TEXT: By Adrian Ng
  Escaping the Grave
  PATHFINDER SOCIETY SCENARIO #1–03 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Faction (Envoys' Alliance)
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide.
  Pathfinder Society Scenario #1-03: Escaping the Grave is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but it can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Escaping the Grave makes use of the second edition of the Pathfinder Core Rulebook and the 
  Pathfinder Bestiary. All rules referenced in this adventure are available in the free online 
  Pathfinder Reference Document at pfrd.info. The relevant rules from the Pathfinder Bestiary 
  are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Escaping the Grave . . . . . . . . . . . . . . . . . . . . . . . . .3
  Player Handouts . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Appendices  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Treasure and Rewards . . . . . . . . . . . . . . . . . . . . . .40
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .42
  AUTHOR
  Adrian Ng
  DEVELOPMENT LEAD
  Michael Sayre
  DESIGN LEAD
  Mark Seifter
  EDITORS
  Lyz Liddell and Jason Tondro
  COVER ARTIST
  Teresa Guido
  INTERIOR ARTISTS
  Teresa Guido, Johnny Morrow, Angelo Peluso,  
  and Henrik Rosenborg
  CARTOGRAPHY
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  John Compton
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Escaping the Grave
  By Adrian Ng
  Escaping the Grave begins in Caliphas in Ustalav. The 
  PCs then delve into the Gravelands, the undead-ridden 
  wasteland that was formerly the resolute nation of 
  Lastwall, to a small town called Goldenflame and its 
  accompanying college. For more information on the 
  Gravelands, see the Lost Omens World Guide, and 
  for more information on its history as Lastwall, see 
  Pathfinder Campaign Setting: The Inner Sea World 
  Guide. Both are available in bookstores and hobby 
  stores everywhere and online at paizo.com.
  WHERE ON GOLARION?
  Founded in the wake of the Shining Crusade that 
  defeated the Whispering Tyrant in 3827 ar, the nation 
  of Lastwall stood vigil against the dread lich’s return 
  and repeated orc invasions alike for nearly 900 years. 
  Despite the efforts and sacrifices of Lastwall’s soldiers, 
  the Whispering Tyrant broke free only a few months 
  ago, and the lich’s armies and magic devastated Lastwall 
  in revenge for his centuries of imprisonment. Although 
  the Whispering Tyrant suffered a major defeat that 
  brought his invasion of other lands to a halt, Lastwall as 
  a country is no more—all that remains is the shattered 
  terrain known as the Gravelands.
  Pockets of survivors remain barricaded in this war 
  zone, and in their haste to evacuate, inhabitants had to 
  abandon vast quantities of priceless texts, artwork, and 
  historical artifacts. With each day, these people and the 
  abandoned treasures are at greater risk. Among those 
  hoping to salvage as much as they can before the undead 
  consolidate their borders are the agents of the Pathfinder 
  Society. Not only are many of the historical accounts 
  irreplaceable, but there were also many Pathfinders in 
  Lastwall when the Whispering Tyrant attacked. Very few 
  seem to have escaped, with many more missing in action. 
  Unwilling to abandon these lost agents, the Society has 
  organized several teams to sneak into the Gravelands, 
  survey the damage, seek out and rescue these missing 
  Pathfinders, and extract particularly important treasures 
  for posterity.
  After having been caught in the middle of the 
  Whispering Tyrant’s attack, Venture-Captain Evni 
  Zongnoss assisted in the evacuation of Vigil before its 
  destruction. She’s spent the last few months coordinating 
  the Society’s efforts in the area ever since, deploying 
  Pathfinder agents into the Gravelands to recover artifacts 
  and mount rescue missions.
  Adventure Summary
  Venture-Captain Evni Zongnoss requests the PCs’ 
  presence at the Vodavani Lodge, where she briefs them 
  on their mission: to investigate a small town in the 
  Gravelands called Goldenflame, retrieve any relics of the 
  town’s history they can find, and determine the fates of 
  those Pathfinders who were lost in the region when the 
  cells of the Whispering Way emerged and ravaged what 
  used to be known as Lastwall.
  The PCs journey into the Gravelands, where they 
  encounter terrain-based hazards as well as an undead 
  patrol. The PCs then reach Goldenflame, which has been 
  overtaken by zombie shamblers and a zombie horse. 
  After the PCs defeat these undead, they are met by the 
  horse Desert Wind, who has been searching for his 
  trusted partner, the Pathfinder Larraz Virtanne, who yet 
  survives, hiding in Goldenflame College. The PCs have 
  an opportunity to befriend the horse. The PCs can also 
  explore Goldenflame, investigating bodies, recovering 
  relics and treasure, and repairing a cart that can be used 
  to haul cargo—especially with the help of their new 
  friend Desert Wind.
  After completing their investigation of Goldenflame, the 
  PCs then move on to the college. There, they investigate 
  more bodies and recover relics from Goldenflame 
  College’s academic past. They can also encounter the 
  surviving Larraz Virtanne, who has been living in terror 
  for the past months and is grateful for the rescue.
  As the PCs are preparing to leave Goldenflame College, 
  they are attacked by the Whispering Way necromancer 
  Ralthiss and his undead allies. Depending on how 
  quickly the PCs’ mission has gone, Ralthiss may have 
  had to hastily hustle to catch up to them, or he might 
  have had extra time to prepare for the PCs, which can 
  affect the number of undead minions accompanying him. 
  One way or the other, the PCs must overcome Ralthiss, 
  whether through combat or clever escape.
  • Caliphas
  • Goldenflame
  THE GRAVELANDS
  
  4
  Pathfinder Society Scenario
  Escaping the Grave
  Included in the handouts for this adventure is a 
  PC handout with the names and descriptions of 10 
  Pathfinders currently missing in action in or near to 
  the undead-haunted ruins of Goldenflame. Listed below 
  are each of the missing Pathfinders and a note about 
  whether their body is actually in Goldenflame and, if 
  so, where.
  • Ardyl Loralin: Inadvertently teleported to Jalmeray 
  by a strange ring.
  • Bryrigar Hassen: Remains located in area B4.
  • Clement Marten: Remains located in area A1.
  • Dargrim Margenstrom: Killed in an alchemical explosion 
  of unusual size several miles outside Goldenflame.
  • Gibb Potsmasher: Remains located in area A2.
  • Kailli Thimbleberry: Stepped upon by colossal 
  undead abomination. Body wedged somewhere 
  between abomination’s “toes.”
  • Larraz Virtanne: Currently hiding in area B5.
  • Osprey Pierces the Tide: Whereabouts unknown.
  • Raelyn Mumblewort: Devoured by mutants.
  • Zinno Dark Hook: Mistook an undead dragon wing for 
  a buried ship’s sail. Whereabouts currently unknown.
  THE MISSING PATHFINDERS
  The PCs can then return to Caliphas, avoiding any 
  serious encounters during their journey back. There, 
  Evni greets them and is eager to hear about how things 
  went, solemnly recognizing the lives of the fallen and 
  eagerly accepting any relics recovered from Goldenflame 
  and the college.
  Getting Started
  Each PC receives a summons from Venture-Captain 
  Evni Zongnoss (NG gnome harrower), requesting their 
  presence at the Vodavani Lodge in Caliphas; give the 
  players Handout #1: Letter from Evni Zongnoss. The 
  streets of Caliphas are bustling with activity due to an 
  influx of refugees from the former nation of Lastwall. 
  When the PCs enter the Vodavani Lodge, they are met 
  with a cacophony rising from dozens of Pathfinders 
  discussing missions, sharing documents, and gathering 
  supplies for their quests. At the center of it all is Venture-
  Captain Evni Zongnoss. Despite the destruction of her 
  home lodge in the capital of former Lastwall, Vigil, 
  Evni remains resolute in carrying out her tasks from her 
  temporary headquarters in the Vodavani Lodge. When 
  the PCs enter, Evni is directing various Pathfinders and 
  delegating tasks while simultaneously preparing weapons 
  and gear for her own quest. When the PCs approach 
  Evni, read or paraphrase the following.
  A harried gnome clad in a blue turban and matching robe 
  decorated with golden crescent moons and butterflies 
  scurries through the crowded Vodavani Lodge, delegating 
  tasks to various Pathfinders. When she spots the newcomers, 
  she issues a warm smile. “Ah, thank you for coming. Gather 
  around over here, please.”
  Evni motions over to a nearby table upon which rests a 
  parchment map stuck with miniature flag partly obscuring the 
  label “Lastwall.” “Apologies for the out-of-date cartography, 
  but it’s the best we can do at this time.
  “The re-emergence of Tar-Baphon dealt a devastating 
  blow to the Society, so we’ve been scrambling to consolidate 
  resources. The Society is focusing on missions into the 
  Gravelands for two reasons: to track down the whereabouts 
  of Pathfinder agents who went missing when the undead 
  hordes struck, and to recover the fragments of history and 
  culture that yet survive. I believe you all should have received 
  a letter from me containing your assigned destination.”
  After the PCs present Evni with the assignment letter, 
  she thanks them and then continues.
  Evni points to a flag in the southeast portion of Lastwall. 
  “Goldenflame was an idyllic place surrounding a college 
  sponsored and supported by the church of Iomedae. 
  Fortunately, most of the town was able to evacuate swiftly, 
  but we know that some residents stayed behind out of a 
  sense of civic duty to defend their home against evil.
  “Goldenflame College is known for its documentation of the 
  history of both southeastern Lastwall and the activities of the 
  church of Iomedae in the region, as well as its collection of 
  invaluable local curiosities accrued over time. Those relics and 
  stories—if they can be recovered, then Lastwall can live on.”
  Evni excuses herself and shortly returns with a bundle 
  of paper. “These dossiers contain information on all known 
  Pathfinder agents in the region surrounding Goldenflame. 
  Although we must hold out hope, I cannot truthfully say I 
  am optimistic. Nevertheless, closure is important, and we 
  can properly mourn for their loss and celebrate their lives if 
  we know their fates. Perhaps these documents could be of 
  some use to you in this quest. I’ve also completed and signed 
  travel documentation stating your reasons for being in the 
  Gravelands. Present this document to the border crossing, 
  and you can then be on your way.”
  Evni walks over to a nearby bench to a relatively massive 
  pack, where she begins sorting through its contents. She pulls 
  out a bundle of sacks. “Here. These are for you to transport 
  any items or—” she bows her head “—remains you might find. 
  
  5
  Pathfinder Society Scenario
  Escaping the Grave
  I know it is a sad and gruesome task, but retrieving those 
  fallen Pathfinders would bring closure to their loved ones.” 
  Evni then closes the pack and shoulders it. “I’m also heading 
  into the Gravelands myself. May Desna guide us all on our 
  journeys. Hopefully we can find what we seek.”
  Evni provides the PCs the Pathfinder documentation 
  along with 10 sacks. Give the PCs Handout #2: Pathfinder 
  Dossiers. Before the PCs depart, they have a chance to 
  ask Evni any questions they might have. Likely questions 
  and their answers are as follows.
  What precautions should we take to ensure safe 
  travel through the Gravelands? “Tar-Baphon’s legions 
  are constantly patrolling and are mighty indeed, so I 
  recommend avoiding fights with those troops. Try to 
  identify the paths the undead patrols normally take and 
  travel elsewhere. Covering your tracks would be wise 
  as well. Although I would like you to be as thorough 
  as you can in your investigation, do keep in mind that 
  spending too much time in the Gravelands increases your 
  likelihood of being found, so don’t linger.”
  What kinds of things should we be looking for? “Be 
  on the lookout for any religious texts and historical 
  records—hopefully the troops of Tar-Baphon have 
  overlooked them. You might also find items of cultural 
  or religious significance: things that Goldenflame could 
  be remembered by.
  Will mounts be provided for the trip? Evni shakes 
  her head. “Unfortunately, the Society is stretched thin 
  at this point in time. Goldenflame is not far from here, 
  though, so a round trip should be possible in a single 
  day.” If the PCs look to buy or rent mounts in Caliphas, 
  they find that due to a combination of high demand 
  and already low supply in Caliphas, they are unable to 
  find any suitable mounts—at least not ones they could 
  possibly afford. 
  Before the PCs leave, Evni gives them detailed 
  instructions on the roads they should follow to reach 
  Goldenflame. At this point, the PCs can make whatever 
  purchases they would like before they leave Caliphas, 
  and they can slot their boons for this scenario.
  Society (Recall Knowledge)
  Based on the result of a DC 15 Society check to Recall 
  Knowledge, the PCs might know more information 
  about Goldenflame.
  Critical Success: Goldenflame College contained a 
  fantastic statue of Iomedae’s servitor Jingh, and many 
  regarded it as the college’s most valuable possession.
  Success: Goldenflame’s chapel functioned as a religious 
  institution and the town hall, so historical records 
  concerning its citizens and events were stored there.
  The Gravelands are dangerous, and the PCs are pressed 
  to complete their mission as quickly as they can to avoid 
  the powerful undead lurking in the region. Throughout 
  the adventure, the PCs must spend time completing their 
  various tasks. Each section mentions the amount of time 
  it generally takes for the PCs to carry out certain tasks; 
  most require 10 minutes. Use these values as a baseline 
  to adjudicate how much time it takes to perform other 
  tasks, as appropriate. Be lenient with adjudicating time 
  while the PCs are formulating plans or other minor uses 
  of time, such as moving between nearby areas; this time 
  tracking is not meant to be comprehensive, but rather a 
  guide for you to determine the PCs’ level of success at 
  completing the overall mission in a timely fashion. Do 
  not include combat encounters in this total unless the 
  combat drags out for an exceptionally long time.
  The PCs normally have a timer of 4 hours for their 
  activities, not counting the travel time to Goldenflame. 
  If you have a party of more than four PCs, the PCs have 
  20 fewer minutes on their timer per additional PC beyond 
  four, as the larger group attracts attention faster. 
  As the PCs spend time performing various tasks, 
  reduce the time they have remaining. The speed at which 
  the PCs complete their tasks affects the preparations 
  the necromancer Ralthiss undertakes before the final 
  encounter. Depending on the PCs’ success in Into the 
  Gravelands (page 6), they might spend additional time 
  traveling, which is deducted from their timer. Most 
  single tasks the PCs can perform in Goldenflame require 
  10 minutes, so you can usually go around the table, 
  ask each player what their character would like to do, 
  and then subtract 10 minutes from the time remaining. 
  Tasks that take longer than 10 minutes are longer by 
  increments of 10, so you can just commit PCs performing 
  those activities to carrying them out while other PCs act 
  during subsequent 10-minute increments.
  If needed, remind the PCs that they generally can 
  attempt most tasks again if they fail by using more 
  time; this includes things such as investigating an area 
  again to find something missed.
  Use the following techniques to ensure the PCs move 
  quickly through their investigation. Evni reminded the 
  PCs in the briefing to be quick in their investigation, 
  so make sure that the players keep that in mind. The 
  Gargantuan zombie monstrosities approaching from 
  the west can also be used as a direct reminder that 
  every living creature’s foray into the Gravelands is 
  made on a timer.
  TIME IS OF THE ESSENCE
  
