TEXT: ADVENTURE PATH PLUG-INS
  Faerie Bargains
  by David N. Ross
  
  Faerie 
  Bargains
  
  Author: David N. Ross
  Artist: Michele Giorgi, Frank Hessefort, Christopher Kimball, Matthias Kinnigkeit, 
  Christine Leonardi, Arrahman Rendi, Tanyaporn Sangsnit, Joe Slucher
  Design AnD LAyout: Daniel Marshall
  eDiting AnD DeveLopment: Jason Nelson
  LegenDAry gAmes teAm members: Alex Augunas, Jesse Benner, Clinton J. Boomer, Robert 
  Brookes, Benjamin Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda 
  Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jenny 
  Jarzabski, N. Jolly, Jonathan H. Keith, Jeff Lee, Michael Kortes, Nicolas Logue, Will 
  McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair 
  Rigg, David N. Ross, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil 
  Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, 
  and Clark Peterson
  pubLisher: Jason Nelson
  executive pArtner: Neil Spicer
  business Director: Rachel Ventura
  Faerie Bargains © 2017, Legendary Games; Author 
  David N. Ross
  ISBN-13: 978-1548061012 
  ISBN-10: 1548061018
  First printing July 2017
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Credits
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  Open Content: Subject to designation as Product Identity (see below), the only 
  portion of this Legendary Games product designated as Open Game Content is the 
  rules content (creature stat blocks and names of skills, etc., taken from the SRD) as 
  defined in the Open Game License version 1.0a Section 1(d). The front and back 
  cover, back matter, introduction and Credits page, as well all other parts of this 
  product including all text not specifically designated as Open Game Content is not 
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  Reference in non-Open Game Content (thus not covered by the Open 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Faerie Bargains © 2017, Legendary Games; Authors David N. Ross.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Adventure Path #101: The Kintargo Contract. © 2016, Paizo Inc.; 
  Authors Jim Groves, F. Wesley Schneider, Robert Brookes, Kalervo Oikarinen, 
  David N. Ross, Todd Stewart, and Stephanie Loree. 
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, 
  Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, 
  Hal Maclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. 
  Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, 
  Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, 
  and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, 
  Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, 
  Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston 
  Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, 
  Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney- MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark 
  Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. 
  Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert 
  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, 
  Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon 
  Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley 
  Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda 
  Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: 
  Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston 
  Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, 
  David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor. 
  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.
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; Published and distributed by Frog God Games; Authors: Clark Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax. 
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. 
  © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Rik Shepard. 
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Simon Muth. 
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville White. 
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Wizards of the Coast.
  Gryph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Peter Brown.
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene. 
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Philip Masters. 
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. 
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: 
  Scott Greene. 
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes. 
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. 
  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. 
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Lewis Pulsipher. 
  Russet Mold from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Neville White. 
  Slithering Tracker from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax. 
  Thessalhydra from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax and Wizards of the Coast. 
  Vegepygmy from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Albie Fiore. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore. 
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew 
  Sernett.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb. 
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, 
  and Stan!
  Legendary Planet Player’s Guide © 2015, Legendary Games; Authors Will 
  McCardell, Alex Augunas, and Neil Spicer.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Pact Magic Unbound, Vol 1 © 2012 Radiance House; Authors: Alexander Augunas, 
  Dairo Nardi.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Psionics Unleashed © 2010, Dreamscarred Press; Authors: Jeremy Smith and 
  Andreas Rönnqvist.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  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.
  The Genius Guide to: 110 Spell Variants. Copyright 2011, Super Genius Games. 
  Author: Owen K.C. Stephens.
  
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with 
  Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games 
  product, you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-
  star team of designers here at Legendary Games is committed to bringing you—the busy GM or player—the absolute 
  best third party support for your Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the 
  best of current gaming authors, designers and layout experts so that you can feel comfortable that Legendary Games 
  products will be the most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-
  Ins all share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into your 
  home game regardless of what campaign you may be running. 
  Hey, What’s With the Names?
  You will see us use phrases such as “River Kings Adventure Path” instead of the title of a very popular sandbox-style 
  kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” the “Faerie Queen,” the 
  “Horned God of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the west, or the “Broken Kingdom” to the 
  north that grants PCs their charter to explore and rule instead of the proper names of specific characters or places 
  from those adventures or gods from the world setting. While we can create compatible products under the Open Game 
  License, we still have to be respectful of certain content Paizo owns. Because we want to be very respectful of their 
  content and work in partnership with them, we use these “replacement phrases.” Plus, this helps the product have a 
  more general appeal to those who may be running a home campaign that fits the same themes. In any event, we are 
  100% confident you know what we are talking about and will have no problem making the required connection. 
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder 
  Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is 
  an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing 
  the rules, especially those from newer books or that you may not have memorized.
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary 
  Games uses a cooperative, team-based approach to bring you the best expansion material for your game. We are gamers and 
  storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  
  1
  What You Will Find Inside Faerie Bargains
  The magic and mystery of the fey is on display in Faerie Bargains! From Rumpelstiltskin to Rapunzel, 
  fairy tales, myths, and legends all over the world are replete with tales of bargains struck with the 
  sublime and sometimes sinister magical creatures from the realms beyond. Long life, wealth beyond 
  imagining, true love, or whatever your heart’s desire all wrapped up in a promise and a price that 
  seems but a trifle, until the bargain comes due and the fair folk come to collect. Faerie Bargains 
  provides you a richly detailed system for using this classic fantasy trope in your Pathfinder Roleplaying 
  Game campaign. You can design your own faerie bargains or use one of the over 40 sample bargains 
  provided, from bounty of the wilds and unseen assistants to woven wealth, silent metamorphosis, fey queen’s 
  ransom, and one with the land! Each bargain grants a benefit once payment is made, of course, but 
  you’ll also find rules for hidden conditions, escape clauses, tokens, and more, along with how to 
  research and negotiate bargains with different kinds of fey and unique magical items you might 
  obtain in a faerie bargain or make with fey assistance, like the cauldron of autumnal bounty and sword 
  of vernal light. Whether your heroes want to trade their dreams for the charm of magic, a gift of blood 
  for accursed mercy, or their sanity itself for inspired perfection, you’ll find an amazing array of mystical 
  covenants that bring fantastic new flavor to the fey in your game!
  The Legendary Games tradition is to combine rich story and background, innovative layout, 
  beautiful aesthetics, and excellence in design that is second to none, allowing you to enliven and 
  enrich your campaign in amazing and exciting ways. This product is the latest in that tradition, and 
  we hope you enjoy using it as much as we enjoyed making it. Game on! 
  
  2
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B1 = Pathfinder Roleplaying Game Bestiary
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B3 = Pathfinder Roleplaying Game Bestiary 3
  B4 = Pathfinder Roleplaying Game Bestiary 4
  B5 = Pathfinder Roleplaying Game Bestiary 5
  B6 = Pathfinder Roleplaying Game Bestiary 6
  BB = Beasts of Legend: Boreal Bestiary from Legendary Games
  CC = Beasts of Legend: Coldwood Codex from Legendary Games
  The following superscript notations are used to denote official Pathfinder Roleplaying Game rulebooks:
  FKCC = Forest Kingdom Campaign Compendium from 
  Legendary Games
  GMG = Pathfinder Roleplaying Game Gamemastery Guide
  HA = Pathfinder Roleplaying Game Horror Adventures
  OA = Pathfinder Roleplaying Game Occult Adventures
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UI = Pathfinder Roleplaying Game Ultimate Intrigue
  UM = Pathfinder Roleplaying Game Ultimate Magic
  Introduction ..........................................................................3
  Faerie Bargains ..................................................................3
  Elements of a Faerie Bargain .............................................4
  Creating a Faerie Bargain ..................................................4
  New Feats ...........................................................................4
  Learning About Faerie Bargains ........................................5
  Faerie Bargains as Rewards ..............................................6
  Sample Faerie Bargains .....................................................7
  Faerie Treasures ...............................................................24
  Contents
  
  3
  Introduction
  Fey creatures live and breathe magic. The realms where 
  they dwell and the lands they visit are touched by this 
  magic, and they scatter it in their wakes wherever they 
  go. Clever fey learn that mortals do not come so easily by 
  magic. Mortals can be easily thrilled or tempted by offers 
  of access to the magic fey often spread without a second 
  thought. The most inventive of these fey have devised 
  elaborate ways for their innate magic to empower and 
  influence mortals.
  Mortals, for their part, spread tales far and wide about 
  the magic gifts fey offer to those that please or trick them. 
  Perhaps a leprechaun must give gold to mortals who catch 
  them at dusk, or the song of a fossegrim might draw the 
  unwary to cast themselves into a waterfall and drown 
  unless they wed the fey singer. There are often kernels 
  of truth in the folklore the common people tell about 
  the fey, alongside much misinformation and outright 
  fabrication, but a common theme in fairy stories is the 
  idea of a magical bargain struck with the fey in exchange 
  for knowledge, wealth, power, and more. 
  Faerie Bargains
  Faerie bargains are given magical force by an alteration 
  of the fey creature’s own innate magic, binding that fey 
  unavoidably to the bargain’s poetic terms. Often, a fey 
  creature uses a bargain to magically reward a mortal who 
  has served or otherwise pleased it. Other times, a bargain 
  might be forced upon a fey creature by a curse or the 
  magical coercion of a cunning enemy. A faerie creature’s 
  tempestuous emotions might lead it to enter a bargain 
  thoughtlessly to indulge an intense fit of passion or 
  vindictiveness.
  Record: A faerie bargain usually takes the form of an 
  elaborate poem in Sylvan that uses rhyme, meter, musical 
  accompaniment, and other mnemonic devices to ensure 
  its exact wording is memorable, no matter how opaque its 
  meaning might be. A few fey fond of mortal crafts, such as 
  leprechauns and brownies, might record the words in text 
  form as a book or scroll, but the magic is not bound into 
  its physical representation but into the fey’s own person.
  Who can Make a Faerie Bargain: Any fey can enter faerie 
  bargains linked closely to the bond they have with the 
  natural world and the magic they wield most easily. Other 
  faerie creatures who can make these bargains include 
  those closely allied with the magic of nature or native 
  to the fey realms, including faerie dragons, linnorms, 
  unicorns, hags, and others at the GM’s discretion. Some 
  use the Faerie Bargainer feat to gain access to a wider 
  array of options.
  Because a faerie bargain puts a strain on the mortal’s 
  soul and the faerie creature’s innate magic, there are limits 
  on the number of bargains each can maintain at once. A 
  mortal can have at most one faerie bargain plus one per 
  point of Charisma bonus (minimum one total). A faerie 
  creature can maintain up to three faerie bargains plus one 
  per point of Charisma bonus (minimum three total). The 
  Faerie Bargainer feat increases this limit.
  Payment: Any willing mortal can enter into a faerie 
  bargain by accepting the faerie creature’s token and 
  making the required payment. If the payment gives the 
  mortal a condition (such as negative levels), that condition 
  can be removed normally without affecting the bargain 
  (unless the bargain specifies otherwise).
  Faerie Bargain Benefits and Limitations
  A faerie bargain’s terms must be spoken or sung to the 
  mortal in a language the mortal understands, but the 
  mortal need not understand its full ramifications. The 
  bargain has no effect if the target is directly magically 
  manipulated into agreeing. Many faerie bargains stipulate 
  a term, after which time the bargain ends, but the length 
  is often so long as to be irrelevant to most campaigns. The 
  very shortest last for a cycle of the moon, but most last at 
  least a year and a day, seven solar years, or a generation 
  (a length of time equal to the age of adulthood for the 
  mortal’s species).
  A faerie bargain causes the token to radiate magic as 
  it were a magic item using the fey’s caster level. Faerie 
  bargains can be suppressed much like magic items 
  with dispel magic and similar spells, but only unique 
  circumstances described in the bargain can terminate 
  it prematurely.
  Every faerie bargain has an escape clause. If the fey 
  patron dies, the bargain is undone, but if the fey is revived 
  the bargain resumes in full force. Most fey slain in the 
  fey realms reincarnate or otherwise return to life within 
  a matter of days, weeks, or months. The escape clause 
  usually clarifies whether part or all of the payment is 
  refunded. Bargains that end after a certain period of time 
  use the same rules for refunding (or not refunding) the 
  payment as the escape clause.
  Action: Unless stated otherwise, activating a bargain’s 
  benefit is a spell-like ability. It provokes attacks of 
  opportunity and uses the spell’s casting time. Use the 
  
