, and more dangerous • In the years since their separation, they’ve
than the last. They explored other worlds, planes, employed numerous artifacts, magical rituals, and
and eventually other times. experimental technology to try to bring Heraxia
• Their travels through temporal byways attracted back to the future, all in vain.
the attention of dangerous beasts, particularly • Fortuitously, they’ve both recently come across
strange bug-eyed hounds that hunted them. The a magical artifact known as the Eternity Arch
pair fled but were separated. Felise was shunted in their respective timelines and believe it could
back to their home time, while Heraxia was at last provide an answer to their long isolation.
stranded in the distant past. Though the arch was originally intended for
psychic transference across time, Heraxia has
found a damaged stasis pod transplanted here
from another time. Once repaired, it should serve
as the perfect vessel for Heraxia to travel through
the Eternity Arch to her home time. Both Felise and
Heraxia have been independently experimenting
and modifying the Eternity Arch to accommodate
Heraxia’s journey. This is why the arch is resonating
with Heraxia (and why the Maze of the Open
Road is malfunctioning)
• Heraxia suspects once she’s returned to her time,
the Eternity Arch should return to dormancy, and
the Pathfinder’s Maze of the Open Road will revert
to its typical function.
• Heraxia can’t remember anything about the future
beyond what she’s explained above. The transition
through time (as well as an event known as the
Gap) has muddled her memories of the future.

Heraxia asks for the Pathfinders aid in several tasks


as she works to return home. Venture-Captain Armeline
Jirneau encourages the Pathfinders to assist, as returning
Heraxia to her proper time should sever her connection
to the Eternity Arch.
At this time, Table GMs should have their tables
decide how to aid Heraxia. They can repair the stasis
pod, transport the stasis pod to the vault near the Eternity
Arch, or keep watch for danger. The PCs should begin
with an aid mission of their choice. Upon completing it,
they can move on to another aid mission.

AID MISSION #1: REPAIRS


Heraxia gestures at the metal and glass sarcophagus. “This
is a stasis pod—a box that keeps whoever’s inside alive
despite the passage of time. It’s pretty damaged, and I
could use a hand repairing it.”

Heraxia Each PC can attempt two skill checks to help repair


the stasis pod. The most appropriate options are DC

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Fate in the Future
20 Crafting checks or applicable Lore checks to repair Critical Success The PCs earn 2 Defense Points.
the mechanism directly and DC 22 Arcana, Medicine, Success The PCs earn 1 Defense Point.
or Thievery checks to decipher its mechanisms (DC 23 Critical Failure The PCs lose 1 Defense Point.
and 25 for levels 7–8). If the PCs come up with other If the total number of Defense Points is equal to or greater
strategies, use the provided DCs as a guide. than the number of PCs, the PCs secure the perimeter.
Critical Success The PCs earn 2 Repair Points. Reporting: If the PCs secure the perimeter, the table
Success The PCs earn 1 Repair Point. should report an Aid Mission success.
Critical Failure The PCs lose 1 Repair Point.
Part 4: Borrowed Time
If the total number of Repair Points is equal to or greater The House GM should read the following to begin Part 4.
than the number of PCs, the PCs repair the stasis pod.
Reporting: If the PCs repair the stasis pod, the table The Eternity Arch pulses with energy as Heraxia and the
should report an Aid Mission success. Pathfinders congregate near it. Venture-Captain Armeline
Jirneau calls for silence. “You’ve done well, Pathfinders, but
AID MISSION #2: TRANSPORT our mission isn’t over yet. We have to send Heraxia home if
we want to go home.”
Heraxia points at the metal and glass sarcophagus. “We need “That’s right,” Heraxia cuts in. “I have a few more tweaks to
to move this stasis pod to a location near the Eternity Arch. make to the stasis pod. Then I need to attune to the Eternity
Somewhere close but isolated. The oval-shaped chamber at Arch—it should only take a few minutes. Then I can climb in
the back of the area should work. Lift on three! ” the stasis pod and ride the Eternity Arch home.”
“This is where it gets tricky,” Armeline continues. “Once
Each PC can attempt two skill checks to help transport Heraxia is sealed within the stasis pod, we’ll have moments
the stasis pod to the ovoid chamber near the Eternity Arch. to get back into the Maze of the Open Road. As soon as she
The most appropriate options are DC 20 Acrobatics or leaves this time, the Eternity Arch’s connection to her will be
Athletics checks to safely relocate the pod and DC 22 severed and the Maze will realign—that means this path to
Crafting, Survival, or applicable Lore checks to create the Maze will no longer exist. Anyone who doesn’t make it
improvised devices to assist with transport (DC 23 through will be stranded here, on this distant planet. It should
and 25 for levels 7–8). If the PCs come up with other go without saying that the chances of rescue are slim. I want
strategies, use the provided DCs as a guide. all of our support staff to retreat to the Maze immediately.
Critical Success The PCs earn 2 Transport Points. Bring what supplies you can. In the meantime—”
Success The PCs earn 1 Transport Point. Armeline’s words are cut short by an eerie howl that issues
Critical Failure The PCs lose 1 Transport Point. from the Eternity Arch. Heraxia races back to her stasis pod.
“The hounds are coming! We’re out of time!”
If the total number of Transport Points is equal to or Armeline’s face hardens as she draws an alchemical bomb.
greater than the number of PCs, the PCs safely move the “Steel yourselves, Pathfinders! We must protect Heraxia!”
stasis pod.
Reporting: If the PCs move the stasis pod, the table While Heraxia prepares her stasis pod, attunes to the
should report an Aid Mission success. Eternity Arch, and seals herself inside, strange creatures
emerge to attack. They attack in three waves, which
AID MISSION #3: DEFENSE should be run in order. Each wave contains two missions:
a combat encounter and a skill challenge or hazard. After
Venture-Captain Armeline Jirneau gestures at the surrounding hearing each wave’s opening text, each table must decide
landscape. “This is a dangerous place, Pathfinders. Secure the which of the two missions to attempt. Each mission earns
perimeter. Let’s keep trouble away as long as we can.” the table a success for the House.
If a table completes all three waves and there is time
Each PC can attempt two skill checks to secure the remaining, they can encounter the waves additional
perimeter. The most appropriate options are DC 20 times to earn additional successes for the House. Each
Nature, Stealth, or Survival, or applicable Lore checks time they do, they must attempt the mission they didn’t
to assess nearby threats and DC 22 Athletics or Crafting encounter the first time playing through the waves.
checks to create protective barricades (DC 23 and 25 for The PCs can take time to Treat Wounds, Refocus, or
levels 7–8) If the PCs come up with other strategies, use Repair equipment in between encounters.
the provided DCs as a guide. Use the map on page 28 for all these encounters.

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Fate in the Future

Eternity Arch Chamber

Mission 2 Time Rift

R R

R = Mission 6
Time Rift
1 square = 5 feet

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Fate in the Future
HOUSE GM INSTRUCTIONS Success: When the PCs defeat the temporal echoes, they
Once the House has reported a number of Wave successes complete Mission 1. The table should report a Wave success.
equal to three times the number of tables, or when only
15 minutes remain in which to complete the event, read MISSION 2
the Conclusion (page 32). Mark the reason for transition The time rift is 40 feet long and 20 feet wide at its center,
to the Conclusion (successes or time) on the Perils of the then narrows at its edges to 5 feet wide. Eight Pathfinders
Past tracking sheet on page 66. are in danger of falling into the time rift. Six cling to the
tiled floor at the edge of the rift, with their bodies dangling
THE FIRST WAVE into it. One climbed partway up a pillar whose base has
disappeared into the rift; they are 15 feet in the air. The
“Incoming!” Urwal shouts as purple glowing cracks in reality final Pathfinder holds onto a rope tied to a grappling hook,
spread like spider webs across the chamber. Reality shifts and which they tossed into the chamber at the last moment to
flickers wildly, leaving behind blurred afterimages of people
from other times and places. The unstable reflections screech
in confusion and surge forward, arms raised to attack.
Meanwhile, one of the cracks widens, tearing open a
massive time rift in the floor. Pathfinders leap out of the
way, grasping at stone to avoid tumbling through time. “Help
them!” Janira shouts. “Hurry!”

If the PCs decide to battle the temporal echoes,


run Mission 1. If the PCs decide to save the
Pathfinders from falling into the time rift, run
Mission 2.
Development: When the PCs successfully
complete either Mission 1 or Mission 2,
Heraxia completes preparing the stasis pod
and rushes across the chamber to attune to the
Eternity Arch.
Reporting: If the PCs successfully complete Mission
1 or Mission 2, the table should report a Wave success.
Proceed to The Second Wave.

MISSION 1 LOW
Creatures: A host of constantly shifting entities makes
its way towards the Eternity Arch from throughout
the chamber. These incomprehensible creatures are the
temporal echoes from the past and future that converge
to stop Heraxia’s tinkering with time. They advance,
attacking the assembled Pathfinders. This combat
represents the PCs battling against a small number of the
host descending on the Eternity Arch.

Levels 5–6
TEMPORAL ECHOES (2) CREATURE 4
Page 44

Levels 7–8
TEMPORAL ECHOES (2) CREATURE 6 Temporal Echo
Page 59

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Fate in the Future
save themself. The grappling hook is gripping the gap in a THE SECOND WAVE
stone tile and is clearly not well secured.
Use the map on page 28 for this encounter; the map The purple crack widens and then explodes into dozens of
marks the location of the rift. Each creature within 10 smaller rifts. Each rift reveals a vision of some distant view.
feet of the time rift is slowed 1 for as long as they remain From stone walls of unknown architecture to verdant jungles,
in the area, unless they succeed at a DC 20 Fortitude each vision is entirely different. The ground in the chamber
save (DC 23 for levels 7–8). All squares adjacent to the shakes and heaves as a massive dinosaur stomps into view,
time rift are difficult terrain and uneven ground (DC 19 emerging from one of the rifts.
Acrobatics check to Balance, or DC 22 for levels 7–8). “Now there’s a challenge!” Calisro Benarry boasts. “Let’s
The PCs have numerous options to save their fellow show them what Pathfinders are made of!”
Pathfinders. GMs should reward creativity and allow the “The rifts are pulling us into the past,” Jirneau counters.
players to attempt whatever methods they desire. Most “We need to force the Eternity Arch to seal these rifts, or we’ll
attempts should require at least 1 Interact action and a be stranded here!”
skill check to complete. The DC of these skill checks is DC
20 (DC 23 for levels 7–8). Examples include anchoring If the PCs decide to battle the creatures, run Mission
the grappling hook, grabbing hold of a Pathfinder, pulling 3. If the PCs decide to manipulate the Eternity Arch, run
a Pathfinder back onto solid ground, Leaping to a pillar, Mission 4.
Climbing up a pillar, or tying a rope around a Pathfinder. Development: When the PCs successfully complete
Timeline: Each round at the start of initiative order, either Mission 3 or Mission 4, the Pathfinders return to
circumstances change, and Pathfinders begin to lose their their time. Meanwhile, Heraxia finishes attuning to the
grip. These round-by-round events are catalogued below. Eternity Arch and rushes back to her stasis pod to begin
The Pathfinders can delay or prevent these events, as the activation process.
described above. Reporting: If the PCs successfully complete Mission
Round 1: The grappling hook slips off the tile, 3 or Mission 4, the table should report a Wave success.
dropping that Pathfinder 5 feet further into the time rift. Proceed to The Third Wave.
The grappling hook snags another tile 5 feet closer to the
edge of the time rift. Its hold is precarious, and it’s likely MISSION 3 MODERATE
to slip again in moments. Creatures: A group of territorial dinosaurs emerge from
Round 2: The grappling hook snags on the very edge the rifts and advance on the defending Pathfinders. In
of the time rift. Its hold is precarious, and it’s likely to this encounter, the PCs fend off some of the dinosaurs,
slips again in moments. while other Pathfinders battle other attackers all around
Round 3: The grappling hook slips off the edge of the them. One stegosaurus (a mokele-mbembe for levels 7–8)
time rift, dropping the Pathfinder clinging to the rope attacks the party, emerging from a rift by the northern
into the time rift where they are lost forever. They can’t exit.
be rescued.
Round 4: The Pathfinder hanging onto the pillar slips Levels 5–6
5 feet down the pillar, now resting only 10 feet above the
time rift. STEGOSAURUS CREATURE 7
Round 5: The Pathfinder hanging onto the pillar slips Page 45
5 feet down the pillar, now resting only 5 feet above the
time rift. Levels 7–8
Round 6: The Pathfinder hanging onto the pillar slips
off the pillar and falls into the time rift where they are MOKELE-MBEMBE CREATURE 9
lost forever. They can’t be rescued. Page 60
Round 7: The Pathfinders clinging to the edge of the
time rift begin to lose their grip. Success: When the PCs defeat the creature, they complete
Round 8+: On round 8 and every round thereafter, one Mission 3. The table should report a Wave success.
random Pathfinder loses their grip and falls into the time
rift where they are lost forever. They can’t be rescued. MISSION 4
Success: If the PCs rescue at least four of the To seal the rifts, the PCs must connect with the Eternity
Pathfinders, they complete Mission 2. The table should Arch, attune to it, and then manipulate the arch into
report a Wave success. sealing the rifts.

