TEXT: By Kalervo Oikarinen
  GRAVES OF 
  CRYSTALMAW PASS
  PATHFINDER SOCIETY SCENARIO #8-23 
  TIER 3–7
  
  Pathfinder Society Scenario #8–23: Graves of 
  Crystalmaw Pass is a Pathfinder Society Scenario 
  designed for 3rd- through 7th-level characters (Tier 
  3–7; Subtiers 3–4 and 6–7). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Kalervo Oikarinen
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Paul Guzenko, Dion Harris, 
  Akim Kaliberda
  Cartographers • Jason Engle and Robert Lazzaretti
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Mark Moreland, 
  Joe Pasini, Owen K.C. Stephens, and 
  Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Adrian Ng, 
  and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  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 
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  nouns), artworks, characters, dialogue, locations, 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 (see above), the game mechanics of this 
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  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 #8–23: Graves of Crystalmaw Pass © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., 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 
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  Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, and Starfinder Society are trademarks 
  of Paizo Inc.
  GM ResouRces
  This adventure makes use of the following Pathfinder RPG products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Class Guide, Pathfinder RPG Advanced Player’s Guide, 
  Pathfinder RPG Advanced Race Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG Bestiary, 
  and Pathfinder RPG Bestiary 2. You can find these rules in the Pathfinder Reference Document 
  online at paizo.com/prd, and the relevant rules from the Bestiary volumes are reprinted at the 
  back of the adventure for the GM’s convenience.
  Table of Contents
  Graves of Crystalmaw Pass         3
  Player Handout                      21
  Appendix                             22
  Maps                                 23
  Chronicle Sheet                    25
  
  3
  Womb, an Orvian Vault with close ties to the Plane of Earth. 
  With the help of her genie ally Reyshal ik Jalman, she has 
  discovered that one of these agents, a Shoanti woman 
  named Grave Treader, still lives, and located her on the 
  inter-planar road.
  However, the situation is not as simple as it seems. 
  Sundered Stone maintains a strong presence on the road, 
  and Grave Treader is a member of the bandit group. She 
  began working with them after she fell on hard times, in 
  hopes that they could support her search for a rare and 
  valuable magic item of historical significance. The leader of 
  Sundered Stone agreed to help her in exchange for any other 
  treasure they might find at the item’s location. However, 
  as the months with Sundered Stone have passed, Grave 
  Treader has become increasingly suspicious of the group’s 
  leader. While Sundered Stone began as a ragtag bunch of 
  oreads skimming money from laden genie caravans, the 
  organization has grown, and with that growth, it has become 
  increasingly violent in its tactics and indiscriminate about 
  its targets. Grave Treader now fears that when she does 
  take a team of bandits to claim the treasure she seeks, the 
  leader may very well have her killed and take the treasure 
  for himself.
  SUMMARY
  The PCs begin in the outpost of Lodehollow, where they 
  discuss the upcoming excursion with the genie Reyshal ik 
  Jalman and Master of Spells Sorrina Westyr. After learning 
  F
  or centuries, genies from the greatest cities on the 
  Planes of Earth and Fire have waged a bitter war. 
  The shaitans churn out soldiers from their vast 
  stone barracks in the Opaline Vault, while the efreet enact 
  cunning plots in their fiery palaces in the City of Brass. 
  The conflict has raged along the border between the planes, 
  where rivers of molten stone flow into fields of lava and 
  burning cinders rain down upon deserts of ash. Many of 
  the roads that cross these dangerous regions have become 
  the sites of tense standoffs that occasionally erupt into 
  battles, making travel along the roads more perilous than 
  braving the landscape. After one particularly deadly conflict 
  at Crystalmaw Pass, both sides of the war were hesitant to 
  return to the battlefield. With the soldiers gone, several 
  local groups have moved in to fill the void: on the Plane of 
  Earth, an enterprising bandit group called Sundered Stone 
  claimed the space as their base of operations while earth 
  creatures like xorns returned to the region.
  The Pathfinder Society has taken an interest in the 
  perilous border region between planes, as they believe that 
  it holds the key to breaking apart the Untouchable Opal. This 
  priceless gem serves as a prison for the demigod Ranginori, 
  the good-aligned elemental lord of air. Ranginori was once 
  one of two major powers on the Plane of Air, along with his 
  evil counterpart Hshurha. Hshurha formed an alliance with 
  the evil elemental lords of earth, fire, and water, and the 
  four sealed their rivals within gem artifacts. After attempts 
  to break the Untouchable Opal with samples of archetypical 
  water and earth failed, the Society’s leaders are certain that 
  they must obtain a source of pure fire as well. They believe 
  they have found an ideal source in the forge of Kandirion’s 
  Pyre, which lies on the border between the Planes of Earth 
  and Fire. This furnace channels the essence of the Plane 
  of Fire to craft materials that require unimaginably hot 
  temperatures to work. But in order to reach the Pyre, the 
  Society must first find a safe route through the embattled 
  planar border. 
  Meanwhile, Master of Spells Sorrina Westyr has 
  been searching for members of a Pathfinder team that 
  accompanied her on an ill-fated mission to the Crystal 
  GRAVES OF 
  CRYSTALMAW PASS
  By Kalervo Oikarinen
  Graves of Crystalmaw Pass takes place on the Plane of 
  Earth, more specifically in the border region where the Plane 
  of Fire intrudes into the eternal delve, and the military forces 
  of the Opaline Vault and the City of Brass clash against each 
  other. For more information about the Plane of Earth, see 
  Pathfinder Campaign Setting: Planes of Power, available 
  at bookstores and hobby stores everywhere and online at 
  paizo.com.
  Where on the Planes?
  
  Reyshal ik
   Jalman
  PATHFINDER SOCIETY SCENARIO
  4
  what they can about the region, the PCs set out on the 
  first leg of their journey under the pull of heavy gravity. 
  When the Pathfinders draw near Crystalmaw Pass, they 
  come upon a ruined caravan and some xorns. The PCs can 
  either fight the xorns or ally with them. On the second 
  leg of the journey, gravity returns to normal, but flowing 
  rivers of lava cut through the landscape as the Plane of Fire 
  encroaches into the region. After making it past the lava, the 
  PCs arrive at the outskirts of the Sundered Stone bandits’ 
  camp. The PCs must enter the camp by force or guile to 
  meet Grave Treader, who is troubled by the increasingly 
  violent tactics of the bandits. Once the PCs have spoken 
  with Grave Treader, she leads them to a temple of Brigh in 
  pursuit of the artifact she has long sought. After the PCs 
  face the challenges within the temple, they return with 
  Grave Treader to defeat with the bandit’s leader Jathune 
  Voidstone. Jathune is in his private den accompanied 
  by his closest allies, including the ifrit sorcerer Pamari. 
  After the PCs deal with the bandits and secure 
  the Pathfinder Society safe passage through 
  Crystalmaw Pass, they have an opportunity to 
  help Grave Treader decide her future plans.
  GETTING STARTED
  Master of Spells Sorrina Westyr asks the 
  PCs to meet her on the rooftop terrace 
  of the estate of Reyshal ik Jalman, 
  a genie who has proven himself 
  a valuable ally to the Pathfinder 
  Society. The Society arranges for the 
  PCs to travel from Absalom to the 
  Opaline Vault, the largest city on 
  the Plane of Earth. From there, 
  a wizard working for Reyshal ik 
  Jalman’s family teleports the PCs 
  to the outskirts of the border outpost 
  of Lodehollow. 
  For miles around Lodehollow as well 
  as within the settlement itself, gravity is 
  exceptionally high. Lodehollow resides 
  in an immense cavern, where clusters of 
  luminous crystals hang from the ceiling. The 
  outpost consists of a central core of short, 
  sturdy stone buildings encircled by temporary 
  abodes towards the outskirts, where newer 
  arrivals reside. Reyshal’s five-story estate towers 
  over nearby buildings, made of what appears 
  to be a single block of polished, 
  dark stone watched over by guards 
  wearing red cloaks emblazoned with 
  black fists. These are members of the 
  Obsidian Fist mercenary company, 
  which Reyshal ik Jalman hired for 
  peacekeeping and protection as a part of his plans to spur 
  this region’s economic development.
  Read or paraphrase the following to begin the adventure.
  Luminous crystals shine like stars high above the building as 
  the genie Reyshal ik Jalman spreads his hands to indicate the 
  surroundings. “From these humble beginnings, we’re going to 
  spring toward future glory—provided we can tame the border 
  region. The war between our beloved Opaline Vault and the 
  treacherous efreet of the City of Brass has devastated this region 
  and crippled its economic potential.” The shaitan strikes his fist 
  against the railing. “Just a few days’ travel from here, on a road 
  called Crystalmaw Pass, the forces of earth and fire collided in a 
  battle so fierce that no military commander has been willing to 
  return to the site. Now that this particular battlefield has been 
  abandoned, bandits have taken advantage of the void to infest 
  the area. This is where our interests align, Sorrina?”
  The Master of Spells Sorrina Westyr steps up next to the 
  towering shaitan, “Indeed they do, Reyshal. We have recently 
  learned that Crystalmaw Pass is a potential route to a forge 
  called Kandirion’s Pyre. I believe the intense heat of this forge, 
  created by friction between the planes, is the key to breaking 
  apart the Untouchable Opal. I need you to scout a path through 
  the Crystalmaw Pass and, if possible, make sure that 
  the area is safe for both the Society and Reyshal 
  to operate in. Teleportation is unfortunately out 
  of the question due to the violent elemental 
  energies of the planar confluence. Lodehollow 
  itself is about as close as it is possible to get 
  to the Plane of Fire via teleportation without 
  risking disaster.
  “You may find an ally along your journey. 
  I have learned that my former adventuring 
  companion Grave Treader is in the region. I thought 
  that she had perished in the Plane of Earth, as 
  the Society’s initial attempts to locate her failed. 
  However, Reyshal informed me that she had 
  struck a deal to work for his family for a 
  time in exchange for passage back to 
  the Material Plane and her weight in 
  silver. She left his family’s service 
  some time ago. Without the 
  protections of the genie 
  estate 
  masking 
  her 
  location, I managed 
  to 
  scry 
  on 
  her, 
  but 
  learning 
  that 
  someone 
  is 
  standing in a cavern on 
  this plane does little to help 
  find them. Once Reyshal’s agents began 
  discovering pieces of the reward Grave 
  Treader received for her service, a silver 
  
