TEXT: the
  the
  By Richard Pett
  A PATHFINDER RPG ADVENTURE FOR LEVEL 16
  
  The Shrine of Rest and Fulfillment
  The Ring of Agony
  B1
  B2
  C2
  C3
  C4
  C5
  C6
  C7
  B3
  Down to D1
  S
  B4
  B5
  1 square = 10 feet
  1 square = 10 feet
  B6
  B7
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  T
  T
  C1
  
  moonscar
  the
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game and the 3.5 edition of the world’s oldest 
  fantasy roleplaying game. 
  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 
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  may be reproduced in any form without written permission.
  Pathfinder Module: The Moonscar is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, 
  Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Publishing, 
  LLC. © 2012, Paizo Publishing, LLC.
  Printed in China.
  Author • Richard Pett
  Cover Artist • Jorge Fares
  Cartography • Robert Lazzaretti
  Interior Artist • Tyler Walpole
  Creative Director • James Jacobs
  Managing Editor • F. Wesley Schneider
  Development • Mark Moreland
  Editing • Judy Bauer, Logan Bonner, and Christopher Carey 
  Editorial Assistance • Jason Bulmahn, Adam Daigle, Rob McCreary,  
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and James L. Sutter
  Editorial Intern • Jerome Virnich
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
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  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
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  Senior Software Developer: Gary Teter
  Campaign Coordinator • Mike Brock
  Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter
  Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood
  Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz
  The Moonscar is a Pathfinder Module designed for four 16th-level characters and uses the medium XP advancement track. This module is 
  designed for play in the Pathfinder campaign setting, but can easily be adapted for use with any world. 
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary,  
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, and Pathfinder RPG GameMastery Guide. These rules can be found online as part of the 
  Pathfinder Roleplaying Game Reference Document at paizo.com/prd.
  Credits
  
  moonscar
  the
  moonscar
  the
  G
  aze into the Heavens in wonder. What secrets do the stars hold? What 
  of Aballon the Horse and Castrovel the Green? What strange creatures 
  dance in the dark upon such worlds, and what chariot could reach them? 
  Many have visited the planes, have hunted Elysium and dreamed in Leng, yet 
  how many have trodden the skin of other worlds? 
  There, hanging above us, gloats Somal—thus the Azlanti called the moon—
  smiling down upon we who wander the surface of the Cage of Golarion. What 
  strange creatures are watching us as we go about our business, and what 
  blight blemishes her surface with the Moonscar? 
  —From the journal of Cladrann Thashkrell
  2
  
  the
  moonscar
  Adventure BACkground
  Sometimes visible from Golarion as a dark stain located 
  in the moon’s southern hemisphere, the Moonscar is an 
  Abyssal blight on the moon’s face. In their hubris, the 
  arcane astronomers of Azlant accidentally released this 
  blight when they failed at an attempt to terraform the 
  entire moon with magic. For the last 12,000 years, this 
  tangled and alien jungle of ravenous plants and horrific 
  beasts has been ruled by a powerful succubus, Izmiara the 
  Insatiable Queen. While many demons would be satisfied 
  with rulership of an expansive jungle realm, Izmiara has 
  greater ambitions—a complex plan to usher in an age 
  of domination at the hands of her mistress, Nocticula. 
  The Insatiable Queen and her ageless daughters employ 
  magic to make the long flight through the cold, silent 
  vacuum of space to Golarion. Once there, they abduct 
  humanoids, carrying them home for use as breeding 
  stock or to transform them into agents of the Abyss. 
  Those transformed are later returned to their homes 
  to work sinister deeds on behalf of their seductive and 
  manipulative mistresses. Any kidnapped specimens 
  deemed unworthy of becoming breeding stock or who lack 
  the influence to be agents are instead used simply for food, 
  pleasure, or entertainment.
  The most powerful and ambitious of the Moonscar’s 
  succubi tamed shantaks as mounts to take them quickly 
  to Golarion for their periodic harvests, but most of the 
  Insatiable Queen’s daughters were restricted to mundane 
  flight between the planet and its moon—which takes 2 
  years—and their efforts to fully implement their insidious 
  plots were ever hampered by the time required to traverse 
  the void. Thus have a dozen millennia passed without the 
  Abyssal hordes of the moon’s surface overtaking Golarion 
  or enslaving that world for their own purposes. Now all 
  that has changed.
  Two months ago, a dormant volcanic ridge in the 
  Mindspin Mountains known as the Growling Skald 
  awoke for the first time since before Earthfall. In the 
  course of the eruption, a number of ancient Azlanti 
  ruins were exposed to the sky, including what was once 
  an isolated astronomical research station. This station 
  had once been populated by the most brilliant minds of 
  the world’s greatest civilization, and now it has become 
  partially functional once more. Among the strange ruins 
  that were uncovered by the eruption is a portal to the 
  surface of the moon; for millennia it was as dormant as 
  the volcano whose geothermal energy powered it, but 
  with the resurgence of the volcanic vents, the portal has 
  sputtered back to life. 
  In the Moonscar, the succubi noticed their own dormant 
  portal—the Growling Skald’s mate—flash to life. With the 
  journey time from the Moonscar to Golarion suddenly 
  reduced from years to moments, the Insatiable Queen has 
  begun to move her plot forward at an accelerated pace. 
  She has started kidnapping new subjects with renewed 
  zeal, readying for a day soon when anarchy and chaos 
  can be unleashed across Golarion, heralding the way for 
  Nocticula’s long overdue apotheosis.
  Adventure synopsis
  The demonic forces of the Moonscar have ramped up 
  their assault on Golarion after a portal to the Abyssal 
  moon jungle was reactivated in a seismic event. A number 
  of prominent and influential individuals have recently 
  disappeared—among them an ally or associate of the 
  PCs. The party is approached by a masked member of the 
  Pathfinder Society’s leadership, the Decemvirate, who 
  offers insight into the connected disappearances. Armed 
  with a hint of where their friend has been taken, the PCs 
  must find their way to the moon in search of one or more 
  of the kidnapped NPCs; they likely travel through the 
  ancient Azlanti portal known as the Somal Gate, which lies 
  deep in a long-dormant volcano in western Nirmathas. 
  WHERE ON GOLARION?
  The first part of this adventure takes place at the edge 
  of the Mindspin Mountains in the wilderness nation of 
  Nirmathas. Though the adventure assumes the PCs reach 
  the moon through a portal within a long-dormant volcano 
  called the Growling Skald, it’s possible characters of 16th 
  level will use other methods to reach the Moonscar.
  Most of the adventure content within this module 
  takes place on the surface of Golarion’s moon, in a region 
  of Abyssal jungle called the Moonscar. This massive swath 
  of dark vegetation is so large that it can be seen from 
  Golarion’s surface, though few of the planet’s astronomers 
  know that it is the result of ancient terraforming efforts 
  that breached the barriers between the Material Plane and 
  the Abyss. For more information about the Moonscar and 
  adventuring on other planets, see Pathfinder Campaign 
  Setting: Distant Worlds, available at your local bookstore 
  or hobby store, or online at paizo.com.
  Nirmathas
  •
  ••
  Tamran
  Skelt
  Growling 
  Skald
  Southern 
  Fangwood
  Lake 
  Encarthan
  3
  
  Once on the moon’s surface, the PCs face the harsh 
  environment and inhabitants of the Moonscar jungle. 
  They eventually reach Dominax Annuli, bastion of the 
  Insatiable Queen Izmiara, whose plan for dominion over 
  Golarion has motivated her daughters for over 12,000 
  years. In Dominax Annuli, the PCs must progress through 
  four deadly levels of the queen’s most dangerous servants 
  to rescue the captured prisoners, finally coming face to 
  face with the queen herself, before their task is complete.
  Beginning the Adventure
  As some of the most powerful adventurers in the Inner 
  Sea region, the PCs doubtlessly have a number of powerful 
  friends and allies, possibly including an influential noble 
  or the head of a worldwide organization. Select one such 
  associate from the party’s network of friendly NPCs to 
  be the catalyst for their involvement in this adventure 
  and inform the PCs that their friend has disappeared, 
  seemingly without a trace. The only initial lead is that 
  the missing individual was last seen with an attractive 
  individual in a local tavern. 
  Allow the PCs a few minutes to start their investigation 
  before one of them is contacted with a sending spell. As the 
  PC receives the message, read the following aloud.
  “I believe we share a common goal. I have information about 
  the individual you seek. Meet me at midnight in the Dancing 
  Lancer tavern.”
  The Dancing Lancer should be a tavern within a 
  distance the PCs can reach by midnight of the day they 
  receive the message. If there’s another tavern or location 
  that will better fit your campaign (and if its name will fit 
  within the 25-word limit of the sending spell), feel free to 
  change the meeting place to somewhere already familiar 
  to your PCs.
  At the appointed time, the PCs meet a man in an eyeless, 
  red leather mask who motions for them to sit down before 
  speaking in a hushed voice that sounds as though it might 
  be disguised with magic.
  “I apologize for my rudeness in contacting you so suddenly and 
  briefly, and thank you for meeting me here. I cannot tell you my 
  name, for I am a member of the Decemvirate, and my ability to 
  guide the Pathfinder Society hinges on my anonymity. What is 
  doubtlessly more important to you than my name is how I can 
  help you.
  “In recent months, I have been investigating the disappearance 
  of a high-ranking Pathfinder agent named Osprey, and have 
  discovered a series of similar disappearances throughout 
  the Inner Sea region, all of which occurred under similar 
  circumstances. In each case, the missing person was last seen 
  with an attractive stranger, and appeared to be rapt with the new 
  acquaintance’s beauty and charm. Reports in most cases place 
  the missing individual in the company of the same stranger 
  in the Nirmathi city of Skelt, from whence the party is said to 
  have traveled south toward a recently active volcanic ridge called 
  the Growling Skald. Your missing friend is among those whose 
  disappearance matches this pattern.
  “Our divinations have located several of those who vanished 
  on the moon. Long have reports spoken of a demon-tainted 
  jungle on the surface of the moon—what we on Golarion see 
  as the Moonscar. It is there that I believe those abducted have 
  been taken, though for what sinister succubus plot I know not. 
  Few have the means to venture into such a realm, which is why 
  I am here, now, with you. There is little I can offer you beyond 
  pointing you in what I hope is the right direction. Yet if you can 
  find a way to the Moonscar and retrieve not only my missing 
  agent and your friend, but any other captives of the demons 
  there, then my faith in you has not been misguided. Whatever 
  plan the Moonscar’s Insatiable Queen and her servants have in 
  the works, it has sped up drastically, and I fear for us all should 
  they not be stopped.”
  If the PCs inquire further, the masked man offers 
  them a list of the missing individuals whom he believes 
  have been abducted. Feel free to alter this list to provide 
  a deeper sense of impending dread among your players; 
  drop the names of people the PCs have formed bonds 
  with, or of prominent leaders of regions the PCs are 
  invested in, to motivate the PCs to take up the masked 
  man’s proposed journey.
  The list of kidnapped victims whose circumstances all 
  lead them to the Growling Skald includes the following: 
  the PCs’ kidnapped acquaintance; the Pathfinder agent 
  Osprey (N male human druid 11); Commander Andabar 
  Ceroban (LG male human cavalier 13) of the Knights 
  of Ozem in Lastwall; the Nexian golemcrafter Pendrel 
  Zarafari (CN male half-elf wizard 10) of Oenopion; Druman 
  Kalistocrat Obenna Sirara (LN female human aristocrat 
  6/rogue 6); Garrin Levoye (CG male human fighter 9) of 
  Andoran’s People’s Council; professor Zembe Utomo (NG 
  male human wizard 12) of the Magaambya; and Chelish 
  noble and famed opera librettist Enlina Charthagnion (LE 
  female human aristocrat 3/bard 8).
  A Trip To The Moon
  There are several ways for a 16th-level party to get to the 
  moon. Note that traditional teleportation does not work 
  between planets, so the PCs’ will need to employ more 
  powerful magical means to reach the Moonscar or take 
  one of the other possible courses of action listed below.
  The adventure assumes the PCs, like the succubi and 
  their prisoners, use the Somal Gate located within the 
  Growling Skald. For details on this location and the 
  challenges the PCs might face there, refer to Appendix II 
  4
  
  the
  moonscar
  on page 30. This option not only allows the PCs to continue 
  their investigation before leaving Golarion, perhaps in the 
  cities from which the kidnapped NPCs disappeared, but 
  also provides some background on the Azlanti efforts to 
  terraform the moon.
  Alternatively, the PCs can purchase a scroll of 
  interplanetary teleport (Pathfinder Campaign Setting: The 
  Inner Sea World Guide 295) in one of the Inner Sea region’s 
  larger cities, such as Absalom or Katapesh. This is by far 
  the fastest way to reach the moon, as simply knowing that 
  the Moonscar is their destination is sufficient to transport 
  the party instantly to the demonic jungle. If the party 
  takes this route, they should arrive somewhere within the 
  Blighted Orchard, though where in the area they appear 
  is up to you.
  The party can also attempt to capture, charm, or tame 
  a flight of shantaks (Pathfinder RPG Bestiary 2 244), huge 
  winged beasts that are able to quickly travel between 
  planets—flying from Golarion to the moon in only 
  minutes, or at most, hours—and that provide their riders 
  with the ability to ignore the hazards of deep space. 
  Natives of space, shantaks could land anywhere, and could 
  thus be found wherever on Golarion makes sense for your 
  campaign; the quest to find and tame these dangerous 
  interstellar beasts can be an adventure unto itself.
  Finally, some parties may wish to simply fly to the moon 
  on their own. Such a journey requires each living creature 
  be equipped with a necklace of adaptation and have some 
  means of negating the cold damage dealt by the vacuum 
  of space. This method of travel is not the most efficient—
  it takes 2 years of moving through the void at 60 feet per 
  round (as the fly spell) to reach the moon, during which 
  time a creature can do nothing but wait as momentum 
  carries it ever forward. While the adventure assumes the 
  PCs are on a shorter timeline than this, a party wishing to 
  employ the succubi’s normal means of transport can do so 
  if they choose.
  pArt one: the Jungles of the Moon
  The Moonscar is a pocket of Abyssal jungle on the surface 
  of Somal, Golarion’s moon, and is so vast that it is visible 
  from the planet as a dark stain on the moon’s surface. 
  The PCs’ long journey brings them to the heart of this 
  domain: an area known as the Blighted Orchard, where 
  the Insatiable Queen holds court.
  Other than areas specifically noted as being cleared 
  of vegetation, the entirety of the Blighted Orchard is 
  considered dense forest (Pathfinder RPG Core Rulebook 425). 
  Unlike a normal forest, however, the Moonscar jungle’s 
  undergrowth consists almost entirely of poisonous nettles. 
  For each minute characters spend moving through such 
  dense vegetation, they must succeed at DC 15 Reflex saves 
  or be pricked by a poisoned thorn and subject to demon 
  nettle sap. Characters who are not subject to the effects of 
  undergrowth, such as PCs with woodland stride or those 
  who can clear paths with spells such as blight, are able to 
  move normally.
  The Moonscar exists in two dramatically distinct 
  phases. By day the place is unbearably hot, the equivalent 
  of severe heat (Core Rulebook 444), but by night a thin 
  but steady snow falls and the temperature plummets, 
  becoming severe cold (Core Rulebook 442). The moon is 
  tidally locked with Golarion, and thus its days and nights 
  are extremely long in relation to those experienced on 
  Golarion’s surface—it takes an entire month for the moon 
  to fully cycle from one dawn to the next. Thus, the PCs’ 
  full experience on the Moonscar is likely to take place 
  entirely during a 2-week-long period of day or night, or a 
  single shift between the two. If, however, the PCs linger on 
  the moon for longer than 2 weeks, they may experience a 
  greater number of lunar days. Inhabitants of the Moonscar 
  have grown accustomed to the these weather extremes and 
  the poisons lurking within the jungle, and are immune to 
  their effects.
  As the canopy rises, the pocket dimension’s atmosphere 
  thins. The abundant vegetation stretches to the very edges 
  of the Moonscar’s atmosphere, but immediately beyond it, 
  the vegetation vanishes. Characters attempting to move 
  outside this region must be able to move through the cold 
  dark of space, or they die in the attempt.
  CONTINUING PATHFINDER 
  ADVENTURE PATHS
  One of the goals of this 16th-level Pathfinder Module is to 
  provide high-level material for GMs who have successfully 
  run their players through a full Pathfinder Adventure Path 
  and are looking for ways to continue the campaign. Below 
  are possible NPCs from the first 10 Pathfinder Adventure 
  Paths you may wish to use as the PCs’ kidnapped ally. Feel 
  free to advance any of these NPCs in level to be appropriate 
  targets for the succubi of the Moonscar to abduct for 
  breeding or brainwashing.
  Rise of the Runelords: Shalelu Andosana, Ameiko Kaijitsu
  Curse of the Crimson Throne: Vencarlo Orsini, Trinia Sabor
  Second Darkness: Shalelu Andosana, any allied members 
  of the Winter Council
  Legacy of Fire: Almah Roveshki, Rayhan Xobhadi
  Council of Thieves: Arael, Ailyn Ghontasavos, Janiven
  Kingmaker: Kesten Garess, Jhod Kavkhen, Oleg Leveton
  Serpent’s Skull: the leader of the PCs’ allied faction
  Carrion Crown: Judge Daramid, Kendra Lorrimor
  Jade Regent: Shalelu Andosana, Hirabashi Jiro,  
  Ameiko Kaijitsu
  Skull & Shackles: Tessa Fairwind, Pierce Jarrell,  
  Lady Smythee
  5
  
