TEXT: ®
  ™
  the paladin
  Harrow Cards.indd   18
  1/14/08   12:13:12 PM
  the rabbit prince
  Harrow Cards.indd   21
  1/14/08   12:13:15 PM
  the locksmith
  Harrow Cards.indd   13
  1/14/08   12:13:06 PM
  the queen mother
  Harrow Cards.indd   11
  1/14/08   12:13:04 PM
  the foreign trader
  Harrow Cards.indd   9
  1/14/08   12:13:02 PM
  Harrowing
  the
  Harrowing
  the
  By Crystal Frasier
  a pathfinder rpg adventure for level 9
  
  1 square = 10 feet
  1 square = 5 feet
  1 square = 5 feet
  1 square = 5 feet
  A3
  A2
  A1
  The Demon's Fen
  The Midnight Circus
  The Manmolds
  The Demon's Fen
  The Midnight Circus
  The Manmolds
  The Prophet's Garden
  The Prophet's Garden
  C2
  C1
  D1
  D3
  D5
  D4
  D2
  D2
  D2
  D2
  E3
  E2
  E1
  
  ®
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission.
  The Harrowing is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the 
  Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Module, Pathfinder Player Companion, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2011, Paizo Publishing, LLC.
  Printed in China.
  Author • Crystal Frasier
  Cover Artist • Kieran Yanner
  Cartography • Robert Lazzaretti
  Interior Artists • Yngvar Asplund and Dmitry Burmak
  Original Harrow Deck Art and Concepts • Kyle Hunter
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing and Development • Judy Bauer, Christopher Carey,
  Rob McCreary, James L. Sutter, and Vic Wertz
  Editorial Assistance • Jason Bulmahn, Stephen Radney-MacFarland, and Sean K Reynolds
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Editorial Intern • Michael Kenway
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Finance Manager • Christopher Self
  Staff Acc0untant • Kunji Sedo
  Technical Director • Vic Wertz
  Marketing Manager • Hyrum Savage
  Special Thanks
  The Paizo Customer Service, Warehouse, and Website Teams
  The Harrowing is a Pathfinder Module designed for four 9th-level characters and uses the medium XP advancement track. This module is 
  designed for play in the Pathfinder campaign setting, but can easily be adapted for use with any world. This module is compliant with the 
  Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game and the 3.5 edition of the world’s oldest fantasy 
  roleplaying game. The OGL can be found on page 32 of this product.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG 
  Bestiary 2, and Pathfinder RPG GameMastery Guide. These rules can be found online as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/pathfinderRPG/prd.
  Credits
  the paladin
  Harrow Cards.indd   18
  1/14/08   12:13:12 PM
  the rabbit prince
  Harrow Cards.indd   21
  1/14/08   12:13:15 PM
  the locksmith
  Harrow Cards.indd   13
  1/14/08   12:13:06 PM
  the queen mother
  Harrow Cards.indd   11
  1/14/08   12:13:04 PM
  the foreign trader
  Harrow Cards.indd   9
  1/14/08   12:13:02 PM
  Harrowing
  the
  Harrowing
  the
  ™
  
  …And so the charming Sonnorae braved crumbling towers in this age of endless night, 
  gobbling up tales and tomes lest they be forever lost. Then into her secret hold she’d 
  wend, to keep them safe forever more. But careless was charming Sonnorae, and once 
  behind her, the door did close. Trapped forever and a day, she stumbled into the darkness 
  of madness and genius and back again, finally taking her beloved tales and whittling mouths 
  so they might speak and legs that they might walk. But beings of ink, not flesh, were they, 
  half-formed and filled with hate…
  —ExcErpt from Varisian folk talE
  2
  ®
  ™
  the paladin
  Harrow Cards.indd   18
  1/14/08   12:13:12 PM
  the rabbit prince
  Harrow Cards.indd   21
  1/14/08   12:13:15 PM
  the locksmith
  Harrow Cards.indd   13
  1/14/08   12:13:06 PM
  the queen mother
  Harrow Cards.indd   11
  1/14/08   12:13:04 PM
  the foreign trader
  Harrow Cards.indd   9
  1/14/08   12:13:02 PM
  Harrowing
  the
  Harrowing
  the
  
  Harrowing
  the
  Harrowing
  the
  Adventure Background
  In the Age of Darkness, the Varisian scribes and storytellers 
  of the Imlios family hoarded knowledge while civilization 
  struggled for its very survival. Over the harsh centuries, their 
  line dwindled to a single childless bard: Sonnorae. Fearing 
  her family’s knowledge would be lost with her inevitable 
  death, she sheared off a corner of the malleable Dimension 
  of Dreams and crafted her own demiplane in which she 
  could store the greatest tales of her people, anchoring this 
  extraplanar archive to her ancestral harrow deck; she named 
  the demiplane the Harrowed Realm.
  Sonnorae, in her old age, retreated into the Harrowed 
  Realm, where she hoped to live forever with her treasured 
  tales. Over time, the stories she collected took on physical 
  form, but these creatures were trapped within the 
  constraints of their individual stories, ever repeating the 
  same actions, and struggling to reach the same goals. 
  Sonnorae’s tales ached to be as real as their creator. 
  The most powerful among them conspired to overthrow 
  the bard, murdering her and devouring her body. These 
  eight Conspirators gained power and free will through 
  their betrayal, but remained too insubstantial to leave the 
  Harrowed Realm; instead they became its mad rulers.
  The blue dragon Zassrion seized Sonnorae’s impregnable 
  castle  and with it the Harrowed Realm’s only connection to 
  the real world. Unable to leave his home plane, the dragon 
  instead exerted his influence over mortals handling the 
  very harrow deck to which the Realm was tethered—the 
  Deck of Harrowed Tales. Zassrion corrupted the deck's 
  mortal wielders and drew countless humanoids into the 
  Harrowed Realm, grafting their bodies onto his own in 
  hopes of becoming real and escaping into Golarion. 
  The current carrier of the Deck of Harrowed Tales and 
  Zassrion’s latest servant, a Varisian soothsayer named All-
  Seeing Hajeck, travels as a fortune-teller with the Umbra 
  Circus. Days ago, she drew in a well-known scholar of 
  ancient Varisian folklore, Meloigne Garracy, to sacrifice to 
  her dark master.
  Adventure SummAry
  Investigating the disappearance of scholar Meloigne 
  Garracy, the PCs are drawn into the mysterious Harrowed 
  Realm. Inside, the PCs learn that Meloigne is the prisoner 
  of Zassrion the Patchwork Lord. The heroes must travel 
  across the Harrowed Realm to meet its rulers, powerful 
  beings known as the Conspirators. Tokens from the 
  Conspirators, originally stolen from the Realm’s creator, 
  point the way to Zassrion’s castle and the only means of 
  their eventual escape from the Harrowed Realm.
  Introduction
  The majority of this adventure takes place in the Harrowed 
  Realm, and the means by which the PCs get there and their 
  motivations for doing so are secondary. The adventure 
  assumes they find their way there in search of a lost 
  Varisian scholar, but feel free to change this as necessary 
  to better fit The Harrowing into your ongoing campaign.
  the hArrowed reAlm
  Originally a corner of the Dimension of Dreams, the 
  Harrowed Realm was cleaved off and transformed into 
  a sealed demiplane thousands of years ago. It remains 
  anchored to Golarion through the Deck of Harrowing Tales.
  Much of the plane’s “natural” appearance is stagecraft 
  and illusion. The sky is a featureless dome painted a faded 
  blue, while the sun and moon cross through day and night 
  on massive, mechanical arms. Digging more than a few 
  feet into the earth reveals moldering planks, decaying 
  pipes, and eventually cold stone going on forever.
  The ConspiraTors
  The most powerful creatures in the Harrowed Realm 
  are known as the Conspirators, as each of them played 
  a role in Sonnorae’s murder millennia ago. Though 
  they wield considerable influence in the demiplane, 
  all are storykin themselves, and thus still live out the 
  stories prescribed for them. As a result, they haven’t 
  worked together since their initial usurpation of 
  Sonnorae’s power, and their inability to cooperate 
  means they remain in something of a stalemate 
  regarding overall control of the demiplane. Though 
  obviously not one of the bard’s murderers, Sonnorae’s 
  remnant in the Prophet’s Garden still possesses one of 
  her tokens and some of her powers, and thus is treated 
  (and sometimes referred to) as a Conspirator herself by 
  the simpleminded storykin.
  Much of the PCs’ adventure within the Harrowed 
  Realm revolves around obtaining the Conspirators’ 
  tokens: eight nonmagical gems torn from Sonnorae’s 
  kapenia during her murder. Except from Zassrion 
  (who kept her kapenia), each Conspirator kept one of 
  the gems as a trophy, but even after thousands of years 
  the lost gems yearn to return to the scarf hanging in 
  Zassrion’s library. When brought together, the tokens 
  pull hard, leading the way to the Striding Fortress. 
  Retrieving Sonnorae’s stolen tokens serves a 
  secondary purpose: when the jewels are fastened to 
  her tattered kapenia in area I12, the restored garment 
  transforms into a wondrous treasure capable of sending 
  the PCs back to the Material Plane.
  Card: The Uprising (the next Conspirator the PCs 
  encounter gains the unluck curse as described on 
  page 557 of the Pathfinder RPG Core Rulebook)
  3
  
  Storykin
  Referring to themselves as “storykin,” the native inhabitants 
  of the Harrowed Realm exist more as automatons than 
  genuine living creatures. Crafted from planar residue, most 
  are incapable of thoughts or actions beyond those dictated in 
  the old tales used to create them. A small number develop 
  more complex personalities, mostly through exposure to 
  mortals, but even the realm’s powerful Conspirators rarely 
  understand or question their own motivations.
  Storykin never need to eat or sleep, and never die while 
  they remain within the Harrowed Realm. If destroyed, 
  their essences float intangibly through the realm until they 
  are eventually reconstructed in the Manmolds. The energies 
  of the Harrowed Realm sustain the bizarre creatures, 
  and beyond its boundaries they wither away in hours. A 
  storykin that is reformed in the Manmolds regains any 
  lost equipment in the process. If the original equipment 
  is taken out of the Harrowed Realm, however, all future 
  iterations of that equipment are made of storystuff, and 
  melt into wax upon the storykin’s death.
  The Umbra Carnival
  The missing scholar, Meloigne Garracy, was last seen in 
  this collection of travelling shows and merchants only days 
  ago, hunting for a fortune-teller called “All-Seeing Hajeck.” 
  A hand-painted sign outside a tumbledown tent on the 
  carnival’s edge promises that same fortune-teller within.
  Despite her title, All-Seeing Hajeck (CN female human 
  expert 3/rogue 1) possesses little magical talent. Originally a 
  simple charlatan, upon inheriting the Deck of Harrowed Tales 
  she became Zassrion’s latest dominated accomplice, luring 
  mortals close enough for the deck to capture them. 
  If the PCs ask about Meloigne, Hajeck admits that the 
  sage visited seeking information on a vast library gathered 
  by a Varisian woman named Sonnorae. She even says that 
  she helped send him there, but can’t bring him back on 
  her own. She offers to send the PCs after him, to “a place of 
  incredible knowledge and riches.” Hajeck hopes the 
  PCs go willingly through the opened gate, and 
  maintains the ruse of simply trying to help 
  them access the Harrowed Realm as 
  long as possible. If the PCs recognize 
  that she is under the effects of a 
  compulsion, she denies her 
  true motives for sending 
  the PCs into the deck, but 
  activates the portal without 
  provocation. If the PCs free 
  her from Zassrion’s control, 
  she explains her recent subjugation 
  and the many souls she sent into the 
  deck. She hands the cards to the PCs, urging 
  them to go in after Meloigne and the other victims.
  When All-Seeing Hajeck activates the gate, the vortex 
  opens violently, causing her to drop the Deck of Harrowed 
  Tales and pulling the cards into the Harrowed Realm. If the 
  PCs activate the portal, they most likely take the deck with 
  them. One way or another, the Deck of Harrowed Tales, the only 
  anchor between the Material Plane and the Harrowed Realm, 
  crosses over alongside the heroes, leaving them with only one 
  way to return to the Material Plane: to reconstruct Sonnorae’s 
  kapenia, her ancestral Varisian scarf.
  the hArrow deck
  Whether the PCs carry the Deck of Harrowed Tales into the 
  Harrowed Realm with them, or the vortex draws the cards 
  in, the heroes should have the deck while they explore the 
  demiplane. While the deck’s function of transporting 
  creatures to the Harrowed Realm won’t allow the PCs to 
  escape back to the Material Plane, the deck provides extra 
  benefits that only function within the Harrowed Realm. 
  Each of the 54 cards in the Deck of Harrowed Tales is linked 
  to an element within the Harrowed Realm, be it a location, 
  a creature, or an event. If the players correctly identify these 
  associations during the adventure, they may “play” the 
  chosen cards from their deck for specific boons, described 
  next to the cards’ names at the start of each encounter 
  Deck of Harrowed Tales (Minor Artifact)
  Aura strong conjuration; CL 20th
  Slot —; Weight 1lb.
  DeSCrIPTIOn
  The Deck of Harrowed Tales is a unique harrow deck 
  linked to the Harrowed Realm. Creatures within the 
  Harrowed Realm peering through the outreaching 
  eye (see page 30) can view, hear, and speak with 
  the deck’s wielder. The outreaching eye allows the 
  observer to cast dominate person once per day on the 
  deck’s wielder.
  Once per day, at a mental command from its wielder, 
  the Deck of Harrowed Tales can create a swirling vortex 
  to the Harrowed Realm, as per the spell gate. This ability 
  does not function while the deck is on the 
  Harrowed Realm.
  DeSTruCTIOn
  The Deck of Harrowed Things 
  can only be destroyed by 
  completing a mythical series 
  of 54 quests tied to each of the 
  harrow cards within. Only then can 
  the final 55th quest be revealed, upon 
  the completion of which the deck and 
  the Harrowed Realm cease to exist.
  4
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  or location. Once a card has been played, the GM should 
  keep it out of play, and if a card is played at the incorrect 
  time, the players simply miss out on its effects when they 
  do encounter the appropriate story element. For each card 
  played correctly, award the party 200 XP.
  While this rules subsystem functions best with a physical 
  Harrow Deck, available at your local game or hobby store or 
  online at paizo.com, you may also give the players a normal 
  deck of playing cards and the list of cards within the harrow 
  (see table). However, it should be noted that the art present 
  in a physical Harrow Deck provides players with many more 
  clues as to each card’s link than the card’s name alone.
  Harrowed Realm Events
  The following events don’t happen at any specific location, 
  and occur once the PCs have accumulated a certain number 
  of tokens (see The Conspirators sidebar on page 3). While 
  these encounters are tied to the PCs’ progress through the 
  Harrowed Realm, feel free to move these encounters to 
  different spots within the narrative as you see fit.
  event 1. Algon the ever-Seeking (cr 10)
  Card: The Paladin (+6 on checks to make him friendly)
  Zassrion’s fictitious nemesis, Algon the Ever-Seeking, 
  hunts the tyrant dragon unendingly. Over the eons, the 
  paladin has bent or broken most of his holy oaths in pursuit 
  of the Patchwork Lord, reasoning that the nature of his 
  righteous quest forgives any minor infraction. In the old 
  tales, Algon’s faith wavered and his god abandoned him as 
  he confronted the dragon; as a result, the Harrowed Realm 
  won’t permit Algon to lose his powers as punishment for 
  his sins until he confronts Zassrion.
  Once Algon discovers that the PCs seek Zassrion’s 
  fortress, either through word of mouth or by torturing 
  Biyo Venna (see area A1), he tracks them. After the PCs 
  collect three conspirators’ tokens, the paladin casts bull’s 
  strength and energy resistance (electricity) on himself before 
  he confronts them, demanding the tokens. Algon believes 
  only he can slay Zassrion, and after committing so many 
  immoral acts thus far, he sees no harm in slaughtering 
  a few outsiders who would bar his holy quest. If the PCs 
  reduce him to 50 or fewer hit points, he admits defeat and 
  begs for mercy. Despite any promises he might make, 
  Algon’s story soon drives him back into his old ways, and 
  he continues to hunt the PCs, ever increasing his efforts to 
  gain their tokens.
  If Algon can be made at least friendly through Diplomacy 
  or religious debate (players may substitute Knowledge 
  [religion] checks for Diplomacy to improve his attitude), 
  he makes a gruff offer of alliance. Being a storykin, Algon 
  forgets about such an agreement hours later and renews his 
  attack. If the PCs instead improve the paladin’s attitude to 
  Helpful, the confused and humbled knight offers them his 
  equipment in thanks for showing him the error of his ways 
  and wanders off in shame, never to be seen again.
  Algon the ever-Seeking 
   
