TEXT: 1
  
  2
  appearing skittish upon arrival. No one in Feiknstafir 
  gave the wayward mount a second thought, though 
  they did remand the steed to the scout’s next of kin 
  (a farmer a few days from town) for safekeeping 
  until he should return to claim it.
  It wasn’t hard for the clever equine to escape from 
  its stable, though, and since then it has lived in the 
  wilds, always staying near the enchanted spring and 
  watching intently for the next creatures to drink from 
  it. Fljotr approached each in turn, using their newly-
  shared tongue, Aklo, to create alliances; any that did 
  not agree to the horse’s rulership of the realm were 
  killed, and only the first few were stupid enough to 
  pass up his offer. A raccoon, wolf, bear, songbird, 
  fox, and finally a hawk drank from the tainted 
  waters and forged a treaty with Fljotr. Since then, 
  they have been carefully marshaling the forces of 
  the forest, changing the woods into a territory filled 
  with danger. With these proxies consolidating his 
  control of the forest, the horse has started to spy on 
  the town, warning his minions of the danger posed 
  by meddling adventurers.
  The trappers, hunters, and citizens of Feiknstafir 
  have become paranoid and are utterly mystified as 
  to what is going on; they say that nature itself has 
  turned against them and that no matter how fervently 
  they pray or how great their sacrifices to the primal 
  forces are, none of it has changed the disposition of 
  the unnaturally aggressive wildlife. The few travelers 
  that escape from the village warn of the constant 
  danger in the forest that surrounds the town, some 
  even insisting that beasts are gathering in numbers 
  that defy rational explanation.
  The otherworldly 
  adherer Kreller works 
  foul machinations in 
  tandem with Fljotr, 
  threatening civilized 
  settlements ranging 
  much farther than 
  Feiknstafir. As the pile 
  of dead sentients near 
  the spring grows larger 
  (protected by Háski the 
  bear, though few animals 
  approach a watering hole 
  pungent with the smell 
  of death anyway), 
  the adherer’s 
  spirit gains 
  The Spring 
  of DiSorDer
  A Pathfinder-compatible adventure for three to four 
  3rd-4th level PCs 
  by Mike Myler
  Wildlife surrounding the isolated village of Feiknstafir 
  has become extremely aggressive of late, and rumors 
  warn of foul druids or fey-folk haunting the wooded 
  region. The Hacking Leefs goblin tribe to the north is 
  slowly being turned insane by the phenomenon, the 
  local clan of wild elves has become even more aloof 
  than usual, and no person from the forest gnome 
  settlement of Smaparmar has been heard from for 
  weeks. The party travels to Feiknstafir to investigate 
  the strange happenings in the town and must face off 
  against a strange assortment of enemies, brave the 
  underground ghost town of the gnomes, and finally 
  lay to rest the malevolent spirit behind it all!
  ADvenTure 
  BAckgrounD
  kreller’S curSe
  The wild springs near the village of Feiknstafir 
  have hidden a terrible secret for centuries; a band of 
  adventurers felled a wayward adherer in the spring, 
  their dwarven fighter dragging the monster down 
  into the waters where it drowned before its grappling 
  opponent lost his breath. Kreller has lurked below as 
  a ghost for hundreds of years and is slowly breaking 
  free, corrupting the local fauna.
  While the spirit below has waned in power over time, 
  its essence has seeped into the waterway; the first animal 
  to drink from the infused water suffered the greatest dose 
  of the odd magic at work. A simple horse named Fljotr 
  was left out to graze and while its master hunted. The 
  beast drank from the enchanted pond and experienced 
  a dramatic infusion of intellect and understanding, 
  accompanied by malevolence in equal measure.
  Fljotr took its master by surprise, easily crushing 
  his skull under its hooves and dragging the body 
  near the cave of a bear before returning to the village 
  (making sure to brush against trees on the way back), 
  
  3
  power, and is inching ever closer to beckoning its 
  kin to this material plane. Should Kreller succeed, 
  the isolated village will be overrun by the plane-
  struck hunters, who will then aim to incite a plague 
  of their kind across the realm. Meanwhile, the 
  ghost’s malevolent undercover agent moves about 
  the town normally without anyone being the wiser.
  Fljotr is also seeing to it that other settlements 
  are being harassed; to the southeast, near the 
  mountains, the Hacking Leefs goblin tribe has 
  become convinced that they are cursed. Treetop 
  hunters that have adapted well to brachiation, they 
  are masters of traveling in the canopy of the forest. 
  Lately, however, many of their members have been 
  falling inexplicably to their deaths, and they fear that 
  a curse has come upon their village.
  Meanwhile, the wild elves that normally patrol 
  the territory have become a rarity, their numbers 
  reduced by cunningly laid ambushes led by the 
  malevolent equine druid. They have no sensible 
  explanation for their plight, and have become 
  xenophobic to the extreme. 
  The gnome village of Smaparmar has been 
  eradicated—Háski, Argr, Andlaut and Skada saw 
  to that. The corpses are inexplicably gone, but 
  swarms of insects and other carrion-eaters occupy 
  the underground settlement, which has become a 
  veritable dungeon. Within, the PCs find the songbook 
  of the town’s deceased bard; among dozens of 
  unrelated tales they find a ballad devoted to the 
  dwarf Bargstead, who eradicated a monstrous hunter 
  of men by drowning it in a spring not far away.
  feiknSTAfir region
  
  4
  STArTing The 
  ADvenTure
  ADvenTure hookS
  The PCs may have family from Feiknstafir, or even 
  hail from the isolated town themselves.  If one of the 
  PCs is an elf, half-elf, gnome or goblin, they may 
  have relatives that travel through the region, or their 
  homes may have ties to the various settlements near 
  the human village. Mayor Kordsson may have also 
  dispatched outriders to collect adventurers to get 
  to the bottom of things. Druid or ranger PCs may 
  be notified by unaffected wildlife or sought out 
  by a grove to rectify the abnormal situation, while 
  characters with Knowledge (arcana) might notice 
  the subtle signs of Kreller’s spirit growing from afar.
  FeiknstaFir
  NG village
  Corruption -1; Crime -6; Economy -1; Law +2; 
  Lore -1; Society +1
  Qualities insular, superstitious
  Danger 0
  DEMOGRAPHICS
  Government autocracy 
  Population 200 (100 humans, 20 dwarves, 20 half-
  elves, 20 half-orcs, 20 halflings, 20 other)
  NOtAbLE NPCS
  Mayor Skati Kordsson (NG male human expert 4/
  warrior 1) 
  Varnan Vitja (CG male half-orc fighter 2/barbarian 2)
  Ofsi Prestr (NG male human adept 3) 
  MARKEtPLACE
  base Value 500 gp; Purchase Limit 2,500 gp; 
  Spellcasting 1st
  Minor Items 2d4; Medium Items 1d4; Major 
  Items --
  The hAcking leefS TreehouSeS
  The goblin tribe’s settlement is certainly not 
  organized well enough to be considered a proper 
  town. Each family has their own treehouse and when 
  a son or daughter matures they build a new one to 
  accommodate themselves; these are 15 ft x 15 ft 
  dwellings of branches and wood located hundreds 
  of feet from one another, suspended between thirty 
  and fifty feet in the canopy (the higher the house, the 
  more respected the warrior).
  elven ouTpoSTS
  Elven scouts use these dwellings when traveling 
  through the region, relaying messages to one 
  another in code carved into the inner walls of the 
  half-dozen naturally hollowed out trees scattered 
  around Feiknstafir. Deciphering the meanings of 
  their intricate calligraphy might shed light on what 
  plagues the Leidr Forest.
  SmApArmAr
  Once a contained but thriving settlement of gnomes, 
  this hamlet built into the rooted hills of Feiknstafir’s 
  forests has become a ghost town; the corpses of 
  the residents have been taken (rather carefully) to 
  Kreller’s Spring and various creatures of ill intent have 
  been trapped within (along with any of the villager’s 
  belongings which the animals had no need for).
  The Spring of DiSorDer AnD 
  kreller’S Well
  Kreller’s Spring is in a difficult to reach grove 
  near the steep cliffs of the mountains northeast of 
  Feiknstafir. Hidden between the boulders nearby is a 
  pit of dead bodies (mostly gnomes, but some goblins 
  and elves as well) the spirit plans to use in some 
  demented effort to summon more adherers. Háski 
  the bear is protecting this area at all times, killing 
  any sentient creature that comes nearby and adding it 
  to the pile of corpses near the corrupted waters.
  The leiDr foreST
  Rumors of the strange goings-on in the woods 
  surrounding Feiknstafir have begun to spread across 
  the realm; several adventurers have already fallen 
  prey to whatever curses the Leidr Forest and more 
  are sure to follow if Kreller and his animal minions 
  are not stopped.
  