  plAnAr TrAiTs
  Though the Moonscar is wholly located on the Material 
  Plane, the entire region shares a number of qualities with 
  the Abyss. Unless noted otherwise, all of the following 
  planar traits are in effect for the remainder of the 
  adventure. All enemy stat blocks in this adventure already 
  include the heightened save DCs granted by the enhanced 
  magic quality; all other benefits and penalties should be 
  applied by the GM as needed. For more information on 
  these and other planar traits, see pages 184–188 of the 
  Pathfinder RPG GameMastery Guide.
  Strongly Chaos-Aligned and Evil-Aligned: Nonevil or 
  nonchaotic creatures take a –2 circumstance penalty on 
  all Intelligence-, Wisdom-, and Charisma-based checks 
  in the Moonscar. This penalty stacks with itself for 
  creatures that fall into both categories, resulting in a –4 
  penalty for creatures with alignments that are neither 
  chaotic nor evil.
  Enhanced Magic: Spells and spell-like abilities with 
  the chaotic or evil descriptor are treated as if their caster 
  levels were 2 higher than normal. Additionally, because 
  of millennia of influence by the Insatiable Queen and her 
  mistress Nocticula, the save DCs of spells and spell-like 
  abilities of the charm and compulsion subschools increase 
  by 2, regardless of who casts them. This increase stacks 
  with other methods of increasing a spell’s save DC (such as 
  the Spell Focus feat).
  Extraplanar Natives: The Moonscar is home to many 
  extraplanar outsiders, including the succubi who rule 
  over the demonic jungle. Such creatures receive a +4 bonus 
  on saving throws made to resist being banished back to 
  the Abyss, as their affinity for the Abyssal jungles of the 
  Moonscar binds them strongly to the Material Plane.
  Impeded Magic: To cast a spell or use a spell-like ability 
  with the good or lawful descriptor, a caster must make a 
  concentration check (DC 20 + the level of the spell). If the 
  check fails, the spell does not function but is still lost as a 
  prepared spell or spell slot. If the check is successful, the 
  spell functions normally.
  The BlighTed orchArd
  Warped by the twisted energies of chaos, the Abyssal jungle 
  of the Moonscar is a nightmare realm of noise, steamy 
  heat, and danger. While the jungle itself stretches across 
  hundreds of miles of Somal’s surface, so large it is visible 
  from Golarion’s surface, this adventure takes place in the 
  the Blighted orChArd
  2 miles
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  6
  
  the
  moonscar
  home of Izmiara, a centrally located patch of particularly 
  dense and demon-tainted flora and fauna called the 
  Blighted Orchard. In this region of the larger jungle, the 
  toxic influence of the Abyss has been particularly strong, 
  and over the millennia has shaped the trees into a twisting 
  mass of bloated flora. The colors are unnatural, changed 
  somehow by the lunar light and the kiss of the Abyss. 
  Pregnant ochre flowers hang from trees made of writhing, 
  vaguely fleshy shapes. Jaundiced, fingerlike leaves hang 
  from thorny growths that resemble blistered limbs a 
  dozen feet long. Liver-colored fungal sacks droop flaccidly 
  above a carpet of sepia rot.
  Among the most notable plants in this region of the 
  Moonscar are the melon-sized crimson fruits that give 
  the Blighted Orchard its name. Blightbulbs, as they are 
  called, grow copiously from the tangled vegetation during 
  the daytime heat. These ruby crimson orbs smell and taste 
  incredibly sweet, but each is riddled with demon fever 
  (Core Rulebook 557). Fallen fruit rots and produces a smell 
  like that of rotting, sugary meat, and retains its sickness-
  inducing taint until it completely decomposes.
  The Trailblazer (area A3) clears pathways through the 
  orchard that connect the various natural clearings in the 
  jungle. The pathways are at least 20 feet wide and high, and 
  form tunnels through the dense foliage. However, so prolific 
  are the plants within the Moonscar that these pathways 
  soon vanish unless continually cleared by the Trailblazer.
  A1. The sisTers of VigilAnce (cr 15)
  The scent of rot is suffocating in this lush, discolored jungle, 
  and the sounds that permeate the air have a hollow, wet tone. 
  Majestic trees rise from the twisted ground like strange arms, 
  their almost fleshy trunks covered in sinister vining nettles 
  and flowers unlike anything on Golarion. 
  Creatures: A trio of succubi known as the Sisters 
  of Vigilance stand watch over this recently activated 
  terminal of the Somal Gate, looking for returning spies, 
  Abyssal consorts, and intruders alike. They are mounted 
  on shantaks, creatures the succubi use not only for more 
  mundane hunting or patrolling across the surface of the 
  Moonscar, but also as mounts when traveling to Golarion, 
  as riding a shantak significantly shortens what would 
  otherwise be a 2-year voyage to Golarion.
  Sisters of Vigilance (3) 
  CR 11
  XP 12,800 each
  Succubus ranger 4 (Pathfinder RPG Bestiary 68)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., detect good; Perception +26
  DEFENSE
  AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 natural)
  hp 154 each (12d10+88)
  Fort +13, Ref +16, Will +10
  DR 10/cold iron or good; Immune electricity, fire, poison; 
  Resist acid 10, cold 10; SR 18
  OFFENSE
  Speed 20 ft., fly 50 ft. (average)
  Melee 2 claws +18 (1d6+2)
  Ranged +1 shock composite longbow +19/+14/+9 (1d8+3/×3 plus 
  1d6 electricity)
  Special Attacks energy drain (DC 22), favored enemy (good 
  outsiders +2), profane gift
  Spell-Like Abilities (CL 12th; concentration +20)
  Constant—detect good, tongues
  At will—charm monster (DC 24), detect thoughts (DC 20), 
  ethereal jaunt (self plus 50 lbs. of objects only), greater 
  teleport (self plus 50 lbs. of objects only), suggestion  
  (DC 23), vampiric touch
  1/day—dominate person (DC 25), summon (level 3,  
  1 babau 50%)
  Ranger Spells Prepared (CL 1st; concentration +4)
  1st—entangle
  TACTICS
  Before Combat The sisters patrol the area around the portal 
  from the air, circling near the edge of the Moonscar’s 
  atmosphere on the backs of their shantak mounts.
  During Combat The sisters attack from a distance and 
  summon babaus to fight interlopers in melee, preferring to 
  use their own longbows and spell-like abilities rather than 
  engage opponents at close quarters. 
  Morale The succubi are delighted if an opponent proves 
  worthy of them, as this may indicate the Insatiable Queen 
  will be pleased with a new prisoner. Once reduced below 25 
  hit points, or if one of their kind is slain, a sister teleports 
  back to the Shrine of Rest and Fulfillment to spread the 
  joyous news that worthy flesh is near, while any remaining 
  sisters remain to capture or kill the intruders.
  STATISTICS
  Str 14, Dex 22, Con 24, Int 16, Wis 17, Cha 26
  Base Atk +12; CMB +18; CMD 30
  DEMON NETTLE SAP
  The flora in the Blighted Orchard is as deadly as the 
  fauna that makes its home beneath the leaves. Demon 
  nettles cover the ground, forming a vicious layer of thick 
  undergrowth. Those pricked by these vile thorns are 
  subjected to the mind-bending sap they deliver with each 
  puncture. A dose of demon nettle sap is worth 1,500 gp.
  Demon Nettle Sap
  Type poison, injury; Save Fortitude DC 21
  Frequency 1/round for 6 rounds
  Effect 1d2 Wis drain
  7
  
  A2. The glAde of copious BlooMs (cr 16)
  Strangely colored blooms proliferate in this glade of massive 
  vines and fleshy trees. The air is thick with a strange smell, like 
  honey boiled in pig fat.
  Creatures: Several of the giant vines in this thicket are 
  carnivorous viper vines that are sentient enough to be 
  aware of the connection the Moonscar’s succubi have to 
  the Abyssal energy that flows through the vines’ grasping 
  roots. The vines thus leave the Insatiable Queen’s daughters 
  alone, but attack any creature that does not bear the taint 
  of the evil Outer Planes.
  Viper Vines (3) 
  CR 13
  XP 25,600 each
  hp 190 each (Pathfinder RPG Bestiary 2 279)
  A3. The TrAilBlAzer (cr 16)
  A twenty-foot-wide path has been cleared through the dense 
  Abyssal jungle. The trail is clear, but the twisted vegetation 
  on its edges regenerates at an alarming rate, threatening to 
  overtake the roadway in the near future.
  Creatures: Long ago, agents of the Insatiable Queen 
  abducted a powerful jotund troll from the mountains of 
  the Lands of the Linnorm Kings, and brainwashed the 
  brute into serving them as a sort of groundskeeper in 
  their lush jungle realm. Now the troll knows himself only 
  as the Trailblazer, and he carries out the unending task 
  of clearing trails through the jungle’s dense foliage with 
  his massive scythe. A path so cleared remains passable for 
  1d12 hours before the fiendish vegetation grows over the 
  trail completely.
  Trailing behind the monstrous nine-headed troll are a 
  nonet of giant crawling hands, each leashed with a thick 
  chain and dragged like a dog by the Trailblazer. Each of 
  the jotund troll’s heads has an affinity for one of the hands, 
  though no one but the troll himself can tell his pets apart. 
  Once he becomes aware of foes, the Trailblazer releases 
  his “hounds” and follows them into the fray, swinging his 
  scythe mercilessly.
  The Trailblazer 
  CR 15
  XP 51,200
  Jotund troll (Pathfinder RPG Bestiary 3 272)
  hp 216
  Melee +2 scythe +22/+17/+12 (3d6+17/×4), bite +15 (2d6+5 
  plus grab)
  Hounds (9) 
  CR 6
  XP 2,400 each
  Feats Agile Maneuvers, Combat Reflexes, Endurance, 
  Mounted Archery, Mounted Combat, Rapid Shot, Skill 
  Focus (Ride), Weapon Finesse
  Skills Bluff +31, Diplomacy +19, Disguise +19, Fly +14, 
  Intimidate +23, Knowledge (local) +14, Perception +26, Ride 
  +24, Sense Motive +14, Stealth +18, Use Magic Device +16; 
  Racial Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Common, Draconic; tongues; 
  telepathy 100 ft.
  SQ change shape (Small or Medium humanoid; alter self ), 
  favored terrain (jungle +2), hunter’s bond (companions), 
  track +2, wild empathy +12
  Combat Gear wand of enervation (15 charges); Other Gear +1 
  scale mail, +1 shock composite longbow (+2 Str), exotic saddle 
  (on shantak)
  Shantak (3) 
  CR 8
  XP 4,800 each
  hp 104 each (Pathfinder RPG Bestiary 2 244)
  Development: If the Sisters of Vigilance are driven 
  away or defeated, the PCs may use the Somal Gate to return 
  to Golarion as they please, but the sisters return (or are 
  replaced by a new contingent of guards) after 2d6 hours.
  LUNAR ADAPTATION
  Several aspects of adventuring on other planets or 
  celestial bodies play a direct role in this adventure. 
  Specifically, PCs will find the relatively low gravity on the 
  moon advantageous, while they may find the extended 
  cycle of day and night makes timing the preparation of 
  spells counterintuitive.
  Low-gravity worlds are PC playgrounds, in which 
  characters’ hyperdeveloped Golarion muscles are far 
  more effective than normal. On the moon, which has 
  only a sixth of Golarion’s gravity, the PCs can jump six 
  times as high and as far and lift six times as much as 
  they can on Golarion. The ranges of projectile weapons 
  also increase by a factor of six. The PCs’ speed stays the 
  same, however, as moving in great bounds is awkward 
  and difficult to control. 
  In general, classes that depend on performing a 
  certain action at a given time of day should operate 
  on the same time frame as they do on Golarion. For 
  example, a cleric who prays for spells every day at dawn 
  should be allowed to do so once every 24 hours as if the 
  sun were rising on the same schedule as on Golarion. 
  Similarly, abilities keyed to daily uses should operate 
  under the same time frame, as expecting PCs to go 2 
  weeks without being able to recharge abilities or prepare 
  new spells would significantly increase the difficulty of 
  the adventure—likely beyond the party’s ability to cope.
  8
  
  the
  moonscar
  Miglargu
  Advanced giant crawling hands (Pathfinder RPG Bestiary 2 
  59, 292)
  hp 66 each
  Development: The troll could be a useful ally if charmed, 
  as he is capable of clearing the jungle away at a rate of 12 
  miles of path per day. The creature is otherwise loyal to the 
  succubi who have tasked him with blazing trails through 
  the jungle, but he knows little of their ultimate schemes 
  and goals beyond those that directly affect him.
  Treasure: The Trailblazer carries 50 pounds of raw 
  meat, 123 gp, and a large lump of valueless crystal he found 
  in the jungle one day in a rugged leather sack.
  A4. The eBony lAke (cr 16)
  The path suddenly ends at 
  a large, round lake, its 
  black water mirroring 
  the cloudless, star-
  filled sky in the heavens.
  The lake’s waters are calm and 
  deep, its edges surrounded by deep 
  bog for about half a mile from the 
  cleared and worn path. During 
  lunar nights, the pool quickly 
  freezes, and within an hour 
  of sunset the ice is thick 
  enough for a creature the size 
  and weight of the Trailblazer or 
  the lake’s primary inhabitant, 
  Miglargu, to cross it.
  Creature: A terrible Abyssal 
  abomination, the half-fiend  
  froghemoth Miglargu, calls this part 
  of the Blighted Orchard home. The pale, 
  winged froghemoth hunts the fiendish 
  gar, eels, and snapping turtles that 
  inhabit the lake, but relishes the 
  opportunity to feast upon any 
  intelligent creatures other than 
  the Trailblazer or the succubi who 
  rule the Moonscar. During the 
  day, Miglargu hides in the lake’s 
  dark water, with only its eye stalk 
  protruding from the murk. At night, it alternates 
  between circling the lake on the wing and lurking 
  lethargically in the foliage on the frozen lake’s edge.
  Miglargu 
  CR 16
  XP 76,800
  Half-fiend froghemoth (Pathfinder RPG Bestiary 136, 171)
  NE Huge outsider (native)
  Init +6; Senses all-around vision, blindsight 30 ft., darkvision 
  60 ft.; Perception +29
  DEFENSE
  AC 30, touch 10, flat-footed 28 (+2 Dex, +20 natural, –2 size)
  hp 216 (16d8+144)
  Fort +14, Ref +9, Will +12
  DR 10/magic; Immune electricity (partial), poison; Resist 
  acid 10, cold 10, electricity 10, fire 10; SR 27
  Weaknesses slowed by electricity
  OFFENSE
  Speed 20 ft., fly 40 ft. (good), swim 30 ft.
  Melee bite +22 (2d6+12/19–20 plus grab), 4 tentacles +20 
  (1d8+6 plus grab), tongue +20 (1d4+6 plus grab)
  9
  
