TEXT: 1
  
  2
  Recent events
  Jollahan Tierpesh Lugathell III has always had 
  incredible wealth. He inherited the trade empire of 
  his father and grandfather. He decided to use some of 
  his fortune and connections and build a much better 
  house for himself than what his family held in the city.
  Located five miles south of Crescent Bay, on the 
  cliffs overlooking the ocean, is Lugathell Manor. 
  Jollahan III built it with the assistance of the greatest 
  dwarven, elven, and gnomish engineers and architects. 
  It is truly a wonder and he is very fond of his mansion.
  However, recently some aspects of the mansion 
  have begun to malfunction. Jollahan has brought in aid 
  to discover and repair the problem, but the engineers 
  need the assistance of a band of adventurers to go 
  beneath the mansion and help them correct the issues.
  AdventuRe 
  synopsis
  chApteR one: Looking foR WoRk
  The party arrives in Crescent Bay and begins their 
  search for work and wealth. A notice from Jollahan 
  catches their eye at the Singing Siren Tavern or 
  elsewhere in town, and they travel to meet him and 
  his mechanics. The problem is explained and the 
  troubles begin.
  chApteR tWo: diAgnosing the 
  pRobLem
  In the vast chambers under the Lugathell Manor, 
  the party finds a much larger problem. They must 
  confront and defeat elementals, gremlins, and 
  devils in order to restore an extra-planar machine 
  to operation. All evidence points to some form of 
  sabotage. Who could be behind the destruction of 
  this machine and how big are the problems?
  chApteR thRee: the LittLest 
  compLicAtions
  Finally, after the party has reset the machine under 
  the mansion, they encounter the mastermind behind 
  the plan. They must fight and defeat the devil who is 
  trying to use the machine to bring an invasion force 
  through the planes. After defeating the saboteur, 
  the party is free to appreciate their reward and the 
  hospitality of their employer. 
  theRe’s yeR 
  pRobLem!
  A Pathfinder-compatible adventure for four 2nd to 
  3rd level PCs.
  by Curtis Baum
  A powerful merchant has a “small” problem that 
  requires some adventurers. It is a simple request—to 
  enter the unique chambers under his mansion and 
  help repair some machinery found there. The pay is 
  good, the benefits are great, and helping a powerful 
  merchant could lead to many rewards. However, 
  nothing is ever as easy as advertised and the party 
  finds themselves fighting creatures from the lower 
  planes. What exactly is going on with this machine?
  AdventuRe 
  bAckgRound
  histoRy of cRescent bAy
  The city of Crescent Bay was built to take advantage 
  of a very deep natural harbor. Where the Silver 
  Tongue and Flameborne Rivers meet, they plummet 
  one hundred feet into the sea. The harbor and the 
  valuable materials available upriver have made the 
  location a center of trade and commerce for centuries. 
  One of the first individuals to truly see the potential 
  in the area was Jollahan Tierpesh Lugathell. Jollahan 
  was an elf who explored the area near the Mythil 
  Woods at a young age. This led him down the Silver 
  Tongue River to the sea. From the cliffs, he saw the 
  crescent shaped bay and the sea beyond. He built 
  a new home for himself and began working trade 
  agreements up both rivers. 
  As trade grew, a city began to spring up around 
  Jollahan’s home and warehouses. Eventually, he 
  garnered enough support to build an extensive series 
  of docks in the bay below, and a means to safely 
  transfer goods via pulley from the rivers to the bay.
  His son and his grandson have followed in his 
  footsteps, bringing an immense amount of wealth to 
  the Lugathell family.
  
  3
  
  4
  stARting the 
  AdventuRe
  AdventuRe hooks
  The party is looking for more adventure and more 
  gold. They have heard of the opportunities available in 
  Crescent Bay and have traveled here in search of both.
  Jollahan Tierpesh Lugathell III has heard of the 
  party’s reputation to deal with unusual circumstances. 
  He has sent them an invite, and passage on a ship, 
  to come to Crescent Bay to assist him with a minor 
  problem.
  A member of the party has friends or family in 
  Crescent Bay. Although here for a friendly visit, the 
  notice from Jollahan catches the eyes of someone in 
  the party. They decide that it would be even better 
  to make some gold while in town to buy a gift or 
  otherwise surprise the loved one of the party member.
  In any event, the party just arrived in Crescent 
  Bay. They have come here seeking the life and 
  wealth of an adventurer and Crescent Bay presents 
  that opportunity. The riches available here for hard 
  working individuals has drawn a large population 
  of guards, merchants, craftsmen, and even farmers. 
  Many of them take advantage of a standing invitation 
  from the Singing Siren Tavern for a drink, on the 
  house, for anyone new to the city.
  CresCent Bay
  LN Large City
  Corruption 2; Crime 3; Economy 5; Law 0; Lore 
  2; Society 6
  Qualities 
  Academic, 
  Notorious, 
  Prosperous, 
  Strategic Location, Tourist Attraction
  Danger 20
  DEMOGRAPHICS
  Government Council
  Population 12,000 (7,000 human; 2,000 elf; 1,000 
  dwarf; 2,000 other)
  NOtABLE NPCS
  Jollahan tierpesh Lugathell III, Merchant (LN 
  male elf aristocrat 9)
  Emmianne Silvershield, Guard Captain (LG 
  female human paladin 6)
  Fargale timion, Merchant and Instructor (N 
  female human wizard 5)
  MARKEtPLACE
  Base Value 15,200 gp; Purchase Limit 100,000 gp; 
  Spellcasting 8th
  Minor Items 4d4; Medium Items 3d4; Major 
  Items 2d4
  C
  rescent Bay is built on a cliff above a waterfall 
  that plummets 100 feet to form a deep bay 
  below. This area is known as the Upper 
  City and contains the academy, taverns, stores, 
  warehouses, inns, and all the merchants. There are 
  two bridges that cross the combined rivers before 
  they split. One bridge comprises the entire Singing 
  Siren Tavern. The other is a more traffic-friendly 
  bridge slightly upriver. Other bridges cross either 
  river separately. Most of the buildings in the Upper 
  City are made of granite and built to last for ages.
  The Lower City is made of the docks that spread 
  out from the waterfall like rays of light from the sun. 
  The main dock is built in a rough semicircle around 
  the waterfall and the other docks stretch from it 
  toward the sea. There are very few buildings on this 
  level, all made of wood. The port authority and tariff 
  collection are here.
  An elaborate series of lifts connect the Lower City 
  and the Upper City where the main dock meets the 
  cliff face. They are weight counterbalanced and in 
  pairs, two to the north and two to the south. All traffic 
  and goods going to the Upper City use the lifts.
  Upriver from the waterfall, the two rivers separate. 
  The Silver Tongue river works northwest toward the 
  Mythil Woods and beyond. The Flameborne River 
  leads southwest into the Fiery Mountains. Both are 
  gently flowing rivers, which makes trade along the 
  rivers possible. The elves of the Mythil Woods trade 
  fine wines, beautiful art, and natural products. The 
  dwarves in the Fiery Mountains trade metals and 
  refined goods.
  See the “Urban” section in Chapter 7 of the 
  Pathfinder Roleplaying Game GameMastery Guide 
  for full explanation of the above terms.
  
