S01-36 Echoes of the Everwar, Part I

S01-36 Echoes of the Everwar, Part I
™
Echoes of the Everwar Part I:
The Prisoner of Skull Hill™
Pathfinder Society Scenario 36
Design: Joshua J. Frost
Development: Joshua J. Frost
Editing: Christopher Carey
Senior Art Director: James Davis
Layout: Crystal Frasier
Interior Artists: Andrew Hou, Concept Art House
Cartographers: Corey Macourek, Mike Schley
Vice President of Operations: Jeff Alvarez
Events Manager: Joshua J. Frost
Paizo CEO: Lisa Stevens
Corporate Accountant: Dave Erickson
Sales Manager: Chris Self
Technical Director: Vic Wertz
Publisher: Erik Mona
Pathfinder Society Scenario 36: Echoes of the Everwar Part I, the Prisoner of Skull Hill is a Pathfinder Society Scenario
designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society
Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game
License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
The OGL can be found on page 19 of this product.
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Echoes of the Everwar Part I:
The Prisoner of Skull Hill™
BY Joshua J. Frost
A
clan of orcs known as the Skittering Ravagers
recently discovered and conquered a hidden
Chelish fort deep within their territory in the Hold
of Belkzen. Though the clan didn’t stop to ask why the
Chelaxians were there, the fort, known as Skull Hill, was
a forward operating base that dated back to the infamous
Chelish Everwar that ended in 4410 ar when the Cheliax
government broke and ceded all of the nearby land to
the Hold of Belkzen. The Chelish spies and soldiers that
called Skull Hill home used it to study and watch the orc
tribes lest they march south and catch Cheliax and its
servitor state, Nidal, unawares.
Shortly after the Ravagers put the last Chelish citizen to
the sword (and, unknown to them, a Pathfinder delver named
Heralt as well), the entire fort shook in three quick, jolting
movements. The quake was hard enough to knock most off
their feet. Immediately after, the Ravagers looked skyward
and watched as a single fiery object descended rapidly from
the heavens, broke into three pieces, and smashed into the
conquered fort. Its final piece struck the top of the fort’s
motte and collapsed a portion of the timber tower. When it
hit, it punched straight through the hill and crashed into
a series of caverns sealed for more than 300 years. Several
orcs from the tribe climbed the motte and descended the
crater to look inside the cavern—among them was the clan’s
shaman and chief, Krug. As the orcs looked into the cavern
below, they watched as the still smoldering rock that fell
from above cracked open and birthed an enormous, sicklyred plant creature.
Krug ordered his orcs to destroy the thing and watched
as his clansmen were, one-by-one, grabbed and eaten.
Krug dropped into the cavern and slung spells of death
and destruction at the plant—but it wasn’t enough. Krug
fell to the plant’s whipping tendrils and mighty jaws. As
the plant’s mouth sealed around him and he slid into the
creature’s belly, a black energy erupted into the cavern
from another further below and Krug felt terror like he’d
never known before. The creature around him screeched
in pain and then Krug knew no more.
Outside, the black energy swirled among the orcs of the
Skittering Ravager tribe. It twisted them, changed them,
and left behind skeletal shells of their once-brutal selves.
A few orcs survived this onslaught by locking themselves
in the fort’s inn, but the rest either died or rose again as
undead monsters bearing a fell intelligence.
Krug awoke a day later to find himself in the midst
of a dozen plants. Though his flesh had hardened
slightly and knotty tendrils of plant matter crawled
beneath his skin, Krug was still alive and still an orc.
His clansmen, it seemed, had been turned into spawn
of the plant—he could see approximations of their faces
and their bodies in the plants that stood around him.
Then they touched his mind. The dark energy that came
from the cavern below protected Krug from the worst of
his transformation, but it opened his mind to the alien
consciousness that powered the plants standing around
him. His mind recoiled from their touch, but it was
too late—their alien desires, thoughts, questions, and
orders consumed his mind and Krug was no more. What
remained was a twisted servant of the plant creatures—
and he had work to do.
Echoes of the Everwar
The Prisoner of Skull Hill is the first of a four-part Pathfinder
Society series called Echoes of the Everwar. All four parts
of Echoes of the Everwar are designed for Tier 7–11. Parts
I, II, and III are designed to be played in any order and
Part IV is designed to only be played once the first three
parts have been completed.
In 4305 ar, as Cheliax began the conquest later to be called
the Everwar, an enterprising wealthy Osirion man named
Khalfani Zuberi, who’d made his money buying and selling
everything from slaves to weapons for Osirion’s conquerors
(the Qadiri), decided that the Everwar presented for him
another opportunity for great wealth. He gave his three
most trusted concubines rings that fused to their fingers
and allowed him to track their status and general direction
and sent them to three locations across the new Chelish
frontier to manipulate markets surrounding the Everwar
and bring him even greater wealth. The rings were part of
a ritual he’d paid tens of thousands of gold for—he was not
about to send his best and brightest into the world with his
3
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Pathfinder Society SCENario
wealth and not be able to know at any time where they were
and what they were doing.
In 4307 ar, Zuberi drank his first sun orchid elixir, the
life-giving potion of which only a few are sold every year
in Thuvia. Meanwhile, Akila, his sorcerer concubine,
established a foothold in the Skittering Mounds in what
was then Lastwall (now Belkzen) in a hidden motteand-bailey fortress known as Skull Hill. Akila used this
outpost to build a small army of Chelish mercenaries
and made money for her patron by selling them to
whoever paid her the most. She also did brisk trade in
weapons and other supplies for every side involved in
the Everwar.
This setup continued for nearly 50 years when, in 4350
ar, Zuberi met his living end on the road to Thuvia to
drink his second sun orchid elixir. A cleric of an Osirian
death cult and his hired thugs assaulted Zuberi’s caravan
and murdered his servants, slaves, and soldiers. They left
Zuberi alive and imparted on him a terrible curse. The
curse complete, Zuberi felt the power of his concubine’s
rings wink out, his connection to them severed. His
limbs grew tired, his bones made brittle, and his muscles
went weak. In essence, he was once more feeling his
age. The cleric of the death cult declared that Zuberi
had been cursed for his obsession with living, a heresy
to most Osirians, and since Zuberi wanted life so badly
he could have it—forever. But he’d never again be able to
drink the sun orchid elixir—instead he’d spend eternity
as an old man. Little did Zuberi know that severing the
connection caused the immediate and untimely deaths of
his concubines.
Part of the curse was an overwhelming compulsion
for Zuberi to return to Sothis. The curse made it
impossible for him to leave the city and as a result
he collapsed his wealthy empire inward, sold off his
holdings, and stored all of his wealth in an underground
tomb in the Necropolis of the Faithful in Sothis. He
faked his death and retreated to his tomb of treasure
where he’s resided since.
Fifty years ago, he was strangely able to sense the
rings of his concubines again. He spent his money as
fast as he could and consulted every shaman, priest,
wizard, or cleric that would listen to him: could he
use the connection to the rings to lift his curse? It
was an old wizard, a scribe and servant of the Ruby
Prince, that provided the answer: if he could bring the
three rings together once more, the old scribe could
perform an ancient Osirian ritual that would lift the
curse. Unfortunately, Zuberi wasn’t sure where the
rings were—so he asked for a second ritual: he wanted
the connection’s power increased so he could know
exactly where the bodies of his concubines lay. The old
scribe said it was possible but warned that increasing
4
the connection could have unforeseen consequences
wherever the rings were stored. Zuberi did not care
and offered tens of thousands of gold pieces if only the
scribe would do it. And so he did.
The locations of his concubines confirmed, it now fell to
Zuberi to concoct a plan to find them and bring them back
to him in Sothis so that the old scribe could lift the curse.
It took him years to make the right connections, through
blackmail, sabotage, and assassinations, but finally, in
4709 ar, Zuberi found the right person to help him recover
his concubines and their rings: Venture-Captain Norden
Balentiir of the Sothis Pathfinder Lodge.
SUMMARY
The scenario begins with the PCs ordered by VentureCaptain Norden Balentiir to travel to a remote outpost
in the Hold of Belkzen known as Skull Hill. The PCs are
sent to find two things: the whereabouts of a Pathfinder
delver named Heralt who was last seen there and has
not been heard from since, and the truth or falsehood
of a claim in an old Pathfinder Chronicle that describes
a hidden tomb beneath Skull Hill—a tomb that’s said
to hold the body of a famous Osirian sorceress and her
powerful magic ring.
