TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 1–5
  Pathfinder Society Scenario #3–11
  By Benjamin Bruck
  The Quest for Perfection, Part II: 
  The Quest for Perfection, Part II: 
  On HOstile Waters
  On HOstile Waters
  
  tHe Quest fOr PerfectiOn, Part ii: 
  On HOstile Waters
  Pathfinder Society Scenario #3–11
  Author • Benjamin Bruck
  Contributing Artists • Miroslav Petrov, Ryan Portillo,  
  and Miguel RegodÓn
  Cartographers • Jason Engle, Rob Lazzaretti, Sean 
  Macdonald, and Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Christopher Carey
  Editorial Assistance • Judy Bauer, Jason Bulmahn,  
  Stephen Radney-MacFarland, Rob McCreary,  
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  Pathfinder Society Scenario #3–11: The Quest for Perfection, Part II: On Hostile Waters is a Pathfinder Society Scenario 
  designed for 1st- to 5th-level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  Bestiary Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate Magic. These rules can be found online for free as part 
  of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
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  paizo.com/pathfindersociety
  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 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenario #3–11: The Quest for Perfection, Part II: On Hostile Waters © 2011, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo 
  golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  On Hostile Waters takes place along the Tuunma River, 
  which runs along the border between Lingshen, 
  Shaguang, and Kaoling in Tian Xia. While the PCs begin 
  their journey near the Wall of Heaven Mountains, where 
  the river originates, their ultimate destination is to the east 
  in Shokuro, the Kingdom of Exiled Samurai. In order to 
  reach Shokuro, the PCs must travel down this river and 
  cross the expansive body of water known as the Sea of Eels. 
  For more information on these nations and the continent 
  of Tian Xia, check out Pathfinder Campaign Setting: Dragon 
  Empires Gazetteer, available in bookstores and hobby stores 
  worldwide, as well as online at paizo.com.
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  the other two in open combat. Yet the balance of power 
  is slipping. Lingshen is beginning to win Quain over 
  to its side, and an alliance between the nations seems 
  forthcoming. With one rival pacified, nothing would 
  stand in the way of Lingshen’s bloody conquest, first of 
  Po Li, then of the other Successor States. The empire of 
  Lung Wa would be reborn under Lingshen rule. 
  While the leaders of Lingshen draw up battle plans, 
  the leaders of Quain dither. The idea of an alliance is 
  unpopular, and is especially frowned upon by the church 
  of Irori, which holds great sway in Quain. To seal this 
  alliance, Lingshen needs a bargaining chip—something 
  to impress the people of Quain and secure the blessing 
  of the Master of Masters. Something very much like the 
  T
  he legendary Ruby Phoenix Tournament—held 
  once every 10 years in the distant eastern lands 
  of Tian Xia—is renowned as one of the greatest 
  contests of martial prowess throughout all of Golarion. 
  With the next tournament looming ever nearer, the 
  Pathfinder Society has set its sights on the contest, 
  and in particular, the incredible prizes available to 
  the tournament’s winner. Lantern Lodge Venture-
  Captain Amara Li, having uncovered information 
  about a mythical item that would vastly improve the 
  Society’s representative’s chances of winning the next 
  tournament, sent the PCs to the icy mountaintops of the 
  Wall of Heaven to retrieve the relic known as the Braid of 
  a Hundred Masters.
  After infiltrating the Clouded Path Monastery and 
  recovering the braid in Pathfinder Society Scenario #3–09: 
  The Quest for Perfection, Part I: The Edge of Heaven, the PCs 
  discovered that in order to reactivate the sacred relic’s 
  dormant powers, they needed to perform a special 
  ritual. In order to carry out this ritual, the PCs had to 
  locate the braid’s last master, or his eldest descendant if 
  the master was dead. Amara Li immediately set to work 
  to find the master of the braid, and discovered that only 
  viable descendant of Li Yao, the braid’s long-deceased 
  rightful owner, is living in Shokuro, a woman by the 
  name of Je Tsun.
  Yet, all while the PCs go about their quest, they are 
  surrounded on all sides by political turmoil, especially 
  between Lingshen, Po Li, and Quain, the three most 
  powerful Successor States left after the fall of Imperial 
  Lung Wa 100 years ago. Quain preserved the rich 
  martial arts traditions of Lung Wa, while Po Li sits atop 
  the spiritual and religious heart of the former empire. 
  Lingshen was founded on the back of Lung Wa’s military 
  strength, and to this day it remains the mightiest of all 
  the Successor States.
  Relations between the three states have been chilly 
  ever since their founding. Each sees itself as the true 
  inheritor of imperial Lung Wa, and thus regards the 
  other two nations as usurpers and traitors. Paradoxically, 
  this political tension serves to stabilize the region, for 
  no single nation has the strength or resources to best 
  tHe Quest fOr PerfectiOn, Part ii: 
  On HOstile Waters
  By Benjamin Bruck
  
  THE QUEST FOR PERFECTION SERIES
  On Hostile Waters is the second chapter in the three-part 
  Quest for Perfection adventure arc set in the western 
  region of the massive continent of Tian Xia. All three parts 
  are designed for Tier 1–5 and are intended to be played 
  in order. As such, this scenario assumes the PCs played 
  through the first part, The Edge of Heaven. For those PCs 
  who did not play The Edge of Heaven, assume they met the 
  others in Goka and decided to join them on their journey 
  to Shokuro to locate Je Tsun. As long as at least one PC has 
  played The Edge of Heaven, it can be assumed that the PCs 
  obtained the Braid of a Hundred Masters from the Clouded 
  Path Monastery. If none of the PCs have played The Edge 
  of Heaven, let it be assumed that they received the braid 
  from Venture-Captain Amara Li and have been tasked with 
  taking it to Shokuro to locate Je Tsun so they can reactive 
  the dormant relic.
  PATHFINDER SOCIETY SCENARIO
  4
  Braid of a Hundred Masters, the relic that the Pathfinders 
  recently recovered from the monastery in the Wall of 
  Heaven. Lingshen’s leaders are certain this relic is just 
  what they need in order to strike a deal with Quain, and 
  they will stop at nothing to get it. 
  SUMMARY
  The PCs begin the adventure already traveling down 
  the Tuunma River aboard the Laughing Crow, a modest 
  two-masted junk provided to them by Venture-Captain 
  Amara Li. They are tasked with transporting the 
  inactive Braid of a Hundred Masters they recovered in 
  The Edge of Heaven to the town of Nesting Swallow in 
  the distant nation of Shokuro, where it can hopefully be 
  reactivated. The river’s current does most of the work 
  driving the junk, though certain parts of the river are 
  more treacherous than others, forcing the PCs to make 
  Profession (sailor), Knowledge (nature), or Wisdom 
  checks to steer safely past various obstacles while they 
  fend off enemies.
  On the first leg of the journey, the river follows the 
  border between Shaguang and Lingshen, where the PCs 
  face attacks from Mutabi-qi raiders from the north. Not 
  long after this assault, the party must stop briefly to 
  negotiate with a local shaman named Ogokai in order to 
  secure rare herbs and incense—items they’ll need during 
  their ritual to awaken the braid once they reach Shokuro. 
  Once the PCs reach the edge of Shaguang territory, they 
  are stopped by Lingshen bureaucrats, who demand to 
  search their cargo hold in order to assess taxes on trade 
  goods being carried through Lingshen territory. This is 
  a ruse meant to allow Lingshen to search passing boats 
  for the braid, and the PCs must either fight their way 
  through the checkpoint or cooperate and try to sneak the 
  relic past the border guards.
  Once through the checkpoint, the PCs continue down 
  the river along the border of Kaoling, where forested 
  thickets line the rocky shore and make it difficult to spot 
  potential enemies. Here they are ambushed by a group 
  of furry goblinoid creatures called kijimunas, who attack 
  the party as they pass through a canyon choked with 
  banyan trees. At this point, the PCs may also run afoul of 
  a family of giant leeches nesting in these waters.
  Finally, the PCs must cross the Sea of Eels, a vast, 
  shallow body of water that separates the nations of 
  Kaoling and Shokuro. In the midst of crossing the great 
  lake, they are ambushed and boarded by the crew of the 
  Hailong, a Lingshen military vessel captained by the 
  fearsome Xiao Wen. Captain Xiao is under direct orders 
  from one of King Huang’s most influential advisors 
  to seize the Braid of a Hundred Masters, and will stop at 
  nothing to acquire the Iroran artifact. Once the PCs 
  fend off the enemy ship and its zealous captain, they are 
  free to continue across the Sea of Eels to Shokuro, where 
  the third part of this adventure arc, Defenders of Nesting 
  Swallow, takes place.
  GETTING STARTED
  Read or paraphrase the following to get the adventure 
  underway.
  It’s been three days since parting ways with Venture-Captain 
  Amara Li, and the journey along the Tuunma River has been 
  unusually quiet so far, with the two-masted junk called 
  the Laughing Crow holding up surprisingly well, especially 
  considering its simple design and relatively minute size. The 
  journey has been peaceful so far, the endless processions of 
  sand dunes and clear skies proving remarkably contrary to 
  many of the warnings Amara Li provided during the meeting 
  with her nearly half a week ago.
  “No time to rest, Pathfinders!” she exclaimed late one 
  night, barging into the bedroom of the ramshackle tavern 
  in Goka. “I’ve looked into the situation surrounding the relic 
  you found, the Braid of a Hundred Masters. As you may have 
  noticed, the artifact appears to have been dormant for many 
  years now, and in this state it’s essentially worthless to us. 
  Fortunately, it can be reactivated, but only by the descendant 
  of the braid’s last master, who, as you may know, was the 
  master of the Clouded Path Monastery many years ago, a 
  man by the name of Li Yao. I’ve discovered the whereabouts 
  of his final living descendant—a woman by the name of Je 
  Tsuin—but she now resides in the nation of Shokuro to the 
  east, far from where her ancestor taught in his monastery in 
  the Wall of Heaven. In order to reactivate the sacred relic, 
  
