TEXT: THE BALEFUL
  COVEN
  THE BALEFUL
  COVEN
  JR02
  MAKE YOUR GAME LEGENDARY!
  An adventure designed to give 6th level characters the chance to earn additional 
  experience within a Far East Adventure Path campaign and to show the power of 
  revenge and the terrible cost of a mother’s love.
  BY MATT GOODALL
  WITH THE LEGENDARY GAMES DESIGN TEAM
  BY MATT GOODALL
  WITH THE LEGENDARY GAMES DESIGN TEAM
  
  Credits
  Author: Matt Goodall
  Artist: Jason Juta
  Design and Layout: Timothy Wickham
  Cartography: Rob Lazzaretti 
  Legendary Games Team Members: Clinton Boomer, Matt Goodall, Jim Groves, Jason Nelson, 
  Neil Spicer, Russ Taylor, Greg Vaughan, and Clark Peterson
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent 
  Jade Regent Adventure Path. 
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson 
  of Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to 
  bring you, the Paizo fan, the best expansion material for your game. We are gamers and  
  storytellers first, and we believe that passion shows in our products. So check us out, and 
  Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @legendary_games.
  Under Frozen Stars. Copyright 2012, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 
  Edition of the world’s oldest fantasy roleplaying game. The OGL can be found in the Legal page at the end of this product.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See  
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  the Baleful 
  Coven
  the Baleful 
  Coven
  
  Credits 
  2
  Welcome to Adventure Path Plug-Ins 
  4 
   
   BY JASON NELSON
  Adventure Background 
  5
  The Coven 
  5
  The Dreamrealm of Vengeful Reckoning 5
  Malevolent Witchery 
  7
   
  9 • MAP 1—1: THE DREAMREALM OF MALEVOLENT WITCHERY
   
  10 • SIDEBAR: A SHROUD OF DEATH
   
  10 • SIDEBAR: DUSKTAINT POISON
   
  11 • MAP 1—2: THE FEASTING HALL
  Uraba’s Dominion 
  14
   
  13 • MAP 1—3: THE CAIRN STONES
   
  15 • MAP 1—4: THE SNOWFLAKE WEB 
  Masami’s Dominion 
  18
   
  19 • MAP 1—5: THE HOWLING PAGODA
  Concluding the adventure 
  22 
  Scaling the adventure 
  22 
  New Monster: Arctic Harpspider 
  23
  Bios 
  24 
  Legal   
  25
  3
  the Baleful
  Coven
  the Baleful
  Coven
  by Matt Goodall
  with the Legendary Games Design Team
  by Matt Goodall
  with the Legendary Games Design Team
  
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for 
  use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top 
  of a Legendary Games product, you can expect it is designed to fit directly with the themes of a particular 
  Adventure Path campaign. The all-star team of designers here at Legendary Games is committed to bring-
  ing you—the busy GM or player—the absolute best third party support for your Pathfinder campaign. To 
  deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers and 
  layout experts so that you can feel comfortable that Legendary Games products will be the most creative, 
  rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all share a theme 
  with a specific Adventure Path campaign, they are designed to be easily incorporated into your home 
  game regardless of what campaign you may be running. 
  Adventure Path campaigns contain amazing plots and stories written by the industry’s best authors. But 
  those adventures have space restrictions for print publication that often leave space either for alterna-
  tives for the busy GM or chances for the GM to personalize his or her game. The first installment of the 
  current Adventure Path has just these issues—PCs need more small chances to earn experience and gain 
  trust within the town. GMs need short adventures or locations that can be easily plugged in to the cur-
  rent adventure without disrupting its overall story. This adventure, The Baleful Coven, fills that need and 
  more, providing the PCs with experience but also by creating a campaign that is even more dynamic and 
  interactive, wherein the campaign reacts to what the heroes do. Their acts of valor may win them fame 
  and glory, but no good deed goes unpunished when villains are treated less as cardboard cut-outs to be 
  knocked down by the PCs and more as living, breathing characters with hopes, dreams, friends, and fami-
  lies. Their death is just another notch on the sword belt of the PCs, but to a grieving mother, that villain so 
  casually dispatched might be a favored child, and their death ample motivation to bring ruin and revenge 
  on their killers.
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the 
  Pathfinder Reference Document, the official online compendium of game rules (when not present there, 
  we also used the d20PFSRD). If it is in the core rulebook, we generally didn’t link to it unless the rule is an 
  obscure one. The point is not to supersede the game books, but rather to help support you, the player, in 
  accessing the rules, especially those from newer books or that you may not have memorized.
  Hey, What’s With the Names?
  You will see us use phrases such as “Far East Adventure Path” instead of the title of a recent Adventure Path. Or, you 
  may see us use names such as the “Destined Empress,” the “Elven Protector,” the “Caravan Master,” the “Mystic Seer,” 
  or even the “Eternal Rose” or “Goddess of Love” instead of the proper names of specific characters or places from 
  those adventures or gods from the world setting. While we can create compatible products under the Open Game 
  License, we still have to be respectful of certain content Paizo owns. Because we want to be very respectful of their 
  content and work in partnership with them, we use these “replacement phrases.” Plus, this helps the product have 
  a more general appeal to those who may be running a home campaign that fits the same themes. In any event, we 
  are 100% confident you know what we are talking about and will have no problem making the required connection. 
  So, enjoy these pregenerated characters for use in your “Far East Adventure Path,”  helping the “Destined Empress” 
  claim her birthright across the polar ice cap in the “dragon empire.” See, that wasn’t so hard, was it?
  Jason Nelson
  
  “The Baleful Coven” is a short adventure designed for four 6th-
  level characters. By the end of the adventure, PCs using the 
  Medium XP track should gain enough XP to put them a quarter 
  of the way to 7th level. 
   
  The adventure is intended to be used between the second and 
  third adventures of the Far East Campaign, as the PCs journey 
  north as part of caravan seeking to cross over the top of the 
  world, and the caravan travels through an area of sub-arctic 
  wooded hills. However, with a little scaling it can be easily 
  inserted between the third and fourth adventures, after the PC 
  cross the arctic circle and are making their way south into the 
  lands of the Far East.
  Adventure Background
  By this point in the Far East Campaign, the PCs have overcome 
  many challenges and defeated those who have stood in their 
  way during their travels, but these victories have made them 
  many enemies. During their time in capital of the Frigid Viking 
  Homeland, the PCs vanquished a criminal guild operating as 
  one of the many arms of the Far Eastern organization hunting 
  the Destined Empress. While the downfall of this guild opened 
  their path to the east and netted them an expert guide, it was 
  not without unforeseen consequences. When the guild leader 
  failed to make her periodic report to her oni masters in the 
  Eastern Kingdoms, they dispatched one of their agents to the 
  Viking Kingdoms to see what was amiss.
  This capable representative, a white-haired witch named 
  Onishi Masami, traveled swiftly across the top of the world us-
  ing a series of teleportation spells—a dangerous endeavor made 
  somewhat easier by the fact that Masami had journeyed this 
  way before and memorized a series of waypoints to navigate the 
  arctic trade route.
  Unbeknownst to her, other entities were also fatefully con-
  verging on the guild’s fortress headquarters. Jorunea, a power-
  ful hag and occasional ally of the guild, reached the deserted 
  fortress seeking payment for past services from the guild’s 
  leader—a long-standing acquaintance and comrade in arms 
  of hers. At the same time, the hoary witch Uraba, guided by a 
  series of grim omens, arrived at the breached fortress fearing for 
  the safety of her beloved son, the Half-troll Runecaster.
  Uraba screamed in anguish when she discovered her son’s 
  mortal remains, slain by the PCs during their assault on the 
  place. Uraba’s wails attracted the attention of Jorunea and 
  Masami, and as soon as they met, each sensed a kindred spirit 
  in the other two, and the common need for revenge.
  Masami offered a mutually advantageous opportunity to the 
  others. Jorunea would have the chance to reclaim what was 
  owed her by the guild; even if it was now in the hands of those 
  she had never met. Masami would discover the identity of those 
  responsible for destroying the valuable puppets the guild repre-
  sented to her Eastern masters, bringing back information and 
  perhaps captives to interrogate to learn more about those who 
  would raise a hand against them. Uraba would have the aid of 
  the others in wreaking destruction upon the slayers of her child.
  All three agreed and they formed an unlikely and unholy 
  alliance. The hag and the two witches swore oaths and used fell 
  magics to unite together in a binding pact, forging a baleful 
  coven, its dedicated purpose to utterly destroy the PCs and the 
  caravan they travel in.
  Utilizing their combined magical powers, the Baleful Coven 
  learned of the PCs and their traveling companions, revealing 
  to Masami the true identity of the Destined Empress. Teleport-
  ing ahead of the caravan, the coven prepared a potent trap to 
  ensnare the PCs. By use of ancient rituals, the coven formed 
  a link to an otherworldly reality known as the Dreamrealm of 
  Vengeful Reckoning, placing an imperceptible one-way portal 
  into this demiplane directly in the caravan’s path.
   