  6
  Pathfinder Society Scenario
  Escaping the Grave
  Failure: The PC learns no information.
  Critical Failure: A small guardhouse was built on 
  the road leading into Goldenflame from the north. The 
  rotating Knights of Ozem guarding Goldenflame kept an 
  ornate ceremonial suit of armor in a hidden compartment 
  beneath the floorboards there. 
  Into the Gravelands
  The PCs depart Caliphas early in the day, passing 
  through a heavily fortified Ustalavic border crossing 
  staffed by Knights of Lastwall, one of whom examines 
  the PCs’ documentation and then waves them through. 
  The day is clear and bright, but the landscape is 
  desolate and quiet, the gently rolling hills devoid of 
  life. Goldenflame is a few hours’ travel southwest of 
  Caliphas by foot; the PCs learned the direction from 
  Evni’s map. As the PCs travel, they encounter three 
  obstacles: Hill, Undead Troops, and Undergrowth. Each 
  obstacle has four components, each presented in its own 
  entry. These entries are described below. 
  Setup Check: To prepare for a given obstacle, a single 
  PC (referred to as the setup PC) can attempt a special 
  setup check in place of their check to overcome the 
  obstacle. This check is harder than the checks to simply 
  overcome the obstacle, but by succeeding on this check, 
  the PC not only grants all other PCs a +2 circumstance 
  bonus to their own checks against the obstacle, but 
  it also counts as a success toward overcoming the 
  obstacle. Only one PC can attempt this check, and it 
  must be attempted before any other PCs attempt their 
  own checks to overcome the obstacle. Attempting the 
  setup check is optional.
  Check: Each obstacle is represented by a check 
  described in the obstacle’s Check entry; other skills, 
  actions, or abilities could be applicable, subject to the 
  GM’s discretion. As normal (see Special Circumstances 
  on page 492 of the Pathfinder Core Rulebook), if the 
  PCs come up with particularly appropriate solutions, 
  you can award them a +1 circumstance bonus, or even 
  a +2 or higher circumstance bonus for an extremely 
  appropriate solution (maximum +4). Each check uses 
  the following degrees of success.
  Critical Success The PCs gain two successes toward 
  overcoming the obstacle.
  Success The PCs gain one success toward overcoming the 
  obstacle.
  Critical Failure The PCs need one additional success to 
  overcome the obstacle.
  Each PC (other than the setup PC, if there was one) 
  attempts the check once, and together, the PCs must 
  achieve at least three total successes for a given obstacle 
  to successfully overcome that obstacle. How well the 
  PCs do overall determines how quickly they reach 
  Goldenflame (see page 20). 
  Hustle: If they cannot or don't wish to attempt a 
  relevant skill check, a PC can bypass an obstacle by using 
  the Hustle exploration activity to simply take the long 
  way around. This grants the PC an automatic success 
  toward overcoming the obstacle, but they must attempt 
  a DC 18 Fortitude save (DC 21 in Subtier 3–4); on a 
  failure, they become fatigued and can’t use the Hustle 
  activity again for any subsequent obstacles. Each time 
  a PC Hustles after the first time, the Fortitude save DC 
  increases by 2. If a PC can’t or doesn’t want to Hustle 
  but refuses to attempt the obstacle’s check, they travel 
  at normal speed and gain an automatic critical failure. 
  The obstacle’s Hustle entry describes the narrative 
  explanation for what happens if the PC hustles.
  Failure: This entry describes the narrative result of the 
  PCs’ failure against the obstacle. 
  Hill
  A large, steep rise blocks the most direct path through 
  the area, and the road diverts around it. 
  Setup Check: If the setup PC succeeds at a DC 17 
  Scouting Lore or Survival check (DC 20 in Subtier 3–4) 
  or a DC 19 Perception check (DC 22 in Subtier 3–4), that 
  PC finds an efficient path up the hill, granting the other 
  PCs a +2 circumstance bonus to their Athletics checks. 
  Check: A PC who succeeds at a DC 15 Athletics check 
  (DC 18 in Subtier 3–4) can use sheer strength to power 
  up and over the hill, helping their allies as necessary.
  Hustle: A PC who Hustles around the hill on the road 
  earns an automatic success as described above.
  Failure: The PCs make slow progress and waste time 
  cresting or circumnavigating the hill.
  Undead Troops
  A massive patrol of undead troops is approaching but 
  seems not to have noticed the PCs yet; it should be very 
  apparent to the PCs that it would be unwise to engage 
  this undead army. 
  Setup Check: If the setup PC succeeds at a DC 17 
  Deception check (DC 20 in Subtier 3–4), they can divert 
  the undeads’ attention elsewhere while the PCs pass by, 
  granting the other PCs a +2 circumstance bonus to their 
  Stealth checks.
  Check: A PC who succeeds at a DC 15 Stealth 
  check (DC 18 in Subtier 3–4) can quietly skirt by the 
  undead troops. 
  Hustle: A PC who Hustles avoids notice by simply 
  moving quickly before the undead can scrutinize the 
  area, earning an automatic success as described above.
  
  7
  Pathfinder Society Scenario
  Escaping the Grave
  Failure: Failure means the PCs are noticed; the undead 
  patrol doesn’t attack, but sends messengers to inform the 
  necromancer Ralthiss. While this doesn’t actually take 
  any additional time, it has the same effects as though the 
  PCs had spent additional time here, as Ralthiss receives 
  word of their presence and begins preparations earlier.
  Undergrowth
  Heavy, prickly undergrowth and tall grasses have grown 
  over the road. 
  Setup Check: If the setup PC succeeds at a DC 17 
  Nature or Survival check (DC 20 in Subtier 3–4), they 
  can identify areas where the undergrowth isn’t as thick, 
  granting the PCs a +2 circumstance bonus to their attack 
  rolls and Acrobatics checks.
  Check: A PC who succeeds at a melee attack roll 
  against AC 15 (AC 18 in Subtier 3–4) using a weapon 
  that deals slashing damage can hack their way through; 
  alternatively, a PC who succeeds at a DC 14 Acrobatics 
  check (DC 17 in Subtier 3–4) can nimbly maneuver 
  through the narrow spaces. 
  Hustle: A PC who Hustles can circumvent the road 
  to avoid the brambles and vines, earning an automatic 
  success as described above.
  Failure: Failure means the PCs slog through the 
  undergrowth at a slow rate. 
  Development: How quickly the PCs travel from Caliphas 
  to Goldenflame depends on the number of obstacles they 
  successfully overcame. It normally takes several hours to 
  reach Goldenflame, which is already accounted for in the 
  PCs’ initial timer. The time listed below is based on how 
  long it takes to traverse the obstacles. 
  Three Cleared Obstacles: The PCs make excellent 
  time, and the obstacles don’t slow the PCs down. Don’t 
  subtract any time.
  Two Cleared Obstacles: The PCs briskly traverse the 
  Gravelands. Subtract 20 minutes from the time remaining.
  One Cleared Obstacle: The PCs experience minor 
  setbacks in their journey. Subtract 40 minutes from the 
  time remaining.
  Zero Cleared Obstacles: The PCs are significantly slowed 
  down. Subtract 60 minutes from the time remaining.
  Regardless of how well the PCs perform here, 
  Whispering 
  Way 
  informants 
  lurking 
  near 
  the 
  Gravelands roads notice the PCs. After the PCs 
  complete the three obstacles, Goldenflame comes into 
  view as they follow the gently descending path into 
  town. A PC who succeeds at a DC 15 Perception check 
  (DC 18 in Subtier 3–4) sees a figure in the distance 
  run over the crest of a short hill; a PC who critically 
  succeeds at this check notices the figure moving with 
  an erratic lurch. This indicates that a scout has spotted 
  the PCs, though the lack of nearby undead forces mean 
  that the PCs have at least a few hours to explore before 
  the necromancer Ralthiss arrives. The nature of this 
  encounter is determined by how quickly and efficiently 
  the PCs proceed, as described on page 20. 
  Goldenflame
  Goldenflame was formerly an idyllic town that 
  blossomed with the establishment of the Goldenflame 
  College. Established and sponsored by the church of 
  Iomedae, Goldenflame was a place where students 
  could study how to best do good in the world while 
  staying far away from the infamously dangerous parts 
  of Lastwall. However, this made the town less vigilant 
  than much of Lastwall, and it was ill prepared for the 
  rise of the Whispering Tyrant. Most of the townsfolk 
  evacuated quickly, and those who stayed behind were 
  quickly overwhelmed.
  Goldenflame was a small settlement with amenities 
  one might expect of a town in a militaristic and religious 
  nation: a chapel for worship and an armory for weapons. 
  It also supported an apothecary and general store to 
  provide goods for the townsfolk. Life was quiet and 
  comfortable in this cozy hamlet, and everyone in town 
  knew one another.
  All the buildings in town have 10-foot ceilings. The 
  fountain in the middle of the town square is raised 
  only about a foot off the ground. The hedges are all 
  only 2–3 feet high; a creature can move through them, 
  but they are difficult terrain. The various relics the PCs 
  have been sent to retrieve are scattered throughout 
  town and appear in Relic entries within their respective 
  location entries.
  A1. Town Plaza 
  Moderate
  The PCs enter Goldenflame from the northeast. Apart 
  from the slight breeze, the town is still and quiet. The 
  buildings here seem mostly intact, with only a few signs 
  of disuse: cracked gutters, dry and decaying flower beds, 
  weeds growing against flaking walls. 
  A crumbling fountain stands in the middle of the plaza, 
  dry as a dusty bone.
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Both Subtiers: For a group of 6 or more PC, the PCs 
  must achieve an additional success in each obstacle to 
  overcome it.
  SCALING INTO THE GRAVELANDS
  
  8
  Pathfinder Society Scenario
  Escaping the Grave
  A. Goldenflame
  1 square = 5 feet
  Text
  A2
  A3
  A4
  A1
  A5
  A6
  A7
  Pathfinder Flip-Mat Classics: Village Square
  Z5
  Z6
  Z4
  Z2
  Z1
  Z3
  
