TEXT: By Sean McGowan
  BONES OF BITING ANTS
  PATHFINDER SOCIETY SCENARIO #10–02 
  TIER 3–7
  
  Pathfinder Society Scenario #10–02: Bones of Biting 
  Ants is a Pathfinder Society Scenario designed for 
  3rd- through 7th-level characters (Tier 3–7; Subtiers 
  3–4 and 6–7). This scenario is designed for play in 
  the Pathfinder Society Roleplaying Guild campaign, 
  but can easily be adapted for use with any world. 
  For more information on the Roleplaying Guild, how 
  to read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at PathfinderSociety.club.
  HOW TO PLAY
  Development Lead • Michael Sayre
  Author • Sean McGowan
  Contributing Artists • Jesper Ejsing, Akim Kaliberda, 
  and Maichol Quinto
  Cartographer • Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda 
  Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
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  Adrian Ng, Lacy Pellazar, and Jason Tondro 
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  Adam Vick
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
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  Pathfinder Society Scenario #10–02: Bones of Biting Ants © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
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  GM ResouRces
  Bones of Biting Ants makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Class 
  Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG 
  Bestiary 5, Pathfinder RPG Bestiary 6, and Pathfinder RPG GameMastery Guide, Pathfinder RPG Occult 
  Adventures (OA), and Pathfinder RPG Ultimate Intrigue. This scenario assumes the GM has access to 
  these sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at pfrd.info, and the relevant rules from the Bestiary volumes, GameMastery 
  Guide, and Ultimate Intrigue are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Bones of Biting Ants                                 3
  Appendices                                        28
  Maps                                               33
  Chronicle Sheet                                   36
  
  Eleder •
  • Senghor
  • Mzali
  Bujune’s
  Territory •
  Mwangi
  Expanse
  Sargava
  33
  life was spared, but not with kindness—Bujune, aggrieved 
  that Stuinvolk had “despoiled” some of his favorite anthills, 
  released him, but also laid a disfiguring curse upon him. The 
  gremlin then located Stuinvolk’s treasure cache and claimed 
  it as his own before chasing off the Ulfen man. Eventually, 
  after a painful, arduous trek, Stuinvolk made it home to safety.
  His survival was impressive, but it was also the last feat 
  of daring adventuring Stuinvolk would attempt for years. 
  Harmed by his experience in ways beyond mere physical 
  wounds, he lost his taste for exploration and suffers 
  survivor’s guilt to this day. Instead, he retired from duty 
  and eked out a living doing what local work he could. The 
  Pathfinder Society increasingly looks after its own, however; 
  while the nuno’s curse is too strong to break, efforts to help 
  Stuinvolk’s trauma have been ongoing. In the past year, he 
  has achieved breakthroughs in therapy with a specialized 
  mesmerist, and daily life is becoming easier to handle—the 
  sound of wind whistling through trees no longer causes him 
  to imagine Mzali arrows and panic, for instance.
  A 
  decade ago in the Mwangi Expanse, a Pathfinder 
  expedition went horribly wrong. Initially things 
  proceeded well as the team travelled deep into 
  the jungle to explore the Doorway to the Red Star. This 
  odd locale was once the stronghold of the King of Biting 
  Ants, a legendary scourge of the Mwangi people in the Age 
  of Anguish who was ultimately defeated by the even more 
  legendary hero Old-Mage Jatembe. In spite of the passage 
  of thousands of years, the Doorway’s ruins remain largely 
  unexplored, due to both its remote location and its somewhat 
  taboo reputation among locals. The Pathfinder expedition 
  was among the first serious surveys of the site undertaken 
  in recent history, having successfully documented the 
  more easily accessible ruins and found significant artifacts 
  of the past. As they progressed, they began to encounter 
  otherworldly creatures and hazards that exceeded their 
  abilities, and they wisely cut the mission short to return 
  home with their findings and treasures. A secondary goal of 
  the expedition was to map the nearby region and update the 
  Society’s knowledge of the Expanse. In doing so, the team 
  unwittingly crossed into Mzali territory. Unfortunately, they 
  never made it back. 
  The Mzali are an isolated nation of humans living in an 
  eponymous temple-city ruled by the mummified child-
  god, Walkena. The xenophobic stance taken by the Mzali is 
  fearsome indeed. A particularly vicious patrol found the weary 
  Pathfinders and proceeded to hunt them across the savanna. 
  As the terrified explorers fled, they were abducted, tortured, 
  and killed, one by one. The screams of those taken echoed 
  across the wilderness as their surviving comrades huddled 
  in camp at night. In the end, the last survivor was the Ulfen 
  frontiersman Stuinvolk Hundrakson. He kept his wits about 
  him and hid the treasures his friends had died to acquire 
  from the Doorway, hoping he might be able to travel faster 
  unburdened and return for them at a later time. The Mzali 
  patrol barely caught him and staked him out among a region 
  of anthills, joking with each other about whether the sun or 
  hungry vermin would finish him first. Neither happened—
  after a day of suffering, he encountered another inhabitant of 
  the anthill region, a nuno gremlin named Bujune. Stuinvolk’s 
  By Sean McGowan
  BONES OF
  BITING ANTS
  BONES OF
  BITING ANTS
  The adventure begins in Eleder, capital of Sargava, quickly 
  moving inland to the savannas skirting the city-nation of 
  Mzali. Though the adventure never approaches the city itself, 
  more on Mzali, its inhabitants, and their undead god can be 
  found in Pathfinder Campaign Setting: Heart of the Jungle.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  Stuinvolk’s therapy specialist feels that he is ready to seek 
  some closure with his past, and that being an active part of 
  recovering the lost artifacts would benefit him. Conveniently, 
  one aspect of the nuno’s curse is that Stuinvolk can act as a 
  living, supernatural compass to lead them to the gremlin 
  again, and incidentally the treasure cache. Stuinvolk has 
  agreed to take part in a second expedition, though he is 
  quietly concerned that in doing so he leads another group of 
  Pathfinders to their deaths in the Mwangi Expanse.
  SUMMARY
  Upon meeting with Venture-Captain Finze Bellaugh in 
  Eleder, the PCs are tasked with escorting Stuinvolk to the 
  nuno, lifting the gremlin’s curse, and recovering the lost 
  treasures. They then meet with Stuinvolk and begin getting 
  to know the complex Ulfen. They arrange passage upriver, 
  and the adventure begins with them disembarking as close 
  to Mzali territory as their riverboat captain is willing to go.
  In spite of their precautions, the PCs attract the attention 
  of a Mzali border patrol. Depending on the PCs’ disposition, 
  they might negotiate permission to cross the outskirts 
  of Mzali territory, or they may be in for a fight. After this, 
  the group travels across the savanna for days, a difficult 
  journey complicated further by Stuinvolk’s mood swings, 
  occasional triggered flare-ups, and the party being hunted by 
  a supernatural creature of the Mwangi Expanse (that is linked 
  to Stuinvolk’s trauma).
  After dealing with their supernatural pursuer, and 
  possibly fighting off a pack of mundane wildlife, the PCs 
  find the gremlin Bujune’s anthill domain. The PCs can either 
  negotiate or fight their way to lifting Stuinvolk’s curse—as it 
  turns out, Bujune is having “buyer’s remorse” about stealing 
  the artifacts, as they have induced distinctly odd changes in 
  his favorite ant colony. Once Bujune is dealt with, they enter 
  the mound, battling an undead ant colony and its now-
  sentient queen, She-Who-Devours. In doing so, the PCs both 
  recover the artifacts and stop some small aspect of the King of 
  Biting Ants from potentially reentering the world.
  GETTING STARTED
  The adventure begins in Sargava during its dry season, which 
  brings a respite from humid rains, but the heat still hangs 
  oppressively across the region. The Eleder Lodge is built 
  for the environment, with wide windows funneling breezes 
  through its halls, but even so, it’s stuffy in this closed-door 
  meeting with Finze Bellaugh, Venture-Captain of Sargava. He 
  paces around his desk, filling glasses with cool iced tea before 
  sitting down, filling his own glass, and pushing aside a velvet 
  cloth filled with pieces of a wayfinder under construction. 
  The sunlight slanting through blinds casts his features in 
  shadow as he takes a swallow of tea.
  Read or paraphrase the following to get the adventure 
  underway.
  “Thank you. Those of you who are new to Eleder, I hope you are 
  enjoying my city. Hopefully you’ll enjoy it more upon your return, 
  as your talents are needed inland.
  “Ten years ago, an expedition into the Mwangi interior 
  discovered some interesting items from the Age of Anguish: 
  items believed to belong to the King of Biting Ants, abandoned 
  in his defeat by Old-Mage Jatembe. Clearly, these are worthy of 
  study—so much of that period is still half-myth! But we never 
  had the chance. The expedition’s return journey crossed through 
  Mzali territory, and, as I am sure you know, the Mzali despise 
  trespassers. Only one agent made it out alive, and he bears... 
  many scars. Some of a nature it has been impossible to heal.”
  “Stuinvolk was an excellent field agent before this. But the trauma 
  of seeing his friends die, from being hunted, tortured, and then 
  barely escaping... upon his return, we tried to find a place for him, 
  but the limited fieldwork we provided showed he hadn’t recovered 
  enough for that type of stress. His moods changed without warning. 
  Anger mingled with icy reserve, throwing himself into needless risk 
  to protect others, or shutting down in a panic mid-fight. We tried 
  to find him other work, but in all cases he had become unsuitable. 
  Even when simply taking reports from other agents, he would break 
  out in a sweat when hearing about experiences even slightly similar 
  to his own.
  “We have been trying to find ways to help those who suffer 
  mental distress like this on the Society’s behalf—Stuinvolk is not the 
  first, of course. And, in the past year, he has made some success. 
  He is working with a specialist who has soothed many of the rough 
  patches in his mind. He now understands the deaths of his friends 
  are not his fault. There is one element to his therapy that remains 
  to be seen, though: revisiting what he feels is his greatest failure. 
  At the end of the Mzali hunt, Stuinvolk was alone and unsure if he 
  would survive. He hid the artifacts where the Mzali wouldn’t find 
  them. But they caught him, tortured him, and left him for dead.
  He would have died if not for a twist of fate. Have any of 
  you heard of a creature called a nuno? Odd, solitary gremlins, 
  mushroom-headed and possessed of an affinity for ants. Stuinvolk 
  was left staked out among this particular nuno’s anthills. While it 
  eventually set him free, it was so outraged by the intrusion that 
  it laid a curse upon Stuinvolk—a curse we have not been able to 
  remove. Stuinvolk managed to return to civilization, but he has 
  lived with the nuno’s mark upon him all this time. And that is how 
  he can undo his greatest regret—those who are cursed by a nuno 
  also have the ability to unerringly locate that nuno again. ”
  Bellaugh leans forward on the desk, and his voice lowers to a 
  whisper. “To be clear, this is no mere treasure hunt. As important as 
  the artifacts are, they are trinkets. You are escorting and protecting 
  Stuinvolk because his counselor believes he needs to reach some 
  kind of closure. He is willing to revisit the place of his greatest 
  nightmares and retrieve that which he feels he lost. I would like 
  those artifacts, yes, but my main concern is helping my agent. I 
  have seen too many lost to horror. I am sending you all along to 
  bring him home again. Find the treasures, compel the nuno to lift 
  its curse, but most of all, help Stuinvolk find peace.”
  
  BONES OF BITING ANTS
  55
  The PCs likely have follow-up questions to ask Bellaugh. 
  Following are some sample questions and Bellaugh’s 
  answers; feel free to extrapolate from these and the adventure 
  background as needed.
  Where are we headed? Bellaugh points a finger at map to 
  a region a few hundred miles inland, south of the Screaming 
  Jungle. “Here, roughly. It’s a savanna, so don’t worry about 
  jungle travel. I’ve arranged for a riverboat to take you as far as 
  the Lake of Vanished Armies; from there, you’ll travel inland, 
  guided by Stuinvolk.”
  How long a trip is this? “The river journey is a few days. 
  It’s a familiar route, so don’t worry about that leg. Overland... 
  Stuinvolk estimates it might be a week or so to travel to the 
  nuno’s territory. We’ll arrange for the boat’s return to retrieve 
  you, a few weeks later.”
  Does Stuinvolk remember the way after 10 years? “The 
  nuno’s curse is double edged. The mark it leaves on Stuinvolk 
  is... unpleasant—try not to stare when you meet him—but 
  it also links him to the creature. He pours melted wax into 
  water and it forms a compass, of sorts, always drifting in the 
  nuno’s direction. Use that to locate it.”
  Are you sure the nuno is still alive? “If it had died, the 
  curse on Stuinvolk would have lifted. It’s still there. Killing 
  the nuno is another way you can lift the curse, by the way.”
  Isn’t this close to Mzali territory? Isn’t that how the first 
  expedition failed? “Before, the team was doing some general 
  surveying on their way back; crossing through Mzali territory 
  was unexpected. Avoiding it entirely is difficult, but hopefully 
  you can skirt the edges. Also, by the time they met the Mzali, 
  the team’s resources were depleted and they couldn’t fight 
  the patrol. If you encounter a patrol and they aren’t willing to 
  negotiate, I trust you have the skills and resources to ensure 
  your—and Stuinvolk’s—survival.”
  What can we expect from Stuinvolk? “You’ll meet with him 
  soon. He can be distant, often. His therapist theorizes he keeps 
  himself apart from emotional connections so that he doesn’t 
  suffer if people die. He can help in a fight. He shouldn’t involve 
  himself in hand-to-hand combat, but he’s a good archer; 
  staying at a distance should keep him from overextending 
  himself. He still has mood swings, though they’re less extreme 
  than before. Depending on the day, he might be enthusiastic, 
  or he might be irritable and easily distracted. Please just be 
  patient and remember what this man has given—and is still 
  willing to give—for the Society.”
  I may be able to remove the curse, should I try? “Simply 
  removing the nuno’s curse—and it has proven no simple 
  task so far—would have been helpful a decade ago, but 
  now the curse is also a blessing in disguise. Successfully 
  completing the expedition will do more for Stuinvolk than 
  simply ending the curse could at this point, and ironically 
  enough, removing the curse would also remove the only 
  reliable method we have for locating the nuno and helping 
  Stuinvolk achieve true closure.”
  After the PCs have finished the meeting, Finze dismisses 
  them, setting up a meeting with Stuinvolk for the next 
  afternoon (see The Cursed Ulfen sidebar) and a departure 
  time for the morning after. PCs who need to purchase 
  supplies can do so over the next day; Eleder is not the largest 
  or wealthiest city in Sargava, but it can provide anything they 
  should need.
  KNOWLEDGE (HISTORY)
  Based on the results of a Knowledge (history) check, PCs 
  might know about the King of Biting Ants and Old-Mage 
  Jatembe. They learn all of the information with a DC equal to 
  or less than the result of their check.
  10+: Old-Mage Jatembe is a near-mythic figure who is 
  responsible for returning knowledge and control of magic to 
  a devastated world a thousand years after Earthfall.
  15+: The King of Biting Ants was a menacing sorcerer from 
  the Age of Anguish, who was defeated by Jatembe and his 
  band of Ten Magic Warriors.
  20+: The King of Biting Ants is said to have had a body 
  composed solely of venomous insects.
  25+: The King of Biting Ants dwelt in the Doorway to the 
  Red Star, deep in the Mwangi Expanse. It is unknown if he 
  was truly killed, or if he was banished through the doorway 
  by Jatembe and his allies.
  KNOWLEDGE (LOCAL)
  Mzali has a fearsome reputation in Sargava. PCs may be 
  familiar with the place based on the results of a Knowledge 
  (local) check. They learn all of the information with a DC 
  equal to or less than the result of their check.
  10+: Mzali is a xenophobic city-state on the Pasuango 
  River in the Mwangi Expanse. Its people hold a strong ethos 
  of “Mwangi is for the Mwangi only,” rejecting colonialism 
  or trade with outsiders, especially Avistani. They are hostile 
  toward Sargava, and have attacked the city of Kalabuto 
  multiple times. Outsiders are generally not allowed within 
  their borders.
  15+: The Mzali people’s distrust of outsiders stems from 
  its ruler, the mummy-god Walkena. In in distant generations, 
  corrupt rulership led to a decline in the city’s fortunes, but in 
  the past century, Walkena’s return has reversed that, making 
  it one of the greatest strongholds of Mwangi culture on the 
  continent, in spite of the child-god’s isolationism.
  THE CURSED ULFEN
  The next day, the PCs meet with Stuinvolk at a quiet tavern. 
  He describes his plan of traveling around Mzali lands and 
  into the savanna and passes along relevant information 
  the PCs might request regarding his first expedition. He 
  maintains some emotional distance from the PCs, becoming 
  notably disinterested or uncomfortable if they share 
  personal information or expect any from him.
  
