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You Only Die Twice

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182 views22 pages

You Only Die Twice

Uploaded by

Lucas Lanna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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A Pathfinder Societ y Scenar io for Tiers 5–9

You Only Die Twice


By R . Hyrum Savage
You Only Die Twice
Pathfinder Society Scenario 2–25
Design: R. Hyrum Savage
Development: Mark Moreland
Editing: Christopher Carey
Senior Art Director: Sarah Robinson
Layout: Crystal Frasier
Interior Artists: Eric Belisle and Mike Capprotti
Cartographers: Corey Macourek and Rob Lazzaretti

Publisher: Erik Mona


Paizo CEO: Lisa Stevens
Vice President of Operations: Jeffrey Alvarez
Director of Sales: Pierce Watters
Finance Manager: Christopher Self
Staff Accountant Kunji Sedo
Technical Director: Vic Wertz
Marketing Director: Hyrum Savage

This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and
Pathfinder Roleplaying Game Bestiary 2. These rules can be found online as part of the Pathfinder Roleplaying Game
Reference Document at paizo.com/pathfinderRPG/prd.

Pathfinder Society Scenario 2–25: You Only Die Twice is a Pathfinder Society Scenario designed for 5th- to 9th-level
characters (Tiers 5–7 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily
be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for
use with the Pathfinder Roleplaying Game.

The OGL can be found on page 21 of this product.


Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com/pathfindersociety

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery
are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting,
Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC.
© 2011 Paizo Publishing, LLC.
®


You Only Die Twice
By R. Hyrum Savage

T
he kingdom of Geb began as a colony of Ancient
Osirion and took its name from the exiled Osirani Where on Golarion?
necromancer who became the land’s ruler. Until You Only Die Twice takes place in the kingdom of Geb,
the coming of the Archmage Nex, Geb was a reasonably along the border and outside and city of Graydirge. The
peaceful nation. When Nex pushed his expansion undead kingdom is located in southern Garund between
southward into the nation of Geb, however, he ignited the magic-blasted Mana Wastes and the uncharted expanse
the most infamous magical rivalry in Golarion’s history. of the Mwangi to the south. A nation ruled by undead and
During one of the most deadly exchanges of spell power, bolstered by zombie armies and human chattel, Geb is
Geb sucked the life from most of the land surrounding a terrible nightmare nation where few mortals willingly
the cities of neighboring Nex. In return, Nex blighted the travel. For more information on the nation of Geb, see
lands of Geb with a series of cataclysms that decimated the Pathfinder Campaign Setting hardcover The Inner Sea
the population. Geb responded by animating the World Guide, available wherever books are sold and online
casualties into legions of the walking dead. Thus began at paizo.com.
the kingdom of Geb’s reliance upon the undead. Later,
Spellscar Desert
after another vicious attack in 576 ar, Nex disappeared
completely into an extradimensional refuge; no trace
of him ever reappeared. Geb was so distraught about Ge b
missing the chance to vanquish his centuries-old rival
that he committed ritual suicide. His self-sacrifice was Graydirge • • Corpselight
to no avail, however, and Geb’s rage, disappointment,
and necromantic connections led to him returning to Ax an Wood
Golarion as a ghost. From this point on, the undead
became increasingly prevalent in day-to-day life in Geb,
ruled by their ghostly lord and his consort, the Harlot
Queen Arazni.
The Pathfinder Society has had a longtime interest
in Geb, but the special nature of the kingdom has made of Geb, a book written by the powerful necromancer
it difficult to organize missions there—that is, until in ages past. The Testament of Geb was rumored to be
a simple researcher named Joktan Heth discovered a a guide to the creation of many new types of undead,
unique magic item that would make such missions including the dreaded ghoul worm. The Decemvirate
possible. Joktan was a student of history, specializing in agreed to his petition and Joktan quickly made his way
the war between Geb and Nex, Geb’s ancient writings into to the Testament’s suspected location, a small Urgathoan
the creation of undead, and the history of necromancy chapel in the town of Corpselight about 2 day’s journey
and undeath. He joined the Pathfinder Society early in east near the city of Graydirge.
his career and worked in the Grand Lodge’s massive Three weeks ago, Joktan managed to find the book, but
vault, helping catalog myriad artifacts and magical before he could escape back to Skyreach, he was killed
items. It was in the Repository that he discovered the by a group of zealous Pharasmins conducting a raid into
Chalice of Undeath, an enchanted cup with the power to the undead heart of the ghastly nation. They mistook
give the imbiber the qualities of an undead creature the transformed Pathfinder and his companions for
while still remaining alive. Joktan petitioned the true undead and quickly dispatched them. Since Joktan
Decemvirate to allow him to use the Chalice to travel into is overdue in contacting the Society, Venture-Captain
the domain of the dead in order to find the Testament Ambrus Valsin has decided to send a rescue mission.

3
Pathfinder Society SCENario

Joktan’s dying thoughts were of his failure and the Pathfinder Society in Absalom. His message requesting
knowledge that would be lost to him. This ignoble death, assistance is cryptic, hinting at a dangerous mission into
combined with the dark powers of the book and the land of Geb, the domain of the dead. When the PCs arrive and
Geb itself, created a haunt in the location where Joktan and introduce themselves to one another, read the following
his companions were killed and caused Joktan to rise as a to get the adventure underway.
worm that walks. Utterly corrupted, his goal is to avenge
his death and destroy the Pharasmin crusaders who killed A booming voice calls out from the wood-paneled office’s open
him and to return to Absalom with an army of ghoul doorway. “Welcome! Welcome my friends! Please. Have a
worms to destroy Skyreach and the Pathfinder Society. seat.” The speaker, Venture-Captain Ambrus Valsin, points to a
number of chairs around his desk. He sounds friendly, but his
summary smile seems forced.
“I’m not one for beating around the bush, so let me lay it
Venture-Captain Ambrus Valsin sends the PCs to out for you. Three weeks ago, we lost contact with an expedition
Corpselight, a small village a few days’ travel outside the of Pathfinders sent into Geb, led by a researcher from Absalom
Gebbite city of Graydirge to discover the whereabouts of named Joktan Heth. He and the other members of his group
the missing Pathfinder Joktan Heth. Their mission is to were magically disguised as undead creatures and tasked with
ascertain the state of his mission, the whereabouts of the recovering an ancient tome known as the Testament of Geb,
Testament of Geb and, if possible, return it to Skyreach. purported to be a scholarly treatise on the creation of new types of
In order to facilitate the PCs’ infiltration of the undead undead—intended specifically for use on the battlefield. Joktan’s
nation, the PCs drink from the Chalice of Undeath, a magic mission was to sneak into the country, locate the Testament, and
item which transforms them into undead versions of bring it back to the Vaults. He’s overdue and we fear the worst.
themselves. Once the PCs arrive in Geb, they must make We need you to undergo the same process of disguise, infiltrate
their way to the town of Corpselight, and though they Geb, and learn the whereabouts of Joktan, his team, and most of
appear undead themselves, they are not immune to the all, the Testament. Pathfinders, time is of the essence. If that book
dangers of the ghastly land. falls into the wrong hands, it could destabilize the entire Inner
A press gang looking for conscripts for the undead army Sea region. We need that book and we have the utmost faith that
presents the first hazard. Led by a powerful marshal, the you’ll do what’s necessary to make sure we get it.
wight soldiers attempt to enslave the PCs as members of “Any questions?”
their legion, and the PCs must escape or defeat them to
avoid a future in servitude to Geb’s undead generals. Valsin allows the PCs to ask any questions they may
Corpselight is a farming town, with a distinctly have, but it is clear that this is an urgent matter and
Gebbite twist. While traditional crops are raised in the that he is worried about getting to Geb in time. Some
town, the primary export is humanoids used as food by questions the PCs may ask are as follows.
various intelligent undead throughout the kingdom. What is the Testament of Geb? “As far as we can determine,
While the PCs investigate the fate of Joktan in his last the Testament is a book or scroll written by the infamous
known location, a large group of Pharasmin zealots attack wizard-king Geb before he joined the ranks of the undead
the settlement—the same group that killed Joktan weeks who served him. Not only does it discuss in depth a number
earlier. From these crusaders, the PCs learn of Joktan’s of different types of undead, their creation, and their
fate and gain directions to the Urgathoan temple where weaknesses, but it also includes formulae for constructing
he believed the Testament of Geb to have been located. devastating undead weapons of war.
On their journey to the temple, the PCs encounter a How are we being disguised? “The Society has in
haunt created by the trauma of Joktan’s death. While its possession an item known at the Chalice of Undeath.
most of his mortal equipment lies with his body, several When used, it gives a creature the semblance of undeath,
items are missing, including the Testament of Geb. When while the creature remains alive and maintains full
they arrive at the temple they must deal with Joktan’s control of its soul. Our experiments here show that
worm-covered form, destroy the summoned ghoul worm, until the process is reversed—by drinking from the
and recover the Testament. Only then can they return to chalice again—you will have the semblance and aura
Skyreach and regain their living forms. of an undead, and be affected by magic that also affects
undead. Be warned that healing magic that affects living
Getting Started creatures will hurt you while you are in this state, just as
it would any true undead.”
Venture-Captain Ambrus Valsin calls the PCs to his Who is Joktan Heth? “Joktan Heth is a student a
office in Skyreach, the towering headquarters of the history, specializing in the war between Geb and Nex and

