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PZO90191E

The document outlines 'The Destiny War,' a Pathfinder adventure designed for characters of levels 14 to 17, where players must defend their magical domain, the Harrow Court, from the invading forces of the Prince of Wolves. The adventure includes multiple chapters, each detailing different challenges and encounters, such as battling demons and forming alliances with powerful entities. It also provides rules for character advancement and introduces new creatures and NPCs relevant to the storyline.

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Ayeye Brazorf
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0% found this document useful (0 votes)
429 views100 pages

PZO90191E

The document outlines 'The Destiny War,' a Pathfinder adventure designed for characters of levels 14 to 17, where players must defend their magical domain, the Harrow Court, from the invading forces of the Prince of Wolves. The adventure includes multiple chapters, each detailing different challenges and encounters, such as battling demons and forming alliances with powerful entities. It also provides rules for character advancement and introduces new creatures and NPCs relevant to the storyline.

Uploaded by

Ayeye Brazorf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Adventure 191 Second Edition

PATHFINDER
Fight For Your Destiny!
N
ow that fate’s defenders have begun to recover the scattered cards of a powerful
harrow deck, formidable villains seeking to control destiny itself have taken note.
When these foes invade the heroes’ magical domain, it becomes apparent that an
all-out war for destiny itself is building. Can you prevail against the nefarious forces

STOLEN FATE: THE DESTINY WAR


who seek to control the future and bring a fury of fiends against you? The Stolen Fate
Adventure Path continues with “The Destiny War,” a complete adventure for 14th- to
17th-level characters.

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The Destiny
War
Part 2 of 3

paizo.com/pathfinder Printed in China.

By Chris S. Sims
PZO90191

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MARKETPLACE KHO
1 SQUARE = 5 FEET

FIELDS OF GLASS
F UPPER CITY

• Obelisk Bridge D
C
A

• Aerie Monoliths
LOWER CITY
DOMES OF THE • Shadow Hill
POLYMATUM
E

1500 FEET
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DESERT SWAMP THE HARROW COURT


1 SQUARE = 5 FEET 1 SQUARE = 5 FEET 1 HEX = 12 MILES
• = POINT OF INTEREST

•1

•2

•7
•3 •4
•6 •8
•5

• 14
• 10 • 12 • 13
•9
• 11
• 17
• 15
• 16

• 18

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AUTHOR
Chris S. Sims

ADDITIONAL WRITING
James Jacobs and Jason Tondro

DEVELOPER
James Jacobs

DESIGN LEAD
Michael Sayre

EDITING LEAD
Avi Kool

EDITORS
Patrick Hurley, Avi Kool, Ianara Natividad,
Solomon St. John, and Simone D. Sallé

COVER ARTIST
Loïc Canavaggia
ADVENTURE PATH 2 OF 3

The Destiny
INTERIOR ARTISTS
Shafi Adams, Rael Dionisio, Dariusz Kieliszek,
Robert Lazzaretti, Christoph Peters,
and Brooklyn Smith

ART DIRECTION AND GRAPHIC DESIGN

War
Sonja Morris

PUBLISHER
Erik Mona

The Destiny War 2


by Chris S. Sims
Chapter 1: Battle of Harrow Court 4
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Chapter 2: Cards of Kho 18


Chapter 3: Harrowed Realm 46
Chapter 4: Wolves’ Den 62

Adventure Toolbox 70
by James Jacobs, Chris S. Sims, and Jason Tondro
Player Rules
Feats71
Magic Items 71
Deck of Destiny 72
Creatures
Demon, Ghalzarokh 80
Demon, Katpaskir 81
Demon Throng 82
Derhii84
Hadi85
Velstrac, Ephialtes 86
Velstrac, Vincuvicar 87
NPCs
All-Seeing Hajeck 88
The Prince of Wolves 90
Paizo Inc. Usilket 92
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com

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The
Destiny
War

The Destiny War Chapter 1:


Battle of
Harrow Court

Chapter 2:
Cards of Kho

Chapter 3:
Chapter 1: Battle of Harrow Court...............................4 HARROWING TIES Harrowed
Demons attack Harrow Court! The Prince of Wolves, one of the This adventure builds on the First Realm
Unmatched, sends his troops to seize control of the realm. After defending Edition Pathfinder adventure The
their domain, the PCs receive an unexpected visitor who invites the group Harrowing. Stolen Fate assumes that Chapter 4:
to Katapesh to form an alliance with the Pactmasters. the key to entering the Harrowed Wolves’ Den
Realm—a powerful deck of cards
Adventure
Chapter 2: Cards of Kho.............................................. 18 known as the Deck of Harrowed
Toolbox
The Pactmasters point the characters to the ruins of Kho, once a great flying Tales—momentarily passed into the
city of the Shory Empire. Several cards from the Deck of Destiny have control of the adventurers who took
appeared in the “lost city.” The PCs arrive in the ancient place with good part in The Harrowing, only to be lost
reasons to cut deals with the holders of these harrow cards. Minions of the soon thereafter, eventually becoming
Prince of Wolves also target Kho with similar but less diplomatic goals. one of the Prince of Wolves’ most
prized possessions.
Chapter 3: Harrowed Realm...................................... 46 If you or your players played
The discovery that the Prince of Wolves used the Harrowed Realm The Harrowing in the past, you’ll
as a bridge to invade the Harrow Court gives the PCs an unexpected need to decide if the events of that
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this realm and mount a reversal of the invasion that began the campaign, Fate game. How did the Deck of
and have a chance to recover several more cards in the process. Harrowed Tales end up in the Prince
of Wolves’ hands? Perhaps he stole
Chapter 4: Wolves’ Den............................................. 62 it from the previous PCs. Or if your
The characters arrive in the Abyss, where they can finally take the battle players agree, maybe those PCs let
for destiny to the Prince of Wolves in his fortress. Only by laying the prince the deck go themselves, trading it to
low can the characters recover all the cards he has claimed and win the a mysterious merchant in return for
Destiny War. other treasures.

Advancement Track
“The Destiny War” is designed for four characters. While each chapter
is presented with the assumption of specific levels, it’s likely that the PCs
will level up during some of these chapters, particularly Chapters 2 and 3.

14 The PCs begin their adventure at 14th level.

15 Before exploring Kho, the PCs should be 15th level.

16 The PCs should reach 16th level before leaving Kho to


explore the Harrowed Realm.

17 The PCs should be 17th level before confronting the Prince of


Wolves in the Abyss.

The PCs reach 18th level by the adventure’s end.

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Chapter 1:
Battle of Harrow Court
The PCs have settled into their stronghold, the Harrow augment his fortress in the Abyss, and he has been
Court, expanding it by epitomizing cards from the eagerly tracking down more cards from the Deck of
Deck of Destiny into their new reality. Fresh from their Destiny to bolster his domain even more.
first clash against the Unmatched at Varisia’s Storval In his search for more cards to further augment
Stairs, the PCs have more than earned a chance to rest, his realm, the Prince of Wolves came up against the
relax, and recover. At first, only the PCs knew that the Pactmasters of Katapesh—powerful entities who
cards have the capacity to create and populate such a discovered and claimed a few cards of their own.
reality, yet as “The Destiny War” begins, their enemies With their investigation of the cards coming from
learn this truth as well. a less clouded viewpoint, the Pactmasters began to
One of the Unmatched, a man known today as the suspect the existence of the Harrow Court but hadn’t
Prince of Wolves, believes he was the first to note the quite discovered a method of visiting it yet. After a
capacity of the cards to create and augment reality, failed attempt to steal cards from the Pactmasters,
although his interpretation of these powers is flawed. the Prince of Wolves learned of these theories and
By using a few of the cards he managed to recover, by combined the Pactmasters’ work with what he’d
he learned a way to force this magic from them to already accomplished in the Abyss. While working

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The
Destiny
with Ixerari, a demon who specializes in undermining barriers between CHAPTER 1 SYNOPSIS
worlds, the Prince of Wolves discovered a way to use his cards to invade Fresh from their victories in the War
the Harrow Court. previous adventure, the PCs return
The Prince of Wolves arranged for a meeting with the other Unmatched, to the Harrow Court, only to discover Chapter 1:
but when he and Raven learned that the third in their group, Lord Drustan, that All-Seeing Hajeck has arrived
Battle of
Harrow Court
had just been defeated, the Prince of Wolves realized that the time was in the demiplane, resurrected by
right to test his theory. With a small army of demons, he’s ready to send the Deck of Destiny. Hajeck warns Chapter 2:
an invading force against the PCs, claim their cards, and drag the Harrow the PCs of a coming invasion—one Cards of Kho
Court into his own Abyssal domain! that arrives soon in the form of a
demonic horde. The PCs must face Chapter 3:
Getting Started this invasion with resolve or lose Harrowed
“The Destiny War” begins with the PCs realizing that someone else has everything they’ve built. Then, a Realm
arrived in the Harrow Court—someone living, rather than simply another new opportunity arises with a visit
simulacrum created by the cards themselves. This person is none other from an agent of the Pactmasters of Chapter 4:
than All-Seeing Hajeck, reincarnated within the Harrow Court through Katapesh. Wolves’ Den
methods she’s not entirely aware of, but with knowledge of an imminent
Adventure
invasion of the realm by another of the Unmatched.
Toolbox
The timing of All-Seeing Hajeck’s first appearance before the PCs is left
to you, but when she arrives, the events of Chapter 1 get swiftly under
way. She can be waiting to greet the PCs upon their first return to the
Harrow Court after their successes at the Storval Stairs if you want to
get started at once, or she can show up later once the PCs have had a
chance to rest, recover, and possibly gain a bit more experience through
side quests of your own design so that they’ll be 14th level and ready to
face the demonic forces at their doorstep.

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All-Seeing Hajeck was slain at the start of this Adventure Path, murdered
by devils in search of the Deck of Destiny card she had hidden in her shop.
As her soul entered the River of Souls, her psyche became mired in shame
and self-doubt over a life filled with lies—smaller ones she perpetrated as a
small-time charlatan, her attempts to bury her past and start a new life in
Absalom, and her role in the Umbra Carnival that led to the deaths of so
many as a result of the conspiratorial plots of the dragon Zassrion. While
these transgressions were relatively minor, or in the case of her magical
enslavement by Zassrion, beyond her control, they were enough that her
soul, already influenced as it has been by the harrow, reacted singularly
with the creation of the Harrow Court. For a time (about the length of
time that passes between the creation of the Harrow Court and the start of
this adventure), her soul agonized over the choice of whether to go on to
her afterlife and face judgment for a life of lies, or to accept the lure of the
Harrow Court and be reborn within the demiplane. When she takes note
of a mass of demonic forces approaching the Harrow Court through the
metaphysical boundaries between worlds, though, she makes her decision
and accepts the call of the Harrow Court.
When she is reborn in the Harrow Court, Hajeck appears somewhere
in Harrowheart. Initially shocked by her new lamia matriarch form, she
realizes her reincarnation was influenced by the Deck of Destiny viewing
her as The Liar and immediately decides to abandon her old ways. She
seeks out the PCs in her new form in an attempt to warn them about
what’s coming.
When she finds the PCs, they should immediately recognize her upper,
humanoid half from the body they found at the start of the previous

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adventure. Hajeck introduces herself and begs the This adventure assumes the PCs ally with Hajeck,
PCs to listen as she quickly moves on to her warning. but if they instead attack her, she attempts to flee
into the wilds of the Harrow Court. If she escapes,
“I’ve come from beyond, drawn to this place like a moth to theshe continues to attempt peaceful contact with
proverbial flame, but I could see others approaching the PCs, but the demonic forces don’t wait.
as well. A vast pack of wolves is on the approach, When they invade, Hajeck can join the
fire in their eyes and death in their jaws. Among PCs’ side in battle, hoping to earn their
them, a sleek wolf with golden fur exhales trust by allying with them against the
pestilence, an enormous lumbering wolf leads true invaders. Likewise, if the PCs do
a howling horde, and winged wolves come accept her aid at the start, she’ll offer
leaping down from the skies. A giant wolf, her assistance in a fight however the
with gray fur and scales, lunges for your PCs might desire. Any attempts by
throats. In a glowing doorway behind them her to leave Harrow Court fail—she
all stands their leader. He seeks to crush instinctively knows this, that her new
you and be reborn from your ruin. Even life is limited to this realm for now.
now they gather at this world’s edge.
“This grim nightmare breaks at a ALL-SEEING HAJECK CREATURE 12
dawning, but others have noticed Page 88
as well. A four-armed herald Initiative Perception +22
watches. They bear cards in three
hands and an offer of friendship All-Seeing Hajeck TRUMPETS AND PALADINS
in the fourth. The door they open leads to Two cards that the PCs may have
warmth and plenty, like an ocean breeze. But there, too, epitomized into the Harrow Court in the previous
I hear a gathered host, roaring in victory. Allies, I think. adventure can provide advantages against the invading
Friends we’ll need. But they will not arrive until after the demons.
wolves invade.” The Paladin: If The Paladin is epitomized, members
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Hajeck knows she died and was reborn into a new stand ready to face the demons in battle. At the start
form and can explain what’s happened to her if the of any combat in this chapter, the paladins manage
PCs ask, including her observation that her rebirth to damage the foes, and when the fight begins, each
as an epitome of the Liar reflects upon her previous enemy’s starting hit points are reduced by 10%.
life’s choices—choices she hopes to atone for in this The Trumpet: If The Trumpet is epitomized, the
next phase of existence. resulting sentries atop the walls of Harrowheart sound
Hajeck’s vision is filled with metaphor and a warning as each event begins. This allows everyone
symbolism, but a PC who succeeds at a DC 30 in the party to gain the +2 item bonus on initiative
Fortune-Telling Lore check to Recall Knowledge rolls made with Perception.
can interpret the vision—if no PC can do so, Hajeck
herself can attempt this check. On a success, a The Battle
character recognizes the wolf symbolism as likely As warned by Hajeck, the demonic agents of the Prince
representing one of the harrow’s most infamous bits of Wolves invade the Harrow Court at the dawn of the
of apocrypha: the “lost” harrow card called the Prince next day. With this warning, the PCs can time their
of Wolves, which typically depicts an armored man daily preparations to be ready for the attack, but
lording over six wolves. The card represents duality, otherwise they may be caught unprepared.
along with hidden, otherworldly, or sinister allies that
seek to reclaim heritage or something lost. Whoever THE INVASION
has taken her mantle in this vision has done so with no The Prince of Wolves grew obsessed when he
subtlety. The four-armed figure in the vision remains learned of the Harrow Court after his failed attempt
a mystery to Hajeck and to any who succeed at the to steal cards from the Pactmasters. Without access
check; the form was unclear, the light dazzling. She to gate or the magical tuning fork to plane shift into
can further describe the figure upon request, at which the Harrow Realm, the Prince of Wolves instead
point a successful DC 35 Society check suggests the developed a more complex but no less effective
figure is perhaps one of the mysterious four-armed method of forcing entry into the new demiplane.
alien merchants known as witchwyrds. By integrating one of his cards from the Deck of

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The
Destiny
Destiny into a corrupted radiant warden, then Battle Rounds
further using magic drawn from the Harrowed The struggle for control of the Harrow Court plays out War
Realm, he twisted its magical abilities to allow it to in a number of “battle rounds.” Inform the players at
tear through planar boundaries rather than protect the start of the round that they can choose to confront Chapter 1:
them. one of the three invasion points (and thus play out
Battle of
Harrow Court
Invasion Points: The invasion begins with three Event 1, 2, or 3, as they choose) or they can spend
separate incursions into the Harrow Court—a flock the battle round resting and recovering (see Resting Chapter 2:
of flying demons that appears in the skies above below). Players may be tempted to split up in hopes Cards of Kho
Harrowheart and its surrounding village (see Event 1), of resolving multiple events or rests in a single battle
a swarm of demons that brings blight with them out round—encourage the players not to do this, pointing Chapter 3:
of the southern swamplands (see Event 2), and a small out if necessary that each of the invasion points Harrowed
army of demons who gather within the desert to the represents a significant battle for an entire party, and Realm
north in preparation for a massive assault (see Event that a single character in such an encounter would
3). Two of these three invasion points (the swamp and likely be overwhelmed. Chapter 4:
the desert) include agents who carry cards from the Regardless of how a battle round plays out, Harrow Wolves’ Den
Deck of Destiny, and as they manifest in the Harrow Court loses 1 Defense Point (see below) at the end of
Adventure
Court, the corresponding arches in Harrowheart’s each battle round.
Toolbox
great hall activate. As a result, the PCs quickly learn
about these three invasion points—the flying demons Defense Points
attacking the village from the sky being obvious, and The Harrow Court starts with 9 defense points. If
the other two being revealed by the arches. The Trumpet is epitomized, increase starting Defense
The Final Battle: Soon after the PCs defeat the Points by 2. If The Paladin is epitomized, increase
three invasions in Events 1–3, or once night falls, the starting Defense Points by 2 as well. Thus, if both of
Prince of Wolves sends his corrupted radiant warden these cards are epitomized, the Harrow Court begins
through from the Abyss to mount his final assault on with 13 Defense Points.
the demiplane. See Event 4 for more details. Defense Points can go into negative numbers, which
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THE DEFENSE Defense Points are reduced by 1 at the end of each


As the invasion gets underway, the PCs won’t have battle round. They can also be lost (or gained) as the
much time to rest and recover. You should warn result of how events play out, as the result of poorly
them (through All-Seeing Hajeck) that they should planned rests, or as the result of any of the following
take care to conserve their resources as best they can. combat developments.
Once the battle begins, they’ll have opportunities to Retreat: If the PCs are forced to retreat from a
recover here and there, but they won’t have a chance battle, the Harrow Court loses 1 Defense Point.
to make daily preparations again until the battle Defeat: The first time in an event when a PC drops
finally concludes. to 0 Hit Points (but not on any successive instances of
The overall health of the Harrow Court in this this during that same event), the drop in morale causes
chapter is represented by its Defense Points. As this the Harrow Court to lose 1 Defense Point.
chapter begins, Harrow Court has 9 to 13 Defense Death: Each time a PC dies, the Harrow Court loses
Points. You can reveal this total to the PCs and allow 1 Defense Point.
them to watch as their actions and failures cause the
total to diminish or replenish, or you can opt to keep Resting
the number secret. For the latter, make sure that you The PCs can take up to a 10-minute break between
narrate events to the PCs so that they’ll have in-world battle rounds without spending a battle turn and
indications of the Harrow Court’s health. For example, losing a Defense Point. To take a longer break, though,
if the PCs lose a Defense Point, describe collateral the PCs must choose to spend a battle round resting
damage to Harrow Court and its simulacra. This can while any remaining invaders continue to run amok
manifest as increasing damage to a location, the death uncontested. Choosing to rest during a battle round
of an important epitomized NPC or favorite simulacra, gives the PCs an hour to spend resting and recovering.
or growing elements of Abyssal corruption. All of this If the PCs need more than an hour, they’ll need to
damage will be restored automatically if the PCs win the take additional battle rounds to add 1-hour intervals.
day, but if they fail, the Harrow Court’s transformation Remember that each battle round that passes results in
into a demon-haunted ruin becomes permanent. a minimum loss of 1 Defense Point.

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Creatures: The flock of wrath demons eagerly


BATTLE MAPS focuses their attention on the PCs once they challenge
In each of the following events, suggestions for a them. If the PCs don’t take on this event on the very
battle map are provided. These suggestions are first battle round, the terrain is strewn with rubble and
drawn from Flip-Mats and Flip-Tiles produced by debris—in this case, treat all open squares on the map
Paizo and are presented on the inside covers of this as difficult terrain.
adventure. Feel free to swap out these maps as you If the PCs don’t confront this event until battle
wish for other Flip-Mats or Flip-Tiles as you see fit, round 3, additional vrocks join the wrath riot—apply
or alternatively, substitute maps of your own design. the elite monster adjustment to the wrath riot to
If, for example, you and your players have generated represent its increased power.
custom maps for locations in their version of the
Harrow Court, you should absolutely feature those WRATH RIOT CREATURE 16
locations in this chapter’s battles! Page 83
Initiative Perception +28

Battle Events Defense Status: If at the end of a battle round this


The following events comprise the battle for event hasn’t been resolved, the Harrow Court loses 1
Harrow Court. The PCs can tackle the first three additional Defense Point as the demons rip apart and
events in any order they wish, but tackling them in destroy buildings in the village or cause damage to
numerical order represents the most tactical option, Harrowheart itself. If the PCs defeat the wrath riot,
as any PC who makes a successful DC 32 Warfare they earn 1 Defense Point.
Lore or a DC 37 Perception check realizes as the
invasion begins. EVENT 2. BLIGHT BRINGERS MODERATE 14
The battle itself (as well as adjustments to Events One of the Prince of Wolves’ lieutenants is a powerful
1–3) roughly follows this timeline. succubus who’s taken the name of Fate’s Prophet. As
the invasion of Harrow Court begins, she leads her
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1 Events 1–3 begin. southern reaches of the demiplane, just at the border
2 No development. between swampland and farmland, where they begin
3 If not yet defeated, the wrath riot in performing a profane rite to poison the entire realm. If
Event 1 becomes an elite wrath riot. they are allowed to complete this rite, the lands of the
4 If not yet defeated, a second demonic Harrow Court become blighted, resulting in a swift
rabble throng joins Torgral in Event 3. and devastating impact on the demiplane.
5 If not yet defeated, the cultists in Event When the battle for Harrow Court begins, the Arch
2 complete their sinister rite and the of Keys in the great hall clears to provide a view of a
Harrow Court now loses 2 Defense tangled swamp. If the PCs have visited the swampland
Points at the end of each battle round in the Harrow Court, they automatically recognize
instead of 1. Fate’s Prophet joins this location. Otherwise they can recognize the swamp
the Prince of Wolves in Event 4. with a successful DC 30 Swamp Lore check to Recall
6 No development. Knowledge. The PCs can automatically sense that The
7 If not yet defeated, a third demonic Demon’s Lantern resides somewhere on the other side of
rabble throng joins Torgral in Event 3. the arch. (Note that while Fate’s Prophet has invested The
8 Night falls, and Event 4 begins. Demon’s Lantern, this does not epitomize the card—a
PC must recover the card and invest it themselves in
EVENT 1. FESTIVAL OF RUIN MODERATE 14 order to epitomize it into the Harrow Court.)
As the invasion begins, a flock of wrath demons Use the swamp map from the inside cover to
appears in the skies above Harrowheart and the resolve this event (this map also appears in Pathfinder
surrounding village. These demons wreak havoc on Flip-Mat Classics: Swamp).
the structures and inhabitants below as long as they’re Creatures: Fate’s Prophet leads a group of cultists in
uncontested. a rite designed to pollute the Harrowed Court’s food
Use the village map from the inside cover to resolve and water supply. A hezrou named Vorvok acts as her
this event (this map also appears in Pathfinder Flip- bodyguard and assistant for the rite. All the enemies
Mat: City Sites Multi-Pack). here are immune to the hezrou’s stench.

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The
Destiny
As this battle begins, Fate’s Prophet and Vorvok Ranged [one-action] hand crossbow +28 (magical), Damage 2d6
remain focused on the rite, hoping that the throng piercing plus shadow essence War
of cultists gathered in the swamp can keep the PCs Divine Innate Spells DC 34; 7th warp mind; 6th dominate;
at bay until the rite is complete. Once either of those 5th dimension door; 4th dimension door (at will), Chapter 1:
two are damaged, or once both of the cultist throngs suggestion (at will); 3rd mind reading (at will); 2nd detect
Battle of
Harrow Court
are defeated, the two demons cease and join the fight, alignment (at will); 1st charm (at will); Constant (7th)
forcing them to restart the rite later. tongues, true seeing Chapter 2:
Vorvok prefers to engage foes in melee combat, Divine Rituals DC 34; 6th abyssal pact Cards of Kho
allowing Fate’s Prophet to take to the air and use Change Shape [one-action] (concentrate, divine, polymorph,
her magic and ranged attacks against the PCs. While transmutation) As succubus. Chapter 3:
Vorvok fights to the death, Fate’s Prophet flees if Grab Attention [one-action] (attack) Fate’s Prophet attempts to Harrowed
reduced to 50 or fewer Hit Points, using dimension Grapple a creature using Deception instead of Athletics. Realm
door to escape deeper into the swamp. If she If the creature is willing, she grapples it automatically.
escapes, remember that she still retains The Demon’s Passionate Kiss [one-action] (divine, emotion, enchantment, mental) Chapter 4:
Lantern—the PCs can simply return to the Arch of Frequency once per round; Effect As succubus, but 5d6 Wolves’ Den
Keys in Harrowheart to step back through the portal negative damage and a DC 34 Will save.
Adventure
and arrive within a few hundred feet of her location
Toolbox
for a rematch, but if the PCs do this, each additional
attempt to confront and defeat her takes a battle
round. She’s likely to discard The Demon’s Lantern
after enduring such an ambush, realizing that the
PCs are using it to track her down.
If Fate’s Prophet escapes entirely, it’s up to
you whether she shows up again. Her remains
might be found in the Abyssal Oubliette in
Chapter 4, or she could join the Prince of Wolves in
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Lantern, that card should end up in the possession of


another denizen of the prince’s realm in Chapter 4 for
the characters to recover.

FATE’S PROPHET CREATURE 14


UNIQUE CE MEDIUM DEMON FIEND
Female succubus (Pathfinder Bestiary 77)
Perception +25; darkvision, true seeing
Languages Abyssal, Celestial, Common, Draconic, Elven,
Gnomish, Varisian; telepathy 100 feet, tongues
Skills Abyss Lore +25, Acrobatics +25, Deception +30,
Diplomacy +28, Intimidation +28, Religion +25, Stealth
+25 (+27 to Conceal an Object), Thievery +25 (+27 to
Palm an Object or Steal)
Str +4, Dex +5, Con +4, Int +5, Wis +5, Cha +8
Items The Demon’s Lantern, +2 striking hand crossbow (10
bolts, all poisoned with shadow essence), bejeweled belt
worth 3,000 gp
AC 35; Fort +24, Ref +25, Will +27; +1 status to all saves
vs. magic Fate’s Prophet
HP 255; Weaknesses cold iron 15, good 15
Rejection Vulnerability As succubus, but 4d6 mental
damage.
Speed 25 feet, fly 35 feet
Melee [one-action] claw +27 (agile, evil, finesse, magical), Damage
3d8+10 slashing plus 1d6 evil

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VORVOK CREATURE 11 increasing this event to a severe 14 encounter. On the


Male hezrou (Pathfinder Bestiary 2 67) 7th battle round, a third throng joins Torgral, bringing
Initiative Perception +21 the event up to an extreme 14 encounter.
Torgral, a ghalzarokh demon, continues to whip
RANCOROUS PRIESTHOODS (2) CREATURE 11 up the demonic throngs into an increasing frenzy,
Pathfinder Bestiary 3 213 promising them a glorious march into violence against
Initiative Perception +21 the villagers at the heart of this realm once they gather
enough troops. If the PCs confront him before Event
Defense Status: Unless she’s interrupted, Fate’s 4 begins (the point at which Torgral orders the march
Prophet completes the pollution rite at the end of to begin), the ghalzarokh demon greets them with a
battle round 4. At this point, the Harrow Court loses 2 toothy grin and orders the PCs to surrender themselves
Defense Points at the end of each battle round instead and their cards. He activates The Uprising on the first
of 1 Defense Point. Fate’s Prophet returns to the Prince round of combat and continues to brag, praise the
of Wolves, only to be encountered again during Event Prince of Wolves, and berate the PCs during the battle
4. If the PCs attack this location after the rite finishes, until he’s defeated. Hungry for death and destruction,
they’ll encounter only Vorvok and Fate Prophet’s cult Torgral shows no mercy and expects none. His demonic
flocks. Defeating the remaining cultists and demon at rabble throngs fight until destroyed as well.
this point is optional—they’ll abandon the Harrow
Court automatically if the PCs defeat Event 4. If the TORGRAL CREATURE 15
PCs disrupt the ritual but fail to defeat the cultists and Male ghalzarokh (page 80)
their leader, Fate’s Prophet starts the ritual over—if Initiative Perception +28
not defeated within an additional 4 battle rounds, Items The Uprising (page 79)
she’ll complete the ritual as detailed above.
XP Award: Grant the PCs 60 XP for recovering The DEMONIC RABBLE (1 TO 3) CREATURE 13
Demon’s Lantern. Page 82
Initiative Perception +23
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Another of the Prince of Wolves’ lieutenants is a Treasure: Torgral wears a king’s ransom in jewelry—
hulking demon named Torgral. As the invasion begins, necklaces, bracelets, rings, and belts worth a total of
more and more demons begin to seep into the Harrow 4,500 gp.
Court at a point where the desert borders the farmland. Defense Status: Defeating Torgral is enough to
If the PCs take too long to confront this growing horde throw the demonic rabble into disarray, but if Torgral
of demons, they may grow too numerous to defeat. survives to battle round 8, he leads a devastating march
As the battle for Harrow Court begins and Torgral into the heartlands of the Harrow Court. This reduces
invades, the Arch of Hammers in the great hall clears to the PCs’ Defense Points by 2, plus an additional 1 for
provide a view of a sandy desert around a small oasis— each demonic rabble throng that accompanies Torgral
if the PCs have visited the desert in the Harrow Court, on his murderous advance.
they automatically recognize this location. Otherwise XP Award: Grant the PCs 60 XP for recovering The
they can recognize the desert with a successful DC Uprising.
30 Desert Lore check to Recall Knowledge. The PCs
can automatically sense that The Uprising is located EVENT 4. FINAL INVASION MODERATE 14
somewhere on the other side of the arch. (Note that While the Prince of Wolves is unwilling to risk himself
while Torgral has invested The Uprising, this does not personally on the invasion, he does send a significant
epitomize the card—a PC must recover the card and force from his Abyssal domain to strike at the PCs.
invest it themselves in order to epitomize it into the Central to his plans is a corrupted radiant warden.
Harrow Court.) With the aid of a portal-warping katpaskir demon
Use the desert map from the inside cover for this named Ixerari, the warden was transported at great
event (this map appears in Pathfinder Flip-Mat expense from a remote ruin in northwest Garund to
Classics: Desert). his Abyssal home, the Wolves’ Den, and rebuilt into an
Creatures: Torgral enters the Harrow Court with engine capable of ripping holes into the Harrow Court
a single throng of demonic rabble—at this point, this from the Abyss. While this rebuilt radiant warden is less
event is a moderate 14 encounter. A second demonic powerful than it used to be, it remains a dangerous foe
rabble throng joins Torgral on the 4th battle round, for the PCs and a valuable tool for the Prince of Wolves.

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Destiny
Fortunately for the PCs, this so-called Demongate
Colossus needs time to send the full invasion force. As • The Shadow Prince War
the battle for Harrow Court begins, smaller bands of • One hezrou demon (Pathfinder Bestiary 2 67)
demons invade as detailed in Events 1–3. These initial • Two demonic rabble throngs Chapter 1:
invasions are meant to weaken the PCs’ defenses so
Battle of
Harrow Court
that they’ll be unable to resist the final invasion. NEGATIVE DEFENSE POINTS
This event takes place at either the setting of the If the PCs have no Defense Points remaining when they Chapter 2:
sun during battle round 8 (if the PCs haven’t been start the battle, the broken defenses of their realm allow Cards of Kho
able to defeat all 3 of the initial invasions) or soon influence from the Abyss to seep in, causing the PCs
after they defeat all three of the invaders in Events to become doomed 1 as combat begins. The Prince of Chapter 3:
1 to 3. In both cases, the Demongate Colossus and Wolves automatically seizes control of Harrow Court if Harrowed
its attendant demons invade the same location as the the PCs are defeated (see Defeat on page 13). Realm
wrath demons in Event 1—use the same map of the
village square you did for that encounter to resolve Chapter 4:
this one. Regardless, the invasion itself is preceded The invaders immediately set to destroying buildings Wolves’ Den
by an obvious series of lightning blasts and churning and slaughtering civilians when they manifest. It’s best
Adventure
cloud formations above the village itself. If the PCs to simply describe these catastrophes as narrative
Toolbox
move at once, they can reach the site just in time to rather than play things out. Once the PCs attack or
face the invaders. make their presence known, though, the invaders
Creatures: This invading force consists of a small focus all of their wrath on them.
army of demons and the Demongate Colossus. The Though the Prince of Wolves himself does not
precise size and danger of the invading force depends personally accompany the invasion force, opting
on the trigger that caused the invasion, as described instead to remain safe back in his Abyssal lair, he still
below, but the assumption is that the PCs defeat the sends a portion of his mind through the portal to
previous 3 events and now face a rushed invasion. accompany the invaders by drawing upon the power
of his domain. This extension of his mind manifests
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RUSHED INVASION MODERATE 14 Colossus and demonic rabble, appearing as a variant


If the PCs manage to defeat Events 1–3 before reaching brainchild who looks identical to the Prince of Wolves’
battle round 8 (sundown), the Prince of Wolves panics hybrid form—an armored, bulky, wolf-headed man
and rushes the invasion. He forces the Demongate armed with a morningstar and a black-bladed knife.
Colossus to rip open a portal to the Harrow Court’s village In this form, he identifies as the Shadow Prince. Unlike
10 minutes after the PCs defeat the last of the above typical brainchildren, the Shadow Prince’s abilities do
events. This invasion force consists of the following. not change with the perception of his victims. During
• The Demongate Colossus the battle, this nightmarish figure makes demands of
• The Shadow Prince the PCs to give up their destiny to the Unmatched, to
• One demonic rabble throng surrender their cards to his control, and to accept him
as the future that all reality deserves—use the brainchild
SUNDOWN INVASION SEVERE 14 to taunt and threaten the PCs, making it clear that the
If the PCs don’t defeat Events 1–3 before reaching battle creature is one of the Unmatched, here to take what
round 8 (sundown), then the Prince of Wolves can mount they’ve built.
his full invasion force in the attack. The Shadow Prince flies around the Demongate
Fate’s Prophet also takes part in this invasion if she Colossus, guiding it. He attacks the characters with glee
completed the blight ritual and still lives. Torgral’s Horde and reckless abandon, taunting them. The Demongate
attacks the village as well if these demons haven’t Colossus seems to be made of flesh and bone, almost as
yet been defeated. His demons wreak havoc on the if a leathery skin clung tight to a strange multi-legged
outskirts, but Torgral himself joins the fight against the skeleton. Even the hammer-like weapons it wields are
PCs. Note that the addition of either of these dangerous coated in this diseased-looking leather. As the battle
foes pushes this encounter into Extreme 14 territory or progresses, bits of this Abyss-forged material flake
beyond. off to reveal the construct’s underlying “skeleton” of
In addition to the above possible additions to the metal, eventually exposing enough of its interior to
event, this invasion force consists of the following. give the PCs a glimpse of the glowing demonic portal
• The Demongate Colossus in its belly—and of The Survivor at its core.

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The Shadow Prince fights to the death. When he HP 240; Immunities bleed, death effects, disease, doomed,
perishes, he rapidly decomposes into black ichor, drained, fatigued, necromancy, nonlethal attacks,
leaving an ominous stain on the ground that persists paralyzed, poison, sickened, unconscious; Resistances
in Harrow Court as long as the Prince of Wolves lives. mental 15, physical 10 (except adamantine)
This stain will, as the PCs learn in Chapter 3, provide Abyssal Link The Demongate Colossus is built around a
a valuable link to the route the Prince of Wolves took seething, churning mass of Abyssal energy that looks
into their domain. (Note that while The Survivor has like a sphere of electrified red mist encompassing a
been incorporated into the colossus, this does not single floating harrow card at its center—The Survivor.
epitomize the card—a PC must recover the card and The Abyssal link is obscured until the Demongate
invest it themselves in order to epitomize it into the Colossus is reduced to fewer than 120 Hit Points, at
Harrow Court.) which point glimpses of it become visible through tears
and holes in its leathery “flesh.” The potent magic drawn
DEMONGATE COLOSSUS CREATURE 14 from this card, combined with the radiant warden’s
UNIQUE CE GARGANTUAN CONSTRUCT gatewarper aura, is what allowed the Prince of Wolves
Variant radiant warden (Pathfinder Bestiary 3 220) to invade Harrow Court. Once the Abyssal link is
Perception +24; darkvision revealed, a character can attempt to counter the Abyssal
Languages Abyssal link with a dispel magic (7th level; counteract DC 34),
Skills Abyss Lore +27, Arcana +25, Athletics +26, Occultism or can attempt to Steal the card with a DC 35 Thievery
+25 (master) check (on a failure, a thief attempting to Steal
Str +8, Dex +5, Con +4, Int +5, Wis +4, Cha +0 the card takes 5d10 chaotic and 5d10 evil damage—this
AC 35; Fort +27, Ref +25, Will +22 damage is doubled on a critical failure). Either success
causes a link collapse (see below).
Gatewarper Aura (abjuration, aura, occult) 60 feet.
A creature that uses a teleportation ability within
the aura’s emanation or enters the emanation via a
teleportation ability must succeed at a DC 31 Fortitude
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as its body warps and distorts painfully, and have its


destination changed to a point of the radiant
warden’s choosing within the emanation.
Link Collapse If the Demongate Colossus is
destroyed or its belly portal is deactivated, demons
that used the colossus’s portal within a 40-foot
emanation take 7d10 good damage (basic DC 30
Fortitude save). A creature that takes full or double
damage is enfeebled 2 for 1 minute. If the Demongate
Colossus is still active when it suffers a link collapse,
it becomes stunned 3 and loses its gatewarper aura.
Speed 30 feet, fly 30 feet
Melee [one-action] hammer +30 (magical, reach 15 feet, shove),
Damage 3d8+14 bludgeoning plus corrupted
radiant blow
Melee [one-action] corrupted radiant beam +27
(magical, range 15 feet), Damage 3d6
force plus 3d6 evil
Occult Innate Spells DC 34; 7th
dimensional lock, prismatic spray;
6th collective transposition; 5th
dimension door (at will)
Corrupted Radiant Blast [two-actions] (evil,
Demongate Colossus evocation, force, occult) The
Demongate Colossus releases
a 50-foot cone of crimson

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The
Destiny
energy that deals 4d12 force damage and 4d12 evil corrupted. A critical success notes that the energies
damage (DC 34 basic Reflex save). The Demongate seem to retain some sort of link to the Abyss, and that War
Colossus can’t use Corrupted Radiant Blast again for 1d4 if the source of the Demongate’s heart could be found,
rounds. it could be useful in hampering those energies further. Chapter 1:
Corrupted Radiant Blow (evil) When a non-evil creature is See Chapter 4 for further details.
Battle of
Harrow Court
hit by the Demongate Colossus’s hammer Strike, a red XP Reward: Grant the PCs 60 XP for recovering
flash of Abyssal energy attempts to infuse the target with The Survivor. Chapter 2:
evil. The creature must attempt a DC 34 Will save; on a Cards of Kho
failure, the creature can’t use any teleportation effects DEFEAT
for 1 minute. On a critical failure, the creature is also If the PCs are slain or captured by the invaders, Chapter 3:
enfeebled 2. Harrow Court’s rule passes to the Prince of Wolves. Harrowed
If the PCs remain alive at the time Event 4 begins, Realm
THE SHADOW PRINCE CREATURE 11 but are either forced to retreat or simply don’t confront
RARE CE LARGE ILLUSION MENTAL the invaders, they lose 4 Defense Points at the end Chapter 4:
Variant brainchild (Pathfinder Bestiary 3 38) of the battle round. They continue to lose 4 Defense Wolves’ Den
Perception +18; darkvision
Adventure
Languages telepathy 100 feet, universal language
Toolbox
Skills Deception +22, Intimidation +24, Occultism +21,
Society +21, Stealth +20
Frightful Presence (aura, emotion, fear,
mental) 100 feet, DC 28.
Universal Language Anything spoken by
the Shadow Prince is perceived by the
listener in its native language.
Urban Legend As brainchild. The Shadow
Prince’s illusory abilities granted by its urban
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its resistance to physical damage, its frightful


presence, and the persistent bleed caused by its
melee Strikes.
AC 30; Fort +21, Ref +22, Will +18
HP 200; Immunities death effects, detection, diseased,
doomed, emotion effects, necromancy, scrying;
Weaknesses mental 10; Resistance physical 10 (except
silver)
Speed 30 feet, fly 30 feet
Melee [one-action] illusory weapon +24 (illusion, mental, occult),
Damage 4d6+10 mental plus 1d6 persistent bleed
Occult Innate Spells DC 30; 5th phantasmal killer (×3); 4th
dimension door (×2); Cantrips (5th) shield, telekinetic
projectile

DEMONIC RABBLE CREATURE 13


Page 82
Initiative Perception +23

Treasure: A search of the remnants left behind


by the Demongate Colossus reveals The Survivor,
along with a strange mass of pulsing red crystal The Shadow Prince
deep in its core. This crystal is the Demongate’s
“heart.” It is Bulk L, and radiates abjuration magic. A
DC 32 check to Identify Magic reveals it to be a sort
of seed around which the construct was warped and

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Points at the end of each additional battle round that congratulating them on their defense of the realm,
passes without confronting the invaders. Once Harrow she mentions that she noticed something strangely
Court is reduced to less than 1 Defense Point, Harrow familiar about the magic that the demons used to
Court’s rule passes to the Prince of Wolves. (If Event 4 invade the realm. With her unique new relationship
starts with less than 1 Defense Point, this defeat occurs with the Harrow Court, she informs the PCs that if
immediately if the PCs aren’t there at the time of the she can spend more time here in this realm, focusing
invasion to fight back.) and communing with the magic of the demiplane, she’s
If Harrow Court is lost, the campaign is not confident she can unravel exactly how the demons
necessarily over. The Harrow Court is absorbed into managed to invade without being able to Enter
the Prince of Wolves’ Abyssal domain, expanding the the Harrow Court with the same ease the PCs do.
scope of his home significantly. Whether this process Hajeck will make an unsettling discovery later in this
ejects the PCs back to the Material Plane or brings adventure—that the Prince of Wolves has access to the
them into the Abyss is left to you to decide, but if the Harrowed Realm (a demiplane that Hajeck once had
PCs wish to continue the fight, you’ll need to build an unfortunate association with when she lived) and
several short adventures of your own to cover their used it as a back door of sorts to invade the Harrow
attempt to defeat the Prince of Wolves on his own Court. See Chapter 3 for more details.
turf. Once the PCs defeat him, his hold over Harrow
Court fades and the PCs can recreate the demiplane in Wyrd Allies
exactly the same condition as before by Entering the The invasion of the Harrow Court has not gone
Harrow Court once more. unnoticed. Those from whom the Prince of Wolves
first learned of the Harrow Court take note when
VICTORY the invasion occurs, and are impressed by the PCs’
If the PCs defeat the invaders, the presence of the ability to repulse it. At some point after the invasion
Abyss recedes, filling the PCs with a sense of relief. ends, but before the PCs leave Harrow Court on other
Any demonic remains still present in Harrow business (likely soon after the PCs rest for the night
Court quickly fade away, as does what’s left of the and complete their daily preparations the day after
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(including Deck of Destiny cards) remain behind. named Usilket (page 92)—makes contact.
Surviving simulacra, while not technically alive, Like the Prince of Wolves, Usilket cannot Enter the
crowd around the PCs and heap adulations upon Harrow Court, despite owning The Owl. Instead, they
them, thanking them for defeating the intruders. attract the PCs’ attention via The Owl, causing the
The PCs are likely worn out at this point—but while Arch of Stars in Harrow Court’s great hall to show an
they may fear further attacks, Harrow Court is safe elegant balcony framed with colorful silks, between
for the time being. With the rise of the next sun, the which a sprawling cityscape can be seen. A successful
demiplane “resets” as normal, and all death and DC 15 Society check is all that’s required to correctly
damage suffered by the demiplane and its inhabitants identify the city’s skyline as that of Katapesh, one of
vanishes—with the strange exception of the stain left the largest cities in the Inner Sea region. Standing
by the Shadow Prince’s death. before the archway, beckoning the PCs to step
While the PCs are likely eager to investigate how through and visit, is a strange figure—a four-armed
this invasion occurred and learn more about the humanoid wearing a conical mask and colorful robes.
forces behind it, they’re about to be visited again— This is the witchwyrd Usilket, and they do their best
this time by friends instead of foes. Proceed with to convey to any PC who approaches that they are
Wyrd Allies below. friendly and wish for them to cross through the portal
XP Reward: Grant the PCs 120 XP for repelling the to speak with them. The portal doesn’t allow anything
invasion and defending Harrow Court. In addition, but visual communication—a PC who succeeds at a
grant them additional XP equal to their remaining DC 20 Perception check to Sense Motive understands
Defense Points × 10, to a maximum additional reward that the figure seems friendly enough. If the PCs don’t
of 120 additional XP. agree or don’t understand, Usilket resorts to written
messages asking them to visit, warning them that the
HAJECK’S THEORY one who attacked their domain yet lives, will likely
Once all is said and done, but before the PCs meet strike again soon with greater forces, and that they
with their new allies (see the next section, Wyrd Allies), are a shared enemy Usilket hopes to work with the
All-Seeing Hajeck seeks the PCs out again. After PCs to defeat.

