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PF2 S02-20 Breaking The Storm - Bastion in Embers

In 'Breaking the Storm: Bastion in Embers', the Pathfinder Society's agents are summoned to assist the Farheaven Clan in Sarkoris, where they must defend against demonic attackers while a ritual to cleanse a corrupted forest is underway. The adventure involves navigating the threats posed by both the demons and a possessed member of the Decemvirate, requiring the heroes to utilize magical items to aid in their defense. The scenario is designed for levels 5-8 and is expected to take 4-5 hours to complete.

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100% found this document useful (1 vote)
3K views31 pages

PF2 S02-20 Breaking The Storm - Bastion in Embers

In 'Breaking the Storm: Bastion in Embers', the Pathfinder Society's agents are summoned to assist the Farheaven Clan in Sarkoris, where they must defend against demonic attackers while a ritual to cleanse a corrupted forest is underway. The adventure involves navigating the threats posed by both the demons and a possessed member of the Decemvirate, requiring the heroes to utilize magical items to aid in their defense. The scenario is designed for levels 5-8 and is expected to take 4-5 hours to complete.

Uploaded by

narradorroll20
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Second Edition

year of

CORRUPTION’S
Reach
Scenario #2-20 Levels 5–8

Breaking the
Storm: Bastion in
Embers
By Christopher Wasko
Breaking the Storm: Bastion in Embers

AUTHOR
Table of Contents
Christopher Wasko

DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Thurston Hillman

ADDITIONAL DEVELOPMENT
Appendix 1: Level 5–6 Encounters . . . . . . . . . . . . . . . 15
Linda Zayas-Palmer

DESIGN LEAD
Appendix 2: Level 7–8 Encounters . . . . . . . . . . . . . . 18
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 21
EDITING LEAD
Kieran Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
EDITOR
Kieran Newton

COVER ARTISTS
GM Resources
Sebastian Rodriguez and Samuel Jr. Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTIST Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Lost Omens World Guide
Samuel Jr. Maps: Pathfinder Flip-Tiles: Darklands Fire Caves Expansion and Pathfinder Flip-Tiles: Forest
CARTOGRAPHER Perils Expansion
Jason Engle Online Resource: Pathfinder Reference Document at paizo.com/prd
ART DIRECTION
Tony Barnett
ScenAriO TAgS
GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
ORGANIZED PLAY MANAGING DEVELOPER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer

ORGANIZED PLAY MANAGER


meTAPLOT
Tonya Woldridge

CREATIVE DIRECTOR
James Jacobs SummArY
The Decemvirate, the masked leaders of the Pathfinder Society, call their best agents
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle together to request the assistance of a distant ally in Sarkoris. The heroes travel to the
camp of the Farheaven Clan and discover the clan’s leaders involved in a powerful ritual
PUBLISHER to cleanse a nearby forest. It’s up to the Pathfinders to assist in the defense, holding out
Erik Mona a section of the perimeter against demonic attackers. All the while, the heroes employ
rare items that summon magically enhanced trees to assist in the defense. Unknown to
HOW TO PLAY the defenders, however, a third group is burrowing underneath the camp and threatens
to bypass all the Farheaven Clan’s cunning defenses.

PLAY TIME: 4–5 HOURS

LEVELS: 5–8

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
Breaking the Storm:
Bastion in
Breaking theEmbers
Storm:
Bastion in Embers
By Christopher Wasko

Adventure
Background Where on Golarion?
The Farheaven Clan was one of the Sarkorian clans
forced to flee in the wake of the Worldwound’s Bastion in Embers begins in Absalom but quickly moves
cataclysmic birth. The nascent rift to the Abyss turned near the Forest of Embers in the Sarkoris Scar, the
Sarkoris into a wasteland and the beachhead of a former site of the Worldwound. For more information
demonic invasion. The Farheaven Clan escaped east into on Sarkoris, see pages 32–33 of the Pathfinder Lost
the Norinor Forest of Iobaria, led by their patron god, Omens World Guide.
Dolok Darkfur—an extraplanar being who takes the
form of a bipedal feathered bear. Over a century after SARKORIS SCAR
the Farheavens fled their homeland, the Worldwound
was finally sealed. With assistance from the Pathfinder
Society and their unexpected new allies, the Dragonskull
goblins of Iobaria, the Farheaven Clan recently made
the long journey back to Sarkoris to help reclaim their
ancestral home.
Since their return to the western region of Sarkoris, Forest of Embers •
near the Shudderwood Forest, the clan has contended
with an afflicted environment, demonic stragglers, and
all other manner of foulness. They’ve spent much of
their time focusing on survival, occasionally reaching
out to reestablish contact with other surviving or reborn
Sarkorian clans. During this resettlement, Dolok Darkfur efforts and have amassed to attack the Farheaven Clan’s
convinced his followers to take on a more active role camp and stop Dolok’s ritual.
and offered the Farheaven Clan’s services in defending In Iobaria, the Pathfinder Society has learned that a
various sacred sites across the Sarkoris Scar. member of the Decemvirate has been taken over by the
Since requesting the Society’s aid in securing several spirit of a long-dead cyclops worshipper of Urxehl, the
relics and remains from the barrows near the fallen demon lord of storms and disasters. What this spirit
city of Storasta, the Farheaven Clan has expanded its has planned remains unknown, but the Society knows
territory to the edge of the Forest of Embers. Formerly it must free the Decemvirate member from possession.
known as the Forest of Soldiers, Sarkorian refugees The Society has called in favors with the Farheaven
changed its name after witnessing its fate at the hands Clan, whose experience living in Iobaria and working
of cultists of Flauros, the demon lord of fire. Now the with extraplanar entities and spirits make them the most
Forest of Embers is a mass of burnt, blackened trees and likely of all of the Society’s allies to be able to remove the
dry, ashen air. possessing spirit.
Dolok believes that he, along with several powerful As the Society dispatches its agents, it doesn’t realize
Sarkorian druids, can enact a ritual that would begin the that Dolok and the Farheaven Clan are already imperiled
process of revitalizing the devastated forest and purging by the coming siege. Furthermore, unknown to both the
it of demonic corruption. He has assembled a host and Farheavens and the Pathfinders, the possessed member
established a fortified camp at the edge of the Forest of the Decemvirate has learned of the Society’s plans
of Embers in hopes of performing his ritual. However, and sent agents to ensure the Farheaven Clan falls to the
remaining servants of Flauros have learned of Dolok’s impending demonic assault!

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Getting Started The Society has come to the Farheaven’s aid several times in
The adventure begins at the top of an observation the past few years, so you should be able to convince them
tower within Skyreach at the Grand Lodge in the city of to return the favor. This mission is time-sensitive, and the
Absalom. The PCs have responded to a summons from integrity of the Decemvirate, if not the safety of the world,
the Decemvirate themselves. As they wait, they have a depends on your success. Are you ready?”
few minutes to socialize over the impressive view of the
city, just before sunset. The Decemvirate remain tight-lipped about Sapphire’s
Read or paraphrase the following once the PCs identity, though the PCs may already know from
are settled. previous adventures that Sapphire is Venture-Captain
Drandle Dreng. If the PCs ask for more information,
The door to the tower opens with a clunk, and the Decemvirate give the PCs the names of known
eight cloaked figures stride into the room Society contacts in the Farheaven community besides
without ceremony. Each one wears a unique, Dolok Darkfur (LG male eidolon) and Nelket (NG
intricately designed mask that seems alive female human godcaller). These names include:
with powerful magic. The turn to the room’s Chief Dragbog (N male goblin chieftain)
center in unison as a ninth individual—Eliza of the Dragonskull goblin tribe, an
Petulengro, the only unmasked member of Iobarian elf named Cenenviel (N
the mysterious Decemvirate—enters and male elf shaman), and Jaldan (NG
closes the door behind her. She quickly turns female centaur apprentice shaman),
to address the gathering. a centaur who joined the Pathfinder
“Pathfinders, we have an emergency on our Society about a year ago and has
hands. Sapphire, a member of our leadership, become an ambassador of sorts.
has been possessed by an ancient and wholly After answering any questions, the
evil spirit. Between this spirit’s fiendish magic Decemvirate afford the PCs a moment to
and Sapphire’s subsumed knowledge and gather or purchase any items they might need.
guile, we are struggling to get out ahead Once the PCs are ready, Eliza and several
of whatever destruction this foul entity is other members of the Decemvirate perform
concocting. What we do know is that the a 1-hour teleportation ritual to whisk the
spirit is that of a cyclops demoniac who PCs close to the Farheaven encampment. This
intended to summon the demon lord of unique ritual ties into magical undercurrents
storms, Urxehl, into our world.” of the region, homing in on Dolok’s location
Another member of the Decemvirate using a small amethyst figurine of a feathered
wearing a mask fitted with stag-like bear as a special focus.
antlers speaks. “The summoning requires
a rare ritual. We do not know how to Religion (Recall Knowledge)
counteract such unusual spellcraft, but A PC who succeeds at a DC 20 Society check to
we have an ally who does. Dolok Darkfur, Recall Knowledge might know more about the
the manifested god of the Farheaven Clan demon lord Urxehl. A failure grants no information,
from old Sarkoris, should be able to assist us. Through and a critical success grants the additional information
Dolok and the god caller Nelket, the Farheavens in the critical success entry. Remember, these checks
connect to traditions of calling, binding, and should be rolled secretly.
communicating with extraplanar forces.” Critical Success Urxehl’s faithful include storm druids
Eliza Petulengro pauses for a moment and and cursed oracles, who both commonly wield fire and
then speaks again. “You are among our most weather magic.
experienced Pathfinder agents following our Success Urxehl is the demon lord of storms and natural
Society’s recent losses. We need you to convince disasters. He is widely hailed as the father of trolls,
Dolok Darkfur and Godcaller Nelket of the although legends say that he despises the trolls that
Farheaven Clan to help us rescue Sapphire and worship him.
put a stop to this spirit’s machinations. Critical Failure As befitting Urxehl’s
We can teleport you near to the status as a demon lord, his minions
Farheaven settlement, where I’m Eliza Petulengro often use negative energy to destroy
confident you’ll be warmly received. their foes.