  5
  feiknSTAfir ToWnShip
  
  6
  AcT i: oDD occurrenceS
  Read the following as the party approaches the 
  village of Feiknstafir:
  DAnceS WiTh WolveS
  Background
  The village guard is busy dealing with an increasingly 
  aggressive wolf population (10 of the well-trained 
  creatures led by Andlaut, Fljotr’s lupine lieutenant) 
  that harrass Feiknstafir at dusk, the middle of the 
  night, and dawn. During each attack, Fljotr makes 
  sure to appear to defend himself, further cementing 
  his normalcy to the populace. 
  setup
  While the party refreshes themselves or makes 
  arrangements for a night’s stay in the Radolker 
  Tavern (which is also Mayor Kordsson’s business 
  and home) the wolf pack makes a surprise attack, 
  attempting to kill what livestock farmers have 
  brought with them to town (specifically horses, of 
  which there are 12 in total). Four village guards are 
  on duty during the event and two are drinking off-
  duty, but come to the aid of the on-duty troops when 
  notified of the danger, though they are unarmored.
  Read the following before combat begins:
  Wolves (10) 
  cr1
  AC 14, touch 12, flat-footed 12
  hp 13
  Fort +5, Ref +5, Will +1
  Melee bite +2 (1d6+1 plus trip)
  CMb +2; CMD 14 (18 vs. trip)
  See the Pathfinder Roleplaying Game Bestiary 
  “Wolf” for complete statistics.???
  Andlaut the Wolf: see Appendix for details.
  FeiknstaFir guards (6*) 
  cr1/3
  AC 17, touch 11, flat-footed 16
  hp 8
  Fort +2, Ref +1, Will +0
  Melee longspear +3 (1d8+3/x3) 
  or greatsword +3 (2d6+3/19–20)
  or dagger +3 (1d4+2/19–20)
  CMb +3; CMD 14
  See the Pathfinder Roleplaying Game GameMastery 
  Guide “Foot Soldier” for complete statistics.
  SAve The STeeDS!
  PCs can earn additional rewards and platitudes 
  from the townspeople if they manage to save 
  more than half of the remaining horses. To 
  simplify the process and save the GM some 
  extraneous dice rolls that will distract from the 
  combat itself, each round a wolf deals 3 points 
  of damage to any horse it is attacking, and after 
  five hits from wolves, a horse dies.
  As the dense expanse of the Leidr Forest 
  finally gives way and the foliage begins 
  to become sparser, a small settlement 
  comes into view. The tiny village is 
  filled with perhaps fifty thatched houses, 
  simple buildings that leave little to the 
  imagination. Livestock amble outside the 
  homes, kept within fenced areas better 
  fortified than the dwellings they are 
  attached to. The assembled peasantry 
  meandering through the rough streets 
  look as though they’ve not had a good 
  night’s rest in weeks.
  The cry of a distraught villager pierces the 
  air as the howl of wolves rings out. A pack 
  of the four-legged beasts flits in and out of 
  view, weaving around Feiknstafir’s simple 
  homes. Peasants flee from the animals, but 
  the wolves seem to be interested in attacking 
  horses more than villagers; two steeds 
  lay dying already and the deft predators 
  quickly move to attack the ten remaining 
  mounts tied off near the settlement’s 
  houses. The horses stamp and kick at the 
  tenacious beasts—a yelp splits the air as 
  one with a striped-gray mane kicks a wolf 
  past the doorway of the Radolker Tavern—
  but it’s clear that without some aid, the 
  steeds are sure to die.
  
  7
  *Two of these guards arrive 1d4+1 rounds after 
  combat begins and are unarmored, lowing their AC 
  to 11, touch 11, flat-footed 10.
  Afterward, Mayor Skati Kordsson (NG male 
  human expert 4/warrior 1; see the “Barkeep” entry 
  in the Pathfinder Roleplaying Game: Gamemastery 
  Guide) offers the PCs all they can eat and a free 
  night’s stay as thanks for their assistance, using the 
  impromptu banquet as an opportunity to explain 
  Feiknstafir’s woes and convince the PCs to uncover 
  whatever curses the wildlife nearby. He willingly 
  reveals the following information to the party as the 
  night lingers on and the townsfolk filter in for their 
  nightly drinks:
  The farmers have experienced more attacks from 
  wild beasts than normal this year, and the livestock 
  count has suffered considerably for it. If this 
  continues another few weeks, the village may not 
  survive the winter.
  Elven scouts from settlements that watch over 
  the natural order in the Leidr Forest normally come 
  through Feiknstafir once every other week, but none 
  have been seen for over a month now.
  The Hacking Leefs goblin tribe lives in the canopy 
  of the northern Leidr Forest, their homes built in the 
  tops of the trees. They have become increasingly 
  aggressive as of late. The delirious ramblings of 
  several goblins wounded in recent attacks spoke of a 
  curse afflicting the tribe, causing them to fall out of 
  the trees they call their home.
  Smaparmar is a gnome village tucked away in the 
  woods to the north. The leader of the settlement, 
  Maurr Vinstarfa, was supposed to stop and share 
  some ale with Skati, but is several days overdue.
  There are virtually no mages or spellcasters to speak 
  of this far in the frontier aside from Ofsi Prestr 
  (an unimpressive NG male human adept 3; see the 
  Pathfinder Roleplaying Game: Gamemastery Guide 
  “Doomsayer” for complete statistics).
  What hunters remain in Feiknstafir are unwilling 
  to travel into the Leidr Forest, which they claim to be 
  filled with mischievous spirits and animals far more 
  dangerous than normal.
  Mayor Kordsson knows more than he lets on; a 
  successful DC 14 Sense Motive check followed 
  by a successful DC 13 Diplomacy check yields the 
  following information as well:
  The farmers claim to have seen raccoons and birds 
  slip into their buildings, unlocking them from the 
  inside and allowing larger predators to sneak in. 
  They are mostly drunkards, however, and Skati does 
  not take these claims seriously.
  The elven scouts have four outposts that he knows 
  of, and the best way to contact them is to leave a 
  message there. They’ve been especially aloof as 
  of late, seeming to appraise the townsfolk with far 
  less polite a demeanor than before and completely 
  unwilling to interact with them directly.
  Mayor Kordsson’s concern for his friend Maurr’s 
  well-being is not unfounded; Vinstarfa’s pet cat came 
  screeching into the Radolker Tavern a few days ago, 
  matted blood covering its fur.
  Merchant travel into Feiknstafir has been reduced 
  significantly by the aggressive wildlife that has 
  consumed the Leidr Forest; at this time, few traders 
  are in the village at all. Some of these merchants 
  claim that unnatural gatherings and packs of animals 
  have been seen in the woods, and one mercenary 
  (Varnan Vitja, NG half-orc barbarian 2/fighter 2) 
  believes that animals were responsible for no less 
  than two caravan attacks; he was laughed out of 
  his job long before the town’s paranoia took hold, 
  though, and has been wandering the forest drunk 
  since then. 
  Mayor Kordsson is in charge of the few taxes 
  collected in Feiknstafir and offers the party 1,200 
  gold pieces should they be willing to bring an end 
  to this phenomenon and get the settlement back on 
  ineBriATeD nAvigATion
  Varnan got too drunk one night a few weeks 
  ago and was rustled out of the Radolker Tavern 
  (tricked by a clever barmaid, really), from 
  whence he wandered off into the Leidr Forest. 
  The animals have been reticent to attack him 
  directly, as many of their hunters witnessed 
  several of their number fall to the barbarian’s 
  blade. They wait for an opportunity to ambush 
  him, and he wanders through the woods, paranoid 
  and wary of all animals he encounters. If a PC 
  falls in combat against the animals (particularly 
  the wolf pack) while in the woods, the animals 
  will drag them away to provide a suitable host 
  for Kreller to perform the final rites required to 
  summon his adherer brethren. If this happens, 
  GMs should introduce the party to Varnan and 
  hand over his sheet to the player left without a 
  character until the final encounter in The Spring 
  of Disorder.
  