  9
  Pathfinder Society Scenario
  Escaping the Grave
  Creatures: Goldenflame fell quickly to the undead 
  hordes of the Whispering Tyrant, with most inhabitants 
  giving up their home in search of aid in nearby Vellumis. 
  The few defenders who stayed behind were quickly 
  slaughtered, and the town fell to the undead.
  A zombie horse lurks near the fountain in the center of 
  the square, walking erratically. When it notices a PC, it 
  snorts and lets out a rasping whinny from a rotting gash 
  in its throat. Zombie shamblers clad in tattered clothing 
  move into action, emerging from behind walls and dead 
  hedges, their moans breaking the silence. A PC who 
  succeeds at a DC 16 Perception check (DC 19 in Subtier 
  3–4) notices a metal wayfinder glimmering in the jagged 
  gash across the zombie horse’s throat. 
  The zombie horse catches as many injured PCs as it 
  can within its rotting aura, using its hooves and jaws to 
  open wounds. The zombie shamblers move mindlessly 
  toward the closest living creature, trying to Grab anyone 
  they can. All the zombies fight until destroyed.
  Subtier 1–2
  ZOMBIE RIDING HORSE 
  CREATURE 1
  Page 26; art on page 34
  Initiative Perception +3
  ZOMBIE SHAMBLERS (3) 
  CREATURE –1
  Pathfinder Bestiary 340; page 26; art on page 35
  Initiative Perception +0
  Subtier 3–4
  PLAGUE ZOMBIES (3)  
  CREATURE 1
  Page 30; art on page 35
  Initiative Perception +3
  ZOMBIE WARHORSE 
  CREATURE 3
  Pathfinder Bestiary 340; page 30; art on page 34
  Initiative Perception +6
  Aftermath: After the PCs have defeated the zombies, 
  they can examine the metal embedded in throat of the 
  zombie horse, which is the wayfinder of the Pathfinder 
  Clement Marten. Clement was in Goldenflame when 
  the Whispering Way cells began to emerge across 
  Lastwall. Pledging himself to assist the Knights 
  of Ozem, he stayed in Goldenflame even 
  as it was overrun, whereupon he was 
  killed by the zombie horse. PCs who 
  are forced to flee the area without 
  defeating the zombie horse lose the 
  opportunity to retrieve Clement’s wayfinder or identify 
  As the PCs explore Goldenflame and Goldenflame 
  College, they begin to feel a sense of dread that slowly 
  grows the longer they stay. Any PC who looks can 
  notice the movement of faint shapes on the horizon, 
  almost like living mountains. These Gargantuan 
  zombie amalgams emanate an aura that strikes fear 
  in the hearts of sapient creatures, growing as the 
  monstrosities thud ever closer. A PC who succeeds 
  at a DC 12 Perception check (DC 15 in Subtier 3–4) 
  determines that the zombies are headed toward the 
  town. While these massive undead are quite far from 
  Goldenflame, you can use their presence to signal to 
  the PCs that they should not spend too much time here.
  SCALING INTO THE GRAVELANDS
  his corpse; reduce their rewards for this adventure by 
  2 Treasure Bundles.
  PCs who search the destroyed 
  bodies for Clement’s corpse find 
  him; read or paraphrase the 
  following.
  Zombie Horse
  
  10
  Pathfinder Society Scenario
  Escaping the Grave
  This graying zombie’s features are rotted and torn. Its clothing, 
  although tattered and dirtied, was nevertheless clearly fine at 
  one time, with a torn ruffled collar and ripped cloak. 
  Medicine or Perception (10 minutes): A PC who 
  observes the body and succeeds at a DC 13 Medicine 
  check (DC 16 in Subtier 3–4) or a DC 16 Perception 
  check (DC 19 in Subtier 3–4) can determine that this 
  zombie shambler was once a human, and that his neck 
  and face both show significant damage from some kind 
  of violent strangulation and tearing from teeth.
  Society (10 minutes): A PC who succeeds at a DC 16 
  Society check (DC 19 in Subtier 3–4) recalls that this 
  type of fine clothing was very popular among minor 
  nobles in Taldor.
  Wayfinder: A PC who succeeds at a DC 12 Thievery 
  check can easily pull the metal wayfinder out of the 
  zombie horse’s throat (as long as it has been defeated), 
  though on a failure the wayfinder is too jammed in to 
  try again. After a failed Thievery check, or instead of 
  attempting the check, the PCs can also cut the wayfinder 
  free, though this process is slippery and difficult, taking 
  an additional 10 minutes. One PC can perform this 
  grisly task while the rest are otherwise occupied, such as 
  attempting skill checks to identify Clement’s body.
  Event #1: Desert Wind Approaches
  After the PCs defeat the zombies, the horse Desert Wind 
  (page 31; page 36 for art) cautiously approaches from 
  behind one of the houses (preferably near at least one of 
  the PCs).
  Creatures: Desert Wind, Larraz Virtanne’s companion, 
  was separated from his master in a skirmish with an 
  undead patrol. Not giving up hope, Desert Wind has 
  been skulking on the edges of town but has always been 
  scared off by the zombies occupying the town. 
  Although Desert Wind recognizes that the PCs 
  defeated the fearsome monsters that had attacked him, 
  he does not trust strangers easily; in Subtier 3–4, the PCs 
  take a –2 circumstance penalty to checks to Make an 
  Impression or Command an Animal with Desert Wind. 
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2: For each additional PC present beyond 
  four, add one zombie shambler to the encounter.
  Subtier 3–4: For each additional PC present beyond 
  four, add one plague zombie to the encounter.
  SCALING ENCOUNTER A1
  Desert Wind begins with an attitude of indifferent. 
  In addition to PCs using wild empathy, a PC who has 
  the rolled oats from area A5 can present the oats to 
  Desert Wind and attempt a Diplomacy check to Make 
  an Impression with him, instead of attempting a Nature 
  check to Command an Animal. If the PCs change Desert 
  Wind’s attitude toward them to friendly or better, the 
  DC of checks to use the Command an Animal action on 
  Desert Wind decrease by 6. If his attitude toward the PCs 
  becomes unfriendly, Desert Wind cannot be commanded 
  by the PCs, but he continues to lurk in the area, meaning 
  PCs might be able to Make an Impression on him again 
  later (or have Larraz command him, if the PCs find him 
  in area B5 on page 16). If attacked by a PC or if his 
  attitude toward the PCs becomes hostile, Desert Wind 
  gallops away and does not return during this adventure. 
  If the PCs make no effort to befriend Desert Wind or 
  if he remains unfriendly to the PCs, he lurks around 
  the village as the PCs explore, but the horse leaves and 
  doesn’t return once they head to the college.
  Desert Wind’s barding features a large engraving 
  of the Glyph of the Open Road and gold-and-green 
  caparisons; a PC who succeeds at a DC 12 Society 
  check to Recall Knowledge recognizes the colors as 
  those of Katapesh. Desert Wind’s saddle bears both 
  an engraving of the horse’s name as well as the name 
  “Larraz Virtanne,” which a PC can easily see when 
  adjacent to the horse.
  Treasure: A PC who is adjacent to Desert Wind can 
  reach into his saddlebag, which contains two minor 
  healing potions (lesser healing potions in Subtier 3–4).
  All Subtiers
  DESERT WIND 
  CREATURE 1
  Page 31; page 36 for art
  Perception +5, Will +6
  A2. Goldenflame Chapel
  Dust-covered pews stand in silent rows in this small chapel, 
  and shelves line the walls. Facsimiles of candles occupy the 
  candelabras here—mounds of congealed wax and burned wicks. 
  This chapel served not only as a place of worship but 
  also as the town’s city hall, supporting gatherings of 
  people for both faith and government. In the past it was 
  pristine and gleaming, but now it is grimy and dank, the 
  walls scorched and the floors scored by battle.
  Body: The body of Gibb Potsmasher rests slumped 
  against the pew in the northwest corner, surrounded by 
  the charred remains of zombie shamblers. 
  
  11
  Pathfinder Society Scenario
  Escaping the Grave
  Throughout this adventure, the PCs can investigate 
  various corpses. These corpses have been out in the 
  open for a long time and are heavily damaged, so it is 
  mostly impossible to identify them based on physical 
  traits other than the very obvious size difference 
  between Small and Medium creatures and possibly 
  ancestry. If a PC would like to examine a certain feature 
  of the corpse in more detail, try to recall information 
  about a detail, or simply examine the corpse with a 
  more nuanced eye, use the listed skill check that most 
  closely matches what the PCs are trying to figure out. 
  These checks list default skills for the information 
  gained on a success, although at your discretion, 
  other skills could be used (at the same or higher DC) 
  depending on how the PCs explain what they are trying 
  to accomplish.
  The areas containing Pathfinders also contain their 
  wayfinders. The PCs can find them either on the agent’s 
  corpse or by searching the area, as detailed in the 
  Wayfinder entry in those areas.
  For the purpose of tracking time, each skill check 
  takes 10 minutes on average; multiple PCs can examine a 
  corpse at the same time. Simply finding the corpse does 
  not take any time unless otherwise stated; only the skill 
  checks take 10 minutes. The 10 minute requirement is 
  repeated in each skill’s entry for your convenience.
  The bodies have decayed quite a bit; for simplicity, 
  the remains of each body that can be brought back to 
  Caliphas are 1 Bulk.
  INVESTIGATING THE CORPSES
  Read or paraphrase the following when a PC examines 
  Gibb’s body.
  A small corpse—charred, broken, and its features mostly 
  burned away—rests against the pew. The corpse is covered in 
  a layer of fine ash and scraps of charred fabric that seem to be 
  all that remains of the clothing it once wore. Around its neck 
  is a soot-covered chain bearing an ankh.
  Arcana (10 minutes): A PC who examines the scorch 
  marks and succeeds at a DC 15 Arcana, Crafting, or 
  Nature check (DC 18 in Subtier 3–4) recognizes the 
  flames that burned the body were magical.
  Medicine or Perception (10 minutes): A PC who 
  observes the body and succeeds at a DC 13 Medicine 
  check (DC 16 in Subtier 3–4) or a DC 15 Perception 
  check (DC 18 in Subtier 3–4) recognizes that the body is 
  that of a goblin, either by its large head or pointy teeth.
  Religion (10 minutes): A PC who examines the ankh 
  and succeeds at a DC 13 Religion check (DC 16 in Subtier 
  3–4) identifies it as the partly melted religious symbol of 
  Sarenrae. A Sarenite character knows this automatically.
  Relic: A PC who spends 10 minutes rummaging 
  through the town hall finds census records and historical 
  documents kept by the Goldenflame town council—
  fortunately far enough from Gibb’s flames that they 
  remain intact. These records detail the history of the 
  town’s inhabitants and notable events in the town’s 
  history, including festivals, feasts, and the like. These 
  documents have light Bulk and all together count as one 
  relic toward the primary success condition.
  Wayfinder: A PC who spends 10 minutes Seeking in 
  the town hall and succeeds at a DC 15 Perception check 
  (DC 18 in Subtier 3–4) finds a wayfinder beneath the pew 
  in front of the altar. This wayfinder belonged to Gibb; the 
  goblin dropped it during the fight.
  A3. Armory
  Empty weapon cases and crates are scattered throughout 
  this bare-bones building. Dust outlines the faint shadows of 
  swords and shields removed from their resting places.
  The citizens of Goldenflame used horses to transport 
  goods to and from Vellumis, storing weapons, shields, 
  and other combat-related items here. The evacuees took 
  much of the contents of the armory to defend themselves 
  on their journey, and undead troops and Whispering Way 
  cultists have taken the remaining equipment. A PC who 
  spends 10 minutes searching the storehouse finds nothing 
  except the damaged cart resting alongside the armory.
  Reward: Near the armory is a nonfunctioning cart with 
  broken axles. This cart was one of many the townsfolk 
  used to transport goods to and from various larger 
  settlements, notably nearby Vellumis. The townsfolk had 
  not repaired this cart when the undead hordes struck, 
  so they left it here in disrepair. A PC can attempt a DC 
  15 Crafting check (DC 18 in Subtier 3–4) to Repair the 
  cart; note that this takes 10 minutes per attempt. If a PC 
  succeeds but does not critically succeed at this check, the 
  cart appears in working order but is actually quite rickety; 
  a PC can attempt another Crafting check to Repair at the 
  same DC to make the cart completely sturdy (a PC who 
  critically succeeded at the initial Crafting check to Repair 
  the cart makes it completely sturdy with only a single 
  attempt). See the details on the statue in area B9 (page 
  18) for further complications the PCs might encounter 
  when trying to load the heavy statue into a rickety cart.
  A horse can pull this cart alone at up to half its Speed 
  (a PC can attach the cart to a horse with an Interact 
  
