TEXT: By Kate Baker
  BENEATH UNBROKEN WAVES
  PATHFINDER SOCIETY SCENARIO #9-24 
  TIER 5–9
  
  Pathfinder Society Scenario #9–24: Beneath 
  Unbroken Waves is a Pathfinder Society Scenario 
  designed for 5th- through 9th-level characters (Tier 
  5–9; Subtiers 5–6 and 8–9). 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 PathfinderSociety.club.
  HOW TO PLAY
  Author • Kate Baker
  Development Lead • Michael Sayre
  Contributing Artists • Maja Djeke and Jesper Ejsing
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, Jason 
  Keeley, Luis Loza, Ron Lundeen, Joe Pasini, Michael 
  Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
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  Sara Marie, Samantha Phelan, and Diego Valdez
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  Whitney Chatterjee, Erik Keith, and Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  paizo.com
  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, 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  Pathfinder Society Scenario #9–24: Beneath Unbroken Waves © 2018, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo 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 Combat Pad, Pathfinder Flip-
  Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder 
  Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, 
  Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and 
  Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Pathfinder Society Scenario #9–24: Beneath Unbroken Waves makes use of the Pathfinder Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Advanced Race Guide (ARG), 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 
  5, 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 pfrd.info, and the necessary statistics from the Bestiary volumes (as well as several item 
  statistics from Pathfinder Campaign Setting: Aquatic Adventures [AA] and Pathfinder Campaign Setting: 
  Inner Sea World Guide [ISWG]) are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Beneath Unbroken Waves             2
  Player Handouts                      19
  Appendixes                            20
  Maps                                  23
  Chronicle Sheet                        25
  
  • Niswan
  Obari Ocean
  Jalmeray
  • Wavebreak Haven
  3
  magical key to his posthumous prison miles away beneath the 
  sea floor and never returned to the site, leaving the partially 
  reconstructed Monastery of Unbreaking Waves to languish 
  beneath the sea.
  Long after the deaths of everyone involved, a group of 
  undines settled Wavebreak Haven and found the ruins of 
  the old school. They couldn’t open the building holding 
  the kurobozu but found records explaining the school’s 
  techniques, and the undines began learning and practicing 
  the monastic tradition.
  Over the course of centuries, the prison’s key worked its way 
  up out of the ocean floor and began drifting toward Falehetu’s 
  watery prison. A group of fishers accidentally caught it in 
  their nets and sold the odd magical bauble at the Niswan 
  markets, where Venture-Captain Rashmivati Melipdra found 
  it and began researching its origins.
  T
  he famous Jalmeri monasteries collectively 
  known as the Houses of Perfection practice 
  martial arts inspired by the techniques of the 
  elemental genies. The known monasteries encompass 
  three of the four elements: the Monastery of Untwisting 
  Iron (earth) inspired by shaitans, the Monastery of 
  Unfolding Wind (air) inspired by djinn, and the Monastery 
  of Unblinking Flame (fire) inspired by efreet. The obvious 
  absence is a school based on the water genies known as 
  marids. Such a monastery once stood on a tiny island 
  known as Wavebreak Haven off the coast of Jalmeray. The 
  Monastery of Unbreaking Waves once stood on this island, 
  growing alongside and competing with the other three 
  schools, but 1,100 years ago, disaster struck in the form of 
  a tsunami, wrecking the school and drowning most of its 
  students. While the people of Niswan realized the tsunami 
  was of magical origin, the common assumption at the 
  time of its apparent destruction was that the school had 
  somehow brought the disaster down upon itself.
  In truth, though, responsibility for the tsunami lay with 
  a student of the Monastery of Untwisting Iron named 
  Falehetu. Furious over losing a bout to a student of the 
  Unbreaking Waves, he used a forbidden technique he 
  found in the ancient archives of Untwisting Iron to create a 
  localized earthquake. Falehetu’s revenge was ultimately self-
  destructive, as the technique left the martial artist drained 
  and vulnerable. Unable to flee the tsunami he had created, 
  Falehetu was washed away along with the Monastery of 
  Unbreaking Waves. 
  Even death could not stop Falehetu’s rage. His fury and 
  resentment tormented him beyond death, and he rose as 
  a kurobozu, a fearsome undead with devastating martial 
  powers. Vowing revenge on the Monastery of Unbreaking 
  Waves, which he blamed for both his defeat and his death, 
  the undead warrior slowly made his way along the sea floor 
  to where the surviving members of the monastery attempted 
  to rebuild their school underwater. The remaining monks of 
  Unbreaking Waves managed to fend off the undead horror, 
  suffering great losses to their own numbers, and locked the 
  creature away in a partially restored building. They buried the 
  By Kate Baker
  This adventure takes place just off the coast of the island 
  nation of Jalmeray in the Obari Ocean, in a region known 
  as the Deadly Ocean Passage. While trade ships commonly 
  sail these waters, traveling from Garund to Casmaron to 
  Vudra and back, the passage is known for volatile tempests, 
  dangerous creatures, and pirates.
  Where on Golarion?
  BENEATH 
  UNBROKEN WAVES
  
  Venture-Captain 
  Melipdra
  PATHFINDER SOCIETY SCENARIO
  4
  them. A PC who succeeds at a DC 12 Knowledge (local) check 
  knows that hospitality is important in Jalmeri culture and 
  that refusing refreshments without good reason is an insult.
  Venture-Captain Melipdra reveals a polished, pale gray stone sphere 
  covered in faint ancient writing and runes. “I bought this in the 
  market about a month ago, from fishers who dragged it up in their 
  nets. This is most unusual writing: a combination of ancient 
  Vudrani and Aquan. Not all of the writing makes sense to 
  me, but it does clearly spell out the name “Monastery 
  of Unbreaking Waves.” When I was a student at the 
  Monastery of Unblinking Flame, I always thought 
  it was odd that there were schools for air, earth, 
  and fire, but not water. And now it turns out that 
  there once was! Finding any information about the 
  Monastery of Unbreaking Waves was extremely 
  difficult. I had to call in favors to get access to 
  the private archives of the Monastery of 
  Unblinking Flame, but I finally found 
  mention of the Unbreaking Waves. 
  It seems that over a thousand 
  years 
  ago, 
  the 
  school 
  was 
  destroyed by a magically induced 
  tsunami that swept the buildings 
  into the sea and killed most of the 
  monks. The other schools determined 
  that the Monastery of Unbreaking Waves 
  caused its own downfall and buried most 
  records of it to prevent a future disaster.
  “With all due respect to the Houses of 
  centuries past, something about that story 
  isn’t sitting right with me. What could any of the Houses of 
  Perfection have done that was so terrible as to cause such a fate? 
  I contacted Ashasar of the Concordance of the Elements to see if 
  perhaps the marids knew anything about what happened to the 
  school. He learned that a few marids remembered the event, and 
  they agreed it was unlikely that the school brought the tsunami 
  down upon itself. They believe that it was caused by someone 
  else, perhaps someone jealous of the monastery’s power.”
  Melipdra examines the stone sphere in her hand once more 
  before continuing. “I also spent some time studying the object 
  itself, and I believe that it is a key. More than that, I believe 
  that it is also trying to go somewhere. Watch.” She places the 
  sphere on her uncluttered desk, and after a moment, it slowly 
  but indisputably moves on its own. It very gradually picks up 
  speed until it rolls completely off the desk, but Venture-Captain 
  Melipdra easily catches it. “I’d like you to take this key and find 
  out where it is trying to go, and what it opens. See what became 
  of the Monastery of Unbreaking Waves. I’ve carried it as far as the 
  coast, so you’ll need to take a ship to go further. I’ve arranged 
  for one that leaves tomorrow morning to carry you from Niswan. 
  I suspect the key’s final destination lies beneath the water, so 
  prepare yourselves accordingly.”
  SUMMARY
  Venture-Captain Rashmivati Melipdra of Niswan summons 
  the PCs to show them a strange magical object she found 
  in the market: a key with runes that reference a mysterious 
  “Monastery of Unbreaking Waves.” She sends the PCs to 
  investigate. As the PCs sail through the waters above the ancient 
  school, the key lets out a resonating pulse of magical energy, 
  which cracks open the doors to Falehetu’s prison and 
  awakens a number of guardians. A dragon turtle 
  follows the source of the pulse and attacks the 
  PCs’ ship. After dealing with the dragon turtle, 
  the PCs come across an island inhabited by a 
  group of undines. The undines are suspicious, 
  but if the PCs are able to improve the undines’ 
  disposition, the geniekin provide the PCs with 
  information, including that a group of undines 
  was at the underwater ruins when the pulse 
  occurred and hasn’t returned.
  The PCs can follow the key 
  underwater to the abandoned 
  monastery. 
  A 
  collapsing 
  building has trapped several 
  undines, and the rest of the 
  group attempts to free them, 
  but a naga interested in the source 
  of the magical pulse attacks. 
  Several water elementals guard the 
  prison itself. When the PCs make it 
  into the prison, they find the kurobozu 
  Falehetu and the undead remains of 
  several Unbreaking Waves monks. After 
  defeating the kurobozu, the PCs can convince the undines to 
  continue with the revival of the Unbreaking Waves style.
  GETTING STARTED
  Read or paraphrase the following to get the adventure started. 
  The Commerce District of Niswan is packed with storefronts and 
  stands populated with busy merchants and skilled artisans. The 
  scents of spicy marinades and exotic fruits mix with the smell 
  of the sea, and the cacophony of shouts from vendors is almost 
  overwhelming. The crowded streets wind away from the water, 
  eventually leading to a quiet road with a view of Niswan’s famous 
  terraced gardens. The Pathfinder Lodge sits at the end of this road.
  Inside the lodge, Venture-Captain Rashmivati Melipdra, a 
  heavyset, middle-aged Vudrani woman, stacks books onto a shelf 
  in her new office. Open boxes filled with books, weapons, unusual 
  stones and crystals, and other knickknacks lay strewn throughout 
  the room, and a brightly colored bird sits on a perch in one corner. 
  Venture-Captain 
  Melipdra 
  greets 
  the 
  assembled 
  Pathfinders warmly before offering refreshments (tea and 
  crunchy cookies) and revealing her reason for summoning 
  