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks constrict (tentacle, 1d6+12), smite good, 
  swallow whole (3d6+12 damage, AC 20, hp 21)
  Spell-Like Abilities (CL 16th; concentration +18)
  3/day—darkness, poison (DC 16), unholy aura (DC 20)
  1/day—blasphemy (DC 19), contagion (DC 15), desecrate, 
  horrid wilting (DC 20), unhallow, unholy blight (DC 16)
  STATISTICS
  Str 34, Dex 15, Con 28, Int 4, Wis 15, Cha 15
  Base Atk +12; CMB +26 (+30 grapple); CMD 38
  Feats Cleave, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill 
  Focus (Stealth)
  Skills Perception +29, Stealth +19 (+27 in marshes), Survival 
  +21, Swim +20; Racial Modifiers +8 Perception, +8 Stealth 
  in marshes
  Languages Abyssal
  A5. BAregArA AMBush (cr 15)
  The dense foliage of the jungle canopy rustles as though 
  hundreds of massive creatures were moving rapidly through 
  the high branches. The hoots and hollers of bloodthirsty 
  otherworldly creatures fill the thick, humid air, and the metallic 
  scent of blood is overwhelming.
  Creatures: A pack of baregaras—blood-colored demonic 
  gorillas with long twisted horns and exposed hearts 
  beneath their sinewy rib cages—hunts this portion of 
  the jungle, and a trio of the beasts drops from the trees 
  to ambush the PCs as they make their way along the path.
  Baregaras (3) 
  CR 12
  XP 19,200
  Pathfinder Adventure Path #42 80
  CE Large outsider (chaotic, evil, extraplanar)
  Init +8; Senses darkvision 60 ft., scent, see invisibility; 
  Perception +20
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
  hp 168 (16d10+80)
  Fort +15; Ref +14; Will +10
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 23
  OFFENSE
  Speed 30 ft., climb 40 ft.
  Melee bite +22 (1d8+4), 2 claws +21 (1d10+8 plus grab), gore +24 
  (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks devouring grapple, monstrous challenge, one-
  armed hold
  Spell-Like Abilities (CL 12th)
  Constant—see invisibility
  At will—dispel magic, teleport (self plus 50 lbs. of objects only)
  3/day—quickened hold person (DC 17)
  1/day—summon (level 5, 1d4 dire apes 50% or 1d2 girallons 
  35%), unholy blight (DC 17)
  STATISTICS
  Str 26, Dex 19, Con 20, Int 15, Wis 16, Cha 17
  Base Atk +16; CMB +25(+29 grapple); CMD 39
  Feats Improved Initiative, Intimidating Prowess, Iron Will, 
  Multiattack, Power Attack, Quicken Spell-Like Ability (hold 
  person), Step Up, Throw Anything
  Skills Acrobatics +14, Bluff +12, Climb +26, Diplomacy +9, 
  Intimidate +27, Knowledge (nature) +10, Knowledge 
  (planes) +13, Perception +20, Sense Motive +16, Stealth +19, 
  Survival +19, Swim +16
  Languages Abyssal, Celestial, Common, Draconic, Polyglot, 
  telepathy 100 ft.
  SPECIAL ABILITIES
  Devouring Grapple (Ex) The mouth at the center of a 
  baregara’s chest automatically deals 2d8+4 points of 
  damage per round to any creature that the demon 
  successfully grapples.
  Monstrous Challenge (Su) As a standard action, a baregara 
  can make an Intimidate check to demoralize an opponent. 
  If this check is successful, the baregara surges with 
  power and gains the effects of bull’s strength and bear’s 
  endurance. The caster level is equal to the baregara’s Hit 
  Dice. This ability is usable 3 times per day.
  One-Armed Hold (Ex) A baregara’s huge arms allow it to 
  initiate and maintain a grapple without the standard –4 
  penalty for not having both hands free.
  A6. The cAlling sTone (cr 16)
  A wide clearing stands out abruptly from the dense jungle; the 
  surrounding trees face inward as though worshiping the space 
  between them. In the center of the clearing, a natural stone 
  pillar of speckled bloodstone rises. From the pillar hangs a pair 
  of manacles encrusted in glowing runes. A single sigil has been 
  etched into the stone above the restraints, and emanates a low 
  thrumming sound when approached.
  This strange stone spire formed when the Moonscar 
  burst from the Abyss into the Material Plane but wasn’t 
  used for its current purpose for several millennia. For the 
  last 5,000 years, the Insatiable Queen has sacrificed those 
  daughters and servants that displease her to a powerful 
  shemhazian demon that lives in the nearby jungle, binding 
  each sacrifice in the pair of dimensional shackles embedded 
  into the stone. The rune above the chains represents the 
  shemhazian’s true name, Gzarnarath, and when spoken 
  aloud (requiring a successful DC 30 Knowledge [planes] 
  or Linguistics check decipher the runes), summons the 
  creature to the stone to devour its meal.
  10
  
  the
  moonscar
  Creature: The shemhazian demon Gzarnarath relishes 
  the opportunity to kill, and takes particular pleasure in 
  the chance to slaughter creatures not bound and helpless.
  Gzarnarath 
  CR 16
  XP 76,800
  Shemhazian demon (Pathfinder RPG Bestiary 2 80)
  hp 246
  TACTICS
  Before Combat When called to the clearing, the demon first 
  casts clairvoyance/clairaudience to determine the nature of 
  the sacrifice, and prepares accordingly when it notices that 
  its prey is capable of fighting back, casting invisibility before 
  teleporting to the stone.
  During Combat Gzarnarath immediately attacks the creature 
  with the strongest aura of good, focusing the brunt of 
  its attacks on good-aligned creatures before turning to 
  neutral- or evil-aligned prey.
  Morale Gzarnarath fights until reduced to 50 or fewer hit 
  points, at which time it summons 1d4 vrocks to fend off the 
  PCs while it flees via its greater teleport spell-like ability.
  A7. The shrine of resT And fulfillMenT
  The jungle grasps at the feet of a great tor of black stone, 
  which towers into the sky above. As it rises toward the stars, 
  the stone darkens and gains a glassy sheen, ending in a tall, 
  thin tower high above—a shimmering spire of porphyry and 
  obsidian. The stars are mirrored in the glassy sides of the 
  spire, as though in supplication to the heavens. A winding 
  stair climbs the stone, leading to the wide double doors into 
  the imposing structure.
  This obelisk-like spire is but a portion of the much 
  larger complex of the Insatiable Queen’s lair, the bulk of 
  which comprises four levels beneath the moon’s surface. 
  The Shrine of Rest and Fulfillment serves as a sort of 
  cover for the succubi’s true operations, and allows newly 
  kidnapped subjects a chance to transition from their 
  lives on Golarion to their ultimate position within the 
  Insatiable Queen’s plans. The interior of the shrine is 
  detailed in area B below.
  The mesa supporting the tower is made up of jagged 
  moon glass and other lunar stone, and is difficult to climb 
  but not impossible (Climb DC 30).
  Creatures: Security within the shrine is relatively 
  lax—after all, there is nowhere for escaping prisoners 
  to go in such a harsh and isolated environment as the 
  Moonscar. The succubi employ a trio of moon-beasts to 
  act as guardians of the structure. These creatures use their 
  formidable powers of persuasion and compulsion, honed 
  in their roles as intergalactic slavers, to herd the succubi’s 
  chattel back to the shrine. They generally use their veil 
  spell-like abilities to take the appearance of elderly human 
  shepherds without eyes or mouths, but revert to their true 
  forms during combat. What bargain the Insatiable Queen 
  and the moon-beasts worked out only they know, but for 
  the time being, their motives seem to align, and the moon-
  beasts fight vigilantly to defend the Shrine of Rest and 
  Fulfillment from both escape and invasion.
  Moon-Beast Guardians (3) 
  CR 14
  XP 38,400 each
  Advanced moon-beast (Pathfinder RPG Bestiary 3 195)
  CE Large aberration 
  Init +7; Senses blindsight 90 ft.; Perception +34
  DEFENSE
  AC 29, touch 13, flat-footed 25 (+3 Dex, +1 dodge, +16 natural, 
  –1 size)
  hp 199 each (21d8+105)
  Fort +12, Ref +12, Will +18
  DR 10/piercing or slashing; Immune cold, gaze attacks, 
  illusions, poison; Resist electricity 30; SR 25
  OFFENSE
  Speed 50 ft., climb 20 ft., air walk
  Melee 2 claws +21 (1d6+6), 4 tentacles +19 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 tentacles, 1d6+9 plus Wisdom drain)
  Spell-Like Abilities (CL 14th; concentration +21)
  Constant—air walk
  At will—detect thoughts (DC 19)
  3/day—charm monster (DC 22), quickened dispel magic, 
  dominate person (DC 24), shadow conjuration (DC 22), 
  shadow evocation (DC 22), veil (DC 23)
  1/day—confusion (DC 23), major image (DC 20), mirage 
  arcana (DC 22), plane shift (self only)
  STATISTICS
  Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25
  Base Atk +15; CMB +22; CMD 36
  Feats Combat Casting, Dodge, Improved Initiative, Iron Will, 
  SUITABLE SPECIMENS
  While the Insatiable Queen and her servitors are anything 
  but hospitable to the PCs, they nevertheless have a higher 
  purpose—the manipulation and indoctrination of the 
  most powerful and influential movers and shakers on 
  Golarion—and the PCs likely fit that bill very nicely. 
  Thus, as much of a hindrance as the PCs may be to the 
  realization of Izmiara’s plans, they are probably worth 
  more to the succubi alive than dead. As such, unless 
  otherwise noted in a creature’s tactics, the intelligent 
  villains the PCs face in Dominax Annuli attempt to 
  take PCs as prisoners whenever possible. Prisoners are 
  stripped and caged in area C7 until the Queen decides 
  what to do with them.
  11
  
  Lightning Reflexes, Mobility, Multiattack, Quicken Spell-
  Like Ability (dispel magic), Skill Focus (Perception), Weapon 
  Focus (tentacles), Weapon Focus (claws)
  Skills Climb +14, Diplomacy +18, Intimidate +31, Knowledge 
  (arcana) +14, Knowledge (planes) +25, Perception +34, Sense 
  Motive +25, Spellcraft +28, Stealth +31, Use Magic Device +28; 
  Racial Modifiers +8 Stealth
  Languages Aklo (cannot speak); telepathy 300 ft.
  SQ compression, no breath
  SPECIAL ABILITIES
  Wisdom Drain (Su) A creature that takes rend damage from 
  a moon-beast guardian must succeed at a DC 25 Will save 
  or take 1d4 points of Wisdom drain. A moon-beast heals 5 
  points of damage for each point of Wisdom it drains in this 
  manner. If it drains a victim to 0 Wisdom, the moon-beast 
  gains the effects of a heal spell.
  pArt two: doMinAx Annuli
  Izmiara, the Insatiable Queen, is the unquestioned ruler 
  of the Moonscar and the mastermind of a complex Abyssal 
  plot to pave the way for her profane mistress Nocticula—
  demon lord of assassins, darkness, and lust—to become 
  the second demon lord to ascend to true divinity after 
  Lamashtu. The plan has been slowly taking shape for 
  12,000 years, and has involved countless kidnappings 
  and infiltrations of the circles of power across Golarion 
  since before Earthfall. While Izmiara has brainwashing 
  facilities, pleasure palaces, and slave pens scattered 
  across the demonic jungles of the Moonscar, her primary 
  base of operations is the underground palace she calls 
  Dominax Annuli.
  The only portion of Dominax Annuli visible from above 
  ground is the obsidian and porphyry spire of the Temple 
  of Rest and Fulfillment atop a 40-foot mesa of glassy stone, 
  where new arrivals or particularly valuable captives are 
  mentally conditioned or kept under close observation. 
  Beneath this innocuous pleasure den, however, lie four levels 
  of dungeons, each centered around a ring of interlocking 
  chambers. Many prisoners see only the first one or two levels 
  of the queen’s palace, however, and only those who show 
  the most promise for advancing Izmiara’s plan progress to 
  the next level of depravity. In order from top to bottom, the 
  levels of Dominax Annuli are the Ring of Agony, the Ring of 
  Obedience, the Ring of Seduction, and the Ring of Ecstasy.
  B. The shrine of resT And fulfillMenT (cr 13)
  The metal door to the shrine is unlocked—a deceptively 
  welcoming gesture on the part of the succubi—but their 
  charges within the building are conditioned not to leave.
  The black lunar glass and porphyry interior walls of 
  the Shrine of Rest and Fulfillment are draped in erotic 
  tapestries and paintings. Suggestive statues of black lunar 
  stone abound, and the heady scent of highest quality 
  frankincense fills the air. Sumptuous pillows and veiled 
  mattresses are scattered about the shrine, painting the 
  perfect picture of an exotic pleasure den.
  Here the PCs are likely to first meet the charmed, 
  innocent victims of the demons, who are under the care 
  of the succubus Euphrixia and her alu-demon daughters. 
  The prisoners, both male and female, welcome the PCs 
  and offer them respite from the harsh jungle. All have been 
  victim to countless forms of mental control, brainwashing, 
  and emotional conditioning. They have been programmed 
  to exhibit hospitality, and refer to themselves as the 
  Sequestered. They provide no information about the 
  demons, and are mostly oblivious to the true nature of 
  the shrine and the horrors that hide beneath it, thinking 
  it a shrine to Shelyn, goddess of love, art, and beauty. 
  Few have any recollection of their true names or lives on 
  Golarion before being brought here, and most are easily 
  impressionable if PCs suggest possible details of their 
  former lives, answering in the affirmative as often as 
  possible both in an effort not to disappoint the questioner, 
  but also because the suggested details seem perfectly 
  reasonable to their fragile minds.
  Creatures: There are roughly two-dozen Sequestered—
  mostly human males, but also members of both sexes from 
  a number of species, representing a variety of classes up to 
  level 7—scattered throughout the shrine. None have any 
  equipment beyond loose, flowing robes, and those with 
  spellcasting abilities typically have no spells prepared (or 
  simply don’t use their spontaneously cast spells or spell-
  like abilities). If you need statblocks for the Sequestered, 
  refer to Chapter 9 of the GameMastery Guide for a variety of 
  sample NPCs of varying classes and levels.
  In addition to the two-dozen actual Sequestered are 14 
  alu-demons, all disguised as other prisoners. Pretending 
  to be peers of their captives, these daughters of Euphrixia 
  work to condition their charges for the fates ultimately 
  planned for them. They are hospitable toward the PCs 
  and plant suggestions among the Sequestered, urging the 
  pawns to offer the PCs any comfort they can find while in 
  the shrine, especially the fruit in area B3 or a bath in area 
  B7. If attacked, the alu-demons drop their ruse to battle 
  the PCs in waves as they become aware of the fight and 
  make their way from other areas of the shrine. One alu-
  demon in the first wave of the combat uses her dimension 
  door ability to warn her mother and bring the succubus 
  into the fight as well.
  The succubus Euphrixia rests on a bed of pillows in 
  area B9. When any of the Sequestered are present, she 
  maintains her guise of being a middle-aged woman with 
  a noble air, but if alone with the PCs, Euphrixia reveals 
  her true form. She underestimates the PCs’ power, but 
  confronts them without guile about the purpose of their 
  intrusion into her queen’s realm. Ultimately, she would 
  12
  
