TEXT: Faerie
  Faerie
  Faerie
  Mysteries
  Mysteries
  Mysteries
  KM07
  ADVENTURE PATH PLUG-INS
  By Todd Stewart, Jason Nelson, 
  and Alistair Rigg
  
  Faerie
  Faerie
  Faerie
  Mysteries
  Mysteries
  Mysteries
  By Todd Stewart, Jason Nelson, and 
  Alistair Rigg
  By Todd Stewart, Jason Nelson, and 
  Alistair Rigg
  
  Welcome to 
  Adventure PAth Plug-Ins!
  T
  HIS 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.
  What You Will Find inside Faerie MYsteries
  This product explores the influence that fey creatures have upon the campaign and the campaign world. This is 
  especially relevant in the Kingdom-building Adventure Path, given that fey creatures both great and small play 
  such a key role in the campaign; however, the rules and concepts presented here can easily provide inspiration 
  and illustration for any campaign where fey creatures have a place. This product is not a pile of monsters, nor is 
  it a pile of magical combat abilities for monsters. Those things have their place in the game, but Faerie Mysteries 
  is more about dealing with the fey outside of combat than in it (though the latter arises as well). It is about how 
  the influence of the fey can change the feel and flow of a campaign, and it gives you a game-mechanical system 
  for describing and representing that in-breaking of raw, untamed, primal magic that make the fey what they 
  are. Fey do not simply walk about within the world; they carry their version of the world along with them, and 
  make our world more like theirs with every step. The rumors and ripples and ruptures in our reality really lay 
  the groundwork for this Adventure Path in particular, but for any campaign where civilization is not the only 
  power in the world, and where the force and spirit of nature can push right back. 
  Like its companion product, Faerie Passions, this product provides a fantastic primer on the use of fey creatures 
  in a campaign, balancing the hardcore game rules with explorations of fey creatures’ mythological origins 
  and role in real-life history and legends. What this product is really about is making fey different, to make 
  them strange, unpredictable, and menacing in turn. They are never quite what you expect, and this product 
  describes subtle shifts you can use to create an interesting variety of alternate creatures. The fey represent the 
  raw and wild extremes of the life and spirit of the land and those that dwell within it, possessed of a mercurial 
  emotionality and an integration with the natural world that flits between an impossibly saturated hyper-reality 
  and the dreamily surreal. A campaign featuring the fey should feel different than other campaigns, and when 
  you introduce Faerie Mysteries, it will.
  heY, What’s With the naMes?
  You will see us use phrases such as “Kingdom-building 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 Pathfinder 
  Reference Document, the official online compendium of game rules, as well as the d20pfsrd.com. 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 Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in 
  our products. So check us out, and Make Your Game Legendary! 
  Visit us on our website at makeyourgamelegendary.com or follow us on our Facebook page, Google+, or on 
  Twitter @LegendaryGamesJ.
  credIts
  Authors: Todd Stewart, Jason Nelson, and Alistair Rigg
  Artist: Mike Lowe and Tanyaporn Sangsnit
  Design and Layout: Dain Nielsen
  Legendary Games Team Members: Clinton Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan H. 
  Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, and Clark 
  Peterson
  Proofreading: Marshall Gatten
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent Kingmaker 
  Adventure Path. 
  Open Content: Subject to designation as Product Identity (see below), the only portions of this Legendary Games product 
  designated as Open Game Content are any and all rules content (names of skills, etc., taken from the Pathfinder Reference 
  Document)  as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, 
  introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open 
  Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  1.0a, Section 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, 
  Faerie Mysteries: Fey Impulses, all proper names and stat blocks for named characters, as well as all trademarks, registered 
  trademarks, proper names (including the names of each character, location, item or monster unique to this product), 
  dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity 
  of Paizo Publishing, Inc. (Elements that have previously been designated as Open Game Content are not included in 
  this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned 
  by others is not a challenge to their ownership and is used under Fair Use. 
  
  1
  Faerie
  Faerie
  Faerie
  Mysteries
  Mysteries
  Mysteries
  By Todd Stewart, Jason Nelson, and 
  Alistair Rigg
  Table of Contents
  Introduction ������������������������������������������������������������������������������������������������������������2
  Fey Impulses ���������������������������������������������������������������������������������������������������������������3
  Using Fey Impluses In Play �����������������������������������������������������������������������4
  Elements of a Fey Impulse ������������������������������������������������������������������������5
  Creating A Fey Impulse ������������������������������������������������������������������������������6
  Rumors �����������������������������������������������������������������������������������������������������������������6
  Ripples������������������������������������������������������������������������������������������������������������������7
  Ruptures ���������������������������������������������������������������������������������������������������������� 10
  Fey-Induced Events ��������������������������������������������������������������������������������������������� 11
  Variant Fey Creatures �������������������������������������������������������������������������������������� 19
  
  2
  Introduction
  Other planes beyond the standard, material world 
  have long been a common feature of mythology, 
  fantasy literature, and RPGs alike. Yet, despite their 
  ubiquity as a metaphysical concept, planes can be 
  a difficult thing to visualize. On a basic level, this 
  difficulty concerns things lacking a tangible metric 
  by which to describe their relationship. How do you 
  define and differentiate two infinite spaces? How 
  do you explain metaphysical distance as opposed 
  to physical distance? These aren’t easy things, yet 
  in fantasy literature, in real world religion and 
  philosophy, and in the many 
  worlds of role-playing games, 
  they appear again and again. 
  Both the idea of planes and 
  some notion of distinction 
  and distance between the 
  mortal world and a place or 
  multiple places beyond it, 
  are commonly accepted and 
  rarely dithered over. 
  One 
  linked 
  concept 
  that 
  we often see is a connection 
  between 
  the 
  mortal 
  world 
  and another plane, be it a 
  doorway, a point of tangential 
  connection, or a region of 
  overlap between them. Some 
  of these points of connection 
  or overlap can be described as a 
  thinness between the planes. In 
  such places, transit between the 
  two distinct worlds becomes 
  possible, and the proximity of 
  both realities may result in one 
  or both influencing the other. 
  We see this concept across myth 
  and literature, with a common 
  usage being the identification 
  of physical locations in the real 
  world as doorways to another, 
  usually with holy (or unholy) 
  associations, and statuses as 
  sites of religious pilgrimage. 
  In 
  especially 
  hallowed 
  or 
  unhallowed 
  locations, 
  the presence of the gods 
  becomes especially poignant 
  to the point of tangibility, and 
  their servitors may watch or 
  mingle there with mere mortals.
  Especially in the case of real world religions, specific 
  physical locations and their particular traits demarcate 
  points of thinness between the mortal realm and 
  another plane entirely. Deep forests isolated from 
  civilization, high holy mountains, open stretches of 
  far ocean, and deep cave systems have engendered 
  religious reverence and an association with the divine 
  or the profane. The caves at Cumae/Avernus gained 
  the attention of the wider Roman religious world 
  and especial reverence in the Orphic mysteries as the 
  literal mouth to the Underworld.
  Such thinness might not be constant, however, and 
  even when linked to specific places, the metaphysical 
  closeness of two planes might depend on other 
  causes as well. Metrics could 
  include 
  such 
  factors 
  as 
  astronomical alignments of 
  the planets and stars, time 
  of 
  year 
  and 
  seasonality, 
  and specific calendar dates 
  predicated on historical or 
  liturgical events. The closeness 
  of worlds could cause effects 
  of their own. Magic might 
  be influenced by the orbit of 
  real, physical moons linked 
  to given divinities, tangibly 
  observed and felt as much 
  as the tug of a moon on the 
  tides, or by a system wherein 
  a more abstract constellation 
  of “orbiting” planes influences 
  the world’s magic, weather, 
  and future events like the 
  gravitational tug of distant, 
  possibly unseen, planes.
  In the preceding examples, 
  the closeness of the planes 
  occurred within a system 
  that could be observed and 
  predicted. 
  These 
  planes 
  drew near or far on their 
  own trajectories regardless 
  of the actions or status of 
  any individual, barring the 
  will of a deity or similarly 
  powerful entity. In some 
  mythologies, 
  however, 
  the 
  relative proximity of a plane 
  matters less on the plane 
  itself and more on the nature 
  of the person seeking to go 
  there from the mortal world. 
  Could a plane be more or 
  The Concept of 
  Fey: Western 
  versus Eastern 
  Traditions
  Much of the conceptualization of 
  fey in popular RPGs derives from 
  a distinctive Western and Central 
  European 
  literary 
  tradition, 
  with 
  an occasional infusion of Slavic 
  mythology. 
  Eastern 
  European 
  traditions are equally as rich, however, 
  as are the mythological analogs of the 
  European fey present in Chinese and 
  Japanese traditions, and elsewhere.
  The kami in Japanese mythology and 
  the concept of a spirit realm correspond, 
  roughly speaking, with western fey and 
  a fey realm. An entertaining exploration 
  of this folklore is Hayao Miyazaki’s 
  animated film, Spirited Away, which 
  serves as a very good introduction to 
  fey analogs in East Asian mythology; it 
  also features an excellent example of a 
  major fey impulse, as described in this 
  product. While a full exploration of this 
  mythology falls outside the scope of this 
  supplement, a wide variety of resources 
  exist to explore the rich animism-
  influenced tales of kami, talking 
  animals, and monsters beyond the 
  western-centric RPG milieu.
  