  5
  Act i: Looking 
  foR WoRk
  1.1cRescent bAy city docks
  The party has just arrived in the city of Crescent Bay. 
  The docks have several large ships in port, and the 
  lift system to the main level of the city is in constant 
  use. The noon sun shines brightly and there are no 
  clouds in the sky.
  The docks, the ships, and the people scurrying 
  around to take care of the large piles of cargo are 
  impressive. Above the docks, the outline of the main 
  city can be seen through the mist that sprays ever 
  upward from the base of the great waterfall.
  The party will likely follow the lead to the Singing 
  Siren Tavern. If they choose not to, they will find an 
  Adventurers Wanted sign elsewhere in the city.
  1.2 the singing siRen 
  tAveRn
  The Singing Siren Tavern is a hotspot of activity in 
  the city of Crescent Bay. The proprietors provide 
  everyone new to the city one free ale (recouping costs 
  in subsequent drinks). This policy was suggested 
  to them by Lugathell. Lugathell also suggested the 
  notice board prominently displayed near the bar. 
  There is lighting in the tavern, but not enough to 
  cover all the shadows. The walls of the tavern are 
  made of stone, and all other surfaces and fixtures are 
  made from wood.
  The Singing Siren is a well-known tavern in the 
  city and sees a lot of traffic. Additionally, with their 
  free beverage policy, the tavern attracts newcomers 
  as well as those wishing to recruit them. There are 
  thieves present, but they know better than to attempt 
  anything criminal within the tavern.
  As you arrive in Crescent Bay, the sight fills 
  you with awe and wonder. Although there 
  are larger cities in the world, the sheer 
  size of the port below and the city resting 
  on the cliffs above is impressive. Hundreds 
  of humans, elves, dwarves, and other 
  humanoids work busily on the docks, lifting 
  cargo from vessels via massive cranes and 
  pulleys. The passengers of this ship and 
  others rush toward the cliffs where a series 
  of pulleys lift them to the city above.
  You take a deep breath of salty air 
  and plunge into the crowd. The mass of 
  individuals flows toward the lifts to ride 
  to the city above. As you wait your turn, 
  you notice a hand carved wooden sign 
  nearby. It reads:
  “New to Crescent Bay? Welcome to the 
  city!
  Come have a drink on us to celebrate. 
  The Singing Siren Tavern (one free ale 
  to new visitors only).”
  Finally, you are led onto the lift and rise 
  above the docks to the Upper City. You 
  can see for miles across the expanse of the 
  ocean. The smell of salt fades as you ascend 
  and the smells of the busy city replace it.
  The Singing Siren Tavern rests astride the 
  river just before the water plunges into 
  the bay below.  The sounds of music and 
  merriment can be heard echoing into the 
  rest of the city. Although there are other 
  means of crossing the river, the tavern is 
  the closest. The aroma of freshly roasted 
  boar and spiced vegetables wafts from 
  within, a welcome aroma after the long 
  and hungry journey to Crescent Bay.
  If the party decides to take a different route across 
  the river, proceed to 1.2a the Bridge, below. If the 
  party decides to enter the tavern, read the following:
  As you enter the tavern, the smells of 
  food and wine along with the sounds of 
  mirth and laughter grow stronger. A male 
  halfling minstrel plays music from a stage 
  while two women dance, one elven and 
  the other halfling. Behind the bar, a tall 
  human man hands trays of drinks and food 
  