  5
  BENEATH UNBROKEN WAVES
  The PCs can ask questions and have plenty of time to go 
  shopping. Ashasar sent a letter to Venture-Captain Melipdra 
  to pass on to Concordance PCs. Distribute Handout #1 to 
  members of the Concordance faction.
  Can we get any help with breathing underwater? “Why yes, 
  I have potions of water breathing for you, along with potion 
  spongesARG! If you don’t need those, I also have potions of  
  cure serious wounds.” 
  What do you think the key opens? “I have no idea! The 
  writing is quite difficult to interpret, but I’m hopeful it’s 
  something from the Monastery of Unbreaking Waves. I would 
  love to find out more about them.”
  You were trained at the Monastery of Unblinking Flame? 
  Did you outwit an efreeti? “Yes, but that’s probably a story for 
  another day and a few rounds of drinks!”
  KNOWLEDGE (LOCAL) OR KNOWLEDGE (HISTORY)
  The PCs may know more about the Houses of Perfection. 
  They learn all the information whose DC is equal to or less 
  than the result of their check. Venture-Captain Melipdra 
  can also supply this information if asked as though she had 
  achieved a result of 20.
  10+: While the island of Jalmeray has dozens of monastic 
  orders, the three most famous ones are the Monastery of 
  Unblinking Flame, the Monastery of Untwisting Iron, and 
  the Monastery of Unfolding Wind. Aristocrats, leaders, 
  and wealthy merchants the world over send their children 
  to seek education at these schools, together called the  
  Houses of Perfection.
  15+: The Houses of Perfection are quite hard to get into and 
  require succeeding at a difficult challenge, such as racing a 
  djinni, wrestling a shaitan, or outwitting an efreeti.
  20+: Once every 10 years, the Houses hold a tournament, 
  competing with each other in both unarmed and weapon 
  fighting, archery, magic demonstrations, and historical 
  knowledge. The tournament culminates in the Challenge of 
  Sky and Heaven. The Monastery of Untwisting Iron has won 
  the last two challenges.
  25+: While these tournaments are friendly, they were much 
  more competitive in centuries past, with higher stakes. Duels 
  between monks were also more common in years past, and 
  sometimes turned deadly.
  KNOWLEDGE (GEOGRAPHY) OR KNOWLEDGE 
  (NATURE)
  The PCs may know more about the Obari Ocean. They learn 
  all the information whose DC is equal to or less than the 
  result of their check.
  15+: Jalmeray sits in the Obari Ocean, known as the 
  Deadly Ocean Passage thanks to volatile weather, pirates, and 
  dangerous creatures.
  20+: Some of the dangers in the ocean are dragon turtles, 
  sea hags, sharks, and a brine dragon named Hyntheragha, who 
  rules over a group of merfolk. Marids—water genies—are 
  also common here, leading to a large population of undines, 
  offspring of humans and marids.
  UNDERWATER COMBAT 
  The majority of Beneath Unbroken Waves takes place underwater. 
  The following summarizes the rules for underwater combat.
  Movement: Creatures with a swim speed can use it to 
  move freely underwater. A creature without a swim speed 
  that succeeds at a Swim check can move up to a quarter of 
  its speed as a move action or half its 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.
  Ranged Attacks: Thrown weapons are completely 
  ineffective underwater. Attacks with ranged weapons except 
  underwater crossbows (Pathfinder RPG Ultimate Equipment 
  39–40) 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). 
  On a success,, 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 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).
  Off-Balance: “Off-balance” is a special state (though not 
  technically a condition) listed in the Combat Adjustments 
  Underwater table on page 433 of the Pathfinder RPG Core 
  Rulebook. A creature off-balance in the water loses its Dexterity 
  bonus to AC, its opponents gain a +2 bonus on attack rolls 
  against it, and attacks it makes with piercing weapons are 
  made at a –2 penalty and deal half damage. A creature typically 
  becomes off-balance by failing a Swim check, which makes it 
  off-balance for a round, even if it has a neutral buoyancy and 
  doesn’t sink or rise.
  
  A. Setting Sail
  1 square = 5 feet
  PCs Start
  Here
  Dragon
  Turtles
  Start
  Here
  Pathfinder Flip-Mat Classic: Ship 
  N
  PATHFINDER SOCIETY SCENARIO
  6
  
  7
  BENEATH UNBROKEN WAVES
  A. SETTING SAIL
  The PCs set sail on the Flawless Diamond heading west. Before 
  leaving, the PCs can hire a captain for 50 gp. This captain, a 
  former pirate named Thernalore Vamys (CN female aquatic 
  half-elf expert 2/rogue 1), has a Profession (sailor) modifier of 
  +7 and stays with the ship. If the ship capsizes, she goes to 
  Wavebreak Haven and remains there. If they choose not to 
  hire a captain, one of the PCs must captain the ship. 
  The PCs must follow the sphere’s movements to go in the 
  right direction. The PC holding the sphere must succeed 
  at a DC 16 Knowledge (arcana) or Spellcraft check to sense 
  the direction of the magical energy or a DC 16 Sleight of 
  Hand or Dexterity check to feel which direction the sphere 
  is pulling. Another PC (or the hired captain) must succeed at 
  a DC 14 Profession (sailor) check or DC 16 Survival check to 
  steer the ship in the correct direction. PCs can aid another on 
  one of these checks, but not both. The difficulty of all checks 
  is increased by 3 in Subtier 8–9 due to the sphere’s weaker 
  magical field. These results modify the following encounter.
  A1. THE TURTLE AND THE SHIP (CR 8 OR CR 11)
  Read or paraphrase the following to start the encounter. 
  The sun shines brightly, and a steady wind fills the sails. As the 
  ship cuts through the cerulean waves, a small island comes into 
  view on the horizon. 
  When the PCs are approximately 1 mile from the island, 
  the runes on the stone sphere suddenly light up and a 
  powerful wave of magical energy sweeps over the area, 
  followed shortly thereafter by tumultuous waves from the 
  resultant seismic activity. Any PC swimming in the water at 
  this time must succeed at a DC 15 Swim check to continue 
  swimming through the rough water. The PCs must succeed 
  at another round of skill checks as described under “Setting 
  Sail” to sense the direction of the orb and to navigate the ship 
  out of the hazardous region, but the difficulty of the skill 
  checks increases by 4 due to the complicated environmental 
  conditions. If the PCs succeeded at both checks before the 
  pulse, they gain a +2 bonus on these checks. If the PCs succeed 
  at this new round of skill checks, they successfully navigate the 
  boat out of the hazardous area before the guardian’s attack, and 
  they instead encounter the guardian (or guardians, in Subtier 
  8–9) in calm, clear water. If not, the sea is turbulent and filled 
  with particulates during this encounter, as described in the 
  Hazard entry below.
  Creatures: An ancient guardian awakens and attacks the 
  bearers of the magical key to keep them from reaching the 
  kurobozu’s prison. The dragon turtle’s shell is patterned with 
  runes like those on the sphere, a similarity a PC notices with 
  a successful DC 15 Perception check. The PC holding the orb 
  receives a +4 bonus on this check. The ship counts as Colossal 
  size for the purpose of the dragon turtle’s capsize ability.
  Hazard: The turbulence has stirred up a great deal of silt and 
  other particulates, giving creatures in the water concealment 
  and imparting a –4 penalty on Perception checks through the 
  water. A PC must succeed at a DC 23 Perception check (DC 
  25 in Subtier 8–9) to spot a dragon turtle approaching. At the 
  start of its turn, a submerged nonaquatic creature whose eyes 
  are open must succeed at a DC 12 Fortitude save or be blinded 
  until the start of its next turn (DC 15 in Subtier 8–9 due to 
  increased precipitate). Underwater gogglesAA, a goz maskISWG, 
  or a similar item prevents the blinded condition and the 
  penalty to Perception checks, but these items do not negate 
  the concealment. Without the hazard conditions, the PCs can 
  spot the dragon turtle(s) from 90 feet away.
  SUBTIER 5–6 (CR 8)
  DRAGON TURTLE GUARDIAN 
  CR 8
  Variant dragon turtle (Pathfinder RPG Bestiary 112)
  N Huge dragon (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
  hp 108 (10d12+30)
  Fort +10, Ref +7, Will +8
  Immune fire, paralysis, sleep
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +14 (3d6+6), 2 claws +14 (2d6+6)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon, capsize
  TACTICS
  During Combat The dragon turtle begins combat by attempting 
  to capsize the Flawless Diamond. The ship is Colossal for the 
  purpose of the capsize ability. If a PC enters the water and attacks 
  the dragon turtle, it instead moves to attack that PC in melee, 
  and it uses its breath weapon if PCs on the ship successfully 
  attack it. If it manages to capsize the ship or spots the key, it 
  verbally demands the key and then focuses on the PC with the 
  orb, attempting a stealAPG combat maneuver if the orb is visible. If 
  the orb is dropped or thrown, the dragon turtle moves toward it 
  Make the following adjustments to accommodate a group 
  of four PCs. Decrease the difficulty of skill checks to navigate 
  the ship and sense the direction of the sphere by 2.
  Subtier 5–6: The dragon turtle is affected by the magical 
  pulse of energy and has the sickened condition. Reduce the 
  Reflex save DC for its breath weapon by 2.
  Subtier 8–9: Remove one dragon turtle from the 
  encounter. Use the single dragon tactics from Subtier 5–6.
  Scaling Encounter A1
  