  Stuinvolk 
  Hundrakson
  PATHFINDER SOCIETY SCENARIO
  66
  Over the course of the adventure, present Stuinvolk as 
  wounded but not broken. He likely eventually warms to 
  the PCs, but right now he is quietly dreading revisiting the 
  Expanse, which, simultaneously, is something he actively wants 
  to do to exorcise some of the phantoms of his past. A lot of his 
  internal conflict follows similar paths; as a result, the overall 
  impression the PCs might get is that he’s gruff and distant. Try 
  not to let that be his defining characteristic; he has 
  worked hard in therapy over the past year, and 
  while the PCs don’t have the perspective to 
  see it, he has come a long way. 
  Even at the best of times, Stuinvolk 
  experiences regular mood swings, alternating 
  between ‘good’ days where his old enthusiasm 
  for exploration is dominant, to days when he 
  seems embittered and withdrawn, silently 
  staring off into the distance. In practice, this 
  translates to the PCs needing to attempt 
  a daily Diplomacy check to determine his 
  attitude. While poor results on this check never 
  result in him attacking PCs, these determine 
  how communicative he is or how effectively 
  he does something requested of him. 
  (See The Moods of Stuinvolk sidebar for 
  more information.)
  In the event that combat breaks 
  out, 
  Stuinvolk 
  assists, 
  though 
  (in 
  consultation with the specialist treating 
  him) he maintains his distance 
  from the enemy. Generally, he 
  either makes ranged attacks with 
  his arrows or aids the PCs with 
  his spells and raging song.
  STUINVOLK HUNDRAKSON 
  CR 4
  Human ranger 2/skald 3 (Pathfinder RPG Advanced Class Guide 49)
  N Medium humanoid (human)
  Init +2; Senses Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+2 Dex, +5 armor, +1 dodge)
  hp 46 (5 HD; 3d8+2d10+18)
  Fort +8, Ref +6, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee cold iron mwk longsword +5 (1d8/19–20)
  Ranged mwk longbow +7 (1d8/×3)
  Special Attacks combat style (archery), favored enemy (fey +2), 
  rage power (swift foot +5 ft.), raging song 3 rounds/day 
  (inspired rage, song of marching)
  Skald Spells Known (CL 3rd; concentration +5)
  1st (4/day)—blurred movementACG, cure light wounds, 
  expeditious retreat, heightened awarenessACG
  0 (at will)—daze (DC 12), detect magic, know direction, light, 
  message, read magic
  TACTICS
  Before Combat Stuinvolk casts expeditious retreat and blurred 
  movement on himself, if possible.
  During Combat Stuinvolk uses raging song in the first round 
  if any PCs can benefit from it. He stays mobile to keep his 
  distance from enemies while making single shots 
  with his longbow. If a PC is badly injured, his eyes 
  grow wild and he maneuvers himself to cast 
  cure light wounds on that person, regardless 
  of possibly incurring attacks of opportunity.
  Morale When reduced to 15 or fewer hit 
  points, Stuinvolk’s nerve breaks and he 
  moves away from combat as rapidly as he 
  can. After the battle he returns, shamefaced 
  and unwilling to speak of it.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 8, Wis 12, Cha 15
  Base Atk +4; CMB +4; CMD 17
  Feats Dodge, Precise Shot, Recovered RageACG, 
  Scribe Scroll, Skald’s VigorACG, Toughness
  Skills Heal +6, Intimidate +7, 
  Perception +9, Perform (oratory) 
  +10, Survival +9, Swim +5
  Languages Common, Skald
  SQ bardic knowledge +1, track +1, 
  versatile performance (oratory), wild 
  empathy +4
  Gear +1 hide armor, cold iron 
  mwk longsword, mwk longbow 
  with 40 arrows, torc of the primal 
  songACG, wax
  SPECIAL ABILITIES
  Nuno’s Curse Stuinvolk suffers from the curse of a nuno gremlin, 
  experiencing horrific swelling and hair growth on his chest 
  and neck. Besides the cosmetic effects, the curse causes him 
  to suffer a –2 penalty to his Dexterity (already factored into 
  his statistics). The curse can be removed by the nuno Bujune, 
  upon Bujune’s death, or a remove curse check against a DC of 
  29 (31 in Subtier 6–7).
  Rage Scarred Stuinvolk’s trauma causes him to have difficulty 
  reconciling his former joy in battle with the horrors he has 
  experienced. Initially he can use Raging Song only 3 rounds 
  per day. For each Empathy Point the PCs earn, Stuinvolk 
  gains an additional 2 rounds per day of Raging Song, to his 
  maximum of 9 rounds per day.
  Wax Locator Stuinvolk can spend 1 minute pouring melted 
  wax into a container of water, causing the wax to run in the 
  direction of the nuno Bujune, no matter how distant the 
  gremlin is. Stuinvolk loses this ability when the curse is lifted, 
  including if the nuno is slain.
  
  BONES OF BITING ANTS
  77
  Additionally, most encounters in area A affect Stuinvolk’s 
  psyche—this is indicated in the individual encounter’s 
  Influence section. The PCs can mitigate this by talking to 
  him and helping him find perspective. This is done via the 
  influence rules from pages Pathfinder RPG Ultimate Intrigue, 
  modified here for use on Stuinvolk (see also the appendix on 
  pages 30–31). Each encounter affecting Stuinvolk counts as a 
  social encounter phase, during which PCs can take actions to 
  influence him.
  Rather than accumulating influence points, PCs instead 
  acquire Empathy Points with successful influence checks, 
  representing the understanding they are helping Stuinvolk to 
  achieve. Keep track of these, as they affect the scenario’s success 
  conditions. During the adventure, each point earned grants a 
  +1 bonus on Diplomacy checks made to establish Stuinvolk’s 
  attitude and increases his raging song by 2 rounds daily.
  When a phase begins, all PCs can attempt either an 
  influence or discovery check, as normal. Several phases take 
  place during or immediately before combat; in this case, 
  influence or discovery checks are free actions occurring 
  before combat breaks out. Any number of PCs can attempt 
  discovery checks, gleaning information to use later, but only 
  one PC can attempt an influence check (with any number 
  of PCs using Aid Another) per phase. Some encounters 
  provide atypical means of influencing Stuinvolk that aren’t 
  presented in his social stat block; these are options for that 
  phase only. Likewise, in some phases, occult skill unlocks 
  from Pathfinder RPG Occult Adventures provide advantages. PCs 
  using appropriate divination magic (such as detect thoughts, 
  and other non-invasive spells that access Stuinvolk’s mind), 
  gain a +4 bonus on discovery checks made in that phase. 
  Enchantment magic is hazardous; due to the delicate progress 
  Stuinvolk has made in therapy, subverting his free will sets 
  him back. A PC who successfully casts a mind-affecting spell 
  on Stuinvolk during a social phase automatically influences 
  him but earns no Empathy Points. If Stuinvolk realizes he 
  has been magically influenced, the PCs lose 1 Empathy Point. 
  Illusion magic provides no real benefit.
  Stuinvolk’s social stat block appears below; all DCs listed 
  are for Subtier 3–4. For Subtier 6–7, increase these DCs by 4.
  STUINVOLK HUNDRAKSON
  N male human skald 3/ranger 2
  Background: The former Pathfinder isn’t who he used to be, 
  but sometimes he shows glimpses of the avid explorer he 
  once was. In spite of his trauma, he hasn’t completely lost his 
  knowledge or skill, though these days his focus can wander.
  DESCRIPTION
  Appearance: Stuinvolk is tall, lean, and handsome. Unfortunately, 
  the nuno’s curse has burdened him with gruesome, hair-
  covered pustules on his neck and chest. He is resigned to his 
  disfigurement, and in the heat of the Mwangi Expanse, rarely 
  bothers buttoning his shirt to hide it.
  Each day that an encounter happens, or during which the 
  PCs otherwise interact with Stuinvolk, the PCs attempt a 
  Diplomacy check to influence Stuinvolk. He has a starting 
  attitude of unfriendly. This doesn’t really reflect his current 
  feelings toward the PCs, but more toward himself. Some 
  days, he’s filled with survivor’s guilt for outliving his 
  expedition. Others, he’s thrilled to have a chance to redeem 
  himself, at least in his own eyes. As they get to know him 
  further (by earning Empathy Points) the PCs can more easily 
  coax him toward an optimistic mind-set. Certain results have 
  certain effects that apply to Stuinvolk for the entire day, as 
  detailed below.
  Hostile: Stuinvolk is withdrawn, his haunted gaze often 
  lingering on the horizon. Apply the Shaken condition to 
  him. Additionally, he is unable to use his raging song ability, 
  regardless of how many rounds he has regained; his voice 
  breaks when he tries. The DCs for skill checks the PCs attempt 
  to gain Empathy Points increase by 2.
  Unfriendly: Stuinvolk is mostly quiet, clearly thinking 
  things over but not unfocused from the world. Any Wisdom- 
  or Knowledge-based checks he attempts take a –1 penalty. 
  The DCs for skill checks the PCs attempt to gain Empathy 
  Points increase by 1.
  Indifferent: It’s an average day for Stuinvolk. No unusual 
  effects apply.
  Friendly: In spite of some misgivings, Stuinvolk finds 
  himself enjoying the expedition. PCs might notice him even 
  occasionally humming to himself. He gains a +2 morale 
  bonus that he can apply once during that day to any roll of 
  his choice. The DCs for skill checks the PCs attempt to gain 
  Empathy Points decrease by 1.
  Helpful: His journey with the PCs is reminding Stuinvolk 
  of all the best parts of his past, with the shadows at least 
  temporarily banished. He gains a +2 morale bonus an 
  additional two times that day, and the DCs for skill checks 
  the PCs attempt to gain Empathy Points decrease by 2.
  The Moods of Stuinvolk
  Personality: Stuinvolk is gruff and terse with the PCs at 
  first. As he becomes more comfortable with them, he 
  begins revealing a dry wit and darkly humorous side of 
  his personality that has lain dormant for some time but 
  that his therapy has begun to uncover. When his attitude 
  is indifferent, he politely ignores any mistakes the PCs 
  might make, but when he is outgoing, he makes occasional 
  deadpan jokes at the PCs’ mistakes. He doesn’t spare 
  himself from the dry commentary either; his own faults, 
  including his disfigurement, are things worth joking over 
  when he’s in a good mood. He never jokes about the deaths 
  of his friends.
  
  PATHFINDER SOCIETY SCENARIO
  88
  DISCOVERY
  Analyze: (Sense Motive DC 16) Stuinvolk gains perspective on 
  his trauma by reflecting on his travel experiences before the 
  disaster in the Mwangi Expanse, and a conversation involving 
  Knowledge (geography) helps. Lingering trauma is something 
  that trained healers study, and a Heal check can influence him. 
  He appreciates a good (albeit dry) joke, and as an Ulfen he 
  respects epic poetry; Perform (comedy or oratory) checks help 
  transform his experiences into dark humor or potential material 
  for a saga. Simply talking him through his trigger events, 
  whether sincerely (via Diplomacy) or pretending to care (via 
  Bluff) can influence him.
  Strengths: (Sense Motive DC 16) Stuinvolk learned early in therapy 
  that his trauma doesn’t make him weak, and that he shouldn’t 
  be ashamed when issues arise. PCs attempting to use guilt, 
  shame, or similar tactics when influencing him incur a –4 penalty.
  Weaknesses: (Linguistics DC 16; Profession [herbalist] 
  DC 16) While Stuinvolk has mostly come to terms with his 
  disfigurement, deep down it embarrasses him, and he hasn’t 
  visited his family or homeland in years. A conversation in Skald 
  abates his homesickness a touch. The constant suppurating pus 
  from his curse scar disgusts him, but the flow can be slowed 
  and dried with certain herbal poultices. Assisting him in finding 
  these herbs earns his gratitude.
  INFLUENCE
  Influence Checks: Knowledge (geography) DC 15; Heal DC 16; 
  Perform (comedy), Perform (oratory), or Survival DC 18; Bluff or 
  Diplomacy DC 20
  A. BORDERLANDS OF THE DEATHLESS CHILD
  After a few days’ travel upriver, the boat transporting the PCs 
  arrives at a makeshift dock on the east bank of the Lake of 
  Vanished Armies. The captain points out a route marker 
  about half a mile in the distance—a post mounted with a 
  beaten brass sun. “That marks the edge of Mzali territory,” 
  she says, and states that this is as far as her boat goes. She 
  (and Stuinvolk) say that the PCs should make their way north 
  overland to skirt the Mzali borders as fast as possible. After the 
  PCs finish unloading their gear and arrange a time to meet 
  here for a return trip, the boat weighs anchor and departs.
  Stuinvolk’s suggested course of action is to follow the lake 
  and river northeast for 50 miles or so, headed away from Mzali 
  itself. He recalls a ford of the Upper Korir river that should 
  move them further away from Mzali territory—possibly 
  still within the Mzali’s claimed territory, but he would feel 
  more comfortable with another river between the party and 
  Mzali. Once on the other side, they should be safe to start 
  using his “curse compass” more regularly to locate the nuno’s 
  lands. Even still he recommends doing this in a meandering 
  fashion, if necessary, to continue skirting Mzali lands.
  A1. SCARS OF THE PAST
  Soon after setting out, Stuinvolk grows more distant than 
  normal (automatically treat his attitude as hostile for the day). 
  While he steeled himself for painful memories surfacing 
  from returning here, it is harder than he’d thought. As the sun 
  sets and the party makes camp, he paces the camp’s perimeter, 
  glancing at the campfire with mixed emotions. This is the 
  party’s first opportunity to attempt influence and discovery 
  checks. PCs with the Read Aura occult skill unlock can also 
  attempt a DC 25 Perception check to sense his emotional 
  state; succeeding counts as successfully making two discovery 
  checks, in addition to the normal Read Aura benefits.
  Influence: Stuinvolk is suppressing a lot of anxiety—not 
  just for himself, but for the PCs whom he worries he’s leading 
  to their deaths, like his old party. The trigger for his mood is 
  the campfire. While he knows it’s a necessity, he worries that 
  it makes them a target for the Mzali. 
  In addition to the normal influence checks available for this 
  encounter, PCs can influence him by agreeing to travel across 
  the savanna more stealthily. Crossing stealthily requires that 
  a PC to succeed at a DC 15 Stealth check. If at least half of the 
  PCs succeed, they not only influence Stuinvolk and gains an 
  Empathy Point, but they also provide a chance to avoid being 
  ambushed in area A3.
  In groups with four players, in both subtiers reduce the DCs 
  of any checks made to influence Stuinvolk by 2. (Including 
  all encounter-specific checks listed in Influence sections.)
  Scaling Influence Checks 
  against Stuinvolk 
  The unforgiving sun makes traveling the savanna a hot, 
  dusty experience. Unlike jungle travel, insects and disease 
  are negligible issues during the dry season, but heat might 
  negatively affect PCs. Rather than making use of typical heat 
  rules that require hourly saving throws, use the following 
  simplified rules.
  Every day, each PC must attempt a single DC 15 Fortitude 
  save. PCs wearing heavy clothing or armor of any kind take 
  a –4 penalty on this save. Failing the save means that PC 
  takes 2d4 points of nonlethal damage for the day. Suffering 
  nonlethal damage from heat exposure also means that the 
  PC is fatigued until the nonlethal damage heals. Any other 
  effects that apply to typical heat-induced Fortitude saves 
  (such as use of the Survival skill) apply here as well. A PC 
  under the effects of endure elements or similar protective 
  effects for at least six hours during the day is immune to 
  these heat effects.
  The Savanna and the Sun
  
