TEXT: By Cole Kronewitter
  TORRENT’S LAST WILL
  PATHFINDER SOCIETY SCENARIO #8-20 
  TIER 7–11
  
  Pathfinder Society Scenario #8–20: Torrent’s Last 
  Will is a Pathfinder Society Scenario designed for 
  7th- through 11th-level characters (Tier 7–11; 
  Subtiers 7–8 and 10–11). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Cole Kronewitter
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Eric Belise, Paul Guzenko, 
  Andrew Hou, and Jeff Lai
  Cartographer • Sean Macdonald
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer 
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, Adrian Ng, 
  Joe Pasini, and Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or 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 Game Content: All trademarks, registered 
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  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics 
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  reproduced in any form without written permission.
  Pathfinder Society Scenario #8–20: Torrent’s Last Will © 2017, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered 
  trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder 
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  GM ResouRces
  Torrent’s Last Will makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary 2, 
  Pathfinder RPG Bestiary 4, Pathfinder RPG: Advanced Player’s Guide (APG), Pathfinder RPG: 
  GameMastery Guide, Pathfinder RPG: Monster Codex, and Pathfinder RPG: Ultimate Equipment 
  (UE).  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, and 
  the relevant rules from the Bestiary volumes and the Monster Codex are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Torrent’s Last Will                   2
  Player Handout                     20
  Appendix                              21
  Map                                   25
  Chronicle Sheet                    26
  
  3
  tribes of the Lambent Bloom under his rule. His ambition 
  unsated, the sahuagin next turned his hungry gaze to a new 
  target: Vialesk, the underwater metropolis.
  Fortunately for Vialesk, a Pathfinder agent named Zahra 
  recently uncovered legends of Lysianassa’s lost servant and 
  organized an expedition to explore the Lambent Bloom, with 
  funding from the brine dragon Razethka. When the expedition 
  ran afoul of Zemdar’s machinations, Zahra called in a team of 
  Pathfinders for aid. Unbeknownst to Zahra or the Pathfinders, 
  Razethka had orchestrated this entire chain of events by 
  ensuring that Zahra would uncover the knowledge and have 
  means to search for the shell. As a recently dethroned brine 
  dragon, Razethka desperately wants a tribe of lesser creatures 
  to rule over, but she is too weak to conquer the shell herself. 
  She hopes that when the Pathfinders finally reach the shell, 
  they can kill Baron Zemdar, allowing her to assume control 
  of his tribe and gain dominion over all the sahuagin of the 
  Lambent Bloom and the Throne of Deep Currents.
  SUMMARY
  Zahra gathers the PCs for an expedition to Riam’s shell. 
  Based on her knowledge about the ancient site—knowledge 
  that the brine dragon Razethka ensured would fall into her 
  hands—she believes that it is the most likely place to find 
  a source of elemental power for the Plane of Water. After 
  forming an expedition party, which includes Razethka and a 
  troupe of Vialesk’s maridar (a group of undines that makes 
  up the majority of Vialesk’s population), the PCs arrive at the 
  shell with little difficulty. As the expedition approaches the 
  U
  ntold ages ago, the evil elemental lord of water, 
  Kelizandri, conspired with the villainous lords of 
  air, earth, and fire to defeat his rival, Lysianassa, 
  the good elemental lord of water. After a great battle, 
  Kelizandri imprisoned Lysianassa inside a gem called the 
  Gasping Pearl and scattered her servitors throughout the 
  multiverse. Foreseeing her downfall, Lysianassa used the last 
  of her strength to breathe into an enchanted decanter. She 
  then entrusted this artifact to her most powerful servant, a 
  colossal nautilus named Riam the Unyielding. The decanter 
  came to be called The Breath of Lysianassa, for wielding it 
  granted dominion over the currents and tides of the Plane 
  of Water. Riam fled with the artifact, hoping to govern the 
  seas in Lysianassa’s absence.
  Kelizandri quickly discovered Lysianassa’s plan, however, 
  and dispatched nine brine dragon wyrms to pursue Riam. 
  They eventually caught the nautilus near the Lambent 
  Bloom, a forestlike school of giant pink jellyfish. A titanic 
  battle followed, and Riam was mortally wounded. Hoping to 
  save The Breath of Lysianassa, the nautilus dove deep into the 
  jellyfish forest and was lost among the blooms. The wyrms 
  long searched the forest, but the stings of the jellyfish and 
  the magical wards on Riam’s shell stymied their efforts, and 
  they eventually abandoned the search. With no one left to 
  wield The Breath of Lysianassa, the currents of the Plane of 
  Water inevitably began to slow over time. 
  In the eons that followed, the scattered followers of 
  Lysianassa found Riam’s body, which was now merely an 
  empty shell. They made pilgrimages to the shell to bury 
  their honored dead and carved it into a beautiful temple 
  in remembrance of their goddess. Eventually, however, the 
  followers of Lysianassa dwindled and passed away. The 
  location of the shell was lost to legend.
  Since that time, many tribes of humanoids have found 
  the shell and called it home, including merfolk, savage 
  merrows, and wandering murajaus. Most recently, a tribe of 
  sahuagin captured the shell. After conquering the temple, 
  the sahuagin’s leader, Baron Zemdar, discovered the Throne of 
  Deep Currents—a massive nacre seat that channels the power 
  of The Breath of Lysianassa. Zemdar brought the disparate 
  TORRENT’S 
  LAST WILL
  By Cole Kronewitter
  Torrent’s Last Will begins in the planar metropolis of 
  Vialesk and then immediately heads into the Plane of 
  Water, where the Pathfinders explore a lost temple hidden 
  within a jellyfish forest. For further information on Vialesk 
  and the Plane of Water, see Pathfinder Campaign Setting: 
  Planes of Power, available at bookstores and hobby shops 
  everywhere and online at paizo.com. 
  Where on the Planes?
  
  Zahra
  PATHFINDER SOCIETY SCENARIO
  4
  shell, they encounter and defeat Baron Zemdar in a pitched 
  battle. With the enemy routed, Razethka and the maridar 
  leave the PCs to explore the shell while they hunt down the 
  fleeing sahuagin. 
  Inside, the PCs have a chance to learn the history of 
  the shell as they wind their way into center of the temple. 
  There they meet a bound monadic deva named Aquel, who 
  informs them that the long history of bloodshed and strife 
  inside Riam’s shell has made the nautilus’s spirit unquiet. 
  In order to recover The Breath of Lysianassa, the Pathfinders 
  must cleanse the shell by dispelling a haunt and laying a 
  corrupted priest to rest. After the PCs retrieve the artifact, 
  Aquel warns them that Razethka has betrayed them and 
  is waiting in ambush at the shell’s entrance. On their way 
  out of the shell, the PCs battle Razethka and her newly 
  cowed sahuagin minions inside a coral garden. After 
  vanquishing the dragon and freeing her maridar 
  hostages, the PCs can return to Vialesk triumphant. 
  GETTING STARTED
  Read or paraphrase the following to get the 
  adventure underway. Before beginning 
  the adventure, check to see if 
  any of the PCs have played 
  Pathfinder Society Scenario #8–19: 
  Treacherous Waves, and if they 
  received at least one Prestige Point 
  for the adventure.
  The din of a great metropolis fills the giant 
  air bubble encasing Splendor’s Docks, the 
  district where trade goods and travelers 
  usually arrive in the city of Vialesk. The smells 
  of fish, salt, and strange spices waft through 
  the air at the docks. Outside the air bubble, 
  a pod of whales lazily circles the city, tended 
  by an ocean giant shepherd. A blue-skinned 
  woman wearing gossamer robes approaches 
  through the bustling crowd.  
  “Hail, 
  Pathfinders!” 
  the 
  woman 
  calls, 
  “Welcome to Vialesk, greatest city in the Plane 
  of Water. My name is Zahra; I am the Pathfinder 
  currently organizing our interests on this plane. 
  We have much to discuss.
  “Over the past several years, I have slowly 
  pieced together rumors and legends pointing to 
  the location of a hidden font of elemental power. 
  I believe an artifact is stored away 
  inside a giant seashell hidden 
  within the Lambent Bloom— 
  a forest of jellyfish. I set out 
  to inspect the shell recently, 
  but my expedition ran afoul 
  of a spy working for the shell’s current occupants. It seems that 
  it is currently inhabited by a tribe of sahuagin under the rule of 
  a cunning leader named Baron Zemdar. With the help of other 
  Pathfinders agents, I discovered that Zemdar is using the power 
  of the shell to control the tides.” 
  If any of the PCs have played Treacherous Waves and 
  received at least one Prestige Point, Zahra thanks them by 
  name and continues.
  “And thanks to valiant agents like my friend here, we were able 
  to thwart Zemdar’s plot to redirect the course of the Lambent 
  Bloom directly into Vialesk, covering the city in a pink jellyfish 
  doom. According to his spy’s logs, Zemdar planned to raid the city 
  and make off with whatever treasures his warriors could carry 
  during the ensuing chaos. Zemdar himself still lurks within the 
  shell, and I can think of no one I trust more than you to 
  put an end to the threat he poses to Vialesk.”
  If any PCs played Treacherous Waves and 
  none of them earned at least one Prestige 
  Point, she instead says the following.
  “I do not blame you for being unable to stop Zemdar 
  from striking against Vialesk. He must be brought to 
  justice for his deeds, and I trust that you will be 
  able to ensure that no more lives or property are 
  lost to his machinations.”
  If none of the PCs have played Treacherous 
  Waves, she simply says that Zemdar’s power 
  over the tides poses a looming danger to 
  the citizens of Vialesk. 
  No matter which adventures 
  the PCs have played previously, 
  she continues.
   “To this end, I have organized a new 
  expedition in partnership with the city guard 
  and a brine dragon ally named Razethka. We will 
  lead the expedition to the shell and help deal 
  with the sahuagin threat. Then, once Zemdar 
  is defeated, we can freely explore the 
  site and locate the artifact hidden 
  inside. Additionally, I believe the 
  shell acts as a magical amplifier 
  of sorts, so once we remove 
  the artifact, we might be able 
  to redirect the shell’s energies 
  to more useful purposes. 
  “We have roughly twenty-
  four hours until the expedition 
  departs, so use this time to prepare.” 
  