  6
  The text of the notice is as follows, written in 
  Common, Elven, and Gnomish:
  The party has several options at this point. They can 
  assist Jollahan directly with his problem (Proceed to 
  Encounter 1.3 Approaching Lugathell Manor), 
  they can ask other people within the tavern about the 
  offer, and they can of course disregard the notice—
  but it is currently the most lucrative offer in Crescent 
  Bay by a fairly wide margin. 
  If they try to find information about Jollahan, have 
  the PCs attempt a Diplomacy check.
  DC 10+ Success
  Jollahan Tierpesh Lugathell III is indeed very 
  wealthy. He owns most of the buildings in town and 
  has helped promote business throughout the city. He 
  does pay very well for hard work. However, he is 
  known as being somewhat eccentric.
  DC 15+ Success
  About ten years ago, Lugathell started construction 
  on his mansion south of town. He hired a lot of local 
  workers for labor, but brought in several elves, 
  gnomes, and dwarves to oversee the architecture 
  and engineering. The house is beautiful, but the 
  engineers were known to be working on a project 
  beneath the mansion that the local hirelings were not 
  allowed to observe.
  1.2A the bRidge
  This bridge across the Silver Tongue and Flameborne 
  Rivers is one of several such structures spanning 
  the rivers before they meet and plummet to the sea. 
  It is well constructed, reinforced, and very secure. 
  Citizens of Crescent Bay move across the bridge 
  rapidly, heading to various places throughout the 
  city. Very few of them spare the adventurers more 
  than a casual glance. The bridge and side rails are 
  both made of stone.
  to serving wenches who glide through the 
  crowd with little effort. There are dozens 
  of people here from all walks of life. Some 
  are fresh off the boats and others have 
  been in Crescent Bay their entire lives.
  One of the waitresses, a young human 
  woman, hands each of you an ale and winks 
  before she turns and walks off toward the 
  bar. How she knew you were new to town 
  occupies your thoughts for a few moments, 
  until she vanishes from sight.
  As you settle in to your drinks, you 
  notice that a large notice board rests near 
  the bar. It is covered with several offers 
  of employment for everything from crop 
  workers to guard duty. Most are roughly 
  scribbled and obviously not written in a 
  trained nor elegant script. One notice, 
  however, stands out from the rest. It was 
  written by a very practiced yet delicate 
  hand and does not have the rough smudges 
  that the other notices are plagued by. It 
  appears to be written in three different 
  languages, and is obviously an urgent 
  request for assistance.
  Assistance Requested!
  I have need for a group of adventurers 
  to aid me in resolving a minor problem. 
  This issue should be a simple manner of 
  maintenance and pest control. However, 
  I am willing to pay a handsome reward 
  in gold for such a minor task if handled 
  quickly. If interested, contact me at my 
  residence south of Crescent Bay.
  Sincerely,
  Jollahan Tierpesh Lugathell III
  As you cross the bridge, you realize it 
  was built with exquisite craftsmanship. 
  The stones fit perfectly, the carvings are 
  incredibly detailed, and the entire structure 
  looks able to survive any disaster, natural 
  or magical, that it may encounter.
  The crowd around you does not seem 
  impressed, probably due to familiarity. 
  They rush across the bridge quickly, 
  barely glancing at you. They have 
  obviously seen adventurers, and the 
  dwarven bridge, before.
  
  7
  If the party does choose to assist Jollahan, proceed 
  to 1.3 Approaching Lugathell Manor.
  1.3 AppRoAching LugAtheLL 
  mAnoR
  The journey to Lugathell Manor is best undertaken 
  after a night’s rest, as it lies a few hours travel south 
  of the city proper. The road is as safe as any in these 
  parts, and is well-patrolled (and well-travelled).
  The mansion itself, when it becomes visible, 
  is massive. It is built of solid stone and has an 
  extravagant flower garden surrounding it. The front 
  door is made of rosewood and was clearly crafted 
  by skilled elven artisans. The sun is still shining 
  brightly from above. The walls of the manor are 
  made of imported stone. The doors are made from 
  rosewood. Both are crafted by experts (dwarves 
  and elves, respectively). The area is beautiful and 
  peaceful. Exotic flowers grow around the house and 
  the fragrance can be smelt for miles around.
  As you cross, you notice a parchment 
  attached to the center posts of the bridge. 
  It is written in an elegant hand and in 
  several different languages.
  The notice is written in Common, Elven, 
  and Gnome. It reads:
  “Assistance Requested!
  I have need for a group of adventurers 
  to aid me in a minor problem. This issue 
  should be a simple manner of maintenance 
  and pest control. However, I am willing 
  to pay a handsome reward in gold for 
  such a minor task if handled quickly. If 
  interested, contact me at my residence 
  south of Crescent Bay.
  Sincerely,
  Jollahan Tierpesh Lugathell III”
  The notice appears to have been attached 
  to the stone of the post, and closer inspection 
  reveals that a metal stud was intentionally 
  embedded in the rock. Only one such stud 
  is on each post, apparently limiting the 
  ability to post these notices to very few and 
  very influential individuals. It may be quite 
  profitable to pursue this further.
  After a peaceful night’s rest at an inn in 
  Crescent Bay, you set off to find Lord 
  Lugathell. Your journey south of the city 
  continues for a few hours before your 
  nose picks up the fragrance of flowers, 
  lots of flowers. 
  As you crest the last rise leading to the 
  mansion, the road becomes paved with 
  imported stone. You can see the mansion 
  several hundred feet ahead. The flowers, 
  previously known only to the nose, can 
  now be seen with the eyes, surrounding 
  the house in droves, expertly blended into 
  the carefully manicured landscaping. 
  Apparently, Lord Lugathell can afford the 
  finer things in life.
  The mansion itself is made from 
  professionally crafted stone. The stone 
  is placed to make it appear as one solid 
  rock. You notice as you approach that 
  the door is made of the finest wood and 
  engraved with elvish runes. The name 
  Lugathell can clearly be seen in several 
  different languages.
  Approaching the door, it swings open 
  silently on great unseen hinges, and a 
  large human stands before you. He looks 
  you over with mild disdain and amusement 
  for a moment before speaking. “You must 
  be adventurers seeking to be employed by 
  Lord Lugathell,” he says. “Please, come 
  in, but leave any muddy or bloody items 
  here by the door. They will be safe.”
  The butler waits patiently for the party to divest 
  themselves of their boots and any less-than-pristine 
  weapons. He then proceeds to lead the party through 
  the manor to finally arrive before Lugathell in the 
  maintenance chamber of his mansion.
  
