TEXT: You Only Die Twice
  By R. Hyrum Savage
  A PAthfinder Society ScenArio for tierS 5–9
  ™
  
  ®
  ™
  You onlY Die Twice
  Pathfinder Society Scenario 2–25
  Design: R. Hyrum Savage
  Development: Mark Moreland
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artists: Eric Belisle and Mike Capprotti
  Cartographers: Corey Macourek and Rob Lazzaretti
   
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Director of Sales: Pierce Watters
  Finance Manager: Christopher Self
  Staff Accountant Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Director: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and 
  Pathfinder Roleplaying Game Bestiary 2. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–25: You Only Die Twice is a Pathfinder Society Scenario designed for 5th- to 9th-level 
  characters (Tiers 5–7 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily 
  be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for 
  use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 21 of this product.
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  paizo.com/pathfindersociety
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  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC.  
  © 2011 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  You Only Die Twice takes place in the kingdom of Geb, 
  along the border and outside and city of Graydirge. The 
  undead kingdom is located in southern Garund between 
  the magic-blasted Mana Wastes and the uncharted expanse 
  of the Mwangi to the south. A nation ruled by undead and 
  bolstered by zombie armies and human chattel, Geb is 
  a terrible nightmare nation where few mortals willingly 
  travel. For more information on the nation of Geb, see 
  the Pathfinder Campaign Setting hardcover The Inner Sea 
  World Guide, available wherever books are sold and online 
  at paizo.com.
  Spell
  Scar 
  DeSer
  t
  axan 
  Woo
  D
  Geb
  GraydirGe •
  • CorpseliGht
  of Geb, a book written by the powerful necromancer 
  in ages past. The Testament of Geb was rumored to be 
  a guide to the creation of many new types of undead, 
  including the dreaded ghoul worm. The Decemvirate 
  agreed to his petition and Joktan quickly made his way 
  to the Testament’s suspected location, a small Urgathoan 
  chapel in the town of Corpselight about 2 day’s journey 
  east near the city of Graydirge.
  Three weeks ago, Joktan managed to find the book, but 
  before he could escape back to Skyreach, he was killed 
  by a group of zealous Pharasmins conducting a raid into 
  the undead heart of the ghastly nation. They mistook 
  the transformed Pathfinder and his companions for 
  true undead and quickly dispatched them. Since Joktan 
  is overdue in contacting the Society, Venture-Captain 
  Ambrus Valsin has decided to send a rescue mission. 
  T
  he kingdom of Geb began as a colony of Ancient 
  Osirion and took its name from the exiled Osirani 
  necromancer who became the land’s ruler. Until 
  the coming of the Archmage Nex, Geb was a reasonably 
  peaceful nation. When Nex pushed his expansion 
  southward into the nation of Geb, however, he ignited 
  the most infamous magical rivalry in Golarion’s history. 
  During one of the most deadly exchanges of spell power, 
  Geb sucked the life from most of the land surrounding 
  the cities of neighboring Nex. In return, Nex blighted the 
  lands of Geb with a series of cataclysms that decimated 
  the population. Geb responded by animating the 
  casualties into legions of the walking dead. Thus began 
  the kingdom of Geb’s reliance upon the undead. Later, 
  after another vicious attack in 576 ar, Nex disappeared 
  completely into an extradimensional refuge; no trace 
  of him ever reappeared. Geb was so distraught about 
  missing the chance to vanquish his centuries-old rival 
  that he committed ritual suicide. His self-sacrifice was 
  to no avail, however, and Geb’s rage, disappointment, 
  and necromantic connections led to him returning to 
  Golarion as a ghost. From this point on, the undead 
  became increasingly prevalent in day-to-day life in Geb, 
  ruled by their ghostly lord and his consort, the Harlot 
  Queen Arazni.
  The Pathfinder Society has had a longtime interest 
  in Geb, but the special nature of the kingdom has made 
  it difficult to organize missions there—that is, until 
  a simple researcher named Joktan Heth discovered a 
  unique magic item that would make such missions 
  possible. Joktan was a student of history, specializing in 
  the war between Geb and Nex, Geb’s ancient writings into 
  the creation of undead, and the history of necromancy 
  and undeath. He joined the Pathfinder Society early in 
  his career and worked in the Grand Lodge’s massive 
  vault, helping catalog myriad artifacts and magical 
  items. It was in the Repository that he discovered the 
  Chalice of Undeath, an enchanted cup with the power to 
  give the imbiber the qualities of an undead creature 
  while still remaining alive. Joktan petitioned the 
  Decemvirate to allow him to use the Chalice to travel into 
  the domain of the dead in order to find the Testament 
  You onlY Die Twice
  By r. hyrum Savage
  
  PAthfinder Society ScenArio
  4
  Joktan’s dying thoughts were of his failure and the 
  knowledge that would be lost to him. This ignoble death, 
  combined with the dark powers of the book and the land of 
  Geb itself, created a haunt in the location where Joktan and 
  his companions were killed and caused Joktan to rise as a 
  worm that walks. Utterly corrupted, his goal is to avenge 
  his death and destroy the Pharasmin crusaders who killed 
  him and to return to Absalom with an army of ghoul 
  worms to destroy Skyreach and the Pathfinder Society.
  summary
  Venture-Captain Ambrus Valsin sends the PCs to 
  Corpselight, a small village a few days’ travel outside the 
  Gebbite city of Graydirge to discover the whereabouts of 
  the missing Pathfinder Joktan Heth. Their mission is to 
  ascertain the state of his mission, the whereabouts of the 
  Testament of Geb and, if possible, return it to Skyreach. 
  In order to facilitate the PCs’ infiltration of the undead 
  nation, the PCs drink from the Chalice of Undeath, a magic 
  item which transforms them into undead versions of 
  themselves. Once the PCs arrive in Geb, they must make 
  their way to the town of Corpselight, and though they 
  appear undead themselves, they are not immune to the 
  dangers of the ghastly land.
  A press gang looking for conscripts for the undead army 
  presents the first hazard. Led by a powerful marshal, the 
  wight soldiers attempt to enslave the PCs as members of 
  their legion, and the PCs must escape or defeat them to 
  avoid a future in servitude to Geb’s undead generals.
  Corpselight is a farming town, with a distinctly 
  Gebbite twist. While traditional crops are raised in the 
  town, the primary export is humanoids used as food by 
  various intelligent undead throughout the kingdom. 
  While the PCs investigate the fate of Joktan in his last 
  known location, a large group of Pharasmin zealots attack 
  the settlement—the same group that killed Joktan weeks 
  earlier. From these crusaders, the PCs learn of Joktan’s 
  fate and gain directions to the Urgathoan temple where 
  he believed the Testament of Geb to have been located.
  On their journey to the temple, the PCs encounter a 
  haunt created by the trauma of Joktan’s death. While 
  most of his mortal equipment lies with his body, several 
  items are missing, including the Testament of Geb. When 
  they arrive at the temple they must deal with Joktan’s 
  worm-covered form, destroy the summoned ghoul worm, 
  and recover the Testament. Only then can they return to 
  Skyreach and regain their living forms.
  GettinG started
  Venture-Captain Ambrus Valsin calls the PCs to his 
  office in Skyreach, the towering headquarters of the 
  Pathfinder Society in Absalom. His message requesting 
  assistance is cryptic, hinting at a dangerous mission into 
  Geb, the domain of the dead. When the PCs arrive and 
  introduce themselves to one another, read the following 
  to get the adventure underway.
  A booming voice calls out from the wood-paneled office’s open 
  doorway. “Welcome! Welcome my friends! Please. Have a 
  seat.” The speaker, Venture-Captain Ambrus Valsin, points to a 
  number of chairs around his desk. He sounds friendly, but his 
  smile seems forced.
   “I’m not one for beating around the bush, so let me lay it 
  out for you. Three weeks ago, we lost contact with an expedition 
  of Pathfinders sent into Geb, led by a researcher from Absalom 
  named Joktan Heth. He and the other members of his group 
  were magically disguised as undead creatures and tasked with 
  recovering an ancient tome known as the Testament of Geb, 
  purported to be a scholarly treatise on the creation of new types of 
  undead—intended specifically for use on the battlefield. Joktan’s 
  mission was to sneak into the country, locate the Testament, and 
  bring it back to the Vaults. He’s overdue and we fear the worst. 
  We need you to undergo the same process of disguise, infiltrate 
  Geb, and learn the whereabouts of Joktan, his team, and most of 
  all, the Testament. Pathfinders, time is of the essence. If that book 
  falls into the wrong hands, it could destabilize the entire Inner 
  Sea region. We need that book and we have the utmost faith that 
  you’ll do what’s necessary to make sure we get it.
  “Any questions?”
  Valsin allows the PCs to ask any questions they may 
  have, but it is clear that this is an urgent matter and 
  that he is worried about getting to Geb in time. Some 
  questions the PCs may ask are as follows.
  What is the Testament of Geb? “As far as we can determine, 
  the Testament is a book or scroll written by the infamous 
  wizard-king Geb before he joined the ranks of the undead 
  who served him. Not only does it discuss in depth a number 
  of different types of undead, their creation, and their 
  weaknesses, but it also includes formulae for constructing 
  devastating undead weapons of war.
  How are we being disguised? “The Society has in 
  its possession an item known at the Chalice of Undeath. 
  When used, it gives a creature the semblance of undeath, 
  while the creature remains alive and maintains full 
  control of its soul. Our experiments here show that 
  until the process is reversed—by drinking from the 
  chalice again—you will have the semblance and aura 
  of an undead, and be affected by magic that also affects 
  undead. Be warned that healing magic that affects living 
  creatures will hurt you while you are in this state, just as 
  it would any true undead.”
  Who is Joktan Heth? “Joktan Heth is a student a 
  history, specializing in the war between Geb and Nex and 
  
