TEXT: Frog God 
  Games
  A  new adventure brought to you by 
  Bill Webb of  Necromancer Games.
  A  new adventure brought to you by 
  SF 8
  — Adventure 8: Pains of Scalded Glass —
  By Gary Schotter & Jeff Harkness
  
  2
  Authors
  Gary Schotter & Jeff Harkness
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Char Reed
  Cartography
  Rick Sardinha
  Playtesters
  Aaron Backherms, David Cook, Dustin 
  “Lanky” Cook, Steve Dunn, Dennis “Sobé” 
  Fessel, Isaiah Harbison, Jason Messenger, Mi-
  chael “Gort” Schotter, Daren Schroeder, Justin 
  “Jobless” Taylor, Chris Whitt, Sherri Whitt, 
  Bryan Whitt and Greg “Critical Mass” Wilson.
  This book is dedicated to the memory of 
  Dustin “Lanky” Ray Cook, 1985-2009.
  Special Thanks
  Jeff would like to dedicate this book to Tammy, 
  Kaitlyn and Alyssa. Gary would like to dedicate 
  this work to Christina, Brooklyn, Kaden and 
  Amberlyn. We also want to thank Greg Wilson 
  for his wisdom and advice in solving many 
  dilemmas and game mechanics issues. 
  And a special dedication to the 32 PCs 
  who lost their lives during playtesting.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, Gary Schotter, and Jeff Harkness, Frog God Games. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo and Splinters of Faith are trademarks of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathﬁ nder Roleplaying Game requires the Pathﬁ nder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathﬁ nderRPG for more infor-
  mation on the Pathﬁ nder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  Pathﬁ nder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁ nder Roleplay-
  ing Game and the Pathﬁ nder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathﬁ nder Roleplaying Game Compatibility 
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  compatibility license.
  
  3
  Table of Contents
  Pains of Scalded Glass  ................................................................. p. 4
  Adventure Background  ................................................................ p. 11
  New Monster  ........................................................................... p. 34
  Legal Appendix  ......................................................................... p. 35
  
  4
  PCs journey deep into an abandoned mine to retrieve a special pane 
  of glass. The glass is required to restore a temple’s worship room. But 
  insect worshippers inhabiting the mine have their own agenda — and 
  it doesn’t include interloping PCs. Plus, the mine’s deep denizens are 
  pushing upward to reclaim their home. The adventure is designed for 
  characters of 8th to 12th level. 
  The land drops away into a 50-foot-deep, massive crater scarred by 
  an active geyser ﬁ eld. Steaming water erupts upward from hundreds of 
  openings scattered inside the volcanic caldera. A town sits perched on 
  the edge of the cliff, some of the buildings no more than half a structure 
  – the other half having fallen into the crater many years ago.
   Sitting in the middle of the dangerous geysers, a delicate looking 
  lotus-blossom shaped building rises into the air. Seven teardrop pools 
  ﬁ lled with bubbling water surround the structure. The stone walls of 
  the temple are blasted and burned, pocked with pellet-sized holes.
  A blast of superheated water erupts upward – straight from 
  between the petal-like eves of the ﬂ owering roof. The geyser hangs 
  like a cloud above the temple, then the water droplets fall in a hot 
  rain over the temple’s grounds. Even from the crater’s lip, the geyser 
  is spectacular, a natural wonder to behold.
  The Lady of the
  Searing Waters
  Location: Seismically active ground (mountainous).
  Nickname: The Holy Water Spout, The Steam Maiden
  Deity: Ninevah, Lady of Miasma; goddess of Water, Volcanoes
  Worship Domains: Water, Fire, Earth
  Leader: Chihule Evás the Scalded (NG male human Clr12)
  Servants: 25 initiates (Clr2); 10 water-minders (Clr6); 6 under-
  priests (Clr9-11).
  Dress: Priests wear woolen robes dyed a dark gray, with wispy 
  lengths of blue and white silk draped atop it. 
  Unique characteristic: The Lady of the Searing Waters is built upon 
  an active geyser, which erupts regularly through a special funnel 
  By Gary Schotter & Jeff Harkness
  — Adventure 8: Pains of Scalded Glass —
  pushing upward to reclaim their home. The adventure is designed for 
  – the other half having fallen into the crater many years ago.
  ﬁ lled with bubbling water surround the structure. The stone walls of 
  
  5
  built through the center of the temple’s worship room.         
  Temple Background
  The Lady of the Searing Waters sits in the middle of a one-mile 
  wide volcanic caldera, with the village of Doan sitting on the rim of 
  the cliff overlooking it. A safe road to the temple allows visitors to 
  worship or watch the geysers erupt.
  The temple is a new construction, built ﬁ ve years ago after a 
  massive volcanic eruption immolated the temple and part of the 
  village of Doan where the corrupt priests caroused. Rumors say the 
  fallen priests had pushed the goddess Ninevah too far — and she 
  destroyed them for it. The rest of the village was untouched, despite 
  the force that collapsed the land in a massive volcanic caldera. Many 
  buildings in Doan crumbled when the land fell away beneath them.
  The new temple is built in the caldera’s center, where the surviving 
  priests toiled for long hours to appease Ninevah after their order’s 
  dalliances. The temple is built from the crushed and broken ruins of 
  the destroyed village and pieces of the former temple, but despite 
  this burned and battered construction material, the sanctuary is a 
  magniﬁ cent creation, rising into a towering lotus blossum in the 
  middle of the geyser ﬁ eld.
  Area A: 
  The Lady of the Searing Waters
  The Lady of the Searing Waters is a lotus blossom-shaped temple 
  with many gutters hidden in its ornate rooﬂ ine. The building is built 
  around a central column that allows the geyser’s spume to erupt out 
  of the apex of the temple where the roof “petals” converge. The 
  gutters capture the water and then redirect it into pipes to provide hot 
  Adventure 8: Pains of Scalded Glass
  wide volcanic caldera, with the village of Doan sitting on the rim of 
  dalliances. The temple is built from the crushed and broken ruins of 
  How to Use This Adventure
  This adventure is part of the Splinters of Faith campaign, 
  which leads PCs to restore a broken scepter and destroy a 
  reawakened death-priest named Akruel Rathamon. The ﬁ rst 
  nine adventures require PCs to obtain a ritual to restore the 
  relic. The ﬁ nal adventure ﬁ nds the PCs and the reformed 
  scepter facing off against the death-priest on his home turf. 
  (For more information on the overall campaign, see Splinters 
  of Faith 1: It Started with a Chicken …) 
  At this point in the campaign, the relic – called the Scepter 
  of Faiths – is equivalent to a +3 adamantine masterwork 
  heavy mace with the undead bane ability, with the ability to 
  cast bless, magic circle versus evil and cure serious wounds 3 
  times each per day. It also has deathwatch and detect undead 
  (30-ft. radius) and is able to locate creature (the death-priest 
  Akruel) with no range limits as long as the wielder and 
  Akruel are on the same plane.
  If you don’t want to run the full campaign, don’t worry. 
  This adventure is complete on its own. Each adventure in 
  the campaign follows a similar setup where the PCs visit a 
  good temple, then are recruited/hired/asked to take part in 
  an adventure before receiving the blessing they seek. The 
  PCs must then travel to an “evil” temple to complete their 
  mission. 
  If you plan to run the adventure without the others that 
  precede it, you’ll need to devise a way to get the PCs started. 
  Since each adventure starts with a “good” temple, this could 
  be as simple as having the temple elders request aid against 
  the “evil” temple. Of course, the promise of gold, magic and 
  the thrill of adventure also might not hurt.
  
  6
  Adventure 8: Pains of Scalded Glass
  water to the temple priests.
  Chihule Evás the Scalded (NG male human Clr12) leads the 
  priests and watches every eruption personally. At night, he sleeps in 
  a bedchamber on the second ﬂ oor where a spyhole lets him hear the 
  eruptions even as he slumbers.
  The temple is a testament to Ninevah, Lady of Miasma. Many 
  workers died in the scalding steam while building the central glass 
  viewing area. Evás is one of the few remaining priests who actually 
  helped build the temple. His body’s many scars show the pain he 
  suffered for his goddess during the construction of the holy site. He 
  wears an eye patch over his left eye; he lost the orb when a blast of 
  scalding steam caught him in the face.
  Area A1: The Entries
  Steam-scoured mahogany panels line these seven entryways. The 
  priests placed these heavy planks atop the geyser during eruptions 
  to direct some of the scalding water away from the builders. The 
  boards were later collected to decorate the temple walls. The priests 
  were amazed to ﬁ nd that each steam-and-water blasted plank showed 
  beautiful scenes of Ninevah blessing her priests, healing the sick or 
  standing amid the geysers. 
  A greeter (male human Clr4) waits on visitors.
  Area A2: Viewing Room
  Floor-to-ceiling panes of dark glass stand in the center of this 
  worship chamber. Each pane is 10 feet wide and stands more than 
  20 feet tall, and is pushed against another to form an octagon around 
  the geyser’s upward blast. The glass is warm to the touch and steams 
  after each eruption. The geyser erupts 12 times per day, once every 
  two hours.
  The priests who rebuilt the temple discovered these glass panes 
  in the nearby Mines of Honn. Chihule Evás found by accident that 
  the panes perfectly contained the scalding waters, but still allowed 
  someone to see the steaming eruption through the dark glass. 
  Arranged around the central glass are rows of low wooden benches. 
  Visitors line these seats during the eruptions to get a ﬁ rsthand view 
  of nature’s fury in action. During a yearly festival, special guests 
  are invited to witness the eruptions and participate in daylong 
  prayers. Chihule always starts the festival with an opening prayer 
  that culminates with the day’s ﬁ rst eruption. The ﬂ oor vibrates as the 
  priest intones Ninevah’s blessings and the geyser gathers strength 
  below the worshippers. The room can hold up just over 100 visitors, 
  although this packs them shoulder to shoulder in the worship 
  chamber. Not too many travel to the temple to witness the eruptions 
  these days, however, so it is mainly priests who attend. 
  The plumes of boiling water burst through the central glass 
  chamber, then passes through an opening in the roof. It rises an 
  additional 50 feet above the temple’s roof in a blossoming spray. The 
  falling water sluices into interior pipes where it feeds the temple’s 
  needs and drains into seven shallow pools surrounding the building. 
  Area A3: Kitchen
  Numerous pipes bring water from outside troughs into the kitchen. 
  The priests take turns cooking meals, and the heated water greatly 
  speeds up the process. The menu consists of lots of steamed 
  vegetables, boiled potatoes and hot teas.
  Derskin Millitus (LG human male Pal12), a former Shield Basilica 
  commander, oversees the dining hall. Millitus provides bountiful 
  meals for the faithful and all who come to witness the eruptions. 
  Millitus is an imposing ﬁ gure, despite getting on in years, with rings 
  of scars down his arms from years battling the gnoll presence in the 
  Kanderi Desert (See Splinters of Faith 7: The Heir of Sin for more 
  on the Shield Basilica).
  Area A4: Dining Hall
  The priests take their meals here, seated at a massive scarred plank 
  that serves as a table. The top of the table shows the myriad details 
  of Ninevah’s life and expectations of her priests. Low stone benches 
  pocked by geyser blasts provide seating.
  Area A5: The Baths
  Pipes converge in two water chambers where priests bathe and 
  relax. The rooms are steamy, and the water always hot, bordering 
  on scalding. Separate rooms are maintained for men and women. 
  The temple occasionally allows visitors to bathe, provided they 
  are respectful of the blessed water during their bath. Water drains 
  through grates, where it runs back into the geyser to be “cleansed” 
  during the next eruption.
  Area A6: Upper Access
  Two steep staircases in these otherwise empty chambers allow the 
  priests to climb to their bed lofts on the second ﬂ oor.
  Area A7: Relics of Ninevah
  The priests store holy trinkets found in the geyser ﬁ eld in this 
  chamber. The “icons” — blast-polished rocks, precious stones and 
  assorted oddly shaped objects — are kept on shelves ﬁ lling the 
  chamber. 
  Area A8: The Loft, Inner Ring
  Temple priests sleep closer to the center of the temple, in large 
  rooms with viewing panels that let them look out over the geyser. 
  The priests (male human Clr5-9) direct daily temple ceremonies and 
  are required to attend at least one eruption service each day. The 
  ceilings of the sleeping rooms are made of frosted glass so they may 
  look up into the myriad “blossoms” of the roof and contemplate the 
  messages written in the geyser’s billowing steam.
  Area A9: The Loft, Outer Ring
  Initiates sleep in this massive communal loft. The younger priests 
  sleep closer to the edges and must crouch to get to their beds under 
  the sloping roof. Visitors sleeping in the loft can listen to the water 
  running down the roof tiles after each eruption. 
  Area A10: Stairs
  These steep stairs drop into Area A6 on the ﬁ rst ﬂ oor. The stairs are 
  pulled up to seal the upper loft when the priests sleep.
  Area B: The Sinkhole 
  The caldera sinkhole is a 50-foot drop from the forest plateau 
  to a seismically active ﬁ eld of geysers. The land dropped after a 
  “supervolcano” eruption that destroyed the original temple and half 
  of Doan. Instead of a normal cone-shaped volcano pushing through 
  the earth, magma built under a one-mile-wide expanse, then exploded 
  upward along natural fault lines. When the magma expended itself, 
  the land dropped into the crater, forming the caldera. Doan barely 
  survived; the former temple didn’t.
  priests and watches every eruption personally. At night, he sleeps in 
  Area A1: The Entries
  priests placed these heavy planks atop the geyser during eruptions 
  boards were later collected to decorate the temple walls. The priests 
  beautiful scenes of Ninevah blessing her priests, healing the sick or 
  Area A2: Viewing Room
  prayers. Chihule always starts the festival with an opening prayer 
  priest intones Ninevah’s blessings and the geyser gathers strength 
  below the worshippers. The room can hold up just over 100 visitors, 
  Area A3: Kitchen
  
  Adventure 8: Pains of Scalded Glass
  7
  Since the eruption, Doan has become little more than a forest 
  outpost overlooking the temple’s volcanic grounds. Stunted, sickly 
  pines surround the sinkhole for a quarter mile, the trees suffering 
  from the heavy sulfur and mineral concentrations dredged up by 
  the geysers. Farther out from the sinkhole, the trees take on a more 
  natural appearance.
  Geysers erupt throughout the sinkhole, each plainly visible as a 
  ﬁ ve- to 10-foot-wide hole in the ground. The ground rumbles and 
  shakes two rounds before an eruption. Anyone within 50 feet of an 
  exploding geyser suffers 10d6 points of damage from the steam and 
  boiling water. Anyone within 100 feet suffers 1d6 points of splash 
  damage. Eruptions last two to ﬁ ve rounds. The priests maintain a safe 
  road through the geyser ﬁ eld to avoid being injured. 
  Area C: The Stone Stairs
  A stone staircase descends 50 feet from the upper rim of the 
  sinkhole to the geyser-ﬁ lled base of the caldera. The priests and 
  Doan’s villagers built the stairs from cracked paving stones and 
  broken foundations left over from Doan’s fall into the caldera.
  Area D: The Safe Road
  The Safe Road winds through the geyser ﬁ eld, its edges marked 
  by 10-foot-tall poles. At night, initiates light candles placed in 
  holders atop the poles to mark the path. Anyone staying within the 
  Safe Road’s boundaries is safe from the spray of erupting geysers, 
  although they may feel droplets of the blessed water strike them 
  when the wind is up. 
  Area E: Village of Doan
  Doan’s remaining structures sit in a half circle at the edge of 
  the sinkhole. Half the town tumbled into the depression when the 
  volcano erupted and collapsed, leaving the other half on the cliff face 
  overlooking the geyser ﬁ eld. A wooden palisade forms a half-circle 
  around the village, although there’s little that threatens the meager 
  town. 
  Doan (village): Conventional; AL NG; 200-gp limit; Assets 8,000 
  gp; Population 800; human 80%, half elf 15%, halﬂ ing 3%, elf 2%.
  Authority ﬁ gure: Greda Piltar (CN female human Ftr8, mayor). 
  Important characters: Simonis (female half-elf Sor9, educator); 
  Karrisa (human female Rog8/Sor2, tavern proprietor); Ethanie 
  (female human Rgr6, guide).
  Area E1: Ninevah’s Statue
  A statue of the goddess Ninevah stands in the center of what’s left 
  of Doan. The statue is composed of mercury, and ﬂ ows and changes 
  its shape throughout the day. The most common form shows Ninevah 
  standing atop a spur of rock, surrounded by an ever-changing cloud 
  of steam and spraying water. A mysterious traveler arrived shortly 
  after the caldera collapsed and “carved” the statue from a deposit 
  of mercury seeping from the ground. The village adopted the statue 
  after the artist vanished.
  Doan’s remaining structures sit in a half circle at the edge of 
  around the village, although there’s little that threatens the meager 
  A statue of the goddess Ninevah stands in the center of what’s left 
  standing atop a spur of rock, surrounded by an ever-changing cloud 
  after the caldera collapsed and “carved” the statue from a deposit 
  
  8
  Area E2: The Common House
  This hall was a warehouse. When the main inn fell into the sinkhole, 
  the remaining villagers turned the building into a community center 
  for dining, storytelling and gatherings. Wooden tables comfortably 
  seat 70 people. A kitchen provides food and drink. A large ﬁ replace 
  awkwardly built along the far end provides heat.
  Jonus (human male Com2) cooks and care for customers. His 
  daughter, Jayme (human female Exp3) serves, but really is the 
  brains behind maintaining the aging facility. 
  Area E3: Mayor’s House
  Mayor Greda Piltar (human female Ftr8) is a retired adventurer 
  who found her calling running the shrinking town. She inherited the 
  job after the former mayor died when his home collapsed. Greda’s 
  home nearly fell into the pit, but somehow survived with one wing 
  hanging precariously over the edge. She has since propped up the 
  room with heavy oaken timbers hammered into the side of the cliff.
  Greda is a tough woman who was raised in the wilderness and 
  taught to ﬁ ght by her father. She dislikes people trying to “pull one 
  over on her” and likes to threaten to throw “cheats and sneak-thieves” 
  into the sinkhole. Greda has wide shoulders and short-cropped brown 
  hair. She looks more than capable of tossing people bodily over the 
  ledge if provoked.
  Area E4: Trader Gus
  This dilapidated building is the town’s trading post. Old Man Gus
  (human male Exp5, trader) trades and sells most normal items. He 
  has a keen eye and likes to haggle, starting his sales 1 1/2 times above 
  normal prices. Gus is eager for tales of the road, and often makes 
  deals for private storytelling sessions from adventurers passing 
  through.
  Area E5: The Traitors (CR 12)
  Unbeknownst to the villagers, two worshippers of the insect lord 
  Rachiss live in this house. They serve as the eyes and ears for the 
  Pillar of Vermin temple to Rachiss deep within the Mines of Honn. 
  The pair single out bums, the homeless and other travelers to be taken 
  to labor in the Pillar to create armor for the vermin priests. Ilban and 
  Ethea pose as husband and wife, but actually despise one another. 
  They are good at their mission, however, and make sure to space 
  their kidnappings apart and to only take the truly down-on-their-luck 
  few who won’t be missed. They often kidnap travelers, though, so 
  as not to draw undue attention to themselves if villagers go missing.
  ILBAN  
  CR 9
  XP 6,400
  NE Medium humanoid
  Male human druid 10
  Init +2; Perception +16
  AC 25, touch 15, ﬂ at-footed 22 (+8 armor, +2 Dex, +2 natural, +2 
  deﬂ ection, +1 Dodge)
  hp 72 (8d8 + 10)
  Fort +8, Ref +5, Will +10
  Immune venom
  Speed 35 ft.
  Melee masterwork sickle +11/+6 (1d6+3) 
  Special Attacks spontaneous casting [summon nature’s ally (ver-
  min)]
  Domain Spell-like Abilities (CL 10):
  speak with animal (vermin) 13 rounds /day
  Spells Prepared (CL 10th):
  5th–beast shape IIID, insect plague, stone skin
  4th–ﬂ ame strike (DC 17), giant vermin, rusting grasp, summon 
  nature’s ally IVD (vermin only)
  3rd–dominate animalD, greater magic fang, poison (DC 16), protec-
  tion from energy, sleet storm
  2nd–bear’s endurance, bull’s strength, chill metal (DC 15), ﬂ aming 
  sphere, hold animalD, soften earth and stone
  1st–calm animalD, endure elements, faerie ﬁ re, jump, longstrider, 
  produce ﬂ ame
  0 (at will)–know direction, light, resistance, stabilize
  D domain spell; Domain animal (vermin)
  Str 17, Dex 14, Con 13, Int 8, Wis 17, Cha 16
  Base Atk +7; CMB +10; CMD 22
  Feats Augment Summoning, Dodge, Eschew Materials, Fleet, 
  Natural Spell, Spell Focus (conjuration)
  Area E2: The Common House
  brains behind maintaining the aging facility. 
  Area E3: Mayor’s House
  job after the former mayor died when his home collapsed. Greda’s 
  Area E4: Trader Gus
  Area E5: The Traitors (CR 12)
  Adventure 8: Pains of Scalded Glass
  New Deity: Ninevah
  Lady of Miasma, Goddess of Elements
  Alignment: Chaotic Good and Chaotic Neutral
  Domains: Fire, Earth, Water, Air
  Typical Worshippers: Humans, druids 
  Favored Weapons: Pick or spear
  Ninevah is the goddess of elemental forces and usually 
  associated with natural anomalies and disasters. She is the 
  sustainer of life and characteristically appears as a semi-
  corporeal female composed of mist. Ninevah is peculiar 
  in that she is most widely known as a goddess of ﬁ re, but 
  typically represented by boiling water and steam. She is 
  generally regarded as good, but her chaotic and random acts 
  make her unreliable. 
  Temples to her are found around springs, geysers and in 
  seismically active terrains. Her symbol is that of a tear-
  shaped drop of billowing clouds. Her priests normally wear 
  colors of red, blue, white and brown, with red reserved for 
  high priests.
  New Deity: Rachiss
  Mogul of Parasites, Father Host 
  Alignment: NE
  Domains: Evil, Animal
  Typical Worshippers: Evil druids 
  Favored Weapons: Scimitar, short spear
  Few deities are lower in power and stature than the 
  loathsome Rachiss, the deity of plagues and parasites. 
  Feeding on the sweat and blood of others is the sustenance of 
  Rachiss and his sparse followers. Those who follow Rachiss 
  are opportunists who go to any lengths to achieve their 
  insatiable goals. The god often appears as a huge, bloated 
  leech with human-like features. Two massive arms protrude 
  from the sides of the slug-like torso. Four ﬁ ngers on each 
  hand end in toothy sucking oriﬁ ces. 
  Rachiss grants his druids powers over vermin and other 
  invertebrates. His druids gain vermin companions and the 
  ability to shape change into one vermin chosen at the time 
  they begin serving him. They cannot cast spells with the Plant 
  descriptor. 
  Rachiss’ unholy symbol is a black silhouette of a mosquito.
  
