TEXT: By Crystal Malarsky
  TYRANNY OF WINDS, PART 2:
  SECRETS OF THE ENDLESS SKY
  PATHFINDER SOCIETY SCENARIO #8-10 
  TIER 1–5
  
  Pathfinder Society Scenario #8–10: Tyranny 
  of Winds, Part 2: Secrets of the Endless Sky is 
  a Pathfinder Society Scenario designed for 1st- 
  through 5th-level characters (Tier 1–5; Subtiers 
  1–2 and 4–5). This scenario is designed for 
  play in the Pathfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use 
  with any world. For more information on the 
  Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in 
  your area, check out the campaign’s home page 
  at paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Crystal Malarsky
  Development Lead • Linda Zayas-Palmer
  Cover Artist • Yesper Ejsing
  Interior Artists • Enrique Barajas, Mauricio Calle, 
  Roberto Pitturru, Sebastian Rodriguez, and Kevin Yan
  Cartographer • Robert Lazzaretti and Corey Macourek
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini,  
  and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
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  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, yet 
  these additional supplements are not required to make use of this book. Readers interested in references to 
  Pathfinder RPG hardcovers can find the complete rules of these books available online for free at paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
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  Pathfinder Society Scenario #8–10: Tyranny of Winds, Part 2: Secrets of the Endless Sky © 2016, Paizo Inc. All 
  Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, 
  Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
  GM ResouRces
  Secrets of the Endless Sky makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 5, Pathfinder RPG Advanced Class 
  Guide (ACG), Pathfinder RPG Advanced Race Guide (ARG), and Pathfinder RPG Ultimate Combat 
  (UC). This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, 
  and the relevant rules from the Bestiary volumes are reprinted at the back of the adventure for 
  the GM’s convenience.
  Table of Contents
  Secrets of the Endless Sky         3
  Player Handout                     22
  Appendix: Stat Blocks              23
  Maps                                 25
  Chronicle Sheet                    27
  
  Sothis •
  Osirion
  3
  patrols Armun Kelisk from astride his pegasus companion. 
  Ever since whispers of a coup involving Ranginori’s release 
  reached his ears, Chalissier has been vigilantly searching for 
  any conspirators hidden within the city.
  ADVENTURE SUMMARY
  The PCs begin this scenario in Sothis, meeting with 
  Venture-Captain Norden Balentiir to discuss developments 
  regarding Jamila. Balentiir arranges for the PCs to travel 
  to Armun Kelisk in pursuit of the Concordance agent. He 
  urges them to research the Untouchable Opal while they are 
  in the city. Jairo, a djinni contact of the Society, waits to 
  greet the Pathfinders in Armun Kelisk’s Lower City district. 
  He invites the PCs to accompany him to an upcoming 
  festival, the Grand Symposium Gala, where they can speak 
  directly to guest scholars. The PCs’ investigation catches 
  the attention of Concordance agents, who ambush the PCs 
  L
  ong ago, Kelizandri, the evil elemental lord of 
  water, conspired with the villainous lords of air, 
  earth, and fire to trap the four good elemental lords 
  within arcane gems. They imprisoned Ranginori, the good 
  elemental lord of air, in a gem that came to be called the 
  Untouchable Opal. Thought lost for eons, the artifact recently 
  found its way into the hands of the Pathfinder Society. With 
  the prisoner of the stone identified, the Society now seeks to 
  free the demigod to win his favor and gain easier access to 
  the Plane of Air.
  News of this discovery reached a cabal known as the 
  Concordance of Elements, which strives to maintain 
  harmony among the elemental planes. They fear any 
  incongruity in the balance of power could cause catastrophic 
  disaster, and they see the Society’s goals as a threat to the 
  planes’ delicate balance. In an effort to prevent the Society 
  from doing harm, Concordance agent Jamila al-Shafah 
  attempted to sabotage the Society by pitting elemental clans 
  from the Osiriani deserts against them. Her plan backfired 
  when the clans saw the Pathfinder agents as prophets 
  rather than enemies. Through its dealings with two of the 
  largest elemental clans, the Ainsi Tribe and the Goanron 
  Triumvirate, the Society learned about Jamila’s treachery 
  and allegiance to the Concordance. More importantly, they 
  also discovered where she retreated: Armun Kelisk, the great 
  djinni city on the Plane of Air.
  After Jamila reported her failure, her superior Ashasar 
  sent her on a mission to retrieve a powerful magic item 
  to use against the Society. Meanwhile, Ashasar placed 
  Concordance members in Armun Kelisk on high alert for 
  any Society agents entering the city. He ordered them to use 
  whatever means necessary to waylay the Pathfinders. 
  In the midst of the struggle between the Concordance 
  and the Society, a greater threat looms silently in the 
  background. The imprisonment of Ranginori left the Plane 
  of Air solely under the authority of the wicked elemental 
  lord of air, Hshurha. The cruel and capricious Duchess 
  of All Winds has her own spies skulking throughout the 
  clouds, ready to vanquish potential nuisances with vicious 
  glee. Among her loyal servants is the sylph Chalissier, who 
  TYRANNY OF WINDS, PART 2:
  SECRETS OF THE ENDLESS SKY
  By Crystal Malarsky
  This scenario begins in the Osirian capital city of Sothis. 
  From there, the adventure moves to the city of Armun Kelisk 
  on the Plane of Air, where the bulk of the scenario takes 
  place. For more information on Armun Kelisk and the Plane 
  of Air, see Pathfinder Campaign Setting: Planes of Power, 
  available in bookstores and games stores everywhere and 
  online at paizo.com.
  Where on Golarion?
  
  Norden Balentiir
  PATHFINDER SOCIETY SCENARIO
  4
  after the event. After handling the ambush, the PCs follow 
  a lead to a remote temple dedicated to the empyreal lord 
  Pulura, where they continue researching the Concordance 
  and the Untouchable Opal. They learn of a tome located 
  in the Azure Hall that promises to reveal a wealth of 
  knowledge, but before they depart, more Concordance 
  agents confront them. After repelling the attackers, the 
  PCs must obtain access to the Azure Hall and 
  locate the tome before the Concordance 
  and Hshurha’s spies catch up to them.
  GETTING STARTED
  The adventure begins in the office 
  of Venture-Captain Norden Balentiir 
  in Osirion. Read or paraphrase the 
  following to begin the adventure.
  Venture-Captain Norden Balentiir sits bent 
  over a weathered scroll. He looks up from the 
  parchment and smiles wearily. “Thank you for 
  coming. As you may know, an agent from the 
  Concordance of Elements attempted to 
  sabotage us by leading the Society into a 
  trap in the deserts to the east.”
  If any of the PCs has the Chronicle 
  sheet for #8–08: Tyranny of Winds, Part 
  1: The Sandstorm Prophecy, Balentiir 
  thanks those PCs for resolving the 
  situation in the desert, and asks those 
  PCs to fill their allies in on the details 
  of their adventures.
  “The agent was Jamila al-Shafah, a janni who was once on good 
  terms with the Pathfinder Society. I would appreciate your tracking 
  her down and discovering her cabal’s goals. My colleagues and I 
  believe she went to Armun Kelisk, a metropolis on the Plane of 
  Air, to convene with other members of her organization. I’ll need 
  all of you to travel to the Plane of Air to pick up the trail. While 
  you are in Armun Kelisk, I have another important task for you.” 
  Balentiir taps a finger to the image of a gem drawn on the 
  scroll before him. “This is a sketch of the Untouchable Opal. It 
  imprisons the good-aligned lord of air, Ranginori, and is now in 
  our possession. If we can find a way to release Ranginori, he 
  may grant us his blessing, making the outer reaches of the Plane 
  of Air more hospitable for us. Armun Kelisk’s numerous libraries 
  are an invaluable place to start our investigation into the Opal.
  “A friend of the Society by the name of Jairo the Enlightener 
  has arranged your travel to Armun Kelisk, and he will meet with 
  you once you arrive. He is a scholarly djinni with many contacts 
  that should prove useful. I advise exercising discretion though—
  we do not know who may be allied with the Concordance. Do 
  you have any questions?”
  Below are some potential questions the PCs may have for 
  Venture-Captain Balentiir. 
  Can you tell us more about the Concordance and this 
  agent we’re after? “Unfortunately, we do not have much 
  information. Jamila al-Shafah was a wealthy merchant in 
  Qadira and the partner of late Venture-Captain Targos Min-
  Katheer. We believe the Concordance sent her to spy on the 
  Society. The Concordance’s motivations and overall goals are 
  still a mystery.”
  What do you know about the Untouchable Opal? “The 
  evil elemental lords trapped their good counterparts 
  in four different gems long ago. They imprisoned 
  Ranginori in the Untouchable Opal, and their agents 
  hid the gem inside the comet known as Aucturn’s 
  Tear. The Duke of Thunder illuminated his prison as 
  it passed across Golarion’s sky, drawing our attention. 
  We recovered the artifact and have stored it in a safe 
  location. We need you to learn more and find a way 
  to release the demigod from that 
  miserable prison.” 
  Can we trust Jairo? “The 
  Society crossed paths with Jairo 
  years ago and earned his respect 
  and friendship. He offered to 
  assist us should any of our agents 
  visit Armun Kelisk. We have no 
  reason to believe he works for the 
  Concordance.” 
  What can Jairo offer us? “He has 
  secured your transportation to the 
  Plane of Air. I will speak more on that 
  shortly. He will also be your host while 
  in Armun Kelisk, and he’s already 
  arranged for you to meet with local scholars and dignitaries. 
  If you encounter any need for political support during your 
  mission, ask Jairo. He may have some connections.”
  What can we expect from the inhabitants of Armun 
  Kelisk? “Armun Kelisk is primarily filled with djinn, but it 
  has a sizeable population of sylphs, gnomes, elementals, and 
  mephits. Sultan Zafer XXXVIII rules from the Sussurran 
  Palace, but the ruthless elemental lord Hshurha commands 
  the entirety of the Plane of Air. Known as the Duchess of All 
  Winds, she rarely interferes with the people of Armun Kelisk. 
  Blessedly, Sultan Zafer himself is far more pleasant a ruler, if 
  a bit epicurean. The city is a metropolis bustling with traders 
  and travelers, so you shouldn’t incur any hostility.”
  Is there anything we should know about the 
  environmental effects on the Plane of Air? “Most of the 
  Plane of Air is difficult for non-natives to traverse because 
  gravity itself is subjective throughout most of the plane. 
  However, to encourage foreign trade and tourism, the djinn 
  of Armun Kelisk have arcanely simulated gravity in Armun 
  Kelisk that resembles Golarion’s.”
  