  8
  track. A successful DC 18 Diplomacy check brings 
  the reward up to 1,500 gold pieces, and while he 
  genuinely wishes he could offer more, there simply 
  isn’t any to be had (paying the salaries of the village 
  guards will be entirely up to the Radolker Tavern for 
  months before the treasury recovers.) If the party 
  managed to save half or more of the horses being 
  attacked by Andlaut and his pack, Kordsson offers 
  them an 400 gold pieces as an advance in good faith.
  ThieveS of feiknSTAfir! (el4)
  Fà likes to steal from the few travelers to happen 
  upon Feiknstafir, and the PCs are no exception. As the 
  party sleeps in the night, the raccoon and his cohorts 
  inspect the rooms of the tavern or encampments as 
  best they can; should the party have an alarm spell 
  active, Flotjr casts reduce animal on Fà to bypass 
  the size clause in the spell and sends him to steal an 
  item from a PC (preferably a rogue, or in lieu of that, 
  the greediest of the lot). The raccoons do no harm 
  otherwise, and attempt to flee as soon as they’re 
  attacked or as soon as Fà manages to sneakily remove 
  an item from the PCs with his Sleight of Hand check.
  Fà the racoon 
  cr2
  AC 17, touch 14, flat-footed 15
  hp 18
  Fort +3, Ref +7, Will +4
  Melee bite +6 (1d3–1 plus sneak attack 2d6)
  CMb -1; CMD 11
  Sleight of Hand +6
  See Appendix for complete stats.
  racoon (4) 
  cr1/2
  AC 15, touch 14, flat-footed 13
  hp 4
  Fort +2, Ref +4, Will +3
  Melee bite +4 (1d3-1)
  CMb 0; CMD 9
  See Pathfinder Roleplaying Game Bestiary 3 
  “Racoon” for complete stats.
  development
  If the party clearly becomes wise to the animal’s 
  antics, Fà gets an invisibility spell cast on him as 
  well before going back to pilfer more of the PCs’ 
  goods another night, and likely at another location. 
  If the adventurers are sleeping in one of the Elven 
  Outposts, however, the raccoon and his companions 
  keep their distance—the elves have fooled them 
  before, and they are not keen on losing any more of 
  their number.
  additional investigation and leaving 
  FeiknstaFir
  While the party may question the townsfolk (20% 
  of which believe animals are directly to blame for 
  the irregularities and growing number of missing 
  people), the creatures have been very careful in 
  keeping their presence a secret, and little concrete 
  information can be gained in Feiknstafir. The longer 
  the PCs search the village, the more suspicious Fljotr 
  becomes of their intentions. At some point the PCs 
  will reach an impasse; there is little more to learn in 
  Feiknstafir beyond whispered rumors and the tales of 
  old housewives. They will eventually leave to pursue 
  other leads— at this point, turn to the appropriate 
  chapter for the next area the party investigates.
  fljoTr’S BeTrAyAl
  If the PCs ask around, the head scout, Varsk, 
  hasn’t been seen for weeks. His steed, a horse 
  with a grey-striped mane, returned unharmed 
  but without its master. After being given to 
  Varsk’s next of kin, the steed continues to 
  escape and return to the village. The ranger 
  was somewhere east of Feiknstafir—if the 
  party insists on investigating his remains, they 
  can find tracks in the region that would suit 
  the warden and his mount near a small pond. A 
  DC 16 Survival check finds the horse’s tracks 
  leading back up to the pond from the general 
  direction of Feiknstafir, and a separate DC 20 
  Survival check uncovers the hoofprints left by 
  his steed. Following them avails little—they 
  lead to an area of shale where the trail quickly 
  grows cold—but a successful DC 22 Perception 
  check along the way reveals small bits of dried 
  blood on the underside of some of the leaves on 
  growth in the underbrush. A DC 16 Heal check 
  confirms that the blood belonged to a human; a 
  result of 22 or more on this check ascertains that 
  it has been there for several weeks, in time with 
  Varsk’s disappearance.
  
  9
  there Be danger in those Woods  
  (el varies)
  While traveling there is a 30% chance each day that 
  the party is attacked by animals trained and banded 
  together by Kreller’s minions; the probability of this 
  happening increases by 5% for each check made to 
  gather information in Feiknstafir and 5% for each 
  locale visited in their investigations (elven outposts, 
  the Hacking Leefs tribe, Smaparmar). In the event 
  the party is subject to one of these encounters, roll 
  a percentile to determine which variety of animal 
  soldiers descend upon the PCs (on a result ending in 
  1, their leader is also present.)
  racoon (12) 
  cr1/2
  AC 15, touch 14, flat-footed 13
  hp 4
  Fort +2, Ref +4, Will +3
  Melee bite +4 (1d3-1)
  CMb 0; CMD 9
  See Pathfinder Roleplaying Game Bestiary 3 
  “Racoon” for complete stats.
  Foxes (10) 
  cr1/4
  AC 14, touch 14, flat-footed 12
  hp 5
  Fort +3, Ref +4, Will +1
  Melee bite +1 (1d3-1)
  CMb 0; CMD 9
  See Pathfinder Roleplaying Game Bestiary 3 “Fox” 
  for complete stats.
  Wolves (7) 
  cr1
  AC 14, touch 12, flat-footed 12
  hp 13
  Fort +5, Ref +5, Will +1
  Melee bite +2 (1d6+1 plus trip)
  CMb +2; CMD 14 (18 vs. trip)
  See the Pathfinder Roleplaying Game Bestiary 
  “Wolf” for complete statistics.
  For complete stats for Fà the Raccoon, Argr the Fox, 
  and Andlaut the Wolf, see Appendix.
  AcT ii: TepiD TreeDWellerS
  The canopy homes of the Hacking Leefs goblins are 
  southeast of Feiknstafir. Not unlike a pack of animals, 
  the goblins follow the edicts of their leader, Foss, the 
  alpha of the group. He lives in the highest treehouse, 
  suspended 60 feet in the air in the top of a sturdy oak.
  A TeST of meTTle
  setup
  Given the unnatural accidents that keep costing them 
  their lives, the goblins are keeping to groups of four and 
  carry ropes with them. When the party initially enters 
  their territory they encounter one such group, which 
  tries to lasso the PCs from above before engaging 
  them on the ground (although the group does subdual 
  damage and attempts to capture the party).
  Read the following:
  The trees grow taller the deeper into the 
  woods you wander—forty, sixty, even 
  eighty feet high. Wind blowing through 
  the millions of rustling leaves whistles a 
  natural tune. The melodious gale pleases 
  the ear until a strange, hooting note 
  barks out. Another answers its call from 
  the branches above as a lasso of crude 
  rope slaps the ground ten feet away 
  from you. Your eyes quickly pick out the 
  wielder—goblins as green as the leaves 
  (and painted in more green paint) cling 
  to the boughs of the trees above you, 
  brandishing wicked scimitars and ropes, 
  each bearing wide, menacing grins. 
  taBle 1: random encounters
  d100
  type
  time
  tactics
  1-33
  12 Raccoons
  Night
  Steal from the 
  sleeping party, 
  entering combat 
  briefly only to flee.
  34-66
  10 Foxes
  Night
  Sneak into the 
  camp and steal 
  potions, scrolls 
  and spellbooks
  66-100
  7 Wolves
  Dawn/
  Dusk
  Attempt to split 
  up and kidnap 
  an unconscious 
  PC, going for the 
  weakest
  
  10
  hacking leeFs triBesmen (4) 
  cr1
  AC 16, touch 14, flat-footed 13
  hp 13
  Melee scimitar +3 (1d4/18-20 x2)
  CMb +1; CMD 14
  See Appendix for complete stats.
  Wrap-up
  After a brief combat the goblins deign not to retreat, 
  instead dropping their weapons when it appears 
  that failure is inevitable. With the numbers of the 
  Hacking Leefs tribe dwindling, Foss has declared 
  that any enemy capable of defeating a tribesman is 
  one he wishes to speak to. 
  Read the following after the party has won this 
  minor skirmish:
  A successful DC 11 Sense Motive check determines 
  that the goblins are being entirely honest and do not 
  mean any additional harm to the PCs—their travel 
  to the to the Hacking Leefs’ village is unmolested. 
  This is Fà’s territory and his design to harass this 
  settlement has worked flawlessly; Fljotr has given 
  the raccoon a free hand to do as he likes in this 
  area and has forbidden the remainder of the Leidr 
  Forest’s wildlife from further interfering here. After 
  a few hours of surprisingly pleasant travel (save for 
  the smell of the goblins) the party reaches the trees 
  that house the goblin tribe. 
  Read the following:
  The goblin inhabiting the highest treehouse is Foss, 
  the leader of the Hacking Leefs tribe. Clearly a 
  prime physical and mental specimen of a goblin, he 
  knows that something is wrong with their territory 
  but cannot be sure what. His charges believe it to 
  be a curse, but Foss suspects that foul play is afoot 
  (mostly because of the lack of corpses); he blames 
  the elves and insists that should but one more of his 
  people die to this ‘Bad Fall Curse’ that he’ll lead a 
  raiding party to the three elven outposts he’s aware 
  of. If the adventurers are willing to remedy the 
  situation he gladly encourages them and will reward 
  anyone capable of ending the plight of his people 
  with an exhausting switch.
  SmASh The greenSkinS!
  While combat isn’t supposed to occur in the 
  village of the Hacking Leefs tribe, should it 
  happen the PCs are likely to make use of the vines 
  hanging throughout the canopy. They might use 
  one to travel from one platform to another with 
  an DC 14 Acrobatics check, or in the event that 
  they find themselves falling, they receive a DC 16 
  Reflex save each 20 feet they travel downward to 
  grab a vine and halt their descent.
  A horrendous smell grips the forest 
  floor here; the reason quickly becomes 
  apparent, as a noxious cesspool of liquid 
  and filth has formed on the forest floor, 
  fed by goblins relieving themselves 
  from crudely built treehouses forty feet 
  in the canopy.
  Goblins climb up and down thick 
  branches nailed to massive oak trees 
  throughout the grove, or swing from hut 
  to hut along vines that hang from the 
  canopy. Simple rope pulleys on the sides 
  of the tree-anchored platforms (each 
  fifteen feet across) carry their goods and 
  plunder up to their homes.
  High above the others, seventy feet 
  above the forest floor, is a dwelling of far 
  greater craftsmanship than the others. 
  Emerging onto its twenty-foot wide 
  platform is a goblin bristling with muscle 
  and vitality, its arms so large that its head 
  appears freakishly small in comparison. 
  The 
  goblins 
  drop 
  their 
  weapons 
  dejectedly, throwing their hands in the 
  air in appeasement while the words, 
  “surrender!” erupt from their tiny green 
  throats. The largest of the four takes a 
  few steps forward and bows in a deeply 
  dramatic fashion.
  “You have bested us. Foss wants to speak 
  with you, strong ones. We need strong to 
  stop bad fall curse. Come to village and 
  see Foss —maybe get enchanted stick!”
  