The PCs spend a month aboard a ship that takes
them across the Inner Sea, up the Sellen River, across
stormy Lake Encarthan, up the Path, and f inally to
Vigil, the walled capital of Lastwall. From there, they
travel overland to the hidden valley in which Skull
Hill is said to rest. Arriving there, they f ind Skull Hill
destroyed, clearly by an orcish assault. Though all of
the Chelish citizens that resided there are dead, the PCs
f ind orcs twisted into strange skeletal creatures as well
as terrif ied orc survivors who attack the PCs on sight,
sure that the strangers are responsible for the events
that befell Skull Hill.
The PCs then have two choices: they can either
investigate the timber tower atop the fort’s motte, where
they’ll find an alien orc sorcerer named Krug who can
either be a terrible foe or a helpful ally, as well as the
corpse of Heralt, or they can investigate the caverns
beneath Skull Hill, where they’ll find a hideous orcshaped moonflower and the final resting place of Akila,
Zuberi’s sorceress concubine, and the source of the evil
magics that turned the orcs of Skull Hill into undead
monsters.
GETTING STARTED
Read the following to get the adventure underway:
Six weeks ago, you were roused from your quarters in the
Echoes of the Everwar Part I: The PRisoner of Skull Hill
Sothis Pathfinder Lodge in Osirion and ordered to travel far
to the north into the decidedly unfriendly Hold of Belkzen.
Venture-Captain Norden Balentiir gave you two missions:
first, to uncover the whereabouts of a Pathfinder delver named
Heralt who was last seen working out of a hidden Chelish fort
called Skull Hill, and second, to investigate claims in a long-ago
published volume of the Pathfinder Chronicles that a lost tomb
rests beneath the fort’s timber tower—a tomb that holds the
body of Akila, a legendary Osirian sorceress and her magic ring
that was said to have brought death to Skull Hill the day Akila
was laid to rest.
After weeks aboard a smelly Katapeshi galley crossing the
Inner Sea, winding up the Sellen River, bravely traversing
stormy Lake Encarthan, slipping up The Path, and finally
docking in Vigil, you and your companions then crossed the
Belkzen frontier into a region the orcs call the Skittering
Mounds, carefully avoiding orcish patrols. Now you stand atop
a ridge overlooking a low river valley and stare down at the fort
called Skull Hill.
Since the PCs traveled for weeks to Skull Hill, making
many stops in large populated cities along the way
(including Absalom, Cassomir, and Vigil) give them
every opportunity to acquire any supplies they might
need at any of those stops. The PCs can also use those
stops as opportunities to ask about Skull Hill, Heralt,
or the famed Osiriani sorceress Akila. Consult the skill
check sections below for the results of those inquiries. If
the PCs ask around about Heralt, Skull Hill, or Akila in
Vigil, give them a +5 bonus to their check due to Vigil’s
closer proximity to the Chelish fort.
Diplomacy (gather information)—
Heralt
10+: Heralt is a Pathf inder delver, known for
his many explorations of regions that don’t look
favorably on Pathf inders—regions such as the Hold
of Belkzen, Druma, and the Lands of the Linnorm
Kings. He was last seen in Vigil, preparing to travel
to the incredibly dangerous region of Belkzen called
the Skittering Mounds.
15+: Heralt was traveling to the Skittering Mounds
to seek out a hidden Chelish fort called Skull Hill. He
was said to be posing as an explorer from a minor noble
house of Cheliax, and was there seeking a lost tomb for
the Pathfinder Society.
25+: Heralt’s last report from Skull Hill was that he’d
confirmed the existence of the tomb of the famed Osirian
sorceress Akila, but that access to it was blocked and it
was going to take some time to get inside. He promised
to report again in a week and it’s been months since he
was last heard from.
Diplomacy (gather information)—
Skull Hill
10+: Skull Hill was a strategic Chelish fort in modern day
Belkzen that the nation of Cheliax used for mercenary
recruitment and weapons trading during the Everwar. It
was destroyed when Cheliax ceded those lands to Belkzen.
15+: Skull Hill still exists. The Chelish government
has kept it secret for centuries and they use the hidden
fort to keep tabs on the Belkzen orc tribes.
25+: Skull Hill is part of a complex spy network that
Cheliax uses to keep tabs on Belkzen, Lastwall, Varisia,
Nidal, and Nirmathas. No one has heard anything from
Skull Hill in months.
Knowledge (history)—Akila
10+: Akila was an Osirian sorceress who died somewhere
in the Chelish frontier during the Everwar.
15+: Akila was the mistress of Skull Hill during the
Everwar and used the fort to build a mercenary army
that she sold to whoever paid the most—she was not loyal
to Cheliax and spoke often of her patron in Sothis. One
day she dropped dead of seemingly nothing and as she
was laid to rest, the magic ring she always wore on her
left hand emitted a horrifying necromantic energy that
nearly killed everyone in the fort.
25+: Akila was buried in caverns deep beneath Skull
Hill’s timber tower lest someone find her ring and figure
out how to activate its power. A Pathfinder once resided in
Skull Hill a hundred or so years ago and reported Akila’s
cavern as a rumor in one of his reports back to Absalom.
ACT 1: Exploring
the Bailey
The scenario begins as the PCs arrive at Skull Hill. From
atop the ridge, they can see the entirety of the fort, a motteand-bailey resting on the shores of a small, shallow waterway
called the Skittering River. The front gates to both the motte
and the bailey appear smashed in, there are scorch marks
all along the palisade, and there are three craters—two in
the bailey and one at the base of the timber tower atop the
motte. There appears to be no sign of movement from the
ridge, though the PCs can see a thin wisp of smoke rising
from the timber tower’s chimney.
Mission Note: PCs from the Andoran faction should
begin mapping the motte-and-bailey and be able to provide
Captain Colson Maldriss with directions to the fort from
Vigil in order to accomplish their first mission.
Skull Hill Bailey
Skull Hill’s bailey was built and maintained by Chelish
workers and recently occupied by Chelish soldiers, spies,
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Pathfinder Society SCENario
A11
Skull
Hill
The
Sk
it
A6
A11
ter
ing
r
ve
Ri
A1 Gatehouse
A2 Barracks
A3 Grinning Inn
A4 Craters
A5 Cornfields
A6 Barn and Pasture
A7 Skull Road
A8 Motte Gate
A9 Wooden Tower
A10 Palisade
A11 Moat
A10
A5
A2
A1
A8
A7
A9
A3
A10
A2
A4
A11
A4
A10
One square = 10 feet
A11
Caverns
2nd Floor
1st Floor
Level 1
B3
B9
B4
S1
B1
B2
B10
B6
B8 B7
B5
Slope Down
to Level 2
B8
3rd Floor
Roof
Hole in Roof
B15
B14
S2
B11
B16
Difficult
Terrain
One square = 5 feet
6
Level 2
B13
B12
One square = 5 feet
Echoes of the Everwar Part I: The PRisoner of Skull Hill
and farmers. After the Skittering Ravagers captured
Skull Hill, they put the fort’s populace to the sword,
slaughtered the livestock, and were about to set fire to
the buildings when the rock fell from the heavens and
the events described above were put in motion. Below are
additional details about Skull Hill’s Bailey.
A1. Gatehouse (CR 7 or CR 10)
Skull Hill’s double gate lies open, one half broken off its hinges.
A small watchtower sits above the gate, forming a short ten
foot tunnel as one enters the bailey—scorch marks mar the
gate and the tower. The drawbridge is down and appears to
be in good condition.
The orcs broke through the gatehouse with a ram they set
on fire. The ram, a giant scorched log, is discarded in the
nearby moat.
Traps: The few orcs that survived the blast wave of
necromantic energy (who are hiding in area A3) trapped
this gate to prevent the undead orcs from escaping (see
area A5) and to keep out the nonexistent strangers who
they believe caused the transformation of the tribe. The
entire floor of the watchtower is rigged to drop into the
tunnel once someone steps through the broken gate.
Tier 7–8 (CR 7)
Falling Block Trap
CR 7
Type mechanical; Perception DC 25; Disable Device DC 25
Effects
Trigger location; Reset manual
Effect Atk +15 melee (6d6); multiple targets (all targets in a
10-ft. square)
Tier 10–11 (CR 10)
Falling Block Trap
CR 10
Type mechanical; Perception DC 25; Disable Device DC 25
Effects
Trigger location; Reset manual
Effect Atk +20 melee (10d6); multiple targets (all targets in a
10-ft. square)
Development: If the trap is triggered, the entire tower
above collapses, forming a rubble pile in the ten-footby-ten-foot square of the gate. This rubble pile counts
as diff icult terrain and must be climbed to enter the
bailey (DC 10 Climb check). If the trap is disabled, the
PCs can f ind a ladder on the east face of the tower that
leads up to the watchtower.
