TEXT: By Benjamin Bruck
  CHAMPION’S CHALICE, PART 1:
  BLAZING DANGEROUS TRAILS
  PATHFINDER SOCIETY SCENARIO #8–18 
  TIER 1–5
  
  Pathfinder Society Scenario #8–18: Champion’s 
  Chalice, Part 1: Blazing Dangerous Trails is a 
  Pathfinder Society Scenario designed for 1st- 
  through 5th-level characters (Tier 1–5; Subtiers 
  1–2 and 4–5). 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 • Benjamin Bruck
  Development Lead • Mark Moreland
  Contributing Artists • Dion Harris and Brynn Metheney
  Cartographers • Jason Engle and Corey Macourek
  Editor-in-Chief • F. Wesley Schneider
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  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
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  Organized Play Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer 
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  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, 
  Brad Matteson, Adrian Ng, Joe Pasini, 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
  Project Manager • Jessica Price
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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 
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  Pathfinder Society Scenario #8–18: Champion’s Chalice, Part 1: Blazing Dangerous Trails © 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 
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  GM ResouRces
  Blazing Dangerous Trails makes use of the following Roleplaying Game products: Pathfinder RPG 
  Core Rulebook, Pathfinder RPG Advanced Players Guide (APG), Pathfinder RPG Bestiary, Pathfinder 
  RPG Bestiary 2 (B2), Pathfinder RPG Bestiary 3 (B3), Pathfinder RPG Bestiary 5 (B5), Pathfinder RPG 
  NPC Codex (NPC), Pathfinder RPG Ultimate Equipment (UE), and Pathfinder RPG Ultimate Intrigue 
  (UI). In addition to being available for purchase in bookstores and game stores worldwide, all rules 
  referenced in this adventure can be found in the free Pathfinder Reference Document online at paizo.
  com/prd. All relevant rules from the Bestiary volumes and NPC Codex, and the pursuit rules from 
  Ultimate Intrigue, are reprinted at the end of the scenario for the GM’s convenience.
  Table of Contents
  Blazing Dangerous Trails           3
  Player Handouts                    18
  Appendix 1: Stat Blocks             21
  Maps                                 28
  Chronicle Sheet                     31
  Appendix 2: Running the Race      24
  
  Eleder •
  Bandu Hills
  Laughing Jungle
  M’neri Plains
  Sargava
  3
  T
  he Sargava Chalice is an overland foot race and 
  survival challenge held annually by the government 
  of Sargava. Contestants are stripped of all weapons 
  and equipment, and they must use their wits and whatever 
  makeshift tools they can craft to survive as they travel across 
  the Sargavan frontier. Officially, the race is held to celebrate 
  the persistence and cunning of the Sargavan people and to 
  honor the hardships faced by the early colonists. In truth, 
  the race is one of the many ways the Sargavan government 
  raises money to afford the mercenary protection of the Free 
  Captains of the Shackles. Contestants must pay a sizable 
  entry fee to participate, and the government takes a hefty cut 
  from officially sanctioned gambling surrounding the race.  
  Unfortunately for Sargava’s governors, interest in the race 
  has waned in recent years. Contestants have increasingly 
  turned to cunning traps, improvised weaponry, and 
  outright skullduggery to win the race, leaving only the 
  most desperate or bloodthirsty willing to participate. This 
  trend came to a head during last year’s race. A particularly 
  disreputable team, the Trail Hounds, smuggled weapons, 
  armor, and magic items onto the race course. So equipped, 
  they engaged in a brutal campaign of elimination against 
  the other competitors, wiping almost all of them out with 
  little difficulty. Their victory assured, the Trail Hounds then 
  turned on each other, each member plotting to keep the cash 
  prize awarded to the victor all to themselves. In the end, only 
  one member of the team crossed the finish line to claim the 
  prize: a particularly vicious brute of a man named Philt.
  Recognizing an opportunity, the Pathfinder Society 
  stepped in to capitalize on the Sargavan state’s desperation 
  to reinvigorate interest in the race. Knowing that the 
  participation of Pathfinders would draw great interest in 
  Eleder, the Society offered to sponsor a team and donate a 
  large portion of the prize money back to the Sargavan state 
  on the condition that the rules of the race be changed to 
  grant the winner ownership of the titular Sargavan Chalice 
  for a year, rather than simply have their names engraved on 
  it. Unbeknownst to the race organizers, the chalice is not 
  merely an ancient relic, but a magical artifact capable of 
  opening long-sealed Ghol-Gani ruins. 
  CHAMPION’S CHALICE, PART 1:
  BLAZING DANGEROUS TRAILS
  By Benjamin Bruck
  Blazing Dangerous Trails takes place in Sargava, a former 
  colony of Cheliax located on the western edge of the Mwangi 
  Expanse. Sargava is a young nation, having broken free from 
  Chelish rule only in the last century, and it relies heavily on 
  the mercenary pirates of the Shackles to defend itself from 
  reabsorption into the Chelish empire. This protection comes 
  at great monetary cost, further inflaming conflicts between 
  the country’s colonial leaders and the much larger native 
  Mwangi population. 
  While the adventure begins in the capital city of Eleder, 
  most of the action takes place in the wilds of Sargava. The 
  PCs participate in a survival foot race that takes them through 
  lush grasslands, across towering volcanic mountains, and 
  deep into dense rainforest jungles. Further information about 
  Sargava can be found in Pathfinder Campaign Setting: The 
  Inner Sea World Guide and Pathfinder Player Companion: 
  Sargava, the Lost Colony, available at book and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  What no one realizes is that Philt was not the only survivor 
  of the previous year’s massacre. A second member of the 
  Trail Hounds escaped the bloodshed and fled, crippled and 
  bleeding, into the jungle. This man, an alchemist named 
  Mirous, knew that he was dying. To stave off the inevitable, 
  
  PATHFINDER SOCIETY SCENARIO
  4
  he did the unthinkable: using his alchemical expertise and 
  the magical equipment he’d smuggled onto the course, he 
  performed an unspeakable rite to transform himself into 
  an zuvembie—an undead creature obsessed with vengeance. 
  Mirous now stalks the jungles and swamps surrounding 
  Eleder, obsessed with the race that took his life. 
  SUMMARY
  The adventure begins in the city of Eleder, where Venture-
  Captain Finze Bellaugh briefs the Pathfinders on the 
  Sargava Chalice. The PCs have a chance to ask around town 
  for rumors or do research in Venture-Captain Bellaugh’s 
  personal library to learn more about the race before they 
  rendezvous with Bellaugh at a local tavern to participate 
  in the race’s opening ceremony. There, they meet current 
  and former contestants and officially declare their intent 
  to participate in the Sargava Chalice. The party has a brief 
  chance to boast about their abilities or trash-talk their 
  opponents before they are stripped of their equipment 
  and marched in procession to the race’s starting line in 
  the Bandu Hills, where they camp for the night with the 
  other competitors.
  During the night, the PCs might catch one of the other 
  teams plotting to cheat by arranging for allies to stash a cache 
  of equipment somewhere along the race’s supposedly secret 
  route. The PCs can either turn in the cheaters, disqualifying 
  that team and increasing the PCs’ chances of winning the 
  race, or they can use the information later in the adventure 
  to steal the hidden equipment for themselves. 
  In the morning, the race begins. PCs start in the Bandu 
  Hills and then move south into the M’neri Plains and 
  ultimately ending deep in the Laughing Jungle. Along the 
  way, the party must craft weapons and armor from whatever 
  materials they can scavenge, find fresh food and water, and 
  fend off an attack from a snake-like dragon known as an 
  amphiptere. The PCs can take multiple routes to reach the 
  finish line, and depending on which path they take, they 
  might run into a hostile team who plans to dispatch them 
  with a lethal rockfall trap, or a pack of giant caterpillars who 
  have captured several members of a friendlier team. 
  As the PCs near the finish line, they are attacked by an 
  undead remnant of last year’s race—a zuvembie alchemist 
  who lashes out at the living in anger over his teammates’ 
  betrayal. If the party is not winning the race, the zuvembie 
  gives them a chance to make up some ground by killing off 
  the race’s leaders, provided the PCs can survive the battle 
  with the now-zombified remains of their former rivals. If 
  the PCs survive and acquit themselves well enough in the 
  race, they take home the Sargava Chalice.
  GETTING STARTED
  Read or paraphrase the following to get the adventure 
  underway. 
  The sweet scent of pipe smoke vies for dominance with the salty 
  morning breeze blowing through the wide harbor window in 
  Venture-Captain Finze Bellaugh’s small office. Bidding everyone 
  to sit on one of two large brown couches, he pats his belly and 
  settles in to the chair behind his desk. “Welcome, Pathfinders, and 
  thank you for coming on such short notice. I have some fine work 
  for you. As you may be aware, the Sargava Chalice is set to begin 
  tomorrow morning, and you have been chosen to represent the 
  Pathfinder Society in the competition.
  “For those of you unfamiliar with our customs here in Eleder, the 
  Sargava Chalice is an annual overland foot race held just outside 
  of Eleder. The course, which changes every year, crosses some 
  of the wildest territory in Sargava, from the Laughing Jungle to 
  the Bandu Hills and everything in between. To further complicate 
  matters, there is a survival element to the race. Participants are 
  allowed to bring only a set of nonmagical clothing with them—no 
  weapons, no tools, no magic items. If you are to win the race, 
  you’ll need to find ways to feed yourselves in the wilderness and 
  craft makeshift weapons to defend yourselves from wild animals.
  “I assure you, we’re not putting you through all this trouble for 
  our own amusement! You see, the race is named after the prize, a 
  finely wrought golden chalice that was discovered during Eleder’s 
  construction. Ordinarily, the winners simply get their names 
  engraved on this chalice, but we’ve made a special arrangement 
  with the Sargavan government to take possession of the chalice 
  for a year should we win the race. Our studies indicate that this 
  chalice dates to the time of the ancient cyclops empire of Ghol-
  Gan and that it serves as a key to unlocking ruins long sealed 
  by magic.
  “For this reason, it is imperative that the Pathfinder Society 
  wins the Sargava Chalice this year. You have some time before 
  the opening ceremony tonight—you may wish to familiarize 
  yourselves with the terrain of Sargava’s interior. My library next 
  door contains a great many books on the subject; you are free to 
  peruse it as you wish. Aside from that, you are free to perform 
  any errands you have around town, though again I must remind 
  you; you will not be allowed to bring anything with you when you 
  start the race. I would caution you against trying to cheat in this 
  matter. The officials are cracking down rather hard this year, and I 
  wouldn’t want to smear the Society’s reputation or jeopardize our 
  chances at retrieving the cup as our prize.”
  Venture-Captain Bellaugh is happy to answer any 
  questions the PCs have. Otherwise, he leaves them to their 
  preparations, arranging to meet with them again shortly 
  before the opening ceremony. 
  What sorts of threats can we expect out in the wilderness? 
  “The race will take you into some very wild parts of Sargava. 
  You’re sure to encounter some terrifying and savage beasts, 
  perhaps even dinosaurs or vermin of extraordinary size. 
  Aside from the fauna, you may also have to deal with your 
  competitors. While infighting isn’t technically permitted, 
  once you’re out of sight of the judges, all bets are off. I’ll 
  