  Amara Li
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  5
  Driving The Laughing Crow
  The Laughing Crow is a modest two-masted junk with a 
  stylized crow painted along its bow. At this point in the 
  scenario, the PCs should decide among themselves who 
  will be the boat’s primary driver, though the PCs may 
  switch up this role at any time. Driving the ship while 
  out of combat does not necessitate a driving 
  check, but keeping the ship going while in 
  combat requires a DC 20 driving check (a 
  move action) each round in order for the boat to 
  continue safely down the river. A driving check 
  with the Laughing Crow is made using the 
  driver’s Knowledge (nature) or Profession 
  (sailor) skill, or with a Wisdom check. A 
  failed driving check or failure to make a driving 
  check during a round of combat entails the 
  possibility of a random mishap, as per 
  the Mishap Table on page 7.
  The ship has 600 hit points, AC 
  2, and hardness 5. If reduced to half 
  its hit points or fewer, the ship gains 
  the broken condition, applying a –2 
  penalty on any driving checks made to pilot it. 
  Spells such as mending or make whole can be used to repair 
  the Laughing Crow. If the ship is destroyed at any point, 
  the PCs are essentially stranded and fail the scenario.
  The rules for maneuvering the Laughing Crow are 
  adapted from those detailed in Chapter 4 of Ultimate 
  Combat, but are simplified to help expedite encounters 
  due to the time limit of the scenario. The following notes 
  correspond to the tags on the map of the Laughing Crow 
  on page 6.
  1. Main Deck: The deck of the Laughing Crow is sun-
  bleached and worn from weeks of exposure to the harsh 
  mountain winds. The rigging and sails look to be in much 
  better condition, having recently been replaced. A large 
  hatch above the bow leads to the fore cargo hold, while a 
  smaller hatch midship leads to the midship cargo hold.
  2. Driving Area: The PC driving the ship must stand in 
  either of the two squares adjacent to the rudder in order 
  to make driving checks.
  3. Cabin: This small cabin is plainly appointed. A 
  small cook-stove sits in a niche on the port side of the 
  room, while bunk beds line the aft wall. A hatch in the 
  floor on the starboard side of the room leads down to the 
  aft cargo hold.
  4. Aft Cargo Hold: This small cargo hold is stocked 
  with more than enough food and water to last the PCs on 
  their journey to Shokuro. It’s sealed apart from the other 
  cargo holds by a watertight bulkhead.
  5. Midship Cargo Hold: This cargo hold stores all the 
  mundane supplies the PCs will need to run the ship, such 
  you’ll need to travel to the village of Nesting Swallow in 
  Shokuro and find Je Tsuin to perform the necessary ritual.
  “Unfortunately,” she continued, “we’re not the only group 
  interested in Iroran artifacts. Our operatives claim that 
  Lingshen, the Successor State to the southeast, is after the 
  relic as well. Since Lingshen’s armies have a stranglehold on 
  the overland routes from here to Shokuro, you’ll have to 
  travel by river. Riding the Tuunma is faster anyway, 
  though you might run into some hostile Mutabi-qi or 
  goblinoids along the way. The river empties into the 
  Sea of Eels—cross it and you’re in Shokuro, and from 
  there you can follow the map I’ve provided to reach 
  Nesting Swallow.
  “Ah, before I forget, you’ll also need you to make 
  a quick stop along the way. The ritual requires a large 
  amount of rare incense—more than I could easily 
  procure from any of my local suppliers—so 
  I’ve contacted a nomadic tribe in Shaguang, 
  the Jhemulit, and they have agreed to 
  provide you with the prepared herbs. I’ve 
  already paid their shaman, a man named 
  Ogokai, and I’ve marked their approximate 
  location on your map, so it’s simply a matter 
  of picking up the incense on your way to Shokuro.”
  Before continuing with the scenario, the PCs may 
  retroactively ask questions of Amara Li if they wish. They 
  should also take a moment to familiarize themselves 
  with the layout of the Laughing Crow, which is where most 
  of the adventure takes place.
  What are the Mutabi-qi? “That’s what the nomad tribes 
  of Shaguang call themselves. Most are pretty aggressive 
  toward outsiders, but if you can make friendly contact, 
  you’ll find them very hospitable. They travel from oasis to 
  oasis across Shaguang, and frequently make stops along 
  the Tuunma River to water their horses.”
  You mentioned goblinoids? “The second half of your 
  trip will take you along the border of Kaoling, which was 
  seized by hobgoblins shortly after the fall of Imperial 
  Lung Wa. The hobgoblins probably won’t bother you 
  provided you don’t venture inland, but even less civilized 
  monsters are said to lurk around the border.”
  What can you tell us about Lingshen? “They’ve got 
  the largest and mightiest army in all of Tian Xia, their 
  soldiers fight with fanatical devotion, and they’ll only 
  offer you one chance to surrender—after that, they 
  show no mercy. I’d avoid them if at all possible, but if 
  confronted, your only option might be to fight.”
  What if we don’t know how to sail a boat? “Can you 
  hold a rudder? Then you can sail the Laughing Crow. She 
  isn’t a particularly difficult ship to handle. There might 
  be a couple stretches of the Tuunma that give you a little 
  trouble, but I’m sure you’ll manage.”
  
  The Laughing Crow
  1 square = 5 feet
  1
  2
  3
  4
  5
  6
  PATHFINDER SOCIETY SCENARIO
  6
  as rope, spare sails, block and tackle, etc. As with the aft 
  cargo hold, it’s sealed by a watertight bulkhead.
  6. Fore Cargo Hold: This cargo area is set up to stable 
  any mounts or large animals the PCs have that won’t 
  fit abovedeck. As with the aft cargo hold, it’s sealed by a 
  watertight bulkhead.
  ACT 1: SHAGUANG
  It takes the PCs’ ship 12 days to travel the Shaguang 
  stretch of the river, during which time their journey is 
  for the most part peaceful and uneventful. This portion 
  of the Tuunma River averages 50 to 70 feet wide and 10 to 
  15 feet deep, and the current carries the boat forward at 
  40 feet per round.
  1. Kogendu Basin Ambush (CR 2 or 
  CR 5)
  After several days of making their way down the river, 
  the PCs reach a stretch of river known as the Kogendu 
  Basin, which remains a popular hiding spot for raiders 
  from Shaguang who hope to prey on passing trading 
  ships. When the PCs reach this area, read or paraphrase 
  the following.
  The river slows as it leaves the sandy highlands and winds 
  its way between the rolling hills of this dry, grassy basin. The 
  breeze that blows from the north is dusty and warm, and a 
  thicket of short gnarled trees lines the shore.
  Creatures: A band of mounted Mutabi-qi raiders spots 
  the PCs as they enter the basin. Thanks to the slow 
  current and bends in the river, the raiders are able to 
  catch up to the junk while staying out of sight behind 
  the hills to the north. The PCs should make a DC 15 
  Perception check to notice the faint sound of hoof beats 
  coming from the far side of the hill or to catch a brief 
  glimpse of the Mutabi-qi maneuvering into position. 
  Those that succeed may act in the surprise round. 
  Combat begins as the raiders mount the top of the hill 
  50 feet away from the PCs.
  Subtier 1–2 (CR 2)
  Khoqarit 
  CR 1/2
  Male human fighter 1
  CN Medium humanoid (human)
  Init +3; Senses Perception +0
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  
  MISHAP TABLE
   