  neW MaGic iteM:  
   
  chalice of Undeath
  Though the PCs won’t be able to acquire the chalice, 
  here are its game statistics for GMs interested in how 
  it works.
  Chalice of undeath
  aura strong necromancy; CL 20th
  slot none; Weight 1 lb.
  desCription
  This chalice is carved out of a large animal bone and is 
  engraved with symbols of life and death. If the chalice 
  is filled with liquid, you can drink from the it and 
  gain the effects of an undead anatomy I spell (Ultimate 
  Magic), which lasts for 20 minutes. If you first perform 
  a magical ritual (which takes 1 hour and requires 1,000 
  gp in reagents), the effect is permanent until dispelled 
  or reversed. A creature can reverse the transformation by 
  drinking from the chalice again.
  destruCtion
  The chalice is destroyed if filled with vampire ichor and the 
  tears or blood of an outsider with the good subtype.
  you only die twice
  5
  for Medium creatures, 1d4 for Small creatures), two 
  claw attacks (1d6 for Medium creatures, 1d4 for Small 
  creatures), darkvision 60 feet, and scent. In this form, 
  creatures detect as undead (such as with detect undead, 
  but not with magic that reveals their true form, such as 
  true seeing) and are treated as undead for the purposes of 
  channeled energy, cure spells, and inflict spells, but not 
  for other effects that specifically target or react differently 
  to undead (such as searing light).  Small creatures gain a +1 
  natural armor bonus, while Medium or larger creatures 
  gain a +2 natural armor bonus. 
  Once the ritual is completed, Valsin gives the party 
  eight potions of inflict moderate wounds (Tier 5–6) or eight 
  potions of inflict critical wounds (Tier 8–9). The PCs are then 
  teleported by a Society mage to Geb with whatever supplies 
  they carry with them. The PCs are now on their own, in a 
  nation of undead, hoping to find their fellow Pathfinder.
  aCt 1: the undead army 
  (Cr 7 or Cr 10)
  The world materializes into a hazy swamp, the few plants 
  within as dry and colorless as one would expect in a nation 
  ruled and inhabited by the undead. Ghostly pale moonlight 
  provides illumination and a mournful wind blows slowly from 
  the south, carrying with it the unmistakable sickly sweet scent 
  of long-dead flesh mixed with newly spilt blood. Only the 
  sound of rustling brush breaks the tomblike silence.
  the history of necromancy and undeath. He joined the 
  Pathfinder Society early in his career and worked in the 
  Vault helping catalog various artifacts and magical items. 
  He discovered the Chalice of Undeath in the Repository 
  and petitioned the Decemvirate to allow him to use its 
  powers to travel into Geb in order to find the legendary 
  Testament of Geb.
  How will we get there? How will we get home? “The 
  Society will teleport you to an isolated position in north-
  central Geb, near the city of Graydirge but not near 
  enough that anyone should see you suddenly arrive. 
  From there you will need to head toward Corpselight, 
  a small farming town to the east of the city. Joktan was 
  convinced the Testament of Geb was there and that’s where 
  any clues as to his fate will be found. Once your mission 
  is completed, send word via this magic token and we will 
  have you teleported back to Skyreach.”
  Knowledge (local or religion)
  In addition to asking questions, some PCs may already 
  know some relevant information from their own studies.
  10–14 Geb is a nation ruled by the undead. Intelligent 
  undead have the same rights as the living (or even more), 
  and the kingdom uses other undead as a form of cheap 
  labor and as expendable, renewable soldiers in the 
  country’s armies. 
  15–19 Because of the nation’s dependence and 
  promotion of undeath, the faithful of Pharasma, goddess 
  of death, often conduct raids into the country in an 
  attempt to destabilize it, to destroy unholy sites, and 
  eliminate the undead abominations that call Geb home.
  20+ Living creatures need to be careful while in Geb 
  since they can become conscripts in the army, or used 
  as sustenance for the various types of undead within 
  the kingdom.
  Once all of their questions have been answered, Valsin 
  takes the PCs to a special room in Skyreach where they 
  may purchase a few last-minute items and then take 
  part in a special ritual (which the Society pays for), the 
  culmination of which is drinking from the Chalice of 
  Undeath. Animal companions, familiars, special mounts, 
  and the like may participate in the ritual as well, so 
  they may accompany the PCs on this trip. Eidolons 
  do not need to partake in the ritual or drink from the 
  Chalice, as undead summoners in Geb don’t necessarily 
  have eidolons that appear undead, so there is no need to 
  disguise the eidolon of a PC summoner.
  As the PCs complete the ritual, give them the player 
  handout entitled Undead Anatomy on pages 19–20 that 
  explains the changes they should make to their characters 
  as a result of their undead transformation. All creatures 
  undergoing the transformation gain a bite attack (1d6 
  
  Corpselight Mire
  1 square = 5 feet
  GameMastery Flip-Mat: Swamp
  N
  PAthfinder Society ScenArio
  6
  The PCs arrive in the dank mire approximately 2 miles 
  north of the town of Corpselight in the middle of night; 
  their newly acquired darkvision should provide them 
  ample visibility at night. The swamp here, while wet and 
  uncomfortable even to cold and clammy undead skin, 
  never reaches a depth of more than 1-1/2 feet, and then 
  only rarely. 
  Creatures: Though this location was chosen for its 
  remote nature, the Pathfinder Society had no way to 
  anticipate the presence of an undead press gang stalking 
  the countryside around Graydirge searching for unwitting 
  conscripts to bolster Geb’s undead legions. The small band 
  of soldiers led by a lieutenant named Corvalos traverses 
  the region, rounding up wandering mindless undead and 
  conscripting intelligent undead that appear to be criminals 
  or troublemakers. All members of the press gang wear torn 
  and filthy military uniforms, and one of the conscripts 
  bears the unit’s banner, which billows softly in the breeze.
  Have the PCs make DC 10 Perception checks to hear 
  chanting in sync with the sounds of marching feet 
  slogging through the muck, approaching the PCs’ 
  position from the north. The PCs may wish to hide 
  in order to avoid detection. Have them make Stealth 
  checks opposed by Corvalos’ Perception check. If he 
  spots the PCs, Corvalos questions them, wondering 
  what a group of their size is doing in the countryside. 
  While he is looking for additional conscripts, he has 
  been marching most of the night and wants to get to 
  Corpselight as soon as possible, and thus is willing to 
  let the PCs go if they’re reasonably diplomatic about it. 
  His attitude at the start of the encounter is indifferent 
  (Diplomacy DC 20).
  If the PCs successfully change Corvalos’s attitude 
  to friendly, he allows them to go on their way with no 
  problems or further questions. If his attitude changes 
  to hostile, he and his conscripts attack. If the PCs try 
  