  9
  Adventure 8: Pains of Scalded Glass
  Skills Fly +15, Handle Animal (vermin) +16, Perception +16, 
  Survival +16
  Languages Common, Druidic
  SQ nature bond (domain), nature sense, orisons, resist nature’s lure, 
  trackless step, venom immunity, wild empathy, wild shape (4/day), 
  woodland stride
  Combat Gear: masterwork sickle, chitin half plate armor (+5), 
  heavy insect-carapace shield (+2), ring of mind shielding, ring of 
  protection +2, amulet of natural armor +2
  Description: Ilban is strikingly handsome and conﬁ dent. He 
  resents this assignment and detests Ethea and her crude manners. 
  Ilban prides himself on his appearance. He is served by a trained 
  ankheg.
  ILBAN (MANTIS FORM)  
  CR 9
  XP 6,400
  NE Huge augmented humanoid (praying mantis)
  Male human druid 10
  Init +2; Senses darkvison 60ft.; Perception +16
  AC 19, touch 11, ﬂ at-footed 16 (+2 deﬂ ection, +1 Dodge, +8 
  natural, -2 size)
  hp 72 (8d8 + 10)
  Fort +8, Ref +3, Will +10
  Immune venom
  Speed 35 ft., climb 95ft., ﬂ y 90ft.
  Melee 2 claws +11 (1d8+6 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks lunge, mandibles, sudden strike spontaneous 
  casting [summon nature’s ally (vermin)]
  Domain Spell-like Abilities (CL 10):
  speak with animal (vermin) 13 rounds /day
   Spells Prepared (CL 10th):
  5th–beast shape IIID, insect plague, stone skin
  4th–ﬂ ame strike (DC 17), giant vermin, rusting grasp, summon 
  nature’s ally IVD (vermin only)
  3rd–dominate animalD, greater magic fang, poison (DC 16), 
  protection from energy, sleet storm
  2nd–bear’s endurance, bull’s strength, chill metal (DC 15), ﬂ aming 
  sphere, hold animalD, soften earth and stone
  1st–calm animalD, endure elements, faerie ﬁ re, jump, longstrider, 
  produce ﬂ ame
  0 (at will)–know direction, light, resistance, stabilize
  D domain spell; Domain animal (vermin)
   
  Str 23, Dex 10, Con 13, Int 8, Wis 17, Cha 16
  Base Atk +7; CMB +15 (+19 grapple); CMD 25 (29 vs. trip)
  Feats Augment Summoning, Dodge, Eschew Materials, Fleet, 
  Natural Spell, Spell Focus (conjuration)
  Skills Fly +11, Handle Animal (vermin) +16, Perception +16, 
  Survival +16
  Languages Common, Druidic
  SQ nature bond (domain), nature sense, orisons, resist nature’s lure, 
  trackless step, venom immunity, wild empathy, wild shape (4/day), 
  woodland stride
  Combat Gear: masterwork sickle, chitin half plate armor (+6), 
  heavy insect-carapace shield (+2), ring of mind shielding, ring of 
  protection +2, amulet of natural armor +2
   
  Lunge (Ex) Ilban’s limbs are capable of reaching much farther 
  than normal for a creature of his size. As a full attack action, he 
  can make a single attack with his claws at double the normal reach. 
  When he attacks with a claw in this manner, he gains a +4 bonus 
  on his attack roll. He cannot make attacks of opportunity with his 
  lunge.
  Mandibles (Ex) When Ilban grabs a foe, he can make a bite attack 
  against that foe as a secondary attack. The bite has a +6 attack that 
  inﬂ icts 2d6+3 points of damage on a hit.
  Sudden Strike (Ex) As a giant mantis, he is particularly adept 
  at moving quickly when his foes are surprised. During a surprise 
  round, Ilban may act as if he had a full round to act, rather than just 
  one standard action.
  TRAINED ANKHEG  
  CR3
  XP 800
  hp: 42 (Pathﬁ nder Roleplaying game Bestiary “Ankheg”)
  The ankheg remains in a burrow below the house that the druids 
  live in within Doan. The broken land under the village allows it 
  ample space to move around without being noticed.  
  ETHEA  
  CR 10
  XP 6,400
  NE Medium humanoid
  Female human druid 6/ﬁ ghter 5
  Init +1; Perception +11
  AC 22, touch 13, ﬂ at-footed 21 (+9 armor, +1 Dex, +2 deﬂ ection)
  hp 67 (6d8 + 6 plus 5d10+ 5)
  Fort +6, Ref +3, Will +7
  Speed 30 ft.
  Melee +3 scythe +18/+13 (2d4+12/19-20) 
  Special Attacks spontaneous casting [summon nature’s ally 
  (vermin)]
  Spells Prepared (CL 6th):
  3rd–greater magic fang, poison
  2nd–barkskin, bear’s endurance, bull’s strength, cat’s grace
  1st–cure light wounds, jump, longstrider, obscuring mist
  0 (at will)–detect magic, light, resistance, virtue
  Str 19, Dex 12, Con 12, Int 11, Wis 15, Cha 10
  Base Atk +9; CMB +13; CMD 24
  Feats Augment Summoning, Cleave, Great Cleave, Dodge, 
  Improved Critical (scythe), Natural Spell, Power Attack, Spell 
  Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon 
  Specialization (scythe)
  Skills Climb +13, Fly +10, Handle Animal (vermin) +14, 
  Perception +11, Survival +16
  Languages Common, Druidic
  SQ armor training 1, bravery +2, nature bond, nature sense, orisons, 
  resist nature’s lure, trackless step, weapon training 1 (blades), wild 
  empathy, wild shape (2/day), woodland stride
  Combat Gear: +3 scythe, +2 chitin full plate armor (+9), ring of 
  protection +1
  Description: This large woman constantly scowls. She persistently 
  badgers and belittles Ilban and anyone else crossing her path. She is 
  gruff and robust with an attitude and voice resembling a seasoned 
  sailor. Ethea’s vermin companion died during an unfortunate geyser 
  eruption — which she still blames on Ilban.
  ETHEA (SCORPION FORM)  
  CR 10
  XP 6,400
  NE Large augmented humanoid (scorpion)
  Female human druid 6/ﬁ ghter 5
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +15
  AC 22, touch 11, ﬂ at-footed 22 (+7 armor, +4 natural, +2 
  deﬂ ection, -1 size)
  hp 67 (6d8 + 6 plus 5d10+ 5)
  Fort +6, Ref +2, Will +7
  Speed 50 ft.
  Melee 2 claws +15 (1d6+6 plus grab), sting +15 (1d6+6 plus 
  poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+6)
  Special Attacks spontaneous casting [summon nature’s ally 
  (vermin)]
  
  10
  Adventure 8: Pains of Scalded Glass
  Spells Prepared (CL 6th):
  3rd–greater magic fang, poison
  2nd–barkskin, bear’s endurance, bull’s strength, cat’s grace
  1st–cure light wounds, jump, longstrider, obscuring mist
  0 (at will)–detect magic, light, resistance, virtue
   
  Str 23, Dex 10, Con 12, Int 11, Wis 15, Cha 10
  Base Atk +9; CMB +16 (+28 grapple); CMD 26 (38 vs. trip)
  Feats Augment Summoning, Cleave, Great Cleave, Dodge, 
  Improved Critical (scythe), Natural Spell, Power Attack, Spell 
  Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon 
  Specialization (scythe)
  Skills Climb +17, Fly +9, Handle Animal (vermin) +14, Perception 
  +15, Stealth +0, Survival +16 Racial Modiﬁ ers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Common, Druidic
  SQ armor training 1, bravery +2, nature bond, nature sense, orisons, 
  resist nature’s lure, trackless step, weapon training 1 (blades), wild 
  empathy, wild shape (2/day), woodland stride
  Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 
  6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Area E6: Common Houses
  Villagers live in single-story wooden dwellings. The buildings are 
  small, with a couple of bedrooms and a living area around a ﬁ replace. 
  Most are in poor shape.
  Area E7: Abandoned Houses
  When the land fell away, a number of buildings collapsed into the 
  sinkhole, leaving some with just half-rooms. Other houses have been 
  cut completely in half, the remaining portion sitting atop the sinkhole 
  ledge. The structures are abandoned, although an occasional rat or 
  stray dog can be found within.
  Area E8: Rubble and Ruin
  Rotten wood, stone foundations and splintered beams lie in heaps 
  at the base of the cliff. Doan’s villagers scavenge the debris to make 
  repairs on their surviving homes. Very little can be found in the 
  mounds. The wood is unusable after sitting out for nearly six years, 
  and has the consistency of stone.
  The Druids of Rachiss
  The druids of Rachiss are evil men and women who worship 
  the loathsome Mogul of Parasites and the blight the insect 
  god brings to the earth. Rachiss appears as a huge, bloated 
  leech with human-like features. He has two massive arms 
  that protrude from the sides of the slug torso.
  Granted power: Druids of Rachiss cast spells with the 
  animal descriptor against vermin with the same results. Mind-
  affecting effects and spells cast by a Druid of Rachiss work 
  normally against vermin usually immune to these effects. 
  However, vermin are still mindless; they just act favorably 
  toward the druid, whom they see as one of their own kind. 
  Spells such as speak with animals simply reveal a vermin’s 
  attitude (aggression, fear, hunger, etc. …). Furthermore, a 
  Druid of Rachiss’ wild shape ability allows the druid only to 
  take the form of one Medium or Small vermin. Once chosen, 
  the Druid of Rachiss may change his selection only once a 
  new size category is attained. The druid gains the ability to 
  take the shape of a Large vermin at 6th level, a Tiny vermin 
  at 7th level, Huge at 10th, Gargantuan at 14th, and Colossal 
  at 18th. A druid can use this ability an additional time per day 
  at 6th, 7th, 10th, 14th and 18th level. In addition, this wild 
  shape ability grants the abilities and powers of the vermin 
  chosen (i.e. tremorsense, poison, movement etc. …)
  Druids of Rachiss cannot cast spells with the plant 
  descriptor.
  Chitin armor: Druids of Rachiss typically wear armor 
  made from the carapaces of giant insects. While wearable by 
  druids, the armor does not protect as well as metal. Chitin 
  armor (not shields) always provides an armor bonus of 2 less 
  than metal armor of the same type, but otherwise replicates 
  metal armor’s penalty checks and arcane spell failure. For 
  example, full chitin plate offers an AC bonus of +7, but has 
  the same -6 armor check penalty and 35% change of arcane 
  spell failure.
  Any single attack of 25 or more points of damage completely 
  ruins the armor.
  SUMMON NATURE’S ALLY (RACHISS)
  Druids of Rachiss cast altered summon nature’s ally spells. 
  Rachiss has warped these creatures to serve his worshippers’ 
  needs. These spells summon giant vermin and other 
  arthropods instead of animals as follows:
  1st level: giant ﬁ re beetle; monstrous centipede (small); 
  monstrous scorpion (tiny); monstrous spider (tiny); stirge.
  2nd level: giant ant (soldier); giant bee; giant bombardier 
  beetle; monstrous centipede (huge); monstrous spider (large).
  3rd level: giant ant (queen); giant praying mantis; giant 
  wasp; locust swarm; monstrous scorpion (large); rust monster.
  4th level: ankheg; centipede swarm; giant stag beetle; giant 
  bee (ﬁ endish).
  5th level: giant praying mantis (half-ﬁ end); phase spider; 
  spider eater; monstrous spider (huge).
  6th level: ankheg (half-ﬁ end); giant stag beetle (half-ﬁ end); 
  monstrous centipede (gargantuan); rust monster (half-ﬁ end).
  7th level: chuul; monstrous scorpion (huge); monstrous 
  spider (gargantuan); phase spider (half-ﬁ end); remorhaz
  8th level: chuul ttean (See New Monsters Appendix); hell 
  wasp swarm; monstrous centipede (ﬁ endish, gargantuan)
  9th level: chuul ttean (half-ﬁ end); frost worm; purple 
  worm; remorhaz (half-ﬁ end).
  
  11
  The Mines of Honn have a long history of misery and pain, from 
  its early days when miners broke through its granite walls to delve 
  its dark depths, to the recent visits by the priests of Ninevah who 
  suffered its stale air to bring forth the great panes of black glass to 
  rebuild their holy temple. For more than 100 years, the mines broke 
  the backs and sapped the wills of the strongest men and dwarves.
  When Ninevah’s priests ﬁ nally closed the mines for good, many 
  who’d survived the deep pits and stiﬂ ing tunnels thought their 
  nightmares had been put to rest.
  None realized the horrors that would soon infest the shuttered 
  mines.
  The latest “owners” of the ill-fated mines are a small sect of druid 
  worshippers who venerate the loathsome parasite god Rachiss. Their 
  leader, Phyllox, is intent on establishing an insect shrine to the 
  Father Host within the deep mine on a natural stone column. Phyllox 
  considers this column a holy site to Rachiss since it naturally bears 
  myriad carvings of horrid insects. He claims visions sent from his 
  god led him to the mines, and considers it his destiny to establish the 
  vermin lord’s dark temple.
  But the remote locale of the mines is working against Phyllox’s 
  grand schemes. A lack of followers is further slowing his vision.
  To that end, Phyllox sent two agents to Doan to gain potential 
  converts if possible or to kidnap laborers if necessary. Phyllox uses 
  these abductees as “volunteer acolytes” if they willingly convert to 
  Rachiss or as slaves tasked with expanding the Pillar of Vermin if 
  they don’t. Phyllox eventually plans to march on Doan to enslave 
  the city and force the populace into the mines to ﬁ nish the temple. 
  Phyllox also lured a band of bugbears into the mines from their 
  mountain caves, promising them riches if they helped him.
  The temple was beginning to take shape when Phyllox’s workers 
  ran afoul of the long-time denizens of the deep mines. A group of 
  aboleths felt Phyllox was intruding on their domain and fought back, 
  killing several druids before the druids were forced to retreat.
  Phyllox knew his small band couldn’t stand against the aboleths, so 
  he summoned aid in the form of a derghodaemon named Ssaracclak. 
  Phyllox thought he was getting an unstoppable weapon to use against 
  the aboleths. What he got was a fugitive on the run from a life of 
  drudgery and a powerful demon lord who didn’t like losing his 
  property.
  Shortly after Ssaracclak arrived, the furious demon lord retaliated, 
  sending a retriever into the mines to bring back his property. Now, 
  the derghodaemon is on the run, trying to stay two steps ahead of 
  the deadly retriever. The running battles through the mines between 
  the derghodaemon and the retriever was the ﬁ nal straw for the 
  frustrated bugbears, who rebelled after Phyllox ordered them to stop 
  the retriever.
  In the chaos, the aboleths made their move, pushing upward from the 
  deep mines to expand their territory. Now, Phyllox is facing trouble 
  on many fronts: a retriever wandering the mines, a derghodaemon 
  that refuses to return to the lower planes but also refuses to ﬁ ght, a 
  bugbear rebellion and an aboleth invasion. 
  Phyllox’s dream of a grand temple to Rachiss is quickly falling 
  apart.
  And the danger to the shrine isn’t over: The damage caused by 
  Ssaracclak and the retriever was extensive, especially near the Pillar 
  of Vermin. Even worse, the retriever hasn’t given up and is still intent 
  on capturing its prey. It has been sealed away in the mines, but is 
  already taking steps to get to the derghodaemon. Phyllox fears what 
  might happen if the pair again face off in the mine.
  All of Phyllox’s plans are on hold until these new threats are dealt 
  with.  PCs will be walking into an abandoned mine ﬁ lled with these 
  warring factions.
  Chaos at the Temple (CR 13)
  An impurity in a glass pane holding back the geyser’s steaming 
  waters recently broke during morning worship, splashing the priests 
  with burning water. Many died as the surge of superheated water 
  engulfed them, while others were horribly burned. Doan’s villagers 
  rescued the survivors but many more priests died writhing in pain 
  from their third-degree burns. Mysteriously, some of the priests who 
  suffered only minor burns also died unexplainably after being pulled 
  from the worship chamber. Villagers whisper that Ninevah must be 
  punishing the priests again, just like the eruption that destroyed the 
  temple in the past. 
  The villagers are completely off base this time, however.
  Actually, many of the recent deaths were caused by an agent of 
  Akruel Rathamon who is hiding among the priests. Several months 
  ago, Sivad-Uj’ joined the Lady of the Searing Waters temple after 
  dark visions “urged” him to do so. He awoke with vague memories 
  of a goat-headed, bloated demon lord standing over a lotus-blossom 
  temple, and then slowly grinding it into dust beneath his massive 
  palm. After several nights of the same dream, Sivad-Uj’ sought 
  out the Lady of Searing Waters temple and joined it as an initiate. 
  He quickly moved up through the church hierarchy after other 
  initiates met “unfortunate” accidents. Many priests avoid Sivad-Uj’, 
  whispering that the quiet man is cursed. 
  They aren’t far from the truth: Sivad-Uj’ is actually a cleric-assassin 
  sent to destroy them. All the while he was “serving” in the temple, 
  Sivad-Uj’ was waiting for the summons he knew must surely come. 
  He didn’t have to wait long.
  Sivad-Uj’ recently was contacted by Daznashal the Vicious (See 
  Splinters of Faith 2: Burning Desires and Splinters of Faith 10: 
  Remorse of Life) and told to eliminate the priesthood for the temple’s 
  role in creating the original Scepter of Faiths. Sivad-Uj’ was devising 
  a plan to poison the entire temple at dinner, but the glass shattering 
  offered an irresistible opportunity that the assassin immediately 
  seized. When the villagers rescued the priests from the burning 
  water, Sivad-Uj’ used the opportunity to move among the wounded, 
  offering “healing prayers.” Actually, he administered lethal doses of 
  poison to each survivor to ﬁ nish them off.  
  If Sivad-Uj’ is used, he is helpful and concerned – and readily 
  reports any information about PCs to Akruel at the ﬁ rst opportunity 
  he gets. He’s not above accompanying PCs in their quest so he can 
  learn more information to present to his master. Given the chance, 
  he tries to slay one or all of the PCs before he ﬂ ees. Sivad-Uj’ has 
  no connections with the Pillar of Vermin or the priest Phyllox. If the 
  assassin escapes, GMs could use him again in Splinters of Faith 10: 
  Remorse of Life.
  SIVAD-UJ’, DOG OF ORCUS  
  CR 12
  XP 19,200
  CE Medium humanoid
  Male human Cleric 3, Rogue 5, Assassin 5
  Init +8; Perception +16
  Aura evil
  AC 19, touch 15, ﬂ at-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 90 (3d8+3 plus 5d8+5 plus 5d8+5)
  Fort +7(+9 vs. poisons), Ref +14, Will +9
  Speed 30 ft.
  Melee +2 spell storing dagger of venom +15/+9 (1d4+5/17-20 plus 
  poison, DC 14)
  Range +13 masterwork light crossbow (1d8 + poison)
  Adventure Background
  
  12
  Special Attacks channel negative energy [4/day (DC 12, 2d6)], 
  death attack, sneak attack (+6d6), spontaneous casting (inﬂ ict 
  spells)
  Domain Spell-like Abilities (CL 3th):
  6/day– bleeding touch, touch of evil (1d6 1-round)
  Unholy Spells Prepared (CL 3th):
  2nd–death knellD (DC 15), cat’s grace, silence
  1st– bane, cause fearD (DC 14), divine favor, obscuring mist 
  0 (at will)–bleed, light, resistance, virtue
  D domain spells; Domains death, evil, 
   