  Sorrina Westyr
  5
  GRAVES OF CRYSTALMAW PASS
  statue made in her image, we narrowed down her location to 
  somewhere along Crystalmaw Pass. I would ask that find her 
  and bring her back with you—if she is willing.” The Master of 
  Spells hands over a sketch of a Shoanti woman with intricate 
  white tattoos on her face. “This is what she looks like. Do you 
  have any questions about any aspects of your mission?”
  Reyshal flashes a wide grin and cuts in, “I have 
  magnanimously provided the finest gear and provisions for 
  your journey, these will be waiting for you outside. I 
  have other pressing business to attend to, so I must 
  unfortunately take my leave. I wish fortune on 
  your endeavor.” As Reyshal walks away, Sorrina 
  smiles, shakes her head, and gestures towards 
  the stairs. “Reyshal is quite generous, but I do 
  not know if he understands the meaning of 
  the word ‘humility.’ Let us speak more on the 
  way out.”
  As they walk, Sorrina Westyr answers 
  any questions the PCs might have.
  How do you know Grave Treader? 
  “She was part of a Pathfinder team 
  that accompanied me to the Crystal 
  Womb, an Orvian Vault with close ties 
  to the Plane of Earth. Without going 
  into detail, everyone except Graves 
  and me perished while trying to find 
  a way out. This also where I became 
  acquainted with Reyshal ik Jalman.”
  What can you tell us about the 
  bandits? “They call themselves the 
  Sundered Stone. Lately there have been 
  reports that their tactics have become 
  increasingly violent.”
  Why didn’t you try to contact Grave Treader magically? 
  “I did, but for some reason she left my communications 
  unanswered.”
  What is the Untouchable Opal? “It’s an artifact that serves 
  as a prison for the demigod Ranginori, the good-aligned 
  elemental lord of air. His evil counterpart Hshurha formed 
  an alliance with the evil elemental lords of earth, fire, and 
  water, and the four sealed their rivals within gem artifacts.”
  What dangers might we face along the way? “The heavy 
  gravity you are experiencing here should let up after a few 
  day’s travel. I will provide you with a map that skirts around 
  the worst of the dangers, but the inherent volatility of the 
  border region makes charting routes that are entirely safe 
  impossible. You may still have to contend with lava vents, 
  poisonous gases, or rockslides. Keep your senses sharp and 
  your spells at the ready.”
  What if we don’t have any spells? “Physical weapons are 
  often an acceptable substitute. They fall outside of my area 
  of concern, however.”
  After the PCs finish asking the Master of Spells questions, 
  she hands them a wand of stone shape with four charges 
  remaining. She comments that stone shape can be quite 
  handy on the Plane of Earth, and informs the PCs that 
  she does not expect them to return the wand even if it has 
  charges left at the end of their journey. 
  The store of goods that Reyshal left outside contains 
  high-quality versions of the basic equipment that 
  the PCs need for the journey, like food, water, 
  camping gear, and a general map of the region. 
  Before leaving Lodehollow, the PCs can 
  attempt to gather information for the journey 
  ahead. Lodehollow serves as a base for several 
  mining operations and an occasional stop 
  for traveling merchants. At any given 
  time, half of Lodehollow’s miners are 
  on duty in the various caverns near the 
  settlement and the other half are on 
  leave in the settlement, spending 
  their hard-earned coin on the 
  various 
  businesses 
  that 
  have 
  sprung up to meet demand. 
  Diplomacy (Gather 
  Information)
  If the PCs ask around Lodehollow, 
  they can learn more information 
  about the dangers they might face 
  in the border region. A PC can 
  attempt a Diplomacy check to gather 
  information, learning all information 
  with a DC equal to or less than the result of the check. It 
  is possible to find this same information with Knowledge 
  (local) or Knowledge (planes), but the DC is 10 higher to 
  account for the remoteness of the region and its lack of 
  contact with regions in which the PCs normally travel.
  15+: A drunken dwarf miner explains to the PCs, 
  “Fighting shouldn’t be your only choice when dealing with 
  local inhabitants. Like the xorns: they look weird—okay, 
  very weird—and they’re aggressive when protecting their 
  precious gems, but many of our mining operations have 
  dealings with them for their knowledge of valuable ores.”
  20+: A stern Obsidian Fist mercenary draped in a red 
  cloak with a black fist emblazoned on it warns the PCs, 
  “The border region is especially dangerous where the 
  Plane of Fire exerts its influence, you should be prepared 
  for blistering heat and rivers of lava. I used to fight in that 
  inferno, and I don’t plan on going back.” If a PC succeeds at 
  this skill check, all PCs gain a +2 bonus on Survival checks 
  to navigate through the Crystalmaw Pass.
  25+: A sullen oread trader tells the PCs a story of her 
  misfortune. “Our trade caravan was taken to Sundered 
  Stone’s camp in the Crystalmaw Pass. Their leader had 
  
  PATHFINDER SOCIETY SCENARIO
  6
  a crystalline skin and armor covered in crystal spikes. He 
  wielded a large sword that seemed to be of efreeti origin. 
  Two women stood out from the rest of the oread bandits—
  one was an ifrit and the other a human with a tattooed face, 
  and they both looked dangerous. They forced us to give up 
  most of our goods as a toll, though I’ve heard that others 
  have lost their lives to those scum, so I suppose we should 
  consider ourselves lucky.”
  Knowledge (Planes)
  The PCs may know more about the Plane of Earth. A PC 
  can attempt a Knowledge (planes) check, recalling all 
  information with a DC equal to or less than the result of 
  the check.
  15+: The perpetual war between the Opaline Vault and 
  the City of Brass is a constant drain on resources that could 
  be otherwise spent to develop new regions for mining 
  and habitation. The ravages of war leave many denizens 
  dislocated and without means to support themselves, 
  especially if they are unable or unwilling to join the 
  fighting. Some of these displaced people take up banditry 
  in order to survive.
  20+: The region of heavy gravity extends far beyond 
  Lodehollow. This makes sudden drops and rockslides 
  especially dangerous, not to mention the strain of traversing 
  under its pull takes on the body. If a PC succeeds at this 
  check, all PCs gain a +2 bonus on Survival checks to navigate 
  through a region of heavy gravity.
  TOWARD THE BORDER REGION
  During the first leg of the journey, the PCs travel toward 
  the border between the planes. The path from Lodehollow 
  to the border region snakes through the outskirts of 
  gargantuan caverns. Luminous crystals and other strange 
  lights twinkle in the distance, hinting at the actual mind-
  bending proportions of these caverns. The cavern ceilings 
  climb upwards beyond sight and sheer drops disappear 
  far, far below into darkness. Throughout the journey, the 
  oppressive pull of gravity weighs down every step, taking its 
  toll on the PCs.
  The weight taxes the PCs’ carrying capacity, doubling the 
  weight of their gear. PCs who are carrying a light load but 
  would normally be carrying more than half of the threshold 
  for a medium load are effectively carrying a medium load in 
  this area. PCs who would normally be carrying enough for 
  a medium load are treated as carrying a heavy load, and PCs 
  who would normally be carrying a heavy load cannot move.
  Each PC must attempt a DC 16 Fortitude save (DC 20 in 
  Subtier 6–7). PCs who fail this saving throw take 2d4 points 
  of nonlethal damage (5d4 in Subtier 6–7), while those who 
  succeed take half that amount. The PCs can attempt to find 
  the optimal path to reduce the amount of heavy gravity 
  they must endure with a DC 18 Survival check (DC 22 in 
  Subtier 6–7). If one PC succeeds at this check, all members 
  of the party each gain a +2 bonus on their Fortitude saves. 
  Nonlethal damage from heavy gravity exposure can’t be 
  healed until the PCs rest in normal gravity.
  A. DESTROYED CARAVAN
  A chokepoint in the path widens into a small cavern. The remnants 
  of a pair of merchant wagons lie overturned on the ground beside 
  the chokepoint, surrounded by several bodies. In the distance, 
  plumes of smoke and a red glow color the landscape.
  Before they reach Crystalmaw Pass, the PCs come upon 
  the remains of a caravan, whose merchants fell prey to the 
  Sundered Stone bandits. In order to investigate the caravan, 
  the PCs must first appease the xorn that stands among its 
  remains (see Creatures below). If a PC searches the caravan 
  and succeeds at a DC 15 Perception check (DC 19 in Subtier 
  6–7), she discovers definitive signs that a group of humanoid 
  bandits attacked the caravan and made off with many of its 
  valuables. The PCs might also investigate the wounds on the 
  bodies of the fallen. A PC who examines a body and succeeds 
  at a DC 15 Heal check (DC 19 in Subtier 6–7) recognizes that 
  many of the wounds were inflicted by an uncommonly large 
  blade. A few of these large wounds are cauterized, as if the 
  blade were extremely hot. The red glow comes from lava 
  vents in the distance and provides dim light.
  Creatures: A xorn stands near a wagon chewing on the 
  lock of an iron lockbox the bandits missed beneath one 
  of the carts. In Subtier 6–7, two other xorns are picking 
  through the wagons in hopes of finding something else 
  the bandits missed. Based on the rattling sound the chest 
  made when shaken, the xorn is certain that the box contains 
  gems. The xorn hopes to crack open the lock, eat the brass 
  mechanism within, and then open the chest, but the lock 
  is proving particularly tough to crack open. When the xorn 
  first notices the PCs, it calls out for them to stay away. It 
  does not allow the PCs to approach within 10 feet of a wagon 
  or linger nearby unless one of the PCs convinces it of their 
  benign intentions with a successful DC 16 Diplomacy check 
  (DC 20 in Subtier 6–7). If thus persuaded, the xorn allows the 
  PCs to inspect the ruined caravan, but it refuses to part with 
  the gems in the lockbox. If the PCs offer to open the lockbox 
  (and succeed at doing so; see Treasure below), it volunteers to 
  Make the following changes to this encounter to 
  accommodate a group of four PCs.
  Subtier 3–4: The xorn has the sickened condition from 
  hunger.
  Subtier 6–7: Remove one xorn.
  Scaling Encounter A
  
