TEXT: By Michael Sayre
  BREATH OF THE DRAGONSKULL
  PATHFINDER SOCIETY SCENARIO #10-12 
  TIER 1–5
  
  Pathfinder Society Scenario #10–12: Breath of 
  the Dragonskull 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 
  pathfindersociety.club.
  HOW TO PLAY
  Author • Michael Sayre
  Development Lead • Linda Zayas–Palmer
  Contributing Artists • Jesper Ejsing, Tawny Fritz, 
  Sebastian Rodriguez, Lindsey Wakefield
  Cartographer • Jason Engle, Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron 
  Lundeen, Joe Pasini, Patrick Renie,  
  Michael Sayre, Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, Avi 
  Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and Jason 
  Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
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  Pathfinder Society Scenario #10–12: Breath of the Dragonskull © 2019, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, 
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  GM ResouRces
  Breath of the Dragonskull makes use of the Pathfinder RPG Advanced Class Guide (ACG), Pathfinder 
  RPG Bestiary, and Pathfinder RPG Ultimate Equipment (UE). This adventure assumes the GM has 
  access to these sourcebooks. All rules referenced in this adventure are available in the free online 
  Pathfinder Reference Document at paizo.com/prd, and the relevant rules from the Bestiary are 
  reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Breath of the Dragonskull                           3
  Player Handouts                                   18
  Appendix                                          19
  Maps                                               21
  Chronicle Sheet                                   23
  
  • Mishkar
  Finadar Forest
  Iobaria
  33
  though what name they may have gone by prior to setting up 
  their homes inside the remains of deceased wyrms has long 
  since been forgotten.
  For years, the goblins have survived, proving surprisingly 
  resistant to the plagues that have kept most other species 
  from thriving in the Iobarian wilderness. This resilience 
  is in no small part thanks to the regular fires they set in 
  the woods around their village, burning away the rot and 
  pestilence that would otherwise infect them. The goblins 
  still have to deal with occasional harassment from centaurs 
  or sudden decreases in population due to ill-conceived 
  bonfires, poor construction, and the occasional disease that 
  even their hardy constitutions prove unable to resist. Still, 
  they manage to live in relative peace and a state that, at least 
  for goblins, might even qualify as prosperity.
  W
  hen the Worldwound erupted in the land that was 
  once known as Sarkoris, many of that nation’s 
  people fled before the demonic invasion. By the 
  time the First Mendevian Crusade had begun to reclaim 
  parts of Sarkoris, most of the survivors had already settled 
  in other lands. 
  One such group of refugees was the Farheaven Clan. Led 
  by their patron god, Dolok Darkfur—an extraplanar being 
  who takes the form of a bipedal bear—they traveled east 
  over the Icerime Peaks and eventually settled in the Norinor 
  Forest of Iobaria. The Farheavens made a new home in the 
  Norinor, founding a small village, building a shrine to 
  their god, and trading with the other humans scattered 
  throughout the forest. The clan lived in peace and relative 
  seclusion for several decades, until a horrific plague swept 
  through the village. In an attempt to stop the relentless 
  tide of deaths, Dolok traveled into the woods with the god 
  caller Roga, who was the high priest of his faith and the one 
  capable of summoning the god’s physical form. But when 
  Roga himself became infected, the grief-stricken Dolok 
  turned his claws on his own people, convinced that giving 
  them a quick death was the best mercy he could grant. 
  Roga’s young apprentice, Nelket, gathered the survivors, 
  mostly children, and sought refuge in the town of Mishkar 
  to the north. 
  Recently, the Pathfinder Society assisted Nelket and the 
  remnants of her clan in destroying the source of the plague 
  that infected Norinor and rescuing their god. Dolok Darkfur 
  has spent much of the past year sharing his knowledge of the 
  traditions and history of the ruined nation of Sarkoris. The 
  Farheavens are now preparing a caravan for a Pathfinder-
  funded expedition back to Sarkoris to attempt to reclaim 
  their ancestral lands. 
  Just a few days north of Mishkar, in the Finadar Forest, 
  the Dragonskull goblin tribe has lived in relative peace 
  for almost 500 years. The plucky goblins have made their 
  dwellings from the bones of dragons who died during the 
  Drakeplague of 4519 AR, roughly 200 years ago. Prior to that, 
  the goblins scavenged and survived as they could among the 
  cyclops ruins littered throughout the plague-filled forests, 
  By Michael Sayre
  BREATH OF THE 
  DRAGONSKULL
  BREATH OF THE 
  DRAGONSKULL
  This scenario takes place in Iobaria, a rough and cold land 
  to the northeast of the Inner Sea. It begins in the city of 
  Nerosyan, though much of the story takes place in Iobaria’s 
  ancient Finadar Forest and the burning town of Mishkar on 
  the forest’s southern edge. For more information on Iobaria, 
  see Pathfinder Campaign Setting: The Inner Sea World 
  Guide, available in bookstores and games stores everywhere 
  and online at paizo.com.
  Where on Golarion?
  
  Jorsal of 
  Lauterbury
  PATHFINDER SOCIETY SCENARIO
  44
  SUMMARY
  The PCs arrive in the town of Mishkar following 
  instructions in a missive from Venture-Captain Jorsal 
  of Lauterbury. The venture-captain informs the PCs 
  that the Society is funding an expedition starting in the 
  small Iobarian town of Mishkar to assist the survivors of 
  a Sarkorian clan known as the Farheavens in traveling 
  back to Sarkoris and attempting to reclaim 
  their ancestral lands. Unfortunately, the 
  caravan preparations have been plagued 
  by delays and misfortune. Just recently, 
  Jorsal received a communication from 
  Nelket, the Farheavens’ new god caller. 
  As a god caller, she can communicate 
  with and summon the clan’s god, an 
  eidolon named Dolok Darkfur. Much of 
  the missive has been badly smudged with 
  soot and grime, but as far as Jorsal can 
  discern, the Farheavens appear 
  to be under siege by a tribe of 
  fire-wielding goblins. Jorsal 
  tasks the PCs with traveling 
  to Mishkar to protect the 
  members of the Farheaven 
  Clan and help them begin 
  their journey to Sarkoris.
  When the PCs arrive in 
  Mishkar, they find a town in 
  utter chaos. A massive forest fire 
  roils in the woods north of the 
  town, sending thick gouts of noxious smoke into the sky. 
  Meanwhile, a small army of centaur warriors has the town 
  under siege. At the same time, a group of goblins clad in 
  dragonbone armor and trinkets desperately fights fires on 
  the edge of the forest near the village, under the protection 
  of a feathered bear. Before the PCs have an opportunity to 
  unravel the strange sight, a band of centaurs breaks off from 
  the group and moves to intercept them, believing the PCs to 
  be reinforcements sent to protect Mishkar.
  The truth behind these strange circumstances is almost 
  as wild and unlikely as the circumstances themselves. The 
  Dragonskull goblins, who had long lived in relative peace 
  amongst the forested ruins north of Mishkar, performed 
  their annual rituals, creating fire breaks and back burning 
  the woods around their makeshift skeletal village. In so 
  doing, they inadvertently activated an ancient cyclops relic, 
  which had been buried under years of moss and grime 
  until the goblin fires exposed and awakened it. Now the 
  relic spews forth fire elementals that rampage through the 
  wilderness, spreading fire uncontrollably. 
  The Dragonskulls have been pushed before the flames, 
  desperately trying to slow the fire’s advance while the 
  hungry flames devour those goblins too entranced by the 
  massive fire to properly protect themselves. As the goblins 
  were pushed into the territory around Mishkar, the human 
  inhabitants of the town were at first hostile towards them. 
  However, the people of Mishkar have welcomed the goblins’ 
  aid in halting the fire’s advance. The situation is complicated 
  by the fact that the Dragonskulls, and the inhabitants of 
  Mishkar by association, have incurred the wrath of a local 
  centaur tribe that has been forced to flee their territory 
  due to the flames.
  After the PCs survive the initial assault by the 
  centaurs, they must forge a temporary peace 
  between the region’s inhabitants that can last long 
  enough for the PCs to learn the location of the 
  cyclops relic and travel to it through the flame-
  shrouded woodlands. Once there, the PCs must 
  defeat the fiery creatures surrounding the relic 
  and deactivate it, closing the endless inferno 
  feeding the forest fire to put the fire to rest 
  once and for all. 
  GETTING STARTED
  The adventure begins in 
  Starrise Spire, the shining 
  fortress that serves as the 
  Pathfinder Society’s lodge in 
  Nerosyan. All of the PCs were 
  already staying at the lodge 
  before the beginning of the 
  adventure. The PCs may have 
  had any number of motivations 
  for traveling here, including wanting to fight demons on the 
  edge of the former Worldwound or receive training from 
  battle-hardened crusaders and devout priests. However, 
  another urgent matter intercedes with their plans. Venture-
  Captain Jorsal of Lauterbury gathers the PCs in his office. 
  Read or paraphrase the following to begin the adventure. 
  “Greetings Pathfinders!” This salutation comes from Venture-
  Captain Jorsal of Lauterbury, a powerfully built Garundi man with 
  keen eyes and a calming demeanor. “Over the last several months, 
  I have been working on the Society’s behalf to assist a group of 
  Sarkorian refugees in preparing for the long trek from Iobaria back 
  to their homeland. With the Worldwound closed, these Sarkorians 
  may just be able to make a new life for themselves in the lands 
  of their ancestors.”
  Jorsal bites his lip for a moment as he mulls something over in 
  his head before speaking once more. “I’ve just received a letter 
  from a young woman named Nelket, the leader and god caller 
  of the Sarkorians in Mishkar. She’s a capable woman, particularly 
  with that god of hers, a massive, feathered bear called Dolok 
  Darkfur, at her side. The letter is badly smudged and damaged. 
  Unfortunately, a bird delivered the message, so there was no one 
  to ask for further details. As far as I can tell, it sounds like they’re 
  
