TEXT: A Pathfinder Fanzine Made By Fans For Fans
  Fey and the 
  First World
  Volume 18 | PaizoCon 2018 | Not For Sale
  
  Table Of Contents
  Foreword 
  1
  Weal Or Woe: A Tangled Division 
   
  2
  Memories Of The Lost Path 
  4
  Someone To Watch Over Me 
  8
  Strange Magics: The Power Of The Tane 
  10
  Snatch The Shawl 
  12
  First World Trade 
  14
  Altars Of The Eldest 
  16
  Weal Or Woe: Fire And Fletching 
  18
  First World Anthems: Fey-Themed Bardic Masterpieces 
  20
  Songs Of The First World 
  21
  Danse Macabre 
  22
  Golarion Gazetteer: The Palakar Provinces 
  24
  Realm Of The Fellnight Queen: An ACG Adventure 
  25
  Why Can’t We Be Friends? Gerbie Corruption 
  26
  Bogeykin 
  28
  Fun and Torture: Laughing It Up With The Lantern King 29
  Fear Of The Dark: Songs To Keep The Little Ones Quiet 
  30
  A Difference Of Taste 
  32
  The Magical Traditions Of The Eldest Fey 
  34
  First World Physics: Gravity is Just a Suggestion 
  36
  Feats of the Fey 
  37
  Heroes’ Hoard 
  38
  Gruepert’s Market 
  42
  Old Uncle Wallerbee in the Palace of Seasons 
  44
  Weal or Woe: Buyer Beware 
  46
  Side Trek Seeds 
  48
  Form Of The Fey: First World Style Feats 
  50
  Atonement Among The Stars 
  52
  Sailing Across Eternity 
  54
  The Seasonal Courts 
  56
  First World Shaped Companions 
  58
  Bestiary 
  60
  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. 
  A Pathfinder Fanzine 
  A Pathfinder Fanzine 
  A Pathfinder Fanzine 
  A Pathfinder Fanzine 
  A Pathfinder Fanzine 
  made by Fans for Fans
  made by Fans for Fans
  made by Fans for Fans
  made by Fans for Fans
  made by Fans for Fans
  Editor-in-Chief/Publisher  
  Tim Nightengale  
  Assistant Editors-in-Chief 
  Kalyna Conrad 
  Eric Hindley 
  Layout Design/Production 
  Dain Nielsen 
  Troy Daniels 
  Benjamin Chason-
  Sokol
  Art Director  
  Tim Nightengale 
  Cover Design and Layout  
  Bob Storrar 
  Dain Nielsen 
   
  Editors: 
  Jason Owen Black
  Mara Lynn Butler
  Skeeter Green
  Brent Jans
  Thomas LeBlanc
  Meagan Maricle
  Jacob W. Michaels
  Jeff Lee
  Matt Roth
  Allen Snyder
  Kendra Leigh 
  Speedling
  Megan Tenbarge
  Mike Welham
  Charlie Brooks, Calder CaDavid, Robert Cameron, Benjamin Chason-
  Sokol, Jeremy Corff, Jason Daugherty, Matthew Duval, Robert Feather, 
  Kim Frandsen, Wojciech Gruchała, Amy C. Goodenough, Taylor 
  Hubler, Luke Hudek, Chris L. Kimball, John Laffan, Crystal Malarsky, 
  Randal Meyer, Jacob W. Michaels, Daniel Angelo Monaco, Stewart 
  Moyer, Dennis Muldoon, Andrew Mullen, Dave Nelson, Nicholas S. 
  Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt Roth, André 
  Roy, Stephen J. Smith, Kendra Leigh Speedling, Jeff Taft, Brendan 
  Ward, Christopher Wasko, Nicholas Wasko, and Kerney Williams.
  Contributing Authors
  Contributing Artists
  Special Thanks To
  Catherine Batka , John Bunger, Tyler Clark, Snow Conrad, 
  Jeremy Corff, Liz Courts, Andrew DeFelice, Jess Door, Catarina 
  Eusébio, Peter Fairfax, Silvia Gonzalez, David Hoffrichter, Fil 
  Kearney, Danny Hedager Krog, Alberto Ortiz Leon , Clay Lewis, 
  Mike Lowe, Dionisis Milonas, Jesse Mohn, Alex Moore, Adam 
  Munger , Beatrice Pelagatti, Jessica Redekop, Tanyaporn 
  Sangsnit, Kristiina Seppä, Ashton Sperry, Bob Storrar, Carlos 
  Torreblanca, Todd Westcot, and Stephen Wood.
  Foreword: Dain Nielsen (with art by John Bunger)
  Front Cover Art: Bob Storrar
  Fonts:  BlackChancery is by Doug Miles on DaFont.com
  Trinigan is by FontGrube AH on DaFont.com
  Textures: The Wayfinder logo utilizes textures from textures.com
  cover texture: texture_111_by_sirius_sdz 
  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.
  
   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 
  and accommodations, so I must make do with wishing you all a 
  most entertaining PaizoCon here in the foreword of the final print 
  issue of Wayfinder. Open its pages and breathe deep of the awesome 
  creations of some of your fellow gamers. Even if the creations are 
  fey in nature.
  Now, don’t get me wrong. I love the content of this issue. The 
  material I read while 
  putting 
  it 
  together 
  struck me as old school 
  Brother’s Grimm fey. 
  The “if you make a 
  deal you best be on 
  your toes” kind of fey. 
  The mischievous and 
  nowhere near benign fey. 
  Your true villain types and 
  stuff of nightmare types of 
  fey. The kind of fey that 
  make for good gaming.
  But truth be told, while I 
  love running a game where I 
  can have 
  the players encounter these types of 
  beings, when I am a player part of me 
  dreads the encounters. Not due to 
  lacking in entertainment, but 
  rather I know from being on 
  the other side of the screen 
  that what I expect to happen 
  with a fey encounter will go in 
  some unforeseen direction. 
  There is something about 
  those odd folks from 
  the First World that 
  make GMs a little 
  more mischievous … 
  a little sneakier … a little 
  more blood-thirsty ... a 
  little more like the creatures 
  they are running. 
  I can honestly say I have lost more 
  PCs to denizens of the First World than to pretty 
  much any other type of encounter. 
  And I have enjoyed every single loss. 
  It has, however, created a feeling of loving animosity to fey in 
  Pathfinder and the systems that came before. They are the villains 
  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.”
  Low and behold, I 
  not only was lending 
  a hand, but as Liz 
  Courts had accepted 
  a position at Paizo, 
  I ended up handling 
  the entirety of the layout 
  for issue #6 ... and with 
  this publication, twelve 
  additional issues. One 
  would almost think 
  there was some fey in 
  Tim’s bloodline. �
  No two issues have 
  been the same, neither in 
  content nor in experience. 
  Each has had its own mix 
  of pleasure, pain, and sleep 
  deprivation for all parties 
  involved. 
  But just like the fey 
  encounters as a player, they have all 
  been truly entertaining and pleasure to 
  put together. And I do love creating the look 
  of Wayfinder.  
  So, with that, allow me to say a hearty and 
  well deserved thanks to all the folks who 
  have aided with Wayfinder over the years. 
  The writers, the artists, the editors, the 
  proofreaders, the folks who have been crazy 
  enough to make the same inquiry I made 
  back in 2011, and especially Tim and all 
  the folks who herd the cats to get these 
  publications from concept to 
  reality. We have really 
  put 
  together 
  some 
  incredible stuff over 
  the years and I look 
  forward to putting 
  more content into the 
  hands of the fans from 
  the hands of the fans. 
  Enjoy PaizoCon! Enjoy 
  this issue of Wayfinder (and be sure to ask Tim about 
  any back issues you might be missing when you see him)! And, 
  as always, please be sure to leave a review on the product page at 
  paizo.com.
  What? Too soon for the review plug? 
  Dain Nielsen
   Foreword
  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 
  and accommodations, so I must make do with wishing you all a 
  most entertaining PaizoCon here in the foreword of the final print 
  . Open its pages and breathe deep of the awesome 
  creations of some of your fellow gamers. Even if the creations are 
  Now, don’t get me wrong. I love the content of this issue. The 
  material I read while 
  putting 
  it 
  together 
  struck me as old school 
  Brother’s Grimm fey. 
  The “if you make a 
  deal you best be on 
  your toes” kind of fey. 
  The mischievous and 
  nowhere near benign fey. 
  Your true villain types and 
  stuff of nightmare types of 
  fey. The kind of fey that 
  make for good gaming.
  But truth be told, while I 
  love running a game where I 
  can have 
  the players encounter these types of 
  beings, when I am a player part of me 
  dreads the encounters. Not due to 
  lacking in entertainment, but 
  rather I know from being on 
  the other side of the screen 
  that what I expect to happen 
  with a fey encounter will go in 
  some unforeseen direction. 
  There is something about 
  those odd folks from 
  the First World that 
  make GMs a little 
  more mischievous … 
  a little sneakier … a little 
  more blood-thirsty ... a 
  little more like the creatures 
  I can honestly say I have lost more 
  PCs to denizens of the First World than to pretty 
  not only was lending 
  I ended up handling 
  the entirety of the layout 
  for issue #6 ... and with 
  this publication, twelve 
  additional issues. One 
  would almost think 
  there was some fey in 
  Tim’s bloodline. �
  No two issues have 
  been the same, neither in 
  content nor in experience. 
  Each has had its own mix 
  of pleasure, pain, and sleep 
  deprivation for all parties 
  involved. 
  But just like the fey 
  encounters as a player, they have all 
  been truly entertaining and pleasure to 
  put together. And I do love creating the look 
  of Wayfinder.  
  Wayfinder.  
  Wayfinder
  So, with that, allow me to say a hearty and 
  well deserved thanks to all the folks who 
  have aided with Wayfinder
  The writers, the artists, the editors, the 
  proofreaders, the folks who have been crazy 
  enough to make the same inquiry I made 
  back in 2011, and especially Tim and all 
  the folks who herd the cats to get these 
  publications from concept to 
  reality. We have really 
  put 
  together 
  some 
  incredible stuff over 
  the years and I look 
  forward to putting 
  more content into the 
  hands of the fans from 
  the hands of the fans. 
  Enjoy PaizoCon! Enjoy 
  this issue of Wayfinder (and be sure to ask Tim about 
  Wayfinder (and be sure to ask Tim about 
  Wayfinder
  
  2
   Weal Or Woe: A Tangled 
  Division
  By John Laffan and Crystal Malarsky
  Art by Tanyaporn Sangsnit
  Weal: Belsa Ollend
  Born in the Mwangi city of Nantambu to merchant parents, Belsa 
  Ollend was raised on the stories of great places and thirsted to see 
  them with her own eyes. She collected maps and atlases, using 
  them as references to practice her skill at cartography. Her natural 
  aptitude earned her an apprenticeship with a local scribe, but she 
  yearned for more than replicating the works of others. 
  Shortly after reaching maturity, Belsa set out to 
  explore remote regions and document her findings. 
  She traveled to distant shores, delving into ancient 
  ruins and forgotten temples. Life became one 
  thrilling adventure after another, and all to record 
  the locations in expert detail on paper. Her work 
  soon met with wide acclaim from both peers and 
  patricians. 
  After many years of exploration, age started 
  catching up with Belsa. She sought out the favor 
  of the fey to help her stay at the top of the pack. 
  Frequent visits to the Witchmarket allowed her to 
  stay competitive but cost her dearly in 
  other areas, particularly her memories. 
  Vendors at the Memory Market offered 
  commissions for her to see wondrous 
  locations 
  or 
  engage 
  in 
  peculiar 
  experiences in exchange for bolstering 
  her health and talent. As such, despite 
  her years the halfling’s sepia skin remains 
  smooth and radiates a healthy bronze glow. 
  Even her raven curls remain free of gray, 
  though one look into her deep-set, amber eyes reveals 
  the truth. 
  Adventure Hooks
  • The PCs plan to enter an ancient burial tomb 
  and are in need of a map to study the location and 
  prepare for their adventure.
  • Belsa learns of the PCs desire to visit 
  a strange cavern where it is said a 
  mysterious ghoran has been 
  abducting explorers for his 
  own ends. She approaches 
  them asking to accompany 
  them so she can map the area under their 
  protection.
  Boon
  Belsa often rewards those that help her by gifting them with one of 
  her maps. Using one of her exquisite maps grants a +3 to Survival 
  and Knowledge (Geography) of the area. 
  BELSA OLLEND 
  CR 6
  XP 2,400
  Female halfling bard (archaeologistUC) 7 
  NG Small humanoid (halfling)
  Init +2; Senses Perception +14
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
  hp 42 (7d8+7)
  Fort +4, Ref +9, Will +6; +2 vs. fear
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +7 (1d4)
  Ranged +1 sling +9 (1d3+1)
  Special Attacks archaeologist's luck 7 rounds/day (+2)
  Bard Spells Known (CL 7th; concentration +10)
  3rd (2/day)—secret page, see invisibility
  2nd (4/day)—cure moderate wounds, daze monster (DC 15), delay poison, tongues
  1st (5/day)—alarm, cure light wounds, detect secret doors, erase, identify
  0 (at will)—detect magic, haunted fey aspectUC, light, mage hand, mending, 
  resistance
  TACTICS
  Before Combat Belsa casts alarm on her abode in the morning and 
  at night.  She casts see invisibility if she suspects trouble. 
  During Combat Belsa tries to avoid combat, and uses daze 
  monster to help her escape. If with allies, she supports with 
  healing spells and giving any information she can about 
  their opponent. 
  Morale If by herself, Belsa prefers to run rather than engage, but will 
  do everything in her power to make sure any allies make it home from 
  an expedition. 
  STATISTICS
  Str 10, Dex 15, Con 10, Int 16, Wis 8, Cha 16
  Base Atk +5; CMB +4; CMD 16
  Feats Arc SlingerUC, Athletic, Point-Blank Shot, Skill Focus 
  (Craft [mapmaking])
  Skills Acrobatics +14 (+10 when jumping), Appraise 
  +13, Climb +14, Craft (mapmaking) +16, Perception +14, 
  Stealth +16, Survival +6, Swim +9, Use Magic Device +13; 
  Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Dwarven, Elven, Gnome, Halfling
  SQ bardic knowledge +3, clever explorer +3, favored 
  terrain (forest +2), lore master 1/day, rogue talent 
  (terrain masteryUC)
  Combat Gear potion of darkvision, wand of explosive runes (2 
  charges); Other Gear+1 studded leather, +1 sling, mwk quarterstaff, 
  cloak of resistance +1, 175 gp
  Woe: Morenthir
  Morenthir’s current life cycle 
  began when a druid rescued his 
  ghorus seed in the wilds of Nex. 
  The druid was part of a zealous 
  cabal dedicated to wiping out 
  civilization and raised him alongside her 
  people. She manipulated the young ghoran into despising mortals 
  by showing him examples of their destructive and selfish behavior. 
  By the time Morenthir fully blossomed, this bitterness had rooted 
  itself into his consciousness.
  This ultimately backfired on the druid when Morenthir, a creature 
  of nature, came to view the group as part of the civilization he’d been 
  yearned for more than replicating the works of others. 
  Shortly after reaching maturity, Belsa set out to 
  explore remote regions and document her findings. 
  She traveled to distant shores, delving into ancient 
  ruins and forgotten temples. Life became one 
  thrilling adventure after another, and all to record 
  the locations in expert detail on paper. Her work 
  soon met with wide acclaim from both peers and 
  After many years of exploration, age started 
  catching up with Belsa. She sought out the favor 
  of the fey to help her stay at the top of the pack. 
  Frequent visits to the Witchmarket allowed her to 
  stay competitive but cost her dearly in 
  other areas, particularly her memories. 
  Vendors at the Memory Market offered 
  commissions for her to see wondrous 
  locations 
  or 
  engage 
  in 
  peculiar 
  experiences in exchange for bolstering 
  her health and talent. As such, despite 
  her years the halfling’s sepia skin remains 
  smooth and radiates a healthy bronze glow. 
  Even her raven curls remain free of gray, 
  though one look into her deep-set, amber eyes reveals 
  The PCs plan to enter an ancient burial tomb 
  and are in need of a map to study the location and 
  prepare for their adventure.
  Belsa learns of the PCs desire to visit 
  a strange cavern where it is said a 
  mysterious ghoran has been 
  abducting explorers for his 
  own ends. She approaches 
  them asking to accompany 
  them so she can map the area under their 
  1st (5/day)—alarm, cure light wounds, detect secret doors, erase, identify
  0 (at will)—detect magic, haunted fey aspect
  resistance
  TACTICS
  Before Combat Belsa casts alarm on her abode in the morning and 
  at night.  She casts see invisibility
  During Combat Belsa tries to avoid combat, and uses 
  monster to help her escape. If with allies, she supports with 
  healing spells and giving any information she can about 
  their opponent. 
  Morale If by herself, Belsa prefers to run rather than engage, but will 
  do everything in her power to make sure any allies make it home from 
  an expedition. 
  STATISTICS
  Str 10, Dex 15, Con 10, Int 16, 
  Base Atk +5; CMB +4; 
  Feats Arc SlingerUC
  (Craft [mapmaking])
  Skills Acrobatics +14 (+10 when jumping), Appraise 
  +13, Climb +14, Craft (mapmaking) +16, Perception +14, 
  Stealth +16, Survival +6, Swim +9, Use Magic Device +13; 
  Racial Modifiers
  Languages Common, Dwarven, Elven, Gnome, Halfling
  SQ bardic knowledge +3, clever explorer +3, favored 
  SQ bardic knowledge +3, clever explorer +3, favored 
  SQ
  terrain (forest +2), lore master 1/day, rogue talent 
  (terrain masteryUC)
  Combat Gear potion of darkvision, wand of explosive runes
  charges); Other Gear+1 studded leather, +1 sling
  cloak of resistance +1, 175 gp
  Woe: Morenthir
  Morenthir’s current life cycle 
  began when a druid rescued his 
  ghorus seed in the wilds of Nex. 
  The druid was part of a zealous 
  cabal dedicated to wiping out 
  civilization and raised him alongside her 
  
  3
  raised to abhor. He rejected their hospitality and retreated deep into 
  the forest to begin his own legacy. In time, he built up his own circle 
  of devoted followers and used them to lay the groundwork for his 
  sinister endeavors. Unlike the druids who raised him, Morenthir 
  desired power over petty vengeance. He sought to be a master of 
  nature and exploited his influences among kindred creatures to 
  forge a criminal empire through numerous unsavory methods, 
  including his favored tactic of bending the will of others.
     While ghorans have no set gender, Morenthir typically prefers 
  to take on a masculine form enshrouded with thorns and adorned 
  with a crown of brambles and berries atop his head. Bloodroot is 
  his signature flower which he often incorporates into his visage 
  and utilizes in his minions’ arsenal of poisons. 
  Adventure Hooks
  • The PCs encounter a small band of myceloids and twigjacks 
  harassing a miller to pay his “protection fees” to their benevolent 
  woodland patron. 
  • A rash of mysterious deaths breaks out among 
  a local excavation crew tasked with clearing out 
  an overgrown tower. Each corpse is found 
  with a bloodroot flower placed atop its 
  lips. 
  Drawback
  With his ability to plant a ghorus seed as a failsafe, 
  Morenthir can easily become a reoccurring 
  villain in your campaign. As the players thwart 
  his plans, his next incarnations will have the 
  skills and knowledge to best defeat them. He 
  tries to learn who the PCs’ allies are, and 
  charm or manipulate them away from the 
  PCs.  Note, if you choose to have him plant 
  his ghorus seed, it inflicts a negative level 
  on the stat block below.
  MORENTHIR 
  CR 6
  XP 2,400
  Male ghoranB5 mesmeristOA 7
  LE Medium plant
  Init 
  +2; 
  Senses 
  low-light 
  vision; 
  Perception +9
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+5 
  armor, +2 Dex, +2 natural)
  hp 63 (7d8+28)
  Fort +5, Ref +8, Will +9; –1 
  penalty vs. anger or rage 
  effects
  Weaknesses delicious, light 
  dependent
  OFFENSE
  Speed 30 ft.
  Melee 
  mwk 
  ironwood 
  sickle +6 (1d6)
  Ranged mwk hand crossbow 
  +8 (1d4/19–20)
  Special Attacks +1 on attack rolls 
  vs. humanoids, bold stare (disorientation, 
  timidity, hypnotic stare (–2), manifold tricks (2), mental potency (+1), mesmerist 
  tricks 7/day (gift of will, mesmeric mirror, spectral smoke, vanish arrow), painful 
  stare (+3 or +2d6+3)
  Spell-Like Abilities (CL 7th; concentration +11)
  1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 14)
  Mesmerist Spells Known (CL 7th; concentration +11)
  3rd (2/day)—bestow curse (DC 17), confusion (DC 18)
  2nd (4/day)—blur, inflict painOA (DC 17), invisibility, suggestion (DC 17)
  1st (5/day)—charm person (DC 16), disguise self, hideous laughter (DC 16), hypnotism (DC 
  16), ray of enfeeblement (DC 15)
  0 (at will)—bleed (DC 14), daze (DC 15), detect poison, mage hand, message, touch of fatigue (DC 14)
  TACTICS
  Before Combat Morenthir surrounds himself with allies and minions. Depending on 
  the situation he may implant a mesmerist trick to aid them. 
  During Combat Morenthir prefers to have a plan before engaging, but if surprised he 
  starts with his most powerful spell and tries to cripple the most dangerous-looking 
  opponents. If he has allies, he would rather support them and manipulate the 
  battlefield rather than directly engage a foe.  
  Morale Morenthir will fight to the death if he has a ghorus seed planted, trying to focus on 
  killing at least some of his attackers so he can come back 
  for the rest later. If he has no seed planted, he will flee 
  at the earliest opportunity and plot his revenge for 
  later.
  Base Statistics  If Morenthir will be encountered with 
  his ghorus seed planted, make the following 
  adjustments to this stat block: Init +1; 
  Senses low-light vision; Perception +8; 
  hp 58; Fort +4, Ref +7, Will +8; –1 penalty 
  vs. anger or rage effects; Melee mwk 
  ironwood sickle +5 (1d6); Ranged mwk 
  hand crossbow +7 (1d4/19–20); Base Atk
  +5; CMB +4; CMD 16; Skills Appraise +3, Bluff +16, 
  Diplomacy +7, Disguise +8, Knowledge (history) 
  +5, Knowledge (nature) +3, Linguistics +4, 
  Perception +8, Sense Motive +9, Sleight 
  of Hand +10, Spellcraft +3, Stealth +5, Use 
  Magic Device +7
  STATISTICS
  Str 10, Dex 14, Con 15, Int 10, Wis 8, Cha 18
  Base Atk +5; CMB +5; CMD 17
  Feats Bleeding StareOA, Nature's WrathVC, 
  Spell Focus (enchantment), Toughness
  Skills 
  Appraise 
  +4, 
  Bluff 
  +17, 
  Diplomacy 
  +8, 
  Disguise 
  +9, 
  Knowledge (history) +6, Knowledge 
  (nature) +4, Linguistics +5, 
  Perception +9, Sense Motive 
  +9, Sleight of Hand +11, 
  Spellcraft +4, Stealth +6, Use 
  Magic Device +8
  Languages 
  Aklo, 
  Common, 
  Gnome, Sylvan
  SQ 
  consummate 
  liar 
  +3, 
  ghorus 
  seed, 
  past-life 
  knowledge, 
  touch treatment 7/day 
  (moderate)
  Combat Gear
  potion of 
  barkskin +2, wand of hold person 
  (7 charges); Other Gear +1 chain shirt, 
  mwk hand crossbow, mwk ironwood sickle, cloak 
  of resistance +1, fungal slippersVC, 114 gp X
  harassing a miller to pay his “protection fees” to their benevolent 
  A rash of mysterious deaths breaks out among 
  a local excavation crew tasked with clearing out 
  an overgrown tower. Each corpse is found 
  with a bloodroot flower placed atop its 
  With his ability to plant a ghorus seed as a failsafe, 
  Morenthir can easily become a reoccurring 
  villain in your campaign. As the players thwart 
  his plans, his next incarnations will have the 
  skills and knowledge to best defeat them. He 
  tries to learn who the PCs’ allies are, and 
  charm or manipulate them away from the 
  PCs.  Note, if you choose to have him plant 
  his ghorus seed, it inflicts a negative level 
  MORENTHIR 
  CR 6
   
  low-light 
  vision; 
   19, touch 12, flat-footed 17 (+5 
   +1 on attack rolls 
  vs. humanoids, bold stare (disorientation, 
  Morale Morenthir will fight to the death if he has a ghorus seed planted, trying to focus on 
  killing at least some of his attackers so he can come back 
  for the rest later. If he has no seed planted, he will flee 
  at the earliest opportunity and plot his revenge for 
  later.
  Base Statistics  If Morenthir will be encountered with 
  Base Statistics  If Morenthir will be encountered with 
  Base Statistics
  his ghorus seed planted, make the following 
  adjustments to this stat block: 
  Senses low-light vision; Perception +8; 
  Senses low-light vision; Perception +8; 
  Senses
  hp 58; 
  hp 58; 
  hp
  Fort +4, 
  Fort +4, 
  Fort
  vs. anger or rage effects; 
  ironwood sickle +5 (1d6); 
  hand crossbow +7 (1d4/19–20); 
  +5; CMB +4; CMD 16; 
  CMD 16; 
  CMD
  Diplomacy +7, Disguise +8, Knowledge (history) 
  +5, Knowledge (nature) +3, Linguistics +4, 
  Perception +8, Sense Motive +9, Sleight 
  of Hand +10, Spellcraft +3, Stealth +5, Use 
  Magic Device +7
  STATISTICS
  Str 10, Dex 14, 
  Base Atk +5; CMB
  Feats Bleeding Stare
  Spell Focus (enchantment), Toughness
  Skills 
  Appraise 
  +4, 
  Bluff 
  +17, 
  Diplomacy 
  +8, 
  Disguise 
  +9, 
  Knowledge (history) +6, Knowledge 
  (nature) +4, Linguistics +5, 
  Perception +9, Sense Motive 
  +9, Sleight of Hand +11, 
  Spellcraft +4, Stealth +6, Use 
  Magic Device +8
  Languages
  Gnome, Sylvan
  barkskin +2, wand of hold person 
  (7 charges); 
  mwk hand crossbow, mwk ironwood sickle, 
  
  4
   Memories Of The Lost 
  Path
  By John Laffan and Crystal Malarsky
  Art by Stephen Wood
  Cartography by Alex Moore
  Adventure Background
  The Witchmarket occasionally comes to the Material Plane, buying 
  and selling all manner of things both physical and ephemeral. One 
  of the busiest areas is the Memory Market, 
  where lost memories are bought and sold. 
  Belsa Ollend (NG female halfling bard 7) 
  is a famous cartographer with many past 
  dealings with the Witchmarket. To help pay 
  for the great skills she received from the fey, 
  Belsa sold several memories, including the 
  secret location of the legendary Luminous 
  Fountain, a font of magical water which 
  grants numerous benefits to anyone who 
  drinks from it. The insidious Morenthir (NE 
  ghoran mesmerist 7) seeks possession of the fountain to use for his own 
  nefarious whims. This criminal views himself as a master of plants, 
  and uses them as spies and slaves to gather information and power. He 
  considers this unique fountain a way to bolster both himself and his 
  minions, and intends to move his base of operations there once he can 
  locate it.
  Adventure Summary
  The adventure starts with the PCs looking for Belsa Ollend in order 
  to learn the whereabouts of the Luminous Fountain. When they 
  arrive at her home, Belsa is under assault by Morenthir’s minions. 
  After the PCs assist her in driving them off, she explains that the 
  memory they seek was sold to the Witchmarket. She suggests 
  they try the Memory Market auction and gives them a wooden 
  token to access that section of the Witchmarket. Using this item, 
  the PCs arrive in the Witchmarket and must navigate the strange 
  place and contend with the dangers therein. Once they arrive at 
  the auction where Belsa’s memory is being sold, the PCs must bid 
  against other hopefuls, including their chief rival for this endeavor, 
  Morenthir. An accident during the bidding also provides the PCs 
  with the opportunity to gain boons if they manage to stop any 
  escaping memories. If the PCs win the auction, they are ambushed 
  by Morenthir and his agents. If they fail, they have an opportunity 
  to ambush Morenthir themselves.
  Getting Started (CR 8)
  The PCs seek the Luminous Fountain and recently learned that 
  renowned cartographer, Belsa Ollend (see Weal or Woe: A Tangled 
  Division, pg. 2), visited it and knows its location. They arrive at her 
  dwelling—a small, remote cottage—just as she is being attacked 
  by Morenthir’s minions. 
  A white fence surrounds a thatch-roofed cottage, its front gate 
  ajar. Various vegetables and flowers bloom within the cottage’s 
  enclosed garden. Loud shouts erupt from a dark-skinned 
  halfing woman on the front step surrounded by leafy creatures 
  attacking her. 
  Morenthir sent his minions to get the location of the Luminous 
  Fountain from Belsa. One of the leshys has already left the battle and 
  reported back to Morenthir before the PCs arrive. Belsa fights along 
  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
  hp 39 (Pathfinder RPG Bestiary 5)
  TACTICS
  Before Combat The four leshys have surrounded Belsa, using flanking and their sneak attacks.
  During Combat The flytrap leshys try to stay near Belsa. 
  At least one will attempt to attack her until otherwise 
  engaged, while the other three move against other 
  opponents, hoping to use digest ability on as many 
  enemies as possible.
  Morale The leshys have been whipped into a zealous 
  fervor by Morenthir and fight to the death. 
  Treasure: Each of the leshys had a feather 
  token, bird to communicate with Morenthir, 
  and 350 gp worth of rare herbs. 
  After the encounter, Belsa thanks the PCs for their assistance 
  and invites them to come inside for tea. Below is a list of potential 
  questions the PCs may ask and Belsa’s answers.
  Why were those creatures attacking you? 
  “Normally leshys are gentle folk, but those ones are working 
  under the influence of Morenthir. He’s a ghoran who fancies 
  himself a paragon of the forest, but he’s little more than a brute. 
  He has a sizeable network of plant and fey followers that he uses 
  to amass influence. These ones wanted to know where to find 
  the Luminous Fountain, so I guess he’s looking for it.”
  Where is the Luminous Fountain? 
  “I’ll tell you exactly what I told them; I sold my memory of the 
  fountain in the Witchmarket years ago. In my field, it’s hard 
  to stay competitive after a certain age, so bargains must be 
  made from time to time to stay ahead of my peers. If you’re also 
  looking for the fountain, you might want to hurry along—one of 
  those critters ran off before you arrived, probably to report back 
  to his master. You’ll want to get to the market before Morenthir 
  does. I suggest checking out the auction in the Memory Market, 
  a lot of memories end up there.”
  Did you map the location of the fountain before you sold your memory? 
  “No, that memory was a commission. Sometimes I work out 
  deals with the fey in advance. They’ll ask me to scout out a 
  specific site, they take the memory, and then I collect my prize.” 
  What do you know about the Witchmarket?
   “It’s a traveling caravan of fey merchants, and a dangerous place 
  ADVANCEMENT TRACK
  This adventure is designed for four PCs of 
  6th level. They should accumulate enough 
  XP under the medium advancement track 
  to reach a third of the way to 7th level by the 
  end of the adventure. 
  
  5
  if you’re not careful. Your coin won’t get you far there; the fey ask 
  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 
  enslavement. Finding its location can be tricky, but luckily for you 
  I have a little something that can get you in and out…”
  After speaking with Belsa, she offers the PCs a wooden token. This 
  token acts as a modified Witchmarket coin (see Pathfinder Campaign 
  Setting: Lost Treasures) that can only be used twice before losing its 
  power and dissolving into dust—once to enter the Witchmarket, and 
  the second to return to where it was first activated on the Material 
  Plane. It can be activated from anywhere and sends the targets to a 
  specific point at the front of the Memory Market. To return back to 
  the Material Plane, however, it must be activated within 10 ft. of that 
  same point in front of the Memory Market. Belsa instructs the PCs 
  on how to use the coin and asks only that they open the portal far 
  away from her home so none of the fey come through to harass her.
  With the token in hand, the PCs can now continue to the 
  Witchmarket. If the PCs ask Belsa to join them, she declines and 
  explains she’s avoiding it due to some unpaid debts she owes to 
  some of the market’s denizens. 
  A. The Memory Market
  An array of colorful tents line several meandering pathways, 
  which stretch through the surrounding woodland. Dazzling 
  streamers dance from branches as a breeze sweeps through the 
  treetops. The din of excited chatter buzzes in the air from the 
  mixed crowd of fey and mortal creatures. The strangely familiar 
  scents of sweet floral perfume, exotic incense, and freshly baked 
  pastries emanate from nearby stalls. 
  The coin transports the PCs to the front of the Memory Market 
  area of the Witchmarket. From here they must head to the auction 
  grounds, where Belsa’s memory is up for sale.
  Most of the market’s crowd includes fey creatures, but there are 
  a handful of gnomes, elves, and humans wandering about as well. 
  A1. The Ambush (CR 6)
  As the PCs travel the path into the market, a group of masked 
  artisans wait in ambush nearby. 
  These artisans are behind on their payment of life energy  to their 
  leanan sidhe patrons at the Laughing Muse. Morenthir learned 
  of this and offered to help them. Instead, he used the hypnotism 
  skill unlock of diplomacy to implant a suggestion that they attack 
  any outsiders.  (For more information on The Laughing Muse see 
  Pathfinder Campaign Setting First World: Realm of the Fey). Note that 
  The Laughing Muse is not located in this area of the Witchmarket, 
  so GMs should improvise should the PCs attempt to seek that tent. 
  LOCAL CELEBRITY (4) 
  CR 2
  XP 600 EACH
  hp 20 (Pathfinder Roleplaying Game: NPC Codex)
  TACTICS
  Before Combat Two of the bards drink their potion of invisibility before the ambush. The 
  other two approach as a distraction. 
  During Combat One bard inspires courage while the others try and subdue as many PCs 
  as possible with charm, sleep, and hypnotism. Thanks to Morenthir’s suggestion the bards 
  believe that they can use the blood of others in place of their own life energy to pay their 
  debts, so they try to stab the PCs as much as possible. The bards target PCs that have been 
  
  6
  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.
  Morale None of the bards want to die, so they flee if brought to 7 HP or less. They all have 
  their own deals with their patrons, so individual bards may leave allies or stay and fight 
  even if outnumbered, desperate for just a little more blood to pay off their debts. 
  Treasure: In addition to their combat gear (potion of invisibility, 
  masterwork dagger, bracers of armor +1, 48 gp) each bard has various 
  art works (paintings, sculptures, etc.) worth 90gp. 
  After the encounter there is a mix of applause and indifference from 
  the other bystanders who quickly return to going about their business. 
  If the bards subdue the PCs, they split the damage between the PCs, 
  trying not to kill any unless necessary, and leave them on the street.  
  A2. Tempting Morsels
  A trio of tiny fey named Cindrene, Jorriel, and Lubella (CN female 
  danthiennesB6) sell a variety of delicious baked goods from their 
  stall. Eating one of these delightful treats inexplicably replays the 
  consumer’s happiest memory in their head. Consuming a pastry 
  acts as if being targeted by cleanseAPG (CL 8), but with the following 
  restrictions: it only cures 2d8 points of damage and does not grant 
  the break enchantment effect. It also gives -2 to Perception and 
  Initiative checks for 10 minutes after eating (DC 14 Fortitude save 
  to negate). Eating a treat is a standard action.
  If the PCs pass within 15 feet of the stall, the danthiennes beckon 
  them over using their innate enchantments. The danthiennes 
  preferred payment is a piece of juicy gossip, but they only sell one treat 
  per customer per day. PCs succeeding in a DC 21 Bluff, Diplomacy, 
  or Perform (Oratory) skill check appease the fey. They also accept 
  jewelry and pieces of fabric whose value adds up to 500 gp. 
  A3. Blithe’s Respite
  In the market’s southeastern clearing, Dr. Blithe (NE male 
  bogeymanB3) and his assistant Marionette (N female soulbound 
  dollB2) have a shop where they offer to take away frightful memories 
  free of charge. The sinister fey tries to lure passersby to sit in an ebony 
  chair he calls the Throne of Respite. Those who take up the proposal 
  find their scariest memory permanently sucked away. However, 
  such a feat is not without its drawbacks. Any person who has their 
  worst memory taken in such a way finds their sleep haunted by 
  nightmares of Dr. Blithe for three consecutive nights. This acts as a 
  nightmare spell (a DC 22 Will save negates). Additionally, the person 
  is also unknowingly targeted by phobiaHA (GM may decide the exact 
  nature of the phobia the PC receives). Dr. Blithe attempts to conceal 
  this information from his clients to the best of his ability.
  Dr. Blithe also sells sticks of incense made from these terrifying 
  memories. When burned, they act as crushing despair (CL 10th, DC 
  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 
  discounted price of 500 gp for those who sit in the chair.
  A4. The Auction (CR 7)
  Once the PCs arrive at the auction there are several bidders already there. 
  The auctioneer, Argyle Thistlemint (CN male leprechaunB2), guides the 
  proceedings from his podium. Argyle is dressed in ostentatious Galtan 
  fashion and speaks in clipped rapid Sylvan. He treats any quips or other 
  superfluous chatter as a bid, much to the chagrin of the uninitiated. 
  While the auction is packed with numerous strange attendees, 
  there are four other meaningful bidders. Kamlyn Fenmore (CG male 
  human witch 3) seeks the memory of where a hag took his changeling 
  daughter. Eucaloris (CG female dryad) wants blackmail on a lord from 
  the River Kingdoms who is aggressively deforesting his lands and 
  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 
  who are hoping to get the memory of a great battle with a red dragon 
  named Pindrinu in which the beast was reportedly fatally injured. 
  Dusana has three apprentice dragon slayers with her who hope to gain 
  fighting tips and perhaps the location of the dragon’s horde. Finally, 
  Morenthir is competing directly with the PCs for Belsa’s memory. 
  While many attendees are interested in the fountain’s location, most 
  are hesitant to pay the steep price. Morenthir bids aggressively and 
  has several of his followers along with him to intimidate rival bidders. 
  During the bidding war, he tries to taunt the PCs and learn more about 
  them. If the players attempt to fight Morenthir in the vicinity of the 
  auction or steal the memory during the auction, GMs should discourage 
  them by pointing out the alert fey guards who are ready to intervene in 
  either case (see developments below for information on the fey guards).  
  Auction Rules
  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 
  a memory, one person must give up the requested fairy bargains. A 
  group can share the cost of the bid. Argyle knows the desires of each 
  client and may accept additional fairy bargains if the players offer, at 
  the GMs discretion (for more details on Fairy Bargains see Pathfinder 
  Campaign Setting First World: Realm of the Fey). If the PCs go higher than 
  the listed number of bids needed (for example, more than three pairs 
  of eyes for the first bid) they win the auction. No price is collected 
  unless a person (or group) wins the bid. The PCs have a chance to bid 
  on other memories and GMs may change these memories to be more 
  enticing to their players. If the PCs help other bidders acquire their 
  desired memories, these bidders give the listed aid. 
  During the bidding for the Dragon’s Defeat memory, the 
  auctioneer accidentally knocks the bottle over. The memory runs 
  wild, burning some of the attendees and the PCs. To subdue the 
  memory, the PCs must force it back into the bottle. Treat the 
  memory as a haunt with the following adjustments.
  DRAGON’S DEFEAT 
  CR 7
  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
  Dragon’s Defeat
  Dusana Reznik
  Length of time to hold one’s breath; 28 
  Rounds
  —
  Dusana’s team accepts two fairy bargains on the PCs’ 
  behalf
  Luminous Fountain
  Morenthir
  *see text
  9
  N/A
  