  Xorn
  A. Destroyed Caravan
  W : Destroyed Wagon
  X : Xorn
  X1
  X3
  X2
  1 square = 5 feet
  Pathfinder Map Pack: Cave Chambers
  W
  W
  7
  GRAVES OF CRYSTALMAW PASS
  act as their guide out of gratitude. While the xorn is guiding 
  the PCs, they automatically succeed at Survival checks to 
  navigate in this region.
  Subtier 3–4 (CR 7)
  XORN 
  CR 6
  Xorn (Pathfinder RPG Bestiary 284; see page 22)
  hp 66
  TACTICS
  During Combat The xorn attacks anyone who 
  attacks it first or who comes within 5 feet of one 
  of the overturned wagons.
  Morale When the xorn is reduced to 15 hit points or 
  fewer, it flees.
  Subtier 6–7 (CR 10)
  XORNS (3) 
  CR 6
  Xorn (Pathfinder RPG Bestiary 284; see page 22)
  hp 66 each
  TACTICS
  During Combat The xorns attack anyone who attacks them 
  first or who comes within 5 feet of one of the 
  overturned wagons.
  Morale A xorn reduced to 15 hit points or fewer flees.
  
  PATHFINDER SOCIETY SCENARIO
  8
  Hazards: This encounter takes place in area of heavy 
  gravity, which increases the encounter’s CR by 1. The 
  PCs take a –2 penalty on their attack rolls, and the range 
  increment of all ranged weapons is halved. A PC who 
  failed the Fortitude save against the effects of heavy gravity 
  instead takes a –4 penalty on her attack rolls. The carrying 
  capacity alterations mentioned in the Toward the Border 
  Region section on page 6 apply during this encounter. 
  Treasure: The lockbox that the xorn is trying to open is 
  damaged (hardness 10, hp 25, break DC 25) and requires only 
  a successful DC 20 Disable Device check (DC 25 in Subtier 
  6–7) to open. It contains an assortment of gems worth 700 
  gp (or 2,000 gp in Subtier 6–7). If the PCs take the xorn as 
  a guide, it takes a short detour along the path to snack on 
  a gold vein, where the PCs can collect loose gold nuggets 
  worth the same amount as the gems.
  Rewards: If the PCs don’t defeat the xorns or secure their 
  assistance as guides, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 116 gp.
  Out of Subtier: Reduce each PC’s gold earned by 224 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 333 gp.
  CRYSTALMAW PASS
  Before the PCs reach the Sundered Stone camp, they must 
  travel for a few days along the Crystalmaw Pass. Rivers of 
  molten rock cut through the landscape here as if raked 
  by giant fiery claws. Blackened weapons jut out from the 
  ground and ashen skeletons lie scattered in hollows left by 
  past explosions as lone crystals still glow meekly among the 
  destruction. The Crystalmaw Pass snakes through the war-
  torn vista. As gravity returns to normal, the PCs can take a 
  rest to recover from previous hardships.
  As the PCs draw closer to the planar border, they reach 
  a place where encroachments from the Plane of Fire are 
  impossible to avoid entirely. The air becomes blisteringly 
  hot, and clouds of poisonous gas vent from rivers of 
  molten rock. Each PC must attempt a Reflex save to dodge 
  the most dangerous effects. A PC who first succeeds at a DC 
  17 Survival check (DC 21 in Subtier 6–7) gains a +2 bonus 
  on this Reflex save. PCs under the effects of endure elements 
  also gain a +2 bonus on their saving throws. See the list 
  below for the effects the PCs experience, depending on the 
  result of their check. In Subtier 6–7, increase all numbers 
  in the thresholds below by 3, and double the amount of fire 
  damage dealt.
  9 or Lower: 1d6 points of Con damage, 2d6 points of fire 
  damage, fatigued
  10–14: 1d3 points of Con damage, 2d6 points of nonlethal 
  fire damage, fatigued
  15–19: 1d6 points of nonlethal fire damage
  20 or Higher: No negative effects
  The PCs cannot recover from these effects until they rest 
  in a more temperate area.
  B. CAMP OUTSKIRTS
  As the PCs traverse the hot, narrow tunnels, they hear 
  a conversation ahead echoing through a large cavern. 
  Any PC who understands Terran catches a snippet of the 
  conversation. A woman’s voice curses, “These guard duties 
  are damned boring, and this accursed heat. Why don’t they 
  send that ifrit down here? She’d probably find this pleasant!” 
  A man’s voice cautions, “I know, but you need to be careful 
  about speaking like that. The boss won’t like it one bit.” 
  When the PCs step forward into the cavern, their xorn guide 
  burrows away, explaining that this area is too dangerous. 
  Read or paraphrase the following.
  The tunnel opens up ahead into a broad cavern. A stone bridge 
  spans a 30-foot-deep rift in the ground. Clusters of stalagmites 
  sprout from the ground, some of them soaring fifty feet into 
  the air. Luminous crystals embedded in the stalagmites fill the 
  chamber with a soft green glow.
  The cavern is 200 feet high and extends for hundreds of 
  feet off the edges of the map. All squares with stalagmites 
  count as difficult terrain. The dark circles on the map mark 
  particularly massive stalagmites, too steep to traverse by 
  walking, though a PC who succeeds at a DC 15 Climb check 
  (DC 20 in Subtier 6–7) can climb up one of these stalagmites. 
  The high ceiling of this cavern allows heat from the stifling 
  tunnels to rise—the caverns are still uncomfortably warm, 
  but not nearly as unpleasant as the tunnels the PCs have 
  just traversed. The luminous crystals provide dim light 
  throughout the tunnels.
  The PCs can take a variety of approaches to the bandits 
  ahead. They can, obviously, confront the guards in combat. 
  The PCs might instead attempt to sneak past the bandits; if 
  half or more of the PCs succeed at DC 16 Stealth checks (DC 
  20 in Subtier 6–7), they slip past the bandits without being 
  noticed. Alternatively, a PC could attempt to convince the 
  guards that they have business in the camp with a successful 
  DC 18 Bluff check (DC 22 in Subtier 6–7). If the PC mentions 
  Grave Treader, she gains up to a +4 circumstance bonus on 
  this Bluff check depending upon the context, and she can 
  attempt a DC 18 Diplomacy or Intimidate check instead of a 
  Bluff check (DC 22 in Subtier 6–7). 
  Creatures: The bandits question the PCs if they notice 
  them, but if they catch the PCs sneaking around or lying, 
  Make the following changes to this encounter to 
  accommodate a group of four PCs.
  Both Subtiers: Remove one of the bandits from the 
  encounter.
  Scaling Encounter B
  
  B. Camp Outskirts
  B : Bandit
  1 square = 5 feet
  Pathfinder Flip-Mat: Elemental Planes
  B3
  B4
  B1
  B2
  9
  GRAVES OF CRYSTALMAW PASS
  