  4
  bargain’s caster level to determine its effects. If it does not 
  emulate a spell, its spell level is equal to half its caster 
  level and it is a standard action to activate.
  New Feats
  Faerie Bargainer (Monster)
  Your fey nature allows you to grant or withdraw your 
  favor from those who seek your aid. 
  Prerequisite: Fey or native of the fey realms.
  Benefit: The monster can apply conditions to any 
  spell it casts or magic item it gifts, causing them to 
  lose their powers (for items) or end (for spells) when 
  the condition is met. The monster cannot change 
  the condition for spells nor even dismiss dismissible 
  spells it makes conditional this way. The monster can 
  only change the condition for an item after the item 
  is willingly returned without magical compulsion 
  (which restores the item to its original functioning) or 
  after the item is taken by a third party and reclaimed 
  by the monster. In addition, the monster can make 
  any faerie bargain whose CR is lower than its own CR, 
  even if it does not meet the normal prerequisites.
  Faerie Friend
  You are treated as a trusted friend and ally by the fey. 
  Benefit: You can make two more faerie bargains 
  than normal. In addition, you gain a +2 bonus on 
  Diplomacy and Sense Motive checks to interact with 
  fey and other faerie creatures. This bonus also applies 
  to faerie bargain skill checks.
  Normal: You can make a number of faerie bargains 
  equal to 1 + your Charisma modifier (minimum 1).
  Elements of a Faerie Bargain
  Faerie bargains are presented in the following format.
  Faerie Bargain Name: The faerie bargain’s name is 
  followed by its CR.
  XP: This is the amount of XP to award the PCs for fully 
  researching and undoing a faerie bargain, as determined 
  by its CR. If obtaining a bargain presents significant risk or 
  challenges not otherwise rewarded, the GM is encouraged 
  to award half this amount for obtaining it. If doing so 
  presents little or no risk or danger, the GM should reduce 
  or eliminate the XP reward as normal.
  Aura and CL: This line gives the faerie bargain’s magical 
  aura (like a magic item) and its caster level. This caster 
  level is used by any effect the bargain creates.
  Payment: The price paid by the mortal and any 
  prerequisites the mortal must meet.
  Faerie Creature: Any faerie creature listed for a bargain 
  with CR equal to the bargain’s can make that bargain.
  Token: Some bargains only grant a benefit while the 
  token is worn in a certain magic item slot. If so, that slot 
  is listed here. A faerie creature must generally make a 
  gift of a piece of its body or clothing to seal its bargain. 
  Traditionally, this is a hair or bit of jewelry, but some gift 
  scales, claws, flowers, a tuft of fur, or even a vial of blood. 
  The token’s magic protects it from incidental harm and 
  it cannot be damaged while carried by the mortal except 
  by a successful sunder combat maneuver. Destroying 
  the token ends the bargain’s benefit until a new token is 
  procured from the fey, but does not terminate the bargain 
  or reverse the payment.
  Benefit: This line details the faerie bargain’s exact effects 
  on the mortal.
  Skills: This line indicates the skills required to learn 
  about the bargain before making it and research its secret 
  terms.
  Complexity: This is the DC to research the bargain 
  using any of the listed skills.
  kp: This is the number of knowledge points the bargain 
  has. Research depletes these points.
  kp Milestones: These milestones indicate nuances of 
  the bargain that can only be discovered by researching it. 
  Typically, one of the milestones includes a loophole that 
  the faerie creature can use to gain some secret advantage 
  from the deal. The final milestone at 0 kp describes how 
  to permanently end the bargain before its term ends.
  Creating a Faerie Bargain
  To make a faerie bargain like the examples below, follow 
  these steps.
  Step 1—Determine Base CR: A faerie bargain’s base CR 
  is generally equal to the CR of the faerie creature who 
  grants it.
  Step 2—Calculate Reward Price: A faerie bargain’s 
  reward price is calculated like a magic item with similar 
  properties (see the Pathfinder Roleplaying Game Core 
  Rulebook). Treat it as a slotted magic item. The baseline 
  price for a spell-like ability is spell level x caster level x 
  
  5
  Table 1: Payment Gold Value
  Payment
  Value
  Temporary negative levels
  200 gp
  Permanent negative levels
  levels x 1,100 gp
  Permanent negative levels 
  that can’t be removed
  levels squared x 8,000 gp
  Ability drain
  200 gp per score
  Ability penalty that can’t be 
  removed
  Penalty squared x 1,000 gp
  Condition only removed by 
  greater restoration
  6,000 gp
  Condition only removed by 
  wish or costly miracle 
  26,500 gp
  A feat slot
  CR x 500 gp
  Hit points
  (Hit points / CR) squared x 
  2,000 gp
  1,500 gp. If the token occupies a magic item slot, multiply 
  the price by 75%.
  Step 3—Determine Payment: Often, a faerie creature 
  demands a specific item worth at least the reward price or 
  imposes a penalty that costs at least this much to remove 
  or counteract (see Table 1: Payment Gold Piece Value). For 
  more intangible payments, compare to others of a similar 
  reward price.
  Step 4—Determine Actual CR: Select the elements you 
  want the faerie bargain to have and add up the adjustments 
  to its CR to arrive at the faerie bargain’s final CR (see Table 
  2: CR Modifiers of Faerie Bargains).
  Learning About Faerie Bargains
  A mortal interested in obtaining a faerie bargain 
  can learn its effects and payment as well as the faerie 
  creatures who offer it by gathering information among 
  faerie creatures or researching rare libraries of fey ballads 
  and related texts. In either case, the checks are the same 
  as using Diplomacy to gather information, although 
  potential hazards for failed skill checks should reflect 
  the situation. Faerie creatures might take umbrage at the 
  attempt to weasel out of a bargain in principle and harass, 
  trick, curse, or even attack the mortal on a failed skill check. 
  Due to subtle backlash from meddling with the threads of 
  fate that make a bargain function as well as the campaigns 
  of fey who consider inquisitive mortal to be upstarts in 
  need of humbling, each research check (successful or not) 
  
  6
  Table 2: CR Modifiers of
  Faerie Bargains
  Feature
  CR Modifier
  Skills
  one or two skills
  +1
  three skills
  +0
  four or more skills
  -1
  Complexity
  5 + twice base CR
  -1
  10 + twice base CR
  +0
  15 + twice base CR
  +1
  Knowledge Points
  Double base CR
  (minimum 2)
  -1
  Triple base CR
  (minimum 4)
  +0
  Quadruple base CR 
  (minimum 6)
  +1
  Note: If researching a faerie bargain presents no legitimate 
  challenge to PCs, resolving it should bring fewer (or zero) 
  experience points.
  increases the danger of random encounters (adding 2 
  per roll to the next roll on an encounter table) as well as 
  kingdom event rolls (if a dangerous event is within 1 per 
  research roll of the event roll, use the dangerous event 
  instead of what was rolled; choose randomly if multiple 
  dangerous events are possible this way).
  Skill Checks: To learn about faerie bargains, make 
  a check with one of the skills listed in the bargain for 
  one of the purposes listed here. The DC is equal to the 
  bargain’s Complexity. Gathering information uses the 
  rules for Diplomacy but you can use the bargain’s listed 
  skill modifier in place of your Diplomacy modifier if you 
  prefer. Other appropriate skills can be used, but the DC 
  is 5 higher.
  Learn Bargain Details: You learn the payment and 
  benefit of the best fit for the effects that you seek as well 
  as the most common kind of faerie creature that offers 
  that bargain.
  Find Faerie Creature Sponsor: You know what kinds of 
  creatures can offer the bargain and learn of at least one 
  specific individual that is relatively near you that can offer 
  it. A second check might be required to locate a specific 
  sponsor once you know of it or a bargain it previously 
  made, depending on how private the sponsor is.
  Negotiate a Bargain: Since a faerie creature can’t 
  make unlimited bargains, a potential sponsor generally 
  requires one successful skill check to improve its 
  attitude to friendly and another to convince it to make 
  the bargain. If made helpful, a faerie creature might be 
  willing to consider a different form of payment (such as 
  a very fitting or useful magic item worth about twice the 
  reward value of the bargain).
  If your game uses the individual influence system 
  (Pathfinder Roleplaying Game Ultimate Intrigue), this is 
  a perfect situation for it. Making a bargain requires 
  moderate sway, while a variant price requires major 
  sway. The complexity determines the DC of influence 
  checks with the listed skills. One (secretly chosen by 
  the GM) has its DC lowered by 5; other skills that make 
  sense can be used, but the DC is 5 higher. 3 successes 
  are generally required.
  Research a Bargain: Interpreting all the obscure 
  references and metaphors of the bargain’s language to 
  learn how it works and the full range of its terms and 
  conditions requires multiple checks. Even a helpful fey 
  generally cannot simply explain these to mortals—in 
  many cases, the magic of the bargain will simply fail if the 
  bargainer explains these aspects frankly to the mortal. If 
  you succeed on a research check, which generally takes 8 
  hours of study or interaction with knowledgeable faerie 
  creatures, you deplete the bargain’s knowledge points by 
  1d4 + your Intelligence modifier. If you have the relevant 
  skill as a class skill or have at least 5 ranks in it, increase 
  the die to 1d8. If you have it as a class skill and have either 
  at least 5 ranks in it or have the bardic knowledge ability, 
  increase the die to 1d12. Researching secret terms of a 
  bargain is generally not possible before the deal is struck.
  Faerie Bargains as Rewards
  When a faerie creature is pleased, it might offer a faerie 
  bargain at a discount as a reward. This essentially puts the 
  cost upon the faerie creature, so the faerie creature does 
  not bestow such a gift unless that faerie creature considers 
  rewarding the mortal proportionately worthwhile. In 
  general, a bargain should only be offered in reward for 
  a service that was a challenge comparable to the CR of 
  the bargain. Other times, fey might offer a faerie bargain 
  with minimal payment as ransom for its life after it is 
  defeated, in hopes of keeping its life and any treasure the 
  party has not yet found. If a bargain has a payment with 
  a value in gold pieces, it simply substitutes for the value 
  it could be sold for toward the party’s wealth by level (see 
  the Gamemastering chapter in the Pathfinder Roleplaying 
  
