TEXT: By Jenny Jarzabski
  UNGROUNDED BUT UNBROKEN
  PATHFINDER SOCIETY SCENARIO #8-05 
  TIER 1–5
  
  Pathfinder Society Scenario #8–05: Ungrounded 
  But Unbroken is a Pathfinder Society Scenario 
  designed for 1st- through 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. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Jenny Jarzabski
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Helge C. Balzer, Dion Harris, 
  Marko Horvatin, Roberto Pitturru
  Cartographer • Jason Engle, Robert Lazzaretti, 
  Corey Macourek
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini, and 
  Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Chief Financial Officer • John Parrish
  Staff Accountant • Ashley Kaprielian 
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Community & Digital Content Director • Chris Lambertz
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
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  Lissa Guillet, Don Hayes, Julie Iaccarino, and Erik Keith
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game 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 #8–05: Ungrounded but Unbroken © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo 
  Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, 
  Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder 
  Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and 
  Pathfinder Tales are trademarks of Paizo Inc.
  GM ResouRces
  Ungrounded but Unbroken makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Ultimate Equipment (UE), Pathfinder RPG Ultimate Intrigue (UI), Pathfinder RPG 
  GameMastery Guide, and Pathfinder RPG NPC Codex. This adventure assumes the GM has access to 
  these sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd. The statistics from the Bestiary, 
  GameMastery Guide, and NPC Codex are reprinted in an appendix at the back of this scenario for the 
  GM’s convenience. 
  Table of Contents
  Ungrounded but Unbroken  .   .   .   .   .3
  Player Handouts   .  .  .  .  .  .  .  .  . 24
  Appendix: Stat Blocks   .  .  .  .  .  . 26
  Map  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 28
  Chronicle Sheet .   .   .   .   .   .   .   .   .   . 30
  
  • Absalom
  Isle of Kortos
  3
  Consortium began carving out a small niche in the Opaline 
  Vault several decades ago, and they now control one of 
  the hundreds of enclaves maintained by various Material 
  Plane conglomerates. The mysterious silver agent Krayler 
  Cauchemar, an accomplished assassin and spy rumored 
  to be descended from a night hag, heads the operation. 
  Cauchemar pounced on the Ungrounded as an opportunity 
  to build Aspis clout and connections. One of his trusted 
  associates, the veteran mercenary and bronze agent Marlene 
  Othis, currently supervises the training of new recruits. 
  Krayler Cauchemar’s vast network of plane-shifting 
  spies recently informed him of the Pathfinders’ bid for 
  allies on the Plane of Earth. Cauchemar contacted Captain 
  Marlene Othis and instructed her to use her position and 
  resources to orchestrate the Pathfinders’ failure.
  F
  or untold ages, the shaitans of the Peerless Empire 
  have controlled vast swaths of the Plane of Earth, 
  using the rich mineral wealth found there to fill 
  their virtually boundless coffers. About 500 years ago, 
  the empire’s sultan perished in a clash against the City 
  of Brass, and his daughter and heir Sultana Ashadieeyah 
  bint Khalid took the throne. She has furiously dedicated 
  resources to avenging her father’s death, straining the 
  Peerless Empire’s treasuries and populace over the 
  centuries. In recent years, the mounting costs of her 
  burgeoning military have grown so large that they cannot 
  be ignored, and the sultana’s advisors have explored ways 
  to economize. Among these is an initiative to recruit, train, 
  and direct a unit of sellswords from the Material Plane, 
  who are not nearly as expensive to maintain as shaitan 
  troops—a unit known backhandedly as the Ungrounded. 
  The Ungrounded’s hierarchy accommodates non-native 
  leaders as captains, but a small group of shaitan generals 
  ultimately oversees the entire operation and ensures that 
  it meets the high standards that the empire demands.
  The Pathfinder Society recently assisted a shaitan 
  named Reyshal ik Jalman, whose entire family had been 
  exiled or imprisoned after a debacle in which a famous trio 
  of the sultana’s diamonds known as Sairazul’s Tears went 
  missing while in their possession. With the Society’s help, 
  Reyshal recovered enough information to prove that his 
  family was not at fault. Reyshal was allowed to return to 
  the Plane of Earth, although by the time he returned, the 
  empire had already absorbed most of his family’s wealth 
  and lands. Despite his relative destitution, he has sincerely 
  worked to gain the Society a toehold on his home plane. 
  When he learned of the Ungrounded, he recommended 
  it as a way for Pathfinders to build their local reputation 
  in service to the empire—no doubt opening up countless 
  other opportunities. Following Reyshal’s advice, the 
  Society’s Master of Spells Sorrina Westyr plans to send a 
  team of Pathfinders to the Peerless Empire’s capital, the 
  Opaline Vault, to train with the Ungrounded.
  The Pathfinder Society is not the only organization 
  with an interest in the Plane of Earth, however. The Aspis 
  UNGROUNDED
  BUT UNBROKEN
  By Jenny Jarzabski
  Ungrounded but Unbroken begins in Absalom but quickly 
  shifts to the Opaline Vault, the capital of the shaitan 
  empire on the Plane of Earth. This metropolis occupies 
  the edge of a 30-mile-wide geode and is known for its 
  stunning architecture and colorful lake of acid-melted 
  gemstones. For more information about the Opaline Vault 
  and the Plane of Earth, see Pathfinder Campaign Setting: 
  Planes of Power, available in bookstores and games 
  stores everywhere and online at paizo.com.
  Where on Golarion?
  
  Sorrina Westyr
  PATHFINDER SOCIETY SCENARIO
  4
  SUMMARY
  Master of Spells Sorrina Westyr sends the PCs to the 
  Opaline Vault with Reyshal ik Jalman, who vouches 
  for the PCs’ character and potential as members of the 
  Ungrounded mercenary company. The PCs undergo 
  basic training under the watchful eye of Captain Marlene 
  Othis, an officer charged with training new recruits who 
  has secret ties to the Aspis Consortium. The PCs 
  must participate in a series of grueling trials to 
  impress their superiors.
  First, the PCs must survive an obstacle 
  course designed to test their physical 
  strength and endurance. Unfortunately, 
  the obstacles set before the PCs are 
  rigged—a greased log and a dangerous 
  trap hidden in the climbing wall may 
  hamper their performance. They must 
  also prove their knowledge of the 
  challenges that soldiers on the Plane of 
  Earth may face.
  Second, the PCs prove their mettle 
  by sparring with a team of rival 
  recruits. Captain Othis secretly 
  persuades the other recruits to fight 
  with poisoned weapons, once again 
  stacking the odds against the PCs. 
  If the PCs manage to survive their 
  initiation, they graduate to a set of 
  on-the-job training tasks. Captain 
  Othis first sends the PCs to act as 
  hired security at the new Glitterfang 
  Halls. Resourceful PCs may discover 
  that Othis provided bad intelligence about 
  the job, triggering a potentially embarrassing situation 
  involving the Ungrounded’s shaitan overseer. The PCs 
  attempt to avoid this debacle while apprehending a 
  crafty con woman determined to swindle the casino on 
  its opening night.
  Next, Captain Othis assigns the PCs to guard a 
  caravan transporting jewels to a pasha’s estate outside 
  the Opaline Vault. Unfortunately, the captain has also 
  arranged for an elemental crime cartel to ambush the 
  shipment during the journey. The PCs must defend the 
  caravan’s contents and safely deliver the goods to their 
  rightful recipient.
  Finally, shaitan overseer General Faiza bint Hanif 
  demands an audience with the mercenary recruits who 
  have been at the heart of so many problems in the past 
  weeks. The PCs have the opportunity to present evidence 
  against Captain Othis and defend their own reputation, 
  thereby gaining General Hanif’s trust in further 
  dealings with the Pathfinder Society and exposing the 
  Aspis Consortium’s machinations.
  GETTING STARTED
  The PCs begin the adventure in the Pathfinder Society 
  Grand Lodge in Absalom. Read or paraphrase the 
  following to get the adventure underway.
  The courtyard outside of Sorrina Westyr’s office is a tribute to 
  the element of earth. Large, dark boulders jut from a carpet of 
  smooth pebbles. Wildflowers and moss spring from the 
  cracks between the stones. The Master of Spells’ slate-
  gray skin seems to blend into the rock she lounges 
  on in the sun-dappled courtyard, her face upturned 
  to the cloudless sky. Sorrina stretches luxuriously 
  before turning to smile.
  “Enjoy the open air while you can, Pathfinders,” 
  she says. “You are to be among the first agents 
  sponsored to explore the planes—the Plane 
  of Earth, to be exact. Reyshal ik Jalman, the 
  Society’s contact on the Plane of Earth, 
  recently alerted us to a rare opportunity. 
  The Sultana’s constant war with the City 
  of Brass means the shaitan empire needs 
  more soldiers, and they have begun 
  recruiting off-world mercenaries to train 
  alongside their military. That’s where you 
  come in.” Westyr leaps to her feet in a 
  fluid motion, pulling an amethyst crystal 
  wrapped in copper wire from her pocket.
  “Please travel with Reyshal to the 
  Opaline Vault. He can pull some strings 
  to get you in with the mercenary 
  company known as the Ungrounded. 
  Complete the basic training and prove to your superiors that the 
  Pathfinders are useful allies. Reyshal and I believe that working 
  with the Ungrounded will lay the foundation for an alliance with 
  the Peerless Empire. What’s more, this is an excellent means 
  for you to establish your own professional credentials and 
  connections.” Westyr pauses to brush a fallen leaf from her hair. 
  “I’ll contact Reyshal as soon as you’re ready.”
  The Master of Spells often sets aside time from her 
  busy schedule to meditate and relax in this courtyard, 
  which is visible from her office window. The long years 
  she spent trapped in the Crystal Womb have left her 
  starved for sunlight and fresh air, yet tied to the touch 
  of stone and soil. She called the PCs to meet with her in 
  this special place, where she has access to both. Sorrina 
  Westyr does her best to answer the PCs’ questions before 
  contacting Reyshal.
  Tell me about Reyshal ik Jalman. “Reyshal is, for the 
  lack of a better term, an old friend of mine. He is a shaitan 
  noble whose family was framed for the theft of the Sultana’s 
  diamonds. I first met him when he was in exile in Orv, deep 
  in the Darklands. The Society helped him put to rest the 
  