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Breaking the Storm:
Bastion in Embers
HERO POINTS What’s attacking you? “Latent evils left over from
Once the PCs are ready to be teleported, the Worldwound. Given where we are, I’m guessing
remind the players that they each have they are minions of Flauros, the demon lord
1 Hero Point available. of fire.”
What is this place? “The Forest of
Farheaven Soldiers. At least, that’s what we
Camp called it before we fled Sarkoris.
The Decemvirate’s ritual teleports Servants of Flauros burned it
the PCs near the Farheaven’s a hundred times over with
encampment. Here, the PCs Abyssal fire. Now people call
quickly realize that the it the Forest of Embers. This
Sarkorians have their own is where Dolok decided we
problems at hand. Read or would rebuild our legacy,
paraphrase the following. starting by bringing the
forest back to life.”
The setting sun casts a blood-red
light over the Farheaven camp. A DOLOK TREES
wall of dark, smoky clouds fills When the PCs agree to help
the western skyline, hovering over an Nelket the Farheaven Clan fend off the
entire forest of burnt trees. Farheaven impending invasion, Nelket sighs
warriors rush to sharpen spears and with audible relief and counts her
string bows, gathering at a network of west-facing earthworks blessings for the unexpected reinforcements. She then
resembling a battlefield more than a settlement. Amid the reaches into her satchel and pulls out several multihued
commotion, a human woman approaches. “Pathfinders, your feathers. She explains that these feathers are straight from
timing is impeccable as always. I know our people owe you Dolok Darkfur’s own plumage, and they can be used to
so much already, but could you lend us your aid once more?” help secure the camp’s perimeter. She gifts each PC one
feather, shows them how to use it, and then points them
The woman is Nelket, the spiritual leader for the to where their help is most needed, encouraging them to
Farheaven Clan, who some of the PCs may already know use the feathers before the demons arrive.
from past adventures. She explains that the Farheaven’s These unique magical feathers, Dolok feathers, create
god Dolok Darkfur and several Sarkorian druids have Dolok trees: stationary, mindless creatures that help
begun a ritual to help restore the land scorched by the the PCs repel the oncoming attackers. By burying the
demons of the Worldwound, and that the ritual triggered feather up to a certain hue of the plumage, each PC can
a backlash from the dormant evil in the forest. The conjure a Dolok tree with leaves of one specific color:
tribe is hastily preparing to repel a siege while Dolok blue, brown, red, or violet. Each PC’s tree acts on its
completes the ritual, which should begin the forest’s planter’s initiative and is rooted to the square where it
healing and start to cleanse the fiends’ corruption. She is planted.
answers the PCs’ questions promptly. Dolok trees are detailed in Handout 1 (for Levels 5–6)
What’s happening? “We’re about to come under and Handout 2 (for Levels 7–8), which should be given to
attack! Dolok’s ritual to heal the forest has provoked a the players at this time. The trees follow the set routine
horde of demons and their allies that had lain dormant described in the handout and don’t require the PCs to
within the forest. We need to protect the ritual casters spend actions to command them; as a result, the trees are
and the vulnerable until the spell is complete at sunrise.” factored into the PCs’ overall strength when determining
Can we speak to Dolok Darkfur? “He is presently encounter difficulty.
leading the ritual that will restore this blasted land. I’m A Dolok feather can be restored to feather form once
sure he would love to speak with you, but first we have as long as the Dolok tree it sprouted wasn’t completely
to stop those demons from killing him... and us.” destroyed, by using a three-action incantation that
Can you help us rescue a Decemvirate member? “One Nelket teaches each of the PCs. Restoring the tree
of your leaders is in danger too? These truly are perilous to its original feather form immediately repairs any
times. I’m certain Dolok will be eager to help you after damage the tree has taken and allows for the feather
all you’ve done for us. I know I am. But we have to stop to transform into a fully functioning Dolok tree one
this attack first. We can’t help you if we’re dead.” more time.

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Breaking the Storm:
Bastion in Embers
A. Camp Perimeter of the mystical river, breaking the blasted earth with spots
Nelket directs the PCs to the camp’s western front, of green and the faint creak of growing stems and trunks.
charging them with holding the line from the oncoming In stark contrast, the older trees beyond the river stretch
fiendish forces. Read or paraphrase the following. their splintered, ashen branches like flayed fingers toward a
soot-choked sky. Any plants rejuvenated by their proximity
A churning current of primal water, conjured by Dolok to the water continuously burst into flame like embers newly
Darkfur’s ongoing ritual, rushes along a crooked trench at the doused with oil.
edge of the Farheaven encampment. Sapling trees and fragile
underbrush bloom gradually but visibly within the borders The Farheaven Clan’s tents housing wounded soldiers
and noncombatants stand only a few yards east of
this battlefield. The PCs must keep any attackers from
reaching the two trails leading off the map to the east, or
from slipping down the 15-foot deep well into a tunnel
that stretches even further into the camp. If a creature
reaches either of these locations, the PCs can attempt
to defeat the enemy creature before its next turn;
otherwise, it tears into the camp and causes lasting
damage as long as it has at least one action
available to Stride (see Development at the
end of each encounter).
The PCs can plant their Dolok
trees in any square on the map
they choose, although squares that
are underwater or ablaze could
pose a risk. Each Dolok tree fills a
5-foot square, stands 60 feet high,
and functions as a mindless creature
that assists the PCs. The PCs begin each
encounter standing wherever they choose
on the battlefield, with some possible limitations
depending on their surveying efforts.
Terrain: Each square of undergrowth is difficult
terrain that provides standard cover and grants the
concealed condition to creatures within it. If a square of
undergrowth takes 5 or more fire damage from a single
effect, it only grants lesser cover and doesn’t provide
concealment for one minute. The rock formation in the
southeast corner provides greater cover against effects
passing through it.
The river is 5 feet deep and flows south. Swimming
in the flowing water requires successful DC 15 Athletics
checks. The river is difficult terrain for creatures
Swimming against the current, and a creature ending its
turn in the water moves 10 feet in the current’s direction.
This forced movement stops at the waterfall, which
drops 10 feet into calmer waters. The land adjacent to
these calmer waters is muddy and sloped, making it
difficult terrain. Creatures with the fire trait take 2d6
cold damage every time they begin their turn partially or
fully submerged in the magical water. Plumes of smoke
Dolok Tree block the night sky, shrouding the entire battlefield in
darkness (except where there’s fire; see page 8).