  Jairo the
   Enlightener
  5
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  Knowledge (Planes)
  Based on the result of a Knowledge (planes) check, the PCs 
  might know about Armun Kelisk. They know all of the 
  information whose DC is less than or equal to the result of 
  their check. Sylph PCs receive a +4 circumstance bonus on 
  this skill check.
  15+: Armun Kelisk is the largest settlement on the Plane of 
  Air. It is divided into seven different islands: the Lower City, 
  the Cyan Keep, the Silversky Markets, the Luminous Court, 
  the Cirussean Ward, the Godsward, and the High Palaces. 
  20+: In addition to simulating gravity, the djinn of 
  Armun Kelisk have also created an artificial day and 
  night cycle for the comfort of their frequent non-
  native guests.
  25+: A network of portals connects the 
  city’s seven islands. These portals are 
  heavily guarded, and anyone wishing 
  to access the High Palaces district 
  must possess a special crystal key 
  granted by the sultan himself.
  Once the PCs have asked the venture-
  captain all of their questions, he 
  informs them that Jairo has sent 
  a rather ostentatious means of 
  transport, which is currently in 
  the lodge’s gardens. He also tells 
  the PCs that while they have time 
  to make last-minute purchases, 
  it would be best not to make their 
  transport wait longer than necessary. 
  When the PCs venture out to the 
  gardens, they find a gilded carriage 
  and four pegasi waiting for them. The 
  pegasi cannot speak, but they understand Common, and they 
  do their best to communicate if the PCs speak with them. 
  They know that Jairo hired their services to convey the PCs 
  to Armun Kelisk by calling in a favor that another genie owed 
  him, the details of which they are not at liberty to share. They 
  believe that Jairo is trustworthy and dependable, and they 
  have never heard of the Concordance.
  The carriage is large enough to accommodate the PCs and 
  all of their animal companions, familiars, and other such 
  allies. Once everyone has entered the carriage, the pegasi take 
  to the skies. Shortly after the carriage leaves the ground, the 
  world melts away into an unfamiliar sky.
  ARRIVAL AT THE LOWER CITY
  An endless sea of sky glows in hues of stunning gold, vibrant 
  rose, and smoky indigo. Distant orbs of light twinkle like stars, and 
  floating islands crafted from crystal, silver, and ice gleam in the 
  twilight. Djinn soar past winged gondolas and flying horses, easily 
  navigating a labyrinth of majestic buildings and the many bridges 
  that connect them. The air is heavy with the scent of incense and 
  spices, and the echo of music and laughter drifts upon the wind.
  The carriage glides past opulent structures crafted from 
  marble and clouds, where curious young sylphs and mephits 
  sit perched on windowsills, waving to passing travelers. The 
  pegasi neigh and slow as a cluster of 
  docks come into view. The port is 
  crowded with throngs of airships 
  and the merchants strolling 
  among them. 
  As the carriages comes to a 
  halt on an empty platform, a 
  djinni dressed in resplendent 
  clothing approaches with a smile. 
  He offers a low bow and clasps his 
  hands together. “Welcome! I am 
  Jairo, and it is such a pleasure to 
  be your host while you stay in my 
  beautiful city. Allow me to escort 
  you to your lodgings where you 
  can rest.” The djinn pauses and 
  looks around warily. When he speaks 
  again, his voice lowers to a whisper. 
  “And also where we can speak in a more 
  private setting.”
  Jairo asks the PCs to leave the 
  carriage behind and shows them to an 
  immense flying carpet. He helps them 
  aboard and guides the carpet through 
  the district, pointing out areas of 
  interest as they go. They arrive at a 
  courtyard encircled by a silver villa. 
  The djinni takes them inside the luxurious residence and 
  into a parlor where a spread of food and beverages await. 
  Read or paraphrase the following to introduce Jairo’s manor.
  Swathes of jewel-colored silks billow from the ceiling of the 
  parlor with matching plush pillows scattered across the floor. 
  Jairo settles atop a large amethyst cushion and gestures to an 
  array of refreshments laid out on shining trays. The aroma of mint 
  wafts up from a steaming silver teapot, while candied fruit and 
  sugared confections sparkle atop tiered plates. “Please sit and 
  help yourself to whatever you like. Savories, sweets—there is a 
  bit of everything to please, I imagine.” The djinni pours tea into 
  polished cups and distributes them among his guests.
  “Ah, but there is business to discuss, is there not? Norden 
  told me you wish to learn more about a rival faction and also an 
  artifact. I do not know about either, I’m afraid, but I have arranged 
  for you to join me at the Grand Symposium Gala tomorrow in the 
  Cirussean Ward. It is an event that local aristocrats are hosting to 
  celebrate a newly renovated wing of the Azure Hall, our finest 
  
  PATHFINDER SOCIETY SCENARIO
  6
  library here in Armun Kelisk. There will be numerous scholars and 
  dignitaries present who may be able to aid you in your quest.”
  Development: Jairo accommodates the PCs’ requests to 
  the best of his ability, offering them an impressive selection 
  of food and drink. Jairo treats any PC with the Djinni’s 
  Admiration boon from #6–11: The Slave Master’s Mirror as 
  a personal friend. When the PCs have eaten their fill, Jairo 
  shows them to their rooms. He explains that the Gala is a 
  formal affair and asks if they require proper garments. 
  He offers to lend each of them a noble’s outfit from his 
  considerable collection, along with matching jewelry. He 
  privately pulls aside any PCs with the Djinni’s Admiration 
  boon and insists upon giving them a noble’s outfit as a gift, 
  offering to purchase one from any tailor in the city.
  THE GRAND SYMPOSIUM GALA
  After the PCs rest, Jairo provides the PCs with flying carpets 
  (specifically, one 10-foot-by-10-foot carpet of flying per two 
  PCs or Small or Medium companion creatures, and one 
  carpet each for Large companions). He informs them that 
  they may use these transports to travel at their leisure after 
  the party for the duration of their stay in Armun Kelisk. Once 
  everyone boards their carpets, Jairo guides them through the 
  Lower City and the Luminous Court to the multilevel park 
  that hosts the Grand Symposium Gala. Read or paraphrase 
  the following to set the scene for the festivities.
  Gossamer pavilions populate a chain of verdant floating islands. 
  Finely dressed djinn hover among cascades of pale blossoms 
  showering down from pearlescent trees. Sylphs stroll along the 
  slender bridges connecting the many platforms. The steady hum 
  of chatter fills the crisp air as Jairo docks his carpet by the outskirts 
  of the park. “Leave the carpets here; you don’t want to accidently 
  crash into the crowd and make a scene.” The djinni regards the 
  throng of nobles and scholars with an apprising gaze. “I have 
  some associates I must meet with, so please excuse me. Enjoy the 
  party and feel free to mingle. I’m sure there are plenty of people 
  here who can to offer you some useful leads for your research.”
  Before Jairo leaves, he points out the eight guests listed 
  under the Notable Guests section below, telling PCs the 
  name and occupation of each one. He also tells the PCs that 
  Mithradatha, Wan Feng, and Zhalla bint Rathmozen are not 
  scholars; instead, they are influential individuals. He muses 
  that galas such as this one have a way of bringing together 
  people who would rather not see each other, and cautions 
  that if the PCs wish to curry favor with one of them, they had 
  best not attempt to ally with another. 
  Whenever the PCs speak to a guest, they may attempt a 
  Diplomacy check to gather a piece of relevant information, as 
  long as the NPC’s attitude toward them is at least indifferent. 
  The PCs can gain up to five pieces of information from the 
  different scholars at the event. The information the PCs can 
  gather appears in the Five Clues section on page 8. Instead 
  of using Diplomacy, the PCs can gain information from 
  each NPC with another skill check specific to that NPC. The 
  DCs of skill checks if an NPC is indifferent toward the PCs 
  appear in the Notable Guests section below. If the NPC is 
  friendly toward the PCs, lower the DCs by 5. If the NPC is 
  helpful toward the PCs, lower the DCs by 10 instead.
  PCs with the Djinni’s Admiration boon from #6–11 
  receive a +2 circumstance bonus on all checks to make a 
  favorable impression upon NPCs during the gala, as Jairo 
  speaks highly of them during the event. The PCs may use 
  aid another to assist each other, but each PC can participate 
  in only one skill check to gain information from a particular 
  NPC. The NPCs are busy, and they are unwilling to waste too 
  much time talking to any one person.
  Some NPC’s attitudes shift automatically based upon who 
  the PCs are or how they approach the conversation. The PCs 
  may also actively attempt to shift the NPC’s attitudes. The 
  information needed to determine the DCs of the Diplomacy 
  checks to change each NPC’s attitudes appears below.
  Faction Notes: Sovereign Court PCs may use the festivities 
  as an opportunity to ally with one of three influential 
  people of the city. If the PCs improve the attitude of one 
  of Mithradatha, Wan Feng, and Zhalla bint Rathmozen to 
  friendly, they may convince that NPC to join the Sovereign 
  Court’s cause with a successful DC 15 Diplomacy check (DC 
  19 in Subtier 4–5). If they improve the attitude of the NPC 
  to helpful, they can convince the NPC to join the Sovereign 
  Court without an additional skill check. Once they form 
  an alliance with one of these NPCs, they cannot form an 
  alliance with the others due to the hostilities between them.
  Notable Guests
  Jairo points out the following influential academics and 
  dignitaries to the PCs. The PCs can speak with these guests 
  to learn the information mentioned in the Five Clues section 
  on page 8. The attitude of each of the following NPCs starts 
  at indifferent unless otherwise noted.
  Almoshtari, invisible stalker historian: Almoshtari is 
  a bombastic individual determined to prove herself as a 
  revered historian. Unlike most others of her kind, she doesn’t 
  like to go ignored and conducts her conversations with 
  boisterous zeal. She drapes herself in colorful beaded fabric 
  and streaming ribbons. The Common phrase “invisible 
  stalker” offends her, as she chafes at the implication of being 
  an untrustworthy individual who compulsively follows 
  others. One thing she does have in common with many 
  of her kind is her mistrust of spellcasters. Her attitude to 
  any PC that reveals himself as an arcane spellcaster begins 
  at unfriendly. Almoshtari enjoys discussing history, and 
  the PCs may use Knowledge (history) checks in place of 
  Diplomacy to impress her. 
  