  5
  TORRENT’S LAST WILL
  “You should be able to find whatever supplies you need in the 
  markets of Vialesk. Razethka will be able to provide you with 
  unlimited water breathing spells, but it might be wise to pick up 
  additional underwater supplies. There will be no air once we leave 
  the city. Also make sure you stop by the Azure Armory; I have 
  arranged for the city guard to loan you weapons designed for 
  underwater fighting from their stockade, if you desire.” 
  Zahra does her best to answer the PCs’ questions before 
  letting them depart to procure supplies. 
  What do we know about the shell? “The shell once 
  belonged to a massive nautilus named Riam the Unyielding, 
  who was a chief servant of Lysianassa, the good elemental 
  lord of water. Kelizandri, the evil elemental lord of water, 
  defeated Lysianassa long ago, but before her defeat, 
  Lysianassa entrusted Riam with a portion of her power. 
  Riam fled with it into the wilderness, but he was eventually 
  overcome and fatally wounded by minions of Kelizandri. 
  I believe Riam’s shell was lost within the Lambent Bloom, 
  however, so Kelizandri never discovered the artifact inside 
  it. After that, I believe the shell was used as a pilgrimage site 
  for a time and then eventually became inhabited by tribes of 
  bloodthirsty humanoids. It is hard to say for certain because 
  the shell is warded against divination magic.
   “I suspect that the pilgrims of Lysianassa viewed the 
  shell as a holy site and they have probably hidden away the 
  artifact somewhere in the shell. To find it, be respectful and 
  pay special attention to the religious symbols and traditions 
  that you might find inside the shell.” 
  Can you tell me about Razethka the Scarred? “Razethka is 
  a powerful brine dragon that helped fund my first expedition 
  to the Lambent Bloom. I looked into her past before we 
  became partners, so I know that she once ruled a tribe of 
  locathahs in the Brackish Empire. She was dethroned years 
  ago by the schemes of a powerful kraken and still bears 
  the scars of her defeat, though she hides them well. Since 
  that time, she has lived in Vialesk and seems focused on 
  regaining her lost wealth and prestige. I wouldn’t ask about 
  her scars—she is very sensitive about them.”
  Who is Baron Zemdar? “For centuries, many petty tribes 
  of sahuagin have lived inside the Lambent Bloom and, over 
  time, they mutated to adapt to their environment. They 
  are immune to the jellyfish poison now and are covered 
  in streaks of vibrant pink camouflage. Until recently, the 
  disparate tribes continually warred amongst themselves, but 
  Baron Zemdar has somehow united them. That makes him 
  quite dangerous.”
  What is the Lambent Bloom? “The Lambent Bloom is 
  a forestlike bloom of poisonous jellyfish that is nearly one 
  hundred miles wide. Although the bloom can be navigated 
  with care, most creatures simply go around the region, 
  which is why the sahuagin have been able to flourish 
  there unimpeded.”
  Faction Notes: If there are any Dark Archive PCs in 
  the party, a tiny crab approaches them before they depart 
  for the Azure Armory and delivers a letter from Zarta 
  Dralneen (see the Player Handout on page 20). The letter 
  is wrapped around a piece of stone which is engraved with 
  instructions for channeling elemental energy across planes 
  into Dralneen’s repositories. A PC who succeeds at a DC 20 
  Knowledge (arcana) check deduces that the channeling ritual 
  is well designed and relatively safe, particularly given the 
  amount of energy that it can handle. Even if a PC completely 
  fails the ritual, she risks only minor injury.
  THE AZURE ARMORY
  The Azure Armory is a massive blue barracks built to house 
  the sprawling city guard of Vialesk. If the PCs decide to visit 
  the building, the quartermaster loans them each a masterwork 
  underwater crossbow with 40 bolts (Pathfinder RPG Ultimate 
  Equipment 17), allowing each PC to chose between a light 
  crossbow and a heavy crossbow. Additionally, if the PCs are 
  willing to leave their own weapons behind as collateral, the 
  quartermaster is willing to let them borrow an underwater 
  crossbow of equivalent value from the armory. Ignore the 
  cost of the base weapon when performing these exchanges. 
  A +1 flaming shortbow, for example, could be exchanged for a 
  +1 frost underwater light crossbow. The PCs can also exchange 
  their melee weapons for simple or martial piercing weapons 
  such as longspears, shortswords, or tridents, receiving a 
  weapon of the same value as the one they trade in. Refer 
  to the Underwater Combat section for more information 
  on fighting with weapons underwater. The quartermaster 
  is loath to give foreigners any consumable items, since he 
  assumes that the PCs are wasteful. Any PC that asks for 
  additional supplies must succeed at a DC 20 Diplomacy 
  check (DC 25 in Subtier 10–11) to change his mind. If a PC 
  succeeds at this check, the quartermaster hands her potion of 
  water breathing and a vial of antitoxin. Any PC that fails her 
  check receives nothing as the quartermaster notes, “I don’t 
  like the look of you.” 
  UNDERWATER COMBAT
  The entirety of Torrent’s Last Will takes place underwater. The 
  following summarizes the rules for underwater combat.  
  Movement: Creatures with a swim speed can use it to 
  move freely underwater. Creatures without a swim speed 
  who succeed at a Swim check can move up to a quarter 
  of their speed as a move action or half of their speed as 
  a full-round action. The DC of this check is 10 unless 
  otherwise stated. If the creature has a surface to walk along, 
  such as the bottom of a body of water, it can move at half 
  speed without a check.
  Melee Attacks: Natural attacks or attacks with bludgeoning 
  and slashing weapons take a –2 penalty and deal half damage. 
  Attacks that deal piercing damage don’t take these penalties. 
  
  Razethka
  PATHFINDER SOCIETY SCENARIO
  6
  Ranged Attacks: Thrown weapons are completely 
  ineffective underwater. Attacks with ranged weapons except 
  underwater crossbows (Pathfinder RPG Ultimate Equipment 
  17) take a –2 penalty on attack rolls for every 5 feet of water 
  they pass through, in addition to the normal penalties 
  from range. 
  Spellcasting: A creature that cannot breathe 
  water must succeed at a concentration 
  check (DC = 15 + spell level) to cast a 
  spell underwater.
  Fire: Nonmagical fire (including 
  alchemist’s fire) does not burn 
  underwater. Spells and spell-like 
  abilities with the fire descriptor 
  are not effective underwater 
  unless the caster succeeds at 
  a caster level check (DC = 20 
  + spell level). If the check is 
  successful, the spell produces 
  a bubble of steam instead of 
  its usual effect but otherwise 
  functions 
  as 
  described. 
  A 
  supernatural fire effect is not 
  effective underwater unless its 
  description states otherwise.
  Freedom of Movement: The 
  spell freedom of movement negates 
  the penalty on melee attack rolls with 
  bludgeoning and slashing weapons and 
  allows creatures to move freely in all directions as if they 
  had a swim speed equal to their base speed. Such creatures 
  automatically succeed at all Swim checks.
  Invisibility: An invisible creature displaces water and 
  leaves a visible, body-shaped absence of water where it is 
  located. The creature gains concealment (20% miss chance) 
  rather than total concealment (50% miss chance).
  THE EXPEDITION DEPARTS
  The next day, the PCs are expected to meet Zahra at the city 
  docks, where the expedition is making final preparations. 
  Twenty undines, also called maridar in Vialesk, are busy 
  strapping provisions to whale sharks. They outfit several of 
  the sharks with harnesses, allowing PCs who are not skillful 
  swimmers to tie themselves to a shark instead of relying 
  upon their own swimming abilities.
  Lounging on a bed of seaweed nearby is Razethka, a 
  large brine dragon covered with artfully groomed sea 
  anemones meant to conceal the sucker-mark scars that 
  mar her hide. The haughty dragon doesn’t converse with 
  the PCs unless they approach her first. If the PCs ask her 
  why she joined the expedition, she responds that she is 
  personally offended by the first expedition’s failure (which 
  she funded), and that she is coming along this time to 
  ensure that things are done properly. The PCs can attempt 
  a DC 27 Sense Motive check (or DC 32 in Subtier 10–11) 
  to determine that she is not telling the whole truth. If 
  she is pressed further, Razethka is willing to admit that 
  she has heard rumors of a powerful magic item hidden 
  inside the shell and wishes to examine it. Even this is only 
  a partial truth, however, since she also aims to conquer the 
  sahuagin currently living in the shell.
  When Zahra sees that the PCs have arrived, she wraps 
  up preparations and the expedition departs. All 
  told, the journey to the Lambent Bloom takes 
  three weeks of travel and passes 
  uneventfully. Razethka casts water 
  breathing on each member of the 
  expedition once a day.
  BATTLE IN THE LAMBENT 
  BLOOM (CR 11 OR CR 14)
  The party spends the last day of 
  the journey winding their way 
  through the giant pink jellyfish 
  of the Lambent Bloom, which 
  makes for slow travel. Over the 
  last hour of the journey, the 
  water around the expedition 
  begins to rhythmically ebb and 
  flow—evidence, Zahra suggests, that 
  they are nearing the shell. She directs 
  any PCs who are strapped to sharks to 
  unharness themselves and to cling instead to the shark’s 
  fins for the final approach in case they need to be able to 
  move about freely. When the PCs finally reach the shell, 
  read or paraphrase the following.
  A fantastical forest of giant jellyfish fills the water with a soft pink 
  glow. Glimpses of a massive shell, covered with swirls of orange 
  and white, can be caught through the jellyfish tendrils ahead. 
  Suddenly the water reverberates with a rhythmic clanging as an 
  alarm chime is sounded. Swarms of sahuagin and sharks seethe 
  outward from the shell and ready themselves for battle.
  “I will deal with the vermin on the right,” growls Razethka as 
  she darts away into the jellyfish. 
  “The maridar and I will handle the foes on the left,” shouts 
  Zahra, “Pathfinders, head to the middle and slay Baron Zemdar!”
  With separate battles raging to the left and right of them, 
  the PCs are left to attack the middle of the field, which is 
  held by Baron Zemdar and his strongest warriors. Fighting 
  amongst the floating jellyfish makes for a complicated 
  battlefield, so be sure to thoroughly read through the details 
  of the encounter provided below. The CR for this encounter 
  is one higher than normal to account for the underwater 
  terrain and jellyfish hazards.
  
  Sahuagin
  7
  TORRENT’S LAST WILL
  Battlefield: To set up the battlefield, place the PCs on one 
  end of the battle mat and Baron Zemdar and his minions 
  on the other, roughly 90 feet apart. Then, using miniatures, 
  piles of dice, or scraps of paper, scatter roughly 20 jellyfish 
  randomly across the battlefield. The jellyfish each occupy 
  a 10-foot square and have wispy tendrils that hang down 
  longer than 100 feet. Try to leave at least 10 feet of space 
  between each jellyfish. This setup assumes you are using 
  a standard 24-by-30-square mat. If you are using a smaller 
  mat, place fewer jellyfish on the field. 
  Hazard: The jellyfish of the Lambent Bloom have tendrils 
  covered in a mild poison. PCs can freely swim through 
  squares marked with jellyfish, but doing so automatically 
  brings them into contact with the tendrils, which hang 
  down far below each jellyfish. Each time a creature passes 
  through a jellyfish, it must succeed at a DC 20 Reflex save 
  or be exposed to one dose of jellyfish poison (contact; save 
  Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 
  1 save). For Subtier 10–11, the Reflex DC increases to 22 and 
  the Fortitude DC increases to 19. Creatures that begin their 
  turn inside a jellyfish-occupied square are automatically 
  exposed to a dose of poison. 
  Environment:  In addition to the dangers noted 
  above, the PCs must also contend with the Throne of 
  Deep Currents itself, which causes the waters around 
  Riam’s shell to course with an unnatural ebb and flow. 
  Each round on initiative count 10, the throne pulls 
  water towards it. When this occurs, all creatures on 
  the battlefield are pulled 1d6 × 5 feet toward the shell 
  (which lies behind Baron Zemdar’s side 
  of the battlefield). Creatures can resist 
  this pull and remain stationary by 
  succeeding a DC 15 Swim check. Each 
  round the flow of water reverses, so on 
  initiative count 10 of the second round, 
  all creatures are pushed 1d6 × 5 feet away 
  from the  shell. 
  Creatures pulled near each other by the 
  tide do not provoke attacks of opportunity, 
  but creatures pulled through a jellyfish must 
  succeed at a Reflex saving throw or be exposed to 
  one dose of poison. The jellyfish are attuned to the ebb 
  and flow of the waters surrounding the shell and have 
  learned to automatically adjust to the current. As such, 
  they remain stationary during the encounter. 
  Creatures: Baron Zemdar and his most trusted warriors 
  await the PCs in the center of the battlefield. Since the 
  sahuagin are immune to the poisonous jellyfish of the 
  Lambent Bloom, they try to stay within the jellyfish tendrils 
  to hamper their enemies. The sahuagin do not take any 
  gold pieces with them to battle, and the sahuagin scouts 
  (Pathfinder RPG Monster Codex 190) do not carry potions of 
  air breathing.
  Subtier 7–8 (CR 11)
  ZEMDAR 
  CR 9
  Sahuagin baron (Pathfinder RPG Monster Codex 194; see page 21)
  hp 101
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: The dragon’s arrival terrifies the 
  sahuagin, giving all of them the shaken condition. 
  Remove one sahuagin scout from the encounter. 
  Subtier 10–11: Remove Zemdar’s lieutenant from 
  the encounter.
  Scaling Battle in the 
  Lambent Bloom
  