  3
  less accessible—“nearer”—for someone of a given 
  alignment? A given character class? A specific 
  sorcerer bloodline? A character’s in-game lineage 
  or nobility?
  One example of such variable proximity is found 
  in the Russian legend of Kitezh. No longer extant, 
  the city’s people prayed to God for salvation against 
  the invading Mongols. In response to their faith 
  and prayers, they vanished beneath the waves of 
  Lake Svetloyar, denying the approaching armies 
  of Batu Khan their prize of conquest. Whatever 
  its historicity, the city lives on in legend, and only 
  those of the purest hearts may reach it wherever it 
  now exists, locked away beyond an invisible road 
  or sheltered below the waves. Kitezh yet influences 
  the world from beyond its veil, providing ephemeral 
  glimpses of its reflection in the waters as if it still 
  stood upon the shore, echoes of chiming bells heard 
  distantly beneath the waves, and visions of the 
  lights of religious processions at night where no 
  city remains in the mortal world.
  Even when a metaphysical gulf separates a 
  place from the mortal realm, it may yet influence 
  in subtle ways beyond its own borders. Drawing 
  from these various examples, and especially from 
  those relating to a world of the fey (or by whatever 
  name a given mythology applies to the concept), we 
  hereby present the concept of the fey impulse.
  Fey Impulses
  Sudden intrusions of magical faerie influence 
  that warp the environment and creatures therein, 
  fey impulses blur the lines between the mortal 
  realm and that of the fey like the sudden surge of 
  an invisible tide pushed forward by the waxing 
  and waning of distant, unpredictable moons. Fey 
  impulses may herald ephemeral storms of altered 
  reality intruding into the mortal realm and produce 
  wildly varying changes.
  A fey impulse might occur when and where 
  the boundaries between the Material and Faerie 
  planes have an inherent instability and have 
  thinned, either as a result of the ebb and flow of 
  fey influence in that location, or from the actions 
  of a powerful fey creature, artifact, or spellcaster 
  that has frayed the border between the worlds. A 
  fey impulse can also result from years of psychic 
  residue left in a location by extreme emotions 
  from ancient and powerful fey. Whatever their 
  cause, they pose a significant challenge since 
  these impulses can sweep living creatures into an 
  emotional wake, causing them to temporarily lose 
  control of their own responses.
  Effects on Faerie Creatures: In addition to their 
  effects on non-fey creatures described below, the 
  closeness of the fey realms caused by a fey impulse 
  energizes fey creatures and inflames their natural 
  passions. This applies to fey that are within the 
  area of the impulse, as well as those within a 
  10 feet times the CR of the fey impulse. These 
  effects apply not only to actual fey creatures, 
  but also to creatures with the fey animal and fey 
  creature templates, the Fey Foundling feat, or the 
  fey bloodline as well as any other creature with 
  a close connection to the realms of faerie, such 
  as a jabberwock or faerie dragon. Such creatures 
  are never harmed by fey impulse and gain a +2 
  circumstance bonus on saving throws to see 
  through illusions created by a fey impulse. 
  Types of Fey Impulses: There are three types of 
  fey impulse: rumors, ripples, and ruptures. Each 
  type of fey impulse has one or more effects similar 
  to an existing spell—typically an enchantment 
  or illusion. A fey impulse that has an effect not 
  identical to an existing spell is certainly possible, 
  but this requires designing a new spell effect. A 
  druid’s resist nature’s lure class feature applies to 
  saving throws against a fey impulse.
  Rumors usually have effects similar to figment 
  and glamer illusions. They create false sensations, 
  or change a subject’s sensory qualities, making 
  it look, feel, taste, smell, or sound like something 
  else, or even seem to disappear. Because rumors 
  are not real, they cannot produce real effects the 
  way that other types of fey impulses can. Rumors 
  cannot cause damage to objects or creatures but 
  can be effective in confusing and confounding 
  them, and making other dangers more difficult to 
  overcome. When required, a rumor’s AC is equal 
  to 10 + its size modifier. Rumors infuse affected 
  creatures with delight and contentment, granting 
  them a +1 morale bonus on all saving throws, which 
  increases to +2 against mind-affecting effects.
  Ripples are usually similar to pattern or 
  phantasm illusions, compulsion enchantments, 
  and emotion effects. Whereas rumors are purely 
  atmospheric, with no direct game effect, ripples 
  involve subtle changes in the fabric of reality. As 
  fey influence begins to push at and exert pressure 
  upon the veil between the worlds, the veil becomes 
  increasingly porous, allowing for overtly physical 
  effects and actual fey creatures to manifest within 
  our world. Like a rumor, a ripple can create images 
  that others can see, but these images can also affect 
  the minds of those who see them or are caught 
  
  4
  in them. Ripples can also create mental images 
  that only the subjects can perceive; personalized 
  mental impressions, not something that they 
  actually see. Third parties viewing or studying the 
  scene don’t notice these phantasmal effects of a 
  ripple. Ripples can force subjects to act in some 
  manner or change the way their minds work. All 
  ripples are mind-affecting effects.
  Ripples subtly alter the reality experienced by 
  fey and related creatures, causing fate to bend 
  in their favor. Such creatures gain the benefit of 
  a prayer spell. However, the disturbed ripples in 
  reality also inflame the intensity of their emotions, 
  causing them to take a -2 penalty on saving throws 
  against effects with the emotion descriptor. 
  Creatures using Bluff, Diplomacy, or Intimidate 
  checks to influence the behavior of a fey creature 
  within a ripple take a penalty equal to the CR of 
  the ripple (minimum of 1), and if their check fails 
  the fey creature becomes immediately hostile 
  and attacks. In addition, if a fey creature within 
  a ripple is attacked while under the effects of a 
  mind-affecting effect, consult the following table.
  d% roll          Effect
  01-25 
  The mind-affecting effect continues 
  unchanged.
  26-50 
  The mind-affecting effect is replaced 
  with confusion for 1d4 rounds.
  51-75 
  The mind-affecting effect is replaced 
  with rage for 1d4 rounds.
  76-00 
  The mind-affecting effect is replaced 
  with simultaneous confusion and 
  rage for 1d4 rounds.  
  Ruptures: The effects of thinning between the 
  mortal realm and the bright lands generally range 
  from the subtle, either barely noticed or often 
  dismissed, or of trifling consequence, to the severe. 
  A fey impulse of sufficient severity, however, can 
  do more than simply thin the boundary between the 
  planes: it can rupture it. These ruptures can cause 
  a region of the mortal and fey realms to partially 
  transpose; fully swap small regions on a temporary 
  or permanent basis; produce a porous boundary 
  allowing effects and creatures to pass between the 
  realms in an unpredictable manner; and in some 
  extreme cases, produce actual permanent portals 
  and a spreading, creeping emergence of the fey 
  realm in the mortal world. Above and beyond the 
  mechanical effects and appearance of lesser fey 
  through the veil, once the boundary between the 
  planes has been breached, reality itself begins to 
  shift and transpose with that of the fey realms. 
  These breaches comprise the most powerful and 
  pervasive of fey impulses.
  Ruptures can be similar to shadow illusions and 
  curses (including spellblight effects). A rupture 
  can manifest something that is partially or wholly 
  real from the faerie realm. Ruptures can have 
  real effects, and damage dealt by a rupture is 
  real. Ruptures fill fey and similar creatures with 
  towering confidence and resolve, granting them 
  the bonus of a heroism spell as long as they remain 
  within it. They also gain 1 temporary hit point 
  every round they remain within the rupture. These 
  temporary hit points stack, but cannot exceed 
  an amount equal to the CR of the rupture. These 
  temporary hit points stack with other sources 
  of temporary hit points. In addition, any morale 
  bonus a fey creature gains within a rupture from 
  any effect other than the rupture itself is increased 
  by 1.
  Using Fey Impulses in Play
  Fey impulses can function like haunts, hazards, or 
  traps, and can infuse an area similar to, but not 
  restricted, its associated spell. They are difficult to 
  detect since they cannot be easily observed until the 
  round in which they trigger. When a fey impulse 
  is triggered, its effects manifest at initiative rank 
  10 in a surprise round. All characters in the fey 
  impulse’s proximity can attempt to notice the fey 
  impulse at the start of this surprise round (by 
  making the relevant notice skill check).
  During the surprise round, spellcasters may 
  attempt to quell a fey impulse before it manifests 
  by casting an enchantment or illusion spell of the 
  fey impulse’s spell level or higher. If this is done, 
  the spell and fey impulse cancel each other, and the 
  fey impulse does not manifest. A calm emotions 
  spell cast to quell a fey impulse immediately 
  cancels a fey impulse of any spell level that creates 
  an emotion effect. A quelled fey impulse is not 
  destroyed, and can manifest again after its reset 
  time.
  A fey impulse can fade from a location over time 
  as the influence of the faerie realms recedes, but so 
  can one spontaneously arise and intensify, from a 
  rumor through a ripple to a rupture, as the bright 
  lands continue an extrusion into the mortal world. 
  Occasionally, a fey impulse can be permanently 
  removed from a location by the performance of a 
  specific act in its region. This specific act is linked 
  in some way to the events that caused the fey 
  
  5
  impulse, and so is different for each. Frequently, 
  however, the locations and intensities of fey 
  impulses are linked to the seemingly random ebb 
  and flow of the fey world’s proximity.
  Elements of a Fey Impulse
  Fey impulses are presented in the following format.
  Fey Impulse Name: The fey impulse’s name is 
  followed by its CR.
  XP: This is the amount of XP to award the PCs for 
  surviving the fey impulse, as determined by its CR.
  Type and Area: This line gives the fey impulse’s 
  type (rumor, ripple, or rupture) and the dimensions 
  of the area it infuses.
  Caster Level: This is the fey impulse’s effective 
  caster level for the purposes of dispelling any 
  ongoing effects with dispel magic, and for 
  determining the results of spell effects it creates.
  Notice: This indicates the skill check and DC 
  required to notice the fey impulse in the surprise 
  round before it manifests. The sensory input for 
  what a successful check notices—such as a faint 
  laughter, a smell of roses, or twinkling sun beams—
  is listed in parentheses after the DC.
  Trigger: The conditions that can cause the fey 
  impulse to manifest are given here.
  Proximity: Proximity-triggered fey impulses occur 
  as soon as a creature enters the fey impulse’s area.
  Touch: A fey impulse triggered by touch does not 
  activate until a living creature touches a specific 
  object or location in its area.
  Sense: 
  Sense-triggered 
  fey 
  impulses 
  occur 
  whenever a living creature senses a certain thing 
  within its area, such as hearing a specific song, 
  seeing a discarded doll, or tasting red wine.
  Emotion: Emotion-triggered fey impulses occur 
  whenever a living creature within its area 
  experiences a certain emotion, such as fear or 
  anger.
  Timed: A timed fey impulse periodically manifests 
  its effects after a certain duration has passed.
  Waking: A fey impulse triggered by waking 
  activates as soon as a sleeping creature awakens 
  in its area.
  Sleep: A fey impulse triggered by sleeping activates 
  as soon as a creature falls asleep in its area.
  Duration: Unless otherwise stated, most fey 
  impulses have a duration of instantaneous; once 
  triggered, they have their effect and then stop 
  functioning (although the consequences of the 
  effect may last for some time). Some fey impulses 
  have a duration measured in rounds or longer. 
  Such impulses continue to have their listed effect 
  each round at the top of the initiative order (or 
  whenever they were activated, if they were 
  triggered during combat).
  Reset: A reset element is the set of conditions 
  under which a fey impulse becomes ready to 
  trigger again.
  None: The fey impulse manifests only once and 
  then dissipates.
  Automatic: The fey impulse will automatically 
  manifest every time a living creature enters its 
  area, or after a timed interval.
  Bypass: This element describes the circumstances 
  under which a creature can avoid manifesting the 
  fey impulse. For example, a creature that sings 
  a happy song as it crosses a room of fey despair 
  might avoid triggering the impulse.
  Effect: This details the fey impulse’s exact effects, 
  TABLE 1: CR MODIFIERS OF FEY IMPULSES
  Feature Type  
   
   
  CR Modifier
  Notice DC
  15 or lower 
   
   
   
  –1
  16-20 
   
   
   
  +0
  21–25 
   
   
   
  +1
  26–29 
   
   
   
  +2
  30+ 
   
   
   
  +3
  Reset Time
  1 minute 
   
   
   
  +2
  1 hour 
   
   
   
  +1
  1 week 
   
   
   
  –1
  Bypass
  Common 
   
   
   
  –2
  Uncommon  
   
   
  –1
  Trigger
  Triggered by touch  
   
  –2
  Triggered by sense or emotion 
  –1
  Damage
  Damaging effect 
  +1 per 10 points of 
  average damage
  No negative effect 
   
             –1 per spell level
  Note: If a fey impulse presents no legitimate challenge or 
  danger to PCs, encountering it should bring fewer (or zero) 
  experience points than normal. Repeatedly visiting the 
  same harmless impulse should result in zero experience 
  points. 
  
