TEXT: Lair of the Lava Queen
  Encounters Series
  by Micah Watt
  
  1
  Lair of the Lava Queen
  Encounters Series - 001
  Author: Micah Watt
  Cover Art: Dean Spencer
  Interior Art: Dean Spencer, Dante Cifaldi
  Original Cartography: Dyson Logos
  Altered Cartography: Dante Cifaldi
  Supporting Content: Russ Brown
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Lair of the Lava Queen, Encounters Series, 2016 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All rights reserved.
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, locations, etc.), dialogue, plots, story lines, 
  locations, characters, artwork and trade dress. (Elements previously designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Pyromaniac Press game product are 
  Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  
  2
  
  3
  Dungeon Specifications
  Level – 8-10 (party of 4)
  Best Terrain – Desert, Barrens, Cliffs
  Best Climate – Hot, Arid
  Lair Composition - Stone
  Room Height – 25 feet (Areas 2-4, 7 & 8), 10 feet (Areas 
  5 &6)
  Doors – Stone, unlocked (AC 10, Hardness 8, HP 30, 
  Break DC 25)
  Illumination – Dim (Areas 2-4), None (5&6), Bright (7&8) 
  Backstory
  The Lava Queen is a medusa that has been infused with 
  the elements of both Fire and Earth. An outcast amongst 
  her own kind, the Lava Queen leads a solitary existence, 
  residing alone with her ‘pets’ in a high rocky region far 
  from civilization. Still, she has ample company in the 
  form of a constant stream of adventurers – all seeking 
  the legendary artefact that is the cause of her unusual 
  transformation. Rumoured to be deep within her lair is 
  the Eye of Imix, a powerful gem infused with elemental 
  fire.
  The Lava Queen herself has spread these rumours, eager 
  to acquire resources for her ‘art’, a gallery of living stone 
  sculptures, forever captured in burning magma. The best 
  she keeps on display, while those she deems failures are 
  melted down, never to be recovered.
  Hook
  1. Rumours hit a local town or adventurer’s guild 
  that a powerful artefact of elemental fire has been 
  disgorged in a magma vent in the nearby wilderness. 
  It is ripe for the taking if one is simply brave enough 
  to seek it out.
  2. An associate of the characters (or one of the 
  characters themselves) is suffering a curse or disease 
  that defies the usual magical treatments. From their 
  investigations/research, they have discovered an 
  unusual cure – a gem infused with elemental fire 
  that can ‘cleanse by flame’ supernatural illnesses and 
  effects. It is said to be an exceedingly painful process, 
  but may prove to be effective where other options 
  have not.
  3. The local climatic conditions have changed in a 
  village the characters are passing through – with 
  the temperatures rising steadily by 5 or so degrees 
  on average. This is not enough to render the place 
  uninhabitable, but it is certainly uncomfortable, and 
  beginning to affect crop yields. The locals have tried 
  everything – Cattle sacrifice, witch burning, sessions 
  of self-flagellation – to appease the ‘Fire God’ Imix, 
  but nothing has worked. A hedge wizard (moments 
  before he was burned as a witch) divined that the 
  cause resided in a cave system a few miles out of 
  town, but none of the villagers have the necessary 
  skills (or courage) to explore the caves. The Mayor has 
  sent an appeal for brave adventurers to the nearest 
  town, figuring they can either solve the problem, or 
  serve as the next lot of ‘offerings’ to Imix.    
  1
  2
  2
  3
  4
  4A
  4B
  4C
  4D
  5
  6
  7
  8
  S
  