  Cornella Yorke
  5
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  have none of that from you, of course! Defend yourselves if 
  need be, but there will be no Pathfinder bushwhacking on 
  my watch.”
  What’s the terrain like? “It varies year to year, but 
  usually crosses the M’neri Plains at some point, and either 
  starts or ends in the Laughing Jungle or the Bandu Hills. 
  I do know they’ve shortened the course this 
  year. You can find more about the area 
  in my library.”
  What other teams are participating? 
  “At tonight’s opening ceremony, teams 
  officially announce their participation. 
  Usually, about a half-dozen teams show 
  up. The Trail Hounds are likely running 
  again this year, though since they were all 
  but wiped out last year, they’re the Trail 
  Hounds in name only. I’ve also heard that 
  a band of Song’o halflings are planning on 
  joining the race.”
  Who are the Trail Hounds? “The team 
  that won last year’s race. Only one of them 
  survived, a man named Philt. He’ll 
  be at the opening ceremony. 
  Rumor has it he won only 
  by butchering the rest of the 
  contestants, but the race officials 
  weren’t able to prove anything, so 
  his name went on the cup.”
  Who are the Song’o halflings? “A 
  tribe of reclusive halflings that live 
  in the Laughing Jungle. They tend to be very skittish 
  around outsiders.”
  When the PCs are done asking questions, they can 
  learn more about the course in Finze’s library or by asking 
  around town. Allow the PCs time to attempt Knowledge or 
  Diplomacy checks.
  Knowledge (geography) or Knowledge (nature)
  Finze Bellaugh’s library is rather cluttered and messy, but 
  it contains many books on the plants, animals, and terrain 
  the PCs can expect to see during the Sargava Chalice. They 
  learn all the information whose DC is equal to or less than 
  the result of their check.
  10+: Based on the season and recent trends, the weather 
  will likely be cloudy, drizzly, and relatively cool for the next 
  several days, with the possibility of a storm by the end of the 
  week. Heat exhaustion won’t be a problem, but if it begins to 
  rain heavily there may be flooding in low-lying areas.
  15+: The fresh water sources east of Eleder tend to 
  be clean and free of disease. Explorers caught without 
  a waterskin sometimes craft makeshift containers out 
  of bamboo. The PCs also identify several edible plants, 
  insects, and mushrooms. All members of the party gain a 
  +2 circumstance bonus on checks made to use the Gather 
  Supplies advantage (see page 26).
  20+: The Bandu Hills are largely made up of volcanic rocks 
  and contain abundant deposits of obsidian. Sharp stones 
  are harder to locate in the M’neri Plains, but the Laughing 
  Jungle has plenty of hard woods and vines suitable for 
  making weapons and tools. The PCs also locate diagrams 
  and descriptions of such items produced by the 
  native Sargavan tribes, granting all members 
  of the party a +2 circumstance bonus on 
  checks made to use the Craft or Modify 
  Tools advantage (see  page 26).
  Diplomacy (gather 
  information) or 
  Knowledge (local)
  The PCs can ask around town 
  about the race. They learn all the 
  information whose DC is equal to or 
  less than the result of their check.
  10+: The government of Sargava 
  relies on events like the Sargava 
  Chalice both to distract its 
  populace 
  from 
  political 
  discontent and to pay for the 
  Shackles mercenaries the country 
  relies on to defend itself. Most of 
  the government’s profits come from 
  legalized gambling. 
  15+: Cheating has gotten out of hand in recent years, 
  so the race’s organizers are cracking down this year. 
  Minor offenses might result in a penalized start, while 
  major offenses can result in getting disqualified from the 
  race altogether.
  THE OPENING CEREMONY
  The opening ceremony for the Sargava Chalice begins as 
  soon as night falls. By tradition, the event is hosted at a local 
  tavern called the Filling Cup. Venture-Captain Bellaugh is 
  already there when the PCs arrive, and he gestures for them 
  to join him at a table in the corner of the bar. 
  The ceremony begins with Baron Utilinus (LN male 
  human cleric of Iomedae 10), the Grand Custodian of 
  Sargava, presenting the titular Sargava Chalice to the crowd. 
  As he does so, he recites a familiar speech to the crowd in a 
  clear, confident voice, pausing for applause as it occurs.
  “Be you stout and spirited adventurers? Dare you face your greatest 
  challenge yet? Tomorrow begins the Sargava Chalice, the most 
  dangerous footrace south of the Inner Sea! Who among you will 
  rise to the task? Step forward, brave souls, and speak your names! 
  Tell us why you are worthy to write your name on this cup!”
  
  Lucca Verase
  PATHFINDER SOCIETY SCENARIO
  6
  With this last comment, he hefts the Sargava Chalice in 
  the air, to riotous applause. 
  Entering the Competition
  The PCs can step forward to announce their entry at any 
  time they wish. Bellaugh explains that teams often take 
  this opportunity to boast of their prowess or to trash-talk 
  other teams. The party should nominate one person 
  to introduce their team, who can make a Bluff, 
  Diplomacy, or Perform (oratory) check to sing 
  the Pathfinders’ praises. The DC of this check 
  is 15 in Subtier 1–2 and 18 in Subtier 4–5. If 
  successful, the time each other team takes to 
  complete the race increases by half a day (see 
  the Winning the Race on page 16). 
  Alternatively, the PCs can focus their 
  introduction speech on trash talking one team 
  in particular. They may make an Intimidate 
  check at the same DC as above to instead 
  increase the time one specific team takes to 
  complete the race by 1 day. The PCs 
  are also free to give themselves a 
  team name, though if they can’t 
  think of one, “The Pathfinders” 
  will do.
  The other teams announce their entry 
  in the same order they appear below.
  Trail Hounds: The Trail Hounds 
  are a band of human ex-pirates, led 
  by Cornella Yorke (see page 10). The 
  team is not-so-secretly sponsored by the Free Captains 
  of the Shackles, who see the race as another way to take 
  Sargava’s gold and thus establish greater dominance over 
  the fledgling nation. The Trail Hounds dress the part of 
  successful buccaneers, wearing embroidered jackets lined 
  with gold and tricorns topped with fur. When the Trail 
  Hounds stand to announce their entry, read or paraphrase 
  the following.
  “I am Cornella Yorke, and I speak for the Trail Hounds—Rupert, 
  Archibald, Neville, and Drummond! We are the roughest, 
  toughest, meanest band of rascals you’ll find between here and 
  Bloodcove, and we fear neither beast nor jungle! Our band has 
  trained with Philt himself, winner of last year’s Chalice, and we’re 
  eager to test our mettle. We’ll prove we’ve earned the right to 
  bear the name of champions!”
  The Trail Hounds complete the race in 3-1/2 days.
  Ashen Leaves: The Ashen Leaves are a group of three young 
  nobles from the city of Eleder. They care little for the 
  prize itself and plan to participate in the race mostly out 
  of boredom and to impress their noble friends. While they 
  are all skilled hunters and trackers, they’re more dilettantes 
  than serious competitors. The group’s leader, Lucca Verase 
  (LN male human aristocrat 1/ranger 1) delivers the following 
  entry speech.
  “I speak for the Ashen Leaves—Lucca, Pharom, and Orela. We 
  are the sons and daughters of those who built this proud 
  nation, and we carry on their tradition of excellence 
  to this day. As the noble blood of Sargava flows 
  through our veins, I swear that our esteemed 
  names will soon decorate that cup. The Ashen 
  Leaves stand for victory! Who among you stands 
  with us!”
  The Ashen Leaves complete the race in 4 days.
  Ebansi: Ebansi is a group of five halflings 
  from the notoriously insular Song’o tribe of 
  the Laughing Jungle in the south of Sargava. 
  The halflings’ uncharacteristic interaction 
  with non-Song’o raises many attendees’ 
  eyebrows, and the enigmatic Ebansi 
  give no indication of their ultimate 
  motivation. 
  Their 
  plainspoken 
  leader, Tensa’i (N female halfling 
  ranger 2), introduces them in heavily 
  accented Common.
  “Ebansi, who are Tensa’i, Ramagh, 
  Deffa, Fora, and Berro. We are not 
  honorless pirates nor coddled nobles. We are small but cunning. 
  We are stealthy and swift. We are the bravest and strongest of 
  our tribe. We will win, because we must win. We are Ebansi, and 
  we will no longer be forgotten.
  Ebansi completes the race in 3-1/2 days.
  The Resistance: With a membership exclusively of native 
  Zenj revolutionaries, the team known as the Resistance 
  hopes to win the Sargava Chalice as a means of sticking it 
  to their Chelish colonial oppressors. The team’s leader, the 
  wise Bunawei (LG male human oracle 4) stands defiantly 
  before the assembled crowd and announces his team’s entry 
  and their motivation.
  We are the Resistance, and we represent the subjugated 
  Mwangi peoples of Sargava. For too long our Chelish oppressors 
  have conducted this charade of a contest as a means of patting 
  themselves on the back and distracting from the hardships they 
  impose upon the rightful people of this glorious land. We will win 
  the Sargava Chalice for our people, but the first step in taking the 
  nation itself from the interlopers!
  
  Tensa’i
  7
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  Other ethnic Mwangi in the crowd smile broadly and 
  applaud the unexpected entrants, while Baron Utilinus 
  and his Chelish entourage exchange furtive glances and 
  urge other, solitary racers to take the floor and distract the 
  assembled audience from the rabble-rousers.
  The Resistance completes the race in 4 days.
  Solitary Racers: Several other individuals unaffiliated with 
  a specific team also volunteer to participate in the 
  race. The rules do not prevent individuals from 
  racing alone. However, the odds are heavily 
  against solitary racers, and they are generally 
  regarded as insane, suicidal, or both. 
  A solitary racer completes the race in 
  4-1/2 days.
  After a while, the tavern goes quiet, and 
  Baron Utilinus calls for any last entries. 
  Hearing nothing, he closes the floor and collects 
  entry fees from everyone participating in the race. 
  Venture-Captain Bellaugh pays this fee on 
  behalf of the Pathfinders, sharing a private 
  word with the baron as he hands over a 
  small sack of coins. 
  Preparing for the Race
  Once the opening ceremonies end, the 
  baron’s men usher everyone competing 
  in the race into the tavern’s private rooms 
  to divest them of their belongings. The 
  guards collect everything the PCs own—
  weapons, armor, spellbooks, magic items, clothing, jewelry, 
  etc. They place each person’s belongings in a separate 
  wooden chest, which they then shut with a masterwork lock 
  and store in a secure room in the back of the inn. To replace 
  their confiscated clothing, the guards give each PC a monk’s 
  outfit dyed in Sargava’s colors: red, black, and white. 
  PCs may try to cheat by concealing a small item (such as 
  a light weapon, a holy symbol, a few pages from a spellbook, 
  or a spell component pouch) in their race uniform or 
  underclothes by making a Sleight of Hand check. However, 
  the guards are particularly diligent due to last year’s scandal, 
  and frisk each competitor once they’ve donned their racing 
  garb. This gives the guards a total Perception bonus of +6 
  when searching the PCs for contraband. In Subtier 4–5, 
  the guards instead have a bonus of +10. If any PC is caught 
  cheating, the race organizers penalize the entire party by 
  delaying their start time, increasing the time the party must 
  beat to win the race by half a day.
  The Race Procession
  Once all the competitors are properly adorned, the baron 
  leads them in a grand procession from The Filling Cup, 
  through the streets of Eleder, and into the hills northeast 
  of the city. Former victors join the procession as it travels, 
  most notable among them is the previous year’s winner, 
  Philt. All along the procession route, enthusiastic fans line 
  the streets, shouting praise and encouragement to all the 
  racers. Once the procession reaches the outskirts of Eleder, 
  it becomes much less formal, and the PCs are free to mill 
  about and speak with the other contestants as they walk to 
  the race’s starting line. 
  Philt, however, greets any PC who approaches 
  with an unwholesome grin. He responds to any 
  questions by stating, “I’m always happy to share 
  a word with those about to die.” If questioned 
  about the terrain or dangers of the race, he 
  gives the same information Finze Bellaugh 
  offered after the briefing. He also lifts his shirt 
  to show them the scar where a “great winged 
  beast with a vicious spiked tail” impaled him 
  during the race last year. This foreshadows 
  the encounter with the amphiptere in 
  area A1. 
  The procession ends near the 
  race’s starting line, where the baron’s 
  men have already set up tents for 
  each team. The race organizers 
  provide one last civilized meal for the 
  contestants and give each racer a small 
  cloth map of the race course (provide the 
  players with Player Handout #1). 
  Catching Cheaters
  The night before the race, the PCs have a chance to spot 
  one of the other teams cheating. A few days prior to the 
  start of the contest, the Ashen Leaves used their contacts 
  among the nobility to secretly meet with one of the race 
  organizers. They bribed this official to set up a secret cache 
  of supplies along the race’s route. The official arranged to 
  meet with Lucca before the race to give him a map detailing 
  the cache’s location.
  As the camp is bustling with people settling in for the 
  night, the organizer approaches Lucca and the two slip off 
  together into the woods. A PC can notice something is up 
  between the two by making a DC 16 Perception or Sense 
  Motive check (DC 20 in Subtier 4–5). A PC who notices the 
  suspicious activity can follow by making a Stealth check 
  opposed by the conspirators’ Perception bonus of +6 (the 
  bonus is +10 in Subtier 4–5). If the PC succeeds, she can 
  eavesdrop on the following exchange.
  In a hushed whisper, the organizer says, “Just memorize it and 
  destroy it, okay? I don’t want any evidence pointing back to me.”
  “Relax,” replies Lucca, “no one suspects us. If we find 
  everything we asked for, you’ll be well rewarded.”
  