  6
  including a description of how the fey impulse 
  manifests.
  Destruction: This describes the act needed to 
  permanently remove the fey impulse from the 
  area, if applicable.
  Creating a Fey Impulse
  To make a fey impulse like the examples below, 
  follow these steps.
  Step 1—Determine Base CR: A fey impulse’s base 
  CR is equal to 1 + the level of the spell it duplicates.
  Step 
  2—Determine 
  Actual 
  CR: 
  Select 
  the 
  elements you want the fey impulse to have and 
  add up the adjustments to its CR to arrive at the 
  fey impulse’s final CR (see Table 1: CR Modifiers 
  of Fey Impulses). 
  Step 3—Determine Caster Level: A fey impulse’s 
  caster level is equal to its actual CR score. Note 
  that this caster level does not need to be of a level 
  required to cast the duplicated spell.
  Step 4—Calculate Attacks and Save DCs: A 
  fey impulse’s attack modifier (if one is needed) 
  is equal to its CR. If a fey impulse’s spell effect 
  allows a saving throw to resist or negate the effect, 
  the save DC is equal to 10 + the level of the spell + 
  the ability modifier of the minimum ability score 
  needed to cast that level of spell.
  Rumors
  REFLECTIONS OF THE FIRST WORLD      CR 1/3
  XP 135
  Type rumor (10-ft radius pool); Caster Level 2nd; 
  Notice Perception DC 10 (a flash of bright color 
  on the surface of the pool)
  EFFECTS
  Trigger touch; Duration 1d3 minutes; Reset 
  automatic (1 day)
  Effect Creatures that touch the surface of the pool 
  see the reflections of the immediate surroundings 
  shift to show the sky and terrain on the other 
  side of the veil between the mortal world and the 
  faerie realm. Creatures that succeed at a DC 11 
  Will save recognize the effect as illusory, as per 
  the silent image spell. Creatures that fail their 
  saves are fascinated for 1d3 rounds.
  ENCHANTING ECHOES 
   
   
      CR 1/2
  XP 200
  Type rumor (5-ft radius of old campfire); Caster 
  Level 1st; Notice Sense Motive DC 20 (a growing 
  sense of excitement)
  EFFECTS
  Trigger proximity; Duration 1 round; Reset none
  Effect All creatures that approach the old campfire 
  and fail a DC 10 Will save hear the music of pan-
  pipes echoing from deeper in the forest, as per 
  the ghost sound spell. Creatures hearing the 
  echoes are effectively deafened for 1d3 rounds on 
  a failed save, as they hear nothing but the pipes.
  BRIDGE TOLL 
   
   
                       CR 1
  XP 400
  Type rumor (50-ft radius of moss-covered bridge); 
  Caster Level 2nd; Notice Perception DC 20 (a 
  faint giggling)
  EFFECTS
  Trigger proximity; Duration 2 hours; Reset 
  automatic (1 day); Bypass throwing a gold coin 
  into the stream
  Effect Unattended objects of creatures in the area 
  that fail to pay the toll are thrown into the stream. 
  This continues to occur while creatures remain 
  in the area unless an area attack destroys the 
  unseen servant effect. The fey impulse attempts 
  a steal combat maneuver (+2 bonus) against each 
  creature that crosses the bridge and does not pay.
  UNSEEN PRESENCE 
   
   
          CR 1
  XP 400
  Type rumor (15-ft radius forest glade); Caster Level 
  3rd; Notice Sense Motive DC 10 (a profound 
  feeling of creatures watching from the edge of 
  the forest)
  EFFECTS
  Trigger proximity; Duration 1d3 minutes; Reset 
  automatic (1 hour)
  Effect All creatures within the forest glade that 
  succeed on a DC 10 Perception check begin 
  noticing flashes of movement, and the sounds of 
  rustling leaves, snapping twigs, and tiny running 
  feet at the forest edge around them. Any creature 
  that hears the sounds, or inspects the trampled 
  grass at the tree line can make a DC 13 Will save 
  to realize that these effects are illusory, as per the 
  minor image spell. The distraction provided by 
  these swiftly moving enemies causes creatures to 
  function as if dazzled.
  WAKING FEYSCAPE 
   
   
          CR 2
  XP 600
  Type rumor (100-ft radius of old ash tree); Caster 
  
  7
  Level 4th; Notice Perception DC 10 (the strong 
  smell of flowers)
  EFFECTS
  Trigger waking; Duration 8 hours; Reset automatic 
  (1 day)
  Effect Creatures that sleep in the area awaken to 
  find themselves surrounded by brightly-colored 
  mushrooms. The vegetation around them has 
  grown in size, and is unusually colored. A mixture 
  of strange floral scents assault their senses, and 
  trees droop with bizarre-looking fruits that 
  nevertheless taste amazingly good if eaten. 
  Creatures that interact with this strange terrain 
  and succeed at a DC 16 Will save recognize the 
  effect as illusory, as per the hallucinatory terrain 
  spell.
  WORLD WINDOWS 
   
   
          CR 3
  XP 800
  Type rumor (painting gallery in rural mansion); 
  Caster Level 6th; Notice Perception DC 10 (a 
  warm breeze against the skin)
  EFFECTS
  Trigger proximity; Duration 6 minutes; Reset 
  automatic (1 hour)
  Effect Wooden objects in the area, including the 
  doors, furniture, picture frames, and any carried 
  or worn wooden items, appear to sprout leaves 
  and flower buds. The paintings in the gallery 
  shift their scenes and begin to move in their 
  frames as if they are windows into a different 
  world. Creatures that succeed at a DC 17 Will 
  save can recognize these effects as illusory but 
  the persistent image that controls the scenes in 
  the paintings truly reflects what is occurring in 
  the faerie realm at that place.
  Ripples
  FAERIE PASSION   
   
   
          CR 2
  XP 800
  Type ripple (deep forest glade); Caster Level 2nd; 
  Notice Perception DC 15 (the sound of bird song 
  and the buzzing of bees)
  EFFECTS
  Trigger proximity; Duration 1 round; Reset 
  automatic (24 hours)
  Effect All creatures within the hidden glade hear 
  fey creatures in the throes of passion all around 
  them, and must succeed at a DC 13 Will save or 
  be filled with lust and desire for a single creature 
  within sight, as per the unnatural lust spell. If the 
  target would not normally have lustful feelings 
  toward any creature within sight, it receives a +4 
  bonus on its saving throw.
  Destruction 
  Casting 
  unadulterated 
  loathing 
  during the onset period or duration of the effect 
  and succeeding at a DC 12 caster level check 
  permanently removes the ripple.
  JOYOUS REVELRY   
   
   
          CR 3
  XP 800
  Type ripple (abandoned ballroom); Caster Level 
  3rd; Notice Perception DC 20 (the sound of 
  distance music and laughter)
  EFFECTS
  Trigger proximity; Duration 1 hour; Reset 
  automatic (1 day)
  Effect All creatures in the abandoned ballroom 
  suddenly find themselves in the midst of a 
  dance, with couples whirling around them while 
  delightful music plays. Creatures that watch the 
  dance for at least 1 round must succeed at a DC 
  13 Will save to recognize the effect as illusory, 
  as per the minor image spell, and resist the 
  accompanying enthrall effect. Creatures failing 
  the save are compelled to join the revelry.
  Destruction Casting oppressive boredom or silence 
  during the onset period or duration of the effect 
  and succeeding at a DC 13 caster level check 
  permanent removes the ripple.
  PRIMAL POOLS  
   
   
   
          CR 3
  XP 800
  Type ripple (mudpools); Caster Level 3rd; Notice 
  Sense Motive DC 15 (a feeling of deep relaxation)
  EFFECTS
  Trigger proximity; Duration 1 hour; Reset 
  automatic (1 day)
  Effect Wounds heal quickly due to the infusion 
  of primal, vital energies from the other side of 
  the veil. For the duration, living creatures in the 
  affected area gain temporary hit points equal to 
  their level, and automatically stabilize if reduced 
  to negative hit points. Animals, fey, plants, and 
  creatures with fey blood (including sorcerers with 
  a fey bloodline) or special connections to the fey, 
  such as foundlings, also gain fast healing 1 for the 
  duration. However, these primal energies also 
  inflame unstable passions and cloud reason and 
  planning. Creatures within the impulse take a -2 
  
  8
  penalty to saves against mind-affecting effects 
  (-4 against effects with the emotion descriptor) 
  and gain only half the normal numerical bonus 
  (rounding down) from the aid another action 
  or any teamwork feat that provides a numerical 
  bonus.
  FORD WARD  
   
   
   
          CR 3
  XP 800
  Type ripple (river ford); Caster Level 3rd; Notice 
  Perception DC 20 (a shimmering in the air)
  EFFECTS
  Trigger proximity; Duration 1 hour; Reset 
  automatic (1 day)
  Effect The area becomes warded against objects 
  made of cold iron. Attempting to cross running 
  water while carrying cold iron causes the water 
  to rise up in an eruptive wave, pushing the 
  creature back 5 feet and knocking it prone (DC 
  13 Reflex save negates). Plants reach out and 
  snag creatures carrying cold iron, functioning 
  as an entangle spell (DC 13 Reflex save, or 
  Strength or Escape Artist check if required) that 
  affects only creatures carrying cold iron. 
  Cold iron objects within the ripple burst 
  into showers of oddly colored sparks 
  every 1d6 x 10 minutes. These objects 
  sizzle and burn the flesh of creatures 
  touching them in a manner similar to 
  heat metal (DC 13 Will negates), though 
  with an equal chance of dealing acid, 
  cold, electricity, or fire damage (determine 
  randomly).
  HAUNTING MELODY 
                         CR 3
  XP 800
  Type ripple (forest stone circle); Caster 
  Level 3rd; Notice Perception DC 20 
  (the faint singing of a scale)
  EFFECTS
  Trigger proximity; Duration 3 minutes; Reset 
  automatic (1 day)
  Effect Non-evil and non-lawful creatures hear a 
  beautiful voice singing an eerily familiar tune 
  (with lyrics in Aklo) that they cannot place. 
  Following the voice leads them in circles, drawing 
  nearer and then further away at random. Those 
  who sit and listen to the song for its duration 
  gain a +1 morale bonus on skill checks and on 
  Fortitude saves but a -2 penalty on Will saves 
  for the next day. Evil or lawful creatures hear 
  a discordant buzzing and persistent ringing 
  causes a -1 penalty on skill checks and ability 
  checks and a -1 penalty on Will saves for 24 
  hours if they hear the haunting melody for at 
  least one round.
  HANGING TREE  
   