  Str 16, Dex 18, Con 12, Int 15, Wis 16, Cha 13
  Base Atk +8; CMB +11; CMD 25
  Feats Dodge, Improved Critical (dagger), Improved Initiative, 
  Lightning Reﬂ exes, Mobility, Spring Attack, Vital Strike, Weapon 
  Finesse
  Skills Acrobatics +17, Bluff +9, Climb +13, Disable Devise +17, 
  Disguise +14, Escape Artist +17, Knowledge (arcana) +8, Knowl-
  edge (religion) +8, Perception +16, Sense Motive +14, Sleight of 
  Hand +17, Spell Craft +8, Stealth+22, Use Magic Devise +12
  Languages Common, Orc, Goblin
  SQ evasion, hidden weapons, improved uncanny dodge, poison use, 
  rogue talent (fast stealth, Weapon Focus (dagger), trapﬁ nding, trap 
  sense +1, true death, uncanny dodge
  Combat Gear: cloak of the bat, spell storing dagger of venom 
  (deep slumber DC 17, CL 12), wand of deep slumber (CL 12, 35 
  charges), improved shadow leather armor +2, ring of mind shield-
  ing, masterwork light crossbow, 24 bolts, 5 daggers, 3 vials of 
  poison (death blade), 2 vials of poison (blue whinnis).
  Description: Sivad-Uj’ is a well-fed, seemingly jolly little man. 
  He plays the part of a simple, pleasant friar who genuinely wants to 
  bring peace to the world. In fact, he is just the opposite of what he 
  seems. His cruelty and vengeance are matched only by his patience 
  and dedication to Orcus.
  Replacing the Glass
  High Priest Chihule Evás was again fortunate enough to survive 
  the scalding eruption that claimed so many of his brethren. He also 
  escaped the lethal dose of “aid” administered by Sivad-Uj’. But his 
  heart is heavy at the destruction to his beloved temple. Each new 
  eruption is a chance missed to worship Ninevah’s beauty. For PCs 
  hoping to bless the Scepter of Faiths, the broken glass also means 
  that the Consecration of Water ritual cannot be performed until the 
  worship room is restored and again able to channel the geyser’s 
  power.
  Chihule beseeches PCs to journey into the Darikeer Peaks to the 
  abandoned Mines of Honn to retrieve a replacement pane of volcanic 
  glass. The temple builders found the panes in the coalmines, but the 
  mines haven’t been entered in years. The high priest is sure that some 
  of the panes must remain. As the panes are large and heavy, he offers 
  the use of 2 oxen and a cart.
  Journey to the Mines
  The trail to the Mines of Honn leads through granite quarries into 
  the Darikeer Peaks. Shale and granite cliffs surround the trail. The 
  mine’s entrance sits approximately one day’s journey from the Lady 
  of the Searing Waters.
  Wandering Monsters
  Use the following table to check for wandering monsters during 
  the overland trek toward the mine entrance. Roll 1d20 for every six 
  hours spent traveling. 
  d20 
  Encounter
  1 
  Brym Dray, Adult Blue Dragon (1): CR 13; hp 205. 
  2 
  Bulette (2): CR 7; hp 94. 
  3 
  Lost and Violent Iron Golem (1): CR 13; hp 139. 
  4 
  Manticore (1d4): CR 5; hp 72 each. 
  5-7 
  Hill Giant (2d4): CR 7; hp 98. 
  8-9 
  Ogre marauders (2d6): CR 3; hp 38 each. 
  10-11 Dwarven Miners (7) (CG Exp4): CR 1/2; hp 12 each. 
  They are peaceful prospectors seeking treasure.
  12 
  Troll Gang (1d4+1): CR 5; hp 65.
  13-20 No encounter
  Adult Blue Dragon: Brym Dray is a wandering female blue 
  dragon. Although she is not currently looking for a ﬁ ght, she may 
  feel like softening up adventurers with a ﬂ yby or two using her breath 
  attacks before ﬂ ying back to her lair at the edge of the Kanderi desert.
  BRYM DRAY (ADULT BLUE DRAGON)  
  CR 13
  XP 25,600
  hp 205 (Pathﬁ nder Roleplaying Game Bestiary, “Blue Dragon, 
  Adult”)
  Bulette: This landshark disturbed an iron golem that had gone 
  dormant in a nearby forest. The bulette was struck repeatedly across 
  the head, and now “swims” through the land in ever-widening 
  circles. It can straighten its path to attack, but always tends to circle 
  opponents as it ﬁ ghts.
  BULETTE  
  CR 7
  XP 3,200
  hp 84 (Pathﬁ nder Roleplaying Game Bestiary, “Bulette”)
  Iron Golem: This golem has ravaged the countryside for centuries, 
  alternating between blindly attacking and then going dormant for 
  decades. It is covered in vines and overgrowth from its latest dormant 
  period. Its history and purpose are long forgotten. It was recently 
  awakened by a tunneling bulette that got the worst of the encounter.
  LOST AND VIOLENT IRON GOLEM  
  CR 13
  XP 25,600
  hp 129 (Pathﬁ nder Roleplaying Game Bestiary, “Golem, Iron”)
  Trolls: These trolls are ﬂ eeing a group of hill giants that they 
  cheated out of a large sum of treasure with a game of “head bonk”. 
  The trolls carry 8,950 gp and a few bloodied rocks.
  TROLLS  
  CR 5
  XP 1,600
  hp 63 (Pathﬁ nder Roleplaying Game Bestiary, “Troll”)
  Hill Giants: These angry hill giants have large lumps and bruises 
  about their heads. They are tracking a group of trolls, seeking revenge 
  and their stolen treasure. The dimwitted giants agreed to a game of 
  “head bonk” with the trolls, but found their belongings gone when 
  they woke up. Only then did they realize they’d been swindled after 
  one of them remembered that trolls regenerate.
  HILL GIANT  
  CR 7
  XP 3,200
  hp 85 (Pathﬁ nder Roleplaying Game Bestiary, “Giant, Hill”)
  Manticore: These manticore are ﬂ ying away from their home in 
  the Kajaani Forest after a lightning strike caused a small forest ﬁ re. 
  The manticores are angry and hungry.
  MANTICORE  
  CR 5
  XP 1,600
  hp 57 (Pathﬁ nder Roleplaying Game Bestiary, “Manticore”)
  Ogre: These ogres walked away from the Pillar of Vermin and the 
  Mines of Honn to ﬁ nd easier treasure. They have no desire to return 
  Adventure background
  poison (death blade), 2 vials of poison (blue whinnis).
  bring peace to the world. In fact, he is just the opposite of what he 
  Replacing the Glass
  power.
  Journey to the Mines
  
  to the dangerous mines, and attack anyone they meet. They are little 
  more than highway robbers these days.
  OGRE  
  CR 3
  XP 800
  hp 30 (Pathﬁ nder Roleplaying Games Bestiary, “Ogre”)
  Area F: The Mines of Honn
  The Mines of Honn is an ancient abandoned colliery. For years, the 
  mines supplied high-quality coal from the rich volcanic terrain. The 
  volume and purity of coal was large enough that miners were able to 
  stay closer to the surface compared with other mines. Anvil Plunge 
  bought the most coal to fuel its prestigious forges.
  During the War of Divine Discord, a seismic eruption destroyed the 
  mines. Geysers of scalding water, collapsing ceilings and clouds of 
  poisonous gases terrorized the miners, leading them to abandon the 
  tunnels to a succession of dark denizens.
  The mine’s upper level is dry and dusty, with stagnant and 
  dangerous air ﬁ lling some areas. Ten-foot-wide passages with 12-
  foot ceilings are hewn from the solid rock. Veins of coal still show in 
  seams that lace the walls, ﬂ oor and ceiling. 
  Wooden support columns and crossbeams line the halls at 10-foot 
  intervals. Every 30 feet, extinguished empty lanterns hang from the 
  beams. The mine is mostly dark and ﬁ lled with choking coal dust. 
  The ﬂ oors are hard, compact dirt with a stone ﬂ oor two feet under the 
  surface. A majority of the mine collapsed or is sealed off by recent quakes.
  The druid cult of Rachiss claims the upper level. The druids and 
  their insect minions roam the caverns, although not all areas are 
  completely under their control. They seek to rid the lower mines of 
  danger so they can claim that area as well.
  Area F1: Mine Entrance
  Deep gouges scar this rock-and-earth entryway, as if giant claws 
  slashed the rock. The marks are ancient, left by miners slashing at the 
  stone for luck before heading into the tunnels. Deep ruts mar the right-
  hand side of the 10-foot-wide passage as it slopes downward where 
  heavy mining carts carved grooves in the hard-packed dirt ﬂ oor. 
  Area F2: Junction Tunnel (CR 6)
  This stone chamber broadens into a rough room with passages that 
  extend into the mines. Scaffolding and a winch contraption dominate 
  the 30-foot-tall chamber.
  Ruined mining equipment lies in heaps along the stone walls. A few 
  usable tools remain among the junk: 5 mining carts, a rowboat and 
  two oars, 10 pickaxes, 8 sledgehammers, 5 shovels, 10 lanterns, 9 
  helmets (hardhats), 26 various spikes and chisels, a grappling hook, 
  13 10-ft. planks, 2 10-ft. poles, 32 support timbers of various lengths 
  and a sack of 20 candles. 
  A ledge of rising steps runs around the edge of a great pit. The 
  pit drops 300 feet into Area G10. A scaffold attached to a wooden 
  10-foot-wide bucket sits on the far side of the pit. The scaffolding is 
  old, but sturdy. The bucket has a bench inside it to carry miners to 
  the caverns below. Fungus and lichens encrust the scaffolding and 
  bucket.
  The winch and bucket are still operable. The bucket and rope 
  provide stable transport for most of the distance down the mineshaft. 
  However, the bucket and rope is a huge animated object that follows 
  and remembers any order given in dwarven. The bucket’s last order 
  was to dump its contents 80 feet above the ﬂ oor (Area G10).  The 
  13
  Adventure background
  This stone chamber broadens into a rough room with passages that 
  usable tools remain among the junk: 5 mining carts, a rowboat and 
  the caverns below. Fungus and lichens encrust the scaffolding and 
  and remembers any order given in dwarven. The bucket’s last order 
  
  14
  bucket elevator can be operated normally until it reaches the 80-foot 
  mark, where it tips by itself and the rope then returns it to the top of 
  the shaft. A long-standing order allows the bucket and rope to defend 
  themselves only in self-defense. 
  Guarding the winch room are 4 bugbears. Each is relaxed and 
  carefree, thankful for the “safe” guard duty they’ve drawn. The 
  bugbears do not immediately attack, but instead request information 
  about PCs and their business visiting the Pillar of Vermin. They 
  escort non-hostile PCs to Area F14.
  BUGBEARS (4)  
  CR 2
  XP 600
  hp 23 each (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  BUCKET AND ROPE, HUGE ANIMATED OBJECT  
  CR 7
  Pathﬁ nder Roleplaying Game Bestiary, “animated object”
  XP 3,200
  N Huge construct
  Init -2; Senses darkvision 60 ft., low-light vision; Perception –5
  AC 15, touch 6, ﬂ at-footed 17 (+9 natural, -2 Dex, -2 size)
  hp 93 (7d10+40)
  Fort +1, Ref -1, Will –4
  Defensive Abilities hardness 5 (or more); Immune construct traits
  Speed 40 ft., climb 40ft.
  Melee slam +18 (2d6+15)
  Special Attacks constrict, grab
  Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
  Base Atk +10; CMB + 22; CMD 15
  SQ construction points
  Construction Points: additional movement, constrict, faster, grab
  Area F3: Sloping Passage
  This 900-foot-long passage slopes downward at a 30-degree angle, 
  descending 300 feet to Area G1.
  Area F4: Supply Room (CR 6)
  The druids of Rachiss store twenty barrels of fresh water here 
  along the walls. Two unmarked barrels, however, contain crude 
  oil. Stationed here to guard against the return of the retriever are 
  4 frightened bugbears. The bugbears are terriﬁ ed and shaken (–2 
  to attacks, saves skill and ability checks), and jump at noises and 
  shadows.
  BUGBEARS (4)  
  CR 2
  XP 600
  hp 21 each (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  Area F5: Collapsed Room
  The room lies in shambles, with destroyed support columns lying at 
  odd angles. A rubble-ﬁ lled passageway is impassable without a great 
  deal of effort to clear the path. The druids sealed the passageway to 
  try to contain the retriever after it entered the mines.
  Area F6: Yellow Guard (CR 8)
  Small mushrooms and thick feathery mold ﬁ ll this 15-foot-tall 
  room. Water drips from the ceiling into a pool in a depression in 
  the center of the ﬂ oor. Rocks and debris lie on the ﬂ oor, covered in 
  harmless moss. 
  The druids of Rachiss placed a guard here to alert them if the 
  retriever should return. A monstrous gargantuan centipede’s 
  animated exoskeleton covered in a layer of yellow mold waits on 
  the ceiling. This colossal beast covers the majority of the ceiling. A 
  DC 10 Perception check reveals the creature if PCs actively scan 
  the room before entering. The centipede was slain by the retriever 
  and then animated by followers of Rachiss. The priests carefully 
  cultivated the yellow mold on the centipede’s shell, hoping it might 
  have some effect on the retriever if it should return. 
  Each attack by the centipede releases a cloud of yellow mold spores. 
  The spores ﬁ ll a 10-foot area surrounding the gargantuan insect.
  GARGANTUAN GREAT FOREST CENTIPEDE 
  EXOSKELETON  
  CR 3
  XP 800
  NE Gargantuan undead (skeleton)
  Init +5; Senses darkvision 60 ft.; Perception +0
  AC 24, touch 7, ﬂ at-footed 23 (+17 natural, - 4 size, +1 Dex)
  hp 56 (7d8)
  Fort +2, Ref +3, Will +5
  Defensive abilities: undead traits, DR 5/bludgeoning Immune 
  mind-affecting effects, cold
  Speed 40 ft., climb 40 ft.
  Melee bite +12 (2d8+16 plus yellow mold)
  Str 33, Dex 13, Con —, Int —, Wis 10, Cha 10
  Base Atk +5; CMB +20; CMD 30 (can’t be tripped)
  Feats Improved initiativeB
  YELLOW MOLD  
  CR 6
  XP 2,400 (See Pathﬁ nder Core Rulebook, Chapter 13, “Environ-
  ment,” Slimes, Molds and Fungi.)
  All creatures within 10 feet of the centipede when it attacks or 
  is attacked must make a DC 15 Fortitude save or take 1d3 points 
  of Constitution damage. Another DC 15 Fortitude save is required 
  once per round for the next 5 rounds to avoid taking 1d3 points of 
  Constitution damage each round. A successful save ends this effect. 
  Fire normally destroys the yellow mold, but the interior of the 
  centipede is also covered in mold and protected by the creature’s 
  exoskeleton. Only by slaying the animated centipede can the interior 
  yellow mold be dealt with once and for all.
  Area F7: Resting Chamber (CR 6)
  Dilapidated wooden bunks surrounded by clutter are pushed against the 
  walls, creating an open space in the center of the room. Scattered among 
  the debris are chitin full plate armor (+6 AC), a masterwork scimitar, a 
  necklace of natural armor +2, a potion of darkvision, and a potion of 
  remove disease. A small 1-foot-diameter ventilation shaft in the center of 
  the ceiling leads to the surface. An iron grate covers the shaft at both ends. 
  Leaves and rubbish now cover the upper grate, blocking light and air. 
  An id gray ooze resides 50 feet up the shaft. It dines on unsuspecting 
  inhabitants that wander into the room. The ooze shoved the furniture 
  and junk aside when it occupied the room before it slid into the shaft. 
  The ooze waits until it senses creatures below it and then drops out 
  of the shaft.
  ID GRAY OOZE  
  CR 6
  Pathﬁ nder Roleplaying Game, “Gray Ooze”
  XP 2,400
  N Medium ooze
  Init +1; Senses blindsight 60 ft.; Perception –3
   
  AC 9, touch 7, ﬂ at-footed 7 (–3 Dex, +2 natural armor)
  Adventure background
  bucket elevator can be operated normally until it reaches the 80-foot 
  bugbears do not immediately attack, but instead request information 
  Pathﬁ nder Roleplaying Game Bestiary
  N Huge construct
  Area F3: Sloping Passage
  Area F4: Supply Room (CR 6)
  Area F5: Collapsed Room
  Area F6: Yellow Guard (CR 8)
  
  15
  hp 70 (4d8+40 plus 4)
  Fort +11, Ref –2, Will –2
  Defensive Abilities ooze traits; Immune cold, ﬁ re
  Speed 10 ft.
  Melee slam +8 (1d6+5 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+5 plus 1d6 acid)
  Spell-like Ability (CL 4)
  At-will lesser confusion (DC 9)
  Str 20, Dex 5, Con 30, Int 2, Wis 5, Cha 5
  Base Atk +3; CMB +8 (+12 grapple); CMD 15 (can’t be tripped)
  Feats Improved Initiative, Toughness
  Skills Stealth +1
  SQ transparent
  Acid (Ex): The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and constrict 
  attack deals 1d6 additional acid damage.
  Armor or clothing worn by a creature grappled by a gray ooze takes 
  the same amount of acid damage unless the wearer succeeds on a 
  DC 20 Reﬂ ex saving throw. A wooden or metal weapon that strikes 
  a gray ooze takes 1d6 acid damage unless the weapon’s wielder 
  succeeds on a DC 20 Reﬂ ex save. The ooze’s touch deals 12 points 
  of acid damage per round to wooden or metal objects, but the ooze 
  must remain in contact with the material for 1 full round in order to 
  deal this damage. The save DCs are Constitution-based.
  Transparent (Ex): Due to its lack of vivid coloration, a gray ooze 
  is difﬁ cult to discern from its surroundings in most environments. 
  A DC 15 Perception check is required to notice the gray ooze. Any 
  creature that fails to notice a gray ooze and walks into it automati-
  cally suffers damage as if struck by the ooze’s slam attack and is 
  immediately subject to a grab attempt by the ooze.
  Empathetic Telepathy (Ex): Id gray oozes can communicate 
  basic empathic information with other id oozes within 100 feet via 
  telepathy.
  Area F8: Burnt Corpses
  The druids lured the retriever to this room to exterminate the 
  monstrosity. They failed horribly. Two burned bugbear corpses lie 
  in the hallway, while a human’s body lies face down in the chamber. 
  The human corpse wears a shattered chitin breastplate and still grasps 
  a +1 short spear. A DC 25 Wisdom check reveals that the man died 
  of exposure to extreme cold. A DC 20 Survival check also reveals 
  that the beings were ﬂ eeing the room when they died.
  The room contains the trampled and shredded remains of more 
  humanoids, but it is impossible to tell if they were human, bugbear 
  or something else entirely. Nothing else of interest can be found in 
  the gory mess.
  Area F9: Collapsing Room
  Wooden beams supporting the ceiling of this room are gone, but 
  the ceiling and walls remain intact. Two of the room’s four exits 
  have caved in. Lying beneath thousands of small stone insects are 2
  headless bugbear corpses. The insects are the remnants of an insect 
  plague spell cast in vain against the retriever. The druids used the 
  bugbears as fodder as they cast the spell. The bugbears didn’t last 
  long enough for the druids to escape unharmed.
  Buried in one of the collapsed corridors is a petriﬁ ed druid of 
  Rachiss. 
  Area F10: Sentries (CR 6)
  Watching the room’s northern entrance are 4 bugbears. The skittish 
  bugbears are terriﬁ ed after seeing the retriever slay many of their kin, 
  and jump at the slightest noises. They attack intruders immediately. 
  They react as if shaken (–2 to attacks, saves, skill and ability checks). 
  They have no treasure and do not retreat if pressed. They plead for 
  their lives if given the chance. 
  BUGBEARS (4)  
  CR 2
  XP 600
  hp 26 each. (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  Area F11: Barracks (CR 10)
  A platoon of guards is recovering in this chamber. They suffered 
  major losses while ﬁ ghting the retriever. Currently, 26 bugbears are 
  here, most severely wounded from a recent battle in which they were 
  sent to stop the tunneling retriever. They attack intruders, seeing PCs 
  as easy prey compared with the hellish construct roaming the mines.
  Scattered about the room are 1436 cp, 230 gp, and potions of purify 
  food and drink and water walking. 
  BUGBEARS (26)  
  CR 2
  XP 600
  hp 10 each. (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  Area F12: 
  The Great Antechamber (CR 11)
  The original miners used to meet and eat here. The chamber 
  currently serves as a guard quarters. Vademn, a half-orc barbarian,
  serves Rachiss loyally and is the only guard — mainly because other 
  guards can’t stand to share the room with the smelly half-orc. He 
  commands the bugbears in the mines and keeps a close eye on the 
  front tunnels and the driders in the adjacent room. He rides a huge 
  giant stag beetle and urges it to trample his opponents. The beetle is 
  his prized possession, and he ﬁ ghts to the death to protect his “baby.” 
  He often spends time polishing the beetle’s carapace.
  The only furnishings are a bedroll and a ﬁ re pit. Vademn’s gear is 
  in saddlebags carried by the beetle. 
  The beetle has difﬁ culty squeezing through the smaller tunnels and 
  generally stays in this large chamber. It wears a specialized saddle, 
  and Vademn wields his falchion while charging. The falchion is 
  fabricated from the mandible of a giant insect. Vademn attacks elves 
  above all others.
  VADEMN (HALF-ORC)  
  CR 10
  XP 9,600
  Male half-orc barbarian 11 
  CN Medium humanoid (half-orc)
  Init +2; Senses darkvision 60ft. Perception +11 
  AC 19, touch 12, ﬂ at-footed 17 (+7 armor, +2 Dex)
  hp 131 (11d10+33)
  Fort +13; Ref +8 Will +6
  Defensive Abilities improved uncanny dodge, orc ferocity, uncanny 
  dodge; DR 2/– (rage 3/–)
  Spd 40 ft.
  Melee +20/+15/+10 +2 elf bane falchion (2d4+11) or vs. elves 
  +22/+17/+12 +2 elf bane falchion (2d4+11 plus 2d6)
  Special Attacks greater rage
  Str 22, Dex 14, Con 16, Int 11, Wis 10, Cha 8
  Base Atk +11; CMB +17; CMD 19
  Feats Mounted Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Trample, Weapon Focus (falchion)
  Skills Intimidate +12, Perception +11, Ride +14 (+9 on beetle), 
  Survival +11; Racial Bonus Intimidation +2
  Languages Common, Orc
  Adventure background
  They have no treasure and do not retreat if pressed. They plead for 
  A platoon of guards is recovering in this chamber. They suffered 
  The original miners used to meet and eat here. The chamber 
  serves Rachiss loyally and is the only guard — mainly because other 
  The beetle has difﬁ culty squeezing through the smaller tunnels and 
  
