TEXT: By Eleanor Ferron, Jenny Jarzabski, and Landon Winkler
  HONOR’S ECHO
  Pathfinder Quests
  
  Pathfinder Society Quests: Honor’s Echo is a 
  series of short, one-hour adventures for 1st-
  level pregenerated characters. These adventures 
  can be played in any order. They are 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 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Authors • Eleanor Ferron, Jenny Jarzabski, and 
  Landon Winkler
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Daren Bader, Imaginary Friends, 
  Mauricio Herrera, TIm Kings-Lynne, Muyoung Kim, 
  Caio Maciel Monteiro, Kate Maximovich, Scott Purdy, 
  Maichol Quinto, Dan Scott, and Ben Wootten
  Cartographers • Jason Engle and Corey Macourek
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, Amanda 
  Hamon Kunz, Mark Moreland, Owen K.C. Stephens, 
  and Linda Zayas-Palmer 
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Elisa Mader, and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Chief Financial Officer • John Parrish
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Adventure Card Game Designer • Tanis O’Connor
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Christopher Anthony, William Ellis, 
  Lissa Guillet, Don Hayes, Julie Iaccarino, and Erik Keith
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Pathfinder Quests: Honor’s Echo © 2016, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, 
  and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
  Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder 
  Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder 
  Tales are trademarks of Paizo Inc.
  GM ResouRces
  This book refers to several Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Bestiary 
  B1
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Monster Codex 
  MC
  NPC Codex 
  NPC
  Ultimate Equipment 
  UE
  Table of Contents
  Honor’s Echo                        3
  Breakdown                         24
  Appendix 1: Stat Blocks            42
  Basilica                               9
  Handouts                            35
  Join Our Community                 47
  Grove                                 4
  Cacophony                          29
  Appendix 2: Remaio Alcasti         46
  Blade                                15
  GM Reference Sheet                41
  Chronicle Sheet                   49
  
  3
  RUNNING HONOR’S ECHO
  Pathfinder Quests: Honor’s Echo is a series of six quests: short 
  adventures designed to take about 1 hour each. Collectively, 
  the quests tell a cohesive story that the players can experience 
  in any order, though it is strongly recommended that the 
  PCs use the Cacophony quest as a finale. Remaio’s letters to 
  the PCs appear on pages 35-40; each one corresponds to one 
  of the quests. It is recommended that the GM provide these 
  to the players all at once, allowing them to choose which 
  adventures they wish to play and in which order. Each letter 
  is sealed with a noble crest depicting a Pegasus in flight.
  As the PCs play though quests, they gain resources and 
  allies that can assist them in future quests. At the beginning 
  of each adventure, check each PC’s Chronicle sheet and use 
  the GM Reference Sheet on page 41 to determine what the 
  PCs have acquired. As long as at least one PC has an Evidence 
  or Resource box checked, all PCs gain its benefit.
  PREGENERATED CHARACTERS
  All players must use one of the 1st-level Pathfinder Society 
  pregenerated characters, which are available at
  paizo.com/pathfinderSociety/gmResources.
  RECEIVING CREDIT
  A player who plays through one or more of the quests receives 
  a Chronicle sheet for Honor’s Echo, noting which ones he 
  played. He can later play the rest of the quests in the series, 
  earning greater rewards (see the Variable Rewards boon on 
  the Chronicle sheet at the end of this series). At any time, 
  he can apply the Chronicle sheet to a 1st-level Pathfinder 
  Society character, but if that character gains XP from another 
  Chronicle sheet, he can no longer earn additional rewards 
  for that character for playing the other Honor’s Echo quests. 
  Honor’s Echo can be replayed for credit, but the credit must 
  be applied to a different 1st-level character each time. When 
  a GM runs a quest, she also gets credit applied to a character. 
  However, each time she runs one, she can check off any one 
  of the quest boxes on her Chronicle sheet. In this way a GM 
  can continue to earn credit toward a character even if she 
  runs the same quest several times for different groups.
  F
  or millennia, magnificent Taldor reigned as 
  an enduring empire, praised for its culture, 
  military, wealth, and connections to the glory 
  of Azlant. By the beginning of the fifth millennium ar, 
  Taldor had begun to sag under the weight of excessive 
  ceremony and decadence. Its old rival Qadira led an 
  invasion against its declining neighbor in 4079. Sensing 
  an opportunity, many of Taldor’s western provinces 
  declared their independence in what was called the Even-
  Tongued Conquest—a war on two fronts that the empire 
  could not handle. Taldor repelled the Qadiran forces, but 
  it never regained its lost lands.
  In the aftermath of the war, emperors of Taldor sought 
  scapegoats to bear the shame of their defeat. They stripped 
  numerous noble families of their titles and lands to 
  condemn their failures in the two campaigns. Most who 
  suffered this punishment faded into obscurity and never 
  rose again. For an ambitious few, reclaiming the titles 
  they should have inherited is an all-consuming goal. 
  Countess Honaria Alcasti was an influential commander 
  during the campaigns before and immediately following 
  the Even-Tongued Conquest, yet all her skill could not 
  make up for the shortage of supplies, and her career came 
  to an ignoble end. When she dared to critique the crown’s 
  strategies, the emperor sentenced her family to life as 
  common people. Her many-times-great grandson Remaio 
  Alcasti only has incomplete references to his ancestor’s 
  heroism and title, and he longs to exonerate her name and 
  regain the noble title that he believes he deserves. If he 
  can gather the right evidence and present it in Oppara, 
  he is certain that he will succeed. He needs the PCs’ help 
  to follow his leads across several countries to uncover 
  the truth and, with evidence in hand, to advocate for his 
  ancestor’s grand legacy.
  These six adventures take the PCs to an ancient grove, 
  a basilica in Taldor’s shining capital, a fortress-city in 
  the deserts of Qadira, an Andoren farm under siege, a 
  crumbling tomb on the edge of civilization, and finally 
  a formal audience with some of the highest members of 
  Taldor’s aristocracy. 
  HONOR’S 
  ECHO
  PATHFINDER QUESTS
  By Eleanor Ferron, Jenny Jarzabski, and Landon Winkler
  
  Verduran Forest
  Taldor
  PATHFINDER QUEST: HONOR’S ECHO
  4
  “Grove” takes place in the Verduran Forest, along the Sellen 
  River in Taldor. For more information on the Verduran Forest, 
  see the Pathfinder Campaign Setting: Inner Sea World 
  Guide, available at bookstores and game stores everywhere, 
  and online at paizo.com.
  Where on Golarion?
  Grove
  By Landon Winkler
  For nearly 1,000 years, the Verduran Forest in northern 
  Taldor has been under the control of the druids of 
  the Wildwood Lodge. The deep and dangerous woods 
  sometimes attract criminals seeking to avoid the reach 
  of Taldan law. However, some Taldan military forces are 
  willing to brave the forest’s dangers to bring such people 
  to justice. Before she fell into disgrace, Countess Honaria 
  Alcasti led her troops into the forest to root out bandits. 
  One of the forest’s ancient blackwood trees, which a long-
  dead druid awakened to intelligence, shared stories with 
  Honaria, and it remembers tales of her great deeds. While 
  the tree has grown too old to move, it is still willing to 
  speak to those that seek its counsel. 
  Honaria’s descendant Remaio has done his best 
  to arrange for a meeting with the tree, offering the 
  Wildwood Lodge a substantial amount of money to grant 
  his representatives passage. However, some of the more 
  zealous druids take offense to Remaio’s bribe and would 
  rather kill his representatives than assist them.
  SUMMARY
  A group of Wildwood Lodge druids lead the PCs to the 
  ancient blackwood tree. At the foot of the tree, two acolytes 
  plead the case to the tree that they should be allowed to 
  kill the outsiders for the insult their employer offered to 
  the lodge. 
  Although the tree has no interest in having blood 
  spilled, the acolytes take matters into their own hands. 
  Meanwhile, the tree begs the party to not judge its 
  
  5
  PATHFINDER QUEST: HONOR’S ECHO
  “Grove” uses the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Ultimate Equipment, and Pathfinder 
  RPG NPC Codex. This adventure assumes that 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 NPC Codex are printed in Appendix 1 for 
  the GM’s convenience.
  GM Resources
  caretakers too harshly. If the party defeats the acolytes 
  without killing them, the tree is grateful and more eager 
  to tell its stories. The more violence the PCs use, the more 
  difficult their negotiations with the tree become.
  GETTING STARTED
  As Remaio promised in his letter, he has hired a small 
  riverboat to take the PCs to the edge of the Verduran 
  Forest, where he has arranged for guides from the 
  wildwood lodge to meet them.  The adventure opens as the 
  PCs disembark from the riverboat and meet their guides. 
  Read or paraphrase the following to begin the adventure.
  As the boat glides to a stop among the sweet-smelling 
  blackwood trees on the river’s edge, a gnome woman with 
  twigs braided into her hair waves to the boat’s pilot. A small 
  bear waits patiently at her heel, while a red-bearded dwarf 
  glowers over her shoulder.
  Once the PCs leave the riverboat, the vessel’s pilot wishes 
  them well and promises to wait here for their return. The 
  gnome introduces herself as Trajet. She also introduces the 
  dwarf, Polgrin, and bear, Firepaw. The druids are happy to 
  lead the PCs to their destination without speaking another 
  word, but they respond if the PCs address them directly. 
  Trajet is not interested in making friends with outsiders, 
  especially any druids who work with them. If anyone 
  makes an honest effort to strike up friendly conversation, 
  she says, “Perhaps it would be best if you all just left the 
  forest.” This suggestion earns her disapproving look 
  from Polgrin, but the gnome does not elaborate. Trajet’s 
  companion Firepaw is actually quite friendly for a bear, 
  but Trajet sternly calls him back to her side if he shows too 
  much interest in the PCs. 
  Polgrin does his best to avoid conversation, but he can’t 
  keep himself from talking about the tree if the topic comes 
  up. He explains how it was given the gift of speech by one 
  of his ancestors so it could explain the damage that the 
  Taldane nobles at the time were doing to the forest. Since 
  then, it’s become an advisor and judge for the local druids. 
  A PC who succeeds at a DC 20 Sense Motive check 
  discovers that Trajet and Polgrin are quite unhappy 
  with the party and just want to get to the tree as soon as 
  possible. While Polgrin finds the party distasteful, Trajet 
  is concealing raw hostility. 
  If Polgrin notices the PCs casting spells, he attacks. If 
  this happens, or the party decides to get into a fight early 
  for whatever reason, proceed to area A1.
  A. BLACKWOOD GROVE
  This part of the Verduran Forest is filled with blackwood 
  trees and shows little sign of logging. Forest life is plentiful 
  but harmless here, with birds singing in the trees and 
  frogs croaking in the leaf litter, but nothing large enough 
  to challenge the party.
  A1. Upstream
  A rain-fed stream rushes between the trees, back towards the 
  Sellen River. The canopy above is thick enough to cast the area 
  into green twilight and provide home to the dozens of birds 
  chattering above. The path breaks away from the stream to 
  the southeast, leading past a small clearing that holds several 
  weathered tombstones.
  If the party asks about the tombstones, Polgrin explains 
  one of the tombstones belongs to his ancestor, who granted 
  the tree its ability to speak, and the two beside it belonged 
  to her children. A PC who inspects the stones and succeeds 
  at a DC 15 Perception check deciphers the writing on the 
  central stone: “Aurenia, speaker of the forest.”
  Creatures: A fight may begin with the party’s guides 
  here. If necessary, refer to A2 for their statistics.
  A2. Foot of the Blackwood (CR 3)
  A massive old blackwood tree stands at the side of the trail. 
  Sheets of moss cling to its bark, covering it entirely except for a 
  jagged crack that suggests a mouth.
  The tree here is the ancient blackwood that the PCs 
  seek, an awakened tree no longer able to move but still 
  quite capable of gravelly speech. Unfortunately for the PCs, 
  Trajet seeks the tree’s permission to punish the PCs for 
  Remaio’s transgression.
  When the guides and PCs reach the blackwood, Trajet 
  calls out to the tree, asking for its judgment against these 
  outsiders. She entreats the tree for permission to “punish 
  these outsiders who shame the Wildwood Lodge with their 
  bribes and treat the sacred tree as a mere servant.” She adds 
  more targeting insults and barbs against any druids who 
  have fallen in with outsiders or anyone who annoyed her 
  on the way to the tree. The tree refuses her request calmly, 
  explaining that the outsiders are guests. However, Trajet’s 
  
  N
  A. Blackwood Grove
  1 square = 5 feet
  Path�nder Flip-Mat Classics: Woodlands
  A2
  A1
  PATHFINDER QUEST: HONOR’S ECHO
  6
  
  Polgrin
  7
  PATHFINDER QUEST: HONOR’S ECHO
  anger prevails, and she takes matters into her own hands 
  and attacks the PCs. The PCs may initiate combat at any 
  time during the conversation or wait for Trajet to attack 
  them. However, if they let Trajet strike first, the tree respects 
  their restraint (see Getting the Story for more details).
  At the start of the battle, the tree pleads with the PCs 
  to show mercy to his “children.”  It is both unable and 
  unwilling to directly intervene, however, and lets the 
  battle play out with only the occasional plea for leniency.
  If the PCs fought Trajet and the others in area A1, the 
  tree greets the party cautiously, but it would still rather 
  talk to them and learn how they managed to find this 
  place than ignore their presence. It assumes the worst, 
  increasing the DC of Diplomacy checks against it by 5 
  unless the PCs present proof that its caretakers survived. 
  Creatures: Trajet, Polgrin, and Firepaw make their 
  stand here. Trajet uses the statistics for a sylvan protector, 
  except that she has an animal companion instead of a 
  domain. Remove her domain spell-like ability and spells.
  FIREPAW 
  CR —
  Bear (Pathfinder RPG NPC Codex 299, see page 42)
  hp 16
  TACTICS
  During Combat Firepaw engages the PCs in melee.
  Morale As long as Trajet continues to fight, Firepaw fights to 
  the death to protect her. 
  POLGRIN 
  CR 1/2
  Initiate of flame (Pathfinder RPG NPC Codex 62, see page 42)
  hp 15
  TACTICS
  During Combat Polgrin fights with his spear, prioritizing those 
  who attack Trajet. He casts burning hands if he can do so 
  without catching any surrounding trees and faerie fire on 
  anyone attempting to hide.
  Morale Polgrin surrenders if he is reduced to 4 hit points or 
  fewer, or if Trajet surrenders.
  TRAJET 
  CR 2
  Sylvan protector (Pathfinder RPG NPC Codex 63, see page 42)
  hp 24
  Other Gear In addition to the listed gear, Trajet wears a 
  treeform cloakUE.
  TACTICS
  During Combat Trajet stays out of melee if she can, using 
  summon swarm to call a bat swarm to attack the party’s 
  back line. The statistics for a bat swarm appear on page 
  42. If Firepaw falls below 8 hp, Trajet attempts to heal her 
  companion with cure light wounds.
  Morale Trajet typically surrenders if she is reduced to 5 hit 
  points or fewer. However, if the PCs kill Firepaw, she 
  fights to the death.
  GETTING THE STORY
  The tree remembers Honaria Alcasti and her exploits in 
  the Verduran Forest. The difficulty of convincing it to 
  share its knowledge depends upon how the party handled 
  its druid caretakers.
  Convincing the tree to answer a question requires 
  the PCs to succeed at a Diplomacy check. The DC for 
  Diplomacy is 10 plus 5 for each of its three caretakers that 
  they killed. The DC also increases by 5 if the party struck 
  first in combat, or 5 if the PCs arrived at the tree without 
  guides. Characters negotiating in Sylvan or Druidic 
  gain a +2 circumstance bonus. The PCs also receive a +2 
  circumstance bonus on future Diplomacy checks if they 
  mention Aurenia’s name as a part of their conversation.
  PCs can also attempt to intimidate the tree, but doing 
  so closes off the option for future Diplomacy. The DC 
  To accommodate a party of four PCs, Polgrin accedes to 
  the tree’s request and stays out of the fight, only attacking 
  the PCs if they damage the tree. 
  Scaling Encounter A2
  