  PATHFINDER SOCIETY SCENARIO
  8
  TACTICS
  During Combat Baron Zemdar attempts to fight the PCs from 
  within a jellyfish square, baiting the PCs into coming forward 
  to face him in melee within the jellyfish’s stinging tentacles.
  Morale Baron Zemdar fights to the death.
  SAHUAGIN SCOUTS (4) 
  CR 3
  hp 34 each (Pathfinder RPG Monster Codex 190; see page 24)
  TACTICS
  During Combat The scouts split into pairs and stay near Baron 
  Zemdar, firing their underwater crossbows from inside jellyfish 
  squares. In melee, they use acrobatics to set up flanking sneak 
  attacks. If spellcasters or lightly armored foes are isolated on 
  the battlefield, the scouts attempt to skirt other enemies to 
  attack these softer targets.   
  Morale Fueled by their blood frenzy, the sahuagin fight to 
  the death. 
  Subtier 10–11 (CR 14)
  ZEMDAR 
  CR 10
  Sahuagin Champion (Pathfinder RPG Monster Codex 191; see 
  page 22)
  hp 123
  TACTICS
  During Combat Baron Zemdar attempts to fight the PCs from 
  with a jellyfish square, baiting the PCs into coming forward to 
  face him in melee within the jellyfish’s stinging tentacles.
  Morale Baron Zemdar fights to the death.
  SAHUAGIN INFILTRATORS (3) 
  CR 7
  hp 52 each (Pathfinder RPG Monster Codex 190; see page 23)
  Gear The infiltrators do not carry stalker’s masksUE. 
  TACTICS
  During Combat Moving as a group from jellyfish to jellyfish, the 
  infiltrators attempt to skirt around frontline fighters to make 
  attacks against lightly armored foes in the rear.   
  Morale Fueled by their blood frenzy, the sahuagin fight to 
  the death. 
  ZEMDAR’S LIEUTENANT 
  CR 9
  Sahuagin Baron (Pathfinder RPG Monster Codex 194; see page 22)
  hp 101 
  TACTICS
  Before Combat Zemdar’s lieutenant drinks her potions of 
  bear’s endurance and bull’s strength, which are included in 
  her statistics.
  During Combat Zemdar’s lieutenant positions herself next 
  to Baron Zemdar and waits for foes to approach. If the 
  opportunity presents itself, she might attempt to bull rush 
  weak-looking PCs into a jellyfish. 
  Morale Fueled by her blood frenzy, the sahuagin fights to the death.
  Development: Once the PCs have slain Baron Zemdar 
  and his warriors, they have a chance to survey the rest of 
  the battlefield. Swirls of red gore drift through the jellyfish 
  bloom, and dozens of corpses, both sahuagin and undine, 
  litter the water. Slightly wounded from combat, Zahra 
  approaches the PCs and informs them that Razethka left the 
  battle early to chase down sahuagin survivors. A few lesser 
  sahuagin barons still live, Zahra explains, and they could 
  rally another army in the future if not slain.  She plans to 
  quickly regroup the remaining maridar to give chase. In the 
  meantime, she asks the Pathfinders to explore the shell. 
  Rewards: If the PCs do not defeat Baron Zemdar, reduce 
  each PC’s gold by the following amount. 
  Subtier 7–8: Reduce each PC’s gold earned by 1,510 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,824 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,158 gp.
  A. THE GREAT SHELL
  In life, Riam was a gigantic nautilus with a beautiful shell of 
  white and orange swirls. Divination and teleportation spells 
  cannot be used to pass through the shell’s walls, warding 
  creatures inside from scrying spells and similar effects. The 
  doors inside the shell are made from corroded bronze. All 
  ceilings within are 30 feet tall. Area A1 is dimly lit, and the 
  rest of the interior is dark.
  A1. The Coral Gardens
  The first time the PCs enter the coral gardens, they don’t 
  meet any creatures. Later, when they try to leave the shell, 
  Razethka and her minions wait in ambush here (see page 16).
  The entrance to the nautilus shell is a circular opening about 40 
  feet in diameter. Thick rows of purple coral reef line the inside of 
  the shell, covered with a riot of colorful plants and fish. Delicate 
  screen walls of coral sprout from these reefs and stretch from 
  the floor to the ceiling of the shell, creating hallways and rooms 
  through which water flows. Each screen is overwhelmingly 
  detailed, filled with fractal patterns and colorful murals depicting 
  sea creatures and forgotten events. Near the back of the room, 
  visible through several layers of screens, is a mound of coral with 
  a pearly throne seated at its pinnacle. 
  Long ago, worshipers of Lysianassa skilled in the art of 
  coral weaving grew these coral gardens to reflect the great 
  beauty of the sea. The following describes areas of interest.
  To accommodate a group of four PCs, reduce the number 
  of successes required to gain information to 2, 4, 6, and 
  8, respectively.
  Scaling the Coral 
  Gardens
  
  A. The Great Shell
  F : Feeder in the Depths
  R : Razethka
  C : Coral Golem
  S1
  J1
  J2
  S2
  J6
  J4
  J3
  G1
  G2
  J5
  J : Jigsaw Shark
  S : Sahuagin
  G : Galvo
  R
  C2
  C1
  F
  1 square = 5 feet
  A1
  A3
  A4
  A5
  A6
  A8
  A9
  A10
  A10
  A2
  A7
  N
  9
  TORRENT’S LAST WILL
  Unbeknownst to the PCs when they enter Riam’s shell, 
  the monadic deva Aquel in area A7 can sense the actions 
  of all creatures inside the shell if she so chooses. She was 
  conjured here long ago to judge newcomers and find a 
  suitable new guardian for the treasures of the shell. The 
  PCs’ behavior inside the shell affects how Aquel judges 
  them, measured in Judgment Points. They have the 
  opportunities to gain points in areas A1, A3, A5, A7, A8, 
  and A9, as noted in the development sections of those 
  encounter areas. The effects of Judgment Points appear in 
  Aquel’s Judgment on page 15.
  Judgment Points
  Coral Screens: Each coral screen in this room forms 
  a 30-foot wall, going from floor to ceiling. Measuring less 
  than one inch thick, the screens are filled with thousands 
  of holes, which form geometric patterns and murals. 
  Creatures hiding behind a screen wall have concealment 
  from attackers. The screen walls are incredibly fragile, and 
  creatures can break them with ease. Breaking through a 
  coral screen costs 2 squares of movement and destroys the 
  screen in that square. Creatures that do so also take 1d10 
  piercing damage from razor-sharp shards of coral.
  Coral Murals: Badly damaged from centuries of conflict, 
  the coral murals in this room are covered with a dizzying 
  display of religious iconography and complex symbols. 
  For every five minutes spent examining the murals, each 
  PC can attempt one action to decipher the hidden story 
  depicted within the murals. The PCs can use a variety of 
  skills and abilities to assist in this process. First, a PC who 
  succeeds at a DC 20 Knowledge (planes or religion) check 
  interprets a symbol and gains one success point. A PC who 
  succeeds at a DC 25 Disable Device check or a relevant DC 
  20 Craft check is able to repair a broken piece of the mural 
  and learn something new, gaining one success. At the GM’s 
  discretion, other skills may be useful in recreating the story 
  in the murals. In Subtier 10–11, the murals are more abstract, 
  which increases all DCs by 4. A PC able to speak Aquan can 
  spend time translating mural messages and gain one success 
  without a check.  Finally, a mending spell grants one success 
  and a make whole spell grants two successes. Keep track of the 
  total number of successes that the PCs accrue and consult the 
  following to see what they learn.
  3 Successes: Kelizandri, the evil elemental lord of water, 
  imprisoned Lysianassa, the good elemental lord of water, 
  inside an artifact called The Gasping Pearl long ago. 
  
  Coral Golem
  PATHFINDER SOCIETY SCENARIO
  10
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: The golem is stiff from remaining still for 
  so long. For the first two rounds of combat, treat it as if it 
  were slowed, as per the slow spell. 
  Subtier 10–11: Both golems are stiff, functioning as 
  described above.
  Scaling Encounter A6
  6 Successes: Before she was imprisoned, Lysianassa used 
  her last gasp to breathe into a magical decanter now called 
  The Breath of Lysianassa. This imbued the artifact with the 
  power to control the ocean tides. 
  9 Successes: Lysianassa gave this artifact to a giant nautilus 
  named Riam, who fled with it. Nine brine dragon wyrms 
  eventually caught and killed Riam, but his shell was lost 
  inside the Lambent Bloom. Later, pilgrims of Lysianassa 
  built a temple in the shell and subsequently used it to inter 
  their dead. 
  12 Successes: The murals indicate that The Breath of 
  Lysianassa is hidden near the center of the shell inside the 
  mouth of a giant sailfish. Hulking creatures made from 
  moving coral guard it.
  The Throne: The Throne of Deep Currents rests near the 
  back of this innermost room. It is a massive nacre chair 
  that looks big enough to seat a troll or giant. As a part of 
  Riam’s shell, the throne’s roots extend through the coral and 
  connect with the floor below. The throne acts as a control 
  platform for the powerful magic provided by The Breath of 
  Lysianassa. Becoming fully attuned to the throne requires 
  an 8-hour ritual and grants control over the ocean currents 
  within 300 miles of the shell. Once the PCs free The Breath of 
  Lysianassa from Riam’s shell in area A7, the throne loses all 
  its magical properties. 
  Development: If the PCs accrue 16 or more successes, 
  Aquel is impressed with their interest in the history of the 
  temple. Grant them one Judgment Point (see the Judgment 
  Points sidebar on page 9). 
  A2. Hallway
  Coral lines this curved central hallway, which provides the 
  only connection between areas A1, A3, A4, A5, and A6.  
  A3. Sahuagin Trophy Room
  Hundreds of skulls adorn the walls of this room, belonging to 
  humans, sahuagin, sharks, whales, and other stranger beasts. 
  Near the back of the room, an eight-foot mound of coral is artfully 
  shaped into the image of four sailfish holding aloft a flat altar. 
  Hack marks and crude scratches mar the once beautiful altar. Four 
  rotting heads, apparently human, rest atop the altar, surrounded 
  by a cloud of nibbling eels. 
  This area once served as a place of worship for pilgrims 
  of Lysianassa. Now, Baron Zemdar uses the room to 
  display trophies of his numerous kills. The four rotting 
  heads once belonged to merfolk who wandered too 
  close to the Lambent Bloom. 
  The sahuagin hacked apart the ruined altar when 
  they conquered the shell. A PC who succeeds at a DC 20 
  Knowledge (religion) check realizes that restoring the altar 
  might please the spirit of Riam or even grant the favor of 
  Lysianassa. A PC who succeeds at a DC 25 Disable Device 
  check or a relevant DC 20 Craft check or who uses the make 
  whole spell can restore the altar. In Subtier 10–11, the altar 
  is more heavily damaged, increasing the DC to repair the 
  altar by 4. If the PCs restore the altar, all PCs experience a 
  feeling of peace and gain the benefits of a bless spell that last 
  for 1 hour. 
  Development: If the PCs restore the altar or otherwise 
  show great respect for this holy room, award them one 
  Judgment Point.
  