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Breaking the Storm:
Bastion in Embers
A. Camp Perimeter

1 square = 5 feet Pathfinder Flip-Tiles: Forest Perils Expansion

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Breaking the Storm:
Bastion in Embers
Fire: The trees on the western side of the river are check, they discern that the attackers are moving towards
caught between the renewing energy of Dolok’s ritual the bridge over the river. If they critically succeed, the
and the destructive power of Flauros’s influence, trapped PCs are able to predict when the battle will begin and
in a state of perpetual burning. Each square of fire is gain a +1 circumstance bonus to their initiative rolls. A
difficult terrain that sheds light like a torch and deals 2d6 PC who critically fails at this check delays in sharing the
fire damage to any creature that begins its turn inside information; any PC who hasn’t yet planted their Dolok
it, or 1d6 fire damage to each creature Striding through tree loses their chance to do so before the encounter
it or beginning its turn adjacent to or less than 20 feet begins and must conjure it using an action during the
above it. The air within and above the fire is also filled encounter, while any PC who has already planted their
with smoke, granting all creatures within or beyond it Dolok tree takes a –1 circumstance penalty to their
the concealed condition and requiring creatures within it initiative roll.
to hold their breath. Those who breathe the smoke must Use the map on page 7 for this encounter.
succeed on a DC 20 Fortitude save or become sickened 1. Creatures: A band of brimorak demons—fire-loving
Creatures who become sickened from the smoke cannot creatures naturally drawn to Flauros—lead the charge
attempt to remove the condition until they exit the against the Farheaven camp. They open with their fireball
smoke. A creature who critically fails this Fortitude save spells and try to use at least one action per turn Striding
is also slowed 1 for 1 round due to coughing. toward the camp. If reduced to 10 HP or fewer, they use
dimension door to flee the battlefield.
EVENT 1: FIRES OF FLAUROS MODERATE For Levels 7–8, a gang of salamanders—Flauros’s
A gurgling shriek from the smoky darkness and the roar favored servants—lead the charge. These violent
of a signal horn from Farheaven scouts portend the first elementals close into melee range and fight to the death,
assault after sunset. Up to two PCs can prepare the group only approaching the camp if there are no targets within
for the attack by surveying the battlefield using separate their reach. All creatures in this wave begin in squares at
DC 22 Perception checks (DC 25 for Levels 7–8; these the westernmost edge of the map, and they all approach
are secret checks). If a scouting PC uses a spell that is via the bridge unless met with overwhelming resistance
particularly suited to the task, they automatically succeed there, always trying to avoid the river and its harmful
at their Perception check (for a chance at a critical waters. All of the enemies prefer to attack the PCs rather
success, they must still roll the check). Other PCs can than the Dolok trees, but they include the trees in area
attempt to Aid one of the scouts with Perception or with attacks and attack the trees if there are no PCs in range.
skills such as Athletics to climb a tree for a better view,
Scouting Lore to check things out from a blind, Stealth to Levels 5–6
sneak ahead for a closer look, or Survival to navigate the
blasted terrain. If the players suggest alternate inventive BRIMORAKS (3) CREATURE 5
skill uses that make sense for this encounter, then feel Page 15, art on page 21
free to allow them. PCs dependent on light sources for
visibility take a –2 penalty to their checks to Aid. Levels 7–8
If the first surveying PC succeeds at their Perception
check, they can relay a description of the oncoming BRIMORAKS (2) CREATURE 5
attackers; attempt Recall Knowledge checks to identify Page 18, art on page 21
them prior to battle; and enable other PCs to also attempt
Recall Knowledge checks at a –2 penalty based upon the SALAMANDERS (2) CREATURE 7
surveying PC’s description. If a PC critically succeeds, they Page 18
have time to provide a particularly thorough description
and answer questions, and other PCs don’t take a penalty Development: After this wave of attackers falls, the
on their Recall Knowledge checks prior to battle. A PC PCs have 12 minutes to prepare for the next wave. If
who critically fails at this check mischaracterizes the none of the attackers reached the Farheaven camp,
attackers, can’t attempt a Recall Knowledge check prior Dolok’s ritual persists uninterrupted, releasing a wave
to combat, and confuse themselves and their allies with of cleansing energy that causes all PCs and trees to
their inaccurate descriptions, imposing a –2 penalty to all regain 20 Hit Points (40 Hit Points for Levels 7–8). If
Recall Knowledge checks that the PCs make about the any attackers successfully reached the camp, the PCs
attackers during combat. have to hunt each down as it wreaks havoc among the
If the second surveying PC succeeds at their Perception defenseless Sarkorians: all PCs take damage as though

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Breaking the Storm:
Bastion in Embers
from one successful Strike by the creature, and they they encounter a Dolok tree, they go out of their way to
lose 1 minute of their preparation time; the PCs can use attack it using their axe; otherwise, they make consistent
resources to recover lost Hit Points between these hunts. progress toward the camp. The archers receive support
Before the next wave begins, PCs can transform Dolok from their hunting partners: yeth hounds. For Levels 7–8,
trees that have not been completely destroyed back into these hounds are a ferocious cousin of yeth hounds called
their feather forms to move them and restore them to full yeth warbeasts. The hounds begin in squares along any
strength. Before doing so, they may wish to stand near edge of the map other than the eastern edge. They lack
the violet Dolok tree to receive additional healing to help the archers’ discipline and focus their aggression against
bring them to full Hit Points. the PCs, only approaching the camp if there are no valid
targets to attack on the battlefield. The yeth creatures
EVENT 2: ASHEN HUNTERS
SEVERE
A second signal horn blast alerts the perimeter
guards of more oncoming attackers. Once again,
up to two PCs can prepare the group for the
attack by surveying the battlefield, using all
the same skills as they could in Event 1. The
second survey attempt is harder because of
the attackers’ superior Stealth, requiring a
DC 25 Perception check (DC 28 for Levels
7–8).
If the first surveying PC succeeds at
their Perception check, they describe the
oncoming hostiles as ash-gray hounds
that appear to be unimpeded by the rough
terrain. A PC who critically succeeds at
this check reveals that the hounds are
clearing the river and approaching from
all directions, granting all PCs a +1
circumstance bonus to their initiative
rolls. A PC who critically fails at this
check is exposed to the relevant beast’s
Bay ability just prior to combat.
If the second surveying PC succeeds at their
Perception check, they spot several humanoid figures
approaching alongside the hounds, using the smoke
and burning trees to shroud their advance. A PC who
critically succeeds at this check relays that the figures are
armed with longbows and axes, and they don’t appear to
be hindered by fire. A PC who critically fails at this check
gets spotted by the hunters, allowing one ash archer to
use Hunt Prey against that PC prior to combat.
Use the map on page 7 for this encounter.
Creatures: The humanoid attackers are ash archers:
tiefling rangers of iruxi descent bearing soot-black scales
mapped with glowing red veins like barely-contained lava,
a visage reminiscent of their patron. The archers
begin in squares at the westernmost edge of
the map and gradually approach the camp
using combinations of Hunt Prey, longbow
Strikes (preferably targeting their prey), Stealth Ash Archer
checks, and Strides through the undergrowth. If

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Breaking the Storm:
Bastion in Embers
adamantly refuse to enter areas of bright light created by Levels 7–8
violet Dolok trees. All of these attackers fight to the death
until they reach the camp. ASH ARCHERS (2) CREATURE 5
Page 19, art on page 22
Levels 5–6
YETH WARBEASTS (3) CREATURE 7
YETH HOUNDS (2) CREATURE 3 Page 19
Page 16, art on page 22
Development: As with the first wave, the PCs have
ASH ARCHERS (3) CREATURE 5 to hunt down each creature that reaches the camp
Page 16, art on page 22 as it sows chaos and tries to disrupt Dolok’s ritual.
Each of the PCs takes damage as though from one
successful Strike by each creature that reaches the
camp. Nelket eventually arrives and gets the situation
under control if the PCs are unable to contend with the
remaining threats.
Furthermore, every two enemy creatures
that reach the camp worsen the results of all
PC skill checks when interacting with one
random NPC at the camp (see A Moment’s
Rest, below) by one degree of success, as
that NPC is wounded and irate at the PCs’
failure to hold the line.