  8
  Lugathell is waiting for the party to accept the terms 
  or to try and modify them. He deals with business 
  contracts on a regular basis and assumes the party 
  does as well. In fact, his butler has the contract with 
  him, and is prepared to fetch the party’s equipment 
  should they accept. 
  Lugathell also is easily impressed with people 
  who show initiative and are willing to negotiate. He 
  never enters a negotiation with his maximum price, 
  but he also does not go above his estimated value of 
  the deal. If the party attempts to negotiate, have one 
  player attempt a Diplomacy check. 
  DC 15+ Success
  Lugathell smiles and agrees to increase the contract 
  to 12,000 gold.
  DC 20+ Success
  Lugathell looks genuinely impressed, and agrees 
  to increase the payment to 15.000 gold.
  On any result lower than a 15, Lugathell smiles, 
  but stands firm on his price of 10,000 gold.
  After the party agrees to the terms, Lugathell has 
  them sign the contract while his butler recovers the 
  party’s gear, carefully avoiding making a mess on the 
  stone floors. He also introduces his two companions, 
  Martibesh Gintreez (the gnome) and Borgon 
  Rocksunder (the dwarf). The party will be working 
  with them to fix the problem. Lugathell then excuses 
  himself as he must attend to other matters.
  The butler guides you through the 
  mansion, politely cautioning you not to 
  touch anything. Surprisingly, he does not 
  lead you to some grand library or ancient 
  study, but leads you beneath the staircase 
  into some strange chamber filled with 
  valves and gauges.
  A fairly young adult elf stands here, while 
  a very large gnome and a rather rotund 
  dwarf examine the strange devices. They 
  are talking in Gnome, but the terminology 
  they are using is near incomprehensible—
  apparently the elf is as confused as you are. 
  He turns and greets you, without offering 
  a hand or a bow.
  “I am Jollahan Tierpesh Lugathell III,” 
  he begins. “I assume that you are here for 
  the job I posted in town? That is excellent 
  news. The trouble seems to be minor, 
  at least based on the assessment my 
  companions here have shared with me. I 
  need a group to assist in repairing this 
  device by entering the chambers beneath 
  my house. There may be combat, there 
  may not—and as such I am prepared to 
  pay hazard pay if it is dealt with quickly. 
  I fear I have a deadline that is rapidly 
  approaching and I cannot miss it.”
  “How does 10,000 gold pieces sound?,” 
  he continues. “All expenses are to be 
  furnished by yourselves, and the amount 
  is to be split amongst your adventuring 
  company. Any items found while under 
  the employ of this contract are yours 
  to keep unless they can be specifically 
  identified as stolen Lugathell property. No 
  assurances, expressed or implied, will be 
  given. You take this contract at your own 
  risk and are of a legal age to do so. If you 
  wish to leave a means of contacting your 
  next of kin, they will be notified should 
  there be any issues. However, you appear 
  to be professionals and I can only imagine 
  you are familiar with typical independent 
  contractual agreements such as I have 
  briefly explained. Is this acceptable?”
  
  9
  
  10
  Act ii: 
  diAgnosing the 
  pRobLem
  2.1 entRAnce chAmbeR cR3
  As the party descends into the maintenance tunnels 
  beneath Lugathell Manor, they find total darkness. 
  The maintenance tunnels are not illuminated, and 
  have residue of both ash and water. They are not 
  slippery, but are grimy. They are also larger than 
  expected, reaching 10’ high, after the ladder climb 
  down. Everything in this underground complex is 
  made of finely carved stone, aside from minor items 
  such as the ladder, valves, etc. which are made of 
  metal. There is limited airflow, especially now that 
  the machine is experiencing problems. The airflow is 
  currently not bad enough to cause any problems, but 
  it smells stale and full of sulfur.
  If the party is incapable of providing illumination, 
  Martibesh Gintreez calls down from above, offering 
  to throw down an everburning torch. 
  Gremlin, Jinkin (2) 
  Cr 1
  AC 18/17/13
  hp 6
  Fort +0, Ref +6, Will +4
  Melee short sword +6 (1d3–4/19–20), bite +1 (1d2–4)
  CMB +2; CMD 9
  See Pathfinder Roleplaying Game Bestiary 2 
  “Gremlin, Jinkin” for complete stats.
  The descent into the chamber is long 
  and very confining. The ladder itself is 
  made of metal and is slightly warm to the 
  touch. After climbing for about 30’ you 
  are able to look around. The chamber is 
  significantly larger than you expected, 
  with a ceiling of 10’ and walls 30’ square. 
  Before you can get accustomed to your 
  new surroundings, you hear a high pitched 
  screech. You see two small creatures draw 
  weapons and charge!
  Once the devilish gremlins are defeated, read the 
  following to the party:
  With the creatures defeated, you get a chance 
  to examine the room. The walls are indeed 
  solid and carved with great care. There 
  are passages stretching to the Northwest, 
  Northeast, and South. You feel a warm 
  breeze coming from the Northwest opening.
  The voice of Martibesh Gintreez calls 
  down from above, asking for a report. 
  After listening to your observations, 
  he says, “The thermal intake in the 
  northwest must be re-calibrated; it is 
  apparently allowing too much thermal 
  energy within the infusion chamber.” The 
  details of his description are confusing, 
  but you definitely understand that the first 
  problem lies to the Northwest.
  2.2 theRmAL ApeRtuRe chAmbeR 
  cR4 puzzLe cR3
  The Thermal Aperture Chamber is a dimly-lit, 
  stiflingly hot chamber made of finely carved stone. 
  There is a soft glow emanating from the north end 
  of the room, where a conduit of some type of molten 
  rock is briefly visible before running beneath the floor. 
  On the north side of this room you can see a 
  fiery glow. What appears to be some form of 
  lava flows in from an opening and disappears 
  under the room. Three smaller fiery glows 
  approach you, looking very agitated. Their 
  flames intensify as they attack.
  Fire elemental, small (3) 
  Cr 1
  AC 16/13/14
  hp 11
  Fort +3, Ref +4, Will +0
  Melee Melee slam +4 (1d4 plus burn)
  Special Attacks burn (1d4, DC 11)
  CMB +1; CMD 13
  See Pathfinder Roleplaying Game Bestiary “Small 
  Fire Elemental” for complete stats.
  