  12
  Pathfinder Society Scenario
  Escaping the Grave
  action), or two PCs can each use an Interact action to 
  grab a handle and then move the cart at a rate of up to 
  half of the lower of the two PCs’ Speeds. For simplicity, 
  the cart can hold the statue from area B9, as well as the 
  bodies the PCs want return to Caliphas and any items 
  they do not wish to carry on their person.
  A4. Guardhouse
  This small house was where rotating Knight of Ozem 
  guards would stay. The bed and table are crusted with a 
  thick layer of dust. A PC who decides to search this house 
  can do so in only 10 minutes, although if a PC attempts 
  to thoroughly search the house based upon the critical 
  failure result of the Society check to Recall Knowledge 
  at the beginning of this adventure (pages 5–6), the PC 
  spends 30 minutes trying to find a hidden compartment 
  that does not exist.
  Treasure: A PC who spends 10 minutes exploring 
  the house (or 30 minutes, if looking for the nonexistent 
  hidden compartment) finds a low-grade cold iron buckler 
  that was kicked underneath the bed and forgotten; in 
  Subtier 3–4, the shield is a minor sturdy shield instead. 
  This shield represents 1 Treasure Bundle.
  A5. Apothecary
  Grime-caked and smashed glass cases occupy much of this 
  apothecary, and dusty shelves line many of the walls. A door 
  to the northwest leads to an emptied storage closet.
  This apothecary was where citizens of Goldenflame 
  could procure medicines, herbs, teas, and the like for 
  treating ailments and improving overall health. The 
  proprietor of the apothecary scrambled to gather as 
  many of her wares as she could during the townsfolk’s 
  escape to Vellumis. 
  Treasure: A PC who spends 10 minutes rummaging 
  around in the apothecary can find valuable scented 
  candles, oils, and dried herbs used for aromatic, medical, 
  or therapeutic purposes; the undead saw little use for 
  them and as such left them intact. These represent 1 
  Treasure Bundle and are light Bulk.
  A6. The Flaming Wheel
  This small tavern and inn was a popular location for 
  students and locals to relax after days of study or labor. 
  Many visitors to the town stayed in the modest rooms 
  here. The paddock to the east of the tavern used to house 
  chickens and a small garden, but it is barren now.
  Outside the building, a painted sign reading “The 
  Flaming Wheel” and decorated with a flaming chariot 
  wheel hangs from one chain, swaying gently in the wind; 
  a PC who succeeds at a DC 13 Religion check recognizes 
  the wheel to be important to the faith of Iomedae, and a 
  PC who critically succeeds knows that the symbol is that 
  of an iophanite, the celestial servitors of Iomedae.
  Read or paraphrase the following when a PC enters 
  the tavern.
  A broken circular table and door, part of a makeshift barricade, 
  rest near the entrance of this modest tavern. Other similar 
  tables and accompanying chairs are scattered throughout the 
  area. Long-dried blood smears decorate the floor and walls. 
  The bar is haphazardly covered in tankards—signs of the final 
  celebration of life.
  Body: The PCs find the blood-soaked body of a 
  Knight of Ozem in the tavern. This gnome defended 
  Goldenflame to her last, vowing to never give in to the 
  forces of evil. Eventually trapped in the Flaming Wheel 
  with her improvised barricades threatening to give in, 
  the knight decided that she might as well enjoy her end, 
  guzzling libations as she fought the forces of evil. When a 
  PC examines the body, read or paraphrase the following.
  This corpse has been heavily damaged by zombie teeth. A 
  broken piece of plate armor lies nearby, bearing iconography 
  of a flame and the hilt of a sword.
  Medicine or Perception (10 minutes): A PC who 
  observes the body and succeeds at a DC 15 Medicine 
  check (DC 18 in Subtier 3–4) or a DC 17 Perception 
  check (DC 20 in Subtier 3–4) determines that the corpse 
  was once a gnome or halfling.
  Religion (10 minutes): A PC who examines the piece 
  of plate armor and succeeds at a DC 15 Religion check 
  (DC 18 in Subtier 3–4) identifies the iconography to be 
  a portion of the religious symbol of Iomedae. Iomedaean 
  PCs gain a +2 circumstance bonus to this check.
  Society (10 minutes): A PC who examines the piece of 
  plate armor and succeeds at a DC 17 Society check (DC 
  20 in Subtier 3–4) recognizes the armor as that famously 
  worn by the Knights of Ozem, now known as the Knights 
  of Lastwall. If any PC succeeded at the Religion check to 
  identify the symbol as the religious symbol of Iomedae, 
  or if any PC already knows it is that symbol, the DC for 
  this check is 2 lower.
  Relics: A PC can retrieve the sign outside the tavern in 
  any manner of ways, as it comes off easily through any 
  effort: jumping and grabbing it, hitting it with a weapon, 
  undoing the chain links, or any similar task. The sign is 
  a relic for the primary success condition. The piece of 
  Knight of Ozem armor recovered from the body is also a 
  relic for the primary success condition.
  
  13
  Pathfinder Society Scenario
  Escaping the Grave
  Treasure: A PC who spends 10 minutes searching 
  the guest rooms finds a purse containing 10 sp (17 sp 
  in Subtier 3–4) in one of the bedside tables; it was left 
  behind by a guest at the tavern who, in their haste, left 
  it behind during the retreat from Goldenflame. This 
  treasure represents 1 Treasure Bundle.
  A7. Goldenflame General 
  Moderate
  This general store sold goods brought across the plains 
  from Vellumis. The town’s inhabitants took most of 
  the store’s wares with them when they fled, and the 
  rest has decayed. 
  Hazard: Some foodstuffs were left behind in the 
  citizens’ hasty departure from Goldenflame, and over 
  time and exposure to water, a toxic mold has grown, 
  filling much of the store. A PC who enters Goldenflame 
  General risks exposure to the mold’s spores.
  Subtier 1–2
  MOLDY FOODSTUFFS 
  HAZARD 3
  ENVIRONMENTAL
  Stealth DC 20 (trained)
  Description A mold cloud puffs from spoiled spilled food.
  Disable Survival DC 14 (trained) to remove the mold from the 
  food without triggering the spores.
  AC 16; Fort +10; Ref +2
  HP 24; Immunities critical hits, object immunities, precision 
  damage
  Spore Puff � 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 the mold’s spores.
  Foodborn Spores (inhaled, poison) The drained condition from 
  the spores persists after the poison’s duration ends; Saving 
  Throw DC 14 Fortitude; Maximum Duration 2 rounds; Stage 
  1 1d6 poison damage and drained 1 (1 round); Stage 2 1d8 
  poison damage and drained 1 (1 round)
  Subtier 3–4
  MOLDY FOODSTUFFS 
  HAZARD 4
  ENVIRONMENTAL
  Stealth DC 23 (trained)
  Description A mold cloud puffs from spoiled spilled food.
  Disable Survival DC 16 (trained) to remove the mold from the 
  food without triggering the spores.
  AC 16; Fort +10; Ref +2
  HP 24; Immunities critical hits, object immunities, precision 
  damage
  Spore Puff � As Subtier 1–2.
  Foodborn Spores (inhaled, poison) The drained condition from 
  the spores persists after the poison’s duration ends; Saving 
  Throw DC 16 Fortitude; Maximum Duration 2 rounds; Stage 
  1 1d8 poison damage and drained 1 (1 round); Stage 2 1d12 
  poison damage and drained 2 (1 round)
  Treasure: A PC who spends 10 minutes searching the 
  store can find a bag of rolled oats that are still on a shelf, 
  unspoiled. A PC who presents this bag to Desert Wind 
  can attempt a Diplomacy check to Make an Impression 
  on the horse Desert Wind (see Event #1 on page 10 for 
  more details). A PC can eat the oats with no benefits 
  (beyond sustenance) or ill effects.
  Goldenflame College
  Goldenflame College is a 10-minute walk south 
  from Goldenflame itself. Goldenflame College was 
  an institution dedicated to the study of art, history, 
  literature, philosophy, and religion, where students 
  could pursue myriad interests. Although most students 
  were Iomedaean, all were welcome within Goldenflame 
  College’s doors, so long as they were dedicated to the 
  cause of good. The rise of Tar-Baphon led to the quick 
  fall of the town of Goldenflame as well as its college, 
  so this building has been long abandoned, apart from 
  occasional vermin and scavengers.
  Although run down, Goldenflame College still 
  bears signs of its once-beautiful architecture: dirty 
  and ivy-wrapped columns, majestic archways, and 
  a partially intact stained-glass window portraying 
  Iomedae herself. A PC who succeeds at a DC 12 
  Architecture Lore or Society check (DC 15 in Subtier 
  3–4) recognizes this as the pre-Cheliax style that was 
  popular in Vellumis.
  The light level is normal throughout the college, and 
  the ceilings are all 10 feet high. 
  B1. Entrance
  Two wide staircases lead into the college, and centered 
  above them is the religious symbol of Iomedae. Engraved 
  into the graying stone is “Goldenflame College, Est. 
  4083 ar.” A pair of sweeping staircases lead to a veranda 
  across the entire front of the college, with entrances to a 
  reception area and the main hall on either side.
  Body: Lying face down on the porch is the body of a 
  professor at the college. The halfling was out on a research 
  excursion when the Whispering Way cells emerged, and 
  she didn’t realize the town was no longer safe until she 
  had returned and was accosted by undead. She made a 
  sprint for Goldenflame College but didn’t make it inside. 
  When a PC takes a look at the body, read or paraphrase 
  the following.
  
  14
  Pathfinder Society Scenario
  Escaping the Grave
  B2
  B3
  B1
  B1
  B4
  B7
  B5
  B6
  B. Goldenflame College
  1 square = 5 feet
  Pathfinder Flip-Mat: Haunted House
  
  15
  Pathfinder Society Scenario
  Escaping the Grave
  B8
  B9
  B10a
  B10b
  B10c
  B10d
  This small corpse’s hand is outstretched to the door of 
  Goldenflame College. The body is clad in dirtied white-and-
  red robes with gold trim, shredded from the back as though 
  by cruel claws. A small notebook has fallen nearby, its pages 
  stained with dried blood.
  Academia Lore or Society (10 minutes): A PC who 
  reads the notebook and succeeds at a DC 13 Academia 
  Lore or a DC 18 Society check recognizes the esoteric 
  diagrams within to be some sort of field research notes.
  Medicine or Perception (10 minutes): A PC who 
  observes the body and succeeds at a DC 13 Medicine 
  check (DC 16 in Subtier 3–4) or a DC 15 Perception 
  check (DC 18 in Subtier 3–4) can recognize through the 
  damage that the body appears to be that of a gnome or 
  a halfling. 
  Religion (10 minutes): A PC who examines the 
  clothing and succeeds at a DC 15 Religion or Society 
  check (DC 18 in Subtier 3–4) recalls that this style of 
  dress was favored by priests and adherents of Iomedae.
  B2. Reception
  A dusty sofa and small chairs are the only furnishings that 
  remain in this modest room. Two small windows to the east 
  look out over the front lawn, and doors exit to the north, west, 
  and south.
  This small room was the reception area for visitors 
  to the college, though it also occasionally served as a 
  cozy classroom. Apart from the furniture, nothing else 
  remains here.
  B3. Main Hall
  Perhaps once majestic, this cavernous hall now truly resembles 
  a cave: dark and dank. Dirt and standing water obscure the 
  once-pristine white and gray tile, and stone colonnades 
  stretching to the ceiling are covered in grime and mold. 
  Sweeping staircases to the northwest and southwest lead 
  upward, as does a spiral staircase. Smashed statues and torn 
  paintings line the walls here: the signs of a struggle. Several 
  doors exit to various rooms to the north, south, and east.
  This hall was used for a variety of functions, notably 
  staff meetings, graduation ceremonies, and the like. 
  Event #2 (page 19) most likely occurs here.
  Relic: A PC who spends 10 minutes examining the main 
  hall finds one painting that has survived the damage from 
  the battle that took place here between undead forces 
  B. Goldenflame College
  1 square = 5 feet
  Pathfinder Flip-Mat: Haunted House
  C1
  C2
  C4
  C3
  C6
  C5
  C7
  