  you only die twice
  7
  Taldor faction PCs should be particularly interested 
  in the banner used by the unit; obtaining the exquisitely 
  crafted fabric earns them 1 Prestige Award. 
  Rewards: If the PCs defeat or avoid the press gang, 
  reward each tier thusly:
  Tier 5-6:
  Give each player 134 gp.
  Tier 8–9:
  There are no rewards for this tier.
  aCt 2: human meat  
  (Cr 6 or Cr 9)
  The town of Corpselight is a small farming hamlet 
  approximately 2 days’ travel east of the city of Graydirge. 
  Unlike most other farming towns throughout Golarion, 
  Corpselight raises intelligent humanoids for use as food 
  by the various forms of undead found throughout Geb. 
  These human chattel are kept in pens until they are 
  shipped out to locations throughout Geb.
  When the PCs arrive, the town is virtually devoid of 
  activity, its inhabitants mostly indoors going about their 
  daily lives. In the various pens and corrals around town, 
  however, shackled humans in tattered rags stand or sit in 
  their own filth like poorly tended livestock. Their eyes 
  are glazed over and they make no sound or movement 
  toward the approaching PCs; they long ago accepted their 
  fate and now act and think like the cattle their owners 
  treat them as.
  Creatures: A young, malnourished woman by the name 
  of Ezesta (N female human commoner 1)—one of the few 
  slaves who even remembers how to speak or bothers to 
  beg her captors for mercy—calls out to the PCs as they 
  move by, asking for food and water. She has no way to 
  know they are not simply the undead they appear to be 
  and fully expects them to deny her any assistance like 
  the rest of her captors. If the PCs speak to her—in and 
  of itself an act she sees as extremely generous—she 
  beckons them into the center of her pen, where she says 
  her father is ill and needs food desperately. Knowing the 
  ultimate fate of all human chattel like herself, she hints 
  that he won’t be nearly as nourishing if he’s sick before 
  he’s eaten.
  Ezesta answers any questions the PCs might have 
  about herself and the other humans in the town, but she 
  knows nothing of the layout of the town, the Testament of 
  Geb, or the Pathfinder party that preceded them. None 
  of the other humans react to the PCs, even if physically 
  assaulted or if the PCs reveal their true nature; while still 
  alive, these humans are little more aware of the world 
  than the most mindless of zombies.
  to run away or begin to act in a hostile or intimidating 
  manner, he attacks.  
  Tier 5–6 (CR 7)
  Corvalos 
  Cr 5
  Mummy (Pathfinder RPG Bestiary 210)
  hp 60
  taCtiCs
  during Combat Corvalos sends his conscripts in as the first 
  wave to weaken his potential soldiers, while he readies to 
  attack anyone who approaches him. If no one does, he 
  wades into combat himself the following round. Thinking 
  the PCs are undead, he does not expect his despair ability 
  to paralyze them, but if any PC succumbs to the effect, 
  Corvalos targets that PC with slam attacks, attempting to 
  infect him with cursed mummy rot.
  morale Corvalos is dedicated to his job, but isn’t willing to die 
  to grow Geb’s armies. He flees if reduced to fewer than 15 
  hit points or if all his conscripts are destroyed.
  undead Conscripts (3) 
   Cr 2
  Human skeletal champion warrior 1 (Pathfinder RPG Bestiary 252)
  hp 17 each
  Tier 8-9 (CR 10)
  Corvalos 
  Cr 8
  Mohrg (Pathfinder RPG Bestiary 208)
  hp 91
  taCtiCs
  during Combat Corvalos sends his conscripts in as the first 
  wave to weaken his potential soldiers, while he readies to 
  attack anyone who approaches him. If no one does, he 
  wades into combat himself the following round. Thinking 
  the PCs are undead, he does not specifically try to paralyze 
  them, but if any of them is accidentally paralyzed as part 
  of a full attack action, Corvalos changes tactics and tries to 
  paralyze the entire party with targeted tongue attacks.
  morale Corvalos is dedicated to his job, but isn’t willing to die 
  to grow Geb’s armies. He flees if reduced to fewer than 25 
  hit points or if all his conscripts are destroyed.
  undead Conscripts (5) 
  Cr 3
  Wights (Pathfinder RPG Bestiary 276)
  hp 26 each
  Mission Notes: Qadira faction PCs should be interested 
  in a ring worn on Corvalos’s right index finger. They 
  may identify it as a signet symbolizing Corvalos’s noble 
  position with a DC 18 Knowledge (nobility) check. 
  Retrieving the rubies from the ring earns Qadira faction 
  PCs 1 Prestige Award. 
  
  PAthfinder Society ScenArio
  8
  As the PCs move about the corral, a band of zealous 
  Pharasmin clerics assaults the town. Led by the 
  cleric Kuryn Jexel, the acolytes have fought their way 
  this far into Geb and now aim to destroy the undead 
  who inhabit and run Corpselight, hoping to free the 
  humans captives here from their inevitable fate. While 
  Kuryn and his men spot and assail the PCs, several 
  other small bands of faithful Pharasmins attack other 
  parts of town, and the din of battle soon fills the air, 
  startling and spooking many of the human captives, 
  causing them to cry and howl in their pens and cages 
  throughout town.
  During combat, allow Kuryn and his acolytes DC 20 
  Knowledge (religion) checks to notice that something is 
  amiss with the PCs. The DC for this check decreases by 
  –2 after each round in which effects that should work a 
  specific way against undead don’t function as planned 
  (such as searing light), and by an additional –2 if the PCs 
  attempt to explain they are living creatures disguised 
  as undead and succeed at a DC 20 Diplomacy check 
  (remember that this check must be made in combat and 
  to apply the relevant penalties). If Kuryn succeeds at the 
  check, he orders his team to stop fighting and tries to 
  parley with the PCs to find out what is going on. If the 
  PCs continue to fight after he tries to end combat, he 
  assumes his assumption was a mistake and continues 
  fighting to the death.
  Tier 5–6 (CR 6)
  Kuryn Jexel 
  Cr 5
  Male human cleric of Pharasma 6
  N Medium humanoid
  init +1; senses Perception +8
  defense
  aC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield)
  hp 54 (6d8+24)
  fort +7, ref +3, Will +7
  offense
  speed 20 ft.
  melee mwk heavy mace +4 (1d8)
  special attacks channel positive energy 8/day (DC 18, 3d6)
  domain spell-Like abilities (CL 6th; concentration +8)
  5/day—rebuke death (1d4+3)
  5/day—gentle rest (+4 melee touch, undead staggered for 
  2 rounds)
  Cleric spells prepared (CL 6th; concentration +8)
  3rd—cure serious woundsD (DC 15), prayer, searing light
  2nd—consecrate, cure moderate woundsD (DC 14), eagle’s 
  splendor, sound burst (DC 14, ×2)
  1st—bless, cure light woundsD (DC 13, ×2), sanctuary (DC 13), 
  shield of faith
  0 (at will)—detect magic, light, resistance, stabilize
  d Domain spell; domains Healing, Repose
  taCtiCs
  Before Combat As Kuryn and his acolytes approach the town 
  and set their sights on the PCs, he casts eagle’s splendor, 
  prayer, shield of faith, and bless, in that order.
  during Combat Kuryn initiates combat by casting 
  consecrate and follows up by channeling energy to harm 
  undead. The following round, he casts searing light at the 
  PC he judges to be the largest threat (note that this does 
  not affect the PCs as if they were undead). From then on, 
  he alternates channeling energy to harm the PCs and to 
  heal his acolytes.
  morale If convinced the PCs are not truly the undead they 
  appear to be, Kuryn calls off the attack. Otherwise, he fights 
  to the death, fully willing to make the ultimate sacrifice for 
  the Lady of Graves.
  statistiCs
  str 10, dex 12, Con 14, int 8, Wis 15, Cha 16
  Base atk +4; CmB +4; Cmd 15
  feats Extra Channel, Heavy Armor Proficiency, Improved 
  Channel, Toughness
  skills Knowledge (religion) +8, Perception +8
  Languages Common
  sQ aura, healer’s blessing
  Gear masterwork heavy mace, +1 full plate, masterwork heavy 
  steel shield, hat of disguise
  pharasmin acolyte (2) 
  Cr 1
  Human warrior 3
  LN Medium humanoid (human)
  init +1; senses Perception +4
  defense
  aC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 30 each (3d10+9)
  fort +5, ref +2, Will +4
  offense
  speed 20 ft.
  melee mwk morningstar +8 (1d8+3)
  statistiCs
  str 17, dex 13, Con 14, int 10, Wis 12, Cha 8
  Base atk +3; CmB +6; Cmd 17
  feats Iron Will, Step Up, Weapon Focus (morningstar)
  skills Knowledge (religion) +3, Perception +4, Ride +1
  Languages Common
  Combat Gear potion of cure moderate wounds; other Gear 
  breastplate, heavy steel shield, masterwork morningstar
  Tier 8–9 (CR 9)
  Kuryn Jexel 
  Cr 8
  Male human cleric of Pharasma 9
  N Medium humanoid
  init +1; senses Perception +12
  