  Bunawei
  PATHFINDER SOCIETY SCENARIO
  8
  Following this, Lucca walks back to camp and casually 
  tosses a crumpled rag into a recently lit campfire before 
  returning to the Ashen Leaves’ tent. A PC who acts quickly 
  can fetch the rag from the fire before it is too damaged to 
  read. This rag is identical to the cloth maps each PC received, 
  except for a red “X” marked at the edge of a ridge a few miles 
  away from the starting line. 
  If the party recovers the marked map, they can use it 
  to accuse the Ashen Leaves of cheating. With the map as 
  evidence, the race organizers disqualify the Ashen Leaves, 
  eliminating them from the race altogether. If this occurs, 
  race officials locate the cache and remove it from the course. 
  As a means of reward for the Pathfinders’ actions, the 
  official overseeing the Ashen Leaves’ disqualification 
  mentions in passing to the PCs an abandoned ruin not far 
  from the marked location. While she has no knowledge of 
  specific treasure within the ruin, she also knows that it is 
  not against the rules for the PCs to discover abandoned loot 
  along the race route. The PCs may thus choose to 
  swing by this ruin on their way through Tile 1.
  Alternatively, the party can keep the map 
  and use it to steal the Ashen Leaves’ cache 
  of supplies. To reach the supplies before the 
  Ashen Leaves, the party must earn at least 4 
  points of progress on the first day of the race 
  (or 8 if they received a delayed start due to 
  being caught cheating). Whether the PCs beat 
  the Ashen Leaves to the cache or if they instead 
  attempt to discover their own cache in the ruins 
  mentioned by the race organizer, they gain 
  the treasure found in area A1.
  A. THE SARGAVA 
  CHALICE
  The race begins the following 
  morning, 
  shortly 
  after 
  sunrise. 
  Just before the racers set out, the race 
  organizers scrutinize each contestant with 
  detect magic, just to be certain no one is 
  wearing a cleverly hidden magic item.
  As the race commences, provide each 
  player with a copy of Player Handout #2, 
  which details the various advantages and tactics they can 
  employ during each progress phase. Full rules for running 
  the Sargava Chalice race, and specifically the pursuit 
  mechanics from Pathfinder RPG Ultimate Intrigue, can be 
  found in Appendix #2.
  A1. Hidden Supply Cache
  This encounter area is located in the middle of Tile 1.
  The PCs can locate this cache using the marked map 
  they may have recovered the night before the start of the 
  race, but only if they did not turn in the Ashen Leaves for 
  cheating and they beat the Ashen Leaves to the cache by 
  earning 4 points of progress on the first day of the race 
  (or 8 if they received a delayed start due to being caught 
  cheating). The supplies are located in a large chest buried 
  in a shallow pit marked by a stake with a piece of red cloth 
  tied to it, which can be dug up without tools or excessive 
  expenditure of time.
  If the PCs instead got the Ashen Leaves disqualified (and 
  the cache removed), they can make the hidden ruins part 
  of their route through the race’s first tile. In this case, they 
  easily locate the ruins following the simple directions given 
  The Sargava Chalice is not only a race; it is also a survival 
  challenge. Contestants are not allowed to bring food or 
  water with them, and must hunt and gather what they 
  need during the race itself.
  Ordinarily, a character can go without water for 1 
  day plus a number of hours equal to his Constitution 
  score. After this time, the character must make a 
  Constitution check each hour (DC 10, +1 for each 
  previous check) or take 1d6 points 
  of nonlethal damage. Characters 
  who neglect their thirst may 
  also find it difficult to focus on 
  the race. After 1 day without 
  water, characters take a –5 penalty 
  on checks made to gain advantages 
  during the pursuit.
  Similarly, a character can go without 
  food for 3 days, in growing discomfort. 
  After this time, the character must 
  make a Constitution check each day 
  (DC 10, +1 for each previous check) 
  or take 1d6 points of nonlethal 
  damage. After going without food for 1 
  day, characters take a –5 penalty on checks 
  made to gain advantages during the pursuit. 
  In either case, characters that take an 
  amount of nonlethal damage equal to 
  their total hit points begin to take lethal 
  damage instead.
  Hunger and Thirst
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: The amphiptere flees if reduced to half its hit 
  points, dropping any PCs it’s carrying. 
  Subtier 4–5: Remove one amphiptere. 
  Scaling Encounter A2
  
  A2. Amphiptere Attack
  1 square = 5 feet
  Pathfinder Flip-Mat: Keep
  N
  9
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  by the race official and can spend a few minutes giving it 
  a cursory once-over. In one easily accessible chamber they 
  find a large wooden chest, mostly molded through and 
  unlocked, covered in cobwebs and hand-sized spiders that 
  present no combat challenge. Inside the cache they locate 
  the same gear as they would have found had they instead 
  taken the Ashen Leaves’ contraband. Because this cache was 
  simply something they found along the way, rather than 
  something specifically left for them, utilizing it does not 
  violate any of the race’s rules.
  Treasure: The chest contains six potions of cure light wounds, 
  four flasks of alchemist’s fire, two suits of masterwork 
  studded leather, two longbows with 40 arrows, two 
  longswords, a quarterstaff, a spell component pouch, 12 trail 
  rations, six waterskins, seven tindertwigs, and a traveling 
  spellbook containing all 0-level wizard spells, as well as the 
  following 1st-level spells: alarm, burning hands, chill touch, 
  color spray, mage armor, magic weapon, sleep, and true strike. 
  In Subtier 4–5, the longbows and longswords are all 
  masterwork quality, and the cache contains an additional 
  wand of cure light wounds containing 20 charges, and the 
  spellbook also contains the following 2nd-level spells: acid 
  arrow, blur, bull’s strength, daze monster, false life, protection from 
  arrows, scorching ray, and see invisibility.
  Rewards: If the PCs neither turn in the Ashen Leaves for 
  cheating nor recover the hidden cache of supplies, reduce 
  each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 85 gp.
  Out of Subtier: Reduce each PC’s gold earned by 198 gp 
  Subtier 4–5: Reduce each PC’s gold earned by 310 gp.
  A2. Amphiptere Attack (CR 3 or CR 6)
  As the PCs enter Tile 2 or Tile 3, read or paraphrase the 
  following. 
  Hogback ridges running east to west stretch as far as the eye can 
  see. The northern slopes of these outcrops are covered by short 
  green grass swaying in the wind, while the southern slopes are 
  
  PATHFINDER SOCIETY SCENARIO
  10
  steeper and rockier. The sun is just barely peeking out from the 
  clouds, and a gentle breeze carries the scent of the sea.
  This encounter takes place on the gently inclined 
  northern slope of a hogback. 
  Creatures: A flight of young amphipteres hunts in this area, 
  and they’ve already started picking off the PCs’ competitors.
  Subtier 1–2 (CR 3)
  YOUNG AMPHIPTERE 
  CR 3
  hp 32 (Pathfinder RPG Bestiary 5 289, 18; see page 21)
  TACTICS
  During Combat The amphiptere is young and inexperienced. It 
  attempts to fight the PCs while still carrying the body of its 
  previous victim in its mouth, which prevents it from using its 
  bite attack.
  Morale If reduced to 17 hit points or fewer, it drops the corpse 
  and attempts to grapple and constrict whichever PC seems 
  most dangerous. It flees if reduced to 5 hit points or fewer.
  Subtier 4–5 (CR 6)
  YOUNG AMPHIPTERES (3) 
  CR 3
  hp 32 each (Pathfinder RPG Bestiary 5 289, 18; see page 21) 
  TACTICS
  During Combat These amphipteres drop the corpses in their 
  mouths before the encounter begins and have full use 
  of their bite attacks. They are not, however, practiced 
  hunters, and make no special attempt to flank enemies or 
  concentrate their attacks.
  Morale They flee if reduced to 5 hit points or fewer.
  Treasure: If the PCs successfully slay an amphiptere, they 
  can use its scales, teeth, and tail spikes to make high-quality 
  weapons and armor. There are enough materials in a single 
  amphiptere to craft one masterwork piercing or slashing 
  weapon and one masterwork suit of light or medium armor. 
  The PCs must still use the Craft or Modify Tools advantage to 
  produce these items. The DC is the same as that required to 
  produce non-masterwork versions of the items, and the items 
  produced this way last only the duration of this scenario. 
  Additionally, the corpse the amphiptere drops is one of 
  the Ebansi halflings. The corpse still has a makeshift bundle 
  strapped to it. Inside, the PCs find two infusion extracts 
  of cure light wounds (CL 1st) that the halfling, an alchemist, 
  created before he died. In Subtier 4–5, these are instead 
  infusion extracts of cure moderate wounds (CL 4th).
  Rewards: If the PCs don’t defeat or drive off the 
  amphipteres, reduce each PC’s gold earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 8 gp.
  Out of Subtier: Reduce each PC’s gold earned by 37 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 66 gp.
  A3. Hillside Ambush (CR 4 or CR 7)
  The PCs face this encounter as they are leaving either Tile 3 
  or Tile 4.
  A narrow trail winds its way down out of the Bandu Hills, cutting 
  back and forth sinuously across the face of a steep incline. 
  Thunder crackles in the distance as the sky overhead grows 
  increasingly cloudy.
  The terrain in this tile is particularly steep, and the PCs 
  are forced to travel down a series of switchbacks to reach the 
  base of the Bandu Hills. The ledge at the south end of the 
  map is 20 feet above the trail below. A PC can clamber up the 
  slope with a successful DC 12 Climb check.
  Creatures: The zigzag nature of the only clear path 
  through this tile allows members of the Trail Hounds to get 
  ahead of the PCs and set a trap for them. Three members of 
  the Trail Hounds wait on the hills above, ready to trigger a 
  small rockfall onto the path below, while the remaining two 
  members continue with the race. The Trail Hounds plan to 
  ambush any PCs that survive the rock fall, using the high 
  ground to rain atlatl darts down on the Pathfinders.
  Traps: Triggering the rockfall trap is a standard action 
  requiring a DC 12 Strength check. Either Drummond or 
  Neville makes this check, while Cornella Yorke and the other 
  ranger provide aid another bonuses. They attempt to trigger 
  the trap in a surprise round if possible, but they abandon the 
  trap if the PCs notice them or avoid the trap area. They wait 
  to trigger the trap until either at least two PCs are passing 
  through the target area at the same time or until the last PC 
  is about to leave the target area. 
  Subtier 1–2 (CR 4)
  ROCKFALL TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device —
  EFFECTS
  2d6 points of bludgeoning damage, plus affected creatures are 
  knocked prone; Reflex DC 12 for half damage and to negate 
  the prone condition; multiple targets (all targets in a 10-foot-
  by-10-foot area adjacent to the cliff face)
  CORNELLA YORKE 
  CR 1
  Female human rogue 2
  Make the following adjustments to accommodate a 
  group of four PCs. 
  All Subtiers: Remove one ranger from the encounter.
  Scaling Encounter A3
  