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Destiny
The witchwyrd may look strange, but they are among those of Katapesh to gain a card from the Deck
earnest in their desire for alliance with the PCs. If the of Destiny, their superiors quickly became intrigued. War
PCs step through the portal, they find themselves on a They reasoned that The Owl should stay with Usilket,
balcony in Usilket’s apartment—the conversation that but in their research since then, they’ve uncovered two Chapter 1:
results plays out much the same in either case. other cards, as well as the existence of the Harrow
Battle of
Harrow Court
Court. Usilket notes as well that their research is likely
“Greetings, mighty ones. We are Usilket, a delegate of the what attracted the attention of the Prince of Wolves, Chapter 2:
Pactmasters of Katapesh. We seek a mutually beneficial an agent of the Abyss who seeks cards from the Deck Cards of Kho
compact with you, for it would appear that our futures are of Destiny for his own needs.
entwined. We have an enemy in common in the Prince of The Prince of Wolves is who invaded Harrow Chapter 3:
Wolves, and our fates have each been manipulated by the Court. Usilket apologizes for the trouble this invasion Harrowed
appearance of magical harrow cards. You have turned aside brought to the PCs, noting that the Prince of Wolves Realm
the Prince of Wolves for now, and you have taken these only discovered the existence of Harrow Court after
cards to build a world. We know now that these cards are infiltrating a Pactmaster stronghold. He was forced Chapter 4:
of your destiny, that we have only held them for you, and to retreat, and the Pactmasters hoped he had been Wolves’ Den
so I offer this as a show of good faith. Please take this card. convinced to cease his investigations entirely, but
Adventure
All I ask is that we speak honestly together. If you agree, I obviously he discovered enough to invade Harrow
Toolbox
shall take you to meet my leaders.” Court. The method by which he did so is unknown
to the Pactmasters. It’s certain that, in time, the Prince
Usilket presents The Owl to the PCs at this point— will attempt further invasions or to secure more cards.
if the PCs accept, the witchwyrd assumes they agree. Usilket can confirm that when the Prince of Wolves
Whether the following discussion takes place in attacked the Pactmasters, he carried three cards—
Harrowheart’s great hall or Usilket’s apartment, strive although it’s unclear which three cards they were.
to present all of the following information to the Some of the Prince of Wolves’ agents were captured
players. Usilket is more than willing to answer questions and interrogated, and the Pactmasters know he claims
but can provide information here unprompted if the to “live beyond death” and that his desire to gather
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Usilket found The Owl among their belongings. The Interrogated agents claim that their master intends to
witchwyrd did so at the same time the PCs discovered use the Deck of Destiny to “ascend beyond the mortal
cards in their possession, but Usilket again notes how world,” but beyond these vague details, the demons
much more the PCs have done in that time with their and cultists were not particularly useful sources of
cards. They reveal to the PCs that their commanders, the detailed information.
Pactmasters of Katapesh, have in their possession two The Pactmasters seek an alliance with the PCs.
more cards (The Desert and The Marriage), and they’re Their primary concern remains the governance of
optimistic that the Pactmasters will grant these cards to the city and nation of Katapesh, and they cannot
the PCs in return for an alliance. Usilket knows that these devote nearly as many resources to these mysteries
cards are part of a powerful artifact called the Deck of as the PCs can; further, the PCs have demonstrated
Destiny, and that some sort of event caused the deck to they’re perfectly capable, perhaps even as capable as
become scattered throughout the world. Though they’ve the Pactmasters themselves. And so the Pactmasters
only managed to discover two cards in their search, wish to meet with the PCs and discuss an alliance—
the PCs have gathered a much larger number. This at the very least, one that would remove the Prince
concentration of cards, Usilket explains, is what allowed of Wolves from the equation and forever prevent
the Pactmasters to discover the Harrow Court, yet they him from invading Katapesh, the Harrow Realm, or
were not sure of how to reach the new demiplane or how anywhere else ever again. The location of the Prince
to approach the PCs. Usilket bows at this point, proud to of Wolves’ lair, alas, is unknown at this time.
have accomplished this for the Pactmasters, and eager to When the PCs are ready, Usilket is prepared to
lead the PCs to meet them in person. escort them to meet with the Pactmasters.
Usilket works for the Pactmasters. This consortium XP Award: Grant the PCs 60 XP for receiving The
of powerful witchwyrds runs the mercantile city and Owl from Usilket.
nation of Katapesh. The witchwyrd can explain this
information to the PCs if they’re ignorant—for an KATAPESH
overview of Katapesh, see Pathfinder Lost Omens Katapesh is a cosmopolitan city of immense size that
World Guide 51–52. While Usilket was the first looks out over the ocean on one side and is bordered

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by arid lands on the other. The PCs arrive in a At this point, Usilket asks the PCs what they know
sprawling walled compound amid lavish gardens— about the following five locations in the ruins of Kho.
Usilket’s apartment is one of many smaller buildings Each PC can attempt a DC 25 Arcana or Kho Lore
within a vast palace occupied by the Pactmasters. check to share what they know. On a failure, Usilket can
While the PCs’ visit with the Pactmasters provide the Success information to the party.
is focused on propelling the plot of “The
Destiny War” forward, Katapesh is an DOMES OF THE POLYMATUM
amazing city filled with countless opportunities. Success The Domes were Kho’s arcane schools; the
Once the PCs conclude their business with the most prolific inhabitants of the area
Pactmasters, they can spend as much time as today are sinister ratfolk known as
they wish exploring the city, but little more hadis.
of direct import to the Stolen Fate Adventure Critical Success The lich Trexima Butoi is
Path remains for them here. known to be active in this area.
More information on
Katapesh appears on pages 51– FIELDS OF GLASS
52 of Pathfinder Lost Omens Success The remains of crystal
World Guide, is presented in structures are scattered across the
detail in Pathfinder Campaign Fields of Glass. A group of crystalline
Setting: Dark Markets, and xorns inhabits this region, under the
is also featured in Part 5 of rule of the dragon Vehanezhad.
the Age of Ashes Adventure Critical Success The magic
Path, “Against the Scarlet suffusing Kho has caused a sort
Triad,” if you’re looking of infection to spread from the
for more information about crystals. Vehanezhad, who was
the city. If the PCs are merely Usilket once a blue dragon, has transformed
looking for a place to shop, the city’s numerous into a crystal dragon as a result of this.
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and choose from, at your discretion. LOWER CITY


As the PCs exit Usilket’s apartment and cross Success The Lower City’s ruins are the most overgrown
the palace grounds to approach a large meeting with jungle flora today. Near the region’s center opens the
hall, guards stylishly bedecked in jeweled turbans, Pit of Endless Night—a vast sinkhole.
silvery breastplates, and fine, colorful robes greet Critical Success The Pit of Endless Night is inhabited by
them curiously; these are Zephyr Guards, the elite a group of morlocks.
protectors of the city. Usilket remains with the group
once they enter the meeting room, which consists of UPPER CITY/SUNKEN CITY
an airy open hall with lavish furniture and all manner Success Towers still stand over a lake that recently
of refreshments, as well as a small pool. Two guardian flooded the Upper City, so folk in Usilket’s enclave have
aluums (page 83) watch over the double-door exit, taken to calling this area the Sunken City. Winged apes
but these constructed guardians are unlikely to move called derhiis live in the ruined towers and serve a clan of
during the wait or the meeting that follows. marid genies who dwelled in the lake.
Critical Success The Ghasem clan of marids once dwelled
DREAMS OF KHO here, but they have disappeared recently.
While the characters wait for the Pactmasters to arrive,
Usilket off-handedly mentions the legendary ruins WELL OF AXUMA
of Kho, which lie about 400 miles to the northwest Success A self-sustaining reservoir of magical energy called
from Katapesh, deep in the Barrier Wall Mountains. the Well of Axuma flows through and around Kho. In Kho’s
The mysterious ruins have long been of interest to valley, creatures feel comfortable no matter the temperature,
the Pactmasters, and are in particular one of Usilket’s they grow and heal faster, and sapient creatures can develop
greatest passions. As such, and perhaps as a result of minor magical talents. Gravity has less hold on things here,
Usilket’s swiftly growing trust in the PCs, they mention and wands and staves function better.
that the Pactmasters have learned that several more Critical Success Those who are exposed to the well’s
cards from the Deck of Destiny appear to have ended energies may discover a way to take that magic into
up in the ruins. themselves to enhance their bodies or minds.

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XP Reward: Grant the PCs 20 XP for speaking with a keen weapon rune, a greater sturdy shield, or a
Usilket about Kho, and an additional 20 XP for each wand of any common 6th-level spell. In addition, War
of the above subjects in which they achieved a critical they gift each PC with a silk pouch containing
success in Recalling Knowledge (to a maximum of 120 three greater elixirs of life and a panacea. Chapter 1:
XP for all 5 topics). • Transport: The Pactmasters offer the use of a
Battle of
Harrow Court
witchwyrd beacon to aid travel as the PCs see fit.
SEALING THE PACT Chapter 2:
After the characters relax and banter with Usilket Expanding the Deal Cards of Kho
about Kho lore, the Pactmasters arrive. Usilket After these initial offers, Usilket opens the floor to
introduces the five Pactmasters: Angruul, Jivnar, further discussion. Neither Usilket nor the Pactmasters Chapter 3:
Morvithis, Tzandarkon, and Krimiltuk (whom mention they can give more, but they have a friendly Harrowed
Usilket introduces as “our father”). Each Pactmaster attitude toward the characters. The characters can Realm
bows slightly when introduced. A PC who makes a gain additional concessions based on improving
successful DC 30 Society check realizes these five the Pactmasters’ attitude and making requests with Chapter 4:
witchwyrds comprise the heart of the Pactmasters Diplomacy checks. The initial check is a DC 35 check, Wolves’ Den
and are the most powerful in the entire nation. No but this DC increases by 2 for each additional request.
Adventure
statistics for these Pactmasters are provided (but each Characters who point out observable facts and needs
Toolbox
is a high-level arcane spellcaster), as the following related to them do better in these talks and gain a +2
discussion should not involve combat or subterfuge; circumstance bonus on these checks. Here are some
if the PCs do attack, the five simply dimension door things they can gain.
away and cut ties with the party. In such an event, • Defensive Aid: The Pactmasters agree to provide
the PCs will be on their own in their trip to Kho, defensive aid, and offer a single aluum guardian
and may even find conflict with the Pactmaster agents to the PCs, gifting them a guardian aluum charm
found there. (page 71) so they can issue orders to the aluum.
• Discounts: Katapesh is a bountiful city, and the
Initial Offer PCs may request discounts when shopping here.
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The Pactmasters see this situation as a mutually 5% discount (10% on a critical success) on all
beneficial opportunity. Considering past evidence, purchases made in the city of Katapesh during
they believe several cards from the Deck of Destiny this adventure.
are now in the clutches of Kho’s mightiest residents, • Trade Benefits: The PCs can negotiate a bonus in
and they fear that agents of the Prince of Wolves will selling prices for treasure they sell in Katapesh. On
soon descend upon Kho in an attempt to claim them. this point, Usilket prefers right of first refusal—
This situation is beneficial to the Pactmasters they’d like to see anything unique the characters
because they seek to expand their presence in Kho, retrieve from Kho’s ruins. On a success, the PCs
making allies of or eliminating overlords from the gain a 5% increase (10% on a critical success) to
city’s factions, but these plots are not goals they seek prices for all items sold in the city of Katapesh
to personally pursue. The Pactmasters hope that the during this adventure.
PCs agree to serve as their agents here, in return for • Unique Offers: The characters can also request
support in their quest to recover cards. items that might otherwise be hard to come by.
In the current negotiation, the Pactmasters initially Katapesh is a diverse center of trade. Uncommon
offer the following in return for the PCs agreeing to and rare goods might be available, at your
become their agents in securing diplomatic relations discretion.
with Kho’s inhabitants.
• Cards: As a gift for coming to Katapesh to hear Concluding Negotiations
the deal, the Pactmasters give the group The Once negotiations conclude, the Pactmasters depart,
Desert (Krimiltuk produces it from a sleeve and leaving the characters with Usilket. Once the party
gives to an unseen servant, which hands the card ready to head to Kho, proceed with Chapter 2.
to one of the characters). They also offer The XP Reward: The characters earn 30 XP for
Marriage, to be given when the pact is sealed. negotiating with the Pactmasters. If they manage to
• Magical Reward: In order to seal the deal, the expand the deal in any way, award them an additional
Pactmasters offer each PC a choice between one of 30 XP. In addition, award them 120 XP for obtaining
the following four items: a bag of holding type IV, The Desert and The Marriage.

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Chapter 2:
Cards of Kho
Once the characters have sealed their deal with Usilket’s Enclave
the Pactmasters, they can head to Kho. Usilket When the PCs step through any of the arches in
invites them to use whatever travel method they Harrowheart’s grand hall, they emerge into the center
prefer, arriving in Kho and Usilket’s enclave at their of Usilket’s Enclave. If they didn’t accompany the PCs
convenience. Back in Harrowheart, the arches in the through the arches, Usilket went ahead on their own
grand hall all refocus to lead to the interior of the via teleportation provided by one of the more powerful
enclave in central Kho notified of this development, Pactmasters; either way, they’re present to the PCs
the Pactmaster is equal parts delighted at and startled eagerly as they arrive. Usilket gives a quick tour (see
by the convenience, and they ask the PCs if they can Enclave Areas, page 19), then invites the PCs to return
accompany the group on this journey. to the communal meeting area for food, drink, and a
While all the arches lead to the same location, brief chat, as well as to introduce them to the Enclave’s
a PC who concentrates upon the arches can sense other inhabitants (see Other Guests, page 19).
which cards lie within Kho (although not their exact Usilket explains that the enclave is a repurposed
locations): The Bear, The Beating, The Lost, The basement under what was once a small library,
Sickness, and The Tangled Briar. although the library’s contents, sadly, were all

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destroyed or ransacked long ago. Underground, with its only entrance well CHAPTER 2 SYNOPSIS
hidden from above, the enclave is well protected and can serve the PCs as After recovering from the assault War
a safe base of operations for their exploratory and diplomatic missions on their extradimensional home
above in Kho. Usilket is eager for the PCs to begin their search and can and forging an alliance with the Chapter 1:
also help answer any lingering questions they might have. Pactmasters, the PCs travel to Kho.
Battle of
Harrow Court
They must explore the city and
ENCLAVE AREAS decide how to secure the cards from Chapter 2:
Usilket’s enclave has stone doors banded in bronze and walls of stone those who now possess them. Taking Cards of Kho
reinforced with metal. Continual flame spells have been used throughout the cards by force is one option, but
the enclave to keep its interior well lit; these lights can be commanded to diplomacy and cooperation can work Chapter 3:
dim or brighten with a voice command. as well. Harrowed
As combat is unlikely to break out in the enclave, no map is provided. Realm
The entrance to the enclave is a secret door (Perception DC 30 to discover,
although Usilket quickly points it out to the PCs) that opens into a short Chapter 4:
hall, which in turn leads to a broad chamber featuring a natural spring Wolves’ Den
and a communal meeting area, along with work areas for crafting and
Adventure
cooking. Nearby storerooms contain food and other necessities, and
Toolbox
numerous private chambers surround the central one—there are enough
for each PC to have their own room, along with accommodations for the
enclave’s other inhabitants.

OTHER GUESTS
Apart from Usilket and the PCs, two other guests reside in the enclave
at this time, and when the PCs arrive, they quickly gather in the central
meeting area. Here, Usilket introduces the PCs to each of the other guests.
In addition to these two, three guardian aluums (page 93) keep watch in
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PCs secured permission to use an aluum from the Pactmasters, one of


these aluums accompanies them.
During the initial meeting, Shanaca and Yezom stay quiet and observe but
are willing to speak to the PCs if addressed and offer help for their missions.

Shanaca
Usilket invited Shanaca Anisoara (N female derhii ranger 9), a leader
among Kho’s derhiis (page 84), to stay here not long ago, promising her
a chance to meet with heroes who’ll help her and her people with their
concerns in Kho. She’s eager to have someone confront whatever now
dwells in the Sunken City, destroy undead that have appeared in the lake,
and stop the slow flooding of the Upper City, and Shanaca has promised
to bring her people to aid Usilket in the future in response. In particular,
Shanaca believes that something the genies left behind is the source of
the problem and that whatever it is, it might eventually jeopardize areas
beyond Kho.
Shanaca has little interest in aiding the PCs directly, pointing out that
“if I had the ability myself to solve these problems that face my people, I
wouldn’t need outside aid.” Once the PCs agree to help, she’ll give them
directions to a rocky platform in the Upper City (area C), calling this small
artificial isle in the lake the “ritual stone.” Her people have long shunned
the site, despite the frequent flashing lights seen pulsing from the stone after
dark, since the few who dared to investigate only ever returned as horrific
undead. Beyond the flashing lights, derhii scouts recently spotted bizarre,
tentacled monsters in the nearby waters. Shanaca suspects that the source of
the troubles comes from a small villa in the old marid settlement below the

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ritual stone, a location she knows as she once served the Kho’s central river flows rapidly downhill from
marids before their return to the Plane of Water. the flooded Upper City. Its channel drops steeply,
averaging about 30 feet to the water, which is 20 or
Yezom more feet deep with few shallower points. This gorge
Another invitee of Usilket’s, Yezom (N male hadi is 100 feet across at its narrowest.
[page 85] advisor 8) has come at the behest of his Additional information about the ruins of Kho are
master Trexima Butoi, a Mauxi lich and ruler of presented on the following pages, but if you’re
Kho’s hadis. Yezom explained to Usilket, and looking to expand on what’s provided,
eagerly does to the PCs as well, that “Master Pathfinder Lost Omens The Mwangi
Trexima knows what you seek—he has Expanse contains an overview of the Ruins
one of these cards himself and wishes to of Kho on pages 168–173.
discuss exchanging it to you in return
for a favor.” Yezom doesn’t WELL OF AXUMA
know what Trexima wants, The Well of Axuma is a reservoir
but if the PCs are willing to of ancient magic—a matrix of
visit within a day, he can magical energies that permeates
guide them there (see the the entire region. Named for
Phantom Academy on page its ancient creator, the Well of
25). Otherwise, he marks the Shanaca Axuma is the source of many
location on their map. magical phenomena in the ruins as well
Yezom nervously admits he also has a counteroffer as unusual effects that extend farther into Uomoto
from his mother Yilmaz (area A4) and uncle Teffera territory outside Kho. The Well’s effects extend half
(area A5). These twins govern Kho’s hadis for Trexima. a mile into the sky and from the valley edges. A
They have the support of their warriors, led by a hadi manifestation of the magic that once held Kho aloft
rajawan named Naheed (area A3). According to Yezom, in the skies above, no physical features define the Well,
hadis serve Trexima only out of fear; thus, he anxiously but its effects become apparent as soon as the PCs step
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His people can’t risk doing so on their own because sweltering conditions of a jungle ruin.
Trexima’s vengeance is likely to be swift, lethal, and Beneficial Effects: On creatures, the Well of Axuma
indiscriminate. However, Yezom is sure his mother and has the following constant, beneficial effects.
uncle will agree to help the player characters against the • Temperature: During this adventure, temperatures
Prince of Wolves in exchange for freedom. in the Ruins of Kho often rise up to sweltering
Yezom doesn’t know what a lich’s soul cage is, highs, but all creatures within the Well are
much less where the PCs might find Trexima’s. He protected as if by endure elements.
knows little of Trexima’s defenses, other than the skull • Life: Living creatures and plants thrive within
swarms in area A6. He recalls hearing once from his the Well. While resting, including the Long-Term
mother that Trexima came to the Phantom Academy Rest downtime activity, creatures heal at twice the
from the south, and that he’s been looking for a way to normal rate.
retrieve something important he left behind. • Gravity: The ancient magics that once held
Kho aloft in the sky also lace the Well, subtly
Exploring Kho altering the pull of gravity. All creatures gain
The ruined city of Kho is as beautiful as it is dangerous. a +2 circumstance bonus to Acrobatics checks
Once one of the fabled flying cities of Shory, today, the to Balance and to Maneuver in flight and to
ruins lie sprawled along the slopes of the Barrier Wall Athletics checks to Climb, High Jump, and
mountains, inhabited by a wide array of unusual and Long Jump. Falling damage is reduced as well—
often dangerous denizens. creatures treat all falls as if they were 20 feet
In regards to traveling from the enclave to other shorter (this stacks with the effects of falling into
parts of the city, Usilket points out that the enclave water, which is treated as if the falls were 40 feet
itself is located near the city’s center, near a monolith shorter as a result).
Uomotos call the “Stone of Surrender or Sacrifice.” • Innate Magic: The Well grants some sapient
During the day, this towering monolith can be seen creatures who dwell within the ability to cast a
throughout the city, making it relatively easy to few arcane cantrips, typically detect magic, mage
navigate back to the enclave as needed. hand, or prestidigitation.

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• Infused Magic: Staves and wands function Magic, Follow the Expert, Hustle, Investigate, Repeat a
more efficiently within the Well’s reaches. Spell, Scout, or Search. Each PC must attempt a DC 34 War
When a character prepares a staff during daily skill check based on their chosen exploration activity.
preparations, the staff gains 1 extra charge. When If no skill is clear for the activity, use Perception. Chapter 1:
a character attempts to overcharge a wand, it’s a Having a guide, such as Yezom, grants each PC a +2
Battle of
Harrow Court
DC 6 flat check to determine if circumstance bonus to their check. The result of this
the wand becomes broken. check determines how well the PC manages to Chapter 2:
navigate the ruins on the trip. Cards of Kho
Harmful Effects: Despite the Critical Success The PC not only
beneficial effects, the Well’s makes good time, but can help one Chapter 3:
energies can take a toll on other PC along. Choose one other Harrowed
those unused to them. After PC, and either shift their failure Realm
a month spent in the region, result to a success or their critical
a creature’s body becomes failure result to a failure. Chapter 4:
acclimated to these harmful Success The PC encounters no Wolves’ Den
effects, but until then, each time unusual difficulties along the way.
Adventure
a creature finishes their daily preparations Failure The PC suffers a minor
Toolbox
while in Kho, they must attempt a DC 5 flat accident during the journey and
check. On a failure, the creature becomes Yezom takes 4d6 points of damage (choose from
enfeebled 1 by these side effects. While enfeebled bludgeoning, piercing, or slashing, depending on
in this way, a creature doesn’t benefit from the Well’s the flavor of the accident you choose to take place).
beneficial effects; the enfeebled effect is permanent Critical Failure As failure, but the PC also suffers a
until it’s cured by magic. An acclimated creature who debilitating accident like a twisted ankle, a brush with
leaves the Well loses their acclimation in 3 days. stinging nettles, sunburn, or the like—the PC becomes
Hazards: Other odd and dangerous effects occur clumsy 1. This condition lasts for 24 hours or until
within Kho due to the Well of Axuma, its age, and cured by magic.
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such as rogue spheres (page 24) or crystal corruption KHO FEATURES


(page 42), are detailed later in this chapter. Kho is an eclectic mix for the senses. Crumbling rock
Permanent Effects: The Well can grant animate life and crystal coated in and surrounded by verdant jungle
to the inanimate or infuse creatures who dwell within growth comprises most terrain. Animal and plant life
its reach with unique powers. In addition, once the is abundant and healthy. The smell of greenery, fresh
PCs are exposed to the Well of Axuma, their bodies air, and water mixes with the scents of earth, pollen,
become infused with its magic—this unlocks the two and weirder odors. Creatures call amid the ruins as
feats presented on page 71, Axuma’s Awakening and soft winds roar in the valley and trees. The air always
Axuma’s Vigor. The PCs can select either of these feats seems comfortable, thanks to the Well of Axuma.
whenever they earn general feats.
Card Locations
EXPLORATION Once the PCs are ready to begin exploring Kho and
Most of the target locations the PCs suspect of harboring to track down the cards supposedly hidden within the
the Deck of Destiny cards are within one‑half to three- ruins or held by powerful creatures therein, Usilket
quarters of a mile from Usilket’s enclave. Although can offer a bit of advice on where to begin searching,
distances in the city are short, the terrain is uneven and, based on information they and the Pactmasters
at times, broken or hazardous. Shattered rocks, natural previously deduced through research. They aren’t
fissures and pits, and sharp crystal growths abound. As sure which card is located where, but in each of the
a result, travel through Kho must contend with greater following entries for Kho’s locations, a “Cards” entry
difficult terrain (Pathfinder Core Rulebook 479). You lists the information Usilket can share with the PCs.
can simply assume that it takes two hours for the
PCs to reach their target goal if you wish, rather than Domes of the Polymatum
tracking their progress hex by hex. Broken remains of Kho’s arcane academies sprawl
As the group moves to the locations they seek, each across the ruins’ middle area to the eastern valley wall.
PC must choose one of the following exploration Hadis are common in the Domes of the Polymatum.
activities to pursue: Avoid Notice, Defend, Detect Alchemical slurries and toxic sludges can be found in

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here, some the remnants of ancient work or daemonic Obelisk Bridge: The toppled remains of a
leavings, others created and discarded by hadis. Oozes monumental tower form a bridge across the river
are also regular denizens. gorge. Moss and other plant life covers the ancient
Phantom Academy: Through the ruins, beyond ruin, but stone and crystal, some etched in weathered
Shadow Hill and near the edge of the valley, rises runes, still peek through.
Phantom Academy, an ancient edifice shored up by Pit of Endless Night: The hole in the heart of the
magic. This place is the sanctum of Trexima Butoi and Lower City, the Pit of Endless Night is the lair of
the home of Yezom. See area A. morlocks. See area D.
Cards: Usilket believes one of the cards is in the Shadow Hill: Around this broad hill, light dims,
possession of the lich Trexima Butoi but also suspects colors dull, and the air cools, causing thin mist to
a second card lies somewhere in one of the ruins form and hug the hollows nearby. Trees and other
located in this part of the city. plants become twisted and sickly the deeper in the
gloom they grow. Ruins within are crumbling wrecks.
Fields of Glass Few animals dwell nearby. Whispers rise, fall, and
Remnants of countless crystalline structures comprise occasionally crack like sinister wheezing, replacing
the Fields of Glass, which stretch from the river to the the sounds of jungle life. Under the hill, which is the
valley’s western wall. overgrown remains of an ancient building fallen to
Vehanezhad and her xorns rule the Fields of Glass. complete ruin, a malfunctioning gate to the Plane of
Magic propagates crystals here, so they can suddenly Shadow wheezes and pops. Occasionally, it spits forth
shift or grow. Their reflected light can be dazzling or a monstrosity.
even burning. Great machines hum in the ruins, one Cards: Usilket suspects this area’s card lies hidden
among them being, legend has it, the apparatus that in the Pit of Endless Night, but whether it’s held by
once made Kho fly. An ancient slide zone, a remnant one of the morlocks or something else, they can’t say.
from where the city first impacted near the valley wall,
forms a fertile expanse where myriad animals thrive Upper City/Sunken City
among equally vital trees and glades. Kho’s Upper City is now a lake, also called the Sunken
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amid ruins of metal and stone, the Obelisk Vault is a in the lake, which once provided water to the flying
landmark southwest of the Domes of the Polymatum city. From the towers (Aerie Monoliths), derhiis hunt
on the edge of the Fields of Glass. It functions as a in the lake shallows and fly over northern sections of
Shory museum and observatory. See area B. Kho. Some of the plants here are cultivars descended
Sunset Towers: Great crystalline towers collapsed as from local plants or from other regions of Golarion
Kho struck earth, spreading crystal across the valley. A or beyond.
number crashed together and fused in odd positions. Aerie Monoliths: The Aerie Monoliths stand in the
Now, the ruins sparkle when illuminated by the sun or lake’s eastern shallows. The towers shelter derhiis,
moon. Vehanezhad and her xorns lair here. See area E. whom the player characters might glimpse. The largest
Cards: Usilket is fairly certain that only one card central tower serves as a meeting place for the derhii
lies hidden in this region. They suspect this card is part council.
of the dragon’s hoard. Even if it isn’t, as a dragon, Sunken City: In the deeps, splintered crystal and
Vehanezhad likely knows more about the valuable lingering marid illusions and undead make the
treasure’s location than anyone else nearby. cityscape even more treacherous. The PCs must
navigate this region underwater. Within is area C, the
Lower City lair of a marid devourer.
The Lower City hosts Usilket’s enclave and is likely to Cards: Usilket believes that a card from the Deck
be the first part of Kho the player characters see. of Destiny lies somewhere deep underwater here near
The jungle has reasserted itself in the Lower City, Cistern Major, once the domain of the marids who
which has the fewest intact ruins in Kho. Animals and helped maintain the region.
plants are common. Constructs are also numerous
here, some barely whole enough to move—damaged MINOR ENCOUNTERS
sentinels of structures that no longer exist. Undead While the bulk of this chapter presents encounters
and deathly magical phenomena are common near tied to specific locations, you can use the following
Shadow Hill. At night, morlocks rifle through the minor encounters to spice up exploration or provide
ruins. an additional challenge before or after the player

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characters explore a site. Use them as you’re inspired Golem Antimagic harmed by sonic (6d10, 2d8 from areas
to by the Kho Features section starting on page 21 and or persistent damage); healed by fire (area 2d10 HP); War
each event’s description and contents. slowed by cold
Vulnerable to Shatter A crystal sentinel is affected by the Chapter 1:
Amorphous Alchemy Trivial 15 shatter spell as though it were an unattended object.
Battle of
Harrow Court
Creatures: Oozes creep through the rubble, especially Spell Reflection [reaction] (abjuration, arcane) Trigger The crystal
in the Fields of Glass and among the Domes of the golem is targeted by a spell; Effect As glass golem. Chapter 2:
Polymatum. Most are too weak to threaten characters Speed 25 feet Cards of Kho
as powerful as the PCs, but the largest of these oozes, Melee [one-action] bladed limb +27 (agile, magical, versatile P),
multicolored masses of alchemical pollution, are Damage 3d6+14 slashing plus 1d6 bleed Chapter 3:
another story. These enormous alchemical blobs have Dazzling Brilliance (evocation, light, visual) The crystal Harrowed
the same statistics as a carnivorous blob, yet they sentinel creates waves of scintillating luminosity that Realm
aren’t driven by an insatiable hunger. cast bright light in a 120-foot emanation (and dim light
These oozes can persist for years without feeding for the next 120 feet). The light lasts until the start of Chapter 4:
and adopt a more passive method of hunting, lying the crystal sentinel’s next turn, after which the crystal Wolves’ Den
in wait for a creature to stumble
Adventure
into reach rather than relentlessly
Toolbox
flowing through the region. In
most cases, the PCs should be able
to avoid these creatures simply by not
approaching within 30 feet, but in some
cases, such as a sudden building collapse that
exposes an alchemical blob, they might find
themselves ambushed. Feel free to have the PCs
encounter two or more of these oozes if you want a
more dangerous encounter.
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ALCHEMICAL BLOB CREATURE 14


N LARGE MINDLESS OOZE
Elite carnivorous blob (Pathfinder Bestiary 2 6, 195)
Perception +25

Ancient Sentinels Trivial 15


Creatures: Crystalline constructs emerge from the
ruins to attack the PCs, possibly just before or after
the group explores a site. These ancient glass golems
are typically encountered in pairs and appear in the
shape of dragons, wyverns, angels, demons, and other
flying creatures (although their stats remain the same
despite their appearance).

CRYSTAL SENTINELS (2) CREATURE 13


RARE N LARGE CONSTRUCT GOLEM MINDLESS
Variant glass golem (Pathfinder Bestiary 2 131)
Perception +19; darkvision
Skills Acrobatics +23, Athletics +27, Stealth +23
Str +8, Dex +4, Con +5, Int –5, Wis +0, Cha –5
AC 34; Fort +24, Ref +22, Will +18
HP 235; Immunities bleed, death effects, disease, doomed,
drained, fatigued, healing, magic (see Golem Antimagic
below), mental, necromancy, nonlethal attacks, paralyzed,
poison, sickened, unconscious; Resistances physical 15 Crystal Sentinel
(except adamantine or bludgeoning)

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A4aa
A4

A4
A5

A8

A6

A2 A3 A7

A1
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1 SQUARE = 5 FEET

sentinel can’t use Dazzling Brilliance for 1d4 rounds. A demons—a single ghalzarokh named Yazoulain who
creature caught within the bright light or that enters the commands a group of four hezrous. This larger group is
bright light must attempt a DC 33 Will save. a Moderate 15 encounter and, as with the nalfeshnees
Success The creature is unaffected. before them, make sure the PCs know who sent them
Failure The creature is dazzled for 1 round. and why. If this larger group is defeated, the Prince
Critical Failure The creature is blinded for 1 round, of Wolves bides his time and sends no further scouts
and then dazzled for an additional 4 rounds. While against the PCs as long as they remain in Kho.
the creature remains dazzled, it’s also confused (this
additional effect has the emotion and mental traits). GHALZAROKH CREATURE 15
Page 80
Demonic Scouts Low 15 Initiative Perception +28
Creatures: This event is likely to occur after the PCs
have explored at least three areas in Kho, but it could HEZROUS (4) CREATURE 11
happen anytime you want to signal the Prince of Wolves Pathfinder Bestiary 2 67
isn’t yet done with them. Two nalfeshnees, Kaino and Initiative Perception +21
Enok, arrive in Kho and proceed to hunt for the group.
Their main goal: to steal Deck of Destiny cards from NALFESHNEES (2) CREATURE 14
the player characters. Pathfinder Bestiary 2 68
The nalfeshnees descend from the air to ambush the Initiative Perception +25
PCs as they emerge from an area where they’ve acquired
a card. These demons are vocal about who sent them Rogue Sphere Trivial 15
and why, and they fight to the death. If this encounter Hazard: Disruption among magical fields in Kho creates
occurs a second time, the PCs face a larger group of magical tears Uomoto explorers dub “rogue spheres.”

