The Boarwood Covenant

Snapshot ยท Jul 15, 2026, 7:18 PM

  • The Boarwood Covenant
    • narrativeAdventure Summary
    • narrativeCampaign Truths
    • imagePregenerated Party Lineup
    • narrative# The Boarwood Covenant
    • articleReferences
    • sidebarPF2e Advancement Pace
    • Acts
      • actAct 1 - Boarwood Oaths
        • sceneThornford Crossing
          • encounterThe Divided Tollhouse
            • handoutThornford Rumors
          • encounterBriar-Tusk Ambush
            • treasureMud-Covered Oath Ring
        • sceneThe Deep Boarwood
          • encounterCinderroot Shrine
            • trapGrasping Root Snare
          • encounterThe Silver-Tusked Guardian
            • monster blockSilver-Tusked Guardian
      • actAct 2 - Fog Peaks Witness
        • sceneMistroad Ascent
          • encounterVoices in the White Pass
            • handoutThe Fog's Testimony
          • encounterAvalanche Bells
            • trapAvalanche Bell Hazard
        • sceneThe Cloud-Scribed Observatory
          • encounterLens of Unsworn Weather
            • random tableFog Memory Complications
          • encounterAdvocates of the Broken Tusk
            • monster blockBroken Tusk Advocate
      • actAct 3 - Northern Tandak Musters
        • sceneStarwatch Fort
          • encounterCourt of the Winter Marshal
            • handoutEvidence Docket
          • encounterMidnight Saboteurs
            • trapSignal-Line Snare
        • sceneThe Tandak Greyfields
          • encounterThe Surrender That Never Was
            • handoutBattlefield Banner Clues
          • encounterThe Boundary Thorn
            • treasureThorn-Splinter Charm
      • actAct 4 - The Covenant Below
        • sceneThe Root-and-Star Road
          • encounterOath-Echo Labyrinth
            • random tableVow Prices
          • encounterThe Threefold Guardians
            • monster blockThreefold Guardian Suite
        • sceneThe Covenant Seat
          • encounterTrial of the Fourth Seat
            • handoutFinal Argument Prompts
          • encounterVarkesh of the Broken Tusk
            • monster blockVarkesh of the Broken Tusk
            • treasureThe Renewed Covenant
    • PCs
      • pcKael Merrow
        • handoutPathfinder Player Core Character Sheet (Remaster)
        • pageMain Page
        • sidequestThe Missing Guide
      • pcBrunna Ashmantle
        • pageMain Page
        • sidequestThe Cold Hearth
      • pcSelyra Mistvein
        • pageSpell Notes
        • sidequestThe Missing Weather Page
      • pcNix Underbough
        • pageMain Page
        • sidequestThe Tollbox That Lied
      • pcLuma Barkbright
        • pageMain Page
        • sidequestA Seed for the Fourth Seat
      • pcGrask Iron-Vow
        • pageMain Page
        • sidequestThe Banner of Truce
    • NPCs
      • npcReeve Halden Crowl
      • npcMarshal Ysold Tandak
        • pageGM Page
      • npcVarkesh of the Broken Tusk

References

๐Ÿ“œ The Boarwood Covenant โ€” Source Cross-Reference

Adventure: The Boarwood Covenant (Levels 1โ€“12) ยท Setting: Boarwood, Fog Peaks, Northern Tandak

This table maps elements of the module to Paizo products from the provided list, identifying Direct Tie-in sources that definitively support the adventure's themes, setting, or mechanics, and Possible Hook sources that could be creatively adapted to expand or enhance the campaign.