A Moment’s Rest
With the initial waves of attackers repelled, the
PCs have an opportunity to rest. The Sarkorian
druids encourage the PCs to leave the Dolok
trees as a bulwark in case of a surprise attack
but otherwise return to camp to recover
their strength. The Farheaven warriors
are wounded and tired, but strangely
exhilarated and upbeat. According to some
of the veteran fighters, who remember
the endless waves of demons pouring
from the Worldwound that originally
drove them from their lands, this
relatively sparse attack feels much
more winnable.
The PCs have 1 hour to recover.
During this time, they can assist some
of the Farheaven leaders around the
camp. Interacting with one NPC takes
20 minutes (30 minutes for groups of 5 or more
PCs). A PC can’t interact with a given NPC more
than once. The DC of all non-Lore skill checks is 20
(DC 23 for Levels 7–8). The DC is instead 18 for Lore
skills (DC 21 for Levels 7–8).

CENENVIEL
Dolok Darkfur The elf druid Cenenviel, a longtime
ally of the Farheaven Clan, examines the

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Breaking the Storm:
Bastion in Embers
length of the charred land and how the ritual Critical Success As success, but Jaldan also gives
is actively restoring it. A PC can assist the the PCs four moderate thunderstones (and one
druid with a successful Athletics, Forest additional piece of ammunition for Levels
Lore, or Survival check. 7–8).
Critical Success As success, but a Success Jaldan gifts the PC some leftover
second PC also receives the benefit. materials: four moderate acid flasks.
Success Cenenviel’s insight grants the For Levels 7–8, she also gives them one
PC a +2 circumstance bonus to all piece of freezing ammunition (Pathfinder
checks made while scouting prior to Advanced Player’s Guide 257) for a weapon
Event 3. of their choice.
Critical Failure The PC struggles to keep pace Critical Failure The PC sets off a trap and
with the elf, gaining the fatigued condition injures their foot, becoming clumsy 1 for the
for the remainder of the adventure. remainder of the scenario.

DOLOK DARKFUR NELKET


Dolok Darkfur has been God caller Nelket tends to the
maintaining the ritual for wounded and frightened Farheaven
some time and could use some noncombatants. A PC can support
assistance to allow him to rest Jaldan her work with a successful
for a moment. A PC can help the Diplomacy, Medicine, or Herbalism
Farheaven god with a successful Lore check.
Nature, Occultism, or Sarkoris Lore check. Critical Success As success, but the PCs receive twice as
Critical Success As success, but a second PC also receives many potions or elixirs.
the benefit. Success Nelket repays the PC’s kindness with 3 lesser
Success Participating in the ritual attunes the PC to the healing potions. For Levels 7–8, these are lesser elixirs of
healing land, granting them fire resistance 10 that only life instead.
applies to fire damage dealt by environmental fire, not Critical Failure The PC exposes themself to an herbal blood
creature attacks or abilities. thinner. The next time the PC takes piercing or slashing
Critical Failure The interference the PC causes to the ritual damage during this scenario, they take an additional 1d6
renders the PC sensitive to fire. The next time the PC takes persistent bleed damage.
fire damage during this adventure, they take an additional
1d6 persistent fire damage. B. Beneath the Camp
As the hour of rest concludes, the ground suddenly
DRAGBOG shakes. Those within the camp begin to once again move
Chief Dragbog of the Dragonskull goblins struggles to attention at key points. Cenenviel alerts the Sarkorians
with writing a new song that captures the tricks of how and Pathfinders that the tremors were not normal
to fight fire demons. A PC can help inspire him with a seismic activity: something is approaching the camp
successful Demon Lore, Performance, or Society check. from underground! As horn blasts from the perimeter
Critical Success As success, but one scroll is heightened to herald another impending attack, Nelket scowls and
3rd level (4th level for Levels 7–8). tells the PCs to descend below the camp and stop these
Success Dragbog gifts his fellow songwriter with three copies subterranean hostiles while the Farheaven Clan members
of the “lyrics” (actually just tonal markings on tattered hold the line on the surface. Two Sarkorian druids use
papers). These function as scrolls of sound burst. These shape stone to open a passage into the Darklands before
scrolls are heightened to 3rd level for Levels 7–8. joining the Farheaven warriors.
Critical Failure The lyrics reinforce just how daunting the battle Scouting: As the PCs descend into the Darklands, they
truly is. The PC becomes frightened 2 at the start of Event 3. can attempt to anticipate the upcoming challenges. Each
PC can attempt one check during the descent (either a
JALDAN Perception or Survival check or an attempt to Aid). If
The young centaur Pathfinder reinforces weak points multiple PCs attempt the same check, use the best result.
in the Farheaven camp with various traps and snares.
A PC can help her complete her work with a successful PERCEPTION
Crafting, Scouting Lore, or Thievery check. A PC who succeeds at a DC 22 Perception check (DC 25

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Breaking the Storm:
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B. Beneath the Camp
PCs start
here

R R

R R

R = Dolok tree root


Q = Clouded Quartz
1 square = 5 feet Pathfinder Flip-Tiles: Darklands Fire Caves Expansion

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Breaking the Storm:
Bastion in Embers
for Levels 7–8) can scout ahead into the tunnels. A PC the encounter (this stacks with Dragbog’s critical failure
can attempt to Aid the scouter using Stealth or Scouting effect during A Moment’s Rest).
Lore. This check should be rolled secretly.
Critical Success These tracks resemble those of a larger SURVIVAL
creature, like a specific type of troll. Any PC may attempt A PC who succeeds at a DC 22 Survival check (DC
to Recall Knowledge about cavern trolls prior to combat. 25 for Levels 7–8) can understand the nature of the
Success There are several claw gouges in the stone, indicating terrain. Another PC can attempt to Aid using Nature or
that something is tunneling Underground Lore. This check should be rolled secretly.
through solid rock. Critical Success The airflows are unnaturally strong
Critical Failure These are and erratic for normal heat release, suggesting
the tracks of a crimson that storm magic is at work. If the PCs didn’t
worm, an overwhelming already attempt to Recall Knowledge about
foe! Each PC becomes Urxehl and his servants (see Getting
frightened 1 at the start of Started), they can do so now. PCs who
succeeded at this Recall Knowledge check
suspect that his forces might be present.
Success The swift-moving air suggests
pressure from a volcanic vent. Standing next to or flying
over lava causes minor fire damage, worsened when light
creatures walk on the molten stone. Heavy creatures that
fall or sink into lava suffer much more lethal burns.
Critical Failure The PC steps in lava, taking 2d6
fire damage during an ill-advised test of
the terrain.

EVENT 3: URXEHL’S
SAPPERS SEVERE
The passage below the Farheaven camp funnels
Flauros’s pyroclastic flows out of Sarkoris. The narrower
tunnels have 15-foot ceilings, while the lava river passage
has 25-foot ceilings.
Use the map on page 12 for this encounter.
Lava: Creatures who move adjacent to or fly anywhere
above a square with lava take 1d6 fire damage, which
reoccurs every round the creature begins its turn in such
a space (this includes walking on the stepping stones to
the east). Creatures standing in the lava take 8d6 fire
damage instead. Creatures with the Throw Rock ability
that are adjacent to lava can take 1d6 fire damage to
pick up and throw a hot rock, adding 1d6 fire damage to
their rock Strikes.
Trees: At the start of the encounter, the ceiling bursts
open with the roots of any Dolok trees that were still
functional at the end of Event 2. These roots are 10-foot
tall obstacles emerging from the ceiling, and they form
in the marked squares. Apart from their change in height
and their emergence from the ceiling, the roots function
identically to the Dolok trees from which they grew. For
groups of more than 4 PCs, add any additional trees
beyond the fourth to squares directly above lava.
Clouded Quartz Roots that hang directly above the lava take 1d6 fire
damage each round.