  corpseliGht
  LE (Law +1, Corruption +1) Small Town
  Corruption +1; Crime –3; economy –4; Law +0; Lore +0; 
  society –6
  Qualities holy site, insular
  danger +20; disadvantages hunted
  demoGraphiCs
  Government overlord
  population 1,500 (1,100 humans, 150 ghouls, 180 
  various undead, 50 elves, 10 dwarves, 5 halflings, 2 
  vampires, 3 gnomes)
  notable npCs
  Lord mayor avram Bloodoath (LE human vampire 
  fighter 7)
  high priestess alcaniel elmaren (NE human cleric 
  of Urgathoa 8)
  trade master hirgul (CE ghoul rogue 6)
  marKetpLaCe
  Base Value 800 gp; purchase Limit 4,000 gp; 
  spellcasting 6th
  you only die twice
  9
  Development: If the PCs and the Pharasmins parley, 
  Kuryn can answer several likely questions the PCs 
  may pose.
  Who are you? “We are faithful of Pharasma conducting 
  raids and trying to free living captives. We’ve been in the 
  area for a few weeks now scouting the area and have finally 
  set to freeing the prisoners here in Corpselight.”
  Have you seen Joktan Heth, the missing Pathfinder? 
  “Unfortunately we did. We encounter him and his 
  companions a few weeks ago. Thinking he was an 
  undead Gebbite abomination, we dispatched him and his 
  companions. Only later did we realize our mistake, but by 
  then it was too late.”
  Where did you find him? We encountered him in the 
  swamp about a mile south of the town.
  Have you heard of the Testament of Geb? “One of the 
  abominations we destroyed to the east of here spoke of it 
  being found at the Urgathoan temple atop the hill south 
  of here. We’ve been too busy saving these people and 
  slaying the walking dead to investigate further.”
  Kuryn and his acolytes urge the PCs to finish their 
  business in Geb and depart as quickly as possible, as 
  it is a dangerous and unpredictable land. If asked to 
  accompany the PCs, they decline and move off into the 
  swamp to recover before their next assault on the town to 
  free more captives. Kuryn can point the PCs toward the 
  temple of Urgathoa where the Testament of Geb is said to 
  be held as well as the location wherein the Pharasmins 
  buried Joktan Heth’s body; both are south of town, less 
  than a mile beyond the last human farm.
  defense
  aC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +5 shield)
  hp 80 (9d8+36)
  fort +8, ref +4, Will +9
  offense
  speed 20 ft.
  melee mwk heavy mace +7/+2 (1d8)
  special attacks channel positive energy 8/day (DC 19, 5d6)
  domain spell-Like abilities (CL 9th; concentration +12)
  6/day—rebuke death (1d4+4)
  6/day—gentle rest (+6 melee touch, undead staggered for 
  3 rounds)
  Cleric spells prepared (CL 9th; concentration +12)
  5th—breath of lifeD, flame strike (DC 18)
  4th—cure critical woundsD (DC 17), divine power, spell immunity
  3rd—cure serious woundsD (DC 16), prayer, searing light (×3)
  2nd—consecrate, cure moderate woundsD (DC 15, ×2), eagle’s 
  splendor, sound burst (DC 15, ×2)
  1st—bless, cure light woundsD (DC 14, ×3), sanctuary (DC 14), 
  shield of faith
  0 (at will)—detect magic, light, resistance, stabilize
  d Domain spell; domains Healing, Repose
  taCtiCs
  Before Combat Before setting out for Corpselight, Kuryn 
  cast spell immunity, selecting vampiric touch and ray of 
  enfeeblement. As Kuryn and his acolytes approach the 
  town and set their sights on the PCs, he casts eagle’s 
  splendor, prayer, and divine power, in that order.
  during Combat Kuryn initiates combat by casting 
  consecrate and follows up by channeling energy to harm 
  undead. The following round, he casts searing light at 
  the PC he judges to be the greatest threat (note that this 
  does not affect the PCs as if they were undead). From 
  then on, he alternates channeling energy to harm the 
  PCs and to heal his acolytes, using flame strike, searing 
  light, and sound burst if directly attacked.
  morale If convinced the PCs are not truly the undead they 
  appear to be, Kuryn calls off the attack. Otherwise, he fights 
  to the death, fully willing to make the ultimate sacrifice for 
  the Lady of Graves.
  statistiCs
  str 10, dex 12, Con 14, int 8, Wis 16, Cha 16
  Base atk +6; CmB +6; Cmd 17
  feats Extra Channel, Heavy Armor Training, Improved 
  Channel, Shield Focus, Toughness, Turn Undead
  skills Knowledge (religion) +11, Perception +12
  Languages Common
  sQ aura, ward against death (9 rounds/day), healer’s blessing
  Gear masterwork heavy mace, +2 full plate, +2 heavy steel 
  shield, hat of disguise
  pharasmin acolyte (6) 
  Cr 1
  hp 30 each (see Tier 5–6)
  
  Chattel Pen
  1 square = 5 feet
  GameMastery Map Pack: Farmstead
  N
  PAthfinder Society ScenArio
  10
  If the PCs wish to, while maintaining their undead 
  disguises, they may purchase additional gear in 
  Corpselight within the purchase limit as described in the 
  sidebar on page 9.
  Mission Notes: Andoran faction PCs should wish to 
  free as many of the captive humans as possible. If they 
  release at least the dozen humans in this pen (who 
  Ezesta shepherds to safety outside of town), they earn 1 
  Prestige Award. 
  Cheliax faction PCs should be interested in any of the 
  multiple pairs of manacles used to keep the prisoners that 
  are scattered throughout the area. Obtaining one of them 
  (it need not be from a freed person and may be previously 
  abandoned) earns them 1 Prestige Award.
  Osiron faction PCs can obtain a holy symbol of Urgathoa 
  from the destroyed remains of an undead creature killed 
  by another band of Pharasmin clerics elsewhere in town 
  (who have since been destroyed or repulsed by the town’s 
  inhabitants). Locating the symbol requires a DC 18 
  Perception check.
  Rewards: If the PCs defeat Jexel or survive the encounter 
  through diplomacy, reward each tier thusly:
  Tier 5–6:
  Give each player 499 gp.
  Tier 8–9:
  Give each player 1,258 gp.
  aCt 3: JoKtan’s demise
  A twisted, forking path of dry land winds through the swamp 
  here. A low, solitary hill rises from the horizon to the south, an 
  ominous stone cairn marring its smooth crest with a ghastly 
  crown. The area is covered in an unnatural pall, and even 
  natural sounds seem dulled.
  