  PATHFINDER QUEST: HONOR’S ECHO
  8
  for Intimidate checks is 10 for threats aimed at the tree’s 
  caretakers (if any survived), 15 for threats involving fire, 
  and 20 for more general intimidation. 
  If the PCs fail a skill check, the tree feigns forgetfulness 
  as the consequence of its extreme age. If the PCs succeed 
  at three or more Diplomacy checks, even if they don’t 
  specifically ask about evidence of Honaria’s deeds, the tree 
  explains that Honaria used a nearby cave to bury many of 
  her fallen foes.
  Below are a few possible questions and the tree’s answers.
  Why was Honaria Alcasti here? “She was a commander 
  in the outlanders’ army some years ago, before they split 
  into squabbling nations. She came to round up fugitives 
  in the woods, but she always treated the Wildwood Lodge 
  with respect.”
  How large was Honaria’s command? “Honaria led a few 
  score of warriors, but she lost only a handful. Although the 
  campaign took seasons, she was implacable. Eventually her 
  little group wore the fugitives down, like a rock cracking 
  under roots.”
  Who were the fugitives? “They were outlanders who 
  Honaria said were stealing from other outlanders. She 
  said they used to be another part of the same army. The 
  fugitives never gave us any problems, but the conflicts of 
  outlanders are non of my concern.”
  What were the results? “Honaria broke the fugitives’ 
  army and captured their leaders. We never heard from 
  them again.”
  Is there any evidence? “Many of her fallen enemies were 
  buried in a cave not far from here. Their bones are long 
  gone, but a sword or two might remain. You may search 
  through it if you’d like.”
  THE MASS GRAVE
  The cave is not far from the tree, but without the tree’s 
  direction, it blends into its surroundings. A quick dig 
  reveals several split helms and broken swords, each bearing 
  the fox insignia of a unit in the ancient Taldan army. 
  CONCLUSION
  Although the tree has many fine things to say about 
  Honaria, its testimony alone is not enough to pass muster 
  in the courts of Oppara. However, the broken equipment of 
  her enemies adds weight to the story, particularly because 
  the unit it belonged to was disbanded for treason. As long 
  as the PCs retrieve a piece of the equipment, check this 
  adventure’s Evidence box on each PC’s Chronicle sheet.
  If Trajet or Polgrin survives, that druid ashamedly leads 
  the PCs back to their boat, and gives the PCs Trajet’s treeform 
  cloak (Pathfinder RPG Ultimate Equipment 269) as a part of 
  their apology. Otherwise, another representative of the 
  lodge appears and leads the PCs back, apologizing for their 
  comrades’ actions. The lodge isn’t happy that the PCs slew 
  two of its members, but understands the circumstances. If 
  the PCs acquire the treeform cloak, check this adventure’s 
  Resource box on each PC’s Chronicle sheet.
  
  Oppara •
  Taldor
  9
  PATHFINDER QUEST: HONOR’S ECHO
  Basilica
  By Landon Winkler
  Although it sees more tourists than worshippers since the 
  death of Aroden, the Basilica of the Last Man still provides 
  a commanding view over Oppara. Millennia of Arodenite 
  artifacts gather dust beneath the ancient cathedral. 
  Among the relics, Remaio found a bronze bust celebrating 
  Honaria’s religious honors. 
  This bust is a key piece of evidence for Remaio’s claims 
  and he’d like to see it moved to a safer location. A careless 
  priest and a pack of ratfolk thieves accidentally drove his 
  point home. The thieves found the bust unguarded and 
  carried it into tunnels beneath the basilica. Remaio may 
  be able to reclaim the evidence before it disappears forever 
  into the ratfolk warrens, but only with the PCs’ help.
  SUMMARY
  Remaio meets the PCs at the Basilica of the Last Man and 
  leads them to Brother Valicus. The elderly brother was 
  responsible for the collection of artifacts that contained 
  the bust, but he grew careless about protecting it. When 
  the PCs arrive to see the bust, Valicus informs them that it 
  has gone missing.
  As the PCs piece together what happened and track down 
  the thieves, time is of the essence. The more information 
  “Basilica” takes place in Oppara, the capital of the 
  declining empire of Taldor. For more information on 
  Oppara, see the Pathfinder Campaign Setting: Inner Sea 
  World Guide, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  they gain from Valicus and their own investigation, the 
  easier it is to find the ratfolk and the stolen bust. With 
  enough time to prepare, the ratfolk meet up with allies 
  and set an ambush for the group following them. If the 
  PCs perform an efficient investigation, they can catch the 
  thieves before reinforcements arrive.
  
  PATHFINDER QUEST: HONOR’S ECHO
  10
  Once the PCs defeat the ratfolk, Remaio reclaims the 
  bust of his ancestor, promising not to let it fall into ratfolk 
  or Arodenite hands again.
  GETTING STARTED
  The party begins at a side entrance to the Basilica of the 
  Last Man. After they’ve had a chance to read the handout, 
  read or paraphrase the following.
  The blue dome and fluted spires of the Basilica of the Last Man 
  rise from the skyline of Oppara, the capital of Taldor. The basilica 
  rests atop a tall hill, whose rolling, grass-covered slopes are free 
  of the usual bustle of city life. A carriage bearing the symbol of a 
  pegasus on its doors stops at the foot of the hill.
  A young man in fine clothing steps out of the carriage and 
  gives a polite nod. “For those of you who have not yet met 
  me, my name is Remaio. Thank you all for coming. We’re here 
  to check on the bust I mentioned in my note and, if we can, 
  convince Brother Valicus to let us move it to a safer location. The 
  gods know I’ve tried, but he just won’t listen to reason.”
  Remaio has visited Valicus several times before and has 
  no trouble leading them to the brother’s workshop. As the 
  PCs enter the workshop, they find Valicus incredulously 
  searching the place. When he notices PCs approaching, he 
  explains that the bust has gone missing, along with several 
  other relics. This admission infuriates Remaio, who 
  begins shouting at Valicus, accusing him of losing the bust 
  on purpose by deliberately providing it with inadequate 
  protection.  If the PCs allow the argument to play out, 
  Remaio eventually finishes ranting at the apologetic priest 
  and tries to lead the PCs to begin the search. 
  If the PCs try to calm matters down, Remaio takes a 
  deep breath and Valicus explains that he only left the relics 
  untended for a few minutes. Several metal relics, including 
  the bust, were gone when he got back. A PC who inspects 
  the scene and succeeds at a DC 15 Appraise check can tell 
  that the thieves left more valuable paintings and tools 
  behind. The ratfolk were careful to take items that were 
  shiny but not part of anyone’s livelihood.
  Valicus is a religious man in name only. The basilica 
  pays him to keep tourists out of the storerooms and 
  perform basic repairs. He answers any other questions the 
  PCs have to the best of his ability, but declines to follow 
  beneath the basilica.
  The following two sections cover the investigation. Keep 
  track of the number of rounds the PCs have gained on the 
  ratfolk. This number starts at 0, but the PCs can increase it 
  with successful skill checks and decrease it by tarrying in 
  the following sections. This number becomes important 
  when the party catches up with the thieves.
  INSIDE THE BASILICA
  The basilica is not as busy as it was before the death of 
  Aroden. Most of its halls are long empty and its side rooms 
  are blanketed in dust. During the investigation each PC 
  can attempt a skill check to learn something and help 
  catch up with the thieves. For each of the skills below that 
  the PCs successfully use, they gain a round on the ratfolk.
  The party can slow down and attempt more skill checks, 
  but the time counts against them. Each time the PCs 
  attempt a new set of checks, the ratfolk gain a round on 
  them. If they’re heading in this direction, give the players 
  a warning that time might be of the essence.
  Even without successful checks, the PCs’ search 
  eventually leads beneath the basilica. While the PCs are 
  investigating, Remaio is busy bribing acolytes to share 
  information with him, and he eventually returns with the 
  location of the tunnel entrance.
  Diplomacy: A PC who succeeds at a DC 18 Diplomacy 
  check locates a witness to the theft, a young man named 
  Bastinian. He was supposed to be polishing the basilica’s 
  pews, but he was instead lying down for a nap. Before he 
  fell asleep, he saw a hunched, halfling-sized humanoid 
  running through the halls. He also saw the general 
  direction that the humanoid was headed. The PCs may use 
  magic, such as charm person, in place of a Diplomacy check. 
  The Will save modifier of a typical person working in the 
  basilica is +2.
  Knowledge (religion): Arodenite lore suggests that old 
  tunnels and sub-basements riddle the basilica. A PC can 
  find an entrance to those tunnels near Valicus’s workshop 
  if she succeeds at a DC 12 Knowledge (religion) check.
  Survival: A PC who succeeds at a DC 15 Survival check 
  to follow tracks reveals the passage of several creatures 
  with bare, furred feet through the dust. The individual 
  footprints could be from particularly large rats, but the 
  pattern of the tracks is bipedal.
  BENEATH THE BASILICA
  The tunnels beneath the basilica have seen even less traffic 
  than the halls above. The only people who have used these 
  corridors recently are a few dozen ratfolk who occasionally 
  “Basilica” uses the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 
  and the Pathfinder RPG Monster Codex. This adventure 
  assumes that 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 
  volumes and the Monster Codex are printed in Appendix 
  1 for the GM’s convenience.
  GM Resources
  
  Eye of Aroden
  11
  PATHFINDER QUEST: HONOR’S ECHO
  To accommodate a party of four PCs, remove one ratfolk.
  Scaling Encounter B2
  pass through them on the way to their warren. Rat-like 
  tracks are everywhere. The ratfolk collapsed some of the 
  tunnels to discourage humans from exploring. 
  Remaio follows the party belowground, unless they 
  insist that he remain with Valicus. The tunnels are dark. 
  If the PCs do not provide a better light source, Remaio 
  grabs a torch from the basilica above. 
  As in the basilica proper, the PCs 
  can catch up to the ratfolk with a 
  proper investigation. Each successful 
  skill check allows the PCs to gain a 
  round on the ratfolk. The whole 
  party can attempt another skill 
  check, but it costs a round.
  Knowledge (engineering): 
  If the PCs succeed at a DC 12 
  Knowledge (engineering) check, 
  they discover that several tunnels 
  have been intentionally collapsed. 
  They also learn which tunnels must 
  have remained intact to prevent the 
  basilica from sinking.
  Perception: By listening carefully 
  and succeeding at a DC 18 Perception 
  check, a PC can hear the chittering 
  echoes of a distant conversation.
  Survival: The PCs can track the ratfolk with a successful 
  DC 15 Survival check.
  B. BASILICA TUNNELS
  Ratfolk warrens have long existed beneath the basilica, 
  but the local ratfolk have increased in numbers and 
  boldness with the decline of the temple above. The 
  ratfolk in charge of the theft, Bikka, is currently in area 
  B2 with a pair of ratfolk accomplices. Another ratfolk, 
  Thessel, is on his way to meet Bikka with a pair of dire 
  rats, to ensure that the thieves aren’t followed back home. 
  If the party didn’t gain any time on the ratfolk, Thessel’s 
  group waits in area B3.
  Otherwise, Thessel’s group arrives through the trapdoor 
  in the floor of area B3 after the number of rounds that the 
  PCs gained in their investigation have passed.
  B1. Landing
  The stairs end in a damp room with several deteriorating doors, 
  each decorated with the winged eye of Aroden. A once-imposing 
  set of double doors stands slightly ajar across from the stairs. 
  Another staircase on the western wall once led deeper below 
  the city, but its ceiling has collapsed, blocking further passage.
  The chittering echoes of conversation stop as the PCs 
  reach the base of the stairs. A PC who succeeded at a Survival 
  check beneath the basilica learns that the most recent 
  tracks lead to the double doors. 
  B2. Bikka's Scavengers (CR 3)
  At the north end of this long room, 
  a statue of a winged eye adorns 
  a simple stone altar. Open pits of 
  various sizes riddle the floor. A pair 
  of stone doors hangs into each of 
  the pits, with a texture similar to 
  that of the surrounding ground.
  The floor of this room is riddled 
  with pit traps, which the keepers 
  of the basilica once used to capture 
  would-be 
  thieves. 
  The 
  ratfolk 
  disabled these traps when they looted 
  everything of value from the altar.
  Creatures: Bikka and her team 
  wait behind the double doors here. 
  Sneaking up on the ratfolk unnoticed is quite challenging, 
  but if all of the PCs succeed at a DC 18 Stealth check, 
  they can open the door to B2 and ambush the ratfolk. 
  Otherwise, Bikka and her allies attack the PCs in area B1.
  The ratfolk know that if news reaches the surface that 
  a noble died beneath the city, Oppara’s guards may storm 
  the tunnels. Although Remaio isn’t a true noble, he still 
  dresses in noble’s attire. The ratfolk avoid attacking 
  Remaio or anyone else dressed in fine clothing until 
  there are no other targets present.
  BIKKA 
  CR 1
  Ratfolk tinkerer (Pathfinder RPG Monster Codex 178, see page 43)
  hp 16
  TACTICS
  During Combat Bikka maneuvers into a flank with the dire rats 
  and attacks.
  Morale Bikka flees if she is reduced to 4 hit points or fewer.
  RATFOLK (2) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 3 231, see page 43)
  TACTICS
  During Combat The ratfolk flank with Bikka.
  Morale The ratfolk flee if Bikka falls.
  REMAIO 
  CR 2
  hp 23 (see page 46)
  
  B. Basilica Tunnels
  1 square = 5 feet
  Path�nder Flip-Mat: Monastery
  B4
  B1
  B3
  B5
  B2
  f
  N
  PATHFINDER QUEST: HONOR’S ECHO
  12
  