4
You Only Die Twice

the history of necromancy and undeath. He joined the


New Magic Item:
Pathfinder Society early in his career and worked in the
Vault helping catalog various artifacts and magical items. Chalice of Undeath
He discovered the Chalice of Undeath in the Repository Though the PCs won’t be able to acquire the chalice,
and petitioned the Decemvirate to allow him to use its here are its game statistics for GMs interested in how
powers to travel into Geb in order to find the legendary it works.
Testament of Geb. Chalice of Undeath
How will we get there? How will we get home? “The Aura strong necromancy; CL 20th
Society will teleport you to an isolated position in north- Slot none; Weight 1 lb.
central Geb, near the city of Graydirge but not near Description
enough that anyone should see you suddenly arrive. This chalice is carved out of a large animal bone and is
From there you will need to head toward Corpselight, engraved with symbols of life and death. If the chalice
a small farming town to the east of the city. Joktan was is filled with liquid, you can drink from the it and
convinced the Testament of Geb was there and that’s where gain the effects of an undead anatomy I spell (Ultimate
any clues as to his fate will be found. Once your mission Magic), which lasts for 20 minutes. If you first perform
is completed, send word via this magic token and we will a magical ritual (which takes 1 hour and requires 1,000
have you teleported back to Skyreach.” gp in reagents), the effect is permanent until dispelled
or reversed. A creature can reverse the transformation by
Knowledge (local or religion) drinking from the chalice again.
In addition to asking questions, some PCs may already Destruction
know some relevant information from their own studies. The chalice is destroyed if filled with vampire ichor and the
10–14 Geb is a nation ruled by the undead. Intelligent tears or blood of an outsider with the good subtype.
undead have the same rights as the living (or even more),
and the kingdom uses other undead as a form of cheap
labor and as expendable, renewable soldiers in the for Medium creatures, 1d4 for Small creatures), two
country’s armies. claw attacks (1d6 for Medium creatures, 1d4 for Small
15–19 Because of the nation’s dependence and creatures), darkvision 60 feet, and scent. In this form,
promotion of undeath, the faithful of Pharasma, goddess creatures detect as undead (such as with detect undead,
of death, often conduct raids into the country in an but not with magic that reveals their true form, such as
attempt to destabilize it, to destroy unholy sites, and true seeing) and are treated as undead for the purposes of
eliminate the undead abominations that call Geb home. channeled energy, cure spells, and inflict spells, but not
20+ Living creatures need to be careful while in Geb for other effects that specifically target or react differently
since they can become conscripts in the army, or used to undead (such as searing light). Small creatures gain a +1
as sustenance for the various types of undead within natural armor bonus, while Medium or larger creatures
the kingdom. gain a +2 natural armor bonus.
Once the ritual is completed, Valsin gives the party
Once all of their questions have been answered, Valsin eight potions of inflict moderate wounds (Tier 5–6) or eight
takes the PCs to a special room in Skyreach where they potions of inflict critical wounds (Tier 8–9). The PCs are then
may purchase a few last-minute items and then take teleported by a Society mage to Geb with whatever supplies
part in a special ritual (which the Society pays for), the they carry with them. The PCs are now on their own, in a
culmination of which is drinking from the Chalice of nation of undead, hoping to find their fellow Pathfinder.
Undeath. Animal companions, familiars, special mounts,
and the like may participate in the ritual as well, so Act 1: The Undead Army
they may accompany the PCs on this trip. Eidolons
do not need to partake in the ritual or drink from the (CR 7 or CR 10)
Chalice, as undead summoners in Geb don’t necessarily
have eidolons that appear undead, so there is no need to The world materializes into a hazy swamp, the few plants
disguise the eidolon of a PC summoner. within as dry and colorless as one would expect in a nation
As the PCs complete the ritual, give them the player ruled and inhabited by the undead. Ghostly pale moonlight
handout entitled Undead Anatomy on pages 19–20 that provides illumination and a mournful wind blows slowly from
explains the changes they should make to their characters the south, carrying with it the unmistakable sickly sweet scent
as a result of their undead transformation. All creatures of long-dead flesh mixed with newly spilt blood. Only the
undergoing the transformation gain a bite attack (1d6 sound of rustling brush breaks the tomblike silence.

5
Pathfinder Society SCENario

Corpselight Mire
1 square = 5 feet

GameMastery Flip-Mat: Swamp

The PCs arrive in the dank mire approximately 2 miles Have the PCs make DC 10 Perception checks to hear
north of the town of Corpselight in the middle of night; chanting in sync with the sounds of marching feet
their newly acquired darkvision should provide them slogging through the muck, approaching the PCs’
ample visibility at night. The swamp here, while wet and position from the north. The PCs may wish to hide
uncomfortable even to cold and clammy undead skin, in order to avoid detection. Have them make Stealth
never reaches a depth of more than 1-1/2 feet, and then checks opposed by Corvalos’ Perception check. If he
only rarely. spots the PCs, Corvalos questions them, wondering
Creatures: Though this location was chosen for its what a group of their size is doing in the countryside.
remote nature, the Pathfinder Society had no way to While he is looking for additional conscripts, he has
anticipate the presence of an undead press gang stalking been marching most of the night and wants to get to
the countryside around Graydirge searching for unwitting Corpselight as soon as possible, and thus is willing to
conscripts to bolster Geb’s undead legions. The small band let the PCs go if they’re reasonably diplomatic about it.
of soldiers led by a lieutenant named Corvalos traverses His attitude at the start of the encounter is indifferent
the region, rounding up wandering mindless undead and (Diplomacy DC 20).
conscripting intelligent undead that appear to be criminals If the PCs successfully change Corvalos’s attitude
or troublemakers. All members of the press gang wear torn to friendly, he allows them to go on their way with no
and filthy military uniforms, and one of the conscripts problems or further questions. If his attitude changes
bears the unit’s banner, which billows softly in the breeze. to hostile, he and his conscripts attack. If the PCs try