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Fate in the Future
Connecting: To connect with the Eternity Arch, a 4. Wounds: Debris showers the battlefield, dealing
creature must Interact to touch it. Each time a creature 3d6 bludgeoning damage to each PC (DC 20
first touches the arch, it takes 2d10 mental damage basic Reflex save). For levels 7–8, increase the
(DC 22 basic Will save). For levels 7–8, increase the bludgeoning damage to 5d6 and the saving throw
mental damage to 4d6 and the saving throw DC to 25. DC to 23.
After connecting with the Eternity Arch, a creature can
attempt to attune to it. Breaking contact with the arch Success: When the party acquires a number of
immediately severs a creature’s connection to it. Manipulation Points equal to at least twice the number
Attuning: To attune to the Eternity Arch, a creature of PCs, they complete Mission 4. The table should report
can attempt a DC 20 Fortitude save (DC 23 for levels a Wave success.
7–8) as a single action while connected to the arch. On
a success, it attunes to the Eternity Arch. On a failure, it THE THIRD WAVE
becomes clumsy 1 (or increases its clumsy value by 1, to
a maximum of 3) as the Eternity Arch temporarily ages Dozens of strange and twisted quadrupeds emerge from
it. Once a creature is attuned to the Eternity Arch, it can the corners of the chamber, with oversized eyes and lolling
attempt to manipulate it. tongues. “Hounds of Tindalos! These are the creatures that
Manipulating: To seal the rifts, the PCs must gain pursued Heraxia!” Ashasar exclaims. “They’ll weaken away
a total number of Manipulation Points equal to twice from angles!”
the number of PCs. A character attuned to the arch can Sparks fly from the Eternity Arch, sending bolts of lightning
attempt a DC 22 Arcana, Nature, Occultism, Religion, streaking across the chamber. “That thing is overloading!”
or Thievery check (DC 25 for levels 7–8) by spending 2 Eando Kline shouts. “We need to stabilize it somehow!”
actions with the concentrate and manipulate traits.
Critical Success The PCs earn 2 Manipulation Points. If the PCs decide to battle the hounds of Tindalos, run
Success The PCs earn 1 Manipulation Point. Mission 5. If the PCs decide to stabilize the Eternity Arch,
Critical Failure The PC is thrown back from the rift and must run Mission 6.
restart the process of connecting and attuning to it before Reporting: If the PCs successfully complete Mission 5
attempting further checks to earn Manipulation Points. or Mission 6, the table should report a Wave success.

Complications: At the beginning of round 2 and MISSION 5 SEVERE


every second round thereafter, the chaotic battles being Creatures: From the side chambers to the northwest and
waged by the other Pathfinders in this room result in a east, a stampede of aberrant creatures emerge. While the
complication that hinders the party’s efforts or puts other lower-level tables engage the lesser spawn of the hounds
Pathfinders in danger. These complications are noted of Tindalos located throughout the area, the PCs in this
below. To determine which complication to use, roll 1d4 encounter have to battle the main thrust of the alien
or select an appropriate complication. attackers along with some lesser kin. The hounds of
1. Rumbles: The ground shakes, imposing a –2 Tindalos attack the Pathfinders for interfering with the
circumstance penalty on all checks with the flow of time.
concentrate or manipulate traits for 1 round.
2. Shockwave: The ground shakes violently. Each Levels 5–6
creature is knocked prone unless it succeeds at a
DC 19 Reflex save (DC 22 for levels 7–8). On a HOUND OF TINDALOS CREATURE 7
critical failure, a creature is knocked prone and Page 46
releases the Eternity Arch if it’s in contact with it.
3. Toppled Tree: A tree falls through one of the rifts, PUPS OF TINDALOS (2) CREATURE 3
landing on a nearby Pathfinder. The Pathfinder Page 46
becomes unconscious and dying 1. The Pathfinder
can’t lose the dying condition as long as they Levels 7–8
remain pinned under the tree. The tree can be
lifted off the Pathfinder with a successful DC 21 HOUNDS OF TINDALOS (3) CREATURE 7
Athletics, Crafting, or Thievery check (DC 24 for Page 61
levels 7–8).

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Fate in the Future
Success: If the PCs defeat the hounds of Tindalos, the OBJECTIVES
table completes Mission 5. The table should report a This adventure has no specific objectives. For participating
Wave success. in this adventure, each PC earns 4 Reputation for their
chosen faction.
MISSION 6 MODERATE
Hazard: The Eternity Arch is overloading, lashing out EPILOGUE
with electricity and fracturing time. The time rifts linked As Table GMs fill out Chronicle Sheets and players gather
to the arch, as well as the emanations around them that their things, the House GM should read or paraphrase
are affected during the hazard’s routine, are labeled on the following.
the map on page 28.
The surviving Pathfinders travel through the Maze of the
Levels 5–6 Open Road, back to Woodsedge Lodge. As medics tend the
wounded and fresh food circulates among the returning
OVERLOADING ARCH HAZARD 7 heroes, Venture-Captain Armeline Jirneau takes the podium.
Page 47 “Congratulations, Pathfinders! Each and every one of you
has performed exceptionally, showing bravery in the face
Levels 7–8 of danger and teamwork throughout uncertain, desperate,
and—let’s face it—downright strange events. You should be
OVERLOADING ARCH HAZARD 9 proud of yourselves.
Page 62 “On behalf of myself, Heraxia, and the Pathfinder Society,
thank you for your efforts. I can’t tell you what will happen
Success: If the PCs disable the overloading arch hazard, with Heraxia and Felise, but your deeds here today will echo
the table completes Mission 6. The table should report a into an unknowably distant future. And as for the present,
Wave success. well, I’m sure everyone back at the Grand Lodge will be eager
to hear the tales of what you have accomplished here today.”
Conclusion
When the tables have reported enough Wave successes, FINAL CLOSING
the House GM should read or paraphrase the following. The House GM should close the event, thanking the
Table GMs, organizers, convention staff, and others
“Done!” Heraxia shouts. “Get out of here before—” Heraxia’s who helped make the event possible for their hard work,
words are cut off as she disappears completely, shuddering and thanking the players for their support of Pathfinder
back into existence a few moments later with a tear- Society Organized Play. If this adventure was run as
streaked face. Looking confused, she shakes her head, then part of an event where its Starfinder sequel (Starfinder
eyes the vault door with determination. “Seal me inside the Society Scenario #3-99: Perils of the Past) is being run,
vault, then go!” then the House GM should announce the times for that
As the surviving Pathfinders flee through into the Maze of event and its connection to this adventure. Finally, they
the Open Road, Venture-Captain Armeline and Eando Kline should provide the Table GMs and players instructions
hurry to the vault door, dragging it shut and sealing Heraxia for submitting reporting sheets and exiting the event.
inside the ovoid chamber.
Pathfinders gather inside the Maze of the Open Road,
bloodied but alive. As time passes, nervousness flutters
through the crowd. Suddenly, Armeline and Eando tumble into
the Maze, panting from exertion. “It’s done,” Eando grunts.
“Wait,” Armeline interjects. “We need to give her time to
leave...” After a few minutes, Armeline steps through the
portal that led to Akiton. She returns moments later, smiling.
“It worked! The Maze of the Open Road is repaired. We did it!”
A cheer goes up among the Pathfinders.
“It’s time to go home.”

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Fate in the Future
Appendix 1: Level 5–6 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, make the
The statistics presented in this appendix include full following adjustments. These adjustments are not
stat blocks for creatures and hazards appearing in this cumulative.
scenario. These encounters are written for four 5th- 12–13 Challenge Points: Add one necrophidius to
level PCs. If your group has a different composition or the encounter.
size, refer to the Organized Play section (page 67) for 14–15 Challenge Points: Add two necrophidiuses to
instructions on how to use the scaling sidebars to adjust the encounter.
the encounters for your group. 16–18 Challenge Points (5+ players): Add three
If a creature is marked “(0),” don’t include it in the necrophidiuses to the encounter.
encounter unless otherwise specified (likely from the
scaling sidebars).

ENCOUNTER A (LEVELS 5–6)


NECROPHIDIUSES (3) CREATURE 3
N MEDIUM CONSTRUCT MINDLESS
Pathfinder Bestiary 2 180
Perception +9, darkvision
Skills Acrobatics +9, Athletics +10, Stealth +9
Str +3, Dex +4, Con +0, Int –5, Wis +2, Cha –5
AC 19; Fort +7, Ref +11, Will +9
HP 50; Immunities bleed, death effects, disease, doomed,
drained, fatigued, healing, mental, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses bludgeoning 5
Speed 25 feet
Melee [one-action] jaws +8 (agile, finesse), Damage 1d10+3 piercing
plus necrophidic paralysis
Dance of Death [three-actions] (enchantment, mental, occult, visual)
The necrophidius sways, its serpentine form undulating
and clattering in a hypnotic rhythm. Each creature that
witnesses the dance must attempt a DC 18 Will save.
Critical Success The creature is unaffected and is
temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and
becomes flat-footed until the end of the necrophidius’s
next turn.
Failure The creature is distracted by the swaying, becoming
stunned 1. After it recovers, it is flat-footed until the end
of the necrophidius’s next turn.
Critical Failure As failure, but stunned 3.
Necrophidic Paralysis (incapacitation, necromancy, occult) A
living creature bitten by a necrophidius must succeed at a
DC 20 Fortitude save or become paralyzed. It can attempt
a new save at the end of each of its turns, and the DC
cumulatively decreases by 1 for each save attempted. A
creature that succeeds at this save is temporarily immune
to necrophidic paralysis for 24 hours.