  7
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  Improving Attitude: Including circumstance modifiers, 
  Almoshtari’s effective Charisma modifier for the purpose of 
  changing her attitude with Diplomacy checks is +0 (or +4 in 
  Subtier 4–5).
  Clue DCs: If Almoshtari is indifferent toward the PCs, 
  she provides information if the PCs succeed at a DC 20 
  Diplomacy or DC 15 Knowledge (history) check (DC 24 
  Diplomacy or DC 19 Knowledge [history] in Subtier 4–5).
  Clues: Almoshtari knows Clue #1 and Clue #4.
  Fairuza Bereket, female djinni librarian: Fairuza is a 
  librarian at the Azure Hall who, unbeknownst to Jairo or 
  any of the other prominent attendees of the gala, covertly 
  works for the Concordance of Elements. She is a gentle 
  woman with a mild temperament, though she is obsessed 
  with keeping everything neat and orderly. Messiness of any 
  kind triggers her anxiety, so she keeps her appearance and 
  environment spotless whenever possible. When stressed, 
  she develops a tic of tapping her fingers together, and she 
  is prone to retreating from anything too chaotic or filthy. 
  If the PCs question her about the Concordance or Jamila, 
  she plays aloof and tries to divert the subject. If they ask 
  about the Untouchable Opal, she tells them Clue #5 so that 
  the Concordance has a tactical place to ambush them 
  without drawing too much attention. If the PCs press her 
  for more information, a waiter who also secretly works for 
  the Concordance spills a tray of drinks nearby. Some of the 
  drink splashes on Fairuza, causing her significant distress, 
  and she excuses herself from any further inquiry.
  Improving Attitude: Fairuza is intensely suspicious of the 
  PCs. She is polite to them and does not voice her suspicions, 
  but the PCs cannot improve her attitude during the gala. 
  PCs who succeed at a DC 19 Sense Motive check (DC 23 in 
  Subtier 4–5) notice that she is paying close attention to them.
  Clues: Fairuza knows Clue #5.
  Ghassan El-Amin, male djinni archivist: Ghassan is a 
  reclusive archivist with misanthropic tendencies. He works 
  in the archives of the Azure Hall where he delights in being 
  left alone to conduct his work. The Gala is a professional 
  obligation that he finds overwhelming and tedious. He 
  attempts to avoid conversation and keep to himself in the 
  company of his raven companion. If the PCs approach him 
  in a group of more than two, his attitude starts unfriendly. 
  Ghassan adores his pet raven, so PCs may attempt Handle 
  Animal check in place of Diplomacy to win over the djinni.
  Improving Attitude: Including circumstance modifiers, 
  Ghassan’s effective Charisma modifier for the purpose of 
  changing his attitude with Diplomacy checks is –3 (or +1 in 
  Subtier 4–5).
  Clue DCs: If Ghassan is indifferent toward the PCs, he 
  provides a clue if the PCs succeed at a DC 17 Diplomacy or 
  DC 12 Handle Animal check (DC 21 Diplomacy or DC 16 
  Handle Animal in Subtier 4–5).
  Clues: Ghassan knows Clue #3 and Clue #4.
  Lineji Niarndu, female gnome museum curator: Lineji is 
  a middle-aged gnome with frizzy, orange hair and bulging, 
  mismatched eyes. She works as a museum curator and is 
  quite clandestine when sharing information about her 
  occupation. She views strangers with suspicion until they 
  prove themselves worthy of her divulging “trade secrets.” 
  Her natural apprehension of newcomers causes her attitude 
  to start at unfriendly. Lineji brought a kite to the event, but 
  it’s gotten stuck in a tree. If the PCs retrieve the kite, her 
  opinion of them improves. 
  Improving Attitude: Including circumstance modifiers, 
  Lineji’s effective Charisma modifier for the purpose of 
  changing her attitude with Diplomacy checks is +0 (or +4 in 
  Subtier 4–5). Alternatively, the PCs can improve her attitude 
  to friendly if they succeed at a DC 15 Climb check to retrieve 
  her kite from the tree (DC 20 in Subtier 4–5).
  Clue DCs: If Lineji is indifferent toward the PCs, she 
  provides information if the PCs succeed at a DC 20 
  Diplomacy check or a DC 15 Knowledge (planes) check to 
  prove that they are not ignorant tourists (DC 24 Diplomacy 
  or DC 19 Knowledge [planes] in Subtier 4–5).
  Clues: Lineji knows Clue #2 and Clue #5.
  Mithradatha, male djinni vizier disgraced diplomat: 
  Mithradatha is a diplomat recovering from a damaged 
  reputation. Zhalla’s father tricked him into contractual 
  servitude, something that not only deeply wounded his 
  pride but also his standing among his fellow genies. He is 
  ambitious and disingenuous by nature, but also incredibly 
  bitter and vengeful after these recent turn of events. The 
  Sovereign Court could benefit from bringing him into the 
  fold because of his ability to grant wishes. He staunchly 
  rejects allying with Zhalla or Wan Feng—the former because 
  she is the daughter of his most hated enemy, and the latter 
  because he believes the dragon is too sanctimonious. His 
  attitude starts at friendly to any suli and undine PCs and 
  unfriendly to ifrit and elf PCs. Mithradatha is not a scholar 
  and does not have any of the five clues to give to the PCs.
  Improving Attitude: Including circumstance modifiers, 
  Mithradatha’s effective Charisma modifier for the purpose 
  of changing his attitude with Diplomacy checks is +2 (or +6 
  in Subtier 4–5).
  Vivek Vallathol, air veela archaeologist: Vivek is 
  an adventurer at heart who revels in socializing. The 
  androgynous veela feels at home at the Gala and occupies 
  himself with dancing and cavorting with as many guests 
  as possible. He works as an archaeologist and is happy to 
  discuss his latest exploits with anyone willing to listen. 
  Affable and attractive, Vivek is the life of the party. He 
  playfully challenges the PCs to test their dance skills against 
  his before he will speak to them about business. His attitude 
  begins at friendly toward new people that he meets. PCs 
  may use a Perform (dance) check in place of Diplomacy to 
  impress Vivek. 
  
  PATHFINDER SOCIETY SCENARIO
  8
  Improving Attitude: Including circumstance modifiers, 
  Vivek’s effective Charisma modifier for the purpose of 
  changing his attitude with Diplomacy checks is +3 (or +7 in 
  Subtier 4–5).
  Clue DCs: If Vivek is indifferent toward the PCs, he provides 
  information if the PCs succeed at a DC 23 Diplomacy or 
  DC 17 Perform (dance) check (DC 27 Diplomacy or DC 22 
  Perform [dance] in Subtier 4–5). Note that his attitude starts 
  at friendly unless the PCs directly offend him.
  Clues: Vivek knows Clue #1 and Clue #3.
  Wan Feng, male imperial sky dragon ambassador: Wan 
  Feng is a foreign draconic ambassador who takes the shape 
  of a white-haired Tian man. He is very serious-minded and 
  lawful to the core. Flippant behavior and crude mannerisms 
  vex him. Wan Feng loves to travel and learn about different 
  cultures, and discussions about such subjects help win him 
  over. He is a valuable ally for the Sovereign Court, which 
  could benefit from his draconic ties. Wan Feng dislikes 
  both Mithradatha and Zhalla, seeing them as scheming and 
  dishonorable individuals. He spurns any thought of allying 
  with them. In the past, the Ainsi Tribe nursed him back to 
  health following an injury he sustained in his journeys. Check 
  each PCs’ Chronicle sheets for #8–08: Tyranny of Winds, Part 1: 
  The Sandstorm Prophecy. If the PCs allied with the Ainsi tribe, 
  represented by a majority of the PCs with the Chronicle sheet 
  earning the Air Affinity boon, his attitude begins at friendly. 
  If the PCs allied with the Goanron Triumvirate, represented 
  by a majority of the PCs with the Chronicle sheet earning the 
  Earth Affinity boon, his attitude begins at unfriendly because 
  of the rivalry between the Ainsi and the Goanron. If there is a 
  tie, or if no PC earned a Chronicle sheet from that adventure, 
  his attitude begins at indifferent. Wan Feng is not a scholar 
  and does not have any of the five clues to give to the PCs.
  Improving Attitude: Including circumstance modifiers, 
  Wan Feng’s effective Charisma modifier for the purpose of 
  changing his attitude with Diplomacy checks is +3 (or +7 in 
  Subtier 4–5).
  Zhalla bint Rathmozen, female sylph aristocrat: Zhalla is a 
  local dilettante who helped organize the Gala. Despite being 
  a sylph instead of a genie, she wields considerable political 
  weight in Armun Kelisk due to her elven father’s notoriety 
  as a potent wizard. She is a vain and cunning young lady 
  who enjoys her life of luxury. The Sovereign Court seeks 
  to win her favor to use both her and her father’s influence 
  for their benefit. However, Zhalla refuses to ally with either 
  Mithradatha or Wan Feng. Her father previously tricked 
  Mithradatha into slavery. Ever since, Zhalla has viewed him 
  as little more than a servant. She views Wan Feng as far too 
  serious and self-righteous. Her attitude starts out friendly to 
  sylph PCs but unfriendly to oreads, and she is indifferent to 
  members of other races. Zhalla is not a scholar and does not 
  have any of the five clues to give to the PCs.
  Improving Attitude: Including circumstance modifiers, 
  Zhalla’s effective Charisma modifier for the purpose of 
  changing her attitude with Diplomacy checks is +1 (or +5 in 
  Subtier 4–5).
  Five Clues
  The following clues are available for the PCs to discover.
  Clue #1: The Concordance of Elements has agents 
  everywhere. “I’ve heard about the Concordance, but I don’t 
  know much. It is supposedly a covert operation based on 
  the elemental planes, though their agents travel to other 
  planes as well. They claim to be protectors of the planes, but 
  I can’t say what their true motives are. They very well might 
  be the elemental lords’ spies in disguise, hiding behind an 
  innocuous facade.” 
  Clue #2: Jamila was talking to a dark-haired suli man 
  near the Cloisters of the Hidden Breeze. “Jamila? The name 
  doesn’t sound familiar, but I recently saw a janni matching 
  that description speaking with a dark-haired suli man in 
  the Godsward district. They were near the Cloisters of the 
  Hidden Breeze, a temple of Pulura.”
  Clue #3: Information about the Untouchable Opal is closely 
  guarded. “The Untouchable Opal is the prison of Ranginori, the 
  Duke of Thunder and the benevolent counterpart of Hshurha, 
  the Duchess of All Winds. Millennia ago, the evil lord of water, 
  Kelizandri, conspired with the other nefarious lords to trap 
  their good counterparts into four gems. The artifacts were 
  scattered across the multiverse and no one knows where 
  they are now. There are, however, many academic arguments 
  about how to unlock them should they be found. But such 
  discussions are treasonous to Hshurha, so any documentation 
  about the subject would surely be carefully guarded and 
  discreetly marked. Look for documents marked with a storm 
  cloud inside an intricate wreath of lightning bolts, that is one 
  of Ranginori’s sacred sigils.”
  Clue #4: There is an intelligent book containing 
  information about the elemental lords. “Curious about the 
  imprisoned elemental lords? I would take care who you ask 
  such dangerous questions. Fortunately for you, I mean you 
  no ill will, and I do happen to have information for you. 
  Ranginori, the lord of air, is trapped in the Untouchable 
  Opal. Lysianassa, the lord of water, is trapped in the Garnet 
  Brand. Atreia the lord of fire, is trapped in the Gasping Pearl. 
  Finally, Sairazul, the lord of earth, is trapped in the Moaning 
  Diamond. According to legend, there’s an intelligent book 
  detailing how to free them from the gems. Hshurha doesn’t 
  want that knowledge out there so she’s had her agents 
  tracking it down for centuries, to no avail. Personally, I’m 
  unsure if it actually exists. It may just be a rumor. It’s such an 
  obscure myth that even the book’s name is now lost to time.”
  Clue #5: The Cloisters of the Hidden Breeze is a good place 
  to research. “Have you heard of the Cloisters of the Hidden 
  Breeze? Many prefer to study at the Azure Hall, but with 
  most of it closed to the public until the grand re-opening, 
  