Source ID / Name Product Line Definitive Tie-in Possible Hook / Expansion
1 โ€” Core Rulebook
216 โ€” GM Core
Rulebooks
The fundamental rules engine for the entire adventure. All encounters, skill checks, and character progression are built on this framework.
The Remastered Player Core & GM Core (IDs 216, 218) are the most up-to-date versions; ensure the adventure uses Remastered terminology (e.g., "spell schools" vs. "magic traditions" where relevant).
2 โ€” Bestiary
221 โ€” Monster Core
276 โ€” Monster Core 2
Rulebooks
Bestiary provides stats for classic creatures like boars, woodland fey, and spirits.
Monster Core (ID 221) provides the updated standard for creatures like skeletons, guardians, and haunt mechanics.
Monster Core 2 (ID 276) will be essential for high-level foes (Levels 10โ€“12), including unique fey warlords and mythic beings.
Use Monster Core templates to create custom variants of the Silver-Tusked Guardian or the Threefold Guardians.
Monster Core 2 could provide inspiration for the Boundary Thorn relic or Varkesh's final form as a unique fey warlord.
22 โ€” Gamemastery Guide Rulebooks
Contains extensive rules for hazards, haunts, and complex traps. Directly supports encounters like the Avalanche Bells (Act 2), the Oath-Echo Labyrinth (Act 4), and the Grasping Root Snare (Act 1).
The Influence and Chase subsystems from this book can be used to expand the social encounters with Marshal Ysold Tandak (Act 3) or the pursuit of Varkesh through the Root-and-Star Road.
191 โ€” Treasure Vault (Remastered)
320 โ€” Treasure Vault
Rulebooks
The treasure tables and magic items in this book are the primary source for loot in the adventure. The Mud-Covered Oath Ring (Act 1) and the Thorn-Splinter Charm (Act 3) are level-appropriate magic items that align with the item distribution guidelines.
Use the relic and artifact rules from Treasure Vault to create a more detailed history for the Boundary Thorn or the Renewed Covenant boon.
129 โ€” Dark Archive
293 โ€” Dark Archive (Remastered)
Rulebooks
Provides rules for occult mysteries, curses, and esoteric magic. The Fog Peaks as "living weather" and the Oath-Echo Labyrinth directly benefit from the "weird" and "unreliable" magic systems detailed here.
The curses and cryptid rules can be used to flesh out the Boar-haunted spirits or the haunts in the Greyfields. The pact mechanics are a perfect fit for Varkesh's legalistic fey nature.
6 โ€” World Guide Lost Omens
The Taldan and Qadiran history referenced in the module (the Grand Campaign, Opparan betrayals) is rooted in the lore of the World Guide. The setting of Northern Tandak as a frontier region is consistent with this source.
Use the World Guide to expand the geopolitical backdrop. The Grand Prince of Taldor and the Decemvirate are mentioned; this source can provide context for their motivations and influence.
12 โ€” Character Guide
74 โ€” Ancestry Guide
Lost Omens
Provides lore and feats for the pregenerated characters. Ancestry Guide directly supports the Leshy druid (Luma Barkbright) and Goblin rogue (Nix Underbough), while the Character Guide offers background options for the Human fighter and Orc champion.
The wandering heart backgrounds or the wayfinder lore from the Character Guide could be used to tie the party more closely to the Pathfinder Society or other factions mentioned in the adventure.
40 โ€” Legends
107 โ€” Monsters of Myth
Lost Omens
Legends provides stat blocks and lore for high-level NPCs and mythic figures. Monsters of Myth is a perfect fit for the Silver-Tusked Guardian (Act 1) and the Threefold Guardians (Act 4), offering templates for unique, story-critical creatures.
The Mythic Monsters rules from Monsters of Myth could be used to give Varkesh (Level 12) a more epic, legendary feel, appropriate for the climax of a 1-12 campaign.
123 โ€” Knights of Lastwall
196 โ€” Firebrands
Lost Omens
The module's themes of protection, oaths, and resistance align with the Knights of Lastwall. The Hellknight armiger mentioned in the adventure summary could be fleshed out using this book. Firebrands provides a framework for the "outlaw" and "rebel" factions that might oppose the old covenant.
Use Knights of Lastwall to create an NPC order that seeks to protect the covenant from external threats, creating a potential ally or rival for the party. Firebrands can provide a faction that wants to break the covenant to spark a new revolution.
17 โ€” Gods & Magic
234 โ€” Divine Mysteries
Lost Omens
Gods & Magic and Divine Mysteries are essential for the religious and pantheon-based elements. The masked priest of Norgorber (Act 1) and the Pharasman imagery in the Root-and-Star Road (Act 4) are directly supported by the deity lore in these books.
Divine Mysteries includes new divine powers and pantheons that could be used to create a more complex theological backdrop for the covenant, perhaps involving a forgotten or suppressed deity.
150 โ€” Kingmaker AP Adventure Paths
Kingmaker has strong thematic ties to The Boarwood Covenant. Both involve the exploration of a frontier region, the negotiation of pacts, and the establishment of a new order. The kingdom-building and warfare rules from Kingmaker could be adapted for the "Rewrite the Covenant" ending.
The Stolen Land and Rivers Run Red chapters of Kingmaker provide excellent models for how the party might interact with local factions and establish a new power base in Northern Tandak.
71 โ€” Ruins of Gauntlight (AV 1)
124 โ€” Abomination Vaults HC
Adventure Paths
The dungeon-crawling and mystery-solving structure of Abomination Vaults shares DNA with The Boarwood Covenant's later acts, particularly the exploration of the Root-and-Star Road (Act 4). The use of a central, ancient threat is a common thread.