  The Coven
  When a trio of hags and/or witches gather, they can form a 
  coven to gain increased magical ability. The Baleful Coven’s 
  unusual composition (a Far Eastern witch, a hag adept, and an 
  icy witch) grants them the following non-standard coven spell-
  like abilities: animate dead, clairaudience/clairvoyance, contact 
  other plane, control weather, create demiplane, desecrate, legend 
  lore, mirage arcana (DC 18), nightmare (DC 18), nondetection, 
  programmed image (DC 19), scrying (DC 17), sending, speak 
  with dead, and veil (DC 19).
  Additionally, once per day each coven member can use a 
  blighting curse (Will DC 17) on an animal, plant, creature, or 
  plot of land within 9 miles, as if using the blight hex (witch class 
  feature). The witches don’t need to touch the target to affect it. 
  This is a supernatural ability.
  All three hags must take a full-round action to take part in 
  these forms of cooperative magic. All coven spell-like and super-
  natural abilities function at CL 9th. The save DCs are Charisma-
  based, and function as if with a Charisma bonus of +3.
  The Dreamrealm of  
  Vengeful Reckoning
  Used by the Baleful Coven to trap and destroy the PCs, this 
  small demiplane divided into three dominions, each reflecting 
  the essential nature of one of the coven members.
  The demiplane has the following planar traits:
  Coterminous to the Material Plane: The demiplane touches 
  and connects to the Material Plane at a specific point. When 
  the PCs exit the demiplane at the end of the adventure, they 
  reappear at the same place they entered. As the demiplane only 
  overlaps the Material Plane at this location, it cannot be used to 
  shortcut the caravan’s long journey. The PCs, caravan NPCs, and 
  the coven are all considered native outsiders on the demiplane, 
  meaning that dismissal spells have no effect on them.
  Flowing Time: One minute on the Material Plane equals one 
  day on the demiplane. If the PCs survive this adventure, they 
  return the Material Plane to find virtually no time has passed.
  Mildly Evil-Aligned: All good-aligned creatures take a −2 cir-
  cumstance penalty on all Charisma-based checks. This also gives 
  good-aligned creatures a nebulous sense of foreboding, as if the 
  entire place is observing them, awaiting an opportunity to strike.
  5
  JASON NELSON
  JASON NELSON
  UNDER FROZEN STARS
  UNDER FROZEN STARS
  
  Size and Shape: The demiplane is a self-contained disk 
  roughly 10 miles in diameter with borders that loop around. 
  Creatures reaching one edge find themselves at the opposite 
  side of the demiplane. Those following a path to  
  an edge of the demiplane find themselves moving back toward 
  the demiplane’s center on a different path as noted on the map. 
  The transition is seamless in both cases; making it almost 
  impossible for characters to notice this change. There is no 
  directional north; those using the Survival skill can’t discern 
  it, compass needles sit limply, and spells such as know direction 
  fail to provide information.
  Eternal Dusk: The demiplane knows neither night nor day, 
  only a gloomy unchanging half-light. The demiplane’s sky is 
  overcast with thick dark clouds providing only normal illumi-
  nation. Anyone flying up through these clouds finds that they 
  seem to go on forever, but flying back downward allows a flyer 
  to exit back out of the clouds after only 100 feet of movement. 
  Those viewing the demiplane from a vantage point (such as fly-
  ing) see wooded hills as far as visibility allows, with mist in the 
  far distance obscuring further vision.
  Ecology: The demiplane has plants and trees but no animals, 
  insects, or other wild life. This gives the place an eerie unnatu-
  ral quiet. Almost all of the plant life is inedible or poisonous, 
  increasing the DCs of Survival checks to forage for food by 15. 
  The temperature remains constant at a brisk 40° F, except in 
  Uraba’s dominion where the temperature constantly drops the 
  closer one gets to the dominion’s heart. Four miles from the 
  heart of Uraba’s dominion the temperature is cold (20° F), at 
  2 miles it is severely cold (−0° F), at 1 mile it is extremely cold 
  (−20° F), and at the heart the temperature is a frigid −40° F.
  Magic: Normal magic in Jorunea’s and Masami’s dominions. In 
  Uraba’s dominion, spells with the cold descriptor are enhanced, 
  functioning as if their caster level is 2 higher than normal, and 
  spells with the fire descriptor are impeded, these deal −1 point of 
  damage per die rolled and their durations are halved.
  Coven Magic: Normally members of a coven must be within 
  10 feet of one another to use their coven powers, but within the 
  demiplane the Baleful Coven can work together to use these 
  powers as long as they are each at the heart of their own domin-
  ion. Every day each coven member needs to cast coven spells at 
  the heart of her dominion to maintain her part of the demi-
  plane. Coven members can communicate with each other as if 
  using a sending spell-like ability while within the demiplane. 
  If two coven members enter the same dominion, the dissonance 
  between the two causes a blurring of the dominion’s features, with 
  elements of the visitor’s nature seeping into the other’s domin-
  ion. For example, the region around Uraba would become cold 
  and flakes of snow would fall when she entered another coven 
  member’s dominion. This weakens both coven members, giving 
  them both one temporary negative level. This negative level never 
  becomes permanent. It remains and cannot be overcome and 
  as long as the two are in the same dominion. Coven members 
  automatically recover this negative level after 24 hours. If all three 
  coven members enter the same dominion and remain within 60 
  feet of each other for more than a minute, then the clash of men-
  talities fractures the demiplane causing it to shatter, and ejecting 
  all creatures within back to the Material Plane.
  Death of Coven Members: If a coven member dies, the sur-
  viving members remain a coven and retain some of the coven’s 
  power for as long as they stay within the demiplane.
  If one member dies, then the coven loses access to the follow-
  ing spell-like abilities: contact other plane, legend lore, nightmare, 
  and scrying. If a second coven member dies, the remaining 
  member also loses access to the following spell-like abilities: 
  animate dead, sending, speak with dead, and the blighting curse 
  supernatural ability.
  A coven member’s dominion starts to fade away when that 
  coven member dies. Once the PCs leave a specific site in that 
  dominion, they are unable to find it again. After 24 hours, the 
  dominion disappears and any creatures in it find themselves 
  shunted to the closest remaining dominion. This happens unob-
  trusively, as thick fog rolls over the PCs. When it blows away, the 
  party is elsewhere.
  Getting Started
  The shift into the dreamrealm passes unnoticed by the caravan; 
  the coven progressively invokes their powerful witchcraft to draw 
  in the caravan into the demiplane as they superimpose it over the 
  Material Plane. This potent magic even affects powerful artifacts 
  like the Imperial Seal. Shortly after this transition, the caravan 
  arrives at the intersection of paths at the demiplane’s center.
  The caravan comes to a fork in the rough trail ahead as another 
  uneventful day draws to a close. Today’s most noteworthy 
  occurrence being when the caravan traversed an old collapsed 
  bridge across a dry creek bed a mile back. It is dusk and the 
  gray clouds hanging low in the sky are tinged a ruddy glow. A 
  disquieting stillness hangs in the air and the murky woodland 
  shadows seem to take on a dark and sinister aspect.
  The PCs’ suspicions could be aroused by the lack of wildlife, 
  any character foraging or hunting for food notices this with a 
  DC 10 Survival check. It soon becomes apparent that something 
  is amiss when the gloomy twilight remains constant and refuses 
  to fade into evening. A successful DC 25 Knowledge (planes) 
  check ascertains that this place is not the Material Plane, and 
  beating the DC by 5 or more also reveals it’s some kind of demi-
  plane. A divination spell gives the following cryptic result:
  Trapped within by the hateful three 
  A realm from which you cannot flee 
  Dreams made real, death brought to life 
  A raft of peril and a scourge of strife
  Beyond the dark cacophony 
  Lies the withering caress of she 
  Scalding cold and chill of ire 
  Jut above a peril dire 
  When you span the threshold’s key 
  Your senses act with treachery
  Break the curse and break it thrice 
  Or you’ll pay the vengeful price 
  The only way to leave this place 
  The Baleful Coven you must face!
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  6
  