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Fate in the Future
ENCOUNTER B1 (LEVELS 5–6)
BLOODLETTING SCYTHE BLADES HAZARD 6
MECHANICAL TRAP
Stealth DC 26 (expert)
Description Two blades, each hidden in a 15-foot-long ceiling
groove, are connected to a trip wire.
Disable Thievery DC 24 (trained) to disable each blade
AC 24; Fort +15, Ref +11
Hardness 13; HP 50 (BT 25); Immunities critical hits, object
immunities, precision damage
Falling Scythes [reaction] (attack); Trigger The trip wire is pulled or
severed; Effect Both blades swing down, each one attacking
all creatures under the ceiling grooves.
Melee scythe +20 (deadly d12), Damage 2d12+4 slashing plus
1d6 bleed; no multiple attack penalty
Reset The trap resets after 15 minutes.

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Fate in the Future
ENCOUNTER B2 (LEVELS 5–6) Scaling Encounter B2
To adjust for the PCs’ overall strength, make the following
CAVE BEAR CREATURE 6 adjustments. These adjustments are not cumulative.
N LARGE ANIMAL 10–11 Challenge Points: Give the cave bear 20
Pathfinder Bestiary 40 additional Hit Points.
Perception +13; low-light vision, scent (imprecise) 30 feet 12–13 Challenge Points: Apply the elite adjustment
Skills Athletics +16, Survival +11 to the cave bear.
Str +6, Dex +1, Con +6, Int –4, Wis +1, Cha –1 14–15 Challenge Points: As 12–13 Challenge Points;
AC 24; Fort +16, Ref +11, Will +13 additionally, the cave bear is quickened 1 and can use
HP 95 this additional action only to Stride or Strike.
Speed 35 feet 16–18 Challenge Points (5+ players): Add one cave
Melee [one-action] jaws +16, Damage 2d10+6 piercing bear to the encounter.
Melee [one-action] claw +16 (agile), Damage 2d8+6 slashing plus Grab
Mauler The bear gains a +4 circumstance bonus to damage
rolls against creatures it has grabbed.
Rush [two-actions] The cave bear Strides and makes a Strike at the
end of that movement. During the Stride, it gains a +10-foot
circumstance bonus to its Speed.

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Fate in the Future
ENCOUNTER B3 (LEVELS 5–6)
FLENSING TRAP HAZARD 5
MECHANICAL TRAP
Stealth DC 23 (expert)
Description Rotating blades extend from the walls, floors, and
ceiling of the surrounding halls when weight is removed
from the trapped floor tile.
Disable Thievery DC 23 (expert) to disable the pressure plate
AC 22; Fort +15, Ref +9
Hardness 14; HP 50 (BT 25); Immunities critical hits, object
immunities, precision damage
Eviscerate [reaction] (attack); Trigger Weight is removed from the
trapped floor tile; Effect Blades extend from the floor,
ceiling, and walls of the surrounding hallways to eviscerate
all creatures in the area, dealing 2d10+7 slashing damage
(DC 26 basic Reflex save). Creatures that critically fail also
take 1d4 persistent bleed damage.

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Fate in the Future
ENCOUNTER C (LEVELS 5–6) Scaling Encounter C
To adjust for the PCs’ overall strength, make the following
RECKLESS AKITONIAN SCIENTIST CREATURE 6 adjustments. These adjustments are not cumulative.
UNCOMMON NE MEDIUM HUMAN HUMANOID 10–11 Challenge Points: Give the reckless scientist
Perception +10 15 additional Hit Points.
Languages Akitonian 12–13 Challenge Points: The reckless scientist
Skills Acrobatics +12, Crafting +17, Deception +9, Engineering is quickened 1 and can use this additional action to
Lore +15, Medicine +10, Stealth +12, Underworld Lore +13 Stride or Strike.
Str +1, Dex +4, Con +5, Int +5, Wis +2, Cha –1 14–15 Challenge Points: The reckless scientist
Infused Items A reckless scientist carries the following infused is quickened 1 and can use this additional action
items: 2 moderate acid flasks, 2 moderate alchemist’s fires, to Stride or Strike. Give the reckless scientist 15
1 lesser bomber’s eye elixir, 3 lesser elixirs of life, and 2 additional Hit Points.
moderate frost vials. These items last for 24 hours, or until 16–18 Challenge Points (5+ players): Add one
the next time the scientist makes their daily preparations. reckless Akitonian scientist to the encounter.
Items alchemist’s tools, moderate antidote, moderate
antiplague, bandolier, work coat (functions as padded
armor), +1 sickle
AC 23; Fort +17, Ref +14, Will +10; +1 status to all saves vs. poison
HP 92; Resistances poison 5
Unstable Compounds When an attacker scores a critical hit
against the reckless scientist, one of the scientist’s poorly
stowed alchemical items bursts. The GM determines the
item randomly. If it was a bomb, the scientist takes damage
from the bomb, and any creature adjacent to the scientist
takes the splash damage. Any other item is simply wasted.
Speed 25 feet
Melee [one-action] sickle +17 (agile, finesse, magical, trip), Damage
1d4+7 slashing
Ranged [one-action] alchemical bomb +16 (range increment 20 feet,
splash), Effect varies by bomb
Quick Bomber [one-action] The reckless scientist Interacts to draw a
bomb, then Strikes with it.
Reckless Alchemy [one-action] (concentrate, manipulate) Requirements
The reckless scientist is holding a bomb or elixir; Effect The
reckless scientist combines the bomb with another bomb
or the elixir with another elixir. They can Interact to draw a
second bomb or elixir if necessary as part of this action. They
attempt a DC 28 Crafting check, destroying both component
items to create one new item. If a viable resulting item isn’t
used by the end of the scientist’s next turn, it explodes as
described under critical failure.
Critical Success The new item has the full effect of both
component items when used.
Success The new item combines both items, but halves
the effect of each. (This halves damage for bombs, the
amount of healing of elixirs of life, or the duration for
effects that can’t have their value halved. Details are
determined by the GM.)
Failure The new item is inert.
Critical Failure The new item immediately explodes, dealing
3d6 piercing damage to the reckless scientist.

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Fate in the Future
ENCOUNTER D (LEVELS 5–6) Scaling Encounter D
To adjust for the PCs’ overall strength, make the following
WOOD GOLEM CREATURE 6 adjustments. These adjustments are not cumulative.
UNCOMMON N MEDIUM CONSTRUCT GOLEM MINDLESS 10–11 Challenge Points: Give the wood golem 20
Pathfinder Bestiary 2 130 additional Hit Points.
Perception +12; darkvision 12–13 Challenge Points: Apply the elite adjustment
Skills Athletics +17 to the wood golem.
Str +5, Dex +4, Con +3, Int –5, Wis +0, Cha –5 14–15 Challenge Points: Apply the elite adjustment
AC 23; Fort +15, Ref +16, Will +12 to the wood golem; additionally, the wood golem has a
HP 95; Immunities bleed, death effects, disease, doomed, gem built into its forehead that ruptures the first time
drained, fatigued, healing, magic (see Golem Antimagic a PC critically misses an attack against it. If ruptured,
below), mental, necromancy, nonlethal attacks, paralyzed, the gem produces the entangle spell centered on the
poison, sickened, unconscious; Resistances physical 5 golem (Escape DC 21). The spell activates the golem’s
(except adamantine) plant-based healing from golem antimagic.
Golem Antimagic harmed by fire (4d8, 2d6 from areas or 16–18 Challenge Points (5+ players): Add one wood
persistent damage); healed by plant (area 2d6 HP); slowed golem to the encounter.
by earth
Vulnerable to Shape Wood A wood golem targeted by shape
wood takes 2d8 damage per spell level, with a basic
Fortitude save against the caster’s spell DC. On a critical
failure, the golem is also immobilized for 1d4 rounds.
Splinter [reaction] (arcane, transmutation) Trigger The wood golem
takes physical damage; Effect A jagged, sizable splinter of
wood lances out at the golem’s attacker. The golem makes
a splinter Strike against an adjacent creature without
triggering reactions.
Speed 25 feet
Melee [one-action] fist +17 (magical), Damage 2d8+8 bludgeoning
Ranged [one-action] splinter +16 (magical, range increment 30 feet),
Damage 2d4+8 piercing
Splinter Volley [two-actions] (arcane, evocation) The wood golem
makes up to four splinter Strikes, each against a different
target. These attacks count toward the wood golem’s
multiple attack penalty, but the multiple attack penalty
doesn’t increase until after the wood golem makes all of
its attacks.

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Fate in the Future
ENCOUNTER E (LEVELS 5–6) Scaling Encounter E
To adjust for the PCs’ overall strength, make the following
QUATOID CREATURE 7 adjustments. These adjustments are not cumulative.
LN SMALL AQUATIC ELEMENTAL WATER 10–11 Challenge Points: Give the quatoid 20
Pathfinder Bestiary 152 additional Hit Points.
Perception +18; darkvision 12–13 Challenge Points: Add one living waterfall to
Languages Aquan, Common the encounter.
Skills Athletics +15, Diplomacy +12, Elemental Lore +17, 14–15 Challenge Points: Add one living waterfall
Occultism +17, Society +17, Stealth +13 to the encounter and give both water elementals 20
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1 additional Hit Points.
AC 25; Fort +13, Ref +15, Will +18 16–18 Challenge Points (5+ players): Add one
HP 120; Immunities bleed, paralyzed, poison, sleep; quatoid to the encounter.
Resistances bludgeoning 5, fire 5
Calming Bioluminescence (aura, emotion, mental, visual) 30
feet. The aura sheds dim light. Creatures in the emanation
gain a +2 circumstance bonus to saving throws against
emotion effects. The quatoid can activate or deactivate the
aura as a single action, which has the concentrate trait.
Speed 25 feet, swim 25 feet
Melee [one-action] tentacle +16 (reach 10 feet), Damage 2d12+6
bludgeoning plus Grab
Primal Innate Spells DC 27, attack +17; 2nd hydraulic push
(at will)
Constrict [one-action] 1d12+6 bludgeoning, DC 25

LIVING WATERFALL (0) CREATURE 5


N LARGE AQUATIC ELEMENTAL WATER
Pathfinder Bestiary 152
Perception +10; darkvision
Languages Aquan
Skills Athletics +13, Stealth +12
Str +4, Dex +3, Con +3, Int –2, Wis +1, Cha +0
Water-Bound When not touching water, the living waterfall is
slowed 1 and can’t use reactions.
AC 20; Fort +14, Ref +12, Will +10
HP 90; Immunities bleed, paralyzed, poison, sleep; Resistances
fire 5
Vortex (aura, water) 30 feet. Water in the area that is in the
same body of water as the living waterfall is difficult terrain
for Swimming creatures that don’t have the water trait.
Speed 20 feet, swim 60 feet
Melee [one-action] wave +15 (reach 10 feet), Damage 2d8+7 bludgeoning
plus Push or Pull 5 feet
Drench [one-action] (abjuration, primal, water) The elemental puts
out all fires in a 5-foot emanation. It extinguishes all non-
magical fires automatically and attempts to counteract
magical fires (+14 counteract modifier).