  7
  Caster Level 9th
  Notice Perception DC 17 (Hear the roar of a dragon)
  hp 32; Weakness energy damage, cold iron weapons (immune to positive energy). 
  Tricked by invisibility, Stealth; Trigger proximity; Reset persistent 
  Effect When the living memory is triggered, the large crimson form of Pindrinu 
  appears. Arrows and spears riddle his body and one limp wing is covered in ice. The 
  enraged dragon breathes fire over as many living things as it can. This effect acts as 
  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 
  it is required to attempt a saving throw, instead of automatically failing, it can attempt a 
  saving throw with a +9 bonus. If it succeeds at a saving throw against a spell or effect that 
  would normally deal it damage, it instead takes no damage. Also due to the combative 
  ability of Pindrinu, attacks to hit the memory must strike AC 15. Once suppressed, the 
  memory retreats back into the bottle which can be resealed to contain it.
  If the PCs rebottle the memory, Argyle is very grateful. The 
  auction continues as normal but afterwards he offers to cover the 
  cost of one of the fairy bargains for one of the PCs, and gives them 
  each a choice of either eyes of the eagle or goggles of minute seeing for 
  their trouble. 
  The location of the Luminous Fountain is the last memory 
  auctioned. The seller is interested in the following prices: the 
  favorite memory of one’s mother, the ability to see spiders, or the 
  ability to wear metal armor. Morenthir and his agents bid all of 
  these things, but since he and the topiaries have no memory of their 
  mother, the total bargains he can bid is 9. If the PC’s bid a total of 10 
  bargains or more, they win. If there are more than four PCs, GMs 
  may consider increasing the number of agents Morenthir brings to 
  increase the severity of the bid. 
  Development: For each auction the PCs win, award them 400 XP. 
  Violent Resolutions (CR 9)
  This adventure assumes the PCs successfully obtain the memory 
  of the Luminous Fountain during the auction, in which case 
  Morenthir and his henchmen assault them after they leave the 
  auction grounds. Alternatively, if the PCs lose the bid and want to 
  ambush Morenthir use these stats for his entourage. 
  LIVING TOPIARY (2) 
  CR 4
  XP 1,200 EACH
  hp 42 (Pathfinder RPG Bestiary 4)
  TACTICS
  During Combat The topiaries move to engage, trying to keep martial characters from 
  reaching Morenthir. 
  Morale The topiaries fight to the death.
  MORENTHIR 
  CR 5
  XP 1,600
  hp 58 (see Weal or Woe: A Tangled Division, pg. 2)
  TACTICS
  Before Combat Morenthir implants a trick in himself after seeing the PCs fight the haunt 
  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 
  the most dangerous adversary. He uses his painful stare to help the topiaries protect 
  him. Morenthir will target one PC continually, particularly if it looks like he will lose, 
  hoping to kill at least one and weaken the group for their next encounter.  
  Morale Morenthir  fights to the death secure that his ghorus seed will save him.    
  REDCAP 
  CR 6
  XP 2,400
  hp 60 (Pathfinder RPG Bestiary 2)
  TACTICS
  Before Combat Morenthir has implanted his Gift of Will mesmerist trick on the redcap. 
  During Combat The redcap tries to reach spellcasters and disrupt them, targeting 
  divine casters first and then arcane. 
  Morale The redcap fights to the death.
  Treasure: Morenthir has a potion of barkskin +2, wand of hold person
  (7 charges), +1 chain shirt, mwk hand crossbow, mwk ironwood 
  sickle, cloak of resistance +1, fungal slippers, 114 gp.
  Development: Onlookers do nothing to prevent or aid in the 
  ensuing battle between the PCs and Morenthir, though some 
  cheer them on, eager for bloodshed. If the fighting causes harm 
  to a vendor or destruction of their property or stall, a blodeuwedd 
  (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
  
  8
   Someone To Watch 
  Over Me 
  By Amanda Plageman 
  Art by Beatrice Pelagatti
  Fey Protector (Cleric Archetype)
  Fey protectors guide and nurture fey, defending them from 
  encroaching humans.
  Fey Patron: Races with the fey type may not become fey 
  protectors. Fey protectors must worship one of the Eldest, or 
  another fey entity capable of granting spells to worshippers. 
  In addition to a cleric’s usual alignment restrictions, a fey 
  protector’s alignment must contain a neutral element. The fey 
  protector gains Sylvan as a bonus language. This ability alters 
  the cleric’s race, alignment, and bonus languages.
  Fey Aversion: Fey protectors may never wear armor, carry a 
  shield, or wield weapons made of cold iron, and may never use 
  items that include or mimic cold iron (including but not limited 
  to cold iron weapon blanches). 
  A fey protector who wears or uses 
  prohibited items loses the ability to cast 
  spells or use class abilities for 24 hours 
  after the forbidden items are discarded. 
  This ability alters the cleric’s weapon and 
  armor proficiencies. 
  Class Skills: A fey protector gains 
  Knowledge (nature) as a class skill in 
  place of Linguistics. This ability alters 
  the cleric’s class skills.
  Focused Channeling: A fey protector’s 
  dedication to her fey charges alters her ability to 
  channel energy. A fey protector must choose to 
  channel positive energy, even if her fey patron’s 
  alignment would normally make this 
  impossible. The fey protector’s ability 
  to channel positive energy 
  increases when a creature 
  of the fey type is within the 
  channel’s area of effect, 
  rolling d8s instead of d6s. 
  Channeling 
  feats 
  with 
  prerequisites including 
  a minimum number 
  of d6s channeled can 
  be taken normally.  
  At 7th level, a fey 
  protector may spend 
  3 daily uses of channel energy 
  to cast breath of life on a creature with 
  the fey type. In the First World, 
  the fey protector may 
  spend 
  all 
  remaining 
  daily uses of channel 
  energy (minimum 3) to cast breath of life on 
  any creature that could normally benefit from the spell. This 
  ability alters channel energy.
  Expanded Orisons: While the fey protector is expected to guide 
  and care for her fey charges, she also learns many of the incidental 
  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 
  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 
  with the traditional spellcasting that most clerics receive. A 
  fey protector receives one fewer spell slot at each spell level. If 
  this results in a fey protector receiving no spells per day at a 
  spell level, she may still cast domain spells normally, but may 
  only cast non-domain spells of that level if she receives them as 
  bonus spells. This ability alters the cleric’s spellcasting. 
  Denial of Ignorance: Fey are known for their whimsy, and 
  the Eldest are, at best, inscrutable. However, a fey protector 
  can never excuse her actions based on ignorance of what her 
  fey patron would expect. The fey protector gains the benefit of 
  a phylactery of faithfulness attuned to her fey patron. This benefit 
  does not confer a physical phylactery, does not occupy an item 
  slot, and can never be suppressed, though it can be ignored if the 
  fey protector so chooses. Because the fey protector can 
  never plead ignorance, an atonement spell to recover 
  lost class abilities carries extra restrictions, per ex-
  fey protectors below. 
  Fey Reward: At 20th level, the fey 
  protector’s long service is rewarded. Her 
  type changes to fey, she ceases aging (but 
  any previous age-related ability score 
  losses remain), and she gains DR 10/
  cold iron.
  Ex-Fey Protectors 
  A cleric who grossly violates the 
  code of conduct required by her 
  fey patron loses all spells and class 
  features, except for armor and 
  shield proficiencies and proficiency 
  with simple weapons. She cannot 
  thereafter gain levels as a cleric 
  of any fey patron until she atones 
  for her deeds (see the atonement
  spell description). Furthermore, the 
  atonement spell must either be cast 
  in the First World or must be 
  cast by a creature with the fey 
  type. Finally, because an ex-fey 
  protector innately knew the 
  actions which caused their 
  fall were wrong, the caster 
  often requires the completion 
  of an unusual quest or 
  service before agreeing 
  to cast the atonement
  spell. X 
  protector gains Sylvan as a bonus language. This ability alters 
  the cleric’s race, alignment, and bonus languages.
   Fey protectors may never wear armor, carry a 
  shield, or wield weapons made of cold iron, and may never use 
  items that include or mimic cold iron (including but not limited 
  to cold iron weapon blanches). 
  A fey protector who wears or uses 
  prohibited items loses the ability to cast 
  spells or use class abilities for 24 hours 
  after the forbidden items are discarded. 
  This ability alters the cleric’s weapon and 
   A fey protector gains 
  Knowledge (nature) as a class skill in 
  place of Linguistics. This ability alters 
  the cleric’s class skills.
  Focused Channeling: A fey protector’s 
  dedication to her fey charges alters her ability to 
  channel energy. A fey protector must choose to 
  channel positive energy, even if her fey patron’s 
  alignment would normally make this 
  impossible. The fey protector’s ability 
  to channel positive energy 
  increases when a creature 
  of the fey type is within the 
  channel’s area of effect, 
  rolling d8s instead of d6s. 
  Channeling 
  feats 
  with 
  3 daily uses of channel energy 
   on a creature with 
  the fey type. In the First World, 
  the fey protector may 
  spend 
  all 
  remaining 
  daily uses of channel 
  energy (minimum 3) to cast breath of life on 
  can never excuse her actions based on ignorance of what her 
  fey patron would expect. The fey protector gains the benefit of 
  a phylactery of faithfulness attuned to her fey patron. This benefit 
  does not confer a physical phylactery, does not occupy an item 
  slot, and can never be suppressed, though it can be ignored if the 
  fey protector so chooses. Because the fey protector can 
  never plead ignorance, an atonement spell to recover 
  lost class abilities carries extra restrictions, per ex-
  fey protectors below. 
  Fey Reward: At 20th level, the fey 
  protector’s long service is rewarded. Her 
  type changes to fey, she ceases aging (but 
  any previous age-related ability score 
  losses remain), and she gains DR 10/
  cold iron.
  Ex-Fey Protectors 
  A cleric who grossly violates the 
  code of conduct required by her 
  fey patron loses all spells and class 
  features, except for armor and 
  shield proficiencies and proficiency 
  with simple weapons. She cannot 
  thereafter gain levels as a cleric 
  of any fey patron until she atones 
  for her deeds (see the 
  spell description). Furthermore, the 
  atonement spell must either be cast 
  atonement spell must either be cast 
  atonement
  in the First World or must be 
  cast by a creature with the fey 
  type. Finally, because an ex-fey 
  protector innately knew the 
  actions which caused their 
  fall were wrong, the caster 
  often requires the completion 
  of an unusual quest or 
  service before agreeing 
  to cast the 
  spell. 
  
  9
  
   Strange Magics 
  The Power Of The Tane
  By Benjamin Chason-Sokol
  Art by Tyler Clark
  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 
  spells, the Eldest wove a new breed of weapon, the Tane—massive 
  living weapons with strange and mysterious powers.
  Tane Bloodline (Sorcerer Bloodline)
  You were conceived in a location where the walls between the 
  Material Plane and the First World are thin, and your 
  birth was marked with the power of the Tane. You are 
  born of powerful bandersnatches, jabberwocks, 
  jubjub birds, sards, and thrasfyrs, the greatest 
  powers ever seen in the First World. 
  Class Skill: Intimidate.
  Bonus Spells: ear-piercing screamUM (3rd), see 
  invisibility (5th), stone shape (7th), kiss of the first 
  worldISM (9th), hungry pitAPG (11th), getaway (13th), 
  legendary proportionsPC:AA (15th), fey gateUW (17th), storm 
  of vengeance (19th).
  Bonus Feats: Fey ObedienceFWRotF, Greater 
  Feint, Improved Feint, Intensified SpellAPG, Moonlight 
  SummonsUM, 
  Taneblood 
  Style†, 
  Taneblood 
  Strangeness†, Taneblood Power†
  †See below
  Bloodline Arcana: Your blood is infused 
  with the power of the Tane, the mythical 
  living weapons of the First World, and their 
  might lives within you. When you 
  cast a spell with a range of 
  personal, you grow one size 
  category larger (as enlarge 
  person) for a number of 
  rounds equal to twice the 
  spell’s level.
  Bloodline Powers: TYou display an 
  array of your Tane patron’s talents as 
  you increase in level.
  Burble (Sp): At 1st level, you can burble like a 
  jabberwock as a standard action. This blast of 
  strange noises and shouted nonsense causes one 
  creature within 30 feet to become confused for 
  1 round. A Will saving throw negates this effect 
  (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier). You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier. 
  This is a mind-affecting sonic effect.
  Thrasfyr Bond (Sp): At 3rd level, you can swear 
  fealty to a creature as a full-round action, creating 
  a bond between you for  a number of hours equal to 
  your sorcerer level. While bonded, both you and your master 
  can sense each other’s condition as if both of you were under 
  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 
  3rd level and an additional time per day at 6th level and every 
  3 levels thereafter.
  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 
  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 
  you a fly speed of 60 feet with average maneuverability. You 
  can dismiss the wings as a free action.
  Sard Thorn Quills (Su): At 20th level, you can spend a move 
  action to apply sard poison to your bandersnatch quills. You 
  never risk poisoning yourself with sard poison. Sard Poison—
  injury; save Fort DC 10 + 1/2 your sorcerer level + your Cha 
  modifier; frequency 1/round for 6 rounds; effect 1d2 Dex 
  and 4d6 electricity; cure 2 consecutive saves.
  Taneblood Style
  You learn to apply the power of your blood to your 
  combat practice, dealing death like the Tane of the 
  First World.
  Taneblood Style (Combat, Style)
  Prerequisites: Caster level 3rd, 
  tane bloodline
  Benefit: You can intimidate 
  your 
  enemies 
  with 
  the 
  strangeness 
  of 
  your 
  combat, 
  distracting 
  them long enough to cut 
  through their defenses. 
  You can use Intimidate 
  instead of Bluff to feint in 
  combat. This feat counts as 
  Combat Expertise for the purposes of meeting 
  the prerequisites of Improved Feint, as well 
  as feats that require Improved Feint as a 
  prerequisite.
  Taneblood Strangeness (Combat, Style)
  Prerequisites: Caster level 6th, tane bloodline, 
  Taneblood Style, Improved Feint
  Benefit: Your strange presence both terrifies and distracts 
  your targets. You can make a single Intimidate check as a 
  standard action to feint and demoralize a creature.
  Taneblood Power (Combat, Style)
  Prerequisites: Caster level 9th, tane bloodline, Improved Feint, 
  Taneblood Style, Taneblood Strangeness
  Benefit: When you enter Taneblood Style, you can choose 
  to grow one size category larger than your base size (as enlarge 
  person, even if you are not humanoid). You may use this ability 
  once per day per 6 character levels you possess. X
  101010101010
  Tane Bloodline (Sorcerer Bloodline)
  You were conceived in a location where the walls between the 
  Material Plane and the First World are thin, and your 
  birth was marked with the power of the Tane. You are 
  born of powerful bandersnatches, jabberwocks, 
  jubjub birds, sards, and thrasfyrs, the greatest 
  powers ever seen in the First World. 
   Intimidate.
  ear-piercing screamUM (3rd), see 
  stone shape (7th), kiss of the first 
  hungry pitAPG
  hungry pitAPG
  hungry pit
   (11th), getaway (13th), 
   (15th), fey gateUW (17th), 
  UW (17th), 
  UW
  storm 
   Fey ObedienceFWRotF, Greater 
  Feint, Improved Feint, Intensified SpellAPG, Moonlight 
  , 
  Taneblood 
  Style†, 
  Taneblood 
  , Taneblood Power†
   Your blood is infused 
  with the power of the Tane, the mythical 
  living weapons of the First World, and their 
  might lives within you. When you 
  cast a spell with a range of 
  personal, you grow one size 
  enlarge 
  ) for a number of 
  rounds equal to twice the 
   TYou display an 
  array of your Tane patron’s talents as 
   At 1st level, you can burble like a 
  jabberwock as a standard action. This blast of 
  strange noises and shouted nonsense causes one 
  creature within 30 feet to become confused for 
  1 round. A Will saving throw negates this effect 
  (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier). You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier. 
  This is a mind-affecting sonic effect.
   At 3rd level, you can swear 
  fealty to a creature as a full-round action, creating 
  a bond between you for  a number of hours equal to 
  Sard Thorn Quills (Su): At 20th level, you can spend a move 
  action to apply sard poison to your bandersnatch quills. You 
  never risk poisoning yourself with sard poison. Sard Poison
  injury; save Fort DC 10 + 1/2 your sorcerer level + your Cha 
  modifier; frequency 1/round for 6 rounds; effect
  and 4d6 electricity; cure 2 consecutive saves.
  Taneblood Style
  You learn to apply the power of your blood to your 
  combat practice, dealing death like the Tane of the 
  First World.
  Taneblood Style (Combat, Style)
  Prerequisites: Caster level 3rd, 
  tane bloodline
  Benefit: You can intimidate 
  your 
  enemies 
  with 
  the 
  strangeness 
  of 
  your 
  combat, 
  distracting 
  them long enough to cut 
  through their defenses. 
  You can use Intimidate 
  instead of Bluff to feint in 
  combat. This feat counts as 
  Combat Expertise for the purposes of meeting 
  the prerequisites of Improved Feint, as well 
  as feats that require Improved Feint as a 
  prerequisite.
  Taneblood Strangeness (Combat, Style)
  Prerequisites: Caster level 6th, tane bloodline, 
  Taneblood Style, Improved Feint
  Benefit: Your strange presence both terrifies and distracts 
  your targets. You can make a single Intimidate check as a 
  standard action to feint and demoralize a creature.
  Taneblood Power (Combat, Style)
  Prerequisites: Caster level 9th, tane bloodline, Improved Feint, 
  Taneblood Style, Taneblood Strangeness
  Benefit: When you enter Taneblood Style, you can choose 
  to grow one size category larger than your base size (as 
  person, even if you are not humanoid). You may use this ability 
  once per day per 6 character levels you possess. X
  , even if you are not humanoid). You may use this ability 
  X
  , even if you are not humanoid). You may use this ability 
  
  111111111111
  
  121212121212
   Snatch The Shawl
  By Luke Hudek
  Art by David Hoffrichter
  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 
  much later in the evening. Tonight was different. The evening 
  was young, and they were far from the comforting lantern 
  posts on the outskirts of northern Jol. 
  Maybe if they’d had a bit more to 
  drink, they would not have had the 
  energy to stumble into the nearby 
  forest, or maybe they had drunk too 
  much and lost all sense of judgement. 
  Either way, I needed to find them 
  before they got themselves killed or 
  worse.
  As 
  usual, 
  mist 
  blanketed 
  the 
  outskirts north of town. It was part of 
  living close to Grungir Forest, a wood 
  with which I was all too familiar. 
  I blame Drina for that. Drina—she 
  would be useful here. A small incantation 
  and... no. I had no idea what range of arcane powers ran 
  through that woman’s blood. It was very possible that even 
  if she were here she would be of no use. These thoughts ran 
  through my head as fast as my heart pumped blood into my 
  legs. Every step on the cobblestone road led me farther from 
  the tavern and closer to uncertainty. I was not willing to 
  admit how quickly I was becoming panicked; how heavy the 
  weight of every step became as I headed north.
   In under a half hour’s time, I arrived before the autumn 
  forest’s edge. Evening’s glow revealed a few paths before me 
  as I approached. “Hjorn, Vernar!” I cried out, worried my voice 
  might garner unwanted attention. Blue light emanated from 
  the forest and sky alike in the utter silence that followed. 
  Each moment I did not see or hear from the brothers worried 
  me exponentially. “Erastil, guide my steps as you have guided 
  my bow,” I muttered and took the closest path.
  How much time had passed since I started walking into the 
  forest? I’d left the bar in haste with no real supplies. Hell, I 
  didn’t even have my hunting bow. I rushed into this forest 
  too hastily, just like I had with Drina. Sounds, like children's 
  laughter, echoed beside me in all directions. Think. I spent 
  two years studying the fey, in no small part thanks to Drina. 
  Damn that fey sorceress. The blasted woman had nearly 
  gotten me lost in these woods countless times in the short 
  period I knew her. This much I knew: I was slowly slipping 
  into the fey realm... if I was not already engulfed by it.
  Trees, fungi, and weeds grew alongside the path, but the 
  path itself was never overgrown. I would say the forest was 
  guiding me, but the harsh truth was I was lost. Drina used to 
  say, “The harder you try to find fey, the less they want to be 
  found... unless they already wanted to be found!” It was this 
  and other nonsense that drove a wedge into our relationship. 
  It dawned on me that Hjorn and his brother might not even 
  be in here. It had been foolish of me to not check their other 
  haunts first. The idea of them at home, drunkenly sleeping 
  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 
  the current, the more it drags you under. Closing my eyes, I 
  lay completely flat on the earthen path and took slow, deep, 
  steady breaths. It only took a few minutes before the path 
  in front of me closed. I lifted my head to see trees as tall as 
  the sky bend over themselves to seal it. A new path opened 
  perpendicular.
  This new trail led to a sparkling 
  moonlit stream that wove in and 
  out of itself. Before the water stood 
  Hjorn, Vernar, and a nereid. I felt both 
  elation and fear. A damn nereid! She 
  stood about four feet tall, a green-blue 
  shawl draped around her neck, barely 
  covering her pale body. As silent as 
  the night, I crept up on them. Each 
  step I took weighed far more than it 
  should, as though my legs were iron. 
  Below me, the grass looked more akin 
  to small jagged hills than actual plant 
  life, but it behaved just the same.
  With each step, new information became apparent. The fey 
  was dancing! Hjorn and Vernar’s eyes were swollen, and they 
  moaned as they stumbled about. Haste be my ally, for time 
  was of the essence.
  I had only one hope: snatch the shawl. We’d played it as 
  kids. It was a silly game. A way of gaining the attention of 
  a girl you fancied by taking something of hers, then wooing 
  her when she came to retrieve it. Though, I never thought I’d 
  have to retrieve an actual shawl from an actual fey because 
  my friends’ tankards had run empty one too many times. If 
  I was lucky, I could grab the shawl without her noticing my 
  presence. My hand inched ever closer to the fey, my friends’ 
  moans and cries filling my ears like an amplified infant's 
  screams. Almost there, just a tiny bit more…
  Slap! I barely caught a glimpse of the green haired beauty 
  as she turned around and struck my face. Through the pain 
  that followed her touch, darkness was all I could see. “So 
  predictable, you humans!” a high-pitched voice rang out. “You 
  come here to see my elegance and don’t even offer a greeting 
  before trying to take my things! Such gullible, predictable, 
  boring outsiders.”
  Like summer and winter, the stream nearby alternated 
  a warm and cool breeze that left me even more perplexed. 
  Sweat rose to my skin as my blood ran cold. Emotions 
  unchecked are how you die, and the First World only 
  amplified this problem. Gram always said “In dire times, 
  let Erastil guide your actions.” If Gram could see me now, I 
  think she would shroud my existence from Old Deadeye out 
  of embarrassment. Though I hated to admit it, a little chaos 
  could be advantageous right now. I could feel Drina’s cocky 
  smile at the mere thought. “Hjorn, do you still have your Holy 
  Drina used to say, “The 
  harder you try to find fey, 
  the less they want to be 
  found... unless they already 
  wanted to be found!”
  
  131313131313
  Tankard on you?” I asked. 
  “Is that you, Jun? You came to find us again? Well, this 
  may be your last chance at that, eh? You know I got my 
  tankard on me. Odd time to convert, but I guess there isn’t 
  much time left!” His spirits were jolly even under such grim 
  circumstances; I attributed this to willful stupidity.
  “Hey, stop talking!” the fey’s voice squeaked. “I’m just about 
  to finish my routine and give you all a goodnight kiss!” 
  Ignoring her words, I spoke to Hjorn again. “So, you wanna 
  fill up that tankard and gimme a drink? Even blind, I can’t 
  stomach this grotesque insect’s performance.”
  This had to work, we really were out of options. 
  “How?! Well, if that’s the way you feel, then you’re first!” the 
  nereid shrieked 
  If any of the Accidental God’s luck was with us tonight, it 
  had to be now. 
  The air around me moved, and, with it, the fey. I clasped my 
  hands in front of me in a wild grab. Silky and slimy, I felt it: 
  the fey’s shawl. Before she had time to react, I yanked it from 
  around her neck. 
  “We aren’t always predictable,” I remarked. My grin was 
  impossible to hide. I could only assume her reaction was 
  quite different. 
  “Give that back!” Her voice seemed desperate now, without 
  its earlier cockiness. 
  Holding the shawl above my head, I made a simple request: 
  “Lead us out of the wilds, and you can have it.” Barely a 
  moment passed before I felt the world around us shift. 
  “Fine,” the creature said. “But be warned, if I ever catch you 
  in my wilds again, your lungs will be filled with my revenge.” 
  This was a risk I was willing to take. “Lead the way.” I 
  gestured forward, hoping we could somehow stumble in the 
  footsteps of the creature.
  After bumbling about for less than a minute, we found 
  ourselves back on the outskirts of the forest. Even without 
  sight, I knew we were no longer in the realm between ours 
  and that of the fey. The shawl fell from my hands and gently 
  landed on the grass. High pitched whispers were left in our 
  wake as we stumbled our way back into town. When our sight 
  returned, I looked to the sky to see that no time had passed. 
  Hjorn and Vernar looked at me. 
  “Let’s never speak of this again...and you're buying the next 
  round.” They nodded, and we set off back to the tavern where 
  the night’s adventure began. X
  
  141414141414
   First World Trade
  By Taylor Hubler
  Art by Jeremy Corff
  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 
  limited run with an error that made the king’s nose twice its 
  normal size). Instead, the fey deal in obscure and sometimes 
  metaphorical trade and barter. You want the sword made of 
  light from the full moon? In trade, they might ask for puppy 
  dog kisses or your lost childhood toys. Another fey merchant 
  might ask for your forgotten promises or the perfect day. This 
  leads to effects that people don’t often foresee as they trade 
  with the fey from the First World. Some of these effects are 
  beneficial, some harmful, but the majority are harmless and, 
  at most, annoying until you grow accustomed to them. In 
  extreme cases, you end up deeply changed, but, in most cases, 
  the changes are more subtle; life is simply a little different 
  from what it was before the trade.
  Any time a character makes a trade deal with a merchant 
  from the First World, the GM may roll for or choose one of 
  the options on the table below. It is recommended that the 
  GM not tell the player what the result is, but use that result to 
  inspire the fey merchant’s bargain. For example, if the result 
  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 
  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 
  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 
  table to expand on the story. Additionally, the characters can 
  remove unwanted effects with remove curse. 
  TABLE 2: UNINTENDED SIDE EFFECTS OF FIRST WORLD TRADING
  ROLL
  RESULT
  1 – 2
  You gain one additional spell known or in your spellbook (or 
  familiar) but it must be at least one level below the highest spell 
  level you can cast. If your class does not have spellcasting, you 
  gain one cantrip that you can cast once per day. 
  3 – 4
  You may use the spell enthrall once per day as a spell-like 
  ability, but you recite terrible romantic poetry while the spell 
  is in effect.
  5 – 6 
  Each time you hit with any weapon, you have a 1% chance of 
  maximizing the damage dice on that hit. Additional damage dice 
  from critical hits may never be maximized.
  7 – 8 
  You gain a familiar with the fey creature template. If you already 
  have a familiar, you gain a second one at half your caster level. 
  If your class does not ordinarily get a familiar, your effective 
  wizard level is your character level -3.
  
  151515151515
  9 – 10
  You gain the ability to speak to one type of animal. They believe you 
  are just an odd-looking member of their species and treat you like 
  the village idiot. Additionally, they will attempt to feed you or lead 
  you to food appropriate for their species.
  11 – 12
  You gain gain a +1 bonus in a random Craft, Perform, or 
  Profession skill. 
  13 – 14
  You gain proficiency with a single weapon you were not proficient with before.
  15 – 16
  You always act in the surprise round, going last if you failed your 
  Perception check.
  17 – 18
  All animals have a starting attitude of at least indifferent towards you.
  19 – 20
  All shops offer a small discount if you agree to do some form of 
  advertising or promotion for them.
  21 – 22
  Your cup is never empty until you want it to be.
  23 – 24
  You only need half as much sleep as normal but your dreams are 
  disturbing and unnerving. 
  25 – 26
  You have a very positive reputation in a random town you don’t 
  remember visiting. There is even a statue of you in the town square.
  27 – 28
  You can run twice as fast as normal as long as you constantly wail as 
  loud as possible.
  29 – 30
  You remember the name of everyone to whom you have been introduced. 
  31 – 32
  All shirts you wear have a colorful floral print. Even your armor 
  becomes brightly decorated.
  33 – 34
  You must say one inappropriate thing to each new person you meet.
  35 – 36
  You are invisible to yourself, even in mirrors and reflections.
  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.
  41 – 42
  You wake up each morning with a different nose. Any depiction of you 
  will have the same nose and everyone is certain that you always had 
  that nose.
  43 – 44
  You have scars all over your body that make you appear as if you were 
  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. 
  49 – 50
  You are obligated to pass out pamphlets and literature about 
  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.
  65 – 66
  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 
  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.
  73 – 74
  You speak in maddening gibberish every time you lie. 
  75 – 76
  Everyone you touch must make a DC13 Will save or become hostile 
  towards you.
  77 – 78
  All items you carry weigh twice as much.
  79 – 80
  The next intelligent creature you kill will haunt you forever. The 
  creature is actually okay with being dead, but enjoys reminding you 
  of how much of a jerk you were for murdering them.
  81 – 82
  Anyone who sleeps within 60 feet of you has horrific nightmares.
  83 – 84
  The next time you die your body will teleport 1d10 miles away, leaving 
  behind a detailed treasure map to lead people to it. They will find it in a 
  glass coffin and under the effects of gentle repose. 
  85 – 86
  You age to your next age category.
  87 – 88
  You cannot disbelieve illusions and even simple sleight of hand tricks 
  always amaze you.
  89 – 90
  You become shaken when under open sky, because you fear the sun and 
  moon are out to kill you.
  91 – 92
  You lose the ability to understand Common, but can still speak and write it.
  93 – 94
  If you fall you have a hard time rolling off your back, and standing takes a 
  full-round action.
  95 – 96
  If your head is covered with a blanket, you believe you no longer exist and 
  are stunned until the blanket is removed. 
  97 – 98
  You become part fey. Cold iron weapons deal 1 additional point of damage 
  to you. 
  99 – 100
  Roll twice and use both results.
  
  161616161616
   Altars Of The Eldest
  By L yn Perrine
  Art by Carlos Torreblanca
  T
  he following altars use the rules presented in Pathfinder 
  Campaign Setting: Inner Sea Gods.
  ALTAR OF COUNT RANALC 
  Aura moderate abjuration and divination [chaotic]; CL 10th  
  Slot none; Price 8,000 gp; Weight 1,0000 lbs. 
  DESCRIPTION
  This dark gray stone altar depicts two humanoid figures, one stabbing the other in the back 
  with a rapier. Praying at the altar grants a +2 circumstance bonus on Stealth checks and the 
  worshipper gains sneak attack 1d6, which stacks with existing sources of sneak attack. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, guidance, magic circle against law, creator must 
  worship Count Ranalc; Cost 4,000 GP
  ALTAR OF THE GREEN MOTHER 
  Aura moderate abjuration [evil]; CL 10th
  Slot none; Price 8,000 gp; Weight 150 lbs
  DESCRIPTION
  Lips wrapped in briars protrude from the top of this wooden altar. Depictions of the 
  green mother in elf, nymph, and dryad form are carved into its sides. Praying at the altar 
  grants a +2 morale bonus against mind-affecting effects and a +2 circumstance bonus 
  on Bluff and Sense Motive checks.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, magic circle against good, magic circle against law, 
  resistance, creator must worship the Green Mother; Cost 4,000 gp  
  ALTAR OF IMBREX   
  Aura moderate abjuration and transmutation [lawful]; CL 10th
  Slot none; Price 8,000 gp; Weight 1,200 lbs. 
  DESCRIPTION
  This statue depicts twin androgynous reptilian humanoids holding hands. Praying at 
  the altar grants a +2 circumstance bonus on Knowledge (engineering) checks and on 
  Craft (sculptures), Craft (stone-masonry), or Craft (carpentry) checks. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, crafter’s fortuneAPG, guidance, magic circle against 
  chaos, creator must worship Imbrex; Cost 4,000 gp 
  ALTAR OF THE LANTERN KING  
   
  Aura moderate abjuration and transmutation [chaotic]; CL
  10th
  Slot none; Price 16,000 gp; Weight 400 lbs. 
  DESCRIPTION
  This golden lantern glows with smoke and several mirrors 
  cast dancing shadows. Praying at the altar grants a +2 
  circumstance bonus to Bluff and Disguise checks. In 
  addition, spells of the polymorph subschool are cast at 
  +1 caster level. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, guidance, 
  magic circle against law, polymorph, creator 
  must worship the Lantern King; Cost 8,000 gp 
  ALTAR OF THE LOST PRINCE  
  Aura moderate abjuration and divination; CL 10th
  Slot none; Price 8,000 gp; Weight 1,800 lbs.
  DESCRIPTION
  A raven perches atop this weathered dark stone tower. Unlike most altars, its magic circle 
  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/
  good/law, creator must worship the Lost Prince; Cost 4,000 gp
  ALTAR OF MAGDH 
   
  Aura moderate abjuration and divination [lawful]; CL 10th
  Slot none; Price 16,000 gp; Weight 750 lbs.
  DESCRIPTION
  This pewter altar is topped with a reflecting pool at the feet of a three-headed female 
  humanoid. Praying at the altar grants a +2 circumstance bonus to Knowledge checks three 
  times a day. If the person praying at the alter casts augury, the chance of getting a successful 
  answer increases by 5 percent but still has the 90 percent maximum chance of success. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, augury, guidance, magic circle against chaos, creator 
  must worship Magdh; Cost 4,000 gp
  ALTAR OF NG  
   
  Aura moderate abjuration, divination and transmutation; CL 10th 
  Slot none; Price 10,000 gp; Weight 900 lbs. 
  DESCRIPTION
  This silver statue of a hooded figure has gloved hands and no visible face. Instead of a 
  magic circle effect, the altar is protected by misdirection. Praying at the altar grants a +2 
  circumstance bonus on Survival checks to avoid becoming lost and on saving throws against 
  weather effects, grants a +1 sacred bonus on Fortitude saves, and the worshipper always 
  knows the direction of true north.  
  CONSTRUCTION 
  Requirements Craft Wondrous item, endure elements, know direction, misdirection, 
  creator must worship Ng; Cost 5,000 gp 
  ALTAR OF RAGADHN  
  Aura moderate abjuration and divination [chaotic, evil]; CL 10th
  Slot none; Price 8,000 gp; Weight 400 lbs. 
  DESCRIPTION
  This serpentine sculpture made of driftwood curls into two loops and appears to devour 
  its own tail. Praying at the altar grants a +2 circumstance bonus on Swim checks and a +1 
  morale bonus on attacks made in saltwater. 
  CONSTRUCTION 
  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 SHYKA  
  Aura moderate abjuration and divination; CL 10th 
  Slot none; Price 8,000 gp; Weight 750 lbs.  
  DESCRIPTION
  This white stone box is filled with sand, a broken hourglass, and 
  broken objects of various ages. Unlike most altars, the magic 
  circle effect on this altar changes to match the alignment of the 
  last worshipper. Praying at the alter grants a +1 sacred bonus on 
  initiative checks. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, heightened 
  awarenessACG, magic circle against chaos/evil/good/
  law, creator must worship Shyka; Cost 4,000 gp X
   4,000 gp 
  ALTAR OF THE LANTERN KING  
   
   moderate abjuration and transmutation [chaotic]; CL
  This golden lantern glows with smoke and several mirrors 
  cast dancing shadows. Praying at the altar grants a +2 
  circumstance bonus to Bluff and Disguise checks. In 
  addition, spells of the polymorph subschool are cast at 
  Requirements Craft Wondrous Item, guidance, magic circle against good, magic circle against 
  law, true strike, creator must worship Ragadahn; 
  ALTAR OF SHYKA  
  Aura moderate abjuration and divination; 
  Slot none; Price
  DESCRIPTION
  This white stone box is filled with sand, a broken hourglass, and 
  broken objects of various ages. Unlike most altars, the 
  circle effect on this altar changes to match the alignment of the 
  last worshipper. Praying at the alter grants a +1 sacred bonus on 
  initiative checks. 
  CONSTRUCTION 
  law
  