  16
  Adventure background
  SQ fast movement, rage powers (increased damage reduction, in-
  timidating glare, mighty swing, powerful blow, unexpected strike), 
  trap sense +3
  Combat Gear +2 elf bane falchion, +3 chain shirt, cloak of resis-
  tance+3
  Description Vademn always wears a set of goggles made from 
  the compound eyes of a giant insect. The goggles do not aid nor 
  hinder the wearer aside from dust protection. A pair of fake antennae 
  is attached to his leather helm. Vademn bathes in the malodorous 
  secretion emitted from the goliath beetle’s rear end. He claims it 
  keeps his beetle calm and is a “bonding experience.” Despite his 
  nonconformity, Vademn is well respected and feared among the sect.
  GOLIATH BEETLE  
  CR 8
  Pathﬁ nder Roleplaying Game, “Beetle, Giant Stag”
  XP 4,800
  N Huge vermin
  Init -1; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 7, ﬂ at-footed 18 (+11 natural, –2 size, -1 Dex)
  hp 128 (12d8+48)
  Fort +12, Ref +3, Will +4
  Immune mind-affecting effects
   
  Speed 20 ft., ﬂ y 20 ft. (poor)
  Melee bite +15 (4d6+12)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d6+12, DC 22)
   
  Str 27, Dex 8, Con 19, Int —, Wis 10, Cha 9
  Base Atk +9; CMB +19; CMD 28 (36 vs. trip)
  Skills Fly –9
  Area F13: Supplicants (CR 10)
  Stringy webs cover the walls, draping like shrouds from the 
  30-foot-high ceiling. Long hallways lead off the room, but the sticky 
  webbing is concentrated inside the chamber. Small spiders hang on 
  nearly invisible threads about the room.
  Three recent additions to the ranks of Rachiss are 3 driders. The 
  driders traversed the horrors of the lower levels of the mines, losing 
  their leader along the way. Although the druids do not fully trust the 
  driders, they allow them to remain here until their loyalty is proven. 
  So far, the driders are chaotic and unreliable. They viciously and 
  mercilessly attack intruders — even lone druids of Rachiss.
  Each drider carries potions of haste, cure serious wounds and 
  water breathing. In addition, the largest drider has a potion of see 
  invisibility and a ring of blinking.
  DRIDERS (3) CR 7 
  XP 3,200 
  hp 87, 79, 70 (Pathﬁ nder Roleplaying Game Bestiary, “Drider”)
  Area F14: 
  Initiates’ Chamber (CR 11)
  Visitors and pilgrims are brought here to indoctrinate them into the 
  cult of Rachiss. Several recruits are currently waiting in the room. 
  A pillar of stone carved into a woven pattern of insects and other 
  less-savory vermin stands in the center of the room. Bedrolls, packs 
  and personal gear surround the pillar. Lounging in the room are 
  Yeddo, Ovit, Lord Dunraith and Tunker, and 3 ﬁ ghters (human 
  Ftr3). Malden the Russet leads the recruits. 
  The recruits are waiting to learn where Phyllox is going to send 
  them to protect the Pillar of Vermin. They are eager to “mix it up” 
  and the PCs are welcome targets if they come in acting tough. Malden 
  is suspicious, but willing to talk to new arrivals before attacking. He 
  will not disobey Rachiss, but he is beginning to doubt the mines as 
  the best home for the vermin shrine.     
  MALDEN THE RUSSET  
  CR 7
  XP 3,200
  NE Medium humanoid
  Male human druid 5/ rogue 3
  Init +7; Perception +13
   
  AC 17, touch 14, ﬂ at-footed 14 (+3 armor, +3 Dex, +1 deﬂ ection)
  hp 42 (5d8 plus 3d8)
  Fort +5, Ref +7, Will +7
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee +2 dagger +10 (1d4+2/19-20) 
  Special Attacks sneak attack (2d6), spontaneous casting [summon 
  nature’s ally (vermin)]
  Spells Prepared (CL 5th):
  3rd– greater magic fang
  2nd– barkskin, bull’s strength, cat’s grace
  1st– cure light wounds, jump, longstrider, obscuring mist
  0 (at will)– detect magic, light, resistance, virtue
   
  Str 10, Dex 17, Con 11, Int 12, Wis 15, Cha 17
  Base Atk +5; CMB +5; CMD 18
  Feats Dodge, Mobility, Natural Spell, Spring Attack, Weapon 
  Finesse
  Skills Acrobatics +9, Bluff +9, Climb +8, Diplomacy +9, Disable 
  Devise +9, Escape Artist +9, Handle Animal (Vermin) +11, Heal 
  +10, Perception +13, Sense Motive +8, Sleight of Hand +6, Spell-
  craft +9, Stealth +9, Survival +10, Use Magic Devise +9
  Languages Common, Druidic
  SQ nature bond, nature sense, orisons, resist nature’s lure, rogue tal-
  ent [combat trick (Improved Initiative)], trackless step, trapﬁ nding, 
  trap sense +1, wild empathy, wild shape (1/day), woodland stride
  Combat Gear: +1 leather armor, ring of protection +1, +2 dagger.
  Description: Malden suspiciously welcomes new arrivals without 
  an escort. He answers questions in regards to Rachiss, but not about 
  the mines or its inhabitants. PCs may bluff their way into his trust, 
  but he immediately sends for reinforcements if things turn ugly.
  MALDEN THE RUSSET (SPIDER FORM)  
  CR 7
  XP 3,200
  NE Medium augmented humanoid
  Male human druid 5/ rogue 3
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
   
  AC 15, touch 14, ﬂ at-footed 12 (+1 natural armor, +3 Dex, +1 
  deﬂ ection)
  hp 42 (5d8 plus 3d8)
  Fort +5, Ref +7, Will +7
  Defensive Abilities evasion
   
  Speed 30 ft., climb 30ft.
  Melee bite +8 (1d6 plus poison)
  Special Attacks sneak attack (2d6), spontaneous casting [summon 
  nature’s ally (vermin)], web (+8 ranged, DC 14, hp 2)
  Spells Prepared (CL 5th):
  3rd– greater magic fang
  2nd– barkskin, bull’s strength, cat’s grace
  1st– cure light wounds, jump, longstrider, obscuring mist
  0 (at will)– detect magic, light, resistance, virtue
   
  Str 10, Dex 17, Con 11, Int 12, Wis 15, Cha 17
  Base Atk +5; CMB +5; CMD 18 (30 vs. trip)
  Feats Dodge, Mobility, Natural Spell, Spring Attack, Weapon 
  Finesse
  Skills Acrobatics +9, Bluff +9, Climb +8, Diplomacy +9, Disable 
  Devise +9, Escape Artist +9, Handle Animal (Vermin) +11, Heal 
  Pathﬁ nder Roleplaying Game, “Beetle, Giant Stag”
  
  Adventure background
  17
  +10, Perception +13, Sense Motive +8, Sleight of Hand +6, Spell-
  craft +9, Stealth +9, Survival +10, Use Magic Devise +9
  Languages Common, Druidic
  SQ nature bond, nature sense, orisons, resist nature’s lure, 
  rogue talent [combat trick (Improved Initiative)], trackless step, 
  trapﬁ nding, trap sense +1, wild empathy, wild shape (1/day), 
  woodland stride
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save.
  TUNKER  
  CR 5
  XP 1,600
  LE Medium humanoid
  Male hobgoblin ﬁ ghter 6
  Init +1; Senses darkvision 60 ft.; Perception +0
  AC 22, touch 13, ﬂ at-footed 21 (+9 armor, +1 Dex, +2 deﬂ ection)
  hp 59 (6d10+ 12)
  Fort +7, Ref +4, Will +2
  Speed 20 ft.
  Melee +1 battle axe +11/+6 (1d8+5/19-20 x3) 
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 6
  Base Atk +6; CMB +9; CMD 21
  Feats Cleave, Great Cleave, Improved Critical (battle axe), Power 
  Attack, Vital Strike, Weapon Focus (battle axe), Weapon Specializa-
  tion (battle axe)
  Skills Climb +6, Stealth +0, Survival +9; Racial Modiﬁ er Stealth +4
  Languages Common, Goblin, Orc
  SQ armor training 1, bravery +2, weapon training 1 (axes)
  Combat Gear: +1 full plate of light fortiﬁ cation, masterwork 
  heavy steel shield, +1 battleaxe, bag of 256 gp.
  Description: Tunker is a paid, semi-loyal bodyguard for Ovit, but 
  dislikes the bugbears and followers of Rachiss. He grudgingly agreed 
  to follow Ovit here. If spared, he will work for 20 gp per day. Tunker 
  is a brawny brawler who will jump into any scrap if he’s been paid to 
  do so – and sometimes just for the thrill of the ﬁ ght.
  LORD DUNRAITH   
  CR 6
  XP 2,400
  N Medium humanoid
  Male human rogue 7
  Init +7; Perception +12
  AC 15, touch 13, ﬂ at-footed 12 (+2 armor, +3 Dex)
  hp 31 (6d8)
  Fort +2, Ref +8, Will +4
  Defensive Abilities evasion
  Speed 30 ft.
  Melee +1 rapier +9 (1d6+1/18-20x2) 
  Special Attacks sneak attack (4d6)
  Str 10, Dex 17, Con 11, Int 12, Wis 15, Cha 17
  Base Atk +5; CMB +5; CMD 18
  Feats Combat Reﬂ exes, Dodge, Mobility, Spring Attack, Weapon 
  Finesse
  Skills Acrobatics +13, Bluff +13, Climb +10, Diplomacy +13, 
  Disable Devise +13, Escape Artist +13, Perception +12, Perform 
  +5, Sense Motive +12, Sleight of hand +13, Stealth +13, Use magic 
  Devise +13
  Languages Common, Druidic
  SQ rogue talent [combat trick (Improved Initiative), surprise attack, 
  weapon training (Weapon Focus, rapier], trapﬁ nding, trap sense +2
  Combat Gear: bracers of armor +2, +1 rapier, wand of ﬁ reballs 
  (20 charges, CL 8), potions of invisibility, alter self, cure serious 
  wounds.
  Description: Dunraith is extravagant and ﬂ amboyant to say the 
  least. He is obsessed with his appearance and uses an overabundance 
  of feathers in his ensemble. He is a master of inﬁ ltration and a 
  manipulator who talks himself out of most situations. He is also an 
  agent of Clandestine (see Splinters of Faith 3: Culvert Operations) 
  and is currently on assignment to investigate the Druids of Rachiss’ 
  activities in the Mines of Honn. Dunraith immediately sides with 
  PCs if they attack the druids. He knows little of the deep mines, other 
  than that the cultists are fearful of going deeper into the dark tunnels.
  OVIT  
  CR 6
  XP 2,400
  CE Medium humanoid
  Male human wizard (evoker) 7
  Init +1; Perception -2
   
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  hp 28 (6d6+6)
  Fort +3, Ref +5, Will +3
   
  Speed 30 ft.
  Melee mwk staff +3 (1d6 -1)
  Evocation Abilities (CL 7th):
  7/day — force missile (1d4+3)
  Spells Prepared (CL 7th)
  4th— ﬁ re shield, stone skin, wall of ﬁ re
  3rd—ﬁ re ball x2 (DC 19), lightning bolt (DC 19), sleet storm
  2nd— acid arrow, scorching ray x2, summon swarm, web (DC 18)
  1st—mage armor, magic missile x3, shield
  0— acid splash, ﬂ are, ray of frost, stabilize
   
  Str 8, Dex 13, Con 12, Int 18, Wis 7, Cha 9
  Base Atk +3; CMB +2; CMD 13
  Feats Combat Casting, Greater Spell Focus (evocation), Improved 
  Familiar, Lightning Reﬂ exes, Nimble Moves, Scribe Scroll B, Spell 
  Focus (evocation)
  Skills Knowledge (arcana) +13, Knowledge (dungeoneering) +13, 
  Knowledge (history) +13, Knowledge (nature) +13, Knowledge 
  (planes) +13, Knowledge (religion) +13, Spellcraft +13
  Languages Common, Infernal
  Arcane School Evocation (opposition schools: enchantment and 
  divination) 
  Arcane Bond (familiar)
  SQ intense spells (+3 damage evocation spells)
  Combat Gear: mwk staff, wand of protection from law (7 charges, 
  CL 3), 245 gp, jade nose ring (75 gp).
  Description: Ovit is creepy, from his thin greased hair to his dirt-
  caked robes. Ovit joined the ranks of Rachiss at the behest of his 
  peculiar familiar. His low Wisdom allows the cult to take advantage 
  of the wicked mage at every opportunity. Ovit employs Tunker as a 
  bodyguard. Draheim, his familiar, always takes the form of a Small 
  centipede looped around his neck.
  DRAHEIM, QUASIT FAMILIAR
  XP 600
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 20, touch 14, ﬂ at-footed 18 (+2 Dex, +6 natural, +2 size)
  hp 14 (3d10); fast healing 2
  Fort +3, Ref +5, Will +4
  DR 5/cold iron or good; Immune electricity, poison; Resist acid 
  10, cold 10, ﬁ re 10
  Defensive Abilities improved evasion
   
  Speed 20 ft., ﬂ y 50 ft. (perfect)
  Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th)
  At will—detect good, detect magic, invisibility (self only)
  1/day—cause fear (30-foot radius, DC 11)
  
  1/week—commune (six questions)
  Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
  Base Atk +3; CMB +0; CMD 12
  Feats Alertness, Improved Initiative, Weapon Finesse
  Skills Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, 
  Perception +9, Sense Motive +3, Stealth +16
  Languages Abyssal, Common; telepathy (touch)
  SQ change shape (2 of the following forms: bat, Small centipede, 
  toad, or wolf; polymorph), deliver touch spells, empathetic link, 
  share spells
  Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/
  round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
  YEDDO   
  CR 8
  XP 4,800
  CE Medium humanoid
  Male halﬂ ing rogue 9
  Init +10; Perception +15
  AC 22, touch 18, ﬂ at-footed 15 (+4 armor, +6 Dex, +1 size, +1 
  Dodge)
  hp 51 (9d8-9)
  Fort +3, Ref +13, Will +4 (+6 vs. fear)
  Defensive Abilities evasion
  Speed 20 ft.
  Melee +3 small throwing dagger of returning +15/+10 (1d3+3/18-
  20x2) or small masterwork throwing dagger +13/+8 (1d3/18-20x2)
  Range+3 small throwing dagger of returning +15 (1d3+3/18-20x2) 
  and small masterwork throwing dagger +8 (1d3+1/18-20x2) or 
  small masterwork throwing dagger +13/+8 (1d3/18-20x2)
  Special Attacks sneak attack (5d6)
  Str 10, Dex 22, Con 9, Int 14, Wis 10, Cha 14
  Base Atk +6; CMB +12; CMD 21
  Feats Agile Maneuvers, Dodge, Improved InitiativeB, Mobility, Spring 
  Attack, Weapon FinesseB, Weapon FocusB (dagger), Wind Stance
  Skills Acrobatics +21, Bluff +10, Climb +13, Disable Devise +19, 
  Escape Artist +19, Perception +15, Sense Motive +13, Sleight of 
  hand +19, Stealth +23, Use magic Devise +10; Racial Modiﬁ ca-
  tions +4 Stealth (size), +2 Acrobatics, Climb, Perception
  Languages Common, Halﬂ ing
  SQ improved uncanny dodge, rogue talent [combat trick (Improved 
  Initiative), ﬁ nesse rogue, surprise attack, weapon training (Weapon 
  Focus, dagger)], trapﬁ nding, trap sense +3
  Combat Gear: masterwork leather armor, bandolier with small 
  masterwork throwing daggers (x12), +3 small throwing dagger of 
  returning, bracers of armor +4 (holds 6 masterwork small throwing 
  daggers each), potions of cat’s grace, invisibility and silence.
  Description: Yeddo wanders the lands in search of chaos and 
  bloodshed. He found the Mines of Honn and enjoys the current chaos 
  in the mines as the factions clash. After causing as much damage as 
  possible, he will stalk PCs throughout their stay, attacking and retreating.
  FIGHTER (3)  
  CR2
  XP 600
  N Medium humanoid
  Female human ﬁ ghter 3
  Init +1; Perception +0
  AC 22, touch 11, ﬂ at-footed 21 (+9 armor, +1 Dex. +2 shield)
  hp 27 (3d10+ 6)
  Fort +5, Ref +2, Will +2
  Speed 20 ft.
  Melee masterwork longsword +7 (1d8+2/19-20) 
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 16
  Feats Cleave, Power Attack, Vital Strike, Weapon Focus (long 
  sword)
  Skills Climb +2, Ride +7, Survival +7
  Languages Common
  SQ armor training 1, bravery +1
  Combat Gear: masterwork longsword, masterwork full plate 
  armor, masterwork heavy steel shield
  Description: These three youthful ex-soldiers hail from the Shield 
  Basilica (See Splinters of Faith 7: The Heir of Sin). They tired 
  of the constant male bravado and abandoned their posts within the 
  Shield to seek their own fortune. Their only loyalty is to each other. 
  A 100 gp reward for each woman is offered for their safe return to 
  the Shield to face justice for desertion. One of the ﬁ ghters was vain 
  enough to steal the wanted poster and keeps it with her belongings.
  Area F15: Carcass
  The husk of an enormous beetle sits in the corner. The druids plan 
  to animate the exoskeleton as a future guardian once they eliminate 
  the retriever. The 10-foot-long shell is menacing, but completely 
  harmless.
  Area F16: Hell Curtains (CR 8)
  Four bulky wool curtains close off this passage. The miners hung 
  these dividers to help contain the coal dust that billows through much 
  of the mine. The curtains are black with grit.
  One curtain (marked with an X) is the nest of a hellwasp swarm. 
  The insects cling to the back of the curtain. The druids summoned 
  the infernal insects but barely have any control over them. The druids 
  now use candles that emit a soothing pheromone that allows them 
  to pass through the curtain dividers without angering the insects. 
  A natural crack in the cavern wall follows a circuitous route to the 
  outside, allowing the insects to swarm outside to hunt. The hellwasps 
  engulf PCs pushing through their curtain nest.
  HELLWASP SWARM  
  CR 8
  XP 4,800
  LE Diminutive magical beast (extraplanar, evil, swarm)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +6 
  AC 20, touch 20, ﬂ at-footed 14; (+6 Dex, +4 size)
  hp 103 (10d10+33)
  Fort +9, Ref +13, Will +6
  Defensive Abilities swarm traits; DR 10/magic; Immune weapon 
  damage; Resist ﬁ re 10; swarm traits 
  Spd 5 ft., ﬂ y 40 ft. (good)
  Melee swarm (3d6 plus poison) 
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17), inhabit, poison 
  Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
  Base Atk +10; CMB —; CMD —
  Skills Fly +14, Perception +6 
  Feats Ability Focus (poison), Alertness, Improved Initiative, Iron 
  Will, Skill Focus (Fly), Toughness 
  SQ swarm traits, hivemind 
  Poison (Ex): Swarm—injury; save Fort DC 16; frequency 1/round 
  fo r 4 rounds; effect 1d6 Dexterity damage; cure 1 save. The save 
  DC is Constitution-based.
  Inhabit (Ex): A hellwasp swarm can enter the body of a helpless o r 
  dead creature by crawling into its mouth and other oriﬁ ces. Inhabit-
  ing requires 1 minute, and the victim must be Small, Medium or 
  Large (although four swarms working together can inhabit a Huge 
  creature). The swarm can abandon the body at any time, although 
  doing this takes 1 full round. Any attack against the host deals half 
  bloodshed. He found the Mines of Honn and enjoys the current chaos 
  possible, he will stalk PCs throughout their stay, attacking and retreating.
  N Medium humanoid
  Adventure background
  18
  