  the
  moonscar
  rather they give themselves over to her and her daughters 
  without conflict, but she fights as necessary if they refuse 
  or challenge her authority.
  Feel free to place the Sequestered and alu-demons in any 
  rooms on the first level of the shrine to create dynamic 
  encounters. The CR for this area assumes the PCs battle all 
  present demons in the case of combat, though where such 
  combat takes place depends on the PCs’ actions.
  Alu-Demons (14) 
  CR 5
  XP 1,600 each
  Tome of Horrors Complete 154
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 120 ft.; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 45 each (6d10+12)
  Fort +6, Ref +6, Will +4
  DR 5/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 16
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee longsword +9/+4 (1d8+3/19–20) or 
  2 claws +9 (1d6+3 plus vampiric touch)
  Spell-Like Abilities (CL 8th)
  3/day—charm person (DC 16), detect thoughts (DC 15), 
  disguise self, suggestion (DC 18)
  1/day—dimension door
  STATISTICS
  Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
  Base Atk +6; CMB +9; CMD 21
  Feats Blind-Fight, Cleave, Power Attack
  Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6, 
  Intimidate +12, Knowledge (planes) +11, Perception +15, 
  Stealth +11, Survival +11; Racial Modifiers +4 Perception
  Languages Abyssal, Common; telepathy 100 ft.
  Gear longsword
  SPECIAL ABILITIES
  Vampiric Touch (Su) An alu-demon gains temporary 
  hit points equal to the damage dealt each time she 
  successfully hits with a claw attack. She cannot gain more 
  than her target’s current hit points + the target’s Con 
  score (which is enough to kill the target). The temporary 
  hit points disappear in 1 hour.
  Euphrixia 
  CR 7
  XP 3,200
  Succubus (Pathfinder RPG Bestiary 68)
  hp 84
  Story Award: If the PCs return any of the Sequestered to 
  Golarion, saving them from whatever fate the succubi had 
  in store for them, grant the PCs an amount of experience 
  as if they had defeated an encounter of a CR equal to the 
  number of Sequestered saved, to a maximum of CR 20 if 
  they rescue 20 or more prisoners.
  B1. foyer of MAny pleAsures
  Here the Sequestered, Euphrixia, and her daughters 
  welcome new visitors; this is perhaps the most lavish room 
  in the entire shrine, to increase its effectiveness at making 
  a good first impression. Carvings of Shelynite iconography 
  abound, but a successful DC 20 Knowledge (religion) check 
  identifies them as subtle heresies, twisted just enough to 
  defile the goddess’s name while still appearing legitimate.
  B2. The reliquAry of delighTs 
  This chamber serves as a storage facility for food and wine, 
  and is richly stocked. Unlike the food grown in area B3, the 
  contents of the Reliquary of Delights are native to Golarion. 
  They are brought to the moon with the Moonscar’s many 
  abductees, both for the pleasure of the Sequestered and to 
  give the complex a subtle semblance of home.
  The food exhibits an incredible variety, and characters 
  who succeed at a DC 25 Knowledge (geography) check 
  can identify preserved Hikat pickles from the Mwangi 
  Expanse, dried Katapeshi chilies, candied fruit from 
  Tianjing, and dried fish smoked in Qadiran sandalwood.
  B3. gArden of plenTy
  This room provides the Sequestered with fresh foods; the 
  lush foliage blooms with bright flowers and bears sumptuous 
  fruits at the same time, in disregard for mundane growing 
  seasons. The food grown here replenishes extremely quickly, 
  such that the Sequestered are never hungry, but the fruit 
  is tainted with Abyssal energy. Anyone who eats from the 
  vines in the garden must succeed at a DC 17 Fortitude save or 
  become fatigued; eating the fruit when already fatigued does 
  not make a creature exhausted.
  B4. hAll of echoing BeAuTy
  Every inch of this chamber is covered in reflective glass, 
  causing those walking through it to become disoriented 
  by their own reflections appearing multiple times on every 
  surface. Cushions litter the floor, surrounded by scented 
  candles burning in ornate silver candleholders.
  B5. The song of WAnTing
  The walls of this chamber are carved with mouths, from 
  which blows a constant, soft wind, creating an eerie song 
  of sighs. Luxurious furs litter the floor of this otherwise 
  bare chamber.
  B6. chAMBer of Arousing Music
  This room is filled with hundreds of musical instruments, 
  ranging from simple pipes and flutes to lutes and complex 
  13
  
  horns. Most are rare and beautifully made, and are of 
  masterwork quality. 
  Treasure: In all the collection is worth 5,000 gp and 
  weighs 750 pounds. 
  B7. The pool of quenched ThirsTs
  A large steaming marble pool lies in the center of this 
  room, surrounded by graceful marble pillars. The pool 
  is very warm and heavily perfumed. Several bottles of 
  perfume stand on a shelf along the north wall, below 
  which sit several clothes chests with keys.
  The shelves and chests along the northern curve of the 
  wall can be magically sealed to separate guests from their 
  belongings while they bathe. A tiny marble trigger exists 
  at the foot of the northernmost column. A PC can locate it 
  during a random search of the chamber with a successful 
  DC 40 Perception check, although specifically searching 
  this pillar lowers the DC to 35. When this button is 
  pressed, a forcecage effect isolates the chests and shelves in 
  a windowless cell of force (CL 20th).
  A similar trigger is hidden at the base of the westernmost 
  column, which when pressed causes the floor in the area 
  marked T to shift into a flight of steep stairs leading down 
  into area B8. These stairs remain for 10 minutes before 
  they return to their starting position as the level floor of 
  the bathing chamber.
  B8. The liBrAry of iMAgining
  Every inch of the walls of this chamber is lined with 
  bookshelves groaning with tome after tome, most of 
  which seem to have been preserved here since the days of 
  distant antiquity. Comfortable leather seats are positioned 
  back to back in the center of the chamber, while reading 
  desks occupy the four compass points of the room. A 
  clearly limned trigger is set into the wall at the base of the 
  stairwell to area B7; when pressed, it causes the passage to 
  open for 10 minutes.
  Treasure: Euphrixia’s library contains not only books 
  the demon herself acquired specifically, but also scores 
  of spellbooks taken from the Sequestered over the course 
  of her long reign over the Shrine of Rest and Fulfillment. 
  Feel free to customize the specific arcane spells available 
  here to your campaign’s needs, but for the most part, the 
  PCs should be able to find any spell they seek out by name 
  with enough searching.
  The mundane books cover a huge range of subjects, and 
  many are delicately illustrated. So expansive is the library 
  that characters making any Knowledge checks herein 
  and using the books as reference (adding an hour to the 
  check) receive a +4 circumstance bonus on the checks. 
  The total value of the library is 15,000 gp, not including 
  the value of any excessively expensive spellbooks you may 
  wish to incorporate.
  B9. euphrixiA’s sAncTuM
  Euphrixia’s chamber is a surprisingly austere room with 
  few furnishings. An arcade of arches fills the room’s 
  outer wall, overlooking the hard, dark stone of the 
  tower’s supporting rock formation. This stone, however, 
  has been magically enhanced to allow those within the 
  room to view the sky without—the dark glass blocks out 
  ambient light and provides a clear view of the stars and 
  Golarion regardless of the sun’s position in the moon’s 
  sky. An incredibly complex telescope sits by one of the 
  arches on a silver stand, pointing directly to Golarion in 
  the dark sky overhead.
  Treasure: The telescope fixed upon Golarion is the 
  work of the master inventor Cladrann Thashkrell of 
  Absalom, and his signature is etched into the brass 
  frame. The telescope is worth 4,500 gp. Characters who 
  succeed at a DC 35 Knowledge (history) check recall that 
  Thashkrell was famed for his innovations in optics over 
  300 years ago, and that he disappeared without a trace 
  from his workshop in Absalom at the height of his 
  influence. The inventor is, in fact, part of the Insatiable 
  Queen’s long, dark plan and is even now continuing to 
  work on his inventions (now refined to inflict pain) in 
  perpetuity on the Abyss—an eternal guest of Nocticula’s 
  Midnight Isles.
  B10. ring Access
  The top of this flat lunar glass outcropping features a 
  10-foot-wide hole leading straight down into the depths of 
  Dominax Annuli beneath the stone pillar supporting the 
  Shrine of Rest and Fulfillment. A perfectly round piece of 
  obsidian covers the entrance, blending with the reflective 
  stone of the outcropping itself, but PCs who succeed at a 
  DC 20 Perception check notice it. The 5-inch-thick slab 
  weighs 7,000 pounds, making it difficult to lift by strength 
  alone. Thus the demons crafted a mechanism to slide the 
  slab aside, which the PCs can locate with a successful DC 
  30 Perception check.
  The shaft beneath drops 100 feet straight down, and its 
  smooth sides are impossible to climb without magical aid. 
  The succubi never needed stairs or ladders, simply flying 
  prisoners down into the depths of Dominax Annuli, or 
  teleporting there themselves, bypassing the entire access 
  point altogether. A creature falling, flying, or climbing 
  down the shaft finds itself in area C2, entering through 
  the hole in the top of the chamber’s ceiling.
  C. the ring of Agony
  The first level, called the Ring of Agony, is a series 
  of chambers in which pain, torment, and otherwise 
  uncomfortable imprisonment break the minds and bodies 
  of the Insatiable Queen’s subjects, leaving them supple 
  clay for her minions to mold to fulfill her whims.
  14
  
  the
  moonscar
  Natural stone caverns ranging in width from 10 to 30 
  feet link the series of perfectly cylindrical chambers that 
  make up the ring itself. The cavern floors are natural 
  stone, while those in the carved chambers are smooth 
  stone floors. The cavern walls are rough stone and require 
  a successful DC 15 Climb check to scale, while the smooth 
  walls of the carved chambers are impossible to climb 
  using mundane methods. Cavern ceilings are uneven and 
  range from 15 feet to 30 feet in height unless otherwise 
  noted, with periodic shelves 5 to 10 feet off the ground. The 
  heights of cylindrical chambers and of their entry and 
  exit points are noted in their respective entries.
  A light breeze echoes around the caverns, the rocks 
  of which are riddled with deep pores. The sound of air 
  passing through them creates the illusion of a nearby 
  invisible creature sighing sensually. All chambers are, 
  unless otherwise noted, completely dark, as Izmiara’s 
  servants are all capable of seeing in the pitch black.
  c1. deAd end (cr 17)
  This corridor leads nowhere, except perhaps to an 
  unfortunate intruder’s demise.
  Trap: The entirety of the passage is warded with the 
  alarm spell that triggers a blast of electrical energy, meant 
  to eliminate prisoners attempting to escape through the 
  dark, unfamiliar tunnels or unwelcome intruders who turn 
  the wrong way after entering the Ring of Agony from above.
  Lightning Bolt Passage Trap 
  CR 17
  Type magic; Perception DC 29; Disable Device DC 34
  EFFECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (heightened widened lightning bolt, 8d6 
  electricity damage, DC 16 Reflex save for half); multiple 
  targets (all targets in 60-ft. stretch of passage)
  c2. cAVern of WAnTing (cr 15)
  A natural cavern opens up here, its ceiling stretching to a height 
  of over fifty feet. A wide circular hole occupies the center of the 
  ceiling, surrounded by a ring of fanglike stalactites. Two shorter, 
  narrower passages lead away from the cavern to the northwest 
  and southwest, and a fifteen-foot-tall shelf lies on the eastern wall.
  Creatures: Driven by desperation, a trio of hungry 
  somalcygots have ventured deep into the Moonscar, 
  traveling underground to the edge of this chamber. 
  Normally incredibly territorial, these moon worms 
  currently cooperate to make a meal of any living creatures 
  that pass their way, bursting from the ground or walls 
  of the chamber should their tremorsense alert them 
  to a creature’s presence. Should any of the demons 
  inhabiting Dominax Annuli encounter them (which is 
  unlikely given that most teleport within the complex), 
  the Insatiable Queen’s servants rid their mistress’s realm 
  of the primeval pests.
  Somalcygots (3) 
  CR 12
  XP 19,200 each
  hp 189 each (see page 29)
  c3. The liBrAry of TorMenT
  Two doorways open into a huge cylindrical chamber. Above 
  rises an arched ceiling, while runes are etched into the lunar 
  glass floor below. A set of porphyry steps carved with obscene 
  acts spirals along the inner wall of the room, granting access to 
  the northern egress and the floor below. Books fill every inch of 
  the walls from floor to ceiling.
  The southern doorway leading toward area C2 is not 
  connected to the spiral stair, and stands 20 feet above the 
  flight passing beneath it. The bookshelves, however, are 
  easy to scale (Climb DC 10), allowing a PC to climb down 
  to the stairs, and from there to simply walk to the floor 30 
  feet below or the northern exit at the top of the stairs (60 
  feet from the floor).
  Treasure: The succubi have deliberately defaced the 
  pages of the books in this library, rendering the contents 
  illegible and leaving only the spines as tantalizing 
  hints of what the succubi have wantonly destroyed. 
  Among the almost countless tomes, a successful DC 30 
  Knowledge (arcana or history) check identifies the spines 
  of several high-level spellbooks from the Arcanamirium 
  in Absalom and other prominent arcane institutions, 
  including Unknown Spells of Great Might, a treatise on 
  the true meaning of love, and the Philosophies of the 
  Whispering Tyrant, as well as a totally effaced and soiled 
  copy of the Pnakotic Manuscripts. Feel free to add books on 
  other subjects or with other titles whose destruction will 
  frustrate your specific PCs.
  c4. The BreAking of heAVen (cr 16)
  Manacles and chains hang from the ceiling of this cylindrical 
  chamber at varying heights, though each set is at least thirty 
  feet off the ground. Two doorways exit the room, one to the 
  south and the other the northwest; each is placed high in the 
  walls and shaped like an open demonic mouth. Three balconies 
  at varying heights look down upon the scene, while embedded 
  in the floor is a great metal cage with a human-sized opening 
  shaped like a hungry mouth with a lolling tongue.
  In this chamber, the Insatiable Queen’s forces torture 
  and ultimately kill any celestials who are captured while 
  trying to infiltrate or invade the Moonscar or whom 
  15
  
  Izmiara specifically targeted for abduction from Heaven, 
  Nirvana, Elysium, or Golarion’s surface. Five of the six 
  sets of cold iron manacles hold imprisoned celestial 
  creatures—three dead hound archons, one live lillend 
  named Vintari, and a decapitated leonal. The corpses 
  have all been horribly mutilated, many of their wounds 
  taking the form of vile insults or defamations scrawled 
  in Abyssal.
  The balconies are decked in comfortable seating from 
  which the demons of Dominax Annuli observe their hated 
  enemies’ torment, but these may only be conventionally 
  reached by scaling the walls (Climb DC 25). The southern 
  doorway into the chamber is located 40 feet above the 
  floor, while the door to area C5 is level with the floor. The 
  ceiling rises an additional 30 feet above the height of the 
  southern door.
  Creature: Prior to her capture, the lillend Vintari 
  served as a muse and advisor to an influential aasimar 
  poet in Tianjing named Himotae. When succubi from 
  the Moonscar arrived one warm, clear afternoon to take 
  Himotae away, they capitalized on the opportunity to 
  abduct Vintari as well, for any azata brought to Izmiara in 
  chains brings great rewards to its captor. She now hangs, 
  suspended by her wrists, from the ceiling at a height of 40 
  feet. As with all celestials imprisoned and tortured here, she 
  was targeted with a feeblemind spell before being suspended 
  from the ceiling, reducing her Intelligence and Wisdom 
  scores to 1 and preventing her from using any of her spell-
  like abilities. She now has the mental acuity of a mere beast, 
  so the concept of escape is beyond her reckoning. All she 
  knows is pain.
  If the PCs remove her condition, she can explain how 
  she came to be a prisoner here but little more. She doesn’t 
  know Himotae’s fate (see area F3), though she volunteers 
  to accompany them should they want her help, hoping 
  both to find what became of her friend and to vanquish the 
  demons who have caused so much destruction.
  Vintari 
  CR 7
  XP 3,200
  Feebleminded lillend (Pathfinder RPG Bestiary 26)
  hp 73 (currently 7)
  Trap: The cage imbedded in the floor is actually a 
  complex trap designed to imprison anyone attempting 
  to free Izmiara’s valuable prisoners. Despite its 15-foot-
  diameter size, the cage can hold only one creature at a 
  time, and can never hold a Huge or larger creature. The 
  2-inch-thick cold iron bars (hardness 10, hp 60, Break 
  DC 24) are positioned 6 inches apart, save for an opening 
  in the cage’s center that acts as a door, resizing to fit the 
  creature being placed within. All the demons in Izmiara’s 
  service know the password to avoid this trap, though the 
  demon queen has been known to change the password 
  unannounced when a servant she knows will be in this 
  room raises her ire. The cage’s tongue can animate and 
  draw victims into the cage via the lone opening in its top. 
  Once full, the cage constricts and twists to crush and 
  disfigure the creature within. A successful DC 36 Escape 
  Artist check allows a trapped creature to escape the cage, 
  but the tongue automatically targets the escaping creature 
  the following round.
  Devouring Cage Trap 
  CR 16
  Type magic; Perception DC 32; Disable Device DC 32
  EFFECTS
  Trigger proximity (alarm); Reset automatic
  Effect Grapple (CMB +26, pulls target into cage, dealing 9d6 
  bludgeoning damage per round until creature is dead, 
  Reflex DC 24 for half); multiple targets (all creatures within 
  30 ft., one randomly selected creature at a time)
  Treasure: Amid the furnishings on the northernmost 
  balcony, the PCs may find the captured celestials’ equipment 
  in a bag of holding, type II: a +1 demonbane composite longbow 
  [+5 Str], three +1 greatswords, a phylactery of positive channeling, 
  an adamantine breastplate, a masterwork harp, a gold-and-
  ruby holy symbol of Sarenrae worth 1,000 gp, and 227 pp.
  Story Award: If the PCs rescue Vintari and remove her 
  feebleminded condition, award them an amount of XP as 
  if they had defeated her in combat.
  c5. The pool of sin (cr 15)
  Water cascades from a quartet of demonic mouths that open 
  near the ceiling of this cylindrical chamber. The water falls sixty 
  feet, passing four dark lunar glass pools on sporadic balconies, 
  before descending into a whirlpool.
  The water in this room is warm and generates a thick 
  layer of mist covering the bottom half of the room that 
  obscures all sight beyond 5 feet, including darkvision, 
  and grants concealment to creatures more than 5 feet 
  away (20% miss chance). Along the rounded walls of 
  the barrel-like chamber are four 5-foot-deep pools 
  suspended above the waters below, used for bathing above 
  the maelstrom. A creature passing under the cascading 
  waters must succeed at a DC 15 Reflex save or be drawn 
  into the whirlpool below.
  The 30-foot-diameter pool is 20 feet deep, and full of 
  rough water along its outer 10 feet and stormy water at its 
  center, where a powerful whirlpool sucks anything that 
  falls into it into a vent at the base of the chamber 20 feet 
  below the water’s roiling surface. Any creature caught in 
  the whirlpool that fails the requisite DC 20 Swim check 
  to navigate the strong current is drawn down 10 feet per 
  16
  