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Fate in the Future
ENCOUNTER F (LEVELS 5–6) Scaling Encounter F
To adjust for the PCs’ overall strength, make the following
ARABUK CREATURE 5 adjustments. These adjustments are not cumulative.
RARE N LARGE ANIMAL 10–11 Challenge Points: Add one arabuk yearling to
Perception +12; darkvision, snow vision the encounter.
Skills Athletics +12, Stealth +11, Survival +11 12–13 Challenge Points: Add one arabuk to the
Str +5, Dex +4, Con +4, Int –4, Wis +2, Cha +1 encounter.
Cold Adaptation The arabuk reduces the effects it suffers 14–15 Challenge Points: Add one arabuk and one
from cold environments by one step. arabuk yearling to the encounter.
Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores 16–18 Challenge Points (5+ players): Add two
concealment from snowfall. arabuks to the encounter.
AC 21; Fort +15, Ref +13, Will +9
HP 82; Resistances sonic 5
Speed 30 feet ARABUK YEARLINGS (2) CREATURE 3
Melee [one-action] jaws +15, Damage 2d10+5 piercing RARE N MEDIUM ANIMAL
Melee [one-action] antler +15, Damage 1d8+5 piercing plus 1d6 sonic Perception +9; darkvision, snow vision
Ranged [one-action] antler reverberation +14 (range increment 30 feet, Skills Athletics +9, Stealth +8, Survival +7
sonic), Damage 2d10 sonic and deafening echo Str +4, Dex +3, Con +3, Int –4, Wis +2, Cha +1
Deafening Echo On a critical hit with an antler reverberation Cold Adaptation The arabuk reduces the effects it suffers
Strike, the target is deafened for 1 minute. from cold environments by one step.
Dominance Display [two-actions] (auditory, concentrate, emotion, Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores
enchantment, fear, mental, primal) Frequency once per concealment from snowfall.
hour; Effect The arabuk postures and roars. All non-arabuk AC 18; Fort +12, Ref +10, Will +7
creatures within 30 feet must attempt a DC 20 Will save. HP 48; Resistances sonic 5
Critical Success The creature is unaffected and is Speed 30 feet
temporarily immune to this arabuk’s Dominance Display Melee [one-action] jaws +12, Damage 2d8+4 piercing
for 24 hours. Melee [one-action] antler +12, Damage 1d6+4 piercing plus 1d4 sonic
Success The creature takes 2d8 sonic damage. Ranged [one-action] antler reverberation +11 (range increment 15 feet,
Failure The creature takes 2d8+9 sonic damage and is sonic), Damage 2d6 sonic
frightened 1. Pounce [one-action] The arabuk Strides and makes a Strike at the end
Critical Failure The creature takes 2d8+9 sonic damage of that movement. If the arabuk began this action hidden,
and is frightened 2. it remains hidden until after this ability’s Strike.
Pounce [one-action] The arabuk Strides and makes a Strike at the end Reverb [reaction] (sonic) Trigger The arabuk hits a creature with an
of that movement. If the arabuk began this action hidden, antler Strike; Effect The arabuk snarls, causing its antlers
it remains hidden until after this ability’s Strike. to reverberate and dealing an additional 1d4 sonic damage
Reverb [reaction] (sonic) Trigger The arabuk hits a creature with an to the creature struck. This is in addition to the normal
antler Strike; Effect The arabuk snarls, causing its antlers sonic damage from the antler Strike.
to reverberate and dealing an additional 1d6 sonic damage Snow Stride The arabuk ignores difficult terrain, greater
to the creature struck. This is in addition to the normal difficult terrain, and uneven ground from non-magical ice
sonic damage from the antler Strike. and snow.
Snow Stride The arabuk ignores difficult terrain, greater
difficult terrain, and uneven ground from non-magical ice
and snow.

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Fate in the Future
ENCOUNTER G (LEVELS 5–6) Scaling Encounter G
To adjust for the PCs’ overall strength, make the
BERGWORMS (3) CREATURE 3 following adjustments. These adjustments are not
RARE N LARGE ANIMAL cumulative.
Perception +6; tremorsense 30 feet 12–13 Challenge Points: Add one bergworm to the
Skills Athletics +10, Stealth +9 encounter.
Str +4, Dex +2, Con +3, Int –4, Wis +1, Cha +0 14–15 Challenge Points: Add two bergworms to the
AC 18; Fort +12, Ref +9, Will +6 encounter.
HP 50; Immunities cold; Weaknesses fire 5 16–18 Challenge Points (5+ players): Add three
Icicle Hide A creature that hits a bergworm with an unarmed bergworms to the encounter.
Strike or a non-reach melee Strike takes 1d8 piercing
damage (DC 17 basic Reflex save). On a critical failure, the
creature also takes 1d4 persistent cold damage.
Speed 30 feet, ice burrow 20 feet
Melee [one-action] jaws +12, Damage 1d10+4 piercing plus 1d6 cold
and Grab
Gnaw [one-action] Requirements The bergworm has a creature grabbed
from its jaws Strike; Effect The bergworm gnaws on the
target creature, burrowing through its flesh and freezing its
skin. This deals 1d10 piercing damage and 1d6 cold damage.
A creature that takes cold damage in this way is clumsy 1
until it receives any kind or amount of healing.
Ice Burrow The bergworm can Burrow through ice or snow
with a Speed of 20 feet. It moves at its full burrow Speed.

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Fate in the Future
ENCOUNTER H (LEVELS 5–6) Scaling Encounter H
To adjust for the PCs’ overall strength, make the following
DISPLACED ROBOTS (2) CREATURE 5 adjustments. These adjustments are not cumulative.
RARE N MEDIUM CONSTRUCT 12–15 Challenge Points: Add one displaced robot to
Perception +12; darkvision the encounter.
Languages Akitonian 16–18 Challenge Points (5+ players): Add two
Skills Athletics +13, C rafting +10 displaced robots to the encounter.
Str +4, Dex +4, Con +5, Int +2, Wis +2, Cha –3
AC 21; Fort +15, Ref +12, Will +9
HP 60; Hardness 5; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses electricity 5
Speed 25 feet
Melee [one-action] fist +15 (unarmed), Damage 2d8+6 bludgeoning
Ranged [one-action] laser beam +15 (range increment 60 feet), Damage
2d8+2 fire
Divert Power [one-action] The robot diverts additional power from one
of its weapon arrays to another. Choose one of the following
effects, which lasts until the end of the robot’s turn.
• The robot’s fist Strike deals an additional 1d8
electricity damage. The damage of its laser beam
Strike decreases to 1d8+2 fire.
• The robot’s laser beam Strike deals an additional 1d8
fire damage. The damage of its fist Strike decreases
to 1d8+6 bludgeoning.
Jolting Arc [two-actions] (electricity) The robot releases a surge of
energy, dealing 6d6 electricity damage to all adjacent
creatures (DC 19 basic Reflex save). It can’t use Jolting Arc
again for 1d4 rounds.

ETERNAL HALL HAZARD 5


MAGICAL TRANSMUTATION TRAP
Stealth DC 26 (expert)
Description Time distorts along this hallway, making the air
feel like sludge.
Disable Thievery DC 23 (trained) to disrupt the temporal
distortions, or dispel magic (3rd level; counteract DC 21) to
disperse the temporal energy
Time Press [reaction] (occult, transmutation); Trigger A creature
enters the hall; Effect Time weighs upon the creature, dealing
4d8+14 bludgeoning damage (DC 22 basic Fortitude save).
On a critical failure, the creature is slowed 1 for 3 rounds.

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Fate in the Future
ENCOUNTER I (LEVELS 5–6) Scaling Encounter I
To adjust for the PCs’ overall strength, make the following
SHOBHAD HUNTERS (3) CREATURE 4 adjustments. These adjustments are not cumulative.
RARE N LARGE HUMANOID SHOBHAD 10–11 Challenge Points: Give each of the shobhad
Perception +13; darkvision hunters 15 additional Hit Points.
Languages Akitonian, Shobhad 12–13 Challenge Points: Add one shobhad hunter
Skills Acrobatics +10, Athletics +13, Intimidation +6, Nature to the encounter.
+11, Stealth +10, Survival +11 14–15 Challenge Points: Add one shobhad hunter to
Str +5, Dex +2, Con +4, Int +0, Wis +3, Cha +0 the encounter and give each of the shobhad hunters
Items falchion, javelins (5), leather armor, steel shield 15 additional Hit Points.
(Hardness 5, HP 20, BT 10) 16–18 Challenge Points (5+ players): Add two
Cold Adaptation Shobhads reduce the effects they suffer shobhad hunters to the encounter.
from cold environments by one step.
AC 18; Fort +14, Ref +8, Will +11
HP 72
Ferocity [reaction]
Shield Block [reaction]
Speed 30 feet
Melee [one-action] falchion +14 (forceful, reach 10 feet, sweep), Damage
1d10+7 slashing
Ranged [one-action] javelin +11 (range increment 30 feet, thrown),
Damage 1d6+7 piercing
Determined Charge [two-actions] The shobhad hunter Strides, ignoring
non-magical difficult terrain and uneven ground. If the
shobhad ends their movement within melee reach of at least
one enemy, they can make a melee Strike against that enemy.
Four-Armed Shobhads have four arms, which allows them to
wield and hold up to four hands’ worth of weapons and
equipment. While this increases the number of items they
can have at the ready, it doesn’t increase the number of
actions shobhads can take during combat.
Hunt Prey [one-action] (concentrate) The shobhad hunter designates
a single creature they can see and hear, or one they’re
Tracking, as their prey. The shobhad gains a +2 circumstance
bonus to Perception checks to Seek the prey and to Survival
checks to Track the prey. The shobhad hunter also ignores
the penalty for making ranged attacks within their second
range increment against the prey they are hunting. These
effects last until the shobhad uses Hunt Prey again.
Precision Edge The first time a shobhad hunter hits their
hunted prey in a round, they deal an additional 1d8
precision damage.

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Fate in the Future
MISSION 1 (LEVELS 5–6) Scaling Mission 1
To adjust for the PCs’ overall strength, make the following
TEMPORAL ECHOES (2) CREATURE 4 adjustments. These adjustments are not cumulative.
RARE CE MEDIUM UNDEAD 12–15 Challenge Points: Add one temporal echo to
Perception +11; darkvision the encounter.
Skills Acrobatics +10, Athletics +11, Stealth +10 16–18 Challenge Points (5+ players): Add two
Str +5, Dex +4, Con +3, Int –1, Wis +3, Cha +0 temporal echoes to the encounter.
AC 20; Fort +9, Ref +14, Will +11
HP 60 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious
Speed 25 feet
Melee [one-action] fist +12 (unarmed), Damage 2d8+5 bludgeoning
Distort Form [one-action] (occult, transmutation) The temporal echo
shifts rapidly between multiple timelines, becoming
concealed. As the nature of this effect leaves the echo’s
location obvious, it can’t use this concealment to Hide or
Sneak. This effect lasts for 1 minute, or until the temporal
echo is dealt physical damage, whichever comes first.
Temporal Shudder [two-actions] (occult, transmutation) The temporal
echo screams, causing time to shudder and bend around
it. All creatures in a 10-foot emanation take 5d6 mental
damage (DC 18 basic Will save). Creatures that fail the
saving throw are also slowed 1 for 1 round. The temporal
echo can’t use Temporal Shudder again for 1d4 rounds.