  16
  Pathfinder Society Scenario
  Escaping the Grave
  and the Pathfinder Bryrigar Hassen and his Goldenflame 
  cohorts (the bodies of which can be found scattered 
  throughout the first floor of Goldenflame College). The 
  painting is of a distinguished, handsome halfling woman 
  dressed in pristine white finery. A PC who succeeds at a 
  DC 14 Society check concludes that she was most likely 
  a former dean of Goldenflame Academy. This painting 
  counts as one relic toward the primary success condition 
  and is 1 Bulk.
  B4. Offices
  Dirty rugs, shattered desks, and smashed-in doors are what 
  remains of these small offices. Papers and long-dried inkwells 
  are scattered among the detritus. 
  Professors at the university used these offices for small 
  classes and as professional workspaces. Over time, these 
  spaces have fallen to disrepair.
  Body: In the northwesternmost office lies the body of 
  the Pathfinder Bryrigar Hassen, surrounded by chunks of 
  gray zombie flesh. Bryrigar was cornered in this room, 
  furiously smashing down as many zombies as he could 
  before he was finally felled. When a PC takes a look at 
  Bryrigar’s body, read or paraphrase the following.
  Heavy claw marks and deep rips mar this corpse, which lies 
  sprawled and partially covered by the broken desk in the 
  northwest corner. The desiccated flesh of zombies litters 
  the floor around it. Scraps of cloth hang tattered around its 
  mangled hands, which even now are locked into fists. 
  Crafting (10 minutes): A PC who observes the tattered 
  cloth around the corpse’s hands and succeeds at a DC 
  16 Crafting check (DC 19 in Subtier 3–4) recognizes the 
  tatters to be the remains of ruined handwraps, such as 
  those used by brawlers.
  Medicine or Perception (10 minutes): A PC who 
  observes the body and succeeds at a DC 16 Medicine 
  check (DC 19 in Subtier 3–4) or a DC 18 Perception 
  check (DC 21 in Subtier 3–4) recognizes that the body’s 
  mouth has large, broken-off tusk stumps.
  Treasure: A PC who spends 10 minutes exploring 
  these offices and succeeds at a DC 15 Perception check 
  (DC 18 in Subtier 3–4) to Seek finds behind the collapsed 
  cabinet against the north wall a channel protection 
  amulet behind the collapsed cabinet against the north 
  wall; in Subtier 3–4, the PC also finds a pair of healer’s 
  gloves. These treasures represent 2 Treasure Bundles, and 
  the successful check also uncovers the wayfinder below.
  Wayfinder: A PC who succeeds at the above Perception 
  check spots a glint of metal in the caved-in portion of 
  the room. This is Bryrigar Hassen’s wayfinder, which he 
  dropped as he retreated into the offices. A Searching PC 
  gets a chance to find both the wayfinder and the treasure 
  above with one 10-minute search, rolling a separate 
  Perception check for each.
  B5. Lounge
  The velvet-lined sofa pushed up against the north wall is 
  caked in dust. Broken chairs rest in the southwest. A small 
  closet and empty office, both with their doors torn off or 
  kicked in, are to the west. Closed wooden doors lead to the 
  east and south.
  Creature: Larraz Virtanne was a fresh-faced Pathfinder 
  recruit hailing from Katapesh. Eager–almost to the point 
  of naive—to gain experience working with the Society, 
  Larraz was deployed along with a group of fellow 
  Pathfinder recruits from nearby Vellumis on a diplomatic 
  mission into the Lastwall countryside. When the forces of 
  Tar-Baphon emerged and began their assault on Lastwall, 
  Larraz and his party found themselves trapped, with no 
  path of retreat. They began slowly crossing Lastwall, 
  working their way back to Ustalav. About a month ago, 
  the group found their way to Goldenflame, which had 
  already fallen. In a skirmish with undead there, Larraz 
  was separated from the group—including his trusty 
  companion Desert Wind—and in his terror-stricken 
  state, he fled to Goldenflame College. He has been living 
  here ever since, rationing his supplies and sneaking out to 
  replenish them only when absolutely necessary.
  The months of eking out an existence within the 
  Gravelands have worn down on Larraz, and after the 
  ambush on his party, he has given up on ever leaving 
  Goldenflame. Upon hearing intruders approach, Larraz 
  scrambled to the nearest hiding spot: the dusty sofa in B5a. 
  A PC who succeeds at a DC 12 Perception check (DC 15 
  in Subtier 3–4) can hear faint, ragged sobs coming from 
  beneath the sofa. Larraz screams uncontrollably when 
  found; a PC who presents proof that they a Pathfinder 
  or who succeeds at a DC 12 Diplomacy check (DC 15 
  in Subtier 3–4) can calm Larraz down and convince him 
  that they are here to help. If the PCs don’t find Larraz on 
  their own and are speaking at a normal volume about 
  things that would cause Larraz believe them to be allies, 
  such as the Pathfinder Society or Desert Wind, Larraz 
  realizes they are friends and scrambles out from his 
  hiding spot in relief. 
  When Larraz is convinced that the PCs are friends, he 
  warms up to them. Although he has been worn down 
  by the months of hiding from the undead, a glimmer of 
  his adventuresome, though nervous, demeanor comes 
  
  17
  Pathfinder Society Scenario
  Escaping the Grave
  through. He asks the PCs if they have seen any of his 
  teammates, which include Gibb Potsmasher, Kailli 
  Thimbleberry, and Osprey Pierces the Tide, as detailed in 
  Handout #2. The PCs might have identified Gibb’s body 
  in the chapel in Goldenflame, and Larraz can solemnly 
  and regretfully confirm that it is indeed Gibb if presented 
  with the body. He acknowledges any reported deaths 
  with a heavy-hearted nod and a moment of silence. He 
  also asks if they have seen his horse, Desert Wind. If the 
  PCs managed to befriend Desert Wind or otherwise keep 
  the horse around, Larraz is joyful to the point of tears 
  and is eager to reunite with his companion.
  When he has felt that it was safe to do so, Larraz 
  has explored Goldenflame College to pass the time. As 
  such, he is familiar with the location of various texts and 
  relics. If asked, or if he is informed of the PCs’ mission, 
  Larraz points out a single relic in Goldenflame College 
  that the PCs missed, ignored, or simply haven’t found yet 
  (particularly the heavy statue in area B9).
  Larraz is willing to help the PCs in whatever way he 
  can—he simply wants to return home to Katapesh for a 
  relief from the chaos of the last month. He casts heal on 
  any PCs who need his aid. Larraz, although still terrified, 
  is willing to fight in Subtier 1–2, though in Subtier 3–4 he 
  is much more cautious as he knows from hard experience 
  that even a single plague zombie is a match for him in 
  a fight. He prefers to fight from range, using disrupt 
  undead against undead foes and his sling against others. 
  If an ally is in grave danger, he focuses on healing the ally 
  but still tries to stay out of the fray. In Event #2, Larraz 
  tries to stay more than 30 feet from Ralthiss at all times 
  to avoid being in the radius of a 3-action harm effect.
  All Subtiers
  LARRAZ VIRTANNE 
  CREATURE 1
  Pages 27 & 31
  Initiative Perception +7
  B6. Classroom 
  Trivial 
  This spacious classroom still contains some relatively intact 
  seating and a dusty old rug. To the west, the floor is sodden, 
  and part of it has collapsed, revealing a hole filled with 
  shattered bookshelves, broken chairs, and other decor. Doors 
  exit to the north.
  A leak in the wall allowed a pool of standing water 
  to fill the western half of this room, and the wood floor 
  here became warped and eventually caved in. A PC who 
  looks into the hole or spends 10 minutes Seeking in the 
  classroom and succeeds at a DC 16 Perception check 
  (DC 19 in Subtier 3–4) notices a faint glint of metal; a 
  PC who critically succeeds at the check can make out the 
  faint outline of a sword. A PC can Climb in and out of 
  the hole without attempting an Athletics check. It takes a 
  PC 10 minutes to Climb in, explore in the darkness, and 
  then Climb back out.
  Hazard: The floorboards around the hole still remain 
  standing, but the slightest amount of pressure causes 
  them all to cave in, dropping anyone in the six squares 
  farthest west in the room 10 feet into the hole below.
  Both Subtiers
  SODDEN FLOOR 
  HAZARD 0
  MECHANICAL
  TRAP
  Stealth DC 15 (trained)
  Description The floorboards here are rotting and soft, giving 
  way and dropping anyone above into the hole below.
  Disable Crafting DC 16 (trained) to reinforce the compromised 
  floorboards.
  AC 10; Fort +1, Ref +1
  Hardness 5, HP 1; Immunities critical hits, object immunities, 
  precision damage
  Crumble � Trigger A creature walks onto any square 
  containing the sodden floorboards. Effect All squares with 
  floorboards give way. Each creature in any of the marked 
  squares must attempt a DC 18 Reflex save.
  Success The creature moves to the nearest safe square 
  and avoids falling in.
  Failure The creature falls 10 feet, takes 5 bludgeoning 
  damage as a result of the fall, and is prone in the hole.
  Relic: Gleaming at the bottom of the hole among the 
  detritus from the fallen floor is an ornate, ceremonial 
  longsword with a golden, wire-wrapped hilt and a 
  pommel set with large rubies. A PC who succeeds at a DC 
  15 Religion or Society check determines that the sword’s 
  normal function is to serve as an important ceremonial 
  item in services held by the church of Iomedae. Although 
  its main use is for ceremonies of cultural or religious 
  significance, it can be wielded as a nonmagical, battle-
  ready longsword. The sword also counts as one relic 
  towards the PCs’ primary objective.
  B7. Well
  The well is still equipped with the requisite bucket. 
  Larraz uses it regularly as his primary source of water in 
  the otherwise barren town. A PC can spend 10 minutes 
  examining the well and the surrounding area if they wish, 
  but they find nothing beyond the bucket. The water in 
  the well is still fresh and can be used to refill waterskins 
  or for any other purpose requiring clean water.
  
  18
  Pathfinder Society Scenario
  Escaping the Grave
  B8. Study Area
  This room is lined with bookshelves and sitting mats. Two 
  smaller rooms branch from the main hallway, serving as 
  private study nooks.
  Relic: A PC who spends 10 minutes searching the 
  shelves here can find an antique copy of The Acts of 
  Iomedae, the religious text of the faith (a PC who 
  succeeds at a DC 12 Religion check recalls this fact, 
  and an Iomedaean PC knows it automatically). This 
  aging and beautifully illustrated tome counts as one relic 
  toward the primary success condition.
  B9. Dean’s Quarters 
  Moderate
  The double door to this suite has been knocked off its 
  hinges and shattered, leaving the exit open to the hallway 
  outside. A broken four-post bed stands against the eastern 
  wall. A circular table and an accompanying chair occupy 
  a nook in the southwest. A large statue depicting a 
  marble chariot wheel sporting flames of gold occupies the 
  northeast corner.
  This large suite was the home of the dean of Goldenflame 
  College. Lavishly furnished in Goldenflame’s past, it has 
  fallen to disrepair. 
  Creatures: A group of giant centipedes lairs within 
  the ceiling here. If the ceiling collapses, the centipedes 
  come crashing down, each taking bludgeoning damage 
  from their fall (already factored into their statistics) and 
  landing in the spaces marked on the map on page 15. The 
  centipedes then fight to the death, ravenously pursuing 
  any PC who is nearby or threatening them. If the PCs 
  manage to disable the ceiling hazard here without the 
  ceiling collapsing, the centipedes scrabble above but 
  do not attempt to leave the ceiling, and this combat 
  encounter doesn’t occur. 
  Hazard: Over time, the ceiling in this room has worn 
  down due to water damage. Coupled with the family of 
  centipedes nesting above, the ceiling is sagging and on 
  the verge of collapsing entirely.
  Subtier 1–2
  COLLAPSING CEILING 
  HAZARD 1
  Page 28
  GIANT CENTIPEDES (4) 
  CREATURE –1
  Pathfinder Bestiary 61; page 28; art on page 37
  Initiative Stealth +6
  Subtier 3–4
  COLLAPSING CEILING 
  HAZARD 3
  Page 32
  RAVENOUS GIANT CENTIPEDES (4) 
  CREATURE 1
  Pathfinder Bestiary 61; page 32; art on page 37
  Initiative Stealth +8
  Relic: In the southeastern corner of the room rests a 
  large stone statue depicting a chariot wheel wreathed in 
  flame. A PC who succeeds at a DC 12 Religion check to 
  Recall Knowledge (DC 15 in Subtier 3–4) recognizes that 
  this statue is meaningful in the faith of Iomedae, and a 
  PC who critically succeeds at this check recognizes this 
  statue as a representation of Jingh, an iophanite  angel  
  and emissary of Iomedae. PCs who succeeded at the 
  check to identify the depiction of an iophanite in area 
  A6 (page 12) gain a +2 circumstance bonus to this check, 
  while PCs who critically succeeded on the earlier check 
  get a +4 circumstance bonus. This statue counts as two 
  relics toward the primary objective if the PCs can retrieve 
  it intact.
  The statue is a heavy and unwieldy 16 Bulk. While the 
  statue had 40 Hit Points (BT 20) in pristine condition, 
  time and battle have left their mark, reducing it to 25 Hit 
  Points. Up to six creatures (including animal companions, 
  but not familiars) can work together to lift and carry 
  the statue, dividing the 16 Bulk among themselves in 
  order to stay under their maximum Bulk limit. If the 
  PCs trigger the ceiling trap while attempting to carry 
  the statue, any PC who takes damage from a centipede’s 
  attack must succeed at a DC 15 Athletics check (DC 18 
  in Subtier 3–4) or lose their grip on the statue. If at any 
  point after they begin carrying the statue its Bulk exceeds 
  the PCs’ carrying capacity, it falls to the ground and takes 
  2d6 damage. If the statue becomes broken, it no longer 
  counts toward the PCs’ primary mission objective unless 
  someone Repairs the statue so it is no longer Broken. PCs 
  wishing to set the statue down in combat must coordinate 
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2: For each additional PC present beyond 
  four, add one giant centipede to the encounter.
  Subtier 3–4: For each additional PC present beyond 
  four, add one ravenous giant centipede to the encounter.
  SCALING ENCOUNTER B9
  