  BREATH OF THE DRAGONSKULL
  55
  having some kind of problem with forest goblins from the Iobarian 
  woodlands trying to burn the town down. But there’s only so much 
  I can tell from this blackened paper. Once you’ve read Nelket’s 
  letter, I’ll be sending you on to Mishkar with all haste. We’ve made 
  a promise to see these people back to their homeland, and I don’t 
  intend to break it.”
  Give the PCs Handout: Letter from Mishkar (see page 18). 
  If the PCs have any additional questions about the mission 
  Jorsal answers them as best he can, though he knows little 
  more than what is included in the boxed text above. Below 
  are some possible questions the PCs may ask and the 
  accompanying answers. Before the PCs leave for Mishkar, 
  give them an opportunity to purchase equipment and make 
  any preparations they deem necessary.
  Are goblins a common issue around Mishkar? “They can 
  be pests wherever they show up, which is nearly everywhere, 
  but the Farheavens clan is currently protected by their deity 
  Dolok Darkfur. It’s surprising that goblins would pose much 
  of a threat.”
  A bird delivered the message? “That’s what I said. I 
  suspect the bird was a common magical trinket, a feather 
  that can take the shape of a bird and carry a written message. 
  It vanished as soon as the letter reached my hands.” The 
  venture-captain correctly surmises that the letter was 
  delivered by a feather token (bird).
  What is a god caller? “A spiritual leader from an old 
  tradition that dates back far, far before the Worldwound. 
  Many clans had their own gods, and it was the god caller’s job 
  to maintain the relationship between people and deity. They 
  would call upon the gods, who would come to the people 
  and offer them guidance, protection, or other services in 
  return for their worship. Such gods might not have been 
  as powerful as the deities you’re familiar with, but they also 
  helped people directly.”
  Who is Dolok Darkfur? “He’s the god of the Farheavens 
  clan. Perhaps not a god as they’re most commonly thought 
  of; Dolok Darkfur walks among his people at the behest 
  of the god caller Nelket. He takes the form of a massive 
  feathered bear and I’m given to understand he’s quite 
  formidable. He gave a few of your fellow Pathfinders some 
  trouble about a year back, but he’s become a fast ally of the 
  Society in the time since. His knowledge of the history of 
  Sarkoris is unrivaled by any other creature I know of.”
  Anything else we should be aware of? “The blood pines of 
  Finadar Forest are famously flammable. If there are goblins 
  lighting fires in Mishkar, things might get a bit…exciting. 
  Be prepared for heat and smoke.”
  KNOWLEDGE (LOCAL) 
  Based on the result of a Knowledge (local) check, PCs might 
  know more about Mishkar, the Sarkorian refugees, and even 
  the centaur tribes in the territory surrounding Mishkar. 
  They learn all of the information whose DC is equal to or less 
  than the result of their check. PCs with the Chronicle sheet 
  for Pathfinder Society Scenario #9-18: Scourge of the Farheavens 
  automatically know all information with a DC of 20 or lower.
  10+: When the Worldwound erupted in old Sarkoris, many 
  Sarkorian tribes and families were driven from their homes 
  and forced to seek refuge or build new lives in neighboring 
  countries and territories.
  15+: Several of these groups of Sarkorian refugees settled 
  in Iobaria, a largely untamed wilderness filled with cyclops 
  ruins, fierce centaur clans, and strange plagues.
  20+: Several months ago, the Pathfinder Society reunited 
  the last god caller of the Farheavens Tribe with their lost god 
  Dolok Darkfur, a powerful eidolon who takes the form of a 
  colorful feathered bear.
  25+: The centaur tribes who live in the Iobarian forests 
  near Mishkar communicate in the Elven and Sylvan 
  tongues. They are often more favorably inclined to humans 
  and other races who greet them in these languages, as well as 
  individuals who are obviously of elven or fey descent.
  KNOWLEDGE (GEOGRAPHY)
  Based on the result of a Knowledge (geography) check, PCs 
  might know more about Iobaria and the Finadar Forest. 
  They learn all of the information whose DC is equal to or 
  less than the result of their check.
  10+: The town of Mishkar is surrounded on three sides by 
  the Finadar Forest. 
  15+: The Finadar Forest in Iobaria is known for its 
  bruorsivi, or “blood pines,” a highly flammable breed of pine 
  tree with scarlet needles.
  20+: While the Finadar Forest’s blood pines make it highly 
  susceptible to sudden and intense forest fires, the many 
  druids and centaur shamans who occupy the forest typically 
  keep these fires from growing out of control.
  25+: A few obscure legends hint that the blood pines of 
  Finadar were carefully cultivated in a past age by cyclops 
  conjurers who used the trees as fuel for rituals designed to 
  bring immense beings of elemental fire into the world. 
  Once the PCs have finished asking questions, Jorsal gives 
  them an hour to prepare and gather supplies. The venture-
  captain also provides each PC with a free potion of resist energy 
  (fire) and two week’s worth of trail rations. Anything the PCs 
  might like to purchase is easy to come by in Nerosyan, as the 
  city is accustomed to preparing crusaders to enter into the 
  Worldwound. After completing their purchases, the PCs can 
  return to Starrise Spire to meet with the venture-captain. 
  Venture-Captain Jorsal warns the PCs that the wizard he was 
  able to procure on short notice with knowledge of Mishkar 
  and the ability to reliably activate a scroll of teleport is too old 
  and frail to spend long in smoky air. As a result, the wizard 
  will not be able to remain and assist them against the flames. 
  
  PATHFINDER SOCIETY SCENARIO
  66
  A. OUTSKIRTS OF MISHKAR
  The PCs’ teleportation deposits them on target. They arrive 
  a few hundred feet outside of Mishkar, next to a large sign 
  bearing the city’s name. A smoky, orange-tinted haze fills the 
  air, dimming the sun and scattering its rays into an orange 
  halo. This haze obscures visibility somewhat, granting 20% 
  concealment to creatures more than 100 feet away. 
  Since there are too many PCs to travel in a single casting 
  of teleport, the wizard uses several scrolls to travel back and 
  forth. Each time he casts the spell, his voice grows raspier. 
  Once all of the PCs and their companions have reached their 
  destination, the wizard apologizes for not being as spry as he 
  once was. After a brief bow and a hacking cough, he teleports 
  back to Nerosyan.
  As the PCs arrive on the edge of Mishkar, they hear the 
  sounds of a town in chaos. Frantic townsfolk have formed 
  water brigades pulling water from the town’s central well and 
  dousing houses, both to drown patches of fire and to protect 
  the buildings from further scorching. 
  Read or paraphrase the following to set the scene.
  Roiling clouds of smoke from a massive forest fire darken the 
  sky and dim the sun’s light. Utter chaos reigns as humans and 
  goblins dart back and forth between the fire and a town, carrying 
  buckets of water to douse buildings or stoking fire breaks to keep 
  the massive conflagration from spreading into town. The signs of 
  recent battle mar the buildings and many of those fighting the 
  conflagration bear the marks of conflict in the form of bloody 
  bandages or pained limps. Across a large field from the village’s 
  southern edge, a hastily erected encampment bustles with the 
  clopping hooves of numerous centaurs.
  The road to Mishkar has recently served as a battlefield. 
  Normally a relatively peaceful tribe, the Redpine centaurs and 
  their leader, Kaana Korag, are currently highly agitated. While 
  they initially believed that the fire was merely the result of 
  irresponsible arson by the Dragonskull goblins, the Redpines 
  opinion changed when they discovered the Dragonskulls 
  working with the people of Mishkar. Kaana Korag now 
  believes that the humans are using the goblins to drive the 
  centaurs out of the forest so they can expand their territory. 
  She is ready to fight both goblins and humans alike to protect 
  her people’s claim to the forest. 
  Creatures: As the PCs approach Mishkar, a group of 
  centaurs gallops forth from their encampment near the 
  forest’s edge. These centaurs believe that the PCs are 
  reinforcements coming to Mishkar’s aid and do not attempt 
  to parley before beginning their attack. Instead, they yell out 
  to the PCs in fury, accusing them of being “in league with 
  the forest burners” and insisting that they will not allow the 
  PCs to drive them from their homes. The centaurs do not 
  respond directly to parley attempts by the PCs, though if 
  the PCs make three attempts to end hostilities, the centaurs 
  retreat to their encampment to report the PCs’ actions in 
  detail to their chieftain, a powerful centaur woman named 
  Kaana Korag (see the Centaur Encampment on page 8). In 
  general, each attempt to parley should require at least one 
  PC to spend a standard action. PCs can use aid another on 
  any skill checks they attempt. As this is an unconventional 
  mechanic, if your players express interest in parleying with 
  the centaurs, inform that that they can take actions to help 
  diffuse the hostilities. Some examples of actions that count 
  as an attempt to end hostilities are the following.
  •	 A successful DC 18 Bluff or Diplomacy skill check (DC 21 
  in Subtier 4–5) to start convincing the centaurs that the 
  PCs aren’t from Mishkar, that they are on a mission to 
  investigate the fires, or other details that make it clear that 
  the PCs are not in league with the goblins.
  •	 A successful DC 18 Intimidate check (DC 21 in Subtier 4–5) 
  to start scaring the injured centaurs into retreating from 
  the PCs.
  •	 A successful DC 18 Knowledge (nature) or Survival check to 
  help put out fires near the centaurs.
  •	 Healing one of the centaur’s wounds.
  •	 Each round during which none of the PCs attacks 
  automatically counts as an attempt to end hostilities. 
  Healing, casting defensive spells, and other actions that do 
  not harm a centaur do not count as attacking.
  SUBTIER 1–2 (CR 3)
  WOUNDED CENTAURS (2) 
  CR 1
  N Large monstrous humanoid (Pathfinder RPG Bestiary 42; see 
  page 19)
  hp 30 each (currently 15)
  Speed 30 ft. 
  Melee club +4 (1d6+1), 2 hooves –1 (1d6)
  Ranged club +4 (1d6+1)
  Gear breastplate, heavy steel shield, and clubs (3). One of the 
  centaurs carries a wand of charm animal (23 charges).
  TACTICS
  Before Combat These centaurs have been wounded during 
  their conflicts with the forest fire and the citizens of Mishkar, 
  reducing their hit points by half, giving them fatigued 
  condition, and reducing their movement speed. 
  To accommodate a group of four PCs all centaurs in the 
  encounter (including the centaur greenspeaker in Subtier 
  4–5) are sickened from their prolonged exposure to the 
  heavy smoke of the forest fire. Additionally, lower the DC of 
  all skill checks by 3.
  Scaling Encounter A
  