  A3. Hillside Ambush
  1 square = 5 feet
  Pathfinder Flip-Mat: Hill Country
  N
  Trail Hounds Start Here
  PCs Enter
  +20 ft.
  -20 ft.
  T
  11
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  CN Medium humanoid (human)
  Init +2; Senses Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 14 (2d8+2) 
  Fort +0, Ref +5, Will +1 
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee obsidian dagger +3 (1d4/19–20)
  Ranged obsidian javelin +3 (1d6)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat During a surprise round, Cornella hurls javelins 
  at flat-footed targets. Once no such targets remain, she closes 
  into melee to use Improved Feint. 
  Morale Cornella flees if reduced to 5 or fewer hit points.
  STATISTICS
  Str 10, Dex 15, Con 10, Int 13, Wis 12, Cha 14
  Base Atk +1; CMB +1; CMD 13 
  Feats Combat Expertise, Improved Feint, Weapon Finesse
  Skills Acrobatics +7, Bluff +7, Climb +5, Disable Device +6, Escape 
  Artist +7, Intimidate +7, Perception +6, Sense Motive +6, 
  Sleight of Hand +7, Stealth +7
  Languages Common, Polyglot
  SQ rogue talent (finesse rogue), trapfinding +1
  Gear boneUE studded leather, obsidianUE dagger, obsidianUE javelins (5)
  DRUMMOND AND NEVILLE 
  CR 1/2
  Male human ranger 1
  CN Medium humanoid (human)
  Init +3; Senses Perception +5
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 12 each (1d10+2)
  Fort +3, Ref +5, Will +1 
  OFFENSE
  Speed 20 ft.
  Melee terbutje +3 (1d8+2/19–20)
  Ranged atlatl +5 (1d6+3)
  Special Attacks favored enemy (humans +2)
  TACTICS
  During Combat The rangers remain on the high ground, 
  attacking at range with their atlatls. They switch to their 
  terbutjes only if pressed into melee.
  Morale Drummond and Neville flee if reduced to 5 hit points or 
  fewer.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 16 
  
  PATHFINDER SOCIETY SCENARIO
  12
  Feats Point-Blank Shot, Precise Shot
  Skills Climb +3, Knowledge (geography, nature) +3, Perception +5, 
  Stealth +4, Survival +5
  Languages Common
  SQ track +1, wild empathy +1
  Gear hide armor, atlatlUE, obsidian atlatl dartsUE (10), terbutjeUE
  Subtier 4–5 (CR 7)
  ROCKFALL TRAP 
  CR 3
  Type mechanical; Perception DC 20; Disable Device —
  EFFECTS
  4d6 points of bludgeoning damage, plus affected creatures are 
  knocked prone; Reflex DC 16 for half damage and to negate 
  the prone condition; multiple targets (all targets in a 10-foot-
  by-10-foot area adjacent to the cliff face) 
  CORNELLA YORKE 
  CR 4
  Female human rogue 5
  CN Medium humanoid (human)
  Init +7; Senses Perception +9
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
  hp 14 (2d8+2) 
  Fort +1, Ref +7, Will +2 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee obsidian dagger +5 (1d4/19–20)
  Ranged obsidian javelin +6 (1d6)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat Cornella uses Splintering Weapon to deal bleed 
  damage with her first attack, using Quick Draw to replace her 
  broken weapon. Otherwise, she uses the same tactics as in 
  Subtier 1–2.
  STATISTICS
  Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 14
  Base Atk +3; CMB +2; CMD 17 
  Feats Combat Expertise, Improved Feint, Improved Initiative, 
  Quick Draw, Splintering WeaponUC, Weapon Finesse
  Skills Acrobatics +11, Bluff +10, Climb +8, Craft (traps) +7, Disable 
  Device +11, Escape Artist +11, Perception +9, Sense Motive +9, 
  Sleight of Hand +11, Stealth +11
  Languages Common, Polyglot
  SQ rogue talents (combat trick, finesse rogue), trapfinding +2
  Gear boneUE studded leather, obsidianUE dagger (5), 
  obsidianUE javelin (5)
  DRUMMOND AND NEVILLE  
  CR 2
  Male human ranger 3
  CN Medium humanoid (human)
  Init +3; Senses Perception +7
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 27 each (3d10+6)
  Fort +4, Ref +6, Will +2 
  OFFENSE
  Speed 20 ft.
  Melee terbutje +5 (1d8+2/19–20)
  Ranged atlatl +6 (1d6+5)
  Special Attacks combat style (archery), favored enemy (humans +2)
  TACTICS
  Use the same tactics as in Subtier 1–2.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 16 
  Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, 
  Rapid Reload
  Skills Climb +5, Knowledge (geography, nature) +5, Perception +7, 
  Stealth +6, Survival +7
  Languages Common
  SQ favored terrain (mountain +2), track +1, wild empathy +3
  Gear hide armor, atlatlUE, obsidian atlatl dartsUE (10), terbutjeUE
  Development: The Trail Hounds are not zealots; they beg the 
  PCs to spare them if captured. In exchange for their lives, they 
  can suggest optimal routes through the Bandu Hills, granting 
  the PCs 1 additional point of progress during the next phase.
  Rewards: Because the Trail Hounds have only makeshift 
  weapons and armor that do not survive past the end of 
  the adventure, there are no rewards for defeating them in 
  battle and there is no reduction of PCs’ gold earned for 
  failing to do so.
  Make the following adjustments to accommodate a 
  group of four PCs. 
  Subtier 1–2: One halfling frees himself from a cocoon at 
  the start of combat. Add the following ally to the encounter.
  Scaling Encounter A4
  SONG’O HALFLING 
  CR 1
  Town watcher (Pathfinder RPG NPC Codex 128; see 
  page 22) 
  hp 15
  OFFENSE
  Melee club +4 (1d4+1)
  Ranged mwk sling +7 (1d3+1)
  TACTICS
  During Combat The halfling remains in the trees, 
  firing down at the caterpillars with his sling.
  Subtier 4–5: Both halflings get free and aid the PCs. 
  Add two halfling allies (as above) to the encounter.
  
  A4. Caterpillar Nest
  1 square = 5 feet
  Pathfinder Map Pack: Forest Dangers
  N
  13
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  A4. Caterpillar Nest (CR 4 or CR 7)
  The party faces this encounter as they enter Tile 6 or Tile 7. 
  A small stand of trees mars the otherwise featureless expanse 
  of tall grass that stretches out in all directions. The trees are 
  draped by wispy white threads that flutter and drift in the breeze. 
  Mountains rise far to the north, while in the distance to the south 
  the plains give way to thick, verdant forest. 
  The trees here are approximately 15 feet tall and are 
  draped in strands of caterpillar silk. When the PCs arrive, 
  two members of the Ebansi are cocooned and suspended 
  in the branches of the trees 10 feet in the air. One of these 
  survivors is the team’s leader, Tensa’i. The corpses of several 
  solitary racers litter the ground below.
  Creatures: Three caterpillars stalk a small copse of 
  trees here on the M’neri Plains, using their web attacks 
  to catch gazelles that wander too close in search of food. 
  Today, however, the caterpillars have caught different 
  game—some of the PCs’ competitors. While two halflings 
  struggle to escape their silken cocoons, the caterpillars 
  messily devour the less fortunate racers below. When 
  the PCs approach, the caterpillars abandon their meal 
  and attack.
  Subtier 1–2 (CR 4)
  HORN CATERPILLARS (3) 
  CR 1
  hp 16 each (Pathfinder RPG Bestiary 5 51; see page 21) 
  TACTICS
  During Combat The horn caterpillars try to use their web ability 
  to incapacitate enemies before moving in for the kill. 
  Morale The caterpillars fight to the death.
  Subtier 4–5 (CR 7)
  BLOOD CATERPILLARS (3) 
  CR 4
  hp 37 each (Pathfinder RPG Bestiary 5 51; see page 21) 
  TACTICS
  See Subtier 1–2.
  Make the following adjustments to accommodate a group 
  of four PCs (note that no changes are necessary if the PCs 
  face Mirous by himself in either subtier).
  Subtier 1–2: Remove one zombie from the encounter.
  Subtier 4–5: Remove one zuvembie from the encounter.
  Scaling Encounter A5
  
  A5. Swamp Decay
  1 square = 5 feet
  Pathfinder Map Pack: Marsh Trails
  N
  PATHFINDER SOCIETY SCENARIO
  14
  Development: If the PCs rescue the halflings, the Ebansi 
  are effusive in their gratitude. Only their leader, Tensa’i, 
  speaks Common; the other member of the team speaks 
  only Halfling and Polyglot. Tensa’i explains that she and the 
  other members of her team were separated just before the 
  caterpillars attacked, and she’s not sure whether they’re now 
  ahead or behind her.
  As the Ebansi are adept at navigating through jungle 
  terrain, they offer to help guide the PCs through the rest 
  of the tile. While on this tile, the PCs gain 1 additional 
  point of progress per halfling during each phase they 
  travel with the Ebansi. The halflings do not follow the 
  PCs into the swamp, choosing to hold back and see if 
  the other halflings arrive soon so that they can cross the 
  finish line together.
  If the PCs avoid the tile in which this encounter is located, the 
  GM can use these enemies as an optional encounter later in the 
  adventure. When using this as an optional encounter, remove 
  one caterpillar and the two surviving halflings, and use a map 
  appropriate to the tile in which the PCs face the encounter.
  Treasure: The deceased Ebansi lost their bone-tipped 
  spears to the hungry caterpillars. However, their alchemist-
  made infusion extracts remain untouched. They offer two 
  infused extracts of shield (CL 1st) in both subtiers, and two 
  infused extracts of resist energy (CL 4th) in Subtier 4–5.
  Rewards: If the PCs face the caterpillars as a non-optional 
  encounter and fail to recover the dead halflings, reduce each 
  PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 8 gp.
  Out of Subtier: Reduce each PC’s gold earned by 41 gp 
  Subtier 4–5: Reduce each PC’s gold earned by 75 gp.
  A5. Swamp Decay (CR Varies)
  The PCs face this encounter just as they finish progressing 
  through Tile 8.
  