  d20 
  Result
   
  1–4 
  Smooth Sailing
   
  5-8 
  Chop
   
  9–12 
  Lurch
   
  13–16 
  Snag
   
  17–20 
  Collision
  Smooth Sailing: The ship suffers no ill effects.
  Chop: The ship sails into a patch of especially choppy 
  water. All creatures aboard take a –1 penalty on attack rolls 
  made this turn.
  Lurch: The ship is jostled violently as it narrowly misses 
  an obstacle. All creatures aboard slide 10 feet toward port or 
  toward starboard (50% chance for either). This movement 
  does not provoke attacks of opportunity. If this causes the 
  creature to impact a solid object or another creature, it takes 
  1d3 points of damage and must succeed at a DC 15 Reflex 
  save or be knocked prone. A creature that slides over the edge 
  of the ship may make a second DC 15 Reflex save to catch 
  itself on the vessel’s railing; otherwise, it falls overboard.
  Snag: The ship strikes a sandbar or other soft obstacle, 
  coming to a temporary stop. This causes all creatures and 
  objects aboard to slide a number of squares toward the bow 
  equal to 1/2 the vehicle’s speed before it came to the sudden 
  stop (movement that pushes creatures past the bow causes 
  them to fall overboard). This movement does not provoke 
  attacks of opportunity. At the end of this movement, 
  creatures take 1d6 points of damage and must succeed at 
  a DC 20 Reflex saving throw or be knocked prone. The ship 
  remains immobile until freed of the obstacle, which requires 
  a DC 20 Strength check as a full-round action.
  Collision: The ship strikes a submerged rock or a 
  similar hard obstacle. The ship and its passengers suffer 
  the same effects as a Snag, and the ship also takes 8d6 
  points of damage.
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  7
  hp 12 each (1d10+2)
  Fort +3, Ref +3, Will +0
  OFFENSE
  Speed 20 ft., mounted 50 ft.
  Melee scimitar +3 (1d6+2/18–20)
  Ranged composite shortbow +5 (1d6+2/×3)
  TACTICS
  During Combat Khoqarit remains within 50 feet of the PCs’ 
  ship while attacking with his shortbow. He stays at the 
  front of the raiding party whenever possible, and focuses 
  his attacks on whichever PC is driving the ship, hoping to 
  distract or disable the driver long enough to get the boat 
  snagged on something. Once the ship comes to a stop, he 
  dismounts and charges forward onto the ship’s deck to fight 
  in melee.
  Morale Khoqarit retreats if reduced to 4 or fewer hit points.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +1; CMB +3; CMD 16
  Feats Mounted Archery, Mounted Combat, Weapon Focus 
  (composite shortbow)
  Skills Intimidate +5, Ride +3
  Languages Hon-La, Tien
  Gear horn lamellar*, composite shortbow (+2 Str) with 40 
  arrows, scimitar, light horse (combat trained), military saddle
  *See Ultimate Combat.
  Mutabi-qi Raiders (4) 
  CR 1/3
  Human warrior 1
  CN Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 6 each (1d10+1)
  Fort +2, Ref +2, Will +0
  OFFENSE
  Speed 30 ft., mounted 50 ft.
  Melee scimitar +2 (1d6+1/18–20)
  Ranged shortbow +3 (1d6/×3)
  TACTICS
  During Combat The raiders remains within 50 feet of the 
  PCs’ ship while attacking with their shortbows. They 
  divide their ranged attacks between the PCs on deck. If 
  given the opportunity, they board the vessel and switch to 
  their scimitars.
  Morale If Khoqarit falls or retreats, the raiders break off the 
  attack and flee.
  STATISTICS
  Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8
  Base Atk +1; CMB +2; CMD 14
  Feats Mounted Archery, Mounted Combat
  Skills Ride +6, Survival +1
  Languages Hon-La, Tien
  Gear lamellar cuirass*, scimitar, shortbow with 40 arrows, 
  light horse (combat trained), riding saddle
  * See Ultimate Combat.
  Subtier 4–5 (CR 5)
  Khoqarit 
  CR 3
  Male human fighter 4
  CN Medium humanoid (human)
  Init +3; Senses Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
  hp 38 each (4d10+12)
  Fort +6, Ref +4, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  
  Kogendu Basin
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Pirate Island
  PATHFINDER SOCIETY SCENARIO
  8
  OFFENSE
  Speed 30 ft., mounted 50 ft.
  Melee mwk scimitar +7 (1d6+2/18–20)
  Ranged mwk composite shortbow +9 (1d6+2/×3)
  TACTICS
  During Combat Khoqarit remains within 50 feet of the PCs’ ship 
  while attacking with his shortbow. He stays at the front of 
  the raiding party whenever possible, and focuses his attacks 
  on whichever PC is driving the ship, hoping to distract or 
  disable the driver long enough to get the boat snagged on 
  something. Once the ship comes to a stop, he dismounts and 
  charges forward onto the ship’s deck to fight in melee.
  Morale Khoqarit retreats if reduced to 10 or fewer hit points.
  STATISTICS
  Str 14, Dex 17, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +4; CMB +6; CMD 20
  Feats Dodge, Mounted Archery, Mounted Combat, Point-Blank 
  Shot, Precise Shot, Weapon Focus (composite shortbow)
  Skills Intimidate +8, Ride +8
  Languages Hon-La, Tien
  SQ armor training 1
  Gear +1 horn lamellar*, masterwork composite shortbow 
  (+2 Str) with 40 arrows, masterwork scimitar, light horse 
  (combat trained), military saddle
  * See Ultimate Combat.
  Mutabi-qi Raiders (4) 
  CR 1/2
  Human warrior 2
  CN Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 13 each (2d10+2)
  Fort +3, Ref +2, Will +0
  OFFENSE
  Speed 30 ft., mounted 50 ft.
  Melee scimitar +3 (1d6+1/18–20)
  Ranged composite shortbow +4 (1d6+1/×3)
  TACTICS
  During Combat The raiders remain within 50 feet of the ship 
  
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  9
  experiences drought, but like much of Shaguang it is 
  caught in the mountains’ rain shadow, and thus water is 
  relatively sparse the farther one travels from the Tuunma.
  Ogokai—the shaman of the Jhemulit and the PCs’ 
  contact for the incense they’ll need to procure—is a 
  short, middle-aged Tian-La man with graying hair 
  and a scraggly beard. He sees the PCs’ ship approach 
  from around a bend in the river and waves them ashore 
  on the northern bank of the Tuunma. Once the PCs 
  have disembarked, he leads them to the small shrine a 
  short distance away from the camp so they can discuss 
  important matters in private.
  Like his tribe’s forefathers before him, Ogokai places 
  great value on hospitality, and therefore offers to put 
  the PCs up for the night in an extra yurt his small tribe 
  has set up for them, and provides them with as much 
  food and drink as they need. Ogokai possesses much 
  information about the area as well as his people, and 
  shares the following information with the PCs (whether 
  or not they ask him directly).
  Can we have the incense? “We have mixed the incense, 
  but I am afraid we cannot give it to you. As soon as we 
  placed the herbs in the crates the Gokan woman left, a 
  terrible storm fell upon us. Many of our horses and goats 
  were scared away by the thunder, and one man was struck 
  by lightning. It is clear—the Sky Spirits are displeased we 
  would give the sacred gifts of the land to outsiders. You 
  may take back the hides the Gokan woman traded us, but 
  you may not take the incense.”
  What else can you tell us about the Sky Spirits? “The 
  Sky Spirits work in mysterious ways, but they are found 
  mostly in this western region of Shaguang, near the Wall 
  of Heaven. They occasionally fly overhead, and we know 
  to fear them, for in our ancestors’ tales they have caused 
  the ruin of many tribes.”
  Is there anything we can do to change your mind? “I am 
  afraid that the Sky Spirits have spoken, and unless you can 
  provide proof that you are worthy of accepting these gifts 
  of our land, then I do not wish to give you the incense.”
  The PCs can try to acquire the incense in a few different 
  ways. They may attempt to convince Ogokai to part 
  with it willingly, which requires a DC 20 Diplomacy or 
  Intimidate check. If one of the PCs in the party is a druid 
  or can otherwise display some power over nature (such 
  as a cleric with the Plant domain), that party member 
  receives a +2 circumstance bonus on either check.
  Alternatively, the PCs can accept Ogokai’s offer to stay 
  the night and use the opportunity steal the incense from 
  Ogokai’s yurt. This requires Stealth checks from all 
  participating PCs, opposed by a Perception check at a –10 
  penalty from the sleeping Ogokai and his warriors.
  If negotiations fail, the PCs may try to acquire the herbs 
  necessary for the incense themselves. A DC 15 Knowledge 
  while attacking with their shortbows. They divide their 
  ranged attacks between the PCs on deck. If the ship snags, 
  they follow Khoqarit aboard and engage the party in melee.
  Morale If Khoqarit falls or retreats, the raiders break off the 
  attack and flee.
  STATISTICS
  Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 15
  Feats Mounted Archery, Mounted Combat
  Skills Ride +6, Survival +2
  Languages Hon-La, Tien
  Other Gear studded leather, composite shortbow with 40 
  arrows, scimitar, light horse (combat trained), military saddle
  Development: During the combat encounter, the 
  Mutabi-qi raiders are easily able to keep up with the ship, 
  using their Ride skill to fight while riding war-trained 
  mounts (DC 10) each round. If the ship hasn’t snagged or 
  they otherwise haven’t been able to board it after 1d6+4 
  rounds of combat, however, the Mutabi-qi raiders give up 
  and flee to the northwest.
  Mission Notes: Guaril Karela’s commissioned ship is 
  reputed to have crashed not far from where the Mutabi-qi 
  raiders attack the PCs. Sczarni faction PCs can make a DC 
  18 Perception check to locate the small crate with a red viper 
  painted on it along the northern shore. If the ship suffers 
  from a snag or collision or anchors at any time during the 
  encounter with the Mutabi-qi raiders, Sczarni faction PCs 
  can collect the box, earning them 1 Prestige Point.
  Rewards: If the PCs defeat Khoqarit and his raiders, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each player 133 gp.
  Subtier 4–5:
  Give each player 340 gp.
  2. Jhemulit Camp (CR 1 or CR 4)
  The Jhemulit camp is a half-day’s travel downriver from 
  the Kogendu Basin. When the PCs reach this area, read or 
  paraphrase the following.
  Several horses and goats contentedly graze about the wide 
  grassy plain on either side of the river, but the fields look as 
  though they have been recently flooded. A half-dozen yurts, 
  drenched from a recent storm, dot the northern shoreline, 
  smoke curling from their rounded roofs. Two small shrines 
  sits a few yards east of the camp, surrounded by wildflowers.
  The nomadic Jhemulit have established themselves in 
  this area in the past few weeks, having led their horses 
  and goats here to graze on the plentiful grass. The runoff 
  from the Wall of Heaven ensures that this area never 
  
  Jhemulit Camp
  1 square = 5 feet
  N
  GameMastery Map Pack: Shrines
  PATHFINDER SOCIETY SCENARIO
  10
  (nature) check reveals to the PCs that the required herbs 
  grow in some abundance around this area, and it takes 
  1d4 hours to acquire the plants. In addition, a DC 15 Craft 
  (alchemy) check is required to successfully mix the herbs 
  into the proper incense, which takes 1d4 hours as well.
  Finally, the PCs may simply decide to fight Ogokai and 
  his fellow tribe members for the incense.
  Creatures: Besides Ogokai, only a small handful of 
  Jhemulit tribespeople remain at the camp. The rest are 
  away, searching for the horses lost during the storm. If 
  the PCs make any move to steal the incense or harm their 
  leader in some way, they move into position to attack.
  Subtier 1–2 (CR 1)
  Ogokai 
  CR 1/2
  Male middle-aged human druid 1
  NG Medium humanoid (human)
  Init +1; Senses Perception +7
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 10 (1d8+2)
  Fort +0, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee spear (1d8/×3)
  Ranged javelin +1 (1d6)
  Druid Spells Prepared (CL 1st; concentration +4)
  1st—entangle (DC 14), produce flame
  0 (at will)—create water, guidance, know direction
  TACTICS
  During Combat Ogokai casts entangle in the first round of 
  combat. In subsequent rounds he focuses on the closest 
  entangled PC, attacking with his spear.
  Morale Ogokai is a proud warrior and fights to the death.
  STATISTICS
  Str 11, Dex 12, Con 7, Int 13, Wis 16, Cha 15
  Base Atk +0; CMB +0; CMD 11
  Feats Combat Casting, Toughness
  Skills Handle Animal +6, Heal +7, Knowledge (geography) +5, 
  Knowledge (nature) +7, Perception +7, Survival +9
  Languages Common, Druidic, Hon-La, Tien
  SQ nature bond (animal companion), nature sense, wild 
  empathy +3
  