  Cr 10
  XP 9,600
  Male human paladin 11
  LE Medium humanoid
  Init –1; Senses Perception +7
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DefenSe
  AC 23, touch 9, flat-footed 23 (+10 armor, –1 Dex, +1 natural, 
  +3 shield)
  hp 131 (11d10+66)
  fort +17, ref +7, Will +14
  Immune charm, disease, fear; resist electricity 20
  OffenSe
  Speed 20 ft.
  Melee +1 longsword +16/+11/+6 (1d8+4/19–20)
  ranged mwk throwing axe +11/+6/+1 (1d6+7)
  Card Harrow Card
  K♥ 
  The Paladin
  Q♥ 
  The Dance
  J♥ 
  The Trumpet
  10♥ 
  The Hidden Truth
  9♥ 
  The Winged Serpent
  8♥ 
  The Empty Throne
  7♥ 
  The Keep
  6♥ 
  The Cricket
  5♥ 
  The Survivor
  4♥ 
  The Wanderer
  3♥ 
  The Midwife
  2♥ 
  The Theater
  K♦ 
  The Big Sky
  Q♦ 
  The Juggler
  Card Harrow Card
  J♦ 
  The Desert
  10♦ 
  The Joke
  9♦ 
  The Publican
  8♦ 
  The Unicorn
  7♦ 
  The Uprising
  6♦ 
  The Rabbit Prince
  5♦ 
  The Mountain Man
  4♦ 
  The Vision
  3♦ 
  The Carnival
  2♦ 
  The Courtesan
  K♠ 
  The Cyclone
  Q♠ 
  The Demon’s Lantern
  J♠ 
  The Waxworks
  10♠ 
  The Snakebite
  Card Harrow Card
  9♠ 
  The Lost
  8♠ 
  The Liar
  7♠ 
  The Beating
  6♠ 
  The Crows
  5♠ 
  The Sickness
  4♠ 
  The Idiot
  3♠ 
  The Mute Hag
  2♠ 
  The Betrayal
  K♣ 
  The Fiend
  Q♣ 
  The Avalanche
  J♣ 
  The Tangled Briar
  10♣ 
  The Rakshasa
  9♣ 
  The Eclipse
  8♣ 
  The Tyrant
  Card Harrow Card
  7♣ 
  The Forge
  6♣ 
  The Locksmith
  5♣ 
  The Brass Dwarf
  4♣ 
  The Inquisitor
  3♣ 
  The Queen Mother
  2♣ 
  The Marriage
  A♥ 
  The Bear
  A♦ 
  The Peacock
  A♠ 
  The Teamster
  A♣ 
  The Foreign Trader
  Joker* The Owl
  Joker The Twin
  hArrow deck cArd liSt
  5
  
  Special Attacks channel positive energy (DC 17, 6d6), smite 
  evil (+2 attack and AC, +11 damage)
  Paladin Spell-Like Abilities (CL 11th; concentration +13)
  At will—detect evil
  Paladin Spells Prepared (CL 8th; concentration +10)
  3rd—dispel magic
  2nd—bull’s strength, resist energy
  1st—cure light wounds, divine favor, protection from chaos
  STATISTICS
  Str 16, Dex 8, Con 20, Int 10, Wis 14, Cha 14
  Base Atk +11; CMB +14; CMD 23
  feats Cleave, Dazzling Display, 
  Intimidating Prowess, Lunge, Power 
  Attack, Shatter Defenses, Weapon 
  Focus (longsword)
  Skills Bluff +8, Diplomacy +6, Intimidate 
  +15, Knowledge (religion) +5, Linguistics 
  +1, Perception +7, Stealth +1
  Languages Celestial, Common, Draconic
  SQ divine bond (weapon +3, 2/day), divine 
  grace, lay on hands (5d6, 7/day), mercies 
  (dazed, nauseated, shaken)
  Combat Gear potion of cure serious wounds, 
  potion of see invisibility; Other Gear 
  +1 full plate, +1 heavy steel shield, +1 
  longsword, masterwork throwing 
  axe, amulet of natural armor +1, 
  cloak of resistance +1, belt of mighty 
  constitution +2, dust of appearance, 57 gp
  event 2. eyeS from Above (cr 9)
  Card: The Eclipse (the moon starts to crumble, taking 
  1d10 points of damage per round; this damage bypasses 
  the moon’s hardness)
  Once the PCs have gathered six conspirators’ tokens, 
  their activities draw Zassrion’s personal attention. To halt 
  them, he digs deep into his library, hastily drafting a new 
  reality from the horror stories told by the ancient Kellids of 
  central Avistan. Anytime after the PCs retrieve their sixth 
  token and step outside, read or paraphrase the following.
  Muffled thunder rolls through the skies, followed by a hideous 
  screeching of metal against metal. The sun above, held aloft on its 
  brass rod, comes to a halt. Red light bathes the world as the moon 
  jams into place before it, and a rumble echoes from the ground.
  Creatures: By bringing about an eclipse, Zassrion causes 
  a plague of undead to rise. Every round, 1d6 hungry dead 
  burst from the ground within 100 feet of the PCs and attack. 
  While individually a small threat to such powerful heroes, 
  the hungry dead continue to spawn from the earth without 
  end so long as the red light of the eclipse shines. PCs may 
  deduce as much with a DC 20 Knowledge (arcana) check.
  Stopping the eclipse requires direct action against the 
  sun and moon, some 500 feet above. Spells like darkness blot 
  out the red light, preventing the hungry dead from rising 
  for the duration of the spell. The moon can be moved with 
  a series of five DC 25 Strength checks, ending the eclipse. 
  Alternatively, if the heroes allied with the Ticktock Man 
  (area G4), contacting him ends the eclipse after 5 rounds 
  of swearing and repairs. PCs can also simply destroy the 
  moon with attacks or magic (hardness 8, hp 75).
  Hungry Dead 
  Cr 3
  XP —
  NE advanced skeletal champion (Bestiary 252)
  hp 23 each
  Story Award: Ending this event earns the PCs 
  6,400 XP.
  A: The Midnight Circus
  Card: The Carnival (+2 to Perception and Survival 
  while in this location)
  The Deck of Harrowed Tales unceremoniously 
  deposits the PCs in the heart of the 
  Midnight Circus. Once a place of 
  delights and happy surprises, the 
  circus has been corrupted by eons 
  of the Realm’s steady decay into a 
  tragic collection of dismal, sagging 
  tents and disillusioned children’s stories.
  A1. the PArAde field (cr 9)
  Cards: The Crows (+2 on all attack rolls, weapon damage 
  rolls, and spell save DCs versus the tengus), The Survivor 
  (1d4 spiritual allies come to Biyo’s aid, as per the spell on page 
  246 of the Advanced Player’s Guide)
  Looming tents seem to reach greedily for the overcast sky before 
  their tips curl back down in defeat. Faded paint peels from disused 
  cages and wagons scattered about, while slow organ music drifts 
  through the empty pathways. Nearby, a yawning entry leads into 
  the dark interior of a twisted and massive central tent.
  The empty plaza once hosted market stalls and vendors 
  of fantastic foods, but most of the unnamed storykin who 
  once staffed the booths now languish half-finished in the 
  Manmolds (area D).
  Creatures: Moments ago, the chef from Zassrion’s 
  Striding Fortress—Biyo Venna (NG male human expert 
  4)—ran afoul of four tengus, the circus’s grotesque 
  clowns. A frail and clumsy storykin, Biyo has little hope 
  of defending himself against his assailants, who hope to 
  beat from him the latest gossip regarding the Harrowed 
  Realm’s draconic master.
  Algon the Ever-Seeking
  6
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  The tengus ignore Biyo the moment they notice the PCs, 
  leaving the bumbling chef staggered at exactly 0 hit points.
  Tengu Clowns (4) 
  Cr 5
  XP 1,600 each
  Tengu rogue 6 (Pathfinder RPG Bestiary 263)
  CN Medium humanoid 
  Init +4; Senses low-light vision; Perception +10
  DefenSe
  AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, 
  +1 shield)
  hp 42 each (6d8+12)
  fort +3, ref +9, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee mwk short sword +9 (1d6+1/19–20), bite +3 (1d3+1)
  ranged dagger +8 (1d4+1/19–20)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 13, Dex 18, Con 12, Int 8, Wis 12, Cha 12
  Base Atk +4; CMB +5; CMD 20
  feats Dodge, Mobility, Spring Attack, Weapon Finesse
  Skills Acrobatics +12, Climb +7, Escape Artist +10, Knowledge 
  (local) +4, Linguistics +7, Perception +10, Perform (comedy) 
  +10, Perform (dance) +9, Sleight of Hand +12, Stealth +13
  Languages Azlanti, Common, Tengu, Varisian
  SQ gifted linguist, swordtrained, rogue talents (combat trick, 
  ledge walker, assault leader), trapfinding +3
  Other Gear +1 chain shirt, masterwork buckler, masterwork 
  short sword, daggers (3)
  Development: Should Biyo Venna survive, he asks the 
  PCs for aid. So long as he remains staggered his speech is 
  slow and confused. Any amount of healing clears his head 
  and he begs the PCs to save Lord Zassrion’s latest victim, 
  Meloigne Garracy.
  Biyo can tell the PCs each of the Conspirators’ names 
  and the domains they rule. He also knows the nine 
  major territories within the Realm, and that each of 
  the Conspirator’s tokens—small gems they stole from 
  Sonnorae’s kapenia (a Varisian family scarf)—each tug in 
  the direction of the fortress, and many of them together 
  might lead travelers directly to the Striding Fortress. 
  Additionally, Biyo has a vague understanding that Zassrion 
  wants to escape the Harrowed Realm by becoming mortal, 
  but doesn’t understand how or why. Feel free to have 
  Biyo provide the PCs any other information they need to 
  understand the Harrowed Realm, but remember that he is a 
  storykin, and thus has no understanding of the demiplane 
  as anything other than the entirety of existence. Once the 
  PCs learn all they can, the pudgy man excuses himself to 
  continue seeking aid, but will travel with the PCs if asked.
  If the chef does not survive, or the PCs ignore him 
  once they’ve defeated the tengus, most of his knowledge 
  can also be learned from any of the Harrowed Realm’s 
  Conspirators. Bernaditi and Brambleson in particular 
  make eager informants (areas A3 and B, respectively).
  Story Award: If the PCs save and question Biyo, award 
  them 1,200 XP. If they also heal him of his wounds, award 
  them an additional 1,200 XP.
  A2. the center ring (cr 10)
  Cards: The Bear (the bears take a –4 penalty on Acrobatics 
  checks to maintain their balance on their unicycles), 
  The Joke (+4 bonus on Diplomacy or Perform checks to 
  humiliate Rogg and the bears), The Juggler (if Rogg rolls 
  a natural 1 on any of his thrown attacks, the attack deals 
  damage to him instead of simply missing his target)
  The shabby circus tent seems larger inside than out, curving 
  upward in nauseatingly bright patterns and disappearing into 
  darkness far overhead beyond a tightrope and trapeze. Two 
  precarious bleachers flank a large performing space littered 
  with half-eaten food and cheap novelties.
  Several dozen bored storykin, long bereft of purpose, 
  gather on the bleachers here to watch sad imitations of 
  circus performances. The crowd views the newcomers as 
  an exciting new twist, and eagerly laughs and jeers them, 
  hoping to stir up a fight with the current act. 
  Creatures: The PCs arrive in the midst of an unusual 
  animal act and juggling combination. Rogg the juggler 
  spices up his act by performing alongside the circus’s 
  unicycling bears. Spurred on by the audience’s catcalls, he 
  and the bears attack as the PCs enter.
  planar TraiTs
  The Harrowed Realm possesses the following traits:
  Ageless: Time itself passes normally here, but 
  creatures in the Harrowed realm do not age, though 
  they must east, drink, and sleep normally.
  Self-Contained Shape: The Harrowed Realm’s flat 
  expanse stretches roughly 80 miles across, but wraps 
  back in on itself at the furthest edges.
  Mildly neutral Aligned
  Limited Magic: Spells that transport a character 
  to another plane, such as ethereal jaunt, plane shift, or 
  shadow walk, only function if the caster succeeds at 
  a DC 30 caster level check. Spells of the conjuration 
  (summoning) subschool only function if the caster 
  succeeds at a DC 20 caster level check. A failed spell 
  produces no effect, and still expends a spell slot.
  7
  
  Trained Bears (4) 
  Cr 4
  XP 1,200 each
  N variant grizzly bears (Pathfinder RPG Bestiary 31)
  hp 42
  SPeCIAL feATureS
  unicycle riding (ex) The trained bears balance on unicycles, 
  greatly improving their mobility when they can remain 
  upright. They gain Spring Attack as a bonus feat. They must 
  make a DC 10 Acrobatics check upon using this feat to avoid 
  falling prone at the end of their movement. 
  A3. ringmASter (cr 10)
  Card: The Rakshasa (the PCs gain a +4 circumstance bonus 
  on Sense Motive checks against Bernaditi)
  At the far end of the tent stands a sophisticated network of wiry 
  bars and iron embellishments—an elaborate animal cage. The 
  interior is furnished with overstuffed chairs and divans, and 
  teacups and fine porcelain crowd every visible surface.
  This cage offers an excellent view of the center ring, 
  and houses the carnival’s Conspirator, Bernaditi. The 
  bars are wrought from iron and offer partial cover, but 
  the door remains unlocked.
  Creatures: Bernaditi runs the Midnight Circus and 
  offers sanctuary to many of the Realm’s wayward storykin. 
  After slaying Sonnorae, he devoured the bard’s tongue, 
  gaining her glibness and gift for manipulation. The 
  crocodile-headed rakshasa dresses impeccably and 
  sips daintily at his teacup while speaking. He offers 
  whatever knowledge the adventurers wish but 
  admits up front that he “almost invariably lies.”
  If the PCs inquire about the ringmaster’s 
  token, he grins and challenges them to a battle of 
  wits. He offers the group five questions to catch him 
  in a lie; if they succeed, he freely parts with his token, but 
  should they fail, he demands to keep one of their number 
  as a “pet.” The laughing crocodile also adds that he has 
  cleverly hidden his token, so violence is pointless. (In 
  truth, the token is not-so-cleverly hidden in his teacup, 
  albeit under the surface of his tea). Note that Bernaditi 
  requires irrefutable proof he lied, not just a PC's hunch 
  gleaned from a high Sense Motive check.
  If dealt with peacefully, Bernaditi proves a surprisingly 
  reliable ally, offering the PCs his carnival as a home base, 
  though he never stops lying to them unless compelled to do 
  so magically.
  Bernaditi (Conspirator) 
  Cr 10
  XP 9,600
  LE rakshasa (Pathfinder RPG Bestiary 151)
  hp 115 
  TACTICS
  Players may end the fight through violence or by 
  getting the mocking audience on their side. The crowd 
  begins as hostile, but the PCs may improve their attitude 
  with a successful DC 28 Diplomacy or Perform check. 
  Alternatively, embarrassing any of the combatants through 
  combat maneuvers can improve the audience’s disposition 
  by one step. Any time a PC takes damage from one of the 
  combatants, the audience’s attitude worsens one step as 
  the onlookers hoot and holler in delight. If the crowd can 
  be made helpful, they cheer for the heroes so loudly that 
  Rogg and any remaining bears slink off, humiliated.
  rogg 
  Cr 8
  XP 4,800
  N male variant stone giant (Pathfinder RPG Bestiary 151)
  hp 102 
  SPeCIAL feATureS
  funny Juggler (ex) Rogg is adept at throwing random items 
  (usually housewares and desserts). These attacks inflict 
  damage as per rock throwing, even when not made of stone.
  Bernaditi
  8
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  Before Combat Bernaditi casts mage armor when the 
  newcomers first enter the circus big top.
  During Combat If Bernaditi suspects violence, he opens up 
  with suggestion spells, asking any martial types to “kindly 
  step outside and fetch me a bag of sweets,” then turns his 
  lightning bolts on anyone remaining. He loves grappling 
  arcane casters to chew on their heads.
  Morale If reduced below 30 hp, Bernaditi attempts to flee 
  using invisibility. Failing that, he eagerly offers his token and 
  whatever (false) information on his fellow Conspirators that 
  the heroes desire in exchange for his life.
  Treasure: Hidden in Bernaditi’s teacup is his token: the 
  Songsmith’s Kiss. This garnet and gold pendant is worth 
  1,200 gp. 
  B: The Briar
  Card: The Tangled Briar (grants all PCs woodland stride 
  when moving through the Briar) 
  Long ago, garden paths and hedge mazes connected the 
  far corners of the Harrowed Realm, but without Sonnorae’s 
  oversight the pathways overgrew into a nightmarish tangle 
  of thorns and mud. Now the Briar chokes away any structures 
  not protected by a Conspirator’s influence. Characters in 
  the Briar are meant to feel a sense of being lost in the 
  wilderness, but how much this aspect is roleplayed is left 
  up to the GM.
  king of the briAr PAtch (cr 9)
  Card: The Rabbit Prince (Brambleson takes a –2 penalty on 
  Will saves versus charms on top of his suggestible weakness)
  On their first trip through the Briar, the heroes encounter 
  its resident Conspirator.
  Crude, amateurishly sewn banners flutter weakly in the breeze of 
  this otherwise deathly silent clearing in the dense nettles of the 
  briar. At one end of the clearing, an adorable little house painted 
  in garish reds and yellows stands out against the trees.
  This forest glen developed a sort of affection for the 
  Conspirator known as Brambleson eons ago, and now follows 
  him through the Briar on his adventures. It even created the 
  crude banners that now adorn it to honor its fuzzy hero. The 
  rabbit prince loves and hates his clingy home, appreciating 
  9
  The Haunted Realm
  The Haunted Realm
  H
  f
  a
  D
  E
  c
  B
  G
  H
  H
  