  15
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  A wide patch of sandy ground rises from the swamp, providing 
  solid footing in the otherwise treacherous bog. The air is thick 
  with the smell of decay and rot, and crickets chirp loudly in the 
  perpetual twilight of the forest canopy. 
  The watery areas on the edge of the map function as 
  shallow bog. It costs 2 squares of movement to move into a 
  square with a shallow bog, and the DC of Acrobatics checks 
  in such a square increases by 2.
  Creatures: The zombified adventurer Mirous waits here 
  to ambush competitors in this year’s Sargava Chalice. The 
  undead rises from the swamp as the PCs approach. It cannot 
  speak, but it glares balefully, communicating its rage as best 
  it can without words. The creature does not care that the PCs 
  are not the ones who attempted to murder it and abandoned 
  it to die in the jungle during last year’s race; it seeks revenge 
  on all those who participate in the Sargava Chalice.
  If the PCs have the fastest time among all the teams after 
  progressing through Tile 8, they face Mirous alone. If they 
  are in second place, when they arrive the area is littered with 
  the corpses of the team with a shorter race time, and two of 
  the fallen have been reanimated by Mirous and now fight 
  alongside him. If the PCs are in third place or lower when 
  they encounter the zombie, they find additional bodies 
  strewn about the area, but they can investigate the corpses 
  to recognize that some members of the faster teams seem 
  to have escaped.
  Subtier 1–2 (CR 2 or CR 4)
  MIROUS 
  CR 2
  Male human variant juju zombie rogue 2 (Pathfinder RPG 
  Bestiary 2 291; see page 23) 
  hp 15
  Defensive Abilities channel resistance +4; evasion; DR 5/
  piercing; Immune magic missile, undead traits; Resist cold 
  10, electricity 10, fire 10
  Spell-like Abilities (CL 2nd; concentration +2)
  At-will—darkness
  3/day—ghoul touch, scare (DC 12)
  1/day—animate dead, ray of exhaustion
  TACTICS
  Before Combat If the PCs were not the leading racers, Mirous 
  used his animate dead spell-like ability earlier in the day to 
  create two zombies (see below).
  During Combat Mirous casts scare at the start of combat before 
  closing into melee to deliver ghoul touch attacks. 
  Morale Mirous fights until destroyed.
  STATISTICS
  Combat Gear oil of animate dead; Other Gear hand of 
  the mage
  SPECIAL ABILITIES
  Spell-like Abilities (Sp) The strange nature of Mirous’s creation 
  gives the juju zombie some of the spell-like abilities of a 
  zuvembie (Pathfinder RPG Bestiary 3 289) at the cost of his 
  damage reduction and immunities to cold and electricity; he 
  instead gains resistance to cold and electricity 10.
  ZOMBIES (2) 
  CR 1
  hp 12 each (Pathfinder RPG Bestiary 288; see page 22)
  Subtier 4–5 (CR 5 or CR 7)
  MIROUS 
  CR 5
  Male zuvembie alchemist 2 (Pathfinder RPG Bestiary 3 289, 
  Pathfinder RPG Advanced Player’s Guide 26)
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
  hp 68 (7d8+37)
  Fort +8, Ref +6, Will +5
  Defensive Abilities channel resistance +4; DR 5/piercing; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +8 (1d4+4)
  Ranged bomb +7 (1d6+1 fire)
  Special Attacks bomb 3/day (1d6+1 fire, DC 12), corpse call
  Spell-Like Abilities (CL 4th; concentration +8)
  At will—darkness
  3/day—ghoul touch (DC 16), scare (DC 16)
  1/day—animate dead, ray of exhaustion (DC 17), summon 
  (level 3, 1d3 bat or bird swarms, 1d2 constrictor snakes, 
  1d3 venomous snakes, or 1d4 wolves)
  Alchemist Extracts Prepared (CL 2nd; concentration +3)
  1st—adjuring stepUC, targeted bomb admixtureUC, true strike
  TACTICS
  Before Combat Mirous prepares for battle by drinking his 
  mutagen to increase his Strength. If the PCs were not the 
  first group to encounter the zuvembie, he has already used 
  his daily corpse call ability to attract a rival racing team, 
  expending his oils of animate dead to create two additional 
  zuvembies from the corpses of his fallen victims. If the PCs 
  are the first group of racers to face the zuvembie, he instead 
  summons 1d2 constrictor snakes to assist him in battle.
  During Combat Mirous initially fights from range, hurling 
  explosive bombs at the PCs. He uses targeted bomb 
  admixture if his foes disperse to avoid splash damage. If 
  pressed into melee, he uses ghoul touch to weaken his foes 
  before tearing into them with his claws.
  Morale Mirous fights until he is destroyed.
  Base Statistics When not under the effects of his mutagen, 
  Mirous has the following statistics: AC 15, touch 13, flat-footed 
  12 (+2 Dex, +1 dodge, +2 natural); Melee 2 claws +6 (1d4+2); 
  Special Attacks bomb 4/day (1d6+2 fire, DC 13); Str 15, 
  
  PATHFINDER SOCIETY SCENARIO
  16
  Int 15; Skills Appraise +2 (+7 to know value vs. gems), Craft 
  (alchemy) +12 (+14 to create alchemical items), Knowledge 
  (arcana) +12.
  STATISTICS
  Str 19, Dex 14, Con —, Int 13, Wis 12, Cha 19
  Base Atk +4; CMB +8; CMD 21
  Feats Ability Focus (corpse call), Brew Potion, Dodge, Extra 
  DiscoveryAPG, Throw Anything, Toughness
  Skills Appraise +1 (+6 to know value vs. gems), Bluff +11, Craft 
  (alchemy) +11 (+13 to create alchemical items), Heal +11, 
  Knowledge (arcana) +11, Perception +11, Stealth +16; Racial 
  Modifiers +4 Stealth
  Languages Common, Osiriani, Polyglot (can’t speak)
  SQ alchemy (alchemy crafting +2), discoveries (explosive bomb, 
  infusion), mutagen (+4/–2, +2 natural armor, 20 minutes), 
  poison use
  Combat Gear oils of animate dead (3); Other Gear hand of the 
  mage, miser’s maskUE, formula book (see below)
  CONSTRICTOR SNAKES (1–2) 
  CR —
  hp 19 each (Pathfinder RPG Bestiary 255; see page 22)
  ZUVEMBIES (2) 
  CR 4
  hp 37 each (Pathfinder RPG Bestiary 3 289; see page 23) 
  TACTICS
  During Combat The zuvembies use their corpse call ability to 
  isolate PCs and take them out of the fight. 
  Morale The zuvembies fight until they are destroyed.
  Development: Slaying Mirous puts his soul to rest and 
  not only allows the PCs to progress to the race’s finish line, 
  but also spares any racers behind them from the zuvembie’s 
  vengeance, saving dozens of innocent lives. 
  Treasure: The zuvembie’s formula book is partially rotten 
  and missing several pages. However, it does still contain 
  legible copies of the spells adjuring stepUC, bomber’s eyeAPG, 
  crafter’s fortuneAPG, detect undead, expeditious retreat, targeted 
  bomb admixtureUC, touch of the seaAPG, and true strike.
  Rewards: If the PCs fail to defeat the zuvembie, reduce 
  each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 172 gp.
  Out of Subtier: Reduce each PC’s gold earned by 380 gp 
  Subtier 4–5: Reduce each PC’s gold earned by 588 gp.
  CONCLUSION
  Once the party defeats or bypasses Mirous, they are free 
  to dash the last few miles through the swamp to the 
  finish line. There, they are met by a small crowd of race 
  enthusiasts, gamblers, and other assorted spectators. 
  Regardless of how the PCs place in the race, they arrive 
  to a chorus of applause and congratulations. The Sargava 
  Chalice is a dangerous competition, and even finishing is a 
  worthy accomplishment. 
  Winning the Race
  To determine whether the Pathfinders actually win the 
  Sargava Chalice, count the number of pursuit phases they’ve 
  resolved over the course of the race. Do not include bonus 
  pursuit phases gained by using the Forced March tactic. 
  Each phase represents half a day’s worth travel. For example: 
  a party that completes the race using six pursuit phases has 
  a race time of 3 days. 
  Next, compare the PCs’ time with the times for the other 
  participants, listed below. The remaining racers either fail to 
  finish or finish much later than those listed.
  • The Ebansi halflings finish the race in 3-1/2 days.
  • The Trail Hounds finish the race in 3-1/2 days. 
  • The Ashen Leaves finish the race in 4 days. 
  • The Resistance finish the race in 4 days.
  • One of the solitary racers finishes the race in 4-1/2 days. 
  Several events during the race can modify these times or 
  eliminate teams altogether. If the PCs successfully boasted 
  during the opening ceremony, increase each team’s time 
  by half a day. If the PCs instead chose to trash-talk one 
  particular team, instead increase that team’s time by 1 day. 
  Turning in the Ashen Leaves for cheating eliminates them 
  from the competition altogether. Lastly, if the PCs finish 
  the final tile in anything other than first place, Mirous the 
  zuvembie slays the highest ranking team, eliminating them 
  from the race.
  After applying these modifiers, if the party has the fastest 
  time among all remaining teams, they win the Sargava 
  Chalice outright. Grand Custodian Utilinus hands them the 
  race’s eponymous golden chalice, and the crowd erupts into 
  cheerful hurrahs. 
  If the party is not the fastest team after applying all 
  relevant modifiers, they do not win the Sargava Chalice. 
  However, all is not lost. If only one team was faster than the 
  PCs, Venture-Captain Finze Bellaugh cuts a deal with the 
  winning team to grant the Pathfinder Society access to the 
  Sargava Chalice, at a cost of a portion of the PCs’ winnings 
  (see below). 
  However, if there are multiple teams ahead of the PCs by 
  the end of the race, they not only lose the race but fail to cut 
  a deal with the winning team.   
  Treasure: The Pathfinder Society promised to return 
  most of the race’s prize money to the Sargavan government 
  in exchange for granting them greater access to the chalice. 
  Nevertheless, Finze Bellaugh ensures that the PCs are well 
  rewarded for their performance (largely by placing a few 
  discrete bets on the outcome of the race). If the PCs finish 
  the race in first place, Venture-Captain Bellaugh gives them 
  a bonus of 1,400 gp in Subtier 1–2 (5,000 gp in Subtier 4–5). 
  If the PCs finish below first place, Bellaugh either uses part 
  of the winnings to broker a deal for access to the chalice or 
  
  17
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  earns too little from his bets to award the PCs as handsomely; 
  both subtiers receive half of this award.
  Rewards: If the PCs place second or lower, reduce each 
  PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 117 gp.
  Out of Subtier: Reduce each PC’s gold earned by 267 gp 
  Subtier 4–5: Reduce each PC’s gold earned by 417 gp.
  REPORTING NOTES
  If the PCs reported the Ashen Leaves to the race officials, 
  check box A. If they earned access to the Sargava Chalice 
  either by winning the race or by cutting a deal with the 
  winning team, check box B.
  PRIMARY SUCCESS CONDITIONS
  The PCs achieve their primary success condition if they 
  complete the race in any ranking position.
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve at their secondary success condition if they 
  win the Sargava Chalice either as their reward or through 
  negotiations with the team that beats them.
  