6
You Only Die Twice

to run away or begin to act in a hostile or intimidating Taldor faction PCs should be particularly interested
manner, he attacks. in the banner used by the unit; obtaining the exquisitely
crafted fabric earns them 1 Prestige Award.
Tier 5–6 (CR 7)
Rewards: If the PCs defeat or avoid the press gang,
Corvalos CR 5 reward each tier thusly:
Mummy (Pathfinder RPG Bestiary 210) Tier 5-6:
hp 60 Give each player 134 gp.
Tactics Tier 8– 9:
During Combat Corvalos sends his conscripts in as the first There are no rewards for this tier.
wave to weaken his potential soldiers, while he readies to
attack anyone who approaches him. If no one does, he
wades into combat himself the following round. Thinking Act 2: Human Meat
the PCs are undead, he does not expect his despair ability
to paralyze them, but if any PC succumbs to the effect, (CR 6 or CR 9)
Corvalos targets that PC with slam attacks, attempting to The town of Corpselight is a small farming hamlet
infect him with cursed mummy rot. approximately 2 days’ travel east of the city of Graydirge.
Morale Corvalos is dedicated to his job, but isn’t willing to die Unlike most other farming towns throughout Golarion,
to grow Geb’s armies. He flees if reduced to fewer than 15 Corpselight raises intelligent humanoids for use as food
hit points or if all his conscripts are destroyed. by the various forms of undead found throughout Geb.
These human chattel are kept in pens until they are
Undead Conscripts (3) CR 2 shipped out to locations throughout Geb.
Human skeletal champion warrior 1 (Pathfinder RPG Bestiary 252) When the PCs arrive, the town is virtually devoid of
hp 17 each activity, its inhabitants mostly indoors going about their
daily lives. In the various pens and corrals around town,
Tier 8-9 (CR 10) however, shackled humans in tattered rags stand or sit in
their own filth like poorly tended livestock. Their eyes
Corvalos CR 8 are glazed over and they make no sound or movement
Mohrg (Pathfinder RPG Bestiary 208) toward the approaching PCs; they long ago accepted their
hp 91 fate and now act and think like the cattle their owners
Tactics treat them as.
During Combat Corvalos sends his conscripts in as the first Creatures: A young, malnourished woman by the name
wave to weaken his potential soldiers, while he readies to of Ezesta (N female human commoner 1)—one of the few
attack anyone who approaches him. If no one does, he slaves who even remembers how to speak or bothers to
wades into combat himself the following round. Thinking beg her captors for mercy—calls out to the PCs as they
the PCs are undead, he does not specifically try to paralyze move by, asking for food and water. She has no way to
them, but if any of them is accidentally paralyzed as part know they are not simply the undead they appear to be
of a full attack action, Corvalos changes tactics and tries to and fully expects them to deny her any assistance like
paralyze the entire party with targeted tongue attacks. the rest of her captors. If the PCs speak to her—in and
Morale Corvalos is dedicated to his job, but isn’t willing to die of itself an act she sees as extremely generous—she
to grow Geb’s armies. He flees if reduced to fewer than 25 beckons them into the center of her pen, where she says
hit points or if all his conscripts are destroyed. her father is ill and needs food desperately. Knowing the
ultimate fate of all human chattel like herself, she hints
Undead Conscripts (5) CR 3 that he won’t be nearly as nourishing if he’s sick before
Wights (Pathfinder RPG Bestiary 276) he’s eaten.
hp 26 each Ezesta answers any questions the PCs might have
about herself and the other humans in the town, but she
Mission Notes: Qadira faction PCs should be interested knows nothing of the layout of the town, the Testament of
in a ring worn on Corvalos’s right index finger. They Geb, or the Pathfinder party that preceded them. None
may identify it as a signet symbolizing Corvalos’s noble of the other humans react to the PCs, even if physically
position with a DC 18 Knowledge (nobility) check. assaulted or if the PCs reveal their true nature; while still
Retrieving the rubies from the ring earns Qadira faction alive, these humans are little more aware of the world
PCs 1 Prestige Award. than the most mindless of zombies.

7
Pathfinder Society SCENario

As the PCs move about the corral, a band of zealous D Domain spell; Domains Healing, Repose
Pharasmin clerics assaults the town. Led by the Tactics
cleric Kuryn Jexel, the acolytes have fought their way Before Combat As Kuryn and his acolytes approach the town
this far into Geb and now aim to destroy the undead and set their sights on the PCs, he casts eagle’s splendor,
who inhabit and run Corpselight, hoping to free the prayer, shield of faith, and bless, in that order.
humans captives here from their inevitable fate. While During Combat Kuryn initiates combat by casting
Kuryn and his men spot and assail the PCs, several consecrate and follows up by channeling energy to harm
other small bands of faithful Pharasmins attack other undead. The following round, he casts searing light at the
parts of town, and the din of battle soon f ills the air, PC he judges to be the largest threat (note that this does
startling and spooking many of the human captives, not affect the PCs as if they were undead). From then on,
causing them to cry and howl in their pens and cages he alternates channeling energy to harm the PCs and to
throughout town. heal his acolytes.
During combat, allow Kuryn and his acolytes DC 20 Morale If convinced the PCs are not truly the undead they
Knowledge (religion) checks to notice that something is appear to be, Kuryn calls off the attack. Otherwise, he fights
amiss with the PCs. The DC for this check decreases by to the death, fully willing to make the ultimate sacrifice for
–2 after each round in which effects that should work a the Lady of Graves.
specific way against undead don’t function as planned Statistics
(such as searing light), and by an additional –2 if the PCs Str 10, Dex 12, Con 14, Int 8, Wis 15, Cha 16
attempt to explain they are living creatures disguised Base Atk +4; CMB +4; CMD 15
as undead and succeed at a DC 20 Diplomacy check Feats Extra Channel, Heavy Armor Proficiency, Improved
(remember that this check must be made in combat and Channel, Toughness
to apply the relevant penalties). If Kuryn succeeds at the Skills Knowledge (religion) +8, Perception +8
check, he orders his team to stop fighting and tries to Languages Common
parley with the PCs to find out what is going on. If the SQ aura, healer’s blessing
PCs continue to fight after he tries to end combat, he Gear masterwork heavy mace, +1 full plate, masterwork heavy
assumes his assumption was a mistake and continues steel shield, hat of disguise
fighting to the death.
Pharasmin Acolyte (2) CR 1
Tier 5–6 (CR 6) Human warrior 3
LN Medium humanoid (human)
Kuryn Jexel CR 5 Init +1; Senses Perception +4
Male human cleric of Pharasma 6 Defense
N Medium humanoid AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
Init +1; Senses Perception +8 hp 30 each (3d10+9)
Defense Fort +5, Ref +2, Will +4
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield) Offense
hp 54 (6d8+24) Speed 20 ft.
Fort +7, Ref +3, Will +7 Melee mwk morningstar +8 (1d8+3)
Offense Statistics
Speed 20 ft. Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Melee mwk heavy mace +4 (1d8) Base Atk +3; CMB +6; CMD 17
Special Attacks channel positive energy 8/day (DC 18, 3d6) Feats Iron Will, Step Up, Weapon Focus (morningstar)
Domain Spell-Like Abilities (CL 6th; concentration +8) Skills Knowledge (religion) +3, Perception +4, Ride +1
5/day—rebuke death (1d4+3) Languages Common
5/day—gentle rest (+4 melee touch, undead staggered for Combat Gear potion of cure moderate wounds; Other Gear
2 rounds) breastplate, heavy steel shield, masterwork morningstar
Cleric Spells Prepared (CL 6th; concentration +8)
3rd—cure serious wounds D (DC 15), prayer, searing light Tier 8–9 (CR 9)
2nd—consecrate, cure moderate wounds D (DC 14), eagle’s
splendor, sound burst (DC 14, ×2) Kuryn Jexel CR 8
1st—bless, cure light wounds D (DC 13, ×2), sanctuary (DC 13), Male human cleric of Pharasma 9
shield of faith N Medium humanoid
0 (at will)—detect magic, light, resistance, stabilize Init +1; Senses Perception +12