  19
  Pathfinder Society Scenario
  Escaping the Grave
  their efforts to set it down at the same time. For example, 
  if Valeros and Amiri are carrying the statue, it requires 
  both their strength to lift it; if Valeros acts in initiative 
  order before Amiri, Valeros must Ready an action to set 
  the statue down on Amiri’s turn when she sets her side 
  of the statue down.
  If the PCs try to put the statue in the cart from area A2 
  and the cart is rickety (see area A2), a PC must succeed at 
  a DC 20 Athletics check (DC 23 in Subtier 3–4) to gently 
  place the statue into the cart; other carriers can attempt 
  to Aid as normal. If the PC fails this check, the axles 
  snap and the cart slams to the ground (though the statue 
  is not harmed), at which point the PCs must Repair the 
  cart again (per area A2 on page 10), although they must 
  first remove the statue to do so. If the PCs succeed at the 
  Athletics check to place the statue in a rickety cart, they 
  hear the axles creak and see the cart sag, but it seems as 
  if it will hold—and it does.
  B10. Dormitories
  These small rooms housed students who 
  elected to not live in separate residences. Much 
  of the furniture has fallen to disrepair over time. 
  Each dormitory takes a PC 5 minutes to search, 
  so a PC can explore two of them in a 10-minute 
  increment.
  Treasure: A PC who sifts through area B10 finds 
  a drawer filled with dusty jewelry worth 8 sp (12 sp in 
  Subtier 3–4). A PC examining area B10d finds a dirty 
  vial of holy water (two vials of holy water in Subtier 
  3–4) in one of the small chests. PCs who find neither the 
  jewelry nor the holy water lose 1 Treasure Bundle for 
  this adventure.
  Event #2: The Necromancer Strikes Severe
  The Whispering Way necromancer Ralthiss, who has 
  been on the PCs’ trail for some time, finally catches 
  up and confronts them. If the PCs’ timer ever reaches 
  0 minutes, this event occurs immediately wherever they 
  are, even if they haven’t had enough time to explore 
  everything yet. 
  Otherwise, if the PCs explored the town first, Ralthiss 
  attacks them in Goldenflame College, most likely when 
  they are reentering area B3 from the last area they explore 
  in the college. If the PCs elected to investigate the college 
  first and return to the town later, then the necromancer 
  attempts to intercept them when they prepare to leave 
  the plaza (area A1). 
  This encounter can be particularly challenging for a 
  group of 1st-level PCs who ran out of time before they 
  managed to secure aid from either Desert Wind or Larraz 
  and must face the full contingent of undead. For such a 
  group, at the beginning of the second round of combat, 
  Desert Wind (if the encounter is located in area A) or 
  Larraz (if the encounter is located in area B) appears 
  unexpectedly to aid the PCs. 
  Creatures: Clad in dark robes and wearing a black 
  scarf around his neck, Ralthiss is vain and arrogant, a 
  seemingly permanent sneer plastered across his face. 
  Exactly what Ralthiss had to do to reach the PCs and 
  prepare for the fight depends on how quickly the PCs 
  Necromancer Ralthiss
  
  20
  Pathfinder Society Scenario
  Escaping the Grave
  traveled and conducted their investigations. Using the 
  timer you’ve tracked the PCs using during their travel 
  and investigation, make the appropriate adjustments to 
  this encounter.
  100 or More Minutes Remaining: Ralthiss arrives with 
  only his skeleton ally. He had to hustle to intercept the 
  PCs, so he’s huffing and puffing when he meets them, 
  trying to maintain an intimidating air but failing. Ralthiss 
  is fatigued (–1 status penalty to AC and saving throws). 
  Position Ralthiss and his skeleton ally in the middle of 
  area B3.
  50 to 99 Minutes Remaining: Ralthiss catches up to 
  the PCs with enough time to collect a few undead allies 
  along the way. He glowers at the PCs, jeering that he 
  made it just in time to stop these insolent whelps and that 
  they will soon join his undead army. Ralthiss arrives with 
  two zombie alongside his skeleton ally. Position Ralthiss 
  and his skeleton ally in the middle of area B3, and have 
  the zombie shamblers positioned toward the doors in the 
  western side of area B3.
  1 to 49 Minutes Remaining: Ralthiss has had even more 
  time to collect undead. He smirks at the PCs, inviting 
  them to join his army of the undead. Ralthiss arrives with 
  three zombie alongside his skeleton ally. Position Ralthiss 
  and his skeleton ally in the middle of area B3, and have 
  the zombie shamblers positioned toward the doors in the 
  western side of area B3. Ralthiss and his allies are nearly 
  prepared to ambush the PCs, giving them a +1 bonus to 
  their initiative rolls.
  0 Minutes Remaining: Ralthiss laughs maniacally with 
  power, believing himself to be unstoppable. Ralthiss 
  arrives with four zombie shamblers alongside his skeleton 
  ally. Position Ralthiss and his skeleton ally in the middle 
  of area B3, and have the zombie shamblers positioned 
  toward the doors in the western side of area B3. Ralthiss 
  and his allies are prepared to ambush the PCs, giving 
  them a +2 bonus to their initiative rolls.
  Subtier 1–2
  RALTHISS 
  CREATURE 2
  Page 29; art on page 38
  Initiative Perception +9
  SKELETAL CHAMPION 
  CREATURE 2
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298; page 29; art on page 39
  Initiative Perception +8
  ZOMBIE SHAMBLER 
  CREATURE –1
  Pathfinder Bestiary 340; page 26; art on page 35
  Initiative Perception +0
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2 (5 PCs): Add an additional zombie 
  shambler to this encounter.
  Subtier 1–2 (6 PCs): Add an additional skeletal 
  champion to this encounter. 
  Subtier 1–2 (7 PCs): Add both an additional zombie 
  shambler and an additional skeletal champion to this 
  encounter.
  Subtier 3–4 (5 PCs): Add an additional plague zombie 
  to this encounter.
  Subtier 3–4 (6 PCs): Add an additional skeletal 
  gladiator to this encounter. 
  Subtier 3–4 (7 PCs): Add both an additional plague 
  zombie and an additional skeletal gladiator to this 
  encounter.
  SCALING THE NECROMANCER STRIKES
  Subtier 3–4
  PLAGUE ZOMBIE 
  CREATURE 1
  Page 30; art on page 35
  Initiative Perception +3
  RALTHISS 
  CREATURE 4
  Page 33; art on page 38
  Initiative Perception +11
  SKELETAL GLADIATOR 
  CREATURE 4
  Page 33; art on page 39
  Initiative Perception +12
  Treasure: The armor, shields, and weapons belonging 
  to Ralthiss and his undead minions are in surprisingly 
  good shape. Failing to defeat Ralthiss and his 
  minions and retrieve these armaments costs the PCs 2 
  Treasure Bundles.
  Concluding the 
  Adventure
  After the PCs defeat or run away from Ralthiss and his 
  undead allies, they must leave Goldenflame at once, as 
  the gargantuan zombies seen on the horizon are hot 
  on Ralthiss’s heels. If the PCs insist on remaining, give 
  them at least one warning that doing so will almost 
  certainly be fatal, and if they still insist on remaining, 
  they can take one last 10-minute activity, but the zombie 
  amalgamations arrive and the PCs must escape the 
  zombies’ rampage on the way out. Running the gauntlet 
  
  21
  Pathfinder Society Scenario
  Escaping the Grave
  of undead deals 4d6 bludgeoning damage to each PC 
  (DC 17 basic Reflex save); this is instead 8d6 damage 
  (DC 20 basic Reflex save) in Subtier 3–4. If a PC is 
  brought to 0 Hit Points by this damage, the shambling 
  horrors drag the hapless Pathfinder away to consume 
  them and transform them into the Gravelands’ newest 
  undead. A PC who refuses to attempt to flee even after 
  the zombies arrive is automatically transformed into an 
  undead in the same way.
  Assuming the PCs aren’t foolish enough to tempt fate 
  with the gargantuan zombies, their return trip to Caliphas 
  is surprisingly mundane. The PCs don’t have any tasks 
  other than to get home in one piece, so they can carefully 
  maneuver the Gravelands to avoid both challenging 
  terrain as well as any lingering patrols, taking the time 
  they need with any cargo they have.
  When the PCs arrive back at the Vodavani Lodge, they 
  see Venture-Captain Evni Zongnoss casting healing spells 
  on and fussing over a few Pathfinders whom she and her 
  team extracted during their mission into the Gravelands. 
  She greets the PCs, solemnly listens to their debriefing 
  of the slain Pathfinders they encountered, and eagerly 
  welcomes any discoveries they uncovered. She asks that 
  the PCs return any belongings of the Pathfinders they 
  found so they could be delivered to the fallen’s families—
  notably the Pathfinders’ wayfinders. If the PCs brought 
  back any of the bodies that were not Pathfinders and 
  identify them as such, Evni accepts them nonetheless, 
  promising that she will do her best to find if they have 
  any surviving loved ones.
  The documents and texts the PCs return are all of great 
  use to the Society, but the statue in particular amazes 
  Evni, to the point that she wonders out loud the effort 
  required to transport such a thing across the Gravelands. 
  If they return with Larraz, Evni also offers to either return 
  him back home to Katapesh or to look for more peaceful 
  locations to reassign him. Larraz politely declines the 
  invitation for further adventures, at least for now, wishing 
  only to return home to his family and take a long break.
  NPC agents representing the Envoys’ Alliance faction 
  later return the remains of the fallen Pathfinders to 
  their families across the world. If the PCs identify the 
  bodies incorrectly, the families eventually figure out 
  one way or another that the body is not that of their 
  loved one. However, they are understanding that these 
  are trying times and trust that the PCs were operating 
  in good faith. While angry and disappointed, they take 
  no retribution other than a sternly worded letter to Evni, 
  which eventually gets back to the PCs. This is reflected in 
  the secondary objectives below.
  Primary Objectives
  If the PCs recover at least five of the relics from 
  Goldenflame and the college, they each earn 2 Fame 
  and 2 Reputation for any faction associated with their 
  currently slotted faction boon. For the purpose of 
  fulfilling the primary objectives, the statue of Jingh from 
  area B9 counts as two relics.
  Secondary Objectives
  If the PCs correctly identify two of the Pathfinders and 
  return with their remains, they each gain the Team 
  Player boon on their Chronicle sheet, earn 2 Fame and 2 
  Reputation for any faction associated with their currently 
  slotted faction boon. 
  Faction Notes
  Envoys’ Alliance: If the PCs fulfill the secondary objective 
  and return with Larraz alive, the Envoys’ Alliance is 
  pleased with the PCs’ efforts. Each PC earns 2 additional 
  Reputation with the Envoys’ Alliance faction, in addition 
  to any other Reputation earned as a result of completing 
  this scenario.
  
  22
  Pathfinder Society Scenario
  Escaping the Grave
  Handout #1: Letter from Evni Zongnoss
  Greetings Pathfinder,
  I hope this letter finds you well. The Pathfinder Society has found itself in dire 
  need of agents in the Gravelands region, so I am requesting your help for a 
  mission. My home lodge in Vigil is, shall we say, inaccessible at the present 
  time, so please meet me in Caliphas at my temporary headquarters in the 
  Vodavani Lodge and present this letter to me upon arrival.
  Destination: Goldenflame
  Thank you for your assistance,
  Venture-Captain Evni Zongnoss
  
  23
  Pathfinder Society Scenario
  Escaping the Grave
  Handout #2: Pathfinder Dossiers
  Ardyl Loralin
  Home: Iadara, Kyonin
  Ancestry: Elf
  Background: The youngest in a family of wealthy museum curators, Ardyl Loralin embraced her family’s legacy, 
  devoting all her time reading about different cultures and regions all across Golarion. This childlike curiosity and 
  passion led her to join the Pathfinder Society, believing that the Society could help her discover the rarest and most 
  unusual treasures the world has ever known. A devout adherent of Findeladlara, the elven goddess of art, Ardyl seeks 
  out ever more glorious finds. Through her adventures, she has developed keen scouting senses and a sure shot with 
  the bow, and despite her somewhat spoiled attitude, she is not one to be underestimated.
  Bryrigar Hassen
  Home: Tymon
  Ancestry: Half-orc
  Background: Bryrigar Hassen was raised by the arena, becoming a powerful gladiator at a young age in his birth 
  city-state of Tymon, striking fear into the hearts of foes with his rage and his mighty punches. Yet his interest in the 
  arena waned, as few could muster even the most minimal challenge for him. This did not go unnoticed, and eventually 
  Bryrigar was recruited by the secret Pathfinder Society lodge in Tymon. Bryrigar now journeys across Golarion looking 
  for ever more glorious challenges, in accordance with his Gorumite values. 
  Clement Marten
  Home: Oppara, Taldor
  Ancestry: Human
  Background: A minor noble from Taldor, Clement Marten grew up in the shadow of the higher-ranked nobility that 
  control Taldor. Wanting to escape the stagnation and lack of social mobility, Clement joined the Pathfinder Society to 
  explore the world and experience all it has to offer. Always over the top, Clement is known to appreciate the finery 
  associated with the Taldan party scene, dressing in the finest clothing and enjoying the most decadent food and drink 
  every town has to offer. Having taken dueling classes as a youth, Clement employs his rapier with a deft and sure hand.
  Dargim Margrenstrom
  Home: Highhelm, Five Kings Mountains
  Ancestry: Dwarf
  Background: Eking out a threadbare existence in Highhelm was not how Dargrim Margenstrom thought his life would 
  go. He found a new opportunity to use his adept command over alchemy and the forge with the Pathfinder Society, 
  and he now fights foes with alchemical fire and frost vial alike, creates sturdy and sharp weaponry, and enjoys pints of 
  ale with the eclectic folk he meet on adventures. Although he rarely returns home, he carries it with him in the form 
  of a warhammer stylized to appear as that of the Father of Creation, Torag.
  Gibb Potsmasher
  Home: Absalom
  Ancestry: Goblin
  Background: Formerly a mischievous orphan terrorizing the streets of the Puddles district in Absalom with her 
  pyrotechnic prowess, Gibb has become somewhat respectable as a wizard in the Pathfinder Society. Taken in by priests 
  of a temple of Sarenrae in Absalom, Gibb learned that even she could be forgiven for her transgressions and vowed to 
  use her talents for good. On recommendations from the church, Gibb joined the Pathfinder Society, where she is known 
  as a rambunctious yet highly skilled wizard in her own right.
  