  A. Disrupted Balance
  1 square = 5 feet
  Pathfinder Map Pack: Ambush Sites
  9
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  you might want to look into other options. The Cloisters are 
  dedicated to Pulura and while it isn’t the most prestigious 
  of the temples in the Godsward, it boasts an impressive 
  collection of historical documents about the planes.”
  Development: At this point, the PCs should have enough 
  information to lead them to their next location—the Cloisters 
  of the Hidden Breeze. If the PCs failed to obtain clues regarding 
  the Cloisters, the GM should have Jairo offer Clue #5 to get 
  them on the right track. When the PCs are ready to leave, Jairo 
  tells them he has business to attend to with his colleagues but 
  encourages them to come and go as they please.
   The PCs’ investigation has alerted the Concordance of 
  their presence, and several of the Concordance’s agents are 
  ready to take action against them. 
  A DISRUPTED BALANCE (CR 3 OR CR 6)
  The PCs’ inquiry into the Concordance and the Untouchable 
  Opal alerts the Concordance of their activity. The 
  Concordance sends an electrified steam lizard to ambush 
  the PCs after they depart the Gala (or two lizards and a fire 
  wysp, in Subtier 4–5). It confronts the PCs to convince them 
  to abandon their mission before resorting to violence. It 
  speaks to the PCs first in Auran and then in Ignan. If unable 
  to communicate with the PCs, it attacks.
  The lizard (or lizards and wysp, in Subtier 4–5) is a servant 
  of the Concordance possessing limited information about its 
  masters. It doesn’t know the Concordance’s reasons for wanting 
  to stop the PCs. Its specific orders are to prevent the PCs from 
  continuing their research in Armun Kelisk at all costs.
  Subtier 1–2 (CR 3)
  ELECTRIFIED STEAM LIZARD  
  CR 3
  Variant elementally infused shocker lizard (Pathfinder Campaign 
  Setting: Planes of Power 56, Pathfinder RPG Bestiary 248)
  N Small outsider (air, fire, native)
  Init +7; Senses darkvision 60 ft., electricity sense, low-light vision; 
  Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +1
  Immune electricity, fire
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 30 ft., swim 20 ft.
  Melee bite +6 (1d4+2 plus 1d6 fire)
  Special Attacks shock, steam burst
  STATISTICS
  Str 14, Dex 17, Con 15, Int 6, Wis 11, Cha 6
  Base Atk +3; CMB +4; CMD 17 (21 vs. trip)
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Climb +7, Perception +7, Stealth +18, Swim +10;  
  Racial Modifiers +2 Perception, +4 Stealth
  Languages Auran, Ignan
  TACTICS
  During Combat The lizard flies through the air, attacking the PCs 
  with its shock or steam burst abilities. If a PC closes to melee 
  with the lizard, it switches to its bite attack.
  Morale If the lizard is reduced to 5 hit points or fewer, it 
  attempts to flee to report back to the Concordance.
  SPECIAL ABILITIES
  Electricity Sense (Ex) Electrified steam lizards automatically 
  detect any electrical discharges within 100 feet.
  Shock (Su) Electrified steam lizards can deliver an electrical shock 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove the additional fire damage on the 
  steam lizard’s bite. The lizard that confronts the PCs is not 
  fully matured; while it is the same size as an adult steam 
  lizard, the DC of its shock and steam burst abilities are 
  2 lower. 
  Subtier 4–5: Remove the wysp from the encounter.
  Scaling Encounter A
  
  Electrified Steam 
  Lizard
  PATHFINDER SOCIETY SCENARIO
  10
  to a single opponent within 5 feet. This attack deals 1d8 points 
  of nonlethal electricity damage to living opponents (Reflex DC 
  13 half). This save DC is Constitution-based. Additionally, if two 
  or more lizards are within 20 feet of each other, they can work 
  together to create a lethal shock once every 1d4 rounds. This 
  effect has a radius of 20 feet, centered on any one contributing 
  lizard. All creatures within that radius take 2d8 points of lethal 
  electricity damage for each lizard contributing to the shock, to 
  a maximum of 12d8. A Reflex save (DC = 10 + the number of 
  lizards contributing) halves the damage.
  Steam Burst (Su) Electrified steam lizards can let forth a burst of 
  superheated steam. This ability functions as the shock ability 
  in all ways, except that it deals nonlethal fire damage. If a 
  group of steam lizards works together to create a lethal blast, 
  the steam persists in the area for a number of rounds equal to 
  the number of participating lizards. The steam does not deal 
  ongoing damage, but it obscures sight as per obscuring mist. 
  The limitation of once every 1d4 rounds applies to both the 
  cooperative shock ability and the steam burst; the lizards may 
  use one of these two abilities once every 1d4 rounds.
  Subtier 4–5 (CR 6)
  ELECTRIFIED STEAM LIZARDS (2) 
  CR 3
  hp 22 each (see page 9)
  TACTICS
  During Combat A lizard uses its steam burst attack on the PCs, 
  activating its lethal version whenever it can. If the 
  PCs prove resistant to fire, it uses shock instead.
  Morale A lizard fights until it is reduced 
  to 5 hit points or fewer, it attempts 
  to flee to report back to the 
  Concordance.
  FIRE WYSP 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 5 283, see page 24)
  TACTICS
  During Combat The wysp uses its powers to boost and aid the 
  lizards. It attacks the PCs with its tendrils.
  Morale The wysp fights until the lizards flee. If a lizard drops 
  below 1 hit point, it activates its living battery ability.
  Rewards: When the PCs defeat the lizard (or lizards and 
  wysp, in Subtier 4–5), they find that the lizard is wearing a 
  fire-resistant pouch containing a copper keylight lantern (see 
  sidebar on page 11). In Subtier 4–5, a fire elemental gem is 
  socketed in the lantern, and an air elemental gem rests at the 
  bottom of the pouch.
  Treasure: If the PCs do not defeat the creatures in this 
  area, reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 166 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 353 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 541 gp.
  CLOISTERS OF THE HIDDEN BREEZE
  Information gleaned at the Gala leads the PCs to the 
  Cloisters of the Hidden Breeze—a small monastery in 
  the Godsward dedicated to Pulura, the empyreal lord of 
  constellations and homesickness. The Cloisters are open to 
  visiting pilgrims and curious travelers alike. The founding 
  missionaries of this humble temple built it as a refuge for 
  the lonely, the homesick, and the lost.
  Though not as popular as other local churches, such as 
  Gozreh’s House of Infinite Strata, the Cloisters offer the 
  perfect amount of isolated quietude for the Concordance to 
  meet in private and hide their most prized possessions. The 
  Concordance regularly provides the church with generous 
  donations in exchange for access to the grounds. This 
  alliance has existed for over 100 years, and the Concordance 
  was even granted its own private sanctum hidden in one of 
  the libraries. Few of the current missionaries at the Cloisters 
  know much about the Concordance of Elements beyond 
  that they are patrons of the temple and frequent visitors. 
  The Concordance keeps an index called the Codex of 
  Fundamental Dominion in their inner sanctum. It lists 
  numerous documents and tomes important to the 
  elemental deities, with a record of their location. 
  Included in this index is the name and location of 
  an intelligent book, The Primordial Key of Ilyralene, 
  containing a theory of how to release Ranginori from 
  the Untouchable Opal. 
  When the PCs arrive at the cloisters, read or 
  paraphrase the following.
  Midnight-blue stone walls with numerous shallow alcoves 
  carved into them encircle the temple. Within these 
  recesses, glass lanterns flicker with firelight, like stars on 
  
  KEYLIGHT LANTERN
  PRICE
  2,000 GP
  SLOT none
  CL 10th
  WEIGHT 1 lb.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  11
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  the night sky. Four towers stand aloft, topped by azure domes 
  decorated with gold painted constellations and twinkling crystals. 
  A gilded gate stands ajar, opening into a courtyard full of herbs 
  and flowers. 
  The missionaries of the Cloisters are mostly comprised 
  of azatas. They readily welcome the PCs, allowing them to 
  peruse their library. Their conditions are that the PCs agree 
  to keep quiet and not take anything from the grounds. 
  The monks do not have any useful information about the 
  Untouchable Opal, but they have seen Jamila and know of the 
  Concordance. They are willing to tell the PCs that Jamila has 
  visited recently and that the Concordance concerns itself 
  with elemental balance, but they do not know any further 
  information about the organization’s less public goals; they 
  pride themselves upon respecting their guests’ privacy.
  The Cloisters contains a variety of libraries. The PCs must 
  succeed at a DC 14 Diplomacy or Knowledge (religion) check 
  (DC 19 in Subtier 4–5) to locate the correct chamber for their 
  research. This chamber is furnished with floor-to-ceiling 
  bookshelves and several desks. A PC who succeeds at a DC 
  18 Perception check (DC 23 in Subtier 4–5) discovers a secret 
  door on the western wall. The door opens into a 10-foot-
  diameter antechamber with another door and an empty 
  copper hook on the wall next to it. The door is locked, but 
  the PCs can open it with a successful DC 20 Disable Device 
  check (DC 25 in Subtier 4–5) or break it down (hardness 
  5; 20 hp; break DC 25). Alternatively, if the PCs hang the 
  keylight lantern on the hook, the door unlocks automatically. 
  The wall above the locked door is carved with the words 
  “Concordance members only past this point” written in 
  Auran. The door opens to a staircase leading down.
  B. THE FUNDAMENTAL CHAMBER
  A winding downward staircase empties into the center of a 
  chamber with four circular alcoves. Each of these alcoves glows 
  with a different colored translucent barrier: red, green, blue, and 
  white. With the exception of the alcove behind the white barrier, a 
  variety of items are on display beyond the barriers. Among these 
  curiosities are books, scrolls, figurines, urns, and tapestries. The 
  alcove behind the white barrier, however, is mostly blocked by 
  rubble, as if it had been ransacked in the past. Four gemstones 
  sparkle atop a stone altar along one of the chamber’s walls.
  The book the PCs seek is located behind the white barrier. 
  To unlock it and the other alcoves, the PCs must solve the 
  riddle of the Fundamental Chamber.
  Each of the four barriers and each of the four gems is tied 
  to one of the four elements: air, earth, fire, and water. The 
  elemental connection of each gem is readily apparent—the 
  garnet contains a small flame; the opal contains a miniature 
  cyclone; the pearl is filled with sloshing water; and the 
  diamond has several visible gray rocks inside of it. Each 
  of the gems is round, and each of the barriers has a round 
  slot below it next to a phrase in an elemental language that 
  provides a clue about how to disable it. If the PCs remove 
  a gem from the Fundamental Chamber, the gem instantly 
  teleports back to the altar.
  If the PCs touch a barrier without disabling it, an 
  elemental blast trap hits them (see below), dealing damage 
  of the elemental type associated with the barrier. To safely 
  lower the barrier, a PC must place the correct gem in the slot 
  below the barrier. If a PC of the genie race that corresponds 
  to the element of the correct gem touches the barrier, the 
  barrier lowers as well. Alternatively, the PCs can attempt 
  to disable the barrier with Disable Device, but the DC is 
  particularly challenging. No matter how the PCs lower the 
  barrier, it remains lowered for 1 hour. The specific rules 
  These stylized lanterns are popular among Concordance 
  agents, both for their abilities and their allegorical 
  symbolism. The lantern represents unity of the elements: 
  the metal and glass exterior of the lantern represents earth; 
  the oil represents water; the flame represents fire; and the 
  smoke off the flame represents air.
  Keylight Lantern
  A keylight lantern is wreathed with elemental runes. When 
  lit, it gives off light as per a typical lantern, but the shifting 
  flame gives its user a +2 competence bonus on Perception 
  checks to find secret doors. In addition, once per day, the 
  lantern’s bearer can fling the oil as a splash weapon that 
  functions as a flask of acid, except that its damage type is 
  random among acid, cold, electricity, and fire. Each keylight 
  lantern has an indentation where an elemental gem could 
  fit. If an elemental gem is slotted in the lantern, the damage 
  type is fixed based on the gem’s element—acid for an earth 
  gem, cold for a water gem, electricity for an air gem, and fire 
  for a fire gem. The lantern’s bearer may choose to expend 
  the elemental gem to infuse the oil with its energy. If she 
  does so, the next time she throws the oil, it functions as 
  per fireball, centered on the square (10d6 damage, Reflex 
  DC 14 half) instead of as an acid flask. The damage type of 
  the fireball matches the damage type associated with the 
  elemental gem.
  Craft Wondrous Item, acid splash, ray of frost, fireball, 
  guidance, shocking grasp
  