  11
  TORRENT’S LAST WILL
  A4. Living Quarters
  A layer of coral covers the walls of this room from floor to ceiling. 
  Carved into the coral are twenty square niches filled with dead 
  seaweed, each big enough to fit a sleeping human. Shards of 
  refuse and shattered stone litter the floor. 
  This room was once an embalming room where deceased 
  pilgrims were wrapped in layers of blessed seaweed. They 
  were then placed into burial niches for several days while 
  last rites were performed before being buried permanently 
  deeper inside the temple. A PC that succeeds at a DC 20 
  Perception check or a DC 15 Craft (alchemy) check knows 
  that the stone shards were once jugs that held special 
  salves and unguents used for anointing the dead. A PC who 
  succeeds at a DC 15 Knowledge (religion) check knows that 
  this room was used for embalming the dead. 
  A5. Hatchery
  A glass sphere several feet wide is set into the peak of a large 
  coral mound in this room. Inside the sphere, crimson blood roils 
  and bubbles. Thousands of clear, trembling eggs are stuck to the 
  coral surrounding the glass sphere. 
  Nesting in the coral is a brood of sahuagin eggs—Baron 
  Zemdar’s next wave of soldiers for the coming wars. One of 
  the first things Zemdar did after conquering this shell was 
  corrupt the holy sphere in this room, which used to contain 
  holy water. Now, the sphere is filled with frenzy-inducing 
  blood for his warriors. A small glass cap is set into the top of 
  the sphere. If the PCs remove the cap, blood leaks out and 
  fills the room. PCs unfortunate enough to breathe in the 
  blood must succeed at a DC 18 Will save or become affected 
  by both a confusion spell and a rage spell (both CL 10th). 
  A PC that succeeds at a DC 20 Knowledge (arcana) check 
  (DC 24 in Subtier 10–11) discovers that the sphere magically 
  refills every 24 hours and once held holy water, but it has been 
  corrupted by foul magic. To cleanse the sphere, the PCs must 
  perform a short ritual, which requires a DC 22 Spellcraft check, 
  or a DC 18 Knowledge (religion) check combined with a bless 
  or consecrate spell. The ritual is more difficult in Subtier 10–11, 
  increasing the DCs of the required skill checks by 4. Doing 
  either of these actions causes the blood to slowly transform 
  back into holy water, which glows with a soft green light. 
  Development: If the PCs cleanse the sphere, award them 
  one Judgment Point.
  A6. The Coral Guard (CR 9 or CR 12)
  Two great bronze doors engraved with warning symbols 
  written in Aquan seal this room off from the rest of the shell. 
  Baron Zemdar’s warriors never ventured further into the 
  shell thanks to the guardians of this room. Twinkling blue 
  gems, like azure stars in a purple sky, stud the coral gardens 
  throughout the chamber.
  Creatures: Long ago, the coral weavers of Lysianassa 
  created coral golems to protect these tombs from interlopers. 
  Most  of these golems have become completely inactive 
  over the centuries. The remaining golem (or two golems 
  in Subtier 10–11) is quite ancient and seldom moves. It is 
  curled atop the reefs, requiring the PCs to succeed at a DC 27 
  Perception check to notice it and avoid granting the golem 
  a surprise round. For Subtier 10–11, the golems are better 
  concealed beneath anemone growths, increasing this DC by 
  5. As long as the coral reefs of this room still live, coral golems 
  destroyed here regenerate and return to life after one week.  
  The CR of this encounter is increased by 1 to account for the 
  underwater terrain and the coral golems’ enhanced mobility.
  Subtier 7–8 (CR 9)
  CORAL GOLEM 
  CR 9
  hp 96 (Pathfinder RPG Bestiary 4 131; see page 21) 
  Speed 30 ft., swim 30 ft.
  Skills Swim +15
  TACTICS
  During Combat The coral golem attacks the nearest creature.
  Morale The coral golem fights until destroyed.
  Subtier 10–11 (CR 12)
  CORAL GUARDIANS (2) 
  CR 12
  Advanced coral golems (Pathfinder RPG Bestiary 4 288, 131) 
  N Large construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
  hp 96 (12d10+30)
  Fort +6, Ref +6, Will +6
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +20 (1d6+13/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 15, Cha 5
  Base Atk +12; CMB +22; CMD 34
  Feats Improved CriticalB (claw)
  Skills Swim +17
  SQ aquatic reconstruction, coralgrown, powerful blows (slam)
  TACTICS
  During Combat The coral golems attack the nearest creature.
  Morale The coral golems fight until destroyed.
  SPECIAL ABILITIES
  Aquatic Reconstruction (Ex) Whenever a coral golem is 
  
  Aquel
  PATHFINDER SOCIETY SCENARIO
  12
  touching a body of saltwater of a size equal to or greater than 
  its own size, it gains fast healing 5.
  Coralgrown (Ex) The coral golem can move at full speed 
  underwater as long as it remains in contact with coral.
  Immunity to Magic (Ex) A coral golem is 
  immune to any spell or spell-like ability 
  that allows spell resistance. In addition, 
  certain spells and effects function 
  differently against the creature, 
  as noted below.
  • Any spell with the water descriptor heals a coral golem for 1d6 
  points of damage per level of the caster (maximum 10d6).
  • Transmute rock to mud slows a coral golem (as the slow spell) 
  for 1d6 rounds (no save).
  • Transmute mud to rock increases the golem’s bleed damage 
  to 2d6 for 3 rounds.
  • Soften earth and stone causes a coral golem to lose its 
  damage reduction for 3 rounds.
  Treasure: A suit of nautilus coral armor (CL 9th, aura 
  moderate transmutation) rests on the ground in this room. It 
  is a +1 full plate made of coral and pieces of nautilus shell 
  that does not give any armor check penalty on Swim checks 
  and allows the wearer to hold her breath underwater for 
  a number of rounds equal to four times her Constitution 
  score, rather than twice her Constitution score.  
  A valuable pearl is embedded in the armor. It is a pearl 
  of power (2nd level), or a pearl of power (3rd level) in Subtier 
  10–11. 
  Rewards: If the PCs do not defeat or bypass the coral 
  golem, reduce each PC’s gold by the following amount. 
  Subtier 7–8: Reduce each PC’s gold earned by 1,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,208 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,416 gp.
  A7. Inner Sanctum
  This large circular space has a vaulted ceiling. In the center of the 
  room, a pillar of pearly shell vaguely resembling a sailfish rises 
  twenty feet from the floor. 
  A figure with swirling white and orange skin sits 
  perched atop the pillar. She has enormous wings 
  sprouting from her back, shaped liked the fins of 
  a manta ray, and carries a heavy morningstar at 
  her side.
  Though 
  their 
  numbers 
  dwindled 
  for 
  years, the last priests of the temple met their 
  end when a tribe of merrows attacked and 
  conquered the first four rooms of the shell. 
  Only one priest, named Cintra Eelmaster, 
  survived by fleeing to this room. Knowing 
  that his holy order could no longer safeguard 
  the treasures hidden here, Cintra used the last 
  of his energy to conjure an angel—a monadic 
  deva named Aquel. He charged her with the task of 
  finding new guardians for The Breath of Lysianassa. As long 
  as Aquel is in contact with the shell, she can commune 
  with the spirit of Riam, which still inhabits the temple. She 
  uses this power to observe all the happenings of the shell, 
  passing judgment on the actions of any new arrivals. 
  When the PCs enter the room, read or paraphrase 
  the following.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Remove the haunt’s reflexive attack 
  against PCs who attempt to remove the tooth, and lower 
  the DC of the Strength check to remove the tooth by 4.
  Subtier 10–11: Lower the DC of the Strength check to 
  remove the tooth by 4. If the haunt succeeds at a saving 
  throw against an effect that would damage it, it takes 
  the normal amount of damage for a successful saving 
  throw rather than no damage.
  Scaling Encounter A8
  
  Galvo
  13
  TORRENT’S LAST WILL
  The winged creature stands and spreads her wings wide. “Hail, 
  mortals, and well met,” she says in a flowing voice, “I am named 
  Aquel, shieldwarden of Elysium. Long have I waited in these halls, 
  seeking a worthy charge to assume my burden. Tell me, who are 
  you and what do you know of this holy place?”
  With this question, Aquel is attempting to gauge the 
  intentions of the Pathfinders. If they are able to recount 
  how Riam died, how The Breath of Lysianassa was hidden, and 
  how pilgrims transformed the shell into a temple, Aquel is 
  pleased with their respect for the temple. Alternatively, if 
  they begin by stating that they are seeking treasures and 
  powerful magic within the shell, Aquel is displeased and 
  accuses them of being plunderers and tomb raiders. In this 
  latter event, the PCs must succeed at a DC 24 Diplomacy 
  check to convince her otherwise (DC 28 in Subtier 10–11). 
  After this exchange, the PCs are free to question Aquel as 
  they wish. In addition to the information provided below, 
  Aquel also knows the entire history of Riam’s shell, so she 
  could be a useful resource to answer any lingering questions 
  the PCs have. 
  What are you? “I am a monadic deva. My order stands 
  vigil over the Elemental Planes, such as this one.”
  Why are you here? “I was conjured here by Cintra 
  Eelmaster, the last priest of this temple. Before he met 
  his end, he entrusted me with the temple’s most precious 
  treasures until a new guardian of pure intent could be 
  found. I have tarried here many years, hoping to find a 
  suitable replacement.”
  Why can’t you find anyone worthy? “Since I was 
  summoned, many warlords and savages have conquered 
  the temple, each more bloodthirsty than the last. Recently, a 
  group of peaceful murajau took possession of the shell, and 
  for a brief time I had hope. Alas, before the murajau could 
  find their way to me in the inner temple, Baron Zemdar 
  discovered the shell and massacred them all. This final act 
  of slaughter became a stain of the soul of the shell. Now fell 
  energy imbues several of the rooms nearby, where the dead 
  once rested peacefully.”
  Where is The Breath of Lysianassa? “Ask me not about the 
  artifact. You must first prove yourselves worthy.” 
  How can we prove we are worthy? “The bloodlust of the 
  sahuagin awakened dark energy inside two rooms nearby. 
  I am bound to this room and cannot leave it until I 
  find a suitable replacement, but it is in your power 
  to cleanse the evil from this temple. If your hearts 
  are pure, venture into the rooms and lay the spirits 
  to rest.”
  What can you tell us about the two rooms?  “The first 
  room contains a dragon tooth embedded in the wall, left 
  behind by the brine dragon that slew Riam. For many years, 
  the holy coral here suppressed the tooth’s evil, but now it 
  festers and gnaws. Tendrils of pain and anguish haunt 
  the room. You must extract the tooth to end the festering. 
  The second room contains the body of Cintra Eelmaster, 
  who summoned me in ages past. After the murajau were 
  slaughtered, the spirit of Cintra became filled with hate. 
  In death, Cintra is calling eels into his burial chamber and 
  filling them with malevolence. Cleanse the room of these 
  eels and lay Cintra to rest once more.”
  Development: If the PCs successfully convince Aquel that 
  they respect the temple and are not tomb robbers, award 
  them one Judgment Point.  
  A8. The Festering Tooth (CR 10 or CR 13)
  This long room has coral burial niches built into its walls. Near 
  the back of the room, black growths mar the vibrant purple coral, 
  surrounding an enormous white fang embedded in the wall of 
  the shell. 
  The burial niches of this room are filled with the seaweed-
  wrapped 
  bodies 
  of 
  lesser priests. They 
  have no possessions.
  Haunt:  The large 
  tooth 
  embedded 
  
