Year of the Stolen Storm

During the Year of the Stolen Storm, the Pathfinder Society turns its sights to the Elemental Planes. There, agents not only recover extraordinary treasures but also embroil themselves in extraplanar politics, conflicts and conspiracies with powerful otherworldly organizations. Pathfinders face off against the many devotees of air, earth, fire, and water.

8-00: The Cosmic Captive by Matt Duval
For levels 1–11. Astronomers have marveled as the famous comet Aucturn’s Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.

"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.

8-01: Portent's Peril by Scott Sharplin
For levels 1–5. Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her generosity, but a rare card appeared and portended imminent doom. Now that these terrible predictions are coming true, Zeeva realizes she cannot weather this storm alone. It’s up to the PCs to save this friend and philanthropist—perhaps by changing fate entirely.

8-02: Ward Asunder by Mikko Kallio
For levels 3–7. The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind in the jungles of Dtang Ma has developed a haunted reputation in the centuries since. Now an unlikely ally has approached the Society with tales of unspoiled historical secrets and hidden treasure left within the shattered sanctuary of Yamatsumi, the mountain god.

8-03: Captives of Toil by Mike Kimmel
For levels 5–9. Two years ago, the Pathfinder Society concluded its extended campaign to find, reclaim, and explore the lost sky citadel Jormurdun. After ousting the vile demons and duergar within, the Society turned over control to their dwarven allies, who have defended the ancient fortress ever since. A recent raid by duergar slavers has captured some of Jormurdun’s dwarves, who have disappeared into the Darklands and bound for the cruel capitol of Hagegraf. Only the Pathfinder Society is equipped and able to launch a daring rescue into the lightless depths, intercept the slaver convoy, and save these dwarves from a grisly fate.

Content in “Captives of Toil” also contributes directly to the ongoing storyline of the Liberty’s Edge faction.

8-04: Wardens of Sulfur Gulch by Isabelle Lee
For levels 7–11. Among the earliest Pathfinders was the Gojan the Sharp, famed for his studies of the technology-strewn wasteland of Numeria before he disappeared forever into the infamous Silver Mount. The Pathfinder Society has uncovered a forgotten cache of Gojan’s Numerian journals identifying sites unknown even to the local barbarian chieftains. The time is right to unearth a pristine piece of alien technology! However, Pathfinders should remember that for every untouched marvel that remains, an unblinking sentry may lie in wait.

8-05: Ungrounded but Unbroken by Jenny Jarzabski
For levels 1–5. The Peerless Empire of shaitan genies has warred with their fiery counterparts for centuries, and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society’s few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months’ service could dramatically enhance the Society’s reputation (and fill those agents’ pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society’s first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.

Content in “Ungrounded but Unbroken” also contributes directly to the ongoing storyline of the Sovereign Court faction.

8-06: Reaping What We Sow by Linda Zayas-Palmer
For levels 1–5. When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Dabril, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

8-07: From the Tome of Righteous Repose by Andrew Hoskins
For levels 3–7. When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant’s armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon’s prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall’s blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle.

This is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history.

8-08: Tyranny of Winds, Part 1: The Sandstorm Prophecy by Charlie Brooks

For levels 1-5. As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broken in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The PCs are the best disposed to follow the culprit's trail. Be warned, though, for the Scorpion Coast is the battleground of powerful elemental tribes that have assailed Osirion's frontier with cruel sandstorms and deadly force for millennia.

Content contributes to the ostoryline of the Scarab Sages faction.

The Sandstorm Prophecy is the first scenario in the three-part "Tyranny of Winds" campaign arc. It is followed by Pathfinder Society Scenario #8-10: Secrets of the Endless Sky and Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

8-09: Forged in Flame, Part 1: The Cindersworn Pact by Alex Riggs

For levels 5-9. When an impossibly vile fiend proves too powerful to destroy, the forces of good often resort to banishing or sealing the villain away to be remembered only in fearsome legends. Less common are the instances in which wrongdoers bound benevolent titans and demigods, yet Society agents recently uncovered just such a prison. Few know how to unlock such a jail, much less locate the key. The Society has identified just such a sage: a disgraced efreeti who has sworn to share her priceless knowledge in exchange for the PCs' assistance. The Pathfinders travel to the cosmopolitan melting pot of Zjarra on the Plane of Fire, where they must fulfill the cruel genie's schemes—or find some other way to fulfill the deal.

