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Wayfinder #18

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100% found this document useful (3 votes)
688 views

Wayfinder #18

Uploaded by

William Walker
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Pathfinder Fanzine Made By Fans For Fans

Fey and the


First World
Volume 18 | PaizoCon 2018 | Not For Sale
Contributing Authors
Table Of Contents Charlie Brooks, Calder CaDavid, Robert Cameron, Benjamin Chason-
Foreword 1 Sokol, Jeremy Corff, Jason Daugherty, Matthew Duval, Robert Feather,
Weal Or Woe: A Tangled Division 2 Kim Frandsen, Wojciech Gruchała, Amy C. Goodenough, Taylor
Memories Of The Lost Path 4 Hubler, Luke Hudek, Chris L. Kimball, John Laffan, Crystal Malarsky,
Someone To Watch Over Me 8 Randal Meyer, Jacob W. Michaels, Daniel Angelo Monaco, Stewart
Strange Magics: The Power Of The Tane 10 Moyer, Dennis Muldoon, Andrew Mullen, Dave Nelson, Nicholas S.
Snatch The Shawl 12 Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt Roth, André
First World Trade 14 Roy, Stephen J. Smith, Kendra Leigh Speedling, Jeff Taft, Brendan
Altars Of The Eldest 16 Ward, Christopher Wasko, Nicholas Wasko, and Kerney Williams.
Weal Or Woe: Fire And Fletching 18
First World Anthems: Fey-Themed Bardic Masterpieces 20 Contributing Artists
Songs Of The First World 21
Danse Macabre 22 Catherine Batka , John Bunger, Tyler Clark, Snow Conrad,
Golarion Gazetteer: The Palakar Provinces 24 Jeremy Corff, Liz Courts, Andrew DeFelice, Jess Door, Catarina
Realm Of The Fellnight Queen: An ACG Adventure 25 Eusébio, Peter Fairfax, Silvia Gonzalez, David Hoffrichter, Fil
Why Can’t We Be Friends? Gerbie Corruption 26 Kearney, Danny Hedager Krog, Alberto Ortiz Leon , Clay Lewis,
Bogeykin 28 Mike Lowe, Dionisis Milonas, Jesse Mohn, Alex Moore, Adam
Fun and Torture: Laughing It Up With The Lantern King 29 Munger , Beatrice Pelagatti, Jessica Redekop, Tanyaporn
Fear Of The Dark: Songs To Keep The Little Ones Quiet 30 Sangsnit, Kristiina Seppä, Ashton Sperry, Bob Storrar, Carlos
A Difference Of Taste 32 Torreblanca, Todd Westcot, and Stephen Wood.
The Magical Traditions Of The Eldest Fey 34
First World Physics: Gravity is Just a Suggestion 36
Feats of the Fey
Heroes’ Hoard
37
38
Special T hanks To
Gruepert’s Market 42 Foreword: Dain Nielsen (with art by John Bunger)
Old Uncle Wallerbee in the Palace of Seasons 44
Weal or Woe: Buyer Beware 46 Front Cover Art: Bob Storrar
Side Trek Seeds 48
Form Of The Fey: First World Style Feats 50 Fonts: BlackChancery is by Doug Miles on DaFont.com
Atonement Among The Stars 52 Trinigan is by FontGrube AH on DaFont.com
Sailing Across Eternity 54
The Seasonal Courts 56 Textures: The Wayfinder logo utilizes textures from textures.com
First World Shaped Companions 58 cover texture: texture_111_by_sirius_sdz
Bestiary 60 Stars-sky by MariaSemelevich.

Sponsors: Frog God Games, Archania’s Workshop, 2 Kings Games,


LLC, and Scott Young (Lamplighters).

And thanks, as always, to the Paizo staff and the whole Paizo fan
community for their continuing support of this fan project.

Editor-in-Chief/Publisher Cover Design and Layout Kendra Leigh


Tim Nightengale Bob Storrar Speedling
Dain Nielsen Megan Tenbarge
Assistant Editors-in-Chief Mike Welham
Kalyna Conrad Editors:
Eric Hindley Jason Owen Black
Mara Lynn Butler
A Pathfinder Fanzine Layout Design/Production Skeeter Green
Dain Nielsen Brent Jans
made by Fans for Fans Troy Daniels
Benjamin Chason-
Thomas LeBlanc
Meagan Maricle
Sokol Jacob W. Michaels
Jeff Lee
Art Director Matt Roth
Tim Nightengale Allen Snyder

This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2, Pathfinder Roleplaying Game Bestiary 3, Pathfinder Roleplaying
Game Bestiary 4, Pathfinder Roleplaying Game GameMastery Guide, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder Roleplaying Game Ultimate Magic, Pathfinder Roleplaying Game Ultimate Combat,
Pathfinder Roleplaying Game Ultimate Equipment, Pathfinder Roleplaying Game Ultimate Campaign, Pathfinder Roleplaying Game Mythic Adventures, Pathfinder NPC Codex, Pathfinder Inner Sea World Guide, Pathfinder
Advanced Race Guide, and Pathfinder Roleplaying Game Beginner Box. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. Open Content: The
game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d), found on page 69 of this magazine.
Foreword
G reetings all you PaizoCon attendees! I wish I could be there
with you all this year, but alas, fate did not will it to be so,
nor did a fairy godmother flit down and bestow upon me airfare
Low and behold, I
not only was lending
a hand, but as Liz
and accommodations, so I must make do with wishing you all a Courts had accepted
most entertaining PaizoCon here in the foreword of the final print a position at Paizo,
issue of Wayfinder.. Open its pages and breathe deep of the awesome I ended up handling
creations of some of your fellow gamers. Even if the creations are the entirety of the layout
fey in nature. for issue #6 ... and with
Now, don’t get me wrong. I love the content of this issue. The this publication, twelve
material I read while additional issues. One
putting it together would almost think
struck me as old school there was some fey in
Brother’s Grimm fey. Tim’s bloodline.
The “if you make a No two issues have
deal you best be on been the same, neither in
your toes” kind of fey. content nor in experience.
The mischievous and Each has had its own mix
nowhere near benign fey. of pleasure, pain, and sleep
Your true villain types and deprivation for all parties
stuff of nightmare types of involved.
fey. The kind of fey that But just like the fey
make for good gaming. encounters as a player, they have all
But truth be told, while I been truly entertaining and pleasure to
love running a game where I can have put together. And I do love creating the look
the players encounter these types of Wayfinder
of Wayfinder.
beings, when I am a player part of me So, with that, allow me to say a hearty and
dreads the encounters. Not due to well deserved thanks to all the folks who
lacking in entertainment, but have aided with Wayfinder over the years.
rather I know from being on The writers, the artists, the editors, the
the other side of the screen proofreaders, the folks who have been crazy
that what I expect to happen enough to make the same inquiry I made
with a fey encounter will go in back in 2011, and especially Tim and all
some unforeseen direction. the folks who herd the cats to get these
There is something about publications from concept to
those odd folks from reality. We have really
the First World that put together some
make GMs a little incredible stuff over
more mischievous … the years and I look
a little sneakier … a little forward to putting
more blood-thirsty ... a more content into the
little more like the creatures hands of the fans from
they are running. the hands of the fans.
I can honestly say I have lost more Enjoy PaizoCon! Enjoy
PCs to denizens of the First World than to pretty this issue of Wayfinder (and be sure to ask Tim about
much any other type of encounter. any back issues you might be missing when you see him)! And,
And I have enjoyed every single loss. as always, please be sure to leave a review on the product page at
It has, however, created a feeling of loving animosity to fey in paizo.com.
Pathfinder and the systems that came before. They are the villains What? Too soon for the review plug?
I love to hate, the pranksters I enjoy getting the better of, the alien
encounter that is never the same and while often vexing is always a
source of good fun.
It seems somehow fitting that the issue for which I am writing the
foreword is an issue dedicated to Fey and the First World. When dealing
with fey, one should always be careful what one asks for, lest you receive
exactly that and then some. Back in 2011, I made that fateful statement
to Tim: “If you need some help with layout, I can lend a hand.” Dain Nielsen
BELSA OLLEND CR 6
Weal Or Woe: A Tangled XP 2,400

Division Female halfling bard (archaeologistUC) 7


NG Small humanoid (halfling)
Init +2; Senses Perception +14
By John Laffan and Crystal Malarsky DEFENSE

AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)


Art by Tanyaporn Sangsnit hp 42 (7d8+7)
Fort +4, Ref +9, Will +6; +2 vs. fear
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE

Weal: Belsa Ollend


Speed 20 ft.
Melee mwk quarterstaff +7 (1d4)
Born in the Mwangi city of Nantambu to merchant parents, Belsa Ranged +1 sling +9 (1d3+1)
Ollend was raised on the stories of great places and thirsted to see Special Attacks archaeologist's luck 7 rounds/day (+2)
them with her own eyes. She collected maps and atlases, using Bard Spells Known (CL 7th; concentration +10)
them as references to practice her skill at cartography. Her natural 3rd (2/day)—secret page, see invisibility
aptitude earned her an apprenticeship with a local scribe, but she 2nd (4/day)—cure moderate wounds, daze monster (DC 15), delay poison, tongues
yearned for more than replicating the works of others. 1st (5/day)—alarm, cure light wounds, detect secret doors, erase, identify
Shortly after reaching maturity, Belsa set out to 0 (at will)—detect magic, haunted fey aspectUC, light, mage hand, mending,
explore remote regions and document her findings. resistance
She traveled to distant shores, delving into ancient TACTICS

ruins and forgotten temples. Life became one Before Combat Belsa casts alarm on her abode in the morning and
thrilling adventure after another, and all to record at night. She casts see invisibility if she suspects trouble.
the locations in expert detail on paper. Her work During Combat Belsa tries to avoid combat, and uses daze
soon met with wide acclaim from both peers and monster to help her escape. If with allies, she supports with
patricians. healing spells and giving any information she can about
After many years of exploration, age started their opponent.
catching up with Belsa. She sought out the favor Morale If by herself, Belsa prefers to run rather than engage, but will
of the fey to help her stay at the top of the pack. do everything in her power to make sure any allies make it home from
Frequent visits to the Witchmarket allowed her to an expedition.
stay competitive but cost her dearly in STATISTICS
other areas, particularly her memories. Str 10, Dex 15, Con 10, Int 16, Wis 8, Cha 16
Vendors at the Memory Market offered Base Atk +5; CMB +4; CMD 16
commissions for her to see wondrous Feats Arc SlingerUC, Athletic, Point-Blank Shot, Skill Focus
locations or engage in peculiar (Craft [mapmaking])
experiences in exchange for bolstering Skills Acrobatics +14 (+10 when jumping), Appraise
her health and talent. As such, despite +13, Climb +14, Craft (mapmaking) +16, Perception +14,
her years the halfling’s sepia skin remains Stealth +16, Survival +6, Swim +9, Use Magic Device +13;
smooth and radiates a healthy bronze glow. Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Even her raven curls remain free of gray, Languages Common, Dwarven, Elven, Gnome, Halfling
though one look into her deep-set, amber eyes reveals SQ bardic knowledge +3, clever explorer +3, favored
the truth. terrain (forest +2), lore master 1/day, rogue talent
(terrain masteryUC )
Adventure Hooks Combat Gear potion of darkvision, wand of explosive runes (2
• The PCs plan to enter an ancient burial tomb charges); Other Gear +1 studded leather, +1 sling,
sling mwk quarterstaff,
and are in need of a map to study the location and cloak of resistance +1, 175 gp
prepare for their adventure.
• Belsa learns of the PCs desire to visit Woe: Morenthir
a strange cavern where it is said a Morenthir’s current life cycle
mysterious ghoran has been began when a druid rescued his
abducting explorers for his ghorus seed in the wilds of Nex.
own ends. She approaches The druid was part of a zealous
them asking to accompany cabal dedicated to wiping out
them so she can map the area under their civilization and raised him alongside her
protection. people. She manipulated the young ghoran into despising mortals
by showing him examples of their destructive and selfish behavior.
Boon By the time Morenthir fully blossomed, this bitterness had rooted
Belsa often rewards those that help her by gifting them with one of itself into his consciousness.
her maps. Using one of her exquisite maps grants a +3 to Survival This ultimately backfired on the druid when Morenthir, a creature
and Knowledge (Geography) of the area. of nature, came to view the group as part of the civilization he’d been

2
stare (+3 or +2d6+3)
raised to abhor. He rejected their hospitality and retreated deep into Spell-Like Abilities (CL 7th; concentration +11)
the forest to begin his own legacy. In time, he built up his own circle 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 14)
of devoted followers and used them to lay the groundwork for his Mesmerist Spells Known (CL 7th; concentration +11)
sinister endeavors. Unlike the druids who raised him, Morenthir 3rd (2/day)—bestow curse (DC 17), confusion (DC 18)
desired power over petty vengeance. He sought to be a master of 2nd (4/day)—blur, inflict painOA (DC 17), invisibility, suggestion (DC 17)
nature and exploited his influences among kindred creatures to 1st (5/day)—charm person (DC 16), disguise self, hideous laughter (DC 16), hypnotism (DC
forge a criminal empire through numerous unsavory methods, 16), ray of enfeeblement (DC 15)
including his favored tactic of bending the will of others. 0 (at will)—bleed (DC 14), daze (DC 15), detect poison, mage hand, message, touch of fatigue (DC 14)
While ghorans have no set gender, Morenthir typically prefers TACTICS

to take on a masculine form enshrouded with thorns and adorned Before Combat Morenthir surrounds himself with allies and minions. Depending on
with a crown of brambles and berries atop his head. Bloodroot is the situation he may implant a mesmerist trick to aid them.
his signature flower which he often incorporates into his visage During Combat Morenthir prefers to have a plan before engaging, but if surprised he
and utilizes in his minions’ arsenal of poisons. starts with his most powerful spell and tries to cripple the most dangerous-looking
Adventure Hooks opponents. If he has allies, he would rather support them and manipulate the
• The PCs encounter a small band of myceloids and twigjacks battlefield rather than directly engage a foe.
harassing a miller to pay his “protection fees” to their benevolent Morale Morenthir will fight to the death if he has a ghorus seed planted, trying to focus on
woodland patron. killing at least some of his attackers so he can come back
• A rash of mysterious deaths breaks out among for the rest later. If he has no seed planted, he will flee
a local excavation crew tasked with clearing out at the earliest opportunity and plot his revenge for
an overgrown tower. Each corpse is found later.
with a bloodroot flower placed atop its Base Statistics If Morenthir will be encountered with
lips. his ghorus seed planted, make the following
adjustments to this stat block: Init +1;
Drawback Senses low-light vision; Perception +8;
With his ability to plant a ghorus seed as a failsafe, hp 58; Fort +4, Ref +7, Will +8; –1 penalty
Morenthir can easily become a reoccurring vs. anger or rage effects; Melee mwk
villain in your campaign. As the players thwart ironwood sickle +5 (1d6); Ranged mwk
his plans, his next incarnations will have the hand crossbow +7 (1d4/19–20); Base Atk
skills and knowledge to best defeat them. He +5; CMB +4; CMD 16; Skills Appraise +3, Bluff +16,
tries to learn who the PCs’ allies are, and Diplomacy +7, Disguise +8, Knowledge (history)
charm or manipulate them away from the +5, Knowledge (nature) +3, Linguistics +4,
PCs. Note, if you choose to have him plant Perception +8, Sense Motive +9, Sleight
his ghorus seed, it inflicts a negative level of Hand +10, Spellcraft +3, Stealth +5, Use
on the stat block below. Magic Device +7
STATISTICS

MORENTHIR CR 6 Str 10, Dex 14, Con 15, Int 10, Wis 8, Cha 18
XP 2,400 Base Atk +5; CMB +5; CMD 17
Male ghoranB5 mesmeristOA 7 Feats Bleeding StareOA, Nature's WrathVC,
LE Medium plant Spell Focus (enchantment), Toughness
Init +2; Senses low-light vision; Skills Appraise +4, Bluff +17,
Perception +9 Diplomacy +8, Disguise +9,
DEFENSE Knowledge (history) +6, Knowledge
AC 19, touch 12, flat-footed 17 (+5 (nature) +4, Linguistics +5,
armor, +2 Dex, +2 natural) Perception +9, Sense Motive
hp 63 (7d8+28) +9, Sleight of Hand +11,
Fort +5, Ref +8, Will +9; –1 Spellcraft +4, Stealth +6, Use
penalty vs. anger or rage Magic Device +8
effects Languages Aklo, Common,
Weaknesses delicious, light Gnome, Sylvan
dependent SQ consummate liar
OFFENSE +3, ghorus seed,
Speed 30 ft. past-life knowledge,
Melee mwk ironwood touch treatment 7/day
sickle +6 (1d6) (moderate)
Ranged mwk hand crossbow Combat Gear potion of
+8 (1d4/19–20) barkskin +2, wand of hold person
Special Attacks +1 on attack rolls (7 charges); Other Gear +1 chain shirt,
vs. humanoids, bold stare (disorientation, mwk hand crossbow, mwk ironwood sickle, cloak
timidity, hypnotic stare (–2), manifold tricks (2), mental potency (+1), mesmerist of resistance +1, fungal slippersVC, 114 gp X
tricks 7/day (gift of will, mesmeric mirror, spectral smoke, vanish arrow), painful

3
Memories Of T he Lost ajar. Various vegetables and flowers bloom within the cottage’s
enclosed garden. Loud shouts erupt from a dark-skinned
Path halfing woman on the front step surrounded by leafy creatures
attacking her.
By John Laffan and Crystal Malarsky
Morenthir sent his minions to get the location of the Luminous
Art by Stephen Wood Fountain from Belsa. One of the leshys has already left the battle and
reported back to Morenthir before the PCs arrive. Belsa fights along
Cartography by Alex Moore with the PCs during this encounter, but she is at 15 HP and has the
sickened condition for 2 rounds from the leshy digestion ability.

LESHY, FLYTRAP (4) CR 4


XP 1,200 EACH
Adventure Background hp 39 (Pathfinder RPG Bestiary 5)
The Witchmarket occasionally comes to the Material Plane, buying TACTICS

and selling all manner of things both physical and ephemeral. One Before Combat The four leshys have surrounded Belsa, using flanking and their sneak attacks.
of the busiest areas is the Memory Market, During Combat The flytrap leshys try to stay near Belsa.
where lost memories are bought and sold. At least one will attempt to attack her until otherwise
Belsa Ollend (NG female halfling bard 7) ADVANCEMENT TRACK engaged, while the other three move against other
is a famous cartographer with many past opponents, hoping to use digest ability on as many
dealings with the Witchmarket. To help pay This adventure is designed for four PCs of enemies as possible.
for the great skills she received from the fey, 6th level. They should accumulate enough Morale The leshys have been whipped into a zealous
Belsa sold several memories, including the XP under the medium advancement track fervor by Morenthir and fight to the death.
secret location of the legendary Luminous to reach a third of the way to 7th level by the
Fountain, a font of magical water which end of the adventure. Treasure: Each of the leshys had a feather
grants numerous benefits to anyone who token, bird to communicate with Morenthir,
drinks from it. The insidious Morenthir (NE and 350 gp worth of rare herbs.
ghoran mesmerist 7) seeks possession of the fountain to use for his own After the encounter, Belsa thanks the PCs for their assistance
nefarious whims. This criminal views himself as a master of plants, and invites them to come inside for tea. Below is a list of potential
and uses them as spies and slaves to gather information and power. He questions the PCs may ask and Belsa’s answers.
considers this unique fountain a way to bolster both himself and his Why were those creatures attacking you?
minions, and intends to move his base of operations there once he can
locate it. “Normally leshys are gentle folk, but those ones are working
under the influence of Morenthir. He’s a ghoran who fancies
Adventure Summary himself a paragon of the forest, but he’s little more than a brute.
The adventure starts with the PCs looking for Belsa Ollend in order He has a sizeable network of plant and fey followers that he uses
to learn the whereabouts of the Luminous Fountain. When they to amass influence. These ones wanted to know where to find
arrive at her home, Belsa is under assault by Morenthir’s minions. the Luminous Fountain, so I guess he’s looking for it.”
After the PCs assist her in driving them off, she explains that the
memory they seek was sold to the Witchmarket. She suggests Where is the Luminous Fountain?
they try the Memory Market auction and gives them a wooden
token to access that section of the Witchmarket. Using this item, “I’ll tell you exactly what I told them; I sold my memory of the
the PCs arrive in the Witchmarket and must navigate the strange fountain in the Witchmarket years ago. In my field, it’s hard
place and contend with the dangers therein. Once they arrive at to stay competitive after a certain age, so bargains must be
the auction where Belsa’s memory is being sold, the PCs must bid made from time to time to stay ahead of my peers. If you’re also
against other hopefuls, including their chief rival for this endeavor, looking for the fountain, you might want to hurry along—one of
Morenthir. An accident during the bidding also provides the PCs those critters ran off before you arrived, probably to report back
with the opportunity to gain boons if they manage to stop any to his master. You’ll want to get to the market before Morenthir
escaping memories. If the PCs win the auction, they are ambushed does. I suggest checking out the auction in the Memory Market,
by Morenthir and his agents. If they fail, they have an opportunity a lot of memories end up there.”
to ambush Morenthir themselves.
Did you map the location of the fountain before you sold your memory?
Getting Started (CR 8)
The PCs seek the Luminous Fountain and recently learned that “No, that memory was a commission. Sometimes I work out
renowned cartographer, Belsa Ollend (see Weal or Woe: A Tangled deals with the fey in advance. They’ll ask me to scout out a
Division, pg. 2), visited it and knows its location. They arrive at her specific site, they take the memory, and then I collect my prize.”
dwelling—a small, remote cottage—just as she is being attacked
by Morenthir’s minions. What do you know about the Witchmarket?

A white fence surrounds a thatch-roofed cottage, its front gate “It’s a traveling caravan of fey merchants, and a dangerous place

4
if you’re not careful. Your coin won’t get you far there; the fey ask pastries emanate from nearby stalls.
for far more precious prices. Be careful in your dealings and mind
your words. A poorly phrased deal can land you in a lifetime of The coin transports the PCs to the front of the Memory Market
enslavement. Finding its location can be tricky, but luckily for you area of the Witchmarket. From here they must head to the auction
I have a little something that can get you in and out…” grounds, where Belsa’s memory is up for sale.
Most of the market’s crowd includes fey creatures, but there are
After speaking with Belsa, she offers the PCs a wooden token. This a handful of gnomes, elves, and humans wandering about as well.
token acts as a modified Witchmarket coin (see Pathfinder Campaign
Setting: Lost Treasures) that can only be used twice before losing its A1. The Ambush (CR 6)
power and dissolving into dust—once to enter the Witchmarket, and As the PCs travel the path into the market, a group of masked
the second to return to where it was first activated on the Material artisans wait in ambush nearby.
Plane. It can be activated from anywhere and sends the targets to a These artisans are behind on their payment of life energy to their
specific point at the front of the Memory Market. To return back to leanan sidhe patrons at the Laughing Muse. Morenthir learned
the Material Plane, however, it must be activated within 10 ft. of that of this and offered to help them. Instead, he used the hypnotism
same point in front of the Memory Market. Belsa instructs the PCs skill unlock of diplomacy to implant a suggestion that they attack
on how to use the coin and asks only that they open the portal far any outsiders. (For more information on The Laughing Muse see
away from her home so none of the fey come through to harass her. Pathfinder Campaign Setting First World: Realm of the Fey). Note that
With the token in hand, the PCs can now continue to the The Laughing Muse is not located in this area of the Witchmarket,
Witchmarket. If the PCs ask Belsa to join them, she declines and so GMs should improvise should the PCs attempt to seek that tent.
explains she’s avoiding it due to some unpaid debts she owes to
some of the market’s denizens. LOCAL CELEBRITY (4) CR 2
XP 600 EACH
A. The Memory Market hp 20 (Pathfinder Roleplaying Game: NPC Codex)
TACTICS

An array of colorful tents line several meandering pathways, Before Combat Two of the bards drink their potion of invisibility before the ambush. The
which stretch through the surrounding woodland. Dazzling other two approach as a distraction.
streamers dance from branches as a breeze sweeps through the During Combat One bard inspires courage while the others try and subdue as many PCs
treetops. The din of excited chatter buzzes in the air from the as possible with charm, sleep, and hypnotism. Thanks to Morenthir’s suggestion the bards
mixed crowd of fey and mortal creatures. The strangely familiar believe that they can use the blood of others in place of their own life energy to pay their
scents of sweet floral perfume, exotic incense, and freshly baked debts, so they try to stab the PCs as much as possible. The bards target PCs that have been

5
subdued or are wearing the lightest armor. After they have done about 50 hp of damage,
they feel that is enough and flee to The Laughing Muse as quickly as possible. A4. The Auction (CR 7)
Morale None of the bards want to die, so they flee if brought to 7 HP or less. They all have Once the PCs arrive at the auction there are several bidders already there.
their own deals with their patrons, so individual bards may leave allies or stay and fight The auctioneer, Argyle Thistlemint (CN male leprechaunB2), guides the
even if outnumbered, desperate for just a little more blood to pay off their debts. proceedings from his podium. Argyle is dressed in ostentatious Galtan
fashion and speaks in clipped rapid Sylvan. He treats any quips or other
Treasure: In addition to their combat gear (potion of invisibility, superfluous chatter as a bid, much to the chagrin of the uninitiated.
masterwork dagger, bracers of armor +1, 48 gp) each bard has various While the auction is packed with numerous strange attendees,
art works (paintings, sculptures, etc.) worth 90gp. there are four other meaningful bidders. Kamlyn Fenmore (CG male
After the encounter there is a mix of applause and indifference from human witch 3) seeks the memory of where a hag took his changeling
the other bystanders who quickly return to going about their business. daughter. Eucaloris (CG female dryad) wants blackmail on a lord from
If the bards subdue the PCs, they split the damage between the PCs, the River Kingdoms who is aggressively deforesting his lands and
trying not to kill any unless necessary, and leave them on the street. brought two brownies with her to help her bid. Dusana Reznik (LN
female human ranger 5) is the leader of a group of Rostlandic loyalists
A2. Tempting Morsels who are hoping to get the memory of a great battle with a red dragon
A trio of tiny fey named Cindrene, Jorriel, and Lubella (CN female named Pindrinu in which the beast was reportedly fatally injured.
danthiennesB6) sell a variety of delicious baked goods from their Dusana has three apprentice dragon slayers with her who hope to gain
stall. Eating one of these delightful treats inexplicably replays the fighting tips and perhaps the location of the dragon’s horde. Finally,
consumer’s happiest memory in their head. Consuming a pastry Morenthir is competing directly with the PCs for Belsa’s memory.
acts as if being targeted by cleanseAPG (CL 8), but with the following While many attendees are interested in the fountain’s location, most
restrictions: it only cures 2d8 points of damage and does not grant are hesitant to pay the steep price. Morenthir bids aggressively and
the break enchantment effect. It also gives -2 to Perception and has several of his followers along with him to intimidate rival bidders.
Initiative checks for 10 minutes after eating (DC 14 Fortitude save During the bidding war, he tries to taunt the PCs and learn more about
to negate). Eating a treat is a standard action. them. If the players attempt to fight Morenthir in the vicinity of the
If the PCs pass within 15 feet of the stall, the danthiennes beckon auction or steal the memory during the auction, GMs should discourage
them over using their innate enchantments. The danthiennes them by pointing out the alert fey guards who are ready to intervene in
preferred payment is a piece of juicy gossip, but they only sell one treat either case (see developments below for information on the fey guards).
per customer per day. PCs succeeding in a DC 21 Bluff, Diplomacy,
or Perform (Oratory) skill check appease the fey. They also accept Auction Rules
jewelry and pieces of fabric whose value adds up to 500 gp. The auction starts with Argyle presenting a memory in the order
listed on Table 1 and asks for the associated fairy bargain. To bid on
A3. Blithe’s Respite a memory, one person must give up the requested fairy bargains. A
In the market’s southeastern clearing, Dr. Blithe (NE male group can share the cost of the bid. Argyle knows the desires of each
bogeymanB3) and his assistant Marionette (N female soulbound client and may accept additional fairy bargains if the players offer, at
dollB2) have a shop where they offer to take away frightful memories the GMs discretion (for more details on Fairy Bargains see Pathfinder
free of charge. The sinister fey tries to lure passersby to sit in an ebony Campaign Setting First World: Realm of the Fey). If the PCs go higher than
chair he calls the Throne of Respite. Those who take up the proposal the listed number of bids needed (for example, more than three pairs
find their scariest memory permanently sucked away. However, of eyes for the first bid) they win the auction. No price is collected
such a feat is not without its drawbacks. Any person who has their unless a person (or group) wins the bid. The PCs have a chance to bid
worst memory taken in such a way finds their sleep haunted by on other memories and GMs may change these memories to be more
nightmares of Dr. Blithe for three consecutive nights. This acts as a enticing to their players. If the PCs help other bidders acquire their
nightmare spell (a DC 22 Will save negates). Additionally, the person desired memories, these bidders give the listed aid.
is also unknowingly targeted by phobiaHA (GM may decide the exact During the bidding for the Dragon’s Defeat memory, the
nature of the phobia the PC receives). Dr. Blithe attempts to conceal auctioneer accidentally knocks the bottle over. The memory runs
this information from his clients to the best of his ability. wild, burning some of the attendees and the PCs. To subdue the
Dr. Blithe also sells sticks of incense made from these terrifying memory, the PCs must force it back into the bottle. Treat the
memories. When burned, they act as crushing despair (CL 10th, DC memory as a haunt with the following adjustments.
21), but in a 30 ft. radius rather than cone-shaped burst. The smoke
lasts for 10 minutes. A stick costs 700 gp, but Dr. Blithe offers a DRAGON’S DEFEAT CR 7
discounted price of 500 gp for those who sit in the chair. XP 3,200
CE haunt (living memory)
TABLE 1: AUCTIONED MEMORIES
AUCTION RIVAL BUYER FAIRY BARGAIN PRICE NUMBER OF BIDS AID

Secret of a River Lord Eucaloris Eye Color; (Eyes turn dull grey) 3 Each PC gets a Token of the Dryad (see Fey Revisited)
Changeling’s Abduction Kamlyn Fenmore Ability to speak a planar language 5 Kamlyn casts cure light wounds on each PC once

Length of time to hold one’s breath; 28 Dusana’s team accepts two fairy bargains on the PCs’
Dragon’s Defeat Dusana Reznik Rounds — behalf

Luminous Fountain Morenthir *see text 9 N/A

6
Caster Level 9th LIVING TOPIARY (2) CR 4
Notice Perception DC 17 (Hear the roar of a dragon) XP 1,200 EACH
hp 32; Weakness energy damage, cold iron weapons (immune to positive energy). hp 42 (Pathfinder RPG Bestiary 4)
Tricked by invisibility, Stealth; Trigger proximity; Reset persistent TACTICS

Effect When the living memory is triggered, the large crimson form of Pindrinu During Combat The topiaries move to engage, trying to keep martial characters from
appears. Arrows and spears riddle his body and one limp wing is covered in ice. The reaching Morenthir.
enraged dragon breathes fire over as many living things as it can. This effect acts as Morale The topiaries fight to the death.
dragon’s breath, using red dragon’s cone of fire (DC 17).
Destruction The memory can be affected by energy damage and cold iron weapons. When MORENTHIR CR 5
it is required to attempt a saving throw, instead of automatically failing, it can attempt a XP 1,600
saving throw with a +9 bonus. If it succeeds at a saving throw against a spell or effect that hp 58 (see Weal or Woe: A Tangled Division, pg. 2)
would normally deal it damage, it instead takes no damage. Also due to the combative TACTICS

ability of Pindrinu, attacks to hit the memory must strike AC 15. Once suppressed, the Before Combat Morenthir implants a trick in himself after seeing the PCs fight the haunt
memory retreats back into the bottle which can be resealed to contain it. at the auction. He has planted his ghrous seed, thus lowering his CR for this encounter.
During Combat Morenthir uses confusion first on the group, and then bestow curse on
If the PCs rebottle the memory, Argyle is very grateful. The the most dangerous adversary. He uses his painful stare to help the topiaries protect
auction continues as normal but afterwards he offers to cover the him. Morenthir will target one PC continually, particularly if it looks like he will lose,
cost of one of the fairy bargains for one of the PCs, and gives them hoping to kill at least one and weaken the group for their next encounter.
each a choice of either eyes of the eagle or goggles of minute seeing for Morale Morenthir fights to the death secure that his ghorus seed will save him.
their trouble.
The location of the Luminous Fountain is the last memory REDCAP CR 6
auctioned. The seller is interested in the following prices: the XP 2,400
favorite memory of one’s mother, the ability to see spiders, or the hp 60 (Pathfinder RPG Bestiary 2)
ability to wear metal armor. Morenthir and his agents bid all of TACTICS

these things, but since he and the topiaries have no memory of their Before Combat Morenthir has implanted his Gift of Will mesmerist trick on the redcap.
mother, the total bargains he can bid is 9. If the PC’s bid a total of 10 During Combat The redcap tries to reach spellcasters and disrupt them, targeting
bargains or more, they win. If there are more than four PCs, GMs divine casters first and then arcane.
may consider increasing the number of agents Morenthir brings to Morale The redcap fights to the death.
increase the severity of the bid.
Development: For each auction the PCs win, award them 400 XP. Treasure: Morenthir has a potion of barkskin +2, wand of hold person
(7 charges), +1 chain shirt, mwk hand crossbow, mwk ironwood
Violent Resolutions (CR 9) sickle, cloak of resistance +1, fungal slippers, 114 gp.
This adventure assumes the PCs successfully obtain the memory Development: Onlookers do nothing to prevent or aid in the
of the Luminous Fountain during the auction, in which case ensuing battle between the PCs and Morenthir, though some
Morenthir and his henchmen assault them after they leave the cheer them on, eager for bloodshed. If the fighting causes harm
auction grounds. Alternatively, if the PCs lose the bid and want to to a vendor or destruction of their property or stall, a blodeuwedd
ambush Morenthir use these stats for his entourage. (Pathfinder Adventure Path 33: The Varnhold Vanishing) guard and
her two boggle (Pathfinder RPG Bestiary 4) companions show
up to quell the dispute and escort the troublemakers out of the
Memory Market.