  11
  Once the fire elementals have been vanquished, 
  read the following:
  The correct solution for the first phase of the task 
  will be to align the wheels in such a way that all 
  three feeds total to 6. For example, setting A to 3/2/1, 
  B to 2/3/1, and C to 1/1/4 will accomplish this task—
  the first number for each feed adds to 6, as does the 
  second and the third.
  The second problem is fairly straightforward: 1 
  should be in the Main Feed position on all three wheels.
  Total Puzzle EXP = 800
  If the party is struggling, Borgon will do what he 
  can to talk them through the process, at the cost of 
  the XP reward if too much help is required.
  Once the Thermal Aperture is reset and adjusted, 
  read the following:
  The elementals fade into nothingness 
  with a sizzle and near silent pop. Across 
  from you, near the opening, are three 
  wheels. Each has 3 numbers on them and 
  3 positions. The positions are up, which is 
  marked with two lines, bottom right and 
  bottom left, each marked with one line.
  A gruff dwarven voice carrying from the 
  hall behind the party breaks the silence. 
  “We show that the Thermal Intake must be 
  reset then adjusted,” Borgon Rocksunder 
  says. “Do you see the control wheels on 
  the north side? You need to rotate them 
  so that all three feeds receive the same 
  amount of flow. After that’s done, you’ll 
  then want to set the main feed to a total 
  flow of three. Got it?”
  The party has to rotate the levers correctly to 
  complete two goals. Borgon is only able to offer 
  limited additional assistance, as he is reading from 
  an instruction manual of sorts, and isn’t being 
  paid nearly enough to risk his neck in the actual 
  machine itself. 
  The first problem is to have all three feeds add up 
  to the same total.
  Starting positions for the wheels (Main Feed/
  Bottom Right Feed/Bottom Left Feed):
  A – 3/2/1
  B – 3/1/2
  C – 4/1/1
  Possible Positions for A – 3/2/1, 2/1/3, 1/3/2
  Possible Positions for B – 3/1/2, 1/2/3, 2/3/1
  Possible Positions for C – 4/1/1, 1/1/4, 1/4/1
  Borgon’s voice can again be heard. 
  “That’s done it! The Thermal Intake is 
  calibrated and functioning properly. Now, 
  best to check on the Hydration Pressure 
  System. It will be in the room to the 
  Northeast from the entrance chamber.”
  A successful DC 15 Knowledge (Planes) check 
  reveals that only a few creatures like fire this hot. 
  Elementals and other creatures from the plane of fire 
  enjoy the heat; Devils are immune to it as well. The 
  gremlins, on the other hand, do not enjoy the heat, 
  nor are they immune to it. There must be something 
  else here leading them.
  On a failed skill check, the PCs cannot recall any 
  creatures aside from beasts from the plane of fire 
  that would like it this hot, and most of them are 
  not intelligent enough to organize this elaborate 
  sabotage. Something else must be causing issues.
  
  12
  2.3 hydRAtion pRessuRe 
  chAmbeR cR4 puzzLe cR4
  A successful DC 15 Perception check allows the 
  PCs to locate the source of the clog—a mishmash 
  of debris (barely visible beneath the murky water) 
  has been jammed into the floor drain, which has 
  created the fetid pool on the floor. If this check 
  does not succeed, Martibesh encourages the party 
  to physically investigate the pool in some way, at 
  which point the clog will become apparent. 
  The party has several means of overcoming this 
  obstacle. By succeeding on a DC 15 Strength check 
  they can force the clog out; alternatively, they can 
  attempt a DC 15 Dexterity check to use a makeshift 
  tool to pull it out or they can disable the plumbing 
  and reroute it in the area with a DC 15 Knowledge 
  (Engineering) check. Success on any of these checks 
  (or via magical intervention) leads to a satisfying 
  slurping sound as the pool rapidly drains. 
  If the party comes up with a plan that should 
  work, allow it to be successful. If they have tried 
  everything and are just not rolling successfully, 
  allow the clog to eventually clear due to the efforts 
  they have put forth. In this latter case, an XP reward 
  is inappropriate, barring some superb roleplaying in 
  the process (plumbing can be frustrating work).
  Otherwise, solving the problem with any of the 
  above methods or another approach that the GM 
  feels will work rewards the party with 800 XP.
  Once the clog has been removed, read the following 
  to the party:
  Entering the Hydration Pressure Control 
  Chamber is like walking into a swamp. 
  The humidity envelopes you like a shroud. 
  A large pool of water rests in the middle 
  of the room.
  The Hydration Pressure Chamber is an extremely 
  humid room. Steam courses through the air, providing 
  concealment to anything further than 10 feet away. 
  Beads of water stream down the finely worked stone 
  walls, eventually condensing into the large pool of 
  water in the middle of the room. The heat from the 
  nearby Thermal Intake Chamber combined with 
  the abundant moisture here has created an effect 
  something like a muggy, dank sauna. 
  A successful DC 23 Perception check allows the 
  PCs to notice two fuath gremlins submerged in the 
  depths of the pool. Otherwise, when the PCs pass 
  within 5 feet of the pool, they are surprised by the 
  malicious creatures. The gremlins are aware of the 
  PCs in either case, and cannot be surprised themselves.
  Gremlin, Fuath (2) 
  Cr 1
  AC 16/13/14
  hp 7
  Fort +1, Ref +3, Will +3
  Melee 2 claws +3 (1d3-2)
  Ranged dart +3 (1d2-2)
  Special Attacks congeal water
  CMB -1; CMD 7
  See Pathfinder Roleplaying Game Bestiary 3 
  “Gremlin, Fuath” for complete stats.
  When the gremlins are defeated, read the following:
  Silence falls as the gremlins are defeated. 
  It occurs to you that this is a large 
  concentration of creatures bent on the 
  destruction or manipulation of this 
  device. Something is amiss.
  The high pitched voice of Martibesh 
  breaks the silence and your musings. 
  “Everything okay down there? I show 
  that the flow of Hydration has nearly 
  stopped. What do you see? Can you fix 
  it? We have a lot of work to do.”
  Martibesh nearly squeals in excitement. 
  “You got it!” he declares. “I knew you 
  could do it. Now we show that both the 
  Thermal Intake and the Hydration Pressure 
  are under control. Just a couple more 
  steps and we should be fully operational. 
  Head down the south passage and verify 
  that the Infernal Exhaust System is flowing 
  properly. That is one system we definitely 
  do not want reversed.”
  