  PATHFINDER SOCIETY SCENARIO
  10
  or if they feel that the PCs are not visiting with legitimate 
  business, the bandits attack.
  Subtier 3–4 (CR 6)
  OREAD BANDITS (4) 
  CR 2
  Oread rogue 3 (Pathfinder RPG Bestiary 2 205)
  N Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
  hp 26 each (3d8+9)
  Fort +3, Ref +4, Will +1
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy mace +6 (1d8+4)
  Ranged light crossbow +3 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 3rd; concentration +2)
  1/day—magic stone
  TACTICS
  During Combat The bandits fight in pairs, attempting to flank 
  an opponent. They use Cleave whenever the opportunity 
  presents itself.
  Morale When only one bandit remains, that bandit attempts 
  to flee.
  STATISTICS
  Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Power Attack, Stony StepARG
  Skills Acrobatics +6 (+2 when jumping), Appraise +7, Bluff +5, 
  Climb +8, Disable Device +7, Escape Artist +6, Perception +6, 
  Sense Motive +6, Stealth +6
  Languages Common, Ignan, Terran
  SQ granite skinARG, rogue talent (combat trick), trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear mwk 
  chain shirt, mwk heavy mace, light crossbow with 20 bolts, 
  thieves’ tools, traveler’s outfit
  Subtier 6–7 (CR 9)
  ELITE OREAD BANDITS (4) 
  CR 5
  Oread rogue 6 (Pathfinder RPG Bestiary 2 205)
  N Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
  hp 48 each (6d8+18)
  Fort +4, Ref +7, Will +2
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy mace +9 (1d8+4)
  Ranged light crossbow +6 (1d8/19–20)
  Special Attacks sneak attack +3d6
  Spell-Like Abilities (CL 6th; concentration +5)
  1/day—magic stone
  TACTICS
  Use the tactics from Subtier 3–4. 
  STATISTICS
  Str 17, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +4; CMB +7; CMD 19
  Feats Cleave, Stony StepARG, Power Attack, Weapon Focus 
  (heavy mace)
  Skills Acrobatics +9 (+5 when jumping), Appraise +10, Bluff +8, 
  Climb +10, Disable Device +12, Perception +9, Sense Motive +9, 
  Stealth +9
  Languages Common, Ignan, Terran
  SQ granite skinARG, rogue talents (assault leaderAPG, combat trick, 
  slow reactions), trapfinding +3
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk chain shirt, light crossbow with 20 bolts, mwk heavy 
  mace, thieves’ tools, traveler’s outfit
  Treasure: In addition to their listed gear, the bandits 
  have with them a small satchel containing assorted coins 
  that’s worth 100 gp. In Subtier 6–7, the satchel also contains 
  a hat of disguise and a single flawless emerald that’s worth 
  1,100 gp.
  Rewards: If the PC are defeated or surrender, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 319 gp.
  Out of Subtier: Reduce each PC’s gold earned by 502 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 685 gp.
  Development: If the PCs fight the bandits, Grave 
  Treader hears the commotion from a distance and comes 
  to investigate. She recognizes the PCs as Pathfinders, either 
  because she spots a PC’s wayfinder or as a result of some 
  other feature of their appearances or behavior. As she 
  approaches, she surreptitiously flashes her own wayfinder 
  and asks the PCs to join her for a private conversation in 
  her tent. 
  If the PCs resolved the encounter peacefully, they are 
  free to enter the bandit camp. In this case, Grave Treader 
  is sitting outside her tent on the outskirts of the camp 
  repairing damaged armor. When the PCs approach, she 
  invites them to come inside. 
  The bandit camp stands in a large, easily defendable 
  cavern adjacent to the Crystalmaw Pass, illuminated by 
  clusters of sharp, violet crystals. A tall bluff looms over the 
  middle of the camp, surrounded by a collection of colorful 
  tents. Several dozen oreads move around the area. The 
  cavern is free from the worst influences of the Plane of Fire, 
  so a rest in this location allows the PCs to recover from 
  previous hardships of travel. 
  
  Grave Treader
  11
  GRAVES OF CRYSTALMAW PASS
  GRAVE TREADER’S TENT
  Grave Treader (N female human investigatorACG) leads the 
  PCs into her tent, which contains a small cot and neatly 
  organized equipment tied into portable bundles. A cluster 
  of sharp, glowing crystals encased in a protective glass 
  bathes the room in a violet light. A makeshift table made 
  from several crates pushed together takes up the center of 
  the room, its surface covered in a chaotic collection of 
  papers and maps.
  Grave Treader takes a deep breath and speaks, “As 
  you may know, my name is Grave Treader, and 
  I used to be a Pathfinder. After being part of an 
  unfortunate mission to the Crystal Womb, I worked 
  for a while in the Opaline Vault. During my time 
  there, I learned that some miners had discovered a 
  gate with clockwork motifs carved into its surface. As 
  I researched these symbols, I began to suspect that 
  this gate could lead to an artifact known as 
  the clockwork cipher. When I 
  had finished my contract in the 
  Opaline Vault, I set out learn 
  more. That’s when I ran into 
  the Sundered Stone. I couldn’t 
  operate in this region without 
  their blessing, and my resources 
  were beginning to run thin, so 
  I struck a deal with their leader, 
  Jathune Voidstone. I’d get the 
  artifact and he’d gain any other treasure 
  that was found beyond the gate.” Grave 
  Treader pauses for a while to collect her thoughts.
  “I’ve finally pinpointed the location of the gate and I’ve found 
  the means to open it, but I’ve grown uneasy with the deal I made 
  with Jathune. He has become increasingly cruel and violent in the 
  recent months, as well as ruthless about selecting his targets.” 
  Grave Treader frowns. “I pride myself on being a woman of my 
  word. I made a deal with him, and I am loath to go back on my 
  agreements, but his actions of late concern me greatly. I no longer 
  trust that he doesn’t intend to kill me and take the artifact for 
  himself. Fortunately, I have not told him the location of the gate. 
  I doubt it is safe to investigate such a place alone, but with you 
  by my side, we could uncover the gate’s nature. You can keep 
  anything we find behind the gate other than the clockwork cipher 
  itself, and you are welcome to analyze the artifact for your reports 
  back to the Grand Lodge. 
  “I take it by your presence here that the Society has interest in 
  this region, and someone like Jathune would endanger any plans 
  you might have. Here again we can work together. His cruelty 
  has made him increasingly unworthy of leadership. The Sundered 
  Stone would be better off without him. If you defeat him, I 
  believe I can get the rest of the bandits in line, hopefully with the 
  help of Jathune’s second in command, Pamari.” She looks around 
  the tent, her eyes filled with determination. “What say 
  you. Will you help me?”
  Grave Treader answers the PCs’ questions to 
  the best of her ability.
  Why 
  didn’t 
  you 
  answer 
  Sorrina’s 
  communications? “After all that has happened, I 
  didn’t know what to say. It was easier to concentrate 
  on my research than face my past.”
  Why didn’t you return to the 
  Pathfinder Society? “I wasn’t 
  sure if the Society was 
  something I wanted to be 
  part of again, or if it would 
  be better for me to continue 
  my research on my own. I’m 
  not quite sure what I will do 
  next, but such decisions can wait 
  until we’ve located the artifact 
  and dealt with Jathune.”
  What can you tell us about 
  Jathune? “Jathune was a mercenary 
  in the war between the Opaline Vault and City of Brass 
  until his mercenary company was devastated. Pamari, the 
  ifrit sorcerer, faced a similar fate, though she was on the 
  opposite side of the conflict. Together, they decided that 
  it wasn’t worth it to die in that pointless war, and they 
  joined forces. They established the Sundered Stone from 
  former mercenaries and other wanderers displaced by the 
  war. I’ve gotten to know Pamari and she’s a good person. 
  Jathune’s brutality disturbs her as well, but her loyalty to 
  him runs deep.”
  Treasure: If the PCs used words or stealth to bypass 
  the guards instead of fighting them, Grave Treader gives 
  them an assortment of gear from her tent to thank them 
  for finding a nonviolent way past her compatriots. This 
  assortment includes the same items the PCs would have 
  gotten had they defeated the bandits in combat.
  C. TEMPLE OF BRIGH
  Grave Treader leads the PCs to the abandoned temple of 
  Brigh, avoiding the dangerous paths where the Plane of 
  Fire most exerts its influence. The temple is about a day’s 
  travel from the Sundered Stone camp, but its entrance is 
  Make the following changes to this encounter to 
  accommodate a group of four PCs.
  Both Subtiers: Remove one xorn clockwork guardian. 
  Reduce the number of rounds it takes Grave Treader to 
  remove the clockwork cipher from the altar unassisted to 4.
  Scaling Encounter C
  
  C. Temple of Brigh
  X : Xorn Clockwork Guardian
  X4
  X2
  X1
  X3
  1 square = 5 feet
  C1
  C2
  C3
  PATHFINDER SOCIETY SCENARIO
  12
  cleverly hidden behind a locked secret door in a nondescript 
  passageway. In addition to locating the door in her research, 
  Grave Treader also tracked down a key to the door. 
  The temple has been abandoned for centuries. Its creator, 
  a xorn priest of Brigh, led a small flock of fellow xorn 
  researchers. The priest took what was supposed to be a short 
  errand to gather a rare metal used in construct crafting, but 
  when the priest didn’t return, the xorn faithful who had 
  once gathered here eventually abandoned the temple. 
  Within the temple, luminous crystals are set into the 
  ceiling. Over the years, their light has diminished, and they 
  now provide only dim light throughout the temple. The 
  ceiling of each room is 60 feet tall. The stairs are steep, 
  rising at 45˚ angles.
  C1. First Chamber
  Intricate bronze-and-silver etchings of three-armed and three-
  legged creatures glimmer on the dark stone walls as faint light 
  shines down from crystals in the ceiling. A line of alternating gold 
  and silver triangular floor plates leads to a wide staircase opposite 
  the temple’s main entrance. In the left end of the room, a large 
  clockwork contraption looms over a dark pit, while at the right end, 
  strange machinery and parts lie strewn across tables. 
  Etchings in precious metals decorate the temple’s dark 
  stone walls. These etchings depict servants, worshipers, 
  and a god. The servants, depicted in bronze, are the most 
  numerous. The silver worshipers are placed above the 
  servants, but subservient to a golden figure on the ceiling. 
  Both the bronze servants and silver worshipers have squat 
  bodies, three hands, and three legs. The PCs recognize from 
  their encounter at the broken caravan (area A) that these 
  creatures seem similar to xorns. A knowledgeable PC can 
  discern that the servants represent some sort of clockwork 
  constructs with a successful DC 16 Knowledge (engineering) 
  or Knowledge (arcana) check. The golden figure is a 
  construct roughly humanoid in shape with three arms and 
  three legs. A PC can guess that the figure is an uncommon 
  representation of the goddess Brigh with a successful DC 20 
  Knowledge (religion) check. For more information on Brigh, 
  see the Brigh sidebar on page 13.
  The large clockwork contraption contains a winch that 
  lowers into the mine tunnels below the temple. A PCs can 
  operate the winch with a successful DC 20 Knowledge 
  (engineering) check or a relevant DC 15 Craft check, or PCs 
  can climb down the winch rope. The winch is connected to 
  a platform by a strong chain. The platform currently rests 
  60 feet down in the mine tunnels below. There is nothing 
  