  24
  Pathfinder Society Scenario
  Escaping the Grave
  Handout #2: Pathfinder Dossiers
  Kailli Thimbleberry
  Home: Absalom
  Ancestry: Gnome
  Background: Regarded as unfocused and undisciplined in school, the rambunctious Kailli Thimbleberry found herself 
  in music, donning loud outfits and putting on jaunty fiddle performances to the delight and annoyance of visitors to 
  the Merchant’s Quarter in Absalom. Wanting to discover stages the world around, Kailli took up with the Pathfinder 
  Society in the hopes of gaining troves of adoring fans. She enjoys visiting large cities, particularly urban centers in 
  which her deity Shelyn is worshipped, where she can aim to impress even the most discerning listeners.
  Larraz Virtanne
  Home: Katapesh, Katapesh
  Ancestry: Half-orc
  Background: Despite his parents’ best efforts, Larraz Virtanne had no intention of pursuing secondary education, 
  preferring to further his connection with animals and practice his druidic magic. Shortly after his graduation from a 
  small private academy in Katapesh, Larraz joined the Pathfinder Society, eager to adventure the world and see what 
  wonders nature had to offer. An adherent of the Wind and the Waves, Larraz honors Gozreh by traveling with a horse 
  partner, Desert Wind, and wearing a tattoo of a dripping leaf, the religious symbol of the faith.
  Osprey Pierces the Tide
  Home: Urglin, Varisia
  Ancestry: Human
  Background: The warrior-diplomat Osprey Pierces the Tide of the Shriikirri-Quah was tasked to facilitate relations with 
  the orcs of Urglin. When necessary, Osprey Pierces the Tide’s fists become mighty weapons, and orcs who have seen 
  his combat prowess certainly factor that into negotiations. Osprey Pierces the Tide joined the Pathfinder Society in 
  hopes of furthering diplomatic relations between the Shoanti and the rest of the Inner Sea region. Osprey Pierces the 
  Tide prefers to live modestly and travel lightly, preferring freedom from material triviality. 
  Raelyn Mumblewort
  Home: Yanmass, Taldor
  Ancestry: Halfling
  Background: Playing the trade routes of Yanmass can be competitive indeed, and the self-made Raelyn Mumblewort dealt 
  with the best of them. She dreamed of exploring the world in search of all manner of finery and strange trinkets, and the 
  Pathfinder Society was just the group to throw her lot in with. Sporting a religious symbol in the shape of a key, Raelyn 
  calls upon her deity Abadar to guide her business dealings and bless her spells when she is required to fight.
  Zinno Dark Hook
  Home: Absalom
  Ancestry: Goblin
  Background: The brash former Captain Zinno Dark Hook was captured in an ill-fated attempt to commandeer a slaver 
  ship, after which they were shipped to Misery Row in Absalom. After escaping in a fortuitous moment, Zinno found 
  the Grand Lodge, where they set about finding a new crew for their pirate adventures. Zinno has found a love for land-
  based adventuring, but they still sport their signature eye patch and wooden boot, and they honor Besmara the Pirate 
  Queen by carrying a ragged skull-and-crossbones pennant. In combat, Zinno prefers to rely on tricks, diverting foes’ 
  attention and making sneaky strikes with their dogslicer.
  
  25
  Pathfinder Society Scenario
  Escaping the Grave
  GM Reference: Goldenflame Relics
  Below are the locations and brief descriptions of each relic the PCs can acquire toward their primary mission objective 
  of recovering five relics.
  □ A2. Goldenflame Chapel: Census records
  □ A6. Flaming Wheel: Sign
  □ A6. Flaming Wheel: Armor pieces
  □ B3. Main Hall: Painting
  □ B6. Classroom: Ceremonial sword
  □ B8. Study Area: Iomedaean religious text
  □ B9. Dean’s Quarters: Statue (counts as two relics)
  Total: ___/8
  
  26
  Pathfinder Society Scenario
  Escaping the Grave
  Appendix 1:  
  Subtier 1–2 Statistics
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing in this scenario, including 
  any variations described in the text. 
  Encounter A1 (Subtier 1–2)
  In the town plaza, the PCs are accosted by a zombie 
  riding horse and three zombie shamblers (see pages 34 
  and 35 for art). Each of the undead creatures aggressively 
  pursues and attacks the nearest PC at the start of the 
  undead creature’s turn. The zombie riding horse uses its 
  Feast ability whenever it has taken damage and has the 
  opportunity to do so. 
  ZOMBIE RIDING HORSE 
  CREATURE 1
  UNCOMMON
  NE
  LARGE
  MINDLESS
  ZOMBIE
  Perception +3; darkvision
  Skills Athletics +7
  Str +4, Dex –2, Con +3, Int –5, Wis +0, Cha –2
  Rotting Aura (aura, disease, necromancy) The zombie riding 
  horse emits an aura of rot and disease that causes wounds 
  to fester and turn sour. Any living creature that starts its 
  turn within 10 feet of the zombie riding horse and is not 
  at full Hit Points takes 1d6 negative damage (DC 14 basic 
  Fortitude save) as its wounds fester. 
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 13; Fort +6, Ref +3, Will +4
  HP 50, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 40 feet
  Melee � jaws +7, Damage 1d8+4 slashing 
  Melee � hoof +7 (agile), Damage 1d4+4 bludgeoning
  Feast � The zombie riding horse Strikes with its jaws 
  against an adjacent living creature or a creature that has 
  died in the past hour. On a success, the zombie riding 
  horse can feast upon the creature’s flesh to heal itself. This 
  restores 1d6 Hit Points. 
  Gallop � The zombie riding horse Strides twice. It has a +10-
  foot circumstance bonus to its Speed during these Strides.
  ZOMBIE SHAMBLER 
  CREATURE –1
  UNCOMMON
  NE
  LARGE
  MINDLESS
  ZOMBIE
  Pathfinder Bestiary 340
  Perception +0; darkvision
  Skills Athletics +5
  Str +3, Dex –2, Con +2, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 12; Fort +6, Ref +0, Will +2
  HP 20, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 5, slashing 5
  Speed 25 feet
  Melee � fist +7, Damage 1d6+3 bludgeoning plus Grab
  Jaws � Requirements The zombie has a creature grabbed or 
  restrained. Effect The zombie makes a jaws unarmed melee 
  Strike against the grabbed or restrained creature with an 
  attack modifier of +7 that deals 1d8+3 piercing damage.
  
  27
  Pathfinder Society Scenario
  Escaping the Grave
  Encounter B5 (Subtier 1–2)
  Pathfinder Larraz Virtanne has hidden here in the college 
  lounge awaiting rescue. While it is unlikely that the PCs 
  will fight Larraz, his statistics are included here for ease 
  of reference, along with those of his horse, Desert Wind 
  (page 36 for art).
  DESERT WIND 
  CREATURE 1
  UNIQUE
  N
  LARGE
  ANIMAL
  Perception +5; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +6, Athletics +7, Survival +5
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  Items light barding
  AC 18; Fort +8, Con +7, Will +6
  HP 24
  Speed 35 feet
  Special mount
  Melee � hoof +9 (agile), Damage 1d6+3 bludgeoning
  Gallop � Desert Wind Strides twice. He has a +10-foot 
  circumstance bonus to his Speed during these Strides.
  LARRAZ VIRTANNE 
  CREATURE 1
  UNIQUE
  NG
  MEDIUM
  HUMAN
  HUMANOID
  ORC
  Male half-orc druid
  Perception +8; darkvision
  Languages Common, Druidic, Kelish, Orcish
  Skills Athletics +5, Games Lore +4, Medicine +6, Nature +6, 
  Survival +6
  Str +2, Dex +2, Con +2, Int +1, Wis +3, Cha +0
  Items buckler (Hardness 3, HP 6, BT 3), holly and mistletoe, 
  pack of playing cards, padded armor, sling (3 sling bullets), 
  staff
  AC 16 (17 with shield raised); Fort +6, Ref +5, Will +8
  HP 24
  Shield Block �
  Speed 25 feet
  Melee � staff +7 (two-hand d8), Damage 1d4+2 bludgeoning
  Ranged � sling +7 (range increment 50 feet, reload 0), 
  Damage 1d6+2 piercing
  Primal Prepared Spells DC 16, attack +6; 1st heal (×2); Cantrips 
  (1st) disrupt undead, know direction, light, produce flame
  Druid Order Spells (1 Focus Point) DC 16; 1st heal animal
  
  28
  Pathfinder Society Scenario
  Escaping the Grave
  Encounter B9 (Subtier 1–2)
  PCs who aren’t careful risk triggering the collapsing 
  ceiling in the dean’s office and unleashing several giant 
  centipedes (page 37 for art) who attack the PC nearest 
  to them.
  COLLAPSING CEILING 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 17 (trained)
  Description The damaged ceiling is the only thing stopping 
  the centipedes lairing above from falling through.
  Disable Crafting DC 19 (trained) to reinforce the ceiling with 
  boards from the broken door.
  AC 10; Fort +1, Ref +1
  Ceiling Hardness 5, Ceiling HP 1; Immunities critical hits, 
  object immunities, precision damage
  Collapse � Trigger A creature walks into the area beneath the 
  centipede lair. Effect Hearing potential prey, the centipedes 
  begin scrabbling above, causing the ceiling to collapse 
  and centipedes to rain down, dealing 2d6+3 bludgeoning 
  damage to each creature in the area; each creature in the 
  area must attempt a DC 16 Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage.
  Critical Failure The creature takes double damage and is 
  knocked prone.
  GIANT CENTIPEDE 
  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 7 (maximum HP 8)
  Speed 30 feet, climb 30 feet
  Melee �] 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 11d6 poison 
  damage (1 round); Stage 2 1d8 poison damage, clumsy 1, 
  and flat-footed (1 round)
  
  29
  Pathfinder Society Scenario
  Escaping the Grave
  Event #2 (Subtier 1–2)
  The Whispering Way necromancer Ralthiss arrives and 
  attacks the PCs. Ralthiss prefers using his spells over his 
  weapons. He generally casts bane early and uses 1 action 
  to increase its radius each round if that would catch more 
  PCs within the area. He spends his other actions casting 
  spells to damage or impose conditions on the PCs. When 
  he or his allies become damaged, he casts harm to heal 
  the undead or inflict damage on a PC to heal himself 
  (or both, if he spends more actions on the harm spell). 
  Ralthiss fights until reduced to 12 Hit Points or fewer, at 
  which point he attempts to flee (or surrender, if fleeing 
  doesn’t seem like a viable option).
  The skeletal champion is a loyal servant. It tries to close 
  on PCs who fight at range or cast spells, particularly those 
  that seem effective against undead, such as clerics with 
  heal spells. If Ralthiss is under attack by PCs in melee, the 
  skeletal champion moves to assist the necromancer. The 
  skeleton fights until destroyed.
  The zombie shamblers are mindless and simply move 
  toward the nearest PC, attempting to Grab whoever they 
  can. They fight until destroyed.
  RALTHISS 
  CREATURE 2
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Male human cultist 
  Perception +10
  Languages Common, Necril, Varisian
  Skills Arcana +4, Deception +6, Intimidation +6, Nature +8, 
  Religion +10, Undead Lore +6
  Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +2
  Items hand crossbow (10 bolts), morningstar, religious symbol 
  of Urgathoa, studded leather
  AC 18; Fort +7, Ref +6, Will +10
  HP 27
  Speed 25 feet
  Melee � morningstar +8 (versatile P), Damage 1d6+2 
  bludgeoning
  Ranged � hand crossbow +8 (range increment 120 feet, 
  reload 1), Damage 1d8 piercing
  Divine Prepared Spells DC 20, attack +10; 1st bane, fear, 
  harm (×3), ray of enfeeblement; Cantrips (1st) chill touch, 
  daze, divine lance (evil), guidance, know direction
  Cleric Domain Spells (1 Focus Point) DC 20; 1st touch of 
  undeath
  Sap Life When Ralthiss casts a harm spell and damages at 
  least one living creature, he regains Hit Points equal to the 
  spell level of his harm spell.
  SKELETAL CHAMPION 
  CREATURE 2
  LE
  MEDIUM
  SKELETON
  UNDEAD
  Pathfinder Bestiary 298
  Perception +8; darkvision
  Languages Common, Necril
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, steel shield (Hardness 5, HP 20, BT 10), 
  lance, longsword
  AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
  HP 25, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity � 
  Shield Block �
  Speed 25 feet
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  ZOMBIE SHAMBLER 
  CREATURE –1
  Pathfinder Bestiary 340; page 26
  Initiative Perception +0
  
