TEXT: Seasons of the Runewild:
  Bonedigger
  
  2
  Bonedigger
  Written by: William Fischer
  Edited by: Craig Hargraves and Matthew J. Hanson
  Art by: Joyce Maureira
  Background by: Rick Hershey
  Bonedigger copyright 2019, Sneak Attack Press. 
  Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games.
  The Runewild Is Coming
  Though you can adapt it to any setting, Bonedig-
  ger was designed for a mystical forest called the 
  Runewild. In the Runewild the borders between 
  the mortal world and fairy lands grow thin. The 
  Broken King gathers an army of goblins, while the 
  Witch Queen Griselda plots revenge.
   
  We ran a successful Kickstarter Campaign for 
  the complete Runewild setting, and plan to con-
  vert it to be Compatible with Pathfinder Second 
  Edition.
  Introduction 
  3
  Scaling the Adventure 
  3
  Harvestide 
  3
  The Harvest Cup 
  4
  Harvestide Cookies 
  4
  Young Moody’s Tale 
  4
  Staking Out the Cemetery 
  5
  A Dead Horse 
  5
  Ricard Ames 
  6
  The Investigation 
  6
  Questioning the Townsfolk 
  6
  The Horse’s Grave 
  7
  Speckled Hester’s Grave 
  7
  Young Moody 
  7
  The Cemetery Fence 
  7
  Hester’s Hill 
  7
  The Caretaker’s Cabin 
  8
  Old Moody’s Ghost 
  9
  Hywela’s Campsite 
  9
  Hywela’s Camp 
  11
  Confronting Hywela 
  12
  Hester’s Last Hex 
  13
  New Magic Items 
  13
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  used under the Pathfinder Second Edition Compatibility License. 
  See paizo.com/pathfinder/compatibility for more information 
  on this license.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1 .0a, Sec-
  tion 1 (e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, religions, etc.), dialogue, 
  plots, storylines, locations, characters, artworks, and trade dress. 
  (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
   
  Open Content: Open game content in this book includes 
  the following: game statistics for fiddlehead, hunter trap, snare, 
  Bonedigger, harvestide cookies, and Hester’s Black Book. No 
  portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written 
  permission.
  
  3
  Scaling the Adventure
  If you plan to run Bonedigger for five or more PCs, or 
  for characters of 2nd level or higher, consider one or 
  more of the following changes to the adventure:
  • Add 1 or more skeleton guards to the encounter, 
  A Dead Horse.
  • Change Clover, the spectral cat who lives on Hes-
  ter’s Hill, from a weak to a normal will-o’-wisp.
  • If the PCs anger Old Moody at The Caretaker’s 
  Cabin, he manifests fully and attacks as a ghost com-
  moner.
  • When checking for random encounters on the 
  way to Hywela’s Campsite, roll a d6 twice and use 
  the higher result.
  • When the PCs finally confront Hywela Teague, 1 or 
  more skeleton guards accompany her.
  Harvestide
  Human settlements across the Runewild celebrate 
  Harvestide, but the holiday has special meaning in the 
  town of Ill Hollow, as it marks the date when Speckled 
  Hester was executed here half a century ago. The ad-
  venture begins as the PCs witness the bizarre parade 
  that kicks off Ill Hollow’s Harvestide celebration. Read 
  or paraphrase the following:
  The evening air is crisp in Ill Hollow as the town’s 
  annual Harvestide celebration begins. Garlands 
  of red and orange flowers hang from the rooftops, 
  and baskets bursting with autumn leaves adorn 
  each doorstep. Candlelit gourds illuminate the 
  streets, while in the town square, tables spread 
  with fall fruits and bowls of mulled cider tempt 
  crowds of passers-by.
   
  In contrast to these pleasant decorations, an 
  unsettling effigy stands in the center of the square. 
  Dressed in black robes and a high-pointed hat, 
  the effigy appears to be a witch of some kind. The 
  witch’s head, however, has been replaced with a 
  horse’s skull. Dabs of black paint cover the grinning 
  skull like freckles.
   
  As you watch, a group of townsfolk hoist the ef-
  figy above their heads. Children squeal and adults 
  gasp in mock terror as the witch is made to chase 
  them about. Soon after, more townsfolk arrive 
  to drive off the witch with torches. After several 
  minutes of this back-and-forth, the crowd lets out 
  a triumphant cheer. They then parade behind the 
  defeated effigy toward a gated cemetery outside of 
  town.
  Fifty years ago, a hag named Speckled Hester was 
  burned at the stake near the town of Ill Hollow. As 
  the flames consumed her, Hester vowed to share her 
  greatest secret with whoever first made contact with 
  her spirit. To ensure this never occurred, the people of 
  Ill Hollow buried Hester in an unmarked grave, where 
  they believed the hag would be forgotten.
  Not a word has been heard from Hester since, but the 
  ghost of her most faithful servant, a hound named 
  Bonedigger, haunts Ill Hollow to this day. The towns-
  folk believe Bonedigger seeks to lead others to Hes-
  ter’s grave so that they might learn her final secret. 
  To keep Hester in the ground where she belongs, 
  the people of Ill Hollow began a strange tradition. 
  On the first night of Harvestide, they bury the bones 
  of a horse or pig in a grave marked with Hester’s 
  name. Rather than finding Hester’s bones, each year 
  Bonedigger digs up the contents of the false grave 
  instead.
   
  The ruse has fooled Bonedigger, until now. Sev-
  eral weeks ago, a hermit and would-be necroman-
  cer named Hywela Teague discovered Hester’s most 
  valuable possession, a magical tome called Hester’s 
  Black Book. Tonight, Hywela intends to accompany 
  Bonedigger on his annual visit to Ill Hollow and use 
  Hester’s book to contact the hag’s spirit. But when a 
  local youth named Jonah Tennet interrupts Hywela’s 
  plans, she kidnaps the boy and flees with Hester’s 
  bones instead. To save Jonah, the PCs must trek into 
  the Runewild, a fey-infested forest, and stop Hywela 
  before she calls Hester’s spirit back to the land of the 
  living.
  Introduction
  Bonedigger is an adventure for four 1st-level charac-
  ters. It is designed to be played over the course of a 
  single session (3 – 4 hours of gameplay). The adven-
  ture takes place near an enchanted forest known as 
  the Runewild and can serve as an introduction to the 
  Runewild Campaign Setting. You can also drop the 
  adventure into an existing campaign without much 
  trouble.
   
  Bonedigger presents players with a mix of combat, 
  exploration, and roleplaying encounters. The PCs may 
  investigate several different locations as they search 
  for Jonah Tennet. The adventure doesn’t assume the 
  PCs must visit all these locations or tackle them in any 
  particular order. As the GM, you will have to decide 
  for yourself when and where the “climax” of the ad-
  venture occurs.
  
