Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

****( ) (based on 11 ratings)
Pathfinder Module: Realm of the Fellnight Queen (PFRPG)

Add PDF $9.99

Print Edition Unavailable

Facebook Twitter Email

A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters.

Stay Out of the Woods

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Realm of the Fellnight Queen is a wilderness adventure for 7th-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. Inside you'll find a possessed druid, a drunken treant, an insane beekeeper, shape-changing forest warriors, and the dark mistress of the Fellnight Realm herself.

This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.

Written by Neil Spicer, the winner of Paizo’s RPG Superstar™ 2009 contest.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-224-1

Bonus! We have additional free content for use with this module in the Paizo Blog. Check out Arvormeigh, Nixie Rogue and Random Encounters in the Fellnight Mist!

Realm of the Fellnight Queen is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (221 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

Product Availability

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: Unavailable

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 11 ratings)

Sign in to create or edit a product review.

Interesting characters

****( )

Just ran this (in much shortened form) as a one-shot for my regular group. The various NPCs that the PCs interact with were a blast to read about and play. Both the villains and the people who needed help felt unique. Most of the roleplaying encounters are concentrated in the first half of the adventure, though. Since we were playing as a one-shot, I had to cut or modify most of the fights, but the outdoor terrain was a nice change of pace and the fight that started the adventure had some great tactical elements.

I had to make Lumi more head-strong on the fly - my players were insistent that she had to be more than a damsel in distress. This was mostly my fault, though, since I focused on her as the hook for the start of the adventure. Most importantly, the players had fun and are looking forward to a sequel. A solid adventure.

A dark fairy tale with good mix of roleplay and combat


I recently finished running this module as a Play by Post campaign. Both me and my players found it highly entertaining.

The adventure has a good mix of roleplay and combat, with interesting NPCs and challenging fights. Neil Spicer does a terrific job of building up tension, while still including opportunities for comic relief.

The module does benefit from some adaptation, and as such I would not recommend it for an inexperienced GM. For anyone running the module, I strongly suggest listening to the Pathfinder Chronicles podcast and visiting the podcast forum for extra materials, as well as using the extra material provided in the paizo blog. Implementing the suggested changes from the blog and podcast goes a long way towards meeting the main critiques of the module, namely the lack of variation in enemies and the potential lethality of the final fight.

Coud be way better

***( )( )

I prepared this module lended by my FLGS, and I was disappointed. AS pointed out elsewhere it suffered badly from editing and cutting, with lots of iterative monsters.


Played for PFS, it's of course way too long, but removing the pointless spriggan armies mostly solves this issue.

My main gripe is good-old railroading, lack of failable plot points, and fuzzy encounter setup.

* The setup wedding is pointless. Whatever you do, it has no bearing on the following. You can't even get worthy information, or even gear, for what follows. Might as well skip to the ceremony. It's striking that the fate of the wedding couple is totally unimportant. If they die, nobody cares.
* The romp in the forest is bugged. How are you supposed to actually meet Vinroot? And why would you need to? And what if you fail to make the encounters?
* How are the spriggan patrol in the Realm to act? What group is NOT going to go directly through to the tower?
* The drunken treant encounter is very obscure as to how it's supposed to work (if you use Diplomacy, you're going to get whacked repeatedly by animated tree attacks while doing so. Is it really the idea?)
* What if you do NOT manage to convince the conclave of fey? Adventure ends there?
* What if you fail to make the final arcana check. Adventure fails?
* And of course, prepare for a party wipe in the final fight.

All in all, GREAT maps, but they're very poorly used. For the above reasons, the wedding map is useless, the forest map is useless (if the players actually navigate it, they're going to spend hours doing nothing), the Realm map is useless (they're going to go straight for the kill) and the Fortress map, though alright, is just way way too big for PFS.

Also, for PFS: several magic items found are useless within the module.

So. It's got fine elements, but need tons of work, re-inserting the original monsters (from the podcast), fixing the encounter schema, designing an alternate final dungeon, giving meaning to the wedding part... But it still has good moments.

Not bad, could be better

***( )( )

The three star rating I'm presenting here is a combination score - four stars for story, and two stars for the adventure's content.

I ran this last night for a group of experienced Pathfinders playing under the Pathfinder Society organized play rules. By the middle of the module our Paladin was ready to start killing "good" fey, and by the end several players commented that they considered the module "one big advertisement for owning a fey bane weapon" (and not in a good way).

From a story perspective the concept was well thought out and interesting. The players really did begin to hate fey at the end though.

From a mechanical content we noticed a couple of issues. First the whole module feels disjointed. The three acts do not flow that well, and the group was pretty fatigued by the time they hit the dungeon crawl at the end. Encounters included only four worthwhile encounters that provided a moderate challenge to the group followed by page after page of creatures that couldn't even hit the AC of a level 8 character and creatures without enough hit points to survive a single hit at this level; just speed bump after speed bump. The "main" bad guy type was an example of this - players were hit for a total of roughly 20 points over the adventure. Conversely, when the fights were tough, they were TOUGH. I think a lot was hit by the page count on this one.

I'm getting really tired of seeing this. The four combats that actually were worth playing out were: The drunk treant that nearly murdered the entire party, the fight and escape from Dead Man's Drop, the fight at the fayenguard (which happened because the two fights ran into each other), and the fight with the fellnight queen herself. The fight with the fellnight queen should have ended in a TPK - her powers and the terrain mechanics are absolutely brutal.

Just as an FYI - for Pathfinder Society this is a longer one. It's linear nature means you're looking at about 14 - 16 hours of play. This is after removing a couple of the speedbumps...I mean encounters AND saying "you have the strange sensation the other direction would be faster" while they were exploring the queen's keep.

Great adventure for PFS games or campaign

****( )

I bought the product about a year ago but did not get the first opportunity to run it for Pathfinder Society about a month ago. We had to shorten the adventure to fit within two sessions, the players still had a blast. There were plenty of role-playing opportunities and encounters to satisfy a diverse group. (Note to those who do run this for Pathfinder Society games -- I estimate that 3-4 sessions would really give the adventure justice). Regardless of the number of sessions ran, the adventure flowed pretty well for the group.

Two of my players asked if this could be ran again for an online campaign that I am running. As a GM, I would welcome the opportunity to run the adventure again in its full glory.

As for the encounters, they seemed to fit will for the recommended level and was very challenging to the group. The last encounter with Queen Rhoswen did prove difficult for an unprepared group but seemed to be their favorite part.

Overall, I was pleased with the adventure's structure and would highly recommend it.

1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>