  171717171717
  
  181818181818
   Weal Or Woe: Fire And 
  Fletching
  By Brendan Ward and Amy C. Goodenough
  Art by Kristiina Seppä
  T
  he actions of a hunter bent on protection and revenge draw 
  a forest community and the fey that skirt its edge into 
  conflict. A mighty and rare beast, a flaming delgethB5, lies 
  dying from wounds inflicted by a local hunter. The dryads, 
  whose trees depend on the delgeth’s fires to germinate 
  seeds, are growing desperate for justice, while the hunter 
  rallies the town to kill the creature.
  Weal: Laenan
  While the image of wildfire running through ancient 
  woods may spark terror in many, for the dryads of 
  Varisia’s Sanos ForestAP3, these fires are an important 
  part of the forest’s life-cycle. Living in trees that 
  need fire to germinate seeds means that the dryads 
  rely on the fires set by the delgeth to clear the way 
  for new growth. Now, as the silver-haired dryad 
  Laenan waits for her womb to quicken, she needs a 
  powerful wildfire, like the delgeth’s, to prepare the 
  ground for her infant’s tree.
  After a hunter from the nearby village of Wartle 
  mortally wounded the Sanos Forest’s delgeth, Laenan 
  moved her bonded tree close to a hunters’ trail and 
  rallied the woodland fey to barricade the wood’s heart—
  not only to keep the humans away, but to prevent 
  the dying delgeth from attracting more dangerous 
  predators. If the creature were to die, the fey would 
  seek vengeance on the town responsible. With 
  darker beings than dryads capable of crossing 
  from the First World through the forest’s rift, 
  the standoff could quickly escalate. The more 
  powerful and enigmatic denizens of the First 
  World may not respect the long mutual 
  tolerance between the fey of Sanos Forest 
  and the village.
  While 
  Laenan 
  seethes, 
  she 
  is 
  fundamentally bound to the forest 
  and would rather return to the days 
  when the town and fey were at peace. 
  She would not oppose a diplomatic 
  resolution. The humans’ hunting and 
  husbandry are part of the forest’s own 
  system, and ultimately, the dryad 
  wants balance more than she wants 
  the hunter to pay for his crime.
  Adventure Hook
  • While they’re stopping 
  in the village of Wartle for 
  supplies, a liminal sprite 
  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 
  a solution.
  Boon
  If the PCs offer to deliver the dryad her vengeance, the fey of Sanos 
  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 
  the forest and its inhabitants.
  LAENAN  
  CR5
  XP 1,600
  Dryad Bard 2
  CG Medium fey
  Init +6; Senses low-light vision; Perception +9 
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
  hp 46 (8 HD 6d6+2d8+16)
  Fort +6, Ref +14, Will
  +6; 
  +4 
  vs. 
  bardic 
  p e r f o r m a n c e , 
  language-dependent, 
  and sonic
  DR 5/cold iron
  Weaknesses tree dependent
  OFFENSE
  Speed 30 ft.
  Melee dagger +10 (1d4)
  Ranged mwk longbow +11 (1d8)
  Special Attacks bardic performance 12 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
  Spell-Like Abilities (CL 6th)
  Constant— speak with plants
  At will— entangle (DC 15), tree shape, wood shape (1 lb. only)
  3/day— charm person (DC 15), deep slumber (DC 17), tree stride
  1/day— suggestion (DC 17)
  Bard Spells Known (CL 2nd; concentration +6)
  1st (4/day)— cause fear (DC17), cure light wounds, nature’s 
  pathsVC
  0 (at will)— dancing lights, daze (DC 16), ghost sound (DC 16), 
  message, prestidigitation
  TACTICS
  Before Combat If confronted by a group with a clear leader, or 
  anyone visibly bearing cold iron, Laenan will try to use her charm 
  person ability to avoid conflict or at least prevent her target from 
  harming her.
  During Combat Laenan is wary of cold iron and axes. She casts 
  entangle, deep slumber and cause fear to neutralize the most 
  dangerous targets before buffing her allies with her bardic 
  performance. If she is badly wounded, she retreats into the nearest 
  big tree to hide and wait for rescue from her allies.
  STATISTICS
  Str 10, Dex 23, Con 15, Int 16, Wis 13, Cha 22
  Base Atk +4; CMB +4; CMD 20
  Feats Great Fortitude, Stealthy, Weapon Finesse
  Skills Acrobatics +11, Bluff +11, Climb +10, Craft (sculpture) +12, 
  Diplomacy +11, Escape Artist +17, Handle Animal +12, Knowledge 
  a forest community and the fey that skirt its edge into 
  conflict. A mighty and rare beast, a flaming delgethB5, lies 
  dying from wounds inflicted by a local hunter. The dryads, 
  whose trees depend on the delgeth’s fires to germinate 
  seeds, are growing desperate for justice, while the hunter 
  rallies the town to kill the creature.
  Weal: Laenan
  While the image of wildfire running through ancient 
  woods may spark terror in many, for the dryads of 
  Varisia’s Sanos ForestAP3, these fires are an important 
  part of the forest’s life-cycle. Living in trees that 
  need fire to germinate seeds means that the dryads 
  rely on the fires set by the delgeth to clear the way 
  for new growth. Now, as the silver-haired dryad 
  Laenan waits for her womb to quicken, she needs a 
  powerful wildfire, like the delgeth’s, to prepare the 
  ground for her infant’s tree.
  After a hunter from the nearby village of Wartle 
  mortally wounded the Sanos Forest’s delgeth, Laenan 
  moved her bonded tree close to a hunters’ trail and 
  rallied the woodland fey to barricade the wood’s heart—
  not only to keep the humans away, but to prevent 
  the dying delgeth from attracting more dangerous 
  predators. If the creature were to die, the fey would 
  seek vengeance on the town responsible. With 
  darker beings than dryads capable of crossing 
  from the First World through the forest’s rift, 
  the standoff could quickly escalate. The more 
  powerful and enigmatic denizens of the First 
  World may not respect the long mutual 
  tolerance between the fey of Sanos Forest 
  While 
  Laenan 
  seethes, 
  she 
  is 
  fundamentally bound to the forest 
  and would rather return to the days 
  when the town and fey were at peace. 
  She would not oppose a diplomatic 
  resolution. The humans’ hunting and 
  husbandry are part of the forest’s own 
  system, and ultimately, the dryad 
  wants balance more than she wants 
  the hunter to pay for his crime.
  While they’re stopping 
  in the village of Wartle for 
  supplies, a liminal sprite 
  LAENAN  
  CR5
  XP 1,600
  Dryad Bard 2
  CG Medium fey
  Init +6; Senses low-light vision; Perception +9 
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
  hp 46 (8 HD 6d6+2d8+16)
  Fort
  +6; 
  +4 
  vs. 
  bardic 
  p e r f o r m a n c e , 
  language-dependent, 
  and sonic
  DR 5/cold iron
  Weaknesses tree dependent
  OFFENSE
  Speed 30 ft.
  Melee dagger +10 (1d4)
  Ranged mwk longbow +11 (1d8)
  Special Attacks bardic performance 12 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
  Spell-Like Abilities (CL 6th)
  Constant— speak with plants
  At will— entangle (DC 15), tree shape, wood shape
  3/day— charm person (DC 15), deep slumber
  1/day— suggestion (DC 17)
  Bard Spells Known (CL 2nd; concentration +6)
  1st (4/day)— cause fear (DC17), 
  cause fear (DC17), 
  cause fear
  cure light wounds, nature’s 
  pathsVC
  0 (at will)— dancing lights, daze (DC 16), 
  message, prestidigitation
  TACTICS
  Before Combat If confronted by a group with a clear leader, or 
  anyone visibly bearing cold iron, Laenan will try to use her 
  person ability to avoid conflict or at least prevent her target from 
  harming her.
  During Combat Laenan is wary of cold iron and axes. She casts 
  entangle, deep slumber and cause fear to neutralize the most 
  cause fear to neutralize the most 
  cause fear
  dangerous targets before buffing her allies with her bardic 
  performance. If she is badly wounded, she retreats into the nearest 
  big tree to hide and wait for rescue from her allies.
  STATISTICS
  Str 10, Dex 23, Con 15, Int 16, Wis 13, Cha 22
  Base Atk +4; CMB +4; CMD 20
  Feats Great Fortitude, Stealthy, Weapon Finesse
  Skills Acrobatics +11, Bluff +11, Climb +10, Craft (sculpture) +12, 
  Diplomacy +11, Escape Artist +17, Handle Animal +12, Knowledge 
  
  191919191919
  (geography) +8, Knowledge (local) +8, Knowledge (nature) +12, Perception +9, 
  Perform (dance) +11, Sense Motive +6, Spellcraft +8, Stealth +17, Survival +7; Racial 
  Modifiers +6 Craft (wood)
  Languages Common, Elven, Sylvan; speak with plants
  SQ bardic knowledge +1, tree meld, wild empathy, versatile performance (dance), 
  woodcraft
  Woe: Tahatan
  Wartle has always been prone to seasonal forest fires, and 
  in recent years, the townsfolk have become desperate for a 
  reprieve from the damage. Tahatan, a Shoanti given over to 
  settled Varisian village life, is Wartle’s chief hunter and has 
  protected the village from the dangers of the forest for most of 
  his life. When a great fire destroyed his home a decade ago, 
  Tahatan was severely burned trying to rescue his father. 
  A tall man who goes about with his body covered and 
  a hood drawn to hide his scarred face, Tahatan is a 
  respected member of the town. 
  When Tahatan saw the mighty elk with 
  hooves of flame, he knew to draw his bow. 
  Like the wildfire blazing in its wake, the 
  beast was beautiful but far too dangerous 
  to move unchecked towards the village. 
  This, he was certain, was the creature 
  that started the blaze that left his village 
  gutted and his body a scarred ruin. 
  Faced with a being that he was sure was 
  the cause of his woes, the hunter acted 
  without hesitation.
  Tahatan let his arrows fly as the beast 
  stood its ground. A delgeth is a fearsome 
  foe, and their battle left the clearing 
  smoldering, with both the hunter and 
  his quarry severely wounded. Tahatan’s 
  companions beat down the flames and 
  carried the burned man home. Some time 
  has passed without a blaze, but the villagers 
  complain bitterly of a shadowy form that follows 
  hunters, stepping from the trees, letting loose 
  arrows, and disappearing again. Tahatan has 
  rallied the town’s hunters and rangers (treat 
  as human commoner 3). Now, Tahatan plans 
  to track the beast to its lair and finish what 
  he started. However, he is still ultimately 
  interested in the village’s safety. He 
  may be open to a diplomatic solution 
  if the town’s situation looks dire 
  enough.
  Adventure Hooks
  • The PCs find the town’s 
  smith in makeshift stocks. 
  Tahatan 
  has 
  branded 
  him a traitor for refusing 
  t o 
  make weapons against the dryads. The 
  smith begs the PCs to interfere with 
  Tahatan’s plans, offering a reward for 
  stopping the hunter.
  • In the town square, the PCs see 
  Tahatan arguing with a logger who is 
  convinced that something dangerous now stalks the forest 
  since Tahatan wounded the delgeth.
  Drawback
  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 
  traps across the most dangerous routes of the forest, and the PCs 
  will find a cold reception and steep prices in the town if they go 
  looking for supplies.
  TAHATAN 
  CR 4
  XP 1,200
  Human Slayer 5
  N Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +4 armor, +1 
  dodge)
  hp 32 (5d8+10)
  Fort +6, Ref +7, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk cold iron longsword +8 (1d8+2/19-20)
  Ranged mwk composite longbow +9 (1d8+2/x3)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Tahatan is a careful hunter, using 
  stealth to approach his enemies unseen. He studies 
  a target before trying to make the most of his 
  sneak attack from behind cover. He drinks a potion of 
  invisibility if he is worried about being seen.
  During Combat Tahatan tries to keep at range and use 
  cover to avoid damage. If pushed into melee, he will try to 
  flank with members of his hunting party. If injured, he drinks 
  his potion of cure moderate wounds, and if the battle turns against 
  him, he drinks his second potion of invisibility to flee and regroup.
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 21
  Feats Deadly Aim, Dodge, Extra Slayer Talent, Point-Blank 
  Shot
  Skills Acrobatics +7, Climb +7, Heal +7, Intimidate +5, 
  Knowledge (geography) +6, Knowledge (nature) +2, 
  Perception +8, Ride +7, Sense Motive +5, Stealth +11, 
  Survival +9, Swim +5
  Languages Common
  SQ studied target +2, track +2, slayer talents 
  (camouflage, fast stealth, terrain mastery 
  [forest +2])
  Combat Gear potion of cure moderate 
  wounds, potion of invisibility (2); Other 
  Gear 
  masterwork 
  composite 
  longbow (+2 Str) with 20 arrows, 
  10 cold iron arrows, masterwork 
  cold iron longsword, +1 studded 
  leather armorX
  his life. When a great fire destroyed his home a decade ago, 
  Tahatan was severely burned trying to rescue his father. 
  A tall man who goes about with his body covered and 
  a hood drawn to hide his scarred face, Tahatan is a 
  respected member of the town. 
  When Tahatan saw the mighty elk with 
  hooves of flame, he knew to draw his bow. 
  Like the wildfire blazing in its wake, the 
  beast was beautiful but far too dangerous 
  to move unchecked towards the village. 
  This, he was certain, was the creature 
  that started the blaze that left his village 
  gutted and his body a scarred ruin. 
  Faced with a being that he was sure was 
  the cause of his woes, the hunter acted 
  without hesitation.
  Tahatan let his arrows fly as the beast 
  stood its ground. A delgeth is a fearsome 
  foe, and their battle left the clearing 
  smoldering, with both the hunter and 
  his quarry severely wounded. Tahatan’s 
  companions beat down the flames and 
  carried the burned man home. Some time 
  has passed without a blaze, but the villagers 
  complain bitterly of a shadowy form that follows 
  hunters, stepping from the trees, letting loose 
  arrows, and disappearing again. Tahatan has 
  rallied the town’s hunters and rangers (treat 
  as human commoner 3). Now, Tahatan plans 
  to track the beast to its lair and finish what 
  he started. However, he is still ultimately 
  interested in the village’s safety. He 
  may be open to a diplomatic solution 
  if the town’s situation looks dire 
  The PCs find the town’s 
  smith in makeshift stocks. 
  Tahatan 
  has 
  branded 
  him a traitor for refusing 
  t o 
  make weapons against the dryads. The 
  smith begs the PCs to interfere with 
  Tahatan’s plans, offering a reward for 
  stopping the hunter.
  In the town square, the PCs see 
  Tahatan arguing with a logger who is 
  Human Slayer 5
  N Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +4 armor, +1 
  dodge)
  hp 32 (5d8+10)
  Fort +6, Ref +7, 
  Ref +7, 
  Ref
  Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk cold iron longsword +8 (1d8+2/19-20)
  Ranged mwk composite longbow +9 (1d8+2/x3)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Tahatan is a careful hunter, using 
  stealth to approach his enemies unseen. He studies 
  a target before trying to make the most of his 
  sneak attack from behind cover. He drinks a 
  invisibility if he is worried about being seen.
  During Combat Tahatan tries to keep at range and use 
  cover to avoid damage. If pushed into melee, he will try to 
  flank with members of his hunting party. If injured, he drinks 
  his potion of cure moderate wounds, and if the battle turns against 
  him, he drinks his second potion of invisibility to flee and regroup.
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 21
  Feats Deadly Aim, Dodge, Extra Slayer Talent, Point-Blank 
  Shot
  Skills Acrobatics +7, Climb +7, Heal +7, Intimidate +5, 
  Knowledge (geography) +6, Knowledge (nature) +2, 
  Perception +8, Ride +7, Sense Motive +5, Stealth +11, 
  Survival +9, Swim +5
  Languages Common
  SQ studied target +2, track +2, slayer talents 
  SQ studied target +2, track +2, slayer talents 
  SQ
  (camouflage, fast stealth, terrain mastery 
  [forest +2])
  Combat Gear potion of cure moderate 
  wounds, potion of invisibility
  Gear 
  masterwork 
  composite 
  longbow (+2 Str) with 20 arrows, 
  10 cold iron arrows, masterwork 
  cold iron longsword, 
  leather armor
  
  20
  20
  20
  20
  20
  20
   First World Anthems 
  Fey-Themed Bardic Masterpieces
  By Kendra Leigh Speedling
  Art by Clay Lewis
  M
  any bards draw inspiration from the raw beauty of the First 
  World. The following masterpieces are commonly learned by 
  those who have an affinity for the fey or are devotees of one of the Eldest.
  The Chronochord (String, Percussion, Wind)
  Summoning a trace of influence from Shyka the Many, you bend 
  time to your advantage with a single stirring note.
  Prerequisite: Perform (string, percussion, or wind) 15 ranks
  Cost: Feat or 5th-level bard spell known
  Effect: When you activate this performance, you tweak the variables 
  of time so a previously made decision 
  is undone. This must be a single choice 
  taking no longer than one round to 
  carry out. The effects of this decision 
  are immediately undone; for example, 
  having taken damage due to moving 
  to a particular location or expending 
  a spell. This decision must have been 
  made within a number of rounds 
  equal to your bard level. 
  Use: 10 bardic performance rounds
  Action: 1 immediate action
  Fury of Hachan Ke (Oratory, 
  Sing, Percussion)
  You can use a fragment of power 
  from Hachan Ke, the Tane known 
  as the Glory in the Blood, to inspire 
  yourself to incredible strength.
  Prerequisite: Perform (oratory, 
  sing, or percussion) 4 ranks
  Cost: Feat or 2nd-level bard spell 
  known
  Effect: You use your performance 
  to invoke wrathful strength into 
  your veins. While maintaining this 
  performance, you are affected as per 
  the rage spell, except it only affects 
  you and you do not take the -2 penalty to AC. However, even a small 
  fraction of Hachan Ke’s power is difficult to manage, and each round 
  you maintain this performance, you take 1 point of bleed damage. You 
  are able to maintain this performance while under the rage effect.
  Use: 1 bardic performance round
  Action: 1 free action
  Redcap’s Delight (Act, Dance)
  Inspired by a redcap’s sadistic glee at bloodletting, you can cause 
  others’ wounds to worsen.
  Prerequisite: Perform (act) or Perform (dance) 7 ranks
  Cost: Feat or 3rd-level bard spell known
  Effect: Your mockery has a supernatural effect on your opponents’ 
  injuries, causing all enemies within a 30-foot radius of you to take 
  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 
  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
  Requiem of Solitude (Sing, String)
  You channel your loneliness and longing into a beautiful, heartrending 
  song that pains those who hear it.
  Prerequisite: Perform (sing) or Perform (string) 7 ranks
  Cost: Feat or 3rd-level bard spell known
  Effect: Your mournful requiem causes foes to share in the melancholy of 
  the Lost Prince. All enemies within a 30-foot radius of you suffer the effects 
  of crushing despair (Will negates) as long as you maintain this performance.
  Use: 1 bardic performance round
  Action: 1 move action
  Silkstring Minuet (Dance)
  The grace of this dance, inspired by 
  the Green Mother, is preternaturally 
  alluring to others.
  Prerequisite: Perform (dance) 5 ranks
  Cost: Feat or 2nd-level bard spell 
  known
  Effect: Your graceful movements 
  enthrall even those who would not 
  otherwise be attracted to your race or 
  gender. For the effect’s duration, all 
  those you interact with are considered 
  to be potentially attracted to you 
  for the purposes of effects such as 
  seducer’s eyesISG or the charming trait. 
  If they could ordinarily be attracted to 
  you, the effect’s bonus increases by 1.
  Use: 1 bardic performance round per 
  10 minutes of the effect’s duration
  Action: 1 minute
  Wisps of Growing Shadow 
  (Dance, Sing)
  Like Count Ranalc, your mastery of 
  shadows enables you and your allies 
  to move about unseen.
  Prerequisite: Perform (dance) or Perform (sing) 10 ranks
  Cost: Feat or 4th-level bard spell known
  Effect: This performance, either taking the form of a graceful dance or 
  a slow, steadily building aria, attunes you and your allies to the shadows. 
  For the effect’s duration, you and allies who listen to your performance 
  (to a maximum number of creatures equal to your Charisma modifier) 
  can shadow jump, as per the shadowdancer ability. Each creature 
  affected can jump up to a total of 40 feet in this way during the duration.
  Use: 1 bardic performance round per 10 minutes of the effect’s duration
  Action: 1 minute X
  
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   Songs Of The First World
  Masterpieces For The Fey-Minded 
  Bard
  By Chris L . Kimball
  Art by Mike Lowe
  S
  tories and music of the First World are woven into most 
  cultures on Golarion, oft repeated and changing with the 
  generations. However, few bards and historians are daring (or 
  foolhardy) enough to track down the undiluted versions or record 
  these works directly from the fey themselves. Those who do find 
  that in mortal hands these masterpieces still hold a little fey magic.
  Dance Of Autumn Leaves (Act, Dance)
  Moving in unison with nature itself, your body sways and bends 
  in a primordial dance, blurring the vision of witnesses with the 
  majestic beauty of the changing season.
  Prerequisite: Perform (act) or Perform (dance) 3 ranks
  Cost: Feat or 1st-level bard spell known
  Effect: Hushed whispers tell of the dryads performing this 
  mysterious, ritualistic dance before winter puts their groves to sleep. 
  As the masterpiece begins, a cloud of brightly colored leaves whirls 
  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
  Effect: As this impossible tale begins, one target within earshot begins 
  to shrink. Each round the story continues, the target shrinks one size 
  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. 
  Unlike reduce person, items that leave the target’s possession (dropped 
  items or projectile and thrown weapons) do not immediately return to 
  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 
  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
  Call To The Hunt (Percussion, Wind)
  You sound the notes of the Wild Hunt, transforming yourself and 
  allies into a pack of hounds.
  Prerequisite: Perform (percussion) 11 ranks or Perform (wind) 11 ranks
  Cost: Feat or 5th-level bard spell known
  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 
  form of massive fey hounds. You and your pack transform (as if by 
  the spell beast shape II using the form of a dire wolf). In addition, all 
  those transformed gain the ability to communicate with each other 
  telepathically up to 60 ft. The transformation lasts for 10 minutes, but 
  may be extended by paying the bardic performance cost again while 
  all pack members howl for a turn. The effect can be ended at any point, 
  but if one ally chooses to end it the effect ends for all.
  Use: 10 bardic performance rounds
  Action: 2 full rounds X
  
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   Danse Macabre
  Written by Emily Parks
  Art by Catarina Eusébio
  I 
  dance. I danced. I will dance. Time does not exist 
  in this place. The lights are soft and cast a pleasant 
  light on everything I see. It is all beautiful. I am with my 
  friends. I smile because I am happy. The music tells me 
  so. The music is all around me and inside me. I twirl from 
  one partner and into the waiting arms of another. My skirt 
  is a shimmering rainbow as it f lares out, ref lecting the 
  lights and the other dancers dance upon the fragments 
  for a moment—or an eternity. I smile. My new partner 
  is beautiful. He has roses growing out of his eye sockets 
  that climb up to form a sweeping bouquet crowning his 
  head. He smiles at me.  
  The f low of the music sends me spinning from my 
  partner’s arms and out across 
  the dance f loor. A new 
  partner catches me, but 
  roughly, 
  fingers 
  digging 
  into my arms. This is a 
  feeling I have not felt in a 
  long time. I turn to see my 
  partner, and I see that she is 
  ugly. Her face is blemished, 
  her hair unkempt, and she 
  wears armor unseemly for 
  a ball. I notice her armor is 
  bloody.  
  “There you are!” she says. 
  She pulls me to her for an embrace, but I resist. I don’t 
  want to get blood on my dress. This is wrong. She doesn’t 
  belong here. The music in my head gets muddled. The 
  world around me changes. I begin to be able to count my 
  own breaths. The world is becoming less beautiful. I don’t 
  smile anymore. I look around. I need to find someone who 
  can make her go away. 
  “Which one did you make the deal with, Elli?” the woman 
  demands, refusing to release me. I turn to call someone, 
  anyone, to help. People are looking at us curiously, but 
  no one comes to help me. I see the rose man across the 
  dance f loor, with a different partner. He’s not looking in 
  my direction. I open my mouth to call out to him, but 
  before I can, my head explodes in pain. 
  My head is empty for a moment before it fills with 
  feelings I haven’t felt in a long time, chief among them 
  rage and pain. My feet are in intense pain. I turn back to 
  embrace the woman beside me and see her brandishing a 
  crystal wand in my direction, surely the thing that just 
  dispelled the enchantment on me. I lunge forward and 
  embrace her, dress be damned. 
  “Sister,” I sob. Then I realize. I pull away from her, “How 
  are you here? You need to leave before they catch you. 
  You’re in their realm.” It is undoubtedly my sister, but 
  she’s changed. The Aliss I remember was only recently out 
  of girlhood. The woman standing before me looks older, 
  and wears an incredibly distressed Eagle Knight uniform. 
  A realization creeps into my newly freed mind. 
  “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 finding an entrance to the Dreamlands and 
  navigating here. Look.” She lifted her cloak to reveal a 
  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 
  can always just kill the bastard who put it on you in the 
  first place. Do you know which one it was?” 
  I look around for the rose-eyed man, the one who 
  brought me here. As I look around the ballroom, I can 
  see the telltale vacant smiles of other mortals cursed to 
  dance away eternity in this hall. I also see the eldritch 
  fey creatures intermingled with the rest, creatures far 
  more alien than the rose-eyed man. I watch a pair next to 
  us as the fey partner—a woman with pale lavender skin 
  and milk-white eyes—caresses her mortal companion’s 
  face. The skin she touches 
  withers and pales as her 
  cheeks f lush. She closes her 
  eyes as if in ecstasy. Seeing 
  this, I notice how frail each 
  mortal looks. I look down at 
  my own wrists sticking out 
  from piles of gathered lace, 
  at the bones that protrude. 
  They’ve been feeding on me, 
  on all of us here, the whole 
  time. I fear what I would see 
  if I looked in a mirror. I don’t 
  know if I would even be able to 
  hold a sword now. 
  I smile, hoping to still appear enchanted in order to 
  evade their notice. I take my sister’s hand and lead her in 
  an awkward dance toward the grand double doors at the 
  front of the hall. 
  “I don’t see him,” I whisper to her, “let’s go while we 
  can.” She nods.  
  While we waltz I can feel the strength in her arms. 
  That alone makes me want to cry from happiness. It had 
  been a tragedy of my own making when I enthusiastically 
  brought my little sister to investigate a seemingly 
  abandoned farmhouse, only to be ambushed by unliving 
  shadows that left my sister’s frame atrophied and near-
  skeletal. People do foolish things for love. I hardly denied 
  her anything over the course of our lives, even knowing 
  the risks. When a stranger came around claiming he could 
  heal her, I should have asked more questions.  
  We’re ignored the entire way to the doors, and we 
  open them with little trouble. I suppose my captors don’t 
  expect their prisoners to leave through the front door. 
  We step outside, and see a staircase that descends into 
  a manicured garden path, and then into mist. My sister 
  pulls at my arms and starts to run. I follow. 
  “You’re leaving without even informing your host?” says 
  My head is empty for a moment 
  before it fills with feelings I haven’t felt in 
  a long time, chief among them rage and 
  pain. My feet are in intense pain.
  
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  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. Try 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 Aliss’ 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 Aliss’ 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 everything will be as it was. I’ll be free, and 
  Aliss will be dead.”  
  The man shrugs. 
  “Go, Elli. I shouldn’t be alive, anyway. I don’t want 
  to be alive if I know it’s because you’re here.” 
  “Aliss. Don’t be an idiot. Go home. Live your life. 
  Find another way to free me. You have plenty 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. 
  “Aliss, no. Go—” 
  “Granted, then.” The rose man cuts me off. The 
  wand and sickle both drop from Aliss’ hands, but I 
  don’t hear them hit the stone ground. The music fills 
  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 pretty 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
  
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   Golarion Gazetteer 
  The Palakar Provinces
  Written by Jacob W. Michaels
  Art by Jesse Mohn
  S
  plit into thirds by the Profit’s Flow and Great Goldpan 
  Rivers, Druma’s Palakar Forest is home to three realms 
  ruled by rival fey courts. In times of peace, the inhabitants 
  of each realm typically keep close to home, with trespassers 
  risking a flare-up in centuries-old conflicts. Freer to travel 
  in each realm are the human inhabitants of MacridiPCS:ISWG, a 
  large logging town nestled in the heart of the forest. With the 
  Prophecies of Kalistrade encouraging a long-sighted approach 
  to their harvests, the loggers of Macridi have a productive, 
  symbiotic relationship with the fey of all three provinces. They 
  work largely in safety, though they are often guided to specific 
  trees in a proxy dance of the three courts.
  The Coven Court
  The eastern province is led by its self-styled Queen Vidria (CG 
  female advanced giant dryad witch 8), who guides her region’s fey 
  with the help of the seven members of her grove, all of which are 
  bound to ancient, towering paueliel trees. Known as the Coven 
  Court, these dryad witches (CG female advanced dryad witches 
  5) seek consensus among the many inhabitants of their realm, 
  doing their best to lead by offering wise counsel.
  Influenced 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 conflict, 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 
  arrangements no matter what their purpose in the woods, lest 
  they find themselves facing her wrath.
  The Horned Court
  The western region, the section of the forest that encompasses 
  Macridi, proves the most dangerous, and most lucrative, of the 
  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 
  lumberjacks to harvest more wood than they can in other 
  regions, but also leaves them vulnerable to the Horned Court’s 
  more vicious kin. Darker fey, such as gangs of redcaps, roam 
  the woods, and the Wild Hunt finds it a welcoming place for 
  sport. The satyrs themselves don’t begrudge the lumberjacks 
  their wood, but expect in return that the residents of Macridi 
  will be similarly nonchalant when they or their families are 
  lured into raucous bacchanals. 
  No single satyr controls the Horned Court for long, with primacy 
  changing based on backing of the fey masses—and that most often 
  follows the best party. Recently, control of the court switched to 
  Polyxio, a satyr who has adopted his own form of the Prophecies 
  of Kalistrade (or, more accurately, a bad parody of the Prophecies). 
  The white-gloved Polyxio has called for an effort to unite the three 
  provinces into a single fey kingdom. He sent an emissary to Elophis 
  with an offer to become her consort in return for an alliance to 
  overwhelm the stout defenses of the Coven Court. It’s not clear 
  what the Glimmering Queen thinks of such an offer, but the fey of 
  all three provinces wait to see what will come of it. X
  
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   Realm Of The Fellnight 
  Queen: An ACG 
  Adventure
  By Nicholas Wasko
  T
  his adventure serves as a short replacement for Into the 
  Worldwound, the first adventure of Wrath of the Righteous, the third 
  set in the Pathfinder Adventure Card Game. It requires cards from the Wrath 
  of the Righteous Base Set and Adventure Deck 1. The game box 
  should only contain cards with a set indicator of B or C. 
  The adventure’s adventure deck number is 0.
  In the town of Bellis, the long-awaited marriage of two 
  local socialites turns to mayhem when the arrival of a 
  bloodthirsty army of fey brings the festivities to a gruesome 
  halt. To save the townsfolk and stop a mysterious enemy 
  from corrupting the entire region, a band of heroes must 
  drive the invaders back to their domain: a demiplane of 
  shadow and malice called the Fellnight Realm. There, the 
  heroes must find allies among the realm’s embattled natives 
  and rally them to defeat Rhoswen, the Fellnight Queen.
  This adventure echoes the Pathfinder RPG module 
  Realm of the Fellnight Queen by Neil Spicer.
  Complete the scenarios in this order:
  1. Wedding Crashers
  2. Lost in the Mists
  3. The Fellnight Realm
  During this adventure: Replace the Demon trait with
  the Fey trait on all banes. The servitor demon is the henchman Derakni, 
  which gains the Servitor trait.
  Reward: Each character gains a card feat.
  Wedding Crashers
  What began as a jubilant wedding celebration quickly dissolves into 
  chaos when swarms of awakened vermin descend on the town of Bellis. 
  The invaders’ commander is Tenzekil Braybittle, a gnome beekeeper 
  who resided in Bellis before succumbing to the terminal affliction 
  known as the Bleaching. Defeating the Fellnight Queen’s vanguard 
  means hunting down the mad beekeeper and his giant bee companion, 
  Fulvid, before his swarms of vermin engulf the entire town.
  Villain: Tenzekil Braybittle and Fulvid (Use Thurl and Inhaz, but 
  replace Thurl’s traits with the Gnome and Druid traits and replace 
  Inhaz’s traits with the Vermin trait)
  Henchmen: Vescavor Swarms
  Locations:
  1: Temple of Iomedae
  1: Cemetery
  1: Collapsing Bridge
  2: Defender’s Heart
  3: Watchtower
  4: Manor House
  5: Marketplace
  6: Family Tomb
  During This Scenario: Increase the difficulty of all checks to defeat 
  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 
  it and replace it with a random monster. Shuffle the deck afterwards.
  Reward: One character receives the weapon Cold Iron Longsword. 
  All other characters draw a random item from the box.
  Lost 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 
  hunting the wicked beasts that stalk the forest.
  Villain: none
  Henchmen: Carnivorous Stump, Fiendish Tree, Tangle Traps
  Locations:
  1: Dark Forest
  1: Canyon
  1: Abyssal River
  2: Wounded Lands
  3: Cavern
  4: Befouled Altar
  5: Abyssal Rift
  6: Defender’s Heart
  During This Scenario: After a character 
  defeats a henchman, summon a random ally 
  from the box. If the character fails to acquire the 
  ally, shuffle the henchman back into the location 
  deck. If the character successfully acquires the 
  summoned ally, she may attempt to close the 
  location. The barrier Arboreal Blight summons 
  and encounters the scenario’s servitor demon 
  instead of the Fiendish Tree.
  Reward: One character receives the cohort 
  Vinst. All other characters draw one random 
  blessing or spell (player’s choice) from the box.
  The Fellnight Realm
  The final battle for Bellis’ freedom takes place in Rhoswen’s palace, 
  a shadowy fortress grown from a giant thistle. To end the Fellnight 
  Queen’s reign of terror, the heroes must hunt down Rhoswen and her 
  haunted fey minions without succumbing to her umbral power. Will 
  the heroes drive the Fellnight Queen back into the shadows, or will they 
  become prisoners of the spiteful nymph for eternity?
  Villain: Rhoswen (Use Jeslyn, but replace her traits with the Fey and 
  Sorcerer traits)
  Henchmen: Wights (gain the Fey trait)
  Locations:
  1: Great Hall
  1: Occult Library
  1: Cell
  2: Torture Chamber
  3: Armory
  4: Forsaken Cloister
  5: Cavern
  6: Watchtower
  During This Scenario: If the top card of the blessing deck has the 
  Corrupted trait, increase the difficulty of all checks to defeat banes 
  with the Fey trait by 4.
  Reward: Each character chooses a type of boon other than loot and 
  draws a random non-Basic card of that type from the box. X
  
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   Why Can’t We Be 
  Friends?
  Gerbie Corruption
  Written by Kerney Williams
  Art by Liz Courts
  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 
  happily travel the First World teaching the value of friendship, 
  whether those who encounter them welcome it or not. Using their 
  own unique fey magic, they frequently achieve this goal.
  However, prolonged exposure to gerbies can have a long-term 
  effect on creatures. Gerbies also know that certain creatures are 
  habitually violent once they leave gerbie influence. To prevent this, 
  gerbies attempt to thwart regression with heartfelt gifts that fill 
  the recipient with goodwill. The problem is they are as just as likely 
  try to prevent violence against a rampaging owl bear or a tribe of 
  goblins as a human village.
  Catalyst
  Gerbies can corrupt creatures in two ways, either by prolonged 
  exposure (such as by residing in a gerbie village) or by giving gifts, 
  such as food, which are willingly consumed or used. Gerbies target 
  those who regularly engage in violence for such interventions. 
  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 
  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 
  your manifestation level. If you fail any of these saving throws, 
  you are overcome with the desire to commit an utterly selfless act 
  in the spirit of friendship; this also causes you to advance to the 
  next corruption stage. If others prevent this utterly selfless act, you 
  shake off this urge, but the DC of future saving throws to prevent 
  the corruption’s progress increases by 2. This increase stacks each 
  time you shake off the urge, but it resets when you reach the next 
  corruption stage.
  Corruption Stage 1: The first time you resolve a violent situation 
  peacefully, your alignment shifts one step toward chaotic good. 
  Their features become a little bit softer and more adorable.
  Corruption Stage 2: You find you are protective of all living 
  things. Your alignment shifts to chaotic good.
  Corruption Stage 3: The third time your corruption progresses, 
  you are overwhelmed with love for all living things. You gain 
  the fey template and refuse to involve yourself in activities that 
  The rules for gerbie corruption follow the rules detailed 
  in Pathfinder Roleplaying Game: Horror Adventures, which notes 
  that corruption can come from either evil or alien mindsets. 
  While gerbies are not evil, they are alien in a uniquely fey way, 
  viewing the spread of non-violence as a priority above all other 
  considerations, including free will.
  