Concluding The Adventure


At the end of this adventure, the PCs
should have Belsa’s memory of the
Luminous Fountain in hand. The
memory may be placed in a scrying
pool to watch the memory play out,
or alternatively it may be drunk. If
used in a pool of water, the memory
may be returned to the bottle and
replayed again, but if it is consumed
only the person who drank it receives
the memory and it can’t be put back
into the bottle.
The memory reveals Belsa’s harrowing
journey to the Luminous Fountain which
opens up a whole new adventure for the
PCs. However, since Morenthir planted
his ghorus seed before his showdown
with the PCs, he may show up to exact
revenge on them in the near future. X

7
Someone To Watch any creature that could normally benefit from the spell. This
ability alters channel energy.
Over Me Expanded Orisons: While the fey protector is expected to guide
and care for her fey charges, she also learns many of the incidental
By Amanda Plageman magics that come so easily to the fey. At 3rd level and every other level
thereafter, the fey protector adds another orison to her list of spells
Art by Beatrice Pelagatti per day. At 5th level and every 5 levels afterward, the fey protector
adds a single cantrip or knack to her spell list. These are considered
orisons for all purposes, and the fey protector must still pray for
them like other orisons. This ability alters the cleric’s orisons.
Diminished Spellcasting: A fey protector is less concerned
Fey Protector (Cleric Archetype) with the traditional spellcasting that most clerics receive. A
Fey protectors guide and nurture fey, defending them from fey protector receives one fewer spell slot at each spell level. If
encroaching humans. this results in a fey protector receiving no spells per day at a
Fey Patron: Races with the fey type may not become fey spell level, she may still cast domain spells normally, but may
protectors. Fey protectors must worship one of the Eldest, or only cast non-domain spells of that level if she receives them as
another fey entity capable of granting spells to worshippers. bonus spells. This ability alters the cleric’s spellcasting.
In addition to a cleric’s usual alignment restrictions, a fey Denial of Ignorance: Fey are known for their whimsy, and
protector’s alignment must contain a neutral element. The fey the Eldest are, at best, inscrutable. However, a fey protector
protector gains Sylvan as a bonus language. This ability alters can never excuse her actions based on ignorance of what her
the cleric’s race, alignment, and bonus languages. fey patron would expect. The fey protector gains the benefit of
Fey Aversion: Fey protectors may never wear armor, carry a a phylactery of faithfulness attuned to her fey patron. This benefit
shield, or wield weapons made of cold iron, and may never use does not confer a physical phylactery, does not occupy an item
items that include or mimic cold iron (including but not limited slot, and can never be suppressed, though it can be ignored if the
to cold iron weapon blanches). fey protector so chooses. Because the fey protector can
A fey protector who wears or uses never plead ignorance, an atonement spell to recover
prohibited items loses the ability to cast lost class abilities carries extra restrictions, per ex-
spells or use class abilities for 24 hours fey protectors below.
after the forbidden items are discarded. Fey Reward: At 20th level, the fey
This ability alters the cleric’s weapon and protector’s long service is rewarded. Her
armor proficiencies. type changes to fey, she ceases aging (but
Class Skills: A fey protector gains any previous age-related ability score
Knowledge (nature) as a class skill in losses remain), and she gains DR 10/
place of Linguistics. This ability alters cold iron.
the cleric’s class skills.
Focused Channeling: A fey protector’s Ex-Fey Protectors
dedication to her fey charges alters her ability to A cleric who grossly violates the
channel energy. A fey protector must choose to code of conduct required by her
channel positive energy, even if her fey patron’s fey patron loses all spells and class
alignment would normally make this features, except for armor and
impossible. The fey protector’s ability shield proficiencies and proficiency
to channel positive energy with simple weapons. She cannot
increases when a creature thereafter gain levels as a cleric
of the fey type is within the of any fey patron until she atones
channel’s area of effect, for her deeds (see the atonement
rolling d8s instead of d6s. spell description). Furthermore, the
Channeling feats with atonement spell must either be cast
prerequisites including in the First World or must be
a minimum number cast by a creature with the fey
of d6s channeled can type. Finally, because an ex-fey
be taken normally. protector innately knew the
At 7th level, a fey actions which caused their
protector may spend fall were wrong, the caster
3 daily uses of channel energy often requires the completion
to cast breath of life on a creature with of an unusual quest or
the fey type. In the First World, service before agreeing
the fey protector may to cast the atonement
spend all remaining spell. X
daily uses of channel
energy (minimum 3) to cast breath of life on

8
9
Strange Magics your sorcerer level. While bonded, both you and your master
can sense each other’s condition as if both of you were under
T he Power Of T he Tane the effects of a status spell. You can maintain a bond with only
one master at a time. You may use this ability once per day at
By Benjamin Chason-Sokol 3rd level and an additional time per day at 6th level and every
3 levels thereafter.
Art by Tyler Clark Bandersnatch Quills (Su): At 9th level, you grow small quills,
which aid you in your defense. These quills act as +1 spell storing
armor spikes that deal 1d10 points of damage. Any creature that
strikes you with a non-reach melee weapon, unarmed strike, or
natural weapon takes damage as though you had struck them

I n a time before the memories of mortals, a great war tore


through the First World. The Eldest, gods of the fey, were on
the brink of crushing defeat. With secret magics and forgotten
with an attack from your armor spikes.
Jabberwock Wings (Su): At 15th level, you sprout massive
jabberwock wings from your back as a standard action, giving
spells, the Eldest wove a new breed of weapon, the Tane—massive you a f ly speed of 60 feet with average maneuverability. You
living weapons with strange and mysterious powers. can dismiss the wings as a free action.
Sard Thorn Quills (Su): At 20th level, you can spend a move
Tane Bloodline (Sorcerer Bloodline) action to apply sard poison to your bandersnatch quills. You
You were conceived in a location where the walls between the never risk poisoning yourself with sard poison. Sard Poison
Poison—
Material Plane and the First World are thin, and your injury; save Fort DC 10 + 1/2 your sorcerer level + your Cha
birth was marked with the power of the Tane. You are modifier; frequency 1/round for 6 rounds; effect 1d2 Dex
born of powerful bandersnatches, jabberwocks, and 4d6 electricity; cure 2 consecutive saves.
jubjub birds, sards, and thrasfyrs, the greatest
powers ever seen in the First World. Taneblood Style
Class Skill: Intimidate. You learn to apply the power of your blood to your
Bonus Spells: ear-piercing screamUM (3rd), see combat practice, dealing death like the Tane of the
invisibility (5th), stone shape (7th), kiss of the first First World.
worldISM (9th), hungry pitAPG (11th), getaway (13th),
legendary proportionsPC:AA (15th), fey gateUW (17th), storm Taneblood Style (Combat, Style)
of vengeance (19th). Prerequisites: Caster level 3rd,
Bonus Feats: Fey ObedienceFWRotF, Greater tane bloodline
Feint, Improved Feint, Intensified Spell APG, Moonlight Benefit: You can intimidate
SummonsUM, Taneblood Style†, Taneblood your enemies with the
Strangeness†, Taneblood Power† strangeness of your

See below combat, distracting
Bloodline Arcana: Your blood is infused them long enough to cut
with the power of the Tane, the mythical through their defenses.
living weapons of the First World, and their You can use Intimidate
might lives within you. When you instead of Bluff to feint in
cast a spell with a range of combat. This feat counts as
personal, you grow one size Combat Expertise for the purposes of meeting
category larger (as enlarge the prerequisites of Improved Feint, as well
person)) for a number of as feats that require Improved Feint as a
rounds equal to twice the prerequisite.
spell’s level.
Bloodline Powers: TYou display an Taneblood Strangeness (Combat, Style)
array of your Tane patron’s talents as Prerequisites: Caster level 6th, tane bloodline,
you increase in level. Taneblood Style, Improved Feint
Burble (Sp): At 1st level, you can burble like a Benefit: Your strange presence both terrifies and distracts
jabberwock as a standard action. This blast of your targets. You can make a single Intimidate check as a
strange noises and shouted nonsense causes one standard action to feint and demoralize a creature.
creature within 30 feet to become confused for
1 round. A Will saving throw negates this effect Taneblood Power (Combat, Style)
(DC 10 + 1/2 your sorcerer level + your Charisma Prerequisites: Caster level 9th, tane bloodline, Improved Feint,
modifier). You can use this ability a number of Taneblood Style, Taneblood Strangeness
times per day equal to 3 + your Charisma modifier. Benefit: When you enter Taneblood Style, you can choose
This is a mind-affecting sonic effect. to grow one size category larger than your base size (as enlarge
Thrasfyr Bond (Sp): At 3rd level, you can swear person,, even if you are not humanoid). You may use this ability
fealty to a creature as a full-round action, creating once per day per 6 character levels you possess. X
a bond between you for a number of hours equal to

10
11
Snatch T he Shawl and other nonsense that drove a wedge into our relationship.
It dawned on me that Hjorn and his brother might not even
By Luke Hudek be in here. It had been foolish of me to not check their other
haunts first. The idea of them at home, drunkenly sleeping
Art by David Hoffrichter on a soft cot comforted me somehow, but it did nothing to
help my current predicament.
After passing the same tree five times, I stopped. The fey
wilds run like a river, that’s one of the few things on which
every author I read agreed. The harder you try to fight against

H jorn and Vernar were always a handful. They did


things like this from time to time, though usually they
did not make it far from the tavern’s door, and usually it was
the current, the more it drags you under. Closing my eyes, I
lay completely f lat on the earthen path and took slow, deep,
steady breaths. It only took a few minutes before the path
much later in the evening. Tonight was different. The evening in front of me closed. I lifted my head to see trees as tall as
was young, and they were far from the comforting lantern the sky bend over themselves to seal it. A new path opened
posts on the outskirts of northern Jol. perpendicular.
Maybe if they’d had a bit more to This new trail led to a sparkling

Drina used to say, “The


drink, they would not have had the moonlit stream that wove in and
energy to stumble into the nearby out of itself. Before the water stood

harder you try to find fey,


forest, or maybe they had drunk too Hjorn, Vernar, and a nereid. I felt both
much and lost all sense of judgement. elation and fear. A damn nereid! She

the less they want to be


Either way, I needed to find them stood about four feet tall, a green-blue
before they got themselves killed or shawl draped around her neck, barely
worse. covering her pale body. As silent as
As usual, mist blanketed the
outskirts north of town. It was part of
found... unless they already the night, I crept up on them. Each
step I took weighed far more than it
living close to Grungir Forest, a wood
with which I was all too familiar.
wanted to be found!” should, as though my legs were iron.
Below me, the grass looked more akin
I blame Drina for that. Drina—she to small jagged hills than actual plant
would be useful here. A small incantation life, but it behaved just the same.
and... no. I had no idea what range of arcane powers ran With each step, new information became apparent. The fey
through that woman’s blood. It was very possible that even was dancing! Hjorn and Vernar’s eyes were swollen, and they
if she were here she would be of no use. These thoughts ran moaned as they stumbled about. Haste be my ally, for time
through my head as fast as my heart pumped blood into my was of the essence.
legs. Every step on the cobblestone road led me farther from I had only one hope: snatch the shawl. We’d played it as
the tavern and closer to uncertainty. I was not willing to kids. It was a silly game. A way of gaining the attention of
admit how quickly I was becoming panicked; how heavy the a girl you fancied by taking something of hers, then wooing
weight of every step became as I headed north. her when she came to retrieve it. Though, I never thought I’d
In under a half hour’s time, I arrived before the autumn have to retrieve an actual shawl from an actual fey because
forest’s edge. Evening’s glow revealed a few paths before me my friends’ tankards had run empty one too many times. If
as I approached. “Hjorn, Vernar!” I cried out, worried my voice I was lucky, I could grab the shawl without her noticing my
might garner unwanted attention. Blue light emanated from presence. My hand inched ever closer to the fey, my friends’
the forest and sky alike in the utter silence that followed. moans and cries filling my ears like an amplified infant's
Each moment I did not see or hear from the brothers worried screams. Almost there, just a tiny bit more…
me exponentially. “Erastil, guide my steps as you have guided Slap! I barely caught a glimpse of the green haired beauty
my bow,” I muttered and took the closest path. as she turned around and struck my face. Through the pain
How much time had passed since I started walking into the that followed her touch, darkness was all I could see. “So
forest? I’d left the bar in haste with no real supplies. Hell, I predictable, you humans!” a high-pitched voice rang out. “You
didn’t even have my hunting bow. I rushed into this forest come here to see my elegance and don’t even offer a greeting
too hastily, just like I had with Drina. Sounds, like children's before trying to take my things! Such gullible, predictable,
laughter, echoed beside me in all directions. Think. I spent boring outsiders.”
two years studying the fey, in no small part thanks to Drina. Like summer and winter, the stream nearby alternated
Damn that fey sorceress. The blasted woman had nearly a warm and cool breeze that left me even more perplexed.
gotten me lost in these woods countless times in the short Sweat rose to my skin as my blood ran cold. Emotions
period I knew her. This much I knew: I was slowly slipping unchecked are how you die, and the First World only
into the fey realm... if I was not already engulfed by it. amplified this problem. Gram always said “In dire times,
Trees, fungi, and weeds grew alongside the path, but the let Erastil guide your actions.” If Gram could see me now, I
path itself was never overgrown. I would say the forest was think she would shroud my existence from Old Deadeye out
guiding me, but the harsh truth was I was lost. Drina used to of embarrassment. Though I hated to admit it, a little chaos
say, “The harder you try to find fey, the less they want to be could be advantageous right now. I could feel Drina’s cocky
found... unless they already wanted to be found!” It was this smile at the mere thought. “Hjorn, do you still have your Holy

12
Tankard on you?” I asked. “Give that back!” Her voice seemed desperate now, without
“Is that you, Jun? You came to find us again? Well, this its earlier cockiness.
may be your last chance at that, eh? You know I got my Holding the shawl above my head, I made a simple request:
tankard on me. Odd time to convert, but I guess there isn’t “Lead us out of the wilds, and you can have it.” Barely a
much time left!” His spirits were jolly even under such grim moment passed before I felt the world around us shift.
circumstances; I attributed this to willful stupidity. “Fine,” the creature said. “But be warned, if I ever catch you
“Hey, stop talking!” the fey’s voice squeaked. “I’m just about in my wilds again, your lungs will be filled with my revenge.”
to finish my routine and give you all a goodnight kiss!” This was a risk I was willing to take. “Lead the way.” I
Ignoring her words, I spoke to Hjorn again. “So, you wanna gestured forward, hoping we could somehow stumble in the
fill up that tankard and gimme a drink? Even blind, I can’t footsteps of the creature.
stomach this grotesque insect’s performance.” After bumbling about for less than a minute, we found
This had to work, we really were out of options. ourselves back on the outskirts of the forest. Even without
“How?! Well, if that’s the way you feel, then you’re first!” the sight, I knew we were no longer in the realm between ours
nereid shrieked and that of the fey. The shawl fell from my hands and gently
If any of the Accidental God’s luck was with us tonight, it landed on the grass. High pitched whispers were left in our
had to be now. wake as we stumbled our way back into town. When our sight
The air around me moved, and, with it, the fey. I clasped my returned, I looked to the sky to see that no time had passed.
hands in front of me in a wild grab. Silky and slimy, I felt it: Hjorn and Vernar looked at me.
the fey’s shawl. Before she had time to react, I yanked it from “Let’s never speak of this again...and you're buying the next
around her neck. round.” They nodded, and we set off back to the tavern where
“We aren’t always predictable,” I remarked. My grin was the night’s adventure began. X
impossible to hide. I could only assume her reaction was
quite different.

13
First World Trade is the character’s cup never being empty until they want it to
be, the trade may be for a disappointing drink or the empty
By Taylor Hubler moments in the character’s life. Once the trade is made, it
is up the GM to decide if the side effect of the deal happens
Art by Jeremy Corff immediately or gradually over time.
Allowing the player to discover the effects is half the fun of
trading with fey! Even if the effects are harmful, the player
shouldn’t feel like he is being punished for the trade. GMs are
encouraged to add onto or alter the effects generated by this

T he fey of the First World do not have any interest in coin


or currency (unless it is that rare antique coin from a
table to expand on the story. Additionally, the characters can
remove unwanted effects with remove curse.
limited run with an error that made the king’s nose twice its
normal size). Instead, the fey deal in obscure and sometimes TABLE 2: UNINTENDED SIDE EFFECTS OF FIRST WORLD TRADING
metaphorical trade and barter. You want the sword made of ROLL RESULT
light from the full moon? In trade, they might ask for puppy You gain one additional spell known or in your spellbook (or
dog kisses or your lost childhood toys. Another fey merchant 1–2 familiar) but it must be at least one level below the highest spell
might ask for your forgotten promises or the perfect day. This level you can cast. If your class does not have spellcasting, you
leads to effects that people don’t often foresee as they trade gain one cantrip that you can cast once per day.
with the fey from the First World. Some of these effects are You may use the spell enthrall once per day as a spell-like
beneficial, some harmful, but the majority are harmless and, 3–4 ability, but you recite terrible romantic poetry while the spell
at most, annoying until you grow accustomed to them. In is in effect.
extreme cases, you end up deeply changed, but, in most cases, Each time you hit with any weapon, you have a 1% chance of
the changes are more subtle; life is simply a little different 5–6 maximizing the damage dice on that hit. Additional damage dice
from what it was before the trade. from critical hits may never be maximized.
Any time a character makes a trade deal with a merchant You gain a familiar with the fey creature template. If you already
from the First World, the GM may roll for or choose one of 7–8 have a familiar, you gain a second one at half your caster level.
the options on the table below. It is recommended that the If your class does not ordinarily get a familiar, your effective
GM not tell the player what the result is, but use that result to wizard level is your character level -3.
inspire the fey merchant’s bargain. For example, if the result

14
You gain the ability to speak to one type of animal. They believe you 73 – 74 You speak in maddening gibberish every time you lie.
9 – 10 are just an odd-looking member of their species and treat you like 75 – 76 Everyone you touch must make a DC13 Will save or become hostile
the village idiot. Additionally, they will attempt to feed you or lead towards you.
you to food appropriate for their species. 77 – 78 All items you carry weigh twice as much.
11 – 12 You gain gain a +1 bonus in a random Craft, Perform, or The next intelligent creature you kill will haunt you forever. The
Profession skill. 79 – 80 creature is actually okay with being dead, but enjoys reminding you
13 – 14 You gain proficiency with a single weapon you were not proficient with before. of how much of a jerk you were for murdering them.
15 – 16 You always act in the surprise round, going last if you failed your 81 – 82 Anyone who sleeps within 60 feet of you has horrific nightmares.
Perception check. The next time you die your body will teleport 1d10 miles away, leaving
17 – 18 All animals have a starting attitude of at least indifferent towards you. 83 – 84 behind a detailed treasure map to lead people to it. They will find it in a
19 – 20 All shops offer a small discount if you agree to do some form of glass coffin and under the effects of gentle repose.
advertising or promotion for them. 85 – 86 You age to your next age category.
21 – 22 Your cup is never empty until you want it to be. 87 – 88 You cannot disbelieve illusions and even simple sleight of hand tricks
23 – 24 You only need half as much sleep as normal but your dreams are always amaze you.
disturbing and unnerving. 89 – 90 You become shaken when under open sky, because you fear the sun and
25 – 26 You have a very positive reputation in a random town you don’t moon are out to kill you.
remember visiting. There is even a statue of you in the town square. 91 – 92 You lose the ability to understand Common, but can still speak and write it.
27 – 28 You can run twice as fast as normal as long as you constantly wail as 93 – 94 If you fall you have a hard time rolling off your back, and standing takes a
loud as possible. full-round action.
29 – 30 You remember the name of everyone to whom you have been introduced. 95 – 96 If your head is covered with a blanket, you believe you no longer exist and
31 – 32 All shirts you wear have a colorful floral print. Even your armor are stunned until the blanket is removed.
becomes brightly decorated. 97 – 98 You become part fey. Cold iron weapons deal 1 additional point of damage
33 – 34 You must say one inappropriate thing to each new person you meet. to you.
35 – 36 You are invisible to yourself, even in mirrors and reflections. 99 – 100 Roll twice and use both results.
37 – 38 When you knock on a door, you have to use a specific, overly long
pattern.
39 – 40 You answer questions with a question.
You wake up each morning with a different nose. Any depiction of you
41 – 42 will have the same nose and everyone is certain that you always had
that nose.
You have scars all over your body that make you appear as if you were
43 – 44 hacked up into pieces and stitched back together. A random part of
your body is from someone else’s body.
45 – 46 Every dog with an attitude of friendly towards you is a bit too friendly.
47 – 48 Your overwhelming desire for the perfect burrito is never satisfied.
You are obligated to pass out pamphlets and literature about
49 – 50 uncomfortable subjects to everyone you meet. Your stock is
replenished each night while you sleep by a pamphlet fairy.
51 – 52 You end your introductions with. “Have you heard the good word of
the dark lord?”
53 – 54 You have a forked tongue that is twice as long as your previous tongue.
55 – 56 Your fingernails always look black and blue, as if you have smashed
them with a hammer.
57 – 58 You must always ask for permission before eating (though you don’t
need the permission to do so).
59 – 60 You must always ask permission before going to the bathroom
(though you don’t need the permission to do so).
61 – 62 You always get names wrong in some small, but annoying, way.
63 – 64 Your battle cries are “I AM A PRETTY BUTTERFLY!” and similar oddities.
You gain a +1 bonus to Profession (scribe) and feel compelled to
spend at least an hour each evening writing a full report of the day’s
proceedings, including an expense report, an accounting balance
65 – 66 sheet, and a plan for the next day. You place the sizable report into a
large envelope, which you put under your pillow each night. The next
morning the envelope is replaced with blank forms and stationery
for that day’s reports.
67 – 68 You actually don’t know what the back of your hands look like. Each time you
look at them, you swear you are looking at a completely different set of hands.
69 – 70 You can’t use the pronouns “I,” “me,” “mine,” and “my” while speaking or
writing. Telepathic communication has no such limitation.
71 – 72 You can only speak in a loud shout and write in all capital letters.

15
ALTAR OF THE LOST PRINCE
Altars Of T he Eldest Aura moderate abjuration and divination; CL 10th
Slot none; Price 8,000 gp; Weight 1,800 lbs.
By L yn Perrine DESCRIPTION

A raven perches atop this weathered dark stone tower. Unlike most altars, its magic circle
Art by Carlos Torreblanca effect is aligned against one alignment component chosen at creation. Praying at the
altar grants a +2 circumstance bonus on Spellcraft checks to identify magic items and a
+1 insight bonus to armor class while no allies are adjacent to the worshipper.
CONSTRUCTION

Requirements Craft Wondrous Item, guidance, identify, magic circle against chaos/evil/

T he following altars use the rules presented in Pathfinder


Campaign Setting: Inner Sea Gods.
good/law, creator must worship the Lost Prince; Cost 4,000 gp

ALTAR OF MAGDH
ALTAR OF COUNT RANALC Aura moderate abjuration and divination [lawful]; CL 10th
Aura moderate abjuration and divination [chaotic]; CL 10th Slot none; Price 16,000 gp; Weight 750 lbs.
Slot none; Price 8,000 gp; Weight 1,0000 lbs. DESCRIPTION

DESCRIPTION This pewter altar is topped with a reflecting pool at the feet of a three-headed female
This dark gray stone altar depicts two humanoid figures, one stabbing the other in the back humanoid. Praying at the altar grants a +2 circumstance bonus to Knowledge checks three
with a rapier. Praying at the altar grants a +2 circumstance bonus on Stealth checks and the times a day. If the person praying at the alter casts augury, the chance of getting a successful
worshipper gains sneak attack 1d6, which stacks with existing sources of sneak attack. answer increases by 5 percent but still has the 90 percent maximum chance of success.
CONSTRUCTION CONSTRUCTION

Requirements Craft Wondrous Item, guidance, magic circle against law, creator must Requirements Craft Wondrous Item, augury, guidance, magic circle against chaos, creator
worship Count Ranalc; Cost 4,000 GP must worship Magdh; Cost 4,000 gp

ALTAR OF THE GREEN MOTHER ALTAR OF NG


Aura moderate abjuration [evil]; CL 10th Aura moderate abjuration, divination and transmutation; CL 10th
Slot none; Price 8,000 gp; Weight 150 lbs Slot none; Price 10,000 gp; Weight 900 lbs.
DESCRIPTION DESCRIPTION

Lips wrapped in briars protrude from the top of this wooden altar. Depictions of the This silver statue of a hooded figure has gloved hands and no visible face. Instead of a
green mother in elf, nymph, and dryad form are carved into its sides. Praying at the altar magic circle effect, the altar is protected by misdirection. Praying at the altar grants a +2
grants a +2 morale bonus against mind-affecting effects and a +2 circumstance bonus circumstance bonus on Survival checks to avoid becoming lost and on saving throws against
on Bluff and Sense Motive checks. weather effects, grants a +1 sacred bonus on Fortitude saves, and the worshipper always
CONSTRUCTION knows the direction of true north.
Requirements Craft Wondrous Item, magic circle against good, magic circle against law, CONSTRUCTION

resistance, creator must worship the Green Mother; Cost 4,000 gp Requirements Craft Wondrous item, endure elements, know direction, misdirection,
creator must worship Ng; Cost 5,000 gp
ALTAR OF IMBREX
Aura moderate abjuration and transmutation [lawful]; CL 10th ALTAR OF RAGADHN
Slot none; Price 8,000 gp; Weight 1,200 lbs. Aura moderate abjuration and divination [chaotic, evil]; CL 10th
DESCRIPTION Slot none; Price 8,000 gp; Weight 400 lbs.
This statue depicts twin androgynous reptilian humanoids holding hands. Praying at DESCRIPTION

the altar grants a +2 circumstance bonus on Knowledge (engineering) checks and on This serpentine sculpture made of driftwood curls into two loops and appears to devour
Craft (sculptures), Craft (stone-masonry), or Craft (carpentry) checks. its own tail. Praying at the altar grants a +2 circumstance bonus on Swim checks and a +1
CONSTRUCTION morale bonus on attacks made in saltwater.
Requirements Craft Wondrous Item, crafter’s fortuneAPG , guidance, magic circle against CONSTRUCTION

chaos, creator must worship Imbrex; Cost 4,000 gp Requirements Craft Wondrous Item, guidance, magic circle against good, magic circle against
law, true strike, creator must worship Ragadahn; Cost 4,000 gp
ALTAR OF THE LANTERN KING
Aura moderate abjuration and transmutation [chaotic]; CL ALTAR OF SHYKA
10th Aura moderate abjuration and divination; CL 10th
Slot none; Price 16,000 gp; Weight 400 lbs. Slot none; Price 8,000 gp; Weight 750 lbs.
DESCRIPTION DESCRIPTION

This golden lantern glows with smoke and several mirrors This white stone box is filled with sand, a broken hourglass, and
cast dancing shadows. Praying at the altar grants a +2 broken objects of various ages. Unlike most altars, the magic
circumstance bonus to Bluff and Disguise checks. In circle effect on this altar changes to match the alignment of the
addition, spells of the polymorph subschool are cast at last worshipper. Praying at the alter grants a +1 sacred bonus on
+1 caster level. initiative checks.
CONSTRUCTION CONSTRUCTION

Requirements Craft Wondrous Item, guidance, Requirements Craft Wondrous Item, heightened
magic circle against law, polymorph, creator awarenessACG , magic circle against chaos/evil/good/
must worship the Lantern King; Cost 8,000 gp law creator must worship Shyka; Cost 4,000 gp X
law,

16
17
Weal Or Woe: Fire And contacts the PCs. She knows of the conflict and fears it could
lose her the eaves she calls home. She tasks the PCs to negotiate
Fletching a solution.