  BONES OF BITING ANTS
  99
  A2. A PREDATOR WAKES
  Night on the Mwangi savanna is oddly peaceful. The temperature 
  drops to more comfortable levels, and the night sky spreads out 
  above like a rich tapestry of wonder. Even the humming sounds of 
  insects are oddly comforting. 
  This event occurs the second night the PCs camp on 
  the savanna. The false sense of comfort ends with a wild, 
  ululating animal scream emanating from somewhere out 
  in the darkness. The cry is repeated, now having moved a 
  quarter way around the camp’s perimeter faster than it seems 
  possible—either there are numerous such creatures in the 
  night, or one that is moving very quickly. The cry repeats 
  a third time, now opposite where it was originally heard, 
  and then a long, tense silence ensues. Against expectations, 
  though, the creature does not circumnavigate the camp. After 
  a few moments, the sound of insects resumes, though not 
  anywhere near as comforting as before.
  Compounding Stuinvolk’s problems, the pain and guilt of 
  returning here causes him to spawn a mngwa, a supernatural 
  beast that resembles a black lion. Normally these magical 
  beasts are a manifestation of the hatred from spirits offended 
  by trespassers desecrating sacred sites, but Stuinvolk’s 
  anxieties have created one under idiosyncratic circumstances. 
  The mngwa stalks the PCs nightly, looking to slowly instill 
  dread, but it does not attack or approach the camp at this time. 
  If the PCs look for tracks, they find them easily, as the mngwa 
  is toying with them and doesn’t bother using pass without trace. 
  It leaves tracks that are visible with a successful DC 15 Survival 
  check. The tracks circle around camp before veering off and 
  eventually vanishing into thin air (as the mngwa vanished 
  once the sun rose). PCs can try using Knowledge (arcana) to 
  identify this threat, but since they haven’t laid eyes on the 
  creature, the DCs of Knowledge checks are 10 higher than 
  normal (DC 25 in Subtier 3–4, DC 28 in Subtier 6–7). Stuinvolk 
  is unaware of his connection to the mngwa and isn’t able to 
  assist in identifying it. He does look particularly haunted after 
  the creature passes. If his attitude is indifferent or higher, he 
  gruffly mentions that the screams didn’t sound like those of 
  an animal; if anything, they sounded like the cries his friends 
  as they were being tortured 10 years ago.
  The mngwa returns nightly to torment the party in this 
  way, until it finally confronts the PCs in area A5. This night’s 
  encounter merely foreshadows this confrontation, and 
  players should be discouraged from spending too much 
  time investigating, though if they want to alter their nightly 
  plans for keeping watch, they can. Doing so allows them to 
  attempt a DC 30 Perception check to catch a glimpse of a 
  dark feline with green, gleaming eyes circling the camp at a 
  distance of a few hundred feet. Succeeding at this check by 5 
  or more allows the observer to realize the creature’s eyes are 
  the same color as Stuinvolk’s.
  Influence: The PCs can influence Stuinvolk after this 
  encounter, but it does not include any special skill checks 
  for doing so.
  A3. SERVANTS OF THE SUN (CR 6 OR CR 9)
  After days of traveling the savanna, the miles of sere grassland 
  seem to blend together. In the dry midday heat, the yellow 
  and brown of the horizon form an interminable backdrop. 
  Occasional patches of trees do little to break the monotony, 
  their branches and sparse leaves barely moving in the still air. 
  Even the nearby stretch of the Korir River melds into the dry, 
  brown palette with its crumbling, muddy banks. 
  The lack of humidity at least reduces the number of 
  stinging and biting insects encountered. In places, the noises 
  of grassland life seem muted, with not even the chirp of a 
  grasshopper to be heard, resulting in an eerie silence.
  On their third day, the PCs’ encounter a Mzali border patrol. 
  Unless the PCs have made efforts to travel stealthily, the Mzali 
  hide in the withered grass, in the positions marked on the 
  map. If the party has been traveling quietly so far, Nkechi 
  attempts an opposed Perception check (with a –5 penalty for 
  distance, using her spyglass) against the PCs’ Stealth check 
  results from encounter A1. If she succeeds, the patrol waits as 
  described above; if she fails, the patrol is unaware of the PCs 
  until the two parties come into view of one another.
  Creatures: The patrol consists of four warriors and their 
  leader, Nkechi. Nkechi is a devout servant of Walkena and 
  believes wholeheartedly in his goal of Mzali being a Mwangi 
  homeland. But unlike the Mzali Stuinvolk encountered 
  before, she doesn’t believe all outsiders need to be killed, and 
  is open to negotiation with outsiders who aren’t trespassing 
  with malice and can be frightened into leaving.
  If the Mzali set an ambush, Nkechi reveals herself 
  while the others hide, or else she steps forward to initiate 
  dialogue. While she knows Common, she communicates in 
  Polyglot—she believes travelers in the Expanse should speak 
  the language out of respect, and seeks to trick potential 
  opponents into thinking she can’t understand them. If 
  no PCs can speak Polyglot or communicate with magic, 
  Nkechi is perfectly happy (amused even) to use pantomime 
  and gestures. Understanding this improvised language 
  requires the PCs to succeed at a DC 15 Sense Motive check, 
  similar to intercepting a secret message. Alternatively, PCs 
  may attempt a DC 16 (DC 20 in Subtier 6–7) Linguistics or 
  Perform (acting) check to work out a simple kind of sign 
  To accommodate a group of four PCs, reduce the number of 
  Mzali warriors by one and reduce the DC of all skill checks 
  by to influence them by 2.
  Scaling Encounter A3
  
  A3. Mzali Patrol
  N
  : Nkechi
  M
  : Mzali Warriors
  N
  M
  M
  M
  M
  1 square = 5 feet
  PCs
  Start
  Here
  N
  PATHFINDER SOCIETY SCENARIO
  10
  10
  language. If the PCs shift Nkechi’s attitude to friendly, she 
  drops all pretense and speaks to them in Common.
  While the hiding patrol doesn’t immediately attack, the 
  PCs have an uphill battle to broker peace. Nkechi frames 
  her dialogue jovially, interspersing innocent questions 
  about their intent and destination with pleasant-toned 
  comments about it being a beautiful day to be staked out 
  and die under the sun. Nevertheless, she keeps an open 
  mind. Getting past the patrol requires three separate 
  Diplomacy checks, which may include modifiers based on 
  the PCs’ actions and appearances (see page 11).
  The first check the PCs must attempt is to adjust Nkechi’s 
  starting attitude of hostile (DC 28 to make her unfriendly, DC 
  33 to make her indifferent). If she becomes indifferent, she is 
  willing to forgo hostilities at this time. The PCs can also use 
  Intimidate to adjust her attitude, as normal, but doing so has 
  consequences on subsequent checks.
  Once immediate battle is off the table, the PCs must 
  negotiate the opportunity to continue their route. Since this 
  is (quite literally) a borderline case for the Mzali, the patrol 
  can be convinced to let the PCs continue with a successful 
  DC 23 (27 in Subtier 6–7) Diplomacy check. Since the PCs 
  can’t be sure that Bujune’s lair isn’t technically part of Mzali 
  territory, they also must attempt a DC 12 (14 in Subtier 6–7) 
  Bluff check to convince Nkechi that their goal is outside 
  her jurisdiction. Failing this check makes her suspect they 
  have other goals in mind and imposes a penalty on this and 
  subsequent Diplomacy checks. Failing this Diplomacy check 
  means Nkechi expects the PCs to turn around and head 
  back, with combat breaking out if they fail to do so. 
  Finally, Nkechi proposes that her patrol follow the PCs 
  route while they remain in Mzali territory, with the promise 
  of death if they are found drifting back into the wrong side 
  of the border. The PCs can convince her not to do so with 
  a DC 25 Diplomacy check (29 in Subtier 6–7). Failure (or not 
  attempting the check at all) means the PCs might encounter 
  the patrol again (see Development on page 13).
  If the PCs try to bribe Nkechi, they automatically fail. 
  Nkechi responds with her trademark sarcasm: “Oh, You would 
  offer us valuables? Perhaps you have some glass beads to buy 
  our goodwill? Or colorful cloth and blankets?” Nkechi, while 
  more open-minded than many Mzali, is wary of anything that 
  smacks of colonialist tactics. Regardless of what the PCs offer, 
  she is beholden to the sacred duty of her god, and she isn’t 
  swayed by anything as crass as material greed. She noticeably 
  thinks less of the party for even making the attempt.
  As the PCs work their way through these negotiations, they 
  can acquire several bonuses and penalties on their Diplomacy 
  checks. Any modifiers acquired during one round of 
  negotiations carry over to subsequent rounds as well.
  