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Creatures: Urxehl’s accursed champion—a cavern CAVERN TROLLS (2) CREATURE 6
troll called Clouded Quartz—leads the subterranean Page 20, art on page 23
assault. Desperate to appease her demonic patron, who
grants her magical power at a terrible cost, Clouded CLOUDED QUARTZ CREATURE 9
Quartz traversed miles of tunnels through Nar-Voth. Page 20, art on page 23
She seeks to realize her visions of bringing doom to the
Farheaven Clan, now burrowing through sheer stone to Development: Once the PCs defeat Clouded Quartz
reach her objective. and her allies, they’ve completed their defense of the
At the start of the combat, the tunnel depicted at the Farheaven Clan. Unless the PCs head up on their own,
south end of the map has not yet been dug. Clouded shortly after their success, several druids from above
Quartz begins the encounter in the marked square and come down to explain that the surface attack has been
tries to burrow to the surface using her rock tunneler broken. The PCs can return to the surface to meet with
ability while her allies protect her. Every 30 feet she the leaders of the Farheaven Clan.
burrows manifests as one more exposed tile of tunnel.
She normally uses two actions to Cast a Spell or attack Conclusion
and one action to tunnel, but she may adapt her actions Soon after the PCs defend the Farheaven camp from
based on the PCs’ interference, such as only attacking if below, dawn breaks. The Sarkorians beat back the rest
confronted by melee threats or only tunneling if she loses of the fiendish attackers, and Dolok Darkfur completes
her line of effect to the PCs. If Clouded Quartz tunnels his ritual, fully restoring a natural vibrancy to the
100 feet—10 feet off the western edge of the map’s soil within the camp. Beyond the borders of the river,
southern tunnel—she reaches the surface and attacks the the profane fires die down, and some small shoots
Farheaven camp 1 round later unless the PCs stop her. break through the blackened topsoil for the first time
Her allies are two cavern trolls who have been in generations.
physically weakened by the constant need to regenerate The eidolon meets with the PCs shortly after, thanking
fire damage dealt by standing near lava; for Levels 7–8, them for their aid in repelling the demons and pledging
the cavern trolls haven’t been forced to regenerate long his support to saving the possessed Decemvirate
enough for it to tire them. Place one troll to the north of member. He invokes the many debts the Farheaven Clan
the lava and the other to the south; when adding trolls owes the Pathfinder Society and expresses an eagerness
to scale the encounter, divide the trolls roughly evenly to repay them for their past and present support.
between the sides.
PRIMARY OBJECTIVES
Levels 5–6 The PCs fulfill their primary objective if they stop at
least half of the attackers from reaching the Farheaven
SCORCHED CAVERN TROLLS (2) CREATURE 4 camp. Doing so earns each PC 2 Reputation with their
Page 17, art on page 23 chosen faction.

CLOUDED QUARTZ CREATURE 7 SECONDARY OBJECTIVES


Page 17, art on page 23 The PCs fulfill their secondary objective if they stop all
the attackers from reaching the Farheaven camp. Doing
Levels 7–8 so earns each PC 2 Reputation with their chosen faction.

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Appendix 1: Level 5–6
Encounters Scaling Event 1
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 5th- Challenge Point adjustments. These adjustments are
level PCs. If your group has a different composition not cumulative.
or size, refer to the GM Basics section of the Guide to 10–11 Challenge Points: Add one weak brimorak to
Organized Play: Pathfinder Society for instructions on the encounter.
how to use the scaling sidebars to adjust the encounters 12–13 Challenge Points: Add one elite brimorak to
for your group. the encounter.
Some scaling sidebars reference the elite or weak 14–15 Challenge Points: Add two brimoraks to the
adjustments. Rules for these adjustments appear on encounter. Apply the elite adjustment to one brimorak.
page 6 of the Pathfinder Bestiary. If a creature is marked 16–18 Challenge Points (5+ players): Add three
“(0)”, don’t include it in the encounter unless otherwise brimoraks to the encounter.
specified (likely from the scaling sidebars).

EVENT 1: FIRES OF FLAUROS (LEVELS the brimorak is able to use their Breath Weapon again,
5–6) whichever comes first.
Flaming Weapon (divine, evocation, fire) A brimorak’s hooves
BRIMORAKS (3) CREATURE 5 and any weapon they wield burst into flame, dealing an
CE SMALL DEMON FIEND extra 1d6 fire damage with each hit. If they don’t have a
Perception +12; darkvision, smoke vision weapon, they can create a flaming sword of fire and steel
Languages Abyssal, Celestial, Draconic, Ignan; telepathy 60 ft. (see flaming sword Strike above).
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 Fume [two-actions] (divine, evocation, fire) The brimorak emits a cloud
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2 of thick smoke in a 10-foot burst that remains in place
Extinguishing Aversion Dousing a brimorak with water, either for 1d4 rounds. All creatures within the smoke become
ordinary water or from a water effect, causes no physical concealed, and all creatures outside the smoke become
harm to the fiend but deals 3d6 mental damage. Fully concealed to creatures within it. A creature that enters
immersing the brimorak in water deals 5d6 mental damage or begins its turn within the smoke must succeed at a DC
per round. 21 Fortitude save or become sickened 1 (sickened 2 on a
Smoke Vision Smoke doesn’t impair a brimorak’s vision; they critical failure).
ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, good 5
Boiling Blood Each time an adjacent creature deals slashing
or piercing damage to the brimorak, the attacker is sprayed
with the brimorak’s boiling blood, which deals 2d4 fire
damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 (magical), Damage 2d8+4
slashing plus 1d6 evil and 1d6 fire
Melee [one-action] hoof +15 (agile), Damage 2d4+4 bludgeoning plus
1d6 evil and 1d6 fire
Divine Innate Spells DC 21; 4th dimension door; 3rd dispel
magic, fireball; Cantrips (3rd) produce flame
Rituals DC 21; Abyssal pact
Breath Weapon [two-actions] (divine, evocation, fire) The brimorak
spits their boiling blood in a 20-foot line that deals 6d6
fire damage (DC 21 basic Reflex save). The brimorak can’t
use their Breath Weapon again for 1d4 rounds. The ground
within this area becomes slippery, with the effects of
a grease spell targeting the area, until it’s cleaned up or

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EVENT 2: ASHEN HUNTERS (LEVELS
5–6) Scaling Event 2

YETH HOUNDS (2) CREATURE 3 To adjust for the PCs’ overall strength, use the following
CE MEDIUM BEAST FIEND Challenge Point adjustments. These adjustments are
Perception +9; darkvision, scent (imprecise) 30 feet not cumulative.
Languages Abyssal; (can’t speak any language) 10–11 Challenge Points: Apply the elite adjustment to
Skills Acrobatics +8, Athletics +9, Stealth +10, Survival +8 the yeth hounds.
Str +4, Dex +3, Con +2, Int –2, Wis +3, Cha +1 12–13 Challenge Points: Add one ash archer and one
AC 18; Fort +9, Ref +12, Will +12 yeth hound to the encounter.
HP 55; Weaknesses silver 5 14–15 Challenge Points: Add one ash archer and one
Speed 40 feet; air walk yeth hound to the encounter. Apply the elite adjustment
Melee [one-action] jaws +11, Damage 1d8+6 piercing plus 1d6 evil, to all of the yeth hounds.
Knockdown, and sinister bite 16–18 Challenge Points (5+ players): Add two ash
Divine Innate Spells DC 20; Constant (4th) air walk archers to the encounter. Apply the elite adjustment to
Bay [three-actions] (auditory, concentrate, divine, enchantment, fear, all of the yeth hounds.
mental) The yeth hound emits an unearthly howl audible
up to 300 feet away. Any non-fiend creature that hears
the howl must succeed at a DC 20 Will save or become ASH ARCHERS (3) CREATURE 5
frightened 1. Any creature that critically fails and is UNCOMMON CE MEDIUM HUMANOID LIZARDFOLK TIEFLING
within 60 feet of the yeth hound is instead frightened 3 Perception +15; low-light vision
and fleeing for 1d4 rounds (or until it recovers from its Languages Abyssal
frightened condition). Whether it succeeds or fails the Skills Acrobatics +11, Athletics +13, Nature +9, Stealth +13,
saving throw, the creature is then temporarily immune to Survival +9
Bay for 24 hours. Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +0
Sinister Bite A good creature bitten by a yeth hound must Items battleaxe, composite longbow (100 arrows), leather armor
attempt a DC 20 Will save. On a critical success, the AC 22; Fort +10, Ref +13, Will +9
creature is temporarily immune to sinister bite for 1 minute. HP 78; Resistances fire 5
A creature that fails becomes frightened 1, or increases the Speed 25 feet
value of its frightened condition by 1 if already frightened. Melee [one-action] battleaxe +15, Damage 1d8+6 slashing
Melee [one-action] claw +15 (agile), Damage 1d4+6 slashing
Ranged [one-action] composite longbow +15 (deadly 1d10, propulsive,
range increment 100 feet, reload 0, volley 30 feet), Damage
1d8+6 piercing
Hunt Prey [one-action] (concentrate) The ash archer designates a single
creature they can see and hear, or one they’re Tracking, as
their prey. The archer gains a +2 circumstance bonus to
Perception checks to Seek the prey and to Survival checks to
Track the prey. The first time the archer hits the designated
prey in a round, they deal an additional 1d8 precision
damage. The archer also ignores the penalty for making
ranged attacks within their second range increment. These
effects last until the archer uses Hunt Prey again.