  4
  Lair of the Lava Queen
  1) Approach
  In the shadows of black stone cliffs you can see four tunnel 
  entrances leading off into darkness. A strange, constant 
  howling sound seems to emerge from the openings. Perhaps it 
  is an effect of the wind across the cave mouths, though the air 
  seems still out here.
  The howling effect is produced from area 4, and drowns 
  out speech and standard sounds short of shouting. 
  Within areas 2-4 (inclusive) verbal communication is 
  impossible beyond 10 feet and Perception checks incur a 
  -5 circumstance penalty.
  2) Tunnels
  Uneven stone stairs lead down into a darkened area ahead, 
  though some sort of glow orange can be seen in the distance, 
  like torchlight. The air is warm here, and gets hotter as you 
  progress
  3) Ledge
  This tunnel opens up on one side, dropping away to overlook a 
  lower passage. Two misshapen stalactites dominate the ledge, 
  and seem to generate some sort of internal orange glow that 
  can been seen through cracks in the rock. The howling in 
  louder here, and has taken on a decidedly sinister aspect
  A closer examination will reveal them to be statues 
  similar to those in 4 (see below for intimate description). 
  The statues here are the rough shapes of a male human 
  carrying a bow and a male dwarf carrying a crossbow.     
  4) Gallery
  The tunnels open into a huge cavern lit by numerous oddly-
  shaped stalactites that give off an orange glow. The glow 
  emanates within the rock formations, shining out through 
  cracks in the stone, though all seem to have consistently larger 
  openings toward their tops, and occasional cracks elsewhere. It 
  gives the impression of a dozen miniature volcanoes within the 
  chamber. The heat here is oppressive, and breathing the warm 
  air is unpleasant. 
  The howling has increased, and now seems more like a 
  multitude of sources blending together rather than a single 
  source, and has taken on the sinister aspect of voices screaming 
  in pain.
  Anyone in the chamber must make a DC 15 Will save or 
  be shaken) until they leave the complex (or the effect is 
  negated by magic or other effects). 
  Sure enough a closer examination of the statues reveals 
  them to be roughly shaped humanoids. They appear to 
  be carved from cracked volcanic rock, but rather than 
  being smooth like cooled magma, they have rough 
  surfaces that crumble to sharp chunks and slivers if 
  touched. The rock also leaves behind a fine ash that 
  seems to cling tenaciously to surfaces (and creatures). The 
  ‘statues’ are all humanoids in various poses and carrying 
  various weapons (see the list below). All of them have 
  expressions of anguish on their faces, and the howling 
  emanates from their open mouths. The largest sources 
  of light are emitted from empty eye sockets, mouths and 
  ears, while the odd crack in their ‘bodies’ lets out a little 
  illumination. Any statue handled roughly collapses into 
  fragments and ceases howling and shedding light.    
  The Lava Queen is here, along with an Earth elemental 
  servant. She is perusing her collection and ‘cleaning 
  out’ those that no longer interest her. At her gesture the 
  earth elemental topples various statues and throws the 
  fragments into area 4D. If the PCs are stealthy she may 
  not be immediately aware of them (Perception +16). If 
  & when they are detected, or combat ensues, she directs 
  her ‘pets’ to attack (the elemental and the mephits at 
  4A), flees to area 5 (via 4C or 4D) at the earliest possible 
  opportunity, heals up if injured (via her Cleanse By Flame 
  ability) and then seeks to circle around and ambush the 
  PCs from behind using the secret door at 4B. If the battle 
  goes against her she will try to flee and make her final 
  stand at area 7 (See Last Stand).
   
  Earth Elemental, Large – HP 68
  There are 16 statues marked on the map, two of which 
  are in area 3 and already described. Assuming the PCs 
  eventually have time to examine them, they can make 
  out the following details. The GM can arrange as liked, 
  change or remove any destroyed in the battle.
  • 
  A male halfling brandishing a two handed axe over 
  his head.
  • 
  A male goblin trying to find something in a large 
  sack.
  • 
  A creature that appears to be a nightmarish 
  amalgamation of bear and humanoid (a druid caught 
  mid shapechange).
  • 
  A female human in plate armour with no arms 
  