  the blind adoration, but also frustrated that he can never 
  journey far from home. As the PCs approach, the bold rabbit 
  argues with his tagalong real-estate.
  Creatures: Ever the quintessential foolhardy hero, 
  Brambleson climbs trees to feel tall and mocks babbling 
  brooks to feel clever. When his fellow Conspirators slew 
  Sonnorae, he hesitated and in the ensuing scuffle could only 
  devour her feet. Now infected with the bard’s wanderlust, 
  he crosses the Harrowed Realm repeatedly, poking at the 
  plane’s edges to find a way out.
  Brambleson fails to notice the PCs initial approach, 
  instead hiding in the branches overhead while yelling at 
  his lawn. “Begone!” he shouts. “Begone and mewl at my 
  heels no longer, you stupid… mewling… heeling-thing! I 
  have greater destinies than to play your nursemaid!” Upon 
  noticing his visitors, he pauses long enough to cast dimension 
  door, returning to the forest floor to greet his new guests in 
  person. Excited by new arrivals, he plies the PCs for stories, 
  but regularly grows bored and changes the subject.
  Should the PCs mention that they seek Zassrion or the 
  tokens held by the Realm’s Conspirators, a plan forms in 
  the rabbit’s tiny brain. He immediately challenges the PCs 
  to an honor duel for his own token, the Dancing Heel. 
  Brambleson fully intends for the PCs to receive his token, 
  as he plans to track them using his locate object spell-like 
  ability. He hopes to follow them to Zassrion’s Striding 
  Fortress, then confront the dragon himself and escape 
  into the real world and finally satisfy his maddening 
  wanderlust. If he can fulfill his story’s quest and find the 
  other half of his broken sword of oaths among the dragon’s 
  hoard, all the better.
  Brambleson (Conspirator) 
  Cr 9
  XP 6,400
  Male unique fey
  CN Small fey 
  Init +7; Senses low-light vision, scent; Perception +15
  DefenSe
  AC 24, touch 19, flat-footed 16 (+6 Dex, +2 dodge, +5 natural, 
  +1 size)
  hp 97 (15d6+45); fast healing 5
  fort +8, ref +16, Will +7
  Defensive Abilities evasion, uncanny dodge; Dr 5/cold iron
  Weaknesses suggestible 
  OffenSe
  Speed 50 ft., climb 15 ft.
  Melee broken +2 short sword +15/+10 (1d6+3), bite +10 (1d4+3)
  Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect magic, know direction, locate object, pass 
  without trace
  3/day—dimension door, greater invisibility (self only), lesser 
  confusion (DC 14), mage armor, true strike
  1/day—remove curse
  TACTICS
  During Combat Brambleson makes full use of his Combat 
  Expertise, Spring Attack, and Mobility feats in combat, 
  moving constantly and pecking away at opponents more 
  as a nuisance than a genuine threat. With his incredible 
  leaping ability, he takes the fight into tree branches or other 
  territory awkward for larger folk as soon as possible.
  Morale Brambleson’s honor won’t let him admit 
  defeat, though he readily calls any fight a draw 
  when he’s down to one-third his total hit points, 
  and then offers them his token. If a dishonorable opponent 
  won’t accept such a condition, he flees into the Briar.
  STATISTICS
  Str 16, Dex 24, Con 17, Int 13, Wis 7, Cha 16
  Base Atk +7; CMB +13; CMD 28
  feats Agile Maneuvers, Alertness, Combat Expertise, Combat 
  Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse
  Brambleson
  10
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  Skills Acrobatics +20 (+28 jump), Bluff +16, Climb +24, Diplomacy 
  +13, Escape Artist +19, Knowledge (geography) +6, Knowledge 
  (local) +9, Knowledge (nature) +6, Linguistics +6, Perception 
  +15, Sense Motive +15, Stealth +24, Survival +8, Swim +11
  Languages Azlanti, Common, Draconic, Elven, Gnome, 
  Sylvan, Thassilonian, Varisian
  SQ prince of rabbits, quickness, woodland stride
  Gear sword of oaths (broken +2 short sword), elixir of truth, tin 
  crown holding four feather tokens (anchor, bird, tree [2])
  SPeCIAL ABILITIeS
  Prince of rabbits (ex) Brambleson always counts as having a 
  running start when making Acrobatics checks to jump.
  Quickness (Su) Brambleson gains one bonus move action 
  every round.
  Suggestible (ex) The rabbit prince’s simplistic mind sidetracks 
  easily. Whenever he rolls a Will save to resist a charm effect, 
  Brambleson must roll two dice and use the worse of the 
  two results.
  Treasure: Brambleson’s token, the Dancing Heel, is a 
  tiny shoe carved from green feldspar worth 900 gp.
  C: The Demon’s Fen
  Card: The Demon’s Lantern (+2 to Perception and Survival 
  while in this location)
  Once upon a time, the placid waters of Demon’s Lake saw 
  bittersweet endings and tragic morals mingle and bubble 
  together; dark things collected here, but dark things with 
  great purpose. As the Briar grew and choked out the lake’s 
  outlets, those dark things grew and festered and stagnated 
  into sorrows and unhappy endings without purpose. Now, 
  the Demon’s Fen squats across the edge of the Briar as a 
  wet, stinking mess, avoided by even the Harrowed Realm’s 
  darker residents.
  But someone finds comfort in the perpetual decay: mortal 
  souls. Those unfortunates brought into the Harrowed 
  Realm by Zassrion never know true peace. The realm traps 
  their souls, even in death, and so instead of finding final 
  judgment and reward, those souls settle into the filthy 
  waters of the Demon’s Fen. Some wander without purpose, 
  appearing as dingy orbs of light; a DC 30 Knowledge 
  (religion) check recognizes these manifestations as souls. 
  Most of the dead settle into the cold purgatory created by 
  the Barrow King on his filthy island (area C2).
  The Demon’s Fen is a twisted, rotting swamp, at the 
  center of which stands a dismal lake and marshy island. 
  The lake once plunged to icy, crushing depths, but years 
  of muck and sediment have filled it in and reduced 
  its depth to a range of 1 to 4 feet. Nothing lives in the 
  Demon’s Lake anymore, but fanciful notions of dead 
  fish line its shores. The island stands 60 feet offshore, 
  but provides no obvious beach. Only the suspension 
  bridge (area C1) provides easy access. Swimming in (or 
  falling into) the lake is dangerous; the water is only 
  barely above freezing and counts as extreme cold to 
  anyone submerged.
  embor comeS-by-night (cr 9)
  Card: The Owl (Embor returns a stolen shadow with only a 
  DC 10 Diplomacy or Intimidate check)
  Shoanti mothers once warned their children to be 
  home by nightfall, lest owls steal their shadows. Only 
  one owl ever did: Embor Comes-by-Night. The draw of 
  human shadows calls the giant owl like a drug, and he 
  wanders the Demon’s Fen vainly hoping to find a shadow 
  cast by a mortal.
  Creature: Though good-natured, Embor obsesses about 
  lining his nest with stolen shadows and is quite mad. He 
  smells the PCs almost as soon as they enter the Demon’s 
  Fen, and prowls 100 feet behind them until they stop to 
  rest or are otherwise distracted, at which point he moves 
  in to steal a PC’s shadow and sew on a blanket in its place. 
  Deprived of his favorite treat for so long, Embor may even 
  get greedy and try to steal a second shadow before flying 
  back to line his nest with his ill-gotten gains.
  Should Embor abscond with a PC’s shadow, the owl’s 
  victim finds a tattered old blanket inexplicably (and 
  painlessly) sewn to his ankles in place of his shadow. 
  Embor leaves an obvious trail as he waddles through the 
  marshy terrain, only occasionally broken by short flights 
  (DC 15 Survival check to track). If confronted in his nest, 
  he is easy to persuade or threaten (DC 20 Diplomacy or 
  Intimidate) into returning the stolen property, though he 
  offers to trade his favorite needle and thread for any one of 
  the PCs’ shadows.
  embor Comes-By-night 
  Cr 9
  XP 6,400
  N male variant avoral (Pathfinder RPG Bestiary 2 16)
  hp 94
  SPeCIAL ABILITIeS
  Steal Shadow (Su) By carefully sewing at a humanoid’s 
  feet, Embor may steal its shadow, replacing it with 
  an old blanket. The process takes 5 standard actions 
  to complete, during which the target must be either 
  willing, restrained, or unaware. A shadowless creature 
  cannot sleep peacefully, becoming fatigued, and cannot 
  eliminate the fatigue nor heal naturally through rest. 
  This ability functions as bestow curse (CL 9th) for the 
  purposes of removing its effects magically. Embor can 
  reverse this effect by working for another 5 rounds to 
  restore a target’s shadow. 
  Treasure: Embor’s needle and thread can sew anything 
  together permanently, functioning as sovereign glue. He 
  has enough thread left for three uses.
  11
  
  c1. the Ancient bridge (cr 10)
  Cards: The Snakebite (the PCs gain immunity to Mourning 
  Choir’s poison), The Winged Serpent (Mourning Choir 
  suffers a –2 penalty on all attack rolls)
  Black and reeking of mildew, this frigid-looking lake spreads out 
  from the broken terrain of the swamp. Its still surface reflects the 
  distant shore. A single, rocky island rests in the center, capped 
  with sickly grass and tangled growth and glowing with dozens 
  of flickering, colored lights. An ancient, withered suspension 
  bridge runs from the island to the banks. A gorgeous song—
  part lullaby, part dirge—pierces the otherwise haunting silence 
  before dissolving into sobs.
  Despite its appearance, the bridge connecting Barrow 
  Island with the mainland of Demon’s Fen remains sturdy 
  after so many centuries. However, a sobbing couatl bars 
  access by foot.
  Creature: Radiant Sunrise, the couatl dominating the 
  bridge entrance, once tended to the Demon’s Lake as its 
  mistress, but in the mad rush to devour Sonnorae, Sunrise 
  consumed her compassion and flew away distraught. She 
  eventually crashed into the bridge’s terminus and vomited 
  up her meal in disgust. Now calling herself Mourning 
  Choir, she has spent millennia alternating between 
  uncontrollable sobbing and singing dirges in Sonnorae’s 
  honor, her slumped wings hanging at her mangy sides and 
  her tears rolling down her snout and long body, filling a 
  shallow, rainbow-hued pool around her.
  But Mourning Choir isn’t content to dwell alone 
  in her pity. She begs newcomers to stay with her and 
  comfort her. If necessary, she resorts to magical coercion 
  and even force to abate her loneliness, however briefly. 
  Mourning Choir begins any encounter effectively 
  Unfriendly, but desperate for companionship, requiring 
  a DC 23 Diplomacy check to influence, though PCs take 
  a –5 penalty due to her extreme grief. Music and poetry 
  also soothe her broken heart, and PCs may substitute a 
  Perform check in place of Diplomacy without penalty. 
  If made friendly or better, her broken heart is assuaged 
  for the moment. If PCs attempt to Intimidate Mourning 
  Choir, fail a check by more than 5 points, or attempt to 
  leave unbidden, she begins casting spells as outlined 
  below, which may lead to outright combat.
  If PCs improve Mourning Choir’s attitude to Friendly, 
  she explains that she was originally one of the Conspirators 
  who murdered Sonnorae, but the compassion she devoured 
  poisoned her and left her in this state. The Barrow 
  King took that burden from her and now overflows with 
  compassion only for the dead, filling the undead noble 
  with a powerful hatred for all living things. She warns 
  that he will blindly attack anyone but mourners who 
  approach the island.
  Mourning Choir (former Conspirator) 
  Cr 10
  XP 9,600
  LE female variant couatl (Pathfinder RPG Bestiary 49)
  hp 126
  TACTICS
  During Combat Mourning Choir initiates combat by 
  casting crushing despair in the surprise round, following 
  up with two or three charm person spells against the 
  most belligerent PCs, then begins summoning celestial 
  constrictor snakes to restrain opponents. She only 
  attacks or inflicts damage if reduced below half her total 
  hit points.
  Morale When reduced to 15 or fewer hit points she simply 
  curls up and waits for the PCs to kill her.
  SPeCIAL ABILITIeS
  Spells Mourning Choir replaces freedom of movement with 
  crushing despair on her Spells Known list. 
  c2. bArrow iSlAnd (cr 10)
  Cards: The Lost (The Barrow King takes a –4 penalty 
  on saves against positive energy), The Beating (each PC 
  receives a +2 bonus to her CMD against the grasping dead’s 
  grapple attempts)
  Flickering, colored fireflies scatter in all directions. Beyond 
  the light undergrowth lies a maze of leaning gravestones. In 
  the center, two white candles stand burning atop a weathered 
  stone sarcophagus.
  The Barrow King has converted most of Barrow Island’s 
  surface into a makeshift graveyard to honor the dead. The 
  shores leading up to it from the lake are steep and wet, 
  requiring a DC 20 Climb check to ascend.
  Creatures: Retrieving the compassion Mourning Choir 
  cast aside transformed the Barrow King into the Harrowed 
  Realm’s master of death and caretaker of lost souls. Now 
  spiteful of the careless and cruel living, he attacks anyone 
  but mourners who set foot on his island. When the PCs 
  arrive, he lies slumped against the sarcophagus between 
  the candles.
  Having consumed a portion of Sonnorae, the Barrow 
  King is considered to be the Conspirator of the Demon’s 
  Fen, even though he took no part in the murder.
  The Barrow King (Conspirator) 
  Cr 9
  XP 6,400
  Male cairn wight aristocrat 1/fighter 5 (Pathfinder RPG 
  Bestiary 276)
  LE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +18
  DefenSe
  AC 27, touch 14, flat-footed 24 (+7 armor, +1 deflection, +3 Dex, 
  +6 natural)
  12
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  hp 94 (10 HD; 5d8+5d10+45)
  fort +10, ref +6, Will +12; +1 vs. fear
  Defensive Abilities bravery +1; Immune undead traits
  Weaknesses resurrection vulnerability
  OffenSe
  Speed 30 ft.
  Melee +1 greatsword +17/+12 (2d6+13/19–20 plus energy drain) or
  2 slams +14 (1d4+6 plus energy drain)
  ranged mwk throwing axe +12/+7 (1d6+6)
  Special Attacks weapon training (heavy blades +1), energy 
  drain (1 level, DC 16)
  TACTICS
  During Combat The Barrow King’s first action is to knock 
  over the votive candles atop his sarcophagus, awakening 
  the grasping dead haunt (see below). He then charges into 
  combat with Vital Strike and uses Cleave and Step Up to 
  keep from being surrounded.
  Morale The Barrow King fights until destroyed. If, 
  however, the PCs lay the island’s dead to rest (such as by 
  destroying the haunt), the Barrow King halts combat and 
  thanks them, offering his blessing and the Bard’s Heart 
  in gratitude.
  STATISTICS
  Str 23, Dex 16, Con —, Int 15, Wis 18, Cha 19
  Base Atk +8; CMB +14; CMD 28
  feats Cleave, Improved Initiative, Power Attack, Skill 
  Focus (Perception), Step Up, Vital Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)
  Skills Appraise +9, Climb +12, Craft (stonemasonry) +8, 
  Intimidate +14, Knowledge (nobility) +12, Knowledge 
  (religion) +7, Perception +18, Sense Motive +14, Stealth +11
  Languages Common, Necril, Varisian
  SQ create spawn, armor training 1
  Combat Gear potion of water walk, elixirs of fire breath (2); 
  Other Gear +1 brass dragonhide breastplate, +1 greatsword, 
  masterwork throwing axe, ring of protection +1, cloak of 
  resistance +1, 92 gp.
  Haunt: Most of the dead souls trapped within the 
  Harrowed Realm reside here as restless dead. While 
  the souls within the island aren’t malignant, they lash 
  out furiously against anyone but the Barrow King. 
  The King keeps these dead subdued with two burning 
  votive candles on the white stone sarcophagus in the 
  graveyard’s center. 
  Haunts function similar to traps and may be neutralized 
  with positive energy before their effects manifest if PCs 
  succeed in their noticing them in the surprise round. For 
  more information on haunts, see page 242 of the Pathfinder 
  RPG GameMastery Guide.
  Grasping Dead 
  Cr 6
  XP 2,400
  NE haunt (20-ft. radius)
  Caster Level 8th
  notice Knowledge (religion) DC 20 (to recognize the purpose 
  of the votive candles)
  hp 27; Trigger proximity; reset 1 day
  effect The restless dead interred on Barrow Island burst 
  their arms from the earth to clutch and tear at living 
  creatures, mimicking a black tentacles spell (CMB +13; 
  CMD 23). Creatures grappled by the grasping arms suffer 
  1d6+4 bludgeoning damage each round in which the arms 
  succeed at their grapple checks. Lighting a pair of votive 
  candles atop the island’s central sarcophagus (a standard 
  action per candle) placates the spirits and suppresses the 
  haunt so long as the candles remain lit.
  Destruction If the haunt is neutralized by positive energy or 
  through the lighting of votive candles, and a cleric casts 
  consecrate on the sarcophagus, the dead below rest until 
  released from the Harrowed Realm.
  Treasure: In the Barrow King’s sarcophagus is his 
  token: the Bard’s Heart, a 1,000 gp ruby. His tomb also 
  contains a half-moldered collection of books and scrolls 
  on burial rites of various Age of Darkness civilizations, 
  worth 1,300 gp despite the damage.
  D: The Manmolds
  Card: The Waxworks (+2 to Perception and Survival while 
  in this location)
  Greasy smoke reeking of soot and rendered fat belches forth 
  from the twin chimneys high above this imposing manor. 
  Dozens of tall windows, all barred and boarded, adorn this 
  formerly beautiful estate, but peeling paint and crumbled 
  ornaments testify to its disuse.
  Though appearing out of place in the fairy-tale 
  world, the wax museum and artist’s studio known 
  as the Manmolds serves a vital function within the 
  Harrowed Realm. Being sealed off from the multiverse, 
  the dimension cannot pass along the souls of its dead. 
  Instead the spirits of destroyed storykin migrate here, 
  where the eccentric Conspirator Marzalee the Weaver 
  recreates them.
  In addition to recreating storykin, Marzalee is also the 
  only being in the Harrowed Realm capable of creating 
  new life, something that makes her museum a prime 
  target for thieves. Both the Ticktock Man (see area G4) 
  and the Nightpeddler (area H) make use of her raw larvae, 
  stolen from her workshop before being sculpted into 
  finished beings. As a result, the insectile matron long ago 
  redesigned her home to keep outsiders away.
  The windows are mere showpieces, long since sealed as 
  tightly as the walls to protect the Manmolds’ mistress.
  13
  