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EVENT 3: URXEHL’S SAPPERS (LEVELS
5–6) Scaling Event 3

SCORCHED CAVERN TROLLS (2) CREATURE 4 To adjust for the PCs’ overall strength, use the following
RARE CE LARGE EARTH GIANT TROLL Challenge Point adjustments. These adjustments are
Perception +11; darkvision not cumulative.
Languages Jotun, Undercommon 10–11 Challenge Points: Add one scorched cavern
Skills Athletics +13, Intimidation +12 troll to the encounter.
Str +5, Dex +2, Con +5, Int –2, Wis +2, Cha +2 12–13 Challenge Points: Add two scorched cavern
AC 19; Fort +14, Ref +10, Will +6 trolls to the encounter.
HP 80; regeneration 15 (deactivated by acid or sonic); 14–15 Challenge Points: Remove one scorched
Immunities bleed cavern troll, and add three elite scorched cavern trolls
Sunlight Petrification If exposed to direct sunlight, a cavern to the encounter.
troll immediately becomes slowed 1 and can’t use reactions 16–18 Challenge Points (5+ players): Add three elite
or Trample. The slowed value increases by 1 each time the scorched cavern trolls to the encounter.
cavern troll ends their turn in sunlight. If the cavern troll’s
actions are reduced to 0 in this way, they become petrified
until they spend at least 1 minute in darkness. Spells like rolls using physical ammunition that target her or originate
sunburst that create magical sunlight can’t petrify a cavern from her.
troll, but the troll is slowed 1 for 1d4 rounds after being Sunlight Petrification If exposed to direct sunlight, Clouded
exposed to such an effect. Quartz immediately becomes slowed 1 and can’t use
Attack of Opportunity [reaction] reactions or Trample. The slowed value increases by 1 each
Catch Rock [reaction] time she ends her turn in sunlight. If Clouded Quartz’s
Speed 25 feet, burrow 20 feet, climb 20 feet actions are reduced to 0 in this way, she becomes petrified
Melee [one-action] jaws +13 (reach 10 feet), Damage 2d10+5 piercing until she spends at least 1 minute in darkness. Spells like
Melee [one-action] claw +13 (agile, reach 10 feet), Damage 1d12+5 sunburst that create magical sunlight can’t petrify Clouded
slashing Quartz, but she’s slowed 1 for 1d4 rounds after being
Ranged [one-action] rock +13 (brutal, range increment 120 feet), exposed to such an effect.
Damage 2d6+5 bludgeoning Attack of Opportunity [reaction]
Rend [one-action] claw Catch Rock [reaction]
Rock Tunneler A cavern troll can burrow through solid stone Speed 25 feet, burrow 20 feet, climb 20 feet
at a Speed of 10 feet. They can leave a tunnel if they desire. Melee [one-action] jaws +17 (reach 10 feet), Damage 2d10+8 piercing
Throw Rock [one-action] Melee [one-action] claw +17 (agile, reach 10 feet), Damage 2d8+8
slashing
CLOUDED QUARTZ CREATURE 7 Ranged [one-action] rock +17 (brutal, range increment 120 feet),
UNIQUE CE LARGE EARTH GIANT TROLL Damage 2d8+8 bludgeoning
Perception +16; darkvision, tempest sight Divine Spontaneous Spells DC 23, attack +15; 3rd (3 slots)
Languages Abyssal, Jotun, Undercommon blindness, chilling darkness, fear; 2nd (3 slots) dispel magic,
Skills Athletics +17, Intimidation +17, Nature +14, Religion +14 faerie fire, silence; 1st (3 slots) create water, gust of wind,
Str +6, Dex +2, Con +6, Int –2, Wis +3, Cha +4 sanctuary; Cantrips (3rd) chill touch, divine lance, electric
Tempest Sight Clouded Quartz can see perfectly through arc, shield, sigil
wind and water. She never takes penalties to Perception Rend [one-action] claw
from wind, rain, fog, or other precipitation, or from looking Rock Tunneler Clouded Quartz can burrow through solid stone
through water or being underwater, and such conditions at a Speed of 10 feet. She can leave a tunnel if she desires.
don’t cause anything to be concealed from her. Throw Rock [one-action]
AC 23; Fort +18, Ref +15, Will +16
HP 145; regeneration 20 (deactivated by acid or sonic);
Weaknesses electricity 5; Immunities bleed; Resistances
fire 5
Perpetual Storm Aura (air, aura, water) 10 feet. Clouded
Quartz is surrounded by a perpetual storm. The whirling
winds impose a –2 circumstance penalty on ranged attack

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Breaking the Storm:
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Appendix 2: Level 7–8
Encounters Scaling Event 1
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 7th-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
refer to the GM Basics section of the Guide to Organized 19–22 Challenge Points: Add one salamander to the
Play: Pathfinder Society for instructions on how to use the encounter.
scaling sidebars to adjust the encounters for your group. 23–27 Challenge Points: Add one salamander and
Some scaling sidebars reference the elite or weak one brimorak to the encounter.
adjustments. Rules for these adjustments appear on 28–32 Challenge Points: Remove one brimorak from
page 6 of the Pathfinder Bestiary. If a creature is marked the encounter, and add three salamanders.
“(0)”, don’t include it in the encounter unless otherwise 33+ Challenge Points: Remove both brimoraks from
specified (likely from the scaling sidebars). the encounter, and add four salamanders.

EVENT 1: FIRES OF FLAUROS (LEVELS


7–8) Flaming Weapon (divine, evocation, fire) A brimorak’s hooves
and any weapon they wield burst into flame, dealing an
BRIMORAKS (2) CREATURE 5 extra 1d6 fire damage with each hit. If they don’t have a
CE SMALL DEMON FIEND weapon, they can create a flaming sword of fire and steel
Perception +12; darkvision, smoke vision (see flaming sword Strike above).
Languages Abyssal, Celestial, Draconic, Ignan; telepathy 60 ft. Fume [two-actions] (divine, evocation, fire) The brimorak emits a cloud
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 of thick smoke in a 10-foot burst that remains in place
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2 for 1d4 rounds. All creatures within the smoke become
Extinguishing Aversion Dousing a brimorak with water, either concealed, and all creatures outside the smoke become
ordinary water or from a water effect, causes no physical concealed to creatures within it. A creature that enters
harm to the fiend but deals 3d6 mental damage. Fully or begins its turn within the smoke must succeed at a DC
immersing the brimorak in water deals 5d6 mental damage 21 Fortitude save or become sickened 1 (sickened 2 on a
per round. critical failure).
Smoke Vision Smoke doesn’t impair a brimorak’s vision; they
ignore the concealed condition from smoke. SALAMANDERS (2) CREATURE 7
AC 22; Fort +15, Ref +12, Will +10 CE MEDIUM ELEMENTAL FIRE
HP 80; Immunities fire; Weaknesses cold iron 5, good 5 Perception +15; darkvision
Boiling Blood Each time an adjacent creature deals slashing Skills Acrobatics +12, Athletics +17, Crafting +15 (+17 for
or piercing damage to the brimorak, the attacker is sprayed blacksmithing), Deception +12, Intimidation +14, Society +13
with the brimorak’s boiling blood, which deals 2d4 fire Str +4, Dex +3, Con +4, Int +2, Wis +2, Cha +1
damage (DC 19 basic Reflex save). Items +1 ranseur
Speed 30 feet AC 26; Fort +15, Ref +16, Will +13
Melee [one-action] flaming sword +15 (magical), Damage 2d8+4 HP 125; Immunities bleed, fire, paralyzed, poison, sleep;
slashing plus 1d6 evil and 1d6 fire Weaknesses cold 10
Melee [one-action] hoof +15 (agile), Damage 2d4+4 bludgeoning plus Attack of Opportunity [reaction]
1d6 evil and 1d6 fire Speed 20 feet
Divine Innate Spells DC 21; 4th dimension door; 3rd dispel Melee [one-action] ranseur +18 (disarm, magical, reach 10 feet), Damage
magic, fireball; Cantrips (3rd) produce flame 2d10+7 piercing
Rituals DC 21; Abyssal pact Melee [one-action] tail +17 (agile, reach 10 feet), Damage 1d8+7
Breath Weapon [two-actions] (divine, evocation, fire) The brimorak spits bludgeoning plus 1d6 fire and Grab
their boiling blood in a 20-foot line that deals 6d6 fire damage Armor of Flames [one-action] The salamander stokes its internal flames.
(DC 21 basic Reflex save). The brimorak can’t use their Breath Until the start of its next turn, it gains a +2 circumstance
Weapon again for 1d4 rounds. The ground within this area bonus to AC, and when an adjacent creature touches it or hits
becomes slippery, with the effects of a grease spell targeting it with a physical attack, that creature takes 2d6 persistent
the area, until it’s cleaned up or the brimorak is able to use fire damage unless it succeeds at a DC 25 Reflex save.
their Breath Weapon again, whichever comes first. Constrict [one-action] 1d8+4 bludgeoning plus 1d6 fire, DC 25