By Brendan Ward and Amy C. Goodenough Boon


If the PCs offer to deliver the dryad her vengeance, the fey of Sanos
Art by Kristiina Seppä Forest will be useful allies, offering their magic and knowledge. If
the PCs can instead track the delgeth and restore it from the brink
of death, Laenan will reward the PCs with her token. If they engage
her deeply in conversation, her advice grants the PCs a +2 bonus on
Knowledge (geography) and Knowledge (nature) checks relating to

T he actions of a hunter bent on protection and revenge draw


a forest community and the fey that skirt its edge into
the forest and its inhabitants.

conflict. A mighty and rare beast, a flaming delgethB5, lies LAENAN CR5
dying from wounds inflicted by a local hunter. The dryads, XP 1,600
whose trees depend on the delgeth’s fires to germinate Dryad Bard 2
seeds, are growing desperate for justice, while the hunter CG Medium fey
rallies the town to kill the creature. Init +6; Senses low-light vision; Perception +9

Weal: L aenan
DEFENSE

AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)


While the image of wildfire running through ancient hp 46 (8 HD 6d6+2d8+16)
woods may spark terror in many, for the dryads of Fort +6, Ref +14, Will
Varisia’s Sanos ForestAP3, these fires are an important +6; +4 vs. bardic
part of the forest’s life-cycle. Living in trees that performance,
need fire to germinate seeds means that the dryads langu age-dependent,
rely on the fires set by the delgeth to clear the way and sonic
for new growth. Now, as the silver-haired dryad DR 5/cold iron
Laenan waits for her womb to quicken, she needs a Weaknesses tree dependent
powerful wildfire, like the delgeth’s, to prepare the OFFENSE

ground for her infant’s tree. Speed 30 ft.


After a hunter from the nearby village of Wartle Melee dagger +10 (1d4)
mortally wounded the Sanos Forest’s delgeth, Laenan Ranged mwk longbow +11 (1d8)
moved her bonded tree close to a hunters’ trail and Special Attacks bardic performance 12 rounds/day
rallied the woodland fey to barricade the wood’s heart— (countersong, distraction, fascinate, inspire courage +1)
not only to keep the humans away, but to prevent Spell-Like Abilities (CL 6th)
the dying delgeth from attracting more dangerous Constant— speak with plants
predators. If the creature were to die, the fey would At will— entangle (DC 15), tree shape, wood shape (1 lb. only)
seek vengeance on the town responsible. With 3/day— charm person (DC 15), deep slumber (DC 17), tree stride
darker beings than dryads capable of crossing 1/day— suggestion (DC 17)
from the First World through the forest’s rift, Bard Spells Known (CL 2nd; concentration +6)
the standoff could quickly escalate. The more 1st (4/day)— cause fear (DC17), cure light wounds, nature’s
powerful and enigmatic denizens of the First pathsVC
World may not respect the long mutual 0 (at will)— dancing lights, daze (DC 16), ghost sound (DC 16),
tolerance between the fey of Sanos Forest message, prestidigitation
and the village. TACTICS
While Laenan seethes, she is Before Combat If confronted by a group with a clear leader, or
fundamentally bound to the forest anyone visibly bearing cold iron, Laenan will try to use her charm
and would rather return to the days person ability to avoid conflict or at least prevent her target from
when the town and fey were at peace. harming her.
She would not oppose a diplomatic During Combat Laenan is wary of cold iron and axes. She casts
resolution. The humans’ hunting and entangle, deep slumber and cause fear to neutralize the most
husbandry are part of the forest’s own dangerous targets before buffing her allies with her bardic
system, and ultimately, the dryad performance. If she is badly wounded, she retreats into the nearest
wants balance more than she wants big tree to hide and wait for rescue from her allies.
the hunter to pay for his crime. STATISTICS

Str 10, Dex 23, Con 15, Int 16, Wis 13, Cha 22
Adventure Hook Base Atk +4; CMB +4; CMD 20
• While they’re stopping Feats Great Fortitude, Stealthy, Weapon Finesse
in the village of Wartle for Skills Acrobatics +11, Bluff +11, Climb +10, Craft (sculpture) +12,
supplies, a liminal sprite Diplomacy +11, Escape Artist +17, Handle Animal +12, Knowledge

18
(geography) +8, Knowledge (local) +8, Knowledge (nature) +12, Perception +9,
Perform (dance) +11, Sense Motive +6, Spellcraft +8, Stealth +17, Survival +7; Racial convinced that something dangerous now stalks the forest
Modifiers +6 Craft (wood) since Tahatan wounded the delgeth.
Languages Common, Elven, Sylvan; speak with plants
SQ bardic knowledge +1, tree meld, wild empathy, versatile performance (dance), Drawback
woodcraft Tahatan is the leader of the band of local hunters. If the PCs
interfere with his hunt of the delgeth, he and the hunters will lay
Woe: Tahatan traps across the most dangerous routes of the forest, and the PCs
Wartle has always been prone to seasonal forest fires, and will find a cold reception and steep prices in the town if they go
in recent years, the townsfolk have become desperate for a looking for supplies.
reprieve from the damage. Tahatan, a Shoanti given over to
settled Varisian village life, is Wartle’s chief hunter and has TAHATAN CR 4
protected the village from the dangers of the forest for most of XP 1,200
his life. When a great fire destroyed his home a decade ago, Human Slayer 5
Tahatan was severely burned trying to rescue his father. N Medium humanoid (human)
A tall man who goes about with his body covered and Init +3; Senses Perception +8
a hood drawn to hide his scarred face, Tahatan is a DEFENSE

respected member of the town. AC 18, touch 14, flat-footed 14 (+3 Dex, +4 armor, +1
When Tahatan saw the mighty elk with dodge)
hooves of f lame, he knew to draw his bow. hp 32 (5d8+10)
Like the wildfire blazing in its wake, the Fort +6, Ref +7, Will +2
beast was beautiful but far too dangerous OFFENSE

to move unchecked towards the village. Speed 30 ft.


This, he was certain, was the creature Melee mwk cold iron longsword +8 (1d8+2/19-20)
that started the blaze that left his village Ranged mwk composite longbow +9 (1d8+2/x3)
gutted and his body a scarred ruin. Special Attacks sneak attack +1d6
Faced with a being that he was sure was TACTICS
the cause of his woes, the hunter acted Before Combat Tahatan is a careful hunter, using
without hesitation. stealth to approach his enemies unseen. He studies
Tahatan let his arrows f ly as the beast a target before trying to make the most of his
stood its ground. A delgeth is a fearsome sneak attack from behind cover. He drinks a potion of
foe, and their battle left the clearing invisibility if he is worried about being seen.
smoldering, with both the hunter and During Combat Tahatan tries to keep at range and use
his quarry severely wounded. Tahatan’s cover to avoid damage. If pushed into melee, he will try to
companions beat down the f lames and flank with members of his hunting party. If injured, he drinks
carried the burned man home. Some time his potion of cure moderate wounds, and if the battle turns against
has passed without a blaze, but the villagers him, he drinks his second potion of invisibility to flee and regroup.
complain bitterly of a shadowy form that follows STATISTICS

hunters, stepping from the trees, letting loose Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
arrows, and disappearing again. Tahatan has Base Atk +5; CMB +7; CMD 21
rallied the town’s hunters and rangers (treat Feats Deadly Aim, Dodge, Extra Slayer Talent, Point-Blank
as human commoner 3). Now, Tahatan plans Shot
to track the beast to its lair and finish what Skills Acrobatics +7, Climb +7, Heal +7, Intimidate +5,
he started. However, he is still ultimately Knowledge (geography) +6, Knowledge (nature) +2,
interested in the village’s safety. He Perception +8, Ride +7, Sense Motive +5, Stealth +11,
may be open to a diplomatic solution Survival +9, Swim +5
if the town’s situation looks dire Languages Common
enough. SQ studied target +2, track +2, slayer talents
(camouflage, fast stealth, terrain mastery
Adventure Hooks [forest +2])
• The PCs find the town’s Combat Gear potion of cure moderate
smith in makeshift stocks. wounds, potion of invisibility (2); Other
Tahatan has branded Gear masterwork composite
him a traitor for refusing t o longbow (+2 Str) with 20 arrows,
make weapons against the dryads. The 10 cold iron arrows, masterwork
smith begs the PCs to interfere with cold iron longsword, +1 studded
Tahatan’s plans, offering a reward for leather armor X
stopping the hunter.
• In the town square, the PCs see
Tahatan arguing with a logger who is

19
First World Anthems Prerequisite: Perform (act) or Perform (dance) 7 ranks
Cost: Feat or 3rd-level bard spell known
Fey-T hemed Bardic Masterpieces Effect: Your mockery has a supernatural effect on your opponents’
injuries, causing all enemies within a 30-foot radius of you to take
By Kendra Leigh Speedling 1 point of bleed damage per round if they are injured during that
round. This bleed damage does not increase if an enemy is injured
Art by Clay Lewis more than once in a round, but increases by 1 for each round you
maintain the performance. The bleed damage from this performance
stacks with itself, but not with other sources of bleed damage.
Use: 3 rounds of bardic performance
Action: 1 standard action

M any bards draw inspiration from the raw beauty of the First
World. The following masterpieces are commonly learned by Requiem of Solitude (Sing, String)
those who have an affinity for the fey or are devotees of one of the Eldest. You channel your loneliness and longing into a beautiful, heartrending
song that pains those who hear it.
The Chronochord (String, Percussion, Wind) Prerequisite: Perform (sing) or Perform (string) 7 ranks
Summoning a trace of influence from Shyka the Many, you bend Cost: Feat or 3rd-level bard spell known
time to your advantage with a single stirring note. Effect: Your mournful requiem causes foes to share in the melancholy of
Prerequisite: Perform (string, percussion, or wind) 15 ranks the Lost Prince. All enemies within a 30-foot radius of you suffer the effects
Cost: Feat or 5th-level bard spell known of crushing despair (Will negates) as long as you maintain this performance.
Effect: When you activate this performance, you tweak the variables Use: 1 bardic performance round
of time so a previously made decision Action: 1 move action
is undone. This must be a single choice
taking no longer than one round to Silkstring Minuet (Dance)
carry out. The effects of this decision The grace of this dance, inspired by
are immediately undone; for example, the Green Mother, is preternaturally
having taken damage due to moving alluring to others.
to a particular location or expending Prerequisite: Perform (dance) 5 ranks
a spell. This decision must have been Cost: Feat or 2nd-level bard spell
made within a number of rounds known
equal to your bard level. Effect: Your graceful movements
Use: 10 bardic performance rounds enthrall even those who would not
Action: 1 immediate action otherwise be attracted to your race or
gender. For the effect’s duration, all
Fury of Hachan Ke (Oratory, those you interact with are considered
to be potentially attracted to you
Sing, Percussion) for the purposes of effects such as
You can use a fragment of power seducer’s eyesISG or the charming trait.
from Hachan Ke, the Tane known If they could ordinarily be attracted to
as the Glory in the Blood, to inspire you, the effect’s bonus increases by 1.
yourself to incredible strength. Use: 1 bardic performance round per
Prerequisite: Perform (oratory, 10 minutes of the effect’s duration
sing, or percussion) 4 ranks Action: 1 minute
Cost: Feat or 2nd-level bard spell
known Wisps of Growing Shadow
Effect: You use your performance
to invoke wrathful strength into (Dance, Sing)
your veins. While maintaining this Like Count Ranalc, your mastery of
performance, you are affected as per shadows enables you and your allies
the rage spell, except it only affects to move about unseen.
you and you do not take the -2 penalty to AC. However, even a small Prerequisite: Perform (dance) or Perform (sing) 10 ranks
fraction of Hachan Ke’s power is difficult to manage, and each round Cost: Feat or 4th-level bard spell known
you maintain this performance, you take 1 point of bleed damage. You Effect: This performance, either taking the form of a graceful dance or
are able to maintain this performance while under the rage effect. a slow, steadily building aria, attunes you and your allies to the shadows.
Use: 1 bardic performance round For the effect’s duration, you and allies who listen to your performance
Action: 1 free action (to a maximum number of creatures equal to your Charisma modifier)
can shadow jump, as per the shadowdancer ability. Each creature
Redcap’s Delight (Act, Dance) affected can jump up to a total of 40 feet in this way during the duration.
Inspired by a redcap’s sadistic glee at bloodletting, you can cause Use: 1 bardic performance round per 10 minutes of the effect’s duration
others’ wounds to worsen. Action: 1 minute X

20
Songs Of T he First World Effect: As this impossible tale begins, one target within earshot begins
to shrink. Each round the story continues, the target shrinks one size
Masterpieces For T he Fey-Minded category, down to Fine. If the target is unwilling, they may attempt a
Fortitude save against the effect each round to remain their current size.
Bard Unlike reduce person, items that leave the target’s possession (dropped
items or projectile and thrown weapons) do not immediately return to
By Chris L . Kimball their full size, instead growing one size category each round after they are
dropped until they are normal sized. The effects of this masterpiece last
Art by Mike Lowe for one minute for each round of bardic performance used, but may be
ended by the performer as a standard action after the story has finished.
Use: 1 bardic performance round
Action: 1 full round

S tories and music of the First World are woven into most Call To The Hunt (Percussion, Wind)
cultures on Golarion, oft repeated and changing with the You sound the notes of the Wild Hunt, transforming yourself and
generations. However, few bards and historians are daring (or allies into a pack of hounds.
foolhardy) enough to track down the undiluted versions or record Prerequisite: Perform (percussion) 11 ranks or Perform (wind) 11 ranks
these works directly from the fey themselves. Those who do find Cost: Feat or 5th-level bard spell known
that in mortal hands these masterpieces still hold a little fey magic. Effect: The Wild Hunt is the fey court’s most sacred event and
by blowing its heralding notes, you and all adjacent allies take the
Dance Of Autumn L eaves (Act, Dance) form of massive fey hounds. You and your pack transform (as if by
Moving in unison with nature itself, your body sways and bends the spell beast shape II using the form of a dire wolf). In addition, all
in a primordial dance, blurring the vision of witnesses with the those transformed gain the ability to communicate with each other
majestic beauty of the changing season. telepathically up to 60 ft. The transformation lasts for 10 minutes, but
Prerequisite: Perform (act) or Perform (dance) 3 ranks may be extended by paying the bardic performance cost again while
Cost: Feat or 1st-level bard spell known all pack members howl for a turn. The effect can be ended at any point,
Effect: Hushed whispers tell of the dryads performing this but if one ally chooses to end it the effect ends for all.
mysterious, ritualistic dance before winter puts their groves to sleep. Use: 10 bardic performance rounds
As the masterpiece begins, a cloud of brightly colored leaves whirls Action: 2 full rounds X
around you. Allies that can see you and move more than 5 feet on their
turn gain concealment against ranged attacks until the beginning of
their next turn as swirls of autumn leaves obscure their passage.
Use: 1 bardic performance round, +1 round per ally affected
Action: 1 standard action

Satyr’s Jig (String, Wind)


You play an irresistible tune, pulling at the toes of the listener and
causing their feet to caper to an unbidden beat.
Prerequisite: Perform (string) or Perform (wind) 5 ranks
Cost: Feat or 2nd-level bard spell known
Effect: A favorite among those who dare the revels of the fey. The
jovial beat of this lilting piece conveys a bit of fey mischief which sends
the listener’s legs into an energetic dance. When you activate this
performance, the target attempts a Will save. Failure means the target
loses control of its legs as long as you maintain the performance. Each
round the target is under the influence of the masterpiece, you can
force it to make a move action on its turn to any location within its
move speed. Otherwise, that target is forced to dance in place. A target
can still make non-move actions as normal. If the target is forced to
move to a location that might cause it harm, such as over a cliff or if the
movement would provoke an attack of opportunity, the target receives
another Will save with a +4 bonus against the effect.
Use: 1 bardic performance round
Action: 1 standard action

The Tale Of The Bully And The Pixie Queen (Oratory, Sing)
You spin a cautionary tale of a bullying giant shrunken to the size
of the wee folk who learns the error of their ways.
Prerequisite: Perform (oratory) 7 ranks or Perform (sing) 7 ranks
Cost: Feat or 3rd-level bard spell known

21
Danse Macabre she’s changed. The A liss I remember was only recently out
of girlhood. The woman standing before me looks older,
Written by Emily Parks and wears an incredibly distressed Eagle Knight uniform.
A realization creeps into my newly freed mind.
Art by Catarina Eusébio “How long? ” I ask. “How long have I been here? ”
“ You have no idea the things that I went through to
get here. I’ve dealt with enough crazy nonsense to write
a book in f inding an entrance to the Dreamlands and
navigating here. Look.” She lifted her cloak to reveal a

I dance. I danced. I will dance. Time does not exist


in this place. The lights are soft and cast a pleasant
light on ever y thing I see. It is all beautiful. I am with my
razor-edged sickle on her belt. The metal was cold iron.
“I spoke with a sage. He believes that if we can get your
dream self out of here, we can end the curse. If not, we
friends. I smile because I am happy. The music tells me can always just kill the bastard who put it on you in the
so. The music is all around me and inside me. I t wirl from f irst place. Do you know which one it was? ”
one partner and into the waiting arms of another. My skirt I look around for the rose-eyed man, the one who
is a shimmering rainbow as it f lares out, ref lecting the brought me here. As I look around the ballroom, I can
lights and the other dancers dance upon the fragments see the telltale vacant smiles of other mortals cursed to
for a moment— or an eternit y. I smile. My new partner dance away eternit y in this hall. I also see the eldritch
is beautiful. He has roses growing out of his eye sockets fey creatures intermingled with the rest, creatures far
that climb up to form a sweeping bouquet crowning his more alien than the rose-eyed man. I watch a pair next to
head. He smiles at me. us as the fey partner—a woman with pale lavender skin
The f low of the music sends me spinning from my and milk-white eyes— caresses her mortal companion’s
partner ’s arms and out across face. The skin she touches
the dance f loor. A new withers and pales as her

My head is empty for a moment


partner catches me, but cheeks f lush. She closes her
roughly, f ingers digging eyes as if in ecstasy. Seeing

before it fills with feelings I haven’t felt in


into my arms. This is a this, I notice how frail each
feeling I have not felt in a mortal looks. I look down at
long time. I turn to see my my own wrists sticking out
partner, and I see that she is
ugly. Her face is blemished,
a long time, chief among them rage and from piles of gathered lace,
at the bones that protrude.
her hair unkempt, and she
wears armor unseemly for pain. My feet are in intense pain. They ’ve been feeding on me,
on all of us here, the whole
a ball. I notice her armor is time. I fear what I would see
bloody. if I looked in a mirror. I don’t
“ There you are!” she says. know if I would even be able to
She pulls me to her for an embrace, but I resist. I don’t hold a sword now.
want to get blood on my dress. This is wrong. She doesn’t I smile, hoping to still appear enchanted in order to
belong here. The music in my head gets muddled. The evade their notice. I take my sister ’s hand and lead her in
world around me changes. I begin to be able to count my an awk ward dance toward the grand double doors at the
own breaths. The world is becoming less beautiful. I don’t front of the hall.
smile anymore. I look around. I need to f ind someone who “I don’t see him,” I whisper to her, “let ’s go while we
can make her go away. can.” She nods.
“ Which one did you make the deal with, Elli? ” the woman While we waltz I can feel the strength in her arms.
demands, refusing to release me. I turn to call someone, That alone makes me want to cr y from happiness. It had
anyone, to help. People are looking at us curiously, but been a tragedy of my own making when I enthusiastically
no one comes to help me. I see the rose man across the brought my little sister to investigate a seemingly
dance f loor, with a different partner. He’s not looking in abandoned farmhouse, only to be ambushed by unliving
my direction. I open my mouth to call out to him, but shadows that left my sister ’s frame atrophied and near-
before I can, my head explodes in pain. skeletal. People do foolish things for love. I hardly denied
My head is empt y for a moment before it f ills with her any thing over the course of our lives, even knowing
feelings I haven’t felt in a long time, chief among them the risks. When a stranger came around claiming he could
rage and pain. My feet are in intense pain. I turn back to heal her, I should have asked more questions.
embrace the woman beside me and see her brandishing a We’re ignored the entire way to the doors, and we
cr ystal wand in my direction, surely the thing that just open them with little trouble. I suppose my captors don’t
dispelled the enchantment on me. I lunge for ward and expect their prisoners to leave through the front door.
embrace her, dress be damned. We step outside, and see a staircase that descends into
“Sister,” I sob. Then I realize. I pull away from her, “How a manicured garden path, and then into mist. My sister
are you here? You need to leave before they catch you. pulls at my arms and starts to run. I follow.
You’re in their realm.” It is undoubtedly my sister, but “ You’re leaving without even informing your host? ” says

22
a voice behind us. The voice pulls on me. It becomes
music in my head. I start losing sense of myself
again, and struggle to shake it off. My sister stops
running and draws her sickle. I turn. The rose-eyed
man stands behind us, framed in the double doors,
the music and laughter of the ball leaking out behind
him. It ’s such beautiful music.
“ We’re leaving. Tr y and stop us and your blood will
end up all over your fancy suit,” my sister says.
The man crosses his arms and frowns. He seems
hurt. “I don’t understand. I’ve done no wrong
to either of you. I granted her wish to heal you,
and extended her an invitation to our ball. I even
welcomed you in to join your sister.”
“ You kidnapped me.” I snap.
“ You made a deal,” he responds, “and you,” he turns
to my sister, “came here of your own volition, so stay.
There will be a feast after the dancing is over. Enjoy
yourselves. You can leave after that.”
“ We’re leaving now,” I say. I take A liss’ hand and
we walk toward the mist, toward home. Then I stop.
My little sister ’s skin is withering in my grasp. I look
up at her face, and she looks at me with surprise and
fear. I backpedal up onto the palace stairs, and in
moments A liss’ skin is unblemished once more.
I snarl up at the rose man where he still stands at
the top if the stairs, “ What is this? ”
“I thought that ’s what you wanted, for your deal to
end. You’re welcome to leave if you like.”
“And ever y thing will be as it was. I’ll be free, and
A liss will be dead.”
The man shrugs.
“Go, Elli. I shouldn’t be alive, any way. I don’t want
to be alive if I know it ’s because you’re here.”
“A liss. Don’t be an idiot. Go home. Live your life.
Find another way to free me. You have plent y of time
to do that if you’re alive.”
“ What a conundrum. My lady,” the rose man said,
looking at my sister with something approaching
chagrin, “Do you wish to be with your sister always? ”
“Shut up. Of course I do, and that ’s what we’re
going to do.”
The rose man smiled.
“A liss, no. Go — ”
“Granted, then.” The rose man cuts me off. The
wand and sickle both drop from A liss’ hands, but I
don’t hear them hit the stone ground. The music f ills
my head again.
“Come, return to the dance.” He extends his hand.
I look down the path and into the mist, then back at
my sister. Were we going somewhere? My sister is
wearing a pale blue gown. I always thought blue was
a prett y color on her. She smiles at me.
“Elli? ” she says. I nod. In unison, we walk up the
stairs and take the rose man’s extended hands. The
music swells as we pass through the doors and into
the ball once more.
My sister is here. I smile because I am happy. We
dance. We danced. We will dance.X

23
Golarion Gazetteer arrangements no matter what their purpose in the woods, lest
they find themselves facing her wrath.
T he Palakar Provinces
The Horned Court
Written by Jacob W. Michaels The western region, the section of the forest that encompasses
Macridi, proves the most dangerous, and most lucrative, of the
Art by Jesse Mohn Palakar Provinces.
The satyrs who dominate this region’s Horned Court
are characteristically hedonistic, more interested in their
raucous pursuits than exerting any authority over their
home or protecting its natural resources. This frees the city’s

S plit into thirds by the Profit’s Flow and Great Goldpan


Rivers, Druma’s Palakar Forest is home to three realms
lumberjacks to harvest more wood than they can in other
regions, but also leaves them vulnerable to the Horned Court’s
ruled by rival fey courts. In times of peace, the inhabitants more vicious kin. Darker fey, such as gangs of redcaps, roam
of each realm typically keep close to home, with trespassers the woods, and the Wild Hunt finds it a welcoming place for
risking a f lare-up in centuries-old conf licts. Freer to travel sport. The satyrs themselves don’t begrudge the lumberjacks
in each realm are the human inhabitants of MacridiPCS:ISWG, a their wood, but expect in return that the residents of Macridi
large logging town nestled in the heart of the forest. With the will be similarly nonchalant when they or their families are
Prophecies of Kalistrade encouraging a long-sighted approach lured into raucous bacchanals.
to their harvests, the loggers of Macridi have a productive, No single satyr controls the Horned Court for long, with primacy
symbiotic relationship with the fey of all three provinces. They changing based on backing of the fey masses—and that most often
work largely in safety, though they are often guided to specific follows the best party. Recently, control of the court switched to
trees in a proxy dance of the three courts. Polyxio, a satyr who has adopted his own form of the Prophecies
of Kalistrade (or, more accurately, a bad parody of the Prophecies).
The Coven Court The white-gloved Polyxio has called for an effort to unite the three
The eastern province is led by its self-styled Queen Vidria (CG provinces into a single fey kingdom. He sent an emissary to Elophis
female advanced giant dryad witch 8), who guides her region’s fey with an offer to become her consort in return for an alliance to
with the help of the seven members of her grove, all of which are overwhelm the stout defenses of the Coven Court. It’s not clear
bound to ancient, towering paueliel trees. Known as the Coven what the Glimmering Queen thinks of such an offer, but the fey of
Court, these dryad witches (CG female advanced dryad witches all three provinces wait to see what will come of it. X
5) seek consensus among the many inhabitants of their realm,
doing their best to lead by offering wise counsel.
Inf luenced by the court’s inability to stray far or long from
their home trees, the province is the least aggressive of the
three ruling realms, instead turning its efforts to forming
an impregnable defense. With her sister dryads offering
support via their mutual coven hex, Vidria enlists treants
and twigjacks, as well as the region’s wild animals, to punish
any who come into her woods with ill intent. In an effort to
prevent a potentially ruinous conf lict, Vidria guides Macridi’s
lumberjacks to trees whose removal will lead to healthier
growth overall; though, she typically points them to darkwood
or paueliel trees in the neighboring provinces, sparing those
in her own home.

The Shimmering Court


Elophis (CG female nymph druid 14), the queen of the southern
Palakar Province, is widely considered the most powerful fey
in the entire forest, as much for the devotion she demands
from her subjects as for her own personal power. Dubbing her
retinue—largely other nymphs, but also a smattering of fauns
and the occasional rusalka—the Glimmering Court, Elophis
eschews the more advisory role of the Coven Court or the wild
behavior of the Horned Court.
As far as she’s concerned, all who enter her realm are subject
to her laws and whims, and woe to any who believe otherwise.
In return for proper tribute in the form of gold or other less
material treasures such as poems or songs, she allows Macridi’s
lumberjacks to carefully harvest the wealth of her province.
Other visitors to the province are wise to make similar

24
Realm Of T he Fellnight banes with the Vermin trait by 2. If a bane with the Vermin trait is
undefeated, look at the top card of the location deck. If it is a boon, banish
Queen: An ACG it and replace it with a random monster. Shuffle the deck afterwards.
Reward: One character receives the weapon Cold Iron Longsword.
Adventure All other characters draw a random item from the box.

By Nicholas Wasko L ost In The Mists


The Fellnight Realm envelops Bellis in rolling mist, slowly merging
the two realms. Defeating the Fellnight Queen in her own domain
requires aid from the Realm’s more benign fey. The heroes of Bellis may
embolden Rhoswen’s enemies to overthrow the tyrannical nymph by

T his adventure serves as a short replacement for Into the


Worldwound, the first adventure of Wrath of the Righteous, the third
hunting the wicked beasts that stalk the forest.
Villain: none
set in the Pathfinder Adventure Card Game. It requires cards from the Wrath Henchmen: Carnivorous Stump, Fiendish Tree, Tangle Traps
of the Righteous Base Set and Adventure Deck 1. The game box Locations:
should only contain cards with a set indicator of B or C. 1: Dark Forest
The adventure’s adventure deck number is 0. 1: Canyon
In the town of Bellis, the long-awaited marriage of two 1: Abyssal River
local socialites turns to mayhem when the arrival of a 2: Wounded Lands
bloodthirsty army of fey brings the festivities to a gruesome 3: Cavern
halt. To save the townsfolk and stop a mysterious enemy 4: Befouled Altar
from corrupting the entire region, a band of heroes must 5: Abyssal Rift
drive the invaders back to their domain: a demiplane of 6: Defender’s Heart
shadow and malice called the Fellnight Realm. There, the During This Scenario: After a character
heroes must find allies among the realm’s embattled natives defeats a henchman, summon a random ally
and rally them to defeat Rhoswen, the Fellnight Queen. from the box. If the character fails to acquire the
This adventure echoes the Pathfinder RPG module ally, shuffle the henchman back into the location
Realm of the Fellnight Queen by Neil Spicer. deck. If the character successfully acquires the
summoned ally, she may attempt to close the
Complete the scenarios in this order: location. The barrier Arboreal Blight summons
1. Wedding Crashers and encounters the scenario’s servitor demon
2. Lost in the Mists instead of the Fiendish Tree.
3. The Fellnight Realm Reward: One character receives the cohort
During this adventure: Replace the Demon trait with Vinst. All other characters draw one random
the Fey trait on all banes. The servitor demon is the henchman Derakni, blessing or spell (player’s choice) from the box.
which gains the Servitor trait.
Reward: Each character gains a card feat. The Fellnight Realm
The final battle for Bellis’ freedom takes place in Rhoswen’s palace,
Wedding Crashers a shadowy fortress grown from a giant thistle. To end the Fellnight
What began as a jubilant wedding celebration quickly dissolves into Queen’s reign of terror, the heroes must hunt down Rhoswen and her
chaos when swarms of awakened vermin descend on the town of Bellis. haunted fey minions without succumbing to her umbral power. Will
The invaders’ commander is Tenzekil Braybittle, a gnome beekeeper the heroes drive the Fellnight Queen back into the shadows, or will they
who resided in Bellis before succumbing to the terminal affliction become prisoners of the spiteful nymph for eternity?
known as the Bleaching. Defeating the Fellnight Queen’s vanguard Villain: Rhoswen (Use Jeslyn, but replace her traits with the Fey and
means hunting down the mad beekeeper and his giant bee companion, Sorcerer traits)
Fulvid, before his swarms of vermin engulf the entire town. Henchmen: Wights (gain the Fey trait)
Villain: Tenzekil Braybittle and Fulvid (Use Thurl and Inhaz, but Locations:
replace Thurl’s traits with the Gnome and Druid traits and replace 1: Great Hall
Inhaz’s traits with the Vermin trait) 1: Occult Library
Henchmen: Vescavor Swarms 1: Cell
Locations: 2: Torture Chamber
1: Temple of Iomedae 3: Armory
1: Cemetery 4: Forsaken Cloister
1: Collapsing Bridge 5: Cavern
2: Defender’s Heart 6: Watchtower
3: Watchtower During This Scenario: If the top card of the blessing deck has the
4: Manor House Corrupted trait, increase the difficulty of all checks to defeat banes
5: Marketplace with the Fey trait by 4.
6: Family Tomb Reward: Each character chooses a type of boon other than loot and
During This Scenario: Increase the difficulty of all checks to defeat draws a random non-Basic card of that type from the box.X

25
W hy Can’t We Be The rules for gerbie corruption follow the rules detailed
in Pathfinder Roleplaying Game: Horror Adventures, which notes
Friends? that corruption can come from either evil or alien mindsets.
While gerbies are not evil, they are alien in a uniquely fey way,
Gerbie Corruption viewing the spread of non-violence as a priority above all other
considerations, including free will.
Written by Kerney Williams
Art by Liz Courts Progression
The corruption progresses when potentially hostile encounters
are resolved nonviolently, or at the very least without physical
harm to potential opponents. It is up to the GM to determine
what qualifies as a nonviolent resolution. Whenever you do so you