  4
  PCs who succeed on a DC 15 Society check know the 
  parade isn’t a typical part of Harvestide and must be 
  a tradition unique to Ill Hollow. On a critical success, 
  the character knows the effigy represents Speckled 
  Hester, a local hag who died here fifty years ago. The 
  townsfolk use the horse as a decoy to fool the ghost 
  of Bonedigger, Hester’s hound. The PCs can also learn 
  about the strange tradition by asking anyone in the 
  crowd.
   
  If the PCs follow the parade, they arrive in time 
  to watch the townsfolk bury the effigy (along with 
  the rest of the horse’s skeleton) in a grave bearing 
  the name “Speckled Hester.” When the last shovelful 
  of earth is patted down, the cemetery’s caretaker, 
  Moody Harlow, locks the cemetery gates. The crowd 
  then races back to town, entreating the PCs to follow 
  lest they be “gobbled up” by Bonedigger.
   
  The faux burial ends just after nightfall, so the 
  PCs have several hours before the events of A Dead 
  Horse interrupt the festivities. You can elide the rest 
  of the Harvestide celebration if you choose, or you 
  may run any of the following scenes before moving 
  on to the next section of the adventure.
  The Harvest Cup
  Tables stacked with apples, figs, and plums crowd Ill 
  Hollow’s town square. All the food is free for the tak-
  ing, although cider must be purchased for two cop-
  pers a cup. PCs looking to drink for free can seek out 
  the “Harvest Cup” instead. Townsfolk pass around the 
  Harvest Cup as the night progresses. Whoever holds 
  the oversized goblet may drink from it for free, but 
  if they spill even a drop they must pass the Cup to 
  another festival-goer. PCs holding the Cup must oc-
  casionally attempt DC 15 Reflex saving throws 
  to avoid spilling as the townsfolk “uninten-
  tionally” jostle them. Anyone who fin-
  ishes an entire Harvest Cup of cider 
  must attempt a DC 15 Fortitude sav-
  ing throw. On a failure, the character 
  becomes sickened 1, or sickened 2 on 
  a critical failure.
  Harvestide Cookies
  Children carrying sacks stuffed 
  with 
  oddly-shaped 
  cookies 
  approach the party. For 1 sp 
  each, the PCs may reach into 
  a sack and take a cookie. By 
  tradition, your cookie’s shape 
  grants insight into your fortune for the coming year. 
  The cookies are baked into intentionally vague shapes 
  to encourage such divinations.
  Despite their mundane origins, the cookies 
  are indeed imbued with a bit of Harvestide magic. If 
  inspected with a detect magic spell or similar effect, 
  the cookies radiate faint auras of divination magic. 
  For a full description of Harvestide cookies, see New 
  Magic Items at the end of the adventure.
  Young Moody’s Tale
  Like his father and grandfather before him, “Young” 
  Moody Harlow serves as caretaker for Ill Hollow’s cem-
  etery. Normally it’s a thankless task, but on Harvestide 
  night Moody is treated like a king. In particular, the 
  townsfolk barrage him with requests to tell how his 
  grandfather, “Old” Moody Harlow, killed Speckled 
  Hester’s hound, Bonedigger.
   
  Young Moody is a lanky human man in his 
  mid-thirties. Though he complains about his job, 
  Moody’s none too bright and is actually lucky to have 
  the work. He’s fond of drink, but if the PCs catch Young 
  Moody before he’s in his cups, they hear his tale:
  “We in Ill Hollow respect the dead now, but once 
  upon a time this place was lousy with grave-rob-
  bers. Necromancers, resurrection men, witches 
  – anyone who could work a shovel was digging 
  up our graves! It got so bad that my grandfather, 
  Old Moody, took on a hound to help him guard the 
  cemetery.
   
  “Bonedigger was a terror, let me tell you. Fierce 
  as a dragon protecting its hoard, with fangs as long 
  as daggers! Not even a shadow could slip past that 
  hound, and it wasn’t long before the dead were 
  resting peaceful in their graves again.
   
  “Then one night, my grandfather 
  caught Bonedigger pawing at the 
  graves he was supposed to be guard-
  ing. Old Moody tried to stop him, 
  but when Bonedigger wouldn’t obey 
  he knew Speckled Hester must have 
  laid one of her hexes on the hound. 
  It nearly broke Old Moody’s heart 
  to do it, but he saw no other way. He 
  grabbed his shovel and put the poor 
  beast out of his misery.
   “The town burned Hester at the stake 
  soon after that, but Bonedigger 
  
  5
  returns to the cemetery each Harvestide night to 
  sniff around for her grave. If he ever finds it, they 
  say, Hester’s bones will whisper her final secret.”
  Moody has a flair for the dramatic, but his tale is 
  mostly accurate. If pressed for more details, Moody 
  admits he has little else to share. He’s never actually 
  seen Bonedigger, but he’s certain the hound exists, 
  because he finds the false grave empty every year. 
  Moody knows the location of Hester’s real grave and 
  that his grandfather hid Hester’s skull at The Caretak-
  er’s Cabin when the rest of her remains were buried, 
  but he keeps these secrets to himself until The Inves-
  tigation.
  Staking Out the Cemetery
  The adventure assumes the party returns to the fes-
  tival with the rest of the townsfolk after the parade. 
  If the PCs stay behind instead, Young Moody advises 
  them to move along before Bonedigger shows up. 
  Moody’s warnings are playful at first but grow increas-
  ingly insistent. If the PCs refuse to budge, Moody ul-
  timately surrenders. “It’s your funeral,” he says as he 
  locks the cemetery gates with the PCs inside.
   
  Unbeknownst to Moody, the PCs aren’t the only 
  ones in the cemetery. Several local youths hide 
  among the gravestones. The PCs can attempt DC 15 
  Perception checks to spot the children. If discovered, 
  the children explain they’d hoped to catch a glimpse 
  of Bonedigger. If the PCs order them to return to town, 
  the children howl in protest but grudgingly obey.
   
  Hywela Teague arrives with Bonedigger shortly 
  before midnight. If the party has returned to town by 
  this time, Hywela proceeds with her plan as normal. 
  Otherwise, she flees as soon as the PCs discover her, 
  letting Bonedigger cover her escape.
   
  If the party foils Hywela’s attempt to recover 
  Speckled Hester’s remains, you will have to decide 
  what effect this has on the rest of the adventure. The 
  PCs might still want to track down Hywela, particular-
  ly if they suspect she seeks to contact Hester’s spirit. If 
  the PCs capture or kill Hywela, the elders of Ill Hollow 
  point out her odd facial markings, which resemble 
  those of Speckled Hester. In this case, the townsfolk 
  may enlist the party to investigate Hywela’s Camp-
  site and bring back proof of Hywela’s association with 
  the hag.
  A Dead Horse
  Near midnight, panicked screams interrupt the Har-
  vestide festivities. The screams are distant and seem 
  to come from Ill Hollow’s cemetery. Shouts of concern 
  soon follow as several parents realize their children 
  have gone missing.
   