   
    
          CR 4
  XP 1,200
  Type ripple (30-ft. radius of the hanging tree); 
  Caster Level 4th; Notice Perception DC 20 (the 
  jeers of a muttering crowd)
  EFFECTS
  
  9
  Trigger emotion (sadness); Duration 4 minutes; 
  Reset automatic (1 day)
  Effect All creatures in the area must succeed on a 
  DC 16 Will save or see images of dryads hanged 
  from the tree and be affected by crushing 
  despair. Creatures that succeed at the saving 
  throw recognize the images as illusory.
  TERROR OF THE FORSAKEN     
          CR 5
  XP 1,600
  Type ripple (30-ft. radius of elven graves); Caster 
  Level 5th; Notice Perception DC 25 (an unnatural 
  chill in the air)
  EFFECTS
  Trigger proximity; Duration 5 rounds; Reset 
  automatic (24 hours); Bypass holding an elven 
  arrow
  Effect All creatures in the area must succeed at a 
  DC 16 Will save or become panicked, as per the 
  fear spell by hallucinations of the elven slaughter 
  that occurred at this site.
  DREAM FEAST  
   
   
   
          CR 6
  XP 2,400
  Type ripple (100-ft. radius stone circle); Caster 
  Level 6th; Notice Sense Motive DC 25 (a brief 
  lightheadedness)
  EFFECTS
  Trigger sleep; Duration instantaneous; Reset 
  automatic (24 hours)
  Effect Strange dreams plague the PCs when 
  they sleep within the stone circle. They find 
  themselves the center of attention at a grand 
  banquet attended by all manner of fey creatures 
  who encourage them to partake of the food and 
  drink. Those who indulge awaken refreshed and 
  recall an important message delivered to them 
  by one of the guests. Those who shun the food 
  insult their hosts and become objects of mockery. 
  They find themselves dressed as court fools and 
  paraded before ever more ghastly creatures that 
  pelt them with the same food and wine they 
  refused. Such targets must succeed at a DC 17 
  Will save with a -10 penalty to the saving throw, 
  or awaken tired, scuffed, and bruised from 
  tossing and turning in their sleep, affected as per 
  the nightmare spell.
  SICKENING SPECTRUM   
   
          CR 7
  XP 3,200
  Type ripple (mirrored hall); Caster Level 7th; Notice 
  Sense Motive DC 25 (a brief lightheadedness)
  EFFECTS
  Trigger proximity; Duration 1 minute; Reset 
  automatic (1 minute)
  Effect Rainbows leap between the mirrors that 
  line the hall before the strands of light begin 
  to interact in a nauseating, alien fashion. All 
  creatures that see the display must succeed at a 
  DC 17 Will save, or be affected as per loathsome 
  veil (heightened to 5th level).
  WILD WEAVE  
   
   
   
          CR 7
  XP 3,200
  Type ripple (abandoned elven watchtower); Caster 
  Level 7th; Notice Sense Motive DC 25 (a dull 
  ache at the back of the head)
  EFFECTS
  Trigger proximity; Duration 7 hours; Reset 
  automatic (1 day)
  Effect Magic works differently, and in strange, 
  unpredictable ways. For spells cast from one 
  chosen school of magic, the area of the ripple is 
  considered an area of primal magic. The caster 
  level of any successfully cast spell from that 
  school fluctuates; roll 1d6-3 and add the result to 
  the spell’s caster level (if this reduces caster level 
  to 0 or less, the spell is negated).
  THE LAUGHING MIRROR  
   
          CR 7
  XP 3,200
  Type ripple (abandoned elven prison); Caster 
  Level 7th; Notice Sense Motive DC 25 (jagged 
  multicolored lines at the edge of vision)
  EFFECTS
  Trigger proximity; Duration 7 hours; Reset 
  automatic (1 day)
  Effect Any spell targeting a single creature whose 
  target makes its save either rebounds upon 
  the spell’s caster (50% chance) or is deflected 
  toward another target within 10 feet of the caster 
  (25% chance) or within 10 feet of the original 
  target (25% chance). Determine the new target 
  randomly if multiple eligible targets are present. 
  When this ripple occurs, the air shimmers and 
  howls of laughter echo for several rounds and the 
  original target of the spell is affected as hideous 
  laughter (Will DC 17 negates).
  
  10
  Ruptures
  GRASPING SHADOWS  
   
   
          CR 4
  XP 1,200
  Type rupture (forest grotto); Caster Level 4th; 
  Notice Perception DC 25 (shadows moving 
  independently)
  EFFECTS
  Trigger proximity; Duration 4 rounds; Reset 
  automatic (24 hours)
  Effect Creatures within the luminescent grotto 
  suddenly see their shadows writhe and reach out 
  for them. Any creature that fails a DC 13 Will save 
  is grabbed by its own shadow which tethers it to 
  its current square as per the shadow anchor spell. 
  Moving farther than 5 feet from the tether point 
  requires the target to make a bull rush combat 
  maneuver check against a CMD of 13.
  LAST CHARGE OF THE LOST  
      
          CR 6
  XP 2,400
  Type rupture (drawbridge of the ruined castle); 
  Caster Level 6th; Notice Perception (the whinny 
  of horses)
  EFFECTS
  Trigger touch; Duration instantaneous; Reset 
  automatic (24 hours)
  Effect Creatures that touch the drawbridge, such as 
  by stepping onto it, see a formation of mounted 
  knights in gleaming armor charging towards 
  them from the courtyard beyond. All creatures 
  on the drawbridge and on the castle road within 
  60 feet of the drawbridge are subject to a variant 
  of the dirge of the victorious knights spell. 
  Creatures in the line of the charge can make a DC 
  19 Reflex save for half damage, but barriers that 
  block incorporeal creatures or the undead have 
  no effect.
  HARBINGER OF DOOM                     
          CR 7
  XP 3,200
  Type rupture (1 mile radius of river crossing); 
  Caster Level 7th; Notice Sense Motive DC 20 (a 
  fleeting sense of exhaustion)
  EFFECTS
  Trigger proximity; Duration permanent; 
  Reset automatic (24 hours)
  Effect The PCs have fleeting glimpses 
  of an old, skinny woman in black. A 
  DC 20 Perception check reveals that 
  she has only one eye, and a DC 20 
  Knowledge (nature) check reveals her 
  as a likho, an immaterial harbinger of 
  impending doom, misfortune, or ill fate. 
  When the likho finally manifests, all 
  creatures within the rupture that see it 
  must succeed at a DC 19 Will save or be 
  affected by a major curse that imposes a 
  -20 penalty on swim checks. Whenever 
  affected creatures attempt to swim, they 
  see the likho appear next to them, and 
  push them beneath the water. Unaffected 
  creatures in the water within the radius 
  of the rupture that attempt to help the 
  cursed target must make a Will 19 save 
  each round or be similarly cursed.
  SACRIFICIAL SATING   
          CR 8
  XP 4,800
  Type rupture (anywhere within the 
  ruined castle); Caster Level 8th; Notice 
  Perception DC 20 (the scraping of metal 
  on stone)
  
  11
  EFFECTS
  Trigger proximity; Duration 8 rounds; Reset 
  automatic (1 hour or 1 week [see text])
  Effect The PCs are ambushed by a group of three 
  bloodthirsty redcaps. Their leader, Gisfrid of the 
  Welcoming Grin, who has a disturbingly wide 
  mouth filled with broken mirror shards instead of 
  teeth, offers to hold back his brethren if the PCs 
  volunteer one of their own to be dismembered 
  and devoured. If the PCs refuse, Gisfrid and his 
  compatriots scream and attack. In the unlikely 
  event that the PCs agree, the redcaps slay the 
  victim and the rupture does not trigger again for 
  1 week. The redcaps are, in fact, only partially 
  real, as per the greater shadow conjuration spell.
  ANGUISH OF UNREQUITED LOVE  
          CR 9
  XP 6,400
  Type rupture (the grand hall); Caster Level 9th; 
  Notice Perception DC 23 (anguished weeping)
  EFFECTS
  Trigger sense (seeing the portrait of Lady Yraine); 
  Duration permanent; Reset automatic (24 hours)
  Effect Any creature in the grand hall that sees the 
  portrait of Lady Yraine must succeed at a DC 22 
  Will save or be wracked, body and mind, with 
  the anguish and suffering of every bitter failure 
  it will ever experience, rendering it permanently 
  shaken and sickened. A successful Will save 
  reduces the duration to 9 rounds. If the creature 
  is a spellcaster, failing this saving throw means 
  it also gains a random minor spellblight (see 
  Pathfinder Roleplaying Game Ultimate Magic).
  MAZE WITHIN A MAZE   
   
       CR 10
  XP 9,600
  Type rupture (centre of the hedge maze); Caster 
  Level 10th; Notice Perception DC 25 (a feeling of 
  isolation)
  EFFECTS
  Trigger proximity; Duration instantaneous; Reset 
  automatic (24 hours)
  Effect Any creature reaching the centre of the 
  hedge maze is affected as per the maze spell, and 
  transported to an enclosed labyrinth of carved 
  wood within the faerie realm. All manner of 
  animals and fey creatures run through the maze, 
  including on the walls and the ceilings, each 
  exhorting the subjects to follow them to escape 
  and to ignore the others. Subjects who follow 
  another creature cannot make an Intelligence 
  check to escape the maze that round.
  Fey-Influenced Events
  While fey impulses provide a wealth of options 
  for introducing the warping and shifting of reality 
  when the realms of faerie overlap those of mortals, 
  a campaign involving the fey should also include a 
  variety of events featuring the intrusion of the fey, 
  sometimes in the residue that they leave behind and 
  sometimes when they are wholly, vividly present. 
  Some of these events can be purely atmospheric 
  and are provided here as a resource for adding 
  flavor and texture to the campaign. Others are 
  essentially encounters, setting the scene for an 
  encounter with the fey that is simultaneously 
  weird, wild, and wonderful. 
  SATYR CATCALLS  
   
   
         CR —
  Environment temperate forest
  DESCRIPTION
  Catcalls from a band of satyrs following the PCs 
  (making little or no regard for PC gender when 
  determining the object of their attentions, but 
  favoring PCs with higher Charisma). The voices 
  can be interacted with, but no physical effects 
  transpire with the exception of interaction within 
  the PCs’ dreams if they choose with the level 
  of merriment or darker interaction depending 
  on the tone of the campaign. Everything from 
  drunken somnambulant revelry in the real world, 
  or the same entirely within a shared dreamscape, 
  to something approaching the opening events of 
  the classic horror tale ‘The Great God Pan’ at the 
  very darkest.
  FEY NIGHT  
   