  Remendi
  PATHFINDER SOCIETY SCENARIO
  8
  and catches the key in its mouth as a move action. It cannot use 
  its bite or breath weapon attacks with the orb in its mouth.
  Morale The dragon turtle withdraws if it successfully recovers the 
  orb, swimming as far as it can in the opposite direction of the 
  monastery. It does not surrender.
  STATISTICS
  Str 23, Dex 10, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +10; CMB +18 (+20 bull rush); CMD 28 (30 vs. 
  bull rush, 32 vs. trip)
  Feats Blind-Fight, Cleave, Improved Bull 
  Rush, Improved Initiative, Power Attack
  Skills Diplomacy +14, Intimidate +14, 
  Perception +14, Sense Motive +14, Stealth 
  +5 (+13 in water), Survival +14, Swim +27; 
  Racial Modifiers +8 Stealth
  Languages Aquan, Common, Draconic
  SPECIAL ABILITIES
  Breath Weapon (Su) Cloud of steam 20 ft. 
  high, 25 ft. wide, and 50 ft. long, 10d6 
  fire, Reflex DC 18 for half, usable 
  every 1d4 rounds; effective both on 
  the surface and underwater.
  Capsize (Ex) A dragon turtle can attempt 
  to capsize a boat or ship by ramming 
  it as a charge attack and attempting 
  a combat maneuver check. The DC of 
  this check is 25, or the result of the boat 
  captain’s Profession (sailor) check, whichever 
  is higher. For each size category larger than 
  the dragon turtle’s size, it takes a cumulative 
  –10 penalty on this combat maneuver check. 
  SUBTIER 8–9 (CR 11)
  DRAGON TURTLES (2) 
  CR 9
  hp 126 each (Pathfinder RPG Bestiary 112) 
  TACTICS
  During Combat Both dragon turtles begin combat by attempting 
  to capsize the Flawless Diamond. The ship is Colossal for the 
  purpose of this ability. If a PC enters the water and attacks, 
  one dragon turtle retaliates in melee while the other continues 
  trying to capsize the ship. If PCs on the ship successfully attack 
  either dragon turtle, that creature uses its breath weapon, 
  waiting a round if the other used its breath weapon this round. 
  If the dragon turtles capsize the ship or spot the key, they 
  verbally demand the key and then focus on the PC with the 
  orb, attempting a stealAPG combat maneuver if the orb is visible. 
  If the orb is dropped or thrown, one dragon turtle moves 
  toward it and takes it in its mouth as a move action, during 
  which time it cannot use its bite or breath weapon attacks.
  Morale The dragon turtles withdraw if they successfully recover 
  the orb, swimming as far as they can in the opposite direction 
  from the monastery. They do not surrender.
  Treasure: The impact of the battle and the environmental 
  conditions knock open a long-forgotten secret storage 
  area in the Flawless Diamond once used for smuggling. It 
  contains a large onyx worth 700 gp and a very old bottle of 
  wine worth 50 gp to a collector, as well as a potion of bear’s 
  endurance, a potion of invisibility, and a potion of slipstreamAPG. 
  In Subtier 8–9, the onyx is instead worth 1,700 gp, there are 
  six bottles of wine, and there is also a potion of 
  dispel magic, a potion of remove disease, a potion of 
  tongues, and a potion of water breathing, as well 
  as three scrolls of freedom of movement and a 
  scroll of restoration.
  Development: 
  If 
  the 
  dragon 
  turtle 
  successfully capsizes the ship, it is very 
  difficult for swimmers in the water to right it, 
  but the ship has a small lifeboat that is easily 
  retrieved even if the ship is capsized. It takes 
  about 15 minutes to sail to the island in the 
  Flawless Diamond, or 1 hour to row there in the 
  lifeboat. The undines’ island is visible from 
  the site of the dragon turtle battle. 
  The seismic activity recurs periodically, 
  seemingly following the key. The sphere 
  glows brightly and the direction it wants 
  to go is obvious, so no further checks are 
  necessary to follow it. If the dragon turtle 
  successfully departs with the orb, the PCs 
  must succeed at a DC 22 Survival check (DC 
  25 in Subtier 8–9) to continue traveling in the 
  right direction by memory; otherwise, they 
  must get directions from the undines on the island.
  Rewards: If the PCs are forced to abandon the ship, reduce 
  each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 200 gp.
  Out of Subtier: Reduce each PC’s gold earned by 516 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 833 gp.
  ISLAND OF UNDINES
  Vudra has a large population of undines, humanoid creatures 
  with water genie heritage, though they generally prefer to 
  live in their own communities, typically by the water, rather 
  than in Vudra’s larger cities. They usually have blue- or green-
  tinted skin, webbed fingers and toes, and finlike ears. A group 
  of undines established a village on this island, which once 
  housed the Monastery of Unbreaking Waves, about 300 years 
  ago. The undines are the only intelligent inhabitants on the 
  island. About 5 years ago, several amphibious undines from 
  the village found the remains of the Monastery of Unbreaking 
  Waves about half a mile away. A few of the buildings were 
  still intact from the monks’ attempt to rebuild underwater 
  centuries ago. The undines got into a few of the buildings and 
  began teaching themselves the techniques described there, 
  but they couldn’t get into the prison that houses Falehetu.
  