  B. The Fundamental Chamber
  1 square = 5 feet
  Pathfinder Flip-Mat: Arcane Dungeon
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  for each of the barriers appear below. Because there are no 
  cardinal directions in the Plane of Air, location descriptions 
  are based upon where each barrier appears on the map.
  Top Left: The white barrier represents air. The words “wet 
  the sky” are written below the barrier in Auran. Disabling 
  this barrier requires placing the pearl from the center of 
  the room in the slot below the barrier. The pearl represents 
  the Gasping Pearl, which holds the imprisoned elemental 
  lord of water, Lysianassa. Alternatively, any undine PC who 
  touches the barrier disables it. The trap on this barrier deals 
  electricity damage.
  Top Right: The red barrier represents fire. The words “fan 
  the flame” are written below the barrier in Ignan. Disabling 
  this barrier requires placing the opal from the center of the 
  room in the slot below the barrier. The opal represents the 
  Untouchable Opal, which holds the imprisoned elemental lord 
  of air, Ranginori. Alternatively, any sylph PC who touches the 
  barrier disables it. The trap on this barrier does fire damage.
  Bottom Left: The green barrier represents earth. The 
  words “spark the earth” are written below the barrier in 
  Terran. Disabling this barrier requires placing the garnet 
  from the center of the room in the slot below the barrier. 
  The garnet represents the Garnet Brand, which holds the 
  imprisoned elemental lord of fire, Atreia. Alternatively, any 
  ifrit PC who touches the barrier disables it. The trap on this 
  barrier does acid damage.
  Bottom Right: The blue barrier represents water. The 
  words “fill in the sea” are written below the barrier in Aquan. 
  Disabling this barrier requires placing the diamond from 
  the center of the room in the slot below the barrier. The 
  diamond represents the Moaning Diamond, which holds the 
  imprisoned elemental lord of earth, Sairazul. Alternatively, 
  any oread PC who touches the barrier disables it.
  Traps: Each of the barriers is warded with an elemental 
  blast trap.
  Subtier 1–2 (CR 2)
  ELEMENTAL BLAST 
  CR 2
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger touching the barrier without the right key; Reset 2 
  rounds
  Effect spell effect (burning hands, 2d4 acid, cold, electricity, or 
  fire damage, DC 11 Reflex save for half damage); multiple 
  targets (all targets in a 15-foot cone)
  Subtier 4–5 (CR 5)
  ELEMENTAL BLAST 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger touching the barrier without the right key; Reset 2 rounds
  Effect spell effect (fireball, 6d6 acid, cold, electricity, or fire 
  damage, DC 14 Reflex save for half damage); multiple targets 
  (all targets in a 20-ft.-radius burst)
  The Codex of Fundamental Dominion is located in the air 
  alcove, buried with other books under the rubble. PCs must 
  succeed at a DC 14 Knowledge (planes) or Perception check 
  (DC 19 in Subtier 4–5) to notice a sigil of Ranginori on the 
  tome. The Codex of Fundamental Dominion is written entirely 
  in Auran. A PC who succeeds at a DC 16 Knowledge (planes) 
  or Perception check (DC 21 in Subtier 4–5) locates a page in 
  the book referencing another tome called the Primordial Key 
  of Ilyralene that details theories on how to free Ranginori from 
  the Untouchable Opal. It lists the book’s last known whereabouts 
  as the Cobalt Gallery of the Azure Hall. If the PCs fail either 
  of the two skill checks, they can continue to search for the 
  information they seek, but only after they handle a group that 
  has come to speak with them (see creatures below).
  Creatures: A city guard unit of undercover Concordance 
  agents catches up with the PCs. If the PCs failed one or 
  both of the skill checks, the agents have additional time to 
  prepare and send word to the Concordance—this failure 
  has no effect on the encounter, but it does impact the PCs’ 
  Secondary Success Conditions. If the PCs killed any of their 
  opponents in the steam lizard encounter, the agents claim 
  that the PCs are wanted for questioning in connection with 
  the altercation. If the PCs did not, the Concordance agents 
  claim the PCs are wanted for questioning in the robbery of 
  Fairuza Bereket’s possessions at the Grand Symposium Gala. 
  The latter is a false accusation that they have coordinated 
  with Fairuza; in either case, these undercover Concordance 
  members seek to arrest and detain the PCs to prevent them 
  from continuing their quest. 
  Subtier 1–2 (CR 3)
  CONCORDANCE AGENT (4) 
  CR 1/2
  Female suli bard (archaeologist) 1 (Pathfinder RPG Advanced 
  Race Guide 202, Pathfinder RPG Ultimate Combat 32)
  N Medium outsider (native)
  Init +2; Senses low-light vision; Perception +3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: One of the agents is a pacifist. She spends all 
  of her actions healing or stabilizing her allies; she even heals 
  PCs in danger of dying. 
  Subtier 4–5: One of the agents is a pacifist. She spends all 
  of her actions healing or stabilizing her allies; she even heals 
  PCs in danger of dying. 
  Scaling Encounter B
  
  PATHFINDER SOCIETY SCENARIO
  14
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 10 (1d8+2) 
  Fort +1, Ref +4, Will +1 
  Resist acid 5, cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee sap +2 (1d6+2 nonlethal) or 
  rapier +2 (1d6+2/18–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks archaeologist’s luck 5 rounds/day (+1), 
  elemental assault
  Bard Spells Known (CL 1st; concentration +2) 
  1st (2/day)—cure light wounds, sleep (DC 12)
  0 (at will)—daze (DC 11), detect magic, flare (DC 11), 
  message 
  TACTICS
  Before Combat A Concordance agent has previously activated 
  her vial of elemental flux.
  During Combat A Concordance agent attempts to subdue the 
  PCs nonlethally. She considers dealing some lethal damage 
  against particularly aggressive or tough PCs.
  Morale An agent fights until two of her team are killed or all 
  team members are below 3 hit points, at which point the 
  agent surrenders and tells any remaining team members to 
  stand down.
  STATISTICS
  Str 14, Dex 14, Con 13, Int 13, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 14
  Feats Extra Elemental AssaultARG
  Skills Diplomacy +7, Knowledge (arcana, history, planes) +6, 
  Perception +3, Sense Motive +5, Stealth +4; Racial Modifiers 
  +2 Diplomacy, +2 Sense Motive
  Languages Auran, Common, Terran 
  SQ bardic knowledge +1
  Combat Gear potion of cure light wounds, potion of fly, 
  elemental fluxARG (3); Other Gear chain shirt, light crossbow 
  with 20 bolts, rapier, sap
  SPECIAL ABILITIES
  Elemental Assault (Su) Once per day as a swift action, a 
  Concordance agent can shroud her arms in acid, cold, 
  electricity, or fire. This lasts for 3 rounds and can be dismissed 
  as a free action. Unarmed strikes with her arms or hands (or 
  attacks with weapons held in those hands) deal +1d6 points 
  of damage of the appropriate energy type.
  Subtier 4–5 (CR 6)
  CONCORDANCE AGENTS (4) 
  CR 2
  Female suli bard (archaeologist) 3 (Pathfinder RPG Advanced 
  Race Guide 202, Pathfinder RPG Ultimate Combat 32)
  N Medium outsider (native)
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 27 (3d8+9) 
  Fort +2, Ref +5, Will +2
  Defensive Abilities trap sense +1, uncanny dodge; Resist acid 5, 
  cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee sap +4 (1d6+2) or 
  rapier +4 (1d6+2/18–20)
  Ranged light crossbow +4 (1d8/19–20)
  Special Attacks archaeologist’s luck 5 rounds/day (+1), 
  elemental assault
  Bard Spells Known (CL 3rd; concentration +4) 
  1st (4/day)— blurred movementACG, cure light wounds, 
  grease, sleep (DC 12)
  0 (at will)—daze (DC 11), detect magic, flare (DC 11), light, 
  message, resistance
  TACTICS
  Before Combat A Concordance agent casts blurred movement 
  before engaging in combat. She has previously activated her 
  vial of elemental flux.
  During Combat A Concordance agent attempts to subdue the 
  PCs nonlethally. She considers dealing some lethal damage 
  against particularly aggressive or tough PCs.
  Morale An agent fights until two of her team are killed or all 
  team members are below 3 hit points, at which point the 
  agent surrenders and tells any remaining team members to 
  stand down.
  STATISTICS
  Str 14, Dex 14, Con 13, Int 13, Wis 8, Cha 12
  Base Atk +2; CMB +4; CMD 16
  Feats Extra Elemental AssaultARG, Toughness
  Skills Diplomacy +9, Knowledge (arcana, history, planes) +8, 
  Perception +6, Sense Motive +7, Stealth +6; Racial Modifiers 
  +2 Diplomacy, +2 Sense Motive
  Languages Auran, Common, Terran 
  SQ bardic knowledge +1, clever explorer +1
  Combat Gear potion of cure light wounds, potion of fly, 
  elemental fluxARG (3); Other Gear chain shirt, light crossbow 
  with 20 bolts, rapier, sap
  SPECIAL ABILITIES
  Elemental Assault (Su) Once per day as a swift action, a 
  Concordance agent can shroud her arms in acid, cold, 
  electricity, or fire. This lasts for 5 rounds and can be dismissed 
  as a free action. Unarmed strikes with her arms or hands (or 
  attacks with weapons held in those hands) deal +1d6 points 
  of damage of the appropriate energy type.
  Development: It is possible that the PCs may choose to 
  submit to arrest. If they do, there are several clues that all 
  is not as it seems. A PC who is suspicious of the guards and 
  succeeds at a DC 20 Perception or Sense Motive check (DC 
  