  7
  Table 3: Faerie Bargains as Rewards
  Faerie Bargain
  CR
  Treasure 
  Equivalent
  Vermin scent
  ½
  200 gp
  Illusian tutelage
  1
  450 gp
  Masterful joke
  2
  450 gp
  Spell tutelage (1st-level spell)
  2
  1,000 gp
  Charm of magic
  3
  1,300 gp
  Charm of recovery
  3
  2,000 gp
  Bounty of the wilds
  4
  2,000 gp
  Hunter’s charm
  4
  3,300 gp
  Unseen assistants
  4
  2,500 gp
  Charm of flight
  5
  3,600 gp
  Spell tutelage (2nd-level spell)
  5
  4,000 gp
  Blood vitality
  6
  1,400 gp
  Riverman’s bargain
  6
  1,100 gp
  Woven wealth
  6
  7,000 gp
  Double-walker
  7
  11,000 gp
  Silent metamorphosis
  7
  9,000 gp
  Frozen heart
  8
  10,000 gp
  Mad strength
  8
  8,000 gp
  Spell tutelage (3rd-level spell)
  8
  9,000 gp
  Greater charm of magic
  9
  8,100 gp
  Soul graft
  9
  10,000 gp
  Accursed mercy
  10
  15,000 gp
  Mountain’s charm
  10
  22,500 gp
  Rhymer’s truth
  10
  25,000 gp
  Spell tutelage (4th-level spell)
  10
  16,000 gp
  Land of youth
  11
  32,000 gp
  One with the land
  12
  50,000 gp
  Spell tutelage (5th-level spell)
  12
  25,000 gp
  Boon of the carrion crow
  13
  30,000 gp
  Curse of spilled blood
  13
  15,000 gp
  Fleeting presence
  14
  32,000 gp
  Spell tutelage (6th-level spell)
  14
  36,000 gp
  Stolen might
  14
  64,000 gp
  Hallows of rulership
  15
  82,000 gp
  Spell tutelage (7th-level spell)
  15
  49,000 gp
  Greater inspiration
  16
  42,000 gp
  Spell tutelage (8th-level spell)
  16
  64,000 gp
  Attendant’s vision
  17
  84,000 gp
  Faerie Bargain
  CR
  Treasure 
  Equivalent
  Spell tutelage (9th-level spell)
  17
  81,000 gp
  Bundled fate
  18
  110,000 gp
  Grand sequestration
  18
  45,000 gp
  Monarch’s call
  19
  75,000 gp
  Fey queen’s ransom
  20
  artifact
  Shapechanger’s insight
  20
  210,000 gp
  Earth’s mercy
  21
  172,000 gp
  Game Core Rulebook). The magic of the bargain cannot 
  take effect for no cost at all, but when the faerie creature 
  is willing to sacrifice some of its own power, it can accept 
  insubstantial or token payments such as a single hair, a 
  shiny bauble, a lovely flower, a new song, or allowing it to 
  escape from a hostile mortal bargainer. See Table 3: Faerie 
  Bargains as Rewards for the amount of treasure each 
  bargain substitutes for in treasure (listed by CR).
  Sample Faerie Bargains
  Vermin Scent
  CR 1
  Aura faint illusion
  CL 1st
  XP 400
  Reward 200 gp
  Payment a chunk of flesh (you take 2 points of Strength 
  drain)
  Faerie Creature mite, grig, gruenBB, or insect body parts or 
  ability to influence vermin
  Token a wart or wing scale (no slot)
  Benefit You can influence vermin with Handle Animal, 
  Ride, and wild empathy (if you have it) as if they were 
  animals with Intelligence 1 as long as you carry the token 
  on your person. You can only influence one vermin at 
  a time. If you interact with a second, the previous one 
  forgets you and reverts to its usual behavior.
  Research
  Skills Intimidate, Knowledge (nature), Survival
  Complexity 12
  kp 6
  Hidden Condition (2 kp) You take a –4 penalty on 
  Perception checks and Sense Motive checks against the 
  faerie creature and on saving throws against the abilities 
  of vermin.
  
  8
  Escape Clause (0 kp) The bargain ends if you feed a 
  tamed vermin to a giant eagle or other good-aligned 
  creature. The paid Strength drain then becomes 
  Strength damage.
  Illusion Tutelage
  CR 1
  Aura faint illusion
  CL 1st
  XP 400
  Reward 450 gp
  Payment one 2nd-level enchantment or illusion potion 
  and a masterwork musical instrument
  Faerie Creature grig, nixie, or ability to cast an illusion 
  spell
  Token a hair (no slot)
  Benefit You can cast veil or invisibility on yourself only a 
  total of three times. Once you do, the bargain ends.
  Research
  Skills Knowledge (nature), Perform (keyboard, percussion, 
  sing, string, or wind)
  Complexity 12
  kp 3
  Hidden Condition (1 kp) You take a –4 penalty on 
  Perception checks and Sense Motive checks against 
  the faerie creature. Casting veil or invisibility using 
  this bargain wreathes you in faerie fire that only faerie 
  creatures can see for the effect’s duration.
  Escape Clause (0 kp) The bargain ends if you reveal its 
  origin to any creature who wasn’t party to the bargain. 
  The faerie creature then returns the masterwork musical 
  instrument you used to pay for the bargain.
  Masterful Joke
  CR 2
  Aura faint enchantment
  CL 1st
  XP 600
  Reward 450 gp
  Payment gems worth at least 400 gp and delicious sweets 
  created with a successful DC 20 Profession (chef) check
  Faerie Creature boggleB6, faerie dragon, or ability to cast a 
  mind-affecting spell
  Token a bottle or bag of breath (no slot)
  Benefit You can cast hideous laughter as a 1st-level spell-like 
  ability (DC 11) twice per day while holding the token in 
  hand.
  Research
  Skills Knowledge (arcana), Perform (comedy)
  Complexity 14
  kp 6
  
  9
  Hidden Condition (3 kp) You take a –4 penalty on 
  Perception checks and Sense Motive checks against the 
  faerie creature. The faerie creature can target you with 
  hideous laughter (DC 11) as a spell-like ability once per 
  day as a swift action.
  Escape Clause (0 kp) The bargain ends if the faerie creature 
  eats a delicious sweet you created laced with a potion 
  or poison that embarrasses it. The faerie creature must 
  then return the paid gems.
  Spell Tutelage
  CR 2+
  Aura faint illusion
  CL varies
  XP varies
  Reward varies
  Payment a dream of magic (whenever you regain spell 
  slots for the day, you immediately lose one of the same 
  level as the spell you gained)
  Faerie Creature alpB6, danthienneB6, green hag, harionnaFKCC, 
  museB5, mythic faunFKCC, mythic manitouFKCC, shadow 
  collectorB5, or coven ability or spellcasting
  Token a hair (no slot)
  Benefit Choose a conjuration, divination, enchantment, 
  illusion, transmutation, or curseUM spell from the druid, 
  witch, or sorcerer/wizard spell list. If it isn’t on your 
  spell list, add it to your class spell list as a spell one level 
  higher than its spell level on the above spell lists (using 
  the lowest level among the three classes). If you have a 
  limited number of spells known, you add the spell to 
  your spells known.
  Research
  Skills Knowledge (arcana), Linguistics, Perform (act), 
  Sense Motive, Spellcraft
  Complexity varies
  kp varies
  Spell Level 
  Gained
  CR
  XP
  Reward
  Aura
  CL
  Complexity
  kp
  1st
  2
  600
  1,000 gp
  faint; any school
  1st
  14
  4
  2nd
  5
  1,600
  4,000 gp
  faint; any school
  3rd
  20
  10
  3rd
  8
  4,800
  9,000 gp
  faint; any school
  5th
  26
  16
  4th
  10
  9,600
  16,000 gp
  moderate; any school
  7th
  30
  20
  5th
  12
  19,200
  25,000 gp
  moderate; any school
  9th
  34
  24
  6th
  14
  38,400
  36,000 gp
  moderate; any school
  11th
  38
  28
  7th
  15
  51,200
  49,000 gp
  strong; any school
  13th
  40
  30
  8th
  16
  76,800
  64,000 gp
  strong; any school
  15th
  42
  32
  9th
  17
  102,400
  81,000 gp
  strong; any school
  17th
  44
  34
  Hidden Condition (half  kp) The faerie creature can use 
  one of its spells or spell-like abilities of the chosen 
  spell’s level or lower an additional time per day.
  Escape Clause (0 kp) The bargain ends when you counter 
  or dispel the faerie creature’s spell or spell-like ability 
  gained from the hidden condition without rolling a 
  dispel check.
  Charm of  Magic
  CR 3
  Aura faint any
  CL 3rd
  XP 800
  Reward 1,300 gp
  Payment an emotional memory (you gain a permanent 
  negative level and can’t regain the memory until the 
  negative level is removed and you are subject to modify 
  memory or greater restoration)
  Faerie Creature dryad, grig, nixie, pixie, stromkarlFKCC, 
  totemoqCC, or ability to cast a spell-like ability
  Token a leaf (no slot)
  Benefit Choose four 0-level spells or two 1st-level spells or 
  one 2nd-level spell from the druid, sorcerer/wizard, or 
  witch spell list. Each must be a conjuration, divination, 
  enchantment, illusion, transmutation, or curseUM spell. 
  You can cast the chosen spell or spells as a spell-like 
  ability while holding the token in hand. If the spell level 
  is 0, you can cast it at will. If the spell is 1st level, you can 
  cast it twice per day. If the spell level is 2nd, you can cast 
  it once per day. If the spell has a material component 
  costing more than 1 gp, you must provide it.
  Research
  Skills Knowledge (local), Linguistics, Perform (sing)
  Complexity 16
  kp 9
  Hidden Condition (4 kp) The faerie creature can scry on 
  