  Malevolent Witchery
  As the caravan makes camp for the ‘night’, the coven weaves its 
  witchcraft. Firstly, the coven uses scrying on various caravan 
  NPCs (including the Destined Empress, the Elven Protector, the 
  Caravan Master, and the Mystic Seer) but not on the PCs them-
  selves. Those NPCs who succeed at the DC 17 Will save (with a 
  +5 bonus as the coven has only heard of them) anxiously tell the 
  PCs they sensed some form of magic trying to affect them. The 
  coven observes those who fail their saves, as well as anyone with-
  in 10 feet of these subjects, and crafts images of these individuals, 
  possibly including the PCs. Masami sketches elegant watercolor 
  portraits on rice-paper, Uraba carves small statues from ice, and 
  Jorunea molds lumpy figurines from clay. Later, when most cara-
  van folk are asleep, the coven casts nightmare on every member 
  of the caravan they are aware of, including the PCs, making use 
  of the likenesses to aid this attack (see nightmare spell).
  The nightmares vary from person to person with the coven 
  utilizing any knowledge they have of the PCs to make these 
  nightmares personally disturbing. One of Jorunea’s nightmares 
  is a funeral where cloaked servitors carry the helplessly para-
  lyzed, but still fully aware, dreamer to a funeral pyre then set 
  it alight. Uraba’s nightmares may incorporate an unkillable 
  regenerating undead version of her son chasing the dreamer 
  and murdering his or her loved ones, or a dream where the 
  PC is trapped up to their neck in frigid water which gradually 
  solidifies, simultaneously crushing and freezing the character. 
  In one of Masami’s nightmares, the character is a pitiful beggar 
  or leper in an exotic Eastern city, living amid sewage and filth. 
  Once an esteemed and respected personage, the dreamer is now 
  despised and reviled by all. In another of Masami’s nightmares 
  the dreamer is old and decrepit, suffering the discomforts of 
  senility while circumstances heap a multitude of indignities 
  upon him or her.
  Use the PCs’ background history, fears, and nemeses to cre-
  ate dreams with themes of bereavement, death, disgrace, and 
  dishonor. In all these nightmares, there is a recurring motif 
  of three indistinct women in the background, dispassionately 
  watching the character’s suffering.
  The witches also each use their blighting curse: Jorunea 
  targets the strongest looking PC, Masami targets the Destined 
  Empress, and Uraba targets the PC who struck the deathblow 
  against her son (she has access to contact other plane and 
  speak with dead to find out who this is); if this isn’t known, 
  she targets a random PC. Screams echo throughout the campsite 
  as people wake from horrifically disturbing dreams and many 
  refuse to go back to sleep, blearily awaiting a dawn that will not 
  come. The coven relentlessly continues these attacks whenever 
  the caravan camps or those in the caravan try to sleep.
  Recourse of Action
  While investigation and divinations can provide the PCs with 
  some clues as to what they are facing, there can be no escape 
  from the magical assault—or the demiplane—while the Bale-
  ful Coven lives. Sooner or later, the PCs must venture from the 
  path into the darkened woods and enter the witches’ territorial 
  dominions to confront each of them.
  The demiplane’s nature means the order in which the PCs 
  encounter the Baleful Coven is somewhat arbitrary. Either use 
  the Dreamrealm map to determine which dominion the PCs 
  enter first or simply chose a dominion—if this will make the 
  adventure more enjoyable and challenging. In this case, assume 
  the coven has sufficient control over the demiplane to warp 
  space and distance around the PCs.
  Jorunea’s Dominion
  As the PCs venture deeper into Jorunea’s dominion, the 
  woodland countryside changes, becoming a bleak pine 
  forest. Its trees grow close together, blocking out natural light 
  (providing only dim illumination). A thick carpet of pine 
  needles covers the barren ground, smothering any other plant 
  life. The densely crowded tree trunks and the air’s stillness 
  deeply amplify the oppressive confining nature of the forest. The 
  sharp smell of pine only partly conceals the underlying odor of 
  rot and decay. 
  Warning Effigy (CR 6)
  Regardless of the direction of the PCs’ approach, this encounter 
  occurs approximately 5 miles from the center of Jorunea’s 
  dominion. Due to the dense forest, the PCs encounter the effigy 
  at a distance of 2d4×10 feet.
  Ahead stands a peculiar effigy of a humanoid figure formed from 
  roughly hewn timber. Yellowed human skulls stare sightlessly as 
  they hang from the thick branches forming the figure’s arms. A 
  sharp wooden spike driven through a large horse skull sits atop 
  the effigy, providing an impression of a head. Trickles of sap weep 
  from the crudely hacked logs like the congealed death wounds of 
  a decaying cadaver.
  Those succeeding at a DC 15 Knowledge (local) check 
  recognize the 6-foot-tall wooden idol as a Viking ritual effigy, 
  designed to serve as a warning and demoralize enemies. The 
  effigy exudes an aura of unease and the first time a character 
  comes within 15 feet of it, he or she must make a DC 16 Will 
  save or become shaken for 5 minutes. This is a mind-affecting 
  fear effect.
  7
  JASON NELSON
  JASON NELSON
  UNDER FROZEN STARS
  UNDER FROZEN STARS
  
  Creature: The effigy attacks if anyone touches or otherwise 
  disturbs it. It also animates and attacks anyone who attempts to 
  move deeper into the forest. If the PCs attempt to skirt around 
  the effigy’s territory, they soon encounter it again. Have the PCs 
  make Survival checks to make them unsure as to whether they 
  have gotten lost in the oppressive woods and this is the same ef-
  figy, or perhaps a different effigy identical to the first. Those PCs 
  who succeed at a DC 20 check are sure that while they should 
  be elsewhere in the forest based on their movements, they are 
  actually in the same clearing, hinting at the spatially distorting 
  nature of the demiplane.
  Wood Golem 
  CR 6
  XP 2,400
  hp 64
  Pathfinder Roleplaying Game: Bestiary 164
  The Forsaken Steading
   
