TEXT: ™
  
  A Pathfinder Adventure Anthology  
  for 1st–10th Levels
  By Tim and Eileen Connors, Michael Furlanetto, Jonathan McAnulty, 
  Ben McFarland, Richard Pett, Steven Robert, and Dan Voyce
  A Pathfinder Adventure Anthology  
  for 1st–10th Levels
  By Tim and Eileen Connors, Michael Furlanetto, Jonathan McAnulty, 
  Ben McFarland, Richard Pett, Steven Robert, and Dan Voyce
  
  2
  Tales of the Old Margreve
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  Tales of  the Old Margreve   
  Lead Designers—Tim & Eileen Connors
  Adventure Designers—Tim & Eileen Connors,  
  Michael Furlanetto, Jonathan McAnulty, Ben McFarland, 
  Richard Pett, Steven Robert, and Dan Voyce
  Creature Designers—Jesse Butler, Tim Connors, Adam Daigle, 
  Clare Jones, Jonathan McAnulty, Ben McFarland, Ed Pereira, 
  Robb Pratt, Steven Robert, James Thomas, and Dan Voyce
  New Spell Designers—Miguel Ángel Espinoza, Olivier 
  Miralles, Robb Pratt, Steven Robert, and Dan Voyce
  Proofreaders—Thomas Baumbach, Tim Connors, Mike 
  Furlanetto, Steven Robert, and Dan Voyce
  Short Story—Wade Rockett
  Editor—Scott Gable
  Technical Lead—John Ling
  Spells Lead—Dan Voyce
  Playtest Lead—Clare Jones
  Cover Artist—Richard Clark
  Interior Artists—Allison Theus and Marc Radle
  Cartography—Jonathan Roberts  
  Layout and Graphic Design—Crystal Frasier
  Patrons: Jason Alexander, Kristina Amaloo, James Arthurs, Michael Baker, Thomas Baumbach, Stefan Beate, Mark 
  Bibler, Ignacio Blasco, Robert Booth, Alain Bourgeois, Sean Bradley, Leslie Brown, Daniel Brumme, Benjamin Bullock, 
  Jonathan Burstein, Jesse Butler, Tom Carpenter, Charles Carrier, Matthew Cicci, Joe Cirillo, Bill Collins, Bradley Colver, 
  Ronald Corn, Elizabeth Courts, Patrick Curtin, Matthew C. Cutter, Adam Daigle, Sam Daish, Mark Daymude, Michael 
  Dean, Alexander Delp, David DeRocha, Richard Driscoll, Andrew Eakett, Nikolaus Ehm, Patrick Enders, Miguel Angel 
  Espinoza, Jarrod Farquhar-Nicol, Spencer Farrow, Ben Ferguson, Michael Furlanetto, Scott Gable, Andrew Garbade, 
  Mark Gedak, Thilo Graf, Alex Greenshields, Jim Groves, Patrick Halverson, Günther Hamprecht, Geraint Harries, Lyle 
  Hayhurst, Bryan Hilburn, Lutz Hofmann, Ronald Hopkins, Keil Hubert, Phillip Ives, John Jacobs, Laurent Jeanmeure, 
  Christian Johnson, Clare Jones, Jay Joyner, Philip Kendall, Mike Kimmel, Jason Kramer, Skjalg Kreutzer, C Krumins, 
  David Lai, Michael Landis, Michael Lane, Troy Larson, DeWitt Latimer, Adam Leckie, John Leonas, Matthew Lilly, John 
  Ling, Michael Machado, Clay Mahaffey, Emiliano Marchetti, James Martinez, Jonathan McAnulty, Ben McFarland, Francois 
  Michel, Steven Milner, Olivier Miralles, Paul Mollard, Jeff Moller, Sean Molley, Matthew Monteiro, Andrew Morris, Chris 
  Mortika, Paul Munson, Charles Myers, Andrew Nuxoll, Zachary O’Connor, Mats Ondin, John Overath, Jeffrey Oyler, 
  Krista Parker, Nick Pater, James Patterson, Edward Pereira, Daniel Petersen, Otto Pfefferkorn, Patrick Plouffe, Nigel Pope, 
  Charles Powell, Robbert Pratt, Callum Prior, Stefan Radermacher, John Randall, Frank Reding, Edward Reed, Colman 
  Reilly, Trent Revis, Kevin Reynolds, Chris Riedmueller, Steven Robert, Wade Rockett, Jan Rodewald, Karl Rodriguez, Franz 
  Georg Roesel, Eddy Schmidt, Benjamin Sennitt, Frank Signorino, Sean Silva-Miramon, Hugo Solis, Jason Sonia, Marzio 
  Spairani, Jeffrey Spencer, Heine Stick, Christina Stiles, Jared Strickland, Stefen Styrsky, Laura Teddiman, Constantin Terton, 
  James Thomas, Keith Unger, Giorgio Vergani, Peter von Bleichert, Oliver von Spreckelsen, Dan Voyce, Jani Waara, Michael 
  Waite, Sean Walters, Steve Wark, Justin Webb, Oliver Weigel, Michael Welham, Joseph Wells, Donald Wheeler, Matt 
  Widmann, Andrew Wild, Christian Wilson, Paul Woods, Nathan Wormer, Craig Youn
  Publisher—Wolfgang Baur
  Tales of the Old Margreve
  © 2010 Open Design LLC
  Edited by Scott Gable
  Cover art by Richard Clark
  All Rights Reserved. Reproduction of this book in any manner without express
  permission from the publisher is prohibited.
  OPEN DESIGN LLC
  P.O. Box 2811
  Kirkland, WA 98083
  WWW.KOBOLDQUARTERLY.COM
  Open Design, Midgard, Zobeck, and the Open Design and Midgard logos are trademarks of Open Design LLC.
  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 spells in the “New Margreve Spells” section and the monster statistics in the Bestiary section are open content. All other material -- including 
  descriptions, proper names, characters, story elements, designer’s notes, geographical and setting material, flavor text, and society information -- is 
  product identity.
  
  3
  Old Margreve Gazetteer 
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  Fiction .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 4
  Old Margreve Gazetteer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  The Old Margreve.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Margreve Sites, Inhabitants, and Adventure Hooks .  .  .  .  .  .  .  11
  Magic in the Margreve  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  New Margreve SpellS                                            22
  New Margreve INcaNtatIoNS                                    23
  Margreve Bestiary   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  ala                                                                24
  chIld of the BrIar                                               25
  deer ceNtaur (alSeId)                                           26
  greeN huSSar                                                    27
  leShy                                                             28
  MylINg                                                            29
  ruSalka                                                           30
  Sap deMoN                                                        31
  Suturefly                                                         32
  vIla                                                               33
  ZMey                                                              34
  ZMey headlINg                                                   35
  Hollow   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 36
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  36
  Levoça: A Troubled Village . . . . . . . . . . . . . . . . . . . 36
  Before Today . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Day 1: The Wolves  . . . . . . . . . . . . . . . . . . . . . . . 40
  Day 2: The Hollow Man Comes Knocking .  .  .  .  .  .  .  .  .  .  .  41
  Day 3 & Beyond.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  43
  The Singing Tree  . . . . . . . . . . . . . . . . . . . . . . . . 43
  The Honey Queen  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 45
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  45
  Adventure Hook.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  45
  Introduction .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  45
  Part 1: In the Forest .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  46
  Part 2: Among the Effildawnan . . . . . . . . . . . . . . . . . 47
  Part 3: In the Honey Cave  . . . . . . . . . . . . . . . . . . . 48
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 53
  Challenge of  the Fang .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  54
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 54
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  54
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 54
  Part 1: Once Upon a Time in the Fog.  .  .  .  .  .  .  .  .  .  .  .  .  .  54
  Part 2: The Paths of Gamayun  . . . . . . . . . . . . . . . . . 57
  Part 3: The Belly of the Beast  . . . . . . . . . . . . . . . . . 60
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 62
  The Griffon Hatchling Heist  .   .   .   .   .   .   .   .   .   .   .   .  63
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 63
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  63
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 63
  Introduction .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  63
  Part 1: To the Tower.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  64
  Part 2: Stealthily through the Still tower.  .  .  .  .  .  .  .  .  .  .  .  .  65
  Part 3: Hatchlings!  . . . . . . . . . . . . . . . . . . . . . . . 70
  Part 4: Escape from the Still Tower .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  71
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 71
  Gall of  the Spider Crone  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 72
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  72
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 72
  Part 1: The Pregnant Woman Upstairs . . . . . . . . . . . . . 72
  Part 2: Into the Woods  . . . . . . . . . . . . . . . . . . . . . 75
  Part 3: Mavra’s House . . . . . . . . . . . . . . . . . . . . . . 78
  Part 4: Back at the Inn.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  80
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 82
  Blood and Thorns .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  83
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 83
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  83
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 83
  Introduction .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  83
  Part 1: The Handfasting .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  84
  Part 2: A Thorny Problem  . . . . . . . . . . . . . . . . . . . 84
  Part 3: Kingdom of the Briar . . . . . . . . . . . . . . . . . . 88
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 93
  Grandmother’s Fire .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  94
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 94
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  94
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 94
  Part 1: Proper Hunted.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  94
  Part 2: Into the Bush . . . . . . . . . . . . . . . . . . . . . . 97
  Part 3: The Heart of the Matter.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  99
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 101
  The Lustful Dragon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 102
  Adventure Background . . . . . . . . . . . . . . . . . . . . . 102
  Adventure Summary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 102
  Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . 102
  Introduction .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 102
  Part 1: A Troubled Village  . . . . . . . . . . . . . . . . . . . 102
  Part 2: Hidden Agendas .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 103
  Part 3: Into the Heart . . . . . . . . . . . . . . . . . . . . . . 106
  Part 4: The Zmeytrap . . . . . . . . . . . . . . . . . . . . . . 108
  Concluding the Adventure  . . . . . . . . . . . . . . . . . . . 110
  Table of ConTenTs
  Table of ConTenTs
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  rcelaS the Bard’S Note: The lands in and 
  around the Old Margreve Forest are alive with 
  tales both light and dark. One scarcely begins 
  a conversation with a Margrevian when they will say, 
  “This reminds me of a story that my grandmother 
  once told…” And then you are on a journey through 
  a landscape peopled by mighty warriors, tragic lovers, 
  unspeakable horrors, and a seemingly endless array of 
  fools who offended the forest and met terrible ends. 
  When the cooking-fires are burning low or when 
  beer is set before them, the woodcutters of the Old 
  Margreve tell tales of the greatest of their number: 
  Mikhail the Woodcutter, also known as Mikhail of the 
  Margreve or Mikhail of the Forest. A mighty figure 
  who could fell 100 trees with a sweep of his axe, 
  Mikhail went mad when his family was taken from 
  him and carved the Great Northern Road out of the 
  forest in his desperate and doomed attempt to find 
  them. His fate is not clear: some say his quest took 
  him into the Heart of the Forest, where he lives still. 
  Others say his body lies in a secret tomb somewhere 
  along the road, along with his magic axe. 
  One day when Mikhail the Woodcutter was coming 
  home after a hard day’s work in the forest, he heard 
  the sound of merry-making deep in the woods and 
  smelled the fine smell of meat on the spit. As I said, 
  it was the end of the day, and Mikhail had a powerful 
  hunger and thirst on him. His stomach growled like a 
  dragon, and his mouth watered as he thought of the 
  good food that lay beyond the trees. “I will go see who 
  it is,” he said to himself, “and maybe they will share 
  their meat and drink in exchange for a good tale or 
  service.” And so he went.
  Soon he came to a clearing, and what did he find 
  but the Moonlit King and his court resting after a 
  day’s hunting in the Old Margreve. The king and 
  his courtiers lay on silken pillows beneath a canopy 
  of midnight blue and drank fine wine from silver 
  goblets, while deer and boar roasted over magical 
  fires on spits turned by the king’s slaves.
  As Mikhail stood wondering what he ought to 
  do (for he knew tales of poor mortals who crossed 
  How Mikhail Gave the Moonlit King 
  His First Taste of Good Forest Beer
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  the Moonlit King’s path and regretted it), the king’s 
  courtiers saw him. “This human has stumbled on us 
  unawares,” they said to each other. “Let us call him 
  over, and we will have some sport with him.” And so 
  they did. Mikhail went when they called, but he said to 
  himself, “I will keep my wits about me.”
  When Mikhail stood before the king and his 
  courtiers, the courtiers laughed at his simple clothes 
  and the dirt on his hands and the mud on his boots. 
  They said to him, “Come, man, and rest your weary 
  body on one of our fine pillows.”
  But Mikhail said, “Ah, generous lords! I cannot rest 
  upon your fine pillows, for as you see, I am covered in 
  filth and would spoil them.”
  The courtiers laughed and said, “You are wise to 
  refuse, for if you had rested on one of our pillows 
  you would have fallen into a deep sleep and never 
  awoken.” (The Moonlit King said nothing because he 
  was a king and Mikhail was only a woodcutter.)
  Then the courtiers offered Mikhail a plate saying, 
  “Come, man, and sate your hunger with our fine 
  food.”
  But Mikhail said, “Ah, most excellent of lords! I 
  cannot accept your kind offer, for you see, as a poor 
  woodcutter, I live on naught but stale bread and ill-
  cooked mutton, and your food would be much too 
  fine for me.”
  The courtiers laughed and said, “You are wise to 
  refuse, for if you had tasted our food you would have 
  become our slave, and we would have carried you back 
  to Shadow to serve us for 100 years.” (The Moonlit King 
  said nothing, because he was a king and Mikhail was only 
  a woodcutter.)
  Then the courtiers offered Mikhail a silver goblet 
  brimming with wine saying, “Come, man, and slake 
  your thirst with our fine wine.” And full of mischief 
  they said, “But perhaps you will tell us that you have 
  no stomach for strong drink.”
  This, Mikhail could not abide. He took the goblet 
  offered him, drank it to the dregs, and gave it back 
  
  In the hour before daybreak, the king called for an 
  end to their revels. Before the king and his company 
  returned to Shadow, he said to Mikhail, “With my own 
  hand I give you this axe. It is called Woman’s Scorn, 
  for there is nothing so sharp in all the world. With 
  it, you can cleave anything that stands before you, 
  whether ‘tis wood, flesh or stone, as if you cleft the 
  air.” Then he blew his hunting-horn, and he and his 
  courtiers and their horses, slaves, and servants, were 
  gone.
  That is how Mikhail the Woodcutter gave the Moonlit 
  King his first taste of good forest beer. And once a year 
  since that day, when the Moonlit King comes a-hunting 
  in the Old Margreve, he always stops at the inn where 
  they serve the best beer, and drinks his fill of that fine 
  brew. 
  And that inn is my inn, and devils take the man who 
  calls me a liar!
  —Wade Rockett
  to the courtiers. In a voice all innocence he said to 
  them, “Ah, greatest of lords! Thank you for that most 
  refreshing drink. Truth, it is as mild as the milk given 
  by my village’s best goat.”
  The courtiers were astonished at this and called for 
  stronger wine. When Mikhail drank it he said, “Ah! 
  This reminds me of water dipped from the clear 
  brook next to my house.”
  The courtiers were again astonished and called for the 
  strongest wine they had. When Mikhail drank it he said, 
  “Ah! My lords, this draught reminds me of when, as a 
  boy, I would beg my parents for a taste of strong drink, 
  and they gave me fruit-juice saying, ‘This is strong 
  wine.’”
  At this the Moonlit King could not remain silent. 
  “Sir!” he said. “You have drunk three goblets full of 
  our strongest wine and call it milk, water, and fruit-
  juice. How can this be? ”
  Mikhail said to him, “Oh king, I am born of the 
  Old Margreve, where men drink good, strong forest 
  beer. It nourishes us when we are weaned from our 
  mothers’ breasts, and it is the last thing to pass our lips 
  before we close our eyes for the final sleep. For taste 
  and potency, I tell you that it surpasses all other drinks 
  in the world.”
  The king said, “Let us taste this good forest beer, and 
  if it is not as you say, we shall drag you into Shadow 
  where our hunting-dogs will bite and tear your flesh for 
  all eternity, yet you shall not die.”
  The king bade his servant to fetch some good forest 
  beer. This he did at once, returning in the blink of an eye 
  with seven great kegs. He tapped the first of these, and 
  soon, the king and his courtiers and Mikhail all held great 
  tankards of good forest beer. When the brew passed 
  their lips, the king and his courtiers looked at each other 
  in amazement and said, “We have drunk at the hearths 
  and tables of thousands of worlds, from the abodes of 
  the gods to the devils’ own inn; and we have never tasted 
  ought as fine as the beer of the Old Margreve!”
  And so the king and his courtiers and Mikhail made 
  merry throughout the night, singing and joking and 
  dicing and dancing, and when the seven kegs were empty, 
  they cried for seven more. So lively were they that no 
  creature of the forest got a wink of sleep that night. 
  Even Baba Yaga at last put her head out of her hut and 
  shouted for peace.
  
  6
  Tales of the Old Margreve
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  nce upon a time, we feared the deep dark forest. Back in 
  those early gaming days, the woods bristled with unknown 
  creatures, fantastic new perils, and unfamiliar magic. 
  Mysterious lights haunted the hollows. The shadows of unnamed 
  creatures fell upon us. And nobody knew the singular weakness of the 
  strange figures that stepped from the oaks. Back then, the forest was 
  a scary, wild place. A dark frontier hiding darker secrets. A dungeon 
  without walls. For us, it was a wonderful time of innocence and 
  discovery and adventure. A time to kiss the ring of ignorance for the 
  novelty it bestowed.
  But then, something terrible and inevitable happened. One by 
  one, we learned all of the creatures’ names, cataloged the Achilles’ 
  heel of every foe, prepared the most effective spells and protections, 
  and armed ourselves with cold iron and silver arrows. We strode into 
  the woods, confident in our tried-and-true strategies and assured by 
  a CR system that promised nothing more than we could handle. A 
  few days later, we emerged with a few scratches and yet another ring 
  of  protection. The novelty and the risks were fading… and so was the 
  thrill, lost somewhere in an overgrown lot of metagame knowledge, 
  bluster, and expectation.
  Tales of  the Old Margreve rekindles our excitement in the forest. This 
  gazetteer and adventure anthology revisits and reinvigorates the deep 
  dark woods, breathing a new sense of wonder into the most classic 
  fantasy environment of all. We and the patrons who helped design this 
  book hope it has the same effect on your players.
  In Tales of  the Old Margreve, your heroes trek past crumbled griffon 
  towers, over stiles and shepherds’ fields, to where the lonely road 
  vanishes under the dark canopy of the Old Margreve Forest. Deep in 
  its misty hollows, new creatures and strange superstitions inspired by 
  Eastern European folklore come to life in all of their Old World glory. 
  Here, the rusalka’s song rises over the crackle of a midnight fire. Here, 
  those who ignore the Old Ways are never seen again. 
  Under the boughs of the Margreve, your heroes face the wiles and 
  claws of Old World creatures, ply the power of folk magic, and earn a 
  place in fireside tales. The rewards are new… and so are the risks.
  Welcome to our campsite at the edge of the Old Margreve. Beyond 
  our fire lies a great wall of trees and, beyond that, a vast unexplored 
  wilderness the size of Ireland. Heft your pack, light your torch, and 
  muster your courage. It is time to head inside.
  —Tim & Eileen Connors
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  Margreve attitude
  The Margreve’s starting attitude is indifferent toward those 
  born in the Margreve and unfriendly otherwise. It is easier to 
  fall from the Margreve’s good graces than to rise in them.
   The following are examples of conditions that lower the 
  Margreve’s attitude toward you by one notch. The Margreve 
  never forgets these conditions. If a condition is met more than 
  once, its effect does not stack.
  You have instigated a forest fire in the Margreve.
  • 
  You have a living or dead blood relative toward whom the 
  • 
  Margreve has a worse attitude.
  The following are examples of conditions that raise the 
  Margreve’s attitude one notch. The Margreve’s attitude never 
  rises above friendly. If the condition changes, you lose the 
  corresponding attitude rise.
  You are actively pursuing the druid class.
  • 
  You feed the Margreve with spell energy daily (see 
  • 
  feed the 
  forest in the Magic in the Margreve section).
  You are of the animal, fey, or plant type.
  • 
  7
  Old Margreve Gazetteer 
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  
  The Old Margreve
  The hills rise wild, and there are valleys with deep woods that no axe has ever 
  cut. There are dark, narrow glens where the trees slope fantastically, and where 
  thin brooklets trickle without ever having caught the glint of  sunlight.
    
  …The old folk have gone away, and foreigners do not like to live 
  there… The place is not good for imagination, and does not bring restful 
  dreams at night.” 
  —H.P. Lovecraft, “The Colour Out of Space”
  The Old Margreve Forest is an ancient place, already old when most 
  of the gods were young. In time immemorial, it cradled the great 
  spirits of nature, and its loam felt the footfalls of the old ones. As 
  millennia passed, its roots swallowed rivers, its canopy stole the sun 
  from vast tracts of land, and its groves crested mountains that have 
  since weathered to hills.
  In all that time, the Margreve has changed little. Time seems to 
  transpire around it, lapping at its edges like the sea around an island. 
  Though kingdoms rise and fall beyond its borders, the Margreve remains 
  a world apart—a place where memories and old magic linger in the rings 
  of trees and where new ideas never quite take root.
  Mood and Mystery
  Very little is known about the Margreve’s interior. There is 
  simply something wrong with the place, something that unsettles 
  the nerves, plays upon fears, and discourages exploration. Too 
  many stories of  danger exit the wood and too many travelers do 
  not. The few pathfinders who dare the Margreve’s deep trails 
  return with strange scars, stranger stories, and too few prizes to 
  warrant either.
  From the outside, the Margreve looks like any Old World forest. 
  In some places, dark, tangled, and foreboding. In other places, sun 
  dappled and open, like an evergreen palace of towering tree pillars, 
  ivy carpet, and wind-rustled canopy. But there is something more to 
  it. Something hiding behind the wind and the leaves and the trees. 
  Something living and vigilant. A presence that none who stand dwarfed 
  amongst the trees can deny.
  The Margreve is a numinous place. It evokes feelings that sages 
  deconstruct into three terms. Mysterium tremendum unsettles the 
  nerves of interlopers, evoking fear and trembling, especially in first 
  time visitors. Mysterium fascinans conjures awe and intimidation as the 
  interloper delves deeper. And nearest the Heart of the Forest, mysterium 
  deus evokes an unsettling feeling of being in proximity to a supernatural 
  or divine “other.” 
  Most describe this faceless “other” as a dark, sinister presence, 
  but perhaps, they are simply not in touch with the natural order 
  of  this ancient place. Deep-woods druids cast the Margreve in a 
  brighter, if  not wilder, light, describing the supernatural presence 
  as beautiful, terrible, and bestial. They talk of  “Margreve” as if  it 
  were a living creature with a personality and will of  its own. Men 
  of  the cloth reject the idea that the forest is alive but acknowledge 
  that some Great Presence lives therein. Worshippers of  Porevit and 
  Yarila claim to hear the whispers of  a withdrawn aspect of  their 
  Green Gods. Others sense older gods, inimical to man and dwarf, 
  brooding in the forest’s vastness and waiting for the age of  man to 
  pass. Perhaps they are all right. Even Baba Yaga confesses, “The 
  Margreve came before such recent inventions as gods and spells 
  and names and language.”
  the Life of the Margreve 
  The Margreve is 3/4 location and 1/4 magical beast. Its personality, 
  will, and mindset are ancient, bordering on alien. It enjoys perceptions 
  and powers beyond understanding—and often beyond the notice—of 
  those who dare to enter its bounds. It nourishes itself. It defends itself. 
  And it remembers those who have challenged it in the past. It is in 
  many ways like any other creature, with the notable exception that it is 
  the size of a country.
  The Margreve employs subtle but effective tactics to expel or kill 
  interlopers. To a virtually timeless forest like the Margreve, these 
  actions occur with rapid response times. To a target creature with a 
  lifespan of only 1 or 2 centuries, however, the Margreve’s actions seem 
  patient and calculating. 
  SenSeS: The Margreve feels. Keenly. It enjoys forest-wide 
  tremorsense, keen enough to pinpoint the location of any creature 
  and identify it by species. Some say the forest recognizes individuals by 
  their unique footfalls, but this rumor is inaccurate; it spawns from the 
  accurate observation that deep woods inhabitants sometimes “step” 
  like other creatures to disguise their species from the ever vigilant trees. 
  Inhabitants worry that the forest “feels” their voices, so secrets are 
  often spoken in whispers while rapping loudly on a tree.
  The Margreve can indeed recognize individuals: not by their 
  footfalls but by the blood they spill. The first time an individual 
  bleeds upon the forest floor, the Margreve knows him or her. It 
  tracks individuals with tremorsense and catalogues their acts under 
  the signature of blood until they leave the forest. When an individual 
  re-enters and bleeds again, the forest “remembers” the blood and 
  connects current activity to the catalogues of the past. 
  Often the Margreve connects newcomers to blood-relatives who 
  spilled their blood in the past, perhaps many generations or even 
  centuries before if the bloodline runs pure. Newcomers whose 
  ancestors held strong positive relationships with the forest may feel 
  welcomed by the woods, if only in some small, mysterious way. Those 
  whose ancestors performed dark deeds in the Margreve’s borders feel 
  a great threatening presence all around them. In many ways, the rumor 
  that the Margreve punishes men for the sins of their fathers is correct.
  
  8
  Tales of the Old Margreve
  
  
  The Margreve’s recognition of creatures by their blood may be why 
  so many thorns grow along its outskirts. And it may be one reason why 
  the Margreve abhors bloodless constructs and exsanguinated undead.
  MeMory: What the Margreve consumes, it remembers. In addition 
  to recognizing and remembering creatures by the blood they spill, the 
  Margreve absorbs many of the memories and much of the knowledge 
  of those who expire beneath its canopy. To something as old and alien 
  as the Margreve, this knowledge is rarely valuable on an individual 
  level, but it helps to classify the attitude and refine the archetype of the 
  individual’s species.
  Some say that the Margreve is ravenous for blood and knowledge. 
  Dig up a creature newly buried in its soil, and become a believer. 
  Roots thick and thin snake through every vein in its body. Someone 
  just 2 days in the ground must be chopped from the very trees in 
  order to be removed.
  attitude: The forest dreams of ancient times, of the behaviors 
  of long-dead creatures and pre-civilized forest dwellers, just as people 
  dream of idealized crops, forests, or orchards. What the fledgling races 
  of men and elves call progress, the Margreve considers pale shadows, 
  intolerable deviations into the madness of civilization, and corruptions 
  of the green and ancient state of life. As a consequence, the Margreve 
  considers correct those behaviors of old, and incorrect behaviors must 
  be pruned like limb and blossom. 
  Interlopers who exhibit incorrect behavior take their lives in their 
  hands when they step into the woods. Like any NPC, the Margreve has 
  an attitude toward each inhabitant and interloper based on the forest’s 
  memories of their actions and their adherence to the Old Ways. 
  Newcomers to the Margreve inherit the attitude of their closest blood-
  relative, perhaps a distant forebear, who bled on the forest floor.
  MoveMent: Like all intelligent creatures, the Margreve has learned 
  that the element of surprise provides a great tactical advantage. The forest 
  tends to act when creatures are not looking. Since the forest cannot see, it 
  uses its keen tremorsense to determine when target creatures are still and 
  their heartbeats slow. This typically occurs when creatures are sleeping, but 
  it is not uncommon for a relaxed (or drunken) person on watch to hear or 
  notice movement while sitting quietly at a campfire.
  The Margreve may move paths, add forks, or redirect game trails at 
  will. Explorers who wake in the Margreve may feel disoriented, as if 
  their camp rotated during the night. Trails that should lead deeper, now 
  lead home. Landmarks cannot be trusted. A compass is the explorer’s 
  only friend. The best advice comes from a handful of successful 
  trappers and furriers. “Don’t make any appointments,” 
  they say, “A path may take 3 days or it may take 
  a fortnight. It just depends.” Superstitious 
  parties pass by large ancient trees on the 
  same side, lest they risk separation.
  Folk say that night comes early to the 
  Margreve. This is true not only because of 
  the forest’s canopy but because the Margreve can thicken 
  (or thin) it at will. During the day, the Margreve filters 
  the sun’s rays, blocking most before they reach the forest 
  floor and creating an acre of dim light centered on targets 
  whose species suffer in such conditions. Vampires 
  and undead travelers experience the opposite effect, 
  as the canopy opens above them and subjects them 
  to the full glare of the sun. During the night, the 
  Margreve typically hides the moon and stars, making 
  navigation by celestial bodies impossible and the prospect 
  of getting lost dangerously likely. The exception is for lycanthropes, 
  whose wildness the Margreve favors and for whom the Margreve never 
  withholds the moon.
  One of the Margreve’s most insidious defenses is to starve 
  interlopers. It moves its roots to redirect streams underground and 
  withhold fresh water. It shakes its branches to spook game and 
  withhold fresh food. An old Margreve saying, “Deer and rabbits dance 
  around the starving man,” has been depicted in wood whittled by 
  emaciated men and found near their bones.
  voice: In addition to the challenges of disorientation and starvation, 
  an interloper must come to grips with the forest’s haunting sounds 
  and voices. The Margreve possesses the power to listen to vibrations 
  and repeat them anywhere within its borders. It does not understand 
  languages or the meaning of sounds to those who hear them, but it 
  often experiments with the repetition of sounds, and it has catalogued 
  the reactions species have to them. The Margreve may repeat the roar 
  of a mountain lion or the wail of a banshee to scare interlopers into 
  perilous terrain or the domain of a territorial creature. The forest cannot 
  reproduce convincing sounds from memory, so it replays them live. 
  In the Heart of the Forest, the Margreve squeezes the “Briarbound 
  Maiden” whenever it needs to throw her sympathetic screams as a lure. 
  And it has learned that whispered conversations or the branch-whipping 
  sounds of a storm 400 miles away have a disconcerting effect on 
  creatures standing alone amidst still branches. 
  These strange, disconnected sounds have prompted many rumors 
  amongst neighboring folk. Some falsely believe that the Margreve has 
  the power to teleport creatures within its borders. They say this explains 
  why dreadful creatures can be anywhere (can’t you hear one now?!) and 
  why people get lost inside. Most folk simply believe that the Margreve 
  is haunted. It is, but forest crones know that these carried echoes are 
  not true evidence. In fact, some listen to the leaves to gather imprecise 
  information about distant areas of the woods. Baba Yaga and her sisters 
  have even mastered a type of clairaudience by stepping into trees or 
  burying themselves next to roots that vibrate with carried sounds.
  The Margreve also mutters to itself in a language of rustling leaves 
  and clattering twigs. Commune with nature or comprehend languages can tap 
  into one of a hundred, alien, forest “conversations” with itself. Few 
  have the patience to tune into a contextless fragment that may take the 
  Margreve a month to utter completely.
  the Power of the Margreve
  aura of ruSt: Iron and iron alloys rust quickly in the Margreve. Though 
  the effect does not destroy thick blades overnight, the sharpening 
  and replacement cost of rusted axes and saw mill blades make 
  large scale logging unprofitable. A dagger becomes 
  broken in 1 day and destroyed in 2; a light 
  metal-hafted weapon becomes broken in 5 
  days and destroyed in 10. Mending and make 
  whole effectively repair rusted objects. Non-
  casters arm themselves with bottles of deer 
  tallow, linseed oil, and other costly oils to 
  prevent rusting of weapons and armor.
  Ferrous creatures, including any with 
  exposed steel parts, take 3d6 rusting damage/
  week spent in the Margreve. 
  aura of WildneSS: A mild aura of 
  wildness permeates the Margreve. Bardic 
  tales counsel travelers to abandon or kill 
  
  charmed target understands the forest’s desire.
  Ghost Sound (Ex) At will; forestwide. As the spell, except 
  that the sound is real and not illusory. The sound may 
  include speech, and the sound must be a sound currently 
  being produced somewhere else in the forest.
  Reincarnate (Sp) 1/day/square mile. As the spell, except the 
  target must be a Margreve-born animal, and the new body may 
  either be newly formed as per the spell or a body of a whole 
  creature that is less than 1 hour deceased. If the target is non-
  intelligent, the Margreve may awaken it post reincarnation.
  Siphon Magic (Ex) Constant; forestwide. (See the Magic in 
  the Margreve section for details.)
  Warp Wood (Sp) At will; forestwide. As the spell, except the 
  target wood must be dead, and the ability includes rotting 
  wood and rejuvenating rotted wood.
  Memory
  The Margreve remembers individuals and catalogues their 
  deeds. It can connect individuals to the deeds of blood-
  relatives and millennia-old ancestors.
  Absorb Knowledge (Sp) Constant; forestwide. The 
  Margreve absorbs and remembers the knowledge 
  possessed by those who die on the forest floor. 
   Treat the Margreve’s knowledge of a particular fact as if 
  it had cast speak with dead on the corpse and the corpse 
  received the normal speak with dead Will save.
  Senses
  Using bloodsense and tremorsense, the Margreve tracks 
  individuals until they leave the forest. When an individual 
  returns, the Margreve must recognize it again by its blood. 
  Until then, the forest knows only its species.
  Bloodsense (Ex) Constant; forestwide. The Margreve can 
  identify individuals by their blood, when spilled.
  Tremorsense (Ex) Constant; forestwide. In addition to the 
  normal functions of tremorsense, the Margreve can also 
  identify an individual’s species.
  global Margreve PoWerS at a glance
  For the purposes of its spell-like abilities and effects, assume 
  the Margreve is a 20th-level caster with a 30 Charisma. 
  All related save DCs are Charisma-based (10 + spell level + 
  Charisma modifier).
  Manipulation
  Animate Objects (Sp) At will; forestwide. As the spell, 
  except the target must be a dead Margreve-born animal, 
  and the effect ends if the target leaves the forest.
  Animate Plants (Sp) At will; forestwide. As the spell, except 
  the target must be a Margreve-born plant and the effect 
  ends if the target leaves the forest. Typically used to redirect 
  or remove paths, add forks, thicken or thin canopy, move 
  branches, and channel or relocate water by moving roots.
  Aura of Rust (Ex) Constant; forestwide. Non-magical ferrous 
  metal objects take 1 damage/day; this ability ignores hardness. 
  Objects gain the broken condition once losing half their hp.
   Mending and make whole effectively repair rusted objects. 
  Bottles of deer tallow, linseed oil, and other special 
  oils prevent rusting. Each bottle costs 5 sp and holds 5 
  applications. Each application treats an item no bigger than 
  a weapon or shield for 1 day. Armor requires 2 applications.
   Ferrous creatures take 3d6 rusting damage/week.
  Aura of Wildness (Ex) Constant; forestwide. Domesticated 
  creatures must save 1/day or become untamed as the 
  snap the leash Margreve spell. Lycanthropes receive only 
  1 Constitution check/day to assume humanoid form. 
  Natural lycanthropes must roll as afflicted lycanthropes to 
  assume humanoid form. Individuals with the wild shape 
  class feature make a Constitution check as an afflicted 
  lycanthrope to change to humanoid form.
  Awaken (Sp) 1/day/square mile. As the spell, except the 
  target must be a Margreve-born plant or animal, and the 
  target serves the forest indefinitely.
  Charm Monster (Sp) At will; forestwide. As the spell, 
  except the target must be a Margreve-born plant or 
  animal—including familiars and vermin—and the 
  9
  Old Margreve Gazetteer 
  
  
  animal companions that grow aggressive under the Margreve’s canopy. 
  In one famous song, a ranger’s cat transforms into a smilodon and 
  spears him with its saber-teeth. In another, a snake transforms into a 
  chthonic creature with horned plates and gliding membranes. Though 
  exaggerated and romanticized, these songs communicate the core truth 
  that, in time, tamed beasts regress to feral states. And occasionally, 
  devolved creatures do emerge from the forest. 
  The Margreve’s aura of wildness also affects intelligent creatures. 
  Lycanthropes and individuals with the wild shape class feature must 
  struggle to assume humanoid form. Even natural lycanthropes must use 
  force of will to bend their shape to humanoid. 
  Some claim that eating of the Margreve’s bounty introduces 
  a mote of wildness to the soul. Though this rumor is ultimately 
  unsubstantiated, rare foods procured from the woods continue to sell 
  as aphrodisiacs in the city.
  aWaken and control: The Margreve’s ability to move trees, roots, 
  and branches is a very minor and temporary version of its full power 
  to awaken and control Margreve-born flora and fauna. No one knows 
  the limit of this power, but bards sing of a great Margreve expansion, 
  when “the lands east of the Cloudwalls fell to an army of treants to 
  rival the legions of angels.” In modern times, the Margreve has limited 
  itself to awakening animals, spawning green hussars, and creating 
  permanent protectors like treants and leshy. All serve the forest and 
  many act as pure extensions of the forest’s mysterious will. 
  Some creatures, however, the Margreve does not awaken but merely 
  controls for a time. Stories abound of biting ants invading bed rolls, 
  poisonous grubs spoiling food, and wasps swarming on weapon hafts.
  Mortal magic also pales before the Margreve’s power to awaken and 
  control. Familiars drawn from the Margreve serve the caster… when 
  the caster’s instructions do not contradict the forest’s will.
  The Margreve’s power to awaken and control animals, vermin, and 
  plants also transcends death. A dead animal, even one already cooked, 
  animates if the Margreve so chooses. Though rare, it has occurred 
  enough times to prompt forest dwellers to ritually bless their food. 
  They have a saying: “Thank the Margreve for your breakfast, for the 
  forest let you catch it. Thank the Margreve for your supper, lest it rise 
  up and flee.” 
  The Margreve can rejuvenate, warp, or rot dead wood in its borders. 
  Targeted wood need not have originated in the Margreve. Woes betide 
  the archer whose arrow shafts bend, the defender whose shield rots, 
  and the fighter who weapon haft blossoms with flower and thorn. 
  reincarnate: The Margreve’s power over death also allows it to 
  spontaneously reincarnate fauna, sometimes in the bodies of dead 
  humanoids. Disturbing stories of “the ferals” describe ordinary folk 
  
  10
  10
  Tales of the Old Margreve
  
  
  who wandered into the Margreve as people and reemerged with the 
  disposition of a rabid animal. In truth, these unfortunates perished in 
  the wood, and while their souls have passed on, their risen bodies now 
  host the awakened soul of a badger, owl, or wolf.
  SiPhoning Magic: Sun, rain, and soil provide the basics for any 
  forest to thrive. The Margreve takes more. It siphons magic from every 
  spell cast within its borders. This siphoning effect evidences itself 
  in small ways, depending on the spell. For example, when the 
  Margreve feeds upon a fraction of the magic 
  of a cure light wounds spell, the grass 
  around the wounded becomes lush 
  and vibrant. Such “spell marks” 
  last for days and, to those who have 
  learned to read them, reveal a great 
  deal about the nature and power of spells cast and 
  the events that may have transpired.
  The Margreve desires casters to cast more spells 
  so that it can siphon more spell energy. Ironically, 
  the siphoning encourages them to do so because that 
  first cure light wounds or ice storm was not as effective as usual, 
  and the caster may be obliged to repeat the casting or cast 
  something else.
  Once a spell is cast, the Margreve recognizes that the caster “has 
  food” and capitalizes on the opportunity to extract more spells to siphon. 
  By manipulating trails and carrying sounds, the Margreve may route 
  dangerous creatures toward spellcasters in the hopes that more siphonable 
  magic arises as the caster defends, attacks, and heals. 
  Ignorant members of Zobeck’s Arcane Collegium argue that the 
  Margreve hates spellcasters and clearly tries to kill them. In fact, the 
  Margreve has no interest in killing a spellcaster, as the act would 
  result in less siphoning. This is why the Margreve routes less powerful 
  creatures toward the caster first. It routes more powerful species only 
  when the lesser creatures prove utterly ineffective as spell prompters. 
  On the other hand, if a routed creature spills a great deal of a caster’s 
  blood, the Margreve frequently chases the predator away to prevent 
  the caster from dying. Near-dead wizards have staggered from the 
  Margreve with stories of bees covering their foes’ faces or tree 
  branches crushing the wild boar that nearly gored them to death. Some 
  have found profound meaning in such events and begun pursuing 
  druidic vocations.
  It is natural to imagine the Margreve routing challenging creatures 
  toward the PCs. But sometimes, the creatures it routes toward a 
  spellcaster are the PCs.
  The Margreve’s relatively few permanent inhabitants provide a base 
  amount of magic for the Margreve to feed upon. The magic is woven 
  into daily rituals, blessings, curses, sacrifices, and children’s rhymes. 
  These cantrip level spells hold little magic, but they are an integral part 
  of every inhabitant’s daily life, repeated at meals, before and after rest, 
  and during many common tasks. The magic is so slight and provided 
  so regularly that the Margreve does not send challenge creatures 
  against inhabitants in order to prompt more magic to siphon. In fact, 
  the forest protects inhabitants precisely because they feed it habitually. 
  The Margreve feeds upon their magic like a whale on krill.
  Baba Yaga suspects that the Margreve hides “batteries” of 
  siphoned spell energy somewhere in the Heart of the Wood. She 
  has yet to locate one. If one exists, it may hold devastating spell 
  potential, aggregate magic siphoned across a country-sized area over 
  a period of centuries.
  CustoMizing the Margreve exPerienCe
  The degree to which the Margreve uses its powers to intervene against 
  change, interlopers, and acts against the Old Ways depends on the 
  mood you want to elicit. A less aggressive Margreve tends to evoke a 
  more mysterious forest, filled with occasionally justified superstitions, 
  unexplained disappearances, strange creatures, ghost stories, and 
  aphoristic tales. Fear derives from 
  the unknown, and it is never 
  quite clear whether the 
  Margreve or its inhabitants 
  are responsible for the 
  effects that the PCs experience. 
  The Margreve reacts subtly and 
  sporadically. One cannot test cause and 
  effect. One cannot trust senses. Perhaps darkness 
  has fallen preternaturally early or perhaps it is just 
  later than one thinks. Perhaps the trail always bent 
  toward the deer centaur graveyard yesterday. Perhaps 
  not. With a less aggressive Margreve, the setting is one of 
  ominous foreboding, as much about mystery as about fear.
  Lower aggression could result from relatively slow responses 
  to stimuli. Or the incredibly vast forest might simply not always 
  address concerns as small as humanoid trespassers. With this option, 
  the powers of the Margreve are something like an immune system, 
  designed to deal with such trivial invaders without requiring conscious 
  will or much energy. This does not imply that the Margreve does not 
  have a consciousness but simply that the powers detailed above pale in 
  comparison with the true powers of the Margreve, should it ever deign 
  to turn its eye and attention to a grievous assault on its body.
  To elicit feelings of a major power at play, ratchet up the 
  Margreve’s aggressiveness. Outsiders are never welcome and rarely 
  tolerated. Hostile leshy patrol the borders, discourage encroachment 
  by untaming livestock in adjacent fields, and thwart casual 
  exploration by thickening underbrush with vines and brambles. The 
  forest responds to undeterred interlopers quickly and consistently. 
  Stepping into the Margreve demands the same care taken in a 
  dungeon. The forest moves from backdrop to active participant, 
  warping and rusting outsiders’ weapons at critical moments, routing 
  challenging creatures toward spellcasters frequently, and twisting 
  trails toward peril without fail. 
  Elevated aggression might be temporary or permanent. If 
  long lasting, inhabitants and outsiders can, through experience, 
  predict the Margreve’s reaction to their actions, and through trial 
  and error, learn a great deal about how the Margreve works. Fear 
  and mystery diminish as PCs begin thinking of  the Margreve 
  as a foe with predictable reactions. Predictions naturally spawn 
  clever tactics and spells to thwart those reactions. Obsidian blades 
  sidestep warping and rust. Levitating casters fool the forest’s 
  tremorsense, and spells catch their blood to hide their identity. 
  Until the Margreve turns its full attention and power against the 
  brash invaders, an appropriately equipped party, armed with spells 
  to deceive the Margreve, might enjoy as much success as one 
  which learns and observes the Old Ways.
  Whichever level of aggression you choose, factor in the Margreve’s 
  attitude toward each PC. This allows the PCs some control over their 
  environment, and through their actions, the opportunity to temper (or 
  inflame) the Margreve’s aggression toward each of them. 
  
  11
  11
  Old Margreve Gazetteer 
  
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  Margreve Sites, Inhabitants, 
  and Adventure Hooks
  reCent history
  For centuries, shadow fey ruled the Margreve. They allied with the human 
  of House Stross while that family ruled Zobeck. The Black Prince of the 
  Shadow Fey allowed the Stross nobles (and only the nobles) to hunt in the 
  forest and construct a castle in the Western Margreve. But 80 years ago, 
  that all changed when Zobeck’s Great Revolt brought death to House 
  Stross. The shadow fey and human alliance fizzled, and the castle, renamed 
  Shadowcrag, fell into disuse. The Margreve still retains a certain hushed 
  atmosphere of wild decay and noble privilege. But once again, it has 
  grown opaque to outsiders.
  geograPhy
  The Margreve is a sprawling, trackless forest of 32,000 square miles. 
  Mountains, hills, rivers, and swamps corral and snake through a vast 
  wilderness of old growth and dense underbrush. The River Argent forms 
  the Margreve’s winding southern border and separates the forest from 
  the Free City of Zobeck and the Ironcrag Cantons to Zobeck’s west. The 
  Dwarven Cantons and Grisal Marches lie to the Margreve’s west. In the 
  north, low mountains separate the Margreve from the undead kingdoms 
  of Morgau and Doresh. In ancient times, the Cloudwall Mountains 
  formed the Margreve’s eastern border, but the trees have since crested the 
  mountains’ spine and the southern Black Hills extension. A full 1/3 of the 
  forest (over 10,000 square miles) now lies east of the Cloudwalls, flowing 
  down toward the open steppe of centaur territory. 
  West of the Cloudwalls, the Great Northern Road divides the other 
  2/3 of the Margreve fairly evenly. This wagon-wide road travels north 
  from Zobeck to Castle Valach and is the only trail known to proceed from 
  one side of the Margreve to the other. Thousands of square miles of 
  dangerous and unexplored wilderness flank the road.
  the great northern road
  “Ol’ Mikhail, a family man, took the Old Margreve’s trees.
  So the Old Margreve took his family and brought him to his knees.
  Ol’ Mikhail, a vengeful man, embraced his ax and pain.
  As it had his heart, he vowed to cut the Margreve in twain.” 
  —The Legend of  the Great Northern Road
  The Great Northern Road stretches over 200 miles from Zobeck to 
  Castle Valach, on its way to the city of Bratislor in the north. Though 
  only a wagon-width wide in most places, the forest seems unable to 
  totally reclaim it. For reasons lost to time, the road remains a scar cut 
  down the Margreve’s face. High overhead, the branches of flanking 
  trees reach for each other, turning the road into a long tunnel with a 
  tall gothic arch. Some sun reaches the road’s travelers, but night falls 
  early even in high summer.
  Due to boggy, rocky, and overgrown stretches, travelers frequently 
  take a fortnight to traverse the road’s 200-mile length on foot. Riders 
  typically take 8–10 days if they pull no wagons. Coaching inns, spaced 
  1–3 days apart, offer travelers a respite from beasts and weather.
  Though snow and cold challenge winter travelers, the road’s condition 
  suffers most from meltwaters, spring rain, and mud. Coaching inns 
  are either closed or not prepared to cater to travelers during this time. 
  Merchants willing to risk the Great Northern Road before the annual 
  road opening festival in Zobeck can expect tough going, both in terms 
  of terrain and hungry creatures emerging from the deeper hollows.
  road travelerS and Security: The northern road is the only 
  passable route to the rich cities of the Red Queen and the undead 
  princes of Morgau and Doresh. As the second source of wealth for 
  the city of Zobeck—the first being the River Argent—the Great 
  Northern Road sees its share of travelers.
  Dwarf muleteers, Kariv gypsies, and Zobeck traders keep the path 
  from growing over. It falls to the traveler to clear trees that storms—
  some preternaturally harsh—throw across the road. Creeks to water men 
  and beasts abound, but superstitious travelers burden themselves with 
  water drawn from without. Boggy sections of the road take a cart or 
  two each year, and rocky sections cripple wheels, hooves, and ankles. It is 
  not an easy road, certainly, but there are no dwarven tolls or the risk of 
  centaur banditry on it either.
  Small caravans of Kariv trundle along the road more frequently than 
  any merchants dare. Four or five wagons, painted with wards and sigils, 
  bring a trickle of goods and what pass for luxuries. Somehow, more 
  wagons arrive in Zobeck than a traveler passes while heading in the 
  other direction. Some claim that the Kariv have entered a costly bargain 
  with the shadow fey, allowing the gypsies to travel a parallel shadow trail. 
  Others say Kariv witches make their most valuable wagons invisible to 
  conceal them from bandits. Either could be true for folk as canny and 
  ambitious as the Kariv. Their odd ways and suspected allies engender 
  distrust, and they frequently come to the attention of law enforcement.
  The Order of the Griffon Riders in the city of Zobeck takes 
  responsibility for security along the road. They often hire auxiliaries and 
  irregulars for clearing out nests of bandits. Merchant houses also pool 
  funds to buy additional security for the First Muletrain of the season.
  griffon toWerS and coaching innS: Many years ago, the House 
  Stross constructed 12 Griffon Towers to defend their fortunes. Eight 
  of them were spaced evenly along the Great Northern Road to guard 
  its full length. Four more were constructed in the woods to guard 
  hunting lodges, mines, or powerful wellsprings of magic. Most people 
  assume that the towers got their name from the griffon blazons carved 
  in their walls, but that is merely the mark of the Stross border guards.
  The towers themselves have a much closer connection to griffons, 
  as their stables, roosts, and shelters. House Stross built the towers 
  for its griffon riders, an elite company of couriers and shock cavalry. 
  The parsimonious council of the Free City has done away with that 
  tradition in recent years. 
  Now the Margreve griffons run wild. A top predator along 
  the forest road, they pose a constant threat to caravans and mule 
  trains. The griffons come in both black and speckled varieties, and 
  knowing the difference can prove critical. The black griffons are more 
  aggressive and very fond of horseflesh; some claim they are faerie 
  steeds. The speckled ones are shy, tamable, and may serve as animal 
  companions to suitable heroes.
  With the disbanding of the griffon riders, the abandoned Griffon 
  Towers fell into disrepair. In spring, feral griffons nested in them, and 
  in summer and fall, travelers took shelter behind their thick stone walls. 
  The Free City Council saw the opportunity to make coin and sold the 
  heavily reinforced strongholds to enterprising businessmen who turned 
  them into Coaching Inns. These combination hostels, stables, and 
  resupply centers double as trading forts for wagons meeting mid road.
  Though these Coaching Inns inherit stalwart defenses from their 
  Griffon Tower days, the Margreve remains a dangerous place to live 
  and work. The inns change hands frequently. At any given time, there 
  is a 10% chance that an inn that bustled with trade wagons last season 
  
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  now sits empty, has new “owners”, or is occupied by a nightmare 
  creature from the Old World.
  the ruined griffon toWer: Between Ol’ Mikhail’s Inn and the 
  Witch’s Teat Inn lies the burnt out ruins of an inn whose name no 
  one recalls and whose walls no one dares rebuild. It sits in a logistically 
  awkward spot for those who fear the sounds that escape it during the 
  night, for it rests midway between the other two inns, precisely where 
  travelers and their beasts of burden require rest.
  the eye of the foreSt coaching inn: This inn marks the 
  midpoint of the Great Northern Road and sees the most activity as 
  wagons meet from both directions to trade and share news. It is the only 
  inn to offer messenger pigeons, whose tiny papers often read, “Halfway 
  there, goods still safe.” Compared to the other Coaching Inns, the Eye of 
  the Forest is quite civilized. Defended by a full-time retinue of experienced 
  military men and managed by Zobeck natives, the inn seems out of place, 
  even mocking of the backward wilderness that surrounds it. Years ago, 
  the owner discovered a tangled clearing just off the road where the forest 
  had reclaimed a burned-down cottage. In the midst of the charred and 
  tumbled-down ruin, there stood a large brick oven. The oven now sits in 
  the Eye of the Forest’s common room. The owner keeps the oven’s cast 
  iron door slightly ajar, and many a traveling child has creaked it open with 
  curiosity. Inside lies a sweet reward and a blackened skeleton, the remains 
  of a human female, hunched and shrunken with age.
  the ShadoW SiSter inn: The Kariv tell a campfire tale that has 
  caused many travelers to press their tired horses past the Forest King 
  Inn at the road’s northern end. The inn’s half-gnoll owner claims 
  the racist Kariv invented the tale to sink his business, but the Kariv 
  swear the tale is true. “Step from the Forest King Inn at midnight,” 
  the gypsies say, “and squint your eyes at the moon-kissed mists of the 
  Eastern Margreve. Do you see the Shadow Sister Inn standing in the 
  trees? Do you see the mist pour from its chimney? Do you see the 
  shadow man squinting back at you?”
  forest features
  While travelling the Great Northern Road can be risky business, only 
  fools and heroes branch off into the wilderness. Besides the Margreve’s 
  negative attitude toward outsiders and besides the unnatural creatures 
  that lurk in the underbrush, natural hazards and tough terrain abound. 
  Crevices and bogs cradle skeletons of the hapless. Razor thorns slice 
  skin and leather. Rocky outcroppings hide dire bear and dire boar dens. 
  Carnivorous plants lie in wait, and poisonous pollens mist into the wild.
  Poor weather and limited visibility exacerbate the treacherousness. 
  
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  Rain triggers suffocating mudslides. Snow buries landmarks. Lightning 
  storms strike armor-clad travelers, and blizzards block passes, cripple 
  sight, and freeze limbs.
  Those who survive the Margreve’s dangers return with incredible 
  tales and bragging rights. They speak of Mountain Trees that grow 
  upon each other, merging acre-wide groves into a single tree of mythic 
  proportions and unbelievable heights. They speak of titanic caverns 
  where strange creatures have built cities between colossal roots that 
  dangle from the ceiling. And they speak of old places, alive with 
  ancient memories that whisper and plead.
  interloPerS and inhabitantS: The intolerable taint of 
  neighboring lands hems the Margreve in on all sides, occasionally 
  bleeding into the forest in the form of woodcutters, interlopers, and 
  villages. The Margreve slowly and silently swallows most. Lumberjacks 
  and traveling companions seem to wander off and disappear. Ghost 
  towns of palsied cottages lie abandoned and overgrown in the forest 
  fringes. Few survive to testify to the Margreve’s methods. Most 
  interlopers simply get lost and never return to civilization. Others 
  become servants of the wood, new creatures with loved-ones’ faces 
  standing at their relatives’ windows.
  Despite the dangers and intolerance of the Margreve, a few 
  scattered permanent settlements do exist. The mysterious peoples of 
  these backwater villages live within a complex tradition of symbiosis 
  with the forest. They respect the forest’s power, honor the covenants 
  of their forebears, and observe what people now call “The Old Ways.” 
  Few outsiders have ever seen such inhabitants, for they rarely leave 
  the woods. But gypsies and rangers carry disturbing stories back to 
  campfires and public houses. Children who hear such tales grow into 
  men who shudder at the sight of a lonely cottage amongst the trees.
  In over 30,000 square miles of forest, only four human villages are 
  known to exist. Most of their insular inhabitants live their lives without 
  ever venturing beyond the shade of the forest’s clinging boughs. One 
  or two elected individuals, commonly sinners and defilers of the Old 
  Ways, conduct the village’s infrequent business with outsiders as a life 
  sentence. It is a great honor to have no ancestor with this duty.
  These elected villagers emerge from the woods at coaching inns to 
  trade for salt and other rare commodities. They fear the outside world, 
  consider it tainted, and treat its people as contagious. Pineys, as they’re 
  called, rarely make eye contact, for they believe that doing so invites 
  disease. Some are chosen specifically because they are blind. Some are 
  blinded as part of the punishment that saddled them with the duty 
  to begin with. All wear protective trinkets and charms, produced by 
  a cottage industry of village crones. Superstition overflows into their 
  mannerisms as they appease guardian and nature spirits with habitual 
  gestures and facial expressions.
  Few outsiders have ever seen a piney in person, for the forest 
  folk come and go as quickly as possible, often in the middle 
  of  the night when fewer tainted civilized folk are about. Some 
  coaching inn owners describe pineys as “disturbing to view” with 
  oversized eyes and ears. They say that pineys stare at your heart 
  and never blink. They say that pineys’ large eyes and uncomfortable 
  mannerisms stem from living deep within the dark forest for 
  generations, or possibly from interbreeding with fey or darker 
  powers. Gypsies retell stories of  the discovery of  piney skeletons 
  with strangely twisted limbs that no human should have. Perhaps 
  they are just poor, inbred souls slowly degenerating in form and 
  function. Or perhaps something sinister does transpire in those 
  hidden villages.
  the oLd ways
  To outsiders, a piney’s life is a mysterious one, filled with strange 
  sayings, regimented rituals, and daily traditions that seem superstitious 
  and backward. If a person wants to live in the Margreve or even 
  wander it safely, he or she must learn how to feed the forest with 
  rhyme and ritual. Only this is not how the inhabitants know it. Their 
  rhymes and rituals are merely “the Old Ways,” passed down from 
  generation to generation. To Margrevians, the Old Ways have spiritual 
  connotations, habitually observed and rarely shared with outsiders. 
  PCs who endeavor to learn the Old Ways quickly find themselves 
  participating in the mood and traditions of the forest.
  Inhabitants uphold countless superstitions and traditions, 
  representative of the Old Ways. Many vary wildly from place to place, 
  but here are just a few with forestwide adherents:
  Margrevians open the eyes of their dead, lest the deceased 
  • 
  wander lost and angry through the wood, unable to find their way 
  to the afterlife.
  Sinners confess their transgressions by cutting themselves and 
  • 
  dripping their blood upon the thirsty forest floor. Evil men heal 
  themselves before a single drop falls.
  A bloodless man cannot pass to the afterlife. Consequently, the 
  • 
  dead are never buried, lest the roots exsanguinate them before the 
  souls can reach heaven. 
  One of the greatest punishments is to be buried—dead or alive. 
  • 
  Revenants of the buried haunt the Margreve. Every dawn, they 
  return to their graves, and the root wicker cage that was once 
  their circulatory system.
  Any man-made structure built without sacrificing blood to the 
  • 
  forest shakes itself down upon its owner.
  In a year’s time, treants grow from those dead who have 
  • 
  commended themselves to the forest with sap, seed, and ritual.
  There are places in the forest that give or take youth, but only the 
  • 
  unborn and the dead can find them.
  Margrevians extinguish torches before midnight. This is related to 
  • 
  a far older tradition: Margrevians do not permit white moths to 
  gather, lest a mora (witch) hide in their number.
  If you count butterflies one less than your group’s number, one 
  • 
  of you will die.
  An evil creature is born every time a “civilized” man enters the 
  • 
  woods.
  Margreve beasts must never leave the forest as tamed companions 
  • 
  of outsiders, lest the beasts become infatuated with “civilization” 
  and become half-men, abominations that outsiders call 
  lycanthropes.
  If you nail the skin or hair of a sick person to a tree, the tree will 
  • 
  absorb part of the disease and lend its strength to healing the 
  illness.
  Ancestors store wisdom in the trees, but only descendents of 
  • 
  their bloodline can tap it by clawing into the tree ring present in 
  the ancestor’s day.
  Every year, Margrevian kin, friends, and lovers celebrate the 
  • 
  upcoming spring by giving each other blood-dyed pieces of 
  thread. Each wears it until a tree signifying their relationship 
  blossoms, whereupon the bearer drapes the thread upon the 
  blossoming branch. It is an ill omen if the tree never flowers. 
  Terrible feuds have blossomed from trees that do not.
  Every plant has a theme, a power, and a purpose. Flowers tend to 
  • 
  be the beguilers, and that is perhaps why outsiders are so fond of 
  
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  them. True power lies in leaf, stem, and root.
  Salt is incapable of holding magic, and makes an excellent ward 
  • 
  against magical creatures, enchantments, and curses. Margrevians 
  who hear rumors of salt-encrusted springs are like gold-diggers 
  hearing of a new vein. Salt is one of the few reasons that 
  Margrevians meet merchants along the Great Northern Road.
  western Margreve
  The Western Margreve represents the 1/3 of the forest that lies 
  west of the Great Northern Road. Here, old growth trees and dense 
  underbrush predominate. Line of sight is limited to 1d4+2x10 ft. The 
  primary canopy is unnaturally thick and the floor perpetually dim to 
  dark. The occasional white birch rises bloodless among its chestnut, 
  beech, and walnut neighbors. 
  The terrain is fairly flat, with the exception of the perch of Castle 
  Shadowcrag in the center and the rise of the Dwarven Cantons in the 
  west. Numerous streams meander down from these higher grounds 
  and stagnate in small lakes that dot this side of the forest. In many 
  areas, the multi-tiered understory and dense underbrush make the forest 
  impassable except by canoe. Forget-me-nots surround a number of 
  ponds and, for those intimate with sorcery and the Old Ways, allow 
  scrying, and even teleportation, to sister locations beside other ponds.
  The Western Margreve is the oldest section of the forest, and the 
  least inhabited. No known human settlements exist. But less than a 
  day’s journey into the fringes of the forest, evidence of numerous 
  failed settlements hide amongst the trees. Tumble-down structures 
  slowly weather into the past, and vines choke lone statues and stalwart 
  stone arches. The Western Margreve is defiantly wild and actively 
  resists habitation. Here, villages fail and individuals struggle to survive. 
  The head of the School of Star and Shadow Magic at Zobeck’s 
  Arcane Collegium claims that shadow magic threads through the trees 
  of the Western Margreve. He points to the magic woven at Castle 
  Shadowcrag, the shadow fey that still emerge, and the midnight echoes 
  of baying shadow mastiffs. He discourages anyone from entering the 
  Western Margreve without first learning fundamental shadow spells 
  and undertaking lessons he teaches at the Collegium. Lesson One: 
  Never discount Margreve superstitions, especially those about shadows 
  and death. When a Margrevian says, “Never sleep against a tree’s west 
  side, lest its morning shadow swallow you,” best take heed.
  briarblack hill: A field of baby’s breath surrounds a hill covered 
  in jet black buds and briars. Few have ever seen the place, but legends 
  say that a mighty battle once took place in the sky above it. A dozen 
  ala, wicked spirits of lightning and pain, brought down an elder zmey, a 
  multi-headed black dragon of lust and dominance. The massive zmey 
  crashed to the ground. Thanks to happenstance and a magical wellspring 
  on the site, the dragon’s corpse never completely decayed. In time, soil 
  covered it, forming Briarblack Hill.
  Adventure Hook—A magical wellspring with powers of rejuvenation 
  does indeed flow beneath Briarblack Hill, but it is not quite the 
  fountain of youth that the PCs seek. Wait... did the hill just move?
  caStle ShadoWcrag: Perched on a hill, and commanding a 
  panoramic view of the Western Margreve, lie the ruins of Castle 
  Shadowcrag. The dwarves of Clan Grimbold stayed at the castle for 
  a spell. And certain unnamed wizards and cultists visited them from 
  time to time, to purchase things best not discussed. Likewise, fighters 
  seeking weapons forged of starmetal or pure shadow often made their 
  way to the Grimbold dwarves, paying steep prices for weapons and 
  armor not available anywhere else. 
  Adventure Hook—The dark magic infused into weapons, armor, 
  and wondrous items created at Castle Shadowcrag is fading, and the 
  wizards, cultists, and fighters of old are drawn en mass to Shadowcrag 
  to renew them. In fact, the fading magic is all the ploy of Stross-
  shadow fey half-breed ghosts who extort the gathered magic items’ 
  owners into forwarding the ghosts’ plot to take revenge against 
  Zobeck, the city that was once theirs.
  genezek kraj ruin: Little remains of the temples of Genezek 
  Kraj, except for legends of relics and an archipelago of ruined stone 
  arches rising from a sea of underbrush. Hedge witch Vara’s flock of 30 
  wereravens roost on the arches and in treetop hovels whose entrances 
  face the sky. This “roost” is also home to soul crows and several 
  varieties of lesser blackbirds and ravens. 
  Adventure Hook—A forest crone rewards the PCs with a map that 
  leads them toward the fabled relics of Genezek Kraj. It directs them to 
  the grove of arches, up the trees, through the wereravens’ lofty hovels, 
  down through hollow trunks, and into ancient temples’ buried chambers. 
  Perhaps the PCs can defeat the traps and guardians that the “forest 
  crone” Vara could not. She and her flock wait topside in ambush. 
  lePerfloWer trail: A “leper” colony of intelligent undead fled 
  Morgau and have taken to the hollows and branches of the northern 
  Margreve. Their contagious positive energy illness weakens them, 
  and its very existence threatens the unlife of their imperial ghoul and 
  vampire knight masters. 
  Adventure Hook—A secret proxy of the vampire knights, posing as 
  a rich Zobeck philanthropist, seeks living heroes to pursue and destroy 
  the “lepers” and their disease. He claims the disease creates more 
  undead. Brilliant flowers and lush undergrowth trail the undead lepers 
  as they flee from the heroes, deeper into the woods. Heroes who bring 
  an intelligent undead specimen back for study spur a war between 
  Zobeck—which may just have discovered a new weapon against 
  undead—and a southern undead city in Morgau, which threatens 
  to block all trade on the Great Northern Road if Zobeck does not 
  destroy the specimen immediately. 
  Miner’S laMent: In the Western Margreve, rods of  metal and mineral 
  detection and similar magics all point to Miner’s Lament, a dry gulch 
  nestled along the southwest edge of the forest. The gulch’s crimson 
  stone holds a veritable treasure trove of raw ores. Embedded bronze 
  nuggets glow at sunset, and new rain exposes pockets of uncut opal and 
  veins of gold. The first dwarf excavators wrung their hands, eager to lay 
  claim to the bounty that lay at their feet. But the moment their first pick 
  struck, the walls of the gulch hemorrhaged a great red torrent of clay, 
  mud, and magic that buried all. Some say the gulch turns greed, blood, 
  and bones into the same precious metals used to lure the next victims. 
  In truth, the gulch is the Western Margreve’s cesspool, where the 
  forest channels the dregs of siphoned magic. The forest is incapable 
  of burning siphoned magic completely, and spells with certain 
  descriptors—such as force and law—result in trace amounts of 
  magical “ash.” As this ash migrates to Miner’s Lament, precious metals 
  absorb some of it, containing it as they too are swept toward the gulch. 
  Few have ever taken such “treasures” from Miner’s Lament.
  Adventure Hook—The Western Margreve’s cesspool reaches deep into 
  the earth, and its concentration has begun to affect creatures above and 
  below ground. Corrupted earth elementals and creatures that can only 
  be described as walking spells make their way toward Zobeck’s outlying 
  farms. The Margreve parts trees and foliage to let the creatures pass. It is 
  more than happy to watch its magical refuse walk itself out. 
  undead and the northern SWaMPS: Zombies and other undead 
  
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  prowl the northwestern edge of the Margreve, but individual undead 
  do not typically venture in too deeply. Every century or so, a horde 
  of Lord Fandorin’s zombies and ghouls presses south toward the 
  Dwarven Cantons, but the forest and the dwarves have always repulsed 
  them in the end. Swaths of both army’s bones and shields stick out of 
  the forest’s detritus.
  Adventure Hook—When the Black Canton dwarf skirmishers make 
  one of their periodic preemptive raids against zombies amassing 
  at the forest’s edge, they realize too late that 3/4 of the undead are 
  propped up, inanimate corpses. The real undead army surprises them 
  from behind, and the surviving dwarves now trundle in slave wagons 
  toward Morgau. The canton seeks a tiger team, fleet of foot, to catch 
  up with the shuffling undead, infiltrate their overwhelming numbers, 
  and release their brethren. The dwarves also seek rangers to hunt down 
  vampire spies who return from the Northwestern Margreve to report 
  just how vulnerable the dwarves truly are. 
  CentraL Margreve
  The Central Margreve represents the 1/3 of the forest that lies east of 
  the Great Northern Road and west of the Cloudwalls. The underbrush 
  is less twisted and dense than in the Western Margreve, the canopy is 
  not as thick, and the forest floor is not as dark. Line of sight is limited 
  to 1d8+4x10 ft. Pine, spruce, cedar, and other coniferous trees and 
  shrubs predominate the north and fill the valleys between the fingers 
  of the Cloudwalls. Needles, pine cones, and ferns carpet the forest 
  floor. In the south, deciduous trees dominate, dropping their colored 
  leaves and seeds upon a floor thick with detritus, creeping ivy, and 
  night blooming flowers. 
  A contagious wildness permeates the Central Margreve, and the place 
  smells of cedar and musk. Dire beasts and rabid animals are common. 
  In general, the forest seems more alive than the oppressively dark 
  Western Margreve. In the Central Margreve, spider crones spin tales 
  and proffer poisons, rusalki drown men in their arms, and leshy erase 
  trails and imperil interlopers. Old World magic throbs with power. The 
  uncontainable spells of Baba Yaga and her sisters hide in the hollows 
  and chase each other through the trees. 
  arMiger Wood: In the crook of Grandfather’s Tears lies a stretch of 
  forest where rusty armor girdles the trees, as if a regiment of warriors 
  had been transformed to gnarled wood or saplings had sprouted within 
  suits of discarded plate. Forest goblins sometimes run through here 
  beating on the tarnished breastplates like drums, a sure sign that they are 
  whipping themselves up to cause major trouble. Despite years of this 
  abuse and layers of rust, the armor shows no sign of falling apart. 
  Adventure Hook—Whistlehollow Village, south of the Armiger Wood, 
  recently experienced a mini-Enlightenment, a vision of life not predicated 
  on superstitions. They expelled their old puritanical leadership in favor of 
  the New Ways. The exiled leaders are returning to take revenge. They are 
  not alone. As the vengeful druids of old once did, the exiles have animated 
  the Armiger trees, creating armored treants: +3 armor bonus to AC, a 
  level of barbarian, and a distinctly un-treelike bloodlust. The PCs are in 
  Whistlehollow to advise the locals on escaping the dark ages and to deliver 
  a steam golem to take over the most difficult chores.
  cradle grove: The hearty maple trees in this grove feature giant 
  burls at their bases. A natural depression on the top gives each burl a 
  basin shape, and the formations collect rain water as it runs down the 
  tree. Villagers from nearby Ulchik Village ladle out the water and pour 
  it over newborns in a forest baptism ceremony. Babes dedicated to the 
  forest are left overnight in the burl cradles, defended only by the great 
  trees. On full moon nights, as many as seven babies might be found 
  lying in Cradle Grove.
  Adventure Hook—A party of powerful do-gooders “rescued” three 
  babes from Cradle Grove, committed them to an orphanage in Zobeck, 
  and disappeared on some promising new adventure. Terrible tragedies 
  erupt around the children. People die. The PCs must discover where 
  the “Unlucky Ones” came from and ultimately take them back safely to 
  Ulchik Village. The orphanage is anxious to see the babes go, especially 
  the one with the white pupils.
  darkbud MarSh: A sacred species of lily-of-the-valley grows in a 
  marsh beside the River Argent. When this flower, like a chain of tiny 
  white bells, is picked, it does not die. Instead, its buds blacken and 
  wither when touched by sin, disloyalty, and deception. Margrevians 
  respect this flower that sees into the heart, but outsiders have no such 
  compunction. Some courtiers and rich merchants have begun sewing 
  it into their cuffs as an ostentatious display of their purity and honesty. 
  Of course, they have the coin to replace the rare flower when it 
  blackens. Forest folk worry that the outsiders will harvest the darkbud 
  to extinction, a troubling fact in light of their belief that the flowers 
  absorb the evil proclivities of the forest, and as the flowers’ numbers 
  dwindle, the dark side of the forest slowly wakes.
  Adventure Hook—Spent and blackened darkbuds smell of rotting 
  meat and quickly draw rats, dogs, and other carnivores. Creatures that 
  eat the discarded buds see the black hearts of those who divested their 
  sin into the flowers. All over Zobeck, such animals are turning on their 
  masters. It is as if the animals are seeing their deceptive, perfidious 
  owners and companions for the first time.
  five Wagon oak: The largest oak south of the Pine Bogs 
  once grew on the southern edge of the Central Margreve. But an 
  enterprising family of retired loggers chopped it down, cleared the 
  surrounding land, and built an entire farming community out of its 
  wood. The community is gone now. All that remains on the overgrown 
  site is a forlorn windmill, covered in vines and moss. The creaking 
  of the mill can still be heard in the dead of night, but the millfan has 
  not turned in a century. Those who hear it slowly lose their minds. 
  Messengers following the Argent’s southern bank toward Zobeck have 
  drowned themselves to escape its terrible creak.
  Adventure Hook—Too many messengers from the East never show 
  in Zobeck as expected. The latest carried crucial documents. The Free 
  City suspects bandits or dangerous creatures. They send the PCs to 
  investigate and neutralize the threat. The heroes discover a thriving 
  farm at Five Wagon Oak. None of it is real. Except for the old 
  windmill. Inside it, the hollow shells of the expected messengers house 
  rats. The PCs reclaim documents. Too many documents. Documents 
  they never should have seen.
  the fogrollS: Along the southern edge of the Margreve, hot 
  water bubbles up from the swampy ground. Mud fields, deeper than 
  a man is tall, swallow the hapless. The hot water heats the air, and 
  convection carries it toward the River Argent. Throughout winter, a 
  dense fog bank forms over the icy water and rolls over the surrounding 
  land, cloaking fields and hanging in the forest for miles. Even at high 
  noon, visibility is limited to a few hand spans.
  Adventure Hook—While travelling along the River Argent in late fall, 
  the PCs and a group of Kariv gypsies wake to a bitterly cold morning 
  lost in fog. Fog shadows haunt the Fogrolls, calling to worried Kariv 
  parents in the muted voices of their lost children. Unlike regular 
  shadows, fog shadows are dark grey, have a soft three-dimensional 
  quality, and feed on fear like will-o’-wisps.
  