  PATHFINDER SOCIETY SCENARIO
  14
  in the wall belonged to the brine wyrm that delivered the 
  fatal blow to Riam. Imbued with evil power, the tooth has 
  long festered here, like an open sore on the spirit of Riam. 
  Baron Zemdar has recently woken the tooth with fell 
  life, however, when he slaughtered the peaceful murajau 
  that inhabited the shell before the sahuagin arrived. 
  Since that day, this room has been filled by a fearsome 
  haunt that can be destroyed only by extracting the tooth.  
  Rules for running haunts appear on page 242 of the Pathfinder 
  RPG GameMastery Guide.
  Subtier 7–8 (CR 10)
  FESTERING TENTACLES  
  CR 10
  CE persistent haunt (20 ft. by 40 ft. room)
  Caster Level 10th 
  Notice Perception DC 25 (to notice dark tendrils forming)
  hp 36; Trigger proximity; Reset 1 hour
  EFFECT 
  Spectral tentacles emerge from the festering tooth and cover 
  the ceiling, floor, and walls. This functions identically to a 
  black tentacles spell. Since the tentacles are long enough to 
  fill the entire room, swimming over the floor here does not 
  avoid the spell effect. Each time a PC attempts to remove 
  the festering tooth, the tentacles reflexively pummel that PC, 
  making an attack roll with a +15 bonus and dealing 1d6+4 
  bludgeoning damage.
  DESTRUCTION 
  A PC who succeeds at a DC 25 Strength check successfully 
  extracts the tooth from the wall and permanently destroys 
  the haunt. Each time a PC fails a Strength check by 10 or 
  less, the tooth is instead loosened, which lowers the DC of all 
  subsequent Strength checks by 2. 
  Subtier 10–11 (CR 13)
  FESTERING TENTACLES 
  CR 13
  CE persistent unyielding (see below) haunt (20 ft. by 40 ft. room)
  Caster Level 13th 
  Notice Perception DC 30 (to notice grasping claws forming 
  from branches)
  hp 49; Trigger proximity; Reset 1 hour
  EFFECT 
  Spectral tentacles emerge from the festering tooth and cover 
  the ceiling, floor, and walls. This functions identically to a 
  black tentacles spell. Since the tentacles are long enough to 
  fill the entire room, swimming over the floor here does not 
  avoid the spell effect. Each time a PC attempts to remove 
  the festering tooth, the tentacles reflexively pummel that PC, 
  making an attack roll with a +16 bonus and dealing 1d6+4 
  bludgeoning damage. 
  This haunt has the unyielding property (Pathfinder RPG 
  Horror Adventures 172), which allows it to attempt saving 
  throws against effects that would harm it with a +15 bonus. 
  If it succeeds at the saving throw against an effect that would 
  damage it, it takes no damage.
  DESTRUCTION 
  A PC who succeeds at a DC 25 Strength check extracts the tooth 
  from the wall and permanently destroys the haunt. Each 
  time a PC fails a Strength check by 10 or less, the tooth is 
  instead loosened, which lowers the DC of all subsequent 
  Strength checks by 2. 
  Treasure: Over the years, the energy of the shell imbued 
  the dragon fang with magic, encrusting it with salt. It now 
  functions as a +1 corrosive greatclub (Pathfinder RPG Ultimate 
  Equipment 136). In Subtier 10–11, it instead functions as a +1 
  corrosive menacing greatclub (Ultimate Equipment 136).
  Development:  If the PCs remove the tooth, award them 
  two Judgment points. If less than an hour remains in the 
  scenario, cleansing this room also mollifies the spirit 
  of Cintra in area A9, causing the eels to disperse. In this 
  case, award the PCs Judgment Points from completing 
  area A9 as well. 
  Rewards: If the PCs do not harvest the tooth, reduce each 
  PC’s gold by the following amount. 
  Subtier 7–8: Reduce each PC’s gold earned by 692 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,108 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,525 gp.
  A9. The Unquiet Dead (CR 10 or CR 13)
  A large mound of coral in the center of this room rises up to 
  form a burial slab, upon which rests a single mummified corpse 
  wrapped in seaweed. Thousands of eels swim in circles around 
  the slab. 
  This room houses the body of Cintra Eelmaster, a 
  locathah priest of great power. Like the festering tooth, 
  Baron Zemdar’s recent slaughter of the murajau awakened 
  the spirit of Cintra with rage and evil intent. One by one, 
  thousands of wicked eels wormed their way under the door 
  of the crypt and filled the room. 
  Creatures: One round after the door to this room is 
  opened, the eels coalesce into a humanoid shape and 
  transform into a galvo. In Subtier 10–11, they combine into 
  two advanced galvos. The CR of this encounter is one higher 
  than normal to account for the underwater conditions.
  To accommodate a group of four PCs, change the 
  Judgment Point thresholds to 4 points, 5 or 6 points, and 
  7 or 8 points, respectively.
  Scaling Aquel’s 
  Judgment
  
  15
  TORRENT’S LAST WILL
  Subtier 7–8 (CR 10)
  GALVO 
  CR 9
  hp 127 (Pathfinder RPG Bestiary 4 120, see page 21) 
  TACTICS
  During Combat The galvo attacks lightly armored PCs first, 
  switching to a new target if a PC proves resistant to electricity.
  Morale Filled with consuming hatred, the galvo fights to 
  the death.
  Subtier 10–11 (CR 13)
  GREATER GALVOS (2) 
  CR 10
  Advanced galvos (Pathfinder RPG Bestiary 4 288, 120)
  NE Medium magical beast (aquatic)
  Init +6; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +21
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
  hp 157 each (15d10+75)
  Fort +14, Ref +15, Will +8
  Defensive Abilities swarmlike; DR 10/slashing; Immune electricity
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +21 (1d6+5 plus 2d6 electricity), 2 slams +21 (1d6+5 
  plus 2d6 electricity)
  Ranged eel dart +21 touch (1d6+5 plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  STATISTICS
  Str 21, Dex 23, Con 20, Int 11, Wis 16, Cha 12
  Base Atk +15; CMB +18; CMD 37 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Point-Blank Shot, 
  Power Attack, Precise Shot, Vital Strike, Weapon Finesse
  Skills Perception +21, Stealth +17, Swim +23
  Languages Aquan (can’t speak)
  SQ amphibious, compression, varied attack
  TACTICS
  During Combat The galvos attack lightly armored PCs first, 
  switching to a new target if a PC proves resistant to electricity.
  Morale Filled with consuming hatred, the galvos fight to the death.
  SPECIAL ABILITIES
  Eel Dart (Ex) A galvo can launch one of its component eels like a 
  dart up to 30 feet as a ranged touch attack. An eel dart deals 
  a number of points of damage equal to 1d6 + the galvo’s 
  Strength modifier plus 1d6 points of electricity damage.
  Swarmlike (Ex) A galvo has no discernible anatomy and is 
  not subject to critical hits or flanking. It is also immune to 
  any physical spell or effect that targets a specific number of 
  creatures (including single-target spells such as disintegrate). 
  Mind-affecting effects that target a single creature function 
  normally against a galvo, since the creature’s individual 
  components share a hive mind. A galvo takes half again as 
  much damage (+50%) from damaging area effects such as 
  fireball and splash weapons.
  Varied Attack (Ex) A galvo’s slam attack deals both bludgeoning 
  and slashing damage since the creature is formed completely 
  of biting eels.
  Development: If the PCs kill the eels in this room, 
  award them with two Judgment Points. If less than an hour 
  remains in the scenario, cleansing this room gives strength 
  to the spirit of Riam who suppresses the haunt in area A7, 
  allowing the PCs to withdraw the tooth without trouble. In 
  this case, award the PCs the two Judgment Points and the 
  treasure from area A7 as well.
  A10. The Quiet Dead
  These two tombs each hold the bodies of 12 ascetic monks, 
  wrapped in holy seaweed. There is nothing of value here.
  AQUEL’S JUDGMENT
  After the PCs cleanse both corrupted rooms, Aquel judges 
  them as summarized below. 
  4–5 Judgment Points: Aquel says, “By cleansing the temple 
  of corruption, you have proven that you are enemies of evil. 
  Though I am loathe to give away The Breath of Lysianassa, 
  it will be safer in your hands than inside this shell, where 
  other warlords might discover it.” With a mighty crack, 
  she swings her morningstar at the pillar in the center of 
  the room, causing the top of it to shatter. Hidden inside 
  is a crystal decanter filled with roiling waves—The Breath 
  of Lysianassa. She gives the decanter to the Pathfinders and 
  tells them to carry it far from the Plane of Water. 
  6 –7 Judgment Points: Aquel states, “Truly you are mortals 
  of noble purpose. Not only have you cleansed the corruption 
  in the shell, but you also showed great respect for the temple 
  and restored some of its former glory. I freely give you all 
  the treasures that were entrusted to me.” With two cracks of 
  her morningstar, Aquel shatters the entire pillar, revealing 
  both The Breath of Lysianassa and a sealed chest. Inside 
  the chest are a fist-sized translucent egg and four golden 
  seashells engraved with scripture. Though nonmagical, the 
  As an artifact of great import, the full extent of The Breath 
  of Lysianassa’s powers require study to discover and are 
  beyond the scope of this scenario. However, some basic 
  powers are imparted to those who handle the artifact. First, 
  any creature that touches the artifact gains the benefits of 
  a water breathing spell for 8 hours. Additionally, PCs that 
  succeed at a DC 35 Spellcraft check while examining the 
  artifact can learn to create strong currents and violent jets of 
  water nearby. This effect functions like a CL 15th telekinesis 
  spell and can be used only while holding the artifact. 
  The breath of 
  Lysianassa
  