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The
Destiny
These anomalies wander aimlessly until attracted to mar the facade. Broken pillars stand before the portico,
active magic around creatures. A rogue sphere appears which sports weathered doors carved of pale stone. War
as a bubble of shifting distortion in the air, most visible Jungle plants and moss grow over the building and
in bright light. They’re often drawn to areas where the rubble surrounding it. The Phantom Academy is Chapter 1:
powerful magic has been recently unleashed, such as located at area A; the map for this area is on page 24.
Battle of
Harrow Court
after a confrontation with Trexima Butoi in area A.
PHANTOM ACADEMY FEATURES Chapter 2:
ROGUE SPHERE HAZARD 15 A group of hadis reside here, having turned this school Cards of Kho
RARE COMPLEX ENVIRONMENTAL MAGICAL into a home. The structure was originally sized for
Stealth +40 (master; +35 in bright light) humans, giving the new occupants copious living space. Chapter 3:
Description A roving sphere of distorted magic shimmers Ceilings in rooms arch to a stately 20 feet high, while Harrowed
and floats through the air. doors are made of wood but have handles set particularly Realm
Disable DC 38 Arcana, Nature, Occultism, or Religion low (the doors are relatively new additions by hadis,
(master) to cause the magic of the sphere to dissipate who had to replace the older, decayed doors and chose Chapter 4:
harmlessly, or DC 40 Thievery to cause the sphere to to do so with ones sized for their smaller stature). Wolves’ Den
burst and implode safely, or dispel magic (8th level; In most rooms, thick crystal skylights or windows
Adventure
counteract DC 34) let outside light into the school. Hadis prefer light,
Toolbox
AC 34; Fort +23, Ref +29 so they use candles, fires, and lamps when darkness
Hardness 25, HP 96 (BT 48); Immunities critical hits, object falls. Trexima also prefers light so he can discern color.
immunities, precision damage; Weaknesses force 15 Continual flames light areas A7 and A8. The text notes
Magic Drift [reaction] Trigger A creature within 60 feet casts exceptions to assumed lighting.
a spell or uses magical effect, or a creature within 60
feet is the target of an active spell that’s 5th level or Hadis
higher, carries a magic item of 10th level or higher, or Hadis are clever or wise enough to understand the threat
is the target of an ongoing magical effect created by a powerful characters like the PCs pose. Especially if the
creature who’s 10th level or higher; Effect The sphere group comes with Yezom, the hadis encountered here
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would enter a creature’s space, it stops moving in that party has come to meet Trexima, and mentioning the
creature’s space, then attempts to counter the triggering lich by name renders any hadi unwilling to interfere.
magic effect (or alternately, the strongest magic effect If attacked, they retreat to area A3, where the whole
on the creature), with a counteract modifier of +28. A clan makes a stand. Attacking hadis automatically
counteracted magic item becomes a mundane item of its causes Trexima Butoi to become hostile. He awaits
type for 10 minutes. If the target is a creature, or is a bellicose interlopers in area A7 or A8, where he
creature who’s carrying the targeted item, the creature attempts to slay them.
takes 10d6 force damage from this effect (DC 36 basic Conversely, the hadis don’t defend Trexima and
Fortitude save). The rogue sphere then rolls initiative. want nothing to do with a fight involving their
Routine (2 actions) The sphere uses its first action to fly overwhelmingly frightening leader. Instead, they
30 feet toward the closest creature currently under the seek to avoid becoming collateral damage in a battle
effects of a spell, or it uses both actions to fly 60 feet between the PCs and the lich, even fleeing the Phantom
toward the closest creature if none are within 30 feet. Academy entirely if needed.
The rogue sphere attempts to enter the target’s space. In addition to hadis, the characters spot fierce,
If a rogue sphere shares a creature’s space, it uses an unusually large mutated rats hiding in rubble and
action to Magic Drift the target. If the target has no crevices of the academy. These daemon-blooded
magical effects or carries no magic items, the result of vermin avoid the characters unless otherwise noted.
its Fortitude save to resist the force damage caused by
Magic Drift is increased by one degree of success. Meeting Trexima Butoi
Reset The sphere ceases moving when no creature remains If the player characters come with Yezom or under any
to trigger Magic Drift. It then dissipates after an hour other pretense of meeting with Trexima Butoi, Yezom
spent with no targets within 60 feet (coming out of the academy if needed) escorts the
group to area A3. Soon after, the closest door to area
Phantom Academy A6 opens, and the hadis indicate that the PCs should
A structure of white marble, crystal, and brassy metal step through into the room beyond to meet with their
pokes out of the ground at a slant. Cracks and gaps lord—see area A6 for more details.

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A1. PORTICO HADI MOB CREATURE 15


Page 85
The broken porch has a large double door of white stone. Initiative Perception +25

Creatures: Two hadi tafens keep watch here. As the Reward: If the PCs manage to avoid combat with
group approaches, these hadis call out to Yezom (if he the hadi mob, grant them XP as if they’d defeated it
isn’t already with the PCs), alerting him that “Those in combat.
people you met with are here, Yezom!” The two hadis
won’t try to stop the PCs and flee to area A3 if they’re A4. WORKSHOP
attacked.
Several skylights line the ceiling of this room. Acrid
HADI TAFENS (2) CREATURE 5 vapors drift on the air. Containers, including pots and
Elite ratfolks (Pathfinder Bestiary 6, 277) trays holding live plants and fungi, crowd shelves and
Initiative Perception +12 counters along the walls. Among the boxes, jars, and bins
are devices and tools for various trades, from alchemy to
A2. FOYER leatherwork. A few small stoves, fires, and tiny burners
give off light and heat, with pots or distillers bubbling
This sizable entryway has a crystal skylight and a tiled away on or near them.
floor that slopes downward toward another double door of
white stone. Dark stains and corroded pits mar the doors. Area A4a is a storage area adjoined to this workshop.
Whiffs of smoke, cooking smells, and fouler odors drift It contains mundane gear, food, drink, and reagents,
through them. along with a spring used for fresh water.
Creatures: Living in area A4a with several of her
The doors to area A3 can be barred from the south closest followers is Yezom’s mother, Yilmaz (N female
if the PCs approach the academy with obvious violent hadi transmuter 8). If characters arrive peacefully, they
intent. If barred, the double door requires a character find her working here with other hadis. She’s proud
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A3. COMMUNAL HALL TRIVIAL 15 “dear clan” but remains vague on how, worried that
Trexima might overhear.
Rubble and newer materials from the jungle have been
fashioned into nesting areas in this enormous hall. Every A5. CONTAINMENT
corner looks lived in, from stone shelves and alcoves to the
hollows among intruding tree roots. Decorations of crystal, This room smells like a dirty barn. Reeds and old grass
plants, textiles, fur, and feathers adorn the space. Cooking cover the floor, forming a sizable nest in one corner. A few
fires burn here and there. Their smoke collects in pockets large cages built of jungle wood line the walls, but they’re
in the high vaulted ceiling, escaping through cracks and empty. Water flows through the cages and across the floor
holes. The place smells pungent with mixed scents, some to a shallow pit, pouring out through a rough-hewn hole in
of them bitter or otherwise unpleasant. the wall. Skylights pierce the high ceiling.

Rubble makes this area difficult terrain. Creatures: Several hadis dwell here with Yezom’s
Creatures: Dozens of hadis peek with curiosity or uncle, Teffera (NE male hadi transmuter 8). He’s
fear from their nests but otherwise avoid the PCs. quite happy, with a wink and a nudge, to meet the
Among them, boldly keeping watch, is a hadi named characters. He wishes the party great luck in their
Naheed (NE male ratfolk barbarian 6). If present, “partnership” with Trexima.
Yezom introduces Naheed, who grunts and nods in
acknowledgement. A6. OSSUARY SEVERE 15
If the characters attacked area A’s hadis, though, the This area is unlit—the following text applies only if
clan fights back here. This mob of hadis fight against the PCs bring their own light source.
the PCs as best they can, but if reduced to fewer than
60 Hit Points, surviving hadis attempt to flee from Wide, carved tunnels with niches full of bones and skulls
the academy as the PCs’ violence finally eclipses their stretch out ahead. The walls are cracked, the halls slanted
subservient fear of the lich Trexima. downward.

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The
Destiny
The stone doors to area A7 are each hidden beyond detail he would prefer not to divulge). The
illusory walls (5th-level illusory object spells cast by construct speaks a language Trexima has never War
Trexima) and are also protected by lock spells cast heard. He suspects it’s Shory, but he was unable
by him. A character can Force Open each door by to communicate with the warden long enough to Chapter 1:
succeeding at a DC 38 Athletics check, or with three tell for sure. The radiant warden has an uncanny
Battle of
Harrow Court
successful DC 34 Thievery checks to Pick the Lock. sense of creatures inside the vault.
Creatures: Not all of the skulls stacked in the • A secondary entrance (area B5) can be found on Chapter 2:
ossuary niches here are what they seem–in fact, the the eastern side of the vault, but those doors are Cards of Kho
majority of them comprise four feral skull swarms, locked tight (he doesn’t have a key).
created by Trexima to serve as guardians. These skulls • Trexima maintained a lab (area B3) in the vault. Chapter 3:
are a combination of hadi skulls, giant rat skulls, and He battled the warden there, and much of it Harrowed
various other animal skulls brought to him as offerings was destroyed. However, he suspects his missing Realm
from his hadi minions.
If the PCs meet with Trexima here, the skull swarms Chapter 4:
remain calm, although now and then the PCs should Wolves’ Den
have their attention drawn to the way that many
Adventure
of the skulls seem to move in their niches to follow
Toolbox
their movements or periodically open their jaws like
animals displaying anger. The skull swarms clatter
off the niches to attack the PCs if they enter this area
without Trexima or if he gives the order to attack.
Once a battle begins, the swarms fight until destroyed.
Trexima rules the Phantom Academy. When he first
came to Kho, he initially dwelled in the Obelisk Vault
(area B), where he opened a portal to the Shadow Plane
and drew in a powerful shadow sorcerer in an attempt
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this sorcerer and closed the portal, but then perished


themselves to Trexima. Undaunted, he turned his
attentions toward a ruined construct that lay dormant
in the Obelisk Vault and attempted to reactivate it.
Unfortunately for him, when the construct, a radiant
warden, awoke, he failed to control it, and it nearly
destroyed him. He fled, leaving some
of his treasures behind, and he would
like to have them back. He’s prepared
to turn over one of his latest discoveries,
The Tangled Briar, as a reward to the PCs
if they agree to retrieve his belongings from
the vault.
Trexima can provide the following
information about the Obelisk Vault and the treasures
he seeks.
• A radiant warden dwells in an auditorium (area B2)
near the eastern main entrance (area B1). Trexima
can describe much of the construct’s capabilities
if asked. In particular, he warns the PCs about the
construct’s immunity to necromancy effects and
its abilities to potentially hamper and prevent the
use of teleportation effects (an effect that played a
key role in preventing his swift escape and forced
Trexima Butoi
him to abandon his lab in a more undignified
and humiliating physical flight from peril—a

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wealth should still be there. The lich promises deception, Trexima grows frustrated, his demeanor
the PCs that they can have the lesser treasures changing to unfriendly. “If you want this card, you’ll
recovered there in addition to The Tangled Briar, do as I demand!” he barks. Continuing to press for
as long as they return the objects he wants. more details will only anger him further.
• The treasures that Trexima wants the PCs to return Angering Trexima: Trexima’s ego and arrogance
to him are “priceless works of art” that, if pressed prevent him from entertaining the idea that the PCs
for more information, the lich admits possesses a might go back on their promise once they secure his
bit of nostalgia for, as he created those items in life soul cage, or even that they might decide to destroy it,
many years ago. He goes on to explain that these but he isn’t a total fool. If he gets the feeling that the
three items are collectively called “The Three PCs intend something of that sort during the initial
Dragons” and that they’re constructs known as conversation, he’ll attack them at a point when he
living runes. Trexima explains that he kept the hopes they least expect it.
three living runes on the walls and used them as In combat, Trexima relies upon any and all available
art, as well as to consult on arcane questions, but allies to keep the PCs busy while he remains at range
when he was forced to flee the laboratory, he had and uses his magic to overcome the PCs without killing
to leave them behind. He’ll warn the PCs that them. If the PCs confront him in area A6, he and the
the three living runes will likely attack them on feral skull swarms constitute a Severe 15 encounter.
sight unless they speak the following pass phrase His first action in combat is to use The Tangled Briar
to the constructs, in Mwangi: “Darkness precedes to create a wall of thorns amid the PCs. As the battle
light”—which will ensure the runes’ cooperation goes on, his goal is to capture the PCs alive and then
and allow the PCs to transport them back safely. use them as distractions against the radiant warden
Trexima is eager for the PCs to be off on the quest, while he retrieves his soul cage. If he’s reduced to fewer
telling them to make their way back here as soon as than 60 Hit Points, he uses dimension door to go to
they’ve secured his treasures. Trexima is wicked but area A7. If confronted there, he fights until destroyed.
in a callous, egotistical, and vengeful way. He’s more In this case, his body reforms at his phylactery in area
interested in his quest for arcane power than petty B4, whereafter he’ll bide his time, hoping the PCs (if
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does he, and he gifts the PCs The Tangled Briar as up by the guardians in the Obelisk Vault for him to
soon as they deliver. He might even be willing to help take advantage of.
them further (see Concluding the Chapter on page 45).
The Truth: Trexima isn’t being entirely honest with TREXIMA BUTOI CREATURE 16
the PCs. In fact, much to his shame and frustration, one UNIQUE NE MEDIUM UNDEAD
of the three living runes is his soul cage! The fact that Male human lich wizard (Pathfinder Bestiary 221)
he had to flee his laboratory and leave behind his most Initiative Perception +26, darkvision
valuable belonging has gnawed at him constantly, but Languages Aklo, Common, Daemonic, Draconic, Mwangi,
never quite to the point where he feels compelled to Necril, Osiriani, Undercommon
risk himself again in an attempt to recover the soul Skills Arcana +31, Crafting +29 (can craft magic items),
cage. So far, his fears—that if he were to be destroyed Deception +29, Intimidation +27, Nature +27, Stealth +27
at the site and then find himself locked in a frustrating Str +0, Dex +5, Con +4, Int +7, Wis +5, Cha +5
cycle of destruction and recreation—have prevented Items greater staff of necromancy, The Tangled Briar (page
him from making the recovery attempt on his own. 78), wand of necrotize (7th level, Advanced Player’s
If the PCs are suspicious of Trexima’s motives, the Guide 118)
lich grows impatient but does his best to deflect their AC 37; Fort +25, Ref +28, Will +30; +1 status to all saves
questions, knowing that once the PCs realize one of vs. positive
the runes is his soul cage, they’ll have an incredible HP 290, negative healing, rejuvenation; Immunities
advantage over him. Instead, if pressed for more details death effects, disease, paralyzed, poison, unconscious;
by demanding PCs who might have successfully used Resistances cold 15, physical 15 (except magic
Sense Motive to deduce something was up, Trexima bludgeoning)
“admits” that the intellects trapped in the living runes Speed 25 feet
are all that remains of allies who gave up their lives for Melee [one-action] staff +23 (magical, two-hand d8); Damage 1d4+6
him long ago—an attempt to appeal to any sense of bludgeoning
empathy the PCs might have for a creature who’s just Melee [one-action] hand +30 (finesse, magical); Damage 5d8
trying to rescue old friends. If the PCs see through this negative plus paralyzing touch

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Arcane Prepared Spells DC 37, attack +29; 8th dispel Illusion and lock spells cast by Trexima protect the
magic, horrid wilting, polar ray; 7th eclipse burst, fly, spell doors leading to areas A6 and A8. War
turning; 6th cloudkill, mislead, purple worm sting; 5th The trench around the room’s rear edge is 5 feet
grim tendrils, illusory object, wall of ice; 4th dimension deep and counts as difficult terrain to move into or Chapter 1:
door (×2), freedom of movement; 3rd magic missile, out of without a climb Speed.
Battle of
Harrow Court
paralyze, stinking cloud; 2nd mirror image, resist energy, Creatures: While this sanctum’s protections and
see invisibility; 1st fear, fleet step, ray of enfeeblement; ritual-bolstering features were two factors that drew Chapter 2:
Cantrips (8th) detect magic, mage hand, message, ray of Trexima to this site as his new lair, the presence of Cards of Kho
frost, shield an ancient undead guardian called Iketsu was another.
Rituals create undead This immense hollow serpent had dwelled here since Chapter 3:
Drain Phylactery [free-action] Frequency once per day; Effect As its creation in the years following Kho’s fall, but until Harrowed
lich. Trexima’s arrival, it found none it would call an ally. Realm
Siphon Life [reaction] (necromancy) Trigger Trexima deals damage Trexima managed to secure something akin to a
with his hand Strike; Effect Trexima regains Hit Points partnership with the enormous undead snake, and Chapter 4:
equal to half the damage dealt. now, Iketsu is ready to defend the lich with its unlife. Wolves’ Den
Steady Spellcasting If a reaction would disrupt Trexima’s In fact, up until the point that the PCs arrived in Kho,
Adventure
spellcasting action, he attempts a DC 15 flat check. On a Trexima had all but decided to bring Iketsu with him
Toolbox
success, the action isn’t disrupted. in a second attempt to defeat the radiant warden in
area B2, but now, he hopes he can avoid putting his
FERAL SKULL SWARMS (4) CREATURE 12 valuable guardian at risk.
Pathfinder Bestiary 3 244 Iketsu spends most of its time simply waiting,
Initiative Perception +21 nestled down in the southern portion of the room’s
surrounding trench where it’s mostly out of sight
XP Award: The characters earn full XP for Trexima from the northern approach. As such, it rolls Stealth
and his guardians in areas A6 and A7 (as if they were for initiative.
all defeated in combat) if they make a deal with the
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Regardless of how it plays out, grant the PCs 60 XP Elite hollow serpent (Pathfinder Book of the Dead 114,
for recovering The Tangled Briar. Pathfinder Bestiary 6)
Initiative Stealth +31
A7. SANCTUM LOW 15
A8. REPOSE CHAMBER
This circular room of bluish stone has a forty-foot-high
vaulted ceiling with a jagged spike of softly glowing This chamber has a divan, a chair, a shelf, and a chest, all
crystal hanging from its center. Sigils in several languages crafted from fine wood ornamented with silver and ivory.
correspond with rings etched in the floor and wall, forming Patterned hangings of sheer blue, violet, and white cloth
markings in a variety of patterns and materials. At the with silver tracery line the walls. The chair and divan have
center is a raised platform with a stone lectern. Blue-white pillows of matching hues, and a zebra hide drapes the divan.
fire burns on a rod attached to this reading stand. The floor On the table, blue-white fire burns in a jade bowl shaped
slopes downward toward the rear outer edges, eventually like a turtle. A censer carved to resemble a two-toned mask
falling off into a stone trench. A sickly sweet scent hangs of darkwood and ivory stands near it. Alongside these
in the air. objects rest papers, several peacock feathers, and a tome
bound in leather, ivory, and silver.
The runes create a potent matrix of magic energy that
are in turn focused by the 10-foot-long crystal dangling Treasure: Most objects here are valuable, but the
like a stalactite from the dome in the center of this room. portable treasure includes the censer (500 gp), jade
The symbols grant a +3 item bonus to any necromancy bowl (500 gp), onyx gems (1,000 gp), rare components
ritual performed within the chamber as well as a +3 (herbs, incense, oils, powdered metals worth 1,000 gp
item bonus to all saving throws against positive or in all), 300 pp, and 2,500 gp. Trexima’s spellbook, a
scrying effects. The crystal itself has Hardness 25 and tome bound in hadi leather and bones called Shadows
100 Hit Points (BT 50). If the crystal is broken, the item and Sinew, is also here and contains the spells he has
bonus granted drops to +1, and if it’s destroyed, the prepared, the rituals he knows, and any other spells
item bonus vanishes entirely. or rituals you choose to include. The spellbook also

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B4

B1 B2 B5

B3aa
B3

B3

B3bb
B3

OBELISK VAULT
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1 SQUARE = 5 FEET

holds particularly vile methods for making constructs spells within. A character who attempts to cast one of
or undead creatures into soul cages. Trexima’s plan, these spells while within the vault, or one who attempts
according to the book, was to eventually transform to cast one of these spells to observe or enter the vault,
Iketsu into his soul cage, but doing so first requires the finds that the vault resists the spell. These wards
recovery of his current one. attempt to counter the spell, casting a 6th-level dispel
magic spell with a counteract modifier of +23. On a
Obelisk Vault critical failure, magical feedback from the attempt
A creeper-covered dome lined with brassy metal glitters renders these wards useless for 1 hour. The radiant
amid trees, other greenery, half-buried buildings, and warden in area B2 is the focus of this magic—if it’s
tumbledown ruins of stone and metal. An obelisk of destroyed, these wards are destroyed as well.
white stone towers skyward from the dome’s center, This area has three entrances. The doors in the west
but the top third of the pylon has sheared off. That leading to area B1 are easiest to spot, and reconnoitering
third leans across a gap between the dome and a tower (or information from Trexima) reveals a similar
of similar stone near its rear. Jungle vines and plants doorway into area B5 on the eastern side. A hole in the
bind the ruins together. Overgrown hollows, once ceiling of area B3 provides another access point, but
rooms, show that part of the tower collapsed long ago. finding it requires exploring that section from above.
The Obelisk Vault is located at area B; the map for this Climbing to this roof is easy, though, and can be done
area is above. by a character who succeeds at a DC 15 Athletics check.

OBELISK VAULT FEATURES B1. MEZZANINE


Arcane wards still sputter in this ancient museum.
Most are nonfunctional, but those that remain make it The doors of clear crystal and brass-colored metal open into
difficult to cast scrying, summoning, and teleportation a wide entryway. It connects to a mezzanine overlooking

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a broad, circular opening into a chamber below, in which whoever succeeds notices what appears to be one of
several ancient orreries stand. The dome’s interior rises over the cards from the Deck of Destiny (a critical success War
this opening. Some jungle vines have intruded across its notes that the card is The Bear) lodged almost out of
glittering ceiling. The area smells of water, stone, and rot. sight in the construct’s inner workings. Chapter 1:
If the PCs can establish communication with the
Battle of
Harrow Court
The mezzanine, lined with a rail, overlooks area B2, radiant warden and can Make an Impression or Coerce
25 feet below. On this level, the ceiling is 25 feet high. it into being friendly or helpful, it’s willing to trade the Chapter 2:
The dome extends another 30 feet above the entresol, card for a service after the PCs mention it (until this Cards of Kho
and several cracks in the dome allow sunlight into the point, the radiant warden didn’t actually notice The
room during the day. Bear’s appearance, as the card is in a part of its body it Chapter 3:
The remains of several hadis lie scattered about can’t normally observe—similar to how a human might Harrowed
the area. Most were crushed. They carry decaying be surprised to learn of the presence of a freckle behind Realm
exploration gear, along with mundane armor, weapons, an ear). The radiant warden describes awakening
and alchemical equipment that has gone inert. Unless recently to find an undead intruder here. Although the Chapter 4:
the PCs are particularly stealthy, their entrance here is radiant warden doesn’t know Trexima’s name, it should Wolves’ Den
swiftly noticed by the radiant warden in area B2. be obvious from its description that this intruder was
Adventure
the lich. The radiant warden drove Trexima away, but
Toolbox
B2. OBSERVATORY MODERATE 15 the lich left a “fragment” of himself here. The radiant
warden feels this presence in the general direction of
An arena of white stone, this area has stepped benches area B4 but is too large to go there without damaging
going up the sides and smaller stairways allowing access the structure more than time has already done. If the
to the various levels. Water flows into the arena from an player characters remove or destroy this fragment, the
entryway, cascading down the stands to the central floor. warden agrees to give them the card.
Scattered everywhere are debris of rock, crystal, and If the radiant warden and PCs fight, the construct
metal. Given the shapes, some of this wreckage must have initially uses collective transposition to place foes
been statues of different beasts. within reach. The warden is interested only in driving
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This theater is the same shape as area B1 above. it continually warns foes to leave and doesn’t continue
Remains of pedestals and display cases line walkways attacking fleeing opponents. However, if PCs retreat
at the auditorium’s upper level. The rubble here causes and later return, the warden isn’t automatically hostile
the entire area to be difficult terrain for Large or and can be negotiated with anew.
smaller creatures.
Creatures: Until recently, the radiant warden that RADIANT WARDEN CREATURE 17
watched over this chamber had become dormant, only Pathfinder Bestiary 2 220
awakening recently after the lich Trexima reactivated Initiative Perception +30
it. When the egotistical lich failed to also control the
construct, the radiant warden attacked, taking advantage XP Award: The characters earn full XP for negotiating
of its ability to smash through the lich’s defenses with with the radiant warden rather than defeating it. Grant
its magical hammerblows while being immune to them 60 XP for recovering The Bear.
Trexima’s necromancy. Now, the radiant warden waits
quietly in orrery form, ready to smash and destroy any B3. WRECKED LAB
other intruders—such as the foolish hadis whose bodies
the PCs can find on the mezzanine above. At the edge of a rough wall is a rubble-strewn area with
The radiant warden is initially unfriendly upon cubicles flanking a smashed stone double door. Water
noticing more intruders. As it flies up to confront the trickles out of one cubicle, trickling back toward the
PCs, it asks, in the ancient language of Shory, why mezzanine. Beyond is a large chamber in a shambles.
they’ve come to “the observatory,” which is currently Furniture made from metal, crystal, and stone lies scattered
in disrepair and closed to visitors. As long as the PCs and scorched. Near the back of the room, above a slanting
make no sudden or violent movements, the radiant pile of wreckage, is a hole in the ceiling.
warden is patient and willing to wait for solutions to
the language barrier, but it won’t allow the characters The ceiling hole is 20 feet from the floor. Debris
farther into the vault. While the PCs attempt to talk, makes the floor difficult terrain. Amid that detritus are
allow them to attempt DC 35 Perception checks— implements and devices that suggest an arcane lab and

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C3
C6

C1

C2
C4 C5
C3

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CISTERN VILLA 1 SQUARE = 5 FEET

crafting center was set up here recently. Much of the This area is an intact part of the tower the PCs likely
damage to the room near the double door is also new. saw from the outside. The runes painted on the wall
If questioned about it, the radiant warden reveals the are in a wide range of languages, primarily Shory,
destruction is due to the battle with Trexima Butoi. although some are Auran, Draconic, and even Necril.
In the leaking cubicle (area B3b), water trickles from If the characters can read the runes, they speak of
holes in the wall, one on the right being higher than minerals and jewels once on display here.
the other at the cubicle’s rear. The second cubicle (area Creatures: Three arcane living runes (each appearing
B3a) has a circular brass plate on the floor it; it’s a as the three sole runes written in Necril) lurk among
nonfunctional lift, its magic long gone. The shaft is the artwork and inscriptions in this chamber. One of
open, however, leading 40 feet up to area B4 (Athletics them is Trexima’s soul cage—to identify it as such, a
DC 20 to Climb). character must succeed at a DC 36 Arcana, Occultism,
Treasure: Within a hollow in the floor is a cache of or Religion check to tell the soul cage from other
1,500 gp as well as several onyx gems worth 3,000 gp living runes. Detect magic discerns the soul cage as the
in all and 1,000 gp in other rare components. highest-level magic in the area.
The runes attack only once characters distinguish
B4. SOUL CAGES LOW 15 them as creatures. However, if the characters use the
pass phrase Trexima gave them (“darkness precedes
At the upper end of the shaft is a chamber of white stone light”), the runes are indifferent but willing to travel
covered in the remains of dead vines, moss, and clinging with the characters on surfaces they provide.
plants. A broken wall breaks the room into two sections. A few If battle ensues, the runes lead the characters on a
empty pedestals line the outer walls, along with faded runes chase through the observatory. They try to avoid areas
etched on the walls near them. Larger symbols have been where the radiant warden can reach them. The warden
painted on these surfaces, but they look like recent additions. attacks the soul cage if able to do so.

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ARCANE LIVING RUNES (3) CREATURE 13 the troubles (as well as the site most likely to harbor
Pathfinder Bestiary 3 163 the card the PCs seek), all is dark as night. Walls are War
Initiative Stealth +31 made of stone. The wooden doors are reinforced with
metal but are also swollen and stuck; to open one, a Chapter 1:
XP Award: The characters earn full XP for acquiring character must succeed at a DC 25 Athletics check to
Battle of
Harrow Court
and bringing the runes back to Trexima. Force it Open.
Chapter 2:
B5. REAR ATRIUM C1. RITUAL STONE Cards of Kho
Plants enshroud the two double doors that lead into this
atrium from the outside. A character can Force Open The lake’s surface sparkles, broken only by the outcroppings Chapter 3:
the locked door by succeeding at a DC 35 Athletics of rock and crystal in various sizes that poke above the Harrowed
check or unlock it with five successful DC 30 Thievery lapping waves. Here, one such stone, hewn flat, juts several Realm
checks to Pick a Lock. feet above the surface. On it lie strewn tools, clay storage
jars held in depressions in the rock, a slab or altar, and an Chapter 4:
Rubble and odd debris litter this wide gallery. The chamber iridescent slick of fragrant grease. This oil forms a similar Wolves’ Den
has several cubicles at the sides. Two leak water that drains sheen on the lake water around this platform, while deeper
Adventure
across the floor and deeper into the structure. Broken rock down, under the water, an enormous shadow looms to the
Toolbox
fills another, a circular brass plate the size of a small shield east of the rock.
projecting askew from among them. The room’s center has
caved in atop a massive stairway, leaving wrecked, shadowy An examination of the tools and supplies by
passages to either side. anyone who’s master or better in Arcana, Medicine,
Occultism, Religion, or an appropriate Lore recognizes
The floor is difficult terrain, littered with shattered the accoutrements as implements and reagents for an
sculptures, broken polished bones, and other oddities. obscure form of oil-based embalming. The tools are
Greater difficult terrain chokes the dark passages oversized, designed for larger subjects and a Large
leading toward area B2. creature’s hand.
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Cistern Villa can follow the monolith’s sheer sides down to area
Usilket believes, correctly, that one of the harrow cards C2. At your option, if the PCs are particularly flashy
the PCs seek is held by denizens of the recently flooded or noisy here, they might draw the attention of the
Upper City—a place Kho’s locals now call the Sunken creatures who lurk below in the gatehouse as well.
City. Based on the deal struck with the Pactmasters in Markish Aghayarea, the marid devourer who
Chapter 1, Usilket might be able to offer some gear to now rules the villa to the east, uses this ritual stone
help the PCs navigate the underwater areas here, most to create the unusual oiled mummies he favors as
likely by providing each PC with a greater sea touch guardians. A PC who examines the tools here and
elixir. (If the PCs need more than 24 hours to explore succeeds at a DC 25 Religion check realizes that the
the Sunken City, they’ll need to supply their own water ritual stone is used for such a practice and that the
breathing sources.) act of creating undead here is certainly the cause
With Shanaca’s direction, the PCs can quickly narrow of the strange lights that Shanaca and her people
down their search for the area most likely to hold the reported seeing. With a critical success at this check,
card to a stone monolith protruding from the waters the PC also knows that mummies that have been
of the Sunken City at area C, where the marids of the treated and preserved with special oils are favored
Ghasem clan once ruled from the numerous small villas in regions where the dead are interred underwater,
that comprised Kho’s Cistern Major. The map for this for the process not only forestalls decay, but also
area is on page 32. prevents water absorption. Oil mummies, as they’re
called when such bodies are animated, share much of
CISTERN VILLA FEATURES the same features as typical mummies, save that those
The area once known as Cistern Major now lies who succumb to the cursed disease they inflict melt
entirely underwater, about 100 feet below the new away into puddles of oil.
lake’s surface. At this depth, even during the day, the Treasure: Remaining amid the materials here are
lighting at the lake bed is dim light, but magical light four onyx gems worth 250 gp each and rare materials
still illuminates some of the villas’ interiors. In the (oils and reagents) worth a total of 1,000 gp—supplies
Cistern Villa that Shanaca suspects is the source of for a create undead ritual.

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C2. GATEHOUSE LOW 15 QUOPPOPAK MUMMIES (3) CREATURE 13


RARE NE LARGE MUMMY UNDEAD
The ritual stone projects upward through the water from Pathfinder Bestiary 240, Pathfinder Bestiary 2 219
a ruined gateway still attached to sections of wall. Around Perception +24; darkvision
and beyond this gateway, shadowy water shimmers and Skills Athletics +27 (+30 to Escape)
bubbles, blurry with turbulence and forming a domal Str +8, Dex +2, Con +6, Int –2 Wis +5, Cha +0
structure. AC 32; Fort +26, Ref +21, Will +24
HP 260, negative healing; Immunities death effects,
The field of shimmering, bubbling water is an disease, paralyzed, poison, unconscious; Weaknesses
opaque shell that covers all of the larger structure fire 15
(areas C4–C6), leaving only the Ritual Stone and this Despair (aura, divine, emotion, enchantment, fear,
gatehouse out. The shell is just over 15-feet thick and incapacitation, mental) 30 feet. As mummy, but DC 30.
is detailed further in area C3. Attack of Opportunity [reaction] Tentacle only.
If the PCs swim down along the sides of the Ritual Speed 10 feet, swim 35 feet, water glide 25 feet
Stone, once they reach the lake bed, they’ll find the Melee [one-action] beak +27 (reach 10 feet), Damage 3d10+14
gate is open, leading to a 10-foot-wide water-filled piercing plus oil rot
“tunnel” of sorts that passes through the shell and Melee [one-action] tentacle +27 (agile, reach 15 feet), Damage
gives access to area C4. The north and south wings of 3d8+14 bludgeoning plus Grab and oil rot
the gatehouse are empty rooms but also serve as places Melee [one-action] ventral tube +27 (reach 10 feet), Damage 3d6+14
to lurk for three large monsters. slashing plus 1d6 persistent bleed and oil rot
Creatures: Markish’s favorite subjects for the Ignite Oil [free-action] Trigger The quoppopak mummy takes fire
embalming procedure are monsters known as damage while it is above water; Effect The oil coating
quoppopaks. These tentacled aberrations have grown the mummy ignites. This fire does no additional damage
in number since the flooding of the upper city, and to the mummy but does cause its melee Strikes to inflict
those that undergo Markish’s transformation into an additional 1d6 fire damage. At the end of its turn, the
oil mummies are even more dangerous. As the PCs mummy attempts a DC 10 flat check; on a success, the
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in the water immediately surge forth to attack. They mummy submerges in water.
fight until destroyed and pursue fleeing PCs as long Oil Rot (curse, disease, divine, necromancy) This disease
as possible. and any damage from it can’t be healed until this curse is
removed. As the disease progresses, the creature’s flesh
grows leathery, while a foul-smelling oily layer spreads
from painful splits in the dried skin. A creature killed by
oil rot melts into a puddle of foul-smelling oil and can be
resurrected only by a 7th-level resurrect ritual or similar
magic; Saving Throw DC 33 Fortitude; Stage 1 carrier
with no ill effect (1 minute); Stage 2 10d6 negative
damage and clumsy 2 (1 day)
Tentacle Stab [one-action] Frequency once per round; Effect As
quoppopak.
Water Glide As quoppopak.

C3. SHADOW MAZE LOW 15


Upon close inspection, the shadowy, bubbling
dome of water that surrounds the villa appears
strangely solid and feels like a softly
vibrating pane of glass to the touch. Only
one opening through this dome exists,
connecting area C2 to area
C3, and even passing
through that opening
will expose travelers to
Quoppopak Mummy a cunning hazard put in

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place by the powerful marid who rules the villa—the Failure The creature believes it has stepped into a vast
shadow maze. maze. To those observing the creature outside of the War
It’s possible to force an opening through the dome shadow maze, the creature remains motionless. The
at any point, but the process is exhausting and, creature becomes slowed 2 for 1 round, during which Chapter 1:
ultimately, more dangerous than simply passing time all of its speeds are reduced to 5 feet.
Battle of
Harrow Court
through the tunnel below. A 5-foot-square section of Critical Failure The creature not only believes it has
the dome has AC 10, Hardness 30, and 100 Hit Points entered a vast maze, but is overwhelmed with the Chapter 2:
and is immune to critical hits and precision damage. sensation of being hopelessly lost. The creature is Cards of Kho
Although similar to a wall of force, the dome is made immobilized until the end of its next turn.
of magically hardened and supernaturally tempered Routine (1 action; illusion, incapacitation, mental) The Chapter 3:
water and, as such, doesn’t block incorporeal shadow maze shifts and adjusts its appearance, Harrowed
creatures–teleportation effects can pass through with affecting all creatures currently located within its area. Realm
ease, but visual effects can’t (as the dome is opaque). Any creatures in the area at this time must attempt a DC
Even if the PCs smash a hole through, they’re still 37 Will save. Chapter 4:
exposed to the hazard when they pass through the Critical Success The creature sees through the illusions Wolves’ Den
barrier, but in this case, the effects are more severe— and can act normally.
Adventure
all saving throws against the hazard’s effects suffer a Success The creature treats all squares within the trap’s
Toolbox
–2 penalty. area as difficult terrain, and the trap fills the creature’s
Hazard: While the barrier is only 20 feet thick, once mind with sensations and false memories that it has
a character physically enters this area (either after been wandering these alleys for nearly an hour. The
smashing a hole in it or by taking the 10-foot-wide creature takes 5d6 mental damage from the perceived
tunnel between areas C2 and C4), they find themselves strain of navigating the alien flooded alleys.
in a confounding maze that appears to be a tangled, Failure As success, but the creature believes it has been
twisting set of alleys through a ruined city flooded wandering the alleys for several hours. It becomes
with shadowy waters. slowed 2 for 1 round and takes 10d6 mental damage
from the perceived strain.
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UNIQUE COMPLEX MAGICAL TRAP hopelessly lost in the alleys of the shadow maze for
Stealth +32 (master) to realize the water within the dome days, and it is incapacitated for 1 round and takes
poses a supernatural threat 20d6 mental damage from the perceived strain.
Description Shifting illusions disorient, entrap, and agonize Reset If disarmed, the trap resets in 1 hour as long as the
those who attempt to pass through the shadowy maze. two crystals in area C5 still function.
Disable DC 42 Thievery (master) to decouple faint strands
of shadow essence from the magical matrix that holds C4. GARDEN LOW 15
the maze together, DC 45 Arcana or Occultism to
shunt the shadowy energy back into the Shadow Plane This room’s sloped crystalline roof would’ve functioned
and render the maze inert, or dispel magic (8th level; well as a greenhouse, were the chamber not flooded.
counteract DC 35) to counteract the shadow maze Nonetheless, large growths of seaweed and other aquatic
Disorient [reaction] (illusion, incapacitation, mental) Trigger A plants flourish here, growing without regard to paths or
creature enters the 20-foot-wide interior of the shadow planter boxes. Some of the gently swaying flora stretches
maze, either from area C2 or C4, or through a hole smashed toward the translucent roof above but stops well short of
in the dome; Effect Reality appears to shift around the it. Smaller walls cordon areas from the garden, while two
creature, who perceives a sudden transformation in the large doors stand in the eastern wall.
surrounding terrain into a vast maze of underwater alleys
and crumbling ruins. The creature must attempt a DC 37 Someone trained in Nature or an appropriate Lore
Will save, and the shadow maze then rolls initiative. can readily identify many of the plants here, although
Critical Success The creature sees through the illusions some are aquatic varieties of normally terrestrial flora.
and can move freely through squares within the An expert in Arcana or Nature, or related Lore, can
shadow maze’s effect. It’s temporarily immune to the see that some of these plants are native to the Plane of
effects of the trap’s routine for 1 minute. Water. The garden was once cultivated but has grown
Success The creature understands that what it’s wild for some time. An expert in Arcana or Occultism
experiencing is an illusion, but it isn’t immune to the can see the influence of the Shadow or Negative Plane
effects of the trap’s routine. on some vegetation, with that influence increasing

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toward area C5. Light also becomes dimmer and an C5. CORRUPTED CISTERN MODERATE 15
outward-flowing current becomes stronger as the
characters approach that area. This rectangular chamber has walls reaching to a glittering
Creatures: With the influence of the corrupted cistern, crystalline ceiling overhead, but gloom has dulled any
some of the plants have also grown into predators. light drifting down from above. A long pool shimmers in
These aquatic viper vines move to attack any intruders the center, its depths filled with deeper blue water that
in the garden but don’t pursue out of this area. strangely refuses to mix with the water flooding the rest
of the room. Stone benches line this pool, steps lead into
AQUATIC VIPER VINES (3) CREATURE 13 it, and a crystal stands at either narrow end. The crystal
RARE N LARGE AQUATIC PLANT to the north pulses with cerulean light, while the one to
Variant viper vines (Pathfinder Bestiary 2 287) the south thrums with darkness, giving off wisps of murk.
Initiative Stealth +24
Speed 20 feet, swim 20 feet This chamber is one of many that once supplied Kho
with a steady supply of water while it was airborne.
Today, though, the chamber has become corrupted.
While the blue crystal to the north continues to siphon
water in from the Plane of Water in a steady stream, the
darkened one to the south taps into the darkest seas of
the Shadow Plane, infusing the entire room with low
pulsations of negative energy, which adversely affects
living creatures and bolsters undead in the room (see
The Crystals on page 37).
Creatures: Markish, an undead marid shahzada,
has spent the last several days relaxing here, enjoying
the sensations of the corrupted crystal while he plots
how best to increase their power to, one day, flood the
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characters with his wavesense and greets the PCs with


a sinister smile. Unless the PCs attempt to manipulate
or damage one of the crystals or attack him (in which
case Markish fights back at once), he isn’t quite ready
to start a fight. His initial attitude is hostile, and he
demands intruders pay a tribute (a soul for him to
devour) and leave. He tolerates “guests” for 1 minute,
attacking if his attitude doesn’t improve after that. At
unfriendly, he allows characters to depart in peace. If
he becomes indifferent, he talks further and might be
convinced to describe the crystals’ function. He won’t
alter their flow, and although he admits to owning The
Beating, he won’t give it up for less than 10,000 gp
and a soul (unless made helpful, in which case he’ll
settle for just a payment of 10,000 gp).
The mummified quoppopaks remain hidden deeper
in the pool, but if a fight erupts, they emerge to battle
at Markish’s side. If reduced to fewer than 60 Hit
Points, Markish calls for a truce and offers the PCs
three wishes in return for mercy. If the PCs want The
Markish Aghayarea Beating, they’ll need to use one of these three wishes
to convince him to hand over the card—this is the only
wish he’ll grant without attempting to warp and twist
their wish in a way that will hurt the PCs and/or aid
him in the long run. If the PCs accept his three wishes
and then go back on their word and attack him anyway,