  9
  BENEATH UNBROKEN WAVES
  A small, solitary island rises up from the ocean, with sandy shores 
  and dense green foliage. Several large trees look to have fallen 
  recently. A few dozen small structures made of wood and stone 
  indicate the island is settled.
  Creature: The undines’ leader, Remendi (N female undine 
  expert 2/fighter 4; +1 Charisma bonus), approaches the PCs 
  as they land. Small aftershocks keep occurring during their 
  conversation. Remendi’s starting attitude is unfriendly, as she 
  suspects the PCs’ ship was the source of the magical pulse 
  that caused the earthquake. She is also quite worried about 
  the undines who were at the monastery at the time of the 
  magical pulse and earthquake, including her wife Zulfibha (N 
  female undine cleric of Gozreh 4). If there is an undine in the 
  party, she instead begins with a starting attitude of indifferent 
  as she is more inclined to trust fellow undines. Undines also 
  gain a +2 circumstance bonus on social skill checks when 
  dealing with Remendi.
  Remendi first accuses the PCs of causing the recent 
  earthquake. If they attempt to deny being the source of it, 
  they must succeed at a DC 18 Bluff check (DC 20 in Subtier 
  8–9), and her attitude toward the PCs worsens by one step on 
  a failure. Regardless of her attitude, she explains that a group 
  of undines who could breathe underwater were off in the ocean 
  at the time of the magical pulse and subsequent earthquake 
  and haven’t returned. If the PCs indicate they will go find the 
  missing undines, Remendi’s attitude automatically improves 
  by one step. If the PCs change Remendi’s attitude to friendly, 
  she explains about the ruins of the monastery and gives them 
  exact directions to the site. She also tells them her wife is one 
  of the missing undines and implores them to find her. As the 
  community’s leader, she feels she can’t leave the rest of the 
  village on a personal mission during a dangerous time, but she 
  is quite worried. She also mentions she was always concerned 
  about the safety of the ruined monastery, and she now regrets 
  she didn’t stop the others from continuing to visit the site.
  Treasure: If the PCs successfully change Remendi’s 
  attitude to friendly, she offers them some gifts to help 
  them handle the environment. She offers them six pairs of 
  underwater gogglesAA as well as a belt of incredible dexterity +2 
  the undines recovered from a shipwreck. In Subtier 8–9, she 
  also offers them gloves of swimming and climbing and a circlet 
  of persuasion.
  Rewards: If the PCs fail to make Remendi friendly, reduce 
  each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 669 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,117 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,565 gp.
  B. WRECKAGE OF THE MONASTERY
  The group of six undines, practicing martial techniques with 
  various weapons in a storage room at the time of the magical 
  pulse, had only moments to get out of the building when 
  the earthquake occurred. Two of the undines were unable 
  to evacuate in time, and the rest of the group is currently 
  engaged in the process of carefully removing rubble from the 
  site of the collapse in an attempt to free their trapped friends. 
  However, an aftershock made the pile of rubble unstable, 
  and now the undines are stuck just trying to keep the pile of 
  rubble from collapsing and crushing their friends. 
  Meanwhile, a water naga named Dathivi sensed the magical 
  pulse that initiated the earthquake and suspects an artifact 
  caused it. She has traveled to the site of the ruins to seek out 
  the source of the magical pulse and isn’t afraid to get violent 
  to claim her prize. 
  B1. COLLAPSED STORAGE ROOM (CR 8 OR CR 11)
  A dozen ruined buildings lie scattered across the sea floor, though 
  a single building in the very center of them all appears almost 
  completely intact. While some of the sunken buildings have clearly 
  lain wrecked for centuries, a fact made clear by the overgrowth of 
  algae and seaweed, others appear to have collapsed quite recently.
  If the PCs still have the orb, it starts to glow more brightly 
  as they approach the site. The PCs can immediately spot the 
  four undines busily reinforcing one of the ruined buildings, 
  clearly struggling to keep the pile of rubble from collapsing. 
  If the PCs received detailed directions from Remendi, they 
  arrive in time to approach as closely as they’d like, but if 
  they had to make their own way to the site, the undines are 
  already being confronted by the naga.
  Creatures: The water naga Dathivi felt the orb’s magical 
  pulse and came to locate the source. In Subtier 8–9, she 
  brought along her two brothers, Arzisu and Shurgus, to help 
  find the orb. If the PCs had to make their own way to the 
  site, she is already with the undines, demanding they tell 
  her where the magical object is. She turns her focus to the 
  PCs when they approach within 20 feet or if they attack her 
  To accommodate a group of four PCs, lower the DC of the 
  Bluff checks by 2.
  Scaling Island of Undines
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: The naga is sickened as a result of the 
  magical pulse, and the chance of an undine collapsing 
  each round is only 10%.
  Subtier 8–9: Remove one naga from the encounter, and 
  the chance of an undine collapsing each round is only 10%.
  Scaling Encounter B1
  
  B. Wreckage of the Monastery
  U
  : Undine
  U
  U
  U
  U
  1 square = 5 feet
  PCs
  Start Here
  Pathfinder Flip-Mat: Sunken City
  N
  B1
  PATHFINDER SOCIETY SCENARIO
  10
  
  11
  BENEATH UNBROKEN WAVES
  or otherwise draw her attention. Dathivi first orders the PCs 
  to give her the orb. If they do not comply, she immediately 
  attacks them.
  Hazard: Four creatures must support the piled rubble 
  at all times or it begins to collapse. While the four undines 
  are holding the rubble in place when the PCs arrive, they 
  are starting to tire from the strain. At the beginning of each 
  round of combat with Dathivi, there is a 20% chance one 
  of the undines supporting the pile faints from exertion. 
  If a PC does not step in to hold the rubble or resuscitate 
  the unconscious undine by using any effect or magic item 
  that restores at least 1 hit point before the end of the next 
  round so the undine can do so, the pile begins to collapse. A 
  PC can also attempt at a DC 18 Disable Device, Knowledge 
  (engineering), or relevant Craft or Profession check as a 
  standard action to reinforce the pile, reducing the number 
  of creatures required to hold it up by 1 on a success.
  At the end of each full round in which fewer than four 
  creatures hold the rubble, the pile partially collapses. A 
  creature walking or falling on the rubble must succeed at a  
  DC 15 Reflex save or cause an additional partial collapse (DC 
  18 in Subtier 8–9 due to more precariously stacked rocks). 
  After three partial collapses, the entire pile completely 
  collapses, crushing the undines underneath.
  If the PCs take over holding up the rubble or stabilize the 
  pile so fewer creatures are needed to hold it up, the undines 
  help with the combat; use the statistics for undine students 
  of Unbreaking Waves located in Appendix 1 for these 
  undines. This hazard increases the CR of the encounter by 1.
  SUBTIER 5–6 (CR 8)
  DATHIVI 
  CR 7
  NE water naga (Pathfinder RPG Bestiary 3 199; see page 19)
  hp 76 
  TACTICS
  During Combat Dathivi takes advantage of her superior mobility 
  in the water and swims 20 feet above the ocean floor, attacking 
  with ranged spells.
  Morale Dathivi withdraws from combat if she obtains the key, and 
  she surrenders if reduced to 20 or fewer hit points.
  SUBTIER 8–9 (CR 11)
  DATHIVI, ARZISU, AND SHURGUS 
  CR 7
  NE water nagas (Pathfinder RPG Bestiary 3 199; see page 19)
  hp 76 each 
  TACTICS
  During Combat Dathivi takes advantage of her superior mobility 
  in the water and swims 20 feet above the ocean floor, attacking 
  with ranged spells. If challenged in melee combat, she 
  responds in kind. Arzisu and Shurgus spread out and strike with 
  spells or melee attacks as appropriate.
  Morale Dathivi withdraws from combat if she gets the key. She 
  surrenders if reduced to 20 or fewer hit points. Shurgus and 
  Arzisu withdraw if Dathivi does, and they surrender if Dathivi 
  dies or surrenders, or if either of them are reduced to 20 or 
  fewer hit points.
  Treasure: The collapsed building was used to store 
  weapons and contains a heavy underwater crossbowUE with 10 
  bolts, four masterwork cestuses, and a +1 tiger forkUE. In Subtier 
  8–9, there is also a +2 trident and a wand of mage armor with 35 
  charges remaining.
  Development: If the PCs successfully defeat the naga 
  without the rubble pile completely collapsing, the undines 
  are grateful for their assistance and are immediately friendly 
  toward the PCs. The PCs can help dig out the trapped 
  undines from the collapsed building, which takes about 
  10 minutes but doesn’t require a check as long as other 
  creatures continue to hold the pile stable. Otherwise the 
  remaining undines are able to free their trapped compatriots 
  after about an hour of reinforcing and stabilizing the 
  collapsed structure. Rhakned (N male undine monk 4), an 
  energetic and enthusiastic warrior, has swiftly picked up 
  the techniques of the Unbreaking Waves and is the de facto 
  leader of this group. The two trapped undines are the village 
  leader Remendi’s wife Zulfibha and a monk named Rirzik (N 
  male undine monk 2). Zulfibha is a cleric and can cast cure 
  moderate wounds twice and cure light wounds three times (CL 
  4th) if the PCs require healing. The undines are willing to 
  remain at the site if the PCs ask, though they will not aid in 
  combat or enter the prison.
  If the two trapped undines die, the other four immediately 
  head back to their island. The PCs must succeed at a DC 15 
  Diplomacy check to convince the undines to answer any 
  questions before departing for home with their dead friends. 
  The undines found the ruined remains of the monastery 
  5 years ago. Several buildings were intact, while other 
  were piles of rubble. Some of the intact buildings, like 
  the one that collapsed on Zulfibha and Rirzik, contained 
  stone tablets demonstrating signature techniques of the 
  Monastery of Unbreaking Waves. These six monks taught 
  themselves using the diagrams from the stone tablets. 
  Unfortunately, the tablets in this building were broken 
  into pieces during the collapse. The only building that still 
  stands is securely locked, surrounded by reefs of forbidding 
  coral, and protected by a trio of water elementals. The 
  undines admit they have never been able to enter it, and 
  know that any attempt to approach the building results in 
  a violent response from the building’s elemental guardians. 
  None of the undines know anything about that building or 
  about the key.
  A PC who examines a ruined building and succeeds at 
  a DC 16 Knowledge (engineering) check can tell this was 
  not where these buildings originally stood. A PC with the 
  