  PATHFINDER SOCIETY SCENARIO
  16
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Razethka and the sahuagin lieutenants 
  are still injured from battle. Reduce Razethka’s hit points 
  to 94 and reduce the sahuagin lieutenants’ hit points to 
  40 each. Remove one shark from the encounter.
  Subtier 10–11: Remove the feeder in the depths, one 
  sahuagin baron, and two sharks from the encounter.
  Scaling Razethka’s 
  Betrayal
  seashells are holy relics of Lysianassa and quite valuable. 
  The egg, Aquel explains, is the last living offspring of Riam. 
  It currently lies in a dormant state, waiting for Lysianassa to 
  return to the Plane of Water.  Aquel tells the PCs that they 
  can do whatever they wish with the shells, but that she trusts 
  that they can take utmost care of the egg.
  8 Judgment Points: In addition to the rewards listed 
  above, Aquel offers to loan the PCs the use of her weapon, 
  Thundergale, a +2 shock morningstar (or a +2 shocking burst 
  morningstar in Subtier 10–11). 
  Shell Attunement: The shell of Riam acts as a sort of magical 
  amplifier. Currently the shell enhances the magic of The Breath 
  of Lysianassa. Aquel explains, however, that once the artifact is 
  freed, the shell’s energy can be directed to other purposes. 
  If Aquel gave the PCs Riam’s egg, she explains how to 
  channel energy from the Plane of Water into the egg. A 
  PC who succeeds at a DC 22 Knowledge (arcana, planes, 
  or religion) check (DC 26 in Subtier 10–11) can spend 
  one minute to perform the ritual. The PCs receive a +2 
  circumstance bonus on this check if any members of the 
  Dark Archive are present because of similarities between the 
  ritual that Zarta describes in the Player Handout and the 
  one Aquel proposes. If the check succeeds, the egg begins to 
  rapidly grow over the course of three months and eventually 
  hatches. If the PCs fail at the check, the egg shudders. 
  Aquel explains that the egg is all right, but that it could be 
  dangerous to attempt the ritual again and stridently insists 
  that the PCs do not try again. If the PCs do try the ritual 
  again despite her protests, the egg shatters, and Aquel bows 
  her head in mourning.
  Faction Notes: PCs from the Dark Archive faction likely to 
  want to channel some of this energy into Zarta’s ritual. A PC 
  who succeeds at a DC 24 Knowledge (arcana or planes) check 
  (DC 28 in Subtier 10–11) can spend 10 minutes to perform 
  the extraplanar ritual that Zarta Dralneen provided. Because 
  Zarta’s ritual is ongoing, any corruption remaining in the 
  shell poses a threat. If the PCs attempt the ritual before 
  purifying the sphere in the hatchery (area A5), destroying the 
  haunt (area A8), and putting Cintra’s spirit to rest (area A9), 
  the ritual fails immediately, though they can try again once 
  they have purified the shell. On a success, the shell begins to 
  draw energy from the Plane of Water itself into repositories 
  inside the Dark Archive. If the PCs fail a check to perform 
  the ritual after purifying the shell, the PC who rolled the 
  check and anyone assisting her take 2d6 points of damage as 
  magical safeguards snap into place. Future attempts at the 
  ritual automatically fail for the next 24 hours.
  Treasure: If the PCs recover the seashells, the Pathfinder 
  Society rewards them with 2,000 gp (or 5,000 gp in 
  Subtier 10–11).
  Rewards: If the PCs do not recover the seashells, reduce 
  each PC’s gold by the following amount. 
  Subtier 7–8: Reduce each PC’s gold earned by 333 gp.
  Out of Subtier: Reduce each PC’s gold earned by 583 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 833 gp.
  RAZETHKA’S BETRAYAL (CR 12 OR CR 15)
  After the events of Aquel’s judgment are concluded, read or 
  paraphrase the following to the PCs. 
  A pained expression suddenly passes over Aquel’s face. She 
  touches her hand to the shell and closes her eyes to concentrate. 
  After a moment, she speaks, “You are betrayed. Razethka, 
  your brine dragon companion, has killed the maridar that brought 
  you here. Now that Zemdar is dead, she has rallied the sahuagin 
  of this shell under her rule. She has hostages and is waiting to 
  ambush you in the coral gardens outside.”
  Aquel advises the PCs to prepare themselves for combat. 
  With a successful DC 20 Diplomacy check, the PCs can 
  convince Aquel to provide some assistance as well. She is 
  willing to cast an aid spell on each PC and has three cure 
  serious wounds spells that she can distribute. She retains the 
  use of her other spells for herself. 
  Creatures: Razethka and her minions await the PCs in 
  area A1 at the positions indicated by the map. Zahra and 
  two maridar, all badly injured, are tied to the Throne of Deep 
  Currents with seaweed ropes. A group of sharks circles the 
  hostages relentlessly, under the watchful eye of gloating 
  sahuagin. The captives have already sustained dozens of 
  shark bites, particularly Zahra, who Razethka knew was the 
  toughest of the group. Place all of the sharks (though not 
  the feeder in the depths in Subtier 10–11) at Initiative count 
  10. The sharks kill one of the maridar on their initiative 
  on the second round of combat unless the PCs divert their 
  attention or rescue the captives, followed by another maridar 
  on the fourth round, and finally Zahra on the sixth round. 
  Intent on tormenting their foes, the sahuagin try to keep the 
  captives alive until the PCs enter the room, but if more than 
  10 minutes pass from the time that Aquel informs the PCs of 
  the situation, the captives have already perished. 
  If the maridar captives are rescued during the combat, 
  they are too weak to fight, but they do make an attempt to 
  
  17
  TORRENT’S LAST WILL
  flee to safety.  Zahra casts the PCs’ choice of displacement, 
  haste, or heroism (all CL 10th) before fleeing. If the PCs 
  expend significant healing resources on her (healing at 
  least 20 points of damage in Subtier 7–8 or 30 points of 
  damage in Subtier 10–11), she chants an inspiring song 
  from outside the shell, granting the PCs the bonuses of 
  a bard’s inspire courage (+2). The CR of this encounter is 
  increased by 1 to account for the underwater conditions 
  and the hostage situation. 
  Razethka carries an elixir that she is developing from her 
  own breath (or two elixirs in Subtier 10–11). She does not use 
  these during combat, as she believes them inferior to her 
  innate abilities.
  Subtier 7–8 (CR 12)
  JIGSAW SHARKS (3) 
  CR 1
  Pathfinder Adventure Path #57: Tempest Rising 85
  N Medium animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed swim 60 ft.
  Melee bite +3 (1d6+3)
  Space 5 ft., Reach 5 ft.
  TACTICS
  During Combat The sharks attack the bound captives. If the PCs 
  damage a shark, the shark goes after the PCs instead. 
  Morale The sharks fight to the death.
  STATISTICS
  Str 15, Dex 14, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +1; CMB +3; CMD 15
  Feats Improved Initiative
  Skills Perception +6, Swim +10
  RAZETHKA THE SCARRED 
  CR 10
  Young adult brine dragon (Pathfinder RPG Bestiary 2 94)
  NE Large dragon (extraplanar, water)
  Init +4; Senses dragon senses; Perception +17
  DEFENSE
  AC 28, touch 9, flat-footed 28 (+4 armor, +15 natural, -1 size)
  hp 114 (12d12+36)
  Fort +11, Ref +10, Will +10
  DR 5/magic; Immune acid, paralysis, sleep; SR 21
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +20 (2d6+13), 2 claws +20 (1d8+9), tail slap +15 
  (1d8+13), 2 wings +15 (1d6+4)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft line, DC 19, 10d6 acid)
  Spell-Like Abilities (CL 12th; concentration +14)
  At will—obscuring mist, speak with animals (fish only), 
  water breathing
  Sorcerer Spells Known (CL 5th; concentration +7)
  2nd (5/day)—bull’s strength, invisibility
  1st (7/day)—color spray (DC 13), mage armor, magic missile, 
  ray of enfeeblement (DC 13)
  0 (at will)—detect magic, detect poison, mage hand, 
  open/close (DC 12), prestidigitation, read magic
  TACTICS
  Before Combat Razethka has used mage armor and invisibility 
  before the battle began. If possible, she waits for all the PCs 
  to enter the room before revealing herself and unleashing a 
  breath attack.
  During Combat Razethka favors savagery and relishes attacking 
  foes with her claws. 
  Morale Razethka fights to the death. 
  Base Statistics Without mage armor, Razethka’s base statistics 
  are AC 24, touch 9, flat-footed 24.
  STATISTICS
  Str 28, Dex 11, Con 17, Int 17, Wis 14, Cha 15
  Base Atk +12; CMB +22; CMD 32 (36 vs. trip)
  Feats Hover, Improved Initiative, Lightning Reflexes, Power 
  Attack, Skill Focus (Swim), Vital Strike
  Skills Acrobatics +0 (+12 to jump), Bluff +17, Diplomacy +17, 
  Fly +9, Heal +17, Knowledge (nature) +18, Perception +17, 
  Sense Motive +17, Survival +17, Swim +38
  Languages Aquan, Common, Draconic, Elven
  SQ water breathing
  Gear elixirs of dragon’s breath (brine dragon) (as elixir of dragon’s 
  breathUE[black dragon], except it deals 10d6 acid damage)
  SAHUAGIN LIEUTENANTS (2) 
  CR 5
  hp 50 each (Pathfinder RPG Monster Codex 194; see page 23) 
  TACTICS
  During Combat The lieutenants wait for PCs to approach and 
  attempt to keep the PCs away from the captives. 
  Morale If Razethka falls, the sahuagin flee. Otherwise they fight 
  to the death. 
  Subtier 10–11 (CR 15)
  FEEDER IN THE DEPTHS 
  CR 9
  hp 105 (Pathfinder RPG Monster Codex 196; see page 21) 
  TACTICS
  Morale The feeder in the depths flees if reduced to 20 hp or less. 
  JIGSAW SHARKS (6) 
  CR 1
  Pathfinder Adventure Path #57: Tempest Rising 85
  N Medium animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  
  PATHFINDER SOCIETY SCENARIO
  18
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed swim 60 ft.
  Melee bite +3 (1d6+3)
  Space 5 ft., Reach 5 ft.
  TACTICS
  During Combat The sharks attack the bound captives. If the PCs 
  damage a shark, the shark goes after the PCs instead. 
  Morale The sharks fight to the death.
  STATISTICS
  Str 15, Dex 14, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +1; CMB +3; CMD 15
  Feats Improved Initiative
  Skills Perception +6, Swim +10
  RAZETHKA THE SCARRED 
  CR 12
  Mature adult brine dragon (Pathfinder RPG Bestiary 2 94)
  NE Large dragon (extraplanar, water)
  Init +4; Senses dragon senses; Perception +22
  Aura frightful presence (210 ft., DC 21)
  DEFENSE
  AC 34, touch 9, flat-footed 34 (+4 armor, +21 natural, -1 size)
  hp 168 (16d12+64)
  Fort +14, Ref +12, Will +13
  DR 10/magic; Immune acid, paralysis, sleep; SR 23
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +26 (2d6+16), 2 claws +26 (1d8+11), tail slap +21 
  (1d8+16), 2 wings +21 (1d6+5)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft line, DC 22, 14d6 acid)
  Spell-Like Abilities (CL 16th; concentration +19)
  At will—control water, obscuring mist, speak with animals 
  (fish only), water breathing
  Sorcerer Spells Known (CL 9th; concentration +12)
  4th (4/day)—bestow curse (DC 17), greater invisibility
  3rd (7/day)—deep slumber (DC 16), haste, suggestion (DC 16)
  2nd (7/day)—bear’s endurance, bull’s strength, detect 
  thoughts (DC 15), invisibility
  1st (7/day)—color spray (DC 14), feather fall, mage armor, 
  magic missile, ray of enfeeblement (DC 14)
  0 (at will)—detect magic, detect poison, mage hand, 
  message, open/close (DC 13), prestidigitation, read 
  magic, resistance
  TACTICS
  Before Combat Razethka has used mage armor and greater 
  invisibility before the battle began. If possible, she waits for 
  all the PCs to enter the room before revealing herself and 
  unleashing a breath attack.
  During Combat Razethka favors savagery and relishes attacking 
  foes with her claws. 
  Morale Razethka fights to the death. 
  Base Statistics Without mage armor, Razethka’s base statistics 
  are AC 30, touch 9, flat-footed 30.
  STATISTICS
  Str 32, Dex 11, Con 19, Int 19, Wis 16, Cha 17
  Base Atk +16; CMB +28 (+30 bull rush); CMD 38 (40 vs. bull 
  rush, 42 vs. trip)
  Feats Hover, Improved Bull Rush, Improved Initiative, Improved 
  Vital Strike, Lightning Reflexes, Power Attack, Skill Focus 
  (Swim), Vital Strike
  Skills Acrobatics +0 (+12 to jump), Bluff +22, Diplomacy +22, Fly 
  +13, Heal +22, Knowledge (arcana) +23, Knowledge (nature) 
  +23, Perception +22, Sense Motive +22, Survival +22, Swim +44
  Languages Aquan, Common, Draconic, Elven, Halfling
  SQ water breathing
  Gear elixirs of dragon’s breath (brine dragon) (2, as elixir of 
  dragon’s breathUE [black dragon], except they deal 10d6 points 
  of acid damage)
  SAHUAGIN BARONS (2) 
  CR 9
  hp 101 each (Pathfinder RPG Monster Codex 194; see page 22) 
  TACTICS
  During Combat The barons wait for PCs to approach and attempt 
  to keep the PCs away from the captives. 
  Morale If Razethka falls, the sahuagin flee. Otherwise they fight 
  to the death. 
  Rewards: If the PCs do not defeat Razethka, reduce each 
  PC’s gold by the following amount. 
  Subtier 7–8: Reduce each PC’s gold earned by 811 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,328 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,845 gp.
  CONCLUSION
  With the defeat of Razethka, the PCs are free to return to 
  Vialesk in triumph. Behind them, the shell of Riam begins 
  to slowly drift and sink now that it is untethered from The 
  Breath of Lysianassa. If none of the hostages survive, Vialesk 
  greets the PCs with great thanks, but also great mourning. 
  A funeral feast is held in honor of the slain and the PCs are 
  invited to speak a few words if they wish. If the hostages 
  survived, a funeral feast is still held, but the tone is less 
  grave. After the feast, coral sculptures are commissioned in 
  honor of each of the PCs. Back at the Grand Lodge, Master of 
  Spells Sorrina Westyr personally thanks the PCs for bringing 
  such a powerful artifact under Pathfinder influence. 
  The PCs earn the following boons based on their actions 
  during the adventure. All PCs earn the Water Affinity boon. 
  If the PCs rescued Zahra in the encounter with Razethka, 
  they earn the Welcome in the Boundless Sea boon. Check 
  off one of the boxes if the PCs did not save both of the 
  maridar in that encounter; do not check off this box if that 
  PC received at least one Prestige Point from Pathfinder Society 
  Scenario #8–19: Treacherous Waves.
  