  11
  exhausing sWitch
  Aura weak transmutation; CL 3rd
  Slot none; Price 6,480 gp; Weight 1 lb.
  DESCRIPtION
  This unassuming branch is slightly bent and looks 
  pliable, but is in fact a +1 club. Three times per day 
  on a successful hit, the wielder may immediately 
  force the target of their attack to make a Fortitude 
  save (DC 12) or find their carrying capacity reduced 
  to one third its normal value for the next six hours.
  CONStRUCtION
  Requirements Craft Wondrous Item, ant haul; Cost 
  3,240 gp
  Bad Branch 
  cr1
  type mechanical; Perception DC 18; Disable 
  Device —
  EFFECtS
  trigger location; Reset none
  Effect Reflex save (DC 16) or fall 1d4+10 feet.
  AcT iii: AnxiouS elveS
  There are a total of six elven outposts near Feiknstafir; 
  Mayor Skati Kordsson knows the location of four 
  of them (Askja, Bryndis, Lieve, Eydis) and Foss of 
  the Hacking Leefs has found three (Bryndis, Eydis, 
  Siofra). If the PCs have acquired the songbook 
  from Smaparmar, the bard mapped out the locations 
  of three as well (Bryndis, Siofra, Vena). Each is 
  abandoned when visited, and unless the PCs are 
  extremely stealthy in their approach (and while 
  within) any scouts traveling nearby do not head 
  inside until after the party has left. 
  Read the following when they approach one of 
  these outposts: 
  Ultimately, these encoded messages reveal that the 
  elven scouts are wary of both the Hacking Leefs and 
  the villagers of Feiknstafir. Two of the scouts have gone 
  missing, their bodies mysteriously gone (taken by Fljotr, 
  using his druidic abilities to pass without trace); one fell 
  to his death at the hands of Fà and Einvig whereas his 
  counterpart bled out in Háski and Argr’s jaws. 
  The embarrassment, confusion and paranoia that 
  overwhelm the elves prevent them from approaching 
  the PCs, but it is possible that after a correspondence 
  (the elves check each outpost regularly so responses 
  are carved within a day if the elves’ secrecy is 
  respected) the party might make indirect contact 
  with them. If an encounter with one of these rangers 
  As you enter deeper into the thickening 
  woods, an oddly shaped tree trunk catches 
  the eye. Its roots extend up from the dirt, 
  making a perfectly sized staircase that leads 
  into a supernaturally hollowed-out interior.
  The area within the huge tree is perhaps 
  little more than ten feet long and five 
  across, with several areas of collected 
  vines and simple pillows made of bound 
  leaves. Carvings in elven are scrawled 
  along the wall, climbing up from a 
  point near a vine-bed’s base up to four 
  feet above the floor to cover most of the 
  interior. They don’t seem to follow any 
  logical order, but several letters seem to 
  be used as an informal cypher of sorts.
  BAD fAll curSe
  Foss and the Hacking Leefs tribe believe that 
  their settlement is cursed. The truth of the matter 
  is both more mundane and more bizarre than 
  anyone could reasonably expect. Fà sets traps 
  for goblins that leave the safety of their abode, 
  teasing and leading them towards branches the 
  raccoon has sabotaged. In the event that these fail 
  he calls for the nearby Einvig, who swoops down 
  and knocks one of the climbing savages off their 
  perch. Afterward, the hawk flies straight away 
  to Andlaut, who has his wolves collect the body 
  and add it to the pile near Kreller’s Spring. The 
  best way to catch these devious animals is to lure 
  them out into the open, perhaps by disguising one 
  of the party members as a goblin or convincing 
  the Hacking Leefs to allow one of their own to 
  venture out seemingly alone (although should 
  this volunteer die, Foss may lose his patience 
  with those he feels are responsible—the elves). 
  Any PCs traveling through the canopy away 
  from the treetop village chance stepping onto 
  one of Fà’s sabotaged branches and may fall to 
  the floor of the forest far below.
  
  12
  is forced, use the “Trapper” entry in the Pathfinder 
  Roleplaying Game: GameMastery Guide (but 
  remember to drop the Mobility feat and apply Elven 
  racial traits). While they may be willing to lend a 
  helping hand to a wounded adventurer, none of the 
  surviving scouts have much information to offer 
  aside from translating the messages in the outposts 
  (of which they already know all six). Convincing 
  one to do so requires a DC 25 Diplomacy check.
  AcT iv: The Dungeon of 
  SmApArmAr
  Gnomes are quite clever, and the town of 
  Smaparmar has become a dark lesson in innovation; 
  the underground village is dug in the shape of a 
  horseshoe, with the homes of individual families on 
  the outside of the central chamber and the chambers 
  of commerce and tavern occupying the inside of the 
  belt, all encased under the protection of the earth. 
  This design proved defensible time and time again, 
  the only two entrances easily barricaded to provide 
  safety for the simple folk within. 
  Unfortunately for the gnomes, Fà (with the help 
  of items gathered and identified by Argr) easily 
  wriggled his way inside, unlocking both entrances 
  for Háski to cover one side while Andlaut and his 
  wolves came through the other. The villagers of 
  Smaparmar did not stand a chance and died to a man; 
  their corpses have all been collected and gathered at 
  Kreller’s Spring. The spirit’s minions were careful to 
  cover their tracks, and from the outside there doesn’t 
  seem anything to be wrong with the village. 
  Read the following when the party approaches 
  Smaparmar: 
  The village of Smaparmar was once filled with joy 
  and charity. Clans of tightly-knit gnomes treated 
  each other as family. Some of their remains still lie 
  in grisly piles around the settlement, some caught 
  between the tree roots that cut through the tunnels. 
  While unseemly, these thickets can offer medium 
  sized creatures total cover and concealment. Should 
  someone attempt to cut through them, each has a 
  hardness of 3 and 20 hit points.
  The walls in this tunnel are soaked with 
  blood. Bits of savagely killed gnomes hang 
  in the roots, grisly reminders of the happy 
  kin that once lived here. The doors to the 
  small folks’ homes are shattered, long 
  since destroyed by whatever rampaged 
  through the subterranean village.
  taBle 2: elven messages
  Outpost Lingustics 
  Check DC
  Message 
  Askja
  12
  “Something is wrong in 
  Leidr Forest. Bring extra 
  resources when traveling.”
  Bryndis
  14
  “Be wary of the animals; 
  malevolence influences 
  their actions, packs more 
  coordinated.”
  Eydis
  16
  “Hacking Leefs are 
  enemies again, blaming 
  our people for curse. 
  Investigating.”
  Lieve
  18
  “Disturbance 
  in Smaparmar. 
  Investigating.”
  Siofra
  20
  “Very small arrows 
  recovered from one of the 
  suspected ambush sites; 
  tiny sized.”
  Vena
  22
  “The signs of diminutive 
  traps are everywhere in 
  the woods to the northeast; 
  gather reinforcements 
  before approach.”
  An AlTernATive puzzle
  If your PCs aren’t keen on a simple series of die 
  rolls, there is an alternate solution: anagrams. 
  In lieu of a Linguistics check, provide one of 
  these at each of the outposts, describing them 
  as recently carved messages. Do not reveal they 
  are anagrams. Should someone figure this out, 
  reward him with the relevant information to 
  break the code at that location. Play these off as 
  cryptic messages and nothing more.
  “NO REARAB IT” 
   
  Aberration
  “STRONC CUT” 
   
  Construct
  “DO ANIM UH” 
   
  Humanoid
  “ID O U REST” 
   
  Outsider
  “CID RAN CO” 
   