  Thessel
  13
  PATHFINDER QUEST: HONOR’S ECHO
  TACTICS
  During Combat Remaio assists the party in combat, but 
  remains in the back rank and does his best to stay out of 
  trouble. He activates inspire courage and then attacks with 
  his crossbow.
  Morale Remaio flees if he is reduced to 5 hp or less.
  Treasure: Bikka carries the shiny bust in a backpack. Her 
  allies carry the other stolen relics, which include a set of 
  embossed bronze offering bowls, a string of prayer beads 
  made of silver, and a collection of holy symbols of Aroden 
  from different regions of Golarion.
  B3. Thessel's Reinforcements (CR 2)
  Twelve narrow pillars reach from floor to ceiling in this large 
  chamber, each depicting a man engaging in a different 
  profession. In one pillar, a man proudly displays a large fish, 
  while in another, a man tends to a field of wheat.
  A PC who succeeds at a DC 15 Knowledge (history or 
  religion) check recognizes the significance on the images on 
  the pillars. They depict the twelve guises that Aroden once 
  used to walk the world: beggar, thief, fisherman, hunter, 
  shepherd, farmer, soldier, merchant, tailor, craftsman, 
  artist, and scholar.
  Creatures: Thessel and a pair of dire rats arrive in this 
  room through the trapdoor in the floor. If the PCs did not 
  gain any time on the ratfolk during their investigation, 
  Thessel’s team begins in this room. Otherwise, they pass 
  through the trapdoor after the appropriate number of 
  rounds has passed.
  DIRE RATS (2) 
  CR 1/3
  hp 5 each (Pathfinder RPG Bestiary 232, see page 43)
  TACTICS
  During Combat The dire rats attack the PC wearing the 
  least heavy armor first. If Thessel and the ratfolk begin in 
  area B3—that is, if the PCs did not gain any rounds on the 
  ratfolk during their investigation—Thessel orders the rats 
  to guard the trapdoor rather than rushing them in to attack 
  the PCs.
  Morale The dire rats fight to the death.
  THESSEL 
  CR 1
  Ratfolk tinkerer (Pathfinder RPG Monster Codex 
  178, see page 43)
  hp 16
  TACTICS
  During Combat Thessel flanks enemies with her 
  ratfolk allies.
  Morale Thessel flees if she is reduced to 4 hit points 
  or fewer.
  B4. Collapsed Room
  The ratfolk collapsed most of the second story of this room 
  to make navigation more difficult. Only small sections 
  of the second floor remain, atop the pillars that once 
  supported the floor’s weight. The lower level 15 feet below 
  is filled with rubble, which provides difficult terrain.
  B5. Prayer Room
  A 10-foot-tall holy symbol of Aroden takes up the northern 
  wall of this small room. The symbol appears at first glance 
  to be made of solid bronze, but scrapes and scratches in its 
  surface reveal that a very thin layer of 
  bronze covers inexpensive stone. The 
  rest of the room is filled with worn 
  prayer mats. The ratfolk saw little 
  use for the aged and dusty cloth 
  and left it in place.
  CONCLUSION
  After the PCs defeat the 
  ratfolk, 
  Remaio 
  has 
  all 
  the evidence he needs to 
  To accommodate a group of four PCs, remove one of the 
  dire rats. 
  Scaling Encounter B2
  
  PATHFINDER QUEST: HONOR’S ECHO
  14
  convince the Arodenites that Honaria’s bust wasn’t safe in the 
  basilica, and Brother Valicus allows Remaio to take it without 
  protest. As long as the PCs retrieve the bust, check the 
  Evidence box on each PC’s Chronicle sheet. Remaio thanks 
  the PCs and takes them out to a fine dinner if they let him. 
  Valicus does not press the PCs about the remaining 
  relics. However, if they choose to hand them over, the man 
  who presides over the basilica, Father Basri, grants them an 
  audience, and gladly accepts the relics, blessing the party 
  in the name of Aroden. This blessing no longer carries any 
  magical weight, but Basri is predisposed to support the PCs 
  in the final quest of this series. Check off the Resources box 
  for the Basilica quest on each PC’s Chronicle sheet.
  If the ratfolk somehow kill Remaio and let witnesses 
  escape, they return him (or his corpse) to the surface as 
  a peace offering. Although the Alcasti name isn’t worth 
  much at this point, Remaio has enough personal wealth to 
  ensure that he is raised from the dead.
  
  Omash •
  Qadira
  15
  PATHFINDER QUEST: HONOR’S ECHO
  Blade
  By Jenny Jarzabski
  Four years ago, Remaio Alcasti sold an exquisite sword 
  to the Qadiran Ghazali family in a desperate bid to earn 
  easy coin. Although the sword allegedly once belonged to 
  Honaria Alcasti, claims of its magical properties were, 
  in Remaio’s estimation, fiction. Struggling to stay afloat 
  in a state of near-poverty, Remaio delivered the blade to 
  Qadira and never looked back.
  A few months ago, everything changed. Remaio’s 
  research into Honaria’s life led him to the church  of 
  Aroden. The church’s records detailed a powerful 
  intelligent item gifted to the brave Honaria: a sword 
  matching the description of the one he sold.
  Although the sword never revealed its nature to Remaio, 
  it grew fond of the brave spirit of teenaged Aayef Ghazali, 
  who yearned to become a hero. The sword told the boy 
  tales of the valorous soldier who once wielded her. The 
  blade’s accounts of Honaria’s heroism inspired Aayef, who 
  stole the sword from his family home and ventured into 
  the desert to prove himself. 
  SUMMARY
  Remaio sends the PCs to the Qadiran city of Omash to 
  retrieve Honaria’s lost blade from the wealthy Ghazali 
  “Blade” takes place in the city of Omash, a fortress-city 
  located in Qadira near its border with Taldor. For more 
  information about Omash and Qadira, see Pathfinder 
  Campaign Setting: Inner Sea World Guide, available at 
  bookstores everywhere and online at paizo.com.
  Where on Golarion?
  family. The Ghazali matriarch begs the PCs to rescue her 
  son, who disappeared hours ago.
  The PCs track down Aayef, arriving just in time to 
  witness his losing battle with a giant scorpion. The PCs 
  attempt to save Aayef and persuade him to return home. 
  After the fight, Honaria’s sword reveals her true nature 
  
  PATHFINDER QUEST: HONOR’S ECHO
  16
  as an intelligent item. The PCs then face the task of 
  convincing the blade to defend Remaio’s claims.
  GETTING STARTED
  The PCs enjoy an uneventful trip to Omash. The guards 
  at the city’s main gates help the PCs find the Ghazali 
  family manor. The luxurious estate lies on the outskirts 
  of Omash, outside of the fortress-city’s towering walls. 
  Instead, the property uses its own walls for protection. 
  The two-story building boasts intricately patterned stone 
  floors, rich wall hangings, and floor-to-ceiling windows. 
  A sandstone wall decorated with geometric mosaics surrounds 
  the opulent Ghazali manor. Through the brass front gates, white 
  cobblestone paths wind through a garden of flowering cacti and 
  acacia trees to the manor’s entrance. A pair of guards clad in 
  polished armor flanks the heavy wooden door to the residence.
  A guard stationed at the door intercepts the PCs and 
  leads the group to Lady Ghazali’s study. Once the PCs 
  follow the guard inside, read or paraphrase the following.
  The domed ceiling of this grand room soars above red and white 
  tiles whose pattern resembles roses in bloom. Between the 
  mahogany bookshelves that line the chamber, suits of armor 
  stand at attention. An empty weapon rack faces the doorway.
  Arajida al-Fakhiri, Lady Ghazali, a middle-aged 
  Keleshite woman, sits alone with her head in her hands. 
  She greets the PCs, but her pleasantries fall flat, and her 
  eyes are slightly bloodshot. If the PCs show her Remaio’s 
  documents, she acknowledges that she owns the sword. 
  She also answers the following questions.
  Will you trade for the sword? “I’ll gladly give you the 
  sword if you bring my son home. Otherwise, I cannot give 
  it to you, even if I wanted to.”
  Where is the sword? “My son, Aayef, has it. I woke this 
  morning to find him gone and the sword missing. He 
  barely even knows how to use it. It was supposed to go to 
  my eldest daughter.” 
  Can you ask the city guards to help? Lady Ghazali 
  shakes her head in frustration, “They refused to help me. 
  They said that he was old enough to wield a sword, and 
  they weren’t going to bother sending off a search party 
  to look for a young man who has been missing for less 
  than a day. They don’t know my son. He’s not tough like 
  the academy students in the city. I just know he’s gotten 
  himself into trouble.”
  Where did Aayef go? “Aayef has big dreams. He begged 
  to be allowed to train at one of the war academies in the 
  city, but I couldn’t bear the thought. I’m afraid he ran off 
  on his own to slay some imaginary dragon—and found 
  himself a real one.” 
  What kinds of dangers are in the desert? “Wild animals, 
  slavers, and bandits lurk out in the desert. You don’t think 
  any of those caught him, do you?”
  Development: If the PCs accept Lady Ghazali’s deal, she 
  insists they leave at once to find her son. 
  When Aayef slipped out in the middle of the night, he 
  took care to cover his tracks inside the manor’s grounds. 
  He escaped the manor by slipping out through a small 
  gap in the wall. Lady Ghazali and her guards searched the 
  grounds thoroughly earlier in the day and inadvertently 
  made Aayef’s trail much harder to follow. However, in the 
  hours since their search, the wind has revealed another 
  clue. When Aayef was slipping through the gap in the wall, 
  a piece of his bright blue shirt tore off, and he hastily buried 
  the scrap in the sand below his feet. PCs who succeed a DC 
  15 Survival check spot the bright fabric sticking out of the 
  sand. If the PCs succeed at this skill check by 10 or more, 
  they manage to spot Aayef’s concealed tracks.
  If the PCs struggle with the Survival check, one of 
  the guards at the doors eventually approaches them and 
  assists in the search. The guard finds the scrap of fabric 
  and points it out to the PCs.
  Following Aayef’s trail beyond the walls of the Ghazali 
  estate is easier, requiring a DC 10 Survival check.
  C. THE SUN-SCOURED RUINS
  Aayef’s trail leads three miles east to the sand blasted 
  ruins of a circular building. Chunks of wall and broken 
  pillars stand as the last testament to what was once a 
  shrine to Sarenrae. Rubble covers the deep sand around 
  the structure, creating difficult terrain. The dais (area C2) 
  is not covered in rubble.
  C1. Makeshift Camp
  The remnants of Aayef’s campfire smolder beside a fallen 
  pillar. Read or paraphrase the following when the PCs 
  come within 20 feet of the pillar in area C1. 
  A chunk of twisted deadwood rests atop a pile of ashes in the 
  lee of a fallen stone column. Cinders surrounding the driftwood 
  suggest a recent fire.
  “Blade” uses the Pathfinder RPG Core Rulebook, Pathfinder 
  RPG Ultimate Equipment, and Pathfinder RPG Bestiary. 
  This adventure assumes that 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 printed in Appendix 1 for the GM’s convenience.
  GM Resources
  
  N
  C. The Sun-Scoured Ruins
  A : Aayef
  A 
  S
  S : Scorpion
  1 square = 5 feet
  C2
  C1
  Path�nder Flip-Mat: Desert Ruins
  17
  PATHFINDER QUEST: HONOR’S ECHO
  
  Giant Scorpion
  PATHFINDER QUEST: HONOR’S ECHO
  18
  Aayef attempted to build a fire here, but he lacked the 
  skill to cultivate a true blaze. He failed to notice a pack 
  half-buried in the sand, left by the last traveler foolish 
  enough to rest here. The PCs locate the bag if they succeed 
  at a DC 15 Perception check.
  Treasure: The burlap bag contains two vials of antitoxin, 
  a tindertwig, and the shattered pieces of a compass. 
  C2. The Broken Shrine (CR 3)
  Read the following when the PCs approach within 10 feet 
  of area C2.
  Steps ascend the wreckage to a smooth stone dais. A cracked 
  stone shrine stands before the eastern wall. Bones and other 
  detritus litter the floor around the altar.
  An inquisitive PC may attempt a DC 10 Knowledge 
  (religion) check to identify carvings of Sarenrae on the 
  altar. The bones in this area are the remains of the giant 
  scorpion’s previous meals.
  Creatures: A giant scorpion nesting in the ruins 
  surprised Aayef as he began exploring the site. The beast 
  proved more than a match for the young noble and is 
  about to finish him off when PCs approach. 
  GIANT SCORPION 
  CR 3
  hp 37 (27 current, Pathfinder RPG Bestiary 242, see page 44)
  TACTICS
  During Combat The giant scorpion attacks Aayef until the PCs 
  threaten or distract it. It attempts to grapple its foes.
  Morale The giant scorpion fights to the death.
  AAYEF GHAZALI 
  CR 2
  Heir apparent (Pathfinder RPG NPC Codex 251, see page 44)
  hp 22 (10 current)
  Fort +1, Ref +2, Will +3 (+1 vs. fear)
  Melee Soldier’s Glory +6 (1d8+2/19–20)
  Ranged dagger +5 (1d4/19–20)
  Combat Gear none; Other Gear as listed in the appendix, 
  except replace the mwk longsword with Soldier’s Glory (see 
  sidebar on page 19)
  TACTICS
  Before Combat Soldier’s Glory cast aid on Aayef earlier in the 
  fight. The effects of this spell are included in his statistics. 
  The intelligent sword has also expended all of her uses of 
  cure light wounds.
  During Combat Aayef fights defensively. 
  Morale Aayef does not retreat as long as any PC still stands.
  Development: If the PCs defeat the giant scorpion 
  and Aayef is still conscious, he brags that he could have 
  defeated the creature without their help. A PC who 
  succeeds at a DC 15 Sense Motive check realizes that 
  Aayef was truly afraid for his life. If Aayef falls and the 
  PCs revive him, he thanks them profusely for saving his 
  life. If the scorpion kills Aayef, the PCs may succeed a DC 
  10 Knowledge (nobility) check to identify his signet ring 
  as associated with the Ghazali family. The PCs may also 
  notice that his shirt is made of the same bright blue fabric 
  as the scrap that they found in the Ghazali manor, and 
  that a small piece of his shirt is missing.
  Regardless of the battle’s outcome, the sword Aayef 
  wields loudly hails the PCs a few moments after combat. 
  Read or paraphrase the following.
  “Brave adventurers!” A deep voice cuts through the dry air. 
  Strangely, it seems to originate with the jeweled sword in 
  Aayef’s hand. “I am Soldier’s Glory, servant of the noble 
  bastions of the Last Azlanti. Identify yourselves!”
  Soldier’s Glory is the famous blade 
  that once served Honaria Alcasti. She 
  mourned her wielder’s death but 
  refused to be interred with her. 
  Unfortunately, none of Honaria’s 
  descendants who were alive at 
  the time of her death possessed 
  the noble spirit that the sword 
  To accommodate a group of four PCs, the scorpion is an 
  immature specimen. Reduce its maximum hit points by 5 
  and the DC of its poison ability by 2. 
  Scaling Encounter C2
  