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The
Destiny
Markish becomes enraged and promises a furious Destroying Markish or successfully counteracting Devour
vengeance against them that will make the “very tides Soul (see Spell Deflection) releases the soul. Markish can War
of the Plane of Water fail” before attempting to flee hold only one soul at a time. A soul has 5 soul charges per
(using plane shift to retreat to the Astral Plane as level of the originating creature (see Soul Spells below). Chapter 1:
soon as he has 10 minutes to cast it). What nature this The devourer can expend these charges to cast spells.
Battle of
Harrow Court
vengeance takes, should Markish escape, is left to you If the soul is freed and the creature returns to life, the
to determine, but at the very least, it should involve a creature is drained 1 for every 5 soul charges expended. If Chapter 2:
significant increase to danger during the remainder of reduced to 0 soul charges, the soul is consumed and can Cards of Kho
this Adventure Path’s most important encounters! be restored to life only by wish or similar magic.
Drain Life (divine, necromancy) When Markish damages Chapter 3:
MARKISH AGHAYAREA CREATURE 15 a living creature with his claw Strike, he gains 15 Harrowed
UNIQUE NE LARGE UNDEAD temporary Hit Points and the creature must succeed Realm
Male marid devourer (Pathfinder Bestiary 165, Pathfinder at a DC 36 Fortitude save or become drained 1. Further
Bestiary 2 78) damage Markish deals increases the condition value by Chapter 4:
Perception +29; darkvision, detect alignment, detect magic, 1 on a failed save, to a maximum of drained 4. Wolves’ Den
wavesense (imprecise) 60 feet Grant Wish [three-actions] (arcane, divination) Frequency 3 times
Adventure
Languages Abyssal, Aquan, Common, Necril, Shadowtongue per year; Effect Markish casts wish as an arcane spell to
Toolbox
Skills Arcana +29, Athletics +28 (+32 to swim), Deception grant a wish to a mortal or undead creature (excluding
+28, Intimidation +30, Occultism +29, Society +27, himself), but he does his best to warp the effects of the
Stealth +29 wish to cause suffering or interprets the wish’s wording
Str +7, Dex +4, Con +5, Int +6, Wis +4, Cha +5 in a way to torment the one who asks for it.
Items The Beating, jewelry worth 2,000 gp, +2 greater Rush of Shadows [two-actions] (arcane, necromancy, water) Markish
striking shock thundering trident releases a jet of shadowy water in a 60-foot line, dealing
AC 37; Fort +28, Ref +25, Will +27; +1 status to all saves 9d6 bludgeoning damage and 6d6 negative damage (DC
vs. magic 36 basic Reflex save). A creature who critically fails its
HP 250, negative healing; Immunities death effects, save is also pushed 10 feet (20 feet on a critical failure)
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Resistances fire 15 Markish can’t use Rush of Shadows for 1d4 rounds.
Spell Deflection (abjuration, divine) As devourer. Soul Spells To cast occult innate spells, Markish must
Vortex (aura, water) 40 feet. As marid. expend a number of soul charges equal to the spell’s
Speed 30 feet, fly 30 feet, swim 40 feet level. He can heighten any occult spell to a maximum
Melee [one-action] trident +30 (magical, thrown 20 feet), Damage of 8th level by expending more charges as he Casts the
3d8+15 piercing plus 1d6 electricity and 1d6 sonic Spell. Markish starts this combat with a trapped soul
Melee [one-action] claw +28 (agile, reach 10 feet), Damage 3d8+15 that has 16 soul charges.
slashing plus drain life
Arcane Innate Spells DC 36, attack +29; 8th hallucinatory QUOPPOPAK MUMMIES (2) CREATURE 13
terrain, hydraulic torrent, illusory creature (×2); 7th cone Page 34
of cold (at will), control water (at will), plane shift (at Initiative Perception +24
will; to Astral Plane, Elemental Planes, or Material Plane
only); 6th blur, hydraulic push (at will), illusory object, The Crystals: A PC who examines either crystal
solid fog; Constant (8th) detect magic, detect alignment and succeeds at a DC 36 check to Identify Magic can
(evil or good only) determine the crystals’ functions and how to manipulate
Occult Innate Spells DC 36, see Soul Spells below; 8th them—the blue one supplies fresh water at a constant
maze; 7th warp mind; 6th feeblemind, true seeing; 4th rate, while the shadowy one has been corrupted to
confusion, suggestion; 3rd bind undead, paralyze; 2nd infuse the area with negative energy siphoned from
death knell; 1st harm the Shadow Plane. On a critical success, the character
Rituals create undead learns that the blue crystal has been pushed to its limit
Devour Soul [two-actions] (death, divine, necromancy) Markish and is likely the source of the flooding in the Upper
touches a creature within reach, dealing 12d6 negative City, while the shadowy crystal is powering the dome
damage (DC 36 basic Fortitude save). If a creature is slain and shadow maze over the villa.
by this ability, the creature’s soul becomes trapped within Both crystals are also extraplanar conduits that
Markish. While its soul is trapped, a creature can’t be draw in water, dispersing it through the pool then
resurrected except by powerful magic such as a wish spell. out into the environment. A player character who

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manipulates the crystals can alter the flow between XP Award: If the characters successfully diminish
inactive, standard, and maximum. Both are currently the water flow and turn off the shadow pollution,
at maximum, so at this point, they can either be award them 60 XP. Grant them an additional 60 XP
lowered to standard or deactivated. Manipulating a for recovering The Beating.
crystal is a 10-minute activity with the concentrate
trait, requiring a character to succeed at a DC 36 C6. OBSERVATION TOWER
Arcana or Occultism check. A character can also use
knowledge of the blue crystal to disconnect the gloomy Stairs lead up into this tower to a rectangular stone room
crystal from the Shadow Plane with the same activity, full of dry air. Windows shimmer with held-back water.
then reconnect it to the Plane of Water with another Within the room stand stone furnishings, including a
activity. Deactivated crystals can be reactivated. desk, a stone slab, and shelves. Scrolls, baubles, tools, and
If both crystals are set to standard, the flooding containers of differing types line the shelves, along with a
problem in the Upper City subsides back to normal over few blackened derhii skulls.
several weeks. The lake shrinks to about two-thirds its
current size. Shutting off both crystals eventually causes This storage and work area contains items that must
the river to dry up completely. To properly restore Kho remain dry. Runes line the chamber’s upper edges.
to its ecological balance, the PCs need to deactivate one They maintain magic that keeps the air breathable and
crystal and put the other on its standard setting. fresh, ideal for the items stored here.
Disconnecting the shadow crystal from the Shadow Treasure: The room contains another cache of
Plane so that it focuses back to the Plane of Water has onyx gems worth a total of 1,000 gp, along with
beneficial effects for the life that once thrived in the 100 pp, 2,300 sp, two potions of flying, and a wand
lake. Life returns quickly, given the effects of the Well of prismatic spray as well as one disintegration bolt on
of Axuma and the waters flowing into the valley. a display stand.

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The
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Pit of Endless Night morlocks and a demonic rabble—but it’s obvious even
The Pit of Endless night has become a battlefield. at a simple glance that the demons have a significant War
Just before the player characters arrive, Drenodroz advantage. The morlocks have been driven southeast,
the Remade, one of the Prince of Wolves’ minions, where they pitifully try to prevent access to the cavern Chapter 1:
attacks the pit with throngs of lesser demons in hopes beyond. Xiuli Cachu continues to demand her morlocks
Battle of
Harrow Court
of establishing a base of operations to seek the cards defend her every other round, her voice echoing up from
hidden within Kho. The sound of battle and combat in the southeast (area D2) thanks to her bullhorn cantrip. Chapter 2:
the area reaches the PCs’ ears before they reach the Pit. A total of four demonic rabble throngs fill the cavern, Cards of Kho
Read or paraphrase the following as the Pit of Endless clearly enjoying the act of drawing out a one-sided battle
Night (area D; the map for this area is on page 38) as long as possible so they can revel in the growing Chapter 3:
comes into view. A moment later, a thunderous voice morlock despair and fear. As soon as they notice the PCs’ Harrowed
fills the air, calling out in Undercommon. arrival, they howl with excitement and hunger—unless Realm
the PCs take pains to disguise themselves, these demons
“Come, my children. The mother calls you to war. Come! quickly recognize them as the mortals their lord, the Chapter 4:
Come! Our home overflows with enemies. Come! Fill it with Prince of Wolves, recently clashed against. The chance Wolves’ Den
their blood! Protect the mouth of the mother! Defend the to slaughter those who caused such anger to their lord
Adventure
magic she has given us! The Lost must not be lost!” quickly draws the demons’ attention away from the
Toolbox
morlocks, and they attack at once, fighting to the death.
The source of this voice is a morlock priestess of
Lamashtu named Xiuli Cachu, using her bullhorn DEMONIC RABBLE (4) CREATURE 13
cantrip to call her morlocks to fight the invading demons. Page 82
Her coherent calls occur intermittently between sounds Initiative Perception +23
of her grunting and growling as she fights.
This call is meant to warn the characters that they’ll D2. AUDIENCE HALL MODERATE 15
lose Xiuli’s card (The Lost) if they fail to intervene. The passage leading to this hall is only 12 feet high,
Continue the pleas to make that point clear. These but the hall’s ceiling is 25 feet up. This area is dark, but
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Xiuli is so they can find her.


This rough-hewn hall still has features of a natural cavern.
D1. THE DESCENT MODERATE 15 To the west, between two tunnel openings, a stylized statue
of a winged jackal with three eyes looms over a seat carved
The pit’s edges are smooth, but jungle creepers and other from the same part of the wall. A human skeleton lies
plants have found purchase on the shaft’s walls, making for sprawled at the throne’s feet. Strewn about the room are
natural ladders, paths, and resting spots. On several points dozens of dead or mortally wounded humanoid creatures
in the pit, water cascades from gaps and plummets into the with pale flesh and bulging white eyes.
dim depths.
Sounds of intense battle boil in the gloom. The thundering Creatures: While most of Xiuli’s morlocks have
croak of the amplified voice echoes from the bottom. been slaughtered already, those who survive have
retreated into the tunnels leading to area D3, while
The pit’s opening is denoted as a circle on the map. It’s the bravest of them stand guard, visibly frightened,
a 150-foot descent to the mossy cave below. Those who around the throne. There, seated atop the throne, is a
choose to Climb down the sides of the pit wall can do fierce morlock woman dressed in pale leather armor
so with a successful DC 25 Athletics check, but the last and wielding a falchion: Xiuli.
30 feet down are open air as the shaft exits into the roof Xiuli expects a swarm of demons to surge in here
of the cave below. If the PCs climb down the south side, to attack at any moment, so the sight of the PCs
they can transfer into the branches of a single large tree; entering her throne room catches her by surprise.
if coming from the northwest, they can do the same onto She’s quick to assume the PCs are agents of her
a pillar of rock that nearly reaches the pit’s edge. Either enemies, points her falchion toward them, and cries
stunt requires a successful DC 30 Acrobatics check to out in Undercommon, “Pawns of our enemies think
Balance, after which the PC can Climb the remaining they can take from us, the Lost! Show them we bow
distance with a successful DC 25 Athletics check. to none!”
Creatures: The first time the PCs arrive in this large An instant later, the true enemy shows his face by
cavern, they find a pitched battle taking place between using dimension door to appear in the chamber—the

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E4

E2

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leader of the demonic attack on the Pit of Endless for a truce. She asks what the PCs want, and hopes
Night: a marilith named Drenodroz the Remade, a only to protect her surviving morlock flock while
six-armed demon with a gray hide, the lower body keeping the “gift” that she believes Lamashtu gave
of a serpent, and the head of a horned wolf who her—The Lost. Her initial attitude is unfriendly, but
carries a sword in each hand. Assuming the PCs if she can be made friendly, she’ll agree to trade The
aren’t disguised, he roars out in delight upon spotting Lost to the PCs for a treasure of (in her eyes) equal
them. In Abyssal, he crows, “So many victims in such value—anything worth 5,000 gp will suffice. If made
a small place! The Prince of Wolves will regret not helpful, she’ll agree to hand over The Lost to the PCs
leading this invasion personally!” without a trade. Of course, if the PCs can’t establish
While the PCs can fight both Xiuli and Drenodroz communication, or if they do so and their attempt to
in this battle, canny parties may be able to play the bargain still breaks down, Xiuli grows impatient—
room a bit. Drenodroz knows the PCs are the greater if the PCs don’t leave at once, she attacks, this time
threat and so he focuses his attacks on them at first, fighting to the death.
starting with a blade barrier to split the party and
then closing to melee. Xiuli spends the first few DRENODROZ CREATURE 17
rounds of combat casting defensive spells, starting Male marilith (Pathfinder Bestiary 81)
with repulsion and following that on the second Initiative Perception +30
round with divine vessel. If the PCs haven’t attacked
her yet, she focuses her actions on the following XIULI CACHU CREATURE 13
rounds by casting offensive spells at Drenodroz. UNIQUE CE MEDIUM HUMANOID
Drenodroz fights to the death, but Xiuli only does Female morlock priest of Lamashtu (Pathfinder Bestiary 2
so if the PCs attack her. If the PCs defeat the marilith 174)
without attacking Xiuli, the morlock priestess calls Perception +25; darkvision

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Languages Abyssal, Undercommon Sunset Towers
Skills Acrobatics +24, Athletics +23 (+25 Climbing), The 150-foot-tall cluster known as Sunset Towers War
Religion +27, Stealth +24, Survival +25 has multiple entrances. Two exist at ground level
Str +4, Dex +5, Con +5, Int +2, Wis +6, Cha +5 (area E1), but a third (area E3) entrance 120 feet up Chapter 1:
Light Blindness gives access from a higher part of the towers. The PCs
Battle of
Harrow Court
Items bone symbol of Lamashtu, +1 striking wounding might have spotted the dragon Vehanezhad leaving or
falchion, The Lost, material component pouch, +1 resilient entering the towers via this route, but she keeps the Chapter 2:
studded leather armor entrance hidden via hallucinatory terrain. Climbing Cards of Kho
AC 34; Fort +24, Ref +22, Will +25; +2 status to all saves the crystal towers is difficult, requiring characters to
vs. disease and poison succeed at several DC 35 Athletics checks to scale the Chapter 3:
HP 235; Resistances mental 13 smooth surfaces. The map for this area is on page 41. Harrowed
Speed 30 feet, climb 20 feet Realm
Melee [one-action] falchion +24 (forceful, magical, sweep), Damage BELOW THE TOWERS
2d10+10 slashing Under the towers, the ceiling averages 20 feet high, Chapter 4:
Melee [one-action] jaws +25 (agile), Damage 3d4+10 piercing although due to jutting crystals, some variation exists. Wolves’ Den
Divine Innate Spells DC 33; 4th confusion Crystals of assorted sizes line every surface. Because
Adventure
Divine Prepared Spells DC 33, attack +25; 7th divine vessel, of intermittent magical alteration and growth, these
Toolbox
harm (×4), regenerate; 6th dispel magic, heal, repulsion; crystals resonate often with external sounds, resulting
5th drop dead, heal, shadow blast; 4th air walk, divine in a low vibration, on the edge of hearing, that thrums
wrath, outcast’s curse; 3rd blindness, heal, vampiric through the whole structure.
touch; 2nd darkness, death knell, see invisibility; 1st Numerous crystal facets also render most surfaces
bane, protection, sanctuary; Cantrips (7th) bullhorn sharp and dangerous to travel across. While the
(Pathfinder Secrets of Magic 93), chill touch, detect inhabitants of the towers can move through these
magic, read aura, shield rooms with ease, creatures of flesh and blood treat
Cleric Domain Spells DC 33, 2 Focus Points; 7th shared these areas as both difficult terrain and hazardous
nightmare, waking nightmare terrain that inflicts 2d6 piercing damage.
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Frenetic Casting [two-actions] Xiuli Strides up to her Inside, areas are cool but at least as brightly lit as
speed. At any point during her movement, the outside.
Xiuli can Cast a Spell that normally takes
two actions or fewer to cast.
Sneak Attack Xiuli deals an additional 3d6
precision damage to flat-footed creatures.
Swarming Stance As morlock.

XP Award: If the PCs secure The Lost


without attacking Xiuli, grant them XP as
if they’d defeated her in combat. In addition,
award them 60 XP for retrieving The Lost.

D3. XIULI’S CHAMBER

This broad, low cavern features a natural pool. Furs, skins,


and colorful feathers comprise a bed in a raised stone area
beyond the water. Several niches have been carved in the
wall around the bed.

Treasure: The niches contain one ghost dust


talisman, along with 1,300 gp as well as jewels and
crystals worth 2,000 gp. With a closer examination,
a PC who succeeds at a DC 34 Perception check
to Seek also discovers a greater corrosive weapon
runestone.
Xiuli Cachu

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E1. ENTRANCE TRIVIAL 15 E2. CLUSTER HOME MODERATE 15


Creatures: At each of these entrances, three crystalline
xorn sentinels keep watch from inside the crystals. An enormous gap opens in the structure, forming a roughly
Upon spotting intruders, two stalk them silently while conical, multifaceted room with a sixty-foot-high ceiling.
the third goes to warn the xorns’ leaders in area E2 Crystals in this area sing, ring, and hum.
and the dragon in area E4. All of this movement is
made via earth gliding through the crystal walls, which Creatures: Nearly three dozen crystalline xorns dwell
allows the xorns to Hide. here, although they remain within the area’s walls and
If the player characters notice the xorns and call out floor while their leader Arzuu and six sentinels stand
to them, the indifferent creatures pause to listen only against intruders, calling upon the three in area E1 if they
if the speakers succeed at an initial DC 32 Diplomacy need backup. The PCs catch glimpses of other crystalline
check. The xorns can then be convinced to escort the xorns watching from the depths of the surrounding
PCs to their leaders. The crystalline sentinels flee from crystal, but they don’t engage in combat.
attacks or attempts at Intimidation, which makes the Arzuu is a towering crystalline xorn, yet he moves
whole cluster unfriendly. with an uncanny grace. Whether the PCs are escorted
The crystalline sentinels become hostile if any takes by the sentinel xorns from area E1 or arrive on their
damage but don’t attack; instead, they flee to area E2. own, this xorn leader rises up from the crystal floor at
the tunnel entrance leading toward area E4 to block
CRYSTALLINE SENTINELS (3) CREATURE 11 further progress. If the PCs are escorted, Arzuu’s initial
RARE N MEDIUM EARTH ELEMENTAL attitude is indifferent; otherwise, he’s unfriendly. In either
Variant xorn (Pathfinder Bestiary 146) case, he’s curious to know why the PCs have come to the
Perception +20; darkvision, tremorsense (imprecise) 60 home of his people. Asked about harrow cards, the xorn
feet reveals that they have no interest in flimsy treasures like
Languages Common, Draconic, Terran that, but then notes that “great Vehanezhad” has many
Skills Athletics +22, Geology Lore +19, Stealth +22, more treasures and might know more. He’ll inform the
Survival +22 PCs that Vehanezhad dwells further within these caves
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AC 30, all-around vision; Fort +22, Ref +18, Will +22 meet with her. If the PCs can’t secure a friendly or helpful
HP 195; Immunities bleed, paralyzed, poison, sleep; attitude, Arzuu notes that a gift of delicious gems would
Resistances cold 10, electricity 10, fire 10; Weaknesses purchase the cooperation of his people—such a gift must
bludgeoning 10, sonic 10 be worth at least 5,000 gp to secure the xorn’s aid.
Speed 20 feet, burrow 20 feet; earth glide If the PCs can’t secure an escort and attempt to push
Melee [one-action] jaw +24 (deadly d10), Damage 2d12+13 piercing further into the cavern, Arzuu denies them entrance,
plus crystal corruption explaining that “Vehanezhad is not one to anger, and
Melee [one-action] claw +24 (agile), Damage 2d8+13 slashing plus we will not pay the price for your impertinence.”
crystal corruption Whether or not the PCs can attempt to sway Arzuu’s
Claw Frenzy [two-actions] As xorn. attitude more to secure permission to move further into
Crystal Corruption (arcane, curse, incapacitation, the cave is up to you, but Arzuu attacks if they press
transmutation) Creatures afflicted by this curse slowly on without his blessing, unwilling to risk the dragon’s
turn to solid crystal. This affliction’s sickened, slowed, wrath. If combat breaks out, Arzuu and the six sentinels
and paralyzed conditions can’t be removed until the do their best to force the PCs out of the cave entirely,
affliction itself is removed. Creatures with both the earth but if Arzuu is slain or at least three sentinels die, the
and elemental traits instead become carriers and suffer survivors back down and offer to escort the PCs to meet
no ill effects aside from gaining the weakness to sonic. with Vehanezhad.
Saving Throw DC 30 Fortitude; Stage 1 sickened 1 (1
hour); Stage 2 weakness 5 to sonic and sickened 1 (1 day); ARZUU CREATURE 13
Stage 3 weakness 5 to sonic and slowed 1 (1 day); Stage UNIQUE NE LARGE EARTH ELEMENTAL
4 weakness 10 to sonic and paralyzed (1 day); Stage 5 Variant xorn (Pathfinder Bestiary 146)
weakness 10 to sonic, and the creature is permanently Perception +24; darkvision, tremorsense (imprecise) 60
petrified. feet
Crystal Splinter On a critical hit with a claw Strike, the Languages Common, Draconic, Terran
crystalline sentinel inflicts 2d6 persistent bleed damage. Skills Athletics +26, Geology Lore +25, Stealth +24,
Earth Glide As xorn. Survival +24

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Str +7, Dex +5, Con +6, Int +4, Wis +5, Cha +6 Arzuu, who calls out their approach, knowing that
AC 34, all-around vision; Fort +25, Ref +24, Will +22 surprising Vehanezhad with an unexpected visit is War
HP 240; Immunities bleed, paralyzed, poison, sleep; never a good idea), she casts illusory creature to create
Resistances cold 15, electricity 15, fire 15; Weaknesses an illusion of herself and speaks to the PCs through Chapter 1:
bludgeoning 15, sonic 15 the illusion. If combat ensues, she hopes to trick the
Battle of
Harrow Court
Speed 20 feet, burrow 20 feet; earth glide PCs into wasting some of their resources on an illusion
Melee [one-action] jaw +26 (deadly d10), Damage 3d10+13 piercing before she drops the charade to attack in person. Chapter 2:
plus crystal corruption Vehanezhad is unfriendly but—if the PCs are Cards of Kho
Melee [one-action] claw +26 (agile), Damage 3d6+13 slashing plus escorted by the xorns—is willing to listen for a short
crystal corruption time. She freely admits to recently finding a card amid Chapter 3:
Claw Frenzy [two-actions] As xorn. her treasures, noting with a derisive snort that the card Harrowed
Crystal Corruption (arcane, curse, incapacitation, itself, The Sickness, seems like a cruel cosmic joke. Realm
transmutation) As crystalline sentinel (page 42), but DC “This new crystalline body,” she explains, “may be
33. beautiful, but it’s fragile and restrictive when compared Chapter 4:
Earth Glide As xorn. to flesh and blood.” Her admission is, in part, meant to Wolves’ Den
Sneak Attack Arzuu deals an additional 1d6 precision lure the PCs into thinking she isn’t as dangerous as she
Adventure
damage to flat-footed creatures. seems, but is also rooted in truth since crystal dragons
Toolbox
are less powerful than blue dragons of an equal age
CRYSTALLINE SENTINELS (6) CREATURE 11 (as a great blue wyrm, she would’ve been a level 20
Page 42 creature).
Initiative Perception +20 She offers the card to the PCs if they can undo what
the crystal corruption has done to her—or, if they admit
XP Award: The characters gain full XP for defeating that such a task is beyond their abilities, she’ll trade
the xorns if they negotiate with and bypass the xorns The Sickness for magical treasures worth a combined
rather than fighting them. total of no less than 10,000 gp. If the PCs can make her
friendly, she’ll lower her asking price to 7,000 gp, and
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The upper opening—a tunnel Vehanezhad favors when mere 4,000 gp.
she comes and goes from her lair—opens into the cave Curing the crystalline corruption that afflicts her is
here at a height of 40 feet above the ground. The upper no small task, but a PC who examines the dragon for
end of this tunnel is obscured by hallucinatory terrain, 10 minutes and succeeds at a DC 34 Arcana or Nature
cast daily by the dragon, to make it appear to be a check or a DC 36 Occultism or Religion check notes
solid mass of crystal rather than an exit. that while the curse has run its course, it remains in
effect on the dragon—any effect capable of removing
E4. VEHANEZHAD’S LAIR SEVERE 15 the curse should restore her to her previous body. The
particular curse afflicting Vehanezhad is quite potent
Massive crystals form a domed, stepped chamber with (8th level; counteract DC 34) if the PCs use remove
slanting, translucent supports. The ceiling arches to a curse. A stone to flesh spell automatically restores
height of fifty feet, and the entire area thrums with a low Vehanezhad to her previous body but doesn’t undo
reverberation and singing stones. the curse—she’ll soon start to feel the effects of it
again and might seek out the PCs for revenge for a
Creature: The sole occupant of this large cavern is job poorly done. If restored to her original body, she
an unusual dragon named Vehanezhad. Born centuries becomes a 20th-level blue dragon but stays true to her
ago as a blue dragon, Vehanezhad succumbed to word—she rewards the PCs with The Sickness before
Kho’s crystalline corruption soon after visiting the gathering her greatest treasures and departing Kho
site. However, rather than transform into an immobile entirely, never to return. What treasures she leaves
statue, she instead became a crystal dragon. Delighted behind in area E5 are up to you.
with her newfound look and powers, she moved in The dragon isn’t particularly patient though, so
and made this area her lair, treating the xorns who if she gets the idea that the PCs are being stubborn,
dwell here as pets to abuse as she wishes for her attempting to stall, or otherwise trying to manipulate
entertainment. her, she’ll attack. She starts with her breath weapon,
If the dragon knows the PCs are approaching (she then takes to the air and casts her offensive spells at
knows automatically if the PCs are being escorted by the PCs for the first few rounds of combat, switching

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to melee if the PCs manage to keep up with her and AC 42; Fort +33, Ref +30, Will +30; +1 status to all saves
continue to press attacks. If she’s reduced to fewer vs. magic
than 100 Hit Points, she flees through area E3. If she HP 335; Immunities paralyzed, sleep; Weaknesses sonic
escapes, she’ll certainly plot revenge against the PCs at 15
some later date. Frightful Presence (aura, emotion, fear, mental) 90 feet,
DC 37
VEHANEZHAD CREATURE 18 Scintillating Aura (arcane, aura, evocation, incapacitation,
UNIQUE LE GARGANTUAN DRAGON EARTH ELEMENTAL visual) 30 feet. As ancient crystal dragon, but DC 37.
Variant crystal dragon great wyrm (Pathfinder Bestiary 2 91) Reflect Spell [reaction] Trigger Vehanezhad is targeted by a
Perception +32; darkvision, scent (imprecise) 60 feet, ranged spell attack roll; Effect Vehanezhad adjusts a
tremorsense (imprecise) 60 feet wing and gains a +4 circumstance bonus to AC against
Languages Auran, Common, Draconic, Infernal, Jotun, the triggering attack. If the attack misses, the spell
Mwangi, Terran reflects at the caster, who must roll a second ranged
Skills Acrobatics +32, Arcana +32, Deception +34, spell attack roll against their own AC to determine if the
Diplomacy +34, Intimidation +34, Society +32, Stealth spell hits them instead.
+32, Survival +30 Twisting Tail [reaction] As young crystal dragon.
Str +9, Dex +6, Con +7, Int +6, Wis +6, Cha +8 Speed 60 feet, burrow 40 feet, fly 140 feet
Melee [one-action] jaws +35 (magical, reach 20 feet), Damage
3d8+17 slashing plus 4d6 piercing plus crystal
corruption
Melee [one-action] claw +35 (agile, magical, reach 15 feet), Damage
3d10+17 slashing plus crystal corruption
Melee [one-action] tail +33 (magical, reach 25 feet), Damage 2d12+17
bludgeoning plus crystal corruption
Arcane Innate Spells DC 43; 9th illusory
creature (at will), illusory object (at will);
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ventriloquism (at will); 7th project


image; 1st create water; Cantrips (8th)
ghost sound
Breath Weapon [two-actions] (evocation, primal) Vehanezhad
breathes a flurry of piercing crystals that deals 19d6
piercing damage in a 60-foot cone (DC 40 basic Reflex
save). A creature who takes damage from this breath
weapon is exposed to crystal corruption. Vehanezhad
can’t use Breath Weapon again for 1d4 rounds.
Crystal Corruption (arcane, curse, incapacitation,
transmutation) As crystalline sentinel (page 42), but
DC 40.
Crystallize Flesh [free-action] (primal, transmutation) Frequency
three times per day; Effect As adult crystal dragon, but
DC 40.
Draconic Frenzy [two-actions] Vehanezhad makes two claw Strikes
and one tail Strike in any order.
Draconic Momentum Vehanezhad recharges her
Breath Weapon whenever she critically hits with
a Strike.

XP Award: If the PCs manage


to secure The Sickness from Vehanezhad
Vehanezhad without fighting, award them XP as if they
defeated the dragon in combat, in addition
to 60 XP for recovering The Sickness.

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The
Destiny
E5. CLUSTER HEART TRIVIAL 15 the vicinity, the dragon becomes enraged and moves to
attack at once, this time fighting to the death. War
The reverberations in this long, low hollow can be felt and Treasure: Vehanezhad’s hoard includes The Sickness
heard, issued from a huge nodule of glowing crystal that as well as a wealth of other treasures: a standard-grade Chapter 1:
crackles, rings, and purrs. Treasure is piled around it. suit of mithral chainmail, a virtuoso viol and bow
Battle of
Harrow Court
made of darkwood worth 500 gp, gems and art objects
The crystal fills the room with the sensation of being worth 5,000 gp; 100 pp, 2,000 gp, 10,000 sp, a wand Chapter 2:
watched, as it has an uncanny sentience that drives the of blade barrier, a +3 greater striking longsword, a Cards of Kho
growth of the crystal corruption in Kho . If player scroll of power word stun hidden within a glove of
characters destroy the cluster heart, crystal growth in storing, an ouroboros flail (Secrets of Magic 187), Chapter 3:
the Field of Glass slows but don’t cease entirely—fully three metal vials each containing a major elixir of life, Harrowed
stopping and even reversing this phenomenon will and a greater flaming rune. Realm
require the destruction or disabling of multiple other
cluster hearts scattered throughout the region. Concluding the Chapter Chapter 4:
While the order in which the PCs track down the Wolves’ Den
CLUSTER HEART HAZARD 18 five cards hidden in Kho is up to them, once they’ve
Adventure
ENVIRONMENTAL recovered all five, Usilket is eager to work with the
Toolbox
Stealth DC 45 (master) to hear or feel the energy coalescing PCs to consolidate the various alliances they might
Description A wave of magic passes through the area, have established in Kho and to sort out how they
causing crystal shards to grow and stab intruders. can use these alliances to fight against the Prince
Disable DC 45 Nature (master) to chip away at the crystal of Wolves. However, before the PCs can return to
and disrupt its resonance, or DC 42 Thievery (master) Usilket’s enclave to speak to them, the PCs will
to carefully detach the crystals and then safely smash receive an urgent message from the Harrow Court—
them All-Seeing Hajeck has discovered how the Prince of
AC 39, Fort +33, Ref +27 Wolves invaded their realm!
Hardness 15, HP 300 (BT 150); Immunities critical hits,
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disintegrate deals double damage, ignoring Hardness, Finally, for each significant alliance the PCs broker in
rather than destroying the cluster heart outright; Kho, they’ll earn Reward Points from the Pactmasters.
Weaknesses sonic 20 When Chapter 2 is complete, the party can trade
Crystal Surge [reaction] (force) Trigger A non-elemental creature in Reward Points for any common magic item of
ends its turn adjacent to the cluster heart; Effect The 15th level or less of their choice, with each Reward
heart extends shards of crystal imbued with force, like Point spent affording one single item. The following
a jabbing blade, and deals 3d10+20 force damage and accomplishments all grant 1 Reward Point. Each
3d10+20 piercing damage to all creatures in a 20-foot Reward Point earned also grants the PCs 40 XP.
radius (DC 40 basic Reflex save). A creature who takes Trexima Butoi: If the PCs either return Trexima’s
piercing damage from the surge is exposed to crystal soul cage or destroy the lich and free the hadis from
corruption (see crystalline sentinel on page 42, but his rule, the hadis of the Phantom Academy agree to
DC 40). On a critical failure, a creature also takes 2d6 work with the Pactmasters.
persistent bleed damage. Radiant Warden: If the PCs secure a nonviolent
Reset Once the cluster heart uses its reaction, it solution in the Obelisk Vault and negotiate with the
automatically resets after 1 minute. As long as the radiant warden, it agrees to serve as a historic advisor
cluster heart has 150 or more Hit Points, it recovers 50 for the Pactmasters.
per day. End the Flood: If the PCs reverse the flooding and
negative energy influence in the Upper City, the derhiis
Ending the Influence: If the cluster heart is disabled of Kho agree to an alliance with the Pactmasters.
or destroyed, all of the xorns in the area suddenly feel Morlock Alliance: If Xiuli Cachu survives and
a great weight lift from their souls, and sense they’ve the PCs convince her to part with The Lost without
been freed from something malignant. If the PCs combat, she’ll cooperate in the future with the
explain what they did, and if Vehanezhad is slain or Pactmasters.
driven off, the xorns are thankful and become friendly. Xorn Alliance: If the PCs destroy the cluster heart
If the PCs manage to reach this area and disable or and free the xorns from Vehanezhad’s control, they’ll
destroy the heart while Vehanezhad is still present in ally with the Pactmasters.

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Chapter 3:
Harrowed Realm
Years ago, All-Seeing Hajeck owned a magical harrow Hajeck, soon after she inherited the magical deck.
deck called the Deck of Harrowed Tales. Within this Under his control, Hajeck lured and trapped many in
deck existed a demiplane known as the Harrowed the Harrowed Realm, where they met grisly fates as
Realm—a place created by Hajeck’s ancient ancestor Zassrion grafted the reality of their bodies onto his
Sonnorae. Sonnorae hoped to achieve immortality by own to fuel his plot to escape into the Material Plane.
living forever within the Harrowed Realm, but over The dragon’s plot was foiled by adventurers several
time, the stories she collected and populated into years ago, releasing an ashamed and abashed Hajeck
the realm rebelled against her. The greatest of these from his control. Eager to restart her life and put this
“storykin” was the blue dragon Zassrion, and when unfortunate episode in the past, Hajeck pursued a new
he and his other conspirators defeated Sonnorae, he life in Absalom, only to meet a tragic fate at the start
became the leader of the Harrowed Realm, only to of this campaign.
discover to his frustration that he could never leave. Hajeck wanted nothing more to do with the Deck of
What the dragon could do, though, was to Harrowed Tales after her humiliating servitude to one
manipulate and dominate any who carried the Deck of of its inhabitants. The destruction of the deck was far
Harrowed Tales. Recently, he did just this to All-Seeing beyond her skill or that of the adventuring party that

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The
Destiny
rescued her, but she welcomed that group’s offer to take the artifact off CHAPTER 3 SYNOPSIS
her hands. Unfortunately, as sometimes happens to adventuring parties, The characters travel to the War
this group eventually got in over their heads, and in time, the Deck of Harrowed Realm to find a path to
Harrowed Tales found its way into the clutches of a truly dangerous the domain of the Prince of Wolves. Chapter 1:
expert on the harrow—the Prince of Wolves. The gateway they seek no longer
Battle of
Harrow Court
It was his study of the Deck of Harrowed Tales that inspired the Prince exists, but the current ruler of the
of Wolves’ method of invading the Harrow Court. By using the Harrowed Harrowed Realm has another way. Chapter 2:
Realm as a sort of stepping stone, the Prince of Wolves formed a temporary Characters need only to recover Cards of Kho
bridge between the Abyss and the Harrow Court. The defeat of his forces cards from the Deck of Destiny,
in Chapter 1 sent an unexpected and painful message to the Prince of destroy her cronies to draw her in, Chapter 3:
Wolves, and while he has no plans yet to launch a second invasion, he’s defeat her, and open the way to the Harrowed
kept the bridge that is the Harrowed Realm active, just in case. What he final phase of the Destiny War. Realm
doesn’t expect, though, is All-Seeing Hajeck’s ghost to discover this bridge
and report it to the PCs. Chapter 4:
Wolves’ Den
Hajeck’s Message Adventure
At some point during the final stages of Chapter 2, All-Seeing Hajeck
Toolbox
discovers that the demons who attacked Harrow Court managed the
invasion by using the Harrowed Realm as a bridge. When she does, she
sends a message out of Harrow Court and into the minds of PCs who have
invested cards from the Deck of Destiny—you should time this message to
take place after the PCs reach 10th level, but you don’t have to wait until
they’re done with Kho. The message is simple, and manifests mostly as a
single thought in the minds of any PC who has invested at least one card
from the Deck of Destiny—they know that Hajeck has news for them and
is eager to share with them once they return to Harrowheart.
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of Harrowed Tales (if she hasn’t already revealed her past to the PCs),
then explains to the PCs that the Prince of Wolves has used the Deck
to transform the Harrowed Realm into a bridge between his realm and
Harrow Court.
The good news, she says, is that the PCs can use the Harrowed Realm
the same way—as a point of invasion to strike at the Prince of Wolves’
lair, wherever it may be. Within the Harrowed Realm is a magic telescope
called the Outreaching Eye, which allows those within the demiplane the
ability to peer out into the world where the Deck of Harrowed Tales lies. If
the PCs can enter the Harrowed Realm, they can seek out the Outreaching
Eye and use it to reach the Prince of Wolves’ lair.
The method of travel between Harrow Court and the Harrowed Realm,
Hajeck reveals, is simple—the PCs simply use cards from the Deck of
Destiny as if they were Entering the Harrow Court while standing at
the site where the Shadow Prince’s remains left that permanent stain on
the ground. Doing so will allow them to follow that stain through the
boundaries between worlds and enter the Harrowed Realm.
Finally, Hajeck warns the PCs that she’s sensed great malevolence
growing in the Harrowed Realm. Its current state is unknown to her, but
she can describe its history as outlined above.

HAJECK’S BRIEFING
All-Seeing Hajeck has never been into the wider Harrowed Realm, but
she knows something of the locations found within, and before the PCs
enter the demiplane and seek out the Outreaching Eye, she can tell them
the following.

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• The Big Sky leads to Ticktock Peak (area H).


HARROWHEART’S ARCHES • The Carnival connects to the Shadow Circus
When this chapter begins, the six arches in (area F).
Harrowheart’s great hall fill with shadows. While the • The Demon’s Lantern connects to Demon’s Bog
PCs can’t see through these arches and can’t step (area I).
through them to travel to their destinations, they • The Empty Throne leads to the Garden of Grief
can sense by studying the arches that four more (area J).
cards lie within the Harrowed Realm: The Forge, The • The Tangled Briar leads to the Blood Briars (area G).
Hidden Truth, The Midwife, and The Tyrant. • The Vision leads to the Fleshworks (area K).