  15
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  24 in Subtier 4–5) notices a flaw in their disguises, even if 
  the PCs do not speak with the guards. If the PCs speak with 
  the guards, they may attempt a DC 15 Sense Motive check 
  (DC 19 in Subtier 4–5) to notice something suspicious in 
  the guard’s testimony—either a strong desire to pursue 
  the PCs in particular that does not stem from the attack or 
  the fact that they do not believe Fairuza’s testimony about a 
  theft. If the PCs point out this issue, the false guards attack. 
  If the PCs allow themselves to be arrested or the 
  Concordance agents defeat the PCs, they imprison the PCs 
  for the next 24 hours until Jairo is able to pull some strings 
  to get them out. In Subtier 1–2, this process costs each PC 
  100 gp, as well as 1 Prestige Point if the guards defeated the 
  PCs in combat. In Subtier 4–5, it costs them each 400 gp, as 
  well as 2 Prestige Points if the guards defeated the PCs in 
  combat. The PCs may receive a full reimbursement for this 
  cost depending upon their interactions with members of 
  the Concordance later in the adventure (see page 21).
  If the PCs apprehend one or more of the undercover 
  Concordance agents and successfully interrogate them, 
  they learn that the Concordance feels the Pathfinder 
  Society’s quest to release Ranginori will ultimately lead to 
  the planes being imbalanced and cause them to unravel. 
  They plead with the PCs to stop their research immediately. 
  If the PCs failed to find the Codex, the PCs find the book 
  after the battle and eventually locate the correct page. This 
  delay has no impact during the scenario, but it affects the 
  PC’s Secondary Success Conditions.
  Once the PCs have finished their business in the 
  Cloisters of the Hidden Breeze, they can depart for the 
  Azure Hall.
  Rewards: Along with the Codex is a smashed chest 
  containing a +1 chain shirt. In Subtier 4–5, the chain shirt 
  is a +1 cloudburst chain shirt (Pathfinder RPG Advanced Race 
  Guide 160), and the chest also contains an elixir of forceful 
  exhalation (Advanced Race Guide 160).
  Treasure: If the PCs do not defeat the creatures in this 
  area, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 180 gp.
  Out of Subtier: Reduce each PC’s gold earned by 432 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 685 gp.
  C. THE AZURE HALL
  An immense building crafted from blue marble rests atop a 
  crystalline dais with a central staircase connecting it to a stone 
  courtyard below. Delicately carved scrollwork adorns the exterior 
  walls, which are inlaid with rows of sapphire. A silver crest hangs 
  above an open pair of imposing doors, which offer a glimpse into 
  the lobby beyond. The rush of water resounds from the imposing 
  waterfall encircling the perimeter of the Azure Hall. Strings of 
  bubbles float in the air around the Hall, faint light glowing from 
  within the glossy orbs. 
  The lobby and central galleries of the Azure Hall are open 
  to guests. However, the Cobalt Gallery is located in the east 
  wing, which is currently closed due to the recent renovation 
  and will not be open to the public until after the grand re-
  opening the following week. This presents PCs with the 
  challenge of gaining the proper paperwork to continue 
  their research. Sovereign Court PCs can contact whichever 
  dignitary they chose to invite to the faction’s fold. Regardless 
  of the dignitary, the PCs must succeed in a DC 14 Diplomacy 
  check (DC 18 in Subtier 4–5) to convince him or her to grant 
  them access to the east wing. If none of the PCs are members 
  of the Sovereign Court, they may speak to a desk clerk at the 
  Azure Hall, but the DC of the Diplomacy check increases 
  to 18 (DC 22 in Subtier 4–5). Without the correct paperwork, 
  the PCs may attempt to use stealth or violence to enter the 
  library (see below).
  C1. The Cobalt Gallery (CR 3 or CR 6)
  Mahogany bookshelves encircle the walls of the chamber with 
  two rows of freestanding shelves spanning its length. Desks 
  and chairs of varying sizes offer seating accommodation for the 
  library’s diverse patrons. Small tendrils of mist spiral up from the 
  vapor fountain in the middle of the room—an elegant display of 
  anchored cyclones. An open door on the western wall empties 
  out into a hallway, and a ladder near the eastern wall leads up to 
  the second floor balcony. The ceiling reaches sixty feet from the 
  floor and is painted with a mural of imperious djinn soaring in the 
  sky. The most striking details of the room, however, are the thick 
  clouds suspended in the air between the balcony and the ceiling. 
  Atop these stationary clouds rest additional bookshelves, chairs, 
  desks, and podiums.
  Creatures: Because the Cobalt Gallery is not yet open to the 
  general public, its only current occupants are library guards, 
  who are standing just outside the entrance. If the PCs present 
  the appropriate paperwork proving that they have permission 
  to enter, the guards allow them through. If they do not have 
  the correct paperwork, they can attempt to sneak past the 
  guards. Sneaking past the guards requires each PC to succeed 
  at a DC 15 Stealth check (DC 19 in Subtier 4–5). Alternatively, 
  the PCs can create a distraction to draw the guards away from 
  the entrance with a single successful DC 18 Bluff check (DC 22 
  in Subtier 4–5). Allow for creative solutions using these DC as 
  If fewer than 90 minutes remain in which to finish the 
  scenario, Jairo sends a letter to the Azure Hall in support of 
  the PCs. The PCs gain the paperwork to access the Cobalt 
  Gallery without a skill check, and they do not run the risk of 
  combat with the library guards in area C1.
  Optional Encounter
  
  C1. The Cobalt Gallery
  1 square = 5 feet
  PATHFINDER SOCIETY SCENARIO
  16
  guidelines. If the guards notice the PCs attempting to sneak 
  in, they order the PCs to return to the Azure Hall’s lobby. 
  If the PCs do not comply, the guards fight them within the 
  Cobalt Gallery’s first floor. In Subtier 1–2, the PCs encounter 
  two guards. In Subtier 4–5, they encounter three guards 
  accompanied by a pair of blink dogs. 
  Subtier 1–2 (CR 3)
  LIBRARY GUARD (2) 
  CR 1
  Male gnome fighter 2
  LN Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +5
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+6 armor, +1 Dex, +1 dodge,  +1 size) 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The guards strike for nonlethal damage 
  while in melee. 
  Subtier 4–5: Remove one guard. 
  Scaling Encounter C1
  hp 29 (2d10+11) 
  Fort +6, Ref +1, Will +1 (+1 vs. fear); +2 vs. illusions 
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft. (15 ft. in armor)
  Melee mwk short sword +6 (1d4+1/19–20)
  Ranged heavy crossbow +4 (1d8/19–20)
  Special Attacks hatred
  TACTICS
  During Combat The library guards attempt to subdue the PCs 
  with their tanglefoot bags, and then use their crossbows 
  to keep a safe distance. The library guards target sneaky 
  looking characters first to make sure they don’t disappear 
  and steal books.
  Morale The guards are cautious. If the PCs knock one of them 
  unconscious, the other surrenders or flees.
  STATISTICS
  Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 14
  Feats Dodge, Toughness, Weapon Focus (short sword)
  Skills Acrobatics –4 (–12 to jump), Climb +0, Intimidate +4, 
  Perception +5; Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ gnome magic
  
  Ilyralene
  17
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  The Primordial Key of Ilyralene is a tome detailing information 
  about the elemental lords, along with theories on how to 
  free the good-aligned elemental lords from their prisons. 
  Ilyralene, the Lady of the Clouds, was a cherished servant 
  of Ranginori. Though she appears as a humanoid child, she 
  is as timeless as the skies themselves. Shortly after the 
  Duke of Thunder and the other good-aligned elemental 
  lords were imprisoned, she placed her consciousness 
  inside the book to preserve her knowledge of the 
  planes and the lords. It first appears as a simple, 
  leather-bound book branded with the sigils of 
  the elemental lords on its spine. However, 
  after the PCs answer Ilyralene’s riddle, the 
  book transforms to a jewel-encrusted 
  platinum tome with the title etched in 
  Auran on its cover. 
  The Primordial Key of 
  Ilyralene
  Combat Gear tanglefoot bags (2); Other Gear chainmail, heavy 
  crossbow with 20 bolts, mwk short sword
  Subtier 4–5 (CR 6)
  LIBRARY GUARDS (3) 
  CR 1
  hp 29 each (see page 16)
  TACTICS
  During Combat Use the tactics from Subtier 1–2.
  Morale If the PCs knock two of the guards 
  unconscious, the other surrenders or flees.
  BLINK DOGS (2) 
  CR 2
  hp 22 each (Pathfinder RPG Bestiary 2 
  47, see page 23)
  TACTICS
  During Combat The blink dogs use 
  their dimension door ability to set up 
  flanks and support the guards.
  Morale The blink dogs are loyal to the 
  library but they may stand down 
  if the final guard does. However, if 
  the PCs kill any of the guards, they 
  fight to the death. 
  The most frequent visitors to the 
  first floor of the Cobalt Gallery are Small 
  and Medium sized creatures, such as the 
  many gnomes and sylphs who live in 
  Armun Kelisk, but the library provides 
  accommodation for larger creatures as well. 
  The Primordial Key of Ilyralene is hidden in a 
  secret compartment within one of the floating bookshelves 
  on a cloud 40 feet above the second floor balcony. The PCs 
  discover it if they succeed at a DC 18 Perception check (DC 23 
  in Subtier 4–5). 
  Every page has the same riddle written on it in Auran 
  (distribute Player Handout #1). However, if the reader speaks 
  in a different language while the book is open and within 10 
  feet of the tome, the words shift to match the language of the 
  spoken words. The answer to the riddle is “wind.”
  The PCs have three tries to guess the answer. If they 
  respond correctly, the book awakens in a sudden flash of 
  light. Read or paraphrase the following. Ilyralene’s speech is 
  under the effect of tongues.
  The animated image of a young girl wearing a jeweled turban 
  appears on the page in scintillating ink. Melodic laughter echoes 
  from the book as she offers a deep bow. “Hello, gentle reader,” the 
  illustration says in a lilting voice. “How may I assist you?”
  Below are some of the potential questions the PCs may 
  have for Ilyralene.
  Who are you? “I am Ilyralene, Lady 
  of the Clouds and loyal servant of 
  the Duke of Thunder. This book is my 
  home and where I keep all my knowledge.”
  What 
  do 
  you 
  know 
  about 
  the 
  Concordance 
  of 
  Elements? 
  “The 
  Concordance is a society of individuals 
  dedicated to preserving neutrality and 
  balance among the elemental planes. 
  There are five leaders known as the Five 
  Seats: the Seat of Earth, the Seat of Air, the 
  Seat of Fire, and the Seat of Water. The fifth leader is the Seat 
  of Balance, who is responsible for moderating discussions 
  and overseeing the decisions of the others.”
  How can we free Ranginori? “I have collected many 
  theories, but the one I feel is most credible involves the 
  creation of a hammer crafted from the purest elements of 
  fire, water, and earth. Metal from the core of Aryzul’s kingdom 
  must be forged in fire hotter than Ymeri’s hatred and then 
  quenched in water colder than Kelizandri’s heart. When such 
  a weapon is applied to the Untouchable Opal, the gem should 
  break and release my lord. Ostensibly, a similar treatment 
  using equally powerful components might also suffice. For 
  further reading about this subject, please refer to page 109.”
  Development: If the PCs fail their Perception check to 
  locate the Primordial Key of Ilyralene, skip to area C2. After 
  the encounter with Chalissier, Fairuza reveals the book to 
  the PCs and allows them to interact with it. If the PCs fail 
  to guess the riddle’s answer within three guesses, the book 
  goes blank. In this case, Fairuza answers the riddle for them 
  after they complete the encounter in area C2, allowing the 
  PCs to converse with Ilyralene.
  