  SOLDIER’S GLORY
  PRICE
  23,415 GP
  SLOT none
  CL 6th
  WEIGHT 4 lbs.
  AURA moderate divination
  ALIGNMENT lawful good
  SENSES 30 ft.
  WISDOM 10
  EGO +8
  CHARISMA 14
  INTELLIGENCE 10
  LANGUAGE speech (Common)
  CONSTRUCTION REQUIREMENTS
  COST 11,865 GP
  19
  PATHFINDER QUEST: HONOR’S ECHO
  If the PCs can convince Soldier’s Glory that they are worthy 
  of the task of restoring Honaria’s legacy, the sword proves 
  a valuable ally to their cause. Unlike a typical intelligent 
  item, Soldier’s Glory only imposes a negative level upon evil 
  wielders, rather than upon all wielders that do not match 
  her alignment. She provides her full benefits to a lawful 
  good wielder, and allows wielders that are either lawful 
  or good to use her as a +1 longsword. If a character who 
  is neither lawful nor good attempts to wield the sword, 
  she complains vociferously. Additionally, she forces the 
  character to succeed at a DC 8 Will save to avoid dropping 
  her immediately and being unable to pick her up for the rest 
  of the day. In the hands of such a wielder, she functions as a 
  standard masterwork longsword.
  Honaria’s Blade
  demanded from her next wielder . As the years passed, 
  Soldier’s Glory settled in to a depressing existence as a 
  decoration and curiosity, and spoke increasingly rarely, 
  until her true nature faded to a footnote in the family’s 
  history. When Remaio sold Soldier’s Glory to the Ghazali 
  family four years ago, she took a liking to young Aayef, 
  whose headstrong nature and desire to be more than a 
  spoiled noble son reminded her of Honaria. Aayef is the 
  first person in centuries to hear her voice. 
  Soldier’s Glory is a lawful good intelligent weapon with 
  a penchant for protecting the weak and fighting with 
  honor. See the sidebar Honaria’s Blade on Page 19 for more 
  information on Soldier’s Glory, including her statistics. 
  Soldier’s Glory refuses to speak further until the PCs 
  identify themselves by name. Once the PCs have all 
  provided their names, she informs them that they may 
  address her as Glory. Glory demands to hear each PC’s 
  history and personal allegiance. 
  After the PCs have introduced themselves to her 
  satisfaction, Glory is willing to listen to any requests that 
  the PCs may have of her. If the PCs succeed at a DC 20 
  Diplomacy check, they convince Glory to present evidence 
  supporting Remaio’s claim to nobility. If the PCs fail this 
  check, the sword refuses to cooperate. The PCs can gain 
  bonuses on the Diplomacy check based on their actions 
  earlier in the adventure. As long as the PCs shared a tale 
  of personal heroism as a part of their introductions, they 
  gain a +4 bonus. In addition to the bonuses accrued for 
  recounting honorable actions to the blade, PCs may earn 
  a bonus for fair treatment of Aayef. Saving Aayef from 
  the scorpion results in a +2 bonus on the skill check, 
  and acknowledging his bravery or encouraging his goals 
  grants an additional +2 bonus. Wise PCs may understand 
  that Glory still cares deeply about Honaria Alcasti. If a 
  PC tells Glory that Honaria’s own deeds are in question, 
  reduce the DC to secure her aid by 5. Glory graces the PCs 
  with an account of how, after defeating an enemy battalion 
  in the Conquest, Honaria turned opponents to her cause 
  by treating her prisoners with dignity. The blade believes 
  that Taldor only lost the war because insufficient resources 
  prevented Honaria from implementing her masterful 
  tactics.
  Several actions the PCs may take impose penalties on 
  the Diplomacy check to gain Glory’s aid. Soldier’s Glory 
  chides any PC who insults or bullies Aayef, saying, “Were 
  you not young once? Aayef has more backbone than some 
  generals I’ve known!” Such PCs receive a –2 penalty on 
  their skill check. Similarly, PCs who lie to Glory or Aayef 
  and fail a DC 15 Bluff check receive a –2 penalty.
  The PCs likely wish to honor their agreement with Lady 
  Ghazali and bring Aayef back to the family estate. With a 
  successful DC 13 Diplomacy or Intimidate check, the PCs 
  convince Aayef to return home. 
  CONCLUSION
  If the PCs return to the Ghazali estate with Aayef, his 
  mother greets him affectionately. Aayef’s resolve to 
  seek adventure has not dimmed, but he has learned his 
  lesson about charging off alone. He secretly plans to seek 
  audience with Lady Gloriana Morilla. Check this quest’s 
  Resource box on each PC’s Chronicle sheet. If the PCs 
  bring back Aayef’s body, Lady Ghazali tearfully confirms 
  her son’s identity. As long as the PCs do not return without 
  Aayef, Lady Ghazali allows the PCs to leave with Soldier’s 
  Glory. 
  Back in Taldor, Remaio is relieved to see the blade, 
  and he asks the PCs if the rumors about it are true. If 
  PCs convinced Soldier’s Glory to help Remaio, the blade 
  addresses Remaio and explains her intent to restore 
  Honaria’s good name. Check this quest’s Evidence box.
  This magnificent jeweled longsword’s pommel is 
  styled after a pegasus in flight. Soldier’s Glory is a 
  +2 benevolentUE longsword. She can cast cure light 
  wounds 3/day and aid 1/day. 
  Craft Magic Arms and Armor, aid, cure light wounds, 
  magic weapon
  
  Almas •
  Vereena’s Farm •
  Andoran
  PATHFINDER QUEST: HONOR’S ECHO
  20
  Homestead
  By Jenny Jarzabski
  Over six centuries ago, the Even-Tongued Conquest saw 
  numerous failures for imperial Taldor, including the 
  secession of Andoran. Countess Honaria Alcasti was 
  among those that the Emperor punished for the war’s 
  outcome.
  After the crown stripped the decorated veteran of her 
  lands and titles, her cousin Jonorus settled in the upstart 
  nation. Jonorus severed all ties to Taldor but kept a 
  collection of Alcasti family heirlooms, including some of 
  Honaria’s correspondences and her personal journal.
  Vereena, the last of the Andoren Alcasti line, curates 
  an amateur museum of sorts in the family homestead. 
  Unfortunately, a band of kobolds believing themselves 
  to be Eagle Knights attacked the farm a week ago. Before 
  the kobolds could democratically decide what to do with 
  their prisoner, the elderly woman succumbed to a heart 
  attack. The band buried her in the yard and transformed 
  her home into their base of operations. Remaio Alcasti last 
  corresponded with Vereena shortly before her death.
  SUMMARY
  Remaio asks the PCs to visit his distant cousin, Vereena 
  Alcasti, and investigate her trove of family heirlooms 
  “Homestead” takes place in the rural Carpenden region 
  of Andoran. For more information about Andoran, see 
  Pathfinder Campaign Setting: Inner Sea World Guide 
  and Pathfinder Campaign Setting: Andoran, Birthplace 
  of Freedom, available in bookstores and game stores 
  everywhere, and online at paizo.com. 
  Where on Golarion?
  for evidence of Honaria’s accomplishments. The PCs 
  stumble into several kobold-designed traps as they explore 
  Vereena’s residence. Most of Vereena’s treasures are broken 
  or missing, but a cache of letters and diary entries  penned 
  
  21
  PATHFINDER QUEST: HONOR’S ECHO
  by Honaria Alcasti herself remains intact.
  Finally, the kobolds ambush the PCs in Vereena’s 
  bedroom. The PCs may discover Vereena’s body and learn 
  the truth of her demise before returning to Remaio.
  GETTING STARTED
  Remaio provides the PCs with a map of Andoran’s 
  countryside and pays for their transportation costs. After 
  traveling by boat to Almas, Andoran’s capital, the PCs 
  journey via west carriage across the Carpenden Plains, 
  along increasingly narrow roads. Along the way, they pass 
  dozens of small farming villages. Vereena’s homestead is 
  isolated, several miles from the nearest village. The final 
  stretch of the PCs’ journey takes them on footpaths that are 
  barely wide enough for a single horse, let alone a carriage.
  D. ALCASTI FARM
  Fields of overgrown crops surround a squat, shingle-roofed 
  farmhouse. A pair of clay pots filled with cheerful yellow 
  marigolds stands to either side of the house’s front door. Broken 
  boards covered in graffiti are nailed over the door and windows. 
  The Andoran offshoot of the Alcasti family lived and 
  labored on this patch of land for generations. The wooden 
  walls and floors of the structure, though ancient, are well 
  cared for and appear to be in good condition. However, all 
  of the windows are boarded over, as is the door leading 
  into area D1. The barred door has a break DC of 25. 
  The painted words across the boards read “keep out” in 
  Draconic. A PC who does not speak Draconic can attempt 
  a DC 15 Linguistics check to identify the language; a PC 
  who succeeds by 5 or more discerns meaning of the words. 
  A rusty tin bell hangs from a bit of twine near the door. 
  Ringing the bell produces no response from within. Both 
  exterior doors are secured with rusty old locks (DC 15 
  Disable Device).
  D1. The Dining Room
  Thick rugs cover baseboards worn smooth by years of occupation. 
  An unfinished meal sits on a polished oak table. Broken dishes 
  “Homestead” uses the Pathfinder RPG Core Rulebook and 
  Pathfinder RPG Bestiary. This adventure assumes that 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 printed in an appendix for the 
  GM’s convenience.
  GM Resources
  and overturned bookshelves chairs clutter the floor. Books and 
  sheaves of parchment are stacked haphazardly in and around 
  the fireplace, some charred beyond recognition.
  The kobolds sacked this room for useful goods, paying 
  little mind to the priceless family porcelain now shattered 
  on the floor. They planned to use Vereena’s extensive 
  document collection for fuel once they ran out of wood, 
  and some manuscripts are already lost. 
  A PC who succeed at a DC 15 Perception check spots a 
  wax seal with a pegasus motif on one of the papers in the 
  fireplace. This motif matches the wax seal on the letter 
  from Remaio that the PCs received at the beginning of 
  the adventure. Closer inspection reveals a letter signed 
  “Countess Honaria Alcasti”. The PCs can spend one hour 
  sifting through the mess to find a dozen letters to and 
  from the Countess, as well as a leather-bound notebook 
  detailing her experiences leading a battalion in the Even-
  Tongued Conquest.
  Development: If the PCs spend time piecing together 
  evidence before confronting the kobolds in area D3, the 
  creatures notice their presence and take a whispered vote 
  on their course of action. Allow the PCs to attempt a DC 13 
  Perception check to hear signs of movement and hushed 
  speech. PCs who succeed at a DC 18 Perception check hear 
  more details about what the kobolds are saying (area D3). 
  D2. The Museum
  A broken grandfather clock on the southern wall announces the 
  hour with a distorted chime. Shards of glass carpet the western 
  half of the room around a series of shattered display cases. 
  Paintings and tapestries cover the walls from floor to ceiling. 
  Jagged rips and tears deface a grand painting of a heavily 
  armored human woman slaying a red dragon.
  Vereena kept most of her family’s heirlooms in this 
  room. The western half of the floor is covered with broken 
  glass and discarded knickknacks. 
  In the week since their raid, the kobolds ham-handedly 
  picked through this room for anything of use. The image 
  of a human triumphing over dragonkind enraged the 
  kobolds, so they vandalized the offensive painting but left 
  the others intact. Much of the artwork depicts portraits of 
  men and women who bear a noticeable family resemblance 
  to Remaio Alcasti. 
  A wooden door leads outside to area D4.
  Treasure: The contents of the smashed display cases now 
  lie discarded on the floor. Though kobolds moved most 
  shiny objects to their den in D3, they missed a few items. 
  Among the bric-a-brac is a silver signet ring depicting 
  the pegasus sigil of House Alcasti. A gilded buckler and a 
  mahogany case of calligraphy pens bear the same symbol.
  
  K : Kobold
  K2
  K1
  K4
  K3
  1 square = 5 feet
  D3
  D1
  D2
  D4
  GameMastery Map Pack: Farmstead
  N
  D. Alcasti Farm
  T
  T
  PATHFINDER QUEST: HONOR’S ECHO
  22
  D3. The Eagles’ Den (CR 3)
  This once-tidy bedroom’s furnishings have been pushed against 
  one wall. A pile of assorted objects seeps out from under an 
  unmade bed. A framed painting of a verdant pasture hangs 
  askew on the southern wall.
  The kobolds now hoard stolen and recovered items 
  from their conquests in what once Vereena’s bedroom. 
  Traps: The kobolds used a pitchfork and other farm 
  equipment to jury-rig a trap on the door to their inner 
  sanctum. The trap is currently active and threatens 
  unwary PCs.
  SWINGING PITCHFORK TRAP  
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all 
  targets in a 10-ft. line)
  Creatures: A band of kobolds clad in ill-fitting cloaks 
  and helmets stolen from an Eagle Knight outpost wait 
  in this room to ambush the PCs. This group became 
  disillusioned with tribal life in the mountains and 
  hatched a plan to form their own free society in 
  southern Andoran. When the kobolds notice the PCs, 
  they take a whispered vote about how to handle the 
  intruders. Even PCs who do not understand Draconic 
  recognize mispronounced Common words among the 
  babbling, such as “liberty,” and “democratic.” If the PCs 
  do not seem to notice the kobolds, one of their number 
  grows tired of waiting to be discovered, and decides to 
  take matters into his own hands. He makes stomping 
  footsteps, and clears his throat loudly enough to catch 
  the PC’s attention, much to the chagrin of his comrades.
  KOBOLDS (4) 
  CR 1/4
  N kobolds (Pathfinder RPG Bestiary 183, see page 44)
  hp 4 each 
  TACTICS
  Before Combat The kobolds hold their position and wait for 
  the PCs to enter the room.
  During Combat The kobolds prefer to attack the PCs in pairs, 
  flanking a target whenever possible.
  Morale The kobolds fight tenaciously to protect their hoard, 
  but the last kobold standing tries to surrender to the PCs 
  rather than be killed.
  