The Harrowed Realm


Storykin: Those who dwell within the Harrowed Far from the picturesque place All-Seeing Hajeck
Realm are known collectively as storykin. These are describes, the Harrowed Realm has become a realm
living creatures, but they are mostly incapable of of nightmares as a result of two things—the proximity
thoughts or actions beyond those dictated in the old to the Abyss, and the influence of an invasive force of
tales from which they sprang. They never need to eat velstracs that have polluted the demiplane for years.
or sleep, and never permanently die while they remain One of the storykin who allied with the dragon
within the Harrowed Realm—if slain, their essences Zassrion in the plot to murder Sonnorae ages ago
are eventually remade. Storykin can’t exist outside of was a merchant known as the Nightpeddler. Unique
the Harrowed Realm. among the storykin, the Nightpeddler discovered a
The Bramble: The demiplane’s heart is an secret that allowed him to exit the Harrowed Realm
overgrown temperate wilderness, the majority of the for short periods of time, allowing him to engage in
realm’s features can be found here. A circus stands at trade with all manner of otherworldly entities. Not
the very center of the Brambles, and a theater is at long after the Deck of Harrowed Tales was lost by the
its northwestern edge. Inhabitants of the Harrowed adventurers who defeated Zassrion, the Nightpeddler
Realm are said to have been created in the structure to made a fatal mistake when he tried to treat with a
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perish). To the northeast rises a volcano that also serves Nightpeddler and used portions of his body to invade
as a forge. A cold swamp collects on the southeastern the Harrowed Realm, simultaneously ensuring his
edge. And somewhere on the southernmost border is permanent demise and securing their own foothold
a difficult-to-find garden. Any of these locations might in the demiplane.
harbor storykin who could help the PCs track down The velstracs soon became obsessed with the creator
the Outreaching Eye. of this realm, and by combining their mastery of flesh
The Dearth: The realm’s outskirts form the Dearth, and tools found in the Harrowed Realm, they brought
a barren wasteland. The Striding Fortress, a citadel of the murdered Sonnorae back as one of their own,
white stone and gleaming bronze, walks on magical reincarnating her as a unique velstrac. She took her
legs through the Dearth. There are no locations of note place as mistress of the Harrowed Realm once again,
within the Dearth, and it is said to be quite inhospitable. but in her long-tortured state she had forgotten much
of who she was and what she’d intended the realm to
INTO THE HARROWED REALM be. She no longer remembers the Deck of Harrowed
Once the PCs are ready to enter the Harrowed Realm, Tales. In her forgetfulness, she set about transforming
they need only travel to the location where the Shadow the demiplane to match her new fiendish sensibilities.
Prince’s dissolving corpse stained the ground—a stain She toppled her ancient Striding Fortress, the home
that has grown into a circle 10 feet in diameter. By of a hated enemy, and broke the Outreaching Eye
standing within this circle, the PCs instinctively realize within. When she learned of the planar magic in the
that several of the cards they may own from the remaining lens of the wrecked telescope, she claimed it
Deck of Destiny are now forming links to associated as a personal trinket.
regions within the Harrowed Realm. By focusing on As further vengeance, she invited velstracs to reshape
one of these cards while using the Enter the Harrow and join with storykin. Her merciless retribution
Court activity, the PCs can transport themselves into gave some conspirators the “real” existence they
that card’s associated location within the Harrowed had always wanted, but a tormented one. Others she
Realm. The cards and their corresponding locations united with flesh, shadows, and corrupted soulstuff to
are as follows. birth hollow velstrac sacristans and other monsters.

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The Harrowed Realm is now a dreadful place of The Harrowed Realm has limited connections to other
dilapidated, harrow-adjacent fairy tales and monstrous planes. With the notable exception of using cards from the War
suffering under Sonnorae’s influence. Deck of Destiny to Enter the Harrow Court (either to travel
When All-Seeing Hajeck sends the characters to the to or from this demiplane), any effect that involves planar Chapter 1:
Harrowed Realm, she doesn’t know the Outreaching travel (such as ethereal jaunt, gate, plane shift, or shadow
Battle of
Harrow Court
Eye has been destroyed. But Sonnorae still carries the walk), as well as spells that conjure creatures from other
Lens of the Outreaching Eye, and with it, the PCs can planes (such as planar ally rituals) are unreliable, with the Chapter 2:
still succeed in their goal to open the way to the Prince Harrowed Realm attempting to counteract such spells as Cards of Kho
of Wolves’ den. they are cast with a counteract modifier of +32. Spells and
The PCs can explore the Harrowed Realm on foot if effects that only briefly require contact with another plane Chapter 3:
they wish, traveling from one location to another, but (such as blink) and summon spells function normally. Harrowed
it’s more efficient to travel between sites of interest in In the Harrowed Realm, time passes normally. Creatures Realm
the demiplane via Entering the Harrowed Realm. Of must eat, drink, and sleep normally, but they don’t age.
the seven sites of relative importance, only the Fallen In the Bramble, thin trails winding through the tangled Chapter 4:
Fortress can’t be reached via this method—to visit this undergrowth connect significant locations, but moving off Wolves’ Den
location, the PCs must travel there physically. these trails constitutes passing through difficult terrain.
Adventure
The order in which the PCs explore the Harrowed Temperatures in the Bramble and the Dearth are always
Toolbox
Realm is up to them, but three events will take comfortable temperate norms. It’s possible to forage in the
place as they travel. The first of these, Event 5, takes Harrowed Realm, and while food gathered here provides
place automatically the first time they arrive in the nutrition, the texture and flavor feels unpleasant, like eating
Harrowed Realm. wax. It’s a DC 20 Survival check to Subsist in the Bramble,
and a DC 35 Survival check to Subsist in the Dearth.
THE HARROWED REALM
N UNBOUNDED F. SHADOW CIRCUS
The Harrowed Realm measures 84 miles across. Anything
that passes off one edge appears on the opposite one. Tent poles for what must have been an enormous central
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sophisticated set decoration for a theater. The sky is a cloth clinging to them. A towering central pole still reaches
literal blue dome, about 3 miles high, held up by great for the sky. Strewn across the area are rusted, broken
pillars at the realm’s “edges.” The sun and moon once cages and tumbled wagons missing wheels.
moved across this dome on great mechanical arcs to which
they’re still attached. The Shadow Circus once marked the center of the
After a few feet of digging, soil gives way to rotten stage Harrowed Realm, serving as a sort of landing place
boards and corroded pipes atop cobbled stone. Underneath for those who traveled here via the Deck of Harrowed
the cobbles, cyclopean stone blocks form a solid foundation Tales. Characters who use The Carnival arrive in
of interminable depth. These features are exposed in some what was once the main tent’s center ring, between
areas, along with machines or systems like those used in shattered remains of bleachers and amid the bones of
a Varisian drama hall. In other places, ruins built only for a giant and several bears. To the north slumps a bent
spooky ambiance stand alone and empty. and rusted cage of ornate ironwork. Inside are broken
The demiplane’s clockwork moon eclipses the sun, armchairs, divans, and tables along with countless
bathing the land in dim light. At noon, with great grinding remnants of porcelain dishes.
sounds, the moon moves off the sun slightly to the right, Creature: Woven into the elaborate wrought iron,
illuminating the realm as if on a cloudy day. The full eclipse first appearing to be a waxy model, is a crocodile-headed
resumes by 6 p.m. When midnight comes, the moon moves humanoid with cords of fine silk and leather knitted
out of alignment to the left, brightening the realm again. into his flayed and pinned “flesh.” His red eyes flick
Full eclipse occurs once more at 6 a.m. Strangely, interiors open when the characters arrive, and he calls out
in the realm are rarely dark, instead bathed in dim light to them in a hissing voice. This being is Bernaditi, a
with no clear source. storykin rakshasa (and one of the conspirator allies of
The moon and stars are all wrong and fake here, but the dragon Zassrion) who once ran this circus.
they’re still useful for relative navigation. Due to the fixed In the original Harrowed Realm, Bernaditi took
sky, it’s only a DC 15 Survival check to Sense Direction. Sonnorae’s tongue when he helped betray her. She
While no magnetic north pole exists, “north” still functions took it back when she returned, along with his fangs,
for the purposes of operating a compass. then left him bound here in torment. Without his

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tongue, Bernaditi can’t speak clearly or use spells BERNADITI CREATURE 10


that have verbal components. He’s also permanently Male storykin raja rakshasa (Pathfinder Bestiary 275)
immobilized within his new “house.” Initiative Perception +19
Telepathy is one sure way to communicate with
the tormented rakshasa, as is writing. If the PCs don’t XP Award: If the characters get useful information
supply Bernaditi with something to write with, he out of Bernaditi, award them
can just barely reach down below and scrape a 80 XP. They receive no XP for
few words or shapes in the dirt to beg for killing him.
aid. He promises to share information
he’s sure they can use in exchange for G. BLOOD BRIARS
his tongue and fangs, currently
in the possession of Marzalee The burned shell of an old theater, its
the Stitcher in area K4. If the stone walls scorched and no higher
PCs return his body parts, than a few feet, jut from briars
the rakshasa gobbles them adorned with scarlet-tipped thorns.
down eagerly, and a Blackened timber piles, intermixed with
few moments later they scorched seats and old theatrical props,
reform in their proper litter the area.
places in his mouth. Bernaditi
Once his fangs and tongue are back, Once the site of a theater called the
Bernaditi tries to get another favor from the PCs and Sanguine Playhouse, this location today is nothing
asks them to pull him from his cage. Doing so requires more than a tangled, overgrown ruin. If the PCs
a successful DC 35 Athletics check to Force Open travel here via portal, they appear near the building’s
the iron cage, or the cage can simply be destroyed old, semicircular front steps. There, the corpse of
(Hardness 18, HP 72 [BT 36]). If the PCs do so, the Brambleson, once this realm’s Rabbit Prince (and one
ungrateful rakshasa bows before them in thanks, then of the conspirators against Sonnorae) hangs in the
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escapes, he will not be encountered again by the PCs and sword are missing.
unless they work hard to track him down. Characters who use spells like talking corpse
If the PCs demand information from him before or rituals like speak with dead might be able to
they release him, the rakshasa sighs, but then nods learn more from this tragic figure. A halfling named
in understanding, congratulating the PCs for their Othobian Bootblack arrived in the Harrowed Realm
wisdom in not trusting a crocodile too many times. ages ago after stumbling into an ancient magical trap.
He’ll ask why they’ve come to the Harrowed Realm, In time, he befriended Brambleson, but he remained in
and then does his best to answer their questions about hiding during the tumultuous times when adventurers
the place. While he’s been trapped here for ages, he invaded the realm to defeat the dragon Zassrion. When
knows much of the changes that have come to this the velstracs invaded a few years later, hiding didn’t
place, and can give basic warnings about the presence help Othobian, and he fell under the growing velstrac
of velstracs in the region as well as confirm that influence. His delusions and paranoia grew until he
his one-time mistress Sonnorae has returned from murdered Brambleson, taking the storykin’s crown,
the dead, and that she now rules from the “Fallen ears, and sword. Sonnorae ejected Othobian from the
Fortress” in the Dearth (although he’s not sure of the realm to punish him, but she left Brambleson’s corpse
exact location). The most important information he here out of pique. To Othobian, the Harrowed Realm
can give them, though, is that even in her new form as was a nightmare turned to truth. He never grasped
a velstrac, she enjoys the bloody fruit that grows on an what velstracs were or how they tortured his mind,
old pear tree in her garden (area J1). If the PCs intend thinking he had been cruelly expelled from reality and
to confront her, they could do worse than to harvest leading to his villainous deeds in Pathfinder Adventure
one to serve as an offering. Path #160: Assault on Hunting Lodge Seven.
If freed, Bernaditi flees into the Bramble as detailed Treasure: The magic that once infused Brambleson
above. If attacked, he fights back as best he can. If slain, has seeped into his boots, transforming them into
Bernaditi comes back to life after the Fleshforge remakes greater boots of bounding. More importantly, one
him, trapped once more in the iron cage (although if the of the Deck of Destiny cards, The Hidden Truth, has
PCs recovered his teeth and tongue, he retains them still). somehow become tucked into his left boot—a PC

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The
Destiny
who plucks this card up immediately understands
TICKTOCK PEAK War
Brambleson’s sorry fate as the card grants this sad
truth in their minds.
XP Award: Grant the PCs 60 XP for recovering The Chapter 1:
Hidden Truth.
Battle of
Harrow Court
TICKTOCK PEAK Chapter 2:
The volcanic peak realm residents once referred as Cards of Kho
H3
Smith’s Caldera is now known as Ticktock Peak,
named after one of the former conspirators who has Chapter 3:
become a velstrac. The volcano is visible from most Harrowed
locations in the realm—being the one mountain in H2 Realm
the demiplane affords it dominance over the skyline.
Ticktock Peak looks like a storybook volcano, with Chapter 4:
a ragged, improbably narrow, cartoonish cone from Wolves’ Den
which curls of smoke waft up. Up close, it becomes
Adventure
apparent that the smoke issues from corroded pipes
H1 Toolbox
that pierce the rock in many places, hinting at the
complex machinery the peak hides—machinery that
keeps the demiplane’s theatrical appearance operating,
even though some of it has fallen into disrepair. 1 SQUARE = 10 FEET
Characters who arrive here via portal do so at area
H1 and are likely first to marvel at the view of the
realm, its immense artificial sky looming overhead. The four shadow giants bear countless scars and
Characters who look off to the west into the Dearth stitched wounds, evidence of their time served as
and make a successful DC 30 Perception check spot prisoners to the velstracs. Each also has numerous scars
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by Voricose (area H2) to ensure they remain loyal to


H1. Caldera Worksite Low 16 his commands. The giants roar in rage as soon as they
spot any intruders and attack at once. The turmoil
This dormant caldera shelters a worksite with a disorganized caused by their roars and attacks is certain to attract
array of tools, materials, anvils, stools, and tables. A stone the attention of the inhabitants of areas H2 and H3—
structure, its walls adorned with dozens of metal pipes, sits although they do not come to investigate immediately,
at the center of the caldera. The sound of venting steam, they’ll certainly prepare for intruders. If the PCs don’t
piped water, and operating machinery issues from within enter area H2 within a few minutes of finishing a fight
the structure. A giant-sized door in the southern face of here, Voricose might emerge to investigate.
the building has a broken bone painted on it, with a pool of
blood between the broken ends. The east half of the caldera SHADOW GIANTS (4) CREATURE 13
is sheltered by a tall stone wall that’s also festooned with Pathfinder Bestiary 2 127
pipes, many of which extend upward to spew smoke and Initiative Perception +20
steam into the air, while to the south, a break in the caldera’s
wall allows a flight of steps to descend and affords a majestic H2. Bleeding Break Moderate 16
view of the entire realm below.
This structure contains a single room—one that’s been
Creatures: A group of shadow giants toils here, outfitted to serve as a giant-sized tavern. The chamber
constantly adjusting and repairing the numerous pipes features one table and three chairs, a bar, and a gigantic
and exposed pieces of machinery under orders from barrel that drips red fluid from its tap. The place smells of
Ticktock—adjustments that, over time, continue to give raw meat as much as it does alcohol. The twenty-foot-high
the Harrowed Realm its grim and awful appearance. If ceiling is supported by a tangled crisscrossing of
this work ceases, over the course of a few months the soot-stained wooden beams reinforced with bronze fittings.
machinery reverts to normal, rebuilding the Harrowed
Realm into its more idyllic appearance from a time The barrel contains a mixture of blood, bits of
before the velstrac invasion. flesh, and strong beer. Another few barrels behind

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the bar hold the same concoction in various stages of Glimpse of Stolen Flesh (aura, divine, enchantment, fear,
fermentation, along with several empty casks painted mental, visual) 30 feet. As interlocutor, but DC 33.
with a broken bone in a pool of blood. Several large Speed 40 feet
sacks of gray, musty-smelling grain from the Shadow Melee [one-action] whip +31 (disarm, finesse, magical, nonlethal,
Plane are stacked along with the giants’ bedrolls in the reach, trip), Damage 3d4+15 slashing plus 1d6 cold
northwest corner. Melee [one-action] claw +28 (deadly 2d10, evil, magical, reach 10
Creatures: Voricose, a one-eyed velstrac feet), Damage 3d8+15 slashing plus 2d6 persistent bleed
interlocutor, has chosen this chamber as his quarters. Divine Innate Spells DC 36; 8th heal (×2); 7th regenerate;
In his attempts to create loyal servants, he’s surgically 6th restoration (×2); 5th breath of life; Cantrips (8th)
adjusted the brains of the giants in areas H1 and H3, stabilize
scraping away bits of personality that “only get in Focus Gaze [one-action] (concentrate, divine, enchantment, fear,
the way.” Voricose is currently working on his latest mental, visual) As interlocutor.
giant “patient,” whose body lies sprawled on the table Surgical Rend [one-action] As interlocutor.
with the top of its skull missing. Of the velstracs in
the Harrowed Realm, Voricose is the only one from SHADOW GIANTS (3) CREATURE 13
the original invasion force who still dwells in the Pathfinder Bestiary 2 127
demiplane, having opted to remain behind to watch Initiative Perception +20
how things develop rather than moving on to new
projects on other planes. H3. Gearworks Severe 16
When the PCs enter, he rises up to his full intimidating
height of 14 feet, his bladed arms whirring and Countless clockwork machines roar in this vast, hot, and
slashing at the air, and commands the intruders to lay muggy chamber. Pipes rattle and thrum. Some emit steam,
down their weapons and submit to his guards, a trio constantly or in intervals, whistling as they do. Most of the
of slack-jawed shadow giants. Any PC who foolishly machinery has been built off the ground, leaving the stony
complies has their gear stripped from them and, if floor clear. On one side of the chamber stands the upper
they don’t escape, will be operated on in time by the portion of a titanic humanoid skull.
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1-hour procedure become the velstrac’s permanent The machinery starts at 20 feet and goes up for 50
pawns until they are subjected to a regenerate spell). feet, with openings big enough for Medium creatures
If the PCs resist, Voricose orders his giants to attack; to move among them. Destroying a sizable portion of
he spends the first round of combat stapling the these devices causes the realm’s weather to become
unconscious giant’s skullcap back in place, after which locked, water in rivers to stop flowing, and the sky to
Voricose joins the fight as well. All four fight to the grow still.
death, but once Voricose is slain, all of the shadow Creatures: Ticktock, once a storykin aeon in
giants in the area become stupefied 3. humanoid form, has been remade by the velstracs
into one of their own. As one of the conspirators who
VORICOSE CREATURE 15 helped murder Sonnorae, Ticktock understands he
UNIQUE LE LARGE FIEND VELSTRAC got away with a relatively light punishment when she
Male variant velstrac interlocutor (Pathfinder Bestiary 2 returned to power—he’s still alive, more or less, even
284) if his body is now constantly wracked with pain. He
Perception +28; greater darkvision, painsight understands that the only reason Sonnorae left him as
Languages Common, Infernal, Jotun, Shadowtongue whole as she did was that she understood the value he
Skills Athletics +31, Brewing Lore +24, Crafting +24 brings to the Harrowed Realm, for as long as Ticktock
(+28 sculpting flesh), Intimidation +28, Medicine +30, continues his never-ending pursuit of keeping the
Religion +24, Torture Lore +26 gearworks in working order, the demiplane’s facade of
Str +7, Dex +4, Con +6, Int +3, Wis +7, Cha +6 reality will continue.
Painsight (divination, divine) As interlocutor. Ticktock is not much larger than a halfling, and
Items +3 greater striking greater frost whip while his transformation into a particularly powerful
AC 37; Fort +27, Ref +25, Will +28; +1 status to all saves sacristan velstrac is technically an upgrade, he knows
vs. magic his distorted new body can be taken away from him
HP 275, regeneration 20 (deactivated by good or silver); at his mistress’s whim. With his empty eye sockets
Immunities cold; Weaknesses good 15, silver 15 (the primary brand against him, for when he betrayed
Attack of Opportunity [reaction] Sonnorae, he took her eyes), fingers made of keys and

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tools, and distorted limbs, Ticktock moves more like a a creature ends its turn in the aura, the constant
spider and sounds more like a machine than anything clicking and ticking sounds coming from Ticktock War
else, for only via echolocation provided by the constant worm into its thoughts and fill the listener with the
ticking sounds he emits can he navigate his duties. sense that time is speeding up for everyone but itself. Chapter 1:
Ticktock’s greatest treasure is a recent discovery: The creature must succeed at a DC 34 Will save or
Battle of
Harrow Court
The Forge. When he found the card wedged in the become slowed 1 (or slowed 2 on a critical failure)
machinery (where it was causing an unceasing ticking until the end of its next turn. Chapter 2:
sound), he interpreted it as a sign that fate might have Attack of Opportunity [reaction] Cards of Kho
something greater in store for him, but now that he’s Speed 25 feet, climb 25 feet
had the card invested for some time, he’s realized that Melee [one-action] tool fingers +32 (agile, evil, magical, versatile Chapter 3:
it’s just one more way the Harrowed Realm is shaping S), Damage 3d4+14 piercing plus 1d6 evil and 2d6 Harrowed
him into the perfect mechanic minion—for with the persistent bleed Realm
card’s aid he can carry more and repair things faster. Divine Innate Spells DC 37; 8th chilling darkness; 3rd fear
Ticktock ignores the sound of fighting nearby and Shadow Scream [three-actions] (aura, concentrate, darkness, divine, Chapter 4:
simply continues to do his work here. He’s watched evocation, mental, sonic) Frequency once per hour; Wolves’ Den
over by a group of three storykin ankous, creatures
Adventure
Sonnorae placed here as an implied threat, symbolizing
Toolbox
an old story about a clockworker whose attempts to
build a clock that skipped over the hours of the night
brought punishment from the darkness itself. The way
Ticktock constantly flashes and plays with The Forge
makes it impossible to miss when the PCs first see
him, but any attempt to speak to him or take his card
is quickly interpreted by the obsessed creature as an
attempt to sabotage his work in order to engineer a
punishment from Sonnorae, and he reacts with swift
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response. During the fight, he’ll do his best to lure the


PCs toward the large skull to the south, which is itself
a dangerous hazard.

TICKTOCK CREATURE 16
UNIQUE LE SMALL FIEND VELSTRAC
Male storykin variant sacristan velstrac
Perception +27; echolocation 120 feet, no vision, painsense
Languages Common, Infernal, Shadowtongue
Skills Acrobatics +32, Athletics +30, Crafting +31, Thievery
+30, Torture Lore +29
Str +6, Dex +8, Con +6, Int +5, Wis +3, Cha +0
Echolocation Ticktock can use his hearing as a precise
sense at the listed range.
Painsense (divination, divine) Ticktock automatically
knows whether a creature he hears has any of the
doomed, dying, or wounded conditions, as well as the
value of those conditions.
Items The Forge
AC 40; Fort +28, Ref +30, Will +25; +1 status to all saves
vs. magic Ticktock
HP 275, regeneration 15 (deactivated by good or silver);
Immunities blinded, cold; Weaknesses good 15,
silver 15
Tick Tock Tick Tock (auditory, aura, divine,
enchantment, mental, sonic) 30 feet. When

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mental, visual) Trigger A creature who can see the Smith’s


GARDEN OF GRIEF
skull approaches within 20 feet; Effect The skull’s eyes
flare. Each non-storykin creature within 60 feet who can
see the skull is subjected to an overwhelming feeling
of being sucked into it, and must attempt a DC 40 Will
save.
J2 Critical Success The creature is unaffected.
Success The creature feels pain across its body, as if
the skull’s inhalation were pulling the skin from its
bones. The creature becomes sickened 1 and takes
8d6 mental damage.
Failure The creature is convinced that the skull just
“breathed in” its skin, and it takes 16d6 mental
damage. The overwhelming pain leaves the creature
slowed 1 for 1 round as well.
Critical Failure As failure, but 24d6 mental damage and
the creature is stunned 3 from the pain.
Reset 1 hour

XP Award: Grant the PCs 60 XP for recovering The


J1 Forge.

I. DEMON’S BOG
A cold lake bed choked with sediment and overgrown
1 SQUARE = 5 FEET with rushes, Demon’s Bog (area 2 on the Harrow Court
map inside the back cover) centers around a low, rocky
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Effect Although the sound of this attack is more akin to the markers are tumbled or askew. Characters who
a series of thunderous clicking sounds than a scream, it arrive via portal appear beside a stone sarcophagus,
still functions as detailed for Ticktock, but with a DC 37 its broken lid cast aside. Biting fireflies flit about, their
Will save. lights the color of blood. Parts of a fallen suspension
bridge cross the bog between the hillock and drier
ANKOUS (3) CREATURE 14 land. Despite appearances, the bridge is a safe path.
Pathfinder Bestiary 2 19 Treasure: Even a cursory search of the gravestones
Initiative Perception +25 reveals a human body sprawled within a freshly dug
and still open grave. These remains are those of the
Hazard: The skull embedded in the southern wall Barrow King, one of the conspirators who betrayed
is all that remains of an immense storykin called the Sonnorae. The skeletal remains wear a suit of +2
Smith, a titanic giant who lived inside the mountain. greater resilient brass dragonhide breastplate, and
He perished soon after the velstracs cruelly harvested its own +3 greater striking greatsword pierces its
his flesh for raw materials, but an echo of his storied unarmored throat and pins it to the ground. Pulling
spirit remains within his bones. the sword free causes the bones to melt away into
sludge, but the Barrow King stays dead as long as
SMITH’S SKULL HAZARD 18 Sonnorae’s corrupted epitome yet lives.
UNIQUE HAUNT
Stealth DC 42 (master) to see the skull’s lower jaws start GARDEN OF GRIEF
to open Characters who travel to the realm via a portal appear
Description The smith’s skull gazes with fiery light and at the gates just east of area J1.
breathes in a deep breath.
Disable DC 48 Athletics (master) to hold the skull’s jaw Tarnished bronze statues of angels, their wings sheared off,
shut, or DC 45 Occult or Religion (expert) to quiet the lie toppled near pedestals to either side of an open bronze
Smith’s spirit gate in a tall wall of cracked white marble. Discolored
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Destiny
gateway, a few steps leading down into an overgrown, failure, the creature is enfeebled 1 (or increases the
weedy orchard. value by 1 if already enfeebled), and the corpseroot War
regains 15 HP. If this would make a creature enfeebled
J1. Bone Orchard Low 16 5, the creature dies. Chapter 1:
Battle of
Harrow Court
Amid overgrown grass, nettles, brambles, and sickly trees Treasure: Regardless of how many bloody pears
is a still, dark pool. Leaning menhirs only a few feet high the tree hurls before it’s defeated, five of these fruits Chapter 2:
mark the path. Countless bones litter the ground or hang remain on its limbs once it is slain. Each of these fruits Cards of Kho
in the weeds, from the standing stones, or amid branches. functions as a major elixir of life, but characters who
Several trees of different heights grow within, their trunks keep at least one of them handy will have an advantage Chapter 3:
twisted and branches bare of leaves—with one exception. in their first meeting with Sonnorae (see area L8). Harrowed
The branches of the largest tree in the garden bear Amid the bones in the center of the garden lies Realm
blood-red fruits. an alicorn, once the horn of a storykin unicorn who
lived in the garden, that now works as a wand of Chapter 4:
Creatures: The fruited tree, once Sonnorae’s living continuation (phantom steed, 6th level), summoning a Wolves’ Den
pear tree, has become something entirely new since steed that resembles a winged unicorn.
Adventure
her return: a malevolent undead horror that lurches up
Toolbox
from the soil to attack anyone other than Sonnorae (or J2. Empty Throne Moderate 16
the garden’s other inhabitant—see area J2) who enters
the garden. Unlike most corpseroots, this Blood-Pear Twisted trees and briar-clad thickets open to a forum
Tree doesn’t blight plant life in its vicinity, and its of stone pillars, many broken or toppled. Amid them is
sickly fruits cause those struck to bleed from their a crumbling stone dais, stained with old blood. At the
pores rather than become poisoned. platform’s center sits a spiked iron throne.

BLOOD-PEAR TREE CREATURE 17 Creature: This iron throne belongs to Algon the
UNIQUE NE HUGE UNDEAD Ever-Keeping. Beaten into it are a shield, a longsword,
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Perception +29; darkvision stylized winged sigil. Algon himself sits on the throne
Languages Arboreal, Necril, Sylvan (can’t speak any the first time the PCs visit the garden, and he watches
language) calmly as they fight against the Blood-Pear Tree. Once
Skills Athletics +32, Stealth +30 a storykin paladin who wandered the demiplane
Str +9, Dex +5, Con +6, Int –2, Wis +6, Cha +2 and opposed those who betrayed Sonnorae, he was
Plant As corpseroot. rewarded for his service upon her rebirth by being
AC 38; Fort +31, Ref +26, Will +27 transformed into a vincuvicar velstrac himself, with
HP 350, negative healing; Immunities death effects, the warped and transformed storykin of the Harrowed
disease, paralyzed, poison, unconscious; Weaknesses Realm becoming his “prisoners.”
axe vulnerability, fire 15; Resistances bludgeoning 15, Once the PCs approach him, the ex-paladin
piercing 15 congratulates them for “what must surely be their latest
Axe Vulnerability The Blood-Pear Tree takes 15 additional triumph” against the Blood-Pear Tree, but then informs
damage from axes. them that the time has come for them to lay down their
Speed 20 feet arms and submit to their new mistress, Sonnorae. If the
Melee [one-action] branch +34 (reach 15 feet), Damage 3d12+17 PCs surrender their gear, the velstrac Shackles them,
bludgeoning then uses teleport to transport the PCs and himself to
Melee [one-action] root +34 (agile, reach 20 feet, trip), Damage Sonnorae as offerings, leaving all their gear behind here.
3d8+17 bludgeoning plus Grab The PCs’ eventual fate in this case is likely to become
Ranged [one-action] bloody pear +30 (range increment 20 feet, the victims of imprisonment rituals placed by Algon.
splash), Damage 2d6+12 bludgeoning plus 2d6 bleed Algon doesn’t expect the PCs to submit, of course,
splash damage and at any indication other than immediate surrender,
Take Root [one-action] (necromancy, primal) Frequency once he attacks, claiming the characters are destined to
per round; Requirements The Blood-Pear Tree has a be prisoners for Sonnorae. If he’s reduced to fewer
creature grabbed or restrained; Effect The Blood-Pear than 80 Hit Points, or if he fears the PCs have a good
Tree buries its roots into the creature, dealing 2d6+17 chance to destroy his throne, he calls for a truce. If the
piercing damage (DC 38 basic Fortitude save). On a PCs agree to this truce, the vincuvicar spends several

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FLESHWORKS and the tall chimneys. Heated air rises from these stacks.
A wash of dark crimson has been painted over the peeling
T K2 exterior. Black bars and boards cover the windows.
K2 T
Although the bars and boards have gaps, leather
curtains cover the windows on the inside. Still, the
player character who rolls the highest Perception
T check spots a figure peering out of a southern window
from a lit room. This is Molly in area K3, who quickly
K1 K4 flees from sight, pulling the curtains closed.

K1. Entry
K2
Pieces of mannequins hang from chains or are impaled on
K2 spikes in this foyer. Some have macabre fleshy or metallic
additions. A few bleed. Three complete statues depict a
K3
T monstrous humanlike woman in various dance poses,
her mouth open as if singing or screaming. Her long, pale
locks darken to crimson toward the tips. She dresses in
1 SQUARE = 5 FEET a bizarre, painful-looking harness of leather and iron.
Some of her skin is flayed, some of her bones exposed.
rounds questioning them to find out why they’ve come Her mouth has oversized fangs and a thick, pale tongue,
to this realm (allowing his regeneration to heal him and her eyes resemble clockwork mechanisms. One of
up) before offering to teleport them to Sonnorae to the statues holds her harness open, revealing a withered
petition their case to her in person. Whether this results heart cabled into a bloody hole in her chest. Words in
in a chance to secure the Lens of the Outreaching Eye blood mark the wall and the scent of it hangs in the air.
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where they’ll face Algon and Sonnorae simultaneously, broken bone in a pool of blood.
remains to be seen.
The statues depict Sonnorae in her new form as
ALGON THE EVER-KEEPING CREATURE 18 a velstrac. The words on the wall read, in Varisian,
Male vincuvicar velstrac (page 87) “Interlopers shall be consumed.” Seven casks contain
Initiative Perception +32 a mixture of fleshy chunks and blood—PCs who
have already visited Ticktock Peak will recognize this
Treasure: Next to the throne in a large, unlocked awful “beer” as the concoction being brewed atop
iron box are some of Algon’s old belongings, including the volcano.
a suit of +2 greater resilient full plate, a major sturdy
shield, and a holy avenger. K2. Trapped Halls Trivial 16

FLESHWORKS More tortured statues hang in these halls among iron


Before the velstracs arrived, the storykin were forged spikes, chains, and implements. Here and there, patches of
and reborn in this building, all under the guidance undifferentiated flesh and pools of blood seem to well up
of an immense and intelligent giant ant queen. But between the floorboards or panels on the wall, giving the
just as the manor’s interior has been entirely rebuilt place the smell of fresh slaughter.
(abandoning a network of secret passages for larger
halls that allow easier passage for velstracs), so too Hazard: Large clumps of wax, leather, flesh, iron,
has Marzalee been rebuilt as punishment for her role and blood collect at the dead ends of each hall, forming
in betraying Sonnorae. into a mass that can open like a mouth in the four
PCs who arrive here via portal appear on the locations noted on the map. This hazard works like
manor’s front stoop, just outside of area K1. cannibalistic echoes, but the manifestation creates an
all-too-real mass of flesh and teeth rather than hungry
The air at this manor carries the scent of blood and grease. spirits, as the building attempts to consume spirits just
Spiked iron reinforces the corners, the eaves, the doors, as the conspirators consumed Sonnorae long ago.

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CANNIBALISTIC ECHOES HAZARD 16 the Harrowed Realm, leaving the Striding Fortress in
Pathfinder Book of the Dead 67 shambles up to the north near Ticktock Peak. More War
Stealth DC 42 (master) to sense something malevolent immediately, she warns the PCs that her old boss,
lurking in the area’s fleshy debris Marzalee, is now a monster, and that the PCs should Chapter 1:
avoid the central room. If they must
Battle of
Harrow Court
K3. Bedroom confront her, she begs them to put her
out of her misery quickly, as Molly Chapter 2:
This orderly bedchamber smells of sandalwood, fondly remembers when Marzalee was Cards of Kho
perhaps from the oil lamp lighting it. It also “just” a giant, talking, motherly ant.
contains two beds, one human sized and one Of course, Molly muses, the fact that Chapter 3:
much larger, along with a wardrobe and a Marzalee did plot against Sonnorae, and Harrowed
workbench lined with odd tools. did eat the woman’s hands, means that Realm
maybe she deserves her twisted fate.
Some of the tools are surgical, while others Chapter 4:
are sculptors’ implements. Most are too MOLLY CREATURE 2 Wolves’ Den
large for human-sized hands. Female dwarf surgeon (Pathfinder
Adventure
Creature: This room houses Gamemastery Guide 221)
Toolbox
Molly, one of the few storykin Initiative Perception +14
in the Harrowed Realm who
remains more or less as she was Treasure: If the PCs agree
before the velstrac invasion. to help Molly by trying to
An epitome of an old parable reset the Harrowed Realm and
about a midwife who was so focused on Molly confronting Sonnorae, she can’t be of
her work that she didn’t notice her hometown’s much help herself, but can gift them a fair amount
transformation from living people into vampires until of magical supplies she’s gathered over the years. This
she was the only one left alive, she embodies her story includes six greater healing potions, three panaceas, and
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Molly is horrified and distressed at the changes she’s she offers is a mysterious item that recently appeared in
seen, but has also come to realize that the velstracs her collection of medical tools: The Midwife.
hardly pay her any mind at all. Just as she was relatively XP Award: The PCs earn 40 XP for getting Molly’s
unobtrusive before, Molly remains forgettable to the assistance. Award them an additional 60 XP for
new rulers of the realm today—a potential boon in securing The Midwife.
this case, for she is eager to assist the PCs however
she can. K4. Central Works Severe 16
Molly spends most of her time here lamenting her
fate and daydreaming about the arrival of a group This hot, humid room stinks of rendered fat and fresh gore.
of heroes who can set things right—the idea of being Four vats contain a crimson slurry churning around chains
a hero herself simply never occurs to her, as such a or armatures that hang into the tubs. Pieces of unfinished
plot twist is not part of her story. Only the periodic bodies, many with an artificial sheen, dangle from other
interruptions from area K4, when Marzalee calls for barbed chains, hooked cables, or bizarre iron frames.
her aid in a particularly complex procedure, interrupt Fumes vent upward through enormous chimneys, barred
her lonely hours. at the bottom.
She welcomes the PCs into her quarters, ushering
them into the room quickly and quietly, then eagerly The fluid within the vats is the consistency of
asks if they’re here to “set things right.” She knows warm oil and smells of grease and blood. Amid the
the history of the Harrowed Realm and can explain implements and containers here are several empty
the region’s invasion by velstracs; Molly also knows casks painted with a broken bone in a pool of blood.
where Sonnorae’s new fortress is located and that if Creatures: Marzalee the Stitcher works here,
anyone knows how to undo what has happened to the directing spiritual residue and raw materials harvested
Harrowed Realm, it’d be her. from the “beer” provided by Ticktock Peak into
If asked about the Prince of Wolves, Molly doesn’t corporeal forms. In her previous life she was a giant
recognize the name, but she does confirm that not long ant queen who gained a bard’s gift for creation upon
ago, a sudden pulse of magic power swept through consuming Sonnorae’s hands, but today she’s paid for

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that treachery and exists as a hideous amalgam of flesh FALLEN FORTRESS


and metal—an ephialtes velstrac. One can still see Until recently, the Striding Fortress traveled the Dearth
ant-like features in her form, unlike that of a typical as an immense mobile keep. This structure served the
ephialtes (which seems to have been cobbled together dragon Zassrion as a citadel until his defeat, and more
from more humanoid base parts), but she remains recently was claimed by Sonnorae as her personal
just as dangerous. Her duty here is to adjust and stronghold. When the Prince of Wolves used the
transform storykin when they are reborn, to ensure Harrowed Realm as a shortcut into the PCs’ Harrow
they match a more grisly aesthetic in keeping with her Court, the resulting blast of Abyssal energies funneled
new velstrac sensibilities. She attacks any intruders in through the Striding Fortress, drawn here by the Lens
order to defend her work. When she does, tangles of of the Outreaching Eye. The demons never actually
undead bodies and bent limbs emerge from four vats entered the Harrowed Realm in their journey to Harrow
to come to her aid. Each of these coalesces into a type Court, but their passage left an unmistakable mark,
of undead known as a tormented, and each bears the causing the Striding Fortress to crash to the ground and
endless suffering effects of dislocation. Marzalee won’t earning it a new name: the Fallen Fortress.
back down while defending this area. Many of the complex’s one-time protectors and
defenders were slain in the catastrophic collision and
MARZALEE THE STITCHER CREATURE 16 haven’t yet been rebuilt by Marzalee in the Fleshworks.
Female ephialtes velstrac (page 86) Sonnorae herself survived, though, and she’s spent
Initiative Perception +30 most of her time since the event worrying that a
new disaster could occur at any moment, oblivious
DISLOCATED TORMENTED (4) CREATURE 14 to the fact that the lens she carries is what drew the
Pathfinder Book of the Dead 152 destructive power to the fortress in the first place.
Initiative Perception +27
L1. Courtyard Low 16
Treasure: A search of Marzalee uncovers a small
leather pouch on a cord around her neck. Within is a Black, tattered banners flap and tremble on bent poles
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most of these belong to the rakshasa storykin and garden beds full of weeds and dead plants.
Bernaditi (area F), but one of the teeth is a much
larger fang that’s been scrimshawed: this is a Creatures: A pair of storykin jotund
speed runestone. troll guards survived the destruction
of the Striding Fortress, and stand
guard once more in this expansive
courtyard. They roar and rush to
attack any intruders, but do not
pursue foes into other rooms of
the fortress, preferring to remain at
their post.

JOTUND TROLLS (2) CREATURE 15


Pathfinder Bestiary 2 267
Initiative Perception +29

L2. Chapel

Scattered on the floor are candles, scrolls,


and broken sculptures. Most nooks
in the wall are empty, although a few
contain weird statuettes. In the room’s
Marzalee the Stitcher center sits a cracked altar full of
hollows that might once have held jewels.

A stairway of dusty stone spirals up to area L3.