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  grandfather’S tearS: In the center of the Central Margreve, 
  cedar water flows out of the Pine Bogs. Further northeast, fresh water 
  trickles down the Cloudwalls, gathers at Splitoaks Crossing, and creates 
  a fast moving river that meets the slower Pine Bog’s tributary at Three 
  Sister’s Lake. The lake overflows into an artery called Grandfather’s 
  Tears, which crescents to the east, emerges from the Central Margreve 
  near Levoča Village, and joins the River Argent heading south.
  Whereas the Western Margreve uses Miner’s Lament as a cesspool 
  for the dregs of siphoned magic that the forest cannot completely burn, 
  the Central Margreve washes its magical ash away. Strange and terrible 
  things, dead and alive, float out of the forest in Grandfather’s Tears. Over 
  the millennia, trace magic has accumulated on the riverbed and infused 
  the river water like salt. At night, the rocky riverbed glows with a faint 
  blue luminescence. Dead organic material rots quickly when submerged. 
  Wooden boats and oars decay quickly, making river travel nigh impossible. 
  Aquatic wildlife have adapted to life spent breathing and swimming 
  in the tainted water. Because the river removes protective layers of 
  dead skin and scales before new skin grows underneath and wounds 
  have the chance to heal, many species have developed fast healing 
  1 to compensate. Those with higher fast healing survive and breed 
  themselves to the top of the food chain. Overactive fast healing 
  plagues the larger species with gigantism, growths, and vestigial limbs. 
  Fish, eel, and frogs grow patches of horn plate instead of skin or 
  scales, and many appear as devolved as the horseshoe crabs that skim 
  the river bottom. Forest creatures that habitually eat them or slake their 
  thirsts on Grandfather’s Tears appear equally changed.
  Adventure Hook—Tin-bottom boats and living vessels, like the 
  canoes grown at Riverbend Village in the Eastern Margreve, are the 
  only watercraft capable of surviving the rot, fighting the current, and 
  carrying the PCs up Grandfather’s Tears. Getting to Riverbend, 100 
  miles into the Margreve, is the hard part.
  MoondraWn caveS: A magical wellspring captures all whose face it 
  reflects, including the moon. It carries moonlight to the deepest depths 
  of a network of caves in the far north of the Margreve. Far below 
  the surface world, were-troglobites of incredible variety cavort in the 
  echoing caverns with terrifying hybrid forms: were-salamanders with 
  atrophied eyes and slimy skin lacking any pigment; were-crayfish with 
  4-ft.-long antennae and multi-jointed arms; and were-flatworms with 
  transparent bodies and oversized saucer mouths lined with razor teeth.
  Adventure Hook—A middle-aged woman hires the PCs to recover 
  her father, a renowned explorer who refuses to retire. Clues point 
  toward a magical wellspring that her father (mistakenly) believed to be 
  the fountain of youth. The PCs find the old man deep in Moondrawn 
  Caves… with his new family.
  the PercheS: Tall trees ring an unremarkable clearing 50 miles north 
  of the Fogrolls and twice as far from the Great Northern Road. High 
  overhead, their branches mingle in the wind. Deer-centaurs believe that 
  the true-of-heart experience omens here. However, unless such petitioners 
  know they are in a sacred place, they may walk on, oblivious to the signs 
  that the trees cast as dappled light upon the forest floor. Deer-centaur 
  now avoid “Spiritsign,” their old name for this site. Now they call it “the 
  Perches” on account of the feral griffons that nest in the trees.
  Adventure Hook—Shadow fey have decimated the deer-centaur tribes 
  and killed the Alseid Princes. Weakened by their losses and fractured 
  over leadership, the deer-centaur seek the name of the leader destined 
  to galvanize them to triumph over the shadow fey. They seek a brave 
  party to kill the griffons at the Perches or temporarily distract them 
  from the site so the deer centaur can consult the signs there. The signs 
  implicate the very same party as champions against the shadow fey.
  tWilight fork: Drawnbow Trail heads northeast from the banks 
  of the River Argent and terminates at Twilight Fork. By day or night, 
  Twilight Fork looks like an ordinary branching of a forest trail. But not 
  so at twilight when ghostly fog and an ominous liminal quality settles 
  upon the site. They say that a traveler, torn over a life and death decision, 
  can take both paths at such times. One path leads half his soul to the 
  reaper. The other path infuses the other half of his soul with the power 
  to overcome whatever problem led him here. The desperate and the 
  indecisive come to Twilight Fork, but only tattered half-souls leave.
  Adventure Hook—Two men hire the PCs to capture and return a 
  woman who has fled into the forest. She is spouse to both men. When 
  the first husband returned after his wife long presumed him dead, she 
  became torn over her old and new husbands and fled toward Twilight 
  Fork. If the PCs do not catch her in time, she returns with half a soul. 
  Moreover, the fork ensures that one of the husbands dies. Catching 
  the woman is not easy, for she is a talented rogue and wizard. Margreve 
  traps that do not ensnare her may instead spring upon the PCs.
  ulchik village: Isolated from the civilized world by the Cloudwalls 
  and thousands of square miles of dangerous wilderness, Ulchik Village is 
  one of the most remote human settlements in this area of the world. It is 
  also one of the strangest. The villagers worship Pyotr, a withdrawn tree-
  aspect of the Green Gods, Porevit and Yarila. The village adults live the 
  silent, enduring lives of trees, without clothing or shelter, and very often in 
  tree shape. The village children feed and water their betters. It is a difficult 
  task for the children, hobbling along with twisted necks, clubfeet, and 
  degenerate limbs that centuries of inbreeding have begotten.
  Adventure Hook—A magical blight has struck Ulchik Village and the 
  villager’s petrified half-tree bodies are bobbing down Grandfather’s 
  Tears. Without outside help, the village will perish. When the priestess of 
  the Temple of Porevit asks the PCs to intervene, she explains that as the 
  last remaining worshippers of the tree-aspect Pyotr, the Ulchik villagers 
  are crucial to the god’s survival.
  eastern Margreve
  The Eastern Margreve represents the 1/3 of the forest that lies east 
  of the Cloudwalls. The youngest section of wood, its trees are merely 
  millennia old. Conifers dominate the higher elevations and fade into 
  deciduous varieties as the land falls toward the Rothenian Plain and 
  the open steppe of centaur territory. There is a grand openness to the 
  Eastern Margreve, like walking through a palace of pillars. Fewer trees 
  reach for the sky, but their leaves are legion and form a canopy just as 
  thick as in the Central Margreve. In most locations, the underbrush is 
  not dense enough to halve movement and not remarkable enough to 
  use as landmarks. A monotony of trees stretches in every direction, 
  making the forest especially trackless and easy to get lost in (−4 penalty 
  to associated Survival checks). Line of sight is 1d10+8x10 ft.
  A handful of small lakes hide in the woods, but they are few, far 
  between, and difficult to find. Interlopers who lack survival skills 
  and who do not carry in their own water frequently die of thirst (−5 
  penalty to Survival checks associated with locating potable water and 
  game). Because of relatively little fresh water, fewer wild animals make 
  their homes in the Eastern Margreve. Many of these drink the tainted 
  water of Grandfather’s Tears and appear both dire and devolved, with 
  aggressive personalities, cancerous fast healing, tumors, spines, and 
  patches of horn and shell plating.
  Trees survive by tapping the water table, but the fauna food-and-
  water chain is broken. Aberrations, undead, and otherwise unnatural 
  
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  creatures roam the Eastern woods and further insure its inhospitable 
  reputation. But even these are uncommon, and one is as likely to die 
  of thirst, hunger, or exposure as one is to perish in the claws of a 
  wandering monster. 
  Compared to the dark, overgrown feel of the Western Margreve 
  and the wild, Old Magic feel of the Central Margreve, the Eastern 
  Margreve feels vacant and dream-like. There are thousands of acres 
  of utter silence, where no birds sing and nothing 
  moves but the wind through 
  the leaves. At night, the 
  conspicuous absence 
  of chirping insects and 
  hooting owls becomes 
  especially disconcerting. Only 
  the hypnotic rustle of branches 
  dances in the wind high above. Were it 
  not for night falling and lifting, time might lose 
  meaning for a party camping under these boughs. 
  Indeed, legends say some travelers enter the Eastern 
  Margreve young and emerge old, and some enter old 
  and emerge at a different time altogether. The basis for 
  these tales is unclear. Perhaps the windblown branches hold 
  the power to entrance and sustain. Perhaps explorers stumble upon 
  cursed wellsprings in their search for water. Or perhaps the veil to the 
  Astral Plane thins here, and unbidden dreams carry men to its timeless 
  expanse. This last would also explain the numerous sightings of ghosts, 
  for spirits of loved ones pass through the Astral Plane on their way to 
  the afterlife.
  braidWood village: Every year, more centaurs abandon 
  the isolationist ideals of their ancestors and gravitate toward 
  cosmopolitan trade centers. Not so at Braidwood Village where 
  tradition and the Old Ways thrive. Legendary hunters and warriors, 
  the Braidwood centaurs dominate the southeastern Margreve. They 
  frequently challenge nearby alseid (deer centaur) tribes over hunting 
  grounds and water sources and defend their territory from Rothenian 
  Plainsrunner centaurs looking for wood and game. Every structure 
  at Braidwood Village is grown, not constructed. With purposeful 
  inosculation, pruning, and braiding, the centaurs shape living trees 
  into homes and art. Complex living sculptures of ancestors locked in 
  battle with their enemies decorate the grounds.
  Adventure Hook—A covey of  mora (Margreve moth witches) 
  from the Hag’s Tooth Hills has teased the centaur warriors out of 
  Braidwood Village before surrounding it in an impenetrable ring 
  of  whirling leaves and hair. Inside the ring, the PCs and a pathetic 
  cadre of  young, old, and infirm centaurs fight for their lives against 
  mora and the wood-braid statues they animate. If  the mora capture 
  the centaur elder for whom they came, they coax desired knowledge 
  out of  him through torture similar to espalier, in which his limbs 
  are split lengthwise, grafted, and bent in a twisted mockery of 
  Braidwood homebuilding.
  caveS of SorroW: High in the Cloudwall Mountains, a shallow 
  cave forms what looks like an eye and tear from below. A sect of Kariv 
  gypsies travel across the Rothenian Plain, dare the forest, and climb the 
  mountain to practice an incredible form of ancestor worship in the cave. 
  They sacrifice to a local forest god, who rewards them with one-on-one 
  discussions with their departed loved ones. For worthier sacrifices, the 
  godling allows intimate relations with their departed spouses. It has been 
  this way for generations. A Kariv woman is always pregnant.
  Adventure Hook—To solve a mystery, the PCs need to speak with a 
  departed soul, but they have no corpse upon which to cast speak with 
  dead. The Kariv tell the PCs of the Caves of Sorrow and the powers of 
  the godling there. The PCs might prepare sacrifices, meet the godling, 
  and walk away satisfied. Or they might realize that the godling is merely 
  a kyton sorcerer using its abilities to don the faces of the departed and 
  keep the sacrifices coming. The revelation explains all of the stillborn 
  Kariv babes, strangled by their own umbilical 
  cords.
  djurdja fallS: What little 
  water falls on the Eastern side 
  of the Cloudwalls gathers at 
  Djurdja Falls. Here, it plunges 
  into the 400-ft.-wide mouth of an 
  upturned cave, where it disappears 
  into darkness, 1,000 ft. deep. Strange plants dangle 
  100-ft.-long tendrils over the lip to gather water and 
  nutrients from the waterfall’s mist. Small herbivores with 
  mist-collecting dorsal plates, like those of a stegosaurus, 
  wander the cold mists around the hole and down the mountain side. 
  Carnivores have adapted to retain water and extract it from blood.
  Adventure Hook—The PCs lead an expedition up the Cloudwalls, over 
  the cave lip at Djurdja Falls, and down into darkness. A 1,000-ft. drop 
  leads to whitewater torrents, mile long belly crawls, and vast caverns. What 
  alien aberrations or prehistoric beasts lurk below the mountain or fight for 
  dominance in this isolated ecology? Can the PCs escape after Baba Yaga’s 
  sisters seal the cave mouth? Are the witches trying to bury the same power 
  that the PCs have arrived to explore or that the PCs inadvertently rouse?
  loSt heart’S coPSe: Miles and miles of unoccupied forest 
  surround a busy 30 acres. Here, the ghosts of bent-back men search the 
  underbrush for lost items, missing loved ones, and the souls of their 
  departed mates. They say that the forest leads all here who refuse to 
  move on after loss. Any living creature that enters this area experiences 
  temporary life-blindness. Any living creature that enters this area 
  experiences temporary life-blindness. The creature sees only other 
  creatures with life-blindness normally, all others appear incorporeal with 
  muted voices. Unlike looking at the Material Plane from the Ethereal 
  Plane, inanimate objects and dead creatures appear normal.
  Adventure Hook—After stumbling into Lost Heart’s Copse, a weeping 
  ghost picking through the underbrush asks the PCs to help him find 
  his wife. The mission takes the life-blind PCs to Zobeck whose bustling 
  streets now seem like lonely cobblestones through a quiet, clockwork 
  ghost town. To locate the ghost’s wife, the PCs must solve the mystery 
  of her abduction and murder. The crime is old. Clues haunt places that 
  no longer exist. There are no NPCs to help our heroes.
  Salt SPringS: In the center of the Eastern Margreve, toxic, salt-
  choked water bubbles up through crusty sores between the rocks. As 
  more water oozes up and cools, the salt precipitates from the suspension, 
  accumulating around the vent and forming roughly man-sized pillars of 
  salt over time. Few know of the site where the “salt men” stand amongst 
  the trees. A brave kobold family risks making their way here to collect 
  the salt men, bartering them within the forest and selling them beyond 
  the wood to alchemists who claim the salt men have special properties.
  Adventure Hook—A wealthy Zobeck merchant learns of the salt 
  springs’ existence and sends the PCs to find it, claim it, and build 
  a stockade around it. On their way, the PCs encounter a family of 
  kobolds carrying coffins through the predawn forest. Inside each 
  coffin is a salt man they are hiding from possible bandits. A dead rat, 
  
  heart of the foreSt PoWerS at a glance
  In addition to the global Margreve powers, each fully-formed 
  Heart enjoys the following unique powers:
  Drawn Curtain (Ex) Constant; heart-wide. Divination (scrying) 
  spells cannot perceive anything within the Heart and those 
  within the Heart are immune to detect thoughts with 
  respect to those without. Conjuration (teleportation) spells 
  either fizzle (75%) or land the caster outside the Margreve 
  (25%) at a location nearest the caster’s current position
  Hungry Heart (Ex) Constant; heart-wide. Magical effects have 
  a 5% chance/round to be suppressed (siphoned) entirely as 
  if entering an antimagic field, except that it has no effect on 
  incorporeal undead nor any Margreve powers.
  Quench (Sp) At will; heart-wide; as the spell.
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  added to each coffin for smell, completes the deception. The kobolds 
  attempt to thwart the PCs mission in every way possible. They have 
  already trapped the site of their wealth source and have no intention 
  of sharing their wealth or letting a stockade stand.
  SleePWalkerS’ hill: In the northeastern corner of the Margreve, 
  atop a single forested hill, aerial plants drape over the branches like 
  Spanish moss and drop their puffy pollen like snowflakes from the 
  canopy. Once a year, Margreve pixies collect the pollen and grind it 
  into the dust that imbues their arrows with the power of sleep, charm, 
  and memory loss. The pixies seem to be the only creatures who can 
  remember the hill at all, which is quite remarkable. How can one forget 
  the menagerie of individuals—beasts and humanoids alike—that 
  wander here without yesterdays?
  Adventure Hook—Creatures too powerful for the pixies to handle 
  are devouring the aerial plants whose pollen the pixies value for their 
  own defense. The pixies seek something to vanquish the plant eaters. 
  Something unaffected by the mind-affecting nature of the place. 
  Perhaps a construct. Perhaps something not quite dead. Meanwhile, 
  as the pollen snowfall dwindles, elves and beasts snap out of their 
  trances. Some walk out of the forest centuries after they first came to 
  Sleepwalkers Hill. They could be the PCs.
  hearts of the forest
  The Western and Central sections of the Margreve each feature a 
  geographical region known as a Heart of the Forest. In each heart, vast 
  concentrations of magical power, siphoned and stored over millennia, 
  pulse through the landscape, adding shadow powers to the Western 
  Heart, and feral powers to the Central Heart.
  The Eastern Heart has not yet formed, but it is on the cusp. Once 
  formed, it will feature a concentration of dream powers.
  The power held in the Hearts of  the Forest exceeds that 
  of  major artifacts. Like a major artifact, a singular method for 
  destroying a heart may exist, but no mortal knows it, and carrying 
  out the deed is nigh impossible. Fire, blight, natural disasters, 
  and the magic of  mortals pale before these great seats of  the 
  Margreve’s power. Even the terrible magic of  the world’s great 
  sorcerers cannot destroy a Heart, any more than a man can kill a 
  lake with a sword thrust.
  Despite the meager threat individuals present, the Margreve 
  tolerates few interlopers in its hearts. Only those well versed in the 
  Old Ways have any chance of surviving the forest’s often aggressive 
  response to their presence.
  western heart 
  The Western Heart has tap roots older than the modern gods. Like a 
  tangle of world snakes, these massive roots braid, branch, and bore 
  deep into the earth. 
  The Western Heart harnesses the bulk of its power from the 
  Shadow Plane. The heart’s taproots pierce the plane of shadow and 
  grip its tattered edges. As they grow into the shadow fabric, they draw 
  the plane closer and suckle on its negative energy. The Material Plane 
  slides under the Shadow Plane, and every century or so, pent up planar 
  friction dissipates in a planar “earthquake” that releases incredible 
  energy into roots poised to collect it.
  The proximity and influence of the Shadow Plane ripples 
  through the Western Margreve and gathers in the Western Heart. 
  The shadows of trees and beasts are disproportionately long, even 
  at noon. Sometimes they move with slight independence or detach 
  entirely, a dreaded condition of the “shadow cursed” and many 
  undead here. 
  Plant life flourishes in the dim light. In many places, it grows with 
  such density that it reduces travel to machete swings and 5-ft. steps. Ivy 
  spirals up abandoned spider webs, filling in the gaps, and forming great 
  leafy sheets between the trees. The wind puffs the sheets one way then 
  the next, and walking through this Heart of the Forest is like hacking 
  one’s way through the gills of a breathing fish.
  In places, the Western Heart’s tap roots grip spheres of individuals 
  frozen by imprisonment spells. A dozen buried archmages and 
  hierophant druids and twice as many angels and demons bleed their 
  renewable spell energy up through the tree roots. When energy 
  abounds, the process reverses, and the heart stores energy in bodies 
  that convulse under the strain of containing such power.
  aShen gladeS: Legend claims that Perun, god of lightning and 
  war, threw a pair of lightning bolts across the Western Heart of 
  the Margreve, scarring the face of the landscape with wide swathes 
  of charred wood. To this day, nothing grows in these ashen glades. 
  Blackened logs cover the forest floor, and the jagged edges of snapped 
  trunks poke between them like a spiked pit of trees. Dozens of 
  ala—black-whirlwind hags born of claw and lightning—nest in the 
  charred tree trunks and herald preternatural storms that rage over the 
  forest. The Margreve tolerates the ala because the ala do not tolerate 
  interlopers, especially humanoids. The hags kill or eject any who enter 
  the Western Heart.
  Adventure Hook—The priests of Perun believe that the survival of 
  Zobeck depends on a fragment of one of Perun’s lightning bolts still 
  sparking below the Ashen Glades. The temple hires the PCs to retrieve 
  the relic. Divination reveals that ala hate dragons more than they hate 
  humanoids and that a zmey, an epic-level multi-headed black dragon, 
  suffers imprisonment somewhere under the Western Heart. Freeing the 
  beast may be the PCs’ only chance to distract the powerful ala from the 
  site. It may also be the biggest mistake of their lives. But if they don’t 
  do it, the “helpful” priests of Perun will.
  the cruMbling toMb: Forgotten, covered in lichen, and 
  gripped by ivy, the Crumbling Tomb rests in the eternal darkness 
  of the canopy. Behind its mithral bar doors lies a mummified sage, 
  guarded by a pair of sorcerous assassin vines. A unicorn is the only 
  recurring visitor. Shadow fey legends say that when the time comes, 
  the corpse will gain unlife and take sides in a pivotal conflict in the 
  Old Margreve. At dawn, shadow ivy pulls the Crumbling Tomb 
  underground, leaving a small chip of stone at the site. At dusk the 
  
  WeStern heart PoWerS at a glance
  In addition to its other Heart of the Forest powers, the 
  Western Heart has the following unique abilities:
  Aura of Desecration (Ex) Constant; heart-wide. As the spell 
  desecrate, except affects shadow creatures as well as undead.
  Early Grave (Sp) Constant; heart-wide. Those who fall prone 
  or lie down (such as to sleep) are subject to a 5-ft.-square 
  black tentacles effect, except with erupting vines instead of 
  rubbery tentacles. The vines draw dying creatures into the 
  earth at the rate of 1 ft./round.
  Font of Blood (Su) Constant; heart-wide. A vampiric effect 
  turns all wounds acquired in the forest into bleeding ones, 
  as if the wound were delivered by a wounding weapon.
  Reluctant Return (Su) Constant; heart-wide. When bringing 
  back the dead, the soul in question believes that a CE caster 
  is targeting him.
  Shades (Sp) 1/day/square mile; as the spell.
  Shadow Heart (Su) Constant; heart-wide. A “shadow heart” 
  pumps the blood of any creature reincarnated. The creature 
  gains a 1st-level spell from the illusion (shadow) school as 
  a spell-like ability (1/day) but cannot touch a loved one 
  without dealing strength damage as a shadow.
  Stranger at the Door (Su) Constant; heart-wide. Shadow mastiffs 
  lurk in conjured mage’s magnificent mansions. Shadows await 
  the caster who climbs into a rope trick’s extradimensional space. 
  Portable holes, bags of holding, and handy haversacks overflow 
  with shadow spider swarms or worse.
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  Crumbling Tomb emerges in another Western Heart location. Some 
  say that the tomb is searching for something. 
  Adventure Hook—The PCs require critical information that only 
  the unicorn possesses. To meet the unicorn, the PCs must locate 
  the Crumbling Tomb after dusk and get there before it disappears 
  at dawn. When the unicorn does not show the first night, the PCs 
  must either abandon their mission or remain inside the tomb and 
  shadow walk with it to its next location. On the shadow walk between 
  dawn and dusk, the PCs experience an adventure on the tattered edge 
  of the Shadow Plane and learn the terrible truth about the tomb’s 
  unicorn visitor.
  CentraL heart
  The Central Heart of the Forest is a place of unbridled wildness. Trails 
  disappear behind trailblazers. Structures shake themselves down. Poisons 
  are more deadly, diseases more virulent. Travelers devolve to beasts, and 
  beasts devolve to creatures best left unnamed. 
  The forest uses its abilities, particularly warp wood and animate plants, 
  more frequently in the Central Heart. Its auras of rust and wildness 
  pulse with extra potency.
  Baba Yaga frequently calls the Central Heart home. The daring may 
  find her living house wandering somewhere between Baba’s Wend and the 
  Mistwallows. Even with all of her powers, Baba Yaga can but nudge the 
  wild heart of the wood toward her ends, and only then at great cost. Its 
  deeply rooted power cannot be harnessed although she and others fight 
  over the knowledge of how to nudge it and the wisdom of doing so.
  PaleWood: In a white birch copse no larger than a town market, 
  a limestone outcrop rises nearly as high as the treetops. Riddled with 
  warren-like holes, the crag is home to a burgeoning cadre of tiny 
  wicker effigies. When a forest resident commits a sin, he or she weaves 
  an effigy, divests the sin into it, sacrifices a month of life energy, and 
  stakes the newly animated wicker man on the forest floor for the 
  wild beasts to ravage. Sometimes the sin-eating effigies escape their 
  ignominious fate. Why they gather at the crag at Palewood is a mystery 
  that most forest folk believe is best left unsolved.
  Adventure Hook—The sin-eater effigies at Palewood Crag possess 
  memory and guilt for sins they never committed. Many of them have 
  become the epitome of the sins from which they are woven. The wrathful 
  boil with hatred for their creators. The envious want to change places with 
  their creators. The proud demand their due, and the greedy want their 
  creators’ very souls. Soon, they will organize. Soon, they will march.
  dead druidS’ run: A fast-running river thunders through the north 
  end of the Central Heart of the Forest. Where the rapids are roughest, 
  no trees or underbrush encroach near the river’s bank for 100 ft. 
  Instead, an elliptical-patterned bank lies open to the sky. Rising from the 
  whitewater, five jagged, roughly humanoid-shaped rocks burst toward 
  the sky. The folk of nearby Ulchik Village say the rocks were once 
  druids that one of Baba Yaga’s children encased in stone, presumably 
  as punishment for some treacherous deed they suffered upon her—or 
  attempted to. The nature of this deed remains long-forgotten. If one 
  concentrates on drowning out the cacophony of the whitewater, a 
  chorus of screams can be heard emanating from the rocks.
  Adventure Hook—The forces of darkness have leaked a rumor: 
  ancient druids, petrified by a great witch, shall each grant a wish to 
  anyone who frees them from the rock. It is, of course, a lie. A witch 
  did petrify the druids, but at the druids’ self-sacrificing request. For 
  under the feet of each rock figure, an elder vampire lies buried in 
  the river bed. Stakes shatter against the chests of these legendary 
  creatures. Sunlight warps around their foul bodies. Running water 
  blackens where they step. Only the sacrifice of the druids holds the 
  unnatural creatures down, and only a good (foolish) creature can 
  free the druids from their timeless duty in the stone. A thousand 
  years ago, a gold plaque at Dead Druids’ Run warned good creatures 
  against such an action. But for its gold, the plaque was stolen, fought 
  over, and lost. Presently, a vampire knight in Morgau fingers the 
  plaque and grins, hoping his rumor bears fruit. 
  eastern heart
  Though the Margreve crested the Cloudwalls and spilled upon the 
  Rothenian Plain centuries ago, a new Eastern Heart of the Forest has 
  not yet formed. The mountains have slowed the necessary transfer of 
  power… until now. The Eastern Heart finally stands on the cusp of 
  formation. And this fact has Baba Yaga worried.
  There is a prophecy that begins with “An Eastern Heart shall 
  be born” and ends with “And the great witch shall die.” Baba Yaga 
  believes that the verse refers to her, and she has gone to incredible 
  lengths to slow the Heart’s formation. Though a true power, Baba 
  Yaga cannot prevent the Heart from being born altogether. She has 
  however enacted a plan to buy herself time.
  With the help of her sorcerous daughters and at great expense 
  to her health and sanity, Baba Yaga has chipped off shards of the 
  condensing “soul” of the Eastern Heart, effectively shattering what 
  would have been a full heart into 37 pieces. Each chipped shard flew 
  off and coupled with the soul of a living creature. Baba Yaga does not 
  know which individuals bear the soul fragments nor in what small or 
  grievous way the shard affects them. But she is happy, because until 
  those creatures die, the disjointed heart cannot fully form. 
  In time, Baba Yaga plans to locate the “forest-hearted” individuals 
  
  central heart PoWerS at a glance
  In addition to its other Heart of the Forest powers, the Central 
  Heart has the following unique abilities:
  Augmented Aura of Rust (Ex) Constant; forestwide. As the 
  aura of rust ability, except twice as much damage.
  Augmented Aura of Wildness (Ex) Constant; forestwide. As the 
  aura of wildness ability, except with a +4 modifier to save DC.
  Lycanthrope Needles (Su) At will; heart-wide. The Margreve 
  transmits the curse of lycanthropy through the needles of its 
  conifers. Every 10 rounds a creature spends moving through 
  dense terrain, it risks brushing past a lycanthrope needle 
  and contracting the curse (Fortitude DC 15 avoids). The 
  Margreve chooses the base animal.
  Social Decay (Su) At will; heart-wide. The forest haunts the 
  dreams of sleeping creatures, slowly shifting them to a state 
  of paranoia against their companions: Type insanity; Save Will 
  DC 17; Onset 2d6 days; Effect −4 penalty on Will saves and 
  Charisma-based skill checks; cannot receive benefit from or 
  attempt the aid another action; cannot willingly accept aid 
  (including healing) from another creature (Will DC 17 negates).
  Unending Rage (Ex) Constant; heart-wide. Individuals utilizing 
  the rage class feature rage for the maximum duration 
  possible (Will DC 20 negates).
  Virulence (Ex) Constant; heart-wide. All successful saves 
  related to negating or healing natural diseases and poisons 
  must be confirmed with a second save.
  Wild (Ex) At will; heart-wide. Beast shapes, tree shapes, and 
  wild shapes are chosen by the Margreve and include dire 
  and devolved forms. The Margreve chooses the duration. 
  A Will save (DC 28) ends the new shape. Failing by 5 or 
  less results in a partial reshaping, similar to a lycanthrope’s 
  hybrid form. Saves may be retried daily.
  20
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  Tales of the Old Margreve
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  and offer them attractive ways to extend their lives. She may assign 
  a daughter or minion to act as their guardian angel, lingering in the 
  background and protecting them from time to time. If a forest-hearted 
  insists on putting itself in danger, however, Baby Yaga instructs the 
  guardian angel to abduct and imprison it.
  Meanwhile, Baba Yaga’s arch rival, an ancient zmey dragon, seeks 
  the same individuals to kill them and hasten the prophecy. Even if the 
  zmey is unsuccessful, Baba Yaga has the harder job, for some of the 
  forest-hearted presently stand on the opposite sides of a battlefield, 
  some are prey animals, and some are adventurers who frequently 
  wander close to their own deaths.
  The forest-hearted live their lives, oblivious to the power and 
  potential connected to their soul. In some, sorcerous powers develop, 
  flashing out during moments of emotional turmoil. Should one of 
  these individuals die in some distant land, a Heart Tree forms over 
  the corpse, and the saplings of a new forest rise quickly around 
  them. Right now, the next Margreve may be walking out of the forest 
  as a man.
  Magic in the Margreve
  The Margreve siphons a fraction of every spell’s power, visibly 
  channeling the energy through leaf and root, and feeding on the 
  siphoned power. In time, some of the siphoned power collects in the 
  remote recesses of the forest, blossoming up in rare buds and dark 
  hollows. Intrepid casters can compensate for siphoned spell power 
  by taking advantage of these metamagic material components and 
  metamagic locations. In fact, adventures often spawn from the search 
  for such mystic items and places.
  siPhon MagiC
  Like any living thing, the Margreve wants to thrive and grow. But 
  unlike a normal forest, the Margreve requires more than just sun, rain, 
  and soil. The Margreve hungers for magic energy, which it acquires by 
  feeding on the magic of every spell cast within its borders.
  The Margreve’s power to siphon magic is an extraordinary ability 
  that affects only spells and spell-like abilities. Other powers and 
  permanent magical items are not affected.
  The Margreve siphons spell energy equivalent to 1 CL. That is, all 
  spell effects receive a −1 modifier to CL. If this would reduce the 
  spell’s duration to 0, use the minimum spell duration instead. If the 
  spell has no effects based on CL, the exact siphon effect is left to the 
  GM’s discretion.
  The dissipation of siphoned energy into the forest frequently 
  manifests visually. The exact effect depends on the spell’s school. For 
  an unlisted school (or even a listed one), the GM may create (or tweak) 
  the visual effect, down to the individual spell if so desired. 
  For some schools, casters suffer more than just a loss of power from 
  the siphon. During the siphoning process, eldritch Margreve energy 
  comingles with a cast spell’s energy, noticeably twisting the spell’s normal 
  effect. Unlisted schools have no such side effects.
  abjuration
  viSual effect: Wisps of abjuration magic curl around the target, fall 
  to the ground, and strengthen grass and undergrowth with protective 
  force. For 1 round/spell level and in a 1 ft./spell level radius, trodden 
  grasses spring back and retain no footprints (as pass without trace), 
  underbrush slides past the bite of a machete, and evocation magic 
  leaves no mark on the spot, unless a caster targets the spot directly. 
  Side effect: None.
  Conjuration (heaLing) 
  viSual effect: Low-level cure spells cause grass to grow lush, 
  weeds to sprout, and buds to open in a circle centered on the 
  target. Days after the blood has soaked into the forest floor, a 
  perspicacious adventurer can still detect the site of  a battle by the 
  lush circles that dot the landscape. More powerful spells create 
  wider circles or cause more pronounced growth. For example, raise 
  dead causes a young tree to sprout beneath the corpse so that the 
  target awakens in its boughs. 
  Side effect: Low-level spells like cure light wounds leave tiny 
  galls and patches of  bark on the target for 1 day/spell level. High-
  level spells, like heal and raise dead, have profound (but harmless) 
  effects on the target’s physiology, practically covering the target in 
  wet bark and knotted roots. Adventurers who survive the forest 
  often emerge as “tree men,” covered with the tell-tale signs of 
  curative magic.
  
  21
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  Old Margreve Gazetteer 
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  MetaMagiC CoMPonents
  Though there are no known ways to cancel the Margreve’s siphon 
  effect, casters can offset the power loss by collecting metamagic 
  material components that hide in the nooks and crannies of the forest. 
  Each component represents a tiny repository of Margreve-siphoned 
  power, which casters can tap when preparing or casting their spells. 
  Treat these rare components as consumable metamagic feats. Some 
  function for all spells, spells of a certain school or descriptor, or 
  individual spells only. Low-level adventures often spawn from the 
  search for components such as these:
  Grip the thorny limb of a dead briar child until you bleed in 
  • 
  order to extend an entangle spell (Extend Spell).
  Crush a lily that has succumbed to hoarfrost in order to 
  • 
  cast a spell with the “cold” descriptor as a swift action 
  (Quicken Spell).
  Unbraid the knotted tresses of a rusalka to empower a spell of 
  • 
  the enchantment school (Empower Spell).
  Persuade an Ala to breathe into a pouch or sack, and release it 
  • 
  later to widen any spell (Widen Spell).
  MetaMagiC LoCations
  In addition to metamagic components, the Margreve features remote 
  locations whose magical wellsprings and alignment with ley lines 
  increase spell power as metamagic feats. The creatures that inhabit 
  these places are well equipped to take advantage of the magic boost. 
  Some standard creatures have even adapted and specialized to take 
  maximum advantage of effects such as these:
  Standing beneath the thundering, icy waters of Kariv’s Tears 
  • 
  Falls in the Eastern Margreve causes any healing spell cast to 
  be automatically empowered (Empower Spell). 
  Illusion (shadow) spells cast within 100 ft. of  the 
  • 
  Crumbling Tomb in the Western Margreve are heightened 
  (Heighten Spell).
  Conjuration (summoning) spells cast at Twilight Fork in the 
  • 
  Central Margreve are extended (Extend Spell).
  non-Caster Casters
  Every intelligent creature born in the Margreve and raised in the Old 
  Ways treasures an intimate magical connection with the forest. Even 
  those who have no talent for the magical arts cradle a tiny spark of 
  Margrevian magic in their soul. This spark allows them to cast a single 
  0-level spell (1/day, cantrip or orison). 
  The spell is always the same for an individual, and the material 
  components, gestures, or rhyme necessary to cast the spell are unique 
  to the individual. The spell represents both the character’s relationship 
  with the forest and the expenditure of cantrip magic that feeds the 
  forest. Through this magic, one Margrevian may have a knack for 
  keeping blades sharp, another for locating game, and another for 
  predicting storms or the arrival of foreigners.
  At the GM’s discretion, non-caster outsiders can also learn a 
  0-level spell after living with an insider for 1 month. Sometimes 
  the spell learned is the same spell that the insider knows, replete 
  with the same gestures and verbal components. But most times, 
  the Margreve selects its own spell for the outsider, according to 
  his or her character.
  Conjuration (suMMoning) 
  viSual effect: A transparent image of the creature(s) summoned 
  screams out of the caster’s face and melts widemouthed into the ground. 
  Side effect: The Margreve chooses the creatures summoned 
  through conjuration (summoning) spells. However, casters can ensure 
  their own choice by including a material component—tooth, claw, 
  or other body part (not hair)—from the desired species. During the 
  siphoning process, the Margreve’s aura of wildness intertwines with 
  the spell’s energy, giving summoned creatures a 10% chance to gain the 
  confused condition during their first round to act.
  Conjuration (teLePortation) 
  viSual effect: A loop of silver cord drifts out of the target, like the 
  middle of a fishing line taken by the tide. Its direction and relative 
  loop length provide some indication as to how far off target the spell 
  will be. 
  Side effect: Ancient stone circles, sacred groves, siphoned 
  “spell batteries,” and ley lines tug and distort the teleportation 
  path to the caster’s desired destination. For teleport and teleport 
  object, subtract 25 and add the caster’s level to rolls on the spells’ 
  familiarity/target table. If  the Margreve is friendly toward the 
  caster, add 10. If  unfriendly, subtract 10. If  hostile, subtract 20. 
  For greater teleport, treat the caster as “very familiar” and roll on the 
  familiarity/target table normally.
  divination 
  viSual effect: Vines and underbrush withdraw or creep toward the 
  caster depending on the woe or weal of the divination respectively.
  Side effect: Two or more divination spells cast simultaneously in the 
  Margreve have a 10% chance of crossing wires, providing all parties with 
  inaccurate (and sometimes wildly inappropriate and interesting) information. 
  divination (sCrying)
  viSual effect: None.
  Side effect: The Margreve may pull a scrying spell’s invisible 
  sensor toward a target of the forest’s attention or, in rare cases, reveal 
  something that is not really there. During the spell’s duration, the 
  sensor’s connection with the forest sometimes inclines the caster to 
  refer to himself in the first person plural. 
  evoCation
  viSual effect: Depending on the spell descriptor, frost covers the 
  ground (cold), fire singes grass blades (fire), light glows and fades into 
  the trees (light), the canopy closes to treasure the darkness (darkness), 
  leaves kick up at the caster’s feet (air), sparks arc between the caster’s 
  legs or nearby trees (electricity), etc.
  Side effect: None.
  iLLusion (figMent)
  viSual effect: None.
  Side effect: Figments created in the Old Margreve have minor 
  details added, as if the forest were trying to fit them in somehow. 
  Moss grows on illusionary trees, brambles curl around illusory 
  walls, and chirping birdsong accompanies ghost sounds. The DC to 
  disbelieve such spells is increased by 1, but sometimes the figment 
  acts in an unexpected way, as if it were more than mere illusion; like 
  the silent image of a forest goblin that gives its caster a mocking bow 
  when dismissed.
  
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  Tales of the Old Margreve
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  new Margreve spells 
  Feed the Forest
  School evocation; level druid 1–9 
  caSting tiMe 1 round 
  coMPonentS V, S, DF 
  range personal
  target you
  duration 1 hour/level of the spell (D) 
  Saving throW Will negates (harmless); SPell reSiStance yes 
  (harmless) 
  This spell may be prepared in any slot of 1st–9th level. When cast in 
  the Margreve, it feeds a constant trickle of magical energy into the 
  forest. For the duration of the spell, you can cast spells of the same 
  level or lower without the forest sending challenge creatures to coax 
  you into casting more magic for the Margreve to siphon. The forest 
  remains aware of you and may interdict or attack you for other reasons.
   Feed the forest spells appear on a druid’s list the first time they 
  prepare spells within the Margreve. At the GM’s discretion, 
  rangers and witches with a similar tie to ancient powers of 
  nature may also receive these spells. 
  Porevit’s Mantle
  School transmutation; level druid 1, ranger 1
  caSting tiMe 1 standard action
  coMPonentS V, S, M
  range touch
  targetS one creature/level 
  duration 1 hour/level (D)
  Saving throW Will negates (harmless); SPell reSiStance yes 
  (harmless)
  You take on the physical characteristics of the terrain around 
  you. Grass and tiny mushrooms sprout in your hair, moss 
  beards your chin, and your flesh takes on the mottled hue of 
  leaf green and bark brown. This grants a +3 circumstance 
  bonus to Stealth checks in the appropriate terrain.
  Snap the Leash 
  School enchantment [mind-affecting]; level druid 2, 
  sorcerer/wizard 2, witch 2 
  caSting tiMe 1 standard action
  coMPonentS V, S, M (used leash or similar object)
  range close (25 ft. + 5 ft./2 levels) 
  target one living creature of Intelligence 2 or less 
  duration instantaneous 
  Saving throW Will negates; SPell reSiStance yes 
  You remove the shackles of domestication from a creature’s 
  mind, causing it to entirely forget being broken or trained. Mounts 
  refuse to be ridden and other animals forget any tricks learned 
  and obedience taught. Memories are not affected, so creatures 
  may remain drawn to those who have treated them kindly and 
  aggressive towards those who have harmed them. The animal can 
  be domesticated again, but the trainer must start from scratch. 
   This spell is only partly effective against animal companions, 
  familiars, and paladin mounts. Although the spell removes 
  any tricks they know, the bond between animal and master is 
  otherwise unaffected. 
  Spy My Shadow
  School transmutation; level sorcerer/wizard 2, witch 2 
  caSting tiMe 1 standard action 
  coMPonentS V 
  range personal 
  target you
  duration 1 min./level 
  Saving throW none (harmless); SPell reSiStance yes 
  (harmless) 
  You whisper a fey rhyme to your shadow, bringing it to life as a 
  tenebrous spy that can slip under doors, between shutters, and 
  through the narrowest of cracks. You may stretch your shadow 
  up to 10 times your height, and move it as you wish although it 
  remains two-dimensional and cannot interact with physical objects. 
   You may spy through your shadow’s eyes and ears as if they 
  were your own, but magically enhanced senses do not work 
  through this spell. Utilize the Stealth skill normally if trying to 
  keep your shadow’s presence a secret: it gains a +4 bonus to 
  Stealth checks in dim lighting but a −4 penalty in brightly lit areas. 
   Enemies who see your shadow can make attacks against it 
  using your touch AC although your shadow is incorporeal. 
  Damage or effects done to your shadow affect you as though 
  you had been hit by the attack.
  Step Like Me 
  School transmutation; level sorcerer/wizard 1, witch 1
  coMPonentS V, S, M (personal item, blood, hair, footprint, or 
  other connection to target)
  caSting tiMe 1 standard action 
  range close (25 ft. + 5 ft./2 levels)
  target one creature
  duration 1 day (D)
  Saving throW Fortitude negates; SPell reSiStance yes
  You steal the footsteps of a target creature within one size 
  category of yourself. For the duration of the spell, you leave 
  the tracks of the target while they leave tracks as if they were 
  you. In addition, creatures capable of identifying creatures using 
  tremorsense mistake you for a creature of the subject’s species. 
  Yarila’s Bounty
  School conjuration; level druid 4, ranger 4 
  coMPonentS V, S 
  caSting tiMe 1 standard action 
  target one creature touched
  duration 10 min./level (D)
  Saving throW Will negates; SPell reSiStance yes
  The sun’s life-giving energy heals and sustains your body. For 
  the duration, you gain fast healing 1 whenever you are bathed 
  in direct sunlight; 30 min. or more of exposure also provides 
  a day’s normal nourishment and removes the fatigued and 
  exhausted conditions. 
   Limited exposure to sunlight—such as dim light—reduces 
  the spell’s healing to 1/minute. Normal or magical darkness 
  suppresses the spell’s effect entirely. 
   Undead are especially vulnerable to this spell. If a targeted 
  undead fails its Will save, it gains the shaken condition and 
  suffers damage instead of healing while in sunlight. 
  
  23
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  Old Margreve Gazetteer 
  
  
  new Margreve InCanTaTIons
  Oldwood Rite 
  School evocation; effective level 6th 
  Skill checkS Knowledge (arcana) DC 20, 2 successes; 
  Knowledge (local or religion) DC 20, 2 successes; Knowledge 
  (nature) DC 20, 2 successes 
  coMPonentS V, S, M
  Material Components—fresh earth from the 
  Old Margreve; sacred herbs; a few drops 
  of the caster’s and target’s blood, 
  dripped onto the forest floor
  caSting tiMe 60 min. 
  range touch
  target one creature touched
  duration 1 day 
  Saving throW Will negates 
  (harmless); SPell reSiStance yes 
  (harmless) 
  The Oldwood Rite incantation can only 
  be invoked within the Old Margreve, but 
  variations exist for other numinous locales. You 
  call on the Margreve’s spirit to accept you as part of 
  the forest. This does not prevent the Margreve’s spell 
  siphon or nullify the forest’s senses, but the Margreve 
  generally ignores you and treats you as a trusted visitor 
  rather than as an interloper: assume one positive step in 
  the Margreve’s attitude toward you.
   In addition to this benefit, you can sacrifice a  
  spell or spell-like ability during the casting to 
  gain the benefit of  feed the forest for the level of 
  spell sacrificed. 
   failure: Failing 2 consecutive knowledge checks, 
  the forest sucks hungrily at the caster’s life energy, who gains 1 
  temporary negative level. 
  Stories That Wolves Tell 
  School transmutation; effective level 6th 
  Skill check Knowledge (arcana) DC 20; Knowledge (local) 
  DC 20; Knowledge (nature) DC 20 
  coMPonentS V, S, M
  Material Components—a pouch woven from fresh wolfsbane 
  stems; a flint knife that has been shaped without the touch of 
  iron; a living wolf you sacrifice during the casting
  caSting tiMe 30 minutes 
  duration 1 day or 3 days
  Saving throW none
  Slit a wolf ’s throat with a flint knife and you can steal its 
  voice, trapping it in a wolfsbane pouch. Spit into the bag and 
  you gain the power to speak in the wolf ’s voice for the day. 
  There are stories in the howling of  wolves and you can listen 
  in on them, hearing tales of  hunts and prey and strange 
  things seen. You can also add your own voice to the chorus 
  if  you dare, singing songs and spinning tales that soon 
  spread around the forest. 
   This incantation enables you to speak and understand the 
  language of wolves and worgs. Looking for information 
  or spreading stories via the howling of wolves requires a 
  Diplomacy check and a Bluff check to fool them into thinking 
  you really are a wolf. 
   The effect lasts for 1 day or until the bag is destroyed. If 
  done on the first night of  the full moon, the effect lasts for 
  3 days. 
   
  backlaSh: If the wolves learn that you are 
  using a stolen voice, they become hostile and 
  hunt you down.
   
  failure: Failing 2 consecutive 
  skill checks results in the wolf’s voice 
  replacing your own for the duration, 
  leaving you unable to speak except in 
  growls and howls. 
  Wisdom of the Old Ways
  School varies; effective  
  level 0 
  Skill check Knowledge (local) DC 20, 
  1 success 
  coMPonentS V, M
  Material Component—varies, usually a natural object 
  freshly taken from the forest or a simple crafted item 
  like a corn doll or hazel wand (typical cost is 1 gp or less)
  caSting tiMe 10 minutes 
  range varies 
  target varies 
  duration varies 
  Saving throW Will negates; SPell reSiStance yes 
  You invoke an ancient Margreve tradition and the 
  forest responds. 
   
  These rules cover various different 
  incantations equivalent to 0-level spells. Below is a small 
  sample of  rituals, each treated as a separate incantation. 
  They become increasingly unreliable if  invoked beyond the 
  Old Margreve:
  Break a rival’s arrow and wrap its head in fox sinews: its 
  • 
  owner’s next three ranged attacks are at a −1 penalty. 
  Draw a nettle across your palm and dedicate the pain to an 
  • 
  enemy: unluck plagues their day (see Pathfinder Roleplaying 
  Game Core Rulebook for curses). 
  Known as a “widow’s taper,” a candle made from the 
  • 
  wax of  Margrevian bees helps guide a lost love one 
  home: grants them know direction, except it indicates the 
  target’s home. 
  Place an alraune root in a bowl of milk beneath their sickbed: 
  • 
  the target gains a +1 circumstance bonus to their next 
  Fortitude check against disease. 
  Swear to do a deed while touching a living tree to gain a vila’s 
  • 
  blessing: +1 bonus to next physical check. 
   backlaSh: Using this incantation leaves you feeling uneasy 
  and uncommunicative, like a reclusive forest animal: you suffer 
  1 ability damage to Int, Wis, or Cha (chosen randomly).
   failure: The effect reverses, either affecting you instead of 
  the target or having the opposite effect to the one intended.
  
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  Tales of the Old Margreve
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  ala
  With an outrageously wide mouth of  razor-sharp teeth and smoky 
  black rags for clothes, the crazed crone leaps into the air in a black 
  whirlwind of  claws and lightning.
  Ala are born from galls that grow on the trunks of treants. While in 
  this parasitic pocket, an ala sickens the treant and devours its life force. 
  When the treant dies, the ala takes the treant’s soul as its own before 
  erupting in a black whirlwind of claws and lightning.
  Ala appear as wild hags with windblown hair and clothes of smoky 
  black rags. Their true form is that of a whirlwind, which can always 
  be seen by šestaci (or men with 6 digits on each hand). An ala cannot 
  enter a house without it shaking in protest.
  Arriving in new areas on the cusp of hail or lightning storms, ala 
  take up residence in the hollows of trees that were struck by lightning. 
  Ala are most active when thunder rocks the forest.
  These huge-mouthed creatures have voracious appetites, and 
  though their “livestock” typically consists of rabid owls, wolves, 
  and badgers, they favor the taste of innocents above all else. Some 
  unsavory tribes beg an ala’s favor with gifts of captives.
  In battle, ala twist into black whirlwinds that sweep foes from 
  their feet, battering them with claw, tooth, and electricity. When not 
  in whirlwind form, ala tear at their foes with claws and a poisonous 
  bite, or they throw wicked lightning bolts and hailstorms upon 
  their enemies from a distance. Woes betide the hapless hero who 
  confronts an ala while a storm rages overhead, for such storms 
  energize the ala and enable it to call more powerful bolts. Because ala 
  wield lightning with such mastery, some sages associate them with 
  Perun, the God of Lightning.
  The only thing ala hate more than sentient humanoids are dragons. 
  Newborn ala and dragon children are rumored to fall into trances 
  during storms when they fight each other in the clouds.
  Ala 
  CR 8
  XP 4,800
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +14
  Aura frightful presence (30 ft., DC 14)
  Defense
  AC 21, touch 16, flat-footed 18 (+3 deflection, +3 Dex, +5 natural)
  hp 95 (10d10+40) 
  Fort +7, Ref +10, Will +10
  Immune electricity
  Offense
  Speed 30 ft., fly 30 ft. (perfect)
  Melee bite +15 (1d6+5 plus poison), 2 claws +15 (1d4+5)
  Special Attacks whirlwind (3/day, 10−30 ft. high, 5 ft. wide at base, 
  1/2 wide as tall at peak, 2d8+5 damage plus Perun’s kiss, DC 17)
  Spell-Like Abilities (CL 10th)
  1/day—ice storm (DC 13), lightning bolt (DC 12) (or if stormy 
  conditions, call lightning storm (DC 14)
  STATISTICS
  Str 20, Dex 16, Con 18, Int 10, Wis 16, Cha 8
  Base Atk +10; CMB +15; CMD 26 
  Feats Alertness, Diehard, Endurance, Flyby Attack, Great Fortitude
  Skills Climb +13, Fly +24, Intimidate +10, Perception +14, Sense 
  Motive +5, Stealth +18, Survival +13; Racial Modifiers +4 Fly, 
  +4 Stealth
  Languages Common, Draconic
  ECOLOGY
  Environment hills, mountains, and forests
  Organization solitary or storm (3–5)
  Treasure normal
  SPECIAL ABILITIES
  Perun’s Kiss (Su) Jagged bolts of lightning flash inside the ala’s 
  whirlwind, dealing 2d6 electricity damage plus an additional 
  1d6 electricity damage per ala in whirlwind form within 50 ft. 
  Poison (Ex) Ala poison—injury (bite); save Fort DC 17 (Constitution-
  based); frequency 1/round for 6 rounds; effect sickened, 
  sickened creatures are nauseated; cure 1 save. 
  The poison infuses the ala’s flesh, so creatures making bite attacks 
  against an ala must also save after each successful attack.
  $
  Margreve besTIary 
  Margreve besTIary 
  
  
  J
  X
  e
  T
  he Margreve is a dark wood frontier, alive with creatures 
  rarely seen beyond its borders. The unlucky few who 
  encounter the Margreve’s native creatures rarely live to 
  tell the tale. But tales abound nonetheless. Wild and terrible tales to 
  frighten travelers and threaten disobedient children.
  To maintain mystery and heighten fear, withhold the creatures’ names 
  from your players for as long as possible. Instead, describe the creatures 
  by the sound they make or the smell that precedes them. Your players 
  will soon develop their own evocative names for these beasts as they 
  recall key characteristics to describe the creatures to locals. 
  Margreve folk tend not to name fell creatures, for they say that 
  names bequeath power. When inhabitants must pronounce a monster 
  at all, they use informal references like “the howlers,” “the Mistwallow 
  maidens,” or “the shuddering boys.”
  Many of the creatures in this bestiary bear their real world names. 
  Many have Eastern European roots. The ala, leshy, rusalka, vila, and 
  zmey enjoy rich histories as spirits and demons in Slavic mythology. 
  Research into their fascinating stories may not only reveal other Slavic 
  beasts to bring to your game but also inspire variants based on the 
  many, often conflicting, aspects each one possesses.
  
  
  25
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  Margreve Bestiary 
  
  
  ChIld of The brIar
  The ligneous figure’s eyes gleam like polished walnuts, and the sly smile 
  seems oddly placed on the tiny body covered in spikes and thorns. The 
  creature’s waist is no thicker than your clenched fist, its sinuous arms 
  no wider than your finger but twice the length of  its body. 
  Children of the briar are a frequent nuisance to fey and mortal alike. 
  They grow in the Margreve’s many briar patches but sometimes spawn 
  when a sorcerer or magical creature’s blood is spilled on the forest 
  floor. Despite their size, they gather in great numbers, cultivating the 
  Old Margreve’s thorny thickets into veritable fortresses. Wise men 
  flee when they hear their clicking language in the underbrush, for the 
  children have a taste for blood and all the capricious wickedness of 
  spiteful children. 
  From their lairs, the children of  the briar creep far and wide to 
  spy on the forest’s inhabitants, sometimes using spiders, monstrous 
  centipedes, or giant dragonflies as mounts. They converse with 
  travelers bearing interesting news, but their words are thorned with 
  gleeful malice, jealous bile, and lies. They are not above murder. 
  They bargain what they learn for trinkets, favors, and drops of 
  spilled blood.
  The fey have long used the children of the briar as spies and 
  informants, and the power of the Otherworld now courses through 
  their veins, allowing them to work simple magical tricks and slip 
  between the mortal and faerie realms with relative ease. 
  A caster of 3rd level or higher can gain a child of the briar as a 
  familiar using the Improved Familiar feat.
  Child of the Briar 
  Cr 1 
  XP 400
  NE Tiny plant
  Init +3; Senses low-light vision; Perception +7
  Defense
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 9 (2d8)
  Fort +3, Ref +3, Will +0
  Defensive Abilities plant traits; DR 5/cold iron
  Weaknesses vulnerable to fire
  Offense
  Speed 20 ft., climb 10 ft.
  Melee 2 claws +6 (1d2−2 plus grab)
  Space 2-1/2 ft.; Reach 5 ft.
  Special Attacks spitdart tongue, thorny grapple 
  Spell-Like Abilities (CL 2nd)
  3/day—briar magic (DC 12)
  1/day—entangle (DC 13)
  STATISTICS
  Str 6, Dex 17, Con 11, Int 13, Wis 10, 
  Cha 14
  Base Atk +1; CMB +2 (+6 grapple); CMD 10 
  Feats Weapon Finesse
  Skills Bluff +4, Climb +8, Perception +7, Stealth 
  +14 (+20 in forest); Racial Modifiers +8 Climb, 
  +2 Perception, +6 Stealth while in forest 
  Language Briarclick (spoken only), Common, Sylvan
  SQ fey blood
  ECOLOGY
  Environment temperate forest
  Organization solitary, gang (2–8), or nest (9–24)
  Treasure standard (usually small items)
  SPECIAL ABILITIES
  Briar Magic (Sp) A child of the briar can cast any cantrip from the 
  sorcerer/wizard spell list. The save DCs are Charisma-based. 
  Entangle (Ex) As a standard action, two or more children of the 
  briar in the same square can produce an effect identical to 
  an entangle spell in the 5-ft. square they occupy (DC 10 + 
  number of children of the briar in the square). Briar children 
  are immune to this ability, but other entangle effects affect 
  them normally.
  Fey Blood (Ex) Children of the briar count as both plant and fey for 
  any effect related to type.
  Spitdart Tongue (Ex) Every child of the briar can shoot a wooden 
  spike from its mouth every other round. Treat this as a Tiny dart 
  (1 damage, base range 20 ft.).
  Thorny Grapple (Ex) A child of the briar’s long thorny limbs enable 
  it to grapple creatures up to 2 size categories larger than itself. 
  It adds its Dexterity modifier instead of Strength modifier to any 
  damage inflicted while grappling.
  
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  26
  Tales of the Old Margreve
  
  
  deer CenTaur (alseId)
  This creature has the slender upper body of  an elf  and the lower 
  body of  a deer. 
  Alseid are the graceful woodland cousins to centaurs. Because they 
  are rarely seen far from the wooded glades they call home, they are 
  sometimes called “grove nymphs,” despite being more closely related 
  to elves than nymphs. 
  Alseid see the forest as an individual and a friend. They are suspicious 
  of outsiders who do not share this view. Lost travelers who demonstrate 
  deep respect for the forest may spot a distant alseid’s white tail and 
  chase after it as it bounces toward a road that leads out of the forest. 
  Disrespectful strangers may follow the same tail to their doom. 
  Male alseid have antlers growing from their foreheads. Antlers 
  grow very slowly, branching every 10 years for the first century of life. 
  Further points only develop with the blessings of the forest. No 14 
  point imperial alseid are known to exist, but many tribes are governed 
  by princes with 13 points. Because antlers signify status, alseid never 
  use them in combat. Cutting an alseid’s antlers is one of the direst 
  punishments an alseid can receive. Elf rangers have reported a lone 
  alseid exile, wandering the Margreve, its antlers sawn off near the scalp. 
  Alseid have a deep connection with the Old World magic of the 
  Margreve. Their leaders favor the druid and ranger classes.
  Alseid 
  CR 1/2
  XP 200
  Alseid ranger 1
  CN Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 6 (1d10+1)
  Fort +1, Ref +5, Will +5
  Offense
  Speed 40 ft.
  Melee longspear +2 (1d8+1/x3)
  Ranged composite shortbow +4 (1d6+1/x3)
  Special Attacks favored enemy (magical beast +2)
  STATISTICS
  Str 13, Dex 17, Con 12, Int 8, Wis 16, Cha 8
  Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
  Feats Point-Blank Shot
  Skills Heal +7, Knowledge (nature) +3, Perception +9, 
  Stealth +9, Survival +7; Racial Modifiers +2 
  Perception, +2 Stealth
  Languages Common, Elven
  SQ track, woodfriend, wild empathy +0
  ECOLOGY
  Environment any forest
  Organization solitary, pair, band (3–6), or tribe (7–20 
  plus 3 hunters of 3rd level and 1 leader of 6th level)
  Treasure NPC gear (composite shortbow [+1 Str] with 20 arrows, 
  longspear, studded leather, other treasure)
  SPECIAL ABILITIES
  Woodfriend (Su) When in a forest, alseid leave no tracks and 
  automatically discern true north. 
  Alseid Characters
  Alseid are defined by their class levels—they do not possess racial HD. 
  Alseid have the following racial traits.
  +2 Dexterity, +2 WisDom, −2 intelligence: Alseid are nimble 
  and wise, but rely more on instinct than logic.
  MediuM: Alseid are Medium creatures and have no bonuses or 
  penalties due to their size.
  QuadruPed: Alseid receive a +4 bonus to their CMD to resist trip 
  attacks.
  faSt: Alseid are fast for their size and have a base speed of 40 ft.
  darkviSion: Alseid can see in the dark up to 60 ft. 
  alSeid Magic: Alseid add +1 to the DC of any saving throws 
  against Old World spells that they cast while in the forest. 
  Woodfriend: See above.
  Skilled: Alseid receive a +2 racial bonus on Perception and Stealth 
  skill checks.
  WeaPon faMiliarity Alseid are proficient with all spears and 
  shortbows (including composite shortbows).
  languageS: Alseid begin play speaking Common and Elven. 
  Alseid with high Intelligence scores can choose from the following: 
  Briarclick (the language of Children of the Briar), Gnoll, Gnome, 
  Goblin, and Sylvan.
  