  Start
  •
  •
  Finish
  Hills
  Mountains
  Plains
  Jungle
  Swamp
  North
  PATHFINDER SOCIETY SCENARIO
  18
  Player Handout #1: Sargava Chalice Map
  
  19
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  Player Handout #2: Advantages and Tactics
  SAMPLE ADVANTAGES
  The following advantages are just a sample of those possible. Each advantage lists the terrains most 
  likely to allow it, though there are certainly exceptions. It is possible to choose more than one of the 
  same category of advantage for the same terrain tile (for instance, a jungle with multiple know the 
  terrain advantages might require different Knowledge [nature] DCs). 
  Climbing Lead (Hill or Mountain): A character can attempt a Climb check to ascend ahead of the others 
  with a rope to help his allies navigate the worst areas. The DC varies based on the difficulty of climbing. 
  Craft or Modify Tools (Any): A character can attempt a Craft check to fashion or modify specialized tools 
  (such as footwear to travel over icy surfaces). Unlike normal, attempting to gain this advantage reduces a 
  character’s personal progress by half (rounded down). Once she has succeeded on the skill check once per 
  character, the advantage applies for the rest of the adventure, without further action on her part, unless the 
  situation changes enough that she needs to modify the tools again. The DC varies based on the complexity of 
  the gear, though it is typically 15 (for a high-quality item). A PC can create armor made of mundane organic 
  materials or to create simple weapons, bows, and martial bludeoning weapons; at the GM’s discretion, other 
  basic gear with non-metal components might be possible. Because the PC attempting to gain this advantage 
  is assumed to have 4 hours in which to work, she can attempt two checks for each phase instead of one.
  Evade Hazards (Any): A character can attempt a Survival check to recognize hazards and rough areas 
  and ensure that the group skirts around them when possible. The DC varies depending on how devious or 
  hidden the hazards might be.
  Fancy Footwork (Any): A character can attempt an Acrobatics check to help balance in an icy or wet 
  area, leap over quicksand or between rooftops, or move more rapidly. By using ropes, finding a safe path, 
  or otherwise leading the way, the character helps her allies move faster as well. The DC varies depending 
  on how treacherous the footing is. 
  Gather Supplies (Any): A character using this advantage can make a single Survival check to gather 
  food and water while they travel. Using this advantage reduces a character’s personal progress value by 
  half (rounded down) for the duration of the phase. A character can collect one day’s worth of food and 
  water for one person by succeeding on a DC 10 Survival check, and can supply one additional person for 
  every 2 points by which their Survival check exceeds 10. A PC that gathers more food and water than 
  necessary for a given day can save these supplies for use on the following day. 
  Alternatively, a character can use this advantage to gather material components for spells by making 
  a single DC 10 Knowledge (arcana), Knowledge (nature), Spellcraft, or Survival check. A successful check 
  produces a collection of materials equivalent to a spell component pouch. The components gathered 
  in this way are natural materials with magical properties only roughly analogous to those normally 
  required by spells. To cast a spell using these components, a spellcaster must succeed on a concentration 
  check with a DC equal to 10 + the spell’s level. At the GM’s discretion, a player can ignore this penalty 
  for spells with material components that can reasonably be found in the wilds of Sargava. For example, 
  a grasshopper’s hind leg (jump), fine sand (sleep), and a pinch of dirt (longstrider) are all materials 
  one might find in the wilderness. Butter (grease), a drop of mercury (floating disc), and a cup of wine 
  (identify) are not. 
  The gather supplies advantage does not count against the normal limit of advantages allowed for a 
  terrain tile, and it can be used even in tiles which allow 0 advantages. 
  Know the Area (Any): A character can attempt a Knowledge (geography) check to allow the characters 
  to exploit nearby useful terrain features that he remembers while avoiding dangerous or obstructive 
  features. The DC varies based on the feature’s obscurity. 
  
  PATHFINDER SOCIETY SCENARIO
  20
  Know the Terrain (Any): A character can attempt a Knowledge (nature) check to deduce something 
  about the current terrain that gives her group an advantage. The DC varies based on the particulars of 
  the deduction. 
  Notice Shortcut (Any): A character can attempt a Perception check to notice a shortcut or other hidden 
  feature that grants an advantage. This advantage is not as helpful for pursuers in a direct pursuit unless 
  they split up (see page 147) or deduce a point where they are sure to intersect the quarries’ trail. 
  Professional Opinion (Any): A character with a relevant profession might be able to grant the party 
  a significant advantage in a pursuit. For instance, in a pursuit through a mine, a character can attempt a 
  Profession (miner) check to learn about the mine’s layout based on markings or other indicators the miners 
  left for their colleagues. 
  TACTICS
  Tactics are the key to shaking competitors that are catching up to the party—or to overtaking a more 
  efficient group that has a commanding lead. The following tactics present many of the most basic 
  methods for doing so, but if the PCs come up with a new tactic, the GM should use these examples as 
  guidelines. Tactics can affect a single character, multiple characters, or the whole group. There is no limit 
  to how many tactics a character or group can use, but common sense prevents using two contradictory 
  tactics. Characters and groups decide which tactics they are using for each 4-hour pursuit phase, though 
  some last for multiple phases or until the characters using them decide to stop. Tactics that require the 
  group to be either the pursuers or the quarries, and which can’t be used in races, have been removed 
  from this list, while others have been modified to accommodate the specifics of this scenario.
  INDIVIDUAL TACTICS 
  These tactics apply to individual characters, and each character decides whether she’s using the tactic. 
  Recovery: A character can spend a phase tending to the health of her or her allies. This allows the 
  character to cast healing spells, for example, which can be useful for removing nonlethal damage if the 
  group has been hustling or making a forced march (see group tactics, below). A character that spends 
  a phase helping with recovery can attempt to gain an advantage during that phase, but she takes a –5 
  penalty on any checks made to gain advantage.
  Special Movement: A character with consistent access to a fly speed, swim speed, or the like for a full 
  pursuit phase might be able to move particularly quickly over the appropriate type of terrain; though, for 
  instance, a character flying above a jungle canopy would not be able to follow a trail below.
  GROUP TACTICS 
  These tactics apply to the group and can be used only if all characters agree to do so. 
  Forced March: A group using the forced march tactic gains an additional 4-hour pursuit phase at the end 
  of the day. At the beginning of this third pursuit phase, each member of the party must succeed at a DC 
  10 Fortitude save or take 1d6 points of nonlethal damage and become fatigued. At the end of this bonus 
  phase, the PCs must make a second Fortitude save, this time at a DC of 14, or take an additional 1d6 points 
  of nonlethal damage and become fatigued (or exhausted, if already fatigued).
  Hustle: A group can hustle during a phase to increase its progress during that phase by 1 point. A group 
  can use the hustle tactic once per day without penalty, but using the hustle tactic a second time causes 
  each member of the party to take 1 point of nonlethal damage and become fatigued. Each subsequent 
  time the party uses the hustle tactic that day, each member takes double the amount of nonlethal damage 
  previously dealt. Unlike a normal pursuit, the group is not limited in what sorts of advantage checks in can 
  make while hustling, but each member of the group takes a –5 penalty on any checks made to gain an 
  advantage other than those specifically related to movement (such as climbing lead or fancy footwork).
  
  21
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  APPENDIX 1: STAT BLOCKS
  The following stat blocks appear in this adventure.
  Amphiptere
  This snake-bodied dragon has a sinuous tail with a spiked tip. 
  Flared wings attach to its forelimbs, and it lacks rear legs.
  YOUNG AMPHIPTERE 
  CR 3
  XP 800
  N Medium dragon
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 32 (5d12)
  Fort +4, Ref +6, Will +5
  Immune paralysis, sleep
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee tail +8 (1d6+2), bite +7 (1d6+2 plus grab), 2 wings +2 
  (1d3+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (1d6+2), impale
  STATISTICS
  Str 14, Dex 15, Con 10, Int 7, Wis 12, Cha 9
  Base Atk +5; CMB +7 (+11 grapple); CMD 19 (can’t be tripped)
  Feats Flyby Attack, Improved Initiative, Weapon Focus (tail)
  Skills Fly +14, Perception +13, Sense Motive +9, Stealth +10; 
  Racial Modifiers +4 Fly, +4 Perception
  Languages Draconic
  SQ limited flight
  ECOLOGY
  Environment temperate or warm deserts, hills, or mountains
  Organization solitary, pair, or flight (3–18)
  Treasure standard
  SPECIAL ABILITIES
  Impale (Ex) If an amphiptere confirms a critical hit with its 
  tail attack against a creature smaller than itself, the spike-
  tipped tail impales the target creature. An impaled creature 
  gains the pinned condition (though the amphiptere 
  doesn’t gain the grappled condition), takes 1d6 points 
  of bleed damage, and automatically takes damage from 
  the amphiptere’s tail each round it remains pinned. An 
  amphiptere can’t constrict a creature it has impaled, nor 
  can it use its tail attack while it is impaling a creature, but 
  it doesn’t need to succeed at a grapple combat maneuver 
  check to maintain the grapple. An amphiptere can release 
  an impaled creature as a free action.
  Limited Flight (Ex) Though amphipteres have wings, they can’t 
  truly fly. Amphipteres usually move by lifting themselves a 
  few feet off the ground with their great bat-like wings and 
  pulling themselves along the ground with their claws. This 
  tactic provides an amphiptere a fly speed of 60 feet and 
  average maneuverability, though they can’t lift themselves 
  higher than 10 feet off the ground and can’t use their wings 
  to hover. Additionally, amphipteres can attempt a DC 15 Fly 
  check to fall safely from any height without taking falling 
  damage, as if under the effects of feather fall. When falling 
  safely, an amphiptere can attempt an additional DC 15 Fly 
  check to glide, allowing it to move 5 feet laterally for every 10 
  feet it falls.
  Caterpillar, Blood
  This enormous caterpillar is covered with hundreds of sharp, 
  poisonous bristles.
  BLOOD CATERPILLAR 
  CR 4
  XP 1,200
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Defensive Abilities bristles; Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (2d6+6), bristles +3 (1d8+3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks poison, web (+2 ranged, DC 15, 5 hp)
  STATISTICS
  Str 22, Dex 11, Con 17, Int —, Wis 11, Cha 2
  Base Atk +3; CMB +10; CMD 20 (can’t be tripped)
  Skills Climb +14
  SQ compression
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or clutch (3–12)
  Treasure none
  SPECIAL ABILITIES
  Bristles (Ex) A creature that attacks a caterpillar with a natural 
  attack or non-reach melee weapon must succeed at a DC 16 
  Reflex save or take damage as if the caterpillar had struck the 
  creature with its bristles. The save DC is Dexterity-based and 
  includes a +4 racial bonus.
  Poison (Ex) Bristles—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d4 Strength; cure 1 save.
  Caterpillar, Horn
  This monstrous caterpillar’s dark-scarlet bristles drip with thick, 
  dangerous-looking venom.
  HORN CATERPILLAR 
  CR 1
  XP 400
  N Small vermin
  Init +1; Senses darkvision 60 ft.; Perception +0
  