  30
  Pathfinder Society Scenario
  Escaping the Grave
  Appendix 2:  
  Subtier 3–4 Statistics
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing in this scenario, including 
  any variations described in the text. 
  Encounter A1 (Subtier 3–4)
  In the town plaza, the PCs are accosted by a zombie 
  warhorse and three plague zombies (see pages 34 and 
  35 for art). Each of the undead creatures aggressively 
  pursues and attacks the nearest PC at the start of the 
  undead creature’s turn. The zombie warhorse uses its 
  Feast ability whenever it has taken damage and has the 
  opportunity to do so. 
  PLAGUE ZOMBIES 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  UNDEAD
  ZOMBIE
  Pathfinder Bestiary 340; page 30
  Perception +3; darkvision
  Skills Athletics +7
  Str +4, Dex –2, Con +3, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 13; Fort +6, Ref +3, Will +4
  HP 50, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +9, Damage 1d8+4 bludgeoning plus Grab and 
  zombie rot
  Jaws � Requirements The zombie has a creature grabbed or 
  restrained. Effect The zombie makes a jaws unarmed melee 
  Strike against the grabbed or restrained creature with an 
  attack modifier of +9 that deals 1d12+4 piercing damage. 
  A creature damaged by the jaws is exposed to zombie rot.
  Zombie Rot (disease, necromancy); An infected creature can’t 
  heal damage it takes from zombie rot until it has been 
  cured of the disease. Saving Throw DC 18 Fortitude; Stage 
  1 carrier with no ill effect (1 day); Stage 2 1d6 negative 
  damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 
  4 1d6 negative damage (1 day); Stage 5 dead, rising as a 
  plague zombie immediately
  ZOMBIE WARHORSE 
  CREATURE 3
  UNCOMMON
  NE
  LARGE
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +6; darkvision
  Skills Athletics +11
  Str +5, Dex –3, Con +4, Int –5, Wis +1, Cha –2
  Rotting Aura (aura, disease, necromancy) The zombie 
  warhorse emits an aura of rot and disease that causes 
  wounds to fester and turn sour. Any living creature that 
  starts its turn within 10 feet of the zombie warhorse and 
  is not at full Hit Points takes 1d6 negative damage (DC 17 
  basic Fortitude save) as its wounds fester. 
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 17; Fort +12, Ref +5, Will +8
  HP 85, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 40 feet
  Melee � jaws +12, Damage 1d12+7 slashing 
  Melee � hoof +12 (agile), Damage 1d8+7 bludgeoning plus 
  Improved Push 5 feet
  Feast � The zombie warhorse Strikes with its jaws against 
  an adjacent living creature or a creature that has died in 
  the past hour. On a success, the zombie warhorse can feast 
  upon the creature’s flesh to heal itself. This restores 2d6 
  Hit Points. 
  Gallop � The zombie warhorse Strides twice. It has a +10-
  foot circumstance bonus to its Speed during these Strides.
  
  31
  Pathfinder Society Scenario
  Escaping the Grave
  Encounter B5 (Subtier 3–4)
  Pathfinder Larraz Virtanne has hidden here in the college 
  lounge awaiting rescue. While it is unlikely that the PCs 
  will fight Larraz, his statistics are included here for ease 
  of reference, along with those of his horse, Desert Wind 
  (page 36 for art).
  DESERT WIND 
  CREATURE 1
  N
  LARGE
  ANIMAL
  Perception +5; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +6, Athletics +7, Survival +5
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  Items light barding
  AC 18; Fort +8, Con +7, Will +6
  HP 24
  Speed 35 feet
  Special mount
  Melee � hoof +9 (agile), Damage 1d6+3 bludgeoning
  Gallop � Desert Wind Strides twice. He has a +10-foot 
  circumstance bonus to his Speed during these Strides.
  LARRAZ VIRTANNE 
  CREATURE 1
  UNIQUE
  NG
  MEDIUM
  HUMAN
  HUMANOID
  ORC
  Male half-orc druid 1
  Perception +8; darkvision
  Languages Common, Druidic, Kellish, Orcish
  Skills Athletics +5, Games Lore +4, Medicine +6, Nature +6, 
  Survival +6
  Str +2, Dex +2, Con +2, Int +1, Wis +3, Cha +0
  Items buckler (Hardness 3, HP 6, BT 3), holly and mistletoe, 
  pack of playing cards, padded armor, sling (3 sling bullets), 
  staff
  AC 16 (17 with shield raised); Fort +6, Ref +5, Will +8
  HP 24
  Shield Block �
  Speed 25 feet
  Melee � staff +7 (two-hand d8), Damage 1d4+2 bludgeoning
  Ranged [one-action] sling +7 (range increment 50 feet, reload 
  0), Damage 1d6+2 piercing
  Primal Prepared Spells DC 16, attack +6; 1st heal (×2); Cantrips 
  (1st) disrupt undead, know direction, light, produce flame
  Druid Order Spells DC 16; 1st (1 Focus Point) heal animal
  
  32
  Pathfinder Society Scenario
  Escaping the Grave
  Encounter B9 (Subtier 3–4)
  PCs who aren’t careful risk triggering the collapsing 
  ceiling in the dean’s office and unleashing several giant 
  centipedes (page 37 for art) who attack the PC nearest 
  to them.
  COLLAPSING CEILING 
  HAZARD 3
  MECHANICAL
  TRAP
  Stealth DC 20 (trained)
  Description As Subtier 1–2.
  Disable As Subtier 1–2, but DC 22.
  AC 10; Fort +1, Ref +1
  Ceiling Hardness 5, Ceiling HP 10; Immunities critical hits, 
  object immunities, precision damage
  Collapse � Trigger A creature walks into the area beneath the 
  centipede lair. Effect Hearing potential prey, the centipedes 
  begin scrabbling above, causing the ceiling to collapse 
  and centipedes to rain down, dealing 3d8+4 bludgeoning 
  damage to each creature in the area; each creature in the 
  area must attempt a DC 19 Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage.
  Critical Failure The creature takes double damage and is 
  knocked prone.
  RAVENOUS GIANT CENTIPEDES (4) 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +6; darkvision
  Skills Acrobatics +8, Athletics +4, Stealth +8
  Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
  AC 17; Fort +6, Ref +8, Will +4
  HP 15 each (maximum HP 20 each)
  Speed 30 feet, climb 30 feet
  Melee � mandibles +8 (finesse), Damage 1d6+1 piercing plus 
  ravenous giant centipede venom
  Ravenous Giant Centipede Venom (poison); Saving Throw DC 
  16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 
  poison damage (1 round); Stage 2 1d12 poison damage, 
  clumsy 1, and flat-footed (1 round)
  
  33
  Pathfinder Society Scenario
  Escaping the Grave
  Event #2 (Subtier 3–4)
  The necromancer Ralthiss (page 38 for art) arrives and 
  attacks the PCs. Ralthiss prefers using his spells over his 
  weapons. He generally casts bane early and uses 1 action 
  each round to increase its radius if that would catch more 
  PCs within the area. He spends his other actions casting 
  spells to damage or impose conditions on the PCs. When 
  he or his allies become damaged, he casts harm to heal 
  the undead or inflict damage on a PC to heal himself 
  (or both, if he spends more actions on the harm spell). 
  Ralthiss fights until reduced to 19 Hit Points or fewer, at 
  which point he attempts to flee (or surrender, if fleeing 
  doesn’t seem like a viable option).
  The skeletal gladiator is a loyal servant. It tries to close 
  on PCs who fight at range or cast spells, particularly 
  those who seem particularly effective against undead, 
  such as clerics with heal spells. If Ralthiss is under attack 
  by PCs in melee, the skeletal champion moves to assist 
  the necromancer. The skeleton fights until destroyed.
  The zombie shamblers are mindless and simply move 
  toward the nearest PC, attempting to Grab whoever they 
  can. They fight until destroyed.
  PLAGUE ZOMBIES 
  CREATURE 1
  Page 30
  Initiative Perception +3
  RALTHISS 
  CREATURE 4
  UNIQUE
  NG
  MEDIUM
  HUMAN
  HUMANOID
  Male human cultist
  Perception +12; darkvision
  Languages Common, Necril, Varisian
  Skills Arcana +6, Deception +9, Intimidation +9, Nature +10, 
  Religion +12, Undead Lore +8
  Str +2, Dex +2, Con +2, Int +0, Wis +4, Cha +3
  Items hand crossbow (10 bolts), morningstar, religious symbol 
  of Urgathoa, studded leather
  AC 21; Fort +10, Ref +8, Will +14
  HP 48
  Speed 25 feet
  Melee � morningstar +10 (versatile P), Damage 1d6+4 
  bludgeoning
  Ranged � hand crossbow +10 (range increment 120 feet, 
  reload 1), Damage 1d8+2 piercing
  Divine Prepared Spells DC 22, attack +12; 2nd darkness, 
  harm (×4), spiritual weapon, resist energy; 1st bane, fear, 
  ray of enfeeblement; Cantrips (2nd) chill touch, daze, divine 
  lance (evil), guidance, know direction
  Divine Rituals DC 22; create undead
  Cleric Domain Spells (1 Focus Point) DC 22; 2nd touch of 
  undeath
  Necrotic Infusion � If the next action Ralthiss takes is to cast 
  harm to restore Hit Points to a single undead creature, the 
  target then deals an additional 1d6 negative damage with 
  its melee weapons and unarmed attacks until the end of 
  its next turn.
  Sap Life When Ralthiss casts a harm spell and damages at 
  least one living creature, he regains Hit Points equal to the 
  spell level of his harm spell.
  SKELETAL GLADIATOR 
  CREATURE 4
  NE
  MEDIUM
  SKELETON
  UNDEAD
  Perception +11; darkvision
  Languages Common, Necril
  Skills Acrobatics +12, Athletics +12, Intimidation +10
  Str +5, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, steel shield (Hardness 5, HP 20, BT 10), 
  lance, longsword
  AC 21 (23 with shield raised); Fort +9, Ref +12, Will +8
  HP 50, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity [reaction] 
  Shield Block �
  Speed 25 feet
  Melee � longsword +14 (versatile P), Damage 1d8+8 slashing
  Melee � claw +14 (agile), Damage 1d6+8 slashing
  Melee � lance +14 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+8 piercing
  
  34
  Pathfinder Society Scenario
  Escaping the Grave
  Appendix 3: Monster and NPC Art
  Zombie Horse
  
  35
  Pathfinder Society Scenario
  Escaping the Grave
  Zombie
  
  36
  Pathfinder Society Scenario
  Escaping the Grave
  Horse
  
  37
  Pathfinder Society Scenario
  Escaping the Grave
  Centipede
  
  38
  Pathfinder Society Scenario
  Escaping the Grave
  Necromancer Ralthiss
  
  39
  Pathfinder Society Scenario
  Escaping the Grave
  Skeleton
  
  Escaping the Grave
  GM Resources
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  —
    —
  —
  —
  Chronicle Sheet
  PCs who complete the primary objective of this scenario gain the wayfinder of rescue on their Chronicle sheet.
  PCs who complete the secondary objective of this scenario gain the Team Player boon on their Chronicle sheet.
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  41
  Pathfinder Society Scenario
  Escaping the Grave
  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 form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 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 ad-
  ditional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by 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 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 supernatu-
  ral abilities or effects, logos, symbols, or graphic designs; and any 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 associated products contributed to the Open Game License by the 
  Contributor (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 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 Your accep-
  tance of the terms of this License.
  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 Your original creation and/
  or You have sufficient rights to grant the rights 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 must add the title, the copyright date, and 
  the copyright holder’s name to the 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 Agree-
  ment with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
  tion with a work containing 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 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 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 updated ver-
  sions 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 copy of 
  the Open Game Content You distribute.
  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 Contribu-
  tor 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 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 this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion 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, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–03: Escaping the Grave © 2019, Paizo Inc.; Author: 
  Adrian Ng.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, 
  Joe Pasini, Patrick Renie, Michael Sayre, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lacy Pellazar,  
  and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Virginia Jordan, Samantha Phelan, and 
  Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Mika Hawkins, 
   
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and Andrew White
  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game (Second Edition).
  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 Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements 
  that have previously been designated as Open Game Content, or are exclusively derived 
  from previous Open Game Content, or that are in the public domain are not included in this 
  declaration.)
  Open Game Content: Except for material designated as Product Identity, the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game 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 Scenario #1–03: Escaping the Grave © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
  Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder 
  Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder 
  Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure 
  Path, and Starfinder Society are trademarks of Paizo Inc.
  
  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  L7Q2
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–03: 
  Escaping the Grave
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  channel protection amuletU (level 3; 56 gp) 
  wayfinder of rescue (level 4; 80 gp; as a 
  standard wayfinder, but once per day 
  you can activate it to cast heal a creature 
  other than yourself, using either the one-
  action or two-action version of heal as a 
  1st-level spell)
  channel protection amuletU (level 3; 56 gp) 
  healer's gloves (level 4; 80 gp)
  lesser healing potion (level 3; 12 gp)
  minor sturdy shield (level 4; 100 gp)
  wayfinder of rescue (level 4; 80 gp; see 
  Subtier 1–2)
  You and your companions braved the dangers of the Gravelands to recover valuable relics from the ruins of a town once known 
  as Goldenflame. While there, you were tasked with the sad duty of recovering the remains and wayfinders of missing Pathfinders. 
  Before you could escape the Gravelands, you were confronted by an evil necromancer and his undead minions and had to fight your 
  way free.
  Team Player Your time in the Gravelands included many harrowing trials that required you to learn how 
  to work especially well with your companions.
  � (fortune) Uses 3 □□□; Trigger An ally fails a check on which you Aided; Effect The ally can reroll 
  the check and use the better result.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/Scenario #1-03 - Escaping The Grave.pdf