  Reyshal ik Jalman
  5
  UNGROUNDED BUT UNBROKEN
  serious accusations against his family, and he used this 
  reprieve to return home to the Opaline Vault. Now, he’s 
  agreed to help us gain a foothold in the city. He’s a proud 
  man, and he enjoys driving a hard bargain, but he’s reliable.”
  What is the Peerless Empire?/What is the Opaline Vault? 
  “The Peerless Empire is a magnificent and expansive 
  shaitan civilization. Its capital is the Opaline Vault, a 
  metropolis home to over six million. Words do not do its 
  splendor justice, but you will soon see it for yourselves.”
  Who are the Ungrounded? “The Ungrounded is an 
  eclectic mercenary company run by newcomers to the 
  Plane of Earth, but ultimately managed by shaitan generals. 
  I think the name is a bit of an insult, honestly, but the 
  company is invaluable to the empire.” 
  How do we get back to the Material Plane? “Reyshal 
  has agreed to transport you back to Absalom 
  a f t e r 
  you complete your basic training with the 
  Ungrounded.”
  How long must we stay? “Completing 
  your basic training should be enough to 
  attract the interest of powerful allies in the 
  Opaline Vault, not to mention ingratiating 
  the Society with the Ungrounded. 
  You need not make a long-term 
  commitment to the company 
  after that—unless, of course, 
  that’s what you desire.”
  KNOWLEDGE (PLANES)
  Based on the result of a 
  Knowledge (planes) check, 
  the PCs might know more 
  about the Plane of Earth and 
  the Opaline Vault specifically. 
  Each 
  PC 
  knows 
  all 
  of 
  the 
  information with a DC less than or 
  equal to the result of her check. If the 
  PCs express the desire to research 
  the location, Sorrina Westyr allows 
  them to spend the remainder of the day in 
  the Grand Lodge library before contacting 
  Reyshal. Spending 4 hours researching the 
  Plane of Earth grants a PC a +2 bonus on 
  her Knowledge (planes) check.
  10+: The Plane of Earth is fixed in 
  location and comprised of a vast network 
  of tunnels and caverns. Though the 
  plane itself is generally suitable for 
  humanoid life, common hazards 
  include cave-ins, poisonous gasses, 
  and pockets of molten rock near its 
  border with the Plane of Fire.
  15+: Creatures indigenous to the Plane of Earth include 
  crystal dragons, earth elementals, mephits, oreads, 
  shaitans, xiomorns, and xorns.
  20+: The Opaline Vault, also known as the Rainbow 
  Metropolis, is the breathtaking capital of the shaitan’s 
  Peerless Empire, and a planar hub for entertainment and 
  trade. Sultana Ashadieeyah bint Khalid rules from a gem-
  studded palace that towers over the city’s skyline. The 
  Vault’s diverse population includes a small percentage 
  of noble shaitans known as pashas, as well as dwarves, 
  elementals, elves, and oreads.
  25+: Sultana Ashadieeyah bint Khalid is driven by the 
  desire to avenge her father, causing her to pour ever-
  increasing resources into her war with the efreet. In 
  recent decades, the gorgeous and prosperous capital has 
  declined, and corruption is at an all-time high. Efreet 
  and ifrits are treated with contempt or open hostility in 
  the Opaline Vault.
  30+: In addition to being the seat of the Peerless Empire’s 
  power, the Opaline Vault is a hub for extraplanar visitors. 
  Many organizations hoping to forge alliances within 
  shaitan society establish headquarters there. The 
  Aspis Consortium set up a small outpost on the 
  outskirts of the city in recent years and has 
  already infiltrated the empire’s military. 
  JOURNEY TO THE PLANE OF 
  EARTH
  Once the PCs are ready, Sorrina Westyr 
  uses the amethyst and copper wire to cast 
  sending, telling Reyshal, “Preparations are 
  complete. We are ready.” A few moments later, 
  Reyshal ik Jalman (LN male noble shaitan) arrives. 
  Read or paraphrase the following.
  The boulder opposite Sorrina Westyr’s seat ripples 
  like water. What appears to be a towering 
  stone statue of a muscular man clad in 
  gold-lacquered armor emerges from 
  the stone. He bows dramatically to 
  the Master of Spells.
  “Well met, Trail Seekers,” 
  he grins wryly as Sorrina 
  frowns 
  in 
  irritation. 
  “Of course, I mean 
  Pathfinders. 
  Just 
  a 
  jest 
  between 
  friends.” The shaitan steps 
  forward and inclines his head 
  in a shallow version of the bow he just 
  performed for Sorrina. 
  “I am Reyshal ik Jalman, humble 
  servant of Her Radiance, Ashadieeyah 
  
  PATHFINDER SOCIETY SCENARIO
  6
  bint Khalid, and sworn ally to the steadfast Master of Spells. 
  Today I am honored to escort you to the Opaline Vault, the 
  glorious home of my ancestors. I hope that together we can 
  cement the bonds between our peoples, dear Pathfinders. But 
  first, please, introduce yourselves!”
  Reyshal ik Jalman listens courteously to each PC’s 
  introduction, asking questions about their families and 
  homelands. Reyshal is noticeably curt with dwarven and 
  ifrit PCs, but maintains a polite veneer. He is especially 
  interested in the tales of oread and suli PCs. 
  Immediately following the pleasantries, Reyshal invites 
  the PCs to stand in a circle and join hands as he casts plane 
  shift. The PCs experience a distinct feeling of vertigo and 
  an unpleasant but not-quite-painful tugging sensation 
  within their stomachs. Read or paraphrase the following.
  A spinning tunnel of shimmering crystals gives way to the inside 
  of an immense geode, a cavern so vast that the walls and ceiling 
  appear as a distant night sky. Multicolored twinkling lights hang in 
  the air like stars, painting shifting auroras across the geode’s walls. 
  At the heart of the city, radiant spires of gold and platinum emerge 
  from a churning lake of liquefied gemstones, connected by soaring 
  bridges. “Welcome to the Rainbow Metropolis,” Reyshal whispers.
  The PCs materialize several miles outside the city. The 
  walk takes about 2 hours, and the PCs are in no danger of 
  becoming lost with Reyshal as their guide. As they approach 
  the metropolis, Reyshal excitedly points out locations 
  of interest, including the Peerless Embassy, which hosts 
  diplomats from all over the multiverse, and the Slab, a mile-
  long barracks that hosts the largest portion of the Sultana’s 
  shaitan army. Ifrit PCs who walk the streets of the Vault 
  without attempting to disguise or conceal their appearance 
  are met with reactions ranging from rude stares to thrown 
  stones and yelled insults, but are not openly attacked.
  Finally, the group arrives in the Outer District, a 
  bustling area characterized by crowded streets, shabby 
  domiciles, and buildings sporting the flags of various 
  nations and organizations, some recognizable of which 
  the PCs recognize as indigenous to the Material Plane. 
  The permanent residents of this district are merchants 
  and slaves, as well as their families. Reyshal explains 
  that many off-world organizations conduct business 
  and diplomatic missions here, all seeking the pashas’ 
  favor. A PC who succeeds a DC 15 Knowledge (local) check 
  recognizes a banner with a serpent emblem associated 
  with the Aspis Consortium. If the PCs identify this 
  banner, Reyshal truthfully states that he knows nothing of 
  the Aspis Consortium.
  THE UNGROUNDED BARRACKS
  Founded 4 decades ago in an effort to funnel soldiers 
  into the empire’s constant war against the efreet, the 
  Ungrounded mercenary company maintains a facility 
  resembling an interconnected network of squat stone 
  warehouses. The windowless buildings rise to a uniform 
  height of 20 feet. Banners bearing the company’s sigil, a 
  crossed scimitar and spear on a field of yellow, mark the 
  main entrance to the company’s headquarters. 
  The Ungrounded headquarters receives prospective 
  recruits and houses the offices of the company’s higher-
  ranking members. The building’s interior is drab and 
  sparsely furnished. A few engraved plaques and portraits 
  of famous Ungrounded soldiers adorn the walls. 
  Covered passageways connect the headquarters to the 
  adjoining buildings: the mess hall and the bunks. At 
  least a dozen Ungrounded mercenaries of varying rank 
  mill about the barracks at any given time, full members 
  designated by a cloak pin bearing the Ungrounded sigil.
  Reyshal and the PCs wait for a few minutes before a 
  young mercenary greets them and leads them down a 
  short hallway to the training captain’s office. Read or 
  paraphrase the following.
  A heavy wooden door opens to reveal an 
  immaculate office barely large enough to house 
  the writing desk and bookshelf within. The 
  unpainted stone walls are devoid of windows or 
  decoration. A stern, middle-aged human 
  woman with darkly tanned skin and 
  close-cropped salt-and-pepper hair sits 
  in a rigid pose behind the desk as she 
  studies an open ledger. She lifts her chin 
  and glares at the open door.
  
  Captain Othis
  7
  UNGROUNDED BUT UNBROKEN
  Reyshal produces a paper-thin, intricately chiseled stone 
  tablet and hands it to the woman, Captain Marlene Othis 
  (LE female human fighter 6; if necessary, use the statistics 
  for the cavalry from page 287 of the GameMastery Guide), 
  introducing it as a letter of recommendation describing 
  the Pathfinders’ distinguished character and potential. 
  Captain Othis studies it for several minutes, 
  pausing occasionally to frown at the PCs.
  Captain Othis stands and thanks 
  Reyshal with a servile bow, promising 
  to take the Pathfinders under her wing 
  and begin their accelerated training 
  program. Once Reyshal exits the office, 
  Captain Othis crushes the tablet with 
  her bare hands, shattering it into 
  dozens of pieces.
  “So, you think you have what it takes 
  to be Ungrounded?” the captain bellows, 
  circling the PCs combatively. 
  “I’ll be the judge of that. You 
  look softer than night soil to 
  me. Your friends in high places 
  won’t help you when you’re 
  down in the trenches, or when 
  there’s an efreeti scimitar at your 
  throat. Now, get out of my sight. 
  Your trials start tomorrow. Dinner 
  is at six o’clock sharp. If you’re late, 
  you can starve.”
  A nervous recruit named Dell Darkblade (LN male 
  oread warrior) waits at the office door, flinching as Captain 
  Othis barks orders at him to take the “fresh meat” to the 
  “meatlocker.” See the Sequence of Events section on page 8.
  BARRACKS LOCATIONS
  The following sections describe the key locations of the 
  barracks the PCs visit during their basic training.
  BUNKS
  The building that houses new recruits has space for up to 
  300 occupants, but most of the rooms are currently empty. 
  These rooms are set up like dormitories, each with three 
  stone bunks topped with thin mattresses and sharing a 
  bathroom with one adjoining room. Several communal 
  showers are located at regular intervals throughout the 
  hallway. PCs seeking a place to hold private conversations 
  can easily find an empty room far from the other recruits.
  CAPTAIN’S OFFICE
  Captain Othis summons the PCs to her office several times 
  throughout the course of the scenario. As the adventure 
  progresses, the PCs may wish to secretly return to her 
  office to collect evidence of her duplicity. 
  When she is not busy conducting drills 
  or supervising the PCs’ training, Othis 
  spends most of her day in the office, 
  leaving only to take dinner and rest in her 
  private chambers in the evening. 
  During these periods the office 
  is locked (Disable Device 
  DC 20). 
  Inventive 
  PCs 
  may 
  devise a distraction to 
  lure Othis out of her office 
  during normal hours, or 
  attempt a Bluff check to trick 
  another 
  Ungrounded 
  officer 
  into loaning them the spare key. 
  Regardless of which strategy the PCs use, it should 
  require them to succeed at a relevant DC 15 skill check 
  (DC 19 in Subtier 4–5). If the PCs attempt to search the 
  office before dinner, they have 1d8 rounds to search 
  before Othis discovers them and gives the PCs a demerit 
  (see the sidebar above) and extra cleaning duty for poking 
  around her personal belongings.
  The office is cramped and contains a walnut desk, a 
  hard-backed chair, and a bookshelf. PCs who succeed a 
  DC 16 Perception check while searching the desk (DC 20 
  in Subtier 4–5) find a letter addressed to Othis thanking 
  her for the tip about the caravan (Player Handout #2). The 
  letter bears an etching of three stony hands grasping a 
  roughly spherical faceted gemstone. Each of the hands has 
  three fingers.
  If the PCs search the room carefully and succeed at a 
  DC 18 Perception check (DC 22 in Subtier 4–5), they find 
  a hidden compartment in the stone wall of the office 
  containing a vial of dusk agate extract (see the sidebar 
  on page 12). If the PCs search the bookcase and succeed 
  at a DC 18 Perception check (DC 22 in Subtier 4–5), they 
  discover a hollowed-out copy of Tactical Engagement that 
  contains a bronze Aspis Consortium badge and a missive 
  from Krayler Cauchemar (see Player Handout #1).
  Throughout the scenario, the PCs’ actions may result in a 
  formal reprimand from Captain Othis. If the PCs fail one of 
  their trials or shirk the duties outlined in the basic training 
  schedule, for instance, the group receives one demerit. 
  Each section details the circumstances in which Captain 
  Othis assigns a demerit to the PCs. Take note of how many 
  demerits the group receives. If they earn four or more 
  demerits, they take penalties in the final encounter 
  (see page 18).
  Demerits
  