  While the adults returned to town after the pa-
  rade, a group of local youths stayed behind to catch 
  a glimpse of Bonedigger. Little did the children 
  know that this year Hywela Teague would accom-
  pany Bonedigger on his annual visit to the ceme-
  tery. As Bonedigger dug up Hester’s false grave, Hy-
  wela collected the hag’s true remains. Then, to spite 
  the townsfolk, Hywela animated the horse skeleton 
  they’d buried as a decoy. When the skeletal horse 
  flushed the children from their hiding spots, Hywela 
  snatched one of them (a boy named Jonah Tennet) 
  and fled.
   
  Ill Hollow’s cemetery lies 300 feet west of town. 
  As the PCs arrive at the cemetery gates, read or para-
  phrase the following:
  You arrive at the cemetery, a collection of Ill Hol-
  low’s townsfolk following closely on your heels. 
  Three children press themselves against the ceme-
  tery’s gates from the inside, their faces white with 
  terror. Behind them, you see the cause of their fear. 
  A skeletal horse, almost certainly the one that was 
  buried earlier in the evening, gallops about the 
  cemetery. A fourth youth scrambles among the 
  tombstones in a bid to avoid being crushed by the 
  horse’s massive hooves. To your horror, you spot 
  the body of yet another child, already trampled, 
  bleeding out on the ground nearby.
  The reanimated horse runs down the children with-
  in minutes unless the PCs rescue them. Only Embra 
  Tennet, Jonah’s twin sister, escapes the slaughter by 
  squeezing through the bars of the cemetery’s fence. If 
  none of the other children survive, Embra relates their 
  tale during The Investigation.
   
  Roll initiative as soon as the PCs arrive upon the 
  scene. If you’re playing with a battlemat and minia-
  tures, you can track the locations of the children and 
  the skeletal horse precisely. Otherwise, assume that 
  at any given moment the horse and any children 
  not already at the gates are 1d6 x 10 ft. away: with-
  in range of most missile attacks but well out of the 
  reach of melee weapons. The children have AC 10, 8 
  Hit Points, and a +0 bonus to all checks. Treat the re-
  animated horse as a skeletal horse.
  
  6
  Climbing the Fence
  A relic from the days when grave-robbers plagued 
  Ill Hollow, the fence that surrounds the cemetery is 
  10 feet high and topped with wicked spikes. PCs 
  can Climb the fence with a successful DC 15 Athlet-
  ics check. Characters who critically fail the Athlet-
  ics check take 1d4 piercing damage and become 
  snagged on the fence’s spikes. Snagged characters 
  are immobilized (DC 15).
   
  On each of their turns, any children near the fence 
  (other than Embra Tennet) attempt to climb it. Unless 
  they roll poorly and become snagged on the spikes, 
  the children should be able to scramble over the 
  fence in a round or two, even unassisted.
  Opening the Gates
  A sturdy lock secures the cemetery gates. Young 
  Moody usually carries the key, but in his drunken 
  state he’s misplaced it. Characters who use an action 
  to search Moody’s pockets can attempt a DC 15 Per-
  ception check to Seek. On a success, the PC discovers 
  the key. Alternately, a PC can Pick the Lock with a suc-
  cessful DC 15 Thievery check. The gates can also be 
  Forced Open with a successful DC 25 Athletics check.
  Squeezing Through the Fence
  As an activity that requires 3 actions, Small-size crea-
  tures can Squeeze through the fence with a successful 
  DC 15 Acrobatics check. Characters who fail the check 
  make no progress but can attempt the check again 
  on their next turn. On a critical failure, the character 
  becomes stuck in the fence and must spend 1 minute 
  attempting to free themselves. Of the children, only 
  Embra Tennet is small enough to fit through the bars.
  Ricard Ames
  The child lying on the ground when the PCs first ar-
  rive is named Ricard Ames. Currently, Ricard has 0 Hit 
  Points and is dying 1. As the encounter progresses, 
  make recovery checks for Ricard, as well as any other 
  children who fall beneath the horse’s hooves. The PCs 
  can heal the children using magic or Administer First 
  Aid with the Medicine skill, as normal.
   
  At 12 years old, Ricard is the eldest of the children. 
  It was his idea to hide out in the cemetery in the first 
  place. Like Jonah Tennet, Ricard caught a glimpse of 
  Hywela Teague before she escaped. If he survives, Ri-
  card provides a description of Hywela during The In-
  vestigation.
  The Investigation
  Once the PCs have dealt with the skeletal horse, Em-
  bra Tennet and any other children who survived can 
  tell their tale. When the rest of the festival returned to 
  town, Embra and the others stayed behind to catch a 
  glimpse of Bonedigger. They did in fact see Bonedig-
  ger, whom Embra describes as an enormous hound 
  with eyes that “wept shadows.” The children stayed 
  hidden from Bonedigger, but they bolted once they 
  saw the skeletal horse. If the PCs hadn’t saved them, 
  Embra says tearfully, they certainly would have died.
   
  At this point, a look of horror passes over Embra’s 
  face as she realizes her brother, Jonah Tennet, is no-
  where to be found. Embra is certain Jonah was with 
  her when they ran for the cemetery gates, but they 
  became separated during the confusion. “Bonedig-
  ger must have snatched him up!” she shrieks.
   
  The PCs can search the cemetery for clues as to 
  what really happened to Jonah. The PCs don’t need to 
  uncover all these clues, and Young Moody or another 
  NPC might prod the party if they’re at a loss for what 
  to do next. However they proceed, the PCs’ investi-
  gation should lead them eventually to one of several 
  locations outside Ill Hollow: Hester’s Hill, The Care-
  taker’s Cabin, or Hywela’s Campsite.
  Questioning the Townsfolk
  The townsfolk believe Speckled Hester is behind 
  Jonah Tennet’s disappearance. They become even 
  more convinced of this speculation if they hear Ricard 
  Ames’ story or discover Hester’s empty grave (see be-
  low). The townsfolk beg the party to travel to the ru-
  ins of Hester’s former home atop Hester’s Hill, where 
  they’re certain Jonah will be found. Jonah’s parents 
  even offer the party a reward of 50 sp if they rescue 
  Jonah before any harm comes to their son.
  Ricard Ames
  Jonah’s disappearance upsets Embra so greatly that 
  she becomes hysterical. However, if the PCs rescued 
  Ricard Ames, the boy can provide additional informa-
  tion once he recovers. As he and Jonah fled the skel-
  etal horse, Ricard explains, they nearly collided with 
  another figure: Hywela Teague. Ricard recognized Hy-
  wela from a dispute she’d had with his family several 
  years ago. Strangely, Hywela’s face was now covered 
  with black freckles (“Like splattered ink,” Ricard says), 
  where no such marks existed before. Anyone famil-
  iar with the story of Speckled Hester recognizes the 
  marks as similar to those of the hag.
  