  13
  GRAVES OF CRYSTALMAW PASS
  Brigh, the Whisper in the Bronze, is a puzzling goddess of 
  unknown origin, the patron of complex technologies. She is 
  the goddess of invention, particularly of devices that seem 
  to possess life of their own, such clockwork constructs and 
  golems. She promotes curiosity, experimentation, and the 
  sharing of knowledge. As a result, she is popular among 
  gnomes, and many designers and inventors pray for her 
  blessing. Outside of these few worshipers, however, 
  Brigh remains a relatively obscure deity in the Inner Sea 
  region. For more information about Brigh, see Pathfinder 
  Campaign: Setting Inner Sea Faiths.
  Brigh
  else of interest in the mine tunnels other than a cache of old 
  equipment near the entrance. 
  The area opposite the winch is a workshop where the 
  priest of Brigh and fellow researchers constructed the 
  clockwork creatures that guard the temple. A PC who 
  succeeds at a DC 14 Knowledge (engineering) check or a DC 
  20 Perception check notices that the workshop tables hold 
  parts for a three-armed and three-legged construct, similar 
  to those depicted on the temple walls. In Subtier 6–7, the 
  parts are in worse shape, increasing the check DCs by 4.
  The triangular floor plates are part of the puzzle required 
  to open the door from area C2 to area C3.
  C2. Second Chamber
  The line of gold and silver floor plates continues across this 
  chamber to where a pair of raised stone platforms flanks an 
  enormous metal gate. The gate is adorned with an etching of gold 
  and silver gears around a large bronze gear. A small silver panel 
  is built into the wall to the left of the door. Staircases lead up to 
  the raised platforms, but one of these staircases has collapsed, 
  leaving rubble strewn about on the floor below. A silvery glint 
  rises from the top of the one platform, while a golden shine 
  emanates from the other.
  The chamber holds a 45-foot-high gate that leads to area 
  C3. The markings on the door (see Player Handout on page 
  21) are a part of a clockwork puzzle whose solution opens 
  the gate. On the 20-foot-high platforms, the gold and silver 
  dials each control a gear hidden in the inner workings of the 
  temple: specifically, the gears marked with dial symbols in 
  the diagram on the door.
  The silver dial is broken. The PCs can repair it with a 
  successful DC 14 Knowledge (engineering) check (DC 18 in 
  Subtier 6–7) or force the dial to rotate despite its missing 
  handle with a successful DC 15 Strength check. In the other 
  side of the chamber, the stairs to the platform holding the 
  gold dial are broken. A PC can ascend the platform with a 
  successful DC 20 Climb check, attempt an Acrobatics check 
  to leap over the collapsed portion, or use pieces from the 
  workshop to construct a makeshift bridge.
  The silver panel to the left of the door opens easily to 
  reveal another set of gears. This mechanism is complicated, 
  but Grave Treader provides some insights from her research 
  that make the task of activating it easier. A PC who succeeds 
  at a DC 15 Knowledge (engineering) check or a DC 20 Disable 
  Device check discovers that this mechanism will turn on a 
  light and understands how to activate it. In Subtier 6–7, these 
  DCs increase by 4. Activating this mechanism causes a bright 
  light to appear near the top of the image of a bronze gear 
  on the door. If the PCs cannot figure out the mechanism, 
  Grave Treader improvises a solution using gears from the 
  workshop. She explains that her fix is temporary and has 
  a chance of damaging the site, but that it should hold for a 
  little while. 
  The bronze gear on the center of the diagram represents 
  the door’s internal locking machinery. If the PCs turn either 
  the gold or the silver dial, they can hear a faint sound of 
  gears rotating within the door. Each time the PCs turn a dial 
  through one full rotation, it makes a clicking sound. If they let 
  go of a dial before turning it one full rotation, or if they make 
  a mistake in entering the code, both dials rotate backward to 
  their original positions and the mechanism “resets,” requiring 
  the PCs to start over and enter the code from the beginning. 
  If the PCs used the silver panel by the door to turn on a light, 
  the light traces along the inside of the bronze gear, rotating 
  at the same speed that the PCs turn the dial to represent how 
  the PCs are turning a corresponding gear within the door. 
  It moves in the same direction that the PCs turn the silver 
  dial (that is, clockwise when they turn it clockwise) and in the 
  opposite direction that they turn the gold dial.
  The triangular gold and silver plates in areas C1 and C2 
  indicate the order and direction the solid gold and silver 
  dials should be turned to open the locking mechanism, 
  starting with the first plate at the temple entrance. Arrows 
  pointing toward the bottom of the map represent turning the 
  bronze gear clockwise, while arrows pointing up represent 
  turning the bronze gear counterclockwise. To open the 
  door, the PCs must turn the dials in the following sequence: 
  gold counterclockwise, silver counterclockwise, silver 
  clockwise, gold counterclockwise, silver counterclockwise, 
  gold clockwise, gold counterclockwise, and silver clockwise. 
  When the PCs enter the right combination, the mechanism 
  emits a louder click, and the room shakes as the heavy gate 
  lowers into the floor.
  If your players do not notice all of the following facts, 
  allow each PC to attempt a skill check to uncover them 
  (increase the DCs by 4 in Subtier 6–7). 
  • Perception (DC 16, or DC 20 in Subtier 6–7): The lowest 
  gears on the gate have markings that look like the handles 
  on the dials.
  
  CLOCKWORK CIPHER
  SLOT none
  CL unknown
  WEIGHT 3 lbs.
  AURA strong transmutation
  PATHFINDER SOCIETY SCENARIO
  14
  • Appraise or Perception (DC 16, or DC 20 in Subtier 6–7): 
  The gold and silver triangles on the floor in C1 and C2 are 
  arrayed in a sequence from the entry to this gate, and are 
  made of the same metal the gears on the gate and the dials.
  • Knowledge (engineering) DC 15, or no check required if 
  the PCs turned on the light: When gears touch and one 
  gear turns one way, any gears it is touching turn in the 
  opposite direction. 
  If the PCs can’t figure out the puzzle, Grave Treader 
  expresses confidence that she will be able to figure it out 
  eventually. After half an hour of trial and error, Grave Treader 
  solves the puzzle, opening the door. If the PCs decide to 
  bash through the door with brute force, it is possible to do 
  so, though this approach is also quite time-consuming, and 
  causes irrevocable damage to the temple. The door has 10 
  hardness, 300 hit points, and a break DC of 50.
  Treasure: A PC who searches the room notices a crushed 
  chest of greenish stone under the collapsed stairs with a 
  successful DC 15 Appraise or DC 20 Perception check (DC 
  19 Appraise or DC 24 Perception in Subtier 6–7). If the PCs 
  do not notice the chest, Grave Treader spots it after several 
  minutes in the room. Anyone shifting through the shards 
  notices a shining ring of protection +1. In Subtier 6–7, a lantern 
  of auras (Pathfinder RPG Advanced Class Guide 232) is also 
  hidden in the rubble.
  Rewards: If the PCs fail to solve the puzzle on the door 
  and also fail to defeat the guardians in C3, reduce each PC’s 
  gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 166 gp.
  Out of Subtier: Reduce each PC’s gold earned by 249 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 333 gp.
  C3. Inner Sanctum
  Wide stairs lead up to a high chamber, where a forty-foot-tall 
  statue depicting a woman with three hands, three legs, and a 
  three-eyed mask of bronze towers overhead. Before the statue is 
  a clockwork altar, and five circular bronze floor plates are arrayed 
  in a curve around the staircase. Narrow strips of bronze connect 
  the plates, altar, and statue. Mechanical clicking and whirring 
  sounds echo from the chamber’s walls.
  The clockwork cipher Grave Treader is looking for rests 
  within the altar. When the PCs enter the room, Grave 
  Treader rushes to the altar to examine it and notices the 
  artifact within. When she or anyone else touches the altar, 
  a harmless jolt of electricity spreads from the altar through 
  the bronze strips into the circular plates, which are winding 
  stations for the xorn clockwork guardians of the temple. 
  The room begins to shake as the winding stations, each 
  containing a construct guardian (see Creatures below), rise 
  from the floor to a height of 10 feet. Grave Treader tells the 
  PCs that based on her research, the artifact should allow 
  them to control the constructs. She begins the delicate 
  process of extracting the artifact from the altar. Without 
  assistance, it takes her 6 rounds to free the artifact. Up to two 
  PCs can attempt to assist her each round by attempting a DC 
  15 Knowledge (engineering) check or DC 20 Disable device 
  check (DC 19 Knowledge [engineering] or DC 25 Disable 
  Device in Subtier 6–7). Each successful check reduces the 
  time it takes to extract the artifact by 1 round. Once the 
  clockwork cipher is free, Grave Treader activates it blindly, 
  casting disable construct (Pathfinder RPG Advanced Class Guide 
  179) on one of the guardians. See the clockwork cipher sidebar 
  above for details on the cipher’s function.
  Creatures: Several xorn clockwork guardians protect area 
  C3, revealed as the winding stations rise from the floor. 
  These clockwork constructs have a structure similar to that 
  of a xorn, with three eyes, three feet, and three hands each 
  fitted with an integrated weapon. The guardians attack any 
  intruders on sight. One of the guardians (or two, in Subtier 
  6–7) does not activate to participate in this combat, though 
  the PCs can secure its aid with the clockwork cipher. 
  The following stat block describes the current functions of 
  the clockwork cipher. Its true potential remains locked away, 
  requiring extensive study to uncover. A PC who succeeds at a 
  DC 20 Spellcraft check uncovers the properties listed below. 
  The PCs can also discern the means for controlling a construct 
  using the cipher with a successful DC 20 Knowledge (arcana) 
  or Knowledge (engineering) check (DC 24 in Subtier 6–7).
  Clockwork Cipher
  This bronze winding key has spinning gears and wheels 
  within its intricate structure. A collection of mysterious runes 
  runs across the handle that ends in a gear.
  Three times per day, a wielder of the clockwork cipher 
  can cast disable constructACG (DC 15, current effective CL 5th). 
  Additionally, the wielder can wind a dormant clockwork 
  construct with the clockwork cipher to take control of it. This 
  takes 10 minutes, and the key transforms to fit the winding 
  mechanism of that particular construct. The construct remains 
  functional for 8 hours per wind but it cannot be wound up 
  again until it winds down entirely. Only one construct can be 
  controlled at a time in this manner. As a standard action, the 
  wielder can give one of the following mental commands to 
  the construct controlled in this way: attack, follow, guard, 
  and stay. The construct follows the order until another order 
  is given or it winds down.
  