  PATHFINDER SOCIETY SCENARIO
  8
  Treasure: The PCs find several calligraphy pens, a pot 
  of invisible ink, and two scrolls of lesser restoration scattered 
  among the papers on the captain’s desk. A gray fur cloak 
  worth 50 gp hangs from a hook on the wall. In Subtier 
  4–5, the cloak is a cloak of resistance +1, and the hidden wall 
  compartment contains bracers of armor +1.
  Rewards: If the PCs do not search the office, reduce 
  each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 35 gp.
  Out of Subtier: Reduce each PC’s gold earned by 137 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 239 gp.
  MESS HALL
  New recruits and veteran members alike take their meals 
  in this institutional cafeteria-style dining hall. Several
  dozen stone tables surrounded by stools occupy the 
  spotless room. A partial wall separates the kitchens from 
  the dining area, providing space for two separate serving 
  lines, though only one line is currently in use. Many of 
  the Ungrounded are deployed, so while a hundred or so 
  mercenaries attend each mealtime, several tables always 
  stand empty. 
  TRAINING YARD
  This training yard is designed to accommodate a variety 
  of drills, demonstrations, and gatherings. It consists of 
  stone viewing stands encircling a large, oval-shaped area 
  of flat ground, from which rise four stone pillars. More 
  information about the training yard appears in the Trial 
  by Combat section on page 10. 
  SEQUENCE OF EVENTS
  The following sections outline the basic sequence of events 
  the PCs experience during their time at the barracks.
  A WARM WELCOME
  Dell Darkblade leads the PCs to their room in the 
  bunks. The chamber is in shambles from the previous 
  occupants, and there are only enough bedrolls and sheets 
  for five PCs. Dell seems startled by the state of the room, 
  and warns the PCs that Captain Othis hates a mess. If 
  asked, Dell gives the PCs a brief tour of the facility, but is 
  eager to get back to his duties.
  At 6 o’clock, an enticing dinner of roast meat and potatoes 
  is served in the mess hall. A group of seasoned mercenaries 
  accost the PCs as they attempt to join the serving line. 
  Lieutenant Larssok (N male half-orc fighter 3) explains 
  that the Ungrounded have a tradition: new recruits have to 
  entertain the rest of the company on the first night: “If you 
  won’t party with us, you won’t fight with us.” The nature of 
  the entertainment is up to the PCs. Song, dance, jokes, or 
  an acrobatic performance all suffice—encourage players to 
  be creative and play to their characters’ strengths. If a PC 
  succeeds at a DC 15 Perform or other applicable skill check 
  (DC 19 at Subtier 4–5), the mess hall erupts in wild cheers 
  and applause, and the performer receives an extra ration 
  of ale. The crowd heckles a failed performer, but Larssok 
  resolutely claps the PC on the back and welcomes him to 
  the Ungrounded regardless. PCs who refuse to perform 
  are served gruel. 
  At midnight, Captain Othis barges into the PCs’ room 
  banging a soup ladle against a metal pot. She continues 
  the noise until all the PCs wake and stand at attention. 
  She then inspects their bunks. A PC who succeeds at a 
  DC 10 Profession (soldier) check realizes that the captain 
  likely expects them to make their beds, even though she 
  has not directly instructed them to do so. The captain 
  harangues any PC who failed to make her bed, saying, 
  “You can’t even make a bed. How can I trust you to oil a 
  sword or maintain armor, let alone fight for the empire?” 
  Captain Othis then confiscates the bedding in question. 
  A PC who sleeps without bedding on the hard bunk is 
  fatigued the next day.
  BASIC TRAINING SCHEDULE
  New recruits of the Ungrounded Company adhere to the 
  following schedule. The GM should play out this routine 
  for the first day, to give the PCs a sense of daily life as a 
  new recruit, but after that the details can be hand-waved. 
  PCs caught shirking their duties face a demerit from 
  Captain Othis. See the Demerits sidebar on page 7 for 
  more information.
  6:00 a.m. Wake up call. Captain Othis wakes the PCs 
  with a makeshift drum (the pot and ladle from the night 
  before) and loudly comments on their laziness until they 
  stand at attention. Once the PCs make their beds and 
  dress, they are allowed a bowl of gruel from the kitchens.
  6:30 a.m. Labor. This task usually involves unloading 
  deliveries for the armory and kitchen as well as weapon 
  and armor maintenance. 
  9:30 a.m. Cleaning. New recruits use small brushes and 
  harsh soap to clean their living quarters, the mess hall, and 
  other common areas. This is tiresome labor and PCs must 
  succeed at a DC 10 Fortitude save (DC 13 in Subtier 4–5) or 
  become fatigued. Two hours into the process, Captain Othis 
  stomps through the area the PCs are cleaning wearing 
  muddy boots. If the PCs yell at her for doing so or otherwise 
  behave disrespectfully, they receive one demerit.
  12:00 p.m. Lunch. Lunch consists of bread, salt pork, 
  and lentil stew.
  12:30 p.m. Marching Drills. The PCs are led to the yard 
  to practice forming ranks, marching, responding to 
  various commands, and learning chants and cadences. 
  The PCs must prove their mastery of these tasks with a 
  successful DC 12 Perform (oratory) or DC 10 Profession 
  (soldier) check. In Subtier 4–5, increase the DC of the 
  
  9
  UNGROUNDED BUT UNBROKEN
  skill check by 4. If none of the PCs succeed the check, the 
  group receives one demerit.
  3:00 p.m. Training. On the first day, the PCs complete 
  the Obstacle Course event and the Trial of Knowledge 
  event (see page 10). For the following week, the PCs spend 
  this time slot practicing additional marching and combat 
  drills until they complete their Trial by Combat and are 
  promoted to practical training.
  6:00 p.m. Dinner. This is usually roasted or stewed 
  meat, bread, and a cup of ale.
  9:30 p.m. Evening Inspection. Captain Othis checks the 
  PCs’ room for cleanliness and lectures them soundly for 
  any demerits incurred during the day’s events. If the PCs 
  are caught leaving their bunks after evening inspection, 
  the group receives one demerit.
  OBSTACLE COURSE (CR 2 OR CR 5)
  Captain Othis escorts the PCs to a rocky field just outside 
  the city, where the Ungrounded have set up an obstacle 
  course. Established members often use this course for 
  training, but the captain recently sabotaged it with the 
  help of the recruit Dell Darkblade. She demands that 
  every PC attempt the course, even those who are not 
  suited to its challenges. She requires PCs to attempt two 
  skill checks against an obstacle before allowing them to 
  give up on that obstacle, though she mocks them for their 
  weakness and failure if they do so. After five failures, she 
  orders the PC to cease attempting that obstacle.
  Balancing Act: A 10-inch-wide log spans a 10-foot-deep 
  pit gouged into the rock. Crossing the log requires a PC 
  to succeed at two consecutive DC 12 Acrobatics checks. 
  In Subtier 4–5, the log is only 4 inches wide, increasing 
  the DC of these checks to 17. A PC who fails an Acrobatics 
  check must succeed at a DC 12 Reflex save (DC 15 in Subtier 
  4–5) or fall into the pit, taking 1d6 points of damage. If 
  the PCs succeed at a DC 15 Perception check, they realize 
  that the log is covered in a greasy substance. The PCs may 
  remove the grease to decrease the DC of the Acrobatics 
  check by 2.
  Bear Crawl: The area beyond the pit is covered in a 
  tangle of metal wire scattered with glass, sharp rocks, 
  and broken bricks. A crawlspace 2 feet in height is the 
  only passage through the detritus. A PC must succeed 
  at a DC 12 Escape Artist check (DC 16 in Subtier 4–5) to 
  wriggle through the opening, and a second check at the 
  same DC to traverse the obstacle completely. 
  Climbing Wall: A 15-foot-tall stone wall faces the PCs once 
  they emerge from the second obstacle. In Subtier 4–5, this 
  wall is 30 feet high. The sheer rock wall has few handholds 
  (Climb DC 20). If the PCs use a rope or magic to bypass the 
  wall, Othis berates them for being too weak to scale the 
  wall unassisted, pointing out that such cheap tactics do not 
  count as successfully conquering the obstacle.
  As the PCs face Captain Othis’s challenges, they have 
  opportunities to prove themselves, earning Success Points. 
  Keep track of how many Success Points the PCs earn over 
  the course of the scenario. The eight opportunities to earn 
  Success Points are summarized below.
  • A PC completes the obstacle course (see this page).
  • The PCs correctly answer enough questions in the Trial 
  of Knowledge (page 10).
  • The PCs defeat the Ungrounded recruits in the Trial by 
  Combat (see page 10).
  • The PCs stop Inysha at the door before she enters the 
  Glitterfang Halls members’ lounge (see page 16).
  • The PCs convince Inysha not to return to the Glitterfang 
  Halls (see page 13).
  • The PCs defeat Slagcrusher’s minions (see page 18).
  • The PCs stop the agrawgh from fleeing the caravan 
  without killing it (see page 20).
  • The PCs present additional evidence against Captain 
  Othis beyond what is necessary to clear their names 
  (see page 22).
  Success Points
  Sink or Swim: The climbing wall overlooks an 
  abandoned quarry filled with muddy water that is 15 feet 
  deep. Swimming to the other side of the quarry requires 
  two successful DC 10 Swim checks (DC 14 in Subtier 
  4–5). A PC who fails a swim check by 5 or more begins to 
  drown. If any PC is at risk of death from this obstacle, she 
  sends an NPC recruit to drag the PC back to the shore, 
  saving the PC’s life.
  Traps: Captain Othis placed a trap 10 feet up the 
  climbing wall, designed to let loose a barrage of rocks and 
  pebbles when triggered. In Subtier 4–5, she has placed the 
  trap 20 feet up. PCs with stonecunning receive a +2 bonus 
  on their Perception checks to spot this trap.
  SUBTIER 1–2 (CR 2)
  ROCKFALL TRAP  
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +12 (2d6); multiple targets (all targets in a 10-ft.-
  square area); creatures who are hit must succeed at a DC 15 
  Acrobatics or Climb check or fall off the rock wall, taking an 
  additional 1d6 falling damage.
  SUBTIER 4–5 (CR 5)
  ROCKFALL TRAP  
  CR 5
  Type mechanical; Perception DC 25; Disable Device DC 25
  