  A. Outskirts of Mishkar
  G
  : Centaur Greenspeaker
  C
  : Centaur
  1 square = 5 feet
  Pathfinder Flip-Tiles: Forest Starter and Expansion
  N
  C2
  C1
  G
  BREATH OF THE DRAGONSKULL
  77
  They have also lost their weapons, forcing them to rely on basic 
  clubs in combat. Their attacks listed above already include 
  the penalties form the fatigued condition. Together, these 
  adjustments lower their CR by 2. 
  During Combat The wounded centaurs begin combat by hurling 
  their clubs at the PCs before lashing out with their remaining 
  club and hooves at any opponent who attempts to engage 
  them in melee range.
  Morale If either centaur is slain or knocked unconscious, the 
  other attempts to flee south, back to their encampment.
  SUBTIER 4–5 (CR 6)
  INJURED CENTAURS (2) 
  CR 3
  hp 30 each (currently 20; Pathfinder RPG Bestiary 42; see page 19)
  TACTICS
  During Combat The centaurs begin combat by hurling their spears 
  at the PCs and lash out with their swords and hooves at any 
  opponent who attempts to engage them in melee range. These 
  centaurs have already taken 10 points of damage from their 
  conflicts with the forest fire and the citizens of Mishkar.
  
  Kaana Korag
  PATHFINDER SOCIETY SCENARIO
  88
  Morale The centaurs fight to the death as long as the centaur 
  greenspeaker is still on the field. If the greenspeaker is 
  slain or retreats, the centaurs attempt to withdraw to their 
  encampment to the south. 
  CENTAUR GREENSPEAKER 
  CR 4
  N male centaur shaman 2 (see page 20)
  hp 39
  TACTICS
  Before Combat The centaur greenspeaker has used his ward hex 
  to boost the defenses of one of his centaur companions.
  During Combat The centaur greenspeaker keeps his distance, 
  using its entangle spell to slow the PCs before attacking 
  with his javelins and wand of burning hands. Whenever 
  his first ward hex ends, he applies the ward to the centaur 
  who was not protected by the hex at the start of combat.
  Morale The centaur greenspeaker uses his channel energy if he 
  or either of the other two centaurs is reduced to 10 or fewer 
  hit points. If the greenspeaker runs out of uses of channel 
  energy, or if either of the other two centaurs is slain or 
  knocked unconscious, the greenspeaker retreats south to the 
  centaur encampment.
  Treasure: The centaurs each wear a warrior’s sigil graven 
  with the Redpine’s tribal crest. PCs can identify these sigils 
  by succeeding at a DC 15 Knowledge (local) check (DC 18 in 
  Subtier 4–5). A character who succeeds on this check know 
  that returning one of these sigils to the centaur’s chieftain 
  or other tribal leader is considered a sign of respect after a 
  just combat. If the PCs kill one or more of these centaurs 
  but retrieve their warrior’s sigil and present it to Kaana 
  Korag in the Centaur Encampment, they can improve her 
  attitude toward them (see page 9).
  Development: With the centaur scouts defeated, the PCs 
  can now proceed. If the PCs pursue the centaurs, see the 
  centaur encampment below. If the PCs continue on to 
  Mishkar, see the Mishkar section on page 10.
  Rewards: If the PCs do not defeat the centaurs or 
  convince them to retreat (either through attempting parley 
  or by other nonlethal means) reduce each PC’s gold earned by 
  the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 65 gp.
  Out of Subtier: Reduce each PC’s gold earned by 136 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 208 gp.
  CENTAUR ENCAMPMENT (CR 2 OR CR 5)
  Located along the northern edge a spur of the Finadar Forest 
  and just south of Mishkar, this makeshift encampment shows 
  the signs of being hastily erected. Leather tarps hang from 
  the trees, providing some shelter from rain and ash, and 
  the southern edge of the encampment is bordered with a 
  deep, water-filled trench.
  This encampment serves as basic shelter for the centaur 
  clan encamped here, as well as a staging ground for their 
  attacks against the town of Mishkar. The southern border 
  of the camp has been reinforced by the centaur druids, who 
  shaped the earth and conjured a moat of water to keep the 
  fire from spreading further.
  At the center of the camp is the command post for 
  Kaana Korag (N centaur barbarian 5), the chieftain of 
  the Redpines and the tribe’s most powerful warrior. The 
  centaur’s reaction to any creature attempting to approach 
  this command post varies based on the PCs’ actions in 
  area A. A PC who speaks Elven or Sylvan and who greets 
  Chieftain Korag in either of these languages gains a +2 
  circumstance bonus to any Diplomacy checks they use to 
  improve Kaana’s attitude.
  
