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Pathfinder Society Scenario #36: Echoes of the Everwar—Part I: The Prisoner of Skull Hill (PFRPG) PDF

****( ) (based on 7 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival.

The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 2, Pathfinder Society Scenario #42: The Watcher of Ages, in January 2010.

Written by Joshua J. Frost

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.

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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 7 ratings)

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Great start to a multiparter.

****( )

(I played this.)

While it hasn't aged well combat-wise, I really enjoyed this scenario. It's clearly trying to tell an interesting story, and while it poses more questions than it answers, our GM showed us a sneak peek of the storyline, and I'm stoked for the rest. The setting is very intriguing and makes up for the so-so combats.

It's nothing amazing, but I left the table in such a good mood that I can't give it an average rating.

***( )( )

**( )( )( )

Played this at the high tier. Party was witch, sorcerer, kineticist and a ranged paladin.

Unfortunately I found this scenario rather dull and uninspired. It tries to do horror and fails, and any investigation seems fruitless. The combats are few and far between, and rather too easy for the level/tier. By the end we didn't really understand what the plot was supposed to be and although our GM did a good job trying to make the scenario interesting it just wasn't to be. I hope the next three parts are better.

great plot, confusing (in a good way), clever fights


That about says it all. Without giving spoilers, there are even ways to get around fights. This is the sign of intelligent writing, period.

Great old throwback scenario


This scenario is really a good reflection on allot of the past. It pulls about 3 seperate genres together does well with it. It was very well written. It had a large scope and delivered.

Mechanically this should be a target scenario for developer's for CR's.

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