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Sins of the Mirror

SotM-7 · Pathfinder 2e

The Kingdom That Would Not Wake

Book 7 of Sins of the Mirror — Sloth

4–6 sessions · 2-level module at current APL

A harbor in perpetual dusk, kind empty chairs, silted ships.123

Duskhaven, almost evening

  1. 1. The quay of chairs (A1)Rest is real.
  2. 2. The Unsent (A2)Letters from futures.
  3. 3. Asta’s table (B2, C2)The first gesture.

Adventure background

Sloth here is not laziness. It is the refusal to care, because trying might fail or might matter. Duskhaven is perpetual almost-evening. The chairs are kind. The bells ring late on purpose. Queen Asta will not make the first gesture.

Somnel is a lullaby with theology. Rest here genuinely heals. Then the bill: a letter unsent, a Court sliding, a harbor silting while everyone recovers.

Faces of the Court

Show these at the table. The Court has faces; use them.

Queen Asta

The unmade gesture

Queen Asta

Wants. Not to be the one who fails first.

Lever. Do not take her choice. Make her make one.

Waker Pen

The knock

Waker Pen

Wants. For someone else to be awake too.

Lever. They may be fleeing their own bed. They still knock.

Somnel

A lullaby with theology

Somnel

Wants. A just sleep until the world is safe, which is never.

Lever. They are kind. Kindness is the trap. Act anyway.

Synopsis

They are invited to rest. They should. Then Waker Pen knocks, hated for it. Unsent letters include some from the PCs’ futures if they stay. Asta will give them her choice, which is the test. The first gesture — a law, a dredged harbor, a queen standing where she might fail — is the looking.

Getting started

Run this book at the APL and player count on Your Table. Every DC, creature, gold piece, and XP award on this page is already filled for that table.

Suggested pacing: level once in the middle of Part 2 and once when the seal breaks. Listed XP is Pathfinder 2e per-PC encounter XP (a moderate fight is 80 XP each, not divided).

Do not skip the Inward Gaze at the climax. If you are short on time, cut a fight, not the looking.

Play the rest. Do not skip A1 to “get to the plot.” The rest is the hook. Mean the clock in B1 once.

Treasure this book (~2 levels): 110 gp for the table

Permanent items: one item of level 1, one of level 1, 4 consumables of level 1

A

Part 1: Almost evening

Rest that heals. The bill. The Unsent.

A1. Kind chairs

The light is the color of a decision postponed. Someone has already put your pack down. The chair fits. You will sleep well here. That is true, and it is the hook.

Play the rest. Do not skip it. Long rest, wounds close, focus returns. Then show a letter unsent, a Court they left sliding.

  • DC 17 (hard)Will to stand up before you are finished resting

Sleepwalkers between duties

low · 60 XP each

They are not enemies. Waking them by force makes Somnel notice.

Sleepwalker × 2

standard 1

Humanoid

AC
17
HP
23
Perc
+7
Fort
+7
Ref
+4
Will
+10

Melee Strike +9, Damage 1d8+4

Ability DC 17

Damage they take is halved unless the attacker has already acted this scene without being sure.

A2. The Unsent

A palace room of unsent letters in gold dusk.

A2. The Unsent

  1. A. The tableAsta will give you her choice here.
  2. B. The lettersSome are yours, dated later.
A room of letters never mailed. Some are in hands you know. A few are in yours, dated later, if you stay.

Let each player read one sentence from a future in which they rested through a thing that mattered.

A3. Pen knocks

Waker Pen is hated. They may be running from their own sloth. They still knock. The city calls that violence.

  • DC 17 (hard)Diplomacy to defend a knock in a city of closed doors

B

Part 2: Ask the party to decide

Asta’s gift of her choice. A rescue that fails if they wait.

B1. A rescue with a clock

Someone is in the silt up to the mouth. They will live if you move now. They will not live if you take one more round to be sure of the angle, the spell, the plan.

Mean it once. If the party takes a round to discuss, the bystander is gone. Do not soft-pedal this into a lucky last-second save. Sloth is the refusal to care because trying might fail.