  13
  2.4 infeRnAL exhAust 
  chAmbeR cR4 puzzLe cR4
  As seasoned adventurers might expect, Martibesh’s 
  fears regarding the Infernal Exhaust Chamber have 
  in fact been realized. The air here is thick with smoke 
  and sulfur, granting concealment to anything more 
  than 10 feet distant. The haze is brightly illuminated, 
  however, by a portal against the southern wall which 
  is drawing in light and stifling heat from the Hells 
  themselves. Although at this point only minor devils 
  have come through, it is only a matter of time before 
  something larger and more powerful finds the other 
  side of the portal. 
  In order to reverse the portal, the party needs to 
  rotate the crystals so that their beams join along 
  the same path. The illustration shows the original 
  position of the beams and the final position the 
  beams need to be in to solve the puzzle.
  As an added threat, new lemures can come through 
  the portal every few rounds, at the GM’s discretion.
  Successful realignment of the crystals rewards the 
  party with 800 xp.
  A DC 15 Perception check reveals a series of 
  large gashes in the console, which were clearly made 
  by claws. The claw marks are too large to have been 
  made by the lemurs, indicating that something else 
  must have been working with them. A further DC 
  18 Knowledge (Planes) check reveals that the claw 
  marks are obviously those of a devil. The size of the 
  marks makes the creature out to be larger than an 
  imp, but not as large as many other devils. The exact 
  type of devil cannot be determined, but the party 
  should be reminded that blessed or silver weapons 
  are likely their best option to fight whatever creature 
  marred the console.
  As you enter the chamber, you are blasted 
  with a strong infernal wind. Through the 
  brilliant light, you can glimpse the depths 
  of an otherworldly hellish landscape. 
  Several smaller devils are here, bowing 
  before the portal. This has to be stopped.
  Devil, lemure (3) 
  Cr 1
  AC 14/10/14
  hp 13
  Fort +4, Ref +3, Will +0
  Melee 2 claws +2 (1d4)
  CMB +2; CMD 12
  see Pathfinder Roleplaying Game Bestiary “Devil, 
  Lemure” for complete stats. 
  As you defeat the last of the fiends, you 
  heave a sigh of relief. Suddenly, the room 
  begins to shake violently.  Something 
  more powerful has apparently found the 
  portal and is coming this way.
  You look around quickly, hoping that 
  the controls for this portal are easier 
  than the others you have dealt with. 
  Unfortunately, the pedestal in front of 
  you is not as simplistic as you had hoped. 
  Two crystals, one to the left and the other 
  on the right, each have a beam of light 
  shining from them, respectively heading 
  left and right. Written on the platform, 
  in Common, is the phrase, “To establish 
  exhaust, align the light from the crystals.”
  