  C. The Prison
  F
  : Falehetu
  M
  : Monks
  W
  : Water Elemental
  W
  W
  W
  M
  M
  F
  M
  1 square = 5 feet
  N
  C5
  C4
  C2
  C1
  C3
  C3
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  BENEATH UNBROKEN WAVES
  stonecunning ability can attempt this check untrained. 
  Some of the stones have reinforced fractures, indicating the 
  buildings were rebuilt in this location, while other piles have 
  clearly been neatly stacked up, rather than strewn apart by a 
  collapse. The lack of any sign of a permanent foundation 
  around these piles indicates that no building was ever 
  constructed there.
  Faction Notes: By saving these undines, members of the 
  Concordance faction can encourage the undines’ ongoing 
  revival of the Monastery of Unbreaking Waves. However, at 
  this time the undines aren’t ready to discuss the prospect; 
  see the Conclusion (page 17) for more information.
  Rewards: If the PCs fail to save the trapped undines, reduce 
  each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 302 gp.
  Out of Subtier: Reduce each PC’s gold earned by 670 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,038 gp.
  C. THE PRISON
  Three water elementals stand guard in front of the former 
  school-building-turned-prison 
  holding 
  Falehetu. 
  The 
  kurobozu lies in wait within its prison, along with several 
  other undead creatures: the last remnants of the monks of the 
  Unbreaking Waves who fell at the kurobozu’s hands. Falehetu 
  knows the earthquakes mean the prison is weakening and the 
  key is close by, so he prepares for battle.
  The building is 15 feet tall with 2-foot-wide stone walls 
  and no windows. Small sconces set with continual flame spells 
  illuminate the interior.
  C1. OUTSIDE THE PRISON (CR 8 OR CR 10)
  One building stands tall among the wreckage of many others, 
  with elegantly curved walls made from stone. Runes carved into 
  the exterior glow brightly, and razor-edged coral reefs form a 
  protective fence around the building’s perimeter.
  Creatures: Three water elementals in the shape of 
  powerfully built humanoids guard the front doors of the 
  prison. The water elementals have a duty to keep the undead 
  prisoner contained within the monastery, but they are not 
  immediately aggressive unless the PCs attempt to approach 
  the doors or damage the walls of the monastery-turned-
  prison. A PC capable of speaking Aquan who attempts to 
  speak with the elementals learns that the monastery contains 
  a fearsome undead creature that the elementals are compelled 
  to keep contained for as long as it exists, but the water 
  elementals do not know any further details beyond that. A PC 
  capable of communicating with the elementals can attempt 
  a DC 18 Diplomacy check or a DC 20 Bluff check to convince 
  the water elementals that the party is capable of destroying 
  the undead once and for all, ending its menace and freeing 
  the elementals from their servitude. If the PCs are successful, 
  To accommodate a group of four PCs, remove one water 
  elemental from the encounter.
  Scaling Encounter C1 
  the water elementals allow them to enter the prison. The 
  difficulty of these checks are increased by 2 in Subtier 8–9.
  SUBTIER 5–6 (CR 8)
  LARGE WATER ELEMENTALS (3) 
  CR 5
  hp 68 each (Pathfinder RPG Bestiary 126; see page 19) 
  TACTICS
  During Combat The water elementals take turns assuming 
  vortex form, with no more than one elemental assuming 
  vortex form at a time. The elemental in vortex form tries to 
  pick up as many opponents as possible. The elementals not in 
  vortex form target the largest opponents first.
  Morale The elementals do not surrender or leave the prison they 
  guard, nor do they pursue PCs who retreat beyond the reefs.
  SUBTIER 8–9 (CR 10)
  HUGE WATER ELEMENTALS (3) 
  CR 7
  hp 95 each (Pathfinder RPG Bestiary 126; see page 19) 
  TACTICS
  Use the same tactics as Subtier 5–6.
  Treasure: While the building took no structural damage, 
  the earthquake knocked several gems loose from the exterior 
  of the structure: four sapphires worth 50 gp each and an 
  elemental gem (water)UE. In Subtier 8–9, there are a total of four 
  elemental gems, one each of earth, air, fire, and water.
  Rewards: If the PCs do not overcome the water elementals 
  (either through combat or diplomacy), reduce each PC’s gold 
  earned by the following amount. 
  Subtier 5–6: Reduce each PC’s gold earned by 220 gp.
  Out of Subtier: Reduce each PC’s gold earned by 501 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 783 gp.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Reduce the quality of the lock to average 
  due the centuries spent underwater. Reduce the total 
  number of hours to hack through the wall by 2.
  Subtier 8–9: Reduce the total number of hours to hack 
  through the wall by 4.
  Scaling Encounter C2 
  
  PATHFINDER SOCIETY SCENARIO
  14
  C2. FRONT DOORS
  Large letters arch gracefully over the top of the large front doors, 
  while much smaller writing covers the surfaces of the doors, 
  interspersed with ancient, brightly glowing runes.
  The large letters over the arched front doors read 
  Monastery of Unbreaking Waves in both Vudrani and 
  Aquan. The smaller writing carved into the doors themselves 
  explain the crimes of the creature inside. A PC who reads 
  Aquan or Vudrani can determine that this was originally 
  a school building but was repurposed into a prison, and 
  that it holds an undead creature guilty of murder. A PC 
  who reads Aquan can also work out that the monastery was 
  intentionally abandoned after the creature was trapped 
  within. The undines, if still present, can translate this 
  portion of the writing if asked to do so. The undines also 
  explain that the runes and smaller writing were not visible 
  prior to the recent earthquake, though the large sign over 
  the door was always there. A character who succeeds at a DC 
  20 Linguistics check (DC 22 in Subtier 8–9) can make out a 
  lot more detail, as provided in Handout #2. Speaking Aquan 
  or Vudrani provides a +4 bonus on this check. Spells such as 
  comprehend languages or tongues provide the same bonus and 
  reveal the same information as speaking Aquan, but do not 
  negate the need for the Linguistics check due to the obscure 
  and archaic wording involved.
  There is an obvious niche exactly sized for the orb. If the 
  PCs still have the orb, inserting it into the niche unlocks 
  the door; otherwise, the PCs must find another means of 
  entry. The door is secured with a good-quality lock with 
  arcane lock cast on it (CL 10th, DC 40 Disable Device to open). 
  The doors and walls are 2-foot-thick stone. It is possible to 
  break a 5-foot-wide hole in the wall, though doing so takes 
  8 hours of concerted effort, divided by the number of PCs 
  contributing with picks, shovels, or weapons suitable for 
  demolishing a solid wall. Each hour a PC works at chipping 
  away the stone, she must succeed at a Fortitude save or 
  become fatigued. The DC of this saving throw is 12 for the 
  first hour, and the DC increases by 1 for each subsequent 
  hour of work. In Subtier 8–9, it instead takes 12 hours of 
  work, and the Fortitude save DC begins at 15.
  Alternatively, a PC with a suitable adamantine weapon 
  can accomplish the same feat with only 10 minutes of work. 
  Likewise, spells such as stone shape and passwall affect the 
  walls normally.
  C3. CLASSROOMS 
  This round room has a large, round, stone pedestal about three feet 
  tall, with several round stone seats surrounding it. Scrawled writing 
  has been carved all over the walls, looking distinctly non-academic.
  These rooms served as classrooms, where instructors 
  could stand on the pedestals to demonstrate techniques 
  or to lecture. The walls are covered with Falehetu’s carved 
  screeds, ranting in Vudrani against the Monastery of 
  Unbreaking Waves and the leader of the Monastery of 
  Untwisting Iron. This writing contains no words in Aquan 
  and looks very different than the writing on the front 
  doors or in the library. The phrases “They killed me, they 
  trapped me, I will be free,” appear over and over, as does the 
  word “vengeance.”
  C4. LIBRARY
  Large stone panels throughout this round room feature carved 
  images of figures demonstrating martial arts techniques. Flowing 
  writing surrounds each image. A large window to the south looks 
  over an elliptical arena set into the ground.
  The flowing text carved onto the large stone panels is 
  written in the same archaic mix of Aquan and ancient 
  Vudrani found on the orb and the front doors, and it details 
  martial techniques with names evoking aquatic themes. If 
  the PCs convince the undines to enter the building once the 
  undead prisoner is defeated, the undines can confirm that all 
  the techniques from the tablets they were studying are also 
  depicted on the panels in this room, as well as a variety of 
  techniques they’ve never seen before.
  The undead creatures in the arena, all that remains of 
  the Unbreaking Waves monks killed by Falehetu, are visible 
  through the window.
  C5. THE SPARRING ARENA (CR 9 OR CR 12)
  A large elliptical arena is set five feet down into the floor, with 
  staircases at the eastern and western edges for easy access. Risers 
  of seats surround the arena on all sides, with space for dozens of 
  people to watch bouts.
  Creatures: The kurobozu Falehetu and three undead monks 
  of the Unbreaking Waves are in this area. The undead monks 
  stand in the arena. They have grown bitter and monstrous 
  over the centuries and attack anyone who enters the arena. 
  Though they have tried many times to defeat Falehetu, they 
  have never been successful in doing so. Falehetu, guessing 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: Remove one advanced wight from the 
  encounter.
  Subtier 8–9: Remove one brykolaka from the encounter.
  Scaling Encounter C5
  