The Gauntlight itself could be reskinned as a lost Azlanti or Arodenite site that the party discovers, serving as a hidden entrance to the covenant's heart.
240 โ€” Wardens of Wildwood Players Guide
241 โ€” Pactbreaker
Adventure Paths
Wardens of Wildwood is directly relevant. The Pactbreaker AP (ID 241) deals with ancient pacts and fey courts in a forest setting, mirroring the central conflict of The Boarwood Covenant. The Player's Guide provides excellent inspiration for character backgrounds tied to the forest.
The fey legalists and Broken Tusk cult could be directly tied to the Fey and Wildwood factions from this AP, providing a ready-made set of motivations and enemy types.
110 โ€” Quest for the Frozen Flame PG
175 โ€” Broken Tusk Moon
Adventure Paths
Broken Tusk Moon (ID 175) shares the name "Broken Tusk" with the module's antagonist, Varkesh of the Broken Tusk. While the settings are different (Frozen Flame is in the Realm of the Mammoth Lords), the themes of tribal survival and ancient pacts are a perfect match.
The mammoth lord and mammoth imagery from this AP could be reskinned for the Boarwood, turning the Silver-Tusked Guardian into a more primal, bovine threat.
213 โ€” Season of Ghosts PG
214 โ€” The Summer That Never Was
Adventure Paths
Season of Ghosts is a horror-themed AP that uses haunts and community-level consequences extensively. The Fog Peaks (Act 2) and the Greyfields (Act 3) could benefit from the haunt mechanics and the "lingering memory" themes of this AP.
The community development and festival rules from Season of Ghosts could be used to make the village of Thornford or the fort of Starwatch more dynamic and interactive for the players.
215 โ€” Rusthenge
148 โ€” Crown of the Kobold King
Adventures
These low-level adventures provide excellent templates for the village-based opening of Act 1. Rusthenge, in particular, deals with a small community facing a threat from the wilderness, which is the exact premise of Thornford Crossing.
The Kobold King could be reskinned as a Boarwood monster or a Fog Peak spirit, providing a ready-made dungeon crawl for the party's first major expedition.
55 โ€” Troubles in Otari
200 โ€” The Enmity Cycle
Adventures
Troubles in Otari is a perfect model for the act-based structure of The Boarwood Covenant. The Enmity Cycle provides a framework for a mystery that spans multiple locations and requires the party to connect the dots, similar to the search for the three treaty faces.
The random encounter and side-quest structures from these adventures can be used to flesh out the Act 1 and Act 2 exploration, giving the party more opportunities to interact with the world.
278 โ€” PFS #7-01: Enough is Enough
286 โ€” PFS #7-05: Battle of the Thorns
Society
Society scenarios are excellent sources for encounter design and skill challenge templates. #7-05: Battle of the Thorns directly references a "battle of thorns," which could be a direct inspiration for the Briar-Tusk Ambush (Act 1).
Use PFS Scenarios for one-shot side adventures during the campaign. For example, a scenario about a disappeared scholar could be placed in the Fog Peaks (Act 2) or a scenario about a caravan ambush could be placed on the Northern Tandak plains (Act 3).
98 โ€” Guns & Gears (Remastered)
205 โ€” Rage of Elements
226 โ€” Howl of the Wild
Rulebooks
Rage of Elements provides the kineticist class and elemental magic, which could be used to create unique enemies or hazards in the Fog Peaks (e.g., a weather-based kineticist). Howl of the Wild offers animal and beast options, perfect for the Boarwood and its boar-haunted spirits.
Guns & Gears could be used to introduce a mercenary or inventor faction in Act 3, adding a technological or industrial element to the conflict. Howl of the Wild's werecreature rules could be used to create a more dangerous version of the Silver-Tusked Guardian.
96 โ€” Secrets of Magic
118 โ€” Book of the Dead
Rulebooks
Secrets of Magic is the source for the magus and summoner classes, which could be used to create a warlord or summoner version of Varkesh. Book of the Dead provides rules for undead and ghosts, which are directly relevant to the haunts in the Fog Peaks and the Greyfields.
Use Book of the Dead's ghost and haunt rules to flesh out the voices of the dead in the Fog Peaks. Secrets of Magic could be used to give the Oath-Echo Labyrinth more complex magical effects.
39 โ€” Advanced Player's Guide Rulebooks
Provides additional archetypes and class options that could be used to customize the pregenerated characters. The swashbuckler, investigator, and oracle offer unique flavors that could fit the module's themes of investigation and oaths.
The investigator class would be a natural fit for the Pathfinder chronicler mentioned in Act 1, providing a character who can skillfully unravel the mystery of the covenant.
236 โ€” NPC Core
232 โ€” War of Immortals
Rulebooks
NPC Core is essential for creating non-player characters like Reeve Halden Crowl and Marshal Ysold Tandak. War of Immortals introduces mythic rules, which could be used to elevate Varkesh to a mythic threat for the campaign's climax (Level 12).
Use the mythic paths from War of Immortals to create a more epic version of the "Rewrite the Covenant" ending, where the players become mythic founders of a new age.

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Read-only syndicated snapshot ยท Syndicated Jul 15, 2026, 7:18 PM. Content updates when the author syndicates again in Adventure Maker.

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