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  are likely to lead to violence or aid violence even indirectly. You 
  become an NPC under the GM’s control.
  Removing the Corruption
  Unfortunately, the cure for gerbie corruption is the intensely 
  personal trauma which comes from witnessing cruelty alien to the 
  gerbie mindset. This is not the routine violence of adventuring, but 
  rather the kind of gut wrenching trauma that comes from seeing 
  suffering inflicted on a close friend or family member rather than 
  oneself. This reminds the corrupted sufferer that perpetrators of 
  such crimes would not make good friends, and that part of being 
  good in alignment is to oppose such behavior. What this involves 
  is up to the GM. 
  Special: Gerbie corruption can be considered an alternate cure 
  for the accursed corruption. Similarly, acquiring Infernal or 
  Demonic corruption can be considered an alternate cure for gerbie 
  corruption
  Manifestations
  Please Don’t Hurt Me
  You are so adorable even the most hardened heart is reluctant to 
  harm you.
  Prerequisite(s): Manifestation level 5th, Utterly Adorable.
  Gift: While you are using the total defense action, if a melee attack 
  would still exceed your AC, you can attempt a Diplomacy check 
  with a DC equal to the foe’s attack roll as an immediate action. If 
  you succeed at the check, the attack misses. This manifestation 
  cannot be used against a target more than once in a 24 hour period.
  Stain: While doing this you may not aid in violence in any way, 
  including indirect action such as maintaining bard song, casting 
  spells that increase combat effectiveness, or providing a flanking 
  bonus.
  I Don’t Want to Make You Bleed
  You are reluctant to hit anyone too hard, lest you do permanent 
  damage.
  Prerequisite(s): Manifestation level 3rd.
  Gift: You take no penalty when attempting to do nonlethal 
  damage in melee.
  Stain: You suffer a -4 penalty when attempting to do lethal 
  damage unless your target has an Intelligence score of 2 or lower, 
  or is immune to non lethal damage.
  I Don’t Want This Spell to Hurt 
  Your damage dealing spells might hurt someone. What are you to 
  do?
  Prerequisite(s): Manifestation level 3rd.
  Gift: You gain the Merciful Spell metamagic feat as a bonus feat.
  Stain: You are so concerned about not hurting anyone that you 
  become distracted. You take a -4 penalty to concentration checks.
  Utterly Adorable
  You are so cute that creatures can’t help but like you.
  Gift: You gain a +2 racial bonus to all Bluff, Diplomacy, and 
  Perform checks (except Bluff checks to convince someone you 
  intend them harm). At manifestation level 3rd this increases to +4.
  Stain: You can no longer use the Intimidate skill. In addition, if 
  someone uses Intimidate successfully on you, you are staggered for 
  the next round, in addition to any other effects.
  Let’s be Friends
  You have a special way of building rapport quickly.
  Prerequisite(s): Manifestation level 4th.
  Gift: Once per day when you succeed at a Diplomacy or Perform 
  check against a creature, you can charm that creature as if using 
  charm monster with a caster level equal to your character level. If 
  the creature fails its save, it is charmed for a number of days equal 
  to your character level.
  Stain: Friendship is a two-way street. When you successfully 
  use your gift, you in turn are charmed by the target for the same 
  duration.
  Calm Down
  You are a natural at defusing tension.
  Prerequisite(s): Manifestation level 2nd, Share the Fun.
  Gift: You can cast calm emotions and calm animals as spell like 
  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.
  Stain: You are unable to benefit from morale bonuses or emotion 
  based effects, such as rage, which provide combat bonuses.
  Share the Fun
  You gain skills to entertain or play with all your new friends.
  Gift: You gain one of the following skills: Climb, Swim, Perform, 
  or Craft with ranks equal to your Hit Dice. All allied creatures 
  around you gain a +2 circumstance bonus for using the same skill 
  and can use it untrained. This increases to +4 at corruption Stage 2.
  Stain: You’re so eager to share, your judgment is not the best on 
  who to include. Suffer a -4 penalty to Sense Motive checks.
  Open Mind
  You are open to understanding others.
  Prerequisite(s): Manifestation level 4th.
  Gift: Whenever you succeed at a Sense Motive check to get a hunch 
  about a creature, you can attempt to read that creature’s mind as 
  if using detect anxieties or detect desires as a standard action 
  (revealing all the information from 3 rounds of concentration). 
  Stain: The close mental contact makes it hard for you not to 
  sympathize with the targeted creature. The targeted creature may 
  make a Perception check equal to your original Sense Motive check 
  to notice your usage of this ability. If it succeeds, it may implant a 
  Charisma based suggestion. 
  Think of the Children
  Your pleas touch the cruelest hearts.
  Prerequisite(s): Please don’t hurt me, Manifestation level 6th.
  Gift: Once per day, you may make a Diplomacy check in combat 
  against a creature within 30 feet (DC = 10 + target’s Hit Dice). This 
  is a full round action that provokes attacks of opportunity. If the 
  check is successful, the victim is shaken for 1 round and must 
  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 
  the Diplomacy check) or be staggered for as long as the target can 
  see or hear you, as it struggles with the moral dilemma placed 
  upon it. Your effective caster level for these effects is equal to your 
  character level.
  Stain: You gain the dark, bulbous eyes of a gerbie, and your 
  features become gentler and less menacing. This is a physical 
  alteration that can’t be hidden by magic. Further, you take a –4 
  penalty to Disguise checks.X
  
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   Bogeykin
  Written by Calder CaDavid
  Art by Adam Munger
  Bogeykin (Spiritualist Archetype)
  Sometimes a bogeyman is killed before it feels it has inspired 
  enough fear in the mortal world. When this happens, its spirit 
  lingers and seeks out a mortal through which it can continue to 
  sow terror.
  First World Link: A bogeykin’s ability to cast spells is tied to her 
  relationship with her bogeyman phantom and the First World. 
  She uses her Charisma score rather than her Wisdom score to 
  determine the highest spell level she can cast, the saving throw 
  DCs of spells she casts, and her bonus spells per day. This ability 
  alters spellcasting.
  Bogey Magic (Sp): From the link with her bogeyman phantom, 
  the bogeykin gains a number of spell-like abilities. A bogeykin can 
  use each of these abilities once per day, plus one additional time 
  per day for every 4 spiritualist levels she possesses beyond the 
  level at which she gained the spell-like ability. The saving throw 
  DCs for these spell-like abilities are equal to 10 + 1/2 the bogeykin’s 
  class level + the bogeykin’s Charisma modifier, rather than being 
  based on the spell’s level. 
  She gains ghost sound
  at 
  2nd 
  level, 
  suggestion
  a
  t 
  5th level, hold person at 7th level, crushing despair at 9th level, and 
  nightmare at 16th level. This ability replaces detect undead, calm spirit, 
  see invisibility, and call spirit.
  Bogeyman Phantom
  The bogeykin is bonded to the phantom of a bogeyman. A bogeyman 
  phantom functions as a phantom, except for noted changes. A 
  bogeyman phantom is from the First World, not the Ethereal 
  Plane. All bogeyman phantoms must take the fear emotional focus. 
  A bogeyman phantom cannot manifest in ethereal form and is 
  limited to manifesting in an ectoplasmic form.
  Due to its fey nature, the bogeyman phantom has a 
  vulnerability to cold iron. In ectoplasmic form a bogeyman has 
  DR 5/slashing. At 5th level the bonus becomes DR 5/cold iron. 
  This bonus increases every five levels, improving to DR 10/cold 
  iron at 10th level, DR 15/cold iron at 15th level and DR 15/– at 
  20th level. This ability alters phantom.
  Sneak Attack: At 3rd level, a bogeyman phantom gains the sneak 
  attack ability as a slayer of the same level. The damage from this 
  attack increases by 1d6 every three levels. 2d6 at 6th level, 3d6 at 
  9th and so on. This ability replaces deliver touch spells.
  Feast on Fear At 2nd level, if a bogeyman phantom begins its 
  turn adjacent to a creature who is shaken, frightened, panicked, 
  or cowering it gains fast healing equal to half its Hit Dice.
  Deadly Pursuits A bogeykin selects one slayer talent at 2nd 
  level and a second slayer talent at 10th level. This ability replaces 
  bonded senses and fused consciousness. 
  Stranger’s Guiding Hand (Su) At 3rd level, as a swift action, 
  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
  based on the spell’s level. 
  ghost sound
  at 
  2nd 
  level, 
  suggestion
  
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   Fun and Torture
  Laughing It Up
  With The Lantern King
  Written by Benjamin Chason-Sokol
  Art by Dionisis Milonas
  Laughing Knight (Antipaladin Ist Archetype)
  A whimsical psychopath, the lantern knight spreads mirth and 
  mischief to his unsuspecting victims. These knights utilize the 
  laughter of The Lantern King, the most capricious of the Eldest.
  Lantern’s Emissary: The laughing knight must worship The 
  Lantern King. Additionally, creatures who gain a bonus on saving 
  throws against spell-like and supernatural 
  abilities of fey retain that bonus against 
  the laughing knight’s class features and 
  spells. This modifies alignment.
  Lantern’s Laughter (Su): The laughing 
  knight uses the disconcerting laughter of 
  The Lantern King to his advantage when 
  he smites his foes. In order to use his 
  smite ability, a lantern knight must laugh 
  continuously. If he is ever prevented from 
  providing an emotion or vocal component, the 
  benefits he gains from his smite are suppressed 
  until he can provide them again.
  When the laughing knight smites a creature, that 
  creature must make a Will saving throw (DC = 10 + 
  1/2 the antipaladin’s level + the antipaladin’s Charisma 
  modifier). On a failed save, the target of the smite is 
  confused for the duration of the smite, cannot 
  provide emotional or verbal components, and 
  cannot speak. These additional effects end 
  once the target is no longer engaged in combat 
  with the lantern knight. This modifies smite 
  good.
  Mischievous Aura (Su): At 3rd level, 
  the laughing knight radiates an aura of 
  mischievous whimsy that causes all enemies 
  within 10 feet to take a –4 penalty on 
  saving throws against spells and abilities 
  which cause confusion. Creatures who 
  are mindless, immune to mind-
  affecting effects, or immune to 
  confusion can be affected by 
  confusion while within this 
  aura. This ability functions 
  only while the antipaladin 
  remains conscious, not if he is unconscious or 
  dead. This replaces aura of cowardice.
  Fae Spells: The laughing knight draws 
  on the power of the First World when 
  casting spells. He uses the ranger spell 
  list, instead of the antipaladin spell 
  list, when preparing spells. Additionally, the laughing knight adds 
  hideous laughter to his spell list as a first level spell. This modifies 
  spells. 
  Laughing Strike (Su): At 5th level, the laughing knight may 
  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, 
  when the laughing knight hits with an attack, his target must 
  succeed at a Will saving throw or be confused for 1 round (DC = 
  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. 
  First World Mischief (Su): At 14th level, when a creature would 
  successfully strike the laughing knight with a melee attack, he 
  may spend an immediate action to redirect that attack to another 
  random creature adjacent to his attacker. If the attack succeeds, 
  the attack strikes the new target and deals its normal damage. The 
  laughing knight may use this ability once every 1d4 rounds. This 
  replaces aura of sin. 
  Lantern King’s Champion: At 20th level, the laughing knight 
  becomes a favored emissary of The Lantern King, and can choose 
  two of the following benefits. Once these choices are made, 
  they cannot be changed without a wish granted by The 
  Lantern King.
  First World Soul (Sp): When the 
  laughing 
  knight 
  dies, 
  his 
  soul is reformed in the 
  First World 1d6 days 
  later. Additionally, the 
  laughing knight gains 
  plane shift as an at-will spell-like 
  ability, though he may only shift 
  between the Material Plane and the 
  First World.
  Always Laughing: When the laughing 
  knight smites a non-fey creature, that creature is 
  not allowed a saving throw against his lantern’s 
  laugh ability. The laughing knight is never 
  prevented from providing verbal or emotion 
  components for the purposes of using his smite 
  good class feature.
  Laughing Cruelty (Su): The laughing knight 
  can subject the target of his touch of 
  corruption to the whimsy of permanent 
  insanity. When the laughing knight 
  uses his touch of corruption class 
  feature, he may drive his target insane, 
  as per insanity.
  Lantern King’s Form (Su): Once per 
  day, the laughing knight may take 
  the form of the Lantern King 
  for 20 minutes. He becomes 
  immune to all spells and spell-
  like abilities that allow spell 
  resistance, 
  except 
  magic 
  missile and maze, and gains 
  DR 10/-.
  This 
  replaces 
  unholy 
  champion. X
  Lantern King. Additionally, creatures who gain a bonus on saving 
  throws against spell-like and supernatural 
  abilities of fey retain that bonus against 
  the laughing knight’s class features and 
  spells. This modifies alignment.
  Lantern’s Laughter (Su): The laughing 
  knight uses the disconcerting laughter of 
  The Lantern King to his advantage when 
  he smites his foes. In order to use his 
  smite ability, a lantern knight must laugh 
  continuously. If he is ever prevented from 
  providing an emotion or vocal component, the 
  benefits he gains from his smite are suppressed 
  until he can provide them again.
  When the laughing knight smites a creature, that 
  creature must make a Will saving throw (DC = 10 + 
  1/2 the antipaladin’s level + the antipaladin’s Charisma 
  modifier). On a failed save, the target of the smite is 
  confused for the duration of the smite, cannot 
  provide emotional or verbal components, and 
  cannot speak. These additional effects end 
  once the target is no longer engaged in combat 
  with the lantern knight. This modifies smite 
  Mischievous Aura (Su): At 3rd level, 
  the laughing knight radiates an aura of 
  mischievous whimsy that causes all enemies 
  within 10 feet to take a –4 penalty on 
  saving throws against spells and abilities 
  which cause confusion. Creatures who 
  are mindless, immune to mind-
  affecting effects, or immune to 
  confusion can be affected by 
  confusion while within this 
  aura. This ability functions 
  only while the antipaladin 
  remains conscious, not if he is unconscious or 
  dead. This replaces aura of cowardice.
   The laughing knight draws 
  on the power of the First World when 
  casting spells. He uses the ranger spell 
  list, instead of the antipaladin spell 
  laughing knight may use this ability once every 1d4 rounds. This 
  replaces aura of sin. 
  Lantern King’s Champion: At 20th level, the laughing knight 
  becomes a favored emissary of The Lantern King, and can choose 
  two of the following benefits. Once these choices are made, 
  they cannot be changed without a wish granted by The 
  Lantern King.
  First World Soul (Sp): 
  laughing 
  knight 
  dies, 
  his 
  soul is reformed in the 
  First World 1d6 days 
  later. Additionally, the 
  laughing knight gains 
  plane shift as an at-will spell-like 
  plane shift as an at-will spell-like 
  plane shift
  ability, though he may only shift 
  between the Material Plane and the 
  First World.
  Always Laughing:
  knight smites a non-fey creature, that creature is 
  not allowed a saving throw against his lantern’s 
  laugh ability. The laughing knight is never 
  prevented from providing verbal or emotion 
  components for the purposes of using his smite 
  good class feature.
  Laughing Cruelty (Su):
  can subject the target of his touch of 
  corruption to the whimsy of permanent 
  insanity. When the laughing knight 
  uses his touch of corruption class 
  feature, he may drive his target insane, 
  as per insanity.
  Lantern King’s Form (Su):
  day, the laughing knight may take 
  the form of the Lantern King 
  for 20 minutes. He becomes 
  immune to all spells and spell-
  like abilities that allow spell 
  resistance, 
  except 
  missile
  DR 10/-.
  This 
  replaces 
  unholy 
  champion. 
  
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   Fear Of The Dark
  Songs To Keep The Little Ones 
  Quiet
  By Robert ‘Snorter’ Feather
  Art by Ashton Sperry
  “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...
  “We grown-ups always tell you not to wander; to always tell someone 
  where you’re going, with good reason. If you don’t, you may end up like 
  the silly fellow in this song, who doesn’t listen to his young lady, and goes 
  gallivanting about. And he regrets it, he does.” 
  The Woodsman’s Folly
  to the tune of ‘39’ by Queen
  In the Springtime of my days, I waved good bye to my fiancée
  As a woodcutter’s work is never done.
  As I sweated, and I heaved, I heard a song among the leaves
  That led me far from the light of the sun.
  Where the air was damp and cool, I came upon a lonely pool 
  Wherein bathed a maid so fair.
  A girl, more vivid, verdant green, than I had ever seen
  Who frolicked naked, with nary a care.
  “Won’t you please come stay?” I heard the willow lady 
  say.
  “Men are pleasing to my kind.”
  So under grass, and under loam, we made our living, loving home
  And forgot the life I left behind.
  In the Autumn of my days, I woke as if from 
  drunken haze,
  Worried for my wife-to-be.
  But in the village, as I neared, children giggled, and 
  they jeered 
  My appearance a poor sight to see.
  By a church I saw a stone, that in still and somber 
  tone
  Told a tale that chilled through me.
  A daughter I had never known, lived her life, 
  fully grown
  And passed away, in the past century.
  I lifted my head high, and gave a long and 
  mournful cry.
  “Nothing here remains for me.
  I swear by mistletoe and oak, I 
  wish I had never woke
  From my dream, of my queen of 
  Faerie.”
  I can hear her song, though my beard is three feet long
  And my ears have had their day.
  From modern world I turn away, no more can it now betray
  With my wife, in the green, I will lay.
  “Well, he was a stupid man to wander off the path, wasn’t he? Because 
  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 
  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
  to the tune of ‘The Fairy Feller’s Master Stroke’ by Queen
  (He’s a hairy feller…)
  The fairy folk are dancing, in the new moon light.
  When suddenly their revels end, in fear and fright.
  As the crimson gore stains the clearing floor,
  They know the redcap… has STRUCK that night.
  He’s come out to collect his tithe,
  Pumpkins severed with his favorite scythe.
  He’s nobody’s pal, oh no.
  Drunkard, reeling home, hears a sound
  Then his turnip flies, and hits the ground.
  (What a blow!) He keeps a running tally-oh.
  Mothers warn their children to be on their guard.
  What has prompted this sanguineous promenade?
  (Why must we fear so?)
  Learn your lesson, do not question nature’s cruel 
  decrees.
  Old Mister Red Cap? He must have his 
  little sprees.
  Deforestation or decapitation? Is the 
  tough choice for the fey.
  And the Scarlet Reaper decides to save 
  the daaaay-ay!
  Mister Rosey Red Hat, he is really such a silly 
  one
  Watch your step tonight or he’ll be spilling your 
  vermillion
  In arterial spraaaay-ay!
  Cease your wailing, listen for the nails in his huge 
  hobnail boots.
  Old Mister Red Cap? He’ll feed you to the forest roots.
  The woodsman sleeps with his head on his knees,
  Come on, Mister Red Cap, crack him open if you please……
  “Well that’s enough songs for one night I think, my loves. 
  Off to bed. Sleep well, and sweet dreams!” X
  A girl, more vivid, verdant green, than I had ever seen
  Who frolicked naked, with nary a care.
  “Won’t you please come stay?” I heard the willow lady 
  So under grass, and under loam, we made our living, loving home
  In the Autumn of my days, I woke as if from 
  But in the village, as I neared, children giggled, and 
  By a church I saw a stone, that in still and somber 
  A daughter I had never known, lived her life, 
  And passed away, in the past century.
  I lifted my head high, and gave a long and 
  What has prompted this sanguineous promenade?
  (Why must we fear so?)
  Learn your lesson, do not question nature’s cruel 
  decrees.
  Old Mister Red Cap? He must have his 
  little sprees.
  And the Scarlet Reaper decides to save 
  the daaaay-ay!
  Mister Rosey Red Hat, he is really such a silly 
  one
  Watch your step tonight or he’ll be spilling your 
  vermillion
  In arterial spraaaay-ay!
  Cease your wailing, listen for the nails in his huge 
  hobnail boots.
  Old Mister Red Cap? He’ll feed you to the forest roots.
  The woodsman sleeps with his head on his knees,
  Come on, Mister Red Cap, crack him open if you please……
  “Well that’s enough songs for one night I think, my loves. 
  Off to bed. Sleep well, and sweet dreams!” 
  
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   A Difference Of Taste
  By Robert Cameron
  Art by Catherine Batka
  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 
  urge to acknowledge the intrusion, but her 
  emotions roiled behind her dull black eyes.
  An entire forest to blot out the sun, she thought, 
  and yet here it lay. This miserable beam in this 
  miserable forest, whose roots gnaw on our 
  foundations.
  Were there curtains she would have 
  ordered a servant to come draw them, but 
  all such touches of creature comfort and 
  personality had been obliterated upon her 
  elevation many years ago. Function led form 
  at knife-point in this most respected house 
  of carceral torture. The spare features of the 
  office were her desk (darkwood, scrupulously 
  clean), her chair (also darkwood, absent 
  cushion), the window (mostly ignored, now 
  hated), and the whisper-holes that led up 
  from oubliettes and interrogation chambers. 
  From the darkness below came shrieks and 
  confessions more melodious than the finest 
  music, but those silvered pipes presently hit 
  a sour note.
  “Mistress!”
  The call came from the central opening, 
  the ecclesiastical chamber. If the Palais were 
  imagined as a true palace—as Valentina 
  often did—the ecclesiastical chamber was 
  the pleasure garden. Each wall gleamed 
  in 
  mirrored 
  perfection; 
  only 
  closer 
  examination revealed it was composed of 
  interlocking scalpels, pincers, scrapers, and 
  every other instrument of flesh distortion 
  imaginable. When Desnans were brought 
  to her, she wanted them to see the artistry 
  of their captors as they were re-sculpted 
  into something more beautiful.
  “MISTRESS!”
  The call rose up again. The tenor of 
  distress did not cover the tone of command 
  implicit in the cry. Valentina was going to 
  make sure that whomever it was that had 
  called her in such a manner would never do 
  so again. She was out the door when a third 
  imperative echoed out from her office. Her 
  teeth ground together in frustration.
  Those screams will be among your last. Her 
  pulse and pace quickened with anticipation and anger. It tugged at the 
  wires threading her elegant gown to her body, from her clavicle down to 
  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 
  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 
  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 
  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.
  “I am supremely disappointed at this turn 
  of events,” he said, casting his gaze around 
  the room. “There’s nothing charming or 
  clever about any of this.”
  Valentina struggled to find a phrase that 
  would re-establish the order of her world, 
  but the torturer broke in. “He just came 
  through,” he said, the last word punctuated 
  with a jab toward the now-open wall. “And 
  he won’t leave.”
  The interloper was inspecting the tray of 
  specially chosen implements and the racked 
  client. Valentina found her voice as the 
  green man started to finger a scalpel.
  “Remove yourself! This is a most sacred 
  and—”
  “My goodness, a blade?! As though 
  you could peel your pleasure out of their 
  skin like you would from a ripe fruit,” 
  the stranger interrupted, scoffing and 
  knocking the tray aside.
  This was becoming unbearable to 
  Valentina, 
  but 
  something 
  held 
  her, 
  something like... fear?
  “I strike out in search of virgin territory and 
  when I crack the wall on the horizon I’m met 
  with this dismal little sight.” The newcomer 
  ran a hand along the client’s brow, lifting their 
  head to meet his emerald gaze.
  The client’s eyes opened and glittered 
  with jewel-like tears. Parting blood-caked 
  lips, they whispered. “Thank you! Thank 
  you, Desna, my prayers—”
  “I wouldn’t thank your god yet,” the Green 
  and Purple Dandy broke in. He turned and 
  faced the dazed Kuthites. “What exactly were 
  you attempting to accomplish here? What 
  kind of proper torture victim still has hope?”
  He paced the room, taking it all in once 
  more before stopping in front of Valentina. 
  She felt transfixed under his appraising gaze. 
  Her lofty birth and long-sought position 
  afforded her the pleasure of command, but 
  she stood now as merely an object of scrutiny, 
  like a portrait or a statue in which the patron 
  found nothing but flaws.
  “No, none of this will do, none of this will do at all.” He plucked at 
  the weeping wire that girded Valentina’s ribs. “Your Prince should have 
  
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  instructed you against such grotesquery. I mean, where is the art in 
  all this ugliness? I considered it a great misfortune that my adventure 
  should have brought me to such a dreadfully boring little hole, but now 
  I see that I was led here by Fate itself to take you as my pupils! We shall 
  return to my domain at once.”
  He crossed the room in two long strides that brought him to the open 
  wall. He gripped a root tightly in both hands, and in a motion somewhere 
  between spreading out a sheet and tearing a page from a book, the 
  Green and Purple Dandy tore the wall and ceiling from the room, and all 
  four creatures now found themselves in that starry landscape looking 
  at a gleaming castle surrounded by shadowy, verdant gardens. The still-
  racked victim babbled a string of pious thanks between sobs.
  “First, we’ll need some light.” The Dandy snapped two fingers and 
  a flame sprang forth. With the other hand it reached out and pulled 
  open the praying—and now wailing—Desnan’s chest as though it were 
  hinged like a door. He scooped out the organs with a disgusted gesture 
  until only the (still!) beating heart remained, then reached in with the 
  burning finger and lit the heart like the wick in a lantern. The Dandy 
  closed the door to the chest and looked thoughtfully at the dull light 
  peeking through the skin and ribs. With a flourish from the Dandy, 
  the chest whorled and transformed into brilliant colored glass. The 
  prismatic light blazed out of the screaming, still living, lantern.
  “What have you to complain about?” The Dandy shouted in exasperation. 
  “All artists must suffer to bring something lovely into the world. You rotted 
  in a dungeon and now you illuminate royalty with beautiful, heartfelt 
  light. Be grateful.” He sighed and turned to the torturers, now beyond 
  terror and admiration at what they had just witnessed.
  “We’ll have to do something about that noise though, wouldn’t you 
  agree?” The Dandy reached out for the throat and, with a light brush of 
  the fingers, the screams warbled and warped into the trilling of birdsong. 
  The Dandy pulled the human lantern from the rack and swung it gaily 
  about before it waved a hand and led the torturers through the garden 
  toward to the castle. The trees and flowers swayed discordantly; no 
  wind blew the boughs, they simply moved and twisted according to 
  something beyond sensation.
  The Dandy came to a halt in a small clearing amid an orchard and 
  hung the burning Desnan from a nearby branch.
  “Take this lamp as an object lesson. You sliced and scraped, but you 
  did nothing to their soul. There is an artistry at work that you lack 
  knowledge of, but in the depths of contemplation you might come to 
  know it. Come, gaze into the light.”
  The Dandy reached for Valentina and she obliged, standing where she 
  was placed, watching the gently swaying anthropoid lantern, listening 
  to it sing a song so miserable it transcended emotion. She was rooted 
  by it. Or rather, she had grown roots as she listened. The wire along 
  her chest, now trunk, tightened and burst and she grew outward, sap 
  spilling down her. She saw the Dandy bring her former subordinate 
  in front of her, and watched in awed vegetal silence as he twisted and 
  pulled him into a thorny vine which wrapped so snug and tight that it 
  pierced her bark and oozed sap.
  “Keep looking, my most twisted apple tree.” The Dandy plucked a 
  newly formed fruit from her bark-covered limb and bit it hungrily. 
  “One day you’ll understand. I’ll know when there’s a difference of 
  taste, but for now, your misery is quite delicious.”
  The Green and Purple Dandy capered back to his castle with a 
  song on his lips. X
  
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   The Magical Traditions Of 
  The Eldest Fey
  By Jason Daugherty and Wojciech “Drejk” 
  Gruchala
  Art by Jess Door
  T
  he powers of the Eldest are beyond the comprehension 
  of most mortals, and even the fey who serve them often 
  find their intentions and desires to be inscrutable. Some 
  practitioners of magic have probed the powers and domains 
  of these fearsome creatures. Through significant study and 
  communing with powerful fey, theories and practices to 
  harness a mere fraction of this magic have been brought to you 
  here. Use them with caution. Catching the attentions of beings 
  such as the Eldest of the Fey can be detrimental to your mental, 
  physical, and spiritual well-being.
  EYES OF THE THREE
  School divination [curse, meditative]; Level cleric 4, druid 4, oracle 4, shaman 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 60 minutes
  Components V, S, M (incense worth 200 gp), F (a still pool of 
  water)
  Range special
  Target personal
  Duration 24 hours
  Saving Throw special; Spell Resistance yes
  By spending an hour meditating on the 
  paths of the future while preparing 
  your spells, you are able to harness the 
  insights of Magdh. Until the spell expires 
  a burning pair of eyes appear over each of 
  your ears. For 24 hours, you receive a +5 
  insight bonus on Perception and initiative 
  checks. At any time during the spell’s 
  duration, you can expend the spell’s 
  remaining duration as an immediate 
  action to focus your foreknowledge on 
  a creature within line of sight to impose 
  a penalty on all d20 rolls of –1 per three 
  caster levels (maximum –5) for a number 
  of rounds equal to half your caster level. This is a curse 
  effect. A successful Will save reduces the duration to 1 round.
  FEY ROAD
  School divination; Level alchemist 6, bard 5, druid 6, shaman 6, 
  sorcerer/wizard 6, witch 6
  This spell functions as shadow walk, except it guides you and the 
  allowed up to one touched creature per level along the border 
  between the Material Plane and the First World only. This spell 
  must be cast in forest, hills, mountains, or on crossroads. If cast 
  in any other location, the spell is expended but fails to function.
  FEY ROAD, SOLITARY
  School divination; Level ranger 4
  Target caster and his animal companion
  This spell works like fey road, except it only affects you and your animal companion.
  GUIDANCE OF THE HOODED ONE
  School transmutation; Level bard 3, druid 3, ranger 2, shaman 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target up to one touched creature/level
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  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 
  checks equal to half your caster level (maximum +5) to avoid being surprised 
  by a foe. In addition, they are unaffected by penalties to Perception from bad 
  weather, protected from extreme heat and cold (as endure elements), and gain the 
  benefits of pass without trace.
  LIAR’S LIGHT
  School illusion (glamer); Level bard 2, inquisitor 2, mesmerist 2
  Casting Time 1 standard action
  Components V, M/DF (a firefly)
  Range touch
  Target object touched
  Duration 10 min/level (D)
  Saving Throw special; Spell Resistance no
  This spell functions as light, except for the duration of the 
  spell you can, as an immediate action, affect an object in 
  the radius of the liar’s light with a glamer to change its 
  physical appearance to something of a similar size and form 
  (an apple could appear to be an orange, for example, or 
  a treasure chest a rock). This action can be taken once 
  for every 2 caster levels you possess. If a creature 
  other than the caster interacts with the 
  glamered object they receive a Will save to 
  disbelieve the effect. The glamer lasts for 
  the duration of the spell and immediately 
  fades if the object ever leaves the radius 
  of liar’s light.
  LORD’S BLESSING
  School 
  enchantment 
  (compulsion) 
  [mind-affecting]; Level bard 2, inquisitor 
  2, mesmerist 2, occultist 2, psychic 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 immediate action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute
  Saving Throw Will negates; Spell Resistance yes
  You cause the runes of The Lost Prince to briefly appear 
  on the target, making them unable retain their memory. If 
  the target fails their Will save, they are unable to retain any 
  specific details about what occurs during the spell’s duration. 
  The target would remember being in combat, for example, but 
  not who his opponent(s) were, why the fight occurred, or other details.
   V, S, M (incense worth 200 gp), F (a still pool of 
  of rounds equal to half your caster level. This is a curse 
  effect. A successful Will save reduces the duration to 1 round.
   alchemist 6, bard 5, druid 6, shaman 6, 
  , except it guides you and the 
  allowed up to one touched creature per level along the border 
  between the Material Plane and the First World only. This spell 
   10 min/level (D)
  Saving Throw special; 
  This spell functions as 
  spell you can, as an immediate action, affect an object in 
  the radius of the 
  physical appearance to something of a similar size and form 
  (an apple could appear to be an orange, for example, or 
  a treasure chest a rock). This action can be taken once 
  for every 2 caster levels you possess. If a creature 
  other than the caster interacts with the 
  glamered object they receive a Will save to 
  Target
  Duration 1 minute
  Saving Throw Will negates; 
  You cause the runes of The Lost Prince to briefly appear 
  on the target, making them unable retain their memory. If 
  the target fails their Will save, they are unable to retain any 
  specific details about what occurs during the spell’s duration. 
  
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  MEMORY’S EMBRACE
  School enchantment [meditative, mind-affecting]; Level cleric 3, druid 3, oracle 
  3, sorcerer/wizard 3, witch 3 
  Casting Time 1 hour
  Components V, S, M (incense worth 200 gp)
  Range personal
  Target you
  Duration 24 hours
  Saving Throw none; Spell Resistance none
  You spend the time while you prepare spells mentally perusing The Memory 
  Palace of Raghadan. You receive a +5 insight bonus on Craft, Knowledge, and 
  Profession skill checks. This bonus increases to +10 to identify dragons, fey, or 
  creatures with the aquatic or water subtypes. When targeted by a mind-affecting 
  effect, you may discharge the spell’s remaining duration to briefly send your 
  mind back to the Memory Palace, allowing you to roll twice on your saving throw 
  and take the better of the two rolls.
  MOTHER’S EMBRACE
  School conjuration (creation); Level druid 3, shaman 3, witch 3
  Casting Time 1 standard action
  Components V, S, M/DF (a handful of seeds and spores)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Fort negates; see text; Spell Resistance no
  You blow a cloud of seeds and spores at the target that sprout upon landing. 
  The target is covered in growing fungus and vines that causes them to become 
  entangled. If the target fails its save it also takes 1d6 points of bleed damage per 
  3 caster levels (maximum 5d6) as the plants feed on them. Any amount of fire 
  damage dealt to the target ends both effects as it burns off the young plants and 
  cauterizes the wounds.
  SENESCHAL’S REBUKE
  School transmutation; Level bard 4, mesmerist 4, sorcerer/wizard 6, witch 6 
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude save partial; Spell Resistance yes
  You speak a scathing rebuke that has been handed down to Shyka’s followers by Yael, their 
  seneschal, forcing a creature to fight the very flow of time itself. The targeted creature is 
  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.
  TOUCH OF THE TWINS
  School enchantment [emotion, mind-affecting]; Level bard 4, mesmerist 4, psychic 
  4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range long (100 ft. + 10 ft./level)
  Area The caster and creatures within a 15-ft.-burst, centered on the caster
  Duration 1 min/level
  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
  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]; 
  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; 
  You channel the fury of Count Ralnac upon a single living creature, 
  instilling upon them a vengeful phantasm. The 
  takes the form of the creature the target has most recently 
  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 
  of betrayal.
  shaken until the end of the spell’s duration. 
  
   First World Physics: 
  Gravity is Just a Suggestion
  By Benjamin Chason-Sokol
  Art by Jessica Redekop
  First World Physicist (Alchemist Archetype)
  The First World physicist utilizes a mélange of boundary 
  breaking chemicals to forcefully merge the incomprehensible 
  physics of the First World with the Material Plane. Doing so 
  requires a flocculant, which latches onto the First World’s planar 
  energy and causes it to be injected into the Material Plane. 
  First World Physics (Ex): The First World physicist can 
  prepare a planar flocculant, a concoction using planar essence 
  of the First World and 
  the Material Plane 
  which, when applied 
  correctly, 
  can 
  mingle the physics 
  of the two planes. 
  The First World 
  physicist 
  can 
  deliver a planar 
  flocculant as a 
  thrown 
  weapon 
  attack against a 
  square (AC 5). If the 
  attack misses, the flocculant’s 
  vial breaks uselessly and must be 
  prepared anew. If the planar flocculant 
  hits, the square and each adjacent square 
  gain a random First World trait (see Table: 
  First World Traits below). These traits last for one minute 
  per alchemist level. If a trait requires a saving throw, the DC 
  is equal to 10 + 1/2 the alchemist’s level + his Intelligence 
  modifier. First World traits that can manifest are:
  First World Flowers: This trait enlarges the native 
  plant life as the vivacity of the First 
  World commingles with the Material 
  Plane. The area is affected as per entangle
  for the trait’s duration (Reflex negates, 
  each target must check seperately).
  First World Gravity: This trait brings the 
  inconsistent gravity of the First World into the Material Plane. 
  Creatures within this area of this trait are affected by hostile 
  levitationUC (Will negates).
  Jubjub Shrieks: This trait brings the ringing shrieks of the 
  jubjub bird into the Material Plane. Casting a spell in the area 
  of this trait requires a concentration check (DC 15 + the level 
  of the spell being cast). When this trait is first inserted into 
  the world, creatures in the affected area must succeed on a 
  Fortitude saving throw or else be stunned for 1 round.
  Reformation: This trait brings the undying quality of the 
  First World’s denizens to the Material Plane. Creatures 
  within the area of this trait automatically stabilize when 
  brought below 0 hit points. 
  Unreliable Distance: This trait twists space by creating an 
  area of unreliable distance from the First World to the Material 
  Plane. Creatures within the area of this trait are considered to 
  be within reach of each other when making attacks.
  Whifflewind: This trait stirs the air like a whiffling 
  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 flocculant, and once brewed it remains 
  potent until used. A First World physicist can only maintain 
  one flocculant at a time—if he brews a second dose, any 
  existing flocculant becomes inert. As with an extract or bomb, 
  a flocculant that is not in the alchemist’s possession becomes 
  inert until he picks it up again. Flocculants are only effective 
  on the Material Plane, and are blocked by effects which block 
  planar travel. This ability replaces the mutagen class ability.
  Defensive Flocculant (Ex): At 8th level, the First World 
  physicist can prepare a defensive flocculant when preparing a 
  flocculant. A defensive flocculant only applies the reformation 
  First World trait. Additionally, creatures within the area of 
  this flocculant gain fast healing 1 for the flocculant’s 
  duration. A defensive flocculant 
  cannot restore more hit points 
  than twice the alchemist’s level 
  plus his Intelligence modifier. 
  This ability replaces the discovery 
  gained at 8th level.
  Potent 
  Flocculant 
  (Ex): 
  At 
  14th 
  level, 
  the 
  First 
  World physicist can have 
  two flocculants prepared 
  concurrently, 
  and 
  each 
  flocculant he throws creates 
  two First World traits, instead of one. 
  This ability replaces the persistent 
  mutagen class ability.
  Flocculating Bombs (Su): At 16th level, 
  when the First World physicist hits a 
  creature with a bomb, he may imbue one 
  square occupied by the struck creature 
  with a First World trait of his choice. 
  This trait lasts for a number of rounds 
  equal to the First World physicist’s 
  level. This ability replaces the 
  discovery gained at 16th level.
  Grand Flocculant (Ex): At 
  20th level, when the First World 
  physicist creates a flocculant, 
  he 
  may 
  choose 
  three 
  First 
  World traits instead of creating 
  random traits. If the First World 
  physicist does not choose traits 
  when creating a flocculant, that 
  flocculant creates four random First 
  World traits when thrown. 
  This ability replaces the grand 
  discovery class ability. X
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  mingle the physics 
  square (AC 5). If the 
  attack misses, the flocculant’s 
  vial breaks uselessly and must be 
  prepared anew. If the planar flocculant 
  hits, the square and each adjacent square 
  gain a random First World trait (see Table: 
  First World Traits below). These traits last for one minute 
  per alchemist level. If a trait requires a saving throw, the DC 
  is equal to 10 + 1/2 the alchemist’s level + his Intelligence 
  modifier. First World traits that can manifest are:
  First World Flowers: This trait enlarges the native 
  plant life as the vivacity of the First 
  World commingles with the Material 
  Plane. The area is affected as per entangle
  for the trait’s duration (Reflex negates, 
  each target must check seperately).
  First World Gravity: This trait brings the 
  inconsistent gravity of the First World into the Material Plane. 
  Creatures within this area of this trait are affected by hostile 
   (Will negates).
  : This trait brings the ringing shrieks of the 
  jubjub bird into the Material Plane. Casting a spell in the area 
  of this trait requires a concentration check (DC 15 + the level 
  of the spell being cast). When this trait is first inserted into 
  the world, creatures in the affected area must succeed on a 
  Fortitude saving throw or else be stunned for 1 round.
  : This trait brings the undying quality of the 
  First World’s denizens to the Material Plane. Creatures 
  within the area of this trait automatically stabilize when 
  flocculant. A defensive flocculant only applies the reformation 
  First World trait. Additionally, creatures within the area of 
  this flocculant gain fast healing 1
  duration. A defensive flocculant 
  cannot restore more hit points 
  than twice the alchemist’s level 
  plus his Intelligence modifier. 
  This ability replaces the discovery 
  gained at 8th level.
  Potent 
  Flocculant 
  (Ex)
  At 
  14th 
  level, 
  the 
  First 
  World physicist can have 
  two flocculants prepared 
  concurrently, 
  and 
  each 
  flocculant he throws creates 
  two First World traits, instead of one. 
  This ability replaces the persistent 
  mutagen class ability.
  Flocculating Bombs (Su)
  when the First World physicist hits a 
  creature with a bomb, he may imbue one 
  square occupied by the struck creature 
  with a First World trait of his choice. 
  This trait lasts for a number of rounds 
  equal to the First World physicist’s 
  level. This ability replaces the 
  discovery gained at 16th level.
  Grand Flocculant (Ex)
  20th level, when the First World 
  physicist creates a flocculant, 
  he 
  may 
  choose 
  three 
  First 
  World traits instead of creating 
  random traits. If the First World 
  physicist does not choose traits 
  when creating a flocculant, that 
  flocculant creates four random First 
  World traits when thrown. 
  This ability replaces the grand 
  discovery class ability. 
  
