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
Name
Pronouns
Hero Points
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# Given by GM:
ChP / 1-4
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Hero Points
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Name
Pronouns
Hero Points
# Used:
# Given by GM:
Name
Pronouns
Hero Points
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# Given by GM:
Name
Pronouns
Hero Points
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Pronouns
Hero Points
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Expedition Into Pallid Peril
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.
Arrival at Base Camp
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
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
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
The Labyrinth
Area A: The Labyrinth
A1: The Tombstone Door
A2: The Shrouded Halls
A3: Carved Guard Room
A4: The Repository
Area B: Sunken Halls (Lower)
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
B2: Sunken Threshold
Light/Barricades
Hallway
Mysterious Hole
B3: Bolkanga’s Room
B4: The Tides Room
Area C: The Unsealed Way
C1: Sliding Room
C2: Crossroads
C3: The Sisters
C4/5: Routes
Aspis Events
Area A: Extra Aspis Event
Area B: Extra Aspis Event
Act 2: Final Exploration
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.
D: Caravan Route (full)
D1: The Consumed Chamber
D2: The Icebox
D3: The Scavenger’s Sanctum
D3: The Scavenger’s Sanctum (alternate)
E: The Temple Route (full)
E1: Droskar’s Altar
E2: The Crumbling Sanctum
E3: Duergar Ambush
E2 & E3
D3: The Scavenger’s Sanctum (alternate)
Act 2: Final Exploration
Enemy Art & Tokens
Aspis Agents (1/2)
Agent/Recruit
Usurper/Enforcer
Aspis Agents
Warden
Defender
A3: Carved Guardroom
Wailing Ghost
Broom
B1: Sunken Antechamber
Reefclaw
Pufferfish
Bunyip
C2: The Crossroads
Skeleton Guard
Skeleton Warrior
Skeleton Champion
C2: The Consumed Chamber
Giant Amoeba
Slime Mold
Gelatinous Cube
D3: Scavenger’s Sanctum (low)
Rat Swarm
Giant Rat
D3: Scavenger’s Sanctum (high)
Centipede Swarm
Hunting Spider
E1: Droskar’s Altar
Weak Abrikandilus
Half-Formed Abrikandilus
Abrikandilus
Dretch
E3: Duergar Ambush
Sharpshooter
Bombadier
Taskmaster