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FALLEN FORTRESS War
1 SQUARE = 10 FEET L3
Chapter 1:
L4 Battle of
Harrow Court
L2 Chapter 2:
L7aa
L7 Cards of Kho

Chapter 3:
Harrowed
Realm
L8 L7 L1
Chapter 4:
Wolves’ Den

L7aa
L7 L5 Adventure
Toolbox

L6

L3. Quarters L5. Ruins


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This dusty apartment contains tattered and tumbled This rounded chamber lacks a roof. Rubble, broken vats,
furnishings of dark wood, black linen, and crimson leather. and shattered wood—all weathered and stained—crowd the
Books litter the floor. Among the tomes are jumbled bones floor. A hole gapes near the rear wall.
in ragged crimson robes, a crushed miter adorning the
loose skull. The hole leads 20 feet down to area L6. A DC 30
Athletics check is required to climb the sheer walls.
The books have important-sounding religious titles,
but they contain only scribbling or nonsense. One L6. Pit
person’s skeleton is tangled in the robes, which suggest
an ecclesiastical vocation—an acolyte or cleric clearly Broken furniture crowds this reeking pit, with one small
resided here once. bed swathed in stained silks still intact. Water and earth
Treasure: A symbol of Asmodeus made of gold and leaks through the broken walls, pooling mud on one side.
rubies, worth 500 gp, lies on the floor.
This room is used as a prison; if the PCs are captured,
L4. Kitchen they’re kept in this awful, uncomfortable chamber. A
hole in the ceiling provides access to area L5.
This enormous galley kitchen smells of baked clay. Heaps Treasure: Someone who tosses the mattress of the
of simple furniture, utensils, and sculpted edibles are silk-covered bed or succeeds at a DC 35 Perception
placed here and there. Much of the clay food is broken or check while investigating finds several broken vials
cracked. Narrow windows let in weak light, revealing the and one greater potion of electricity resistance and a
motes of dust filtering through the stale air and covering necklace of fireballs VI.
all surfaces.
L7. Aetherium
Almost any cooking or sculpting utensil can be
found here, most of which are on the floor. A flight of Tarnished brass pipes poke through the walls in this
stairs leads up to the hallway just east of area L2. immense chamber. In the center of the floor is a shallow

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depression, once a ceremonial pool. Tattered silks cover Upon noticing the PCs, Sonnorae rises into the air
some walls, and stained pillows are scattered about. to demand to know what they’ve done to her home,
Beyond a broken wall stands a complex helm with a assuming they’re part of the problem. If the PCs claim
cracked ship’s wheel; behind it, windows reveal a bleak ignorance, she angrily informs them that she can “smell
view of the Dearth. The room smells faintly of ozone. the stink of the harrow on your souls—have you come
to my home to bring further ruin?” Her initial attitude
PCs who succeed at a DC 30 Arcana, Crafting, or is unfriendly, but she doesn’t immediately attack; the
Engineering Lore check to Recall Knowledge can tell PCs have long enough to try to adjust her attitude via
this room was once a power center. The depression Diplomacy or Intimidation. If the PCs carry at least
in the center used to contain alchemical charging one blood pear from area J1, she pauses to sniff the
fluid that allowed the fortress to walk. The forward air and then demands the fruit as a gift. Giving her a
compartment was the vehicle’s control center. blood pear automatically improves her attitude by one
The side rooms (L7a) contain clockwork machinery step as soon as she (messily and bloodily) consumes it.
for the fortress’s legs. Both are wrecked, though the If the PCs fail to make her at least indifferent before
southern area holds more rubble and dirt. Similarly, too long, she grows hostile and attacks. If she’s made
debris blocks the southern stairwell up. friendly or helpful, she’ll believe the PCs had little to
Treasure: Seven tiles of thin platinum worth 200 gp do with her fortress’s destruction, and if she learns that
each line the bottom of the empty pool. the Prince of Wolves used her realm as a conduit to
reach the PCs’ similarly themed domain, she furiously
L8. Torment Theater Severe 16 demands the PCs slaughter the Prince to ensure he
does no such thing again. Sonnorae realizes that he’d
The ceiling in this room towers eighty feet overhead. need the Deck of Harrowed Tales to pull off such a
Tattered and torn tomes, scrolls, and papers cover much feat, and while there’s no way to use the Harrowed
of the sloped wooden floor, along with broken glass, Realm to reverse engineer his invasion and mount a
shattered furniture, and bizarre implements. A few books similar intrusion into his home, she does have the next
and documents remain on myriad shelves. In the center is best thing—the Lens of the Outreaching Eye. If she’s
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a telescope. Fused with the wreckage are huge, blackened the Prince or to pinpoint the deck’s location, but
bones, including a dragon’s skull. Past this debris is an demands its return once they discover his location. If
open archway with two massive doors broken on the floor she’s helpful, she lets the PCs keep the lens until they’re
before it. finished with the Prince of Wolves.
If Sonnorae learns about the Deck of Destiny, she
This old library is 80 feet high. The crushed brass suddenly understands the nature of the strange card
remains are those of the now-useless telescope, the that appeared in her possession and feels foolish for
Outreaching Eye. not discerning its true purpose on her own. If she’d
Creatures: The latest ruler of the Harrowed Realm, indifferent or worse, she demands that the PCs hand
Sonnorae, has spent much of her time in this chamber, over their cards to her, and attacks them if they refuse.
alternating between periods of morose introspection If she’s friendly, she promises The Tyrant to the PCs
and fretful worry that a new disaster might strike at as a reward once the Prince of Wolves is dead, and if
any time. She’s largely left the Harrowed Realm to run she’s helpful, she’ll give them the card immediately—
on its own ever since the Prince of Wolves used the on the condition they promise to destroy the one who
demiplane as a shortcut into Harrow Court, but she is brought ruin to her home.
quick to recognize the PCs as potentially linked to this Unless she’s friendly or helpful, Sonnorae furiously
disaster, attuned as she is to the harrow and those its rejects any notion that she needs to be “fixed” or that
themes have affected. the Harrowed Realm has become corrupted, and
When she was reincarnated by velstracs, Sonnorae pursuing these topics are a sure way to ensure her
came back as a unique precentor: a velstrac who wrath and an ensuing battle. If she’s friendly or helpful,
serves as a historian or storyteller. Once human, her though, the topic swings her back toward one of her
new form is that of a partially flayed woman whose morose moods, and she admits she regrets creating the
skeleton is visible along portions of her arms, legs, and Deck of Harrowed Tales in the first place. If the PCs
face. She wears a painful-looking harness of leather can recover this deck and return it to her, she says she
and iron, and has oversized fangs in her jaws. Her eyes will be able to undo the damage the velstracs caused.
grind like inverted gears of bone. See Concluding the Adventure for more details.

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Destiny
If Sonnorae attacks the PCs, she raises her arms epidemic; 7th command, crushing despair, sound burst;
and calls out to the stories of the Harrowed Realm. 4th invisibility (at will, self only); Cantrips (9th) daze, sigil; War
The spirit of the dragon Zassrion erupts from his Constant (8th) detect magic, fly, true seeing
skull, along with other spirits, forming into an elite Assemble Choir [two-actions] Sonnorae adds a creature that is Chapter 1:
nemhaith that fights to defend the one they, in life, affected by her Spirit-Flensing Touch and is within 100
Battle of
Harrow Court
sought to ruin. Once combat begins, Sonnorae fights feet to her choir of screams. Sonnorae can have any
to the death, only to be reborn again in her velstrac number of creatures in her choir, although a creature no Chapter 2:
epitome from the Fleshworks in a month’s time. longer affected by Spirit-Flensing Touch leaves the choir Cards of Kho
immediately. Creatures in Sonnorae’s choir of screams
SONNORAE CREATURE 18 are fascinated by each other and Sonnorae, and they Chapter 3:
UNIQUE LE MEDIUM FIEND VELSTRAC can’t use hostile actions toward each other or Sonnorae. Harrowed
Female velstrac precentor (Pathfinder Adventure Path If Sonnorae uses a hostile action toward a creature in her Realm
#147: Tomorrow Must Burn 85) choir, it immediately leaves the choir. When Sonnorae
Perception +31; darkvision, detect magic, painsight, true casts an innate divine spell, she can cause the effect Chapter 4:
seeing to originate from any member of her choir instead of Wolves’ Den
Languages Aklo, Common, Draconic, Goblin, Infernal, herself, using her saving throw DC and attack bonus.
Adventure
Jotun, Shadowtongue, Sylvan Focus Gaze [one-action] (concentrate, divine, enchantment,
Toolbox
Skills Acrobatics +32, Athletics +31, Deception +36, mental, visual) Sonnorae stares at a creature she can
Diplomacy +34, Intimidation +36, Performance see within 30 feet. The target must attempt a Will
+34, Religion +31, Stealth +34, Torture Lore +32 save against Sonnorae’s unnerving gaze. In addition,
Str +7, Dex +8, Con +5, Int +6, Wis +7, Cha +8 if the creature was already doomed, on a failed
Painsight (divination, divine) As augur velstrac save, it sees the skin of its body peel back,
(see Pathfinder Bestiary 2 280). making it confused for as long as it remains
Items Lens of the Outreaching Eye, The doomed. After attempting this save, the
Tyrant creature is then temporarily immune
AC 42; Fort +27, Ref +32, Will +31; +1 until the start of Sonnorae’s next turn.
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HP 335, regeneration 25 (deactivated mental, necromancy) Sonnorae touches a


by good or silver); Immunities cold; creature within 10 feet. The target’s spirit
Weaknesses good 20, silver 20 tears through its organs and flesh and
Final Spite [reaction] Trigger Sonnorae is reduced must attempt a DC 40 Will save.
to 0 Hit Points; Effect Sonnorae casts Critical Success The creature is unaffected,
wail of the banshee, if it’s available, and is temporarily immune for 24 hours.
before dying. Otherwise, she makes Success The creature takes 4d6 slashing
one Strike. damage.
Unnerving Gaze (aura, divine, Failure The creature takes 9d6 damage
enchantment, mental, visual) 30 feet. and is sickened 1 and stupefied 1. As long
When a creature ends its turn in the as the creature remains sickened, it must use
aura, it must succeed at a DC 37 Will one action on its turn to scream in agony.
save or become doomed 1. Critical Failure The creature takes 18d6
Speed 30 feet, fly 30 feet (from damage and is sickened 2 and stupefied
fly) 2. As long as the creature remains
Melee [one-action] claw +34 (agile, sickened, it must use two actions
finesse, reach 10 feet), on its turn to scream in agony.
Damage 3d6+15 slashing
plus 2d6 persistent bleed REMNANTS CREATURE 16
Divine Innate Spells DC 40, Elite nemhaith (Pathfinder Bestiary
attack +32; 9th synesthesia, Sonnorae 3 6, 185)
wail of the banshee; 8th mind Initiative Perception +31
blank, plane shift (at will, to
the Harrowed Realm, XP Award: Grant the
Material Plane, or PCs 60 XP for securing
Shadow Plane only), spiritual The Tyrant.

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Chapter 4:
Wolves’ Den
The Prince of Wolves has numerous faults, but his main Into The Den
failing is his pride. He assumes he’s untouchable in his Once the PCs gain the Lens of the Outreaching Eye,
Abyssal home. Even after losing the Battle of Harrow they’ll be able to find the Prince of Wolves using the
Court and facing setbacks in Kho, he never expected the Lens’ ability to cast discern location to discover the
PCs to have the skill or bravery to confront him here. whereabouts of the Deck of Harrowed Tales. Using
Against lesser adversaries and a kinder hand of fate, the Lens’ other ability to scry upon the deck only
he might have been correct. Despite his arrogance, the shows the PCs the dark interior of the lacquered box
Prince of Wolves is the lord of this domain. He might where the Prince of Wolves stores the deck, which
not respect the threat the characters represent, even won’t be particularly helpful. Once discern location is
with his losses at their hands, but he still has formidable used on the Deck and the PCs learn that it’s located in
defenses. One ward in particular bears the weight of a realm called the Wolves’ Den on a small island in the
his supreme confidence: anyone who attempts to enter Abyss’s Midnight Isles, the sudden knowledge has an
his realm without his permission will find themselves unexpected side effect—the six arches in Harrowheart’s
instead in an Abyssal oubliette meant to detain, torment, great hall flicker and hum, then the smoke within the
and swiftly slay all intruders. arches clears to show the same landscape in each—a

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Destiny
barren realm of rocky bluffs under a midnight sky, atop which looms a CHAPTER 4 SYNOPSIS
squat stone fortification. The PCs repay the Prince of Wolves War
As the PCs observe this sight, they can also sense that somewhere beyond by invading his realm on the
lie three more cards from the Deck of Destiny—The Cyclone, The Keep, and Abyss, but to defeat their foe, the Chapter 1:
The Waxworks. Anyone who peers through the portal can attempt a DC 36 group must destroy the domain’s
Battle of
Harrow Court
Perception check to notice a strange distortion and faint flickering in the Gatekeeper and a mystical gate.
image. With a successful DC 36 Arcana or Occultism check or a successful Then, it’s all-out war in the Wolves’ Chapter 2:
DC 34 Abyss Lore check, a character realizes that these distortions are Den as the PCs confront their enemy Cards of Kho
an effect of something within the Abyss that’s fighting against allowing a in his own fortress. No retreat,
portal to manifest within this region—while the portal will still work, the no quarter, only victory or defeat Chapter 3:
character realizes that it’s likely to deposit them somewhere dangerous. remains. Harrowed
Before the PCs step through the portal or otherwise travel to the Wolves’ Realm
Den, All-Seeing Hajeck reminds them that the Prince of Wolves might still
have a considerable force of demons under his command. She suggests the Chapter 4:
PCs treat their first trip into the Abyss as a scouting mission, then suggests Wolves’ Den
contacting Usilket for reinforcements once they establish a beachhead on
Adventure
the other plane from which to stage their final attack.
Toolbox
The Prince of Wolves has been quite diligent in obscuring the location
of his domain but never expected the Lens of the Outreaching Eye could
see through his defenses. He has taken care to limit those who have
actually met him, using proxies like the Shadow Prince (page 13) to carry
out business with or to attack others, thus limiting the viability of spells
like discern location, but by the time the PCs are 17th level, they’ll have
some significant resources of their own. If they use a different method to
determine where the Prince is hiding, by all means allow that method to
work, but keep in mind that if they aren’t yet 17th level, the dangers they’ll
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The Wolves’ Den


The Wolves’ Den is part of the Midnight Isles, an archipelago in the
Abyssal ocean of Ishiar. Even before this realm was abandoned by its ruler
Nocticula upon her ascension, the Prince of Wolves kept a low profile, and
very few know of the small fortress he keeps on this barren, rocky islet on
the archipelago’s furthest outskirts.
As the Midnight Isles (and thus the Wolves’ Den) is located on the
Abyss, the plane’s chaos and evil naturally enhances chaotic and evil spells
and impedes lawful and good spells (Pathfinder Gamemastery Guide 136).
In addition, spells with the darkness or shadow trait are enhanced, while
those with the light trait are impeded. The concept of “daytime” doesn’t
exist on the Midnight Isles, as the sky above is always night, with 8 hours
lit by a full and unusually large “moon” and 8 hours lit only by strange,
starlike points of light and pale, luminous ribbons that ripple in the sky. A
“day” on the Midnight Isles consists of this 16 hour fluctuation between
the moon’s dim light and the stars’ darkness.

CRYSTAL STELES
Two immense magical crystal steles safeguard the Wolves’ Den. One is
located within the Prince’s fortress and allows him to manifest his shadowy
duplicates (area N3), while the other is nestled at the bottom of a deep
shaft, bored into the island itself on the fortress’s opposite side. It’s this stele
(located at area M2) that redirects any attempt to travel to the Prince’s lair
via teleportation or planar travel, which places the PCs in dire peril once they
use one of the arches to travel to the Abyss. Attempts to teleport or plane

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OUBLIETTE N1

N2aa
N2 N2cc
N2
M2

N2bb
N2 N2dd
N2

N3
N4
N2ee
N2

M1

THE DEN
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1 SQUARE = 5 FEET

shift to the isle result in the same redirection, causing XP Award: Grant the PCs 40 XP for destroying a
the traveler to arrive instead at the bottom of a deep crystal stele.
oubliette in area M1. Physically traveling to the Wolves’
Den bypasses this danger, but it’s arguable that sailing a M1. OUBLIETTE LOW 17
ship or even flying to the isle is even more dangerous, as
the outer fringes of the Midnight Isles are no place for An overpowering stench of death and filth hangs in the
a casual visit. (If your PCs insist on taking such a route, scorching, sticky air. Dark metal sheets that appear to
feel free to have them face numerous deadly encounters sweat blood line the walls, rising to heights lost in the
with demons and other Abyssal perils along the way.) darkness above, and below, the metal floor is covered by
Both of these crystal steles are difficult to destroy, a hideous carpet of squirming, screeching maggots, each
as each has AC 43, Hardness 30, and 120 Hit Points of which bears a humanoid face with fanged maws. Some
(BT 60). A damaged stele’s Hit Points are automatically maggots appear to be dead and serve the rest as meals,
restored at a rate of 10 HP per round, but as long as while others seem to constantly squeeze out of the rocks
a stele is below its BT, it no longer functions (until lining the walls above, as if burrowing free from thick mud
it repairs itself to at least a point above its BT). The to rain down into the pit below.
simplest way to destroy a stele is to use the demongate
heart that the PCs might have recovered in Chapter 1 to This oubliette’s walls are made of gray flagstone
make a successful melee Strike against the stele. Doing that “sweats” a slippery red oil, which almost looks
so causes a sudden resonance that tears through the like blood. A character can Climb these walls with a
crystal, then causes it to explode, dealing 20d6 piercing successful DC 40 Athletics check.
damage to all creatures within 30 feet (DC 36 basic The PCs appear into this pit upon using planar
Reflex save). A dispel magic can counteract a stele for travel or teleportation to invade the Wolves’ Den,
10 minutes if successful (9th level, counteract DC 38). where they’re immediately exposed to the pit’s hazard.

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This pit’s walls work to prevent attempts to escape via
teleportation or planar travel and try to counteract HARROWHEART’S ARCHES War
any attempt to do so with a counteract modifier of When this chapter begins, the six arches in
+30. This effect ends if the crystal stele in area M2 is Harrowheart’s great hall fill once more with shadows. Chapter 1:
broken or destroyed. Looking through the arches show what appears
Battle of
Harrow Court
The ceiling of this oubliette lies a staggering 200 feet to be an endless ocean under a strange night sky,
overhead. Characters who make it to the top might with a small island on the horizon. A character who Chapter 2:
initially think that there’s no way out here as well, but succeeds at a DC 25 Religion or Abyss Lore check Cards of Kho
with a successful DC 35 Perception check, a character identifies the realm as the Abyss; with a critical
finds the cleverly hidden secret door in the north wall, success, they identify it as the Midnight Isles. The Chapter 3:
20 feet from the ceiling, that leads to area M2. PCs can sense three more cards lie beyond: The Harrowed
Hazard: The maggots that writhe and seethe in this pit Cyclone, The Keep, and The Waxworks. If the PCs step Realm
look similar to abyssal larvae, the wormlike petitioners through the arches before the shadow stele (area M2)
that form from mortal souls consigned to the Abyss. is deactivated or destroyed, they arrive in area M1 of Chapter 4:
While these ravenous maggots aren’t human-sized, the oubliette. If they step through after the shadow Wolves’ Den
they’re physical manifestations of the unending hunger stele is destroyed, they arrive on the promontory of
Adventure
of the Abyss and still quite dangerous. rock near the oubliette’s entrance, not far from the
Toolbox
ruined keep that serves as the Prince of Wolves’ Den.
MAGGOT PIT HAZARD 18
UNIQUE COMPLEX ENVIRONMENTAL
Stealth +0 (the maggots are slow and impossible to miss) Reset The pit functions continuously. If it’s disabled or
Description Countless human-faced, fanged maggots destroyed, it resets automatically after 24 hours if the
wriggle and squirm in this chamber. crystal stele in area M2 still functions, otherwise it
Disable Three DC 45 Religion checks within the room to doesn’t reset.
utter prayers, which calm and quell the maggots with
invocations to the gods Treasure: The maggots consume all organic material
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HP 120 (BT 60); Immunities precision damage; Weaknesses of value. These remnants are regularly gathered, but
area damage 15, good damage 15, splash damage 15; a few weeks have passed since the last time. Lying on
Resistances bludgeoning 10, piercing 20, slashing 20 the floor are 300 gp, 500 sp, 1,400 in various pieces of
Damning Swarm [reaction] (death, divine, necromancy) Trigger jewelry, a viper’s fang talisman, a set of bracers of armor
a creature appears in area M1; Effect The swarming type II, a mithral scroll tube worth 500 gp that contains
maggots squirm into a biting frenzy, and all creatures on a scroll of mind blank, and a belt of regeneration.
the ground in area M1 must attempt a DC 40 Fortitude
save. The hazard then rolls initiative. M2. BLOOD STELE LOW 17
Critical Success The creature is unaffected.
Success The creature takes 1d10+5 piercing damage, The air in this chamber is humid and fetid. A colossal, six-foot
3d6 poison damage, and is sickened 1. tall crystal, flickering with blood-tinged light, thrums from
Failure The creature takes 2d10+10 piercing damage, atop a thirty-foot pedestal of dark stone and rusted iron. Its
6d6 poison damage, is sickened 1, and is enfeebled 1 vibrations make limbs leaden and the air thick. Surrounding
by the maggots’ bites. the crystal are four thirty-foot-tall metal poles that appear to
Critical Failure The creature takes 4d10+20 piercing siphon the crystal’s light into the ground. The chamber has
damage, 12d6 poison damage, is sickened 1, and is no ceiling, instead rising to a height of a few hundred feet
enfeebled 2 by the maggots’ bites. before opening into the night. A low-hanging moon, much
Routine (2 actions; death, divine, necromancy) On its too large in the sky, illuminates the shaft with its light.
initiative, the pit uses its first action to use Damning
Swarm against any creature within 5 feet of the pit floor. A character can Climb the metal-plated walls with a
It then takes its second action to form a long, thrashing successful DC 30 Athletics check. The crystal stele here
tendril composed of thousands of maggots to lash at a provides power to the oubliette, and if it’s destroyed or
single target within area M1. deactivated, the hazard in area M1 is destroyed as well,
Melee [one-action] maggot tendril +35 (reach 200 feet); Damage and teleportation effects from creatures attempting
1d12+20 piercing and 2d12 poison (on a critical hit, the to travel to the Den function normally. The Prince of
target is enfeebled 1; this has the poison trait) Wolves instantly notices the stele’s deactivation when

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it occurs, though, and prepares his defenses at once as this fight begins, six throngs of elite demonic rabble
detailed in The Den (below). and another two wrath riots arrive to attack. If the
Creatures: The protector of this stele is a katpaskir PCs teleport directly to the Den, they’ll face both of
named Ixerari. Bound to the service of the Prince these encounters simultaneously, in addition to any
of Wolves for another few hundred years, Ixerari encounters in the fortress itself.
chafes at their latest assignment here, seeing it as Wise PCs will heed All-Seeing Hajeck’s advice and seek
something more fit for guard dogs than a being of support from Usilket, rather than face these defenses all
their vast intellect. at once. Usilket is eager to help once the PCs contact
As soon as the PCs escape the oubliette and enter them and suggests that the factions the PCs helped to
this room, the spindly demon steps toward them and, secure agreements with in Kho can assist as well. If the
in a sonorous voice, politely informs them they aren’t PCs place the witchwyrd beacon the Pactmasters gave
welcome and to “please return to the oubliette behind them in the Wolves’ Den, the Pactmasters can orchestrate
you until you expire and your souls can be used to feed several transports to the Abyss via a combination of
your betters.” They’re surprised if the PCs comply, as plane shift and gate spells, and these forces can then
they fully expect (and look forward to) a fight. make an initial assault on the Wolves’ Den.
If reduced to fewer than 100 Hit Points, Ixerari calls In all, there are potentially six allied factions the PCs
for a truce and promises to help the PCs. If they agree, can call upon—the Pactmasters, Trexima Butoi, the
the demon truthfully tells them about how the Prince of radiant warden from the Obelisk Vault, the derhii, the
Wolves took advantage of their intellect while invading morlocks, and the xorns. Each one of these groups who
the PCs’ realm and can describe how both the crystal have allied with the PCs can attack three demonic throngs
steles work. They emphasize that if the PCs destroy the of the PCs’ choice, leaving the remaining throngs for the
shadow stele in area N3, the Prince will be weakened. PCs to face. Thus, if the PCs have at least five of these
They’ll even describe the layout of the Prince’s Den as groups as allies, they’ll face no demonic throngs at all.
well as all of its defenders. Despite providing this aid, Once the throngs are defeated, the allies are expended
Ixerari can’t allow the PCs to leave this area—their and must retreat themselves. The Prince of Wolves can
hope is that if they aren’t able to slay them, at least the rebuild his armies in just a week’s time, so the PCs must
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vengeance on the Prince for binding them to his will. they’ll have to face the replenished throngs on their own.
Once the PCs attempt to leave, Ixerari begins fighting During the clash, describe the fight between the
again, this time to the death. demons and the PCs’ allies while the PCs face their
own dangers—be it the initial leftover waves of
IXERARI CREATURE 18 demonic throngs or the encounters in the den itself.
Agender katpaskir (page 81) You can use any map of a relatively open area to play
Initiative Perception +31 or Stealth +31 out battles against demonic throngs—even the desert
Items greater breastplate of command map from the inside front cover of this volume will do.

The Den DEMONIC RABBLE (6) CREATURE 13


Once the PCs emerge from the oubliette, they get their Page 82
first view of the Wolves’ Den—a rocky, barren isle Initiative Perception +23
about two miles across. The aboveground portion of
the oubliette is little more than a metallic rim around WRATH RIOTS (7) CREATURE 16
a hole in the ground, located atop a large promontory Page 83
with a commanding view of the surrounding isle and Initiative Perception +28
the dark waters of the Abyssal sea all around.
XP Award: Grant the PCs experience for any
DEMON THRONGS demonic throng defeated by allies as if they’d defeated
If the PCs charge down to attack the fortress on their them in combat, for a maximum award of 270 XP if
own, they’ll have to contend with the Prince’s army of all 13 troops are defeated in this way.
demons. These demonic hordes attack well before the
PCs reach the fortress unless they use teleportation to DEN FEATURES
travel to the structure—in which case, the hordes just
attack them there. The first wave of demon throngs the A ruined keep of dark, weathered stone stands on cliffs at
PCs face consists of five wrath riots. Five rounds after the edge of a night-shrouded sea. From its center, a ray of

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shadowy radiance coils up from the broken top of a circular N4. Treasury: Once Mogaran’s treasure vault, this
tower. The moon overhead illuminates the area but casts chamber now serves the Prince of Wolves as both War
little light over the churning ocean. Waves roar ashore, treasury and home (although, lately, he has been
sending spray high into the hot, damp breeze. The wind using the magnificent mansion ability from The Keep Chapter 1:
carries the scent of brine and death. as his actual place to rest and relax). White continual
Battle of
Harrow Court
flames illuminate this room, and the chamber
Up close, the Den appears to be in apparent contains chests, a table covered in red cloth with two Chapter 2:
disrepair, but this seemingly ruined state of the keep is stools, and several niches with display pedestals. On Cards of Kho
largely cosmetic—a look that appeals to the Prince of display are myriad items related to harrow cards, all
Wolves, as this damage was inflicted when he stormed arranged around a recently constructed stone statue Chapter 3:
the fortress and took control of it from its previous of the Prince of Wolves. Chests and other containers Harrowed
ruler, the vavakia demon Mogaran. With the exception hold coins, jewels, and art objects worth a total of Realm
of area N4 (which is carved into a stony outcropping 25,000 gp. Leaning against one wall is a broken
and is effectively underground), the areas within the Huge-sized ranseur blade with the name “Mogaran” Chapter 4:
Den are open to the air. A character can Climb the inscribed on it in Abyssal—a +3 greater striking Wolves’ Den
exterior walls by succeeding at a DC 30 Athletics anarchic greater corrosive ranseur once wielded by
Adventure
check. Areas on the map with piles of rubble are its namesake vavakia. While the weapon is too huge
Toolbox
treated as greater difficult terrain. The internal walls for the PCs to wield, its runes can be transferred as
of the keep are color coded to show their height above easily as any other. Thirteen elaborate and incredibly
the ground level as well as whether or not they’re rare harrow decks of varying ages are stored here as
treated as difficult terrain—note that the light gray well, each featured in an ornate carrying case with
areas indicate the passage of arched tunnels through an antique harrow mat. The harrow collection is
the wall to connect areas on the ground floor. worth 32,500 gp in all, as among these sets are no
The Den is a relatively simple complex overall and fewer than a dozen rare harrow cards, including two
isn’t intended to serve as a room-by-room exploration copies of the Prince of Wolves. Ten oversized metal
with separate encounters. Instead, the PCs will face the tiles with harrow images made of rare materials
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the complex. Specific areas within the Den are detailed One niche contains two potions of undetectability,
in brief below, but battles here should be dynamic with while another has a particularly powerful deck of
lots of movement between areas or over the walls. illusions (Pathfinder Secrets of Magic 182; except this
N1. Gateway: The only ground-level entrance to is an 18th-level item with a price of 19,000 gp, and
the Den (as a potential entrance at the opposite side the illusory creature spell it casts when activated is
is buried under rubble), this arched gateway is more heightened to 7th-level). A circlet of persuasion sits
for aesthetics since so many of the Prince’s agents can atop the crown of the statue. Anything the Prince of
fly or teleport. Wolves stole from the PCs is also here, including a
N2. Horde Pens: The bulk of the demonic throngs lacquered black box on a pedestal that contains the
that serve the Prince of Wolves are normally kept in Deck of Harrowed Tales.
these five areas, packed in tightly until they’re needed.
Most of these areas are empty if the PCs and their allies DEFENDERS OF THE DEN EXTREME 17
dispersed the demon throngs earlier, but otherwise, The demonic throngs aren’t the primary defenders of
they’ll face several of these mobs of demons here. the Den. The Prince of Wolves leads the defense of his
Note that area N2d is unusual in that it features four fortress using yet another of his shadowy duplicates,
immense chains—bindings once used to restrain the but this projection of his power should hardly be a
vavakia demon Mogaran before the Prince of Wolves threat to the PCs at this point. Its allies, on the other
broke his spirit. hand, pose a significant danger. The Shadow Prince
N3. Shadow Stele: A shadowy version of the crystal rides atop the Den’s previous ruler, a saurian vavakia
stele the PCs encountered in area M2 stands here. This demon named Mogaran, who bears a black crystal
stele not only grants the Prince of Wolves the ability to implanted in his brow that resembles a wolf’s head.
project shadow duplicates of himself, but also bolsters This crystal is central to how the Prince of Wolves
his strength. As long as this crystal stele functions, the maintains control over Mogaran, who has atrophied
Prince of Wolves can’t actually be slain—if reduced to from his previous grandeur. As long as the crystal
0 Hit Points, he rejuvenates from this crystal after 24 remains intact, Mogaran fights the PCs to the death,
hours have passed. but if the crystal is destroyed, the Prince’s control over

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the vavakia is disrupted. If at this point Mogaran has A pair of nalfeshnee demons named Ornak and
fewer than 100 Hit Points, he uses dimension door Xespardu round out the defenders—once toadies
to flee to the far side of the island, then continues of Mogaran, they quickly switched allegiance to the
his escape by flying away, never to return to this Prince of Wolves when he overthrew the vavakia’s
locale. If Mogaran has at least 100 Hit Points when rule, and even if their ex-commander is released, the
the crystal is destroyed, though, he remains behind, nalfeshnee remain loyal to the Prince of Wolves.
but his new target becomes the Prince of Wolves— Once the Shadow Prince is destroyed, or once the
he only continues to fight the PCs if they attack him PCs defeat Mogaran, the Prince of Wolves realizes
or get in the way of his attempted revenge. Then, if that he should step in to tend to the problem himself.
reduced to fewer than 20 Hit Points and in control He joins the battle, accompanied by a simpering
of his own actions, he opts to cast earthquake in a glabrezu demon named Vazmorakil, an ambitious
last-ditch spiteful attempt to break everything before but cowardly creature who has served the Prince of
he dies but otherwise doesn’t use this innate spell in Wolves as an advisor and valet for years. Vazmorakil
this combat. can’t grant Twisted Desires to the Prince of Wolves,
as the Prince is no longer a “mortal humanoid”
these days. The Prince of Wolves fights to the death,
but if he’s slain, the other demons immediately flee,
wanting nothing further to do with a party capable
of defeating such a powerful force.
Note that facing all of these threats simultaneously
is an Extreme 17 encounter, but since the Prince
of Wolves and his glabrezu don’t enter the fight at
the start, and as Mogaran could well be turned
against his subjugator, the actual difficulty of
this climactic battle might not quite reach
that level of difficulty. Nevertheless, this
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War, and it should feel dangerous and


perilous to the PCs—especially if they
don’t plan ahead!

MOGARAN CREATURE 17
UNIQUE CE HUGE DEMON FIEND
Male weakened vavakia (Pathfinder
#156: The Apocalypse Prophet 79)
Perception +30; darkvision, true seeing
Languages Abyssal, Celestial, Draconic; telepathy
100 feet
Skills Athletics +33, Deception +30, Intimidation +30,
Religion +28, Stealth +28
Str +8, Dex +3, Con +5, Int +3, Wis +5, Cha +5
AC 38; Fort +30, Ref +26, Will +30; +1 status to all
saves vs. magic
HP 325; Weaknesses cold iron 15, good 15
Crystal Implant (divine, enchantment, mental) The
wolf-head shaped crystal implanted in Mogaran’s
brow pulses with shadowy energy at the start of
each of his turns. Any PC who’s legendary in Arcana,
Mogaran Occultism, or Religion and sees this can attempt a
DC 36 check using one of those skills; on a success,
they realize the crystal is manipulating Mogaran’s
actions in some way. If the crystal is destroyed or
deactivated, Mogaran regains control of his actions

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(with repercussions as detailed on page 68). The crystal Fortitude save or be stunned for 1 round (1d4 rounds on
functions as a 19th-level magic item for the purposes of a critical failure). War
dispel magic, but it can also be destroyed by specifically Trample [three-actions] Large or smaller, claw, DC 38
targeting it (AC 40; Hardness 20; HP 90). Alternately, Chapter 1:
a character can pry the crystal from Mogaran’s brow THE SHADOW PRINCE CREATURE 11 Battle of
Harrow Court
with a successful DC 36 Athletics check, which takes Page 13
an Interact action, but only if Mogaran is immobilized. Perception +18; darkvision Chapter 2:
Frightful Presence (aura, emotion, fear, mental) Cards of Kho
60 feet, DC 35. This aura is suppressed as long ORNAK AND XESPARDU CREATURE 14
as Mogaran’s crystal implant is functioning. Nalfeshnee demons (Bestiary 2 68) Chapter 3:
Restoration Vulnerability Mogaran is Initiative Perception +25 Harrowed
repulsed by the restoration of souls. He Realm
takes 3d10+10 mental damage the first VAZMORAKIL CREATURE 13
time each round a creature within 100 Glabrezu demon (Bestiary 79) Chapter 4:
feet of him is restored to life or loses the Initiative Perception +27 Wolves’ Den
doomed condition.
Adventure
Speed 40 feet, fly 40 feet PRINCE OF WOLVES CREATURE 19 Toolbox
Melee [one-action] jaws +33 (magical, reach Page 90
15 feet), Damage 3d6+14 Initiative Perception +31
piercing plus 1d6 evil,
2d8 persistent bleed, and XP Award: Grant the PCs
smoking wound 180 XP for recovering The
Melee [one-action] claw +33 (agile, Cyclone, The Keep, and The
magical, reach 15 feet), Waxworks from the Prince
Damage 3d10+14 slashing of Wolves.
plus 1d6 evil
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Damage 3d12+14 bludgeoning plus Prince of Wolves With their victory in the Wolves’
1d6 evil and stunning tail Den, the PCs move ever closer to fully
Divine Innate Spells DC 38; 9th massacre, power word stun; recovering the Deck of Destiny, and chances are good
8th divine aura, divine wrath (at will), earthquake; 5th that they now control two-thirds of the powerful
dimension door; 4th dimension door (at will); Constant artifact. But now, their actions can no longer be
(9th) true seeing ignored by either the Harrowing Three or the last
Smoking Wound A creature damaged by Mogaran’s jaws is of the Unmatched. Soon, the PCs will be drawn into
sickened 1 from the rank smell of vapors from the wound. danger more overwhelming than anything they have
Soulfire Breath [two-actions] (death, divine, necromancy, negative) yet faced!
Mogaran exhales ghostly green fire in a 60-foot cone. The PCs are welcome in Kho and Katapesh and
Living creatures in the area take 18d6 negative damage might have unfinished business to attend to in the
(DC 38 basic Reflex save). A good creature that fails lost city. In return for defeating the Prince of Wolves,
this save becomes stupefied 2 for 1 minute (stupefied 4 the Pactmasters might even offer the PCs additional
on a critical failure). A creature slain by Soulfire Breath access to uncommon or rare magic items—all for
can’t be resurrected except by powerful magic such as purchase, of course!
a wish spell. Mogaran can’t use Soulfire Breath again In the Harrowed Realm and the erstwhile Wolves’
for 1d4 rounds. Den, evil continues to fester unless the PCs recover the
Soulfire Inhalation [one-action] (divine, healing, necromancy) Deck of Harrowed Tales and return it to Sonnorae.
Requirements Mogaran’s last action was Soulfire With this act of compassion, Sonnorae sighs in relief
Breath; Effect Mogaran inhales and regains 10 Hit Points and begins to transform back into her original form
for each creature damaged by his Soulfire Breath. Any as she lived—regardless, her role to play in Stolen
excess healing is gained as temporary Hit Points, which Fate isn’t over yet. The storykin of the Harrowed
remain for 1 minute. Realm slowly recover and rebuild their home, seeking
Stunning Tail (incapacitation) If Mogaran critically hits to keep the Deck of Harrowed Tales within the realm
with his tail Strike, the target must succeed at a DC 38 and deter further influence from beyond at bay.

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The
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War

Adventure Toolbox Chapter 1:


Battle of
Harrow Court

Chapter 2:
Cards of Kho

Chapter 3:
Feats As long as you wear a guardian aluum’s linked guardian Harrowed
aluum charm, that aluum follows your verbal commands. Realm
AXUMA’S AWAKENING FEAT 11 Activate [two-actions] command, envision; Frequency once per
RARE GENERAL day; Effect The charm grants you control over an aluum Chapter 4:
Prerequisites Exposure to the Well of Axuma you can see within 60 feet, as long as the target aluum Wolves’ Den
Choose two cantrips from the arcane spells list. You can cast is level 13 or less. This has the effect of dominate and
Adventure
these cantrips at will as arcane innate spells. A cantrip is allows a DC 28 Will save. If the aluum is currently under
Toolbox
heightened to a spell level equal to half your level rounded up. the control of someone wearing its linked charm, its
Then, choose one 1st-level spell and one 2nd-level spell from saving throw is one degree higher than what is rolled.
the arcane spells list. You can cast each of these spells once You can control only one aluum at a time with this
per day as arcane innate spells. Spells gained from this feat activation, and controlling a new aluum ends the effect
must be common spells or spells to which you have access. for one you had previously affected.