  PATHFINDER SOCIETY SCENARIO
  10
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 (4d6); multiple targets (all targets in a 10-ft.-
  square area); creatures who are hit must succeed at a DC 20 
  Acrobatics or Climb check or fall off the rock wall, taking an 
  additional 2d6 falling damage.
  Development: As long as at least one of the PCs completes 
  the entire obstacle course, the PCs earn 1 Success Point for 
  the encounter. If none of the PCs completes the obstacle 
  course, the PCs receive one demerit.
  TRIAL OF KNOWLEDGE
  After the PCs complete the obstacle course, Captain 
  Othis orders them to stand in a line, and yells, “Listen 
  up, roaches. You need more than strength and agility to 
  succeed in battle. You need to know what you’re up against 
  and how to fight it. Let’s see how stupid and unprepared 
  you really are.”
  Captain Othis peppers the PCs with questions about 
  creatures native to the elemental planes, as well as 
  military tactics. The captain’s questions center around 
  information that is relevant to the armies of the shaitan, 
  such as anti-efreeti tactics, effective ways to handle being 
  set on fire, the immunities of fire elementals, and how to 
  counter the typical fighting style of salamanders. If you 
  wish to create detailed questions for the PCs, consider 
  using the entries for the referenced monsters in the 
  Pathfinder RPG Bestiary.
  She first asks each PC a question that requires the PC 
  to succeed at DC 15 Knowledge (planes) or Profession 
  (soldier) check to answer correctly (DC 18 in Subtier 4–5). 
  Each PC who answers correctly receives a more difficult 
  question, which requires a successful DC 18 Knowledge 
  (planes) or Profession (soldier) check (DC 22 in Subtier 
  4–5). Each PC may choose which skill she wants to use for 
  these checks, as either skill provides enough information 
  to craft a satisfactory answer. The captain is furious at 
  the PCs who also answer this harder question, and she 
  reminds those PCs of any failures they had in the obstacle 
  course before dismissing them back to the barracks to 
  peel potatoes.
  PCs who answer the first question incorrectly receive 
  a stern mocking from the captain, as well as an easier 
  question (DC 10 Knowledge [planes] or Profession 
  [soldier]). If a PC also fails this skill check, she asks him a 
  question designed to be insultingly easy, such as “Which 
  elemental plane do earth elementals come from: the 
  Plane of Earth or the Plane of Fire?” or “What is the name 
  of the unit you are unsuccessfully trying to join?”
  Development: If every PC correctly answers at least one 
  of Captain Othis’s first three questions, the PCs earn 1 
  Success Point. The PCs can still earn the success point 
  even if a PC failed to answer all three of these questions: 
  for every PC who correctly answered Othis’s second, more 
  difficult question, one PC may fail all three skill checks.
  A. TRIAL BY COMBAT (CR 3 OR CR 6)
  Just outside the mess hall, an oval of hard-packed dirt surrounds 
  four columns made of black stone. Gray stone benches encircle the 
  training ground, providing a clear view for nonexistent spectators. 
  A raised balcony made of blue and purple crystal emerges from 
  the stands. Dummies made of stuffed burlap sacks affixed to posts 
  are scattered throughout the field, some wearing crudely painted 
  smiles and posed in offensive gestures. Captain Othis stands in 
  the crystal balcony, a mischievous grin on her usually stern face.
  After a week of basic training, Captain Othis orders 
  the PCs to fight another group of recent recruits in 
  controlled combat. She explains that the use of spells 
  or combat-enhancing items, such as potions or flasks, is 
  forbidden, and both groups should refrain from using 
  lethal force or “face the consequences.” Othis allows PCs 
  to select a blunted weapon of choice from the armory. The 
  collection includes all martial and simple weapons. PCs 
  using these weapons do not take a penalty on attack rolls 
  for dealing nonlethal damage. Captain Othis instructs 
  the combatants to fight until their foes surrender or are 
  knocked unconscious. Breaking Othis’s rules results in a 
  demerit. If a PC kills another recruit, Captain Othis calls 
  an immediate end to the exercise and has the offending 
  PC jailed (see Development below).
  Throughout the brawl, Captain Othis criticizes the PCs’ 
  tactics. When a PC or one of the rival recruits falls in battle, 
  Othis pronounces them “unworthy” or “disappointing.”
  Creatures: The recruits waiting to spar against the PCs 
  are the Ungrounded’s newest members, a group of friends 
  who dreamed of becoming accomplished soldiers. Their 
  shared vision of a promising and exciting mercenary 
  career crumbled under the captain’s iron fist. For weeks, 
  the constant verbal abuse has whittled away at their 
  resolve, leaving most of them almost completely broken.
  When the captain ordered them to help test potential 
  recruits, they didn’t ask questions. Dell Darkblade, the 
  unofficial leader of the group, is secretly thrilled that 
  the captain’s attention shifted to the PCs. He’s afraid his 
  friends can’t take much more before they break. When 
  the captain ordered him to cheat, Dell refused, only to 
  watch one of his friends get dragged into the captain’s 
  office and severely beaten. Dell quickly recanted to spare 
  his friends from further harm. He stoically carries the 
  secrets of the rigged obstacle course and the poisoned 
  weapons, but the burden weighs heavily on his heart. 
  Dell and his friends do not wish the PCs to share their 
  downtrodden fate, but don’t feel as though they have a 
  choice in the matter.
  
  A. Trial by Combat
  R : Ungrounded Recruit
  R
  R
  R
  R
  1 square = 5 feet
  Path�nder Flip-Mat: Arena
  11
  UNGROUNDED BUT UNBROKEN
  
  PATHFINDER SOCIETY SCENARIO
  12
  SUBTIER 1–2 (CR 3)
  UNGROUNDED RECRUITS (4) 
  CR 1/2
  Oread warrior 2
  LN Medium humanoid
  Init +5; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 16 each (2d10)
  Fort +3, Ref +1, Will +0
  Resist acid 5
  OFFENSE
  Speed 20 ft.
  Melee scimitar +4 (1d6+2 nonlethal) 
  Spell-Like Abilities (CL 2nd; concentration +1)
  1/day—magic stone
  TACTICS
  Before Combat The recruits apply a dose of dusk agate 
  extract to their weapons (see the sidebar above).
  During Combat The recruits frequently change position in 
  battle, attempting to flank PCs whenever possible. They 
  deal nonlethal damage as instructed. 
  Morale The recruits fight until knocked unconscious, but 
  if PCs deal lethal damage to the recruits, they yield when 
  reduced to 10 hit points or fewer. They also accept the 
  PCs’ surrender.
  STATISTICS
  Str 14, Dex 13, Con 10, Int 9, Wis 10, Cha 9
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative
  Skills Perception +2
  Languages Common, Terran
  Combat Gear potions of cure light wounds (2), antitoxin; Other 
  Gear chain shirt, dagger, practice scimitar
  SUBTIER 4–5 (CR 6)
  UNGROUNDED RECRUITS (4) 
  CR 2
  Oread warrior 4
  LN Medium humanoid
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
  hp 25 each (4d10)
  Fort +5, Ref +3, Will +2
  Resist acid 5
  OFFENSE
  Speed 20 ft.
  Melee scimitar +6 (1d6+2 nonlethal) 
  Spell-Like Abilities (CL 4th; concentration +3)
  1/day—magic stone
  TACTICS
  Before Combat The recruits apply a dose of dusk agate extract 
  to their weapons (see the sidebar on this page).
  During Combat The recruits frequently change position in 
  battle, attempting to flank PCs whenever possible. They deal 
  nonlethal damage as instructed. 
  Morale The recruits fight until knocked unconscious, but if PCs 
  deal lethal damage to the recruits, they yield when reduced 
  to 10 hit points or fewer. They also accept the PCs’ surrender.
  STATISTICS
  Str 15, Dex 13, Con 10, Int 9, Wis 10, Cha 9
  Base Atk +4; CMB +6; CMD 17
  Feats Improved Initiative, Power Attack
  Skills Climb +3, Intimidate +3, Perception +4
  Languages Common, Terran
  Combat Gear potion of cure moderate wounds, antitoxin; 
  Other Gear chain shirt, buckler, dagger, practice scimitar, 
  cloak of resistance +1
  Development: The captain bristles with poorly disguised 
  anger if the PCs manage to defeat her team of recruits. 
  If Dell’s team wins, Othis gloats as if she won the brawl 
  herself. If the PCs resorted to lethal force and any of the 
  opposing team were slain, the captain immediately has 
  the PC responsible escorted to a holding cell by a squad of 
  four Ungrounded soldiers and detained for the remainder 
  of the scenario. Use the statistics for the grizzled mercenary 
  (Pathfinder RPG NPC Codex 268) for these soldiers if necessary. 
  If the PCs question Dell’s team about the poisoned 
  weapons, Dell attempts to deflect all the blame for the 
  incident onto himself. The PCs can attempt a Sense Motive 
  check to realize that he’s lying. Dell refuses to talk to the PCs 
  about the issue in front of the captain, but may be convinced 
  to speak to them elsewhere. 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: One of the recruits is too exhausted from 
  the day’s chores and drills to fight.
  Scaling Encounter A
  This poison coats the Ungrounded recruits’ blades.
  Dusk Agate Extract
  DUSK AGATE EXTRACT
  PRICE
  75 GP
  SAVE Fortitude DC 13
  TYPE poison (contact)
  EFFECT unconsciousness for 1 minute
  SECONDARY EFFECT 1 Wisdom damage
  CURE 1 save
  
  13
  UNGROUNDED BUT UNBROKEN
  The PCs can convince Dell to reveal the truth about 
  the poisoned weapons and the sabotaged obstacle 
  course with a successful DC 12 Diplomacy check (DC 16 
  in Subtier 4–5) or a DC 20 Intimidate check (DC 24 in 
  Subtier 4–5). Obtaining a signed statement from Dell or 
  securing his promise to act as an official witness against 
  Othis requires the PCs to succeed at a second check at the 
  same DC.
  If the PCs defeat their rival recruits, they earn 1 Success 
  Point, and Captain Othis grudgingly announces their 
  promotion to practical training beginning the following 
  day. If the PCs lose the fight, Othis sentences them to 
  another week of drudgery before assigning them to 
  guard the casino.
  Evidence: The PCs can convince Dell to testify against 
  Othis. In addition, a careful search of Othis’s office 
  (page 7) reveals vials of the same poison Dell’s team used.
  Treasure: Dell’s team offers the PCs two of their potions 
  of cure light wounds (or one potion of cure moderate wounds in 
  Subtier 4–5) as a gesture of goodwill after the fight.
  Rewards: If the PCs do not defeat the rival recruits, 
  reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 114 gp.
  Out of Subtier: Reduce each PC’s gold earned by 289 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 465 gp.
  PROMOTION
  The morning after the PCs fight the recruits (or 1 week 
  later, if they lost the fight), Dell Darkblade interrupts the 
  PCs’ breakfast to bring them to the captain’s office for 
  an assignment. Captain Othis explains that while the 
  Ungrounded’s primary source of income is a perennial 
  contract with the Peerless Empire, the company often 
  provides hired security for the various business and 
  guilds of the Opaline Vault. The Glitterfang Halls, an 
  upscale establishment owned and operated by the adult 
  crystal dragon Cestranell, hired the Ungrounded to 
  provide extra security for tonight’s grand opening. Othis 
  warns the PCs to be on the lookout for a notorious cheater 
  known as Inysha, a master of disguise who’s been kicked 
  out of other casinos in the past. Othis gives the PCs a 
  crude sketch and written physical description of the con 
  artist. In truth, this image is a sketch of General Faiza 
  bint Hanif, commander of the Ungrounded. Captain 
  Othis instructs the PCs to report to the casino a few 
  hours before its 7 o’clock opening.
  B. GLITTERFANG HALLS (CR 2 OR 5)
  An impressive structure even among the many wondrous 
  sights in the Opaline Vault, the Glitterfang Halls is built 
  into an excavated series of stalactites suspended 400 
  feet above the city’s sprawling Inner District. Deposits 
  of multi-colored crystals peek out from the stalactite’s 
  black-and-cream marble exterior. Most of the city’s native 
  inhabitants can easily access the casino using earth glide, 
  but a towering stone shaft houses a glass elevator to assist 
  extraplanar visitors. The elevator ascends lazily to a marble 
  platform connected to the group of stalactites, its glacial 
  pace allowing for a breathtaking view of the city below. 
  All the rooms in the casino are circular and showcase 
  the natural marble and crystal that composes the 
  stalactites. Tunnels carved into the rock allow non-
  elementals passage between these rooms. Magically 
  suspended, iridescent crystals provide dim, ambient 
  light throughout the casino. The rooms of the casino 
  are presented below, followed by sections describing the 
  actions of both General Hanif and the real Inysha in the 
  casino. Both of these NPCs arrive about an hour after the 
  casino opens. 
  Creatures: The PCs are likely to interact with Inysha 
  during their time at the casino.
  SUBTIER 1–2 (CR 2)
  INYSHA 
  CR 2
  Female human rogue (sharper) 3 (Pathfinder RPG Ultimate 
  Intrigue 47)
  CN Medium humanoid (human)
  Init +7; Senses Perception +5
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 23 (3d8+6)
  Fort +3, Ref +7, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4+1/19–20)
  Ranged dagger +5 (1d4+1/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Inysha does her best to flee to the elevator. If 
  the PCs corner her, or if any PCs follow her onto the falling 
  elevator, she attacks.
  Morale If cornered and reduced to 5 or fewer hit points, 
  Inysha surrenders.
  STATISTICS
  Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 14
  Base Atk +2; CMB +3 (+5 steal); CMD 16 (18 vs. steal)
  Feats Improved Initiative, Improved StealB, Quick Draw, Weapon 
  Finesse
  Skills Acrobatics +8, Bluff +9, Craft (traps) +10, Diplomacy +8, 
  Disable Device +10, Disguise +10, Perception +5, Profession 
  (gambler) +7, Sleight of Hand +9
  Languages Common
  SQ lucky save +1, scam artist +1
  Combat Gear potion of cure light wounds, potion of pass 
  