  14
  Once the crystals are aligned, read the following:
  Act iii: the 
  LittLest 
  compLicAtions
  3.1 deviL in the detAiLs cR5
  As the party re-enters the entrance chamber, note 
  that several continual flame spells have been cast 
  throughout the room, effectively rendering the area 
  well lit. The mastermind of this infernal operation 
  is present, and wishes to be seen. In fact, it desires 
  above all else to cut a deal with the PCs at this point.
  Read the following as the PCs re-enter the entrance 
  chamber:
  The portal reverses with a loud pop. Instead 
  of a strong wind blowing in from the Hells, 
  there is now a slight breeze heading from 
  the chamber through the portal. 
  There is a howl of anger. However, it 
  is not coming from the portal but from 
  the entrance chamber north of you. 
  Something is very upset at having its 
  plans interfered with.
  The devil will indeed match or even exceed by 
  10% the payment agreed upon by Lugathell. All the 
  party needs to do is walk away. However, it should 
  occur to the party that their acceptance will lead to 
  an infernal invasion.
  If the party turns down the devil, combat begins.
  Re-entering the entrance chamber, several 
  differences immediately become apparent. 
  First, the room is very well lit by magical 
  flames spread around the room. Second, a 
  human sized figure is standing in the middle 
  of the room waiting for you, flanked by two 
  more evilly-grinning jinkin gremlins.
  The humanoid does not appear to have 
  any weapons. His clawed hands rest at 
  his side, but the scowl on his face conveys 
  that he is not happy. His muscular legs 
  end in cloven hooves. He begins to speak 
  in a calm voice that does not reveal any 
  obvious agitation, though his features 
  and mannerisms betray that façade.
  “Greetings, mercenaries. I assume you 
  are interfering with my plans in return 
  for compensation. At this point, you have 
  cost me dearly, but I can still recoup those 
  losses. I think it may be in our best interest 
  to discuss more lucrative compensation 
  than you are currently receiving. Are you 
  ready to deal?”
  “You insult me,” the devil replies, angrily. 
  “Very well, I shall continue with my plan 
  after slaughtering the likes of you!”
  Gremlin, Jinkin (2) 
  Cr 1
  AC 18/17/13
  hp 6
  Fort +0, Ref +6, Will +4
  Melee short sword +6 (1d3–4/19–20), bite +1 (1d2–4)
  CMB +2; CMD 9
  See Pathfinder Roleplaying Game Bestiary 2 
  “Gremlin, Jinkin” for complete stats.
  deviL, LiAison 
  Clawed hands and cloven feet reveal the origins of 
  this otherwise human looking creature.
  liaison Devil 
  Cr 3
  XP 800
  LE Medium outsider (devil,evil,extraplanar,lawful)
  Init +1; Senses darkvision 60 ft., detect thoughts, 
  see in darkness; Perception +10 
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 22 (4d10); 
  Fort +1, Ref +5, Will +5
  DR 5/good or silver; Immune fire, poison; Resist 
  acid 10, cold 10
  
  15
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +5 (1d6+1)
  Space 5 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 8th)
  Constant—detect thoughts (DC 15)
  At will— continual flame, deeper darkness
  1/day— charm person (DC 14)
  StAtIStICS
  Str 12, Dex 12, Con 10, Int 13, Wis 12, Cha 16
  Base Atk +4; CMB +4; CMD 15
  Feats Alertness, Persuasive
  Skills Bluff +10, Diplomacy +12, Intimidate +12, 
  Knowledge (Local) +8, Knowledge (Planes) +8, 
  Perception +10, Sense Motive +10
  Languages Common, Infernal, Abyssal
  SQ infernal purse
  SPECIAL ABILItIES
  Infernal Purse (Su): Liaison devils have access to 
  goods and funds from the Hells in order to secure their 
  deals. This allows them to purchase mercenaries or 
  secure small agreements and pay for them from their 
  infernal purses. The purse opens a very small planar 
  connection to the hells where valuables are stored 
  (gold, gems, souls, etc.) Each purse only works in the 
  hands of one particular liaison devil and immediately 
  becomes non-magical if stolen or if the devil is slain.
  ECOLOGY
  Environment any (Hell)
  Organization solitary
  treasure None (infernal purse)
  F
  rom time to time, the forces of Hell strike 
  deals and corrupt mortals through the use of 
  simple wealth. The Liaison Devil serves more 
  powerful devils by dealing with these minor details. 
  Equipped with the ability to bring minor wealth 
  from the Hells to pay for services rendered or tip 
  the balance of corruption, these devils can be found 
  throughout the prime material plane and the lower 
  planes, tipping the scales in the favor of the Hells.
  Liaison Devils have a few individual characteristics, 
  but their overall appearance features several common 
  traits. They are unable to hide their infernal heritage, 
  and each has clawed hands and cloven hoofs instead 
  of feet. Some have horns, others do not. Many have 
  tails. Most have forked tongues.
  All Liaison Devils speak common and infernal. 
  Additional languages will vary based upon the 
  races that a particular devil works with regularly. 
  These may include draconic, abyssal, ignan, elven, 
  dwarven, gnome, or any other humanoid language.
  Although frequently traveling throughout the 
  prime material plane, few Liaison Devils seek to free 
  themselves from their infernal masters. Those who 
  do find themselves cut off from their infernal purses, 
  and must rely on other humanoids to continue their 
  acts of corruption. 
  Once the final blow has been dealt to the Liaison 
  Devil, read the following:
  With a final grunt of pain, the devil 
  collapses to the ground. Still defiant, he 
  speaks. “You cannot win,” he says. “Even 
  with my defeat, my master will find a way 
  to invade this realm. It is ready for harvest 
  and you cannot stop it. I die, but I know 
  that Menanderax will soon avenge me.”
  With that, he collapses and dissolves 
  into a pile of dust and ash. It appears that 
  your “minor task” is finally completed. It 
  is time to get out of this device and receive 
  your payment.
  As you climb up the ladder, exhausted 
  by you endeavors within the machine, you 
  are met by the butler. He is cleaning up the 
  last of the mess made by the technicians. 
  He informs you that the gnome and dwarf 
  have already received their payments 
  and have left. However, Lord Lugathell 
  specifically requested to meet with the 
  group before they depart. He can be found 
  upstairs, in his recreation room.
  3.2 pAyment in fuLL
  With the imminent threat of an invasion from the 
  lower planes dealt with, the party heads upstairs to 
  settle their accounts. When they learn the root cause 
  for their repair work, they may end up amused, 
  annoyed, or a little bit of both.
  