  the
  moonscar
  round, and is pulled through the drain after 2 rounds. In 
  the narrow passage beneath the drain, the water (and any 
  creatures it carries) is propelled quickly down a shaft, over 
  jagged lunar glass and stone. Creatures propelled down 
  this shaft take 12d6 points of damage (a DC 25 Reflex save 
  halves this damage). The creatures are deposited 3 rounds 
  later in area D2 (see page 20).
  The floor here is level with the floor in area C4 and 
  connected by a floor-level door. To the west, a door 40 feet 
  off the floor leads to area C6.
  Creatures: Four hezrous, ranking among the Insatiable 
  Queen’s best torturers, occupy this room. Each hezrou 
  lounges in one of the half-dozen balcony pools along the 
  walls. When the PCs enter the room, the demons use their 
  gaseous form spell-like abilities to blend with the room’s 
  natural mist and position themselves for an attack. During 
  combat, they try to push, pull, or throw opponents into the 
  whirlpool. If a creature is pulled through the drain, one 
  hezrou teleports to area D2 to eliminate the lone creature 
  being washed out into the pool there.
  Hezrous (4) 
  CR 11
  XP 12,800
  hp 145 (Pathfinder RPG Bestiary 62)
  c6. corridor of pAin
  This ceiling of this long corridor is littered with hanging 
  chains, most of which are full of broken prisoners wearing 
  sharp, seven-pointed crowns of iron, their wails of suffering 
  echoing in the tight space. Other rent bodies cover the floor, 
  their forms torn limb from limb and left to rot slowly.
  Although some of the prisoners here are still alive, all 
  have been driven insane by their treatment and are of 
  little help to any intruders.
  c7. The cAges of conTeMplATion (cr 18)
  Hanging gibbets sway from the ceiling of this massive 
  cylindrical chamber above the mist-covered ground fifty feet 
  below. On the chamber’s north wall, an uneven hole breaches 
  the wall thirty feet above the mist, while an enormous 
  succubus statue straddles a triangular doorway at ground 
  level to the south.
  Here Izmiara and her followers keep their prisoners 
  between bouts of torture, encouraging them to meditate 
  on their suffering and the agonizing fates that inevitably 
  await them. Prisoners are kept naked within the cold 
  iron gibbets, all of which have superior locks augmented 
  with arcane lock (Disable Device DC 50). Each gibbet’s 
  lock features an Abyssal symbol that corresponds to a 
  key on the ring hidden in a secret compartment in the 
  succubus statue’s left thigh, which the PCs can locate 
  with a successful DC 35 Perception check. An identical 
  compartment in the statue’s right thigh holds a rolled-up 
  portable hole containing all of the prisoners’ belongings.
  The mist along the chamber’s floor is dark and thick, 
  and acts as natural fog (Core Rulebook 439) to a height of 
  10 feet from the floor. The mist returns after 1 minute if 
  dissipated with a magical effect such as gust of wind.
  At the end of the 50-foot passage beneath the statue’s 
  legs is a 10-foot wide hole in the ground, leading down to 
  the Ring of Obedience 100 feet below. 
  Creatures: The shadow demon Thastrakna is among 
  Izmiara’s favored servants, an impressive paragon of his 
  kind. When the Somal Gate opened, the Insatiable Queen 
  tasked Thastrakna with traveling to Golarion to bring her 
  an adult gold dragon so that she could harvest its heart for 
  an unspecified purpose. She promised Thastrakna that he 
  could possess the dragon’s body for as long as he wanted so 
  long as before he abandons it, he allows her to harvest its 
  heart while the beast itself is helpless. 
  Thastrakna spent weeks hunting Maurinaxian, who 
  laired on the open savanna in the southern reaches of 
  the Mwangi Expanse. After making countless attempts 
  to overtake the dragon and tormenting her relentlessly, 
  the shadow demon finally succeeded. He immediately 
  teleported back to the Somal Gate in Nirmathas, returned to 
  the moon, and then teleported here, where he has spent the 
  last day enjoying his new body. Because his magic jar effect 
  lasts over 24 hours, Thastrakna can attempt to repossess 
  Maurinaxian while still in her body. Unfortunately for 
  Thastrakna, the dragon successfully made her saving 
  throw this morning, and he knows that his time in her 
  powerful and majestic body will soon come to an end.
  While in Maurinaxian’s body, Thastrakna cannot use 
  many of the dragon’s primary offenses, but he employs a 
  combination of natural attacks, spell-like abilities, and hit-
  and-run tactics to weaken the PCs. PCs who succeed at a 
  DC 25 Sense Motive check identify Maurinaxian’s behavior 
  and limited abilities as being the result of possession. 
  If the PCs knock Maurinaxian unconscious while 
  Thastrakna still possesses her, the demon too falls 
  unconscious. Aware that Izmiara only needs the dragon’s 
  heart, the shadow demon teleports away from combat 
  when the dragon is reduced to 60 or fewer hit points, 
  appearing outside the atmosphere pocket of the Moonscar. 
  The demon abandons the body there, leaving Maurinaxian 
  to suffocate in the vacuum, and teleports back to face the 
  PCs in his true form. Should the demon be forced from 
  Maurinaxian’s body while the dragon remains conscious, 
  Thastrakna focuses all his attacks on her until she is dead, 
  fearing her escape and Izmiara’s punishment for letting 
  her heart slip away.
  17
  
  Maurinaxian
  Maurinaxian 
  CR —
  Female possessed adult gold dragon (Pathfinder RPG 
  Bestiary 108)
  CE Huge dragon (fire)
  Init +4; Senses dragon senses; Perception +25
  Aura frightful presence (180 ft., DC 24)
  DEFENSE
  AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
  hp 243 (18d12+126)
  Fort +14, Ref +14, Will +16
  DR 5/magic; Immune dragon traits, fire, magic paralysis, 
  sleep; SR 29
  Weaknesses sunlight powerlessness, vulnerable to cold
  OFFENSE
  Speed 60 ft., fly 250 ft. (poor), swim 60 ft.
  Melee bite +29 (2d8+15), 2 claws +29 (2d6+10)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Spell-Like Abilities (CL 18th; concentration +23)
  At will—deeper darkness, fear (DC 19), greater teleport (self 
  only), telekinesis (DC 20)
  3/day—shadow conjuration (DC 19), shadow evocation (DC 20)
  1/day—extended magic jar (DC 20), summon (level 3, 1 shadow 
  demon 50%)
  STATISTICS
  Str 31, Dex 10, Con 23, 
  Int 14, Wis 14, Cha 20
  Base Atk +20; CMB +32; 
  CMD 42 (46 vs. trip)
  Feats Blind-Fight, Combat 
  Reflexes, Flyby Attack, Great 
  Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes, Toughness, 
  Weapon Focus (bite), Weapon Focus (claws)
  Skills Acrobatics +23 (+35 when jumping), 
  Bluff +28, Fly +15, Knowledge (local) +25, 
  Knowledge (planes) +25, Perception +25, Sense 
  Motive +25, Stealth +15, Swim +18
  Languages Abyssal, Common; telepathy 100 ft.
  Thastrakna 
  CR 18
  XP 153,600
  Male advanced shadow 
  demon (Pathfinder RPG 
  Bestiary 67)
  CE Colossal outsider 
  (chaotic, demon, evil, 
  extraplanar, incorporeal)
  Init +7; Senses darkvision 
  60 ft.; Perception +33
  DEFENSE
  AC 10, touch 10, flat-footed 7 
  (+5 deflection, +3 Dex, –8 size)
  hp 350 (20d10+240)
  Fort +19, Ref +17, Will +16
  Defensive Abilities incorporeal; 
  DR 10/cold iron or good; 
  Immune cold, electricity, poison; 
  Resist acid 10, fire 10; SR 29
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee bite +16 touch (6d6 plus 4d6 
  cold), 2 claw +16 touch (4d6 plus 
  4d6 cold)
  18
  
  the
  moonscar
  Space 30 ft.; Reach 30 ft.
  Special Attacks pounce, shadow blend, sprint
  Spell-Like Abilities (CL 18th; concentration +23)
  At will—deeper darkness, fear (DC 19), greater teleport (self 
  only), telekinesis (DC 20)
  3/day—shadow conjuration (DC 19), shadow evocation (DC 20)
  1/day—extended magic jar (DC 20), summon (level 3, 1 shadow 
  demon 50%)
  STATISTICS
  Str —, Dex 17, Con 33, Int 14, Wis 14, Cha 20
  Base Atk +20; CMB +31; CMD 46
  Feats Blind-Fight, Combat Reflexes, Flyby Attack, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, 
  Toughness, Weapon Focus (claw), Weapon Focus (bite)
  Skills Acrobatics +26, Bluff +28, Fly +26, Knowledge (local) +25, 
  Knowledge (planes) +25, Perception +33, Sense Motive +25, 
  Stealth +10; Racial Modifiers +8 Perception
  Languages Abyssal, Common; telepathy 100 ft.
  Development: If the PCs manage to save Maurinaxian, 
  she thanks them for rescuing her, but is ashamed that a 
  creature as powerful and noble as she could have suffered 
  such a fate, and is thus only indifferent to the PCs, who she 
  wishes hadn’t seen her in such a vulnerable state. If made 
  helpful, however, she offers to accompany the PCs should 
  they welcome her aid. Note that her Huge size will restrict 
  her access through some parts of Dominax Annuli, and she 
  will need to change shape to a Large or smaller creature 
  to accompany them without being a burden. Having an 
  adult gold dragon ally can easily tip the balance of power 
  in the PCs’ favor; if you feel that Maurinaxian’s assistance 
  would make this adventure too easy for your party or if 
  the PCs fail to make her helpful, she instead offers to clear 
  the jungle above and guard the Somal Gate from demonic 
  threats while the PCs continue further into Dominax 
  Annuli. Shadow demons are particularly strong against 
  gold dragons, so if she accompanies the party, consider 
  sending waves of shadow demons against the party to 
  eliminate the threat she poses to Izmiara’s plans.
  Maurinaxian’s stats above represent her possessed 
  form, and include feats, skill ranks, and mental abilities 
  unique to Thastrakna. If she accompanies the PCs (or if 
  the shadow demon is forced from her body and she fights 
  him), use the stats for an adult gold dragon presented on 
  page 108 of the Bestiary.
  Maurinaxian 
  CR 15
  XP 51,200
  Female adult gold dragon (Pathfinder RPG Bestiary 108)
  hp 225
  Seven prisoners are currently being held in the Cages 
  of Contemplation. Among them are Enlina Charthagnion 
  and Commander Andabar Ceroban. The captives can 
  recount the details of their abductions: how attractive 
  and charming men seduced them and whisked them away 
  to Nirmathas and through a strange portal in a volcano. 
  Only after arriving in this strange jungle did their captors 
  reveal their true forms—and then they brought the 
  prisoners here for weeks of seemingly endless torture. The 
  NPCs beg to be freed and refuse to help the PCs out of fear, 
  exhaustion, and an overpowering desire to return home 
  to safety.
  Treasure: The key ring in the succubus statue’s left leg 
  contains a key for each of the gibbets in this chamber, as 
  well as all locks and manacles in the Ring of Agony. Within 
  the portable hole in the left thigh’s compartment, the PCs 
  find the following: a +2 light crossbow, a +1 bashing heavy steel 
  shield, a dusty rose prism ioun stone, a pair of boots of striding 
  and springing, four +2 axiomatic arrows, three potions of cure 
  moderate wounds, a scroll of mage’s magnificent mansion, an 
  immovable rod, 2,588 gp, 13,503 sp, 88,341 cp, and 16,400 
  gp worth of mundane, masterwork, and +1 armor and 
  weapons of your choice.
  Story Award: If the PCs make Maurinaxian helpful, 
  award them XP as if they had defeated her in combat.
  d. the ring of oBedienCe
  The second subterranean level of Dominax Annuli is the 
  Ring of Obedience, where prisoners are forced to undergo 
  a series of tests to prove their tractability. Composed 
  primarily of a maze of 10-foot-wide, 20-foot-high corridors 
  of porphyry and black lunar glass, the ring is full of statues 
  of the Insatiable Queen, each imbedded in the terminus 
  of a passageway (marked X on the map). Those prisoners 
  whom Izmiara wishes to indoctrinate through obedience 
  are placed within this ring and instructed to touch all 15 
  such visages to show their loyalty, with the promise of 
  receiving a potent boon as their reward.
  A creature that willingly touches one of the 15 statues 
  of Izmiara on this ring suffers a randomly determined 
  effect—called a Supplication—from the table below. A 
  creature may only receive a single Supplication per statue 
  regardless of how many times it touches the sculpture, 
  but a Supplication received more than once from different 
  statues stacks (if possible).
  If a creature navigates the entire level and receives the 15 
  Supplications (one from each statue), all conditions, ability 
  score damage, and negative levels granted by Supplications 
  are removed and the creature receives 9d6 points of healing 
  as well as a profane gift from the Insatiable Queen herself. 
  This profane gift functions just as the succubus ability on 
  page 68 of the Bestiary except the target gains a +4 profane 
  bonus to a single ability score of its choice. Izmiara has no 
  limit on the number of creatures who can benefit from her 
  profane gift at any given time.
  19
  