  10
  you at will despite any intervening abjurations whenever 
  you say, write, read, or hear its name. It is aware of any 
  time you say, write, read, or hear its name.
  Escape Clause (0 kp) The bargain ends if you reveal its 
  origin to anyone not party to the bargain. The negative 
  level becomes temporary (Fortitude DC 11 to remove) 
  and you regain the lost memory when the negative level 
  is gone.
  Charm of  Recovery
  CR 3
  Aura faint transmutation
  CL 4th
  XP 800
  Reward 2,000 gp
  Payment 4 hit points (your maximum hit points are 
  reduced by 4)
  Faerie Creature unicorn or ability to cast a healing spell
  Token a sliver of horn (no slot)
  Benefit Once per day as a spell-like ability, you can give 
  a creature you can see within 30 feet fast healing 2 for 
  1 minute. If you are reduced to 0 or fewer hit points 
  and have not yet activated this ability, you can use it on 
  yourself as an immediate action. The target creature 
  gains a +2 resistance bonus on saving throws against 
  poison while the fast healing lasts.
  Research
  Skills Knowledge (nature), Perform (sing), Survival
  Complexity 16
  kp 9
  Hidden Condition (5 kp) The faerie creature can sense 
  whenever you take an evil act and punish you by giving 
  you the sickened condition (Fortitude DC 13 negates) 
  for 24 hours.
  Escape Clause (0 kp) The bargain ends if you knowingly 
  kill a rare plant in full bloom or a non-evil creature you 
  do not need to eat. Your hit point maximum returns to 
  normal but not your current hit point total.
  
  11
  Bounty of  the Wilds
  CR 4
  Aura faint transmutation
  CL 1st
  XP 1,200
  Reward 2,000 gp
  Payment 5 tree feather tokens and you agree not to build 
  farms, mines, roads, or similar terrain improvements in 
  a chosen hex nor overuse its resources
  Faerie Creature dryad, nixie, or ability to cast a spell that 
  uses plants
  Token a drop of blood in a vial (hidden in a chosen 
  kingdom hex; its benefit is lost while outside of this hex)
  Benefit The land grows bountiful for those who pick and 
  hunt food there and its beauty inspires your citizens. 
  Your kingdom’s Consumption decreases by 1 BP and it 
  gains +1 Loyalty as long as it borders or contains the hex 
  with the token.
  Research
  Skills Knowledge (nature), Perform (wind), Survival
  Complexity 18
  kp 12
  Hidden Condition (3 kp) The fey can compel you to do 
  it a single favor as suggestion (DC 13), but the effect is 
  supernatural and cannot be detected, disrupted, or 
  dispelled. The suggestion counts as very reasonable (–2 
  penalty on your saving throw) unless it would otherwise 
  automatically fail (such as if it would apparently be 
  suicidal).
  Escape Clause (0 kp) If you trick the fey into asking you 
  to build anything—no matter how small—on the land 
  (requiring at least two successful DC 20 Bluff checks) 
  and you do so, the magic of the bargain is reversed and 
  the payment is returned to you.
  Hunter’s Charm
  CR 4
  Aura faint transmutation
  CL 4th
  XP 1,200
  Reward 3,300 gp
  Payment a kiss and a bit of each night’s rest (reduce the 
  amount of damage you heal from rest by half)
  Faerie Creature huldraB4, mythic centaurFKCC, or ability to 
  grant a luck bonus
  Token a tail hair woven into a bracelet (wrist slot)
  Benefit You gain a +2 luck bonus on Survival checks and 
  on damage rolls against flat-footed opponents.
  Research
  Skills Knowledge (nature), Perform (wind), Survival
  Complexity 18
  kp 12
  Hidden Condition (3 kp) The faerie creature’s maximum 
  hit points increase by 5. The luck bonuses provided by 
  the bargain become penalties against the faerie creature.
  Escape Clause (0 kp) If you incapacitate the faerie creature 
  by surprise, the bargain and payment both end.
  Unseen Assistants
  CR 4
  Aura faint conjuration
  CL 1st
  XP 1,600
  Reward 2,500 gp
  Payment two 1st-level spell slots (each spell slot is 
  unavailable as if cast permanently); you must make 
  another offering of milk, cheese, or bread every night or 
  the bargain’s benefit is lost until you make an offering 
  of rare spiced wine worth 500 gp
  Faerie Creature brownieB2, house spiritB5, leprechaunB2, 
  mythic leprechaunFKCC, or ability to cast a conjuration spell
  Token a cap (head slot)
  Benefit Choose one Craft skill when you make this bargain. 
  You can cast unseen servant at will, to a maximum of 
  two servants at a time, while you wear the token. If the 
  unseen servant assists you throughout the creation of a 
  mundane or magic item using the chosen skill, reduce 
  the cost to create that item by 5%.
  Research
  Skills Craft, Knowledge (planes), Linguistics
  Complexity 20
  kp 15
  Hidden Condition (7 kp) The faerie creature can scry on 
  you at will despite any intervening abjurations whenever 
  you say, write, read, or hear its name. It is aware of any 
  time you say, write, read, or hear its name.
  Escape Clause (0 kp) The bargain ends if you give the 
  faerie creature a mortal-made piece of clothing after 
  you have gained a level since making the bargain.
  Charm of  Recovery
  CR 5
  Aura faint transmutation
  CL 5th
  XP 1,600
  Reward 3,600 gp
  Payment a mastered skill (you take a –5 penalty to a skill 
  in which you have at least 5 ranks) and a happy memory 
  (you gain a permanent negative level and can’t recall the 
  memory until it is removed)
  Faerie Creature advanced pixie, mythic pixieFKCC, or ability 
  to cast a transmutation spell
  Token fairy dust (no slot)
  
  12
  Benefit You can cast fly once per day as a spell-like ability. 
  The spell’s fly speed is lost while you are affected by a 
  non-harmless emotion or fear effect.
  Research
  Skills Knowledge (planes), Linguistics, Perform (dance)
  Complexity 20
  kp 15
  Hidden Condition (7 kp) The faerie creature can scry (DC 
  16) on you at will despite any intervening abjurations 
  whenever you say, write, read, or hear its name. It is 
  aware of any time you say, write, read, or hear its name.
  Escape Clause (0 kp) The bargain ends if you reveal its 
  origin to anyone not party to the bargain. The skill 
  penalty ends.
  Bloody Vitality
  CR 6
  Aura faint necromancy
  CL 3rd
  XP 2,400
  Reward 1,400 gp
  Payment a frightful memory (you gain a permanent 
  negative level and require modify memory or greater 
  restoration to regain the memory once the negative level 
  is gone)
  Faerie Creature boggartB6, bokereyderCC, redcapB2, will-o’-
  wisp, bogeymanB3, advanced quicklingB3, baobhan sith 
  (Tome of Horrors III), or sneak attack or ability to cast a 
  fear spell
  Token a breath in a bottle or bag (no slot)
  Benefit Once per day, when you deal hit point damage to 
  a creature that is flat-footed or under a fear effect, you 
  gain 1d10+3 temporary hit points as a swift or immediate 
  action. The temporary hit points last 3 hours.
  Research
  Skills Intimidate
  Complexity 25
  kp 15
  Hidden Condition (7 kp) The faerie creature can greater 
  teleport as the spell to within 60 feet of you at will 
  whenever you are under a fear effect. It is aware of any 
  time you say, write, read, or hear its name as well as any 
  time you are under a fear effect.
  Escape Clause (0 kp) The bargain ends if you regain the 
  memory.
  Riverman’s Bargain
  CR 6
  Aura moderate univeral
  CL 8th
  XP 2,400
  Reward 1,100 gp
  Payment accept one lesser geas at any time within a year 
  and a day at any range with no save or spell resistance
  Faerie Creature vodenjakBB or ability to cast limited wish 
  or wish
  Benefit You gain the benefits of a limited wish as the spell 
  once. You may choose for the wish to free you from the 
  next condition that only it or a stronger spell could 
  remove, provided that condition takes effect within a 
  year and a day.
  Research
  Skills 
  Diplomacy, 
  Knowledge 
  (local), 
  Linguistics, 
  Profession (brewer), Sense Motive
  Complexity 24
  kp 21
  Hidden Condition (10 kp) If the lesser geas is removed, the 
  limited wish is reversed (if that’s impossible, it is replaced 
  with a bestow curse). If you die before completing the 
  lesser geas, the faerie creature claims your soul; unless 
  it can be persuaded to release your soul, attempts to 
  return you from the dead function as if the fey creature 
  had cast rest eternalAPG on you.
  Escape Clause (0 kp) The bargain ends if the lesser geas 
  is removed from you (although the hidden condition 
  applies).
  Woven Wealth
  CR 6
  Aura faint transmutation
  CL 5th
  XP 2,400
  Reward 7,000 gp
  Payment your heritage (you lose all your racial traits aside 
  from ability score modifiers; you appear physically 
  drained and your blood turns transparent)
  Faerie Creature mythic leprechaunFKCC, house spiritB5, or 
  ability to cast a transmutation spell
  Token a spindle stained with the faerie creature’s blood 
  and your own (no slot)
  Benefit The faerie creature spins straw into gold and 
  platinum, turns a pot of wood chips into gold and 
  platinum coins, or otherwise manufactures 20 pounds 
  of gold (worth 1,000 gp) and 15 pounds of platinum 
  (worth 7,500 gp) for you.
  Research
  Skills Knowledge (local), Linguistics, Perform (sing)
  Complexity 20
  
  13
  kp 15
  Hidden Condition (8 kp) The faerie creature is allowed by 
  the agreement to replace your firstborn child with a fey 
  impersonator and raise the child as its own. The faerie 
  gold returns to its true form if you reveal its origin.
  Escape Clause (0 kp) The bargain ends if you command 
  the faerie creature by its secret name to release you, 
  although you can never gain this bargain again. Your 
  heritage is restored but the gold is not lost if you did 
  not reveal its origin.
  Double-Walker
  CR 7
  Aura moderate illusion
  CL 7th
  XP 3,200
  Reward 11,000 gp
  Payment an exquisite sculpture of rare wood worth 
  11,000 gp
  Faerie Creature shadow stealerB5 or ability to cast a 
  shadow spell
  Token a claw or dagger
  Benefit You can deal yourself 1 point of piercing damage 
  with a piercing weapon and anoint a log of rare wood 
  worth at least 500 gp (weighing at least 5 pounds) to 
  transform it into a lesser simulacrumUM of yourself powered 
  by a temporarily shared bit your own soul; you gain a 
  temporary negative level (Fortitude DC 16 to remove). 
  You can’t create another until the first is destroyed or 
  its duration ends. You and it can communicate simple 
  emotions to each other as long as you and it are on the 
  same plane of existence.
  Research
  Skills Craft (sculpture), Knowledge (planes), Linguistics
  Complexity 24
  kp 21
  Hidden Condition (10 kp) The faerie creature can use 
  dominate person (DC 16) at will as a spell-like ability to 
  control your double-walker, regardless of its type. If the 
  double-walker saves, it is immune to further attempts to 
  dominate it for 24 hours. 
  Escape Clause (0 kp) The bargain ends if you give the faerie 
  creature a child of your species to adopt. The sculpture used 
  to pay for the bargain is returned to you in the child’s place.
  