  BREATH OF THE DRAGONSKULL
  99
  •	 If the centaurs left the encounter after the PCs attempted 
  to parley or negotiate with them, Chieftain Korag instructs 
  the centaurs guarding the camp’s perimeter to escort 
  the PCs to meet her at the command post. Her starting 
  attitude in this situation is indifferent, and as long as the 
  PCs are respectful and do not attempt to initiate further 
  conflict, they can improve Chieftain Korag’s attitude to 
  friendly with a DC 16 Diplomacy check. This DC increases 
  to DC 19 in Subtier 4–5, for where Kaana Korag’s patience 
  and receptiveness are much more strained by her efforts 
  to protect her tribe from the raging forest fire and fend off 
  the joint human and goblin defenders.
  •	 If the PCs did not successfully parley with the centaurs, 
  but also did not kill any of the centaurs, Chieftain Korag’s 
  starting attitude is unfriendly. Korag’s attitude can be 
  improved to indifferent by a PC who succeeds at a DC 21 
  Diplomacy check (DC 24 in Subtier 4–5). 
  •	 If the PCs slew one or more of the centaurs in area A, 
  Chieftain Korag is hostile, but she is unwilling to risk 
  any more of her tribe in combat unless she feels she has 
  no choice. She orders the PCs to leave before she brings 
  the wrath of all of the Redpines down upon them. Still, 
  the PCs have a chance to present the chieftain with the 
  warrior sigils from the fallen centaurs. If they do, her 
  attitude improves to unfriendly, as if they had not killed 
  any of the centaurs.
  Once the PCs have introduced themselves to Kaana, the 
  centaur chieftain immediately begins questioning them, 
  seeking to discern the PCs’ motivations (both to her camp 
  specifically and to the region in general). If the PCs have 
  not yet been to Mishkar, Kaana “requests”—in a tone and 
  with language that sounds much more like an order—that 
  they bring a message with them to the people of Mishkar: 
  turn over the goblins responsible for the fires in Finadar 
  Forest so that the Redpine tribe can administer justice, and 
  the Redpines will assist the people of Mishkar in fighting 
  the flames and protecting their homes. Persist in harboring 
  the goblins, and the Redpines will consider the people of 
  Mishkar accomplices, just as guilty of wanton arson as the 
  goblins they have allied with.
  If the PCs have already visited Mishkar, they may take 
  this opportunity to either negotiate on the goblins’ behalf 
  or to agree to try and convince Nelket and Dolok Darkfur 
  to surrender the goblins to the Redpines. However, the PCs 
  do not have time to finalize their negotiations before the 
  fire surges.
  The fire breaks and other precautions taken by the 
  centaurs begin to fail causing a massive surge of flames 
  to inundate the encampment. This attracts the attention 
  of every able-bodied Redpine in the encampment as 
  they rush to tamp the flames. PCs wishing to bypass 
  the centaurs entirely can do so easily with the centaurs’ 
  attention diverted, though this situation also presents an 
  opportunity for the PCs to improve their relationship with 
  Kaana Korag and her clan. 
  If the PCs decide the help the centaurs put out the fire, each 
  PC can attempt two skill checks chosen from the following 
  list: Acrobatics, Disable Device, Knowledge (engineering or 
  nature), Survival, or an appropriate Profession check for 
  clearing brush, digging ditches, or otherwise managing 
  fire breaks, ditches, and burning forests (such as architect, 
  engineer, farmer, miner, or woodcutter). The DC for any of 
  these skill checks is 15 (DC 18 in Subtier 4–5). 
  As is the case for the fire in Miskar, spellcasting characters 
  can choose to cast an appropriate spell when making a skill 
  check (such as create water, create pit, or gust of wind) to gain 
  a competence bonus on their skill check equal to 1 plus the 
  spell’s level. A PC can use aid another instead of rolling one 
  of her checks, but given the fast speed of the fire’s growth, it 
  is clear to the PCs from the situation that spreading out and 
  rolling individually is likely to produce better results than 
  all focusing on one small spot. 
  If the PCs succeed at a total number of skill checks 
  equal to or greater than the number of PCs, they provide 
  significant assistance to the centaurs. In so doing, they 
  earn additional treasure and favor from the centaurs (see 
  Treasure and Development on page 10).
  Hazard: The southern edge of this camp is choked with 
  the heat and smoke of the burning Finadar Forest. While 
  the centaurs mostly have the dangers under control, a surge 
  from the wildfire causes chaos and disruption in the camp 
  that can build into deadly and explosive fire hazards.
  In Subtier 1–2, this surge manifests as several small flare-
  ups that scorch those working on the firebreaks. Select 1d3 
  PCs fighting the fire at random. Each takes 2d4 fire damage 
  and can attempt a DC 11 Reflex save for half damage.
  In Subtier 4–5, this surge instead manifests as a wave 
  of flame that belches out from the forest after the raging 
  fire reached an especially flamable fuel source. Select 1d3+1 
  PCs fighting the fire at random, each of who takes 5d6 fire 
  damage (DC 14 Reflex save for half).
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce the DC for all skill checks during 
  the fire containment (including the Perception and Disable 
  Device DCs for the burning hands trap) by 2.
  Subtier 4–5: Reduce the DC for all skill checks during 
  the fire containment (including the Perception and Disable 
  Device DCs for the fireball trap) by 2.
  Scaling the 
  Centaur Encampment
  
  Dolok Darkfur
  PATHFINDER SOCIETY SCENARIO
  10
  10
  Treasure: If the PCs successfully helped put out the fire, 
  Chieftain Korag gratefully offers them one of the tribe’s 
  treasured clan banners, a banner of restful nights (Pathfinder 
  RPG Advanced Class Guide 226). In Subtier 1–2, the banner 
  has been damaged by fire, removing much of its magic. It 
  can only be activated 5 more times before its magic fails 
  completely. The centaurs inform the PCs of this limitation. 
  In Subtier 4–5, the banner is undamaged. If the PCs activate 
  the banner, it protects them from the worst effects of the 
  wildfire when they rest at night and do not need to attempt 
  Fortitude saving throws to avoid the deleterious effects of 
  traveling through the wildfire (see Finadar in Flames on 
  page 12). The centaurs also give the PCs a wand of gust of 
  wind with 8 charges remaining.
  Development: If the PCs use the distraction of the fire 
  surge to slip past the centaurs, they can proceed to Mishkar. 
  Alternatively, if the PCs have already visited Mishkar, they 
  can head towards the Dragonskull village; in this case, 
  continue to Finadar in Flames on page 12. 
  On the other hand, if the PCs successfully helped put out 
  the fire, Kaana Korag’s attitude towards the PCs immediately 
  improves by one step. Kaana also presents PCs who assist 
  with fighting the wildfire surge with one of the Redpines’ 
  clan banners (described in Treasure above) informing them 
  “For good or ill, you now bear the hopes of the Redpine clan. 
  My people no longer have the strength to travel back into 
  the fire and eliminate it at its source. Trust not the goblins! 
  I saw the things they conjured with their flames: undead 
  monsters dancing in the flames and spreading destruction.”
  Regardless of the PCs’ choice, record Kaana’s attitude 
  towards the PCs at this point, as it will affect the PCs’ 
  interactions with Chieftain Korag at the conclusion of this 
  adventure (see page 17). Kaana has no further information 
  to give the PCs.
  If the PCs agreed with the centaur’s demand to turn 
  the goblins over while Dragbog accompanied them (see 
  Mishkar) the canny goblin chieftain plays along for the time 
  being but abandons the PCs at the first opportunity once the 
  PCs enter the burning woods (area B).
  Rewards: If the PCs do not successfully assist the centaurs 
  in fighting the fire surge, reduce each PC’s gold earned by 
  the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 110 gp.
  Out of Subtier: Reduce each PC’s gold earned by 295 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 480 gp.
  MISHKAR
  The town of Mishkar is a primarily human town built of 
  stone and wood in a mixture of Varisian and Taldan styles. 
  Mishkar is not aligned with any of the powers in Iobaria, 
  and its people value their independence and self-
  sufficiency. Mishkar is currently a frenzy of activity, as 
  goblins and humans scurry back and forth throughout 
  the edges of the town. They are throwing buckets of 
  water on smoldering embers or wooden buildings 
  and hurriedly digging trenches between the town and 
  the burning Finadar Forest. A massive, muscled bear 
  with a mantle of rainbow-colored feathers stalks the 
  edge of the town, keeping a watchful eye on the centaur 
  encampment to the south of the village.
  As the PCs approach, the feathered bear greets them. He 
  is Dolok Darkfur, guardian deity of the Farheaven Clan. The 
  bear-god’s mighty voice cuts clearly through the crackle 
  of flames and bustle of the busy townsfolk as he calls out 
  “Who goes there? Not centaurs, clearly. Are you the 
  Pathfinders Nelket sent for? Dragbog, you’ll want to 
  fetch the ‘mistress’.”
  