G erbies are the adorable furry fey manifestation of


interspecies friendship, understanding, and nonviolence
introduced in First World: Realm of the Fey. Many of these creatures
must attempt a Will saving throw (DC = 15+ your manifestation
level. You must also attempt this saving throw after any month
in which the number of potentially hostile encounters is less than
happily travel the First World teaching the value of friendship, your manifestation level. If you fail any of these saving throws,
whether those who encounter them welcome it or not. Using their you are overcome with the desire to commit an utterly selfless act
own unique fey magic, they frequently achieve this goal. in the spirit of friendship; this also causes you to advance to the
However, prolonged exposure to gerbies can have a long-term next corruption stage. If others prevent this utterly selfless act, you
effect on creatures. Gerbies also know that certain creatures are shake off this urge, but the DC of future saving throws to prevent
habitually violent once they leave gerbie influence. To prevent this, the corruption’s progress increases by 2. This increase stacks each
gerbies attempt to thwart regression with heartfelt gifts that fill time you shake off the urge, but it resets when you reach the next
the recipient with goodwill. The problem is they are as just as likely corruption stage.
try to prevent violence against a rampaging owl bear or a tribe of Corruption Stage 1: The first time you resolve a violent situation
goblins as a human village. peacefully, your alignment shifts one step toward chaotic good.
Their features become a little bit softer and more adorable.
Catalyst Corruption Stage 2: You find you are protective of all living
Gerbies can corrupt creatures in two ways, either by prolonged things. Your alignment shifts to chaotic good.
exposure (such as by residing in a gerbie village) or by giving gifts, Corruption Stage 3: The third time your corruption progresses,
such as food, which are willingly consumed or used. Gerbies target you are overwhelmed with love for all living things. You gain
those who regularly engage in violence for such interventions. the fey template and refuse to involve yourself in activities that

26
are likely to lead to violence or aid violence even indirectly. You L et’s be Friends
become an NPC under the GM’s control. You have a special way of building rapport quickly.
Prerequisite(s): Manifestation level 4th.
Removing the Corruption Gift: Once per day when you succeed at a Diplomacy or Perform
Unfortunately, the cure for gerbie corruption is the intensely check against a creature, you can charm that creature as if using
personal trauma which comes from witnessing cruelty alien to the charm monster with a caster level equal to your character level. If
gerbie mindset. This is not the routine violence of adventuring, but the creature fails its save, it is charmed for a number of days equal
rather the kind of gut wrenching trauma that comes from seeing to your character level.
suffering inflicted on a close friend or family member rather than Stain: Friendship is a two-way street. When you successfully
oneself. This reminds the corrupted sufferer that perpetrators of use your gift, you in turn are charmed by the target for the same
such crimes would not make good friends, and that part of being duration.
good in alignment is to oppose such behavior. What this involves
is up to the GM. Calm Down
Special: Gerbie corruption can be considered an alternate cure You are a natural at defusing tension.
for the accursed corruption. Similarly, acquiring Infernal or Prerequisite(s): Manifestation level 2nd, Share the Fun.
Demonic corruption can be considered an alternate cure for gerbie Gift: You can cast calm emotions and calm animals as spell like
corruption abilities once per day. At corruption level 2, you may use this ability
twice per day, and up to three times a day at corruption stage 3.
Manifestations Stain: You are unable to benefit from morale bonuses or emotion
based effects, such as rage, which provide combat bonuses.
Please Don’t Hurt Me
You are so adorable even the most hardened heart is reluctant to Share the Fun
harm you. You gain skills to entertain or play with all your new friends.
Prerequisite(s): Manifestation level 5th, Utterly Adorable. Gift: You gain one of the following skills: Climb, Swim, Perform,
Gift: While you are using the total defense action, if a melee attack or Craft with ranks equal to your Hit Dice. All allied creatures
would still exceed your AC, you can attempt a Diplomacy check around you gain a +2 circumstance bonus for using the same skill
with a DC equal to the foe’s attack roll as an immediate action. If and can use it untrained. This increases to +4 at corruption Stage 2.
you succeed at the check, the attack misses. This manifestation Stain: You’re so eager to share, your judgment is not the best on
cannot be used against a target more than once in a 24 hour period. who to include. Suffer a -4 penalty to Sense Motive checks.
Stain: While doing this you may not aid in violence in any way,
including indirect action such as maintaining bard song, casting Open Mind
spells that increase combat effectiveness, or providing a flanking You are open to understanding others.
bonus. Prerequisite(s): Manifestation level 4th.
Gift: Whenever you succeed at a Sense Motive check to get a hunch
I Don’t Want to Make You Bleed about a creature, you can attempt to read that creature’s mind as
You are reluctant to hit anyone too hard, lest you do permanent if using detect anxieties or detect desires as a standard action
damage. (revealing all the information from 3 rounds of concentration).
Prerequisite(s): Manifestation level 3rd. Stain: The close mental contact makes it hard for you not to
Gift: You take no penalty when attempting to do nonlethal sympathize with the targeted creature. The targeted creature may
damage in melee. make a Perception check equal to your original Sense Motive check
Stain: You suffer a -4 penalty when attempting to do lethal to notice your usage of this ability. If it succeeds, it may implant a
damage unless your target has an Intelligence score of 2 or lower, Charisma based suggestion.
or is immune to non lethal damage.
Think of the Children
I Don’t Want This Spell to Hurt Your pleas touch the cruelest hearts.
Your damage dealing spells might hurt someone. What are you to Prerequisite(s): Please don’t hurt me, Manifestation level 6th.
do? Gift: Once per day, you may make a Diplomacy check in combat
Prerequisite(s): Manifestation level 3rd. against a creature within 30 feet (DC = 10 + target’s Hit Dice). This
Gift: You gain the Merciful Spell metamagic feat as a bonus feat. is a full round action that provokes attacks of opportunity. If the
Stain: You are so concerned about not hurting anyone that you check is successful, the victim is shaken for 1 round and must
become distracted. You take a -4 penalty to concentration checks. succeed at a Will save (DC 10 + 1/2 your Hit Dice + your Charisma
Modifier + 1 for every 5 points by which you exceeded the DC of
Utterly Adorable the Diplomacy check) or be staggered for as long as the target can
You are so cute that creatures can’t help but like you. see or hear you, as it struggles with the moral dilemma placed
Gift: You gain a +2 racial bonus to all Bluff, Diplomacy, and upon it. Your effective caster level for these effects is equal to your
Perform checks (except Bluff checks to convince someone you character level.
intend them harm). At manifestation level 3rd this increases to +4. Stain: You gain the dark, bulbous eyes of a gerbie, and your
Stain: You can no longer use the Intimidate skill. In addition, if features become gentler and less menacing. This is a physical
someone uses Intimidate successfully on you, you are staggered for alteration that can’t be hidden by magic. Further, you take a –4
the next round, in addition to any other effects. penalty to Disguise checks.X

27
Bogeykin 5th level, hold person at 7th level, crushing despair at 9th level, and
nightmare at 16th level. This ability replaces detect undead, calm spirit,
Written by Calder CaDavid see invisibility, and call spirit.

Art by Adam Munger


Bogeyman Phantom
The bogeykin is bonded to the phantom of a bogeyman. A bogeyman
Bogeykin (Spiritualist Archetype) phantom functions as a phantom, except for noted changes. A
Sometimes a bogeyman is killed before it feels it has inspired bogeyman phantom is from the First World, not the Ethereal
enough fear in the mortal world. When this happens, its spirit Plane. All bogeyman phantoms must take the fear emotional focus.
lingers and seeks out a mortal through which it can continue to A bogeyman phantom cannot manifest in ethereal form and is
sow terror. limited to manifesting in an ectoplasmic form.
First World Link: A bogeykin’s ability to cast spells is tied to her Due to its fey nature, the bogeyman phantom has a
relationship with her bogeyman phantom and the First World. vulnerability to cold iron. In ectoplasmic form a bogeyman has
She uses her Charisma score rather than her Wisdom score to DR 5/slashing. At 5th level the bonus becomes DR 5/cold iron.
determine the highest spell level she can cast, the saving throw This bonus increases every five levels, improving to DR 10/cold
DCs of spells she casts, and her bonus spells per day. This ability iron at 10th level, DR 15/cold iron at 15th level and DR 15/– at
alters spellcasting. 20th level. This ability alters phantom.
Bogey Magic (Sp): From the link with her bogeyman phantom, Sneak Attack: At 3rd level, a bogeyman phantom gains the sneak
the bogeykin gains a number of spell-like abilities. A bogeykin can attack ability as a slayer of the same level. The damage from this
use each of these abilities once per day, plus one additional time attack increases by 1d6 every three levels. 2d6 at 6th level, 3d6 at
per day for every 4 spiritualist levels she possesses beyond the 9th and so on. This ability replaces deliver touch spells.
level at which she gained the spell-like ability. The saving throw Feast on Fear At 2nd level, if a bogeyman phantom begins its
DCs for these spell-like abilities are equal to 10 + 1/2 the bogeykin’s turn adjacent to a creature who is shaken, frightened, panicked,
class level + the bogeykin’s Charisma modifier, rather than being or cowering it gains fast healing equal to half its Hit Dice.
based on the spell’s level. Deadly Pursuits A bogeykin selects one slayer talent at 2nd
She gains ghost sound level and a second slayer talent at 10th level. This ability replaces
at 2nd level, bonded senses and fused consciousness.
s ug ge s t i on Stranger’s Guiding Hand (Su) At 3rd level, as a swift action,
a t a bogeykin can call on her bogeyman phantom and the wild
nature of the First World. The bogeyman phantom retreats
into the bogeykin’s consciousness, whispering threats, praise,
and dark words to its ‘child’, granting the bogeykin a variety of
abilities borrowed from the fey.
While using stranger’s guiding hand, the bogeyman phantom
can’t be damaged, dismissed, or banished. A bogeykin may
use this feature a number of rounds per day equal to 3 + her
bogeykin level. The rounds need not be consecutive. She can
dismiss the effects as a free action, but even if she dismisses
stranger’s guiding hand on the same round that she used it, it
counts as 1 round of use.
When a bogeykin uses the stranger’s guiding hand, she
receives a +4 bonus vs. fear effects and the ability to use
her bogeyman phantoms’s sneak attack ability. At 8th level
the bogeykin embodies the secretive and hidden aspect
of the bogeyman phantom and wraps herself in darkness
for protection. The bogeykin gains concealment (20% miss
chance) except in areas of bright light. At 13th level the
bogeykin’s attacks achieve new sinister heights. When she
damages an opponent with a Sneak Attack, she may make
an immediate Intimidate check as a free action to attempt to
demoralize her opponent. At 18th level the bogeykin’s magic
becomes corrupted by the bogeyman phantom’s presence, and
the bogeykin may apply the Fearsome Spell metamagic feat to
any spell she casts by sacrificing one remaining round of her
stranger’s guiding hand ability.
This ability replaces bonded manifestation. X

28
Fun and Torture list, when preparing spells. Additionally, the laughing knight adds
hideous laughter to his spell list as a first level spell. This modifies
Laughing It Up spells.
Laughing Strike (Su): At 5th level, the laughing knight may
With T he Lantern King spend a standard action to enter a state of incessant cackling for
a number of minutes equal to his paladin level. While in this state,
Written by Benjamin Chason-Sokol when the laughing knight hits with an attack, his target must
succeed at a Will saving throw or be confused for 1 round (DC =
Art by Dionisis Milonas 10 + 1/2 the antipaladin’s level + the antipaladin’s Cha modifier).
Multiple uses of this ability increase the duration of the confusion.
The laughing knight may enter this state once per day at 5th level,
an additional time per day at 8th level, and every 3 levels thereafter.
This replaces fiendish boon.
L aughing Knight (Antipaladin Ist Archetype) First World Mischief (Su): At 14th level, when a creature would
A whimsical psychopath, the lantern knight spreads mirth and successfully strike the laughing knight with a melee attack, he
mischief to his unsuspecting victims. These knights utilize the may spend an immediate action to redirect that attack to another
laughter of The Lantern King, the most capricious of the Eldest. random creature adjacent to his attacker. If the attack succeeds,
Lantern’s Emissary: The laughing knight must worship The the attack strikes the new target and deals its normal damage. The
Lantern King. Additionally, creatures who gain a bonus on saving laughing knight may use this ability once every 1d4 rounds. This
throws against spell-like and supernatural replaces aura of sin.
abilities of fey retain that bonus against Lantern King’s Champion: At 20th level, the laughing knight
the laughing knight’s class features and becomes a favored emissary of The Lantern King, and can choose
spells. This modifies alignment. two of the following benefits. Once these choices are made,
Lantern’s Laughter (Su): The laughing they cannot be changed without a wish granted by The
knight uses the disconcerting laughter of Lantern King.
The Lantern King to his advantage when First World Soul (Sp): When the
he smites his foes. In order to use his laughing knight dies, his
smite ability, a lantern knight must laugh soul is reformed in the
continuously. If he is ever prevented from First World 1d6 days
providing an emotion or vocal component, the later. Additionally, the
benefits he gains from his smite are suppressed laughing knight gains
until he can provide them again. plane shift as an at-will spell-like
When the laughing knight smites a creature, that ability, though he may only shift
creature must make a Will saving throw (DC = 10 + between the Material Plane and the
1/2 the antipaladin’s level + the antipaladin’s Charisma First World.
modifier). On a failed save, the target of the smite is Always Laughing: When the laughing
confused for the duration of the smite, cannot knight smites a non-fey creature, that creature is
provide emotional or verbal components, and not allowed a saving throw against his lantern’s
cannot speak. These additional effects end laugh ability. The laughing knight is never
once the target is no longer engaged in combat prevented from providing verbal or emotion
with the lantern knight. This modifies smite components for the purposes of using his smite
good. good class feature.
Mischievous Aura (Su): At 3rd level, Laughing Cruelty (Su): The laughing knight
the laughing knight radiates an aura of can subject the target of his touch of
mischievous whimsy that causes all enemies corruption to the whimsy of permanent
within 10 feet to take a –4 penalty on insanity. When the laughing knight
saving throws against spells and abilities uses his touch of corruption class
which cause confusion. Creatures who feature, he may drive his target insane,
are mindless, immune to mind- as per insanity.
affecting effects, or immune to Lantern King’s Form (Su): Once per
confusion can be affected by day, the laughing knight may take
confusion while within this the form of the Lantern King
aura. This ability functions for 20 minutes. He becomes
only while the antipaladin immune to all spells and spell-
remains conscious, not if he is unconscious or like abilities that allow spell
dead. This replaces aura of cowardice. resistance, except magic
Fae Spells: The laughing knight draws missile and maze, and gains
on the power of the First World when DR 10/-.
casting spells. He uses the ranger spell This replaces unholy
list, instead of the antipaladin spell champion. X

29
Fear Of T he Dark I can hear her song, though my beard is three feet long
And my ears have had their day.
Songs To Keep T he Little Ones From modern world I turn away, no more can it now betray
With my wife, in the green, I will lay.
Quiet
“Well, he was a stupid man to wander off the path, wasn’t he? Because
By Robert ‘Snorter’ Feather things live in the woods who don’t take kindly to strangers, and we have to
be very careful to respect their home. That means we eat the windfall fruit
Art by Ashton Sperry before picking new ones.
“And we always say thank you, in case someone’s watching. Because if
you don’t...? Well. The forest has ways of teaching rude people a lesson. It
sends the redcaps to sort you out. And we know a song about them, as well.”

Old Mister Red Cap


“C ome now, it’s time for bed. Long day tomorrow.
“Oh, you want a song, do you? Well, I know plenty, but I don’t know
if they’re ones fit to sing little ones to sleep. Maybe a little scary, but if you insist...
to the tune of ‘The Fairy Feller’s Master Stroke’ by Queen
(He’s a hairy feller…)
“We grown-ups always tell you not to wander; to always tell someone The fairy folk are dancing, in the new moon light.
where you’re going, with good reason. If you don’t, you may end up like When suddenly their revels end, in fear and fright.
the silly fellow in this song, who doesn’t listen to his young lady, and goes As the crimson gore stains the clearing floor,
gallivanting about. And he regrets it, he does.” They know the redcap… has STRUCK that night.

The Woodsman’s Folly He’s come out to collect his tithe,


to the tune of ‘39’ by Queen Pumpkins severed with his favorite scythe.
In the Springtime of my days, I waved good bye to my fiancée He’s nobody’s pal, oh no.
As a woodcutter’s work is never done.
As I sweated, and I heaved, I heard a song among the leaves Drunkard, reeling home, hears a sound
That led me far from the light of the sun. Then his turnip flies, and hits the ground.
(What a blow!) He keeps a running tally-oh.
Where the air was damp and cool, I came upon a lonely pool
Wherein bathed a maid so fair. Mothers warn their children to be on their guard.
A girl, more vivid, verdant green, than I had ever seen What has prompted this sanguineous promenade?
Who frolicked naked, with nary a care. (Why must we fear so?)

“Won’t you please come stay?” I heard the willow lady Learn your lesson, do not question nature’s cruel
say. decrees.
“Men are pleasing to my kind.” Old Mister Red Cap? He must have his
So under grass, and under loam, we made our living, loving home little sprees.
And forgot the life I left behind.
Deforestation or decapitation? Is the
In the Autumn of my days, I woke as if from tough choice for the fey.
drunken haze, And the Scarlet Reaper decides to save
Worried for my wife-to-be. the daaaay-ay!
But in the village, as I neared, children giggled, and
they jeered Mister Rosey Red Hat, he is really such a silly
My appearance a poor sight to see. one
Watch your step tonight or he’ll be spilling your
By a church I saw a stone, that in still and somber vermillion
tone In arterial spraaaay-ay!
Told a tale that chilled through me.
A daughter I had never known, lived her life, Cease your wailing, listen for the nails in his huge
fully grown hobnail boots.
And passed away, in the past century. Old Mister Red Cap? He’ll feed you to the forest roots.

I lifted my head high, and gave a long and The woodsman sleeps with his head on his knees,
mournful cry. Come on, Mister Red Cap, crack him open if you please……
“Nothing here remains for me.
I swear by mistletoe and oak, I “Well that’s enough songs for one night I think, my loves.
wish I had never woke Off to bed. Sleep well, and sweet dreams!” X
From my dream, of my queen of
Faerie.”

30
31
A Difference Of Taste her hips, stretching her skin and the sumptuous fabric. She descended the
stairs to the oubliettes, but the darkness was all wrong, it no longer ate
By Robert Cameron the light from the torches as it should. It was as if both the light and the
darkness were flames that guttered in a strong wind. But she only saw
Art by Catherine Batka this with passion-blinded eyes as it passed over her awareness and away.
She pushed open the door and found herself staring and gaping. Past
the table of bladed and hooked starlight, beyond the dripping rack, roots
had grown through one of the mirrored instrument walls—all of which
now lay on the floor in displaced metallic drifts—and opened a veranda

H ead Mistress Valentina sat in reverie when a dismal shred of


daylight lanced through the solitary window set in the face of
the Palais de Jouissance and broke her concentration. She resisted the
onto a lush, starry vista. Besides the torturer and his client, there stood
a slim, green man with pointed ears dressed in the most garish purple
suit Valentina had ever seen.
urge to acknowledge the intrusion, but her “I am supremely disappointed at this turn
emotions roiled behind her dull black eyes. of events,” he said, casting his gaze around
An entire forest to blot out the sun, she thought, the room. “There’s nothing charming or
and yet here it lay. This miserable beam in this clever about any of this.”
miserable forest, whose roots gnaw on our Valentina struggled to find a phrase that
foundations. would re-establish the order of her world,
Were there curtains she would have but the torturer broke in. “He just came
ordered a servant to come draw them, but through,” he said, the last word punctuated
all such touches of creature comfort and with a jab toward the now-open wall. “And
personality had been obliterated upon her he won’t leave.”
elevation many years ago. Function led form The interloper was inspecting the tray of
at knife-point in this most respected house specially chosen implements and the racked
of carceral torture. The spare features of the client. Valentina found her voice as the
office were her desk (darkwood, scrupulously green man started to finger a scalpel.
clean), her chair (also darkwood, absent “Remove yourself! This is a most sacred
cushion), the window (mostly ignored, now and—”
hated), and the whisper-holes that led up “My goodness, a blade?! As though
from oubliettes and interrogation chambers. you could peel your pleasure out of their
From the darkness below came shrieks and skin like you would from a ripe fruit,”
confessions more melodious than the finest the stranger interrupted, scoffing and
music, but those silvered pipes presently hit knocking the tray aside.
a sour note. This was becoming unbearable to
“Mistress!” Valentina, but something held her,
The call came from the central opening, something like... fear?
the ecclesiastical chamber. If the Palais were “I strike out in search of virgin territory and
imagined as a true palace—as Valentina when I crack the wall on the horizon I’m met
often did—the ecclesiastical chamber was with this dismal little sight.” The newcomer
the pleasure garden. Each wall gleamed ran a hand along the client’s brow, lifting their
in mirrored perfection; only closer head to meet his emerald gaze.
examination revealed it was composed of The client’s eyes opened and glittered
interlocking scalpels, pincers, scrapers, and with jewel-like tears. Parting blood-caked
every other instrument of flesh distortion lips, they whispered. “Thank you! Thank
imaginable. When Desnans were brought you, Desna, my prayers—”
to her, she wanted them to see the artistry “I wouldn’t thank your god yet,” the Green
of their captors as they were re-sculpted and Purple Dandy broke in. He turned and
into something more beautiful. faced the dazed Kuthites. “What exactly were
“MISTRESS!” you attempting to accomplish here? What
The call rose up again. The tenor of kind of proper torture victim still has hope?”
distress did not cover the tone of command He paced the room, taking it all in once
implicit in the cry. Valentina was going to more before stopping in front of Valentina.
make sure that whomever it was that had She felt transfixed under his appraising gaze.
called her in such a manner would never do Her lofty birth and long-sought position
so again. She was out the door when a third afforded her the pleasure of command, but
imperative echoed out from her office. Her she stood now as merely an object of scrutiny,
teeth ground together in frustration. like a portrait or a statue in which the patron
Those screams will be among your last. Her found nothing but flaws.
pulse and pace quickened with anticipation and anger. It tugged at the “No, none of this will do, none of this will do at all.” He plucked at
wires threading her elegant gown to her body, from her clavicle down to the weeping wire that girded Valentina’s ribs. “Your Prince should have

32
instructed you against such grotesquery. I mean, where is the art in agree?” The Dandy reached out for the throat and, with a light brush of
all this ugliness? I considered it a great misfortune that my adventure the fingers, the screams warbled and warped into the trilling of birdsong.
should have brought me to such a dreadfully boring little hole, but now The Dandy pulled the human lantern from the rack and swung it gaily
I see that I was led here by Fate itself to take you as my pupils! We shall about before it waved a hand and led the torturers through the garden
return to my domain at once.” toward to the castle. The trees and flowers swayed discordantly; no
He crossed the room in two long strides that brought him to the open wind blew the boughs, they simply moved and twisted according to
wall. He gripped a root tightly in both hands, and in a motion somewhere something beyond sensation.
between spreading out a sheet and tearing a page from a book, the The Dandy came to a halt in a small clearing amid an orchard and
Green and Purple Dandy tore the wall and ceiling from the room, and all hung the burning Desnan from a nearby branch.
four creatures now found themselves in that starry landscape looking “Take this lamp as an object lesson. You sliced and scraped, but you
at a gleaming castle surrounded by shadowy, verdant gardens. The still- did nothing to their soul. There is an artistry at work that you lack
racked victim babbled a string of pious thanks between sobs. knowledge of, but in the depths of contemplation you might come to
“First, we’ll need some light.” The Dandy snapped two fingers and know it. Come, gaze into the light.”
a flame sprang forth. With the other hand it reached out and pulled The Dandy reached for Valentina and she obliged, standing where she
open the praying—and now wailing—Desnan’s chest as though it were was placed, watching the gently swaying anthropoid lantern, listening
hinged like a door. He scooped out the organs with a disgusted gesture to it sing a song so miserable it transcended emotion. She was rooted
until only the (still!) beating heart remained, then reached in with the by it. Or rather, she had grown roots as she listened. The wire along
burning finger and lit the heart like the wick in a lantern. The Dandy her chest, now trunk, tightened and burst and she grew outward, sap
closed the door to the chest and looked thoughtfully at the dull light spilling down her. She saw the Dandy bring her former subordinate
peeking through the skin and ribs. With a flourish from the Dandy, in front of her, and watched in awed vegetal silence as he twisted and
the chest whorled and transformed into brilliant colored glass. The pulled him into a thorny vine which wrapped so snug and tight that it
prismatic light blazed out of the screaming, still living, lantern. pierced her bark and oozed sap.
“What have you to complain about?” The Dandy shouted in exasperation. “Keep looking, my most twisted apple tree.” The Dandy plucked a
“All artists must suffer to bring something lovely into the world. You rotted newly formed fruit from her bark-covered limb and bit it hungrily.
in a dungeon and now you illuminate royalty with beautiful, heartfelt “One day you’ll understand. I’ll know when there’s a difference of
light. Be grateful.” He sighed and turned to the torturers, now beyond taste, but for now, your misery is quite delicious.”
terror and admiration at what they had just witnessed. The Green and Purple Dandy capered back to his castle with a
“We’ll have to do something about that noise though, wouldn’t you song on his lips. X

33
FEY ROAD, SOLITARY
T he Magical Traditions Of School divination; Level ranger 4
Target caster and his animal companion
T he Eldest Fey This spell works like fey road, except it only affects you and your animal companion.

By Jason Daugherty and Wojciech “Drejk” GUIDANCE OF THE HOODED ONE


School transmutation; Level bard 3, druid 3, ranger 2, shaman 3
Gruchala Casting Time 1 standard action
Art by Jess Door Components V, S
Range touch
Target up to one touched creature/level
Duration 1 hour/level
Saving Throw none; Spell Resistance yes (harmless)

T he powers of the Eldest are beyond the comprehension


of most mortals, and even the fey who serve them often
Ng teaches that travel is not without its challenges and his followers learn from
his example. All allies affected by the spell gain an insight bonus on Perception
find their intentions and desires to be inscrutable. Some checks equal to half your caster level (maximum +5) to avoid being surprised
practitioners of magic have probed the powers and domains by a foe. In addition, they are unaffected by penalties to Perception from bad
of these fearsome creatures. Through significant study and weather, protected from extreme heat and cold (as endure elements), and gain the
communing with powerful fey, theories and practices to benefits of pass without trace.
harness a mere fraction of this magic have been brought to you
here. Use them with caution. Catching the attentions of beings LIAR’S LIGHT
such as the Eldest of the Fey can be detrimental to your mental, School illusion (glamer); Level bard 2, inquisitor 2, mesmerist 2
physical, and spiritual well-being. Casting Time 1 standard action
Components V, M/DF (a firefly)
EYES OF THE THREE Range touch
School divination [curse, meditative]; Level cleric 4, druid 4, oracle 4, shaman 4, Target object touched
sorcerer/wizard 4, witch 4 Duration 10 min/level (D)
Casting Time 60 minutes Saving Throw special; Spell Resistance no
Components V, S, M (incense worth 200 gp), F (a still pool of This spell functions as light, except for the duration of the
water) spell you can, as an immediate action, affect an object in
Range special the radius of the liar’s light with a glamer to change its
Target personal physical appearance to something of a similar size and form
Duration 24 hours (an apple could appear to be an orange, for example, or
Saving Throw special; Spell Resistance yes a treasure chest a rock). This action can be taken once
By spending an hour meditating on the for every 2 caster levels you possess. If a creature
paths of the future while preparing other than the caster interacts with the
your spells, you are able to harness the glamered object they receive a Will save to
insights of Magdh. Until the spell expires disbelieve the effect. The glamer lasts for
a burning pair of eyes appear over each of the duration of the spell and immediately
your ears. For 24 hours, you receive a +5 fades if the object ever leaves the radius
insight bonus on Perception and initiative of liar’s light.
checks. At any time during the spell’s
duration, you can expend the spell’s LORD’S BLESSING
remaining duration as an immediate School enchantment (compulsion)
action to focus your foreknowledge on [mind-affecting]; Level bard 2, inquisitor
a creature within line of sight to impose 2, mesmerist 2, occultist 2, psychic 2,
a penalty on all d20 rolls of –1 per three sorcerer/wizard 2, witch 2
caster levels (maximum –5) for a number Casting Time 1 immediate action
of rounds equal to half your caster level. This is a curse Components V
effect. A successful Will save reduces the duration to 1 round. Range close (25 ft. + 5 ft./2 levels)
Target one creature
FEY ROAD Duration 1 minute
School divination; Level alchemist 6, bard 5, druid 6, shaman 6, Saving Throw Will negates; Spell Resistance yes
sorcerer/wizard 6, witch 6 You cause the runes of The Lost Prince to briefly appear
This spell functions as shadow walk,, except it guides you and the on the target, making them unable retain their memory. If
allowed up to one touched creature per level along the border the target fails their Will save, they are unable to retain any
between the Material Plane and the First World only. This spell specific details about what occurs during the spell’s duration.
must be cast in forest, hills, mountains, or on crossroads. If cast The target would remember being in combat, for example, but
in any other location, the spell is expended but fails to function. not who his opponent(s) were, why the fight occurred, or other details.

34
MEMORY’S EMBRACE entangled. If the target fails its save it also takes 1d6 points of bleed damage per
School enchantment [meditative, mind-affecting]; Level cleric 3, druid 3, oracle 3 caster levels (maximum 5d6) as the plants feed on them. Any amount of fire
3, sorcerer/wizard 3, witch 3 damage dealt to the target ends both effects as it burns off the young plants and
Casting Time 1 hour cauterizes the wounds.
Components V, S, M (incense worth 200 gp)
Range personal SENESCHAL’S REBUKE
Target you School transmutation; Level bard 4, mesmerist 4, sorcerer/wizard 6, witch 6
Duration 24 hours Casting Time 1 standard action
Saving Throw none; Spell Resistance none Components V
You spend the time while you prepare spells mentally perusing The Memory Range close (25 ft. + 5 ft./2 levels)
Palace of Raghadan. You receive a +5 insight bonus on Craft, Knowledge, and Target one creature
Profession skill checks. This bonus increases to +10 to identify dragons, fey, or Duration 1 round/level
creatures with the aquatic or water subtypes. When targeted by a mind-affecting Saving Throw Fortitude save partial; Spell Resistance yes
effect, you may discharge the spell’s remaining duration to briefly send your You speak a scathing rebuke that has been handed down to Shyka’s followers by Yael, their
mind back to the Memory Palace, allowing you to roll twice on your saving throw seneschal, forcing a creature to fight the very flow of time itself. The targeted creature is
and take the better of the two rolls. staggered, flat-footed, can no longer ready actions, and acts last in every round of combat. A
successful save reduces the duration of the spell to 1 round.
MOTHER’S EMBRACE
School conjuration (creation); Level druid 3, shaman 3, witch 3 TOUCH OF THE TWINS
Casting Time 1 standard action School enchantment [emotion, mind-affecting]; Level bard 4, mesmerist 4, psychic
Components V, S, M/DF (a handful of seeds and spores) 4, sorcerer/wizard 4
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Target one creature Components V, S
Duration 1 round/level (D) Range long (100 ft. + 10 ft./level)
Saving Throw Fort negates; see text; Spell Resistance no Area The caster and creatures within a 15-ft.-burst, centered on the caster
You blow a cloud of seeds and spores at the target that sprout upon landing. Duration 1 min/level
The target is covered in growing fungus and vines that causes them to become Saving Throw Will negates; Spell Resistance yes
By channeling your connection to Imbrex, you are able to assault the minds of all
living creatures within the area of effect. Creatures affected must make a Will
save or be lost in the addictive visions the Eldest provides. This effect ends if the
target takes damage or an ally spends a standard action to rouse the target from
its reveries. If the effect is ended early, the creature is staggered for 1d4 rounds
and suffers a –2 penalty on all attack rolls and skill checks during this time as the
sadness from losing their connection overwhelms them.