  BONES OF BITING ANTS
  11
  11
  • If the PCs can’t calm Stuinvolk (see Influence on page 7), 
  all Diplomacy checks incur a –4 penalty. This exchange is 
  also further detailed on page 12.
  • Not speaking Polyglot at all (and thus, communicating via 
  gestures) imposes a –2 penalty.
  • Using Intimidate to adjust the Mzali’s attitudes imparts a 
  –4 penalty to all Diplomacy checks.
  • Offering a bribe at any point imposes a –5 penalty on 
  subsequent Diplomacy checks.
  • Speaking Polyglot naturally (not just via magic) impresses 
  Nkechi and grants a +2 bonus on Diplomacy checks.
  • If any PC is of Mwangi ethnicity, Nkechi is slightly less 
  mocking, giving the PCs a +2 bonus on Diplomacy checks.
  • Displaying some knowledge of the Mwangi Expanse 
  (through a DC 20 Knowledge [local], Knowledge [nature], 
  or DC 15 Knowledge [geography] check) earns the party a 
  +2 bonus on Diplomacy checks per successful check.
  • Likewise, PCs who show deference to Walkena (through a 
  DC 20 Knowledge [religion], Knowledge [history] or DC 15 
  Knowledge [nobility] check) impress Nkechi and earn a +2 
  bonus on Diplomacy checks per successful check.
  • Succeeding at the Bluff check to convince Nkechi that 
  their destination lies outside Mzali lands by 5 or more 
  earns the PCs a +2 bonus on Diplomacy checks. Failing 
  imposes a –2 penalty on subsequent Diplomacy checks.
  SUBTIER 3–4 (CR 6)
  MZALI WARRIORS (4) 
  CR 1
  Caravan guards (GameMastery Guide 282; see page 28)
  hp 16 each
  TACTICS
  Before Combat Nkechi casts endure elements on her patrol 
  regularly, allowing them to wear armor in the hot weather.
  During Combat The warriors try and prevent the PCs from 
  engaging Nkechi in melee, favoring flanking tactics.
  Morale The warriors follow Nkechi’s lead and fight to the death.
  STATISTICS
  Gear banded mail, buckler, heavy crossbow with 10 bolts, kukri, 
  longsword, 3 gp
  NKECHI 
  CR 3
  Female human bard 4
  LN Medium humanoid (human)
  Init +2; Senses Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
  hp 29 (4d8+8)
  Fort +2, Ref +6, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee sickle +6 (1d6+2)
  Special Attacks bardic performance 13 rounds/day (countersong, 
  distraction, fascinate [DC 15], inspire competence +2, inspire 
  courage +1)
  Bard Spells Known (CL 4th; concentration +7)
  2nd (2/day)—rage, sonic screamACG (DC 15)
  1st (4/day)—cause fear (DC 14), comprehend languages, cure 
  light wounds, sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, know direction, lullaby 
  (DC 13), read magic, resistance
  TACTICS
  Before Combat Nkechi casts endure elements from her wand on 
  her patrol regularly, allowing them to wear armor without heat 
  and fatigue issues.
  During Combat Nkechi uses inspire courage as soon as combat 
  begins. She hangs back from melee, using her offensive 
  spells to assist the warriors, possibly using rage on one as 
  well. If accosted in melee, she draws her sickle and fights.
  Morale As a devotee of Walkena, Nkechi sees her defensive duties 
  as sacred and fights to the death.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 16
  Base Atk +3; CMB +2; CMD 14
  Feats Slashing GraceACG, Weapon Finesse, Weapon Focus (sickle)
  Skills Acrobatics +6 (+2 to jump), Intimidate +10, Linguistics +9, 
  Perception +7, Perform (oratory) +10, Spellcraft +9, Stealth +6, 
  Survival +4, Use Magic Device +10
  Languages Common, Elven, Kelish, , Osiriani, Polyglot, Sylvan, 
  Tien, Vudrani
  SQ bardic knowledge +2, versatile performance (oratory)
  Combat Gear potion of cat’s grace, wand of endure elements (20 
  charges); Other Gear studded leather, darkwood shield, sickle, 
  spell component pouch, spyglass
  SUBTIER 6–7 (CR 9)
  MZALI WARRIORS (4) 
  CR 3
  Slavers (Pathfinder RPG GameMastery Guide 266; see page 29)
  hp 30 each
  TACTICS
  Use the tactics from Subtier 3–4.
  NKECHI 
  CR 6
  Female human bard 7
  LN Medium humanoid (human)
  Init +2; Senses Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
  hp 56 (7d8+21)
  Fort +3, Ref +7, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +1 sickle +9 (1d6+3)
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  Special Attacks bardic performance 19 rounds/day (move 
  action; countersong, distraction, fascinate [DC 16], inspire 
  competence +3, inspire courage +2, suggestion [DC 16])
  Bard Spells Known (CL 7th; concentration +10)
  3rd (2/day)—good hope, slow (DC 16)
  2nd (4/day)—babbleOA (DC 15), mirror image, rage, sonic 
  screamACG (DC 15)
  1st (5/day)—cause fear (DC 14), comprehend languages, cure 
  light wounds, hideous laughter (DC 14), sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, know direction, lullaby 
  (DC 13), read magic, resistance
  TACTICS
  Before Combat Nkechi casts endure elements from her wand on 
  her patrol.
  During Combat Nkechi uses inspire courage and casts good hope 
  as soon as combat begins. She hangs back from melee, using 
  her offensive spells to assist the warriors, possibly using rage 
  on one as well. If accosted in melee, she casts mirror image, 
  draws her sickle, and fights.
  Morale As a devotee of Walkena, Nkechi sees her duties as sacred 
  and fights to the death.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 16
  Base Atk +5; CMB +4; CMD 16
  Feats Intimidating PerformanceACG, Slashing GraceACG, Toughness, 
  Weapon Finesse, Weapon Focus (sickle)
  Skills Acrobatics +13 (+9 to jump), Intimidate +13, Linguistics +12, 
  Perception +10, Perform (dance) +13, Perform (oratory) +13, 
  Spellcraft +12, Stealth +9, Survival +7, Use Magic Device +13
  Languages Common, Draconic, Elven, Gnoll, Hallit, Kelish, Osiriani, 
  Polyglot, Sylvan, Tien, Vudrani
  SQ bardic knowledge +3, lore master 1/day, versatile 
  performances (dance, oratory)
  Combat Gear potion of cat’s grace, wand of endure elements 
  (20 charges); Other Gear +1 studded leather, +1 darkwood 
  heavy wooden shield, +1 sickle, spell components pouch
  Hazard: The taller grass patches indicated on the map 
  count as difficult terrain and provide concealment to anyone 
  in or attacking through their space.
  Influence: This encounter counts as a social phase. 
  Encountering the Mzali is Stuinvolk’s worst nightmare. 
  Regardless of the PCs reactions, he immediately advises 
  killing these warriors, first quietly as an aside, but his volume 
  and agitation quickly increase if the PCs parley with Nkechi, 
  making negotiating difficult. PCs can quickly try and head off 
  Stuinvolk’s panic with a successful influence check. Success 
  pacifies him, mostly, and allows the negotiations to continue 
  without penalty. 
  Development: If Nkechi lets the PCs continue onward but 
  follows them, they are expected to travel exclusively outside 
  of Mzali territory. Nkechi draws them a general map, but it is 
  still easy to wander off course. The PCs need to attempt a daily 
  DC 18 Survival check (DC 22 in Subtier 6–7) in order to avoid 
  wandering back into forbidden territory. If they do trespass 
  again, the Mzali attack at some point during the day. (Use the 
  same map from this encounter.) In this case, negotiation is no 
  longer possible.
  Rewards: If the PCs fail to either negotiate passage with 
  Nkechi or defeat her patrol, reduce each PC’s gold earned by 
  the following amount. 
   Subtier 3–4: Reduce each PC’s gold earned by 144 gp.
  Out of Subtier: Reduce each PC’s gold earned by 577 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,011 gp.
  A4. DILIGENCE TO THE DEAD
  Swallowed by the tall grass is an old, weathered rock pile—a cairn 
  somewhat taller and wider than a human adult. In spite of clearly 
  having been here for years, it seems remarkably well built—no 
  predators have broken through the rock cover, though a few 
  stones have been pried loose.
  This event takes place two days after meeting with the Mzali. 
  Stuinvolk stops walking and stares intently at the cairn for a 
  few minutes, lost in thought. If his mood is at least friendly, 
  he is willing to tell the story: the cairn belongs to Jenisera, one 
  of his old companions. She was the first to be abducted, and 
  her body was left in their path after several days. The group 
  decided to give her proper burial, though now he wonders if 
  that was a mistake—if honoring a dead friend cost his group 
  time they might have been able to use to escape.
  Influence: PCs can likewise get this story from Stuinvolk 
  with a successful discovery check, or characters with the 
  psychometry occult skill unlock get a hazy knowledge of the 
  cairn’s history with a successful Appraise check (which also 
  counts as a successful discovery check). In addition to the 
  normal influence methods, the somber moment allows other 
  influence options. Having a discussion with him about the 
  importance of honoring the dead, even in times of crisis, 
  allows PCs to attempt a DC 15 Knowledge (religion) check to 
  influence him. Alternately, helping him repair the timeworn 
  cairn gives him a sense of internal peace for a time, allowing 
  PCs to attempt a DC 15 Knowledge (engineering) check or 
  relevant Craft or Profession check to influence him.
  A5. TERROR IN THE NIGHT
  On the sixth night, the mngwa decides it has spent enough 
  time unnerving the party, and makes an opening sortie to 
  test its prey. During the night, it makes its standard circling 
  growls, but instead of screaming a third time and then 
  leaving, it plunges into camp and attacks. The rocks here are 
  difficult terrain.
  Creature: For this encounter, Stuinvolk gains the cowering 
  condition as long as the mngwa is within 60 feet. (Remove fear 
  and similar effects alleviate this as normal.)
  
  BONES OF BITING ANTS
  13
  13
  SUBTIER 3–4 (CR 5)
  STUINVOLK’S MNGWA 
  CR 5
  Unique mngwa (Pathfinder RPG Bestiary 5 173)
  CE Large magical beast
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
  hp 66 (7d10+28)
  Fort +9, Ref +9, Will +5
  DR 10/magic; Immune disease, poison
  Weaknesses sunlight powerlessness (affected by daylight)
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (1d10+6 plus grab), 2 claws +12 (1d6+6 plus 1d4 
  bleed and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bleed, murderous claws, pounce, rake (2 claws +12, 
  1d6+6 plus 1d4 bleed)
  Spell-Like Abilities (CL 7th; concentration +7)
  Constant—feather stepAPG 
  At will—chameleon strideAPG, pass without trace
  TACTICS
  During Combat The mngwa focuses on Stuinvolk, if possible, but 
  it fights PCs if they’re in its way. 
  Morale The mngwa is testing the PCs capabilities and retreats 
  after two rounds, or if it takes more than 40 points of 
  damage. It’s willing to take more damage if needed, since 
  it benefits from heal nightly, but it prefers conceal its 
  indestructible nature unless it’s worth it—if it has a clear shot 
  at killing Stuinvolk, for instance.
  STATISTICS
  Str 22, Dex 18, Con 18, Int 3, Wis 13, Cha 11
  Base Atk +7; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill  
  Focus (Stealth)
  Skills Acrobatics +12 (+16 to jump), Climb +10, Perception +9, 
  Stealth +13 (+25 in forest terrain), Swim +10
  Languages Aklo (can’t speak)
  SQ creature of the night, focus of hate, jungle stealth
  SPECIAL ABILITIES
  Creature of the Night (Su) A mngwa exists only at night, 
  appearing at sunset and fading away at sunrise. It receives 
  the benefit of a heal spell (CL 15th) each night when 
  it reappears. A mngwa’s connection to darkness is so strong 
  that it has sunlight powerlessness even within the effects 
  of a daylight spell. However, a daylight spell that affects a 
  mngwa loses 10 minutes of duration for each round it affects 
  a mngwa in this way.
  Focus of Hate (Su) Stuinvolk’s mngwa comes into being to punish 
  him, and it survives only as long as Stuinvolk exists. The mngwa 
  fades away permanently if Stuinvolk dies. The mngwa knows 
  the direction and general distance to Stuinvolk. This sense can 
  be blocked by any effect that blocks scrying. While Stuinvolk 
  exists, the mngwa fades away and reappears fully restored 
  in 1d4+1 days if destroyed by violence. The only way to 
  permanently destroy it is for Stuinvolk to die or overcome the 
  fear and guilt the mngwa represents by killing it himself.
  Jungle Stealth (Ex) A mngwa in forest terrain can move at full 
  speed using the Stealth skill without penalty.
  Murderous Claws (Ex) Stuinvolk’s mngwa deals an additional 
  1d4 points of bleed damage with its claw and rake attacks, 
  and each subsequent successful claw and rake attack increases 
  the amount of bleed damage by 1 (up to a maximum of 
  1d4+7 points of bleed damage). A successful DC 20 Heal check 
  or the application of any magical healing stops the bleeding.
  SUBTIER 6–7 (CR 8)
  ADVANCED STUINVOLK’S MNGWA  
  CR 8
  Unique advanced mngwa (Pathfinder RPG Bestiary 5 288, 173)
  CE Large magical beast
  Init +10; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 24, touch 15, flat-footed 18 (+6 Dex, +9 natural, –1 size)
  hp 103 (9d10+54)
  Fort +12, Ref +12, Will +8
  DR 10/magic; Immune disease, poison
  Weaknesses sunlight powerlessness (affected by daylight)
  OFFENSE
  Speed 40 ft.
  Melee bite +17 (2d6+9 plus grab), 2 claws +18 (1d8+9 plus grab 
  and bleed)
  Space 10 ft.; Reach 5 ft.
  Special Attacks murderous claws, pounce, rake (2 claws +18, 
  1d8+9 plus grab and bleed)
  Spell-Like Abilities (CL 9th; concentration +11)
  Constant—feather stepAPG (DC 13)
  At will—chameleon strideAPG, pass without trace
  TACTICS
  Before Combat The mngwa uses all its spell-like abilities before 
  entering the camp, giving it chameleon strideACG, feather step, 
  and pass without trace. This raises its Stealth bonus by 5.
  If you are playing with a group that only has four PCs, make 
  the following adjustments to area A5.
  Subtier 3–4: The mngwa retreats if reduced to 41 or 
  fewer hit points.
  Subtier 6–7: The mngwa retreats if reduced to 58 or 
  fewer hit points.
  Scaling Encounter A5
  
  A5. Terror in the Night
  S
  : Stuinvolk
  M
  : Mngwa
  S
  M
  1 square = 5 feet
  Pathfinder Map Pack: Camps and Shelters
  N
  PATHFINDER SOCIETY SCENARIO
  14
  14
  During Combat The mngwa charges Stuinvolk. If the PCs have 
  used some means to protect Stuinvolk (for instance, disguising 
  one of themselves as him), the mngwa doesn’t have an 
  opportunity to discover this until after combat has begun.
  Morale The mngwa is testing the PCs capabilities and retreats 
  after two rounds, or if it takes more than 70 points of damage.
  STATISTICS
  Str 28, Dex 22, Con 22, Int 7, Wis 17, Cha 15
  Base Atk +9; CMB +19 (+23 grapple); CMD 35 (39 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus 
  (Stealth), Weapon Focus (claw)
  Skills Acrobatics +16 (+20 to jump), Climb +13, Perception +12, 
  Stealth +17 (+25 in forest terrain), Swim +13; Racial Modifiers 
  +4 Perception, +4 Stealth, +8 Stealth in forest terrain
  Languages Aklo (can’t speak)
  SQ creature of the night, focus of hate, jungle stealth
  SPECIAL ABILITIES
  Creature of the Night (Su) A mngwa exists only at night, 
  appearing at sunset and fading away at sunrise. It receives the 
  benefit of a heal spell (CL 15th) each night when it reappears. 
  A mngwa’s connection to darkness is so strong that it has 
  sunlight powerlessness even within the effects of a daylight 
  spell. However, a daylight spell that affects a mngwa loses 
  10 minutes of duration for each round it affects a mngwa in 
  this way.
  Focus of Hate (Su) Stuinvolk’s mngwa comes into being to punish 
  him, and it lives only as long as Stuinvolk exists. The mngwa 
  dies permanently if Stuinvolk dies. The mngwa knows the 
  direction and distance to Stuinvolk. This sense can be blocked 
  by any effect that blocks scrying. While Stuinvolk exists, the 
  mngwa fades away and reappears fully restored in 1d4+1 
  days if destroyed. The only way to permanently destroy it is 
  for Stuinvolk to die or overcome the fear and guilt the mngwa 
  represents by killing it himself.
  Jungle Stealth (Ex) A mngwa in forest terrain can move at full 
  speed using the Stealth skill without penalty.
  