  Falehetu
  15
  BENEATH UNBROKEN WAVES
  from the seismic activity that the prison is potentially about 
  to open, hides behind one of the risers. He attacks right after 
  the earthquake described in Hazard below.
  Hazard: Two rounds after the PCs first enter area C5, a 
  small earthquake shakes the arena. Creatures standing 
  on the ground must succeed at a DC 14 Reflex save or fall 
  prone. Creatures swimming must succeed at a DC 14 Reflex 
  save or become off-balance. The area fills with precipitate, 
  giving creatures concealment and imposing a –4 penalty on 
  Perception checks by non-aquatic creatures. Non-aquatic 
  creatures must succeed at a DC 12 Fortitude save or be 
  blinded for 1 round. (In Subtier 8–9, they must attempt this 
  check each turn until the precipitate settles.) The difficulty 
  of both saving throws is increased by 3 in Subtier 8–9. 
  Underwater goggles, a goz maskISWG, or a similar item prevents 
  the blinded condition and the penalty on Perception checks, 
  but it does not negate the concealment or the need for 
  the Reflex save. The undead creatures are immune to this 
  blinding effect, but they still take the penalty on Perception 
  checks and must attempt Reflex saves to keep their balance. 
  The debris settles after 1 round, or after 1d4 rounds in 
  Subtier 8–9.
  SUBTIER 5–6 (CR 9)
  FALEHETU 
  CR 6
  Male unique kurobozu (Pathfinder RPG Bestiary 5 153)
  LE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
  hp 76 (9d8+36)
  Fort +7, Ref +9, Will +10
  Defensive Abilities evasion; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +12/+7 (1d10+5 plus sage’s bane) or
   unarmed strike flurry of blows +13/+13/+8/+8 (1d10+5 plus 
  sage’s bane)
  Special Attacks disease, sage’s bane, steal breath
  TACTICS
  Before Combat Falehetu hides behind the risers, waiting for the 
  earthquake before attacking with the element of surprise. 
  During Combat Falehetu attempts to attack opponents who 
  bear obvious markings of known monasteries or who seem 
  martially inclined. He uses his stunning fist attack before 
  attempting his steal breath ability on the following round. 
  When using flurry of blows, Falehetu attempts to attack 
  multiple opponents.
  Morale Falehetu fights to the death.
  STATISTICS
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
  Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
  Feats Defensive Combat Training, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Power Attack, Stunning 
  Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +13 (+21 when jumping), Perception +16, 
  Stealth +16, Swim +14
  SQ echo of life, sage’s bane
  Gear shark tooth amuletARG
  SPECIAL ABILITIES
  Disease (Su) Black Apoxia: Steal breath—inhaled; save Fort DC 
  18; onset 1 day; frequency 1/day; effect 1d3 Con damage and 
  exhausted; cure 2 consecutive saves.
  Echo of Life (Su) The kurobozu Falehetu retains some 
  of the same disciplined training it had in life. It gains 
  the monk’s evasion, AC bonus, stunning fist, and flurry 
  of blows class features and unarmed strike damage as 
  a monk of equal level to its Hit Dice. A kurobozu’s stunning 
  fist lasts 1 round longer than normal. In addition, a kurobozu 
  replaces its Constitution modifier with its Wisdom modifier 
  instead of its Charisma modifier.
  
  PATHFINDER SOCIETY SCENARIO
  16
  Sage’s Bane (Su) A target struck by a kurobozu’s unarmed strike 
  takes 1d4 points of Wisdom damage and loses an equal 
  amount of ki (Fortitude DC 18 negates both). For every point 
  of Wisdom damage a kurobozu deals, it regains 5 hit points. 
  Hit points regains in excess of the creature’s normal maximum 
  are treated as temporary hit points and dissipate after 1 
  minute. The save DC is Wisdom-based.
  Steal Breath (Su) As a standard action, a kurobozu can steal 
  the breath from a stunned or helpless target, as per the 
  spell suffocation, except it never causes the victim to die.
  UNDEAD MONKS OF UNBREAKING WAVES (3) 
   CR 4
  Variant advanced wight (Pathfinder RPG Bestiary 288, 276)
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 34 each (4d8+16)
  Fort +5, Ref +4, Will +7
  Immune undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee slam +6 (1d4+4 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 16)
  TACTICS
  During Combat The undead monks focus their attacks on one 
  opponent at a time, seeking to take down martial artists or 
  skilled melee combatants first. They coordinate with each other 
  to flank, but they do not coordinate with Falehetu.
  Morale The undead monks fight until destroyed, but if Falehetu 
  is defeated, they instantly crumble into nothingness.
  STATISTICS
  Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19
  Base Atk +3; CMB +6; CMD 19
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Climb +10, Intimidate +11, Knowledge (religion) +9, 
  Perception +13, Stealth +18, Swim +7; Racial Modifiers +8 
  Stealth, +8 Swim to perform a special action or avoid a hazard.
  Languages Aquan, Common, Vudrani
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain by a 
  wight becomes a wight itself in only 1d4 rounds. Spawn so 
  created are less powerful than typical wights and take a –2 
  penalty on d20 checks and rolls, as well as –2 hp per HD. 
  Spawn are under the command of the wight that created 
  them and remain enslaved until that creature’s death, at 
  which point they lose their spawn penalties and become full-
  fledged and free-willed wights. They do not possess any of 
  the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a wight destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  SUBTIER 8–9 (CR 12)
  FALEHETU 
  CR 9
  Male unique kurobozu (Pathfinder RPG Bestiary 5 153)
  LE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 23, touch 21, flat-footed 19 (+4 Dex, +3 monk, +2 natural,  
  +4 Wis)
  hp 88 (12d8+48)
  Fort +8, Ref +10, Will +12
  Defensive Abilities evasion; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +15/+10 (2d6+5 plus sage’s bane) or
  unarmed strike flurry of blows +16/+16/+11/+11/+6 (2d6+5 
  plus sage’s bane)
  Special Attacks disease, sage’s bane, steal breath
  TACTICS
  Use the same tactics as Subtier 5–6.
  STATISTICS
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
  Base Atk +9; CMB +14; CMD 38 (42 vs. trip)
  Feats Combat Reflexes, Defensive Combat Training, Improved 
  Initiative, Improved Unarmed Strike, Lightning Reflexes, 
  Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +16 (+24 when jumping), Climb +14, 
  Perception +19, Sense Motive +13, Stealth +19
  SQ echo of life, sage’s bane
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
  Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
  Feats Defensive Combat Training, Improved Initiative, 
  Improved Unarmed Strike, Lightning Reflexes, Power 
  Attack, Stunning Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +16 (+24 when jumping), Perception +19, 
  Stealth +19, Swim +17
  SQ echo of life, sage’s bane
  Gear shark tooth amuletARG
  SPECIAL ABILITIES
  Disease (Su) Black Apoxia: Steal breath—inhaled; save Fort 
  DC 20; onset 1 day; frequency 1/day; effect 1d3 Con 
  damage and exhausted; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Echo of Life (Su) A kurobozu retains some the same disciplined 
  training it had in life. It gains the monk’s evasion, AC 
  bonus, stunning fist, and flurry of blows class features 
  and unarmed strike damage as a monk of equal level 
  to its Hit Dice. A kurobozu’s stunning fist lasts 1 round 
  longer than normal. In addition, a kurobozu replaces 
  its Constitution modifier with its Wisdom modifier instead of 
  its Charisma modifier.
  Sage’s Bane (Su) Any target struck by a kurobozu’s unarmed 
  strike takes 1d4 points of Wisdom damage and loses an 
  