  Nelket
  BREATH OF THE DRAGONSKULL
  11
  11
  At Dolok’s call, a stocky goblin dressed in armor made 
  from the bones of what appears to be a dragon steps out 
  from behind the great beast and dashes into the town. 
  Dolok watches the goblin retreat for a moment before 
  turning back to the PCs.
  “Nelket will be here shortly. Dragbog is too desperate 
  to stay on our good side to tarry. It’s best you hear what 
  happened directly from Nelket. In the 
  meantime, I don’t suppose I could 
  convince you to help us finish 
  securing the perimeter?”
  As 
  the 
  bear-god 
  finishes 
  speaking, he swings his massive 
  head from side to side to indicate 
  the scrambling humans and 
  goblins all around. If the 
  PCs agree to assist the people 
  of Mishkar, the people are 
  grateful for the help. The 
  villagers scrambling about 
  are busy forming bucket 
  lines to douse the houses 
  nearest to the forest fire, 
  while the goblins split 
  their attention between 
  running 
  around 
  stomping on drifting 
  embers and clearing dry 
  brush before it can become fuel 
  for the spreading flames. PCs can choose to assist either 
  the goblins or the villagers. Each PC can attempt two DC 
  15 skill checks (DC 18 in Subtier 4–5); PCs who assist the 
  goblins in clearing out brush and combustibles can use 
  Survival or an appropriate Profession (such as architect, 
  engineer, farmer, miner, or woodcutter). Characters who 
  assist the villagers in dousing the buildings can use either 
  Acrobatics or Climb.
  As is the case in the fire that appears by the centaur 
  encampment, spellcasting characters can choose to cast an 
  appropriate spell when making a skill check (such as create 
  water, create pit, or gust of wind) to gain a competence bonus 
  on their skill check equal to 1 plus the spell’s level. A PC 
  can use aid another instead of rolling one of her checks, 
  but given the fast speed of the fire’s growth, it is clear to 
  the PCs from the situation that spreading out and rolling 
  individually is likely to produce better results than all 
  focusing on one small spot. 
  If the PCs succeed at a number of skill checks equal to or 
  greater than the number of PCs, Nelket rewards them for 
  their assistance (see Treasure on page 12).
  After the PCs have completed their skill checks (or after 
  about 5 minutes if the PCs chose not to assist in protecting 
  the village from the fire), Dragbog the goblin (N goblin 
  rogue 2) returns with Nelket (NG human summoner 6) in 
  tow. Any PCs in the party who have a Chronicle sheet for 
  Pathfinder Society Scenario #9-18: Scourge of the Farheavens have 
  met Nelket before. Nelket greets any such PCs by name as she 
  approaches, genuinely pleased by their presence. The PCs 
  notice that while Nelket has not changed much physically, 
  she projects a new aura of confidence and authority that she 
  did not possess when they last met.
   “Have the Pathfinders come to rescue the Farheavens 
  once again? Honestly, if the circumstances weren’t what 
  they are I’d feel bad about bothering you all again so 
  soon!” Nelket’s face curves in a wry smile as she 
  greets the PCs.
  “I can see from your expressions that 
  you’re curious about what’s going 
  on here. Let me fill in the details 
  for you.” Nelket proceeds to 
  describe the current situation 
  to the PCs. “About two weeks 
  ago, we woke up to fire on 
  the horizon and goblins 
  practically on our doorsteps. 
  At first, we thought it was a 
  raid, but when Dolok roared 
  and charged to our defense, 
  the 
  goblins 
  dropped 
  everything 
  they 
  were 
  carrying and started groveling 
  on their bellies!” Nelket smirks 
  and glances at an embarrassed-looking Dragbog before 
  continuing. “Dragbog here informed us that he’s the 
  chieftain of these goblins, the Dragonskull Tribe, and that 
  they were fleeing from fire, undead monsters, and some very 
  angry centaurs. As you can see, the bit about the centaurs is 
  quite true. Perhaps I should let Dragbog tell you the rest 
  in his own words.” After finishing her introduction, Nelket 
  nudges the nervous goblin towards the PCs and raises an 
  eyebrow, prompting him to begin.
  “We Dragonskulls live in the red trees for a long time. 
  Build our homes from dragon bones, hide beneath the 
  ground when centaurs come. Red trees burn too good, but 
  Dragonskulls know how fire works.” The little goblin thrusts 
  his narrow chest out proudly at this. “But…something bad 
  happen. We burn sick trees around village like every year 
  to keep fires small, but old stone in town catch fire too! 
  Fires start jumping everywhere, and then Dragonskull 
  homes wake up and start trying to eat us with fire-tongues! 
  We run until Redpine horse-lady stop us and say we burn 
  down their village too! So we run again until fire get too 
  close. Dragonskulls set small fire to eat food so big fire not 
  follow, then big bear invite us here.” The goblin finishes his 
  story proudly, clearly impressed at his own “masterfully” 
  constructed narrative.
  
  Dragbog
  PATHFINDER SOCIETY SCENARIO
  12
  12
  Dolok 
  Darkfur 
  huffs 
  a 
  husky 
  laugh 
  in 
  response 
  to the goblin’s tale. “True 
  enough, as it goes. I thought 
  the little rascals were the ones 
  spreading the flames at first, 
  until I noticed that they were 
  actually containing the larger 
  fire. They’ve been industrious 
  enough around the town the last 
  few days, though I worry about the 
  attention they’re drawing from 
  those centaurs.”
  Treasure: If the PCs assisted 
  the people of Mishkar in 
  protecting the town from the 
  fire, Nelket presents them with 
  a small purse of high-quality 
  amber in thanks. The amber is worth 500 gp in total. In 
  Subtier 4–5, one of these pieces of amber is actually a 
  swarmbane clasp (Pathfinder RPG Ultimate Equipment 261).
  Development: Dolok and Nelket inform the PCs that 
  they have extended their protection to the small goblin 
  tribe in exchange for the Dragonskull’s assistance in 
  protecting the town from the encroaching flames. If the 
  PCs ask about the caravan to Sarkoris, Nelket informs 
  them that between the fires in the Finadar Forest and the 
  threat of the centaurs outside the city, there’s no way the 
  Farheavens can leave now. Of even greater concern are the 
  “fiery undead” reported by Dragbog and his goblins. If 
  there are monsters at the heart of the wildfire spreading 
  the flames, Nelket and Dolok Darkfur dare not leave for 
  Sarkoris lest they leave Mishkar defenseless against a 
  coming threat.
  Nelket has one more favor to ask of the Pathfinders: 
  follow the goblin chieftain Dragbog back into the burning 
  forest and find the “burning stone” that animated the 
  Dragonskulls skeletal homes and began spewing fire into 
  the forest. Odds are that burning stones in the forests of 
  Iobaria are cyclops relics, and an untended cyclops relic 
  of such destructive power would undoubtedly cause even 
  more harm if left to run wild and uncontrolled. In the event 
  that the PCs are unwilling or unable to bring Dragbog with 
  them, Nelket and the goblins piece together a rough map 
  and set of directions.
  Rewards: If the PCs did not assist the people of Mishkar 
  in protecting the town against the fire, reduce each PC’s 
  gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold 
  earned by 83 gp.
  Out of Subtier: Reduce each 
  PC’s gold earned by 208 gp.
  Subtier 4–5: Reduce each 
  PC’s gold earned by 333 gp.
  FINADAR IN FLAMES
  The 
  Finadar 
  Forest 
  is 
  a 
  massive, 
  sprawling 
  woodland filled with conifers, 
  seasonal undergrowth, and uneven 
  terrain. Travel to the Dragonskull 
  village 
  from 
  Mishkar 
  would 
  normally take two days under 
  ideal conditions. However, with 
  massive swaths of woodland 
  flaring up unpredictably and 
  much of the forest scarred 
  with fire, navigating it now 
  is exceptionally difficult.
  For good or ill, the highly 
  flammable nature of blood 
  pine sap means the wildfire is actually spreading much 
  more slowly than it might otherwise. The fires burn so hot 
  fierce that individual copses frequently flare up and die 
  back down before the fire has time to spread. Any PC who 
  succeeds at a DC 15 Survival check knows this information. 
  Such PCs also notice signs of active efforts made to fight 
  the flames. In some areas, the trees show the rejuvenating 
  effects of druidic magic, and in others, they bear the crude 
  but clever cuts of goblin blades—all intended to trim back 
  brush, reduce the amount of fuel available for wildfires to 
  ignite, and feed the goblins’ own celebratory bonfires to 
  highlight their regional holidays.
  The forest air is harsh with smoke, burning at the throat 
  of any living creature that breathes it too long. At three 
  times during the scenario—before the encounter in area 
  B, the rescue attempt in Traversing the Forest (see page 14), 
  and the encounter in area C—each PC must succeed at a 
  DC 12 Fortitude saving throw (DC 14 in Subtier 4–5) or be 
  fatigued for the duration of the encounter. PCs with the 
  banner of restful nights from the centaur encampment or 
  who have similar magical protections during their rests do 
  not need to make these Fortitude saves. Wearing a damp 
  scarf or equivalent grants a +1 competence bonus on the 
  Fortitude save.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The wolverines are sickened by the 
  smoke from the fire.
  Subtier 4–5: Remove 1 dire wolverine 
  from the encounter.
  Scaling Encounter B
  