  This wide clearing contains a small settlement; a long Viking hall 
  with a few smaller outbuildings huddled closely around it. The 
  hall is a large high-gabled building of dark timber, with spiraling 
  giltwork patterns carved along the eaves.
  The outbuildings are barns and storage sheds, but these hold no 
  animals or food stores, only cobwebs, dust, and heavily rusted 
  farming implements. 
  Feasting Hall (CR varies)
  The hall’s doors are closed but unlocked; if the PCs try the 
  doors, they open easily. If a PC knocks, the sound echoes down 
  the interior of the hall and the doors open after a short delay. 
  Read or paraphrase the following:
  A smoldering central fire hearth and a few guttering torches 
  provide a ruddy light in this murky mead hall. A haze of smoke 
  rises and fills the high rafters. Two lines of oaken benches seat 
  sullen warriors and thanes, who stare silently. At the far end of 
  the hall, an old chieftain wrapped in furs broods upon a throne, 
  nursing an ivory drinking horn.
  When the chieftain notices the PCs or they announce themselves:
  The chieftain gestures to his vassals to have you approach and 
  calls out in an elderly quavering voice, “Bar the doors against 
  that which prowls the growing darkness.” Outside, dark storm 
  clouds gather and the first drops of rain fall. A steward steps 
  forward and motions to a weapon rack beside the entrance. “You 
  may approach our lord Jarl, but your weapons must remain here. 
  Guests do not walk among us with slaying-tools at hand.”
  The expectation is for the PCs to leave behind obvious bulky 
  weaponry, but things like a ‘walking’ staff, spiked shield, spiked 
  armor, or light simple weapons (such as daggers) are ignored. If 
  the PCs refuse to surrender their larger weapons, the steward de-
  clares, “You have the gall to flout the honor of our lord’s hall after 
  being offered welcome. If you cannot abide by proper etiquette, it 
  would be simplest and best if you left.” If the PCs try to barge past 
  or refuse to leave, then a group of hall thanes confronts the PCs.
  If the PCs disarm themselves, the steward leads them to the 
  chieftain as a soft patter of rain falls on the roof. In a rasping 
  voice, gray haired leader introduces himself as Jarl Gathric 
  Torgrimsen and asks what brings the PCs to his hall. If the PCs 
  mention witches or the magical attacks on their caravan, Gath-
  ric cryptically mutters, “Ah, the curse. We too have fallen victim 
  to the curse stalking this land. However, there can be respite, if you 
  are prepared to pay the cost. But enough of this maudlin talk for 
  the moment, we can still offer our finest hospitality to wayfarers.” 
  Gathric gestures and a servant pours horns of mead, “Come, 
  drink with me” says Gathric as he downs his mead.
  If the PCs refuse to drink, Gathric and his warriors are deeply 
  offended. The warriors angrily demand the PCs drink, grum-
  bling that the visitors insult them and the Jarl, while Gathric 
  looks at the PCs with disgust. PCs who try to make amends (DC 
  22 Diplomacy check), or bluster past the thanes (DC 32 Intimi-
  date check), can defuse the situation enough to make their way 
  back toward the doors. Otherwise, PCs wishing to avoid a fight 
  must drink as the Jarl suggests (or, at the GM’s option, come up 
  with another plan to placate the Jarl and his thanes).
  If the PCs drink, Gathric nods, then smiles for the first time. 
  The mead is poisoned, but as the PCs have followed well-
  mannered courtesy, he and his warriors do not rise up to attack 
  the PCs. Instead, this courteousness releases their spirits from 
  the shackles of undeath. If some PCs drink and others do not, 
  the thanes focus on the non-drinkers, and if a fight breaks out 
  at this point, the thanes only attack these PCs. In this case, 
  reduce the number of attacking hall thanes by one for each PC 
  who has already drunk the mead. Reluctant PCs may attempt 
  to only pretend to drink; this goes unnoticed with a successful 
  DC 16 Sleight of Hand check. These PCs could also success-
  fully procrastinate and delay drinking (DC 15 Bluff check) long 
  enough for the poison to affect other PCs. As PCs first feel the 
  painful effects of the tainted mead, Gathric whispers, “The only 
  escape is death.”
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  Creatures: Jarl Gathric and his followers are long-dead 
  victims from Jorunea’s past, brought back to a semblance of 
  life by the coven’s witchcraft. In battle, Gathric has his warriors 
  deal with the PCs while he watches from his throne, but if a PC 
  attacks him, he readies blade and shield and strikes back. The 
  feasting hall is under the effects of a desecrate spell, giving these 
  undead creatures a +1 profane bonus on attack rolls, damage 
  rolls, and saving throws, as well as +1 hit point per HD (already 
  included below).
  Hall Thanes (6) 
  CR 2
  XP 600 each
  Advanced fast zombie
  Pathfinder Roleplaying Game: Bestiary 288, 294
  NE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 armor, +4 Dex, +4 natural)
  hp 18 each (2d8+9)
  Fort +3, Ref +5, Will +6
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee battleaxe +7 (1d8+6/×3), slam +7 (1d4+6)
  STATISTICS
  Str 21, Dex 18, Con —, Int —, Wis 14, Cha 14
  Base Atk +1; CMB +6; CMD 20
  Feats ToughnessB
  Gear broken chain shirt, battleaxe
  Jarl Gathric 
  CR 2
  XP 600
  Skeletal champion
  hp 20
  Pathfinder Roleplaying Game: Bestiary 252
  Development: When the PCs defeat the warriors, destroy 
  Gathric, or at a thematically fitting moment, such as when all or 
  almost all PCs see through the illusion, the undead fall lifelessly 
  to the floor. If dramatically appropriate, the position of the 
  Viking warriors’ bodies could seem to be where they originally 
  perished, lying undisturbed with a covering of dust. Leading 
  the PCs to question whether they truly fought these things, or 
  merely danced with phantasmal shades. In any case, however, 
  the damage from the fight and the poison is real enough.
  Monstrosity at the Threshold (CR 7)
  When the PCs attempt to leave, defeat the undead, drink the 
  mead, or otherwise discover the truth, a peal of thunder crashes 
  outside, and all the lights go out, including all the PCs’ normal 
  and magical lighting. Almost immediately afterward, a pow-
  erful blow smashes against the hall’s main doors. Mundane 
  light sources relight normally, light spells can be recast, and 
  permanent magical light sources flare up again in 1d4 rounds. 
  Any new light exposes the horrific true nature of the hall. Next 
  round, the doors burst open and a thick fog rolls in (filling a 20-
  foot radius from the doors). A crackling flash of lightning mo-
  mentarily silhouettes a large bestial humanoid form crouched in 
  the doorway.
  A Shroud of Death
  A mirage arcana spell cloaks the hall’s interior and the undead  
  things within the hall have a veil cast on them to give the 
  façade of life. Characters who see through the glamer catch 
  a glimpse of reality for an instant before the scene returns 
  to ‘normal’. Secretly reveal the following to these players  
  (possibly using a note):
  Grime and shriveled scraps of rotting pulp cover the 
  benches. The Viking warriors are putrefying corpses in 
  scraps of rusty mail, with ripped gashes in their armor 
  revealing ghastly wounds. The desiccated skeletal husk of 
  the chieftain slumps upon its throne, its bony fingers locked 
  around a dust-covered drinking horn. A miasma of decay 
  and death fills the entire hall.
  Designer’s Note: Bear in mind that mirage arcana and veil 
  are 5th and 6th level spells, powerful illusions that include 
  sight, smell, and touch. PCs only receive a saving throw to 
  disbelieve an illusion when they closely scrutinize it, or in-
  teract with it. As the only sense that mirage arcana doesn’t 
  include is a taste component, it’s likely the first saving throw 
  to disbelieve the PCs receive is when they take a mouthful 
  of mead. To be fair, roll these saving throws before the PCs 
  swallow to give them a chance to spit out the mead.
  GMs may want use one of the following methods to avoid 
  asking for Will saves in the middle of conversation with 
  Gathric, and thereby giving the ‘game’ away. Make a note of 
  the PCs’ saving throw modifiers at the start of the session. 
  When a saving throw comes up, have the PCs roll a d20 
  without explaining what it is for, and then secretly add their 
  modifier to the die result to determine success or failure. 
  Alternatively have PCs pre-roll a series of d20 checks at the 
  start of the session and write down the results. Use these 
  pre-rolled numbers as the die results for checks and saving 
  throws throughout the session, including the saving throw 
  to disbelieve this illusion.
  By the standard rules for illusions, a PC would normally 
  only see through one illusion or the other (not both with-
  out separate two saving throws), but it is much more  
  dramatically shocking to reveal the entire ghastly scene. 
  Also, once a PC disbelieves an illusion, he or she can usu-
  ally see reality with the illusion imposed as a translucent 
  overlay, but to have the illusion reassert itself (and the PC 
  question whether he or she actually saw anything) makes 
  the scene more compelling. These changes are specific to 
  the nature of the demiplane.
  Dusktaint Poison
  Type poison, ingested; Save Fortitude DC 15
  Onset 1 minute; Frequency 1/round for 6 rounds
  Effect 1 Con damage plus sickened for 1 minute (multiple  
      failed saving throws extend the duration of the sickened  
      condition but this doesn’t increase it to the nauseated  
      condition); Cure 2 consecutive saves
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  Creature: Jorunea’s fearsome entrance may disconcert the 
  PCs. As part of her entry, Jorunea makes an Intimidate check to 
  demoralize the closest PC (provided the PC is within 30 feet of 
  her). As Jorunea lashes out at the PCs, she bellows war cries and 
  demands a bloody weregild from the PCs for their ‘handiwork’ 
  at the guild’s fortress. Nothing less than feasting on the carcass 
  of a dead PC will satisfy her. However, if she does slay a PC, her 
  bloodlust is temporarily sated and she offers to let the remain-
  ing characters flee her dominion (without the dead PC’s corpse) 
  if they surrender at least 2,000 gp or equivalent value of goods 
  to her. Jornunea knows the PCs can’t escape the demiplane in 
  any case; she is just cruelly prolonging their suffering.
  Jorunea 
  CR 7
  XP 3,200
  Female annis hag adept 2
  Pathfinder Roleplaying Game: Bestiary 3 16
  CE Large monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 83 (9 HD; 7d10+2d6+38)
  Fort +8, Ref +8, Will +10
  DR 5/bludgeoning; SR 17
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d8+7), 2 claws +14 (1d6+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+10)
  Spell-Like Abilities (CL 7th; concentration +7)
  3/day—alter self, fog cloud
  Adept Spells Prepared (CL 2nd; concentration +4)
  1st—endure elements, protection from good
  0—create water, ghost sound (DC 12), light, touch of fatigue
  TACTICS
  Before Combat Jorunea casts protection from good on herself 
  before combat.
  During Combat If possible, Jorunea fights from within clouds 
  of fog, using her Blind Fight feat to gain the advantage. She 
  focuses on spellcasters, especially healers, before dealing with 
  other foes.
  Morale Ravenous for fresh humanoid morsels and stuck in the 
  demiplane until the PCs are dead, Jorunea fights to the death.
  STATISTICS
  Str 25, Dex 12, Con 18, Int 13, Wis 14, Cha 10
  Base Atk +8; CMB +16 (+20 grapple); CMD 27
  Feats Blind-Fight, Great Fortitude, Intimidating Prowess,  
  Power Attack, Step Up
  Skills Bluff +7, Diplomacy +7, Intimidate +19, Perception +14, 
  Stealth +7, Survival +7
  SQ adept’s familiar (weasel named Mustel)
  Languages Common, Giant
  Combat Gear potions of cure light wounds (3); Other Gear 
  hand of the mage, unholy symbol (the angry hag), spell  
  component pouch
  The Dark Heart
  As the PCs leave the hall, the sky is pitch-black and rain lashes 
  down. However, this rain stops unnaturally quickly leaving the 
  ever-present dull gray clouds of the demiplane. A clear path, 
  unseen until now, exits the clearing. It leads to a massive dead 
  tree, its trunk snapped off only a dozen yards up. An entrance-
  way between the roots opens into a large hollow with earthen 
  floor and dead tree roots for a ceiling. Hanging from these roots 
  are numerous carcasses in various states of dismemberment; 
  several of these look to have been humanoid. A large cauldron 
  sits at the center of the chamber and on crude wooden benches 
  lie various dissected organs and scrap of meat, some dried and 
  shriveled, some still fresh. The cauldron is empty and the fire-
  place below it holds only ashes. Atop a rough slab of rock stand 
  a collection of lumpy clay figurines representing the PCs and 
  other caravan members.
  Treasure: A large polished chunk of hematite weighing 2 
  pounds (worth 300 gp) sits in a knot of roots; this serves as Jo-
  runea’s scrying focus. A masterwork cold iron battleaxe stands 
  next to a pile of firewood in a corner and 4 vials of unholy water 
  rest in a stone basin.
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  Uraba’s Dominion
  It grows steadily colder as the PCs approach the center of 
  Uraba’s dominion. A stinging wind whistles through the trees, 
  driving a chilling cold through even the thickest clothing. Flur-
  ries of snowflakes fall intermittently and a mantle of powdery 
  snow covers the trees and ground. Moving through a snow-
  covered square costs 2 squares of movement, see Pathfinder 
  Roleplaying Game: Core Rulebook 438 for more details. Four 
  miles from the heart of Uraba’s dominion the temperature is 
  cold (20° F), at 2 miles it is severely cold (−0° F), at 1 mile it is 
  extremely cold (−20° F), and at the heart the temperature is a 
  frigid −40° F. (See Pathfinder Roleplaying Game: Core Rulebook 
  442 on cold dangers.)
  Bitter Snow
  Around 4 miles from the dominion’s heart stand a number of 
  groves of a tree called the Uskryck. Here the air is still and minor 
  sounds carry, even the crisp scrunch of a footstep in fresh snow 
  seems unusually loud. In cold weather, the Uskryck tree exudes 
  a noxious sap from its spiky black branches that fuses with the 
  snow resting on the branch to form a weak contact poison. The 
  spiky frozen branches of the Uskryck are thin and brittle. Any 
  loud noise causes clumps of toxic snow to drop from the heav-
  ily laden branches. Characters can identify these trees and the 
  threat they pose with a DC 21 Knowledge (nature) check.
  Poisonous Snowfall (CR 2): Even a slight sound can cause 
  clumps of poisonous snow to drop from an Uskryck tree’s 
  branches. When a creature ends his or her turn beneath this 
  hazard, have that creature make a DC 15 Stealth check, modi-
  fied for distance (assuming the hazard is 20 feet above the 
  ground). Assume that PCs unaware of the danger are taking 10 
  on their Stealth checks, but are moving at normal speed, thereby 
  also receiving a –5 penalty on these checks. A character who 
  gets below 15 on this Stealth check causes a clump of poisonous 
  snow to fall in each square of a circular area centered on the 
  character. The circular area has a diameter of 5 feet for every 
  point the Stealth check failed by, and for every 5 points the 
  Stealth check fails by, an additional clump of snow falls in the 
  character’s square. A character in a square of falling snow must 
  make a DC 15 Reflex save or be struck by the snow and exposed 
  to a dose of poison. Each additional clump falling in a square in 
  a round increases the DC of this Reflex save by 2. Fortunately 
  however, each hazardous square only has a total of 1d4 clumps 
  of snow, limiting the amount of snow that can fall. Creatures 
  with cover or those covering themselves (for example, with a 
  shield) gain a +2 bonus on this save. 
  Uskryck Snowsap Poison
  Type poison, contact; Save Fortitude DC 14
  Frequency 1/round for 3 rounds
  Effect 1 Str damage; Cure 1 save
  Tainted snow has a very faint greenish tinge to it. Once aware 
  of the danger, there are many ways for the PCs to negotiate this 
  hazard, including using an unseen servant spell to clear the way 
  or simply making a lot of noise before moving through an area.
  Snowflake Web 
  (CR 5)
  There are several large stands of Uskryck trees in this part of 
  the forest and the following encounter occurs as the PCs move 
  through or pass beside one.
  Creature: The PCs encroach on the territory of an arctic 
  harpspider which lairs just over 100 feet away in the midst of a 
  copse of Uskryck trees. The arachnid uses its ability to hypnoti-
  cally play its web, creating a low tinkling chiming to lure one 
  or more of the PCs into the Uskryck trees. The harpspider has 
  already cleared the tree branches of snow in the area around its 
  lair, and the soft sound of the hypnotic harmonics doesn’t set off 
  the Uskryck trees’ poisonous snowfall hazard beyond that. In 
  any case, the harpspider is immune to the poisonous sap. PCs 
  entering the clearing see threads of webbing hanging between 
  the trees and two enormous frozen spider webs strung from 
  branches around 12 feet off the ground. The harpspider looms 
  over the northern web, stroking the web’s strands to sustain the 
  mesmerizing sound.
  Arctic Harpspider 
  CR 4
  XP 1,200
  hp 42 (See page 23)
  TACTICS
  During Combat The harpspider plays until it takes damage or a 
  hypnotized victim stands below it. It uses hit and run tactics to 
  attack then climb back up a tree out of reach. If the PCs destroy 
  one of its webs and seem immune to its ‘harp’ playing, the 
  harpspider backs off into the cover of the dense Uskryck trees, 
  cunningly aware that the toxic snow weakens other creatures.
  Morale Instinctively aggressive by nature, the harpspider 
  fights to the death.
  The Cairn Stones (CR 6)
  The PCs come across the cairn two miles from the center of the 
  dominion. Uraba’s hatred twists the landscape of her dominion 
  to ensure interlopers find it. She wants the PCs to understand 
  why they must suffer then die.
  This exposed rocky glen holds an imposing burial mound, its 
  gray jagged stones locked tightly together. Blustering arctic 
  winds keep the mound free of snow. Before the cairn stands 
  a tall runestone like those of the northern lands. Engraved 
  swirling patterns and lines of runic script cover the thick block 
  of granite.
  Creatures: Uraba interred the corpses of the other two 
  witches that formed her previous coven here, to guard her son’s 
  gravesite. These creatures lie buried under the snow beside 
  the runestone, craftily waiting until living beings come within 
  reach. They claw their way up out of the snow in the surprise 
  round, seeking to flank a victim. Both are cadaverous elderly 
  human women with pale withered skin and gleaming blue-
  white eyes, still clad in moldering fragments of aristocratic 
  dresses. A DC 15 Knowledge (local) or Knowledge (nobility) 
  check recognizes the style of their garb as from the Witch 
  Queen Enclave to the east.
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  Frost Wights (2) 
  CR 4
  XP 1,200 each
  hp 26 each
  Pathfinder Roleplaying Game: Bestiary 276
  Treasure: The two witches were buried with traditional funerary 
  goods. The first wears a circular silver brooch inlaid with a large 
  moonstone worth 250 gp and a delicate mithril necklace worth 
  300 gp. The other has platinum earrings set with pale topazes 
  worth 375 gp and a spiraling golden ring worth 175 gp. Digging 
  up the area around the runestone reveals the witches’ graves, 
  these contain decayed remains of food supplies, several tools 
  (a mortar and pestle in one grave and a large bronze pot in the 
  other), as well as the carefully wrapped remains of a mummified 
  cat and a skeletal owl (the witches’ familiars).
  Development: Written in ceremonial Skall, the script on the 
  runestone is a mother’s lament for a beloved fallen son, foully 
  murdered by group of traveling brigands. Despite the account’s 
  bias, the PCs can easily recognize the murdered son as the Half-
  troll Runecaster and the ‘brigands’ as themselves. The cairn is a 
  solid pile of rock with no entrance. Even if the PCs spend hours 
  excavating, there is no corpse within, the cairn serves only as a 
  memorial for Uraba’s fallen son.
  The Frozen Mere (CR 7)
   