  7
   
  Ricard shamefully admits he fled once Hywela 
  grabbed Jonah. He knows Hywela was spotted re-
  cently near the Runewild just south of Ill Hollow. Ri-
  card believes she must have a campsite hidden some-
  where in the forest (see Hywela’s Campsite).
  The Horse’s Grave
  The false grave where the townsfolk buried the horse 
  skeleton is now empty, and someone has scrawled 
  strange runes in black ink on the grave’s marker. PCs 
  who study the runes can attempt a DC 15 Occultism 
  check to Decipher Writing. On a success, the charac-
  ter knows that witches sometimes make such marks 
  during their rituals to animate the dead.
   
  The skeletal horse disturbed the ground as it 
  emerged from its grave, but PCs who investigate the 
  area can attempt a DC 15 Survival check to Track. On a 
  success, the PC notices humanoid boot prints among. 
  With another successful check, the PC can follow the 
  tracks to the cemetery fence (see below).
  Speckled Hester’s Grave
  After the people of Ill Hollow executed Speckled Hes-
  ter, they buried her remains in an unmarked grave. 
  Before he died, Old Moody passed on the grave’s lo-
  cation to his grandson, Young Moody. If the PCs do a 
  thorough search of the cemetery grounds, they stum-
  ble upon the grave automatically (no roll required). 
  Otherwise, Young Moody points it out to the PCs.
   
  Hester’s grave is tucked behind a mausoleum on 
  the north side of the graveyard, out of sight of the 
  cemetery gates. It’s also empty, but unlike the horse’s 
  grave, Hester’s grave appears to have been dug up 
  purposefully by a humanoid using a shovel. Charac-
  ters who investigate the area can attempt a DC 15 
  Survival check to Track. On a success, the PC spots 
  humanoid boot prints leading to the cemetery fence 
  (see below).
  Young Moody
  Word spreads quickly among the townsfolk if the PCs 
  find Speckled Hester’s empty grave. Before long, the 
  entire town is in a panic. Only Young Moody appears 
  unfazed by the news. At first, the PCs may suspect that 
  Moody is connected to Jonah’s disappearance, but 
  Moody only chuckles if confronted. “My grandfather 
  was too smart for Hester,” he explains. “After he bur-
  ied the rest of her bones, he hid her skull elsewhere, 
  just to be safe. Whoever stole those bones will have 
  to find the skull before they can learn Hester’s secret.”
   
  Young Moody admits he doesn’t know where his 
  grandfather hid the skull exactly. He’s certain, howev-
  er, it’s stashed somewhere at his grandfather’s cabin 
  east of town (see The Caretaker’s Cabin). Moody 
  hasn’t visited the cabin in years, but he leads the PCs 
  there if he thinks doing so will help locate Jonah.
  The Cemetery Fence
  PCs who search the graveyard’s perimeter can at-
  tempt a DC 15 Perception check. On a success, the 
  characters spot fresh blood on one of the spikes that 
  top the fence. Hywela injured her leg on the spike as 
  she fled the cemetery with Jonah. Once the PCs make 
  this discovery, following her blood trail to Hywela’s 
  Campsite is simple (no check required).
   
  The PCs can follow these leads in any order. If they 
  travel to Hester’s Hill, they learn more about Hywe-
  la Teague and may even uncover a magical weapon 
  that can help them defeat her and Bonedigger. At 
  The Caretaker’s Cabin, the PCs encounter the ghost 
  of Old Moody, who still protects Hester’s skull, and 
  learn information that may prove vital when dealing 
  with Bonedigger. Finally, if the party heads to Hywe-
  la’s Campsite, they find Bonedigger guarding Jonah 
  Tennet. If they search the camp, they may also locate 
  Hywela’s most valuable possession, Hester’s Black 
  Book. All three locations are within a mile or two of Ill 
  Hollow, so unless the PCs dawdle, they should be able 
  to visit all the locations before sunrise.
  Hester’s Hill
  In life, Speckled Hester was a green hag well-practiced 
  in the arts of necromancy. Hester’s name came from 
  the inky, freckle-like markings that covered her face, a 
  side effect of her connection to the eldritch tome that 
  gave her power. Hester’s Black Book, as the tome was 
  known, allowed the hag to speak with the dead and 
  animate their remains to serve her. Unbeknownst to 
  the people of Ill Hollow, the book was also the key to 
  Hester’s final, and most wicked, secret.
   
  After Hester’s death, no one dared claim the cot-
  tage where she’d worked her foul magic. Crumbling 
  stone walls and rotting timbers are all that remain of 
  the place today. The cottage crouches atop a hill an 
  hour’s walk west of Ill Hollow. Hester’s Hill, as the lo-
  cals call it, is a foreboding landmark, but the PCs en-
  counter nothing unusual as they approach. When the 
  PCs enter the cottage proper, read or paraphrase the 
  following:
  
  8
  Any furnishings this one-room cottage once held 
  rotted away long ago. The cottage’s roof has col-
  lapsed, leaving the interior exposed to the ele-
  ments. Animal bones blanket the bare dirt floor. 
  Heaped against the north wall are the remnants 
  of a small brick oven. Beside the oven, sitting in a 
  shaft of silver moonlight, is a mottled black-and-
  white cat.
  The “cat” is actually a weak will-o’-wisp that once 
  served Speckled Hester. Hester treated the will-o’-
  wisp much like a familiar and even gave the creature 
  a name: Clover.
   
  Though not truly a cat, Clover plays the part well, 
  cleaning himself, purring, and brushing his tail against 
  the PCs’ legs. PCs who try to pet Clover, however, find 
  their hands pass right through the creature, leaving 
  their fingers numb with cold.
   