VISION OF BETRAYAL
School illusion (phantasm) [emotion, fear, mind-affecting]; Level bard 2, mesmerist
2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a bloody handkerchief)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will disbelief; see text; Spell Resistance yes
You channel the fury of Count Ralnac upon a single living creature,
instilling upon them a vengeful phantasm. The vision of betrayal
takes the form of the creature the target has most recently
betrayed and torments the target with tales of the
consequences of betrayal, interfering with their
every action. The target must attempt a Will saving
throw to disbelieve the vision or become shaken. In
addition, if the target does not take a move action
to silence the vision each turn, the phantasm further
interferes with their actions, doubling the penalties to
attack rolls, skill checks, saving throws, and ability checks
from the shaken condition to –4, as well as forcing spellcasters
to make concentration checks as though for vigorous motion (DC
10 + spell level) to cast spells. As a standard action, the target may
attempt a new Will saving throw to permanently silence the vision
of betrayal. On a success the vision fades, but the target remains
shaken until the end of the spell’s duration. X

35
First World Physics: brought below 0 hit points.
Unreliable Distance: This trait twists space by creating an
Gravity is Just a Suggestion area of unreliable distance from the First World to the Material
Plane. Creatures within the area of this trait are considered to
By Benjamin Chason-Sokol be within reach of each other when making attacks.
Whiff lewind: This trait stirs the air like a whiff ling
Art by Jessica Redekop jabberwock. Creatures take a -4 penalty on ranged attack rolls
and Perception checks in the area of this trait. When this trait
is first pulled into the world, creatures within are knocked
prone (Fortitude negates).
It takes 1 hour to brew a f locculant, and once brewed it remains
First World Physicist (Alchemist Archetype) potent until used. A First World physicist can only maintain
The First World physicist utilizes a mélange of boundary one f locculant at a time—if he brews a second dose, any
breaking chemicals to forcefully merge the incomprehensible existing f locculant becomes inert. As with an extract or bomb,
physics of the First World with the Material Plane. Doing so a f locculant that is not in the alchemist’s possession becomes
requires a f locculant, which latches onto the First World’s planar inert until he picks it up again. Flocculants are only effective
energy and causes it to be injected into the Material Plane. on the Material Plane, and are blocked by effects which block
First World Physics (Ex): The First World physicist can planar travel. This ability replaces the mutagen class ability.
prepare a planar f locculant, a concoction using planar essence Defensive Flocculant (Ex): At 8th level, the First World
of the First World and physicist can prepare a defensive f locculant when preparing a
the Material Plane f locculant. A defensive f locculant only applies the reformation
which, when applied First World trait. Additionally, creatures within the area of
correctly, can this f locculant gain fast healing 1 for the f locculant’s
mingle the physics duration. A defensive f locculant
of the two planes. cannot restore more hit points
The First World than twice the alchemist’s level
physicist can plus his Intelligence modifier.
deliver a planar This ability replaces the discovery
f locculant as a gained at 8th level.
thrown weapon Potent Flocculant (Ex):(Ex)
attack against a At 14th level, the First
square (AC 5). If the World physicist can have
attack misses, the f locculant’s two f locculants prepared
vial breaks uselessly and must be concurrently, and each
prepared anew. If the planar f locculant f locculant he throws creates
hits, the square and each adjacent square two First World traits, instead of one.
gain a random First World trait (see Table: This ability replaces the persistent
First World Traits below). These traits last for one minute mutagen class ability.
per alchemist level. If a trait requires a saving throw, the DC Flocculating Bombs (Su): (Su) At 16th level,
is equal to 10 + 1/2 the alchemist’s level + his Intelligence when the First World physicist hits a
modifier. First World traits that can manifest are: creature with a bomb, he may imbue one
First World Flowers: This trait enlarges the native square occupied by the struck creature
plant life as the vivacity of the First with a First World trait of his choice.
World commingles with the Material This trait lasts for a number of rounds
Plane. The area is affected as per entangle equal to the First World physicist’s
for the trait’s duration (Ref lex negates, level. This ability replaces the
each target must check seperately). discovery gained at 16th level.
First World Gravity: This trait brings the Grand Flocculant (Ex): (Ex) At
inconsistent gravity of the First World into the Material Plane. 20th level, when the First World
Creatures within this area of this trait are affected by hostile physicist creates a f locculant,
levitationUC (Will negates). he may choose three First
Jubjub Shrieks:: This trait brings the ringing shrieks of the World traits instead of creating
jubjub bird into the Material Plane. Casting a spell in the area random traits. If the First World
of this trait requires a concentration check (DC 15 + the level physicist does not choose traits
of the spell being cast). When this trait is first inserted into when creating a f locculant, that
the world, creatures in the affected area must succeed on a f locculant creates four random First
Fortitude saving throw or else be stunned for 1 round. World traits when thrown.
Reformation:: This trait brings the undying quality of the This ability replaces the grand
First World’s denizens to the Material Plane. Creatures discovery class ability. X
within the area of this trait automatically stabilize when

36
Feats of the Fey succeed at a Will save (DC = your fighter level + your strength modifier)
or lose the ability to cast spells and spell like abilities for one round. Once
Cold Iron Style feat line and Fey a creature is targeted by this effect, they cannot be affected by this effect
for 24 hours.
Origin Feats
Cold Iron Annihilation (Combat, Style)
By Stewart “Reduxist” Moyer You have learned to punish creatures already weak to cold iron weapons.
Prerequisite: Cold Iron Corruption, Cold Iron Reave, Cold Iron
Art by John Bunger Style, Weapon Material Mastery, 15th-level fighter.
Benefits: You gain an additional +1 bonus to damage rolls with
cold iron weapons. This stacks with Cold Iron Style and feats that
have Cold Iron Style as a prerequisite. Whenever you make a full-
round attack action with a cold iron weapon, when you successfully
Cold Iron Style (Combat, Style) hit a creature that possesses DR X/cold iron, not only is the DR
You have learned how to get the most out of cold iron weapons. bypassed, the target takes an additional amount of damage equal to
Prerequisites: Weapon Material MasteryPC:WMH, 9th-level fighter. the amount of DR/cold iron they possess. This damage only occurs
Benefits: Whenever you wield a cold iron weapon, you gain a +1 once per target per round.
bonus to attack rolls. This stacks with feats and abilities such as Weapon
Focus. Additionally, you can use cold iron’s benefit from the Weapon Fey Follower
Material Mastery feat against the same enemy without waiting for 24 Your connection to fey grows, even as you are separated from them.
hours. Whenever you score a critical hit with a cold iron weapon, you can Prerequisite: Fey FoundlingISWG, 5th level.
choose whether or not to activate the additional effect. Benefits: Choose either Reflex or Will saves. You gain a +2 bonus
Normal: You can only use the cold iron benefit from the Weapon to the selected save. This stacks with Iron Will or Lightning Reflexes.
Material Mastery feat on the target once every 24 hours. You also gain sonic resistance 5. However, you can no longer use,
wear, or wield cold iron equipment.
Cold Iron Reave (Combat, Style) Special: You can take this feat a second time. If you do, you gain a
You can use cold iron to weaken your foe’s defenses. bonus to the save you didn’t select and you gain sonic resistance 10.
Prerequisites: Cold Iron Style, Weapon Material Mastery, 11th-
level fighter. Fey Forerunner
Benefits:: You gain an additional +1 bonus to damage rolls Your fey origins are so overwhelming that they have become part
with cold iron weapons. This stacks with Cold Iron Style. of your very being.
Additionally, whenever you confirm a critical hit with a cold Prerequisite: Fey Follower, Fey Foundling, 10th level.
iron weapon on a target with spell resistance, the target Benefits: Once per day, whenever you
Benefits
must succeed at a Fortitude save (DC = your receive magical healing, you can also
fighter level + your strength modifier) or receive fast healing 1 for a number
take a penalty to spell resistance equal to of rounds equal to the amount of
1/2 your base attack bonus for a number of damage you were healed. You
rounds equal to your strength modifier. also gain DR/ cold iron equal to
Once a creature is targeted by this the number of hit dice you possess
effect, they cannot be affected by for a number of rounds equal to the
this effect for 24 hours. amount of damage you were healed.

Cold Iron Corruption Forlarren’s Despair


You can invoke the muddled
(Combat, Style) morality of your forlarren heritage.
You can leverage cold iron’s Prerequisite: TieflingB1, must
resistance to magic to drain your be taken at 1st level.
enemies. Benefits: Once per day,
Prerequisites:: Cold Iron Reave, whenever you are hit by an enemy
Cold Iron Style, Weapon Material attack, you can overwhelm them
Mastery, 13th-level fighter. with remorse. The attacker must
Benefits: You gain an additional then succeed at a Will save (DC =
+1 bonus to attack rolls with cold 10 + 1/2 your character level + your
iron weapons. This stacks with charisma modifier) or become
Cold Iron Style and feats that have nauseated for 1d4 rounds. The
Cold Iron Style as a prerequisite. nauseated duration increases
Whenever you confirm a critical to 1d6 at 5th level, to 1d8 at 10th
hit with a cold iron weapon, level, to 1d10 at 15th level, to 1d12
if the target can cast spells or at 20th level. This is a mind-
spell-like abilities, they must affecting effect.X

37
CLOAK OF THE TRAVELER
Heroes’ Hoard Aura moderate abjuration; CL 9th;
Slot shoulders; Price 4,500 gp; Weight 1 lbs.
By Jeremy Corff, Matt Duval, Jason DESCRIPTION

The voluminous hood of this silver cloak can be pulled over the wearer’s head and
Daugherty, Wojciech Gruchala, Kim drawn to obscure their face from view while enhancing their senses. This cloak grants
Frandsen, and Dennis Muldoon its wearer a +5 competence bonus to Survival checks and to Perception checks to avoid
being surprised by a foe.
Art by Carlos Torreblanca If Ng is the wearer’s patron deity, the cloak provides a +2 sacred bonus on saving
throws against effects that damage, drain, or penalize ability scores.
CONSTRUCTION

Requirements Craft Wondrous Item, resistance, creator must possess the Travel
domain; Cost 2,250 gp

M agic of all varieties abounds in the First World and magic


items are no exception. Depicted herein are a collection of
COLD IRON BELL
Aura strong abjuration; CL 10th
First World items fit for any discerning hero’s collection. Slot none; Price 35,000 gp; Weight 18 lbs.
DESCRIPTION

AURIC HUSH Rigid, sharp glyphs wrap around the base of this dark metal
Aura faint illusion; CL 3rd bell. When struck it sounds a single, deep tone that
Slot none; Price 12,000 gp; Weight — weakens creatures of the First World. Fey creatures
DESCRIPTION within 50 feet of the bell when it is rung are
This ancient gold coin bears blemishes and nauseated for 1 minute unless they succeed on
stains from wear and exposure to the mouth a DC 17 Will save. Creatures that make their
secretions of innumerable past bearers. One save are sickened for 1 minute instead.
side shows the face of a stylized gnome Only creatures that can hear the bell are
with a jagged X carved over their mouth, affected and a creature that hears the
and on the other side is a magpie. bell cannot be affected again by the
As a move action the bearer can place same bell for 24 hours.
the coin on their tongue. Once the Auric CONSTRUCTION

Hush is in place they can make a melee Requirements Craft Wondrous Item,
touch attack to steal the voice of another. mass cacophonous callAPG; Cost 17,500 gp
The target must make a DC 13 Will save
or lose the ability to speak, cast spells with GREMLIN BAIT
verbal components, or activate command word Aura moderate conjuration; CL 11th
items. Only one voice can be stolen in this manner Slot none; Price 4,000 gp; Weight 1 lb.
at any time. The target remains mute until such DESCRIPTION

time as the user of the auric hush removes When the timer on this gruesome mechanical clock
the coin from their tongue, speaks, casts a goes off, the clock is destroyed as 2d6 HD of gremlins appear,
spell with a verbal component, or makes any surrounding it. Activating the clock causes its timer to go off in 1d4
audible exhalation. Should the user take damage hours. The conjured gremlins are uncontrolled and malicious toward anyone
of any kind, they must make a Fortitude save with a DC equal to 10 + 1/2 the damage nearby, bringing misfortune and breaking things, while trying to remain hidden and
taken or inadvertently make a sound and release the voice of their victim. subtle (in their own opinion). There is 20% chance that the person that activated the
However, while using the auric hush, the bearer suffers a severe speech impediment gremlin bait left an intangible magical trail the gremlins may follow.
and any spells they cast with a verbal component have a 20% chance of failing, wasting CONSTRUCTION

the action but not expending the spell. This penalty does not apply to a spell cast with a Requirements Craft Wondrous Item, entice feyUI, creator must be chaotic; Cost 2,000 gp
stolen voice, thought the voice is returned to its victim as normal.
CONSTRUCTION HOMEWARD STONE
Requirements Craft Wondrous Item, silence; Cost 6,000 gp Aura moderate divination; CL 5th;
Slot none; Price 1,000 gp; Weight —
BRANCHING HOURGLASS DESCRIPTION

Aura moderate divination; CL 10th This circular pearlescent stone seems to have no real purpose until it is brought next
Slot none; Price 5,000 gp; Weight 2 lbs. to a compass or slotted into a wayfinder. When placed so, it forces the needle to point
DESCRIPTION towards the nearest portal to the First World on the material plane. Unfortunately, the
Sand falls between the bulbs of this wooden-framed hourglass through a myriad of stone gives no indication of height or depth of the portal’s location. Travelers discover
extravagantly convoluted necks. The bearer can utilize the spell augury once per day. the stone does not help find a way back to their original plane once in the First World.
If Shyka is the bearer’s patron deity, when the bearer uses divination magic she CONSTRUCTION

increases her chance of receiving a meaningful reply by 5%. In addition, the bearer Requirements Craft Wondrous Item, know direction; creator must be a First World
gains a +2 insight bonus on initiative checks. denizen; Cost 500 gp
CONSTRUCTION

Requirements Craft Wondrous Item, augury; Cost 2,500 gp

38
LIVING SPEAR DESCRIPTION

Aura moderate conjuration; CL 12th Occasionally given as a token of affection by fey creatures to mortals, a springheart
Slot none; Price 50,002 gp; Weight 3 lbs. appears to be a dull green caterpillar tightly curled up in a spiral. When placed into the
DESCRIPTION palm of a hand it slowly uncurls, crawls to a free finger, and then encircles it. After a few
This +3 called spear is made of living wood, occasionally sprouting leaves and moments in place as a ring it brightens to a lustrous green and gold color and taking on
tending to take root if left stuck into earth for too long. Made of an oak reshaped a sheen like a polished stone. Once the ring has been worn for 24 hours, a springheart
into a weapon without killing the tree, a dryad inhabits the weapon, despite its provides the wearer with DR 1/cold iron. On command it begins a 10-minute process—
new form appearing to be too small to fit her. The wielder of the weapon can speak on the first 3 rounds it uncurls and climbs to the end of a finger; for the next 9 rounds it
with the dryad and hear her answers. The dryad can leave or meld with the weapon quickly wraps itself in a cocoon; the cocoon gestates for the remaining 8 minutes and
whenever she chooses, treating the spear as her bonded tree. finally at the end of the duration it bursts forth as an incorporeal butterfly that departs
CONSTRUCTION to carry a message to a specific individual as sending (but without a chance to fail if
Requirements Craft Magic Arms and Armor, lesser entice fey, wood shape; Cost 25,002 gp the recipient is on another plane.) The cocoon left behind then crumbles to dust and
the springheart is destroyed, while the incorporeal butterfly returns to the First World
NYMPH’S VISAGE after delivering the message.
Aura faint abjuration; CL 5th If the wearer should die without having used the sending power, one round
Slot none; Price 13,000 gp; Weight 1 lb. afterward the springheart begins the process on its own, taking the sad tidings to the
DESCRIPTION former wearer's dearest loved one.
Created from fine silks, with motifs of creeks, rivers, and leaves adorning it, this silk shawl has CONSTRUCTION

animals sewn into the weave along the edges, forming a border along the edges of the shawl. Requirements Forge Ring, haunted fey aspect, sending; Cost 5,500 gp
When worn, this shawl provides the wearer with a +1 deflection bonus to Armor
Class and a +1 resistance bonus to all saves. THREADS OF FATE
Once per day, as a standard action, the wearer can lower the shawl, and all humanoids Aura faint divination; CL 5th
within 30 feet must take a DC 14 Fortitude or be permanently blinded. Slot hands; Price 7,000 gp; Weight 1 lb.
Finally, once per day, as a standard action, the wearer can unleash a gaze attack on a DESCRIPTION

single creature within 30 feet. The target must succeed on a DC 14 Fortitude save with a These thick golden threads are remnants recovered from severed fates that norns
or be stunned for 1d4 rounds. snipped through. When worn twisted around the wearer’s hands, the wearer can calm
CONSTRUCTION her fate and avoid any unusual twists of luck. Once per day, the wearer can take 10 on
Requirements Craft Wondrous Item, blindness/deafness, resistance, shield of faith; Cost a saving throw.
6,500 gp If Magdh is the wearer’s patron deity, the wearer can utilize the spell threefold
sightPC:LotFW once per day.
SPRINGHEART CONSTRUCTION

Aura moderate evocation; CL 9th Requirements Craft Wondrous Item, threefold sight; Cost 3,500 gp
Slot ring; Price 11,000 gp; Weight —

39
TINCTURE OF MADNESS blend with light supernatural ability. They suffer a -8 penalty to all Charisma-based skill
Aura moderate divination; CL 13th checks made to influence creatures other than fey as they become prone to outbursts of
Slot none; Price 4,500 gp; Weight — gibberish and wild proclamations.
DESCRIPTION 10 drops: The drinker can clearly see the truth hidden behind the world around
This small vial contains a dropper and enough bitter gray liquid for ten drops. The them. They gain the effects of true seeing for the duration, but only against the spells
tincture is administered by stirring drops into a glass of wine or other potable liquid as a and abilities of fey creatures. The drinker takes on the appearance of a raving lunatic.
full-round action. The tincture remains viable indefinitely while concentrated in its vial, They suffer a -20 penalty to all charisma-based skill checks made to influence creatures
but a dose loses its effectiveness 24 hours after mixing. The effects vary by the number other than fey, and must make a DC 20 Charisma check each round to communicate
of drops consumed, and all effects last for 24 hours: clearly with a non-fey creature. If successful the drinker may communicate normally
1 drop: The drinker’s perception of the world alters subtly, giving them a +2 insight that round, though they still have a -20 penalty to influence non-fey creatures as
bonus to saves against spells and spell-like abilities with the illusion descriptor described above. On a failed check, all attempts to speak to or otherwise communicate
cast by fey creatures. They also suffer a -2 penalty to all Charisma-based skill checks with a non-fey creature emerge as unintelligible ranting and gibberish. Regardless of
made to influence creatures other than fey as their mannerisms become strange and the result of the check, the drinker understands speech and other communications as
unpredictable. they normally would.
3 drops: The drinker finds familiar things are now odd and foreign to them as they CONSTRUCTION

can see glimpses of the world behind the scenes. They gain a +4 insight bonus to Requirements Brew Potion, true seeing, fumbletongue; Cost 2,250 gp
saves against spells and spell-like abilities with the illusion descriptor cast by fey
creatures. Additionally, they can clearly see fey creatures that are under the effect of VAGABOND’S CLOAK
an extraordinary, spell-like, or supernatural ability that would normally render them Aura faint illusion; CL 3rd
invisible, such as the leprechaun’s invisibility spell-like ability or the lurker in light’s Slot shoulders; Price 3,600 gp; Weight 1 lb.
DESCRIPTION

This shifting long garment twists around the wearer, concealing her movements. The
wearer can turn the cloak inside out to change its style and color, though it always
appears frayed and travel-worn. In addition, the wearer gains a +5 competence bonus
on Sleight of Hand checks.
If the Lantern King is the wearer’s patron deity, the wearer can roll twice and take the
better result when attempting a Bluff, Sleight of Hand, or Stealth check once per day. In
addition, the wearer can utilize the spell disguise self once per day.
CONSTRUCTION

Requirements Craft Wondrous Item, disguise self, creator must have 5 ranks in Sleight
of Hand; Cost 1,800 gp

VEIL OF THE FIRST WORLD


Aura moderate transmutation; CL 5th;
Slot head; Price 7,000 gp; Weight —
DESCRIPTION

Gifted by powerful fey, this fine lace veil often finds itself in the hands of their minor
functionaries, especially those from the Material Plane. When the wearer places the
veil on their face, the veil molds itself to fit them, enhancing their physical appearance
and mannerisms, giving them a +5 circumstance bonus to Charisma-based and Sense
Motive skill checks when dealing with fey creatures. It also gives a +3 insight bonus on
will saves to disbelieve illusion effects created by fey creatures.
CONSTRUCTION

Requirements Craft Wondrous Item, eagle's splendor, creator must be a fey; Cost 3,500
gp

WARY TRAVELER’S HOOD


Aura moderate illusion; CL 10th
Slot head; Price 17,500 gp; Weight 1 lb.
DESCRIPTION

This simple silver hood shrouds the wearer’s features. The hood shifts the wearer’s
appearance and motion to blend with the surroundings, making her hard to notice
when not directly engaged with her. The wearer gains a +10 competence bonus on
Stealth checks when not in combat.
If Ng is the wearer’s patron deity, the wearer can use Stealth to hide while on a road
or other marked path even while being observed.
CONSTRUCTION

Requirements Craft Wondrous Item, creator must have 10


ranks in Stealth; Cost 8,750 gpX

40
41
Gruepert’s Market with customers, occasionally using one as a makeshift toothpick.
His toenails are painted black.
By Stephen J. The most important part of the gremlin’s wardrobe, however,
is the plain leather satchel doubly secured to his person by a stout
“Piratey Steve” Smith leather shoulder strap and a glimmering length of mithral chain
Art by Todd Westcot clasped onto the belt encircling the waist of his topcoat. Gruepert
keeps all goods of great value, as well as a handful of lesser items
promised to customers he doesn’t trust, in this magical bag. He
threatens to toss it aside, causing the irretrievable loss of all its
contents, if he feels a customer plans to cheat or double-cross him.
Thus far, Gruepert has used his modest rumormongering
L ocated in a fenced-in, shadowy nook nestled hard against
Squallshield Hill on Port Peril’s Crescent Harbor AP57
skills mainly to prop up the reputation of his marketplace while
subtly badmouthing those of others on the isle. He’s also spread
island, Gruepert’s Market offers a wide range of unusual some misinformation exaggerating the protection of his trading
goods plundered from all across Golarion: weapons, oddities, compound—the foremost being that he has an invisible stalkerB at
occult paraphernalia, alchemical creations, illicit drugs and his beck and call. The greedy gremlin has also cleverly blackmailed
poisons, and a variety of relics salvaged from shipwrecks and most of Crescent Harbor’s smuggling operations, threatening to
the sea f loor by an allied adaroB3 named Czorscar. During reveal them to the Hurricane King’s bureaucrats if he’s not paid a
their time in the market the PCs may encounter a number of small bribe or offered first buying rights on incoming merchandise.
unique personalities: Gruepert's success on the island has also brought him to
the attention of other unsavory and, in some cases, downright
Master of the Market wicked fey. Gruepert has been approached by a danthienneB6
Gruepert (NE male monaciello gremlinB4 rogue [charlatanUC] 3) named Omniana who deigned to make the monaciello her latest
seems to be the undisputed master of the marketplace that bears companion, but she was thwarted by the efforts of Archemaeni.
his name, but he secretly shares his power with Archemaeni Staal Convinced that she has a brighter future than merely being a big
(see below). More emotionally stable and people-friendly than fish in the small pond of this squalid pirate port, Omniana now
most of his kind, Gruepert has a keen eye for unusual or valuable bides her time, waiting to enchant the perfect pirate captain to sail
trade goods and a sharp nose for profit. Although impeccably her across the horizon to a better life. She still visits the market to
honest in his trading with his customers (other than occasionally chat and gossip, bringing the presence of other fey lurking in the
marking up the asking prices of his wares), the monaciello is a pirate city to Gruepert’s attention. The monaciello has vehemently
lot less scrupulous in his means of acquiring his wares. He is less turned down separate danthienne-brokered deals with “Lumpy”
corpulent than the average monaciello and is a snappy dresser, Ludgar Barterman (a bagman AP105 posing as a human peddler in
wearing a long tuxedo-like black topcoat over a ruffled the subterranean mainland bazaar known as the KnotworksAP57)
white shirt with no pants underneath. Dozens of holy and with a mob of erinat gremlinsPCS:ABoF (who Gruepert
and unholy symbols—some of which are realized would only bring upheaval and disgrace to his
centuries-old antiques—dangle from burgeoning empire).
fine chains around his neck to Of more interest to Gruepert,
clank together lightly or rest however, is the recent arrival
against his stomach paunch. of a chanequeB4 named
Gruepert habitually Mogwar,
Mogwar who spends his
fusses with them days sheltered in a
while haggling

42
small cave in Squallshield Hill. The dark fey has offered to use his Blue Express Delivery Service
powers to steal the souls of officials on Crescent Harbor and then Gruepert’s Market features a delivery service made up solely
give the controlling skulls to Gruepert and his allies, for a price. of surviving members of a mite tribe that dwells in tunnels
Although Gruepert’s long-term plans call for him to eventually underneath the hill, conquered by Gruepert, Ozquarr, and
become master of the island (and perhaps—Dare he dream it?— all their allies when the more powerful fey first claimed this
of Port Peril), he’s wary of making a power grab too soon. little slice of Crescent Harbor. Each ugly cobalt creature
(miteB expert 1) has undergone extensive training to learn
Market Associates rudimentary Common, advanced techniques for controlling
Archemaeni Staal (N female aranea alchemist 2) appears as a their beloved vermin mounts, and the basics of diplomacy in
stately, middle-aged human female with a fondness for anagrams. regards to customer service and relations (including resisting
She works out of her own large booth, Lady Staal’s Stall, in the the urge to pronounce doom upon dwarves, gnomes, and folks
market, selling alchemical concoctions, spell components, and who tip poorly).
a handful of home-brewed potions, along with more mundane Dressed in dapper cerulean uniforms trimmed in black and
charms, bracelets, and necklaces made of coral and seashells. Her white, the mites of the Blue Express Delivery Service (called
latest venture, in collusion with Gruepert and his vermin-loving BEDS for short, and whose slogan is ‘What Can Blue Deliver for
miteB slaves, is the creation and maintenance of a colony of dream You?’) scurry across the island, carrying important missives
spidersAP7 in secret caverns in the hillside to the north. The aranea is or transporting items not in stock when their purchasers first
in the process of manufacturing shiverGMG from the arachnids, and visited the marketplace. When an item absolutely, positively
soon a new and dangerous product will be peddled surreptitiously has to be somewhere faster than a mite can scamper, the
out of the marketplace. creepy couriers hop astride agile giant crab spiderB3 (advanced,
Curiously, Archemaeni took a liking to the erinat gang Gruepert Medium-sized) mounts—colored a brilliant tropical sea blue
turned away, crafting human aliases for them out of the letters via prestidigitation—to race across the island. Gruepert plans
of their race’s name: Arnie, Artie, Ian, Nate, Erin, Rita, Teri, and on one day expanding BEDS to mainland Port Peril, but such
Tina. The erinats, now operating in pairs, have taken over Cap’n an undertaking requires approval from the Hurricane King’s
Lil’s Arrphanage near the center of the island, using it as a base of bureaucrats and likely relies upon the conquest and subsequent
operations as they work their mischief on the unsuspecting locals. training of a second mite tribe currently living in the caves
Archemaeni has befriended a female mockingfeyB6 she’s named southeast of the Sunken Plaza AP57.
Polly. The green-feathered parrot-like fey provides not only a Gruepert also employs a roster of more mundane guards.
bit of companionship to the aranea but also contributes in the Daytime watchmen are human, while those who work nights are
marketplace. Polly takes the miniaturized form of market patrons, half-orcs or other humanoids gifted with darkvision. X
either the next customer to be served or shady-looking ones to be
watched carefully.
Ozquarr (CN male advanced grimple gremlinB4) dwells in a trash
bin in a shadowy nook halfway between the market gates and the
northern hillside. The opossum-like fey’s craggy-toothed grin is
creepy, but he has a genuine friendliness in his banter. Ozquarr
serves as a combination greeter/watchman/sanitation expert for
the marketplace. The third title is a bit of a misnomer as the mangy
creature is infested with gremlin lice, which he passes on to those
market-goers foolish enough to get too close to him or accept a
handshake from him.
Isenmussels (NE male kechB3 rogue 2) is a powerfully-built
specimen of his race who provides an added level of security to the
marketplace. The leering shirtless brute spends most of his time
hidden amongst the light foliage of Squallshield Hill, fingering
his top-notch (masterwork) composite bow. He makes hourly
forays through the stalls to grin humorlessly at the customers and
occasionally make his mighty kech pecs dance, both to intimidate
would-be thieves and impress the ladies. He resents when Polly
shows him which customers to watch, shooing the bird-fey away
dismissively for implying he can’t do his job. As a result, the two
guardians dislike one another.
Tabletalk, a mimicB, also calls the market home. It usually takes
the form of a large weapons display table. The creature uses its
adhesive to lock the exhibited wares in place until Gruepert gives
the command to release one or more pieces for closer examination
or sale. Tabletalk has been ordered to call out an alarm if someone
persistently attempts to pry an item from its grasp or succeeds in
doing so. Its first priority, though, is to keep the other display items
safe, so it isn’t allowed to grapple would-be thieves.