  The murky forest opens out onto the banks of a frozen lake, its frigid 
  surface a smooth expanse of ice. Fragmented tendrils of mist hang 
  in the air like layers of gray gossamer curtain, obscuring much of the 
  view. Off through the distant haze, a small rocky isle juts up from 
  the lake.
  The heart of Uraba’s dominion lies on the island across the ice. 
  While on the ice sheet, each square of ice costs 2 squares of 
  movement to enter, and the DCs for Acrobatics checks increase 
  by +5. Running or charging across the ice sheet requires a DC 
  10 Acrobatics check. Much of the lake’s ice is around 1 foot 
  thick and safe to walk on, but half way to the island the ice is 
  dangerously thin, only 2-3 inches thick.
  A square of this thin ice has hardness 0, 9 hit points, and 
  Break DC 15. This ice can support up to 400 pounds before 
  breaking, but creatures whose total weight exceeds 200 pounds 
  have a 50% chance of breaking through if they charge, jump, 
  run, or fall on the ice. Creatures weighing over 100 pounds have 
  a 25% chance of breaking through if they perform such activi-
  ties. For this purpose, creatures positioned next to one another 
  add half their total weight to their neighbor’s effective weight. If 
  a square loses over half its hit point or is adjacent to a break in 
  the ice, divide these weights by 2 (if a square meets both these 
  conditions, instead divide the weights above by 4). The sound 
  of cracking ice when PCs attempt dangerous actions can warn 
  them of the danger they face. PCs that fall through a break in 
  the ice can pull themselves out with a DC 15 Climb check, but 
  their weight on the new square of ice may cause it to fracture as 
  well. See Pathfinder Roleplaying Game: Core Rulebook 442 and 
  445 on cold dangers and water dangers.
  Creatures: The vengeful Uraba lies in wait for the PCs out 
  on the icy surface of the lake. She confronts the PCs near the 
  midpoint to the island, a spot where the ice is at its thinnest. 
  Uraba lurks in the mist using her familiar to scout out the PCs, 
  then attacks, ideally from a distance of 120 feet.
  Uraba 
  CR 7
  XP 3,200
  Female old human witch (winter witch) 5/winter witch 3
  Pathfinder Campaign Setting: Inner Sea Magic 43 
  Pathfinder Campaign Setting: Paths of Prestige 62 
  Pathfinder Roleplaying Game: Advanced Player’s Guide 65 
  NE Medium humanoid (human) 
  Init +4; Senses Perception +0
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 63 (8 HD; 5d6+3d6+21; +13 temporary hp)
  Fort +4, Ref +3, Will +7
  Resist cold 5
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +2 (1d4–2/19–20)
  Special Attacks freeze and thaw (1/day), hexes (cauldron, coven,  
  frostfootISM, ward [+2])
  Witch Spells Prepared (CL 7th; concentration +12)
  4th—black tentacles, dimension door
  3rd—ice spearsISM (DC 20), ice storm (2)
  2nd—false life, fog cloud, frost fallUC (DC 19), glitterdust (DC 17)
  1st—chill touch (DC 16), cure light wounds, frostbiteUM (DC 18), 
  mage armor, obscuring mist, unshakable chillUM (DC 18)
  0 (at will)—dancing lights, mending, message, ray of frost
  Patron WinterUM
  TACTICS
  Before Combat Each day, Uraba uses her ward hex on Ichielek 
  to improve his AC (not included in his statistics). Before com-
  bat, she drinks her potion of water walk and casts obscuring mist 
  for concealment.
  During Combat Uraba uses ice storm and black tentacles 
  to slow and entangle the PCs (also possibly dropping them 
  into the lake’s icy cold water if her ice storm spells do enough 
  damage to the break through the lake’s surface) then follows up 
  with her other damaging spells. (Remember that cold spells are 
  enhanced in Uraba’s dominion, increasing their caster level by 
  2.) If a PC closes to melee with her, she uses her freeze and thaw 
  ability to melt the ice under her attacker or casts dimension 
  door to move away. She utilizes frost step to move easily on the 
  ice and water walk to stand in an area of broken icy water out 
  of reach of melee attackers. Uraba curses the PCs as murderers 
  during her assault.
  Morale Driven mad with grief and determined to take her 
  son’s killers with her, Uraba fights to the bitter end.
  STATISTICS
  Str 7, Dex 10, Con 12, Int 20, Wis 10, Cha 14
  Base Atk +3; CMB +1; CMD 11
  Feats Brew Potion, Combat Casting, Elemental FocusAPG (cold), 
  Improved Familiar, Improved Initiative, Toughness
  Skills Bluff +13, Craft (alchemy) +20, Heal +11, Intimidate +13, 
  Knowledge (arcana) +16, Knowledge (religion) +13, Spellcraft 
  +16, Survival +11
  Languages Aquan, Auran, Common, Giant, Hall., Skall
  SQ cold flesh, hyperboreal patronage, ice magic, unnatural cold, 
  witch’s familiar (ice mephit named Ichielek), winter witchcraft
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  Combat Gear potion of cure moderate wounds, potion of delay 
  poison, potion of levitate, potion of resist energy (cold), potion 
  of water walk, acid (4), antitoxin (2); Other Gear masterwork 
  dagger, cloak of resistance +1, bag of holding type I
  ISMPathfinder Campaign Setting: Inner Sea Magic 
  APGPathfinder Roleplaying Game: Advanced Player’s Guide 
  UCPathfinder Roleplaying Game: Ultimate Combat 
  UMPathfinder Roleplaying Game: Ultimate Magic
  Ichielek 
  CR —
  Ice mephit familiar
  Pathfinder Roleplaying Game Bestiary 202
  N Small outsider (cold)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7 natu-
  ral, +1 size)
  hp 25 (8 HD); fast healing 2 (areas below freezing only)
  Fort +4, Ref +5, Will +7
  Defensive Abilities improved evasion; DR 5/magic; Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claw +5 (1d3+1)
  Special Attacks breath weapon, deliver touch spells
  Spell-Like Abilities (CL 6th; concentration +8)
   