  B. Burning Woods
  W
  : Wolverine
  D
  : Dire Wolverine
  1 square = 5 feet
  Pathfinder Flip-Mat: Forest Fire
  N
  D3
  D1
  D2
  W1
  W2
  BREATH OF THE DRAGONSKULL
  13
  13
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  B. BURNING WOODS (CR 4 OR CR 7)
  The scorching flames tearing through the dense woodlands throw 
  thick plumes of acrid smoke into the air. Narrow, rock-strewn 
  paths and stony crevices cut through the wilderness, offering 
  some shelter from the oppressive smoke and heat.
  An old ranger’s trail cuts through the woodlands here, 
  offering a path that’s a bit less choked with smoke and embers 
  than the rest of the forest. While this trail offers a natural path 
  for the PCs (one of the few useful pieces of information to be 
  gleaned from Dragbog’s map), it also represents shelter and a 
  natural escape path for woodlands animals fleeing the fire. 
  Creatures: A pair of wolverines (or trio of dire wolverines 
  in Subtier 4–5) are moving along the trail until a sudden 
  flare-up drives them into a frenzy. When the PCs enter at 
  the southeastern forest entry, the wolverines begin in the 
  western entry point of the forest and charge along the trail 
  in fear of the flames. One of these wolverines is friend to an 
  elven druid who makes her home in this part of the forest. 
  Trapped by the fire, the druid commanded her loyal friend 
  to flee.
  Hazard: Drifting embers have just ignited several blood 
  pines in the area creating pockets of dense flame. Any PC or 
  wolverine who ends their turn adjacent to one of the burning 
  fires must succeed at a DC 12 Reflex saving throw (DC 14 
  in Subtier 4–5) or take 1d4 points of fire damage from the 
  sparking brush and tree limbs (or 1d8 points in Subtier 4–5).
  SUBTIER 1–2 (CR 4)
  WOLVERINE (2) 
  CR 2
  N Medium animal (Pathfinder RPG Bestiary 279; see page 20)
  hp 22 each
  TACTICS
  During Combat The wolverines are frightened and confused by 
  the smoke and flames, lashing out instinctively at any creature 
  that comes within reach, though they do not attack each other. 
  Morale The wolverines fight to the death once injured. 
  SUBTIER 4–5 (CR 7)
  DIRE WOLVERINE (3) 
  CR 4
  N Large animal (Pathfinder RPG Bestiary 279; see page 20)
  hp 42 each
  TACTICS
  Use the wolverine tactics from Subtier 1–2. 
  Treasure: One of the wolverines, an animal friend to a 
  druid trapped in the forest fires (see Traversing the Forest), 
  wears a carved bone necklace studded with bits of jade. In 
  Subtier 1–2, the centerpiece of the necklace is an ampoule 
  containing a potion of cure serious wounds. In Subtier 4–5, the 
  necklace is instead an amulet of natural armor +1. If the PCs 
  manage to calm the wolverines, the largest of them tears 
  the necklace from around its neck with a jagged claw and 
  nudges it towards them as if offering a small tribute before 
  continuing along its way with its companion(s).
  Development: If Dragbog is accompanying the PCs at 
  this point, he recognizes the necklace on the wolverine as 
  having belonged to Cenenviel (which Dragbog pronounces 
  as “Senenlelel”), an elven druid who guarded the woodlands 
  near the Dragonskull’s village. While the necklace’s presence 
  bodes poorly for Cenenviel, it is confirmation that the PCs are 
  drawing close to the Dragonskull village. PCs who succeed 
  at a DC 15 Perception or Survival check note that the soot 
  on the necklace appears to have been recently smudged by 
  slim fingers. PCs who attempt to find the druid have an 
  opportunity to rescue him in Traversing the Forest.
  Rewards: If the PCs do not successfully avoid, calm, or 
  defeat the wolverines, reduce each PC’s gold earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 62 gp.
  Out of Subtier: Reduce each PC’s gold earned by 114 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 166 gp.
  TRAVERSING THE FOREST 
  The last stretch of the Finadar Forest before the 
  Dragonskull’s village is choked with smoke and ashes making 
  it difficult to breathe and hindering movement as piles of 
  ash and smoldering embers make the footing treacherous. If 
  Dragbog is with the PCs, he begins to sing a quiet song as he 
  leads them through the soot.
   
  Stoke the ember, build the flame
   
  Take its food to keep it tame
   
  Chop the earth and cut the roots
   
  From the ashes grow green shoots
  If asked about his song, Dragbog explains (in a meandering 
  and condescending way) that the goblin’s songs are the 
  tribe’s way of teaching new generations how to act, and 
  reminding goblins in stressful situations of what actions to 
  take. Dragbog’s explanations are choppy and delivered in 
  a goblinized version of Common, liberally sprinkled with 
  phrases such as “Song is for remember. You might want 
  to make song about that so you don’t forget” and “Fire and 
  goblin go together like pickles and goblin. It’s circle of life.”
  To accommodate a group of four PCs, reduce the DC of all 
  skill and ability checks by 3.
  Scaling Traversing 
  the Forest
  
  BREATH OF THE DRAGONSKULL
  15
  15
  Any PC who succeeds at a DC 12 Sense Motive check (DC 
  15 in Subtier 4–5) during Dragbog’s explanation of his song 
  realizes that each verse of the song actually gives useful tips 
  about controlling fires and navigating burns, granting them 
  a +2 circumstance bonus on all skill checks made in this 
  area and to the Fortitude save to avoid becoming fatigued in 
  encounter C (see Finadar in Flames on page 12).
  In the event that the PCs are actively searching for the druid 
  Cenenviel (male elf druid 1), they must succeed at a series of 
  skill checks as described below. If the PCs are not looking for 
  him, they can still attempt the first check to learn of him and 
  start saving him; increase that initial skill check DC by 8. The 
  PCs may attempt each of these skill checks as many times as 
  they’d like, but each attempt represents one sixth of the time 
  left before the flames claim Cenenviel once and for all. If the 
  PCs fail three skill checks before they succeed at three, all they 
  find of the elven druid are his charred remains. 
  • The PCs must first succeed at a DC 15 Perception or Survival 
  check (DC 18 in Subtier 4–5) to either spot the trail left by 
  Cenenviel or hear the druid’s fire-hoarsened cries through 
  the smoke-filled air.
  • Once the PCs succeed at either of these checks, they find 
  a flame-shrouded bower with Cenenviel trapped inside. 
  The PCs must either navigate or clear a path through the 
  burning trees and brush to reach the druid, succeeding at 
  either a DC 18 Acrobatics check (DC 21 in Subtier 4–5) or a 
  DC 14 Strength check. Small or smaller creatures gain a +2 
  circumstance bonus on the Acrobatics check.
  • Finally, the PCs must extricate Cenenviel from the bower, 
  requiring a DC 16 Knowledge (engineering) or Survival 
  check. Any of the checks required in this challenge may be 
  replaced by an appropriate Profession check or situationally 
  appropriate spell of at least 1st level. 
  Once the PCs have helped Cenenviel, he thanks them, casts 
  endure elements on up to four PCs, and provides each PC a 
  goodberry. PCs who both have endure elements cast on them (or 
  cast it on themselves) and eat one of the goodberries do not 
  need to attempt a saving throw to avoid being fatigued before 
  the encounter in area C. Cenenviel provides these benefits 
  even if the PCs slew the wolverine in area B, though he is 
  saddened to hear of his companion’s death. Cenenviel also 
  helps the PCs navigate around flames the rest of the way to 
  the Dragonskull village. Between the PCs’ own successful fire 
  suppression efforts and the druid’s assistance, the PCs make 
  it to the Dragonskull village without further incident.
  Treasure: If the PCs rescue Cenenviel, the grateful elf also 
  gives them a snapleaf (Pathfinder RPG Ultimate Equipment 319). 
  In Subtier 4–5, the PCs also receive a ring of protection +1. 
  Development: If the PCs rescue Cenenviel while 
  accompanied by Dragbog, the elven druid recognizes the 
  little goblin and informs both him and the PCs to be careful 
  at the goblin’s village as it is now overrun with strange fire 
  elementals bonded with the dragon skeletons littering 
  the village. Note that Cenenviel has correctly identified the 
  burning dragonskulls and dragonspines as elementals, not 
  undead as the goblins and centaurs believed.
  If the PCs did not encounter Cenenviel, they may still 
  have a chance to discover these monster’s unusual nature 
  before a confrontation. As long as less than half of the party 
  is fatigued from the smoke (see Finadar in Flames on page 
  12), the PCs arrive at the village from a beneficial vantage and 
  have an opportunity to observe the burning dragonskulls and 
  dragonspines, granting them a +5 bonus on the Knowledge 
  (planes) check to correctly identify them and on the Knowledge 
  (religion) check to realize that the creatures are not undead.
  Rewards: If the PCs do not rescue Cenenviel, reduce each 
  PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 62 gp.
  Out of Subtier: Reduce each PC’s gold earned by 145 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 229 gp.
  C. THE BURNING STONE (CR 4 OR CR 7)
  The rocks and scorched ruins of the Dragonskull village spill down 
  a stony valley studded with the scorched stumps of small trees. In 
  the center of a small dell at the southern end of the valley juts a 
  granite monolith, graven with fiery runes.
  The Dragonskull tribe’s village is a sprawling wasteland of 
  scorched earth, crackling stumps, and bones seething with 
  strange fire. In some places the skeletons of dragons are 
  arranged to serve as crude huts, with smoldering rags hanging 
  across ribs and spinal cords strung with rope holding up the 
  charred remains of hammocks. 
  On a small rise in the southern edge of the village, a 
  stone monolith standing roughly three feet tall and covered 
  in cyclops runes crackles with arcing flames. Anyone who 
  observes the monolith from a distance soon notices that 
  the fires surrounding the monolith occasionally arc out and 
  “crawl” away, slowly simmering until they come into contact 
  with a draconic skull which begins shuddering and snapping 
  to strange, fiery life.
  The monolith at the southern edge of the valley is the 
  source of the flaming creatures, its ancient magics awake and 
  somehow eager in their production of endless fire. Putting an 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Remove 1 burning dragonskull from the 
  encounter.
  Subtier 4–5: Replace 1 burning dragonspine with a 
  burning dragonskull.
  Scaling Encounter C
  