  Xorn Clockwork
  Guardian
  15
  GRAVES OF CRYSTALMAW PASS
  Subtier 3–4 (CR 6)
  XORN CLOCKWORK GUARDIANS (4) 
  CR 2
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
  hp 31 each (2d10+20)
  Fort +0, Ref +4, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee 3 integrated hammers +4 (1d3+2)
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +4; CMD 18 (20 vs. trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ integrated hammers, spring jump, swift reactions, winding
  TACTICS
  During Combat The xorn clockwork guardians choose targets 
  randomly, preferring to target creatures that aren’t fighting 
  another guardian. 
  Morale The xorn clockwork guardians fight until they are destroyed.
  SPECIAL ABILITIES
  Integrated Hammers (Ex) A xorn clockwork guardian’s 
  integrated hammers are primary natural attacks that deal 
  bludgeoning damage and can’t be disarmed.
  Spring Jump (Ex) As a move action, a xorn clockwork guardian 
  can jump up to 30 feet into the air. The guardian can convert 
  up to 20 feet of the height into horizontal movement in 5-foot 
  increments. A xorn clockwork guardian takes damage from 
  falls as if they were 30 feet shorter than they actually are, 
  preventing it from taking damage until it falls 40 or more feet.
  Subtier 6–7 (CR 9)
  GREATER XORN CLOCKWORK GUARDIANS (3) 
  CR 6
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, 
  +6 natural)
  hp 64 each (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee 3 integrated hammers +17 (1d6+9)
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17; CMD 31 (33 vs. trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ integrated hammers, spring jump, swift reactions, winding
  TACTICS
  Use the tactics from Subtier 3–4. 
  SPECIAL ABILITIES
  See Subtier 3–4.
  Treasure: In addition to the clockwork cipher, the altar has a 
  compartment that contains a mithral light hammer, a potion 
  of cure light wounds, and a scroll of breath of life. In Subtier 6–7, 
  the hammer is a +1 mithral light hammer, the potion is a potion 
  of cure serious wounds, and the compartment also contains a 
  brass spider (Pathfinder RPG Advanced Class Guide 228).
  Rewards: If the PCs fail to defeat the guardians, reduce 
  each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 181 gp.
  Out of Subtier: Reduce each PC’s gold earned by 387 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 614 gp.
  Development: With the artifact recovered, the PCs return 
  to the camp, perhaps with a clockwork ally in tow. The PCs 
  can rest at the temple before they return.
  
  PATHFINDER SOCIETY SCENARIO
  16
  RETURN TO THE CAMP
  The party’s journey back to the camp is uneventful. Grave 
  Treader enters the camp first to create a diversion, calling 
  most of the bandits to a nearby cavern for a training 
  exercise. Before she parts ways with the PCs, she asks the 
  PCs for a favor.
  Grave Treader steps in front of the stairs to block the way. “I have 
  one request. I ask that you let Pamari live. I know that you will 
  almost certainly be crossing swords, but please do what you can 
  to spare her life. She’s been a good friend to me during my time 
  here, and she’s not nearly as bloodthirsty as Jathune. I’m sure 
  her expertise would come in handy to the Society for any future 
  expeditions into the Plane of Fire. I wish you luck. I’ll make sure 
  no one disturbs your meeting.”
  D. BANDIT’S BLUFF (CR 7 OR 10)
  The bandit’s den is situated on a bluff above the rest of the 
  camp. The only way up to the bluff is a staircase that winds 
  around a pillar of stone, which is connected to the bluff by a 
  natural bridge. The bluff is divided into two tiers. The lower 
  area is a place for Jathune’s most trusted guards to meet and 
  enjoy the spoils of their raids. Only Jathune and Pamari are 
  allowed into the upper area 20 feet above. This upper area 
  includes the bandit’s treasure storage room, where Jathune 
  sleeps, as well as Pamari’s tent. The drop from the lower 
  portion of the bluff to the ground is 30 feet in Subtier 3–4, 
  or 50 feet in Subtier 6–7. The bandits avoid standing next to 
  the edges of the cliff.
  Read or paraphrase the following to begin the encounter.
  A stocky, armor-clad man stands on a cliff overlooking the 
  campfire. The firelight dances in the glittering crystals that stud 
  his armor. He bellows, “What have we here? Why don’t you 
  come and join us, have a seat, I’d love to hear what brings such 
  strange visitors to our camp. Let it not be said that the Sundered 
  Stone is discourteous to its guests!” He indicates the stone seats 
  around the campfire. To the left of the glimmering oread stands 
  a woman with fiery horns, short black hair, and tattooed, dark 
  red skin. She adds, “What are you waiting for? Don’t be shy.” 
  She points at the bandits below, “You two, don’t just sit there, 
  hand out some drinks for our guests!” The oread cuts in, “I am 
  Jathune Voidstone, the leader of this merry band of misfits. This 
  is Pamari, my second-in-command.”
  If the PCs join the bandits at the fire, Jathune and Pamari 
  inquire about the Pathfinders and their mission as the rest of 
  the bandits remain standing around the campfire. The PCs 
  can observe that Jathune’ true intentions are to maneuver 
  the PCs into a vulnerable position before he attacks (DC 17 
  Sense Motive, DC 20 in Subtier 6–7). If the PCs don’t succeed 
  at the Sense Motive check, the bandits get a surprise round 
  when they attack.
  Creatures: Jathune and Pamari are in the higher area of 
  the den and two bandits are in the lower area. In Subtier 6–7, 
  Jathune’s pet cheetah Stonepaw is hiding in his nest, waiting 
  for a signal to attack.
  Subtier 3–4 (CR 7)
  OREAD BANDITS (2) 
  CR 2
  Oread rogue 3 (Pathfinder RPG Bestiary 2 205; see page 10)
  hp 23 each
  TACTICS
  During Combat The bandits maneuver to stop the PCs from 
  enemies climbing to the higher portion of the bluff. They fight 
  as a pair, attempting to flank an enemy while looking for an 
  opportunity to use their Cleave feat.
  Morale The bandits surrender when Jathune and Pamari both 
  stop fighting.
  PAMARI 
  CR 3
  Female ifrit sorcerer 4 (Pathfinder RPG Bestiary 2 160)
  CN Medium outsider (native)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 28 (4d6+12)
  Fort +2, Ref +4, Will +4
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4–1/19–20)
  Special Attacks fire ray (1d6+2 fire, 7/day)
  Spell-Like Abilities (CL 4th; concentration +8)
  1/day—burning hands (DC 15)
  Sorcerer Spells Known (CL 4th; concentration +8)
  2nd (4/day)—scorching ray
  1st (7/day)—burning hands (DC 15), enlarge person (DC 15), 
  magic missile, ray of enfeeblement (DC 15)
  Make the following changes to this encounter to 
  accommodate a group of four PCs.
  Subtier 3–4: Remove one of the bandits. Even if he is 
  expecting the PCs, Jathune is overconfident and does not 
  drink his mutagen until the first round of combat.
  Subtier 6–7: Use the oread bandits from Subtier 3–4. 
  Replace Pamari’s Elemental Focus feat with Skill Focus 
  (Knowledge [planes]), lowering the DCs of all of her fire 
  spells by 1. Even if he is expecting the PCs, Jathune is 
  overconfident and does not drink his mutagen until the first 
  round of combat.
  Scaling Encounter D
  