  d1. muSeum entry
  A half-dozen wax mannequins clutter this dark, wood-paneled 
  lobby. Two doors occupy the south wall. A brass plaque, written 
  in ancient script, hangs from the wall opposite the front door.
  A DC 30 Knowledge (history) check identifies each of the 
  wax statues as great philosophers and writers of Azlanti 
  and Varisian legend, each one sculpted by Marzalee from 
  pre-Earthfall tales.
  The plaque, written in a dialect of proto-Varisian, simply 
  reads, “Visitors will be scalded”—a reference to the steam 
  traps to come.
  d2. exhibit hAllS (cr 9)
  Card: The Hidden Truth (any PC searching for hidden 
  doors receives a +2 bonus on her Perception checks to 
  locate them)
  To keep thieves away, Marzalee reconstructed the 
  Manmolds’ already confusing hallways and salons into 
  a frustrating maze, redirecting her workshop’s steam 
  pipes to scald intruders. Being an eccentric artist, she 
  fills these trapped hallways with her less distinguished 
  statues.
  The true path through the maze is via a series of secret 
  doors, each discoverable with a DC 25 Perception check. 
  None of the visible doors in the exhibit halls lead to 
  anything but a trapped dead end.
  To lend a sense of urgency and suspense to the exhibit 
  halls, GMs should call for unexpected Perception or Sense 
  Motive checks at random, implying that statues may 
  have changed poses when not observed, or that a fellow 
  adventurer may be acting different than usual.
  Trap: Each of the dead ends within the Manmolds 
  contains a scalding steam trap, connected to floor pressure 
  plates. One round after a character enters, valves vent steam 
  into the room, burning anyone inside. A lever in area D5 
  shuts down all the traps throughout the building.
  Steam Vent Traps (12) 
  Cr 2
  XP 600 each
  Type mechanical; Perception DC 25; Disable Device DC 20
  14
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  effeCTS
  Trigger location; reset manual
  effect jets of scalding steam (2d6 fire damage; DC 20 Reflex save 
  for half damage); multiple targets (all targets in the chamber)
  d3. AntechAmber
  Three statues, more stylized and exaggerated than the rest of 
  the gallery, flank the far ends of this chamber. Each depicts an 
  attractive, middle-aged Varisian woman in a different emotional 
  state—carefree, worried, and distraught. A pair of double doors 
  provides the only visible entry or exit from this chamber.
  These three statues of Sonnorae were Marzalee’s first 
  projects after slaying her creator and gaining the gift of 
  creation herself. The locked double doors (Disable Device 
  DC 30) lead into the inner workshop of the Manmolds, 
  while yet another concealed door (Perception DC 28) leads 
  into Marzalee’s secret storeroom.
  Treasure: These statues show quality workmanship and 
  weigh 1,000 pounds apiece. If the PCs can carry them, they 
  fetch 600 gp each.
  d4. Secret Storeroom
  Poorly maintained furniture crowds this dusty, unfinished 
  space. Two beds, one covered in priceless silks hopelessly 
  stained in blood and filth, occupy most of the western side 
  while a wardrobe and tool bench fill the remainder.
  Marzalee has soiled her bedclothes a thousand times 
  over thanks to her near-constant birthing, but has had no 
  new replacements since her falling out with the Ticktock 
  Man and the other craftsmen of the Realm. A DC 15 Heal 
  check identifies most of the stains upon the bedclothes as 
  amniotic fluid and afterbirth. Both Marzalee and Molly, 
  her midwife, sleep here on the rare occasion they rest, and 
  Molly has stashed much of the pair’s collected wealth in a 
  lockbox beneath her pristine bed.
  Treasure: The lockbox requires a DC 25 Perception 
  check to locate and a DC 30 Disable Device check to open. 
  It contains 31 pp, 104 gp, six lapis lazuli stones worth 120 gp 
  each, three potions of cure serious wounds, and a set of marvelous 
  pigments Marzalee distilled from Mourning Choir’s tears.
  d5. the mAker of StorieS (cr 11)
  Cards: The Queen Mother (Marzalee’s weaving caress ability 
  ceases to function, leaving her unable to cure her animated 
  wax gobs), The Midwife (Molly grants a +10 circumstance 
  bonus to Diplomacy checks to calm Marzalee)
  Noxious fumes, emanating from four enormous vats of molten 
  wax, roil through this vast workshop. Tools and half-finished 
  mannequins crowd the floor and hang from the ceiling, while 
  tables hold squirming, undulating worms the size of a man’s arm.
  Every storykin from the Harrowed Realm came from this 
  studio, forged either by Marzalee or Sonnorae before her. 
  While not real wax, the substance in the vats is extremely 
  hot and dangerous to the touch, inflicting 1d6 fire damage 
  per round of exposure or 10d6 fire damage per round of 
  full immersion. A lever in this room shuts down all steam 
  vent traps in the building (area D2).
  Creatures: Marzalee the Weaver, an enormous, sentient 
  ant queen, once stood as a paragon of motherhood and 
  art. When the Conspirators slew Sonnorae, the giant ant 
  devoured her master’s hands, gaining the bard’s gift for 
  creation, but little of her insight or talent.
  Much of Marzalee’s time is spent birthing her bizarre grubs, 
  which she dips into the wax vats and sculpts into deformed, 
  half-witted storykin. Whenever an existing storykin dies, 
  Marzalee rebirths it as a grub and rebuilds its body from wax. 
  But her creations also make excellent slave fodder for the 
  Nightpeddler’s flesh market, and many storykin—especially 
  the Ticktock Man—profit by selling them to the unsettling 
  desert trader. As a result, the queen mother suspects every 
  visitor of being a kidnapper and doesn’t wait for explanations 
  when disturbed. She animates the wax in her vats with a 
  simple thought and commands it to attack.
  The Weaver’s long-suffering but ever-loyal midwife Molly 
  (N female dwarf expert 4) remains apart from any fight and 
  begs for a reasonable solution. Ever a creature of balance, she 
  can be convinced of a group’s peaceful intentions with a DC 
  20 Diplomacy check, and in turn provides a +5 circumstance 
  bonus to any Diplomacy checks the group makes to calm 
  Marzalee. Alternatively, the dwarf makes an excellent 
  hostage; Marzalee immediately backs away and agrees to 
  bargain if the PCs threaten her midwife.
  If the players manage to calm her, Marzalee gruffly 
  apologizes for the misunderstanding and returns to work. 
  If they ask about her token, the ant queen agrees to trade 
  it. She wants vengeance against her children’s kidnappers, 
  and agrees to turn over her token, the Busy Hands, if the 
  PCs slay either the Ticktock Man (who steals her grubs) or 
  the Nightpeddler (to whom he sells them). She wishes to 
  personally resculpt one or both of her fellow Conspirators 
  slowly and excruciatingly.
  Marzalee the Weaver (Conspirator) 
  Cr 7
  XP 3,200
  Female variant giant ant queen aristocrat 6 (Pathfinder RPG 
  Bestiary 16)
  LN Large vermin 
  Init +6; Senses darkvision 60 ft., scent; Perception +14
  DefenSe
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  15
  
  hp 92 (8d8+56)
  fort +13, ref +5, Will +11
  OffenSe
  Speed 10 ft.
  Melee +1 heavy mace +10 (2d6+6), bite +4 (1d8+2), sting +4 
  (1d6+2 plus poison)
  Space 10 ft.; reach 10 ft.
  Special Attacks poison
  STATISTICS
  Str 20, Dex 14, Con 25, Int 9, Wis 21, Cha 17
  Base Atk +5; CMB +11; CMD 23 (27 vs. trip)
  feats Craft Wondrous Item, Improved Initiative, Master 
  Craftsman, Skill Focus (Craft [sculpture])
  Skills Craft (sculpture) +12, Craft (clothing) +11, Heal +11, 
  Knowledge (nobility) +8
  Languages Common
  SQ weaving caress
  Gear red scepter (+1 heavy mace), cloak of resistance +1, 138 gp
  SPeCIAL ABILITIeS
  Poison (ex) Sting—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d4 Str; cure 1 save.
  Weaving Caress (Su) As a standard action, Marzalee can 
  touch a construct or inanimate object and restore 3d8+8 
  points of damage.
  Animated Wax Gobs (3) 
   Cr 7
  XP 3,200 each
  N Huge construct 
  Init –2; Senses darkvision 60 ft., low-light vision; Perception –5
  DefenSe
  AC 15, touch 6, flat-footed 15 (–2 Dex, +9 natural, –2 size)
  hp 118 each (7d10+80)
  fort +2, ref +0, Will –3
  Defensive Abilities hardness 5; Immune construct traits
  OffenSe
  Speed 30 ft.
  Melee slam +15 (2d6+15 plus 1d6 fire and grab)
  Space 15 ft.; reach 15 ft.
  Special Attacks constrict (2d6 fire)
  STATISTICS
  Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +19 (+23 grapple); CMD 27 (can’t be tripped)
  SQ construction points (constrict, grab, molten)
  SPeCIAL ABILITIeS
  Molten (ex) The molten wax making up the creature’s body 
  burns on contact, inflicting an additional 1d6 fire damage 
  on all slam attacks. Any creature grappling an animated wax 
  gob or striking it with natural weapons automatically takes 
  1d6 fire damage. Pinned creatures instead suffer 2d6 fire 
  damage per round.
  Treasure: While most of Marzalee’s treasure remains 
  hidden in her secret storeroom (area D4), she always carries 
  her token on a bracelet. The Busy Hands is a 1,200 gp 
  diamond. Scattered across her tables are two dozen Varisian 
  books on fairy tales, zoology, and art, each worth 100 gp.
  Development: Should the PCs slay Marzalee, no storykin 
  in the Harrowed Realm reform until she eventually pieces 
  herself back together, a process that takes years and is 
  likely beyond the scope of this adventure.
  E: The Prophet’s Garden
  Card: The Empty Throne (+2 to Perception and Survival 
  while in this location)
  White marble walls, stained by ages and overgrown with thorns, 
  surround this weed-choked garden. White cobblestones lead 
  into the open gate, flanked on either side by tarnished bronze 
  angels.
  While the Striding Fortress served as her private home, 
  Sonnorae considered the Prophet’s Garden her sanctum. 
  This idyllic setting of happy endings and earned bliss 
  comforted her in her loneliness, and she spent weeks at 
  a time in the garden, writing, tending the plants, and 
  performing for her gathered storykin subjects. Though 
  overgrown and wild now, it remains a monument to the 
  peace and love of the Harrowed Realm’s creator.
  The Prophet’s Garden is also the site of Sonnorae’s 
  gruesome murder, and the final resting place of her 
  bitter remains.
  e1. entry
  This weathered patio looks over what must have once 
  been an immaculate garden of flowers and fruit trees. 
  Today, brambles and vines overgrow everything, with only 
  the barest hints of desaturated blossoms weakly poking 
  through. A winding path leads beyond the brush.
  e2. give And tAke (cr 8)
  Cards: The Idiot (gain a +4 circumstance bonus on all 
  Charisma-based skill checks against the goblin), The 
  Trumpet (any PC targeted by the hunter’s horn trap gains 
  a +2 resistance bonus on Will saves to resist its effects), The 
  Unicorn (gain a +4 circumstance bonus on all Charisma-
  based skill checks against the unicorn)
  This ragged lawn features a stagnant, gray pond to one side. A 
  pear tree, bizarrely colorful in full bloom and heavy with fruit, leans 
  near the wall. The path continues north into a forest of pillars.
  The pride of Sonnorae’s garden, her pear tree was the 
  only genuine plant brought along into the Harrowed 
  Realm. The tree has survived in spite of the miserable care it 
  has received since her death, and thanks to the dimension’s 
  unnatural magic it produces fruit and blossoms constantly. 
  16
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  The bittersweet and refreshing pears offer a steady food 
  source, but only one storykin can stand their flavor.
  Creatures: As the PCs approach, a unicorn and a goblin 
  wearing a papier-mâché unicorn mask argue loudly over the 
  ownership of a pear. The couple bicker eternally, as their 
  story dictates: the hungry goblin—who picked the juicy pear 
  and rightfully owns it—begs, pleads, and attempts to trick 
  the unicorn time and time again. Meanwhile, the unicorn 
  sees nothing wrong with stealing food from a wicked 
  creature—ideally creating a world with fewer goblins (even 
  though storykin don’t need food and thus can’t starve).
  The pair ignores any newcomers, the unicorn enjoying 
  his game of keep-away and the goblin supremely 
  confident of his mask’s impending success. Players may 
  involve themselves or not as they choose. Convincing the 
  unicorn to be a good sport requires a DC 27 Diplomacy 
  check (he is Unfriendly to the idea), while convincing 
  the goblin to just pick another pear from the nearby 
  tree requires an extreme amount of deception to break 
  his one-track mind from its current obsession (a DC 27 
  Bluff check). Convincing the pair to work together and 
  get along requires even more work (as both begin Hostile 
  to this idea), but yields greater rewards.
  Players opting for violence trigger the garden’s trap.
  Goblin 
  Cr 1/3
  XP 135
  hp 6 (Pathfinder RPG Bestiary 156)
  Advanced unicorn 
  Cr 4
  XP 800
  hp 43 (Pathfinder RPG Bestiary 269, 294)
  Trap: To chase predatory storykin from her garden, 
  Sonnorae constructed a complex magical trap to inspire 
  terror in any attackers. Creatures who attempt any violent 
  action, including attacking or casting combat spells, are 
  targeted with a song of discord effect with a 50% chance of 
  making them attack their allies instead. The trap’s visual 
  trigger is attuned only to the green, not Sonnorae’s forest 
  of columns or her dais.
  Hunter’s Horn Trap 
   