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Breaking the Storm:
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EVENT 2: ASHEN HUNTERS (LEVELS
7–8) Scaling Event 2

ASH ARCHERS (2) CREATURE 5 To adjust for the PCs’ overall strength, use the following
UNCOMMON CE MEDIUM HUMANOID LIZARDFOLK TIEFLING Challenge Point adjustments. These adjustments are
Perception +15; low-light vision not cumulative.
Languages Abyssal 19–22 Challenge Points: Apply the elite adjustment
Skills Acrobatics +11, Athletics +13, Nature +9, Stealth +13, to the ash archers.
Survival +9 23–27 Challenge Points: Add one ash archer and one
Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +0 yeth warbeast to the encounter.
Items battleaxe, composite longbow (100 arrows), leather armor 28–32 Challenge Points: Add one ash archer and
AC 22; Fort +10, Ref +13, Will +9 one yeth warbeast to the encounter. Apply the elite
HP 78; Resistances fire 5 adjustment to the ash archers.
Speed 25 feet 33+ Challenge Points: Add two yeth warbeasts to
Melee [one-action] battleaxe +15, Damage 1d8+6 slashing the encounter. Apply the elite adjustment to the ash
Melee [one-action] claw +15 (agile), Damage 1d4+6 slashing archers.
Ranged [one-action] composite longbow +15 (deadly 1d10, propulsive,
range increment 100 feet, reload 0, volley 30 feet), Damage
1d8+6 piercing Ear-Splitting Howl [two-actions] (auditory, divine, evocation, fear,
Hunt Prey [one-action] (concentrate) The ash archer designates a single mental, sonic) The yeth warbeast releases a piercing bark
creature they can see and hear, or one they’re Tracking, that deals 8d6 sonic damage in a 20-foot cone (DC 25 basic
as their prey. The archer gains a +2 circumstance bonus Reflex save). A creature that critically fails also becomes
to Perception checks to Seek the prey and to Survival frightened 1, or increases the value of its frightened
checks to Track the prey. The first time the archer hits condition by 1 if already frightened. The warbeast can’t use
the designated prey in a round, they deal an additional Ear-Splitting Howl again for 1d4 rounds.
1d8 precision damage. The archer also ignores the penalty Sinister Bite A good creature bitten by a yeth warbeast
for making ranged attacks within their second range must attempt a DC 25 Will save. On a critical success, the
increment. These effects last until the archer uses Hunt creature is temporarily immune to sinister bite for 1 minute.
Prey again. A creature that fails becomes frightened 1, or increases the
value of its frightened condition by 1 if already frightened.
YETH WARBEASTS (3) CREATURE 7
UNCOMMON CE LARGE BEAST FIEND
Perception +15; darkvision, scent (imprecise) 30 feet
Languages Abyssal; (can’t speak any language)
Skills Acrobatics +13, Athletics +17, Stealth +15, Survival +13
Str +6, Dex +4, Con +2, Int –2, Wis +4, Cha +2
AC 24; Fort +15, Ref +17, Will +17
HP 145; Weaknesses silver 10
Speed 40 feet; air walk
Melee [one-action] jaws +17, Damage 3d8+6 piercing plus 1d6 evil,
Knockdown, and sinister bite
Divine Innate Spells DC 25; Constant (4th) air walk
Bay [three-actions] (auditory, concentrate, divine, enchantment, fear,
mental) The yeth warbeast emits an unearthly howl audible
up to 300 feet away. Any non-fiend creature that hears
the howl must succeed at a DC 25 Will save or become
frightened 1. Any creature that critically fails and is within
60 feet of the warbeast is instead frightened 3 and fleeing
for 1d4 rounds (or until it recovers from its frightened
condition). Whether it succeeds or fails the saving throw,
the creature is then temporarily immune to Bay for
24 hours.

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EVENT 3: URXEHL’S SAPPERS (LEVELS
7–8) Scaling Event 3

CAVERN TROLLS (2) CREATURE 6 To adjust for the PCs’ overall strength, use the following
UNCOMMON CE LARGE EARTH GIANT TROLL Challenge Point adjustments. These adjustments are
Perception +14; darkvision not cumulative.
Languages Jotun, Undercommon 19–22 Challenge Points: Add one cavern troll to the
Skills Athletics +16, Intimidation +14 encounter.
Str +6, Dex +2, Con +6, Int –2, Wis +2, Cha +2 23–27 Challenge Points: Add two cavern trolls to the
AC 22; Fort +18, Ref +13, Will +8 encounter.
HP 135; regeneration 20 (deactivated by acid or sonic); 28–32 Challenge Points: Replace the two cavern
Immunities bleed trolls with three elite cavern trolls and one cavern troll.
Sunlight Petrification If exposed to direct sunlight, a cavern 33+ Challenge Points (5+ players): Add three elite
troll immediately becomes slowed 1 and can’t use reactions cavern trolls.
or Trample. The slowed value increases by 1 each time the
cavern troll ends their turn in sunlight. If the cavern troll’s
actions are reduced to 0 in this way, they become petrified winds impose a –2 circumstance penalty on ranged attack
until they spend at least 1 minute in darkness. Spells like rolls using physical ammunition that target her or originate
sunburst that create magical sunlight can’t petrify a cavern from her.
troll, but the troll is slowed 1 for 1d4 rounds after being Sunlight Petrification If exposed to direct sunlight, Clouded
exposed to such an effect. Quartz immediately becomes slowed 1 and can’t use
Attack of Opportunity [reaction] reactions or Trample. The slowed value increases by 1 each
Catch Rock [reaction] time she ends her turn in sunlight. If Clouded Quartz’s
Speed 25 feet, burrow 20 feet, climb 20 feet actions are reduced to 0 in this way, she becomes petrified
Melee [one-action] jaws +16 (reach 10 feet), Damage 2d10+8 piercing until she spends at least 1 minute in darkness. Spells like
Melee [one-action] claw +16 (agile, reach 10 feet), Damage 2d6+8 sunburst that create magical sunlight can’t petrify Clouded
slashing Quartz, but she is slowed 1 for 1d4 rounds after being
Ranged [one-action] rock +16 (brutal, range increment 120 feet), exposed to such an effect.
Damage 1d12+8 bludgeoning Attack of Opportunity [reaction]
Rend [one-action] claw Catch Rock [reaction]
Rock Tunneler A cavern troll can burrow through solid stone Speed 25 feet, burrow 20 feet, climb 20 feet
at a Speed of 10 feet. They can leave a tunnel if they desire. Melee [one-action] jaws +20 (reach 10 feet), Damage 2d12+8 piercing
Throw Rock [one-action] Melee [one-action] claw +20 (agile, reach 10 feet), Damage 3d6+8
slashing
CLOUDED QUARTZ CREATURE 9 Ranged [one-action] rock +20 (brutal, range increment 120 feet),
UNIQUE CE LARGE EARTH GIANT TROLL Damage 2d10+8 bludgeoning
Perception +18; darkvision, tempest sight Divine Spontaneous Spells DC 26, attack +18; 4th (3 slots)
Languages Abyssal, Jotun, Undercommon enervation, freedom of movement, lightning bolt; 3rd (3
Skills Athletics +19, Intimidation +20, Nature +16, Religion slots) blindness, chilling darkness, fear; 2nd (3 slots) dispel
+16 magic, faerie fire, silence; 1st (3 slots) create water, gust
Str +6, Dex +2, Con +6, Int –1, Wis +3, Cha +5 of wind, sanctuary; Cantrips (4th) chill touch, divine lance,
Tempest Sight Clouded Quartz can see perfectly through electric arc, shield, sigil
wind and water. She never takes penalties to Perception Rend [one-action]
from wind, rain, fog, or other precipitation, or from looking Rock Tunneler Clouded Quartz can burrow through solid stone
through water or being underwater, and such conditions at a Speed of 10 feet. She can leave a tunnel if she desires.
don’t cause anything to be concealed from her. Throw Rock [one-action]
AC 26; Fort +21, Ref +17, Will +18
HP 200; regeneration 20 (deactivated by acid or sonic);
Weaknesses electricity 10; Immunities bleed; Resistances
fire 10
Perpetual Storm Aura (air, aura, water) 10 feet. Clouded
Quartz is surrounded by a perpetual storm. The whirling