  Crumpled in front of one of the statues, the PCs find 
  the body of Pendrel Zarafari, who a successful DC 20 Heal 
  check reveals died of energy and ability drain.
  d12 
  Supplication
  1 
  Take 1d4 points of Strength damage
  2 
  Gain 1d3 negative levels (Fort DC 25 to remove)
  3 
  Take 1d4 points of Dexterity damage
  4 
  Gain the blinded condition
  5 
  Take 1d4 points of Constitution damage
  6 
  Gain the fatigued condition
  7 
  Take 1d4 points of Intelligence damage
  8 
  Become sickened for 24 hours
  9 
  Take 1d4 points of Wisdom damage
  10 
  Gain the deafened condition
  11 
  Take 1d4 points of Charisma damage
  12 
  Take 6d6 points of damage
  d1. The cAll To supplicATion
  A five-foot-wide ledge follows the wall of this tall, cylindrical 
  room, and connects four identical iron archways. In the open 
  arches of these passages are carved the images of shackled 
  angels. A ten-foot-wide catwalk extends from the wall into the 
  center of the room, ending directly below a ten-foot diameter 
  hole in the high, domed ceiling. A ring of rune-etched iron is 
  embedded in the edge of the encircling ledge, and is completely 
  legible from the end of the catwalk.
  Creatures descending the 100-foot drop from the Ring 
  of Agony enter this chamber from the hole in the center 
  of the ceiling. Midway down the 150-foot-tall chamber is 
  a level platform granting egress from the room in the four 
  cardinal directions. A creature standing on the catwalk 
  extending over the middle of the room can clearly read 
  the Abyssal words etched into the cold iron edge of the 
  encircling ledge: “Lay your hands upon me. Suffer at my 
  command. Your Supplications earn my favor, and bring 
  glory to the Shadow.”
  d2. The Mire
  Water cascades from an open demonic mouth some ten feet 
  above the cavern floor. The waters here steam gently and pour 
  away through small vents in the floor.
  Creatures that are drawn into the whirlpool in area C5 
  emerge here. 
  Treasure: Amid the detritus floating on and submerged in 
  the pool of water here, the PCs can find a rotting corpse with 
  a successful DC 25 Perception check. On the body are a +2 cold 
  iron warhammer, a headband of alluring charisma +2, 4 oils of bless 
  weapon, a potion of neutralize poison, and a set of celestial armor.
  d3. The hAll of TesTing (cr 14)
  Four alcoves flank the end of this corridor, which terminates in 
  a ten-foot-wide hole plummeting down and out of sight.
  Here, at the exit from the Ring of Obedience, those 
  who were placed within and instructed to engage in 
  supplication before the Insatiable Queen are tested 
  before they are allowed pass on to the Ring of Seduction 
  100 feet below.
  Creatures: Four vrocks serve Izmiara as guardians 
  of the lone egress from the Ring of Obedience. The 
  vile demons stand vigil in the four alcoves leading to 
  the passage’s end awaiting passing prisoners. When a 
  creature earns Izmiara’s profane gift, the Insatiable Queen 
  telepathically imparts upon her servant the password that 
  will allow it to pass between the vrocks unharmed. The 
  guardians set quickly upon any creature that approaches 
  without first uttering the password.
  Advanced Vrocks (4) 
  CR 10
  XP 9,600 each
  hp 130 each (Pathfinder RPG Bestiary 69, 294)
  Story Award: If the PCs bypass the vrocks by earning 
  Izmiara’s profane gift, award them XP as if they had 
  defeated the demons in combat.
  e. the ring of seduCtion
  Guests of Dominax Annuli who cannot be swayed through 
  physical or mental torment and who are willful enough 
  not to blindly obey Izmiara’s commands are brought to the 
  Ring of Seduction, where they are tempted with the powers 
  and eternal existence of undeath. Lorded over by the 
  vampire succubus Betcezia, the Ring of Seduction serves 
  to create slaves bound to Moonscar through their demonic 
  sires—an army of vampires upon Golarion serving the 
  whims of the demon lord of lust and darkness.
  e1. The sleeping serVAnTs (cr 15)
  A five-foot-wide ledge follows the wall of this tall cylindrical 
  room, connecting three identical iron archways. In the open 
  arches of these passages are carved images of intertwined 
  humanoid forms engaged in erotic acts. A ten-foot-wide 
  catwalk extends from the wall into the center of the room, 
  ending directly below a ten-foot-diameter hole in the high 
  domed ceiling. A ring of rune-etched iron is embedded in the 
  edge of the encircling ledge, and is completely legible from the 
  end of the catwalk.
  Creatures descending the 100-foot drop from the Ring of 
  Obedience enter this chamber from the hole in the center 
  20
  
  the
  moonscar
  of the ceiling. Midway down the 150-foot-tall chamber is 
  a level platform granting egress from the room in three 
  directions. A creature standing on the catwalk that leans 
  over the edge can clearly read the Abyssal words etched 
  into the cold iron edge of the encircling ledge: “Give in to 
  your deepest urges. Let your lust and desires control you. 
  Sleep here with me and I will enter you, and bring glory to 
  the Shadow.”
  Creatures: At each dead end in the Ring of Seduction 
  (marked with a V on the map) stands a stone sarcophagus 
  embedded in the wall. Within each sleeps one of the 
  Corpulent Mistress’s vampiric servitors. Each has a 
  telepathic link to Betcezia, and at her command they 
  awaken and obey her instructions. Each vampire awakens 
  when its sarcophagus is opened and immediately 
  communicates to its mistress that interlopers have defiled 
  its resting place. At this point, Betcezia awakens the rest of 
  her minions and sends them to aid her disturbed servant. 
  The male and female vampires are statistically identical 
  and use the stats presented on page 270 of the Bestiary, 
  except they know dimension door instead of greater invisibility 
  as their 4th-level spell.
  Vampires (8) 
  CR 9
  XP 6,400 each
  hp 102 each (Pathfinder RPG Bestiary 270)
  e2. The corpulenT MisTress (cr 17 or cr 18)
  This expansive rectangular chamber is filled with bones, piles 
  of rotting flesh, and pools of stagnant blood. A great mound 
  of twisted, half-devoured corpses rises from an alcove in the 
  northeast corner, stretching over halfway to the fifty-foot-
  tall ceiling. Two open passages lead out from the room’s 
  northeastern and southeastern corners, while a single cold iron 
  door provides egress along the south wall.
  The filth that fills this room is so thick and so vile that 
  the entire area is considered difficult terrain. Any living 
  creature that enters the room must succeed at a DC 18 
  Fortitude save or become nauseated for 1d6 rounds from 
  the stench of offal and decay.
  The open passages on the eastern edge of the room 
  connect to one another via a doorless hallway. In the corner 
  where the passage turns north, the stone floor contains 
  a series of small holes leading to a hollow space 10 feet 
  below, in which the Corpulent Mistress keeps her coffin, 
  discoverable with a successful DC 30 Perception check. 
  Betcezia accesses her sanctum via teleportation or through 
  the air holes in gaseous form. Aside from her coffin, the 
  chamber below is empty.
  Creatures: Once a powerful servant of the demon lord 
  Zura, Betcezia betrayed her mistress and swore fealty to 
  Izmiara in exchange for her own level of Dominax Annuli. 
  Betcezia brings slaves under the Insatiable Queen’s 
  control by turning them into vampire spawn and other 
  controllable undead. She has thus far fended off all the 
  demons and retrievers Zura has sent to collect her, and it 
  has been decades since the Vampire Queen attempted to 
  bring her back to Nesh. Nevertheless, Betcezia maintains a 
  constant force of eight loyal vampires spread throughout 
  the Ring of Seduction to defend her should anything 
  threaten her.
  Betcezia, the Corpulent Mistress 
  CR 17
  XP 102,400
  Female succubus vampire sorcerer 11 (Pathfinder RPG Bestiary 
  68, 270)
  CE Medium undead (augmented outsider, chaotic, demon, 
  evil, extraplanar)
  Init +11; Senses darkvision 60 ft., detect good; Perception +37
  DEFENSE
  AC 31, touch 18, flat-footed 23 (+7 Dex, +1 dodge, +13 natural)
  hp 313 (19 HD; 8d8+11d6+239); fast healing 5
  Fort +18, Ref +18, Will +18
  Defensive Abilities channel resistance +4; DR 10/good, magic, 
  and silver; Immune electricity, fire, poison, undead traits; 
  Resist acid 10, cold 10; SR 28
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +21 (1d6+7/19–20 plus vampire energy drain), 
  slam +20 (1d4+7 plus vampire energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 26), profane gift, succubus energy 
  drain (2 levels, DC 25), vampire energy drain (2 levels,  
  DC 30)
  Spell-Like Abilities (CL 12th; concentration +23)
  Constant—detect good, tongues
  At will—charm monster (DC 27), detect thoughts (DC 23), 
  ethereal jaunt (self plus 50 lbs. of objects only), greater 
  teleport (self plus 50 lbs. of objects only), suggestion (DC 26), 
  vampiric touch
  1/day—dominate person (DC 28), summon (level 3,  
  1 babau 50%)
  Bloodline Spell-Like Abilities (CL 11th; concentration +22)
  14/day—touch of destiny (+5)
  Sorcerer Spells Known (CL 11th; concentration +22)
  5th (6/day)—break enchantment, hold monster (DC 28), 
  waves of fatigue
  4th (8/day)—bestow curse (DC 25), crushing despair (DC 27), 
  freedom of movement, greater invisibility
  3rd (9/day)—dispel magic, displacement, haste, lightning bolt 
  (DC 24), protection from energy
  2nd (9/day)—acid arrow, blur, darkness, eagle’s splendor, 
  protection from arrows, scorching ray
  21
  
  Betcezia
  STATISTICS
  Str 24, Dex 24, Con —, Int 23, Wis 16, Cha 33
  Base Atk +13; CMB +20; CMD 38
  Feats Agile Maneuvers, AlertnessB, Bleeding Critical, Combat 
  Casting, Combat Reflexes, Critical Focus, DodgeB, Eschew 
  Materials, Great Fortitude, Improved Critical (claws), 
  Improved InitiativeB, Iron Will, Lightning ReflexesB, 
  Maximize Spell, ToughnessB, Weapon Finesse, Weapon 
  Focus (claws)
  Skills Bluff +40, Diplomacy +22, Disguise +22, Escape Artist +15, 
  Fly +22, Intimidate +22, Knowledge (arcana) +28, Knowledge 
  (local) +17, Knowledge (planes) +25, Perception +37, Sense 
  Motive +37, Stealth +37, Use Magic Device +33
  Languages Abyssal, Celestial, Common, Draconic; tongues; 
  telepathy 100 ft.
  SQ bloodline arcana (gain luck bonus on saving throws when 
  casting personal-range spells), change shape (dire bat or 
  wolf, beast shape II; or Small or Medium humanoid, 
  alter self ), fated (+3), gaseous form, shadowless, 
  spider climb
  Gear staff of necromancy, wand of inflict serious 
  wounds (CL 9th, 50 charges)
  Vampires (8) 
  CR 9
  XP 6,400 each
  hp 102 each (Pathfinder RPG Bestiary 270)
  Treasure: In her midden nest, 
  the mistress hides precious objects 
  taken from those given over to her. 
  Searching the midden is unpleasant, 
  and a successful DC 25 Perception 
  check is required to locate each item 
  amid the gore. In the nest are 265 
  pp, a Tian fan decorated with black 
  feathers and opals worth 700 gp, a 
  hand of glory wearing a ring of animal 
  friendship and the distinctive full-length 
  white glove of a member of the Kalistocracy of 
  Druma, a Nexian wizard’s robe embroidered 
  with gold thread and bearing ruby clasps worth 
  450 gp, and a Vudrani prayer wheel of gold worth 
  250 gp.
  e3. The cloVen sisTer (cr 17)
  The floor of this wide, round room is carved with seven-
  pointed crowns and ghastly figures of lust, misery, and pain. 
  Heady frankincense smolders in incense burners shaped like 
  seven-pointed crowns, and everywhere the sound of tiny 
  invisible bells chimes in the still subterranean air. Votive 
  lights are embedded in the honeycombed walls, casting faint 
  illumination on a pair of tall arched doorways in the eastern 
  1st (9/day)—alarm, mage armor, magic missile, ray of 
  enfeeblement (DC 22), shield, true strike
  0 (at will)—bleed (DC 21), detect magic, ghost sound (DC 21), 
  mage hand, prestidigitation, read magic, ray of frost, 
  resistance, touch of fatigue (DC 21)
  Bloodline destined
  22
  
  the
  moonscar
  and western walls. Beyond the eastern portal, a wide hole in 
  the corridor floor leads down into darkness.
  This chamber marks the exit from the Ring of Seduction 
  and the ingress to Izmiara’s personal level of Dominax 
  Annuli, the Ring of Ecstasy. The cylindrical chamber 
  serves as a temple to Nocticula, and here the Insatiable 
  Queen assembles her most trusted advisors and soldiers 
  for particularly gruesome and noteworthy rites of sacrifice.
  The hole at the end of the eastern passage from this 
  room leads down 100 feet to area F1 in the Ring of Ecstasy.
  Creature: The Insatiable Queen’s most trusted general 
  watches over this area, guarding the holy shrine to 
  Nocticula and acting as protector of Izmiara’s most private 
  chambers. The Cloven Sister is a marilith of unparalleled 
  skill and guile, as beautiful in her mastery of the blade as 
  she is abhorrent in her appearance. From the crown of her 
  head to the fork of her double tail, she bears a thick scar as 
  though cleft in twain and reformed as a whole being. Slight 
  differences exist between her two halves, however, leading 
  to the belief among prisoners and servants alike that she 
  is really an amalgam of two different mariliths. She wields 
  six intricately etched longswords, each inscribed with 
  profane rites of ruthlessness, slaughter, and suffering.
  The Cloven Sister 
  CR 18
  XP 153,600
  Advanced marilith (Pathfinder RPG Bestiary 63, 294)
  hp 296
  f. the ring of eCstAsy
  The lowest level of Izmiara’s palace contains her personal 
  chambers and her collection of her current fixations—
  whatever prisoners catch her fancy at the moment. This 
  is the most secure portion of Dominax Annuli, and only 
  those servants whom the Insatiable Queen trusts the 
  most are allowed within unless they are actively pursuing 
  invaders from another level of the complex.
  f1. The cAll To pleAsure (cr 15)
  A five-foot-wide ledge follows the wall of this tall cylindrical 
  room, connecting two identical iron archways. In the open 
  arches of these passages are carved images of a heavily 
  armored succubus of overwhelming beauty. A five-foot-wide 
  catwalk extends from the wall into the center of the room, 
  ending directly below a ten-foot-diameter hole in the high 
  domed ceiling. A ring of rune-etched iron is embedded in the 
  edge of the encircling ledge, and is completely legible from the 
  end of the catwalk.
  Creatures descending the 100-foot drop from the Ring 
  of Seduction enter this chamber from the hole in the center 
  of the ceiling. Midway down the 150-foot-tall chamber is 
  a level platform granting egress from the room in three 
  directions. A creature standing on the catwalk who leans 
  out over the edge can clearly read the Abyssal words etched 
  into the cold iron edge of the encircling ledge: “In my most 
  intimate chamber, I will bestow upon you unfathomable 
  pleasure. In my obscene court you will sate my desires, and 
  bring glory to the Shadow.”
  Trap: The bottom of the shaft leading from area D3 
  into this area is trapped to reduce good-aligned invaders 
  to helpless targets. The rim of the 10-foot-diameter shaft 
  is ringed with arcane symbols that, when approached by 
  a creature of good alignment, trigger a mage’s disjunction 
  effect that blasts 40 feet up the shaft.
  Disjunction Ring 
  CR 15
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger proximity (detect good); Reset automatic (1d4 rounds)
  Effect spell effect (mage’s disjunction, 20th-level wizard, DC 23 
  Will negates); multiple targets (all magic items or spell 
  effects in bottom 40 ft. of shaft up to E3)
  f2. The finAl eMBrAce (cr 16)
  The walls of this narrow corridor are covered in opalescent 
  eyes, embedded into the dark stone as if it were taut skin 
  stretched over rough bone. Though the eyes do not move, 
  each seems to watch for movement within the passage, and 
  follows those who pass with piercing, unrelenting stares. A 
  rune-encrusted iron door stands at the end of the hallway, 
  behind a quick bend.
  Trap: The queen’s final and most deadly trap lies in 
  wait for those who take the wrong turn here, so close to 
  her boudoir. The door is mounted on hinges only inches 
  in front of a dead end, and can be opened without effort. 
  On the wall behind the door, however, is a symbol of death 
  attuned to activate when a creature looks upon it.
  Symbol of Death 
  CR 16
  Type spell; Perception DC 33; Disable Device DC 33
  EFFECTS
  Trigger spell; Reset no reset
  Effect spell effect (symbol of death, CL 20th, DC 22 Fortitude 
  negates); multiple targets (all targets within 60-ft. burst 
  whose total current hit points cannot exceed 150, closest first)
  f3. oBscene courT (cr 18)
  A tall vertical shaft descends before opening up into a wider 
  chamber stretching off to the sides. Dozens of manacles hang 
  from the sides of the cylindrical walls, from which hang as 
  23
  