  27
  27
  Margreve Bestiary 
  
  
  green hussar
  A figure of  living wood in the shape of  horse and rider regards you 
  with knothole eyes above a beard of  moss. It wears a bark cuirass and 
  holds a gnarled lance in one hand. A leafy bow rests beside its saddle.
  Green hussars sprout like galls from the oldest Margreve trees 
  whenever the forest needs them. Although they resemble cavalrymen, 
  both horse and rider is a single creature of living wood. They are 
  hunters, instruments of the forest’s wrath—relentless and pitiless. 
  Their senses are formidable since the forest constantly whispers where 
  to track their prey. Green hussars do not speak but on occasion let 
  out a sepulchral groan, like the creaking of an ancient tree. In combat, 
  they rush through the forest in waves, leaf-fletched barbs flying before 
  them, before moving in for the kill. They fight to the death.
  The forest sometimes sends green hussars forth as a strange kind of 
  tithe collector. They take food, drink, and sometimes rare woods and 
  spices—coins or silver are not usually accepted. They can be appeased 
  for rather little, but failing to understand or meet their silent demands 
  means a murderous pursuit.
  When not on a hunt for men or tithe, a green hussar stands still as 
  a statue, often planting itself in a sacred place as a guardian. Fey and 
  other forest inhabitants often bring gifts, adding flowers, owl feathers, 
  and strands of spider’s web to the splay of twigs that rises from its 
  back like a hussar’s wing. 
  When slain, a green hussar shrivels into a fungus-infested stump, 
  its top resembling the face of its slayer. These stumps can be found 
  throughout the forest. Locals sometimes bury tokens of their 
  enemies in them, watering the offering with blood, tears, and 
  cries for vengeance in the hope that the Margreve sends a 
  green hussar to see justice done.
  Green Hussar 
  CR 3 
  XP 800
  N Large plant 
  Init +2; Senses blindsense 60 ft., low-light vision; 
  Perception +2
  Defense
  AC 15, touch 11, flat-footed 13 (+4 natural, +2 Dex, −1 
  size)
  hp 30 (4d8+12)
  Fort +7, Ref +3, Will +3
  Defensive Abilities plant traits; DR 5/slashing
  Weaknesses vulnerable to fire
  Offense
  Speed 50 ft.
  Melee mwk lance +6 (1d8+3/x3), 2 hooves +0 (1d6+1) 
  Ranged mwk shortbow +5 (1d6/x3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks flowering lance (+3 bleed), trample (1d6+4, DC 15)
  STATISTICS
  Str 17, Dex 14, Con 16, Int 8, Wis 14, Cha 10
  Base Atk +3; CMB +7; CMD 19 (23 vs. trip)
  Feats Deadly Aim, Run
  Skills Perception +2 (+10 in forest), Stealth +3 (+7 in forest), 
  Survival +4 (+8 tracking in forest); Racial Modifiers +8 
  Perception while in forest, +4 Stealth while in forest, +4 Survival 
  when tracking in forest
  Language understands Sylvan
  SQ livewood weaponry, undersized weapons, woodland stride
  ECOLOGY
  Environment temperate forest
  Organization solitary, pair, or band (2–5)
  Treasure none
  SPECIAL ABILITIES
  Flowering Lance (Ex) The first wounding strike each day from a 
  hussar’s lance causes the tip to break off and root itself in the 
  target, inflicting damage equal to the hussar’s Strength modifier 
  each round as it grows and sprouts crimson flowers. The lance 
  functions normally without a tip, regenerating after 1 day if in a 
  hussar’s possession.
  Livewood Weaponry (Su) A green hussar can transform a piece of 
  living wood into a lance, shortbow, or bundle of arrows as a free 
  action. In their hands these are masterwork while, in all others’ 
  hands, they count as improvised weapons.
  Undersized Weapons (Ex) Although green hussars are Large, they 
  use weapons as Medium humanoids. 
  Woodland Stride (Ex) This ability functions as the druid class 
  feature of the same name.
  
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  Tales of the Old Margreve
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  
  leshy
  This strange man wears loose scraps of  clothing and appears to be 
  covered in bark and root-like growths. The hair and beard that 
  frame his piercing green eyes writhe like living vines.
  Generally solitary, leshy can often be found tending to plants and 
  animals in groves around the edge of the Margreve. Leshy have 
  little patience for interlopers and often kill, abduct, or frighten off 
  trailblazers and guides.
  Leshy prefer trickery over combat, particularly enjoying misguiding 
  and kidnapping interlopers through use of their mimicry. If challenged, 
  they use their change size ability to scare intruders away but never 
  hesitate to fight to the death in service to the forest if necessary. Leshy 
  hate metal, especially the axes they associate with logging, and they go 
  out of their way to steal metal items and lead those who use them astray.
  With careful courting and appropriate gifts, it is possible to gain a 
  leshy’s capricious assistance. This can be risky, however, since leshy 
  have a fey-like love of mischief. Still, there are tales of times where a 
  leshy’s help has been essential to a group traversing the Margreve.
  Leshy 
  CR 4
  XP 1,200
  CN Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +10
  Defense
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 42 (5d10+15)
  Fort +5 Ref +5 Will +6
  Offense
  Speed 30 ft.
  Melee club +8 (1d6+3)
  Spell-Like Abilities (CL 5th)
  Constant—pass without trace, speak with animals 
  1/day—command plants (DC 17), create water, entangle (DC 14), 
  hideous laughter (DC 15), plant growth, shillelagh
  STATISTICS
  Str 16 Dex 12 Con 14 Int 14 Wis 15 Cha 16
  Base Atk +5; CMB +8; CMD 19
  Feats Great Fortitude, Power Attack, Toughness
  Skills Bluff +8 (+12 when mimicking), Handle Animal +8, Knowledge 
  (nature) +7, Perception +10, Stealth +9, Survival +10; Racial 
  Modifiers +4 Bluff while mimicking
  Languages Common, Elven, Sylvan; speak with animals (as the 
  spell)
  SQ change size, mimicry, wild empathy +8
  ECOLOGY 
  Environment temperate forests 
  Organization solitary 
  Treasure standard (club and other treasure) 
  SPECIAL ABILITIES
  Change Size (Su) As a standard action, a leshy can appear to 
  change its size; becoming as tall as a massive oak (Gargantuan) 
  or as short as a blade of grass (Diminutive). The change is 
  entirely illusory, so the leshy’s statistics do not change, though 
  it gains a bonus or penalty to Stealth equivalent to its apparent 
  size category. Anyone physically interacting with the leshy can 
  disbelieve the size change (Will DC 15; Charisma-based). 
  Mimicry (Su) A leshy can mimic the calls and voices of any 
  creature it has heard (such as the roar of a lion, the song of a 
  sparrow, or voice of a PC). To use this ability, the leshy makes 
  a Bluff check with a +4 racial bonus; listeners who succeed 
  on an opposed Sense Motive check realize that something 
  is mimicking the sound. If the listener is familiar with the 
  individual the leshy is imitating, the listener gains a +4 bonus 
  to oppose this check.
  Wild Empathy (Su) This works like the druid’s wild empathy class 
  feature, except the leshy receives a +5 racial bonus. Leshy with 
  druid or ranger levels add this racial modifier to their wild 
  empathy checks.
  Leshy are the self-proclaimed protectors of the Margreve 
  outskirts. With their plant growth ability, they sabotage 
  cultivated land, wipe out trails, and create weed walls and 
  thickets to keep civilization at bay. Using command plants, 
  they transplant assassin vines and other plant creatures 
  to discourage new settlements. Some have wrangled rabid 
  animals to the same purpose.
  
  29
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  Margreve Bestiary 
  
  
  MylIng
  A small person in ragged clothing dashes toward you with open 
  arms. There is a slight bluish tint to its flesh, and its eyes are a 
  dull white.
  Mylings are the souls of the unburied, those who die in the forest as a 
  result of abandonment or exposure. The enraged soul finds no peace 
  until its body is properly interred. A myling seeks a creature to carry it 
  to its final resting place. 
  Mylings tend to be solitary. They haunt the place they died and 
  the vicinity surrounding the dwellings of their killers. In a tragedy 
  that leads to the death of multiples, the resultant mylings “hunt” as 
  a pack. 
  Mylings shadow lone wanderers at night and jump onto their backs, 
  demanding to be carried to their chosen burial grounds; myling packs, 
  however, are more courageous and attack larger groups. Wrapping its 
  arms and legs around its target, a myling holds on to its victim with 
  great tenacity, constantly begging, threatening, and biting until its 
  mount agrees to take it to its final resting place. If the victim proves 
  unable or unwilling to carry the creature there, the myling bites its 
  victim to death in a rage.
  The myling’s body grows heavier as it approaches its chosen 
  burial spot. It sinks into the earth and takes its “mount” with it 
  to an early grave, buried alive. Freshly churned earth is a sure sign 
  that a myling has claimed the person responsible for abandoning it 
  when it was alive.
  Mylings maintain a trace of  the personality they had when 
  they were alive. Some are coy and charming, others sullen, some 
  sadistic. Though they appear much as they did in life, mylings 
  hide their faces and sing innocent rhymes as they approach their 
  targets, for the creatures know that their dead eyes and cold 
  blue skin give them away. 
  Myling 
  CR 2
  XP 600
  CE Small undead
  Init +6; Senses darkvision 60 ft.; Perception +7 
  Defense
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 19 (3d8+6)
  Fort +3, Ref+3, Will +4
  Defensive Abilities undead traits; DR 5/iron
  Offense
  Speed 30 ft.
  Melee bite +5 (1d4 plus attach)
  Special Attacks attach, buried alive
  STATISTICS
  Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 
  14
  Base Atk +2; CMB +1 (+9 grapple when attached); 
  CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +5, Climb +6, Diplomacy +5, 
  Perception +7
  Languages Common
  ECOLOGY
  Environment forest
  Organization solitary, pair, pack (3–6)
  Treasure none 
  SPECIAL ABILITIES
  Attach (Ex) When a myling hits with a bite attack, it latches 
  onto the target, effectively grappling its victim. A myling 
  has a +8 racial bonus to maintain its grapple on a foe. It 
  can deliver a bite automatically each round it successfully 
  maintains the grapple. 
  Buried Alive (Ex) Once on its chosen burial grounds, a myling 
  grows heavier and sinks into the earth. Any creature with a 
  myling attached sink with it (Reflex DC 12 to avoid). The DC 
  increases by +2 for each additional myling attached to the 
  victim. A myling and its victim sink in 1d6 rounds; the victim 
  may attempt a new save each round, but the DC increases by 1 
  each time. On a successful save, the victim breaks free from the 
  myling’s grasp, but still needs to break free from the ground if 
  it spent any time sinking. Victims that become fully submerged 
  begin to suffocate (see Pathfinder Roleplaying Game Core 
  Rulebook). Treat the churned earth as quicksand (see Pathfinder 
  Roleplaying Game Core Rulebook). 
  
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  Tales of the Old Margreve
  
  
  rusalka 
  A beautiful woman, her skin almost transparent, sits upon a willow 
  branch. She is barefoot, and her hair and clothing are wet, as if  she 
  has just returned from a swim. She smiles seductively and motions 
  for you to approach.
  When a woman drowns in the Margreve, her dripping body may rise 
  again as a rusalka. Some claim the drowning must be a suicide resultant 
  from an unmarried pregnancy or from jilted love. Others say that the 
  water must be “unclean”—tainted with murder or possessed of some 
  evil spirit.
  Rusalki dwell in the water where they died but often step out at 
  night. Some climb a nearby tree, dangle their feet, and sing alluring 
  songs. Others sit on the bank or a dock, coyly combing their wet tresses 
  and awaiting prey. Rusalki mesmerize and seduce with song and dance 
  (assisted by their formidable spell-like abilities) to lure victims into their 
  arms. Once embraced, victims begin drowning as if held underwater.
  A rusalka is charming and sadistic, perhaps claiming to be a lonely 
  and love-lost tree spirit. While she giggles and flirts, she may part the 
  water of a lake, using control water, and coax her beguiled “lover” toward 
  the center to be rewarded with a passionate kiss as the waters rush back. 
  Those who resist a rusalka’s charms hear the roaring of a raging 
  river in the distance as her frail hands slam them to the ground with 
  supernatural strength.
  Rusalki tend to be solitary. They do not share “lovers” and may fight 
  over the most prized victims. On nights when the moon is full, rusalki 
  leave their watery homes and join in dance circles at the water’s edge, 
  singing all night long. Mothers forbid their children to swim when the 
  moon is full, lest a rusalka drag them to the bottom.
  Rusalka 
  CR 6
  XP 2,400
  CE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +15
  Defense
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 76 (8d8+40)
  Fort +7, Ref +3, Will +8
  Defensive Abilities undead traits
  Weaknesses vulnerable to fire, withered tresses
  Offense
  Speed 30 ft., swim 40 ft.
  Melee 2 slams +12 (1d4+5 plus grab)
  Special Attacks drowning embrace
  Spell-Like Abilities (CL 8th)
  Constant—detect thoughts (DC 17), tongues
  At will—charm monster (DC 19), control water, create water, 
  suggestion (DC 18), water walk
  1/day—dominate person (DC 20)
  STATISTICS
  Str 20, Dex 13, Con —, Int 13, Wis 15, Cha 20
  Base Atk +6; CMB +11 (+15 grapple); CMD 22
  Feats Alertness, Improved Initiative, Power Attack, Weapon 
  Focus (slam)
  Skills Bluff +8, Diplomacy +10, Knowledge (local) +6, Perception 
  +15, Perform (sing) +13, Sense Motive +15, Swim +13; Racial 
  Modifiers +8 Swim
  Languages Common
  ECOLOGY
  Environment forest
  Organization solitary or circle (2–4)
  Treasure normal
  SPECIAL ABILITIES
  Drowning Embrace (Su) A rusalka feeds by consuming the life 
  essence of the victims that she lures into a passionate embrace 
  or grabs in combat. A victim begins drowning immediately 
  (see Pathfinder Roleplaying Game Core Rulebook) as if already 
  having held its breath for a number of rounds equal to twice its 
  Constitution score. While embraced, the victim also suffers 2d6 
  negative energy damage/round. If a victim breaks free, it stops 
  drowning. 
  Grab (Ex) A rusalka’s grab attack works against creatures of 
  Medium size or smaller. A grabbed victim is immediately subject 
  to her drowning embrace ability.
  Withered Tresses (Su) Completely drying the (attached) hair of 
  a rusalka by keeping it out of water for 24 consecutive hours 
  utterly destroys her, causing her body to turn to desiccated 
  swamp weeds and crumble. 
  
  31
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  Margreve Bestiary 
  
  
  sap deMon
  Oozing from an ax wound to a stout maple’s trunk, a small figure 
  of  milky amber fluid forms on the forest floor. Vaguely humanoid 
  in appearance, this languid ooze half  walks and half  flows forward, 
  implacably following the axe wielder’s path to certain revenge.
  Sap demons are intelligent oozes that hunt down those that inflicted 
  the tree wounds from which they bled. Though typically small in size, 
  the larger the sap source is, the larger the resulting creature can be. 
  Over the course of a few hours, these milky amber creatures pool 
  into a shape that vaguely resembles their tree’s attacker (for instance a 
  hat may be incorporated into its overall shape).
  Sap demons pummel their prey with pseudopod fists, but when 
  possible, they especially enjoy claiming the weapon that wounded their 
  tree and wielding it to deliver a final blow.
  To gain speed, maneuverability, and protection, a sap demon may 
  possess another creature by pinning it and oozing down its throat. 
  Once inside, the sap demon dominates its host and causes it to bleed 
  as its tree bled. Since the sap demon takes no damage when its host 
  is wounded, it performs reckless acts. It upholds no scruples. It may 
  wander into town for fisticuffs and mayhem, or it may bed a local 
  woman who later gives birth to a forest changeling.
  Sap Demon 
  CR 3 
  XP 800
  CE Small ooze 
  Init +2; Senses blindsight 60 ft.; Perception +2
  Defense
  AC 9, touch 9, flat-footed 9 (−2 Dex, +1 size)
  hp 27 (5d8+5); fast healing 5
  Fort +2, Ref −1, Will +3
  Defensive Abilities ooze traits; DR 5/slashing
  Weaknesses winter’s kiss
  Offense
  Speed 20 ft., climb 20 ft.
  Melee 2 slams +7 (1d4+2 plus grab) 
  Special Attacks soul sap
  STATISTICS
  Str 14, Dex 6, Con 12, Int 12, Wis 14, Cha 10
  Base Atk +3; CMB +4 (+10 grapple); CMD 14 (16 vs. grapple)
  Feats Defensive Combat Training, Improved GrappleB, Improved 
  Initiative, Weapon Focus (slam) 
  Skills Climb +15, Escape Artist +10, Stealth +11, Survival +9; 
  Racial Modifiers +8 Climb, +12 Escape Artist, +4 Stealth, +2 
  Survival
  Language none (but see soul sap ability)
  SQ amorphous, summer’s step
  ECOLOGY
  Environment temperate forest
  Organization solitary, pair, or band (3–6)
  Treasure none
  SPECIAL ABILITIES
  Amorphous (Ex) A sap demon squeezes as though 2 size 
  categories smaller.
  Grab (Ex) Effective against opponents up to 1 size category 
  larger than the sap demon.
  Soul Sap (Su) A sap demon may slide down the throat of a 
  sleeping, helpless, or pinned living creature that is within 1 size 
  category of itself. Once inside, the sap demon takes control of 
  its host. Treat the effect as dominate monster and as if the sap 
  demon speaks the creature’s language. While dominated, the 
  host gains blindsight 60 ft., Diehard, Vital Strike, and barbarian’s 
  rage. The host’s ears drip blood (1 damage/hour). No damage 
  inflicted upon its host harms the sap demon. If the host dies 
  or remains unconscious for 1 minute as the result of nonlethal 
  damage, the sap demon exits.
  Summer’s Step (Ex) Fire damage affects a sap demon (or host) like 
  a haste spell for 1 minute.
  Winter’s Kiss (Ex) Freezing temperatures affect a sap demon (or 
  host) like a slow spell. In addition, the host loses the use of its 
  legs and falls prone (speed 5 ft.). The host’s bleeding slows to 1 
  damage/3 hours (Fort DC 15 negates). The host retains control, 
  losing blindsight, Diehard, Vital Strike, and rage.
  
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  Tales of the Old Margreve
  
  
  suTurefly
  They darting creatures look like dragonflies except with three pairs 
  of  gossamer wings, a jagged splinter-wood body, and flashes of  
  bright colors running down their sides.
  Margreve folk rarely speak when sutureflies dart through the trees, for 
  these creatures listen for lies and sew any offender’s mouth, nose, and 
  eyes shut. Some say the Old Wood hides nothing but liars, and that 
  is why the Margreve is shrouded in silence. Others say that the forest 
  uses sutureflies to smother those who break its covenants and silence 
  those who would reveal its secrets. Folk of the Outer Margreve release 
  sutureflies from wooden coffers brought to forest trials to encourage 
  witnesses to tell the truth. In the Heart of the Wood, one of Baba 
  Yaga’s daughters polices her “flock” of stolen children with sutureflies.
  Adventurers evidence a suturefly’s handiwork more often than 
  they glimpse one directly. Bodies with sewn mouths and noses lie 
  dead in the underbrush, mysterious children whose mouths are 
  ringed with black puncture marks observe intruders from afar, and 
  ascetic dryads step from trees, their eyes sewn shut against the evils 
  of civilization.
  Numerous suturefly varieties exist. Some have been bred to attack 
  based on verbal triggers other than lies. Black-banded sutureflies, for 
  instance, detect curses and religious blasphemies. In the Mistwallows 
  of the deep Margreve, a green and gold variety attack briar folk, hags, 
  and any others who allow magic to escape their lips.
  Sutureflies dart, hover, and strafe with near perfect 
  maneuverability. The common varieties are 6 inches long, but deep 
  woods rangers claim to have discovered detached, 5-ft.-long wings, 
  crushed in the forest detritus. 
  Suturefly 
  CR ½ 
  XP 200
  N Fine vermin
  Init +4; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 22, touch 22, flat-footed 18 (+8 size, +4 Dex)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +1
  Immune mind-affecting effects
  Offense
  Speed fly 40 ft. (good)
  Melee touch +12 (sew)
  Space 1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 19, Con 10, Int —, Wis 12, Cha 4
  Base Atk +0; CMB −4; CMD 1
  Feats Weapon FinesseB
  Skills Fly +16, Perception +1, Stealth +20
  SQ detect blasphemy
  ECOLOGY
  Environment Margreve Forest
  Organization solitary, wing (2–4), or quiver (5–10)
  Treasure none
  SPECIAL ABILITIES
  Detect Blasphemy (Su) The most common variety of suturefly 
  attacks any creature that utters an intentional lie, detected as if 
  by a permanent discern lies spell (Will DC 15; CL 5th; Wisdom-
  based with +5 racial bonus). 
  Sew (Su) If a suturefly hits with a touch attack, it sews its 
  opponent’s mouth, nose, or eye closed. With supernatural 
  speed, the suturefly repeatedly pierces the victim’s face, 
  each time threading a loop of the victim’s own skin through 
  the previous hole. These skin loops blacken, shrink, and draw 
  the orifice closed. It takes a full round action and a sharp 
  blade to sever the loops and reopen the orifice. Intense 
  pain and 2 damage accompany the procedure (Heal DC 15 
  for half). A victim whose mouth and nose have been sewn 
  shut immediately begins suffocating. Victims 5 or more size 
  categories larger than the suturefly are unaffected by its sew 
  ability.
  TACTICS
  before coMbat Sutureflies dart from hiding to gain surprise.
  During Combat Once it has sewn a mouth closed, it targets the 
  same victim’s nose, unless threatened by another opponent.
  Morale A suturefly attacks until it has sewn all of its opponents’ 
  mouths and noses closed. It pursues fleeing opponents for 1 
  final attack round.
  
  33
  33
  Margreve Bestiary 
  
  
  vIla
  This beautiful, slim woman is mounted on a deer. Her hair is the 
  color of  spring grass; her skin is polished wood and her eyes are gray 
  like a coming storm. 
  The vila is a close relative of the dryad. Like their cousins, they serve as 
  protectors of the Margreve. Where dryads beguile to accomplish their 
  goals, the more savage vila coerce. They demand oaths from interlopers 
  and enforce them fiercely. Vila delight in testing the generosity and 
  forgiveness of travelers and tormenting the uncharitable and cruel with 
  bad weather and misfortune. Particularly obnoxious adventurers might 
  suffer from bad luck for many weeks due to a troop of vila quietly 
  dancing around their camp each night.
  The vila are often seen in the company of wolves or deer. In 
  combat they are frequently encountered mounted on fleet-footed deer. 
  Vila who take class levels favor druid and ranger. 
  Vila 
  CR 5
  XP 1,600
  LN Medium fey (shapechanger)
  Init +5 (+9); Senses low-light vision; Perception +18
  Defense
  AC 21, touch 16, flat-footed 15 (+2 armor, +5 Dex, +1 dodge, +3 
  natural)
  hp 40 (9d6+9)
  Fort +4, Ref +11, Will +8
  DR 5/cold iron
  Weaknesses forest dependent
  Offense
  Speed 30 ft.
  Ranged mwk composite shortbow +11 (1d6+1/x3)
  Special Attacks fascinate (at will), smite oathbreaker (3/
  day; +5d6)
  Spell-Like Abilities (CL 9th)
  Constant—speak with animals
  1/week—control weather
  STATISTICS
  Str 12, Dex 20, Con 13, Int 11, Wis 14, Cha 16
  Base Atk +4; CMB +5; CMD 20
  Feats Deadly AimB, Dodge, Mounted Archery, 
  Mounted Combat, Pointblank Shot, Precise 
  Shot, Weapon Focus (shortbow)B 
  Skills Fly +17, Knowledge (nature) +17, Perception 
  +18, Perform (dance) +14, Perform (sing) +14, Ride 
  +23, Stealth +21, Survival +15; Racial Modifiers 
  +4 Knowledge (nature), +4 Perception, +6 Perform 
  (dance), +6 Perform (sing), +6 Ride (class skill), +4 Stealth, +4 
  Survival 
  Languages Common, Sylvan; speak with animals (as the 
  spell)
  SQ change shape (falcon, wolf; beastshape II), dance of 
  the luckless, forest meld, wild empathy +9
  ECOLOGY
  Environment any forest
  Organization solitary, pair, or troop (3–12)
  Treasure standard (leather armor and masterwork 
  composite shortbow [+1 Str] with 20 arrows)
  SPECIAL ABILITIES
  Dance of the Luckless (Su) Vila who dance for 1 hour (usable 1/
  night) create a fairy ring of small gray mushrooms. The ring lasts 
  7 days and has a 50 ft. diameter/dancing vila. Non-vila who fall 
  asleep in the ring suffer a −2 luck penalty to skill checks and 
  attack rolls for 24 hours. 
  Fascinate (Su) A singing vila fascinates as if she were a 9th-level 
  bard (Will DC 17; Charisma-based). 
  Forest Dependent (Su) A vila is mystically bonded to a single 
  forest and never willingly leaves it. Each hour spent outside its 
  borders, she suffers 1 Constitution damage (Fortitude DC 15 
  negates). While within her forest, she receives a +4 bonus to 
  initiative checks.
  Forest Meld (Su) A vila can meld for as long as she wishes with 
  any tree in her forest (similar to how the meld into stone spell 
  functions).
  Smite Oathbreaker (Su) As a full-round action 3/day, using any 
  weapon, a vila can smite any opponent within 60 ft. who swore 
  an oath in her forest and broke it. If she hits, she adds 5d6 to 
  her damage. If she misses, the smite is not used. 
  Wild Empathy (Su) As the druid’s wild empathy class feature but with 
  a +6 racial bonus to the check. Vila with wild empathy as a class 
  feature add this racial modifier to their wild empathy checks. 
  
  34
  34
  Tales of the Old Margreve
  
  
  zMey
  Crashing through the forest, this three-headed dragon stands upright, 
  its tail thrashing from side to side as it walks. A vicious mouth 
  lined with ivory teeth graces each head and green scales gleam in the 
  fleeting sunlight piercing the ancient canopy.
  Hunting beneath the dark canopy of the forest, lurking just beneath 
  the surface of still lakes, and guarding gaping cave mouths concealing 
  great treasure and mystery, the zmey serves two functions often 
  tuned to one—vicious terror and nature’s protector. Single-mindedly 
  destructive, the zmey keeps the heart of the forest free from 
  interlopers. Some rumor the Margreve’s heart controls the actions of 
  this beast, yet the zmey indeed has its own desires and inclinations. 
  The churning rage boiling in the heart of the zmey finds cooling 
  only in the company of a pure maiden. Though vulgar and fearsome, 
  zmey lust after maidens and go to elaborate—and often confused—
  lengths to court these women. Most often, this courtship results in 
  kidnapping. Hushed folktales claim the beasts are able to mate with 
  these maidens. The women rarely survive the 12-month pregnancy and 
  childbirth. The spawn of this pairing, called a zmajeviti, is usually male. 
  Thankfully girls born of this union are extremely rare since they carry 
  a lustful darkness in their soul.
  A rare beast indeed, zmey avoid their own kind, leaving competition 
  in favor of more isolated hunting grounds. The rare times two zmey 
  fight for a disputed part of the forest, a trail of destruction leads like a 
  blistered scar to the victor. 
  Zmey eat any organic matter available to them, but they favor 
  mammals as meals. The more difficult the hunt, the better, for zmey 
  feel that intellect flavors the meat.
  Dappled black and green scales cover this enormous beast. 
  The three necks towering above the creature’s body are long and 
  powerful, each ending with an identical menacing head, each 
  flanked with membranous, spiny frills. A forked tongue flickers 
  across long pale teeth and six pairs of  eyes burn red with rage. A 
  pair of  leathery wings stretch from the zmey’s back, trailing down 
  to a long tail accented with peaked crests. A zmey often stands 
  upright and measures 25 ft. from snout to tail. The beast weighs 
  over 9,000 lb.
  Zmey 
  CR 14
  XP 38,400
  CE Huge dragon
  Init +1; Senses blindsight 60 ft., darkvision 90 ft., low-light vision, 
  scent; Perception +23
  Defense
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, −2 size)
  hp 216 (16d12+112); regeneration 5
  Fort +17, Ref +11, Will +16
  Immune paralysis, sleep; Resist cold 10, fire 20
  Offense
  Speed 50 ft., fly 50 ft. (clumsy), swim 50 ft.
  Melee 3 bites +24 (2d6+10/19–20), 2 claws +24 (1d8+10), tail +22 
  (2d6+5)
  Space 15 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 25, 10d10 fire, 
  special), trample (2d6+15, DC 28)
  STATISTICS
  Str 31, Dex 13, Con 25, Int 16, Wis 22, Cha 19
  Base Atk +16; CMB +28; CMD 39
  Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved 
  Critical (bite), Multiattack, Power Attack, Sickening Critical, Vital 
  Strike
  Skills Bluff +17, Climb +25, Diplomacy +17, Fly +2, Intimidate 
  +23, Knowledge (geography) +20, Knowledge (nature) +20, 
  Perception +23, Sense Motive +22, Stealth +12, Survival +22, 
  Swim +23
  Languages Common, Draconic, Elven, Sylvan
  SQ lake leap, multiheaded, spawn headling
  ECOLOGY
  Environment forest
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) As a standard action, a zmey may breathe a 
  50-ft. cone of fire from each of its three heads, splitting 10d10 
  total fire damage between the heads in any proportion the 
  zmey chooses: for example 4d10 fire damage from head 1, 
  6d10 fire damage from head 2, and none from head 3. One roll 
  determines the recharge time for the entire creature, allowing 
  its use every 1d4 rounds. A zmey can choose to not harm 
  plants or plant creatures.
  Lake Leap (Su) Though not aquatic, a zmey spends much of its 
  time lurking in lakes, ponds, and pools scattered throughout 
  the Margreve. When submerged in a natural pool of water of 
  any size, it can, as a standard action, transport itself to another 
  similar body of water within 5,000 ft. This ability does not 
  function within or between rivers, streams, or other rapidly 
  flowing bodies of water.
  Multiheaded (Ex) A zmey can be killed by severing all of 
  its heads or slaying its body. Any attack that is not an 
  attempt to sever a head affects the body, including area 
  attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a sunder 
  attempt with a slashing weapon targeting a head. A head 
  is considered a separate weapon with hardness 0 and 
  hp equal to double the zmey’s HD. To sever a head, an 
  opponent must inflict enough damage to reduce the head 
  to 0 hp. Severing a head deals damage to the zmey’s body 
  equal to double the zmey’s HD that can’t be regenerated 
  until the head regrows.
  Regeneration (Ex) This regeneration applies only to damage 
  inflicted on the zmey’s body; it doesn’t apply to damage 
  to its heads. Regeneration stops functioning when all 
  heads are severed. It takes 24 hours for a zmey to regrow a 
  functional head. 
  Spawn Headling (Su) A zmey’s severed head grows into a zmey 
  headling 2d6 rounds after separation. Smearing at least a 
  pound of salt on the severed head’s stump and burning the 
  bleeding neck for 10 damage prevents this transformation.
  
  35
  35
  Margreve Bestiary 
  
  
  zMey headlIng
  When severed from a parent zmey, a zmey headling possesses a voracious 
  appetite, seeking to feed as soon as possible. This inevitably leads to one 
  of two outcomes—either the headling attacks those who severed it or it 
  attacks its parent, whichever appears closer to death. Headlings begin their 
  existence with cloudy memories from their parent zmey. 
  Growing headlings feed destructive urges, crashing through the 
  forest, slaying fauna and scorching flora to sate the insatiable hunger 
  that fuels their growth. Many stories focusing on the bestial nature of 
  the zmey are actually reports of rogue headlings. 
  A headling grows into a full grown zmey after two lunar cycles after 
  separation from the parent zmey. During those months, the headling 
  begins its transformation with little aside from aggression in its heart. 
  It may rampage through the forest or behave in a dreamlike manner, 
  enrapt with some personal mission.
  (GMs wishing to represent a zmey headling through different stages 
  of its growth should use the young and advanced simple templates.)
  Zmey Headling 
  CR 8
  XP 4,800
  CE Medium dragon
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +17
  Defense
  AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 105 (10d12+40); fast healing 5 
  Fort +11, Ref +8, Will +11
  Immune paralysis, sleep; Resist cold 10, fire 10
  Offense
  Speed 40 ft., swim 40 ft.
  Melee bite +17 (2d6+7/19–20), 2 claws +17 (1d4+7), tail +15 
  (1d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite) 
  Special Attacks breath weapon (50-ft. cone, DC 19, 8d8 fire)
  STATISTICS
  Str 25, Dex 13, Con 18, Int 14, Wis 18, Cha 17
  Base Atk +10; CMB +17; CMD 28
  Feats Improved Critical (bite), Improved Initiative, Multiattack, 
  Power Attack, Vital Strike
  Skills Bluff +10, Climb +18, Diplomacy +10, Intimidate +16, 
  Knowledge (geography) +9, Knowledge (nature) +9, Perception 
  +17, Sense Motive +15, Stealth +14, Survival +17, Swim +26
  Languages Common, Draconic, Sylvan
  
  36
  36
  Tales of the Old Margreve
  
  
  $
  The one sure way to tell if  the baby-eating Margreve Witch is at 
  hand is to watch your milk—if  it curdles suddenly, then she is near. 
  If  so, never answer a knocking on your door at midnight, for it is 
  sure to be her Hollow Man come to collect your head!
  —old wives’ tale of  Margreve
  Adventure Background
  I once served the Margreve Witch, as her guardian and protector, 
  but one day, I heard singing and staggered through the forest to 
  serve a new mistress. I have no words for what I felt, nor a mouth to 
  form them if  I had, but I know what I have to do: I must serve the 
  ancient tree that is dying—will die—unless I help her. 
   The forest stirs, and soon things that should have remained dead 
  beneath the rust carpet of  fallen pine needles will awaken once more. 
   She is merely the first.
   She whispers to me, this Singing Tree, and the heads I bring give 
  her a voice. With that voice she can talk once more, calling her legs 
  to chase you, hands to throttle you, and teeth to bite you.
   I am the Hollow Man, and soon, the harvest begins…
  “Hollow” is a fantasy forest adventure suitable for PCs of 1st level.
  Adventure Summary
  H
  ollow” is a 1st-level adventure set on the edges of 
  Margreve Forest. The adventure takes place around 
  Levoča—a thorp plagued by a wood golem called the 
  Hollow Man, made of trees and spit and babies’ tears. It collects 
  heads for its mistress the Singing Tree, a magical tree that awakens 
  the minds and anger of animals.
  The adventure commences with the PCs arrival at Levoča 
  where things are amiss: a bull has killed its owner, a young girl has 
  disappeared, and on the very night of the PCs arrival, a pack of wolves 
  menace the village. 
  Soon a culprit is found—the Hollow Man—who begins knocking 
  on doors at midnight with its scythe—eager to collect heads for the 
  Singing Tree. The Hollow Man effectively besieges Levoča, and the 
  locals resolve to kill him. 
  Even if the Hollow Man and its wards are dealt with, the animals 
  remain angry because the Singing Tree continues to call in the dark. 
  The PCs must locate the tree and destroy it, facing a dense forest alive 
  with angry creatures before a final confrontation with the vile Singing 
  Tree herself. 
  starting the adventure
  The PCs need only to arrive at the thorp of Levoča for the events within 
  this adventure to occur. Perhaps Levoča is simply a stop on another 
  journey, the first steps in exploring the ancient forest of Margreve, or 
  maybe the PCs are visiting someone they know in the village.
  The adventure begins with the PCs approaching the village late one 
  afternoon, just as the sun begins to doze behind the pines.
  a word of warning
  The Hollow Man, a wood golem with slightly modified abilities, is still a 
  CR 5 creature that would, under normal circumstances, easily wipe out 
  a party of 1st-level adventurers, even with the help of the villagers. The 
  intention of this adventure is to create a seemingly unassailable foe, forcing 
  the PCs and villagers to work together to overcome it using brains as well 
  as brawn. Do not use the Hollow Man as an excuse to kill the party but, 
  instead, as a precursor to other foes that lie within the forest. The Hollow 
  Man is, in essence, interested simply in harvesting heads for the Singing 
  Tree and does not sully the Harvester scythe with un-chosen blood. 
  Running an adventure such as this can provide an interesting 
  change of pace, making PCs think twice about boldly entering the 
  Margreve Forest assuming that they can deal with whatever lies 
  within its forlorn depths.
  Levoça: A Troubled Village
  As PCs approach the village, read or paraphrase the following description:
  The muddy byway you are on winds its way through the 
  forest and, eventually, reaches a damp clearing where the 
  sun struggles to reach the ground through a canopy of forlorn 
  trees. About 30 moldering, thatched cottages lurk in this 
  clearing. Local children chase pigs and sheep in play, but 
  they all rush toward you. They take your hands and lead you 
  into the dark village, the clearing around which is watched 
  by hundreds of unsettling scarecrows made from bones and 
  branches wound together. 
  Levoča is a troubled village; the normally sleepy thorp has been 
  plagued by unexpected events in the last few days.
  Levoča 
  Thorp conventional (church-led farming community); AL n 
  GP Limit 40 gp; Assets 740 gp 
  DEMOGRAPHICS
  Population 75 
  Type isolated (100% human) 
  AUTHORITY FIGURES
  Brother Arkadi (male human expert 1)
  Levoča is a small community that subsists on farming—primarily 
  livestock—and hunting. Ostensibly, power is based by default with 
  Brother Arkadi, a follower of Porevit and Yarila; in truth, however, the 
  brother is little more than a weak-willed old man.
  hollow
  hollow
  
  
  J
  X
  e
  By Richard Pett
  
  taleS of the old Margreve adventureS
  While all adventures in this eight-adventure anthology share 
  the dark-forest, Old World theme, each adventure stands 
  alone. They may be played individually or linked together into 
  a campaign, levels 1–10.
   None of the adventures in the anthology takes into account 
  the powers of the Margreve as described in the gazetteer. GMs 
  wishing to transplant these adventures to a standard forest 
  setting may do so without modifying the adventures. GMs 
  playing these adventures in the Margreve are encouraged to 
  layer the Margreve’s powers into each adventure with the 
  desired level of Margreve aggression in mind.
  37
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  Hollow 
  
  
  Houses are made of wattle and daub (hardness 5, hp 10) and have 
  thatched roofs built around a central stone chimney. Doors are simple 
  (Break DC 13) and held shut by a latch. Each house has 2–5 windows 
  with shutters (Break DC 13) and a single room. 
  allieS: While the PCs can overcome events in and around the 
  village themselves, things may be easier with help. A torch-wielding 
  mob is more likely to drive the Hollow Man into a fiery grave, and any 
  extra muscle is always useful for low-level PCs.
  The locals begin with an indifferent attitude toward the PCs, but 
  they are treated as a single entity in terms of resolving any Diplomacy 
  checks. A total of three local men are willing to help the PCs at the 
  start of the adventure; this rises to 6 if the local’s attitude rises to 
  friendly and 12 if they become helpful. Should, for any reason, the 
  local’s attitude become unfriendly at any time, the PCs receive no help. 
  As events move on, the following modifiers should be added to any 
  attempt to get the local’s help through Diplomacy: 
  Table 1–1: Diplomacy Modifiers 
  For being caught digging up Yurt’s body  
  −8
  For each villager killed (whether by PCs hands or not) 
  −2
  For each wolf killed by a PC 
  +1
  For helping to drive off the wolves 
  +2
  For rallying the locals into firing at wolves, not shadows 
  +4
  For returning Karda’s body and destroying the swarm 
  +4
  For telling Drash of the connection between the bull’s 
  +4 
  madness and the forest
  Although the PCs can count upon the support of at least some of 
  the locals—who gladly help in any reasonable way—when things start 
  to get scary, they easily lose morale and run away (Will DC 10 if the 
  locals are helpful, DC 13 if friendly, and DC 16 if indifferent). For 
  each villager unconscious or dying in any dangerous encounter, the 
  DC increases by 1. If 5 or more villagers are unconscious or dying in 
  any given encounter, those remaining must make an immediate morale 
  check. Villagers asked to directly fight must make morale checks 1/
  round; otherwise, they make checks 1/encounter.
  eventS: This adventure is run as a series of events linked by the 
  Hollow Man and the Singing Tree. Events occur on a daily basis to 
  keep an element of menace. Events beyond day 6 are not included but 
  should follow the pattern of the previous days.
  Wildlife: The sudden madness of animals, caused by the Singing 
  Tree, is a backdrop to events in “Hollow.” Use animals to provide hints to 
  the PCs that all is not well, and expand upon the listed events as you wish. 
  For example, the village is full of domestic animals, and while some have 
  made their save against the Singing Trees effects, some have not—or they 
  may fail at various points in the adventure. You can have some fun with 
  unexpected nips from dogs and scratches from cats, but keep these things 
  in the background, it could soon become tiresome to your players if every 
  goat they pass butts them or every bird that flies over pecks them.
  Familiars and animal companions are special since they are 
  summoned animals. In each case, summoned animals become enraged 
  by the Singing Tree’s song and attack random targets nearby (including 
  the summoner) as though confused (Will DC 15). In the case of 
  familiars and animal companions, the saving throw should be made at 
  midnight each day (using their own or their masters’ Will save, whichever 
  is greater), and those that fail flee into the woods unable and unwilling 
  to attack their masters yet wishing to do so. Such animals revert to their 
  basic type and flee randomly into the forest, returning the next night if 
  they save or, otherwise, remaining wild. Assume that such companions 
  come to no harm while wild and that, if they make their save or the 
  Singing Tree is silenced, they return and behave as normal.
  All animals are aware of the singing but merely that it is all around; 
  they cannot identify exact locations but know it comes from the forest.
  Standard Levoča Local 
  CR 1/3
  XP 65
  Human commoner 1
  N Medium humanoid
  Init +2; Senses Perception +2
  Defense
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 7 (1d6+4)
  Fort +1, Ref +2, Will −1
  Offense
  Speed 30 ft.
  Melee  
  torch −3 (1d3+1 plus 1 fire) or pitchfork +1 (1d6)
  Ranged shortbow +2 (1d6/x3)
  Space 5 ft.; Reach 5 ft.
  TACTICS
  During Combat The locals hate fighting and try to gain strength 
  from numbers.
  Morale The morale of locals in dangerous situations is described in 
  the Allies section, above.
  STATISTICS
  Str 12, Dex 15, Con 12, Int 11, Wis 8, Cha 10
  Base Atk +0; CMB +1; CMD 13
  Feats Skill Focus (Perception), Toughness
  Skills Craft (stonemason) +4, Intimidate +1, Perception +2, 
  Profession (farmer) +3
  Languages Common
  Gear pitchfork, shortbow with 6 arrows, torch 
  the oLd LiMe KiLn
  1. 
  The collapsed remains of an old limekiln weather here. 
  Just less than a century ago, the locals planned to use limestone quarried 
  nearby to make quicklime, which has numerous purposes. The kiln fell into 
  disuse over a series of three bad summers and now sits here slowly collapsing.
  The lime kiln is a 5-ft.-wide shaft, some 20 ft. deep; an exposed 
  chimney top embedded in the hillside links to a funnel-shaped burning 
  area 10 ft. across at the base, which is loaded with fuel through an 
  18-inch-wide crawl hole.
  
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  Tales of the Old Margreve
  
  
  The kiln may be repaired (Craft [masonry] DC 10, requires two 
  successful checks): one attempt/person/day is allowed, and if a check 
  fails, the day’s work is lost. A further day’s work is required to fill the 
  kiln with fuel and fire it for 8 hours. 
  Characters falling into a burning kiln suffer 3d6 fire damage/round 
  and begin to suffocate. The only escape is through the crawl hole 
  (Climb DC 10 or Escape Artist DC 15). 
  (The Climb check can be made more difficult by smoothing the 
  chimney lining (Craft [masonry] DC 15), which again requires 1 day 
  that is lost if the check is failed. The Escape Artist check can be 
  increased to 20 in a similar fashion.)
  the witCh-Pit
  2. 
  A pair of mangy-looking ducks calls this perfectly circular pond 
  home. A curious timber stake rises from its center, and a trio of 
  rusted manacles dangle from its top.
  The Witch Pit, leftover from the ancient times, was once used to burn 
  witches. It has not been used for many years and has slowly filled with 
  water and muck. The ironwood stake shows signs of severe burning 
  (Perception DC 15).
  If the water is removed—an act that takes 5 workers at least 3 
  full days—the 15-ft.-deep, 10-ft.-wide pit is revealed in all its glory, 
  complete with more rusting manacles and vague stone markings on its 
  smooth walls.
  A further day’s work would place enough fuel in the pit to let it 
  burn for 8 hours. Characters falling into the burning pit suffer 3d6 fire 
  damage/round and begin to suffocate (Climb DC 15 escapes).
  the wood wards
  3. 
  The edges of the village are thick with strange figures staring 
  outward, scarecrows of sack and stick. Each has been carefully 
  fashioned to appear angry and wakeful.
  There are nearly 100 wood wards on the edge of the village. 
  Traditionally, one is placed each year just as winter arrives to keep 
  away evil spirits. They are significant to the locals who would look 
  upon their destruction—even in light of the Hollow Man animating 
  them—as sacrilege. 
  the ChaPeL to Porevit and yariLa, 
  4. 
  the green gods
  A fresh grave stands in the lonely graveyard beside this small 
  simple chapel, whose roof is sagging dangerously.
  This small simple chapel with a cornucopian altar is used by Brother 
  Arkadi to conduct religious ceremonies. The fresh grave is that of 
  Olay Yurt. 
  brother arkadi, the senile clergyman (NG male human expert 1) 
  is very, very old; his sight is almost gone, and his hearing is practically 
  non-existent. He stays in Levoča to give the odd service, to marry and 
  bury people, and to bless festivals. That Arkadi is the de-facto elder of 
  the village is not in doubt; however, he has become so senile that in 
  effect there is no leader. 
  anna’s PLaCe
  5. 
  This large farmstead has an attached barn, complete with 
  iron weathervane.
  Anna’s place is roomy, and the widow allows travelers to stay in her barn 
  for a very modest fee—and providing they behave. Anna may even cook 
  for travelers if they can change her indifferent attitude to friendly although 
  this mother of three has a difficult time making her food stretch far. 
  The barn itself is 20 ft. square with a large rickety simple door 
  (Break DC 13). The hayloft is 10 ft. above the floor and filled with hay 
  in autumn, a supply that depletes to nothing by the following spring.
  KarL’s PLaCe
  6. 
  This small farmstead has a huge amount of timber drying in an 
  open outhouse, next to which is a large sturdy storage shed.
  Karl, dour and age-weary, fires charcoal once a fortnight by building a 
  large timber mound; the wood is covered with soil and turf before firing. 
  This process takes Karl about 2 days, and the resulting charcoal is sold.
  Karl has enough charcoal and timber to fill both the lime kiln and 
  the Witch Pit once (or one of them twice), but he does not give it up 
  readily unless he becomes friendly with the PCs or someone offers him 
  the right price (around 25 gp).
  oLaf yurt’s house
  7. 
  This small croft has a pair of walled fields at the rear.
  Yurt was killed 3 days ago by his bull. Yurt’s son, who lives in a house 
  on the other side of the thorp, spends the first few days of this 
  adventure removing his father’s belongings and trying to decide what 
  to do about the bull. 
  Kostya’s farMstead: the first 
  8. 
  viCtiM (day 2)
  bača’s farM: the seCond viCtiM 
  9. 
  (day 3)
  Koreň’s Croft: the third viCtiM 
  10. 
  (day 4)
  ChrobáK’s PLaCe: the fourth 
  11. 
  viCtiM (day 5)
  Each of these 4 locations, areas 8–11, is a standard farmstead as 
  detailed above.
  Before Today
  Unbeknownst to the locals, the Singing Tree’s cries have already begun 
  their unsettling effect upon local animals with the events listed below. 
  the angry buLL (Cr 2)
  Olay Yurt was a good man in his late forties. He had achieved 
  something of a reputation as the village comedian and always had a tall 
  tale to tell or a yarn to spin. Yurt lived alone in his house (area 7) since 
  the death of his beloved wife during childbirth 22 years ago.
  Yurt bred cows and calves to eat and sell, and his bull was his pride 
  and joy. It had sired over 40 calves and made Yurt a good living and a 
  sizeable belly.
  All that changed 3 days ago.
  Yurt was tending the beloved bull, preparing for a new batch of cows 
  he expected to buy soon, when the bull attacked him. It’s unclear what 
  
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  Tales of the Old Margreve
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  happened that day exactly, but the entire village was alerted to Yurt’s 
  yelling. It took the villagers almost an hour to get to Yurt’s body, so fierce 
  was the bull, and by that time the animal had mangled the body. 
  They buried Yurt yesterday—his grave can be seen outside the 
  chapel. Yurt’s son Drash initially tried to kill the bull but was driven 
  back; he is now busy emptying his beloved father’s house, intending to 
  burn it when he has done. At that time, Drash also intends to walk into 
  the field and slaughter the bull with a hunting spear. It takes Drash 3 
  days to empty his father’s house.
  Drash is in no state to talk, and all interaction checks such as 
  Diplomacy are made with a −2 penalty. The locals unhappily relate 
  what they know, but any talk of digging up Yurt and casting speak with 
  the dead is looked upon with horror. Using Diplomacy, the PCs learn 
  Drash’s story and that the bull has never attacked anyone before—
  indeed, occasional brave lads rode its back.
  creature: The bull is in the field at the back of Yurt’s house. The 
  field is 50 ft. square and edged with stout stone walls 5 ft. high. If 
  subjected to a speak with animals spell, the bull is decidedly aggressive, and 
  the only information the PCs learn is that it keeps hearing a maddening 
  singing from the forest. It recalls nothing of the attack. Handle Animal 
  attempts made against the bull receive a +10 DC modifier. PCs may 
  notice (Handle Animal or Perception DC 20) that every few minutes the 
  bull suddenly looks up and bellows (because of the Singing Tree). It is 
  not unusual for bulls to become aggressive during spring, but at other 
  times, such behavior is unusual (Knowledge [nature] DC 10).
  If Drash attempts to kill the bull, play out the combat. If the PCs 
  point out that it may be something in the forest that has driven the bull 
  mad, Drash agrees to wait until the PCs find out what that may be. 
  Bull 
  CR 2
  XP 600
  Variant herd animal, auroch (see Pathfinder Roleplaying Game 
  Bestiary)
  hp 22 
  develoPMent: The bull attacks anyone entering the field. It 
  continues to attack until reduced to 5 hp, when it flees.
  the Missing girL (Cr 3)
  Karda, 6 years old, often goes into the forest in search of truffles with her 
  beloved pig. Her parents never minded since she rarely came back empty 
  handed, and truffles, being a delicacy, fetch high prices. And Karda was a 
  clever little girl who never strayed from the edges of the forest.
  Yesterday evening, however, she didn’t return, and as PCs arrive in town, 
  her mother Jarka is in the woods searching for her while her father farms.
  Karda actually strayed a little farther than usual into the forest this 
  time, following the pig on the trail of truffles. Unfortunately, by this 
  time, even her beloved pig was succumbing to the maddening noise 
  of the Singing Tree and fled. Karda gave chase and stumbled beneath 
  a tree where a beehive hangs (see map). The bees, also angered by the 
  singing, stung the poor girl to death.
  The PCs can follow Karda’s tracks (Survival DC 10); remember, 
  apply a +1 DC modifier for each day that has passed. 
  creatureS: Karda’s body lies at the foot of a large beech tree. 
  Characters can see that she has been stung to death (Heal DC 10 or 
  Perception DC 15); remember, apply a +1 DC modifier/10 ft. from 
  the child’s body. Characters notice the beehive (Perception DC 15), 
  which hangs 15 ft. up in the branches. 
  Bee Swarm 
  CR 3
  XP 800 
  Variant wasp swarm (see Pathfinder Roleplaying Game Bestiary)
  hp 31 
  develoPMent: The swarm is fierce, and it attacks anyone who 
  comes within 20 ft. of the tree. The swarm is not easily deterred and 
  attacks until reduced to 0 hp, at which point it dissipates. The bees do 
  not give chase beyond 30 ft. from their tree.
  Characters realize that bees normally do not swarm and attack 
  unless provoked (Knowledge [nature] DC 10).
  If PCs do not intervene, Jarka finds her daughter’s body on day 3 
  and is also killed by the swarm.
  Day 1: The Wolves
  Allow the PCs to explore the village, remembering that it is early 
  evening when they arrive. As the evening wears on, wolf howls are 
  heard near the village, and as midnight approaches, a pack of wolves 
  nears. The villagers light torches and arm themselves with shortbows, 
  standing watch with the wood wards.
  Use this encounter to show how disorganized and scared the 
  villagers are: there are 24 in all, divided into 12 groups. The villagers 
  are a greater danger to themselves than to the wolves, firing arrows 
  hastily into the dark, dashing out into each other’s line of fire, and 
  accidentally setting fire to crofts. 
  At some stage in this encounter, if necessary, have Anna plead with 
  the PCs to help the locals. 
  This encounter gives you a chance to introduce the villagers as 
  a mob using torches and driving opponents away (see deStroying 
  the holloW Man section for more information). At some stage in 
  combat, have a group of 12 locals rush a wolf, driving it back and 
  demoralizing it until it flees.
  Villagers (12) 
  CR 1/3
  XP 135 each
  Standard Levoča local
  hp 7 each
  Wolves (6) 
  CR 1
  XP 400 each
  hp 13 each (see Pathfinder Roleplaying Game Bestiary) 
  develoPMent: The wolves are angered by the Singing Tree and 
  behave with uncharacteristic aggression. They stalk 50 ft. from the 
  village (Stealth +6). At intervals of 1d6 rounds, 2–3 of them surge in 
  to attack, withdrawing the round after. If three of the wolves are slain, 
  the rest flee.
  The villagers jump at their own shadows, fire shots at random 
  noises, and dash around foolishly. They are armed with shortbows, 
  and each round, several of them (1d4+1) fire into the woods at 
  imaginary wolves. If a villager sees a wolf (Perception opposed by 
  wolf’s Stealth), he or she has a chance to hit it; otherwise, arrows are 
  wasted in fear, shooting at shadows. At the GM’s option, fumbled 
  attacks may hit other villagers or the PCs. If they run out of arrows, 
  they flee indoors.
  PCs can calm the villagers enough to only fire arrows when they see 
  wolves (Bluff, Diplomacy, or Intimidate DC 15). 
  
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  Day 2: The Hollow Man 
  Comes Knocking 
  Guided by its scythe—Harvester—and on a mission for the Singing 
  Tree, the Hollow Man comes knocking at midnight, tonight and 
  for 12 nights hereafter. The Hollow Man enters the village via the 
  Hollow Way, accompanied by a wood ward, and proceeds directly 
  to its victim’s house. Tonight, it takes Kostya’s head (area 8). 
  Unless the PCs intervene, the Hollow Man enters, knocks Kostya’s 
  wife aside, and lops off  the old farmer’s head in a single swing. 
  On this first occasion, the Hollow Man then points at each of 
  its intended next four victims with its scythe and makes a single 
  knock on its weapon. 
  When the Hollow Man enters the village, read or paraphrase 
  the following:
  A crooked thing lurches into view; a creature made of 
  moldering briar, bone white parched branches, and polypore-
  infested tree trunks. It grips a cruelly bent scythe in one hand, 
  the weapon hung with the corpses of countless animals, some 
  of which seem to still twitch. The creature has no eyes, but it 
  seems to be looking for someone, and as it raises its formless 
  head of aged wood, an idiot moan drones from it as it stares 
  slowly around.
  The Hollow Man 
  CR 5
  XP 1,600 
  Variant wood golem (see Pathfinder Roleplaying Game Bestiary)
  hp 64 
  Melee 2 slams +12 (2d6+4) or Harvester +13 (2d4+5/x4); Special 
  Attacks animate wood ward; SQ trackless step (as druid), 
  woodland stride (as druid)
  Animate Wood Ward (Sp) The Hollow Man is able to animate 1 
  wood ward/day within 60 ft. The wood ward follows simple 
  visual instructions from the Hollow Man. 
  note This creature’s CR has been reduced to reflect its change in 
  abilities.
  develoPMent: The Hollow Man knocks three times on the door 
  of its intended victim with Harvester before entering the building by 
  any means. Assume that once the Hollow Man enters a house, unless 
  a PC intervenes, it takes 3 rounds for it to sever its chosen head and 
  gather it up. Once it collects a head, it moves back toward the Singing 
  Tree as quickly as possible. The Hollow Man is interested only in 
  harvesting a head for the Singing Tree and returning with it as swiftly 
  as possible. 
  If  attacked, the Hollow Man lashes out with a single slam attack, 
  not wishing to sully its Harvester (see below) with impure blood. 
  Only if  the Hollow Man becomes frightened does it lash out with 
  its scythe.
  If  the Hollow Man finds its intended target’s house empty, it 
  uses Harvester’s abilities to first teleport to its chosen victim and 
  then return to the village to show the results of  its work before 
  returning to the Singing Tree. It never returns to the Singing Tree 
  empty handed and only uses Harvester’s extra abilities to chase down 
  fleeing victims.
  It staggers through the forest toward you; an animated tangle of 
  broken branches, twigs, and animal bones held by wire, rot, and 
  anger. Its head is a moldering, eyeless sack ending in a flaccid 
  sheep jaw, and its hands and spastic legs are bent branches that 
  it uses to move along the ground like an injured spider.
  Wood Ward 
  CR 1
  XP 400 
  N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
  Defense 
  AC 12, touch 12, flat-footed 10; (+2 Dex) 
  hp 31 (2d10+20) 
  Fort +0, Ref +2, Will +1 
  Defensive Abilities construct traits; Immune magic 
  Weaknesses vulnerable to fire
  Offense 
  Speed 30 ft. 
  Melee 2 slams +2 (1d4) 
  Special Attacks horror gaze
  STATISTICS 
  Str 11, Dex 14, Con —, Int —, Wis 12, Cha 10 
  Base Atk +2; CMB +2; CMD 14 
  ECOLOGY 
  Organization solitary or gang (2–4) 
  Treasure none
  SPECIAL ABILITIES
  Horror Gaze (Su) Shaken, 30 ft., Will DC 12 (Charisma-based, 
  includes +2 profane bonus) negates. A wood ward’s horror gaze 
  does not affect the same target more than 1/day. 
   
  develoPMent: The Hollow Man directs the ward to protect it, 
  either by standing guard outside the door if its victim’s croft or by 
  directly intervening against any attackers in combat. The wood ward 
  attacks until destroyed. It remains animated for 8 hours.
  Harvester (the Hollow Man’s Scythe)
  Aura faint divination; CL 12th
  Slot none; Price —; Weight 10 lb.
  DESCRIPTION
  This +1 scythe is made of ancient wood, bleached and smoothed by 
  time, and it is actually a part of the Singing Tree itself. Harvester 
  is draped with the remains of ancient corn dolls and mummified 
  rodents: some fresh, some quite ancient (Perception DC 10). 
  The fresh kills come from the Hollow Man’s approach to the 
  village and offer a valuable clue to reaching the singing tree.
  The scythe directs the Hollow Man to the Singing Tree’s chosen 
  victims as though the wielder had cast the find the path spell 
  (CL 12th). The wielder can cast tree stride (2/day, CL 12th). 
  Any wooden construct wielding the weapon returns to full hp 
  at midnight.
  Upon the death of the Singing Tree, Harvester reverts to a +1 
  scythe, losing all other powers.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor; unique to the Singing 
  Tree; Cost —
  
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  Tales of the Old Margreve
  
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  a hoLLow taLe
  Knock, knock, knock;
  The Hollow Man calls.
  Swing, swing, swing!
  His greedy scythe falls!
  Chop, chop, chop;
  He takes another head.
  Burn, burn, burn!
  The Hollow Man is dead!
  The Margreve Forest has been haunted by hollow men for centuries. 
  Some, like this one, are animated servants of the Margreve Witch 
  herself, others have been gouged from trees, and at least one was made 
  with naughty children.
  In each case, the Hollow Man has a weakness—a vulnerability to 
  fire—and the PCs can exploit this. 
  The curious rhyme above is well known to the locals from their 
  childhoods, and any adult or child is able to give the rhyme word 
  for word. The locals know that villagers used to burn an effigy of 
  a hollow man at a special festival although this festival is no longer 
  held. Characters may already know the rhyme and that it in fact 
  celebrates the way such golems were killed by warriors in centuries past 
  (Knowledge [local] DC 20).
  destroying the hoLLow Man
  The Hollow Man is a considerable foe, and one that could easily 
  destroy a party of low-level adventurers. However, there are two key 
  factors in dealing with it that the PCs may learn: 
  The Hollow Man is interested only in its intended victims. It 
  1. 
  has no interest in any kind of combat save securing a head 
  each night for the Singing Tree. 
  The Hollow Man is vulnerable to fire. There are two 
  2. 
  locations in the village at which the PCs can deliver 
  considerable damage to the Hollow Man with little personal 
  risk—assuming they can lure it there: the lime kiln (area 1) 
  and the Witch Pit (area 2). 
  There is enough flammable material at Karl’s to fill both the kiln 
  and the pit, each burning for 8 hours, and there is enough other 
  timber in the village for a second attempt at one location. Using less 
  timber or charcoal lowers the time and temperature (adjust the damage 
  accordingly), but a minimum of 4 hours of flammable material is 
  needed to get both locations burning efficiently. 
  However, the Hollow Man is not about to conveniently step into 
  a burning pit and must be lured or driven there. A successful bull 
  rush can push a target, but the Hollow Man’s high CMD (25) makes 
  this approach unlikely to succeed. Portable burning objects, such 
  as carts, may be used; these objects enable PCs to combine their 
  CMB values (up to 2 PCs for every 5-ft. square in size): such CMB 
  checks are made with a +4 bonus if the object is burning although 
  those pushing risk catching on fire themselves, and such objects 
  only burn for 10 rounds. In this way, objects can be used to perform 
  1 maneuver/2 rounds; each maneuver is a standard action that 
  provokes an attack of opportunity. The PCs could attempt to lure 
  the Hollow Man onto a disguised or magically hidden pit, judge the 
  success of each such case upon its merits. 
  The PCs may also attempt to lure the Hollow Man into a house and 
  torch it. A burning house burns for 1 hour, and anyone trapped within 
  takes 1d6 damage/round and risks catching fire. 
  A less risky method is to use the locals to help: a crowd of torch-
  wielding locals may be able to help drive the Hollow Man to its doom. 
  The PCs can be made aware of this option in several ways: by having 
  the locals use torches to drive away wolves on day 1, by having the 
  Hollow Man back away from fire, or by having an NPC suggest it.
  If the Hollow Man is demoralized (see Pathfinder Roleplaying Game 
  Core Rulebook) by someone using Intimidate and wielding fire, the 
  character can make an additional check on subsequent rounds that 
  they still carry the flame to frighten the Hollow Man. In this way, it 
  can be driven in a particular direction. This second check follows the 
  same rules as demoralizing checks that succeed by 5 or more. On the 
  following round, a further check may be made and so on. If a check 
  fails, the Hollow Man can act normally.
  Since it has a vulnerability to fire, all attempts to demoralize the 
  Hollow Man with fire are made with a +2 bonus. Additionally, a 
  character gains a +1 bonus to Intimidate checks against the Hollow 
  Man for every 3 characters within 20 ft. who also wield fire 
  reaChing the singing tree aLong the 
  hoLLow way
  Although it leaves no tracks, the Hollow Man has to pass through 
  a lonely and remote part of the forest and is beset by creatures 
  maddened by the Singing Tree itself.
  The PCs may first hear about the Hollow Man’s way into the village 
  when Mother Molvor comes to Levoča from her house—Dead-Nettle 
  Cottage, which lies about a mile north of the village—early on day 3. 
  Mother Molvor saw the Hollow Man pass her cottage the night before 
  on its way to the village and was worried. The locals are likely to alert 
  the PCs to this event if they do not notice her themselves. There is 
  no trail between Dead-Nettle Cottage and the village: Mother Molvor 
  has no need to visit the village that often and the Hollow Man has not 
  left any tracks. However, PCs accompanying the old lady back to her 
  cottage may find some clues.
  Mother Molvor happily points out where she saw the Hollow Man 
  pass her cottage and the thick forest she saw it emerge from in the 
  twilight. PCs soon come upon the freshly mangled corpse of a magpie 
  (Perception DC 10).
  The magpie is one of the many animals that have become enraged 
  in the forest of late and that attack the Hollow Man as it moves 
  through the forest. So common are these attacks, they offer a trail back 
  to the Singing Tree.
  The Hollow Man uses the same route each night; this path is 
  not direct but consistent. Each night it is attacked by animals, and 
  as the days build, the carcasses are easier to find. The Hollow Man 
  occasionally takes the effort to hang the dead creature from nails on 
  its scythe or from the branches of trees. It doesn’t know why it does 
  this. Assume that all such attacks on the Hollow Man by animals do 
  no damage.
  Though the carcasses present a trail, it is much slower than normal 
  to track since it is so fragmented. PCs can move at 1/8 their speed 
  (Perception DC 25), 1/12 their speed (Perception DC 20), or 1/16 
  their speed (Perception DC 15). (For more details about overland 
  movement see the Pathfinder Roleplaying Game Core Rulebook.) Apply a −2 
  DC modifier for each day after day 3 because the number of animal 
  carcasses increases.
  The Singing Tree is 6 miles away, and characters may encounter 
  angry animals themselves. 
  