  BONES OF BITING ANTS
  15
  15
  The encounter with the starving hyenas in area B1 is optional. 
  If fewer than 2 hours remain to complete the scenario, skip 
  this encounter and proceed directly to area B2 instead.
  Optional Encounter
  To accommodate groups of four PCs, Stuinvolk instead frees 
  himself from fear with a successful DC 12 Will Save (instead 
  of DC 14). For the purposes of abilities Stuinvolk gains 
  against the mngwa, treat the PCs Empathy Point score as 
  one higher than it actually is.
  Scaling Encounter A7
  Murderous Claws (Ex) Stuinvolk’s mngwa deals an additional 1d4 
  points of bleed damage with its claw and rake attacks, and 
  each subsequent successful claw and rake attack increases the 
  amount of bleed damage by 1 (up to a maximum of 1d4+7 
  points of bleed damage). A successful DC 20 Heal check or the 
  application of any magical healing stops the bleeding.
  Influence: This encounter does not provide a chance to 
  influence Stuinvolk.
  Development: After the mngwa retreats, Stuinvolk 
  recovers and insists that every sound the creature made was 
  identical to his friend’s dying screams. PCs who failed to 
  identify the mngwa before can now make another attempt, 
  this time with a standard DC 13 Knowledge (arcana) check 
  (DC 18 in Subtier 6–7). The PCs might have gleaned clues 
  about this particular mngwa’s unusual nature—PCs making 
  Knowledge checks to identify it gain a +2 bonus for each 
  of the following facts that anyone in the party mentions: 
  Stuinvolk’s hearing the screams of his friends, his fearful 
  reaction to the monster, that it is focused on killing him, and 
  the fact that they share the same eye color. Succeeding at the 
  Knowledge (arcana) check by 5 or more imparts the insight 
  that this mngwa is unique in that it’s not just a curse from 
  spirits of the Mwangi Expanse, but it is also an externalized 
  projection of Stuinvolk’s survivor’s guilt.
  A6. REVELATIONS AND PLANS
  If the mngwa died during the fight, its body evaporates 
  with the sunrise. But even if PCs don’t know about 
  its rejuvenation, Stuinvolk is instinctively convinced 
  it isn’t dead. The next day, whether or not the PCs have 
  uncovered the mngwa’s connection to Stuinvolk, they 
  have the opportunity to work with him to find a means 
  of permanently destroying the beast. If the PCs know 
  what a mngwa is but haven’t realized the reason it pursues 
  Stuinvolk, they might assume it is hunting him because of 
  the treasures his group found, and choose not to investigate 
  the connection any further. If this happens, the next time 
  the PCs fight the mngwa, Stuinvolk still has a chance to 
  recognize his connection to the creature on his own.
  Influence: If the PCs know what the mngwa is and 
  understand its connection to Stuinvolk, they can try 
  determining a way to destroy it. This involves dredging 
  up some of Stuinvolk’s worst memories—something he is 
  reluctant but willing to do, if necessary. Doing so involves 
  attempting another influence check (as normal—no special 
  skills apply to this check). After this, a second social phase 
  begins, allowing another round of discovery and influence 
  checks as they probe Stuinvolk’s memory for clues. This is 
  an exception to the standard rule of one social phase per 
  encounter. The PCs can also earn an Empathy Point in each 
  phase. This second social phase includes other influence 
  opportunities, learned with a standard discovery check. A DC 
  20 Knowledge (local) check examines what Stuinvolk might 
  know about variant behavior in local mngwas. A PC with the 
  hypnotism occult skill unlock can guide Stuinvolk through 
  his subconscious with a successful DC 16 Diplomacy check. 
  Anything that allows a character to read Stuinvolk’s mind 
  (detect thoughts, or any similar spell or ability that reasonably 
  emulates it) automatically succeeds at influencing him. 
  In addition to earning the PCs an Empathy Point, this 
  influence also reveals how the mngwa can be killed: When 
  confronting the creature, Stuinvolk must come to terms 
  with the events of the past, set his fear and guilt aside, and—
  most importantly—deliver the killing blow to the mngwa.
  A7. RAGE REDISCOVERED (CR 5 OR CR 8)
  The following night (or three nights later, if it was defeated 
  during its first attack and has to re-form) the mngwa attacks 
  again, this time making every effort to kill Stuinvolk. Once 
  again, it attacks in the middle of the night, though presumably 
  the PCs and Stuinvolk are ready for it this time.
  Creature: The mngwa observes the PCs’ tactics during the 
  first fight and attempts to work around them, this time using 
  its own abilities to full effect.
   Initially, Stuinvolk is once again overcome by supernatural 
  fear, but this time he has a chance to break free. At the beginning 
  of each round, he attempts a DC 14 Will save, overcoming the 
  paralysis of his memories if successful. He gains a +1 bonus 
  on this save for each Empathy Point that the PCs have earned. 
  Additionally, once clearheaded, he gains several abilities 
  against the mngwa based upon the PCs Empathy Point total; 
  the more they have helped with his trauma, the more capable 
  he is of destroying that trauma’s physical embodiment. For 
  every accumulated Empathy Point, he gains a +1 bonus on 
  attack and damage rolls against it. If the PCs have 2 Empathy 
  Points, his raging song affects the mngwa as though it were a 
  dirge of doom bardic performance, in addition to any normal 
  
  A7. Rage Rediscovered
  S
  : Stuinvolk
  M
  : Mngwa
  S
  M
  1 square = 5 feet
  Pathfinder Map Pack: Camps and Shelters
  N
  PATHFINDER SOCIETY SCENARIO
  16
  16
  effects. If the PCs have acquired 3 Empathy Points, Stuinvolk’s 
  weapons gain the bane property against the mngwa. If they 
  have earned 4 or more Empathy Points, Stuinvolk’s brow 
  begins to glow as he fights and chants; this has the effect of a 
  daylight spell. Even if the mngwa suffers a killing blow from 
  a PC, it lies on the ground, panting heavily, for 1d4+1 rounds 
  before expiring, allowing Stuinvolk the chance to kill it via a 
  coup de grace.
  If the PCs and Stuinvolk didn’t uncover the mngwa’s 
  connection to him, or his role in destroying it, in area A6, 
  he still has a chance to reach an epiphany here. He must still 
  attempt Will saves every round to break free from fear, but 
  he doesn’t gain a bonus from earned Empathy Points. Once 
  free, he takes part in combat, but again without any Empathy 
  Point benefits. As the combat goes on, his expression becomes 
  one of tranquil fury, but also of gradual understanding, as 
  he realizes what the mngwa truly is. Once it is defeated, as 
  described above, he requests the opportunity to be the one 
  to kill it, explaining as best he can that he feels that in some 
  way, the mngwa is a piece of his own internal anguish given 
  fearsome life by the magic of the Mwangi savanna.
  SUBTIER 3–4 (CR 5)
  STUINVOLK’S MNGWA 
  CR 5
  Unique mngwa (Pathfinder RPG Bestiary 5 173)
  hp 66 (see page 13)
  TACTICS
  Before Combat The mngwa uses all its spell-like abilities before 
  entering the camp, giving it chameleon strideACG, feather step, 
  and pass without trace. This raises its Stealth score by 5.
  During Combat The mngwa charges Stuinvolk. If the PCs have 
  used some means to protect Stuinvolk (for instance, disguising 
  one of themselves as him), the mngwa doesn’t have an 
  opportunity to discover this until after combat has begun.
  Morale The mngwa fights to the death, final or otherwise.
  
  Bujune
  BONES OF BITING ANTS
  17
  17
  SUBTIER 6–7 (CR 8)
  ADVANCED STUINVOLK’S MNGWA  
  CR 8
  Unique advanced mngwa (Pathfinder RPG Bestiary 5 288, 173)
  hp 103 (see page 13)
  TACTICS
  Before Combat The mngwa uses all its spell-like abilities 
  before entering the camp, giving it chameleon strideACG, 
  feather step, and pass without trace. This raises its Stealth 
  bonus by 5.
  During Combat The mngwa charges Stuinvolk. If the PCs have 
  used some means to protect Stuinvolk (such as disguising 
  one of themselves as him), the mngwa doesn’t have an 
  opportunity to discover this until after combat has begun.
  Morale The mngwa fights to the death, final or otherwise.
  Development: Once the mngwa is destroyed, Stuinvolk 
  becomes more accepting of his past. While he is not “cured,” 
  his mood swings diminish and he becomes easier to work with. 
  After this point, his attitude becomes helpful permanently, and 
  no more influence checks are required.
  Additionally, if Stuinvolk kills the mngwa, the PCs 
  automatically gain 1 Empathy Point.
  Rewards: If the mngwa isn’t slain by Stuinvolk, reduce 
  each PCs gold earned by 668 gp.
  B. MASTER OF THE ANTHILLS
  After killing the mngwa, the PCs have a few days 
  of easy travel. At this point, the wax compass 
  leads them entirely out of Mzali territory, 
  so they are free to move in a straight 
  line without having to triangulate. If 
  they are being followed by Nkechi’s 
  patrol from area A3, they can stop 
  attempting Survival checks—
  there is no chance of another 
  encounter with the Mzali.
  As they travel northeast, the savanna slowly 
  develops gentle hills. Stuinvolk confirms 
  that Bujune’s lair is somewhere in these hills. 
  While he is clearly discomfited to be back 
  here, he manages to suppress his fears for the 
  remainder of the trip.
  B1. SAVANNA SCAVENGERS (CR 5  
  OR CR 8)
  As the terrain gently slopes into hills, the 
  temperature drops to a more bearable 
  range. Traveling through the 
  clefts between the hillsides 
  provides welcome shade, and the 
  contoured land shapes the air 
  into gentle breezes. Less inviting 
  are the cave mouths around the gorge—and the gnawed 
  bones near them.
  The PCs have come across the lair of a small pack of 
  hyenas. Normally, they make a fair living scavenging larger 
  predators’ kills and wisely avoid large groups of armed 
  humanoids, but late in the dry season the pickings are slim 
  and they are desperately hungry.
  Creatures: The hyenas are resting in several of the caves, 
  conserving their energy. A single “sentry’ sits astride a 
  rocky outcropping which grants it an excellent view of 
  the surrounding area, granting it a +5 circumstance bonus 
  on Perception checks to notice the PCs’ approach. If the 
  sentry hyena notices the PCs, its yipping howl alerts the 
  other beasts.
  SUBTIER 3–4 (CR 5)
  MWANGI HYENAS (4) 
  CR 1
  Hyenas (Pathfinder RPG Bestiary 179; see page 28)
  hp 13 each
  TACTICS
  During Combat The hyenas adhere to simple 
  pack behavior, ganging up on the smallest 
  or weakest-looking PC to bring that individual 
  down. They dance away from especially aggressive or 
  intimidating foes.
  Morale The hyenas break off and flee when two 
  or more of them have been killed.
  SUBTIER 6–7 (CR 8)
  MWANGI HYENAS (5) 
  CR 3
  Dire hyenas (Pathfinder RPG Bestiary 179; 
  see page 28)
  hp 26 each
  TACTICS
  During Combat The hyenas adhere to simple 
  pack behavior, ganging up on the smallest or 
  weakest-looking PC to bring that individual 
  down. They dance away from especially 
  aggressive or intimidating foes.
  Morale The hyenas break off and 
  flee when two or more of them 
  have been killed.
  To accommodate groups of four PCs, the hyena pack 
  recently fragmented to better find food. Remove one 
  hyena from the encounter.
  Scaling Encounter B1
  
  B1. Savanna Scavengers
  H
  : Hyena
  H
  H
  H
  H
  H
  1 square = 5 feet
  PCs
  Enter
  Here
  Pathfinder Flip-Mat: Cavernous Lair
  N
  PATHFINDER SOCIETY SCENARIO
  18
  18
  
  BONES OF BITING ANTS
  19
  19
  If you are playing with a group that only has four PCs, make 
  the following adjustments to area A5.
  Subtier 3–4: Give Bujune a negative level and reduce the 
  army ant swarm’s hp by 15.
  Subtier 6–7: Remove one of the army ant swarms from 
  the encounter.
  Scaling Encounter B2
  B2. THE GREMLIN’S HOSPITALITY (CR 6 OR CR 9)
  After days of travel, Stuinvolk’s wax compass seems to have found 
  its destination: a gentle gully with a stream rolling through it that 
  could be an idyllic locale, were it not for a few less than idyll-inspiring 
  details. An anthill that could better be described as a mountain 
  dominates the landscape. Rising at least thirty feet high, this abode 
  for titans has a clear path winding around its perimeter. Here and 
  there along its length, lesser mounds rise, presumably built by ants 
  not quite as prodigious in size. Inhabitants of these smaller hills 
  march in lines through the nearby landscape. Nothing that would be 
  at home in the giant, central hill seems to be present at the moment.
  Stuinvolk confirms that this is where he suffered years ago, 
  but he notes that there wasn’t a giant anthill back then. Wise 
  PCs might realize that Stuinvolk’s compass points toward the 
  gremlin, not just his lair, and begin looking around for the 
  nuno. Even if they don’t, he makes himself known shortly.
  Creature: Bujune hides among the gravel and scrub 
  halfway up the anthill; PCs searching for him gain a +5 
  bonus on Perception checks to locate him, since Stuinvolk’s 
  compass points directly toward him. If they don’t spot 
  him, Bujune reveals himself after a minute of assessing his 
  visitors (and casting protective spells).While generally very 
  antisocial, he faces a dilemma of his own and debates allying 
  with these strangers to his domain.
  The amberhollow, one of Stuinvolk’s artifacts that Bujune 
  buried, has slowly affected the ant colony in sinister ways. 
  Bujune doesn’t know any specifics; all he knows is that his 
  favorite anthill has become “strange and dead.” The ants no 
  longer welcome him, and his ant affinity ability no longer 
  protects him from the ants in the mound. He wants the issue 
  resolved but is frightened to investigate it himself. Therefore, 
  the PCs have a negotiating point, if they can suffer Bujune’s 
  arrogance long enough to let him make the offer.
  Initially the nuno acts like a noble finding a group of 
  peasants in his audience hall. Bujune recognizes his mark 
  upon Stuinvolk (“You have brought that desecrator of my 
  hills back to the site of his crime? My curse upon you all for 
  your temerity!”) and, should the PCs say they want the curse 
  removed, expresses genuine outrage. Ultimately, Bujune 
  is too stiff necked to be a good negotiator, leaving most of 
  the work to the PCs. His starting attitude toward the PCs 
  is unfriendly, and he doesn’t offer to trade the service of 
  removing the curse until he becomes at least indifferent (in 
  most cases a DC 25 Diplomacy check). PCs succeeding at a DC 
  20 Sense Motive check realize that underneath his arrogance, 
  he is trying to court their assistance; this realization grants 
  a +2 bonus on any Diplomacy or Intimidate checks made to 
  influence him. 
  For all his base rudeness, Bujune is also fairly inquisitive. 
  Bujune bonds to the Archmage spirit daily, taking the taboo 
  ‘cannot pass up the opportunity to learn new information.’ 
  PCs with mediumOA class levels automatically realize this, 
  otherwise any character capable of casting psychic spells, or 
  any character with the Psychic Sensitivity feat, recognizes this 
  fact with a DC 15 Perception check. Once this weakness is 
  discovered, PCs can dangle new information in front of him 
  to compel Bujune into offering his deal by succeeding at any 
  two DC 18 Knowledge checks.
  If the PCs can’t bring his attitude around to at least 
  indifferent, Bujune grows more and more angry, threatening 
  them if they don’t turn around and leave. If they don’t 
  immediately do so, he gestures at the ground around him. It 
  boils up with thousands of normal-sized, living ants, which 
  assist him in attacking.
  SUBTIER 3–4 (CR 6)
  ARMY ANT SWARM  
  CR 5
  hp 49 (Pathfinder RPG Bestiary 16; see page 28)
  TACTICS
  During Combat: The swarm, while not directly controlled by 
  Bujune, recognizes him as a benefactor, and rolls downhill to 
  block PCs from approaching.
  Morale: The ant swarm fights to the death.
  BUJUNE 
  CR 4
  Nuno ascetic medium 4 (Pathfinder RPG Bestiary 5 132, Pathfinder 
  RPG Occult Adventures 30)
  NE Tiny fey
  Init +3; Senses tremorsense 30 ft.; Perception +9
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 35 (5 HD; 1d6+4d8+14)
  Fort +2, Ref +6, Will +7
  Defensive Abilities ant affinity; DR 2/cold iron
  Weaknesses taboo (lust for knowledge)
  OFFENSE
  Speed 50 ft., burrow 10 ft.
  Melee slam +3 (1d2–2)
  Space 2½ ft.; Reach 0 ft.
  Special Attacks archmage arcana, haunt channeler (2d6), 
  nuno’s curse, seance boon (archmage), shared seance, spirit 
  (Archmage, 1 influence)
  
  B2. The Gremlin’s Hospitality
  B
  : Bujune
  A
  : Army Ant Swarm
  A1
  A2
  B
  1 square = 5 feet
  PCs
  Enter
  Here
  Pathfinder Flip-Mat: Hill Country
  N
  PATHFINDER SOCIETY SCENARIO
  20
  20
  