  17
  BENEATH UNBROKEN WAVES
  equal amount of ki (Fortitude DC 20 negates both). For every 
  point of Wisdom damage a kurobozu deals, it regains 5 hit 
  points. Hit points gained in excess of the creature’s normal 
  total are treated as temporary hit points and dissipate after 1 
  minute. The save DC is Wisdom-based.
  Steal Breath (Su) As a standard action, a kurobozu can steal 
  the breath from a stunned or helpless target, as per the 
  spell suffocation, except it never causes the victim to die.
  UNDEAD MONKS OF UNBREAKING WAVES (3) 
   CR 6
  Variant brykolakas (Tome of Horrors Complete 85)
  CE Medium undead (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 62 each (9d8+18)
  Fort +7; Ref +5; Will +8
  DR 10/silver; Immune undead traits; SR 17
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +12 (1d8+5 plus disease)
  Special Attacks death throes
  TACTICS
  During Combat The undead monks engage their opponents in 
  melee, swimming if necessary. They coordinate with each other 
  to flank, but they do not coordinate with Falehetu.
  Morale The undead monks of Unbreaking Waves fight until 
  destroyed, but if Falehetu is defeated, they instantly crumble 
  into nothingness.
  STATISTICS
  Str 20, Dex 17, Con —, Int 10, Wis 14, Cha 14
  Base Atk +6; CMB +11; CMD 24
  Feats Blind-Fight, Great Fortitude, Power 
  Attack, Toughness, Weapon Focus (claw)
  Skills Intimidate +14, Knowledge (nature) 
  +9, Perception +18, Stealth +15, Swim +13; Racial 
  Modifiers +4 Perception, +8 Swim to perform a special action 
  or avoid a hazard.
  Languages Common
  SQ water dependency
  SPECIAL ABILITIES
  Death Throes (Su) When reduced to 0 or less hit points, a 
  brykolakas is destroyed and its body changes into a pool of 
  deadly poison that quickly (1 round) fills a 10-foot cube (if 
  it’s in the water when destroyed). The poison disperses in the 
  next round. Creatures in the area are exposed to the poison. If 
  a brykolakas is slain on land, its body collapses into a puddle 
  of briny liquid that quickly covers a 10-foot square area. 
  The puddle lasts for 1d2 rounds before dispersing. Creatures 
  touching the puddle are exposed to the poison.
  Brykolakas Poison—Contact; save Fort DC 
  16; onset 1 minute; frequency 1/round for 2 
  rounds; effect 1d6 Dex damage; cure 1 save. 
  Disease (Su) A brykolakas’s claw attacks deliver a virulent disease 
  that breaks down the victim’s internal organs (causing 
  internal bleeding and a darkening of the skin). This 
  supernatural disease is called brykolakas fever. The save DC 
  is Charisma-based.
  Brykolakas Fever—Claw; disease, save Fortitude 
  DC 16 negates, onset 1 minute, frequency 1/
  day, effect 1d4 Con and 1d4 Dex damage, cure 1 save.
  Water Dependency (Ex) A brykolakas can survive out of the 
  water for 6 hours. After that, its body begins drying out and 
  within 1 hour, the brykolakas crumbles into dust unless it can 
  reach saltwater before the hour passes.
  Development: Falehetu has a crest tattooed on his chest 
  that is still legible despite his centuries beneath the waves. 
  The other undead have a different tattooed symbol. A PC 
  who succeeds at a DC 14 Knowledge (local) or Knowledge 
  (history) check recognizes the symbol on Falehetu as that of 
  the Monastery of Untwisting Iron. A PC who succeeds at a 
  DC 12 Perception check notices that the symbol on the other 
  undead appears throughout the building and can guess it is 
  probably the symbol of the Monastery of Unbreaking Waves.
  The seismic activity stops with the defeat of Falehetu. If the 
  undines from Wavebreak Haven are present, they return to 
  the island along with the PCs.
  Faction Notes: Members of the Concordance faction can 
  use their victory here to help convince the undines to continue 
  reviving the techniques and teachings of the Monastery of 
  Unbreaking Waves. See the Conclusion for more details.
  Rewards: If the PCs do not defeat Falehetu, reduce each 
  PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 750 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 750 gp.
  CONCLUSION
  Remendi and the rest of the village are relieved when the 
  undines return. They are overjoyed if everyone makes it back 
  alive, and saddened if Zulfibha and Rirzik were crushed under 
  the building. Remendi is overcome with grief if Zulfibha 
  died, and she orders the PCs to leave the island immediately, 
  blaming them for the tragedy, though she provides a small 
  boat if the Flawless Diamond capsized. Either way, she vocally 
  concludes that it would be a bad idea for villagers to continue 
  going to the site of the monastery.
  The PCs have an opportunity here to convince Remendi, 
  Rhakned, Zulfibha, and the rest of the undines that they 
  should continue learning from the records of the ancient 
  monks. Doing so requires a successful DC 18 Diplomacy 
  check (DC 21 in Subtier 8–9). Alternatively, a PC who 
  possesses a style feat or the Improved Unarmed Combat feat 
  can appeal to the undines as a fellow martial artist. Such a 
  PC can instead make the check with a bonus equal to 5 + 
  
  PATHFINDER SOCIETY SCENARIO
  18
  her Base Attack Bonus, and she can increase this bonus by 
  4 if she also spends 1 ki point. The difficulty of the check is 
  increased by 10 if Zulfibha and Rirzik perished. If there is 
  an undine in the party, the party receives a +2 circumstance 
  bonus on the check.
  When the party reports back to the lodge in Niswan, 
  Venture-Captain Rashmivati Melipdra is quite concerned 
  about the dangers the key unleashed. “I suppose it’s easy to 
  forget that locks aren’t only to keep us out, but sometimes 
  to keep things in,” she posits. Regardless, she is glad to hear 
  the party found the remains of the Monastery of Unbreaking 
  Waves. If the PCs were unable to interpret the writing on the 
  door of the prison, she sends a second team of Pathfinders 
  specialized in ancient languages to do so, and lets the PCs 
  know the results of the translation (Handout #2). If the PCs 
  lost the orb, she is somewhat disappointed. She shrugs and 
  admits, “Well, I hate to lose an ancient relic, but I am so glad 
  that you didn’t get steamed by a dragon turtle” or “zapped by 
  a water naga,” as appropriate.
  If the PCs convince the undines to continue reviving the 
  Monastery of Unbreaking Waves, Melipdra is delighted. “That 
  would be wonderful! All four elements once again represented 
  in the Houses of Perfection!” If there are Concordance faction 
  PCs in the party, she adds, “That should please Ashasar, I’d 
  imagine, restoring balance in that way. Say, is that what the 
  letter was about? You don’t need to answer; I can see it on 
  your face.” She continues, “I’ll have to arrange a tournament 
  with the new house, though I admit that I’ve never sparred 
  underwater before. I look forward to seeing their techniques.” 
  She assures any monks or other martial artists in the party 
  that they will of course receive an invitation.
  REPORTING NOTES
  If the PCs convinced the undines to restore the Monastery 
  of Unbreaking Waves, check box A. If the PCs successfully 
  rescued Zulfibha and Rirzik, check box B.
  PRIMARY SUCCESS CONDITIONS
  If the party successfully defeats Falehetu, they fulfill the 
  primary success condition and gain the Wavemaster boon on 
  their Chronicle sheets.
  SECONDARY SUCCESS CONDITIONS
  If the PCs succeed at three of the following five objectives, they 
  succeed at their secondary success condition: successfully 
  navigate the hazardous sea region with the Flawless Diamond 
  intact, succeed at getting information from the undines on 
  the island, prevent the trapped undines from dying, convince 
  the undines to continue the practices of the school, and 
  return with the orb.
  FACTION NOTES
  Ashasar charged Concordance agents with reviving the 
  Monastery of Unbreaking Waves. They can accomplish this 
  mission by convincing the undines who have already begun 
  learning from the records of the Monastery of the Unbreaking 
  Wave to continue with their practice.
  Concordance: If the party convinced the undines to 
  continue reviving the Monastery of Unbreaking Waves, 
  grant each PC belonging to the Concordance faction the Fist 
  of Elemental Accord boon on his or her Chronicle sheet.
  
  19
  BENEATH UNBROKEN WAVES
  Player Handout 1: Letter from Ashasar to Concordance Members 
  Player Handout 2: Translation of writing from Front door of Monastery
  I understand from the esteemed Venture-Captain Melipdra that you are to investigate 
  what became of the Monastery of Unbreaking Waves. I would like to ask you to go one 
  step further and see what you can do to help usher in its restoration. This is a perfect 
  example of the balance we seek to preserve. Restoring the school devoted to water will truly 
  complete the Houses of Perfection.
  Sincerely,
  Ashasar
  The creature kept inside here went by the name Falehetu in life. After losing a 
  match to a monk of Unbreaking Waves, he used forbidden techniques to create 
  a tsunami, which destroyed our monastery, taking many lives and sending the 
  wreckage of the buildings into the sea. We chose to start rebuilding the monastery 
  beneath the waves, embracing the inspiration of the marids. 
  Falehetu returned, but this time as an undead horror, swearing vengeance on the 
  House of Unbreaking Waves for his downfall. He killed many of us. Three brave 
  monks subdued him in this building, giving their lives in the process. What was 
  once our schoolhouse is now his prison, and this is the end of the monastery.
  