  14
  Silent Metamorphosis
  CR 
  Aura faint transmutation
  CL 3rd
  XP 3,200
  Reward 9,000 gp
  Payment your voice (you become mute, unable to 
  speak, provide verbal components, or use vocal bardic 
  performances); you must be able to cast 1st-level spells 
  with verbal components or perform vocal bardic 
  performances.
  Faerie Creature mythic swan maidenFKCC, oceanidB4, or 
  shapechanger subtype or ability to cast a polymorph 
  spell
  Token a cloak (shoulders slot)
  Benefit You are subject to a polymorph effect similar to 
  alter self that changes you into a single specific form 
  while you wear the token. Your ability scores do not 
  change. The token can take the form of any clothing 
  worn about the shoulders while you are transformed 
  and you can resume your natural shape by removing it.
  Research
  Skills Knowledge (nature), Linguistics, Perform (sing)
  Complexity 16
  kp 9
  Hidden Condition (5 kp) The faerie creature can use your 
  voice and any bardic performance abilities you had.
  Escape Clause (0 kp) The bargain ends if you are subject 
  to a permanent or instantaneous polymorph effect. You 
  regain your voice but take 1d4 points of Charisma drain.
  Frozen Heart
  CR 8
  Aura faint abjuration
  CL 5th
  XP 4,800
  Reward 10,000 gp
  Payment your warm emotions (you can’t gain morale 
  bonuses or benefit from harmless emotion spells) and 
  you take 2 points of Dexterity drain that can only be 
  removed by greater restoration
  Faerie Creature cold riderB3, nereidB3, orruolBB, or cold or 
  water subtype
  Token a kiss (no slot; destroyed if that spot of skin is 
  cleaned by magic)
  Benefit You gain resist cold 10.
  Research
  Skills Bluff, Knowledge (nature), Perform (dance)
  Complexity 30
  kp 30
  Hidden Condition (15 kp) The faerie creature gains a +2 
  morale bonus on attack rolls, saving throws, and skill 
  checks; however, this bonus is suppressed whenever 
  you are physically touching a loved one or affected by a 
  harmless emotion spell. If the faerie creature kisses you 
  again (a standard action if you are helpless, willing, or 
  grappled), you take 2d6 points of Constitution damage 
  (DC 18 Fortitude half).
  Escape Clause (0 kp) The bargain ends when your 
  Dexterity drain is cured and you spend 24 hours in 
  physical contact with loved ones while under harmless 
  emotion spells of at least 5th level. Your warm emotions 
  return.
  Tempestuous Strength
  CR 8
  Aura moderate enchantment
  CL 8th
  XP 4,800
  Reward 8,000 gp
  Payment your sanity (you gain a random form of lesser 
  madness [see Table 5-1: Lesser Madness in Pathfinder 
  Roleplaying Game Horror Adventures] and suffer a –4 
  penalty on saving throws against confusion and 
  madness effects)
  Faerie Creature maenadB4, nereidB3, or ability to cast a 
  mind-affecting spell or the rage ability
  Token a shell (no slot)
  Benefit You gain the blood rageB1 universal monster 
  ability. If you already had the rage ability, increase the 
  number of rounds it can be used by 6. While you are 
  raging, you cannot discern friend from foe. You count 
  as all creatures’ foes (allowing your enemies to flank 
  your allies with you), you must always attempt attacks 
  of opportunity even when provoked by allies, and you 
  must always attack the closest creature to you. You 
  can’t voluntarily end a rage until you end your turn 
  with no apparent creatures within a distance equal to 
  twice your speed.
  Research
  Skills Diplomacy, Knowledge (nature), Perform (oratory)
  Complexity 26
  kp 24
  Hidden Condition (12 kp) The faerie creature can force you 
  to enter a rage once per day as a standard action. Your 
  rage functions normally, as modified above, and it can 
  trigger your rage from any distance (even across planar 
  boundaries). The faerie creature can sense while you 
  are under a calm emotions effect. This rage automatically 
  persists for 1d4 rounds, after which you can attempt a 
  DC 20 Will save, applying the penalty for this bargain, 
  each round at the end of your turn to end this rage. 
  Escape Clause (0 kp) The bargain ends if you spend 3 
  
  15
  
  16
  continuous days under calm emotions or a similar effect. 
  Your sanity returns.
  Greater Charm of  Magic
  CR 9
  Aura faint any school
  CL 1st
  XP 6,400
  Reward 8,100 gp
  Payment a perfected skill (you take a –9 penalty on a skill 
  you have at least 9 ranks in)
  Faerie Creature a coven of hags who are at least a CR 9 
  encounter
  Token a flower (head slot)
  Benefit Choose a 2nd- or 3rd-level spell the faerie creature 
  can cast. You can cast that spell as a spell-like ability at 
  caster level 5th. If its spell level is 2nd, you can cast it 
  three times per day. If its spell level is 3rd, you can cast 
  it twice per day. If the spell has a material component 
  costing more than 1 gp, you must provide it.
  Research
  Skills Knowledge (local), Linguistics, Perform (sing)
  Complexity 28
  kp 27
  Hidden Condition (13 kp) The faerie creature can 
  use greater scrying (DC 19) on you at will despite any 
  intervening abjurations whenever you say, write, read, 
  or hear its name. It is aware of any time you say, write, 
  read, or hear its name.
  Escape Clause (0 kp) The bargain ends if you reveal its 
  origin to anyone not party to the bargain. You lose the 
  skill penalty.
  Soul Graft
  CR 9
  Aura moderate necromancy
  CL 9th
  XP 6,400
  Reward 10,000 gp
  Payment a magic ring worth at least 7,500 gp
  Faerie Creature huldraB4, nereidB3, nymph
  Token a hair tied around the finger (ring slot)
  Benefit Your soul is divided between you and the faerie 
  creature. Any attempt to raise you from the dead has 
  a 50% chance of failure unless it includes twice the 
  required material component. You take a –4 penalty 
  on saving throws against possession, domination, and 
  any effect that targets your soul. Any time you or the 
  faerie creature are individually targeted by a spell or 
  supernatural effect that allows a Will saving throw, the 
  target rolls twice and the higher result applies. If that 
  result fails, you are both affected by the failed condition. 
  If the result succeeds but has a partial effect, you both 
  take the partial effect. If you are both targeted, you each 
  roll twice. If you both fail at least one of your saves, you 
  both fail, but are not affected twice.
  Research
  Skills Diplomacy, Knowledge (nature), Sense Motive
  Complexity 28
  kp 27
  Hidden Condition (13 kp) The faerie creature always 
  counts as having part of your body for scrying and 
  similar purposes. It can perceive whatever you 
  perceive, including with your natural senses as well as 
  any divinations you are using, by concentrating as a 
  standard action.
  Escape Clause (0 kp) The bargain ends if either of you 
  becomes undead or has your soul captured by magic 
  that does not allow a saving throw. The payment is 
  not returned.
  Accursed Mercy
  CR 10
  Aura moderate abjuration
  CL 10th
  XP 9,600
  Reward 5,000 gp
  Payment 5,000 gp of stolen treasure or 15 hit points (your 
  maximum hit point total is reduced by 15)
  Faerie Creature amadanCC, advanced hag, or ability to cast 
  a curse spell
  Token a drop of blood (no slot)
  Benefit You and your kingdom suffer no effects from 
  curses or from spells that manipulate plants, weather, 
  terrain, or animals.
  Research
  Skills Diplomacy, Knowledge (arcana), Sense Motive
  Complexity 30
  kp 30
  Hidden Condition (15 kp) The faerie creature can curse 
  you or any subject of your kingdom with major curseUM 
  (DC 17) at any range whenever the target takes any action 
  that harms, inconveniences, or disrespects any fey.
  Escape Clause (0 kp) The bargain ends if you fall victim 
  to another curse. Your hit point maximum returns to 
  normal but your current hit points do not change.
  Mountain’s Charm
  CR 10
  Aura moderate abjuration
  CL 10th
  XP 9,600
  Reward 22,500 gp
  Payment 10 elemental gems (earth)
  
  17
  Faerie Creature orruolCC or ability to cast an earth spell
  Token a crystallized teardrop (no slot)
  Benefit You and any creatures within 120 feet of you ignore 
  the effects of high altitude and stone-related difficult 
  terrain. An army you travel with is not impeded by hill 
  or mountain travel.
  Research
  Skills Knowledge (nature), Linguistics, Perform (sing)
  Complexity 30
  kp 30
  Hidden Condition (15 kp) The faerie creature automatically 
  knows whenever you disturb earth or stone and can 
  target you with calcific touchAPG (DC 17) as a standard 
  action once per day at any range when you do so. When 
  it targets you with this effect, it can make a melee touch 
  attack against you once per round for 1 minute. You 
  gain cover against this attack if you are climbing and 
  improved cover against it if you are flying less than 
  10 feet off the ground. If you are 10 feet or more off 
  the ground you cannot be targeted; however, the faerie 
  creature can trigger this ability an immediate action the 
  next time you touch the ground. 
  Escape Clause (0 kp) The bargain ends if you cause a 
  landslide above or below the faerie creature’s home. The 
  payment is not returned.
  Rhymer’s Truth
  CR 10
  Aura moderate divination
  CL 7th
  XP 9,600
  Reward 25,000 gp
  Payment your ability to lie (you cannot attempt Bluff 
  checks) and one age category (you instantly age until 
  you reach the next age category; you can’t pay for this 
  bargain if you can’t age)
  Faerie Creature hamadryadB4, mythic hamadryadFKCC, 
  erlkingB4, or ability to cast a divination of 4th level or 
  higher
  Token a personal cup (no slot)
  Benefit You can only speak the truth and cannot knowingly 
  lie. As a standard action, you can attempt to apply this 
  restriction to a speculative statement to infer the truth 
  of that statement. As a full-round action, you can attempt 
  to utter a factual statement whose truth is uncertain (to 
  the best of your knowledge), and if the statement is in 
  fact false there is a 75% chance that you are prevented 
  from completing the statement, revealing it to be false. 
  If the statement is true you can automatically complete 
  the statement. For each time you have used this bargain 
  in the past 24 hours, the chance is reduced by 25 to a 
  minimum of 0% (after which it is useless for the 
  remainder of that time). The GM should roll in secret in 
  either case and secretly ignore the roll if the statement 
  is true.
  Research
  Skills Linguistics, Perform (oratory), Perform (sing)
  Complexity 30
  kp 30
  Hidden Condition (15 kp) The faerie creature can summon 
  you for 1 minute to answer one question using the 
  bargain’s benefit once per day.
  Escape Clause (0 kp) The bargain ends if you reverse the 
  aging with a wish or costly miracle. You recover your 
  ability to lie.
  Land of  Youth
  CR 11
  Aura strong conjuration
  CL 11th
  XP 12,800
  Reward 32,000 gp
  Payment your shadow (you cast no shadow nor any 
  reflections and gain 2 permanent negative levels that 
  cannot be removed until you regain your shadow)
  