  many prisoners. A doorway on the southeastern edge of 
  the room is level with the floor, while a single door on the 
  opposite side stands thirty feet above the ceiling of the wider, 
  horizontal chamber.
  Here the Insatiable Queen keeps her personal 
  playthings, bound to the walls of these chambers. When 
  she feels the urge to play with any specific individual, 
  she calls to her toykeepers, three glabrezus who tend the 
  prisoners here. The manacles are crafted of cold iron and 
  contain no visible locks. Each can be opened by speaking 
  a command word, with a successful DC 30 Disable Device 
  or Use Magic Device check, or by negating the magic that 
  holds them closed (such as by casting dispel magic).
  Each of the three identical shafts is accessible from 
  area F1 by one of the three doorways 10 feet below the 
  ceiling, 60 feet above the floor. The bottom 30 feet of the 
  three shafts are connected by a single horizontal chamber. 
  A hallways runs the length of the larger chamber on its 
  southeast side, accessible by three open doorways.
  As the last chamber before her private boudoir, a final 
  defense is in place that the queen activates should any 
  threat enter the Obscene Court: a prismatic wall blocking 
  access to the adjacent balcony in area F4.
  Creatures: Three glabrezus—Izmiara’s toykeepers—
  tend to the prisoners here, ensuring they are kept healthy 
  enough to provide their queen with the pleasure she 
  desires of them. They typically take on the appearances 
  of recently deceased prisoners or those who have recently 
  been sent back to Golarion to carry out their ultimate tasks. 
  Currently they are disguised as the aasimar poet Himotae 
  (see page 16), who died at the Insatiable Queen’s hands a 
  week ago for being unworthy of serving her; the wizard 
  Zembe Utomo, who is imprisoned within Izmiara’s lunar 
  looking glass; and the NPC whose kidnapping first caught 
  the PCs’ attention. Each is chained to the wall of one of 
  the cylindrical chambers like the other prisoners and 
  cries out for help, hoping to draw the PCs into a moment 
  of vulnerability before springing an attack on them. Of 
  course, the demons can teleport out of their bonds on a 
  whim, and when any one of them initiates combat, the 
  other two teleport from the adjacent chambers to assist.
  General Irentios was, until recently, one of the highest-
  ranking members of Queen Galfrey’s Mendevian army. 
  Izmiara seduced and abducted him personally a year ago. 
  Despite his martial prowess, his resolve broke in a matter 
  of weeks and he swore fealty to the Insatiable Queen, who 
  took him as her consort and protector. Though he doesn’t 
  know it yet, she’s been growing tired of him, and plans to 
  send him back to Golarion to work as her agent in Mendev. 
  Until then, however, he serves as her personal bodyguard, 
  monitoring the Obscene Court from the doorway to her 
  personal chambers.
  General Irentios 
  CR 16
  XP 76,800
  Male human fighter 17
  CE Medium humanoid (human)
  Init +6; Senses Perception –1
  DEFENSE
  AC 29, touch 15, flat-footed 26 (+14 armor, +2 deflection, +2 Dex, 
  +1 dodge)
  hp 200 (17d10+102)
  Fort +16, Ref +9, Will +6; +4 vs. fear
  Defensive Abilities bravery +4
  OFFENSE
  Speed 30 ft.
  Melee +1 flaming burst greataxe +31/+26/+21/+16 (1d12+19+1d6 
  fire/19–20/×3)
  Ranged +1 heavy crossbow +23 (1d10+4/19–20)
  Special Attacks weapon training (axes +4, crossbows +3, light 
  blades +2, flails +1)
  TACTICS
  Before Combat Irentios informs his mistress of the 
  impending invasion telepathically and drinks his potions of 
  fly and barkskin. He waits in the hallway until the glabrezus 
  initiate combat with the PCs.
  During Combat The general is ruthless and employs Power 
  Attack and Greater Vital Strike to deal as much damage as 
  possible, focusing on PCs already harried by his demon 
  allies. If overpowered, he uses his cape of the mountebank to 
  retreat to one of the unoccupied chambers in the Obscene 
  Court and drinks his healing potions before heading back 
  into battle. 
  Morale Irentios is beyond loyal to Izmiara, who has thoroughly 
  warped his mind with promises of power and pleasure, and 
  he fights to the death to defend her.
  STATISTICS
  Str 24, Dex 14, Con 18, Int 10, Wis 8, Cha 12
  Base Atk +17; CMB +24; CMD 39
  Feats Cleave, Dodge, Great Fortitude, Greater Vital Strike, 
  Greater Weapon Focus (greataxe), Greater Weapon 
  Specialization (greataxe), Improved Critical (greataxe), 
  Improved Initiative, Improved Vital Strike, Intimidating 
  Prowess, Iron Will, Lightning Reflexes, Power Attack, 
  Rapid Reload, Skill Focus (Knowledge [nobility]), 
  Toughness, Vital Strike, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe)
  Skills Climb +16, Handle Animal +11, Intimidate +22, 
  Knowledge (nobility) +16, Ride +14, Swim +15
  SQ armor training 4, profane gift
  Languages Common
  Combat Gear potion of barkskin (CL 12th) , potions of cure 
  serious wounds (3), potion of fly; Other Gear +5 mithral full 
  plate, +1 heavy crossbow with 20 bolts, +1 flaming burst 
  greataxe, +1 short sword, masterwork flail, belt of giant 
  strength +4, cape of the mountebank, ring of protection +2
  24
  
  the
  moonscar
  General Irentios
  SPECIAL ABILITIES
  Profane Gift Irentios long ago accepted Izmiara’s profane gift, 
  granting him a telepathic link with the Insatiable Queen 
  and a +4 profane bonus to his Constitution score. 
  Glabrezus (3)  
  CR 13
  XP 25,600
  hp 186 (Pathfinder RPG Bestiary 61)
  f4. Boudoir of The insATiABle queen (cr 20)
  An arched balcony overlooks this eighty-foot-diameter round 
  room from sixty feet up the northwest wall. Two identical 
  balconies occupy the western and southwestern stretches of 
  the wall; one supports a black-glassed mirror, and the other 
  holds the bound body of an angel, her torn form held together 
  by wires, glowing chains, and lunar thorns. Hundred-foot-long 
  silken tapestries of demonic symbols and obscene acts of self-
  mutilation and eroticism hang from the ceiling to the floor 
  below. In the room’s center, at a height of forty feet from the 
  ground below, is a platform supporting a large, canopied bed, 
  connected to a square walkway by a narrow catwalk.
  Izmiara values the privacy of her personal boudoir, the 
  site of her most intimate and horrific acts, and the entire 
  room is permanently warded from any external divination 
  as the mage’s private sanctum spell. This effect does not 
  negate divinations cast within the chamber, however, and 
  her detect thoughts spell-like ability functions normally 
  here, as do any divinations the PCs might cast once past 
  the prismatic wall blocking the entrance.
  The silk-canopied bed is surrounded by six 2-foot-tall 
  statues of various humanoids. These are mindbind figurines, 
  which allow Izmiara to activate programmed sleeper 
  agents throughout Golarion from the comfort of her bed. 
  See Development for more information on these items. 
  On the western balcony stands a horrid mass of 
  radiant flesh, gore, and metal. The angel Szeria 
  was acting as a scout for a celestial army and 
  was trapped by the queen; her lacerated body 
  is now the center of an art piece in Izmiara’s 
  intimate chamber. Perhaps most gruesome 
  of all are the rusted hooks pulling her 
  eyelids back, locking her permanent, glass-
  eyed gaze upon the Insatiable Queen’s bed; 
  the angel’s final sight was one of her enemy’s 
  vile acts of intimacy and debasement.
  The southwestern balcony holds a 4-foot-
  square frame of adamantine around a 
  section of the lunar glass wall polished 
  to an impossible sheen—a mirror of life 
  trapping, which is part of the wall and 
  cannot be moved. Currently, the mirror 
  is inactive; Izmiara only activates it when she needs to 
  trap a new prisoner within it. For more information on 
  the mirror’s prisoners, see Development, below.
  Creatures: The ambitious, insane, and irredeemable 
  Insatiable Queen Izmiara can be found here, likely 
  awaiting the PCs’ arrival after being informed 
  of their incursion telepathically by one of 
  her servants during the party’s push through 
  Dominax Annuli. Her body is the perfect 
  embodiment of desire, a glory that only poets 
  could give words to. Her flesh is seemingly 
  stitched into the dark armor that caresses 
  her supple form. She is confident in her 
  protectors and in her own ability to repulse 
  25
  
  Izmiara
  her allure. She promises the PCs that she can 
  be anything they desire, indulge any whim, 
  and fulfill every dark fantasy. She uses her 
  change shape ability during any such discussion 
  to illustrate her potential forms. There is no fury 
  like that of a woman scorned, however, and the 
  Insatiable Queen is the living embodiment of 
  female fury if her advances are declined 
  or ignored.
  Izmiara, the Insatiable Queen 
  CR 19
  XP 204,800
  Succubus antipaladin 12 (Pathfinder RPG Advanced 
  Player’s Guide 118, Pathfinder RPG Bestiary 68)
  CE Medium outsider (chaotic, demon, evil, 
  extraplanar)
  Init +7; Senses darkvision 60 ft., detect 
  good; Perception +23
  Aura cowardice (10 ft.), despair  
  (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 36, touch 11, flat-footed 35 (+13 armor, +1 Dex, +7 
  natural, +5 shield)
  hp 302 (20d10+192)
  Fort +29, Ref +28, Will +27
  Immune charm, disease, electricity, fear, fire, poison; 
  Resist acid 10, cold 10; SR 30
  OFFENSE
  Speed 20 ft., fly 40 ft. (average)
  Melee +2 unholy bastard sword +29/+24/+19/+14 
  (1d10+8/19–20)
  Special Attacks channel negative energy (DC 27, 6d6), 
  energy drain (2 levels, DC 25), profane gift, smite good 
  (+11 attack and AC, +12 damage)
  Spell-Like Abilities (CL 12th; concentration +23)
  Constant—detect good, tongues
  At will—charm monster (DC 27), detect thoughts (DC 23), 
  ethereal jaunt (self plus 50 lbs. of objects only), greater 
  teleport (self plus 50 lbs. of objects only), suggestion (DC 26), 
  vampiric touch
  1/day—dominate person (DC 28), summon (level 3,  
  1 babau 50%)
  Antipaladin Spells Prepared (CL 9th; concentration +20)
  2nd—blindness/deafness (DC 23), darkness, hold person (DC 25), 
  invisibility, silence
  1st—bane (DC 24), curse water, death knell (DC 22), doom 
  (DC 22), protection from law
  TACTICS
  Before Combat Given time to prepare, Izmiara mounts 
  Bth-Zgragg and hovers above her bed in the center of the 
  chamber. As she waits for the PCs to breach her prismatic 
  the PCs’ invasion into her personal chambers, and meets 
  them without fear.
  Izmiara knows the power of her beauty and first 
  tries to tempt those who wish her harm with  
  26
  
  the
  moonscar
  wall, she casts protection from law and activates her 
  fiendish boon to add the anarchic and keen special abilities 
  to Iron Lash.
  During Combat Izmiara begins combat by using her sword’s 
  finger of death attack at range, then directs her mount 
  into combat. She hurls herself into battle with all her 
  might, releasing her best powers as soon as she can. Aura 
  of vengeance is followed by cruelties and her touch of 
  corruption. She only uses her kiss attack on those who 
  have fallen but whom she wishes to keep alive, intending to 
  make them pay over long decades for any blemish upon her 
  perfect body.
  Morale Confident in her abilities, the Insatiable Queen does 
  not sully herself by surrendering to mortals. She knows that 
  her plans are still far from complete and teleports away to 
  another location in the Moonscar should she be reduced to 
  fewer than 50 hit points, sacrificing her pride for the ability 
  to continue working her sinister machinations to herald 
  Nocticula’s apotheosis.
  STATISTICS
  Str 23, Dex 24, Con 26, Int 16, Wis 14, Cha 32
  Base Atk +20; CMB +26; CMD 43
  Feats Combat Reflexes, Exotic Weapon Proficiency (bastard 
  sword), Improved Vital Strike, Mounted Combat, Power 
  Attack, Ride-By Attack, Shield Focus, Toughness, Vital 
  Strike, Weapon Focus (bastard sword)
  Skills Bluff +42, Diplomacy +22, Disguise +22, Fly +12, 
  Intimidate +31, Knowledge (local) +14, Knowledge (planes) 
  +14, Knowledge (religion) +18, Perception +23, Ride +16, 
  Sense Motive +15, Stealth +12; Racial Modifiers +8 Bluff, 
  +8 Perception
  Languages Abyssal, Celestial, Common, Draconic; tongues; 
  telepathy 100 ft.
  SQ aura of evil, change shape (Small or Medium humanoid; 
  alter self ), code of conduct, cruelties (blinded, cursed, 
  diseased, fatigued), fiendish boon (weapon +3, 2/day), touch 
  of corruption (6d6, 17/day), unholy resilience
  Gear +4 unrighteous full plate*, +2 heavy steel shield, Iron Lash 
  (see sidebar), belt of physical perfection +4, helm of abhorrent 
  charisma +2 (as headband of alluring charisma), ring of 
  freedom of movement
  * See the Advanced Player’s Guide.
  Bth-Zgragg 
  CR 17
  XP 102,400
  Advanced shantak (Pathfinder RPG Bestiary 2 244)
  CE Huge magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +32
  DEFENSE
  AC 32, touch 14, flat-footed 26 (+5 Dex, +1 dodge, +18 natural, 
  –2 size)
  hp 275 (22d10+154)
  Fort +20, Ref +19, Will +15
  Defensive Abilities slippery; Immune cold, disease
  OFFENSE
  Speed 20 ft., fly 80 ft. (average)
  Melee bite +30 (2d6+10), 2 talons +30 (1d8+10 plus grab)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 30, Dex 21, Con 23, Int 12, Wis 25, Cha 14
  Base Atk +22; CMB +34 (+38 grapple); CMD 50 (58 vs. grapple)
  Feats Awesome Blow, Dodge, Flyby Attack, Hover, Improved 
  Bull Rush, Mobility, Power Attack, Snatch, Spring Attack, 
  Toughness, Wingover
  Skills Escape Artist +35, Fly +26, Perception +32; Racial 
  Modifiers +8 Escape Artist
  Languages Aklo
  SQ no breath, profane gift, share defenses, starflight
  Gear resistant saddle +1 (Huge exotic military saddle, as cloak 
  of resistance +1)
  SPECIAL ABILITIES
  Profane Gift Izmiara bestowed her profane gift upon 
  her favored mount when she chose it, allowing her to 
  communicate with it telepathically and granting Bth-
  Zgragg a +4 profane bonus to its Wisdom score. 
  Treasure: Among the Insatiable Queen’s most prized 
  possessions is her lunar looking glass, a mirror burnished 
  from the lunar glass that forms the chamber’s walls. 
  The 4-foot-high mirror is framed in adamantine on the 
  IRON LASH
  A gift from Nocticula designating her chosen acolytes, Iron 
  Lash is a powerful weapon in the hands of one dedicated 
  to doing the demon lord’s will.
  Iron Lash
  Aura strong necromancy; CL 15th
  Slot none; Price 90,335 gp; Weight 6 lbs.
  DESCRIPTION
  This +2 cold iron bastard sword becomes a +2 unholy cold 
  iron bastard sword in the hands of an antipaladin sworn 
  to the demon lord Nocticula. In the hands of a good 
  creature, Iron Lash bestows one permanent negative 
  level as though it were unholy while granting none of the 
  associated benefits of the unholy special ability.
  Once per day, the wielder of this sword can cast finger 
  of death with a range of 60 feet, dealing 150 points of 
  damage on a successful hit. If the target succeeds at a DC 
  20 Fortitude saving throw, the attack instead deals 3d6+15 
  points of damage. This is a death effect.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, finger of 
  death, unholy blight, creator must be chaotic evil; Cost 
  45,335 gp
  27
  