  BONES OF BITING ANTS
  21
  21
  Medium Spells Known (CL 4th; concentration +12)
  2nd (2/day)—scorching ray
  1st (5/day)—expeditious retreat, magic missile, oneiric horrorOA 
  (DC 16)
  0 (at will)—arcane mark, bleed (DC 15), daze (DC 15), detect 
  magic, read magic
  TACTICS
  Before Combat Bujune casts expeditious retreat on himself.
  During Combat Bujune hurls his most damaging necklace of 
  fireball beads until doing so would harm the ant swarm. He 
  then casts spells to render the PCs immobile inside the swarm’s 
  area, such as oneiric horror or daze. He knows he is physically 
  weak and keeps his distance, weakening any pursuers with 
  damaging spells. He is willing to use spirit surge twice, but no 
  more; Bujune is too arrogant to chance losing control.
  Morale If the swarm is killed and he is reduced to 15 or fewer 
  hit points, or if he is reduced to 7 or fewer hit points at any 
  time, Bujune surrenders. If the PCs accept, proceed as though 
  they had successfully negotiated with him.
  Base Statistics Without expeditious retreat, Bujune’s speed is 
  reduced to 20 feet.
  STATISTICS
  Str 6, Dex 17, Con 12, Int 17, Wis 12, Cha 20
  Base Atk +3; CMB +4; CMD 12
  Feats Ability Focus (nuno’s curse), Spirit Focus (archmage)OA, 
  Toughness
  Skills Bluff +10, Intimidate +12, Knowledge (arcana) +13, 
  Knowledge (dungeoneering) +11, Knowledge (geography) 
  +13, Knowledge (nature) +13, Perception +9, Sense Motive +6, 
  Spellcraft +14, Stealth +19, Racial Modifiers +4 Knowledge 
  (dungeoneering)
  Languages Aklo, Common, Polyglot, Sylvan, Terran
  SQ ant affinity, spirit bonus (+2 on concentration checks, 
  Intelligence checks, and Intelligence-based skill checks), spirit 
  surge 1d6, wax locator
  Combat Gear necklace of fireballs type I, potion of cure 
  moderate wounds
  SPECIAL ABILITIES
  Ant Affinity (Su) Ants will never attack a nuno. A nuno can control 
  ants and ant swarms as a druid’s wild empathy, with a +4 racial 
  bonus on their checks. The nuno imparts to them a modicum of 
  implanted intelligence, allowing nunos to train ants to perform 
  tasks as necessary to suit the nunos’ fancies.
  Nuno’s Curse (Su) A nuno can curse any creature it touches unless 
  the creature succeeds at a DC 17 Will save. A creature that 
  harms the nuno, damages the nuno’s home, or steals the nuno’s 
  belongings must also save against the curse with a –2 penalty. A 
  creature that succeeds at its save is immune to that nuno’s curse 
  for 24 hours. A creature under the effects of the nuno’s curse 
  experiences horrific swelling and hair growth in a location the 
  nuno touched or that was associated with harming the nuno. 
  This swelling imparts a –2 penalty to Dexterity and causes the 
  affected area to occasionally ooze or expel black pus. The DC to 
  remove a nuno’s curse with spells and abilities like remove curse 
  is 10 higher than normal (24 for a typical nuno). A nuno can 
  remove its curse as a standard action, and when a nuno dies, all 
  its active curses end immediately. The effects of multiple nuno’s 
  curses don’t stack. The save DC is Charisma-based.
  SUBTIER 6–7 (CR 9)
  ADVANCED ARMY ANT SWARMS (2) 
  CR 6
  Advanced army ant swarm (Pathfinder RPG Bestiary 288, 16)
  N Fine vermin (swarm)
  Init +4; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 24, touch 22, flat-footed 20 (+4 Dex, +2 natural, +8 size)
  hp 71 each (11d8+22)
  Fort +9, Ref +7, Will +5
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (3d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks cling, consume, distraction (DC 17)
  TACTICS
  During Combat: See Subtier 3–4.
  Morale: See Subtier 3–4.
  STATISTICS
  Str 5, Dex 19, Con 14, Int —, Wis 14, Cha 6
  Base Atk +8; CMB —; CMD —
  Skills Climb +12, Perception +6; Racial Modifiers +4 Perception
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves an army ant swarm’s space, the 
  swarm suffers 1d6 points of damage to reflect the loss of its 
  numbers as several of the crawling pests cling tenaciously to 
  the victim. A creature with army ants clinging to him takes 
  3d6 points of damage at the end of his turn each round. As a 
  full-round action, he can remove the ants with a DC 19 Reflex 
  save. High wind or any amount of damage from an area effect 
  destroys all clinging ants. The save DC is Dexterity-based.
  Consume (Ex) An army ant swarm can rapidly consume any 
  creature it swarms over. Against helpless or nauseated targets, 
  an army ant swarm attack deals 6d6 points of damage.
  BUJUNE 
  CR 5
  Nuno ascetic medium 7 (Pathfinder RPG Bestiary 5 132, Pathfinder 
  RPG Occult Adventures 30)
  NE Tiny fey
  Init +3; Senses tremorsense 30 ft.; Perception +12
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 57 (8 HD; 1d6+7d8+23)
  Fort +3, Ref +7, Will +8
  Defensive Abilities ant affinity; DR 2/cold iron
  Weaknesses taboo (lust for knowledge)
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  OFFENSE
  Speed 20 ft., burrow 10 ft.
  Melee slam +5 (1d2–2)
  Space 2½ ft.; Reach 0 ft.
  Special Attacks arcane surge, archmage arcana, haunt channeler 
  (3d6), nuno’s curse, seance boon (archmage), shared seance, 
  spirit (Archmage, 1 influence)
  Medium Spells Known (CL 7th; concentration +15)
  3rd (2/day)—babbleOA (DC 19)
  2nd (4/day)—hold person (DC 18), inflict painOA (DC 18), 
  scorching ray
  1st (6/day)—lesser confusion (DC 17), expeditious retreat, 
  magic missile, oneiric horrorOA (DC 16), paranoiaOA (DC 16)
  0 (at will)—arcane mark, bleed (DC 15), daze (DC 16), detect 
  magic, flare (DC 15), ghost sound (DC 15), read magic
  TACTICS
  Before Combat Bujune casts expeditious retreat on himself.
  During Combat Bujune hurls his most damaging necklace of fireball 
  beads, before the ant swarm reaches the PCs. Once the swarm 
  is attacking, he casts spells to render PCs helpless inside it, like 
  babble, hold person, and other debilitating spells. He knows he is 
  weak in melee, and keeps his distance, softening pursuers with 
  damaging spells. He is willing to use spirit surge twice, but no 
  more; Bujune is too arrogant to chance losing control.
  Morale If the swarm is killed and Bujune is reduced to 25 or fewer 
  hit points, or if he is reduced to 15 or fewer hit points at any 
  time, the nuno surrenders. If the PCs accept, proceed as though 
  they had successfully negotiated with him.
  Base Statistics Without expeditious retreat, Bujune’s speed is 
  20 feet.
  STATISTICS
  Str 6, Dex 17, Con 12, Int 17, Wis 12, Cha 20
  Base Atk +5; CMB +6; CMD 14
  Feats Ability Focus (nuno’s curse), Spell Focus (enchantment), 
  Spirit Focus (archmage)OA, Toughness
  Skills Bluff +11, Intimidate +14, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +11, Knowledge (geography) 
  +16, Knowledge (nature) +16, Perception +12, Sense Motive 
  +7, Spellcraft +17, Stealth +22, Survival +2; Racial Modifiers +4 
  Knowledge (dungeoneering)
  Languages Aklo, Common, Polyglot, Sylvan, Terran
  SQ connection channel, location channel (7 rounds), spirit 
  bonus (+2 on concentration checks, Intelligence checks, and 
  Intelligence-based skill checks), spirit surge 1d6, wax locator
  Combat Gear dust of appearance, necklace of fireballs type III, 
  potion of cure moderate wounds
  Development: If Bujune reaches an accord with the PCs, he 
  agrees to remove the curse from Stuinvolk and permits them 
  to carry away the buried treasures—but only once they rid it of 
  its curse. He also describes the layout of the anthill’s interior 
  for the PCs, though he acknowledges that it has changed 
  recently. These pointers give PCs +1 on all skill checks made 
  to navigate the hill in area C1.
  The conditions he sets for considering the anthill cleansed 
  are: the removal of the “poison” artifacts, the death of She-
  Who-Devours, and lastly, he asks that the PCs retrieve any ant 
  larvae that live; he has sensed some cocooned deep within the 
  nest, possibly not recognized as alive by She-Who-Devours 
  because they are still developing. While he accepts this 
  generation of ants is lost, he hopes to rear a new one by hand.
  Lastly, he has some advice and gifts for the PCs: he suggests 
  they might have an easier time if they can understand the ants’ 
  speech. He wanders off into the hills for a few minutes, and 
  returns clutching something quite disgusting in his hands: 
  a number of dead, preserved termites, one for each PC. He 
  cackles as he explains that he enjoys taking the corpses of those 
  who would go to war with his ants, and turning them into 
  something useful. By eating one of the termites, a PC is affected 
  by a variant speak with vermin allowing them to understand the 
  chittering speech of ants for the next six hours.
  Rewards: If the PCs don’t successfully negotiate with or kill 
  Bujune, reduce each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 162 gp.
  Out of Subtier: Reduce each PC’s gold earned by 349 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 537 gp.
  C. THE QUEEN WHO WOULD BE KING
  After dealing with Bujune, the PCs can investigate the 
  undead anthill. Amongst the treasures found by Stuinvolk’s 
  group is the amberhollow, which possesses a connection to 
  the King of Biting Ants’ undying essence. While the King is 
  presumably destroyed, the amberhollow seeks to form a new 
  body for him, much like a lich’s phylactery. For the last decade 
  it has slowly altered the environment—first it enhanced the 
  ants, causing them to grow to monstrous size. In the past 
  year, it began siphoning the colony’s life force, transforming 
  the ants into undead husks and funneling their essence into 
  the queen. The queen herself has been transformed into an 
  undead creature with newfound intelligence. This budding 
  intellect isn’t her own, but part of the lost mind of the King 
  of Biting Ants. His mind only manifests in bits and flashes, 
  but it is enough that it has fueled the queen’s ambitions. For 
  reasons she doesn’t comprehend, she wants to incorporate 
  more anthills into her domain, siphon more life force, and 
  become more powerful. She has even taken a name for 
  herself: She-Who-Devours.
  If the PCs need to rest, they can do so safely outside the 
  hill (if Bujune is alive, he grumbles about the laziness of 
  mortals, but tolerates his guests). Once the PCs are ready, they 
  If you are playing with a group that only has four PCs reduce 
  the DCs of all skill checks needed to bypass an obstacle by 2. 
  Scaling Encounter C1
  
  C2. The Throne of Dirt
  C1.
  G
  : Giant Ant Exoskeleton
  G
  G
  G
  G
  S
  S
  : She-Who-Devours
  1 square = 5 feet
  PCs
  Enter
  Here
  N
  BONES OF BITING ANTS
  23
  23
  
  She-Who-Devours
  PATHFINDER SOCIETY SCENARIO
  24
  24
  can proceed to area C1. Stuinvolk chooses not to travel into 
  the mound; while challenging his boundaries on this trip 
  has done him good, he balks at revisiting the place he was 
  buried alive. He offers to stand guard outside instead, against 
  potential treachery on Bujune’s part. 
  All areas inside the anthill are dark.
  C1. DESCENT INTO UNDEATH
  The interior of the hill is larger than can be practically 
  explored in this adventure, involving winding tunnels and 
  chambers that twist and turn their way, possibly for miles, 
  underground. While Bujune’s directions give a general idea 
  of where the queen is, the journey below is approximated 
  through a series of skill checks and challenges, in some ways 
  similar to a chase sequence in reverse.
  Creatures: The PCs don’t encounter any opposition as 
  they enter the nest; the amberhollow’s curse killed many ants 
  permanently. In most cases, their queen ate their life force. 
  However, some reanimated as exoskeletal ants after dying. 
  These are what remain to challenge the PCs as they make 
  their way downward. 
  SUBTIER 3–4 (CR 1)
  GIANT ANT EXOSKELETONS (4) 
  CR 1/2
  Giant soldier ant exoskeleton (Pathfinder RPG Bestiary 16; 
  Pathfinder RPG Bestiary 6 124)
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 20 (3d8+3)
  Fort +1, Ref +1, Will +3
  DR 5/bludgeoning; Immune undead traits
  OFFENSE
  Speed 50 ft., climb 20 ft.
  Melee bite +5 (1d6+3), sting +5 (1d4+3)
  TACTICS
  During Combat The exoskeletons overwhelm isolated PCs.
  Morale The exoskeletons fight until destroyed. They are unaware 
  of their burst ability and don’t maneuver to exploit it.
  STATISTICS
  Str 16, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +5; CMD 15 (23 vs. trip)
  Feats Toughness
  Skills Climb +11
  SQ burst (DC 11)
  SPECIAL ABILITIES
  Burst (Ex) When an exoskeleton is destroyed, its desiccated husk 
  bursts, releasing the dusty remains of the ant’s insides into the 
  surrounding air. Any creature adjacent to an exoskeleton when 
  it bursts must succeed at a DC 11 Fortitude save or become 
  staggered for 1 round as it coughs and sneezes. Creatures that 
  don’t need to breathe are immune to this effect.
  SUBTIER 6–7 (CR 3)
  ADVANCED GIANT ANT EXOSKELETONS (2) 
  CR 1
  Advanced giant soldier ant exoskeleton (Pathfinder RPG Bestiary 
  294, 16; Pathfinder RPG Bestiary 6 124)
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 29 (3d8+12)
  Fort +1, Ref +3, Will +5
  DR 5/bludgeoning; Immune undead traits
  OFFENSE
  Speed 50 ft., climb 20 ft.
  Melee bite +7 (1d6+5), sting +7 (1d4+5)
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str 20, Dex 14, Con —, Int —, Wis 14, Cha 14
  Base Atk +2; CMB +7; CMD 19 (27 vs. trip)
  Feats Toughness
  Skills Climb +13
  SQ burst (DC 13)
  SPECIAL ABILITIES
  Burst (Ex) When an exoskeleton is destroyed, it bursts, 
  releasing dusty remains into the air. Any creature 
  adjacent to an exoskeleton when it bursts must succeed 
  