A2. Barracks
Both of the barracks in the bailey are laid out the same:
doors facing in toward the road, windows along the
north and south walls, and two-dozen bunks inside each
barracks. Both barracks have been ransacked, however,
and there are signs of violence: blood smears on the
floor as if a body (or bodies) were drug outside, smashed
windows, broken furniture, and so on.
A3. The Grinning Inn
(CR 7 or CR 10)
A small, two-story inn sits beside the main road that runs
north-south through the bailey. All of the windows on the
second floor are broken, their tattered curtains blowing
through the openings. The windows on the first floor are
intact, but it appears that someone nailed boards over the
inside of those windows. The front door appears to have once
been smashed off its hinges and then shoddily replaced. There
are scorch marks and blood smears on the front porch of the
inn. A sign swings on one broken chain in the wind—on it is
an enormous human smile full of cartoonish teeth. Beneath
the teeth it reads, “The Grinning Inn.”
All of the original residents of the Grinning Inn were
dragged from their beds, hauled out into the corn field,
and slaughtered. When the necromantic event happened,
two orc barbarians were ransacking the inn’s basement
food stores and were not turned into skeletal creatures
like many of their clansmen. Once their skeletal clansmen
began killing all the other orcs that had not turned,
these two barbarians nailed boards over the windows
and replaced the door and barricaded it with a huge
table. They’ve lived in the inn for a month, occasionally
running out to destroy one of their undead clansmen
who wander the nearby cornfield, and have eaten every
corpse in the building along with the entirety of the food
stores in the basement.
The inn has a very basic layout: the first floor is a
bar/restaurant combination with a small kitchen in the
southwest corner. The kitchen has a door leading north
to a small outside garden that was dug up and hacked
to pieces. Most of the food there is spoiled and rotten.
A set of stairs along the north wall of the bar leads to
the second floor which contains several small rooms each
with a cot or single bed inside. Every room is ransacked
and the room farthest from the stairs has the remains of
a dozen or half-eaten human corpses.
Creatures: The two orc barbarians sit in the inn’s bar
and watch for any of the skeletal creatures that wander
the corn field. When they see the PCs, the orcs assume
that the PCs are the cause of the necromantic event, come
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Pathfinder Society SCENario
now to see their handiwork. As the PCs approach the
inn, they hear the scraping of wood on wood as the orcs
remove the heavy table from the door. A moment later,
the door bursts open and the two orcs charge out raging
and screaming, “You did this!” over and over again in
orcish. They cannot be reasoned with. Depending on the
time of day the PCs begin exploring the bailey, the orcs
may or may not be affected by light sensitivity.
Tier 7–8 (CR 7)
Skull Hill Brute (2)
CR 5
Male orc barbarian 6
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +4
Ranged javelin +7/+2 (1d6+7)
Special Attacks rage (16 rounds per day), rage powers (powerful
blow +2, strength surge +6, superstition +3)
Tactics
Before Combat Both orcs rage—this is figured into their stats.
During Combat The orcs attack whoever is closest and focus on
that target until he or she has been knocked unconscious. Then
they switch to the next closest and so on.
Morale The orcs fight to the death.
Base Statistics AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex,
+1 dodge); hp 57 (6d12+18); Will +4; Melee +1 falchion +12
(2d4+8/18–20); Ranged javelin +7 (1d6+5); Str 20, Con 14; CMB
+11; CMD 23
Statistics
Offense
Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 6
Base Atk +6/+1; CMB +13; CMD 25
Feats Dodge, Iron Will, Weapon Focus (falchion)
Skills Acrobatics +9, Climb +10, Intimidate +7, Perception +4,
Survival +4, Swim +8
Languages Common, Orc
Combat Gear potion of cure moderate wounds, potions of cure light
wounds (2); Other Gear +1 chain shirt, +1 falchion, javelins (3), 200 gp
Speed 40 ft.
Melee +1 falchion +14/+9 (2d4+11/18–20)
Tier 10–11 (CR 10)
Defense
AC 15, touch 10, flat-footed 13 (+5 armor, +1 Dex, +1 dodge, –2 rage)
hp 69 (6d12+30)
Fort +7, Ref +3, Will +6
Defensive Abilities ferocity, trap sense +2, improved uncanny
dodge; Weaknesses light sensitivity
Skull Hill Rager (2)
CR 8
Male orc barbarian 9
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 18, touch 12, flat-footed 14 (+6 armor, +3 Dex, +1 dodge,
–2 rage)
hp 103 (9d12+45)
Fort +9, Ref +6, Will +8
Defensive Abilities ferocity, trap sense +3, improved uncanny
dodge; DR 1/—; Weaknesses light sensitivity
Offense
Speed 40 ft.
Melee +1 falchion +18/+13 (2d4+11/18–20 plus Vital Strike)
Ranged javelin +11/+6 (1d6+7)
Special Attacks rage (22 rounds per day), rage powers (powerful
blow +3, roused anger, strength surge +9, superstition +4)
Tactics
Before Combat Both orcs rage—this is figured into their stats.
During Combat The orcs attack whoever is closest and focus on
that target until he or she has been knocked unconscious. Then
they switch to the next closest and so on.
Morale The orcs fight to the death.
Base Statistics AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex,
+1 dodge); hp 85 (9d12+27); Will +6; Melee +1 falchion +16
(2d4+8/18–20 plus Vital Strike); Ranged javelin +11 (1d6+5); Str
20, Con 14; CMB +15; CMD 28
Statistics
8
Echoes of the Everwar Part I: The PRisoner of Skull Hill
Str 22, Dex 16, Con 18, Int 8, Wis 10, Cha 6
Base Atk +9/+4; CMB +17; CMD 30
Feats Dodge, Iron Will, Step Up, Vital Strike, Weapon Focus (falchion)
Skills Acrobatics +13, Climb +10, Intimidate +10, Perception +5,
Survival +5, Swim +9
Languages Common, Orc
Combat Gear potions of cure serious wounds (2); Other Gear +2
chain shirt, cloak of resistance +1, +1 falchion, javelins (3), 220 pp
Rewards: If the PCs defeat the orcs, reward each tier thusly:
Tier 7–8:
Give each player 738 gp.
Tier 10–11:
Give each player 2,250 gp.
A4. Craters
The first two craters (inside the bailey) were formed when
two of the three pieces of the rock that tumbled from the
sky crashed into several farm houses and other structures
that used to stand here. Debris, mud, rocks, and dirt are
strewn in a northwesterly direction from the craters.
Both of those craters are about 20 feet deep with steep,
muddy slopes down to the bottom.
The rock that hit the bailey smashed through part of
all three f loors of the timber tower and then punched
into a cavern below. The crater in the bailey is about 20
feet deep, but ends in a big hole that drops 15 feet down
into area S1. The crater’s slope is rocky and sloped
at about 45 degrees, making it a small challenge to
descend (DC 10 Climb check). Anyone who falls slides
quickly toward the hole at the bottom and can make
one DC 15 Ref lex save to stop his descent. If the save
fails, that PC tumbles into the cave taking 1d6 damage
from falling.
A5. Cornfield (CR 7 or CR 10)
Two large cornfields lie off to the west of the bailey’s main
road. The corn stalks appear ready to harvest and are large,
green, and choked with corn.
The corn f ield is ready to harvest and as such provides
soft cover for ranged attacks greater than 10 feet
and partial cover for any attacks within 10 feet. The
exception to this is anyone standing in the same
corn row as someone else—neither of those creatures
would have cover against the other. The corn rows are
diff icult to traverse due to the overgrown stalks and
rough, uneven soil. Any movement inside is considered
to be through diff icult terrain.
Creatures: Several skeletal champions, once the orcs
of the Skittering Ravagers, lurk inside the corn. They’ve
accumulated a small collection of corpses (both orc and
human) and wander the corn field seeking more victims.
If the PCs enter the cornfield, there’s a 20% each round
that they’re in the corn that they’ll run into the entire
group of skeletal champions. If the PCs pass by the corn
on the road to the east of the field, the skeletal champions
lurk 20 feet into the cornfield and move toward the PCs
once they cross in front of the champions.
Tier 7–8 (CR 7)
Skeletal Champion Brutes (2)
CR 5
Orc skeletal champion barbarian 6
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +6
Defense
AC 17, touch 10, flat-footed 15 (+5 armor, +1 Dex, +1 dodge, +2
natural, –2 rage)
hp 48 (6d12+2d8)
Fort +2, Ref +4, Will +8
Defensive Abilities channel resistance +4, trap sense +2, improved
uncanny dodge; DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 40 ft.