  43
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  Hollow 
  
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  Day 3 & Beyond
  Day 3, A Fleeing Victim: At dawn, Bača (area 9) and his family leave 
  the village, packing their belongings into a handcart and vowing never 
  to return. About 2 hours later, Mother Molvor arrives in the village to 
  check that everyone is safe. 
  Unless they have already heard the tale, the PCs should hear 
  local children singing the Hollow Man nursery rhyme: a well-known 
  traditional tale that has been sung by children in these parts for centuries. 
  The Hollow Man returns tonight for its second victim, Bača, but 
  finding him gone, the golem seemingly leaves the village. However, 
  the Hollow Man actually utilizes Harvester’s special abilities to 
  catch up with the man and his family, beheads the farmer, and 
  returns to the village to parade the head—almost gratuitously—
  around Levoča.
  Day 4, A Cry for Help: If the Hollow Man is still alive, the 
  terrified locals organize a meeting where angry words are exchanged. 
  Allow the PCs to take part in this meeting and suggest ideas to a large 
  captive audience. 
  Regardless of the PCs intervention, the locals decide to send for help. 
  They instruct Kahr—the fastest runner in the village—to go to Zobeck 
  and beg for help from Lord Mayor Gluck. If the PCs provide a horse, 
  Kahr rides.
  On his journey, Kahr is attacked and killed by a pack of wolves. (If 
  the PCs are with Kahr, use the wolf pack detailed in the Day 1: The 
  Wolves section to play out this encounter and consequences.)
  That night, Koreň’s croft (area 10) is attacked by the Hollow Man. 
  Koreň is a widow, but her eldest son Torb is beheaded unless someone 
  stops the Hollow Man.
  Day 5, The Returning Messenger: The Hollow Man returns 
  tonight and enters Chrobák’s Place (area 11). The farmer puts up a fight 
  but is beheaded.
  Day 6, The Hollow Man Comes Knocking on the PC’s Door: 
  Tonight is the turn of the PCs—remember the Hollow Man takes the 
  youngest mature male’s head!
  Beyond Day 6: If the adventure goes beyond day 6, start to 
  assign random victims. Once the 13th victim is taken, the Singing 
  Tree’s quest is completed. (For more details, see The Singing Tree 
  section of this adventure.)”
  The Singing Tree
  Her voice is hoarse now, for the head she sings with is frail. Soon, she knows, 
  she’ll become as silent as the other trees of the forest unless she can find new 
  heads to sing through and learn to walk again as she did in ages past.
  
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  Tales of the Old Margreve
  
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  The Singing Tree is an awakened tree whose voice was once heard 
  across the entire forest, but centuries ago, the Margreve Witch cast her 
  into a deep sleep from which she thought she would never awaken. 
  Now, however, something else stirs in the deep of the forest: its own 
  call stirring up many creatures from beneath fallen leaves, awakening 
  many things that should not be awake. 
  The animals were the first to answer the Singing Tree, but they 
  could not help her, and her singing and weeping drove them to 
  madness. Many still walk in the woods near her. It was not long, 
  however, before one came to her who could help—the Hollow Man. 
  Now at last she has hands to chop with and legs to do her fetching 
  and carrying. She told her new servant to gather a head each night for 
  12 days, and once 13 heads adorn her thorny boughs, she becomes a 
  treant with a dark soul once more. 
  the woods about the singing tree (Cr 3)
  The forest here is classified as medium (see Pathfinder Roleplaying Game 
  Core Rulebook). It requires a Survival check to avoid getting lost (DC 16). 
  This area has many animals driven mad by the tree’s singing, and 
  they attack anyone that comes near.
  table 1–2 : randoM encounterS (1 Per 4 hourS)
   d20 Roll 
  Encounter1 
  CR
   
  1–10 
  No encounter 
  —
   
  11–12 
  Snake, venomous 
  CR 1
   
  13–14 
  Spider, giant 
  CR 1
   
  15–16 
  Spider swarm 
  CR 1
   
  17–18 
  Wolf 
   
  CR 1
   
  19–20 
  Boar  
   
  CR 2
  (1) See Pathfinder Roleplaying Game Bestiary.
  creatureS: The Singing Tree lies 4 miles from the village, but the 
  Hollow Man staggers on a route 6 miles in length. The Singing Tree 
  stands in a clearing blighted by decay, covered in fungus. The air here 
  is thick with flies and buzzing things, even in winter, and the ground 
  crawls with insects.
  Here is the pitiful wreckage of a once magnificent tree. Now, 
  the plant is riddled with polypores and sick fungal growths; 
  its thorny boughs hang wasted, swaying in the wind; its once 
  great girth withered to little more than a black, lightning-
  tortured canker swollen by disease. Human heads leer from 
  this monstrosity, the meeting point of plant and flesh a riot of 
  lesions and puss. 
  The Singing Tree (Animated Object Variant) 
  CR 3
  XP 800 
  NE Large construct (plant) 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +8
  Defense 
  AC 13, touch 9, flat-footed 13 (+4 natural, −1 size) 
  hp 52 (4d10+30) 
  Fort +1, Ref +1, Will +4 
  Defensive Abilities construct traits; Immune magic 
  Weaknesses thirteen heads, vulnerable to fire 
  Offense 
  Speed 10 ft. 
  Melee 2 slams +6 (1d6+2 plus grab) 
  Special Attacks additional attack, constrict (1d6+2), sing, weep
  TACTICS
  During Combat If the Hollow Man still lives, it sleeps in the 
  boughs of the Singing Tree by day. As soon as she spots 
  intruders, the Singing Tree instructs it to attack. If the Hollow 
  Man is not alive, the Singing Tree immediately weeps, calling 
  a giant centipede to her aid; she then sings. She tries not 
  to enter combat unless at least one attacker is confused, 
  preferring to call animals to her aid. 
  Morale If reduced to 10 hp, the Singing Tree offers the PCs a 
  dark secret if they let her go. The details of this secret are left 
  to the GM, but it should be something of great use in future 
  adventures in the forest (perhaps some knowledge of the 
  Margreve’s powers). The secret is her only bargaining power, 
  and once she has lost it, she flees. If cornered, she fights to 
  the end.
  STATISTICS 
  Str 14, Dex 10, Con —, Int 14, Wis 12, Cha 14 
  Base Atk +4; CMB +7; CMD 17
  Feats Ability Focus (sing), Iron Will
  Skills Knowledge (nature) +4, Perception +8, Sense Motive +8 
  SPECIAL ABILITIES
  Sing (Sp) The Singing Tree can sing 1/round. This has the effect of a 
  lesser confusion spell (DC 16; CL 4th). Animals within a 10-mile 
  radius suffer the effects of a confusion spell but need only make 
  1 save/day (CL 12th). 
  Thirteen Heads (Su) Without any heads, the Singing Tree cannot 
  sing or weep. 
   
   The tree begins the adventure with a single mummified head 
  and adds another for each successful mission the Hollow Man 
  carries out. Instead of targeting the creature, characters can 
  target the heads: each head has AC 16 (+4 natural, +2 size) and 
  has 5 hp. Damage to the heads does not come off the Singing 
  Tree’s hp total.
  Weep (Sp) The singing tree can weep 1/1d3 rounds. The weeping 
  acts as a summon nature’s ally I spell (CL 4th).
  develoPMent: Should the Singing Tree gain 13 heads, she 
  becomes a treant once more. She terrorizes the nearby villages, and 
  her singing continues to drive animals insane. How the adventure 
  progresses beyond this point is up to the GM, but perhaps some way 
  can be found to kill her.
  treaSure: Upon her death, the Singing Tree turns bone white, 
  resembling an ashen-faced woman of great beauty, clasping a bright 
  red apple. The apple radiates strong enchantment magic. Anyone biting 
  the apple receives a permanent +1 Charisma bonus; however, once a 
  single bite is taken, the apple withers and rots to dust.
  Beneath the roots of the tree are the remains of older victims 
  (Perception DC 20 or DC 10 if deliberately digging): their 
  possessions are delicate from the passage of time but show strange 
  filigree, almost disturbing fey imagery. The objects are a silver mirror 
  with an ebony handle (75 gp), a potion of  neutralize poison in a green 
  glass jar with a silver stopper (worth 10 gp), a bone hairbrush with 
  dire boar bristles (30 gp), 34 pp, an elaborate ring fashioned of 
  walnut depicting dancing fey (a ring of  the ram [5 charges]), and a 
  masterwork chain shirt. 
  
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  The Honey Queen
  
  
  Young Lyla, purple flowers braided in her auburn hair, gazed into 
  the cave mouth. The smell of  honey wafted pleasantly out from the 
  dark interior. The bees buzzed invitingly around her. She was not 
  afraid. She liked the bees, and they liked her. She always treated them 
  respectfully, just as she had been taught, and in return, they ensured no 
  harm ever came to her. Such were the ways of  the Margreve. With a 
  playful smile, she stepped into the cave. The bees followed.
  “The Honey Queen” is a fantasy forest adventure suitable for PCs of 
  2nd or 3rd level.
  Adventure Background
  A 
  rare purple flower, the effildawnan, blooms within the 
  Old Margreve. Herbalists prize the flower’s sleep-inducing 
  properties and use it to create teas, poultices, and medicines. 
  A colony of bees in the Old Margreve also makes use of the flower’s 
  pollen, creating a magical honey, which they sell to the forest fey. 
  This hive, a curious blend of honey bees and giant bees, inhabits a 
  cave near a glade along the southern border of the Old Margreve. A 
  succession of awakened queen bees rules the hive, and these queens 
  are responsible for the honey’s creation. The PCs are hired to journey 
  into the forest and confront the bees. 
  The honey possesses two very special qualities. It prevents aging 
  in those that eat it. However, this youth comes at a steep cost, for the 
  taste of the honey sends a soul into an ageless sleep. Only one hive of 
  bees makes this potent honey. 
  In addition to the queen, a second intelligence dwells within the hive. 
  A young girl named Lyla, some 50 years ago, befriended the bees and 
  tasted their honey. Her slumbering form, perpetually young, lies within 
  the hive. Over the years, her mind has found a way to wander free of her 
  sleeping body, entering into the simple minds of the honey bees. 
  Adventure Summary
  In “The Honey Queen,” PCs are tasked with journeying into the 
  Old Margreve and confronting the Honey Queen. With little to go on, 
  they encounter a trio of potential helpers, the last of which can guide 
  them toward the Queen's Glade, a meadow frequented by bees. From 
  there, the PCs follow the bees to their home. Effildawnan fills the area 
  around the glade, and the fragrance of the flowers induces dream-like 
  hallucinations, forcing PCs to question reality. 
  At the entrance to the honey bees’ home, the PCs must get past the 
  old bear that guards the entrance. They then meet a large face made 
  of bees, which asks them their business and identifies herself as Lyla. 
  Whether by guile or force, the PCs must enter the bee's home, a series of 
  tunnels in the forest floor. Within the massive hive are several traps and 
  guardians. As the PCs finally reach the door of the queen's chambers, 
  they again meet Lyla, who seeks to prevent them from entering and 
  disturbing “mother.” Overcoming this swarm of bees, the PCs enter and 
  confront the Honey Queen, an awakened queen bee. They also discover 
  a girl in an enchanted sleep, cared for by the bees. The PCs now have the 
  chance to bring the Honey Queen to task and rescue the girl. 
  Adventure Hook
  Terelsa Garlook is a go-between, an agent capable of hiring the 
  right people for any sort of job: domestic, dangerous, mundane, or 
  odd. While she avoids strictly illegal commissions, she sometimes 
  works for less than savory characters who often wish, for obvious 
  reasons, to remain anonymous. She also does occasional work for the 
  city government. A friend of an acquaintance (or relative) put Elsa 
  onto the PCs, and now, she has hunted them up with a job offer:
  “I have been told you lot aren’t completely unfamiliar with a 
  certain element of danger and might even be able to find your 
  way through the woods at night without getting completely 
  lost and eaten. There’s a certain rare purple flower currently 
  blooming in the Margreve, and I have a client interested in it. 
  That is, they, the client, are interested in the honey that it is 
  rumored might be made from this flower’s pollen. The stories 
  say it’s like a little bit of youth and that interests my client, who 
  would be willing to pay quite handsomely for a container of the 
  stuff. The thing is, the sellers of this honey won’t do business 
  with my client, so we want you to convince this seller to part 
  with some. We’ll give you something with which to buy the 
  honey and pay you for making the journey and the acquisition.” 
  Terelsa initially offers 500 gp for a vial of the honey, but if pressed, she 
  is willing to go up to 1,800 gp although she does not give in too quickly. 
  Assuming the PCs accept the job, Terelsa supplies the following bits 
  of information, the sum of what she has been told:
  The purple effildawnan blooms near the southern border of 
  • 
  the Margreve, well away from the Old Road.
  Some claim the forest fey have access to the honey, knowing 
  • 
  both where and how to acquire it.
  The honey in question possesses a slight purple cast to it and 
  • 
  radiates magic. 
  To “pay” for the honey, Terelsa supplies the PCs with a ring of  
  protection +2, which they are supposed to trade for the honey although 
  they can use it until the time comes to part with it.
  Introduction
  Spring has come to the Old Margreve. The trees, young and ancient 
  alike, are in leaf and all the world is green. Unfortunately for the PCs, 
  $
  The honey Queen
  The honey Queen
  
  
  J
  X
  e
  By Jonathan McAnulty
  
  boonS and baneS
  The exact nature of the boon or bane given by Elsee should be 
  chosen based on how difficult or easy the GM desires the rest 
  of the adventure to be, coupled with the level of the party. The 
  following ideas are just some suggestions.
  Possible Boons
   Forest Boon—The party gains a +2 luck bonus on d20 rolls 
  for 1 week.
   Gift of the Bear—The PCs gain a +2 luck bonus to Strength 
  for 1 week. 
   Gift of the Cat—The PCs walk softly, gaining a +2 luck bonus 
  to Stealth for 1 week.
  Possible Banes 
   Forest Bane—The party suffers a −2 penalty on d20 rolls for 
  1 week.
   Gift of Flies—Small insects buzz around the PCs for 1 week, 
  imparting a −2 penalty to Perception checks.
   Gift of Stench—The PCs emit an unnatural stench for 1 
  week, imparting a −2 penalty to Stealth checks.
  46
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  Tales of the Old Margreve
  
  
  while there are many stories of the effildawnan and many tall tales 
  concerning the powers of the honey that is made from it—most of 
  them dealing with the subject of eternal youth and beauty—few in 
  Zobeck know how to find the flower. Those that know tend to keep 
  quiet about it, for the flowers bring a good price. If the PCs inquire, 
  they learn to search around the southern edges of the Margreve, west 
  of the Old Road. 
  Part 1: In the Forest
  Each GM should determine how long PCs adventure in the Old 
  Margreve as they search for the magical honey, but it is suggested 
  that over the course of 1–3 days, the PCs have the following three 
  encounters designed both to give a fairy-tale quality to the adventure 
  and to spur the action forward.
  the Crone
  Ahead, you hear soft singing. Parting the branches, you spy an 
  elderly woman in a simple dress and wrapped in a shawl. She is 
  seated upon a stump. “Greetings children,” she says, “Have you 
  anything for a poor, old woman to eat?” 
  The woman is Baba Migori, or Grandmother Migori. A powerful 
  druid and very familiar with the forest, she often tests travelers as to 
  their worthiness. Uninterested in fighting, she quickly disappears with 
  the wind if attacked. (She actually turns into an air elemental and flies 
  away through the trees). Her interest in the PCs is straightforward. 
  Having been informed of the PCs quest, she also wants them to rescue 
  Lyla, thinking it is time the child woke from her sleep.
  develoPMent: If the PCs cheerfully share some food with her, she 
  thanks them and says the following:
  “Thank you kindly. One good deed deserves another. I know your 
  journey and your business. I advise you to head west, searching 
  for the Queen’s Glade. Remember to always treat royalty with 
  respect, but sometimes, even the noblest need to be corrected. 
  Still, the sword is not the answer to all problems, and the bees 
  open their homes to those that know the name of Lyla.”
  If questioned about Lyla, she eagerly volunteers that there is a 
  young girl, “imprisoned” by the Honey Queen of that name. Baba 
  Migori tries to extract an oath from the PCs that they will rescue the 
  child. After extracting such a promise, she vanishes.
  If the PCs share their food but are rude and hostile, Baba Migori 
  merely tells them to continue west. If the PCs threaten her or are rude, 
  she leaves without helping them at all. 
  the Mother (Cr 2)
  Continuing your journey through the thick woods, you come 
  suddenly into a more open area with a lush carpet of grass 
  instead of the underbrush you’ve been fighting so hard all 
  day. The area is dominated by a singularly large tree, its trunk 
  possibly 15 ft. in width. A woman stands at its base gazing 
  up. “Don’t move! Stay still!” she calls up, worry in her voice.
  creatureS: A family of werebears lives in a small cottage just 
  north of this clearing. The woman, Elsee Barkcot, is the mother of 
  that family and her youngest son, Obiah, is the child who has climbed 
  unadvisedly high in the tree. This wouldn’t be so much of a problem 
  except that a giant spider lairs in the tree and has crawled onto the 
  trunk between the boy and the ground.
  Giant Spider 
  CR 1 
  XP 400
  hp 16 (see Pathfinder Roleplaying Game Bestiary)
  challenge: The child, 9 years old, has climbed so high, he fears 
  to come down. Likewise, his mother is afraid to climb up after him, 
  having an irrational fear of spiders. The boy clutches the tree 80 ft. 
  above the ground (Climb DC 15): the boy weighs 85 lb. The mother 
  pleads with the PCs to help. The giant spider has cover because of 
  all the branches between it and the ground. PCs who rescue the child 
  should be rewarded for overcoming a CR 2 encounter (XP 600). 
  develoPMent: If the PCs can successfully and safely bring the 
  child down, his mother gives them a boon. If they refuse to help 
  or bring harm to the boy, she gives them a bane. The nature and 
  mechanics of these boons or banes are left to the GM.
  the Maiden (Cr 3)
  From nearby comes a frantic cry for help. You hear the sound 
  of something large crashing through the spring growth and 
  another cry for help. It sounds like the cry of a young woman. 
  creatureS: The sound is that of  an ogre chasing a young, 
  female alseid named Frauleene. The deer centaur has an injured 
  leg and can only just keep ahead of  the savage brute that wants to 
  torment and consume her. 
  Frauleene 
  CR 1/4 
  XP 100
  Female alseid expert 1 (see Margreve Bestiary, page 24)
  hp 5 
  Skills Knowledge (nature) +6, Survival +7
  
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  The Honey Queen
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  Ogre  
  CR 3 
  XP 800
  hp 30 
  (see Pathfinder Roleplaying Game Bestiary)
  develoPMent: As Frauleene, an herbalist, gathered plants in 
  the forest, she was caught off-guard by the ogre. Assuming the PCs 
  rescue her from the ogre, she responds with sincere gratitude. More 
  importantly, she knows where to find Queen’s Glade and can lead the 
  PCs in that direction. She has no interest in venturing among blooming 
  effildawnan and does not accompany the PCs all the way to the glade, 
  but she can share the following information:
  Blooming effildawnan induces hallucinations and should not 
  • 
  be taken lightly.
  There are those in the Margreve who trade with the Honey 
  • 
  Queen for her magical honey.
  Once in Queen’s Glade, the PCs should follow the giant bees 
  • 
  back to their home.
  Part 2: Among the 
  Effildawnan
  Frauleene leaves the PCs as soon as she sees one of the purple 
  effildawnan flowers, but she tells them the meadow they seek is only 1 
  mile further west.
  the sCent of the fLowers
  Effildawnan grows as a vine on the sides of trees. As the PCs near Queen’s 
  Glade, they see more and more of the purple flowers, some growing so 
  thickly as to threaten the health of their hosts. Simultaneously, the scent 
  of the flowers increases in intensity. Buzzing around the flowers, hundreds 
  and thousands of honey bees busily gather the pollen. In theory, one could 
  follow these smaller bees to their home (Survival DC 35).
  develoPMent: Few harvest the effildawnan flower, for in addition 
  to its rarity, the pollen of the flower induces dreamlike hallucinations. 
  As the PCs near the glade, they begin to hallucinate (Fortitude DC 15 
  negates). However, even a successful save does not prevent characters 
  from feeling as if they are walking in a dream-like state. Each PC failing 
  their save sees something different. It is feasible that a hallucinating PC 
  might go from one dream vision into a second or even a third before the 
  glade is reached. The exact ramifications of each vision are left to the 
  GM and the players. GMs may choose what each hallucinating PC sees 
  or roll 1d20 and consult the following chart for each affected PC: 
  A giant bee buzzes among the flowers, singing a cheerful 
  1. 
  tavern tune.
  Goblins peek around the trees and laugh at the PC.
  2. 
  The PC is sure he or she isn’t wearing any pants.
  3. 
  Cold red rain begins falling through the green leaves.
  4. 
  The trees are walking alongside the PCs.
  5. 
  The shadow of a large, multiheaded flying creature circles 
  6. 
  above the PCs as if it were shadowing them.
  A large stone starts following the PCs, only moving when it is 
  7. 
  not being watched.
  A warm, moist feeling spreads through the PC’s pants 
  8. 
  suggestive of a weak bladder.
  Bats in the daytime! Hundreds of bats all flying from the heart 
  9. 
  of the forest to the north.
  The PC hears the distressed calls of a loved one, constantly 
  10. 
  just out of sight.
  The smell of something cooking fills the air. Someone close-by 
  11. 
  is baking something very tasty.
  One of the PC’s companions develops a bestial nature, slowly 
  12. 
  growing fur, fangs and a tail.
  The ground grows sticky. Golden, gooey honey is oozing out 
  13. 
  of the very soil making walking difficult.
  A veritable storm of pollen swirls heavily through the air, a 
  14. 
  white cloud reducing visibility.
  The ground starts sloping steeply up or down, requiring one to 
  15. 
  climb in order to advance.
  The purple flower blooms begin getting larger and more 
  16. 
  menacing as the PC feels himself shrinking.
  There’s a grinning cat sitting on the branch of a tree, watching 
  17. 
  the PCs.
  Little plant men dance around the feet of the party, waving 
  18. 
  thorn-like spears
  Spiders crawl from the leaves, the tree trunks, and out from 
  19. 
  under the rocks. You can’t walk without crunching them 
  underfoot.
  The PC’s hands feel like they are shrinking and his or her ears 
  20. 
  feel like they are growing. 
  PCs who experience these hallucinations can otherwise act normally, 
  and the visions will stop 2d6 minutes after entering Queen’s Glade, leaving 
  the flowers behind. Though you do not have to mention it, the PCs might 
  remember that the flowers are valuable (Knowledge [local] DC 12). The 
  fresh flowers sell for 10 gp/lb. For every hour spent among the flowers, 
  unaffected PCs have to make a new Fortitude save, to make sure they don’t 
  start hallucinating as well. 
  the boar in the streaM (Cr 3)
  While the PCs are still among the effildawnan, only 1/4 mile from 
  Queen’s Glade, they meet a very real danger; one they might confuse at 
  first for a hallucination. 
  creature: A large, wild boar has wandered among the flowers and 
  is now confused and disoriented. Once it spots the PCs, it rushes to 
  attack, eager to vent its frustrations. The boar has been seeing things 
  for the last 2 days and any attempt to calm it suffers a −6 penalty. 
  terrain: The area is heavily wooded with effildawnan vines 
  growing thick on all the trees. The land slopes gently down to a 
  10-ft.-wide stream. The water is 3 ft. deep at its deepest spot.
  
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  Tales of the Old Margreve
  
  
  Advanced Boar 
  CR 3 
  XP 800
  hp 22 
  (see Pathfinder Roleplaying Game Bestiary) 
  the droning of the bees
  Queen’s Glade is a meadow in the Old Margreve nearly 1/2 mile 
  in diameter. In the spring, flowers and bees fill the entire glade. PCs 
  who enter Queen’s Glade while under the influence of the effildawnan 
  become panicked by the over-powering droning of the bees (Will DC 
  12). Panicked characters flee back to the safety of the effildawnan vines.
  the girL in the gLade
  When the PCs first enter Queen’s Glade, those not under the 
  influence of the effildawnan spot what appears to be a child dancing 
  near the northern edge of the glade (Perception DC 13). It is Lyla (see 
  area 2). Should the PCs approach her (Perception +9), they discover that 
  the image of the girl is actually a swarm of flying honey bees moving as 
  one. As soon as Lyla is aware of any onlookers, however, she disappears, 
  returning home. If the PCs manage to watch her long enough, as the sun 
  begins to set, they see her head north through the woods, back home.
  traCKing a bee
  There are several giant bees in the glade, in addition to the smaller bees, 
  and they will not bother the PCs in any fashion unless attacked first. They 
  are more easily followed northward to their home (Survival DC 12). 
  Part 3: In the Honey Cave 
  Following the giant bees home, the PCs come to the base of a great 
  tree. Two roots of this ancient oak form a door frame, beyond which is 
  a cave. The earthen cave has few stone walls, but the great roots of the 
  surrounding trees and walls of thick wax provide the necessary stability to 
  keep the roof from collapsing. Unfortunately for those who might plan on 
  smoking the bees to sleep, the air always blows out of the cave's mouth, 
  never in. Except where noted, the tunnels within are 9 ft. in height, and 
  once past the initial chamber, the walls, ceiling, and floor are all coated in 
  6 inches of wax (hardness 1, 15 hp/5 ft.). There are numerous honey lamps 
  within the cave on both the walls and the floors (but none on the ceilings 
  except where noted in the text). The Honey Queen has placed these for 
  the benefit of visiting fey, for reasons of aesthetics, and for disguising 
  certain traps. These lamps cannot be removed from their locations without 
  destroying the lamp. The fragrant smell of honey and the constant buzzing 
  of tens of thousands of bees fill the whole complex. 
  Two types of bees live within the honey cave. The first, diminutive 
  honey bees, buzz constantly to and fro. Though a few might land 
  on the PCs, these bees are not aggressive unless the Honey Queen 
  instructs them to be. Giant bees also lair within (see area 3). These 
  giant bees are, except for their size, identical to the smaller honey 
  bees in both habits and temperament. Despite their generally passive 
  nature, the Honey Queen has set several of them as guards, and these 
  bees fight to the death. Still, the GM should have a few of these large 
  bees zip noisily by the adventurers as a reminder that this is an active 
  working hive. 
  Honey Lamp
  Aura faint transmutation; CL 4th 
  Slot —; Price 6,000 gp; Weight 1/2 lb.
  DESCRIPTION
  Honey lamps, made from glowing honey encased in bee’s wax, shed 
  light as a lamp. Often found in the shape of a globe, the honey 
  can also be sealed into stone or wood recesses. If the wax 
  (hardness 0; hp 4) is broken or smashed, the honey crystallizes 
  in 7 days and ceases to glow. Eating the honey while it is still 
  glowing grants you darkvision (30 ft.) for 1 week and 1 day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, continual flame, darkvision 
  (spell or ability); Cost 3,000 gp
  1. the guardian  (Cr 4)
  The roots of an ancient tree frame the entrance of this earthen 
  cave. The sweet smell of honey wafts out on the gentle cool 
  breeze emanating from the large hole. It appears that there is 
  a dark chamber just past the entranceway, but farther in, it is 
  clear that there is light.
  creature: An old grizzly bear, grown fat on honey and easy living, 
  lairs within the entrance of the honey cave. Well trained, the bear 
  knows to allow anyone who mentions the name of Lyla to pass further 
  within. Those who don’t mention Lyla are forcefully barred entry. The 
  bear attacks if provoked.
  Old Grizzly Bear 
  CR 4 
  XP 1,200
  hp 42 (see Pathfinder Roleplaying Game Bestiary)
  AC 15; Ref +4, Will +3; Dex 11, Wis 14, Cha 8 
  treaSure: In the back of the lair, among a pile of dried bones, is a 
  wand of  calm animals (29 charges) (Perception DC 16). 
  2. the faCe of LyLa (Cr 1)
  The scent of honey grows stronger as the dirt floor of the 
  bear’s den gives way to a slick waxen floor. The walls and 
  ceiling are likewise coated with a thick layer of golden wax, all 
  illuminated by the warm flickering glow of lights embedded in 
  the floor. The tunnel opens into a large circular room. Lights, 
  like those in the floor, are embedded in the walls so the whole 
  room has a golden glow. Numerous bees buzz busily through 
  the air. Along the walls are benches of stone covered in the 
  ubiquitous bee’s wax.
  This is where guests of the hive, those seeking to do business with the 
  Honey Queen, are expected to wait. As the PCs enter the room and 
  get their bearings, tiny bees begin coalescing together in the center of 
  the chamber, forming a buzzing swarm. Within 2 rounds, the swarm 
  shapes itself into the face of a young girl with curly locks.
  creature: It’s not every day you see a gigantic, three dimensional 
  bust of a girl formed from a swarm of bees, and GMs should play 
  up the uniqueness of it and make sure the PCs understand what they 
  are seeing. After a round of shaping itself, the face speaks. The voice 
  is that of a girl, modulated through the filter of a thousand bees. 
  Named Lyla, she serves as the Honey Queen’s adopted daughter and 
  spokesperson. If the PCs hurt or killed the guardian bear, she knows 
  it and severely berates them for their rudeness before asking them 
  their business. If the PCs ask concerning her identity, she becomes 
  recalcitrant, giving them only her name. If they mention their desire 
  
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  The Honey Queen
  
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  for the magical honey, she responds, “Magic is for fey. Not for you!” 
  She does not agree to sell them the honey under any circumstances. 
  Only if the PCs attack does she retaliate, unleashing herself upon 
  them as a swarm of bees. If the PCs do not attack but persist in going 
  further into the hive, she says only, “Turn back before it is too late, I 
  warn you,” before dissipating. 
   Lyla (Unique Honey Bee Swarm) 
  CR 1 
  XP 400
  CN Diminutive vermin (swarm)
  Init +1; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, Ref +2, Will −1
  Defensive Abilities swarm traits Immune mind-affecting effects, 
  weapon damage
  Weaknesses possessed by Lyla, stinger, swarm traits
  Offense
  Speed 5 ft., fly 40 ft. (perfect)
  Melee swarm (1d6 plus poison)
  Space 5 ft. or 10 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 11)
  STATISTICS
  Str 1, Dex 12, Con 10, Int 14, Wis 7, Cha 16
  Base Atk +2; CMB —; CMD —
  Skills Fly +12, Perception+9, Perform (dance) +9, Stealth +7; Racial 
  Modifiers +8 Perception
  Feats Skill Focus (Perform [dance]), Skill Focus (Stealth) 
  Languages Common, Elven, Sylvan
  Special Abilities
  Poison (Ex) Honey Bee Venom—injury; save fort DC 11 
  (Constitution-based); frequency 1/round for 4 rounds; effect 1 
  Con damage; cure 1 save. 
  Possessed by Lyla (Su) This swarm of bees is a manifestation of 
  Lyla, a 12-year-old girl who has been asleep for 50 years. It 
  can shape itself to match the self-image of Lyla, sometimes 
  appearing in the image of a dancing girl, sometimes as a 
  swords-woman, sometimes as a large, talking head. When it 
  does this, the swarm occupies only 5 ft. of space, as a Medium 
  creature. If Lyla attacks, the silhouette image explodes into a 
  typical swarm of angry, stinging bees. Lyla can use the droning 
  of the bees to communicate, producing an unearthly, chilling 
  feminine voice. A swarm of bees possessed by the personality 
  of Lyla is subject to mind-affecting effects as follows: the swarm 
  is allowed a saving throw against a bard’s fascinate ability, and 
  all other mind-affecting effects, charms, compulsions, morale 
  effects, patterns, and phantasms—if the saving throw fails, the 
  swarm is dispersed as Lyla loses influence over the swarm 
  Stinger (Ex) Honey bees frequently lose their stingers when they 
  attack and subsequently die. For every point of damage inflicted 
  by the swarm, it loses an identical amount of hp. 
  3. a fLoor of honey Cr 4 
  Just beyond the conference room—10 ft.—the floor of the tunnel is 
  trapped, and a pair of giant bees are under orders to attack any non-bees.
  
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  Tales of the Old Margreve
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  traP: The wax floor of the tunnel is rigged to break when stepped 
  on, trapping the feet of trespassers in a glue-like honey. 
   Honeyfoot Trap 
  CR 1 
  Type mechanical; Perception DC 20; Disable Device DC 20 
  Trigger location; Reset none 
  Effect 2-ft.-deep pit (entangled as tanglefoot bag); Reflex DC 15 
  avoids; multiple targets (all targets in a 5-ft.-by-10-ft. area) 
  creatureS: Two giant bees wait on the wall, just beyond the 
  trapped square. They swiftly attack as soon as the PCs enter the square 
  containing the trap. They have no regard for their lives and fight to the 
  death. They do not coordinate their attack and simply go straight for 
  the intruder in the lead. 
  Giant Bees (2) 
  CR 1
  XP 400
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (3d8)
  Fort +3, Ref +3, Will +2
  Immune mind-affecting effects
  Weakness stinger
  Offense
  Speed 20 ft., climb 10 ft., fly 80 ft. (good)
  Melee stinger +2 (1d4 plus poison)
  STATISTICS
  Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9
  Base Atk +2; CMB +2; CMD 14
  Skills Fly +6, Perception +5, Survival +1; Racial Modifiers +4 
  Perception, +4 Survival to determine direction
  SPECIAL ABILITIES
  Poison (Ex) Giant Bee Venom—injury; save fort DC 11 
  (Constitution-based); frequency 1/round for 6 rounds; effect 1 
  Con damage; cure 1 save. 
  Stinger (Ex) When a giant bee successfully stings another creature, 
  there is a 50% chance that the stinger remains in the target, killing 
  the bee on the following round. Removing a stinger requires a full 
  round of action, and the wound cannot be healed magically until 
  the stinger is removed. As long as the stinger remains embedded 
  in a victim, new poison is injected each round.
  4. honey bee hives 
  Honeycombs line a recess in the wall which is crawling 
  with tiny honey bees. Golden honey drips thickly from the 
  honeycomb onto the floor.
  Many such hives fill the tunnels, each with their own queen and workers. 
  While the bees do not attack en masse, they sting anyone reaching for the 
  honey or attempting to break off the honeycomb without proper attire, such 
  as gloves. Anyone stung is affected by poison just as if attacked by a swarm.
  PoiSon (ex) Honey Bee Venom—injury; save Fort DC 11 
  (Constitution-based); frequency 1/round for 4 rounds; effect 1 Con 
  damage; cure 1 save. 
  
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  5. a thin fLoor and a short faLL (Cr 4+)
  This hallway has been trapped to prevent intruders from reaching the 
  more important hives of the giant bee colony. 
  traP: The wax floor is constructed in such a way as to break when 
  someone reaches the designated area. Old giant bee stingers line the 
  floor at the bottom of the pit, embedded in wax. The pit is further 
  disguised by the fact that there is a honey lamp embedded in the wax 
  of the floor. 
  Stinger Trap 
  CR 2
  Type mechanical; Perception DC 22; Disable Device DC 20
  Trigger location; Reset none
  Effect 10-ft.-deep pit (1d6 falling damage); embedded stingers (atk 
  +10 melee, 1d4 stingers/target for 1d4+2 damage each); Reflex 
  DC 20 avoids; multiple targets (all targets in a 5-ft.-by-10-ft. area)
  creatureS: Just beyond the trapped hallway, in a small earthen 
  tunnel, lives a fat mite by the name of Duxt. Duxt receives room and 
  board from the Honey Queen in exchange for a few light duties, one of 
  which is the guarding of this area. Duxt bursts out of his den, uttering a 
  series of blustery threats, 2 rounds after the PCs encounter the pit trap. 
  He is accompanied by a lone giant bee, which he directs to attack any 
  intruder not in the pit. Duxt prefers lightly armored intruders as primary 
  targets. On the third round of combat, a second giant bee attacks from 
  the rear. A third arrives on the sixth round of combat. If the combat 
  finishes before the reinforcements arrive, these other giant bees do not 
  attack but instead harmlessly fly by, oblivious to the threat to their hive.
  Giant Bees (1-3) 
  CR 1 
  XP 400 each
  hp 13 each (see area 3)
  Duxt 
  CR 1/2 
  XP 200
  Advanced mite (see Pathfinder Roleplaying Game Bestiary)
  hp 5
  Ranged short bow +4 (1d4/x3); Combat Gear brooch of shielding 
  (91 charges)
  develoPMent: Duxt knows the location of the Honey Queen and 
  the next trap, and if captured alive, he can be easily made to talk. Duxt 
  himself gets across the traps by riding on a giant bee.
  treaSure: Besides his brooch of  shielding, which he wears, Duxt 
  keeps a pouch in his lair containing three emeralds, each worth 200 gp. 
  6. giant bee CeLLs (Cr 1–4)
  Set into recesses in the wax-covered walls are giant 
  honeycombs, each easily 2 ft. wide and dripping with golden 
  honey. In more than one of them, giant white maggoty 
  things squirm. 
  There are several of these areas, each one basically identical save for 
  the number of giant bees encountered at each location.
  creatureS: At any given time, each section of giant honeycomb 
  contains 1d3 giant honey bees, each busily at work. These giant bees 
  ignore the PCs unless attacked or unless the PCs in any way touch 
  one of the larval giant bees. If the PCs do either of these things, the 
  giant bees swiftly attack, fighting to the death to protect the young.
  Giant Bees (1-3) 
  CR 1 
  XP 400 each
  hp 13 each (see area 3)
  7. the young Queen (Cr 3+)
  This chamber, set within the polished hollow of an ancient tree, can 
  only be reached by climbing the tunnel leading up to it (Climb DC 20). 
  The room is 20 ft. high and the ledge, upon which the newly laid eggs 
  are first kept, is 15 ft. from the rounded floor. Unlike the halls and 
  chambers below, it has no lighting. Only read the following if the PCs 
  possess a light source: 
  The golden brown walls of this egg-shaped chamber are 
  fashioned from well polished wood. A high ledge encircles 
  the room, and in several places, leathery looking eggs rest 
  atop it. 
  creatureS: Two giant bees occupy this chamber, and they attack 
  anyone who climbs to the ledge. They also attack if either they or the 
  eggs are threatened. Otherwise, they ignore intruders. One of the bees 
  is a young queen who serves as the current egg layer for the giant bee 
  hive. The other is a worker who periodically carries eggs to various 
  honeycombs below. 
  terrain: Because of its egg-like shape, anyone moving more than 
  5 ft. from the lip of the tunnel entrance must compensate (Balance 
  or Climb DC 10). Those failing this check tumble back down into the 
  tunnel (Reflex DC 10 avoids) before falling 20 ft. to the floor below 
  (2d6 falling damage). 
  Giant Bee 
  CR 1 
  XP 400
  hp 13 (see area 3) 
  Young Giant Queen Bee 
  CR 2 
  XP 600
  Advanced giant bee (see area 3)
  hp 19 
  develoPMent: Traditionally, when a Honey Queen dies, her 
  gift of  intellect transfers magically to a young queen, such as the 
  one in this chamber. Thus, there is always a Honey Queen to 
  oversee the hive. If  the PCs kill this young queen and subsequently 
  kill the current Honey Queen, the line of  queens is broken and the 
  magical honey ceases to be produced until a new queen matures. 
  Of  course, if  the PCs destroy all the bees in the hive, they also 
  destroy any possibility of  a new Honey Queen. Doing so severely 
  angers many important Margrevians who appreciate the goods 
  produced by this hive.
  8. a thin fLoor and a Long faLL (Cr 1)
  This hallway has been trapped in order to prevent intruders from 
  reaching the chambers of the Honey Queen.
  traP: The wax floor is constructed in such a way as to break 
  when someone reaches the designated area. The fall is quite severe, 
  intentionally so, and the soft earthen walls of the pit make getting out 
  hard (Climb DC 30 or 25 in the corners of the pit). 
  
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  Pit Trap 
  CR 1
  Type mechanical; Perception DC 22; Disable Device DC 20
  Trigger location; Reset none
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20 avoids; 
  multiple targets (all targets in a 10-ft. square)
  develoPMent: If the PCs fall into the pit, Lyla meets them here, 
  rather than at area 9, choosing to fight them while they are trapped.
  9. LyLa the sword woMan (Cr 1)
  Honey bees begin swarming in front of you. As they buzz and fly, 
  they form an image in the air of a shapely woman, dressed in 
  armor of some sort. The three-dimensional silhouette, formed of 
  buzzing gold and black bodies, seems to be holding a sword—
  albeit one made entirely of flying bees. When it speaks, though 
  the image is that of a woman, the voice is the voice of the girl 
  you heard in the outer chamber. Even as distorted as it is by the 
  buzzing that produces it, the voice is recognizable as the same. 
  “Silly people! My mother must not be disturbed. What do 
  you want?”
  Lyla, though willing to talk for a short time, cannot be persuaded to 
  allow the PCs to pass. As they have made it this far, she perceives them 
  to be enemies and thieves. Eventually, she attacks, and though she 
  continues a playful banter, her attack is quite earnest. 
  creatureS: The stats for Lyla in this encounter are identical 
  to those from area 2, regardless of any damage done there. This is 
  essentially a new swarm of bees she is using.
  Lyla 
  CR 1 
  XP 400
  hp 13 (see area 2)
  10. the honey Queen’s ChaMbers (Cr 5)
  The Honey Queen spends almost all of her time within these 
  chambers, experimenting and crafting. 
  When the PCs make their way through the entrance hallway (see 
  terrain below) read or paraphrase the following:
  The root-filled tunnel opens into a vast, magnificent golden 
  chamber. Lit by a dozen golden globes, each attached to the 
  plethora of wax covered roots that have been laced together to 
  form the roof approximately 15 ft. from the slick, waxy floor.
  Four more lights have been placed around a wax-covered 
  bed of stone on the south side of the room. A young girl, her 
  features vaguely familiar to you, lies upon it, apparently asleep 
  while small honeybees crawl across her face.
  creature: The Honey Queen is the title of a dynasty of awakened 
  queen bees. How these creatures first came to self awareness remains a 
  mystery, but when one Honey Queen dies, another always rises to take 
  her place. Within the Old Margreve, the Honey Queens maintain a brisk 
  business selling honeys (both magical and nonmagical) to the fey of the 
  forest. The bees trade nonmagical honeys for glassware, wooden tools, and 
  occasional repairs to the hive tunnels. They trade magical honeys for fairy 
  magic, often scrolls or small temporary magical favors, which in turn allow 
  the Honey Queen to continue manufacturing her magical honey.
  When the PCs enter, the Honey Queen, who is approximately as 
  tall as a horse, exits from the tunnel leading into her laboratory and 
  promptly demands they state their business.
  terrain: The chambers of  the Honey Queen make good use 
  of  roots and the Honey Queen’s ability to bypass these roots. A 
  multitude of  roots fill the hall and Medium or larger creatures 
  must move through them at 1/4 speed, unless they possess 
  woodland stride or an equivalent power. One other option 
  is hacking through the roots, removing them as an obstacle 
  (hardness 5; 20 hp/5-ft. square). 
  The hall leading to area 10b, the queen’s laboratory, is identical in 
  nature to the entry-hall. 
  The ceiling of the main chamber rises to a height of 25 ft. and is 
  likewise filled with a multitude of roots although the queen keeps them 
  woven together in such a way as to create a subterranean bower, 10 ft. 
  deep, in which she both rests and stores her treasures. Her woodland 
  stride allows her to easily enter this room-within–a-room. 
  The Honey Queen 
  CR 5
  XP 2,400
  Female advanced awakened giant bee sorcerer 4 
  LN Large magical beast (augmented vermin)
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 21, touch 13, flat-footed 17 (+4 armor, +3 Dex, +1 dodge, +4 
  natural, −1 size)
  hp 59 (5d10+4d6+18) 
  Fort +7, Ref +8, Will +9
  Offense
  Speed 20 ft., climb 10 ft., fly 80 ft. (good)
  Melee stinger +9 (1d6+2 plus poison)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks command bees
  Sorcerer Spell-Like Abilities (CL 4th; concentration +8)
  6/day—laughing touch 
  Spells Known (CL 4th; concentration +8)
  2nd (4/day)—continual flame 
  1st (7/day)—charm person (DC 15), entangle (DC 15), mage 
  armor, sleep (DC 15)
  0 (at will)—acid splash, daze (DC 14), detect magic, mage hand, 
  prestidigitation
  Bloodline fey
  TACTICS
  Before Combat Before combat, the Honey Queen casts mage armor.
  During Combat The queen’s primary tactic is to avoid melee if 
  possible, using entangle, sleep, and charm. If possible, she 
  directs any giant bees in her vicinity to attack spellcasters and 
  archers first. When her spells are exhausted, she begins to make 
  use of Flyby Attack, targeting spellcasters and archers first. 
  Morale The queen surrenders or flees if reduced to 10 hp or less.
  STATISTICS
  Str 15, Dex 16, Con 15, Int 16, Wis 16, Cha 18
  Base Atk +7; CMB +9; CMD 22 
  Feats Brew Potion, Craft Wondrous Item, Dodge, Eschew Materials, 
  Flyby Attack, Weapon Focus (sting)
  Skills Fly +18, Knowledge (nature) +15, Perception +19, Spellcraft 
  +15, Use Magic Device +16, Survival +3; Racial Modifiers +4 
  Perception, +4 Survival to determine direction
  
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  The Honey Queen
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  Languages Common, Sylvan
  SQ bloodline arcana, imbue honey, woodland stride
  Combat Gear honey of cure moderate wounds
  SPECIAL ABILITIES
  Command Bees (Su) As a free action, the Honey Queen 
  can command any number of bees or giant bees, 
  telepathically giving them simple orders. Bees 
  so dominated must be in the queen’s sight, 
  but bees continue to follow her orders 
  once they are out of her sight until the 
  commands are carried out. Awakened or 
  otherwise intelligent bees receive a saving 
  throw against this power (Will DC 18; 
  Charisma-based). 
  Imbue Honey (Su) The Honey Queen can imbue 
  a dose of honey with magical effects, as either 
  potions or wondrous items. She is also capable 
  of crafting ageless honey using honey made from 
  effildawnan pollen. 
  Poison (Ex) Honey Queen Venom—injury; save fort DC 
  16 (Constitution-based); frequency 1/round for 6 
  rounds; effect 1 Con damage; cure 1 save. 
  develoPMent: This final confrontation, the showdown with 
  the Honey Queen can go a number of  ways depending on the 
  PCs and how they present themselves to the queen. The Honey 
  Queen is not overly concerned about her slain bees, for their lives 
  are cheap to her, and they are easily replaced. Rudeness, however, 
  angers her and overt aggression brings retaliation. Though the 
  queen begins with a hostile attitude, the fact that the PCs have 
  made it this far intrigues her, and if  the PCs use Diplomacy to 
  bring her attitude up to friendly, she relents and sells them the 
  honey they seek. If  the PCs attack, she naturally defends herself. If 
  the PCs try to force their way into the laboratory or remove Lyla 
  from her bed, she likewise becomes aggressive. In short, though 
  the queen is not naturally violent, neither is she possessed of  a 
  generous spirit.
  If combat ensues, the Honey Queen surrenders when reduced to 10 
  hp. In surrendering, she is agreeable to two concessions: the PCs may 
  purchase her honey (a ring of  protection +2 or any item of similar value 
  is accepted as payment), and they may remove Lyla. She does not, 
  however, quickly forgive them for either. 
  PCs who use Diplomacy to solve the problem should be awarded as 
  if they defeated the queen in combat.
  treaSure: In the root-woven upper chamber are four magical 
  scrolls containing the following spells: cure light wounds, invisibility, mage 
  armor, and magic fang. These are scrolls the Honey Queen plans on 
  using to imbue honeys, but in a pinch, she can attempt to use them for 
  combat. To find the scrolls, the PCs need to hack their way into the 
  queen’s bower and find them (Perception DC 16). 
  10a. the sLeePing LyLa
  The child sleeping on the wax covered bed of stone is Lyla. PCs may 
  try any number of ways to break the enchantment she lies under. 
  If removed from the care of the bees, she wakes naturally within 
  1 week, as the spell wears off. Otherwise, the antidote in the next 
  chamber can break the enchantment and the queen might be made to 
  disclose this information.
  10b. the Queen’s Laboratory
  Unlike the rest of the complex, the walls of this smaller 
  side room are cut stone and the ceiling is of worked timber. 
  Oversized counters line the walls, all covered with vials, 
  bottles, jars, burners, candles, and chalks. 
  This laboratory contains all the necessary equipments, 
  powders, and expensive ingredients needed to 
  manufacture a multitude of magical creations. The 
  Honey Queen uses it to craft her magical honeys. 
  treaSure: Besides the many expensive 
  ingredients in this room, two wax vials 
  containing ageless honey sit besides another vial 
  which contains a black-tinged honey (an 
  immediate antidote for ageless honey). A fourth 
  vial holds a magical honey which operates 
  identically to a cure moderate wounds potion. The 
  queen carries a vial similar to this one on a 
  belt around her waist, but the curative honey in 
  this room has been made to fill an order from 
  an important Margrevian. A honey lamp, resting 
  in a bowl, illuminates the room. If  the PCs impress the 
  queen with Diplomacy, she gifts them this lamp (see 
  page 48). 
  Ageless Honey 
  Aura strong enchantment; CL — 
  Slot —; Price —; Weight 1/2 lb.
  DESCRIPTION
  Crafted only by the Honey Queens of the Old Margreve from 
  honeys made from the pollen of the effildawnan flower, a small 
  spoonful of this purple-tinged honey causes you to fall into a 
  deep sleep for 1 month (Fort DC 20 reduces effect to 1 day). 
  During this time, you are subject to neither aging nor hunger. 
  CONSTRUCTION
  Requirements imbue honey ability; unique to Honey Queens; 
  Cost —
  Concluding the Adventure 
  Concluding “The Honey Queen,” regardless of the results, presents 
  opportunities for further adventures.
  If the PCs deliver the honey to Terelsa, she is good for their 
  payment. Good-aligned PCs might well worry about who wanted the 
  honey and whether they are aware of its sleep-inducing qualities. 
  Lyla, if rescued, presents her own difficulties. Her family, 
  woodsmen from the borders of the Margreve, is dead or gone, and 
  none remain to care for her. She awakens disoriented, remembering 
  only the events of her slumber as a dream. Within a month, she begins 
  manifesting sorcerous abilities. 
  As noted earlier, PCs who manage to completely wipe out the giant 
  bee hive make themselves no friends by doing so. The forest is a tough 
  place, and a bit of larceny or maiden rescuing is one thing. However, 
  destroying part of the forest's makeup brings only anger and disapproval 
  (as hinted at by Baba Migori). If the old Honey Queen still lives, she 
  most certainly holds a grudge, and besides redoubling her defenses, she 
  keeps her antennae up for opportunities to get back at her attackers. 
  
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  “Have no fear my child. Just wear the cloak and carry the offerings 
  and all will be well. The Margreve will guide you. I know we said 
  never to wander alone, but this is different. It’s just another ritual, 
  like the dolls at harvest time.” 
   “Or spring, when we sacrifice the lambs? Father, why are you  
  crying?”
   “I… I’m just so proud of  you. Now run along girl, we mustn’t 
  keep the forest waiting.”
  “Challenge of the Fang” is a grim fairy tale for PCs of 4th level. 
  Depending on their actions, parties may earn more or less treasure 
  than average.
  Adventure Background
  S
  ome stories never die. They demand to be told again and 
  again. They weave themselves into reality, age-old rituals with 
  age-old power. Mortals, of course, forget such things. Even 
  long-lived elves forget, in time. But the Old Margreve remembers, and 
  now, the time has come for one such ancient tale to play out yet again. 
  The “Challenge of the Fang” is a battle between wolf and 
  man—between the tooth and claw of nature, and the fire and steel 
  of civilization—for the Margreve’s blessing. Chosen by omens, an 
  innocent is sent into the forest, sought by both sides: one trying to 
  devour her, the other to save her. Whoever wins earns the forest’s 
  favor for three generations.
  This time, a young girl named Czerwonya wears the venerable red cloak 
  that marks a sacred offering. While she was being sent into the forest by 
  a tearful father, deep in the Margreve, the title Would-Be-King of  Wolves was 
  given to the smartest and toughest of the lupine horde; he set off to hunt 
  her down. The third part of the ritual triad is the hunter, wielder of axe 
  and fire, who must slay the wolf to ensure that it is civilization that gains 
  the forest’s boon. Fate chooses a PC to fulfil this role.
  Adventure Summary
  A panicked horse carries a dead man into the party’s midst, wolves 
  pursuing close behind. Brave PCs can claim the woodsman’s magical 
  hatchet, Wolf  Killer. At the nearest refuge, Czerwonya’s father pleads 
  for help, and fellow travelers turn out to be shapeshifters in service to 
  the Would-Be-King of Wolves. 
  Heading into the deep woods, PCs are tested in their knowledge of 
  the old ways. Besting these challenges earns help and grudging respect 
  from local fey. Failure means an encounter with the mora, moths 
  whose touch brings lethal apathy and deadly dreams.
  Their final destination is the tree house of a forest crone, nestled 
  in the canopy of a meandering treant. The lupine champion has 
  devoured the witch, visibly writhing in its swollen belly. The outcome 
  of this battle decides not just the fate of Czerwonya but who gains the 
  Margreve’s blessing: wolf or man.
  Adventure Hooks
  Fate chooses the party to represent the forces of civilization in 
  the challenge of the fang, and this decision is enforced by the Old 
  Margreve. PC druids, witches, or sorcerers with the fey bloodline who 
  prepare spells in the forest during the adventure gain an ambiguous but 
  strong impression that the forest has a task for them. The Margreve 
  also lures them in with twisting trails and misdirection, sending PCs to 
  the Paths of Gamayun whether they wish to go or not.
  Recalcitrant players can be hooked in several ways. Local druids 
  and wise-women can communicate the forest’s will; stressing both the 
  honor of being chosen, the danger should wolves succeed, and the 
  sure death of an innocent girl. If greed can sway them, Czerwonya’s 
  father also offers a magical reward. 
  Part 1: Once Upon a Time 
  in the Fog
  The adventure begins as PCs travel the Great Northern Road, clouds 
  descending from the nearby mountains to become fog. Their ultimate 
  destination is immaterial, for fate will interrupt the journey. GMs can 
  stage this adventure wherever they wish along the road. 
  fight in the fog (Cr 5)
  The PCs are near the end of a day’s travel. The sun is descending 
  behind the tree line, and a thickening fog muffles the sounds of the 
  forest, leaving a strange sense of disconnection, as if the party were 
  one step removed from the normal world. 
  A distant sound grows louder by the moment; the clatter of galloping 
  hooves is coming from behind the group (Perception DC 10): 
  A wild-eyed horse bursts out of the fog, blood flying from its 
  wounded flanks. Its fur-swathed rider sways in the saddle, 
  gleaming hatchet in his hand.
  PC mounts and animals begin to panic (Handle Animal or Ride 
  DC 20 to control animal; DC 10 for battle-trained creatures). The 
  horse runs straight into their midst, rider bouncing and swaying but 
  not actually making any attack. Any blow sends him tumbling to the 
  ground, but he was dead long before the blow was swung. 
  Both horse and master have been mauled, but the rider seems to have 
  died of old age rather than his wounds. He’s swathed in wolf furs, his 
  saddle and tack look ancient. Clasped in his death grip is a silver hatchet.
  $
  Challenge of The fang
  Challenge of The fang
  
  
  J
  X
  e
  By Dan Voyce
  
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  Challenge of the Fang
  
  
  Wolf Killer
  Aura faint enchantment; CL 11th 
  Price 2,758 gp; weight 3 lb.
  DESCRIPTION 
  This ancient silver hatchet was cast by the first woodsman to face the 
  challenge of the fang. One side of the blade is engraved with a 
  stylized snarling wolf’s face, the other with a young child’s visage. 
  This is Wolf Killer, a +1 silver throwing axe. Anyone touching it feels 
  a tingle of magic and the inexplicable sense that there’s a price 
  involved in owning it. During the challenge of the fang, the wielder 
  is the subject of a geas—urging the character to head into the deep 
  woods and face the Would-Be-King of Wolves—and is plagued by 
  dreams and visions: fearsome wolves pursuing a red cloaked girl, 
  and apparitions of Wolf Killer’s many previous wielders. 
  Give the PCs a round or two to react, and then, read or paraphrase 
  the following:
  Low shapes prowl around you, hazy silhouettes in the fog. From 
  the mist a gravelly voice demands “That prey is ours. Leave it 
  and be gone, and we may spare you.” 
  creatureS: Four awakened wolves lurk in the fog, using scent to 
  detect the PCs. They’re proud and belligerent if the party tries to talk, 
  demanding the surrender of horse, man, and axe. Although able to 
  converse in common, these wolves know nothing of the civilized world. 
  They call the axe “Wolf  Killer” and humanoids “furless” or “two-legs.” If 
  asked who sent them, they say only, “one who would be king.” 
  terrain: Fog obscures all sight beyond 5 ft., and adjacent creatures 
  have concealment.
  Awakened Wolves (4)  
  CR 1
  XP 600 each
  hp 26 each (see Pathfinder Roleplaying Game Bestiary and Core 
  Rulebook) 
  develoPMent: The wolves prowl the fog, lunging out of the fog 
  before retreating, only to attack again from a different direction. They 
  make off with Wolf  Killer if possible. The last wolf standing flees.
  The fog continues to thicken and twilight soon gives way to 
  impenetrable darkness. The PCs hear sounds of movement in the 
  underbrush to either side of the road, but investigations find nothing 
  but fresh wolf tracks shadowing their trail. A strong feeling of being 
  watched settles upon their shoulders, never leaving until the adventure is 
  complete. It’s not just wolves watching, however, but the Margreve itself.
  refuge and reveLation (Cr 6)
  The nearest refuge is a roadside coaching inn:
  Flickering hearth flames send light and shadow dancing across the 
  room. A soot-stained charcoal burner nurses an empty flagon by 
  the fire, looking up at you with tearful eyes. Nearby, a shriveled 
  crone tells the fortune of an awed young man while a dwarf 
  peddler sharpens knives on a mechanical grinding wheel. Another 
  corner is filled with road-stained pilgrims, intent on a card game 
  while a pair of barber-surgeons, gaily dressed and overloud, lean 
  on the bar and court the attentions of a flustered serving girl. 
  The barber-surgeons, Janusz and Marek, are loud and drunk but 
  otherwise harmless. The dwarf is Baldernek Gunnacksen, traveling 
  mainly for some respite from his large and disputatious family. The 
  young man having his fortune told is Pavel Gruszka, on his way to be 
  married in a nearby village (see “Blood and Thorns” adventure).
  Fellow Travelers 
  CR 1/3 
  Human commoner 1
  hp 4 (see Pathfinder Roleplaying Game Core Rulebook)
  Skills Profession (varies) +4
  develoPMent: The main gossip is the ill-omened weather and how 
  wolves seem to be growing bolder and more cunning of late. Previous 
  deeds by the party may also be mentioned. 
  the soothsayer
  Mother Babushka is a woman so tiny and wrinkled that she looks like 
  a gnome, almost buried beneath a cloak of owl-feathers and layers of 
  patterned cloth. Patches of moss and wood-like nubs mark her olive 
  skin, sure sign of someone who has drunk deep of the Margreve’s 
  power. She calls to anyone passing by: 
  “A coin for your future, traveler? I know much that is spoken of 
  in the gossip of crows, the howls of wolves, and the whispering 
  of leaves.”
  If Wolf  Killer is on show, Babushka watches its bearer with an odd 
  look in her eyes. She’ll wistfully admit to knowing its previous bearer 
  long ago, having worn the red cloak herself once upon a time. She 
  knows that the challenge of the fang involves a battle with the Would-
  Be-King of Wolves and tests in a sacred place called the Paths of 
  Gamayun but not exactly what they’ll involve. 
  Mother Babushka 
  CR 6
  NG Small human sorcerer 7
  hp 24
  Bloodline fey; Skills Profession (soothsayer) +11
  (See Would-Be-King of Wolves, page 61, for Mother Babushka’s spells.)
  develoPMent: If anyone asks to have their fortune told, she has them 
  drip candle wax into a bowl of cold water, examining the shapes that form:
  “I see choice, catechism, and consequences. You’ll pass through 
  places that were old before iron was born, and iron will avail 
  you little there. Knowledge of the old ways is better than sword 
  or shield. I’ll also say this: Not all that’s devoured is dead and 
  gone, and when offered a choice, the brave may earn a great 
  reward by saying boldly, ‘all’.” 
  the desPerate father
  The tearful charcoal burner is Hodel Köhler, drowning his sorrows in 
  cheap liquor. Nervously wringing his hands, he soon approaches the party 
  then bursts into tears, begging for help. He claims that his daughter has 
  become lost in the forest, and no one dares go look for her. His emotions 
  are genuine, but he’s hiding something (Sense Motive DC 20). If PCs press 
  him on this, he proves to be poor at hiding the truth (Bluff −1). 
  The truth is that his daughter Czerwonya was chosen to take part in 
  
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  the challenge of the fang, and he felt he had no choice but to submit to 
  the forest’s will and hope that civilization’s chosen champion could save 
  her. Treat this as “revealing an important secret” if PCs try to tease it out 
  of him with Diplomacy. Hodel starts indifferent to the party, becoming 
  friendly if he sees Wolf  Killer or if they assure him they’ll save his child.
  Characters may recognize Hodel’s story (Knowledge [history or 
  local] or Perform [oratory] DC 18). It’s similar to many ancient stories 
  from different locales, but the root always seems to be some kind of 
  contest between wolf and man, with the life of an innocent caught in 
  the middle. 
  If PCs show him Wolf  Killer, Hodel’s face lights up with hope. 
  He begs its bearer to slay the Would-Be-King of Wolves. If PCs ask 
  where Czerwonya might be, he tells them to head into the forest. “The 
  Margreve will guide you,” he assures. 
  treaSure: Hodel promises eternal gratitude if they save his 
  daughter, but he can provide little in the way of a cash incentive. As 
  grateful gift or necessary bribe however, he’ll also offer a small tin box 
  that’s warm to the touch. Inside is a golden feather, which flickers with 
  a flame that never burns out:
  “Long ago, I saw the firebird and tried to catch it, but all I 
  managed to grab was this. Please take it with you as a light for 
  the dark places and a token of my love for little Czerwonya.”
  Firebird Feather 
  Aura faint transmutation; CL 3rd
  Price 2,250 gp; Weight — 
  DESCRIPTION 
  A firebird feather burns with continual flame and grants endure 
  elements (cold only) to whoever carries it. Druids can use it in place 
  of their usual divine focus, and presenting it causes vampires to 
  recoil, as if they had been confronted by a holy symbol.
  In exchange for the feather, Hodel asks that the PCs stand beneath 
  one of the nearby trees with him and swear to save his daughter. No 
  magic binds their oath, but there’ll be consequences later if they break it. 
  woLves in sheeP’s CLothing (Cr 6)
  The pilgrims wear green woolen cloaks and the holy symbol of the 
  Green Gods. They’re an uncouth-looking bunch, but who’s at their 
  best after a long journey? Their occasional unfriendly glances suggest 
  that they are sizing the party up (Sense Motive DC 20). 
  They rebuff  attempts at conversation or requests to join them, 
  seemingly obsessed with a deck of  tarocchi fortune-telling cards 
  that their leader is dealing. Again and again, he casts readings for 
  his companions, and a handful of  cards keep cropping up each 
  time. If  a PC gets a good look at these repeating cards, they’ll see 
  something strangely familiar in them... each represents one of  the 
  PCs, and there’s a look to the face, piece of  equipment, or other 
  sign that the card depicts them. The dog-eared cards are uncanny 
  but non-magical. 
  These men are vargamors—woodsmen who worship the power 
  of the wolf and use enchanted oils to take on lupine characteristics. 
  Repeated use of worg salve has left them all with traits similar to those 
  of werewolves: moon-shaped birthmarks on their palms, elongated 
  index fingers, snaggletooth grins, eyes that reflect the moonlight, and 
  brows that meet in the middle.
  Their leader Boleslav is a genuine werewolf and also a šestaci—a 
  wicked man with six fingers on each hand who can see the true form 
  of ala and serves their evil whims.
  Brother Boleslav 
  CR 2 
  XP 600
  Male werewolf (hybrid form) (see Pathfinder Roleplaying Game Bestiary)
  hp 21
  Combat Gear worg salve (2) 
  Vargamor (9) 
  CR 1/2
  XP 200
  Male human barbarian 1
  NE Medium humanoid
  Init +2; Senses Perception +4
  Defense
  AC 12, touch 10, flat-footed 10 (+2 armor, +2 Dex, −2 rage)
  hp 13 (1d12+7) 
  Fort +6, Ref +2, Will +2 
  Offense
  Speed 40 ft.
  Melee handaxe +5 (1d6+4) 
  Special Attacks rage (6 rounds/day)
  TACTICS
  Before Combat The vargamors apply 2 applications of worg salve, 
  gaining low-light vision and a bite attack.
  During Combat They rage and attack with frenzied howling.
  Morale If Boleslav is dead, any wounded, non-raging vargamors 
  are easily persuaded to flee (Intimidate DC 11).
  Base Statistics AC 14, touch 12, flat-footed 12; hp 11; Fort +4, 
  Will +0; Melee +3 handaxe (1d6+2); Str 15, Con 15
  Enhanced Statistics (using 2 applications of worg salve) Senses 
  low-light vision; Melee handaxe +5 (1d6+4), −1 bite (1d6+2)
  STATISTICS
  Str 19, Dex 14, Con 19, Int 10, Wis 11, Cha 8
  Base Atk +1; CMB +2; CMD 13
  Feats Skill Focus (Survival), Toughness
  Skills Bluff −1, Intimidate +3, Perception +4, Stealth +3, Survival +4
  Languages Common
  SQ wild empathy −1 (wolves and dire wolves only)
  Combat Gear worg salve; Other Gear handaxe, leather armor
  develoPMent: Boleslav and the vargamors prefer to attack when 
  they can ambush the party—such as while they’re asleep—or as soon 
  as their cover is blown. 
  The travelers—Baldernek, Hodel, and the barber-surgeons—assist 
  PCs as best they can but are terrified of the curse of lycanthropy 
  and overmatched by the vargamors’ ferocity. Mother Babushka 
  mysteriously disappears during the fight. 
  Boleslav flees in wolf form, if the battle appears lost.
  From this point onward, lupine adversaries shadow the party’s 
  every move. If they stray from the path, the Margreve sets wolves, 
  worgs, werewolves, and vargamors on them. All try to make a name for 
  themselves by killing the PCs or stealing Wolf  Killer. 
  treaSure: In addition to worg salve, Boleslav carries an amulet of 
  lightning-struck stone in the shape of an ala and dragonhide armor 
  made from zmey headling (480 gp).
  
