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Shards of Sin GM Resources

Shards of Sin is part 2 of 6 of the Shattered Star Adventure Path; that book is necessary to run the adventure but Pathfinder Fate Accelerated write ups are provided for the various opponents and challenges faced therein. Use the linked to documents as relevant to the published adventure.

Part 4: A Legacy Of Wrath

Once the adventurers have cleared Crow Tower and entered the secret ancient lair below it, they have begun part 4 of the adventure.

Thassilonian Laboratories

Lab

C1: Ancient Welcome

A very large disgusting larva-like maggot producing abomination dwells within this room, circling a tall red statue of the Runelord of Wrath.

Large Maggoty Mess, Chaotic Spawn, Outsider

Good At: Throwing My Disgusting Bulk Around: (+4)

Bad At: Sentience (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Sharp Senses: Because I have sharp senses that alert me to nearby threats, I gain +2 to notice anything moving in my zone or an adjacent zone.

Demonic Durability: Because my demonic nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Abyssal Larva

Demonic Immunity (-3): Because of my demonic nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts 2 extra shifts of stress against me.

Immune To Mind-Affecting: Because I am immune to mind-affecting abilities, I am unaffected by any malign effect that relies on mental coersion or disorientation.

Maggot Spray: Once per session, I may spew maggots at a single target in my zone. I gain +4 to create advantage and if successful I attach the situational Aspect Sickened on the target; the difficulty to overcome this Aspect if it is applied is Fantastic (+6).

C2: Elemental Guards

A pair of weak fire elementals live within this room.

Elemental Fire, Burn It All Up!

Good At: Burning (+3)

Bad At: Sentience (-2), Resisting Water and Cold (-2)

Hits: [1][1]  

Up to five (5) small elementals can form a mob. Add two (2) stress per elemental. +1 to attack and create advantage for every additional remaining elemental.

Note that Burning applies to any action where fire is relevant.

Small Fire Elemental

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Made Of Fire (-3): Because I am made of fire; I gain +1 to attack and defend while Burning. If I get a boost while attacking or defending in this way, I may upgrade the boost to apply the Aspect On Fire! with three (3) free invokes on it to the opponent I am engaged with. This Aspect is automatically invoked at the beginning of each exchange to inflict 2 stress on the victim. It is a Good (+3) difficulty to overcome this Aspect.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

C3: The Suzerain

This is the "throne room" of the Imp Suzerain of Little Erebus and some of its lemure minions.

Mindless Drone, The Least of Devils, Outsider

Good At: Clumsily Attacking (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Lemures are not very powerful, but they can take a hit. Treat Lemures as a mob, adding +3 stress per additional Lemure.

Lemure

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C4: Ancient Distellery

More lemures

Mindless Drone, The Least of Devils, Outsider

Good At: Clumsily Attacking (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Lemures are not very powerful, but they can take a hit. Treat Lemures as a mob, adding +3 stress per additional Lemure.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C5: Abandoned Storage

There is a clockwork servant to be found in here, which can be activated with a key found elsewhere in the adventure.

C6: Mindless Guardians

There are Nupperibos, a devil even lamer than Lemures, guarding this room.

Mindless Drone, The Least of Devils, Outsider

Good At: Poking Things With A Spear (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Nupperibos are not very powerful, but they can take a hit. Treat Nupperibos as a mob, adding +3 stress per additional Nupperibo.

Nupperibo

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C7: First and Second Thassilonians

The second pillar in this room is a rare depiction of the seven original Runelords.

Original Runelords of Wrath, Ancient Thassilon

Good At: Being Obscure; difficulty for a Clever character to recognize what the pillar represents is Fantastic (+6)

Original Runelords of Wrath, Ancient Thassilon

If an adventurer makes a faithful representation of the pillar, they can later sell it to historians or turn it over to the Pathfinder Society for a reward. The difficulty to document the find well enough while being Carefully Focused is Superb (+5).

C9: Fighting Pit

Two imps entertain themselves by making a pair of nupperibos fight each other.

Mindless Drone, The Least of Devils, Outsider

Good At: Poking Things With A Spear (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Each three stress represents one Nupperibo

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C11: Lemure Prison

More lemures

Mindless Drone, The Least of Devils, Outsider

Good At: Clumsily Attacking (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Lemures are not very powerful, but they can take a hit. Treat Lemures as a mob, adding +3 stress per additional Lemure.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C12: Lord Baz's Room

The other would be potentate of these dungeouns resides here, Lord Baz. An accuser devil (also known as a Bezub), they excel at lying. For some reason, even though Lord Baz is significantly more powerful than the Suzerain of Little Erebus (and even has two other imps working for him), apparently he's too cowardly to wipe out the upstart imp.