  PATHFINDER SOCIETY SCENARIO
  22
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +2, Will +1
  Defensive Abilities bristles; Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2), bristles +0 (1d4+1 plus poison)
  Special Attacks poison, web (+4 ranged, DC 12, 3 hp)
  STATISTICS
  Str 14, Dex 13, Con 13, Int —, Wis 11, Cha 2
  Base Atk +2; CMB +3; CMD 14 (can’t be tripped)
  Skills Climb +10
  SQ compression
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or clutch (3–12)
  Treasure none
  SPECIAL ABILITIES
  Bristles (Ex) A creature that attacks a caterpillar with a natural 
  attack or non-reach melee weapon must succeed at a DC 12 
  Reflex save or take damage as if the caterpillar had struck the 
  creature with its bristles. The save DC is Dexterity-based.
  Poison (Ex) Bristles—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect 1d4 Strength; cure 1 save.
  Snake, Constrictor
  This large snake has a thick, muscular body and dull green scales 
  decorated with dirty brown stripes.
  CONSTRICTOR SNAKE 
  CR 2
  XP 600
  N Medium animal
  Init +3; Senses scent; Perception +12
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  STATISTICS
  Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, 
  Swim +11; Racial Modifiers +4 Perception, +4 Stealth, 
  +8 Acrobatics
  ECOLOGY
  Environment warm forests, swamps, and fresh water
  Organization solitary or nest (2–6)
  Treasure none
  Town Watcher
  The town watcher protects a settlement from hostile creatures.
  TOWN WATCHER 
  CR 1
  XP 400
  Halfling ranger 2
  LN Small humanoid (halfling)
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 15 (2d10)
  Fort +4, Ref +7, Will +2; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee short sword +4 (1d4+1/19–20)
  Ranged mwk shortbow +7 (1d4/×3)
  Special Attacks favored enemy (fey +2)
  TACTICS
  During Combat The ranger shoots at opponents who attempt 
  to harm innocents or his allies. If trying to capture someone 
  alive, he uses a tanglefoot bag. If trying to disperse a hostile 
  crowd, he throws a thunderstone.
  STATISTICS
  Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1, 
  Intimidate +4, Knowledge (geography, nature) +5, Knowledge 
  (local) +2, Perception +8, Stealth +12, Survival +6, Swim +5
  Languages Common, Halfling
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds, tanglefoot bags 
  (2), thunderstone; Other Gear masterwork studded leather, 
  masterwork shortbow with 20 arrows, short sword, 84 gp
  Zombie
  This walking corpse wears only a few soiled rags, its flesh rotting off 
  its bones as it stumbles forward, arms outstretched.
  HUMAN ZOMBIE 
  CR 1/2
  XP 200
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  
  23
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  SPECIAL ABILITIES
  Staggered (Ex): Zombies have poor reflexes and can only perform 
  a single move action or standard action each round. A zombie 
  can move up to its speed and attack in the same round as a 
  charge action.
  Zombie, Juju
  This wretched human figure has tight leathery skin, sunken eyes, 
  and an emaciated frame, yet it moves with eerie alacrity.
  HUMAN JUJU ZOMBIE CR 2
  XP 600
  Human juju zombie rogue 2
  NE Medium undead (augmented human)
  Init +8; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 15 (2d8+3)
  Fort +0, Ref +7, Will +1
  Defensive Abilities channel resistance +4, evasion; DR 5/magic 
  and slashing; Immune cold, electricity, magic missile, undead 
  traits; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +6 (1d6+4/19–20) or slam +5 (1d6+6)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +5; CMD 19
  Feats Dodge, Improved InitiativeB, ToughnessB, Weapon Finesse
  Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate 
  +5, Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, 
  Swim +8, Use Magic Device +5; Racial Modifiers +8 Climb
  Languages Common
  SQ rogue talents (combat trick), trapfinding +1
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure NPC gear (masterwork short sword, other treasure)
  Zuvembie
  This withered old corpse has a feral glint in her eyes and clasps a 
  rusty axe in her yellow-nailed hands.
  ZUVEMBIE 
  CR 4
  XP 1,200
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +3, Will +6
  Defensive Abilities channel resistance +4; DR 5/piercing; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +4 (1d8+1/×3), claw –1 (1d4) or 2 claws +4 
  (1d4+1)
  Special Attack corpse call (DC 16)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—darkness
  3/day—ghoul touch, scare (DC 14)
  1/day—animate dead, ray of exhaustion, summon (level 
  3, 1d3 bat or bird swarms [use the same stats], 1d2 
  constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
  STATISTICS
  Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
  Base Atk +3; CMB +4; CMD 17
  Feats Ability Focus (corpse call), Dodge, Toughness
  Skills Bluff +7, Knowledge (arcana) +8, Perception +10, 
  Stealth +14; Racial Modifiers +4 Stealth
  Languages Common (can’t speak)
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard (battleaxe)
  SPECIAL ABILITIES
  Corpse Call (Su) Zuvembies cannot speak, but their strange 
  calls and whistles captivate the minds of those who hear 
  them. Once per day, a zuvembie may call out, and all living 
  creatures with an Intelligence score of 3 or higher within 
  a 100-foot spread must succeed at a DC 16 Will save or 
  move toward the zuvembie using the most direct means 
  possible. If this path leads them into a dangerous area 
  such as through fire or off a cliff, the creatures receive a 
  second saving throw to end the effect before moving into 
  peril. Captivated creatures can take no actions other than to 
  defend themselves. A victim within 5 feet of the zuvembie 
  simply stands and offers no resistance to the zuvembie’s 
  attacks. This effect continues for as long as the zuvembie 
  continues its call as a standard action each round. This is 
  a sonic mind-affecting charm effect, and has no effect on 
  deaf creatures. The save DC is Charisma-based.
  
  PATHFINDER SOCIETY SCENARIO
  24
  APPENDIX 2: RUNNING THE RACE
  To simulate the race at the core of this scenario, this 
  adventure uses a modified version of the pursuit rules 
  beginning on page 142 of Pathfinder RPG Ultimate Intrigue. 
  Game Masters can find a full description of these rules at 
  paizo.com/prd, though everything you need to know to run 
  this rules subsystem (including variations unique to this 
  scenario) is included in this appendix.
  Pursuit Phases
  The Sargava Chalice requires the PCs to forge their own 
  path through rough wilderness terrain, and it therefore uses 
  the race variant of the pursuit rules. This means that the PCs 
  do not need to make Survival checks to advance through the 
  course; they instead earn progress simply by spending a 
  phase moving. Each day of the Sargava Chalice is divided 
  into two 4-hour pursuit phases, instead of the usual eight 
  1-hour phases. This streamlines the event and reduces the 
  number of advantage checks the players need to make over 
  the course of the race.
  The Map
  When running a pursuit, it helps to have a visual aid of 
  the area where the pursuit takes place. The players should 
  receive the unlabeled map, Player Handout #1, as part of 
  the adventure, and the GM is encouraged to use a copy 
  of this map as a sort of game board to help the players 
  visualize the pursuit. Using miniatures or tokens to 
  indicate the party’s location or progress on the tiles can 
  go a long way to helping players quickly understand what’s 
  going on in the adventure.
  In a race, all groups have many options in their travels; the 
  PCs have options for which path they choose and which type 
  of terrain they enter as they try to reach the finish line first, 
  the adventure includes more options for terrain tiles than 
  just a linear path. The various contestants in the race may 
  move through different types of terrain during the race. The 
  race ends when the PCs reach the designated destination. 
  In this scenario, the map is divided into terrain tiles using 
  a hex grid to match the system for exploration in Pathfinder 
  RPG Ultimate Campaign.
  The terrain tiles in which the Sargava Chalice occurs 
  are shown on page 25. Each terrain tile’s stat block lists 
  the amount of progress a group needs to make to move 
  off that tile and onto the next one (with values modified 
  to accommodate 4-hour pursuit phases and to remove 
  the assumption of tracking used in direct pursuits), as 
  well as the maximum number of advantages a group can 
  employ on that type of tile, . This limit resets when the 
  group enters a new 4-hour pursuit phase. The number of 
  advantages is smaller the easier the terrain is to navigate, 
  as there aren’t many tricks that can speed up travel along a 
  road, for instance, without using a vehicle or magical means 
  of conveyance. Each stat block also lists an Advantage DC, 
  which is the DC a player must meet to increase the group’s 
  progress value using any advantage in that tile. In Subtier 
  4–5, increase the Advantage DC of each tile by 3.
  Progress
  At the start of the race, each player determines her personal 
  progress value as usual, dividing her PC’s base land speed by 
  10 (typically 3 for an unarmored human and 2 for a dwarf, 
  for example). Temporary effects that boost speed count only 
  if they last for the entire 4-hour pursuit phase (for example, 
  longstrider and overland flight work, but fly does not). A player 
  can use multiple uses of an ability (such as casting a spell 
  multiple times) to reach this minimum duration, provided 
  any individual use of that ability lasts at least an hour. Once 
  each player has determined her personal progress value, the 
  GM should determine the group’s progress value. This is 
  equal to the lowest personal progress value in the party.
  Each tile the party passes through has a progress threshold. 
  These values have been modified from the default listings 
  in Ultimate Intrigue to account for both the difficulty of the 
  terrain and the change from 1-hour pursuit phases to 4-hour 
  pursuit phases. When the party spends a phase traveling 
  through a tile, they earn an amount of progress on that 
  tile equal to their group progress value, plus or minus any 
  modifiers from advantages or tactics. When the party earns an 
  Running a pursuit is a matter of following these simple 
  steps, each outlined more thoroughly below. Each progress 
  period represents half a day’s worth of travel.
  Determine the Current Terrain Type: The difficulty 
  of making progress across a given hex tile of the map is 
  dependent on the tile’s terrain. The associated stat block 
  provides the GM all the DCs and the progress threshold 
  needed for the party to move to the next tile.
  Assess the Party’s Basic Progress: Determine how 
  much progress the party can make without taking special 
  actions to move more quickly or specializing their actions 
  beyond simply moving. 
  Allow Players to Declare Tactics and Attempt to 
  Gain Advantages: Each PC can attempt to move more 
  quickly or gain other effects as they move, as listed in the 
  Advantages section below. Additionally, individuals or the 
  group as a whole can declare new tactics to change larger 
  fundamentals of how the system works.
  Compare the Group’s Final Progress to the Tile’s Stat 
  Block: If the party makes enough progress to equal or 
  surpass the tile’s progress threshold, the PCs move on to 
  the next tile. Progress points in excess of the threshold 
  carry over to the next tile.
  Pursuits: The Basics
  