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  Worg Salve 
  Aura faint transmutation; CL 5th 
  Price 750 gp; Weight —
  DESCRIPTION 
  Brewed by hags and lycanthropes, this oil grants you lupine 
  features. Each pot contains enough for three applications; one 
  application rubbed onto the appropriate area grants one of the 
  following: low-light vision, scent, speed 50 ft., or a secondary 
  attack (bite) for 5 minutes. Use all three applications at once to 
  transform into a wolf, as the beast shape I spell. Excessive use of 
  worg salve may result in the target becoming a werewolf. 
  CONSTRUCTION 
  Requirements Brew Potion, beast shape I; Cost 375 gp
  Part 2: The Paths 
  of Gamayun 
  Whether or not they’re searching for the missing girl, once they leave 
  sight of civilization the party is engulfed in the Margreve’s numinous 
  power. The forest leads them ever deeper; paths shift, compasses veer, 
  noises lure them on and dangerous creatures block the way home. 
  They’re drawn inexorably into the deep woods. 
  Soon, trees tower overhead like living buttresses in a titanic hall, half-
  formed floral faces hover at the edge of vision, and the laughter of unseen 
  fey mixes with the almost-words of whispering leaves. Fireflies brighten in 
  the gloom, for only occasional shafts of light break through the canopy, 
  and large seeds drift inexplicably in the breezeless air. The atmosphere 
  feels heavy with an unnerving sense of anticipation, and PCs should have 
  no doubt that they’re walking in an ancient and powerful place:
  Before you is a living arch formed from a pair of intertwining 
  trees. Flanking it are gnarled wooden statues of horsemen, 
  almost swallowed by weeds. Vines curl around their wooden 
  lances, and tiny flowers poke through their beards of moss. 
  Beyond the arch, thick briars and brambles flank a narrow path.
  featureS: The statues are green hussars who planted themselves here 
  long ago and have never yet had cause to move. Only if attacked or if the 
  PCs try to burn the bramble maze do they animate. Anyone examining 
  them closely notices tiny ribbons, twisted leaves, and other offerings in 
  their wings. Adding a token marks a PC as respectful and faithful to the 
  forest’s power, which is noted by the fey that wait further in.
  Green Hussar (2) 
  CR 3 
  hp 30 (see Margreve Bestiary, page 27)
  traveLing the Paths
  The Paths of Gamayun are a labyrinth with no physical solution; 
  it forms and shifts by the Margreve’s will, and the only way to leave 
  is by facing its challenges or forcing a way out through the thick, tall 
  briars flanking the trail (treat as a wall of  thorns spell). The path forks 
  many times during their journey, but if the party splits up, they find 
  themselves meeting again at the next challenge. 
  Time is of the essence in reaching Czerwonya before the Would-
  Be-King of Wolves, and PCs can speed their journey by making skill 
  checks to reveal the best path to take through the maze. Intersperse 
  these checks with the major and minor encounters listed below:
  Knowledge (local) (DC 13)—
  • 
  Identify local trail marks that show 
  the correct path.
  Perception (DC 17)—
  • 
  See a strand of red cloth caught on a thorn.
  Sense Motive (opposed)—
  • 
  Determine whether a child of the briar’s 
  directions are lies.
  Survival (DC 15)—
  • 
  Spot wolf tracks or a child’s footprints in 
  the mud.
  The following minor encounters can be used to add extra detail to 
  the PCs journey:
  briarS and liarS.
  • 
   Children of the briar lurk in the 
  underbrush, clawing at anyone who tries to leave the path. 
  They can be tempted out to talk by promises of gossip, gifts, 
  or an acorn cup of blood.
  cruMbling cadaverS.
  • 
   Dusty grey corpses crouch in the 
  underbrush, some huddled in fear and others curled up as 
  if merely sleeping. They’re the remains of those who failed 
  the tests and became victims of the mora. Touching a corpse 
  makes it to crumble to dust.
  laughing little Man.
  • 
   A pixie follows the PCs, taunting and 
  hindering them. It’s all good fun though, and PCs who can laugh 
  at themselves earn his respect. Those who attack suffer ill-fortune 
  and minor inconveniences throughout their time in the forest.
  PolyMorPhing Pool.
  • 
   A pool of water reflects not the 
  viewer’s appearance but the animal which best reflects their 
  personality. Drinking from the pool changes the PC into an 
  animal for a time, as per beast shape II.
  SaP diPloMacy.
  • 
   A globule of sap, actually a sap demon, 
  dangles over the path, oozing from a wounded branch. A face 
  in the ooze converses with the party and tries to get them to 
  stand beneath it as it falls.
  SQuirrelS With red eyeS.
  • 
   The path turns suddenly into a 
  shadowy clearing. Oaks tower overhead so thick they block 
  out all light. Eyes flash in what dim light remains, as red-furred 
  creatures—large, large indeed—scatter over the giant acorns 
  littering the floor. 
  WolfiSh WileS.
  • 
   A silver-tongued worg shadows the party’s 
  progress from beyond the wall of briars. It tries to convince 
  them to abandon their quest so wolves can take their rightful 
  place as masters of the forest. It offers worg salve, lycanthropy, 
  and the friendship of its kind as a bribe.
  faiLing the tests: the Mora (Cr 5)
  Some say the mora is a swarm awoken by the Margreve, others that 
  its moths are possessed by the spirits of witches and shadow fey, who 
  gather to drink the dreams and souls of travelers. If PCs fail all the 
  tests, refuse to try them, force their way out of the maze or otherwise 
  anger the forest, it sends the mora to punish them.
  The Mora 
  CR 5
  N Diminutive magic beast (swarm) 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +15
  Defense
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 natural)
  hp 38 (7d8+7)
  Fort +6, Ref +8, Will +3
  Defensive Abilities sanctuary (DC 15), swarm traits; Immune 
  weapon damage
  Weakness swarm traits
  
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  Offense
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d3 Cha damage and fatigue)
  Space 10 ft.; Reach 0 ft.
  Special Attacks deadly dreams, fatigue (DC 15)
  Spell-Like Abilities (CL 7th; concentration +5)
  3/day—lullaby (DC 12), sleep (DC 13)
  TACTICS
  Before Combat The mora flit stealthily above their foes’ heads.
  During Combat The mora uses lullaby, picking foes off one by one.
  Morale If reduced to 0 hp, the individual moths scatter in a 
  thousand directions
  STATISTICS
  Str 1, Dex 18, Con 12, Int 12, Wis 13, Cha 14
  Base Atk +5; CMB —; CMD —
  Feats Flyby Attack, Hover, Skill Focus (Stealth), Wingover
  Skills Fly +24, Perception +15, Stealth +26; Racial Modifiers 
   +8 Perception
  SPECIAL ABILITIES
  Deadly Dreams (ex) Unconscious or sleeping victims suffer 
  Constitution damage rather than Charisma from the mora’s 
  swarm attack. 
  Fatigue (Su) Living creatures that take damage from the mora become 
  fatigued (Fortitude DC 15 negates). Enemies 
  already fatigued become exhausted; those already 
  exhausted fall unconscious. 
  Sanctuary (Su) Apathy afflicts all who try to 
  harm the mora. Treat this as a sanctuary 
  spell. A successful Will save (DC 15 ) 
  means the creature is immune this 
  effect for 24 hours.
  develoPMent: If the PCs defeat the 
  mora, they may go on their way or return to the 
  paths and try again.
  the test of KnowLedge 
   (Cr 6)
  The PCs’ knowledge and respect of the old ways is 
  tested as their path crosses a river: 
  There’s a break in the canopy as you find 
  a river running across your path. Dark, muddy 
  water swirls and bubbles around a ford of mossy 
  stepping stones. 
  The party may well be suspicious of such a 
  tranquil scene but no immediate danger presents 
  itself. If anyone examines the stones, there is 
  something not quite right about some of them 
  (Perception DC 20). 
  creatureS: Only some of the stepping 
  stones are real—three are really the moss 
  and mud covered heads of bagienniks 
  lurking just below the surface. A fourth 
  creature circles in the muddy water 
  in case anyone tries swimming: 
  Monstrous humanoids burst from the water, their long-limbs caked 
  with mud and fish bones. “Defilers!” one shouts. “How dare you 
  tread in her sacred place? We demand tribute for this affront!”
  “Tribute!” its companions echo in ever-louder shouts, “TRIBUTE!”
  terrain: The river is 25 ft. wide and looks no challenge to a decent 
  swimmer. Hopping across using the stones is also possible (Acrobatics 
  DC 15, but see below). 
  Bagiennik (4) 
  CR 2
  XP 600
  CN Large monstrous humanoid (aquatic)
  Init −1; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 13, touch 8, flat-footed 13 (−1 Dex, +5 natural, −1 size)
  hp 17 (3d10+6)
  Fort +5, Ref +0, Will +3
  Defensive Abilities ferocity; Resist Cold 5
  Offense
  Speed 40 ft.
  Melee 2 slams +7 (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks snort
  TACTICS
  Before Combat The bagienniks hide in the water. 
  During Combat They initially grab enemies and hurl 
  them back onto the bank. If wounded below half its 
  hp, a bagiennik becomes enraged and fights to kill.
  Morale Bagienniks get angrier and more 
  determined as combat continues. If the last 
  remaining has more than half its hp remaining, it 
  flees. Otherwise, all the bagienniks fight to the death 
  STATISTICS
  Str 18, Dex 8, Con 14, Int 7, Wis 10, Cha 8
  Base Atk +3; CMB +8 (+12 to grapple); CMD 17
  Feats Intimidating Prowess, Power Attack
  Skills Climb +8, Intimidate +7, Perception +4, 
  Stealth +1, Swim +18; racial modifiers +8 
  swim
  Languages Common, Sylvan
  SQ amphibious
  SPECIAL ABILITIES
  Snort (Ex) A bagiennik can snort scalding oil from 
  its nostrils, 1/hour. Treat this as alchemist’s fire. 
  Bagienniks are immune to their own oil and the oil 
  of other bagienniks.
  develoPMent: Bagienniks look like lean, web-toed 
  ogres with wrinkled skin and a bulbous snout located 
  between their beady eyes. They are brutish, degenerate 
  creatures related to banniks (bathhouse spirits). Unlike their 
  more civilized cousins, bagienniks live like brigands in the 
  wild, robbing and sometimes devouring travelers. Their 
  anger is like an avalanche of falling stones: it starts small but 
  rapidly grows in size.
  Bagienniks serve an obscure but proud divinity 
  known as Lada, Queen of  the Underwater 
  
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  Lawns, who may be an aspect of  the Green Gods or just a powerful 
  fey or rusalka (Knowledge [local or religion] DC 22).
  Demands they be gone or questions like “whose sacred place is 
  this?” only insult and enrage the bagienniks. A polite and respectful 
  response, apologizing for trespassing and requesting passage appeases 
  them, as can a prayer in Lada’s honor (Diplomacy or Knowledge 
  [religion] DC 15, increase the DC if the bagienniks are especially 
  annoyed). The PCs must also make an offering: an animal sacrifice, a 
  gift fit for a noble lady, or meat and beer for the bagienniks. 
  Killing the bagienniks fails this test. If the PCs negotiate their way 
  past, award them half the XP value of the encounter.
  the test of resoLve (Cr 0 or 7) 
  Shortly after their ordeal at the river (or whenever the party is feeling 
  tired and looking for a place to rest), their resolve is tested by a pair of 
  distracting vila: 
  A break in the bramble wall reveals a clearing where two 
  shapely feminine forms await. They have skin like polished 
  mahogany but hair and eyes as green as emeralds. They nod as 
  you approach—charming smiles blunted by something haughty 
  in their storm cloud eyes. 
  creatureS: These two are Iwona (meaning “yew tree”) and Jagoda 
  (“berry”). Iwona is the eldest, calmer and shrewder. Jagoda is more 
  vivacious but quicker to wrath. They are friendly, if somewhat aloof, 
  but show a little more respect to druids and rangers. They invite 
  the party to rest a moment, becoming angry if they try to depart in 
  disrespectful haste. They fascinate (DC 17) reluctant PCs.
  terrain: The glade behind them looks like the perfect campsite 
  although PCs who examine the ground can find countless wolf tracks. It 
  contains a green pavilion tent, beside which is an archery butt and a stone 
  altar overflowing with cakes, ribbons, fresh fruits, and flowers. These are 
  traditional offerings to the vila (Knowledge [local or religion] DC 15).
  Vila (2) 
  CR 5 
  XP 1,600 each
  hp 40 each (see Margreve Bestiary, page 33)
  develoPMent: The vila suggest a meal, then a friendly archery 
  competition, and various other diversions (including hints of a possible 
  romantic liaison) to deflect the PCs from their aim. 
  They also have a short test: they demand to administer a single slap 
  to each character, to remind them of the seriousness of their quest 
  and the seriousness of oaths. This inflicts 1d3+1 nonlethal damage, 
  but they also use their smite ability—adding 5d6 normal damage if the 
  target has ever broken an oath sworn in the forest. Anyone affected is 
  scorned and reviled by both vila. The party fail this test if they refuse 
  the vilas’ challenge, allow themselves to be overly delayed, or if more 
  than one character proves to be an oath-breaker. 
  treaSure: Each vila carries 3 sand arrows in addition to their normal 
  equipment, which they use to confound violent PCs and offer as a 
  prize to anyone who can beat them at archery.
  the test of taLent (Cr 0, 4, or 8)
  The maze ends at a circular clearing. Here sits their final challenge, a 
  fearsome ala named Stuhac, sitting cross-legged on a flat rock surrounded 
  by goblin bones. She’s haughty, scornful, and thoroughly enjoying herself. As 
  the party arrives she’s cracking open a femur and sucking out the marrow: 
  “Greetings would-be champions of axe and flame. I am the final 
  ordeal of the Paths of Gamayun. I offer you three challenges: a 
  test of skill, a test of strength, and a test of wits—choose now or 
  the game is over, and I’ll feast on more than bones!” 
  creatureS: Stuhac sits alone in the clearing but countless eyes 
  peer out from the underbrush: fey, wolves, and others come to 
  observe the final test. 
  Stuhac 
  CR 8
  XP 4,800
  Ala (see Margreve Bestiary, page 24)
  hp 97 
  develoPMent: Stuhac responds angrily if the PCs recall Mother 
  Babushka’s advice and demand to try all three tests, but she acquiesces 
  grudgingly if they insist. She also reacts poorly to threats, violence, or 
  attempts to avoid her challenges:
  “Foolish mortals! I am the storm’s wrath and the fury of winter 
  sky. The hill has not yet been cleft to drive the shaft from which 
  the iron to kill me will be mined. Know your place and do not 
  anger me with this foolishness!”
  the ruleS: Anyone caught cheating gets a blast of Stuhac’s call 
  lightning, but she only declares the challenge forfeit if she tires of their 
  antics. To her, “cheating” and “boring” are interchangeable. She’s 
  especially amused by PC tricks that backfire.
  the teSt of Skill: A party member must play a balalaika that’s crawling 
  with wasps: this requires three Disable Device checks (DC 20) to avoid 
  disturbing the wasps, alternating with three Perform (string instruments) 
  (DC 15) checks to play a decent tune. Failing one Disable Device check 
  subjects the PC to the swarm’s distraction ability and means the character 
  automatically blows the next Perform check. Additional failures mean 
  the swarm attacks for 1 round. Stuhac heckles the PC throughout, but if 
  successful with at least one Perform check, she’s satisfied. If they pass all six 
  checks, both Stuhac and the watching fey are impressed.
  Wasp Swarm 
  CR 3 
  XP 800
  hp 31 (see Pathfinder Roleplaying Game Bestiary)
  teSt of Strength: At first glance, this seems pretty straightforward: 
  out-wrestle the “dwarf” Zapasník (he is indeed quite short for a leshy). 
  Stuhac says that the contest is to the best of three pins and involves 
  “clinch fighting, hurling, slamming, pinning, gouging—torn cartilage and 
  popping joints!” If anyone complains that this sounds too dangerous, she 
  politely suggests that perhaps a local milkmaid could be persuaded to fight 
  for them, or would they prefer to just shut up and climb into her jaws? 
  Zapasník  
  CR 4 
  XP 1,200
  Leshy (see Margreve Bestiary, page 28)
  hp 42
  Aura frightful presence (DC 15); Melee unarmed +8 (1d3+3); CMB 
  +8; CMD 19
  
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  develoPMent: Characters who disbelieve the leshy’s illusory 
  size grapple as normal, but if they’re fooled add +4 (the bonus for 
  Gargantuan size) to Zapasnik’s CMB and CMD. 
  teSt of WitS: Stuhac produces a gul bara board of lacquered green 
  and black wood and invites one of the PCs to defeat her in a game. 
  Play involves an opposed Intelligence check. For every 2 points that 
  one contestant beats the other, one of the winner’s pieces is removed. 
  The first player to remove all 12 of their pieces is the winner. 
  A Sleight of Hand check (DC 10) adds 2 to the check result, but 
  this is opposed by the opponent’s Perception. Spells like prestidigitation, 
  suggestion, and silent image might also be used to grant an advantage. Stuhac 
  herself has little skill at the game but is using an enchanted board:
  Stuhac’s Enchanted Gameboard
  Aura faint enchantment; CL 3rd 
  Price 1,800 gp; Weight 2 lb.
  DESCRIPTION 
  This gul bara (backgammon) set is enchanted to assist its owner: 
  dice roll favorably and pieces shift position, giving you a +4 
  bonus to opposed Intelligence checks to beat an opponent. A 
  Perception check (DC 25) is required to detect this cheating. In 
  addition, every time someone removes one of their 12 game 
  pieces during the natural course of a game, the other player 
  feels a stab of pain and loses 1 hp.
  The set’s beneficial magic ceases to function for you if you lose a 
  game played on the board.
  CONSTRUCTION 
  Requirements Create Wondrous Item, prestidigitation; Cost 900 gp
  develoPMent: If the PC wins, Stuhac angrily hurls the board into 
  the trees. PCs can retrieve and claim it for themselves, but doing this in 
  front of Stuhac leaves her even more annoyed.
  Victorious PCs are permitted to depart unmolested. If they 
  beat all three of Stuhac’s challenges, however, she’s forced to grant 
  them a boon: either a matrushka doll (see Tales of  the Old Margreve: A 
  KoboldQuarterly.com Compilation), the return of Wolf-Killer (if it was stolen 
  earlier), or a favor to be asked for later. If PCs take the latter option, 
  she gleefully twists any request like a malevolent genie.
  If the PCs fail all three tests (or just won’t play), Stuhac 
  magnanimously offers to let them go unmolested if someone volunteers 
  to be eaten. If they refuse, she calls down hail and lightning, toying with 
  them for a round or two. The lightning causes a conflagration to spring 
  up, which she fans towards the party, forcing them to flee (see Pathfinder 
  Roleplaying Game Core Rulebook for rules on forest fires). 
  Part 3: The Belly 
  of the Beast 
  One way or another, the party leaves the Paths of Gamayun, and the trail 
  leads back into the forest proper. Allow them time to rest after their trials 
  before they come across a small dell where Czerwonya spent the night.
  a gathering of doLLs 
  The remains of an improvised camp sit in a small dell, the 
  fire pit properly ringed with stones and ashes scattered. The 
  underbrush is filled with small wooden dolls, paint faded and 
  peeling, that ring the camp as if watching over it. 
  Several small bootprints, a strand of red wool, and an impression 
  where a small body curled up in the mossy earth mark the site (Survival 
  DC 13). The dolls are non-magical, but there’s no sign of how they 
  got there. They serve as proxy sacrifices, left on altars and set adrift in 
  streams by superstitious villagers throughout the region (Knowledge 
  [local or religion] DC 15).
  Ringing the camp are the tracks of a large wolf. It circled the 
  clearing several times, then ran off ahead of the girl.
  Just beyond the camp are a series of odd, uneven depressions in 
  the underbrush about 3 ft. in diameter and almost as deep. These are 
  treant tracks (Knowledge [nature] DC 18). Czerwonya’s footprints 
  follow them for a while before suddenly vanishing, but the tracks 
  continue on. Maybe she hitched a ride?
  grandMa’s house (Cr 0 or 8)
  Czerwonya’s destination is the tree house of Mother Babushka, the 
  ancient crone who may have read their fortune back at the inn. Her hut 
  is nestled in the leafy canopy of a meandering treant named Raudnun, 
  who resembles a witchwood tree: 
  A tree lopes through the forest; its upper half is a wide spray 
  of green leaves and crimson berries, its trunk- legs wrapped 
  in mistletoe vines. Surmounting its canopy is a rickety-looking 
  hut. Crows flap around it, agitated and cawing loudly. Amid 
  their shrieking, you hear what seems like words: “Axe! Axe! 
  Wolf! Wolf! Cloak! Cloak!”
  creatureS: Raudnun is a slow-witted treant that doesn’t speak 
  Common. He ignores the party unless they use fire or start hammering 
  pitons into him. Annoying Raudnun earns an irritated swat, which 
  should be enough to discourage bad behavior.
  terrain: Babuskha’s hut is 30 ft. off the ground (Climb DC 15). 
  Anyone falling while climbing receives a +2 bonus to grab a branch.
  Raudnun 
  CR 8 
  XP 4,800
  Treant (see Pathfinder Roleplaying Game Bestiary)
  hp 114
  If the party manages to communicate, he’ll eventually confirm that the 
  old witch who lives in his branches has had a couple of recent visitors: 
  a little human and a big wolf. Characters who speak with the crows find 
  them in a jubilant mood, expecting a good feast one way or the other.
  the big bad woLf (Cr 6)
  The situation in Babushka’s hut depends on the PCs speed in getting 
  here and their successes in the Paths of Gamayun.
  SWift and SucceSSful PartieS reach Raudnun only a few minutes 
  after Czerwonya. The Would-Be-King of Wolves has devoured Mother 
  Babushka and is conversing with the girl in her guise, trying to gain 
  Czerwonya’s confidence. Snatches of conversation can be heard above, 
  such as “my, what big eyes you have…” (Perception DC 20). 
  average PartieS arrive as the wolf throws off its disguise and leaps 
  at Czerwonya. The PCs have only a few rounds to get into the hut 
  before he catches and kills her. 
  late and unSucceSSful PartieS arrive just after the wolf has killed 
  Czerwonya. Ritual complete, the new King of Wolves is jovial. He 
  banters with them disguised as an abnormally fat Babushka. He’ll try 
  
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  Challenge of the Fang
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  to lure Wolf  Killer’s bearer up alone if he can, but he is content with 
  gloating if they pierce his disguise (an alter self spell). His main aim is 
  to escape and consolidate his power. Any fight becomes a chase as he 
  races through the forest in search of reinforcements. 
  creatureS: Czerwonya, Mother Babushka (swallowed), the Would-
  Be-King of Wolves. 
  terrain: Babushka’s hut is full of clutter: crude tables, discarded 
  clothes, potted plants, scattered bric-a-brac. Cabinets balance 
  precariously; their shelves overflow with jams and preserves, ceramic 
  vials, and ancient scrolls. Countless herbs dangle from the roof. The 
  hut counts as difficult terrain and characters moving at greater than 
  their base speed in a round risk falling over (Acrobatics DC 10). 
  Several branches outside the hut are wide enough to walk on 
  (Acrobatics DC 7). The Would-Be-King of Wolves retreats onto them 
  if PCs try to corral him inside the hut. 
  Babushka’s cauldron is actually Inushka’s Pot, boiling away happily 
  despite no fire beneath it. Throwing its boiling proto-potions on 
  someone inflicts 3d4 fire damage plus 1 splash damage to all creatures 
  within 5 ft. If the PCs somehow get the wolf to speaking scornfully 
  about its contents, Inushka’s Pot immediately animates and attacks him. 
  Czerwonya Köhler 
  CR 1/4
  XP 100 
  NG Small human commoner 1
  hp 4; AC 12
  Note: Czerwonya’s red cloak is non-magical but marks her as a 
  sacred sacrifice. For the duration of the challenge, the Margreve 
  protects her with an effect similar to a sanctuary spell (DC 16). 
  Mother Babushka (devoured) 
  CR 6
  XP 2,400
  NG Small human sorcerer 7 
  hp 24 (currently 15 hp); Bloodline fey
  (See the Would-Be-King of Wolves for Mother Babushka’s spells, 
  if released.)
  A bear-sized wolf rears back on its hind legs, eyes agleam with malice 
  and hunger. Its jaws open wider than any normal wolf, revealing a 
  bright red tongue and gore-stained fangs. There’s a screaming face 
  and clawing hands visible beneath the skin of its swollen belly, as if it 
  had devoured someone who is struggling to escape. 
  The Would-Be-King of Wolves 
  CR 7
  XP 3,200
  NE Large magical beast
  Init +3; Senses low-light vision, scent; Perception +8
  Defense
  AC 19, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +6 natural, −1 
  size)
  hp 80 (9d10+27)
  Fort +9, Ref +6, Will +6 
  DR 5/silver
  Offense
  Speed 50 ft.
  Melee bite +13 (1d8+4 plus trip) 
  Special Attacks consume magic, swallow whole (AC 14, 8 hp)
  
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  Tales of the Old Margreve
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  Spells Known (CL 8th; concentration +6)
  4th (3/day)—shout (DC 16)
  3rd (5/day)—blink, deep slumber (DC 17), suggestion (DC 17)
  2nd (7/day)—alter self, glitterdust (DC 14), hideous laughter (DC 
  16), scare (DC 14)
  1st (7/day)—charm person (DC 13), entangle (DC 13), grease (DC 
  13), hold portal, reduce person (DC 13), sleep (DC 15)
  0 (at will)—dancing lights, daze, detect magic, mage hand, 
  mending, prestidigitation, read magic, touch of fatigue (DC 12) 
  TACTICS
  Before Combat The Would-Be-King of Wolves threatens “to huff 
  and puff and blow this house down” (shout).
  During Combat The Would-Be-King of Wolves prefers to stay at 
  range and use stolen magic to harass the PCs. When this is 
  gone, he’ll vomit up Babushka and try to swallow any nearby 
  Small creature with magical abilities. 
  Morale Once Czerwonya is dead, his aim is escape.
  STATISTICS
  Str 19, Dex 17, Con 16, Int 12, Wis 12, Cha 15
  Base Atk +9; CMB +14; CMD 27
  Feats Combat Casting, Deceitful, Dodge, Iron Will, Mobility
  Skills Acrobatics +9, Bluff +10, Climb +10 Disguise +4, Perception 
  +8, Stealth +11, Survival +6 (+10 scent tracking); Racial 
  Modifiers +4 Survival when tracking by scent
  Languages Common, Sylvan
  SQ woodland stride
  SPECIAL ABILITIES
  Consume Magic (Ex) The Would-Be-King of Wolves can absorb 
  the magic of a swallowed opponent. He can use the spells 
  or spell-like abilities of a victim, as if he was the swallowed 
  creature; the swallowed creature, however, cannot cast spells 
  or use spell-like abilities.
  Inushka’s Pot 
  CR 2 
  XP 600
  Small animated object (see Pathfinder Roleplaying Game Bestiary)
  hp 21
  develoPMent: The Would-Be-King of Wolves begins the fight 
  having swallowed Mother Babushka and cannot use swallow whole 
  again until his belly is empty. Cutting Babushka free requires a sunder 
  maneuver and deals 8 damage.
  Among the herbs dangling from the ceiling is a sprig of fresh 
  wolfsbane. Presenting this at the Would-Be-King of Wolves forces him to 
  recoil, much like thrusting a holy symbol at a vampire. After one round of 
  recoiling however, he can act normally against the wielder (Will DC 20). 
  If she is rescued from the wolf’s belly, Mother Babushka profusely 
  thanks the PCs and recovers enough to assist in 1d3 rounds. If they 
  are in serious need of help, Raudnun can be spurred to assist them 
  (Diplomacy DC 19). 
  After the fight, Babushka offers to teach the party Stories That 
  Wolves Tell, an incantation to better keep an eye on the Margreve’s 
  lupine inhabitants. If Czerwonya still lives, she offers Inushka’s Pot or a 
  similarly priced item as an additional reward. At the GM’s discretion, 
  she can become an ally and teacher to the party, allowing them to learn 
  more of the forest’s ancient lore.
  Babushka smiles coyly if the PCs ask how the wolf was able to 
  devour her whole and steal her magic or what events she knew of 
  in advance, admitting only that “We all had our parts to play.”
  Concluding the Adventure 
  If PCs save Czerwonya and kill the Would-Be-King of Wolves, 
  then the wolves must bow before mankind for three generations. 
  They become wary of civilization. Attacks on livestock lessen and 
  most wolves live in fear of man—especially the PCs. 
  If both Czerwonya and the Would-Be-King die, the situation is 
  a stalemate. The Margreve’s wolves eventually learn of the party’s 
  involvement and some try to prove themselves by hunting the PCs 
  down. The boundaries between the worlds of wolf and man remain 
  uncertain, with lives lost on both sides as the borders are tested.
  If Czerwonya dies and the Would-Be-King escapes, the Margreve 
  judges wolves superior to men. United by their new king, wolf packs 
  are soon a menace; prowling fearlessly up to village, campsite, and 
  coaching inn alike. Livestock is plundered, lone travelers waylaid and 
  devoured. Wolves become the most common animal awakened to do 
  the forest’s bidding, and tales of werewolves and wolf worship soon 
  begin to spread. Killing the Wolf King does little to stem the tide—
  wolves run victorious and proud until the next challenge of the fang.
  
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  The Griffon Hatchling Heist
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  
  In which the adventurers learn that the challenge of parenthood is 
  even more fearsome than bloodthirsty monsters and dusty ruins…
  “The Griffon Hatchling Heist” is a forest-based fantasy 
  adventure suitable for PCs of 5th level. Although it contains several 
  opportunities for combat, it emphasizes planning, stealth, and 
  creative problem solving. 
  Adventure Background
  C
  enturies ago, House Stross, rulers of Zobeck, built a dozen 
  griffon towers under the boughs of the Margreve. Each of 
  these towers housed a unit of elite griffon cavalry. Eight 
  guarded the Great Northern Road while others stood watch over 
  hunting grounds, mines, and other important locales. The Still Tower 
  falls in the last category, built over a magical oddity—a location which 
  enhances divination spells. Under the guise of a quiet forest retreat, the 
  nobleman who ordered its construction hoped both to use this effect 
  to his advantage and study its origin.
  Not long thereafter, House Stross fell, and the Griffon Towers 
  fell into disuse and disrepair. As the most isolated of the lot, the Still 
  Tower housed only the descendents of its black griffon inhabitants. 
  These griffons, the largest and most aggressive in the forest, are led by 
  Lesharrkk, whose voracious appetite for horseflesh is matched only by 
  her self-regard.
  The Still Tower was attacked 10 days ago. A group of brigands led 
  by a cyclops and a sorcerer struck during a thunderstorm. Their first 
  blow used a purloined scroll—and some luck—to polymorph Lesharrkk 
  into a less threatening form. With their greatest opposition neutralized, 
  the bandits were able to kill the other adult griffons and capture a 
  clutch of valuable eggs. The sorcerer and part of the gang has left the 
  tower to sell their loot while the cyclops, three ogres, and a host of 
  bugbears remain to guard the clutch.
  Lesharrkk, who escaped the massacre in her new form, finds the 
  adventurers and asks them to rescue her eggs. 
  Adventure Summary
  The PCs are approached by a talking housecat who claims (truly) to be 
  Lesharrkk, the proud pride-mother of the oldest and most ferocious 
  pack of black griffons in the Margreve Forest. Her tower was attacked 
  by brigands—her pride mates are dead, her eggs are held hostage, and 
  she has been transformed. She asks the PCs to retrieve her eggs before 
  they hatch; in return, she offers her gratitude and all the treasure left by 
  the previous masters of the Still Tower. 
  The party makes its way up a narrow forest track to a hidden 
  back-entrance to the tower. Overcoming an ancient carnivorous tree, a 
  claustrophobic swim up an underground stream, and the dusty caryatid 
  columns guarding an ancient library, the PCs sneak through the tower 
  under the noses of the band of brigands. Atop the tower, they fight 
  the cyclops leader of the bandits to retrieve the griffon eggs.
  Of course, the eggs hatch as soon as the party takes possession of 
  them. The PCs must escape the surrounding bandits while guarding 
  their hungry cargo, all the while ensuring that the hatchlings do not 
  start to believe that one of the PCs is their mother. Success wins the 
  party a powerful ally, a long-forgotten magical secret, and a potential 
  future base of operations. Failure probably leads to a slow roast on a 
  cyclops’ spit. 
  Adventure Hooks
  The Griffon Hatchling Heist occurs during springtime in the Margreve 
  Forest, when griffon eggs hatch and the seasonal rains turn the roads 
  and paths to mud. The PCs should be near or in the Margreve when 
  the adventure begins. They can get involved in one (or more) of the 
  following ways:
  If the PCs have built a reputation as competent problem-
  • 
  solvers, Lesharrkk may have heard of their exploits from other 
  forest denizens. Alternately, an ally of the party from a previous 
  adventure may have recommended them to the griffon.
  If the PCs have been struggling with a recurring villain, then 
  • 
  make that villain either the leader of the brigands or the buyer 
  for the griffon eggs. In this case, the PCs may be hunting for 
  Lesharrkk after hearing rumors of their foil’s exploits.
  If the PCs have done some service for the forest, then 
  • 
  perhaps the Margreve itself guides Lesharrkk to them. If your 
  campaign is emphasizing the other-worldly and magical aspects 
  of the Margreve, this hook would reinforce that theme.
  Finally, Lesharrkk might happen randomly upon the PCs 
  • 
  on the Great Northern Road. This hook works best if this 
  adventure is the first taste the PCs have of the Margreve. 
  Introduction
  The adventure begins as the PCs come across a cat fighting with a raven: 
  A snarling cat leaps out at a low-flying raven. “Perun’s bolts!” spits 
  the cat as the bird flies away. Turning to look at you, the cat bares 
  its teeth in what seems to be an attempt at a friendly smile. 
  creature: The cat is a polymorphed black griffon. She has 
  retained her mental statistics and her ability to read and write. 
  Transformed Lesharrkk 
  CR 1/4 
  XP 1,200
  Variant cat (augmented griffon) (see Pathfinder Roleplaying Game 
  Bestiary)
  Senses darkvision 60 ft., low-light vision; Perception +8; Int 9, Wis 
  17, Cha 12; Languages Common
  $
  The grIffon haTChlIng heIsT
  The grIffon haTChlIng heIsT
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  J
  X
  e
  By Michael Furlanetto
  
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  Tales of the Old Margreve
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  develoPMent: A Knowledge (local) check (DC 20) identifies 
  Lesharrkk’s natural form. Driven by the desire to reclaim her eggs, 
  Lesharrkk will not engage in combat in her current form. Once 
  returned to her normal form, treat Lesharrkk as a griffon with the 
  advanced simple template (see Pathfinder Roleplaying Game Bestiary). 
  Lesharrkk is desperate for help, and given her time constraints, the 
  PCs are her only remaining option. If they do not agree to help, she 
  will try to convince them again later. Perhaps she finds an ally to speak 
  on her behalf, maybe she writes her plea in the campsite dirt—be 
  inventive, but do not force the party’s hand. Under no circumstances 
  will Lesharrkk engage in combat; if attacked, she departs to find a way 
  to reverse her transformation. Once restored, she—and all the griffons 
  of the Margreve—harry the PCs at every opportunity.
  At the same time, remember that Lesharrkk is a proud, powerful, angry 
  creature. Although she needs the help of the PCs, she will not beg, prostrate 
  herself, or sacrifice her dignity any more than absolutely necessary. 
  If the PCs agree to talk with her, Lesharrkk will recount the events 
  of the bandit attack from the background. One of her pride mates 
  flew her away from the tower before he succumbed to the missile fire 
  of the bugbears. After the attack, Lesharrkk stayed to observe the 
  comings and goings of the criminal band, learning that the middling 
  sorcerer who leads the brigands is planning to sell the griffon eggs for 
  a princely sum and that the tower would be lightly guarded while he 
  escorted the buyer to the eggs. Eventually, since she could not carry 
  her eggs to safety in her new form, she left to seek help. 
  While the PCs recover her eggs, she plans to visit a little-known 
  Margreve locale and enact an incantation to reverse her condition. 
  Never having performed it before, she worries that it will take too 
  much time, preventing her from rescuing the eggs.
  If the PCs agree to help, Lesharrkk gives them some information to 
  help in their quest:
  Just north of the Eye of the Forest Inn is a hunting track 
  heading west between two mossy stumps. Follow it, always 
  choosing the right-hand fork, until you reach a clear pond 
  under a bluff. There the trail ends, but a guardian of some 
  sort waits by the pond. Take care! The tower will be on top of 
  the bluff to your left. You can swim into the cellar of the tower 
  through the pool—head upstream until you find air again. 
  Most of the brigands camp outside the tower, so behind its 
  thick walls, you should be able to make your way up right 
  under the noses of the filthy swine who slaughtered my kin. 
  My clutch of eggs await atop the tower—those criminals are 
  too mercenary to risk moving them and losing their reward. 
  You have no more than a week before they hatch, and the rest 
  of the bandits will return soon, so please hurry. I will meet you 
  with the eggs at the two stumps which begin the trail.
  My hatchlings will treat whomever they see first as their 
  mother. So if you tarry and they hatch before I reach you, 
  disguise yourselves, distract them, something—neither of us 
  wishes you to foster a griffon.
  Part 1: To the Tower
  The Still Tower lies approximately 30 miles west of the Eye of the 
  Forest Inn on the Great Northern Road. Lesharrkk directs the party to 
  a hunting trail which leads to the hidden entrance to the tower. Parties 
  should cover that distance in 2–3 days. 
  Feel free to provide appropriate random encounters for the party 
  during the first day or two, but avoid doing so on the day they reach 
  the tower to avoid depleting their resources unnecessarily. 
  Rain begins to fall late the first day. Just a drizzle at first, during their journey 
  it strengthens steadily. By the time the PCs reach the bloodtree, they should be 
  tired of slogging through mud in the driving rain. The hard rain continues until 
  the PCs enter the tower; during this time, visibility is halved and Perception 
  checks suffer a −4 penalty. Later, the rain softens to a misty drizzle, reducing 
  visibility by half but having no further effect on Perception checks.
  bLoodtree sPring (Cr 6)
  The Stross builders of the Still Tower recognized that the underground 
  spring which fed their well emerged aboveground not far from the 
  tower. To protect against foes who might take advantage of this 
  vulnerability, they planted a grove of bloodtrees around the pool. Over 
  time, all but one of these bloodtrees perished; the one which remains 
  waits at the end of the hunting track the PCs travel: 
  The track finally reaches its end. On your left is a 50-ft.-high, 
  bracken-covered bluff. Just visible through the driving rain, 60 
  ft. ahead, is the small pool. The forest thins somewhat around 
  the pool with only a few waterside trees shading a small field 
  of wildflowers and knee-high grasses. 
  See below for the bloodtree’s likely actions. Once it springs its 
  ambush, read the following:
  The smell of newly-turned earth surrounds you as thin woody 
  strands burst from the ground, grasping for your legs.
  creatureS: A single bloodtree waits in ambush on the bank of the 
  pond. Its trunk is 10 ft. from the path on the side opposite the bluff. 
  terrain: Everywhere except the path and the pool is difficult terrain. 
  The pool is 5 ft. deep in hard granite (see below for more details on water 
  flow and escape from the pool). The bluff is 50 ft. high and covered in 
  thick brush. The profusion of handholds makes climbing relatively easy 
  although slow (Climb DC 10, successful checks only allow 1/5 base speed).
  These stubby trees bear green-bladed leaves and nondescript 
  brown bark. On their boughs grow bright red, apple-like fruit, 
  releasing a sweet-smelling scent.
  Bloodtree 
  CR 6
  XP 2,400
  N Huge plant 
  Init +7; Senses tremorsense 60 ft.; Perception +16
  Defense
  AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, −2 size)
  hp 112 (9d8+72) 
  Fort +14, Ref +6, Will +3
  Defensive Abilities plant traits; Resist acid 5, fire 5 
  Offense
  Speed 0 ft.
  Melee 4 slams +11 (grab) 
  Ranged siphorb fruit +9 (1d4+1 acid) 
  Space 15 ft.; Reach 20 ft.
  Special Attacks constrict (1d6+5)
  
  the Still toWer and Magic
  The Still Tower sits on a particularly powerful wellspring of 
  divination magic. All spells of the divination school cast within 
  100 ft. of the center of the upper floors of the tower behave 
  as if they were prepared with either the Extend Spell or 
  Enlarge Spell feat (but not both), as the caster desires at the 
  time of casting. The usual penalty—use of a higher-level spell 
  slot—does not apply. Casters must know of this effect in order 
  to take advantage of it. This knowledge can be gained from the 
  texts inside the tower or with a Spellcraft check (DC 30) when 
  a divination spell is cast. (A successful check allows the caster 
  to extend or enlarge the spell being cast at the time.) Very few 
  know of this secret wellspring—the powers of the Margreve 
  probably know, as may some surviving Stross scions or 
  retainers. Lesharrkk knows that the tower was built for some 
  sort of arcane study, but she does not understand the details.
   Divination magic cast within the tower does not attract the 
  attention of the Margreve magic siphon, even if the caster is 
  not aware of the Still Tower’s boon. 
  65
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  The Griffon Hatchling Heist
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  TACTICS
  Before Combat The bloodtree waits until as many PCs as possible 
  are within reach of its root tendrils. It retaliates immediately if 
  attacked before springing its ambush. 
  During Combat The bloodtree engages all foes at once. 
  Morale The bloodtree fights until all of its root tendrils are 
  destroyed. 
  STATISTICS
  Str 20, Dex 16, Con 26, Int —, Wis 9, Cha 10
  Base Atk +6; CMB +15; CMD 28 (cannot be tripped)
  Feats Combat Reflexes, Improved Grapple, Improved Initiative, Skill 
  Focus (Perception), Skill Focus (Stealth)
  Skills Perception +16, Stealth +13 (roots); Racial Modifiers +5 
  Stealth 
  SQ root tendrils
  ECOLOGY
  Environment temperate forests
  Organization solitary
  SPECIAL ABILITIES
  Root Tendrils (Ex) The roots of the bloodtree lie well hidden up 
  to 20 ft. away from the base of the tree. Each round, the tree 
  can direct up to 4 roots to attack although only one root can 
  attack a single target per round. Once a creature is dead, these 
  roots pull the creature underground within 1 minute, at which 
  time smaller roots siphon the blood, organs, and flesh for the 
  tree’s nutrition over the next week. The bloodtree possesses a 
  total of six root tendrils. Each root tendril can take 15 damage 
  before being destroyed; this damage applies to the bloodtree. 
  Destroyed tendrils regenerate within 1 month.
  Siphorb Fruit (Ex) The bloodtree produces 4d6 ripe fist-
  sized fruit per year. These can be hurled by the tree for 
  1d4+1 acid damage although it never uses these attacks on 
  grappled foes. The acid loses its potency 2 rounds after the 
  fruit is picked.
  treaSure: Siphorbs can be harvested from the bloodtree: the 15 
  present can be sold within the Margreve Forest for 20 gp each (for 
  a total of 300 gp). There is a leather sack half-buried in a patch of 
  recently-turned soil (Perception DC 10). The sack—which contains 45 
  pp, 490 gp, and 398 sp—marks the resting place of a bugbear rogue 
  killed by the bloodtree after fleeing from the companions he just 
  robbed. Time and rain have rendered his trail down the bluff almost 
  impossible to follow (Survival DC 35); if the PCs succeed, the trail 
  leads to the main bugbear encampment.  
  uP the streaM
  The pond is fed by an underground spring. This channel, 5–7 ft. 
  wide, flows from the depths to the well room of the Still Tower (see 
  room A1) and then to the bloodtree’s pond. A 60-ft. swim against 
  the frigid stream’s current reaches the well room. This corresponds 
  to 3–4 rounds of swimming (Swim DC 15). (Recall that a successful 
  Swim check allows a character to swim 1/2 speed as a full-round 
  action and that, because the stream is underground, characters must 
  hold their breath.) 
  The pond is too far away from the brigands and too shielded 
  acoustically by the Still Tower itself for the bandits to notice the PCs 
  unless they employ particularly flashy tactics. 
  Part 2: Stealthily through 
  the Still Tower
  Long abandoned by all but the griffons, the Still Tower now hosts a 
  vicious group of bandits:
  A thin square tower rises sharply above the top of the bluff. Its 
  ground floor connects to several wooden buildings while its top 
  seems open to the elements although the crenellations make 
  it difficult to see clearly from the ground. Windows open into 
  the main floor and two upper levels of the tower. The sides 
  are scarred with soot and scorch marks from recent magic. A 
  noisome camp lies in the lee of the tower opposite the bluff.
  The Still Tower has some common architectural features. All ceilings 
  are 9 ft. high. The exterior walls of the main tower are reinforced 
  masonry (Break DC 45, hardness 8, 180 hp, Climb DC 20), while the 
  interior walls are superior masonry (Break DC 35, hardness 8, 90 hp, 
  Climb DC 25). The stables and barracks have wooden walls (Break 
  DC 20, hardness 5, 60 hp, Climb DC 21). All doors are strong wooden 
  ones (hardness 5, 20 hp); none can lock. 
  The most straightforward way for the PCs to complete this 
  adventure is for them to sneak into the well room. From there they 
  can proceed up the secret rooms (A2, B7, C2, D1, and E2) to the roof, 
  where they can retrieve the eggs. If the PCs come up with an alternate 
  plan, though, let them try it. Remember, the eggs will hatch no more 
  than a week after the meeting with Lesharrkk, so slow sniping at the 
  bandits may not be fast enough. The balance of the brigand band do 
  not return until after the week is up, so they are not detailed below. 
  The bandit camp is the most important feature outside the Still 
  Tower. It sits 10 ft. east of B1 and B2. 
  the bandit CaMP (Cr 10)
  A large camp lies in the lee of the tower opposite the bluff. At 
  least 60 dark-furred creatures must live amidst the squalor.
  creatureS: There are 29 bugbears at the tower although the camp 
  
  the brigand band obServation 
  Your goal as a GM for this section should be to make the 
  PCs nervous. They are not powerful enough to handle the 
  entire brigand band at once, so stealth should be their goal. 
  (For alternative PC strategies, see the main text.) Keep them 
  on their toes by making—or seeming to make—Perception 
  checks for the brigands every time they enter a new room, 
  every time they enter combat, every time an hour passes… 
  essentially, every time the action or the tension flags. Think of 
  this section as a horror movie, and insert a wandering guard 
  every time a strange noise or cat jumping out of a closet would 
  be appropriate. 
   To aid you in that task, the entries for all the rooms in the 
  tower contain notes detailing the changes to the DC of the 
  Perception checks made by the brigands, which brigand will 
  make them, and how long they will take to respond. Although 
  the PCs likely do not realize it, the bandits are bored and 
  inattentive, so reasonable precautions by the party almost 
  certainly lead to success. Feel free to decide the results of the 
  Perception checks without rolling. For instance, a party which 
  is really embracing the spirit of stealthy exploration should not 
  be punished by a freakishly lucky die roll by the GM.
   Most of the brigands, including the cyclops and ogres, are 
  awake from late afternoon until near dawn. At other times, 
  add another 5 to the DCs of their Perception checks. Some 
  bugbears are on the opposite schedule, so the tower is 
  always guarded.
  Creature 
  Perception 
  Perception
   
  (including inattention) 
   (including sleep)
  Bugbear 
  +3 
  −2
  Cyclops 
  +6 
  +1
  Ogre 
  −3 
  −8
  Likely Circumstance 
  Perception DC
  Hear combat 
  −10
  Hear a conversation 
  0
  Hear a creature walking 
  10
  Hear whispering 
  15
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  holds accommodations for twice as many. (Half the group is escorting 
  the sorcerer to the buyer.) The remaining bugbears, bored, spend most 
  of their time wrestling and boasting.
  Bugbears (29) 
  CR 2 
  XP 600 each
  hp 17 each (see Pathfinder Roleplaying Game Bestiary)
  Perception +3 (−5 inattention); Ranged longbow +1 (1d8); Gear 
  leather armor, light wooden shield, morningstar, longbow (20 
  arrows)
  develoPMent: If combat arises, the bugbears swarm any foe, 
  attempting to overwhelm them with superior numbers. Note that the 
  bugbears are well-supplied with ranged weapons—a consequence of 
  their preparations for combat with flying opponents—so they do not 
  hesitate to use ranged attacks. Once half of the bugbears are dead, the 
  survivors flee when reduced to 5 hp.
  The ogres and the cyclops will look to see the source of any 
  commotion involving the bugbears in 1d4 rounds. 
  treaSure: The bugbears have a total of 3,000 gp worth of coins, 
  gems, and jewelry. 
  note: The CR of this encounter has been decreased to account for 
  the relative ineffectiveness of large numbers of low-level foes.
  LeveL a: the CeLLar
  This level contains both the well-room for the tower and the secret 
  library of the tower’s master.
  a1: the weLL rooM
  The western wall of this 30-ft.-by-30-ft. chamber contains a 
  pool of water surrounded by a low stone wall. The broken 
  ladles, smashed kegs, and rotted pails imply this room once 
  served as a well chamber. The southeastern corner used to 
  contain a wooden staircase leading upward, but years of decay 
  have left the timbers in a splintered pile on the floor. Ruined 
  kitchen supplies and rotted sacks of grain complete the décor.
  develoPMent: The closed door and distance give a +11 modifier 
  to the DC of Perception checks made by the bandits. One of the 
  bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will open the door and peer in 1d4+4 rounds later. 
  Unless the PCs are visible from the top of the ruined stairs or have a 
  light source in the room, the bugbear will then depart. If not, he must 
  contend with a 20-ft. drop from the door to the ruined stairs. The 
  secret door provides an alternate exit (Perception DC 25).
  a2: the seCret Library (Cr 6)
  This 20-ft.-by-25-ft. room was once a library, but the smashed 
  bookcases and torn tomes now form a pool of refuse on 
  the floor. A metal ladder leads upward in the northeast 
  corner. Around it stand two men sculpted from marble. 
  Their unmoving eyes stare past the massive stone flails held 
  motionless in front of their shirtless chests.
  creatureS: Two caryatid columns guard the room and attack 
  anyone who enters, except those who wear the badge of the Griffon 
  Riders. 
  terrain: The refuse on the floor makes this entire chamber 
  difficult terrain. This, and the need for silence, increases the difficulty 
  of this encounter to CR 6.
  Caryatid Columns (2) 
  CR 3 
  XP 800 each
  hp 36 each (see Pathfinder Roleplaying Game Bonus Bestiary)
  Melee mwk flail +8 (1d8+6); Gear masterwork flail
  develoPMent: In combat, one caryatid column uses its flail to trip 
  foes, despite the attacks of opportunity this provokes, while the other 
  attempts to kill those who are downed. Neither attempt to disarm, 
  instead using their shatter weapons ability. The only noise made by 
  either column during combat is the crash of their weapons against 
  their opponents. The caryatid columns fight as long as any enemies 
  remain in the room. 
  The remoteness of this echoing chamber gives a +16 modifier to 
  the DCs of Perception checks made by the bugbear bandits. If one 
  hears anything, it will open the door to the well-room (A1) and peer in 
  1d4+4 rounds later. 
  The ladder leads upward to room B7. 
  
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  treaSure: Three old tomes can be pieced together with 2 hours 
  of patient work. Two of the tomes concern the nature of divination 
  magic and could be sold for 400 gp. The third explains the magical 
  effect on which the Still Tower was built. Give any PCs who read it the 
  information found in the Still toWer and Magic sidebar (see page 
  65). The chamber would make a secure place to rest and recover spells.
  LeveL b: the Main fLoor
  This level contained the main floor of the tower, including the great 
  hall, barracks, kitchen, and stables.
  b1: the stabLe storerooM
  The stalls and the pegs, the pails and the tack of a stable still 
  fill this room although the large doors have been knocked 
  down into timber. No horses remain, but the central aisle is 
  filled with torn bridles, ruined bits, and shredded, bloodstained 
  saddles. The wooden walls are stained and worm-eaten but 
  appear to be stable.
  develoPMent: The broken door, thin walls, and distance give a +6 
  modifier to the DC of Perception checks made by the bugbear bandits. 
  One of the bugbears in the camp has the greatest chance to hear the 
  PCs. If he hears anything, he will investigate in 1d4+2 rounds. 
  The horse gear is all that remains of the griffons’ favorite foodstuff; 
  the corpses were dumped to the bloodtree’s domain below.
  b2: the barraCKs
  This wooden-walled 20-ft.-by-30-ft. room must have been a 
  barracks, for it contains two rows of broken beds and shattered 
  wooden chests. Now it appears to house a variety of rodents 
  and insects. 
  develoPMent: The thin walls and distance give a +4 modifier to the 
  DC of Perception checks made by the bugbear bandits. One of the 
  bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will investigate in 1d4+2 rounds. 
  The Stross guards and griffon riders slept here while serving at the 
  Still Tower. None of its current inhabitants pose any danger to the PCs.
  treaSure: This only item of value in this room is a Griffon Rider 
  badge (see A2).
  b3: the Main haLL
  This large stone room is now empty with even the windows 
  missing their shutters and panes. The ashes of long-cold 
  campfires smear the floor. The main double doors exit to the 
  east while other closed doors pierce the south and west walls. 
  A large fireplace fills the northeast corner, surrounded by 
  windows on the north and east walls.
  develoPMent: The closed door and distance give a +7 modifier to 
  the DC of Perception checks made by the bugbear bandits. One of 
  the bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will investigate 1d4+3 rounds later. The doors lead to 
  B2, B3, and the stairs to A1 (moving clockwise from the south). 
  b4: the KitChens
  This rectangular stone-walled room was once a kitchen. Large 
  cooking fireplaces fill the west wall, just beyond the doorway 
  to the north. Discarded implements litter the floor, and dusty 
  debris covers the cobwebbed tables and counters. A single 
  window pierces the south wall.
  develoPMent: The closed door and distance give a +14 modifier to 
  the DC of Perception checks made by the bugbear bandits. One of 
  the bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will investigate 1d4+4 rounds later. The doors lead to 
  B3 and B5. 
  b5: the Pantry
  This mostly rectangular room contains a variety of tattered 
  sacks and broken, overturned barrels. Windows in the west 
  wall overlook the high bluff while doors in the east and south 
  walls lead to other rooms. A fireplace graces the northern wall, 
  and a rusty metal ladder on the eastern wall climbs through 
  the ceiling. 
  develoPMent: The closed doors and distance give a +21 modifier to 
  the DC of Perception checks made by the bugbear bandits. One of 
  the bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will investigate 1d4+5 rounds later. The doors lead to 
  B4 and B6. The ladder leads upward to C1. 
  This room was once a dining room for the servants and a pantry. 
  b6: the servants’ Quarters
  Spiders and rats have replaced the former inhabitants of these 
  windowless sleeping quarters. The furniture seems better-
  preserved here than elsewhere in the tower although it is still 
  stained and sagging. A fireplace fills much of the north wall.
  develoPMent: The closed door and distance give a +27 modifier to 
  the DC of Perception checks made by the bugbear bandits. One of 
  the bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will investigate 1d4+6 rounds later. The door leads 
  to B5. 
  treaSure: This room contains nothing of value. However, the 
  chamber would make a relatively secure place to rest and recover spells.
  b7: the seCret bedrooM
  This L-shaped room must have served two functions. The 
  northwestern leg contains a dresser, bed, and basin, clearly 
  marking it as a bedchamber. The southern leg contains tools, 
  tables, and broken glass implements. A sturdy metal ladder 
  drops through the floor and rises through the ceiling. No 
  windows allow light into this chamber although a small fireplace 
  on the southwestern wall must have provided some illumination.
  develoPMent: The walls and distance give a +21 modifier to the 
  DC of Perception checks made by the bugbear bandits. One of the 
  bugbears in the camp has the greatest chance to hear the PCs. If it 
  hears anything, it will search the rest of the main level. The ladder 
  leads down to A2 and up through C2 to D1. Note that there is no 
  entrance to B7 from the rest of the main level.
  Once, this chamber served as a bedroom and workshop for the 
  Stross noble who commanded the tower. When he fled, he took 
  everything of value with him. 
  
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  LeveL C: the treaty rooM
  This level contains a secluded meeting room for the Stross.
  C1: the treaty rooM
  Two window frames pierce three of the walls of this 25-ft.-
  square room. A metal ladder passes through the floor by the 
  south wall, and a staircase rises along the western wall. The 
  rotting frame of a large table fills the center of the room, 
  surrounded by collapsed chairs, moldy upholstery, and the 
  moth-eaten remains of tapestries. Spider webs fill a fireplace in 
  the northeastern corner. 
  develoPMent: The ladder leads down into B5. The stairs lead upward 
  through D2 to E1. The open staircase gives the ogres in E1 a +2 
  modifier to the DC of Perception checks while the open windows give 
  the bugbears outside a +8 modifier to the DC of Perception checks. 
  One ogre investigates any disturbance in this area after 1d3 rounds 
  while the bugbears take 1d4+6 rounds to appear. The windows look 
  out over the roof of the lower level (at roughly the same level) on the 
  north, east, and south. 
  C2: Ladderway
  The metal ladder continues upward from B7 to D1. 
  develoPMent: The thick stone walls give a +12 modifier to the 
  DC of Perception checks by the ogres in E1 above. Any noise will 
  cause one of them to explore C1 in 1d3 rounds, increasing their 
  chances to hear further noises in this area.
  LeveL d: the sCrying rooM
  This level contains a secret room used by the Stross for powerful 
  divinations.
  d1: the sCrying rooM
  Time has been kinder to this windowless room than to the 
  rest of the tower. In the northeast corner, a ladder rises 
  through the floor and continues through the ceiling. Antique 
  chairs, several small tables, stained papers, and a variety 
  of cracked crystals, broken mirrors, and tarnished metal are 
  strewn around the room.
  develoPMent: The ladder leads down through C2 into B7 and up 
  into E2. The ladder upward to E2 is rusted through (Perception DC 
  30). The first creature to climb the ladder causes it to break, leading to 
  1d6 falling damage (Acrobatics DC 20 avoids). The ogres in E1 may 
  hear the sound of rending metal (Perception DC 6). (This DC includes 
  the buffer of the stone ceiling, which provides a +11 modifier to the 
  DC of Perception checks.) One ogre will go to C1 to investigate any 
  disturbance in this area after 1d3 rounds. 
  treaSure: None of the contents of the room are in good enough 
  condition to retain any value. The papers are cryptic notes without 
  any modern relevance (although they provide a good opportunity 
  to foreshadow future adventures). A small pewter key lies among 
  the detritus (Perception DC 20); this fits the chest in room E2. The 
  chamber would make a secure place to rest and recover spells. 
  d2: stairway
  The staircase continues upward from C1 to E1. 
  LeveL e: suPPLies and seCrets
  This level contained a storeroom for the Griffon Riders and a secret 
  treasury for the Stross. 
  e1: the suPPLy rooM (Cr 6)
  This square room connects to stairs leading both upward and 
  downward. Windows on the south and east walls look out over 
  the roof of the main level 20 ft. below. The bulk of the room 
  contains pegs, lockers, chests, and tables, reminding you of 
  nothing so much as an army quartermaster’s tent. All the original 
  contents are now gone. Instead, a campfire smolders on the 
  wooden floor while a haunch of rotting meat sits against one wall. 
  Three bedrolls attest to the presence of more recent occupants.
  creatureS: Every corner of the forest has its ogres. Sometimes 
  they get evicted by something bigger or fall out of favor with a hag. 
  Once upon a time, three of them, a little more motivated than the 
  average ogre, all fell together at the same time. Perhaps they were all 
  inordinately full from the caravan that they assaulted, or perhaps it was 
  the strong drink they also found. After the feasting, though, they stayed 
  together. Very few people dare bother them. They happen to be for 
  hire for a fairly cheap price, simply because they just love slaughtering 
  and eating humanoids. Now they work as personal bodyguards for 
  Zyzhashcha the cyclops. They have claimed this room as their own and 
  attack any who enter—seeking both sport and food.
  Atvars, Detlavs, and Staldzis: The Bad Trio of Ogres (3) CR 3 
  XP 800 each
  hp 30 each (see Pathfinder Roleplaying Game Bestiary)
  Perception −3 (−5 inattention) 
  develoPMent: The ogres while away the time until the hatchling 
  buyer returns and they are paid. They throw knucklebones and gnaw 
  their way through the last black griffon corpse.
  In combat, Atvars and Staldzis concentrate their attacks on the same 
  foe while Detlavs attacks whomever attacked him last. The ogres flee if 
  reduced to 5 hp, passing down through the tower to avoid their cyclops 
  master. They avoid the bugbears and flee the encampment entirely. 
  Zyzhashcha the cyclops has a +3 modifier to the DC of any 
  Perception checks she makes to hear activity in this chamber. 
  Accustomed to the toddler-like squabbling between the ogres, she will 
  not investigate any noises which last less than 2d3 rounds, no matter 
  what they contain. The bugbears are more prone to investigate, but 
  the distance gives them a +11 modifier to the DC of any Perception 
  checks they make. If successful, they investigate 1d4+8 rounds later. 
  One staircase leads downward through D2 to C1 while the other 
  leads upward to F. This room once contained supplies for the Griffon 
  Riders, but it has been stripped of any valuables. 
  treaSure: Apart from their equipment, the spendthrift ogres have 
  only 25 sp between them.
  e2: the treasury
  A thick layer of dust covers every horizontal surface of this 
  windowless rectangular room. Although your arrival has 
  stirred the still air, kicking up some dust, clearly no one else has 
  passed this way for many years. In the east, a ladder rises from 
  the floor while, to the west, another metal ladder rises to a 
  
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  trapdoor in the ceiling. A small wooden chest sits under its own 
  layer of dust in the center of the room.
  develoPMent: The ogre trio has a +11 modifier to the DC of 
  any Perception checks they make to hear activity in this chamber 
  while Zyzhashcha the cyclops has a +12 modifier to the DC of any 
  Perception checks she makes. Both assume that any noises come from 
  the other for 2d3 rounds. The bugbears are more prone to investigate, 
  but the distance and walls give them a +19 modifier to the DC of any 
  Perception checks they make. If successful, they investigate rooms E1 
  and F 1d4+8 rounds later. 
  One ladder leads downward to D1 (see D1 for details on its hidden 
  structural weakness). The other rises to the secret trapdoor to F although 
  the trapdoor is clearly visible from below. This room was once the 
  hidden treasury of the Stross lord, complete with hidden escape route to 
  a griffon mount.
  The staircase continues upward from C1 to E1. 
  treaSure: The chest is locked with a straightforward lock (Disable 
  Device DC 20). The key to the lock can be found in D1. The chest 
  contains an imperial topaz and gold necklace (125 gp) and a full jar of 
  restorative ointment. 
  LeveL f: the griffon roosts (Cr 6)
  This level is the nesting area for the black griffon tribe: 
  A short battlement surrounds the top of the tower. On the south 
  and west, the wall extends up to a 10-ft.-high ceiling, but the 
  north and east side of this enclosure are open to the elements. 
  In the southeast corner a staircase descends beneath the roof 
  while in the northeast three stone roosts rise up to heights of 
  3, 6, and 9 ft. The entire area is covered with feathers, fur, and 
  bits of discarded food. In the southwestern corner is a large nest 
  containing four enormous eggs. 
  creatureS: One of the leaders of the bandits lives here, guarding 
  the hard-earned treasure. 
  terrain: The roosts and the roof provide high ground. The 
  battlements are 4 ft. high; any bull rushes over the battlements would 
  lead to a fall of 30–40 ft. The complicated terrain and fragile eggs 
  make this a CR 6 encounter. Remember to assess damage to the eggs 
  from any area attacks which include their square—use the AC and 
  saving throws given below.
  Zyzhashcha, Cyclops Leader 
  CR 5 
  XP 1,600
  hp 65 (see Pathfinder Roleplaying Game Bestiary)
  Perception +6 (−5 inattention); Combat Gear dust of illusion
  develoPMent: Zyzhashcha spends most of her time sleeping, 
  eating, or throwing rocks at passing birds. She is not aware of the 
  secret trapdoor. 
  In combat, Zyzhashcha attempts to defeat any foes herself, not 
  calling for aid from the other brigands. She uses her flash of insight 
  as soon as possible. Although she is careful not to damage the griffon 
  eggs, in the heat of battle, she does not think to hold them hostage 
  against the PCs. She does not forgo attacks in order to use her dust of  
  illusion in combat. Zyzhashcha fights to the death. 
  The ogres have a +3 modifier to the DC of any Perception checks 
  they make to hear activity here. They will not investigate any noises 
  which last less than 2d4 rounds, no matter what they contain. The 
  bugbears have learned not to disturb their leader, so they will only 
  investigate if a corpse lands amidst their campsite. 
  The staircase leads downward to E1. The hidden trapdoor requires 
  a Perception check (DC 30) to find from this side; it leads to E2. 
  Part 3: Hatchlings! 
  After 1 round of combat, PCs may notice the eggs hatching 
  (Perception DC 15, or DC 5 after combat):
  The four blue-speckled eggs, each the size of a sheep’s head, 
  lean against one another. Suddenly, the nearest one starts to 
  shake. A thin crack appears at its peak. The other three eggs 
  then shake and crack too.
  Give the PCs 6 rounds to prepare, and then, any hatchlings who 
  survive the battle hatch 1/round thereafter: 
  The egg fully cracks, and out pokes the head of a small bird, its 
  feathers plastered to its scalp. As it emerges from the shards of 
  the eggshell, you see that its legs are covered in matted fur and 
  its back bears two spindly wings.
  creatureS: Black griffon hatchlings are about the size of a housecat. 
  Black Griffon Hatchlings (4) 
  CR 1/4 
  XP 100 each
  Variant cat (see Pathfinder Roleplaying Game Bestiary)
  hp 3 each
  Speed 5 ft.; Skills Perception +1 (includes −4 penalty for being 
  newly hatched), Sense Motive +1
  develoPMent: Griffon hatchlings sleep for most of the first few 
  days of their life, awakening every 5 hours for 20 minutes or so. When 
  awake, they are noisy—reduce the DC of any Perception checks 
  made to notice them by 5. Each time they awake, they want to eat; as 
  carnivores, meat, eggs, and milk are the only things which sate their 
  hunger. If not fed, they get louder (reduce Perception check DCs by 
  10) before returning to sleep. If the PCs and hatchlings remain in 
  the Still Tower, be sure to check to see if the bandits hear the new 
  additions to the party.
  Each time the hatchlings awake they seek their mother. The PCs 
  may avoid this fate by preventing the young griffons from perceiving 
  any humanoids during a given awakening (by placing them in a sack, 
  for instance) or by succeeding on one Bluff check per hatchling per 
  awakening (opposed by the hatchling’s Sense Motive). Track the number 
  of times the PCs failed to disguise themselves from the hatchlings.
  Remember that the hatchlings recognize their mother by sight, 
  sound, and smell; disguises which cover only one sense should give a 
  −5 penalty to Bluff checks, while those which cover all three would 
  give a +5 bonus. A complete lack of disguise gives a −10 penalty to 
  Bluff checks.
  In general, encourage creativity here, and use the hatchlings for 
  dramatic effect. Let the PCs use scent transfer from the roosts or from 
  discarded feathers. Interpret spell effects generously—PCs should be 
  
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  able to cast sleep on the quaking eggs, for instance, to buy themselves 
  some time. Likewise, magical communication with the hatchlings could 
  reverse the effects of a single failure per hatchling. Make sure that 
  the hatchlings awaken at the most inopportune times, and play up the 
  tension of possible imprinting. Most likely your PCs do not wish to 
  become foster mothers to a griffon!
  Treat the hatchlings as housecats to assess their weight, size, 
  need for air, etc. Note that the tossing-in-a-sack method makes it 
  difficult to feed the hatchlings or provide them with enough air 
  to breathe. 
  Finally, if the PCs are stuck, Knowledge (nature) checks (DC 11) 
  provide a way for you to give them suggestions. 
  Part 4: Escape from the 
  Still Tower 
  All that remains for the PCs is to escape with the hatchlings. They have 
  a number of options. Although the young griffons will not survive an 
  unprotected trip down the underground stream, parties who think to 
  protect them in insulated, air-filled containers might leave successfully 
  the way they came. At the other extreme, parties 
  could fly magically away from the rooftop itself, 
  trusting on speed or magical protections to avoid 
  the bugbears’ attacks. 
  Whatever the plan, ensure that the PCs have at least 
  one challenge (of roughly CR 6) on their way out. The ogre trio 
  is provided as a default—they can investigate the rooftop just before 
  the PCs escape down the secret trapdoor with the hatchlings, or they 
  could stand in the way of an escape out a back window over the bluff. 
  If the PCs fly away, a wyvern (see Pathfinder Roleplaying Game Bestiary) 
  summoned by the magic siphon of the Margreve would fit (see Magic 
  in the Margreve section, page 20). If the players come up with a 
  particularly clever way to extract the hatchlings, consider providing an 
  easier encounter without reducing the experience award from CR 6.
  (Note that the default ogre trio has almost no treasure, so other 
  options will not shortchange the PCs in terms of treasure.)
  Concluding the 
  Adventure
  Lesharrkk’s ritual was faster than she expected, so she 
  meets the PCs 1-day’s travel up the trail from the 
  Still Tower. 
  Depending on her attitude to the PCs, 
  Lesharrkk could make a valuable ally in later 
  adventures. She could serve as a scout, a 
  source of  information, a safe hideout, or even 
  transportation for the PCs. Perhaps she will share 
  the secret incantation and location she used to 
  break the enchantment upon herself.
  Her reaction to the PCs depends on how successful 
  they were. Award 3 points/hatchling returned alive. Give 
  1 point if the PCs offer Lesharrkk food (2 if they offer horseflesh). 
  Deduct 1 point for each meal a hatchling missed. Deduct 1 point for 
  each time a hatchling began to imprint upon a PC. Use the following 
  table to judge the results: 
   Score 
  Lesharrkk’s 
  Outcome 
   
   
  Final Attitude
   12–14 
  Helpful 
  Lesharrkk helps the PCs as much as 
  possible.
   