  Draconic
  “IG BESAT A CALM” 
  Magical Beast
  
  13
  Dungeon of SmApArmAr
  
  14
  WeSTern Tunnel ((el2)
  action
  A number of stirges equal to the number of PCs 
  sleeps in this hallway, hidden near the roof within 
  the thickets. They attack the party as soon as the 
  adventurers make their presence known.
  stirges (3-4) 
  cr1/2
  AC 16, touch 16, flat-footed 12
  hp 5
  Melee touch +7 (attach)
  CMb +3 (+11 grapple when attached); 
  CMD 9 (17 vs. trip)
  See Pathfinder Roleplaying Game: Bestiary “Stirge” 
  for complete stats.
  eASTern Tunnel (el4)
  action
  This hallway is patrolled by a pair of shocker lizards 
  that sleeps in the second home on this side. They 
  attack the PCs once the party makes their presence 
  known, although there is a 50% chance they are 
  asleep do not respond at first.
  shocker lizards (2) 
  cr2
  AC 16, touch 13, flat-footed 14
  hp 19
  Fort +4, Ref +5, Will +2
  Melee bite +4 (1d4); 
  Special shock (1d8 nonlethal or 2d8 lethal, see text)
  CMb +2; CMD 14 (18 vs. trip)
  See 
  Pathfinder 
  Roleplaying 
  Game: 
  Bestiary 
  “Shocker Lizard” for complete stats.
  gnome homes (el varies)
  There’s a 50% chance that a swarm of rats or spiders 
  occupy any gnome dwelling the PCs explore.
  rat sWarm 
  cr2
  AC 14, touch 14, flat-footed 12
  hp 16
  Fort +4, Ref +5, Will +2
  Melee swarm (1d6 plus disease)
  CMb —; CMD —
  See Pathfinder Roleplaying Game: Bestiary “Rat 
  Swarm” for complete stats.
  spider sWarm 
  cr1
  AC 17, touch 17, flat-footed 14
  hp 9
  Fort +3, Ref +3, Will +0
  Melee swarm (1d6 plus poison and distraction)
  CMb —; CMD —
  See Pathfinder Roleplaying Game: Bestiary “Spider 
  Swarm” for complete stats.
  Despite the bloodshed within and the 
  disarray accompanying it, this was 
  clearly once a happy home. Diminutive 
  children’s toys lay scattered about behind 
  beds that have been positioned to serve as 
  makeshift cover in the corner. Torn pieces 
  of cloth on the floor have been fashioned 
  into makeshift slings. 
  Upon rounding the bend of a trail that 
  follows around a large mound in the 
  earth, a quaint wooden door leads down 
  into the earthwork. The wide-set, hinged 
  entrance is covered in straggly vines that 
  drape down in abundance from the tree 
  above it, partially covering a battered 
  sign that proudly reads, “Smaparmar.” 
  The pathway does not seem to have had 
  any recent use, however, and no footprints 
  can be found in the dirt nearby.
  Long trails of blood are caked into the 
  earthwork of this hallway, sparsely 
  interwoven with thickets of roots that extend 
  from the ceiling to the floor. Within one 
  you can see a dismembered gnomish hand 
  clutching at a root, but it is smouldered 
  black as though scorched by flames.
  
  15
  cenTrAl chAmBer (el5)
  A young death worm (see Appendix) lairs here in the 
  town bard’s room where his songbook is kept. Within 
  the songbook is pertinent information regarding the 
  history of Smaparmar, including the town’s events, 
  and has a song about the dwarf Bargstead and Kreller 
  the adherer within its final pages, evident with a 
  successful DC 12 Intelligence check. If asked about 
  the song, Skati Kordsson will remember the town’s 
  ballad and that the bard said the spring in question is 
  far to the northeast, up against the mountains. 
  The ignominiouS ineBriATe 
  TAvern (el2)
  setup
  A fat, lethargic cockatrice dwells in the remains of 
  the village’s drinking establishment, plump from 
  the ample food available and perpetually drunk 
  (suffering a -2 penalty to AC and most rolls, this is 
  factored into the short-form stat block below) from 
  the kegs of ale. The poor animals made to drag it 
  within are stuck here, and should the party find an 
  unlikely means to cure their affliction, the wolf 
  and fox will accompany the PCs wherever they go 
  afterward. During all of the ruckus, the small sized 
  tables and chairs have been broken apart and thrown 
  into disarray, turning the entire area within the tavern 
  into difficult terrain.
  drunk cockatrice 
  cr2
  AC 13, touch 13, flat-footed 11
  hp 27
  Fort +2, Ref +5, Will +0
  Melee bite +7 (1d4-2 plus petrification)
  CMb +0; CMD 12 (18 vs. trip)
  See 
  Pathfinder 
  Roleplaying 
  Game: 
  Bestiary 
  “Cockatrice” for complete stats.
  Six feeT Deep mArkeT (el4)
  Clearly, this room was once a place of 
  revelry. Small wooden tables and short 
  stools are still scattered about the beer-
  stained floor of this drinking hall, but no 
  gnomes are to be found. Instead there 
  sits a snarling stone wolf carved with 
  incredible detail and an exquisite granite 
  sculpture of a panicked fox. Something 
  behind the bar in the back snores lightly, 
  making it clear that you and the statues 
  are not alone in this tavern.
  The western and eastern tunnels connect 
  like a horseshoe, meeting in an audience 
  chamber of a size one would not expect 
  inside of a knoll. A proscenium stage 
  made from worn wooden planks leads 
  into a back room. Oddly, the curtains 
  that once hid the passage have fallen to 
  the floor but otherwise pristine. There 
  are dozens of small anchor points where 
  metal had once been fit.
  WAiT, WhAT?
  After the young death worm has come to its 
  end at the hands of the party, they will probably 
  wonder why on earth there isn’t acid damage 
  everywhere. A successful DC 10 Intelligence 
  check reveals that whom- or whatever cleared 
  this small settlement had access to magic, and 
  must have cleaned this area after luring the 
  creature to it. There are no traces of humanoids in 
  the entire dungeon aside from the dead gnomes, 
  and this moment should solidify for the PCs that 
  something very unnatural—and uncanny—is 
  plaguing the region.
  By and far the largest chamber in 
  the underground village, this area is 
  surprisingly pristine compared to the 
  other rooms. Small wooden stalls and 
  tables are set up along the walls, many 
  with wooden chests behind them—some 
  have been broken open and plundered, 
  but a few seem to have survived whatever 
  destroyed Smaparmar.
  
  16
  setup
  In a freak accident, a mimic came to be among the pile 
  of dead by Kreller’s spring. Fljotr bargained with it, 
  and promised that countless opportunities for it to ply 
  its morbid trade would be ripe here. It hides behind 
  one of the stalls as an untrapped chest filled with the 
  most valuable items in the marketplace (about 600 gp 
  worth of jewelry) and is one of three such chests. The 
  other two require DC 19 Disable Device checks to 
  pry open and have nothing of interest or worth within.
  mimic 
  cr4
  AC 16, touch 11, flat-footed 15
  hp 52
  Fort +5, Ref +5, Will +6
  Melee slam +10 (1d8+6 plus adhesive)
  SPECIAL constrict (slam, 1d8+6)
  CMb +9; CMD 20 (no trip)
  See Pathfinder Roleplaying Game: Bestiary “Mimic” 
  for complete stats.
  AcT v: AnimAl AllieS
  Fljotr has been keeping tabs on the party’s progress 
  through the Leidr Forest and is prepared for when 
  the PCs begin to make for Kreller’s Spring. The 
  clever equine has had time to carefully consider 
  how to defend the area and (with the raccoon’s help) 
  decoded the messages of the Elven Outpost weeks 
  ago. Fà has removed all the traps previously set, 
  trusting approachers to be either wary or reckless—
  both ideal for the purposes of detection.
  When AnimAlS ATTAck  
  (el vArieS)
  setup
  Those NPC animals that have been killed already 
  clearly do not participate in this part of the adventure, 
  but all that remain do (save Fljotr and Háski). Skada 
  and Einvig patrol the territory from the skies and fly 
  back to notify their comrades once they have spotted 
  the party. Argr, Andlaut, Skada and Einvig (see 
  Appendix) attack the party, accompanied by 5 hawks 
  and 5 Wolves. Ten hawks and wolves are present if 
  either Einvig or Andlaut (respectively) is already 
  dead. Fà (see Appendix) assaults the adventurers 
  as well, but sticks to the canopies of trees and uses 
  sneak attack until a PC falls unconscious (he then 
  takes everything from them he can reasonably carry).
  A DC 12 Knowledge (nature), Perception or 
  Sense Motive check can be taken each turn as a 
  swift action to discern which of the available animals 
  is intelligent. They fight to the death (because they 
  know Flotjr will get them otherwise), but when their 
  leader is killed they disperse into the forest (for 
  example, when Einvig dies, all the hawks flee).
  There are a few opportunities for the PCs to avoid being 
  ambushed; a DC 22 Perception check notices Skada or 
  Einvig flying above, and opposed Stealth checks (use 
  the leader animal’s bonuses: Andlaut +9, Fà +16) are 
  made by the NPCs as the party nears Kreller’s Spring 
  in the northeastern Leidr Forest. The animals know the 
  strengths and weaknesses of the PCs at this point and use 
  this to their advantage. They target spellcasters first, try 
  to trip and harry any warriors, and work to draw the party 
  members away from one another, hoping to kidnap one. 
  action
  Read the following before combat begins: 
  The constant murmur of the forest fades as 
  you pass a grove of cedars. The calm is 
  sublime, almost unnaturally so. Suddenly, 
  the winds pick up, carrying the faintest 
  sound of garbled spellcasting before being 
  drowned out by feral cries as animals 
  burst from the underbrush and charge!
  