  Clover politely greets the PCs as they enter. So 
  long as the PCs remain cordial, he answers all their 
  questions and can share the following information 
  with the party:
  Speckled Hester
  Clover relates the story of Speckled Hester, if the 
  PCs don’t know it already. If the PCs suspect Hester 
  is behind Jonah’s disappearance, Clover is skeptical. 
  “If Hester were alive again,” the cat sighs, “wouldn’t I 
  be the first to know?” Clover would like nothing more 
  than to have his mistress back, but he fears the peo-
  ple of Ill Hollow hid her bones too well. Clover’s de-
  meanor changes if the PCs explain Hester’s bones are 
  missing. “Someone,” he says excitedly, “makes way for 
  Hester’s return!”
  Bonedigger
  PCs who inspect the bones on the floor discover they 
  are indeed only animal bones. If asked about the 
  bones, Clover explains that Hester’s hound, Bonedig-
  ger, continues to fetch them for the hag even after 
  her death. Clover has tried to get Bonedigger to lo-
  cate Hester’s remains, but the “stupid mutt” is too 
  dense to understand him. Clover hasn’t seen the 
  hound for several weeks and has no clue as to his cur-
  rent whereabouts. If the PCs suggest Bonedigger may 
  have found a new master, Clover is pleased to be rid 
  of the beast.
  Hywela Teague
  Clover doesn’t know Hywela Teague by name but says 
  a human woman visited the cottage several weeks 
  ago. When the woman discovered Hester’s Black Book, 
  Clover told her the book contained powerful mag-
  ic, but that if the woman wanted to learn Hester’s 
  greatest secret she’d have to speak with the hag her-
  self. Other than her odd facial markings (which she 
  wouldn’t receive until she started using Hester’s Black 
  Book), Clover’s description of the woman matches Hy-
  wela precisely.
  Jonah Tennet
  If asked about Jonah Tennet, Clover feigns concern 
  but admits (truthfully) that he has no idea where the 
  boy might be.
  Leaving the Cottage
  Clover is helpful until the moment the PCs try leave 
  the cottage. At that point, he rises into the air, his 
  paws alight with electricity. “I’m afraid you can’t just 
  leave,” Clover purrs silkily, “Not while you’re still alive!” 
  He then lunges for the nearest PC (Initiative Decep-
  tion +12).
   
  Other than his unusual appearance, Clover is a 
  normal will-o’-wisp (albeit a Weak one). Clover con-
  sumes the life force (using Feed on Fear) of any char-
  acter who drops to 0 Hit Points, but he doesn’t pursue 
  PCs who flee the cottage. Clover uses Go Dark and 
  flees if reduced to less than 20 Hit Points.
  Treasure
  PCs who Search the oven can attempt a DC 15 Percep-
  tion check. On a success, they discover a loose brick 
  that conceals a narrow hidey-hole. Inside are 5 minor 
  healing potions and a +1 ghost touch shortsword. Clo-
  ver spits and hisses if he sees the weapon. In addi-
  tion to the shortsword’s normal magical properties, 
  attacks made with it deal an extra 1d6 force damage 
  to will-o’-wisps.
  The Caretaker’s Cabin
  When his children moved to Ill Hollow after their 
  mother’s death, Old Moody Harlow continued to live 
  alone in this cabin until he died 20 years ago. The 
  woods in which the cabin sits aren’t connected to the 
  Will-o’-Wisps in the Runewild
  In the Runewild, will-o’-wisps take many forms. 
  Some appear as cackling skulls, others like cats 
  made of moonlight. Whatever form they take, will-
  o’-wisps delight in leading heedless mortals deep 
  into Runewild. Though undead, will-o’-wisps have a 
  strong connection to the fey of the forest and are of-
  ten found serving hags and other wicked creatures.
  
  9
  Runewild proper and are relatively free of danger. The 
  PCs can reach Old Moody’s cabin from Ill Hollow by 
  foot in about an hour.
   
  When the PCs enter Moody’s cabin, read or para-
  phrase the following:
  Floorboards groan as you enter the simple, one-
  room shack Old Moody Harlow once called home. 
  Creeping vines have invaded the cabin’s interi-
  or and now threaten to pull the structure apart. 
  Shovels and other tools hang in neat rows along 
  the northern wall. The rest of the cabin’s furnish-
  ings—a table, a rocking chair, and a few barren 
  shelves—look as though they would collapse at the 
  slightest touch.
   
  Old Moody Harlow’s spirit haunts the cabin as a ghost 
  commoner. If the PCs spend more than a few mo-
  ments inspecting the cabin, Moody’s spectral form 
  manifests in the rocking chair and demands to know 
  what they’re doing in his home.
  Old Moody’s Ghost
  Even as a ghost, Old Moody’s resemblance to his 
  grandson is unmistakable. As crotchety as he was in 
  life, Moody’s motivations are noble despite his gruff 
  demeanor. Hester’s skull (safely hidden beneath 
  the cabin’s floorboards) binds his spirit to the cabin. 
  Moody refuses to rest so long as the skull remains in 
  his care.
   
  Moody assumes Speckled Hester has sent the PCs 
  to retrieve her skull. His initial attitude toward the 
  party is unfriendly. To change Moody’s mind about 
  them, the PCs must improve his attitude to at least in-
  different by succeeding on a DC 18 Diplomacy check 
  to Make an Impression. They must then Request that 
  Moody give up the location of the skull with a DC 18 
  Diplomacy check. On a success, Old Moody shows 
  them where he’s hidden Hester’s skull, provided they 
  swear to keep it safe at all costs. If Young Moody ac-
  companies the party, the PCs gain a +5 circumstance 
  bonus to Diplomacy checks related to Old Moody.
   
  Old Moody doesn’t know anything about Hywela 
  Teague or Jonah Tennet. If asked about Bonedigger, 
  Moody doesn’t recognize the name at first, as he knew 
  Bonedigger only by the name he gave the hound in 
  life: Titan. PCs who call Bonedigger by this name gain 
  a +5 circumstance bonus on Nature checks made to 
  Command the animal (see Hywela’s Campsite).
   
  Moody can’t physically affect or be affected by 
  anything on the Material Plane. If the PCs anger him, 
  he causes the shovels displayed on the north wall 
  to animate rather than attacking the party directly. 
  Treat the shovels as four animated brooms that deal 
  1d6 bludgeoning damage and have no Dust ability. 
  Moody never materializes fully, even if the PCs claim 
  Hester’s skull against his wishes. If the PCs remove 
  Hester’s skull from his cabin, Moody’s spirit disap-
  pears, never to return.
  Hester’s Skull
  If the PCs win Old Moody’s trust, the ghostly caretak-
  er shows them the skull’s hiding place beneath the 
  cabin’s floorboards. Otherwise, the PCs must discover 
  the skull by Searching the cabin and succeeding on 
  a DC 15 Perception check. Hester’s skull is a flawless 
  white and appears untouched by time. If the PCs try 
  to damage the skull, they find it to be indestructible. 
  The skull is immune to all damage and magical effects 
  short of a wish spell. Furthermore, nonmagical weap-
  ons take 3d10 damage each time they are used to 
  attack the skull. If this damage reduces a weapon be-
  low its Broken Threshhold, there’s a 50% chance the 
  weapon outright shatters and is destroyed.
  Treasure
  Moody takes no pride in having killed Bonedigger, 
  but he points out the shovel he used to do it if asked. 
  The shovel isn’t inherently magical, but it functions as 
  a +1 ghost touch staff for the purposes of overcoming 
  Bonedigger’s damage resistance. Moody’s shack con-
  tains nothing else of value.
  Hywela’s Campsite
  Abandoned by her parents as a child, Hywela Teague 
  learned long ago how to survive the Runewild’s dan-
  gers on her own. Her rugged existence has made Hy-
  wela hardened and cruel. Hywela avoids other peo-
  ple, and the few who have met her describe her as 
  a creature of the wild, better suited to a life among 
  beasts than alongside other humans.
   