  Ogokai
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  11
  Other Gear hide armor, shortbow with 20 arrows, spear, wolf 
  pelt cloak worth 50 gp
  Subtier 4–5 (CR 4)
  Ogokai 
  CR 3
  Male middle-aged human druid 4
  NG Medium humanoid (human)
  Init +1; Senses Perception +10
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 25 (4d8+4)
  Fort +3, Ref +2, Will +7; +4 vs. fey and plant-
  targeted effects
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +5 (1d8/×3)
  Ranged javelin +4 (1d6)
  Special Attacks wild shape 1/day
  Druid Spells Prepared (CL 4th; 
  concentration +7)
  2nd—barkskin, bull’s strength, chill metal (DC 15)
  1st—entangle (DC 14), magic fang, pass without trace, 
  produce flame
  0 (at will)—create water, guidance, know direction, stabilize
  TACTICS
  During Combat Ogokai casts bull’s strength in the first round 
  of combat, then uses entangle to hinder opponents and chill 
  metal to harm the most heavily armored foe. He focuses his 
  melee attacks on the closest entangled PC.
  Morale Ogokai is a proud warrior and fights to the death.
  STATISTICS
  Str 11, Dex 12, Con 8, Int 13, Wis 16, Cha 15
  Base Atk +3; CMB +3; CMD 14
  Feats Combat Casting, Toughness, Weapon Focus (spear)
  Skills Handle Animal +9, Heal +10, Knowledge (geography) +8, 
  Knowledge (nature) +10, Perception +10, Survival +12
  Languages Common, Druidic, Hon-La, Tien
  SQ nature bond (animal companion), nature sense, trackless 
  step, wild empathy +6, woodland stride
  Combat Gear potions of cure light wounds (2); Other Gear +1 
  hide armor, masterwork spear, javelins (5), wolf pelt cloak 
  worth 50 gp, 128 gp
  Dar 
  CR —
  Hawk animal companion
  N Small animal
  Init +3; Senses low-light vision; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 26 (4d8+8)
  Fort +6, Ref +7, Will +3
  Combat Gear potions of cure light wounds (2); Other Gear 
  masterwork hide armor, javelins (5), spear, wolf pelt cloak 
  worth 50 gp, 68 gp
  Dar 
   
  CR —
  Hawk animal companion
  N Small animal
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex,  
  +1 natural, +1 size)
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +2
  OFFENSE
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +4 (1d4), 2 talons +4 (1d4)
  TACTICS
  During Combat Dar is trained to attack 
  any enemy using a ranged weapon 
  or casting spells. If no such target is 
  present, she attacks the PC nearest to 
  her master.
  Morale Dar fights as long as Ogokai lives.
  STATISTICS
  Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
  Base Atk +1; CMB +0; CMD 12
  Feats Weapon Finesse
  Skills Fly +8, Perception +6
  Jhemulit Warriors (2) 
  CR 1/3
  Human warrior 1
  N Medium humanoid (human)
  Init +0; Senses Perception +3
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 6 each (1d10+1)
  Fort +2, Ref +0, Will +2
  OFFENSE
  Speed 20 ft.
  Melee spear +3 (1d8+1/×3)
  Ranged shortbow +1 (1d6/×3)
  TACTICS
  During Combat The loyal warriors do their best to defend 
  Ogokai, and attack any creature that targets the shaman.
  Morale If Ogokai falls, the warriors focus their attacks on the 
  PC they deem most responsible for their leader’s death. 
  They fight to the death.
  STATISTICS
  Str 13, Dex 10, Con 11, Int 9, Wis 14, Cha 8
  Base Atk +1; CMB +2; CMD 12
  Feats Combat Reflexes, Weapon Focus (spear)
  Skills Perception +3, Survival +3
  Languages Hon-La, Tien
  
  PATHFINDER SOCIETY SCENARIO
  12
  OFFENSE
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +7 (1d4+1), 2 talons +7 (1d4+1)
  TACTICS
  During Combat Dar is trained to attack any enemy using 
  a ranged weapon or casting spells. If no such target is 
  present, she attacks the PC nearest to her master.
  Morale Dar fights as long as Ogokai lives.
  STATISTICS
  Str 13, Dex 16, Con 14, Int 2, Wis 14, Cha 6
  Base Atk +3; CMB +3; CMD 16
  Feats Flyby Attack, Weapon Finesse
  Skills Fly +10, Perception +6
  Jhemulit Warriors (3) 
  CR 1/3
  hp 6 each (use the stats from Subtier 1–2)
  Development: PCs who stay the night at the camp 
  are given a comfortable place to sleep in a yurt of their 
  own, as well as all the food and drink they wish. Ogokai 
  is somewhat insulted if any PC refuses his hospitality, 
  but remains friendly to the party so long as they don’t 
  insult his tribe or the Sky Spirits. In the evening, 
  Ogokai and his tribesfolk set up a fire in the center of 
  the encampment and offer to share stories with the PCs. 
  If any PCs attempt to wander off at this time, Ogokai’s 
  suspicion is immediately aroused and he begins to act 
  hostilely toward the party.
  Mission Notes: Andoran faction PCs who stay 
  overnight at the Jhemulit campsite have a chance to 
  learn about the tribe’s customs and traditions. Andoran 
  faction PCs who make a DC 18 Knowledge (local) or 
  Sense Motive check while listening to Ogokai and the 
  other tribe members are able to learn of their ways, 
  earning them 1 Prestige Point.
  Osirion faction PCs who stay overnight can make a DC 
  18 Diplomacy check to convince Ogokai to share his story of 
  how he once saw a Sky Spirit, earning them 1 Prestige Point.
   Silver Crusade faction PCs who stay overnight can make 
  a DC 18 Craft (alchemy) or Heal check to discuss herbalism 
  and medicine with Ogokai, earning them 1 Prestige Point.
  Rewards: If the PCs successfully acquire the incense, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each player 67 gp.
  Subtier 4–5:
  Give each player 200 gp.
  3. Border Crossing (CR 2 or CR 5)
  The PCs reach this outpost at the end of their final day’s 
  travel along the border of Shaguang. When the PCs reach 
  this area, read or paraphrase the following.
  Clumps of green lichen cling to the links of an iron chain 
  that spans the river a few inches above the water, the chain 
  holding several vertical, bobbing logs in place. On the north 
  shore, the chain is bolted to a squat stone block half-buried in 
  the ground. To the south, the chain attaches to a large metal 
  crank handle mounted to a ruined stone wall. A short wooden 
  dock stretches from the front of the stone wall out to the 
  middle of the slow-flowing river.
  An outpost once stood here marking the border 
  between Shaguang and Kaoling, but it was destroyed 
  by the hobgoblins that now rule the latter nation. 
  Lingshen’s agents recently occupied the area, and are 
  using the chain boom to stop and search boats traveling 
  downriver, under direct orders to locate and collect the 
  Braid of a Hundred Masters.
  Creatures: The checkpoint is overseen by an officious 
  bureaucrat named Sun Cheyeng and his three guards, who 
  motion for the ship to stop and dock. Cheyeng demands 
  access to the PCs’ boat on the grounds that their cargo 
  is subject to Lingshen’s tariffs, claiming that he must 
  assess the value of whatever goods they’re carrying in 
  order to properly tax them. This is an outright falsehood, 
  however; Cheyeng was commissioned by one of King 
  Huang’s advisors to find the Braid of a Hundred Masters, 
  take it, and apprehend whoever possessed it. The PCs can 
  detect that Cheyeng is lying with a Sense Motive check 
  opposed by his own Bluff check. If the Pathfinders refuse 
  to allow Cheyeng to board the ship, he orders his men to 
  attack. The chain boom blocking the river is held fast to 
  the stone blocks on either side of the water, ensuring that 
  the PCs cannot force their way through the boom without 
  inflicting massive damage to their ship’s hull.
  If the PCs allow Cheyeng to search the ship, they 
  can attempt to hide the relic they are transporting by 
  designating one character to make a Sleight of Hand 
  check opposed by Cheyeng’s Perception check. The 
  other PCs may use the aid another action to improve 
  the results of this check. Once aboard, Cheyeng and his 
  guards search the ship for several minutes, taking 10 on 
  their Perception checks. If they spot the braid, they try to 
  apprehend it at all costs, attacking the PCs if necessary.
  Subtier 1–2 (CR 2)
  Sun Cheyeng 
  CR 1/3
  Male human aristocrat 1
  LE Medium humanoid (human)
  Init –1; Senses Perception +7
  DEFENSE
  AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
  hp 4 (1d8)
  Fort +0, Ref –1, Will +3
  