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Fate in the Future
MISSION 3 (LEVELS 5–6) Scaling Mission 3
To adjust for the PCs’ overall strength, make the following
STEGOSAURUS CREATURE 7 adjustments. These adjustments are not cumulative.
N HUGE ANIMAL DINOSAUR 10–11 Challenge Points: Add one pachycephalosaurus.
Pathfinder Bestiary 98 12–13 Challenge Points: Add two
Perception +15; low-light vision, scent (imprecise) 30 feet pachycephalosauruses.
Skills Athletics +20 14–15 Challenge Points: Add three
Str +7, Dex +2, Con +4, Int –4, Wis +2, Cha +0 pachycephalosauruses.
AC 23; Fort +17, Ref +13, Will +13 16–18 Challenge Points (5+ players): Add one
HP 125 stegosaurus.
Dorsal Deflection [reaction] Trigger The stegosaurus is targeted with
a melee attack; Effect The stegosaurus leans its dorsal
plates into the attack, gaining a +2 circumstance bonus to
its AC against the triggering attack. If the attack misses,
the stegosaurus Steps after the attack.
Speed 25 feet
Melee [one-action] tail +18 (reach 15 feet, sweep), Damage 2d8+9
piercing
Melee [one-action] foot +18 (reach 10 feet), Damage 2d6+9 bludgeoning
Trample [three-actions] Large or smaller, foot, DC 25

PACHYCEPHALOSAURUS (0) CREATURE 3


N LARGE ANIMAL DINOSAUR
Pathfinder Bestiary 2 80
Perception +10; low-light vision, scent (imprecise) 30 feet
Skills Athletics +11, Intimidation +7
Str +4, Dex +3, Con +4, Int –4, Wis +3, Cha +0
AC 19; Fort +12, Ref +11, Will +7
HP 65
Speed 35 feet
Melee [one-action] skull +11 (forceful, reach 10 feet), Damage 1d10+6
bludgeoning
Clobbering Charge [two-actions] The pachycephalosaurus Strides up to
its Speed. If it ends its movement within melee reach of a
creature, it can make a skull Strike against that creature. If
the pachycephalosaurus critically hits with this Strike, the
creature hit is stunned 1.
Sudden Shove [reaction] (attack) Trigger The pachycephalosaurus
damages a Medium or smaller creature with its skull Strike;
Effect The pachycephalosaurus digs in and flings its head
up, shoving its foe away. It attempts an Athletics check
against the target’s Fortitude DC.
Critical Success The pachycephalosaurus pushes the
opponent up to 10 feet away from itself and knocks the
target prone.
Success The pachycephalosaurus pushes the opponent
back 5 feet.
Failure The pachycephalosaurus fails to push the opponent.
Critical Failure As failure, but the failed attempt leaves the
pachycephalosaurus flat-footed for 1 round.

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Fate in the Future
MISSION 5 (LEVELS 5–6) Scaling Mission 5
To adjust for the PCs’ overall strength, make the following
PUPS OF TINDALOS (2) CREATURE 3 adjustments. These adjustments are not cumulative.
RARE NE SMALL ABERRATION TIME 10–11 Challenge Points: Give both pups of Tindalos
Variant hound of Tindalos (Pathfinder Bestiary 2 146) 10 additional Hit Points.
Perception +10; greater darkvision 12–13 Challenge Points: Add one pup of Tindalos
Languages Aklo to the encounter and give all pups of Tindalos 10
Skills Acrobatics +10, Athletics +8, Occultism +9, Stealth +10, additional Hit Points.
Survival +8 (+10 to Track) 14–15 Challenge Points: Add one hound of Tindalos
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1 to the encounter.
AC 19; Fort +6, Ref +11, Will +8 16–18 Challenge Points (5+ players): Add one hound
HP 30; Immunities controlled, emotion; Resistances mental 5, of Tindalos to the encounter and give both pups of
physical 5, poison 5 Tindalos 10 additional Hit Points.
Otherworldly Mind (mental) Whenever a creature targets the
pup with a mental effect, that creature takes 2d6 mental
damage (DC 20 basic Will save). On a critical failure, it also Survival +13 (+17 to Track)
becomes confused for 1 round. Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2
Ripping Gaze (aura, evocation, occult, visual) 15 feet. The pup of AC 25; Fort +13, Ref +17, Will +15
Tindalos’s eyes glow balefully, causing painful but bloodless HP 90; Immunities controlled, emotion; Resistances mental 10,
wounds to rip open in the body of a creature that meets its physical 10, poison 10
awful gaze. When a creature ends its turn in the emanation, Otherworldly Mind (mental) Whenever a creature targets the
it takes 1d8 slashing damage (DC 20 basic Fortitude save). hound with a mental effect, that creature takes 4d6 mental
A creature that critically succeeds at its save is temporarily damage (DC 25 basic Will save). On a critical failure, it also
immune for 24 hours. becomes confused for 1d4 rounds.
Vulnerable to Curved Space When a pup of Tindalos is not Ripping Gaze (aura, evocation, occult, visual) 30 feet. The hound
adjacent to a structural angle of 90° (or more acute), its of Tindalos’s eyes glow balefully, causing painful but bloodless
resistance to physical damage is suppressed and it becomes wounds to rip open in the body of a creature that meets its awful
sickened 1. It can’t recover from this sickened condition, gaze. When a creature ends its turn in the emanation, it takes 4d6
but the condition ends automatically once the pup is again slashing damage (DC 25 basic Fortitude save). A creature that
adjacent to a suitable angle. critically succeeds at its save is temporarily immune for 24 hours.
Speed 30 feet, fly 30 feet Vulnerable to Curved Space When a hound of Tindalos is not
Melee [one-action] jaws +11, Damage 1d10+5 piercing adjacent to a structural angle of 90º (or more acute), its
Melee [one-action] claw +11 (agile), Damage 1d8+5 slashing resistance to physical damage is suppressed and it becomes
Occult Innate Spells DC 20; 2nd invisibility (self only) sickened 1. It can’t recover from this sickened condition, but
Angled Entry [one-action] The pup of Tindalos casts a 4th-level dimension the condition ends automatically once the hound is again
door spell, but it must transport itself into a space adjacent to adjacent to a suitable angle.
an angle of 90º (or more acute) in the structure or environment Speed 30 feet, fly 30 feet
around it. For example, it could teleport to a space adjacent to Melee [one-action] jaws +17, Damage 2d10+7 piercing
a wall (using the angle between the wall and floor) or a corner Melee [one-action] claw +17 (agile), Damage 2d8+7 slashing
in a room, or adjacent to a sizable tree growing straight up Occult Innate Spells DC 21; 8th discern location; 4th dimensional
out of the ground, but not to a flat plain or a room with only anchor; 3rd haste, slow; 2nd invisibility (self only)
curved corners and edges. Angled Entry [one-action] The hound of Tindalos casts a 4th-level
Once per day, the pup of Tindalos can use this ability to dimension door spell, but it must transport itself into a space
plane shift to or from the Dimension of Time, with the same adjacent to an angle of 90º (or more acute) in the structure
restrictions on what angles it can appear next to. or environment around it. For example, it could teleport to a
space adjacent to a wall (using the angle between the wall
HOUND OF TINDALOS CREATURE 7 and floor) or a corner in a room, or adjacent to a sizable tree
RARE NE MEDIUM ABERRATION TIME growing straight up out of the ground, but not to a flat plain or
Pathfinder Bestiary 2 146 a room with only curved corners and edges.
Perception +17; greater darkvision Once per day, the hound can use this ability to plane shift to
Languages Aklo or from the Dimension of Time, with the same restrictions on
Skills Acrobatics +17, Athletics +15, Occultism +17, Stealth +17, what angles it can appear next to.

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MISSION 6 (LEVELS 5–6) Scaling Mission 6
To adjust for the PCs’ overall strength, make the following
OVERLOADING ARCH HAZARD 7 adjustments. These adjustments are not cumulative.
COMPLEX ELECTRICITY EVOCATION MAGICAL TRAP 10–13 Challenge Points: Increase the DC for Reflex
Stealth DC 0 saves against the trap by 1 and the damage of its
Description The Eternity Arch sparks with electricity, releasing routine by 2.
bolts of lightning at each of the four largest time rifts. 14–18 Challenge Points: Increase the DC for Reflex
Disable Thievery DC 27 (trained), DC 25 Arcana, Nature, saves against the trap by 2 and the damage of its
Occultism, or Religion (trained) to seal each of the four routine by 4.
time rifts, Crafting DC 27 (trained) to divert the lightning
to another source, or dispel magic (3rd level; counteract DC
23) to counteract each time rift.
Shock [free-action] Trigger A creature approaches within 10 feet of
one of the time rifts; Effect The triggering creature takes
1d10 electricity damage (DC 25 basic Reflex save). The
overloading arch rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled time rift. On each of the trap’s actions, the Eternity
Arch releases a bolt of lightning that activates a time rift,
dealing 2d10 electricity damage to all creatures in a 10-foot
emanation around that rift (DC 25 basic Reflex save). It can
release a bolt at each active time rift no more than once
each turn.

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Appendix 2: Level 7–8 Scaling Encounter A
Encounters To adjust for the PCs’ overall strength, make the following
The statistics presented in this appendix include full adjustments. These adjustments are not cumulative.
stat blocks for creatures and hazards appearing in this 23–32 Challenge Points: Add one clockwork soldier
scenario. These encounters are written for four 7th- to the encounter.
level PCs. If your group has a different composition or 33+ Challenge Points: Add two clockwork soldiers
size, refer to the Organized Play section (page 67) for to the encounter.
instructions on how to use the scaling sidebars to adjust
the encounters for your group.
If a creature is marked “(0),” don’t include it in the Wind-Up For a clockwork to act, it must be wound with a
encounter unless otherwise specified (likely from the unique key by another creature. This takes 1 minute. Once
scaling sidebars). wound, it remains operational for the listed amount of time,
usually 24 hours, after which time it becomes unaware of
ENCOUNTER A (LEVELS 7–8) its surroundings and can’t act until it’s wound again. Some
clockworks’ abilities require them to spend some of their
CLOCKWORK SOLDIERS (2) CREATURE 6 remaining operational time. They can’t spend more than
UNCOMMON N MEDIUM CLOCKWORK CONSTRUCT MINDLESS they have and shut down immediately once they have 0
Pathfinder Bestiary 3 49 time remaining. If it’s unclear when a clockwork was last
Perception +16; darkvision wound, most clockwork keepers wind all their clockworks
Skills Athletics +15 (+17 to Disarm, Grapple, or avoid being at a set time, typically 8 a.m.
Disarmed) A clockwork that lists standby in its wind-up entry can
Str +6, Dex +2, Con +4, Int –5, Wis +4, Cha –5 enter standby mode as a 3-action activity. Its operational
Items +1 halberd time doesn’t decrease in standby, but it can sense its
Wind-Up 24 hours, DC 22, standby surroundings (with a –2 penalty to Perception). It can’t act,
AC 24; Fort +16, Ref +14, Will +12 with one exception: when it perceives a creature, it can exit
HP 80; Immunities death effects, disease, doomed, drained, standby as a reaction (rolling initiative if appropriate).
fatigued, healing, mental, necromancy, nonlethal attacks, A creature can attempt to Disable a Device to wind a clockwork
paralyzed, poisoned, sickened, unconscious; Weaknesses down (with a DC listed in the wind-up entry). For each
electricity 5, orichalcum 5; Resistances physical 5 (except success, the clockwork loses 1 hour of operational time. This
adamantine or orichalcum) can be done even if the clockwork is in standby mode.
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] halberd +18 (magical, reach 10 feet, versatile S),
Damage 1d10+9 piercing
Melee [one-action] fist +16 (agile, unarmed), Damage 1d8+9 bludgeoning
plus Grab
Activate Defenses [one-action] One of the soldier’s external plates
extends on a mechanical actuator to defend the soldier or
an adjacent creature of the soldier’s choice. The creature
gains a +2 circumstance bonus to AC until the start of the
soldier’s next turn, or until it is no longer adjacent to the
soldier, whichever comes first. The soldier can have no
more than one plate extended at a time.