  18
  Faerie Creature hamadryadB4, mythic hamadryadFKCC, 
  advanced shadow collectorB5, or fast healing or the 
  ability to cast a healing spell of 4th level or higher
  Token a hair (no slot)
  Benefit Your kingdom becomes rife with vibrant life. 
  Colors are brighter and sounds are crisper. Emotions 
  swing strongly. Creatures who regain hit points in the 
  kingdom from rest or from magical healing recover 
  2 additional hit points. Whenever a creature gains a 
  morale bonus in the kingdom, increase the bonus by 
  1. Creature in the kingdom take a –4 penalty on saving 
  throws against emotion effects. Living creatures feel 
  strangely energized and youthful, as if they were a bit 
  younger than they are. Increase all bonuses from holiday 
  edicts, promotion edicts, Academies, Arenas, Bardic 
  Colleges, Barracks, Bordellos*, Dance Halls, Gambling 
  Dens*, Magical Academies, Military Academies, and 
  Universities in your kingdom by 1. When using 
  recruitment edicts*, you treat your kingdom’s manpower 
  as if your kingdom’s militarism were one step more 
  militaristic. Each settled hex in the kingdom grants +1 
  Productivity and +1 Stability. Settlements gain +1 Crime 
  and +1 Society.
  Research
  Skills Linguistics, Knowledge (nature), Perform (comedy), 
  Perform (dance)
  Complexity 32
  kp 33
  Hidden Condition (16 kp) The faerie creature can take 
  on your physical shape (as alter self) by wearing your 
  shadow. While wearing your shadow, the faerie creature 
  can use disguise self and shadow conjuration each once per 
  day as spell-like abilities to create images of you. These 
  illusions are so realistic that creatures take a -4 penalty 
  on saving throws to disbelieve them. 
  Escape Clause (0 kp) The bargain ends if you retrieve your 
  shadow by touching the faerie creature while she is 
  willing or helpless and stitch it back on while you are in 
  your natural form. All the inhabitants of your kingdom 
  suddenly feel older and become fatigued.
  One with the Land
  CR 12
  Aura strong transmutation
  CL 12th
  XP 19,200
  Reward 50,000 gp
  Payment offer up a sacred relic, minor artifact, or 
  important magic item worth at least 50,000 gp
  Faerie Creature hamadryadB4, mythic hamadryadFKCC, 
  nereidB3, kamaitachiB6, zephyr, or another fey with the 
  ability to control plants, air, or water
  Token a hair (no slot)
  Benefit As long as you are healthy, your kingdom is 
  fruitful. Double the benefits of Farms and Fisheries 
  and all plants benefit from the enrichment version of 
  plant growth. These benefits are lost during any month 
  in which you are blinded, cursed, deafened, diseased, 
  poisoned, polymorphed, gain negative levels, take ability 
  damage, or are affected by a harmful emotion effect; this 
  does not apply if such a harmful condition lasts less 
  than 24 hours. When you are upset, the weather grows 
  foul. When you gain a madness, suffer ability drain, or 
  any other permanent harmful condition (including 
  feeblemind or petrification) or are killed, the land falls 
  barren; halve the benefits of Farms and Fisheries and 
  all plants suffer the long-term version of diminish plants. 
  In addition, you can intentionally invoke clear weather 
  and storms as if with control weather twice per day as long 
  as it does not contradict your mood. This can create 
  battlefield conditions for armies you are near (fog, rain, 
  sandstorm, snow, or wind as appropriate for the climate 
  and season).
  RESEARCH
  Skills Diplomacy, Knowledge (nature), Perform (dance)
  Complexity 34
  kp 36
  Hidden Condition (18 kp) The faerie creature can request 
  a single favor of you at any later time as if with demand 
  (DC 22). The save DC increases by 2 if the faerie creature 
  makes the request verbally from within 30 feet.
  Escape Clause (0 kp) The bargain ends if you take back the 
  offering and give it to a church that opposes the faerie 
  creature’s interests.
  Boon of  the Carrion Crow
  CR 13
  Aura moderate necromancy
  CL 13th
  XP 25,600
  Reward 30,000 gp
  Payment slay a CR 13 or stronger rival of the faerie 
  creature, prevent it returning, and deliver its treasures 
  to the faerie creature
  Faerie Creature amadanCC, vilderavnB5, or a deflection 
  bonus, luck bonus, or curse ability
  Token a feather (head slot)
  Benefit The tides of battle favor your kingdom, perhaps 
  due to fey cursing your enemies or blessing your most 
  pivotal soldiers. You can reroll any one die roll for an 
  army you lead personally. In normal combat, you can 
  cause one rolled die of an ally you can see within 60 
  feet to be rolled again as an immediate action. You can 
  use each ability once per day. In both cases, the new roll 
  applies even if it is worse.
  
  19
  Research
  Skills Knowledge (history), Perform (oratory), Sense Motive
  Complexity 36
  kp 39
  Hidden Condition (19 kp) No magic or physical barrier can 
  bar the faerie creature from traveling freely anywhere 
  in your kingdom. Your troops and any creature under 
  your direct control, including cohorts, followers, 
  animal companions, familiars, and called or summoned 
  creatures, cannot perceive the faerie creature, even with 
  exceptional senses like blindsight, scent, or tremorsense. 
  Once per day, the faerie creature can force you to roll 
  twice and take the lower result on an attack roll, saving 
  throw, or any roll in during war.
  Escape Clause (0 kp) The bargain ends if you revive the 
  slain rival. The hidden condition continues to apply 
  until the faerie creature targets you a final time with the 
  reroll ability.
  Curse of  Spilled Blood
  CR 13
  Aura strong necromanc y
  CL 13th
  XP 25,600
  Reward 15,000 gp
  Payment a magic gemstone, armor, or shield worth at 
  least 15,000 gp
  Faerie Creature amadanCC, linnorm, mosslordB6, or ability 
  to cast a curse spell
  Token a scale (no slot)
  Benefit Once per hour when you are reduced to 13 or 
  fewer hit points or when an army or unit under your 
  command is routed, the attacker is subject to ill omenAPG 
  as the spell. In a mass combat situation, the attacking 
  army’s next Offense roll or Morale check (whichever 
  comes first) must be rolled twice, taking the worse 
  result. Whenever you die or an army or unit under your 
  command is destroyed, the killing creature or army is 
  cursed, as the spell heightened major curseUM (DC 19); an 
  army cursed in this way has a 50% chance to lose its 
  action each turn. Although multiple creatures can be 
  cursed this way, the curse can likewise be removed as a 
  group with a single remove curse spell.
  Research
  Skills Intimidate, Knowledge (arcana), Perform (sing)
  Complexity 36
  kp 39
  Hidden Condition (19 kp) The faerie creature gains a +4 
  morale bonus on attack rolls, damage rolls, and saving 
  throws against you.
  Escape Clause (0 kp) The bargain ends if you take back 
  the payment and you are subject to a successful remove 
  curse (DC 29).
  Fleeting Presence
  CR 14
  Aura strong illusion
  CL 20th
  XP 76,800
  Reward 32,000 gp
  Payment a bit of your soul (a –4 penalty to your highest 
  ability score; this penalty can’t be removed while the 
  bargain lasts)
  Faerie Creature polevikBB or ability to inflict ability 
  damage, drain, or penalties
  Token a polevik fetishBB; it can only be used four times, but 
  remains the token for this bargain thereafter (no slot)
  Benefit You can use invisibility as a spell-like ability at will.
  Research
  Skills Diplomacy, Knowledge (planes), Linguistics, 
  Perform (oratory)
  Complexity 38
  kp 42
  Hidden Condition (21 kp) The faerie creature can capture 
  your soul (as trap the soul with unlimited range) as an 
  immediate action when you die. It knows whenever you 
  die.
  Escape Clause (0 kp) The bargain ends if you destroy an 
  evil magic item worth at least 36,000 gp, immerse the 
  remains in holy water, then drink the holy water. The 
  payment penalty ends.
  Stolen Might
  CR 14
  Aura strong transmutation 
  [evil]
  CL 12th
  XP 76,800
  Reward 64,000 gp
  Payment an evil magic item worth at least 64,000 gp or 
  evil artifact
  Faerie Creature polevikBB or ability to inflict ability 
  damage, drain, or penalties
  Token a polevik fetishBB; it can only be used four times, 
  but remains the token for this bargain thereafter (no 
  slot)
  Benefit You gain a +4 profane bonus to one ability score 
  of your choice.
  Research
  Skills Diplomacy, Knowledge (planes), Linguistics, 
  Perform (oratory)
  
  20
  Complexity 38
  kp 42
  Hidden Condition (21 kp) As a full-round action, the 
  faerie creature can summon an evil outsider or fiendish 
  creature to your location (as summon monster VIII with 
  unlimited range) once per month while the bargain 
  lasts.
  Escape Clause (0 kp) The bargain ends if you are touching 
  the victim from whom the soul fragment was taken to 
  fuel your bargain while the victim is subject to greater 
  restoration or limited wish, which restores that victim’s 
  ability scores. The payment is not refunded.
  Hallows of  Rulership
  CR 15
  Aura strong enchantment
  CL 15th
  XP 51,200
  Reward 82,000 gp
  Payment standing stones worth 200 BP standing alone in 
  a kingdom hex (or a crown of affirmation and a frumious 
  frock if you aren’t using the kingdom building rules), 
  your ambitions and dreams (you can’t gain morale 
  bonuses), and some of your potential (you lose a feat and 
  can’t replace it)
  Faerie Creature erlkingB4, hamadryadB4, seilenosB5, or 
  ability to cast an enchantment spell
  Token the item (see below)
  Benefit You gain magic item tied to your rulership of a 
  kingdom (described on page XXX). You may choose the 
  sword of vernal light, the staff of summer’s might, the stone 
  of wintry charm, or the cauldron of autumnal bounty. Any 
  attempt to harm you with the item automatically fails 
  unless the artifact is cursed as described in the hidden 
  condition.
  Research
  Skills Knowledge (local), Linguistics, Perform (sing)
  Complexity 40
  kp 45
  