  B. Glitterfang Halls
  1 square = 5 feet
  B1
  B2
  B3
  B4
  B5
  B6
  B7
  PATHFINDER SOCIETY SCENARIO
  14
  without trace; Other Gear mwk chain shirt, daggers (4), 
  mwk dagger, ioun torchUE, traveler’s any-toolUE, concealable 
  thieves’ toolsUI, courtier’s outfit, disguise kit, mwk tool (Craft 
  [traps]), mirror, perfume, superior loaded diceUE, 100 gp
  SPECIAL ABILITIES
  Concealable Thieves’ Tools These set of tools functions as a 
  standard set of thieves’ tools, except that Inysha gains a +4 
  circumstance bonus on her Sleight of Hand check to conceal 
  these tools on her body.
  Lucky Save (Su) Inysha gains a +1 luck bonus on saving throws.
  Scam Artist (Ex) Inysha gains a +1 bonus on her Bluff and 
  Sleight of Hand checks.
  Sticky Fingers (Ex) Inysha receives Improved Steal as a 
  bonus feat.
  SUBTIER 4–5 (CR 5)
  INYSHA 
  CR 5
  Female human rogue (sharper) 6 (Pathfinder RPG Ultimate 
  Intrigue 47)
  CN Medium humanoid (human)
  Init +8; Senses Perception +8
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
  hp 42 (6d8+12)
  Fort +4, Ref +10, Will +4
  Defensive Abilities evasion, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +9 (1d4+1/19–20)
  Ranged dagger +8 (1d4+1/19–20)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat Inysha does her best to flee to the elevator. If 
  the PCs corner her, or if any PCs follow her onto the falling 
  elevator, she attacks.
  Morale If cornered and reduced to 9 or fewer hit points, 
  Inysha surrenders.
  STATISTICS
  Str 12, Dex 18, Con 13, Int 10, Wis 8, Cha 14
  Base Atk +4; CMB +5 (+9 steal); CMD 19 (21 vs. steal)
  Feats Greater StealB, Improved Initiative, Improved StealB, Iron 
  Will, Quick Draw, Weapon Finesse
  Skills Acrobatics +12, Bluff +14, Craft (traps) +13, Diplomacy +11, 
  Disable Device +14, Disguise +13, Perception +8, Profession 
  (gambler) +10, Sleight of Hand +15
  Languages Common
  SQ audacious overconfidence, lucky save +1, scam artist +2
  
  15
  UNGROUNDED BUT UNBROKEN
  Combat Gear potions of cure moderate wounds (2), potion of 
  pass without trace; Other Gear +1 chain shirt, daggers (4), 
  mwk dagger, concealing pocketUE, ioun torchUE, traveler’s 
  any-toolUE, concealable thieves’ toolsUI, courtier’s outfit, 
  disguise kit, mwk tool (Craft [traps]), mirror, perfume, 
  superior loaded diceUE, 202 gp
  SPECIAL ABILITIES
  Audacious Overconfidence (Ex) After failing an attack roll, 
  skill check, or saving throw, Inysha can remove her saving 
  throw bonus from lucky save for 24 hour in order to reroll 
  the failed roll.
  Concealable Thieves’ Tools These set of tools functions as a 
  standard set of thieves’ tools, except that Inysha gains a +4 
  circumstance bonus on her sleight of hand check to conceal 
  these tools on her body.
  Lucky Save (Su) Inysha gains a +1 luck bonus on all 
  saving throws.
  Scam Artist (Ex) Inysha gains a +3 bonus on her Bluff and 
  Sleight of Hand checks.
  Sticky Fingers (Ex) Inysha receives Improved Steal and Greater 
  Steal as bonus feats.
  B1. Elevator Room (CR 1/2 or CR 2)
  This room houses the casino’s elevator, an elegantly 
  designed marble-floored contraption whose glass walls are 
  surrounded in a decorative silver cage. When the elevator 
  leaves this room, a glass panel automatically emerges to 
  cover the circular opening in its center, preventing patrons 
  from tumbling to the city below.
  Trap: Inysha has secretly rigged a trap into this elevator, 
  which can only be triggered if a creature presses a narrow 
  object, such as a stick or the heel of a high-heeled shoe, 
  into a small gap in the floor. 
  SUBTIER 1–2 (CR 1/2)
  FALLING ELEVATOR
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger pressure plate (tiny button); Reset automatic 
  (whenever the elevator enters area B1)
  Effect One round after the trigger button is pressed, the 
  elevator falls at an accelerated pace of 120 feet. It falls at this 
  speed for 3 rounds, after which point it reaches the ground 
  below. Creatures on the falling elevator are flat-footed unless 
  they possess the uncanny dodge ability. While the elevator’s 
  pace is unpleasant, it is not dangerous; creatures do not take 
  any falling damage from riding the elevator.
  SUBTIER 4–5 (CR 2)
  FALLING ELEVATOR
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger pressure plate (tiny button); Reset automatic 
  (whenever the elevator enters area B1)
  Effect See Subtier 1–2.
  B2. Foyer
  On the western wall, a 20-foot-high archway flanked by 
  platinum and gold pillars leads from the elevator room 
  into the casino’s foyer. This room serves as the entrance 
  for visitors who can glide through dirt and stone. A desk 
  constructed from the same mixture of precious metals 
  stands in front of the southern wall.
  Creatures: An oread attendant bedecked in fleshgems 
  greets the PCs and escorts them through the casino to 
  meet the manager in area B7 (see area B7 for details). 
  B3. Lounge
  Brilliantly colored formations of natural crystal grow from the 
  floors, walls, and ceiling of this room. Teardrop-shaped lights 
  hang from the ceiling 100 feet above, shimmering and reflecting 
  from a majestic statue of a crystal dragon emerging from a pool 
  of melted gemstones. Jewel-encrusted metal chairs and sofas 
  strewn with velvet cushions surround the pool at a safe distance, 
  providing cozy seating for the casino’s patrons.
  This lavishly furnished anteroom leads to the casino 
  proper. The gemstone pool is a miniature replica of 
  the lake at the Opaline Vault’s center, and the dragon is 
  an idealized, larger-than-life depiction of the casino’s 
  owner Cestranell.
  Creatures: Shaitans, oreads, and other humanoids of all 
  types lounge in the chairs in small groups, talking and 
  laughing in hushed voices. A few mephits and elemental 
  patrons frolic in the molten pool. 
  B4. Gaming Room
  A pillar of amethyst crystals juts from floor to ceiling in this 
  expansive room flanked by bars carved from the black-and-cream 
  marble found throughout the casino. Enormous sheets of polished 
  crystal cover the walls, dancing with refracted, moving images 
  of creatures and scenery. Pleasant music played upon unfamiliar 
  instruments fills the chamber. Rectangular slabs of marble rise 
  from the floor to provide surfaces for gambling, each table 
  supporting a small crystalline structure in its center.
  The most popular game in this casino involves rolling 
  a polished crystal shard that scintillates between different 
  colors and patterns. Players win a round when the shard 
  matches the color and pattern of the crystals at the center 
  of their table. The game is simple enough to play, but 
  participants only have a 15% chance of winning a given 
  round. In another popular game, players attempt to form 
  specific patterns by stacking partially transparent tiles.
  
  PATHFINDER SOCIETY SCENARIO
  16
  A hidden tunnel on the south side of the room leads to 
  the office (area B7).
  Creatures: Earth mephits flit back and forth behind the 
  bar from shelves of colorful bottles to waiting customers, 
  preparing and serving drinks. More mephit employees 
  tend stacks of gemstone and metal chips used for betting, 
  and several xorns lumber around the round carrying 
  trays laden with drinks and hors d’oeuvres. Customers 
  “tip” the xorn waitstaff by dropping gems directly into 
  their mouths.
  B5. Main Stage
  The ceiling in this cavernous room varies in height, 
  ranging from 50 to 300 feet. Stalactites and stalagmites 
  flattened and ground to a smooth surface serve as dining 
  tables. A stone platform built into the southeastern wall 
  acts as a stage.
  Creatures: The crystal dragon Cestranell perches on 
  a ledge 150 feet up the northern wall, where he has a 
  perfect view of the stage and V.I.P. area. In spite of this 
  spectacular vantage point, Cestranell spends most of his 
  time preening in the reflective crystals that surround his 
  booth or obsessively counting a pile of coins and gems. 
  The manager and casino employees strongly caution the 
  PCs against bothering Cestranell. If the PCs still wish to 
  speak to the dragon, they must first find a way to scale the 
  sheer rock wall to his perch. If engaged in conversation, 
  Cestranell is dismissive and rude toward the PCs, saying 
  he hired mercenaries for security, not entertainment. 
  B6. Members’ Lounge
  Marble stairs blocked off by red velvet ropes lead to a 
  20-foot-high stone booth containing tables and chairs 
  for the casino’s preferred customers. Typically, those who 
  wish to enter this area must present a token inlaid with 
  an image of a crystal dragon. However, the casino staff 
  knows that the PCs are here to provide security, so they 
  allow the PCs to enter and exit this area freely.
  Creatures: If the PCs fail to apprehend Inysha at the door, 
  she cons her way into the members’ lounge and begins 
  ordering food and drinks she has no intention of paying for. 
  B7. Office
  A desk, bookcases, and wooden cabinets occupy this 
  unglamorous room. 
  Creatures: A hassled-looking oread man, referred to 
  simply as Boss (N male oread expert 3) by his employees, 
  discusses final preparations for the grand opening with 
  a group of mephits when the PCs enter the office. Boss 
  fully expects the mercenaries he hired to be capable of 
  completing the job on their own. If the PCs ask him to 
  confirm the description of Inysha, he bursts out laughing. 
  “You don’t recognize your own general? You must be new 
  on the job. That’s the spitting image of General Faiza 
  bint Hanif.” Boss then provides the PCs with an accurate 
  description of Inysha, but warns that she’s known for 
  crafting convincing disguises. If the PC ask what they 
  should do with Inysha, he shrugs, and says, “I don’t need 
  to know the details. Just make sure she doesn’t come back.”
  THE FALSE INYSHA
  An hour after the casino opens, a woman matching the 
  description Captain Othis provided enters the casino, 
  passing through the foyer into the gaming room before 
  sitting down for a night of drinks and modest-stakes 
  gambling. The woman is actually General Faiza bint 
  Hanif (LN female noble shaitan; if necessary, use the 
  statistics from Pathfinder RPG Bestiary 143) dressed in 
  civilian clothes, hoping to enjoy an off-duty evening. The 
  general is annoyed if the PCs attempt to detain her or 
  accuse her of being Inysha, and they must succeed at a 
  DC 20 Diplomacy check (DC 25 in Subtier 4–5) to explain 
  themselves or be penalized in their encounter with 
  General Hanif later in the scenario. If the PCs mention 
  being Ungrounded recruits, she lets out a startled laugh 
  and demands to know the name of their superior officer. 
  Regardless, she stalwartly refuses to leave the casino. One 
  of the casino staff eventually overhears the exchange, 
  and pales when she sees Hanif. She confirms that Hanif 
  is an expected guest of honor tonight, and apologizes 
  profusely to the general.
  THE TRUE INYSHA (CR 2 OR 5)
  The real Inysha (see page 16); arrives while the PCs are 
  talking to Hanif, or shortly after they have seen Hanif 
  and decided not to talk to her. Inysha is disguised as 
  an oread and is using the false name Ladahlia. She is 
  wearing an ornate courtier’s outfit with long sleeves and 
  several voluminous skirts. Unless the PCs stop her, she 
  strides confidently into the members’ lounge (area B6) 
  and begins scouting the area for people who seem easy 
  to con.
  If the PCs succeed at a DC 18 Perception check while 
  searching for suspicious patrons (DC 21 in Subtier 4–5), 
  they notice that she is wearing a disguise. While wearing 
  a disguise is not illegal, Inysha does not want anyone 
  drawing attention to the fact that she is wearing one. If 
  the PCs confront her, she spins a false story about being 
  burned badly as a child when her family came under 
  attack from efreeti forces. She claims that she wears the 
  disguise to conceal her injuries, so that she can forget 
  about them for a while. A PC who succeeds at a DC 19 
  Sense Motive check (DC 24 in Subtier 4–5) discerns that 
  this story is a complete fabrication intended to garner 
  sympathy. If that lie fails and the PCs mention her 
  name, she tries another tactic—admitting that she is 
  