  1/hour—magic missile
   
  1/day—chill metal, summon (level 2, 1 ice mephit 25%)
  TACTICS
  During Combat Ichielek starts by using his breath weapon on 
  as many foes as possible. He then casts chill touch on an enemy 
  in metal armor, readies to disrupt a spell caster with magic mis-
  sile, or delivers touch spells for his mistress. Due to the nature 
  of the demiplane, Ichielek can’t use his summon spell-like abil-
  ity to summon another mephit.
  Morale Ichielek fights fiercely as long as Uraba lives, but if she 
  dies, the familial bond breaks and he flees immediately.
  STATISTICS
  Str 13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 16
  Feats Dodge, Improved Initiative
  Skills Acrobatics +8, Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Auran, Common
  SQ empathic link, share spells, speak with master
  SPECIAL ABILITIES
  Breath Weapon (Su) 15-ft.-cone, 1d4 cold damage and causes 
  living creatures to be sickened for 3 rounds, Reflex DC 16 for 
  half and negates the sickened effect
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  The Island Heart
  The PCs find Uraba’s abode on the rocky isle, a sweeping ledge 
  with a sharply overhanging outcropping above which provides 
  some protection from the elements. Thick icicles hang from the 
  rock shelf overhead and a collection of small ice statues (most 
  around 3 feet tall) cluster around a frozen pool with a quicksil-
  ver surface. The statues are likenesses of the PCs as well as other 
  people from the caravan, and the pool serves as Uraba’s scrying 
  focus. Uraba’s work area is at the back of the cavity.
  Treasure: Amid the jumble of receptacles and dried herbs 
  there are raw alchemical and spell components worth 175 gp, an 
  elixir of truth, and an oil of gentle repose.
  Masami’s Dominion
  The composition of the forest gradually changes as the PCs 
  travel deeper into Masami’s dominion. The species of trees and 
  plants slowly become more Far Eastern in nature, and are prob-
  ably unfamiliar to the PCs. A character with a Far Eastern back-
  ground or one who succeeds at a DC 12 Knowledge (nature) 
  check notices this change straightaway, and if a PC beats the 
  check DC by 5 or more, he or she recognizes the flora as native 
  to the Empire of Dawn.
  Lost Village
  Two miles from the dominion’s heart, the PCs enter a bamboo 
  forest. They wind their way past densely packed bamboo trees 
  for over a mile before coming out into a secluded scenic vale. 
  Stepped layers of muddy rice paddies climb the hillsides around 
  a tiny village. While the construction of the village’s buildings is 
  foreign, it’s clear even from a distance that the place is severely 
  dilapidated. There are no inhabitants outside or in the fields. On 
  a high ridge overlooking the lonely village looms a grim struc-
  ture. The dark crimson edifice has three tiers, each with wide 
  eaves that curve to pointed corners, and a black spike rises from 
  atop the building.
  While the village looks deserted from a distance, when the 
  PCs approach, frightened faces peer from windows and grimy 
  impoverished peasant folk tentatively appear in doorways. The 
  villagers are of Eastern ethnicity and most only speak Tiun. 
  These people are actually spirits from Masami’s past, many 
  dying by her hand, but they have little memory of their former 
  lives. Two of the villagers speak a few words of Common and 
  act as spokespeople for the community. Kasato is a stooped old 
  man with no teeth and very bad breath, and Hajime is a thin 
  gangly teenager with a crooked nose. The villagers eke out a 
  living in their unnamed village, ruled by their “Mistress” who 
  resides in the Howling Pagoda above. She never leaves the 
  pagoda but levies cruelly high taxes and enforces strict laws; 
  those who disobey vanish, and are never seen again. Kasato 
  claims that the Mistress is simultaneously both ancient and 
  youthful, stating that on each of the rare occasions he saw her 
  during an audience, she wore a different age like a mask. She 
  has ruled the village for longer than anyone can remember. The 
  peasants respond to any question outside their limited existence 
  with despondent blank stares. The villagers warn the PCs not to 
  approach the pagoda but do nothing to stop them.
  The Howling Pagoda 
  (CR 6)
   
  An expansive courtyard surrounded by a low wall and a succession of 
  low steps leads up to an exotic three-tiered pagoda. The courtyard’s 
  flagstones are worn smooth, seemingly by great age, but the dark 
  stone balustrades and fences are decorated with intricate flowing 
  designs of alien design. The towering pagoda has overlapping curved 
  roofs and a pillared entranceway blocked by verdigris-encrusted 
  bronze double doors.
  The pagoda has walls of reinforced masonry and each story of 
  its three levels is 20 feet tall.
  Creature: Summoned by a pact made with Masami’s ancestral 
  spirits, a sinister inugami guards the entrance to the pagoda. It 
  lurks in the pagoda’s shadow, unceasingly vigilant for intruders. 
  The creature looks like a disturbing combination of dog and lion 
  with dark wispy fur and a spiky whip-like tail.
  Inugami 
  CR 6
  XP 2,400
  Giant shadow mastiff (Pathfinder Roleplaying Game: Bestiary 3 
  241)
  NE Large outsider (evil, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 63 (6d10+30)
  Fort +10, Ref +6, Will +5
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +11 (1d8+9 plus trip), tail slap +6 (1d8+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bay (Will DC 14)
  TACTICS
  During Combat The inugami bays, emitting an eerie howling 
  roar, then charges an opponent, focusing on one foe at a time.
  Morale Constrained by ancient pacts, the beast fights to the 
  death, fading away to a black dusty silhouette on the ground 
  when slain.
  STATISTICS
  Str 23, Dex 13, Con 21, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +13; CMD 24 (28 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +6, Survival +10
  Languages Tiun (cannot speak)
  A1. Antechamber 
  (CR 5)
   
  A layer of dust covers the smooth stone floor and ancient cobwebs 
  obscure sinuous carvings on the walls of this expansive entrance 
  chamber. There are two unobtrusive doorways set in the corners 
  of the room and opposite the main entryway, a pair of curved 
  stairways coil their way up around a thick structural column set at 
  the center of the pagoda.
  18
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  JASON NELSON
  JASON NELSON
  UNDER FROZEN STARS
  UNDER FROZEN STARS
  
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  19
  19
  
  Despite their apparent age, the double doors open easily. 
  A programmed image (DC 19) triggers as the PCs disturb the 
  chamber. A refined woman sits upon a small cushion at the base 
  of the stairs, dressed in a layered series of formal robes, with 
  her long black hair done up in an elaborate coiffure. The woman 
  inclines her head in the slightest of bows to the PCs and speaks,
  “I am Masami of Clan Onishi, designated representative of an 
  authority far beyond you. It is unfortunate that you have chosen an 
  association which is at odds with this ascendant power.”
  As she speaks, wrinkles and lines spread across her face, her 
  hair pales, turning silver then whitening, and her voice changes 
  to that of a crone.
  “Your decision to serve the last pathetic seed of a fallen dynasty has 
  led to your destruction, your fates are sealed!”
  She effortlessly rises to her feet in one smooth, graceful move-
  ment and brings her hands together to start casting spells. Roll 
  initiative to maintain the pretense that this is a real opponent, 
  but the PCs always act first.
  Trap: Anyone who moves into the indicated area near the il-
  lusionary Masami triggers the following trap. The illusion appears 
  to lash out with both its withered claw-like hands before vanish-
  ing, its laughter echoing through the chamber.
  Senescent Folly Trap 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effects (sands of timeUM, Atk +6 melee touch, penal-
  ties to Str, Dex, and Con as if advanced to next age category for 
  90 minutes; touch of idiocy, Atk +6 melee touch, 1d6 penalty to 
  Int, Wis, and Cha for 90 minutes)
  UMPathfinder Roleplaying Game: Ultimate Magic
  A2. Map Garden
  A large rock garden fills the center of this spacious hall. A sea 
  of sand, swept into intricate whorls and precise patterns, sur-
  rounds a rough slab of rock set with moss and small plants. A 
  DC 15 Knowledge (geography) check identifies the garden as a 
  topographical map of the imperial kingdoms of the Far East.
  A3. Scenic Galleries
  These long galleries hold detailed frescoes of mountains, forests, 
  and shorelines from the Far East.
  A4. Sanctum Chamber
   