  8–11 
  Friendly 
  Lesharrkk does a favor for the PCs or 
  helps them in minor ways for a year.
   
  5–7 
  Indifferent 
  Lesharrkk does a favor for the PCs.
   
  3–4 
  Unfriendly 
  Lesharrkk orders the griffons of the 
  Margreve to leave the PCs alone 
  for a year.
   2 or less 
  Hostile 
  After raising her young, Lesharrkk 
  becomes the PCs’ enemy.
  Allow the PCs to gain the benefits of lower-level rewards at higher 
  levels. Tailor each level of reward to your campaign—some GMs 
  may allow a friendly Lesharrkk to provide griffon mounts for the 
  PCs while others would allow the PCs to move into the Still Tower. A 
  helpful pride-mother should be a powerful although difficult reward 
  to obtain.
  future adventureS: The Still Tower itself might spark future 
  adventures. PCs might return there to cast important divinations, or 
  they might seek to harness its power more fully.
  Also, the other half of the bandit troop remains at large. If it 
  was led by a recurring enemy of the PCs, the events of 
  this adventure provide even stronger grounds for 
  enmity. Even if it represented a new foe, the 
  survivors might seek revenge. 
  
  72
  72
  Tales of the Old Margreve
  
  
  The Spider Crone donned her ivy crown of  prophecy, and her face 
  paled. The crown never lied. Today, she would die.
  “Gall of the Spider Crone” is a wilderness fantasy adventure 
  suitable for PCs of 6th level. It uses fast campaign progression, and is 
  therefore generous with treasure.
  Adventure Background
  K
  ariv gypsies sing the “Rhyme of the Spider Crones” to 
  their children and to guests gathered at their campfires. It 
  recounts the life of Jędza Nansa and her vila sisters who 
  traded their legendary beauty for arcane power, hags’ faces, and the 
  company of spiders. It is a true story.
  Jędza Nansa lives amongst the monstrous spiders of the Margreve, 
  where she traffics in potions and poisons, divinations, and enchanted 
  ropes and nets. Many trade their most precious possessions for her 
  legendary services.
  Earlier today, Jędza prophesied that she would die. To sidestep her 
  fate, she melded with a willow tree, hoping to escape any harm that 
  might befall her. Unbeknownst to her, the tree bore a powerful parasite 
  in a gall high in its branches. The willow expelled her, and horror 
  flooded her face as she discovered a massive gall now growing upon 
  her own belly. She took her knife to it. She focused her magic upon it. 
  Both failed.
  Something began to twitch inside the parasitic pocket. Something 
  began to claw her from the inside. She doubled over, sickened and 
  dazed. Jędza stumbled through the woods toward her sister’s house, 
  but she quickly collapsed.
  A common woodcutter named Sandor found Jędza unconscious. 
  He had braved the deep Margreve to offer Jędza his life in exchange 
  for a potion that would cure the terminally ill babe wrapped onto his 
  back. Now he carried Jędza too.
  A thunderstorm brewed as Sandor carried woman and child 
  toward the Great Northern Road. Lightning flashed. Rain and 
  sweat slid down his face. A Kariv band, securing their wind-blown 
  wagons against a Coaching Inn, spotted Sandor as he stepped from 
  the trees.
  Presently, the Kariv tend to Jędza in an upper room of the Witch’s 
  Teat Coaching Inn. With healing potions, they have revived Jędza. She 
  has promised the Kariv her treasured ivy crown of  prophecy, arachnid 
  escorts… anything they want, if they will just remove the gall that is 
  killing her. The greedy and opportunistic Kariv have agreed, but they 
  are not faring well. One of them takes a hot knife to the crone’s belly. 
  Four others brave the storm-wracked woods to collect a magic jug 
  from Jędza’s sister’s house at Jędza’s request. Meanwhile, the storm 
  grows ever more violent as something struggles to be born from the 
  “Gall of the Spider Crone.” 
  Adventure Summary
  A preternatural storm drives the PCs into the Witch’s Teat Coaching 
  Inn. Inside, screams of pain echo from an upper room, and a gypsy 
  midwife dashes downstairs with water and blood-soaked rags. She begs 
  the PCs for healing potions but suspiciously denies the PCs access to 
  the “pregnant woman” upstairs until it is nearly too late.
  The PCs discover that the pregnant woman is actually the gall-bellied 
  Spider Crone. Something squirms inside her parasitic pocket. The crone kicks 
  the incompetent Kariv surgeon aside and begs the PCs to cut the gall off her.
  Attempts to excise the gall fail. Jędza tells the PCs that if they can retrieve 
  her sister’s magic jug in time, she may be able to capture the unborn creature 
  before it devours her soul. In exchange, she promises the PCs everything she 
  previously promised to the Kariv, which vexes the gypsies.
  The PCs rush into the wild night, armed with a crude map and 
  the crone’s struggling homunculus, which acts as an unwilling key to 
  her sister’s domain. En route, shambling mounds and shocker lizards, 
  energized by the lightning storm, challenge the PCs’ timed progress.
  Jędza’s sister’s “house” is the abdomen of a giant, rickety spider-
  construct. It hangs from a chasm-spanning spider web. Defeating the 
  trap that protects the jug requires eight hands. But the PCs will never 
  make it back in time anyway… unless they puppet the spider-silk 
  control ropes of the home and ride it back to the Coaching Inn.
  While the PCs are away, the Kariv continue reckless excise attempts 
  in order to “earn” Jędza’s reward. Unless the PCs get back in time, the 
  gall creature devours Jędza’s soul and wields incredible power when it 
  finally erupts in a black whirlwind of claws and lightning.
  Adventure Hooks
  A preternatural storm rages above the Margreve. Lightning flashes, 
  wind howls, and trees crash across the Great Northern Road. Through 
  the darkness and slanted rain, the PCs spot the everburning torch of the 
  Witch’s Teat Coaching Inn. Whether the PCs have business at the 
  Coaching Inn or are traveling the Great Northern Road on some other 
  errand, the adventure begins as they enter the inn.
  Part 1: The Pregnant 
  Woman Upstairs
  Thousands of square miles of forest surround the Witch’s Teat 
  coaching inn. The closest city, Zobeck, lies 100 miles south along the 
  Great Northern Road.
  The inn was once a griffon tower, built by the House Stross for its 
  griffon riders, an elite company of couriers and shock cavalry. When the 
  parsimonious council of the Free City abandoned the tradition in recent 
  years, a crippled Kariv gypsy named Vassily purchased the tower, and the 
  fortified structure began its second life as a coaching inn.
  $
  gall of The spIder Crone
  gall of The spIder Crone
  
  
  J
  X
  e
  By Tim Connors
  
  73
  73
  Gall of the Spider Crone
  
  
  the witCh’s teat CoaChing inn
  Outside the coaching inn, an everburning torch struggles against the night, 
  and a wooden placard bearing the words “Witch’s Teat” clacks in the 
  wind against the inn’s stone walls. Gypsy wagons are secured against 
  the inn’s flank (Perception DC 10). 
  When the PCs enter the inn, read or paraphrase the following:
  As you enter the coaching inn, wind and rain race inside past 
  you. Half a dozen candles snuff out in the common room, and 
  gruff voices call from the shadows to shut the door. 
  A maid with striking features latches the door against the 
  howling wind. Two more girls relight the candles, and one 
  by one, the faces of men, arranged at tables throughout the 
  common room, catch the light. All are dressed in the garb of 
  gypsies. All stare at you with anxious or dour faces. On every 
  table, even the unoccupied ones, a gleaming knife stands on 
  end, pointing toward the sky.
  An older woman wearing a babushka descends a staircase 
  and rushes passed you with blood-soaked rags. Screams of 
  pain echo from an upper room.
  The maid who closed the door is Mishenka, the daughter of the inn’s 
  owner, a crippled old Kariv man named Vassily. Vassily stands, revealing 
  his wicker leg. He welcomes the PCs unconvincingly and motions for 
  Mishenka to usher them to an empty table near the fire and tend to their 
  requests. Vassily sits and rejoins a troubled conversation with Adrik, the 
  patriarch of the Kariv band staying at the inn. 
  Screams of pain echo at intervals from the upper room. Tanya, the 
  babushka midwife and mother of Adrik, carries rag after rag down the 
  stairs, where she wrings copious blood into the fire at the PCs’ feet. If 
  questioned, the superstitious woman says that blood-wringing is a Kariv 
  custom, and she attempts to redirect the conversation by begging the 
  PCs for healing potions for “her daughter” in labor upstairs. If the PCs 
  refuse, Tanya offers to pay up to twice the typical rate. If the PCs ask her 
  daughter’s name or offer to attend to the girl personally, Tanya stammers 
  and makes a suspicious getaway up the stairs.
  Let the players drive the pace of this scene. As the anxious but tight-
  lipped Kariv pretend that all is well, build tension and suspicion with:
  Increasingly frequent screams (and curses) from upstairs
  • 
  Everyone quickly resetting the tables’ upturned knives when a 
  • 
  massive thunder clap topples them. If asked, the gypsies claim 
  that the knives protect against evil storm spirits.
  Periodic reappearances of Tanya, silently wringing her blood 
  • 
  rags and whispering ever more dire news into Adrik’s ear.
  Vassily and Adrik’s whispered but heated conversation. Vassily 
  • 
  wants Adrik to murder “her” (Jędza) before “it” (the gall 
  creature) is born. Adrik refuses, because if she dies, he will 
  never learn the hidden locations of the promised treasures.
  
  rolePlaying nitca
  Despite its profound ugliness, Nitca is a vain little creature, 
  fastidious about keeping up its appearance. It frequently licks 
  and primps itself like a cat. It hosts a beloved pair of spiders on 
  its back as pets, where they scurry and weave repairs to Nitca’s 
  imperfect wings. Nitca is particularly fond of the egg-laden 
  female. If any harm comes to Nitca or the PCs place Nitca in 
  an extradimensional space for more than 10 minutes, Nitca’s 
  spider pets die, and Nitca become Hostile. Nitca cannot speak, 
  so it mimes and exaggerates its expressions.
  74
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  Tales of the Old Margreve
  
  
  A hot-headed young Kariv who draws his sword and makes 
  • 
  for the stairs to “End this.” Adrik and two others intervene, 
  and Kariv dissent blossoms.
  A baby (Sandor’s unnamed daughter) starts crying upstairs, but 
  • 
  the screams of pain continue.
  If the PCs still do not attempt to ascend the stairs, Adrik 
  approaches them directly. Either way, he decides that the PCs may 
  be his only avenue to saving Jędza and securing her promised riches. 
  Perhaps they can keep the crone alive long enough for his brother and 
  three nephews to return with Jędza’s sister’s magic jug. Before leading 
  the PCs upstairs, he gravely warns them not to judge by appearances.
  the gaLL and PLea
  Stone stairs spiral up into the inn’s second story, where 
  a gossamer curtain separates a landing from a dark 
  bedchamber. In the center of the room, an ugly old woman lies 
  on a featherbed soaked in blood. A Kariv man stands beside 
  her with a bloody knife in his hand. Behind him, a shaking 
  gypsy woman cups her mouth with one hand and tries to hold 
  the room’s only lantern over the man’s shoulder so that he can 
  see. The ugly old woman in the bed is not pregnant. A massive 
  gall grows upon her belly, like a burl upon a tree. The surgeon 
  lowers his knife against the gall, and the crone screams, curses, 
  and kicks him aside. Something big squirms inside the gall. 
  The ugly old woman looks at you beseechingly. “Please,” she 
  pleads. “For the love of Perun. Help me!”
  In the corner, a woodcutter feeds goat’s milk to a baby.
  The creature inside Jędza claws away 3 hp/hour; she has only 11 hp left, 
  so unless provided with magical healing, she has only 4 hours to live. Once 
  reduced to negative hp, she cannot be stabilized and magical healing has 
  no effect. The Kariv have depleted all healing at their disposal. All attempts 
  (by anyone) to excise the gall are ineffective and deal Jędza 1 damage/
  round of surgery. If moved or carried, she suffers 1 damage/round.
  A closed coffer on a side table contains the Kariv’s captive suturefly. 
  Indispensable at business meetings, its triple pair of wings buzz 
  loudly whenever someone within 30 ft. lies. Jędza has answered the 
  Kariv’s questions truthfully and honors the PCs with truth also. If the 
  suturefly buzzes because someone lies (such as the surgeon claiming he 
  needs no help), the Kariv explain its purpose.
  If the PCs consider harming the crone, give her the chance to 
  warn them (truthfully) of the dire consequences of her death. She 
  says that the gall creature is immune to any harm inflicted on its host 
  and that, if she dies, the creature will doom her immortal soul by 
  claiming it as its own. Moreover, it will erupt more powerful than she 
  ever was—powerful enough to slaughter everyone at the inn. PCs may 
  recall corroborating tales of gallborn creatures devouring treants’ souls 
  (Knowledge [nature] DC 25). Sandor the woodcutter gravely adds that 
  if the crone dies, she cannot brew the potion to save his child. The rare 
  king’s sleep poison that courses through the babe’s veins already killed 
  its mother (DC 19 to cure with neutralize poison).
  Whether the PCs consider harming the crone or not, she promises 
  them everything she previously promised to the Kariv: namely her 
  ivy crown of  prophecy hidden somewhere in the forest. This offer vexes 
  Adrik, who has risked his band’s safety for a prize he can no longer 
  win. He adroitly suggests that the PCs merely heal Jędza (for “a lesser 
  but still generous reward”) to give time for his brother and three 
  nephews to return with the magic jug that the crone will use to contain 
  the gall creature. Jędza retorts that the four men are already dead. 
  She asks pale-faced Tanya to open the shuttered window, whereupon 
  Jędza’s homunculus spider-climbs over the sill, into the room, and 
  across the wall. The goblin-faced homunculus has four arms and four 
  legs and holds the other end of its broken leash in its maw. The Kariv 
  men took the homunculus with them as a key to access Jędza’s sister’s 
  domain. It reports telepathically to Jędza that shocker lizards killed the 
  four men.
  While Tanya grieves for her son and his kids, Jędza begs the PCs to 
  succeed where the Kariv men failed. If they retrieve her sister’s magic 
  jug in time, she may be able to save her soul and maybe even save 
  Sandor’s child.
  If the PCs agree to collect the jug, Jędza asks them to swear an 
  oath on the child’s head that they will succeed. Jędza draws a crude 
  map to her sister Mavra’s house, featuring four major landmarks: the 
  inn, west to a clearing, northwest to a deer-centaur graveyard, and 
  north along a ravine to Mavra’s house, with each location 3/4 miles 
  from the previous. Jędza also explains that the PCs will require the 
  presence of Nitca, her homunculus, who Mavra knows and trusts. 
  Nitca will not willingly travel more than 1 mile from Jędza, so it must 
  be forced. Jędza calls for Vassily’s wicker leg to be used as a cage 
  (hardness 3, 5 hp), and Vassily fears refusal. If instead the PCs decide 
  to stuff Nitca in an extradimensional space, like a bag of  holding, Nitca 
  reluctantly enters under Jędza’s demanding gaze, but the homunculus 
  becomes unfriendly and bites whoever sticks their hand in to retrieve 
  it later.
  If the PCs attack Jędza, Sandor and the Kariv defend her against 
  the PCs. Jędza swears revenge and defends herself as best possible 
  until she dies, and the ala bursts from her corpse (see “The Ala 
  Erupts” in Part Four). 
  Jędza Nansa 
  CR 8
  XP 4,800 
  Female vila (modified) druid 4 
  CN Medium fey (shapechanger) 
  Init +5 (+9 in forests); Senses low-light vision, tremorsense 30 ft.; 
  Perception +18
  Defense
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) 
  hp 62 (currently 11 hp) (9d6+4d8+13) 
  Fort +8, Ref +12, Will +12; +4 vs. fey and plant-targeted effects 
  Defensive Abilities resist nature’s lure; DR 5/cold iron 
  Weaknesses forest dependent
  Offense
  Speed 30 ft. 
  Melee claw +8 (1d4+1 plus poison) 
  
  75
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  Gall of the Spider Crone
  
  
  Ranged +1 human-bane composite shortbow +14/+9 (1d6+1/x3 
  plus poison) 
  Special Attacks poison, smite oathbreaker (3/day, +5d6) 
  Druid Spells Prepared (CL 4th; concentration +6)
  2nd—fog cloud, hold verminD (DC 14), summon swarm (spiders 
  only), vermin messenger 
  1st—calm verminD (DC 13), entangle (DC 13), longstrider, magic 
  fang (DC 13), produce flame 
  0 (at will)—detect magic, detect poison, flare (DC 12), guidance
  (D) Domain spell; Domain Vermin 
  Spell-Like Abilities (CL 9th; concentration +12) 
  Constant—speak with vermin 
  1/day—augury, rope trick, whispering wind
  1/week—legend lore
  STATISTICS
  Str 12, Dex 20, Con 13, Int 11, Wis 15, Cha 16 
  Base Atk +7; CMB +8; CMD 24 
  Feats Brew Potion, Deadly AimB, Dodge, Mobility, Mounted Archery, 
  Mounted Combat, Natural Spell, Point Blank Shot, Precise Shot, 
  Weapon Focus (shortbow)B 
  Skills Bluff +15, Climb +8, Knowledge (arcana) +30, Knowledge 
  (nature) +22, Perception +18, Perform (dance) +9, Perform 
  (sing) +10, Sense Motive +17, Stealth +24, Survival +22; Racial 
  Modifiers +14 Knowledge (arcana), +4 Knowledge (nature), +4 
  Perception, +6 Perform (dance), +6 Perform (sing), +6 Ride, +4 
  Stealth, +4 Survival 
  Languages Common, Sylvan; speak with vermin 
  SQ change shape (fire beetle, giant spider, vermin shape I, 
  beast shape II), forest meld, nature bond (Vermin domain; 
  spells affect vermin instead of animals), nature sense, 
  trackless step, wild empathy +13 (includes +6 racial bonus), 
  woodland stride 
  Gear +1 human-bane composite shortbow (stolen) with 20 
  poisoned arrows, dagger of venom (lost), spider song collar (silk 
  collar that functions as pipes of the sewers, except it calls spider 
  swarms with successful Perform [sing] check)
  SPECIAL ABILITIES
  Forest Dependent (Su) Each hour spent outside the Margreve, 
  Jędza suffers 1 Constitution damage (Fortitude DC 15). In the 
  Margreve, she receives a +4 bonus to initiative checks. 
  Forest Meld (Su) A vila can meld indefinitely with any Margreve 
  tree, similar to how meld into stone functions.
  Poison (Ex) Old Crone—injury; save Fort DC 17 (Constitution-
  based), frequency 1/round for 4 rounds, effect 1d6 Dex, cure 2 
  consecutive saves. 
  Smite Oathbreaker (Su) As a full-round action 3/day, using any 
  weapon, Jędza can smite any opponent within 60 ft. who swore 
  an oath in the Margreve and broke it. If she hits, she adds 5d6 
  to her damage. If she misses, the smite is not used. 
  Nitca 
  CR 1
  XP 400 
  Homunculus (see Pathfinder Roleplaying Game Bestiary)
  hp 11
  Spell-Like Abilities constant—spider climb
  treaSure: One of the Kariv has taken Jędza’s +1 human-bane 
  composite shortbow and quiver of 20 poisoned arrows for “safekeeping” 
  while the surgery takes place.
  Part 2: Into the Woods
  As the PCs leave the inn, fist-sized spiders converge on the building 
  (Perception DC 20). The harmless spiders brave the storm to be near 
  Jędza on her death bed.
  Weather, MoveMent, and getting loSt: The thunderstorm 
  rages. Poor visibility and a trackless forest reduce all movement to 
  1/4 normal. (For example, a PC with Speed 30 ft. walks 3/4 of a 
  mile in 1 hour.) The Kariv and shocker lizards are 3/4 mile (1 hour) 
  away. Mavra’s house is an additional 1-1/2 miles (2 hours) away. At 
  this speed, the round trip will take 6 hours. Unless the PCs heal Jędza 
  before they depart, she dies—and Nitca goes insane—after 4 hours.
  The downpour reduces visibility to 1/4 normal. Gusts of wind 
  impose a −8 penalty on Perception checks, a −4 penalty on ranged 
  weapon attacks, and a −2 penalty on Fly checks. Tiny creatures (like 
  Nitca) must succeed on a Fly check (DC 20) to fly at all. The wind 
  automatically extinguishes unprotected flames, like torches. Protected 
  flames dance wildly. 
  Randomly, approximately every hour, when not in combat, check if:
  Protected flames extinguish (50% chance).
  • 
  The PCs’ leader gets them lost (Survival DC 20) (see 
  • 
  Pathfinder 
  Roleplaying Game Core Rulebook for consequences and remedies).
  the dead Kariv (Cr 7)
  Unless the PCs instruct Nitca to lead them around this area, the 
  homunculus (or Jędza’s map) leads the PCs directly to the Kariv 
  and shocker lizards, 3/4 miles west of the inn. The homunculus 
  understands Common but cannot speak, so it waves its arms wildly as 
  the party nears this area:
  A wide clearing lies open to the rolling thunderclouds. The 
  downpour has turned the forest floor into an impromptu bog. 
  Tufts of grass form islands that rise from shin-high water. 
  A short distance ahead, a man dressed in gypsy clothes lies 
  facedown, his arms above his head, clinging to the grass.
  The man is Adrik’s nephew, Driskaw. He twitches, alive but dying at 
  −3 hp. If roused, Driskaw wants to try to save his father and brothers 
  and return to the inn. He is a non-combatant and does not join the party.
  Driskaw’s father Rurik and two brothers lie dead in the same 
  clearing, drug 30 ft. apart by hungry shocker lizards. In the darkness 
  and downpour, the PCs may only notice them one at a time.
  creatureS: As the PCs approach the third man—Rurik, who wears a 
  blue cloak—the man rises 8 ft. into the air upon a tangled mass of vines 
  and roots. A shambling mound attempts to carry him away from the three 
  shocker lizards that were nibbling at him. As with the other bodies, the 
  PCs cannot tell if the man is unconscious or dead without “rescuing” him.
  terrain: Treat the 80-ft.-diameter clearing as a shallow bog: it 
  costs 2 squares of movement to move into and increases the DC of 
  Acrobatics checks by 2.
  Shambling Mound 
  CR 6
  XP 2,400
  hp 67 (see Pathfinder Roleplaying Game Bestiary)
  Shocker Lizard (3) 
  CR 2
  XP 600 each
  hp 19 each (see Pathfinder Roleplaying Game Bestiary) 
  
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  Tales of the Old Margreve
  
  
  develoPMent: In combat, the shocker lizards arc lethal shocks to 
  target PCs and the shambling mound, which is immune to them. The 
  shocker lizards flee if only one lizard still lives, but the shambling mound 
  fights to the death, trying to abduct and devour a humanoid corpse.
  treaSure: Woefully ill-equipped for their task, the Kariv have little 
  of value, except for four potions of  cure light wounds (one per man) and 
  Rurik’s’ blue willow cloak. If the PCs recover all the bodies, Driskaw gives 
  them the cloak and all potions in excess of healing his own wounds.
  Blue Willow Cloak
  Aura faint illusion; CL 3rd 
  Slot shoulder; Price 2,400 gp; Weight 1 lb. 
  DESCRIPTION 
  This cloak of fey silk is light and entirely waterproof. When worn 
  and activated in the rain, it grants invisibility (1/day) to 
  the wearer. The effect lasts for as long as it rains or 1 hour, 
  whichever is shorter.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, invisibility; Cost 1,200 gp
  nitCa goes berserK
  Once the PCs are 1 mile from the inn, Nitca goes berserk, trying 
  everything in its power to get back within range of Jędza. It becomes 
  uncooperative, and its attitude sours 1 level , from indifferent to unfriendly. 
  If caged, it gnashes its teeth, spits, claws, and bites the bars (ineffectively if 
  in Vassily’s wicker leg). If Nitca escapes somehow, it returns to Jędza who 
  scolds it and sends it back toward the PCs. It waits for the PCs exactly 1 
  mile from Jędza but resists any attempt the PCs make to capture it again.
  the deer-Centaur graveyard (Cr 6)
  The map leads the PCs another 3/4 miles northwest of the clearing to 
  the overgrown acreage of the deer centaur graveyard:
  Massive antler racks protrude from the sopping ground and 
  catch weeds that the storm has uprooted and blown away. The 
  sound of rushing water issues from the northwest.
  From out of the darkness ride three, vine-covered, deer-
  centaur skeletons. Each gallops forward in a series of 
  imperfect, jarring motions.
  creatureS: Three puppet vines have taken residence in the protective 
  rib cages of deer-centaur skeletons. Each vine’s tendrils corkscrew around 
  the limbs of its skeletal host, acting as muscle on bone. The main body of 
  each plant writhes in a tangled mass inside the belly of its skeletal steed. 
  Assume each is 30–60 ft. distant from the PCs (in a random direction) and 
  is preceded by a 30-ft.-radius of animated weeds.
  Puppet Vine (3) 
  CR 3
  XP 800 each
  Variant assassin vine (see Pathfinder Roleplaying Game Bestiary) 
  hp 30 
  AC 18, touch 9, flat-footed 18 (+9 natural, −1 size); Speed 30 ft.
  the ravine
  The graveyard slopes toward a ravine along the graveyard’s northwest 
  edge. The 15-ft.-wide ravine carries a torrent of 8-ft.-deep floodwater 
  north at 60 ft./round. A PC who enters it must make a Swim check 
  (DC 20) every round to avoid going under and being swept away (see 
  Pathfinder Roleplaying Game Core Rulebook). Fording the ravine requires 
  three Swim checks (DC 20) in a row.
  As the ravine heads north, it gradually widens and deepens, forming a 
  steep-walled chasm that runs like a scar toward Mavra’s home. Over the 
  3/4-mile course between the graveyard and Mavra’s house, the chasm 
  widens to 40 ft. wide, its sidewalls grow to 40 ft. tall above the water, and 
  the water reaches 15 ft. deep. After Mavra’s house, the chasm narrows, its 
  walls shrink, and the water shallows again at the same rate, returning the 
  chasm to a 15-ft.-wide ravine with 8-ft.-deep water in another 3/4 miles. 
  Climbing the walls requires a Climb check (DC 20). The branches 
  of massive trees meet 70 ft. above the ravine.
  the deer-Centaur exiLe (Cr 4)
  After following the ravine for 1/4 mile northwest from the graveyard, 
  the PCs discover the following:
  The ravine is slowly widening and deepening as it proceeds 
  northwest. Less than a mile from the deer-centaur graveyard, 
  the ravine has widened to 20 ft. across, and its sidewalls tower 
  10 ft. over the water that rushes through it. Just ahead, a 
  large, partially submerged web spans the chasm. The web has 
  caught a great deal of debris, including some sizeable logs. A 
  half cocooned deer centaur struggles at the water line to free 
  itself from the sticky webs and swim against the current, but 
  the rushing water repeatedly drives it back into the web. Near 
  the top of the web, a human-sized spider slowly crawls toward 
  its escaping prey. The deer centaur screams a blood-curdling 
  cry for help.
  creatureS: Flawn is a young, bastard deer-centaur and an exile. His 
  tribe sawed off his antlers and banished him after the tribe’s matriarch 
  revealed that Flawn leaves human tracks, and is therefore no woodfriend. 
  The truth is that Jędza told the matriarch that one day Flawn’s antlers 
  will grow fourteen points, a prediction that threatens the matriarch’s own 
  son’s rise to Imperial Alseid, so the matriarch cursed Flawn with the false 
  prints. Flawn does not know the truth. He seeks Jędza to explain and 
  atone for the curse of his tracks. If he is in fact an abomination, he plans 
  to kill himself at the deer-centaur graveyard.
  Flawn desperately attempts to free himself from the web but nears 
  exhaustion. He is 10 ft. below and 10 ft. beyond the ravine’s lip.
  The weight of the logs threaten to breach the web (hp 3, DR 5–), 
  and the spider tests the web’s integrity with each baby step toward 
  Flawn (10 ft. below the spider).
  PCs realize (Perception DC 20) that one of  the logs next to 
  Flawn is moving its stunted branches of  its own accord. This “log” 
  is in fact an insect-like creature. It looks like a rotted log covered in 
  shelf  mushrooms and galls. It has a few stunted branches for legs, 
  and its mouth is a hollow at one end. It shares Flawn’s predicament 
  and his desperation.
  Flawn, Deer Centaur 
  CR 1/2
  XP 200
  Alseid (see Margreve Bestiary, page 26)
  hp 12 
  Giant Spider 
  CR 1
  XP 400
  hp 16 (see Pathfinder Roleplaying Game Bestiary) 
  
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  Log Bug 
  CR 3
  XP 800
  Variant ankheg (see Pathfinder Roleplaying Game Bestiary) 
  hp 28 
  develoPMent: Unless the PCs intervene, the spider reaches Flawn 
  in 2 rounds and proceeds to bite him.
  In combat, the spider throws webs at attacking PCs. Meanwhile, in 
  desperation and panic, the log bug grapples, bites, and spits at anyone 
  who tries to help Flawn escape.
  If the PCs attack the web, the spider abandons it, but continues to 
  fight to the death. The log bug, once free of the ravine, burrows into 
  the Margreve floor and flees.
  If rescued, Flawn becomes a lifelong friend of the PCs. He tells 
  them his situation, says he could not find Jędza, and asks to borrow 
  a dagger, which he says he will take to the graveyard and kill himself. 
  To prevent his suicide, the PCs must lend a sympathetic ear and make 
  a heartfelt counter argument (Diplomacy DC 20). A promise to help 
  Flawn solve the mystery of his newfound human tracks provides a +4 
  circumstance bonus. At the GM’s discretion, Flawn may join the party 
  now or plan to rejoin them at a later date. If raised to CR 6 with class 
  levels, Flawn may also replace a PC who dies.
  the weather CLears
  After the PCs follow the ravine toward Mavra’s house another 1/4 mile, the 
  weather abruptly changes. The 2-mile-radius thunderstorm centers on the ala 
  in Jędza’s gall. When the PCs trek beyond this radius, the thunderstorm and 
  its torrential downpour cease as if passing through a curtain.
  The PCs still have another 1/4 mile to go, but there is no wind, no 
  lightning, and no rain. Though darkness still cloaks the forest and the 
  terrain remains difficult, speed improves from 1/4 to 1/2 normal speed.
  tiny Coffins (Cr 8)
  Just before Mavra’s house comes into view (around a bend), read the following:
  The ravine has widened and deepened further, becoming 
  a 40-ft.-wide, 40-ft.-deep chasm. On the side opposite the 
  deer-centaur graveyard, a dozen child-sized coffins are piled 
  haphazardly on the ground.
  creatureS: Somewhere far upstream, the folk of an unnamed 
  Margreve village divest their sins into tiny wicker effigies and float 
  them away in tiny coffins. The sacrificial ritual transfers months of 
  the sinner’s life into the newly animated effigies, and the wicker men 
  bang and scrape inside their coffins as young girls place them in the 
  stream and weep over their loss. Mavra has taken to plucking the 
  coffins from the water, freeing the sin-eater effigies, and using them 
  as companions and guardians. The effigies do not attack Mavra, 
  Nitca, or common animals. However, they spring from hiding to 
  surround and attack the PCs. Read the following when this happens:
  All around you, cat-sized wicker men spring from behind rocks, 
  emerge from thickets, and drop from tree branches. These 
  menacing creatures look like man-made effigies of sticks 
  bundled in twine and thorns. Of the dozen in sight, some have 
  flailing seed-pod dreadlocks, and others leap forward with 
  rocks rattling in their wicker cage bellies.
  If Flawn is with the party, he warns the PCs not to let the sin-
  eaters bite them. He grapples an attacking sin-eater, closes his own 
  eyes, and says, “Child of the Margreve, child of man, I take back 
  your name,” whereupon the sin eater dies peacefully. PCs may 
  perform the same maneuver. An adherent of the Old Ways, Flawn 
  believes that this is the appropriate way to dispose of a rogue sin 
  eater. If disposed in this way and then worn and set alight, a sin-eater 
  effigy grants the effects of virtue, guidance, resistance, and owl’s wisdom 
  for the 1/2 hour that it smolders away. Flawn strings those he has 
  killed around himself and insists on burying those killed in other 
  ways under heavy rocks.
  Sin-Eater Effigy (12) 
  CR 1
  XP 400
  NE Tiny construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
  Defense
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 11 (2d10)
  Fort +0, Ref +2, Will -2
  Defensive Abilities construct traits
  Offense
  Speed 20 ft. 
  Melee 1 bite +6 (1d4–1 plus sin soak) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 15, Con —, Int 10, Wis 7, Cha 12
  Base Atk +2; CMB −1; CMD 11
  Feats Weapon Finesse
  Skills Perception +3, Stealth +12
  Languages Common (cannot speak)
  SPECIAL ABILITIES
  Sin Soak (Su) Sin Soak Curse—injury; save Will DC 14 (Charisma-
  based, +2 racial bonus); frequency 1/round, effect bestow curse 
  for 1 hour. 
  If the victim fails the Will save, the sin eater divests its sin-based life 
  force into the victim and dies, and the victim gains immunity 
  to subsequent sin soak curse for 1 hour. The curse’s effect only 
  affects its victim during combat. Each combat turn, the victim 
  has a 50% chance to act normally; otherwise, the victim acts 
  according to the sin infused into that effigy (choose or roll 
  randomly, once per affliction):
  Despair—Take −2 penalty on attack rolls, saving throws, ability 
  checks, skill checks, and weapon damage rolls.
  Envy—Claw at face of visible humanoid with highest Charisma: 
  claw BAB −5 (1d4 + 1/2 bonus)
  Gluttony—Make a Constitution check (DC 10, +1 for each previous 
  check) or take 1d6 nonlethal damage and become fatigued from 
  starvation. A full meal recovers all non-lethal damage.
  Greed—Attempt a disarm maneuver to steal the ostensibly most 
  valuable item the target possesses.
  Pride—Become stunned while contemplating an epiphany about 
  how great you have become.
  Sloth—Take no action and becomes flat-footed.
  Wrath—Bite an enemy with animal fury: bite BAB −5 (1d4 + 1/2 
  Strength modifier).
  At the GM’s option, these curses may also exhibit flavorful but non-
  mechanical effects during non-combat periods.
  
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  Part 3: Mavra’s House
  the hanging house
  Just around a bend, Mavra’s house comes into view:
  A single taut thread spans the 40-ft.-wide chasm. Hanging 
  upside down like a bat from the center of the thread is a 
  ramshackle wooden spider. Its 15-ft.-long legs hook over 
  the thread, while its wagon-sized abdomen dangles 15 ft. 
  above the rushing water below. Most of the spider’s innards, 
  including some cabinets, ropes, and tacked on furniture are 
  visible. Other areas are concealed by the tattered molt of a 
  giant spider, which the wooden house has slipped a few of its 
  own legs into, like fingers into a ruined glove.
  Mavra is not at home and does not appear in this adventure. She typically 
  leaves her home dangling here for safekeeping. The thread functions as a rope 
  of  climbing. Mavra has purposely encumbered the house so that the rope is 
  just strong enough to support a lightly-encumbered Medium-sized creature 
  (which Mavra is) in addition to the 1-1/2-ton house. More weight causes the 
  thread to snap and the house to plummet into the 15-ft.-deep torrent below. 
  The house permits intruders, and getting inside is as simple as slipping from 
  the outside to the inside of its wood frame body.
  Common ways to get to the house include:
  Tightrope walking the slightly sloped thread and climbing 
  • 
  down into the house the 20 ft. from the chasm lip to the center 
  of the thread (Acrobatics DC 22, moving at 1/2 speed).
  Use hands and feet to inch along under the thread the 20 ft. 
  • 
  (Climb DC 7, moving at 1/4 speed). Dangling and traversing 
  with only hands increase the DC to 20. 
  Making a running long jump (Acrobatics DC 20) from the 
  • 
  chasm lip to the house and grabbing hold of the house (Reflex 
  DC 18). If either fail, the PC falls into the torrent and is swept 
  downstream. If both succeed, the PC latches onto the house, 
  the thread snaps, and both he and house crash into the torrent 
  (see the houSe droPS section, below). 
  Flying to the house without incident.
  • 
  Mavra’s House 
  CR 7
  XP 3,200
  N Huge construct 
  Init −2; Senses darkvision 60 ft., low-light vision; Perception −5
  Defense
  AC 15, touch 6, flat-footed 17 (−2 Dex, +9 natural, −2 size)
  hp 79 (7d10+40)
  Fort +2, Ref +0, Will +2
  Defensive Abilities construct traits, hardness 5 
  Offense
  Speed 80 ft. (see gear below), climb 20 ft.
  Melee 2 slams +13 (1d6+8)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 4th) 
  Constant—spider climb
  STATISTICS
  Str 26, Dex 6, Con —, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +17; CMD 25
  SQ Jędza dependent (house dies if Jędza dies) 
  Gear horseshoes of speed (variant, functions on eight-legged 
  constructs and raises the house’s speed from 50 ft. to 80 ft.)
  ad hoc xP aWard: Give the PCs 1,600 XP for their efforts if they 
  get into the house.
  the houSe droPS: If the house drops into the water, neither it 
  nor anyone in or on it takes falling damage. The house immediately 
  animates in a flailing panic to escape the water and the chasm. Any PC 
  inside the house risks drowning (Swim DC 25). Any PC swimming 
  within 15 ft. of the house suffers a −5 penalty to Swim checks as the 
  house’s eight legs blindly flail. Clinging to the house’s abdomen or legs 
  requires a Climb check (DC 20) each round. Perching safely atop the 
  house’s body requires a single Climb check (DC 25).
  reScuing the houSe: The house’s 15-ft. legs scrape the ravine 
  bottom, slowing its downstream movement to 50 ft./round. PCs not 
  clinging to the house are swept downstream at 60 ft./round. It will 
  be 1/4 mile (26 rounds) before the water shallows to 10 ft. deep and 
  the house gains the purchase it needs to clamber out of the ravine of 
  its own accord. Though helping the 1-1/2-ton house escape sooner 
  is difficult at best, let the players play out their actions. Failing a 
  Perception check (DC 10), PCs falsely hear a waterfall in the distance.
  Once the house escapes the chasm, it spider climbs a massive elm 
  and remains in the branches, 50 ft. above the ground (Climb DC 15).
  inside the house (Cr 5)
  Whether up in a tree or resting on the ground, the house sits perfectly 
  still and rests on solid footing:
  Moss, spittle, and ichor seem to hold the rickety spider house’s 
  wooden pieces together. The monstrous spider molt into which 
  the house has slipped itself covers a few of the legs and forms 
  a makeshift roof over the bentwood-ribbed abdomen. Inside 
  rests the bare bones of what could otherwise be a wagon. Two 
  wide, flat chests form the floor, a cabinet is fastened to the 
  frame with webs, and a second cabinet door opens the back of 
  the spider house’s head. A sticky net swings like a hammock, 
  and eight silk ropes pass down through a metal ring above it.
  Up to four Medium creatures can cram into the spider house.
  cheStS: If the house fell into the water, the two floor chests are 
  smashed open and empty. Otherwise, they contain:
  Chest 1—Utensils, dried apples, salt, a jug of sweet sap, and 
  cocooned and gentle reposed meat.
  Chest 2—Clothes, fasteners, baskets, empty bottles, common tools, 
  and a treebleed bucket (see below).
  cabinetS: Both cabinets are unlocked but secured with arcane lock 
  (Disable Device DC 20):
  Cabinet 1—Knives, eight sand arrows (see below), various material 
  components, five potions of  cure moderate wounds, three potions of  endure 
  elements, and a potion of  delay poison.
  Cabinet 2—This wooden cabinet acts as the head of the spider 
  house and is a wondrous item called a hungry chest (see below).
  haMMock and roPeS: Each rope controls one of the spider 
  house’s legs, but someone must sit in the hammock for them to 
  function (see Riding the House section, below).
  treaSure: Mavra’s hammock is a masterwork net. Concealed inside 
  the hungry chest are three 2-ft.-tall clay jugs, each shaped and painted like 
  a grotesque head, replete with nose spout and ear handles. Each bears 
  
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  a different comical expression, registers a different magic aura, may or 
  may not be stoppered, and contains something different:
  exPreSSion
  • 
   holding back a sneeze; aura moderate 
  necromancy; currently stoppered. If unstoppered, a living 
  ochre jelly (cr 5; hP 63; see Pathfinder Roleplaying Game 
  Bestiary) bursts out and lands upon every creature within 5 
  ft. At the GM’s discretion, a homunculus of one of Mavra’s 
  rivals escapes its ooze prison, memorizes the PCs’ faces, and 
  attempts to flee to its master, leading to consequences beyond 
  the scope of this adventure. This jug also contains 10 amber 
  gems worth 525 gp each (5,250 gp total).
  exPreSSion
  • 
   surprise; aura —; currently unstoppered; empty.
  exPreSSion
  • 
   cheeks ballooning with air; aura moderate 
  necromancy; currently stoppered; empty. Only this jug is a soul jug 
  (see below)—the magic jug that Jędza wants the PCs to retrieve.
  Hungry Chest
  Aura moderate conjuration; CL 9th 
  Slot —; Price 2,500 gp; Weight 15 lb. 
  DESCRIPTION 
  This chest (8 ft. cube) appears to be a wooden spider head from 
  the outside. It functions as a bag of holding (type I) with a 
  twist. When opened, it appears to be a normal empty chest, 
  regardless of the actual contents. 
  When an inanimate object passes over the threshold into the space, 
  it is sucked in with great force. If you let go, the object disappears 
  inside. You can retain his hold on the object (Strength DC 20). 
  On a failure, you must make a Reflex save (DC 20) to avoid being 
  sucked in with the object, suffocating after 10 minutes.
  When an empty hand reaches inside, the silhouettes of concealed 
  contents—items and gasping, sucked-in creatures—become 
  vaguely visible. The more empty hands reaching inside, the 
  more real all contents become. A full eight hands are required 
  to withdraw an item. A sucked-in creature counts his own hands 
  as amongst the eight necessary to escape. 
  This item is a fundamental component of the spider house. If the 
  house is destroyed, so is the hungry chest. Mavra assumes the 
  form of a spider to extract items.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp
  Sand Arrow
  Aura faint evocation; CL 5th 
  Slot —; Price 144 gp; Weight 1/10 lb.
  DESCRIPTION 
  The shaft of this +1 arrow is made of tightly packed white sand 
  that discorporates into a blast of grit when it strikes a target. 
  On a successful hit, the sand catches in the fittings and joints of 
  metal armor, doubling the armor check penalty and arcane spell 
  failure chance, and imposing a −10 ft. penalty to speed until 
  the armor can be cleaned. Additionally, creatures hit by a sand 
  arrow are blinded for 1d4 rounds (Fortitude DC 13).
  
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  Tales of the Old Margreve
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  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, blindness, gust of 
  wind; Cost 72 gp
  Soul jug
  Aura moderate necromancy; CL 9th 
  Slot —; Price 16,200 gp; Weight 5 lb.
  DESCRIPTION 
  If you unstopper the jug, your soul enters it; this functions as the 
  magic jar spell with a 9-hour duration and the jug acting as the 
  gem. Unlike the magic jar spell, the jug must remain unstoppered 
  for you to move your soul to a nearby body, back to the jug, or 
  back to your own body. Once stoppered, treat the jug as “out 
  of range.” Possessing a target is a standard action (Will DC 19 
  negates). Only one soul may be in the jug at one time. If a soul is 
  in the jug when the duration ends, the jug shatters. 
  Weakness—Margreve dependent. If this jug is taken out of the 
  Margreve, it shatters.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, magic jar; Cost 8,100 gp
  Treebleed Bucket
  Aura faint universal; CL 3rd
  Slot —; Price 1,000 gp; Weight 1 lb. 
  DESCRIPTION 
  This combination tap and sap bucket slowly draws magical elixirs 
  from trees. The potion remains viable for 24 hours and its effect 
  depends on the tree species as follows: oak (know direction), 
  rowan (purify food and drink), willow (hide from animals), and 
  holly (good berry). It has 50 charges. Tapping a living treant 
  destroys the treebleed bucket or yields potions of greater 
  magics at the GM’s discretion.
  CONSTRUCTION 
  Requirements Brew Potion, Craft Wondrous Item; Cost 500 gp
  PLea on the wind
  Before the PCs leave the house, Jędza sends a whispering wind message 
  to it. Assume everyone in the house hears the whisper-soft message, 
  even if the house has moved locations. The message is: “Hurry, I beg 
  you! You will not make it back in time on foot. Drive the house! Nitca 
  knows how. Take the trees. Hurry!”
  The Kariv have continued desperate surgical procedures in the 
  PCs’ absence. Thanks to their meddling, Jędza now has only 6 hp 
  (1-1/2 hours to live), regardless of whether the PCs healed her before 
  departing. However, the PCs can ride the spider house back to the inn 
  in 1 hour. But first they must learn how to control it.
  If Nitca hears the whispering wind message, it temporarily acts Helpful 
  to the PCs. Nitca jumps into the hammock, thus activating the control 
  ropes. The ugly homunculus bounces excitedly, pointing to the ropes 
  and anxiously miming directions. If Nitca did not hear the message, 
  the PCs will have to convince the homunculus that the message truly 
  came (Diplomacy DC 15).
  riding the house 
  Any weight upon the hammock activates the ropes. Pulling a control 
  rope requires so little energy that Mavra can pull each one by tying 
  them around her individual fingers. Each rope controls a leg, but the 
  spider house only moves with coordinated manipulation of the ropes.
  The rope handlers must be inside the house, which fits up to four 
  Medium creatures. Others, like Nitca and Flawn, can ride by clinging to 
  the side or top.
  To drive the spider house, the rope handlers take turns making 
  Dexterity checks (DC 6); they may not take 10, and no one may aid them. 
  The group must achieve 10 successes before 3 failures (about a 37% 
  chance if all handlers have +0 Dex bonus). If there are less than four 
  handlers, each roll takes a -2 penalty for each handler less than four. If 
  Nitca heard the whispering wind message or believes it occurred, the handlers 
  receive a +1 to their rolls, as Nitca mimes which ropes to pull and when.
  The GM is encouraged to add descriptive flavor to the roll results. 
  Every time a handler succeeds on his roll, the house steps forward, 
  turns appropriately, or gains momentum. Every time a handler fails his 
  roll, the house bucks wildly. Nitca waves and points in orchestration of 
  the handlers, and depending on their success, its goblin face bears an 
  expression of glee or disgust.
  After three failures, the house makes a dead stop, flips upside down, 
  or rears wildly (at the GM’s discretion). The result is the same: all riders 
  may tumble out (Reflex DC 15), which may have serious consequences 
  if the house is high in a tree (the house doesn’t fall because it has spider 
  climb). In addition, the group suffers a 10 minute loss and must begin 
  rolling all over again.
  After ten successes, the party drives the house as desired, controlling 
  its movement—and its slam attacks!—completely, so long as the same 
  handlers continue to man the ropes. If up in a tree, they safely descend.
  a rivaL droPs in (Cr 5)
  As the PCs approach the inn, read the following:
  A giant lizard, the size of a horse, climbs over the inn, gobbling 
  up fist-sized spiders. It rushes down the side and hisses in 
  anger. A brightly colored frill flares around its head and shakes 
  like a rattle.
  The lizard claims the arachnid feast and attacks any who attempt to 
  enter the inn.
  If the PCs are driving the spider house, they may pull its strings to fight 
  the lizard. Assume that everyone inside the spider house gains improved 
  cover (+8 AC, +4 Reflex saves, +10 Stealth) until it is destroyed. 
  Giant Frilled Lizard 
  CR 5
  XP 1,600
  hp 59 (see Pathfinder Roleplaying Game Bestiary) 
  Part 4: Back at the Inn
  While the PcS Were gone: Though Adrik, the Kariv leader, would 
  never admit it, he has been helping Jędza out of greed not kindness. He 
  risked his family members’ lives staying at the inn to keep Jędza alive, and 
  his brother and nephews died trying to save the ugly crone. And after 
  all this, it will be the PCs who receive the reward that Jędza previously 
  promised him. The situation vexed him to action during the PCs’ absence.
  In a desperate attempt to win Jędza’s reward before the PCs 
  returned, Adrik personally continued surgical attempts with ever 
  increasing aggressiveness and at great peril to Jędza. Just before Jędza 
  fell unconscious, she begged Adrik to stop. Her blood has soaked 
  through the second floor, and drips upon the PCs’ table by the 
  
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  common room fire. Only Adrik and his mother Tanya remain. All 
  others are hiding in the woods 1 mile from the inn.
  jędza’S StatuS: If the PCs arrive in time, assume that Adrik’s surgical 
  foibles have reduced Jędza to −3 hp (unconscious). All stabilization and 
  magical healing attempts fail. The ala is born when Jędza dies in 10 rounds.
  If the PCs do not get back to the inn in time, assume that they 
  arrive just as Jędza dies, Nitca goes insane, and the ala erupts (see The 
  Ala Erupts section, below).
  What the kariv do: If Jędza is still alive, Adrik asks the PCs to 
  hand Tanya the jug. If the PCs ask why, Adrik (forgetting the suturefly 
  in the coffer by the bedside) lies, saying that Tanya knows how to use 
  the jug. The lie-detecting suturefly vibrates its wings loudly. In truth, 
  Adrik wants his family, not the PCs, to save Jędza.
  If Tanya gets the jug, she casts identify on the jug, examines it for 
  3 rounds, and makes a Spellcraft check (DC 24; identify and Spellcraft 
  give her a +17 bonus). If successful, she realizes all properties of the 
  jug, including that it is impossible to suck the unborn gall creature into 
  the soul jug and that Jędza’s hand must be manipulated to unstopper the 
  jug in order for her soul to transfer to the jug. Tanya starts to tell the 
  PCs these details, but despicable Adrik interrupts, asking the PCs to 
  promise to share Jędza’s reward first.
  What the PcS Might do: 
  If the PCs attempt to heal Jędza to consciousness, they fail. 
  • 
  If the PCs flee or kill Jędza, she dies and the ala erupts.
  • 
  If anyone unstoppers the jug, that character falls to the floor, 
  • 
  apparently lifeless, and his or her soul enters the jug. Any 
  attempt to possess Jędza succeeds.
  If a PC manipulates Jędza’s hand to unstopper the jug, her 
  • 
  soul transfers to it.
  What jędza doeS: If transferred to the jug, Jędza attempts to 
  exact revenge on the perfidious Kariv by making an immediate attempt 
  to possess a PC (Will DC 19 negates). Consider this a readied action 
  that occurs before the jug can be restoppered. A possessed PC’s soul 
  transfers to the jug, and the character may take no actions (just like the 
  magic jar spell). 
  Jędza’s soul replaces the PC’s Intelligence, Wisdom, Charisma, level, 
  class, base attack bonus, base save bonuses, alignment, and mental 
  abilities, including spells and spell-like abilities, with her own. The PC’s 
  body retains its Strength, Dexterity, Constitution, hp, natural abilities, 
  and automatic abilities. Jędza cannot activate the PC’s extraordinary 
  or supernatural abilities. Consider giving the possessed PC’s player the 
  “new stats” to play the Spider Crone. Tell the player (privately) that 
  Jędza wants to lose the jug’s stopper so that she cannot be trapped 
  in or out of the jug and that Jędza wants to stab Adrik in the face. 
  He swore an oath to help her, but performed reckless surgery and 
  risked her soul for greed. Tanya was complicit. Jędza can use her smite 
  oathbreaker ability against them both. 
  After Jędza deals with Adrik and Tanya, she asks the other PCs if 
  they want her to relinquish her host’s body and return her soul to the 
  jug or if they want her to fight the gall creature using the PC’s body. 
  Either way, she attempts to extract a heartfelt promise from the PCs to 
  raise her from the dead when it is all over.
  the aLa eruPts (Cr 8, 9, or 10)
  As soon as Jędza’s body dies, the ala erupts. If the PCs are not present, 
  the ala kills Adrik and Tanya. If it perceives the PCs nearby, it attacks 
  them. Otherwise, it hunts them down after finding and killing the rest 
  of the Kariv, Vassily, his daughter, and Sandor. Miraculously, Sandor’s 
  baby survives and becomes the PCs’ charge. Perhaps she is gifted and 
  destined to become a hero one day.
  If the PCs are present, read the following:
  A tremendous thunderclap rocks the Margreve. Lightning 
  spears the night, strikes the inn, and splits nearby trees with 
  crackling fire. Wind sucks the shutters from the building, and a 
  gale snuffs all natural lighting inside. In the deeper darkness, 
  electricity dances across the cracked surface of the Spider 
  Crone’s gall. It bursts open. From inside rises a black whirlwind 
  of claws and lightning.
  The ala claims the soul that currently occupies Jędza’s body. Mortal 
  magic cannot recover this soul, even after the ala dies. 
  If the ala claimed Jędza’s soul, it is born as a CR 10 creature (XP 
  9,600), and it:
  Gains the advanced creature template: +26 hp, +2 on all rolls 
  • 
  (including damage rolls) and special ability DCs, +4 to AC and 
  CMD.
  Gains the giant creature template: +26 hp, +2 to all rolls based 
  • 
  on Str or Con, size increases to Large, −1 penalty on all rolls 
  based on Dex.
  If the ala claimed anyone else’s soul, it is born as CR 9 creature (XP 
  6,400) and gains only the advanced creature template.
  
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  Tales of the Old Margreve
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  If the ala did not claim a soul because Jędza’s body was soulless, the 
  ala is born soulless as a CR 8 creature (XP 4,800), takes damage from 
  channel energy as if undead, and cannot be possessed via the soul jug.
  Ala 
  CR 8, 9, or 10
  XP 4,800, 6,400, or 9,600
  hp 97, 123, or 149 (see Margreve Bestiary, page 24)
   
  develoPMent: For the first 5 rounds, the ala attacks in whirlwind 
  form. On round 3, it uses call lightning storm. On round 5, it uses its 
  ice storm spell-like ability. On round 6, it transforms into its cackling, 
  wide-mouthed, razor-toothed hag form, and thereafter, it attacks with 
  its poisonous bite and slams. It retakes whirlwind form if it wants to 
  move through an opponent’s space, perhaps to escape being flanked.
  Adrik, Kariv Leader 
  CR 3 
  XP 600 
  Male human rogue 1/fighter 3 
  CN Medium humanoid (human) 
  Init +2; Senses Perception −1 
  Defense
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex) 
  hp 27 (1d8+3d10+3) 
  Fort +3, Ref +5, Will +0; +1 Will saves vs. fear 
  Defensive Abilities trapfinding 
  Offense
  Speed 30 ft. 
  Melee mwk rapier +6 (1d6+1/18-20) 
  Special Attacks sneak attack +1d6 
  STATISTICS
  Str 12, Dex 14, Con 10, Int 13, Wis 9, Cha 8 
  Base Atk +3; CMB +4; CMD 16 
  Feats Combat Expertise, Combat Reflexes, Improved Feint, Quick 
  Draw, Weapon Finesse 
  Skills Acrobatics +6, Appraise +1, Bluff +6, Climb +5, Craft +1, 
  Diplomacy −1, Disguise −1, Escape Artist +2, Heal −1, Intimidate 
  +6, Perception −1, Perform −1 , Ride +6, Sense Motive +5, 
  Sleight of Hand +8, Stealth +7, Survival +3, Swim +5, Use Magic 
  Device +3 
  Languages Common, Elven 
  SQ armor training, bravery 
  Combat Gear oil of magic weapon; Other Gear belt pouch (4 gp), 
  padded armor, peasant’s outfit 
  Tanya, Kariv Matriarch 
  CR 3 
  XP 800 
  Female human sorcerer 4 
  CN Medium humanoid (human) 
  Init +1; Senses Perception +2 
  Defense
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 deflection) 
  hp 13 (4d6−4) 
  Fort +0, Ref +2, Will +6 
  Offense
  Speed 30 ft. 
  Melee mwk silver dagger +1 (1d4−3/19–20) 
  Bloodline Spell-Like Abilities (CL 4th; concentration +8)
  7/day—touch of destiny
  Sorcerer Spells Known (CL 4th; concentration +8): 
  2nd (4/day)—detect thoughts (DC 17) 
  1st (7/day)—alarm, color spray (DC 15), comprehend languages, 
  identify 
  0 (at will)—arcane mark, detect magic, detect poison, mending 
  (DC 14), prestidigitation (DC 14), read magic 
  Bloodline destined 
  STATISTICS
  Str 7, Dex 13, Con 9, Int 13, Wis 14, Cha 19 
  Base Atk +2; CMB +0; CMD 11 
  Feats Combat Casting, Craft Wondrous Item, Eschew Materials, 
  Simple Weapon Proficiency, Spell Focus (divination) 
  Skills Acrobatics +1, Appraise +6, Bluff +4, Climb −2, Craft +1, 
  Diplomacy +4, Disguise +4, Escape Artist +1, Heal +2, Intimidate 
  +4, Knowledge (arcana) +6, Knowledge (local) +3, Perception +2, 
  Perform +4, Profession (soothsayer) +6, Ride +2, Sense Motive 
  +4, Sleight of Hand +3, Spellcraft +7, Stealth +1, Survival +4, 
  Swim −2 
  Languages Common, Elven
  SQ bloodline arcana, fated 
  Combat Gear scroll of scorching ray, scroll of touch of idiocy; Other 
  Gear belt pouch (2 gp), bracers of armor +1, elixir of love, elixir 
  of truth (2), unguent of timelessness (2)
  Concluding the Adventure
  The Spider Crone’s body dies when the ala is born. If her soul was in 
  the body at the time, her soul is destroyed also. She cannot be raised or 
  resurrected by mortal magic.
  If, however, the PCs removed the Spider Crone from her body in 
  time, they save her immortal soul. She remains “alive” in the soul jug 
  (or in a possessed PC) until the jug’s magic jar effect ends in 9 hours. At 
  that time, she dies. But in this case, her soul is free and willing to be 
  raised from the dead.
  If the PCs raise or reincarnate her, she thanks them and rewards them 
  with the promised ivy crown of  prophecy. She brews a potion, which saves 
  Sandor’s baby, and Sandor names the babe after the most heroic PC.
  At the GM’s option, Mavra, Jędza’s sister, may be good or evil. If 
  good, she forgives the PCs for breaking into her house and raises Jędza 
  back to life if the PCs do not. If evil, she plots to punish the PCs for 
  breaking into her house; she claims Jędza’s territory if the PCs do not 
  raise Jędza; and she begins abducting children from groups traveling 
  the Great Northern Road. Reclaiming the children and killing Mavra 
  may become a new mission for the PCs. Whether good or evil, Mavra 
  does not let the PCs leave the Margreve with her house.
  If the PCs do not kill the ala, it rages through the forest, heralding 
  a series of preternatural lightning and hail storms. Eventually, it 
  threatens Zobeck farmlands, and the Free City seeks PCs to track it to 
  a massive tree hollow where it broods, flashes, and thunders.
  Ivy Crown of Prophecy
  Aura moderate divination; CL 7th 
  Slot head; Price 10,080 gp; Weight 1/2 lb.
  DESCRIPTION 
  On command (1/day), this ivy filigreed crown grants you the effects 
  of a divination spell.
  CONSTRUCTION
  Requirements Craft Wondrous Item, divination; Cost 5,040 gp
  
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  Blood and Thorns
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  “No one dares command us now, my brethren. The dominion of  
  mortals and fey and shroud-eating corpses is over. The forest is with 
  us. The Kingdom of  the Briar shall come at last!”
  “Blood and Thorns” is a tale of bloody revolution and would-be 
  kings, for PCs of 7th level. Its climax is set in the deep woods near the 
  Grisal Marches, but initial scenes can take place anywhere. It uses fast 
  progression and treasure.
  Adventure Background
  F
  or years, the children of the briar have traded favors, secrets, 
  and droplets of blood. A nuisance more than a menace, they 
  are quickly ignored when their spying stops being useful. 
  Things are changing, however. An adventurous child of the briar 
  named Catchweed, who long served the wiles of the shadow fey, has 
  decided that enough is enough. It’s time his people rise up and become 
  a power in the Old Margreve—the match of any hag, nymph, or 
  scáthsidhe. 
  Assembling an alliance of sap demons, shambling mounds, 
  shadows, and children of the briar, he ambushed a hunting party of 
  vampires from the Grisal Marches, immobilizing them with living 
  stakes of mandrake root. Their necromantic blood proved a potent 
  catalyst for his growing power.
  Under Catchweed’s command, briars and brambles are spreading 
  throughout the forest and infesting the flesh of fey and beast alike. 
  Wise enough not to threaten the Margreve itself, he instead challenges 
  other forest dwellers for dominion. His crusade has a simple 
  philosophy: plants have the strongest ties to the Old Margreve, so all 
  other creatures should bow before them. 
  If Catchweed isn’t stopped, a new power will arise in the forest, 
  fuelled by the blood of vampires and stolen fey spells: a spiteful 
  Kingdom of the Briar to clash with the court of the shadow fey, the 
  shroud-eaters of Walkers Wood, and Zobeck’s dominion over the 
  Great Northern Road.
  Adventure Summary
  The adventure begins at a wedding, when briar-tangled boars interrupt 
  the proceedings on a pain maddened rampage. In the aftermath, PCs 
  hear many similar tales. Investigations uncover rumors of a “King of 
  Thorns” but an ancient Margreve ritual hides him. Only spider crone 
  Jędza Padak has the means to find the king, but to get her help, PCs 
  have to climb high into a maze of webs. 
  By bargaining or force, the party gains Padak’s aid: a strand of 
  phase spider silk they can follow to the villain’s lair. To stop the King 
  of Thorns, they’ll need to sneak past his forces and into his Palace of 
  Briars, where the moribund source of Catchweed’s power is revealed.
  Adventure Hooks
  While PCs have danger thrust upon them in the opening scene, they’re 
  at their leisure to investigate (or not) afterwards. Things only get worse 
  as time goes on, and sooner or later, they’ll have to either stop the 
  King of Thorns or bow to his power. 
  If they need a nudge to get involved, use existing friends and allies 
  to spur them on. Innkeepers and village elders promise to scrounge 
  every penny they can, and NPCs, such as Mother Babushka and the 
  Honey Queen, add their voices to the call for help, offering unique 
  rituals, spells, and magic items by way of payment. 
  Getting help from the authorities is easier said than done. City-
  based merchants are concerned only for the sanctity of their trade 
  route, and while Zobeck’s griffon riders are responsible for the area’s 
  security, they’ve learned the hard way not to get involved in matters 
  beyond the road. Persuading either party that the King of Thorns’ 
  threat is credible (Diplomacy DC 30) merely spurs them to hire 
  expendable irregulars (like the PCs) to sort things out.
  Unsurprisingly, no one suggests approaching the vampire lords of 
  Morgau and Doresh for aid. 
  Introduction
  The PCs are guests at a wedding feast in the open air at the forest’s 
  edge, amidst trees hung with lanterns and bright cloth pennants. The 
  rituals are over: The happy couple has tasted sacred salt, stood back to 
  back and gazed at each other in bronze mirrors, and each guest has tied 
  a ribbon around their clasped hands as they stood, palms against an 
  ancient tree, and swore the marriage oath. Now they’re bound together 
  as closely as Porevit and Yarila.
  The ceremonies are over and the party has truly begun. Friends and 
  relatives tuck into a feast on long tables. Ale, wine, and wedding mead flow 
  copiously. A handful of minstrels beat drums, pluck the balalaika and sing.
  Did the PCs bring a gift?
  getting the Party involved: As 7th-level characters, PCs are big 
  fish in the very small pond of local villages. Elders seek their advice, 
  children come to gawp, and lusty local lads and lasses try to catch their 
  eye. Perhaps the party is invited purely because of their celebrity status? 
  Maybe they’re related to the bridal party or they saved one of them during 
  a previous adventure. Even complete strangers are welcome, as tradition 
  dictates that anyone arriving during a feast must be offered hospitality.
  As a holy hero favored by the gods, a PC cleric or paladin might 
  well be asked to officiate the ceremony. Arcane spellcasters will be 
  politely badgered to provide magical entertainment and any bard 
  worthy of the name should be chomping at the bit to show off. 
  Rogues can find ample opportunity to charm potential patrons (or 
  victims) while martial types might well be invited to a hunt by the 
  groom’s family, to catch the pesky local dire boar that’s destined to 
  serve as the banquet’s centerpiece.
  $
  blood and Thorns
  blood and Thorns
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  J
  X
  e
  By Dan Voyce
  