  17
  haWks (5 or 10) 
  cr1/3
  AC 15, touch 15, flat-footed 12
  hp 13
  Fort +2,  Ref +5, Will +2
  Melee bite +2 (1d6+1 plus trip)
  CMb +2; CMD 14 (18 vs. trip)
  See Pathfinder Roleplaying Game Bestiary “Hawk” 
  for complete statistics.
  Wolves (5 or 10) 
  cr1
  AC 14, touch 12, flat-footed 12
  hp 13
  Fort +5, Ref +5, Will +1
  Melee bite +2 (1d6+1 plus trip)
  CMb +2; CMD 14 (18 vs. trip)
  See the Pathfinder Roleplaying Game Bestiary 
  “Wolf” for complete statistics.
  AcT vi: kreller’S Spring
  iT WAS The horSe All Along? 
  (el7)
  Background
  Fljotr and Háski (see Appendix) patrol near the watering 
  hole making sure the bodies remain undiscovered. This 
  putrid pile is hidden between three massive boulders 
  (each 20 ft. in diameter) set above the spring. The other 
  minions will either have exhausted their abilities or 
  lost their zeal (or they fear the party more than they 
  do Flotjr) and don’t participate in this encounter. At 
  the GM’s discretion, the surviving intelligent animals 
  continue to cause trouble in or around Feiknstafir, or 
  may appear later much more powerful (and probably 
  still unexpected) enemies.
  action
  When the PCs approach the spring on top of a gradual 
  hill, Háski uses his prodigious strength to roll one of the 
  smaller boulders arrayed around the water down the 
  slope at the party (4d6 bludgeoning damage; Reflex 
  DC 15 for half). Fljotr harries the party, staying at 
  full strength while carrying Kreller’s magic 
  jar focus. When the ghost adherer has 
  successfully possessed one of the PCs, 
  the horse uses its wild shape ability 
  to change into an aquatic creature 
  ThoSe mercileSS 
  AnimAlS!
  If the PCs failed to down either Andlaut 
  the alpha wolf or Einvig the alpha hawk 
  earlier in the adventure, this is going 
  to be a tough fight for them—and the 
  GM should not pull punches. Isolate a 
  member of the party with the wolf pack, 
  knock adventurers out of the trees with the 
  hawks, turn adventurers blind with Skada’s 
  blindness/deafness, and make the most out 
  of Argr and her wand of magic missile. The 
  sorcerer fox is the only essential enemy 
  in the encounter and when one of the 
  PCs finally goes unconcious, she is quick 
  to cast summon monster II under them, 
  conjuring a horse that carries the adventurer 
  off the battlefield (Argr saves her additional 
  castings to get the abductee back to Flotjr). 
  Once a member of the party has been kidnapped 
  in combat and removed from the battlefield, 
  Varnan Vitja rushes out of the treeline to aid the 
  beleaguered adventurers.
  
  18
  kreller’S Spring
  
  19
  and dives into the spring, hiding the crystal in the 
  chamber below. Afterward, he rejoins the fray, but will 
  fetch the magic jar focus as soon as Kreller requires it 
  again. None of the enemies are willing to surrender.
  Read the following before combat begins: 
  development
  Flotjr hides behind the rocks on the far side of the spring 
  from the PCs, but Háski is in plain sight and charges the 
  adventurers after rolling the boulder. The equine druid 
  keeps its distance and enigmatic identity a secret, using 
  obscuring mist and summon swarm to harry the party 
  before Kreller makes his first check to possess a PC. 
  Read the following as the ghost of the adherer makes 
  his presence known to the party and enters the combat:
  At this point the horse wild shapes into an alligator, 
  attempting to grapple and drag any nearby spellcaster 
  down into the spring before hiding the focus (which is 
  now glowing bright blue; noticed by any PC that succeeds 
  on a DC 16 Perception check) down in the waters. The 
  adherer starts by possessing any animal companions first, 
  then the most dangerous melee combatant. The pendant 
  Flotjr wears is the only way to permanently destroy the 
  ghost adherer (and a surefire way to put an end to his 
  possessions); it has a hardness of 2 and 34 hp.
  Destroying Kreller’s spirit is not an easy task if Fljotr 
  has hidden the ghost’s magic jar focus. Reaching the 
  bottom of the spring is a difficult task; four consecutive 
  Swim checks (DC 20, DC 22, DC 24 and DC 26) are 
  required to reach the bottom of the underwater chamber 
  where the crystal is lodged inside an alcove. 
  The horse checked each item taken from the corpses 
  near the spring before handing them off to Argr (he 
  thought, rightly, that it would make the fox feel useful 
  and cement her loyalty). He left items that would be of 
  no use to the animals. There are 1d3 magic weapons with 
  a +1 enhancement bonus, a set of +1 studded leather 
  armor (sized for a small humanoid), and one random 
  minor magic item along with an elixir of swimming.
  epilogue: WhAT noW?
  The PCs have ended the plight of the Leidr Forest 
  and laid to rest the ghost of Kreller, sending the spirits 
  of his animal minions to the great beyond. There is 
  more yet to do here. Feiknstafir is weakened after this 
  bizarre trial. Smaparmar needs to be repopulated. The 
  Hacking Leefs tribe’s battle lust for the elven scouts 
  in the region must be abated. If the adventurers didn’t 
  kill all of the enchanted animals, there’s no telling 
  what sort of havoc the rogue raccoon, sorcerer fox 
  or songbird bard might bring down upon the isolated 
  settlement. It’s possible that simply capturing the 
  creatures could prove to be a profitable venture.
  A reAlly primAl plAy experience
  Let the PCs play through an adventure with 
  another creature that drank from The Spring of 
  Disorder, or create the next step of the game by 
  running your group through what actions the 
  surviving animals take. If the adventurers aren’t 
  5th level by the end of this module they soon will 
  be. Seventh level isn’t too far away; capturing 
  one of the enchanted animals and reforming 
  them will give players a truly unique cohort if 
  they choose to pursue the Leadership feat down 
  the line. The GM may decide that when the 
  adherer’s spirit is destroyed, the malignant effect 
  of it is stripped from the animals, returning them 
  to their neutral alignment, or whatever alignment 
  players most desire for their bestial character.
  The smell of death somehow manages 
  to overpower the odor of animal waste 
  that coats this area of the Leidr Forest. 
  As the unseemly scents make you cringe, 
  the crashing of branches from above 
  draws your gaze to a massive boulder 
  hurtling down the path toward you! The 
  huge stone slams against a tree and slows 
  slightly, giving you a moment’s notice to 
  dodge out of the way as the chant of a 
  spellcaster echoes from the top of the hill!
  The ringing of steel and words of 
  mystical power crackle in echo around 
  the spring’s boulders as a keening shriek 
  pierces the woods and briefly draws 
  everyone’s attention to the top of the hill. 
  A spectral figure rises into the air, ghostly 
  tendrils undulating unnaturally, dropping 
  ephemeral bits of gore and flesh that 
  splatter against the wet stone. It screams 
  once more as the spirit’s jaw gapes open 
  and it disappears in a burst of cyan light.
  
  20
  AppenDix
  andlaut the WolF 
  cr3
  XP 800
  Rogue 1/Fighter 2
  NE Medium animal
  Init +2; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, 
  +2 natural)
  hp 34 (3d8+2d10+10)
  Fort +8, Ref +8, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +4 (1d8+1+grab)
  Space 5 ft.; Reach 5 ft.
  Special Attacks sneak attack +1d6
  StAtIStICS
  Str 13, Dex 15, Con 15, Int 13, Wis 12, Cha 6
  base Atk +3; CMb +4 (+6 trip); CMD 16 (22 vs trip)
  Feats Combat Expertise, Dodge, Improved Natural 
  Weapon (bite), Improved Trip, Skill Focus (Perception)
  Skills Acrobatics +8, Escape Artist +8, Perception 
  +9, Sense Motive +7, Stealth +9, Survival +7; Racial 
  Modifiers +4 Survival (scent tracking only)
  Languages Common, Elven (both understood only); 
  Aklo
  SQ Bravery +1, trapfinding; Wolf empathy
  tACtICS
  Andlaut waits for his pack to attack first, then moves 
  in for the kill. When reduced to 10 hit points or less, 
  he flees if his opponent doesn’t appear to also be on 
  their last legs.
  varnan vitja 
  cr3
  XP 800
  Male Half-Orc Barbarian 2/Fighter 2
  CG Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
  hp 28 (2d12+2d10+4)
  Fort +6, Ref +2, Will +1
  OFFENSE
  Speed 40 ft.
  Melee mwk greatsword +9 (2d6+4, Crit 19-20/x2)
  Ranged composite (+3) longbow +6 (1d8+3, Crit 
  x3, Range 100 ft.)
  StAtIStICS
  Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 8
  base Atk +4; CMb +7; CMD 19
  Feats Cleave, Great Cleave, Power Attack, Weapon 
  Focus (greatsword)
  Skills Acrobatics +8, Knowledge (nature) +6, 
  Perception +7, Survival +7; Racial Modifiers +2 
  Intimidate; Armor Check Penalty -3
  Languages Common, Orc
  SQ Bravery +1, fast movement, intimidating, orc 
  blood, orc ferocity, rage (7 rounds a day), rage power 
  (no escape), weapon familiarity (orc)
  Gear 
  masterwork 
  breastplate, 
  masterwork 
  greatsword, ten flagons of ale
  SPECIAL AbILItIES
  No Escape (Ex) Varnan can move up to 80 feet as 
  an immediate action but only when an adjacent foe 
  uses a withdraw action to move away from him. He 
  must end his movement adjacent to the enemy that 
  used the withdraw action; Varnan provokes attacks 
  of opportunity as normal during this movement (this 
  power can only be used once per rage.)
  hacking leeFs triBesman 
  cr1
  XP 400 (their leader Foss is CR 2 and has the 
  advanced simple template)
  Barbarian 2
  CN Small humanoid (goblin)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, 
  +1 size)
  