  Hywela’s affinity for beasts served her well when, 
  several weeks ago, she tracked Bonedigger to the 
  home of his previous master, Speckled Hester. In the 
  ruins of the hag’s cottage, Hywela discovered Hester’s 
  Black Book. Hungry to learn Speckled Hester’s final 
  secret, Hywela tamed Bonedigger and made plans to 
  recover Hester’s bones.
  
  10
   
  Hywela stands over six feet tall and is as well-mus-
  cled as any man. She wears blood-stained leathers 
  and furs, and carries an enormous woodsman’s axe 
  (as a greataxe) slung across her back. The magic con-
  tained in Hester’s Black Book has marred her wide face 
  with a spray of ink-black freckles.
   
  Hywela’s campsite rests within the boundaries of 
  the Runewild an hour’s trek south of Ill Hollow. If the 
  PCs follow Hywela’s blood trail from Ill Hollow, they 
  have little difficulty locating the campsite. Without 
  such a trail, the PCs must succeed on a DC 15 Surviv-
  al check to find the camp. On a failure, the party can 
  repeat the Survival check after an hour of fruitless 
  searching.
   
  Hywela has seeded the approach to her camp-
  site with cunning traps. Dangerous fey and other 
  creatures lurk in the forest as well. Every hour the 
  PCs spend searching for Hywela’s campsite, roll a d6 
  and consult the random encounter table below. Brief 
  notes regarding the encounters follow.
  d6
  Encounter
  1
  No encounter
  2
  Snare
  3
  Hunting trap
  4
  1d2 moon bears
  5
  2d4 skeletons
  6
  1 fiddlehead
  Fiddlehead: As the fiddlehead prowls in the shadows 
  just beyond the PCs’ light sources, the characters may 
  at first mistake the hound-shaped plant for Bonedig-
  ger. The fiddlehead is blind beyond the 60-foot radius 
  of its tremorsense, so if the party ignores the fiddle-
  head, it moves on after a few moments. Otherwise, 
  the fiddlehead rushes the PCs as soon as it senses 
  their approach.
   
  Fiddleheads devour the memories of their vic-
  tims. Survivors of a fiddlehead attack eventually re-
  gain their senses, but at the GM’s discretion PCs who 
  eat one the fiddlehead’s head-fronds may experience 
  memories that aren’t their own. A character who suc-
  ceeds on a DC 15 Will saving throw may be able to 
  glean some useful information from the jumble of 
  otherwise meaningless memories.
  FIDDLEHEAD 
  CREATURE 2
  N
  MEDIUM
  PLANT
  Perception +6; tremorsense (imprecise) 30 feet
  Languages Sylvan (can’t speak any language)
  Skills Athletics +8, Stealth +6
  Str +4, Dex +2, Con +4, Int -1, Wis +2, Cha +0
  AC 16; Fort +10, Ref +8, Will +6
  HP 35; Resistances bludgeoning 5, piercing 5; Weak-
  nesses fire 5
  Speed 30 feet
  Melee � claw +8 (agile, finesse), Damage 1d6+3 
  slashing plus Knockdown
  Fronds � fronds +8 (agile, finesse), Damage 1d10+2 
  mental plus Memory Drain
  Pounce � The fiddlehead Strides and makes a claw 
  Strike at the end of that movement. If the fiddle-
  head began this action hidden, it remains hidden 
  until after this ability’s Strike.
  Memory Drain (incapacitation, mental) When the 
  fiddlehead damages a sentient creature with its 
  fronds Strike, the creature must succeed at a DC 
  16 Will saving throw or become stupefied 1 for 1 
  minute. Further damage dealt by the fiddlehead 
  increases the level of stupefied by 1 on a failed 
  save to a maximum of stupefied 4.
  Moon Bears: A breed peculiar to the Runewild, moon 
  bears are the same size as grizzly bears and share 
  a similar temperament. The pelt of a moon bear is 
  marked with silver patterns that become increasing-
  ly elaborate as the bear ages. Sunbursts, moons of all 
  phases, and constellations both real and imagined 
  are typical. Some human astrologers believe a moon 
  bear’s markings mirror the movements of the firma-
  ment and use the animals’ pelts for divination. Elves, 
  however, view this practice as barbaric.
   
  The moon bears are busy foraging and ignore the 
  party unless provoked. PCs capable of speaking with 
  the bears (via a speak with animals spell, for exam-
  ple) can attempt a DC 18 Diplomacy check to make 
  a Request of the bears. On a success, the bears lead 
  the party to Hywela’s campsite. On a failure, the bears 
  continue to ignore the party. On a critical failure, the 
  bears attack instead.
   
  Hunting Trap: One of the PCs (chosen randomly) 
  must succeed at a DC 15 Perception check to spot Hy-
  wela’s trap in time to avoid it. Hywela employs these 
  traps to catch game and to deter unwanted visitors to 
  her campsite.
  
  11
  HUNTING TRAP 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 15
  Description Leaves, dirty straw, or other debris con-
  ceal the trap’s hinged jaws. A length of chain se-
  cures the trap to a spike driven into the ground.
  Disable Athletics DC 20 to Force Open the jaws or 
  pull the spike from the ground
  AC 15; Fort +8, Ref +1
  Hardness 10, HP 20 (BT 10); Immunities critical hits, 
  object immunities, precision damage
  Snap Shut � (attack); Trigger A creature walks onto 
  the hunting trap. Effect The trap’s jaws snap shut, 
  making an attack against the creature.
  Melee jaws +13, Damage 2d8 piercing plus the crea-
  ture’s land speed is halved (or the creature is im-
  mobile if the trap is attached to a solid object) un-
  til the creature is freed from the trap.
  Reset A creature can use an action to reset the trap 
  manually.
  Skeletons: Over the past few weeks, Hywela has used 
  the magic in Hester’s Black Book to animate these skel-
  etons. They now patrol the area around her campsite. 
  A rune of black ink marks each skeleton’s forehead. 
  The runes are similar to those described on the horse’s 
  grave in The Investigation.
   