  BONES OF BITING ANTS
  25
  25
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Reduce the base number of exoskeletons 
  by one. Instead of adding two exoskeletons per failed check 
  during the descent phase in area C1, add one.
  Subtier 6–7: Reduce the base number of exoskeletons 
  by two. Instead of adding two exoskeletons per failed check 
  during the descent phase in area C1, add one.
  Scaling Encounter C2
  at a DC 13 Fortitude save or become staggered for 1 round as it 
  coughs and sneezes. Creatures that don’t need to breathe are 
  immune to this effect.
  Hazards: The PCs face three sequential obstacles as they 
  travel into the hill. Each obstacle has multiple possible 
  resolutions. At least one PC must attempt a skill check to 
  overcome an obstacle, with the highest check result counting 
  for the whole party. (PCs who roll lower may instead use 
  their checks as if performing the aid another action.) A 
  successful check means they move forward and closer to 
  She-Who-Devours. If they fail, they still make progress, 
  but with consequences: immediately after failing, the PCs 
  face two exoskeleton giant ant soldiers. (Use the Generic 
  Anthill Tunnel inset map on map C.) Killing them likely 
  takes no more than a few rounds—individually they’re no 
  match for the PCs, and the players might enjoy the feeling 
  of (figuratively) stomping them under their boots. But doing 
  so alerts the hive, causing area C2 to be more difficult. In 
  Subtier 6–7, increase the DC of all skill checks needed to 
  overcome obstacles by 4.
  1st Obstacle: (Climb DC 22, Escape Artist DC 18) The PCs 
  must first descend the vertical tunnel leading into the anthill’s 
  belly. The sides are loose and sandy, making it difficult going. 
  PCs can overcome this by taking time and effort to help 
  everyone gently descend, or rigging an elaborate rope harness.
  2nd Obstacle: (Knowledge [engineering or nature] DC 
  20, Profession [architect or engineer] DC 16) The anthill’s 
  tunnels are unintuitive, almost alien. To avoid wandering 
  for hours, PCs need to stretch their understanding of what is 
  structurally probable.
  3rd Obstacle: (Handle Animal DC 20, Sleight of Hand DC 
  22) The PCs come across the larvae chamber Bujune spoke of. 
  Surprisingly, there are some living pupae left. The cocoons 
  are still tended instinctively by worker exoskeletons, although 
  these offspring’s futures are bleak if they emerge while She-
  Who-Devours lives. The PCs can filch a few cocoons and subtly 
  cause a distraction, leaving the way clear, or they can evade the 
  ants’ attention entirely by using their knowledge of vermin.
  Rewards: If the PCs don’t overcome any obstacles, reduce 
  each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 100 gp.
  Out of Subtier: Reduce each PC’s gold earned by 250 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 400 gp.
  C2. THE THRONE OF DIRT (CR 6 OR CR 9)
  This chamber is clearly the heart of the anthill. The walls have a 
  wavy, sculpted quality to them in contrast to the sandier, rougher 
  tunnels, and several different entrances lead into the room. A high 
  mound of earth rises in the room’s center; interestingly, it seems 
  to be decorated with bits of stick, rock, and even some bones, as 
  though it were a dais or throne.
  After passing the third obstacle in area C1, the PCs enter 
  the chamber of She-Who-Devours. Unless the PCs have 
  avoided ants on the way down, the queen likely already knows 
  of their presence.
  Creatures: She-Who-Devours lies here atop a 5-foot-high 
  mound of dirt. Bujune buried Stuinvolk’s cache here, and 
  over time the amberhollow has given her limited intellect; 
  she experiences memories of once commanding a swarm 
  of vermin unlike any other, and of power being denied to 
  her by humanoids. She rants about these memories in a 
  combination of ant-chittering, Aklo, and Necril, hissing at 
  the invaders about her goals to absorb more anthills, grow 
  her swarm further, and that puny beings like the PCs cannot 
  possibly stop her. “This time is not the time before, and 
  you are not Jatembe!” PCs who have eaten one of Bujune’s 
  termites understand everything she says; otherwise, PCs 
  who speak either Aklo or Necril comprehend her speech 
  with a successful DC 16 Linguistics check (DC 12 if a PC 
  speaks both languages).
  She is backed by a number of exoskeletons. The base number 
  of exoskeletons is listed below; for each obstacle in area C1 the 
  party failed to overcome, increase this number by 2.
  SUBTIER 3–4 (CR 6)
  GIANT ANT EXOSKELETONS (4) 
  CR 1/2
  hp 20 each (see page 24)
  TACTICS
  During Combat The exoskeletons do their best to delay the PCs, 
  not caring about their own safety, in an attempt to keep their 
  enemies from assaulting the queen in force.
  Morale The exoskeletons fight until destroyed. If the queen dies, 
  they crumble to dust.
  SHE-WHO-DEVOURS 
  CR 5
  Female variant deathweb (Pathfinder RPG Bestiary 3 65)
  NE Large undead
  Init +6; Senses darkvision 60 ft., scent; Perception +17
  Aura infestation (5 ft., DC 16)
  DEFENSE
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 58 (9d8+18)
  Fort +5, Ref +5, Will +7
  Immune undead traits
  OFFENSE
  Speed 10 ft.
  Melee bite +12 (2d6+7 plus grab), sting +12 (2d4+7 plus poison)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 9th; concentration +11)
  1/3 rounds—acid arrow
  TACTICS
  During Combat In spite of her unique abilities, the queen is still 
  a relatively simple creature, using brute force to crush her 
  opponents. She is not particularly mobile, so she tries grabbing 
  PCs to hold them within her infestation aura. If PCs keep their 
  distance, she uses her acid arrow spell-like ability to launch 
  darts in the shape of flying, stinging ants at them.
  Morale The combination of hubris flowing into her and her own 
  brutal-minded nature means that She-Who-Devours never 
  considers failure a possibility; she fights to the death.
  STATISTICS
  Str 25, Dex 14, Con —, Int 8, Wis 13, Cha 15
  Base Atk +6; CMB +14 (+16 bull rush); CMD 26 (28 vs. bull rush, 
  34 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack
  Skills Acrobatics +2, Perception +17, Stealth +14, Survival +14
  Languages Aklo, Necril
  SQ compression
  SPECIAL ABILITIES
  Infestation (Ex) An infestation of ants nesting within She-Who-
  Devours’s exoskeleton surrounds her out to radius of 5 feet. Any 
  creature takes 1d6 points of damage at the end of each round 
  it remains in the area. A creature that takes this damage must 
  attempt a DC 16 Fortitude save or be nauseated for 1 round. 
  In addition, those damaged by this infestation are poisoned 
  as well. Any area effect attack that deals 10 or more points 
  of damage to She-Who-Devours destroys her infesting ants, 
  removing her aura for 3 rounds, after which a new batch of ants 
  swarms out of her body to replenish the infestation.
  Poison (Ex) Infestation, sting—injury; save Fort DC 16; frequency 
  1/round for 4 rounds; effect 1d2 Str; cure 1 save
  SUBTIER 6–7 (CR 9)
  ADVANCED GIANT ANT EXOSKELETONS (6) 
  CR 1
  Advanced giant soldier ant exoskeleton (Pathfinder RPG Bestiary 
  294, 16; Pathfinder RPG Bestiary 6 124)
  hp 29 each (see page 24)
  TACTICS
  During Combat: The exoskeletons do their best to delay the PCs, 
  not caring about their own safety, in an attempt to keep their 
  enemies from assaulting the queen in force.
  Morale: The exoskeletons fight to the death. If the queen dies, 
  they crumble to dust.
  SHE-WHO-DEVOURS 
  CR 8
  Female variant deathweb
  NE Huge undead
  Init +5; Senses darkvision 60 ft., scent; Perception +22
  Aura infestation (5 ft., DC 20)
  DEFENSE
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 105 (14d8+42)
  Fort +7, Ref +5, Will +10
  Immune undead traits
  OFFENSE
  Speed 10 ft.
  Melee bite +18 (2d8+9 plus grab), sting +18 (1d12+9 plus poison)
  Space 15 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 14th; concentration +17)
  At will—acid arrow
  TACTICS
  During Combat In spite of her unique abilities, the queen is still 
  a relatively simple creature, using brute force to crush her 
  opponents. She is not particularly mobile, so she tries grabbing 
  PCs to hold them within her infestation aura. If PCs keep their 
  distance, she uses her acid arrow spell-like ability to launch 
  darts in the shape of flying, stinging ants at them.
  Morale The hubris flowing into her means that She-Who-Devours 
  never considers failure a possibility; she fights to the death.
  STATISTICS
  Str 28, Dex 12, Con —, Int 8, Wis 13, Cha 16
  Base Atk +10; CMB +21 (+23 bull rush); CMD 32 (34 vs. bull rush, 
  40 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack, Weapon Focus (bite), Weapon  
  Focus (sting)
  Skills Acrobatics +1, Perception +22, Stealth +14, Survival +19
  Languages Aklo, Necril
  SQ compression
  SPECIAL ABILITIES
  Infestation (Ex) An infestation of ants nesting within She-Who-
  Devours’s exoskeleton constantly surrounds her out to a radius 
  of 5 feet. Any creature within the infestation takes 2d6 points 
  of damage at the end of each round it remains in the area. 
  A creature that takes this damage must succeed at a DC 20 
  Fortitude save or be nauseated for 1 round. In addition, those 
  damaged by this aura are poisoned as well. Any area effect 
  attack that deals 10 or more points of damage to She-Who-
  Devours destroys her infesting ants, removing her aura for 3 
  rounds, after which a new batch of ants swarms out of her body 
  to replenish the infestation.
  Poison (Ex) Infestation, sting—injury; save Fort DC 20; frequency 
  1/round for 4 rounds; effect 1d2 Str; cure 1 save
  
  BONES OF BITING ANTS
  27
  27
  Treasure: Stuinvolk’s lost treasure cache is buried in the 
  throne-like mound, which the PCs can easily excavated 
  once the queen is dead. Among them are numerous 
  scholarly finds from the Doorway to the Red Star: a 
  watertight satchel filled with charcoal rubbings, sketches, 
  and notes; stone and flora samples; and small, nonmagical 
  findings. Also among the pile are an animal divining potOA 
  and a small ivory ant construct (functioning as a brass 
  spiderACG). In Subtier 6–7, the cache also contains an aspect 
  mask (ant)ACG, and a runestone of power (1st)ACG. At the trove’s 
  heart is the amberhollow: a rough, fist-sized lump of amber 
  with an empty space inside in the shape of an ant—almost 
  as though a preserved insect had escaped. It has a strong 
  aura of necromancy. While the artifact is responsible for 
  what happened here, the events were merely the result of 
  coincidence and long exposure, so it is safe to transport 
  back to the Pathfinder Society for study.
  Development: When She-Who-Devours is killed and the 
  amberhollow is retrieved, the PC picking it up momentarily 
  feels a sort of buzzing rage filling their head, and a 
  crawling feeling upon their skin. This quickly fades into 
  a lingering sense of desperation from whatever is trying 
  to cling on to this world, and then the feelings disappear 
  altogether. Any remaining exoskeletons crumble into 
  dust, as does the corpse of She-Who-Devours. 
  The PCs can make their way out of the anthill without 
  incident (and can retrieve some of the pupae from the 
  larva room, if they have accepted the deal from Bujune 
  and failed to retrieve any earlier).
  Rewards: If the PCs don’t defeat She-Who-Devours and 
  reclaim the treasures, reduce each PCs gold earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 225 gp.
  Out of Subtier: Reduce each PC’s gold earned by 429 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 633 gp.
  CONCLUSION
  Once they’ve concluded their business in the mound, the 
  PCs can return to Eleder. Bujune, if they negotiated a deal 
  with him rather than just killing him, honors his end 
  of the bargain and lifts the curse on Stuinvolk. PCs who 
  successfully bargain with Bujune without killing the nuno 
  gain the Gremlin’s Token boon. PCs who slew Bujune 
  instead gain the Mushroom Masher boon. The return trip is 
  uneventful, especially since it is easier during this leg of the 
  trip to plot a course that keeps the PCs well away from the 
  dangerous Mzali borders.
  Stuinvolk is notably less tense, and with his curse removed, 
  sometimes even segues into something that approaches 
  happy. He still has traumas to work through, of course, as he 
  isn’t “cured” of his past, but this expedition helps to put a lot 
  of his ghosts to rest. He mentions that while he doesn’t see 
  himself doing fieldwork again, he might consider working 
  in a supporting capacity at the lodge level.
  REPORTING NOTES
  If Bujune was still alive at the end of this adventure, check 
  box A. If the PCs final Empathy Point total with Stuinvolk 
  was 4 or greater, check box B. If the PCs avoided fighting 
  Nkechi and the Mzali warriors, check box C.
  PRIMARY SUCCESS CONDITIONS
  Lifting Stuinvolk’s curse (either by slaying the nuno Bujune 
  or convincing him to lift the curse from Stuinvolk) and 
  retrieving the King of Biting Ants’ treasures earns the PCs 1 
  Prestige point and the Whispers of the Amberhollow boon on 
  their Chronicle sheet.
  SECONDARY SUCCESS CONDITIONS
  PCs whose final Empathy Point total with Stuinvolk was 4 or 
  greater earn an additional 1 Prestige point and the Ulfen Ally 
  boon on their Chronicle sheet.
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  ARMY ANT SWARM
  A writhing carpet of ants seethes over the ground, consuming 
  everything in its path.
  ARMY ANT SWARM 
  CR 5
  Pathfinder RPG Bestiary 16
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft., scent; Perception +4
  DEFENSE
  AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
  hp 49 (11d8)
  Fort +7, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (3d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks cling, consume, distraction (DC 15)
  STATISTICS
  Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
  Base Atk +8; CMB —; CMD —
  Skills Climb +10, Perception +4; Racial Modifiers +4 Perception
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves an army ant swarm’s square, the 
  swarm suffers 1d6 points of damage to reflect the loss of its 
  numbers as several of the crawling pests continue to cling 
  tenaciously to the victim. A creature with army ants clinging 
  to him takes 3d6 points of damage at the end of his turn each 
  round. As a full-round action, he can remove the ants with 
  a DC 17 Reflex save. High wind or any amount of damage 
  from an area effect destroys all clinging ants. The save DC is 
  Dexterity-based.
  Consume (Ex) An army ant swarm can rapidly consume any 
  creature it swarms over. Against helpless or nauseated targets, 
  an army ant swarm attack deals 6d6 points of damage.
  CARAVAN GUARD
  These sturdy warriors wield armor and weapons that show signs of 
  frequent use.
  CARAVAN GUARD 
  CR 1
  Pathfinder RPG Gamemastery Guide 282
  Human fighter 2
  N Medium humanoid
  Init +5; Senses Perception +4
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 shield)
  hp 16 (2d10+5)
  Fort +5, Ref +1, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee lance +5 (1d8+3/×3) or  
  longsword +5 (1d8+3/19–20) or 
  kukri +5 (1d4+3/18–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  STATISTICS
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Alertness, Animal Affinity, Improved Initiative, Rapid Reload
  Skills Handle Animal +5, Intimidate +3, Perception +4, Profession 
  (drover) +5, Ride +1, Sense Motive +3, Survival +5
  Languages Common
  Gear banded mail, buckler, heavy crossbow with 10 bolts, 
  kukri, lance, longsword, light horse (combat trained) with 
  saddle, 1 gp
  HYENA
  This hyena has shaggy, tan-colored fur with black and brown stripes.
  HYENA 
  CR 1
  Pathfinder RPG Bestiary 179
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +3 (1d6+3 plus trip)
  STATISTICS
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6 (+10 in tall grass); Racial 
  Modifiers +4 Stealth in tall grass
  HYENA, DIRE
  This large hyena has a thick head, rheumy red eyes, and a mouth 
  filled with sharp, powerful teeth.
  DIRE HYENA (HYAENODON) 
  CR 3
  Pathfinder RPG Bestiary 179
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 26 (4d8+8)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (2d6+6 plus trip)
  
