The Boarwood Covenant
A four-act Pathfinder 2e adventure through Boarwood, the Fog Peaks, and Northern Tandak · 1-12 · Boarwood, Fog Peaks, and Northern Tandak

Adventure Summary
The Boarwood Covenant
For three generations, the people of Boarwood, the herders of the Fog Peaks, and the frontier keeps of Northern Tandak survived by honoring an old pact: no king claims the forest, no quarry cuts the sacred peaks, and no army marches the northern road without the leave of all three lands.
Now the pact is breaking. Boar-haunted spirits uproot whole trails, mountain fog carries voices of the dead, and Tandak's watchforts prepare for war against enemies they cannot name. The heroes begin as local troubleshooters and end as the only witnesses to a covenant older than any mortal border.
This Pathfinder 2e module is structured for levels 1-12 across four acts: Boarwood 1-3, Fog Peaks 4-6, Northern Tandak 7-9, and the covenant's hidden heart 10-12.
Campaign Truths
- The spectral boar is not the villain. It is the wounded guardian of the covenant.
- The Fog Peaks contain oath-stones that record spoken treaties as living weather.
- Northern Tandak's marshal is being manipulated by a relic called the Boundary Thorn.
- The final enemy is a legalistic fey warlord, Varkesh of the Broken Tusk, who intends to make the three lands break the pact by choice.

The Boarwood Covenant
Pathfinder Adventure Path • Levels 1–12
Forest, mountain, plain, and the erased Fourth Seat
When spring fog rolls down from the Fog Peaks and every bell in Thornford Crossing rings without hands, a white-tusked boar crowned in ghostly laurel walks from the Boarwood and kneels before six strangers.
Act I: The Forest That Judges
Levels 1–3
The PCs enter the Boarwood as boundary stones move, mercenaries from Zimar menace Thornford, and a masked priest of Norgorber sells maps to ruins that were elsewhere yesterday.
Beneath thorn, stag-horn, and boar track, they uncover a covenant seal: a Taldan oath-stone marked with Azlanti geometry, Arodenite legal script, and a warning that no throne, senate, lodge, or crown may command the land alone.
The Silver-Tusked Guardian
A dryad claimant, a Hellknight armiger, and a Pathfinder chronicler all recognize part of the truth. The first act ends when the guardian is defeated or appeased, revealing three bound powers:
- Boarwood Root
- Fog Peaks Sky
- Tandak Bloodline
A fourth oath has been deliberately erased.
Act II: The Fog Peaks Remember
Levels 4–6
The heroes climb into the Fog Peaks, where mist eats sound and old Taldan watchtowers still fly banners from wars with Qadira. Monks of Irori, Desnan stargazers, Lion Blades, and imperial ghosts all guard pieces of the same broken history.
The fog is not weather. It is memory: Grand Campaign battles, Opparan betrayals, Qadiran raids, and prophecy-fragments from the dead age before Aroden’s fall.
At a cloud observatory of broken signal mirrors and rusted griffon perches, rival agents converge beneath the storm lens. If the PCs align the mirrors correctly, they glimpse the hidden road below Boarwood and Tandak: a root-and-star passage touched by Darklands stone and sealed with prayers to Pharasma.
Act III: Bloodlines and Battlefields
Levels 7–9
On northern Tandak’s plains, cavalry fields, wheat estates, old forts, and hunting preserves stand beside hungry villages and veteran camps. At Starwatch Fort, Marshal Ysold Tandak tries to prevent civil panic while nobles, magistrates, smugglers, Pathfinders, and ballad-makers all reach for the covenant’s authority.
The False Heirs
The Tandak bloodline is only one strand of the oath, and several "legitimate" claimants carry forged genealogies purchased from Aspis Consortium brokers.
The Broken Tusk cult murders claimants not to seize the covenant, but to remove the living locks that keep the Fourth Seat closed.
The act ends in the Greyfields, where a battlefield erased from Taldan maps rises during a moonless night.
Act IV: The Root-and-Star Road
Levels 10–12
The hidden road opens beneath forest, mountain, and plain at once. The PCs travel through a mythic underland of:
- Oath-echoes
- Petrified roots
- Fallen stars
- Taldan funeral masks
- Azlanti measuring stones
- Ancient shrines overwritten by Pharasma's spiral
Finale: Varkesh of the Broken Tusk
Themes: Combat • Oath-Echoes • Covenant Choice
At the Covenant Seat, the PCs confront Varkesh, a war-priest and would-be hierophant who believes the Age of Lost Omens proves prophecy, empire, and divine order are failures fit only to be gored open.
The Final Choice
The campaign's climax is not simply a battle, but a decision.
Restore the Covenant
Taldor gains a powerful ward against ancient threats, but the old hierarchy and injustices remain intact.
Break the Covenant
The Fourth Seat can be destroyed forever, but the region loses protections that have endured for centuries.
Rewrite the Covenant
The PCs create a new oath binding:
- Forest
- Mountain
- Plain
- Commoner
- Noble
- Outsider
- Adventurer
No Grand Prince, Decemvirate, church, lodge, or empire fully controls this new covenant.
Legacy
By the end of the campaign, the heroes are no longer deniable troubleshooters. They become the named founders of a new northern covenant, with enemies in Oppara, admirers in Absalom, and legends spreading across the Inner Sea.
📜 The Boarwood Covenant — Source Cross-Reference
Adventure: The Boarwood Covenant (Levels 1–12) · 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 — Core Rulebook 216 — 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 — Bestiary 221 — Monster Core 276 — 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 10–12), 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 — 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 — Treasure Vault (Remastered) 320 — 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 — Dark Archive 293 — 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 — 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 — Character Guide 74 — 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 — Legends 107 — 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 — Knights of Lastwall 196 — 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 — Gods & Magic 234 — 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 — 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 — Ruins of Gauntlight (AV 1) 124 — 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 — Wardens of Wildwood Players Guide 241 — 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 — Quest for the Frozen Flame PG 175 — 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 — Season of Ghosts PG 214 — 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 — Rusthenge 148 — 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 — Troubles in Otari 200 — 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 — PFS #7-01: Enough is Enough 286 — 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 — Guns & Gears (Remastered) 205 — Rage of Elements 226 — 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 — Secrets of Magic 118 — 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 — 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 — NPC Core 232 — 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.
|
Use milestone leveling. The heroes reach levels 2 and 3 during Act 1, levels 4-6 during Act 2, levels 7-9 during Act 3, and levels 10-12 during Act 4.