  19
  TORRENT’S LAST WILL
  PCs who earn 8 Judgment Points from Aquel (or 7 with 
  the four-player adjustment), earn the Aquel’s Favor boon, 
  so long as they do not worship an evil deity. PCs who 
  worship an evil deity do not receive this boon.
  REPORTING NOTES
  If the PCs rescue Zahra, check box A on the reporting sheet. 
  If they channel energy from the shell into Riam’s egg, check 
  box B on the reporting sheet. 
  PRIMARY SUCCESS CONDITION
  If the PCs recover The Breath of Lysianassa, they succeed at 
  their primary success condition and earn 1 Prestige Point. 
  SECONDARY SUCCESS CONDITION
  If the PCs save all of Razethka’s hostages or save Zahra and 
  recover Riam’s egg, they succeed at their secondary success 
  condition and earn 1 additional Prestige Point. 
  FACTION NOTES
  Dark Archive Faction: If the party attuned Riam’s shell to 
  channel energy into Zarta Dralneen’s ritual, members of 
  the Dark Archive earn the Elemental Conduit boon on their 
  Chronicle sheets.
  
  PATHFINDER SOCIETY SCENARIO
  20
  Player Handout: Zarta Dralneen’s Letter
  Faithful Agents,
  One of the greatest threats that those of us who work 
  in the Pathfinder Society’s archives face is the unchecked 
  power of dangerous artifacts. For the past several months, I 
  have been preparing a ritual to improve defenses on these 
  relics, both to protect the rooms that contain them from 
  would-be thieves and to prevent the artifacts themselves 
  from exerting influence upon unsuspecting researchers. 
  Such wards require a significant repository of magical 
  energy, which field agents like you have been playing an 
  instrumental role in gathering.
  I read Zahra’s reports regarding a shell that controls the 
  tides by channeling the power of an artifact, and I agree 
  with her assessment that this energy could be directed to 
  different purposes. Follow the enclosed instructions to safely 
  guide the elemental force across the planes.
  Take Care,
  Z.
  
  21
  TORRENT’S LAST WILL
  APPENDIX: STAT BLOCKS
  The following statistics appear in this adventure.
  Feeder in the Depths
  An immense gray-and-white shark glides through the water, its 
  piercing red eyes revealing a vicious intelligence.
  FEEDER IN THE DEPTHS 
  CR 9
  Pathfinder RPG Monster Codex 196 
  LE Huge magical beast
  Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent, 
  low-light vision; Perception +20
  Aura blood feast (30 ft.)
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, –2 size)
  hp 105 (10d10+50); blood feast
  Fort +12, Ref +9, Will +7
  Resist cold 20; SR 19
  OFFENSE
  Speed swim 80 ft.
  Melee bite +15/+10 (2d6+10/19–20 plus deadly bleeding)
  Space 15 ft.; Reach 10 ft.
  Special Attacks swift bite
  Spell-Like Abilities (CL 10th; concentration +12)
  At will—blood biographyAPG (on any creature bitten in the past 
  day, DC 15)
  1/day—summon monster V (summons 1d4+1 hammerhead 
  sharks or 1d3 great white sharks)
  STATISTICS
  Str 24, Dex 15, Con 20, Int 13, Wis 15, Cha 14
  Base Atk +10; CMB +19; CMD 31 (can’t be tripped)
  Feats Combat Reflexes, Improved Critical (bite), Intimidating 
  Prowess, Iron Will, Vital Strike
  Skills Intimidate +19, Knowledge (religion) +11, Perception +20, 
  Swim +15; Racial Modifiers +5 Perception
  Languages Aklo, Aquan, Infernal
  SPECIAL ABILITIES
  Blood Feast (Su) When a creature within 30 feet of a feeder in 
  the depths takes bleed damage (including ongoing damage), 
  the feeder heals an equal amount of damage.
  Deadly Bleeding (Su) A feeder in the depth’s bite causes 
  bleeding wounds that resist healing. The first bite that 
  damages a creature deals 1d4 points of bleed damage, and 
  each subsequent bite increases the amount of bleed by 1d4. 
  Stopping the bleeding requires a successful DC 20 Heal check 
  or the application of any magical healing. However, anyone 
  attempting to cast a healing spell on a creature suffering from 
  deadly bleeding must succeed at a DC 20 caster level check or 
  the spell doesn’t affect the bleeding creature. The save DC is 
  Constitution-based.
  Keen Scent (Ex) A feeder in the depths can notice creatures by 
  scent in a 180-foot radius underwater, and can detect blood in 
  the water at a distance of up to 1 mile.
  Swift Bite (Ex) When making a full attack, a feeder in the 
  depths can make a second bite attack at a –5 penalty.
  Galvo
  This creature is composed of dozens of electric eels tightly knotted 
  into a slithering, humanoid shape that crackles with energy.
  GALVO 
  CR 9
  Pathfinder RPG Bestiary 4 120 
  NE Medium magical beast (aquatic)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +10
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 127 (15d10+45)
  Fort +12, Ref +13, Will +6
  Defensive Abilities swarmlike; DR 10/slashing; Immune 
  electricity
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +19 (1d6+3 plus 2d6 electricity), 2 slams +19 (1d6+3 
  plus 2d6 electricity)
  Ranged eel dart +19 touch (1d6+3 plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  STATISTICS
  Str 17, Dex 19, Con 16, Int 7, Wis 12, Cha 8
  Base Atk +15; CMB +18; CMD 33 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Point-Blank Shot, 
  Power Attack, Precise Shot, Vital Strike, Weapon Finesse
  Skills Perception +10, Stealth +15, Swim +15
  Languages Aquan (can’t speak)
  SQ amphibious, compression, varied attack
  SPECIAL ABILITIES
  Eel Dart (Ex) A galvo can launch one of its component eels like a 
  dart up to 30 feet as a ranged touch attack. An eel dart deals 
  a number of points of damage equal to 1d6 + the galvo’s 
  Strength modifier plus 1d6 points of electricity damage.
  Swarmlike (Ex) A galvo has no discernible anatomy and is 
  not subject to critical hits or flanking. It is also immune to 
  any physical spell or effect that targets a specific number of 
  creatures (including single-target spells such as disintegrate). 
  Mind-affecting effects that target a single creature function 
  normally against a galvo, since the creature’s individual 
  components share a hive mind. A galvo takes half again as 
  much damage (+50%) from damaging area effects such as 
  fireball and splash weapons.
  Varied Attack (Ex) A galvo’s slam attack deals both bludgeoning 
  and slashing damage since the creature is formed completely 
  of biting eels.
  Golem, Coral
  This tall creature appears to be made of wrinkled stone and coral, 
  bits of plant life clinging to its creased body and clawlike hands.
  
  PATHFINDER SOCIETY SCENARIO
  22
  CORAL GOLEM 
  CR 9
  Pathfinder RPG Bestiary 4 131 
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +4, Will +4
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +18 (1d6+10/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 24, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +20; CMD 30
  Feats Improved CriticalB (claw)
  SQ aquatic reconstruction, powerful blows (slam)
  SPECIAL ABILITIES
  Aquatic Reconstruction (Ex) Whenever a coral golem is 
  touching a body of saltwater of a size equal to or greater than 
  its own size, it gains fast healing 5.
  Immunity to Magic (Ex) A coral golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  • Any spell with the water descriptor heals a coral golem for 1d6 
  points of damage per level of the caster (maximum 10d6).
  • Transmute rock to mud slows a coral golem (as the slow 
  spell) for 1d6 rounds (no save).
  • Transmute mud to rock increases the golem’s bleed damage 
  to 2d6 for 3 rounds.
  • Soften earth and stone causes a coral golem to lose its 
  damage reduction for 3 rounds.
  Sahuagin
  This scaly humanoid has a long, fishlike tail. Its arms and legs 
  end in webbed claws, and its piscine head features a toothy maw. 
  Narrow pink stripes run down the length of its body.
  SAHUAGIN BARON 
  CR 9
  Pathfinder RPG Monster Codex 194
  Sahuagin fighter 7
  LE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE
  AC 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +5 natural)
  hp 101 (9d10+52)
  Fort +11, Ref +9, Will +7 (+2 vs. fear)
  Defensive Abilities bravery +2
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee mwk trident +17/+12 (1d8+7), claw +16 (1d4+6/19–20 
  plus 1d6 cold), bite +15 (1d4+4 plus 1d6 cold)
  Ranged mwk underwater heavy crossbow +13 (1d10/19–20)
  Special Attacks blood frenzy, weapon training (natural +1)
  TACTICS
  Before Combat The sahuagin baron drinks its potions of bear’s 
  endurance and bull’s strength.
  Base Statistics Without bear’s endurance and bull’s strength, 
  the baron’s statistics are hp 83; Fort +9; Melee mwk trident 
  +15/+10 (1d8+5), claw +14 (1d4+5/19–20 plus 1d6 cold), 
  bite +13 (1d6+3 plus 1d6 cold); Str 20, Con 17; CMB +14, 
  CMD 27.
  STATISTICS
  Str 24, Dex 16, Con 21, Int 16, Wis 13, Cha 6
  Base Atk +9; CMB +16; CMD 32
  Feats Blood TideMC, Combat Expertise, Greater Blood FrenzyMC, 
  Improved Critical (claw), Lunge, Multiattack, Power Attack, 
  Weapon Focus (claw), Weapon Specialization (claw)
  Skills Climb +12, Intimidate +10, Knowledge (nobility) +12, 
  Perception +13, Ride +14, Sense Motive +10, Swim +18
  Languages Aquan, Common, Infernal; speak with sharks
  SQ armor training 2
  Combat Gear potion of bear’s endurance, potion of bull’s 
  strength, potion of cure moderate wounds; Other Gear +1 
  breastplate, mwk trident, mwk underwater heavy crossbow 
  with 20 bolts, cloak of resistance +1, frost amulet of mighty 
  fists, 1,033 gp
  SAHUAGIN CHAMPION 
  CR 10
  Pathfinder RPG Monster Codex 191
  Four-armed sahuagin barbarian 7
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE
  AC 23, touch 11, flat-footed 20 (+3 armor, +3 Dex, +7 natural, 
  –2 rage, +2 shield)
  hp 123 (9 HD; 2d10+7d12+61)
  Fort +14, Ref +10, Will +10
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 1/—
  Weaknesses light blindness
  OFFENSE
  Speed 40 ft., swim 60 ft.
  Melee +1 trident +18/+13 (1d8+13), claw +15 (1d4+4), mwk 
  spiked heavy steel shield +18 (1d6+8), bite +15 (1d4+4) 
  or 4 claws +17 (1d4+8), bite +17 (1d4+8)
  Ranged mwk underwater heavy crossbow +13 (1d10/19–20)
  Special Attacks blood frenzy, multiweapon mastery, rage 
  (19 rounds/day), rage powers (inspire ferocity, no escape, 
  reckless abandon +2)
  