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   Feats of the Fey
  Cold Iron Style feat line and Fey 
  Origin Feats
  By Stewart “Reduxist” Moyer
  Art by John Bunger
  Cold Iron Style (Combat, Style)
  You have learned how to get the most out of cold iron weapons.
  Prerequisites: Weapon Material MasteryPC:WMH, 9th-level fighter.
  Benefits: Whenever you wield a cold iron weapon, you gain a +1 
  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 
  Material Mastery feat against the same enemy without waiting for 24 
  hours. Whenever you score a critical hit with a cold iron weapon, you can 
  choose whether or not to activate the additional effect.
  Normal: You can only use the cold iron benefit from the Weapon 
  Material Mastery feat on the target once every 24 hours.
  Cold Iron Reave (Combat, Style)
  You can use cold iron to weaken your foe’s defenses.
  Prerequisites: Cold Iron Style, Weapon Material Mastery, 11th-
  level fighter.
  Benefits: You gain an additional +1 bonus to damage rolls 
  with cold iron weapons. This stacks with Cold Iron Style. 
  Additionally, whenever you confirm a critical hit with a cold 
  iron weapon on a target with spell resistance, the target 
  must succeed at a Fortitude save (DC = your 
  fighter level + your strength modifier) or 
  take a penalty to spell resistance equal to 
  1/2 your base attack bonus for a number of 
  rounds equal to your strength modifier. 
  Once a creature is targeted by this 
  effect, they cannot be affected by 
  this effect for 24 hours.
  Cold Iron Corruption 
  (Combat, Style)
  You 
  can 
  leverage 
  cold 
  iron’s 
  resistance to magic to drain your 
  enemies. 
  Prerequisites: Cold Iron Reave, 
  Cold Iron Style, Weapon Material 
  Mastery, 13th-level fighter.
  Benefits: You gain an additional 
  +1 bonus to attack rolls with cold 
  iron weapons. This stacks with 
  Cold Iron Style and feats that have 
  Cold Iron Style as a prerequisite. 
  Whenever you confirm a critical 
  hit with a cold iron weapon, 
  if the target can cast spells or 
  spell-like abilities, they must 
  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 
  a creature is targeted by this effect, they cannot be affected by this effect 
  for 24 hours.
  Cold Iron Annihilation (Combat, Style)
  You have learned to punish creatures already weak to cold iron weapons.
  Prerequisite: Cold Iron Corruption, Cold Iron Reave, Cold Iron 
  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 
  hit a creature that possesses DR X/cold iron, not only is the DR 
  bypassed, the target takes an additional amount of damage equal to 
  the amount of DR/cold iron they possess. This damage only occurs 
  once per target per round.
  Fey Follower
  Your connection to fey grows, even as you are separated from them.
  Prerequisite: Fey FoundlingISWG, 5th level.
  Benefits: Choose either Reflex or Will saves. You gain a +2 bonus 
  to the selected save. This stacks with Iron Will or Lightning Reflexes. 
  You also gain sonic resistance 5. However, you can no longer use, 
  wear, or wield cold iron equipment.
  Special: You can take this feat a second time. If you do, you gain a 
  bonus to the save you didn’t select and you gain sonic resistance 10.
  Fey Forerunner
  Your fey origins are so overwhelming that they have become part 
  of your very being.
  Prerequisite: Fey Follower, Fey Foundling, 10th level.
  Benefits: Once per day, whenever you 
  receive magical healing, you can also 
  receive fast healing 1 for a number 
  of rounds equal to the amount of 
  damage you were healed. You 
  also gain DR/ cold iron equal to 
  the number of hit dice you possess 
  for a number of rounds equal to the 
  amount of damage you were healed. 
  Forlarren’s Despair
  You can invoke the muddled 
  morality of your forlarren heritage.
  Prerequisite: TieflingB1, must 
  be taken at 1st level.
  Benefits: 
  Once 
  per 
  day, 
  whenever you are hit by an enemy 
  attack, you can overwhelm them 
  with remorse. The attacker must 
  then succeed at a Will save (DC = 
  10 + 1/2 your character level + your 
  charisma modifier) or become 
  nauseated for 1d4 rounds. The 
  nauseated duration increases 
  to 1d6 at 5th level, to 1d8 at 10th 
  level, to 1d10 at 15th level, to 1d12 
  at 20th level. This is a mind-
  affecting effect.X
  : You gain an additional +1 bonus to damage rolls 
  with cold iron weapons. This stacks with Cold Iron Style. 
  Additionally, whenever you confirm a critical hit with a cold 
  iron weapon on a target with spell resistance, the target 
  must succeed at a Fortitude save (DC = your 
  fighter level + your strength modifier) or 
  take a penalty to spell resistance equal to 
  1/2 your base attack bonus for a number of 
  rounds equal to your strength modifier. 
  Once a creature is targeted by this 
  You 
  can 
  leverage 
  cold 
  iron’s 
  resistance to magic to drain your 
  : Cold Iron Reave, 
  Cold Iron Style, Weapon Material 
  You gain an additional 
  +1 bonus to attack rolls with cold 
  iron weapons. This stacks with 
  Cold Iron Style and feats that have 
  Fey Forerunner
  Your fey origins are so overwhelming that they have become part 
  of your very being.
  Prerequisite: Fey Follower, Fey Foundling, 10th level.
  Benefits
  receive magical healing, you can also 
  receive fast healing 1 for a number 
  for a number of rounds equal to the 
  Forlarren’s Despair
  
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   Heroes’ Hoard
  By Jeremy Corff, Matt Duval, Jason 
  Daugherty, Wojciech Gruchala, Kim 
  Frandsen, and Dennis Muldoon
  Art by Carlos Torreblanca
  M
  agic of all varieties abounds in the First World and magic 
  items are no exception. Depicted herein are a collection of 
  First World items fit for any discerning hero’s collection.
  AURIC HUSH 
  Aura faint illusion; CL 3rd 
  Slot none; Price 12,000 gp; Weight — 
  DESCRIPTION 
  This ancient gold coin bears blemishes and 
  stains from wear and exposure to the mouth 
  secretions of innumerable past bearers. One 
  side shows the face of a stylized gnome 
  with a jagged X carved over their mouth, 
  and on the other side is a magpie.
  As a move action the bearer can place 
  the coin on their tongue. Once the Auric 
  Hush is in place they can make a melee 
  touch attack to steal the voice of another. 
  The target must make a DC 13 Will save 
  or lose the ability to speak, cast spells with 
  verbal components, or activate command word 
  items. Only one voice can be stolen in this manner 
  at any time. The target remains mute until such 
  time as the user of the auric hush removes 
  the coin from their tongue, speaks, casts a 
  spell with a verbal component, or makes any 
  audible exhalation. Should the user take damage 
  of any kind, they must make a Fortitude save with a DC equal to 10 + 1/2 the damage 
  taken or inadvertently make a sound and release the voice of their victim.
  However, while using the auric hush, the bearer suffers a severe speech impediment 
  and any spells they cast with a verbal component have a 20% chance of failing, wasting 
  the action but not expending the spell. This penalty does not apply to a spell cast with a 
  stolen voice, thought the voice is returned to its victim as normal.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, silence; Cost 6,000 gp
  BRANCHING HOURGLASS
  Aura moderate divination; CL 10th   
  Slot none; Price 5,000 gp; Weight 2 lbs. 
  DESCRIPTION
  Sand falls between the bulbs of this wooden-framed hourglass through a myriad of 
  extravagantly convoluted necks. The bearer can utilize the spell augury once per day.   
  If Shyka is the bearer’s patron deity, when the bearer uses divination magic she 
  increases her chance of receiving a meaningful reply by 5%. In addition, the bearer 
  gains a +2 insight bonus on initiative checks.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, augury; Cost 2,500 gp
  CLOAK OF THE TRAVELER
  Aura moderate abjuration; CL 9th; 
  Slot shoulders; Price 4,500 gp; Weight 1 lbs.
  DESCRIPTION
  The voluminous hood of this silver cloak can be pulled over the wearer’s head and 
  drawn to obscure their face from view while enhancing their senses. This cloak grants 
  its wearer a +5 competence bonus to Survival checks and to Perception checks to avoid 
  being surprised by a foe. 
  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
  COLD IRON BELL
  Aura strong abjuration; CL 10th 
  Slot none; Price 35,000 gp; Weight 18 lbs. 
  DESCRIPTION
  Rigid, sharp glyphs wrap around the base of this dark metal 
  bell. When struck it sounds a single, deep tone that 
  weakens creatures of the First World. Fey creatures 
  within 50 feet of the bell when it is rung are 
  nauseated for 1 minute unless they succeed on 
  a DC 17 Will save. Creatures that make their 
  save are sickened for 1 minute instead. 
  Only creatures that can hear the bell are 
  affected and a creature that hears the 
  bell cannot be affected again by the 
  same bell for 24 hours. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, 
  mass cacophonous callAPG; Cost 17,500 gp
  GREMLIN BAIT
  Aura moderate conjuration; CL 11th
  Slot none; Price 4,000 gp; Weight 1 lb.
  DESCRIPTION
  When the timer on this gruesome mechanical clock 
  goes off, the clock is destroyed as 2d6 HD of gremlins appear, 
  surrounding it. Activating the clock causes its timer to go off in 1d4 
  hours. The conjured gremlins are uncontrolled and malicious toward anyone 
  nearby, bringing misfortune and breaking things, while trying to remain hidden and 
  subtle (in their own opinion). There is 20% chance that the person that activated the 
  gremlin bait left an intangible magical trail the gremlins may follow.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, entice feyUI, creator must be chaotic; Cost 2,000 gp
  HOMEWARD STONE
  Aura moderate divination; CL 5th; 
  Slot none; Price 1,000 gp; Weight —
  DESCRIPTION
  This circular pearlescent stone seems to have no real purpose until it is brought next 
  to a compass or slotted into a wayfinder. When placed so, it forces the needle to point 
  towards the nearest portal to the First World on the material plane. Unfortunately, the 
  stone gives no indication of height or depth of the portal’s location. Travelers discover 
  the stone does not help find a way back to their original plane once in the First World.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, know direction; creator must be a First World 
  denizen; Cost 500 gp
  This ancient gold coin bears blemishes and 
  stains from wear and exposure to the mouth 
  secretions of innumerable past bearers. One 
  The target must make a DC 13 Will save 
  or lose the ability to speak, cast spells with 
  verbal components, or activate command word 
  items. Only one voice can be stolen in this manner 
  at any time. The target remains mute until such 
  time as the user of the auric hush removes 
  the coin from their tongue, speaks, casts a 
  spell with a verbal component, or makes any 
  Rigid, sharp glyphs wrap around the base of this dark metal 
  bell. When struck it sounds a single, deep tone that 
  weakens creatures of the First World. Fey creatures 
  within 50 feet of the bell when it is rung are 
  nauseated for 1 minute unless they succeed on 
  a DC 17 Will save. Creatures that make their 
  Aura
  Slot
  DESCRIPTION
  When the timer on this gruesome mechanical clock 
  goes off, the clock is destroyed as 2d6 HD of gremlins appear, 
  surrounding it. Activating the clock causes its timer to go off in 1d4 
  
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  LIVING SPEAR
  Aura moderate conjuration; CL 12th
  Slot none; Price 50,002 gp; Weight 3 lbs.
  DESCRIPTION
  This +3 called spear is made of living wood, occasionally sprouting leaves and 
  tending to take root if left stuck into earth for too long. Made of an oak reshaped 
  into a weapon without killing the tree, a dryad inhabits the weapon, despite its 
  new form appearing to be too small to fit her. The wielder of the weapon can speak 
  with the dryad and hear her answers. The dryad can leave or meld with the weapon 
  whenever she chooses, treating the spear as her bonded tree. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, lesser entice fey, wood shape; Cost 25,002 gp
  NYMPH’S VISAGE 
  Aura faint abjuration; CL 5th
  Slot none; Price 13,000 gp; Weight 1 lb.
  DESCRIPTION 
  Created from fine silks, with motifs of creeks, rivers, and leaves adorning it, this silk shawl has 
  animals sewn into the weave along the edges, forming a border along the edges of the shawl.
  When worn, this shawl provides the wearer with a +1 deflection bonus to Armor 
  Class and a +1 resistance bonus to all saves.
  Once per day, as a standard action, the wearer can lower the shawl, and all humanoids 
  within 30 feet must take a DC 14 Fortitude or be permanently blinded.
  Finally, once per day, as a standard action, the wearer can unleash a gaze attack on a 
  single creature within 30 feet. The target must succeed on a DC 14 Fortitude save with a 
  or be stunned for 1d4 rounds.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, blindness/deafness, resistance, shield of faith; Cost
  6,500 gp
  SPRINGHEART
  Aura moderate evocation; CL 9th 
  Slot ring; Price 11,000 gp; Weight —
  DESCRIPTION
  Occasionally given as a token of affection by fey creatures to mortals, a springheart 
  appears to be a dull green caterpillar tightly curled up in a spiral.  When placed into the 
  palm of a hand it slowly uncurls, crawls to a free finger, and then encircles it.  After a few 
  moments in place as a ring it brightens to a lustrous green and gold color and taking on 
  a sheen like a polished stone.  Once the ring has been worn for 24 hours, a springheart 
  provides the wearer with DR 1/cold iron.  On command it begins a 10-minute process—
  on the first 3 rounds it uncurls and climbs to the end of a finger; for the next 9 rounds it 
  quickly wraps itself in a cocoon; the cocoon gestates for the remaining 8 minutes and 
  finally at the end of the duration it bursts forth as an incorporeal butterfly that departs 
  to carry a message to a specific individual as sending (but without a chance to fail if 
  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 
  after delivering the message.
  If the wearer should die without having used the sending power, one round 
  afterward the springheart begins the process on its own, taking the sad tidings to the 
  former wearer's dearest loved one.
  CONSTRUCTION
  Requirements Forge Ring, haunted fey aspect, sending; Cost 5,500 gp
  THREADS OF FATE
  Aura faint divination; CL 5th  
  Slot hands; Price 7,000 gp; Weight 1 lb. 
  DESCRIPTION
  These thick golden threads are remnants recovered from severed fates that norns 
  snipped through. When worn twisted around the wearer’s hands, the wearer can calm 
  her fate and avoid any unusual twists of luck. Once per day, the wearer can take 10 on 
  a saving throw.
  If Magdh is the wearer’s patron deity, the wearer can utilize the spell threefold 
  sightPC:LotFW once per day. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, threefold sight; Cost 3,500 gp
  
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  TINCTURE OF MADNESS
  Aura moderate divination; CL 13th
  Slot none; Price 4,500 gp; Weight —
  DESCRIPTION
  This small vial contains a dropper and enough bitter gray liquid for ten drops. The 
  tincture is administered by stirring drops into a glass of wine or other potable liquid as a 
  full-round action. The tincture remains viable indefinitely while concentrated in its vial, 
  but a dose loses its effectiveness 24 hours after mixing. The effects vary by the number 
  of drops consumed, and all effects last for 24 hours:
  1 drop: The drinker’s perception of the world alters subtly, giving them a +2 insight 
  bonus to saves against spells and spell-like abilities with the illusion descriptor 
  cast by fey creatures. They also suffer a -2 penalty to all Charisma-based skill checks 
  made to influence creatures other than fey as their mannerisms become strange and 
  unpredictable.
  3 drops: The drinker finds familiar things are now odd and foreign to them as they 
  can see glimpses of the world behind the scenes. They gain a +4 insight bonus to 
  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 
  an extraordinary, spell-like, or supernatural ability that would normally render them 
  invisible, such as the leprechaun’s invisibility spell-like ability or the lurker in light’s 
  blend with light supernatural ability. They suffer a -8 penalty to all Charisma-based skill 
  checks made to influence creatures other than fey as they become prone to outbursts of 
  gibberish and wild proclamations. 
  10 drops: The drinker can clearly see the truth hidden behind the world around 
  them. They gain the effects of true seeing for the duration, but only against the spells 
  and abilities of fey creatures. The drinker takes on the appearance of a raving lunatic. 
  They suffer a -20 penalty to all charisma-based skill checks made to influence creatures 
  other than fey, and must make a DC 20 Charisma check each round to communicate 
  clearly with a non-fey creature. If successful the drinker may communicate normally 
  that round, though they still have a -20 penalty to influence non-fey creatures as 
  described above. On a failed check, all attempts to speak to or otherwise communicate 
  with a non-fey creature emerge as unintelligible ranting and gibberish. Regardless of 
  the result of the check, the drinker understands speech and other communications as 
  they normally would.
  CONSTRUCTION
  Requirements Brew Potion, true seeing, fumbletongue; Cost 2,250 gp
  VAGABOND’S CLOAK
  Aura faint illusion; CL 3rd  
  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
  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 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, 
  of Hand; Cost 1,800 gp
  VEIL OF THE FIRST WORLD
  Aura moderate transmutation; 
  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, 
  gp
  WARY TRAVELER’S HOOD
  Aura moderate illusion; CL 10th  
  Slot head; Price 17,500 gp; Weight
  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
  ranks in Stealth; 
  
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   Gruepert’s Market
  By Stephen J. 
  “Piratey Steve” Smith
  Art by Todd Westcot
  L ocated in a fenced-in, shadowy nook nestled hard against 
  Squallshield Hill on Port Peril’s Crescent HarborAP57
  island, Gruepert’s Market offers a wide range of unusual 
  goods plundered from all across Golarion: weapons, oddities, 
  occult paraphernalia, alchemical creations, illicit drugs and 
  poisons, and a variety of relics salvaged from shipwrecks and 
  the sea floor by an allied adaroB3 named Czorscar.  During 
  their time in the market the PCs may encounter a number of 
  unique personalities:
  Master of the Market
  Gruepert (NE male monaciello gremlinB4 rogue [charlatanUC] 3) 
  seems to be the undisputed master of the marketplace that bears 
  his name, but he secretly shares his power with Archemaeni Staal 
  (see below). More emotionally stable and people-friendly than 
  most of his kind, Gruepert has a keen eye for unusual or valuable 
  trade goods and a sharp nose for profit. Although impeccably 
  honest in his trading with his customers (other than occasionally 
  marking up the asking prices of his wares), the monaciello is a 
  lot less scrupulous in his means of acquiring his wares. He is less 
  corpulent than the average monaciello and is a snappy dresser, 
  wearing a long tuxedo-like black topcoat over a ruffled 
  white shirt with no pants underneath. Dozens of holy 
  and unholy symbols—some of which are 
  centuries-old antiques—dangle from 
  fine chains around his neck to 
  clank together lightly or rest 
  against his stomach paunch. 
  Gruepert 
  habitually 
  fusses with them 
  while haggling 
  with customers, occasionally using one as a makeshift toothpick. 
  His toenails are painted black.
  The most important part of the gremlin’s wardrobe, however, 
  is the plain leather satchel doubly secured to his person by a stout 
  leather shoulder strap and a glimmering length of mithral chain 
  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 
  skills mainly to prop up the reputation of his marketplace while 
  subtly badmouthing those of others on the isle. He’s also spread 
  some misinformation exaggerating the protection of his trading 
  compound—the foremost being that he has an invisible stalkerB at 
  his beck and call. The greedy gremlin has also cleverly blackmailed 
  most of Crescent Harbor’s smuggling operations, threatening to 
  reveal them to the Hurricane King’s bureaucrats if he’s not paid a 
  small bribe or offered first buying rights on incoming merchandise.
  Gruepert's success on the island has also brought him to 
  the attention of other unsavory and, in some cases, downright 
  wicked fey. Gruepert has been approached by a danthienneB6 
  named Omniana who deigned to make the monaciello her latest 
  companion, but she was thwarted by the efforts of Archemaeni. 
  Convinced that she has a brighter future than merely being a big 
  fish in the small pond of this squalid pirate port, Omniana now 
  bides her time, waiting to enchant the perfect pirate captain to sail 
  her across the horizon to a better life. She still visits the market to 
  chat and gossip, bringing the presence of other fey lurking in the 
  pirate city to Gruepert’s attention. The monaciello has vehemently 
  turned down separate danthienne-brokered deals with “Lumpy” 
  Ludgar Barterman (a bagmanAP105 posing as a human peddler in 
  the subterranean mainland bazaar known as the KnotworksAP57) 
  and with a mob of erinat gremlinsPCS:ABoF (who Gruepert 
  realized would only bring upheaval and disgrace to his 
  burgeoning empire). 
  Of more interest to Gruepert, 
  however, is the recent arrival 
  of a chanequeB4 named 
  Mogwar, who spends his 
  days sheltered in a 
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  lot less scrupulous in his means of acquiring his wares. He is less 
  corpulent than the average monaciello and is a snappy dresser, 
  wearing a long tuxedo-like black topcoat over a ruffled 
  white shirt with no pants underneath. Dozens of holy 
  and unholy symbols—some of which are 
  centuries-old antiques—dangle from 
  fine chains around his neck to 
  clank together lightly or rest 
  against his stomach paunch. 
  Gruepert 
  habitually 
  fusses with them 
  while haggling 
  turned down separate danthienne-brokered deals with “Lumpy” 
  Ludgar Barterman (a bagmanAP105 posing as a human peddler in 
  the subterranean mainland bazaar known as the KnotworksAP57) 
  and with a mob of erinat gremlinsPCS:ABoF (who Gruepert 
  realized would only bring upheaval and disgrace to his 
  burgeoning empire). 
  Of more interest to Gruepert, 
  however, is the recent arrival 
  of a chanequeB4 named 
  Mogwar, who spends his 
  Mogwar, who spends his 
  Mogwar
  days sheltered in a 
  
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  small cave in Squallshield Hill. The dark fey has offered to use his 
  powers to steal the souls of officials on Crescent Harbor and then 
  give the controlling skulls to Gruepert and his allies, for a price. 
  Although Gruepert’s long-term plans call for him to eventually 
  become master of the island (and perhaps—Dare he dream it?— all 
  of Port Peril), he’s wary of making a power grab too soon.
  Market Associates
  Archemaeni Staal (N female aranea alchemist 2) appears as a 
  stately, middle-aged human female with a fondness for anagrams. 
  She works out of her own large booth, Lady Staal’s Stall, in the 
  market, selling alchemical concoctions, spell components, and 
  a handful of home-brewed potions, along with more mundane 
  charms, bracelets, and necklaces made of coral and seashells. Her 
  latest venture, in collusion with Gruepert and his vermin-loving 
  miteB slaves, is the creation and maintenance of a colony of dream 
  spidersAP7 in secret caverns in the hillside to the north. The aranea is 
  in the process of manufacturing shiverGMG from the arachnids, and 
  soon a new and dangerous product will be peddled surreptitiously 
  out of the marketplace.
  Curiously, Archemaeni took a liking to the erinat gang Gruepert 
  turned away, crafting human aliases for them out of the letters 
  of their race’s name: Arnie, Artie, Ian, Nate, Erin, Rita, Teri, and 
  Tina. The erinats, now operating in pairs, have taken over Cap’n 
  Lil’s Arrphanage near the center of the island, using it as a base of 
  operations as they work their mischief on the unsuspecting locals.
  Archemaeni has befriended a female mockingfeyB6 she’s named 
  Polly. The green-feathered parrot-like fey provides not only a 
  bit of companionship to the aranea but also contributes in the 
  marketplace. Polly takes the miniaturized form of market patrons, 
  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.
  Blue Express Delivery Service
  Gruepert’s Market features a delivery service made up solely 
  of surviving members of a mite tribe that dwells in tunnels 
  underneath the hill, conquered by Gruepert, Ozquarr, and 
  their allies when the more powerful fey first claimed this 
  little slice of Crescent Harbor. Each ugly cobalt creature 
  (miteB expert 1) has undergone extensive training to learn 
  rudimentary Common, advanced techniques for controlling 
  their beloved vermin mounts, and the basics of diplomacy in 
  regards to customer service and relations (including resisting 
  the urge to pronounce doom upon dwarves, gnomes, and folks 
  who tip poorly).
  Dressed in dapper cerulean uniforms trimmed in black and 
  white, the mites of the Blue Express Delivery Service (called 
  BEDS for short, and whose slogan is ‘What Can Blue Deliver for 
  You?’) scurry across the island, carrying important missives 
  or transporting items not in stock when their purchasers first 
  visited the marketplace. When an item absolutely, positively 
  has to be somewhere faster than a mite can scamper, the 
  creepy couriers hop astride agile giant crab spiderB3 (advanced, 
  Medium-sized) mounts—colored a brilliant tropical sea blue 
  via prestidigitation—to race across the island. Gruepert plans 
  on one day expanding BEDS to mainland Port Peril, but such 
  an undertaking requires approval from the Hurricane King’s 
  bureaucrats and likely relies upon the conquest and subsequent 
  training of a second mite tribe currently living in the caves 
  southeast of the Sunken PlazaAP57.
  Gruepert also employs a roster of more mundane guards. 
  Daytime watchmen are human, while those who work nights are 
  half-orcs or other humanoids gifted with darkvision. X
  
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   Old Uncle Wallerbee in the 
  Palace of Seasons
  By Nicholas S. Orvis
  Art by Peter Fairfax
  N
  ow if ever there was a gnome who didn’t need to be 
  afraid of the Bleaching, it was our old Uncle Wallerbee 
  Waxenhammer. It probably helped that he was, you might say, 
  definitely Not All There. But his luck was second to none, and 
  his whiskers stayed a wondrous 
  shade of violet up until the 
  very day he left to join the 
  Pathfinders a hundred and 
  sixty-two years ago. 
  My daddy, who was old 
  Uncle 
  Wallerbee’s 
  younger 
  half-brother, used to tell us 
  stories about what Wallerbee 
  would get up to back in the 
  Old Country—what you call 
  the 
  First 
  World. 
  Daddy’s 
  favorite story is about the time 
  Uncle Wallerbee left their home to go visit the norn who lived 
  in the hollow and see if she could repair the hole that had 
  opened up in the seat of his pants. On the way, though, he got 
  distracted watching the fish in a stream. Well, that norn saw 
  him coming and, having been asked to repair a dozen different 
  articles of clothing by then-young old Wallerbee in the past 
  week, decided that this was too much. So, she moved the whole 
  stream that Wallerbee was looking at, and Wallerbee himself, 
  to a different place. 
  Naturally, it was a bit of a surprise to Wallerbee when he 
  looked about and discovered that the stream in which he’d been 
  watching the fish was suddenly located on a flat mountaintop 
  in the wind instead of a downy meadow in the sun. The fish 
  were a bit taken aback as well! Wallerbee wasn’t particularly 
  concerned to find himself shifted away from home, but he was 
  getting mighty chilly on the top of this big mountain. 
  “I’ll just clamber down,” he said to himself, “and take a look-
  see at where I am.”
  He climbed (and sometimes fell) for hours, until he found 
  himself at the foot of the mountain in a vast, empty desert. 
  Sand, sand, and more sand, as far as the eye could see. So old 
  Wallerbee picked himself up and picked a direction, walking 
  toward what he hoped was home. 
  He walked and he walked and he walked. It might’ve been 
  a couple of days—it might have been just hours. Either way, 
  Wallerbee was getting awfully tired and footsore and hot, and he 
  started to grumble. But he didn’t have long to complain, for just 
  as he made his loudest moan, the Old Country answered him.
   “Ooooooooooh,” said Wallerbee, as he crested a ridge and 
  saw a giant onion poking out of the sands. “Why, that looks 
  good enough to eat!”
  He ran toward the onion, and the closer he got, the larger it became. 
  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 
  was merely the dome on the highest tower of a massive palace 
  of sand-colored stone. The walls of the palace were shaped 
  like a flower, and the tops of the towers were all domes and 
  spires. And in the very middle of the wall nearest him, though 
  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 
  palace lay tumbling every which way. 
  The doors suddenly shut behind him, and as he looked back, 
  Wallerbee saw a broom float through the air and begin to 
  sweep his footsteps away. 
  “Oh, hello!” he said, rather 
  grateful to see evidence of 
  another person, even if they were 
  invisible. “What’s your name? 
  I’m Wallerbee Waxenhammer, 
  and I’m a bit lost!”
  The broom did nothing 
  but continue sweeping. So 
  Wallerbee tried again.
  “Do you live in this castle?”
  The broom continued to 
  sweep.
  “Do you like living here?”
  The broom paused. 
  “Hello?” he asked hopefully.
  The broom hurried away.
  With a sigh, Wallerbee turned back to the courtyard. “Very 
  well,” he said, “If I have to find my own way around, then find 
  it I shall!” He set off into the halls.
  The only way out of the courtyard was the walkway, and 
  there was no way out the other side. So Wallerbee chose one 
  direction (the one that smelled nicest) and began to walk. The 
  hallway wove in and out of buildings, around courtyards full 
  of statues and plants, and past one large fountain. The outside 
  walls were covered in symbols he didn’t know, and the inside 
  walls had amazing paintings that moved. Finally, he found a 
  door. It was oaken and ironbound, and Wallerbee knew that on 
  the other side there must be something fantastic. 
  So, he pushed it open. What else could he do?
  The room that Wallerbee found beyond was huge, and in 
  the hall’s middle were great stone pedestals that rose past his 
  head. Nearly fifty there were—seven times seven—and on each 
  rested a glass jar filled with swirling, riotous color. Wallerbee 
  walked among them, and looked at the names engraved on 
  each plinth. “The Season of Ash and Flame.” “The Season of 
  Acid Rain.” “The Season of Rolling Stones.” Near the very back, 
  he found four empty jars: “Winter,” “Spring,” “Summer,” and 
  “Fall.”
  “You should not be here,” a voice said suddenly, behind him.
  Wallerbee jumped, for he’d heard no one approach. As he 
  whirled, he bumped a pedestal, and a jar began to topple: “The 
  Season of Carnivorous Muskrats.” 
  The hooded figure caught the jar with one hand and replaced 
  it swiftly. The figure was tall, robed all in white, and wearing 
  long gloves. Wallerbee always swore later that he couldn’t see 
  Wallerbee jumped, for he’d heard no 
  one approach. As he whirled, he bumped 
  a pedestal, and a jar began to topple: 
  “The Season of Carnivorous Muskrats.” 
  
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  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 flights 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.”
  Wallerbee grinned. “I’ll do my best to think of you at all times, 
  your Lordliness! Oh, it will do my mother good to know that in 
  the midst of the desert I met such a one as you to guide me safe 
  home. I’ll tell everyone I know of you and your palace!”
  “Please don’t.”
  “Don’t be silly! Thank you for your hospitality, and all. I 
  would stay longer, but these pants are really badly ripped.” 
  Wallerbee bent over to show him. “I'd best be getting back if 
  I’m to have them fixed before sundown.”
  And with that, he reached forward, seized Ng’s stunned 
  hand, and shook it hard before stepping through the portal. 
  All was as he’d left it: the woods were still green, the fields 
  were still ripe, and the old norn was just sitting down to tea. 
  Old Uncle Wallerbee never did listen when we told him what 
  a narrow escape he’d had from the Hooded. But then again…
  maybe he didn’t escape after all. Not long after that, he started 
  his wandering… X
  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 
  “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 
  “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 
  “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 
  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, 
  “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 
  “Follow silently,” the figure said. So, he did.
  They left the great hall and went through the 
  porticoes, down many flights 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 
  “The Manifold Door,” the figure said. “I wish you well, 
  
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   Weal or Woe: 
  Buyer Beware
  By Kendra Leigh Speedling
  Art by Beatrice Pelagatti 
  Weal: Sestienne 
  The Witchmarket is the only home Sestienne has ever known. 
  When she was a baby, her Varisian father traded her to a 
  huldraB4 peddler in the market, ashamed of his dalliance with 
  her hag mother. The kindly huldra raised the child as her 
  own, training her in the ways of the Witchmarket 
  and the fey. As she grew, Sestienne developed 
  mesmeric powers closely tied to nature and the 
  fey. She felt an affinity for the Lantern King 
  from a young age and eventually dedicated 
  herself, swearing to protect the Witchmarket 
  from all those who would abuse its services 
  or trade unfairly. Unfortunately, she 
  never imagined one such abuser would 
  be a half-sister. Although soft-spoken, 
  Sestienne's familial resemblance to 
  her sister, keen sense of mischief, and 
  wit are enough for the gossips of the 
  Witchmarket to run wild, much to 
  her dismay.
  Adventure Hooks
  • Suspecting 
  someone 
  in 
  the Witchmarket is cheating 
  customers, Sestienne asks the 
  PCs to assist her investigation.
  • When 
  the 
  Witchmarket 
  comes to the PCs' town, 
  complaints of strange pranks 
  and cursed items soon follow. 
  They must seek out Sestienne's 
  help to find the culprit.
  Boon
  As one sworn to the Lantern 
  King, 
  Sestienne 
  is 
  greatly 
  respected among the traders 
  of the Witchmarket, and her 
  influence 
  improves 
  their 
  attitudes toward the PCs by 
  one step. She is also willing 
  to offer free spellcasting to 
  those who catch her fancy.
  SESTIENNE  
  CR 6
  XP 2,400
  Female changeling mesmeristoa (fey tricksterui) 5/
  feyswornfw rotf 2
  CG Medium humanoid (changeling)
  Init +2; Senses breacher, darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
  hp 54 (7d8+14)
  Fort +4, Ref +8, Will +5; +4 vs. fey and plant-targeted effects, +4 vs. illusions
  Defensive Abilities feyskinned (DR 10/cold iron, 2 minutes/day); Weaknesses
  feymarked
  OFFENSE
  Speed 30 ft.
  Melee +1 whip +7 (1d3+1 nonlethal) or 2 claws +4 (1d4)
  Ranged +1 light crossbow +7 (1d8+1)
  Special Attacks bold stare (timidity), hypnotic stare (–2), manifold tricks (2 tricks), 
  mesmerist tricks 7/day (mesmeric mirror, misdirection, spectral smoke [DC 17]), 
  painful stare (+2 or 1d6+2)
  Mesmerist Spells Known (CL 6th; concentration +11)
  2nd (4/day)—animal messenger, burning gazeAPG (DC 17), euphoric cloudACG (DC 17), 
  wood shape
  1st (6/day)—entangle (DC 16), faerie fire, hydraulic pushAPG, planar orientationFWRotF
  0 (at will)—detect magic, detect poison, flare (DC 15), mending, read magic, sparkAPG
  TACTICS
  Before Combat Sestienne starts the day with her mesmeric mirror trick 
  implanted.
  During Combat Sestienne softens enemies up from a distance with her 
  stares and spells before moving in to subdue them with her whip. 
  Morale If reduced to fewer than 15 hp, Sestienne surrenders if she 
  thinks her foes will show her mercy, unless they are enemies of the 
  Lantern King, in which case she fights to the death.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 20
  Base Atk +4; CMB +4; CMD 16
  Feats Extended StareOA, Fey ObedienceFWRotF, Toughness, Weapon Finesse
  Skills Diplomacy +15, Handle Animal +11, Intimidate +10, Knowledge 
  (nature) +11, Knowledge (planes) +11, Perception +9, Sense Motive +9, Use 
  Magic Device +9
  Languages Common, First Speech, Sylvan
  SQ consummate liar +2, fey veil 8/day, nature's lure, sea lungs, woodland 
  stride
  Combat Gear potions of cure moderate wounds (2); Other Gear +1 light 
  crossbow with 20 bolts, +1 whip, +1 studded leather, cloak of resistance +1, 
  snapleafUE
  SPECIAL ABILITIES
  Fey Veil (Sp, Su) Sestienne can use fey veils to assist herself and allies in 
  befuddling their opponents. By touching a target, she can subtly alter 
  its aura, granting the target a +2 circumstance bonus on Diplomacy, 
  Intimidate, or Handle Animal checks for 1 minute. Using this ability 
  is a standard action (or a swift action if she calls up a veil over 
  herself).  This is an illusion and glamer effect.
  Woe: Runa Ilario
  Born of a hag mother and a Chelish 
  merchant, Runa had a luxurious upbringing 
  in Korvosa. Her father concealed her 
  heritage until she began feeling a strange 
  pull toward the Varisian wilds. After her 
  father admitted the truth, she resisted 
  this call not out of virtue, but refusal to 
  become a hag's pawn. Finding Korvosa 
  too confining, Runa struck off on 
  her own, cheating others 
  with dubious bargains 
  and enjoying the trail of 
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  her hag mother. The kindly huldra raised the child as her 
  own, training her in the ways of the Witchmarket 
  and the fey. As she grew, Sestienne developed 
  mesmeric powers closely tied to nature and the 
  fey. She felt an affinity for the Lantern King 
  from a young age and eventually dedicated 
  herself, swearing to protect the Witchmarket 
  from all those who would abuse its services 
  or trade unfairly. Unfortunately, she 
  never imagined one such abuser would 
  be a half-sister. Although soft-spoken, 
  Sestienne's familial resemblance to 
  her sister, keen sense of mischief, and 
  wit are enough for the gossips of the 
  Witchmarket to run wild, much to 
  Suspecting 
  someone 
  in 
  the Witchmarket is cheating 
  customers, Sestienne asks the 
  PCs to assist her investigation.
  When 
  the 
  Witchmarket 
  comes to the PCs' town, 
  complaints of strange pranks 
  and cursed items soon follow. 
  They must seek out Sestienne's 
  help to find the culprit.
  As one sworn to the Lantern 
  King, 
  Sestienne 
  is 
  greatly 
  respected among the traders 
  of the Witchmarket, and her 
  influence 
  improves 
  their 
  attitudes toward the PCs by 
  one step. She is also willing 
  to offer free spellcasting to 
  SESTIENNE  
  CR 6
   (fey tricksterui) 5/
  wood shape
  1st (6/day)—entangle (DC 16), faerie fire, hydraulic push
  0 (at will)—detect magic, detect poison, flare (DC 15), 
  TACTICS
  Before Combat Sestienne starts the day with her mesmeric mirror trick 
  implanted.
  During Combat Sestienne softens enemies up from a distance with her 
  stares and spells before moving in to subdue them with her whip. 
  Morale If reduced to fewer than 15 hp, Sestienne surrenders if she 
  thinks her foes will show her mercy, unless they are enemies of the 
  Lantern King, in which case she fights to the death.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha
  Base Atk +4; CMB +4; CMD 16
  Feats Extended StareOA, Fey Obedience
  Skills Diplomacy +15, Handle Animal +11, Intimidate +10, Knowledge 
  (nature) +11, Knowledge (planes) +11, Perception +9, Sense Motive +9, Use 
  Magic Device +9
  Languages Common, First Speech, Sylvan
  SQ consummate liar +2, fey veil 8/day, nature's lure, sea lungs, woodland 
  SQ consummate liar +2, fey veil 8/day, nature's lure, sea lungs, woodland 
  SQ
  stride
  Combat Gear potions of cure moderate wounds
  crossbow with 20 bolts, +1 whip, +1 studded leather, cloak of resistance +1, 
  snapleafUE
  snapleafUE
  snapleaf
  SPECIAL ABILITIES
  Fey Veil (Sp, Su) Sestienne can use fey veils to assist herself and allies in 
  befuddling their opponents. By touching a target, she can subtly alter 
  its aura, granting the target a +2 circumstance bonus on Diplomacy, 
  Intimidate, or Handle Animal checks for 1 minute. Using this ability 
  is a standard action (or a swift action if she calls up a veil over 
  herself).  This is an illusion and glamer effect.
  Woe: Runa Ilario
  Born of a hag mother and a Chelish 
  merchant, Runa had a luxurious upbringing 
  in Korvosa. Her father concealed her 
  heritage until she began feeling a strange 
  pull toward the Varisian wilds. After her 
  father admitted the truth, she resisted 
  this call not out of virtue, but refusal to 
  become a hag's pawn. Finding Korvosa 
  too confining, Runa struck off on 
  