  Cr 8
  XP 4,800
  Type magic; Perception DC 30; Disable Device DC 30
  effeCTS
  Trigger visual (clairvoyance); reset automatic
  effect spell effect (song of discord; DC 17; nonviolent creatures 
  are immune)
  Treasure: If the PCs aid the goblin, he graciously offers 
  them six pears he couldn’t eat because they grew with hideous 
  words on them; each says “fearnot” on its rind, and behaves as 
  a potion of remove fear if eaten. If the unicorn can be befriended 
  as well as (or instead of) the goblin, he offers an old, molted 
  horn in gratitude, which acts as a lesser silent metamagic rod. If 
  the PCs get the sworn enemies to cooperate, they gain both 
  the goblin’s and the unicorn’s rewards, as well as a circlet of 
  persuasion that appears among the tree’s roots.
  e3. whAt remAinS (cr 11)
  Card: The Betrayal (any confirmed critical hit with a 
  slashing weapon against Sonnorae is treated as vorpal), The 
  Mute Hag (Sonnorae suffers a –2 penalty on all attack rolls 
  and damage rolls with her natural weapons), The Sickness 
  (Sonnorae must make a Concentration check as if casting 
  defensively to use any of her at-will spell-like abilities)
  The air grows cold as the garden gives way to a forest of 
  columns. A wide, crimson-stained stone dais creates a massive 
  forum in the columns’ middle. At its center sits an attractive, 
  wooden writing desk.
  Sonnorae kept her writing desk apart from her secretive 
  home, out among her “people” to support the bustling 
  community she created. Now the pavers are stained with 
  her blood and every storykin avoids the forum, partially 
  in shame and partially for fear of what came back in their 
  creator’s place.
  Creatures: After her murder, Sonnorae’s soul drifted 
  aimlessly within the Harrowed Realm. Eventually it 
  returned to her remains, now stripped of its mortal 
  treasures and purpose, and resurrected her body as a bitter 
  and preternatural being known as a mute hag. Hateful 
  beyond human measure, she corrupts and tortures whatever 
  storykin stumble into her vicinity, but is confused by 
  mortal visitors and watches invisibly for several minutes. 
  If the PCs seem exceptionally good-hearted or happy with 
  their lot in life, Sonnorae attacks. If they seem impure, 
  corrupt, or simply bitter, she approaches them to bargain.
  For all intents and purposes, Sonnorae is the Conspirator 
  for the Prophet’s Garden, as her mortal existence ended 
  long ago and she too holds a token the heroes need. She’ll 
  plainly trade her Black Nib for one heart, one tongue, 
  and two eyes taken from a mortal. Players may offer their 
  own organs, those of another mortal (such as a follower or 
  hireling), or they may take Sonnorae’s original parts back 
  by cutting them from the appropriate Conspirators (the 
  Barrow King for her heart, Bernaditi for her tongue, and 
  the Ticktock Man for her eyes). If the PCs refuse to deal 
  with her, she quickly grows irate and attacks.
  Sonnorae (Honorary Conspirator)  
  Cr 11
  XP 12,800
  CE mute hag (see page 31)
  hp 161
  17
  
  Treasure: Sonnorae’s only genuine treasure is her quill, 
  the tip of which is her token, the solid onyx Black Nib, 
  worth 900 gp.
  F: The Sanguine Playhouse
  Card: The Theater (+2 to Perception and Survival while in 
  this location)
  The highest points of grand stories once called the 
  Sanguine Playhouse home. Elaborate romances and 
  dramatic fights from a thousand exciting tales were sifted 
  into nightly performances that wowed without the paltry 
  boredom of plot or details. But without the creator’s 
  oversight, egos ran roughshod over vision. Now only a small 
  crowd of self-important storykin flock to the decaying 
  pinch and its fickle Conspirators, Balio and Balimar.
  f1. A fiddle ASkew (cr 8)
  Cards: The Cricket (there is a 25% chance each round that 
  Mr. Softshoes himself if affected by his fiddle’s powers 
  for the duration of the round), The Dance (any creature 
  attempting to outdance the fiddle gains a +2 bonus on its 
  Perform [dance] check, and a +2 bonus on saves against the 
  fiddle’s effects)
  The red velvet covering nearly every surface of this lobby is 
  threadbare and faded. A cracked mural on the ceiling depicts 
  debauched acts between satyrs and all manner of mortal 
  women. Two sets of double doors to the north lead into a massive 
  chamber, and between them golden bars protect a ticket office. 
  Smaller doors occupy the eastern and western walls.
  Few visit the playhouse’s posh lobby now; with so little 
  demand for the miserable plays Balio and Balimar direct, 
  the few bored storykin who wander in find seats without 
  any wait. The performers occasionally use the space for 
  rehearsal.
  Creature: Pacing frantically along the cornice is Mr. 
  Softshoes, a dapper little creature with an embarrassing 
  problem. The tiny fey has an elven upper body, two long 
  antennae protruding from his forehead, and the lower 
  body of a cricket, complete with spindly legs and a pair 
  of gossamer wings. Being of only mediocre talent, Mr. 
  Softshoes frets constantly over the loss of his position 
  as the theater’s musical director. And now not only has 
  his little red fiddle gotten away from him yet again, but 
  it plays itself better than he can! The little fey apologizes 
  with a blush, but as soon as the PCs succumb to the fiddle’s 
  magic (see below) he eagerly drops to the floor and searches 
  their pockets for any valuables. All the while he chortles 
  to himself that the PCs are such silly dancers and that his 
  fiddle is surely proud of making such fools of them. Assume 
  the thief steals one object from a random character each 
  round. If he pickpockets the adventurer carrying the Deck 
  of Harrowed Tales, he excitedly rushes into the auditorium 
  to turn over his prize to Balio and Balimar.
  Mr. Softshoes 
  Cr 2
  XP 600
  N male advanced grig (Pathfinder RPG Bestiary 2 147, 292)
  hp 6
  Hazard: Mr. Softshoes’s giddy little fiddle floats through 
  the air unassisted, playing itself perfectly. The music is 
  such a joy to behold, listeners literally can’t help but dance 
  along. After one round of listening, all non-fey creatures 
  must make a DC 18 Will save or begin dancing as if 
  affected by the spell irresistible dance. This is a sonic mind-
  affecting effect that lasts until the fiddle ceases playing or 
  a character passes out from exhaustion.
  Unaffected characters may stop the fiddle’s song by 
  destroying it (AC 20, hardness 5, hp 15). Alternatively, affected 
  players may attempt to outperform the cheeky instrument. 
  Each round, dancing characters may make a Perform (dance) 
  check opposed by the fiddle’s own bonus of +17. If beaten, the 
  fiddle ceases playing and falls to the ground, ashamed.
  The fiddle just wants attention; it settles down 10 minutes 
  after Mr. Softshoes leaves. Whether the PCs silence the 
  instrument or it grows bored, award the PCs 4,800 XP.
  Treasure A lockbox (hardness 10, hp 60, Disable Device 
  DC 35) in the theater's ticket office contains the Playhouse’s 
  meager take from Balio and Balimar’s past hundred or so 
  failed plays: 13 gp, 185 sp, and six IOUs for one kiss apiece.
  f2. the directorS’ burden (cr 10)
  Cards: The Twins (Balimar and Balio suffer penalties as 
  normal for occupying the same space, forcing them to 
  stand in distinct but adjacent squares), The Vision (all PCs 
  receive a +2 bonus on Will saves to disbelieve the illusion)
  This bulging auditorium offers an excellent view of the stage 
  to the north from any of its dozens of seats. Dust and cobwebs 
  cling to everything. A half-dozen glassy-eyed bodies lie in the 
  northwest corner like discarded props.
  This massive, open space offers ceilings some 80 feet 
  high, but stands remarkably empty. The bodies are of 
  various storykin that directors Balio and Balimar cast as 
  the romantic lead in their newest production, but whom 
  their leading lady, Eliara, disapproved of and murdered in 
  her trademark fits of narcissistic rage.
  Creatures: Balio and Balimar, the Conspirators of 
  the Sanguine Playhouse, present an odd pair. Balio is 
  a strikingly handsome Varisian man who insists on 
  speaking solely through a marionette carved to look 
  just like a blonde version of him. In truth, the eccentric 
  director himself is the puppet—an eidolon summoned 
  18
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  by the sentient marionette Balimar. When they aided in 
  the murder of Sonnorae millennia ago, the summoner 
  and his eidolon devoured her skin, gaining her beauty 
  but also her vanity. Regardless of who controls whom, the 
  pair now work as a single insufferable egomaniac. Ever 
  since, a yen to create beautiful plays has burned inside 
  Balimar, but without the bard’s creativity, his scripts 
  always fail miserably.
  After Eliara’s most recent tantrum left all of her costars 
  dead, only Balio and Balimar, the diva, her pets, and Mr. 
  Softshoes (if he survived his encounter with the PCs) 
  occupy the Sanguine Playhouse. If the grig brought the 
  group’s Deck of Harrowed Tales to Balio and Balimar, the 
  twins expect their guests. Otherwise they argue between 
  themselves over what to do about Eliara’s recent exit from 
  the stage to her dressing room backstage.
  The pair’s poor eye for talent rears the moment 
  they notice the PCs. Balimar (speaking through Balio) 
  immediately declares the adventurer with the lowest 
  Charisma score to be the perfect romantic lead opposite 
  Eliara (regardless of the PC’s gender). He lies when he 
  offers to trade the deck back to the heroes, along with 
  his token, if they help fill the roles suddenly left vacant 
  by his cast—the details of the requested performance 
  are left up to the GM.
  Evil to the core, the directors have no intention of 
  trading anything; they only hope to see a few moments 
  of brilliance from the mortal visitors before Eliara 
  kills them like she does everyone else who shares her 
  spotlight. If the heroes survive their encounter with 
  the diva, Balio and Balimar offer two rounds of praise 
  before announcing the PCs would make perfect leads in 
  their magnum opus (see hazard, below). If the PCs elect 
  to attack the directors without provocation, Balimar 
  triggers his illusion immediately.
  Balimar (Conspiritor)  
  Cr 10
  XP 9,600
  Male soulbound doll summoner 9 (Advanced Player’s Guide 54, 
  Pathfinder Bestiary 2 255)
  NE Tiny construct 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception –1
  DefenSe
  AC 25, touch 16, flat-footed 21 (+6 armor, +4 Dex, +1 natural, +2 
  shield, +2 size)
  hp 77 (12 HD; 3d10+9d8+21)
  fort +6, ref +12, Will +10
  Dr 2/magic; Immune construct traits
  Weaknesses susceptible to mind-affecting effects
  OffenSe
  Speed 20 ft.
  Melee +1 dagger +11/+6 (1d2/19–20)
  Space 2-1/2 ft.; reach 0 ft.
  Spell-Like Abilities (CL 11th; concentration +13)
  5/day—summon monster V
  3/day—light, mage hand, open/close, prestidigitation
  1/day—levitate, inflict serious wounds (DC 15)
  Summoner Spells Known (CL 9th; concentration +11)
  3rd (3)—displacement, magic circle against law, rejuvenate 
  eidolon*, wall of ice (DC 15)
  2nd (5)—bull’s strength, glitterdust (DC 14), haste, see invisibility
  1st (6)—magic fang, protection from good, reduce person (DC 
  13), shield, unseen servant
  0—daze, detect magic, light, mending, read magic, resistance
  TACTICS
  During Combat Balimar leaves physical combat to Balio, 
  using his spells to buff and heal his eidolon as needed and 
  flinging fireballs from his wand.
  Balimar and Balio
  19
  
  Morale If reduced to less than half his total hit points, Balimar 
  apologizes for antagonizing the PCs and offers to write 
  them a new play to accentuate their individual talents.
  STATISTICS
  Str 9, Dex 18, Con —, Int 13, Wis 8, Cha 15
  Base Atk +9; CMB +11; CMD 20
  feats Combat Casting, Extend Spell, Improved Initiative, Iron 
  Will, Lightning Reflexes, Toughness
  Skills Bluff +5, Knowledge (arcana) +10, Knowledge (nobility) 
  +14, Spellcraft +10, Stealth +12, Use Magic Device +15
  Languages Common, Varisian
  SQ bond senses, life link, maker’s call, shield ally, soul focus, 
  strings, transposition
  Combat Gear wand of fireball (CL 10th, 13 charges); Other 
  Gear +2 chain shirt, +1 dagger, 348 gp
  SPeCIAL ABILITIeS
  Strings (ex) Balimar and Balio spent millennia bound together 
  by puppet strings. They cannot move more than 5 feet away 
  from one another, but may occupy the same square without 
  penalty. Consequently, Balimar benefits from his shield ally 
  class ability at all times (already figured into his stats).
  * See Advanced Player’s Guide.
  Balio 
  Cr —
  Male eidolon
  NE Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
  hp 73 (7d10+35)
  fort +9, ref +4, Will +5; +4 vs. enchantment spells and effects
  Defensive Abilities evasion; resist electricity 10
  OffenSe
  Speed 30 ft.
  Melee 2 slam +12 (2d6+6)
  Space 5 ft.; reach 10 ft.
  STATISTICS
  Str 19, Dex 15, Con 18, Int 7, Wis 10, Cha 11
  Base Atk +7; CMB +11; CMD 24
  feats Dodge, Multiattack, Toughness, Weapon Focus (slam), 
  Weapon Specialization (slam)
  Skills Acrobatics +15, Craft (carpentry) +5, Perform (oratory) +8, 
  Sense Motive +8, Sleight of Hand +10, Stealth +12 
  Languages Common, Varisian
  SQ link, share spells, devotion, evolutions (ability increase 
  [2], improved damage (slams), improved natural armor [2], 
  limbs [arms], limbs [legs], magic attacks, reach, resistance, 
  skilled, slam [2]), multiattack
  Hazard: The only worthwhile story Balio and Balimar 
  know how to tell is a dramatic murder—a true story from 
  very long ago. As combat begins with the twins, the powerful 
  memory of Sonnorae’s murder at the Conspirators’ hands 
  flows from Balimar’s memory, made manifest by the dream-
  nature of the Harrowed Realm and replicating the effects 
  of a programmed image spell (caster level 11th).
  With a crack of thunder, the theater vanishes into a cold 
  night made even colder as the PCs’ apparel melts, replaced 
  by Varisian silks. Driving rain pours down, cascading 
  over the stone dais beneath their feet. Dozens of shadowy 
  figures stand in the distance, laughing and mocking, while 
  eight shadowy figures draw close with ravenous eyes.
  This powerful image manifests spontaneously whenever 
  Balimar confronts a mortal, and while illusions of attackers 
  can’t harm the PCs, the driving rain obscures vision as per 
  a real storm, imposing a –8 penalty on Perception checks. 
  While the spell is active, Balio and Balimar gain the benefit 
  of a mirror image spell as they hide among the images of the 
  other Conspirators. A PC who makes a successful DC 19 
  Will save to disbelieve the illusion suffers no penalties and 
  ignores the mirror image effect on both twins.
  Treasure: Balio and Balimar’s token, the White Lily, is a 
  dazzlingly beautiful diamond worth 1,100 gp.
  f3. the divA (cr 10)
  Cards: The Liar (gain a +4 bonus on rolls to confirm critical 
  hits against Eliara), The Peacock (gain a +2 bonus on saves 
  to resist the cockatrices’ petrification ability)
  Small candles in brass holders illuminate this otherwise 
  unimpressive stage. Bits of wood and canvas scenery suggest 
  springtime, but the painted backdrop shows a city mid-winter.
  The Sanguine Playhouse stage stands 4 feet above the 
  auditorium’s floor level. A small stairway to either side 
  leads from the audience level to the stage itself.
  Creatures: Eliara, a lamia matriarch shapechanged into 
  a beautiful Varisian woman, dominates the stage even 
  when most of her costars aren’t dead. Currently backstage, 
  she obeys her directors if they ask her to come out to 
  perform with her new costars.
  Eliara keeps her pets, four Thassilonian show cockatrices 
  that resemble reptilian peacocks, close at hand at all times. 
  Snuggles and Absolution hang contented around her 
  shoulders like ragged, leathery stoles, while Kissyfur and 
  Plumeria wait backstage. Fiercely protective, they snap at 
  anyone who tries to touch their mistress, but otherwise obey 
  her commands without hesitation. Eliara’s pets swarm one 
  opponent at a time during combat, beginning with whomever 
  the directors selected as their new lead. They attack until 
  an opponent is dead or petrified before moving on.
  eliara 
  Cr 8
  XP 4,800
  CE lamia matriarch (Pathfinder RPG Bestiary 2 175)
  hp 102
  20
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  TACTICS
  Before Combat Before entering combat, Eliara casts mage 
  armor on herself, and then spends four rounds casting 
  invisibility on her cockatrice pets. Finally, she casts haste 
  and orders them to attack as the PCs read their lines or 
  argue with the directors. Should the heroes battle the twins 
  directly, she bides her time and instead begins casting once 
  it looks like one side or the other is about to win (either to 
  help her directors, or to share in their glory).
  During Combat Once her pets attack and reveal themselves, 
  Eliara casts charm monster on the most heavily armored foe, 
  then reverts to her natural form to attack in melee.
  Morale If reduced below 20 hit points, Eliara attempts to flee 
  using invisibility, but if all her pets are slain first she flies 
  into a rage and fights to the death.
  Thassilonian Show Cockatrices (4) 
  Cr 4
  XP 1,200 each
  N advanced cockatrice (Pathfinder RPG Bestiary 48, 294)
  hp 37 each
  Treasure: Eliara’s paired +1 scimitars are glamered, as 
  per the armor special ability. Upon uttering the command 
  word “brilliance” they assume the shape and appearance 
  of rose bouquets. While transformed, they retain their 
  weight and magical properties.
  G: Smith’s Caldera
  Card: The Forge (+2 to Perception and Survival while in 
  this location)
  This lone, steep volcano rises from the Briar without the 
  warning normally provided by foothills. Pipes of copper 
  and stone run through it at bizarre angles, as though they 
  were buttresses struggling to hold the mountain upright, 
  while a large stairway cuts up one side, leading to a stout, 
  blocky structure near the peak.
  As the Harrowed Realm’s repository of innovation, 
  Smith’s Caldera houses devices that allow the pocket 
  dimension to mimic the natural world. Pumps move 
  steam to the furthest edges of the world, maintaining an 
  even temperature, while cyclopean clockwork mechanisms 
  move the realm’s false sun, moon, and stars through the 
  cycles of day, night, and seasons. Sadly, without Sonnorae’s 
  insight to watch over them, the machines now run 
  sporadically or not at all, leaving the Harrowed Realm’s 
  climate unpredictable and the Caldera’s inhabitants 
  overworked and cantankerous.
  g1. A wArm unwelcome (cr 8)
  Cards: The Avalanche (+2 bonus on Reflex saves to avoid 
  damage in the rock slide’s bury or slide zones), The 
  Brass Dwarf (the azers replace fire immunity with fire 
  resistance 10)
  An outdoor work area stands near the top of the stairs, 
  complete with anvils, water troughs, worktables, and bubbling 
  pools of magma.
  The Ticktock Man’s workers prefer this workspace after 
  being driven from their original shop by the facility’s 
  eponymous Smith (area G3). This new foundry contains 
  all the tools necessary for any Craft checks related to 
  metalworking.
  Creatures: Three of the Caldera’s azers work as the PCs 
  approach, hammering out new fittings for various steam 
  valves. The muscular, stone-skinned and fire-haired 
  humanoids notice the PCs from a distance of 100 feet if they 
  approach via the stairs and—being socially stunted—decide 
  Eliara
  21
  