8
You Only Die Twice

Defense
Corpselight
AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +5 shield)
hp 80 (9d8+36) LE (Law +1, Corruption +1) Small Town
Fort +8, Ref +4, Will +9 Corruption +1; Crime –3; Economy –4; Law +0; Lore +0;
Offense Society –6
Speed 20 ft. Qualities holy site, insular
Melee mwk heavy mace +7/+2 (1d8) Danger +20; Disadvantages hunted
Special Attacks channel positive energy 8/day (DC 19, 5d6) Demographics
Domain Spell-Like Abilities (CL 9th; concentration +12) Government overlord
6/day—rebuke death (1d4+4) Population 1,500 (1,100 humans, 150 ghouls, 180
6/day—gentle rest (+6 melee touch, undead staggered for various undead, 50 elves, 10 dwarves, 5 halflings, 2
3 rounds) vampires, 3 gnomes)
Cleric Spells Prepared (CL 9th; concentration +12) Notable NPCs
5th—breath of life D, flame strike (DC 18) Lord Mayor Avram Bloodoath (LE human vampire
4th—cure critical woundsD (DC 17), divine power, spell immunity fighter 7)
3rd—cure serious wounds D (DC 16), prayer, searing light (×3) High Priestess Alcaniel Elmaren (NE human cleric
2nd—consecrate, cure moderate wounds D (DC 15, ×2), eagle’s of Urgathoa 8)
splendor, sound burst (DC 15, ×2) Trade Master Hirgul (CE ghoul rogue 6)
1st—bless, cure light wounds D (DC 14, ×3), sanctuary (DC 14), Marketplace
shield of faith Base Value 800 gp; Purchase Limit 4,000 gp;
0 (at will)—detect magic, light, resistance, stabilize Spellcasting 6th
D Domain spell; Domains Healing, Repose
Tactics
Before Combat Before setting out for Corpselight, Kuryn Development: If the PCs and the Pharasmins parley,
cast spell immunity, selecting vampiric touch and ray of Kuryn can answer several likely questions the PCs
enfeeblement. As Kuryn and his acolytes approach the may pose.
town and set their sights on the PCs, he casts eagle’s Who are you? “We are faithful of Pharasma conducting
splendor, prayer, and divine power, in that order. raids and trying to free living captives. We’ve been in the
During Combat Kuryn initiates combat by casting area for a few weeks now scouting the area and have finally
consecrate and follows up by channeling energy to harm set to freeing the prisoners here in Corpselight.”
undead. The following round, he casts searing light at Have you seen Joktan Heth, the missing Pathfinder?
the PC he judges to be the greatest threat (note that this “Unfortunately we did. We encounter him and his
does not affect the PCs as if they were undead). From companions a few weeks ago. Thinking he was an
then on, he alternates channeling energy to harm the undead Gebbite abomination, we dispatched him and his
PCs and to heal his acolytes, using flame strike, searing companions. Only later did we realize our mistake, but by
light, and sound burst if directly attacked. then it was too late.”
Morale If convinced the PCs are not truly the undead they Where did you find him? We encountered him in the
appear to be, Kuryn calls off the attack. Otherwise, he fights swamp about a mile south of the town.
to the death, fully willing to make the ultimate sacrifice for Have you heard of the Testament of Geb? “One of the
the Lady of Graves. abominations we destroyed to the east of here spoke of it
Statistics being found at the Urgathoan temple atop the hill south
Str 10, Dex 12, Con 14, Int 8, Wis 16, Cha 16 of here. We’ve been too busy saving these people and
Base Atk +6; CMB +6; CMD 17 slaying the walking dead to investigate further.”
Feats Extra Channel, Heavy Armor Training, Improved Kuryn and his acolytes urge the PCs to finish their
Channel, Shield Focus, Toughness, Turn Undead business in Geb and depart as quickly as possible, as
Skills Knowledge (religion) +11, Perception +12 it is a dangerous and unpredictable land. If asked to
Languages Common accompany the PCs, they decline and move off into the
SQ aura, ward against death (9 rounds/day), healer’s blessing swamp to recover before their next assault on the town to
Gear masterwork heavy mace, +2 full plate, +2 heavy steel free more captives. Kuryn can point the PCs toward the
shield, hat of disguise temple of Urgathoa where the Testament of Geb is said to
be held as well as the location wherein the Pharasmins
Pharasmin Acolyte (6) CR 1 buried Joktan Heth’s body; both are south of town, less
hp 30 each (see Tier 5–6) than a mile beyond the last human farm.

9
Pathfinder Society SCENario

Chattel Pen
1 square = 5 feet

GameMastery Map Pack: Farmstead

If the PCs wish to, while maintaining their undead inhabitants). Locating the symbol requires a DC 18
disguises, they may purchase additional gear in Perception check.
Corpselight within the purchase limit as described in the
sidebar on page 9. Rewards: If the PCs defeat Jexel or survive the encounter
Mission Notes: Andoran faction PCs should wish to through diplomacy, reward each tier thusly:
free as many of the captive humans as possible. If they Tier 5–6:
release at least the dozen humans in this pen (who Give each player 499 gp.
Ezesta shepherds to safety outside of town), they earn 1 Tier 8– 9:
Prestige Award. Give each player 1,258 gp.
Cheliax faction PCs should be interested in any of the
multiple pairs of manacles used to keep the prisoners that Act 3: Joktan’s Demise
are scattered throughout the area. Obtaining one of them
(it need not be from a freed person and may be previously
abandoned) earns them 1 Prestige Award. A twisted, forking path of dry land winds through the swamp
Osiron faction PCs can obtain a holy symbol of Urgathoa here. A low, solitary hill rises from the horizon to the south, an
from the destroyed remains of an undead creature killed ominous stone cairn marring its smooth crest with a ghastly
by another band of Pharasmin clerics elsewhere in town crown. The area is covered in an unnatural pall, and even
(who have since been destroyed or repulsed by the town’s natural sounds seem dulled.