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ENCOUNTER B1 (LEVELS 7–8)
YELLOW MOLD HAZARD 8
ENVIRONMENTAL FUNGUS
Pathfinder Core Rulebook 524
Stealth DC 28 (trained)
Description Poisonous mold spores assault nearby creatures.
Disable Survival DC 26 (expert) to remove the mold without
triggering the spores
AC 27; Fort +17, Ref +13
HP 70; Immunities critical hits, object immunities, precision
damage
Spore Explosion [reaction] Trigger A creature moves into the mold’s
space or damages the mold. The mold can’t use this reaction
if it’s in direct sunlight or if the damage was fire damage;
Effect The triggering creature and all creatures within 10
feet are exposed to yellow mold spores.
Yellow Mold Spores (inhaled, poison) Any drained condition
from the spores persists after the poison’s duration ends;
Saving Throw DC 26 Fortitude; Maximum Duration 6
rounds; Stage 1 1d8 poison damage and drained 1 (1 round);
Stage 2 2d8 poison damage and drained 2 (1 round); Stage
3 3d8 poison damage and drained 3 (1 round)

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ENCOUNTER B2 (LEVELS 7–8) Scaling Encounter B2
To adjust for the PCs’ overall strength, make the following
CAVE BEARS (2) CREATURE 6 adjustments. These adjustments are not cumulative.
N LARGE ANIMAL 19–22 Challenge Points: Give each cave bear 20
Pathfinder Bestiary 40 additional Hit Points.
Perception +13; low-light vision, scent (imprecise) 30 feet 23–27 Challenge Points: Add one cave bear to the
Skills Athletics +16, Survival +11 encounter.
Str +6, Dex +1, Con +6, Int –4, Wis +1, Cha –1 28–32 Challenge Points: Add one cave bear to the
AC 24; Fort +16, Ref +11, Will +13 encounter and give each cave bear 20 additional Hit
HP 95 Points.
Speed 35 feet 33+ Challenge Points: Add two cave bears to the
Melee [one-action] jaws +16, Damage 2d10+6 piercing encounter.
Melee [one-action] claw +16 (agile), Damage 2d8+6 slashing plus Grab
Mauler The bear gains a +4 circumstance bonus to damage
rolls against creatures it has grabbed.
Rush [two-actions] The cave bear Strides and makes a Strike at the
end of that movement. During the Stride, it gains a +10-foot
circumstance bonus to its Speed.

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ENCOUNTER B3 (LEVELS 7–8)
FLENSING TRAP HAZARD 7
MECHANICAL TRAP
Stealth DC 27 (expert)
Description Rotating blades extend from the walls, floors, and
ceiling of the surrounding halls when weight is removed
from the trapped floor tile.
Disable Thievery DC 27 (expert) to disable the pressure plate
AC 25; Fort +18, Ref +12
Hardness 16; HP 58 (BT 29); Immunities critical hits, object
immunities, precision damage
Eviscerate [reaction] (attack); Trigger Weight is removed from the
trapped floor tile; Effect Blades extend from the floor,
ceiling, and walls of the surrounding hallways to eviscerate
all creatures in the area, dealing 4d8+10 slashing damage
(DC 29 basic Reflex save). Creatures that critically fail also
take 1d6 persistent bleed damage.

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ENCOUNTER C (LEVELS 7–8) Scaling Encounter C
To adjust for the PCs’ overall strength, make the following
RECKLESS AKITONIAN SCIENTISTS (2) CREATURE 6 adjustments. These adjustments are not cumulative.
UNCOMMON NE MEDIUM HUMAN HUMANOID 19–22 Challenge Points: Give both reckless
Perception +10 scientists 20 additional Hit Points.
Languages Akitonian 23–27 Challenge Points: Add one reckless scientist
Skills Acrobatics +12, Crafting +17, Deception +9, Engineering to the encounter.
Lore +15, Medicine +10, Stealth +12, Underworld Lore +13 28–32 Challenge Points: Add one reckless scientist
Str +1, Dex +4, Con +5, Int +5, Wis +2, Cha –1 to the encounter and give all three reckless scientists
Infused Items A reckless scientist carries the following infused 20 additional Hit Points.
items: 2 moderate acid flasks, 2 moderate alchemist’s fires, 33+ Challenge Points: Add two reckless scientists
1 lesser bomber’s eye elixir, 3 lesser elixirs of life, and 2 to the encounter.
moderate frost vials. These items last for 24 hours, or until
the next time the scientist makes their daily preparations.
Items work coat (functions as padded armor), +1 sickle, alchemist’s
tools, bandolier, moderate antidote, moderate antiplague
AC 23; Fort +17, Ref +14, Will +10; +1 status to all saves vs. poison
HP 92; Resistances poison 5
Unstable Compounds When an attacker scores a critical hit
against the reckless scientist, one of the scientist’s poorly
stowed alchemical items bursts. The GM determines the
item randomly. If it was a bomb, the scientist takes damage
from the bomb, and any creature adjacent to the scientist
takes the splash damage. Any other item is simply wasted.
Speed 25 feet
Melee [one-action] sickle +17 (agile, finesse, magical, trip), Damage
1d4+7 slashing
Ranged [one-action] alchemical bomb +16 (range increment 20 feet,
splash), Effect varies by bomb
Quick Bomber [one-action] The reckless scientist Interacts to draw a
bomb, then Strikes with it.
Reckless Alchemy [one-action] (concentrate, manipulate) Requirements
The reckless scientist is holding a bomb or elixir; Effect
The reckless scientist combines the bomb with another
bomb or the elixir with another elixir. They can Interact to
draw a second bomb or elixir if necessary as part of this
action. They attempt a DC 28 Crafting check, destroying
both component items to create one new item. If a viable
resulting item isn’t used by the end of the scientist’s next
turn, it explodes as described under critical failure.
Critical Success The new item has the full effect of both
component items when used.
Success The new item combines both items, but halves
the effect of each. (This halves damage for bombs, the
amount of healing of elixirs of life, or the duration for
effects that can’t have their value halved. Details are
determined by the GM.)
Failure The new item is inert.
Critical Failure The new item immediately explodes, dealing
3d6 piercing damage to the reckless scientist.

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ENCOUNTER D (LEVELS 7–8) Scaling Encounter D
To adjust for the PCs’ overall strength, make the following
GLASS GOLEM CREATURE 8 adjustments. These adjustments are not cumulative.
UNCOMMON N LARGE CONSTRUCT GOLEM MINDLESS 19–22 Challenge Points: Give the glass golem 20
Pathfinder Bestiary 2 131 additional Hit Points.
Perception +14; darkvision 23–27 Challenge Points: Apply the elite adjustment
Skills Acrobatics +16, Athletics +19, Stealth +14 to the glass golem.
Str +5, Dex +4, Con +5, Int –5, Wis +0, Cha –5 28–32 Challenge Points: Apply the elite adjustment
AC 26; Fort +17, Ref +16, Will +14 to the glass golem; additionally, the glass golem has a
HP 135; Immunities bleed, death effects, disease, doomed, gem built into its forehead that ruptures the first time
drained, fatigued, healing, magic (see Golem Antimagic a PC critically misses an attack against it. If ruptured,
below), mental, necromancy, nonlethal attacks, paralyzed, the gem produces a 3rd-level fireball spell centered
poison, sickened, unconscious; Resistances physical 10 on the golem (DC 26). The spell activates the golem’s
(except adamantine or bludgeoning) fire-based healing from golem antimagic.
Golem Antimagic harmed by sonic (6d6, 2d6 from areas or 33+ Challenge Points: Add one glass golem to the
persistent damage); healed by fire (area 2d6 HP); slowed encounter.
by cold
Vulnerable to Shatter A glass golem is affected by the shatter
spell as though the golem were an unattended object.
Spell Reflection [reaction] (abjuration, arcane) Trigger The glass
golem is targeted by a spell; Effect The glass golem
positions its magical, reflective surfaces to turn the spell
back on the caster. It tries to counteract the spell by
attempting an Acrobatics check for its counteract check.
If it successfully counteracts the spell, the effect is turned
back on the caster.
Speed 25 feet
Melee [one-action] bladed limb +20 (agile, magical, versatile P), Damage
2d6+8 slashing plus 1d6 bleed
Dazzling Brilliance [two-actions] (evocation, light, visual) The glass
golem creates waves of scintillating luminosity that cast
bright light in a 60-foot emanation (and dim light for the next
60 feet). The light lasts until the start of the glass golem’s
next turn, after which the golem can’t use Dazzling Brilliance
for 1d4 rounds. A creature within the bright light or that
enters the bright light must attempt a DC 23 Will save.
Success The creature is unaffected.
Failure The creature is dazzled for 1 round.
Critical Failure The creature is blinded for 1 round and then
dazzled for an additional 4 rounds.