  PATHFINDER SOCIETY SCENARIO
  20
  APPENDIX 1: STAT BLOCKS
  DRAGON TURTLE
  This long-tailed aquatic beast resembles a massive snapping turtle 
  with draconic features.
  DRAGON TURTLE 
  CR 9
  N Huge dragon (aquatic)
  Init +4; Senses low-light vision, darkvision 60 ft., scent; Perception 
  +16
  DEFENSE
  AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
  hp 126 (12d12+48)
  Fort +12, Ref +8, Will +9
  Immune fire, sleep, paralysis
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +18 (3d6+8), 2 claws +18 (2d6+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon, capsize
  STATISTICS
  Str 27, Dex 10, Con 19, Int 12, Wis 13, Cha 12
  Base Atk +12; CMB +22; CMD 32 (36 vs. trip)
  Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, 
  Improved Initiative, Power Attack
  Skills Diplomacy +16, Intimidate +16, Perception +16, Sense Motive 
  +16, Stealth +7 (+15 in water), Survival +16, Swim +31; Racial 
  Modifiers +8 Stealth in water
  Languages Aquan, Common, Draconic
  SPECIAL ABILITIES
  Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet wide, 
  and 50 feet long, once every 1d4 rounds, damage 12d6 fire, 
  Reflex DC 20 half; effective both on the surface and underwater. 
  The save DC is Constitution-based.
  Capsize (Ex) A dragon turtle can attempt to capsize a boat or ship 
  by ramming it as a charge attack and making a CMB check. 
  The DC of this check is 25, or the result of the boat captain’s 
  Profession (sailor) check, whichever is higher. For each size 
  category larger than the dragon turtle’s size, it takes a cumulative 
  –10 penalty on this CMB check.
  ELEMENTAL, WATER
  This translucent creature’s shape shifts between a spinning column of 
  water and a crashing wave.
  LARGE WATER ELEMENTAL 
  CR 5
  N Large outsider (elemental, extraplanar, water)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +8, Will +2
  DR 5/—; Immune elemental traits
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +12 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drench, vortex (DC 19), water mastery
  STATISTICS
  Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 27
  Feats Cleave, Dodge, Great Cleave, Power Attack
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Perception +9, Stealth +5, Swim +24
  HUGE WATER ELEMENTAL 
  CR 7
  N Huge outsider (elemental, extraplanar, water)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
  hp 95 (10d10+40)
  Fort +11, Ref +11, Will +3
  DR 5/—; Immune elemental traits
  OFFENSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +15 (2d6+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 22), water mastery
  STATISTICS
  Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 34
  Feats Cleave, Dodge, Great Cleave, Improved Bull Rush,  
  Power Attack
  Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, 
  Perception +13, Stealth +3, Swim +26
  NAGA, WATER
  Slender spines and brightly colored frills stretch back from the 
  humanlike face of this massive aquatic snake.
  WATER NAGA 
  CR 7
  N Large aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 76 (8d8+40)
  Fort +7, Ref +10, Will +9
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Spells Known (CL 7th; concentration +11)
  3rd (5/day)—protection from energy, suggestion (DC 17)
  2nd (7/day)—acid arrow, invisibility, mirror image
  1st (7/day)—expeditious retreat, magic missile, obscuring mist, 
  shield, true strike
  
  21
  BENEATH UNBROKEN WAVES
  0 (at will)—acid splash, daze (DC 14), detect magic, light, mage 
  hand, open/close, read magic
  STATISTICS
  Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
  Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
  Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill 
  Focus (Perception), Skill Focus (Stealth)
  Skills Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, 
  Stealth +16, Swim +13
  Languages Aquan, Common
  SQ amphibious
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 2 saves.
  Spells A water naga casts spells as a 7th-level sorcerer.
  UNDINE STUDENTS
  This blue-haired, blue-skinned man moves with a liquid grace. His 
  ears are fin-like, and his hands and feet are webbed.
  STUDENTS OF UNBREAKING WAVES 
  CR 3
  Undine monk 4 (Pathfinder RPG Bestiary 2 275)
  N Medium outsider (aquatic, native)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +1 monk, 
  +2 Wis)
  hp 30 (4d8+12)
  Fort +6, Ref +7, Will +6; +2 vs. enchantments
  Defensive Abilities evasion; Resist cold 5
  OFFENSE
  Speed 40 ft., swim 30 ft.
  Melee unarmed strike +6 (1d8+1) or
   unarmed strike flurry of blows +5/+5 (1d8+1)
  Special Attacks flurry of blows, stunning fist (4/day, DC 14)
  STATISTICS
  Str 13, Dex 16, Con 14, Int 8, Wis 14, Cha 10
  Base Atk +3; CMB +5; CMD 21
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Power 
  Attack, Stunning Fist, Weapon Finesse
  Skills Acrobatics +10 (+14 when jumping), Perception +9,  
  Swim +16
  Languages Aquan, Common
  SQ amphibious, fast movement, ki pool (4 points magic), 
  maneuver training, slow fall 20 ft.
  
  PATHFINDER SOCIETY SCENARIO
  22
  A goz mask allows you to see through fog, smoke, and other 
  obscuring vapors as if they did not exist (this ability functions 
  underwater as well, allowing the wearer to see through 
  thick silt and other aquatic precipitates). Additionally, you are 
  treated as one size category larger than you are and gain a +4 
  bonus on all saving throws made to resist the effects of wind 
  while wearing a goz mask. A goz mask allows its wearer to 
  breathe water for 1 hour per day—these minutes need not be 
  consecutive, but must be expended in minimum increments of 
  10 minutes each.
  APPENDIX 2: AQUATIC EQUIPMENT
  Requirements Craft Wondrous Item, control winds,  
  water breathing;
  GOZ MASK
  PRICE
  8,000 GP
  SLOT head
  CL 8th
  WEIGHT 1 lb.
  AURA moderate transmutation
  UNDERWATER GOGGLES
  PRICE
  5 GP
  WEIGHT  —
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  These inexpensive, watertight goggles are essential 
  protection for land-dwellers’ eyes, particularly in salt water 
  or water high in particulates. Any land-dweller wearing 
  goggles can Perception checks without the normal –4 
  penalty and does not risk eye damage or blinding.
  
  23
  BENEATH UNBROKEN WAVES
  
  24
  PATHFINDER SOCIETY SCENARIO
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  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Brykolakas 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 Simon Tillbrook.
  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 #9–24: Beneath Unbroken Waves © 2018, Paizo Inc.; 
  Author: Kate Baker.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  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
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9–24: 
  Beneath Unbroken Waves
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  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 #
  5–7
  8–9
  —
  1,258
  2,667
  —
  1,963
  2,516
  5,334
  —
  3,925
  Out of
  Subtier
  Pathfinder Society Scenario #9-24: 
  Beneath Unbroken Waves
  ▫▫▫ Fist of Elemental Accord: Your work on behalf of the Concordance of Elements reviving the lost Monastery 
  of Unbreaking Waves has given you a rudimentary understanding of elemental martial arts techniques and a 
  small reserve of energy with which to use them. You can check one box next to this boon as a swift action to 
  charge your fists with elemental energy, dealing an additional 1d6 points of damage with your unarmed strikes 
  or natural attacks for 4 rounds. During the first round of this ability, the type of extra damage added is cold, 
  during the second round the damage type changes to fire, then acid on the third round, and electricity on the 
  fourth and final round. Once you have checked all the boxes next to this boon, you can spend 4 Prestige Points 
  to use this ability without checking off a box. 
  ▫▫▫▫ Wavemaster: Your experience beneath the waves has greatly strengthened your ability to function 
  underwater. You can check a box next to this boon as a swift action to gain a 30-foot swim speed and the ability 
  to use bludgeoning and slashing weapons underwater without penalty for 1 minute. Whenever you would need 
  to attempt a Constitution check to continue holding your breath, you can instead check a box next to this boon 
  as an immediate action to automatically hold your breath for an additional 4 rounds.
  Core Campaign
  Subtier 5–6
  Subtier 8–9
  elemental gem (2,250 gp)
  goz mask (8,000 gp)
  sharktooth amulet (9,000 gp; Pathfinder RPG Advanced 
  Race Guide 178)
  elemental gem (2,250 gp)
  goz mask (8,000 gp)
  sharktooth amulet (9,000 gp; Pathfinder RPG Advanced 
  Race Guide 178)
  A goz mask allows you to see through fog, smoke, and other 
  obscuring vapors as if they did not exist (this ability functions 
  underwater as well, allowing the wearer to see through 
  thick silt and other aquatic precipitates). Additionally, you are 
  treated as one size category larger than you are and gain a +4 
  bonus on all saving throws made to resist the effects of wind 
  while wearing a goz mask. A goz mask allows its wearer to 
  breathe water for 1 hour per day—these minutes need not be 
  consecutive, but must be expended in minimum increments of 
  10 minutes each.
  Requirements Craft Wondrous Item, control winds,  
  water breathing;
  GOZ MASK
  PRICE
  8,000 GP
  SLOT head
  CL 8th
  WEIGHT 1 lb.
  AURA moderate transmutation
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-24 - Beneath Unbroken Waves.pdf