Melee 2 claws +14 (1d4+12)
Special Attacks rage (14 rounds per day), rage powers (powerful
blow +2, strength surge +6, superstition +3)
Tactics
Before Combat Once they spot the PCs, the skeletal champions
rage. Rage has already been figured into their stats.
During Combat The skeletal champions possess great intelligence
(for undead) and use it to flank the PCs and tactically retreat
and strike again when they can. If a cleric uses his channel
positive energy ability against the skeletal champions, they
immediately focus all of their rage on that PC.
Morale The skeletal champions fight until destroyed.
Base Statistics AC 19, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1
dodge, +2 natural); Will +6; Melee 2 claws +12 (1d4+9); Ranged
javelin +8/+3 (1d6+6); Str 22; CMB +13; CMD 25
Statistics
Str 26, Dex 15, Con —, Int 8, Wis 10, Cha 6
Base Atk +6/+1; CMB +15; CMD 27
Feats Dodge, Improved Initiative, Iron Will, Weapon Focus (falchion)
Skills Acrobatics +10, Climb +12, Intimidate +9, Perception +6,
Survival +4, Swim +8
Languages Common, Orc
Gear +1 chain shirt, 200 gp
Tier 10–11 (CR 10)
Skeletal Champion Ragers (4)
CR 6
Orc skeletal champion barbarian 9
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +7
9
Pathfinder Society SCENario
Defense
AC 21, touch 13, flat-footed 16 (+6 armor, +4 Dex, +1 dodge, +2
natural, –2 rage)
hp 67 (9d12+2d8)
Fort +4, Ref +8, Will +10
Defensive Abilities channel resistance +4, trap sense +3, improved uncanny
dodge; DR 1/—, 5/bludgeoning; Immune cold, undead traits
Offense
Speed 40 ft.
Melee 2 claws +16 (1d4+11)
Special Attacks rage (20 rounds per day), rage powers (powerful
blow +3, roused anger, strength surge +9, superstition +4)
Tactics
Before Combat Once they spot the PCs, the skeletal champions
rage. Rage has already been figured into their stats.
During Combat The skeletal champions possess great intelligence
(for undead) and use it to flank the PCs and tactically retreat
and strike again when they can. If a cleric uses his channel
positive energy ability against the skeletal champions, they
immediately focus all of their rage on that PC.
Morale The skeletal champions fight until destroyed.
Base Statistics AC 23, touch 15, flat-footed 18 (+6 armor, +4 Dex,
+1 dodge, +2 natural); Will +8; Melee 2 claws +14 (1d4+9); Str
22; CMB +15; CMD 29
Give each player 1,608 gp.
A6. Barn and Pasture
The pasture in the northwest corner of the bailey is
filled with the corpses of a variety of cattle. The stench is
unbearable (Fortitude DC 15 or nauseated for 1d6 rounds)
and the field is coated in swarms of flies and other
insects. Inside the barn isn’t much better—there are two
dozen slaughtered horses there (same DC for nausea) and
it looks like someone tried to set fire to the barn but it
sputtered out before it could catch the hay. The bodies
of two stable hands, both human teenage boys, are just
inside the doors to the barn which face east into the
bailey. The animals and the stable hands appear to have
all been slain by sword strikes (DC 10 Heal check).
A7. The Road of Skulls
The main road that runs from the bailey gate to the
motte gate is made of well-packed earth with two wellworn, foot-deep cart tracks. At 15-foot intervals on both
the west and east sides of the road, spears are driven into
the ground, and atop them rest the heads of some of the
Chelish soldiers who lived here and guarded the fort.
Statistics
A8. Motte Gate
Str 26, Dex 18, Con —, Int 8, Wis 10, Cha 6
Base Atk +8/+3; CMB +16; CMD 31
Feats Dodge, Improved Initiative, Iron Will, Step Up, Vital Strike,
Weapon Focus (falchion)
Skills Acrobatics +14, Climb +12, Intimidate +12, Perception +7,
Survival +5, Swim +9
Languages Common, Orc
Gear +2 chain shirt, cloak of resistance +1
A sturdy wooden platform runs up from the base of the
bailey’s road at a 45 degree angle to the motte gate above.
The platform is crossed with thick boards at even intervals
to provide a kind of step for climbing up. The motte gate is
blasted open, both of its doors lying on the motte’s hillside
nearby. The motte’s drawbridge is down.
Development: Scattered about the corn fields are the
corpses of most of the Chelish citizens who lived here
when the orcs attacked. Another dozen or so orc bodies
can be found at various spots around the corn field as
well. None of the corpses possess anything of value and
all appear to have died by sword strikes (DC 10 Heal
check).
Mission Notes: In this and all other instances where
the PCs face the skeletal champions, PCs of the Cheliax
faction can attempt once per instance to make a DC 20
Knowledge (religion) check to determine that these
undead were likely created by magical energies from an
unknown source.
The orcs climbed the motte and scaled the palisade at the
top to gain access to the motte gate. They cut down the
guards, whose corpses are scattered about the motte yard,
arms and armor broken or rended, and smashed open the
gate from the inside.
Traps: The damage to this gate has worn over the
intervening months and the gate is now about ready to
collapse. Anyone not careful when walking through the
gate can trigger the collapse of the entire guard tower.
Tier 7–8 (CR 6)
Roof Collapse Trap
CR 6
Type mechanical; Perception DC 20; Disable Device DC 20
Effects
Rewards: If the PCs defeat the skeletal champions,
reward each tier thusly:
Tier 7–8:
Give each player 275 gp.
Tier 10–11:
10
Trigger location; Reset manual
Effect Atk +20 melee (6d6); multiple targets (all targets in a
10-ft. square)
Echoes of the Everwar Part I: The PRisoner of Skull Hill
Tier 10–11 (CR 9)
Roof Collapse Trap
ACT 2: Skull Hill’s Motte
CR 9
Type mechanical; Perception DC 25; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +20 melee (10d6); multiple targets (all targets in a
10-ft. square)
Development: If the trap is triggered, the entire tower
above collapses, forming a rubble pile in the 10-footby-10-foot square of the gate. This rubble pile counts as
difficult terrain and must be climbed to enter the bailey
(DC 10 Climb check). Even if the trap is disabled, the
tower is still at risk of collapsing and anyone pushing it
or chopping away at its rickety supports risks bringing
the tower down on himself.
A9. Timber Tower
A large, three-story timber tower rises from the center of the
motte and ends at a pointed roof above, ringed by wooden
crenelations. A gaping hole in the motte appears to have
collapsed the outside wall of the southeast corner of the tower
exposing several rooms across all three floors. The steep front
stairs that lead up to the timber tower’s door are covered in
blood stains and the front door of the tower has been smashed
in from the outside. A thin tendril of smokes wisps its way
skyward from the tower’s chimney.
The tower’s first floor is 6 feet off the ground with a crawl
space beneath that’s walled off by the tower’s construction.
See the map on page 6 to see the damage wrought to each
floor by the rocks that fell from the heavens.
A10. Palisade
A 10-foot-tall palisade (wooden log wall) rings the entire
motte-and-bailey with a separate palisade surrounding
the motte to wall it off from the bailey below. At several
points along the wall, specifically in the southeast corner
of the bailey and along the southern palisade of the motte,
crude ladders lean against the palisade that provide easy
climbing access to the other side.
A11. Moat
A 20-foot-deep moat, fed by the nearby Skittering River,
surrounds the fort on all sides. The Skittering River
itself is rather shallow, no more than 5 feet deep at any
given point.
Skull Hill’s motte was carved from a previously existing
hillside that the original workers didn’t know housed
a series of caverns. Until recently, it was occupied by
Chelish soldiers, servants, and the lord of Skull Hill.
After the Skittering Ravagers broke into the motte, they
put everyone to the sword and were ransacking the timber
tower when the events described in the introduction
happened. Below are additional details about Skull Hill’s
motte.
The Timber Tower of Skull Hill
The timber tower is constructed primarily of enormous
treated logs sandwiched together with tar. The roof is
constructed of wooden shakes and is surrounded by a 5-footwide crenellated walkway. A large, brick chimney sits inside
the north wall and rises up above the tower another 10 feet
or so. A steep stairway leads up to the entrance to the timber
tower which is 6 feet off the ground.