43
Old Uncle Wallerbee in the But rounding a dune, he saw the truth at last. “Well,
phooey!” he said. For the onion, you see, was no onion at all; it
Palace of Seasons was merely the dome on the highest tower of a massive palace
of sand-colored stone. The walls of the palace were shaped
By Nicholas S. Orvis like a f lower, and the tops of the towers were all domes and
spires. And in the very middle of the wall nearest him, though
Art by Peter Fairfax there was no road or track to be seen, rose a tall golden gate,
impressed with a lotus.
The lotus-stamped gate opened at a touch. Inside, there was
a wide courtyard cut in half by a walkway of arches. Beyond
the arches he could see, plain enough, that the buildings of the

N ow if ever there was a gnome who didn’t need to be


afraid of the Bleaching, it was our old Uncle Wallerbee
palace lay tumbling every which way.
The doors suddenly shut behind him, and as he looked back,
Waxenhammer. It probably helped that he was, you might say, Wallerbee saw a broom f loat through the air and begin to
definitely Not All There. But his luck was second to none, and sweep his footsteps away.
his whiskers stayed a wondrous “Oh, hello!” he said, rather
shade of violet up until the grateful to see evidence of

Wallerbee jumped, for he’d heard no


very day he left to join the another person, even if they were
Pathfinders a hundred and invisible. “What’s your name?

one approach. As he whirled, he bumped


sixty-two years ago. I’m Wallerbee Waxenhammer,
My daddy, who was old and I’m a bit lost!”
Uncle Wallerbee’s younger The broom did nothing
half-brother, used to tell us
stories about what Wallerbee
a pedestal, and a jar began to topple: but continue sweeping. So
Wallerbee tried again.
would get up to back in the
Old Country—what you call “The Season of Carnivorous Muskrats.” “Do you live in this castle?”
The broom continued to
the First World. Daddy’s sweep.
favorite story is about the time “Do you like living here?”
Uncle Wallerbee left their home to go visit the norn who lived The broom paused.
in the hollow and see if she could repair the hole that had “Hello?” he asked hopefully.
opened up in the seat of his pants. On the way, though, he got The broom hurried away.
distracted watching the fish in a stream. Well, that norn saw With a sigh, Wallerbee turned back to the courtyard. “Very
him coming and, having been asked to repair a dozen different well,” he said, “If I have to find my own way around, then find
articles of clothing by then-young old Wallerbee in the past it I shall!” He set off into the halls.
week, decided that this was too much. So, she moved the whole The only way out of the courtyard was the walkway, and
stream that Wallerbee was looking at, and Wallerbee himself, there was no way out the other side. So Wallerbee chose one
to a different place. direction (the one that smelled nicest) and began to walk. The
Naturally, it was a bit of a surprise to Wallerbee when he hallway wove in and out of buildings, around courtyards full
looked about and discovered that the stream in which he’d been of statues and plants, and past one large fountain. The outside
watching the fish was suddenly located on a f lat mountaintop walls were covered in symbols he didn’t know, and the inside
in the wind instead of a downy meadow in the sun. The fish walls had amazing paintings that moved. Finally, he found a
were a bit taken aback as well! Wallerbee wasn’t particularly door. It was oaken and ironbound, and Wallerbee knew that on
concerned to find himself shifted away from home, but he was the other side there must be something fantastic.
getting mighty chilly on the top of this big mountain. So, he pushed it open. What else could he do?
“I’ll just clamber down,” he said to himself, “and take a look- The room that Wallerbee found beyond was huge, and in
see at where I am.” the hall’s middle were great stone pedestals that rose past his
He climbed (and sometimes fell) for hours, until he found head. Nearly fifty there were—seven times seven—and on each
himself at the foot of the mountain in a vast, empty desert. rested a glass jar filled with swirling, riotous color. Wallerbee
Sand, sand, and more sand, as far as the eye could see. So old walked among them, and looked at the names engraved on
Wallerbee picked himself up and picked a direction, walking each plinth. “The Season of Ash and Flame.” “The Season of
toward what he hoped was home. Acid Rain.” “The Season of Rolling Stones.” Near the very back,
He walked and he walked and he walked. It might’ve been he found four empty jars: “Winter,” “Spring,” “Summer,” and
a couple of days—it might have been just hours. Either way, “Fall.”
Wallerbee was getting awfully tired and footsore and hot, and he “You should not be here,” a voice said suddenly, behind him.
started to grumble. But he didn’t have long to complain, for just Wallerbee jumped, for he’d heard no one approach. As he
as he made his loudest moan, the Old Country answered him. whirled, he bumped a pedestal, and a jar began to topple: “The
“Ooooooooooh,” said Wallerbee, as he crested a ridge and Season of Carnivorous Muskrats.”
saw a giant onion poking out of the sands. “Why, that looks The hooded figure caught the jar with one hand and replaced
good enough to eat!” it swiftly. The figure was tall, robed all in white, and wearing
He ran toward the onion, and the closer he got, the larger it became. long gloves. Wallerbee always swore later that he couldn’t see

44
the person’s body, and the hood was too dark to show a face.
The voice was male, but sounded like nothing: neither happy
nor sad, neither angered nor afraid. Wallerbee grinned and
waved.
“Wallerbee Waxenhammer, at your service!
Limping lampads, you’re the first soul here I can
actually see! What’s your name?”
“I am Ng, the Hooded, Lord of the
Crossroads.”
“Huh. That’s a lot of titles! Well, pleased
to meet you, Ng!” He reached out his hand
to shake. After a few motionless moments,
Wallerbee grew unnerved and put his
hand away.
“So, anyway,” he continued, as bravely
as he could, “I’m rather lost. I came in
here because it looked nice…but I’ve just
been looking for someone to direct me
back home! If you know which way I
need to go, just point me to that road
and I’ll be off!”
There was a long and weighty
pause. “Do you know who I am?”
Wallerbee blinked. “Uh…no?
Sorry? I’m not a great listener.
Mother always says I’m…” He frowned,
trying to recall.
“Never mind.” Finally, the voice
sounded like something—it sounded
annoyed. But Wallerbee was busy trying
to remember what his mother had called
him, and he paid it no mind. “If you have
no knowledge of why you are here, I
suppose you had best follow me.”
Wallerbee blinked, brought back to
the moment. “Oh, that’s swell! Thanks!
Say, what did you say your name was
again? It was hard to catch, and I want to
pronounce it right…”
“Follow silently,” the figure said. So, he did.
They left the great hall and went through the
porticoes, down many f lights of stairs until at
last they came to an underground chamber.
There sat a large archway, humming with
energy and rippling with light. Wallerbee
watched, agog, as the figure ran its hands over
the archway and the light changed colors. It
stepped away from the arch and indicated the
doorway with its hand.
“The Manifold Door,” the figure said. “I wish you well,
Wallerbee Waxenhammer. You are a strange little man. If you
think of me at the crossroads, I shall be pleased.” I’m to have them fixed before sundown.”
Wallerbee grinned. “I’ll do my best to think of you at all times, And with that, he reached forward, seized Ng’s stunned
your Lordliness! Oh, it will do my mother good to know that in hand, and shook it hard before stepping through the portal.
the midst of the desert I met such a one as you to guide me safe All was as he’d left it: the woods were still green, the fields
home. I’ll tell everyone I know of you and your palace!” were still ripe, and the old norn was just sitting down to tea.
“Please don’t.” Old Uncle Wallerbee never did listen when we told him what
“Don’t be silly! Thank you for your hospitality, and all. I a narrow escape he’d had from the Hooded. But then again…
would stay longer, but these pants are really badly ripped.” maybe he didn’t escape after all. Not long after that, he started
Wallerbee bent over to show him. “I'd best be getting back if his wandering… X

45
Init +2; Senses breacher, darkvision 60 ft.; Perception +9
Weal or Woe: DEFENSE

AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)


Buyer Beware hp 54 (7d8+14)
Fort +4, Ref +8, Will +5; +4 vs. fey and plant-targeted effects, +4 vs. illusions
By Kendra Leigh Speedling Defensive Abilities feyskinned (DR 10/cold iron, 2 minutes/day); Weaknesses
feymarked
Art by Beatrice Pelagatti OFFENSE

Speed 30 ft.
Melee +1 whip +7 (1d3+1 nonlethal) or 2 claws +4 (1d4)
Ranged +1 light crossbow +7 (1d8+1)

Weal: Sestienne
Special Attacks bold stare (timidity), hypnotic stare (–2), manifold tricks (2 tricks),
mesmerist tricks 7/day (mesmeric mirror, misdirection, spectral smoke [DC 17]),
The Witchmarket is the only home Sestienne has ever known. painful stare (+2 or 1d6+2)
When she was a baby, her Varisian father traded her to a Mesmerist Spells Known (CL 6th; concentration +11)
huldra B4 peddler in the market, ashamed of his dalliance with 2nd (4/day)—animal messenger, burning gazeAPG (DC 17), euphoric cloudACG (DC 17),
her hag mother. The kindly huldra raised the child as her wood shape
own, training her in the ways of the Witchmarket 1st (6/day)—entangle (DC 16), faerie fire, hydraulic pushAPG, planar orientationFWRotF
and the fey. As she grew, Sestienne developed 0 (at will)—detect magic, detect poison, flare (DC 15), mending, read magic, spark APG
mesmeric powers closely tied to nature and the TACTICS

fey. She felt an affinity for the Lantern King Before Combat Sestienne starts the day with her mesmeric mirror trick
from a young age and eventually dedicated implanted.
herself, swearing to protect the Witchmarket During Combat Sestienne softens enemies up from a distance with her
from all those who would abuse its services stares and spells before moving in to subdue them with her whip.
or trade unfairly. Unfortunately, she Morale If reduced to fewer than 15 hp, Sestienne surrenders if she
never imagined one such abuser would thinks her foes will show her mercy, unless they are enemies of the
be a half-sister. Although soft-spoken, Lantern King, in which case she fights to the death.
Sestienne's familial resemblance to STATISTICS

her sister, keen sense of mischief, and Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 20
wit are enough for the gossips of the Base Atk +4; CMB +4; CMD 16
Witchmarket to run wild, much to Feats Extended StareOA, Fey ObedienceFWRotF, Toughness, Weapon Finesse
her dismay. Skills Diplomacy +15, Handle Animal +11, Intimidate +10, Knowledge
(nature) +11, Knowledge (planes) +11, Perception +9, Sense Motive +9, Use
Adventure Hooks Magic Device +9
• Suspecting someone in Languages Common, First Speech, Sylvan
the Witchmarket is cheating SQ consummate liar +2, fey veil 8/day, nature's lure, sea lungs, woodland
customers, Sestienne asks the stride
PCs to assist her investigation. Combat Gear potions of cure moderate wounds (2); Other Gear +1 light
• When the Witchmarket crossbow with 20 bolts, +1 whip, +1 studded leather, cloak of resistance +1,
comes to the PCs' town, snapleafUE
complaints of strange pranks SPECIAL ABILITIES

and cursed items soon follow. Fey Veil (Sp, Su) Sestienne can use fey veils to assist herself and allies in
They must seek out Sestienne's befuddling their opponents. By touching a target, she can subtly alter
help to find the culprit. its aura, granting the target a +2 circumstance bonus on Diplomacy,
Intimidate, or Handle Animal checks for 1 minute. Using this ability
Boon is a standard action (or a swift action if she calls up a veil over
As one sworn to the Lantern herself ). This is an illusion and glamer effect.
King, Sestienne is greatly
respected among the traders Woe: Runa Ilario
of the Witchmarket, and her Born of a hag mother and a Chelish
inf luence improves their merchant, Runa had a luxurious upbringing
attitudes toward the PCs by in Korvosa. Her father concealed her
one step. She is also willing heritage until she began feeling a strange
to offer free spellcasting to pull toward the Varisian wilds. After her
those who catch her fancy. father admitted the truth, she resisted
this call not out of virtue, but refusal to
SESTIENNE CR 6 become a hag's pawn. Finding Korvosa
XP 2,400 too confining, Runa struck off on
Female changeling mesmeristoa (fey tricksterui) 5/ her own, cheating others
feyswornfw rotf 2 with dubious bargains
CG Medium humanoid (changeling) and enjoying the trail of

46
person (DC 16), ear-piercing screamUM (DC 16)
misfortune left in her wake. When a portal to the First World 0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), mage hand, prestidigitation, read
called to her, and she eagerly entered, only to find herself magic
emerging as a fey-blooded creature. She recently arrived at TACTICS

the Witchmarket, delighted by the array of unsuspecting During Combat Runa avoids direct combat, but if forced into it, she stays at range and
marks, but it did not take her long to recognize familiar attempts to debilitate enemies with her spells before making her escape.
talents in one of the market's most staunch defenders. The Morale If reduced to fewer than 20 hp, Runa flees; if she cannot, she fights to the
untimely reunion with her half-sister has put a damper on death.
her scheming, and Runa is eager to be free of any reminder STATISTICS

of her parentage. S t r 10, Dex 14, C o n 14, Int 11, Wis 8, Cha 20
Base Atk +4; CMB +4; CMD 16
Adventure Hooks Feats Craft Wondrous Item, Extra Performance, Point-Blank Shot,
• One of the PCs purchases an item from Runa, only to Precise Shot
realize that their "bargain" is anything but. Skills Acrobatics +11, Appraise +7, Bluff +17, Diplomacy +11,
• Posing as an innocent merchant unfairly Knowledge (arcana) +7, Perception +4, Perform
targeted by the Lantern King's capricious (dance) +12, Sense Motive +7, Sleight of Hand
guard, Runa asks the PCs to clear her +11, Spellcraft +3, Use Magic Device +10; +3 on
name. Craft, Knowledge, Linguistics, or Perception
to detect counterfeit or forgery (can attempt
Drawback untrained)
Runa can subtly vex those who thwart her Languages Common, Sylvan, Varisian
interests. If the PCs anger her, as long SQ counterfeiter +3, sea lungs
as they remain in the Witchmarket, they Combat Gear potion of cure moderate wounds,
take a –2 on all Diplomacy and Appraise wand of charm fey FWRotF (10 charges), wand
checks as she spreads misinformation. of hideous laughter (20 charges); Other
Gear mwk rapier, +1 light crossbow with
RUNA ILARIO CR 6 30 bolts, +1 chain shirt, ring of protection +1,
XP 2,400 cloak of resistance +1
Female feyB3 changeling bard (hoaxer)PC:BM 6 SPECIAL ABILITIES

CE Medium fey Bad Deal (Su) As a standard action that provokes


Init +2; Senses darkvision 60 ft., low-light vision; attacks of opportunity, Runa can use 1 round of
Perception +4 bardic performance to invest a bit of luck, whether
DEFENSE good or bad, into an object. This object must be
AC 18, touch 13, flat-footed 16 (+5 armor, +1 light enough to hold in one hand, and cannot be
deflection, +2 Dex) magical. It remains hexed as long as she spends
hp 51 (6d8+14) 1 round of bardic performance each round as
Fort +5, Ref +8, Will +5; +4 vs. mind-affecting a swift action to maintain it, until she
effects, +4 vs. curses, hexes, and language- drops the item, or until triggered.
dependent effects, +1 Will vs. spells from The hex triggers immediately upon
creatures suffering from curse, hex, or mind- being willingly accepted by a new
affecting effect creature, targeting its new owner.
DR 5/cold iron; Resist cold 10, electricity 10 It cannot be forced on the creature or
Defensive Abilities evasion slipped into its possession without its
OFFENSE knowledge, but she can lie or cheat
Speed 30 ft. to convince the target to accept the
Melee mwk rapier +5 (1d6) object, or use spells like beguiling gift APG .
Ranged +1 light crossbow +7 (1d8+1) Buyer Beware (Su) Runa can convince someone to
Special Attacks bardic performance 25 accept a gift or trade as per beguiling gift APG (DC 18), by
rounds/day (bad deal, buyer beware [DC 18], fascinate [DC 18], spending 1 round of bardic performance on a supernatural
personal guarantee, suggestion [DC18]), hexes (charm [DC 18], sales pitch.
evil eye [–2], misfortune [DC 18]), misery (+1 attack and damage Curse Crafter (Ex) Runa can use her crafting feat only to craft
vs. creatures suffering from curse, hex, or harmful mind-affecting cursed items. She can craft items that appear magical but
effect) have no true magical properties, as if permanently under
Spell-Like Abilities (CL 6th; concentration +11) magic aura, for 50 gp.
3/day— dancing lights Personal Guarantee (Su) Runa can prevent her hexed
1/day— deep slumber (DC 16), entangle (DC 16), faerie fire, glitterdust wares from afflicting a target until she is out
(DC 16) of sight. She can spend up to 6 rounds
Bard Spells Known (CL 6th; concentration +11) of bardic performance while hexing an
2nd (4/day)—blistering invectiveUC (DC 17), hold person (DC object. For every round expended, the hex
17) mirror image, scare (DC 17) is delayed for 1 minute before triggering
1st (6/day)—adorationUC (DC 16), biting wordsMTT, charm and hexing its current owner. X

47
Side Trek Seeds Potential Resolutions
While defeating Shensa is the simple solution, this could lead to
more fey looking for her. Finding the shawl and returning it is the
more positive solution, and just might earn a favor from Shensa.
Unbeknownst to Tessa, she is the baby from the story, and the
T he Nereid’s Shawl shawl is in a box of family heirlooms.

By Randal Meyer Rise Of T he Gerbie


Plot Hook By Amanda Plageman
Desi and Tanner (teenagers from a nearby fishing village) approach
the party, asking for help to stop their grandmother Tessa from Art by Adam Munger
sacrificing herself in a traditional village ritual. As the oldest person
in the village, Tessa has already begun the weeklong preparation Plot Hook
for this ritual. Unable to talk the village out of the tradition, Desi Lately, small groups of humans have been seen preaching
and Tanner have taken it upon themselves to seek outside help. a message of friendship, peace, and harmony as they roam
the countryside. Lone travelers who encounter these bands
Backstory have a tendency to disappear, only to resurface weeks later
Millennia ago, an ancient gate was placed on the shore of a preaching the same message with the light of absolute
small lake. As time passed the lake grew deeper and engulfed conviction in their eyes.
the gate. Even submerged, the gate still opens once a year, As the bands of faithful grow larger, they become
granting access to a lake in the First World. During this more determined to ‘protect those with violent
time, countless fish pass through the gate to mate and tendencies from their own actions,’ usually
spawn. Fifty years ago, a nereidB2 druid named Shensa by abducting such people for intensive
traveled through the gate to investigate a new instruction in the tenets of their new
village forming near the lake. faith. After a nearby village’s entire
During this visit, Shensa militia vanishes overnight, the village
found a baby crying on the council asks the PCs to rescue them.
shore, wrapped it in her
shawl, and took it to the Backstory
village. Out of fear, villagers Lepta Wrightsilk (CG female gerbiePCS:FWRotF
chased Shensa back into the mesmerist [cult masterOA] 10) was frustrated.
lake where she declared that if She never had trouble making friends, and teaching
her shawl wasn’t returned to her, others the error of their violent ways was her
no fish would spawn in the lake greatest delight. But though her visiting friends
again. Ignored, she was true to her often agreed with her lessons, they forgot
word and commanded the fish to leave them the moment they returned home.
without spawning. Fearing another Eventually, Lepta learned
year without one of their major sources how to make them
of food, the villagers offered their oldest listen. And remember.
resident dressed in their finest shawls And spread the word.
as a sacrifice to appease Shensa when the Now her minions—
gate reopened. The fish returned soon after and erm—her friends bring
a new tradition began. their friends to hear
While this tradition has been handed her. And they spread
down for the past fifty years, and is her message further.
considered the source of the village’s She’s heard distressing
exceptional fishing success, rumors that some of her
the younger generation friends have been hurt or even
believes it all to be morbid killed while bringing her message to
superstition. A recent the outside world. This is distressing,
plague struck down since Lepta truly loves her friends, but
many of the village’s she knows what to do: make friends with
older inhabitants, a powerful druid or cleric to help return her
leaving Tessa as the friends to life once again!
village elder though she When Lepta learns of the PCs, she makes every effort
is barely fifty years old to save the adventurers from themselves. If the party
and an active, beloved leader contains a druid or cleric, they are particularly
of the community. targeted for indoctrination even if they cannot
currently raise or reincarnate the dead.

48
Potential Resolutions T he Singing Seed
There are several things that need to be done to resolve this. The
abductees must be rescued before they join Lepta’s cult, the cultists By Jeff Taft
must be freed from Lepta’s influence, and Lepta herself must be
dealt with in some way. Perhaps she can be convinced that her Plot Hook
methods of instruction are coercive, and that the ends don’t justify The infamous Questing TreePCS:FWRotF has always been one of the
the means. Or perhaps the PCs will come to see things her way… great draws of the Witchmarket, its boughs sheltering numerous
arcane and exotic items destined to lead their would-be owners
T he Believers to glory. However, this time the Tree’s guardian, HamalaPCS:FWRotF,
finds herself in the role of questgiver. During its most recent
By Amy C. Goodenough and Brendan Ward jaunt between the First World and the Material Plane, the Singing
Cittern was jostled from the Tree’s branches. The distressed dryad
Art by Jessica Redekop offers adventurers a choice of any of the Tree’s items in return
for the Singing Cittern, directing them to the point where the
Plot Hook Witchmarket entered this plane.
Learning of their intent to travel, a local approaches the PCs, asking
them to stop at a village on their route and check on Father Lassen, a Backstory
friend and a priest of Desna who is late in writing back after taking a The tale is more than that of a misplaced
new posting at a small Desnan temple. When they reach the village, trinket, however. The Singing Cittern,
however, Lassen is nowhere to be found. Instead, the mysterious named for the fact that when played
Mother Oaja has taken up the post, and is preaching bizarre, it produces tales of lost legends and
almost blasphemous heresies. Some villagers are alarmed by heroic journeys not yet undertaken,
this new faith, while others have become zealous evangelists, contains at its heart a seed from
bent on converting others, peacefully or otherwise. the Questing Tree itself. The
seed has bonded with a
Background magic cittern created with
Emerging from the forest in only a minor amount of
human guise, Oaja,, a huldraB4 power. The bonding is what
(standard or advanced), powers the Singing Cittern
encountered Lassen on the and allows the seed to express
road. When the priest told itself. But recently the seed feels the
her of his purpose, Oaja was urge to grow and yearns to be free of its
fascinated: gods, temples, faith, parent and tell its own tales, and once
and prayer were all foreign to found, aims to convince those who
her ears, yet intriguing. She discovered it to aid its own quest for
wished to learn more of this freedom. Unfortunately, the Questing
strange worship, and so asked to Tree’s seedling believes the only worthy
take Lassen’s place. When Lassen place for it to take root is within the
refused, she placed him into a Hanging Bower of the Silkwood.
deep slumber, and smuggled him
into the church. Now in disguise, Potential Resolutions
she has taken up Lassen’s place, Should the party choose to throw in with
though she knows little of Desna, or the Singing Cittern, they face opposition
even of religion as a concept. With her from the denizens of the Silkwood,
magic, however, she has won the hearts particularly the monstrous spiders who
of several members of the congregation, weave the Green Mother’s treetop court.
who follow her blindly, even while others If successful, the Singing Cittern does
privately question this strange new faith. make good on its deal, making the party
the first of those to receive a questing
Potential Resolutions item from it, along with a promise to
If the players investigate the church, they will find Lassen provide more such noble inspiration once
in an enchanted slumber in the rectory, and learn of it has sprouted to its full glory.
Oaja’s true nature. Confronting either the huldra or her Hamala is equally grateful to see the seed’s
congregation carries risks, however: Oaja is enjoying her ambitions quashed and the Cittern returned,
sojourn in the village, and will resist fiercely— though though this task is accomplished against the
not to the death—any attempt to remove her. On the other hand, will of the Cittern itself, which, once aware that is being returned,
her devout will refuse to believe testimony against her without uses its magic to reach out to nearby intelligent beings and lure
evidence, and may resort to violence if the matter is pressed. If the them to its aid with a ‘quest’ for its own liberation. The fossegrimB4
PCs manage to safely restore Lassen to his position, the church of Isgelv also has designs on the artifact, as yet another means to
Desna will doubtless be grateful. lure heroes to an untimely demise. X

49
Form Of T he Fey: First Nymph Style
Not known for their martial prowess, practitioners of this combat
World Style Feats style are famed for their ability to maintain stoic poise and
precision amidst the chaos of war. Said to be the style of the Silent
By Matt “Helio” Roth Sister of the Wallows as she commands her servants, this form of
the nymph is frighteningly aloof.
Art by Alberto “Eester-Naissen” Ortiz Leon
NymphB1 Style (Combat, Style)
Your elegance turns aside blades and magic alike.
Prerequisites: Cha 15, Weapon Finesse, base attack bonus +3
Benefit: While using this style, you may use a move action to

T he denizens of the First World are diverse, living


everywhere from the dense forests for which the
maintain your elegant form, gaining a +2 bonus to CMD against
bull rush, drag, or reposition maneuvers, on concentration checks,
realm is renowned to the limitless, wild seas and desolate, and on saving throws against spells or effects that would move you.
unforgiving deserts. These varied inhabitants and environs If you do not take an offensive action (such as any effect that would
give rise to unique combat styles. Most are named for the end invisibility), you gain a +2 dodge bonus to AC.
creatures that inspired them, but others are named for their
region of origin or general theme. Regardless, explorers of Nymph Poise (Combat)
the First World have trained with dedication to give lasting Your eerie calm makes it difficult to predict your actions.
legacy to these distinct techniques. Prerequisites: Cha 15, Nymph Style, Vital Strike, Weapon
Finesse, base attack bonus +7
First World Style Benefit: While using a move action to maintain Nymph Style,
This combat style is said to be the forefather of all martial arts, you may add your Charisma modifier to damage rolls on attacks
the very template upon which warfare was built. It is a strange, made with Vital Strike. If this is the first direct, offensive action
mutable style that makes many First World masters dangerously you have taken since combat began, this damage bonus increases
unpredictable. to twice your Charisma modifier.

First World Style (Combat, Style) Nymph Presence (Combat)


You can change tactics in the blink of an eye. Your command of the battlefield is nearly supernatural.
Prerequisites: Quick Draw, base attack bonus +3 Prerequisites: Cha 15, Nymph Poise, Nymph Style, Vital Strike,
Benefit: While using this style and wielding a melee Weapon Finesse, base attack bonus +10.
weapon, you deal an additional 1d4 points of damage against Benefit: While using a move action to maintain Nymph Style,
any opponent you’ve damaged with a unique damage type you deter foes within 60 feet from attacking you. Affected
(bludgeoning, piercing, slashing, or energy damage) until the creatures cannot directly attack you, even with a targeted
end of your next turn, to a maximum of 4d4 points of bonus spell, for a number of rounds equal to half your character level.
damage. Weapons that deal multiple types of damage (such as A successful Will save (DC 10 + 1/2 your character level + your
a f laming morningstar) may provide only one form of damage Cha modifier) negates this effect, and affected creatures may
per attack, but can be used over multiple attacks to provide its attempt a save each round they attempt to attack you. Once
full bonus. a creature successfully saves against this effect, it cannot be
affected by your Nymph Presence for 24 hours. This is a mind-
First World Erraticism (Combat) affecting effect, and immediately ends if you perform a direct,
Your unconventional style leaves few openings for your foes. offensive action. In addition, the bonus damage granted
Prerequisites: Dodge, First World Style, Quick Draw, base attack by Nymph Poise is doubled (or quadrupled, if it is your first
bonus +6 offensive action this combat).
Benefit: While using First World Erraticism, every 1d4 points of
bonus damage you would inflict against an opponent grants a +1 QuicklingB2 Style
dodge bonus to AC against that creature’s attacks until the start of Few can match the speed and agility of a quickling. Those that
your next turn. mimic their style employ lightning-fast precision with light
blades to render their strikes nearly invisible to their foes. Though
First World Whimsy (Combat) various experts proudly claim to have created the style, it is more
Unpredictable maneuvers make you doubly dangerous to everyone likely an amalgam of the techniques of many urban quickling
around you. thieves and cutpurses.
Prerequisites: Dodge, First World Erraticism, First World Style,
Quick Draw, base attack bonus +11 Quickling Style (Combat, Style)
Benefit: While using First World Whimsy, the damage and Your speed with a blade is blinding.
defensive bonus from using unique damage types applies to Prerequisites: Dex 15, Improved Feint, base attack bonus +3.
attacks against multiple opponents. You gain a cumulative +1 Benefit: While using this style and wielding a light blade (as the
bonus on attack and damage rolls against every target after the fighter weapon group) with no other weapon or shield, you gain
first. This bonus increases to +2 if you use a different weapon or a +2 bonus to feint. You gain a +1 dodge bonus to AC against any
damage type while doing so. creature you successfully feint until the start of your next turn.

50
Quickling Acceleration (Combat) opportunity provoked by the movement, though it only provides
Your blade grows faster and more unpredictable with each partial cover against these attacks. If you do, reduce the penalty
successive strike. against subsequent overrun targets by 2. In addition, when you
Prerequisites: Dex 15, Quickling Style, base attack bonus +5. charge while wearing heavy armor, your speed is not modified by
Benefit: While using Quickling Style and performing a full- your armor.
attack action, you may attempt a feint as part of the first attack,
incurring a –5 penalty on both the attack roll and feint check. Rolling Mountain Impact (Combat)
This attack inflicts only half damage and does not benefit from Your forward momentum carries you to victory.
a successful feint, but this penalty does not apply on subsequent Prerequisites: Str 17, Improved Overrun, Power Attack,
iterative attacks even if the feint fails. Rolling Mountain Style, Rolling Mountain Tenacity, Tower Shield
Proficiency, base attack bonus +12.
Quickling Momentum (Combat) Benefit: While using Rolling Mountain Style, you gain a
Your blades strike from all sides at once. trample attack that deals 1d8 points of bludgeoning damage (for
Prerequisites: Dex 15, Quickling Momentum, Quickling Style, a Medium creature; Small creatures deal 1d6) plus 1-1/2 times
base attack bonus +9. your Strength modifier against creatures you successfully
Benefit: Each time you hit with a light blade while using overrun. If you reach your final target you can attempt an
Quickling Style, you can move 5 feet as long as you move to additional overrun maneuver. If successful, the impact deals
a space adjacent to the opponent you hit. This movement double damage and knocks the target prone even if your check
provokes attacks of opportunity, but every 5 feet moved grants did not exceed its CMD by 5 or more. You may still perform any
a +2 bonus on your next attack or feint against the targeted other attacks from your charge. X
opponent. If you use this feat, you cannot take
a 5-foot step during your next turn.

Rolling Mountain Style


This bizarre style mimics the unrelenting
forward momentum of Ulas, the Mountain That
WalksPCS:RotF. With a focus upon constant forward
motion, knocking foes aside and crushing
them beneath. Practitioners of this style are as
unstoppable as the mountain that inspires them.

Rolling Mountain Style (Combat, Style)


Sometimes the only way out is through.
Prerequisites: Str 13, Improved Overrun, Power
Attack, base attack bonus +3.
Benefit: When using this style and moving in a
straight line, you may attempt to overrun multiple
creatures. You must declare the targets of your
overrun before attempting the action, taking a
cumulative –4 penalty for every opponent after
the first. You must make a separate overrun check
against each of your targets. If an overrun attempt
fails, you stop in the space directly in front of that
opponent or the nearest open space, as normal.
Additionally, when you charge while wearing
medium armor, your speed is not modified by
your armor.
Special: If you have Charge Through APG, you may
attempt to overrun more than one creature while
performing a charge action and using this style.

