Facts:Skeletons of Scarwall/Sections
Foreword
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Managing Editor F. Wesley Schneider discusses gothic horror and offers tips on capturing the mood of classics from the genre within the context of this month's adventure, and praises author Greg A. Vaughan for being the workhorse that he is.
Skeletons of Scarwall
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The heroes have learned the identity of the evil that plagues Korvosa—the vile remnants of an evil dragon who once ruled much of Belkzen as a sadistic warlord. In order to defeat him again and save both Korvosa and the queen, the PCs must journey deep into the orc-held lands of Belkzen and brave the haunted reaches of Castle Scarwall, once the dragon's seat of power. Somewhere deep inside waits the holy weapon Serithtial, the sword responsible for his defeat hundreds of years ago. Only on its edge can the dragon be driven from the world.
The Hold of Belkzen
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Bloodshed and brutality rule in the rugged, monster-infested Hold of Belkzen. For centuries, armies of orcs have stamped the land into a sprawling, broken battlefield. Yet, surviving the endless warfare, the ruins of past empires, remnants of lost peoples, and evidence of dark secrets lie hidden in the dust.
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Gaze into the endless void of Zon-Kuthon, deadly god of darkness, envy, pain, and loss. Shudder at the sights and screams of his eternally tortured victims, cringe at the secrets of his tragic immortal corruption, and partake of the ecstatic torments of his pain-addicted church.
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Pathfinder Eando Kline discovers that there's more to Belkzen's savagery then howling orcs and hungry monsters. Savages turn sinister in this chapter of Pathfinder's Journal.
Bestiary
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Pregenerated Characters
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Preview
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