B1. Ruined Entryway
This is all that remains of the timber tower’s defensible
entryway. Arrow slits line the west and east walls and a
portcullis lies ruined on the floor. Part of the east wall
has collapsed, spilling rubble into the nearby crater that
caused the collapse. The room is littered with rubble and
the floors are stained with blood at periodic intervals.
B2. Main Hall (CR 5 or CR 8)
This is the main hall of the timber tower. It contains a
large table made of an enormous tree cut in half lengthwise and laid down on the floor. It’s framed by two long
wooden benches along the side and two stylish wooden
chairs at each end. A fireplace stands against the north
wall and two sets of stairs frame the fireplace and rise up
to the second floor. There are a dozen or so corpses here,
most of which are seated at the table, and all of which are
missing their heads. Atop the fireplace is draped a large
flag of Cheliax.
Creatures: A skeletal champion (or two for Tier 10–
11) sits among the corpses at the table, head down and
waiting for the PCs. When they enter the room, give them
a moment to look around and then give them a DC 15
Perception check. Anyone who fails that check doesn’t get
to act in the surprise round when the champion leaps up
and attacks.
Tier 7–8 (CR 5)
Skeletal Champion Brute
CR 5
hp 48 (see A5, Tier 7–8)
11
Pathfinder Society SCENario
Tier 10–11 (CR 8)
Skeletal Champion Ragers (2)
CR 6
hp 67 (see A5, Tier 10–11)
Development: All of the bodies here were stripped
of their wealth and some show evidence of having
been partially eaten. Allow the PCs to make a DC 20
Perception check once the battle is over. Anyone who
succeeds hears shuff ling footsteps coming from the
f loor above.
Mission Notes: PCs from the Cheliax faction will want
to collect the flag over the hearth.
Rewards: If the PCs defeat the skeletal champions,
reward each tier thusly:
Tier 7–8:
Give each player 138 gp.
Tier 10–11:
Give each player 875 gp.
B3. Armory
This room was housed the timber tower’s weapons, but
most are missing now, the empty weapon racks and
shelves bare of armor exhibiting evidence of the orc’s
thievery. Several broken bits of armor and weapons as
well as a dozen or so broken crates litter the floor. There
is nothing of value here.
B4. Murder Holes
This room once served to house archers who protected
the entrance to the timber tower. The room is currently
empty except for two orc corpses stripped of their
weapons and gear.
B5. Kitchen (CR 6 or CR 9)
Before the PCs reach the kitchen, they smell something
awful—something akin to bad body odor but much,
much worse. As they get closer to the room (either by
climbing the stairs from B2 or accessing the building
from the hallway), the tower gets a lot warmer and much
more humid.
When they enter, they find a typical kitchen with three
tables for food prep, shelves, and a large fireplace. The smell
is coming from three large cauldrons sitting over an open
fire in the fireplace, boiling and covered in a white froth and
containing what appear to be human heads.
Creatures: Standing in front of the cauldrons is
Krug, the once-mighty shaman and clan chief of the
Skittering Ravagers, now a manipulated shell of an orc,
controlled by the alien whims of the moonf lower in area
S1. Krug is boiling the heads of the slain Chelish men
from area B2 because he thinks the moonf lower (which
he calls Master) told him to. Krug is not immediately
12
hostile toward the PCs—in fact, he’s quite friendly. He
babbles mostly nonsense about plants from the sky but
offers tidbits about how his clan destroyed the Chelish
rabble who were here and were then, in turn, destroyed
by a wave of necromantic energy that washed up from
the caverns after the rocks hit. Krug only attacks the
PCs if they attack him or attempt to restrain him in
any way—or, if they’ve already faced the moonf lower in
S1, killed it, and tell Krug that they’ve killed it. Krug
has no interest in leaving the motte-and-bailey and his
demeanor will change quite dramatically to that of a
fearsome, angry orc if the PCs even suggest it. If the
PCs kill Krug, they can take his gear and move on. If
they don’t and decide to leave him alone, Krug offers a
hidden chest of treasure to the PCs, claiming he has no
use for coins (see treasure below).
Tier 7–8 (CR 6)
Krug, Moonflower Shaman
CR 6
Male orc sorcerer 7
N Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +1
Defense
AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield)
hp 31 (7d6+7)
Fort +3, Ref +4, Will +4
Defensive Abilities ferocity; DR 5/— (nonlethal); Resist cold 5;
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee touch +4 (by spell) or
mwk longspear +5 (1d8+1/x3 plus Arcane Strike)
Ranged touch +5 (by spell)
Space 5 ft.; Reach 5 ft.; 10 ft. with longspear
Special Attacks cantrips, grave touch (5/day, 3 rounds)
Sorcerer Spells Known (CL 7th)
3rd (4)—halt undead, lightning bolt (DC 17), vampiric touch (DC 19)
2nd (6)—blindness/deafness (DC 18), false life, ghoul touch (DC
18), scorching ray
1st (6)—chill touch (DC 17), detect undead, hold portal, mage
armor, magic missile, ray of enfeeblement (DC 17), shield
0—bleed (DC 16), daze (DC 14), detect magic, disrupt undead,
read magic, resistance, touch of fatigue (DC 16)
Bloodline undead
Tactics
Before Combat When Krug hears the PCs approach, he drinks a
potion of eagle’s splendor and casts mage armor and shield on
himself, in case the PCs are hostile.
During Combat Should the PCs fight Krug, he’s a fearsome ally.
He starts with his highest level spells (lightning bolt if has range
or vampiric touch if he’s close) and flees from melee attacks,
making his way down to the first floor and out into the motte.
Echoes of the Everwar Part I: The PRisoner of Skull Hill
If any melee PCs get close, he targets them with blindness/
deafness and ghoul touch.
Morale Krug surrenders if brought below 5 hit points and begs the
PCs to allow him to serve his Master (the moonflower in S1).
Base Statistics AC 12, touch 12, flat-footed 10 (+2 Dex); reduce all
spell DCs by 2; Cha 14; Bluff +7, Diplomacy +6, Intimidate +14,
Use Magic Device +7
Statistics
Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Arcane Strike, Combat Casting, Eschew Materials, Greater
Spell Focus (necromancy), Persuasive, Spell Focus (necromancy)
Skills Appraise +5, Bluff +9, Diplomacy +8, Intimidate +16,
Knowledge (arcana) +5, Perception +1, Spellcraft +5 (+9
defensive casting), Use Magic Device +9
Languages Common, Orc
Combat Gear potion of cure light wounds, potions of eagle’s splendor
(2), potion of invisibility; Other Gear metamagic rod of lesser
silent, masterwork long spear, ring of protection +1
Tier 10–11 (CR 9)
Krug, Moonflower Shaman
CR 9
Male orc sorcerer 10
N Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +2
Defense
AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield)
hp 45 (10d6+10)
Fort +4, Ref +5, Will +8
Defensive Abilities ferocity; DR 10/— (nonlethal); Resist cold 10;
Weaknesses light sensitivity
Offense
Speed 30 ft.
Melee touch +6 (by spell) or
mwk longspear +7 (1d8+1/x3 plus Arcane Strike)
Ranged ray +7 (by spell)
Space 5 ft.; Reach 5 ft.; 10 ft. with longspear
Special Attacks cantrips, grasp of the dead (1/day, 20-ft.-radius burst,
10d6 damage, Reflex DC 17), grave touch (5/day, 5 rounds)
Sorcerer Spells Known (CL 10th)
5th (3)—blight (DC 20)
4th (5)—animate dead, fear (DC 19), ice storm
3rd (6)—halt undead, hold person (DC 16), lightning bolt (DC 16),
vampiric touch (DC 18)
2nd (7)—blindness/deafness (DC 17), false life, ghoul touch (DC
17), scorching ray, web (DC 15)
1st (6)—chill touch (DC 16), detect undead, hold portal, mage
armor, magic missile, ray of enfeeblement (DC 16), shield
0 (all)—bleed (DC 15), daze (DC 13), detect magic, detect poison,
disrupt undead, message, read magic, resistance, touch of
fatigue (DC 15)
Bloodline undead
Tactics
Before Combat When Krug hears the PCs approach, he casts
mage armor and shield on himself, in case the PCs are hostile.
During Combat Should the PCs fight Krug, he’s a fearsome ally.
He starts with his highest level spells (ice storm if has range or fear
if he’s close) and flees from melee attacks, making his way down to
the first floor and out into the motte. If any melee PCs get close,
he targets them with blindness/deafness and hold person.
Morale Krug surrenders if brought below 5 hit points and begs the
PCs to allow him to serve his Master (the moonflower in S1).