  “one-day membership” for 1,000 gp. He insists non-giants 
  wait outside, attacking if they refuse. While an adequate 
  combatant, Voricose wants quick gold, not a fight. If he 
  thinks the PCs are beyond his ability to defeat, he capitulates, 
  surrendering and offering his key to area G3. During the 
  fight, however, the weary bartender flings giant-sized beer 
  mugs at foes, or pummels them with ale-filled fists.
  Voricose 
  Cr 9
  XP 6,400
  Male cyclops expert 8 (Pathfinder RPG Bestiary 52)
  NE Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +27
  DefenSe
  AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, 
  –1 size)
  hp 125 (18d8+44)
  fort +11, ref +4, Will +11
  Defensive Abilities ferocity
  OffenSe
  Speed 30 ft.
  Melee beer mugs +19/+14/+9 (1d8+7)
  ranged beer mugs +11/+6/+1 (1d8)
  Space 10 ft.; reach 10 ft.
  STATISTICS
  Str 25, Dex 8, Con 15, Int 12, Wis 15, Cha 12
  Base Atk +13; CMB +21; CMD 30
  feats Alertness, Catch Off-Guard, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Improved 
  Unarmed Strike, Power Attack, Throw Anything
  Skills Appraise +12, Bluff +12, Craft (alcohol) +12, Diplomacy 
  +12, Intimidate +22, Perception +27, Profession (bartender) 
  +13, Sense Motive +19, Survival +13
  Languages Common, Cyclops, Giant
  SQ flash of insight
  Gear hide armor, oil of taggit (8 doses)
  g3. Smith (cr 7)
  Card: The Mountain Man (+5 to any caster level check 
  required to restore Smith to life)
  A massive sinkhole hole takes up the southeastern half of this 
  workshop, leading to a blazing hot chamber beneath. More 
  astonishing, however, is the massive stone head poking through 
  it, attached to a far larger body below.
  This area formerly served as the Caldera’s main shop and 
  foundry, until a new tenant arrived. As the Harrowed realm’s 
  mechanisms broke down, a lower cavern network—home 
  to an immensely large and stupid giant named Smith—
  flooded with magma. The displaced giant eventually found 
  a new home by digging upward, straight into the Caldera’s 
  workshop, chasing out the azers and destroying the space. 
  to throw a merry unwelcome for their visitors. They do so 
  by hurling scurrilous insults at the PCs and kicking up an 
  avalanche from the surrounding rock by removing load-
  bearing stones from key positions. If the PCs can impress 
  them suitably with returned insults, the shocked azers 
  not only halt their rock slide prematurely, but help dig 
  out anyone already buried. Appropriate responses can be 
  made with a DC 25 Intimidate or Perform (oratory) check. 
  Like most storykin, the azers don’t understand the concept 
  of death and see the avalanche as merely hilarious hazing. 
  While they hurl hammers along with their insults, the azers 
  aren’t looking for a real fight, and scatter and hide in the 
  mountain if the PCs reach the work area with violent intent.
  Azer Workers (3) 
  Cr 2
  XP 600 each
  N azers (Pathfinder RPG Bestiary 2 39)
  hp 15
  Hazard: The azer’s avalanche (see Core Rulebook 429 for 
  rules) is hard to miss. The first round, PCs may make a DC 
  10 Perception check to notice the rumbling over the insults 
  being shouted down at them. The second round any PCs 
  remaining on the stairs or mountainside are within the 
  slide zone, and on the third round they’re within the bury 
  zone. The azers maintain the avalanche until all the visitors 
  are buried or somehow removed from the mountainside.
  g2. the thirSty breAk (cr 9)
  Card: The Publican (Voricose suffers a –2 penalty on all 
  attacks with his beer mugs, whether in melee or thrown)
  This giant-scaled public house shows signs of wear, and a layer 
  of dust covers the lone table and bar. Two sets of double doors 
  in the southeast corner lead out of the room.
  The Thirsty Break once served as the watering hole for 
  the Caldera’s giant workforce, but over the centuries many 
  wandered off to join the circus, or else were kidnapped 
  by Marouka (see area I1) to bolster the Striding Fortress’s 
  defenses. Now only a shifty bartender and a few drunken, 
  off-duty azers remain.
  The door further into the Caldera remains locked at all 
  times. Only Voricose the bartender and the Ticktock Man 
  have keys.
  Creature: The half-dozen azers here are too drunk to 
  start any trouble, and struggle to fill the oversized chairs 
  and table around which they sit. Only the cyclops bartender, 
  Voricose, acknowledges them. He immediately announces 
  that the Caldera is strictly “giants only” and orders the 
  group to leave. If PCs ask why the azers are allowed, or insist 
  they need entry despite this restriction, the cyclops admits 
  that people can become “honorary giants” by purchasing a 
  22
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  Annoyed by the giant’s encroachment into his realm, The 
  Ticktock Man pulled all his weight among the Harrowed 
  Realm’s many denizens, managing to procure a single 
  wish from the efreeti Agrasug (see area I5). With this, the 
  Caldera’s Conspirator petrified Smith, leaving his colossal 
  head sticking into this room.
  Creature: One of the Caldera’s many workers, a 
  fire giant named Ongaur, became enraged at what he 
  declared an attack on all giantkind, and has since set up 
  an ongoing protest in this chamber. He verbally assaults 
  the Ticktock Man when he passes through the room, and 
  raves maniacally at the PCs as they enter. Ever in a rage 
  over Smith’s fate, Ongaur needs little provocation to attack 
  anyone entering the room, but if the PCs can reverse Smith’s 
  condition, Ongaur immediately becomes a staunch ally, 
  offering them any information he can provide (which isn’t 
  much). Smith, for his part, has had enough of the surface 
  and burrows back down into the stone—it’s the ending 
  to his story, as written long ago. Should PCs somehow 
  manage to magically compel him, his statistics are beyond 
  the scope of this adventure, and GMs are encouraged to 
  modify a storm giant (Bestiary 152).
  Ongaur 
  Cr 10
  XP 9,600
  LE male fire giant
  hp 142 (Pathfinder Bestiary 148)
  g4. the ticktock mAn (cr 11)
  Card: The Locksmith (the Ticktock Man loses DR 10/
  chaotic replacing it with DR 5/magic)
  This mammoth chamber houses man-sized gears, pendulums, 
  and screws amid puffs of steam. The noise rattles through 
  the room, occasionally shaking free bits of the stone walls.
  The inner chamber of the Caldera houses the behind-
  the-scenes workings of the Harrowed Realm. Destroying 
  these mechanisms prevents the time of day or seasons 
  from changing, stops fresh water from flowing, and 
  causes temperatures to vary widely across the dimension; 
  if the PCs sabotage these gears, they preclude the eclipse 
  event (see page 6) if it has not yet occurred.
  Creature: The overtaxed Ticktock Man, a hooded, 
  halfling-sized man of stone and iron, calls this chamber 
  home most often. After helping to murder the creator, he 
  greedily devoured her eyes and gained her insight. Now as 
  the only storykin who understands the inner workings of 
  their home, he alone must maintain it. Nary a day passes 
  when the tiny thief doesn’t curse his lot.
  On the rare occasions when things quiet down, the 
  Ticktock Man slips out to steal back manufactured goods so 
  his azer have all the raw materials they need. Perhaps most 
  damning, the sly thief regularly steals larvae from Marzalee 
  the Weaver (see area D5), either to sell to the Nightpeddler 
  (area H) or else to reforge into rare components to keep the 
  Harrowed Realm’s machinery running.
  If Ongaur (area G3) panics, his shouting alerts the Ticktock 
  Man to intruders. The Ticktock Man assumes Marzalee 
  finally sent assassins to end his kidnapping and prepares for 
  the worst. If the PCs can reason with the paranoid mechanical 
  man, he agrees to trade them his token for six of Marzalee’s 
  mewling grubs. If he learns they intend to kill Zassrion, he 
  instead offers up his token for the paltry sum of 10,000 gp or 
  the equivalent value in mithral or adamantine.
  The Ticktock Man (Conspirator) 
  Cr 11
  XP 12,800
  LE male variant young kolyarut (Pathfinder RPG Bestiary 2 163)
  hp 126
  The Ticktock Man
  23
  
  Treasure: The Ticktock Man’s token, a brass and quartz 
  lens called the Clouded Vision, rests forgotten on a table 
  in the corner. It is worth 35 gp. The Ticktock Man’s most 
  prized possession is Five Fingers, a severed hand with keys in 
  place of fingertips. Five Fingers functions as a chime of opening, 
  but with five uses per day. (The item is worth 6,000 gp.) His 
  collection of 14 technical manuals is worth 2,100 gp.
  Development: If the PCs don’t slay the Ticktock Man, 
  they may instead gain an ally with significant control over 
  the Harrowed Realm itself. The Ticktock Man can be bribed 
  for a mere 1,000 gp to change the time of day, reconfigure 
  the stars, or alter the season with only 5 rounds of work; 
  how this affects other encounters is up to the GM.
  H: The Trackless Dearth
  Card: The Desert (+2 to Perception and Survival while in 
  this location)
  Parched earth and featureless dunes stretch as far as the 
  eye can see, blurring with the sky and obscuring the horizon. 
  The sun above shines brighter here, but sickly and yellow.
  Sonnorae made the Harrowed Realm far larger than 
  she had inspiration to fill it with, and so her doldrums 
  manifested as a seared, bleak landscape of monotony and 
  boredom. Only the Nightpeddler and his slave caravan ply 
  these wastes regularly on their endless and mysterious 
  trade routes to nowhere. Storykin far too broken or 
  malformed to function independently sometimes wander 
  into the desert, only to be snatched up as merchandise.
  The barren conditions of the Dearth impose a –5 penalty 
  on all Survival checks made to find food, water, and shelter. 
  As with the Briar, the Dearth should inspire an impression 
  of vast, trackless wastes, but how long the PCs must wander 
  before locating the Nightpeddler is left up to the GM.
  A cAlAmitouS wind (cr 9)
  Cards: The Cyclone (gain a +4 bonus on Reflex saves versus the 
  elemental’s whirlwind attack), The Wanderer (all equipment 
  purchased from Jocob costs 10% less than normal)
  The Nightpeddler travels silently and swiftly. Without 
  knowing his route or the signs of his passage, tracking him 
  is all but impossible. Luckily, finding the jealous merchant 
  known only as Eveready Jocob (N male centaur expert 4) 
  proves far easier. He recently sold a bottle of fine brandy to 
  an air elemental, and the drunken creature now threatens 
  to kill him unwittingly as it attempts to dance with him.
  Jocob, jealous of the Nightpeddler’s success, follows the 
  trader across the Dearth in hopes of finding his mysterious 
  clients. While the PCs have no way of knowing the centaur 
  can guide them, he remains the first living soul they’ve 
  seen since entering the wastelands, which suggests some 
  familiarity with the Dearth.
  Creatures: A drunken air elemental roams the desert, the 
  only place in the Harrowed Realm where winds blow freely.  
  While not evil, it’s a callous, fickle creature with little 
  empathy. It is currently drunk and chasing Eveready Jocob 
  in the form of a giant, tottering whirlwind.
  Greater Air elemental 
  Cr 9
  XP 6,400 each
  hp 123 (Pathfinder RPG Bestiary 120)
  Treasure: If the PCs save him, a grateful Jocob offers his 
  rescuers 4,000 gp worth of gear from the traveling store 
  he carries in his bag of holding (type II). Assume the centaur 
  carries any mundane equipment and first-, second-, or 
  third-level scrolls and potions the PCs desire. He is also 
  willing to buy, sell, or trade normally beyond the 4,000 gp 
  reward. If, however, the PCs can’t save Jocob, his supplies 
  are almost completely depleted and he has only 1,000 gp 
  worth of mundane weapons, tools, and supplies in his bag 
  of holding.
  Development: If the party saves Eveready Jocob, the 
  centaur can lead the party to the Nightpeddler’s caravan in 
  a day’s time. Should Jacob die in the storm, his notes offer 
  enough information to find the Conspirator with 1d6 days 
  of searching. If the PCs ignore the encounter, they can find 
  the Nightpeddler on their own in 2d6 days' time.
  the nightPeddler’S cAmP
  This colorful collection of tents and draft animals settles 
  comfortably into the dunes. Dozens of humanoid figures 
  wander about, and the rattle of chains is omnipresent.
  The Nightpeddler’s camp is essentially a small, self-
  sufficient village. Nothing would seem amiss if not for 
  the large slave pens and the shackles hobbling most of 
  the residents. The caravan’s alien master has no interest 
  in enslaving the PCs, and even offers them food, water, 
  and shelter at standard market prices should they need it. 
  In his experience, ever-predictable storykin make much 
  better slaves than free-willed and creative mortals.
  Most of the camp’s slaves, employees, and slave masters 
  are simple, humanoid storykin, but hidden among them 
  are several kytons from outside the Harrowed Realm, 
  hired as guards. Most remain disguised under the thick 
  robes and hoods the rest of the camp residents wear as 
  protection from the sun.
  the PeculiAr eScAPe (cr 8)
  Card: The Big Sky (the revolt succeeds after the PCs provide 
  only two boons instead of four)
  The slaves of the Nightpeddler caravan are planning 
  a revolt, just as they have done without success every few 
  weeks for thousands of years. Shortly after the PCs arrive, 
  one of the slaves contacts them briefly, begging to meet the 
  24
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  party after moonrise. If they agree, they meet with Reasha 
  (N female human commoner 3), who begs the outsiders for 
  help in their escape attempt in 2 days. 
  Currently, the caravan carries 33 slaves in varying 
  states of health. Adventurers can assist in the slave revolt 
  in a number of ways. So long as they provide at least 
  four major boons to the slave revolt, it succeeds. Taking 
  any violent action begins the slave revolt prematurely, 
  and initiates the PC’s encounter with the Nightpeddler 
  himself (see below). Potential boons include: arming 
  the troops with at least 15 martial weapons; providing 
  the slaves at least 15 suits of armor; loosening manacles 
  with a stolen key (DC 25 Sleight of Hand) or picking the 
  locks (DC 20 Disable Device each); providing medical 
  aid to the injured or infirm (cast a total of 10 healing 
  spells or otherwise heal a total of 50 hit points of damage 
  spread over 10 individuals); rallying the troops with a 
  DC 25 Perform (oratory) or Profession (soldier) check, or 
  a DC 30 Diplomacy check; and helping the slaves form a 
  battle plan with a DC 20 Knowledge (history), Knowledge 
  (nobility), or Profession (soldier) check.
  Development: With the PCs’ aid, the slave revolt succeeds 
  and the survivors flee into the desert, eventually making 
  their way to the Briar or elsewhere in the Harrowed 
  Realm. If the slave revolt succeeds, the Nightpeddler’s 
  kyton guards disperse into the desert to track down 
  the runaways, making the final confrontation with the 
  Dearth’s Conspirator much easier.
  Alternatively, the PCs can simply buy the slaves’ freedom 
  at 50 gp apiece. Doing so provides the experience from this 
  encounter, but the Nightpeddler’s kyton guards remain by 
  their employer’s side in the final confrontation.
  the nightPeddler (cr 8 or cr 11)
  Card: The Foreign Trader (playing this card when 
  interacting with the Nightpeddler suppresses his planar 
  fast healing ability for 24 hours)
  Perhaps the most bizarre of the Harrowed Realm’s 
  Conspirators, the otherworldly slave trader known only as 
  the Nightpeddler is rumored to have discovered a secret 
  exit from the pocket dimension, and to use it to trade 
  Marzalee’s unformed grubs to the Lower Planes. Whether 
  these rumors are true, and how the Nightpeddler prevents 
  himself or his slaves from evaporating after leaving the 
  Harrowed Realm, remain a mystery.
  Creatures: Some say the Nightpeddler—an otherworldly 
  humanoid with thin features and slick, pasty skin—struck 
  the first blow against Sonnorae, eager to take the secrets of 
  his past from the bard. After she was dead, he consumed 
  her ears, learning her overheard secrets and ensuring his 
  own history stayed locked away forever.
  Bizarre and alien, the Nightpeddler cares little for the 
  politics of other storykin. If he can’t trace the slave revolt 
  to the PCs (or if they genuinely did nothing to help) or 
  if they confront the Nightpeddler before the revolt, he 
  bargains squarely with them. Like the Ticktock Man, he 
  has many uses for Marzalee’s disgusting grubs and will 
  trade his token for half a dozen of the creatures. Otherwise 
  he sees no reason to part with Sonnorae’s talisman.
  If it comes down to combat, the Nightpeddler prefers to 
  let his kyton guards deal with physical combatants while 
  he uses his spell-like abilities against magic-users and 
  lightly armored foes. While he has no desire to be reborn 
  at Marzalee’s hands, the Nightpeddler also realizes he has 
  few options for escape and fights until slain.
  The nightpeddler (Conspirator) 
  Cr 8
  XP 4,800
  The Nightpeddler
  25
  