  C. The Burning Stone
  SP
  : Dragonspine
  SK
  : Dragonskull
  1 square = 5 feet
  SP1
  SP2
  SK1
  SK3
  SK2
  PATHFINDER SOCIETY SCENARIO
  16
  16
  end to the flames requires either deactivating or destroying 
  the monument. The monolith is more brittle than it initially 
  appears, having hardness 3 and 40 hit points (hardness 5 and 
  50 hit points in Subtier 4–5). Each time an adjacent creature 
  deals damage to the monolith, they must succeed at a DC 12 
  Reflex saving throw or take 2 points of fire damage from the 
  fires leaping and sparking off the stone. In Subtier 4–5, the DC 
  increases to 14 and the fire damage increases to 4. A PC can 
  deactivate the monolith as a full-round action by succeeding 
  at a DC 18 Use Magic Device check (DC 21 in Subtier 4–5). 
  The monolith is harmless after deactivation. Additionally, 
  after the PCs deactivate it, the burning dragon skulls and 
  dragon spines take 5 points of damage each round. 
  Lifting the monolith the first time requires a DC 15 
  Strength check; succeeding at this check reveals that the 
  monolith is not part of a larger structure buried under the 
  earth but is instead merely a small statue scarcely larger than 
  the visible surface, resting inside a bowl-shaped depression. 
  Ash and other debris had helped to hold it in place.
  Creatures: A trio of burning dragon skulls (or pair of 
  burning dragon spines in Subtier 4–5) patrol the ground 
  around the monolith, relentlessly attacking any living creature 
  they encounter. They instantly sense any creature that touches 
  the monolith and rush to defend it. PCs who succeed at a DC 
  15 Knowledge (religion) check (DC 19 in Subtier 4–5) realize 
  that the creatures are not actually undead as they appear at 
  first glance, but they gain no further insight. It requires a PC 
  succeeding at a DC 18 Knowledge (planes) check (DC 21 in 
  Subtier 4–5) to correctly identify the burning dragon skulls 
  and dragon spines as elementals who have bonded with the 
  bones and now “wear” them like macabre clothing.
  Hazard: The sloping, smoky valley leading to the 
  monolith is treacherous, slick with fallen ash and greasy soot 
  hiding scorching piles of burning embers. These regions 
  are marked on the map with dotted lines. Any creature who 
  steps into one of the squares marked as ash must succeed 
  on a DC 15 Reflex saving throw (DC 17 in Subtier 4–5) or fall 
  prone into the hot ash, taking 1d4 points of fire damage as 
  the fire temporarily surges upward. Noticing the ash slides 
  requires a DC 15 Perception check (DC 18 in Subtier 4–5). 
  If a PC falls into a pile of ash, the flaring embers are no 
  longer covered and clearly visible, making that pile obvious 
  and easily detectable to all PCs thereafter.
  SUBTIER 1–2 (CR 4)
  BURNING DRAGONSKULLS (3) 
  CR 1
  hp 11 each (see page 19)
  
  Burning 
  Dragonspine
  BREATH OF THE DRAGONSKULL
  17
  17
  TACTICS
  During Combat The dragonskulls attack instinctively, snapping 
  at any living thing that draws within 30 feet and chasing 
  them relentlessly.
  Morale The burning dragonskulls fight until destroyed.
  SUBTIER 4–5 (CR 7)
  BURNING DRAGONSPINES (2) 
  CR 5
  hp 60 each (see page 19)
  TACTICS
  During Combat The dragonspines attack instinctively, snapping 
  at any living thing that draws within 30 feet and chasing 
  them relentlessly.
  Morale The burning dragonspines fight until destroyed.
  Treasure: If the PCs successfully defeat the dragonskulls 
  or dragonspines and deactivate the monolith without 
  destroying it, they can attempt to wrest it from its 
  location if they haven’t already. The monolith weighs 60 
  pounds and thrums with the cyclops magic bound within 
  it. If Dragbog accompanied the PCs, he scrambles into a 
  pile of ash and emerges a few seconds later, presenting 
  the PCs with a shortsword (a +1 shortsword in Subtier 
  4–5) and an emerald-studded ring of spell knowledge I 
  (Pathfinder RPG Ultimate Equipment 174). In Subtier 4–5, 
  he also retrieves an unburned tree branch. This is an 
  agile alpenstock (Ultimate Equipment 276). If 
  Dragbog did not accompany the PCs, the 
  PCs can still find the treasures with a 
  quick search of the area.
  Development: With 
  the 
  monolith 
  deactivated and the dragonskulls defeated, 
  the fires around the forest begin 
  to burn out, no longer fueled by 
  elemental flame. As the PCs begin 
  the trek back to Mishkar, they 
  encounter a handful of druids 
  on their second day out (possibly 
  including Cenenviel if the PCs rescued 
  him). The druids have already begun the 
  arduous task of reclaiming the forest from 
  the flames.
  Rewards: If the PCs do not defeat the 
  dragonskulls (or dragonspines, in Subtier 4–5), reduce each 
  PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s 
  gold earned by 125 gp.
  Out of Subtier: Reduce each 
  PC’s gold earned by 304 gp.
  Subtier 4–5: Reduce 
  each 
  PC’s 
  gold 
  earned by 484 gp.
  CONCLUSION
  If the PCs destroyed or deactivated the monument, when 
  the PCs return to the Mishkar area, they find that the 
  fires have burned out. However, the tensions between the 
  centaurs, goblins, and people of Mishkar remain high. The 
  centaurs have begun to gather their strength now that their 
  energy is not sapped from fighting the wildfire, and they 
  demand that the people of Mishkar turn the goblins over 
  for justice. The PCs have several opportunities to resolve 
  this situation. If the PCs retrieved the cyclops monument 
  from the Dragonskull village and Kaana Korag’s attitude 
  towards them is at least indifferent, then the centaurs are 
  willing to concede that the fire was not the goblins’s fault 
  and call off their feud. If Kaana is unfriendly, the PCs can 
  still attempt to find a peaceful resolution by succeeding 
  at a DC 20 Diplomacy check (DC 25 in Subtier 4–5). If the 
  PCs did not retrieve the monolith, they may still attempt 
  to convince the centaurs of the truth as long as Kaana 
  Korag’s attitude towards them is at least indifferent. This 
  requires a DC 20 Diplomacy check (DC 25 in Subtier 4–5), 
  though the PCs receive a +5 bonus on this check for each 
  step they have raised Kaana’s attitude above indifferent. 
  After the PCs talk down the centaurs, Dolok Darkfur 
  addresses the Dragonskulls, offering them his continued 
  protection if they wish to make the journey to Sarkoris. 
  Many of the goblins join the Farheaven’s caravan, where 
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Letter from Mishkar
  Sir Jorsal,
  On behalf of the Farheavens I want to th––k you  for assisting 
  us with the ––––––––––. Unfortunately, an unex–––––– issue 
  prevents us from ––––––– out. The Finadar Forest is aflame, 
  and the fire threatens to ––––––– Mishkar. A tribe of goblins 
  –––– –––––– to be –––––––––– –––––– ––      the fire. Please send 
  aid quickly to help contain this threat to the region!
  they can more readily enjoy the god’s protection. The 
  goblins hold a joyful celebration before leaving Mishkar, 
  enjoying the prospect of life without threats from humans 
  or centaurs for the first time in any of their memories. 
  Several of these goblins choose a different path, instead 
  expressing interest in joining the Pathfinder Society. All 
  PCs earn the Firebreaker boon.
  If the PCs fail to broker peace between the centaurs and 
  Mishkar at this time, Dolok Darkfur declares that he has 
  adopted the Dragonskulls and any attack against them will 
  draw his wrath. Faced with the mighty bear god and the 
  possibility that the PCs will side with him, the centaurs 
  retreat for now, though Kaana Korag promises that the 
  Redpines will remember that the people of Mishkar denied 
  them due justice. The Dragonskulls still join the Farheaven 
  caravan, but they are eager not to linger around Mishkar 
  long enough to see the centaur’s revenge.
  If the PCs did not deactivate or destroy the monument, 
  their efforts are still sufficient for the Farheavens and the 
  rest of Mishkar’s people to escape to safety. When many of 
  Miskar’s citizens return several days later, they begin the 
  long work of repairing the damage the fire has dealt to their 
  home. The centaurs leave Mishkar alone for a time, focusing 
  their anger on the Dragonskulls. 
  REPORTING NOTES
  If the PCs destroyed the monolith, check box A. If they 
  retrieved the monolith, check box B. If the PCs deactivated 
  the monument but left it at the Dragonskull village, check 
  box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully destroy or deactivate the monument, 
  they each gain 1 Prestige Point and the Champion of the 
  Farheavens boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs broker peace between the Redpine centaurs and 
  Mishkar, they succeed at this adventure’s secondary success 
  condition and gain 1 additional Prestige Point. 
  