  damage to the hellwasp swarm as well, although the swarm’s resis-
  tances and immunities may negate some or all of this damage. 
  If a hellwasp swarm inhabits a dead body, it can restore animation 
  to the creature and control its movements, effectively transforming 
  it into a zombie of the appropriate size for as long as the swarm 
  remains inside. If a hellwasp swarm inhabits a living victim, it can 
  neutralize the effects of its own poison and control the victim’s 
  movement and actions as if using dominate monster on the victim. 
  The hellwasps quickly consume a living victim, dealing 2d4 points 
  of Constitution damage per hour they inhabit a body. A body re-
  duced to Constitution 0 is dead. 
  A hellwasp-inhabited creature is relatively easy to spot, since its 
  skin crawls with the forms of insects inside. The swarm is intel-
  ligent enough to attempt to hide beneath loose clothing or a large 
  cloak to keep its presence from being detected. The swarm can 
  attempt a Stealth check to conceal its inhabitation of a host, with a 
  -4 penalty if currently inhabiting a Small host. 
  A remove disease or heal spell cast on an inhabited victim forces 
  the hellwasp swarm to abandon its host. 
  Hivemind (Ex): Any hellwasp swarm with at least 1 hit point per 
  Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a 
  hive mind, giving it an Intelligence of 6. When a hellwasp swarm is 
  reduced below this hit point threshold, it becomes mindless.
  Area F17: Infirmary (CR 4)
  Lying on dirty skins on the ﬂ oor are 15 dying and wounded 
  bugbears. Just 10 of the wounded bugbears are capable of ﬁ ghting, 
  although they put up little resistance. Most simply tend to their 
  comrades and ignore intruders. They have no treasure.
  BUGBEARS (10) CR 2
  XP 600
  hp 3 each. (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  Area F18: 
  Chieftess’s Chamber (CR 10)
  Salvaged mining tools and equipment pack this room. The bugbears 
  use the tools to collapse portions of the mine and to excavate 
  abandoned areas. A mining cart ﬁ lled with rags and furs serves as a 
  bed for Vormalguz, the bugbear chieftess. Vormalguz is intelligent 
  for a bugbear and concerned about her tribe’s predicament. 
  She recently made a pact with the followers of Rachiss that she 
  thought would beneﬁ t her tribe. Instead, the druids have used her 
  tribe as meat shields against the retriever. When the bugbears 
  retreated, the druids slew the deserters to show their displeasure. 
  Rumors of an uprising and revolt against her leadership eat at 
  Vormalguz’s thoughts. Diplomatic PCs may be able to make a pact 
  with Vormalguz against the druids. She will quickly renege on any 
  pact if it is to her advantage.
  VORMALGUZ (BUGBEAR CHIEFTAIN)  
  CR 9
  XP 6,400
  Female bugbear barbarian 4, rogue 4 
  CE Medium humanoid (bugbear)
  Init +7; Senses darkvision 60 ft., scent; Perception +19
  AC 19, touch 12, ﬂ at-footed 17 (+2 armor, +1 Dex, +1 Dodge, +3 
  natural, +2 shield)
  hp 106 (3d8+6 plus 4d12 +8 plus 4d8 +8)
  Fort +8, Ref +11, Will +3
  Defensive Abilities evasion, improved uncanny dodge, trap sense +2
  Speed 40 ft.
  Melee +3 morningstar +17/+12 (1d8+7)
  Ranged javelin +12 (1d6+4)
  Special Attacks rage, sneak attack (2d6)
  Str 18, Dex 16, Con 15, Int 15, Wis 10, Cha 11
  Base Atk +9; CMB +13; CMD 26
  Feats Dodge (rogue talent), Improved Initiative, Intimidating Prow-
  ess, Skill Focus (Intimidate), Skill Focus (Perception), Vital Strike, 
  Weapon Focus (Morningstar)
  Skills Acrobatics +16, Bluff +7, Climb +17, Disable Devise +9, In-
  timidate +24, Perception +19, Sense motive +7, Stealth +17, Sur-
  vival +14, Swim +17; Racial Modiﬁ ers +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  SQ fast movement, improved uncanny dodge, rage powers (intimi-
  dating glare, powerful blow), rogue talent [bleeding attack, combat 
  trick (Dodge)], trap sense +2
  Stalker (Ex) Perception and Stealth are always class skills
  Combat Gear leather armor, heavy wooden shield, +3 morningstar, 
  potions of haste, heroism and cure serious wounds, diamond pendent 
  (500 gp).
  Area F19: Spiritual Leader (CR 10)
  Noxious incense and pungent herbs assault PCs’ senses in this 
  roughly oval-shaped chamber. White smoke smolders from a ﬁ ve-
  foot-deep ﬁ re pit. A cauldron suspended on a chain hangs into the 
  pit. The wizened Dungﬁ e, the bugbear’s shaman and spiritual 
  leader, lives here. A loyal follower of The Destroyer, Dungﬁ e 
  preaches through fear, forcing devotion and homage to his deity. 
  He is determined not to let this uneasy afﬁ liation with the druids 
  interfere with his clan’s devotion to “The Destroyer.” He plots 
  against Vormalguz in hopes of replacing her as chieftain someday. He 
  sabotages her reputation and belittles her tactics whenever possible. 
  So far, his deceits are undiscovered. 
  DUNGFIE (BUGBEAR SHAMAN)  
  CR11
  XP 12,800
  CE Medium humanoid (goblinoid)
  Male bugbear cleric 10
  Init +2; Senses darkvision 60 ft., scent; Perception +8
  Aura evil
  AC 30, touch 11, ﬂ at-footed 29 (+9 armor, +1 Dex, +3 natural, +7 shield)
  dating glare, powerful blow), rogue talent [bleeding attack, combat 
  , diamond pendent 
  Adventure background
  19
  New Deity: The Destroyer
  Lesser god of chaotic slaughter
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Trickery, War
  Typical Worshippers: Ogres, bugbears, trolls, evil barbar-
  ians
  Favored Weapons: Morningstar
  Not much is known of The Destroyer, mainly due to 
  his followers’ inability to produce written scripture. His 
  philosophy and history are passed down orally from 
  generation to generation, each adding boastful details. The 
  Destroyer has an insatiable lust for bloodshed and horriﬁ c 
  sacriﬁ ce. His followers relish combat and seek out weak 
  opponents to dominate.
  The Destroyer appears differently to each group of 
  followers. He typically has the common trait of appearing 
  as an enraged, muscular version of the race in question. 
  He rarely appears or grants requests, preferring to let the 
  strongest survive as fate weeds out the weak.
  
  20
  hp 88 (3d8+12 plus 8d8+32)
  Fort +12, Ref +8, Will +8
  Speed 20 ft.
  Melee +2 morningstar +13/+8 (1d8+5)
  Ranged javelin +11 (1d6+3)
  Special Attacks channel negative energy (5d6, DC 16), spontane-
  ous casting (inﬂ ict spells)
  Domain Spell-like Abilities (CL 10th):
  6/day– touch of evil (5 rounds)
  1/day– scythe of evil (5 rounds) 
  10 rounds/day– copycat, master’s illusion
  Spells Prepared (CL 10th):
  5th– dispel goodD, slay living, wall of stone
  4th– confusionD, divide power, giant vermin, poison, unholy blight
  3rd–bestow curse, cure serious wounds, invisibility purge, magic 
  circle against goodD, prayer
  2nd–bear’s endurance, bull’s strength, death knell, hold person, 
  invisbilityD, spiritual weapon
  1st– bless, disguise self D, divine favor, doom, shield of faith, sum-
  mon monster I
  0 (at will)–bleed, create water, guidance, stabilize
  D domain spells; Domains evil, trickery
   
  Str 16, Dex 14, Con 18, Int 10, Wis 10, Cha 9
  Base Atk +9; CMB +12; CMD 24
  Feats Improved Channel, Intimidating Prowess, Shield Focus 
  (Tower Shield), Skill Focus (Perception), Tower Shield, Weapon 
  Focus (morningstar)
  Skills Intimidate +8, Perception +8, Stealth -5; Racial Modiﬁ ers 
  +4 Intimidate, +4 Stealth
  SQ stalker
  Combat Gear full plate, +2 morningstar, +2 tower shield, divine 
  scroll (blade barrier, harm, commune, CL 12).
  Stalker (Ex) Perception and Stealth are always class skills for 
  bugbears.
  Area F20: The Falls Below
  Earthquakes destroyed the ﬂ oor here, creating a crack along the 
  opposite wall that allows a stream to pour into a gaping crevasse. The 
  crack is just 3 feet tall, but 60 feet wide. Water pours from the crack 
  in a miniature waterfall that cascades across the ﬂ oor before falling 
  300 feet into the crevasse and an underground lake (Area G12).
  The bugbears throw victims into the crevasse to sacriﬁ ce them to 
  The Destroyer. 
  Area F21: 
  Disciple of Rachiss (CR 12)  
  This ﬁ nished room is painted black and decorated with draping webs. 
  Large garish elven text painted in red covers the walls. Eris Militaris, 
  a twisted and insane female elf, writes rambling tracts of indescribable 
  evil on the walls, most of which involve her family and elven society 
  in general. A cocoon-like hammock of silk rope in the corner serves as 
  her bed. An easel holds an unﬁ nished, but already nightmarish painting 
  of demonic spiders feasting on elvish children. A nearby table holds 
  brushes and oil paints. Eris is the cult’s second in command.
  ERIS MILITARIS  
  CR 11
  XP 6,400
  NE Medium humanoid
  Female elf druid 10/sorceress 2
  Init +3; Senses low-light vision; Perception +18
  AC 14, touch 14, ﬂ at-footed 10 (+3 Dex, +1 Dodge)
  hp 84 (10d8 +10  plus 2d6+2)
  Fort +11, Ref +9, Will +16 (+18 vs. Enchantment)
  Immune venom
  Speed 30 ft.
  Melee 2 claws +11 (1d4+3)
  Special Attacks spontaneous casting [summon nature’s ally (ver-
  min)]
  Druid Spells Prepared (CL 10th):
  5th—insect plague, stone skin
  4th—ice storm, giant vermin, spike stones
  3rd—greater magic fang, protection from energy, stone shape, wind 
  wall
  2nd—barkskin, cat’s grace, ﬂ ame blade, gust of wind, owl’s wisdom
  1st—charm animal, faerie ﬁ re, jump, longstrider, produce ﬂ ame
  0 (at will)—ﬂ are, light, resistance, stabilize
  Spells Known (CL 2nd, melee touch +12, range touch +12)
  1st (5/day)—mage armor, shield
  0 (at will)—acid splash, dancing lights, ﬂ are, resistance, touch of 
  fatigue
  B Bloodline spell; Bloodline abyssal
  Str 10, Dex 16, Con 12, Int 11, Wis 16, Cha 17
  Base Atk +8; CMB +11; CMD 21
  Feats Augment Summoning, Dodge, Eschew MaterialsB, Natu-
  ral Spell, Shape Master*, Spell Focus (conjuration), Spell Focus 
  (enchantment)
  Skills Bluff +8, Fly +16, Handle Animal (vermin) +16, Perception +18, 
  Spell Craft +5, Survival +16; Racial Modiﬁ cations Perception +2
  Languages Common, Druidic, Elven
  SQ nature bond, nature sense, orisons, resist nature’s lure, trackless 
  step, venom immunity, wild empathy, wild shape (4/day), woodland 
  stride
  Combat Gear: potion of divine favor (CL 9), amulet of mighty ﬁ sts 
  +3, cloak of resistance +3 
  Claws (Ex): With her abyssal blood line, Eris can grow claws as a
  free action.
  Description: As a surface elven child, Eris Militarus was plagued 
  by mental demons and corrupting delusions. Visions of horriﬁ c 
  spider-like ﬁ ends ﬁ lled her soul with hate. Unaccepted by the drow 
  followers of the spider demoness, she turned to Rachiss for solace. 
  Eris bleaches her hair white, and her skin is pale from years spent 
  underground. She dresses in a revealing black leather tunic adorned 
  with silver spiders and centipedes. Despite her appearance, her 
  beautiful heritage still shows.
  ERIS MILITARIS (HUGE SPIDER FORM)  
  CR 11
  XP 6,400
  NE Huge humanoid
  Female elf druid 10/sorceress 2
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft., low-light 
  vision; Perception +22
  AC 16, touch 11, ﬂ at-footed 13 (+2 Dex, +1 Dodge, +5 natural, -2 
  size)
  hp 84 (10d8 +10  plus 2d6+2)
  Fort +11, Ref +8, Will +16(+18 vs. enchantment)
  Immune venom
  Speed 30ft., climb 30 ft.
  Melee bite +12 (1d8+5 plus poison) and 2 claws +12 (1d6+5)
  Special Attacks spontaneous casting [summon nature’s ally (ver-
  min)], web (+10 ranged, DC 17, hp 12)
  Druid Spells Prepared (CL 10):
  5th—insect plague, stone skin
  4th—ice storm, giant vermin, spike stones
  3rd—greater magic fang, protection from energy, stone shape, wind 
  wall
  2nd—barkskin, cat’s grace, ﬂ ame blade, gust of wind, owl’s wisdom
  scroll
  bugbears.
  Area F20: The Falls Below
  Area F21: 
  Disciple of Rachiss (CR 12)  
  brushes and oil paints. Eris is the cult’s second in command.
  NE Medium humanoid
  Adventure background
  
  21
  Adventure background
  1st—charm animal, faerie ﬁ re, jump, longstrider, produce 
  ﬂ ame
  0 (at will)–ﬂ are, light, resistance, stabilize
  Spells Known (CL 2nd, melee touch +10, range touch +10)
  1st (5/day) —mage armor, shield
  0 (at will) —acid splash, dancing lights, ﬂ are, resistance, 
  touch of fatigue
  B Bloodline spell; Bloodline abyssal
  Str 16, Dex 14, Con 12, Int 11, Wis 16, Cha 17
  Base Atk +8; CMB +11; CMD 21(33 vs. trip)
  Feats Augment Summoning, Dodge, Eschew MaterialsB, 
  Natural Spell, Shape Master*, Spell Focus (conjuration), 
  Spell Focus (enchantment)
  Skills Climb +18, Bluff +8, Fly +13, Handle Animal (ver-
  min) +16, Perception +22, Spell Craft +5, Survival +16, 
  Stealth -1 (+3 in webs); Racial Modiﬁ cations +6 Percep-
  tion, +4 Stealth (+8 in webs), +16 Climb
  Languages Common, Druidic, Elven
  SQ nature bond, nature sense, orisons, resist nature’s lure, 
  trackless step, venom immunity, wild empathy, wild shape 
  (4/day), woodland stride
  Combat Gear: potion of divine favor (CL 9), amulet of 
  mighty ﬁ sts +3, cloak of resistance +3 
  Claws (Ex): With her abyssal blood line, Eris can grow 
  claws as a free action. 
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/
  round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.
  MEDIUM SPIDER COMPANION
  N Medium vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  AC 20, touch 13, ﬂ at-footed 17 (+7 armor, +3 Dex)
  hp 66 (9d8+3)
  Fort +6, Ref +6, Will +3
  Defensive Abilities evasion; Immune mind-affecting 
  effects
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6+2 plus poison)
  Special Attack web (+11 ranged, DC 14, hp 9)
  Str 14, Dex 20, Con 12, Int —, Wis 10, Cha 2
  Base Atk +6; CMB +2; CMD 15 (27 vs. trip)
  Skills Climb +18, Perception +4 (+8 in webs), Stealth +9 
  (+13 in webs); Racial Modiﬁ ers +4 Perception, +4 Stealth 
  (+8 in webs), +16 Climb
  SQ link, share spells
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/
  round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.
  Area F22: 
  Water-Filled Tunnel
  The ceiling of the room slants down toward the water 
  at both ends of the room, leaving water-ﬁ lled tunnels that 
  continue on under the stone. The steaming water travels 
  through the 4-foot-high passages, passing slowly from Area 
  F24 through this water-ﬁ lled tunnel to Area F23, then on to 
  Area F20 through another tunnel. From Area F20, the water 
  pours through a 3-foot-tall crack and dumps into a natural 
  crevice. Although the water does not pose a direct danger, 
  
  the stench of sulfur remains on PCs who attempt to swim through 
  either of the tunnels. 
   
  Area F23: 
  The Retrieving Ground (CR 11)
  A steaming aquifer splits this massive cavern. The air is ﬁ lled with 
  the stench of rotting eggs, caused by natural sulfur deposits carried 
  up with the water. The underground pool bubbles and sputters as the 
  sulfur releases, and the aquifer’s stone banks are coated in the white, 
  crusty mineral. Wide stone columns rise out of the water, connecting 
  with the ceiling 50 feet overhead. Deep gashes mar the walls, ﬂ oor 
  and ceiling.
  A 5-foot-wide wooden bridge winds around four of the stone pillars 
  to the other rocky bank. Crystal mineral deposits crust the wooden 
  planks, and steel spikes fasten the bridge to each rock spur. The 
  wooden bridge is sturdy, despite being a bit wobbly. PCs must make 
  DC 15 Acrobatics checks to cross the planks if they try to go faster 
  than a normal move action.
  The aquifer’s water is hot, but not enough to cause serious injury. 
  The sulfur stench, however, is powerful enough to sicken PCs. 
  Anyone in the room must make a DC 10 Fortitude save every round 
  or become nauseated for 1d6 rounds. The water exits under the wall 
  and travels 20 feet before falling into a crevasse (Area F20).
  PCs who cross to the opposite bank ﬁ nd themselves standing amid 
  20-foot-tall mounds of broken rock and coal debris. A 20-foot-wide 
  opening in the wall between the massive piles of dirt and rock leads 
  downward into stiﬂ ing darkness. Digging sounds rise from the hole, 
  and coal particles ﬂ oat out of the tunnel like a dark mist. 
  Soon after the druids summoned the derghodaemon Ssaraclakk, 
  a retriever was sent to bring back the rogue daemon. The 
  derghodaemon escaped, losing the retriever in the narrow mines. The 
  retriever was barely able to squeeze into the 10-foot mine corridors, 
  but doing so put it at risk of being damaged by the druids of Rachiss. 
  The druids, for their part, relentlessly attacked the creature, despite 
  heavy losses. The monstrosity retreated to this sulfur-ﬁ lled cavern 
  to devise a new plan to get to the derghodaemon, even as the druids 
  collapsed tunnels in the hope of sealing the creature safely away 
  from the Pillar of Vermin. 
  Since the retriever cannot get to the derghodaemon using the 
  mine’s normal passages, it decided to skip the tunnels entirely and 
  tunnel directly toward Ssaraclakk. The massive construct is currently 
  150 feet down a new tunnel it is hacking and gouging into the coal 
  and rock. Occasionally, it carries chunks of rock out of the tunnel to 
  clear room so it can continue. The retriever drops the chunks of stone 
  onto the growing piles beside the tunnel entrance, and then returns 
  to its work. 
  The piles of stone are composed of shifting, loose rocks. Climbing 
  the rock piles is easy, but anyone doing so must make a DC 20 Stealth 
  check. Failure means the PC dislodges rocks that crash to the ﬂ oor, 
  alerting the retriever.
  RETRIEVER  
  CR 11
  XP 12,800
  hp 192 (Pathﬁ nder Roleplaying Game Bestiary, “Retriever”)
  Tactics: The retriever continues digging unless disturbed. Once it 
  hears sounds in the cavern behind it, the creature stops to determine 
  what is approaching it from behind.  It moves toward the tunnel 
  mouth to confront the intruders, using the ﬂ oating dust from its 
  digging and the darkness inside the coal shaft to conceal its presence. 
  Treat the coal dust hanging heavy in the air as an obscuring mist. 
  Once the retriever deals with any threat, it immediately resumes 
  digging. The retriever does not leave the chamber, and PCs can easily 
  Adventure background
  22
  Area F23: 
  The Retrieving Ground (CR 11)
  planks, and steel spikes fasten the bridge to each rock spur. The 
  
