1 of 54

Act 11

Caravan Route�

29 GM Conditions Reference

30 Area Overview

31-34 Encounter maps

Temple Route�

35 Area Overview

36-40 Encounter maps

Act 111

The Threshold�

43 Encounter Map

Tokens & Art

44-45 Aspis

46 Labyrinth

47 Sunken Halls

48 Unsealed WWay

49-51 Caravan Way

52-53 Temple Route

Act 1

Arrival at Base Camp�

2 Character References

5 Mission Briefing

6 Resting & Travel Handout

7 Locations Handout

8 GM Conditions Reference

The Labyrinth�

10 Area Overview

11-14 Encounter Maps

The Sunken Halls�

15 Area Overview

16-19 Encounter maps

The Unsealed Way�

20 Area Overview

21-24 Encounter Maps

Aspis Encounters�

25-27 Encounter maps

Pallid Peril, tier 1-4

2 of 54

Name

Pronouns

Hero Points

# Used:

# Given by GM:

ChP / 1-4

Name

Pronouns

Hero Points

# Used:

# Given by GM:

Name

Pronouns

Hero Points

# Used:

# Given by GM:

Name

Pronouns

Hero Points

# Used:

# Given by GM:

Name

Pronouns

Hero Points

# Used:

# Given by GM:

Name

Pronouns

Hero Points

# Used:

# Given by GM:

Expedition Into Pallid Peril

3 of 54

Marching Order

Place your token on the grid as if marching towards the scary monster. I will use this as a general guide for setting up combat.

4 of 54

Arrival at Base Camp

5 of 54

6 of 54

Switching Locations� To switch locations you have to go back to base camp and you must rest for the night. During this time you can prepare new spells and make purchases.

It takes 30 minutes of travel to switch locations or get to any encounter within any location area.

Purchases� You can make purchases at the start of the adventure or when you return to the base camp.

You can purchase common equipment from the Pathfinder Core Rulebook of up to your level.

In addition to equipment, you can purchase spellcasting services to remove negative conditions.

Purchases, Travel & Rest

7 of 54

The Labyrinth� “At the end of these passageways is a sort of door. A tombstone stretches from floor to ceiling and seals off the next set of halls. It reacts to the touch, but we haven’t found a way to open it yet.”

Sunken Halls� “Strangely, one of our members heard a voice coming from the lake. When we went to examine it, we found a tunnel at the bottom of the lake. We secured the area but turned back when we found carnivorous fish.”

The Unsealed Way� “We used the rest of our munitions to clear the rubble from these hallways. They seem clear enough now, but we can’t figure out why it was sealed before. We recommend a larger team investigate.”

Scouting Reports

8 of 54

Allies Gathered� The reputation of the Pathfinder Society precedes the PCs. Reduce the DCs of any skill checks when interacting with Bolkanga or the Sisters by 2.

Creatures Abated� �The steady wave of explorers has damaged the creatures that live under the mountain. At the start of the next combat, reduce one enemy creature’s Hit Points by 25%. This condition only applies to a combat in the current Act.

Hazards Identified� �Other Pathfinder Society teams have noted where hazards appear. Reduce the Stealth DCs and Stealth modifiers for all hazards in the current Act by 2.

Fortifications� Fortification I

You can purchase spellcasting services for any common spell in the Pathfinder Core Rulebook of up to you level at a 10% discount (gold only).

Fortification II

You can purchase any common item of up to your level to which you have access at the base camp.

In addition, you all receive a free healing potion or oil of unlife with an item level of up to your level. The potion includes a tag advertising Hands-Off Healing.

Fortification III

You can rest for 8 hours without having to report a rest.

GM Reference: Act 1 Conditions

9 of 54

The Labyrinth

10 of 54

Area A: The Labyrinth

11 of 54

A1: The Tombstone Door

12 of 54

A2: The Shrouded Halls

13 of 54

A3: Carved Guard Room

14 of 54

A4: The Repository

15 of 54

Area B: Sunken Halls (Lower)

16 of 54

Underwater Combat

�• You’re flat-footed unless you have a swim Speed.

• You gain resistance 5 to acid and fire.

• You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.

• Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.

• You can’t cast fire spells or use actions with the fire trait while underwater.

• Swim/Climb DC is 10

B1: The Sunken Antechamber

17 of 54

B2: Sunken Threshold

Light/Barricades

Hallway

Mysterious Hole

18 of 54

B3: Bolkanga’s Room

19 of 54

B4: The Tides Room

20 of 54

Area C: The Unsealed Way

21 of 54

C1: Sliding Room

22 of 54

C2: Crossroads

23 of 54

C3: The Sisters

24 of 54

C4/5: Routes

25 of 54

Aspis Events

26 of 54

Area A: Extra Aspis Event

27 of 54

Area B: Extra Aspis Event

28 of 54

Act 2: Final Exploration

29 of 54

GM Reference: Act 2 Conditions

Creatures Abated� The steady wave of explorers has damaged the creatures that live under the mountain. At the start of the next combat, reduce any enemy creature’s hit points by 25%. This condition can only apply to a combat in the current Act.

Hazards Identified� Other Pathfinder Society teams have uncovered hazards in the ruins and provided notes on their locations. For all hazards in the current Act, reduce their Stealth DCs and Stealth modifiers by 2.

30 of 54

D: Caravan Route (full)

31 of 54

D1: The Consumed Chamber

32 of 54

D2: The Icebox

33 of 54

D3: The Scavenger’s Sanctum

34 of 54

D3: The Scavenger’s Sanctum (alternate)

35 of 54

E: The Temple Route (full)

36 of 54

E1: Droskar’s Altar

37 of 54

E2: The Crumbling Sanctum

38 of 54

E3: Duergar Ambush

39 of 54

E2 & E3

40 of 54

D3: The Scavenger’s Sanctum (alternate)

41 of 54

Act 2: Final Exploration

42 of 54

43 of 54

44 of 54

Enemy Art & Tokens

45 of 54

Aspis Agents (1/2)

Agent/Recruit

Usurper/Enforcer

46 of 54

Aspis Agents

Warden

Defender

47 of 54

A3: Carved Guardroom

Wailing Ghost

Broom

48 of 54

B1: Sunken Antechamber

Reefclaw

Pufferfish

Bunyip

49 of 54

C2: The Crossroads

Skeleton Guard

Skeleton Warrior

Skeleton Champion

50 of 54

C2: The Consumed Chamber

Giant Amoeba

Slime Mold

Gelatinous Cube

51 of 54

D3: Scavenger’s Sanctum (low)

Rat Swarm

Giant Rat

52 of 54

D3: Scavenger’s Sanctum (high)

Centipede Swarm

Hunting Spider

53 of 54

E1: Droskar’s Altar

Weak Abrikandilus

Half-Formed Abrikandilus

Abrikandilus

Dretch

54 of 54

E3: Duergar Ambush

Sharpshooter

Bombadier

Taskmaster