Base Statistics AC 12, touch 12, flat-footed 10 (+2 Dex); reduce
all spell DCs by 1; Cha 15; Bluff +8, Intimidate +19, Use Magic
Device +8
Statistics
Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Arcane Strike, Combat Casting, Eschew Materials,
Greater Spell Focus (necromancy), Iron Will, Persuasive,
Spell Focus (necromancy)
Skills Appraise +5, Bluff +8, Diplomacy +7, Intimidate +19,
Knowledge (arcana) +6, Perception +2, Spellcraft +6 (+10
defensive casting), Use Magic Device +8
Languages Common, Orc
Combat Gear potion of cure light wounds, potion of cure moderate
wounds, potion of invisibility; Other Gear headband of alluring
charisma +2, metamagic rod of lesser silent, masterwork long
spear, ring of protection +1, wand of expeditious retreat, 100 gp
Development: The PCs can learn the entire backstory to
this adventure (minus the history of Akila) from Krug.
If they let him live, it’s possible they may see him again
before this series is over.
Treasure: If the PCs allow Krug to live, he pulls a small
chest out of one of the pots of boiling water and drops
it on the floor, declaring that he has no need for coins.
Inside (once the chest has cooled), the PCs find 3,500 gp
for Tier 7–8 and 5,500 gp for Tier 7–11. The PCs cannot
gain both rewards (gold and Krug’s gear).
Mission Notes: PCs from the Qadira faction need two
pieces of information from Krug. Both can be had with
two successful DC 14 Diplomacy checks. One, they need
Krug to admit that the falchions wielded by his orcs were
provided by Chelish arms dealers operating out of Skull
Hill. Two, they need Krug to admit that he ordered his
clan to attack Skull Hill when they failed to receive a
second promised shipment of armor and weapons.
Rewards: If the PCs defeat Krug in combat, reward
each tier thusly:
Tier 7–8:
Give each player 521 gp.
Tier 10–11:
Give each player 909 gp.
13
Pathfinder Society SCENario
Rewards: If the PCs decide to let Krug live, reward each
tier thusly:
Tier 7–8:
Give each player 583 gp.
Tier 10–11:
Give each player 917 gp.
B6. Lord’s Stairs
This empty room contains only a tattered rug and stairs
leading down to B2 and up to B11.
B7. Hallway
This hallway is empty except for a rug that stretches the
length of the hall. The rug is scorched and tattered in
places and has a few blood stains, as if someone were slain
and the blood drained away into the rug.
B8. Food Stores
This lightless room is slightly cooler than the rest of the
tower; it contains sacks of flower, grain, and sugar and
is lined with shelves full of preserved food and racks
hanging with dried meat. The center of the room is
occupied by water barrels.
B9. Servant’s Quarters
This room once served as servant’s quarters, as evidenced
by the shoddy state of the beds and bedding. There are
several small chests here, all opened and empty, and the
room is covered in scattered clothing and miscellaneous
garbage. A set of stairs in the southwest corner of the
room lead down to B3 and up to B15.
B10. Partially Ruined Chambers
These chambers were once filled with very expensive
furniture and rugs, all now smashed or weathered. Most
of the eastern half of this room lies open to the elements
and the entire floor tilts slightly toward the opening.
B11. Lord’s Chambers
(CR 5 or CR 8)
Once the lord of Skull Hill’s chambers, this room is still
well appointed despite some damage to the southeastern
wall and what appears to be a thorough ransacking of the
room. Most of the furniture is damaged, either slashed
or smashed, and anything of value was long ago taken
away. A body lies discarded near the f ireplace—though
it’s decayed somewhat, a DC 12 Perception check reveals
that this is the body of Heralt, the missing Pathf inder
delver. A further DC 15 Heal check reveals that he was
strangled to death. A set of stairs in the northwest
corner of the room leads down to B6.
14
Optional Encounter: Assuming the players have more
than 2 hours remaining, they also find some of Skull
Hill’s undead denizens here, though these champions
lack weapons and armor.
Tier 7–8 (CR 5)
Skeletal Champion Brute CR 5
Orc skeletal champion barbarian 6
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +6
Defense
AC 12, touch 10, flat-footed 10 (+1 Dex, +1 dodge, +2 natural,
–2 rage)
hp 48 (6d12+2d8)
Fort +2, Ref +4, Will +8
Defensive Abilities channel resistance +4, trap sense +2,
improved uncanny dodge; DR 5/bludgeoning; Immune cold,
undead traits
Offense
Speed 40 ft.
Melee 2 claws +14 (1d4+12)
Special Attacks rage (14 rounds per day), rage powers (powerful
blow +2, strength surge +6, superstition +3)
Tactics
Before Combat Once they spot the PCs, the skeletal champions
rage. Rage has already been figured into their stats.
During Combat The skeletal champions possess great intelligence
(for undead) and use it to flank the PCs and tactically retreat
and strike again when they can. If a cleric uses his channel
positive energy ability against the skeletal champions, they
immediately focus all of their rage on that PC.
Morale The skeletal champions fight until destroyed.
Base Statistics AC 19, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1
dodge, +2 natural); Will +6; Melee 2 claws +12 (1d4+9); Ranged
javelin +8/+3 (1d6+6); Str 22; CMB +13; CMD 25
Statistics
Str 26, Dex 15, Con —, Int 8, Wis 10, Cha 6
Base Atk +6/+1; CMB +15; CMD 27
Feats Dodge, Improved Initiative, Iron Will, Weapon Focus (falchion)
Skills Acrobatics +10, Climb +12, Intimidate +9, Perception +6,
Survival +4, Swim +8
Languages Common, Orc
Tier 10–11 (CR 8)
Skeletal Champion Ragers (2)
CR 6
Orc skeletal champion barbarian 9
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +7
Defense
AC 15, touch 13, f lat-footed 10 (+4 Dex, +1 dodge, +2 natural,
–2 rage)
Echoes of the Everwar Part I: The PRisoner of Skull Hill
hp 67 (9d12+2d8)
Fort +3, Ref +7, Will +9
Defensive Abilities channel resistance +4, trap sense +3, improved
uncanny dodge; DR 1/—, 5/bludgeoning; Immune cold,
undead traits
Offense
Speed 40 ft.
Melee 2 claws +16 (1d4+11)
Special Attacks rage (20 rounds per day), rage powers (powerful
blow +3, roused anger, strength surge +9, superstition +4)
Tactics
Before Combat Once they spot the PCs, the skeletal champions
rage. Rage has already been figured into their stats.
During Combat The skeletal champions possess great intelligence
(for undead) and use it to flank the PCs and tactically retreat
and strike again when they can. If a cleric uses his channel
positive energy ability against the skeletal champions, they
immediately focus all of their rage on that PC.
Morale The skeletal champions fight until destroyed.
Base Statistics AC 23, touch 15, flat-footed 18 (+6 armor, +4 Dex,
+1 dodge, +2 natural); Will +8; Melee 2 claws +14 (1d4+9); Str
22; CMB +15; CMD 29
Statistics
Str 26, Dex 18, Con —, Int 8, Wis 10, Cha 6
Base Atk +8/+3; CMB +16; CMD 31
Feats Dodge, Improved Initiative, Iron Will, Step Up, Vital Strike,
Weapon Focus (falchion)
Skills Acrobatics +14, Climb +12, Intimidate +12, Perception +7,
Survival +5, Swim +9
Languages Common, Orc
Development: Heralt has a hastily scribbled note hidden
in a false pocket in his jacket (Perception DC 20 to find).
It reads, “Chelish know I’m not one of them. I’m to be
murdered soon.”
Mission Notes: The note Heralt carries is enough
for PCs of the Taldor faction to be able to report what
happened to Heralt. PCs of the Andoran faction need to
secretly make another Perception check (DC 20) to search
Heralt for Captain Maldriss’s letter of mark. Specifically,
PCs of the Taldor faction cannot see PCs from the
Andoran faction recover the letter of mark.
B12. Stairway
This room is empty save for stairs leading down to B5.
B13. Damaged Chambers
It’s unclear what this room once held as all of it appears
to have slid out the opening to the south and tumbled
into the crater below. The floor here is steeply sloped (DC
10 Climb check) and any fall from this room to the crate
below would be 5d6 falling damage. A set of damaged
stairs begins about 5 feet above open space to the crater
below and leads to the roof (area B16). Two orc corpses,
stripped of armor and weapons, lie against the east wall.
B14. Butler’s Quarters
This well-appointed room contains a rug, bed, chest,
table, and chair. The chest has been opened and ransacked
and the rest of the room is a shambles.