   
   
        CR —
  Environment cold or temperate coastline, forest, 
  rivers/lakes, hills, plains, or swamp
  DESCRIPTION
  While not immediately obvious to most, the cycle 
  of the moon begins to vary. With no clouds in 
  the sky to block its light, the sky is darkened 
  with a new moon that lasts four days without 
  interruption before abruptly resuming its normal 
  three-quarter phase. Similar aberrant lunar 
  phenomena occur without rhyme or reason, 
  though the actual moon itself and the planets 
  have not altered their orbits. The answer is that 
  the night sky is not that of the mortal world, but 
  that of the fey realm superimposed on it. Vary 
  
  12
  the nightly appearance of the sky, including but 
  not limited to varying the color of the sky on 
  moonlit nights, and creating images in backlit 
  cloud cover as if some deific artist had warped 
  the skies to fit their whimsy. Vary the images 
  to fit the campaign mood: everything from 
  images of laughing, dancing pixies and animals, 
  to images of a horned rider and wolves hunting 
  down representations of the PCs. Druids with the 
  mooncaller archetype gain a bonus of +1 to their 
  caster level at night for the duration of this fey 
  impulse.
  PIXIE EXCHANGE  
   
   
      CR 1/2
  Environment temperate forest
  DESCRIPTION
  Small objects are stolen or exchanged by a troupe 
  of pixies at dawn or dusk if the PCs make camp 
  in the wilderness. Nothing worth more than 10 
  gp is stolen and anything worth more than 5 gp 
  is exchanged for a worthless but pretty polished 
  stone, flower, or grass woven into a tiny circlet.
  MARKED COMPANION 
   
   
          CR 1
  Environment cold or temperate coastline, forest, 
  rivers/lakes, hills, plains, or swamp
  DESCRIPTION
  One of the PCs’ animal companions, familiars, or 
  trained animals (including mounts, pack animals, 
  guard dogs, etc.), vanishes during the night 
  without a sound. In the morning nothing remains 
  except the trampled patch of grass where it slept, 
  and a fairy ring of brilliant azure mushrooms. 
  The animal reappears precisely where it had 
  been 1d6 hours later with a strange mark or 
  tattoo. If this event happens during the day, have 
  each such creature make a Will save (DC 10 plus 
  1d6); one creature that fails its save disappears in 
  the same fashion. If more than one creature fails 
  its save, the creature with the lowest result on its 
  Will save disappears.
  DOMESTIC DOMOVOI 
   
   
          CR 2
  Environment any land
  DESCRIPTION
  Domovoi take notice of the PCs the next time they 
  camp or stay at an inn or home. Clothing is 
  moved, washed, dried, even mended if necessary, 
  and placed folded at the foot of their beds the 
  next morning. Any objects dropped on the floors 
  are placed in a pile on a flat surface such as a 
  table or counter. Floors are swept and furniture 
  dusted all by the work of invisible, intangible 
  hands inferred only by the imprint of their touch 
  on objects they handle. Any repeated attempts to 
  stop the invisible domestic help result in the same 
  objects being hurled at the PCs. The domovoi have 
  an attack bonus of +5, dealing 1 point of damage 
  on a successful hit with random, small objects. If 
  the PC apologizes or takes more than 5 damage, 
  the attacks relent, but any helpful activity ceases. 
  If PCs do not leave an offering of some sort for 
  the domovoi, they become angry and call upon a 
  friendly ovinnik to give the target creature bad 
  luck or even burn some of its possessions. 
  MISCHIEVOUS LEAVES 
   
   
          CR 3
  Environment any forest or hill
  DESCRIPTION
  Local farmers, trappers, and woodsmen complain 
  about frequent minor annoyances and apparent 
  pranks: tools are misplaced or stolen, traps 
  sprung, snared animals released, and cottages 
  pelted with spoiled vegetables in the dead of 
  night. Suspecting either a gang of local children, 
  or perhaps a local druid taking an ineffectual but 
  annoying revenge against civilization, the victims 
  are largely content to ignore it for the moment, 
  but of late the pranks have escalated. At the same 
  time, some farmers have also reported lost cattle 
  being returned to them by unknown benefactors 
  at night, including a lost pregnant mare tended 
  for through her birth and returned along with 
  her calf neatly washed and groomed. A group 
  of five mischievous but otherwise friendly leaf 
  leshy is responsible for all of the assorted pranks 
  as well as the numerous beneficial acts. Having 
  appointed themselves as protectors of the local 
  forests, pastures, and the animals therein, they 
  have a peculiar view on the proper place of man 
  and the wild, and it’s up to the PCs to either do 
  away with them, or try to seek something of a 
  rapport between them and the locals.
  DRAMATIC TERRAIN 
   
   
          CR 4
  Environment any forest, hills, or mountains
  DESCRIPTION
  As time passes, the terrain itself begins to undergo 
  dramatic 
  changes. 
  Without 
  any 
  transitory 
  period, forests become thicker, hills steeper, 
  and mountains ever more jagged and perilous. 
  Thickets grow tangled and nearly impassable, 
  
  13
  brambles grow in spiraling patterns, and even 
  insects move in curious, almost choreographed 
  motions as if part of a dance for the amusement of 
  fairy nobles. Increase any Survival check DC by 
  +5, and double the penalties for movement across 
  any difficult terrain. In addition, describe the 
  landscape as becoming increasingly disturbing, 
  and more akin to that on the other side of the veil 
  between the mortal world and the realm of the 
  fey as described elsewhere here.
  PCs with woodland stride as a class feature are 
  unaffected by the terrain changes caused by this 
  impulse. Additionally, they gain a +5 bonus to 
  their Survival checks within a region affected by 
  the impulse. 
  Interacting with the fey-empowered ley lines of 
  the impacted region, druids of the menhir savant 
  archtype double the number of times per day they 
  are able to use their walk the lines class feature 
  while in the affected region.
  GREEN SASHA 
   
   
   
          CR 5
  Environment cold or temperate rivers/lakes
  DESCRIPTION
  Appearing as an old man with a bushy green beard 
  dressed in ragged peasant clothing, Green Sasha 
  the vodenjak (as described in Beasts of Legend: 
  Boreal Bestiary from Legendary Games) operates 
  a small skiff, offering to transport PCs across a 
  body of fresh water. True seeing reveals his lack 
  of clothing, gills, and luminous red eyes, as well 
  as the fact that the skiff is nothing more than a 
  half-sunken log covered in algae and river muck. 
  He casually chats with the PCs and offers passage 
  across the water in exchange for a small sum of 
  gold or token object for passage; however, Green 
  Sasha has a prickly and unpredictable temper 
  and must be plied with great courtesy, requiring 
  a Diplomacy check with a DC equal to 10 + 1d20. 
  PCs can assist each other, and the Diplomacy 
  check gains a +1 bonus for every 10 gp of value 
  of the tokens they offer. If the PCs fail the check, 
  then in the midst of their journey Green Sasha 
  overturns his skiff, plunging them into the water, 
  though they can grab hold of the algae-slicked log 
  with a DC 20 Reflex save. Green Sasha himself 
  dissolves into running water with a bubbling 
  laugh and merges with the river or lake, churning 
  the waters with turbulence proportional to his 
  anger, with a base Swim DC of 15, plus 1 for every 
  point by which the PCs failed their Diplomacy 
  check. Any PC failing their Swim check by 10 or 
  more becomes entangled as long as they remain 
  in the water.  
  UNPREDICTABLE WEATHER  
          CR 6
  Environment any
  DESCRIPTION
  Weather 
  becomes 
  highly 
  unpredictable 
  and 
  prone to sudden, swift changes every 1d6 hours, 
  using the chart below. Effects of weather are as 
  described in the Pathfinder Roleplaying Game 
  Core Rulebook. 
  d% 
  Weather
  01-50 
  Normal Weather
  51-70 
  Abnormal Weather
  71-85 
  Inclement Weather
  86-95 
  Storm
  96-100 
  Powerful Storm
  In addition, each time you roll to determine the 
  weather, roll 1d6; if the result of the die roll is 
  an odd number, the next period of fey-influenced 
  weather within the area is peculiar, strange, and 
  otherworldly, such as purple storm clouds cut by 
  
  14
  rings of green lightning, luminescent snowfall, 
  lavender-scented winds in the desert, languorous 
  rains of feather falling frogs or mice, or clouds 
  split by sunbeams that produce musical notes 
  when entered by living creatures. The more 
  thematically whimsical the better. If the result 
  of the d6 roll is a 1, this peculiar weather turns 
  hazardous, increasing the CR by 2. Effects such 
  as frozen animals falling from the sky (effect as a 
  natural hail storm, with a 10% chance per hour of 
  intensifying into the equivalent of an ice storm 
  spell throughout the area), alcoholic fog (DC 
  17 Fortitude save required every 10 minutes to 
  avoid becoming staggered, or falling unconscious 
  for 1d4 hours if already staggered), or sparkling, 
  floating seed pods bearing multicolored pollen 
  that clings only to individuals carrying cold 
  iron, dazzling such creatures for 1d4 hours and 
  blinding them (DC 17 Fortitude save negates 
  blindness only) for an identical duration.
  VODENJAK TEACUPS 
   
          
          CR 6
  Environment cold or temperate rivers/lakes
  DESCRIPTION
  The PCs come across a small mound of mud 
  in the center of a river, covered in an array of 
  small porcelain tea cups. Each appears carefully 
  cleaned of mud, with small Aklo numerals and 
  characters that a fluent reader (or creature using 
  comprehend languages or making a DC 20 
  Linguistics check) can determine are indicators of 
  rank or importance. A DC 20 Knowledge (nature) 
  check reveals that these cups contain the souls of 
  creatures drowned in the waters of a vodenjak (as 
  described in Beasts of Legend: Boreal Bestiary 
  from Legendary Games), and disturbing the cups 
  will release the trapped souls. Coming within 
  5 feet of the cups alerts the vodenjak to their 
  presence, and it appears by magic one round later 
  with a hostile initial attitude. If not placated with 
  apologies (DC 24 Diplomacy check), the vodenjak 
  attacks. 
  VULPINE SCOUNDREL 
          
                        CR 6
  Environment temperate forest
  DESCRIPTION
  A brilliantly-colored fox bursts out of the 
  woods wearing a wildly jangling money-
  pouch around his neck, laughing like a 
  human and mocking “dumb hounds and 
  dumber pixies.” One minute later, a trio 
  of hounds bursts out of the woods, with 
  the hounds asking each other and the 
  PCs alike where the “vulpine scoundrel” 
  went. Each of the hounds is dressed like 
  a horse with delicate green and golden 
  barding. Finely-dressed pixies in hunting 
  gear sit atop two of them (N male pixie), 
  and a crowned pixie wearing a dress sits 
  sidesaddle atop another (N female pixie 
  aristocrat 1).
  The pixies introduce themselves briefly, 
  stating that they hunt a dangerous 
  criminal, highwayman, and thief. They 
  demand aid from the PCs (whom the 
  pixie 
  princess 
  addresses 
  as 
  gentle 
  commoners) but offer an ample reward. 
  At this, from out of the woods, the fox 
  (CN advanced awakened fox rogue 3) 
  calls out that the pixies have no gold at 
  all, but that he does, and he offers some 
  to the PCs if they will teach his pursuers 
  some manners. If the PCs refuse either 
  offer, the creature(s) they refuse become 
  hostile.
  