  Adventure background
  23
  escape the creature if they turn and run. If they don’t retreat, the 
  retriever doesn’t cut them any slack. It attacks mercilessly, wanting 
  nothing more than to return to its digging to get to the derghodaemon.
  Area F24: Gloom Island (CR 8)
  The ﬂ oor of this chamber drops into a 75-foot-deep water-ﬁ lled 
  pit. The entrance tunnel arrives 5 feet underwater in the side of the 
  pit wall. Water heated deep underground keeps the room ﬁ lled with 
  clouds of steam.
  Glistening crystals cover the wall and 20-foot-high domed 
  ceiling. An island formed of thick mineral deposits sits opposite the 
  underwater entrance. A dormant gloom crawler that makes its lair 
  on the island awakens if creatures enter the room. After 5 rounds, the 
  hungry creature investigates any disturbance in Area F23. It is wary 
  of the retriever and waits until the retriever has been defeated before 
  entering and picking off the survivors.
  The gloom crawler sits on leftovers of past meals. Below the huge 
  beast are a helm of underwater action, a wand of summon monster 
  III (CL 8, 23 charges), a +1 greatsword, and a belt of incredible 
  dexterity +4
  GLOOM CRAWLER  
  CR8
  The Tome of Horrors 2 by Necromancer Games, Page 81.
  XP 4,800
  N Huge magical beast
  Init +6 (+2 Dex, +4 Improved Initiative); Senses all-around vision, 
  darkvision 60 ft., low-light vision, tremorsense 60ft.; Perception +11
  AC 18, touch 10, ﬂ at-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 80 (10d10 (magical beast) +30)
  Fort +10 (good 7, +3 Con), Ref +9(good 7, +2 Dex), Will +4(bad 
  3, +1 Wis )
  Weakness vulnerability to light
  Speed 20 ft.
  Melee, 8 tentacles +16 (10 base, -2 size, +7 Str, +1 Weapon Focus) 
  (1d8+7 plus grab) and bite +11 (5 base, -2 size, +7 Str, +1 Weapon 
  Focus) (2d6+3 ½ Str)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)
  Special Attack constrict (tentacle, 1d8+7), improved grab
  Str 24, Dex 14, Con 16, Int 4, Wis 12, Cha 2
  Base Atk +10 (base); CMB +19 (10 base, +2 size, +7 Str) (+23 grap-
  ple improved grab); CMD 31 (can’t be tripped) (10 base, +10 Base 
  Attack, +2 size, +7 Str, +2  Dex)
  Feats (5 10HD magical beast) Alertness, Improved Initiative, Weap-
  on Focus (tentacle, bite), Stealthy
  Skills [2+Int (-3) x hd 10 = 10] Escape Artist +12 (5 rank, +3 class, +2 
  Dex, +2 Stealthy), Perception +11 (+5 rank, +3 class, +1 Wis, +2 Alert-
  ness), Sense Motive +3 (+2 Alertness, +1 Wis) Stealth +4 (+10 racial, 
  -8size, +2 Stealthy); Racial Modiﬁ ers +10 Escape Artist and Stealth
  Area F25: 
  A Light in the Dark (CR 6)
  A single candle lit with a continual ﬂ ame sits in this otherwise 
  empty room. Fleeing druids of Rachiss left the candle. Before he left, 
  Phyllox summoned a shadow demon to watch over the retriever. 
  The demon uses magic jar (Will, DC 19) to possess the strongest 
  warrior PC. Once merged, the demon guides the party to the retriever 
  or other dangers. The shadow demon disdains physical combat and 
  ﬂ ees if discovered or confronted outside a PC’s body.
  SHADOW DEMON  
  CR 7 
  XP 3,200
  hp 83 (Pathﬁ nder Roleplaying Game Bestiary, “Demon, Shadow”)
  Area F26: Missing Floor
  The ﬂ oor collapses into a muddy, slime-covered pit. The crevasse 
  is 50 feet deep and ends in a shallow, 5-foot-deep pool of stagnant 
  water. The hall continues on the other side of the morass.
  Area F27: Broken Statues
  Broken statues stand in various combat poses. These bugbears and 
  druids met their end in a somewhat less-gruesome manner than their 
  compatriots. Scattered among the statues are other decomposing 
  and burned body parts of various humanoids. The corridor reeks of 
  decay. The jarring sound of hammering against stone comes from the 
  corridor’s far end (Area F23).
  Area F28: Breakdown
  Large rocks and crumbling gravel piles choke these passages. A 
  narrow, excavated tunnel travels through the breakdown to the other 
  side. The passage is stable, but requires a DC 10 Escape Artist check 
  for a normal, unarmored Medium-size creature to squeeze through 
  (armor penalty checks apply). Small creatures halve their movement 
  in the close quarters. Failing the check by 5 or more results in the PC 
  becoming wedged in the tunnel, unable to move. Stuck PCs must be 
  carefully dug out, which requires tools and 1d4 hours of labor.
  Area F29: Refuse
  Gnawed bones, scraps of armor and bloody remains litter the ﬂ oor. 
  A behir casts its leftovers into these tunnels. 
  Area F30: Behir’s Lair (CR 8)
  Before the druids of Rachiss moved in, a behir named Sympaltrist
  ruled the upper levels of the Mines of Honn. The evil druids summoned 
  ﬁ endish insect companions to roam the tunnel and eventually forced the 
  behir to hide just to survive the constant attacks. Scared and frightened, 
  Sympaltrist is too nervous to attack outright because of a recent run-in 
  with the retriever, which the behir mistakenly believes that the druids 
  summoned speciﬁ cally to get rid of it. The behir waits to see if PCs 
  follow Rachiss before attacking. A DC 15 Diplomacy check calms 
  the behir enough for conversation and/or an alliance to rid the mines 
  of the druids of Rachiss. If the PCs are hostile or aggressive, the behir 
  immediately attacks and ﬁ ghts to the death to defend its last safe haven. 
  Sympaltrist knows the evil cult worships a vile insect deity named 
  Rachiss. It knows nothing of the lower levels and does not venture 
  there under any circumstances. The behir wears a ring of spider 
  climbing on one claw.
  SYMPALTRIST (BEHIR)  
  CR 8
  XP 4,800
  hp 135 (Pathﬁ nder Roleplaying Game Bestiary, “Behir”)
  Tactics: Sympaltrist uses his prized ring to run along the ceiling 
  to attack from above. The behir prefers to attack and retreat after 
  swallowing an opponent. 
  Area F31: Discarded Pane
  An 8-foot-tall-by-4-foot-wide pane of volcanic glass leans against 
  the wall in this dead-end room. A jagged crack runs down its center, 
  making the pane useless for replacing the broken glass in the temple. 
  The glass broke when it was originally brought out, and the miners 
  left it behind. The right-hand passage is collapsed, although a hole 
  visible through the rubble reveals a small room beyond.
  
  Area F32: 
  The Secluded Chamber (CR 14)
  Without magic or 2d6 hours of excavation, this chamber is 
  accessible only by Small creatures. Phyllox, the great druid of 
  Rachiss, uses the room as his resting quarters. It provides an out-of-
  the-way area where he can go and not be bothered.
  The room’s exits collapsed during the great cataclysm that closed 
  the Mines of Honn. Meager furnishings ﬁ ll the room. A mound of 
  furs and blankets serve as bedding, and a table built from planks 
  and rocks holds a few sheets of paper, bottles and dirty dishes. 
  Softly glowing beetles cover the room’s interior, a crawling mass of 
  clicking insects that coats the walls. The majority of the thousands of 
  immature ﬁ re beetles are too small to be any threat, but they coat the 
  walls in a foot deep layer that hides the larger threats. 
  Hiding among the normal insects are: Phyllox in the shape of a ﬁ re 
  beetle; Phyllox’s vermin companion; and 16 ﬁ re beetles. Phyllox 
  is proud of his beetles and keeps them healthy and well fed. Unless 
  called elsewhere to deal with intruders, Phyllox remains in his room. 
  The crude table contains papers detailing vile recruiting methods 
  and a roster of current cult members. A divine scroll (reincarnation,
  but it only reincarnates the recipient as a ettercap, creeping doom, 
  giant vermin, and repel vermin; CL14), and potions of greater magic 
  fang +3, barkskin +4, neutralize poison and water breathing sit on 
  the table. If PCs have not dealt with Ilan and Ethea in town (Area 
  E5), the papers here are enough to convince the townspeople of their 
  treachery.
  GIANT FIRE BEETLES (16)  
  CR 1/3
  XP 135
  hp 7 each (Pathﬁ nder Roleplaying Game Bestiary, “Beetle, Fire”)
  PHYLLOX  
  CR 13
  XP 25,600
  NE Small humanoid
  Male gnome druid 14
  Init +3; Senses low-light vision; Perception +18
  AC 23, touch 15, ﬂ at-footed 18 (+3 Dex, +1 Dodge, +1 size, +8 
  armor)
  hp 84 (10d8 +10  plus 2d6+2)
  Fort +11, Ref +7, Will +14(+16 vs. illusion)
  Defensive Abilities defensive training; Immune venom
  Speed 20ft.
  Melee staff of swarming insects +10 (1d6)
  Special Attacks hatred (+1 attack vs. reptilian and goblinoids), 
  spontaneous casting [summon nature’s ally (vermin)]
  Spell-Like Abilities (CL 14th)
  1/day—dancing lights, ghost sound, prestidigitation, speak with 
  animals
  Druid Spells Prepared (CL 14th):
  7th– creeping doom, ﬁ re storm (DC24)
  6th–anti-life shell, wall of stone
  5th–baleful polymorph (DC 22), call lightning storm (DC 22), 
  insect plague, stone skin
  4th–air walk, ice storm, ﬂ ame strike (DC 21), giant vermin, spike 
  stones
  3rd–contagion (DC 20), greater magic fang, poison (DC 20), pro-
  adventure background
  Area F32: 
  The Secluded Chamber (CR 14)
  beetle; Phyllox’s 
  but it only reincarnates the recipient as a ettercap, 
  giant vermin
  fang +3
  24
  
  adventure background
  25
  tection from energy, sleet storm
  2nd–barkskin, cat’s grace, ﬂ aming sphere, gust of wind, owl’s 
  wisdom
  1st–charm animal, faerie ﬁ re, jump, longstrider, obscuring mist, 
  produce ﬂ ame
  0 (at will)–detect magic, light, resistance, stabilize
  Str 10, Dex 16, Con 15, Int 14, Wis 21, Cha 17
  Base Atk +10; CMB +9; CMD 22
  Feats Augment Summoning, Combat Casting, Dodge, Greater Spell 
  Focus (conjuration), Natural Spell, Shape Master*, Spell Focus 
  (conjuration)
  Skills Craft (armor) +4, Fly +20, Handle Animal (vermin) +20, 
  Heal +21, Perception +24, Spell Craft +19, Survival +22; Racial 
  Modiﬁ cations Perception +2, Craft (armor) +2
  Languages Common, Druidic, Gnome, Goblin, Sylvan
  SQ a thousand faces, nature bond, nature sense, orisons, resist 
  nature’s lure, trackless step, venom immunity, wild empathy, wild 
  shape (6/day), woodland stride
  Combat Gear: staff of swarming insects (28 charges), +2 small 
  wild full chitin plate armor (+8 AC), cape of the mountebank, po-
  tions of cure serious wounds (x2). 
  Personality: Phyllox is ancient, with weathered skin and coal-
  black eyes that reﬂ ect his hatred. Scrawny and frail, he never travels 
  without his staff. Phyllox is dedicated to the ruination of civilization 
  and the spread of pestilence. Clever and powerful, he often assumes 
  the forms of a tiny ﬁ re beetle or a gargantuan centipede. The druid 
  is hesitant wild shaping into a gargantuan vermin unless the room 
  offers space for the form to provide him an advantage.
  Aside from his enhanced conjuration spells, he favors casting ﬁ re 
  storm down long passages on unsuspecting victims.
  PHYLLOX (GARGANTUAN CENTIPEDE FORM)  
  CR 13
  XP 25,600
  NE Gargantuan augmented humanoid 
  Male gnome druid 14
  Init +0; Senses darkvision 60ft., low-light vision; Perception +18
  AC 25, touch 7, ﬂ at-footed 24 (+0 Dex, +1 Dodge, -4 size, +8 
  armor, +10 natural)
  hp 104 (14d8 +28)
  Fort +11, Ref +4, Will +14(+16 vs. illusion)
  Defensive Abilities defensive training; Immune venom
  Speed 40ft., climb 40ft.
  Melee bite +10 (2d8+6 plus poison) 
  Special Attacks hatred (+1 attack vs. reptilian and goblinoids), 
  spontaneous casting [summon nature’s ally (vermin)]
  Spell-Like Abilities (CL 14th)
  1/day—dancing lights, ghost sound, prestidigitation, speak with 
  animals
  Druid Spells Prepared (CL 14th):
  7th– creeping doom, ﬁ re storm (DC24)
  6th–anti-life shell, wall of stone
  5th–baleful polymorph (DC 22), call lightning storm (DC 22), 
  insect plague, stone skin
  4th–air walk, ice storm, ﬂ ame strike (DC 21), giant vermin, spike 
  stones
  3rd–contagion (DC 20), greater magic fang, poison (DC 20), pro-
  tection from energy, sleet storm
  2nd–barkskin, cat’s grace, ﬂ aming sphere, gust of wind, owl’s 
  wisdom
  1st–charm animal, faerie ﬁ re, jump, longstrider, obscuring mist, 
  produce ﬂ ame
  0 (at will)–detect magic, light, resistance, stabilize
  Str 18, Dex 10, Con 15, Int 14, Wis 21, Cha 17
  Base Atk +10; CMB +9; CMD 22 (can’t be tripped)
  Feats Augment Summoning, Combat Casting, Dodge, Greater Spell 
  Focus (conjuration), Natural Spell, Shape Master*, Spell Focus 
  (conjuration)
  Skills Craft (armor) +4, Fly +13, Handle Animal (vermin) +20, 
  Heal +21, Perception +24, Spell Craft +19, Survival +22; Racial 
  Modiﬁ cations Perception +2, Craft (armor) +2, +4 Perception, +8 
  Stealth
  Languages Common, Druidic, Gnome, Goblin, Sylvan
  SQ a thousand faces, nature bond, nature sense, orisons, resist 
  nature’s lure, trackless step, venom immunity, wild empathy, wild 
  shape (6/day), woodland stride
  Combat Gear: staff of swarming insects (28 charges), +2 small 
  wild full chitin plate armor (+8 AC), cape of the mountebank, po-
  tions of cure serious wounds (x2).
  Poison (EX) Bite—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  FLASH FIRE BEETLE COMPANION 
  N Medium vermin
  Init +1; Senses low-light vision; Perception +0
  AC 21, touch 11, ﬂ at-footed 20 (+11 natural, +1 Dex)
  hp 94 (12d8+24)
  Fort +12, Ref +9, Will +4
  Defensive Abilities evasion; Immune mind-affecting effects
  Speed 30 ft., ﬂ y 30 ft. (poor)
  Melee bite +14 (1d6+5)
  Str 20, Dex 13, Con 15, Int —, Wis 10, Cha 7
  Base Atk +9; CMB +14; CMD 15 (23 vs. trip)
  Skills Fly +13
  SQ luminescence, link, share spells
  Luminescence (Ex) A ﬁ re beetle’s glowing glands provide light in 
  a 15-foot radius. A dead ﬁ re beetle’s luminescent glands continue to 
  glow for 1d6 days after its death. Although nocturnal, the ﬁ re beetle 
  lacks darkvision—it relies on its own glowing glands for illumina-
  tion. 
  Flash Beetle (Ex): A ﬂ ash beetle is an advanced ﬁ re beetle that can 
  create a bright ﬂ ash of light once an hour. When a ﬂ ash beetle does 
  so, all creatures in a 15-foot burst must make a DC 18 Fortitude 
  save or be dazzled for 1d3 rounds. The save DC is Constitution-
  based.
  Area F33: 
  The Pillar of Vermin (CR 12)
  Miners hauled the richest coal from this chamber. The room is 
  large, with a domed ceiling that rises 50 feet overhead. The ﬂ oor 
  collapsed during the cataclysm, leaving behind a 60-foot-diameter 
  pillar of solid stone. The bottom of the chasm opens 300 feet below 
  over a massive subterranean lake of steaming water (Area G12). 
  The pillar’s base rises out of the bubbling lake in a column of slick, 
  scarred stone. 
  Three sturdy bridges made of fused giant vermin shells connect 
  the top of the column to the remaining ﬂ oor. The bridges are sturdy, 
  although movement beyond a careful gait causes them to swing 
  wildly (DC 10 Acrobatics check to cross). A successful check lets the 
  PC move at half normal speed across the swinging bridge. Failure 
  means the PC cannot move for one round while he regains his 
  balance. Failing by 5 or more results in the PC falling off the bridge, 
  although he may attempt to grasp the edge (DC 20 Reﬂ ex save). 
  Anyone grabbing the railing to stop their fall suffers 1d6 points of 
  damage from the sharp insect mandibles incorporated into the bridge 
  railing. Falling PCs plummet to the bottom of the chasm (Area G12), 
  taking 20d6 points of damage, and splash down in the heated lake 
  below.
  Recently, Phyllox summoned Ssaracclak, a derghodaemon, and 
  
  26
  ordered the beast to remain in this room to guard the slaves (Area F34). 
  Ssaracclak abides by the demand for one reason: The derghodaemon 
  is too scared of the newly arrived retriever (currently stuck in Area 
  F23) to leave. Never before has the daemon known such fear as being 
  hunted by the infernal automaton. Ssaracclak waits in the dead-end 
  alcove (Area F34) opposite the entrance and attacks PCs entering 
  the room. The creature waits until a PC is separated from the party 
  before teleporting to attack. His favorite tactic is to wait until one PC 
  crosses over the bridge, then teleport beside them and attack while 
  the rest are struggling to cross the bridge. He attacks until two or 
  more PCs reach his ledge, then teleports to attack stragglers still on 
  the opposite rim of the chasm.
  Resting on the center of the stone pillar is the true temple to Rachiss: 
  a 30-foot-tall pillar of fused insect bodies that serves as a totem 
  idol. The drone of a thousand locusts rises from the totem’s core. A 
  crimson radiance glows through the vermin husks, bathing the top of 
  the pillar in garish red light. The pillar radiates overwhelming evil 
  and Conjuration magic. 
  The insect pillar is a gate worshippers of Rachiss can activate to 
  summon outsiders. Phyllox alone knows the incantations to activate 
  the insect pillar.
  PILLAR OF VERMIN: 3 feet thick; Hardness 5; hp 200; Break 
  (DC 25).
  Trapped within the pillar is a stirge demon. The Pillar of Vermin 
  feeds off the demon’s spirit to power the gates for Rachiss’ servants. 
  Destroying the pillar destroys the summoning portal, but also 
  releases the stirge demon. While trapped, the demon is powerless. 
  Phyllox also stores magical treasure in the pillar: a +2 spear of spell 
  storing (currently contains vampiric touch), 2 slaying arrows (plants 
  and giants), a masterwork cold iron longsword, a helm of underwater 
  action and a +2 full plate of silent moves.
  SSARACCLAK, DERGHODAEMON  
  CR 8
  The Tome of Horrors by Necromancer Games, Page 55
  XP 4,800
  NE Large outsider (deamon, evil, extraplanar)
  Init +5 (+1 Dex, +4 Improved Initiative); Senses all-around vision, 
  darkvision 60 ft.; Perception +15
  AC 16, touch 10, ﬂ at-footed 15 (-1 size, +1 Dex, +6 natural)
  hp 86 (8d10+16)
  Fort +9 (+2 Con, good +7), Ref +10(+1 Dex, good +7, +2 Light-
  ning reﬂ exes), Will +3(bad +3)
  DR 10/magic
  Immune acid, poison; Resist cold 20, electricity 20, ﬁ re 20; SR 22
  Speed 40 ft.
  Melee 5 claws +13(+8 Fast BAB, -1 Size, +5 Str) (1d6+5 plus grab) 
  or +2 claws +11(+8 Fast BAB, -1  Size, +5 Str) (1d6+5 plus grab) 
  and 3 great swords +7 (2d6+2)
  Special Attacks feeblemind (2/day, DC 16), grab, tear, summon 
  daemons
  Spell-Like Abilities (CL 8th)
  At will—cause fear (DC 13), deeper darkness, desecrate, see invis-
  ibility
  2/day—greater teleport (self + 50 lbs of objects only), sleep 
  (DC13)
  Str 20, Dex 13, Con 15, Int 5, Wis 10, Cha 14
  Base Atk +8 (Fast BAB); CMB +14 (+8 Fast BAB, +1  Size, +5 
  Str), +20 vs. grapple; CMD 25 (+31 vs. grapple) (10 base, +8 Fast 
  BAB, +1  Size, +5 Str, +1 Dex)
  Feats (4 feeats+8 HD) Improved Grapple, Improved Initiative, 
  Lightning Reﬂ exes, Multiweapon Fighting
  Skills (outsider 6+int x 8HD= 6-3x8 = 24 total) Intimidate + 13 
  (8ranks, +3 class, +2 Cha), Perception +15(8ranks, +3 class, +4 ra-
  cial), Stealth +8 (8ranks, +3 class, +1 Dex, -4 Size) Racial Bonus: 
  +4 Perception
  Languages telepathy 100 ft.
  Grab (Ex): To use this ability, the derghodaemon must hit a Large 
  or smaller creature with two claw attacks. The derghodaemon has a 
  grapple bonus of +6.
  Feeblemind (Su): Twice per day, by clattering its mandibles to-
  gether, a derghodaemon can affect all creatures within 30 feet as the 
  spell of the same name (Will save DC 16 negates). The effects last 
  for 6 rounds.
  Tear (Ex) A derghodaemon automatically hits a held opponent with 
  all of its melee attacks each round it maintains a hold.
  Summon Daemons (Sp): Once per day, a derghodaemon can at-
  tempt to summon 1d3 mezzodaemons or another derghodaemon 
  with a 40% chance of success.
  All-around vision (Ex): A derghodeamon’s head can rotate 360 
  degrees. It gains +4 racial bonus to Perception checks. A derghodae-
  mon cannot be ﬂ anked.
  Telepathy (Su): Derghodeamons can communicate telepathically 
  with any creature within 100 feet that has a language.
  STIRGE DEMON  
  CR 11
  The Tome of Horrors by Necromancer Games, Page 90.
  XP 9,600
  CE Large Outsider (Chaotic, Evil, Extraplanar)
  Init +2; Senses Darkvision 60 ft.; Perception +20
  Aura Fear
  AC 23, touch 12, ﬂ at-footed 20 (-1 size, +3 Dex, +11 natural)
  hp 112 hp (8d10+48)
  Fort +12, Ref +9, Will +8
  DR 10/good; Immune electricity, poison, outsider traits; Resist 
  acid 10, cold 10, ﬁ re 10; SR 18
  Speed 20 ft., ﬂ y 60 ft.
  Melee 2 claws +13 (2d4+6 plus wounding) and bite +11 (2d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks Blood drain, drone, spell-like abilities, summon 
  demons, wounding
  Spell-Like Abilities (CL 10th)
  At will—darkness, dispel magic, greater teleport (self plus 50 
  pounds of objects only), see invisible, telekinesis (DC 17). The save 
  DC is Charisma-based.
  Str 22, Dex 17, Con 23, Int 14, Wis 14, Cha 15
  Base Atk +8; CMB +15; CMD 28 (32 vs. trip)
  Feats Alertness, Cleave, Multiattack, Power Attack
  Skills Bluff +10, Climb +14, Escape Artist +11, Intimidate +10, 
  Perception +20, Sense Motive +12, Stealth +11, Survival +10 (+12 
  following tracks); Racial Modiﬁ ers Stirge demons have a +8 racial 
  bonus on Perception checks.
  Languages Abyssal, Common, Undercommon; telepathy 100 ft.
  Special Quality: A stirge demon’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned and evil-aligned 
  for the purpose of overcoming damage reduction.
  Blood Drain (Ex): A stirge demon can drain blood from a living 
  creatu re by making a successful grapple check. If it pins its foe, it 
  drains blood, dealing 1d4 points of Constitution drain each round 
  the pin is maintained. Once the stirge demon has drained 4 points, it 
  ﬂ ies off to digest its meal. The stirge demon rarely uses this against 
  an awakened foe. It usually saves this attack for opponents it has 
  droned to sleep.
  Drone (Su): At all times, save when using any spell-like abilities, 
  t he stirge demon drones and buzzes like a ﬂ y. All creatures within 
  a 60-foot spread that hear it must succeed on a DC 19 Will save or 
  fall into a comatose sleep for 1d4 hours. There is no HD limit for 
  this effect and it otherwise functions as the sleep spell (caster level 
  10th). Note, the stirge demon can drain blood from a sleeping crea-
  ture without automatically waking it up. In such an event, the sleep-
  ing creature receives a new Will save (same DC) each round the 
  stirge demon drains blood. The save DCs are Constitution-based.
  adventure background
  before teleporting to attack. His favorite tactic is to wait until one PC 
  storing
  NE Large outsider (deamon, evil, extraplanar)
  