  BONES OF BITING ANTS
  29
  29
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Skill Focus ( Perception, Stealth)
  Skills Perception +8, Stealth +7 (+11 in tall grass or heavy 
  undergrowth); Racial Modifiers +4 Stealth in tall grass
  SLAVER
  Armed to capture as readily as to kill, this stern warrior exudes an 
  air of menace.
  SLAVER 
  CR 3
  Pathfinder RPG Gamemastery Guide 266
  Human fighter 2/ranger 2
  NE Medium humanoid
  Init +2; Senses Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 30 (4d10+8)
  Fort +8, Ref +5, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +9 (2d4+4/×3) or  
  mwk sap +8 (1d6+3 nonlethal) or  
  spiked gauntlet +7 (1d4+3)
  Ranged bolas +7 (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  Special Attacks favored enemy (humans +2)
  STATISTICS
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 19
  Feat Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise 
  Shot, Step Up, Weapon Focus (bolas), Weapon Focus (guisarme)
  Skills Climb +12, Handle Animal +3, Knowledge (geography) +4, 
  Perception +8, Ride +7, Stealth +9, Survival+8 (+9 to follow 
  tracks), Swim +8
  Languages Common
  SQ track +1, wild empathy +1
  Combat Gear feather token (whip), tanglefoot bags 
  (2); Other Gear mwk studded leather, bolas (3), mwk 
  guisarme, mwk sap, spiked gauntlet, climber’s kit, drow 
  poison (2 doses), manacles
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  APPENDIX 2: INFLUENCE SYSTEM
  The following text is pulled from the Influence Section of 
  Pathfinder RPG Ultimate Intrigue (page 102). It does not include 
  several parts of the subsystem that are not relevant to GMs 
  running this adventure.
  INDIVIDUAL INFLUENCE
  The most common model for social encounters involves a 
  single exchange involving a Bluff, Diplomacy, or Intimidate 
  check. The following influence system serves as a more 
  robust replacement for that basic system. It also encourages 
  the entire party to participate in a social encounter, and can 
  be used in encounters with multiple NPCs. In the individual 
  influence system, participants try to change the targets’ 
  opinions or court favor by succeeding at a variety of checks 
  unique to each individual target. Known as influence checks, 
  these are usually skill checks, though other types of checks 
  may suffice, as an NPC may be especially impressed by other 
  qualities, such as drinking ability or martial prowess.
  In this system, a social encounter is divided into one or 
  more phases. The length of a phase is flexible, and typically 
  lasts 15 minutes to 1 hour—long enough for each PC to 
  perform several minutes’ worth of actions per phase that are 
  unrelated to influence checks (such as investigating a murder 
  scene or surreptitiously defeating an assassin) without 
  forgoing their chances to participate in the social encounter.
  At the beginning of a phase, each PC selects an NPC (for 
  the purposes of this scenario, that NPC is always Stuinvolk). 
  During each phase, a PC can either try to directly influence the 
  NPC via an influence check, or attempt to learn more about 
  that NPC with a discovery check—a check to learn about an 
  NPC that can help with future influence checks during the 
  same social encounter. The kinds of checks required for an 
  influence check or a discovery check, known as influence 
  skills, are unique to each individual. The PCs can learn an 
  NPC’s influence skills through successful discovery checks 
  (see Discovery Checks below); otherwise, they must guess.
  DISCOVERY CHECKS
  Each PC who attempts a discovery check rolls separately, even 
  if multiple PCs attempt to discover information about the 
  same NPC during the same phase. This represents the PCs 
  forming their own separate opinions and analyses.
  At the beginning of the social encounter, each PC can 
  attempt a relevant Knowledge check to recognize particularly 
  prominent NPCs. This skill is listed in the Recognize section 
  of the NPC’s social stat block. If any PC succeeds at this 
  check for an NPC, then all PCs gain a +4 bonus on their 
  discovery checks involving that NPC. Before attempting 
  a discovery check, a PC chooses whether to try to learn the 
  NPC’s strengths, the NPC’s weaknesses, or the skills that can 
  be used to influence him. Each type of discovery check has its 
  own requisite skill and DC. When a PC chooses to attempt a 
  discovery check, the GM should tell the player the possible 
  types of skill checks for each kind of discovery check (though 
  not the DCs), and let her pick which to attempt. If a discovery 
  check relies on a Knowledge skill, it requires observation in 
  the current moment, not static knowledge.
  A PC who succeeds at a discovery check learns one of the 
  skills that can influence the NPC (starting with the skill with 
  the lowest DC), one of his strengths, or one of his weaknesses. 
  For every 5 points by which the PC exceeds the DC, she learns 
  an additional influence skill, strength, or weakness. Thus, a 
  withdrawn but observant character can provide allies with a 
  significant bonus (or help them avoid significant penalties) 
  on future influence checks, making her as important to the 
  group’s success as PCs who prefer the spotlight.
  INFLUENCE CHECKS
  Without a successful discovery check, a PC attempting an 
  influence check must guess what an NPC’s influence skills 
  are. A PC generally gains no benefit or hindrance when using 
  a skill that cannot influence the NPC, though the GM may 
  rule that multiple fumblings annoy the target and impose 
  penalties on future rolls.
  The PCs usually must succeed at more than one influence 
  check to sway an NPC. No matter how many PCs speak to 
  the same NPC, only one check to influence that NPC can be 
  attempted during that phase. Additional checks serve as aid 
  another attempts tied to the principal check. Succeeding at an 
  influence check by a substantial margin provides additional 
  benefits. Succeeding at an influence check by 5 or more 
  counts as succeeding at an influence check and a discovery 
  check (the PC chooses whether to learn one of the skills that 
  influences the NPC, one of the NPC’s strengths, or one of the 
  NPC’s weaknesses after the check is rolled instead of before 
  the check, but the check otherwise functions as a successful 
  discovery check). Succeeding at an influence check by 10 or 
  more allows the PC to choose between gaining the benefit 
  of succeeding at two influence checks or the benefits of an 
  influence check and a discovery check (as if she had succeeded 
  by only 5 or more).
  Each PC who successfully succeeds at a check to influence 
  Stuinvolk Hundrakson during a social encounter improves 
  his mood by one step (hostile to unfriendly, unfriendly to 
  indifferent, indifferent to friendly, and friendly to helpful) 
  while each failed attempt worsens his mood by one step. At 
  the end of any social encounter during which Stuinvolk’s 
  attitude is at least friendly, the party gains 1 Empathy Point, 
  which grants the PCs a +1 bonus on Diplomacy checks per 
  point gained and increases his available rounds of raging 
  song by 2 (up to his normal maximum of 9 rounds.)
  Failing an influence check by a substantial margin makes 
  it harder to influence the target in the future. If a PC fails 
  an influence check by 5 or more, she cannot attempt to 
  influence that NPC using the same skill for the remainder 
  
  BONES OF BITING ANTS
  31
  31
  of that social encounter. A PC who fails an influence check 
  by 10 or more cannot influence that NPC for the rest of the 
  social encounter at all. For example, if the NPC’s influence 
  skills are Diplomacy and Knowledge (arcana), a PC who fails 
  a Diplomacy check against that NPC by 5 or more can still 
  attempt to influence the NPC with Knowledge (arcana). These 
  restrictions also apply to aiding another—a PC who fails by 
  10 or more irritates the NPC to the point that the party can no 
  longer take advantage of her assistance.
  A PC doesn’t necessarily realize whether or not she has 
  succeeded at an influence check unless she succeeds by at 
  least 5, but a character always knows when she has achieved 
  the maximum possible influence over an NPC. Some NPCs 
  might act as if they were being influenced even if they have 
  no intention of listening to the PCs.
  Once the PCs succeed at a certain number of influence 
  checks, they gain sway over that NPC, changing his opinion 
  on an issue, earning a favor, or otherwise gaining some benefit 
  or removing an obstacle.
  BEFORE A SOCIAL EVENT
  If the PCs know which NPCs they need to influence in 
  advance, they can seek out information to assist them in doing 
  so ahead of time, potentially gaining information from the 
  social stat block before the encounter. To represent the results 
  of such preparations, each PC can attempt one Knowledge-
  based discovery check in advance with a –5 penalty. The GM 
  can allow other discovery skills to work, but Sense Motive 
  should never work in advance unless the PC is actively stalking 
  the NPC, which might require additional Disguise or Stealth 
  checks and could lead to negative consequences. If the PCs 
  attempt a discovery check against a particularly prominent 
  NPC in advance, the PCs can attempt the Knowledge check to 
  receive a +4 on the discovery check in advance, as well.
  SOCIAL STAT BLOCK
  For social encounters, GMs should build social stat blocks for 
  important NPCs (a social stat block for Stuinvolk is already 
  included on page 7 of this adventure). Social stat blocks are 
  very flexible, and can include any information relevant to the 
  encounter, though most include the information below.
  Name: The NPCs’ name, alignment, and class. 
  Affiliation: This notes the NPC’s loyalties.
  Secret Identity: Some NPCs have secret identities. There 
  may not be any skill checks that would allow the PCs to detect 
  such a secret identity (in which case no checks are listed), but 
  if the NPC is disguised or the PCs have met this NPC before 
  under another name, the skill check necessary to uncover the 
  truth is listed here.
  Background: This is a brief description of this NPC’s 
  history and how she is relevant to the PCs.
  Recognize: This is the check required to recognize the NPC 
  by reputation or fame.
  Appearance: This is a description of the NPC, including 
  any characteristic features.
  Introduction: This section describes how the NPC 
  introduces herself to the PCs (or perhaps, how a herald or 
  mutual acquaintance introduces them).
  Personality: This is a short description of the NPC’s 
  personality and demeanor or a list of adjectives that describe 
  the NPC’s behavior. The more NPCs are present in a social 
  encounter, the more important it is to make them distinctive 
  so that the players can keep them straight.
  Goals: This is a list of the NPC’s public goals.
  Biases: Some NPCs have biases—subtle attitudes that 
  influence an encounter. For example, an NPC may think 
  favorably of half-orcs and be suspicious of elves. If the NPC’s 
  biases affect a PC, apply a +2 or –2 circumstance modifier on 
  that PC’s influence checks, depending on whether the bias 
  is in the PC’s favor or not. If an NPC is strongly biased for 
  or against a PC, the modifier may be even greater, but such 
  strong biases are readily apparent. PCs can detect a bias with 
  a successful DC 20 Sense Motive check.
  Skills: Only a few of the NPC’s skills are likely to be relevant 
  in a social encounter. Include this abridged list of skills in the 
  NPC’s social stat block.
  Analyze: A PC who succeeds at the listed check learns 
  details about what skills or checks can influence the NPC. 
  Each sentence should contain the information a single 
  successful discovery check reveals.
  Strengths: An NPC may be particularly resistant to certain 
  tactics; such tactics are referred to as that NPC’s strengths. For 
  example, a person with little patience for flattery may think 
  less favorably of someone who showers her with compliments. 
  The skills and DCs required to discover these strengths are 
  listed here. A PC who incorporates an NPC’s strength into an 
  influence check takes a –4 penalty on the check.
  Weaknesses: Most NPCs have at least one weakness. A 
  weakness could be a deep-seated secret or insecurity, or a 
  hobby that the NPC can talk about for days on end. The skills 
  and DCs needed to discover these weaknesses are listed here. 
  For each weakness a PC incorporates into her influence check, 
  she gains a cumulative +2 bonus.
  Influence Checks: The skills and DCs for each influence 
  check are listed here. If a skill isn’t listed, it normally 
  doesn’t work at all, but if a player presents a strong narrative 
  reason why a skill should work, his GM can add it to the 
  list. Diplomacy and Bluff are usually on the list of possible 
  skills. If Diplomacy isn’t on the list of skills, there should be 
  a reason in the NPC’s personality. For example, an NPC who 
  intensely dislikes small talk and only wishes to converse only 
  about arcane theory may not respond to Diplomacy. However, 
  Diplomacy is rarely the best skill with which to influence 
  someone; the DC of Diplomacy checks to influence an NPC 
  is typically higher than the DC when using skills tailored to 
  the NPC’s personality or interests. GMs should keep the PCs’ 
  
  PATHFINDER SOCIETY SCENARIO
  32
  32
  skills in mind when designing a social encounter so each 
  PC has a way to contribute. Not every NPC can necessarily 
  be influenced, in which case discovery checks reveal that the 
  NPC is a lost cause.
  Successes Needed: This lists the number of successful 
  skill checks the PCs need to sway an NPC’s opinion (or 
  improve the NPC’s mood in the case of the interactions 
  presented in this scenario.)
  
  BONES OF BITING ANTS
  33
  33
  
  PATHFINDER SOCIETY SCENARIO
  34
  34
  
  OPEN GAME LICENSE Version 1.0a
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  13. Termination: This License will terminate automatically if You fail to comply 
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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, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #10–02: Bones of Biting Ants © 2018, Paizo 
  Inc.; Author: Sean McGowan.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10–02: 
  Bones of Biting Ants
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  650
  1,625
  —
  1,137
  1,299
  3,249
  —
  2,274
  Out of
  Subtier
  Pathfinder Society Scenario #10–02: 
  Bones of Biting Ants
  ▫ ▫ ▫ ▫ Gremlin’s Token: While Bujune may have inflicted years of torment on poor Stuinvolk, you were able 
  to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your 
  friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you 
  a +2 bonus on saving throws against curse effects for 1 hour. 
  ▫ ▫ ▫ ▫ Mushroom Masher: You repaid Bujune for the years of torment he inflicted on poor Stuinvolk, 
  learning a thing or two about squishing fey and ants in the process. You may check a box next to this boon 
  as a swift action to gain a +2 insight bonus on attack and damage rolls against creatures of the fey or vermin 
  types for 1 minute. 
  ▫ ▫ ▫ ▫ ▫ Ulfen Ally: Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong 
  friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or 
  lower bard spell without paying its purchase price, though you must check a number of the boxes that precede 
  this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but 
  you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from 
  this boon.
  ▫ ▫ Whispers of the Amberhollow: Your exposure to the mysterious amberhollow has imparted a tiny fragment 
  of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits 
  of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.
  Core Campaign
  Subtier 3–4
  Subtier 6–7
  ivory ant construct (acts as a brass spider in the form 
  of an ivory ant; 2,500 gp; Pathfinder RPG Advanced 
  Class Guide 228)
  necklace of fireballs type I (1,650 gp)
  torc of the primal song (6,000 gp; Advanced Class  
  Guide 237)
  wand of endure elements (20 charges; 300 gp, limit 1)
  aspect mask (6,500 gp; Advanced Class Guide 225)
  ivory ant construct (acts as a brass spider in the form of 
  an ivory ant; 2,500 gp; Advanced Class Guide 228)
  necklace of fireballs type III (4,350 gp)
  runestone of power (1st level; 2,000 gp; Advanced Class 
  Guide 234)
  torc of the primal song (6,000 gp; Advanced Class  
  Guide 237)
  wand of endure elements (20 charges; 300 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-02 - Bones of Biting Ants.pdf