  Start
  •
  •
  Finish
  Hills
  Mountains
  Plains
  Jungle
  Swamp
  North
  1
  3
  5
  7
  2
  4
  6
  8
  25
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  HILLS (TILES 1, 2, AND 4)
  Progress to Complete 4
  Maximum Advantages 3
  Advantage DC 12 
  JUNGLE (TILES 6 AND 7)
  Progress to Complete 8
  Maximum Advantages 8
  Advantage DC 15
  MOUNTAINS (TILE 3)
  Progress to Complete 6
  Maximum Advantages 6
  Advantage DC 14
  PLAINS (TILE 5)
  Progress to Complete 2
  Maximum Advantages 0
  Advantage DC None
  SWAMP (TILE 8)
  Progress to Complete 4
  Maximum Advantages 3
  Advantage DC 12
  amount of progress equal to the progress threshold of the tile, 
  they can advance to an adjacent tile. Progress in excess of that 
  needed to bypass the current tile is carried over onto the next 
  tile. The race begins on the northeastern corner of Tile 1 and 
  ends on the southwestern corner of Tile 8, thus requiring the 
  PCs to progress through both these tiles to complete the race.
  Advantages
  The party can use any of the advantages listed below to alter 
  the speed with which they progress through a given tile. A 
  group can gain up to the maximum number of advantages 
  allowed by the terrain tile. The sample advantages listed 
  below mention the terrain types most likely to allow them, but 
  the advantages available for any given tile—and even hour-
  by-hour across the same tile—can vary significantly. These 
  advantages are reprinted from pages 145–146 of Ultimate 
  Intrigue and include several additions, modifications, and 
  omissions unique to this scenario.
  Advantage Bonus: If a character succeeds at gaining an 
  advantage, the group’s progress increases by 1 for that pursuit 
  phase, unless otherwise specified. Attempting and failing to 
  gain an advantage reduces that character’s personal progress 
  by 1, unless otherwise specified, due to the effort they 
  expend. If that person had a higher speed than the slowest 
  
  PATHFINDER SOCIETY SCENARIO
  26
  member, this might not slow the group as a whole. Each of 
  the sample advantages lists an appropriate skill. 
  Failing a check to gain an advantage by 5 or more reduces 
  the entire group’s progress by 1, unless otherwise specified, 
  as the character made such a large error that it hindered all 
  of his allies. The increase or reduction to progress applies 
  after any multiplication or division due to tracking, hustling, 
  and the like. Because advantages represent more than just 
  speed—finding shortcuts, for example—they can cause 
  the group to make more progress than the fastest person’s 
  personal progress. 
  Checks attempted to gain an advantage represent an entire 
  4-hour period’s worth of checks, so temporary modifiers 
  that don’t last the entire time cannot be applied. These skills 
  can’t be rerolled by an effect that would reroll a single check, 
  and the character can’t take 10 or 20. 
  Sample Advantages
  The following advantages are just a sample of those possible. 
  Each advantage lists the terrains most likely to allow it, 
  though there are certainly exceptions. Customize the 
  selected advantage to fit the particulars of the situation. It 
  is possible to choose more than one of the same category 
  of advantage for the same terrain tile (for instance, a jungle 
  with multiple know the terrain advantages might require 
  different Knowledge [nature] DCs). 
  Climbing Lead (Hill or Mountain): A character can 
  attempt a Climb check to ascend ahead of the others with a 
  rope to help his allies navigate the worst of the area. The DC 
  varies based on the difficulty of climbing. 
  Craft or Modify Tools (Any): A character can attempt a Craft 
  check to fashion or modify specialized tools (such as footwear 
  to travel over icy surfaces). Unlike normal, attempting to 
  gain this advantage reduces a character’s personal progress 
  by half (rounded down). Once she has succeeded on the skill 
  check once per character, the advantage applies for the rest 
  of the adventure, without further action on her part, unless 
  the situation changes enough that she needs to modify the 
  tools again. The DC varies based on the complexity of the 
  gear, though it is typically 15 (for a high-quality item). A PC can 
  create armor made of mundane organic materials or to create 
  simple weapons, bows, and martial bludeoning weapons; at 
  your discretion, other basic gear with non-metal components 
  might be possible. Because the PC attempting to gain this 
  advantage is assumed to have 4 hours in which to work, she 
  can attempt two checks for each phase instead of one.
  Evade Hazards (Any): A character can attempt a Survival 
  check to recognize hazards and rough areas and ensure that 
  the group skirts around them when possible. The DC varies 
  depending on how devious or hidden the hazards might be.
  Fancy Footwork (Any): A character can attempt an 
  Acrobatics check to help balance in an icy or wet area, leap 
  over quicksand or between rooftops, or move more rapidly. 
  By using ropes, finding a safe path, or otherwise leading the 
  way, the character helps her allies move faster as well. The 
  DC varies depending on how treacherous the footing is. 
  Gather Supplies (Any): A character using this advantage 
  can make a single Survival check to gather food and water 
  while they travel. Using this advantage reduces a character’s 
  personal progress value by half (rounded down) for the 
  duration of the phase. A character can collect one day’s worth 
  of food and water for one person by succeeding on a DC 10 
  Survival check, and can supply one additional person for 
  every 2 points by which their Survival check exceeds 10. A PC 
  that gathers more food and water than necessary for a given 
  day can save these supplies for use on the following day. 
  Alternatively, a character can use this advantage to gather 
  material components for spells by making a single DC 10 
  Knowledge (arcana), Knowledge (nature), Spellcraft, or 
  Survival check. A successful check produces a collection 
  of materials equivalent to a spell component pouch. The 
  components gathered in this way are natural materials with 
  magical properties only roughly analogous to those normally 
  required by spells. To cast a spell using these components, 
  a spellcaster must succeed on a concentration check with 
  a DC equal to 10 + the spell’s level. At the GM’s discretion, 
  a player can ignore this penalty for spells with material 
  components that can reasonably be found in the wilds of 
  Sargava. For example, a grasshopper’s hind leg (jump), fine 
  sand (sleep), and a pinch of dirt (longstrider) are all materials 
  one might find in the wilderness. Butter (grease), a drop of 
  mercury (floating disc), and a cup of wine (identify) are not. 
  The gather supplies advantage does not count against the 
  normal limit of advantages allowed for a terrain tile, and it 
  can be used even in tiles which allow 0 advantages. 
  Know the Area (Any): A character can attempt a Knowledge 
  (geography) check to allow the characters to exploit nearby 
  useful terrain features that he remembers while avoiding 
  dangerous or obstructive features. The DC varies based on 
  the feature’s obscurity. 
  Know the Terrain (Any): A character can attempt a 
  Knowledge (nature) check to deduce something about the 
  current terrain that gives her group an advantage. The DC 
  varies based on the particulars of the deduction. 
  Notice Shortcut (Any): A character can attempt a 
  Perception check to notice a shortcut or other hidden 
  feature that grants an advantage. 
  Professional Opinion (Any): A character with a relevant 
  profession might be able to grant the party a significant 
  advantage in a pursuit. For instance, in a pursuit through 
  a mine, a character can attempt a Profession (miner) check 
  to learn about the mine’s layout based on markings or other 
  indicators the miners left for their colleagues. 
  Tactics
  Tactics are the key to shaking competitors that are catching 
  
  27
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  up to the party—or to overtaking a more efficient group that 
  has a commanding lead. The following tactics present many 
  of the most basic methods for doing so, but if the PCs come 
  up with a new tactic, these examples as guidelines. Tactics 
  can affect a single character, multiple characters, or the whole 
  group. There is no limit to how many tactics a character 
  or group can use, but common sense prevents using two 
  contradictory tactics. Characters and groups decide which 
  tactics they are using for each 4-hour pursuit phase, though 
  some last for multiple phases or until the characters using 
  them decide to stop. Tactics that require the group to be 
  either the pursuers or the quarries, and which can’t be used 
  in races, have been removed from this list, while others have 
  been modified to accommodate the specifics of this scenario.
  Individual Tactics 
  These tactics apply to individual characters, and each 
  character decides whether she’s using the tactic. 
  Recovery: A character can spend a phase tending to the 
  health of her or her allies. This allows the character to cast 
  healing spells, for example, which can be useful for removing 
  nonlethal damage if the group has been hustling or making 
  a forced march (see group tactics, below). A character that 
  spends a phase helping with recovery can attempt to gain an 
  advantage during that phase, but she takes a –5 penalty on 
  any checks made to gain advantage.
  Special Movement: A character with consistent access to a 
  fly speed, swim speed, or the like for a full pursuit phase might 
  be able to move particularly quickly over the appropriate type 
  of terrain; though, for instance, a character flying above a 
  jungle canopy would not be able to follow a trail below.
  Group Tactics 
  These tactics apply to the group and can be used only if all 
  characters agree to do so. 
  Forced March: A group using the forced march tactic gains 
  an additional 4-hour pursuit phase at the end of the day. At 
  the beginning of this third pursuit phase, each member of the 
  party must succeed at a DC 10 Fortitude save or take 1d6 points 
  of nonlethal damage and become fatigued. At the end of this 
  bonus phase, the PCs must make a second Fortitude save, this 
  time at a DC of 14, or take an additional 1d6 points of nonlethal 
  damage and become fatigued (or exhausted, if already fatigued).
  Hustle: A group can hustle during a phase to increase 
  its progress during that phase by 1 point. A group can use 
  the hustle tactic once per day without penalty, but using the 
  hustle tactic a second time causes each member of the party 
  to take 1 point of nonlethal damage and become fatigued. 
  Each subsequent time the party uses the hustle tactic that 
  day, each member takes double the amount of nonlethal 
  damage previously dealt. Unlike a normal pursuit, the group 
  is not limited in what sorts of advantage checks in can make 
  while hustling, but each member of the group takes a –5 
  penalty on any checks made to gain an advantage other than 
  those specifically related to movement (such as climbing 
  lead or fancy footwork).
  
  PATHFINDER SOCIETY SCENARIO
  28
  
  29
  CHAMPION’S CHALICE, PART 1: BLAZING DANGEROUS TRAILS
  
  30
  PATHFINDER SOCIETY SCENARIO
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  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.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Society Scenario #8–18: Champion’s Chalice, Part 1: Blazing 
  Dangerous Trails © 2017, Paizo Inc.; Author: Benjamin Bruck.
  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 #8–18: 
  Champion’s Chalice, Part 1:
  Blazing Dangerous Trails
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  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
  Character Chronicle #
  1–2
  4–5
  —
  253
  936
  —
  594
  506
  1,872
  —
  1,189
  Out of
  Subtier
  Pathfinder Society Scenario #8–18: 
  Champion’s Chalice, Part 1:
  Blazing Dangerous Trails
  Chalice Champion: You were part of the team that secured the Sargava Chalice for the Pathfinder Society’s use. 
  At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to 
  make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you 
  have used this boon, cross it off the Chronicle Sheet.
  Infused Extracts: You claimed a number of a dead alchemist’s infused extracts during the Sargava Chalice, 
  which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as 
  drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the 
  adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more 
  quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of 
  a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.
  ▫ cure light wounds (CL 1st)
  ▫ cure moderate wounds (CL 4th; Subtier 4–5 only)
  ▫ resist energy (CL 4th; Subtier 4–5 only)
  ▫ shield (CL 1st)
  Core Campaign
  All Subtiers
  Subtier 4–5
  hand of the mage (900 gp)
  oil of animate dead (CL 5th [10 HD]; 1,000 gp)
  miser’s mask (3,000 gp; Pathfinder RPG Ultimate 
  Equipment 246)
  scroll of acid arrow (150 gp)
  scroll of blur (150 gp)
  scroll of bull’s strength (150 gp)
  scroll of daze monster (150 gp)
  scroll of false life (150 gp)
  scroll of protection from arrows (150 gp)
  scroll of scorching ray (150 gp)
  scroll of see invisibility (150 gp)
  wand of cure light wounds (20 charges; 300 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-18 - Champion's Chalice Part 1 - Blazing Dangerous Trails.pdf