  21
  Hidden Condition (22 kp) The faerie creature can demand 
  a favor of you to be named later. If you refuse this favor, 
  all bonuses from the item (including its enhancement 
  bonus, if any) become penalties and the item becomes 
  cursed such that you cannot be rid of it or use any 
  substitute for it. A successful remove curse (DC 26) on the 
  item allows you to discard it but does not restore its 
  function unless you have performed the favor.
  Escape Clause (0 kp) The bargain ends when you die after 
  having returned the weapon to the faerie creature. The 
  payment is refunded, but you remain dead.
  Inspire Perfection
  CR 16
  Aura strong enchantment
  CL 16th
  XP 76,800
  Reward 42,000 gp
  Payment your sanity (you take a –6 penalty to Wisdom 
  that can’t be removed while the bargain lasts and gain 
  a major madness [see Table 5-2: Major Madness in 
  Pathfinder Roleplaying Game Horror Adventures] that can 
  only be cured by greater restoration)
  Faerie Creature leanan sidheB4, museB5, nymph
  Token a hair woven into a bracelet (wrist slot)
  Benefit Your voice can achieve such perfect tones that 
  your vocal magic is more potent. You gain a +4 bonus 
  to your level for the effects of bardic performance, 
  spells with verbal components, and other performance 
  abilities. This does not grant you access to new abilities 
  or more spells.
  Research
  Skills Bluff, Knowledge (nature), Perform (act), Sense 
  Motive
  Complexity 42
  kp 48
  Hidden Condition (24 kp) As a swift action, the faerie 
  creature can absorb a portion of your sanity, dealing 
  1d4 points of Wisdom damage to you and healing itself 
  of 40 points of damage. It can use this ability with 
  unlimited range as long as you are both on the same 
  plane of existence. 
  Escape Clause (0 kp) The bargain ends when you 
  personally defy the faerie creature after removing the 
  major madness. The Wisdom penalty ends.
  Attendant’s Vision
  CR 17
  Aura strong divination
  CL 11th
  XP 102,400
  Reward 84,000 gp
  Payment a vow of service (the fey can summon you as if 
  with summon nature’s ally I once per day; there is a 10% 
  chance you are called away for 1d4 rounds during any 
  encounter or activity, but can’t be called again in the 
  same day)
  Faerie Creature chernabogCC, museB5, or blindsight or 
  true seeing
  Token a kiss (no slot; can’t be destroyed except by magical 
  cleaning)
  Benefit You gain the benefits of true seeing constantly to a 
  range of 40 feet.
  Research
  Skills Knowledge (local), Linguistics, Perform (sing)
  Complexity 44
  kp 51
  Hidden Condition (25 kp) The faerie creature can capture 
  your soul (as soul bind with unlimited range) as an 
  immediate action when you die. It knows whenever you 
  die. While it has your soul, it can perform a week-long 
  ritual to forcibly reincarnate the soul into a fey creature 
  loyal to it. If this happens, you can be restored only by 
  wish or miracle. This new fey creature hosting your soul 
  is permanently dominated (as dominate monster). If given 
  a command inimical to your nature, a successful DC 23 
  Will save allows you to break free of this control for 1d4 
  rounds, after which you the faerie creature can reassert 
  its control as a standard action (DC 23 Will negates) at 
  any distance as long as you are on the same plane. 
  Escape Clause (0 kp) The faerie creature must be 
  summoned to another plane of existence and you must 
  be subject to dimensional lock or dimensional anchor while 
  it has you summoned.
  Bundled Fate
  CR 18
  Aura strong abjuration
  CL 15th
  XP 153,600
  Reward 110,000 gp
  Payment you and the other beneficiary each advance one 
  age category (gaining penalties but no bonuses); only a 
  costly miracle or wish can undo this effect
  Faerie Creature chernabogCC, mythic manitouFKCC, nornB3, 
  or mythic ranks
  Token a knotted hair or thread (ring slot)
  Benefit You and another willing creature are bound in fate 
  together. Whenever one fails a saving throw, the other 
  can attempt the saving throw using its own modifier 
  as an immediate action. If this new saving throw fails, 
  both are affected by the consequences of a failed save. 
  If the new saving throw succeeds, both are affected by 
  the consequences of a successful save. Once per day, 
  when one dies and the other has at least 1 hit point, the 
  
  22
  survivor can drop to 0 hit points as an immediate action 
  to revive the dead one as if with breath of life.
  Research
  Skills Diplomacy, Linguistics, Knowledge (nature)
  Complexity 46
  kp 54
  Hidden Condition (27 kp) Once per day when the faerie 
  creature fails a saving throw, it can force you or the other 
  recipient to make a saving throw using this bargain’s 
  benefit to protect the faerie creature as if it were the 
  other recipient. No action is required.
  Escape Clause (0 kp) The bargain ends when an affected 
  creature inflicts a just curse upon the faerie creature. 
  The payment is not refunded.
  Grand Sequestration
  CR 18
  Aura strong abjuration
  CL 15th
  XP 153,600
  Reward 45,000 gp
  Payment a mirror of opposition or a deck of many things
  Faerie Creature chernabogCC, glaistigB5, nornB3, or mythic ranks
  Token a tooth (no slot)
  Benefit All humanoids with 10 or fewer Hit Dice within 
  12 miles of the faerie creature are imprisoned in a fugue 
  in the fey realm or suspended in time beneath the 
  earth. Time does not pass for them and they need not 
  eat, sleep, or breathe. They return to exactly where they 
  left (or the nearest safe place to it, if the old location 
  would be innately dangerous) as if no time had passed 
  when the bargain ends. An individual creature can be 
  returned early by successfully dispelling the effect at the 
  point it vanished; each such point radiates a lingering 
  aura of magic.
  Research
  Skills Bluff, Knowledge (nature), Profession (farrier), 
  Sense Motive
  Complexity 46
  kp 54
  Hidden Condition (27 kp) The faerie creature can summon 
  any sequestered creature as if with summon nature’s 
  ally VII three times per day. Creatures killed while 
  summoned have a 50% chance to return unharmed to 
  their former location within the grand sequestration; 
  otherwise, they are simply killed and remain dead. 
  Escape Clause (0 kp) The bargain ends when the faerie 
  creature expresses regret for doing it, even accidentally 
  or insincerely, but not if directly forced to by magic. The 
  payment is not refunded.
  Monarch’s Call
  CR 19
  Aura strong conjuration
  CL 17th
  XP 204,800
  Reward 75,000 gp
  Payment a vow of service (the fey can summon you as if 
  with summon nature’s ally I once per day; there is a 10% 
  chance you are called away for 1d4 rounds during any 
  encounter or activity, but can’t be called again in the 
  same day)
  Faerie Creature glaistigB5, seilenosB5, wild hunt monarchB6, 
  or ability to summon fey
  Token a bit of antler (no slot)
  Benefit Once per day, you can cast summon nature’s ally IX 
  as a spell-like ability if you hold the token in hand. You 
  add the following creatures to the lists: 7th—advanced 
  maenadB4, wild hunt houndB6, 8th—advanced nereidB2, 
  wild hunt horseB6, 9th—ankouB4, wild hunt archerB6.
  
  23
  Research
  Skills Perform (oratory), Survival
  Complexity 48
  kp 38
  Hidden Condition (19 kp) The faerie creature can 
  reincarnate you as a seilenosB5, wild hunt monarchB6, or 
  other appropriate fey the next time you die at any range 
  (DC 31 Will negates). You retain little of your original 
  personality or memories and serve the faerie creature. 
  Only a wish can restore your original form, and if your 
  new form still lives it attempts to resist the spell with a 
  Will save and spell resistance.
  Escape Clause (0 kp) The bargain ends when you 
  incapacitate the faerie creature while summoned by it.
  Shapechanger’s Insight
  CR 20
  Aura strong transmutation
  CL 13th
  XP 307,200
  Reward 210,000 gp
  Payment your identity (you forget all or almost all of your 
  major memories and suffer 6 permanent negative levels 
  that cannot be removed until you regain your identity) 
  or three sovereign staves (a scepter of forgotten time, a staff 
  of the fey queen, and a staff of power)
  Token a horn (head slot)
  Faerie Creature seilenosB5, mythic forest dragonFKCC, 
  shapechanger subtype, or ability to cast a polymorph 
  spell
  Benefit You can change shape as greater polymorph at will 
  so long as you wear the token on your head. The token 
  melds into your new form. The change lasts until you 
  dismiss it as a standard action or assume a new form. 
  Any ability you gain this way has save DC 20. You can 
  always assume your natural form as a standard action 
  on your turn, even if you are petrified or under the 
  effects of a curse such as baleful polymorph.
  Research
  Skills Bluff, Knowledge (nature), Perform (act), Sense Motive
  Complexity 50
  kp 60
  Hidden Condition (30 kp) The faerie creature always 
  recognizes you no matter your form and can take on 
  your physical shape (as alter self) at will as a supernatural 
  ability; while the faerie creature is in your form, she can 
  access your forgotten memories (if any) and gains a +20 
  bonus on Bluff and Disguise checks to impersonate you. 
  Escape Clause (0 kp) The bargain ends with a wish or costly 
  miracle if you and the faerie creature can see each other 
  and are both in your natural forms. Another six wish or 
  costly miracle are required thereafter to remove all your 
  negative levels and restore the associated memories.
  Fey Queen’s Ransom
  CR 20
  Aura strong universal
  CL 20th
  XP 307,200
  Reward artifact
  Payment 20 hexes of a kingdom you rule invested 
  with at least 200 BP total (the hexes vanish into the 
  fey realm along with all settlements within, replaced 
  by featureless wasteland; mortals brought along are 
  treated to all the delights and dangers of that realm but 
  are magically prevented from leaving by dimensional 
  anchor) or a major artifact
  Token a piece of a personally significant artifact or magic 
  item (no slot)
  Faerie Creature fey ruler (of at least CR 20)
  Benefit You gain your first mythic tier if you do not already 
  have one. You can pay the payment additional times to 
  give a tier to that many additional co-rulers.
  Research
  Skills Diplomacy, Knowledge (nature), Sense Motive
  Complexity 50
  kp 60
  Hidden Condition (30 kp) The faerie creature gains a 
  mythic rank. The creature also is immune to any attack 
  or effect you use unless you expend one use of mythic 
  power when making that attack or using that effect. 
  This is in addition to any mythic power spent for other 
  purposes, such as to activate a path ability or cast a 
  mythic spell. 
  Escape Clause (0 kp) The bargain ends and the taken hexes 
  return to their original locations if you kill the faerie 
  creature in the fey realm; if you have completed mythic 
  trials to gain another mythic tier, you do not lose it.
  Earth’s Mercy
  CR 21
  Aura overwhelming 
  transmutation
  CL 21st
  XP 409,600
  Reward 172,000 gp
  Payment a vow of nonviolence (you can’t deal lethal 
  damage to living foes) and a ring of elemental command 
  (earth)
  Token a leaf (feet slot)
  Faerie Creature glaistigB5, mythic hamadryadFKCC, mythic 
  manitouFKCC, mythic forest dragonFKCC
  