  Kobold
  23
  PATHFINDER QUEST: HONOR’S ECHO
  Treasure: The kobolds piled everything deemed shiny 
  enough to be valuable into a hoard under Vereena’s bed. 
  Among the coins and trinkets are a few items of note: a 
  set of silverware printed with a pegasus motif, a pair of 
  gold-rimmed spectacles, a snuff box with a gilded scarab 
  attached to the lid, and a magic figurine of an alabaster 
  pegasus with a golden bridle. One of the pegasus’s wings 
  has broken off. The small statuette is a broken figurine of 
  wondrous power (alabaster pegasus).  Its statistics appear 
  on the Chronicle sheet.
  D4. The Side Yard (CR 2)
  Barrels 
  and 
  bales 
  of 
  hay 
  populate the scrubby yard. 
  The 
  kobolds 
  removed 
  chunks of the fence to cover the windows and doors of 
  the farmhouse. A PC who succeeds at a DC 10 Perception 
  check spots a mound of recently disturbed dirt in the 
  southern corner of the yard. This is the grave of Vereena 
  Alcasti, who died of a stress-triggered heart attack while 
  the kobolds ransacked her home. If the PCs choose to 
  investigate, they find her body wrapped in a patchwork 
  quilt. A PC may determine that her death was not violent 
  with a successful DC 10 Heal check.
  Traps: The kobolds used some of the broken porcelain 
  from the dining room to construct a spiked pit trap 
  here. The kobolds typically use this door to enter and 
  exit their new lair, and meticulously avoid the trap 
  whenever they pass. A PC who succeeds a DC 15 Survival 
  check can follow these tracks to avoid falling in the pit.
  SPIKED PIT TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk 
  +10 melee, 1d4 spikes per target for 1d4+2 damage each); 
  Reflex DC 20 avoids; multiple targets (all targets in a 
  10-ft.-square area)
  D5. Chicken Coop
  This 
  small 
  wooden 
  chicken 
  coop 
  is 
  currently 
  unoccupied, but a scattering of feed suggests that 
  animals were once kept here. The kobolds enjoyed a 
  chicken dinner to celebrate their first night in their 
  new lair. Several frightened birds wandered off into the 
  fields to the east. The PCs can round them up with a 
  successful DC 10 Handle Animal check.
  CONCLUSION
  As long as the PCs spend the required amount of 
  time searching the fireplace, they are able to recover 
  the documents about Honaria Alcasti’s life. The 
  records provide detailed information about Honaria’s 
  leadership, depicting her as a skillful leader with a 
  brilliant command of tactics, and also reference her 
  repeated inability to receive sufficient resources during 
  some of her campaigns. Check this quest’s Evidence box 
  on each PC’s Chronicle sheet. If the PCs retrieved the 
  broken figurine of wondrous power (alabaster pegasus), 
  check the Resource box on each PC’s Chronicle sheet.
  Remaio greets the PCs warmly. Over drinks, he 
  inquires about Vereena’s health and lifestyle. If the PCs 
  break the news of her death to Remaio, he is crestfallen, 
  and discusses plans to host a proper burial and memorial 
  service for her as soon as possible.
  To accommodate a group of four PCs, the trap fails. The 
  pitchfork swings toward the PCs, but the rope snaps and 
  the weapon clangs harmlessly to the floor.
  Scaling Encounter D3
  
  Alcasti Tomb •
  Oppara •
  Taldor
  PATHFINDER QUEST: HONOR’S ECHO
  24
  “Breakdown” takes place in border of the World’s Edge 
  Mountains, an ice-swept mountain range by Taldor’s 
  eastern border. For more information on the World’s Edge 
  Mountains, see the Pathfinder Campaign Setting: Inner 
  Sea World Guide, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  Breakdown
  By Eleanor Ferron
  Countess Honaria Alcasti’s downfall did not affect her 
  alone. Syagra Tetranella, one of Honaria’s comrades in 
  arms, had always held out faith that the Empire would 
  come to its senses and Honaria would be exonerated. 
  When Honaria instead died in public ignominy, Syagra 
  began a long slide into bitterness and resentment. 
  Swearing vengeance for her friend, Syagra cast the blame 
  on Italice Cenabri, a prominent adviser to the crown. In 
  truth, many people shared responsibility for Honaria’s 
  disgrace, but Italice served as a convenient scapegoat for 
  Syagra’s rage and sorrow.
  After years of preparations, Syagra carried out her plan 
  to assassinate Italice, fleeing from justice and escaping 
  into the wilderness. She eventually made her way to the 
  mountains where the Alcasti family had given Honaria 
  a hero’s burial in the family tomb. In her single-minded 
  devotion, Syagra broke into the tomb, planning to 
  leave Italice’s head as an offering to Honaria’s memory. 
  Ironically, in her attempts to honor her friend, Syagra was 
  forced to smash apart the tomb guardians and vandalize 
  most of the magical wards.
  As Syagra turned to exit Honaria’s burial chamber, 
  Italice’s clockwork familiar Amantius confronted her. 
  Syagra struck him down and left him as another twisted 
  offering to Honaria’s memory.
  When the Alcasti family next returned to the tomb 
  and saw its ruined state, they resolved to find another 
  
  25
  PATHFINDER QUEST: HONOR’S ECHO
  “Breakdown” uses the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Advanced Class Guide, and Pathfinder 
  RPG Bestiary 2. This adventure assumes that 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 2 are printed in an appendix for 
  the GM’s convenience.
  GM Resources
  place to bury their dead, and to one day restore the tomb 
  to its former glory. However, the family’s failing fortunes 
  prevented them from paying for repairs. Eventually, the 
  tomb itself became an embarrassing symbol of the family’s 
  disgrace and it faded into obscurity. No one has ventured 
  beyond its doors in centuries.
  SUMMARY
  Remaio Alcasti asks the PCs to retrieve Honaria’s many 
  decorations and honors from her burial chamber. The PCs 
  reach the tomb without incident. Inside, they encounter 
  signs of previous struggle, and do battle with the 
  crumbling remnants of the Alcasti tomb guardians. When 
  they reach Honaria’s final resting place, they encounter 
  the crippled clockwork owl Amantius, who is still leaking 
  corrosive fumes from his damaged mechanisms.
  GETTING STARTED
  The PCs receive a letter from Remaio Alcasti, as well as 
  a vial of holy water and a mausoleum key. Allow the PCs 
  time to read the associated handout and to attempt a skill 
  check to learn about noble tombs in Taldor.
  KNOWLEDGE (HISTORY) OR KNOWLEDGE (NOBILITY)
  PCs who know about Taldor’s history or its noble families 
  may know details about Taldor’s burial customs. Each 
  PC knows all of the information for any DC less than or 
  equal to the result of her check.
  10+: As the empire began to crumble, Taldan nobles 
  increasingly began to build tombs in remote locales to 
  avoid the depredations of vandals and scavengers. 
  15+: To further deter the attention of tomb robbers, 
  most Taldan tombs contain magical curses and powerful 
  guardians to protect the bodies and treasures within.
  20+: Some Taldan tomb guardians can only be harmed 
  with weapons belonging to the noble house they guard.
  E. THE TOMB
  The PCs long journey through the foothills of the World’s 
  Edge Mountains is uncannily desolate, and a lonely pall 
  hangs over the entire trip. When they reach the entrance 
  to the tomb, read or paraphrase the following.
  A white marble tomb emerges from the shadow of a low 
  mountain. Two composite columns frame the tomb’s tarnished 
  silver door with cracked hinges. The rain-streaked relief of a 
  pegasus head sits in place of a keyhole. 
  If the PCs pour holy water on the door as Remaio’s letter 
  instructed, a keyhole appears in the pegasus’s forehead, 
  which they can open with Remaio’s key. Alternatively, 
  they can break down the damaged door with a DC 15 
  Strength check.
  E1. Record of the Dead
  A large granite tablet covered with names and dates stands in 
  the center of this small room. 
  The tablet provides a chronological record of the 
  Alcastis buried within the tomb. About halfway down the 
  stone the list stops, ending with “Honaria Alcasti, 4049 
  ar–4123 ar.”
  E2. Fountain of Triumph
  A statue of a soaring pegasus rises above the pool of stagnant 
  water in the center of the room.
  The pool in this room was once a fountain, but its pipes 
  broke over years of neglect. Now the water is dusty and still. 
  E3. Hall of Statues
  Somber statues of Alcastis past line this hallway, their hands 
  broken apart and lying at their feet. A pile of shattered rubble 
  lies strewn across the floor, the stone pierced through with 
  abandoned spears and swords. The air is thick with dust and 
  neglect. 
  The rubble is what remains of the Alcastis’ tomb 
  guardians. A PC who inspects the rubble and succeeds at 
  a DC 13 Perception check notices distinct features in the 
  shape of the stone, such as a paw and an ear, that suggest 
  that it was once part of a statue of a dog. The weapons all 
  came from the hands of the Alcasti statues—spears from 
  the statues on the south wall, and swords from the statues 
  on the north wall. All of the weapons bear a pegasus crest 
  upon them, which matches the wax seal on the letter 
  that the PCs received from Remaio. The weapons bypass 
  the damage reduction of the ruined tomb guardian (see 
  Encounter E2). There are 3 longswords and 4 spears.
  PCs who succeed at a DC 15 Perception check hear 
  scraping and crackling noises through the door to the 
  next room.
  
  E. Alcasti Tomb
  1 square = 5 feet
  E5
  E4
  E3
  E2
  E1
  Path�nder Flip-Mat Classic: Dungeon
  N
  PATHFINDER QUEST: HONOR’S ECHO
  26
  To accommodate a group of four PCs, remove one of the 
  crawling hands and reduce the DC of the saving throw to 
  resist the guardian’s electrical burst by 2.
  Scaling Encounter E4
  E4. Ceremony Room (CR 3)
  Stairways lead up to a marble dais, where rotted wooden 
  offerings lie in splinters. The tiles of the floor are scorched black, 
  and the smell of magical ozone fills the air. A sickly pale glow 
  sputters amid a pile of debris, illuminating a shattered sword 
  upon the ground. In the chamber’s walls, rows of niches bear 
  ceramic urns labeled with bronze plaques. A repetitive grinding 
  sound echoes through the chamber, erratic and yet unceasing.
  The shattered sword has the same design and style as 
  the longswords in area E3. The urns hold the remains of 
  members of the Alcasti family.
  Creatures: The grinding sound and pale glow come from 
  the tomb’s last remaining guardian, who Syagra smashed 
  into pieces centuries ago. Despite Syagra’s efforts, the 
  ruined guardian clings to life, vainly attempting to perform 
  its duty. Formerly a statue of a proud, doglike creature, it 
  now lies in fragments, only able to move its intricate metal 
  frame with its magical animating force. The guardian’s 
  jaws spark wildly as the disparate pieces drag themselves 
  towards the PCs, struggling to destroy the intruders.
  When the PCs spot the ruined guardian, they may 
  attempt a DC 15 Wisdom check or DC 10 Knowledge 
  (arcana) check to discover that it is magically unstable 
  and likely to explode. The remnants of the tomb’s magical 
  wards animated three of the stone hands from the statues 
  in area E3. These function as crawling hands, except that 
  they have construct traits instead of undead traits, and 
  they lack the mark quarry ability.
  CRAWLING HANDS (3) 
  CR 1/2
  hp 9 each (Pathfinder RPG Bestiary 2 59, see page 45)
  TACTICS
  During Combat The crawling hands attempt to strangle 
  spellcasting PCs.
  Morale The crawling hands fight until they are destroyed.
  DAMAGED GUARDIAN DOG 
  CR 2
  N Small construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSES
  AC 15, touch 13, flat 13 (+2 Dex, +2 natural, +1 size)
  hp 21 (2d10+10)
  Fort +0, Ref +2, Will +0
  DR 5/Alcasti weapons Immune construct traits
  
  Crawling Hand
  27
  PATHFINDER QUEST: HONOR’S ECHO
  OFFENSE
  Speed 20 ft.
  Melee bite +5 (1d4+2 plus 1d4 electricity and trip)
  Special Attacks electrical explosion
  TACTICS
  During Combat The guardian is staggered for the first round of 
  combat. On future rounds, it bites the PCs with its jaws.
  Morale The damaged guardian dog fights until destroyed. 
  STATISTICS
  Str 14, Dex 14, Con —, Int —, Wis 10, Cha 4
  Base Attack +2; CMB +3; CMD 15
  SPECIAL ABILITIES
  Guardian’s Resistance (Su) Only members of the Alcasti 
  family or people wielding weapons belonging to the Alcasti 
  family bypass the guardian’s damage reduction.
  Electrical Explosion (Ex) If the guardian is reduced to 0 hit 
  points, it releases burst of electricity in a 10-foot radius that 
  deals 2d6 electricity damage (DC 13 Reflex half). The save 
  DC is Constitution-based, and includes a +2 racial bonus.
  E5. Honaria's Tomb
  This sparse room holds little beyond a lacquered wooden coffin. 
  A human skull sits on a plate in front of the casket, while a 
  mangled clockwork owl lies a few feet away. An engraved plaque 
  is propped up behind the skull against the 
  wooden pall. The smell of corrosion fills 
  the air.
  The plaque reads, “Here lies 
  Honaria 
  Alcasti, 
  betrayed 
  by her inferiors and those 
  she served. We shall 
  remember her deeds 
  and restore her honor.” 
  The letters are faded 
  and the plaque appears 
  to be centuries old. If the 
  PCs 
  examine 
  the 
  plate, 
  they find a hairpin with a 
  noble crest on it. A PC 
  who succeeds at a DC 15 
  Knowledge 
  (nobility) 
  check recognizes the 
  insignia as the symbol 
  of the Cenabri family, a 
  Taldan noble house with a 
  long history of involvement in 
  legislation and bureaucracy. 
  The coffin itself contains Honaria’s 
  corpse and her accolades, including 
  an impressive collection of military 
  ribbons and medals. 
  Creature: The clockwork owl is Amantius, the former 
  familiar of Italice Cenabri. His confrontation with 
  Syagra destroyed the right half of his face and damaged 
  his connections to a wand inside his body, causing him to 
  spew corrosive acid in a 10-foot-radius cloud around him. 
  He is still conscious and can speak, albeit in a broken 
  and stuttering voice, but he is otherwise immobile and 
  unable to assist or further hinder the PCs. 
  The acid cloud deals 1d6 points of damage per round 
  (DC 14 Reflex negates). The PCs can neutralize the broken 
  wand if they succeed at a DC 15 Disable Device check, a DC 
  13 Craft (construct) check, or a DC 15 Use Magic Device 
  check. Whichever skill they choose, neutralizing the 
  wand takes 1d4 rounds. If the PCs succeed on this skill 
  check, they are able to save a few of the wand’s charges. 
  It is a wand of heightened awareness with 10 charges 
  remaining (Pathfinder RPG Advanced Class Guide 183).
   Alternatively, if the PCs deal a total of 8 points of damage 
  to Amantius, he implodes and melts into slag, stopping 
  the spray of acid. Amanatius’s Armor Class is 14 (touch 12, 
  flat-footed 12), and his saving throw bonuses are Fortitude 
  +1, Reflex +3, and Will +2. In his damaged state, he has no 
  resistances or immunities. Amantius has lost all hope for a 
  better fate and does not mind his own destruction, but he 
  begs the PCs to return Italice’s head to her family. 
  If the PCs disarm Amantius without destroying him, or 
  speak to him before dealing with him, he 
  answers their questions concerning 
  his master and the events that 
  led him here. He punctuates 
  his answers with black humor, 
  self-recrimination, and violent 
  shaking fits. He is aware that 
  Syagra killed his master, 
  and is certain that she acted 
  out of a desire for revenge. 
  Though he initially blamed 
  Honaria for Italice’s death 
  as well, his centuries of 
  reflection in her tomb 
  have 
  changed 
  his 
  opinion. Despite his 
  bitterness and despair, 
  he 
  admits 
  that 
  he 
  believes in Honaria’s 
  i n nocence — t hou g h 
  he does not hold a high 
  opinion 
  of 
  Honaria, 
  he 
  does not believe any of this to be 
  something she would have wanted. 
  Development: Though Honaria 
  had nothing to do with Italice’s 
  murder and would have been 
  
  PATHFINDER QUEST: HONOR’S ECHO
  28
  horrified to know it was done in her name, there is 
  no doubt some would seek to cast the blame on her 
  nonetheless. Should the PCs seem tempted to bury this 
  inconvenient fact, the plaque by the coffin suddenly 
  cracks in half; the remaining inscription now reads, 
  “Remember her deeds and restore her honor.” If the PCs 
  promise to return Italice to her family, a feeling of peace 
  suffuses the tomb, healing the PCs for 10 hit points each.
  CONCLUSION
  So long as the PCs return with Honaria’s laurels, Remaio 
  is pleased with their efforts, eagerly explaining those that 
  he recognizes and basking in secondhand pride. Check the 
  Evidence box for this quest on each PC’s Chronicle sheet. 
  If the PCs return with Amantius or Italice’s head, Remaio 
  complains this will taint their petition to restore Honaria’s 
  good name, but otherwise does not push the subject.
  As long as Amantius survives, he insists upon making 
  the truth about Italice’s fate known. So long as the PCs 
  arrange for Italice’s remains to be returned to her family, 
  the familiar is grateful to the PCs, though somewhat lost 
  after so many years spent hopeless and imprisoned. He 
  asks them to send him along with the remains. Before 
  the PCs send him on his way, he insists that they take the 
  partially charged wand of heightened awareness  within his 
  body, as it is the only means he has to repay them for their 
  kindness. He informs the PCs that even if the Cenabri 
  family pays for his repairs, he plans to keep his broken 
  face to remember Italice. If the PCs send Italice’s remains 
  back to her family, check this scenario’s Resource box.
  