  5
  (snapped off and shattered with rough handling – 
  slated for disposal).
  • 
  A male dwarf in robes carrying a staff.
  • 
  A female elf in chainmail mid motion drawing a 
  sword.
  • 
  A male human in leather peering forward, with a 
  stone torch in one hand.
  • 
  A female tiefling (identifiable by her horns) with 
  hands upraised as if pleading.
  • 
  A female human in a strange mid-climb pose (this 
  one is leaning up against a wall).
  • 
  A male elf in plate armour on his back, as if frozen 
  just after falling.
  • 
  A male gnome lurching forward with twin daggers, 
  frozen mid thrust.
  • 
  A lizardman carrying a greatsword looking over its 
  left shoulder.
  • 
  A female human in leather armour carrying a halfling 
  man in her arms.
  • 
  A male half in a breastplate elf grasping a holy 
  symbol in one hand (choose prominent campaign 
  deity) and reaching out with the other. 
  Note that despite their screams, the creatures turned to 
  magma are actually petrified. They can be restored via 
  the usual methods (stone to flesh, break enchantment). 
  If restored they are alive (unless ‘broken’ in which 
  case those injuries manifest immediately) and grateful, 
  though they have little of value (all their equipment is 
  mundane).  
  Alternately, the DM could switch out some of the above 
  with recognizable campaign NPCs that have gone 
  missing, and/or rival adventurers the PCs know.
  4A) This raised area currently houses two bored magma 
  mephits, who are doodling on the floor and walls and 
  making small magma sculptures. They were sent here 
  by the Lava Queen as a ‘time out’ for causing mischief 
  in Area 5. They will attack intruders at their mistress’s 
  command.
  Magma Mephit (2) – HP 19 
   
  4B) There is a secret door here, cunningly concealed in 
  the uneven rock surface. If found (Perception DC 20) it 
  can be opened from both sides.
  4C) There is a dust mephit ‘cleaning’ here, essentially 
  drawing in the ubiquitous ash generated by the volcanic 
  petrification of intruders. It’s job is to keep the ash from 
  getting too bad in the lower areas of the complex (areas 
  5-7). It will attack intruders at its mistress’ command. 
  Dust Mephit – HP 19
  4D) The bottom of this area is covered with scattered 
  rock fragments. The magma crawler that resides in area 8 
  finds the results of the Lava Queen’s petrification ability 
  delicious. Statue fragments are a treat for it, and it will 
  consume them in preference to any other rock type. After 
  an ‘accident’ involving one of her favourite statues, and 
  the ‘chastisement’ (beating) that followed, the crawler 
  has learned that it may only eat from the stone left in 4D. 
  It slowly consumes what’s left here, eking out its treats 
  to savor them. 
  There is a hot air current that rises off the magma in area 
  8, and is funneled up the narrow passage here. Anyone 
  traversing this passage (or remaining in it) suffers 1d6 
  points of fire (heat) damage each turn. Resistance and 
  immunity to fire applies to this damage.
   
  Note – this passage is more natural than the rest. The 
  ‘stairs’ marked on the map are natural rock shelves 
  rather than carved like the rest of the complex.
  5) Living Room
  The Lava Queen still needs all the comforts a girl requires, 
  even if she is a dangerous, loner, shut-in with too many 
  mephit pets and a penchant for petrifying guests. 
  This room has a highly polished obsidian ‘nest’ in the 
  centre, where the Lava Queen sleeps. Against the east 
  wall is a huge silver mirror, where she may gaze at her 
  reflection for hours without petrifying (see her statistics 
  below).  
  In the south west corner a number of shelves have been 
  carved into the rock, and act as rest alcoves for her mephit 
  pets. There are six alcoves in all. 
  Various shelves line the other walls. Most contain 
  various semiprecious stones or statuary carved from 
  obsidian or basalt (around 300gp value in total for the 
  200lbs of miscellaneous carvings). There are also some 
  fine artisan’s tools for stone and gem cutting. On one 
  