10
You Only Die Twice

This stretch of swamp marks the place where Joktan


GM Tip: Haunts
was killed by the group of Pharasmins encountered
Haunts are residual undead manifestations that function
in Corpselight earlier. As Joktan lay dying, his final
similarly to traps. When a haunt is triggered, it activates at
thoughts were of failure and the knowledge that would
initiative rank 10 in the surprise round. Any PC who notices it
be lost to him.
can act on his own initiative in the surprise round. Normally,
Haunt: Though the Pharasmins buried him as best they
a PC can only make a notice check when a haunt manifests,
could, with all the rites and wards they could provide to
but spells such as detect chaos/evil or detect undead grant a
prevent his rising as an undead, their best efforts did not
free Perception check at a –4 penalty prior to the haunt’s
preclude the trauma and pathos that surrounded Joktan’s
activation. Unless the haunt is reduced to 0 hit points by
death from manifesting as a haunt on the very ground
taking positive energy damage before acting in the surprise
where they cut him down.
round, its effects occur as listed. Haunts are mind-affecting
fear effects, and immunity to such effects grants immunity
Tier 5–6 (CR 7) to a hunt’s direct effects, but not indirect effects resulting
from a haunt’s attack. For more information on haunts, see
Joktan’s Haunt CR 7
page 243 of the GameMastery Guide.
CE haunt (a 10-ft.-by-10-ft. section of swamp)
Caster Level 7th
Notice Perception DC 21 to notice the sound of religious
chanting and frantic, sloshing footsteps running through the prescribed icons to prevent him from rising from the
the swamp grave in undeath, they did not anticipate that the putrid,
hp 14; Trigger proximity; Reset 1 hour brackish waters beneath which they laid Joktan to rest
Effect Anyone standing anywhere in the area when the haunt contained in them the vilest of worms which quickly fed
manifests takes 4d8+7 points of positive energy damage. A on the slain Pathfinder’s ambition and frustration and
Fortitude save (DC 16) halves this damage. transformed him into a horrid worm that walks. This
Destruction The haunt must be cleansed by 2 vials of holy water intelligent swarm retains the memories of Joktan Heth,
and blessed by a cleric able to channel positive energy; the and this creature is hell-bent on avenging itself on those
cleric must also apologize for Joktan’s ignoble death. who killed him—and the Pathfinder Society that (in his
eyes) betrayed him by sending him here to his death.
Tier 8–9 (CR 10) Its goal is to use the Testament of Geb to bring forth a
monstrous creature called a ghoul worm to kill Kuryn
Joktan’s Haunt CR 10 and the other Pharasmin crusaders, and then to go to
CE haunt (a 15-ft.-by-15-ft. section of swamp) Absalom to destroy the Society.
Caster Level 10th Note that the Tier 5–6 version of Joktan is not fully
Notice Perception DC 26 to notice the sound of religious adjusted to his new form. As a result, his fast healing and
chanting and frantic, sloshing footsteps running through damage reduction are less than what is normally gained
the swamp by the worm that walks template.
hp 20; Trigger proximity; Reset 1 hour
Effect Anyone standing anywhere in the area when the haunt 1. Temple of Death (CR 8 or CR 11)
manifests takes 100 points of positive energy damage, but
is healed any adverse effects currently active as per the heal The temple of Urgathoa stands somberly atop the low hill,
spell. A Fortitude save (DC 19) halves this damage. it’s dark, smooth stone seeming to suck the hollow light from
Destruction The haunt must be cleansed by 2 vials of holy water the air into itself, giving off an aura of darkness. Large double
and blessed by a cleric able to channel positive energy; the doors stand ajar, providing a glimpse into the square sanctuary
cleric must also apologize for Joktan’s ignoble death. within. A black altar stands on a raised dais along the south
wall, covered in cobwebs and dust. Small torches are set into
Act 4: Calling the Worm pillars throughout the room cast an eerie, flickering glow on
the entire chamber.
When Kuryn Jexel blasted Joktan Heth’s undead-veiled
body with holy power, he and his acolytes soon learned In this small, remote shrine, clerics of Urgathoa hid
their error. To right the wrong the only way they could, the legendary Testament of Geb within the reliquary under
they provided him the most proper of Pharasmin burial the great granite altar, where they hoped few would seek
rites possible in the undead-wracked land of Geb. Though its vast knowledge and ancient wisdom. Joktan finally
they spoke all the necessary rituals and interred him with reached the temple in his new worm form and discovered

11
Pathfinder Society SCENario

the book exactly where he expected it to be. After swaying back and forth and chanting in a tongue at times
gathering a small cabal of devout Urgathoan undead to guttural and at others sibilant. Three creatures with long,
act as his guard and acolytes, Joktan set the room up for sharp teeth, and pallid flesh that is stretched tightly over
a foul summoning ritual to unleash the ghoul worm their starved frames surround the altar. The robed figure
from within the earth to test the necromantic might of of slithering worms jerks his head up at an unsettling angle
Geb’s unholy writings. Even now, the ritual complete, the when he senses the PCs’ approach. “Welcome, Pathfinders.
worms beneath the temple stir to life and slowly inch to I’m glad you managed to find me, although truth be told,
the surface to meet their new master. you’re rather late. Still, at least you’ll be able to witness my
The entire temple is under the effect of an unhallow greatest triumph. I’d take the time to explain things to you,
spell that grants aid to all worshipers of Urgathoa (this but well, I’d rather just kill you and get this over with.” With
effect is not factored into the creatures’ stat blocks). those words, Joktan motions and his minions attack.
Creatures: Joktan Heth, once a human Pathfinder but
now a vile mass of writhing worms in undulating humanoid Tier 5–6 (CR 8)
form, stands atop the altar. Surrounding him on the temple
floor are his undead minions, who watch his every move, Joktan Heth CR 7
Human worm that walks wizard 6 (necromancer)
NE Medium vermin (augmented humanoid)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.;
Perception +14
Defense
AC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection,
+3 Dex, +2 insight)
hp 53 (64 with false life) (6d6+30); fast healing 3
Fort +6, Ref +6, Will +8
Defensive Abilities worm that walks traits; DR
5/—; Immune disease, paralysis, poison, sleep, mind-
affecting effects
Offense
Speed 30 ft.
Melee slam +5 (1d4+3 plus grab)
Melee mwk quarterstaff +6 (1d6+3)
Special Attacks channel negative energy (DC 12, 7/day),
discorporate, squirming embrace (2d6+3, DC 16), tenacious
Spell-Like Abilities (CL 6th; concentration +10)
7/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 6th; concentration +10)
3rd—displacement, haste, lightning bolt (DC 17), vampiric touch
2nd—darkness, false life, scare (DC 17), scorching ray,
summon swarm
1st—magic missile (×2), ray of enfeeblement (DC 16, ×2)
0 (at will)—detect magic, disrupt undead, ray of frost, read
magic, touch of fatigue (DC 15)
Opposition Schools Abjuration, Divination
Tactics
Before Combat Before the PCs arrive, Joktan uses his wand to
cast mage armor on himself and casts false life (both of these
effects are factored in above).
During Combat At the start of combat, Joktan casts haste
on himself and his undead minions, before opening up to
attack the PCs with spells like lightning bolt, vampiric touch,
and scorching ray. When reduced to fewer than half his
total hit points, he casts displacement. If any spellcaster in
particular troubles him, he uses summon swarm on the pest.
Joktan Heth