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ENCOUNTER E (LEVELS 7–8) Scaling Encounter E
To adjust for the PCs’ overall strength, make the following
QUATOIDS (2) CREATURE 7 adjustments. These adjustments are not cumulative.
LN SMALL AQUATIC ELEMENTAL WATER 19–22 Challenge Points: Give the quatoids 20
Pathfinder Bestiary 152 additional Hit Points.
Perception +18; darkvision 22–27 Challenge Points: Add one quatoid to the
Languages Aquan, Common encounter.
Skills Athletics +15, Diplomacy +12, Elemental Lore +17, 28–32 Challenge Points: Add one quatoid to the
Occultism +17, Society +17, Stealth +13 encounter and give all three quatoids 20 additional
Str +4, Dex +2, Con +0, Int +4, Wis +3, Cha +1 Hit Points.
AC 25; Fort +13, Ref +15, Will +18 33+ Challenge Points: Add two quatoids to the
HP 120; Immunities bleed, paralyzed, poison, sleep; encounter.
Resistances bludgeoning 5, fire 5
Calming Bioluminescence (aura, emotion, mental, visual) 30
feet. The aura sheds dim light. Creatures in the emanation
gain a +2 circumstance bonus to saving throws against
emotion effects. The quatoid can activate or deactivate the
aura as a single action, which has the concentrate trait.
Speed 25 feet, swim 25 feet
Melee [one-action] tentacle +16 (reach 10 feet), Damage 2d12+6
bludgeoning plus Grab
Primal Innate Spells DC 27, attack +17; 2nd hydraulic push
(at will)
Constrict [one-action] 1d12+6 bludgeoning, DC 25

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ENCOUNTER F (LEVELS 7–8) Scaling Encounter F
To adjust for the PCs’ overall strength, make the following
ARABUK YEARLINGS (4) CREATURE 3 adjustments. These adjustments are not cumulative.
RARE N MEDIUM ANIMAL 19–22 Challenge Points: Give each arabuk yearling
Perception +9; darkvision, snow vision 20 additional Hit Points.
Skills Athletics +9, Stealth +8, Survival +7 23–27 Challenge Points: Add one arabuk to the
Str +4, Dex +3, Con +3, Int –4, Wis +2, Cha +1 encounter.
Cold Adaptation The arabuk reduces the effects it suffers 28–32 Challenge Points: Add one arabuk to
from cold environments by one step. the encounter and give each arabuk yearling 20
Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores additional Hit Points.
concealment from snowfall. 33+ Challenge Points: Add two arabuks to the
AC 18; Fort +12, Ref +10, Will +7 encounter.
HP 48; Resistances sonic 5
Speed 30 feet
Melee [one-action] jaws +12, Damage 2d8+4 piercing Dominance Display [two-actions] (auditory, concentrate, emotion,
Melee [one-action] antler +12, Damage 1d6+4 piercing plus 1d4 sonic enchantment, fear, mental, primal) Frequency once per
Ranged [one-action] antler reverberation +11 (range increment 15 feet, hour; Effect The arabuk postures and roars. All non-arabuk
sonic), Damage 2d6 sonic creatures within 30 feet must attempt a DC 23 Will save.
Pounce [one-action] The arabuk Strides and makes a Strike at the end Critical Success The creature is unaffected and is
of that movement. If the arabuk began this action hidden, temporarily immune to this arabuk’s Dominance Display
it remains hidden until after this ability’s Strike. for 24 hours.
Reverb [reaction] (sonic) Trigger The arabuk hits a creature with an Success The creature takes 2d12 sonic damage.
antler Strike; Effect The arabuk snarls, causing its antlers Failure The creature takes 2d12+13 sonic damage and is
to reverberate and dealing an additional 1d4 sonic damage frightened 1.
to the creature struck. This is in addition to the normal Critical Failure The creature takes 2d12+13 sonic damage
damage from the antler Strike. and is frightened 2.
Snow Stride The arabuk ignores difficult terrain, greater Pounce [one-action] The arabuk Strides and makes a Strike at the end
difficult terrain, and uneven ground from non-magical ice of that movement. If the arabuk began this action hidden,
and snow. it remains hidden until after this ability’s Strike.
Reverb [reaction] (sonic) Trigger The arabuk hits a creature with an
MATURE ARABUK CREATURE 7 antler Strike; Effect The arabuk snarls, causing its antlers
RARE N LARGE ANIMAL to reverberate and dealing an additional 1d8 sonic damage
Perception +15; darkvision, snow vision to the creature struck. This is in addition to the normal
Skills Athletics +17, Stealth +15, Survival +15 sonic damage from the antler Strike.
Str +6, Dex +4, Con +4, Int –4, Wis +2, Cha +1 Snow Stride The arabuk ignores difficult terrain, greater
Cold Adaptation The arabuk reduces the effects it suffers difficult terrain, and uneven ground from non-magical ice
from cold environments by one step. and snow.
Snow Vision Snow doesn’t impair an arabuk’s vision; it ignores
concealment from snowfall.
AC 24; Fort +18, Ref +16, Will +12
HP 120; Resistances sonic 10
Speed 30 feet
Melee [one-action] jaws +18, Damage 2d12+6 piercing
Melee [one-action] antler +18, Damage 1d12+6 piercing plus 1d8 sonic
Ranged [one-action] antler reverberation +16 (range increment 30 feet,
sonic), Damage 2d12 sonic and deafening echo
Deafening Echo On a critical hit with an antler reverberation
Strike, the target is deafened for 1 minute.

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ENCOUNTER G (LEVELS 7–8) Scaling Encounter G
To adjust for the PCs’ overall strength, make the following
BERGWORM TYRANTS (3) CREATURE 5 adjustments. These adjustments are not cumulative.
RARE N MEDIUM ANIMAL 23–27 Challenge Points: Add one bergworm tyrant
Perception +10; tremorsense 30 feet to the encounter.
Skills Athletics +13, Stealth +12 28–32 Challenge Points: Add two bergworm
Str +5, Dex +3, Con +4, Int –4, Wis +1, Cha +0 tyrants to the encounter.
AC 21; Fort +15, Ref +12, Will +9 33+ Challenge Points: Add three bergworm tyrants
HP 85; Immunities cold; Weaknesses fire 8 to the encounter.
Icicle Hide A creature that hits a bergworm tyrant with an
unarmed Strike or a non-reach melee Strike takes 2d6
piercing damage (DC 19 basic Reflex save). On a critical
failure, the creature also takes 1d6 persistent cold damage.
Speed 30 feet, ice burrow 20 feet
Melee [one-action] jaws +15, Damage 1d10+5 piercing plus 1d8 cold
and Grab
Gnaw [one-action] Requirements The bergworm tyrant has a creature
grabbed from its jaws Strike; Effect The bergworm tyrant
gnaws on the target creature, burrowing through its flesh
and freezing its skin. This deals 1d10 piercing damage and
1d8 cold damage. A creature that takes cold damage in
this way is clumsy 1 until it receives any kind or amount
of healing.
Ice Burrow The bergworm tyrant can Burrow through ice or
snow with a Speed of 20 feet. It moves at its full burrow Speed.

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ENCOUNTER H (LEVELS 7–8) Scaling Encounter H
To adjust for the PCs’ overall strength, make the following
DISPLACED ROBOTS (2) CREATURE 7 adjustments. These adjustments are not cumulative.
RARE N MEDIUM CONSTRUCT 23–32 Challenge Points: Add one displaced robot
Perception +15; darkvision to the encounter.
Languages Common 33+ Challenge Points: Add two displaced robots to
Skills Athletics +17, Crafting +13 the encounter.
Str +4, Dex +4, Con +6, Int +2, Wis +2, Cha –3
AC 24; Fort +18, Ref +15, Will +12
HP 100; Hardness 5; Immunities bleed, death effects, disease,
doomed, drained, fatigued, healing, necromancy, nonlethal
attacks, paralyzed, poison, sickened, unconscious;
Weaknesses electricity 10
Speed 25 feet
Melee [one-action] fist +18 (unarmed), Damage 2d10+8 bludgeoning
Ranged [one-action] laser beam +18 (range increment 60 feet), Damage
2d10+3 fire
Divert Power [one-action] The robot diverts additional power from one
of its weapon arrays to another. Choose one of the following
effects, which lasts until the end of the robot’s turn.
• The robot’s fist Strike deals an additional 1d10
electricity damage. The damage of its laser beam
Strike decreases to 1d10+3 fire.
• The robot’s laser beam Strike deals an additional 1d10
fire damage. The damage of its fist Strike decreases
to 1d10+8 bludgeoning.
Jolting Arc [two-actions] (electricity) The robot releases a surge of
energy, dealing 8d6 electricity damage to all adjacent
creatures (DC 22 basic Reflex save).

ETERNAL HALL HAZARD 7


MAGICAL TRANSMUTATION TRAP
Stealth DC 30 (expert)
Description Time distorts along this hallway, making the air
feel like sludge.
Disable Thievery DC 27 (trained) to disrupt the temporal
distortions, or dispel magic (4th level; counteract DC 25) to
disperse the temporal energy
Time Press [reaction] (occult, transmutation); Trigger A creature
enters the hall; Effect Time weighs upon the creature,
dealing 4d10+18 bludgeoning damage (DC 25 basic
Fortitude save). On a critical failure, the creature is slowed
1 for 4 rounds.

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ENCOUNTER I (LEVELS 7–8) Scaling Encounter I
To adjust for the PCs’ overall strength, make the following
SHOBHAD HUNTERS (3) CREATURE 6 adjustments. These adjustments are not cumulative.
RARE N LARGE HUMANOID SHOBHAD 19–22 Challenge Points: Give each of the shobhad
Perception +16; darkvision hunters 20 additional Hit Points.
Languages Akitonian, Shobhad 23–27 Challenge Points: Add one shobhad hunter
Skills Acrobatics +12, Athletics +15, Intimidation +10, Nature to the encounter.
+14, Stealth +12, Survival +14 28–32 Challenge Points: Add one shobhad hunter
Str +5, Dex +2, Con +4, Int +0, Wis +4, Cha +0 to the encounter and give each of the shobhad
Items falchion, javelins (5), leather armor, steel shield hunters 20 additional Hit Points.
(Hardness 5, HP 20, BT 10) 33+ Challenge Points: Add two shobhad hunters to
Cold Adaptation Shobhads reduce the effects they suffer the encounter.
from cold environments by one step.
AC 21; Fort +16, Ref +12, Will +14
HP 115
Ferocity [reaction]
Shield Block [reaction]
Speed 30 feet
Melee [one-action] falchion +17 (forceful, reach 10 feet, sweep), Damage
1d10+9 slashing
Ranged [one-action] javelin +14 (range increment 30 feet, thrown),
Damage 1d6+9 piercing
Determined Charge [two-actions] The shobhad Strides, ignoring non-
magical difficult terrain and uneven ground. If the shobhad
ends their movement within melee reach of at least one
enemy, they can make a melee Strike against that enemy.
Four-Armed Shobhads have four arms, which allows them to
wield and hold up to four hands’ worth of weapons and
equipment. While this increases the number of items they
can have at the ready, it doesn’t increase the number of
actions shobhads can take during combat.
Hunt Prey [one-action] (concentrate) The shobhad hunter designates
a single creature they can see and hear, or one they’re
Tracking, as their prey. The shobhad gains a +2 circumstance
bonus to Perception checks to Seek the prey and to Survival
checks to Track the prey. The shobhad hunter also ignores
the penalty for making ranged attacks within their second
range increment against the prey they are hunting. These
effects last until the shobhad uses Hunt Prey again.
Precision Edge The first time a shobhad hunter hits their
hunted prey in a round, they deal an additional 1d8
precision damage.

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MISSION 1 (LEVELS 7–8) Scaling Mission 1
To adjust for the PCs’ overall strength, make the following
TEMPORAL ECHOES (2) CREATURE 6 adjustments. These adjustments are not cumulative.
RARE CE MEDIUM UNDEAD 23–32 Challenge Points: Add one temporal echo to
Perception +14; darkvision the encounter.
Skills Acrobatics +12, Athletics +15, Stealth +12 33+ Challenge Points: Add two temporal echoes to
Str +5, Dex +4, Con +3, Int –1, Wis +2, Cha +0 the encounter.
AC 23; Fort +13, Ref +16, Will +14
HP 95 (negative healing); Immunities death effects, disease,
paralyzed, poison, unconscious
Speed 25 feet
Melee [one-action] fist +15 (unarmed), Damage 2d8+9 bludgeoning
Distort Form [one-action] (occult, transmutation) The temporal echo
shifts rapidly between multiple timelines, becoming
concealed. As the nature of this effect leaves the echo’s
location obvious, it can’t use this concealment to Hide or
Sneak. This effect lasts for 1 minute, or until the temporal
echo is dealt physical damage, whichever comes first.
Temporal Shudder [two-actions] (occult, transmutation) The temporal
echo screams, causing time to shudder and bend around
it. All creatures in a 10-foot emanation take 7d6 mental
damage (DC 21 basic Will save). Creatures that fail the
saving throw are slowed 1 for 1 round. The temporal echo
can’t use Temporal Shudder again for 1d4 rounds.