  6
  shelf is a display of half a dozen necklaces, pendants, 
  bracelets and other jewelry, made from wrought iron 
  and gems (6 pieces each worth 100gp). There are three 
  display stands empty, and 2 crude figures that look to be 
  mephitis made from wrought iron with gemstone heads 
  (worth 25gp each). These used to be fine jewelry, but the 
  mephits currently being punished (Area 4A) decided to 
  melt them down and turn them into ‘mephit dolls’, much 
  to the Lava Queen’s displeasure.       
  6) Storage room
  Not everything that adventurers bring with them is 
  turned to stone. Often they will drop an item, or lose it 
  mid battle (or leave it outside on mounts). The Queen 
  has extracted gems from jewelry (found in area 5), and 
  stockpiled anything else that might be of future use here 
  (mounts and other unwanted items go into the magma 
  pit at Area 8).
  The storage room currently has a number of sacks, packs 
  and saddle bags containing coins (326cp, 174sp, 267gp 
  and 29pp), a  mithril longsword +2, 3 arrows +3 and a pouch 
  with 2 potions (cure critical wounds and fly - at 7th level). 
  There are 2 earthen ware jugs, one containing solidified 
  gold (around 30gp raw value) and the other solidified 
  silver (20gp raw value). There is also a slightly singed 
  10 foot pole, a 20’ length of chain and a bag of sea shells.
  The Lava Queen has found no use for these items to date, 
  and cannot drink the potions (they evaporate as she tries 
  to drink them from the extreme temperatures inside her 
  body).
  7) Worship Room – Imix
  The walls of this room are highly polished obsidian, 
  painstakingly carved with runes and images of fire and flame. 
  Four pillars of the same stone reach to the ceiling, and an idol 
  of dancing flame carved from basalt rests in the centre of the 
  room. The chamber is lit with a hellish red glow cast from 
  the open area to the northeast. The ambient temperature is 
  scorching, your skin drying and slowly burning.
  For each turn spent in this room, creatures take 1d6 fire 
  (heat) damage. There are two fire mephits here polishing 
  the walls and grumbling and throwing insults at each 
  other. If there are intruders and the Lava Queen is not 
  present, they flee into Area 8, trying to lure the intruders 
  to where the magma crawler can reach them (without 
  exiting the lava pool). If the Magma Queen is present 
  they follow her commands.
  If the Lava Queen escapes here to make her last stand, 
  she moves to the edge of area 8 to lure the PCs within 
  range of the Crawler, and orders the mephits to fly in 
  behind the intruders (exiting via 4D if necessary) to harry 
  stragglers or casters. 
  Fire Mephit (2) – HP 19
  8) Magma Pool       
  A roiling, bubbling pool of lava churns here as if alive and 
  agitated. The heat radiating off it is blistering.
  A magma crawler makes its home here, something of a 
  pet for the Lava Queen. It will rear up and attack anyone 
  that isn’t her, or a mephit, that comes within 10 feet of 
  the edge of the pool. The magma crawler may attempt 
  to pull grappled victims toward the lava (using the drag 
  maneuver), but risks attacks of opportunity to grapple as 
  it lacks any specialist feats for that purpose.
  Just being within the area causes 1d6 points of fire 
  (heat) damage per round, and actually touching or 
  contacting the lava deals 2d6 per contact, 20d6 per round 
  of immersion, for 1d3 rounds after exposure ceases ½ 
  damage applies (1d6 or 10d6)  
  Magma Crawler – HP 95 (New Monster)
  Last Stand
  When the Lava Queen finally falls, her body immediately 
  petrifies into the same ashy, volcanic rock as her victims, 
  then cracks, shattering into pieces and scatters across the 
  floor. All her equipment remains, collapsing into the ash 
  pile. Gleaming in the heart of the ash pile is a tiny orange 
  gem that seems to glow with inner fire – The Eye of Imix
  All the creatures in the caverns that are still alive depart, 
  no longer drawn to the place by the Lava Queen's 
  presence. The statues of her victims also crumble into 
  ash piles. 
  Finally the ambient temperature immediately drops to 
  warm, but no longer scorching, and the magma pool 
  begins to cool and harden, slowly over the next hour 
  becoming hard and cool enough to touch (losing 2d6 
  damage per 6 minutes). 
  