  Snare: One of the PCs (chosen randomly) must 
  succeed at a DC 15 Perception check to spot Hywela’s 
  trap in time to avoid it. Hywela’s snares are built spe-
  cifically to capture humanoid-size creatures.
  SNARE 
  HAZARD 1
  MECHANICAL TRAP
  Stealth DC 15
  Description Leaves, dirty straw, or 
  other debris conceal a rope or 
  vine snare attached to a bent 
  sapling or counterweight.
  Disable Thievery DC 15 to disable 
  the snare without springing it
  AC 10; Fort +4, Ref +4
  Hardness 2, HP 8 (BT 4); Immu-
  nities critical hits, object 
  immunities, precision dam-
  age; Weaknesses slashing 5
  Hoist � Trigger A creature 
  walks into the snare. Effect 
  The creature is hoisted into 
  the air, where it hangs upside-down and is immo-
  bilized until it Escapes (DC 20). Unless reasonable 
  precautions are taken, an immobilized creature 
  must attempt a DC 15 Reflex saving throw upon 
  being released from the snare. On a failure, the 
  creature lands awkwardly and takes 5 bludgeon-
  ing damage, or 10 bludgeoning damage on a crit-
  ical failure.
  Hywela’s Camp
  Hywela’s camp rests beneath a rocky outcropping 
  that screens the light of her campfire and affords her 
  some protection from the elements. The following 
  description assumes Hywela escaped Ill Hollow with 
  Jonah Tennet. If the events of your adventure differ, 
  adjust the description as required.
  You come to the base of a rocky outcropping fifteen 
  feet high at its peak. A shelter of saplings and an-
  imal hides leans against the wall of jagged stone. 
  Nearby, a heavily laden sack hangs from a tree like 
  an overripe fruit. A smoldering fire pit fills the area 
  with smoke and shadows.
  Bonedigger’s ghostly form blends in well with the 
  smoke that fills Hywela’s campsite. When the PCs 
  approach within 60 feet of the area, they hear a low 
  growl as the ghostly hound reveals itself (Initiative 
  Stealth +9).
  Bonedigger
  Standing over three feet tall at the shoulder, Bonedig-
  ger is large even for a mastiff. Though Bonedigger’s 
  body seems solid, his eyes trail wisps of ephemeral 
  smoke. His fur is a mottled mat of black 
  and gray.
   
  Hywela has ordered Bonedig-
  ger to guard Jonah (currently 
  hanging in the sack). Though no 
  smarter than a typical hound, Hes-
  ter’s magic and his violent death 
  combined to make Bonedigger 
  exceptionally vicious. He attacks 
  any PC who doesn’t leave the 
  area immediately, although he 
  won’t pursue those who flee un-
  less they abscond with Jonah.
   Bonedigger hasn’t forgotten 
  his former self entirely. A PC who 
  succeeds at a DC 18 Nature check 
  to Command an Animal can dis-
  
  12
  tract Bonedigger long enough to rescue Jonah. The 
  PC suffers a -5 circumstance penalty to the check if 
  Hywela is present. The PC gains a +5 circumstance 
  bonus to the check if they call Bonedigger by his orig-
  inal name, Titan, which the party might have learned 
  from Old Moody at The Caretaker’s Cabin.
   
  On a critical success, the PC tames Bonedigger, 
  in effect becoming his new master. While tamed, 
  Bonedigger obeys his master’s spoken commands to 
  the best of his ability. He may even turn on Hywela if 
  ordered to do so. Bonedigger serves the PC until sun-
  rise, at which point the hound disappears and moves 
  on to the afterlife.
  BONEDIGGER 
  CREATURE 3
  UNIQUE N MEDIUM GHOST
  INCORPOREAL
  SPIRIT
  UNDEAD
  Perception +9; darkvision, scent (imprecise) 30 feet
  Skills Acrobatics +9, Athletics +7, Stealth +9, Survival 
  +9
  Str -5, Dex +4, Con +0, Int -4, Wis +2, Cha -2
  AC 17; Fort +8, Ref +11, Will +7
  HP 24, negative healing, rejuvenation; Immunities 
  death effects, disease, paralyzed, poison, preci-
  sion, unconscious; Resistances all damage 5 (ex-
  cept force, ghost touch, or positive; double resis-
  tance vs. non-magical)
  Speed 35 feet
  Melee � ghostly jaws +13 (agile, finesse, magical), 
  Damage 1d6+2 negative plus Knockdown
  Frightful Howl � (auditory, divine, emotion, 
  enchantment, fear, mental) Bonedig-
  ger looses a frightful howl, forc-
  ing each living creature within 
  30 feet to attempt a DC 18 Will 
  save. On a failure, a creature 
  becomes frightened 2 (or 
  frightened 3 on a critical 
  failure). On a success, a 
  creature is temporarily 
  immune to Bonedig-
  ger’s frightful howl for 
  1 minute.
  Pack Attack Bonedigger’s 
  Strikes deal 1d4 ex-
  tra damage to creatures 
  within reach of at least 
  two of Bonedigger’s al-
  lies.
  Searching the Campsite
  Hywela’s possessions are meager. Her lean-to con-
  tains the equivalent of an adventurer’s pack (worth 7 
  sp), as well as a snare kit (worth 5 gp). A satchel stuffed 
  with foul-smelling herbs functions as a healer’s kit (5 
  gp). A PC can attempt a DC 15 Nature check to Iden-
  tify the herbs. On a success, they recognize a handful 
  of purple berries among the other plants. The berries 
  are slightly magical: a creature that uses an action to 
  eat a berry regains 1 Hit Point and receives enough 
  nourishment to sustain them a full day. If left uneat-
  en, the berries spoil after 24 hours.
   
  Climbing the rocky outcropping requires a suc-
  cessful DC 15 Strength check. While climbing the 
  outcropping, PCs can attempt a DC 15 Perception 
  check. On a success, they discover Hester’s Black Book 
  stashed in a crevice 10 feet above the ground.
   
  For more information on Hester’s Black Book, see 
  New Magic Items at the end of the adventure.
  Confronting Hywela
  Hywela’s plan to contact Hester’s spirit via a call spirit 
  ritual is foiled once she discovers Hester’s skull isn’t 
  among the other remains. After returning to her 
  campsite with Jonah, Hywela spends the rest of the 
  night tracking down the skull, either by following the 
  party in the hopes they lead her to it, or by deducing 
  on her own that Old Moody must have hidden the 
  skull somewhere in his cabin.
   
  The PCs should encounter Hywela wherever and 
  whenever you think makes most sense. If she’s 
  stayed one step ahead of the PCs, she most 
  likely ambushes them either at her camp-
  site or just as they are leaving The Care-
  taker’s Cabin. Wherever she confronts 
  the PCs, Hywela demands the party 
  hand over Hester’s skull if she believes 
  they have it, attacking or threatening 
  to harm Jonah if they refuse.
   
  Alternately, if the PCs interrupt 
  Hywela’s visit to Ill Hollow’s cemetery 
  or otherwise interfere with her plans, 
  she may spend most of the adven-
  ture running from the party. In this 
  case, Hywela leads the PCs into the 
  Runewild, hoping they stumble 
  into the traps she’s laid around 
  her campsite. She then turns the 
  tables on the PCs when they’re at 
  their weakest.
  