  27
  Fear Aura (Su): Stirge demons can radiate a 20-foot radius fear 
  aura  as a free action. A creature in the area must succeed on a DC 
  16 Will save or be affected as though by a fear spell (caster level 
  10th). A creature that successfully saves cannot be affected again 
  by the same stirge demon’s fear aura for one day. Other demons are 
  immune to the aura. The save DC is Charisma-based.
  Summon Demons (Sp): Once per day, a stirge demon can attempt 
  to summon 2d8 dretches or another stirge equivalent of a 4th-level 
  spell. demon with a 35% chance of success. 
  Wounding (Ex): A stirge demon’s claw attack deals 1 point of Con-
  stitut ion damage from blood loss when it hits a creature. A critical 
  hit does not multiply the Constitution damage. Creatures immune 
  to critical hits (plants, constructs) are immune to the stirge demon’s 
  wounding ability.
  Spider Climb (Ex): Stirge demons can walk on walls, ﬂ oors, ceil-
  ings, an d other such surfaces at their normal movement rate. This is 
  an inherent ability and cannot be dispelled or negated.
  Tactics: The stirge demon enters combat and attempts to drone as 
  many of its opponents to sleep as it can. Creatures that resist are 
  attacked with claws and bite. Once the stirge demon has droned all 
  its opponents to sleep, or they have ﬂ ed, it feasts on any sleeping 
  creatures, draining their blood. If outnumbered or overmatched, the 
  stirge demon does not engage an enemy. If confronted by foes more 
  powerful than it, the stirge demon uses its greater teleport to escape.
  Area F34: The Slave Camp
  Slaves kidnapped from Doan sleep and work on this balcony that 
  overlooks the Breathing Lake and the Pillar of Vermin. The slaves 
  are haggard and undernourished, fed infrequently by the druids 
  of Rachiss — if they are fed at all.  The druids force the slaves to 
  craft chitin armor from the shells and exoskeletons of dead insects. 
  adventure background
  Ratcheting up the Fight
  If the PCs are having an easy time so far and you don’t think 
  the derghodaemon will provide enough of a ﬁ ght, there’s 
  a dangerous option you can throw at them to increase the 
  difﬁ culty of the battle: the retriever.
  If the PCs left the creature alive in Area F23, then it 
  ﬁ nally ﬁ nishes its tunneling just as the PCs encounter the 
  derghodaemon atop the column supporting the Pillar of 
  Vermin. The retriever breaks through the ceiling above the 
  column in a shower of dark stone and sparks and jumps onto 
  the column. It focuses on the derghodaemon, but doesn’t 
  hesitate to strike at anyone who gets in its way.
  If PCs slew the original retriever, the creature’s death 
  throes alerted its master of its failure. Another retriever 
  was teleported to the original retriever’s position — and 
  unfortunately trapped in Area F23 — but this time with 
  two goals: ﬁ nd the derghodaemon ﬁ rst, then kill whoever 
  destroyed the original creature for getting in the way of the 
  demon prince’s will. The newly arrived retriever immediately 
  resumes digging the tunnel and breaks through the ceiling as 
  noted above. In this instance, it target the PCs ﬁ rst, slashing 
  at them and tossing them from the Pillar of Vermin, before 
  turning its attention to capturing the derghodaemon.
  
  Various tools sit on benches, and half-ﬁ nished armor rests on stands.
  Currently, 20 villagers work here. The druids toss those who 
  become too weak to work over the ledge into the Breathing Lake far 
  below. The slaves are too weak to make it back through the tunnels 
  on their own if freed.
  HUMAN SLAVES COM 1 (20)  
  CR 1/6
  XP 65
  hp 3 each
  Area G: 
  The Mines of Honn, Lower Level
  The mine’s lower level is a completely different environment than 
  the upper mines. Seismic activity created a great hot spring that 
  ﬂ oods much of the level with steaming water. The nauseating aroma 
  of sulfur and other natural gases wafts throughout the tunnels.
  The humid conditions and rich mineral growths provide an ideal 
  ecosystem for subterranean mosses, lichens and mildews. Green 
  moss glows with a soft light along the upper reaches of passages 
  and rooms, providing ample illumination but bathing everything in 
  a sickly green hue. White-and-red mineral deposits cake the lower 
  third of the stone walls. The minerals are harmless and can easily be 
  scraped off or broken. 
  Except where noted, 2 to 6 inches of water ﬁ ll the passageways. 
  The crystal-clear water is potable, but has a foul stench and tastes of 
  sulfur. The water is also quite warm, but in most cases not hot enough 
  to cause serious injury.
  Surface-dwellers suffer from prolonged exposure while traveling in 
  the lower mines. Impurities in the air force air-breathing creatures to 
  make a DC 15 Fort save every 12 hours or take 1 point of temporary 
  Constitution damage. This damage is restored if the creature returns 
  to the upper mines or the surface for a full day.
  Area G1: 
  The Druid’s Guard (CR 9)
  Phyllox summoned a nightmarish chuul variant called a chuul ttaen to 
  guard this room against creatures coming up from the lower mines. The 
  chuul ttaen is an adequate — if overly vicious — guard. The creature dug 
  a 10-foot-deep depression in the back of the room, and then expanded its 
  lair by dredging the short hallway leading to Area G2. The chuul ttaen 
  hides in the water-ﬁ lled pit and hallway. The creature regularly disturbs 
  the muck and minerals so that the water remains murky. 
  If the chuul ttaen grapples a PC, the creature retreats to the poisoned 
  waters of Area G2. See the New Monster Appendix for more details 
  about the chuul ttaen.
  CHUUL TTAEN (FEMALE)  
  CR 9
  See New Monster Appendix
  XP 6,400
  CE Large aberration (aquatic)
  Init +7; Senses blindsight 60 ft.; darkvision 60 ft.; Perception +19
   
  AC 22, touch 12, ﬂ at-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 138 (14d8+56)
  Fort +8, Ref +7, Will +11
  Defensive Abilities darkvision camouﬂ age; Immune poison
  Weakness light blindness
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +17 (2d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (3d6+7), larvae spray, paralytic tentacles
   
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
  Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip)
  Feats Ability Focus (paralysis), Alertness, Blind-Fight, Combat 
  Reﬂ exes, Improved Initiative, Improved Natural Attack, Weapon 
  Focus (claw)
  Skills Knowledge (nature) +10, Perception +23, Sense Motive +11, 
  Stealth +13, Swim +32
  Languages Common, Undercommon
  SQ amphibious
   
  Environment warm subterranean lakes and rivers
  Organization solitary, pair, or pack (3–6)
  Treasure standard
   
  Paralytic Tentacles (Ex) A chuul ttaen can transfer a grappled 
  victim from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no damage, 
  instead exuding a paralytic secretion. Anyone held in the tentacles 
  must succeed on a DC 23 Fortitude save each round on the chuul 
  ttaen ‘s turn or be paralyzed for 6 rounds. The save DC is Consti-
  tution-based. While held in the tentacles, paralyzed or not, a victim 
  automatically takes1d8+7 points of damage each round from the 
  creature’s mandibles.
  Larvae Spray (Ex) Once per week as a free action, a female chuul 
  ttaen can release a spray (15-foot cone) of minute barbed larvae. 
  The initial blast deals 1d8 points of damage and injects larvae into 
  the opponent’s body. The affected creature must succeed on a DC 
  23 Fortitude save to avoid implantation. The save DC is Constitu-
  tion based.
  If a chuul ttaen implants larvae into a paralyzed or otherwise help-
  less creature, it gets no saving throw. The larvae pupate over the 
  course of 10 days. The host becomes increasing ill suffering a -1 to 
  Strength, Constitution and Dexterity each day of the pupation (-10 
  maximum) as the pupae absorb nutrients. At the end of the 10 day 
  gestation, 2d4 Diminutive chuul ttaen burst from the host, killing it 
  in the process.
  A remove disease or heal spell rids a victim of the larvae/pupae 
  as does a DC 25 Heal check. If the check fails, the healer can try 
  again, but each attempt (successful or not) deals 1d4 points of dam-
  age to the patient. The ability score damage heals normally after the 
  larvae/pupae have been removed.
  Darkvision Camouﬂ age (Ex) A chuul ttaen is virtually impossible 
  to detect solely by using darkvision. A chuul ttaen is considered in-
  visible (+40 Stealth or +20 Stealth when moving) when encountered 
  in the dark by a creature using darkvision. In lit areas, a chuul ttaen 
  appears as a ghostly white surface-dwelling chuul.
  Area G2: Sludge-Filled Room
  The room is nearly impassable due to three feet of thick sludge and 
  rock that cake the ﬂ oor. Steam rises off the water, which is fed by a 
  hydrothermal vent. PCs who enter the water are subject to magmatic 
  poison gas vapors rising from the surface of the liquid. Crossing the 
  room requires a DC 15 Strength check for half movement. The DC 
  increases by 5 for normal movement and by 10 for a double move or 
  charge. The chuul ttaen (Area G1) dredged the clinging mud into this 
  room while digging its hiding spot. The hallway to Area G1 drops 
  into a 10-foot-deep water-ﬁ lled passage.
  MAGMATIC POISON GAS VAPORS CR 3
  Type: poison, inhaled; Save DC 18
  Frequency 1/round
  Initial Effect: 1 Con drain; secondary effects 1d3 Con damage each 
  round; Cure 1 save
  Area G3: Explosive Gases (CR 7)
  A hazy cloud of explosive gases ﬁ lls the chamber. The gas bubbles 
  up through the mud-covered ﬂ oor with a wet, gurgling sound. A thin 
  28
  adventure background
  Various tools sit on benches, and half-ﬁ nished armor rests on stands.
  become too weak to work over the ledge into the Breathing Lake far 
  below. The slaves are too weak to make it back through the tunnels 
  on their own if freed.
  HUMAN SLAVES COM 1 (20)  
  CR 1/6
  XP 65
  hp
  Area G: 
  The Mines of Honn, Lower Level
  the upper mines. Seismic activity created a great hot spring that 
  ﬂ oods much of the level with steaming water. The nauseating aroma 
  of sulfur and other natural gases wafts throughout the tunnels.
  ecosystem for subterranean mosses, lichens and mildews. Green 
  moss glows with a soft light along the upper reaches of passages 
  and rooms, providing ample illumination but bathing everything in 
  a sickly green hue. White-and-red mineral deposits cake the lower 
  third of the stone walls. The minerals are harmless and can easily be 
  scraped off or broken. 
  The crystal-clear water is potable, but has a foul stench and tastes of 
  sulfur. The water is also quite warm, but in most cases not hot enough 
  to cause serious injury.
  the lower mines. Impurities in the air force air-breathing creatures to 
  make a DC 15 Fort save every 12 hours or take 1 point of temporary 
  Constitution damage. This damage is restored if the creature returns 
  to the upper mines or the surface for a full day.
  Area G1: 
  The Druid’s Guard (CR 9)
  guard this room against creatures coming up from the lower mines. The 
  chuul ttaen is an adequate — if overly vicious — guard. The creature dug 
  a 10-foot-deep depression in the back of the room, and then expanded its 
  lair by dredging the short hallway leading to Area G2. The chuul ttaen 
  hides in the water-ﬁ lled pit and hallway. The creature regularly disturbs 
  the muck and minerals so that the water remains murky. 
  waters of Area G2. See the New Monster Appendix for more details 
  about the chuul ttaen.
  CHUUL TTAEN (FEMALE)  
  CR 9
  See New Monster Appendix
  XP 6,400
  CE Large aberration (aquatic)
  Init 
  AC 
  hp 
  Fort 
  Defensive Abilities 
  Weakness
  Speed 
  Melee 
  Space 
  Special Attacks 
  Str 
  
  adventure background
  29
  layer of water coats the three-foot-deep soupy mud. Any torch or ﬁ re 
  brought into the area ignites an inferno that ﬁ lls the chamber and 
  sweeps up and down 40 feet of the passageways outside the room. 
  Buried in the mud (DC 25 Perception check) is a ring of animal 
  friendship. 
  GAS VAPORS  
  CR 3
  Type: mechanical; Perception DC 24; Disable Device DC 28
  Trigger: location; Reset: automatic
  Effect: gas, multiple targets (all targets in a 10-ft.-by-20-ft. area); 
  explosion (8d6 ﬁ re, DC 14 Reﬂ ex save half damage).
  Area G4: Thermal Vents (CR 8)
  White tendrils of steam ﬁ ll this passageway, creating thick clouds 
  that seem to swallow anyone walking into the chamber. Vents 
  in the ﬂ oor bubble with boiling water, and the walls glisten with 
  condensation. The water is extremely hot, dealing 1d6 points of 
  scalding damage per round of exposure.
  This room is home to 2 belkers that were drawn into the caverns 
  years ago via a now-closed conduit.
  BELKERS (2)  
  CR 6 
  XP 2,400
  N Large outsider (air, elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +10
  AC 22, touch 14, ﬂ at-footed 17 (+5 Dex, +8 natural, -1 size)
  hp 65, 61 (7d10+7)
  Fort +3, Ref +12, Will +5
  Defensive Abilities elemental traits, smoke form
  Speed 30 ft., ﬂ y 60 ft. (perfect)
  Melee 2 wings +12 (1d6+2), 2 claws +12 (1d6+2), bite +10 (1d8+1)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smoke claws
  Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
  Base Atk +7; CMB +10; CMD 25
  Feats Lightning Reﬂ exes, Multiattack, Skill Focus (Perception), 
  Weapon Finesse
  Skills Fly +18, Escape Artist +12, Perception +10, Stealth +12; 
  Racial Modiﬁ ers +4 Stealth 
  Languages Auran
  Smoke Claws (Ex): A belker in smoke form can engulf opponents 
  by moving on top of them. It  ﬁ lls the air around one Medium or 
  smaller opponent without provoking an attack of opportunity. The 
  target must succeed on a DC 14 Fortitude save or inhale part of the 
  creature. Smoke inside the victim solidiﬁ es into a claw and begins 
  to rip at the surrounding organs, dealing 3d4 points of damage per 
  round. An affected creature can attempt another Fortitude save each 
  subsequent round to cough out the semi-vaporous menace. The save 
  DC is Constitution-based. 
  Smoke Form (Su): Most of the time a belker is more or less solid, but 
  at will it can assum e smoke form. It can switch forms once per round as 
  a free action and can spend up to 20 rounds per day in smoke form. A 
  belker in smoke form can ﬂ y at a speed of 50 feet (perfect). The ability 
  is otherwise similar to a gaseous form spell (caster level 7th).
  Tactics: The belkers allow PCs to enter the steam-ﬁ lled room 
  before settling over them and attacking with their smoke claws. The 
  belkers gain a +5 Stealth bonus to checks in the steamy passages.
  Area G5: Burning Ooze (CR 3)
  A ﬂ ickering glow rises from this passage as a ﬂ aming gelatinous 
  cube slides through the passages looking for meals. It appears to be a 
  slow-moving wall of ﬁ re. Clouds of smoke and steam rise up before 
  the cube as it pushes blindly down the hall. A frustrated drider (Area 
  G6) ignited the cube with a ﬁ reball several days ago. Coal dust, oil 
  and combustible gases that the cube has collected in its meanderings 
  through the tunnels have altered the cube’s exterior, making it highly 
  ﬂ ammable.
  This cube recently enveloped a druid of Rachiss who was scouting 
  the lower mines. The cube is slowly dissolving the man’s body. Deep 
  within the cube’s mass is the man’s ring of energy resistance (minor, 
  ﬁ re), which now confers its beneﬁ ts to the cube. The cube will burn 
  for several more days before its contents and covering are depleted. 
  The cube is not harmed because of the ring in its depths. 
  Anyone struck by the cube suffers an additional 1d6 points of ﬁ re 
  damage from the burning residue covering its body. Anyone engulfed 
  by the cube suffers the initial 1d6 points of damage, but no more 
  damage from the ﬁ re once inside the ooze.
  GELATINOUS CUBE  
  CR 3 
  XP 800
  hp 62 (Pathﬁ nder Roleplaying Game Bestiary, “Gelatinous Cube”)
  Area G6: Lone Drider (CR 10)
  Water pours from the 20-foot-high ceiling and collects in shallow, 
  silt-ﬁ lled depressions on the ﬂ oor. Lurking along the ceiling is 
  Tatisst, a drider commander. The leader of a group of driders (Area 
  F13), Tatisst stays here brooding over his predicament. 
  During a trek to the mines from the depths of the earth, the driders 
  encountered the aboleths of the lake. The driders ﬂ ed, but not before 
  the aboleth’s slime afﬂ iction overcame Tatisst. The drider’s skin turned 
  translucent, and Tatisst is forced to remain in this chamber to avoid 
  suffering in the dry mines above. Tatisst is angry his underlings have 
  not yet returned.  Tatisst attacks anyone entering the room. He casts 
  spells down the hallways at PCs if they remain outside the chamber.
  TATISST, DRIDER COMMANDER  
  CR 10
  XP 9,600
  CE Large aberration
  Init +3; Senses darkvision 120 ft., detect good, detect law, detect 
  magic; Perception +18
  AC 21, touch 13, ﬂ at-footed 17; (+3 Dex, +1 dodge, +8 natural, –1 
  size)
  hp 99 (9d8+18* plus 3d6+6*)
  Fort +5*, Ref +6, Will +12
  Immune sleep; SR 21
  Speed 30 ft., climb 20 ft.
  Melee mwk great sword +10/+5 (2d6+5), bite +4 (1d4+3 plus 
  poison)
  Ranged mwk composite longbow +10/+5 (1d8+4/×3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+9 ranged, DC 18, hp 9)
  Spell-Like Abilities (CL 9th)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie ﬁ re
  1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, 
  levitate, suggestion (DC 16)
  Spells Known (CL 9th)
  4th (4/day)—enervation (DC 19), greater invisibility
  3rd (6/day)—haste, heroism, lightning bolt (DC 18)
  2nd (7/day)—acid arrow, bull’s strength, see invisibility, web (DC 17)
  1st (7/day)—expeditious retreat, mage armor, magic missile, ray of 
  enfeeblement
  (DC 14), silent image (DC 16)
  0 (at will)—bleed (DC 15), daze (DC 15), ghost sound, mage hand, 
  ray of frost, read magic, resistance
  Str 15, Dex 16, Con 18 (14*), Int 15, Wis 16, Cha 20
  