C13: Occupied Guardroom

Two nupperibos are in here.

Mindless Drone, The Least of Devils, Outsider

Good At: Poking Things With A Spear (+2), Being Disgusting (+2)

Bad At: Independent Thought (-8)

Hits: [1][1][1]  [1][1][1]  

Nupperibos are not very powerful, but they can take a hit. Treat Nupperibos as a mob, adding +3 stress per additional Nupperibo.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C14: Stink's Redoubt

An advanced Lemure dwells in here

Developing Independence, The Least of Devils

Good At: Clumsily Attacking (+2), Being Disgusting (+2)

Bad At: Independent Thought (-2), Being Brave (-4)

Stress [1][2][3]

Mild (2)

Moderate (4)

Stink does not want to fight, and will flee or concede rather than be taken out if given the chance. However, if it takes a Moderate consequence, it flies into a rage and each exchange thereafter until taken out it may make an attack on all opponents in its zone without splitting shifts.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

C15: The Sea Stair

Reefclaws are in residence.

Underwater Entrance, Covered By Silt And Detritus

Good At: Not Being Detected; difficulty to notice with a deliberate search is Superb (+5)

The difficulty is to spot the stairs from outside. Those already inside 'Little Erebus' can see the stairs just fine.

Ferocity, Pincers, Aquatic

Good At: Snipping (+2), Grabbing (+2), Swimming Fast (+2)

Bad At: Self Preservation (-4)

Hits: [1][1]

Due to their ferocity, reefclaws fight as individuals. However, multiple Reefclaws do not coordinate their attacks or cooperate; they mindlessly attack the most easily reached target.

Reefclaw

Ferocity, Pincers, Aquatic

Good At: Snipping (+2), Grabbing (+2), Swimming Fast (+2)

Bad At: Self Preservation (-4)

Hits: [1][1]

Due to their ferocity, reefclaws fight as individuals. However, multiple Reefclaws do not coordinate their attacks or cooperate; they mindlessly attack the most easily reached target.

Reefclaw

C16: Underwater Observation

An underwater wall of force enabled observatory.

Pro Tip: the source material offers a pair of Scrolls of Waterbreathing here. However, if your party doesn't contain arcane spellcasters, feel free to have these be Potions of Waterbreathing instead. Also, don't feel compelled to restrain the number at two either. If it facilitates keeping the adventure moving, let there be a couple of cases of the damn things laying around.

Underwater Observation Windows, Obscured By Seaweed

Good At: Not Being Detected; difficulty to notice is Great (+4)

The difficulty is to spot the force walls from outside. Those already inside 'Little Erebus' can see them just fine.

Hidden Slat

Good At: Not Being Detected; difficulty to notice is Great (+4)

Two scrolls of waterbreathing are stashed here from 10,000 years ago. Good thing magic doesn't have a shelf life.

Magical Spell Trapped On Paper, Faintly Magical (Transmutation)

Benefit: +2 to cast Water Breathing.

Uses: [1][1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

This item requires Arcane +1 or better to use.

Arcane Spell (Transmutation), Buff

Create advantage while Quickly Arcane to apply the spell Aspect Magical Water Breathing to myself. I may invoke this Aspect to breathe underwater for a scene.

Overcoming Spell Aspects is explained in the Simple Magic guidelines.

C17: Defective Trap

A busted but still dangerous fireball trap in the form of a statue of Alaznist is within this room.

Blow It All Up, Big Red Statue Of Alaznist

Good At: Not Being Detected; difficulty to notice using mystical senses is Good (+3), and the difficulty to notice if deliberately inspecting while Roguish is Fair (+2)

Bad At: Difficulty to disable me using antimagic or Roguish is Great (+4)

The trap sputters and emits smoke for an exchange before detonating.

  • Fireball Go Boom: if there are lifeforms moving in my room and none of them bear the Rune of Wrath, every odd numbered exchange I emit smoke and sputter as my flames build up and every even numbered exchange I gain +4 to attack all targets in my room without splitting my shifts.

C18: Hall of Fleshwarping

This is another room offering the discovery of ancient mysteries.