Rolling Mountain Tenacity (Combat)


Nothing can deter you from pushing forward.
Prerequisites: Str 15, Improved Overrun, Power
Attack, Rolling Mountain Style, Tower Shield
Proficiency, base attack bonus +7.
Benefit: When performing a charge or overrun
action using Rolling Mountain Style, you may set
your tower shield to provide cover in the direction
of your movement, including against attacks of

51
Atonement Among T he mountains with a modicum of success.
Even better, he'd managed to find a lead in his decade-long search.
Stars It wasn't much as far as directions went—what was, in the First
World?—but it was more to go on than Khazgor had ever had
By Matt Roth before. A name, a location, and confirmed reports of a gleaming
iron amulet that bore his family's runes. Now, with a freezing wind
Art by Andrew DeFelice whipping across the mountain trail, the mountaineer stood on the
cusp of progress. He rounded the bend. There stood the very village
he sought.
The homes were simple structures, something similar to those
of his homeland of Varisia. Certainly not typical of the First

T he stars glittered above the trail, their patterns as foreign


tonight as ever. Night had fallen without warning, coming
World, though he'd heard there were cities here that mimicked the
architecture of home.
upon him like an ambush. Khazgor sighed, he supposed he should A stark-white figure, an elderly man that was human and yet
be glad the stars chose to shine at all. The Starcatcher Mountains entirely inhuman stood at the edge of town, apparently waiting for
were nothing if not true to their name. Some nights stars blotted him. Skin nearly as pale as his hair stood out against the dreary,
out the sky, only captured glimmers of light upon endless darkness white slopes of the range. Clothed in heavy furs, neither the cold
and a reflection of some impossible landscape far above. nor the thin air of the mountainside seemed of consequence to him.
Fortunately, Khazgor had grown used to this hostile environment. “Ah, Khazgor Losthome. We've been expecting you.” The dwarf
A few taps on the canister at his hip awoke the excitable insects raised an eyebrow. The hooded man paused, then smiled as though
within, casting a ghastly green glow over the trail before him. They he'd realized the error. “My mistake, dwarf. Perhaps you would
babbled in their foreign tongue, angry at their imprisonment but prefer Bhakrik?”
contented with the honey Khazgor dripped in every night. The First “I would. A memory of home's all I've got left.”
World was rarely kind to travelers from the material plane, and the “Puzzling that you would keep only this and nothing more,” the
capricious tendencies of many of its residents grated on even the figure shrugged, “but nevertheless, perhaps I have just the thing
most level-headed of his kinsmen. to correct that. Come, come. No
That made his banishment to sense in standing about.”

His fingers paused just above the


these cursed mountains all the He was brought inside the
worse. nearest structure, simple with

surface. Khazgor did not recognize the


None believed what had spartan furnishings. Others,
happened that night and, for clearly younger than his host
the longest time, Khazgor but equally at war with time
himself was unsure of his
memory. It had all happened
metal. It wasn’t the iron he remembered, as their color faded to near
invisibility, nodded a greeting.
so quickly: a lonely mountain
shrine, a human-like stranger nor any metal he knew. There, upon a pillow, sat
the pendant. The metal was
in a blue robe, a bargain with inscribed with his family's
the Bhakrik Clan, and some duty runes with an ancestor's masterful
or debt left unpaid. His sister exchanged some words, and then she elegance and carved into the surface nearly before history itself.
was gone with the robed figure, family talisman in hand. After a Mouth agape, he reached for it. The others made no effort to stop
year of lamenting his failures, Khazgor left in search of her. him. They waited, nodding approvingly.
He could not pinpoint the single moment he knew he'd left his His fingers paused just above the surface. Khazgor did not recognize
homeland. It was the little differences. Eventually the land itself the metal. It wasn't the iron he remembered, nor any metal he knew. It
stopped obeying the simple rules that governed it, leaving him in was speckled like imperfect marble, with colors that shifted from one
impossible mountains that had no apparent summit or base. side to the other. Something akin to magic breathed into Khazgor's
Eventually all of his prior knowledge would fail him. No mastery palm. He collapsed into the chair beside him.
of mountaineering could prepare him for places of dead air. Or “Who left this here?”
worse, places where the air grew thick like a mire, making every “She did not give her name, though she bore some resemblance
step upward a slog through unseen mud. to you. A bit older? Or was it taller? I do not recall exactly how you
Fortunately, Khazgor was not alone, for as great and desolate as differentiate these things, do forgive me.”
the Starcatcher Mountains may have seemed, they were far from Khazgor's heart skipped a beat. Was it possible, after so many
uninhabited. Strange travelers of all forms brought him news and years, for fate to draw them back together in such a chaotic realm?
offered proper equipment for the improper mountains in bizarre It seemed unlikely, but it was equally unlikely that he’d ever retrieve
trades that were, by dwarvish standards, wildly unequal exchanges. his family's simple treasure.
At last, after years of work, Khazgor had a map that usually “She made very clear that this reach your hands. It will apparently
worked. It wasn't a single map, for none of those ever worked for be quite necessary. And thus, Sir Losthome, if your business here is
long. They invariably led to some snowy trail that dead-ended at concluded, then—”
stark cliffs. With a half-dozen maps and a handful of landscapes “We aren't done.” With lightning reflexes, Khazgor jumped to his
drawn by a rather prolific samsaran pasted into one hodgepodge feet and planted his axe into the top of the table.
of a cartograph, Khazgor could finally navigate these cursed “Oh. So, you did keep something else of your homeland after all.”

52
“Where is my sister?” The dwarf grumbled. “This wasn't all
for some worthless heirloom.”
“It is anything but worthless, Sir Losthome...” Khazgor's
growl interrupted that thought, “...but I suppose I could answer
a few questions. Please do sit, and do not worry about the table.
I'm sure its feelings will grow back.”
“Where has my sister gone? And why do you keep calling me
that?”
“Of the former, I do not know. Of the latter, it is simply
because you told me to.”
“She was stolen away from our home. Abducted before my
eyes. And you don't even know where she went? Or when?”
“Nonsense, she departed your realm willingly. Certainly, you
of all people should know that. You are the one that agreed to
the bargain.”
The remark hung heavy in the air before Khazgor spoke,
his voice slow and deliberate. “I have done no such thing. Nor
would I ever.”
“Such absolute conviction! Admirable, if false. You, dwarf,
should bring this matter before the Many if it bothers you so.”
“So I've heard.” It was impossible to wander the Starcatcher
Mountains without hearing the praises of Shyka, the timeless
being that inhabited the House of Eternity. It was a citadel which
stood among the stars above the mountains, visible on some
days more than others, attached to the surrounding realm by a
maze of unreachable trails. Khazgor had tried for months to find
a path that did not veer away as it neared the peaks.
“You will know them,” the figure said simply, “and they will
know you. They have seen all that ever was and ever will be. In
truth, they are the ones that left your pendant here for you to
reclaim.”
“That's impossible. It was my sister! You said as much
yourself.”
“It can be both, and indeed it is. Your sister, as she once was,
is now one with the Many. A proud service in exchange for a
simple favor. But you already knew that. Or perhaps you will?”
For the first time in many years, the First World had left
Khazgor speechless.
He left, unsure what more to ask the puzzling sage with so
little understanding of time. At least now he knew who to blame
for his imprisonment upon the First World; none but himself
and his sister. One mountaineer with insatiable wanderlust
and a curious scholar turned timeless trickster.
He gripped his family's talisman, a small piece of a home he
was so estranged from. “I'd never had a chance,” he whispered
to himself. “What in the gods' name could have driven me to
sell us to this cursed place...”
He turned the amulet over in his hands as he recalled that
fateful night. It was only then that he saw the runes inscribed
onto the back. Too fine to be done with even dwarvish hands,
each measured no more than a fraction of an inch across. More
puzzlingly, it looked as though they were still being carved at
that very moment. The stone jittered ever so slightly beneath
some unseen craftsman's chisel, carving and re-carving
unfamiliar words into the stone.
Slowly a greater pattern emerged among the illegible masses;
runes that he knew by heart: His name, his sister's name, and
an old mantra passed down in their family.
“Time and Trail are navigable only by the most
determined.” X

53
Sailing Across Eternity Sunless Doldrum
Umbra (CE First WorldPCS:RotF greater shadow slayerACG 5) rules
Locales and Personages of the Sea the undead predators that haunt a region of the Sea known as the
Sunless Doldrum, a cursed patch of ocean where the sun never
Without a Shore shines and the winds never blow, trapping countless sailors within.
The frigid waters are home to few animals, save for the undead
By Matt Roth creatures that sup upon Umbra's bounty. Desolate wrecks and ghost
Art by Fil Kearney ships dot the region, waiting for the brave—or the foolish—to claim
their treasures. Umbra is embroiled in an endless war with Tirek
Lightbringer (LG First WorldRotF ceratioidiB3 paladin 4), the sole
survivor of a family slaughtered by the shadow.

Galefaro
T he shifting, unstable landscape of the First World makes
travel challenging. Nowhere is this more obvious than the The lighthouse Galefaro provides shelter to Tirek Lightbringer and
Sea Without a Shore, the vast, impossible ocean that stretches her followers. Built atop the back of an enormous, bioluminescent
across the First World. To enter the Sea is to gamble against the jellyfish, the floating tower casts an eerie purple glow across the
very plane itself, and to venture beyond the horizon may mean Sea. Fortunately, the mighty beast seems to care little as it drifts
that one never again touches solid ground. For some, the prospect aimlessly at the water's surface, and its light provides a modicum
of an eternity at sea is a dream come true. For others, it is an of guidance to seafarers. Despite this, the unstable surface of this
endless nightmare. And for the denizens of the Sea Without a 'island' leaves few land-dwelling creatures at ease while visiting
Shore, it is simply home. the beacon, and Tirek has only managed to assemble a few
With no solid land, most settlements of the Sea Without a amphibious allies thus far. More worryingly, the living engine
Shore drift endlessly with the tides, settling into routine— that powers the light continues to attract less cordial guests,
if still unpredictable—routes. By the standards of normal including Vixiz (CE lurker in lightB2 bard 3), a sadistic creature
towns, these scatterings of civilization are hardly more than who hates Tirek and Umbra alike, and Bresden (LE human
a few rafts lashed together with a hope and a prayer. More diviner 5/fighter 3), a trapped wanderer from the Material Plane
often, the people of the Sea Without a Shore are united by who wishes to turn Galefaro into a 'compass' that leads to shore,
unique personages with the capability and the charisma to even at the expense of his hosts. For now, Tirek tolerates their
hold them together. presence only because they provide support against the greater
evil of Umbra.X
Adrift
Perhaps the most well-known of these settlements is the miserable
wreck of Adrift, a collection of detritus and garbage from breaches
across the Material Plane. Adrift is an anachronistic collection of
debris from countless cultures caught in an endless, frenzied gyre
that stretches innumerable miles. Narrow paths weave between
feeble plants sprouting amidst the waste and the metal hovels that
pass for homes. The size of the city varies as storms tear at Adrift,
but most denizens of the Sea recognize Ettrim (CN First WorldPCS:RotF
gnome alchemist 6) and the main body he dwells upon as its heart.
Warring gremlins fight among this squalor, often dragging the
residents into their conflict: a school of fuathsB3 led by Graz (CE
fuath rogue 3) and a swarm of haniversB4 that follow Illoi (CN haniver
ranger 3). Below lies the brooding Khyxe'lkar (LE fey aboleth sorcerer
10), who patiently preys upon the settlement's isolated populace to
sate his curiosities and adorn his palace in the deeps.

Great Sargasso
Great Sargasso (N unique giant treant druid 11) is an ancient,
colossal creature that has inhabited the First World since before the
Sea Without a Shore was truly boundless. When the tides rose and
claimed the forest that Great Sargasso once protected, the treant
did not relent. Rising to float with the waves, it became a bastion for
refugees from his forest. Stretching over a hundred feet across, Great
Sargasso is now both an individual and a floating forest, home to a
tribe of sprites in the mangroves above, while aquatic life flourishes
beneath. The treant is not without its concerns, as the island attracts
many predators and sometimes drifts through frigid waters and
tumultuous storms. Still, it tries to greet all visitors with the wisdom
and patience of the ages.

54
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55
T he Seasonal Courts
By Andre Roy
Art by Catherine Batka

T he fey, creatures caught at the intersection of chaos and


nature, feel the inf luence of the changing seasons the
same as most plants and animals. In some, the changing of
the seasons may affect their personality, while others may
undergo physical changes. Some voluntarily opt to adjust their
physical appearance (usually a subtle shading of the hair, eyes,
or skin color) to match a season, favoring one over the others.
Those fey that embrace a particular season may elect to pledge
themselves to one of the four separate Seasonal Courts.
Like most fey activities, these Seasonal Courts can be
either very formal affairs or very informal ones. In some
areas, the Kings and Queens of the Seasons work together
in succession. In others, conf lict arises between the seasonal
courts and they actively oppose and undermine each other. In
any given area, where the Courts hold sway, there are usually
a mix of Court-aligned fey and fey bearing no allegiance
to the Seasonal Courts. Court-aligned fey can also switch
Courts, either with the change of the seasons or as the mood
strikes them, adding an extra element of unpredictability to
an already mercurial creature.

Creating a Seasonal Court Creature


"Seasonal Court" is an inherited or acquired template that can
be added to any living intelligent creature with the fey type,
or at the GM’s discretion, to creatures with the leshy or gnome
subtype. Each Seasonal Court grants the creature the use of new
spells. Changing Courts also changes the Court template used
and choosing to stop attending a Court removes the template.
The creature’s caster level equals the creature's HD (or the
caster level of the base creature's spell-like abilities, whichever
is higher). A Seasonal Court creature retains the base creature's
statistics and special abilities except as noted below.

Spring Court
Energetic, curious, and impulsive best describe the fey
associated with the Spring Court. They tend to be benevolent
and helpful as they focus on the aspects of creation, rebirth,
renewal, and new life that spring represents. They will do
everything they can to protect natural growth and birth.
Spring Court fey try to avoid combat, favoring non-lethal
solutions whenever possible. Spellcasting fey will favor
nature, creation, and healing magic.
Challenge Rating: Base creature’s CR +1.
Alignment: Any nonevil.
Spell-Like Abilities: A Spring Court fey gains the following
spell-like abilities: 5/day—purif y food & water, resistance,
stabilize; 3/day—cure light wounds, entangle; 1/day—touch
touch of
mercy
Special Ability: Spring’s Vigor (Su): Invigorating themselves
for the task ahead, this ability grants the fey immunity to
fatigue and exhaustion for 30 minutes per level. This ability

56
can be used once a day. However, if this ability is used on Special Ability: Fall’s Caress (Su): As nature slowly marches
more than 3 consecutive days, the fey will require an extra toward winter, the presence of an Autumn Court fey accelerates
4 hours of sleep on the 3rd day to prevent suffering from the process. Any living plants or trees within 5 feet of the fey
fatigue on the subsequent day. will take their fall colors more quickly and leaves will begin
Abilities: +2 Constitution, –2 Wisdom, +2 Charisma. Spring falling. Any living creature will become sluggish, as if they
Court fey are healthier, more lively and outgoing, but tend to were ready to hibernate; their AC and all die rolls are penalized
be curious and impulsive. by 1 and their movement is reduced by 5 feet. Dead plant and
Skills: Spring Court fey gain Heal and Survival as class animal material will decay twice as fast. These effects can
skills. make the fey easier to track if they remain in the same area for
Special: From the spring equinox to the summer solstice, a long (a +1 to +5 circumstance bonus to Survival checks to track
Spring Court fey’s CL is increased by 1, and during all other the Autumn Court fey is suggested).
timesfallwinter a Spring Court fey’s CL is reduced by 1. Abilities:  +2 Dexterity, –2 Constitution, +2 Intelligence.
Summer Court fey have a sharp mind and quick ref lexes but
Summer Court tend to be more frail and sickly.
Summer Court fey are seen as frivolous, hot-headed, arrogant, Skills: Autumn Court fey gain Disable Device and Intimidate
and hedonistic; yet, they are generally considered the politest as class skills.
and most well-mannered of the fey. While Spring Court fey Special: From the fall equinox to the winter solstice, an
focus on creation and rebirth, Summer Court fey focus on Autumn Court fey’s CL is increased by 1, and during all other
the sustainment and maintenance of f lourishing life. Just times an Autumn Court fey’s CL is reduced by 1.
as helpful as their Spring Court counterparts, they are
more pragmatic and have no problem killing if the situation Winter Court
demands. While outright cruelty is unlikely, and most don’t Winter Court fey are the most malevolent and manipulative
take pleasure at another’s expense, they can be vengeful and of all four Seasonal Courts (though still quite tame when
cruel if they believe they were slighted. Spellcasting fey tend compared to Irrisen’s winter fey). They tend to be chillingly
to avoid spells with the evil descriptor, unless given no choice. self-interested, and baleful, with no qualms about inf licting
Challenge Rating: Base creature’s CR +1. cruelty towards others. The Winter Court is a quagmire of
Spell-Like Abilities: A Summer Court fey gains the following political intrigue, where everyone is secretly manipulating
spell-like abilities: 5/day—lullaby, spark APG , prestidigitation; 3/ events to their advantage. Winter Court fey focus on stasis,
day— invigorate APG , sun metal UC ; 1/day— summon nature's ally II hibernation, and the sleep between death and rebirth.
Special Ability: Summer’s Blessing (Su): Sustained by the However, they don’t emphasize death over life like an Autumn
abundant life energy found in summer, the Summer Court fey Court fey would. Spellcasting fey favor charm, inf luence,
requires only half as much food, water, and sleep as a normal glamour, and shadow related magic.
creature. If he doesn’t meet these minimum requirements in Challenge Rating: Base creature’s CR +1.
the course of a day, the fey will require full food and sleep Alignment: Any nongood
allotment the next day to recover. Spell-Like Abilities: A Winter Court fey gains the following
Abilities: +2 Strength, –2 Dexterity, +2 Intelligence. Summer spell-like abilities: 5/day—mage hand, open/close, unwitting
Court fey have a sharp mind in a fit body but can be slow to allyAPG; 3/day—obscure poison UI , vanish APG; 1/day—focused
react as if trying to do hard work on a hot summer day. scrutinyACG
Skills: Summer Court fey gain Handle Animal and Survival Special Ability: Winter’s Touch (Su): The air around a
as class skills. Winter Court fey is always cooler than normal. Twice a day
Special: From the summer solstice to the fall equinox, a they may cause a sudden drop of temperature around them
Summer Court fey’s CL is increased by 1, and during all other (5’ radius) causing intense cold for a duration of 10 rounds.
times a Summer Court fey’s CL is reduced by 1. Any unprotected creature in this area other than the fey
will suffer 1d4 points of nonlethal damage per round, and
Autumn Court must attempt a Fortitude save once every 5 rounds (DC 15,
Autumn Court fey act and present themselves in a paradoxical +1 per previous check), taking an additional 1d4 points of
manner. On one hand they tend to be melodramatic, malevolent, nonlethal damage on each failed save. A character taking any
and brooding as they focus on the natural destruction, death, nonlethal damage is beset by frostbite or hypothermia (treat
and decay that autumn brings. But on the other hand, they as fatigued). These penalties end when the character recovers
can be generous and kind, showering those around them with the nonlethal damage taken. A character with the Survival
great favor and boons akin to a bountiful harvest. Because skill may receive a bonus on this saving throw. Immunity or
death holds no fear for them, they tend to be the one instigating resistance to cold works normally.
conf lict and taking a more cutthroat approach, often literally, Abilities:  –2 Strength, +2 Dexterity, +2 Charisma. Winter
in the fey political landscape. Spellcasting fey will favor magic Court fey are agile and have a knack for intrigue; however,
related to shapeshifting, decay, and destruction. they are weaker as they avoid the use of brute strength.
Challenge Rating: Base creature’s CR +1. Skills: Winter Court fey gain Intimidate and Knowledge
Spell-Like Abilities: An Autumn Court fey gains the (nobility) as class skills.
following spell-like abilities: 5/day—acid splash, bleed, touch Special: From the winter solstice to the spring equinox, a
of fatigue; 3/day—obscuring mist, ray of sickening UM ; 1/day— Winter Court fey’s CL is increased by 1, and during all other
f rost fall UC times a Winter Court fey’s CL is reduced by 1. X

57
First World Shaped First World Shapings
Companions Bloody
The companion is imbued with a wicked magical essence found in
By Calder CaDavid the darkest corners of the First World. Death is an abstract concept to
the fey and has become an obsession to many of them. The denizens
Art by Beatrice Pelagatti of the First World find the mimicry of death and violence to be
captivating, if not hilarious, and this companion reflects that ethos.
The companion looks as if it were horrifically dying, its flesh flayed
off and blood pooling beneath it. It looks more like a model meant to
study musculature than a living thing, but a bloody companion feels
no pain from its state and tends to be very affectionate. A bloody
First World-Shaped Companions companion is immune to bleed damage, gains a +2 bonus on Escape

T ime and again, observers find that the wildlife near a


First World bloom experiences a radical shift. Creatures
Artist checks and adds 1 point of bleed to the damage dealt by each
attack that deals piercing or slashing damage.
of the Material Plane that come in contact with the raw,
untamed energy of the First World warp and shift in fantastic Cutie Magic
ways. Animals transform into forms long rejected by the gods. The companion develops magical abilities from its exposure to the First
These beasts shaped by the First World are still animals, but World. A strange rune appears on its body, either granting or aiding in
due to the inf luence of the fey realm they become something the performance of magic. When the companion uses one of its spell-
more mercurial. More skittish and shy around civilized folk like abilities, the symbol pulses with power. A cutie magic companion
than their unaffected cousins, they possess attributes from is often anxious and unsure of its own abilities, and takes a long time
the ever-shifting First World. before it trusts others. A character chooses three of the following spell-like
abilities for its cutie magic companion: ghost sound, goodberry (produces
Acquiring a First World Shaped Companion only 1d3 berries), haunted fey aspectUC, mage hand, mirror
Any character with the animal companion or mount image (creates only a single illusionary double),
class feature can acquire a First World shaped prestidigitation, or sparkAPG. The companion may
companion. When selecting a companion, a use this ability 2 times per day plus 1 additional
character may seek out a First World use for every 2 HD it possesses. The  caster
bloom or a place where a bloom level for these effects is equal to the animal
has been closed and create a bond companion's HD. The DC for these spells
with a local animal. Typically, it is equal to 10 + 1/2 the cutie magic
takes months or years of exposure companion's HD + the  cutie
for an animal to be shaped by magic companion’s  Charisma
the First World, but a particularly modifier.
strong bloom can change an animal
after only a brief period. At a GM’s Fairyhome
discretion, an animal companion The companion has attracted
may become First World shaped the attention of a frolic of
after spending time near mischievous fairies. Perhaps
powerful First World magic. because of the animal’s nature,
All First World shaped temperament, or beauty a
companions hold a piece group of spritesB3 has made
of that realm within them, the companion’s body their
and this remnant causes the home, creating a symbiotic
animal to develop strangely relationship. The sprites fly
when compared with their in and out of the animal’s
unaffected kin. While a mouth. The fairies keep
First World shaped animal is the companion healthy
beautiful, it is also somewhat while magically shaping the
alien. This otherworldly nature insides of the companion
creates an inherent disconnect to be more hospitable to their
between a character and a First needs. A fairyhome companion
World shaped companion, as fey- receives a +2 bonus to saving throws
touched creatures have difficulty vs. poison and disease. As a standard
communicating and taking orders. All First action, a fairyhome companion can cough up a
World shaped companions lose the link companion sprite. The sprites are territorial and fight to protect their
ability, and the DC of any Handle Animals checks involving home. This is a supernatural ability. The companion can cough up 1
them increases by 5. sprite per day for every 4 HD it possesses; this ability functions like
summon monster I with a caster level equal to the companion’s HD.

58
Fey Ripper 20 feet beyond that area, as if it were a torch. This effect can be
The companion survived near a bloom long enough to gain a taste negated by covering the companion (with cloth or mud or some
for fey creatures. The powerful warping magic of the bloom caused other such measure). In addition, once per day when commanded
the companion to take on strange changes for hunting First World (typically using Handle Animal and the perform trick), the
creatures, transforming its natural weapons. Its black teeth and shimmering companion can move in a way to cause a light source
claws provide a menacing sight to any fey creature confronted by to reflect off it in a fascinating display. This functions as hypnotic
the companion. For the purpose of bypassing damage reduction, pattern, using its HD as its caster level. The Will save to resist
all natural attacks made by the companion count as cold iron. this ability is equal to 10 + 1/2 the shimmering companion's HD
The companion also gains a +1 morale bonus on attack rolls and + the shimmering companion's Charisma modifier. This is a
damage when targeting fey creatures; this bonus increases by 1 for supernatural ability.
every 4 HD the companion possesses.
Singing
Garden The companion gives voice to a full-throated, enthusiastic
The companion is often mistaken for a plant or fungus. The song, ref lecting the lust for life the First World granted this
shaping gifts the garden companion with aspects of First World animal. The companion cannot truly speak, instead singing
flora. This companion’s shaping can manifest in a myriad of in whatever languages it’s been exposed to. The companion
forms. Sometimes it is covered in vines, appears carved from does not understand what it’s saying, forgetting and changing
wood, or grows roots or flowers from its hide. Though strange- lyrics as it goes. This excitable companion tends to sing loudly
looking, their ability to produce food has made them popular in moments of stress or boredom. A singing companion
with druids living in the deep wilderness. A garden companion gains Perform (Sing) as a class skill, and the use of bardic
has hardness 1 plus 1 for every 4 HD it possesses. Once per day, the performance for a number of rounds per day equal to its HD.
fruits, nuts, mushrooms, or vegetables growing on the companion The companion is limited to its natural song performance (see
may be picked. This ability functions as create food and water, below). It immediately begins using its bardic performance on
but creates no water. The caster level for this effect is equal to the the first round of any combat and continues until the combat
companion’s HD. ends. A character may command her singing companion to
start or stop its bardic performance using Handle Animal and
Mismatched Hide the perform trick.
The companion's skin has been shaped into that of a different Natural Song (Su): The companion’s song reminds its allies
animal. These animals are echoes of the ‘rough drafts’; idle of their connection to all other living things. Those who hear
concepts of animals that the gods abandoned with the First the song contemplate predator, prey, and the natural cycle
World. The mismatched hide companion takes on aspects of other of life. To be affected, an ally must be able to perceive the
animals, causing them to behave in ways that may come across companion’s performance. Affected allies are granted a +1
as contrary or bizarre. A mismatched hide companion gains one competence bonus to attack rolls and a +2 morale bonus on
of the following features based on their changed bodies: grips Handle Animal, Intimidate and Diplomacy on checks made
and long tail, providing a climb speed towards humanoids, animals, vermin, plants and
of 20 feet; powerful paws, providing magical beasts.X
a burrow speed of 10 feet; webbed
limbs, providing a swim speed
of 20 feet; or wings and
feathers, providing a fly
speed of 20 feet (clumsy).

Shimmering
The companion shines
and glimmers as it moves.
Whether bedecked in
sparkling jewel-like stones
or naturally emitting a
rainbow of colors, these
animals are radiantly
beautiful. Their unique hides
retain their shining quality even
upon death and are sought after
by some for the creation of fashionable
clothing. While in an area of dim light
or darkness, a shimmering companion
functions as a duplicate of any light
source it is in. Thus, a shimmering companion near
a lit torch would shed normal light in a 20-foot radius
and increase the light level by one step for an additional

59
Bestiary bad wolf can cough up a single creature of its choice as a full-round action.
All the creatures are freed if the bad wolf is targeted by the freedom spell or a
similar effect, or is reduced to below 0 hit points.
By Wojciech “Drejk” Gruchała, Andre Roy, Fey Beast (Ex) A bad wolf is considered both a magical beast and fey for
purpose of effects and abilities. It can travel between the Material Plane and
Kim Frandsen, Daniel Angelo Monaco, Dave a corresponding First World location, though it takes 1d4 hours of passing
Nelson, Matthew Duval, Charlie Brooks, through forest or another relatively concealed natural environment. A bad
Christopher Wasko, Andrew Mullen wolf can spend 1 use of its mythic power to travel between the Material Plane
and The First World in three rounds instead.
Art by Silvia Gonzalez, Alex Moore, Part of the Story (Ex) A bad wolf’s mythic nature prevents people who meet it
Tanyaporn Sangsnit, Adam Munger, Dionisis from perceiving a talking animal that is capable of taking upright posture as
Milonas, Danny Hedager Krog, Snow Conrad, anything out of the ordinary. Instead they react as if it was any other stranger
met in the forest, making their initial reaction indifferent unless they have
Andrew DeFelice reason to be hostile to strangers, or because the bad wolf’s
previous or current actions altered their attitude. A bad
wolf using surge to augment one of its Bluff, Diplomacy,
Disguise, or Intimidate checks can roll twice and pick

Bad Wolf
the better result for the check.