  Lanterns set on each of its eight walls illuminate this octagonal 
  chamber. A 10-foot thick stone pillar rises up through the center of 
  the building and into the level above where a semicircular balcony 
  overlooks the area. An imposing statue of a bulky figure in exotic 
  armor wielding a long blade stands between two sets of steps that 
  enter from below.
  The statue is of the Emerald Shogun, an adversary the PCs are 
  sure to face when they reach the other side of the world.
  Creature: Onishi Masami, the leader of the Baleful Coven, 
  confronts the PCs here. She readies herself on the balcony (C6) 
  above, then attacks without warning. While fighting, Masami 
  taunts and threatens the PCs by telling them how she is the 
  chosen emissary of powers beyond their comprehension, a true 
  mistress of witchcraft, and she will be the one to return to the 
  Eastern lands with the Imperial Seal and the severed head of the 
  pretender (the Destined Empress).
  Masami Onishi 
  CR 8
  XP 4,800
  Female human witch (white-haired witch) 9
  Pathfinder Player Companion: Dragon Empires Primer 23 
  Pathfinder Roleplaying Game: Advanced Player’s Guide 65
  LE Medium humanoid (human)
  Init +1; Senses see invisibility; Perception +4
  DEFENSE
  AC 23, touch 12, flat-footed 22 (+4 armor, +1 deflection, +1 
  Dex, +3 natural, +4 shield)
  hp 75 (9d6+27; +14 temporary hp)
  Fort +7, Ref +7, Will +11
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee hair +11 (1d6+6)
  or mwk sickle +11 (1d6+4)
  or unarmed strike +10 (1d3+4)
  Space 5 ft.; Reach 5 ft. (15 ft. with hair)
  Special Attacks hair (constrict [1d6+6], grab, pull, strangle, trip)
  Witch Spells Prepared (CL 9th; concentration +15; ranged 
  touch +7)
  5th—overland flight
  4th—divine power, enervation, threefold aspect*
  3rd—dispel magic, heroism, ray of exhaustion (DC 19), 
  vampiric touch
  2nd—alter self, blindness/deafness (DC 18), bull’s strength, 
  false life,  
  see invisibility
  1st—divine favor, cure light wounds (2), mage armor, ray of 
  enfeeblement (DC 17)
  0 (at will)—bleed (DC 16), detect magic, detect poison, 
  guidance
  Patron Strength
  TACTICS
  Before Combat Masami casts false life, mage armor, and over-
  land flight each day. She also casts threefold aspect, changing her 
  age to elderly (giving her a +4 enhancement bonus to Intel-
  ligence and Wisdom, and a −2 penalty to Strength and Dexter-
  ity). Before combat she casts alter self (disguising her unnatural 
  elderly appearance), bull’s strength, heroism, and see invisibility, 
  then drinks a potion of invisibility and potion of barkskin. Lastly, 
  she activates her wand of shield with Use Magic Device. (All 
  included in her statistics.)
  20
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  JASON NELSON
  JASON NELSON
  UNDER FROZEN STARS
  UNDER FROZEN STARS
  
  During Combat Masami quietly casts divine power (not includ-
  ed in her statistics) and then moves to attack. From 15 foot up 
  in the air she spins upside down, striking with her long silvery 
  hair, attempting to grapple and strangle a lightly armored PC. 
  Masami routinely uses Power Attack, unless she’s having trouble 
  hitting a foe. She uses vampiric touch through her hair to gain 
  more temporary hit points if wounded and casts blindness/deaf-
  ness or enervation to deal with troublesome opponents.
  Morale Bound by honor to destroy the caravan, Masami fights 
  to the death.
  Base Statistics Without her spells and potions, Masami’s statis-
  tics are AC 13; touch 13; flat-toothed 11; Fort +5, Ref +6, Will 
  +7; Melee hair +7 (1d6+4); CMB +6 (+8 grapple, +10 grapple 
  with hair), CMD 19 (21 vs. grapple); Str 14, Dex 14, Int 18, Wis 
  10; Skills Fly +17, Perception +0; Int-based skills +16, Cha-
  based skills +11.
  STATISTICS
  Str 18, Dex 12, Con 12, Int 22, Wis 14, Cha 8
  Base Atk +4; CMB +10 (+12 grapple, +15 grapple with hair); 
  CMD 20 (22 vs. grapple)
  Feats Deflect Arrows, Improved Grapple, Improved Unarmed 
  Strike, Power Attack, Toughness, Weapon Focus (hair)
  Skills Fly +18, Intimidate +13, Knowledge (arcana) +20, Knowl-
  edge (history) +20, Knowledge (planes) +20, Spellcraft +20, Use 
  Magic Device +13
  Languages Common, Giant, Infernal, Sylvan, Tiun
  SQ witch’s familiar (bat named Somaka)
  Combat Gear potion of cure moderate wounds, potions of invis-
  ibility (3), potions of barkskin (3), wand of shield (6 charges); 
  Other Gear masterwork sickle, ring of feather falling, ring of 
  protection +1, cloak of resistance +1, everburning lantern, spell 
  component pouch
  *See Pathfinder Roleplaying Game: Advanced Player’s Guide
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  21
  21
  
  A5. Recess
  In the corner of this unadorned triangular compartment stands 
  a statue of a fanged ogrelike creature draped in a shroud of 
  dusty cobwebs. The statue is a stylized depiction of an oni (DC 
  20 Knowledge [planes] check to identify).
  A6. Balcony Hall
  Statues of spiraling wingless dragons stand next to each of the 
  stairways up to this area.
  A7. Ashen Heart
   
  A curved walkway divides this luxurious chamber into two smaller 
  areas. The first is a sumptuous bedroom with elaborate wall 
  hangings and a silk covered sleeping pallet. The other serves as an 
  arcane workroom, with a circular mirror on a stand in the middle of 
  the area and a series of watercolor portraits set around it.
  The rice-paper portraits are of the PCs and other caravan mem-
  bers and the mirror serves as Masami’s scrying focus.
  Treasure: The scrying mirror is high-quality silvered glass 
  worth 1,000 gp and a masterwork calligraphy set (worth 55 gp) 
  sits near the portraits. On a low side table rests a magical paper 
  fan that functions as a feather token (fan). In a small lacquered 
  case is a pair of magical chopsticks that function similarly to a 
  sustaining spoon except that the chopsticks create grains of rice 
  and can only produce enough food to feed one person per day.
  Concluding the 
  Adventure
  Shortly after the PCs defeat the last member of the Baleful 
  Coven, perhaps when the PCs take or destroy the last of the Co-
  ven’s pictorial representations of themselves, the scene around 
  them blurs and fades like raindrops washing over a painting. 
  The demiplane shatters in an onslaught of fragmented images 
  from the memories of each of the three coven members. A 
  horrible tripartite scream echoes then dies away, as the witches’ 
  souls are trapped forever in the scattered broken slivers of their 
  collapsing realm. The PCs find themselves lying on the trail with 
  the rest of the caravan, just beyond the crumbled bridge they 
  passed before the start of the adventure. The sky is clear and an 
  eagle soars off in the far distance. The most notable reminders 
  of the dangers the PCs faced are three curious objects that ap-
  pear in the PCs’ possession. These are unstable dream remnants 
  which dissolve back into dream-stuff after being used up, or in 
  a matter of months in any case, making them useful during the 
  PCs’ trek across the arctic circle but not beyond that.
  The first object is an ivory drinking horn, which if filled 
  with mead, summons the ghostly remains of Jarl Gathric and 
  four of his thanes to serve the horn’s bearer one last time. This 
  effect is similar to that of a horn of Valhalla (iron), except that 
  the summoned barbarians have the incorporeal condition and 
  wield +1 ghost touch weapons. The second is an ice-like crystal 
  that functions as a cube of frost resistance, but only absorbs 100 
  points of cold damage in total before shattering. The last is a 
  translucent piece of blank rice-paper. A character who inscribes 
  their own name on this paper and then burns it, gains the ef-
  fects of an overland flight spell (CL 9th) but also appears to age 
  dramatically, taking a −2 penalty to Strength, Dexterity, and 
  Constitution for the duration of the spell. The penalties and the 
  elderly appearance end when the spell does, and any effect that 
  removes or suppresses these penalties also dispels or suppresses 
  the overland flight.
  Caravan NPCs are grateful to the PCs for saving them from 
  the coven’s witchcraft; this may improve the PCs’ relationship 
  scores with them. The PCs have truly defeated the Baleful 
  Coven and can continue on the next stage of their epic journey. 
  On the other side of the world in the Far East, however, the 
  leadership of the oni organization is well aware that another of 
  their agents has vanished, and Masami’s kin, the sinister Onishi 
  witchclan, stir themselves to avenge their fallen sister. 
  Scaling the Adventure
  While the adventure is designed for four 6th level characters, it 
  can be scaled for 7th level characters (or if the PCs are finding 
  the adventure too easy), by doing the following:
  Warning Effigy: Give the wood golem the simple advanced 
  template.
  Feasting Hall: Assume the hall counts as having a permanent 
  divine fixture for the purposes of the desecrate spell, giving 
  the undead within an additional +1 profane bonus on attack 
  rolls, damage rolls, saving throws, as well as another +1 hit 
  point per HD. Increase the dusktaint poison to DC 16.
  Monstrosity at the Threshold: Give Jorunea another level of adept, 
  increase her Strength to 26, and decrease her Wisdom to 13.
  Snowflake Web: Add an additional harpspider.
  The Cairn Stones: Give the frost wights the simple advanced 
  template.
  The Frozen Mere: Give Uraba another level of winter witch.
  The Howling Pagoda: Give the inugami the simple advanced 
  template.
  Antechamber: Increase the melee touch attack bonuses of the 
  trap to +7.
  Sanctum Chamber: Give Masami another level of witch.
  To maintain the wealth by level ratio, it may also be necessary 
  to increase the amount of treasure found by roughly 5,500 
  gp. Most of this should be in the form of extra gear for the 
  coven members.
  22
  22
  JASON NELSON
  JASON NELSON
  UNDER FROZEN STARS
  UNDER FROZEN STARS
  