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MISSION 3 (LEVELS 7–8) Scaling Mission 3
To adjust for the PCs’ overall strength, make the following
MOKELE-MBEMBE CREATURE 9 adjustments. These adjustments are not cumulative.
UNCOMMON N HUGE ANIMAL 19–22 Challenge Points: Add one elite hadrosaurid
Pathfinder Bestiary 3 171 to the encounter.
Perception +15; darkvision, scent (imprecise) 30 feet 23–27 Challenge Points: Add two elite hadrosaurids
Skills Athletics +20, Stealth +19, Survival +17 to the encounter.
Str +7, Dex +4, Con +6, Int –4, Wis +2, Cha +0 28–32 Challenge Points: Add three elite
AC 27; Fort +21, Ref +15, Will +17 hadrosaurids to the encounter.
HP 172 33+ Challenge Points: Add one mokele-mbembe to
Speed 30 feet, swim 30 feet the encounter.
Melee [one-action] jaws +22 (reach 15 feet), Damage 2d12+10 piercing
Melee [one-action] tail +22 (agile, reach 20 feet), Damage 2d6+10
bludgeoning
Melee [one-action] foot +22 (reach 10 feet), Damage 2d8+10
bludgeoning
Trample [three-actions] Large or smaller, foot, DC 28
Whip Tail [two-actions] (incapacitation, sonic) The mokele-mbembe
cracks its tail, creating a sonic boom in a 5-foot burst
centered on a corner within reach of its tail Strike. Each
creature in the burst’s area must attempt a DC 28 Fortitude
save. Mokele-mbembes are immune.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned 3.

ELITE HADROSAURID (0) CREATURE 5


UNCOMMON N HUGE ANIMAL
Variant hadrosaurid (Pathfinder Bestiary 2 6, 82)
Perception +15, low-light vision, scent (imprecise) 30 feet
Skills Athletics +14, Stealth +12
Str +6, Dex +2, Con +3, Int –4, Wis +1, Cha +0
AC 23; Fort +14, Ref +12, Will +13
HP 80
Speed 30 feet
Melee tail +16 (reach 15 feet), Damage 2d6+10 bludgeoning
Melee foot +14 (reach 15 feet), Damage 2d4+10 bludgeoning
Sprint [two-actions] Frequency once per minute; Effect The hadrosaurid
Strides twice. It has a +20-foot circumstance bonus to its
Speed during these Strides.
Trample [three-actions] Large or smaller, foot, DC 23

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MISSION 5 (LEVELS 7–8) Scaling Mission 5
To adjust for the PCs’ overall strength, make the following
HOUNDS OF TINDALOS (3) CREATURE 7 adjustments. These adjustments are not cumulative.
RARE NE MEDIUM ABERRATION TIME 19–22 Challenge Points: Give each hound of
Pathfinder Bestiary 2 146 Tindalos 20 additional Hit Points.
Perception +17, greater darkvision 23–27 Challenge Points: Add one hound of Tindalos
Languages Aklo to the encounter.
Skills Acrobatics +17, Athletics +15, Occultism +17, Stealth +17, 28–32 Challenge Points: Add two hounds of
Survival +13 (+17 to Track) Tindalos to the encounter.
Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2 33+ Challenge Points: Add two hounds of Tindalos
AC 25; Fort +13, Ref +17, Will +15 to the encounter and give each hound of Tindalos 20
HP 90; Immunities controlled, emotion; Resistances mental additional Hit Points.
10, physical 10, poison 10
Otherworldly Mind (mental) Whenever a creature targets the
hound with a mental effect, that creature takes 4d6 mental
damage (DC 25 basic Will save). On a critical failure, it also
becomes confused for 1d4 rounds.
Ripping Gaze (aura, evocation, occult, visual) 30 feet. The
hound of Tindalos’s eyes glow balefully, causing painful
but bloodless wounds to rip open in the body of a creature
that meets its awful gaze. When a creature ends its turn in
the emanation, it takes 4d6 slashing damage (DC 25 basic
Fortitude save). A creature that critically succeeds at its
save is temporarily immune for 24 hours.
Vulnerable to Curved Space When a hound of Tindalos is
not adjacent to a structural angle of 90º (or more acute),
its resistance to physical damage is suppressed and it
becomes sickened 1. It can’t recover from this sickened
condition, but the condition ends automatically once the
hound is again adjacent to a suitable angle.
Speed 30 feet, fly 30 feet
Melee [one-action] jaws +17, Damage 2d10+7 piercing
Melee [one-action] claw +17 (agile), Damage 2d8+7 slashing
Occult Innate Spells DC 21; 8th discern location; 4th dimensional
anchor; 3rd haste, slow; 2nd invisibility (self only)
Angled Entry [one-action] The hound of Tindalos casts a 4th-level
dimension door spell, but it must transport itself into a space
adjacent to an angle of 90º (or more acute) in the structure
or environment around it. For example, it could teleport to
a space adjacent to a wall (using the angle between the wall
and floor) or a corner in a room, or adjacent to a sizable tree
growing straight up out of the ground, but not to a flat plain
or a room with only curved corners and edges.
Once per day, the hound can use this ability to plane
shift to or from the Dimension of Time, with the same
restrictions on what angles it can appear next to.

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Fate in the Future
MISSION 6 (LEVELS 7–8) Scaling Mission 6
To adjust for the PCs’ overall strength, make the following
OVERLOADING ARCH HAZARD 9 adjustments. These adjustments are not cumulative.
COMPLEX ELECTRICITY EVOCATION MAGICAL TRAP 19–27 Challenge Points: Increase the DC for Reflex
Stealth DC 0 saves against the trap by 1 and the damage of its
Description The Eternity Arch sparks with electricity, releasing routine by 2.
bolts of lightning at each of the four largest time rifts. 28+ Challenge Points: Increase the DC for Reflex
Disable Thievery DC 30 (expert), DC 28 Arcana, Nature, saves against the trap by 2 and the damage of its
Occultism, or Religion (expert) to seal each of the four time routine by 4.
rifts, Crafting DC 30 (trained) to divert the lightning to
another source, or dispel magic (4th level; counteract DC
26) to counteract each time rift.
Shock [free-action] Trigger A creature approaches within 10 feet of
one of the time rifts; Effect The triggering creature takes
1d12 electricity damage (DC 28 basic Reflex save). The
overloading arch rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled time rift. On each of the trap’s actions, the Eternity
Arch releases a bolt of lightning that activates a time rift,
dealing 2d12 electricity damage to all creatures in a 10-foot
emanation around that rift (DC 28 basic Reflex save). It can
release a bolt at each active time rift no more than once
each turn.

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Fate in the Future
Appendix 3: Game Aids

Armeline jirneau urwal


Calisro Benarry ashasar

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Fate in the Future
Appendix 3: Game Aids

Janira Gavix Eando Kline


Eternity Arch Heraxia

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Appendix 3: Game Aids

Temporal Echo

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Fate in the Future
Handout 1: Announced Condition list
There are nine conditions the House GM might announce, each tied to the House completing an objective in one
of the nine mission locations. These conditions grant each table a single-use benefit that the players can choose to
activate as a group.
Constructs Destroyed: Learning from their experience fighting constructs, the Pathfinders bypass the defenses
of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the
creatures lose those defenses for 1 round.
Local Alliance: The expedition’s new allies share their knowledge of the region with the Pathfinders, allowing the
Pathfinders to get the jump on their enemies. At the beginning of one combat encounter, all enemies are flat-footed
to the Pathfinders for 1 round.
Lore Discovered: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat
encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that
encounter.
Pathfinder Found: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that
chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling
initiative.
Predators Destroyed: The party is accustomed to fighting on ice. During one encounter, they ignore difficult
terrain and uneven ground.
Supplies Discovered: Couriers dispatch the useful equipment discovered in the ruins to the Pathfinders. Each PC
may select one consumable they’ve used this mission; they gain one additional consumable of the same kind and
level.
Temporal Visions: The Pathfinders have seen the future! Once during the remainder of the adventure, each PC
can reroll one attack roll, skill check, or saving throw. This is a fortune effect.
Time Rift Sealed: The party is filled with residual temporal energy from the time rift. During one encounter, they
are quickened 1.
Upper Ruins Discovered: The players each gain 1 Hero Point.

Handout 2: Perils of the Past Tracking Sheet


This reference for House GMs includes all of the results from this scenario that could impact events in Starfinder
Society Scenario #3-99: Perils of the Past. Check the appropriate boxes below to represent how successfully the
House completes certain tasks. If Perils in the Past is being run at the same convention or event, pass this sheet
on to the House GM for that event.
Part 1: Did the House achieve the Pathfinder Found condition?
▫ Yes (In Perils of the Past, the Survivors condition is in effect).
▫ No (No effect on Perils of the Past).
Part 2: Did the House achieve the Supplies Discovered condition?
▫ Yes (In Perils of the Past, the Supply Cache condition is in effect)
▫ No (No effect on Perils of the Past).
Part 3: The House moved on to Part 4 because:
▫ they earned enough Aid Mission successes (In Perils of the Past, the Advantageous Anomaly condition is in effect).
▫ time ran out (No effect on Perils of the Past).
Part 4: The House moved on to the Conclusion because:
▫ they earned enough Wave successes (In Perils of the Past, the Arrow of Time condition is in effect).
▫ time ran out (No effect on Perils of the Past).

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Fate in the Future
Organized Play CHRONICLE SHEET
Unlike a typical scenario, Fate in the Future does not have
Treasure Table Treasure Bundles. PCs automatically earn the amount of
gold listed above for completing the scenario.
LEVEL TREASURE BUNDLE
5 100 gp CHALLENGE POINTS
6 150 gp Challenge Points are a system for scaling the difficulty
7 220 gp of encounters appropriately for groups of mixed size
8 300 gp and level. Total up the number of Challenge Points your
group has.
CP TOTAL LEVEL RANGE 5th-level PCs = 2 points each
6th-level PCs = 3 points each
8-14 5–6
7th-level PCs = 4 points each
16–18 (5+ players) 5–6 8th-level PCs = 6 points each
16–18 (4 players) 7–8 Now use the table below to determine which level
19+ 7–8 range is appropriate for your PCs. Level 5–6 encounters
appear in Appendix 1, and level 7–8 encounters appear
in Appendix 2.

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Fate in the Future

Event Reporting Form


Date Event Code:

Location

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


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy

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

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

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

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

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

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Fate in the Future
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Pathfinder Society Scenario


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Scenario #3-99:
Fate in the Future (Levels 5-8)

2
Character Name Organized Play # Character #

Adventure Summary
Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled
into the Society’s Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the
area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known
as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the
future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to
return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know.

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 paizo.com for special character boons,
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to XP Gained
paizo.com/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
This adventure qualifies you for a unique Achievement Point boon: Time Traveler.
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 Downtime

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: XOUZ
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club

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