  GM tip: haUnts
  Haunts are residual undead manifestations that function 
  similarly to traps. When a haunt is triggered, it activates at 
  initiative rank 10 in the surprise round. Any PC who notices it 
  can act on his own initiative in the surprise round. Normally, 
  a PC can only make a notice check when a haunt manifests, 
  but spells such as detect chaos/evil or detect undead grant a 
  free Perception check at a –4 penalty prior to the haunt’s 
  activation. Unless the haunt is reduced to 0 hit points by 
  taking positive energy damage before acting in the surprise 
  round, its effects occur as listed. Haunts are mind-affecting 
  fear effects, and immunity to such effects grants immunity 
  to a hunt’s direct effects, but not indirect effects resulting 
  from a haunt’s attack. For more information on haunts, see 
  page 243 of the GameMastery Guide.
  you only die twice
  11
  the prescribed icons to prevent him from rising from the 
  grave in undeath, they did not anticipate that the putrid, 
  brackish waters beneath which they laid Joktan to rest 
  contained in them the vilest of worms which quickly fed 
  on the slain Pathfinder’s ambition and frustration and 
  transformed him into a horrid worm that walks. This 
  intelligent swarm retains the memories of Joktan Heth, 
  and this creature is hell-bent on avenging itself on those 
  who killed him—and the Pathfinder Society that (in his 
  eyes) betrayed him by sending him here to his death. 
  Its goal is to use the Testament of Geb to bring forth a 
  monstrous creature called a ghoul worm to kill Kuryn 
  and the other Pharasmin crusaders, and then to go to 
  Absalom to destroy the Society.
  Note that the Tier 5–6 version of Joktan is not fully 
  adjusted to his new form. As a result, his fast healing and 
  damage reduction are less than what is normally gained 
  by the worm that walks template.
  1. Temple of Death (CR 8 or CR 11)
  The temple of Urgathoa stands somberly atop the low hill, 
  it’s dark, smooth stone seeming to suck the hollow light from 
  the air into itself, giving off an aura of darkness. Large double 
  doors stand ajar, providing a glimpse into the square sanctuary 
  within. A black altar stands on a raised dais along the south 
  wall, covered in cobwebs and dust. Small torches are set into 
  pillars throughout the room cast an eerie, flickering glow on 
  the entire chamber. 
  In this small, remote shrine, clerics of Urgathoa hid 
  the legendary Testament of Geb within the reliquary under 
  the great granite altar, where they hoped few would seek 
  its vast knowledge and ancient wisdom. Joktan finally 
  reached the temple in his new worm form and discovered 
  This stretch of swamp marks the place where Joktan 
  was killed by the group of Pharasmins encountered 
  in Corpselight earlier. As Joktan lay dying, his final 
  thoughts were of failure and the knowledge that would 
  be lost to him. 
  Haunt: Though the Pharasmins buried him as best they 
  could, with all the rites and wards they could provide to 
  prevent his rising as an undead, their best efforts did not 
  preclude the trauma and pathos that surrounded Joktan’s 
  death from manifesting as a haunt on the very ground 
  where they cut him down.
  Tier 5–6 (CR 7)
  Joktan’s haunt 
  Cr 7
  CE haunt (a 10-ft.-by-10-ft. section of swamp)
  Caster Level 7th 
  notice Perception DC 21 to notice the sound of religious 
  chanting and frantic, sloshing footsteps running through 
  the swamp
  hp 14; trigger proximity; reset 1 hour
  effect Anyone standing anywhere in the area when the haunt 
  manifests takes 4d8+7 points of positive energy damage. A 
  Fortitude save (DC 16) halves this damage.
  destruction The haunt must be cleansed by 2 vials of holy water 
  and blessed by a cleric able to channel positive energy; the 
  cleric must also apologize for Joktan’s ignoble death.
  Tier 8–9 (CR 10)
  Joktan’s haunt 
  Cr 10
  CE haunt (a 15-ft.-by-15-ft. section of swamp)
  Caster Level 10th 
  notice Perception DC 26 to notice the sound of religious 
  chanting and frantic, sloshing footsteps running through 
  the swamp 
  hp 20; trigger proximity; reset 1 hour
  effect Anyone standing anywhere in the area when the haunt 
  manifests takes 100 points of positive energy damage, but 
  is healed any adverse effects currently active as per the heal 
  spell. A Fortitude save (DC 19) halves this damage.
  destruction The haunt must be cleansed by 2 vials of holy water 
  and blessed by a cleric able to channel positive energy; the 
  cleric must also apologize for Joktan’s ignoble death.
  aCt 4: CaLLinG the Worm
  When Kuryn Jexel blasted Joktan Heth’s undead-veiled 
  body with holy power, he and his acolytes soon learned 
  their error. To right the wrong the only way they could, 
  they provided him the most proper of Pharasmin burial 
  rites possible in the undead-wracked land of Geb. Though 
  they spoke all the necessary rituals and interred him with 
  
  PAthfinder Society ScenArio
  12
  the book exactly where he expected it to be. After 
  gathering a small cabal of devout Urgathoan undead to 
  act as his guard and acolytes, Joktan set the room up for 
  a foul summoning ritual to unleash the ghoul worm 
  from within the earth to test the necromantic might of 
  Geb’s unholy writings. Even now, the ritual complete, the 
  worms beneath the temple stir to life and slowly inch to 
  the surface to meet their new master.
  The entire temple is under the effect of an unhallow 
  spell that grants aid to all worshipers of Urgathoa (this 
  effect is not factored into the creatures’ stat blocks).
  Creatures: Joktan Heth, once a human Pathfinder but 
  now a vile mass of writhing worms in undulating humanoid 
  form, stands atop the altar. Surrounding him on the temple 
  floor are his undead minions, who watch his every move, 
  swaying back and forth and chanting in a tongue at times 
  guttural and at others sibilant. Three creatures with long, 
  sharp teeth, and pallid flesh that is stretched tightly over 
  their starved frames surround the altar. The robed figure 
  of slithering worms jerks his head up at an unsettling angle 
  when he senses the PCs’ approach. “Welcome, Pathfinders. 
  I’m glad you managed to find me, although truth be told, 
  you’re rather late. Still, at least you’ll be able to witness my 
  greatest triumph. I’d take the time to explain things to you, 
  but well, I’d rather just kill you and get this over with.” With 
  those words, Joktan motions and his minions attack.
  Tier 5–6 (CR 8)
  Joktan heth 
  Cr 7
  Human worm that walks wizard 6 (necromancer)
  NE Medium vermin (augmented humanoid)
  init +3; senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +14
  defense
  aC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection, 
  +3 Dex, +2 insight)
  hp 53 (64 with false life) (6d6+30); fast healing 3
  fort +6, ref +6, Will +8
  defensive abilities worm that walks traits; dr 
  5/—; immune disease, paralysis, poison, sleep, mind-
  affecting effects
  offense
  speed 30 ft.
  melee slam +5 (1d4+3 plus grab)
  melee mwk quarterstaff +6 (1d6+3)
  special attacks channel negative energy (DC 12, 7/day), 
  discorporate, squirming embrace (2d6+3, DC 16), tenacious
  spell-Like abilities (CL 6th; concentration +10)
  7/day—grave touch (3 rounds)
  necromancer spells prepared (CL 6th; concentration +10)
  3rd—displacement, haste, lightning bolt (DC 17), vampiric touch
  2nd—darkness, false life, scare (DC 17), scorching ray, 
  summon swarm
  1st—magic missile (×2), ray of enfeeblement (DC 16, ×2)
  0 (at will)—detect magic, disrupt undead, ray of frost, read 
  magic, touch of fatigue (DC 15)
  opposition schools Abjuration, Divination
  taCtiCs
  Before Combat Before the PCs arrive, Joktan uses his wand to 
  cast mage armor on himself and casts false life (both of these 
  effects are factored in above).
  during Combat At the start of combat, Joktan casts haste 
  on himself and his undead minions, before opening up to 
  attack the PCs with spells like lightning bolt, vampiric touch, 
  and scorching ray. When reduced to fewer than half his 
  total hit points, he casts displacement. If any spellcaster in 
  particular troubles him, he uses summon swarm on the pest.
  Joktan Heth
  