This massive black wolf stands upright in a grotesque mockery of a A bad wolf is a cunning and malicious
humanoid posture. monster that roams haunted forests,
crossing the border between the First
BAD WOLF CR 6/MR 2 World and the mortal realms to stalk
XP 2,400 fey and humanoids alike. While it is a
CE Medium Magical Beast (mythic) magical wolf, it can assume an upright,
Init +7; Senses darkvision 60 ft., low-light vision, if grotesque posture, and it can
scent; Perception +10 manipulate objects with its paws as well
DEFENSE as any humanoid. It has a taste for f lesh
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 of sapient beings, be they fey, mortals,
natural) or awakened animals. Occasionally
hp 71 (6d10+38) it can enter into a partnership with a
Fort +8, Ref +8, Will +4 hag, oni, or giant.
DR 5/cold iron and epic A Big Bad Wolf (CR 7/MR 3) can be
OFFENSE created with the Advanced Creature
Speed 50 ft. (30 ft. upright) simple template and an additional
Melee bite +11 (1d6+5 and grab), 2 claws +11 Mythic Rank.
(1d4+5)

Feyling
Special Abilities bottomless stomach, mythic power
(6/day, surge +1d6)
STATISTICS This creature looks like a short, genderless, vaguely
Str 20, Dex 16, Con 16, Int 15, Wis 15, Cha 15 humanoid berry bush. Its skin has a bark-like quality and
Base Atk +6; CMB +11 (+15 to grab); CMD 23 patches of leaves, small blue flowers, and light blue berries
Feats Blind-Fight, Combat Reflexes, Extra Mythic PowerMA, cover its head and joints.
Improved Initiative
Skills Bluff +12, Diplomacy +12, Disguise +12, Intimidate FEYLING CR 1/2
+12, Perception +10; Racial Modifiers +8 Perception, +4 XP 200
Bluff, +4 Diplomacy, +4 Disguise, +4 Intimidate Feyling ranger 1
Language Common, Gnome, Sylvan CN Medium fey
SQ fey beast, part of the story Init +0; Senses low-light vision; Perception +6
ECOLOGY DEFENSE

Environment any forest or hills (First World) AC 14, touch 10, flat-footed 14 (+2 armor +1 shield, +1
Organization solitary or pair natural armor)
Treasure standard hp 13 (1d10+3)
SPECIAL ABILITIES Fort +5, Ref +2, Will +4; +2 vs. mind-affecting, paralysis,
Bottomless Stomach (Su) A bad wolf can spend poison, polymorph, and sleep
one use of its mythic power as a full-round action that DR 5/cold iron
provokes attacks of opportunity to swallow an adjacent pinned Defensive Abilities plant-like resistance, taking root
or helpless non-mythic creature of the same or smaller size, Weaknesses vulnerability to fire
transferring the victim to an extraplanar pocket that can OFFENSE

hold up to eight creatures at the same time. The creatures Speed 20 ft.
remain helpless and in temporal stasis until released. A Melee shortspear +3 (1d6+2) or slam +3 (1d4+2)

60
Range dart +1 (1d4+2) or shortspear +1 (1d6+2)
Special Attacks favored enemy (aberrations +2) A typical feyling is just over 4 feet tall and weighs about 60
Spell-Like Abilities (CL 1st) pounds. They can live over 200 years.
1/day — invisibility (DC 13)
STATISTICS Feyling Characters (20 RP race)
Str 15, Dex 10, Con 16, Int 10, Wis 15, Cha 6 Feylings have no racial Hit Dice, gaining their capabilities
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip while on the ground) from class levels. All feylings have the following racial traits.
Feats Iron Will –2 Dexterity, +2 Constitution, +2 Wisdom, –2 Charisma:
Skills Handle Animal +2, Knowledge (geography) +4, Knowledge (nature) +4, Perception Feylings are both tough and wise, but are not very agile, and
+6, Profession (gardener) +6, Stealth +4 (+8 in forests), Survival +6 (+7 when tracking); their strange appearance and behavior can be off-putting.
Racial Modifiers +4 to stealth when in forests Fey: Feylings have the fey type
Languages Sylvan Medium: Feylings are Medium
SQ forest affinity, sap blood, track +1, treespeech, wild empathy +1 creatures and have no bonuses or
ECOLOGY penalties due to their size.
Environment Any forests Slow: Feylings have a base
Organization solitary, pair, gang (3-6) or troop (4-13 led by a 3rd- speed of 20 feet, but their speed
level hunter and a 1st-level shaman advisor) is never modified by armor or
Treasure standard (leather armor, light wooden shield, encumbrance.
shortspear, 2 darts, and other treasure) Fey Damage Resistance (Su):
SPECIAL ABILITIES Feylings have DR 5/cold iron.
Forest Affinity (Ex) In any forested area, feylings can Forest Affinity (Ex) (Ex): See
move through natural difficult terrain at their above.
normal speed. Magically altered terrain Forest Camouflage (Ex):
(Ex)
affects them normally. Feylings gain a +4 racial bonus on
Plant-like Resistance (Ex) Feylings’ plant Stealth checks while within forests.
morphology grants them Low-Light Vision (Ex):
(Ex)
a +2 saving throw bonus Feylings can see twice as far as
against mind-affecting humans in conditions of dim
effects, paralysis, poison, light.
polymorph, and sleep effects. Natural Armor: Feylings' bark-
Sap Blood (Ex) Feylings count like skin gives them a +1 racial
as both fey and plants for any bonus to natural armor.
effect related to or targeting Plant-like Resistance (Ex): (Ex)
type. See above.
Taking Root (Ex) Feylings receive a Sap Blood (Ex): See above.
+4 racial bonus to their CMD when Slam Attack
Attack: Feylings can
resisting a bull rush or trip attempt deliver a strong punch with a
while standing on the ground. knotty fist. They gain a natural
Treespeech (Sp) Feylings can converse with slam attack that deals 1d4
plants as if subject to a continual speak with damage.
plants spell. Spell-Like Ability (Sp)
(Sp):
Feyling can use invisibility as
A minor fey, feylings are usually found a spell-like ability once per day.
deep in forests in areas near patches of wild The caster level of the spell is
berries. They act as guardians and shepherds, equal to the user's character
caring for the plants and encouraging their level. The DC of this ability
growth and dispersion. is equal to 10 + the level of
Feylings usually avoid settlements and the spell duplicated, plus the
humanoids in general, preferring the company feyling's Charisma modifier
of plants, animals, and other fey. If they Taking Root (Ex)
(Ex): See above.
must interact with a settlement, it’s usually Treespeech (Sp)
(Sp): See above.
farmsteads or small villages, especially Vulnerability to Fire (Ex)(Ex):
those where a great number of Feylings are vulnerable
berry bushes or fruit trees can to fire, taking half as much
be found. There, feylings damage (+50%), regardless of whether a
usually secretly care for the saving throw is allowed or if the save is
gardens or orchard at night, a success or failure.
insuring the yearly harvest will Languages: Feylings begin play
be bountiful. Wise villagers leave speaking Sylvan. Feylings with high
gifts of food, milk, or goods near their Intelligence scores can choose from the following:
garden or orchard in thanks for their nightly benefactor. Aklo, Common, Gnome, Terran

61
Gravestone Dryad
Grave Meld (Su) A gravestone dryad can meld with a grave, similar to how
the spell meld into stone functions, though the grave need only be half the
This woman reeks of rot and earth, has dead wood for flesh, hair tangled with twigs and decayed size of the gravestone dryad. She can remain melded with a grave as long
leaves, and hands ending in wicked claws. as she wishes.
Tied to the Grave (Su) A gravestone dryad is bonded to a single graveyard and
GRAVESTONE DRYAD CR 7 must never stray more than 300 yards from it. If she does, she immediately
XP 3,200 becomes sickened. Every hour thereafter, she must succeed at a DC 20 Will
NE Medium undead save to resist becoming nauseated for an hour. A gravestone dryad that is out
Init +8; Senses darkvision 60 ft., lifesense, low-light vision; Perception +12 of range of her bonded graveyard for 24 hours takes 1d6 points of Charisma
DEFENSE damage, and another 1d6 points of Charisma damage every day that follows.
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) The dryad can forge a bond with a new graveyard by performing a 24-hour
hp 85 (10d8+40) ritual and making a successful DC 20 Will save.
Fort +7, Ref +7, Will +10
DR 5/silver; Immune undead traits Gravestone dryads are twisted versions of their former
Weakness tied to the grave selves, created when a dryad's tree is felled near a cemetery.
OFFENSE The combination of the dryad's death, loss of her tree, and
Speed 30 ft. collective sorrow of the cemetery’s mourners calls to the
Melee claw +11 (1d4 plus 1d2 Con drain) dryad's soul and reunites it with its former body, which
Special Attacks entomb immediately sets out for the graveyard. The first
Spell-Like Abilities (CL 10th, concentration +14) gravestone dryads surfaced in Ustalav
Constant—speak with dead (DC 17) and in large battlefields near Geb, but
At will—entangle (DC 15), stone shape they have since spread to all corners of
3/day—charm person (DC 15), deep slumber (DC 17), Golarion. They crave life—despite not
inflict light wounds (DC 15) needing it for sustenance—and despise
1/day—animate dead, suggestion (DC 17) the living for having what they no longer
STATISTICS have. They lurk, listen, and watch
Str 10, Dex 19, Con —, Int 14, Wis 17, Cha 19 during the day while melded with
Base Atk +7; CMB +7 (+9 trip); CMD 21 (23 vs. trip) gravestones, and send out zombie
Feats Combat Expertise, Improved Initiative, minions by night to lure or drag
Improved Trip, Stealthy, Weapon Finesse back victims, but they are not above
Skills Bluff +8, Climb +9, Craft opportunistic kills during the day.
(sculpture) +11, Disguise +12, Escape Gravestone dryads feel compelled
Artist +15, Knowledge (nature) +8, to kill at least once per month
Perception +12, Sense Motive +11, but exercise patience to avoid
Stealth +17, Survival +8; Racial discovery, going weeks between
Bonus Climb +4 taking victims.
Languages Common, Elven, Sylvan; Much as gravestone dryads wish
speak with dead to destroy life, there is nothing they
SQ grave meld hate more than living fey and they
ECOLOGY go out of their way, even if it risks
Environment any graveyard exposure, to destroy any fey they
Organization solitary find. The dryads often travel to
Treasure standard areas containing portals to the
SPECIAL ABILITIES First World, simply to destroy fey
Entomb (Su) Three times per day as a as they pass from this world to
standard action, a gravestone dryad can the other. In return, fey seek out
entomb a living being within 100 feet of it gravestone dryads to destroy
in a hardpacked dirt coffin set in a shallow grave them permanently—though
(Reflex DC 19 negates). The victim is considered often fey fall prey to their
grappled in the grave’s tight confines. It also has no own self-assurance and
air, so must hold its breath to avoid suffocating. wind up as zombies
It can escape the grave with a DC 30 Escape under a gravestone
Artist check or by destroying the dirt dryad’s control.
coffin (hardness 8, 30 hp, break Fey fear that
DC 25). The save DC is Charisma- gravestone
based. A creature killed in this dryads and
manner automatically rises as a cor r up t e d
zombie, breaking free of the coffin 1 round treants might work
later. The new zombie is under the gravestone dryad's control and together in the future to destroy the fey realms, but so
doesn’t apply to the HD of undead she controls with animate dead. If the dryad far these fears have been unfounded.
is destroyed, the zombie becomes free-willed.

62
Hidebehind trees or bushes. A hidebehind lives a solitary life in a lair adorned
This dark-skinned brute has thick black fur and a predatory look in its beady eyes. with small, often valueless trinkets. Outside of their annual mating
season, hidebehinds are hyper-territorial and they will hunt
HIDEBEHIND CR 4 and kill any trespassers, including others of their race. Villages
XP 1,200 that are within sight of old growth forests are often hit hardest
CE Medium fey by hidebehind attacks. Stories have spread of severe economic
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8 disruptions in a region due to a single hidebehind in an especially
DEFENSE inconvenient location, since these beasts enjoy killing solitary
AC 19, touch 15, flat-footed 14 (+1 dodge, +4 Dex, +4 natural) merchants or traveling farmers that supply food and trade goods
hp 33 (6d6+12) to a region. Some scholars have wondered if hidebehinds are aware
Fort +3, Ref +9, Will +4 of how their actions can affect local communities and are actively
OFFENSE trying to cause as much pain as possible.
Speed 60 ft An average hidebehind is about 6 feet tall and weighs 250
Melee 2 claws +6 (1d6+2), bite +6 (1d4+2) pounds, with females slightly larger than males.
STATISTICS

Jesulan
Str 14, Dex 18, Con 13, Int 10, Wis 9, Cha 11
Base Atk +4, CMB +6, CMD 20
Feats Dodge, Skill Focus (Stealth), Toughness A layer of thick, black bark covers the form of this lanky, humanoid
Skills Acrobatics +13, Bluff +9, Climb +11, figure. Two long, tail-like appendages flick behind it, adorned with
Perception +8, Stealth +16, Survival +5 sharp, thick thorns.
Languages Common, Sylvan (cannot speak)
ECOLOGY JESULAN CR 8
Environment any forest XP 4,800
Organization solitary CN Large plant
Treasure standard Init +3; Senses low-light vision; Perception +13
SPECIAL ABILITIES DEFENSE

Faster than the Naked Eye (Su) A AC 21, touch 8, flat-footed 22 (–1 Dex, –1
hidebehind may use its incredible size, +13 natural)
speed to move into any unoccupied space that’s hp 90 (12d8+36)
within its movement range (normally 60 feet) Fort +13, Ref +6, Will +7
without provoking attacks of opportunity or DR 5/adamantine; Immune plant
suffering from difficult terrain. Hidebehinds traits
that have had their movement OFFENSE

hindered (such as a tanglefoot Speed 40 ft.


bag or a successful grapple) Melee 2 slams +14 (1d8+6 plus
must successfully free bleed), 2 tail slaps +12 (2d6+4
themselves before using plus bleed)
this ability. A hidebehind Ranged bramble grenade +8
cannot use this ability if (see text)
it used it in the previous Special Attacks bramble grenade,
round. create spawn, spores, thorns
Lurking Behind Every Tree STATISTICS

(Ex) A hidebehind may use its Str 22, Dex 8, Con 17, Int 8, 
8, Wis 13, Cha 11
legendary stealth to hide from Base Atk +9; CMB +16; CMD 25
attacks. Hidebehinds treat partial cover as Feats Cleave, Improved Initiative, Iron Will, Lightning
cover, and cover as improved cover. Reflexes, Multiattack, Power Attack
Skills Perception +13
Travel through forests in the First World is Languages Jesulan
often perilous and frightening due to the ECOLOGY

inscrutable rules that govern the fey realm. Environment temperate forests
However, no single creature can make the Organization solitary, squad (3-5), or copse
lives of travelers more miserable and horrifying than (8-10)
the hidebehind. Created by a mysterious Eldest long ago, the Treasure standard
hidebehinds are despicable beings that care only about sating their SPECIAL ABILITIES

endless hunger. They are tall, brutish monsters with long arms, Bramble Grenade (Ex) As a standard action
sweeping curved claws, and jet-black fur. They are intelligent and every 1d4 rounds a jesulan can throw a mass similar to an alchemist’s bomb
can understand languages, but hidebehinds cannot speak because with a range of 30 feet. When the bramble grenade explodes it deals 4d6
their mouths have razor-sharp mandibles instead of a lower jaw. piercing and slashing damage to every creature in a 15-ft. radius and entangles
They are unbelievably fast and get their name from their practice them for 2d4 rounds. A successful DC 19 Reflex save halves the damage and
of ambushing their chosen prey with stealthy attacks from behind negates the entangle effect. The save DC is Constitution-based.

63
Create Spawn (Su) A creature slain by the Constitution damage of spore rot has
its body destroyed. A fully mature jesulan rises from the point of the creature’s militant fey, the faerie people conducted magical experiments
death 1d4 rounds later. that resulted in the jesulans. Requiring a controlled environment
Spores (Su) As a free action, once per hour, a jesulan can release a cloud of nearly with which to perfect their infantry race, the fey placed their
invisible spores which latch on to nearby creatures and begin to reform their subjects in a small, unnamed plane, now known as Jesula.
bodies. All creatures in a 20-ft. radius must succeed at a DC 19 Fortitude save Capricious as always, the fey ceased their tinkering after a few
or suffer spore rot (see below). centuries and the primal monstrosities were forgotten.
Spore Rot: curse and disease-Dispersal; save Fortitude DC 19; onset immediate; The jesulans are not just the only sentient species, but also
frequency 1/day; effect 1d6 Con; cure — the only vegetation in the dusty wasteland plane of Jesula. Its
Spore rot is both a curse and a disease and can only be cured if the curse is first first planar explorers to enter the plane quickly learned why,
removed, at which point the disease can be magically removed. Creatures of from a brutal attack that killed dozens and left the returning
the fey type are immune to spore rot. The save DC is Constitution-based. survivors infected. Within a matter of days, the plant-like
Thorns (Ex) A jesulan's natural attacks deal bludgeoning, creatures rose and began to attack nearby settlements. This
piercing, and slashing damage, and cause 1 point of garnered the attention of their fey creators.
bleed damage. The bleed effect stacks with itself. Realizing that the jesulans had slipped their prison, the
fey quickly retrieved them. Immune to the cursed spores,
Recently reclaimed creations of the First the fey safely act as caretakers of the strange race and
World’s fey, jesulans are tree-like carefully control their population. The arboreal hulks
creatures of towering height. now serve as easily tamed muscle for the fey lords.
In need of an army that Commonly a single jesulan is “gifted” to a mortal as
could rapidly grow part of a bargain. The creature serves its new
in numbers to master until it releases its spores, killing the
supplement the small mortal and being reclaimed by the fey.
number of The average jesulan stands about
8 feet high and weighs 2,000
pounds. Rough black bark covers
their entire body. Fissures inside
the grain of the bark hide the
sharp thorns that can be extended
like quills at any time. These thorns
often catch in the f lesh of the
victim and tear free, only to have
replacements grow back in moments.

Karek
This sagely creature peers closely at a vivid sphere clutched in
the claws of its black-feathered wings.

KAREK CR 7
XP 3,200
N Small fey
Init +4; Senses low-light vision; Perception +17
DEFENSE

AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge,


+4 natural, +1 size)
hp 66 (12d6+24)
Fort +5, Ref +12, Will +10
DR 10/cold iron; Immune mind-
affecting effects
Weaknesses vulnerable to
reflections
OFFENSE

Speed 30 ft., fly 60 ft. (average)


Melee 2 claws +5 (1d3–1)
Special Attacks slumber hex (DC 18),
trap memory (DC 21)
Spell-Like Abilities (CL 10th; concentration +15)
Constant—deathwatch, tongues
At will—invisibility, speak with dead (DC 18)
5/day—memory lapse (DC 16), share memoryUM, suggestion (DC 18)

64
3/day—confusion (DC 19), dimension door, summon nature's ally V creature it touches as a full-round action that provokes attacks of opportunity.
1/day—legend lore, mind fog (DC 20) The touched creature must succeed on a DC 21 Will save or a copy of the creature’s
STATISTICS memories form a memory globe in the karek’s claws. An unconscious creature gains
Str 8, Dex 19, Con 13, Int 18, Wis 15, Cha 21 a +4 bonus on the saving throw. This ability can affect a creature that has been dead
Base Atk +6; CMB +3; CMD 17 for no more than a number of days equal to its Hit Dice. This is a mind-affecting
Feats Combat Casting, Deceitful, Dodge, Mobility, Skill Focus (Bluff), Toughness effect. The save DC is Charisma-based.
Skills Bluff +25, Disguise +22, Fly +19, Knowledge (history, nobility) +16, Knowledge Vulnerable to Reflections (Ex) A karek’s reflection always shows the fey’s true
(local) +19, Perception +17, Perform (any one) +17, Sense Motive +14, Stealth +16, Use appearance. A karek mimicking another creature using its remembered form
Magic Device +17 ability that can see its own reflection is nauseated until it averts its gaze,
Languages Common, First Speech, Elven, Gnome, Sylvan; tongues changes form, or closes its eyes.
SQ memory globe, remembered form
ECOLOGY Karek are the historians and heralds of the fey, chronicling
Environment any (First World) the legacies of great heroes and villains, the ravages of the
Organization solitary, pair, or storytelling (3–6) Tane, and the deeds of the Eldest. They invisibly f ly over
Treasure standard (memory globes and other treasure) battlefields or watch over events where notables gather,
SPECIAL ABILITIES hoping to add to their collection of preserved knowledge.
Memory Globe (Su) A karek traps memories in iridescent spheres. A creature Karek avoid combat whenever possible, preferring to use
may use the sphere to cast speak with dead as if it were the intact corpse of the guile, magic, and stealth. Only a threat to their memory globe
creature the memories came from, even if that creature is alive. The creature’s collection provokes karek to aggressive action, and they track
knowledge is limited to the time the memory globe thieves unceasingly.
globe was created. A globe has hardness 5 and 15 Karek openly serve as storytellers and advisors
hp and is worth 200 gp to the right buyer. to fey lords or fill the same role in an assumed
Remembered Form (Sp) A karek can assume the form guise for remarkable mortals. Karek gather when
of a creature whose memories it holds in a memory a noteworthy figure nears death. They often
globe as a standard action. The karek can take compete to see who can catch dying creature's
the form of a humanoid or fey creature memories first. Karek meet in great
and has access to the assumed form’s storytelling circles, sharing the
mannerisms and speech patterns, up memories they have gained and
to the time the globe was created. The performing fabled moments from
mimicked creature may be living or fallen legends.
dead. The karek gains a +20 bonus A typical karek is 3 feet tall,
on Disguise checks to appear and has a 5-foot wingspan, and
act as the imitated creature weighs 18 pounds. Traveling
and can maintain the effect karek bring 2d 4 memory
indefinitely. The karek globes for disguises and
can revert to its true have dozens of globes
form as a free action hidden in their homes.
and automatically

L eshy, Poppy
reverts if it loses
possession of
the memory This creature has a humanoid-looking
globe for the upper body and bright red flowers atop
mimicked its head. The bottom half of its body is
creature. concealed beneath leafy growths.
This ability
otherwise POPPY LESHY CR 1/2
functions XP 200
as assume N Small plant (leshy, shapechanger)
appearance Init +1; Senses darkvision 60 ft., low-light
(Pathfinder
Pathfinder RPG vision; Perception +0
Horror Adventures Aura lullaby (10 ft., DC 11)
108). DEFENSE

Slumber Hex (Su) A karek AC 13, touch 13, flat-footed 11 (+1


can use the slumber hex Dex, +1 dodge, +1 size)
as if it were a 9th-level hp 5 (1d8+1)
witch. Fort +3, Ref +1, Will +0
Trap Memory (Su) Immune electricity, sonic,
A karek can take plant traits
memories from OFFENSE

a dead creature or Speed 20 ft., climb 10 ft.


unconscious living Melee rapier –2 (1d4–2/18–20)

65
Ranged spores +2 touch (memory haze)
Spell-Like Abilities (CL 1st; concentration +2) ground or up trees.
Constant—lullaby (DC 11), pass without trace These creatures often carry slender rapiers or daggers
3/day—sleep (DC 12) with them, which they keep hidden among the leaves on the
STATISTICS lower half of their bodies. They only rely on these weapons as
Str 6, Dex 13, Con 12, Int 5, Wis 10, Cha 13 a last resort, knowing most creatures that attack them can
Base Atk +0; CMB –3; CMD 8 overpower them. If fighting in self-defense, they rely on their
Feats Dodge innate sleep ability to subdue their opponents and escape.
Skills Stealth +5 (+9 in floral fields), Survival +1; Racial Modifiers +4 Stealth in floral Some druids and fey creatures use the otherwise peaceful
fields leshys to help neutralize intruders in their groves.
Languages Druidic, Sylvan; plantspeech (flowers) Many dryads find friendships with poppy leshys mutually
SQ change shape (small patch of flowers; tree shape), verdant burst beneficial, as their ability to cloud memories can help the
ECOLOGY dryads divert potential threats that may have otherwise
Environment any forest or plains learned the location of the dryads’ trees. The creatures seem
Organization solitary or patch (2–16) drawn to nymphs’ innate beauty and often migrate toward
Treasure standard a nymph's grove if left on their own. Satyrs also sometimes
SPECIAL ABILITIES seek out the company of poppy leshys, albeit for slightly
Memory Haze (Ex) The intoxicating scent given off by a poppy leshy causes selfish reasons; they deliberately expose themselves
memory loss to those affected by its spores. Anyone creature hit to the leshys’ memory-clouding spores as a way of
by a spore attack must make a DC 11 Will save or suffer 1 "enhancing" the experiences they feel during
point of Wisdom damage. Any creature who suffers their feasts and parties. Regardless of the
Wisdom damage from a poppy leshy’s spores fey's motivations, poppy leshys often
suffers minor memory loss for a period of 5 seek out the approval of
minutes prior to and 5 minutes after creatures from the First
the ability damage is inflicted. World, often going to
This is a cumulative effect, great lengths to keep
with additional Wisdom potential friendships
damage inflicted by intact.
the spore attack
extending the Growing a Poppy
period of memory
loss by 5 additional L eshy
minutes in both Poppy leshys are
directions. Creatures usually grown in the
who suffer from this early spring, planted
memory loss must with poppy seeds soon to
make a DC 11 Wisdom sprout. When first born, a
check to recall specific poppy leshy does not have
details during that period a weapon, but can construct
of time. This is a mind- one from available materials
affecting effect. The save DC is given a day and left to its own devices
Charisma-based. (no Craft check required).

Often found near dryad's trees, in POPPY LESHY


nymph's groves, and elsewhere close to fey CL 5th; Price 1,000 gp
creatures, poppy leshys serve as guardians RITUAL

and friends to creatures from the First World. Requirements Knowledge (nature) 5 ranks, animal trance, plant growth,
They do their best to hide from humanoids summon nature’s ally I; Skill Knowledge (nature) DC 12; Cost 500 gp
and other creatures of civilization, but their
distinctive perfume often gives them away
unless they hide in patches of fragrant Tintargurill
f lowers. Six tendrils tipped with hooks made from gray bark sprout from the base
Poppy leshys care for sweet-smelling of this plant’s bulbous central pod. Dozens of smaller tubers
f lora, often but not always poppy glistening with yellowish residue snake out from the pod’s
plants. They look like small surface between strips of bark, with one massive stalk
humanoid creatures with ending in a flytrap-like head emerging from the
f lowers for hair and leafy or plant’s crown.
f lowery growths covering their
legs and feet. In truth, these TINTARGURILL CR 7
leshys do not have legs, but rather XP 3,200
use f lexible roots to move along the N Huge plant

66
Init +3; Senses low-light vision; Perception +11
DEFENSE Grungir Forest, where they stake out large territories with
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size) sheets of their adhesive enzymes and wait for unsuspecting
hp 85 (10d8+40); supernatural digestion fey to stumble into their domain. Several woodcutters have
Fort +11, Ref +6, Will +6; +4 vs. fey and plant-targeted effects tried to tame the plants to use as living weapons against hostile
DR 10/slashing; Immune plant traits; SR 18 fey, but tintargurills have proven just as aggressive toward
OFFENSE humanoids as they are toward their favored prey, making all
Speed 20 ft. such efforts to date unsuccessful.
Melee bite +12 (2d6+7 plus grab), 3 tentacles +10 (1d8+3 plus grab) Although tintargurills have thus far proven undomesticable,
Space 15 ft.; Reach 15 ft. (20 ft. with tentacles) those skilled enough to slay one can harvest its bark to create
Special Attacks constrict (1d8+7), feybane bark, sticky enzymes (+8 ranged, DC 19, 10 weapons well suited for killing fey. If a creature succeeds on a DC
hp), swallow whole (2d6+10 bludgeoning damage, AC 14, 8 hp) 20 Craft (carpentry or weaponsmithing), Knowledge (nature),
STATISTICS Profession (woodcutter), or Survival check, it can salvage 2d6
Str 25, Dex 16, Con 19, Int 2, Wis 17, Cha 6 Medium masterwork simple wooden weapons (including
Base Atk +7; CMB +16; CMD 29 (37 vs. trip) clubs, javelins, quarterstaves, and spears) from the corpse of a
Feats Combat Reflexes, Lightning Reflexes, MultiattackB, Power Attack tintargurill that died within 24 hours. These weapons function
Skills Perception +11, Stealth +3 (+11 in undergrowth); Racial Modifiers +8 Stealth in like cold iron in all respects. Double the number for Small
undergrowth weapons and halve the number for Large weapons.
SQ woodland stride Tintargurills’ usual habitats make fey their most common
ECOLOGY source of food, but certain displaced specimens develop a taste
Environment temperate forest or marsh for demon f lesh. These monstrous plants gradually adapt until
Organization solitary they can subsist on demon meat, sometimes taking on fiendish
Treasure incidental aspects of their prey to better blend into Abyssal surroundings.
SPECIAL ABILITIES Crusaders in Lastwall and Mendev take pains to give such
Feybane Bark (Ex) All of a tintargurill’s demon-eating plants a wide berth, not wanting to compromise
natural attacks, including damage a rare natural ally in their struggles against the Abyssal
from swallow whole, are treated hordes.
as cold iron for the purpose of

Zolavoi
bypassing damage reduction.
Sticky Enzymes (Ex) A tintargurill
produces semisolid strands of A ruddy glow suffuses clouds of ash that partially obscure
enzymes with adhesive properties this tiny creature’s distended form. Eyes like cinders peer
that it can excrete from certain out of a sullen face.
tendrils. Using its sticky enzymes
functions like the web universal ZOLAVOI CR 5
monster ability, except that creatures with XP 1,600
damage reduction overcome by cold iron that N Tiny fey
are affected by the enzymes suffer intense pain, Init +7; Senses low-light vision, smokesight;
forcing them to succeed on a DC 19 Fortitude save Perception +8
each round they remain in contact with the strands DEFENSE

or be staggered. The DC is Constitution-based. AC 20, touch 20, flat-footed


Supernatural Digestion (Su) If a tintargurill 16 (+4 deflection, +3 Dex, +1
deals damage to a creature with dodge, +2 size)
damage reduction overcome by cold hp 28 (8d6)
iron with its bite attack or swallow Fort +2, Ref +9, Will +7
whole ability, it gains fast healing DR 5/cold iron; Immune fire; SR
5 for 1 round. If such a creature 16
perishes inside the tintargurill, the OFFENSE

fast healing lasts for 1d6 minutes Speed 20 ft.


instead. Melee 2 claws +7 (1d2+5 plus 1d6
Woodland Stride (Su) This ability fire)
functions like the druid ability of Special Attacks covetous
the same name. cindercloud, heat (1d6 fire)
Spell-Like Abilities (CL 8th;
Tintargurills are ravenous concentration +12)
plants that feed mainly At will—charm person (DC
on fey f lesh. They lurk 15), dancing lights, ghost
in the undergrowth of sound (DC 14), minor image
fey-infested wilds, most (DC 16), prestidigitation,
notably Darkmoon Wood, spark
Fangwood Forest, and

67
STATISTICS is affected by wind. Reverting to its normal form is a standard action; as part of
Str 12, Dex 16, Con 11, Int 8, Wis 9, Cha 19 this action, the zolavoi may activate its covetous cindercloud ability.
Base Atk +4; CMB +3; CMD 21 Covetous Cindercloud (Su) A zolavoi exudes smoke and embers, which it can infuse
Feats Dodge, Improved Initiative, Iron Will, Weapon Finesse with its will and project as a 30-foot radius cloud within 60 feet. The cloud lasts
Skills Bluff +15, Disguise +13, Fly +7, Knowledge (Local) +6, Perception +8, Sleight of Hand 4 rounds, obscures sight as fog cloud, and is dispersed in 1 round by a strong wind.
+12, Stealth +22, Use Magic Device +9 Creatures beginning their turn in the cloud take 2d6+4 points of fire damage and
Languages Common, Sylvan risk destruction of exposed flammable objects such as scrolls; a successful DC 18
SQ change shape (house spirit form; disguise self ), sound mimicry (household sounds, Reflex save halves the damage and protects exposed objects. Additionally, as an
voices) immediate action the zolavoi can attempt a steal or disarm combat maneuver
ECOLOGY against an object within the cloud, using its caster level plus its Charisma
Environment any land modifier in place of its Combat Maneuver Bonus; a successful maneuver pulls
Organization solitary, smolder (2–7), or conflagration (8–22) the object up to 40 feet toward the zolavoi. The save DC is Charisma-based.
Treasure standard Sense Mementos (Su) A zolavoi is inextricably linked to its home and collection,
SPECIAL ABILITIES and can concentrate to sense their components. This functions as discern location,
Ashflight (Su) While within the site of its transformation, a zolavoi may change into but only targets objects it has possessed for at least 24 hours, and has a range of
a cloud of gritty smoke. This functions as gaseous cloud, but the zolavoi retains 25 miles.
use of its supernatural abilities, can fly at a speed of 60 feet, and is treated as one Smokesight (Ex) A zolavoi can see through fire and smoke as if they were perfectly
size category larger for the purposes of how it clear, ignoring the miss chance for these obstructions, up to its normal range of
vision.
Smoldering Emotions (Ex) A zolavoi’s grief and rage are palpable forces. It adds
its Charisma modifier to melee damage rolls, and as a deflection bonus to AC.

Zolavoi form when a domovoi or other house spirit


loses its family in a particularly tragic way. The
creature takes a memento of its loved ones
into the home’s fire and curls up beneath the
cinders, where its sadness melds with the
surrounding heat and psychic trauma. The
creature eventually emerges transformed,
wreathed in smoke and embers, the skin
of its warped and swollen body studded
with glowing coals.
Zolavoi search the ruins of their
settlements for reminders of the
past to add to their ever-growing
collections. They sleep in stoves and
fireplaces; travelers may spy smoke
and believe shelter lies ahead, though it
is only a zolavoi’s emanations rising from
a ruined chimney. These lonely fey treat
such people as potential family, enticing
them with their shape changing, mimicry,
and illusion abilities. Should these fail,
zolavoi enthrall travelers to dwell with them.
Those who resist control and escape without
further disturbance are generally safe. Thieves,
however, soon find themselves enveloped
in a zolavoi’s jealous fury, though the
creatures usually leave their victims
once their mementos are recovered.
Conf lict between Irrisen and the
Land of the Linnorm Kings has
left the regions of Hagreach and
Bleakmarch dotted with fey-haunted
ruins. Scavengers often disturb the
area’s zolavoi, while particularly
brazen opportunists may stoke the
wrath of enough that they gather and
form a zolavorot, a burning cyclone
that hunts down thieves and leaves
nothing but charred bones. X

68
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Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: Nelson, Nicholas S. Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt
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