  15
  LAUGHING HARIONNA          
   
          CR 6
  Environment temperate coastline, forest, hills, or 
  plains
  DESCRIPTION
  The PCs encounter a woman with long dark 
  hair, either wandering the road from the other 
  direction, or sitting atop a rock and combing 
  her hair. The “woman” is a harionna, that laughs 
  and flirts with any PCs that strike her fancy 
  (generally any character with a Charisma of 15 
  or higher), but otherwise makes no comment, 
  nor responds if questioned. Those that return 
  her laughter trigger her attack under cover of her 
  mislead ability.
  DVOROVOI PREJUDICE  
    
          CR 6
  Environment any forest, hills, or plains
  DESCRIPTION
  Walking across a pasture, the PCs encounter a pair 
  of dvorovoi busily going about various chores, 
  much to both the dismay and appreciation 
  of a nearby farmer. If the PCs have any white 
  animals, including familiars or even a garment 
  made from white fur, the dvorovoi become 
  incensed and start hurling farm implements, 
  rocks, manure, and anything else at hand at the 
  PCs, and especially (but not only) at the white 
  creatures or garments in question. Play up the 
  absurdity of the event, though bewildered PCs 
  can attempt a DC 16 Knowledge (nature) check 
  reveals dvorovoi’s strange prejudice against 
  white animals. If PCs become aggressive in 
  response, the dvorovoi use entangle to prevent 
  the PCs from approaching while they continue 
  throwing things at them and cursing them 
  in Sylvan. They use invisibility to escape if 
  seriously threatened. If the PCs attack the 
  dvorovoi, the farmer shouts for them to stop, 
  going to fetch neighbors and returning with 
  2d6 angry farmers 1 minute later. After two 
  rounds, PCs can calm the dvorovoi with a DC 18 
  Diplomacy check).
  FRUITS OF THE SIRIN 
           
   
          CR 7
  Environment any forest, hills, or plains
  DESCRIPTION
  The PCs enter a small and apparently deserted 
  hamlet. The villagers appear to have dropped 
  whatever they were holding and abandoned 
  whatever work they were doing to simply 
  wander off. Distantly the PCs hear the voice of 
  a woman singing. Following the beautiful voice, 
  they find its source, and the missing townsfolk. 
  Perched atop an apple tree double the size of 
  the others in an orchard on the edge of town 
  is a large, golden-colored hawk with the head 
  of a human woman. Her alien, honeyed words 
  (sung in Aklo) have gathered the townsfolk to 
  her, where they do little but sit fascinated at 
  the base of the tree. The tree itself now bears 
  fruit in a bizarre, alien array of colors. Each 
  fruit acts as a goodberry, but each fruit eaten 
  also clouds the eater’s mind, resulting in a 
  cumulative -1 penalty per fruit to saves against 
  mind-affecting effects. The ground at the tree’s 
  base is covered with purple moss and blue-hued 
  grass that is soft and restful, affecting creatures 
  sitting or lying on it as a lullaby spell (DC 15 
  Will negates). 
  The creature in the tree is a sirin, a variant form 
  of siren native to the fey realms; as such, she 
  speaks Aklo and Sylvan (rather than Auran and 
  Common). If she observes PCs approaching she 
  continues her song unless asked to stop or asked 
  to continue out of range of the village (requiring 
  a DC 20 Diplomacy check if PCs speak to her in 
  Aklo or Sylvan; she ignores requests she cannot 
  understand). Lawful creatures cannot hear the 
  sirin’s song, and if they come within 60 feet 
  while she sings she becomes aware of their 
  nature. She becomes hostile if lawful creatures 
  try to interrupt her singing or if they attempt 
  to harm, rob, or otherwise molest the siren or 
  any creatures she has enthralled; a number of 
  lawful-aligned townsfolk have already been 
  beaten senseless by their fellows for interfering 
  with the sirin’s song. She also becomes hostile if 
  the Diplomacy check asking her to stop singing 
  or to move elsewhere fails by 5 or more. If PCs 
  attack the sirin, 2d6 farmers leap to her defense. 
  NATURE’S GIANTS  
   
   
          CR 8
  Environment any forest, rivers/lakes, hills, or 
  swamp
  DESCRIPTION
  Mundane plants and animals are affected as 
  simultaneous plant growth and animal growth 
  spells, with normally skittish animals becoming 
  unafraid and territorial. Ducks three times their 
  normal size compete with gigantic carp, while 
  deer the height of giraffes denude local trees of 
  their fruit, and so on. Roving animals that are 
  normally noncombatants cluster together in 
  
  16
  crowds that are 5 x 1d6 feet across. Influencing 
  the movement of these animal crowds requires 
  the use of Handle Animal or wild empathy rather 
  than using Diplomacy or Intimidate. Animals that 
  are normally aggressive (including herbivores like 
  aurochs and elephants) have their reaction shifted 
  one step towards hostility and, if approached 
  within their reach, have a 50% chance to attack. 
  All animals within the area also gain the blood 
  rage universal monster ability.
  At the same time, rosebushes become dangerous 
  as they spread across roads while streams clog 
  with the bulk of giant lily pads and reeds as thick 
  and tall as trees, causing local flooding (treat 
  areas as though affected by the overgrowth 
  effect of the plant growth spell). In addition, any 
  creature falling prone in the area is entangled 
  (DC 17 Reflex negates); if entangled, a bower 
  of thorns 5 feet thick grows over the top of the 
  creature equivalent to a wall of thorns filling 
  his square. If an entangled creature is unable to 
  escape the wall of thorns, at the beginning of his 
  next turn the thorns expand to fill all adjacent 
  squares (including vertically), and they expand 
  by an additional 5 feet on the following round if 
  the creature remains within. They do not grow 
  beyond this thickness. 
  Creatures affected by this event may exit the 
  affected area. Creatures entering it later are 
  not affected by it. After 24 hours, all affected 
  animals and plants return to normal, though at 
  the GM’s discretion the same effect may occur 
  on subsequent days in the same place or nearby. 
  PCs with the woodland stride class feature can 
  move through these magically-affected areas 
  (unlike the standard limitations of this ability).
  BLIND VENGEANCE 
   
   
          CR 8
  Environment temperate forest
  DESCRIPTION
  A young man stumbles into the PCs’ camp one 
  evening, blind and bleeding. He begs for help, and 
  states that he had to leave several of his friends 
  behind when they were attacked by a witch in the 
  forest as they were fishing for dinner. Following 
  his clues, the PCs find the source of the man’s 
  blindness: a nymph sitting at the riverside, as 
  well as four men tied to the ground by a pair of 
  small gourd leshy. 
  As it turns out, the four men—far from being helpless 
  woodsmen—are 
  poachers 
  and 
  highwaymen 
  who stumbled upon the nymph and attacked 
  her, thinking her a wandering and naïve elven 
  woman. Permanently blinded, they’ve paid a price 
  for their callous brutality, but the nymph has yet 
  to decide their ultimate fate. Do the PCs leave 
  them blind and bound to their fate? The howling 
  of wolves in the distance as night approaches 
  suggests they likely won’t survive to see the 
  dawn. Or do the PCs intervene on the brigands’ 
  behalf at the risk of offending the nymph who 
  only defended herself? The nymph is unfriendly, 
  but a DC 24 Diplomacy check convinces her to 
  remand the poachers into the custody of the 
  PCs; a DC 19 Diplomacy check convinces her to 
  allow the PCs to defend the poachers through 
  the night, and if they survive she will release 
  them to the PCs. If their Diplomacy check is 18 
  or less, the nymph demands that they leave and 
  let the poachers receive the cold justice of the 
  wild. If they refuse to leave, she unleashes her 
  blinding beauty upon them. If the PCs defend 
  the poachers or take them into custody, they are 
  attacked by 4 hostile dire wolves one hour later. If 
  one PC shows exceptional bravery or eloquence 
  (including a Diplomacy check of 29 or greater), 
  the nymph may offer her favor to that character 
  using her inspiration ability.
  DRYAD TRIAD 
   
   
   
          CR 8
  Environment temperate forest
  DESCRIPTION
  Local farmers approach the PCs asking for their help, 
  claiming that they’ve been driven from their own 
  fields by a group of dryads. The farmers state that 
  the tree-dwelling fey have demanded payment 
  for fruit stolen from “their” orchard. The farmers 
  insist that the farms have been in their families 
  for generations, and in fact the fey were never 
  present in any of the trees in various orchards 
  that make up the farmlands’ holdings. While they 
  would prefer to handle matters peacefully, they 
  have little to offer the fey in exchange, and since 
  they’ve been unable to attend to their fields for 
  nearly a week, things are growing urgent.
  Occupying a gnarled oak, lightning-scorched elm, 
  and unnaturally tall plum tree respectively, the 
  dryads Alma, Klara, and Ilona are as different 
  as their trees. Each tree spirit wants radically 
  different things, and each despises the other 
  two as both an inferior and poor example of 
  their kind. Alma (CG advanced dryad) desires 
  money not for its worth, but as an example of the 
  farmers contrition and devotion to their farms’ 
  fruits. Klara (CE advanced dryad) wants nothing 
  
  17
  from the farmers except to see her sisters’ trees 
  chopped down and burned to ashes to satisfy her 
  own vanity. Ilona (CN advanced dryad) wishes 
  the farmers to each devote a parcel of land on 
  their farms to grow fallow and return to the wild, 
  and in addition to plant one of her tree’s plum 
  pits in the north corner of their farm, allowing 
  her to outshine her sisters. Convincing each 
  dryad to reveal exactly what she wants requires a 
  DC 19 Diplomacy or Intimidate check.
  INADVERTENT TRESPASS 
   