  Temple of Death
  1 square = 5 feet
  GameMastery Map Pack: Crypts
  N
  you only die twice
  13
  equipping all gear in reach) as a full-round action as long as 
  it has at least 1 hit point.
  squirming embrace (ex) If a worm that walks grapples a foe, 
  as a swift action, it can cause a swarm of worms to squirm 
  over the grappled creature. These worms deal automatic 
  swarm damage with no attack roll needed. If a creature 
  takes damage from the swarm, it is also subject to the 
  swarm’s distraction ability, and must make a Fortitude save 
  or be nauseated for 1 round. A worm that walks can only 
  have one embraced target at a time, but it does not have to 
  continue grappling in order to maintain the embrace. If the 
  worm that walks moves more than 5 feet from the swarm 
  or dismisses the swarm (a free action), the swarm dies. 
  Any area attack that damages the swarm or any severe or 
  stronger wind effect that affects the swarm’s target kills it.
  tenacious (ex) A worm that walks gains a +8 racial bonus on 
  combat maneuver checks made to grapple and a +4 racial 
  bonus to its CMD.
  Worm that Walks traits: A worm that walks has no discernible 
  anatomy, and is not subject to critical hits or flanking. 
  Reducing a worm that walks to 0 hit points causes it to 
  discorporate (see above)—a worm that walks at 0 hit points 
  is staggered, and one at negative hit points is dying. Worms 
  that walk are immune to any physical spell or effect that 
  targets a specific number of creatures (including single-
  target spells such as disintegrate), with the exception of such 
  spells and effects generated by the worm that walks itself, 
  which treat the worm that walks as one single creature 
  if it so chooses. Mind-affecting effects that target single 
  morale Joktan is supremely confident in his abilities and fights 
  to the death.
  statistiCs
  str 14, dex 16, Con 17, int 18, Wis 10, Cha 8
  Base atk +3; CmB +5 (+17 grapple); Cmd 23
  feats Combat Casting, Command Undead, DiehardB, 
  Empower Spell, Iron Will, Scribe Scroll, Spell Focus 
  (necromancy), Toughness
  skills Fly +12, Knowledge (arcana) +13, Knowledge (religion) +13, 
  Perception +14, Sense Motive +8, Spellcraft +13, Stealth +17; 
  racial modifiers +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Aklo, Common, Draconic, Elven, Giant
  sQ arcane bond (ring)
  Combat Gear potion of cure serious wounds, scroll of blindness/
  deafness, scroll of false life, wand of mage armor (32 charges); 
  other Gear mwk quarterstaff, ring of protection +1, cloak of 
  resistance +1, spellbook, spell component pouch
  speCiaL aBiLities
  discorporate (su) A worm that walks can collapse into a 
  shapeless swarm of worms as a free action. All held, worn, 
  and carried items fall and its Strength score drops to 1. 
  The worm that walks functions as a true swarm while 
  discorporated, with a reach of 0 feet (its space remains 
  unchanged). While discorporated, the worm that walks 
  loses all of its defensive abilities and gains all of the 
  standard swarm traits. It loses its slam attacks and all 
  special abilities and special attacks, but can make a swarm 
  attack that deals damage equal to its engulf attack. A 
  worm that walks can reform into its true form (including 
  
  PAthfinder Society ScenArio
  14
  creatures function normally against a worm that walks, 
  since the creature’s individual components share a hive 
  mind. A worm that walks takes half again as much damage 
  (+50%) from damaging area effects, such as fireball and 
  splash weapons. Worms that walk are susceptible to high 
  winds—treat a worm that walks as a Fine creature for the 
  purposes of determining wind effects.
  Ghouls (4) 
  Cr 1
  hp 13 (Pathfinder RPG Bestiary 146)
  taCtiCs
  during Combat Though the ghouls follow Joktan’s orders, their 
  bloodlust gets the better of them once they’ve entered combat 
  and they fight with unrelenting frenzy. After they’ve engaged 
  the PCs, they place little thought on tactics, instead tearing 
  into the nearest creature with full attacks whenever possible.
  morale The hungry ghouls fight until destroyed, hoping to 
  sate their appetites with even a single fallen victim, no 
  matter the costs.
  Tier 8–9 (CR 11)
  Joktan heth 
  Cr 10
  Human worm that walks wizard 9 (necromancer)
  NE Medium vermin (augmented humanoid)
  init +3; senses blindsense 30 ft., darkvision 60 ft.; Perception +17
  defense
  aC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, 
  +2 insight)
  hp 88 (103 with false life) (9d6+54); fast healing 10
  fort +8, ref +7, Will +9
  defensive abilities worm that walks traits; dr 15/—; immune 
  disease, paralysis, poison, sleep, mind-affecting effects
  offense
  speed 30 ft., fly 60 ft.
  melee slam +6 (1d4+3 plus grab)
  melee mwk quarterstaff +7 (1d6+3)
  special attacks channel negative energy (DC 13, 7/day), 
  discorporate, squirming embrace (2d6+3, DC 18), tenacious
  spell-Like abilities (CL 9th; concentration +13)
  7/day—grave touch (4 rounds)
  necromancer spells prepared (CL 9th; concentration +13)
  5th—empowered vampiric touch, hold monster (DC 19)
  4th—dimension door, enervation, fear (DC 20), wall of fire
  3rd—displacement, fly, haste, lightning bolt (DC 17), 
  vampiric touch
  2nd—blindness/deafness (DC 18), darkness, false life, 
  scorching ray, summon swarm
  1st—expeditious retreat, magic missile (×3), ray of 
  enfeeblement (DC 17, ×2)
  0 (at will)—detect magic, disrupt undead, ray of frost, read 
  magic, touch of fatigue (DC 15)
  opposition schools Abjuration, Divination
  taCtiCs
  Before Combat Before the PCs arrive, Joktan uses his wand to 
  cast mage armor on himself and casts false life and fly (all of 
  these effects are factored in above).
  during Combat At the start of combat, Joktan casts haste 
  on himself and his undead minions, before opening up to 
  attack the PCs with spells like fear, empowered vampiric 
  touch, and hold monster. When reduced to fewer than half 
  his total hit points, he casts displacement. He uses wall of 
  fire to divide the PCs when convenient, and enervation to 
  cripple any spellcasters that bother him.
  morale Joktan is supremely confident in his abilities and fights 
  to the death.
  statistiCs
  str 14, dex 16, Con 18, int 18, Wis 10, Cha 8
  Base atk +4; CmB +6 (+18 grapple); Cmd 24
  feats Combat Casting, Command Undead, DiehardB, 
  Empower Spell, Greater Spell Focus (necromancy), 
  Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus 
  (necromancy), Toughness
  skills Fly +15 (+19 with fly), Knowledge (arcana) +16, 
  Knowledge (religion) +16, Perception +17, Sense Motive +8, 
  Spellcraft +16, Stealth +20; racial modifiers +8 Perception, 
  +8 Sense Motive, +8 Stealth
  Languages Aklo, Common, Draconic, Elven, Giant
  sQ arcane bond (ring), life sight (10 feet, 9 rounds/day)
  Combat Gear potion of cure serious wounds, scroll of blindness/
  deafness, scroll of false life, wand of mage armor (50 charges), 
  wand of ray of exhaustion (7 charges); other Gear mwk 
  quarterstaff, cloak of resistance +1, pearl of power (1st), ring 
  of protection +1, robe of bones, spellbook, spell component 
  pouch, 100 gp
  speCiaL aBiLities
  Same as Tier 5–6
  Wights (6) 
  Cr 1
  hp 13 (Pathfinder RPG Bestiary 146)
  taCtiCs
  during Combat The wights move forward and spread out to 
  create a wall between the PCs and their master. They do 
  not expect their energy drain to work against the perceived 
  undead, but if they hit with a slam attack and deal a 
  negative level, they ramp up their assault to weaken their 
  assailants before they reach Joktan.
  morale The loyal wights fight until destroyed, hoping to impress 
  the Pallid Princess by defending her unholy sanctuary.
  2. Calling the Worm (CR 7 or CR 10)
  All the while the PCs battled Joktan and his followers, 
  the awakened ghoul worm worked its way ever closer to 
  the surface, drawn to the temple to meet its summoner. 
  Immediately after the PCs defeat Joktan and his minions, 
  read the following.
  