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  misfortune left in her wake. When a portal to the First World 
  called to her, and she eagerly entered, only to find herself 
  emerging as a fey-blooded creature. She recently arrived at 
  the Witchmarket, delighted by the array of unsuspecting 
  marks, but it did not take her long to recognize familiar 
  talents in one of the market's most staunch defenders. The 
  untimely reunion with her half-sister has put a damper on 
  her scheming, and Runa is eager to be free of any reminder 
  of her parentage.
  Adventure Hooks
  • One of the PCs purchases an item from Runa, only to 
  realize that their "bargain" is anything but.
  • Posing as an innocent merchant unfairly 
  targeted by the Lantern King's capricious 
  guard, Runa asks the PCs to clear her 
  name.
  Drawback
  Runa can subtly vex those who thwart her 
  interests. If the PCs anger her, as long 
  as they remain in the Witchmarket, they 
  take a –2 on all Diplomacy and Appraise 
  checks as she spreads misinformation.
  RUNA ILARIO 
  CR 6
  XP 2,400
  Female feyB3 changeling bard (hoaxer)PC:BM 6 
  CE Medium fey
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +4
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+5 armor, +1 
  deflection, +2 Dex)
  hp 51 (6d8+14)
  Fort +5, Ref +8, Will +5; +4 vs. mind-affecting 
  effects, +4 vs. curses, hexes, and language-
  dependent effects, +1 Will vs. spells from 
  creatures suffering from curse, hex, or mind-
  affecting effect
  DR 5/cold iron; Resist cold 10, electricity 10
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +5 (1d6)
  Ranged +1 light crossbow +7 (1d8+1)
  Special Attacks 
  bardic 
  performance 
  25 
  rounds/day (bad deal, buyer beware [DC 18], fascinate [DC 18], 
  personal guarantee, suggestion [DC18]), hexes (charm [DC 18], 
  evil eye [–2], misfortune [DC 18]), misery (+1 attack and damage 
  vs. creatures suffering from curse, hex, or harmful mind-affecting 
  effect)
  Spell-Like Abilities (CL 6th; concentration +11) 
  3/day— dancing lights
  1/day— deep slumber (DC 16), entangle (DC 16), faerie fire, glitterdust
  (DC 16)
  Bard Spells Known (CL 6th; concentration +11) 
  2nd (4/day)—blistering invectiveUC (DC 17), hold person (DC 
  17) mirror image, scare (DC 17)
  1st (6/day)—adorationUC (DC 16), biting wordsMTT, charm
  person (DC 16), ear-piercing screamUM (DC 16)
  0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), mage hand, prestidigitation, read 
  magic
  TACTICS
  During Combat Runa avoids direct combat, but if forced into it, she stays at range and 
  attempts to debilitate enemies with her spells before making her escape.
  Morale If reduced to fewer than 20 hp, Runa flees; if she cannot, she fights to the 
  death.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 11, Wis 8, Cha 20
  Base Atk +4; CMB +4; CMD 16
  Feats Craft Wondrous Item, Extra Performance, Point-Blank Shot, 
  Precise Shot
  Skills Acrobatics +11, Appraise +7, Bluff +17, Diplomacy +11, 
  Knowledge (arcana) +7, Perception +4, Perform 
  (dance) +12, Sense Motive +7, Sleight of Hand 
  +11, Spellcraft +3, Use Magic Device +10; +3 on 
  Craft, Knowledge, Linguistics, or Perception 
  to detect counterfeit or forgery (can attempt 
  untrained)
  Languages Common, Sylvan, Varisian
  SQ counterfeiter +3, sea lungs
  Combat Gear potion of cure moderate wounds, 
  wand of charm feyFWRotF (10 charges), wand 
  of hideous laughter (20 charges); Other 
  Gear mwk rapier, +1 light crossbow with 
  30 bolts, +1 chain shirt, ring of protection +1, 
  cloak of resistance +1
  SPECIAL ABILITIES
  Bad Deal (Su) As a standard action that provokes 
  attacks of opportunity, Runa can use 1 round of 
  bardic performance to invest a bit of luck, whether 
  good or bad, into an object. This object must be 
  light enough to hold in one hand, and cannot be 
  magical. It remains hexed as long as she spends 
  1 round of bardic performance each round as 
  a swift action to maintain it, until she 
  drops the item, or until triggered. 
  The hex triggers immediately upon 
  being willingly accepted by a new 
  creature, targeting its new owner. 
  It cannot be forced on the creature or 
  slipped into its possession without its 
  knowledge, but she can lie or cheat 
  to convince the target to accept the 
  object, or use spells like beguiling giftAPG.
  Buyer Beware (Su) Runa can convince someone to 
  accept a gift or trade as per beguiling giftAPG (DC 18), by 
  spending 1 round of bardic performance on a supernatural 
  sales pitch.
  Curse Crafter (Ex) Runa can use her crafting feat only to craft 
  cursed items. She can craft items that appear magical but 
  have no true magical properties, as if permanently under 
  magic aura, for 50 gp.
  Personal Guarantee (Su) Runa can prevent her hexed 
  wares from afflicting a target until she is out 
  of sight. She can spend up to 6 rounds 
  of bardic performance while hexing an 
  object. For every round expended, the hex 
  is delayed for 1 minute before triggering 
  and hexing its current owner. X
  One of the PCs purchases an item from Runa, only to 
  realize that their "bargain" is anything but.
  Posing as an innocent merchant unfairly 
  targeted by the Lantern King's capricious 
  guard, Runa asks the PCs to clear her 
  Runa can subtly vex those who thwart her 
  interests. If the PCs anger her, as long 
  as they remain in the Witchmarket, they 
  take a –2 on all Diplomacy and Appraise 
  checks as she spreads misinformation.
  RUNA ILARIO 
  CR 6
  PC:BM 6 
   darkvision 60 ft., low-light vision; 
   18, touch 13, flat-footed 16 (+5 armor, +1 
   +5; +4 vs. mind-affecting 
  effects, +4 vs. curses, hexes, and language-
  dependent effects, +1 Will vs. spells from 
  creatures suffering from curse, hex, or mind-
   cold 10, electricity 10
   
  bardic 
  performance 
  25 
  rounds/day (bad deal, buyer beware [DC 18], fascinate [DC 18], 
  personal guarantee, suggestion [DC18]), hexes (charm [DC 18], 
  evil eye [–2], misfortune [DC 18]), misery (+1 attack and damage 
  vs. creatures suffering from curse, hex, or harmful mind-affecting 
  (CL 6th; concentration +11) 
  entangle (DC 16), faerie fire, glitterdust
  (CL 6th; concentration +11) 
   (DC 17), hold person (DC 
  Base Atk +4; CMB +4; CMD
  Feats Craft Wondrous Item, Extra Performance, Point-Blank Shot, 
  Precise Shot
  Skills Acrobatics +11, Appraise +7, Bluff +17, Diplomacy +11, 
  Knowledge (arcana) +7, Perception +4, Perform 
  (dance) +12, Sense Motive +7, Sleight of Hand 
  +11, Spellcraft +3, Use Magic Device +10; +3 on 
  Craft, Knowledge, Linguistics, or Perception 
  to detect counterfeit or forgery (can attempt 
  untrained)
  Languages
  SQ
  Combat Gear
  cloak of resistance +1
  SPECIAL ABILITIES
  Bad Deal (Su)
  attacks of opportunity, Runa can use 1 round of 
  bardic performance to invest a bit of luck, whether 
  good or bad, into an object. This object must be 
  light enough to hold in one hand, and cannot be 
  magical. It remains hexed as long as she spends 
  1 round of bardic performance each round as 
  object, or use spells like 
  Buyer Beware (Su)
  accept a gift or trade as per 
  spending 1 round of bardic performance on a supernatural 
  sales pitch.
  Curse Crafter (Ex) Runa can use her crafting feat only to craft 
  cursed items. She can craft items that appear magical but 
  have no true magical properties, as if permanently under 
  magic aura, for 50 gp.
  Personal Guarantee (Su)
  wares from afflicting a target until she is out 
  of sight. She can spend up to 6 rounds 
  of bardic performance while hexing an 
  object. For every round expended, the hex 
  is delayed for 1 minute before triggering 
  
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   Side Trek Seeds
  The Nereid’s Shawl
  By Randal Meyer
  Plot Hook
  Desi and Tanner (teenagers from a nearby fishing village) approach 
  the party, asking for help to stop their grandmother Tessa from 
  sacrificing herself in a traditional village ritual. As the oldest person 
  in the village, Tessa has already begun the weeklong preparation 
  for this ritual. Unable to talk the village out of the tradition, Desi 
  and Tanner have taken it upon themselves to seek outside help. 
  Backstory
  Millennia ago, an ancient gate was placed on the shore of a 
  small lake. As time passed the lake grew deeper and engulfed 
  the gate. Even submerged, the gate still opens once a year, 
  granting access to a lake in the First World. During this 
  time, countless fish pass through the gate to mate and 
  spawn. Fifty years ago, a nereidB2 druid named Shensa
  traveled through the gate to investigate a new 
  village forming near the lake. 
  During this visit, Shensa 
  found a baby crying on the 
  shore, wrapped it in her 
  shawl, and took it to the 
  village. Out of fear, villagers 
  chased Shensa back into the 
  lake where she declared that if 
  her shawl wasn’t returned to her, 
  no fish would spawn in the lake 
  again. Ignored, she was true to her 
  word and commanded the fish to leave 
  without spawning. Fearing another 
  year without one of their major sources 
  of food, the villagers offered their oldest 
  resident dressed in their finest shawls 
  as a sacrifice to appease Shensa when the 
  gate reopened. The fish returned soon after and 
  a new tradition began. 
  While this tradition has been handed 
  down for the past fifty years, and is 
  considered the source of the village’s 
  exceptional 
  fishing 
  success, 
  the 
  younger 
  generation 
  believes it all to be morbid 
  superstition. A recent 
  plague 
  struck 
  down 
  many of the village’s 
  older 
  inhabitants, 
  leaving Tessa as the 
  village elder though she 
  is barely fifty years old 
  and an active, beloved leader 
  of the community.
  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 
  shawl is in a box of family heirlooms.
  Rise Of The Gerbie
  By Amanda Plageman
  Art by Adam Munger
  Plot Hook
  Lately, small groups of humans have been seen preaching 
  a message of friendship, peace, and harmony as they roam 
  the countryside. Lone travelers who encounter these bands 
  have a tendency to disappear, only to resurface weeks later 
  preaching the same message with the light of absolute 
  conviction in their eyes.  
  As the bands of faithful grow larger, they become 
  more determined to ‘protect those with violent 
  tendencies from their own actions,’ usually 
  by abducting such people for intensive 
  instruction in the tenets of their new 
  faith. After a nearby village’s entire 
  militia vanishes overnight, the village 
  council asks the PCs to rescue them.
  Backstory
  Lepta Wrightsilk (CG female gerbiePCS:FWRotF
  mesmerist [cult masterOA] 10) was frustrated. 
  She never had trouble making friends, and teaching 
  others the error of their violent ways was her 
  greatest delight. But though her visiting friends 
  often agreed with her lessons, they forgot 
  them the moment they returned home. 
  Eventually, Lepta learned 
  how to make them 
  listen. And remember. 
  And spread the word.  
  Now her minions—
  erm—her 
  friends 
  bring 
  their 
  friends 
  to 
  hear 
  her. And they spread 
  her message further. 
  She’s heard distressing 
  rumors that some of her 
  friends have been hurt or even 
  killed while bringing her message to 
  the outside world. This is distressing, 
  since Lepta truly loves her friends, but 
  she knows what to do: make friends with 
  a powerful druid or cleric to help return her 
  friends to life once again!  
  When Lepta learns of the PCs, she makes every effort 
  to save the adventurers from themselves. If the party 
  contains a druid or cleric, they are particularly 
  targeted for indoctrination even if they cannot 
  currently raise or reincarnate the dead.
  small lake. As time passed the lake grew deeper and engulfed 
  the gate. Even submerged, the gate still opens once a year, 
  granting access to a lake in the First World. During this 
  time, countless fish pass through the gate to mate and 
  spawn. Fifty years ago, a nereidB2 druid named Shensa
  traveled through the gate to investigate a new 
  village forming near the lake. 
  During this visit, Shensa 
  found a baby crying on the 
  shore, wrapped it in her 
  shawl, and took it to the 
  village. Out of fear, villagers 
  chased Shensa back into the 
  lake where she declared that if 
  her shawl wasn’t returned to her, 
  no fish would spawn in the lake 
  again. Ignored, she was true to her 
  word and commanded the fish to leave 
  without spawning. Fearing another 
  year without one of their major sources 
  of food, the villagers offered their oldest 
  resident dressed in their finest shawls 
  as a sacrifice to appease Shensa when the 
  gate reopened. The fish returned soon after and 
  While this tradition has been handed 
  down for the past fifty years, and is 
  considered the source of the village’s 
  exceptional 
  fishing 
  success, 
  the 
  younger 
  generation 
  believes it all to be morbid 
  village elder though she 
  is barely fifty years old 
  and an active, beloved leader 
  conviction in their eyes.  
  As the bands of faithful grow larger, they become 
  more determined to ‘protect those with violent 
  tendencies from their own actions,’ usually 
  by abducting such people for intensive 
  instruction in the tenets of their new 
  faith. After a nearby village’s entire 
  militia vanishes overnight, the village 
  council asks the PCs to rescue them.
  Backstory
  Lepta Wrightsilk (CG female gerbie
  Lepta Wrightsilk (CG female gerbie
  Lepta Wrightsilk
  mesmerist [cult master
  She never had trouble making friends, and teaching 
  others the error of their violent ways was her 
  greatest delight. But though her visiting friends 
  often agreed with her lessons, they forgot 
  them the moment they returned home. 
  Eventually, Lepta learned 
  erm—her 
  friends 
  bring 
  their 
  friends 
  to 
  hear 
  her. And they spread 
  her message further. 
  She’s heard distressing 
  rumors that some of her 
  friends have been hurt or even 
  killed while bringing her message to 
  the outside world. This is distressing, 
  since Lepta truly loves her friends, but 
  she knows what to do: make friends with 
  a powerful druid or cleric to help return her 
  friends to life once again!  
  When Lepta learns of the PCs, she makes every effort 
  to save the adventurers from themselves. If the party 
  contains a druid or cleric, they are particularly 
  targeted for indoctrination even if they cannot 
  currently raise or reincarnate the dead.
  
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  Potential Resolutions
  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 
  must be freed from Lepta’s influence, and Lepta herself must be 
  dealt with in some way. Perhaps she can be convinced that her 
  methods of instruction are coercive, and that the ends don’t justify 
  the means. Or perhaps the PCs will come to see things her way…
  The Believers
  By Amy C. Goodenough and Brendan Ward
  Art by Jessica Redekop
  Plot Hook
  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 
  friend and a priest of Desna who is late in writing back after taking a 
  new posting at a small Desnan temple. When they reach the village, 
  however, Lassen is nowhere to be found. Instead, the mysterious 
  Mother Oaja has taken up the post, and is preaching bizarre, 
  almost blasphemous heresies. Some villagers are alarmed by 
  this new faith, while others have become zealous evangelists, 
  bent on converting others, peacefully or otherwise.
  Background
  Emerging from the forest in 
  human guise, Oaja, a huldraB4 
  (standard 
  or 
  advanced), 
  encountered Lassen on the 
  road. When the priest told 
  her of his purpose, Oaja was 
  fascinated: gods, temples, faith, 
  and prayer were all foreign to 
  her ears, yet intriguing. She 
  wished to learn more of this 
  strange worship, and so asked to 
  take Lassen’s place. When Lassen 
  refused, she placed him into a 
  deep slumber, and smuggled him 
  into the church. Now in disguise, 
  she has taken up Lassen’s place, 
  though she knows little of Desna, or 
  even of religion as a concept. With her 
  magic, however, she has won the hearts 
  of several members of the congregation, 
  who follow her blindly, even while others 
  privately question this strange new faith.
  Potential Resolutions
  If the players investigate the church, they will find Lassen 
  in an enchanted slumber in the rectory, and learn of 
  Oaja’s true nature. Confronting either the huldra or her 
  congregation carries risks, however: Oaja is enjoying her 
  sojourn in the village, and will resist fiercely— though 
  not to the death—any attempt to remove her. On the other hand, 
  her devout will refuse to believe testimony against her without 
  evidence, and may resort to violence if the matter is pressed. If the 
  PCs manage to safely restore Lassen to his position, the church of 
  Desna will doubtless be grateful.
  The Singing Seed
  By Jeff Taft
  Plot Hook
  The infamous Questing TreePCS:FWRotF has always been one of the 
  great draws of the Witchmarket, its boughs sheltering numerous 
  arcane and exotic items destined to lead their would-be owners 
  to glory. However, this time the Tree’s guardian, HamalaPCS:FWRotF, 
  finds herself in the role of questgiver. During its most recent 
  jaunt between the First World and the Material Plane, the Singing 
  Cittern was jostled from the Tree’s branches. The distressed dryad 
  offers adventurers a choice of any of the Tree’s items in return 
  for the Singing Cittern, directing them to the point where the 
  Witchmarket entered this plane.
  Backstory
  The tale is more than that of a misplaced 
  trinket, however. The Singing Cittern, 
  named for the fact that when played 
  it produces tales of lost legends and 
  heroic journeys not yet undertaken, 
  contains at its heart a seed from 
  the Questing Tree itself. The 
  seed has bonded with a 
  magic cittern created with 
  only a minor amount of 
  power. The bonding is what 
  powers the Singing Cittern 
  and allows the seed to express 
  itself. But recently the seed feels the 
  urge to grow and yearns to be free of its 
  parent and tell its own tales, and once 
  found, aims to convince those who 
  discovered it to aid its own quest for 
  freedom. Unfortunately, the Questing 
  Tree’s seedling believes the only worthy 
  place for it to take root is within the 
  Hanging Bower of the Silkwood.
  Potential Resolutions
  Should the party choose to throw in with 
  the Singing Cittern, they face opposition 
  from the denizens of the Silkwood, 
  particularly the monstrous spiders who 
  weave the Green Mother’s treetop court. 
  If successful, the Singing Cittern does 
  make good on its deal, making the party 
  the first of those to receive a questing 
  item from it, along with a promise to 
  provide more such noble inspiration once 
  it has sprouted to its full glory. 
  Hamala is equally grateful to see the seed’s 
  ambitions quashed and the Cittern returned, 
  though this task is accomplished against the 
  will of the Cittern itself, which, once aware that is being returned, 
  uses its magic to reach out to nearby intelligent beings and lure 
  them to its aid with a ‘quest’ for its own liberation. The fossegrimB4
  Isgelv also has designs on the artifact, as yet another means to 
  lure heroes to an untimely demise. X
  Art by Jessica Redekop
  Art by Jessica Redekop
  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 
  friend and a priest of Desna who is late in writing back after taking a 
  new posting at a small Desnan temple. When they reach the village, 
  however, Lassen is nowhere to be found. Instead, the mysterious 
  Mother Oaja has taken up the post, and is preaching bizarre, 
  almost blasphemous heresies. Some villagers are alarmed by 
  this new faith, while others have become zealous evangelists, 
  bent on converting others, peacefully or otherwise.
  Emerging from the forest in 
  , a huldraB4 
  (standard 
  or 
  advanced), 
  encountered Lassen on the 
  road. When the priest told 
  her of his purpose, Oaja was 
  fascinated: gods, temples, faith, 
  and prayer were all foreign to 
  her ears, yet intriguing. She 
  wished to learn more of this 
  strange worship, and so asked to 
  take Lassen’s place. When Lassen 
  refused, she placed him into a 
  deep slumber, and smuggled him 
  into the church. Now in disguise, 
  she has taken up Lassen’s place, 
  though she knows little of Desna, or 
  even of religion as a concept. With her 
  magic, however, she has won the hearts 
  of several members of the congregation, 
  who follow her blindly, even while others 
  privately question this strange new faith.
  If the players investigate the church, they will find Lassen 
  in an enchanted slumber in the rectory, and learn of 
  Oaja’s true nature. Confronting either the huldra or her 
  congregation carries risks, however: Oaja is enjoying her 
  offers adventurers a choice of any of the Tree’s items in return 
  for the Singing Cittern, directing them to the point where the 
  Witchmarket entered this plane.
  Backstory
  The tale is more than that of a misplaced 
  trinket, however. The Singing Cittern, 
  named for the fact that when played 
  it produces tales of lost legends and 
  heroic journeys not yet undertaken, 
  contains at its heart a seed from 
  the Questing Tree itself. The 
  seed has bonded with a 
  magic cittern created with 
  only a minor amount of 
  power. The bonding is what 
  powers the Singing Cittern 
  and allows the seed to express 
  itself. But recently the seed feels the 
  urge to grow and yearns to be free of its 
  parent and tell its own tales, and once 
  found, aims to convince those who 
  discovered it to aid its own quest for 
  freedom. Unfortunately, the Questing 
  Tree’s seedling believes the only worthy 
  place for it to take root is within the 
  Hanging Bower of the Silkwood.
  Potential Resolutions
  Should the party choose to throw in with 
  the Singing Cittern, they face opposition 
  from the denizens of the Silkwood, 
  particularly the monstrous spiders who 
  weave the Green Mother’s treetop court. 
  If successful, the Singing Cittern does 
  make good on its deal, making the party 
  the first of those to receive a questing 
  item from it, along with a promise to 
  provide more such noble inspiration once 
  it has sprouted to its full glory. 
  Hamala is equally grateful to see the seed’s 
  ambitions quashed and the Cittern returned, 
  
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   Form Of The Fey: First 
  World Style Feats
  By Matt “Helio” Roth
  Art by Alberto “Eester-Naissen” Ortiz Leon
  T
  he denizens of the First World are diverse, living 
  everywhere from the dense forests for which the 
  realm is renowned to the limitless, wild seas and desolate, 
  unforgiving deserts. These varied inhabitants and environs 
  give rise to unique combat styles. Most are named for the 
  creatures that inspired them, but others are named for their 
  region of origin or general theme. Regardless, explorers of 
  the First World have trained with dedication to give lasting 
  legacy to these distinct techniques.
  First World Style
  This combat style is said to be the forefather of all martial arts, 
  the very template upon which warfare was built. It is a strange, 
  mutable style that makes many First World masters dangerously 
  unpredictable.
  First World Style (Combat, Style)
  You can change tactics in the blink of an eye.
  Prerequisites: Quick Draw, base attack bonus +3
  Benefit: While using this style and wielding a melee 
  weapon, you deal an additional 1d4 points of damage against 
  any opponent you’ve damaged with a unique damage type 
  (bludgeoning, piercing, slashing, or energy damage) until the 
  end of your next turn, to a maximum of 4d4 points of bonus 
  damage. Weapons that deal multiple types of damage (such as 
  a flaming morningstar) may provide only one form of damage 
  per attack, but can be used over multiple attacks to provide its 
  full bonus.
  First World Erraticism (Combat)
  Your unconventional style leaves few openings for your foes.
  Prerequisites: Dodge, First World Style, Quick Draw, base attack 
  bonus +6
  Benefit: While using First World Erraticism, every 1d4 points of 
  bonus damage you would inflict against an opponent grants a +1 
  dodge bonus to AC against that creature’s attacks until the start of 
  your next turn.
  First World Whimsy (Combat)
  Unpredictable maneuvers make you doubly dangerous to everyone 
  around you.
  Prerequisites: Dodge, First World Erraticism, First World Style, 
  Quick Draw, base attack bonus +11
  Benefit: While using First World Whimsy, the damage and 
  defensive bonus from using unique damage types applies to 
  attacks against multiple opponents. You gain a cumulative +1 
  bonus on attack and damage rolls against every target after the 
  first. This bonus increases to +2 if you use a different weapon or 
  damage type while doing so. 
  Nymph Style
  Not known for their martial prowess, practitioners of this combat 
  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 
  Sister of the Wallows as she commands her servants, this form of 
  the nymph is frighteningly aloof.
  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 
  maintain your elegant form, gaining a +2 bonus to CMD against 
  bull rush, drag, or reposition maneuvers, on concentration checks, 
  and on saving throws against spells or effects that would move you. 
  If you do not take an offensive action (such as any effect that would 
  end invisibility), you gain a +2 dodge bonus to AC. 
  Nymph Poise (Combat)
  Your eerie calm makes it difficult to predict your actions.
  Prerequisites: Cha 15, Nymph Style, Vital Strike, Weapon 
  Finesse, base attack bonus +7
  Benefit: While using a move action to maintain Nymph Style, 
  you may add your Charisma modifier to damage rolls on attacks 
  made with Vital Strike. If this is the first direct, offensive action 
  you have taken since combat began, this damage bonus increases 
  to twice your Charisma modifier.
  Nymph Presence (Combat)
  Your command of the battlefield is nearly supernatural.
  Prerequisites: Cha 15, Nymph Poise, Nymph Style, Vital Strike, 
  Weapon Finesse, base attack bonus +10.
  Benefit: While using a move action to maintain Nymph Style, 
  you deter foes within 60 feet from attacking you. Affected 
  creatures cannot directly attack you, even with a targeted 
  spell, for a number of rounds equal to half your character level. 
  A successful Will save (DC 10 + 1/2 your character level + your 
  Cha modifier) negates this effect, and affected creatures may 
  attempt a save each round they attempt to attack you. Once 
  a creature successfully saves against this effect, it cannot be 
  affected by your Nymph Presence for 24 hours. This is a mind-
  affecting effect, and immediately ends if you perform a direct, 
  offensive action. In addition, the bonus damage granted 
  by Nymph Poise is doubled (or quadrupled, if it is your first 
  offensive action this combat).
  QuicklingB2 Style
  Few can match the speed and agility of a quickling. Those that 
  mimic their style employ lightning-fast precision with light 
  blades to render their strikes nearly invisible to their foes. Though 
  various experts proudly claim to have created the style, it is more 
  likely an amalgam of the techniques of many urban quickling 
  thieves and cutpurses.
  Quickling Style (Combat, Style)
  Your speed with a blade is blinding.
  Prerequisites: Dex 15, Improved Feint, base attack bonus +3.
  Benefit: While using this style and wielding a light blade (as the 
  fighter weapon group) with no other weapon or shield, you gain 
  a +2 bonus to feint. You gain a +1 dodge bonus to AC against any 
  creature you successfully feint until the start of your next turn.
  
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  Quickling Acceleration (Combat)
  Your blade grows faster and more unpredictable with each 
  successive strike.
  Prerequisites: Dex 15, Quickling Style, base attack bonus +5.
  Benefit: While using Quickling Style and performing a full-
  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. 
  This attack inflicts only half damage and does not benefit from 
  a successful feint, but this penalty does not apply on subsequent 
  iterative attacks even if the feint fails.
  Quickling Momentum (Combat)
  Your blades strike from all sides at once.
  Prerequisites: Dex 15, Quickling Momentum, Quickling Style, 
  base attack bonus +9.
  Benefit: Each time you hit with a light blade while using 
  Quickling Style, you can move 5 feet as long as you move to 
  a space adjacent to the opponent you hit. This movement 
  provokes attacks of opportunity, but every 5 feet moved grants 
  a +2 bonus on your next attack or feint against the targeted 
  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 ThroughAPG, 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 
  opportunity provoked by the movement, though it only provides 
  partial cover against these attacks. If you do, reduce the penalty 
  against subsequent overrun targets by 2. In addition, when you 
  charge while wearing heavy armor, your speed is not modified by 
  your armor.
  Rolling Mountain Impact (Combat)
  Your forward momentum carries you to victory.
  Prerequisites: Str 17, Improved Overrun, Power Attack, 
  Rolling Mountain Style, Rolling Mountain Tenacity, Tower Shield 
  Proficiency, base attack bonus +12.
  Benefit: While using Rolling Mountain Style, you gain a 
  trample attack that deals 1d8 points of bludgeoning damage (for 
  a Medium creature; Small creatures deal 1d6) plus 1-1/2 times 
  your Strength modifier against creatures you successfully 
  overrun. If you reach your final target you can attempt an 
  additional overrun maneuver. If successful, the impact deals 
  double damage and knocks the target prone even if your check 
  did not exceed its CMD by 5 or more. You may still perform any 
  other attacks from your charge. X
  
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   Atonement Among The 
  Stars
  By Matt Roth
  Art by Andrew DeFelice
  T
  he stars glittered above the trail, their patterns as foreign 
  tonight as ever. Night had fallen without warning, coming 
  upon him like an ambush. Khazgor sighed, he supposed he should 
  be glad the stars chose to shine at all. The Starcatcher Mountains 
  were nothing if not true to their name. Some nights stars blotted 
  out the sky, only captured glimmers of light upon endless darkness 
  and a reflection of some impossible landscape far above. 
  Fortunately, Khazgor had grown used to this hostile environment. 
  A few taps on the canister at his hip awoke the excitable insects 
  within, casting a ghastly green glow over the trail before him. They 
  babbled in their foreign tongue, angry at their imprisonment but 
  contented with the honey Khazgor dripped in every night. The First 
  World was rarely kind to travelers from the material plane, and the 
  capricious tendencies of many of its residents grated on even the 
  most level-headed of his kinsmen. 
  That made his banishment to 
  these cursed mountains all the 
  worse. 
  None believed what had 
  happened that night and, for 
  the longest time, Khazgor 
  himself was unsure of his 
  memory. It had all happened 
  so quickly: a lonely mountain 
  shrine, a human-like stranger 
  in a blue robe, a bargain with 
  the Bhakrik Clan, and some duty 
  or debt left unpaid. His sister exchanged some words, and then she 
  was gone with the robed figure, family talisman in hand. After a 
  year of lamenting his failures, Khazgor left in search of her.
  He could not pinpoint the single moment he knew he'd left his 
  homeland. It was the little differences. Eventually the land itself 
  stopped obeying the simple rules that governed it, leaving him in 
  impossible mountains that had no apparent summit or base. 
  Eventually all of his prior knowledge would fail him. No mastery 
  of mountaineering could prepare him for places of dead air. Or 
  worse, places where the air grew thick like a mire, making every 
  step upward a slog through unseen mud. 
  Fortunately, Khazgor was not alone, for as great and desolate as 
  the Starcatcher Mountains may have seemed, they were far from 
  uninhabited. Strange travelers of all forms brought him news and 
  offered proper equipment for the improper mountains in bizarre 
  trades that were, by dwarvish standards, wildly unequal exchanges. 
  At last, after years of work, Khazgor had a map that usually 
  worked. It wasn't a single map, for none of those ever worked for 
  long. They invariably led to some snowy trail that dead-ended at 
  stark cliffs. With a half-dozen maps and a handful of landscapes 
  drawn by a rather prolific samsaran pasted into one hodgepodge 
  of a cartograph, Khazgor could finally navigate these cursed 
  mountains with a modicum of success.
  Even better, he'd managed to find a lead in his decade-long search.
  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 
  before. A name, a location, and confirmed reports of a gleaming 
  iron amulet that bore his family's runes. Now, with a freezing wind 
  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 
  World, though he'd heard there were cities here that mimicked the 
  architecture of home.
  A stark-white figure, an elderly man that was human and yet 
  entirely inhuman stood at the edge of town, apparently waiting for 
  him. Skin nearly as pale as his hair stood out against the dreary, 
  white slopes of the range. Clothed in heavy furs, neither the cold 
  nor the thin air of the mountainside seemed of consequence to him.
  “Ah, Khazgor Losthome. We've been expecting you.” The dwarf 
  raised an eyebrow. The hooded man paused, then smiled as though 
  he'd realized the error. “My mistake, dwarf. Perhaps you would 
  prefer Bhakrik?”
  “I would. A memory of home's all I've got left.”
  “Puzzling that you would keep only this and nothing more,” the 
  figure shrugged, “but nevertheless, perhaps I have just the thing 
  to correct that. Come, come. No 
  sense in standing about.”
  He was brought inside the 
  nearest structure, simple with 
  spartan furnishings. Others, 
  clearly younger than his host 
  but equally at war with time 
  as their color faded to near 
  invisibility, nodded a greeting.
  There, upon a pillow, sat 
  the pendant. The metal was 
  inscribed with his family's 
  runes with an ancestor's masterful 
  elegance and carved into the surface nearly before history itself. 
  Mouth agape, he reached for it. The others made no effort to stop 
  him. They waited, nodding approvingly. 
  His fingers paused just above the surface. Khazgor did not recognize 
  the metal. It wasn't the iron he remembered, nor any metal he knew. It 
  was speckled like imperfect marble, with colors that shifted from one 
  side to the other. Something akin to magic breathed into Khazgor's 
  palm. He collapsed into the chair beside him.
  “Who left this here?”
  “She did not give her name, though she bore some resemblance 
  to you. A bit older? Or was it taller? I do not recall exactly how you 
  differentiate these things, do forgive me.”
  Khazgor's heart skipped a beat. Was it possible, after so many 
  years, for fate to draw them back together in such a chaotic realm? 
  It seemed unlikely, but it was equally unlikely that he’d ever retrieve 
  his family's simple treasure. 
  “She made very clear that this reach your hands. It will apparently 
  be quite necessary. And thus, Sir Losthome, if your business here is 
  concluded, then—”
  “We aren't done.” With lightning reflexes, Khazgor jumped to his 
  feet and planted his axe into the top of the table.
  “Oh. So, you did keep something else of your homeland after all.” 
  His fingers paused just above the 
  surface. Khazgor did not recognize the 
  metal. It wasn’t the iron he remembered, 
  nor any metal he knew.
  