  C2. Windswept Showdown
  1 square = 5 feet
  PATHFINDER SOCIETY SCENARIO
  18
  C2. Windswept Showdown (CR 4 or CR 7)
  After the PCs speak with Ilyralene, or if they fail to find the 
  Primordial Key and answer its riddle, Fairuza Bereket enters 
  the Cobalt Gallery and confronts the PCs. She demands to 
  know why they wish to release Ranginori and explains the 
  potential danger such an action could cause: “By nature, the 
  balance among the elements depends upon the balance of 
  power among the elemental planes. For tens of thousands 
  of years, one elemental lord has reigned supreme over each 
  plane. To release a second in the Plane of Air would disrupt 
  that balance. It would bring about chaos, with the promise of 
  war and suffering.” The PCs can attempt to convince Fairuza 
  of their benevolent intentions, but before she and the PCs 
  have the chance to speak more, agents of Hshurha show up. 
  Creatures: The group of Hshurha’s agents consists of a 
  sylph named Chalissier, an air elemental, an air mephit, 
  and Chalissier’s pegasus ally Zaphral. Chalissier believes 
  that the PCs and the Concordance are conspiring to release 
  Ranginori. Seeing them as threats and traitors to Hshurha, 
  he admonishes them before attacking under the authority of 
  the Duchess of All Winds. In Subtier 1–2, Fairuza provokes 
  the pegasus and the air mephit into following her out the 
  second floor entrance and engaging her in battle outside. 
  Meanwhile, the PCs fight Chalissier and a small air 
  elemental inside. In Subtier 4–5, Fairuza provokes a large air 
  elemental into fighting her outside while the PCs contend 
  with Chalissier, a pegasus, and an air mephit. By the time 
  the PCs finish their battle, Fairuza has dispatched her fight 
  as well.
  Subtier 1–2 (CR 4)
  CHALISSIER  
  CR 3
  Male sylph arcanist 4 (Pathfinder RPG Advanced Race Guide 156, 
  Pathfinder RPG Advanced Class Guide 8)
  NE Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield) 
  hp 28 (4d6+12) 
  Fort +2, Ref +3, Will +4 
  Resist electricity 5
  OFFENSE
  Speed 30 ft. 
  Ranged mwk light crossbow +5 (1d8/19-20)
  Special Attacks arcane reservoir (2/7), arcanist exploits 
  (dimensional slide, lightning lance [2d6+1, DC 13]),  
  consume spells
  
  Fairuza Bereket
  19
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  Make the following adjustments to accommodate a group 
  of four PCs. In each case, Fairuza baits one additional 
  creature into following her outside.
  Subtier 1–2: Remove the air elemental from the 
  encounter.
  Subtier 4–5: Remove the mephit from 
  the encounter.
  Scaling Encounter C2
  Spell-Like Abilities (CL 4th; concentration +5) 
  1/day—feather fall
  Arcanist Spells Prepared (CL 4th; concentration +8) 
  2nd—sonic screamACG (DC 16)
  1st—magic missile, obscuring mist, windy escapeARG
  At will—daze (DC 14), ghost sound (DC 14), light, ray of frost, 
  resistance, touch of fatigue (DC 14)
  TACTICS
  Before Combat Before coming down to confront the 
  PCs, Chalissier uses a charge of his wand to cast 
  mage armor and casts shock shield from his spell 
  lattice. The bonuses from these spells have been 
  included in his statistics.
  During Combat Chalissier begins obscuring mist, 
  using Cloud Gazer to find PCs. He views any 
  fellow sylphs as traitors and targets them first. 
  He attacks with sonic scream and magic missile 
  and defends against one of their attacks with 
  windy escape. If he runs out of spells, he uses 
  lightning lance.
  Morale Chalissier fights until reduced to 5 
  hit points or fewer and then tries 
  to flee.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 18, 
  Wis 10, Cha 12
  Base Atk +2; CMB +1; CMD 13
  Feats Cloud GazerARG, Toughness
  Skills Knowledge (arcana, history, planes) 
  +11, Perception +4, Spellcraft +11, Use 
  Magic Device +8
  Languages Auran, Common, Dwarven, Elven, Gnome, Halfling
  Combat Gear feather token (whip), potion of cure light wounds, 
  spell latticeACG (1st level, shock shieldUC), wand of mage armor 
  (3 charges); Other Gear mwk light crossbow with 20 bolts, 
  spellbook, spell component pouch, 27 gp
  SMALL AIR ELEMENTAL 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 120, see page 23)
  TACTICS
  During Combat The air elemental uses its slam attacks.
  Morale The air elemental fights to the death.
  Subtier 4–5 (CR 7)
  AIR MEPHIT  
  CR 3
  hp 19 (Pathfinder RPG Bestiary 202, see page 23)
  Gear horn of fog
  TACTICS
  During Combat The mephit opens with its breath weapon, 
  and then uses summon ability followed by casting blur and 
  blowing the horn of fog.
  Morale The mephit fights to the death.
  CHALISSIER  
  CR 5
  Male sylph arcanist 6 (Pathfinder RPG 
  Advanced Race Guide 156, Pathfinder 
  RPG Advanced Class Guide 8)
  NE Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; 
  Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor,  
  +2 Dex, +2 shield) 
  hp 41 (6d6+18) 
  Fort +4, Ref +5, Will +6
  Resist electricity 5
  OFFENSE
  Speed 30 ft. 
  Ranged mwk light crossbow +6 
  (1d8/19–20)
  Special Attacks arcane reservoir (3/12), 
  arcanist exploits (dimensional slide, 
  energy shield, lightning lance [3d6+1, DC 14]), consume spells
  Spell-Like Abilities (CL 6th; concentration +7) 
  1/day—feather fall
  Arcanist Spells Prepared (CL 6th; concentration +10) 
  3rd—lightning bolt (DC 17)
  2nd—invisibility, sonic screamACG (DC 16)
  1st—magic missile, obscuring mist, shocking grasp,  
  windy escapeARG
  At will—daze (DC 14), ghost sound (DC 14), light, open/close, 
  ray of frost, resistance, touch of fatigue (DC 14)
  TACTICS
  Before Combat Before coming down to confront the PCs, 
  Chalissier uses his spell lattice to cast shock shield, uses a 
  charge of his wand to cast mage armor, and drinks his potion 
  of fly.
  During Combat Chalissier opens with obscuring mist and uses 
  his cloud gazer feat to target PCs. He views any fellow sylphs 
  as traitors and targets them first. He attacks with lightning 
  bolt and sonic scream and uses windy escape to protect 
  against one of the PCs’ attacks. If he runs out of spells, he 
  attacks with his lightning lance.
  Morale Chalissier fights until reduced to 6 hit points or below 
  and then casts invisibility and tries to flee.
  
  Chalissier
  PATHFINDER SOCIETY SCENARIO
  20
  STATISTICS
  Str 8, Dex 15, Con 12, Int 18, Wis 10, Cha 12
  Base Atk +3; CMB +2; CMD 14
  Feats Cloud GazerARG, Extra ReservoirACG, Toughness
  Skills Knowledge (arcana, history, planes) +13, Perception +6, 
  Spellcraft +13, Use Magic Device +10
  Languages Auran, Common, Dwarven, Elven, Gnome, 
  Halfling
  Combat Gear feather token (whip), potion 
  of cure light wounds, potion of fly, spell 
  latticeACG (1st level, shock shieldUC), wand 
  of mage armor (10 charges); Other Gear 
  mwk light crossbow with 20 bolts, cloak 
  of resistance +1, ring of protection +1, 
  spell component pouch, spellbook, 
  27 gp
  ZAPHRAL                  CR 3
  CN pegasus (Pathfinder RPG 
  Bestiary 225, see page 
  23) 
  hp 34 
  Languages Auran 
  (cannot speak)
  Gear leather saddle with 
  cloud motifs worth 100 gp
  TACTICS
  During Combat The pegasus attacks in melee 
  with its bite and hooves.
  Morale The pegasus fights to the death, or 
  until Chalissier is reduced to 6 hit points or less, at which 
  point it attempts to help him escape.
  Treasure: If the PCs do not defeat the creatures in this 
  area, reduce each PC’s gold earned as follows.
   Subtier 1–2: Reduce each PC’s gold earned by 135 gp.
  Out of Subtier: Reduce each PC’s gold earned by 404 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 673 gp.
  CONCLUSION
  After the battle, Fairuza returns with her superior officer, 
  Ashasar (N male suli druid 9). Ashasar is the suli that the PCs 
  may have heard about if they heard Clue #2 during the gala. 
  Fairuza introduces him as the Liaison of the Seat of Balance, 
  the ambassador of one of the Concordance’s five leaders. An 
  air elemental in the shape of an airship hovers behind the 
  Liaison, dancing around whimsically. Ashasar smiles at the 
  elemental, telling it in Auran, “We must focus on the task at 
  hand. Please, be still for the moment.” Ashasar apologizes 
  to the PCs for any previous hostilities and offers further 
  explanations and answers about the Concordance.
  “Protecting the balance among the elemental planes has been 
  the most sacred task of the Concordance of Elements since its 
  founding. When we learned that the Pathfinder Society came 
  into possession of the Untouchable Opal, your organization 
  loomed as a threat to everything we have dedicated our 
  lives to defending. Tampering with the Opal could create a 
  devastating imbalance in the fabric of the planes. I believed that 
  the Pathfinder Society sought to create this imbalance without 
  consideration for the consequences or, at the very least, 
  was poised to bring about calamity through ignorance. 
  However, I have come to understand another perspective. 
  There are some within the Concordance that have been 
  making the case that the only way to achieve true 
  balance would be to liberate all four of the imprisoned 
  elemental lords. I acted rashly, without consulting 
  the Seat of Balance for approval.
  “I am truly sorry for the trouble I have 
  caused you by sending my agents 
  against the Society. I allowed fear 
  to blind my judgment, and I take 
  full responsibility for the harm I 
  have caused, both directly and 
  indirectly. I understand that, 
  under these circumstances, 
  your instinct may be to 
  retaliate, and I would not 
  hold it against you if you 
  were to do so. However, 
  we face a more immediate 
  threat—the forces of Hshurha 
  have labeled the Concordance and 
  the Pathfinder Society as conspirators and traitors. In light of both 
  the nuances of the decision regarding the Untouchable Opal and 
  our common threat, it would be in both of our best interests to 
  share information and resources, so that we may come to the 
  most informed decision and protect each other from what may 
  otherwise be an insurmountable opposition.”
  If the PC’s accept Ashasar’s apology, he asks the PCs to 
  remain in Armun Kelisk while he performs follow-up 
  investigations and speaks to his superiors so the Society 
  and the Concordance can move forward as allies rather 
  than adversaries. He compensates the PCs for any costs 
  they incurred from imprisonment after the encounter 
  in area B, restoring any gold or Prestige Points that they 
  spent. If the PCs were unable to locate the Primordial Key 
  of Ilyralene earlier, Fairuza reveals its location and allows 
  them to proceed with their research in peace. If the PCs 
  attack Ashasar, he sighs, declares that he will play no part in 
  further hostilities and that he hopes they will change their 
  mind, and uses a scroll to cast wind walk on himself and 
  Fairuza before fleeing. 
  The PCs are likely to ask Ashasar about Jamila’s whereabouts. 
  If they do, he informs them that she is away on business, and 
  
  Ashasar
  21
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  tells them that he will send her a missive instructing her to 
  return to Armun Kelisk and meet with the Society.
  The PCs may remain as Jairo’s guest during their stay and 
  have full access to the Azure Hall. Jairo offers to sell the PCs 
  with the Djinni’s Admiration boon one of the flying carpets 
  for a discounted rate; such PCs earn the Jairo’s Generosity 
  boon on this scenario’s Chronicle sheet. If the PCs defeated 
  Chalissier, they each earn the Air Affinity 
  boon on their Chronicle sheets.
  PRIMARY SUCCESS 
  CONDITION
  If 
  the 
  PCs 
  discover 
  the 
  Concordance’s goals, either from 
  questioning Concordance agents 
  in area B or speaking to Ashasar, 
  and they learn Ilyralene’s theory on 
  how to break the Untouchable Opal to 
  free Ranginori, they succeed at their 
  mission and earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITION
  If the PCs do not attack Ashasar in the Conclusion and 
  succeed with at least two of the following three objectives, 
  they each earn 1 additional Prestige point: find three or more 
  of the five clues during the Gala; find and interpret the Codex 
  of Fundamental Dominion before the Concordance agents 
  arrive; and find and interpret the Primordial Key Of 
  Ilyralene before Chalissier attacks.
  FACTION NOTES
  PCs belonging to the Sovereign Court faction earn 
  a boon based on the dignitary they allied with 
  at the Grand Symposium Gala. Mithradatha 
  grants the Friend of Geniekind boon; Wan 
  Feng grants the Dragon’s Gift boon; 
  and Zhalla bint Rathmozen grants 
  the Kissed by the Wind boon.
  