The silt-thing is almost beside the point. The Torpors punish Ready, Delay, and “wait, what’s the optimal play.” Reward a clumsy action that happens this round.

Pen, if present, will knock during the fight. The city will call that violence. Asta will later ask why they didn’t wait for a better moment. Both sentences are the Court.

It fails if they wait one more round to be sure

moderate · 80 XP each

If the party takes a round to discuss, a bystander is gone. Mean it once.

Silt-thing

standard 1

Beast

AC
17
HP
23
Perc
+7
Fort
+10
Ref
+7
Will
+4

Melee Strike +9, Damage 1d8+4

Ability DC 17

Torpor × 3

standard 0

Incorporeal

AC
15
HP
17
Perc
+6
Fort
+6
Ref
+3
Will
+9

Melee Strike +6, Damage 1d6+2

Ability DC 17

A creature that delays (ready, or skip a turn to plan) is slowed 1.

Treasure (standard): 14 gp.

B2. Queen Asta’s table

She will give them her choice. That is the test. Ruling by committee of guests is how Duskhaven silted.

  • DC 17 (hard)Society or Diplomacy to refuse her choice without becoming her

B3. A palace that eats a day

The palace eats a day the way a kind relative eats an afternoon: you did not notice the light change. Chairs have migrated closer. Somnel has not raised a voice. They never do.

Actions spent to prepare or wait for a better moment heal the Somnel-shape. Choosing badly but choosing wounds it. Choosing well after three rounds of talk feeds it. Say this to the table before initiative.

Asta may be in the room, offering her choice again. Taking it is how Duskhaven silted. Refusing it and then not deciding is the same sin with better manners.

Somnel’s soft refusal

severe · 120 XP each

If they choose badly but choose, Somnel is wounded. If they choose well after three rounds of talk, Somnel is fed.

Somnel-shape

elite 2

Incorporeal

AC
19
HP
40
Perc
+11
Fort
+8
Ref
+5
Will
+11

Melee Strike +13, Damage 1d12+6

Ability DC 20

Actions spent to ‘prepare’ or ‘wait for a better moment’ heal it.

Kind chair × 4

minion -1

Construct, Minion

AC
12
HP
4
Perc
+5
Fort
+5
Ref
+2
Will
+8

Melee Strike +6, Damage 1d4+1

Ability DC 17

C

Part 3: The first gesture

A law, a harbor, a queen standing where she might fail.

C1. What trying costs

Before the last room, name the cost out loud. Trying might fail in public. Despair will not — despair is cheaper, and Duskhaven has made a theology of the discount.

If they cannot answer the Gaze, Somnel will answer for them: sleep until the other Courts resolve themselves. They will not. The party already knows.

This scene can be a conversation at Asta’s table. No need for a fight until C2. If they make a first gesture here — a law signed, a harbor ordered dredged, Asta standing — C2 can end without reducing Hit Points to 0.

C2. Somnel

They look like rest. They sound like a parent who is tired of your effort. “Sleep until the other Courts resolve themselves,” they say. They will not. You know that.

Somnel offers a full rest as a free action, once per round, to one PC. If accepted, that PC is out: healed, and absent from the looking. Do not trick them. The rest is real. The absence is the cost.

Action is the damage type. Asta standing, a harbor dredged this scene, a letter from A2 actually sent — any of these can end the fight without a kill.

Killing Somnel without a gesture just makes rest unsafe in the next Court. That is Bloodied. Reckoned is a queen who might fail in public, and does it anyway.

At this band (mortal): Kindness and a clock. Action is the damage type.

A just sleep

extreme · 160 XP each

Asta standing, or a harbor dredged, or a law signed this scene can end this without a kill. Action is the damage type.

Somnel

solo 3

Unique

AC
21
HP
54
Perc
+12
Fort
+9
Ref
+6
Will
+12

Melee Strike +15, Damage 1d12+8

Ability DC 22

Once per round, offer a PC to skip this fight and take a full rest. If they accept, they are out — healed, and absent from the looking.