  17
  UNGROUNDED BUT UNBROKEN
  Inysha, but swearing that she has reformed her ways and 
  deserves a second chance. While the PCs may disbelieve 
  this second story regardless, a PC who succeeds at a DC 15 
  Sense Motive check (DC 19 in Subtier 4–5) is certain that 
  her claim of being reformed is false.
  Even if the PCs do not see through Inysha’s disguise, 
  they have a chance to notice her cheating. Inysha is 
  methodical about fleecing her targets, but as the evening 
  wears on, she becomes less and less careful about hiding 
  her suspicious behavior. A PC who succeeds at a DC 12 
  Profession (gambler) check, a DC 15 Perception check, or 
  a DC 15 Sense Motive check while surveying the casino 
  notices her unusual stroke of luck, particularly on high-
  stakes bets. A PC who succeeds at this check by 5 or more 
  actively catches her cheating by sneakily replacing some 
  of her tiles with others hidden in the sleeves of her dress. 
  In Subtier 4–5, increase the DCs of all of these skill checks 
  by 3. Inysha is furious if the PCs accuse her of cheating.
  Regardless of the circumstances that lead to a verbal 
  confrontation between the PCs and Inysha, nearby 
  patrons notice the heated conversation. Within a minute, 
  pieces of paper start circling around the room, each of 
  which says “Fight or no Fight? Place your bets now! Odds 
  are 2:1 in favor of a purely verbal argument over a physical 
  confrontation!” A PC who can read Terran can read the 
  papers without a skill check, and a PC who succeeds at a 
  DC 15 Linguistics check catches the gist of the message. 
  The PCs have several options for convincing Inysha not 
  to return to the casino.  They can attempt to persuade her 
  with a DC 18 Diplomacy check (DC 22 in Subtier 4–5) and 
  an argument for why returning to this casino is a poor 
  decision. The PCs gain a +4 circumstance bonus on this 
  skill check if they either succeeded at both Sense Motive 
  checks against her lies or actively caught her cheating. 
  Either of these methods secures her promise that she will 
  not return. If the PCs fail this check, she still promises 
  not to return, but the promise is a lie (Sense Motive DC 18 
  to detect, or DC 22 in Subtier 4–5).
  The PCs may decide to arrest Inysha, or attack her 
  outright without explanation. Some casino patrons cheer 
  and others curse as casino employees begin dealing 
  payments to those who bet in favor of a fight. Inysha, 
  however, would much rather flee if she can. She attempts 
  to run back to the elevator and use the heel of one of her 
  shoes to trigger the trap there so she can make a quick 
  getaway. Along the way, patrons of the casino may attempt 
  to hinder Inysha or the PCs. If the PCs attempt to arrest 
  or attack Inysha but did not succeed at the skill check to 
  convince her to leave the casino for good, all squares with 
  tables in them are difficult terrain for the PCs but not for 
  Inysha. These squares also serve as threatening for the 
  purpose of allowing Inysha to flank PCs if she chooses to 
  attack. Conversely, if the PCs succeeded at a skill check to 
  To accommodate groups of four PCs, reduce the DCs of all 
  skill checks against Inysha by 2. Additionally, if the PCs 
  decide to arrest or attack her, she is taken aback, and 
  takes a –4 penalty on her initiative check.
  Scaling The True Inysha
  convince Inysha not to come back, squares with tables in 
  them are difficult terrain for Inysha and not the PCs, and 
  they provide the PCs with the flanking benefit.
  Development: If the PCs convince Inysha not to return 
  to the casino, they earn 1 Success Point. If they noticed 
  Inysha’s disguise and confronted her before she entered 
  area B6, they earn 1 additional Success Point.
  Treasure: If the PCs stop Inysha from returning to 
  the casino, Boss rewards them for their trouble, handing 
  each PC a sack of gems. The PCs gain access to all of the 
  items in Inysha’s stat block on their Chronicle sheets.
  Rewards: If the PCs do not prevent Inysha from returning, 
  reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 119 gp.
  Out of Subtier: Reduce each PC’s gold earned by 269 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 360 gp.
  RETURN TO THE BARRACKS
  The day after the PCs return to the barracks from the 
  casino, Captain Othis summons them to her office once 
  again. Read or paraphrase the following.
   “You’re still here?” Captain Othis growls, without looking up from 
  the pile of missives on her desk. “I thought you’d find a path out 
  of here by now. Well, maggots, it’s your lucky day. I have another 
  easy job for you to screw up.” Othis rifles through her stack of 
  papers and holds up a scroll bearing a bronze seal. 
  “Zuhair Issawa needs someone to babysit a shipment of gems. 
  Our real troops have more important things to do, so I’m sending 
  you. All you have to do is get the caravan to his estate a few miles 
  outside the city. Any questions?”
  If questioned, Captain Othis provides little in the way of 
  useful information other than where to find the caravan. 
  If the PCs stick around to ask questions, she becomes 
  increasingly frustrated, finally ordering them to get out of 
  her sight. Captain Othis claims that the guard duty will be 
  little more than a formality, as the caravan’s route is a well-
  used thoroughfare and generally known to be safe. 
  The PCs can easily locate the caravan outside a 
  warehouse in the outskirts of the city. Four stocky rock 
  beetles carry the heaviest goods, and an agrawgh—a 
  25-foot-long bronze-ringed serpent with horns, silvery 
  skin, and deadly fangs—carries the bulky material. Nef 
  and Annie (N dwarf experts 2) are in charge of the caravan. 
  
  Agrawgh
  PATHFINDER SOCIETY SCENARIO
  18
  The journey to the Issawa estate is slow going, as 
  the overworked beetles frequently stop to rest and 
  must be coaxed to continue. The PCs can attempt to 
  assist Nef with a DC 12 Handle Animal check (DC 16 
  in Subtier 4–5) to encourage the beetles. If they succeed 
  at this check, one of the beetles provides assistance  
  against the ambush that occurs along the road (see the 
  Creatures section of encounter C).
  C. QUARTZ PATH
  After 4 hours of stop-and-go travel through a forest of 
  stalactites and stalagmites, the caravan reaches a narrow 
  bridge made of magically-shaped quartz spanning the vast 
  geode walls surrounding the Opaline Vault.  A waterfall 
  tumbles from the ceiling  nearby, 
  an influence from the Plane of Water that fills the air 
  with a perpetual mist, though the mist has no effect on 
  Perception checks against creatures within 200 feet. 
  Stalactites grow down from the low ceiling, the longest 
  of them reaching all the way down to the bridge itself. 
  Beneath the bridge, the “floor” of the geode is made up of 
  jagged crystals that sprout from the ground 10 feet below. 
  A creature that falls off the bridge takes 1d6 points of 
  damage from landing on the crystals (2d6 in Subtier 4–5). 
  The crystals are relatively easy to climb—ascending back 
  to the bridge requires only a successful DC 15 Climb check.
  Creatures: Two Small earth elementals (two Medium 
  earth elements and an earth mephit in Subtier 4–5) 
  hide in the low ceiling above the pass. The elementals 
  belong to a notorious elemental cartel led by the xorn 
  bandit king Slagcrusher. Slagcrusher commands a gang 
  of elementals and mephits who steal gems and ore from 
  mining operations and caravans around the Vault. His 
  agents bring him the pilfered goods, and he provides 
  them with a share of the profit, as well as protection from 
  other gangs and refuge from the shaitans. A day before the 
  mission, Captain Othis contacted Slagcrusher, informing 
  him of the opportunity to steal choice gems from a 
  poorly guarded caravan. Far too greedy to ignore the 
  opportunity, Slagcrusher sent a few thieves to investigate. 
  The elementals bear Slagcrusher’s mark, an inlay of 
  precious metals similar to a tattoo. The mark depicts 
  three hands grasping at a single faceted gemstone. They 
  begin the encounter by dropping out of the ceiling on to 
  the agrawgh’s head, injuring and enraging the creature 
  (see the Hazard below). At initiative rank 10, Nef and 
  Annie flee along with the four rock beetles. However, 
  if the PCs succeeded at a Handle Animal check to 
  encourage the beetles along the road, one of 
  the beetles overruns an earth elemental in its 
  path, knocking it prone.
  SUBTIER 1–2 (CR 3)
  EARTH ELEMENTALS, SMALL (2) CR 1
  hp 13 each (Pathfinder RPG Bestiary 
  122, see page 26)
  TACTICS
  Before Combat On the surprise 
  round, the earth elementals drop 
  out of the ceiling onto the caravan’s 
  agrawgh, injuring it. The stalactites 
  that reach down to the bridge allow 
  them to sense the caravan’s 
  approach with their tremorsense, 
  so they begin the ambush on the 
  other side of 5 feet of stone, making 
  them effectively impossible to detect 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Falling onto the agrawgh injures the earth 
  elementals, who begin the encounter with 9 hit points 
  remaining. Lower the DC of the Diplomacy check to calm 
  the agrawgh by 2 and lower its starting hit points to 8.
  Subtier 4–5: Remove one Medium earth elemental from 
  the encounter. Lower the DC of the Diplomacy check to calm 
  the agrawgh by 2 and lower its starting hit points to 30.
  Scaling Encounter C
  
  C. Quartz Path
  M : Mephit
  E : Earth Elemental
  E
  E
  M
  A : Agrawgh
  A
  1 square = 5 feet
  Path�nder Map Pack: Ice Cavern
  19
  UNGROUNDED BUT UNBROKEN
  
  PATHFINDER SOCIETY SCENARIO
  20
  (Perception DC 60), though PCs with an ability to act in the 
  surprise round may still do so.
  During Combat The earth elementals are organized, and prefer 
  to flank targets whenever possible. They attempt to bull 
  rush the PCs into a more advantageous position, or off the 
  edge of the bridge if possible. The earth elementals take 
  advantage of their earth glide ability to reposition on the 
  field of battle and confuse the PCs.
  Morale The earth elementals fight until reduced to 4 hit points 
  or fewer before retreating into the ceiling or floor.
  SUBTIER 4–5 (CR 6)
  EARTH ELEMENTALS, MEDIUM (2) 
  CR 3
  hp 34 each (Pathfinder RPG Bestiary 122, see page 26)
  TACTICS
  Before Combat On the surprise round, the earth elementals 
  drop out of the ceiling onto the caravan’s agrawgh, injuring 
  it. The stalactites that reach down to the bridge allow them 
  to sense the caravan’s approach with their tremorsense, so 
  they begin the ambush on the other side of 5 feet of stone, 
  making them effectively impossible to detect (Perception DC 
  60), though PCs with an ability to act in the surprise round 
  may still do so.
  During Combat The earth elementals are organized, and prefer 
  to flank targets whenever possible. They attempt to bull 
  rush the PCs into a better position to use Cleave, or off the 
  edge of the bridge if possible. The earth elementals take 
  advantage of their earth glide ability to reposition on the 
  field of battle and confuse the PCs.
  Morale The earth elementals fight until reduced to 8 hit points 
  or fewer before retreating into the ceiling or floor. 
  EARTH MEPHIT 
  CR 3
  hp 19 (Pathfinder RPG Bestiary 202, see page 27)
  TACTICS
  Before Combat The earth mephit drops down from the ceiling 
  and casts soften earth and stone on the area directly under 
  the PCs, creating an area of thick mud. 
  During Combat The mephit uses its breath weapon, 
  attempting to catch PCs stuck in the mud. It uses its change 
  size ability to become Medium and enters combat, attacking 
  with its teeth and claws. If the mephit is reduced to half its 
  hit points, it burrows into the ground to heal and emerge at 
  a different location. It also burrows or flies away to gain a 
  better vantage point whenever its breath weapon is usable. 
  Morale If the elementals are destroyed or flee, the mephit 
  burrows into the ground and flees.
  Hazard: The injured agrawgh flails around in pain, 
  exhaling drops of acid that fall to the ground as acid rain. 
  This acid deals 1d4 points of damage each round to all 
  creatures within 20 feet of the Large creature (Reflex DC 13 
  half). In Subtier 4–5, the damage increases to 2d4 and the 
  DC of the Reflex save increases to 16. This acid is a diluted 
  form of the acid it uses for its breath weapon, and does not 
  harm creatures with the earth subtype. Assume that the 
  agrawgh rolled a 10 on initiative, but that it acts after Nef, 
  Annie, and the rock beetles.
  The PCs can neutralize the hazard by calming the 
  agrawgh. The agrawgh stops flailing if the PCs heal any 
  of the damage it has taken or if they succeed at a DC 18 
  Diplomacy check to soothe it (DC 22 in Subtier 4–5). 
  Attempting this Diplomacy check is a standard action. 
  Any number of PCs may assist as long as they also spend a 
  standard action.
  If the PCs attack the agrawgh, Nef and Annie frantically 
  entreat the PCs not to kill it. As soon as the PCs deal 
  damage to it, the serpent turns its attention toward 
  the attackers, targeting them with its bite. While it is 
  attacking the PCs, the acid rain stops. Use the standard 
  statistics for an agrawgh (see page 26), except that it cannot 
  use its breath weapon. In Subtier 1–2, it has the sickened 
  condition and it has sustained serious injuries from the 
  falling elementals, causing it to begin the encounter at 
  12 hit points. Additionally, its bite deals 1d6 acid damage 
  instead of 2d6. In Subtier 4–5, the agrawgh’s injuries are 
  less severe, and it begins the encounter at 40 hit points.
  If the PCs do not calm the agrawgh or knock it 
  unconscious within 1 minute of the start of combat with 
  Slagcrusher’s minions, it drops the merchant’s goods and 
  burrows away.
  Development: Nef thanks the PCs profusely, explaining 
  that while marauding elemental gangs are fairly common 
  outside the Vault, they normally work further afield and are 
  too cautious to attack so openly. The PCs can attempt a DC 
  16 Knowledge (local) check to identify the precious metal 
  inlays on the elementals’ bodies as Slagcrusher’s mark. 
  The remainder of the journey is uneventful and takes 
  about an hour. When the PCs arrive at the Issawa estate, 
  Nef and Annie begin unloading their cargo. The bronze-
  skinned and businesslike Zuhair Issawa (LN male noble 
  shaitan) introduces himself and inspects the contents of 
  the wagon. After the inspection, Zuhair dismisses the PCs. 
  If the PCs mention the elementals’ strange markings to 
  Zuhair, he tells them that the members of elemental gem 
  cartels often bear such symbols. 
  As long as the PCs defeat Slagcrusher’s minions, they 
  earn 1 Success Point. If they also stop the agrawgh from 
  fleeing without killing the creature, they earn 1 additional 
  Success Point.
  Evidence: The PCs may identify the elementals’ inlays or 
  take an etching of the marks to compare with the symbol 
  found on the note in Othis’s office. 
  Treasure: The elementals carry a small cache of stolen 
  gems worth 500 gp. Zuhair Issawa thanks the PCs for safely 
  