AXUMA’S VIGOR FEAT 11 THE LENS OF THE OUTREACHING EYE ITEM 20


RARE GENERAL UNIQUE ARTIFACT DIVINATION INVESTED MAGICAL SCRYING
Prerequisites Exposure to the Well of Axuma Usage worn necklace; Bulk L
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Administer First Aid to you, or use any of the Treat actions invested, the Harrowed Realm’s impediments to magic
on you, a +2 circumstance bonus to their check. During the don’t apply to you, and you gain a +3 item bonus on all
Long-Term Rest activity, you heal at twice the normal rate. checks made to resolve divination effects.
Activate 10 minutes (command, envision, Interact);
Magic Items Frequency once per day; Effect By peering through
the Lens of the Outreaching Eye, for one hour you can
DECK OF HARROWED TALES ITEM 20 treat the Deck of Harrowed Tales as the source of your
UNIQUE ARTIFACT CONJURATION MAGICAL hearing and vision, no matter the deck’s location in the
Usage held in 2 hands; Bulk L multiverse. You can see in all directions from the deck
The Deck of Harrowed Tales is a unique deck connected to and hear from it as if using your normal visual senses.
a unique demiplane known as the Harrowed Realm. You can Dismiss the activation.
Activate [two-actions] envision, Interact; Frequency Once per day; Activate 10 minutes (command, envision, Interact);
Effect If on a plane other than the Harrowed Realm, the Frequency once per day; Effect The Lens of the
deck creates a gate to the Harrowed Realm. Outreaching Eye casts discern location on the Deck of
Destruction The Deck of Harrowed Tales can be destroyed Harrowed Tales.
by completing a mythical series of 54 quests tied to each Destruction The Lens of the Outreaching Eye is destroyed if
of the cards within. Only then can the final 55th quest be the Deck of Harrowed Tales is destroyed.
revealed, upon the completion of which the deck vanishes.
WITCHWYRD BEACON ITEM 17
GUARDIAN ALUUM CHARM ITEM 13 RARE CONJURATION MAGICAL
RARE ENCHANTMENT INVESTED MAGICAL Price 15,000 gp
Price 2,800 gp Usage held in 2 hands; Bulk 3
Usage worn amulet; Bulk — Made of djezet, orichalcum, and luminous, resonant crystal,
A guardian aluum charm grants control over powerful a witchwyrd beacon looks like a series of concentric
aluums—metal and stone constructs created by the rings mounted on rods that allow the rings to rotate
Pactmasters to help maintain order in the city of Katapesh. independently of each other. These potent items are used

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by the Pactmasters of Katapesh to facilitate swift travel to your check. If you Grapple using a weapon, you
and are only rarely entrusted to others. can Strike with the weapon only if it has the grapple
Activate 10 minutes (command, envision, Interact); Effect trait and you Strike the grabbed target, or if you
By touching the witchwyrd beacon and focusing on it for cease Grabbing with the weapon. After the effect of
10 minutes, you attune yourself to it. Up to the initial Grapple ends, you can’t keep a target
four creatures can be attuned to a single grabbed with a weapon that lacks the grapple
witchwyrd beacon at any one time—to trait. The status bonus increases to +3 if
attune another creature, one of the you’re at least 17th level.
previous four must become unattuned. Epitome A forested courtyard appears in
You can break your attunement to a Harrowheart, and an unusually intelligent
witchwyrd beacon by Dismissing the and curious bear moves in. The bear enjoys
effect. The attunement automatically philosophical conversations about the balance
ends if the attuned creature dies or if the between the natural world and
attuned creature attunes themselves to a the urban world (the bear is
different witchwyrd beacon. The effect annoyed at the use of the phrase
can also be dispelled normally. You can “civilized world” and often points
sense whenever the witchwyrd out that people in cities are more
beacon you are attuned to is
The Lens of the Outreaching Eye self‑destructive than any group
activated in any way. of wild animals). They also know several
Activate 10 minutes (command, Interact); Frequency magical rituals and can teach the following rituals to the
once per day; Requirement you are attuned to the PCs if they wish: awaken animal, commune with nature,
witchwyrd beacon; Effect You place the witchwyrd and primal call. While the bear can’t serve as a primary
beacon on a flat, stable, and immobile surface, then or secondary caster for these rituals, its presence grants
adjust its rings to link it to the site. Once linked, a +2 item bonus to any skill checks made to cast these
any creature can use a teleportation effect to target rituals here.
the witchwyrd beacon directly, regardless of line of
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as if you could see its location, and if you travel UNIQUE ARTIFACT INVESTED MAGICAL NECROMANCY
to it via an effect like plane shift, the beacon Usage carried; Bulk —
eliminates the imprecision of the spell. The Suit Hammers (Str); Alignment neutral evil
beacon doesn’t change the range of The Beating symbolizes attack from all sides.
effects, only their accuracy. If you have The Beating invested,
Once the beacon is used in this whenever you and an ally are flanking
manner, it loses its link and must a foe, your melee Strikes gain a +2
be reactivated again to grant this item bonus to damage. This increases
benefit to attuned creatures. to a +3 item bonus at 17th level.
Activate [two-actions] envision, Interact; Frequency
DECK OF DESTINY once per day; Effect You wave the card
The following 18 cards from the Deck of to conjure up dozens of violent
Destiny are present in this adventure. ghostly figures; you cast pernicious
poltergeist (Pathfinder Secrets of
THE BEAR ITEM 20 Witchwyrd Beacon Magic 121), and the area of the spell is
UNIQUE ARTIFACT INVESTED MAGICAL TRANSMUTATION treated as difficult terrain in addition to its normal
Usage carried; Bulk — effects. The level of the spell is one-half your level,
Suit Hammers (Str); Alignment neutral rounded down (minimum 6th level), and the save DC
The Bear represents brute force applied to solve unusual is your class DC.
problems. As long as you have The Bear invested, you can Epitome A small group of soldiers set up training grounds
use Athletics checks to Tumble Through or Squeeze. in the village surrounding Harrowheart. A PC who spends
Activate [one-action] Interact; Frequency once per minute; Downtime training here can Retrain feats, skills, and class
Requirement Your last action was a successful melee features, provided the new feat, skill, or class feature is
Strike; Effect You attempt to Grapple, Shove, or Trip combat-themed. Feats and skill increases retrained here
the creature you hit with the successful Strike, even take only 5 days. Class features retrained here take only
if you have no hand free. You gain a +2 status bonus 3 weeks.

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THE CYCLONE ITEM 20 Failure The PC falls, taking 10d10 bludgeoning damage
UNIQUE ARTIFACT EVOCATION INVESTED MAGICAL from falls and pummeling wind. The PC is fatigued. War
Usage carried; Bulk — Critical Failure As failure, but the PC also suffers a fall
Suit Hammers (Str); Alignment chaotic evil near the end of their descent, taking an additional 50 Chapter 1:
The Cyclone represents tumultuous evil plots. As long as points of falling damage along the way.
Battle of
Harrow Court
it is invested, The Cyclone bolsters you with helpful winds
that grant you a +2 item bonus to Athletics checks made to THE DEMON’S LANTERN ITEM 20 Chapter 2:
Climb, High Jump, Long Jump, and Disarm. This increases to UNIQUE ARTIFACT EVOCATION INVESTED MAGICAL Cards of Kho
a +3 item bonus if you are at least 17th level. Usage carried; Bulk —
Activate [two-actions] envision, Interact; Frequency once per day; Suit Keys (Dex); Alignment chaotic evil Chapter 3:
Effect You cast whirlwind (Pathfinder Secrets of Magic The Demon’s Lantern represents trickery and feats of Harrowed
141). You do not treat the squares in the whirlwind as legerdemain. As long as you have The Demon’s Lantern Realm
difficult terrain, but all other creatures do. The level of invested, you gain a +2 item bonus to checks made to
the spell is one-half your level, rounded down (minimum Conceal an Object, Palm an Object, or Steal. This increases Chapter 4:
8th level), and the save DC is your class DC. to a +3 item bonus if you are at least 17th level. Wolves’ Den
Epitome When you epitomize The Cyclone, assign it to a Activate [reaction] envision; Frequency once per day; Trigger A
Adventure
point of interest in the mountains. This marks the location creature hits you with a melee attack; Effect You release
Toolbox
of a peak that is constantly assailed by blustery winds. a flash of lights and attempt a Reflex saving throw. If
Leering, sinister faces made of roiling vapor constantly your saving throw is higher than the attack roll for the
form and melt away in these winds, and the feeling of triggering attack, it misses. If the attack misses, the
the gusts tugging at clothing and flesh feels eerily like attacker is dazzled until the end of your next turn.
the clutching of long-fingered claws. A perpetual cyclone
is visible at the mountain’s peak. Nonetheless, any PC
who visits this location feels a strong urge to attempt an
ascent of the wind-wracked mountain. A PC who wishes
to attempt the dangerous climb must spend 8 hours of
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Critical Success The PC reaches the mountain’s peak! The


PC gains the ability to cast a spell as a primal innate
spell, choosing from fly (once per day), gust of wind (at
will), wall of wind (three times per day), or wind walk
(once per day). In order to choose a spell, the spell’s
level must be equal to or less than half the PC’s level
(rounded up). The spell is automatically heightened to
half the PC’s level, rounded up, and uses the PC’s class
DC if needed. A PC can change the innate spell they
gain by successfully climbing the mountain again.
Success The PC makes progress, but hasn’t quite
reached the peak. The PC becomes fatigued. The
PC can either abandon the attempt and end their
eight hours back at the mountain’s base, or they can
continue the ascent either by sheltering in place for
eight hours or attempting another eight hour activity
at a Climb check to reach the peak. Successfully
sheltering in place requires a DC 35 Survival check—
success removes the fatigued condition, but failure
does not, and also makes the PC enfeebled 1 (or
increases the value of a current enfeebled condition
by 1, to a maximum of enfeebled 5). A character who
fails 3 Survival checks when attempting to shelter
fails the attempt to ascend the mountain and
is forced to retreat to the mountain’s base (see
The Bear
Failure, below).

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Epitome When you epitomize The Demon’s Lantern, assign Epitome When you epitomize The Desert, assign it to
it to a point of interest in the swamp. This indicates a a point of interest in the desert. A strange magic in this
region that has become infested with will-o’-wisps. A PC region allows a willing character to turn themselves over to
who travels here must wait until nightfall for the wisps to the desert to have their body be consumed and then reborn
come out. At this point, they can spend 8 hours of the night into something new. This eight hour period of meditation
pursuing the will-o’-wisps through the overgrown swamp and introspection is dangerous—the PC must attempt a DC
by attempting a DC 35 Acrobatics check, after which no 35 Fortitude saving throw.
one may chase the wisps again for 1 week. Critical Success Your body transforms into a new
Critical Success You catch up to the will-o’-wisps. The adult body of an ancestry of your choice, subject
wisps are startled and vanish in a panic, leaving to GM approval. Replace your ancestry Hit Points,
behind a treasure for you to claim. Choose from size, Speeds, ability boosts, ability flaws, traits, and
among the following: antimagic armor rune, greater special abilities with those of the new ancestry. You
shock weapon rune, a wand of continuation (blink, lose your heritage and ancestry feats, and must
heightened to 6th level), or a wand of regenerate. At select replacements from the new ancestry. Your
the GM’s discretion, other 15th-level permanent magic background, class features, and known languages
items could be included in this list. The wisps now remain unaltered. You can never again benefit from
know that you can catch them and avoid you—you can The Desert in this way.
never attempt this activity again. Success As critical success, except the process leaves
Success You come close enough to a wisp to hear its you feeling awkward in your new body, leaving you
delighted giggles at being chased but fail to catch up clumsy 2, drained 2, and enfeebled 2 for 1 week; these
to it. The next time you perform this activity, you gain conditions can’t be removed or reduced by any means
a +4 circumstance check on your Acrobatics check. until the week has passed.
Failure You fail to catch up to the wisps. Failure You fail to be remade and instead are fatigued.
Critical Failure You become entangled. The wisps Critical Failure Not only do you fail to be remade, you
descend upon you and drain away some of your health become fatigued and drained 3. You cannot attempt
before they flit away, giggling cruelly as they go. You to be remade in the desert again for 1 month.
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become clumsy 3 for 1 week or until the condition is 4391569

removed via an effect like restoration. THE FORGE ITEM 20


UNIQUE ARTIFACT INVESTED MAGICAL TRANSMUTATION
THE DESERT ITEM 20 Usage carried; Bulk —
UNIQUE ARTIFACT EVOCATION INVESTED MAGICAL Suit Hammers (Str); Alignment lawful neutral
Usage carried; Bulk — The Forge denotes strength through diversity. As long as you
Suit Shields (Con); Alignment chaotic good have The Forge invested, you can carry more than normal—
The Desert signifies enduring passage through trying increase your maximum and encumbered Bulk limits by 2.
circumstances. As long as The Desert is invested, you Activate [two-actions] envision, Interact; Frequency once per day;
are immune to the effects of temperatures ranging from Effect You pass the card over an adjacent broken (but
extreme cold to extreme heat, and can hold your breath not destroyed) object (magical or otherwise) of up to 4
and go without food and water for twice as long as normal. Bulk, and restore the object to its full Hit Point total,
Activate [two-actions] envision, Interact; Frequency once per day; removing the broken condition in the process.
Effect You wave the card in the air to create desert winds Epitome One of Harrowheart’s workshops transforms into a
that blast sand so scouring it strips flesh from bone. The forge. The quality of the tools now found here increase that
sand created by this effect vanishes an instant later, but workshop’s item bonus to Crafting checks made within to
the effects on those caught in the area linger. Creatures a +2. When The Forge is first epitomized, 10,000 gp of raw
in a 60-foot cone take 7d6 piercing damage and 7d6 fire materials suitable for use in crafting metal items manifests
damage (with a basic Fortitude save equal to your class in the workshop. These raw materials can be used to create
DC). A creature who fails this save also becomes fatigued items or even simply harvested and sold for a profit, as
and enfeebled for 1 minute, and a creature who critically they do not vanish if taken out of the Harrow Court. Once
fails this save becomes enfeebled 2 for 1 minute and these raw materials are used or sold, they do not replenish.
fatigued until they get a night’s rest (or the fatigue is However, additional materials do manifest periodically
removed by other means). The damage increases to 8d6 within the workshop. Their appearances are linked to the
piercing and 8d6 fire if you’re at least 15th level, to 9d6 party’s level, manifesting as soon as The Forge is epitomized
piercing and 9d6 fire if you’re at least 17th level, and to or (if The Forge is already epitomized) as soon as the PCs
10d6 piercing and 10d6 fire if you’re at least 19th level. attain the respective level.

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17th-level: 13,500 gp of cold iron Forcing Open doors, portcullises, and barricades with a DC
18th-level: 18,000 gp of mithral 35 Athletics check, after which no one may search for the War
19th-level: 18,000 gp of adamantine armory again for 1 week.
20th-level: 30,000 gp of orichalcum Critical Success You make it to one of the armories and Chapter 1:
discover a suit of +2 greater resilient armor. The type
Battle of
Harrow Court
THE HIDDEN TRUTH ITEM 20 of armor is up to you, but it must be a common type of
UNIQUE ABJURATION ARTIFACT INVESTED MAGICAL armor. For you, The Keep’s armories are now forever Chapter 2:
Usage carried; Bulk — empty, and you can never attempt this activity again. Cards of Kho
Suit Books (Int); Alignment lawful good Success You spend time pushing your way through the
The Hidden Truth represents the act of observing something maze but don’t quite reach your goal. The next time Chapter 3:
beyond the obvious to gain obscure lore. As long as this you perform this activity, you gain a +4 circumstance Harrowed
card is invested, you gain a +2 item bonus to Lore checks check to your Stealth check. Realm
made to Recall Knowledge, and to all checks made to Failure You fail to reach the hidden armory.
Research while using the Research subsystem from the Critical Failure You fail to reach the hidden armory and Chapter 4:
Gamemastery Guide. This increases to a +3 bonus if you strain your muscles in an attempt to wrench open a Wolves’ Den
are at least 17th level.
Adventure
Activate [two-actions] envision, Interact; Frequency once per day;
Toolbox
Effect You cast true seeing. The level of the spell is
one‑half your level, rounded down (minimum 6th level).
If you’re at least 17th-level, you can affect up to three
adjacent willing targets with this spell at the same time
as you cast it.
Epitome A group of mysterious scholars establishes
libraries and study halls in the village surrounding
Harrowheart. A PC who spends Downtime training with
these scholars can Retrain feats, skills, and class features,
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is magic-themed. Feats and skill increases


retrained here take only 5 days, while class
features retrained here take only 3 weeks.

THE KEEP ITEM 20


UNIQUE ARTIFACT CONJURATION INVESTED MAGICAL
Usage carried; Bulk —
Suit Hammers (Str); Alignment neutral good
The Keep represents steadfastness and being unshakable
to threats. As long as The Keep is invested, you gain a
+2 item bonus to saving throws against fear effects.
Whenever you become frightened, reduce the condition
value by 1 (to a minimum of 0). If you are 20th level, the
item bonus increases to +3.
Activate [two-actions] envision, Interact; Frequency once per day;
Effect You cast magnificent mansion. The level of the
spell is one-half your level, rounded down (minimum 7th
level), and the interior of the mansion appears to be the
inside of a resplendent keep made of stone.
Epitome When you epitomize The Keep, assign it to a
point of interest in the farmland. A small, fortified keep
springs up here. Its interior is a complex maze of locked
rooms and barricaded hallways—exploring this keep can
be an exhausting ordeal, but a character who does so can
be rewarded by discovering a hidden armory. A character
The Hidden Truth
who wishes to seek out this armory must spend 8 hours

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barrier. You become clumsy 3 for 1 week, or until the counter check is equal to your class DC – 10. If you fail
condition is removed via an effect like restoration. to counter the condition, that condition also afflicts you,
and the bond with the other still ends.
THE LOST ITEM 20 Epitome When you epitomize The Marriage, a chapel
UNIQUE ABJURATION ARTIFACT INVESTED MAGICAL appears in the village surrounding Harrowheart, run by a
Usage carried; Bulk — pleasant priest who pays homage to all of the faiths the
Suit Stars (Wis); Alignment chaotic evil PCs follow. The priest knows the atone and heartbond
The Lost symbolizes loss of identity and a life filled with rituals (Advanced Player’s Guide 242), and can teach them
emptiness. As long as The Lost is invested, you gain to the PCs. Skill checks attempted at the chapel to perform
resistance to mental damage equal to your level. either of these rituals gain a +2 item bonus.
Activate [reaction] envision; Frequency once per day; Trigger you
fail a saving throw against a mental effect; Effect You THE MIDWIFE ITEM 20
reflexively flood your mind with emptiness, stripping UNIQUE ARTIFACT INVESTED MAGICAL NECROMANCY
away any element of identity that the mental effect Usage carried; Bulk —
might be trying to affect. Increase the result of your Suit Stars (Wis); Alignment neutral good
failed saving throw by one degree of success. The Midwife represents the arrival of new life or new
Epitome Some areas in Harrowheart’s village become information, particularly via the aid of another. As long as
strangely quiet and deserted looking. A character can you have The Midwife invested, it grants a +2 item bonus
spend eight hours in Downtime here to focus on this loss to Medicine checks. This increases to a +3 bonus if you are
and emptiness, taking those realities into themselves to at least 17th level.
emerge changed, with entirely new memories—be they Activate [reaction] command; Frequency once per day; Trigger
old memories recovered for the first time or newly created A creature you can sense within 60 feet would die or
memories. At the end of these eight hours, the PC can be destroyed; Effect You prevent the target from dying
instantly Retrain a single feat, skill, or class feature, as or being destroyed and restore to the target 6d8+24
if they had spent the normal amount of time required for Hit Points. This effect can prevent a death effect or
that downtime activity. All the other normal restrictions for disintegrate from slaying a target. The amount of healing
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this way once per level. 8d8+32 if you’re at least 17th level, and 9d8+36 if you’re
at least 19th level.
THE MARRIAGE ITEM 20 Epitome A pleasant and very skilled healer moves into
UNIQUE ARTIFACT DIVINATION INVESTED MAGICAL Harrowheart. Their presence bolsters the effect of
Usage carried; Bulk — long‑term rest. When a PC uses this downtime activity
Suit Crowns (Cha); Alignment lawful neutral in Harrowheart, they recover Hit Points equal to their
The Marriage symbolizes a union of body, mind, spirit, Constitution modifier (minimum 1) multiplied by three
or any of the three. When The Marriage is invested, you times their level. They can also reduce the value of one
gain a +2 item bonus to attempts made to Request. This condition of their choice from the following list: clumsy,
increases to a +3 item bonus at 17th level. drained, enfeebled, or stupefied, and gain a +2 item bonus
Activate [two-actions] envision, Interact; Frequency once per day; to any saving throws they attempt against diseases they
Effect Choose one adjacent willing creature. By brushing are currently afflicted by.
The Marriage against their body, you form a magical
bond with that creature that persists until you activate THE OWL ITEM 20
The Marriage again to form a bond with a different UNIQUE ARTIFACT DIVINATION INVESTED MAGICAL
creature. While the bond persists, you and the other Usage carried; Bulk —
creature can communicate via telepathy to a distance Suit Stars (Wis); Alignment neutral
of 120 feet. As long as you and the target are on the The Owl represents the wisdom of nature and the natural
same plane of existence and are both alive, you each order. As long as you have The Owl invested, it grants a +2
remain aware of the other’s state—you know the other’s item bonus to Perception checks made to Sense Motive,
direction from you, distance from you, and any conditions Survival checks to Subsist in the wild, and Nature checks
affecting them. If your bonded target becomes blinded, made when you activate this card. This increases to a +3
confused, controlled, fascinated, frightened, slowed, or bonus if you are at least 17th level.
stunned, you can use a reaction to attempt to counter Activate 1 hour (command, envision, Interact); Frequency
the condition affecting the target, which also ends the once per day; Effect After spending an hour meditating,
bond between you and the target. The modifier on this you can ask one question of the region’s spirits, as if

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you had just performed a commune with nature ritual. you gain a +2 item bonus to all recovery checks. This item
Attempt a DC 30 Nature check to determine the result, bonus increases to +3 if you are at least 17th-level. War
as detailed in the Core Rulebook on page 410. Activate [free-action] envision; Frequency once per day; Trigger you
Epitome When you epitomize The Owl, assign it to a point are reduced to 0 Hit Points; Effect You somehow manage Chapter 1:
of interest in the forest. This region becomes the home of to survive what could have been a fatal blow. Instead of
Battle of
Harrow Court
an unusually large owl. A PC who travels to this region being reduced to 0 Hit Points, you drop to 1 Hit Point
can spend 8 hours observing the owl and pondering the instead and immediately restore an additional 4d8+16 Chapter 2:
many worlds it has gazed upon by attempting a DC 30 Hit Points. The amount of Hit Point restored increases to Cards of Kho
Nature check. With a success, the owl hoots in delight, 5d8+20 if you are at least 15th level, 6d8+24 if you’re at
and the woodlands in the region shift and change to least 17th level, and 7d8+28 if you’re at least 19th level. Chapter 3:
match those of a woodland or jungle that the PC is familiar Epitome When you epitomize The Survivor, assign it to a Harrowed
with. From this point on, the PCs can use the Enter the point of interest in the lake, where a small island manifests. Realm
Harrow Court activity here to open a one-way portal to This island features a small hovel and a rickety wooden
that forest or jungle, arriving at a location of import or pier, beside which leans wooden post with a blank wooden Chapter 4:
particular familiarity within the region as determined by sign. The island is inhabited by a single hermit who’s taken Wolves’ Den
the GM. Switching to a new woodland requires another a vow of silence. A PC can spend 8 hours describing to
Adventure
DC 30 Nature check and familiarity with that region. A PC
Toolbox
who Enters the Harrow Court can now choose to arrive
in the demiplane at this point of interest rather than in
Harrowheart’s great hall.

THE SICKNESS ITEM 20


UNIQUE ARTIFACT INVESTED MAGICAL NECROMANCY
Usage carried; Bulk —
Suit Shields (Con); Alignment neutral evil
The Sickness represents disease of the body or soul. As long
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to saving throws against disease. If you roll a success on a


save against a disease, you get a critical success instead. If
you are 20th-level, the item bonus increases to +3.
Activate [two-actions] envision, Interact; Frequency once per day;
Effect You flick a corner of the card, as if casting aside
a tiny pest or fleck of filth from its surface; you cast
Abyssal plague. If you are at least 15th-level, you can
instead choose to cast spiritual epidemic. Regardless of
which spell you cast, the level of the spell is half your
level, rounded down (minimum 6th level), and the save
DC is equal to your class DC.
Epitome When you epitomize The Sickness, a sprawling
cemetery manifests near Harrowheart. A sickly, unpleasant
caretaker tends to this cemetery. This caretaker knows
the blight, call spirit, and create undead rituals, and
can teach them to the PCs. Skill checks attempted at
the cemetery to perform any of these rituals gain a +2
item bonus.

THE SURVIVOR ITEM 20


UNIQUE ARTIFACT HEALING INVESTED MAGICAL NECROMANCY The Midwife
Usage carried; Bulk —
Suit Shields (Con); Alignment neutral good
The Survivor represents rebirth through ordeal. When you
have The Survivor invested, you gain Diehard as a bonus
feat (Core Rulebook 260). If you already possess this feat,

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the hermit any coastal settlement of level 6 or lower or who Enters the Harrow Court can now choose to arrive
any noteworthy coastal fortress or landmark on Golarion in the demiplane at this point of interest rather than in
by attempting a DC 30 Society check. With a success, Harrowheart’s great hall.
the hermit nods eagerly at the end of the discussion and
carves the name of that location onto the blank sign. THE TANGLED BRIAR ITEM 20
From this point on, the PCs can use the Enter the Harrow UNIQUE ARTIFACT CONJURATION INVESTED MAGICAL
Court activity here to open a one-way portal to that Usage carried; Bulk —
location. Switching to a new location requires another DC Suit Shields (Con); Alignment lawful evil
30 Society check and familiarity with that location. A PC The Tangled Briar signifies the return of ancient triumphs.
As long as you have The Tangled Briar invested, you gain
Toughness as a bonus feat (Core Rulebook 268). If you
already possess this feat, increase your maximum Hit
Points by twice your level.
Activate [two-actions] envision, Interact; Frequency once per day;
Effect You raise the card up above your head and invoke
the thorns and briars of the tangled parts of the world;
you cast wall of thorns. The level of the spell is half your
level, rounded down (minimum 6th level). The brambles
within this particular wall of thorns are treated as
greater difficult terrain.
Epitome When you epitomize The Tangled Briar, small
patches of tangled undergrowth spring up throughout the
Harrow Court—blackberries and thistles in the farmlands,
stinging nettles in the forests and swamps, spiky leafless
shrubs in the desert and mountains, and strange spiny
seaweed in the lake. These tangles serve as spiritual
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influence the Harrow Court. These spirits help to guide souls


through the realm, and as a result, all skill checks made to
resolve the casting of astral projection (Advanced Player’s
Guide 240), call spirit, reincarnate (Advanced Player’s Guide
242), and resurrection gain a +2 item bonus. The presence
of the spirits helps to lessen the cost involved when casting
reincarnate and resurrection as well, halving the final gp
cost of performing the ritual as long as it takes place in the
Harrow Court.

THE TYRANT ITEM 20


UNIQUE ARTIFACT INVESTED MAGICAL TRANSMUTATION
Usage carried; Bulk —
Suit Crowns (Cha); Alignment lawful evil
As long as you have The Tyrant invested, you
gain a +2 item bonus to Intimidation checks made to
Demoralize. This bonus increases to +3 if you are at
least 17th level.
Activate [two-actions] envision, Interact; Frequency once per day;
Effect You hold the card up to your lips and exhale onto
it; you cast dragon form. The level of the spell is half
your level, rounded down (minimum 6th level).
Epitome When The Tyrant is epitomized, an
The Tyrant immense blue dragon manifests in the Harrow
Court. The dragon has no name, but
gracefully accepts any the PCs offer them.

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The blue dragon is not hostile to the PCs, but their Epitome A guild of thieves sets up secret hideouts in the
personality is tinged with arrogance and condescension. village surrounding Harrowheart. These thieves do not War
As with the other partially real simulacra of the Harrow prey upon the PCs or the citizens of the Harrow Court,
Court, the dragon has no agency of their own and cannot preferring instead to focus on self-improvement. A PC who Chapter 1:
take part in encounter mode play, but they can be called spends Downtime training with these thieves can Retrain
Battle of
Harrow Court
upon to aid with their skills or to cast (or teach) spells. feats, skills, and class features, provided the new feat, skill,
Treat the dragon as a typical spellcasting ancient blue or class feature is neither combat- nor magic-themed. Feats Chapter 2:
dragon for the purposes of its skill modifiers and what and skill increases retrained here take only 5 days, while Cards of Kho
spells they can cast or teach, but one that also knows the class features retrained here take only 3 weeks.
legend lore ritual. A PC who impresses the dragon with Chapter 3:
their own imperious attitude (with a successful DC 35 THE WAXWORKS ITEM 20 Harrowed
Intimidation check) can convince the dragon to carry them UNIQUE ARTIFACT INVESTED MAGICAL NECROMANCY Realm
to any location in the Harrow Court, once per successful Usage carried; Bulk —
check. The dragon keeps a lair in a large cavern below Suit Shields (Con); Alignment chaotic evil Chapter 4:
Harrowheart, where they spend their time counting their The Waxworks represents helplessness and entropy. As Wolves’ Den
(illusory) hoard, sleeping, or plotting nefarious schemes long as you have this card invested, you gain a +2 item
Adventure
they will never actually enact. bonus to saving throws against effects that render you
Toolbox
clumsy, doomed, drained, enfeebled, or fatigued. The item
THE UPRISING ITEM 20 bonus increases to +3 if you are 20th level.
UNIQUE ARTIFACT CONJURATION INVESTED MAGICAL Activate [two-actions] envision, Interact; Frequency once per day;
Usage carried; Bulk — Effect You cause two 30-foot lines of hot wax to extend
Suit Hammers (Str); Alignment chaotic neutral out of the card as you present it. The two lines must
When you have The Uprising invested, you gain a +2 item both start at you and extend in different directions. If
bonus to all saving throws against affects that attempt to you are at least 15th level, you can create a third line,
control you or restrain you. This item bonus increases to +3 and if you’re at least 19th level you can create a fourth
if you are 20th level. line. All creatures in the area must attempt a Fortitude
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Activate [two-actions] command, envision; Frequency once per save against your class DC. 4391574

day; Effect The card calls forth a mob of shadowy Critical Success The creature is unaffected.
figures who batter and hinder your enemies. Target Success The creature takes 2d6 persistent fire damage
a 20-foot burst at any point on solid ground with and 2d6 persistent mental damage. An affected
120 feet, and the mob of figures rises up from the creature or adjacent ally can reduce both of these
ground, persisting for 1 minute. Make an unarmed values by 1d6 by spending an Interact action to
Strike against the Fortitude DC of any number scrape off the goo. Until the damage is reduced to 1d6
of creatures in this burst (you can choose to not per type, the affected creature is also confused (this is
attack some creatures in the area if you wish). Any an emotion and mental effect).
creature you succeed against is grabbed and takes Failure As success, but 4d6 persistent fire damage and
3d6 bludgeoning damage. Whenever a creature 4d6 persistent mental damage.
ends its turn in the area, the figures attempt to Grab Critical Failure As success, but 6d6 persistent fire
that creature if they haven’t already, and they deal damage and 6d6 persistent mental damage, and
1d6 bludgeoning damage to any creature already the creature’s speed is slowed 1 until the damage is
grabbed. The mob’s Escape DC is equal to your class reduced to 1d6 per type.
DC. A creature can attack a figure in an attempt to Epitome When The Waxworks is epitomized, an unsettling
release its grip. It’s AC is equal to your class DC, and laboratory comes into being in the dungeons below
it’s destroyed if it takes 12 or more damage. Even if Harrowheart. Here, bubbling cauldrons of wax sputter
destroyed, additional figures continue to rise up in the and smoke, while metal molds containing the likenesses
area until the effect’s duration ends. You can Dismiss of the PCs and significant NPCs from their past stand
this effect. If you are at least 15th level, you can use unnervingly along the walls. The laboratory is attended
a two-action activity, which has the concentrate trait, by a sallow‑complexioned tiefling who is always way
to move the burst up to 30 feet, which causes any too excited and polite to visiting PCs. This tiefling knows
currently grabbed creatures to be released and left the rituals for clone (Advanced Player’s Guide 240) and
behind. If part of the burst appears or moves into an simulacrum (Advanced Player’s Guide 244), and can teach
area that can’t support it on the ground, that portion them to the PCs. Skill checks attempted in the laboratory
of the burst disappears until it is supported. to perform either of these rituals gain a +2 item bonus.

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Demon, Ghalzarokh
Ghalzarokh demons, also known as tyranny demons, form from the souls
of cruel autocrats. These demons subjugate weaker fiends. After amassing
DEMON THRALLS an army, a ghalzarokh begins a chaotic spree of bloody conquest.
Ghalzarokhs are bullies who prefer
numerous thralls to allies. These GHALZAROKH CREATURE 15
demons loathe owing any other UNCOMMON CE LARGE DEMON FIEND
being a favor and serve stronger Perception +28; darkvision, scent (imprecise) 60 feet, see invisibility
creatures only with the expectation Languages Abyssal, Celestial, Draconic; telepathy 100 feet
of rich reward. A ghalzarokh can Skills Acrobatics +26, Athletics+ 27, Intimidation +30, Religion +28, Stealth +24
rarely be found without a fiendish Str +6, Dex +3, Con +6, Int +4, Wis +5, Cha +7
entourage or army (such as a demon AC 36; Fort +29, Ref +24, Will +26; +1 status to all saves vs. magic
throng). They prefer “pacts” with HP 330; Weaknesses cold iron 15, good 15
“lesser” demons, usually offering Defiance Vulnerability Defiance causes a ghalzarokh anguish. If a creature
only a feeble guarantee to allow the scores a critical success on a saving throw to resist the ghalzarokh’s charm,
weaker fiend’s continued existence. command, dominate, or suggestion spells or Project Blame, the demon takes
4d6 mental damage. The demon takes the same damage if it rolls a critical
failure on an Intimidation check.
Project Blame [reaction] (divine, emotion, enchantment, mental) Trigger A creature
succeeds or critically succeeds at a saving throw against one of the
ghalzarokh’s spells or Abyssal Spew, or the ghalzarokh misses a creature with
a melee Strike; Effect The creature must attempt a DC 36 Will saving throw.
Critical Success The creature is temporarily immune to Project Blame for
24 hours, and the ghalzarokh suffers from its defiance vulnerability.
Success The creature’s stupefied condition increases by 1 (if they
succeeded on a saving throw) or its clumsy condition increases by
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lasts until the end of the creature’s next turn but can’t increase
either condition beyond a value of 3.
Failure As success, but the duration changes to 1 minute. A creature
can attempt a DC 36 Will save at the end of its
turn to remove the effect early.
Critical Failure As failure, but for 24 hours.
Speed 25 feet, fly 40 feet
Melee [one-action] jaws +30 (evil, magical, reach 10
feet), Damage 3d12+14 piercing plus 1d6 evil
Melee [one-action] claw +30 (agile, evil, magical, reach
10 feet), Damage 3d8+14 slashing plus
1d6 evil
Divine Innate Spells DC 36; 8th
fireball, suggestion; 6th dominate;
5th command (at will); 4th charm (at
will); Constant (8th) see invisibility
Rituals DC 36; Abyssal pact
Abyssal Spew [two-actions] (acid, divine,
evocation, fire) The ghalzarokh
spews corrosive flame that
deals 8d6 acid damage and
8d6 fire damage in a 40-foot cone
(DC 36 basic Reflex save). The
ghalzarokh can’t use Abyssal Spew
again for 1d4 rounds.
Rend [one-action] claw

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The
Destiny
Demon, Katpaskir War
Born of the souls of doomsayers and cult leaders who sought to undermine
and unravel reality, katpaskirs are demons of nihilism and unmaking.
RIFT MAKERS Chapter 1:
KATPASKIR CREATURE 18 Katpaskirs sense weaknesses in
Battle of
Harrow Court
UNCOMMON CE MEDIUM DEMON FIEND planar fabric. These demons worm
Perception +31; darkvision, see invisibility, warp sense their way into spaces between Chapter 2:
Languages Abyssal, Aklo, Celestial, Common, Draconic; telepathy 100 feet dimensions and break down the Cards of Kho
Skills Acrobatics +31, Arcana +35, Deception +31, Occultism +33, Religion +32, barriers. They leave holes aimed at
Stealth +31, Thievery +31 causing chaos and dissolution. In Chapter 3:
Str +6, Dex +5, Con +9, Int +7, Wis +6, Cha +5 this way, katpaskirs gnaw at reality, Harrowed
AC 41; Fort +35, Ref +29, Will +30; +1 status to all saves vs. magic hoping to one day unravel it. Realm
HP 415; Immunities poison; Weaknesses cold iron 15, good 15
Breach Planar Wards [free-action] Trigger An effect (save only for those of items with the Chapter 4:
artifact trait) attempts to prevent the katpaskir from using a teleportation Wolves’ Den
effect or from casting summon fiend; Effect The katpaskir attempts to
Adventure
counteract the triggering effect (counteract modifier of +29).
Toolbox
Distortion Field (aura) 30 feet. Reality bends and warps on the level
of all senses without displacing the katpaskir’s actual location.
Creatures of the katpaskir’s choice who start their
turn in the aura must succeed at a DC 37 Will
save or treat the area as greater difficult
terrain and uneven ground (DC 20).
A creature who succeeds still treats
the area as difficult terrain. For such
creatures, the distance through the aura
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Mirrored Summons [reaction] Trigger A creature


within 30 feet that the katpaskir is aware
of uses magic to summon or otherwise conjure a
good‑aligned creature; Effect The katpaskir casts
summon fiend, regaining the daily ability to
do so if needed. This effect is automatically
sustained as long as the triggering summoning
is sustained, for up to 1 minute.
Warp Sense The katpaskir senses changes in
the planar fabric within 1 mile, including any
teleportation effect, sensing the direction and distance
to the disturbance. If it senses such a disturbance within
500 feet, the katpaskir can cast prying eye to observe the
area without needing line of sight to the location.
Speed 35 feet, burrow 15 feet, fly 35 feet
Melee [one-action] claw +34 (evil, magical), Damage 3d12+14 slashing plus 1d6 evil
Melee [one-action] talon +34 (agile, evil, magical), Damage 3d8+14 slashing plus 1d6 evil
Divine Innate Spells DC 40, attack +32; 9th summon fiend (demons only); 8th
banishment (×3) blink, disintegrate; 7th plane shift, teleport; 5th dimension
door (at will), prying eye (at will); 4th dimensional anchor (at will); Constant
(9th) freedom of movement, see invisibility
Rituals DC 40; Abyssal pact
Dimensional Ambush [two-actions] (conjuration, divine, teleportation) The katpaskir
casts dimension door, then makes a melee Strike that deals three extra dice
of damage. This Strike counts as two attacks when calculating the katpaskir’s
multiple attack penalty.

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Demon Throng
Demons are legion. Countless examples crowd the Abyss, many of which have
yet to be categorized by mortal scholars. In the Abyss, might very much makes
THRONG ABILITIES right, and so despite their chaotic nature, weaker demons often gather together
Demon throngs are troops, as to enjoy safety in numbers.
defined in Pathfinder Bestiary 3.
They have the Troop Defenses, Troop DEMONIC RABBLE
Movement, and Form-Up abilities. The typical demon throng consists of a chaotic mix of less powerful demons—
They also have the demonic tide typically abrikandilus, dretches, and quasits, with a few brimoraks, babaus or
ability, which allows them to occupy other, more powerful demons swept up in the mayhem. This tangled mess of
the same space as other different creatures makes coordinated tactics untenable but, while individual
creatures, which is unusual demons in the throng might not be able to fully utilize their abilities, the throng
for troops, and Serenity itself makes up for these deficiencies with dangerous options of its own.
Vulnerability—a result of the
troop’s demonic nature. DEMONIC RABBLE CREATURE 13
RARE CE GARGANTUAN DEMON FIEND TROOP
Perception +23; darkvision
Languages Abyssal, Celestial,
Draconic; telepathy 100 feet
Skills Athletics +25, Intimidation +25
Str +6, Dex +4, Con +5, Int +0, Wis +4, Cha +4
AC 33; Fort +25, Ref +21, Will +21; +1 status to all saves
vs. magic
HP 260 (16 squares); Thresholds 173 (12 squares), 87 (8 squares);
Weaknesses area damage 15, cold iron 10, good 10, splash damage 10
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 30
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members of the throng find themselves facing moments of calm, however


brief or temporary, the throng suffers. Whenever the demonic rabble fails
a saving throw against an affect that would normally fascinate, fatigue,
paralyze, restrain, or slow at least four creatures, the troop takes 3d6
mental damage.
Troop Defenses (Pathfinder Bestiary 3 306)
Speed 25 feet
Claws, Fangs, and Horns [one-action] to [three-actions] Frequency once per
round; Effect The throng rips and tears at each enemy
within its squares and within 5 feet (DC 33 Reflex
save). Damage depends on the number of actions.
[one-action] Damage 1d10+12 slashing plus 1d6 evil
[two-actions] Damage 2d10+12 slashing plus 1d6 evil
[three-actions] Damage 3d10+12 slashing plus 1d6 evil
Demonic Tide A demonic rabble is less organized and more vicious
than most troops. They can move into other creatures’ spaces,
and other creatures can move into their spaces. Their spaces
are difficult terrain to non-demon creatures. The first time during
a turn that a creature hostile to the throng willingly moves into
their space, that creature is subjected to the one-action version of
Claws, Fangs, and Horns.
Form Up [one-action] (Pathfinder Bestiary 3 305)
Hurl Debris [one-action] to [three-actions] Frequency once per round; Effect The throng hurls
debris, creating a 10-foot burst within 30 feet (DC 25 basic Reflex save).
When the throng is reduced to 8 or fewer squares, this area decreases to
Demonic Rabble a 5-foot burst. Damage depends on the number of actions.