  13
   
  As the PCs investigate the three locations outside 
  Ill Hollow, consider Hywela’s movements in relation 
  to those of the party. Don’t be afraid to let the party 
  encounter Hywela “too early” in the adventure if they 
  happen to bump into her. While Hywela is the main 
  antagonist of the adventure, play can go on even if 
  the PCs manage to outwit or outmaneuver her . . . or 
  vice versa!
  HYWELA TEAGUE 
  CREATURE 2
  UNIQUE NE MEDIUM HUMAN
  HUMANOID
  Perception +11
  Languages Common
  Skills Athletics +8, Intimidation +6, Occultism +6, 
  Stealth +6, Survival +5
  Str +4, Dex +2, Con +1, Int +0, Wis +1, Cha +2
  Items dagger, greataxe, hide armor
  AC 19; Fort +7, Ref +6, Will +7
  HP 32
  Attack of Opportunity �
  Speed 25 feet
  Melee � dagger +10 (agile, versatile S), Damage 
  1d4+4 piercing
  Melee � greataxe +10 (sweep), Damage 1d12+4 
  slashing
  Ranged � dagger +10 (agile, thrown 10 feet, versa-
  tile S), Damage 1d4+4 piercing
  Sudden Charge � Hywela Strides twice. If she ends 
  her movement within melee reach of at least one 
  enemy, she can make a melee Strike against that 
  enemy.
  Hester’s Last Hex
  Unless the PCs stop her, Hywela Teague eventually 
  recovers Speckled Hester’s skull and returns to her 
  campsite with it. Once there, she casts call spirit on the 
  skull and beseeches Hester to reveal her final secret.
   
  Hester does so gladly. With a triumphant cackle, 
  Hester’s spectral form emerges from the skull and 
  possesses Hywela’s body. Over the course of the next 
  seven days, Hywela’s body transforms into the hag’s, 
  leaving no trace of Hywela behind. Speckled Hester is 
  reborn!
   
  Even if the PCs prevent Hester’s return, her skull 
  abides. The skull is impervious to any weapons or 
  magic the PCs currently possess. Destroying Hester’s 
  skull may prove to be one of the party’s greatest ad-
  ventures. In the meantime, the PCs must keep the 
  skull safe, lest it fall into the wrong hands again.
   
  If the party returned Jonah Tennet to his parents 
  safe and sound, the townsfolk of Ill Hollow regard the 
  PCs as heroes. In addition to any monetary rewards 
  they may receive, the PCs are invited to return to town 
  for next year’s Harvestide. If the party accepts this in-
  vitation, you will have to decide whether Bonedigger 
  also returns—and how the hound feels about the 
  party if he does.
  New Magic Items
  Bonedigger presents two new magic items: Harvestide 
  cookies and Hester’s Black Book.
  HARVESTIDE COOKIE 
  ITEM 1
  CONSUMABLE DIVINATION MAGICAL
  Price 1 sp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Local tradition holds that these tasty sugar cookies 
  provide insight into one’s fortune for the coming year.
   
  To activate the magic of a Harvestide cookie, pull a 
  random cookie from a sack or other container and eat 
  it. Until sunrise, you gain a +1 status bonus to all your 
  checks and DCs related to the shape of your cookie.
   
  For example, if your cookie is shaped like a sword, 
  you gain a +1 status bonus to Strikes made with 
  swords, to skill checks made to Recall Knowledge 
  about swords, and even recovery checks you make 
  after suffering a deadly sword wound. The GM has 
  the final say as to whether a cookie’s shape applies, 
  although they are encouraged to be generous in their 
  interpretations.
   
  To determine the shape of your Harvestide cook-
  ie, roll twice on the following table. Your cookie either 
  looks like a composite of the two shapes, or its shape 
  changes depending on the angle you look at it. Either 
  way, you gain the +1 status bonus to situations in 
  which either of the two shapes would apply.
   
  If you roll the same shape twice, the cookie really 
  looks like that shape. In this case, the bonus you re-
  ceive increases to +2, but only on rolls related to that 
  shape and no other.
  
  14
  Roll
  Cookie Shape 
  1
  Arrow
  2
  Bird
  3
  Boot
  4
  Cat
  5
  Dog
  6
  Grinning skull
  7
  Horse
  8
  Pointed wizard’s hat
  9
  Shield
  10
  Shovel
  11
  Sword
  12
  Tree
  Only the first cookie you pull each Harvestide night 
  provides you a magical benefit. Cookies you pull after 
  the first have no effect. The cookie’s magic fades at 
  sunrise, at which point any uneaten Harvestide cook-
  ies also lose their magic.
  HESTER’S BLACK BOOK 
  ITEM 6
  UNIQUE INVESTED MAGICAL NECROMANCY
  Price 230 gp
  Usage held in 2 hands; Bulk 1
  The ink in this magical book slithers across the pages 
  on its own accord. It eventually stains anyone who in-
  vests in the book, as well.
   
  While you have Hester’s Black Book invested, your 
  proficiency in Occultism becomes expert, and you 
  learn the call spirit and create undead rituals. Once per 
  day, you can cast each ritual as an activity requiring 3 
  actions, instead of their normal casting times. Rituals 
  you cast this way have no Cost and you don’t need a 
  secondary caster to cast them. Each time you use the 
  book to cast call spirit or create undead, a freckle-like 
  tattoo of black ink appears somewhere on your skin.
   
  If you die while you have the book invested, your 
  spirit becomes trapped in your physical remains. 
  While trapped in this way, you’re helpless until anoth-
  er creature casts the call spirit spell on your remains, 
  at which point you can choose to possess the crea-
  ture (as if by the possession spell). The target automat-
  ically critically fails against the possession (no save), 
  and the duration of the effect is indefinite.
   
  Over the course of the next seven days, your host’s 
  body transforms into your body as it appeared before 
  you died. You are ejected if a circle of protection spell 
  is cast on the host body before the transformation is 
  complete. If this occurs, the possessed creature re-
  turns to normal and your spirit is destroyed. After sev-
  en days, the transformation is permanent and can’t 
  be reversed by any means short of a wish spell.
  
  15
  A system-free setting featuring a decadent and 
  decaying city. 
  Now available on  DriveThruRPG
  
  16
  Open Gaming License
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  The following text is the property of Wizards of the Coast, Inc. and 
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  15. COPYRIGHT NOTICE
   
   Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
   
  System Reference Document © 2000, Wizards of the Coast, Inc.; Au-
  thors: Jonathan Tweet, Monte Cook, and Skip Williams, based on mate-
  rial by E. Gary Gygax and Dave Arneson.
   
   Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; De-
  signers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, 
  and Mark Seifter.
   
  Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: 
  Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, 
  Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hill-
  man, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. 
  McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, 
  David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, 
  Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.
   
  Bonedigger, Copyright 2018, Sneak Attack Press; Author William 
  Fischer.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/SAP - Seasons of the Runewild Bonedigger.pdf