  BREATH OF THE DRAGONSKULL
  19
  19
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  BURNING DRAGONSKULL
  This chattering dragon skull is wreathed in tongues of flame that 
  grasp hungrily at anything within reach.
  BURNING DRAGONSKULL 
  CR 1
  N Small outsider (elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+1 dodge, +4 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +3, Will +0
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 50 ft.
  Melee bite +4 (1d6+1 plus burn)
  Special Attacks burn (1d4, DC 11)
  STATISTICS
  Str 13, Dex 10, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Dodge, Improved Initiative
  Skills Acrobatics +4, Climb +5, Escape Artist +4, Intimidate +4, 
  Knowledge (planes) +1, Perception +4
  Languages Ignan
  SPECIAL ABILITIES
  Burn (Ex) A burning dragonskull deals fire damage in addition to 
  damage dealt on a successful hit in melee. Creatures damaged 
  by the dragonskull’s bite must also succeed at a DC 11 Reflex 
  saving throw or catch fire, taking 1d4 fire damage for the 
  next 3 rounds at the start of their turn. A burning creature can 
  attempt a new save as a full-round action. Dropping and rolling 
  on the ground grants a +4 bonus on this save. Creatures that hit 
  a burning dragonskull with natural weapons or unarmed attacks 
  take fire damage as though hit by the dragonskull and must 
  make a Reflex save to avoid catching on fire.
  BURNING DRAGONSPINE
  This creature appears to be the spine, shoulders, forearms, and skull of 
  a deceased dragon, wreathed in ropes of living flame.
  BURNING DRAGONSPINE 
  CR 5
  N Large outsider (elemental, extraplanar, fire)
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +4
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (2d6+2 plus burn), 2 claws +9 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 16)
  STATISTICS
  Str 14, Dex 14, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +11; CMD 24
  Feats Dodge, Improved Initiative, Iron Will, Mobility, Weapon 
  Focus (bite)
  Skills Acrobatics +11, Climb +9, Escape Artist +9, Intimidate +9, 
  Knowledge (planes) +5, Perception +11
  Languages Ignan
  SPECIAL ABILITIES
  Burn (Ex) A burning dragonskull deals fire damage in addition to 
  damage dealt on a successful hit in melee. Creatures damaged 
  by the dragonskull’s bite must also succeed at a DC 16 Reflex 
  saving throw or catch fire, taking 1d6 points of fire damage 
  for the next 3 rounds at the start of their turn. A burning 
  creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning dragonskull with natural 
  weapons or unarmed attacks take fire damage as though hit 
  by the dragonskull and must make a Reflex save to avoid 
  catching on fire.
  CENTAUR
  This creature has the sun-bronzed upper body of a seasoned warrior 
  and the lower body of a sleek warhorse.
  CENTAUR 
  CR 3
  Pathfinder RPG Bestiary 42
  N Large monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +2 
  shield, –1 size)
  hp 30 (4d10+8)
  Fort +3, Ref +6, Will +6
  OFFENSE
  Speed 50 ft. (35 ft. in armor)
  Melee longsword +5 (1d8+2/19–20), 2 hooves +0 (1d6+1)
  Ranged spear +5 (1d8+2/×3)
  Space 10 ft., Reach 5 ft.
  STATISTICS
  Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Run
  Skills Diplomacy +5, Intimidate +6, Knowledge (nature) +4, 
  Perception +7, Survival +9
  Languages Common, Elven, Sylvan
  SQ undersized weapons
  Gear breastplate, heavy steel shield, longsword, spear
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  SPECIAL ABILITIES
  Undersized Weapons (Ex) Although a centaur is Large, its upper 
  torso is the same size as that of a Medium humanoid. As a 
  result, they wield weapons as if they were one size category 
  smaller than their actual size (Medium for most centaurs).
  CENTAUR GREENSPEAKER 
  CR 4
  Pathfinder RPG Inner Sea Monster Codex 6
  Centaur shaman 2 (Pathfinder RPG Bestiary 42, Pathfinder RPG 
  Advanced Class Guide 35)
  NG Large monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 13, touch 12, flat-footed 10 (+2 Dex, +1 dodge, +1 natural, 
  –1 size)
  hp 39 (6 HD; 2d8+4d10+8)
  Fort +2, Ref +6, Will +11
  OFFENSE
  Speed 50 ft.
  Melee mwk sickle +8 (1d6+3), 2 hooves +2 (1d6+1)
  Ranged javelin +6 (1d6+3)
  Space 10 ft., Reach 5 ft.
  Special Attacks channel positive energy 3/day (DC 13, 1d6), 
  hex (ward)
  Shaman Spells Prepared (CL 2nd; concentration +6)
  1st—detect undead, entangle (DC 15), goodberry, sleep (DC 15)
  0 (at will)—detect poison, guidance, purify food and drink (DC 
  14), resistance
  S spirit magic spell; Spirit Life
  STATISTICS
  Str 16, Dex 14, Con 12, Int 14, Wis 18, Cha 14
  Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
  Feats Combat Casting, Dodge, Improved Initiative
  Skills Diplomacy +9, Handle Animal +9, Heal +10, Knowledge 
  (geography) +3, Knowledge (nature) +9, Knowledge (planes) 
  +7, Knowledge (religion) +7, Perception +11, Spellcraft +11, 
  Survival +13
  Languages Auran, Common, Elven, Sylvan, Terran
  SQ spirit animal (owl), spirit magic, undersized weapons
  Combat Gear wand of burning hands (CL 3rd, 11 charges), wand 
  of charm animal (23 charges); Other Gear +1 leather armor, 
  javelins (4), mwk sickle, healer’s kit
  SPECIAL ABILITIES
  Undersized Weapons (Ex) Although a centaur is Large, its upper 
  torso is the same size as that of a Medium humanoid. As a 
  result, they wield weapons as if they were one size category 
  smaller than their actual size (Medium for most centaurs).
  WOLVERINE
  This stocky, muscular mammal is the size of a badger, its snarling 
  lips revealing a mouth full of yellow teeth.
  WOLVERINE 
  CR 2
  Pathfinder RPG Bestiary 279
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +5, Ref +5, Will +2
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)
  Special Attacks rage
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  Feats Skill Focus (Perception), Toughness
  Skills Climb +10, Perception +10
  SPECIAL ABILITIES
  Rage (Ex) A wolverine that takes damage in combat flies 
  into a rage on its next turn, clawing and biting madly until 
  either it or its opponent is dead. It gains +4 to Strength, +4 
  to Constitution, and –2 to AC. The creature cannot end its 
  rage voluntarily.
  WOLVERINE, DIRE WOLVERINE
  This terrible wolverine is as large as a bear. Its maw and razor-
  sharp claws are oversized and brutal, its eyes dark and filled 
  with rage.
  DIRE WOLVERINE 
  CR 4
  Pathfinder RPG Bestiary 279
  N Large animal 
  Init +7; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +7, Will +2
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee 2 claws +6 (1d8+4), bite +6 (1d6+4)
  Space 10 ft., Reach 5 ft.
  Special Attacks rage
  STATISTICS
  Str 19, Dex 17, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Climb +12, Perception +12
  SPECIAL ABILITIES
  Rage (Ex) A dire wolverine that takes damage in combat flies 
  into a rage on its next turn, madly clawing and biting until 
  either it or its opponent is dead. It gains +4 to Strength, +4 
  to Constitution, and –2 to AC. The creature cannot end its 
  rage voluntarily.
  
  BREATH OF THE DRAGONSKULL
  21
  21
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  OPEN GAME LICENSE Version 1.0a
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  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Society Scenario #10–12: Breath of the Dragonskull © 2019, Paizo 
  Inc.; Author: Michael Sayre.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  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
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-12: 
  Breath of the Dragonskull
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  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
  —
  254
  950
  —
  602
  507
  1,900
  —
  1,204
  Out of
  Subtier
  Pathfinder Society Scenario #10-12: 
  Breath of the Dragonskull
  ▫ ▫ ▫ Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ 
  greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to 
  aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your 
  character level).
  ▫ ▫ Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a stop to simmering 
  regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has 
  decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill 
  or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can 
  check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid.
  Core Campaign
  Subtier 1–2
  Subtier 4–5
  potion of cure serious wounds (750 gp)
  ring of spell knowledge I (1,500 gp; Pathfinder RPG 
  Ultimate Equipment 174)
  singed banner of restful nights (can be used 5 more 
  times before falling apart, 600 gp; limit 1; Pathfinder 
  RPG Advanced Class Guide 226)
  snapleaf (750 gp; Ultimate Equipment 319)
  wand of charm animal (23 charges; 345 gp, limit 1)
  wand of gust of wind (8 charges; 720 gp, limit 1)
  agile alpenstock (2,000 gp; Pathfinder RPG Ultimate 
  Equipment 276)
  amulet of natural armor +1 (2,000 gp)
  banner of restful nights (5,040 gp; Pathfinder RPG 
  Advanced Class Guide 226)
  ring of protection +1 (2,000 gp)
  ring of spell knowledge I (1,500 gp; Ultimate 
  Equipment 174)
  snapleaf (750 gp; Ultimate Equipment 319)
  swarmbane clasp (3,000 gp; Ultimate Equipment 261)
  wand of burning hands (11 charges; 165 gp, limit 1)
  wand of charm animal (23 charges; 345 gp, limit 1)
  wand of gust of wind (8 charges; 720 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-12 - Breath of the Dragonskull.pdf