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The
Destiny
[one-action] Damage 2d10 bludgeoning
[two-actions] Damage 4d10 bludgeoning War
[three-actions] Damage 6d10 bludgeoning
Troop Movement Whenever the rabble Strides, they first Form Up as a free action OTHER THRONGS Chapter 1:
to condense into a 20-foot-by-20-foot area (minus any missing squares), then Wrath riots form because vrocks have
Battle of
Harrow Court
moves up to their Speed. an intrinsic quality of cooperation in
their dance of ruin, but other types Chapter 2:
WRATH RIOT of demons might form into throngs Cards of Kho
Wrath demons are among the most well-known and feared of the Abyss’s as well. The more notorious forms of
fiends, but sometimes a wrath demon becomes stunted in size as the result demon throngs found in the various Chapter 3:
of too many failed rampages, a punishment inflicted by an angry demonic tales and historical records include Harrowed
commander or simple ill fortune. These smaller wrath demons, not much demonic press gangs of babaus, who Realm
larger than humans, are typically slaughtered quickly by their larger kin, abduct hapless victims to serve on
but rarely a group of undersized vrocks can gather in numbers large nightmarish ships, and firestorms Chapter 4:
enough to form a wrath riot. of brimoraks, who caper and swoop Wolves’ Den
above eldritch volcanoes.
Adventure
WRATH RIOT CREATURE 16 Toolbox
RARE CE GARGANTUAN DEMON FIEND TROOP
Perception +28; darkvision
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Acrobatics +29, Intimidation +30
Str +8, Dex +5, Con +6, Int +5, Wis +6, Cha +6
AC 39; Fort +30, Ref +27, Will +26; +1 status to all saves vs. magic
HP 300; Thresholds 200 (12 squares), 100 (8 squares); Resistances electricity
15; Weaknesses area damage 20, cold iron 15, good 15, splash damage 15
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 34
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Spores of Wrath (aura, disease, poison) 5 feet. Non-demons that start their
turn in the aura take 4d8 poison damage. Each creature damaged this way
must succeed at a DC 34 Fortitude save or take 2d8 persistent piercing
damage as the spores penetrate its skin and grow into thick, green vines.
The vines cease growing after 10 rounds, and they wither away in 1d4 days
if not shaved off before then. The vines can be destroyed if the creature
is affected by a good spell or if holy water is applied to the vines (with an
Interact action).
Troop Defenses (Pathfinder Bestiary 3 306)
Speed 25 feet, fly 35 feet
Beaks, Claws, and Talons [one-action] to [three-actions] Frequency once per round; Effect The
throng furiously tears at each enemy within its squares and within 5 feet (DC
37 Reflex save). Damage depends on the number of actions.
[one-action] Damage 1d12+14 slashing plus 1d6 evil
[two-actions] Damage 2d12+14 slashing plus 1d6 evil
[three-actions] Damage 3d12+14 slashing plus 1d6 evil
Demonic Tide As demonic rabble, but with Beaks, Claws, and Talons.
Festival of Ruin [one-action] to [three-actions] Frequency once per round; Effect Each non-demon
creature in the throng or within a 20-foot emanation from it takes damage
based on the number of actions used (DC 37 basic Reflex save). Damage
depends on the number of actions.
[one-action] Damage 4d6 electricity
[two-actions] Damage 8d6 electricity
[three-actions] Damage 12d6 electricity
Form Up [one-action] (Pathfinder Bestiary 3 305)
Troop Movement As demonic rabble.

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Derhii
Legend suggests that Shory mages might have created derhiis as soldiers.
Although folklore can be in error, little doubt exists that these flying apes
DERHII ARTISTRY make excellent warriors. History is also clear that derhiis fought countless
Derhiis have little use for money, but battles for the Shory Empire, honing their tactical skills and martial
they’re talented crafters. Their goods traditions. Regardless of whether Shory magic was responsible for the
are practical, beautiful and, when birth of the first derhiis, lore passed down from those times shows the
needed, deadly. Shory influences can Shory Empire honored their soldiers and treated them as valued allies
still be seen in derhii art, including rather than mere servants.
crystalline designs, beadwork, and Derhiis are scarce even in the Mwangi Expanse, where the last of the
geometric patterns that hint at the Shory flying cities, such as Kho and Ulduvai, fell. Still, some dwell among
arcane. Derhii leatherwork and the spires that tower above Shory ruins; these derhii are often quite a bit
metalwork is also top notch, owing more powerful than the one detailed below. Other derhiis have spread
to their desire for functional, durable from the remains of the fallen Shory empire to populate remote highlands
armaments. and old-growth forests.
Derhiis form small filial groups called troops, centered on one elder
derhii and their relations. Several troops might gather into a larger
society with a council of troop
leaders under one dominant elder.
Derhiis are omnivores
who favor meat, unlike
the terrestrial and largely
herbivorous gorillas they resemble.
It’s possible that this habit
developed due to a derhii
need for substantial amounts
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DERHII CREATURE 5
UNCOMMON N LARGE HUMANOID
Perception +12; darkvision, scent (imprecise) 30 feet
Languages Auran, Common
Skills Acrobatics +11, Athletics +13, Survival +11
Str +5, Dex +2, Con +3, Int +0, Wis +2, Cha +0
Items falchion, javelin (6), studded leather
AC 21; Fort +13, Ref +11, Will +11
HP 80
Speed 25 feet, climb 25 feet, fly 35 feet
Melee [one-action] falchion +14 (forceful, reach 10 feet, sweep), Damage
1d10+7 slashing
Melee [one-action] fist +14 (agile, reach 10 feet), Damage 2d6+7 bludgeoning
Ranged [one-action] javelin +14 (thrown 30 feet), Damage 1d6+8 piercing
Booming Voice (auditory, evocation, primal) A derhii can use its voice as a signal.
The sound can be heard up to 12 miles away as a thrumming in the air that
conveys 20 words of information over the course of 5 minutes.
Critical Knockdown When a derhii scores a critical hit with a melee Strike, the
target also falls prone.
Power Dive [two-actions] The derhii Strides twice while flying, then makes a Strike with a
manufactured weapon. If the derhii moved at least 20 feet from their starting
position, the Strike’s damage is increases by one die, such as increasing
falchion damage to 2d10+7. With a melee attack, the derhii can forgo the
extra damage to force the target to fall prone.

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The
Destiny
Hadi War
Daemons, including leukodaemons, once ruled over part of the fallen city
of Kho. While they did, they created the first hadis.
Hadis look more fiendish and sinister than typical ratfolk. In hadi HADI EVIL Chapter 1:
society, those who foster and cultivate blights and sickness are alchemists Although the original hadis created
Battle of
Harrow Court
known as “tafens”. Others, known as “rajwans,” focus their training on by daemons in ages past were
brutal combat and barbarian rages. ascended from rats infused with Chapter 2:
Individually, most hadis are no match for a high level group, but when fiendish qualities that tempered their Cards of Kho
confronted in their lair, they can gather together into a dangerous mob. sapience with an engineered evil,
over the generations the hadi people Chapter 3:
HADI MOB CREATURE 15 have formed their own society. Harrowed
RARE NE GARGANTUAN HUMANOID RATFOLK TROOP They cling to evil ways largely out Realm
Perception +25; darkvision of tradition or fear, but there are
Languages Common, Daemonic; ratspeak an increasing number of hadis who Chapter 4:
Skills Athletics +27 (+29 to Climb or Swim), Stealth +29 admire Kho’s derhiis and seek their Wolves’ Den
Str +6, Dex +8, Con +6, Int +4, Wis +4, Cha +2 own paths. Others, particularly
Adventure
Ratspeak A hadi mob can communicate with rodents. those who have traveled far from
Toolbox
AC 37; Fort +27, Ref +29, Will +23 Kho, have come to understand the
HP 270 (16 squares); Thresholds 180 (12 squares), 90 (8 squares); Weaknesses plight of their folk under the weight
area damage 15, splash damage 10 of a fiendish past. Non-evil hadi
Troop Defenses (Pathfinder Bestiary 3 306) thus exist, but they are viewed by
Speed 25 feet, climb 10 feet those in positions of power in Kho
Gnaw and Chew [one-action] to [three-actions] Frequency once per round; Effect the hadi mob bites as dangers to the social order. These
and tears into the flesh of each enemy adjacent to the troop (DC 33 basic hadi do not carry the pestilence
Reflex save). The damage depends on the number of actions. their more sinister kin do and many
[one-action] 2d8+8 slashing damage plus hadi pestilence actively work to suppress the spread
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Hadi Pestilence (disease, divine, evil, necromancy) This daemonic disease turns
the victim into a hadi. Saving Throw DC 19 Fortitude; Stage 1 carrier (1
day); Stage 2 sickened 1 (1 day); Stage 3 drained 1 (1 day); Stage 4
drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 transform
into a hadi (1 year). For a PC, the best way to model this is to
replace ancestry Hit Points, size, Speeds, ability boosts, ability
flaws, traits, and special abilities with
those of the ratfolk ancestry (Pathfinder
Advanced Player’s Guide 21). The
character loses previous ancestry
feats, selecting replacements
from the ratfolk ancestry.
Form Up [one-action] (Pathfinder Bestiary
3 305)
Troop Movement Whenever the
hadi mob Strides, they first Form
Up as a free action to condense
into a 20-foot-by-20-foot area
(minus any missing
squares), then moves up
to their Speed. This works
just like a Gargantuan creature
moving; for instance, if any square of the
troop enters difficult terrain, the extra
movement cost applies to the whole troop.

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Velstrac, Ephialtes
Ephialtes velstracs are consummate and fearless hunters of the doomed
and the damned.
EPHIALTES PREY
When they catch enough quarry, EPHIALTES CREATURE 16
an ephialtes velstrac returns to the UNCOMMON LE HUGE FIEND VELSTRAC
Shadow Plane, bringing victims for Perception +30; greater darkvision, painsight, true seeing
other velstracs to use for training Languages Common, Infernal, Shadowtongue
or raw material. Velstracs respect Skills Athletics +31, Deception +30, Intimidation +32, Medicine +30, Religion +30,
ephialtes for their “generosity” in Survival +28, Torture Lore +29
guiding and providing for others Str +9, Dex +5, Con +6, Int +5, Wis +6, Cha +6
of their kind, yet are always wary Painsight (divination, divine) As augur velstrac (Pathfinder Bestiary 2 280).
about making assumptions about the AC 39; Fort +30, Ref +25, Will +28; +1 status to all saves vs. magic
limits of this generosity. HP 299, regeneration 20 (deactivated by good or silver); Immunities cold, fear;
Weaknesses good 15, silver 15
Nowhere to Run (aura, divine, enchantment, fear, mental, visual) 30 feet. When a
creature ends its turn in the aura, it feels a powerful sensation of hopelessness.
The creature must succeed at a DC 34 Will save or become slowed 1 (slowed
2 on a critical failure) for 1 round.
Speed 25 feet, fly 25 feet
Melee [one-action] jaws +33 (evil, magical, reach 15 feet), Damage
3d6+13 piercing plus 2d6 persistent bleed
Melee [one-action] chain +33 (disarm, evil, magical, reach 15 feet,
trip), Damage 3d6+13 piercing plus 2d6 persistent
bleed and Grab
Divine Innate Spells DC 37; 8th chilling darkness,
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(self only), silence (3/day); 6th darkness, dimensional


anchor (at will); Constant (8th) true seeing
Constrict [one-action] 2d4+13 slashing, DC 37
Exhale Chains [two-actions] (conjuration, divine) The
ephialtes exhales a tangle of barbed chains. All creatures
in a 50-foot cone must attempt a DC 37 Reflex save.
The ephialtes can’t Exhale Chains for 1d4 rounds.
Critical Success The creature is unaffected.
Success It takes 8d6 piercing damage.
Failure It takes 15d6 piercing damage,
2d6 persistent bleed damage, and is
flat-footed for 1 round.
Critical Failure As failure, but 30d6
piercing damage, 2d6 persistent bleed
damage, and is restrained until they
escape (DC 37).
Focus Gaze [one-action] (concentrate, divine,
enchantment fear, mental, visual) The
ephialtes stares at a creature they can see
within 30 feet. The creature must attempt a
Will save against the nowhere to run aura. If it
was already slowed, on a failed save its speed
is reduced by 10 feet until the end of its next
turn. After attempting this save, the targeted
creature is then temporarily immune to Focus
Gaze until the start of the ephialtes’s next turn.

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The
Destiny
Velstrac, Vincuvicar War
Prison keepers among velstracs, vincuvicar velstracs thrive on depriving
others of freedom.
VINCUVICAR THRONES Chapter 1:
VINCUVICAR CREATURE 18 Each vincuvicar possesses a personal,
Battle of
Harrow Court
UNCOMMON LE MEDIUM FIEND VELSTRAC spiked iron throne—a symbol of
Perception +32; greater darkvision, painsight, true seeing authority. This iron throne is an object Chapter 2:
Languages Common, Infernal, Shadowtongue; telepathy 100 feet with Hardness 20 and 500 Hit Points. Cards of Kho
Skills Acrobatics +31, Athletics +35, Crafting +29, Deception +32, Intimidation +34, If a vincuvicar’s throne is destroyed,
Medicine +32, Religion +30, Stealth +31, Survival +30, Torture Lore +31 the velstrac must return to the Chapter 3:
Str +9, Dex +6, Con +6, Int +5, Wis +6, Cha +6 Shadow Plane to acquire or construct Harrowed
Painsight (divination, divine) As augur velstrac (Pathfinder Bestiary 2 280). a replacement. Realm
Items +2 greater striking war flail, +2 greater resilient full plate, 6 manacles
AC 42; Fort +32, Ref +28, Will +30; +1 status to all saves vs. magic Chapter 4:
HP 333, regeneration 25 (deactivated by good or silver); Immunities cold, fear; Wolves’ Den
Weaknesses good 20, silver 20
Adventure
Alone and Forgotten (aura, divine, enchantment, fear, mental) 30 feet. When a
Toolbox
creature ends its turn in the aura, it feels imprisoned and must succeed at a
DC 37 Will save or become enfeebled 1 and slowed 1 for 1 round.
Attack of Opportunity [reaction]
Institutionalized A vincuvicar forms a bond with an institution that holds
prisoners. This takes 1 day and ends any previous bond the vincuvicar
had. While within the area of the prison, the vincuvicar gains a +2
status bonus to skill checks and Perception checks.
Speed 25 feet
Melee [one-action] war flail +35 (disarm, sweep, trip), Damage 3d10+17
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Ranged [one-action] animated manacles +32 (magic, range increment 20


feet), Damage 3d8+8 piercing plus 2d6 persistent bleed
Divine Innate Spells DC 40; 9th darkness (at will), divine wrath
(lawful), prying eye; 8th command, mind blank,
mind probe, teleport; Cantrips (9th) daze, sigil;
Constant (9th) discern lies, true seeing
Divine Rituals DC 40; imprisonment
Focus Gaze [one-action] (concentrate, divine, enchantment,
fear, mental, visual) The vincuvicar stares at a
creature they can see within 30 feet. The creature
must attempt a Will save against the alone and
forgotten aura. If the creature was already enfeebled
and slowed, on a failed save, its hopelessness causes it to
be enfeebled 2 and unable to take the Escape action as long as they
remain enfeebled. After attempting this save, the creature is then
temporarily immune until the start of the vincuvicar’s next turn.
Shackle [reaction] Trigger A creature within 60 feet is damaged by
the vincuvicar’s animated manacles Strike; Effect The
creature must attempt a DC 40 Reflex save.
Critical Success The creature avoids being manacled.
Success The manacles distract the creature, causing it to
become flat-footed until the end of its next turn.
Failure The manacles fuse in place and bind the creature’s
legs and arms (Core Rulebook 290) until it Escapes (DC
40) or the manacles are destroyed.
Critical Failure As failure, but the creature is also restrained.

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All-Seeing Hajeck Reincarnated Visionary Charlatan

In her previous life, All-Seeing Hajeck was a small-time Languages Common, Varisian
charlatan, but soon after she joined a traveling show Skills Arcana +21, Deception +25, Diplomacy +23,
called the Umbra Carnival she inherited a powerful Fortune‑Telling Lore +25, Occultism +23, Performance +23,
magical artifact: the Deck of Harrowed Tales. Much Society +21, Thievery +21
like the Deck of Destiny, the Deck of Harrowed Tales Str +4, Dex +5, Con +5, Int +5, Wis +4, Cha +7
links to a demiplane—one known as the Harrowed Items harrow deck
Realm. Soon after she inherited the Deck of Harrowed AC 31; Fort +21, Ref +23, Will +22; +1 status to all saves
Tales, Hajeck fell under the influence of a powerful vs. magic
dragon named Zassrion who had been trapped within HP 215; Immunities controlled; Resistances mental 10
the Harrowed Realm for untold ages. The dragon used Harrowbound Hajeck can only exist in the Harrow
Hajeck as a pawn to lure victims from the real world Court. If she leaves the plane, either willingly or by
into the Harrowed Realm, where he attempted to use succumbing to an effect that forces her into a different
their bodies as a catalyst to empower his escape. When plane, she instead immediately reappears somewhere in
the dragon was ultimately defeated, Hajeck escaped Harrowheart and becomes drained 2.
his magical control Speed 30 feet, climb 30 feet, swim 30 feet
Ashamed and humiliated by her time spent under Melee [one-action] claw +22 (agile), Damage 3d8+10 slashing
the dragon’s control, Hajeck left the Umbra Carnival Occult Innate Spells DC 32; 4th charm (×3), suggestion
and relocated, in time, to the city of Absalom, where (×3); 3rd glibness, sleep; 2nd illusory disguise (at will),
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to become embroiled with an even more powerful (at will)


harrow-themed artifact: the Deck of Destiny. And this Change Shape [one-action] (concentrate, occult, polymorph,
time, she wasn’t so lucky—this time, she paid with transmutation) All-Seeing Hajeck can take on the
her life (see the start of the previous adventure, “The appearance of a Varisian woman—her appearance from
Choosing,” for more details). her previous life. This doesn’t change her Speed or her
attack and damage modifiers, but does prevent her from
Campaign Use using Hajeck’s Caress.
All-Seeing Hajeck is reincarnated at the start of this Hajeck’s Caress [two-actions] (curse, enchantment, mental, occult)
adventure by the Deck of Destiny. While she comes Hajeck touches a creature, who must succeed at a DC 32
back as a more powerful entity—a lamia matriarch— Will save or become stupefied 1 (stupefied 2 on a critical
she realizes her new incarnation is as much an insult as failure). If the target fails additional saves against this
anything else, for she has become a living embodiment ability, the condition value increases by 2 (to a maximum
of the harrow card known as The Liar. She first appears of stupefied 4). This condition value decreases by 1 every
in the Harrowed Realm and eventually learns she cannot 24 hours.
leave this demiplane. Her interactions with the PCs can Harrowing Vision (concentration, divination, fortune,
either redeem her for her life of lies or see her embrace occult) Hajeck can use any harrow deck to perform a
deception and, potentially, become a conspirator against potent divination that taps into the surrounding magic
the PCs, as detailed in the adventure itself. As long as she provided by the Deck of Destiny’s otherworldly creation.
remains their ally, however, All-Seeing Hajeck can draw A Harrowing Vision takes an hour to perform, but most
upon the power of the Harrowed Realm to bolster their of that time consists of Hajeck and her chosen subject
destinies by performing Harrowing Visions for them. meditating and clearing their minds in a secluded area,
culminating in an intense harrow reading that itself
ALL-SEEING HAJECK CREATURE 12 takes only a few minutes to complete. The target of a
UNIQUE CN LARGE BEAST Harrowing Vision must remain adjacent to Hajeck for the
Variant lamia matriarch (Pathfinder Bestiary 217) entire hour, after which Hajeck shuffles her harrow deck
Perception +22; darkvision and lays out seven cards, face down—one in the center

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(the future), two to either side (the present), and four in their future. As long as this effect persists (typically
more at the top, bottom, left, and right surrounding the until the character gains a level), the maximum size War
central three (the past). of their hand for investing cards from the Deck of
When the harrowing takes place, the target flips Destiny increases by 1 to six cards. Chapter 1:
over the four cards from the past, followed by the two Failure The vision is confusing and frightening, but has
Battle of
Harrow Court
present cards, and then finally the central card. This no lasting effect.
method of harrowing symbolizes how the choices a Critical Failure Not only is the vision confusing and Chapter 2:
person made in their past often present them with an frightening, but the character becomes obsessed Cards of Kho
either/or decision in the now, and that their decision on with worst-case scenarios, becomes doomed 1, and
that subject will lock in a future result. When All-Seeing becomes cursed—they can no longer gain the benefit Chapter 3:
Hajeck performs this reading for a PC, try to interpret of their best possible futures. As long as this curse Harrowed
the four cards from the past as representing events persists, the character treats all critical successes as Realm
from that character’s history—be it their background or regular successes. This is a misfortune effect.
references to events that took place during the Stolen Chapter 4:
Fate Adventure Path. For the two cards representing the Wolves’ Den
present, try to interpret them as symbols of questions,
Adventure
events, or mysteries the PC is currently facing.
Toolbox
Only the card representing the future has an actual
game effect. When this central, final card is revealed,
all of the PCs’ potential futures suddenly flash in their
mind in an overwhelming, chaotic vision. The PC must
attempt a DC 32 Will save (note that as a PC grows
more powerful and their Will save increases, they’re
more likely to achieve a better result from a Harrowing
Vision, since they’re that much closer to their ultimate
destiny and are bolstered by the weight of their
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revealed for the PCs’ future matches the PC’s key ability
from their class, they gain a +1 status bonus on this Will
save. If the alignment of the card revealed matches the
PC’s alignment, they gain a +2 status bonus to this will
save. If both match, these bonuses stack to a +3 status
bonus, and the actual result of the save is improved by
one degree of success. If neither the suit or alignment
match the PC, they reduce the actual result of the save
by one degree of success. Regardless of the result, that
character cannot receive another Harrowing Vision until
they gain a level, at which point any lingering effects
from the Harrowing Vision end.
Critical Success The character experiences a vision of
a specific future success, only to forget it an
instant later. Once only as long as this
effect persists when the character
is affected by a critical failure for
any roll they make or a critical
success with any roll a foe
makes, the character can
change that roll into a Success
or a Failure, as they see fit. In
addition, the character gains the
Success benefit detailed below.
Success The character experiences
several overlapping potential successes

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The Prince of Wolves Abyssal Crime Lord

The Prince of Wolves was once no more than a When the Scattering spread the Deck of Destiny
midlevel beastkin crime lord named Khaaroz, a throughout the world, Khaaroz only just managed
conniving conspirator who’d spent nearly two decades to resist attacking the other Unmatched in a fit of
building up a criminal network in the Abyssal city of frustration. Once again, he faced what he felt was an
Alushinyrra. His plans crumbled to ashes when the unfair disruption to his plans, similar to what had
ruler of the city, Nocticula, left the Midnight Isles to occurred years before with Nocticula’s abandoning of
ascend from demon lord to goddess. Khaaroz fled Alushinyrra. Yet, he hid his anger and set off on his
Alushinyrra as it fell into chaos, hijacking a warship own to gather up as many of the cards as he could,
from the city harbor. After securing command over the reasoning that he’d be able to take those gathered by
crew by killing their previous captain, Khaaroz made Raven and Drustan when the time came.
his way to a relatively tiny island on the outskirts of
the Midnight Isles, where he led his crew on a raid that CAMPAIGN ROLE
resulted in the capture of the isle’s previous ruler—a The Prince of Wolves has already gathered some cards
vavakia tyrant named Mogaran. from the Deck of Destiny when this adventure begins.
In the treasury of the fallen ruler’s keep, Khaaroz While he loans three of these to his agents in the first
discovered a collection of harrow cards, including part of the adventure in order to aid their invasion of
ancient Varisian versions of several lost cards. He the Harrow Court, he retains three others (in addition
became fascinated and obsessed, particularly with a to, potentially, any that may have slipped through the
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symbolized him to perfection. Khaaroz learned more is this adventure’s primary antagonist and unlikely to
about the history of the cards, and he sent agents survive the events of “The Destiny War.” If he does, he
beyond the Abyss into Golarion to acquire them can continue to vex the PCs into the next adventure,
if possible. To many of his minions, Khaaroz was potentially joining up with Raven to help her finish
known only as the Prince of Wolves, a name he took her plans.
from that intriguing harrow card he found among
Mogaran’s treasures. THE PRINCE OF WOLVES CREATURE 19
From his fixation on the harrow, Khaaroz became UNIQUE CE MEDIUM BEAST BEASTKIN HUMAN HUMANOID
convinced that a great transformation awaited him in Male beastkin ranger (Lost Omens Ancestry Guide 78)
the future. At first, he suspected this transformation Perception +32; low-light vision, scent (imprecise) 30 feet
was an ascension from his mortal form into that of Languages Abyssal, Celestial, Common, Draconic, Necril,
a full-fledged demon. After ensuring his new island Varisian
home, now called “The Den,” was secure, Khaaroz Skills Arcana +33, Athletics +36 (+39 to Climb, High Jump,
left the Abyss to travel to Golarion in search of this Long Jump, or Disarm), Deception +33, Intimidation +36,
great change. Occultism +33, Performance +33, Religion +32, Society +30
Not long after, he was contacted by a man named Str +9, Dex +5, Con +6, Int +3, Wis +5, Cha +6
Drustan. Khaaroz thought Drustan something of a Items +2 greater resilient full plate, +2 greater striking
fool but was intrigued by his offer to join a group wounding morningstar, +2 greater striking gloom
who sought to use the harrow to remake reality. Soon blade, The Cyclone (page 73), The Keep (page 75), The
enough, as the Prince of Wolves, Khaaroz became one Waxworks (page 79)
of the three leaders of the Unmatched. In the Varisian AC 42; Fort +35, Ref +30, Will +32; +1 to all saves vs.
harrower Raven, Khaaroz found all the wisdom and magic, +2 item to saves vs. fear and effects that render
intellect he sought, and while outwardly he appeared him clumsy, doomed, drained, enfeebled, or fatigued
to work with the others, his true goal was always to HP 400
seize the Deck of Destiny for himself and to use it to Rejuvenation (divine, necromancy) When the Prince
unlock his true potential. of Wolves dies, his soul immediately travels to the

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crystalline shadow stele in his Den (see page 63). His Twin Takedown [one-action] Frequency once per round; Requirement
body rejuvenates over 24 hours, emerging fully formed The Prince is wielding two melee weapons, each in War
from the shadow stele. He can be permanently slain only a different hand; Effect The Prince makes two Strikes
if the shadow stele is destroyed. against his hunted prey, one with each of the required Chapter 1:
Speed 25 feet weapons. If both hit the same hunted prey, combine
Battle of
Harrow Court
Melee [one-action] morningstar +36 (magical, versatile P), Damage their damage for the purpose of its resistances and
3d6+15 bludgeoning plus 1d6 persistent bleed weaknesses. Apply his multiple attack penalty to each Chapter 2:
Melee [one-action] gloom blade +36 (agile, Strike normally. Cards of Kho
finesse, magical, versatile S),
Damage 3d6+13 piercing Chapter 3:
Melee [one-action] jaws +33 (agile, finesse), Harrowed
Damage 3d6+13 piercing Realm
Occult Innate Spells DC 38, attack +30;
9th phantasmal killer; 8th dimension Chapter 4:
door, suggestion, teleport; 7th fly, Wolves’ Den
paralyze; 6th true seeing; Cantrips (9th)
Adventure
shield, telekinetic projectile
Toolbox
Change Shape [one-action] (concentrate, polymorph,
primal, transmutation) The Prince changes
into his humanoid shape, hybrid shape, or wolf
shape. While in hybrid shape, he gains a jaws
Strike. While in animal shape, he gains the effects of a
5th-level casting of animal form to become a canine. He
prefers fighting in hybrid shape.
Hunt Prey [one-action] (concentrate) The Prince designates one or
two targets he can see or hear as his prey. He gains a
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and Track his prey. If he uses Hunt Prey against a


third creature when he already has two designated, a
prior creature of his choice loses the designation. His
designation lasts until his next daily preparations.
Pack Tactics If an enemy is within reach of the Prince
and at least two of his allies, that enemy is flat footed
against him.
Skirmish Strike [one-action] The Prince either Steps and then
Strikes, or Strikes and then Steps.
Sneak Attack The Prince deals an extra 4d6 precision
damage to flat-footed creatures.
Tear Fate [two-actions] (curse, enchantment, mental, misfortune,
occult) Requirement The Prince of Wolves’ previous
action was a successful melee Strike; Effect The Prince
of Wolves twists his weapon in the wounds inflicted on
the creature he just struck, then rips the weapon free. As
he does so, he tears free fragments of that creature’s fate,
leaving them with ill fortune. The creature takes 12d6
mental damage (DC 38 basic Will save); on a failure, the
creature also becomes doomed 1 (doomed 2 on a critical
failure). The creature is thereafter immune to Tear Fate.
Twin Parry [one-action] Requirement The Prince is wielding two
melee weapons, each in a different hand; Effect The
Prince gains a +1 circumstance bonus to AC until the
start of his next turn, as long as he continues to meet
this ability’s requirement.

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Usilket
Friendly Pactmaster Agent

An elite representative of the Pactmasters of Katapesh, largest portion of this adventure, which takes place in
Usilket is a child of Pactmaster Krimiltuk. Usilket the ruins of Kho. Take care not to fall back on this role
expressed a genderfluid identity long before their too often, though—you don’t want the PCs to overly
training as an agent of the Katapeshi witchwyrd rely on the witchwyrd and grow careless.
consortium began. They took their current name,
with its feminine and masculine connotations, at the USILKET CREATURE 13
onset of their education. Their elastic identity proved UNIQUE LG MEDIUM HUMANOID
to be an asset for developing expertise in empathy, Genderfluid witchwyrd monk (Pathfinder Bestiary 2 294)
impersonation, and understanding, especially in Perception +24; darkvision
social circles outside Katapesh’s witchwyrd culture. Languages Common, Draconic, Gnoll, Kelish, Mwangi,
Instruction honed these talents, supplementing them Osiriani, Vudrani; tongues
with impressive unarmed skills. Usilket has become Skills Acrobatics +24, Athletics +22, Diplomacy +25,
an ideal diplomat, speaker, spy, trader and, when Katapesh Lore +26, Medicine +24, Mercantile Lore +24,
needed, warrior. Performance +23, Society +26
In Katapeshi society, Usilket holds great authority. Str +3, Dex +5, Con +1, Int +3, Wis +5, Cha +4
Their filial position is the equivalent of a high-ranking Items +1 striking handwraps of mighty blows, guardian
aristocrat, but following tradition, Usilket sought aluum charm (page 71), greater hat of disguise
opportunities to distinguish themself and improve AC 34; Fort +20, Ref +24, Will +24
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Katapesh. However, they’ve also set up successful trade Absorb Force [reaction] (arcane, evocation, force) Frequency once
relationships involving exploration, diplomacy, and per round; Trigger A magic missile is fired at Usilket, and
acquiring goods from unusual sources. Establishing they are aware of it and have a free hand; Effect Usilket
relations with Uomotos and a foothold in Kho was, as “catches” the missile, absorbing it and causing that hand
fate has it, Usilket’s idea. to glow while it holds this energy. A hand that’s holding
The Pactmasters agreed and gave Usilket energy can only be used for Force Bolt. The energy lasts
dispensation to visit the Uomoto people and Kho to for 6 rounds or until it is released.
establish relations and assess threats and potential Attack of Opportunity [reaction]
value. Soon thereafter, the Scattering occurred, and Speed 25 feet
while a few cards ended up in the possession of the Melee [one-action] fist +25 (agile, finesse, magical, nonlethal,
Pactmasters (including The Owl, which appeared unarmed), Damage 3d10+9 bludgeoning plus Grab
amid Usilket’s belongings), even more manifested in Arcane Innate Spells DC 33; 7th dispel magic, resist energy
Kho. The Pactmasters were immediately interested ×2; 6th resilient sphere, suggestion; 5th dimension door,
in finding out more about the cards, but when their mirror image; 1st floating disk (at will), unseen servant (at
research drew the attention of the Prince of Wolves, will); Cantrips (7th) detect magic; Constant (7th) tongues
they decided to pause until this new threat could be Monk Focus Spells DC 32, attack +25, (3 Focus Points); 7th
assessed and dealt with. abundant step, ki blast, ki rush, ki strike, wholeness of
body, wind jump
CAMPAIGN ROLE Flurry of Blows [one-action] (flourish) Usilket makes two Strikes
Usilket works as a facilitator. Although they might seem with their fist or with a monk weapon. If both hit the
generous, all Usilket does is to fulfill the Pactmasters’ same creature, combine their damage for the purpose of
goals of thwarting the Unmatched with as little risk to resistances and weaknesses.
their consortium as possible. While Usilket isn’t quite Force Bolt [one-action] to [three-actions] (arcane, evocation, force) Usilket
as powerful as the PCs, (particularly toward the end fires two magic missiles per action spent, dealing 1d4+1
of this adventure), they can be used as an agent to force damage each. They can’t spend more actions on
facilitate a desperate rescue—particularly during the this ability than they have free hands. If they use a hand

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that has Absorbed Force, that hand hurls three missiles Paralyzing Force (arcane, incapacitation, necromancy)
instead of two, expending the held energy. A creature damaged by the aluum’s fist Strike must War
Meditative Therapy (healing, necromancy) Frequency once succeed at a DC 33 Fortitude save or become paralyzed
per day; Effect One of Usilket’s most unusual abilities is for 1 round. On a critical failure, the creature is paralyzed Chapter 1:
a technique they learned during a long visit to Jalmeray. for 1d4 minutes and falls prone.
Battle of
Harrow Court
Usilket enters a trancelike state for 10 minutes, during Soul Shriek [two-actions] (arcane, auditory, evocation, mental, sonic)
which they can attempt to remove a disease or one of The aluum emits a keening wail in a 15-foot cone that Chapter 2:
the following conditions: clumsy, drained, enfeebled, deals 12d6 sonic damage (DC 33 basic Fortitude save). A Cards of Kho
or stupefied. To remove the disease or condition, creature that fails its save is stunned 1, or stunned 3 on
Usilket must counteract the disease or condition with a critical failure. The aluum can’t use Soul Shriek again Chapter 3:
a Medicine check. Usilket can attempt to counteract for 1d4 rounds. Harrowed
a disease or condition present in another creature, as Realm
long as that creature remains adjacent to the witchwyrd
during the entire meditation. Chapter 4:
Powerful Fists Usilket’s fist Strikes are treated as cold iron Wolves’ Den
and silver and don’t take penalties when making lethal
Adventure
attacks.
Toolbox
GUARDIAN ALUUM
Aluums are metal and stone constructs created
by the Pactmasters to aid in maintaining order
in Katapesh. Each aluum can be controlled by
a magical aluum charm, including the more
powerful aluums that serve the favored agents
of the Pactmasters as guardians. One such aluum
attends Usilket at all times, unless he passes his
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protection the construct affords.

GUARDIAN ALUUM CREATURE 13


UNCOMMON N LARGE CONSTRUCT MINDLESS
Variant aluum (Pathfinder Adventure Path #149:
Against the Scarlet Triad 82)
Perception +22; darkvision
Skills Athletics +26
Str +7, Dex +4, Con +5, Int –5, Wis +3, Cha –5
AC 34; Fort +25, Ref +24, Will +21
HP 210; Immunities bleed, disease, death effects, doomed,
drained, fatigued, magic (see below), mental,
nonlethal attacks, paralyzed, poison, sickened,
unconscious; Resistances 10 physical (except
adamantine)
Aluum Antimagic Guardian aluums are immune to
spells and magical abilities, with two exceptions.
A negative spell or magical ability grants an aluum
the quickened condition until the end of its next turn
instead of its normal effects. A positive spell or ability
makes an aluum slowed 1 until the end of its next turn
instead of its normal effects.
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] fist +26 (magical), Damage 3d12+13
bludgeoning plus paralyzing force

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Next Month
WORST OF ALL POSSIBLE WORLDS BEYOND THE CAMPAIGN
by Luis Loza At the end of Stolen Fate, the heroes have a great power
The defeat of the Prince of Wolves seems to leave in their hands. How will they use this power to protect,
the heroes of fate unopposed in their quest to gather shape, or destroy destiny itself?
the final 18 cards of the Deck of Destiny, yet as they
near the culmination of their quest, fate itself has one ADVENTURE TOOLBOX AND MORE!
more surprise in store. Faced with an unexpected and The Stolen Fate Adventure Path concludes! This
almost overwhelming disaster, the heroes must seek volume’s toolbox contains rules for powerful artifacts
out the creators of the magical artifact to seek their and equally powerful monsters to face a high level party.
advice—or to stop them from setting all futures in Don’t miss out on a single Adventure Path volume—visit
stone themselves! paizo.com/pathfinder and subscribe today!

OPEN GAME LICENSE VERSION 1.0A PAIZO INC.


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards Creative Directors • James Jacobs and Luis Loza
of the Coast, Inc. (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks,
License with respect to some or all of the Open Game Content due to statute, judicial order, or proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms
governmental regulation then You may not Use any Open Game Material so affected. derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, and trade
13. Termination: This License will terminate automatically if You fail to comply with all dress. (Elements that have previously been designated as Open Game Content, or are exclusively derived from
previous Open Game Content, or that are in the public domain are not included in this declaration.)
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. Open Game Content: Except for material designated as Product Identity, the game mechanics of this Paizo game
14. Reformation: If any provision of this License is held to be unenforceable, such provision product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of
shall be reformed only to the extent necessary to make it enforceable. this work other than the material designated as Open Game Content may be reproduced in any form without
15. COPYRIGHT NOTICE written permission.
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Adventure Path #191: The Destiny War © 2023, Paizo Inc. All Rights Reserved. Paizo, the Paizo
Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles,
Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens,
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder
Combat Pad, Starfinder Flip-Mat, Starfinder Flip‑Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Starfinder Society are trademarks of Paizo Inc.
Pathfinder Adventure Path #191: The Destiny War © 2023, Paizo Inc.; Authors: Chris S. Sims,
with James Jacobs and Jason Tondro. Printed in China.

94

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Second Edition

ENTER THE
PARANORMAL!
Uncover the hidden secrets of esoteric cults, elusive cryptids, temporal anomalies, and
the paranormal world beyond with this spine-tingling new sourcebook that includes
two new character classes: the psychic and the thaumaturge!

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ARK
ARCHIVE
© 2023, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.;
the Pathfinder P logo, Pathfinder Adventure Path, Pathfinder Roleplaying Game, and Pathfinder Lost Omens are trademarks of Paizo Inc. PAIZO.COM

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Second Edition

The future
has returned!

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Next time your players encounter a fortune


teller at the carnival, don't just tell them their
futures—show it to them with the Pathfinder
Harrow Deck! Featuring:
• A detailed history of the Harrow deck
• fortune-telling for your group's characters
• brand new art
• 54 larger-than-ever cards
• Compatibility with most tabletop RPGs

paizo.com

© 2023, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.;
the Pathfinder P logo, Pathfinder Adventure Path, Pathfinder Roleplaying Game, and Pathfinder Lost Omens are trademarks of Paizo Inc.

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paizo.com #37453979, Valerio Valentini <[email protected]>, May 16, 2023

MARKETPLACE KHO
1 SQUARE = 5 FEET

FIELDS OF GLASS
F UPPER CITY

• Obelisk Bridge D
C
A

• Aerie Monoliths
LOWER CITY
DOMES OF THE • Shadow Hill
POLYMATUM
E

1500 FEET
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DESERT SWAMP THE HARROW COURT


1 SQUARE = 5 FEET 1 SQUARE = 5 FEET 1 HEX = 12 MILES
• = POINT OF INTEREST

•1

•2

•7
•3 •4
•6 •8
•5

• 14
• 10 • 12 • 13
•9
• 11
• 17
• 15
• 16

• 18

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Adventure 191 Second Edition

PATHFINDER
Fight For Your Destiny!
N
ow that fate’s defenders have begun to recover the scattered cards of a powerful
harrow deck, formidable villains seeking to control destiny itself have taken note.
When these foes invade the heroes’ magical domain, it becomes apparent that an
all-out war for destiny itself is building. Can you prevail against the nefarious forces

STOLEN FATE: THE DESTINY WAR


who seek to control the future and bring a fury of fiends against you? The Stolen Fate
Adventure Path continues with “The Destiny War,” a complete adventure for 14th- to
17th-level characters.

The Destiny
War
Part 2 of 3

paizo.com/pathfinder Printed in China.

By Chris S. Sims
PZO90191

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