  24
  Benefit You have fast healing 5 and spell resistance 26 
  whenever you are touching the ground or any earth 
  or stone surface. You gain the earth glideB1 universal 
  monster ability and a burrow speed of 30 feet.
  Research
  Skills Diplomacy, Knowledge (geography), Survival
  Complexity 52
  kp 63
  Hidden Condition (31 kp) Three times per day as a swift 
  action, the faerie creature can use hungry pitAPG (DC 22, 
  heightened to 8th level), passwall, or wall of stone as a 
  spell-like ability.
  Escape Clause (0 kp) The bargain ends if you destroy 
  the ring.
  Faerie Treasures
  Faerie treasures often come with strings attached, 
  generally by way of the Faerie Bargainer feat (see page 4). 
  The price paid for one of these treasures can be recouped 
  by convincing the faerie creature to take it back. If a 
  character receives a faerie treasure in part of a bargain 
  and is directly involved in killing the faerie creature, the 
  item gains a curse and the character is unable to use any 
  substitute for it.
  Cauldron of  Autumnal Bounty
  Price
  110,000 gp 
  Aura strong enchantment
  CL 15th
  Weight 
  35 lbs.
  Slot none
  Alternate Price hallows of rulership bargain
  This copper cauldron is large enough to hold a Medium 
  creature. The cauldron can be used to cook ordinary 
  food, but in addition once per day while empty it can be 
  commanded to fill with a hearty and delicious stew that 
  functions as heroes’ feast. If the user of the cauldron has 
  the Brew Potion feat or is capable of casting heroes’ feast, 
  she can rinse the cauldron after serving a meal from it 
  and then fill it with clear water. For the next 24 hours, 
  whenever a creature that has supped from the cauldron 
  takes damage or is killed, the user gains a glimpse of that 
  creature as scrying for 1 round. During that round, the user 
  can target the injured or slain creature with spells from 
  the conjuration (healing) subschool or with a healing 
  effect like lay on hands by touching the water; they affect 
  the target as if the caster had touched them directly, 
  regardless of distance. The user also can pour a potion 
  with a conjuration (healing) effect into the water, affecting 
  the creature as if it had consumed the potion. If multiple 
  creatures that have eaten from the cauldron’s bounty are 
  wounded simultaneously, the cauldron shows the creature 
  with the fewest hit points remaining. 
  When using the kingdom rules, if the cauldron of autumnal 
  bounty is used to prepare a meal for at least one member 
  of the ruling council each day and no state dinner is held 
  without including food from the cauldron, the kingdom 
  gains a +2 bonus on Loyalty checks that month.
  Construction
  Requirements Craft Wondrous Item, heroes’ feast, status; 
  Cost 55,000 gp
  
  25
  Green Girdle of  Invulnerability
  Price
  30,000 gp 
  Aura strong conjuration
  CL 13th
  Weight 
  ½ lb.
  Slot body
  Alternate Price a selection of memories (mindwipeOA that can 
  only be removed by wish or costly miracle)
  This silky green garment is worn under all other 
  clothing. The wearer is immune to blood drain and bleed 
  damage and automatically stabilizes when below 0 hit 
  points. The wearer gains a unique protection from death 
  and dismemberment, in that attacks or effects that that 
  would normally break, sever, rot, or otherwise destroy a 
  limb or even her head deals only normal hit point damage 
  and does not otherwise impair the wearer. She may not 
  use severed or broken limbs to manipulate objects, but 
  she does not take ability damage or drain or risk paralysis 
  or death from such injuries. Ability damage, ability drain, 
  or ability penalties from necromantic effects, calcific touch, 
  polar ray, and similar effects that affect the target’s entire 
  body can affect the wearer, though they are reduced by 2 
  points (minimum 0). 
  Any extremity severed while wearing the green girdle can 
  be reattached by holding it to the stump for 10 minutes. 
  The wearer cannot manipulate or use items with severed 
  arms or legs, but if her head is severed she can still 
  perceive, speak, and otherwise function normally as if it 
  were attached. If the green girdle is removed or destroyed, 
  all normal effects for severed or destroyed limbs or head 
  apply immediately. 
  Construction
  Requirements Craft Wondrous Item, regenerate; Cost 
  15,000 gp
  Staff  of  Summer’s Might
  Price
  110,300 gp 
  Aura strong evocation
  CL 15th
  Weight 
  4 lbs.
  Slot none
  Alternate Price hallows of rulership bargain
  This +1 flaming burst quarterstaff is made of gleaming 
  red-orange crystal. As long as it is carried in public, at 
  state events, and into battle, the bearer’s kingdom gains 
  +2 Stability and all the kingdom’s armies gain a +1 bonus 
  to their Defense Value. This bonus is doubled for an army 
  or unit the wielder leads directly as commander.
  The wielder threatens a critical hit with spells and the 
  staff on a roll of 19–20. Whenever the wielder confirms a 
  critical hit with a spell or the staff, the wielder gains a +4 
  bonus to overcome the target’s spell resistance and can 
  cast bestow curse from the staff on the target at any range 
  as an immediate action. In addition, the staff of summer’s 
  strength allows the use of following spells.
  • 
  Scorching ray (1 charge)
  • 
  Bestow curse (1 charge)
  • 
  Mass bull’s strength (2 charges)
  • 
  Disintegrate (2 charges)
  • 
  Sunburst (3 charges)
  Construction
  Requirements Craft Magic Arms and Armor, Craft Staff, 
  bestow curse, disintegrate, mass bull’s strength, scorching ray, 
  sunburst; Cost 55,300 gp
  Stone of  Wintry Charm
  Price
  110,000 gp 
  Aura strong enchantment
  CL 15th
  Weight 
  ½ lb.
  Slot neck
  Alternate Price hallows of rulership bargain
  This heavy stone pendant grants the wearer cleverness 
  of speech and refines the wearer’s appearance. The wearer 
  can speak and understand all languages as a continuous 
  tongues spell. The wearer can lie despite magical 
  compulsions otherwise and appears to be telling the truth 
  according to any non-mythic form of divination, though a 
  successful DC 35 Sense Motive or Spellcraft check notices 
  this effect. A mythic creature can add its mythic tier as a 
  bonus on this skill check.
  The wearer also finds remarkable mental clarity and 
  can see multiple ways to approach every problem. The 
  wearer can roll twice and take the higher result on all 
  Intelligence- and Charisma-based skill checks. During 
  any month that the stone is worn by a kingdom’s ruler, 
  that kingdom gains a +2 bonus on Loyalty checks.
  Construction
  Requirements Craft Wondrous Item, divine favor, glibness, 
  tongues; Cost 55,000 gp
  
  26
  Stone Throne of  Destiny
  Price
  8,000 gp 
  Aura moderate evocation
  CL 6th
  Weight 
  1,000 lbs.
  Slot none
  Alternate Price some of your potential (a feat slot that can 
  be regained with greater restoration)
  Built by the strange giants of the fey realms, this carved 
  stone throne changes size to suit the ruler of the land in 
  which it is located. It grants all members of a kingdom’s 
  ruling council a +1 luck bonus on skill checks made while 
  within 100 feet of the throne. If a ruler is seated in the stone 
  throne, only that ruler gains the bonus but it is doubled to 
  +2. If the ruler of the kingdom is seated in the stone throne, 
  he may grant one creature a boon by having them kiss 
  the throne, granting them a +1 luck bonus to AC and on 
  saving throws for 1 day. The throne loses its other powers 
  during that day.
  Construction
  Requirements Craft Wondrous Item, divine favor; Cost 
  4,000 gp
  Sword of  Vernal Light
  Price
  112,315 gp 
  Aura strong enchantment
  CL 15th
  Weight 
  4 lbs.
  Slot none
  Alternate Price hallows of rulership bargain
  This shining +5 gloriousUE mithral longsword sheds light 
  as a torch. Creatures under the caster’s direct command 
  (including army troops as well as cohorts, followers, 
  animal companions, familiars, and charmed, dominated, 
  called, or summoned creatures) gain a +1 morale bonus on 
  attack rolls as long as they have line of sight to the sword of 
  vernal light, increased to +2 within the radius of its daylight. 
  Other allies gain a +1 morale bonus on attack rolls within 
  the area of daylight. 
  As long as the weapon is carried in public, at state 
  events, and into battle, the bearer’s kingdom gains a +2 
  bonus on Stability checks, all the wielder’s armies gain a 
  +1 morale bonus to Offense Modifier, and the bonus is 
  doubled for an army or unit the wielder leads personally 
  as its commander. 
  Construction
  Requirements Craft Magic Arms and Armor, daylight, good 
  hope; Cost 56,315 gp
  
  ADVENTURE PATH PLUG-INS
  Be Careful What you Wish For
  The magic and mystery of the fey is on display in Faerie Bargains! From Rumpelstiltskin to Rapunzel, fairy 
  tales, myths, and legends all over the world are replete with tales of bargains struck with the sublime and 
  sometimes sinister magical creatures from the realms beyond. Long life, wealth beyond imagining, true 
  love, or whatever your heart’s desire all wrapped up in a promise and a price that seems but a trifle, until the 
  bargain comes due and the fair folk come to collect. Faerie Bargains provides you a richly detailed system 
  for using this classic fantasy trope in your Pathfinder Roleplaying Game campaign. You can design your 
  own faerie bargains or use one of the over 40 sample bargains provided, from bounty of the wilds and unseen 
  assistants to woven wealth, silent metamorphosis, fey queen’s ransom, and one with the land! Each bargain grants 
  a benefit once payment is made, of course, but you’ll also find rules for hidden conditions, escape clauses, 
  tokens, and more, along with how to research and negotiate bargains with different kinds of fey and unique 
  magical items you might obtain in a faerie bargain or make with fey assistance, like the cauldron of autumnal 
  bounty and sword of vernal light. Whether your heroes want to trade their dreams for the charm of magic, 
  a gift of blood for accursed mercy, or their sanity itself for inspired perfection, you’ll find an amazing array of 
  mystical covenants that bring fantastic new flavor to the fey in your game! Grab this 30-page Pathfinder 
  Roleplaying Game accessory today and Make Your Game Legendary!
  ISBN-13: 978-1548061012
  Price: $12.99
  makeyourgamelegendary.com
  LGP334KB10PF
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Forest Kingdom/Faerie Bargains.pdf