  CE male variant denizen of Leng (Pathfinder RPG Bestiary 2 82)
  hp 95; planar fast healing 5
  SPeCIAL ABILITIeS
  Planar fast Healing Despite the Harrowed Realm’s sealed 
  nature, the Nightpeddler retains his planar fast healing 
  ability, drawing on the Harrowed Realm’s power rather than 
  that of the Plateau of Leng.
  Caravan Guards (3) 
  Cr 6
  XP 2,400 each 
  LE kytons (Pathfinder RPG Bestiary 185)
  hp 60 each
  Treasure: The All-Blossom, a massive emerald worth 
  1,100 gp, hangs around the Nightpeddler’s neck. He also 
  carries considerable funds from his dealings: 2,287 gp, 785 
  sp, 550 gp worth of rubies, and a wand of cure critical wounds 
  with 10 charges remaining.
  I: The Striding Fortress
  Card: The Keep (+2 to Perception and Survival while in 
  this location)
  An unsettlingly yet regal fusion of masonry and 
  mechanics, this citadel of white stone and gleaming 
  bronze marches proudly through the trees and ruins 
  beneath. The Striding Fortress hails from a Varisian 
  fable about pursuing the unreachable and cloaks itself in 
  a permanent nondetection effect (CL 20). It is impossible 
  to find for all but the Harrowed Realm’s creator. After 
  devouring Sonnorae’s brain, Zassrion gained mastery 
  of the structure, providing him an unassailable throne 
  from which to rule.
  Once the PCs have amassed eight of the Conspirators’ 
  tokens, they may locate the Striding Fortress. When the 
  tokens are collected in one place, they pull toward the 
  keep’s current location, leading the PCs there in only 1 
  hour of travel through the Bramble or the Dearth.
  The Striding Fortress itself stands 60 feet above the 
  ground on two massive metal legs. Once the PCs reach the 
  castle, they may access its main gate via flight, spells such 
  as dimension door, or even throwing up a rope and climbing 
  to the keep’s platform above.
  i1. courtyArd (cr 10)
  Card: The Teamster (gain a +2 bonus on all attack and 
  damage rolls made against Marouka’s mount)
  Brilliant banners of a splendid variety of colors flutter in 
  this picturesque courtyard of white flagstones and carefully 
  tended gardens.
  Alternately a courtyard and a grand ballroom depending 
  on the ceiling’s whims, this area is used for sparring 
  and recreation by Zassrion’s minions when they’re not 
  pillaging the Harrowed Realm.
  The massive, wooden doors on the courtyard’s outer 
  edge stand ajar, creaking and swinging ominously with 
  each massive step the Fortress takes. Should the magically 
  enhanced doors be closed against intruders, they have 
  hardness 10, hp 100, and a Break DC of 35.
  Creatures: The Patchwork Lord’s earliest experiments 
  in altering the purpose and fate of storykin began not with 
  himself, but with a simpering minion. Once a simple gnome 
  trickster, tiny Marouka’s physical form was twisted by his 
  master, releasing extraordinary potential none suspected. 
  These new powers are similar to those of a spriggan, though 
  he has different spell-like abilities and racial skill bonuses 
  than a normal member of the race. Now a harsh taskmaster 
  with a penchant for riding his charges, Marouka serves as 
  the Striding Fortress’s captain of the guard, bending the 
  Harrowed Realm’s giant population to his master’s will.
  Depending on the PC’s approach, Marouka is either 
  drilling four new “volunteers” in the courtyard, or else 
  preparing for a full assault on the intruders. In either 
  case, he begins the encounter mounted on one of the ogre 
  guards. Marouka moves from mount to mount as needed 
  in battle, but flees to area I8 if reduced to less than 30 hit 
  points or if all his ogre minions are killed.
  Marouka 
  Cr 8
  XP 4,800
  Male variant spriggan fighter 7 (Pathfinder RPG Bestiary 2 257)
  CE Small humanoid (gnome)
  Init +8; Senses low-light vision; Perception +10
  DefenSe
  AC 21, touch 16, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, 
  +1 size)
  hp 95 (11 HD; 4d8+7d10+39)
  fort +11, ref +7, Will +4; +2 vs. fear
  Defensive Abilities bravery +2
  OffenSe
  Speed 20 ft.
  Melee +1 flail +17/+12 (1d6+6)
  Special Attacks weapon training (flails +1), sneak attack +2d6
  Spell-Like Abilities (CL 4th; concentration +5)
  At will—bleed (DC 11), daze monster (DC 13), scare (DC 13)
  STATISTICS
  Str 14, Dex 19, Con 14, Int 12, Wis 8, Cha 13
  Base Atk +10; CMB +11; CMD 26
  feats Combat Reflexes, Dazzling Display, Dodge, Improved 
  Initiative, Intimidating Prowess, Iron Will, Skill Focus 
  (Intimidate), Toughness, Weapon Focus (flail), Weapon 
  Specialization (flail)
  Skills Climb +4, Intimidate +24, Perception +10, Ride +20, 
  Sleight of Hand +13, Stealth +17
  Languages Common, Giant, Gnome
  26
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  SQ armor training 2, giant rider, spriggan magic, spriggan skills
  Gear +1 chain shirt, +1 flail
  SPeCIAL ABILITIeS
  Giant rider (ex) Marouka may ride any humanoid with the 
  giant subtype with a Ride check as if it were a mount. 
  Although giants are ill suited to be mounts, Marouka does 
  not take the –5 penalty on Ride checks for riding one.
  Ogre Guards (4) 
  Cr 4
  XP 1,200 each
  LE advanced ogres (Pathfinder RPG Bestiary 220, 294)
  hp 38
  i2. temPle
  Candles, scrolls, and bizarre statuettes fill the nooks lining the 
  walls here, all facing toward an alabaster and jade altar near the 
  room’s center. A stone stairway runs along the room’s outer 
  wall, spiraling upward.
  Zassrion and his bishop Ezrael perverted the citadel’s 
  chapel into a shrine for various dark gods, both fictional 
  and genuine. A DC 15 Knowledge (religion) check identifies 
  holy symbols of Dahak, Lamashtu, and Urgathoa among 
  other, more obscure deities. Beating the DC by 5 points or 
  more also reveals that nothing about the temple’s layout 
  seems appropriate for any of the gods represented, almost 
  as if someone were pantomiming worship with no genuine 
  understanding of the faiths involved.
  Treasure: Stripping the altar of precious alabaster and 
  jade nets 400 gp worth of semiprecious stone but requires 
  8 hours of work unless magical means are employed. One 
  of the walls’ many niches holds a scroll of spell immunity 
  which may be located with a DC 25 Perception check.
  i3. biShoP’S QuArterS
  Ebony and red leather wash this apartment’s furnishings in 
  darkness. A body swathed in red and black lies slumped over 
  the altar dominating the room’s center.
  Bishop Ezrael (see area I4) and his two shadow aspects rest 
  here on the rare occasion it is called for. The body belongs 
  to the bishop, from before his forced “enlightenment”—it 
  has been dead for countless centuries. Many apparent holy 
  texts line the walls, all filled with gibberish and childish 
  scribbling.
  Treasure: A tin and gold holy symbol of Asmodeus worth 
  500 gp rests on the altar.
  i4. kitchenS (cr 10)
  Card: The Inquisitor (+2 bonus on all saves against 
  possession through magic jar)
  These massive kitchens could service a castle twice this size. 
  Breads and pies heap the nearby counters, but the overwhelming 
  earthy smell suggests anything but food.
  A narrow, empty hallway on the keep’s main level leads to 
  a stairway up to the fortress’s kitchens. Biyo Venna (see area 
  A1) once prepared elaborate meals here for his mistress, 
  but since his new master doesn’t need to eat, he has taken 
  to playing cards in the corner instead. When not running 
  for help regarding whatever calamities he dreams up in his 
  mind, Biyo occasionally succumbs to the overwhelming 
  urge to cook, and he crafts something foodlike from the 
  inedible materials around the castle. His clay and mortar 
  baked goods now fill much of the available workspace.
  Creatures: Slaying his own bishop, the Patchwork Lord 
  tore out Ezrael’s essence and succeeded in crafting three 
  new beings from it. The resulting abominations are 
  hideous half-men with little real substance but terrifying 
  power. Only one retained Bishop Ezrael’s memories, and 
  so Zassrion took to calling it Ezrael as well, and referred to 
  his two brothers as acolytes.
  Each appears much as the bishop formerly did: grim, 
  hooded men in red and black, but with a shadowy 
  wrongness about them.
  The three still serve their master as spiritual advisors 
  and secret police, investigating any hints of rebellion 
  or heresy. In practice, this means the broken creatures 
  spend most of their days scribbling random nonsense 
  into their “holy texts,” and occasionally hunt down Biyo 
  whenever the cook escapes to find a savior. As the PCs 
  arrive, the bishop and his acolytes search the kitchen for 
  information the refugee may have left behind when he 
  last fled the keep.
  Despite their varying levels of memory, all three 
  creatures share identical stats.
  Bishop ezrael and Acolytes (3) 
  Cr 7
  XP 3,200 each
  Male shadow demons (Pathfinder RPG Bestiary 67)
  hp 59 each
  TACTICS
  Before Combat The trio automatically notices the heroes’ 
  approach unless they take great pains to be stealthy. Each 
  acolyte casts magic jar, then Ezrael blends into the shadows 
  and calls out to the group in Biyo’s voice, assuming they’re 
  the cook’s conspirators.
  During Combat Ezrael and his acolytes prefer slaying heretics 
  with the intruders’ own bodies. The acolytes attempt to 
  possess at least one non-cleric, then turn on the group. 
  Ezrael reveals himself intermittently and relies on telekinesis 
  to throw enemies about.
  Morale As perverted half-beings, the bishop’s shadows have 
  little to live for. They fight until slain. 
  27
  