Unsent × 3

standard 1

Incorporeal

AC
17
HP
23
Perc
+7
Fort
+7
Ref
+4
Will
+10

Melee Strike +9, Damage 1d8+4

Ability DC 17

Treasure (major): 20 gp plus a permanent item of level 1.

Conclusion

If Asta stands, she becomes a ruler who will aid without a bill. If she does not, Duskhaven’s rest silts other harbors.

How this Court ends

Pick the ending the table actually reached. Victory breaks the Seal of Sloth. Defeat and walking away do not. Then update the roster to the new levels.

Echoes to record

  • What did they wait for?
  • Did Asta stand?
  • Who knocked?
  • Which letter got sent?
Bible notes for this Court

Working title: The Kingdom That Would Not Wake

The Court: Duskhaven, a coastal realm under a weather of despair

Seal: Sloth

Suggested length: 4–6 sessions

Sloth in this campaign is not laziness as a joke. It is acedia: the refusal to care, to act, to hope, because action might fail, or might matter, and both possibilities are unbearable.

Core theme

The hardest work is sometimes getting out of the bed you made. Duskhaven knows what must be done. It does not do it. The world is ending next door — perhaps in a Court the party has already walked — and the kingdom will not rise.

Main conflict

A god of rest, Somnel, once a mercy for a people who had been worked to death by an empire, overcorrected. Rest became the only virtue. Effort became a kind of violence against the self. The kingdom’s institutions still exist. They are staffed by people who know their jobs and do not do them.

The harbors silt. Letters pile up. A plague of sleepwalkers shuffles between unfinished duties. Queen Asta has not held court in three years. She is not asleep. She is awake and she cannot make the first gesture.

A small order, the Wakers, tries to light lamps and is hated for it. They are called cruel. Sometimes they are.

The party will want to fix Duskhaven. The Court will smother that impulse in honey. Why strive? You have already done so much. Sit. The chair is kind.

The conflict: what have the characters postponed until it became a kind of death — and what would they have to feel if they actually tried?

How this book forces the characters to look inward

Sloth is the sin of the burnt-out hero, the player who jokes about not doing the side quest, the character who will save the world but will not write the letter home.

Do not make this book a lecture about productivity. That would be monstrous. Make it about numbing. The thing they will not feel. The conversation they will not have. The oath they will not finish because finishing would make it real.

The Inward Gaze:

What are you waiting for that will not arrive? What would trying cost you that despair does not?

Maera calls this Court the kindest and the worst. People are not screaming. That is how you know it is advanced.

The Court as a place

Grey water, long beaches, beautiful rotting palaces, bells that ring an hour late on purpose. Food is soft. Beds are excellent. Time of day is always almost evening.

If the party rests here, do not skip it. Play the rest. Make it genuinely healing. Then show the bill: a day gone, a letter unsent, a Court elsewhere sliding while they slept well.

Key faces

  • Queen Asta — intelligent, ashamed, still capable. Her shame has become a fortress. She will ask the party to decide for her. That is the test.
  • Somnel — not a brute. A lullaby with theology. Speaks like a good therapist who has given up on you.
  • Waker Pen — loud, disliked, the only person who still knocks on doors. May be running from their own sloth by drowning in other people’s.
  • The Unsent — a room in the palace of letters never mailed. Some are from the PCs’ own futures, if they stay.

Climax

Somnel offers a just sleep: the party may rest until the other Courts resolve themselves (they will not, well), or until Book 8 never opens, which would be so much easier.

Waking Duskhaven requires a first gesture that cannot be undone — a law signed, a harbor dredged, a queen standing up in front of people who will see her fail. The party can do it for her (Pride/Sloth handshake) or make the cost of not doing it impossible to numb away.

The seal breaks when someone acts without being sure it will work.

Echoes to record

  • Did the party overstay?
  • Did Asta stand?
  • Is Somnel banished, bargained, or still in the weather?
  • What did a PC finally do that they had been postponing?

Scaling

Low: social inertia, sleep-charms, the danger of lost time. Mid: Somnel as a mythic presence; combat that drains actions and hero points into torpor. High: whole days can be eaten if the party will not choose; the Court begins to leak rest into other regions they have already saved.