  you only die twice
  15
  The creature that once was Joktan collapses into a heap of 
  dissolving, desiccated worms on the stone floor and a deep 
  rumbling courses through the chamber. The tremors grow 
  both more violent and more rapid until suddenly the earth 
  beneath the altar bulges up and explodes in a shower of dust 
  and mud. 
  Creature: Rising from the hole is a nightmarish 
  creature made of putrid flesh and noxious fluids. Vaguely 
  wormlike, this huge creature’s mouth is made of rows of 
  teeth and retracting mandibles. Finding none present 
  whom it recognizes as its summoner, the worm attacks. 
  In Tier 8–9, two advanced ghoul worms were awakened 
  and burst into the room simultaneously.
  Tier 5–6 (CR 7)
  Ghoul Worm 
  Cr 7
  NE Huge undead 
  init +5; senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +18
  defense
  aC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 90 (12d8+36)
  fort +8, ref +7, Will +5
  defensive abilities channel resistance +2; immune undead traits
  offense
  speed 30 ft., burrow 20 ft.
  melee bite +14 (2d6+7 plus grab and disease), slam +14 (1d8+7 
  plus paralysis)
  space 15 ft.; reach 15 ft.
  special attacks disease, paralysis (1d6 rounds, DC 18, elves are 
  immune to this effect), swallow whole (2d6+10 bludgeoning 
  damage, AC 16, 9 hp)
  statistiCs
  str 25, dex 13, Con —, int 3, Wis 4, Cha 14
  Base atk +9; CmB +18 (+22 grapple); Cmd 29 (can’t 
  be tripped)
  feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception), Toughness
  skills Perception +18
  speCiaL aBiLities
  disease (su) Ghoul Fever: Bite—injury; save Fort DC 
  18; onset 1 day; frequency 1 day; effect 1d3 
  Str damage and 1d3 Dex damage; cure 2 
  consecutive saves.
  Tier 8–9 (CR 10)
  advanced Ghoul Worms (2) 
  Cr 8
  NE Huge undead 
  init +5; senses darkvision 60 ft., 
  tremorsense 60 ft.; Perception +20
  defense
  aC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, –2 size)
  hp 105 each (14d8+42)
  fort +8, ref +7, Will +8
  defensive abilities channel resistance +2; immune undead traits
  offense
  speed 30 ft., burrow 20 ft.
  melee bite +15 (2d6+7 plus grab and disease), slam +15 (1d8+7 
  plus paralysis)
  space 15 ft.; reach 15 ft.
  special attacks disease, paralysis (1d6 rounds, DC 19, elves are 
  immune to this effect), swallow whole (2d6+10 bludgeoning 
  damage acid damage, AC 17, 9 hp)
  
  PAthfinder Society ScenArio
  16
  statistiCs
  str 25, dex 13, Con —, int 3, Wis 4, Cha 14
  Base atk +10; CmB +19 (+23 grapple); Cmd 30 (can’t be tripped)
  feats Great Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Skill Focus (Perception), Toughness
  skills Perception +20
  speCiaL aBiLities
  disease (su) Ghoul Fever: Bite—injury; save Fort DC 19; onset 
  1 day; frequency 1 day; effect 1d3 Str damage and 1d3 Dex 
  damage; cure 2 consecutive saves.
  Development: Once the PCs have defeated the ghoul 
  worm, they are free to search the temple, ruined as it is 
  by the creature’s arrival. With a DC 15 Perception check, 
  they can find the Testament of Geb in a pile of rubble 
  behind where the altar formerly stood. Once they find 
  it, they are free to use Ambrus Valsin’s magic token to 
  return to Skyreach. When activated, the token teleports 
  all creatures that were originally teleported to Geb back 
  to Absalom after 1d4 rounds. If any PCs leave the area 
  (approximately 40 feet from the token’s location when 
  activated), they cannot be teleported home and need to 
  find their own way out of Geb and back to Absalom (see 
  the Chronicle sheet for more information).
  Treasure: In addition to the Testament of Geb, the other 
  valuable relics held within the altar were thrown about 
  the chamber when the ghoul worm arrived. In Tier 5–6, 
  the treasures consist of a phylactery of negative channeling 
  and a +1 keen scythe emblazoned with Urgathoa’s unholy 
  symbol. In Tier 8–9, the PCs may find a phylactery of 
  negative channeling, a +1 unholy scythe emblazoned with 
  Urgathoa’s unholy symbol, a hand of glory, and a dozen 
  alabaster statues each representing a person suffering 
  from a different plague worth 300 gp each.
  Mission Notes: Andoran faction PCs will likely want 
  to deface the Urgathoan iconography and remains of 
  the altar here in the temple. Doing so earns them 1 
  Prestige Award. 
  Cheliax faction PCs can obtain a pair of fangs from 
  Joktan’s minions to satisfy their faction mission and earn 
  1 Prestige Award.
  Osirion PCs can read from the Testament of Geb, 
  though doing so in secret requires an opposed Bluff, 
  Sleight of Hand, or Stealth check to avoid notice from 
  her companions. If an Osirion faction PC reads the book 
  without being caught, members of the faction earn 1 
  Prestige Award.
  Qadira faction PCs may retrieve a sample of the ghoul 
  worm’s bloody ichor, earning 1 Prestige Award.
  Taldor faction PCs who retrieve one of the ghoul worm’s 
  teeth earn 1 Prestige Award.
  Rewards: If the PCs defeat Joktan and the ghoul worm, 
  reward each tier thusly:
  Tier 5–6:
  Give each player 2,012 gp.
  Tier 8-9:
  Give each player 4,216 gp.
  ConCLusion
  The PCs return safely to Absalom, drink from the 
  Chalice of Undeath, and are restored to their living 
  forms. The Testament of Geb is sent to the Vaults for 
  safe keeping, after extensive research by some of the 
  most esteemed necromancers of the Spells. A day 
  or so later, the PCs hear rumors among their fellow 
  Pathfinders that Joktan’s body has been found in the 
  Puddles district, the apparent victim of a mugging. He 
  is eulogized in a special ceremony at Skyreach and a 
  section of the Vaults holding a number of necromantic 
  artifacts is renamed in his honor. Venture-Captain 
  Valsin thanks the PCs for their service to the Society 
  and warns them never to speak to anyone of the true 
  fate of Joktan nor of the existence of the Testament of 
  Geb, “for the Society’s sake.”
  faCtion missions
  Andoran Faction:  Andoran faction PCs who free at least a 
  dozen humans from Corpselight in Act 2 earn 1 Prestige 
  Award. Andoran faction PCs who desecrate the temple to 
  Urgathoa earn 1 bonus Prestige Award.
  Cheliax Faction: Cheliax faction PCs who retrieve a 
  set of manacles used to hold humanoid slaves before 
  being used for food in Act 2 earn 1 Prestige Award. 
  Cheliax faction PCs who obtain a set of fangs from one 
  of Joktan’s ghoul or wight minions in Act 4 earn 1 bonus 
  Prestige Award.
  Osirion Faction: Osirion faction PCs who read from 
  the Testament of Geb without being seen by non-Osirion 
  faction PCs earn 1 Prestige Award. PCs from the Osirion 
  faction who also obtain a holy symbol of Urgathoa from 
  Corpselight in Act 2 earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who obtain 
  the jeweled eyes from the ring of a Gebbite noble in 
  Act 1 earn 1 Prestige Award. Qadira faction PCs who 
  also obtain ichor from the ghoul worm earn 1 bonus 
  Prestige Award.
  Taldor Faction: Taldor faction PCs who obtain the 
  banner used by the undead unit of soldiers earn 1 Prestige 
  Award. Taldor faction PCs who also obtain one of the 
  ghoul worm’s teeth earn 1 bonus Prestige Award.
  
  you only die twice
  17
  Lovely Trinket,
  The new ball season is about to begin and I just need the right…item to stand out. 
  While you’re down in that horrible land, find me a pair of manacles used by the flesh 
  harvesters to hold their captives. A pair of those on my favorite toy will go far in 
  showing off the strength of House Dralneen to the rest of the Chelish nobility here 
  in Absalom.
   