  The Laughing Crow, Docked
  1 square = 5 feet
  N
  1
  2
  3
  4
  5
  6
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  13
  LE Medium humanoid (human)
  Init +7; Senses Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 11 each (1d8+3)
  Fort +2, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged composite shortbow +3 (1d6+1/×3)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The border guards target melee fighters first, 
  working together to flank opponents. They use their potions 
  of cure light wounds if reduced to 5 hit points or fewer.
  Morale The border guards fight to the death, knowing they 
  will be reincarnated as terra-cotta warriors in Lingshen’s 
  esteemed army should they fall in battle.
  STATISTICS
  Str 13, Dex 17, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +0; CMB +1; CMD 14
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Bluff +4, Climb +5, Disable Device +7, 
  Intimidate +4, Perception +5, Sleight of Hand +7, Stealth +7
  SQ trapfinding +1
  OFFENSE
  Speed 30 ft.
  Melee longsword –1 (1d8–1/19–20)
  Ranged light crossbow –1 (1d8/19–20)
  TACTICS
  During Combat Cheyeng stays as far away from the PCs as he 
  can, throwing his tanglefoot bags and firing his crossbow 
  at any target not engaged in melee. If forced into melee, he 
  uses Combat Expertise to increase his AC.
  Morale Cheyeng attempts to flee once all his guards are slain. 
  Failing that, he surrenders and begs the PCs to spare his life.
  STATISTICS
  Str 8, Dex 9, Con 10, Int 13, Wis 12, Cha 13
  Base Atk +0; CMB –1; CMD 8
  Feats Alertness, Combat Expertise
  Skills Appraise +5, Bluff +5, Diplomacy +5, Intimidate +5, 
  Linguistics +5, Perception +7, Sense Motive +7
  Languages Common, Goblin, Hon-La, Tien
  Combat Gear tanglefoot bags (2); Other Gear silken 
  ceremonial armor*, light crossbow with 20 bolts, 
  longsword, 79 gp
  * See Ultimate Combat.
  Lingshen Border Guards (3) 
  CR 1/2
  Human rogue 1
  
  PATHFINDER SOCIETY SCENARIO
  14
  Combat Gear potion of cure light wounds; Other Gear lamellar 
  cuirass*, composite shortbow (+1 Str) with 20 arrows, short 
  sword, 23 gp
  * See Ultimate Combat.
  Subtier 4–5 (CR 5)
  Sun Cheyeng 
  CR 2
  Male human aristocrat 1/bard 3
  LE Medium humanoid (human)
  Init +2; Senses Perception +10
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 24 (4 HD; 3d8+1d8+3)
  Fort +2, Ref +6, Will +7; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +3 (1d8–1/19–20)
  Ranged mwk light crossbow +5 (1d8/19–20)
  Special Attacks bardic performance 11 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1)
  Bard Spells Known (CL 3rd; concentration +6)
  1st (4/day)—cause fear (DC 14), hideous laughter (DC 14), 
  silent image (DC 14), sleep (DC 14)
  0 (at will)—dancing lights, detect magic, know direction, light, 
  mage hand, read magic
  TACTICS
  During Combat Cheyeng activates his bardic performance 
  to inspire courage on the first round, reciting jingoistic 
  prose to spur his allies into combat. In subsequent rounds, 
  he uses spells such as hideous laughter and sleep to disable 
  PCs. He uses his light crossbow to attack foes from afar, 
  and if drawn into melee, he moves to flank with the border 
  guards, maintaining his bardic performance while attacking 
  with his longsword. If reduced to 12 hit points or fewer, he 
  applies the bonus from Combat Expertise to his AC.
  Morale Cheyeng attempts to flee once all his guards are slain 
  or he is reduced to 8 hit points or fewer. Failing that, he 
  surrenders and begs the PCs to spare his life.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 17
  Base Atk +2; CMB +1; CMD 13
  Feats Alertness, Combat Expertise, Weapon Focus 
  (longsword)
  Skills Appraise +7, Bluff +10, Diplomacy +10, Intimidate +10, 
  Linguistics +9, Perception +10, Perform (oratory) +10, Sense 
  Motive +10, Spellcraft +9
  Languages Common, Giant, Goblin, Hon-La, Hwan, 
  Minkaian, Tien
  SQ bardic knowledge +1, versatile performance (oratory)
  Combat Gear tanglefoot bags (2); Other Gear masterwork 
  leather lamellar*, masterwork light crossbow with 20 bolts, 
  masterwork longsword, cloak of resistance +1, 409 gp
  * See Ultimate Combat.
  Lingshen Border Guards 
  CR 1
  Human rogue 2
  LE Medium humanoid (human)
  Init +7; Senses Perception +6
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 16 (2d8+4)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee short sword +4 (1d6+1/19–20)
  Ranged mwk composite shortbow +5 (1d6+1/×3)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The border guards target melee fighters first, 
  working together to flank opponents.
  Morale The border guards fight to the death, knowing they 
  will be reincarnated as terra-cotta warriors in Lingshen’s 
  esteemed army should they fall in battle.
  STATISTICS
  Str 13, Dex 17, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Bluff +5, Climb +6, Disable Device +8, 
  Intimidate +5, Perception +6, Sense Motive +6, Sleight of 
  Hand +8, Stealth +8
  SQ rogue talents (bleeding attack +1), trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear lamellar 
  cuirass*, masterwork composite shortbow with 20 arrows, 
  short sword, 34 gp
  * See Ultimate Combat.
  Development: If Cheyeng fails to find the relic, he 
  grudgingly orders his guards to lower the chain and allow 
  the ship to pass. Otherwise, the PCs will need to deal 
  with the chain themselves, either by leaving the ship to 
  disengage the crank handle (a full-round action), or by 
  breaking the chain (hardness 10, hp 20, Break DC 24).
  Reinforcements from Lingshen are due to relieve Cheyeng 
  and his guard patrol 2 days after this encounter. If the PCs 
  don’t kill Cheyeng and he escapes, he reports to his relief 
  that a suspicious ship broke through his blockade and gives 
  them a detailed description of the PCs and their vessel. If he 
  was killed, the reinforcements have been ordered to report 
  any suspicious findings to their superiors. Either way, the 
  leaders of Lingshen are alerted to the PCs’ presence at this 
  point, and begin to make plans to send one of their ships, 
  the Hailong, to intercept the PCs in the Sea of Eels in Act 3.
  
  Tribal Kijimuna
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  15
  Mission Notes: If Sun Cheyeng survives the encounter, 
  Cheliax faction PCs who pull him aside can make a DC 18 
  Diplomacy check to bribe him into working for Paracountess 
  Zarta Dralneen, earning them 1 Prestige Point.
  If Sun Cheyeng is captured, Lantern Lodge faction 
  PCs can make a DC 18 Diplomacy or Intimidate check to 
  interrogate him and learn that Lingshen wants the braid 
  to win Quain’s support against Po Li. Lantern Lodge PCs 
  who uncover this information from either Sun Cheyeng 
  or Xiao Wen in Act 3 earn 1 Prestige Point.
  Rewards: If the PCs make it past Cheyeng and the 
  chain boom, reward each subtier thusly:
  Subtier 1–2:
  Give each player 96 gp.
  Subtier 4–5:
  Give each player 367 gp.
  ACT 2: KAOLING
  It takes the PCs’ ship 9 days to reach the Sea of Eels from 
  the Shaguang-Kaoling border, during which time they 
  sail alongside Kaoling to the north. The terrain of the 
  river in this region is much rougher and more difficult 
  to predict, making mishaps more dangerous for boats 
  passing down the river. Any roll of Snag on the 
  Mishap Table counts instead as a Collision, dealing 
  8d6 points of damage to the ship. A Collision does not 
  deal addition damage to the ship.
  The canyon is 30 feet wide on average, while the river 
  sinks to an average depth of 60 feet, and the current moves 
  the ship forward 40 feet per round. The cliffs are 30 feet 
  high on either side, and can be scaled with a DC 10 Climb 
  check thanks to banyan roots that cover their faces.
  1. Cliffs of the Kijimunas (CR 3 or 
  CR 6) 
  Four days after the PCs encountered the guards at the 
  Shaguang-Kaoling border, they come across an area of 
  the Tuunma River that the local goblinoids have recently 
  made their lair. When the PCs reach this area, read or 
  paraphrase the following.
  The sickening stench of death and decay wafts out of this 
  narrow sandstone canyon. Half-eaten fish and bloody 
  humanoid bones litter swaths of the shore, attracting clouds 
  of buzzing black flies. Banyan trees grow along the top of the 
  ridge, partially concealing with their thick, leathery roots the 
  network of holes and tunnels that riddle the face of either cliff.
  The humanoid bones that litter the base of the canyon 
  are the remains of prisoners executed by the local 
  hobgoblins, who like to throw live slaves into the canyon 
  to be eaten by the kijimunas.
  Creatures: As the PCs float through this canyon, a 
  few dozen kijimunas emerge from the caverns on the 
  northern cliff face and jabber in Goblin at the party. 
  While the bulk of the hairy goblinoids remain in the 
  relative safety of their caves, several of the more daring 
  kijimunas drop onto the deck of the boat, disregarding 
  the fact that their nets are already filled with fish and 
  instead using the tools as weapons against the PCs. In 
  Subtier 1–2, two of the younger kijimunas attack the 
  PCs. In Subtier 4–5, four adults make the assault. They 
  shriek challenges at the PCs in Goblin before lunging 
  in to attack.
  Subtier 1–2 (CR 3)
  Young Tribal Kijimunas (2) 
  CR 1
  Reduced HD kijimuna (Pathfinder Adventure Path #53 84)
  CN Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 13 each (2d8+4)
  Fort +2, Ref +6, Will +0
  