The Tangle Of Ruined Equipment Is Difficult Terrain

Armies Of Bakrakhan At Hollow Mountain, Alaznist, Ancient Thassilon

Good At: Being Obscure; difficulty for a Clever character to recognize what the mural represents is Great (+4)

The Demon Lord Yamasoth, Ancient Thassilon

Good At: Being Obscure; difficulty for a Clever character to recognize what the mural represents is Fantastic (+6)

Armies Of Bakrakhan At Hollow Mountain, Alaznist, The Demon Lord Yamasoth, Ancient Thassilon

If an adventurer makes a faithful representation of the mural, they can later sell it to historians or turn it over to the Pathfinder Society for a reward. The difficulty to document the find well enough while being Carefully Focused is Superb (+5).

C19: Wet Caverns

More damp places ideal for meeting new and interesting oozes.

A Shapeless Mass Of Living Liquid Protoplasm

Good At: Seeing Without Sight (+2), Acidic Slime (+4), Resisting Physical Attacks (+2), Immune to Fire and Cold, Can Dissolve Metal

Bad At: Sentience (-4), Being Solid (-2), Cannot Disolve Stone

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

C20: Rift Siphon Labyrinth

A maze-like gate to other planes...currently connected to Hell. Also, there is a Hellhound wandering around in the maze.

Extra Planar Gate

Difficulty for an adventurer with knowledge of the planes of existence to figure out the nature of the Siphon is Good (+3). The difficulty for adventurers with arcane knowledge to figure out how to turn off or repurpose the Siphon is Superb (+5). It is probably not possible for other characters to figure it out, but enough havok wreaked on the maze will eventually break it.

Swift And Cunning Hunter, Always Alert, Flaming Fury, Outsider

Good At: Burning Things (+3), Noticing Things (+1), Tooth And Claw (+2)

Bad At: Resisting Cold (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob. Hellhounds fight together as a pack, but using individual tactics to herd, flank, and outmaneuver prey.

Hellhound

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Relentless Tracker: Because I am so good at tracking my prey, I get +2 when I create advantage or overcome challenges related to tracking things down in wilderness settings.

Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.

Diabolic Immunity (-3): Because of my infernal nature, I am immune to electricity, fire, disease, and poison. However, positive energy inflicts two (2) extra shifts of stress against me.

Breath Of Infernal Flame (-2): Because of my infernal nature twice per conflict I may breathe a cone of fire, gaining +2 to attack one or more targets in my zone and one adjacent zone. If I split my shifts between multiple targets each target suffers a -2 penalty to defend against this attack.

C21: Warning Chamber

A locked door...

Old Lock

Good At: Keeping People Out; difficulty for a Roguish character to overcome the lock is Good (+3). The difficulty to overcome the lock using magic is Superb (+5). The difficulty for a Focused or Combative adventurer to just kick the door in is also Superb (+5)

C22: Specimen Lab

Disgusting fleshdregs remain here.

Disturbing Makeshift Sinpawn, Mindlessly Aggressive

Good At: Biting And Clawing (+2)

Bad At: Sentience (-2)

Hits: [1][1][1][1][1][1]

Each two stress represents one fleshdreg. Grant a +1 bonus to attack with Biting and Clawing for each remaining fleshdreg beyond the first.

Fleshdregs

C24: Southern Guardpost

Three aquatic sinspawn of wrath have been trapped in the pool in this room for millenia. They are not amphibious and thus cannot exit the water, but ecstatically attack anything entering the pool. Just use the standard Sinspawn of Wrath write up, adding an "Aquatic" Aspect.

Thassilonian Sewer

Sewer

D2: Treachery At Every Step

No Floor, Spanned By Two Unstable Bridges, Air Is Poisonous And Flammable

Good At: Being Difficult To Cross. Difficulty to get to the other side without falling into the water is Good (+3).

Bad At: Hindering nimble and atheletic people; difficulty to cross while Roguish or Focused is only Average (+1)

  • Depending on how granular a GM wants to get, this room can present a single overcome or full-blown challenge. Clever use of magic or gear can circumvent it altogether.
    • The simplest way across is to use the bridges that stretch across the watery pits. Either bridge will give way if more than about 250 lbs is on it at once, but otherwise it will hold. The challenge presented above represents this.
    • The air is poisonous. After a few minutes or exchanges, the room makes a +1 Sneaky attack against everyone in the room with a need to breate air without splitting shifts, and again every exchange thereafter adding a cumulative +1 bonus each exchange. Any consequences inflicted should generally relate to aphyxiating, unless something fits the narrative better. Note that this is not a magical attack.
    • The air is flammable. If an open flame or spark is introduced in the room, it ignites the air. Treat this as a +4 Forceful fiery attack against everyone in the room without splitting shifts. If this happens, the air is cleaned of poison for the scene. Note that this is not a magical attack. Also note, everburning "torches" and similar sources of magical light that do not give off heat do not count as "open flame".
    • If someone falls into the pit below, use the pit write up provided.