  Oppara •
  Taldor
  29
  PATHFINDER QUEST: HONOR’S ECHO
  Cacophony
  By Eleanor Ferron
  Remaio’s blood, sweat, and tears have finally paid off. 
  Through bribery and political favors, the would-be 
  nobleman has managed an invitation to the court of 
  Princess Eutropia herself, and he’s determined not to 
  let this opportunity go to waste. With the evidence the 
  PCs have collected, Remaio is certain that Honaria’s 
  name will be cleared and his family will be reinstated to 
  the nobility. Honaria’s absolution appeals to more than 
  just Eutropia’s sense of justice; to the reform-minded 
  princess, it’s a valuable piece of propaganda. The tragic 
  story of Honaria paints Taldor’s opulent elite as the 
  villains, a subtle insinuation that many nobles do not 
  look upon kindly. The PCs may have to navigate Taldor’s 
  convoluted politics if they wish to win more than a token 
  acknowledgment for Remaio—assuming they still desire 
  it, should Remaio’s unsavory financial activities come 
  to light.
  SUMMARY
  The PCs arrive at court before it officially commences, 
  giving them time to speak with the assembled guests. While 
  the PCs can simply wait to make their case and leave, they 
  can also take the chance to navigate Taldor’s political web, 
  “Cacophony” takes place in Oppara, the affluent capital 
  city of the Taldor Empire. For more information on 
  Oppara, see the Pathfinder Campaign Setting: Inner Sea 
  World Guide, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  making allies and possibly enemies. Depending on their 
  actions in previous adventures, the other nobles present 
  may help or hinder them. At the end of the evening, Princess 
  Eutropia unexpectedly calls upon the PCs to make the case 
  for Honaria; she also asks the PCs to either endorse Remaio’s 
  
  Noble
  PATHFINDER QUEST: HONOR’S ECHO
  30
  claim to nobility or refute it. Should the PCs refuse to back 
  Remaio’s petition, their shattered employer challenges 
  them to a duel.
  GETTING STARTED
  In addition to his letter, Remaio sends each PC a 
  courtier’s outfit. He meets the PCs outside the palace 
  where Eutropia is holding court. Although he 
  appears outwardly confident and cheerful, a PC 
  who succeeds at a DC 15 Sense Motive check 
  recognizes that Remaio is nervous. If the 
  PCs press him about his anxiety, Remaio 
  dismisses them, assuring them that 
  he has everything under control 
  and suggesting that the PC calm 
  her own nerves. When the PCs 
  are ready, Remaio accompanies 
  them inside. 
  KNOWLEDGE (NOBILITY)
  PCs may already be familiar 
  with Taldor’s progressive 
  princess. Each PC knows 
  all 
  of 
  the 
  information 
  whose DC is less than or 
  equal to the result of 
  her check.
  10+: 
  Eutropia 
  is 
  the only child of Grand 
  Prince Stavian III, the ruler 
  of Taldor. She intends to inherent 
  the throne upon the death of her 
  father, even though according to the 
  current laws of Taldor, only male heirs 
  are eligible to inherit the throne.
  15+: Some Taldan nobles fear that 
  Eutropia’s ambitions may lead to a 
  costly civil war. Others believe that 
  Eutropia’s efforts to make a case for 
  her inheritance to the Senate will 
  eventually succeed, and believe that 
  the progressive vision of Taldor that 
  she supports is the best way to shake 
  off centuries of stagnation.
  THE COURT
  This ancient and grand palace is decorated with ornate arches of 
  patterned stone. Robed greeters bow as the building’s massive 
  iron doors swing open. Light illuminates the hall through dozens 
  of windows in the ceiling. Shining panels of gold decorate the 
  marble walls.
  The PCs arrive before official proceedings begin, so 
  they have time to converse with other guests before they 
  are called upon to speak. Remaio does not talk to the 
  PCs during the event, nor does he speak with any of the 
  important figures at the event at the same time as the 
  PCs. The GM should be aware of session time constraints, 
  and give the PCs some indication of how long they have 
  before court begins. 
  For a typical 1 hour 
  slot, 
  aim 
  to 
  keep 
  interactions each NPC 
  to 5 minutes or less.
  Unless the text notes 
  otherwise, all court NPCs 
  begin with an Indifferent 
  attitude toward the PCs. The 
  PCs can improve an NPC’s 
  attitude to Friendly with a 
  successful DC 16 Diplomacy check, 
  or Helpful if they succeed at this 
  check by 5 or more. The PCs can only 
  improve a given NPC’s attitude with 
  Diplomacy once, although they may 
  use aid another to work together to 
  make a favorable impression. 
  Several of the NPCs below 
  behave differently based on 
  the PC’s actions in previous 
  adventures. The Resource 
  boxes on the PCs’ Chronicle 
  sheets 
  capture 
  their 
  previous successes. See the GM Reference 
  Sheet on page 41 for a guide.
  In general, the NPCs at the court expect the 
  PCs to treat them with respect. PCs who insult or 
  otherwise aggravate NPCs cause their attitude to 
  decrease a step, if not become Hostile outright. 
  If the PCs participate in non-sanctioned 
  violence, Inka Heldotor apprehends and 
  arrests them (see below).
  PRINCESS EUTROPIA
  Princess Eutropia is looking for virtuous 
  agents and potential allies for her cause. 
  Should the PCs approach her, she 
  “Cacophony” uses the Pathfinder RPG Core Rulebook. 
  This adventure assumes that the GM has access to this 
  sourcebook. All rules referenced in this adventure 
  are available in the free online Pathfinder Reference 
  Document at paizo.com/prd.
  GM Resources
  
  1 square = 5 feet
  Path�nder Flip-Mat: Noble Estate
  N
  The Court
  31
  PATHFINDER QUEST: HONOR’S ECHO
  
  PATHFINDER QUEST: HONOR’S ECHO
  32
  engages them in challenging conversation, trying to get 
  a sense of who the PCs are, where their morals lie, and if 
  they can be trusted. The PCs cannot use Diplomacy to sway 
  Princess Eutropia, as she is holding out judgment until 
  the end of the evening. However, the Princess is hoping to 
  make inroads with Dominicus Rell and the Ulfen Guard, 
  as future assets in her bid for the throne. If the PCs win 
  over Inka Heldotor for the Princess or improve Dominicus’ 
  attitude to Friendly (see below), Princess Eutropia becomes 
  Friendly to the PCs.
  GLORIANA MORILLA
  Here to aid Princess Eutropia, Gloriana has concerns 
  that several other nobles are on the cusp of finding out 
  information about some of the princess’s clandestine 
  political maneuvering. In particular, she knows that 
  Solmon Menander (see below) has some suggestive 
  letters—while not incriminating, they are enough to 
  create suspicion if the wrong person got hold of them. 
  Gloriana asks the PCs to try to take a look at the letters. See 
  Solmon’s information below for more details.
  If the PCs rescued Aayef Ghazali during the “Blade” 
  adventure, he is speaking with Gloriana, despite the sneers 
  of others in attendance. When the PCs approach, he is 
  making clandestine arrangements to join the Sovereign 
  Court. Barring unusual circumstances, Aayef is Helpful to 
  the PCs and has already spoken eloquently to Gloriana on 
  their behalf. Gloriana begins the evening with a Friendly 
  attitude as a result. 
  DOMINICUS RELL
  Dominicus considers Princess Eutropia naive and in 
  danger of causing the kingdom instability, and he is idly 
  antagonistic to the PC’s cause. The PCs cannot influence 
  Dominicus with Diplomacy checks. Although he begins 
  with an attitude of Unfriendly, he happily talks to anyone 
  who approaches him. He is mostly concerned with probing 
  the PCs for information. Dominicus is a top advisor to 
  Grand Prince Stavian III, and is secretly the leader of 
  the Lion Blades, Taldor’s spy organization. He has a keen 
  interest in the history the PCs have uncovered; the PCs can 
  improve his attitude to Indifferent with a DC 15 Knowledge 
  (History) check, or by permanently surrendering a piece of 
  their historical evidence to him.
  Dominicus is carefully watching how the PCs handle 
  themselves in the court. If the PCs improve the attitude 
  of six of the other court NPCs to Friendly or better, 
  Dominicus’s attitude improves to Friendly.
  FATHER BASRI
  Tired and broken, Father Basri has little interest in 
  anything beyond his church. If the PCs have not completed 
  the “Basilica” adventure, Father Basri is here to petition 
  additional funding for his deteriorating cathedral. The 
  PCs improve his attitude to Friendly if they make a good-
  faith effort to assist him in this task. If the PCs retrieved 
  his stolen relics in “Basilica”, his attitude is Helpful, and 
  he offers to aid the PCs in their presentation by placing 
  his blessing on the proceedings. If the PCs kept the stolen 
  relics, he is both Unfriendly and planning to petition 
  Princess Eutropia to have the relics returned. 
  INKA HELDOTOR
  The Ulfen guard Inka is present only to keep the venue 
  secure for future visits from the crown. She takes her duties 
  seriously, but has no interest in politics and is somewhat 
  bored. The PCs can amuse her with tales of their heroic 
  exploits or impress her with a DC 15 Strength check; either 
  of these actions increases her attitude by one step. If Inka 
  has a Friendly or better attitude toward the PCs, they can 
  attempt a DC 15 Diplomacy check to warm her opinion on 
  Princess Eutropia.
  CAPTAIN SEFERI
  Captain Seferi bullied her way into court via blackmail 
  and bribery, and its clear that many nobles do not care for 
  her presence. She is a Zimar Corsair, a pirate in service 
  to Taldor’s Imperial Navy. Her reason for coming is 
  deceptively innocent—Seferi admires Princess and seeks 
  her approval. Seferi is aware she is uncouth and is afraid of 
  putting the wrong foot forward. PCs can attempt to coach 
  Seferi with a DC 15 Knowledge (nobility) check or Sense 
  Motive check on Eutropia; they can also lend Seferi better 
  clothing or help her find a suitable gift to offer. Aiding 
  Seferi in this fashion improves her attitude by one step. 
  If the PCs played “Blade” but none of them rescued Aayef, 
  the Qadira-loathing corsair begins the evening as Friendly 
  to the PCs.
  SOLMON MENANDER
  A bitter and overworked bureaucrat, Solmon is jaded with 
  his fellow nobles and wants to watch them suffer. PCs can 
  easily win his approval by aggravating other members of 
  the court, though this approach decreases the attitudes of 
  the offended parties. PCs may also attempt a DC 13 Perform 
  (oratory) check to complain about Taldor’s bureaucracy. 
  Either method improves Solmon’s attitude by one step.
  Solmon hints about Remaio’s illicit financial behavior, 
  and offers to tell the PCs a secret for 20 gold pieces (if 
  Solmon’s attitude is Helpful, he tells the PCs for free). Should 
  the PCs pay him, he reveals Remaio’s long history of taking 
  bribes, and notes that Remaio funded the PCs’ quests with 
  ill-gotten gold. Solmon wryly admits he sympathizes—
  the Taldan government is dysfunctional, and Remaio is 
  barely given one month’s pay for six months of work. If the 
  PCs point out the irony of Solmon condemning someone 
  