          CR 9
  Environment temperate forest
  DESCRIPTION
  At dawn a tiny pixie dressed in green and silver 
  livery steps out of a shaft of sunlight and addresses 
  the PCs, flanked a moment later by two other pixies 
  garbed in similar but less elaborate dress. Declaring 
  himself as the Fairy King’s Herald, he informs the 
  party that they stand upon land newly claimed by 
  his liege, and in return for the inadvertent trespass, 
  a token of their fealty is required, else they be 
  considered as invaders and treated as such by 
  those loyal to the fey sovereign. The pixie doesn’t 
  state an actual price, and the PCs can give what 
  they consider of value be it words, money, physical 
  objects, or something more abstract and intangible. 
  The herald desires an expression of submission to 
  the coming authority of the fey, and the amount of 
  the bribe is less important than the gesture. 
  If the PCs humor the herald, they are free from hostile 
  random encounters with fey creatures for the next 
  week, and any PC that offers him a token worth 
  100 gp or more is blessed by the fey and gains a 
  permanent +1 luck bonus on Bluff, Diplomacy, and 
  Sense Motive checks involving fey. If they deny 
  payment to the herald, he coldly accepts their 
  response but declares them outlaws on the king’s 
  land. For one month, any fey encountered by 
  the PCs within the territory claimed by the Fairy 
  King (GM’s discretion) have a starting attitude of 
  unfriendly. If the PCs become hostile, the pixie’s 
  first inclination is to flee, but he will fight if 
  necessary (treat the herald as a pixie fighter 4, and 
  his attendants as standard pixies).
  BOVINE BEWILDERMENT 
           CR VARIES
  Environment temperate hills or plains
  DESCRIPTION
  A local farmer’s pasture vanishes, replaced with 
  an immense, acres-wide thicket of thornbushes 
  shaped like a mad titan’s bizarre turf labyrinth. 
  The thicket walls block out sunlight and obscure 
  any attempts to see within, but the distant 
  mooing of cattle is heard deep within. The farmer 
  begs the PCs to investigate and if possible rescue 
  his wayward herd.
  Creatures flying above the hedge are subjected to a 
  telekinetic drag maneuver (+20 combat maneuver 
  bonus) pulling them directly downward. If they 
  are drawn within 10 feet of the hedge, vines and 
  thorns reach up and entangle them (determine 
  escape attempts as if the hedge had a CMD of 30), 
  subjecting them to an additional drag maneuver 
  with the bonus listed above. This effect also 
  applies to creatures falling into pits and trying to 
  use flight to exit. 
  The hedge can be navigated with a successful 
  Survival check DC 15 each minute. A total of 
  10 successful checks are required to reach the 
  interior of the maze, but each time a check is 
  failed this number increases by 1. The interior is 
  awash with frightening topiary projections from 
  the surrounding hedge, shaped like hungry beasts 
  or people dragged into the hedge and turned into 
  plants, as well as a giant topiary in the shape of a 
  three-headed troll at the very center of the maze. 
  The topiary troll radiates magic, but its sole 
  enchantment is an illusion of subtle movement 
  (appearing to look around and shift its position) 
  and to roar like a ravening beast at irregular 
  intervals. However, the hedge is also prowled by 
  living topiaries and cackling, giggling puwampi 
  gremlins, and to make matters worse the hedge 
  is laced with traps. Every minute spent inside 
  the hedge, roll percentile dice to see whether a 
  dangerous encounter occurs:
  d%     Result
  01-50  
  no encounter
  51-60  
  terrifying roar from the center of 
  the maze (treat as frightful presence 
  (DC 16 Will negates) affecting all 
  creatures inside the hedge), with 
  a 50% chance that a pugwampi is 
  within 20 feet, causing its unluck 
  aura to affect the PCs.
  61-70  
  living topiary
  71-80  
  trap
  81-90  
  trap with 1d3 pugwampi
  91-00  
  trap, 
  living 
  topiary, 
  and 
  1d3 
  pugwampi
  
  18
  If a trap is indicated, roll 1d6 and use the result 
  below:
  1.  1d4 arrow traps (CR 1).
  2.  floor saws (CR 3).
  3.  1d3 catapult snare traps (CR 4).
  4.  1d3 camouflaged pit traps (CR 3).
  5.  1 camouflaged spiked pit (CR 8).
  6.  1d2 wyvern arrow traps (CR 6).
  MOONBOUND MANSION  
          CR VARIES
  Environment cold or temperate urban
  DESCRIPTION
  An overgrown mansion of a style several centuries 
  old appears on the edge of town after a night of 
  terrible storms. Bone dry despite the torrential 
  wind and rain, the grand manse is odd and off-
  putting, even above and beyond the circumstances 
  o
  f 
  its appearance, or reappearance 
  as 
  it 
  happens. 
  According 
  to 
  town records, it 
  once stood on 
  that very same 
  spot, 
  but 
  vanished 
  on a full moon taking with it the elderly recluse 
  who was mistress of the manse, the Lady 
  Valentina (NG female human aristocrat 5), and 
  her mysterious young daughter, Elexis. Some 
  locals called her a witch while others called her 
  age-addled and senile.
  Of minor noble birth, Valentina pined half her 
  life away for a man the townsfolk weren’t sure 
  actually existed, since Valentina claimed he only 
  appeared to her on moonless evenings, dressed 
  in formal clothing, with hair like moonbeams and 
  skin of translucent jade as was appropriate for 
  the faerie courts. Most considered her deranged 
  until, forty years of her elaborate, possibly 
  delusional stories later, she gave birth to a 
  daughter with silver hair and fey-like features. 
  She raised the girl alone until both vanished 
  along with her estate on a late summer’s evening 
  during a pronounced storm, much like the one 
  that recently struck, returning the manse with it.
  Did her faerie husband indeed return and whisk 
  her and their estate away into the realms of the 
  fey? What of her daughter? Was she a changeling 
  left by the fey, or the true seed of Valentina and 
  her mysterious lover? What does the return of 
  their home portend, and what awaits within? The 
  answers to many secrets could be found within 
  by PCs choosing to investigate.
  BUYER BEWARE 
   
                         CR VARIES
  Environment cold or temperate urban
  DESCRIPTION
  A gilded wooden doorframe dotted with living roses 
  emerging from its surface appears overnight in 
  the center of a town market with no explanation, 
  leaving the locals curious and cautious at the same 
  time. The doorframe defies any and all attempt to 
  remove it, and on moonlit nights a door appears, 
  welcoming any to ‘Enter and Purchase That 
  Which Delights and Entices’, with a subtitle in 
  Aklo stating ‘Buyer Beware’. Several locals report 
  entering a fabulous bazaar of meandering rows of 
  stalls, lit by floating jars filled with enormously 
  overgrown lightning bugs, staffed by beautiful 
  and hideous fey of many types offering fantasies 
  made reality as well as piles of random, assorted 
  junk. Two villagers emerge, having purchased 
  things within. One holds a dozen rings of gold 
  but no longer remembers his name, and neither 
  do any of his friends or family. The other refuses 
  to state what she purchased and what she paid, 
  but her daughter is missing as well as her left 
  eye, replaced with a single, stupendous pearl. 
  
  19
  Other villagers wonder just what horrific bargain 
  she struck. They beg the PCs to investigate 
  and potentially remove the entrance to the fey 
  marketplace if they can.
  RIVER OF THE RUSALKA  
                     CR 12
  Environment cold or temperate rivers/lakes
  DESCRIPTION
  A string of bodies float down a river, all of them 
  travelers drowned in a region with no rapids 
  or strong currents. None of them show signs of 
  obvious violence, and all possess their valuables, 
  ruling out the actions of common brigands. The 
  body of a local woman is then found and her 
  husband goes missing, prompting the couple’s 
  adult children to beg the PCs to investigate. 
  Following the river, they find a woman with the 
  blue pallor of a drowning victim sitting in a tree 
  at the riverside. She is covered in mud, has long, 
  tangled hair, and is toying with a string of pearls 
  missing from the drowned woman’s corpse. A 
  rusalka, Tatyana Ivornova, stares appraisingly at 
  male PCs, but only speaks with any real attention 
  to those with Charisma 15 or higher. Directly 
  below the water fey, and visible to the PCs, the 
  missing man silently pounds on the underside 
  of the river’s surface, screaming and pleading 
  soundlessly for help.
  Variant Faerie Creatures
  Not every faerie creature has the fey creature 
  type. The influence of the fey realms can be 
  conveyed in many ways by playing with the 
  boundaries of the natural and the supernatural, 
  usually by exaggerating some element of nature 
  to an unnatural extreme, or by taking the 
  reverse tack and taking something mundanely 
  natural and anthropomorphizing it just enough 
  to surprise. Awakened animals and plants (or 
  ordinary creatures of the animal or plant types) 
  make excellent complements to ordinary fey, as 
  do folkloric creatures that tie in well with faerie 
  themes. Hags and lycanthropes are excellent 
  choices, as are dragons (including faerie dragons, 
  obviously, but also other dragons, whether brutish 
  or clever) and magical beasts. Finally, even though 
  many creatures of faerie have been given game 
  statistics, myths and legends are replete with so 
  many varied nature-spirits that there are always 
  more to draw upon. Similar creatures may go 
  by different names in nearby cultures, but often 
  those different names include subtle variations 
  on the nature of the spirit. The folklore is so rich 
  that there is great opportunity in taking ordinary 
  or familiar creatures and subtly manipulating or 
  reskinning them to produce variant fey creatures. 
  Dryad, Blackthorn
  Blackthorns are the accursed offspring of dryads 
  taken captive along the planar verges where the 
  fey realms bleed into the Plane of Shadow and 
  forcibly mated with the kytons that dwell there in 
  their shadowed cities. Always female, blackthorns 
  have lithe, slender figures like their dryad mothers 
  but ragged skin like blighted bark, with blackened 
  vines of razor-sharp thorns in place of the chains 
  of their kyton fathers. A blackthorn’s combat 
  statistics are similar in most ways to their kyton 
  parent, though twisted towards a wild natural 
  beauty gone haggard and corrupt. 
  Special: A blackthorn dryad can be summoned 
  with summon nature’s ally VII.
  DRYAD, BLACKTHORN 
   
   
         CR 6
  XP 2,400
  CE Medium outsider (chaotic, evil, extraplanar, 
  kyton)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, 
  +4 natural)
  hp 60 (8d10+16); regeneration 2 (good weapons 
  and spells, cold iron weapons)
  Fort +8, Ref +9, Will +3
  DR 5/cold iron or good; Immune cold; SR 17
  OFFENSE
  Speed 30 ft.
  Melee 4 thorny vines +11 (2d4+2)
  Space 5 ft; Reach 5 ft. (10 ft. with thorny vines)
  Special Attacks dancing vines
  Spell-Like Abilities (CL 6th)
  Constant—speak with plants
  At will—entangle (DC 15), tree shape, wood 
  shape (1 lb. only)
  3/day—charm person (DC 15), deep slumber (DC 
  17), tree stride
  1/day—suggestion (DC 17)
  STATISTICS
  Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12
  Base Atk +8; CMB +10; CMD 23
  