  General Faiza 
  bint Hanif
  21
  UNGROUNDED BUT UNBROKEN
  transporting his gems by gifting them a silver signet ring 
  bearing the Issawa family crest that is worth 100 gp. In 
  Subtier 4–5, this ring functions as a ring of protection +1.
  Rewards: If the PCs do not defeat the ambushers, reduce 
  each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 100 gp.
  Out of Subtier: Reduce each PC’s gold earned by 183 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 266 gp.
  HONORABLE OR DISHONORABLE 
  DISCHARGE
  The PCs return to the Ungrounded barracks to an official 
  summons from General Faiza bint Hanif, the shaitan 
  officer who oversees the Ungrounded and acts as liaison 
  between the mercenaries and the Sultana’s armed forces. A 
  veteran of both the mercenary company and the Empire’s 
  military, she is a hard but fair woman, and has little 
  patience for nonsense. Give the PCs Player Handout #3.
  THE HEARING
  When the PCs arrive, General Faiza bint Hanif 
  and Captain Othis are seated on opposite 
  sides of a mahogany desk in a spacious, 
  immaculate office. Glass cases along the 
  walls display medals, ceremonial 
  armor and weapons, and framed 
  commendations 
  granted 
  to 
  former and current members 
  of the Ungrounded, including 
  General Hanif herself. The 
  general begins by greeting the 
  PCs politely but wastes no time on 
  idle chatter before delving into the list of 
  complaints against their unit. 
  General Hanif compliments the 
  PCs for moving quickly through 
  basic training, but then notes 
  how many demerits the group 
  incurred. She then orders the 
  PCs to describe their version of 
  the scenario’s events, beginning 
  with the brawl between recruits. 
  For each event, General Hanif 
  knows only the official version 
  provided by Captain Othis, which 
  highlights the PCs’ failings. Captain 
  Othis wove a tale of herself as a harsh 
  but 
  reasonable 
  drill 
  sergeant 
  testing recruits that she had reason 
  to 
  believe 
  would 
  be 
  deficient 
  because of their connections to the 
  Pathfinder Society. She referred to 
  the Pathfinder Society as “a nest of 
  roaches,” and then suggested that given the number of 
  incidents surrounding these new recruits, they should be 
  dismissed as a liability.
  During the hearing, the PCs can present evidence 
  against Captain Othis as they explain their actions. 
  General Hanif wants to hear from all of the PCs, not just 
  the most charismatic. Before the PCs present their case, 
  she informs them that she has no interest in hearing the 
  tale from a “truth-spinning silver tongue,” and as 
  such, each of the PCs must speak in their group’s 
  defense. She does not allow a PC to present a second 
  piece of evidence until every PC has attempted to 
  present one piece, and PCs cannot use aid another 
  to assist each other.
  This encounter relies on a series of 
  Diplomacy checks, one for each piece 
  of evidence the PCs present against 
  Othis. If the PC succeeds at a DC 
  20 Diplomacy check (DC 25 in 
  Subtier 4–5) while presenting a 
  piece of evidence, the general 
  accepts the argument; otherwise, 
  she sides with Captain Othis. If 
  the PCs accrued 4 or more demerits, 
  the DCs of all Diplomacy checks 
  in this encounter increase by 2. 
  Additionally, if the PCs accused 
  the general of being Inysha in 
  the casino and did not explain 
  themselves 
  sufficiently, 
  the 
  DCs of all Diplomacy checks 
  increase by 2. These two DC 
  increases stack.
  Each piece of evidence grants 
  the PCs a circumstance bonus 
  on their Diplomacy check; the 
  specific bonuses are listed below 
  in parentheses. Whenever a PC successfully 
  presents a piece of evidence, they all gain a 
  cumulative +2 bonus on all future 
  Diplomacy 
  checks 
  to 
  present 
  evidence. For example, if the PCs 
  have already successfully presented 
  Dell Darkblade’s testimony and the 
  false description of Inysha, the total 
  To accommodate groups of four PCs, make the following 
  adjustment to The Hearing: General Hanif allows each PC 
  to present two pieces of evidence before insisting upon 
  hearing from the next PC.
  Scaling the Hearing
  
  PATHFINDER SOCIETY SCENARIO
  22
  circumstance bonus they receive on the Diplomacy check 
  to present the poison samples is +7. If the players appear at 
  a loss of who should speak first, consider reminding them 
  that while their opening arguments might be difficult, 
  the stronger their case becomes, the easier convincing the 
  general should be.
  The six pieces of evidence that the PCs are most likely 
  to present are listed below. The PCs may come up with 
  additional evidence beyond these examples; feel free to 
  reward a bonus up to +4 for other legitimate evidence. 
  Additionally, if you feel the players do a particularly good 
  job roleplaying their argument, feel free to grant up to a +4 
  bonus on one Diplomacy check per PC to reward them for 
  getting into the story. 
  After the PCs successfully present three pieces of 
  evidence, the general is sufficiently convinced of the 
  evidence against Captain Othis to suspend her from office 
  pending an official investigation (see Development below).
  Aspis Badge/Cauchemar’s Note (+4): The PCs may attempt 
  this Diplomacy check if they present Cauchemar’s 
  note and Othis’s Aspis Consortium badge as evidence. 
  Captain Othis counters that her membership in the Aspis 
  Consortium in no way interferes with her fulfillment of 
  her duties to the Ungrounded, but that it has taught her 
  the valuable lesson that Pathfinders are not to be trusted. 
  Dell Darkblade’s Testimony (+6): The PCs may attempt 
  this Diplomacy check if they bring forth Dell Darkblade 
  or his signed statement to testify against Captain Othis. 
  Dell confirms that his team used poison provided by Othis 
  to gain an unfair advantage in the second trial, and that 
  the PCs followed the rules. He also recounts assisting 
  Captain Othis in sabotaging the obstacle course. Captain 
  Othis counters that Dell’s recruits were not up to the task 
  of providing an adequate challenge to the PCs without 
  assistance. Because Pathfinders are notorious for lacking 
  humility and respect for their superiors, she needed to 
  provide them with challenges that would “wipe the smug 
  grins off their faces.”
  Poison Samples (+3): The PCs may attempt this Diplomacy 
  check if they present the vial of poison found in Othis’s 
  office. Captain Othis counters this piece of evidence by 
  downplaying the poison’s danger provides, calling to 
  attention that it is as harmless as salt to superior beings 
  with a connection to earth, such as the general herself, and 
  that it merely renders humans temporarily unconscious. 
  False Description of Inysha (+3): The PCs may attempt this 
  Diplomacy check if they present the sketch and written 
  description of Inysha that Captain Othis gave them before 
  sending them to the casino. Captain Othis counters that 
  the false description should have been obvious. She insists 
  that soldiers must always be wary for false information the 
  treacherous efreet slip into legitimate channels, and that 
  providing a description of the esteemed general was a way 
  of teaching that lesson which should humiliate only the 
  most incompetent of recruits.
  Slagcrusher’s Note (+5): The PCs may attempt this 
  Diplomacy check if they present Slagcrusher’s note 
  to Othis as evidence. Captain Othis alleges that the 
  Pathfinders, who obviously speak fluent Common, could 
  have easily forged the note. 
  Elemental Tattoos (+3): The PCs may attempt this 
  Diplomacy check if they present the bodies of Slagcrusher’s 
  elemental minions or an etching of their tattoos. If the 
  PCs present this piece of evidence before Slagcrusher’s 
  note, Captain Othis counters, “I don’t see what bandits 
  attacking a caravan has to do with me. Attacks on that 
  route may be rare, but they still happen often enough for 
  caravans to hire guards.” If the PCs provide this evidence 
  after Slagcrusher’s note, Othis accuses them of fabricating 
  evidence to fit a convenient narrative.
  Development: After the PCs successfully present three 
  pieces of evidence, General Faiza bint Hanif crisply 
  thanks them for their honesty and aims an icy glare 
  at Captain Othis. Othis begins her rebuttal, but Hanif 
  raises a hand to cut her off, then replies flatly, “Silence, 
  Othis. You will waste no more of my time.” A pair of 
  shaitan officers moves in to escort Othis out of the office, 
  and the general orders them to secure Othis while she 
  launches a formal investigation. Once the captain is out 
  of the room, the general instructs the PCs to present any 
  other evidence they have collected. If the PCs successfully 
  present at least one more piece of evidence, they earn 1 
  Success Point.
  If the PCs cannot convince the general of Othis’s 
  intentional sabotage, she dismisses Othis and speaks to the 
  PCs alone. She admits that their argument, while insufficient 
  to prove wrongdoing, has raised questions in her mind 
  about Othis’s position as a training officer. She assures the 
  PCs that she will keep an eye on Othis going forward.
  As long as the PCs earned at least 4 Success Points 
  during the scenario, General Hanif grants them honorable 
  discharge from their obligations to the Ungrounded and 
  expresses interest in working with the Pathfinder Society 
  in the future. If the PCs failed to earn at least 4 Success 
  Points, General Hanif dismisses them from service, 
  remarking that an alliance with the Pathfinder Society 
  may not be in her organization’s best interest.
  Treasure: If the PCs earn an honorable discharge, the 
  shaitan rewards each PC with a jeweled cloak pin bearing 
  the Ungrounded sigil (worth 120 gp each). She also presents 
  them with three masterwork scimitars. In Subtier 4–5, she  
  instead gives the PCs only a single +1 glamered scimitar.
  Rewards: If the PCs do not earn an honorable discharge, 
  reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 138 gp.
  Out of Subtier: Reduce each PC’s gold earned by 362 gp.
  