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  “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
  
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   Sailing Across Eternity
  Locales and Personages of the Sea 
  Without a Shore
  By Matt Roth
  Art by Fil Kearney
  T
  he shifting, unstable landscape of the First World makes 
  travel challenging. Nowhere is this more obvious than the 
  Sea Without a Shore, the vast, impossible ocean that stretches 
  across the First World. To enter the Sea is to gamble against the 
  very plane itself, and to venture beyond the horizon may mean 
  that one never again touches solid ground. For some, the prospect 
  of an eternity at sea is a dream come true. For others, it is an 
  endless nightmare. And for the denizens of the Sea Without a 
  Shore, it is simply home.
  With no solid land, most settlements of the Sea Without a 
  Shore drift endlessly with the tides, settling into routine—
  if still unpredictable—routes. By the standards of normal 
  towns, these scatterings of civilization are hardly more than 
  a few rafts lashed together with a hope and a prayer. More 
  often, the people of the Sea Without a Shore are united by 
  unique personages with the capability and the charisma to 
  hold them together.
  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.
  Sunless Doldrum
  Umbra (CE First WorldPCS:RotF greater shadow slayerACG 5) rules 
  the undead predators that haunt a region of the Sea known as the 
  Sunless Doldrum, a cursed patch of ocean where the sun never 
  shines and the winds never blow, trapping countless sailors within. 
  The frigid waters are home to few animals, save for the undead 
  creatures that sup upon Umbra's bounty. Desolate wrecks and ghost 
  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
  The lighthouse Galefaro provides shelter to Tirek Lightbringer and 
  her followers. Built atop the back of an enormous, bioluminescent 
  jellyfish, the floating tower casts an eerie purple glow across the 
  Sea.  Fortunately, the mighty beast seems to care little as it drifts 
  aimlessly at the water's surface, and its light provides a modicum 
  of guidance to seafarers. Despite this, the unstable surface of this 
  'island' leaves few land-dwelling creatures at ease while visiting 
  the beacon, and Tirek has only managed to assemble a few 
  amphibious allies thus far. More worryingly, the living engine 
  that powers the light continues to attract less cordial guests, 
  including Vixiz (CE lurker in lightB2 bard 3), a sadistic creature 
  who hates Tirek and Umbra alike, and Bresden (LE human 
  diviner 5/fighter 3), a trapped wanderer from the Material Plane 
  who wishes to turn Galefaro into a 'compass' that leads to shore, 
  even at the expense of his hosts. For now, Tirek tolerates their 
  presence only because they provide support against the greater 
  evil of Umbra.X
  
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  Download For Free at: 
  http://paizo.com/companies/paizoFansUnited
  
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   The Seasonal Courts
  By Andre Roy
  Art by Catherine Batka
  T
  he fey, creatures caught at the intersection of chaos and 
  nature, feel the influence 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, conflict 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—purify food & water, resistance, 
  stabilize; 3/day—cure light wounds, entangle; 1/day—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 
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  same as most plants and animals. In some, the changing of 
  the seasons may affect their personality, while others may 
  any given area, where the Courts hold sway, there are usually 
  subtype. Each Seasonal Court grants the creature the use of new 
  Energetic, curious, and impulsive best describe the fey 
  touch of 
  fatigue and exhaustion for 30 minutes per level. This ability 
  
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  can be used once a day. However, if this ability is used on 
  more than 3 consecutive days, the fey will require an extra 
  4 hours of sleep on the 3rd day to prevent suffering from 
  fatigue on the subsequent day.
  Abilities: +2 Constitution, –2 Wisdom, +2 Charisma. Spring 
  Court fey are healthier, more lively and outgoing, but tend to 
  be curious and impulsive.
  Skills: Spring Court fey gain Heal and Survival as class 
  skills.
  Special: From the spring equinox to the summer solstice, a 
  Spring Court fey’s CL is increased by 1, and during all other 
  timesfallwinter a Spring Court fey’s CL is reduced by 1.
  Summer Court
  Summer Court fey are seen as frivolous, hot-headed, arrogant, 
  and hedonistic; yet, they are generally considered the politest 
  and most well-mannered of the fey. While Spring Court fey 
  focus on creation and rebirth, Summer Court fey focus on 
  the sustainment and maintenance of flourishing life. Just 
  as helpful as their Spring Court counterparts, they are 
  more pragmatic and have no problem killing if the situation 
  demands. While outright cruelty is unlikely, and most don’t 
  take pleasure at another’s expense, they can be vengeful and 
  cruel if they believe they were slighted. Spellcasting fey tend 
  to avoid spells with the evil descriptor, unless given no choice. 
  Challenge Rating: Base creature’s CR +1.
  Spell-Like Abilities: A Summer Court fey gains the following 
  spell-like abilities: 5/day—lullaby, sparkAPG, prestidigitation; 3/
  day— invigorateAPG, sun metalUC; 1/day— summon nature's ally II
  Special Ability: Summer’s Blessing (Su): Sustained by the 
  abundant life energy found in summer, the Summer Court fey 
  requires only half as much food, water, and sleep as a normal 
  creature. If he doesn’t meet these minimum requirements in 
  the course of a day, the fey will require full food and sleep 
  allotment the next day to recover.  
  Abilities: +2 Strength, –2 Dexterity, +2 Intelligence. Summer 
  Court fey have a sharp mind in a fit body but can be slow to 
  react as if trying to do hard work on a hot summer day.
  Skills: Summer Court fey gain Handle Animal and Survival 
  as class skills.
  Special: From the summer solstice to the fall equinox, a 
  Summer Court fey’s CL is increased by 1, and during all other 
  times a Summer Court fey’s CL is reduced by 1.
  Autumn Court
  Autumn Court fey act and present themselves in a paradoxical 
  manner. On one hand they tend to be melodramatic, malevolent, 
  and brooding as they focus on the natural destruction, death, 
  and decay that autumn brings.  But on the other hand, they 
  can be generous and kind, showering those around them with 
  great favor and boons akin to a bountiful harvest. Because 
  death holds no fear for them, they tend to be the one instigating 
  conflict and taking a more cutthroat approach, often literally, 
  in the fey political landscape. Spellcasting fey will favor magic 
  related to shapeshifting, decay, and destruction. 
  Challenge Rating: Base creature’s CR +1.
  Spell-Like Abilities: An Autumn Court fey gains the 
  following spell-like abilities: 5/day—acid splash, bleed, touch 
  of fatigue; 3/day—obscuring mist, ray of sickeningUM; 1/day—
  frost fallUC
  Special Ability: Fall’s Caress (Su): As nature slowly marches 
  toward winter, the presence of an Autumn Court fey accelerates 
  the process. Any living plants or trees within 5 feet of the fey 
  will take their fall colors more quickly and leaves will begin 
  falling. Any living creature will become sluggish, as if they 
  were ready to hibernate; their AC and all die rolls are penalized 
  by 1 and their movement is reduced by 5 feet. Dead plant and 
  animal material will decay twice as fast.  These effects can 
  make the fey easier to track if they remain in the same area for 
  long (a +1 to +5 circumstance bonus to Survival checks to track 
  the Autumn Court fey is suggested).
  Abilities:  +2 Dexterity, –2 Constitution, +2 Intelligence. 
  Summer Court fey have a sharp mind and quick reflexes but 
  tend to be more frail and sickly. 
  Skills: Autumn Court fey gain Disable Device and Intimidate 
  as class skills.
  Special: From the fall equinox to the winter solstice, an 
  Autumn Court fey’s CL is increased by 1, and during all other 
  times an Autumn Court fey’s CL is reduced by 1.
  Winter Court
  Winter Court fey are the most malevolent and manipulative 
  of all four Seasonal Courts (though still quite tame when 
  compared to Irrisen’s winter fey). They tend to be chillingly 
  self-interested, and baleful, with no qualms about inflicting 
  cruelty towards others. The Winter Court is a quagmire of 
  political intrigue, where everyone is secretly manipulating 
  events to their advantage. Winter Court fey focus on stasis, 
  hibernation, and the sleep between death and rebirth. 
  However, they don’t emphasize death over life like an Autumn 
  Court fey would. Spellcasting fey favor charm, influence, 
  glamour, and shadow related magic.
  Challenge Rating: Base creature’s CR +1.
  Alignment: Any nongood
  Spell-Like Abilities: A Winter Court fey gains the following 
  spell-like abilities: 5/day—mage hand, open/close, unwitting 
  allyAPG; 3/day—obscure poisonUI, vanishAPG; 1/day—focused 
  scrutinyACG
  Special Ability: Winter’s Touch (Su): The air around a 
  Winter Court fey is always cooler than normal. Twice a day 
  they may cause a sudden drop of temperature around them 
  (5’ radius) causing intense cold for a duration of 10 rounds. 
  Any unprotected creature in this area other than the fey 
  will suffer 1d4 points of nonlethal damage per round, and 
  must attempt a Fortitude save once every 5 rounds (DC 15, 
  +1 per previous check), taking an additional 1d4 points of 
  nonlethal damage on each failed save. A character taking any 
  nonlethal damage is beset by frostbite or hypothermia (treat 
  as fatigued). These penalties end when the character recovers 
  the nonlethal damage taken. A character with the Survival 
  skill may receive a bonus on this saving throw. Immunity or 
  resistance to cold works normally. 
  Abilities: –2 Strength, +2 Dexterity, +2 Charisma. Winter 
  Court fey are agile and have a knack for intrigue; however, 
  they are weaker as they avoid the use of brute strength. 
  Skills: Winter Court fey gain Intimidate and Knowledge 
  (nobility) as class skills.
  Special: From the winter solstice to the spring equinox, a 
  Winter Court fey’s CL is increased by 1, and during all other 
  times a Winter Court fey’s CL is reduced by 1. X
  
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   First World Shaped 
  Companions
  By Calder CaDavid
  Art by Beatrice Pelagatti
  First World-Shaped Companions
  T
  ime and again, observers find that the wildlife near a 
  First World bloom experiences a radical shift. Creatures 
  of the Material Plane that come in contact with the raw, 
  untamed energy of the First World warp and shift in fantastic 
  ways. Animals transform into forms long rejected by the gods. 
  These beasts shaped by the First World are still animals, but 
  due to the influence of the fey realm they become something 
  more mercurial. More skittish and shy around civilized folk 
  than their unaffected cousins, they possess attributes from 
  the ever-shifting First World.
  Acquiring a First World Shaped Companion
  Any character with the animal companion or mount 
  class feature can acquire a First World shaped 
  companion. When selecting a companion, a 
  character may seek out a First World 
  bloom or a place where a bloom 
  has been closed and create a bond 
  with a local animal. Typically, it 
  takes months or years of exposure 
  for an animal to be shaped by 
  the First World, but a particularly 
  strong bloom can change an animal 
  after only a brief period. At a GM’s 
  discretion, an animal companion 
  may become First World shaped 
  after 
  spending 
  time 
  near 
  powerful First World magic.
  All First World shaped 
  companions hold a piece 
  of that realm within them, 
  and this remnant causes the 
  animal to develop strangely 
  when compared with their 
  unaffected 
  kin. 
  While 
  a 
  First World shaped animal is 
  beautiful, it is also somewhat 
  alien. This otherworldly nature 
  creates an inherent disconnect 
  between a character and a First 
  World shaped companion, as fey-
  touched creatures have difficulty 
  communicating and taking orders. All First 
  World shaped companions lose the link companion 
  ability, and the DC of any Handle Animals checks involving 
  them increases by 5.
  First World Shapings
  Bloody
  The companion is imbued with a wicked magical essence found in 
  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 
  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 
  companion is immune to bleed damage, gains a +2 bonus on Escape 
  Artist checks and adds 1 point of bleed to the damage dealt by each 
  attack that deals piercing or slashing damage.
  Cutie Magic
  The companion develops magical abilities from its exposure to the First 
  World. A strange rune appears on its body, either granting or aiding in 
  the performance of magic. When the companion uses one of its spell-
  like abilities, the symbol pulses with power. A cutie magic companion 
  is often anxious and unsure of its own abilities, and takes a long time 
  before it trusts others. A character chooses three of the following spell-like 
  abilities for its cutie magic companion: ghost sound, goodberry (produces 
  only 1d3 berries), haunted fey aspectUC, mage hand, mirror 
  image (creates only a single illusionary double), 
  prestidigitation, or sparkAPG. The companion may 
  use this ability 2 times per day plus 1 additional 
  use for every 2 HD it possesses. The  caster 
  level for these effects is equal to the animal 
  companion's HD. The DC for these spells 
  is equal to 10 + 1/2 the cutie magic 
  companion's HD + the  cutie 
  magic companion’s  Charisma 
  modifier.
  Fairyhome
  The companion has attracted 
  the attention of a frolic of 
  mischievous 
  fairies. 
  Perhaps 
  because of the animal’s nature, 
  temperament, 
  or 
  beauty 
  a 
  group of spritesB3 has made 
  the 
  companion’s 
  body 
  their 
  home, creating a symbiotic 
  relationship. The sprites fly 
  in and out of the animal’s 
  mouth. The fairies keep 
  the 
  companion 
  healthy 
  while magically shaping the 
  insides of the companion 
  to be more hospitable to their 
  needs. A fairyhome companion 
  receives a +2 bonus to saving throws 
  vs. poison and disease. As a standard 
  action, a fairyhome companion can cough up a 
  sprite. The sprites are territorial and fight to protect their 
  home. This is a supernatural ability. The companion can cough up 1 
  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.
  Acquiring a First World Shaped Companion
  Any character with the animal companion or mount 
  class feature can acquire a First World shaped 
  companion. When selecting a companion, a 
  character may seek out a First World 
  bloom or a place where a bloom 
  has been closed and create a bond 
  with a local animal. Typically, it 
  takes months or years of exposure 
  for an animal to be shaped by 
  the First World, but a particularly 
  strong bloom can change an animal 
  after only a brief period. At a GM’s 
  discretion, an animal companion 
  may become First World shaped 
  after 
  spending 
  time 
  near 
  First World shaped animal is 
  beautiful, it is also somewhat 
  alien. This otherworldly nature 
  creates an inherent disconnect 
  between a character and a First 
  World shaped companion, as fey-
  touched creatures have difficulty 
  communicating and taking orders. All First 
  World shaped companions lose the link companion 
  ability, and the DC of any Handle Animals checks involving 
  only 1d3 berries), haunted fey aspect
  image (creates only a single illusionary double), 
  image (creates only a single illusionary double), 
  image
  prestidigitation, or spark
  use this ability 2 times per day plus 1 additional 
  use for every 2 HD it possesses. The  caster 
  level for these effects is equal to the animal 
  companion's HD. The DC for these spells 
  is equal to 10 + 1/2 the cutie magic 
  companion's HD + the  cutie 
  The companion has attracted 
  the attention of a frolic of 
  mischievous 
  fairies. 
  Perhaps 
  because of the animal’s nature, 
  temperament, 
  or 
  beauty 
  a 
  group of spritesB3 has made 
  the 
  companion’s 
  body 
  their 
  home, creating a symbiotic 
  relationship. The sprites fly 
  to be more hospitable to their 
  needs. A fairyhome companion 
  receives a +2 bonus to saving throws 
  vs. poison and disease. As a standard 
  action, a fairyhome companion can cough up a 
  sprite. The sprites are territorial and fight to protect their 
  home. This is a supernatural ability. The companion can cough up 1 
  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.
  
  59
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  Fey Ripper
  The companion survived near a bloom long enough to gain a taste 
  for fey creatures. The powerful warping magic of the bloom caused 
  the companion to take on strange changes for hunting First World 
  creatures, transforming its natural weapons. Its black teeth and 
  claws provide a menacing sight to any fey creature confronted by 
  the companion. For the purpose of bypassing damage reduction, 
  all natural attacks made by the companion count as cold iron. 
  The companion also gains a +1 morale bonus on attack rolls and 
  damage when targeting fey creatures; this bonus increases by 1 for 
  every 4 HD the companion possesses. 
  Garden 
  The companion is often mistaken for a plant or fungus. The 
  shaping gifts the garden companion with aspects of First World 
  flora. This companion’s shaping can manifest in a myriad of 
  forms. Sometimes it is covered in vines, appears carved from 
  wood, or grows roots or flowers from its hide. Though strange-
  looking, their ability to produce food has made them popular 
  with druids living in the deep wilderness. A garden companion 
  has hardness 1 plus 1 for every 4 HD it possesses. Once per day, the 
  fruits, nuts, mushrooms, or vegetables growing on the companion 
  may be picked. This ability functions as create food and water, 
  but creates no water. The caster level for this effect is equal to the 
  companion’s HD.
  Mismatched Hide
  The companion's skin has been shaped into that of a different 
  animal. These animals are echoes of the ‘rough drafts’; idle 
  concepts of animals that the gods abandoned with the First 
  World. The mismatched hide companion takes on aspects of other 
  animals, causing them to behave in ways that may come across 
  as contrary or bizarre. A mismatched hide companion gains one 
  of the following features based on their changed bodies: grips 
  and long tail, providing a climb speed 
  of 20 feet; powerful paws, providing 
  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 
  20 feet beyond that area, as if it were a torch. This effect can be 
  negated by covering the companion (with cloth or mud or some 
  other such measure). In addition, once per day when commanded 
  (typically using Handle Animal and the perform trick), the 
  shimmering companion can move in a way to cause a light source 
  to reflect off it in a fascinating display. This functions as hypnotic 
  pattern, using its HD as its caster level. The Will save to resist 
  this ability is equal to 10 + 1/2 the shimmering companion's HD 
  + the shimmering companion's Charisma modifier. This is a 
  supernatural ability.
  Singing
  The companion gives voice to a full-throated, enthusiastic 
  song, reflecting the lust for life the First World granted this 
  animal. The companion cannot truly speak, instead singing 
  in whatever languages it’s been exposed to. The companion 
  does not understand what it’s saying, forgetting and changing 
  lyrics as it goes. This excitable companion tends to sing loudly 
  in moments of stress or boredom. A singing companion 
  gains Perform (Sing) as a class skill, and the use of bardic 
  performance for a number of rounds per day equal to its HD. 
  The companion is limited to its natural song performance (see 
  below). It immediately begins using its bardic performance on 
  the first round of any combat and continues until the combat 
  ends. A character may command her singing companion to 
  start or stop its bardic performance using Handle Animal and 
  the perform trick. 
  Natural Song (Su): The companion’s song reminds its allies 
  of their connection to all other living things. Those who hear 
  the song contemplate predator, prey, and the natural cycle 
  of life. To be affected, an ally must be able to perceive the 
  companion’s performance. Affected allies are granted a +1 
  competence bonus to attack rolls and a +2 morale bonus on 
  Handle Animal, Intimidate and Diplomacy on checks made 
  towards humanoids, animals, vermin, plants and 
  magical beasts.X
  as contrary or bizarre. A mismatched hide companion gains one 
  of the following features based on their changed bodies: grips 
  and long tail, providing a climb speed 
  of 20 feet; powerful paws, providing 
  a burrow speed of 10 feet; webbed 
  limbs, providing a swim speed 
  of 20 feet; or wings and 
  feathers, providing a fly 
  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 
  competence bonus to attack rolls and a +2 morale bonus on 
  Handle Animal, Intimidate and Diplomacy on checks made 
  towards humanoids, animals, vermin, plants and 
  magical beasts.X
  towards humanoids, animals, vermin, plants and 
  X
  towards humanoids, animals, vermin, plants and 
  
   Bestiary
  By Wojciech “Drejk” Gruchała, Andre Roy, 
  Kim Frandsen, Daniel Angelo Monaco, Dave 
  Nelson, Matthew Duval, Charlie Brooks, 
  Christopher Wasko, Andrew Mullen
  Art by Silvia Gonzalez, Alex Moore, 
  Tanyaporn Sangsnit, Adam Munger, Dionisis 
  Milonas, Danny Hedager Krog, Snow Conrad, 
  Andrew DeFelice 
   Bad Wolf
  This massive black wolf stands upright in a grotesque mockery of a 
  humanoid posture.
  BAD WOLF 
  CR 6/MR 2 
  XP 2,400
  CE Medium Magical Beast (mythic)
  Init +7; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 
  natural)
  hp 71 (6d10+38)
  Fort +8, Ref +8, Will +4
  DR 5/cold iron and epic
  OFFENSE
  Speed 50 ft. (30 ft. upright)
  Melee bite +11 (1d6+5 and grab), 2 claws +11 
  (1d4+5)
  Special Abilities bottomless stomach, mythic power 
  (6/day, surge +1d6)
  STATISTICS
  Str 20, Dex 16, Con 16, Int 15, Wis 15, Cha 15
  Base Atk +6; CMB +11 (+15 to grab); CMD 23
  Feats Blind-Fight, Combat Reflexes, Extra Mythic PowerMA, 
  Improved Initiative
  Skills Bluff +12, Diplomacy +12, Disguise +12, Intimidate 
  +12, Perception +10; Racial Modifiers +8 Perception, +4 
  Bluff, +4 Diplomacy, +4 Disguise, +4 Intimidate
  Language Common, Gnome, Sylvan
  SQ fey beast, part of the story
  ECOLOGY
  Environment any forest or hills (First World)
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Bottomless Stomach (Su) A bad wolf can spend 
  one use of its mythic power as a full-round action that 
  provokes attacks of opportunity to swallow an adjacent pinned 
  or helpless non-mythic creature of the same or smaller size, 
  transferring the victim to an extraplanar pocket that can 
  hold up to eight creatures at the same time. The creatures 
  remain helpless and in temporal stasis until released. A 
  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.
  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 
  a corresponding First World location, though it takes 1d4 hours of passing 
  through forest or another relatively concealed natural environment. A bad 
  wolf can spend 1 use of its mythic power to travel between the Material Plane 
  and The First World in three rounds instead.
  Part of the Story (Ex) A bad wolf’s mythic nature prevents people who meet it 
  from perceiving a talking animal that is capable of taking upright posture as 
  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 
  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 
  the better result for the check.
  A bad wolf is a cunning and malicious 
  monster 
  that 
  roams 
  haunted 
  forests, 
  crossing the border between the First 
  World and the mortal realms to stalk 
  fey and humanoids alike. While it is a 
  magical wolf, it can assume an upright, 
  if grotesque posture, and it can 
  manipulate objects with its paws as well 
  as any humanoid. It has a taste for flesh 
  of sapient beings, be they fey, mortals, 
  or awakened animals. Occasionally 
  it can enter into a partnership with a 
  hag, oni, or giant.
  A Big Bad Wolf (CR 7/MR 3) can be 
  created with the Advanced Creature 
  simple template and an additional 
  Mythic Rank.
   Feyling
  This creature looks like a short, genderless, vaguely 
  humanoid berry bush. Its skin has a bark-like quality and 
  patches of leaves, small blue flowers, and light blue berries 
  cover its head and joints.
  FEYLING 
     
  CR 1/2
  XP 200
  Feyling ranger 1
  CN Medium fey
  Init +0; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+2 armor +1 shield, +1 
  natural armor)
  hp 13 (1d10+3)
  Fort +5, Ref +2, Will +4; +2 vs. mind-affecting, paralysis, 
  poison, polymorph, and sleep
  DR 5/cold iron
  DefensiveAbilities plant-like resistance, taking root
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft. 
  Melee shortspear +3 (1d6+2) or slam +3 (1d4+2) 
  60
  60
  60
  60
  60
  60
  This massive black wolf stands upright in a grotesque mockery of a 
  BAD WOLF 
  CR 6/MR 2 
  CE Medium Magical Beast (mythic)
   darkvision 60 ft., low-light vision, 
   20, touch 13, flat-footed 17 (+3 Dex, +7 
   bite +11 (1d6+5 and grab), 2 claws +11 
   bottomless stomach, mythic power 
   15, Wis 15, Cha 15
   +11 (+15 to grab); CMD 23
   Blind-Fight, Combat Reflexes, Extra Mythic PowerMA, 
   Bluff +12, Diplomacy +12, Disguise +12, Intimidate 
  Racial Modifiers +8 Perception, +4 
  Bluff, +4 Diplomacy, +4 Disguise, +4 Intimidate
   Common, Gnome, Sylvan
   fey beast, part of the story
   any forest or hills (First World)
   solitary or pair
  Bottomless Stomach (Su) A bad wolf can spend 
  one use of its mythic power as a full-round action that 
  provokes attacks of opportunity to swallow an adjacent pinned 
  or helpless non-mythic creature of the same or smaller size, 
  transferring the victim to an extraplanar pocket that can 
  hold up to eight creatures at the same time. The creatures 
  remain helpless and in temporal stasis until released. A 
  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 
  the better result for the check.
  A bad wolf is a cunning and malicious 
  monster 
  that 
  roams 
  haunted 
  forests, 
  crossing the border between the First 
  World and the mortal realms to stalk 
  fey and humanoids alike. While it is a 
  magical wolf, it can assume an upright, 
  if grotesque posture, and it can 
  manipulate objects with its paws as well 
  as any humanoid. It has a taste for flesh 
  of sapient beings, be they fey, mortals, 
  or awakened animals. Occasionally 
  it can enter into a partnership with a 
  hag, oni, or giant.
  A Big Bad Wolf (CR 7/MR 3) can be 
  created with the Advanced Creature 
  simple template and an additional 
  Mythic Rank.
   Feyling
  This creature looks like a short, genderless, vaguely 
  humanoid berry bush. Its skin has a bark-like quality and 
  patches of leaves, small blue flowers, and light blue berries 
  cover its head and joints.
  FEYLING 
     
  CR 1/2
  XP 200
  Feyling ranger 1
  CN Medium fey
  Init +0; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+2 armor +1 shield, +1 
  natural armor)
  hp 13 (1d10+3)
  Fort +5, Ref +2, 
  Ref +2, 
  Ref
  Will +4; +2 vs. mind-affecting, paralysis, 
  poison, polymorph, and sleep
  DR 5/cold iron
  DefensiveAbilities plant-like resistance, taking root
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft. 
  Melee shortspear +3 (1d6+2) or slam +3 (1d4+2) 
  
  616161616161
  Range dart +1 (1d4+2) or shortspear +1 (1d6+2)
  SpecialAttacks favored enemy (aberrations +2)
  Spell-Like Abilities (CL 1st)
  1/day — invisibility (DC 13)
  STATISTICS
  Str 15, Dex 10, Con 16, Int 10, Wis 15, Cha 6
  Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip while on the ground)
  Feats Iron Will
  Skills Handle Animal +2, Knowledge (geography) +4, Knowledge (nature) +4, Perception 
  +6, Profession (gardener) +6, Stealth +4 (+8 in forests), Survival +6 (+7 when tracking); 
  Racial Modifiers +4 to stealth when in forests 
  Languages Sylvan
  SQ forest affinity, sap blood, track +1, treespeech, wild empathy +1
  ECOLOGY
  Environment Any forests
  Organization solitary, pair, gang (3-6) or troop (4-13 led by a 3rd-
  level hunter and a 1st-level shaman advisor) 
  Treasure standard (leather armor, light wooden shield, 
  shortspear, 2 darts, and other treasure)
  SPECIAL ABILITIES
  Forest Affinity (Ex) In any forested area, feylings can 
  move through natural difficult terrain at their 
  normal speed. Magically altered terrain 
  affects them normally.
  Plant-like Resistance (Ex) Feylings’ plant 
  morphology 
  grants 
  them 
  a +2 saving throw bonus 
  against 
  mind-affecting 
  effects, paralysis, poison, 
  polymorph, and sleep effects.
  Sap Blood (Ex) Feylings count 
  as both fey and plants for any 
  effect related to or targeting 
  type.
  Taking Root (Ex) Feylings receive a 
  +4 racial bonus to their CMD when 
  resisting a bull rush or trip attempt 
  while standing on the ground.
  Treespeech (Sp) Feylings can converse with 
  plants as if subject to a continual speak with 
  plants spell.
  A minor fey, feylings are usually found 
  deep in forests in areas near patches of wild 
  berries. They act as guardians and shepherds, 
  caring for the plants and encouraging their 
  growth and dispersion. 
  Feylings usually avoid settlements and 
  humanoids in general, preferring the company 
  of plants, animals, and other fey. If they 
  must interact with a settlement, it’s usually 
  farmsteads or small villages, especially 
  those where a great number of 
  berry bushes or fruit trees can 
  be 
  found. 
  There, 
  feylings 
  usually secretly care for the 
  gardens or orchard at night, 
  insuring the yearly harvest will 
  be bountiful. Wise villagers leave 
  gifts of food, milk, or goods near their 
  garden or orchard in thanks for their nightly benefactor.
  A typical feyling is just over 4 feet tall and weighs about 60 
  pounds. They can live over 200 years.
  Feyling Characters (20 RP race)
  Feylings have no racial Hit Dice, gaining their capabilities 
  from class levels. All feylings have the following racial traits.
  –2 Dexterity, +2 Constitution, +2 Wisdom, –2 Charisma: 
  Feylings are both tough and wise, but are not very agile, and 
  their strange appearance and behavior can be off-putting.
  Fey: Feylings have the fey type
  Medium: Feylings are Medium 
  creatures and have no bonuses or 
  penalties due to their size.
  Slow: Feylings have a base 
  speed of 20 feet, but their speed 
  is never modified by armor or 
  encumbrance.
  Fey Damage Resistance (Su):
  Feylings have DR 5/cold iron.
  Forest 
  Affinity 
  (Ex): 
  See 
  above.
  Forest 
  Camouflage 
  (Ex): 
  Feylings gain a +4 racial bonus on 
  Stealth checks while within forests.
  Low-Light 
  Vision 
  (Ex): 
  Feylings can see twice as far as 
  humans in conditions of dim 
  light. 
  Natural Armor: Feylings' bark-
  like skin gives them a +1 racial 
  bonus to natural armor.
  Plant-like Resistance (Ex): 
  See above.
  Sap Blood (Ex): See above.
  Slam Attack: Feylings can 
  deliver a strong punch with a 
  knotty fist. They gain a natural 
  slam attack that deals 1d4 
  damage.
  Spell-Like 
  Ability 
  (Sp): 
  Feyling can use invisibility as 
  a spell-like ability once per day. 
  The caster level of the spell is 
  equal to the user's character 
  level. The DC of this ability 
  is equal to 10 + the level of 
  the spell duplicated, plus the 
  feyling's Charisma modifier
  Taking Root (Ex): See above.
  Treespeech (Sp): See above.
  Vulnerability to Fire (Ex): 
  Feylings 
  are 
  vulnerable 
  to fire, taking half as much 
  damage (+50%), regardless of whether a 
  saving throw is allowed or if the save is 
  a success or failure.
  Languages: 
  Feylings 
  begin 
  play 
  speaking 
  Sylvan. 
  Feylings 
  with 
  high 
  Intelligence scores can choose from the following: 
  Aklo, Common, Gnome, Terran
   forest affinity, sap blood, track +1, treespeech, wild empathy +1
   Any forests
   solitary, pair, gang (3-6) or troop (4-13 led by a 3rd-
  level hunter and a 1st-level shaman advisor) 
   standard (leather armor, light wooden shield, 
  shortspear, 2 darts, and other treasure)
   In any forested area, feylings can 
  move through natural difficult terrain at their 
  normal speed. Magically altered terrain 
  affects them normally.
  Plant-like Resistance (Ex) Feylings’ plant 
  morphology 
  grants 
  them 
  a +2 saving throw bonus 
  against 
  mind-affecting 
  effects, paralysis, poison, 
  polymorph, and sleep effects.
   Feylings count 
  as both fey and plants for any 
  effect related to or targeting 
   Feylings receive a 
  +4 racial bonus to their CMD when 
  resisting a bull rush or trip attempt 
  while standing on the ground.
  Feylings can converse with 
  plants as if subject to a continual speak with 
  A minor fey, feylings are usually found 
  deep in forests in areas near patches of wild 
  berries. They act as guardians and shepherds, 
  caring for the plants and encouraging their 
  growth and dispersion. 
  Feylings usually avoid settlements and 
  humanoids in general, preferring the company 
  of plants, animals, and other fey. If they 
  must interact with a settlement, it’s usually 
  farmsteads or small villages, especially 
  those where a great number of 
  berry bushes or fruit trees can 
  be 
  found. 
  There, 
  feylings 
  usually secretly care for the 
  gardens or orchard at night, 
  insuring the yearly harvest will 
  be bountiful. Wise villagers leave 
  Medium: Feylings are Medium 
  creatures and have no bonuses or 
  penalties due to their size.
  Slow: Feylings have a base 
  speed of 20 feet, but their speed 
  is never modified by armor or 
  encumbrance.
  Fey Damage Resistance (Su):
  Feylings have DR 5/cold iron.
  Forest 
  Affinity 
  (Ex)
  above.
  Forest 
  Camouflage 
  (Ex)
  Feylings gain a +4 racial bonus on 
  Stealth checks while within forests.
  Low-Light 
  Vision 
  (Ex)
  Feylings can see twice as far as 
  humans in conditions of dim 
  light. 
  Natural Armor:
  like skin gives them a +1 racial 
  bonus to natural armor.
  Plant-like Resistance (Ex)
  See above.
  Sap Blood (Ex):
  Slam Attack
  deliver a strong punch with a 
  knotty fist. They gain a natural 
  slam attack that deals 1d4 
  damage.
  Spell-Like 
  Ability 
  (Sp)
  Feyling can use invisibility as 
  a spell-like ability once per day. 
  The caster level of the spell is 
  equal to the user's character 
  level. The DC of this ability 
  is equal to 10 + the level of 
  the spell duplicated, plus the 
  feyling's Charisma modifier
  Taking Root (Ex)
  Treespeech (Sp)
  Vulnerability to Fire (Ex)
  Feylings 
  are 
  vulnerable 
  to fire, taking half as much 
  damage (+50%), regardless of whether a 
  saving throw is allowed or if the save is 
  a success or failure.
  Languages: 
  Feylings 
  begin 
  play 
  speaking 
  Sylvan. 
  Feylings 
  with 
  high 
  
  62
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   Gravestone Dryad
  This woman reeks of rot and earth, has dead wood for flesh, hair tangled with twigs and decayed 
  leaves, and hands ending in wicked claws.
  GRAVESTONE DRYAD  
  CR 7
  XP 3,200
  NE Medium undead
  Init +8; Senses darkvision 60 ft., lifesense, low-light vision; Perception +12
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 85 (10d8+40)
  Fort +7, Ref +7, Will +10
  DR 5/silver; Immune undead traits
  Weakness tied to the grave
  OFFENSE
  Speed 30 ft.
  Melee claw +11 (1d4 plus 1d2 Con drain)
  Special Attacks entomb
  Spell-Like Abilities (CL 10th, concentration +14)
  Constant—speak with dead (DC 17)
  At will—entangle (DC 15), stone shape
  3/day—charm person (DC 15), deep slumber (DC 17), 
  inflict light wounds (DC 15)
  1/day—animate dead, suggestion (DC 17)
  STATISTICS
  Str 10, Dex 19, Con —, Int 14, Wis 17, Cha 19
  Base Atk +7; CMB +7 (+9 trip); CMD 21 (23 vs. trip)
  Feats Combat Expertise, Improved Initiative, 
  Improved Trip, Stealthy, Weapon Finesse
  Skills 
  Bluff 
  +8, 
  Climb 
  +9, 
  Craft 
  (sculpture) +11, Disguise +12, Escape 
  Artist +15, Knowledge (nature) +8, 
  Perception +12, Sense Motive +11, 
  Stealth +17, Survival +8; Racial 
  Bonus Climb +4
  Languages Common, Elven, Sylvan; 
  speak with dead
  SQ grave meld
  ECOLOGY
  Environment any graveyard
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Entomb (Su) Three times per day as a 
  standard action, a gravestone dryad can 
  entomb a living being within 100 feet of it 
  in a hardpacked dirt coffin set in a shallow grave 
  (Reflex DC 19 negates). The victim is considered 
  grappled in the grave’s tight confines. It also has no 
  air, so must hold its breath to avoid suffocating. 
  It can escape the grave with a DC 30 Escape 
  Artist check or by destroying the dirt 
  coffin (hardness 8, 30 hp, break 
  DC 25). The save DC is Charisma-
  based. A creature killed in this 
  manner automatically rises as a 
  zombie, breaking free of the coffin 1 round 
  later. The new zombie is under the gravestone dryad's control and 
  doesn’t apply to the HD of undead she controls with animate dead. If the dryad 
  is destroyed, the zombie becomes free-willed.
  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 
  size of the gravestone dryad. She can remain melded with a grave as long 
  as she wishes.
  Tied to the Grave (Su) A gravestone dryad is bonded to a single graveyard and 
  must never stray more than 300 yards from it. If she does, she immediately 
  becomes sickened. Every hour thereafter, she must succeed at a DC 20 Will 
  save to resist becoming nauseated for an hour. A gravestone dryad that is out 
  of range of her bonded graveyard for 24 hours takes 1d6 points of Charisma 
  damage, and another 1d6 points of Charisma damage every day that follows. 
  The dryad can forge a bond with a new graveyard by performing a 24-hour 
  ritual and making a successful DC 20 Will save.
  Gravestone dryads are twisted versions of their former 
  selves, created when a dryad's tree is felled near a cemetery. 
  The combination of the dryad's death, loss of her tree, and 
  collective sorrow of the cemetery’s mourners calls to the 
  dryad's soul and reunites it with its former body, which 
  immediately sets out for the graveyard. The first 
  gravestone dryads surfaced in Ustalav 
  and in large battlefields near Geb, but 
  they have since spread to all corners of 
  Golarion. They crave life—despite not 
  needing it for sustenance—and despise 
  the living for having what they no longer 
  have. They lurk, listen, and watch 
  during the day while melded with 
  gravestones, and send out zombie 
  minions by night to lure or drag 
  back victims, but they are not above 
  opportunistic kills during the day. 
  Gravestone dryads feel compelled 
  to kill at least once per month 
  but exercise patience to avoid 
  discovery, going weeks between 
  taking victims.
  Much as gravestone dryads wish 
  to destroy life, there is nothing they 
  hate more than living fey and they 
  go out of their way, even if it risks 
  exposure, to destroy any fey they 
  find. The dryads often travel to 
  areas containing portals to the 
  First World, simply to destroy fey 
  as they pass from this world to 
  the other. In return, fey seek out 
  gravestone dryads to destroy 
  them permanently—though 
  often fey fall prey to their 
  own 
  self-assurance 
  and 
  wind 
  up 
  as 
  zombies 
  under a gravestone 
  dryad’s 
  control. 
  Fey 
  fear 
  that 
  g r a v e s t o n e 
  dryads 
  and 
  c o r r u p t e d 
  treants might work 
  together 
  in 
  the future to destroy the fey realms, but so 
  far these fears have been unfounded.
   (CL 10th, concentration +14)
  deep slumber (DC 17), 
   19
   21 (23 vs. trip)
   Combat Expertise, Improved Initiative, 
  Improved Trip, Stealthy, Weapon Finesse
   
  Bluff 
  +8, 
  Climb 
  +9, 
  Craft 
  Three times per day as a 
  standard action, a gravestone dryad can 
  entomb a living being within 100 feet of it 
  in a hardpacked dirt coffin set in a shallow grave 
  (Reflex DC 19 negates). The victim is considered 
  grappled in the grave’s tight confines. It also has no 
  air, so must hold its breath to avoid suffocating. 
  It can escape the grave with a DC 30 Escape 
  Artist check or by destroying the dirt 
  zombie, breaking free of the coffin 1 round 
  later. The new zombie is under the gravestone dryad's control and 
  immediately sets out for the graveyard. The first 
  gravestone dryads surfaced in Ustalav 
  and in large battlefields near Geb, but 
  they have since spread to all corners of 
  Golarion. They crave life—despite not 
  needing it for sustenance—and despise 
  the living for having what they no longer 
  have. They lurk, listen, and watch 
  during the day while melded with 
  gravestones, and send out zombie 
  minions by night to lure or drag 
  back victims, but they are not above 
  opportunistic kills during the day. 
  Gravestone dryads feel compelled 
  to kill at least once per month 
  but exercise patience to avoid 
  discovery, going weeks between 
  taking victims.
  Much as gravestone dryads wish 
  to destroy life, there is nothing they 
  hate more than living fey and they 
  go out of their way, even if it risks 
  exposure, to destroy any fey they 
  find. The dryads often travel to 
  areas containing portals to the 
  First World, simply to destroy fey 
  as they pass from this world to 
  the other. In return, fey seek out 
  gravestone dryads to destroy 
  them permanently—though 
  often fey fall prey to their 
  own 
  self-assurance 
  and 
  wind 
  up 
  as 
  zombies 
  under a gravestone 
  treants might work 
  together 
  in 
  the future to destroy the fey realms, but so 
  