  23
  TORRENT’S LAST WILL
  TACTICS
  Base Statistics When not raging and not affected by barkskin, 
  the champion’s statistics are AC 21, touch 11, flat-footed 18; 
  hp 105; Fort +12, Will +8; Melee +1 trident +16/+11 
  (1d8+10), claw +13 (1d4+3), mwk spiked heavy steel shield 
  +16 (1d6+6), bite +13 (1d4+3) or 4 claws +15 (1d4+6), 
  bite +15 (1d4+6); Ranged mwk heavy crossbow +13 
  (1d10/19–20); Str 22, Con 17; CMB +15, CMD 28; Skills 
  Intimidate +18, Swim +25.
  STATISTICS
  Str 26, Dex 16, Con 21, Int 12, Wis 13, Cha 10
  Base Atk +9; CMB +17; CMD 28
  Feats Great Fortitude, Improved Initiative, Improved 
  Shield Bash, Intimidating Prowess, Multiattack, Power 
  Attack, Toughness
  Skills Acrobatics +14 (+18 when jumping), Intimidate +20, 
  Perception +13, Ride +8, Stealth +11, Swim +27
  Languages Aquan, Common; speak with sharks
  SQ fast movement
  Combat Gear potion of barkskin; Other Gear mwk studded 
  leather, mwk spiked heavy steel shield, +1 trident, mwk 
  underwater heavy crossbow with 20 bolts, belt of giant 
  strength +2, cloak of resistance +2, 1,038 gp
  SAHUAGIN INFILTRATOR 
  CR 7
  Pathfinder RPG Monster Codex 190
  Sahuagin rogue 6
  LE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+3 armor, +3 Dex, +5 natural, 
  +1 shield)
  hp 52 (8 HD; 2d10+6d8+14)
  Fort +6, Ref +12, Will +8
  Defensive Abilities evasion, trap senses +2, uncanny dodge
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee mwk dagger +10/+5 (1d4+5/19–20), mwk dagger +10 
  (1d4+5/19–20), bite +6 (1d4+2) or  
  2 claws +11 (1d4+5), bite +11 (1d4+5)
  Ranged dagger +9 (1d4+5/19–20)
  Special Attacks blood frenzy, sneak attack +3d6
  TACTICS
  During Combat The infiltrator darts around the battlefield, 
  attempting to flank its opponents. If it’s forced to fight alone, 
  it instead tries to ambush its foes one by one.
  STATISTICS
  Str 20, Dex 16, Con 12, Int 14, Wis 15, Cha 11
  Base Atk +6; CMB +11; CMD 24
  Feats Double Slice, Great Fortitude, Quick Draw, Two-Weapon 
  Defense, Two-Weapon Fighting
  Skills Acrobatics +14, Bluff +11, Climb +9, Disable Device +16, 
  Disguise +11, Intimidate +11, Knowledge (local) +8, 
  Linguistics +8, Perception +13, Ride +7, Sense Motive +13, 
  Stealth +19, Swim +13
  Languages Aquan, Common, Elven, Giant, Goblin; speak 
  with sharks
  SQ rogue talents (bleeding attack +3, combat trick, fast stealth), 
  trapfinding +3
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility; Other Gear mwk studded leather, mwk daggers 
  (2), daggers (4), cloak of resistance +1, stalker’s maskUE, 
  masterwork thieves’ tools, 13 gp
  SAHUAGIN LIEUTENANT 
  CR 5
  Pathfinder RPG Monster Codex 194
  Sahuagin fighter 3
  LE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)
  hp 50 (5d10+23)
  Fort +6, Ref +7, Will +6 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee +1 trident +11 (1d8+7), bite +4 (1d4+2) or  
  2 claws +9 (1d4+4), bite +9 (1d4+4)
  Ranged mwk underwater heavy crossbow +9 (1d10/19–20)
  Special Attacks blood frenzy
  STATISTICS
  Str 19, Dex 16, Con 17, Int 12, Wis 15, Cha 8
  Base Atk +5; CMB +9; CMD 22
  Feats Greater Blood Frenzy, Intimidating Prowess, Power Attack, 
  Toughness, Weapon Focus (trident)
  Skills Climb +10, Handle Animal +4, Intimidate +11, 
  Perception +10, Ride +7, Stealth +7, Survival +6, Swim +16
  Languages Aquan, Common; speak with sharks
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  potion of air breathingMC, leather armor, +1 trident, dagger, 
  mwk underwater heavy crossbowUE with 20 bolts, 421 gp
  SPECIAL ABILITIES
  Blood Frenzy (Ex) Once per day, a sahuagin that takes damage 
  in combat can fly into a frenzy in the following round. It 
  gains +2 Constitution and +2 Strength, but takes a –2 penalty 
  to its AC. The frenzy lasts as long as the battle or 1 minute, 
  whichever is shorter.
  Speak with Sharks (Su) A sahuagin can communicate 
  telepathically with sharks to a distance of 150 feet. This 
  communication is limited to simple concepts, such as “attack 
  this target,” “come here,” or “defend me.”
  
  PATHFINDER SOCIETY SCENARIO
  24
  SAHUAGIN SCOUT 
  CR 3
  Pathfinder RPG Monster Codex 190
  Sahuagin rogue 2
  LE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +8
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 34 (4 HD; 2d10+2d8+14)
  Fort +3, Ref +9, Will +4
  Defensive Abilities evasion
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee mwk trident +8 (1d8+6), bite +2 (1d4+2) or  
  2 claws +7 (1d4+4), bite +7 (1d4+4)
  Ranged mwk underwater heavy crossbow +7 (1d10/19–20)
  Special Attacks blood frenzy, sneak attack +1d6
  STATISTICS
  Str 18, Dex 17, Con 16, Int 17, Wis 12, Cha 7
  Base Atk +3; CMB +7; CMD 20
  Feats Combat Expertise, Rapid Reload (heavy crossbow)
  Skills Acrobatics +10, Climb +11, Disable Device +12, Escape 
  Artist +10, Knowledge (geography) +7, Perception +8, 
  Ride +7, Sense Motive +8, Stealth +10, Survival +7, Swim +12
  Languages Aquan, Common, Elven; speak with sharks
  SQ rogue talents (bleeding attack +1), trapfinding +1
  Combat Gear +1 elf-bane bolts (3), +1 human-bane bolts (3), 
  +1 merfolk-bane bolts (3), potion of cure moderate wounds; 
  Other Gear potion of air breathingMC, mwk trident, mwk 
  underwater heavy crossbowUE with 20 bolts, feather token 
  (anchor), dagger, thieves’ tools, 53 gp
  SPECIAL ABILITIES
  Blood Frenzy (Ex) Once per day, a sahuagin that takes damage 
  in combat can fly into a frenzy in the following round. It 
  gains +2 Constitution and +2 Strength, but takes a –2 penalty 
  to its AC. The frenzy lasts as long as the battle or 1 minute, 
  whichever is shorter.
  Speak with Sharks (Su) A sahuagin can communicate 
  telepathically with sharks to a distance of 150 feet. This 
  communication is limited to simple concepts, such as “attack 
  this target,” “come here,” or “defend me.” 
  
  25
  TORRENT’S LAST WILL
  
  26
  PATHFINDER SOCIETY SCENARIO
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-20: 
  Torrent’s Last Will
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
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  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
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  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.
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  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.
  Angel, Monadic Deva 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. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Society Scenario #8–20: Torrent’s Last Will © 2017, Paizo Inc.; 
  Author: Cole Kronewitter.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,173
  3,889
  —
  3,031
  4,346
  7,778
  —
  6,062
  Out of
  Subtier
  Pathfinder Society Scenario #8-20: 
  Torrent’s Last Will
  ▫ ▫ Aquel’s Favor: You may check both boxes that precede this boon to surround yourself in holy radiance as 
  a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you 
  have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to 
  AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a 
  magic circle against evil effect with a radius of 20 feet and a caster level equal to your character level. If you are 
  an undine, if you have the Water domain, or if you are a paladin with the pearl seeker archetype (Pathfinder 
  Campaign Setting: Aquatic Adventures 54), you can use this ability by checking a single box. 
  Elemental Conduit (Dark Archive): You successfully channeled forces from the Plane of Water into Zarta 
  Dralneen’s protective ritual. Remnants of this energy remain within your body, which you can call forth 
  against your foes. You may cross this boon off your Chronicle sheet to cast either cone of cold or control water as a 
  spell-like ability, using your character level as your caster level and your Charisma score to determine the DC.
  Alternatively, you may cross this boon off your Chronicle sheet when casting a spell with the cold or water 
  descriptor to increase the spell’s DC or caster level by 2.
  Water Affinity: Your connection to elemental water has grown stronger over the course of your recent 
  adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role 
  in future adventures—especially those set on the Elemental Planes.
  ▫ ▫ Welcome in the Boundless Sea: You have a reputation in Vialesk as a reliable person in dangerous situations. 
  You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check 
  one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water 
  breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 
  8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
  Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) :  This vial contains 
  a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast 
  of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage 
  for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one 
  use of the breath weapon or after 1 hour has passed, whichever comes first.
  Nautilus coral armor (Price 8,000 gp; CL 9th; aura moderate transmutation) : This +1 full-plate is made of coral 
  and pieces of nautilus shell. This armor does not impose an armor check penalty on Swim checks. The wearer 
  can hold her breath underwater for a number of rounds equal to four times her Constitution score, rather 
  than twice her Constitution score.  You can increase the armor’s enhancement bonus or apply armor special 
  abillities as though the armor’s masterwork price were 7,000 gp.
  Core Campaign
  All Subtiers
  Subtier 10–11
  +1 corrosive greatclub (8,305 gp; Pathfinder RPG 
  Ultimate Equipment 136)
  +1 elf-bane ammunition (166 gp; limit 12)
  +1 human-bane ammunition (166 gp; limit 12)
  +1 merfolk-bane ammunition (166 gp; limit 12)
  elixir of dragons breath (brine dragon, 2,000 gp; 
  limit 1)
  frost amulet of mighty fists (4,000 gp)
  pearl of power (2nd level, 4,000 gp)
  nautilus coral armor (8,000 gp)
  +1 corrosive menacing greatclub (18,305 gp; 
  Pathfinder RPG Ultimate Equipment 136)
  cloak of resistance +2 (1,000 gp)
  belt of giant’s strength +2 (4,000 gp)
  elixir of dragon’s breath (brine dragon, 2,000 gp; 
  limit 2)
  pearl of power (3rd level, 9,000 gp)
  nautilus coral armor (8,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-20 Torrent's Last Will.pdf