  D. Bandit’s Bluff
  S : Stonepaw
  J : Jathune Voidstone
  P : Pamari
  B : Bandit
  B2
  B1
  S
  P
  J
  1 square = 5 feet
  17
  GRAVES OF CRYSTALMAW PASS
  0 (at will)—acid splash, daze (DC 14), flare (DC 14), read 
  magic, resistance, touch of fatigue (DC 14)
  Bloodline efreetiUM
  TACTICS
  Before Combat Pamari casts mage armor on herself. The effects 
  of this spell are included in her statistics.
  During Combat Pamari tries to keep her distance, attacking 
  enemies with ranged spells. If she is reduced to 10 hit points 
  or fewer, she uses her scroll of mirror image and tries to heal 
  herself with her potion of cure moderate wounds.
  Morale If Jathune falls unconscious and Pamari is reduced to 
  8 hit points or fewer, she attempts to flee, surrendering if 
  fleeing seems unlikely to succeed.
  Base Statistics Without mage armor, Pamari’s statistics are AC 13, 
  flat-footed 10.
  STATISTICS
  Str 8, Dex 16, Con 13, Int 10, Wis 10, Cha 18
  Base Atk +2; CMB +1; CMD 14
  Feats Eschew Materials, Improved Initiative, Toughness
  Skills Diplomacy +8, Knowledge (planes) +4, Spellcraft +6
  Languages Common, Ignan
  Combat Gear potion of cure moderate wounds, scroll of create pitAPG, 
  scroll of mirror image, scroll of see invisibility, wand of mage armor 
  (CL 3rd, 10 charges); Other Gear dagger, courtier’s outfit, 20 gp
  JATHUNE VOIDSTONE 
  CR 4
  Male oread fighter (mutation warrior) 5 (Pathfinder RPG 
  Bestiary 2 205, Pathfinder RPG Advanced Class Guide 93)
  NE Medium outsider (native)
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+6 armor, +3 natural)
  hp 47 (5d10+15)
  Fort +6, Ref +2, Will +4 (+1 vs. fear)
  OFFENSE
  Speed 15 ft.
  Melee Large mwk bastard sword +12 (2d8+10/19–20) or 
  armor spikes +11 (1d6+6)
  Ranged mwk composite longbow +6 (1d8+4/×3)
  Special Attacks weapon training (heavy blades +1)
  Spell-Like Abilities (CL 5th; concentration +6)
  1/day—magic stone
  TACTICS
  Before Combat Jathune consumes his mutagen unless the PCs 
  take him completely off guard.
  During Combat If Jathune hasn’t taken his mutagen, he does 
  so at the beginning of combat. He positions himself to keep 
  enemies away from Pamari, charging when necessary to catch 
  up to faster foes.
  
  PATHFINDER SOCIETY SCENARIO
  18
  Morale Jathune is too enraged and stubborn to surrender. He 
  keeps fighting until the PCs knock him out.
  Base Statistics Without his mutagen, Jathune’s statistics are 
  AC 17, touch 10, flat-footed 17; Melee Large mwk bastard 
  sword +10 (2d8+7/19–20) or armor spikes +9 (1d6+4); Str 18, 
  Int 12; CMB +9; CMD 19.
  STATISTICS
  Str 22, Dex 10, Con 13, Int 10, Wis 10, Cha 12
  Base Atk +5; CMB +11; CMD 21
  Feats Exotic Weapon Proficiency (bastard sword), Iron Will, Power 
  Attack, Step Up, Toughness, Weapon Focus (bastard sword)
  Skills Acrobatics –3 (–11 when jumping), Bluff +6, Climb +10, 
  Intimidate +9, Survival +4
  Languages Common, Ignan, Terran
  SQ crystalline formARG, granite skinARG, mutagen (+4/–2, +2 natural 
  armor, 50 minutes)
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk breastplate with crystalline armor spikes, Large mwk 
  bastard sword, mwk composite longbow (+4 Str) with 20 
  arrows, cloak of resistance +1, 31 gp
  Subtier 6–7 (CR 10)
  ELITE OREAD BANDITS (2) 
  CR 5
  Oread rogue 6 (Pathfinder RPG Bestiary 2 205; see page 10)
  hp 42 each
  TACTICS
  Use the tactics from Subtier 3–4. 
  PAMARI 
  CR 6
  Female ifrit sorcerer 7 (Pathfinder RPG Bestiary 2 160)
  CN Medium outsider (native)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 48 (7d6+21)
  Fort +4, Ref +6, Will +6
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20)
  Special Attacks fire ray (1d6+3 fire, 7/day)
  Spell-Like Abilities (CL 7th; concentration +11)
  1/day—burning hands (DC 16)
  Sorcerer Spells Known (CL 7th; concentration +11)
  3rd (5/day)—dispel magic, fireball (DC 18), fly
  2nd (7/day)—create pitAPG (DC 16), glitterdust (DC 16), 
  scorching ray, summon monster II
  1st (7/day)—burning hands (DC 16), enlarge person (DC 15), 
  feather fall, magic missile, ray of enfeeblement (DC 15), 
  vanishAPG (DC 14)
  0 (at will)—acid splash, daze (DC 14), flare (DC 14), prestidigitation, 
  read magic, resistance, touch of fatigue (DC 14)
  Bloodline efreetiUM
  TACTICS
  Before Combat Pamari casts mage armor on herself. The effects 
  of this spell are included in her statistics.
  During Combat Pamari casts her spells from afar. She begins 
  with a fireball if she can catch multiple enemies within the 
  blast. If someone attempts to close the distance, she either 
  casts fly or mirror image or blocks them with a spell like 
  create pit. If the PCs hit Jathune with a debilitating spell 
  effect, Pamari casts dispel magic to try and get rid of it.
  Morale If Jathune falls unconscious and Pamari is reduced to 
  12 hit points or fewer, she attempts to flee, surrendering if 
  fleeing seems unlikely to succeed.
  Base Statistics Without mage armor, Pamari’s statistics are AC 
  14, flat-footed 10.
  STATISTICS
  Str 8, Dex 16, Con 13, Int 10, Wis 10, Cha 18
  Base Atk +3; CMB +2; CMD 16
  Feats Combat Casting, Dodge, Elemental FocusAPG, Eschew 
  Materials, Improved Initiative, Toughness
  Skills Diplomacy +7, Fly +7, Knowledge (planes) +8, Spellcraft +8
  Languages Common, Ignan
  Combat Gear potion of cure serious wounds, scroll of see 
  invisibility, wand of mage armor (CL 3rd, 10 charges), wand 
  of mirror image (7 charges); Other Gear dagger, cloak of 
  resistance +1, courtier’s outfit, 30 gp
  JATHUNE VOIDSTONE 
  CR 7
  Male oread fighter (mutation warrior) 8 (Pathfinder RPG 
  Bestiary 2 205, Pathfinder RPG Advanced Class Guide 93)
  NE Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+8 armor, +3 natural)
  hp 80 (8d10+32)
  Fort +10, Ref +4, Will +6 (+2 vs. fear)
  Defensive Abilities fortification 25%
  OFFENSE
  Speed 15 ft.
  Melee Large +1 flaming bastard sword +16/+11 (2d8+11/19–20 
  plus 1d6 fire) or 
  armor spikes +14/+9 (1d6+6)
  Ranged mwk composite longbow +9/+4 (1d8+4/×3)
  Special Attacks weapon training (heavy blades +1)
  Spell-Like Abilities (CL 8th; concentration +9)
  1/day—magic stone
  TACTICS
  Before Combat Jathune consumes his mutagen unless the PCs 
  take him completely off guard.
  During Combat If Jathune hasn’t taken his mutagen, he does 
  so at the beginning of combat. He positions himself to keep 
  enemies away from Pamari, charging when necessary to catch 
  up to faster foes.
  