  New Monster
  Arctic Harpspider
   
  Seemingly composed of opaque crystals of ice, this giant 
  arachnid lurks by an icy spiderweb, softly brushing its 
  bristled legs against the frozen strands of webbing. Below 
  eight opalescent eyes, its large mandibles glisten with a 
  viscid cyanic ichor.
  Arctic Harpspider 
  CR 4
  XP 1,200
  N Large outsider (cold, native)
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 42 (5d10+15)
  Fort +4, Ref +6, Will +4
  Immune cold, poison
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (1d8+6 plus 1d6 cold and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hypnotic harmonics, poison
  STATISTICS
  Str 18, Dex 15, Con 16, Int 5, Wis 10, Cha 15
  Base Atk +5; CMB +10; CMD 23 (35 vs. trip)
  Feats Dodge, Mobility, Spring Attack
  Skills Climb +16, Perception +7, Perform (string) +10, Stealth +6
  SPECIAL ABILITIES
  Hypnotic Harmonics (Su) When a harpspider strums the 
  thin crystalized strands of its ice web, the tinkling melodious 
  resonance becomes a mesmerizing lure. Initiating hypnotic 
  harmonics is a standard action for a harpspider and maintaining 
  it each round requires a move action that does not provoke at-
  tacks of opportunity. The harpspider must remain within reach 
  of its web to maintain this ability. When a harpspider plays, 
  all creatures except harpspiders within a 300-foot spread must 
  succeed on a DC 14 Will save or become captivated. Creatures 
  that successfully save are not subject to the effects of hypnotic 
  harmonics from the same harpspider for 24 hours. Captivated 
  victims move toward the web using the most direct means 
  available. If the path leads them into a dangerous area, such as 
  through fire or off a cliff, those creatures receive a second saving 
  throw to end the effect before moving into peril. Mesmerized 
  creatures can take no actions other than to defend themselves. A 
  captivated victim within 10 feet of a harpspider’s resonating web 
  becomes dazed. This effect continues for as long as the harpspi-
  der plays and for 1 round afterward. An arctic harpspider’s webs 
  are easy to damage and destroy (hardness 0, hp 3) but doing so 
  while the webs are under the effect of hypnotic harmonics pro-
  duces a sonic backlash, the equivalent of a sound burst (DC 14) 
  centered on the damaged web. An arctic harpspider is affected 
  normally by this sonic backlash. Hypnotic harmonics is a sonic 
  mind-affecting charm effect that relies on audible components. 
  The save DC is Charisma-based.
  Poison (Ex) Bite—injury; Save Fort DC 15; Frequency 1/round 
  for 6 rounds; Effect 1d2 Dex plus 1d6 nonlethal damage and 
  fatigued; Cure 1 save. Similar to frostbite, the fatigued condition 
  caused by this hypothermic poison ends when the nonlethal 
  damage dealt by the poison is cured.
  The arctic harpspider is an otherworldly creature composed of 
  crystallized mineral-rich fluid. This bizarre other-dimensional 
  arachnid possesses a shrewd cunning and is an instinctive skirmish 
  predator. If its quarry resists its mesmerizing harmony, the spider 
  favors darting in to strike then swiftly ducking back out of reach. It 
  often waits until its poison disables a victim before closing in for the 
  kill. It gains nourishment from the vital bodily fluids of its victims 
  but can enter a state of frozen hibernation if prey is scarce. An arctic 
  harpspider weighs 450 pounds and its legs extend 8 feet from its 7 
  foot long body.
  ADVENTURE PATH PLUG-IN
  ADVENTURE PATH PLUG-IN
  LEGENDARY GAMES
  LEGENDARY GAMES
  23
  23
  
  Bios
  Jason Nelson, started professional RPG writing in 2002 with the Save My Game and Behind the Screen 
  gamemastering advice columns for Wizards of the Coast, then broadening into writing adventures for 
  Dungeon (“Practical Magic” and “Man Forever”) and several articles for Dragon. In 2008, he made 
  the final four in Paizo’s inaugural RPG Superstar competition, and since then has been a regular 
  contributor to Paizo’s adventure paths, including End of Eternity for Legacy of Fire, War of the 
  River 
  Kings 
  for 
  Kingmaker, 
  and 
  The 
  Hungry 
  Storm 
  for 
  Jade 
  Regent. 
  In 
  addition  
  to adventure writing, Jason has co-authored 10 Pathfinder Chronicles and Companion sourcebooks and has 
  written major sections of the Ennie-award winning Pathfinder Chronicles Campaign setting, Gamemastery 
  Guide, Advanced Player’s Guide, Bestiary 2, Ultimate Magic, and Ultimate Combat. A devoted Christian, husband,  
  and father, and a proud gamer since 1981, Jason loves to bring hardcore old-school stylings alongside inventive 
  new creations to his contributions to Paizo and is excited to be bringing the same high-concept, high-action, 
  high-adventure attitude to Legendary Games.
  Clark Peterson, founded Necromancer Games, Inc., and has the distinction of being the first person to make use of the 
  Open Game License and release content compatible with Third Edition with his free, ENnie-award winning adventure,  
  The Wizard’s Amulet. Clark produced a number of key third party products for Third Edition, from the famed 
  Creature Collection and Relics and Rituals with Sword and Sorcery Studios, to the indispensible Tome of Horrors 
  series. He wrote a large number of classic “First Edition Feel” adventures, from to The Tomb of Abysthor and Bard’s 
  Gate to Rappan Athuk, the world’s deadliest dungeon crawl. Clark has had the pleasure of working with Gary Gygax 
  on Necropolis, Flying Buffalo on The Wurst of Grimtooth’s Traps and the honor of bringing Judges Guild’s Wilderlands 
  of High Fantasy and City State of the Invincible Overlord to the Third Edition rules. An expert on the Open Game 
  License, Clark has been a tireless supporter of open gaming. Clark is also an outspoken advocate for the classic “old 
  school” heart of gaming. A friend and supporter of Paizo since its inception, Clark served as a judge for several 
  years on Paizo’s RPG Superstar competition. Legendary Games is Clark’s latest venture—an all-star team of authors 
  and designers assembled to bring you the best third party support for the Pathfinder Roleplaying Game. 
  Timothy K. Wickham, some college students go to Cancun for Spring Break, while others discover Role-Playing 
  Games. Tim... belongs to the second group. After finishing his education he moved to the Pacific Northwest for the 
  coffee and stayed for a career. When he’s not pushing the limits of the Print/Pixel divide he enjoys long walks with 
  his 90 pound “puppy” and culinary alchemy with his wife, Kate. At this very moment he is engrossed in the latest 
  Design Problem (ahm, ‘Challenge’) and is honored for the opportunity to give form to the fiction at your game table.
  Robert Lazzaretti started as an intern at Game Designers Workshop where he basically took on illustrating all 
  of the maps because no one else in the art department really enjoyed drawing them. After working on Dangerous 
  Journeys, Traveller, Twilight 2000 and Challenge Magazine for a couple of years, He was hired by TSR to join the 
  Cartography Department. Almost immediatly, he was put to the task of designing maps for the new Planescape 
  setting. Rob has created maps for almost every Role playing game world over the past 18 years.
  Jason Juta is a freelance illustrator working mainly in the fantasy and historical publishing fields. His notable clients 
  include Wizards of the Coast, Fantasy Flight Games, Paizo Publishing, Alderac Entertainment and Catalyst Game 
  Labs. He has worked on properties ranging from Star Wars, Dungeons and Dragons, and Shadowrun to Lord of the 
  Rings, Pathfinder, and Warhammer 40,000.
  Matt Goodall’s first published RPG works were the articles “Decanter of Endless Potions” and the “Mobius 
  Scrolls” in Dungeon Magazine. Born in Melbourne, Australia, he now lives there, working as an IT trainer. He 
  started gaming in 1980 and has recently come to realize that he is an old school gamer. Having won RPG Superstar 
  2010, he went on to write the Pathfinder Module Cult of the Ebon Destroyers as well as other numerous products for 
  Paizo, including Tempest Rising, Part 3 of the Skull and Shackles Adventure Path as well as the Pathfinder Society 
  Scenarios Wrath of the Accursed and Rise of the Goblin Guild.
  24
  24
  
  Legal
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License.  
  Open Game Content may only be Used under and in terms of the Open Game License.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this 
  Legendary Games product designated as Open Game Content is the statblocks of Jorunea, 
  Uraba, Ichielek, Masami, Inugami, and the Arctic Harpspider, and any and all rules content 
  (names of skills, etc., taken from the Pathfinder Reference Document)  as defined in the Open 
  Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction 
  and Credits page, as well all other parts of this product including all text not specifically 
  designated as Open Game Content is not Open Game Content. No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in 
  the Open Game License 1.0a, Seection 1(e), and are not Open Content: Legendary Games, the 
  Legendary Games Logo, Adventure Path Plug-In, The Baleful Coven, as well as all trademarks, 
  registered trademarks, proper names (including the names of each character, location, item or 
  monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and 
  trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements 
  that have previously been designated as Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work 
  to content owned by others is not a challenge to their ownership and is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  The Baleful Coven © 2012, Legendary Games; Author Matt Goodall. 
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James 
  Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Dragon Empires Primer © 2012, Paizo Publishing, LLC; Authors: Tim Hitchcock and Colin 
  McComb.
  Inner Sea Magic © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt 
  Goodall, Jason Nelson.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Lead Designer: Jason 
  Bulmahn; Designers: Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
  COMING SOON FROM LEGENDARY GAMES!
  Look for these other titles from Legendary Games, coming soon to the Paizo.com store! 
  Use the links on the front cover/home page to ﬁ nd out more, to discuss them on the Paizo 
  boards and to purchase them when available at paizo.com!
  IMPERIAL PREGENS
  A set of 8 rules-legal, fully ﬂ eshed out, ready to play pregenerated 1st level characters created 
  speciﬁ cally to shine in an imperial-themed Adventure Path campaign, using Pathﬁ nder Society 
  20-point-buy method (with notes for 15-point builds), includes advancement notes, roleplaying 
  tips and more! Useable by players as PCs, by GMs as NPCs or rival adventurers.
  ALSO FROM LEGENDARY GAMES!
  TREASURY OF THE MACABRE
  GOTHIC PREGENS
  THE MURMURING FOUNTAIN 
  THE FIDDLER’S LAMENT 
  TOMES OF ANCIENT KNOWLEDGE
  CONSTRUCT CODEX
  UNDER FROZEN STARS
  THE BALEFUL
  COVEN
  THE BALEFUL
  COVEN
  BY MATT GOODALL
  WITH THE LEGENDARY GAMES DESIGN TEAM
  BY MATT GOODALL
  WITH THE LEGENDARY GAMES DESIGN TEAM
  JR02
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Far East/The Baleful Coven.pdf