  PATHFINDER SOCIETY SCENARIO
  16
  OFFENSE
  Speed 30 ft.
  Melee spear +3 (1d6+1/×3)
  Ranged net +5 (special)
  Special Attacks steal fire 
  TACTICS
  During Combat The young kijimunas thirst for blood, and 
  attack whichever PCs look the weakest.
  Morale The young kijimunas know that their tribe’s leaders 
  will look down upon them if they flee, and so they fight to 
  the death.
  STATISTICS
  Str 13, Dex 17, Con 15, Int 12, Wis 10, Cha 14
  Base Atk +1; CMB +1; CMD 15
  Feats Dodge
  Skills Profession (fisherman) +8, Sleight of Hand +4, 
  Stealth +11, Survival +4, Swim +10; Racial Modifiers +4 
  Profession (fisherman), +4 Swim
  Languages Common, Goblin
  SPECIAL ABILITIES
  Steal Fire (Su) As a standard action, a kijimuna can call out to 
  a nonmagical fire within 30 feet equivalent in size to the 
  flames of a burning torch. Doing so causes the flame to 
  become a light similar to that created by a dancing lights 
  spell, under the control of the kijimuna. An attended object 
  can make a DC 13 Reflex saving throw to avoid this effect. 
  Unlike a dancing lights spell, a kijimuna’s steal fire ability can 
  cause a stolen fire to strike a creature, either ringing the 
  target in light as per the spell faerie fire for 5 minutes, or 
  dealing 2d6 points of fire damage (DC 13 Reflex half). Both 
  save DCs are Charisma-based. A lantern, candle, torch, or 
  similar item that has its flame stolen cannot be relit by any 
  means for 24 hours.
  Subtier 4–5 (CR 6)
  Tribal Kijimunas (4) 
  CR 2
  Kijimuna (Pathfinder Adventure Path #53 84)
  CN Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 19 each (3d8+6)
  Fort +3, Ref +6, Will +1
  OFFENSE
  Speed 30 ft.
  Melee spear +4 (1d6+1/×3)
  Ranged net +6 (special)
  Special Attacks steal fire
  TACTICS
  During Combat The tribal kijimunas thirst for blood, and 
  attack whichever PCs look the weakest.
  Morale The tribal kijimunas have no desire to die, and attempt 
  to flee if reduced to 7 hit points or fewer, jumping over the 
  side of the boat to swim to safety.
  STATISTICS
  Str 13, Dex 17, Con 15, Int 12, Wis 10, Cha 14
  Base Atk +2; CMB +2; CMD 16
  Feats Dodge, Stealthy
  Skills Escape Artist +5, Profession (fisherman) +9, Sleight 
  of Hand +5, Stealth +14, Survival +4, Swim +10; Racial 
  Modifiers +4 Profession (fisherman), +4 Swim
  Languages Common, Goblin
  SPECIAL ABILITIES
  Steal Fire (Su) See Subtier 1–2.
  Development: The kijimunas on the cliff face watch the 
  battle with interest, shrieking with joy every time a PC 
  is injured. Once the attacking kijimunas are dispatched, 
  the spectators grow fearful and immediately retreat into 
  their caverns.
  Treasure: Along with the fish and debris trapped in the 
  kijimunas’ nets, the goblinoids sometimes manage to snag 
  valuable items as well. In Subtier 1–2, PCs find a single 
  campfire bead among the kijimunas’ discarded fishing 
  nets. In Subtier 4–5, they find a javelin of lightning inside an 
  efficient quiver half-concealed among the rotting fish.
  Mission Notes: Grand Lodge faction PCs can extract 
  and preserve a gallbladder from a kijimuna by making a 
  DC 18 Heal check, earning them 1 Prestige Point.
  Taldor faction PCs that succeed at a DC 18 Perception 
  check while searching among the kijimunas’ hauls find the 
  skull of Yasin among the loot, identifiable thanks to the blue 
  silk eye patch still hanging over its empty socket. A Taldor 
  faction PC who retrieves the skull earns 1 Prestige Point.
  The Pathfinder Bahk-takir Rozashu piloted his 
  Qadiran trading vessel through this canyon not long 
  ago, but he and his crew fell prey to the kijimunas, their 
  bodies torn to shreds as they were eaten alive. Qadira 
  faction PCs who succeed at a DC 18 Perception check 
  while searching among the kijimunas’ fishing nets come 
  across the onyx-set necklace Rozashu had planned to give 
  to Venture-Captain Aaqir Al’Hakam’s daughter, Alinzia. 
  Qadira faction PCs who retrieve this necklace earn 1 
  Prestige Point.
  Rewards: If the PCs survive the kijimunas’ ambush, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each player 60 gp.
  Subtier 4–5:
  Give each player 275 gp.
  2. Leech Nest (CR 2 or CR 5)
  Half a day’s travel from the kijimuna ambush site, the 
  PCs come upon a wet, narrow gully, the top of which 
  
  OPTIONAL ENCOUNTER
  The leech nest encounter is optional. If more than 2 hours 
  remain to complete the scenario, run this encounter as 
  normal. If less than 2 hours remain, skip the encounter 
  and move straight to Act 3.
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  17
  is occupied by various denizens of the nearby marsh, 
  including shocker lizards, giant frogs, and leeches. When 
  the PCs reach this area, read or paraphrase the following.
  The scent of rich earth permeates the air as the canyon narrows 
  into a small gully barely wide enough to let the ship through, 
  muddy cliffs bordering each side. The river lulls here, and mud 
  from the overhangs of the walls drips onto the deck as the boat 
  slowly makes its way toward a channel leading to the northeast. 
  Creatures: A number of leeches have made their homes 
  in the mucky soil that makes up the walls of the gully. As 
  the mud falls from the face of the cliffs onto the boat’s 
  deck, several of the vermin fall onto the ship as well. In 
  Subtier 1–2, only one giant leech falls onto the deck. In 
  Subtier 4–5, a giant leech and a swarm of smaller leeches 
  make their way onto the ship.
  Subtier 1–2 (CR 2)
  Giant Leech 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 187)
  Subtier 4–5 (CR 5)
  Giant Leech 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 187)
  Leech Swarm 
  CR 4
  hp 39 (Pathfinder RPG Bestiary 187)
  ACT 3: THE SEA OF EELS
  Sailing across the Sea of Eels takes 3 days. The waters 
  of the Sea of Eels are very different from those of the 
  Tuunma River; since the large lake has no viable current, 
  the Laughing Crow must rely on its sails and the wind 
  to propel it along the water. Since there are virtually 
  no obstacles that might impede the ship on its journey 
  across the lake, PCs need not worry about making driving 
  checks or possible mishaps for the rest of the scenario.
  At the end of the first day of travel, the PCs are spotted 
  by the Hailong, a patrolling Lingshen warship. Xiao Wen, 
  captain of the Hailong, deduces that the PCs are the same 
  group that broke through the checkpoint in Act 1, and 
  sets a course to intercept them. PCs who succeed at a DC 
  15 Perception check notice the glint of the Hailong’s sails 
  in the distance. On the morning of the second day, read 
  or paraphrase the following.
  The light of dawn reveals a ship some six hundred feet to port 
  and fast approaching. Its banner bears a single upthrust spear, 
  and its golden sails sparkle in the morning sun.
  A DC 13 Knowledge (local) or Knowledge (nobility) 
  check identifies the ship’s markings as belonging to 
  Lingshen. The Hailong travels at 160 feet per round, 
  closing the gap with the PC’s vessel in 4 rounds (6 if 
  the PCs attempt to f lee). During this time, the PCs are 
  free to attack the incoming vessel or prepare for combat 
  as they wish. When the Hailong reaches the PCs’ ship, 
  its crew members latch onto the Laughing Crow with 
  grappling hooks and pull it alongside for boarding. 
  Leaping from one ship to the other requires a DC 10 
  Acrobatics check.
  Creatures: As the Hailong grapples the Laughing Crow, 
  Xiao Wen and three of her finest soldiers swing across 
  the gap and attack the PCs.
  Subtier 1–2 (CR 3)
  Xiao Wen 
  CR 1/2
  Female human magus 1 (Ultimate Magic 9)
  LN Medium humanoid (human)
  Init +1; Senses Perception –1
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +1, Will +1
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +6 (1d6+4/18–20)
  Special Attacks spell combat (–2 attack)
  Magus Spells Prepared (CL 1st; concentration +3)
  1st—color spray (DC 13), magic missile
  0 (at will)—acid splash, daze (DC 12), ray of frost
  TACTICS
  Before Combat Xiao waits belowdecks to avoid ranged 
  attacks until she can board the PCs’ ship. The round before 
  boarding, Xiao uses her arcane pool ability to give her 
  scimitar a +1 enhancement bonus on attacks.
  During Combat Xiao uses color spray on the first round to 
  hit as many PCs as possible. She then attacks any PCs who 
  weren’t affected by the color spray with her offensive spells 
  and scimitar, using spell combat to both cast and attack 
  each round.
  Morale Xiao knows enough about the empire’s plans for the Braid 
  of a Hundred Masters to realize it is of crucial importance, and 
  thus fights to the death for the glory of Lingshen.
  
