# 5-19: The Horn of Aroden, with GM Pendrak (Inactive)

Game Master Pendrak

A Pathfinder Society Scenario designed for levels 1–5.

For months Taldor faction leader Lady Gloriana Morilla has mustered a small army to aid the Mendevian Crusade; however, without a powerful, unifying icon to rally around, progress is slow. When her agents learned of a dormant relic that might be awakened, she petitioned the Pathfinder Society for its aid in recovering this so-called Horn of Aroden, knowing that the Society would benefit from her army’s hastened arrival. The PCs travel to Brevoy, a fragmented land of dueling, cold, and conquest to secure this horn, though in doing so they join an ongoing plot of politics and intrigue.

Content in “The Horn of Aroden” also contributes directly to the ongoing storyline of the Taldor faction.

Written by Nicholas Herold.


I would like to briefly provide a little bit of information about what I roll and what you roll. Keep in mind that these rules aren't hard and fast, and I try to give players the benefit of the doubt in all cases.

I typically will roll what might be called "passive" perception checks for all characters upon entering a room or scene, and for what in some previous editions would be called Spot or Listen checks. When you walk into a cave, everyone automatically gets a Perception check to be attentive to what might be in the room (to notice a goblin hiding behind a rock whose foot is sticking out, or to hear the sounds of wailing from deeper in the caves).

What I usually do not roll for is what would have been called in previous editions a Search check. You walk into a room, and with the "passive" Perception I tell you the detailed description of the room, including the fact that you find a chest. It is up to you now to say that you carefully examine the chest for traps.

Another thing I almost always will roll for would be things like Knowledge checks, Heal checks, Craft checks, and so forth, specifically when they are used to know things. You find a corpse; I'm not going to ask you to make a Heal check to determine cause of death, I'm just going to roll it for you. These sort of things seem to speed up the rate of play. I don't want to take away the thrill of rolling from players, but there is still plenty of opportunity for that.

Initiative is the other big one. I see no reason to wait around for six people to get around to rolling for it, when I can just get it done all at once.