  30
  30
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  adventure background
  Base Atk +7; CMB +10; CMD 22 (34 vs. trip)
  Feats Arcane Strike (+2), Blind-Fight, Dodge, Combat Casting, 
  Weapon Focus (bite, greatsword)
  Skills Climb +25, Intimidate +18, Knowledge (arcana) +17, Percep-
  tion +18, Spellcraft +17, Stealth +18; Racial Modiﬁ ers +4 Stealth
  Languages Common, Elven, Undercommon
  Combat Gear: mwk great sword, mwk composite longbow, 23 
  arrows
  Poison (Ex): Bite—injury; save Fort DC 16*; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitu-
  tion-based.
  Spells: Tatisst casts spells as a 9th-level sorcerer but does not gain 
  any other class abilities.
  Undersized Weapons (Ex): Although a drider is Large, its upper 
  torso is the same size as that of a Medium humanoid’s upper torso. 
  As a result, it wields weapons as if it were one size category smaller 
  than its actual size (Medium for most driders).
  *Tatisst’s Constitution score was reduced by 4 due to his encounter 
  with the aboleths, He is trapped between the aboleths and the dry 
  environment of the upper mines.
  Area G7: The Enslaved (CR 10)
  Two-foot-deep dirty puddles sit in this chamber. The aboleths’ 
  miserable slaves live here under a veil spell (DC 19) from an aboleth 
  (Area G8) that makes them appear to be drow. They do not respond 
  to combat in Area G8, unless commanded by the aboleth. 
  The slaves can breathe air, but willingly envelop themselves in 
  the aboleth’s mucus cloud if necessary to enter deeper water. The 
  slaves generally do not get along, but the aboleth’s domination power 
  compels them to work together to defend their masters.
  The room contains 6 bugbears, 4 druids, a troll and Thiana, a 
  human female monk.
  BUGBEARS (6)  CR 2
  XP 600
  hp 23 each (Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  DRUIDS (4) CR 3
  XP 800
  NE Medium humanoid
  Human druid 6
  Init +1; Perception +11
  AC 16, touch 12, ﬂ at-footed 15 (+4 armor, +1 Dex, +1 deﬂ ection)
  hp 23 each (6d8+1)
  Fort +6, Ref +3, Will +7
  Speed 30 ft.
  Melee scythe +7 (2d4+3/19-20) 
  Special Attacks spontaneous casting [summon nature’s ally (ver-
  min)]
  Spells Prepared (CL 6th):
  3rd–greater magic fang, poison
  2nd–barkskin, bear’s endurance, bull’s strength, cat’s grace
  1st–cure light wounds, jump, longstrider, obscuring mist
  0 (at will)–detect magic, light, resistance, virtue
  Str 16, Dex 12, Con 12, Int 11, Wis 15, Cha 10
  Base Atk +4; CMB +7; CMD 18
  Feats Augment Summoning, Natural Spell, Spell Focus (conjura-
  tion)
  Skills Climb +12, Handle Animal (vermin) +9, Perception +11, 
  Survival +11
  Languages Common, Druidic
  SQ nature bond, nature sense, orisons, resist nature’s lure, trackless 
  step, wild empathy, wild shape (2/day), woodland stride
  Combat Gear: scythe, chitin chainmail armor (+4), ring of protec-
  tion +1
  DRUIDS (STAG BEETLE FORM)  
  CR 4
  XP 800
  NE Medium humanoid (stag beetle)
  Human druid 6
  Init +1; Senses Darkvision 60 ft. Perception +11
  AC 15, touch 11, ﬂ at-footed 14 (+4 natural, -1 size, +1 Dex, +1 
  deﬂ ection)
  hp 23 each (6d8+1)
  Fort +6, Ref +2, Will +7
  Speed 20 ft., ﬂ y 20 ft. (poor)
  Melee bite +9 (2d8+5)
  Special Attacks spontaneous casting [summon nature’s ally (ver-
  min)]
  Spells Prepared (CL 6th):
  3rd–greater magic fang, poison
  2nd–barkskin, bear’s endurance, bull’s strength, cat’s grace
  1st–cure light wounds, jump, longstrider, obscuring mist
  0 (at will)–detect magic, light, resistance, virtue
  Str 20, Dex 10, Con 12, Int 11, Wis 15, Cha 10
  Base Atk +4; CMB +10; CMD 20
  Feats Augment Summoning, Natural Spell, Spell Focus (conjura-
  tion)
  Skills Climb +12, Handle Animal (vermin) +9, Perception +11, 
  Survival +11
  Languages Common, Druidic
  SQ nature bond, nature sense, orisons, resist nature’s lure, trackless 
  step, wild empathy, wild shape (2/day), woodland stride
  Combat Gear: scythe, chitin chainmail armor (+4), ring of protec-
  tion +1
  TROLL  
  CR 5
  XP 1,600
  hp 81 (Pathﬁ nder Roleplaying Game Bestiary, “Troll”) 
  THIANA  
  CR 8
  XP 4,800
  LN Medium humanoid
  Female half-elf monk 9
  Init +8; Senses low-light vision; Perception +15
  AC 24, touch 20, ﬂ at-footed 20 (+4 armor, +3 Dex, +2 monk bonus, 
  +3 Wisdom, +1 Dodge, +1 deﬂ ection)
  hp 63 (9d8+9)
  Fort +8, Ref +11, Will +12 (+16 vs. enchantment)
  Defensive Abilities improved evasion; Immune disease
  Speed 65 ft.
  Melee +2 darkwood quarterstaff +11/+6 (1d6+5) or +8/+3 
  unarmed (1d10+3) or ﬂ urry of blows +2 darkwood quarterstaff 
  +12/+12+/+7/+7 (1d6+5) or unarmed +9/+9+/+4/+4 (1d10+3)
  Special Attacks ﬂ urry of blows, stunning ﬁ st
  Str 16, Dex 18, Con 12, Int 10, Wis 16, Cha 16
  Base Atk +6; CMB +12; CMD 28
  Feats Dodge, Fleet, Greater grapple, Improved Initiative, Improved 
  Grapple, Iron Will, Mobility, Skill Focus (Acrobatics), Weapon 
  Focus (staff)
  Skills Acrobatics +19, Escape Artist +17, Perception +15, Sense 
  Motive +13, Stealth +17, Swim +16
  Languages Common, Elven
  SQ fast movement, high jump, ki pool (7 points), maneuver train-
  ing, purity of body, slow fall (40ft.), still mind, wholeness of body
  Combat Gear: +2 darkwood quarterstaff, bracers of armor +4, 
  cloak of resistance +1, ring of jumping, ring of protection +1
  
  31
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  adventure background
  31
  Description: Often mistaken for a wood elf, Thiana has 
  sharp features and stands just over 5 feet tall. Her once-
  luxurious auburn hair lies in tangled clumps matted with 
  ﬁ lth. Her tanned skin is white and transparent due to the 
  aboleth’s slime afﬂ iction. Thiana hails from The Hanging 
  Gardens of Iseleine (See Splinters of Faith 4: For Love of 
  Chaos). She has been tortured and has seen horrors beyond 
  imagining. Her once-peaceful heart and chaste demeanor 
  are now irreversibly changed. The aboleths take turns 
  dominating the poor monk, giving her no chance of breaking 
  free. If freed, she vows to aid her rescuers for life, whenever 
  they need her. Thiana tumbles through opponents to attack 
  spellcasters ﬁ rst as directed by the aboleth.
  Area G8: 
  The Younger Aboleth 
  (CR 8)
  The water in this chamber is clear and fresh. Beautiful 
  crystal mineral deposits sparkle with green light cast from 
  glowing moss that dangles from the ceilings and walls. Cool 
  fresh air blows through the room from the outer passages.
  The room is cloaked in a mirage arcana spell cast by an 
  aboleth (marked with an X) that hides behind an illusionary 
  wall. The room is actually a hot spring fed by a boiling lake 
  (Area G12). A 30-foot-diameter hole spews superheated 
  water approximately every 10 minutes (10% cumulative 
  chance each round). If the geyser erupts, it deals 1d6 points 
  of scalding damage to everyone in the room.
  A sloping ramp from Area F2 ends at the edge of a 20-foot-
  deep pit ﬁ lled with boiling water. PCs submerged in the 
  blistering water take 10d6 points of scalding damage per 
  round of exposure. PCs standing in the water who avoid the 
  pit suffer 1d6 points of scalding damage per round from the 
  boiling water. This is continual damage. Spellcasters must 
  make DC 15 Concentration checks to cast spells. 
  The aboleth has cast several illusionary walls (marked on 
  the map) about the room to hide various exits, including 
  the hall it hides down. Opposite the sloping entrance ramp 
  is the programmed illusion of a lich-like undead ﬁ gure. It 
  emerges from the darkness of the tunnel as PCs enter the 
  room. Behind the programmed illusion lich is an illusionary 
  wall concealing the aboleth’s projected image. The aboleth 
  uses the projected image to cast hypnotic pattern, although 
  it appears as if the lich casts the spell. The illusionary 
  lich continues to cast spells as the real aboleth attempts to 
  enslave PCs.
  The aboleth retreats into the lake (Area G12) if threatened.
  ABOLETH  CR 7
  XP 3,200
  hp 98 (Pathﬁ nder Roleplaying Game Bestiary, “Aboleth”)
  Area G9: 
  Slime Worm (CR 12)
  A muddy beach slopes into the darkness of a subterranean 
  lake. The mineral-laden walls often collapse into the lake, 
  and the pounding roar of a waterfall echoes from nearby. 
  The thick mud halves movement 20 feet from the waterline.
  Just 30 feet from shore dwells a submerged purple worm. 
  The worm is the aboleth’s prized slave and is immediately 
  called upon to aid and protect any aboleth in need. The purple 
  worm attacks anyone approaching the lake or disturbing the 
  waters. A small tidal wave of water precedes the worm as it 
  
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  adventure background
  charges toward shore to devour PCs. This wave acts as an improved 
  bull rush (CMB +32) to anyone on the beach.
  A fair amount of raw ore and gemstones sit in the worm’s gullet: 14 
  uncut diamonds (500 gp each), a 25-pound gold nugget (2,500 gp) 
  and a ﬁ gurine of wondrous power, obsidian steed.
  PURPLE WORM  
  CR 12
  XP 19,200
  hp 213 (Pathﬁ nder Roleplaying Game Bestiary, “Purple Worm”)
  Area G10: The End of the Hole
  Huge mounds of mineral-encrusted coal, bones and chunks of 
  volcanic glass sit in this chamber. Two feet of water ﬁ lls the room, 
  and piles of waterlogged mining equipment lie in shambles around 
  the coal piles all encrusted in thick mineral deposits. Atop the junk 
  are the decomposing bodies of ﬁ ve bugbears, all victims of the 
  bucket. After the ﬁ fth bugbear plummeted, they became wise to the 
  deadfall. A hole in the ceiling 60 feet overhead leads to Area F2. 
  Area G11: Elder Aboleth (CR 13)
  An immense underground lake ﬁ lls much of this room, with the 
  muddy shore sloping into the warm water. Mounds of mud, stone and 
  debris create small islands near the shoreline. The collapsing ceiling 
  and walls created these islands when the lake formed centuries ago. 
  From the mound of mud closest to the shore juts a pane of black 
  glass. The pane is stuck in the mire and requires a DC 25 Strength 
  check to pull free unless 1d4 hours are spent carefully excavating it. 
  Other panes are buried or submerged nearby at the GM’s discretion.
  The large island 40 feet offshore is also the resting podium of 
  an elder aboleth. From its island throne, it watches and directs its 
  minions. If alerted to PCs, the aboleth slides into the water and casts 
  a projected image of itself sitting on the island. A mirage arcana 
  spell of murky water covers the aboleth as it remains underwater.
  Two enslaved stone giant bodyguards protect the elder aboleth. 
  The stone giants are under a veil spell to appear as bugbear zombies. 
  The giants carry four large bladders ﬁ lled with aboleth mucus. 
  The giant throws the mucus-ﬁ lled bladders onto intruders to cover 
  them in the vile substance. Each bladder contains enough mucus to 
  envelop one Medium-sized creature. PCs struck by a thrown bladder 
  must make a successful DC15 Fortitude save or lose the ability to 
  breathe out of water (see mucus cloud under aboleth abilities). The 
  save is adjusted lower because the mucus is more difﬁ cult to inhale 
  out of water. 
  If cornered or severely injured, the aboleth tries to escape by 
  swimming into the depths of the Breathing Lake.
  Buried in the mud of the island (DC 20 Perception check) are an 
  unlocked chest containing 3,256 sp, 2,973 gp, 1,273 pp, an ivory 
  scroll tube (250 gp) with a divine scroll (heal, mass cure moderate 
  wounds, raise dead; CL 16), a wand of daylight (47 charges, CL 8), 4 
  javelins of lightning, an belt of mighty constitution +4, a pearl of the 
  sirens and a +2 dragon bane longsword. 
  STONE GIANT (2)  
  CR 8
  XP 4,800
  hp 111, 100 (Pathﬁ nder Roleplaying Game Bestiary, “Giant, Stone”)
  ELDER ABOLETH   
  CR 12
  Pathﬁ nder Roleplaying Game Bestiary, “Aboleth”
  XP 12,800
  LE Huge aberration (aquatic)
  Aboleth Sorcerer 6
  Init +5; Senses darkvision 60 ft.; Perception +14
  Aura mucus cloud (5 feet)
  AC 20, touch 9, ﬂ at-footed 19; (+1 Dex, +11 natural, –2 size)
  hp 138 (8d8+48 plus 6d6+36)
  Fort +10, Ref +7, Will +16
  Spd 10 ft., swim 60 ft.
  Melee 4 tentacles +13 (2d6+5 plus slime)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 22nd)
  At will—hypnotic pattern (DC 17), illusory wall (DC 19), mirage 
  arcana (DC 20), persistent image (DC 20), programmed image (DC 
  21), project image (DC 22), veil
  (DC 21) 
  3/day—quicken dominate monster (DC 24)
  Spells Known (CL 6th, range touch attack +8)
  3rd (4/day) — ﬂ y
  2nd (6/day) — see invisibility, scorching ray
  1st (8/day) — mage armor, true strike, charm person (DC16), 
  shocking grasp
  0 (at will) — acid splash, detect magic, ghost sound, touch of 
  fatigue, mage hand, open/close, prestidigitation
  Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 20
  Base Atk +9; CMB +16; CMD 27 (can’t be tripped)
  Feats Ability Focus (slime), Improved Initiative, Improve natural 
  Attack (tentacle), Iron Will, Lightning Reﬂ exes, Quicken Spell-Like 
  Ability (dominate monster), Weapon Focus (tentacle)
  Skills Bluff +14, Intimidate +20, Knowledge (religion) +16, Per-
  ception +20, Spellcraft +19, Swim +24
  Languages Aboleth, Aklo, Aquan, Undercommon
  Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of 
  transparent slime. All creatures adjacent to an aboleth must succeed 
  on a DC 20 Fortitude save each round or lose the ability to breathe 
  air (but gain the ability to breathe water) for 3 hours. Renewed con-
  tact with an aboleth’s mucus cloud and failing another save extends 
  the effect for another 3 hours. The save DC is Constitution-based.
  Slime (Ex) A creature hit by an aboleth’s tentacle must succeed on 
  a DC 22 Fortitude save or his skin and ﬂ esh transform into a clear, 
  slimy membrane over the course of 1d4 rounds. The creature’s 
  new “ﬂ esh” is soft and tender, reducing its Constitution score by 
  4 as long as it persists. If the creature’s ﬂ esh isn’t kept moist, it 
  dries quickly and the victim takes 1d12 points of damage every 10 
  minutes. Remove disease and similar effects can restore an afﬂ icted 
  creature to normal, but immunity to disease offers no protection 
  from this attack. The save DC is Constitution-based.
  Area G12: The Breathing Lake
  The great earthquake that ruined the Mines of Honn opened a half-
  mile-wide gorge stretching for more than 5 miles. Hundreds of hot 
  springs feed the lake, creating an ideal ecosystem for creatures and 
  monstrosities alike.
  Leaving with the Glass
  The panes of glass needed by the temple are massive, but 
  can be maneuvered out of the mines with some difﬁ culty. 
  Fortunately, the priests hired the miners to cut some of the 
  corners from the passages so the glass panels could be turned 
  around corners. 
  The glass is as rigid as stone but is incredibly lightweight. 
  Four PCs lifting at the corners can easily carry it. The glass 
  has ﬁ re resistance (30). If PCs are careful, they should be able 
  to get to the top of the mines with little difﬁ culty. It’s up to the 
  GM if the PCs have a safe return trip that won’t jeopardize 
  the sturdy glass. 
  BLACK GLASS PANE: 10 in. thick; hardness 8; hp 150; 
  Break DC 28. 
  
  33
  33
  The Breathing Lake is aptly named, for the lake’s unusually high 
  temperature creates windstorms and other weather phenomena 
  normally associated with the surface world. Some local cultures 
  residing on the lake’s shores dub it “The Belching Lake” because 
  of its strong sulfur and saline odor. The smell has been likened to an 
  ogre’s morning breath after a night of feasting on pickled eggs and 
  garlic mead. 
  Pockets of boiling water and erupting bubbles of poisonous gas are 
  commonplace. Unique blindﬁ sh and other animals provide a stable 
  food supply to most lake dwellers. The lake has many branches 
  that inhabitants claim and ﬁ ercely protect. Several waterfalls also 
  empty into the Breathing Lake from above. The base of the column 
  supporting the Pillar of Vermin rises out of the lake to soar high 
  above.
  Concluding the Adventure
  Once PCs return to the Lady of the Searing Waters temple with an 
  intact glass pane, the priests can restore the temple’s worship room 
  within a week. After that time, Chihule gladly helps the PCs bless 
  the Scepter of Faiths. The Consecration of Water requires that the 
  Scepter of Faiths soak for one day in each of the temple’s seven pools 
  while the pools are replenished by the temple’s central geyser. At the 
  end of the seventh day, the Scepter of Faiths — and only the scepter 
  — gains the ability to cast true resurrection on its wielder once per 
  month. Other items submerged in the pools become good-aligned for 
  seven days as per the spell align weapon.
  Once the ritual is ﬁ nished, the PCs receive a summons from Ayire 
  Jaysa of the Theurgist Seminary of Thasizier. The master scholar 
  requests an audience immediately to discuss the Scepter of Faiths. 
  Chihule can direct PCs toward the island city of Jah Sezar and the 
  location of the seminary.
  The PCs are one ritual away from completing the Scepter of Faiths. 
  In the next adventure, Splinters of Faith 9: Duel of Fate, PCs must 
  travel to a mountain stronghold where the witches of Hecate await. 
  There, they’ll ﬁ nd the ﬁ nal requirement to restoring the weapon that 
  can bring down the death-priest Akruel Rathamon.
  adventure background
  33
  
  34
  34
  Chuul-Ttaen
  A thick armored shell protects this Abyssal-dwelling lobster-like 
  creature. Tiny glowing-red eyes gleam above a mouth full of writhing 
  tentacles. 
  CHUUL TTAEN  
  CR 9
  XP 6,400
  CE Large aberration (aquatic)
  Init +7; Senses blindsight 60 ft.; darkvision 60 ft.; Perception +19
  AC 22, touch 12, ﬂ at-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 138 (14d8+56)
  Fort +8, Ref +7, Will +11
  Defensive Abilities darkvision camouﬂ age; Immune poison
  Weakness light blindness
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +17 (2d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (3d6+7), larvae spray, paralytic tentacles
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
  Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip)
  Feats Ability Focus (paralysis), Alertness, Blind-Fight, Combat 
  Reﬂ exes, Improved Initiative, Improved Natural Attack, Weapon 
  Focus (claw)
  Skills Knowledge (nature) +10, Perception +23, Sense Motive +11, 
  Stealth +13, Swim +32
  Languages Common, Undercommon
  SQ amphibious
  Environment warm subterranean lakes and rivers
  Organization solitary, pair, or pack (3–6)
  Treasure standard
  Paralytic Tentacles (Ex) A chuul ttaen can transfer a grappled 
  victim from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no damage, 
  instead exuding a paralytic secretion. Anyone held in the tentacles 
  must succeed on a DC 23 Fortitude save each round on the chuul 
  ttaen ‘s turn or be paralyzed for 6 rounds. The save DC is Consti-
  tution-based. While held in the tentacles, paralyzed or not, a victim 
  automatically takes1d8+7 points of damage each round from the 
  creature’s mandibles.
  Larvae Spray (Ex) Once per week as a free action, a female chuul 
  ttaen can release a spray (15-foot cone) of minute barbed larvae. 
  The initial blast deals 1d8 points of damage and injects larvae into 
  the opponent’s body. The affected creature must succeed on a DC 
  23 Fortitude save to avoid implantation. The save DC is Constitu-
  tion based.
  If a chuul ttaen implants larvae into a paralyzed or otherwise help-
  less creature, it gets no saving throw. The larvae pupate over the 
  course of 10 days. The host becomes increasing ill suffering a -1 to 
  Strength, Constitution and Dexterity each day of the pupation (-10 
  maximum) as the pupae absorb nutrients. At the end of the 10 day 
  gestation, 2d4 Diminutive chuul ttaen burst from the host, killing it 
  in the process.
  A remove disease or heal spell rids a victim of the larvae/pupae 
  as does a DC 25 Heal check. If the check fails, the healer can try 
  again, but each attempt (successful or not) deals 1d4 points of dam-
  age to the patient. The ability score damage heals normally after the 
  larvae/pupae have been removed.
  Darkvision Camouﬂ age (Ex) A chuul ttaen is virtually impossible 
  to detect solely using darkvision. A chuul ttaen is considered invis-
  ible (+40 Stealth or +20 Stealth when moving) when encountered 
  in the dark by a creature using darkvision. In lit areas, a chuul ttaen 
  appears as a ghostly white surface-dwelling chuul.
  Chuul ttaens are similar to their normal chuul cousins, possessing 
  many of the same skills, attacks and defenses. The ttaen versions are 
  said to swim in the cold depths of the world and only ﬁ nd their way 
  to the surface when summoned by particularly vile wizards. Others 
  claim they are simply underground albino versions of a normal chuul 
  – albeit a more intelligent and deadly monstrosity. 
  The heavily armored chuul ttaens are excellent swimmers, and 
  often rise up from the depths to grab land-bound creatures in their 
  claws and tentacles. 
  Some say the ttaen addition to their names is a designation of 
  royalty or a higher ranking in chuul society, although this has not 
  been conﬁ rmed. The ttaens are able to communicate more easily 
  with other races via a raspy Common speech. Chuul ttaens have little 
  interest in conversation, however, and are much more likely to attack 
  before asking questions. Only extremely powerful foes give them 
  pause and might warrant words before weapons.
  Underground races fear the chuul ttaens, claiming the hideous 
  creatures were bred to wipe out all life in the tunnels under the 
  land. They are perfect assassins and even the deadly drow fear these 
  versions that can hide from darkvision.
  Chuul-Ttaen
  New Monster
  
  35
  legal appendix
  35
  Splinters of Faith is written under version 1.0a of the Open Game License. 
  As of yet, none of the material ﬁ rst appearing in Splinters of Faith is 
  considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Deﬁ nitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modiﬁ cation, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identiﬁ ed as Open Game Content by 
  the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but speciﬁ cally 
  excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identiﬁ ed as Product identity 
  by the owner of the Product Identity, and which speciﬁ cally excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must afﬁ x such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufﬁ cient rights to grant the rights 
  conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identiﬁ cation: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathﬁ nder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, 
  LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based 
  on NPC-named spells from the Player’s Handbook that were renamed in 
  the System Reference Document. The Compendium can be found on the 
  legal page of www.necromancergames.com.
  Derghodaemon from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene based on original material by Gary 
  Gygax.
  Stirge Dedmon from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson based on original 
  material by Gary Gygax.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author 
  Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey 
  Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis 
  Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, 
  Bill Webb and Monte Cook.
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  
  36
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  adventure background
  36
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  adventure background
  
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