  The Hailong
  1 square = 5 feet
  N
  PATHFINDER SOCIETY SCENARIO
  18
  Base Statistics When not enhancing her scimitar with her 
  arcane pool ability, Xiao has the following statistics: Melee 
  mwk scimitar +5 (1d6+3/18–20).
  STATISTICS
  Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +0; CMB +3; CMD 14
  Feats Combat Casting, Weapon Focus (scimitar)
  Skills Acrobatics +0, Knowledge (arcana) +6, Profession (sailor) +3, 
  Spellcraft +6, Swim +5
  Languages Common, Minkaian, Tien
  SQ arcane pool (2 points, +1)
  Gear leather lamellar*, masterwork scimitar, 112 gp
  * See Ultimate Combat.
  SPECIAL ABILITIES
  Spell Combat (Ex) Xiao can cast spells while wielding a 
  weapon at the same time. This ability functions much like 
  two-weapon fighting, but the off-hand weapon is a spell 
  that is being cast. As a full-round action, she can make all of 
  her attacks with his melee weapon at a –2 penalty and can 
  also cast any of her prepared spells with a casting time of 
  1 standard action (any attack roll made as part of this spell 
  also takes this penalty). If Xiao casts this spell defensively, 
  she can decide to take an additional penalty on her attack 
  rolls, up to her Intelligence bonus, and add the same 
  amount as a circumstance bonus on her concentration 
  check. If the check fails, the spell is wasted, but the attacks 
  still take the penalty. Xiao can choose to cast the spell first 
  or make the weapon attack first.
  Lingshenese Soldiers (3) 
  CR 1/2
  Human monk 1
  LN Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
  hp 10 each (1d8+2)
  Fort +3, Ref +4, Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +4 (1d6+3) or
  flurry of blows +2/+2 (1d6+3)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks flurry of blows, stunning fist (1/day, DC 12)
  TACTICS
  Before Combat Xiao’s favored crew members wait belowdecks 
  to avoid ranged attacks until they can board the PCs’ ship. 
  The round before boarding, each soldier uses his oil of 
  magic fang.
  During Combat In the first round of melee combat, the 
  soldiers use their stunning fist attacks against the closest 
  
  Xiao Wen
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  19
  PCs. They then concentrate their flurry of blows attacks and 
  Power Attacks on stunned enemies.
  Morale The soldiers refuse to retreat or surrender, seeing 
  death in service to the empire as a great honor.
  Base Statistics While not under the effects of oil of magic 
  fang, the soldiers have the following statistics: Melee 
  unarmed strike +3 (1d6+2) or flurry of blows 
  +1/+1 (1d6+2).
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 15, Cha 8
  Base Atk +0; CMB +2; CMD 16
  Feats Combat Reflexes, Improved Unarmed 
  Strike, Power Attack, Stunning Fist, Weapon 
  Focus (unarmed strike)
  Skills Acrobatics +6, Climb +6, Knowledge 
  (religion) +4, Profession (sailor) +6, Swim +6
  Languages Tien
  Combat Gear oil of magic fang, potion of cure 
  light wounds, alchemist’s fire (2); Other 
  Gear light crossbow with 20 bolts, 
  Lingshenese ring worth 155 gp
  Subtier 4–5 (CR 6)
  Xiao Wen 
  CR 4
  Female human magus 5 (Ultimate Magic 9)
  LN Medium humanoid (human)
  Init +5; Senses Perception –1
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 36 (5d8+10)
  Fort +5, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee +1 shock scimitar +12 (1d6+7 plus 1d6 electricity/18–20)
  Special Attacks spell combat (–2 attack), spellstrike
  Magus Spells Prepared (CL 5th; concentration +7)
  2nd—blur, flaming sphere (DC 14), scorching ray
  1st—chill touch (DC 13), color spray (DC 13), magic missile, 
  ray of enfeeblement (DC 13), shocking grasp
  0 (at will)—acid splash, daze (DC 12), ghost sound (DC 12), 
  ray of frost
  TACTICS
  Before Combat Xiao waits belowdecks to avoid ranged attacks 
  until she can board the PCs’ ship. In the rounds before 
  boarding, Xiao uses her arcane pool ability to turn her 
  scimitar into a +1 shock scimitar, imbibes her potion of bull’s 
  strength, and casts blur on herself.
  During Combat Xiao uses spell combat to make a scimitar 
  attack and cast a spell each round, starting with scorching 
  ray. After exhausting her ranged spells, Xiao uses her 
  spellstrike ability to deliver touch spells through her 
  scimitar attacks. After expending all of her combative spells, 
  she uses spell recall to recover one use of either chill touch 
  or shocking grasp.
  Morale Xiao knows enough about the empire’s plans for the 
  Braid of a Hundred Masters to realize it is of crucial importance, 
  and thus fights to the death for the glory of Lingshen.
  Base Statistics When not under the effects of blur, 
  potion of bull’s strength or arcane pool, Xiao has 
  the following statistics: Melee mwk scimitar +9 
  (1d6+4/18–20); Str 22; CMB +7; CMD 18; Skills 
  Swim +11.
  STATISTICS
  Str 22, Dex 13, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +3; CMB +9; CMD 20
  Feats Combat Casting, Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon Focus 
  (scimitar)
  Skills Acrobatics +5, Knowledge (arcana) 
  +10, Profession (sailor) +7, Spellcraft 
  +10, Swim +13
  Languages Common, Minkaian, 
  Tien
  SQ arcane pool (4 points, +2), 
  magus arcana (pool strike +2d6) spell 
  recall
  Combat Gear potion of cure moderate wounds, 
  potion of bull’s strength; Other Gear +1 leather lamellar*, 
  masterwork scimitar, jade pendant worth 100 gp, spellbook 
  (contains all prepared spells plus burning hands, expeditious 
  retreat, fog cloud, magic weapon, mount, and all cantrips), 
  spell component pouch, 236 gp
  * See Ultimate Combat.
  SPECIAL ABILITIES
  Spell Combat (Ex) See Subtier 1–2.
  Spellstrike (Su) Whenever Xiao casts a spell with a range of 
  “touch,” she can deliver the spell through any weapon she 
  wields as part of a melee attack. Instead of the free melee 
  touch attack normally allowed to deliver the spell, Xiao can 
  make one free melee attack with her weapon (at her full 
  base attack bonus) as part of casting this spell. If successful, 
  this melee attack deals its normal damage as well as the 
  effects of the spell. If Xiao makes this attack in concert 
  with spell combat, this melee attack takes all the penalties 
  accrued by her spell combat melee attacks. This attack uses 
  the weapon’s critical range, and the spell effect deals ×2 
  damage on a successful critical hit.
  Spell Recall (Su) With a swift action, Xiao can recall any single 
  magus spell she has already prepared and cast that day by 
  expending a number of points from her arcane pool equal 
  to the spell’s level (minimum 1). The spell is prepared again, 
  just as if it had not been cast.
  Lingshenese Soldiers (3) 
  CR 1
  Human monk 2
  
  PATHFINDER SOCIETY SCENARIO
  20
  LN Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Wis)
  hp 16 each (2d8+4)
  Fort +4, Ref +5, Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +5 (1d6+3) or
  flurry of blows +3/+3 (1d6+3)
  Ranged mwk light crossbow +4 (1d8/19–20)
  Special Attacks flurry of blows, stunning fist (2/day, DC 13)
  TACTICS
  Before Combat Xiao’s favored crew members wait belowdecks 
  to avoid ranged attacks until they can board the PCs’ ship. 
  The round before boarding, each soldier uses his oil of 
  magic fang.
  During Combat In the first round of melee combat, the 
  soldiers use their stunning fist attacks against the closest 
  PCs. They then concentrate their flurry of blows attacks and 
  Power Attacks on stunned enemies.
  Morale The soldiers refuse to retreat or surrender, seeing 
  death in service to the empire as a great honor.
  Base Statistics When not under the effects of oil of magic 
  fang, the soldiers have the following statistics: Melee 
  unarmed strike +4 (1d6+2) or flurry of blows +2/+2 
  (1d6+2).
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 15, Cha 8
  Base Atk +1; CMB +3; CMD 17
  Feats Combat Reflexes, Deflect Arrows, Improved Unarmed 
  Strike, Power Attack, Stunning Fist, Weapon Focus 
  (unarmed strike)
  Skills Acrobatics +7, Climb +7, Knowledge (religion) +5, 
  Profession (sailor) +7, Swim +7
  Languages Tien
  Combat Gear elixir of swimming, oil of magic fang, potion 
  of cure light wounds, alchemist’s fire (2); Other Gear 
  masterwork light crossbow with 20 bolts, Lingshenese ring 
  worth 155 gp
  Development: The remaining sailors aboard the 
  Hailong surrender as soon as Xiao Wen is defeated. They 
  can be coerced to accompany the PCs to Shokuro in the 
  Hailong with a DC 20 Intimidate check, but otherwise 
  they ask the PCs to let them go so they can return to their 
  families in Xiwu.
  Treasure: PCs who search the captain’s cabin aboard the 
  Hailong find an encrypted journal inside a desk drawer, as 
  well as a dozen rare books on Lingshenese history. If sold 
  to the right collector, these tomes are worth a total of 154 
  gp in Subtier 1–2 and 421 gp in Subtier 4–5.
  Mission Notes: Captain Xiao Wen’s journal is written 
  using her own method of encryption, and contains 
  highly important information regarding her mission 
  to secure the braid, as well as her past tasks, many of 
  which involved soiling the Pathfinder Society’s name 
  in Lingshen by perpetuating rumors of rogue Shadow 
  Lodge cells within the nation. Shadow Lodge faction 
  PCs who make a DC 18 Linguistics check to decode the 
  journal earn 1 Prestige Point.
  If Xiao Wen is captured, Lantern Lodge faction PCs 
  can make a DC 18 Diplomacy or Intimidate check to 
  interrogate her and learn that Lingshen wants the Braid 
  of a Hundred Masters to win Quain’s support against Po 
  Li. Lantern Lodge PCs who uncover this information 
  from either Xiao Wen or Sun Cheyeng in Act 1 earn 1 
  Prestige Point.
   