Ten Foot Deep Water Pit, Stagnant

Good At: Hard To Climb Out Of (+2)

Generally, falling in is harmless...unless a character is passing out due to aphyxiating from the gas in the air...in which case they probably end up drowning to death unless something narratively creative occurs.

D4: Hazardous Slime

More damp places ideal for meeting new and interesting oozes.

A Shapeless Mass Of Living Liquid Protoplasm, Bright Green

Good At: Seeing Without Sight (+2), Caustic Slime (+4), Resisting Physical Attacks (+4), Can Dissolve Wood and Metal

Bad At: Sentience (-4), Being Solid (-2), Resisting Fire Cold or Sunlight (-4), Resisting Cure Disease (-4), Cannot Disolve Stone

Hits: [1]

This pernicious mold occupies an area of roughly five square feet for each hit box it has.

Treat as a mob, adding together the hit boxes of all the individual molds that join together. +1 to attack with Caustic Slime for every five (5) hit boxes.

D5: The Lost Captain

A sad tale of sad sad woe awaits in this room. If the adventurers give it a chance to unspool, there is a hook for a sidequest to be found here.

D7: Sewer Falls

A couple of vicious Cave Morays hide within sewer pipes here.

Ferocious, Perceptive, Ambushcade

Good At: Nasty Bites (+2), Multiple Unusual Senses (+2), Natural Camouflage (+2)

Bad At: Self Preservation (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Ambusher: Because I am so good at ambushing my prey, if I am able to surprise an opponent I gain +4 to attack in the first exchange.

D8: Derro Naturalists

There are three different derro...scientists of sorts. Use the following template for all three, and then the mods listed below for each individual.

Insane Aberrant Dwarves, Darklands Faction, Experimental Pharmacologists and Poisoners

Good At: Sneaky (+2), Roguish (+3), Arcane (+1)

Bad At: Cooperating (-2), Being Liked Or Trusted By Others (-2)

Hits: [1][1]  

Derro are thought to be a myth even by most of the few people who have heard rumors of them. They are strange small humanoids who are addicted to a strange fungus that addles their thoughts and fills them with a kind of mania. Rabidly xenophobic, Derro are sneaky and dangerous foes that use strange mind-affecting drugs and poisons.

Derro

Up to five (5) derro will form a mob. Add two (2) hit boxes per derro. +1 while attacking and defending for every three (3) derro remaining.

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Immune To Mind-Affecting: Because I am affected by a persistent mental condition, I am immune to other forms of insanity and Mind-Affecting effects.

Ghost Sound: Becuase I'm a derro, I can make illusory sounds up to two zones away at will and I can justify create advantage actions when illusory sounds are relevant.

Derro Darkness: Because I am a derro, as an action I have the ability to add the situational Aspect Darkness to my zone or an adjacent zone. This effect provides active Good (+3) defense to notice attempts and targeted abilites. This Aspect lasts for four exchanges, though it can be overcome and removed by a character with Arcane, Divine, or Primal of +3 or higher opposed by a Superb (+5) difficulty. Thanks to my Darkvision, I am not affected by this.

Vulnerability To Sunlight (+1): Because I am vulnerable to bright light, I suffer -1 to all 4dF resolutions while exposed to sunlight or other intense light. If exposed to sunlight for more than an hour, my [1] stress box is considered to be checked at all times; I recover from this after being in darkness for at least an hour.

  • Caedimus: no modifications
  • Portioque: carries an "injection spear" that injects brown mold spores. Basically, grants +1 to attack in melee and allows boosts to be upgraded into a Aspect called Freezing Cold on the target.
  • Atlatia: carries a Wand of Charm Person (19 charges).

D9: Caedimus's Laboratory

Caedimus may be encountered here or elsewhere, but there is a Carrion Golem here regardless.

D10: Portioque's Laboratory

Portioque may be encountered here or elsewhere, but there is a Darkmantle and Brown Mold here regardless.

Able To Look Like A Stalagtite, Perceptive, Ambushcade

Good At: Enveloping Constriction (+2), Multiple Unusual Senses (+2), Natural Camouflage (+2)

Bad At: Resisting Edged Weapons (-2), Sentience (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Darkmantle

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Blindsight (-2): Because I have unusual senses that do not rely upon sight I can sense invisibile things that are near me; I gain +2 to notice anything moving in my zone or an adjacent zone and I can sense things that are invisible.