12
You Only Die Twice

Temple of Death
1 square = 5 feet

GameMastery Map Pack: Crypts

Morale Joktan is supremely confident in his abilities and fights equipping all gear in reach) as a full-round action as long as
to the death. it has at least 1 hit point.
Statistics Squirming Embrace (Ex) If a worm that walks grapples a foe,
Str 14, Dex 16, Con 17, Int 18, Wis 10, Cha 8 as a swift action, it can cause a swarm of worms to squirm
Base Atk +3; CMB +5 (+17 grapple); CMD 23 over the grappled creature. These worms deal automatic
Feats Combat Casting, Command Undead, DiehardB, swarm damage with no attack roll needed. If a creature
Empower Spell, Iron Will, Scribe Scroll, Spell Focus takes damage from the swarm, it is also subject to the
(necromancy), Toughness swarm’s distraction ability, and must make a Fortitude save
Skills Fly +12, Knowledge (arcana) +13, Knowledge (religion) +13, or be nauseated for 1 round. A worm that walks can only
Perception +14, Sense Motive +8, Spellcraft +13, Stealth +17; have one embraced target at a time, but it does not have to
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth continue grappling in order to maintain the embrace. If the
Languages Aklo, Common, Draconic, Elven, Giant worm that walks moves more than 5 feet from the swarm
SQ arcane bond (ring) or dismisses the swarm (a free action), the swarm dies.
Combat Gear potion of cure serious wounds, scroll of blindness/ Any area attack that damages the swarm or any severe or
deafness, scroll of false life, wand of mage armor (32 charges); stronger wind effect that affects the swarm’s target kills it.
Other Gear mwk quarterstaff, ring of protection +1, cloak of Tenacious (Ex) A worm that walks gains a +8 racial bonus on
resistance +1, spellbook, spell component pouch combat maneuver checks made to grapple and a +4 racial
Special Abilities bonus to its CMD.
Discorporate (Su) A worm that walks can collapse into a Worm that Walks Traits: A worm that walks has no discernible
shapeless swarm of worms as a free action. All held, worn, anatomy, and is not subject to critical hits or flanking.
and carried items fall and its Strength score drops to 1. Reducing a worm that walks to 0 hit points causes it to
The worm that walks functions as a true swarm while discorporate (see above)—a worm that walks at 0 hit points
discorporated, with a reach of 0 feet (its space remains is staggered, and one at negative hit points is dying. Worms
unchanged). While discorporated, the worm that walks that walk are immune to any physical spell or effect that
loses all of its defensive abilities and gains all of the targets a specific number of creatures (including single-
standard swarm traits. It loses its slam attacks and all target spells such as disintegrate), with the exception of such
special abilities and special attacks, but can make a swarm spells and effects generated by the worm that walks itself,
attack that deals damage equal to its engulf attack. A which treat the worm that walks as one single creature
worm that walks can reform into its true form (including if it so chooses. Mind-affecting effects that target single

13
Pathfinder Society SCENario

creatures function normally against a worm that walks, Tactics


since the creature’s individual components share a hive Before Combat Before the PCs arrive, Joktan uses his wand to
mind. A worm that walks takes half again as much damage cast mage armor on himself and casts false life and fly (all of
(+50%) from damaging area effects, such as fireball and these effects are factored in above).
splash weapons. Worms that walk are susceptible to high During Combat At the start of combat, Joktan casts haste
winds—treat a worm that walks as a Fine creature for the on himself and his undead minions, before opening up to
purposes of determining wind effects. attack the PCs with spells like fear, empowered vampiric
touch, and hold monster. When reduced to fewer than half
Ghouls (4) CR 1 his total hit points, he casts displacement. He uses wall of
hp 13 (Pathfinder RPG Bestiary 146) fire to divide the PCs when convenient, and enervation to
Tactics cripple any spellcasters that bother him.
During Combat Though the ghouls follow Joktan’s orders, their Morale Joktan is supremely confident in his abilities and fights
bloodlust gets the better of them once they’ve entered combat to the death.
and they fight with unrelenting frenzy. After they’ve engaged Statistics
the PCs, they place little thought on tactics, instead tearing Str 14, Dex 16, Con 18, Int 18, Wis 10, Cha 8
into the nearest creature with full attacks whenever possible. Base Atk +4; CMB +6 (+18 grapple); CMD 24
Morale The hungry ghouls fight until destroyed, hoping to Feats Combat Casting, Command Undead, DiehardB,
sate their appetites with even a single fallen victim, no Empower Spell, Greater Spell Focus (necromancy),
matter the costs. Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus
(necromancy), Toughness
Tier 8–9 (CR 11) Skills Fly +15 (+19 with fly), Knowledge (arcana) +16,
Knowledge (religion) +16, Perception +17, Sense Motive +8,
Joktan Heth CR 10 Spellcraft +16, Stealth +20; Racial Modifiers +8 Perception,
Human worm that walks wizard 9 (necromancer) +8 Sense Motive, +8 Stealth
NE Medium vermin (augmented humanoid) Languages Aklo, Common, Draconic, Elven, Giant
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +17 SQ arcane bond (ring), life sight (10 feet, 9 rounds/day)
Defense Combat Gear potion of cure serious wounds, scroll of blindness/
AC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, deafness, scroll of false life, wand of mage armor (50 charges),
+2 insight) wand of ray of exhaustion (7 charges); Other Gear mwk
hp 88 (103 with false life) (9d6+54); fast healing 10 quarterstaff, cloak of resistance +1, pearl of power (1st), ring
Fort +8, Ref +7, Will +9 of protection +1, robe of bones, spellbook, spell component
Defensive Abilities worm that walks traits; DR 15/—; Immune pouch, 100 gp
disease, paralysis, poison, sleep, mind-affecting effects Special Abilities
Offense Same as Tier 5–6
Speed 30 ft., fly 60 ft.
Melee slam +6 (1d4+3 plus grab) Wights (6) CR 1
Melee mwk quarterstaff +7 (1d6+3) hp 13 (Pathfinder RPG Bestiary 146)
Special Attacks channel negative energy (DC 13, 7/day), Tactics
discorporate, squirming embrace (2d6+3, DC 18), tenacious During Combat The wights move forward and spread out to
Spell-Like Abilities (CL 9th; concentration +13) create a wall between the PCs and their master. They do
7/day—grave touch (4 rounds) not expect their energy drain to work against the perceived
Necromancer Spells Prepared (CL 9th; concentration +13) undead, but if they hit with a slam attack and deal a
5th—empowered vampiric touch, hold monster (DC 19) negative level, they ramp up their assault to weaken their
4th—dimension door, enervation, fear (DC 20), wall of fire assailants before they reach Joktan.
3rd—displacement, fly, haste, lightning bolt (DC 17), Morale The loyal wights fight until destroyed, hoping to impress
vampiric touch the Pallid Princess by defending her unholy sanctuary.
2nd—blindness/deafness (DC 18), darkness, false life,
scorching ray, summon swarm 2. Calling the Worm (CR 7 or CR 10)
1st—expeditious retreat, magic missile (×3), ray of All the while the PCs battled Joktan and his followers,
enfeeblement (DC 17, ×2) the awakened ghoul worm worked its way ever closer to
0 (at will)—detect magic, disrupt undead, ray of frost, read the surface, drawn to the temple to meet its summoner.
magic, touch of fatigue (DC 15) Immediately after the PCs defeat Joktan and his minions,
Opposition Schools Abjuration, Divination read the following.