B15. Maid’s Quarters
This room contains several bunk beds and chests. The chests
are all open and empty and the bunks have been tossed. A set
of stairs in the southwest corner leads down to area B9.
B16. Roof
The roof is surrounded by a walkway protected by wood
crenellations. The roof itself rises another 15 feet to a
sharp point above the tower. A set of stairs in the southeast
corner leads down to B13 but ends in destruction, hanging
out over empty space to the crater below. Anyone on the
roof can see the entirety of the motte-and-bailey and the
low river valley beyond.
ACT 3: The Prisoner
When the rock carrying the seed of the moonflower
struck Skull Hill, it punched inside and revealed a longforgotten series of caverns and, more importantly, the lost
burial chambers of the Osirian sorceress Akila. Below are
additional details of the chambers beneath Skull Hill.
S1. Moonflower Cave
(CR 8 or CR 11)
This 50-foot-by-55-foot cavern stands fifteen feet tall, littered
with stalagmites and stalactites, that make the entire room very
difficult to traverse. The only light comes from the hole above. A
large rock, about 7-1/2 feet in diameter, rests against the north
wall of the cavern, evidence clearly indicating that it punched the
hole in the ceiling above. The rock itself is black as night but from
it stretch hideous, bulbous vines one to two feet in circumference
that stretch all about the cavern, grow up out of the hole above,
and wind down into the other cavern below.
The moonflower’s seed was traveling within this rock
when Zuberi activated Akila’s ring and brought the rock
down from the heavens. The vines are slowly growing into
an enormous moonflower that, if allowed to grow, will
one day form into a gargantuan plant that will plague the
countryside for years to come. All the PCs need to do to
destroy it is hack the vines up, severing their connection
to the rock. If they do this, the rock shudders and is still.
15
Pathfinder Society SCENario
Creatures: All of the original moonflowers are dead—
since they have such a short lifespan. This moonflower
was created from an unfortunate orc survivor that Krug
recently caught and fed to the last living moonflower.
As such, it has decidedly creepy orc features, such as a
caricature of an orc face complete with open mouth and
pointy teeth, right in the middle of the moonflower’s
main stalk. For Tier 10–11, there are three moonflowers
here—two appear to have orc features and the third (with
a DC 13 Knowledge [nature] check) appears to have ankheg
features. All of the moonflowers stand near the rock.
Tier 7–8 (CR 8)
Moonflower
CR 8
hp 102 (see Appendix)
Tactics
During Combat Moonflowers possess some intelligence, but still
just attack whoever is closest.
Morale Moonflowers fight until they are destroyed.
Tier 10–11 (CR 11)
Moonflower (3)
CR 8
hp 102 (see Appendix)
Tactics
During Combat Moonflowers possess some intelligence, but still
just attack whoever is closest.
Morale Moonflowers fight until they are destroyed.
Development: An 8-foot-wide tunnel exits area S1 from
the south and winds down to area S2 below.
Mission Notes: PCs from the Osirion faction must
return a perfect, undamaged sample of a moonflower
to Amenopheus. In order to do so, they must make a
successful DC 20 Heal check on the pod on the rock from
which the vines are growing. (A much easier DC 10 Heal
check tells them to sample the pod instead of the vines.)
PCs from the Taldor faction must make a successful DC 15
Craft (stonemasonry) check to recover a perfectly smooth
sample of the rock. They get two chances as there are only
two spots on the stone that match the description Baron
Dalsine provided in his letter.
S2. Akila’s Tomb
The tunnel descends a few turns and then enters a large cavern
glittering with the light of phosphorescent algae growing on
the eastern wall. A small lake, fed by an underground stream
that flows south through the cavern, occupies most of the
west side of the room. The vines from above stretch across
the cavern and wrap around an enormous stone coffin, solidly
perched atop a well-carved stone dais.
16
This is the final resting place of Akila, concubine of
Zuberi and unfortunate victim of his curse. A DC 18
Strength check is required to lift the lid from the tomb.
Inside are the skeletal remains of Akila, still clad in a
brilliantly colored red-and-orange robe. A solid, simple,
silver ring adorns her left hand’s ring finger and she holds
what appears to be a wand in her right hand. The silver
ring cannot be removed, no matter what the PCs try. In
order to get the ring out of the cavern, they’ll have to take
the skeletal remains of Akila (or, at least, her hand). The
“wand” she’s holding is not magical but will be of some
great significance during part IV of this series. Note on
the chronicle sheet who gathers the wand (and for the
sake of Pathfinder Society, if one party member takes the
wand, all of them do on their chronicle sheet).
Treasure: Akila was buried with several of her
possessions (see above), along with any evidence that
Osirion was dealing in weapons and mercenaries here
(Osirian trade bars). In her coffin, the PCs find (for both
tiers) a pearl of power (2nd), and a hand of glory with a ring of
counterspells on it. The ring currently has dispel magic cast
into it. For Tier 7–8, she was also buried with 8,000 gp
in Osirion trade bars. For Tier 7–11, she was buried with
4,000 gp in Osirian trade bars.
Mission Notes: PCs from the Osirion faction must
return Akila’s body to Sothis, preferably intact. PCs from
the Qadira faction must return a single trade bar to the
Pasha. Assume they take her one from their split of the
gold and that she repays the PCs for the sample.
Rewards: If the PCs f ind Akila’s treasure, reward each
tier thusly:
Tier 7–8:
Give each player 2,667 gp.
Tier 10–11:
Give each player 2,000 gp.
Conclusion
Though it’s a long journey home, the PCs can easily
return to Sothis with the ring and maybe even Akila’s
body. When they arrive, Venture-Captain Balentiir
immediately sends them out on another similar mission,
this time to distant Varisia (see part II).
Echoes of the Everwar Part I: The PRisoner of Skull Hill
Appendix: Updated Monster
Moonflower
CR 8
XP 4800
N Huge plant
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 102 (12d8+48); fast healing 5
Fort +12, Ref +4, Will +5
DR 10/slashing; Immune electricity, plant traits; Resist cold 10
Weaknesses vulnerability to fire
Offense
Speed 20 ft.
Melee bite +16 (2d6+9 plus grab), 2 tentacles +11 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks light pulse, pod prison
Moonflower Update
The Moonflower originally appeared in the Pathfinder
Adventure Path volume #14 bestiary (page 82). This version
has been updated for the Pathfinder Roleplaying Game.
is destroyed. Other swallowed opponents are cocooned in their
own pods.
Pod Spawn (Ex) Should a moonflower’s pod prison be allowed
to kill and digest a Small or larger creature, 1d4 hours later it
transforms into an adult moonflower with full hit points. The
newly formed moonflower has its own consciousness, but some
aspect of its trunk or blossoms resembles the creature that died
within. The dead creature’s equipment remains inside the new
moonflower and can only be retrieved by
killing the alien plant.
Statistics
Str 28, Dex 10, Con 18, Int 5, Wis 12, Cha 17
Base Atk +9; CMB +20; CMD 30
Feats Blind-Fight, Improved Initiative, Improved Sunder, Power
Attack, Skill Focus (Stealth), Stealthy
Skills Escape Artist +0, Perception +10, Stealth +6 (+22
in thick vegetation); Racial Modifiers +16
Stealth in thick vegetation
Languages telepathy (other moonflowers only)
SQ pod prison, pod spawn
Ecology
Environment any
Organization solitary or cluster (2–10)
Treasure standard
Special Abilities
Light Pulse (Su) As a standard action, a moonflower can release
a pulse of bright light from its numerous blossoms every 1d6
rounds up to 3 times a day. All sighted creatures within 50 feet
(save other moonflowers) with line of sight to the moonflower
must make a DC 20 Fortitude save or be blinded for 1d4
rounds. This save is Constitution-based.
Pod Prison (Ex) Once every 1d4 rounds, a moonflower can
try to swallow a grabbed opponent of a size smaller than
itself by making a successful combat maneuver check. A
swallowed creature is swiftly cocooned in a tight, fibrous mass
and forced out of the moonflower’s space into an adjacent
square of the plant’s choice. Once expelled, the creature
remains cocooned and takes 2d8+8 points of bludgeoning
damage and 8 points of acid damage per round from the
living cocoon’s pulsing, acid-filled innards. A cocooned
creature can cut its way out by using a light slashing or piercing
weapon to deal 25 points of damage to the cocoon’s insides
(AC 15). Others can aid a cocooned creature by attacking with
slashing or piercing weapons, but in addition to the damage
dealt to the cocoon, the creature inside takes half the damage
of an attack. Once the creature exits, the cocoon deflates and
17
Pathfinder Society SCENario
A fully-grown moonflower stands easily 20 feet tall
with a massive trunk that is frequently 4 feet or more in
diameter. The roots extend away from the base and into
the soil, making the plant seem well anchored, but the
roots themselves possess an agility that belies the great
size of the plant and allows the moonflower to uproot
itself and move with surprising speed. The tendrils
of the plant are independently prehensile and writhe
around the large flytrap-like “head” that crowns the
stem. Bulbous growths and budding protuberances pulse
and quiver along the alien plant’s trunk and thrum with
cosmic light.