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Breaking the Storm:
Bastion in Embers
Appendix 3: Game Aids

Eliza Petulengro Nelket


Dolok Tree Brimorak

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Breaking the Storm:
Bastion in Embers
Appendix 3: Game Aids

Ash Archer Yeth Hounds


Dolok Darkfur Jaldan

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Appendix 3: Game Aids

Clouded Quartz Cavern Troll

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Breaking the Storm:
Bastion in Embers

F01 F01 F01 F01


03B 06A 07A 08A

F01 F01 F01 F01


04B 05A 21A 12A

F01 F01 F01 F01


20A 16A 19A 22B

F01 F01 F01 F01


01B 09A 14A 24A

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Breaking the Storm:
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DA2 DA2 DA2


10B 16B 12B

DA2 DA2 DA2


09B 17B 14B

DA2 DA2 DA2


01A 02A 22A

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Breaking the Storm:
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Handout 1: Dolok Trees (Levels 5–6)
As mindless creatures, Dolok trees use the following tactical routines.
Blue Trees: Blue trees activate their Fire Ward ability, then attack the nearest opponent with their water blast
ranged Strike. If there are no visible opponents within range, they attempt to Seek a hidden foe.
Brown Trees: Brown trees use Ensnaring Roots every round.
Red Trees: Red trees use both actions to Strike the nearest opponent with their branches and use their Lash Out
reaction on the first creature that triggers it each round.
Violet Trees: Violet trees cast heal on the most injured ally (PC or tree) within range. If there are no injured allies
within range, they don’t act.

DOLOK TREE CREATURE 3


RARE N MEDIUM MINDLESS PLANT
Perception +8, low-light vision
Skills Athletics +9
Str +4, Dex +3, Con +3, Int –5, Wis +1, Cha +1
AC 19; Fort +12, Ref +8, Will +6
HP 50; Resistances bludgeoning 5, piercing 5; Weaknesses axe vulnerability
Axe Vulnerability A Dolok tree takes 5 additional damage from axes.
Speed 0 ft. (can’t move)
Color Boughs Dolok trees have additional abilities based on the color of their leaves.
Blue Leaves:
• Ranged [one-action] water blast +10 (magical, range increment 60 feet), Damage 3d6 cold
• Fire Ward [one-action] Blue trees grant all allied creatures within 20 feet fire resistance 5 for one round.
Brown Leaves:
• Ensnaring Roots [two-actions] An array of ensnaring roots emerges from the tree in a 20-foot-cone. All creatures standing on
the ground in the area must attempt a DC 20 Reflex save.
Critical Success The creature is unaffected.
Success The creature is flat-footed until the start of its next turn.
Failure The creature falls prone.
Critical Failure As failure, plus the creature takes 1d6 bludgeoning damage.
Red Leaves:
• Lash Out [reaction] Trigger A creature within the tree’s reach leaves a square during a move action; Effect The tree attempts
a melee branch Strike (see below). As a mindless creature, the tree uses this reaction the first time an opponent
triggers it each round.
• Melee [one-action] branch +12 (reach 20 feet), Damage 1d10+6 bludgeoning plus Grab
Violet Leaves:
• Primal Innate Spells DC 17; 1st heal (at will)
• Lightbringer Violet trees passively exude bright, magical sunlight in a 20-foot radius.

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Breaking the Storm:
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Handout 2: Dolok Trees (Levels 7–8)
As mindless creatures, Dolok trees use the following tactical routines.
Blue Trees: Blue trees activate their Fire Ward ability, then attack the nearest opponent with their water blast
ranged Strike. If there are no visible opponents within range, they attempt to Seek a hidden foe.
Brown Trees: Brown trees use Ensnaring Roots every round.
Red Trees: Red trees use both actions to Strike the nearest opponent with their branches and use their Lash Out
reaction on the first creature that triggers it each round.
Violet Trees: Violet trees cast heal on the most injured ally (PC or tree) within range. If there are no injured allies
within range, they don’t act.

DOLOK TREE CREATURE 5


RARE N MEDIUM MINDLESS PLANT
Perception +11, low-light vision
Skills Athletics +14
Str +5, Dex +4, Con +4, Int –5, Wis +2, Cha +2
AC 22; Fort +15, Ref +13, Will +11
HP 80; Resistances bludgeoning 5, piercing 5; Weaknesses axe vulnerability
Axe Vulnerability A Dolok tree takes 5 additional damage from axes.
Speed 0 ft. (cannot move)
Color Boughs Dolok trees have additional abilities based on the color of their leaves.
Blue Leaves:
• Ranged [one-action] water blast +13 (magical, range increment 60 feet), Damage 4d6 cold
• Fire Ward [one-action] Blue trees grant all allied creatures within 20 feet fire resistance 5 for one round.
Brown Leaves:
• Ensnaring Roots [two-actions] An array of ensnaring roots emerges from the tree in a 20-foot-cone. All creatures standing on
the ground in the area must attempt a DC 22 Reflex save.
Critical Success The creature is unaffected.
Success The creature is flat-footed until the start of its next turn.
Failure The creature falls prone.
Critical Failure As failure, plus the creature takes 2d6 bludgeoning damage.
Red Leaves:
• Lash Out [reaction] Trigger A creature within the tree’s reach leaves a square during a move action; Effect The tree attempts
a melee branch Strike (see below). As a mindless creature, the tree uses this reaction the first time an opponent
triggers it each round.
• Melee [one-action] branch +15 (reach 20 feet), Damage 2d8+7 bludgeoning plus Grab
Violet Leaves:
• Primal Innate Spells DC 19; 2nd heal (at will)
• Lightbringer Violet trees passively exude bright, magical sunlight in a 20-foot radius.

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Breaking the Storm:
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Organized Play
Treasure Table Treasure Bundles
▫ ▫ Event 1, page 8: 2 Treasure Bundles for stopping
LEVEL TREASURE BUNDLE
the first wave of attackers.
5 10 gp ▫ ▫ Event 2, page 9: 2 Treasure Bundles for stopping
6 15 gp the second wave of attackers.
7 22 gp ▫ ▫ ▫ A Moment’s Rest, page 10: 3 Treasure Bundles
8 30 gp for successfully interacting with at least 3 Farheaven
leaders.
▫ ▫ ▫ Event 3, page 13: 3 Treasure Bundles for
defeating Clouded Quartz.

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Breaking the Storm:
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Event Reporting Form
Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

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Breaking the Storm:
Bastion in Embers
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Pathfinder Society Scenario


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Scenario #2-20:
Breaking the Storm: Bastion in Embers

2
Character Name Organized Play # Character #

Adventure Summary
Tasked by the Decemvirate, you magically travelled to the distant lands of Sarkoris to enlist the assistance of Nelket the god caller
and Dolok Darkfur of the Farheaven Clan. When you arrived, you found that Dolok was in the midst of enacting a powerful ritual
to cleanse a nearby forest. Using feathers granted by the eidolon that summoned magical trees, you held off two assaults by waves
of demonic attackers. Following this, you met with several prominent members of the Farheaven Clan and their allies. Finally, a
worshipper of the demon lord Urxehl dispatched a subterranean force to attack the ritual site from below. You and your allies
managed to stop the attackers and secure Dolok and Nelket’s aid in future missions.

Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition) XP Gained
Achievement Points, a currency that be redeemed on our website at paizo.com for special character boons,
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go
to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a
paizo.com account and registered a character before you can begin making Achievement Point transactions.

GP Gained

Reputation Gained

Items Purchases
Items Sold / Conditions Gained

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the GP Gained Box

Items Bought / Conditions Cleared

TOTAL COST OF ITEMS BOUGHT

Notes Downtime

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: SCWG

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