14
You Only Die Twice

The creature that once was Joktan collapses into a heap of Defense
dissolving, desiccated worms on the stone floor and a deep AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, –2 size)
rumbling courses through the chamber. The tremors grow hp 105 each (14d8+42)
both more violent and more rapid until suddenly the earth Fort +8, Ref +7, Will +8
beneath the altar bulges up and explodes in a shower of dust Defensive Abilities channel resistance +2; Immune undead traits
and mud. Offense
Speed 30 ft., burrow 20 ft.
Creature: Rising from the hole is a nightmarish Melee bite +15 (2d6+7 plus grab and disease), slam +15 (1d8+7
creature made of putrid flesh and noxious fluids. Vaguely plus paralysis)
wormlike, this huge creature’s mouth is made of rows of Space 15 ft.; Reach 15 ft.
teeth and retracting mandibles. Finding none present Special Attacks disease, paralysis (1d6 rounds, DC 19, elves are
whom it recognizes as its summoner, the worm attacks. immune to this effect), swallow whole (2d6+10 bludgeoning
In Tier 8–9, two advanced ghoul worms were awakened damage acid damage, AC 17, 9 hp)
and burst into the room simultaneously.

Tier 5–6 (CR 7)


Ghoul Worm CR 7
NE Huge undead
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +18
Defense
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +8, Ref +7, Will +5
Defensive Abilities channel resistance +2; Immune undead traits
Offense
Speed 30 ft., burrow 20 ft.
Melee bite +14 (2d6+7 plus grab and disease), slam +14 (1d8+7
plus paralysis)
Space 15 ft.; Reach 15 ft.
Special Attacks disease, paralysis (1d6 rounds, DC 18, elves are
immune to this effect), swallow whole (2d6+10 bludgeoning
damage, AC 16, 9 hp)
Statistics
Str 25, Dex 13, Con —, Int 3, Wis 4, Cha 14
Base Atk +9; CMB +18 (+22 grapple); CMD 29 (can’t
be tripped)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes,
Power Attack, Skill Focus (Perception), Toughness
Skills Perception +18
Special Abilities
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC
18; onset 1 day; frequency 1 day; effect 1d3
Str damage and 1d3 Dex damage; cure 2
consecutive saves.

Tier 8–9 (CR 10)


Advanced Ghoul Worms (2) CR 8
NE Huge undead
Init +5; Senses darkvision 60 ft.,
tremorsense 60 ft.; Perception +20

15
Pathfinder Society SCENario

Statistics Rewards: If the PCs defeat Joktan and the ghoul worm,
Str 25, Dex 13, Con —, Int 3, Wis 4, Cha 14 reward each tier thusly:
Base Atk +10; CMB +19 (+23 grapple); CMD 30 (can’t be tripped) Tier 5–6:
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Give each player 2,012 gp.
Reflexes, Power Attack, Skill Focus (Perception), Toughness Tier 8-9:
Skills Perception +20 Give each player 4,216 gp.
Special Abilities
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 19; onset Conclusion
1 day; frequency 1 day; effect 1d3 Str damage and 1d3 Dex
damage; cure 2 consecutive saves. The PCs return safely to Absalom, drink from the
Chalice of Undeath, and are restored to their living
Development: Once the PCs have defeated the ghoul forms. The Testament of Geb is sent to the Vaults for
worm, they are free to search the temple, ruined as it is safe keeping, after extensive research by some of the
by the creature’s arrival. With a DC 15 Perception check, most esteemed necromancers of the Spells. A day
they can find the Testament of Geb in a pile of rubble or so later, the PCs hear rumors among their fellow
behind where the altar formerly stood. Once they find Pathf inders that Joktan’s body has been found in the
it, they are free to use Ambrus Valsin’s magic token to Puddles district, the apparent victim of a mugging. He
return to Skyreach. When activated, the token teleports is eulogized in a special ceremony at Skyreach and a
all creatures that were originally teleported to Geb back section of the Vaults holding a number of necromantic
to Absalom after 1d4 rounds. If any PCs leave the area artifacts is renamed in his honor. Venture-Captain
(approximately 40 feet from the token’s location when Valsin thanks the PCs for their service to the Society
activated), they cannot be teleported home and need to and warns them never to speak to anyone of the true
find their own way out of Geb and back to Absalom (see fate of Joktan nor of the existence of the Testament of
the Chronicle sheet for more information). Geb, “for the Society’s sake.”
Treasure: In addition to the Testament of Geb, the other
valuable relics held within the altar were thrown about Faction Missions
the chamber when the ghoul worm arrived. In Tier 5–6,
the treasures consist of a phylactery of negative channeling Andoran Faction: Andoran faction PCs who free at least a
and a +1 keen scythe emblazoned with Urgathoa’s unholy dozen humans from Corpselight in Act 2 earn 1 Prestige
symbol. In Tier 8–9, the PCs may find a phylactery of Award. Andoran faction PCs who desecrate the temple to
negative channeling, a +1 unholy scythe emblazoned with Urgathoa earn 1 bonus Prestige Award.
Urgathoa’s unholy symbol, a hand of glory, and a dozen Cheliax Faction: Cheliax faction PCs who retrieve a
alabaster statues each representing a person suffering set of manacles used to hold humanoid slaves before
from a different plague worth 300 gp each. being used for food in Act 2 earn 1 Prestige Award.
Mission Notes: Andoran faction PCs will likely want Cheliax faction PCs who obtain a set of fangs from one
to deface the Urgathoan iconography and remains of of Joktan’s ghoul or wight minions in Act 4 earn 1 bonus
the altar here in the temple. Doing so earns them 1 Prestige Award.
Prestige Award. Osirion Faction: Osirion faction PCs who read from
Cheliax faction PCs can obtain a pair of fangs from the Testament of Geb without being seen by non-Osirion
Joktan’s minions to satisfy their faction mission and earn faction PCs earn 1 Prestige Award. PCs from the Osirion
1 Prestige Award. faction who also obtain a holy symbol of Urgathoa from
Osirion PCs can read from the Testament of Geb, Corpselight in Act 2 earn 1 bonus Prestige Award.
though doing so in secret requires an opposed Bluff, Qadira Faction: Qadira faction PCs who obtain
Sleight of Hand, or Stealth check to avoid notice from the jeweled eyes from the ring of a Gebbite noble in
her companions. If an Osirion faction PC reads the book Act 1 earn 1 Prestige Award. Qadira faction PCs who
without being caught, members of the faction earn 1 also obtain ichor from the ghoul worm earn 1 bonus
Prestige Award. Prestige Award.
Qadira faction PCs may retrieve a sample of the ghoul Taldor Faction: Taldor faction PCs who obtain the
worm’s bloody ichor, earning 1 Prestige Award. banner used by the undead unit of soldiers earn 1 Prestige
Taldor faction PCs who retrieve one of the ghoul worm’s Award. Taldor faction PCs who also obtain one of the
teeth earn 1 Prestige Award. ghoul worm’s teeth earn 1 bonus Prestige Award.