  Rewards: If the PCs defeat Xiao Wen and evade capture, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each player 145 gp.
  Subtier 4–5:
  Give each player 657 gp.
  CONCLUSION
  After defeating Captain Xiao and eluding capture by 
  the Hailong, the PCs are free to continue across the 
  Sea of Eels in peace. Once they reach Shokuro, they 
  rendezvous with a Pathfinder Society contact who 
  is waiting to receive the Laughing Crow, convey any 
  messages or items the PC’s have for their various 
  faction leaders, and deal with any prisoners the party 
  may have taken during the adventure. From here the 
  party travels onward to Nesting Swallow, where the 
  third and final part of The Quest for Perfection story 
  arc takes place.
  Success Conditions
  If the PCs successfully reach Shokuro with both the Braid 
  of a Hundred Masters and the crates of incense they received 
  from Ogokai, they are each rewarded 1 Prestige Point.
  FACTION MISSIONS
  Members of each faction have the ability to earn an 
  additional Prestige Point for completing their respective 
  faction’s mission, as detailed below.
  Andoran Faction: Andoran faction PCs who learn some 
  Mutabi-qi traditions from the nomads in Act 1 earn 1 
  Prestige Point.
  Cheliax Faction: Cheliax faction PCs who bribe Sun 
  Cheyeng in Act 1 earn 1 Prestige Point.
  
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  21
  Grand Lodge Faction: Grand Lodge faction PCs who 
  collect and preserve a kijimuna’s gallbladder in Act 2 earn 
  1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who interrogate one of Lingshen’s agents in Act 1 or Act 3 
  earn 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who listen to 
  Ogokai’s story of the Sky Spirit in Act 1 earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who collect the onyx-
  set necklace from the kijimunas in Act 2 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who collect the 
  hidden package in Act 1 earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  decrypt the documents found in Act 3 earn 1 Prestige 
  Point.
  Silver Crusade Faction: Silver Crusade faction PCs who 
  learn what kinds of herbs and medicines the Mutabi-qi 
  use in Act 1 earn 1 Prestige Point.
  Taldor Faction: Taldor faction PCs who recover the 
  skull of Yasin Baalbaqi in Act 2 earn 1 Prestige Point.
  Defender of Freedom,
  Lingshen commits terrible crimes against its people, and for this it must be opposed in the name of 
  liberty. Chief among the horrors they perform is the enslaving of their soldiers’ very souls to power an army 
  of clay abominations. Upon each soldier’s death, his soul is consigned to an eternity locked within a terra-
  cotta prison. This is absolutely intolerable.
   I plan to dispatch advisors to Po Li and Quain to provide whatever assistance Andoran can to groups that 
  might already oppose Lingshen. Getting the Mutabi-qi of Shaguang on our side in this fight is crucial. I want 
  you to make peaceful contact with one of the tribes of the Mutabi-qi, and then learn everything you can about 
  their traditions and customs, so we can put together a primer to help our people further befriend their tribes.
  In democracy’s name,
  Major Colson Maldris
  My Sweet Servant,
  You’ll soon be passing along the border of Lingshen, probably the most interesting of the Successor States. 
  Did you know that when King Huang’s enemies refuse to surrender, he slaughters their entire families, down 
  to the last man, woman, and child? He even puts the livestock to the sword! I like this king’s style. With a little 
  guidance from Cheliax he could prove a valuable ally in the region.
  Not that I expect you, a lowly thrall, to get anywhere near the king. Oh, no, I’m thinking you should set 
  your sights a little lower. For now, find me a bureaucrat to lavish my attentions on, someone suitably pliant 
  to gold and promises. Your sweet little tongue and the 100 gold pieces I’ve enclosed should be enough to 
  put them in my pocket.
  Don’t disappoint me,
  Paracountess Zarta Dralneen
  
  PATHFINDER SOCIETY SCENARIO
  22
  GRAND LODGE
  GRAND LODGE
  Respected Lodge Member,
  I have a new task for you that is sure to earn you the gratitude of the Decemvirate! This is a task of the 
  utmost importance, a fact I cannot stress enough.
  In or around the area of the Successor State Kaoling there exists a race of short, furry, goblinlike beasts 
  known as kijimunas. The Decemvirate requests that you make a concerted effort to locate one of these 
  creatures during your travels. Once you’ve captured or killed one of these kijimunas, you are to extract and 
  preserve its gallbladder.
  This task is time sensitive in nature, and absolutely crucial to the Society’s long-term goals in the region. 
  I can tell you no more beyond that.
  Good luck, Pathfinder,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Honored Lantern-Bearer,
  As I informed you earlier, Lingshen is after the braid that you are transporting. What confuses me is that 
  Lingshen has never been particularly interested in Iroran artifacts, yet for some reason they’re frothing at 
  the mouth over this one. Something isn’t right here. I have my suspicions, but we need more information. 
  If you happen to run across any Lingshen agents on your way to Nesting Swallow, try to coax some 
  information out of them. I doubt the low-ranking conscripts will know anything, but if you can find a 
  bureaucrat or high-ranking soldier, you might get lucky.
  May your trip prove enlightening,
  Venture-Captain Amara Li
  Seeker of Secrets,
  Search the skies! If you are fortunate, you may catch a glimpse of an incredibly rare wonder—a flying city, 
  floating through the skies above Shaguang. The tribespeople of the Mutabi-qi all agree that such a thing truly 
  exists, believing it to be the home of the Sky Spirits they worship. As to what these Sky Spirits actually are, we 
  have little idea thus far.
  While the nomads of Shaguang do not possess a vast wealth of literature, I have it on good authority that 
  their oral history is as far-reaching as our greatest libraries. Ingratiate yourself to the Mutabi-qi and try to find 
  out what they know about these Sky Spirits.
  In unfathomable gratitude,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Glorious Profiteer,
  The Tuunma River has been an incredibly important trade route for Qadiran traders leaving Goka in recent 
  years. The last ship I sent that way was captained by a spineless Qadiran Pathfinder by the name of Bahk-takir 
  Rozashu, who fell prey to the goblinoid tribes that make their home in the cliffs of the Kaoling stretch of the river.
  In addition to the other goods Rozashu was hauling when he lost his life and—more importantly—the 
  ship, he had also acquired a beautiful necklace set with onyx, which he planned to give to my eldest daughter 
  upon his return to Qadira. Should you stumble upon this necklace during your travels, my daughter would 
  be most pleased, as would I.
  Fair winds, full sails,
  Trade Prince Aaqir al’Hakam
  
  THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
  23
  Sczarni
  Sczarni
  Associate,
  A ship I commissioned to carry some very important cargo to Mukinami recently arrived in Xiwu with a 
  completely different crew aboard. They say they found the ship wrecked and abandoned somewhere along 
  the Tuunma River not far from the Kogendu Basin near the Wall of Heaven and claimed it under salvage 
  rights, but made no mention of finding any cargo aboard.
  If this story of the wreck is true, there’s a chance the cargo was thrown clear, and may still be recovered. As 
  you sail down the river, keep your eyes peeled for a small wooden crate, about a foot wide, with a red viper 
  painted on it. If you recover it for me, I’ll see to it that you’re well rewarded.
  Do me proud,
  Gueril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Ally in Arms,
  I’m disturbed to hear that our organization is having such a hard time keeping secrets from Lingshen. I 
  can’t help but wonder if this has something to do with the numerous rogue Shadow Lodge cells we’ve seen 
  fleeing into Tian Xia. Perhaps it’s merely a coincidence, but we can’t take that risk. 
  I want you to do a little snooping. If I know Lingshen, they’ve left a paper trail we can follow back to the 
  source of their information. If you run into any high-ranking members of Lingshen’s military, capture and 
  decode their most recent orders. Forward whatever information you find on the braid or the Society to me.
  Faithfully yours,
  Grandmaster Torch
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Soldier of Mercy,
  While Absalom and Goka have always had some level of contact, recent events have led to a huge influx of 
  trade. An unfortunate side effect of this has been the spread of foreign diseases between east and west. To 
  head off a potential epidemic before it threatens either city, I’ve decided to make the exchange of medicinal 
  lore between our peoples a priority.
  The nomads of Shaguang are skillful herbalists; as you travel among them, see what you can learn about 
  the diseases they face and what plants they use to cure them. Report your findings, and I will see that they 
  are put to good use.
  I pray for your continued safety,
  Ollysta Zadrian
  Sword of the Crown,
  You may not realize it, but you are hot on the tail of Yasin Baalbaqi, a former servant of that black-hearted 
  assassin Muhlia al-Jakri. I have been tracking Yasin’s movements, hoping he might lead us to the Pasha’s 
  whereabouts. My latest reports indicate he is fleeing toward the border of Lingshen and Kaoling, hoping to 
  find passage on a vessel headed down the Tuunma River.
  You can recognize Yasin by his missing eye, which he keeps hidden under a gaudy blue silk eye patch. 
  If you find him, do your best to capture him. Failing that, return with his skull, and I’ll have necromancers 
  extract whatever information he possesses.
  Long Live the Empire,
  Lady Gloriana Morilla
  
  PATHFINDER SOCIETY SCENARIO
  24
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
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  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, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–11: The Quest for Perfection, Part II: On Hostile 
  Waters © 2011, Paizo Publishing, LLC; Author: Benjamin Bruck.
  Pathfinder Society Scenario #3–11:  
  The Quest for Perfection, Part II: On Hostile Waters
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
     
  ®
  Pathfinder Society Scenario #3–11 
  The Quest for Perfection, Part II:
  On Hostile Waters
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  250
  919
  4–5
  501
  1,839
  Normal
  Slow
  campfire bead (720 gp; Advanced Player’s Guide 302)
  cloak of resistance +1 (1,000 gp)
  efficient quiver (1,800 gp)
  elixir of swimming (250 gp)
  javelin of lightning (1,500 gp, limit 1)
  potion of bull’s strength (300 gp)
  potion of cure moderate wounds (300 gp)
  scroll of blur (150 gp)
  scroll of flaming sphere (150 gp)
  scroll of scorching ray (150 gp)
  1–2
  4–5
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-11 The Quest for Perfection Part II On Hostile Waters.pdf