  Zassrion houses his mortal guests in this prison tower 
  until he finishes preparations for new experiments.
  Creature: The Patchwork Lord’s latest victim, the 
  Taldan scholar Meloigne Garracy (NG human aristocrat 
  2/expert 5), rests in one of the cells after Zassrion’s latest 
  round of tests. Half-starved and a touch mad from his 
  experiences, Meloigne immediately begs newcomers 
  for help. He promises anything the heroes even imply 
  they want, claiming to be from a wealthy Taldan family. 
  In truth, the Garracy estate is almost bankrupt, and 
  hasn’t played a significant role in Opparan politics in 
  centuries. A PC who makes a DC 20 Knowledge (nobility) 
  check or a DC 25 Sense Motive recognizes that Meloigne 
  can’t follow through on the promises he makes, but he 
  will eagerly give what little he and his family still have 
  to his saviors.
  Story Award: If the PCs rescue Meloigne Garracy, award 
  them 6,400 XP.
  i8. ogre bArrAckS
  Enormous bunk beds line the wall of this room, stinking of 
  sweat and visibly swarming with parasites. At the room’s far 
  end, a raised frame contains a miniature bed swathed in silks.
  Marouka’s ogre guards spend most of their off-duty 
  time playing card games in this makeshift lounge. The 
  fact that none of them know what playing cards look like 
  or how the rules work has yet to stop them.
  Treasure: Marouka’s mattress conceals those possessions 
  he values too much to carry during routine training in the 
  courtyard, discoverable with a DC 25 Perception check: two 
  potions of cure serious wounds, four potions of energy resistance 
  (electricity), and a necklace of fireballs (type II).
  i9. Aetherium (cr 10)
  Cards: The Courtesan (gain a +4 bonus on saves to resist 
  the succubi’s energy drain attacks), The Fiend (the demons’ 
  immunities to electricity and fire become resistance 10 instead)
  Hanging silks and overstuffed pillows liven up this warm, white 
  chamber. Pipes lead into and out of the side walls, while an 
  immense, shallow bath fills the center of the lounge.
  Despite appearances, the citadel’s aetherium is more 
  than a mere harem. The pool serves as a battery, storing 
  electrical energy to power the keep’s clockwork engines. 
  Zassrion periodically refreshes the charge with his breath 
  weapon, usually while relaxing with the concubines he 
  keeps here.
  Creatures: Zassrion’s succubi courtesans spend all 
  their time in the aetherium enjoying the electrified bath 
  and plush pillows. The shapeshifters usually appear 
  i5. tAnnery (cr 10)
  Card: The Marriage (Agrasug and Essessol gain no benefits 
  on attack rolls when flanking with one another)
  Oversized vats, racks, hearths, and an assortment of cutting 
  tools suggest grim activities in this dark, reeking chamber.
  In theory, the Striding Fortress’s tannery provides raw 
  materials needed across the Harrowed Realm, but in 
  practice the room serves more as a kitchen for its hideous 
  residents. Being a tannery, the floor recesses nearly a foot, 
  though the central drain is long since plugged with clay.
  Creatures: Zassrion recruited the efreeti Agrasug as his 
  torturer eons ago, promising the sadistic tormentor the 
  Realm’s only supply of mortal flesh. Agrasug and his wife 
  Essessol, a twisted marid who grants dreams of drowning, 
  moved into the Striding Fortress’s tallest tower immediately, 
  becoming wardens to its occasional prisoners.
  The couple alternates between spending time in the 
  tannery and quarreling upstairs in their bedroom, but they 
  always travel in each other’s company. Once a fight begins, 
  the two begin bickering and arguing almost immediately.
  Essessol’s first action is to shatter a water pipe, flooding 
  the room. The rushing water makes a free trip (CMB +7) 
  attack against any creature standing on the floor. Agrasug 
  prefers to fly above the water, alternating ranged scorching 
  rays with melee assaults.
  Agrasug 
  Cr 8
  XP 4,800
  LE male efreeti (Pathfinder RPG Bestiary 140)
  hp 95
  essessol 
  Cr 9
  XP 6,400
  CE female marid (Pathfinder RPG Bestiary 142)
  hp 114
  Treasure: Agrasug and Essessol’s platinum wedding 
  bands are each worth 750 gp.
  i6. the honeymoon Suite
  This opulent bedchamber shows signs of eons of water 
  damage and the scorching of slow-burning flames. The 
  nature of Agrasug and Essessol’s tale preserves the room, but 
  their constant quarreling has taken its toll on the bedroom. 
  A warped and charred stairway leads up to area I7.
  i7. PriSon tower
  Iron bars divide this chamber. To one side, elaborate tables, 
  tools, and biology diagrams imply torture. To the other, 
  unidentifiable stains mark a row of dingy cells.
  28
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  as attractive young women. When the PCs enter, they 
  pretend to be mortal captives and plead for aid, claiming 
  to be shackled in the bath for Zassrion’s pleasure. They 
  attempt to grapple anyone who approaches, pulling them 
  into the pool. After their initial ambush, the succubi wade 
  back into the pool, out of melee range, and use dominate 
  person and suggestion to bring heroes to them. They only 
  resort to melee combat if their foes seem particularly 
  resistant to their charms, and teleport to the Sanguine 
  Playhouse if they feel the fight can’t be won.
  Concubines (3) 
  Cr 7
  XP 3,200 each
  CE succubi (Pathfinder RPG Bestiary 68)
  hp 84 each
  Hazard: The aetherium’s stepped, 3-foot-deep pool 
  appears to be a luxurious bath, putting out steam but 
  nowhere close to boiling. The alchemical fluid stores 
  immense electrical charge, inflicting 2d6 points of 
  electricity damage per round of exposure, or 10d6 points 
  of electricity damage for full immersion. The pool itself 
  carries most of the charge; fluid splashed from the basin 
  imparts little more than static cling.
  Treasure: A DC 20 Perception check reveals platinum 
  tiles set in the bottom of the electrified pool. Each of the 
  seven tiles is worth 125 gp.
  i10. mAchine roomS
  These rooms house the mechanisms that allow the 
  Striding Fortress to walk. Each leg can be disabled with 
  a series of four DC 30 Disable Device checks or through 
  violence (hardness 10, hp 250)
  i11. bridge
  A ship’s wheel and complex helm dominate the center of 
  this posh office. Tall windows look out over the landscape 
  surrounding the Striding Fortress. 
  The bridge controls the movement of the Striding 
  Fortress when direction matters, otherwise the castle 
  wanders wherever it wants. Controlling the helm requires 
  a DC 20 Craft (alchemy) or Knowledge (arcana) check.
  29
  
  i12. the grAnd librAry (cr 13)
  Card: The Tyrant (Zassrion’s breath weapon takes 1d8 
  rounds to recharge instead of the normal 1d4 rounds)
  Wraparound stairways give way to an immense library and 
  observatory. Shelves stuffed to bursting with tomes, scrolls, and 
  loose scraps of paper line every surface, while bottles and obscure 
  tools crowd tabletops. Towering stacks of books reach to the ceiling 
  like parchment columns. In the center of the library, aimed into a 
  tattered and torn silk tapestry, sits an immense golden telescope.
  This library was originally the entirety of the Harrowed 
  Realm. It was from here Sonnorae expanded outward to 
  create the entire pocket dimension. Most of her archive 
  remains here even now, where Zassrion pours over the 
  ancient tales and arcane knowledge daily, trying to find a 
  way to escape the Harrowed Realm.
  The library’s 80-foot ceilings provide ample room for 
  the Patchwork Lord, even in his dragon form.
  Creature: Zassrion dominates this room, the all-seeing 
  draconic master of the Harrowed Realm. After devouring 
  Sonnorae’s brain, he gained her ambition and has 
  hungered for power—real power—ever since. Realizing 
  early that storykin can’t leave the Harrowed Realm, he 
  began kidnapping humanoids from the Material Plane, 
  grafting their essence into his own in a process that’s 
  left him covered in a quilted pattern of stitched-on hides. 
  Driven insane by his own machinations, Zassrion is now 
  nearly flesh enough to exit his prison realm, and only the 
  heroes stand between him and freedom.
  Zassrion, The Patchwork Lord (Conspirator) 
  Cr 13
  XP 25,600
  LE male adult blue dragon (Pathfinder RPG Bestiary 95)
  hp 184
  TACTICS
  During Combat Zassrion opens with his breath weapon as 
  soon as he can target multiple PCs. Knowing he cannot die 
  permanently, he fights like a savage animal to keep from 
  being trapped in the Harrowed Realm forever.
  Morale Zassrion fights until destroyed.
  Treasure: Zassrion’s collection of lore is worth 6,000 gp.
  The various Conspirators’ tokens collected by the PCs 
  tug toward the tapestry—actually the shreds of Sonnorae’s 
  scarf—hanging before the telescope. If touched to the 
  fabric, they weave themselves back into the kapenia 
  perfectly. Restoring all eight tokens causes the kapenia to 
  shift and knit itself back into its original configuration, a 
  scarf which functions as a robe of scintillating colors.
  Development: The telescope peers through the tattered 
  remains of Sonnorae’s kapenia and into the real world 
  through the Deck of Harrowed Tales. This device alone, his 
  Outreaching Eye, allows the Patchwork Lord to bypass the 
  Harrowed Realm’s seals, viewing and interacting with the 
  Material Plane. Peering through the eyepiece reveals the 
  deck’s surroundings in the real world, but with the anchor 
  inside the Harrowed Realm itself, it only reveals the last 
  place a portal opened: the tent of All-Seeing Hajeck.
  For eons, Zassrion used the Outreaching Eye to dominate 
  pawns and ensure a steady supply of mortal test subjects. 
  Most importantly, casting any sort of teleportation spell 
  through the eyepiece allows non-storykin creatures to exit 
  the Harrowed Realm.
  i13. the hoArd
  Statues flank the walls of this chamber, interspersed with ancient 
  portraits. The large bed in the room’s center long ago collapsed 
  under the weight of the coins and gems heaped upon it.
  Treasure: Each of the 10 art pieces is worth 150 gp. 
  Zassrion’s hoard contains 348 pp, 2,872 gp, 10,132 sp, and 
  5,023 cp, plus 50 pounds of vanilla beans (worth 15 gp per 
  pound), a rug worth 350 gp, a +2 kukri, a +2 slick breastplate, 
  4 +3 flaming arrows, bracers of armor +2, boots of teleportation, 
  a folding boat, a javelin of lightning, 6 potions of cure serious 
  wounds, a ring of wizardry I, a scroll of blade barrier, a scroll 
  of elemental body IV, a scroll of illusory wall, a divine wand of 
  dismissal with 12 charges, and a wand of blur.
  Concluding the Adventure
  Combined with Zassrion’s Outreaching Eye, any sort of 
  teleportation magic frees the PCs from the Harrowed 
  Realm. Alternatively, a PC succeeding at a DC 25 Use Magic 
  Device check may exit the Harrowed Realm through the 
  restored kapenia without the use of magic.
  If rescued, Meloigne thanks the characters profusely, 
  offering to let them stay in his small estate in Oppara and 
  paying a 5,000 gp reward, the last of his family fortune, to 
  the PCs in gratitude. He seeks counseling from the temple 
  of Shelyn after his experiences, and eventually drifts away 
  from his scholarly pursuits, channeling his experiences in 
  the Harrowed Realm into surrealist paintings.
  Once Zassrion returns to life in the Manmolds, his fury 
  overwhelms him. His ambitions and lust for revenge drive 
  him to partner with or torture the Nightpeddler for the 
  secret of his extradimensional sojourns so he may seek 
  revenge on the mortals who foiled his plans.
  The PCs now hold their own pocket dimension within 
  the Deck of Harrowed Tales. While there is likely little in the 
  Harrowed Realm they haven’t already explored, were they 
  to discover how Sonnorae first gave life to the stories she 
  amassed within the demiplane, the possibilities for the 
  Harrowed Realm would be limited only by the bounds of 
  their imaginations.
  30
  ®
  ™
  
  Harrowing
  the
  Harrowing
  the
  Appendix: Mute Hag
  Empty eye sockets and jagged teeth punctuate the palpable hate 
  that roils off this twisted, gray-skinned crone.
  Mute hag 
  Cr 11
  XP 12,800
  CE Medium monstrous humanoid (cold)
  Init +5; Senses blindsight 60 ft., scent; Perception +21
  DefenSe
  AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
  hp 175 (14d10+84)
  fort +12, ref +14, Will +13
  Dr 10/cold iron and magic; Immune cold, acid, charm, fear, 
  gaze attacks, sleep; Sr 22
  Weaknesses vulnerable to fire
  OffenSe
  Speed 30 ft.
  Melee 2 claws +20 (1d6+6 plus 1d4 bleed), bite +20 (1d6+6)
  Special Attacks shaping touch
  Spell-Like Abilities (CL 14th; concentration +18)
  Constant—detect good, detect magic, detect 
  thoughts (DC 16)
  At will—contagion (DC 17), cure light 
  wounds, diminish plants, inflict light 
  wounds (DC 15), invisibility (self only), 
  minor creation, poison (DC 17)
  3/day—bestow curse (DC 17), 
  blindness/deafness (DC 16), 
  empowered cone of cold (DC 
  19), crushing despair (DC 
  17), silence (DC 16)
  1/day—control weather
  STATISTICS
  Str 23, Dex 21, Con 22, Int 20, Wis 19, 
  Cha 18
  Base Atk +14; CMB +20; CMD 35
  feats Alertness, Blind-Fight, Combat 
  Casting, Empower Spell-Like Ability (cone 
  of cold), Great Fortitude, Persuasive, 
  Toughness
  Skills Bluff +14, Craft (leather) +16, Diplomacy 
  +18, Heal +12, Intimidate +21, Knowledge 
  (arcana) +11, Knowledge (history) +19, 
  Knowledge (local) +11, Knowledge (nature) +11, 
  Perception +21, Sense Motive +18, Sleight of 
  Hand +12, Spellcraft +16, Stealth +18
  Languages Aklo, Common, Draconic, Giant, Goblin, 
  Sylvan (cannot speak)
  SQ blind and mute, change shape (any humanoid, alter self)
  eCOLOGy
  environment cold plains, forests, and marshes
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  SPeCIAL ABILITIeS
  Blind and Mute (ex) Mute hags tear out their eyes and tongues, 
  leaving them blind to life’s joys and incapable of sharing their 
  sorrow. A mute hag is immune to gaze attacks, and cannot 
  use spell completion or command word trigger magic items.
  Shaping Touch (Su) The touch of a mute hag twists flesh 
  like clay. As a full-round action that draws an attack of 
  opportunity, a mute hag may change the appearance of a 
  grappled or helpless victim. The effect acts as a permanent 
  alter self spell. Unwilling victims may resist the transformation 
  with a DC 21 Fortitude save. A mute hag allowed to work for 
  10 minutes may also increase a victim’s age category by one 
  step; doing so does not grant mental ability score boosts 
  but does inflict physical ability score penalties as normal. 
  Creatures that are affected by this power or successfully save 
  against it cannot be affected by the same hag’s shaping touch 
  for one month. The DC is Charisma-based.
  When bitterness consumes a woman already steeped in 
  arcane power, that energy may sour, driving her to rip out 
  her own eyes and tongue and burning the light from her 
  soul. This ritual births a strange and horrible creature: 
  a mute hag. These hateful abominations dedicate their 
  wretched lives to spreading misery and strangling joy 
  wherever they go.
  Mute hags exist to unmake happy things. 
  Tales claim the natural order despises the 
  crones so much that plants wither at their 
  touch, storms churn at their passing, 
  and wounds they inflict never heal. 
  Though physically capable of ripping 
  a man in two, the crones prefer to 
  corrupt instead. They move silently 
  through 
  peaceful 
  settlements, 
  granting the inhabitants’ darkest 
  desires and sowing the seeds of 
  discord. Nothing pleases a mute 
  hag more than watching friends, 
  neighbors, and lovers murder one 
  another in paranoia and rage. Many 
  strike unholy bargains with mortal 
  outcasts, granting vigor, beauty, or revenge in 
  exchange for vile and unforgivable crimes.
  Mute hags resemble mortal women, but 
  with blotchy, bruised-looking skin. Some 
  conceal their empty eye sockets and 
  ragged teeth with veils or their own 
  hair, but most relish their hideous 
  countenances. Mute hags stand 6 to 
  7 feet tall and weigh 150 to 
  250 pounds.
  31
  
  Subscribe to Pathfinder Modules
  As a subscriber, you’ll receive a 32-page, full-color adventure module written by a world-class adventure designer 
  every two months, delivered right to your mailbox! As a bonus, you’ll receive a free electronic PDF version of 
  each module, downloadable from your account on paizo.com. Never run out of ready-to-play adventures for your 
  campaign—subscribe today!
  Visit paizo.com/pathfinder for details.
  OPen GAMe LICenSe Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Spriggan from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  The Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Pathfinder Module: The Harrowing. © 2011, Paizo Publishing, LLC; Author: Crystal Frasier.
  32
  ®
  ™
  
  1 square = 10 feet
  1 square = 5 feet
  1 square = 10 feet
  The Striding Fortress
  The Sanguine Playhouse
  The Striding Fortress
  The Sanguine Playhouse
  Smith's Caldera
  F3
  F2
  F1
  G1
  G2
  G3
  G4
  I1
  I8
  I5
  I10
  I9
  I11
  I10
  I2
  I4
  I3
  I6
  I7
  I12
  I13
  
  Printed in China
  PZO9532
  the locksmith
  Harrow Cards.indd   13
  1/14/08   12:13:06 PM
  the queen mother
  Harrow Cards.indd   11
  1/14/08   12:13:04 PM
  the foreign trader
  Harrow Cards.indd   9
  1/14/08   12:13:02 PM
  the paladin
  Harrow Cards.indd   18
  1/14/08   12:13:12 PM
  the rabbit prince
  Harrow Cards.indd   21
  1/14/08   12:13:15 PM
  Pathfinder Module 
  The Harrowing
  Varisian fortune-tellers from across Golarion use the mystic harrow 
  deck to read fate and predict the future, but few have ever mastered the 
  mysterious harrow to such a degree as Sonnorae, a long-dead bard from the 
  Age of Darkness. Fearing her collection of stories would be lost when she 
  died, she created a demiplane within her own harrow deck to contain them. 
  Over time, these stories took on lives of their own, and melded with the 
  images on the cards themselves. But not all stories have happy endings, 
  and the storykin who inhabit the Harrowed Realm have their own 
  motivations and plots for power or even escape into the real world. 
  When the PCs find themselves drawn into the Harrowed Realm 
  in search of a disappeared scholar, they must use all their wits 
  and steel to navigate the landscape and politics of this strange 
  wonderland and make it home again.
  The Harrowing is an adventure for 9th-level characters, 
  written for the Pathfinder Roleplaying Game and 
  compatible with the 3.5 edition of the world’s oldest RPG. 
  It features an entire plane of fanciful locations and 
  characters inspired by the popular harrow deck 
  of the Pathfinder campaign setting. In addition, 
  you’ll find a brand-new monster and an optional 
  rules subsystem allowing players to bend 
  reality to their wills by using all 54 cards in 
  the Pathfinder Campaign Setting Harrow Deck to 
  manipulate the strange demiplane in which they 
  adventure.
  paizo.com/pathfinder
  A LAnd of Wonder!
  ™
  ®
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/The Harrowing.pdf