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  Tales of the Old Margreve
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  Part 1: The Handfasting
  This is a social event, not a dungeon, so the party shouldn’t be 
  equipped for combat. None of the guests are wearing armor, and 
  the only weapons on scene are a few daggers and staves. As famous 
  adventurers, etiquette allows PCs to carry a sword (its elegant and a 
  mark of class) or a famous weapon like Wolf  Killer, but going armed 
  and armored without good reason is considered the mark of a 
  dangerous lunatic. If PCs are suitably disarmed (including swapping 
  their combat spells for flashy entertainment) then the GM should 
  award the party as if it was 1 CR higher than written.
  feast interruPted (Cr 7)
  Like everyone else, the PCs are invited to cut meat from the 
  wedding boar, a mighty daeodon (or dire boar) braised in honey. As 
  one of them comes back for a second or third helping however…
  A horrible choking and moaning disturbs the festivities, 
  accompanied by the sudden screams of guests. The sacred 
  feast boar—skinless, cooked, and carved down to its ribs—is 
  twisting and groaning on the spit as if alive.
  The spasms of the carcass are disgusting but harmless, a warning 
  from the Margreve of what’s to come.
  creatureS: As the meat starts to groan, a living boar with briars 
  erupting from its flesh bursts into the glade. Two more charge into the 
  clearing in round two, three more on round three.
  Wild Boar (6) 
  CR 2
  XP 600 each
  hp 18 each (see Pathfinder Roleplaying Game Bestiary) 
  develoPMent: The boars overturn tables, send mead-barrels 
  rolling, and trample gifts, guests, and food alike. They charge the 
  nearest group each round and are easily distracted. The boars fight to 
  the death.
  If all boars are defeated, the wedding party profusely thanks 
  the PCs (assuming they helped) before beating a hasty retreat with 
  whatever remains of the food and drink. In the aftermath, PCs hear 
  many similar tales of maddened forest beasts and the unnatural 
  abundance of brambles and briars. As powerful adventurers, the 
  peasants naturally look to them for answers.
  Below are some of the stories to be heard; several of the creatures 
  mentioned below have been charmed by Catchweed’s cap of  thorns:
  An elderly druid was recently found dead, tangled in a bramble 
  • 
  patch that should have submitted to his woodland stride. 
  A trio of dryads haunts a nearby campsite. Driven mad by 
  • 
  itchy thorns growing out of their flesh, they try to lure passing 
  travelers into their spiny embrace.
  Grandmother Bear has lived peacefully near the village for 
  • 
  decades, protecting locals from danger and accepting offerings 
  to the forest. Now she batters down fences, shatters cabin 
  walls, and slaughters livestock without reason (treat as an 
  awakened dire bear).
  The wood wards of Levoča (see “Hollow”) recently came 
  • 
  to life, battling with a mass of thorny assassin vines that are 
  besieging the village.
  A unicorn lies dying in a thorn bush—eyes bulging, tongue 
  • 
  lolling, flanks slashed to ribbons by thorny vines wrapped 
  around it. If the party tries to free it or claim its horn, the 
  vines are revealed as a thorny shambling mound. 
  Children of the briar have been disappearing. Many local nests 
  • 
  are empty and those that remain are much more belligerent.
  Part 2: A Thorny Problem 
  It’s obvious that something wicked is brewing in the forest’s depths, 
  but to discover exactly what, PCs will need good knowledge of the 
  forest’s secrets or answers from someone similarly skilled. If they 
  wander the Margreve for clues, use the stories detailed above to create 
  encounters for them. 
  lore (diPloMacy or knoWledge [local]): 
  DC 15—Maybe the children of the briar know something. They’re 
  made of thorns and always up to something.
  DC 20—Someone or something calling itself the King of Thorns is 
  rumored to dwell in the deep woods.
  DC 22—The king’s servants are plants and creatures infested with 
  thorny briars. They hate all humanoids.
  DC 25—The king’s said to live in a briar palace somewhere near 
  Walker’s Wood. Powerful magic hides its location.
  The party may seek advice from wise NPCs they’ve met in earlier 
  adventurers. They can confirm that something major is afoot that 
  the Margreve’s spirit seems to be either ignoring or supporting. 
  They can also point PCs’ in the direction of  the children of  the 
  briar, both as a good source of  information and another type of 
  briar-related trouble.
  Questioning the King of thorns’ 
  servants 
  Learning about the King of Thorns is tough: almost every child of 
  the briar in the Old Margreve supports him, and all charmed minions 
  are convinced his cause is just:
  “The King of Thorns promises that we shall rule this forest. 
  Dryad, nymph, and vila will serve us; man and alseid, wolf and 
  hag, will bow to us. The Kingdom of the Briar is coming.”
  Catchweed’s servants begin any conversation hostile and typical DC 
  modifiers are as follows: +5 (basic facts), +10 (Catchweed’s plans for 
  a plant kingdom), +15 (the Spider Crone’s involvement). Intimidation 
  or magic can help loosen their tongues, and if PCs break the charm on 
  those controlled by the cap of  thorns, most creatures shift their attitude 
  to friendly or helpful.
  finding the PaLaCe of briars
  Regardless of  the method used, no one is able to reveal the 
  King of  Thorns’ location or lead PCs to his lair. The knowledge 
  melts from their minds when they try to speak it, and if  PCs try 
  to find it themselves, paths shift and magic twists to keep both 
  Catchweed and his palace hidden, sending all non-plant creatures 
  in endless circles. 
  Scrying on Catchweed or the Briar Palace automatically fails, as do 
  all divinations and similar magic directly targeted at them. Indirect 
  or cunningly-worded divinations may reveal that the forest is actively 
  hiding him, and that a spider crone is somehow involved. A sample 
  divination is provided below:
  
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  Blood and Thorns
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  Thorn King nestles in a green enclasp,
  Seekers find nothing but a thorny rasp.
  His lair cannot be known or shown,
  Thanks to the wisdom of a spider crone.
  nest diPLoMaCy (Cr 6)
  If PCs investigate the children of the briar, they’ll find their normal 
  haunts abandoned, inhabitants run off to join the king of thorns’ 
  army. They can eventually locate an active nest however, and locals will 
  advise them to capture a suturefly or two for the meeting, to ensure the 
  honesty of any information.
  The briar child nest is a mass of spiky brambles, filling a dell about 
  100 ft. in diameter. Entrances for Tiny creatures dot the circumference, 
  and there’s similar-sized paths running through its centre. The nest 
  provides concealment and improved cover. The surrounding terrain is 
  heavy undergrowth, filled with thorny plants.
  Six children of the briar live here, one of whom is from the Briar 
  Palace; he’s red-tinged and considerably larger and meaner than his 
  companions. The defenders stay within the nest and snipe at PCs with 
  their magic and spitdart tongues. Bloodroot (see Pathfinder Roleplaying 
  Game Core Rulebook) grows throughout the nest and the children dab 
  their tongues with it before spitting.
  Advanced Child of the Briar 
  CR 2 
  XP 600
  hp 13 (see Margreve Bestiary, page 24; see Pathfinder 
  Roleplaying Game Bestiary for advanced template)
  Combat Gear feather tokens (tree, whip)
  Child of the Briar (5) 
  CR 1
  XP 400 each
  hp 9 each (see Margreve Bestiary, page 24)
  develoPMent: They’re in no mood to cooperate unless 
  captured. PCs who do not locate all the nest’s entrances (Survival 
  DC 21) find their foes slipping away once they no longer have the 
  advantage. 
  treaSure: Breaking open the nest reveals the children’s treasure: 
  trinkets (worth 300 gp in total), a coppery-tasting potion of  bull’s strength 
  made from vampire blood and four carved bark scrolls bound into 
  a crude book, holding seasonal druidic magic (plant growth, daylight, 
  diminish plants, and sleet storm). 
  oPtionaL enCounter:  
  wrath of the briar (Cr 7) 
  If the King of Thorns learns of the party’s involvement, he dispatches 
  warriors to intercept them. A briar army begins combing the forest. 
  Shadows move ahead of them like hounds chasing a scent, and 
  everyone they encounter is interrogated for news. 
  Army of the Briar (2) 
  CR 5 
  XP 1,600
  NE Tiny plant (swarm) 
  Init +3; Senses low-light vision; Perception +14
  Defense
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 31 (7d8)
  Fort +7, Ref +7, Will +2 
  Defensive Abilities plant traits, swarm traits; Immune weapon 
  damage
  Weakness swarm traits
  Offense
  Speed 30 ft.; climb 20 ft.
  Melee swarm (2d6 plus entangle)
  Space 5 ft.; Reach 0 ft.
  Special Attacks entangle
  Spell-Like Abilities (CL 4th; concentration +8) 
  3/day—briar magic (DC 10) 
  1/day—empowered entangle (DC 11) 
  TACTICS
  Before Combat They try to catch PCs in a pincer movement.
  During Combat They sweep over enemies, clawing until 
  opponents are entangled and biting frenziedly.
  Morale The swarms break up if reduced to 0 hp.
  STATISTICS
  Str 6, Dex 17, Con 11, Int 13, Wis 10, Cha 14
  Base Atk +5; CMB —, CMD — 
  Feats Empower Spell-Like Ability (entangle), Great Fortitude, 
  Lightning Reflexes, Skill Focus (Intimidate), 
  Skills Climb +10, intimidate +10, Perception +14, Stealth +25 (+31 
  in forest); Racial modifiers +8 Climb, +2 Perception, +6 Stealth 
  in forest
  Languages Briarclick (spoken only), Common, Sylvan
  SQ fey blood
  SPECIAL ABILITIES
  Briar Magic (Sp) The army of the briar can cast any of the 
  following spells 1/round as a spell-like ability: dancing lights, 
  daze, ghost sound, light, prestidigitation. 
  Entangling (Ex) Creatures damaged by the army of the briar 
  become entangled (Ref DC 13 negates; Constitution-based).
  Fey Blood (Su) The army of the briar counts as both plant and fey 
  for effects related to type.
  sister of sPiders 
  Wherever PCs left the spider hut in “Gall of the Spider Crone,” it’s 
  gone when they return. Anyone can tell them how to find it, however; 
  “Just head into the deep woods until you see the spiders.” Enliven their 
  journey by adding encounters with alseid refugees fleeing the King of 
  Thorns’ influence, or briar-infested treants and leshy who proselytize 
  against the evils of civilization and the salvation to be found in the 
  Kingdom of the Briar.
  PCs eventually reach a section of the deep woods that’s shrouded by 
  webbing. Bundles of cocooned prey dangle overhead which get larger 
  as the PCs move deeper: animals at first, then the shriveled corpses of 
  forest goblins, alseid, and unwary woodsmen.
  creatureS: Ettercaps roam the forest floor, harvesting silk and 
  poison from local spider swarms: they’re bent double carrying huge 
  bundles of raw silk and half-filled glass vials dangle around their necks. 
  If questioned about the spider crone’s whereabouts, they point upward, 
  adding in broken common that PCs should climb the webbing.
  Ettercap 
  CR 3
  XP 800
  hp 30 (see Pathfinder Roleplaying Game Bestiary) 
  
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  Tales of the Old Margreve
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  develoPMent: Several of the larger webstrands are thick 
  enough to be walked on, spiraling upward into a mass of webs. PCs 
  continuing at ground level soon find the webbing impassible and 
  the way blocked by a multitude of spider swarms, ettercaps, and 
  monstrous spiders. 
  and the bLade went sniCKer-snaCK! 
  (Cr 8)
  The webs around you are crowded with spiders both massive 
  and miniscule. Strands thick enough to walk on spiral high 
  into the canopy, passing between pulsating grey egg sacks, 
  entangled victims, and globular buildings made from spittle 
  and silk. Eightfold eyes watch you from a veritable city of 
  spiders. 
  High above, you can make out a giant arachnid 
  silhouette. The Spider Crone’s hut perhaps? Or just a spider 
  of colossal proportions?
  creatureS: There are spiders everywhere but only a few are immediate 
  dangers. Three giant spiders help Snickersnack block the way to the hut. 
  They throw webs at PCs who try to bypass the fight. 
  terrain: Traversing the webs requires Acrobatics or Climb checks 
  (DC 8); these checks are also required if creatures are hit in combat 
  while on a web strand. 
  Webstrands (hardness 0; 14 hp) criscross the area both horizontally 
  and vertically, the nearest being typically 1d3+5 ft. away. Falling results 
  in a plunge of 1d6x10 ft. into webbing, which inflicts 1d3 nonlethal 
  damage per 10 ft. fallen. Flying PCs risk becoming entangled each 
  round (Fly DC 18).
  Giant Spider (3) 
  CR 1
  XP 400 each
  hp 16 each (see Pathfinder Roleplaying Game Bestiary) 
  develoPMent: Other giant spiders merely watch, clicking their 
  mandibles as if commenting excitedly on the battle. If a character 
  drops something valuable, however, a swarm quickly binds 
  it in webs and drags it away. This also applies to PCs lying 
  helpless or unconscious for more than 2 rounds.
  Snickersnack 
  CR 6 
  XP 2,400
  LG Medium construct 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  Defense
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 
  dodge, +3 natural, +1 shield)
  hp 64 (8d10)
  Fort +2, Ref +7, Will +4 
  Immune construct traits 
  Offense
  Speed 30 ft., climb 20 ft.
  Melee half-sword of the Margreve Knights +15 
  (1d8+3/17–20) or half-sword of the Margreve 
  Knights +13 (1d8+3/17–20), 3 rapier +13 
  (1d6+1), whip +13 (1d3+1)
  Space 5 ft.; Reach 10 ft.
  TACTICS
  During Combat Snickersnack prefers to leap 
  from strand to strand, dueling one opponent at a time. 
  If pressed, it uses the half-sword of the Margreve Knights 
  to sever the web beneath an enemy’s feet.
  Morale If reduced to 10 hp, Snickersnack surrenders and 
  escorts PCs to the spider crone.
  STATISTICS
  Str 13, Dex 20, Con —, Int 10, Wis 14 Cha 10 
  Base Atk +8; CMB +9; CMD 24 
  Feats Dodge, Mobility, Multiweapon Combat, 
  Weapon Finesse
  Skills Acrobatics +17 Climb +11, Perception +12, 
  Stealth +5 (+9 in webs); Racial Modifiers +4 Acrobatics, 
  +8 Climb, +4 Perception, +4 Stealth in webs 
  Languages understands Common; speak with vermin 
  (spiders only)
  
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  Gear buckler, half-sword of the Margreve Knights, 3 rapiers, whip 
  SPECIAL ABILITIES
  Web-Walker (ex) Snickersnack moves normally on any web strand 
  thick enough to hold its weight and doesn’t need to make an 
  Acrobatics check to balance on them.
  Snickersnack looks like a suit of plate armor made from giant 
  spider carapaces, wearing a bright green cape and tricorn hat. Unlike 
  most constructs, it’s fully intelligent and firmly good-aligned. Roleplay 
  Snickersnack as if it was a paladin and honorable swashbuckler. 
  Although it can’t speak beyond rattles and clicks, Snickersnack’s gestures 
  are expressive enough: cap doffing, cloak swishing, and mocking bows 
  should leave the PCs in no doubt that facing a flamboyant duelist.
  Half-Sword of the Margreve Knights 
  Aura strong transmutation; CL 13th 
  Price 50,507 gp; Weight 4 lb.
  DESCRIPTION 
  The story of the ill-fated Margreve Knights, adventurers who 
  perished in the heart of the woods, is little remembered 
  except in the name of this strange sword. To all appearances, 
  it’s only half of a sword, cut lengthwise along the edge of the 
  blade, but it functions as a +2 keen adamantine longsword 
  that’s light enough to be used with Weapon Finesse. Legend 
  says, the second half of the sword is lost in the forest, and if 
  rejoined, they’ll form a special vorpal blade.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, finger of death, keen 
  edge; Cost 25,253 gp
  the Crone and the strand (Cr 8)
  Once Snickersnack is subdued or destroyed, nothing else impedes 
  the party’s journey (see “Gall of the Spider Crone” for details on the 
  Spider Crone’s hut):
  An old woman sings wordlessly as she weaves on a living 
  loom—a man-sized spider with silk twisted into a cat’s cradle 
  around its legs. The crone has bark-brown skin and wispy 
  white hair, toothless mouth showing just a hint of mandible as 
  she smiles. Her round, neck-less head and pronounced hump 
  combine with thin gangly limbs and overlong fingers to give 
  the disturbing impression of an arachnid in not quite perfect 
  human guise.
  If PCs badly damaged or robbed her hut in the previous 
  adventure, add:
  “What’s this?” she exclaims. “Brigands and murderers and 
  vandals, I’d guess. Out to once more pillage a poor old lady’s 
  hovel are you?”
  The crone immediately asks for a promise not to hurt her. If they 
  break this oath, PCs become vulnerable to her smite power.
  creatureS: Jędza Padak claims to be Jędza Nansa’s sister. Her 
  mood depends on how “Gall of the Spider Crone” concluded: 
  mournful if her sister is dead, wistful if she was reincarnated as an 
  ettercap, happy if Nansa was raised or resurrected. 
  Jędza Padak, Spider Crone 
  CR 8 
  XP 4,800
  hp 62 (identical to Jędza Nansa; see “Gall of the Spider Crone,” 
  page 74)
  Jędza Padak presents an innocent demeanor, offering nettle-
  tea and making small-talk as if  visiting her was the most normal 
  thing in the world. Slyness and menace always seems to lurk 
  just beneath the surface, however. She’s happy to answer PC 
  questions, but never let them forget this is an amoral creature of 
  great power: 
  “I didn’t hide the King of Thorns, but I taught him how to ask 
  the Margreve for sanctuary, and the forest has given it to 
  him. Poor little thing. Such a nice boy when he was young, 
  but time and scorn have made him as cold and angry as a 
  winter storm. He only wants to do right by his people, though. 
  Get them respect, safety, and a kingdom of their own. Is that 
  really so wrong?”
  develoPMent: The Margreve hides Catchweed from Jędza Padak, 
  just like everyone else. However, she does have a means of finding him.
  The question she puts to PCs is why she should help. Why undo the 
  King of Thorns’ plans? She doesn’t care who claims rulership of the 
  Old Margreve and the forest certainly doesn’t. Humans, dwarves, and 
  kobolds all engage in war and conquest, why shouldn’t the children of 
  the briar? Perhaps people are being hurt, but that’s true everywhere—
  especially in vampire-haunted Doresh. Why doesn’t the party go help 
  them instead? 
  If the PCs have a good response to these questions, Jędza Padak 
  will aid them. This isn’t a matter of Diplomacy checks, just good 
  roleplaying; she’s interested in their opinions, not their ability to 
  present them. If they spared Snickersnack, then he’ll support the party 
  with rattles and clicks if they bring up the suffering that Catchweed’s 
  campaign is causing. 
  If she remains unconvinced, Padak’s prepared to sell them the 
  ghost thread. Something in barter of at least equal value, rising to twice 
  or three times that much if the PCs destroyed Snickersnack, argued 
  poorly, or thoroughly looted her hut in the previous adventure. Oaths 
  of future service can make up part of this bargain, but she’ll also 
  demand something tangible.
  If they use force, she surrenders when reduced to 15 hp or less, 
  giving up the thread and marking the party for later vengeance. Unless 
  PCs gain her oath to let them depart in safely, a horde of spiders 
  pursue them as soon as they leave her hut. 
  treaSure: Any treasure left behind last time is still here, plus 
  a conspicuous new addition—a red lacquered adamantine breastplate 
  marked with the heraldry of Lord Fandorin of Grisal. It is broken with 
  a stake-sized hole over the wearer’s heart. Catchweed traded this item 
  to Jędza Padak in exchange for information on potential threats to his 
  plans… including the PCs.
  Ghost Thread 
  Aura moderate conjuration; CL 15th 
  Slot —; Price 5,250 gp; Weight 1 lb.
  DESCRIPTION 
  Created by phase spiders, the majority of this miles-long strand 
  
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  of enchanted silk resides on the ethereal plane. Only a 
  few inches at either end exist permanently in the material 
  world, but these can be used as normal. Creatures can 
  follow the strand to its destination by running their hand 
  along the thread, which phases into the material plane 
  beneath their grasp. If dropped or severed (harness 0, 1 
  hp), the thread disappears back into the ethereal plane in 
  2d6 rounds.
  Currently, one end of the ghost thread is wrapped around a bent 
  nail in the hut’s wall while the other is tied to the palace of 
  briars. If a PC keeps careful grip of the strand at all times, they 
  can follow it to Catchweed’s lair.
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret chest; Cost 2,625 gp
  Part 3: Kingdom of the 
  Briar
  By carefully following the ghost thread, PCs can defeat the Margreve’s 
  shifting trails and attempts at misdirection. It leads them north, near 
  Walker’s Wood. The King of Thorns’ domain is eerily silent—air 
  stale and undergrowth thick with briars. Animals seem to be 
  completely absent. 
  utburd’s henge (Cr varies)
  A break in the canopy allows sunlight to bathe this clearing. Moss 
  girds a rough circle of rectangular stones. Blue flowers abound: 
  chicory, cornflower, and harebell. The scattered bones of children lay 
  concealed in long grass.
  Characters may have heard of this place, Utburd’s Henge 
  (Knowledge [local] DC 20): a check result of 25 or more reveals that 
  utburd is an ancient word meaning “that which is taken outside”—
  probably referring to the practice of abandoning unwanted children. 
  Despite this, the place seems wholesome and mercifully free of 
  choking undergrowth.
  creatureS: Mylings haunt this glade. They approach peacefully at 
  first with wide doe-eyes and mournful grey countenances, whispering 
  their plea in an archaic dialect.
  Myling (1 per PC) 
  CR 2
  XP 600 each
  hp 19 each (see Margreve Bestiary, page 29)
  develoPMent: The mylings’ chosen burial grounds are the barrows 
  surrounding Catchweed’s palace. If the party agrees to carry them 
  home, they’ll provide some useful information on the King of Thorns 
  and his army.
  green guardians (Cr 6)
  The King of Thorns’ first line of defense is a scattering of enchanted 
  mandrake roots: Tiny humanoid-like plants that shriek if anyone 
  passes near. 
  creatureS: The area is patrolled by a unique creature that 
  resembles a mass of thorny vines. Should an enchanted mandrake 
  root shriek, it hunts them down within 2d6 rounds, bursting out of 
  the earth in a frenzy of flailing tentacles. The briar beast retreats deep 
  below ground if reduced below 20 hp.
  terrain: This area has massive trees and heavy undergrowth (see 
  Pathfinder Roleplaying Game Core Rulebook). 
  traP: Mandrake roots are living plants with AC 5 and 4 hp. It 
  screams when a non-plant creature of Tiny or greater size comes 
  within 20 ft. It can be disarmed by sealing its lips with an iron pin.
  Enchanted Mandrake Root 
  CR 6
  Type magic; Perception DC 18; Disable Device 15
  Trigger alarm; Reset automatic
  Effect spell effect (alarm)
  Effect (if destroyed or uprooted) spell effect (shout, 30 ft. cone, 
  deafened for 2d6 rounds, 5d6 sonic damage, DC 16 negates 
  deafness and halves damage) 
  Briar Beast  
  CR 9
  XP 6,400
  Variant giant squid (see Pathfinder Roleplaying Game Bestiary)
  hp 102 
  N Huge plant; Senses low-light vision, tremorsense 60 ft.; Speed 
  burrow 60 ft. 
  develoPMent: Once PCs have encountered their first mandrake 
  root, they can pick their way safely through the others (Perception DC 
  18). Failing a check means they stumble onto another root, attracting 
  the briar beast or one of the sample encounters below, if it’s already 
  been defeated.
  the thorn King’s arMy
  Catchweed uses a cluster of ancient barrows as his base of operations. 
  Every tomb has been broken open: ancient chieftains animated as 
  yellow musk creeper zombies, unwanted bronze regalia discarded 
  beside empty biers. Carvings on the walls depict a people who never 
  knew iron and revered the forest’s power.
  Shadows slip between clusters of children of the briar and decrepit-
  looking zombies. Shambling mounds wander aimlessly, snuffling for 
  scraps. Sap demons toy with possessed travelers and briar men foray 
  out, returning periodically with captives who are taken into the palace 
  of briars and never seen again. 
  SaMPle encounterS (cr 5):
  1 advanced child of the briar, drilling a unit of 5 musk 
  • 
  creeper zombies
  3 advanced children of the briar, strutting proudly
  • 
  2 briar men, returning to camp with a captured forest goblin
  • 
  2 roving shadows
  • 
  2 sap demons, laughing and joking as they toy with their hosts
  • 
  To get into the briar palace, PCs will need to sneak past this ragtag 
  army. They have several options:
  Bluff—Claiming to be a human possessed by a sap demon is 
  an opposed Bluff check with a +5 bonus if the target is disguised 
  appropriately (see Disguise below). Bluff can also be used to distract 
  NPCs or allay suspicions if the PCs are spotted.
  Disguise—Making a character look like they’re possessed by a sap 
  demon is a minor detail (+5 check modifier).
  Stealth—Patches of heavy undergrowth provide 30% concealment 
  and a +5 circumstance bonus on Stealth checks. Unless the alarm has 
  
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  been raised, assume all enemies take 10 on their Perception checks and 
  are distracted (−5 modifier).
  PercePtion (With −5 moDifier for being DistracteD):
  Musk Creeper Zombie −5 
  • 
  Child of the Briar +2
  • 
  Sap Demon +2
  • 
  Shadow +3
  • 
  Briar Man +5
  • 
  violence: The party may resort to a surgical strike if Bluff and 
  Stealth fails them. If combat finishes within 1 round, allow PCs to 
  make a Stealth check with a −10 penalty (modified by any cover they 
  can get to) to hide before anyone glances in their direction.
  raiSing the alarM: The camp goes on alert if humanoid 
  intrusion is detected. Shadows patrol the outskirts in pairs while 
  hunting parties spread out to look for the PCs (select from the 
  sample encounters above). Briar Men also replace the zombies at 
  location BP1. 
  PCs that flee the scene may trigger a shrieking mandrake root, 
  giving away their position and attracting the briar beast.
  the PaLaCe of briars 
  At the heart of the tumuli sits a dome of stygian briars. The 
  wood looks dead and brittle but still an effective barrier. 
  Finger-length thorns protrude in all directions, like a regiment 
  of tiny spears. 
  featureS: The black briars are native to the Shadow Realms 
  (Knowledge [planes] DC 24). Treat the dome as a non-magical 
  wall of  thorns (see Pathfinder Roleplaying Game Core Rulebook) that 
  exists in both the Material and Ethereal Planes. Passageways are 
  unlit unless noted otherwise. The whole palace is filled with a 
  rhythmic clickety-clack as hundreds of children of  the briar chant 
  in unison.
  terrain: The floor is carpeted with thorns, but characters can 
  move safely if they stay at normal walking speed. Trip or bull rush 
  attempts gain a +1 bonus due to the uncertain footing, and running 
  or charging risks falling (Acrobatics DC 10) and taking 1d4 damage. 
  Children of the Briar ignore these penalties.
  bP1. door of thorns (Cr 4)
  A mass of  taut vines form a thorny mesh door (hardness 5, 
  hp 30, Break DC 23), held together by a tangle of  interlocked 
  spines (Disable Device DC 25). They’re enchanted to respond to 
  commands of  the King of  Thorns or his briar men (Use Magical 
  Device DC 25).
  creatureS: Two musk creeper zombies guard the doorway, wearing 
  the ragged raiment of ancient lords. If the alarm is raised, they are 
  replaced by briar men (see location BP2 for statistics).
  terrain: The dome overhangs the doorway, allowing PCs to 
  hide there.
  traP: Breaking the door open or inflicting more than 10 damage on 
  it activates the flailing thorns trap. 
  
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  Flailing Thorns  
  CR 4
  Type mechanical; Perception DC 16; Disable Device DC 25
  Trigger proximity; Reset manual
  Effect atk +15 (3d6 piercing damage and target is pinned, Ref DC 
  20 halves damage and avoids pin); thorns (3 damage/round that 
  target is pinned)
  note: Pinned characters are trapped up to their elbows in a mass 
  of thorns. They can be freed by grappling (CMD 25) or by someone 
  else making a Disable Device check (DC 25).
  Yellow Musk Zombie (2) 
  CR 1/2 
  XP 200 each 
  hp 12 each (see Pathfinder Roleplaying Game Bestiary)
  bP2. exsanguinariuM (eL varies)
  Blood drips slowly from bodies tangled in the thorny ceiling. 
  Hundreds of children of the briar crouch here, swaying and 
  clicking as one. Occasionally, one of them stretches up to catch 
  a falling droplet in their mouth. A larger briar man strides 
  around the chamber, applying a scourge to the back of anyone 
  who strays out of time with the chorus.
  This room is used to harvest vampire blood to create briar men 
  and is part of the ritual that appeases the Margreve and hides the 
  Palace of Briars. 
  creatureS: There are 300 children of  the briar in this 
  chamber, but none notice the PCs unless they draw attention to 
  themselves. If  they engage the briar man in combat, there’s a 50% 
  chance each round that one of  the larger children notices and 
  joins the fight. If  area effect spells hit the chanting mob, they may 
  well wake from their trance—adding an army of  the briar (see 
  page 85) to the fight.
  featureS: The emaciated humanoids tangled in the ceiling are 
  vampire spawn, immobilized by hawthorn roots piercing their chests. 
  They remain fractionally aware—eyes wide in pain and terror, fanged 
  mouths open in silent screams. 
  The chanting is a variant on the Oldwood Rite incantation 
  (Spellcraft DC 20) (see Magic in the Margreve section, page 
  23), feeding the forest with power and requesting sanctuary and 
  concealment from prying eyes. If  PCs destroy the chanters in both 
  exsanguinariums, the magic hiding Catchweed and the briar palace 
  comes to an end.
  Advanced Child of the Briar 
  CR 2 
  XP 600
  hp 13 (see Maargreve Bestiary, page 24; see Pathfinder Roleplaying 
  Game Bestiary for advanced template)
  Briar Man 
  CR 3 
  XP 800
  NE Medium undead
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
  Defense
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 29(4d8+11); fast healing 2 
  Fort +3, Ref +6, Will +4 
  Defensive Abilities channel resistance +2, undead traits; DR 5/
  silver; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses, vulnerable to fire
  Offense
  Speed 30 ft., climb 20 ft.
  Melee 2 claws +6 (1d4+3 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+3 plus blood drain), dominate (DC 
  16), spitdart tongue, thorny grapple 
  Spell-Like Abilities (CL 4th; concentration +6) 
  3/day—briar magic (DC 12) 
  1/day—entangle (DC 13) 
  TACTICS
  During Combat The briar man moves to constrict as quickly as 
  possible.
  Morale Briar men flee if reduced to 10 hp or of attacked by fire or 
  undead-affecting magic.
  STATISTICS
  Str 16, Dex 16, Con —, Int 11, Wis 11, Cha 14
  Base Atk +3; CMB +12 (+16 grappling); CMD 20
  Feats Lightning Reflexes, Toughness
  skills intimidate +9, Climb +18, Perception +9, Stealth +10 (+16 
  in forest)
  Racial modifiers +8 climb, +2 perception, +6 stealth in forest
  Languages Briarclick (spoken only), Common, Sylvan
  SQ fey blood, shadowless, spider climb, vampire likeness
  Gear cold-iron scourge (treat as whip)
  SPECIAL ABILITIES
  Briar Magic (Sp) Briar men can cast any of the following spells (3/
  day) as a spell-like ability: dancing lights, daze, ghost sound, 
  light, prestidigitation.
  Fey Blood (Ex) Although undead, briar men also count as fey for 
  effects related to type.
  Spitdart Tongue (Ex) Briar men can spit a wooden spike from their 
  mouths every other round. Treat this as a dart (1d2 damage, 
  range 20 ft.). 
  Vampire Likeness (Su) Briar men have the weaknesses and special 
  abilities of vampires (see Pathfinder Roleplaying Game Bestiary) 
  with the following exceptions: briar men can dominate both 
  humanoids and plants; daylight does not destroy them, but negates 
  their fast healing and makes them fatigued; they have no coffins, 
  cannot assume gaseous form, and are destroyed if reduced to 0 hp.
  develoPMent: If freed, the vampire spawn don’t remember much. 
  They’re newly spawned and most can’t clearly recall being created 
  (they were abducted by the King of Thorns’ minions and spawned by 
  Valanora). They don’t understand their fate, and if it’s made clear to 
  them, some will beg for death. Ravenous hunger soon drives them to 
  attack the PCs. 
  Starving Vampire Spawn (4) 
  CR 4 
  XP 800 each
  hp 26 (currently 1 hp) each (see Pathfinder Roleplaying Game 
  Bestiary)
  develoPMent: Starving vampire spawn make a Will save each 
  round (DC 15) or attack. They attack frenziedly, desperate for blood. 
  
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  Once a source of blood presents itself, they fight to the death. Having 
  no coffin, spawn reduced to 0 hp perish after lingering in mist form 
  for 2 hours.
  bP3. sanguine aLCheMy
  The chamber is filled with red-stained alchemical equipment. 
  Desiccated bats hang from the ceiling. The foul scent of 
  decaying blood hangs heavy in the air.
  Here, the King of Thorns experiments in harnessing the power of 
  vampire blood. Amidst the test tubes are a dissected child of the briar 
  and small pots holding cuttings of basidirond, yellow musk creeper, 
  and assassin vine—all regularly fed with blood.
  creatureS: Karayan is a greater shadow with a talent for 
  poisons and alchemy. Longtime companion to the King of  Thorns, 
  he works to perfect new recipes and in return is allowed to feed on 
  captured creatures before they’re transformed into vampires. PCs 
  likely catch him working on his latest batch of  potions using a pair 
  of  tenebrous gloves. 
  Karayan, Greater Shadow 
  CR 8 
  XP 4,800
  hp 58 (see Pathfinder Roleplaying Game Bestiary)
  Int 16; Skills Craft (alchemy) +15, Fly +15, Knowledge (arcana) +15, 
  Knowledge (local) +12, Knowledge (nature) +12, Knowledge 
  (religion) +15, Perception +13, Stealth +20 (dim light +24, bright 
  light +16)
  Gear tenebrous gloves
  treaSure: There are potions of  bull’s strength, cat’s grace, 
  darkvision, gaseous form, and spider climb here, but being brewed  
  from vampire blood, they may have unforeseen side-effects at the  
  GM’s discretion. 
  Tenebrous Gloves 
  Aura faint illusion (shadow); CL 9th 
  Slot hand; Price 6,000 gp; Weight — 
  DESCRIPTION 
  Created to allow shadows to interact with the material world, these 
  gloves allow an incorporeal creature to handle physical objects 
  as if by mage hand. Material creatures treat them a ghost touch 
  weapons, but without any attack bonus.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, mage hand, shadow walk; 
  Cost 3,000 gp
  develoPMent: Karayan parleys in a murmuring voice that 
  undulates in and out of audibility. He can tell PCs much of what 
  
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  occurs in the Briar Palace but does not directly betray his oldest (and 
  only) friend, the King of Thorns. His aim in any negotiation is to 
  escape unharmed and keep his gloves. 
  tP4. haLL of tribute
  Surely every gift, bribe, and token ever offered to a child of 
  the briar is in this room. Coins, jewelry, knickknacks, and 
  curiosities… and hundreds of tiny acorn cups, each holding a 
  blood-red pellet. 
  creature: Woven into the ceiling is a sleeping briar man. If  the 
  alarm is raised he awakes and drops down on unauthorized visitors. 
  Characters can avoid waking him with a Stealth check (DC 14).
  traPS: This room warded by a flailing thorns trap (see Door of 
  Thorns, area BP1, page 89). An enchanted mandrake root is planted 
  just inside the room (see page 88). 
  Briar Man, CR 4 
  XP 800
  hp 29 (see page 90)
  treaSure: The room contains 1,350 gp in baubles and 
  curios. Among them are a living stake and several mementos from 
  Catchweed’s adventures in the shadow fey courts: elixirs of love and 
  vision, a swan boat feather token, a hand of  the mage, and a necklace of  
  strangulation.
  Living Stake 
  Aura faint necromancy; CL 5th 
  Slot —; Price 750 gp; Weight 1 lb.
  DESCRIPTION 
  Created from mandrake root, the living stake longs to taste the 
  heart’s blood of vampires. A successful melee attack attaches 
  it to a vampire’s chest. Roots force their way into the creature’s 
  heart, negating fast healing and preventing gaseous form. If 
  the target is reduced to 0 hp, it is immobilized as if it had been 
  staked. The stake can be pulled out (Strength DC 20), provoking 
  an attack of opportunity; this destroys the magic item. The stake 
  has no effect on targets other than vampires.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, halt undead; Cost 375 gp
  develoPMent: Each acorn cup contains a pellet of solidified 
  blood, labeled with the name of its donor. If the pellet is consumed, 
  any save the target makes against an effect of the imbiber’s suffers a 
  −2 penalty for 24 hours.
  If PCs have previously given a cupful of blood to a child of the 
  briar, their tribute is here among the acorn cups. The King of Thorns 
  will consume a PC’s pellet as soon as he identifies them.
  tP5. thorn King’s sanCtuM
  The walls of this room are adorned with umbral tapestries and 
  statuettes of delicate silver filigree. Opposite the entrance is a 
  pair of wooden thrones. The leftmost is occupied by a severe 
  young woman in scarlet robes. Briars seem to be growing all 
  around her, pinning her to the chair. 
  In the centre of this room is a miniature forest, a tiny model 
  of the whole Margreve. 
  creatureS: Sitting on the throne is Dame Valanora, captured 
  during a hunting expedition in the forest and now Catchweed’s 
  unwilling ally. She’s immobilized by a living stake pushed through her 
  heart. If freed she forms a temporary alliance with the party. 
  featureS: The miniature forest is a living replica of  the Old 
  Margreve, produced in exacting detail. PCs can easily identify 
  various locations like Utburd’s Henge, the Spider City, Levoča, 
  and the Honey Queen’s cave. Only the Margreve’s heart lacks 
  detail. Anyone making a prolonged examination of  the miniature 
  will feel the telltale tingle of  magic and see additional details 
  appearing: it allows a user to scry (1/day) somewhere in the forest, 
  as a 7th-level druid. 
  traP: This room warded by a flailing thorns trap (see Door of 
  Thorns, area BP1, page 89).
  The King of Thorns is also in this room. 
  Catchweed, King of Thorns 
  CR 7 
  XP 3,200
  NE Large undead (augmented plant)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +17
  Defense
  AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, −1 size)
  hp 75 (10d8+30); fast healing 5 
  Fort +6, Ref +10, Will +8 
  Defensive Abilities channel resistance +4, undead traits; DR 10/
  magic and silver; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses, vulnerable to fire
  Offense
  Speed 40 ft.; climb 20 ft.
  Melee 2 claws +11 (1d6+4 plus grab)
  Space 10 ft.; Reach 15 ft.
  Special Attacks blood drain, constrict (1d6+4 plus blood 
  drain), create spawn, dominate (DC 17), spitdart tongue, 
  thorny grapple 
  Spell-Like Abilities (CL 10th; concentration +8) 
  3/day—briar magic (DC 13) 
  1/day—entangle (DC 14) 
  Spells Known (CL 10th; concentration +8)
  4th (1/day)—shadow conjuration, speak with plants
  3rd (4/day)—crushing despair (DC 17), dispel magic, 
  displacement, major image (DC 16)
  2nd (5/day)—blur, darkness, enthrall (DC 16), mirror image, 
  pyrotechnics
  1st (6/day)—cause fear (DC 14), charm person (DC 15), hideous 
  laughter (DC 15), minor image (DC 14), ventriloquism 
  0 (at will)—detect magic, lullaby (DC 14), mage hand, message, 
  read magic, resistance
  TACTICS
  Before Combat Catchweed stalks the PCs. Speaking via 
  ventriloquism, he claims that his plans are in the Margreve’s 
  best interests. He tries to use charm person on PCs and weaken 
  their resolve with crushing despair. He prepares for combat by 
  casting displacement, mirror image, and blur.
  During Combat he uses pyrotechnics to disperse PC fires and tries 
  to pick them off one by one.
  Morale If reduced below 35 hp, Catchweed casts darkness and 
  flees through the briar walls in mist form to regain his strength 
  before gathering allies and attacking again. 
  
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  Blood and Thorns
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  STATISTICS
  Str 18, Dex 20, Con —, Int 15, Wis 13, Cha 17
  Base Atk +7; CMB +12 (+16 grappling); CMD 27
  Feats Combat Casting, Eschew Components, Lightning Reflexes, 
  Silent Spell, Spell Focus (enchantment)
  Skills Bluff +16, Climb +17, Diplomacy +6, Intimidate +10, 
  Perception +17, Spellcraft +7, Stealth +17 (+23 in forest), Use 
  Magic Device +8; Racial Modifiers +8 Bluff, +8 climb, +8 
  perception, +8 sense motive, +8 stealth (+14 in forest)
  Languages Aklo, Briarclick (spoken only), Common, Sylvan
  SQ fey blood, gaseous form, misdirection, shadowless, spider climb, 
  vampire likeness
  Combat Gear cap of thorns
  SPECIAL ABILITIES
  Briar Magic (Sp) Catchweed can cast any of the following spells 
  as a spell-like ability (3/day): daze, dancing lights, ghost sound, 
  light, prestidigitation.
  Fey Blood (Ex) Although undead, the King of Thorns also counts as 
  fey for effects related to type.
  Misdirection (Su) Unless the PCs have disrupted both incantations 
  (location BP2), Catchweed is under the effects of a misdirection 
  spell and the Oldwood Rite incantation (see Magic in the 
  Margreve section, page 20).
  Scáthsidhe Secrets (Su) Catchweed casts spells as a 10th-level 
  bard but has no other bardic abilities.
  Spitdart Tongue (Ex) Catchweed can spit a wooden spike from his 
  mouth every 2 rounds. Treat this as a dart (1d2 damage, base 
  range 20 ft.).
  Vampire Likeness (Su) Catchweed has the weaknesses and 
  special abilities of a vampire (see Pathfinder Roleplaying 
  Game Bestiary) with the following exceptions: Catchweed 
  can dominate both humanoids and plants; and daylight 
  does not destroy him, but negates his fast healing and 
  makes him fatigued. 
  Unlike briar men, Catchweed can assume gaseous form, and he 
  does have a coffin. His coffin is a large gall buried beneath the 
  miniature forest in location TP5.
  Dame Valanora 
  CR 9 
  XP 6,400
  Female human vampire sorcerer 8 (see Pathfinder Roleplaying 
  Game Bestiary)
  hp 102 (currently 1 hp) 
  treaSure: Lining the walls are mementos from the Shadow Realms 
  (total value 800 gp). Some of these objects are silver and can be 
  wielded against vampires as improvised weapons.
  Cap of Thorns 
  Aura strong enchantment; CL 7th 
  Slot head; Price 35,000 gp; Weight 1/2 lb.
  DESCRIPTION 
  Donning this thorny wooden circlet causes it to meld with your 
  scalp. It can be removed only upon your death or by a remove 
  curse. The cap suckles at your blood, causing 2d4 damage. 
  After this initial feeding, however, the thorns feed only 1/day 
  for 1d4 damage. 
  You can sacrifice 1 hp/HD you possess to cast a special 
  entangle made of thorny vines. Entangled creatures must 
  make a Will save (DC 14 + your Cha modifier) each round 
  they take damage from the thorns, or be affected by a 
  charm monster spell. The victim will then be free from the 
  cap’s entangle but carry thorny vines melded into their 
  flesh. The target is allowed a fresh Will save every week, 
  with a cumulative +1 to the DC per week they’ve been 
  effected (maximum of +4), as the thorns become more 
  deeply rooted. The thorns fall from the target’s body if they 
  make a successful Will save, and they can also be dispelled 
  by magic that affects curses. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, charm monster, entangle, fey 
  blood; Cost 17,500 gp
  Concluding the Adventure
  Unless stopped, Catchweed forges a new kingdom that soon 
  clashes with the other powers of  the forest. He eventually perfects 
  creating spawn, and a new breed of  vampire briar men become 
  the enforcers of  his regime. Battles with shadow fey and ghost 
  knights from the Grisal Marches keep his power in check, but for 
  the foreseeable future, the northern Margreve is a much more 
  dangerous place.
  If  Catchweed is defeated, his army soon falls to squabbling and 
  disbands. Briars cease to spread unnaturally, and those bearing the 
  king’s mark recover from their enchanted servitude. Children of 
  the briar creep back into their nests with another grudge to add to 
  their long list of  grievances, but their behavior is otherwise soon 
  back to normal. 
  
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  No fires burn throughout the Old Margreve and fey trickery is 
  afoot! Will you journey deep into the Heart of  the woods to lift the 
  terrible curse before the cold bite of  winter kills countless innocents?
  “Grandmother’s Fire” is a wilderness adventure suitable for PCs of 8th 
  or 9th level.
  Adventure Background
  O
  nce, there was a werewolf named Dmitri who loved a village 
  girl named Elena. Knowing Elena’s family would never accept 
  his curse, Dmitri met Elena as a woodcutter and concealed his 
  true nature. They fell in love, continuing to meet secretly in the woods 
  until Dmitri could “find the right moment” to talk to Elena’s family. 
  A jealous vodyanoi watched their trysts from the river and coveted 
  the beautiful girl. After learning the werewolf’s secret, the creature 
  kidnapped Elena and turned her into its rusalka wife. 
  Despite the werewolf’s pleas, the vodyanoi refused to release the 
  girl’s spirit. 
  Desperate to free his beloved from vodyanoi slavery, the werewolf 
  sought advice from a Kariv oracle who claimed only Grandmother's fire 
  could manage the task. With the conviction of true love, Dmitri stole Baba 
  Yaga's skull of embers. However, while racing back to dry Elena’s shawl, 
  Dmitri was captured by ghouls, and the skull was lost to the vodyanoi. 
  A furious Baba Yaga cursed the whole of the Margreve for the theft—
  so long as she has no cinders in her hearth, no fire burns within the forest 
  and the people suffer the cold until they return what was stolen. 
  Into all of this come the adventurers…
  Adventure Summary
  While crossing the Margreve, the adventurers encounter ghoulish 
  Ghost Knights of Doresh hunting peasants. During the ensuing 
  battle, it’s discovered that fire spells only generate cold or acid effects. 
  Afterward, the rescued serfs fearfully explain that they seek Baba Yaga 
  to ask why fires no longer burn. They beg for the characters’ escort.
  At her walking hut, Baba Yaga declares a thief stole the fire from 
  her stove. The Margreve will know only the cold of her hearth and the 
  bile of her anger until the embers return. If they accept, she grants 
  the magical sight to follow the thief's trail with a warning of dire 
  consequences for failure. 
  Tracking the culprit leads to the edge of the Margreve’s Heart. 
  Werewolves tear apart well-armored corpses while unconscious captives, 
  including the thief, hang in cages. The werewolves attack any characters 
  attempting to claim Dmitri. Upon waking, Dmitri explains his actions and 
  explains if the party helps him recover the skull, they may claim the cinders.
  On the way to the vodyanoi’s sacred pool in the Heart of the 
  Margreve, the rusalka Elena begs them to turn back. Made to realize 
  her folly, however, she aids them in defeating the vodyanoi. While 
  Dmitri steals the shawl, the vodyanoi fights bitterly at its pool, 
  summoning boiling geysers and steaming elementals to slay the party. 
  Its death frees Elena and allows the skull’s return.
  Adventure Hooks
  The characters begin this adventure during any trip through the Old 
  Margreve although the story has its greatest urgency when set in late fall, 
  as the lack of fire means the impending winter will be quite deadly to the 
  many forest communities. This hook relies upon the adventurers’ good 
  nature and willingness to help a group of scared commoners.
  Other motivations might include:
  The party may know the werewolf but be unaware of his true 
  • 
  nature. He asks for their aid with a task.
  The party may know the drowned girl. Her family asks the 
  • 
  group to recover her body and attend her funeral pyre.
  Part 1: Proper Hunted
  As the story begins, the characters are traveling along the road in the 
  Old Margreve on a crisp, late autumn day…
  Coursing Peasants (Cr 10)
  The autumn air is crisp, with a hint of approaching frost and 
  the Old Margreve is calm as your group makes its way along 
  the Tinker’s Trail. Suddenly, the quiet is broken as a group of 
  people burst from the foliage ahead. Oblivious to you, they 
  look back with panic evident in their faces. Faint, hollow-
  sounding barks echo through the woods, as if hounds pursued 
  them, and are quickly joined by the muted thunder of hooves.
  Allow Perception checks to spot the arrival of the Ghost Knights:
  creatureS: These are a contingent of Ghost Knights of Doresh, 
  ghoulish warriors of that princedom. They often hunt the forest’s 
  occupants for sport. 
  terrain: This portion of the Old Margreve is mostly old-growth, 
  with a tall canopy and some scattered brush. Otherwise, the sky is visible 
  only in slivers and fragments through the branches. Flight is possible to an 
  altitude of 20 ft. before becoming entangled. Areas of brush or trees are 
  difficult terrain. Areas of evergreen trees provide cover and concealment. 
  Illumination is normal during the day and limited to what the characters 
  possess at night. The peasants carry a flickering sunrod shedding dim 
  illumination if this encounter occurs at night. The weather is slightly 
  overcast and cool. Characters sleeping outdoors awaken to a frost.
  During this adventure, no fire burns. Alchemist’s fire and oil do nothing 
  but soak the target. Spells or items inflicting fire damage instead cause 
  either cold or acid damage. This effect is immediately apparent to the caster 
  or wielder and no amount of experimenting allows fires to burn during 
  the adventure. Characters with already burning objects find the flames 
  $
  grandMoTher’s fIre
  grandMoTher’s fIre
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  J
  X
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  By Ben McFarland
  
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  extinguished, and the items burst back into flame upon leaving the forest. 
  (Reasons for this are explained in the dancing hut section, below.)
  PercePtion checkS:
  DC 12—Characters see knights approaching.
  DC 15—Some of the horses appear translucent. And there are 
  flying, skeletal dogs!
  DC 17—Characters notice the knights’ livery (Knowledge [local]).
  DC 22—There’s something unusual about the knights (Knowledge 
  [religion] notices their ghoulish nature). 
  knoWledge (local) checkS:
  DC 13—Those are Ghost Knights of Doresh!
  DC 17—Knights with that sort of armament are usually undead.
  DC 21—Those are Honest Brothers (full knights) from the Walker’s 
  Wood Commandery of Dame Orkov
  knoWledge (religion) checkS:
  DC 17—Some of those horses appear to be ghostly mounts, bound 
  to their riders. They are a lesser form of ghost.
  DC 19—Those knights appear to be ghouls, with a pack of lich hounds!
  if the knightS are SPotted:
  A group of mounted warriors pauses, visible through the 
  foliage. Some of their mounts shimmer and waver, as if 
  insubstantial, and several skeletal creatures lope past them, 
  feet floating over the ground as they run toward the peasants.
  The characters may wish to act. If so, roll for initiative, but first read 
  the following:
  The flying skeletal hounds yip and bark turning in your 
  direction. Somehow, the creatures appear to have sensed your 
  group and the whole party has turned in your direction. They 
  may not see you yet, but they certainly will and in short order.
  The lich hounds’ lifesense ability detects the presence of the 
  characters as stronger life forces, and their orders dictate they should 
  chase the strongest humanoids they sense. The lich hounds turn to 
  pursue the characters, and the Ghost Knights follow suit. Unless the 
  party acts first and takes steps to magically conceal their locations, the 
  hunting party discovers them and attacks.
  Ghost Knight of Doresh (4) 
  CR 4
  XP 1,200 
  Male ghoul fighter 3
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +3
  Defense
  AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
  hp 35 (2d8+4 plus 3d10+6)
  Fort +5, Ref +4, Will +7; +1 vs. fear effects
  Defensive Abilities channel resistance +2, undead traits
  Offense
  Speed 30 ft.
  Melee bite +8 (1d6+3 plus disease and paralysis) and 2 claws +3 
  (1d6+3 plus paralysis) or battleaxe +8 (1d8+3/x3) and bite +3 
  (1d6+1 plus disease and paralysis) or lance +8 (1d8+3/x3) and 
  bite +3 (1d6+1 plus disease and paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 14, elves are immune 
  to this effect)
  TACTICS
  During Combat The Ghost Knights charge, lances leveled. They 
  shift to battleaxe and bite if unhorsed, trying to return to 
  their mount when possible. They target spellcasters first, but 
  immediately shift their focus to any cleric who channels positive 
  energy, even dismounting to better utilize their paralytic attacks.
  Morale The Ghost Knights fight until only one remains, at which 
  time the lone remaining knight attempts to flee into the forest.
  STATISTICS
  Str 17, Dex 17, Con —, Int 13, Wis 16, Cha 14
  Base Atk +5; CMB +8 (+10 for Bull Rush); CMD +21
  Feats Improved Bull Rush, Mounted Combat, Power Attack, 
  Trample, Weapon Finesse
  Skills Acrobatics +2, Climb +5, Perception +8, Ride +6, Stealth +5, 
  Swim +2; includes armor check penalties 
  Languages Common, Darakhul
  SQ armor training 1
  Treasure npc gear (battleaxe, breastplate, heavy steel shield, lance)
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever—injury; save Fort DC 14 (Charisma-
  based); onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. 
  Ghostly Mount (2)  
  CR 3
  XP 800 
  N Large undead (incorporeal)
  Init +2; Senses darkvision 60 ft., scent; Perception +14
  Defense
  AC 12, touch 12, flat-footed 10 (+1 deflection, +2 Dex, −1 size)
  hp 11 (2d8+2)
  
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  Fort +3, Ref +5, Will +1
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation, undead traits
  Offense
  Speed fly 50 ft. (perfect)
  Melee corrupting touch +0 (3d6, Fort DC 11)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During Combat Ghostly mounts attack with their corrupting touch 
  as directed by their rider.
  Morale Ghostly mounts fight until destroyed or until their rider is slain.
  STATISTICS
  Str —, Dex 14, Con —, Int 2, Wis 13, Cha 11
  Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  Feats Endurance, RunB
  Skills Perception +14, Stealth +10; Racial Modifiers +8 
  Perception, +8 Stealth 
  SQ undying service
  SPECIAL ABILITIES
  Corrupting Touch (Su) As a ghost’s corrupting touch ability (see 
  Pathfinder Roleplaying Game Bestiary).
  Rejuvenation (Su) As a ghost’s rejuvenation ability (see Pathfinder 
  Roleplaying Game Bestiary).
  Undying Service (Su) A ghostly mount can support its rider as if it 
  were corporeal. It continues to do so even if it passes through 
  another corporeal creature.
  Horses (2) 
  CR 1
  XP 400 each
  hp 15 (see Pathfinder Roleplaying Game Bestiary)
  Traits Combat trained and corpsehardened (see Corpsehardened 
  Trait sidebar)
  Lich Hound (2) 
  CR 4
  XP 1,200 each
  NE Small undead
  Init +3; Senses lifesense 200 ft., low-light vision; Perception +3
  Defense
  AC 18, touch 18, flat-footed 15 (+3 Dex, +4 deflection, +1 size)
  hp 42 (5d8+20)
  Fort +5, Ref +4, Will +4
  Defensive Abilities undead traits
  Offense
  Speed 30 ft., fly 50 ft.
  Melee bite +7 melee (1d12 plus trip)
  Space 5 ft.; Reach 5 ft.
  Special Attacks gut rip
  Spell-Like Abilities (CL 5th; concentration +9)
  3/day—ethereal jaunt
  TACTICS
  During Combat Using their lifesense ability, the lich hounds turn 
  and hunt the characters, howling and then attempting to trip 
  them to better use their gut rip attack.
  Morale Lich hounds hunt until destroyed.
  STATISTICS
  Str 10, Dex 17, Con —, Int 6, Wis 10, Cha 18
  Base Atk +3; CMB +2 (+6 for trip); CMD 15 (19 vs. trip)
  Feats Alertness, Skill Focus (Survival), Weapon Finesse
  Skills Fly +8, Perception +6, Sense Motive +2, Stealth +7, Survival +9 
  Language understands Darakhul
  SQ ethereal jaunt
  SPECIAL ABILITIES
  Gut Rip (Ex) A lich hound can, as a swift action that does not 
  provoke attacks of opportunity, tear into any adjacent prone 
  creature for 2d12 damage, ripping its intestines out from the 
  inside. Combined with the deathwatch aspect of its lifesense 
  ability, gut rip allows lich hounds to perform a coup de grace 
  action as a swift action rather than as a standard action.
  Howl (Ex) The eerie howl of lich hounds in pursuit of their prey often 
  shakes the morale of living creatures that can hear the noise. 
  Those creatures are shaken for 5 rounds (Will DC 16; Charisma-
  based; sonic). Creatures that successfully save against this effect 
  cannot be affected by that lich hound’s howl for 24 hours. 
  Lifesense (Su) A lich hound notices and locates living creatures 
  within 200 ft., just as if it possessed the blindsight ability. It also 
  automatically senses the strength of a creature’s life force, as if 
  it had cast deathwatch.
  develoPMent: With the Knights slain or driven off, the peasants 
  approach the characters: 
  A group of rough and dirty peasants emerge from behind a 
  large, moss-covered stone. All men, the fear of their recent 
  flight still colors their faces, and boldest amongst them 
  approaches you. His beard still has a twig in it as he speaks.
  “Mighty lords, we owe you our lives. Still, we must beg such 
  powerful heroes as you for another favor. No fire burns in the 
  forest, and we don’t know why. The Kariv oracle we consulted 
  clutched her head, crying out when she tried to read the 
  innards of her divining crab. She made a warding sign and told 
  us to seek out old Baba Yaga, that only Grandmother could say 
  why we must live in the dark and cold. The Fell Crone is potent 
  and we are men with families. Please. Winter is coming, and 
  without fire, the snows will kill our children. Will you go to 
  her hut and ask mercy on our behalf? Or perhaps learn what 
  angers her so? Please! Nothing more, we swear it!”
  The peasants have little to offer but do know the way to Baba Yaga’s 
  hut. They performed an incantation to divine its location from the 
  forest. They do not personally know this incantation and cannot share it. 
  If the characters decline, their adventure has one chance to 
  continue. Allow them to continue, but allow no fire effects within the 
  Margreve until they return the cinders to Baba Yaga. She eats these 
  peasants when they visit her. On the first night they camp, the forest 
  is unnaturally cold. Unless they sleep in an extradimensional space, 
  characters and mounts must make Fortitude saves each hour (DC 15, 
  +1 per previous check) or take 1d6 nonlethal damage. Any bonuses 
  from Survival apply normally. If the characters decide to backtrack, 
  they may follow the peasants’ trail and find Baba Yaga’s home.
  the danCing hut
  The peasants lead the characters into the Margreve, following game trails and 
  woodcutters’ footpaths for 2 hours before approaching a clearing. Within 
  the meadow is a small wooden hut surrounded by a cast iron fence. On each 
  picket, save two, sits a bare skull. A tiny spark flickers in each eye socket. 
  The hut always seems to face away from the adventurers, no matter 
  
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  how they circle it. To enter, one must say, “Turn your back to the 
  forest, your front to me” (Knowledge [arcane, history, or local] DC 
  25 ); after a few attempts at finding the entrance to the hut, peasants 
  speak up, as one remembers the phrase:
  The hut stands up on an enormous pair of chicken legs. In a 
  few unceremonious steps, it turns and settles back down again 
  without any sign of ever having moved.
  When the party approaches the gate, it swings open untouched. 
  The hut shudders like a bird settling into a nest as the group crosses 
  the threshold. The peasants beg to remain outside, offering to watch 
  mounts and animal companions. They fear Baba Yaga, swearing any 
  oath the characters desire to avoid entering.
  The front door swings open without a touch. Inside, a golden-
  eyed cat strolls across the threshold. “Fools,” it mutters. “Come 
  in, quick, before she rages again.”
  The cat eyes any animal companions, telling the characters to leave 
  their pets outside.
  Those entering the hut find it is larger inside than outside. Random 
  objects float about; disembodied hands use knives to cut slivers of meat 
  and sweep the floor with a silver birch broom. An old woman leans over 
  a cylindrical basin, holding an enormous pestle while staring into the 
  waters within the basin. Several lanterns illuminate the structure.
  “Pfaw,” spits the crone, slapping the surface of the water with 
  her dark nails before turning to face you. Her face twists with 
  anger, her iron teeth evident in her scowl. She stands slightly 
  hunched but her eyes hold a terrible cunning ferocity. She leers 
  at you with a butcher’s appraising glance. “What brings you to 
  Grandmother? It is not easy to find my home,” the Fell Crone 
  gestures for you to come closer. “Speak! Before I grow angry 
  and add your skulls to my fence…” Accentuating the comment, 
  invisible hands slam the door shut behind you.
  Baba Yaga doesn’t attack the characters inside her hut, but she 
  threatens violence more than once. Any attack against her here by 
  the characters simply fails to inflict damage although she comments 
  she “Will remember your little tantrum for another day.” Baba Yaga 
  answers the following questions:
  Why Won’t fire burn?
  • 
   “A thief  took the fire from my stove in a 
  skull from my fence. And so I cursed the Margreve.”
  When Will you lift the curSe? 
  • 
  “When the fire and the skull 
  carrying it are returned. Until then, the Margreve will know only the cold 
  of  my hearth and the bile of  my anger.”
  do you knoW Who Stole your hearth cinderS? 
  • 
  “A fool of  a boy 
  named Dmitri, who claimed he had a question. Oh, I’ll not forget his face.”
  Why don’t you reclaiM theM yourSelf? 
  • 
  “Because I’ve another 
  task to tend to elsewhen. And as long as I suffer, the Margreve suffers. 
  Suffering tends to motivate people like you.”
  What Will you give uS if We recover the eMberS? 
  • 
  “I’ll not 
  eat you this day or the day you return my fire.”
  can you give uS anything to helP recover the eMberS? 
  • 
  “Heh. Since you’re willing, yes. Until the sun rises, you can see the thief’s 
  footsteps through the Margreve. This is my aid to you.”
  As the party leaves:
  “Do not fail me in this,” her trailing voice is the crush of dead 
  leaves and gravel. “I’ll not forget you.”
  Time flows a little differently within Baba Yaga’s hut. The conversation 
  with her might take a blink of an eye or several hours. Depending on the 
  role desired for terrain and illumination, adjust the passage of time spent 
  conversing with the Fell Crone. Even the location seems slightly different, as 
  if the hut moved while they were inside, but the fence is in the same relative 
  position. The peasants are gone when the characters exit the hut, but any 
  mounts remain, secure and unmolested. Speaking to the animals indicates 
  they did not notice that the hut moved, but things definitely appear different.
  Baba Yaga’s gift of magical sight lasts until the sun rises tomorrow 
  and makes the thief’s steps appear as faintly glowing footprints. Keeping 
  to the trail isn’t difficult, but takes several hours due to the terrain. At 
  standard movement rates, they arrive at the next area in 3 hours. 
  Part 2: Into the Bush
  Read the following as the characters travel from Baba Yaga’s hut into a 
  dark and foreboding portion the Margreve: 
  The trees crowd in closer as you follow the thief’s route through 
  the forest. Thick trunks of birch and pine crowd out most of the 
  low brush, leaving you to thread your way between grasping 
  branches and melancholy ferns. Few sounds echo through the 
  shadows, and the air hangs heavy with the smell of peat. 
  As the group approaches, allow Perception checks to detect the 
  sounds and smells coming from the nearby clearing when the group 
  is 50 ft. from it. The characters can make these checks at 100 ft. away 
  by increasing DCs by 7, but no details above DC 15 can be detected 
  without magical assistance.
  
