TEXT: ™
  
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  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.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  been designated as Open Game Content or are in the public domain are not included in this declaration.)
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  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 
  2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered 
  trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder Companion, 
  Pathfinder Modules, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing, LLC.
  
  3
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  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 
  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, sickly-
  red 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, 
  EchoEs of thE EvErwar Part I: 
  thE PrIsonEr of skull hIll™ 
  By JoShua J. froSt
  
  Pathfinder Society Scenario
  4
  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 motte-
  and-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 
  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 Venture-
  Captain 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 finally 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 find Skull Hill 
  destroyed, clearly by an orcish assault. Though all of 
  the Chelish citizens that resided there are dead, the PCs 
  find orcs twisted into strange skeletal creatures as well 
  as terrified 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 orc-
  shaped 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
  5
  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 motte-
  and-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, 
  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 Pathfinder delver, known for 
  his many explorations of regions that don’t look 
  favorably on Pathfinders—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.
  
  One square = 10 feet
  A1
  A2
  A2
  A3
  A4
  A4
  A5
  A6
  A7
  A8
  A9
  A10
  A10
  A10
  A11
  A11
  A11
  A11
  S1
  S2
  B1
  B2
  B3
  B4
  B5
  B6
  B7
  B8
  B8
  B9
  B10
  B11
  B12
  B13
  B14
  B15
  B16
  One square = 5 feet
  Difficult
  Terrain
  Slope Down
  to Level 2
  Hole in Roof
  One square = 5 feet
  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
  1st Floor
  Level 1
  Level 2
  2nd Floor
  Caverns
  Roof
  3rd Floor
  T
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  Hill
  One square = 10 feet
  A1
  A2
  A2
  A3
  A4
  A4
  A5
  A6
  A7
  A8
  A9
  A10
  A10
  A10
  A11
  A11
  A11
  A11
  S1
  S2
  B1
  B2
  B3
  B4
  B5
  B6
  B7
  B8
  B8
  B9
  B10
  B11
  B12
  B13
  B14
  B15
  B16
  One square = 5 feet
  Difficult
  Terrain
  Slope Down
  to Level 2
  Hole in Roof
  One square = 5 feet
  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
  1st Floor
  Level 1
  Level 2
  2nd Floor
  Caverns
  Roof
  3rd Floor
  T
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  Pathfinder Society Scenario
  6
  
  echoeS of the everwar Part i: the PriSoner of Skull hill
  7
  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 
  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-foot-
  by-ten-foot square of the gate. This rubble pile counts 
  as difficult terrain and must be climbed to enter the 
  bailey (DC 10 Climb check). If the trap is disabled, the 
  PCs can find a ladder on the east face of the tower that 
  leads up to the watchtower.
  
  Pathfinder Society Scenario
  8
  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
  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
  OFFEnsE
  speed 40 ft.
  Melee +1 falchion +14/+9 (2d4+11/18–20)
  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
  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
  Tier 10–11 (CR 10)
  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
  
  echoeS of the everwar Part i: the PriSoner of Skull hill
  9
  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
  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 field 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 
  difficult to traverse due to the overgrown stalks and 
  rough, uneven soil. Any movement inside is considered 
  to be through difficult 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 
  
  Pathfinder Society Scenario
  10
  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
  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
  Gear +2 chain shirt, cloak of resistance +1
  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.
  Rewards: If the PCs defeat the skeletal champions, 
  reward each tier thusly:
  Tier 7–8: 
  Give each player 275 gp.
  Tier 10–11: 
  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 well-
  worn, 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.
  A8. Motte Gate
  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.
  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
  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
  11
  ACT 2: SkUll hIll’S MoTTE
  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-foot-
  wide 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 length-
  wise 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)
  Tier 10–11 (CR 9)
  Roof Collapse Trap 
  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-foot-
  by-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.
  
  Pathfinder Society Scenario
  12
  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 
  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
  13
  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.
  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
  
  Pathfinder Society Scenario
  14
  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 fireplace—though 
  it’s decayed somewhat, a DC 12 Perception check reveals 
  that this is the body of Heralt, the missing Pathfinder 
  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.
  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, flat-footed 10 (+4 Dex, +1 dodge, +2 natural, 
  –2 rage)
  
  echoeS of the everwar Part i: the PriSoner of Skull hill
  15
  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 long-
  forgotten 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.
  
  Pathfinder Society Scenario
  16
  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.
  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 find 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).
  
  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.
  echoeS of the everwar Part i: the PriSoner of Skull hill
  17
  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
  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 
  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.
  
  Pathfinder Society Scenario
  18
  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 find 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.
  
  echoeS of the everwar Part i: the PriSoner of Skull hill
  19
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  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.
  
  Pathfinder Society Scenario
  20
  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.
  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...
  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
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  In Honor of the Ancestors,
  Amenopheus, The Sapphire Sage
  Paracountess Zarta Dralneen
  
  echoeS of the everwar Part i: the PriSoner of Skull hill
  21
  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
  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
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  
     
  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)
  +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)
  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)
  7–8
  Scenario 36: Echoes of the everwar  
  Part I: The Prisoner of Skull Hill
   
  Player name  
  A.K.A.
   
  Character name 
  Pathfinder society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  subtotal
  GOLD
  Gold spent
  subtotal
  Items Bought
  Items sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIEnCE
  GP Gained (GM OnLy)
  PA Gained (GM OnLy)
  start GP
  starting PA
  starting XP
  subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This scenario.
  —
  TIER
  TIER
  TIER
  Items sold / Conditions Gained
  Items Bought / Conditions Cleared
  10–11
  All
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  7–8
  10–11
  4,401
  7,797
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 01/Scenario 1-36 Echoes of the Everwar, Part I The Prisoner of Skull Hill.pdf