  16
  WRAp-up
  expeRience AWARds
  The party has successfully cleared the problems in 
  the machine beneath the mansion. They have also 
  incidentally averted an invasion from the lower planes.
  Of course, the party also receives the agreed-
  upon reward from Crescent Bay’s resident wealthy 
  playboy/merchant.
  concLusion
  The party has dealt with the issue at hand, but there 
  are several possibilities for future adventure. Jollahan 
  is impressed with the party, though he won’t openly 
  show it (in order to avoid driving future costs up, of 
  course). Some examples for future adventure include:
  Rumors of a heretofore unknown half-brother of 
  Jollahan’s begin surfacing. If true, Jollahan will have 
  to share a vast portion of his wealth. Is this brother real 
  or merely an attempt to defraud a wealthy merchant?
  Jollahan has to choose a bride, and soon. He has 
  been meeting and flirting with many potential wives, 
  but has not chosen that special someone yet. One of 
  these potential brides wants to narrow the field a bit 
  and is targeting her competitors and “eliminating” 
  them. 
  The devils failed to bring their master through 
  the portal, but they are not alone in their attempts. 
  Followers of Menanderax are attempting to open 
  another portal to Hell for their master. Can the party 
  find and stop this cult?
  Jollahan tierpesh luGathell iii   Cr 7
  XP 3200
  Male Elf Aristocrat 9
  LN Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +14
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 48 (9d8)
  Fort +3, Ref +5, Will +6; +2 vs. enchantments
  Immune magic sleep; Resist elven immunities
  OFFENSE
  Speed 30 ft.
  StAtIStICS
  Str 8, Dex 14, Con 11, Int 16, Wis 10, Cha 17
  Base Atk +6; CMB +5; CMD 17
  Feats 
  Breadth 
  of 
  Experience, 
  Persuasive, 
  Scholar, Skill Focus (Diplomacy), Skill Focus 
  (Profession(merchant))
  Skills Appraise +15, Bluff +15, Diplomacy +20, 
  Intimidate +5, Knowledge (history) +5, Knowledge 
  As you head up the stairs of the manor, 
  the sound of girlish giggling can be heard 
  ahead. Jollahan’s voice can also be heard 
  from ahead, telling jokes and laughing. 
  The rosewood door is slightly open.
  Although you were not certain what to 
  expect, this was not it. Jollahan is resting in 
  a fragrant pool of heated, bubbling water. 
  Around the room is a gathering of human, 
  elven, or half-elven maidens. There is a 
  great assortment of wine and fine foods, and 
  everyone appears to be having a great time.
  Jollahan looks up at you after a moment 
  and smiles. “Thank you, my friends,” he 
  says. “Your hard work has made this 
  gathering possible.”
  He tosses a bag of gems nonchalantly 
  toward the sweating, tired party. “Your 
  payment, as promised,” he continues. “I 
  realize the job took longer than you had 
  expected. Feel free to grab a plate. I will 
  have my butler prepare rooms for the night.”
  Challenge
  Suggested 
  Experience
  Encounter 2.1
  800
  Encounter 2.2
  1200
  Puzzle in 2.2
  800
  Encounter 2.3
  800
  Puzzle in 2.3
  800
  Encounter 2.4
  1200
  Puzzle in 2.4
  1200
  Encounter 3.1
  1600
  Subtotal
  8400
  Bonus for RP, skills, etc.
  1600
  Suggested total
  10,000
  
  17
  (local)+19, Knowledge (nobility) +19, Perception 
  +14, Profession (merchant) +17, Sense Motive +12; 
  Racial Modifiers +2 Perception
  Languages Common, Elven, Gnome, Orc, Sylvan
  SQ elven magic
  SPECIAL ABILItIES
  Elven Immunities +2 save bonus vs Enchantments.
  Elven Immunities - Sleep You are immune to magic 
  sleep effects.
  Elven Magic +2 to spellcraft checks to determine the 
  properties of a magic item.
  Low-Light Vision See twice as far as a human in low 
  light, distinguishing color and detail.
  Scholar (Knowledge [nobility], Knowledge [local]) 
  +2 bonus on two Knowledge skills
  J
  ollahan Tierpesh Lugathell III was born into wealth. 
  His grandfather established a strong trade empire. 
  His father further developed the empire and greatly 
  improved the wealth of the Lugathell family.
  Jollahan III, however, took his family tradition to 
  a whole new level. He took the reins of the family 
  business at the young age of 150, after his father died 
  during a brigand attack. In the relatively short span of 
  87 years, Jollahan III expanded trade routes, established 
  mutually beneficial agreements with other businesses 
  in town, fortified the city with a professional guard, and 
  built a state of the art manor south of town.
  Jollahan II insisted his son marry before the age of 
  250, which Jollahan III is rapidly approaching (for an 
  elf). Jollahan III has not met the woman he wants to 
  marry yet, so he is effectively “shopping around” by 
  inviting eligible maidens to stay at the manor and enjoy 
  a nice feast and some activities with other potential 
  brides. He runs these events 3 or 4 times per year.
  
  18
  cRedits
  Author: Curtis Baum
  Developer: Owen K.C. Stephens
  Cover Cartography: Michelle Surber
  Interior Cartography: Michelle Surber
  Editor: Jeremy Miller
  Publisher: Owen K.C. Stephens
  Graphic Design and typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
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  using designs by Claudio Pozas. Used with 
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  Genius Games, follow us on Facebook: 
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  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
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  See http://paizo.com/pathfinderRPG for more information on 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  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
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
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  the Book of Experimental Might, © 2008, Monte J. Cook. All rights 
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  tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
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  Basidirond from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
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  Dark Creeper from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  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, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  the Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  Adherer from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  Animal Lord from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, tarry from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire Corby from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  the Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: the Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman tree from the tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Genius Adventures: there’s Yer Problem. ©2014, Rogue Genius Games. 
  Author: Curtis Baum.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Adventures/Genius Adventures Theres Yer Problem.pdf