  7
  The Eye of Imix (minor artifact)
  Aura strong transmutation; CL 20th
  Slot none; Weight -
  The Eye of Imix is a tiny orange gem that is hot to the 
  touch (no matter what material is placed between flesh 
  and gem). 
  Cleanse By Flame (1/day) – This ability causes the 
  touched individual (requiring a touch attack if the 
  creature is unwilling) to be wreathed in orange flame 
  for a number of rounds determined by the owner, up to a 
  maximum of 6. For each round engulfed, the recipient is 
  healed 10 hp damage, or cured of one poison, disease, 
  curse or ongoing magical effect (their choice). Each round 
  so engulfed the recipient is helpless, and gains the fatigued 
  condition from rounds 1-3, becomes exhausted if affected 
  for 4 or more rounds and if affected for 6 rounds must 
  make a DC 20 Fortitude save or die. Fatigue and 
  exhaustion gained in this way can only be removed by 
  rest, not by magic or other means. An unwilling creature 
  can make a Fortitude saving throw each round to try to 
  resist the effect, with the DC starting at 14 on the first 
  round, and increasing by 1 each subsequent round.
  Creatures immune to fire gain the beneficial effects, but 
  not the conditions. 
  The Eye of Imix is at all times monitored by Imix, who can 
  send visions or telepathic communication to the owner 
  (acts as a sending spell). If Imix favours the owner, he may 
  offer it the opportunity to serve him, becoming a slave 
  to his will. Any creature agreeing to such a deal must 
  swallow the gem, gains unique abilities as determined 
  by the GM and becomes an NPC under the GM’s control.  
  Destruction
  The eye must be swallowed by an elemental creature of 
  Water ot Ice. The creature must immediately, and every 
  day thereafter, make a DC 20 Fortitude saving throw or 
  die. If the creature successfully survives for 1 month (in 
  terrible agony) the eye is extinquished permanently. 
  The Lava Queen
  This creature appears as a woman form the waist up and a 
  serpent from the waist down, with serpents for hair. Her entire 
  from radiates heat, and looks like a slowly cooling lava flow. 
  Despite her stony appearance she moves with the easy grace 
  of a serpent.
  Lava Queen, Unique Medusa 
    
   
     CR 10 
  XP 6,400
  LE medium monstrous humanoid (earth, fire)
  Init +8; Senses all-around vision, darkvision 60 ft.; 
  Perception +18
  Aura blistering aura (20 ft., DC 20)
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) 
  Hp 114 (12d10+48)
  Fort +7, Ref +11, Will +8
  Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d6+2+1d6 fire), snake bite +11 
  (1d4+poison)
  Ranged lavaball +16 (2d6+4 fire)
  Special Attacks petrifying gaze
  STATISTICS
  Str 15, Dex 18, Con 18, Int 12, Wis 13, Cha 15
  Base Atk +12; CMB +14; CMD 28 (can’t be tripped)
  Feats Improved Initiative, Multiattack, Point-Blank Shot, 
  Precise Shot, Weapon Focus (Bite)
  Skills Climb +19, Intimidate +12, Perception +18, Stealth 
  +17, Swim +19; Racial Modifiers +4 Perception, Climb
  +4, Swim +4
  Languages Common, Ignan, Terran
  SPECIAL ABILITIES
  All-Around Vision (Ex) The Lava Queen’s snake hair
  allows her to see in all directions. She gains a +4 racial
  bonus to Perception checks and cannot be flanked.
  Blistering Aura (Ex) Waves of heat pour off of the Lava
  Queen. Any creature within 20 feet of the Lava Queen
  at the beginning of its turn takes 1d6 nonlethal damage
  and becomes fatigued from exposure to heat. A DC
  20 Fortitude save negates the fatigue and reduces the
  nonlethal damage by half.  This does not cause a creature
  that is already fatigued to become exhausted. The save
  DC is Constitution-based.
  Lava body (Ex) The Lava Queen is made up of elemental
  lava. This allows her to create small masses that she
  can hurl at her opponents (see lavaball attack above),
  as well as for other purposes. In addition, when struck
  lava like ‘blood’ is released, causing 1d6 fire damage to
  attackers unless they have reach weapons, or make a
  DC 20 Dexterity saving throw to avoid. The save DC is
  Constitution-based.
  Petrifying Gaze (Su) Turn to stone permanently, 30ft,
  