  assumed Izmiara intended to indoctrinate one of the 
  Ten, and fears she may already have done so—a fact made 
  nearly impossible to investigate given their anonymity 
  behind their magical masks.
  Utomo describes to the PCs how he witnessed Izmiara 
  break one of the strange statues littered about while he 
  was looking out from the mirror. The shattered figurine 
  emitted an eerie light and a visible burst of raw magical 
  energy. What the statues do or mean, however, he doesn’t 
  know. In fact, these are mindbind figurines—unique statues 
  linking the Insatiable Queen to some of her most highly 
  placed sleeper agents on Golarion. The intact figurines 
  located here represent a Vudrani maharajah; a sinister-
  looking Chelish man in the raiment of an Asmodean 
  cleric, who is a high-ranking member of the House of 
  Thrune; an elegant female drow; a Mwangi chieftain; and 
  a male dwarf whose skin is etched with runes.
  In addition to the intact mindbind figurines, the shattered 
  remains of many more statuettes, some centuries or even 
  millennia old, lie strewn about the chamber or displayed 
  like prized trophies. A DC 35 Knowledge (history) check 
  allows a PC to identify several of the statuettes based on 
  facial features, distinctive attire or weapons, or other 
  unique features. Among the activated mindbind figurines 
  are a man in the uniform of a high ranking officer in the 
  Taldan army, identifiable as General Erestos Marburran, 
  who led the Sixth Army of Exploration to its defeat at 
  the Battle of Nagisa; an Azlanti man wielding a ranseur 
  and wearing the raiment of a Runelord of Wrath; and an 
  Abadaran archbanker who can be identified as Miliana 
  Vistrara, the high priestess in Isarn in 4217 ar, when a 
  virulent plague of Yellowtongue Sickness spread from 
  Isarn across Avistan.
  concluding The AdVenTure
  With Izmiara defeated or driven away from Dominax 
  Annuli, the demons in her service are overwhelmed by 
  infighting as they struggle to take control of the Moonscar. 
  If the Insatiable Queen survived the PCs’ rescue mission, 
  she eventually regains control of her disciples and focuses 
  her attention solely on the PCs in retaliation for their 
  unforgivable offense. If the PCs killed Izmiara, Nocticula 
  chooses a new acolyte to carry out her machinations from 
  the lunar jungles of the Moonscar, though the loss of 
  resources caused by the feuding demons scrabbling for 
  power sets back her ultimate plan significantly.
  The PCs may investigate the mindbind figurines in an effort 
  to find out who Izmiara’s sleeper agents are and eliminate 
  the threat they pose to Golarion. Further exploration of the 
  demon queen’s facilities in the Moonscar may reveal larger 
  caches of such statues and as many potential minions in 
  positions of power as you need to continue the campaign 
  into the future.
  western balcony of her chamber and functions as a mirror 
  of life trapping.
  Trapped within the mirror presently are the party’s 
  kidnapped NPC, a cornugon named Scathscar, and the 
  remaining kidnapped individuals mentioned by the 
  masked Decemvirate member at the adventure’s start: 
  Obenna Sirara, Garrin Levoye, Zembe Utomo, and Osprey. 
  Any other prisoners of the device were long ago taken away 
  to serve Nocticula, were sent back to Golarion, or are dead.
  Development: The prisoners are grateful to be freed, 
  including the devil Scathscar, who cryptically promises 
  the PCs he’ll stay apprised of their actions in the future—
  whether to help them in a time of need or for some more 
  sinister purpose is up to you. 
  If freed, Osprey informs his saviors that the Insatiable 
  Queen has been questioning him extensively about the 
  Pathfinder Society and specifically about the Decemvirate, 
  with whom the Pathfinder has a unique relationship. He 
  MINDBIND FIGURINES
  The Insatiable Queen’s collection of humanoid 
  figurines are actually mindbind figurines, which allow 
  her to activate a programmed sleeper agent from 
  anywhere on the same plane as the subject. 
  Mindbind Figurine
  Aura overwhelming enchantment; CL 25th
  Slot none; Weight 80 lbs.
  DESCRIPTION
  This 2-foot-tall marble statue has the exact appearance 
  of a mortal creature, constantly reflecting any changes 
  to its appearance from injury, age, or even reincarnation. 
  The creature represented may be identified only if you 
  are already familiar with the creature, and until activated, 
  the creature exhibits no evidence of its connection to the 
  mindbind figurine.
  An unsculpted mindbind figurine appears as a 
  featureless humanoid, but can be linked to a creature in 
  a complex demonic ritual overseen by a chosen acolyte of 
  the demon lord Nocticula, at which point the statue takes 
  on the form of the creature and is bound inexorably to 
  the creature’s mind while awaiting its activation.
  When broken, a mindbind figurine triggers a delayed 
  dominate monster effect in the mind of the sculpted 
  creature, causing it to play its designated role in 
  Nocticula’s sinister plans. The creature gets no save 
  against this effect, as the save is made at the time of the 
  figurine’s creation.
  DESTRUCTION
  A mindbind figurine can only be destroyed by physical 
  damage. Destroying one in such a manner activates the 
  linked creature.
  28
  
  the
  moonscar
  Appendix i: soMAlCygot
  A pair of mandibles surrounds the vertical, tooth-filled maw 
  of this giant, multi-eyed flatworm. Four long antennae stretch 
  from its face, twitching and flailing rapidly. Along its spiny, 
  chitinous body emerge four tentacles, grasping in all directions.
  Somalcygot 
  CR 12
  XP 19,200
  NE Large aberration 
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +26
  DEFENSE
  AC 27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, 
  –1 size)
  hp 189 (14d8+126)
  Fort +15, Ref +11, Will +14
  Defensive Abilities resistant evolution; DR 10/slashing; 
  Immune acid, cold
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft., burrow 20 ft.
  Melee bite +21 (2d6+12 plus 4d6 acid),  
  4 tentacles +19 (1d8+6 plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
  Special Attacks acid spray, constrict (1d8+6)
  STATISTICS
  Str 34, Dex 17, Con 28, Int 12, Wis 17, Cha 11
  Base Atk +10; CMB +23 (+27 grapple); CMD 37
  Feats Cleave, Dodge, Improved Initiative, 
  Lightning Reflexes, Multiattack, Power Attack, 
  Skill Focus (Perception)
  Skills Acrobatics +20 (+24 when jumping), Climb +29, 
  Intimidate +17, Perception +26, Stealth +16
  Languages Aklo; telepathy 60 ft.
  SQ no breath
  ECOLOGY
  Environment any terrestrial vacuum
  Organization solitary, pairs, or clutch (3–6)
  Treasure none
  SPECIAL ABILITIES
  Acid Spray (Ex) Every 1d4 rounds, a somalcygot can spit 
  a 60-foot line of acid that deals 6d6 points of acid 
  damage and an additional 3d6 points of acid 
  damage the following round. A successful DC 
  26 Reflex save halves the initial damage and 
  negates all ongoing damage. The save DC is 
  Constitution-based.
  Resistant Evolution (Su) Somalcygots 
  have evolved in the harsh, unforgiving 
  vacuum of space and developed fortified 
  resistances to the myriad threats found 
  in their environment, granting them a +2 
  resistance bonus on all saving throws.
  Somalcygots are incredibly territorial; each claims roughly 
  a mile-radius patch of desolate lunar surface as its chosen 
  hunting ground, and only enters another’s territory to mate. 
  In order to preserve energy between meals, a somalcygot 
  enters a trancelike hibernation during which it burrows in 
  circles beneath the moon’s surface within its territory with 
  unthinking repetition. When it detects another creature 
  nearby, the somalcygot awakens and enters a blood frenzy 
  to capitalize on the rare meal, fighting relentlessly until the 
  prey either is dead or escapes its territory. Only rarely do 
  somalcygots pursue prey beyond the boundaries of their 
  claimed hunting grounds, a behavior that serves both to 
  preserve energy and to avoid needless conflict with other 
  somalcygots that claim neighboring regions. 
  A typical adult somalcygot is 16 feet long and weighs 
  1,500 pounds.
  29
  
  Appendix ii: the growling skAld
  On the eastern rim of the Mindspin Mountains in what 
  most would call Nirmathas—though few would wage 
  war over such desolate, uninhabited borders—stands 
  the Growling Skald, an isolated volcanic ridge averaging 
  11,000 feet in elevation. The geological formation earned 
  its name from its periodic rumbling, though it otherwise 
  remains inactive, and local legend claims the mountain 
  holds within it the restless spirit of a powerful giant who 
  tells his tale one slow syllable at a time. Few take more 
  than a passing interest in the ridge; its stone faces are 
  barren, and the tree line ranges at a far lower elevation 
  than normal, ending abruptly on the southern bank of 
  the Shining River, so it holds no draw for Nirmathas’s 
  many lumberers.
  In ages past, when the reach and influence of Azlant 
  spread into the Inner Sea region, a society of Azlanti 
  astronomers used this area of restrained volcanic activity 
  as a center of study, harnessing the powers of Golarion’s 
  core to interact with the heavens. Much of this sprawling 
  network of arcane astronomical outposts has lain buried 
  beneath stone and compressed ash for millennia, a 
  casualty of one of the Growling Skald’s rare eruptions. 
  But a recent increase in seismic activity on the ridge has 
  exposed a number of these long-lost Azlanti ruins, which 
  now stand beneath the heavens as their creators intended 
  them to.
  A. soMAl gATe
  Most notable among these ancient structures is the 
  subterranean Somal Gate, now at the base of a deep crevice 
  over roiling magma. This horizontal portal to the surface 
  of Golarion’s moon—which the Azlanti called Somal—
  lies suspended by a narrow stone bridge of unimaginable 
  strength and durability above a pool of lava 100 feet 
  below the Growling Skald’s surface. Once accessible via 
  a network of subterranean passages and lifts, the gate 
  may now only be reached by descending the sheer sides 
  of a gash in the ridge’s southern face that opened in the 
  recent seismic shifts. The portal has remained dormant 
  for over 10,000 years, and only functions when the Somal 
  Stone at E is exposed to the night sky.
  When active, the circular portal fills with bright 
  swirls of purple light that thrums with low-frequency 
  vibrations. A creature stepping into the energy vortex is 
  instantly transported to the gate’s partner on the surface 
  the growling skAld A. the soMAl gAte
  1 mile
  A
  B
  C
  F
  G
  H
  I
  D
  1 square = 5 feet
  E
  30
  
  the
  moonscar
  of the moon, in an area now surrounded by a demonic 
  jungle. See area A1 on page 7.
  Ever attracted to new sources of volcanic activity, a 
  tribe of fire giants recently descended into the crevice to 
  explore this location, though they have not yet ventured 
  through the swirling gate for fear of what lies beyond.
  B. ABAlloniAn sTone
  A great metal pillar rises from the ground here. Despite 
  the fact that the Aballonian Stone is composed entirely of 
  iron and resembles a carved column, careful investigation 
  reveals that the form is natural and was not carved by 
  either chisel or magic. The stone is warm to the touch, 
  even in the winter or the dead of night.
  c. cAlderA
  The Growling Skald’s recently exposed caldera is full of 
  a pool of lava, only kept liquid by its own incredible heat. 
  Creatures that investigate the caldera too closely may find 
  themselves victims of the lava’s sole inhabitants, a group 
  of magma oozes (Bestiary 2 184) that now find themselves 
  free from their long subterranean imprisonment for the 
  first time. 
  d. sulfur lAke
  This foreboding lake of dark, warm water occasionally 
  belches clouds of poisonous sulfur gas. On an island 
  in the center of this lake is a curious stone tower that 
  rises like a great pointing finger, its summit a cleft rock 
  resembling a tree split by lightning. Examination of the 
  stone’s relation to the heavens reveals that the cleft at 
  its apex aligns with the base of the constellation of the 
  Ferryman on the summer solstice. The lake is devoid of 
  life, but rumor tells of terrible, multi-headed space eels 
  that came from the heavens and now infest the lake’s 
  murky waters.
  e. soMAl sTone
  This white stone seems to glow in the moonlight but 
  otherwise looks unremarkable during the day. The Somal 
  Stone is incredibly resistant to physical and magical effects 
  but nevertheless is clearly broken, lying horizontally amid 
  a pile of loose scree and rubble next to a stump that was 
  once the base of the monolith vertical. When exposed to 
  the light of the moon, the Somal Stone channels arcane 
  energy into the ley lines within the mountain and activates 
  the Somal Gate at area A.
  f. AzlAnTi plAneTAriuM
  A cave here leads down into the side of the ridge to a 
  large cavern in the shape of a perfectly smooth dome. 
  Strange arcane symbols are etched into the base of the 
  wall in a ring of solid cobalt. In the middle of the massive 
  chamber lies an 8-foot-diameter green quartz stone, 
  its jagged facets each engraved with yet more symbols, 
  many of which are recognizable as depictions of various 
  heavenly bodies and constellations. The entire device is 
  mounted on a great gyroscope, allowing the crystal to 
  be positioned in countless arrangements, though what 
  powers the device and what purpose it serves remain to 
  be discovered.
  A collapsed tunnel leads deeper into what is clearly a 
  much larger complex of caverns, but a tribe of troglodytes 
  has built a sizable settlement in those chambers closest to 
  the cave-in. Further exploration would require clearing 
  those caverns as well as any other lairs beyond. 
  g. riVer drAke rAMpAge
  A mated pair of river drakes has nested in a grotto 
  accessible through an underwater cavern here, and now 
  prowl the waterway for food with their young. The parents 
  are incredibly protective and territorial, and see any 
  passing river traffic as an important opportunity to teach 
  their hatchlings to hunt and defend themselves. If not 
  cleared out, the drake population here could overwhelm 
  river travelers altogether once the young drakes reach 
  maturity and have clutches of their own.
  h. Void Boys’ hideouT
  A band of river brigands called the Void Boys has built 
  up a sizeable hideout in a network of hollow trees and 
  caverns carved out amid their roots. Originally the band 
  was little more than an upstart group of hoodlums who 
  were too weak to make it on the streets of rugged Skelt, 
  and fled the city for better pickings on the banks of the 
  Shining River. But in the desolation of the Growling 
  Skald, the gang discovered a strange carving of a woman 
  screaming to the heavens, her arms bound to her sides 
  by chains and her eye sockets empty. After the brigands 
  carried the statue back to their hideout, it began to speak 
  to them, and since then the renamed Void Boys have 
  been an increasing threat to river traffic in the region. 
  Some say they turn the dead of their victims against any 
  survivors and that they have an army of undead waiting 
  in the woods for a pending assault on Skelt itself.
  i. The shining sTAnd
  A loose alliance of druids, fey, and a grove of wizened 
  treants stands vigil on the southern bank of the Shining 
  River, ever keeping watch on the desolation on the 
  opposite bank for incursion into the outer reaches of 
  the Fangwood. Though generally suspicious of outsiders 
  entering the forest—especially those who exhibit 
  particular interest in the Growling Skald—the guardians 
  of the Shining Stand could become strong allies to any 
  who share their motivations. 
  31
  
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Alu-demon 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.
  Froghemoth 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.
  Magma Ooze from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene.
  Shadow Demon 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 Neville White.
  Pathfinder Module: The Moonscar © 2012, Paizo Publishing, LLC; Author: Richard Pett.
  32
  
  T
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  V
  V
  V
  V
  V
  V
  V
  V
  Ring of Obedience
  Ring of Seduction
  The Ring of Ecstasy
  D1
  Down to E1
  Down  
  to F1
  E1
  D3
  E2
  E3
  F1
  F2
  F3
  F4
  D2
  1 square = 10 feet
  1 square = 10 feet
  1 square = 5 feet
  
  Printed in China
  PZO9537
  Pathfinder Module 
  The Moonscar
  For millennia, a complex plot has brewed 
  in a demonic jungle on the surface of the 
  moon—a plan by the patient and sinister 
  succubi of the Moonscar to kidnap and 
  brainwash the people of Golarion. Now a 
  long-dormant portal linking the moon to 
  Golarion has returned to life, accelerating the 
  demon queen’s designs. Only the brave PCs can 
  venture to the surface of the moon, navigate the 
  treacherous Abyssal jungle called the Moonscar, and delve 
  into the depths of the Insatiable Queen’s subterranean 
  palace of torture, seduction, and depravity. Can the heroes 
  rescue the kidnapped people of Golarion and return them 
  to their positions of power and prominence, or is it too 
  late for the unfortunate victims of the demon queen 
  of the moon?
  The Moonscar is an adventure of extraplanetary 
  exploration for 16th-level characters, written 
  for the Pathfinder Roleplaying Game and 
  compatible with the 3.5 edition of the 
  world’s oldest RPG. This volume also 
  includes a gazetteer of a wilderness 
  region of Golarion that contains a gate 
  to the moon amid the ruins of an ancient 
  astronomical research station, a detailed dungeon complex 
  beneath the surface of a lunar jungle, and a brand-new space 
  monster, all of which can be easily adapted for use in any 
  campaign setting.
  paizo.com/pathfinder
  Demons in Space
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/The Moonscar.pdf