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  PercePtion check:
  DC 10—Characterer notes that something is happening up ahead in 
  the clearing, near a mound.
  DC 15—Character can see men stacking logs in a pile.
  DC 20—Those aren’t men, those are werewolves!
  DC 25—Those aren’t logs, they’re corpses! 
  two in the bush (Cr 10)
  If the party takes precautions to approach stealthily, make Perception checks for 
  the werewolves (+8 Perception, −1 penalty/10 ft. from the clearing). Success 
  indicates the werewolves know the party approaches, possibly knowing how 
  many. Otherwise, the werewolves detect the party 30 ft. from the clearing. 
  If the werewolves detect the party:
  The figures stop stacking whatever they were piling in the 
  clearing. There is a pause, and then, a chorus of long, deep 
  wolf howls breaks the silence of the forest, followed by the 
  muted fluttering of several birds taking flight.
  creatureS: The werewolves recently defeated the junior Ghost Knights 
  guarding this encampment and proceed with the dismembering and 
  destroying of the ghoulish corpses before freeing the prisoners although it 
  may seem they’re preparing to eat the prisoners. They suspect more Ghost 
  Knights approach the meadow and ready an action to rage, anticipating 
  battle. They do so as soon as the party engages or becomes visible.
  Groups that do not immediately engage the werewolves in combat 
  may attempt to negotiate a peaceful encounter:
  diPloMacy checkS:
  DC 34—The werewolves do not believe the party and remain 
  hostile. If the party does not immediately depart, begin combat. 
  DC 39—The werewolves remain unfriendly and aggressive but do 
  not immediately attack. They discuss the situation and only initiate 
  combat if the party suggests they surrender Dmitri. Permit another 
  check and reduce DCs by 5.
  DC 44—The werewolves are indifferent but become hostile should 
  the party suggest they surrender Dmitri. In this case, allow another 
  check to calm relations. The characters may recover the situation if 
  they make another Diplomacy check (DC 30). 
  If the party fails to make the werewolves friendly, the lycanthropes 
  demand the party leave immediately. Failure to do so initiates combat. 
  If the werewolves become friendly, they allow Dmitri to talk with the 
  party on the condition the characters peace-tie their weapons and stow any 
  symbols or spell component pouches. The werewolves never leave hybrid 
  form. (Proceed to the confeSSionS of a WereWolf section, below.)
  terrain: The forest is thick here, and areas outside the clearing are 
  difficult terrain. The sky is blocked out by branches and leaves. Flight 
  is possible to an altitude of 15 ft. before becoming entangled. Areas 
  outside the meadow provide cover and concealment. Illumination is 
  dim during the day and limited to what the characters possess at night. 
  Weather is slightly overcast and cool. 
  the cageS: Six dwarves and Dmitri are imprisoned within the 200-lb. 
  cages. Each cage holds an unconscious creature suspended from a 10-ft.-
  high segmented pole which is anchored by two cables to nearby trees. 
  These cables or the pole can be sundered (AC 5; hardness 10; 15 hp), 
  causing the cage to swing down and either away from the sundered cable, 
  or towards the sundered pole. The swinging cage attacks any creature in 
  a 15-ft. cone from either its remaining anchor point or toward the trees: 
  SWinging cage (+8 touch attack, 4d6 damage and knocked prone).
   Raging Margreve Werewolf (Hybrid Form) (4) 
  CR 6
  XP 2,400
  Human natural werewolf barbarian 6
  CE Medium humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +8
  Defense
  AC 21, touch 10, flat-footed 19 (+7 armor, +2 Dex, +4 natural, -2 
  rage)
  hp 69 (6d12+30)
  Fort +11, Ref +5, Will +7
  Defensive Abilities improved uncanny dodge, trap sense +2, 
  uncanny dodge; DR 10/silver
  Offense
  Speed 40 ft. (30 ft. in armor); no escape
  Melee bite +12 (1d8+3 plus trip and curse of lycanthropy) and 
  battleaxe +13/+8 (1d8+10/x3)
  Ranged light crossbow +8 (1d8/19–20)
  Special Attacks rage powers (augmented animal fury, knockback, 
  renewed vigor) 
  TACTICS
  During Combat The werewolves fight with tooth and axe, trying to 
  keep foes prone whenever possible.
  Morale They fight until destroyed, they are unwilling to surrender 
  Dmitri to another captor.
  Base Statistics AC 23, touch 12, flat-footed 21; hp 57; Fort 
  +9, Will +5; Melee bite +10 (1d8+2 plus trip and curse of 
  lycanthropy) and battleaxe +11/+6 (1d8+7/x3); Str 20, Con 17
  STATISTICS
  Str 24, Dex 15, Con 21, Int 8, Wis 14, Cha 8
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Improved Initiative, Improved Natural Attack 
  (bite), Weapon Focus (bite)
  Skills Climb +8, Intimidate +8, Perception +8
  Languages Common
  Treasure NPC gear (battleaxe, +1 chainmail, cloak of resistance +1, 
  light crossbow with 20 bolts)
  SQ change shape (human, hybrid, and wolf; polymorph), 
  lycanthropic empathy (wolves and dire wolves)
  SPECIAL ABILITIES
  Augmented Animal Fury (Ex) While raging, the barbarian 
  can use its bite attack as part of a full attack at its full base 
  attack bonus −2. Also, the barbarian can make a bite attack 
  as part of the action to maintain or escape from a grapple, 
  before the grapple check. If the attack hits, the barbarian’s 
  grapple checks made against the target this round receive a 
  +2 bonus.
  develoPMent: With the werewolves defeated, the cages can 
  be lowered and the occupants freed. Dmitri awakens 1 hour after 
  being freed unless the characters take steps to wake him sooner 
  (Heal DC 20 or any magical healing). The dwarves are reavers from 
  the Black Canton of  Grisal in the Ironcrags and quite grateful for 
  their liberation before departing—promising a reward should the 
  characters visit. They don’t know Dmitri; he was captured after 
  their incapacitation. Obviously upset after being freed from his 
  captivity, Dmitri does not fight the characters, willingly explaining 
  what happened. 
  
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  Confessions of a werewoLf
  If the party incapacitated the werewolves, Dmitri asks for mercy on 
  their behalf, stating they didn’t capture him. If they are dead, he says 
  nothing but remains visibly upset. He explains his situation: 
  Dmitri sits up, a hearty young man with a full beard. After 
  taking a drink, he begins speaking, looking at each of you.
  “Yes. I stole Baba Yaga’s fire. I had to. A cruel and jealous 
  vodyanoi drowned my Elena, and now it wants to keep her as 
  its rusalka bride. I couldn’t let her spend forever like that, and I 
  sought out the Kariv. Their oracle said if I could dry Elena’s shawl, I 
  would free her from the fey,” he swallows back tears. “The oracle 
  claimed the only thing that could do that was Grandmother’s fire.” 
  He gives a bitter laugh, “I can be a charming fellow. I found the 
  dancing hut and spoke with one of her daughters in the woods 
  nearby. I convinced her that I could help her finish her chores for 
  naught but a cup of tea.” Shaking his head, Dmitri continues. 
  “We worked until afternoon. Then I suggested to her daughter to 
  collect the firewood, and I would prepare the kettle. After helping 
  all day, she trusted me.” Sniffing, his voice is full of disgust. “Once 
  she was gone, I took a skull from fence and filled it with the 
  cinders from the hearth. Like a rabbit, I bolted from there. I swear 
  the skulls screamed ‘thief!’ as I left. But I no longer have the skull.”
  Sense Motive checks indicate his sincerity. If asked where the skull 
  is now, he continues:
  “As I made my way to the vodyanoi’s pool, the Ghost Knights 
  began hunting me. They chased me across the river where the 
  vodyanoi was waiting.” Dmitri barks a short, angry laugh, “It 
  churned the river to an angry froth and tripped me as I balanced 
  on a fallen tree. It snatched up the skull while I dangled over the 
  rapids.” He chokes back a sob, “The miserable river spirit fled 
  and the ghouls caught me as I scrambled back to my feet. They 
  poisoned me and stuffed me in that cage before hunting further.” 
  Dmitri looks up, his eyes tearful, “And then I awoke to you.”
  Sense Motive checks indicate his sincerity. If asked about the 
  werewolves, he states that they look familiar but he doesn’t know them. 
  A Sense Motive check (DC 25) indicates he is lying. If pressed, he says 
  they are fellow villagers, but he didn’t want to slander their reputation. 
  A Sense Motive check (DC 30) indicates this is true, but he still holds 
  something back. Dmitri is also a natural werewolf but remains in human 
  form. It is best to keep this secret until the Crossing the River section.
  develoPMent: His story told, Dmitri explains he is willing to help 
  the characters recover the skull, leading them to the vodyanoi’s pool, if 
  they will agree to him drying Elena’s shawl before returning the fire to 
  Baba Yaga. Travel to the vodyanoi’s pool takes an hour on foot. 
  Crossing the river 
  Halfway to the vodyanoi’s pool, the characters come to a river crossing. 
  Standing on a large fallen tree serving as the bridge is a soaked young 
  woman with a bluish tinge to her complexion. This is Elena, the rusalka.
  Elena 
  CR 6
  XP 2,400
  Rusalka (see Margreve Bestiary, page 30)
  hp 76 
  develoPMent: Elena does not fight the characters.
  Dmitri immediately recognizes her and begs the characters not to 
  attack. As they approach, he goes to embrace her, but Elena motions 
  for him to stay on the river’s edge:
  “Wait, my love!” she calls. “Do not do this. I chose this fate to 
  free you from your blood curse,” Elena gives him a mournful 
  look. She turns to you, “The vodyanoi claimed he was doomed to 
  be a werewolf. I offered to become its wife if the spirit altered his 
  fate. It agreed.” She begins crying. “Once I drowned, it sent word 
  to the Ghost Knights, claiming death frees everyone.” 
  A painful sob escapes from Dmitri. “Oh Elena,” his voice 
  breaks, “I was born a werewolf.” He looks to your group. “It was 
  my pack brothers you fought in the clearing. I can’t be ‘freed.’”
  Her eyes shining, Elena looks at you with a vengeful mien. “The 
  vodyanoi tricked us, but I’ll have my revenge.” She walks to the far 
  side of the river and touches a large toadstool, its cap filling with 
  water like a bowl. “Anoint your boots with this dew and then wash 
  your faces with just a splash. Until the sun sets tomorrow, you will 
  be able to walk upon the vodyanoi’s pool and breathe its waters 
  like air. If you do this, you can kill the cursed fey and free me.” She 
  looks back at Dmitri and you, “Will you do this for me? For us?”
  Dmitri nods in agreement, asking the characters to participate in 
  this act of righteous vengeance. He apologizes for concealing his true 
  nature before but claims he needed help in freeing Elena. Hasn’t he 
  lost enough already?
  Doing as Elena instructs grants the characters water breathing and 
  waterwalking as per the spells until sunset the following day. Dmitri 
  states he will steal the skull while the party engages the fey so does not 
  wash his boots.
  develoPMent: After she’s secured the characters’ assistance, Elena 
  walks into the river, melting away with the current as the group departs. 
  Travel from this point to the vodyanoi’s pool takes another 1/2 hour. 
  Part 3: The Heart  
  of the Matter
  Their march takes the characters into the Heart of the Margreve. Trees 
  towering far overhead, this part of the forest is preternaturally quiet 
  and the air so heavy with magic it makes the hair on the back of the 
  characters’ necks stand on end.
  The spirit of the Margreve watches these events unfold with 
  hungry interest. Any creature willing to suffer damage equal to its 
  HD in sacrifice to the forest gains a +2 bonus to on its next attack 
  and a bonus to damage equal to what it suffered: for example, a 10 
  HD creature can take 10 damage for a +2 bonus to its next attack and 
  +10 damage on the attack. The vodyanoi knows of this power before 
  combat starts; characters sense it in whispers and mutterings on the 
  wind after they’ve been wounded here.
  the vodyanoi’s PooL (Cr 11)
  As the group approaches the vodyanoi’s pool, Dmitri reveals his 
  plan to the characters: 
  “The vodyanoi certainly knows we’re coming. If you go to the 
  edge of its pool and challenge it, the creature’s pride will draw it 
  
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  out to face you. While you fight it, I’ll dive into the water and steal 
  the skull from its lair with Elena’s help. Don’t worry, you have my 
  word—I won’t try to flee with the skull. All I want is to free Elena.”
  Sense Motive checks confirm Dmitri’s sincerity. With the plan 
  confirmed, he slinks into the underbrush, shifting into wolf form.
  creatureS: The vodyanoi lairs at this pool, gloating over the 
  rusalka it tricked into becoming its wife. When the characters arrive, it 
  rises up out of the water: 
  A frog-like man climbs from the water and stands on its surface 
  as if it were solid. His skin is grey-blue, and his beard is a 
  tangle of reeds and stick. His voice is cruel and grating as he 
  addresses you, a light mist of steam rising from his form.
  “Trespassers! You have no business in the Heart of the Forest 
  and no right to challenge me. The boy was a clumsy fool and 
  the girl made a bargain with me. I’ll not let her go.”
  The vodyanoi is not interested in discussion. It intends on 
  destroying the characters to prove its superiority. Its link to the power 
  within the skull grants it the spell-like ability to cast scorching ray (1/day) 
  and its boiling geyser ability. It has also permitted him to summon up 
  two fire-infused water elementals to help defend his pool. They rise 
  out of the waters on their initiative to attack characters.
  As combat begins, Dmitri runs and dives into the pool, changing 
  into his human form mid-dive.
  terrain: The forest is fairly open, and areas outside the pool are 
  normal terrain. The sky is visible above through branches and leaves. 
  Flight is possible to an altitude of 65 ft. before becoming entangled. Areas 
  of branches or roots at either end of the fallen tree provide cover and 
  concealment. Illumination is normal during the day and limited to what the 
  characters possess at night. Weather is slightly overcast and cool. 
  Cinder-fueled Vodyanoi  
  CR 7
  XP 3,200
  NE Medium fey (water)
  Init +6; Senses low-light vision; Perception +18
  Defense
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 84 (13d6+39)
  Fort +9, Ref +10, Will +10
  DR 10/cold iron
  Offense
  Speed 30 ft., swim 30 ft.
  Melee slam +8 (1d4+2)
  Ranged scorching ray +8 touch (4d6/ray, 3 rays)
  Special Attacks boiling geyser, breath weapon (60-ft. line of steam, 
  DC 18, 3d6 fire and blind 1d6 rounds), water mastery
  Spell-Like Abilities (CL 13th; concentration +15)
  At will—water breathing
  1/day—scorching ray
  TACTICS
  During Combat The vodyanoi tries to blind and knock enemies 
  prone so the elementals can further pummel them.
  Morale The vodyanoi fights to the death.
  STATISTICS
  Str 14, Dex 15, Con 16, Int 14, Wis 14, Cha 12
  Base Atk +6; CMB +8; CMD 28
  Feats Ability Focus (boiling geyser), Deceitful, Defensive Combat 
  Training, Dodge, Great Fortitude, Improved Initiative, Wind Stance
  Skills Bluff +17, Diplomacy +15, Disguise +7, Knowledge (local) +18, 
  Knowledge (nature) +18, Perception +18, Sense Motive +16, 
  Stealth +15, Swim +20, Use Magic Device +14; Racial Modifier 
  +4 Swim
  Combat Gear Baba Yaga’s cinderskull
  
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  SPECIAL ABILITIES
  Boiling Geyser (Su) The vodyanoi can create a geyser (2/day) of 
  boiling water in a 10-foot square. Living creatures within the 
  area take 6d6 fire damage and are knocked prone (Reflex DC 18 
  halves damage, still standing; Intelligence-based).
  Water Mastery (Ex) The vodyanoi gains a +1 bonus on attack and 
  damage rolls if both it and its opponent are touching water. 
  If the opponent or the vodyanoi is touching the ground, the 
  vodyanoi takes a −4 penalty on attack and damage rolls.
  Fire-Infused Huge Water Elemental 
   CR 8
  XP 4,800
  Variant huge water elemental (see Pathfinder Roleplaying Game 
  Bestiary)
  hp 95
  N Huge outsider (elemental, extraplanar, fire, water); Melee 2 slams 
  +15 (2d6+7 plus burn); Special Attacks burn (2d6, DC 17), 
  breath weapon (30-ft. cone of steam, DC 19, 5d6 fire), drench, 
  vortex (DC 22), water mastery
  develoPMent: The elementals try to kill the characters by any 
  means possible. They open with breath weapons and resort to slams. 
  Baba Yaga’s Cinderskull
  Aura moderate evocation; CL 13th
  Slot —; Price —; Weight 5 lb.
  DESCRIPTION
  Warm to the touch, this white, dry skull emanates an orange glow 
  from its eye sockets equivalent to dim illumination in a 30-ft. 
  radius. The wielder enjoys the constant effect of an endure 
  elements spell and either the spell-like ability to cast scorching 
  ray (1/day) or the powers of the Fire domain, regardless of 
  class. (CL equal to wielder’s HD).
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be Baba Yaga; 
  Cost —
  dead Man taLKing
  When the vodyanoi is defeated, Dmitri emerges from the depths of 
  the pool with the steaming skull, and Elena rises from the waters 
  shortly afterwards, bearing her shawl:
  Dmitri transforms into his hybrid form as he turns the skull’s 
  bronze gaze upon Elena’s shawl, causing steam to dissipate 
  into the air as it dries. Elena looks at you, smiling as he does so.
  “We cannot thank you enough. Know that you will find 
  Grandmother’s hut at the river crossing where we met. You 
  can return her fire to her there.” She begins to fade out of sight 
  and reaches up to Dmitri’s face. “Come with me, my love.” He 
  scoops up her lithe frame in his arms, and the two embrace. 
  Water washes over them, pouring from Elena and engulfing 
  the werewolf. The skull falls into the shallow edge of the pool, 
  small wisps curling up from it.
  The couple melts into the waters of the pool, dissolving 
  into nothing while leaving Dmitri’s vacant pelt floating on the 
  surface. Their mingling voices speak from the empty air, “And 
  now we will be together forever. Please accept this cloak as a 
  token of our gratitude.” Sapphire hued roses begin to sprout 
  and blossom around the skull, their cerulean blooms opening 
  in moments. “And take these roses. Brew a tea from their 
  petals and you’ll be certain to gain Baba Yaga’s favor. Again, 
  thank you for your kindness…” With a ripple of wind across 
  the water, their voices fade—leaving only the gifts and the 
  sounds of the forest. 
  While it looks like a cloak fashioned from a wolf skin, it is a magic 
  item—a Margreve fur.
  Margreve Fur: Dmitri’s Fox Cape 
  Aura faint transmutation; CL 7th 
  Slot shoulders; Price 20,000 gp; Weight 3 lb. 
  DESCRIPTION 
  Many tales tell of those who gain the powers of Margreve’s animals 
  by wearing their fur. Made into cloaks or capes and properly 
  enchanted, these furs bestow abilities upon the owner as 
  follows: 
  Fox Cape—Wearer gains a +2 to Reflex saves, +4 competence bonus 
  to Diplomacy, and +8 competence bonus to Bluff.
  develoPMent: The four blue roses blooming around the skull 
  allow for a single pot of tea to be brewed. This tea has special value to 
  Baba Yaga.
  Concluding the Adventure
  With the vodyanoi slain, Elena’s shawl dried, and Dmitri dead, there is 
  nothing left to do but return the skull to Baba Yaga.
  But the characters may not want to.
  Nothing forces the group to return the skull. However, groups 
  choosing to keep the skull earn Baba Yaga’s ire; she may send her three 
  knights or Koschei the Deathless to recover the cinders. Failing to 
  return the skull means the region suffers a long and miserable winter 
  without fire. Countless villages freeze to death in the season’s icy grip, 
  and the Ghost Knights spread their influence deeper into the forest.
  As the characters depart:
  Standing right where Elena claimed it would be, Baba Yaga’s 
  hut overlooks the stream where you met the rusalka. A wisp of 
  smoke curls from the chimney, and both the door and the cast 
  iron gate stand open. All along the fence, the skulls twinkle 
  with a sinister gleam.
  If they return the skull, Baba Yaga cackles gleefully, lifting her curse 
  from the Margreve. She welcomes them inside and covetously takes the 
  skull, talking softly to it as she cracks it open like an egg to pour the 
  embers back into her hearth. She thanks them for their service, telling 
  them they may leave with their lives.
  If the characters bring the tea brewed from the blue roses which 
  bloomed at the edge of the vodyanoi’s pool, the Fell Crone offers 
  them a boon for their honesty—they may seek out her hut at some 
  point in the future and safely ask her a single question, which she 
  promises to answer truthfully. 
  With this, she dismisses them and hums a tune as she begins 
  cooking something. After the characters depart the hut, a backward 
  glance shows the hut silently disappearing into the foliage on great 
  chicken legs, and the fence gone.
  
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  The zmey’s eyes locked on the lovely Kariv maiden—the creature’s 
  sinuous necks circling the girl. It stood, mesmerized by lust until 
  arrows rained down from the Kariv hidden in the branches above. 
  Uncontrollable rage welled up inside, and its three heads reared 
  back and spat a tremendous gout of  fire.
   But even as the flames left its mouth, they disintegrated into puffs of  
  smoke. The beast’s eyes widened as the great oak above him stirred.
   Only then did the zmey recognize its mistake.
  “The Lustful Dragon” is a forest adventure suitable for PCs of 10th level.
  Adventure Background
  T
  he Margreve’s zmey inspire fear and terror far and wide, but 
  they have a strange weakness: overpowering lust for pure 
  human maidens strong in the Old Ways. 
  Bards tell these tales only in hushed whispers. Legends say that the 
  tattoos marking such women cannot be erased, even by death, for the 
  dragonmark’s magic preserves the girl from harm until her fate is met. 
  Once a zmey finally reaches her, the beast’s seed festers within her 
  womb, tearing her asunder after a brutal 12-month pregnancy. The 
  resulting child—a zmajeviti—harbors the dragon’s evil and a desperate 
  anger toward kinfolk. Horror and desperation follow the child.
  Many years ago, a Kariv named Avigna manifested the mark. Her 
  desperate father and uncles reasoned that only the center of all power, 
  the Heart of the Margreve, could save her. They discovered an intricate 
  incantation to sacrifice a zmey in return for Avigna’s freedom. Magically 
  enflaming the zmey’s lust, the Kariv ambushed it—and when the zmey angrily 
  torched not only the Kariv but also the Heart’s ancient trees, the awakened 
  forest extinguished the beast’s fiery breath and threw its own power behind 
  the Kariv. Soon the zmey’s salted corpse lay at the towering trees’ feet, freeing 
  the girl from her curse. Avigna escaped, but when her beloved refused to 
  believe the curse broken, she drowned herself in the Rushfens.
  Days ago, one of the Margreve’s elder zmey, Manje, awoke from 
  a decades-long slumber. His lustful eyes sparkled, and his sharp ears 
  heard the forest whisper of the lovely dragonmarked girl Vidanya. The 
  dragon now chases her, thundering toward Levoča.
  Only Baba Ludva, one of the Margreve’s notorious Spider Crones, 
  foresaw Manje’s fixation. She spirited Vidanya away before the zmey 
  could find her. However, Vidanya’s respite is only temporary, for now 
  the Crone plans to trade the girl to further her own dangerous plans. 
  Adventure Summary
  The zmey arrives at Levoča while the PCs sleep, devastating the town 
  in its desperate search for Vidanya. The PCs fight a group of headlings 
  and emerge just in time to hear the dragon’s ultimatum: turn over 
  Vidanya or Levoča burns.
  After it departs, Levoča’s leaders beg the PCs’ succor in saving the girl. 
  They must first find a suspicious Kariv seer and convince her to teach 
  them a ritual to trap the zmey and remove Vidanya’s dragonmark. They 
  must then retrieve the girl from Baba Ludva through bargain or force.
  The PCs next journey to the Margreve’s Heart, gathering the necessary 
  components for the Zmeytrap incantation and focusing the forest’s energy 
  into the incantation. The zmey, mad with lust, arrives, and clever PCs turn 
  the forest against it. But, once awoken, the Heart’s ire turns upon the PCs.
  Adventure Hooks
  The adventure assumes only that the PCs spend a night in Levoča. Ties 
  to the town and its residents—such as any generated in the adventure 
  “Hollow”—will strengthen the hook. If they have completed that 
  adventure, the Festival of the Hollow Man may lure them back.
  Introduction
  The adventure opens after Levoča’s Festival of the Hollow Man, which 
  commemorates the defeat of a deadly golem that plagued Levoča in 
  days past (recently, if the PCs completed “Hollow,” or long ago if not).
  That night, Manje begins his hunt for Vidanya.
  Part 1: A Troubled Village 
  This section takes place in Levoča (see the adventure “Hollow” for 
  more details, page 36).
  headLing heLL (Cr 10)
  This initial encounter assumes that the PCs spend the night in one 
  of Levoča’s barns—possibly Anna’s—which function as the town’s 
  guest quarters.
  Read or paraphrase the following to begin the adventure, taking into 
  account any precautions the PCs take before sleeping:
  Levoča huddles fearfully at the edge of the Margreve, but this 
  evening it hosts a rare celebration. The villagers re-enact the 
  defeat of the legendary Hollow Man with burning effigies, 
  dancing, and drinking long into the night. Then, with a sense of 
  exhausted satisfaction, the town fades into peaceful torpor.
  Suddenly, a crash and an enormous shriek shatter the silence. 
  Moments later, two gouts of fire explode through the barn’s walls. 
  creatureS: Manje begins his assault by leveling Vidanya’s house, 
  but of more immediate danger to the PCs are two zmey headlings. 
  These creatures are all that remain of another zmey who suffered a 
  grisly death at Manje’s fury as punishment for also pursuing Vidanya. 
  After tearing the headlings from his rival, Manje chased them into 
  Levoča, where the ravenous beasts smell the PCs.
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  The lusTful dragon
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  Unless the PCs have posted a guard or have magical defenses, the 
  shrieks outside awaken them just as the headlings attack. 
  terrain: The wattle and daub barn walls (hardness 5, 10 hp) 
  burn relatively slowly. Assume that the wall segments adjacent to each 
  headling’s initial position catch fire on the first round of combat. 
  Each segment takes 1d6 fire damage/round. Once a segment has been 
  reduced to 5 hp, the fire spreads to all adjacent segments.
  Bales of extremely flammable dry hay fill the hayloft, 10 ft. above the 
  ground, and part of the ground floor. Any hay adjacent to a burning wall 
  segment has a 25% chance each round to catch fire. When that occurs, 
  the straw burns in one round, inflicting 2d6 fire damage to creatures in 
  that square (Reflex DC 15 for half damage and to avoid catching fire). 
  Heat and smoke also pose dangers; once 50% of the building’s 
  exterior catches fire, treat the interior of the building as if it were a 
  forest fire (see Pathfinder Roleplaying Game Core Rulebook).
  Zmey Headlings (2) 
  CR 8
  XP 4,800 each
  hp 105 each (see Margreve Bestiary, page 35)
  develoPMent: The headlings breathe fire on the building, hoping to 
  set it ablaze. One enters through a window, and one through the ceiling.
  Intensely hungry, each headling focuses its attacks on one (preferably 
  unprepared) character. They attempt to pin PCs inside the building and 
  use their breath weapons liberally. The headlings fight to the death.
  Outside, shrieks and thundering crashes continue throughout the 
  battle. Once the PCs defeat the headlings or exit the barn, continue 
  immediately with the next encounter.
  fires of night (Cr 10)
  Chaos fills Levoča. Roaring infernos consume several buildings, 
  and bleeding bodies litter the ground where, only hours ago, 
  dancing lightened hearts. Most of the residents huddle in the 
  Witch Pit, a circular depression about 20 ft. deep. Above them, 
  two dragons—one enormous and the other even bigger—fly 
  lazy circles around the pit, lit eerily by the flames below.
  The larger dragon’s three long, solid necks end in spine-frilled 
  heads, and dappled green and black scales cover its immense 
  bulk. Presently, one head booms, “You hide the dragonmark from 
  me, fools? The girl belongs to me—return her or suffer my wrath!”
  With that, another head torches a huge oak adjacent to the 
  pit, and the vast creature soars to the north. The smaller dragon 
  continues to circle, eyeing the trapped villagers hungrily.
  The roaring fires create dim illumination throughout the village.
  creatureS: The zmey Manje flies into the Margreve at full speed. 
  If the PCs pursue, it focuses on escape but pauses to swat interlopers 
  away. After 3 rounds, it spots a pond and uses lake leap to escape.
  A more immediate danger is the remaining headling, who has 
  already grown significantly larger than its siblings. If left unmolested, 
  this headling pushes the burning oak into the Witch-Pit (assume that 
  the villagers have cleared it out for the festival, if the PCs did not 
  before) and feasts on the 30 villagers trapped inside.
  Giant Advanced Zmey Headling 
  CR 10
  XP 9,600
  hp 145 (see Margreve Bestiary, page 35; see Pathfinder 
  Roleplaying Game Bestiary for templates)
  develoPMent: If the PCs approach, the headling breathes flame 
  and charges, eager for more food.
  The headling flees if reduced below 30 hp. It pauses only to push 
  the burning tree into the Witch Pit (Strength DC 20).
  Levoča’s aPPeaL
  After the villagers eventually extinguish the fires, Anna (or someone 
  else with whom they have good relations) approaches the PCs:
  Dreadful silence fills the village, its exhausted residents staring 
  blankly. After a time, Anna approaches, her face composed but 
  her dress blanketed in soot.
  “The evil eye has locked its gaze on us again. The great zmey 
  has marked our girl Vidanya, strong in the Old Ways, as its 
  doomed lover. The zmey will destroy her, one way or another, 
  and its seed—a zmajeviti—will destroy us.
  “And yet, perhaps it grows even worse. Baba Ludva, the 
  eldest of the Spider Crones, arrived in Levoča 3 days ago. Her 
  pinched and sour face spewed honeyed words of wisdom and 
  compassion, and she huddled closely with our young women. 
  The next morning, she had vanished—and Vidanya with her. 
  Surely she found the dragonmark and holds the girl hostage, 
  and Levoča will suffer as a result.
  “We turn to you in desperation, for our village can bear no 
  more calamities. Please, save Vidanya—and us—from this 
  fate. We can offer little, but we cling to hope, for as terrible as 
  it seems, the zmey can be defeated. Folktales speak of Kariv 
  magic that saved one of their girls from the mark. Seek their 
  wisdom, we beseech you. And please, hurry.”
  Anna can relate any of the information in the first two paragraphs 
  of the adventure background section although her folktale sources 
  often exaggerate the zmey’s power. She does her best to impress upon 
  the PCs the great dangers of engaging the zmey and urges them to 
  seek the Kariv. The residents of Levoča are otherwise quite hostile to 
  the Kariv (Sense Motive DC 15).
  She knows that one of the Kariv’s greatest seers, Mama Cana, has 
  camped for the season at the ruins of Whistlehollow village, a day’s 
  travel upriver. She can also provide general directions to Baba Ludva’s 
  demesne in the Hag’s Tooth Hills, although none know precisely how 
  to find her burrow.
  Part 2: Hidden Agendas
  The PCs now must find the crone—and hence Vidanya—and learn the 
  Kariv’s secret. The order in which they perform these tasks does not 
  matter, but the Kariv are closer to Levoča. 
  Although Manje will not return to Levoča for several days, his threats 
  should put the PCs under time pressure. If they dally, tales of the enraged 
  dragon torching nearby villages in his search for Vidanya reach their ears.
  the shrive’s story (Cr 11)
  When the PCs arrive in Whistlehollow, read the following:
  Whistlehollow once occupied one of the most beautiful of the 
  Margreve’s dells, but now, its ruined hovels lie buried under 
  fallen trees and collapsed rock walls jutting awkwardly through 
  the day’s misty rain. Now the Margreve is reclaiming its territory, 
  
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  the village abandoned decades ago for unknown reasons.
  A small circle of bright wagons huddle together in the ruined 
  town’s center. Four armed men and women recline under one of 
  the wagon’s rough awnings—two scan their surroundings while 
  the others talk softly. Candlelight streams out of one wagon.
  creatureS: “Mama” Cana, a hermaphrodite Kariv shrive (LN 
  human expert 12; hp 84; Diplomacy +17, Knowledge [arcana] +16, 
  Knowledge [history] +22, Knowledge [nature] +22, Perception +21, 
  Profession [soothsayer] +22, Sense Motive +27), has retreated here 
  to escape the less welcoming “civilized” settlements. The middle-
  aged “woman” long ago forsook her clan and sought her own way 
  within the forest. In an ironic twist, many Kariv youths now steal 
  away from their own clans in order to join Cana’s independent band.
  Cana has a deep respect for the Margreve and assiduously avoids 
  its ire and attention. As such, she forswears magic of all forms—aside 
  from krinomancy, at least. Instead, her soothsaying appears to be 
  entirely non-magical yet still remarkably insightful. Any PCs who use 
  magic in her presence worsen her attitude by one step. She wears a 
  simple but brightly-colored wrap with long, gray hair framing her 
  penetrating black eyes.
  Cana was born with the profound insight of krinomancy. She can 
  discern with absolute accuracy any lie told to her or written in her presence 
  by someone whose blood she has tasted within the previous year, as if she 
  were under a constant discern lies effect. The amount of blood required is 
  minimal, but she cannot ingest it with any other substance and must be 
  able to taste it for the ability to have effect. Cana is also incapable of lying 
  although she may refrain from speaking or tell only part of the truth. 
  Cana flees if combat breaks out while her companions cover her escape. 
  The youths flank and sneak attack where possible, fleeing once Cana 
  is safe.
  Kariv Youths (4) 
  CR 3
  XP 800 each
  N male and female human rogue 1/fighter 3
  hp 59 each (use statistics for Adrik, see page 82)
  develoPMent: Vanic, one of the youths, warily greets the PCs 
  and suspiciously demands their business. He will only fetch Cana from 
  the wagon if the PCs shift his attitude from unfriendly to friendly or 
  if they provide a good reason to see her. Levoča’s plight satisfies him 
  although the Karivs’ faces sour at the name.
  The meeting with Cana proceeds in four stages. The ceremonial first 
  stage includes blessings and prayers to Cana’s patrons, the Green Gods. 
  PCs who comport themselves especially well (Knowledge [nobility or 
  religion] DC 25) gain the party a +2 bonus on subsequent Diplomacy 
  checks. Immediately after, Cana volunteers to read the PCs’ fortunes 
  and tells each one to venture into the surrounding forest and find a 
  fallen branch that “calls to them.”
  Cana thrice strikes the bough sharply against a sapling, whispering 
  softly, “The blood, the heart, the soul.” Each strike snaps off a 
  single leaf from the sapling, which flutters into her waiting hand. 
  Cana examines the leaves for a few seconds, presents them to the PC 
  with a small knife, and asks the PC to spatter some blood onto the leaves. 
  She then delicately tastes the blood and enters a brief trancelike state. 
  PCs who refuse the reading receive quizzical looks from the Kariv 
  and worsen Cana’s attitude (initially Indifferent) by one step.
  The second stage consists largely of small talk. Here the PCs can 
  use Diplomacy to improve Cana’s attitude as normal. 
  In the third stage, Cana carefully probes the PCs’ story. Her skill 
  at truth-seeking forces PCs who attempt to hold back information 
  to make a Bluff check (opposed by Cana’s Sense Motive) in order to 
  avoid having to either lie or reveal the information. Any lie she detects 
  (either through krinomancy or Sense Motive) immediately worsens 
  Cana’s attitude by one step (Sense Motive DC 25 to note her reaction) 
  although she does not explicitly acknowledge her insight or pursue any 
  hidden information. 
  She also asks why she should help them. A quest to save Levoča 
  worsens her attitude by one step because its residents are so hostile 
  to the Kariv. Defeating the zmey neither improves nor worsens her 
  attitude, for she regards it as part of the Margreve. However, saving 
  the innocent girl Vidanya makes Cana much more sympathetic, 
  improving her attitude by one step.
  In exchange, Cana tells them the information about the Kariv 
  contained in the adventure background section. She also explains 
  that, once dragonmarked, a woman remains so for life—and simply 
  killing the zmey will only trigger the inevitable pursuit by another. 
  The Kariv incantation, and its zmey sacrifice, offer the only route to 
  remove the mark permanently.
  Finally, in the fourth stage, Cana reveals the results of her readings. 
  She turns to each PC and refers elliptically to a shameful secret, action, 
  or thought in their past, preferably something that occurred in or 
  near the Margreve. She says little about the event itself but implies 
  it’s important. PCs who admit culpability in the event—even if not 
  detailing it—earn the group one boon. Those who deny the truth 
  worsen her attitude by one step while those who remain silent have 
  no effect. When appropriate, Cana’s reading should offer hints toward 
  atonement or overcoming the PC’s inner demons. 
  After this step, assuming that she is at least indifferent, Cana 
  explains the Zmeytrap incantation (see Part 4, except she does not 
  describe the backlash) and provides directions to the Legion Oak. For 
  each boon they have earned, she adds some advice: the PCs can choose 
  to either substitute one of Cana’s skills for their own on a single skill 
  check while performing the incantation, or they can add a +2 bonus 
  to any one of their skill checks. She also recommends tricking the 
  zmey into breathing fire on the Legion Oak and then battling from its 
  branches, which will provide assistance.
  Moreover, Cana tells the PCs where to find the necessary foci in 
  the Heart’s Rushfens: Avigna the Dragonmarked’s scorned heart, a 
  blackvine oak just outside the fens, and the Salt Spring. 
  If the PCs lack a means to reach the Heart quickly, Cana suggests 
  beseeching Baba Ludva for help.
  If Cana is at least friendly, she also explains the incantation’s 
  backlash. If she is helpful, she teaches them a short chant that reduces 
  the forest’s anger by one level (see Part 4: the zMeytraP).
  Story aWard: If the PCs make Cana friendly or helpful, award them 
  9,600 XP. Also, award them 1,200 XP for each boon they earn from Cana.
  the Crone’s bait (Cr 12)
  PCs most likely seek the Spider Crone to find Vidanya, but they may 
  also need a way to reach the Heart quickly.
  Once the PCs arrive in the Hag’s Tooth Hills, they find her burrow 
  in 8 hours (Perception DC 20); reduce this time by 1 hour for every 3 
  by which the check exceeds 20, minimum 1 hour:
  
  a third crone and other eaSter eggS
  This adventure uses a third Spider Crone; PCs may have 
  already encountered two of her sisters. If they had particularly 
  memorable encounters with either of them, consider replacing 
  this Spider Crone with her more familiar sister—although this 
  will require some thought as to her (nefarious) machinations—
  or at least allow their dealings to influence Ludva’s attitude.
  In fact, as the final adventure in this anthology, “The Lustful 
  Dragon” presents a good opportunity to revisit many of 
  the PCs’ old friends and enemies. Here are some more 
  possibilities:
  The Honey Queen—
  • 
  The queen’s honey is a necessary 
  component for the Zmeytrap incantation.
  Challenge of the Fang—
  • 
  If the PCs won the challenge, 
  reduce the forest’s anger by one in the final encounter. 
  Otherwise, increase it by one.
  The Griffon Hatchling Heist—
  • 
  Lesharkk may assist the PCs in 
  traveling quickly around the Margreve. 
  Gall of the Spider Crone—
  • 
  The PCs’ dealings with the other 
  Kariv may influence Mama Cana.
  Grandmother’s Fire—
  • 
  The Zmeytrap incantation requires a 
  match lit with Baba Yaga’s cinderskull.
  105
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  The Lustful Dragon
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  
  The Hag’s Tooth Hills’ rocky outcroppings lie amongst the more 
  barren corners of the Margreve with gnarled pines worming 
  their way into the moss-covered stones’ joints. Lizards bask in 
  the relative abundance of sunlight while spider webs overflow 
  from the larger crevices.
  The path meanders among the pines and suddenly 
  opens into a small clearing. A crude lean-to of branches 
  lashed together by fine silken strands nestles between two 
  outcroppings. Inside it, a girl matching Vidanya’s description—
  pale, strikingly beautiful, long blonde hair—sits like a child on 
  the ground, intently sewing patches into a bright quilt. A large 
  iron pot gurgles and steams next to her.
  The structure is only visible within 60 ft.
  Baba Ludva has cursed Vidanya (see below); the girl ignores the PCs 
  while continuing to sew patches onto the quilt. Next to her sits an ogre’s pot 
  (see Tales of  the Old Margreve: A KoboldQuarterly.com Compilation).
  terrain: The lean-to (a 5-ft.-square structure) stands at the corner 
  of two vertical stone walls (each 20 ft. across and 10 ft. tall). Other 
  outcroppings produce a rough circle 60 ft. across. The entrance to 
  Baba Ludva’s burrow, a 5-ft.-wide trap door rigged to open and shut 
  by pulling the spider webs below (a swift action), lies adjacent to the 
  structure. Its shaft descends vertically 30 ft. and opens into a 40–ft.-
  diameter, web-filled chamber (treat as a web spell) with a crude bed and 
  a functioning—though filthy—magical workshop. A warren of web-
  filled tunnels surrounds the chamber.
  Baba Ludva has also used her Silken Dance power to spread webs in 
  a 50-ft. circle around her burrow (Perception DC 35). 
  creatureS: Like her sisters, Baba Ludva long ago traded her vila 
  powers and beauty for a darker end. Becoming something akin to a 
  night hag, Ludva gained power over others’ dreams; however, she 
  lost her own as she developed an unexpected kinship with dreamless 
  spiders. The crone ultimately seeks to enter the forest’s numinous 
  dreams and claim them for her own. 
  Ludva appears to be an emaciated, gray-skinned old woman with 
  torn gray hair and pools of blackness instead of eyes. Clothes that 
  touch her body immediately disintegrate into rags. 
  The crone’s web of vermin spies noticed Manje stirring, and she 
  spirited Vidanya away from Levoča, intending to offer her to the 
  zmey in return for help in her plan. As a precaution, she tapped the 
  Margreve’s magic to trap Vidanya’s soul in her heartstone. 
  This left the girl in a permanent dream, rendering her nearly mindless 
  but pliable to the crone’s every whim (curing this requires Baba Ludva’s 
  death or a remove curse against DC 19). She is unconcerned with her bait 
  sitting in the open since the zmey’s lust cannot be sated without the girl’s 
  soul. Note that the soulless Vidanya is also immune to scrying.
  The crone’s minions, a group of phase spiders, hide in the 
  surrounding outcroppings (Stealth +7). They turn ethereal as soon 
  as they spot the PCs, and one reports to Ludva. One spider grapples 
  Vidanya and carries her inside the burrow. 
  Baba Ludva, the Spider Crone 
  CR 10
  XP 9,600
  Female variant advanced night hag 
  CN Medium outsider (evil, extraplanar)
  Init +10; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +20
  Defense
  AC 29, touch 16, flat-footed 23 (+6 Dex, +13 natural)
  hp 108 (8d10+64)
  Fort +16, Ref +10, Will +13
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; 
  SR 24
  Weaknesses forest-dependent
  Offense
  Speed 30 ft.; dream stride
  Melee 2 claws +15 (1d4+7), bite +15 (2d6+7 plus disease)
  Special Attacks dirge of doom, dream haunting, silken dance
  Spell-Like Abilities (CL 8th; concentration +13)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 18), invisibility, magic missile, ray of 
  enfeeblement (DC 16)
  At will (with heartstone)—etherealness, soul bind
  3/day—bestow curse (DC 19)
  TACTICS
  Before Combat Baba Ludva casts invisibility as soon as possible.
  During Combat Once her silken dance web grapples the PCs, Baba 
  Ludva leaves the burrow ethereally and positions herself behind 
  them. She asks their business, using the web, deep slumber, and 
  the ogre’s pot to immobilize PCs in order to buy time. If that 
  fails, she uses etherealness to maneuver to attack spellcasters.
  Morale The crone escapes into the burrow ethereally if reduced to 
  fewer than 30 hp.
  STATISTICS
  Str 25, Dex 23, Con 26, Int 22, Wis 20, Cha 21
  Base Atk +8; CMB +15; CMD 31
  Feats Alertness, Combat Casting, Deceitful, Mounted Combat
  Skills Bluff +20, Diplomacy +13, Disguise +20, Intimidate +18, 
  Knowledge (arcana) +16, Knowledge (planes) +19, Perception 
  +20, Ride +17, Sense Motive +20, Spellcraft +19
  Languages Abyssal, Celestial, Common, Infernal
  
  106
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  Tales of the Old Margreve
  
  
  SQ change shape (giant spider, beast shape III), heartstone, speak 
  with vermin (9 rounds/day), wild empathy +11 (spiders only, no 
  matter type; includes +6 racial bonus)
  SPECIAL ABILITIES
  Dirge of Doom (Su) Baba Ludva can use this bardic ability for 25 
  rounds/day. 
  Disease (Su) Demon Fever—injury; save Fort DC 22 (Constitution-
  based); onset immediate; frequency 1/day; effect 1d6 Con 
  damage (target must save a 2nd time or 1 point of this is instead 
  drain); cure 2 consecutive saves. 
  Dream Haunting (Su) See night hag ability in Pathfinder 
  Roleplaying Game Bestiary.
  Dream Stride (Sp) While asleep, Baba Ludva can transport her 
  body anywhere within the Margreve, at a rate of 60 miles/
  hour. She may take up to nine willing sleeping subjects with 
  her, although all automatically suffer the effects of her dream 
  haunting for that night.
  Forest Dependent (Su) Baba Ludva is mystically bonded to the 
  Margreve and never willingly leave it. Each hour spent outside 
  its borders, she suffers 1 Constitution damage (Fortitude DC 15 
  negates). While within it, she receives a +4 bonus to initiative 
  checks. (This bonus is included in the statistics block above.)
  Heartstone (Su) See night hag ability in Pathfinder Roleplaying 
  Game Bestiary.
  Silken Dance (Su) Baba Ludva can dance for 1 hour/night to create 
  a 50-ft.-radius ring of nearly invisible spider strands (Perception 
  DC 35). The first time a hostile creature enters the web, the 
  strands animate as per the black tentacles spell (CL 9, filling the 
  entire area). 
  Trapdoor Phase Spiders (4) 
  CR 6
  XP 2,400 each
  Advanced phase spiders (see Pathfinder Roleplaying Game Bestiary)
  hp 75 each 
  Vidanya 
  CR 1/2
  XP 200
  Standard Levoča local (see page 37)
  hp 8; regeneration 5; Cha 18 
  SPECIAL ABILITIES 
  Dragonmarked (Su) Three faint dragonhead tattoos on her 
  stomach mark Vidanya as destined to bear a zmajeviti. Zmey 
  pursue her inexorably until she conceives, but until she gives 
  birth, their innate magic also provides her with regeneration 5.
  Old Ways (Su) The Old Ways run strong in Vidanya, allowing her to 
  use the Wisdom of the Old Ways incantation (3/day, see pg. 23) 
  without skill check or backlash.
  develoPMent: Baba Ludva regards Vidanya as a useful tool, but 
  she will happily listen to the PCs. 
  The crone begins as unfriendly toward the PCs but can be 
  influenced by Diplomacy. In exchange for Vidanya’s soul, she initially 
  demands a soul to place inside her heartstone, and she refuses to 
  negotiate unless the PCs improve her attitude to at least indifferent. 
  In that case, she settles for oaths to bring her sap from the Margreve’s 
  dreaming Heart (see Part 4), for which she provides a treebleed bucket 
  (see p. 80). She warns the PCs that tapping the tree will anger it, so 
  they should wait to do so until they are ready to leave.
  If the PCs defeat Baba Ludva, she retreats into the burrow and 
  uses Bluff to convince the PCs she can kill Vidanya while her soul is 
  trapped. She still attempts to drive a hard bargain although she will 
  ultimately trade the girl for her life.
  The PCs may also seek passage to the Heart via the crone’s dream 
  stride. She provides this service if the PCs agree to retrieve the 
  dreaming sap; otherwise, she demands another soul. 
  Finally, so long as she allies with the PCs, the crone also gives them 
  her two salted webs.
  treaSure: Vidanya has just finished a quilted bridge. Next to her is an 
  ogre’s pot. The magical laboratory inside the burrow contains a treebleed 
  bucket (p. 80) and two salted webs. Ludva’s heartstone opal is worth 1,800 
  gp (The ogre’s pot, quilted bridge, and salted web magic items can be found 
  in Tales of  the Old Margreve: A KoboldQuarterly.com Compilation).
  Story aWard: If the PCs rescue Vidanya without violence, award 
  them XP as if they had defeated the crone in combat.
  Part 3: Into the Heart
  The PCs’ quest to retrieve the incantation components now takes 
  them to the Eastern Heart of the Margreve. The following encounters 
  can be completed in any order; however, if the PCs travel magically 
  through the Margreve (on their own or through Baba Ludva’s dream 
  stride), the forest’s power and Avigna’s madness divert them to the 
  rusalka’s lair, regardless of their intended destination.
  the woMan sCorned (Cr 11)
  The overwhelming stench of the Rushfens—cloying algae, 
  swamp gases, and decay—blankets the earth as completely 
  as the 2-ft.-layer of thick, muddy water beneath. Above, the 
  great trees of the Margreve’s Heart grasp each other from the 
  isolated low hummocks on which they perch. 
  Buried in the gurgling muck lie a myriad of tree boughs 
  and husks. Sometimes these cordon off a deep pool as still as 
  the winter sky; sometimes they form channels through which 
  water hurtles as if down a mountainside. The treacherous 
  footing of this ever-changing landscape stretches for miles. 
  The Rushfens are very difficult terrain, reducing land speeds to only 
  1 mile/hour. This increases to 2 miles/hour if the PCs have a quilted 
  bridge or similar magic to bypass obstacles. 
  Cana’s directions (or the Margreve’s magic) lead the PCs to the 
  rusalka Avigna’s lair, which lies 6 miles inside the fens. She rests inside 
  a particularly large and brackish pool, nearly 30 ft. across and just as 
  deep. The muddy water provides total concealment after only 5 ft., but 
  allow PCs Perception checks (DC 25) to trace an underwater creature’s 
  movements by the water’s ripples and waves. The surrounding swamp 
  consists mostly of shallow bog (difficult terrain, increasing the DC of 
  Acrobatics and Stealth checks by 2), with a couple channels of rapids 
  (4 ft. deep). Medium PCs crossing the channels may be knocked prone 
  (Strength DC 20); small creatures must swim.
  creature: Many years ago, the Kariv girl Avigna manifested the 
  dragonmark (see adventure background). Although her kinsmen 
  freed the girl, her beloved denounced Avigna as cursed nonetheless, 
  and the distraught girl eventually threw herself into the Rushfens. 
  Days later she rose as a rusalka. Now mad, she desires the zmey’s 
  love again. If she discovers Vidanya’s mark, she focuses all of her 
  attention on the girl. 
  
  107
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  The Lustful Dragon
  
  
  Avigna the Dragonmarked 
  CR 11 
  XP 12,800 
  Rusalka sorcerer 8 (p. see Margreve Bestiary, page 30)
  CE Medium undead 
  Init +5; Senses darkvision 60 ft., Perception +23
  Defense
  AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural) 
  hp 216 (8d8+72 plus 8d6+80) 
  Fort +13, Ref +7, Will +15
  Resist cold 10; Immune undead traits
  Weaknesses vulnerable to fire, withered tresses
  Offense
  Speed 30 ft., swim 50 ft.
  Melee 2 slams +16 (2d6+5 plus grab)
  Special Attacks drowning embrace
  Racial Spell-Like Abilities (CL 8th; concentration +16)
  Constant—detect thoughts (DC 19), tongues
  At will—charm monster (DC 21), control water, create water, 
  suggestion (DC 22), water walk
  1/day—dominate person (DC 24)
  Sorcerer Spell-Like Abilities (CL 8th; concentration +17)
  12/day—elemental ray
  Sorcerer Spells Known (CL 8th; concentration +17)
  4th (5)—confusion (DC 23)
  3rd (7)—deep slumber (DC 22), fireball (DC 21, cold damage), 
  protection from energy
  2nd (8)—glitterdust, hideous laughter (DC 21), mirror image, 
  scorching ray (cold damage)
  1st (9)—burning hands (DC 19, cold damage), mage armor, magic 
  missile, obscuring mist, shocking grasp (cold damage), true strike
  0 (at will)—dancing lights, daze (DC 19), detect magic, ghost 
  sound (DC 18), message, ray of frost, read magic, resistance
  Bloodline elemental (water)
  TACTICS
  Before Combat Avigna remains hidden deep within her pool, 
  scouts with detect thoughts, and casts mage armor, mirror 
  image, and protection from energy. She then attempts to 
  dominate an obvious fighter and turn him against his comrades.
  During Combat Avigna uses her ranged spells to harass the PCs 
  while inside her pool. She remains underwater if possible, trying 
  to lure enemies (and especially Vidanya) into the pool.
  Morale Secretly desiring a final rest, Avigna fights until destroyed.
  STATISTICS
  Str 21, Dex 17, Con —, Int 13, Wis 17, Cha 28 
  Base Atk +10; CMB +15; CMD 23
  Feats Ability Focus (dominate person, suggestion), Alertness, 
  Dodge, Empower Spell, Improved Initiative, Power Attack, 
  Weapon Focus (slam), Spell Focus (enchantment)
  Skills Bluff +20, Diplomacy +17, Knowledge (local) +6, Perception +23, 
  Perform (Sing) +17, Sense Motive +16, Spellcraft +12, Swim +14
  Languages Aquan, Common
  SQ bloodline arcana
  Gear headband of alluring charisma +2
  develoPMent: If the PCs defeat Avigna, her body crumbles, leaving a soft 
  leather pouch where her heart was. This is a scorn pouch and a focus for the Zmeytrap 
  incantation (see Tales of  the Old Margreve: A KoboldQuarterly.com Compilation).
  the anCient vine (Cr 12)
  Near the edge of the Rushfens, the PCs find the following:
  A dense copse of dead trees lies ahead of you. Some have 
  fallen, leaning at odd angles, while inky black, leafless vines 
  choke others.
  This deep in the forest, the dead trees permit one of the few 
  clear views of the sky, and the undergrowth runs wild here. 
  These lesser plants and the thicket of trees obscure the grove’s 
  center from view.
  Light undergrowth fills all squares in the 80–ft.-wide copse (costing 
  2 squares of movement, providing concealment, and adding 2 to the 
  DC of Acrobatics and Stealth checks). Any creature more than 20 ft. 
  away also has total cover and total concealment.
  creature: A dangerous vine aberration destroyed these trees and 
  now inhabits an oak at the grove’s center. This blackvine oak strikes 
  quickly to crush any life. Note that it ignores cover and concealment 
  within the copse because its sensory vines extend throughout the area.
  Blackvine Oak  
  CR 12
  XP 19,200
  Variant roper (see Pathfinder Roleplaying Game Bestiary) 
  hp 138
   
  develoPMent: The creature strikes with its tentacles as soon as 
  all its prey is within range. If any prove difficult, it uses a vine attack 
  to collapse a dead tree onto the PCs. This requires a successful ranged 
  touch attack (against AC 2) and a DC 20 Strength check. It inflicts 4d6 
  damage (Reflex DC 15 for half).
  The PCs can extract the vine’s heart from its host tree with 1 hour 
  of work with a slashing weapon or tool.
  saLt of the earth (Cr 11)
  Inside—and under—the Eastern Heart lies a great salt dome. The mineral 
  reaches the surface at the Salt Spring, which feeds the Rushfens at their 
  southern tip and attracts both the forest’s residents and alchemists: 
  A strange spring bubbles cloudy water through a crusty 
  oozing sore in the rock. The air smells sharp and tangy, and 
  the trees here huddle close to the ground, blanketed in a thick 
  brown moss. The water trickles slowly northward in a series of 
  stagnant pools layered on salt-encrusted stones.
  The spring fills a single 5-ft. square; the surrounding terrain is 
  relatively clear. 
  creature: The Margreve’s strange energy recently animated a 
  dangerous guardian here, and it attacks any creature gathering salt from 
  the spring. The creature glides out of the salt dome, emerging as an 
  enormous humanoid.
  Salt Elemental  
  CR 11
  XP 12,800
  Variant elder earth elemental (see Pathfinder Roleplaying Game Bestiary)
  hp 168 
  Melee 2 slams +26 (2d10+12/19–20 plus bleed); Special Attacks 
  bleed (1d6)
  
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  develoPMent: The elemental focuses its attacks on creatures that 
  attempt to gather salt. It will not pursue those who retreat. 
  By scraping the nearby deposits, PCs can gather 1 lb. of salt/2 hours.
  Part 4: The Zmeytrap
  Cana’s directions send the PCs deep into the Margreve’s Eastern Heart, 
  where they set the Zmeytrap incantation under its greatest tree: the 
  Legion Oak.
  Zmeytrap
  School enchantment (compulsion) [mind-affecting]; 
  effective level 8th 
  Skill check Knowledge (nature) DC 27, 3 successes; 
  Knowledge (arcana) DC 27, 3 successes; Bluff or Sense Motive 
  DC 27, 2 successes 
  caSting tiMe 2 hours; see text
  coMPonentS V, S, F 
  Extra Casters—minimum of 4 casters
  Foci—a dragonmarked girl; a creeping vine of surpassing age; 
  the heart of a woman scorned (literally or figuratively); 1 lb. of 
  salt (optional)
  range Old Margreve Forest
  target one zmey 
  duration see text
  Saving throW see text; SPell reSiStance no 
  The Zmeytrap incantation focuses a zmey’s lust to an 
  unquenchable obsession for a dragonmarked girl. 
  The casters must build a ritual circle around the Legion Oak, 
  the greatest tree in the Margreve, within which the girl (and no 
  others) must remain. The incantation draws out some of the 
  Margreve’s spirit to compel the zmey to race directly toward the 
  victim. The compulsion takes hold after 2 hours, but at least one 
  caster must continue the ritual until the zmey can see the victim.
   The zmey must succeed on a Will save (DC 18 + caster’s Cha 
  modifier) to pass through the ritual circle; the DC increases by 
  10 if the caster scribes the circle in salt. The zmey may attempt 
  this save 1/round as part of a move action.
  Until it touches the victim, the zmey may take no actions other 
  than movement unless provoked by an attack or other hostile 
  action. It may respond to such a threat but must do so without 
  cunning or rational thought. For example, it may use its breath 
  weapon but cannot choose to leave plants unaffected, it ignores 
  disadvantageous terrain, and it cannot make Perception checks 
  if the DC exceeds 10. However, the zmey receives a Will save 
  (DC as above) to end the incantation each round it is attacked.
   If the zmey is slain in the Heart, the dragonmark disappears 
  from the girl. Otherwise it remains.
   backlaSh: The Zmeytrap incantation wakens the angry 
  Margreve from its torpor (see below for details).
   failure: The compulsion to find its victim remains, but the 
  zmey can use its full mental faculties.
  the LustfuL heart (Cr 14)
  The shadowed stillness of the Margreve’s Heart intensifies 
  toward its center, where a monumental oak, encrusted with 
  dozens of cancerous galls and burls, rises at least 200 ft. above 
  and spreads its writhing branches—many thicker than stout 
  oaks—even farther horizontally, creeping up and down, left 
  and right along the ground. 
  A 2-ft.-thick layer of leaves and fallen branches blankets 
  the ground below, making the terrain treacherous. Dry and 
  dead saplings dot the ground, their lives crushed by the thick 
  canopy above.
  While the PCs perform the Zmeytrap incantation, keep track of the 
  number of failed skill checks, as they have consequences in the next 
  encounter. Each time the PCs fail a check, the oak’s trunk groans, the 
  galls creak, and the fallen leaves crackle (Perception DC 20). 
  creature: After 6 hours, Manje finally approaches from the east. 
  Unless attacked, he double moves toward Vidanya, squeezing through 
  the branches where necessary.
  terrain: The Legion Oak’s branches snake up, down, and around. 
  The map shows only the lowest layer of branches thick enough to walk 
  on (on average, 5 ft. aboveground). Before the zmey awakens the Heart 
  (see below), moving through the tree’s space requires the usual skill 
  checks. But once it wakes, the tree assists PCs, and they can move at full 
  speed with no penalty. For simplicity, assume that a creature can locate a 
  branch leading upward (1d6−1)x5 ft. away from their current location. 
  Such branches always lead directly toward or away from the trunk, and 
  they rise 1d10x5 ft. before becoming too thin to support creatures. 
  The lower branches are all solid enough that moving between them 
  requires squeezing for Large creatures. Leaves densely pack the upper 
  layers of branches, providing concealment to creatures 20 ft. away. 
  Larger branches may provide cover.
  The dead leaves and branches covering the ground makes it difficult 
  terrain for Medium or smaller creatures and adds a +2 modifier to the 
  DC of Acrobatics and Stealth checks.
  Creatures larger than Medium cannot fly under the tree unless they 
  have the Hover feat.
  While they await Manje’s arrival, the PCs can clear this terrain or 
  set traps in any reasonable way. Clearing leaves and branches from a 
  5-ft. square takes 15 minutes of work. With 2 hours of work, PCs can 
  also use the fallen logs and dead saplings to create barricades, deadfall 
  traps (Reflex DC equals 10 + 1/2 PC’s skill bonus; deals 5d6 damage), 
  an unstable log trap (trip maneuver, CMB equals PC’s skill bonus), 
  or any other reasonable contraption they can imagine (using Craft 
  (trapmaking), Knowledge (engineering), or Survival).
  Manje 
  CR 14
  XP 38,400
  Zmey (see Margreve Bestiary, page 34)
  hp 216
  develoPMent: While subject to the Zmeytrap, Manje uses suboptimal 
  tactics. It pays no regard to terrain or traps (even if he must squeeze) 
  so long as it ends each turn closer to Vidanya. Once attacked, it 
  immediately breathes fire (see below). Until it throws off the Zmeytrap 
  incantation, it must use a move action each turn to approach Vidanya 
  (or pass the circle). Once it saves, it focuses all of his attacks on a single 
  PC, preferably a caster. Even without the Zmeytrap incantation, Manje’s 
  obsession with Vidanya makes it fight to the death.
  Once Manje uses its breath weapon, the forest wakens immediately 
  and snuffs out the flame, cutting the damage in half. Manje’s breath 
  
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  The Lustful Dragon
  
  
  weapon then becomes useless for the remainder of the battle—this 
  allows it an immediate save to escape the Zmeytrap incantation.
  Moreover, the tree itself turns its anger on Manje. Any time Manje begins 
  its turn adjacent to a large branch, the tree attempts to grapple the beast 
  (CMB +26, CMD 35). If successful, the zmey cannot move that turn, but it 
  can escape by hitting the branch (AC 2, hardness 5) for at least 15 damage. 
  Branches also subtly guide PCs standing on them, providing a +2 
  deflection bonus to AC, a +1 luck bonus to attack rolls, a +1 bonus to 
  CL, and fast movement.
  treaSure: A wanderer, Manje carries its hoard in a tree bag (treat as a 
  type II bag of  holding, except the bag opens into a hollow tree deep in the 
  Margreve) looped around a talon. It contains 2,500 gp, 2,650 sp, three 
  emeralds (250 gp each), a golden hair rope (a variant rope of  climbing that coils 
  into a single golden hair), a ring of  animal friendship, a goblin shield (same as 
  a lion’s shield), a Margreve spear (similar to a trident of  warning, except that it 
  detects forest predators), and a figurine of  wondrous power (bronze griffon).
  the heart awaKens (Cr varies)
  As the zmey thunders to the ground, its necks thrashing 
  violently but impotently, the forest itself breathes deeply. The 
  Legion Oak’s black galls unfold into wooden cavalry while the 
  rustling leaves above begin an angry whisper, animating into 
  creatures of babbling leafy mouths. Rhythmic tremors like 
  colossal footsteps shake the ground, and around you, the soil 
  separates as smooth, rock-hard tree trunks wielding branches 
  as sharp as swords rise slowly from below.
  The Margreve awakens.
  The angry Margreve slowly but steadily animates its minions 
  in order to drive the PCs away: harnessing the forest’s power 
  has consequences, especially if  done crudely. If  they leave 
  immediately, PCs can avoid most of  the danger. If  they 
  stay—perhaps to extract the Heart’s sap for Baba Ludva—the 
  danger increases.
  The Heart’s anger determines how rapidly the danger builds. 
  It begins at an anger level of 2. Each failed skill check during the 
  incantation increases this by 1.
  Tapping the Heart with the treebleed bucket takes 3 rounds and also 
  increases the anger level by 1. If the PCs used it before the battle with 
  the zmey, increase the anger level by 2 instead.
  Cana’s chant decreases the anger level by 1.
  creatureS: The round after the zmey dies, a treant appears at the 
  north edge of the map and six green Hussars emerge from the tree’s galls.
  Each of the groupings below is equivalent to one CR 8 encounter; 
  during the first wave of attackers, one such set appears per anger level, 
  at the rate of 1 additional group /3 rounds.
  Green Hussars (6)  
  CR 3
  XP 800 each
  hp 30 each (see Margreve Bestiary, page 27)
  Petrified Treants (6) 
  CR 3
  XP 800 each
  Variant caryatid column (see Pathfinder Roleplaying Game 
  Bonus Bestiary)
  hP 36 each 
  
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  
  
  Treant  
  CR 8
  XP 4,800
  hp 114 (see Pathfinder Roleplaying Game Bestiary)
  Whispering Demons (6)  
  CR 3
  XP 800 each
  Variant allip (see Pathfinder Roleplaying Game Bonus Bestiary)
  hp 30 each
  develoPMent: The treant pursues the PCs deliberately, animating 
  trees to funnel them away from the Legion Oak. The hussars use 
  their mobility to isolate spellcasters. The petrified treants form 
  a battle line, focusing their attacks on melee combatants. The 
  whispering demons focus their attacks on flying PCs and pursue any 
  who flee.
  If  the PCs move at least 400 ft. from the ritual circle and 
  continue steadily away, the Heart sends no more foes after the 
  first wave. If, however, the PCs remain, more and more creatures 
  animate, regardless of  the forest’s anger level. Throughout the 
  first wave, emphasize the approach of  the Margreve’s forces and 
  impress upon the players their precarious situation.
  Continue to throw CR 10 encounters at the PCs until they realize 
  that they cannot calm the Heart’s ire. The purpose of this sequence 
  is not to kill the PCs but to demonstrate to them the danger and 
  power of the Margreve’s Heart and to teach them that using it carries 
  inevitable, and ultimately deadly, risks. Large groups of low CR 
  creatures are unlikely to cause harm quickly, so they are the safest 
  foes to use. 
  If the PCs agreed to retrieve the Heart’s sap for the Spider Crone, 
  she shadows them ethereally throughout their battle. If they break 
  their oath, she materializes and demands they fulfill it, attacking them 
  if they refuse. The Heart’s minions ignore her, since it does not regard 
  her as an enemy.
  Concluding the Adventure
  If the PCs defeat Manje, save Vidanya, and escape the Heart, they can 
  return to Levoča without major incident. The grateful townsfolk, grimy 
  from rebuilding, hail them as heroes but have little to offer as a reward. 
  If Manje lives, he claims Vidanya and punishes Levoča for the PCs’ 
  insolence. They may have another opportunity to confront him during 
  his assault.
  If the PCs deliver the Heart’s sap to Baba Ludva, she regards them 
  as allies for bringing her mysterious plans one step closer to fruition.
  Regardless, the PCs have likely angered the Margreve, and they 
  would be wise to make amends quickly. 
  
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  The Lustful Dragon
  
  
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Empire of the Ghouls, Copyright 2007 Wolfgang Baur,  
  www.wolfgangbaur.com All rights reserved.
  Imperial Gazetteer, Copyright 2010, Open Design LLC,  
  www.koboldquarterly.com. All rights reserved.
  Tales of the Old Margreve. Copyright 2010, Open Design, LLC; Authors: 
  Tim and Eileen Connors, Michael Furlanetto, Jonathan McAnulty, Ben 
  McFarland, Richard Pett, Steven Robert, and Dan Voyce.
  www.koboldquarterly.com
  
  ™
  ™
  T
  ales of  the Old Margreve contains eight eerie forest 
  adventures for the Pathfinder rolePlaying game 
  in a unique Old World setting inspired by the 
  medieval folktales and superstitions of Eastern Europe. 
  Here in the Old Margreve Forest, heroes trek past 
  crumbled griffon towers, over stiles and shepherds’ 
  fields, to where the lonely road thins and branches under 
  the dark canopy of the trees. Deep in the forest’s misty 
  hollows, you may hear the rusalka’s song rising over the 
  crackle of a midnight fire or glimpse the white flash of a 
  deer centaur’s tail as it vanishes between the trees. 
  The Open Design logo is a trademark of Open Design LLC. All rights reserved.
  and enter the darkness of the deep woods...
  In this place, those who ignore the old ways are 
  never seen again.
  Whether you choose to take your players into 
  the legendary forest between the realm of 
  the vampire knights and the clockwork city 
  of  Zobeck or adapt its contents to your own 
  campaign world, Tales of  the Old Margreve will 
  challenge your players to thwart the wiles and 
  claws of  Old World creatures, to fear and ply 
  the power of  folk magic, and to earn a place in 
  fireside tales.
  Inside you’ll find:
   Eight adventures for player characters of  1st -10th level.
  • 
   Margreve sites, inhabitants, and adventure hooks.
  • 
   12 unsettling new monsters.
  • 
   New spells and incantations.
  • 
   Unexpected powers wielded by the living forest itself!
  • 
  Put out the fire... 
  shoulder your pack...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Tales of the Old Margreve.pdf