  33
  PATHFINDER QUEST: HONOR’S ECHO
  else for taking bribes, Solmon winces slightly and says, 
  “Unlike Remaio, I don’t accept the tainted coin of people 
  who engage in unsavory practices. I provide information 
  to generous and upstanding people as a way of showing 
  my gratitude.”
  The PCs may attempt to learn about the contents 
  of the letters that Gloriana Morilla claims Solmon is 
  carrying. Solmon is particularly focused on the events 
  of the evening and unaware of his surroundings, so as 
  long as the PCs make an effort to reach for the letter when 
  other guests are not paying attention, the PCs can take 
  them with a successful DC 15 Sleight of Hand check. If 
  the PCs fail this skill check, Solmon demands to know 
  why they are rooting around in his pockets, and unless 
  they can come up with a sufficient explanation for their 
  behavior, his attitude toward the PCs decreases by 2 steps. 
  Alternatively, the PCs can try to convince Solmon to show 
  them the letters. The DC of the Diplomacy check to 
  convince Solmon to show the letter is 20 if his attitude is 
  Friendly, or 15 if his attitude is helpful. The PCs gain a +1 
  circumstance bonus for every 10 gold pieces they present 
  him (to a maximum of +5).
  THEON CENABRI
  Theon is a distant descendant of Italice Cenabri from 
  the “Breakdown” adventure. He is against Honaria’s 
  reinstatement on general principle, but he bears no 
  ill will toward the PCs in particular. If none of the 
  PCs played “Breakdown”, he begins the event with an 
  Indifferent attitude toward the PCs. 
  If the PCs played “Breakdown” and returned his 
  ancestor’s remains to her family, his attitude begins at 
  Friendly, and he gives the PCs 20 platinum pieces as a 
  reward. Theon’s attitude shifts to Helpful if PCs promise 
  to include Italice’s story at the court proceedings, 
  though the PCs take a –2 penalty on checks during the 
  presentation should they do so. On the other hand, if the 
  PCs played the quest and left her remains in Honaria’s 
  tomb, his attitude begins at Unfriendly. If Theon is 
  Unfriendly, he is resistant to Diplomacy, and the PCs 
  must succeed at DC 21 Diplomacy check to improve his 
  attitude. 
  IN DEFENSE OF HONOR (CR 2)
  As Princess Eutropia calls court to session, she has a 
  surprise in store. After allowing Remaio to make a flowery 
  preamble and confirming with Remaio that the PCs 
  retrieved most of the proof, she asks the PCs to present 
  it instead of Remaio. This is primarily a roleplaying 
  challenge to give the PCs a chance to play up Honaria’s 
  tragic downfall, as well as their own heroic adventures. 
  If Dominicus Rell is Unfriendly to the PCs or worse, he 
  plays devil’s advocate as the PCs speak, challenging the 
  story at every turn. Throughout the presentation, the 
  princess asks insightful questions of the PCs, discerning 
  whether they think Honaria’s deeds reflect upon her 
  descendant Remaio. Should the PCs support Remaio’s 
  noble bid, Eutropia grants him the title of baron.
  Presenting the case requires the PCs to succeed at a DC 
  25 Diplomacy, Perform (oratory), or Profession (barrister) 
  check. The case is quite difficult to argue without evidence 
  or support; fortunately, the PCs are likely to have obtained 
  evidence in their previous adventures and made positive 
  impressions upon several of the nobles in the court. For 
  each piece of evidence the PCs provide, they gain a +2 
  circumstance bonus on the check. Refer to the Evidence 
  checkboxes on the PC’s Chronicle sheets to determine 
  how many of the five central pieces of evidence the PCs 
  have acquired. More information about each of these items 
  appears in the GM Resources Handout on page 41.
  Any Friendly or Helpful NPCs speaks out to support 
  the PCs at key points, each granting a +1 bonus on their 
  skill checks rolled. However, any Unfriendly or Hostile 
  NPCs speaks out against the PCs, each inflicting a –1 
  penalty instead. The GM can also award circumstance 
  bonuses for roleplaying or clever arguments, and any 
  number of PCs can attempt to aid in the argument. If the 
  PCs succeed at the skill check, Princess Eutropia moves to 
  clear Honaria’s name and knights them for their service 
  in restoring glory to Taldor. 
  The PCs may also chose to glorify Honaria and 
  specifically make an effort to slight Remaio. Making this 
  more difficult case requires them to succeed at a DC 30 
  Diplomacy, Perform (oratory), or Profession (barrister) 
  check. Failure provokes an argument among the nobles, 
  with Eutropia caving and granting Remaio a title to 
  settle the matter. If the PCs succeed, Eutropia declines 
  to give Remaio special treatment, but grants each PC a 
  visbarony for their integrity.  The enraged and shattered 
  Remaio is likely to challenge a PC champion to a duel. 
  There is some whispering among the crowd, but Eutropia 
  grants him permission to engage in a duel that does not 
  include lethal force. So long as time permits and the 
  PCs are interested, run a duel between Remaio and the 
  PCs’ chosen representative. Servants at the event provide 
  any PC who chooses to take up Remaio’s challenge with 
  wooden practice weapons. These practice weapons as 
  normal for weapons of their type, except that they deal 
  nonlethal damage. The PCs can find wooden versions 
  of any weapon they want except firearms. If the PCs do 
  not wish to duel or time is running short, whichever of 
  Aayef, Dominicus, Seferi, or Theon has the most positive 
  opinion of the PCs offers to duel in their place, and 
  Remaio flees the court in shame.
  Creatures: If Remaio challenges the PCs to a duel, use 
  the statistics below. 
  
  PATHFINDER QUEST: HONOR’S ECHO
  34
  REMAIO ALCASTI 
  CR 2
  hp 23 (see page 46)
  TACTICS
  During Combat Remaio brings his own high-quality practice 
  rapier to the duel. Like the practice weapons provided to 
  the PCs, it does nonlethal damage. He begins combat by 
  activating his bardic performance before entering into melee. 
  If he is reduced below 10 hit points, he casts hideous laughter.
  Morale Remaio can’t bear the shame of surrendering in such 
  illustrious company, so he fights until knocked unconscious.
  CONCLUSION
  So long as the PCs backed Remaio’s bid, he proves true 
  to his word, granting the PCs their pick of his family 
  heirlooms and proving a valuable contact among the 
  nobility. He remains financially corrupt, however, leaving 
  Princess Eutropia with severe misgivings about his role in 
  Taldor’s future. If the PCs refused to speak for him, they 
  will have a foe in Remaio as long as he lives, but they may 
  have gained their own noble titles. However the PCs chose 
  to advocate for Honaria, they enjoy increased respect in 
  Taldor, as well as the personal acquaintance of many of the 
  nation’s most important political figures.
  If the PCs successfully restored Honaria’s name and 
  have not yet completed all of the adventures in Honor’s Echo, 
  Eutropia requests the PCs continue their search in order to 
  fully commemorate the newly restored Taldan hero. Other 
  NPCs, such as Gloriana Morilla, may clandestinely approach 
  the PCs to recruit them into their respective organizations.
  Once a PC completes all six parts of Honor’s Echo, she 
  gains a boon corresponding to the outcome of “Cacophony”. 
  If the PCs successfully earned knighthood, cross the Noble 
  of Taldor boon off their Chronicle sheets. Alternatively, if 
  they earned visbaronies, cross the Knight of Taldor boon 
  off their Chronicle sheets. Finally, if they earned neither, 
  cross both boons off their Chronicle sheets.
  
  35
  PATHFINDER QUEST: HONOR’S ECHO
  Grove
  Greetings,
  My esteemed ancestor Honaria Alcasti led an army into the 
  Verduran Forest to the north. No records remain of their victories 
  or even what they hoped to accomplish in the forest, at least not in 
  Oppara. The druids of the Wildwood Lodge, however, tell of a 
  blackwood tree that remembers that time and has been granted the 
  power of speech. I’m not sure I believe the tree worshippers, but 
  we can ’t afford to let her battles vanish into memory.
  I’ve purchased safe passage from the Wildwood Lodge and 
  hired some local guides once you get there. See if this tree can really 
  talk and if it has evidence of her victories. I am certain that you 
  will find the compensation for your trouble worthwhile.
  Safe travels,
  Remaio Alcasti
  
  PATHFINDER QUEST: HONOR’S ECHO
  36
  Basilica
  Greetings,
  Early in her military career, my ancestor Honaria received 
  knightly honors from the church of Aroden. Although Aroden ’s 
  blessing may not seem like a great honor now, it was a tremendous 
  prize before his death, particularly for a person as young as she 
  was at the time. 
  A bronze bust commemorating the occasion still rests in the 
  vaults below the Basilica of the Last Man. I don ’t believe that 
  it is properly guarded there and would like your help in convincing 
  the Arodenites to relinquish it to me. Once you have returned the 
  bust to me, I will ensure that you are generously rewarded for 
  your time.
  Sincerest thanks,
  Remaio Alcasti
  
  37
  PATHFINDER QUEST: HONOR’S ECHO
  Blade
  Trusted associates,
  Ah, Qadira, our fiery neighbor! I need you to travel to its deserts 
  and visit the Ghazali family. They’ve acquired Honaria’s lost 
  sword, an item that’s appeared in my research into her life. This is no 
  common blade, but a powerful weapon given to Honaria by the Church 
  of Aroden. Its existence alone might prove the Alcastis’s worth. 
  I’ve included the original record of the sword’s transfer to 
  Honaria as a reward for her services to the Church and the Empire. 
  Show this record to the Ghazali matriarch, Arajida. She should be 
  reasonable. 
  Safe travels,
  Remaio Alcasti
  
  PATHFINDER QUEST: HONOR’S ECHO
  38
  Homestead
  Dearest colleagues,
  I just received a letter from my cousin Vereena. She’s the only 
  family member who is as interested as I am in the cause of restoring 
  my ancestor Honaria’s good name. Vereena keeps a wonderful 
  collection—you could even call it a museum—of our family history. 
  She curates paintings, heirlooms, and old records from the Alcasti 
  glory days. I don ’t know how she manages the hobby with what I 
  imagine is backbreaking labor on her farm, especially at her age. 
  At any rate, she stumbled across something remarkable: letters 
  and a diary written by Honaria herself! She hasn ’t had time to 
  read it all, but she says it’s about the war, and it looks promising. 
  I won ’t ask her to make the trip herself, so I have a favor to ask of 
  you. Travel to her farm in Andoran and bring back the documents. 
  I wrote that you are coming. I don ’t have time to wait for such a 
  busy woman to find the time to write back to me, but I assure you, 
  she loves visitors. 
  Sincerest thanks,
  Remaio Alcasti
  
  39
  PATHFINDER QUEST: HONOR’S ECHO
  Breakdown
  Salutations!
  I have finally confirmed the location of my family’s mausoleum. 
  My most admirable ancestor Honaria was buried there with the 
  respect she deserved, despite some protest from her ungrateful 
  enemies who profited from slandering her name. Please, go to her 
  and retrieve her laurels and medals of service. She should have been 
  buried with them—even her detractors couldn ’t strip those from 
  her. While it pains me to disturb her eternal rest, I am sure she 
  would understand. I will pay you handsomely for this invaluable 
  proof of her heroism.
  I’ve enclosed the mausoleum key and a vial of water with the note. 
  Pouring the water on the door should reveal the keyhole. Please be 
  careful with the key—you do not want to know the trouble I had to 
  go through to get it. 
  Best of luck,
  Remaio Alcasti
  
  PATHFINDER QUEST: HONOR’S ECHO
  40
  Cacophony
  Most esteemed allies,
  You will be proud of me, I hope. Not only have I managed us 
  all invitations to court, but I have also caught the ear of Princess 
  Eutropia herself! With your evidence of Honaria’s greatness 
  in hand, I know the princess will listen to us. I’ve provided you with 
  fine clothes for the evening so you won ’t look too out of place, and 
  written a lovely speech for the occasion. Don ’t worry; I’ll signal 
  you to chime in at the proper points. I’ve taken care of everything, 
  so just focus on looking your best.
  Regards,
  Remaio Alcasti
  
  41
  PATHFINDER QUEST: HONOR’S ECHO
  GM Reference Sheet
  EVIDENCE
  The Evidence boxes on the PCs’ Chronicle sheets track the support that 
  they have gained for Honaria’s cause.
  Grove: The PCs have evidence that Honaria took care of a traitorous group 
  of soldiers in the Verduran Forest who slipped into banditry. An awakened 
  tree told them the story, and they found armor with the traitorous group’s 
  insignia buried nearby.
  Basilica: The PCs retrieved a bust of Honaria commemorating the day 
  she received a blessing at the Basilica of the Last Man, a prominent temple 
  of Aroden.
  Blade: The PCs retrieved Soldier’s Glory, Honaria’s intelligent longsword, 
  and the blade is eager to testify on her behalf. Glory also allows the PCs 
  to fight with her. She can cast aid 1/day and cure light wounds 3/day. In the 
  hands of a lawful good character, she functions as a +2 benevolent longsword 
  (Pathfinder RPG Ultimate Equipment 136). In the hands of a lawful or good 
  character, she functions as a +1 longsword. Characters who are neither 
  lawful nor good must succeed at a DC 8 Will save or drop her every time 
  they attempt to pick her up for the rest of the day. More information about 
  Soldier’s Glory appears on page 19.
  Homestead: The PCs recovered a collection of letters detailing several of 
  Honaria’s military campaigns.
  Breakdown: The PCs took Honaria’s medals and commendations from 
  her grave as records of the forgotten military honors that she received.
  RESOURCE
  The Resource boxes on the PCs Chronicle sheet track additional items and 
  allies that they have gained.
  Grove: The PCs obtained a treeform cloak (Pathfinder RPG Ultimate 
  Equipment 269).
  Basilica: The PCs returned stolen artifacts to Father Basri.
  Blade: The PCs rescued Aayef Ghazali.
  Homestead: The PCs retrieved the broken figurine of wondrous power 
  (alabaster pegasus) from Vereena’s farmstead (see Chronicle sheet for 
  Statistics).
  Breakdown: The PCs returned Italice Cenabri’s body to her family.
  