  19
  GRAVES OF CRYSTALMAW PASS
  Morale Jathune is too enraged and stubborn to surrender. He 
  keeps fighting until the PCs knock him out.
  Base Statistics Without his mutagen, Jathune’s statistics are  
  AC 17, touch 10, flat-footed 17; Melee Large +1 flaming 
  bastard sword +14/+9 (2d8+8/19–20 plus 1d6 fire) or armor 
  spikes +12/+7 (1d6+4); Str 18, Int 12; CMB +12; CMD 22.
  STATISTICS
  Str 22, Dex 10, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +8; CMB +14; CMD 24
  Feats Exotic Weapon Proficiency (bastard sword), Greater 
  Weapon Focus (bastard sword), Improved Initiative, Iron Will, 
  Power Attack, Step Up, Toughness, Vital Strike, Weapon Focus 
  (bastard sword)
  Skills Acrobatics –6 (–14 when jumping), Bluff +9, Climb +10, 
  Intimidate +12, Survival +4
  Languages Common, Ignan, Terran
  SQ crystalline formARG, granite skinARG, mutagen (+4/–2, +2 natural 
  armor, 80 minutes), mutagen discovery (preserve organsUM)
  Combat Gear potion of cure serious wounds; Other Gear mwk 
  half-plate with crystalline armor spikes, Large +1 flaming 
  bastard sword, mwk composite longbow (+4 Str) with 20 
  arrows, cloak of resistance +2, 51 gp
  STONEPAW 
  CR 3
  Element-infused cheetah (Pathfinder Campaign Setting: Planes 
  of Power 56, Pathfinder RPG Bestiary 40)
  N Medium outsider (earth, native)
  Init +10; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 17, touch 16, flat-footed 11 (+6 Dex, +1 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +9, Will +2
  DR 2/—
  OFFENSE
  Speed 50 ft., burrow 25 ft.; sprint
  Melee bite +8 (1d6+5 plus 1d6 acid), 2 claws +8 (1d3+5)
  TACTICS
  During Combat Stonepaw rushes around the battlefield, 
  burrowing when necessary to avoid provoking attacks of 
  opportunity. She prefers to target ranged PCs, such as archers 
  and spellcasters.
  Morale If Jathune falls unconscious and the PCs reduce Stonepaw 
  to fewer than 5 hit points, she flees. Otherwise, she fights to 
  the death.
  STATISTICS
  Str 21, Dex 23, Con 15, Int 4, Wis 12, Cha 4
  Base Atk +2; CMB +7; CMD 23 (27 vs. trip)
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +12 (+20 when jumping), Perception +7, 
  Stealth +12 (+16 in rocky areas); Racial Modifiers +4 Stealth 
  in rocky areas
  Languages Terran (can’t speak any language)
  Hazard: The clusters of brightly colored crystals 
  throughout the platform are sharp. A creature who enters a 
  square with crystals must succeed at a DC 15 Reflex save or 
  take 1d6 points of slashing damage. In Subtier 6–7, the save 
  DC increases to 18 and the damage increases to 2d6. 
  In addition, lava flows from the Plane of Fire lurk just 
  beyond the walls of this chamber. Whenever any character 
  uses a spell, spell-like ability, or supernatural ability that deals 
  fire damage, a small pocket of this lava bursts forth from the 
  rock to augment the effect. Each time a target fails her save 
  against such an effect—or takes damage from effects that do 
  not allow a save, such as the damage an alchemist’s bomb 
  deals to its primary target—she must succeed at a DC 13 
  Reflex save (DC 16 in Subtier 6–7) or be entangled for 1 round. 
  Resonance with this trapped lava can also augment 
  weapons with a connection to the Plane of Fire. Jathune’s 
  bastard sword and any flaming weapons that the PCs carry 
  deal an additional 1d4 points of fire damage on a critical 
  hit. The GM is encouraged to allow other fiery weapons to 
  count at her discretion. After dealing additional fire damage, 
  a weapon must spend 1 minute gathering heat before it can 
  deal this additional damage again.
  Rewards: If the PCs fail to defeat the bandits, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 492 gp.
  Out of Subtier: Reduce each PC’s gold earned by 877 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,262 gp.
  CONCLUSION
  If the PCs defeat Jathune, Grave Treader thanks them for 
  their aid. Over a simple meal in her tent, she tells the PCs 
  that they have proven themselves to her, and that she wishes 
  to listen to their thoughts about what she should do next. 
  She’s considering staying with Sundered Stone, working with 
  Pamari (assuming the ifrit survived) to transform it into a 
  legitimate mercenary group, perhaps with Reyshal’s aid. She is 
  also pondering disbanding the group and going her own way. 
  If she leaves, she could either go out to research on her own 
  or rejoin the Pathfinder Society. Whatever decision she comes 
  to, she doesn’t want anything bad to happen to the bandits, 
  since, in her view, many of them were just trying to survive in 
  the war-ravaged area. The PCs can attempt a DC 18 Diplomacy 
  check (DC 22 in Subtier 6–7) to convince Grave Treader to 
  rejoin the Pathfinder Society. Otherwise, she decides to 
  stick around and reform Sundered Stone. Regardless of her 
  decision, Grave Treader thanks the PCs for their input and 
  promises to meet with Sorrina Westyr to talk things out.
  If the PCs and Grave Treader obtained the clockwork cipher, 
  each PC earns the Clockwork Insight boon on her Chronicle 
  sheet. If the PCs defeat Voidstone, they each earn the Earth 
  Affinity boon. If the PCs convince Grave Treader to rejoin 
  the Pathfinder Society, they each earn the Grave Treader’s 
  Inspiration boon.
  
  PATHFINDER SOCIETY SCENARIO
  20
  If the PCs surrender to Jathune, the bandit leader 
  captures them alive, planning to ransom them back to 
  the Pathfinder Society. Grave Treader breaks the PCs out 
  of captivity, but in so doing, she is forced to abandon 
  Sundered Stone, and with it her hopes to reform the group. 
  The PCs’ failure dissuades her from the possibility of 
  rejoining the Pathfinder Society.
  REPORTING CONDITIONS
  If Grave Treader stays with Sundered Stone, check box A. If 
  the PCs convince her to rejoin the Pathfinder Society, check 
  box B. If Pamari survived the adventure, check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs complete their primary mission if they retrieve the 
  clockwork cipher from the temple of Brigh and defeat Jathune 
  Voidstone. This earns the PCs 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve their secondary success condition if they 
  achieve two or more of the following: secure a xorn as a 
  guide in area A, avoid combat with bandit guards in area 
  B, solve the puzzle in the temple, ensure Pamari remains 
  alive at the end of the adventure, or convince Grave Treader 
  to rejoin the Pathfinder Society. This earns the PCs 1 
  additional Prestige point.
  
  Black: Bronze
  Grey: Gold
  Light Grey: Silver
  21
  GRAVES OF CRYSTALMAW PASS
  Player Handout: Sanctum Gate (Black and White)
  
  PATHFINDER SOCIETY SCENARIO
  22
  Player Handout: Sanctum Gate (Black and White)
  
  23
  GRAVES OF CRYSTALMAW PASS
  APPENDIX: STAT BLOCK
  The following statistics appear in this scenario.
  Xorn
  This squat beast is as wide as it is tall. Strangely symmetrical, it has 
  three arms, three legs, three eyes, and one huge mouth.
  XORN 
  CR 6
  N Medium outsider (earth, extraplanar)
  Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 
  60 ft.; Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+11 natural)
  hp 66 (7d10+28)
  Fort +8, Ref +2, Will +5
  DR 5/bludgeoning; Immune cold, fire, flanking; Resist electricity 10
  OFFENSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee bite +10 (4d6+3), 3 claws +10 (1d4+3)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +10; CMD 20 (22 vs. trip)
  Feats Cleave, Improved Bull Rush, Power Attack, Toughness
  Skills Appraise +10, Intimidate +10, Knowledge (dungeoneering) 
  +10, Perception +14, Stealth +10, Survival +10; Racial 
  Modifiers +4 Perception
  Languages Common, Terran
  SPECIAL ABILITIES
  All-Around Vision (Ex) A xorn sees in all directions at the same 
  time, giving it a +4 racial bonus on Perception checks. A xorn 
  cannot be flanked.
  Earth Glide (Ex) A xorn can glide through any sort of natural 
  earth or stone as easily as a fish swims through water. 
  Its burrowing leaves no sign of its passage nor hint at its 
  presence to creatures that don’t possess tremorsense. A move 
  earth spell cast on an area containing a xorn moves the xorn 
  back 30 feet, stunning the creature for 1 round unless it 
  succeeds at a DC 15 Fortitude save.
  
  PATHFINDER SOCIETY SCENARIO
  24
  
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-23: 
  Graves of Crystalmaw Pass
  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.
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  into other computer languages), potation, modification, correction, addition, 
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  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 additional 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 supernatural 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 
  acceptance 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 
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  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 
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  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
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  as an indication as to compatibility, except as expressly licensed in another, 
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  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
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  such Trademark or Registered Trademark. The use of any Product Identity in Open 
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  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 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 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 Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any 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 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #8–23: Graves of Crystalmaw Pass © 2017, 
  Paizo Inc.; Author: Kalervo Oikarinen.
  
  Normal
  Slow
  SUBTIER
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  Character Chronicle #
  3–4
  6–7
  —
  637
  1,614
  —
  1,126
  1,274
  3,227
  —
  2,251
  Out of
  Subtier
  Pathfinder Society Scenario #8-23: 
  Graves of Crystalmaw Pass
  ▫▫ Clockwork Insight: Your time in the temple of Brigh has given you insight into complicated mechanisms. 
  You can check a box that precedes this boon as a part of attempting a Disable Device check to disarm a trap 
  to roll 1d6 and add the result to the result of your Disable Device check. You can instead check a box to grant 
  yourself the ability to attempt a single Disable Device check against a magical trap, even if you would not 
  normally be able to do so. Alternatively, you can check a box when a trap triggers to add 1d6 to your AC or 
  on your saving throw against the trap. When you check the last box, cross this boon off your Chronicle sheet.
  Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent 
  adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role 
  in future adventures—especially those set on the Elemental Planes.
  ▫▫▫ Grave Treader’s Inspiration: Grave Treader shared some of her wisdom and knowledge with you, 
  which you can apply at opportune moments. You can check a box that precedes this boon to use inspiration, 
  as per the investigator ability (Pathfinder RPG Advanced Class Guide 31). If you already have inspiration, you can 
  check a box to increase your inspiration die by one step (from 1d6 to 1d8, or 1d8 to 1d10) for one roll. 
  Core Campaign
  All Subtiers
  Subtier 6–7
  cloak of resistance +1 (1,000 gp)
  potion of cure moderate wounds (300 gp)
  ring of protection +1 (2,000 gp)
  scroll of breath of life (1,125 gp)
  scroll of create pit (150 gp; Pathfinder RPG Advanced 
  Player’s Guide 213)
  scroll of mirror image (150 gp)
  scroll of see invisibility (150 gp)
  wand of mage armor (CL 3rd, 10 charges; 450 gp, limit 1)
  wand of stone shape (4 charges; 900 gp, limit 1)
  +1 flaming bastard sword (8,335 gp)
  brass spider (2,500 gp; Pathfinder RPG Advanced Class 
  Guide 228)
  cloak of resistance +2 (4,000 gp)
  hat of disguise (1,800 gp)
  lantern of auras (2,000 gp; Pathfinder RPG Advanced 
  Class Guide 232)
  potion of cure serious wounds (750 gp)
  wand of mirror image (7 charges; 630 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-23 Graves of Crystalmaw Pass.pdf