Content contributes to the storyline of the Exchange faction.

The Cindersworn Pact is the second scenario in the two-part "Forged in Flame" campaign arc. It is preceded by Pathfinder Society Scenario #8-11: Cleansed With Fire. Both chapters are intended to be played in order.

8-10:Tyranny of Winds, Part 2: Secrets of the Endless Sky by Crystal Malarsky

For levels 1-5. Recent discoveries suggest what was a simple theft is part of a grander plot that directs the PCs to floating metropolis of Armun Kelisk, capitol of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has brought them in conflict, they may find they have more in common than they had expected—including a shared enemy.

Content contributes to the storyline of the Sovereign Court faction.

Secrets of the Endless Sky is the second scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and followed by Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

8-11: Forged in Flame, Part 2: Cleansed With Fire by Nathan King

For levels 5-9. Few places on the Plane of Fire are as rich in folklore, opportunities, and material wealth as the City of Brass, and it is there that the disgraced efreeti Qalkami aims to reestablish her credentials with the Society's help. Only by teaming up with this genie—at least in name, if not in spirit or practice—can the PCs both secure the secrets she owes the Society and help topple a major fixture of the City of Brass. None are better equipped than Pathfinders to infiltrate forbidden districts, crush an evil operation, and make the most of the chaos that ensues, but in a metropolis built largely of superheated metal, can the PCs take the heat?

Content contributes to the storyline of the Exchange and Liberty's Edge factions.

Cleansed With Fire is the second scenario in the two-part "Forged in Flame" campaign arc. It is preceded by Pathfinder Society Scenario #8-09: The Cindersworn Pact. Both chapters are intended to be played in order.

8-12:Tyranny of Winds, Part 3: Caught in the Eclipse by Jason Evans

For levels 3-7. The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.

Content contributes storyline of the Grand Lodge faction.

Caught in the Eclipse is the final scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and Pathfinder Society Scenario #8-10: Secrets of the Endless Sky. All three chapters are intended to be played in order.

8-13: What Sleeps in Stone by Larry Wilhelm

For levels 7-11. The snowcapped summits and volcanic peaks of the Kullan Dei range cuts across Tian Xia, yet there is more to these mountains than ice and wind; the Pathfinder Society has learned of a priceless artifact hidden within a dormant volcano long ago. As the PCs retrace the path of an ancient hero, will they conquer the mountains or perish as have so many who came before?

8-14: To Seal the Shadow by Jason Keeley

For levels 1-5. To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil.

8-15: Hrethnar's Throne by Tom Phillips

For levels 5-9. The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches—rivals both past and present.

8-16: House of Harmonious Wisdom by Katherine Cross, Sarah Hood, Jason Owen Black, and Christopher Rowe

A series of five Quests designed for levels 1-5. Mighty Lung Wa once controlled much of Tian Xia, but the empire crumbled a century ago. Three Successor States have squabbled for dominance ever since, each insisting that it alone is the rightful inheritor of Lung Wa's glory. In the shadow of these mighty nations, the humble land of Shokuro has sought the means to discourage its neighbors' territorial ambitions and earn their respect. When a retired hero learns of a lost, legendary palace that might protect relics of the old empire, she calls on the Pathfinder Society for assistance finding the fabled site. The PCs must travel to each of the Successor States in search of clues to uncover the palace and the treasures within.

House of Harmonious Wisdom includes five 1-hour adventures that take the PCs across central Tian Xia in search of imperial treasures and forgotten secrets. The series includes a beginning adventure and a finale, but players can experience the other parts in any order.

8-17: Refugees of the Weary Sky by Jeffrey Swank

For levels 7-11. As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign.

Content contributes to the storylines of the Grand Lodge and Scarab Sages factions.