  23
  UNGROUNDED BUT UNBROKEN
  Subtier 4–5: Reduce each PC’s gold earned by 586 gp.
  CONCLUSION
  True to her word, General Faiza bint Hanif launches 
  a formal investigation into Captain Othis’s activities, 
  ultimately removing Othis from her position as 
  training officer. If the PCs successfully presented four 
  or more pieces of incriminating evidence to the general, 
  Othis is stripped of her rank and sentenced to a period 
  of imprisonment for her crimes. If the PCs did not 
  present enough evidence to condemn Othis, the captain 
  retains her rank but is transferred to a more suitable 
  post. Dell Darkblade stands trial for his part in the 
  training incidents, but receives a lightened sentence due 
  to Captain Othis’s influence. As long as the PCs received 
  an honorable discharge, all PCs earn the Ungrounded 
  boon on their Chronicle sheets. All PCs who successfully 
  complete enough encounters to earn experience for this 
  scenario earn the Earth Affinity boon.
  After the hearing, the PCs may return to Reyshal’s estate. 
  He offers the PCs congratulations if the mission was 
  successful and does little to conceal his disappointment 
  if the PCs failed. Reyshal magically transports the PCs 
  back to Absalom, where Master of Spells Sorrina Westyr 
  listens with interest to the PCs’ full report.  Regardless of 
  the scenario’s outcome, the Pathfinders leave their mark 
  on the Opaline Vault. 
  REPORTING NOTES
  If the PCs convince General Hanif to strip Captain Othis 
  of her rank, check box A. If they do not, check box B.
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary goal if they earn at least 4 
  of the 8 possible Success Points. Doing so earns each PC 1 
  Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary goal if they present enough 
  evidence to convince the general that Captain Othis set 
  them up for failure throughout the scenario. Fulfilling the 
  secondary success condition earns each PC 1 additional 
  Prestige Point.
  FACTION NOTES
  Sovereign Court PCs complete a faction goal by earning 
  an honorable discharge from General Faiza bint Hanif. 
  If they achieve this goal, give them Player Handout #4; 
  additionally, all Sovereign Court PCs earn the Wish 
  Exposure boon on their Chronicle sheets.
  
  PATHFINDER SOCIETY SCENARIO
  24
  Player Handout #1: Cauchemar’s Missive
  Player Handout #2: Slagcrusher’s Thank you note
  Trusted Agent,
  As always, the Pathfinders are sticking their meddlesome noses into our 
  business. I received word that the damned Society’s interest in the Plane of 
  Earth is more than just idle talk among the Decemvirate. Somehow one of their 
  venture-captains forged an alliance on this plane and conned a shaitan into 
  transporting some grunt agents to the Opaline Vault. Hilariously, these agents 
  intend to join the Ungrounded. The Pathfinders cannot be allowed to gain a 
  foothold here. I’m sure you can handle it.
  Cauchemar
  Othis,
  Thanks for tasty gem location. Friends picking up gems at pass. 
  Stupid mercs won’t see it coming. Will help serpents sometime 
  if gems good like you say. Question: why help Slagcrusher?
  
  25
  UNGROUNDED BUT UNBROKEN
  Player Handout #3: General’s Summons
  Player Handout #4: Morilla’s Missive
  Recruits,
  Captain Othis and I have been in communication about several incidents that 
  occurred surrounding your unit in the past weeks. Due to this operation’s ties to 
  Her Imminence’s military and our nation’s sensitive political climate, I take these 
  allegations very seriously. Report to my office at dawn for a formal hearing. Be 
  prepared to present a case defending your actions in training.
    
   
   
   
   
   
  Sincerely,
    
   
   
   
   
   
  General Faiza bint Hanif
  Trusted Agents,
  Word of your success in gaining the trust of a shaitan general 
  has reached my ears. Congratulations and thank you, on behalf of 
  our common cause. As allies, genies promise power and influence 
  in ways few mortals could ever offer. The next steps of our plans 
  are considerably ambitious, but with the world-shaping power of 
  wishcraft on our side, as well as steady and experienced hands to 
  wield it, doors that seemed inexorably sealed may open to us at last.
    
   
   
   
   
   
  Sincerely,
    
   
   
   
   
   
  Lady Gloriana Morilla
  
  PATHFINDER SOCIETY SCENARIO
  26
  STAT BLOCKS
  The following statistics appear in this scenario.
  AGRAWGH
  This bronze-ringed serpent has silvery skin and razor-sharp teeth 
  that barely conceal the acid bubbling at the back of its mouth.
  AGRAWGH 
  CR 5
  Pathfinder Campaign Setting: Planes of Power 52
  N Large outsider (earth, extraplanar)
  Init +0; Senses darkvision 60 ft., tremorsense 100 ft.; 
  Perception +9
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
  hp 59 (7d10+21)
  Fort +8, Ref +5, Will +1
  Immune acid
  OFFENSE
  Speed 20 ft., burrow 60 ft.
  Melee bite +11 (2d6+6 plus 2d6 acid)
  Space 10 ft.; Reach 10 ft.
  Special Attack breath weapon (30-ft. line, 6d4 acid damage, 
  Reflex DC 16 half, usable every 1d4 rounds)
  STATISTICS
  Str 18, Dex 11, Con 16, Int 6, Wis 9, Cha 7
  Base Atk +7; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 
  can’t be tripped)
  Feats Improved Bull Rush, Lunge, Power Attack, Weapon 
  Focus (bite)
  Skills Intimidate +8, Perception +9, Stealth +6, Survival +9
  Languages Common, Terran
  SPECIAL ABILITIES
  Burrow (Ex) An agrawgh can burrow through solid stone at 
  half its normal burrow rate. When traveling using its burrow 
  speed, as a free action an agrawgh can choose to leave a 
  10-foot-by-10-foot tunnel in its wake. As long as the agrawgh 
  does not encounter any non-dirt or non-stone substances 
  along its way, it digests dirt and stone with its stomach acid 
  at a rate equal to its burrow movement speed. An agrawgh 
  cannot run or perform combat maneuvers while burrowing. If 
  an agrawgh encounters any creature while burrowing (such as 
  one using meld with stone), it can’t enter that square.
  EARTH ELEMENTAL
  This hulking, roughly humanoid creature of dirt and stone is 
  faceless, save for two glowing gemstone eyes.
  SMALL EARTH ELEMENTAL
  Pathfinder RPG Bestiary 122
  N Small outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref –1, Will +3
  Immune elemental traits
  OFFENSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +6 (1d6+4)
  Special Attacks earth mastery
  STATISTICS
  Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +4; CMD 13
  Feats Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7
  SPECIAL ABILITIES
  Earth Glide (Ex) A burrowing earth elemental can pass 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as a fish swims through water. If 
  protected against fire damage, it can even glide through 
  lava. Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other sign of its presence. A 
  move earth spell cast on an area containing a burrowing 
  earth elemental flings the elemental back 30 feet, 
  stunning the creature for 1 round unless it succeeds on a 
  DC 15 Fortitude save.
  Earth Mastery (Ex) An earth elemental gains a +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a –4 penalty on attack 
  and damage rolls. These modifiers apply to bull rush and 
  overrun maneuvers, whether the elemental is initiating or 
  resisting these kinds of attacks. (These modifiers are not 
  included in its statistics).
  MEDIUM EARTH ELEMENTAL
  Pathfinder RPG Bestiary 122
  N Medium outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +7
  DEFENSE
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
  hp 34 (4d10+12)
  Fort +7, Ref +0, Will +4
  Immune elemental traits
  OFFENSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +9 (1d8+7)
  Special Attacks earth mastery
  STATISTICS
  Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +9; CMD 18
  Feats Cleave, Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, 
  Knowledge (planes) +2, Perception +7, Stealth +3
  
  27
  UNGROUNDED BUT UNBROKEN
  SPECIAL ABILITIES
  Earth Glide (Ex) A burrowing earth elemental can pass through 
  stone, dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. If protected against fire 
  damage, it can even glide through lava. Its burrowing leaves 
  behind no tunnel or hole, nor does it create any ripple or 
  other sign of its presence. A move earth spell cast on an area 
  containing a burrowing earth elemental flings the elemental 
  back 30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save.
  Earth Mastery (Ex) An earth elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching 
  the ground. If an opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and damage rolls. 
  These modifiers apply to bull rush and overrun maneuvers, 
  whether the elemental is initiating or resisting these kinds of 
  attacks. (These modifiers are not included in its statistics).
  MEPHIT, EARTH
  This small humanoid creature has thin, leathery wings, small 
  horns, and a mischievous smile.
  EARTH MEPHIT
  Pathfinder RPG Bestiary 202
  N Small outsider (earth)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
  hp 19 (3d10+3); fast healing 2 (while underground)
  Fort +2, Ref +5, Will +3
  DR 5/magic
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, 1d8 bludgeoning 
  damage, Reflex DC 13 half)
  Spell-Like Abilities (CL 6th)
  1/day—soften earth and stone, summon (level 2, 1 earth 
  mephit 25%)
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, Terran
  SQ change size
  SPECIAL ABILITIES
  Breath Weapon (Su) An earth mephit can unleash a cone of 
  rocks that deals 1d8 points of bludgeoning damage every 
  4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus.
  Change Size (Sp) Once per day, an earth mephit can enlarge its 
  body by 1 size category, as enlarge person. This power acts 
  as a 2nd-level spell.
  
  PATHFINDER SOCIETY SCENARIO
  28
  
  29
  UNGROUNDED BUT UNBROKEN
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #8-05: 
  Ungrounded but Unbroken
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  clearly identified as Open Game Content by the Contributor, and means any 
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  due to statute, judicial order, or governmental regulation then You may not 
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  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 
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  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.
  Pathfinder Society Scenario #8–05: Ungrounded but Unbroken © 2016, 
  Paizo Inc.; Author: Jenny Jarzabski.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  253
  958
  —
  606
  506
  1,916
  —
  1,211
  Out of
  Subtier
  Pathfinder Society Scenario #8-05: 
  Ungrounded but Unbroken
  Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent 
  adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play 
  a role in future adventures—especially those set on the elemental planes.
  Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the 
  challenges that Captain Othis threw in your way. You may check a box before this boon to call upon 
  the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the 
  following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, 
  a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If 
  you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the 
  skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon 
  off your Chronicle sheet.
  Wish Exposure (Sovereign Court): The Sovereign Court is setting plans in motion to call upon the 
  wishcraft of their genie allies. The first of these wishes has already impacted your life in subtle ways. If 
  you gain the benefits of a wish spell again, it provides greater benefits that it normally would. Cross this 
  boon off your Chronicle sheet when you would benefit from a wish whose details appear in an adventure 
  (e.g., increasing the amount of gold you earn on a Chronicle sheet). When you do so, increase the benefits 
  earned by 50%.
  Core Campaign
  All Subtiers
  Subtier 4–5
  concealable thieves’ tools (190 gp; Pathfinder RPG 
  Ultimate Intrigue 233)
  dusk agate extract (75 gp; limit 4)
  invisible ink (simple, 2 gp; Pathfinder RPG Ultimate 
  Equipment 103)
  ioun torch (75 gp; Ultimate Equipment 305)
  scroll of lesser restoration (150 gp)
  superior loaded dice (50 gp; Ultimate Equipment 92)
  traveler’s any-tool (250 gp; Ultimate Equipment 323)
  +1 glamered scimitar (6,315 gp; Pathfinder RPG 
  Ultimate Equipment 142)
  bracers of armor +1 (1,000 gp)
  cloak of resistance +1 (1,000 gp)
  concealing pocket (1,000 gp; Ultimate Equipment 289)
  potion of cure moderate wounds (300 gp)
  ring of protection +1 (2,000 gp)
  DUSK AGATE EXTRACT
  PRICE
  75 GP
  SAVE Fortitude DC 13
  TYPE poison (contact)
  EFFECT unconsciousness for 1 minute
  SECONDARY EFFECT 1 Wisdom damage
  CURE 1 save
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-05 - Ungrounded But Unbroken.pdf