  I’m also looking for the perfect gift to give to Lady Henderthane; she’ll be ecstatic 
  when she sees the necklace I have in mind. To finish it right, however, I need the fangs 
  from an intelligent undead; one with flesh if you can manage it. Those shouldn’t be 
  too hard to find in Geb’s backyard.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Yours in eternity,
  Firebrand of Freedom,
  Sometimes you must use the tools of the enemy against them, but do not grow too fond of the 
  new you—undeath is slavery and slavery cannot be tolerated. While in the domain of the dead, 
  we need you to free as many of the human chattel the Gebbites are known to keep as you safely 
  can without jeopardizing your primary mission. Even a dozen people liberated will make a 
  difference to the handful who still have a chance to live a full life.
  	
  Additionally,	if	you	happen	to	find	a	temple	dedicated	to	Urgathoa,	do	you	utmost	best	to	
  defile	it	in	any	way	you	can.	Striking	a	blow	for	freedom	that	deep	into	enemy	territory	will	
  send a message, albeit a small one.
     
  In freedoms name,
     
  Captain Colson Maldris
  Andoran Faction Handout
  
  PAthfinder Society ScenArio
  18
  Osirion Faction Handout
  Loyal Trut hseeker,
  T hey say t hat knowledge is a tool to be hidden, and I couldn’t agree more. It has come to my at tent ion 
  t hat t he Society is sending you to G eb to recover an ancient tome writ ten by t he necromancer 
  G eb himself. I am sure t hat t he Society will squirrel t he book away in t he Vaults never to be seen 
  again. Before t hat happens, read as much of it as you can and commit it to memory. Once you return, 
  I have ways of retrieving t he informat ion from your mind.
  And while you are t here, find me an unholy symbol of an act ive, everyday worshiper of t he Pallid 
  Princess. I would like to compare it wit h t hose found furt her nort h. You may have luck finding one should 
  your travels take you into a set t lement of some sort wit hin G eb’s borders.
  In service you will find trut h,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  Servant of the Satrap,
  I have a buyer of rare jewels right where I want him and I just need one more 
  prize to hook him for a very large sale. I believe you are in a distinct position 
  to get what he is looking for. While you are in Geb, find a ring worn by one of 
  the many undead nobles who walk the barren countryside and mist-shrouded 
  city streets and obtain as many jewels from its face as possible.
   
  I also have a buyer looking for specimens of rare undead creatures. Not 
  many people get to enter the domain of the dead and I’m sure you can find 
  something worth the price she will pay. I’m not talking about zombie teeth 
  or ghoul skin, either. She’s not interested in anything walks; rather, she 
  seeks the blood of the crawling undead, if that means anything to you.
  For eternal profit,
  Trade Prince Aaqir Al’Hakam
  Qadira Faction Handout
  x
  
  you only die twice
  19
  Agent of the Empire,
  New fashions are burning like Galtan rebels throughout the Empire and 
  I need a cloak that will set off my eyes. If you come across a perfect piece of 
  fabric that absolutely no one here will have access to, get it. If it has a distinctly Gebbite 
  insignia or pattern, all the better. You will be remembered and maybe, just maybe I’ll send 
  you an invitation to my next party. 
   
  Speaking of the party, an enemy of mine will be there and I’d like to see her suffer. 
  Nothing deadly of course, just embarrassing. And what’s more embarrassing than 
  contracting ghoul fever. Think of the company others will assume she’s been keeping. I 
  need a complete tooth of the largest, most powerful sample of ghoul you can find. It need not 
  even be a former human. Do your best!
  Taldor Faction Handout
  For Taldor!
   Lady Gloriana Morilla
  Player Handout
  Undead anatoMy i
  To quickly apply the undead anatomy template to your PC, simply add the following to the character:
  1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you 
  are Small.
  2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if 
  you are Small.
  3. You gain darkvision 60 feet and scent.
  4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural 
  armor bonus.
  Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that 
  reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure 
  spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as 
  disrupt undead, hide from undead, and searing light).
  
  PAthfinder Society ScenArio
  20
  Player Handout
  Undead anatoMy i
  To quickly apply the undead anatomy template to your PC, simply add the following to the character:
  1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you 
  are Small.
  2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if 
  you are Small.
  3. You gain darkvision 60 feet and scent.
  4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural 
  armor bonus.
  Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that 
  reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure 
  spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as 
  disrupt undead, hide from undead, and searing light).
  Player Handout
  Undead anatoMy i
  To quickly apply the undead anatomy template to your PC, simply add the following to the character:
  1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you 
  are Small.
  2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if 
  you are Small.
  3. You gain darkvision 60 feet and scent.
  4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural 
  armor bonus.
  Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that 
  reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure 
  spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as 
  disrupt undead, hide from undead, and searing light).
  Player Handout
  Undead anatoMy i
  To quickly apply the undead anatomy template to your PC, simply add the following to the character:
  1. You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 points of damage if you 
  are Small.
  2. You gain two claw attacks that each deal 1d6 points of damage if you are Medium or 1d4 points of damage if 
  you are Small.
  3. You gain darkvision 60 feet and scent.
  4. If you are Small, you gain a +1 natural armor bonus. If you are Medium or larger, you gain a +2 natural 
  armor bonus.
  Note that in this form, you will detect as an undead creature (such as with detect undead, but not with magic that 
  reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure 
  spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as 
  disrupt undead, hide from undead, and searing light).
  
  you only die twice
  21
  open Game LiCense Version 1.0a
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  15. COPYRIGHT NOTICE
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  system reference document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #2–25: You Only Die Twice. © 2011, Paizo 
  Publishing, LLC; Author: R. Hyrum Savage.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–25:  
  You Only Die Twice
  
     
  +1 keen scythe (8,318 gp)
  Cloak of resistance +1 (1,000 gp)
  Hat of disguise (1,800 gp)
  Phylactery of negative channeling (11,000 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of cure serious wounds (750 gp)
  Ring of protection +1 (1,000 gp)
  Scroll of blindness/deafness (150 gp)
  Scroll of false life (150 gp)
  Wand of mage armor (32 charges; 480 gp)
  ☐ 
  Abandoned in Geb: You were left behind in Geb when your companions teleported back 
  to Absalom. Though you eventually made it out of the domain of the dead, escaping with 
  your life wasn’t cheap. You must pay 1,250 gp in Tier 5–6 or 2,667 gp in Tier 8–9 in order 
  to continue playing this PC.
  +1 unholy scythe (18,318 gp)
  +2 full plate (5,650 gp)
  +2 heavy steel shield (4,170 gp)
  Hand of glory (4,000 gp)
  Pearl of power [1st level spell] (1,000 gp)
  Robe of bones (2,400 gp)
  Wand of ray of exhaustion (7 charges; 1,575 gp)
  5–6
  all
  Scenario 2–25:  
  You Only Die Twice
   
  player name  
  a.K.a.
   
  Character name 
  pathfinder society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  subtotal
  GoLd
  Gold spent
  subtotal
  items Bought
  items sold
  final pa total
  final Xp total
  prestiGe aWard
  eXperienCe
  Gp Gained (Gm onLy)
  pa Gained (Gm onLy)
  start Gp
  starting pa
  starting Xp
  subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items found during this scenario
  for Gm only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  this Chronicle Certifies that
  GM’s
  Initial
  GM’s
  Initial
  has Completed this scenario.
  —
  tier
  tier
  tier
  items sold / Conditions Gained
  items Bought / Conditions Cleared
  8–9
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  5–6
  8–9
  2,645
  5,474
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 2/Scenario 2-25 You Only Die Twice.pdf