  PATHFINDER QUEST: HONOR’S ECHO
  42
  Appendix 1: 
  Stat Blocks
  The following stat blocks appear in the Honor’s Echo 
  quests and are reprinted here for the GM’s convenience.
  GROVE
  BAT SWARM 
  CR —
  N Diminutive animal (swarm)
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11), wounding
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +2; CMB —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +12, Perception +15; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  DESCRIPTION
  Hundreds of high-pitched squeaks fill the air as a mass of small, 
  carnivorous bats surges forth, all of them hungry for blood.
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a bat swarm 
  continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. 
  The bleeding can be stopped by a DC 10 Heal check or the 
  application of a cure spell or some other healing magic.
  BEAR 
  CR —
  Bear animal companion (Pathfinder RPG NPC Codex 299)
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +6, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3), 2 claws +6 (1d3+3)
  STATISTICS
  Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
  Feats Endurance, Run
  Skills Perception +5, Survival +2, Swim +7
  SQ tricks (attack, come, defend, down, guard, heel, perform, stay)
  INITIATE OF FLAME 
  CR 1/2
  Pathfinder RPG NPC Codex 62
  Dwarf druid 1
  LN Medium humanoid (dwarf)
  Init +0; Senses Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 15 (1d8+7)
  Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee spear +2 (1d8+3/×3)
  Ranged sling +0 (1d4+2)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—fire bolt
  Druid Spells Prepared (CL 1st; concentration +3)
  1st—burning handsD (DC 13), endure elements, faerie fire
  0 (at will)—detect poison, flare (DC 12), stabilize
  D Domain spell; Domain Fire
  STATISTICS
  Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
  Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip)
  Feats Toughness
  Skills Climb +4, Handle Animal +2, Knowledge (geography) 
  +5, Knowledge (nature) +3, Perception +6 (+8 to notice 
  unusual stonework), Survival +8
  Languages Common, Druidic, Dwarven, Giant
  SQ nature bond (Fire domain), nature sense, wild empathy –1
  Combat Gear alchemist’s fire (2), smokesticks (2); Other Gear 
  mwk hide armor, sling with 20 bullets, spear, climber’s kit, 
  healer’s kit, holly and mistletoe, spell component pouch, 8 gp
  SYLVAN PROTECTOR 
  CR 2
  Pathfinder RPG NPC Codex 63
  CN Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, 
  +1 size)
  hp 24 (3d8+7)
  Fort +5, Ref +3, Will +5; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  
  43
  PATHFINDER QUEST: HONOR’S ECHO
  OFFENSE
  Speed 20 ft.
  Melee sickle +1 (1d4–2)
  Special Attacks +1 on attack rolls against goblinoid and 
  reptilian humanoids
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
  5/day—lightning arc
  Gnome Spell-Like Abilities (CL 3rd; concentration +5)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Druid Spells Prepared (CL 3rd; concentration +5)
  2nd—flaming sphere (DC 14), summon swarm, wind wallD
  1st—cure light wounds (2), obscuring mistD, speak with 
  animals
  0 (at will)—flare (DC 12), light, stabilize, virtue
  D Domain spell; Domain Air
  STATISTICS
  Str 6, Dex 14, Con 15, Int 10, Wis 15, Cha 14
  Base Atk +2; CMB –1; CMD 11
  Feats Augment Summoning, Spell Focus (conjuration)
  Skills Handle Animal +7, Heal +6, Knowledge (nature) +6, 
  Perception +8, Spellcraft +6, Stealth +8, Survival +10
  Languages Common, Druidic, Gnome
  SQ nature bond (Air domain), nature sense, wild empathy +5, 
  woodland stride, trackless step
  Combat Gear scroll of cure light wounds (3), scroll of spider 
  climb, tanglefoot bags (2); Other Gear +1 leather armor, 
  mwk heavy wooden shield, sickle, holly and mistletoe, 
  spell component pouch, 95 gp
  BASILICA
  DIRE RAT 
  CR 1/3
  Pathfinder RPG Bestiary 232
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +1 (1d4 plus disease)
  Special Attacks disease
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim
  DESCRIPTION
  This filthy rat is the size of a small dog. It has a coat of coarse 
  fur, a long and scabby tail, and two glittering eyes.
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  RATFOLK  
  CR 1/3
  Pathfinder RPG Bestiary 3 231
  Ratfolk expert 1
  N Small humanoid (ratfolk)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  OFFENSE
  Speed 20 ft.
  Melee dagger –1 (1d3–2/19–20)
  Ranged light crossbow +3 (1d6/19–20)
  Special Attacks swarming
  STATISTICS
  Str 6, Dex 15, Con 11, Int 14, Wis 10, Cha 9
  Base Atk +0; CMB –3; CMD 9
  Feats Skill Focus (Perception)
  Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Handle 
  Animal +3 (+7 with rodents), Perception +9, Sense Motive 
  +4, Survival +4, Use Magic Device +5; Racial Modifiers +2 
  Craft (alchemy), +4 Handle Animal to influence rodents, +2 
  Perception, +2 Use Magic Device
  Languages Common
  DESCRIPTION
  This small, ratlike humanoid has a twitching, whiskered snout, 
  pointed ears, and a long, leathery tail.
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  RATFOLK TINKERER 
  CR 1
  Pathfinder RPG Monster Codex 178
  Ratfolk rogue 2
  N Small humanoid (ratfolk)
  Init +7; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 16 (2d8+4)
  Fort +1, Ref +6, Will –1
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  
  PATHFINDER QUEST: HONOR’S ECHO
  44
  Melee mwk dagger +6 (1d3/19–20)
  Ranged light crossbow +5 (1d6/19–20)
  Special Attacks sneak attack +1d6, swarming
  STATISTICS
  Str 10, Dex 17, Con 13, Int 16, Wis 8, Cha 10
  Base Atk +1; CMB +0; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Appraise +8, Climb 
  +5, Craft (alchemy) +5, Disable Device +11, Escape Artist +8, 
  Knowledge (dungeoneering, local) +7, Perception +6, Sleight 
  of Hand +8, Stealth +12, Swim +5, Use Magic Device +7
  Languages Common, Gnome, Goblin, Undercommon
  SQ rogue talents (finesse rogue), trapfinding +1
  Combat Gear potion of cure light wounds, potion of pass 
  without trace, acid, alchemist’s fire, mwk bolts (5), 
  tanglefoot bag; Other Gear leather armor, light crossbow 
  with 10 bolts, mwk dagger, mwk thieves’ tools, 121 gp
  BLADE
  GIANT SCORPION 
  CR 3
  Pathfinder RPG Bestiary 242
  N Large vermin
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft.
  Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus 
  poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+4)
  STATISTICS
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  DESCRIPTION
  The sixteen-foot-long scorpion scrabbles forward, ferocious 
  claws raised in challenge, stingered tail arched over its back.
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The 
  save DC is Constitution-based and includes a +2 racial bonus.
  HEIR APPARENT 
  CR 2
  Pathfinder RPG NPC Codex 251
  LG Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 22 (4d8+4)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +4 (1d8/19–20)
  Ranged dagger +4 (1d4/19–20)
  STATISTICS
  Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Lightning Reflexes, Skill Focus (Diplomacy), Toughness
  Skills Diplomacy +11, Knowledge (engineering, religion) 
  +4, Knowledge (history) +5, Knowledge (nobility) +7, 
  Linguistics +4, Perception +3, Perform (dance) +5, Ride +5, 
  Sense Motive +4, Survival +5
  Languages Common, Elven
  Combat Gear oil of bless weapon, potion of cure moderate 
  wounds, potion of spider climb; Other Gear mwk breastplate, 
  dagger, mwk longsword, noble’s outfit, signet ring, 253 gp
  HOMESTEAD
  KOBOLD 
  CR 1/4
  Pathfinder RPG Bestiary 183
  Kobold warrior 1
  LE small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, 
  +1 size)
  hp 5 (1d10)
  Fort +2, Ref +1, Will –1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee spear +1 (1d6–1)
  Ranged sling +3 (1d3–1)
  STATISTICS
  Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
  Base Atk +1; CMB –1; CMD 10
  Feats Skill Focus (Perception)
  Skills Craft (trapmaking) +6, Perception +5, Stealth +5; 
  Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic
  SQ crafty
  DESCRIPTION
  This short, reptilian humanoid has scaled skin, a snout filled 
  with tiny teeth, and a long tail.
  SPECIAL ABILITIES
  Crafty (Ex) Craft (trapmaking) and Stealth are always class 
  skills for a kobold.
  
  45
  PATHFINDER QUEST: HONOR’S ECHO
  BREAKDOWN
  CRAWLING HAND 
  CR 1/2
  Pathfinder RPG Bestiary 2 59
  NE Diminutive undead
  Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 14 (+4 size)
  hp 9 (1d8+5)
  Fort +2, Ref +0, Will +2
  Immune undead traits
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee claw +5 (1d1+1 plus grab)
  Space 1 ft.; Reach 0 ft.
  Special Attack mark quarry, strangle
  STATISTICS
  Str 13, Dex 11, Con —, Int 2, Wis 11, Cha 14
  Base Atk +0; CMB –4 (+0 grapple); CMD 7
  Feats Toughness
  Skills Climb +9, Perception +4, Stealth +12, Survival +4; Racial 
  Modifiers +4 Survival
  Languages Common (can’t speak)
  DESCRIPTION
  With a jolt, this severed hand springs to life, its fingers 
  propelling it forth at great speed like a deformed spider.
  SPECIAL ABILITIES
  Grab (Ex) A crawling hand can use its grab ability on a 
  creature of up to Medium size.
  Strangle (Ex) An opponent grappled by a crawling hand 
  cannot speak or cast spells with verbal components.
  
  PATHFINDER QUEST: HONOR’S ECHO
  46
  Appendix 2: 
  Remaio Alcasti
  Remaio Alcasti plays a central role in the Honor’s Echo 
  quests. The PCs may fight by his side, or even fight against 
  him, as they unravel the history of his ancestor Honaria.
  REMAIO ALCASTI 
  CR 2
  Human bard 3
  LN Medium humanoid (human)
  Init +5; Senses Perception +5
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 23 (3d8+6)
  Fort +2, Ref +4, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +5 (1d6+2/18–20) or 
  practice rapier +4  (1d6+2 nonlethal/18–20)
  Ranged mwk shortbow +4 (1d6/19–20)
  Special Attacks bardic performance 11 rounds/day 
  (countersong, distraction, fascinate [DC 14], inspire 
  competence +2, inspire courage +1)
  Bard Spells Known (CL 3rd; concentration +6)
  1st (4/day)—charm person (DC 14), cure light wounds, 
  grease, hideous laughter (DC 14)
  0 (at will)—detect magic, light, mage hand, message, open/
  close (DC 13), prestidigitation
  STATISTICS
  Str 14, Dex 12, Con 13, Int 10, Wis 8, Cha 17
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Iron Will, Step Up
  Skills Acrobatics +6, Bluff +9, Escape Artist +7, Perception +5, 
  Perform (oratory) +9, Spellcraft +6, Stealth +6
  Languages Common
  SQ bardic knowledge +1, versatile performance (oratory)
  Combat Gear potion of cure light wounds (4); Other Gear mwk 
  chain shirt, mwk rapier, mwk shortbow with 20 arrows, 
  practice rapier, belt pouch, noble’s outfit, ostrich feather cap, 
  pegasus signet ring, spell component pouch, pair of black 
  pearls (worth 350 gp each), 48 gp
  
  47
  PATHFINDER QUEST: HONOR’S ECHO
  Join Our 
  Community
  Are you looking for more adventures? Check out Pathfinder 
  Society Organized Play! In the organized play campaign, 
  your character exists in a common setting shared by 
  thousands of other gamers. You can take your character to 
  any public Pathfinder Society event anywhere in the world. 
  Pathfinder Society Organized Play includes adventures 
  for the Pathfinder Roleplaying Game and the Pathfinder 
  Adventure Card Game. Over time, campaigning in an 
  organized play environment offers a uniquely immersive 
  experience, as your diverse companions add depth to 
  the campaign world. It’s also a great way to get in touch 
  with other local gamers, meet new people, and play 
  regularly without all the prep work and scheduling of a 
  traditional campaign. 
  ROLEPLAYING GAME
  The Pathfinder Society Roleplaying Guild is a worldwide 
  fantasy roleplaying campaign that puts you in the role of an 
  agent of the Pathfinder Society, a legendary league of explorers, 
  archaeologists, and adventurers dedicated to discovering and 
  chronicling the greatest wonders of an ancient world beset by 
  magic and evil. A Pathfinder’s adventures explore the dark 
  alleys and political intrigues of the city of Absalom between 
  far-flung travels to the most interesting and exotic locales in 
  the world of the Pathfinder Roleplaying Game. 
  While the Game Master and your companions might 
  change every time you play, your character advances and 
  gains rewards as normal. 
  For more on the Pathfinder Society Organized Play 
  campaign, how to read the attached Chronicle sheets, and 
  how to find games in your area, check out the campaign’s 
  home page at paizo.com/pathfinderSociety.
  ADVENTURE CARD GAME
  The Pathfinder Adventure Card Game is a cooperative card 
  game. Join a team of adventurers who band together to face 
  increasingly challenging foes. Explore locations riddled with 
  monsters, traps, and treasure, and customize your deck and 
  your character to fit your play style.
  In Adventure Card Guild Organized Play, you have your 
  own Class Deck to represent your character, who can play in 
  dozens of published adventures. Though your companions 
  might change each time you play, the story is constant, 
  allowing your character to evolve as a result of your own 
  choices. Alternatively, some players prefer to keep their 
  Adventure Card Guild experience limited to a group of 
  friends, using the scenarios and reward structure as the 
  framework for a private home game. Either approach is a 
  valid and acceptable way to experience the Adventure Card 
  Guild story, and many players enjoy a combination of public 
  and private adventuring.
  For more on the Pathfinder Society Organized Play 
  campaign and how to find games in your area, check out the 
  card campaign’s home page at paizo.com/pfsacg.
  
  48
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Quests: 
  Honor’s Echo
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of 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 Quests: Honor’s Echo © 2016, Paizo Inc.; Authors: Eleanor 
  Ferron, Jenny Jarzabski, and Landon Winkler
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  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
  4
  5–6
  50
  175
  250
  125
  100
  350
  500
  250
  2–3
  Pathfinder Quests: 
  Honor’s Echo
  Variable Rewards: The gold, XP, and Prestige Points you earn on this Chronicle sheet are based on how many of the quests you 
  complete. Until you play an adventure other than Honor’s Echo, you can continue to play the other quests and earn greater rewards—
  even over multiple sessions. Circle the name of the quests you have completed and check off the appropriate evidence and resource 
  boxes below.  Before beginning a different adventure, calculate your rewards for this Chronicle sheet based on the table below. 
  ▫ Knight of Taldor: You successfully supported Remaio’s bid to redeem the Alcasti name and restore his status in Taldan 
  society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on 
  Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people 
  in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier’s outfit. Additionally, Remaio helps 
  you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon 
  Remaio’s contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio’s 
  bonus to another PC. When you use this bonus, check off the box next to this boon.
  Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of 
  your discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, 
  your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more 
  Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. 
  Noble of Taldor: You convinced Princess Eutropia that unlike his valiant ancestor Honaria, Remaio is unfit to carry on the 
  Alcasti name. As a reward, Princess Eutropia herself granted you a visbarony. You gain a +2 bonus on Diplomacy checks when 
  interacting with nobles in Taldor, and a +2 bonus on Intimidate when interacting with the common people in Taldor. In addition, 
  you gain a free noble’s outfit and several pieces of jewelry to complete the ensemble.
  Well-Earned Reward: You restored Honaria’s good name in Taldor. If you helped Remaio reclaim his own nobility, he is 
  extremely grateful and offers to subsidize the cost of purchasing several items that you found during your adventures. If you 
  instead spurned Remaio, others within the court found your actions amusing and offer you the same discount. You may purchase 
  the treasures listed below at a reduced price: broken figurine of wondrous power (alabaster pegasus) (1,000 gp), treeform cloak (4,500 gp), 
  and wand of heightened awareness (10 charges; 100 gp).
  broken figurine of wondrous power (alabaster pegasus): When animated, this figurine has the statistics of a horse with a 
  movement speed of 60 feet but can make no attacks. The item can be used three times per week for up to 12 hours per use. 
  When 12 hours have passed or when the command word is spoken, the creature again becomes a tiny statuette. Aura moderate 
  transmutation; CL 11th (1,250 gp, limit 1)
  figurine of wondrous power (alabaster pegasus): Other than its appearance, this figurines functions identically to a figurine of 
  wondrous power (ebony fly). You may upgrade into this item from the broken version above by paying 8,750 gp (10,000 gp; limit 1)
  treeform cloak (6,000 gp; Pathfinder RPG Ultimate Equipment 269)
  wand of heightened awareness (10 charges; 150 gp, limit 1; Pathfinder RPG Advanced Class Guide 183)
  Core Campaign
  Quests Gold Pieces 
  XP 
  Prestige Points 
  Other
   
  1 
  100 gp 
  1 
  1
   
  2 
  250 gp 
  1 
  1
   
  3 
  250 gp 
  1 
  1 
  Impressive Find boon
   
  4 
  350 gp 
  1 
  2
   
  5 
  500 gp 
  1 
  2
   
  6 
  500 gp 
  1 
  2 
  Well-Earned Reward   
   
   
   
   
   
  and either Knight of  
   
   
   
   
   
   
  Taldor or Noble of Taldor
  Grove 
  Evidence 
  Resource 
  Basilica 
  Evidence 
  Resource
  Blade 
  Evidence 
  Resource
  Homestead 
  Evidence 
  Resource
  Breakdown 
  Evidence 
  Resource
  Cacophony
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 08/Society Quest - Pathfinder Quests - Honor's Echo.pdf