  21
  hp 13 (2d12)
  Fort +4, Ref +3, Will -1
  OFFENSE
  Speed 30 ft.
  Melee scimitar +3 (1d4, Crit 18-20/x2)
  Ranged longbow +6 (1d6, Crit x3, Range 100 ft.)
  Space 2.5 ft.; Reach 5 ft.
  StAtIStICS
  Str 11, Dex 16, Con 11, Int 10, Wis 9, Cha 6
  base Atk +2; CMb +1; CMD 14
  Feats Sure Grasp (roll twice when climbing or making 
  a Reflex save to avoid falling, take higher result)
  Skills  Acrobatics +12, Climb +9, Perception +4, 
  Survival +4; Racial Modifiers +4 Acrobatics, +4 
  Climb; +2 Climb when raging (Foss also has Bluff 
  +2 and Sense Motive +3)
  Languages Common, Goblin Gear leather armor, 
  SQ Fast Movement, rage (8 rounds/day), raging 
  climber; Tree Runner 
  Fà the racoon 
  cr2
  XP 600
  Rogue 3
  NE Tiny animal
  Init +2; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 armor, +2 Dex, 
  +1 natural, +2 size)
  hp 18 (4d8)
  Fort +3, Ref +7, Will +4
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +6 (1d3–1)
  Ranged mw shortbow +7 or +5/+5 (1d3, Range 60 
  ft., Crit x3)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks sneak attack +2d6, point blank shot
  StAtIStICS
  Str 8, Dex 15, Con 11, Int 14, Wis 16, Cha 5
  base Atk +2; CMB -1; CMD 11 (15 vs. trip)
  Feats Point Blank Shot, Rapid Shot, Weapon Finesse
  Skills Acrobatics +8, Bluff +4, Climb +7, Craft 
  (armor) +6, Craft (trap) +8, Craft (weapons) +7, 
  Disable Device +10, Disguise +3, Escape Artist +8, 
  Perception +9, Sense Motive +9, Sleight Of Hand 
  +6, Stealth +16, Use Magic Device +4
  Languages 
  Common, 
  Gnome, 
  Goblin 
  (all 
  understood only); Aklo
  SQ Evasion, rogue talent (Fast Stealth), trapfinding, 
  trap sense +1, uncanny dodge; Raccoon empathy
  Gear masterwork disguise kit, masterwork tiny-
  sized shortbow (12 arrows), masterwork tiny-sized 
  shortsword, masterwork thieves’ tools, masterwork 
  leather
  tACtICS
  Fà lures the party into climbing a tall tree (with a 
  few traps along the way) and Einvig knocks them 
  out of the branches (the raccoon readies actions to 
  shoot falling targets to capitalize on sneak attack). 
  The rogue is a coward however, and will flee with 
  the most expensive and useful items he can find if 
  it seems like Flotjr isn’t going to be a problem for 
  much longer. Stil, Fà waits a solid 2d12 days before 
  resuming his thieving ways in Feiknstafir.
  einvig the haWk (advanced) 
  cr4
  XP 1,200
  Barbarian 4
  NE Tiny animal
  Init +3; Senses low-light vision; Perception +16
  DEFENSE
  AC 20, touch 18, flat-footed 14 (+5 Dex, +1 dodge, 
  +2 natural, +2 size)
  hp 40 (1d8+4d12+10)
  Fort +8, Ref +8, Will +5
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee 2 talons +11 (1d4)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks Knockback (1/round, bull rush 
  instead of melee attack; success deals strength in 
  damage and the target is moved back as normal, does 
  not provoke attack of opportunity)
  
  22
  StAtIStICS
  Str 10, Dex 21, Con 15, Int 7, Wis 18, Cha 11
  base Atk +4; CMb +2; CMD 17
  Feats Flyby Attack, Power Attack (only while 
  raging), Weapon Finesse
  Skills Acrobatics +12, Fly +9, Perception +16, 
  Survival +11; Racial Modifier +8 Perception
  Languages Common (understood only); Aklo
  SQ Fast Movement, rage (+4 Str/Con, -2 AC, 14 
  rounds/day), rage powers (Guarded Stance - move 
  action, +1 dodge for 4 rounds, Knockback), trap 
  sense +1, uncanny dodge; Bird empathy
  tACtICS
  Einvig is a ferocious combatant; while he always 
  attempts to knock a target from their perch first, 
  afterword he gets into their personal space and full-
  attacks relentlessly until forced to retreat or knocking 
  his opponent unconscious. If accompanied by other 
  hawks, they harry anyone that attempts to interfere 
  with Einvig’s assault.
  Young death Worm 
  cr5
  XP 1,600
  N Medium magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception+11
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 52 (8d10+8)
  Fort +7, Ref +9, Will +4
  Defensive Abilities corrosive blood, venomous 
  skin; Immune acid, electricity,poison
  OFFENSE
  Speed 20 ft., burrow 20 ft.
  Melee bite +10 (1d10+3 plus poison)
  Ranged electrical jolt +11 ranged touch (3d6 
  electricity)
  Space 5 ft.; Reach 5 ft.
  Special Attacks breath weapon (30-ft. line, 6d6 acid 
  damage, Reflex DC 15 for half, usable every 1d4 rounds)
  StAtIStICS
  Str 14, Dex 17, Con 12, Int 3, Wis 11, Cha 5
  base Atk +8; CMb +10; CMD 23
  Feats Cleave, Improved Overrun, Iron Will, Power 
  Attack
  Skills Perception +11, Stealth +3 (+19 in deserts); 
  Racial Modifiers +16 Stealth in deserts or rocky areas
  Languages Terran
  ECOLOGY
  Environment warm deserts, plains, or hills
  Organization solitary
  treasure none
  SPECIAL AbILItIES
  Corrosive blood (Ex) A young death worm’s blood 
  can corrode metal on contact. If a creature damages 
  a young death worm with a piercing or slashing 
  weapon made of metal, the creature’s blood deals 
  2d6 points of acid damage to the metal weapon 
  (unlike most forms of energy damage, this damage is 
  not halved when applied to a metal object, although 
  it does still have to penetrate the metal’s hardness). 
  The weapon’s wielder can halve the damage the 
  weapon takes by making a successful DC 17 Reflex 
  save. Creatures made of metal that deal slashing 
  or piercing damage to a young death worm with a 
  natural attack take 2d6 points of acid damage (a DC 
  17 Reflex save halves this damage). The corrosive 
  elements of the blood fade 1 round after it leaves 
  the worm’s body or the worm dies. The save DC is 
  Constitution-based.
  Electrical Jolt (Su) A young death worm can fire a 
  jolt of electricity from its mouth as a standard action. 
  The range increment for this ranged touch attack is 
  60 feet.
  Poison (Ex) Bite—injury, or skin—contact; save 
  Fort DC 15; frequency 1/round for 6 rounds; effect 
  1d2 Con damage; cure 2 saves.
  Venomous Skin (Ex) A death worm’s skin secretes 
  a noxious, waxy substance. This venomous sheen 
  poisons any creature that touches a death worm, 
  either by making a successful attack with an unarmed 
  strike or natural weapon or with a touch attack. A 
  creature that grapples a death worm is also exposed 
  to the creature’s venomous skin.
  