8-18: Champion's Chalice, Part 1: Blazing Dangerous Trails
For levels 1-5. Every year, the Sargavan government hosts the Sargava Chalice, a contest of speed and survival that draws eager competitors from far and wide, each hoping to win fame, fortune, and glory. This year, the Pathfinder Society has taken a special interest in the competition, sponsoring a team of agents to compete to win the trophy. Can the PCs overcome their competition and the dangers of the Sargavan wilderness to emerge victoriously?

Blazing Dangerous Trails is the first scenario in the two-part "Champion's Chalice" campaign arc. It is followed by Pathfinder Society Scenario #8-21: Agents of the Eye. Both chapters are intended to be played in order.

8-19: Treacherous Waves
For levels 3-7. The Society believes that a powerful relic lies in the depths of the Plane of Water, yet the most recent expedition to retrieve it failed for mysteriously tragic reasons. It's up to the PCs to travel to the aquatic metropolis of Vialesk to investigate that ill-fated mission and overcome the forces determined to keep the truth from coming to light.

Content in Treacherous Waves also contributes directly to the ongoing storyline of the Silver Crusade faction.

8-20: Torrent's Last Will
For levels 7-11. On the Plane of Water, familiar sights grow on impossible scales, from monumental swaths of kelp to utterly titanic sea creatures. The Society has traced a powerful relic to a tremendous shell adrift within a miles-wide swarm of giant jellyfish, and with the help of new allies, the PCs might recover it. They had best beware, though, for the Plane of Water is home to sahuagin and worse that are not eager to welcome intruders.

Content in Torrent's Last Will also contributes directly to the ongoing storyline of the Dark Archive faction.

8-21: Champion's Chalice, Part 2: Agents of the Eye
For levels 1-5. Ages before the rise of modern civilization, the cyclops empire of Ghol-Gan ruled what is now the Mwangi Expanse. The Society sends the PCs deep into the untamed Kaava lands to explore a cyclops ruin, where with a new tool in hand, the Pathfinders might uncover its forgotten and dark history. Can the PCs prevent the ruin's past from becoming Sargava's future?

Agents of the Eye is the second scenario in the two-part "Champion's Chalice" campaign arc. It is preceded by Pathfinder Society Scenario #8-18: Blazing Dangerous Trails. Both chapters are intended to be played in order.

8-22: Wrath of the Fleshwarped Queen by Brian Duckwitz
For levels 1–5. When members of the Shoanti Axe Clan saw fire shooting up into the sky over Varisia’s Caliphak Mountains, they rushed to investigate. They found a pair of doors inscribed with runes from ancient Thassilon, along with clear signs that the doors had recently been opened. In recognition of the Axe Clan’s expanding alliances, the Shoanti offered both the Society and a priest of Soralyon from Riddleport the opportunity to explore the ruin and neutralize its dangers. Now that the priest has vanished within the complex, the PCs must uncover the ruin’s history before the Shoanti lose faith in them and take matters into their own hands.

8-23: Graves of Crystalmaw Pass by Kalervo Oikarinen
For levels 3-7. One of Master of Spells Sorrina Westyr’s former adventuring companions vanished to the Plane of Earth and was presumed dead. She has recently resurfaced along an old road between the Plane of Earth and the Plane of Fire—one that even the warring forces of the planes’ greatest cities had abandoned—and has shown little interest in discussing her circumstances with the Pathfinder Society. Can the PCs uncover why she disappeared and enlist her help in reaching a site on the war-torn and volcanic borderlands?

8-24: Raid on the Cloudborne Keep by Sean McGowan
For levels 5–9. Followers of the evil elemental lord of air Hshurha have learned of the Pathfinder Society’s plans to break open the Untouchable Opal and release Hshurha’s ancient rival. One of Hshurha’s lieutenants is gathering forces to deal a decisive blow to the Society and its new allies in the Concordance of Elements. If the PCs act quickly, they can make a daring strike, commandeering an airship on the Plane of Air and overtaking their enemy’s fortress before it has the chance to rally its army. Content in Raid on the Cloudborne Keep also contributes directly to the ongoing storyline of the Silver Crusade faction.