  20
  Feats Alertness, Blind-Fight, Improved Initiative, 
  Weapon Focus (thorny vine)
  Skills Acrobatics +14, Climb +13, Escape Artist 
  +14, Intimidate +12, Knowledge (nature) +11, 
  Perception +14
  Languages Common, Infernal; speak with plants
  SQ leafblighter, thorn armor
  ECOLOGY
  Environment any
  Organization solitary, pair, link (3–6), or thorn 
  (7–20)
  Treasure standard
  SPECIAL ABILITIES
  Dancing Vines (Su) A blackthorn can control 
  up to four vines, bushes, trees, or other living 
  plants within 20 feet as a standard action, 
  making the plants dance or move as it wishes. In 
  addition, a blackthorn can increase the reach of 
  these plants by up to 15 feet and cause them to 
  sprout razor-sharp thorns. These plants attack 
  as effectively as the blackthorn itself. If a plant 
  is in another creature’s possession, the creature 
  can attempt a DC 15 Will save to break the 
  blackthorn’s power over that plant. If the save 
  is successful, the blackthorn cannot attempt to 
  control that particular plant again for 24 hours or 
  until the plant leaves the creature’s possession. 
  A blackthorn can climb plants it controls at its 
  normal speed without making Climb checks. 
  The save DC is Charisma-based.
  Leafblighter (Su) Blackthorns must bond with a 
  tree as a dryad does, but they are parasitic rather 
  than symbiotic with their bonded tree, gradually 
  withering and choking it with clinging vines 
  over the course of 1d6 weeks. Once the host 
  tree dies, the blackthorn becomes sickened and 
  begins taking Constitution damage as a dryad 
  that wanders too far and too long from her tree, 
  until she bonds with a new tree.
  Thorn Armor (Ex) The thorny vines that adorn 
  a blackthorn grant it a +4 armor bonus, but are 
  not treated as armor for the purpose of arcane 
  spell failure, armor check penalties, maximum 
  Dexterity, weight, or proficiency.
  Hag, Harionna
  Harionnas are a variant type of green hag that 
  lurk in forests and hills, especially along roadsides 
  and sometimes just outside of villages and towns 
  (though rarely entering such settlements) in hopes 
  of inveigling unwary travelers and murdering 
  them. Unusual among their kind, harionnas are 
  not horrific to behold, but instead tend to be 
  comely if not quite beautiful. They always have 
  long cascades of hair, never cutting it, though they 
  comb and braid it almost constantly. Their hair 
  is magically prehensile, with long, barbed hooks 
  concealed among their tresses. They use common 
  guile and seduction along with their magical 
  powers to delude flirtatious men while diverting 
  and distracting their allies so the harionna can 
  take its prey without interference. 
  HAG, HARIONNA                                              CR 5
  XP 1,600
  CE Medium monstrous humanoid
  Init +4; Senses low-light vision; Perception +15
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 58 (9d10+9)
  Fort +6, Ref +10, Will +7
  SR 16
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 lashing hooks +13 (1d4+1 plus 1 bleed) and 
  hair +8 (1d3)
  Space 5 ft.; Reach 10 ft.
  Special Attacks hexes
  Spell-Like Abilities (CL 9th; concentration +11)
  Constant—pass without trace, tongues
  At will—dancing lights, ghost sound (DC 12), 
  tree shape, whispering wind
  1/day—mislead (DC 18)
  STATISTICS
  Str 12, Dex 19, Con 12, Int 15, Wis 13, Cha 14
  Base Atk +9; CMB +13 (+15 to disarm, reposition, 
  steal, or trip); CMD 24
  Feats Alertness, Blind-Fight, Deceitful, Great 
  Fortitude, Weapon Finesse
  Skills Bluff +13, Climb +13, Disguise +13, 
  Knowledge (arcana) +11, Perception +15, Sense 
  Motive +9, Stealth +13
  Languages Aklo, Common, Sylvan
  SQ mimicry
  ECOLOGY
  Environment temperate forests
  Organization solitary or coven (3 hags of any 
  kind)
  Treasure standard 
  
  21
  SPECIAL ABILITIES
  Hexes (Su) A harionna gains the following 
  hexes as a 9th-level witch: cackle, disguise, 
  evil eye, misfortune, and prehensile hair 
  (save DC 16 where appropriate).
  Lashing Hooks (Su) A harionna can make 
  two primary attacks per round with the 
  lashing hooks embedded in her hair, dealing 
  1d4+1 points of piercing damage with 10-
  foot reach. These attacks are in addition to 
  attacks she can perform with her prehensile 
  hair hex. Creatures struck by her lashing 
  hooks also take 1 point of bleed damage; 
  this bleed damage stacks with itself and 
  with other sources of bleed damage. These 
  lashing hooks enable a harionna to use her 
  Dexterity modifier rather than her Strength 
  modifier on Climb checks and combat 
  maneuvers, and in addition they grant 
  the harionna a +2 circumstance bonus on 
  combat maneuver checks made to disarm, 
  reposition, steal, and trip.
  Mimicry (Ex) A harionna can imitate the 
  sounds of almost any animal found near its 
  lair. 
  Weakness (Su) As a standard action, a 
  harionna can sap a creature’s strength by 
  making a touch attack with her hair, dealing 
  2d4 points of Strength damage (DC 16 
  Fortitude negates). Unlike a standard green hag, 
  her normal melee attacks do not cause weakness. 
  The save DC is Charisma-based.
  Nixie, Stromkarl
  Always male, stromkarls are human-sized nixies 
  that dwell in and around waterfalls and rushing 
  whitewater. A stromkarl’s musical voice mingles 
  with the sound of the waters, often accompanied 
  by a stringed instrument like a harp or fiddle. 
  Their music is enchanting, and some stromkarls 
  are blamed for luring women and children to 
  their doom.  Stromkarls can be kindly, and are 
  said to grant gifts to creatures they favor or who 
  can perform a service for them. Some stromkarls 
  may become patrons of heroes, aiding them or 
  even tutoring them into a greater destiny. More 
  whimsically inclined stromkarls sometimes set 
  brave seekers of their aid on embarrassing tasks 
  for their own amusement, while malicious ones 
  may set rather cruel requirements, using their 
  powers as a lure to inveigle lovers into their arms 
  or setting up a tragically ironic fate for those who 
  ask their aid one too many times. 
  NIXIE, STROMKARL  
                        
         CR 4
  XP 1,200
  N Medium fey (aquatic)
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 19, touch 16, flat-footed 17 (+2 Dex, +4 deflection, 
  +3 natural)
  hp 39 (6d6+18); fast healing 5
  Fort +5, Ref +8, Will +6
  DR 5/cold iron; SR 19
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee longspear +3 (1d8/x3)
  Ranged longbow +8 (1d8/x3)
  Special Attacks captivating song
  Spell-Like Abilities (CL 6th; concentration +10)
  3/day—charm person (DC 15), hydraulic push
  1/day—control water, hydraulic torrent, water 
  breathing (CL 12th)
  STATISTICS
  Str 11, Dex 16, Con 17, Int 12, Wis 13, Cha 18
  
  22
  Base Atk +3; CMB +3; CMD 16 (cannot be bull 
  rushed, dragged, repositioned, or tripped)
  Feats Point Blank Shot, Rapid Shot, Weapon Focus 
  (longbow)
  Skills Bluff +10, Craft (any one) +5, Escape Artist 
  +10, Handle Animal +10, Perception +10, Perform 
  (sing) +10, Sense Motive +10, Stealth +12, Swim 
  +14
  Languages Aquan, Sylvan
  SQ amphibious, minor wish, wild empathy +16
  ECOLOGY
  Environment temperate water
  Organization gang (2–4), band (6–11), or tribe (20–
  80)
  Treasure standard (masterwork longbow with 20 
  arrows, longspear, other treasure)
  SPECIAL ABILITIES
  Captivating Song (Su) A stromkarl’s song has 
  the power to infect the minds of those that hear 
  it, calling them to the stromkarl’s side. When a 
  stromkarl sings, all creatures aside from other 
  nixies within a 300-foot spread must succeed on 
  a DC 15 Will saving throw or become captivated. 
  A creature that successfully saves is not subject 
  to the same stromkarl’s song for 24 hours. A 
  victim under the effects of the captivating song 
  moves toward the stromkarl using the most 
  direct means available. If the path leads them 
  into a dangerous area such as through fire or 
  off a cliff, that creature receives a second saving 
  throw to end the effect before moving into peril. 
  Captivated creatures can take no actions other 
  than to defend themselves. A victim within 5 
  feet of the stromkarl simply stands and offers 
  no resistance to the stromkarl’s attacks. This 
  effect continues for as long as the stromkarl 
  sings and for 1 round thereafter. This is a sonic 
  mind-affecting charm effect. The save DC is 
  Charisma-based.
  Minor Wish (Sp) Once per day, a bog nixie can 
  create a magical effect in exchange for a gift 
  or service from a humanoid. The power of this 
  “wish” is no greater than what can be done with 
  a 3rd-level spell.
  Waterfall Spirit (Su) A stromkarl is bound to a 
  waterfall or place of rushing waters as a dryad is 
  to her tree, and if it ventures more than 1000 feet 
  for longer than 24 hours, it dies. However, within 
  60 feet of its waterfall it gains a +4 deflection 
  bonus to Armor Class, fast healing 5, and its 
  spell resistance is increased by 4. A stromkarl 
  cannot be bull rushed, dragged, repositioned, or 
  tripped while within 60 feet of its waterfall, and 
  its melee attacks are never impeded by water (as 
  freedom of movement).
  Wild Empathy (Ex) This ability works like the 
  druid ability of the same name. The stromkarl 
  nixie’s total includes a +8 racial bonus on wild 
  empathy checks.
  
  23
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Faerie Mysteries © 2014, Legendary Games; Authors Todd Stewart, 
  Jason Nelson, and Alistair Rigg
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
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  Sernett.
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  Jason Nelson, Tim Hitchcock, and Matt Goodall.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  LLC; Designers: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, HalMaclean, 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; Lead Designer: Jason Bulmahn; Designers: Jesse Benner, Adam 
  Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, 
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  Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
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  Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, 
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  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
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  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder 31: Stolen Land. Copyright 2010, Paizo Publishing LLC. 
  Author: Tim Hitchcock.
  
  Is Your Campaign  
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  25
  25
  Faerie
  Faerie
  Faerie
  Mysteries
  Mysteries
  Mysteries
  By Todd Stewart, Jason Nelson, and 
  Alistair Rigg
  By Todd Stewart, Jason Nelson, and 
  Alistair Rigg
  CHECK OUT THESE OTHER ADVENTURE 
  PATH PLUG-INS FROM LEGENDARY GAMES
  COLD MOUNTAIN
  A mother’s love is stronger than death, but love and death walk hand in hand when mortals cross paths 
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  FAERIE PASSIONS
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  lent romance between lovers that are worlds apart.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Forest Kingdom/Faerie Mysteries.pdf