Moonflowers have never been known to communicate
with the natives of Golarion, even druids and others who
regularly converse with plants. The plants do possess some
manner of strange telepathy, though, being in constant
communication with their nearby brethren at all times.
Those who manage to intrude upon the creatures’ alien
thoughts face an assault of horrible visions of terrifying
worlds covered by jungles ancient, sentient, and malign.
Faction Missions
Andoran Faction: PCs from the Andoran faction who
map the motte-and-bailey and its location in the
Hold of Belkzen earn 1 Prestige Award. PCs from the
Andoran faction who also f ind the additional hidden
letter of mark on Heralt’s body in area B11 earn 1 bonus
Prestige Award.
Cheliax Faction: PCs from the Cheliax faction who
return the Chelish flag in area B2 to Zarta earn 1 Prestige
Award. PCs from the Cheliax faction who also successfully
determine the origins of the skeletal champions at Skull
Hill earn 1 bonus Prestige Award.
Osirion Faction: PCs from the Osirion faction who
return Akila’s intact body to Sothis earn 1 Prestige Award.
PCs from the Osirion faction who also bring a perfect
sample from a moonflower back to Sothis earn 1 bonus
Prestige Award.
Qadira Faction: PCs from the Qadira faction who can
prove that Osirian gold was once involved in the mysteries
of Skull Hill earn 1 Prestige Award. PCs from the Qadira
faction who also successfully get Krug to admit that his
clan’s weapons were provided by Chelish arms dealers
and that his assault on Skull Hill was retribution for a
shoddy delivery earn 1 bonus Prestige Award.
Taldor Faction: PCs from the Taldor faction who bring
back word of how Heralt died earn 1 Prestige Award. PCs
from the Taldor faction who also successfully return a
perfectly solid piece of the rock in area S1 to Dalsine earn
1 bonus Prestige Award.
18
Echoes of the Everwar Part I: The PRisoner of Skull Hill
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System Reference Document. Copyright 2000. Wizards of the
Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Society Scenario 36: Echoes of the Everwar Part I,
The Prisoner of Skull Hill. Copyright 2009, Paizo Publishing,
LLC; Author: Joshua J. Frost.
19
Pathfinder Society SCENario
Andoran Faction Handout
Defender of Freedom,
I’ve learned your travels take you north into the bestial lands of the orcs, the Hold of Belkzen. Mind your step
there—humans are not welcome and Andorens are welcome less. While you’re there, map this alleged fort the
Chelish have there. We’d be interested to know where it is exactly and what sorts of defenses the Chelish have in
place there.
That missing Pathfinder, Heralt, is a Taldan man we’ve had in our employ for years. If you find him, he’s
bearing a letter of mark from me with my signature and seal on it. Without any of your other companions seeing,
either ask him for it or take it from his body. ‘Twould be embarrassing should Taldor uncover his association
with our noble endeavor.
Sincerely,
Captain Colson Maldris
Cheliax Faction Handout
Exquisite Flesh Morsel,
I’m not sure what angers me more—the fact that our secret fort in Belkzen is silent or
that I must order you there instead of keeping you in my villa for the week. Life is bitter
sweet. While you’re at Skull Hill, if you happen to find any rather large and visible
proof that Cheliax was involved in that place, please remove it and return it to me. Also,
we’ve heard strange tidings of a rock that fell from the sky and some alleged necromantic
properties it may have had—if you see undead there, use your extensive and impressively
large Pathfinder knowledge to determine the origin of those undead. I’m curious and you
will sate my curiosity.
Or you won’t. And I’ll have you killed...
Paracountess Zarta Dralneen
Osirion Faction Handout
Loyal Servant of the Ruby Prince,
You have an opportunity to return a great hero once more to our lands. Should the rumors in
your Pathfinder Chronicles of the tomb of Akila resting beneath Skull Hill be true, find her
body and return it—intact—to me here in Sothis. We shall give her the honored burial she
deserved all those hundreds of years ago.
My divinations of the fort tell me that strange plant creatures are to blame for its mysterious
silence. Should these creatures be what I think they are, they are rare on Golarion and quite
difficult to find. Use your skills to return to me a perfect sample of one, so that I might study
it and learn its weaknesses.
In Honor of the Ancestors,
Amenopheus, The Sapphire Sage
20
Echoes of the Everwar Part I: The PRisoner of Skull Hill
Qadiran Faction Handout
Servant of the Satrap,
Skull Hill fortunately represents an embarrassment for our Osirion competition.
Were you able to prove that Osirian gold flowed through Skull Hill during the
Everwar, why that might give us just the sort of leverage we need in the Lake
Encarthan region against our pharaoh-worshiping competition there. Bring
me any proof of Osiriani gold at Skull Hill.
It’s likely that the reason Skull Hill went silent was due to a clan of orcs near
there known as the Skittering Ravagers. Led by a beast named Krug, they’ve
terrorized the southern half of Belkzen like no other orc clan could. If you
find this Krug, get him to admit that his clan’s weapons were all provided by
the Chelish at Skull Hill. If he has assaulted the fort, get him to admit why he
did so. Be sure all of your companions hear the reasons—particularly those
from Cheliax.
Kind Regards,
Pasha Muhlia Al-Jakri x
Taldor Faction Handout
Agent of Our Glorious Empire,
Brother in arms, our glorious agent of the empire, Heralt, is missing in
that vile, dirty, backwoods little orc country. I see that you are traveling
there—finding Heralt should be your number one priority as the Emperor
is saddened by Heralt’s possible death. Should he live, tell him to return to
Oppara at once. Should he the opposite, find out how he died and tell me on your return. It
would bring comfort to the Emperor to find closure in this matter.
My spies in that cow Zarta Dralneen’s inner circle tell me that she believes Skull Hill
went silent after a rock fell from the sky and hit her little Chelish children right on the head.
So sad. If this is true, though, I’d like a piece of the rock that made her little fort die—bring
me a perfectly flawless one, no cracks or crevasses, so that I might have a statue of the
Paragoatess carved, and send it to her with a note.
For Taldor!
Baron Jacquo Dalsine
21
Scenario 36: Echoes of the everwar
Part I: The Prisoner of Skull Hill
TIER
4,401
TIER
10–11
7,797
TIER
Player Name —
A.K.A.
Character Name
Pathfinder Society #
Faction
EXPERIENCE
Has Completed This Scenario.
Starting XP
Items Found During This Scenario
+1 XP
Hand of glory (8,000 gp)
Metamagic rod of lesser silent (3,000 gp)
Pearl of power (2nd) (4,000 gp)
Potion of cure moderate wounds (300 gp)
Potion of eagle’s splendor (300 gp)
Potion of invisibility (300 gp)
Ring of counterspells (4,000 gp)
Ring of protection +1 (2,000 gp)
TIER
7 –8
Final XP Total
Prestige Award
Starting PA
GM’s
Initial
TIER
10–11
+2 chain shirt (4,250 gp)
Cloak of resistance +1 (1,000 gp)
Headband of alluring charisma +2 (4,000 gp)
Potion of cure serious wounds (750 gp)
Wand of expeditious retreat (750 gp)
PA Gained (GM ONLY)
Final PA Total
GOLD
TIER
All
Start GP
q Check this box if your PC recovered Akila's wand
q Check this box if your PC recovered Akila’s ring
(Line through any items that were not recovered)
GM’s
Initial
+
GP Gained (GM ONLY)
+
Items Sold
=
Subtotal
Items Sold / Conditions Gained
Items Bought / Conditions Cleared
Items Bought
=
Subtotal
Gold Spent
TOTAL VALUE OF ITEMS SOLD
Add 1/2 this value to the “Items Sold” Box
TOTAL COST OF ITEMS BOUGHT
=
Subtotal
For GM Only
EVENT EVENT CODE DATE
Game Master’s Signature
GM Pathfinder Society #
MAX GOLD
7–8
TIER
This Chronicle Certifies That
Scenario Chronicle #
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