  PATHFINDER SOCIETY SCENARIO
  22
  Ilyralene’s Riddle
  Without wings, I soar
  Without throat, I roar
  I can be touched
  But never clutched
  I am free within the skies
  You cannot see me with your eyes
  What am I?
  
  23
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  STAT BLOCKS
  The following creature stat blocks are used and referenced 
  in this scenario.
  BLINK DOG
  This sleek canine has a coarse, tawny coat, pointed ears, and pale 
  eyes. A faint blue nimbus seems to dance upon its fur.
  BLINK DOG 
  CR 2
  Pathfinder RPG Bestiary 2 47
  LG Medium magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d10+6)
  Fort +5, Ref +5, Will +4
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d6+1)
  Spell-Like Abilities (CL 7th; concentration +7)
  Constant—blink
  At will—quickened dimension door (self only)
  STATISTICS
  Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 11
  Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
  Feats Combat Reflexes, Iron Will
  Skills Perception +7, Stealth +7, Survival +2 (+6 scent tracking)
  Languages Sylvan
  ELEMENTAL, AIR
  This cloudlike creature has dark hollows reminiscent of eyes and a 
  mouth, and a howling wind whips it into ominous shapes.
  SMALL AIR ELEMENTAL 
  CR 1
  Pathfinder RPG Bestiary 120
  N Small outsider (air, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +6, Will +0
  Defensive Abilities air mastery; Immune elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +6 (1d4+1)
  Special Attacks whirlwind (DC 12)
  STATISTICS
  Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 15
  Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge 
  (planes) +1, Perception +4, Stealth +11
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack 
  and damage rolls against an air elemental.
  MEPHIT
  This small humanoid creature has thin, leathery wings, small 
  horns, and a mischievous smile.
  AIR MEPHIT 
  CR 3
  Pathfinder RPG Bestiary 202
  N Small outsider (air)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, 
  +1 size)
  hp 19 (3d10+3); fast healing 2 (in gusty or windy areas)
  Fort +2, Ref +5, Will +3
  DR 5/magic
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, 1d8 slashing 
  damage, Reflex DC 13 half)
  Spell-Like Abilities (CL 6th; concentration +8)
  1/day—gust of wind, summon (level 2, 1 air mephit 25%)
  1/hour—blur
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Auran, Common
  SPECIAL ABILITIES
  Breath Weapon (Su) An air mephit can unleash a cone of sand 
  and grit that deals 1d8 points of slashing damage every 4 
  rounds as a standard action. The DC is Constitution-based and 
  includes a +1 racial bonus.
  PEGASUS
  This magnificent horse has great birdlike wings upon its back and 
  moves with a quiet and proud grace.
  PEGASUS 
  CR 3
  Pathfinder RPG Bestiary 225
  CG Large magical beast
  Init +2; Senses darkvision 60 ft., detect evil, detect good,  
  low-light vision, scent; Perception +11
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d10+12)
  Fort +7, Ref +6, Will +4
  OFFENSE
  Speed 60 ft., fly 120 ft. (average)
  
  PATHFINDER SOCIETY SCENARIO
  24
  Melee bite +7 (1d3+4), 2 hooves +2 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 4th; concentration +5)
  Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
  STATISTICS
  Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
  Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
  Feats Flyby Attack, Iron Will
  Skills Fly +5, Perception +11, Sense Motive +7; Racial Modifiers 
  +4 Perception
  Languages Common (cannot speak)
  WYSP, FIRE
  This sphere of elemental matter emits a strange hum that resonates 
  with elemental power.
  FIRE WYSP 
  CR 2
  Pathfinder RPG Bestiary 5 282
  N Tiny outsider (elemental, fire)
  Init +6; Senses darkvision 60 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +5, Will +2
  Immune elemental traits, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 60 ft., fly 20 ft. (poor)
  Melee 2 tendrils +9 (1d3+2 plus burn)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks burn (1d6 fire, DC 14)
  STATISTICS
  Str 10, Dex 15, Con 12, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +3; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse
  Skills Bluff +7, Intimidate +7, Knowledge (planes) +6, 
  Perception +7, Sense Motive +7, Stealth +16
  Languages Ignan
  SQ living battery, servitor
  SPECIAL ABILITIES
  Living Battery (Ex) As an immediate action, a wysp can kill 
  itself to cause a creature benefiting from its resonance to 
  heal 2 hit points for each of that creature’s HD. If the wysp 
  uses this ability, its death can’t be prevented, and its life 
  can’t be restored by any effect less than true resurrection, 
  miracle, or wish, even if such an effect can normally revive 
  an outsider.
  Resonance (Ex) A wysp’s natural resonance strengthens the 
  power of its element. The wysp grants a +2 competence 
  bonus on attack rolls and damage rolls to all creatures 
  within 30 feet with an elemental subtype that matches the 
  wysp’s, and to the DCs of all racial spell-like, supernatural, 
  and extraordinary abilities of such creatures (as usual, this 
  does not include creatures assuming an elemental form). 
  Kineticists within 30 feet who share the wysp’s element gain 
  a +1 competence bonus on attack rolls and damage rolls. The 
  wysp’s statistics already include these bonuses.
  Servitor (Ex) A wysp is a natural servitor. When it uses the 
  aid another action to assist a creature benefiting from its 
  resonance, the wisp can grant that creature a +4 bonus instead 
  of +2. No other effect can increase this bonus beyond +4.
  
  25
  TYRANNY OF WINDS, PART 2: SECRETS OF THE ENDLESS SKY
  
  26
  PATHFINDER SOCIETY SCENARIO
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-10: 
  Tyranny of Winds, Part 2:
  Secrets of the Endless Sky
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  the Product Identity and is an enhancement over the prior art and any additional 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
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  of this License with respect to some or all of the Open Game Content due to statute, 
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  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Society Scenario #8–10: Tyranny of Winds, Part 2: Secrets of the 
  Endless Sky © 2016, Paizo Inc.; Author: Crystal Malarsky.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  KEYLIGHT LANTERN
  PRICE
  2,000 GP
  SLOT none
  CL 10th
  WEIGHT 1 lb.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  Character Chronicle #
  1–2
  4–5
  —
  257
  949
  —
  603
  513
  1,897
  —
  1,205
  Out of
  Subtier
  Pathfinder Society Scenario #8-10: 
  Tyranny of Winds, Part 2:
  Secrets of the Endless Sky
  Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This 
  boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—
  especially those set on the elemental planes.
  Dragon’s Gift (Sovereign Court): As an imperial sky dragon, Wan Feng is a wise and benevolent councilor and 
  champion of the cause of good. He presents you with a token made of one of his scales. When you would take electricity 
  damage, you may cross this boon off your Chronicle sheet to reduce the damage by an amount equal to your character 
  level. If your alignment is good, you instead reduce the amount of damage by twice your character level.
  Friend of Geniekind (Sovereign Court): The Sovereign Court has convinced Mithradatha to cast several wish spells 
  on its behalf. One of these wishes helps protect members of the Sovereign Court. You may cross this boon off your 
  Chronicle sheet before rolling a saving throw to roll twice and take the higher result.
  ▫ Jairo’s Generosity: Jairo has not forgotten your friendly and respectful demeanor toward him when you first 
  met. He provides you with a free noble’s outfit. In addition, he offers you a discount if you wish to purchase one of his 
  flying carpets. You may check the box that precedes this boon to purchase a carpet of flying at the following discounted 
  price: 5 ft. by 5 ft. (18,000 gp), 5 ft. by 10 ft. (31,500 gp), or 10 ft. by 10 ft. (54,000 gp).
  ▫▫ Kissed by the Wind (Sovereign Court): Zhalla bint Rathmozen is a resourceful and clever ally to the Sovereign 
  Court, capable of sending resources into even the most remote locations. You may check a box that precedes this 
  boon to order one of the following items that you could otherwise legally purchase: a bottle of air, a ring of feather fall, 
  or a scroll of air walk, fly, or any spell with the air or electricity descriptor (or a potion or oil of any such spell of 3rd 
  level or lower). The item arrives via one of her air elemental allies 1 hour later. You must pay the full price for the item 
  in gold pieces at the time that you receive it.
  Uneasy Alliance: You have accepted Ashasar’s offer of alliance with the Concordance. This boon may play a role in 
  future adventures.
  Core Campaign
  All Subtiers
  Subtier 4–5
  elemental flux (20 gp; Pathfinder RPG Advanced Race 
  Guide 203)
  feather token (whip, 500 gp)
  keylight lantern (2,000 gp)
  spell lattice (1,000 gp, Pathfinder RPG Advanced Class 
  Guide 235; contains shock shield, Pathfinder RPG 
  Ultimate Combat 243)
  wand of mage armor (3 charges; 45 gp, limit 1)
  +1 cloudburst chain shirt (6,250 gp; Pathfinder RPG 
  Advanced Race Guide 160)
  cloak of resistance +1 (1,000 gp)
  elemental gem (air, 2,250 gp)
  elemental gem (fire, 2,250 gp)
  elixir of forceful exhalation (900 gp; Advanced Race 
  Guide 160)
  horn of fog (2,000 gp)
  potion of fly (750 gp)
  ring of protection +1 (2,000 gp)
  wand of mage armor (10 charges; 150 gp, limit 1)
  A keylight lantern is wreathed with elemental runes. When lit, it 
  gives off light as per a typical lantern, but the shifting flame gives 
  its user a +2 competence bonus on Perception checks to find secret 
  doors. In addition, once per day, the lantern’s bearer can fling the oil 
  as a splash weapon that functions as a flask of acid, except that its 
  damage type is random among acid, cold, electricity, and fire. Each 
  keylight lantern has an indentation where an elemental gem could 
  Craft Wondrous Item, acid splash, ray of frost, fireball, 
  guidance, shocking grasp
  fit. If an elemental gem is slotted in the lantern, the damage 
  type is fixed based on the gem’s element—acid for an earth 
  gem, cold for a water gem, electricity for an air gem, and fire 
  for a fire gem. The lantern’s bearer may choose to expend the 
  elemental gem to infuse the oil with its energy. If she does so, 
  the next time she throws the oil, it functions as per fireball, 
  centered on the square (10d6 damage, Reflex DC 14 half) 
  instead of as an acid flask. The damage type of the fireball 
  matches the damage type associated with the elemental gem.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-10 - Tyranny of Winds Part 2 - Secrets of the Endless Sky.pdf