16
You Only Die Twice

Andoran Faction Handout

Firebrand of Freedom,
Sometimes you must use the tools of the enemy against them, but do not grow too fond of the
new you—undeath is slavery and slavery cannot be tolerated. While in the domain of the dead,
we need you to free as many of the human chattel the Gebbites are known to keep as you safely
can without jeopardizing your primary mission. Even a dozen people liberated will make a
difference to the handful who still have a chance to live a full life.
Additionally, if you happen to find a temple dedicated to Urgathoa, do you utmost best to
defile it in any way you can. Striking a blow for freedom that deep into enemy territory will
send a message, albeit a small one.
In freedoms name,
Captain Colson Maldris

Cheliax Faction Handout

Lovely Trinket,
The new ball season is about to begin and I just need the right…item to stand out.
While you’re down in that horrible land, find me a pair of manacles used by the flesh
harvesters to hold their captives. A pair of those on my favorite toy will go far in
showing off the strength of House Dralneen to the rest of the Chelish nobility here
in Absalom.
I’m also looking for the perfect gift to give to Lady Henderthane; she’ll be ecstatic
when she sees the necklace I have in mind. To finish it right, however, I need the fangs
from an intelligent undead; one with flesh if you can manage it. Those shouldn’t be
too hard to find in Geb’s backyard.
Yours in eternity,

Paracountess Zarta Dralneen

17
Pathfinder Society SCENario

Osirion Faction Handout

Loyal Trut hseeker,


T hey say t hat knowledge is a tool to be hidden, and I couldn’t agree more. It has come to my at tent ion
t hat t he Society is sending you to G eb to recover an ancient tome writ ten by t he necromancer
G eb himself. I am sure t hat t he Society will squirrel t he book away in t he Vaults never to be seen
again. Before t hat happens, read as much of it as you can and commit it to memory. Once you return,
I have ways of retrieving t he informat ion from your mind.
And while you are t here, find me an unholy symbol of an act ive, everyday worshiper of t he Pallid
Princess. I would like to compare it wit h t hose found furt her nort h. You may have luck finding one should
your travels take you into a set t lement of some sort wit hin G eb’s borders.
In service you will find trut h,
Otoneraphim, Humble Scribe of t he Ruby Prince

Qadira Faction Handout

Servant of the Satrap,


I have a buyer of rare jewels right where I want him and I just need one more
prize to hook him for a very large sale. I believe you are in a distinct position
to get what he is looking for. While you are in Geb, find a ring worn by one of
the many undead nobles who walk the barren countryside and mist-shrouded
city streets and obtain as many jewels from its face as possible.
I also have a buyer looking for specimens of rare undead creatures. Not
many people get to enter the domain of the dead and I’m sure you can find
something worth the price she will pay. I’m not talking about zombie teeth
or ghoul skin, either. She’s not interested in anything walks; rather, she
seeks the blood of the crawling undead, if that means anything to you.
For eternal profit,
Trade Prince Aaqir Al’Hakam x

18
You Only Die Twice

Taldor Faction Handout

Agent of the Empire,


New fashions are burning like Galtan rebels throughout the Empire and
I need a cloak that will set off my eyes. If you come across a perfect piece of
fabric that absolutely no one here will have access to, get it. If it has a distinctly Gebbite
insignia or pattern, all the better. You will be remembered and maybe, just maybe I’ll send
you an invitation to my next party.
Speaking of the party, an enemy of mine will be there and I’d like to see her suffer.
Nothing deadly of course, just embarrassing. And what’s more embarrassing than
contracting ghoul fever. Think of the company others will assume she’s been keeping. I
need a complete tooth of the largest, most powerful sample of ghoul you can find. It need not
even be a former human. Do your best!
For Taldor!

Lady Gloriana Morilla

Player Handout
Undead Anatomy I
To quickly apply the undead anatomy template to your PC, simply add the following to the character:
1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you
are Small.
2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if
you are Small.
3. You gain darkvision 60 feet and scent.
4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural
armor bonus.

Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that
reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure
spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as
disrupt undead, hide from undead, and searing light).

19
Pathfinder Society SCENario

Player Handout
Undead Anatomy I
To quickly apply the undead anatomy template to your PC, simply add the following to the character:
1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you
are Small.
2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if
you are Small.
3. You gain darkvision 60 feet and scent.
4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural
armor bonus.

Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that
reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure
spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as
disrupt undead, hide from undead, and searing light).

Player Handout
Undead Anatomy I
To quickly apply the undead anatomy template to your PC, simply add the following to the character:
1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you
are Small.
2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if
you are Small.
3. You gain darkvision 60 feet and scent.
4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural
armor bonus.

Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that
reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure
spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as
disrupt undead, hide from undead, and searing light).

Player Handout
Undead Anatomy I
To quickly apply the undead anatomy template to your PC, simply add the following to the character:
1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you
are Small.
2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if
you are Small.
3. You gain darkvision 60 feet and scent.
4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural
armor bonus.

Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that
reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure
spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as
disrupt undead, hide from undead, and searing light).

20
You Only Die Twice

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b) “Derivative Material”
means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other
Scenario 2–25: form in which an existing work may be recast, transformed or adapted; (c)
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
You Only Die Twice display, transmit or otherwise distribute; (d) “Open Game Content” means the
game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work covered by
Event Date this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade
GM # GM Name dress; artifacts, creatures, characters, stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
- abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
Character # Prestige Points other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
Character Name Andoran Cheliax Taldor associated products contributed to the Open Game License by the Contributor
Osirion Qadira (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
- a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Character # Prestige Points that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate
Character Name Andoran Cheliax Taldor Your acceptance of the terms of this License.
Osirion Qadira 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
- material as Open Game Content, You represent that Your Contributions are
Character # Your original creation and/or You have sufficient rights to grant the rights
Prestige Points conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
Character Name Andoran Cheliax Taldor must add the title, the copyright date, and the copyright holder’s name to the
Osirion Qadira COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
- Product Identity. You agree not to indicate compatibility or co-adaptability with
Character # any Trademark or Registered Trademark in conjunction with a work containing
Prestige Points Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use
of any Product Identity in Open Game Content does not constitute a challenge
Character Name Andoran Cheliax Taldor to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to
Osirion Qadira that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
- 9. Updating the License: Wizards or its designated Agents may publish
Character # Prestige Points updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
Character Name Andoran Cheliax Taldor copy of the Open Game Content You distribute.
Osirion Qadira 11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
- terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Character # Prestige Points Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
Character Name Andoran Cheliax Taldor this License.
Osirion Qadira 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000. Wizards of the Coast, Inc; Authors:
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Pathfinder Society Scenario #2–25: You Only Die Twice. © 2011, Paizo
Publishing, LLC; Author: R. Hyrum Savage.

21
Scenario 2–25:
Scenario Chronicle #

You Only Die Twice TIER


5–6 2,645

MAX GOLD
This Chronicle Certifies That TIER

TIER
8–9 5,474
TIER

A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE

Has Completed This Scenario.


Starting XP
Items Found During This Scenario
+1 XP
TIER ☐ Abandoned in Geb: You were left behind in Geb when your companions teleported back
all to Absalom. Though you eventually made it out of the domain of the dead, escaping with
your life wasn’t cheap. You must pay 1,250 gp in Tier 5–6 or 2,667 gp in Tier 8–9 in order Final XP Total
to continue playing this PC.
Prestige Award

TIER +1 keen scythe (8,318 gp)


5–6 Cloak of resistance +1 (1,000 gp) Starting PA
GM’s
Hat of disguise (1,800 gp) Initial

Phylactery of negative channeling (11,000 gp)


PA Gained (GM ONLY)
Potion of cure moderate wounds (300 gp)
Potion of cure serious wounds (750 gp)
Ring of protection +1 (1,000 gp) Final PA Total
Scroll of blindness/deafness (150 gp)
Scroll of false life (150 gp) GOLD
Wand of mage armor (32 charges; 480 gp)

Start GP
TIER +1 unholy scythe (18,318 gp) GM’s
Initial
+
8 –9 +2 full plate (5,650 gp)
+2 heavy steel shield (4,170 gp) GP Gained (GM ONLY)
Hand of glory (4,000 gp) +
Pearl of power [1st level spell] (1,000 gp)
Items Sold
Robe of bones (2,400 gp)
Wand of ray of exhaustion (7 charges; 1,575 gp) =
Subtotal

-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal

-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal

For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

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