  23
  tACtICS
  The young death worm tries to stay at range, popping 
  out to use its breath weapon on groupings and if 
  the PCs disperse across the dungeon, targeting 
  them separately with its electrical jolts in between 
  burrowing into the earthwork to avoid taking damage.
  argr the Fox 
  cr3
  XP 800
  Sorcerer (fey) 4
  NE Tiny animal
  Init +2; Senses low-light vision, scent; Perception 
  +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, 
  +2 size)
  hp 23 (1d8+4d6+5)
  Fort +4, Ref +5, Will +5
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d3–1)
  Space 2.5 ft.; Reach 0 ft.
  Special Attacks Laughing Touch 4/day (melee touch 
  attack, force a creature to laugh for one round, being 
  limited to only a move action but still able to defend 
  itself; targets may only be affected 1/day)
  Spells Known (Concentration +5; +9 defensive, CL 
  4th)
  0 (at will)—acid splash, arcane mark, detect 
  magic, light, mage hand, prestidigitation
  1st (7/day)—mage armor, magic missile, ray of 
  enfeeblement; entangle
  2nd (3/day)—summon monster II
  StAtIStICS
  Str 9, Dex 15, Con 13, Int 10, Wis 12, Cha 13
  base Atk +2; CMb -1; CMD 11 (15 vs. trip)
  Feats Combat Casting, Dodge, Eschew Materials, 
  Skill Focus (Perception)
  Skills Acrobatics +2 (+10 when jumping), 
  Knowledge (arcana) +7, Perception +8, Spellcraft 
  +6, Stealth +10, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Acrobatics when jumping, +4 
  Survival when tracking by scent
  Languages Common (understood only); Aklo
  SQ bloodline arcana (Fey; +2 DC to compulsion 
  spells), cantrips, woodland stride; fox empathy
  Gear wand of magic missile (24 charges), wand of 
  invisibility (6 charges)
  tACtICS
  As one might expect, Argr is a canny opponent; she 
  stays to the shadows, hides in the gnolls of trees, 
  and uses her magic at a distance, never closing to 
  melee range. If engaged aggressively, she will flee 
  before returning and waiting for her moment to act 
  (be that offensively or to accomplish a task, such as 
  kidnapping an unconscious PC with a horse conjured 
  with summon monster II). She will flee for 1d4 weeks 
  if brought below 6 hit points.
  hàski the Bear 
  cr4
  XP 1,200
  Fighter 1
  NE Large animal
  Init +1; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+2 armor, +1 Dex, 
  +6 natural, –1 size)
  hp 49 (5d8+1d10+24)
  Fort +10, Ref +5, Will +2
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +8 (1d8+5 plus grab), bite +8 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  StAtIStICS
  Str 21, Dex 13, Con 19, Int 12, Wis 12, Cha 6
  base Atk +4; CMb +10 (+14 grapple); CMD 21 (25 
  vs. trip)
  Feats Improved Natural Attack (claws), Endurance, 
  Run, Skill Focus (Survival)
  Skills Acrobatics +2, Intimidate +2, Perception +7, 
  Survival +5, Swim +14; Racial Modifiers +4 Swim
  Languages Common, Goblin (understood only); 
  Aklo
  SQ Bear empathy
  Gear masterwork leather armor
  
  24
  tACtICS
  Of all the animals enchanted by the spring, Háski is 
  by and far the most physically dangerous. The bear 
  uses terrain to his advantage and attempts to grapple 
  and disable the deadliest martial opponents first, 
  establishing his dominance before grappling and 
  mauling any spellcasters or ranged combatants to death.
  skada the songBird 
  cr3
  XP 800
  Bard 4
  NE Tiny animal
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 27 (5d8+5)
  Fort +4, Ref +9, Will +6
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee bite +8 (1d3-2)
  Space 2-1/2 ft.; Reach 0 ft.
  Spells Known (Concentration +6; CL 4th)
  0 (at will)—detect magic, ghost sound, light, mage 
  hand, prestidigitation, summon instrument
  1st (4/day)—cause fear, charm person, cure light 
  wounds, sleep
  2nd (2/day)—blindness/deafness, invisibility
  StAtIStICS
  Str 4, Dex 17, Con 12, Int 11, Wis 13, Cha 14
  base Atk +3; CMb +4; CMD 12
  Feats Fly-By Attack, Spellsong, Weapon Finesse
  Skills Acrobatics +10, Escape Artist +10, Fly +13, 
  Perception +5, Perform (song) +11, Sense Motive 
  +8, Spellcraft +7, Stealth +11; Racial Modifiers +2 
  Fly, +2 Perform
  Languages Common (understood only); Aklo
  SQ 
  Bardic 
  knowledge, 
  bardic 
  performance, 
  cantrips, countersong, distraction, fascinate, inspire 
  competence +2, inspire courage +1, versatile 
  performance, well-versed; Bird empathy
  tACtICS
  Skada uses the summon instrument cantrip to cause 
  an instrument to suddenly appear and fall from the 
  sky (unplayable and disappearing 4 minutes later), 
  dealing 1 point of bludgeoning damage upon landing 
  should she succeed on a ranged touch attack to hit 
  a creature. When it seems like things are getting 
  serious, the bard uses blindness/deafness on the most 
  dangerous melee combatants before attempting to 
  make them flee with cause fear. If reduced below 5 
  hit points, Skada flees and the PCs won’t be seeing 
  her again for 1d10 days.
  Fljotr the horse 
  cr5
  XP 1,600
  Druid 4
  NE Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 45 (6d8+18)
  Fort +10, Ref +6, Will +6
  OFFENSE
  Speed 50 ft.
  Melee 2 hooves +6 (1d4+1)
  Space 10 ft.; Reach 5 ft.
  Special Attacks Lightning Arc (Standard action, 30 
  ft ranged touch attack, 1d6+2 damage 5/day)
  Prepared Spells (Concentration +6; CL 4th)
  0 (at will)—detect magic, light, purify food and 
  drink, stabilize
  1st (4/day)—charm animal, cure light wounds, 
  magic fang x2; obscuring mistD 
  2nd (2/day)—summon swarm x2; wind wallD
  StAtIStICS
  Str 16, Dex 14, Con 17, Int 15, Wis 15, Cha 11
  base Atk +4; CMb +8; CMD 20 (24 vs. trip)
  Feats Combat Casting, Endurance, Natural Spell, 
  Run
  Skills Acrobatics +6, Bluff +4, Perception +10, 
  Sense Motive +6, Spellcraft +9, Survival +9
  
  25
  Languages Aklo, Common, Draconic, Elven
  SQ Nature bond (Air domain), nature sense, orisons, 
  resist nature’s lure, trackless step, wild empathy, 
  wild shape 1/day, woodland stride; Horse empathy
  Gear Kreller’s Crystal (magic jar focus; hardness 
  2, 34 hp)
  tACtICS
  The malevolent horse is a cautious combatant. Flotjr 
  keeps at range and remains hidden in obscuring mist 
  while utilizing summon swarm to harrass his enemies. 
  When his spells are exhausted, the equine druid wild 
  shapes into a wolf or bear and uses lightning arc at a 
  distance, targeting melee fighters until he can close 
  to melee range with a spellcaster.
  kreller (advanced ghost adherer) cr6
  XP 2,400
  LE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 19, touch 19, flat-footed 14 (+4 deflection, +5 
  Dex)
  hp 34 (4d8+16)
  Fort +3, Ref +9, Will +7
  DR 5/—; SR 14; channel resistance +4, incorporeal, 
  undead traits
  OFFENSE
  Speed Fly 30 ft. (perfect)
  Melee corrupting touch +9 (melee touch, 6d6, Fort 
  DC 16 for half)
  Special Attacks malevolence
  StAtIStICS
  Str --, Dex 20, Con --, Int 8, Wis 17, Cha 19
  base Atk +4; CMb +9 (+17 grapple); CMD 23
  Feats Agile Maneuvers, Combat Reflexes
  Skills Climb +6, Perception +15, Stealth +21; Racial 
  Modifiers +8 Perception, +12 Stealth
  Languages Aklo 
  SPECIAL AbILItIES
  Rejuvenation (Su): If destroyed in simple combat: 
  the “destroyed” spirit of Kreller restores itself in 2d4 
  days. The only way to permanently destroy the spirit 
  of the adhrerer is to shatter his magic jar focus.
  Corrupting touch (Su): By passing part of its 
  incorporeal body through a foe’s body as a standard 
  action, Kreller inflicts 6d6 damage. This damage 
  is not negative energy—it manifests in the form of 
  physical wounds and aches from supernatural aging. 
  Creatures immune to magical aging are immune to 
  this damage, but otherwise the damage bypasses all 
  forms of damage reduction. A DC 17 Fortitude save 
  halves the damage inflicted.
  *Malevolence (Su): Kreller’s jealousy of the living 
  is particularly potent. Once per round, the ghost can 
  merge its body with a creature on the Material Plane. 
  This ability is similar to a magic jar spell (CL 10th), 
  except that it does not require a receptacle. To use 
  this ability, the ghost must be adjacent to the target. 
  The target can resist the attack with a successful Will 
  save. A creature that successfully saves is immune to 
  that same ghost’s malevolence for 24 hours.
  *If the focus is destroyed while he possesses a 
  creature’s body, Kreller is completely destroyed. 
  The focus has a hardness of 2 and 34 hit points (and 
  is worn around Flotjr’s neck).
  
  26
  creDiTS
  Author: Mike Myler
  Developer: Owen K.C. Stephens
  Cover Illustration: Jacob E. Blackmon
  Interior Illustrations: Jacob E. Blackmon and
  Marcum Curlee. Fox illustrations 
  Copyright Can Stock Photos / YuliaAvgust
  Cartography: Michelle Surber
  Editor: Jeremy Miller
  Publisher: Owen K.C. Stephens
  Graphic Design and typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
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  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
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  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
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  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
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  book are Open Game Content as described in Section 1(d) of 
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  Product Code: RGG0122
  open game license 
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  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient 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 
  
  27
  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, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  the book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  the book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  Adherer from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  Animal Lord from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe beak from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, tarry from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire Corby from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  the book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: the bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman tree from the tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Spring of Disorder. ©2014, Rogue Genius Games. Author: Mike Myler.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Adventures/Genius Adventures Spring of Disorder.pdf