  8
  Fortitude DC 20 negates. The save DC is Constitution-
  based. Unlike most medusa, the Lava Queen cannot be 
  affected by her own gaze.
  Poison (Ex) Bite – injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1d3 Str; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  The Lava Queen is a unique medusa, combining the 
  qualities of both her original form and that of an 
  elemental. This additional power has made her arrogant, 
  and creatures of elemental fire and earth are drawn to 
  her. Unlike most of medusa, she is not subject to her own 
  gaze, and so has become vain and preening.  
  Magma Crawler
  This monstrosity resembles a red-skinned cuttlefish with 
  extended tentacles and waves of heat radiating from its body.
  Magma Crawler  
   
   
   
      CR 8 
  XP 4,800
  CE Large outsider (earth, extraplanar, fire)
  Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +15
  Aura blistering aura (20 ft., DC 14)
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 
  size) 
  Hp 95 (10d10+40)
  Fort +7, Ref +9, Will +10
  Immune fire; Resist acid 10
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., burrow 30 ft., bore 
  Melee 2 arms +15 (1d6+5), 4 tentacles +13 (1d6+2 plus 
  grab), bite +15 (1d8+5)
  Space 10 ft.; Reach 10 ft. (20 ft. with arms and tentacles)
  Special Attacks fiery rend (2 arms, 1d6+7 plus 2d6 fire), 
  magma jet (2d6 fire, DC 19)
  STATISTICS
  Str 20, Dex 15, Con 18, Int 11, Wis 16, Cha 9
  Base Atk +10; CMB +16 (+20 grapple); CMD 28
  Feats Cleave, Cleaving FinishUC, Improved Initiative, 
  Multiattack, Power Attack
  Skills Escape Artist +15, Knowledge (arcana) +13, 
  Knowledge (planes) +13,  Perception +15,  Sense Motive 
  +15, Stealth +11 
  Languages Common, Ignan, Terran
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Blistering Aura (Ex) Waves of heat pour off of a magma 
  crawler. Any creature within 20 feet of a magma crawler 
  at the beginning of its turn takes 1d6 nonlethal damage 
  and becomes fatigued from exposure to heat. A DC 
  14 Fortitude save negates the fatigue and reduces the 
  nonlethal damage by half.  This does not cause a creature 
  that is already fatigued to become exhausted. The save 
  DC is Charisma-based.
  Bore (Ex)  A magma crawler can burrow through lava or 
  other forms of earth, even solid rock, at its full burrow 
  speed. When burrowing through non-molten earth or 
  stone a magma crawler leaves behind a 10 foot diameter 
  circular tunnel. This tunnel has extremely smooth sides 
  where the rock has been melted.
  Fiery Rend (Su) When a magma crawler strikes the same 
  target with both arm melee attacks it can tear the target 
  apart with a violent twisting motion. This also releases a 
  fiery blast from the creature’s arms, adding 2d6 points of 
  fire damage. 
  Magma Jet (Su) When it is in contact with a pool or 
  stream of lava, a magma crawler can shoot a stream of 
  lava at its opponents. Any creatures in a 50 foot line 
  take 2d6 points of fire damage from the lava. A DC 19 
  Reflex save reduces the damage by half. The save DC is 
  Constitution-based.
  By Russ Brown
  
  9
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. Copyright 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.
  Pathfinder Roleplaying Game Bestiary 3. Copyright 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.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon 
  Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex 
  Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and 
  Linda Zayas-Palmer
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 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 Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 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.
  Pathfinder Roleplaying Game Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steve 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.
  
  Is it just me or is it hot in here?
  The ambient temperature is rising. According to the locals, some strange 
  creature has taken up residence in a nearby cave, and inhuman howling 
  echoes through the region. Maybe its just the wind? 
  The Encounters Series is a range of scenarios and side-treks designed 
  to be dropped in to existing campaigns with little effort on the part of 
  the Game Master.
  Lair of the Lava Queen is a short scenario for 8th to 10th level characters
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/Lair of the Lava Queen v1.1.pdf