Ambusher: Because I am so good at ambushing my prey, if I am able to surprise an opponent I gain +4 to attack in the first exchange.

Darkmantle Darkness: Because I am a darkmantle, as an action I have the ability to add the situational Aspect Darkness to my zone or an adjacent zone. This effect provides active Good (+3) defense to notice attempts and targeted abilites. This Aspect lasts for four exchanges, though it can be overcome and removed by a character with Arcane, Divine, or Primal of +3 or higher opposed by a Superb (+5) difficulty. Thanks to my Darkvision, I am not affected by this.

A Shapeless Mass Of Living Liquid Protoplasm, Brown, Feeds On Heat, Rapid Growth

Good At: Seeing Without Sight (+2), Heat-draining Cold (+2), Resisting Physical Attacks (+4)

Bad At: Sentience (-4), Being Solid (-2), Resisting Cold (-4),

Hits: [1]

This pernicious mold occupies an area of roughly five square feet for each hit box it has.

Treat as a mob, adding together the hit boxes of all the individual molds that join together. +1 to attack with Heat-draining Cold for every two (2) hit boxes.

Rapid Growth When Heated: When stress from heat or fire attacks is inflicted on me, rather than take stress I instead add new hit boxes and grow to occupy an additional five foot square for each added hit box.

D11: Atalatia's Laboratory

Atalatia may be encountered here or elsewhere. There may also be one or more tortured prisoners / guinea pigs. Finally, she has a stash of mind altering substances.

D13: Forgotten Corridor

A well preserved carcass of a shriezex spider can be found in here. Smarty pants adventurers have an opportunity to show off their smarty pantsedness.

Aberration Lore, Magnimar Lore

Good At: Being Obscure; difficulty for a Clever character to recognize the carcass as being a shriezex is Superb (+5)

Bad At: Stumping Experts In Aberrations Or Magnimarian Lore; difficulty to recognize the carcass as being a shriezex is only Fair (+2)

D14: Khrysm's Laboratory

Pro Tip: Khrysm is sort of the defacto "boss fight" of the Shards of Sin by virtue of being the last tough named villain the adventurers will face as they get to the end of the dungeon. However the derro kindapping sub-plot of this adventure is not essential to the search for the Shards of the Sihedron. But, of course, the players don't know that. So, unless you want the campaign to get sidetracked chasing down derro tangents, or wandering off into the Darklands, be careful to not let this encounter de-rail the search for the Shards.

Khrysm is fairly dangerous, though a determined group should be able to take her out with effort. However, don't hesitate to have Khrysm just decide to retreat back into the Darklands rather than have the group fail to defeat her and thus halt the forward progress of the story.

Khrysm has two homunculi that look just like her.

Should the adventurers defeat Khrysm, on her belt is a ringlet containing the keys for the doors in area "D12" of the adventure. Some coinages and personal effects taken from victims can be found scattered haphazardly around the room; Khrysm has no particular interest in loot and such things just end up wherever they end up.

D15: Sihedron Shrine

A pair of ancient Shriezyx spiders have been trapped in temporal stasis...but are released when the adventurers breach the doors.

Many-legged, Aberration, Afraid Of Fire

Good At: Poison Bite (+5), Exotic Senses (+3), Resisting Damage (+3)

Bad At: Fire (-4)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

Shriezyx

Web: Because I can spin sticky entrapping webs, when I Spin A Web I am able to project a disgusting stream of sticky goo from my abdomen at targets within my zone or in an adjacent zone. To do this I create advantage vs a Mediocre (+0) difficulty; the target may defend. If successful I attach a Trapped In A Web effect to the target.

Disgusting Sticky Mess, High Tensile Strength

Good At: Holding Trapped Target Immobile (+4)

Hits: [1][1][1]

Anchored to target.

Many-legged, Aberration, Afraid Of Fire

Good At: Poison Bite (+5), Exotic Senses (+3), Resisting Damage (+3)

Bad At: Fire (-4)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

Shriezyx

Web: Because I can spin sticky entrapping webs, when I Spin A Web I am able to project a disgusting stream of sticky goo from my abdomen at targets within my zone or in an adjacent zone. To do this I create advantage vs a Mediocre (+0) difficulty; the target may defend. If successful I attach a Trapped In A Web effect to the target.

Disgusting Sticky Mess, High Tensile Strength

Good At: Holding Trapped Target Immobile (+4)

Hits: [1][1][1]

Anchored to target.