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   Hidebehind
  This dark-skinned brute has thick black fur and a predatory look in its beady eyes.
  HIDEBEHIND 
  CR 4
  XP 1,200 
  CE Medium fey 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+1 dodge, +4 Dex, +4 natural) 
  hp 33 (6d6+12) 
  Fort +3, Ref +9, Will +4
  OFFENSE
  Speed 60 ft
  Melee 2 claws +6 (1d6+2), bite +6 (1d4+2) 
  STATISTICS
  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
  Skills Acrobatics +13, Bluff +9, Climb +11, 
  Perception +8, Stealth +16, Survival +5 
  Languages Common, Sylvan (cannot speak) 
  ECOLOGY 
  Environment any forest
  Organization solitary
  Treasure standard  
  SPECIAL ABILITIES 
  Faster than the Naked Eye (Su) A 
  hidebehind may use its incredible 
  speed to move into any unoccupied space that’s 
  within its movement range (normally 60 feet) 
  without provoking attacks of opportunity or 
  suffering from difficult terrain. Hidebehinds 
  that have had their movement 
  hindered (such as a tanglefoot 
  bag or a successful grapple) 
  must 
  successfully 
  free 
  themselves before using 
  this ability. A hidebehind 
  cannot use this ability if 
  it used it in the previous 
  round.
  Lurking 
  Behind 
  Every 
  Tree 
  (Ex) A hidebehind may use its 
  legendary stealth to hide from 
  attacks. Hidebehinds treat partial cover as 
  cover, and cover as improved cover.
  Travel through forests in the First World is 
  often perilous and frightening due to the 
  inscrutable rules that govern the fey realm. 
  However, no single creature can make the 
  lives of travelers more miserable and horrifying 
  t h a n 
  the hidebehind. Created by a mysterious Eldest long ago, the 
  hidebehinds are despicable beings that care only about sating their 
  endless hunger. They are tall, brutish monsters with long arms, 
  sweeping curved claws, and jet-black fur. They are intelligent and 
  can understand languages, but hidebehinds cannot speak because 
  their mouths have razor-sharp mandibles instead of a lower jaw. 
  They are unbelievably fast and get their name from their practice 
  of ambushing their chosen prey with stealthy attacks from behind 
  trees or bushes. A hidebehind lives a solitary life in a lair adorned 
  with small, often valueless trinkets. Outside of their annual mating 
  season, hidebehinds are hyper-territorial and they will hunt 
  and kill any trespassers, including others of their race.  Villages 
  that are within sight of old growth forests are often hit hardest 
  by hidebehind attacks. Stories have spread of severe economic 
  disruptions in a region due to a single hidebehind in an especially 
  inconvenient location, since these beasts enjoy killing solitary 
  merchants or traveling farmers that supply food and trade goods 
  to a region. Some scholars have wondered if hidebehinds are aware 
  of how their actions can affect local communities and are actively 
  trying to cause as much pain as possible.
  An average hidebehind is about 6 feet tall and weighs 250 
  pounds, with females slightly larger than males. 
   Jesulan
  A layer of thick, black bark covers the form of this lanky, humanoid 
  figure. Two long, tail-like appendages flick behind it, adorned with 
  sharp, thick thorns.
  JESULAN 
   
   CR 8
  XP 4,800 
  CN Large plant
  Init +3; Senses low-light vision; Perception +13
  DEFENSE
  AC 21, touch 8, flat-footed 22 (–1 Dex, –1 
  size, +13 natural)
  hp 90 (12d8+36)
  Fort +13, Ref +6, Will +7
  DR 5/adamantine; Immune plant 
  traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +14 (1d8+6 plus 
  bleed), 2 tail slaps +12 (2d6+4 
  plus bleed)
  Ranged bramble grenade +8 
  (see text)
  Special Attacks bramble grenade, 
  create spawn, spores, thorns
  STATISTICS
  Str 22, Dex 8, Con 17, Int 8, Wis 13, Cha 11
  Base Atk +9; CMB +16; CMD 25
  Feats Cleave, Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack
  Skills Perception +13
  Languages Jesulan
  ECOLOGY
  Environment temperate forests
  Organization solitary, squad (3-5), or copse 
  (8-10)
  Treasure standard
  SPECIAL ABILITIES
  Bramble Grenade (Ex) As a standard action 
  every 1d4 rounds a jesulan can throw a mass similar to an alchemist’s bomb 
  with a range of 30 feet. When the bramble grenade explodes it deals 4d6 
  piercing and slashing damage to every creature in a 15-ft. radius and entangles 
  them for 2d4 rounds. A successful DC 19 Reflex save halves the damage and 
  negates the entangle effect. The save DC is Constitution-based.
   2 claws +6 (1d6+2), bite +6 (1d4+2) 
  Wis 9, Cha 11
   Dodge, Skill Focus (Stealth), Toughness
   Acrobatics +13, Bluff +9, Climb +11, 
  Perception +8, Stealth +16, Survival +5 
   Common, Sylvan (cannot speak) 
  Faster than the Naked Eye (Su) A 
  hidebehind may use its incredible 
  speed to move into any unoccupied space that’s 
  within its movement range (normally 60 feet) 
  without provoking attacks of opportunity or 
  suffering from difficult terrain. Hidebehinds 
  that have had their movement 
  hindered (such as a tanglefoot 
  Lurking 
  Behind 
  Every 
  Tree 
   A hidebehind may use its 
  legendary stealth to hide from 
  attacks. Hidebehinds treat partial cover as 
  cover, and cover as improved cover.
  Travel through forests in the First World is 
  often perilous and frightening due to the 
  inscrutable rules that govern the fey realm. 
  However, no single creature can make the 
  lives of travelers more miserable and horrifying 
  t h a n 
  the hidebehind. Created by a mysterious Eldest long ago, the 
  trying to cause as much pain as possible.
  An average hidebehind is about 6 feet tall and weighs 250 
  pounds, with females slightly larger than males. 
   Jesulan
  A layer of thick, black bark covers the form of this lanky, humanoid 
  figure. Two long, tail-like appendages flick behind it, adorned with 
  sharp, thick thorns.
  JESULAN 
   
   CR 8
  XP 4,800 
  CN Large plant
  Init +3; Senses low-light vision; Perception +13
  DEFENSE
  AC 21, touch 8, flat-footed 22 (–1 Dex, –1 
  size, +13 natural)
  hp 90 (12d8+36)
  Fort
  DR 5/adamantine; 
  traits
  OFFENSE
  Speed
  Melee
  bleed), 2 tail slaps +12 (2d6+4 
  plus bleed)
  Ranged
  (see text)
  Special Attacks
  create spawn, spores, thorns
  STATISTICS
  Str 22, Dex 8, Con 17, Int 8, 
  Base Atk +9; CMB +16; CMD
  Feats Cleave, Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack
  Skills Perception +13
  Languages Jesulan
  ECOLOGY
  Environment
  Organization
  (8-10)
  Treasure standard
  
  64
  64
  64
  64
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  64
  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 
  death 1d4 rounds later.
  Spores (Su) As a free action, once per hour, a jesulan can release a cloud of nearly 
  invisible spores which latch on to nearby creatures and begin to reform their 
  bodies. All creatures in a 20-ft. radius must succeed at a DC 19 Fortitude save 
  or suffer spore rot (see below). 
  Spore Rot: curse and disease-Dispersal; save Fortitude DC 19; onset immediate; 
  frequency 1/day; effect 1d6 Con; cure — 
  Spore rot is both a curse and a disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically removed. Creatures of 
  the fey type are immune to spore rot. The save DC is Constitution-based.
  Thorns (Ex) A jesulan's natural attacks deal bludgeoning, 
  piercing, and slashing damage, and cause 1 point of 
  bleed damage. The bleed effect stacks with itself.
  Recently reclaimed creations of the First 
  World’s fey, jesulans are tree-like 
  creatures of towering height. 
  In need of an army that 
  could 
  rapidly 
  grow 
  in 
  numbers 
  to 
  supplement the small 
  number of 
  militant fey, the faerie people conducted magical experiments 
  that resulted in the jesulans. Requiring a controlled environment 
  with which to perfect their infantry race, the fey placed their 
  subjects in a small, unnamed plane, now known as Jesula. 
  Capricious as always, the fey ceased their tinkering after a few 
  centuries and the primal monstrosities were forgotten. 
  The jesulans are not just the only sentient species, but also 
  the only vegetation in the dusty wasteland plane of Jesula. Its 
  first planar explorers to enter the plane quickly learned why, 
  from a brutal attack that killed dozens and left the returning 
  survivors infected. Within a matter of days, the plant-like 
  creatures rose and began to attack nearby settlements. This 
  garnered the attention of their fey creators.
  Realizing that the jesulans had slipped their prison, the 
  fey quickly retrieved them. Immune to the cursed spores, 
  the fey safely act as caretakers of the strange race and 
  carefully control their population. The arboreal hulks 
  now serve as easily tamed muscle for the fey lords. 
  Commonly a single jesulan is “gifted” to a mortal as 
  part of a bargain. The creature serves its new 
  master until it releases its spores, killing the 
  mortal and being reclaimed by the fey.
  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 flesh 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
  64
  64
  the fey type are immune to spore rot. The save DC is Constitution-based.
  Thorns (Ex) A jesulan's natural attacks deal bludgeoning, 
  piercing, and slashing damage, and cause 1 point of 
  bleed damage. The bleed effect stacks with itself.
  Recently reclaimed creations of the First 
  World’s fey, jesulans are tree-like 
  creatures of towering height. 
  In need of an army that 
  could 
  rapidly 
  grow 
  in 
  numbers 
  to 
  supplement the small 
  number of 
  survivors infected. Within a matter of days, the plant-like 
  creatures rose and began to attack nearby settlements. This 
  garnered the attention of their fey creators.
  Realizing that the jesulans had slipped their prison, the 
  fey quickly retrieved them. Immune to the cursed spores, 
  the fey safely act as caretakers of the strange race and 
  carefully control their population. The arboreal hulks 
  now serve as easily tamed muscle for the fey lords. 
  Commonly a single jesulan is “gifted” to a mortal as 
  part of a bargain. The creature serves its new 
  master until it releases its spores, killing the 
  mortal and being reclaimed by the fey.
  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 flesh 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
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, 
  +4 natural, +1 size)
  hp 66 (12d6+24)
  trap memory (DC 21)
  Spell-Like Abilities
  Constant—deathwatch, tongues
  At will—invisibility, speak with dead
  5/day—memory lapse
  
  65
  65
  65
  65
  65
  65
  3/day—confusion (DC 19), dimension door, summon nature's ally V
  1/day—legend lore, mind fog (DC 20)
  STATISTICS
  Str 8, Dex 19, Con 13, Int 18, Wis 15, Cha 21
  Base Atk +6; CMB +3; CMD 17
  Feats Combat Casting, Deceitful, Dodge, Mobility, Skill Focus (Bluff), Toughness
  Skills Bluff +25, Disguise +22, Fly +19, Knowledge (history, nobility) +16, Knowledge 
  (local) +19, Perception +17, Perform (any one) +17, Sense Motive +14, Stealth +16, Use 
  Magic Device +17
  Languages Common, First Speech, Elven, Gnome, Sylvan; tongues
  SQ memory globe, remembered form
  ECOLOGY
  Environment any (First World)
  Organization solitary, pair, or storytelling (3–6)
  Treasure standard (memory globes and other treasure)
  SPECIAL ABILITIES
  Memory Globe (Su) A karek traps memories in iridescent spheres. A creature 
  may use the sphere to cast speak with dead as if it were the intact corpse of the 
  creature the memories came from, even if that creature is alive. The creature’s 
  knowledge is limited to the time the memory 
  globe was created. A globe has hardness 5 and 15 
  hp and is worth 200 gp to the right buyer.
  Remembered Form (Sp) A karek can assume the form 
  of a creature whose memories it holds in a memory 
  globe as a standard action. The karek can take 
  the form of a humanoid or fey creature 
  and has access to the assumed form’s 
  mannerisms and speech patterns, up 
  to the time the globe was created. The 
  mimicked creature may be living or 
  dead. The karek gains a +20 bonus 
  on Disguise checks to appear and 
  act as the imitated creature 
  and can maintain the effect 
  indefinitely. The karek 
  can revert to its true 
  form as a free action 
  and automatically 
  reverts if it loses 
  possession 
  of 
  the 
  memory 
  globe for the 
  m i m i c k e d 
  c r e a t u r e . 
  This 
  ability 
  o t h e r w i s e 
  f u n c t i o n s 
  as 
  assume 
  a p p e a r a n c e
  (Pathfinder 
  RPG 
  Horror 
  Adventures
  108). 
  Slumber Hex (Su) A karek 
  can use the slumber hex 
  as if it were a 9th-level 
  witch.
  Trap 
  Memory 
  (Su) 
  A karek can take 
  memories 
  from 
  a dead creature or 
  unconscious 
  living 
  creature it touches as a full-round action that provokes attacks of opportunity. 
  The touched creature must succeed on a DC 21 Will save or a copy of the creature’s 
  memories form a memory globe in the karek’s claws. An unconscious creature gains 
  a +4 bonus on the saving throw. This ability can affect a creature that has been dead 
  for no more than a number of days equal to its Hit Dice. This is a mind-affecting 
  effect. The save DC is Charisma-based.
  Vulnerable to Reflections (Ex) A karek’s reflection always shows the fey’s true 
  appearance. A karek mimicking another creature using its remembered form 
  ability that can see its own reflection is nauseated until it averts its gaze, 
  changes form, or closes its eyes.
  Karek are the historians and heralds of the fey, chronicling 
  the legacies of great heroes and villains, the ravages of the 
  Tane, and the deeds of the Eldest. They invisibly fly over 
  battlefields or watch over events where notables gather, 
  hoping to add to their collection of preserved knowledge. 
  Karek avoid combat whenever possible, preferring to use 
  guile, magic, and stealth. Only a threat to their memory globe 
  collection provokes karek to aggressive action, and they track 
  globe thieves unceasingly.
  Karek openly serve as storytellers and advisors 
  to fey lords or fill the same role in an assumed 
  guise for remarkable mortals. Karek gather when 
  a noteworthy figure nears death. They often 
  compete to see who can catch dying creature's 
  memories first. Karek meet in great 
  storytelling 
  circles, 
  sharing 
  the 
  memories they have gained and 
  performing fabled moments from 
  fallen legends. 
  A typical karek is 3 feet tall, 
  has a 5-foot wingspan, and 
  weighs 18 pounds. Traveling 
  karek bring 2d4 memory 
  globes for disguises and 
  have 
  dozens 
  of 
  globes 
  hidden in their homes. 
   Leshy, Poppy
  This creature has a humanoid-looking 
  upper body and bright red flowers atop 
  its head. The bottom half of its body is 
  concealed beneath leafy growths.
  POPPY LESHY  
    CR 1/2
  XP 200
  N Small plant (leshy, shapechanger)
  Init +1; Senses darkvision 60 ft., low-light 
  vision; Perception +0
  Aura lullaby (10 ft., DC 11)
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+1 
  Dex, +1 dodge, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +1, Will +0
  Immune electricity, sonic, 
  plant traits
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee rapier –2 (1d4–2/18–20)
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  65
  65
  knowledge is limited to the time the memory 
  globe was created. A globe has hardness 5 and 15 
  hp and is worth 200 gp to the right buyer.
  Remembered Form (Sp) A karek can assume the form 
  of a creature whose memories it holds in a memory 
  globe as a standard action. The karek can take 
  the form of a humanoid or fey creature 
  and has access to the assumed form’s 
  mannerisms and speech patterns, up 
  to the time the globe was created. The 
  mimicked creature may be living or 
  dead. The karek gains a +20 bonus 
  on Disguise checks to appear and 
  act as the imitated creature 
  and can maintain the effect 
  indefinitely. The karek 
  can revert to its true 
  form as a free action 
  and automatically 
  reverts if it loses 
  Pathfinder 
  RPG 
  Horror 
  Adventures
   A karek 
  can use the slumber hex 
  as if it were a 9th-level 
  Trap 
  Memory 
  (Su) 
  A karek can take 
  memories 
  from 
  a dead creature or 
  unconscious 
  living 
  globe thieves unceasingly.
  Karek openly serve as storytellers and advisors 
  to fey lords or fill the same role in an assumed 
  guise for remarkable mortals. Karek gather when 
  a noteworthy figure nears death. They often 
  compete to see who can catch dying creature's 
  memories first. Karek meet in great 
  storytelling 
  circles, 
  sharing 
  the 
  memories they have gained and 
  performing fabled moments from 
  fallen legends. 
  A typical karek is 3 feet tall, 
  has a 5-foot wingspan, and 
  weighs 18 pounds. Traveling 
  karek bring 2d4 memory 
  globes for disguises and 
  have 
  dozens 
  of 
  globes 
  hidden in their homes. 
   Leshy, Poppy
  This creature has a humanoid-looking 
  upper body and bright red flowers atop 
  its head. The bottom half of its body is 
  concealed beneath leafy growths.
  POPPY LESHY  
    CR 1/2
  XP 200
  N Small plant (leshy, shapechanger)
  Init +1; Senses darkvision 60 ft., low-light 
  vision; Perception +0
  Aura lullaby (10 ft., DC 11)
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+1 
  Melee
  
  66
  66
  66
  66
  66
  66
  Ranged spores +2 touch (memory haze)
  Spell-Like Abilities (CL 1st; concentration +2)
  Constant—lullaby (DC 11), pass without trace
  3/day—sleep (DC 12)
  STATISTICS
  Str 6, Dex 13, Con 12, Int 5, Wis 10, Cha 13
  Base Atk +0; CMB –3; CMD 8
  Feats Dodge
  Skills Stealth +5 (+9 in floral fields), Survival +1; Racial Modifiers +4 Stealth in floral 
  fields
  Languages Druidic, Sylvan; plantspeech (flowers)
  SQ change shape (small patch of flowers; tree shape), verdant burst
  ECOLOGY
  Environment any forest or plains
  Organization solitary or patch (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Memory Haze (Ex) The intoxicating scent given off by a poppy leshy causes 
  memory loss to those affected by its spores. Anyone creature hit 
  by a spore attack must make a DC 11 Will save or suffer 1 
  point of Wisdom damage. Any creature who suffers 
  Wisdom damage from a poppy leshy’s spores 
  suffers minor memory loss for a period of 5 
  minutes prior to and 5 minutes after 
  the ability damage is inflicted. 
  This is a cumulative effect, 
  with additional Wisdom 
  damage inflicted by 
  the 
  spore 
  attack 
  extending 
  the 
  period of memory 
  loss by 5 additional 
  minutes 
  in 
  both 
  directions. Creatures 
  who suffer from this 
  memory 
  loss 
  must 
  make a DC 11 Wisdom 
  check to recall specific 
  details during that period 
  of time. This is a mind-
  affecting effect. The save DC is 
  Charisma-based.
  Often found near dryad's trees, in 
  nymph's groves, and elsewhere close to fey 
  creatures, poppy leshys serve as guardians 
  and friends to creatures from the First World. 
  They do their best to hide from humanoids 
  and other creatures of civilization, but their 
  distinctive perfume often gives them away 
  unless they hide in patches of fragrant 
  flowers.
  Poppy leshys care for sweet-smelling 
  flora, often but not always poppy 
  plants. They look like small 
  humanoid 
  creatures 
  with 
  flowers for hair and leafy or 
  flowery growths covering their 
  legs and feet. In truth, these 
  leshys do not have legs, but rather 
  use flexible roots to move along the 
  ground or up trees.
  These creatures often carry slender rapiers or daggers 
  with them, which they keep hidden among the leaves on the 
  lower half of their bodies. They only rely on these weapons as 
  a last resort, knowing most creatures that attack them can 
  overpower them. If fighting in self-defense, they rely on their 
  innate sleep ability to subdue their opponents and escape. 
  Some druids and fey creatures use the otherwise peaceful 
  leshys to help neutralize intruders in their groves.
  Many dryads find friendships with poppy leshys mutually 
  beneficial, as their ability to cloud memories can help the 
  dryads divert potential threats that may have otherwise 
  learned the location of the dryads’ trees. The creatures seem 
  drawn to nymphs’ innate beauty and often migrate toward 
  a nymph's grove if left on their own. Satyrs also sometimes 
  seek out the company of poppy leshys, albeit for slightly 
  selfish reasons; they deliberately expose themselves 
  to the leshys’ memory-clouding spores as a way of 
  "enhancing" the experiences they feel during 
  their feasts and parties. Regardless of the 
  fey's motivations, poppy leshys often 
  seek out the approval of 
  creatures from the First 
  World, often going to 
  great lengths to keep 
  potential friendships 
  intact.
  Growing a Poppy 
  L eshy
  Poppy 
  leshys 
  are 
  usually grown in the 
  early spring, planted 
  with poppy seeds soon to 
  sprout. When first born, a 
  poppy leshy does not have 
  a weapon, but can construct 
  one from available materials 
  given a day and left to its own devices 
  (no Craft check required).
  POPPY LESHY
  CL 5th; Price 1,000 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, animal trance, plant growth, 
  summon nature’s ally I; Skill Knowledge (nature) DC 12; Cost 500 gp
   Tintargurill
  Six tendrils tipped with hooks made from gray bark sprout from the base 
  of this plant’s bulbous central pod. Dozens of smaller tubers 
  glistening with yellowish residue snake out from the pod’s 
  surface between strips of bark, with one massive stalk 
  ending in a flytrap-like head emerging from the 
  plant’s crown. 
  TINTARGURILL 
  CR 7
  XP 3,200
  N Huge plant 
  66
  66
  66
  66
  66
  66
  The intoxicating scent given off by a poppy leshy causes 
  memory loss to those affected by its spores. Anyone creature hit 
  by a spore attack must make a DC 11 Will save or suffer 1 
  point of Wisdom damage. Any creature who suffers 
  Wisdom damage from a poppy leshy’s spores 
  suffers minor memory loss for a period of 5 
  minutes prior to and 5 minutes after 
  the ability damage is inflicted. 
  This is a cumulative effect, 
  with additional Wisdom 
  damage inflicted by 
  the 
  spore 
  attack 
  extending 
  the 
  period of memory 
  loss by 5 additional 
  minutes 
  in 
  both 
  directions. Creatures 
  who suffer from this 
  memory 
  loss 
  must 
  make a DC 11 Wisdom 
  check to recall specific 
  details during that period 
  of time. This is a mind-
  affecting effect. The save DC is 
  Often found near dryad's trees, in 
  nymph's groves, and elsewhere close to fey 
  creatures, poppy leshys serve as guardians 
  and friends to creatures from the First World. 
  They do their best to hide from humanoids 
  and other creatures of civilization, but their 
  distinctive perfume often gives them away 
  unless they hide in patches of fragrant 
  Poppy leshys care for sweet-smelling 
  flora, often but not always poppy 
  plants. They look like small 
  humanoid 
  creatures 
  with 
  flowers for hair and leafy or 
  flowery growths covering their 
  legs and feet. In truth, these 
  leshys do not have legs, but rather 
  use flexible roots to move along the 
  drawn to nymphs’ innate beauty and often migrate toward 
  a nymph's grove if left on their own. Satyrs also sometimes 
  seek out the company of poppy leshys, albeit for slightly 
  selfish reasons; they deliberately expose themselves 
  to the leshys’ memory-clouding spores as a way of 
  "enhancing" the experiences they feel during 
  their feasts and parties. Regardless of the 
  fey's motivations, poppy leshys often 
  seek out the approval of 
  creatures from the First 
  World, often going to 
  great lengths to keep 
  potential friendships 
  intact.
  Growing a Poppy 
  L eshy
  Poppy 
  leshys 
  are 
  usually grown in the 
  early spring, planted 
  with poppy seeds soon to 
  sprout. When first born, a 
  poppy leshy does not have 
  a weapon, but can construct 
  one from available materials 
  given a day and left to its own devices 
  (no Craft check required).
  POPPY LESHY
  CL 5th; Price 1,000 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, animal trance, plant growth, 
  summon nature’s ally I; Skill Knowledge (nature) DC 12; 
   Tintargurill
  Six tendrils tipped with hooks made from gray bark sprout from the base 
  of this plant’s bulbous central pod. Dozens of smaller tubers 
  glistening with yellowish residue snake out from the pod’s 
  surface between strips of bark, with one massive stalk 
  ending in a flytrap-like head emerging from the 
  plant’s crown. 
  TINTARGURILL 
  CR 7
  XP 3,200
  N Huge plant 
  
  67
  67
  67
  67
  67
  67
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size) 
  hp 85 (10d8+40); supernatural digestion
  Fort +11, Ref +6, Will +6; +4 vs. fey and plant-targeted effects
  DR 10/slashing; Immune plant traits; SR 18
  OFFENSE
  Speed 20 ft.
  Melee bite +12 (2d6+7 plus grab), 3 tentacles +10 (1d8+3 plus grab)
  Space 15 ft.; Reach 15 ft. (20 ft. with tentacles) 
  Special Attacks constrict (1d8+7), feybane bark, sticky enzymes (+8 ranged, DC 19, 10 
  hp), swallow whole (2d6+10 bludgeoning damage, AC 14, 8 hp)
  STATISTICS
  Str 25, Dex 16, Con 19, Int 2, Wis 17, Cha 6
  Base Atk +7; CMB +16; CMD 29 (37 vs. trip)
  Feats Combat Reflexes, Lightning Reflexes, MultiattackB, Power Attack
  Skills Perception +11, Stealth +3 (+11 in undergrowth); Racial Modifiers +8 Stealth in 
  undergrowth
  SQ woodland stride
  ECOLOGY
  Environment temperate forest or marsh
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Feybane Bark (Ex) All of a tintargurill’s 
  natural attacks, including damage 
  from swallow whole, are treated 
  as cold iron for the purpose of 
  bypassing damage reduction. 
  Sticky Enzymes (Ex) A tintargurill 
  produces 
  semisolid 
  strands 
  of 
  enzymes with adhesive properties 
  that it can excrete from certain 
  tendrils. Using its sticky enzymes 
  functions like the web universal 
  monster ability, except that creatures with 
  damage reduction overcome by cold iron that 
  are affected by the enzymes suffer intense pain, 
  forcing them to succeed on a DC 19 Fortitude save 
  each round they remain in contact with the strands 
  or be staggered. The DC is Constitution-based.
  Supernatural Digestion (Su) If a tintargurill 
  deals damage to a creature with 
  damage reduction overcome by cold 
  iron with its bite attack or swallow 
  whole ability, it gains fast healing 
  5 for 1 round. If such a creature 
  perishes inside the tintargurill, the 
  fast healing lasts for 1d6 minutes 
  instead. 
  Woodland Stride (Su) This ability 
  functions like the druid ability of 
  the same name.
  Tintargurills are ravenous 
  plants that feed mainly 
  on fey flesh. They lurk 
  in 
  the 
  undergrowth 
  of 
  fey-infested wilds, most 
  notably Darkmoon Wood, 
  Fangwood 
  Forest, 
  and 
  Grungir Forest, where they stake out large territories with 
  sheets of their adhesive enzymes and wait for unsuspecting 
  fey to stumble into their domain. Several woodcutters have 
  tried to tame the plants to use as living weapons against hostile 
  fey, but tintargurills have proven just as aggressive toward 
  humanoids as they are toward their favored prey, making all 
  such efforts to date unsuccessful. 
  Although tintargurills have thus far proven undomesticable, 
  those skilled enough to slay one can harvest its bark to create 
  weapons well suited for killing fey. If a creature succeeds on a DC 
  20 Craft (carpentry or weaponsmithing), Knowledge (nature), 
  Profession (woodcutter), or Survival check, it can salvage 2d6 
  Medium masterwork simple wooden weapons (including 
  clubs, javelins, quarterstaves, and spears) from the corpse of a 
  tintargurill that died within 24 hours. These weapons function 
  like cold iron in all respects. Double the number for Small 
  weapons and halve the number for Large weapons.
  Tintargurills’ usual habitats make fey their most common 
  source of food, but certain displaced specimens develop a taste 
  for demon flesh. These monstrous plants gradually adapt until 
  they can subsist on demon meat, sometimes taking on fiendish 
  aspects of their prey to better blend into Abyssal surroundings. 
  Crusaders in Lastwall and Mendev take pains to give such 
  demon-eating plants a wide berth, not wanting to compromise 
  a rare natural ally in their struggles against the Abyssal 
  hordes. 
   Zolavoi
  A ruddy glow suffuses clouds of ash that partially obscure 
  this tiny creature’s distended form. Eyes like cinders peer 
  out of a sullen face.
  ZOLAVOI 
   
  CR 5
  XP 1,600
  N Tiny fey
  Init +7; Senses low-light vision, smokesight; 
  Perception +8
  DEFENSE
  AC 20, touch 20, flat-footed 
  16 (+4 deflection, +3 Dex, +1 
  dodge, +2 size)
  hp 28 (8d6)
  Fort +2, Ref +9, Will +7 
  DR 5/cold iron; Immune fire; SR
  16
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +7 (1d2+5 plus 1d6 
  fire)
  Special 
  Attacks 
  covetous 
  cindercloud, heat (1d6 fire)
  Spell-Like Abilities (CL 8th; 
  concentration +12)
  At will—charm person (DC 
  15), dancing lights, ghost 
  sound (DC 14), minor image
  (DC 16), prestidigitation, 
  spark
  All of a tintargurill’s 
  produces 
  semisolid 
  strands 
  of 
  functions like the web universal 
  monster ability, except that creatures with 
  damage reduction overcome by cold iron that 
  are affected by the enzymes suffer intense pain, 
  forcing them to succeed on a DC 19 Fortitude save 
  each round they remain in contact with the strands 
  or be staggered. The DC is Constitution-based.
   If a tintargurill 
  deals damage to a creature with 
  damage reduction overcome by cold 
  iron with its bite attack or swallow 
  demon-eating plants a wide berth, not wanting to compromise 
  a rare natural ally in their struggles against the Abyssal 
  hordes. 
   Zolavoi
  A ruddy glow suffuses clouds of ash that partially obscure 
  this tiny creature’s distended form. Eyes like cinders peer 
  out of a sullen face.
  ZOLAVOI 
   
  CR 5
  XP 1,600
  N Tiny fey
  Init +7; Senses low-light vision, smokesight; 
  Perception +8
  DEFENSE
  AC
  Fort
  DR
  16
  OFFENSE
  Speed
  Melee
  fire)
  Special 
  Attacks
  cindercloud, heat (1d6 fire)
  
  68
  68
  68
  68
  68
  68
  STATISTICS
  Str 12, Dex 16, Con 11, Int 8, Wis 9, Cha 19
  Base Atk +4; CMB +3; CMD 21
  Feats Dodge, Improved Initiative, Iron Will, Weapon Finesse
  Skills Bluff +15, Disguise +13, Fly +7, Knowledge (Local) +6, Perception +8, Sleight of Hand 
  +12, Stealth +22, Use Magic Device +9
  Languages Common, Sylvan
  SQ change shape (house spirit form; disguise self), sound mimicry (household sounds, 
  voices)
  ECOLOGY
  Environment any land
  Organization solitary, smolder (2–7), or conflagration (8–22)
  Treasure standard
  SPECIAL ABILITIES
  Ashflight (Su) While within the site of its transformation, a zolavoi may change into 
  a cloud of gritty smoke. This functions as gaseous cloud, but the zolavoi retains 
  use of its supernatural abilities, can fly at a speed of 60 feet, and is treated as one 
  size category larger for the purposes of how it 
  is affected by wind. Reverting to its normal form is a standard action; as part of 
  this action, the zolavoi may activate its covetous cindercloud ability.
  Covetous Cindercloud (Su) A zolavoi exudes smoke and embers, which it can infuse 
  with its will and project as a 30-foot radius cloud within 60 feet. The cloud lasts 
  4 rounds, obscures sight as fog cloud, and is dispersed in 1 round by a strong wind. 
  Creatures beginning their turn in the cloud take 2d6+4 points of fire damage and 
  risk destruction of exposed flammable objects such as scrolls; a successful DC 18 
  Reflex save halves the damage and protects exposed objects. Additionally, as an 
  immediate action the zolavoi can attempt a steal or disarm combat maneuver 
  against an object within the cloud, using its caster level plus its Charisma 
  modifier in place of its Combat Maneuver Bonus; a successful maneuver pulls 
  the object up to 40 feet toward the zolavoi. The save DC is Charisma-based.
  Sense Mementos (Su) A zolavoi is inextricably linked to its home and collection, 
  and can concentrate to sense their components. This functions as discern location, 
  but only targets objects it has possessed for at least 24 hours, and has a range of 
  25 miles.
  Smokesight (Ex) A zolavoi can see through fire and smoke as if they were perfectly 
  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.
  Conflict 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
  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.
  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 
  nothing but charred bones. 
  
  69
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  15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
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  Advanced Bestiary, © 2004, Green Ronin Publishing, LLC; Author Matthew 
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  Kobold Quarterly, Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
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  Pathfinder Adventure Card Game: The Worldwound Incursion Adventure 
  Deck. © 2015, Paizo Inc.; Authors: Mike Selinker and Lone Shark Games.
  Pathfinder Adventure Path #3: Hook Mountain Massacre, © 2007 Paizo Inc.; 
  Author: Nicholas Logue.
  Pathfinder Adventure Path #7: Edge of Anarchy, © 2008, Paizo Publishing, 
  LLC; Author: Nicolas Logue.
  Pathfinder Adventure Path #57: Tempest Rising, © 2012, Paizo Publishing, 
  LLC; Author: Matthew Goodall.
  Pathfinder Adventure Path #105: The Inferno Gate, © 2016, Paizo Inc.; Authors: 
  Patrick Renie, with Benjamin Bruck, Joe Homes, Jason Keeley, F. Wesley 
  Schneider, Jeffrey Swank, Josh Vogt, and Mike Welham.
  Pathfinder Campaign Setting: Andoran, Birthplace of Freedom, © 2015, Paizo 
  Inc.; Authors: Tim Hitchcock and Jason Nelson.  
  Pathfinder Campaign Setting: Inner Sea Gods. © 2014, Paizo Publishing, LLC; 
  Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, 
  Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork 
  Shaw, James L. Sutter, Jerome Virnich. 
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo 
  Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, 
  Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, 
  James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik 
  Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, 
  Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen 
  K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy 
  Walker, and JD Wiker.   
  Pathfinder Campaign Setting: Lost Treasures, © 2014, Paizo Inc.; Authors: 
  Judy Bauer, Savannah Broadway, John Compton, Ron Lundeen, Levi Miles, 
  Justin Riddler, F. Wesley Schneider, Mike Shel, Christina Stiles, James L. 
  Sutter, and Jerome Virnich.  
  Pathfinder Campaign Setting: The First World, Realm of the Fey, © 2016, Paizo 
  Inc.; Author: James L. Sutter
  Pathfinder Player Companion: Animal Archive. © 2013, Paizo Publishing, LLC; 
  Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen 
  K.C. Stephens, and Christina Stiles.
  Pathfinder Player Companion: Black Markets, © 2015, Paizo Inc.; Authors: Ron 
  Lundeen, Jason Nelson, David N. Ross, and David Schwartz.
  Pathfinder Player Companion: Legacy of the First World, © 2017, Paizo Inc.; 
  Authors: Jake Alley, Judy Bauer, John Compton, Mikko Kallio, Jason Keeley, 
  Joe Pasini, Mark Seifter, Kendra Leigh Speedling, Josh Vogt, and Linda Zayas-
  Palmer.  
  Pathfinder Player Companion: Magic Tactics Toolbox, © 2016, Paizo Inc.; 
  Authors: Alexander Augunas, Steven T. Helt, Thurston Hillman, and Ron 
  Lundeen.
  
  Pathfinder Player Companion: Weapon Master’s Handbook, © 2015, Paizo 
  Inc.; Authors: Alexander Augunas and David N. Ross. 
  Pathfinder Module: Realm of the Fellknight Queen, © 2010, Paizo Publishing, 
  LLC; Author: Neil Spicer.
  Pathfinder Roleplaying Game Advanced Class Guide. © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason 
  Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will 
  McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson,Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam 
  Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, 
  Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5, © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, 
  Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston 
  Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, 
  Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, 
  Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary 6, © 2017, Paizo Inc.; Authors: Robert 
  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, 
  Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon 
  Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley 
  Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda 
  Zayas-Palmer. 
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric 
  Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
  Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike 
  Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Horror Adventures, © 2016, Paizo Inc.; uthors: 
  John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley 
  Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Mythic Adventures, © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, 
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley 
  Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex, © 2012, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, 
  Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, 
  Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, 
  Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, 
  Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian 
  J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar 
  contributors.
  Pathfinder Roleplaying Game Ultimate Intrigue. © 2016, Paizo Inc.; Authors: 
  Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston 
  Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, 
  David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Wilderness, © 2017, Paizo Inc.; 
  Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, 
  Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, 
  Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex 
  Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda 
  Zayas-Palmer.
  Pathfinder Roleplaying Game Villain Codex. © 2016, Paizo Inc.; Authors: 
  Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal 
  Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., 
  Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark 
  Seifter, and Linda Zayas-Palmer.
  Plot & Poison. © 2002, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Tome of Horrors II. © 2004, Necromancer Games, Inc.; Author: Scott Greene; 
  Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim 
  Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill 
  Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and 
  Monte Cook.
  Tome of Horrors III. © 2005, Necromancer Games, Inc; Author: Scott Greene, 
  with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, 
  Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark 
  Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Tome of Horrors Complete. © 2011, Necromancer Games, Inc., Published 
  and Distributed by Frog God Games; Authors: Scott Greene and Erica 
  Balsley; Additional Authors: Kevin Baase, Casey Christofferson, Jim Collura, 
  Meghan Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, 
  Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, 
  Robert Schwalb, Greg A. Vaughan, and Bill Webb.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Ian Livingstone.  
  Mite from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian Livingstone and Mark Barnes.
  Nereid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Wayfinder #18. © 2018, Paizo Fans United; Authors: Charlie Brooks, Calder 
  CaDavid, Robert Cameron, Benjamin Chason-Sokol, Jeremy Corff, Jason 
  Daugherty, Matthew Duval, Robert Feather, Kim Frandsen, Wojciech 
  Gruchała, Amy C. Goodenough, Taylor Hubler, Luke Hudek, Chris L. Kimball, 
  John Laffan, Crystal Malarsky, Randal Meyer, Jacob W. Michaels, Daniel 
  Angelo Monaco, Stewart Moyer, Dennis Muldoon, Andrew Mullen, Dave 
  Nelson, Nicholas S. Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt 
  Roth, André Roy, Stephen J. Smith, Kendra Leigh Speedling, Jeff Taft, Brendan 
  Ward, Christopher Wasko, Nicholas Wasko, and Kerney Williams.
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
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SOURCE: textdata/thevault/Pathfinder/Wayfinder/Wayfinder #18.pdf