TEXT: By Jason Evans
  TYRANNY OF WINDS, PART 3:
  CAUGHT IN THE ECLIPSE
  PATHFINDER SOCIETY SCENARIO #8-12 
  TIER 3–7
  
  Pathfinder Society Scenario #8–12: Tyranny of 
  Winds, Part 3: Caught in the Eclipse is a Pathfinder 
  Society Scenario designed for 3rd- through 7th-
  level characters (Tier 3–7; Subtiers 3–4 and 6–7). 
  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 • Jason Evans
  Development Leads • Thurston Hillman and John Compton
  Contributing Artists • Jorge Fares, Paul Guzenko, and 
  Sebastian Rodriguez
  Cartographers • Jason Engle and Robert Lazzaretti
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Robert G. 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
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner 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
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Director of Licensing • Michael Kenway
  Staff Accountant • Ashley Kaprielian 
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Christopher Anthony, William Ellis, 
  Lissa Guillet, Don Hayes, and Erik Keith
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  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 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Society Scenario #8–12: Tyranny of Winds, Part 3: Caught in the Eclipse © 2017, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
  Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Path-
  finder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, and Starfinder Adventure Path are 
  trademarks of Paizo Inc.
  Table of Contents
  Caught in the Eclipse .   .   .   .   .   .   .   . 3
  Player Handouts  .  .  .  .  .  .  .  .  .  . 19
  Appendix: Stat Blocks   .  .  .  .  .  . 20
  Map  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  22
  Chronicle Sheet   .  .  .  .  .  .  .  .  . 24
  GM ResouRces
  Caught in the Eclipse makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Class Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 4, Pathfinder RPG Ultimate Combat (UC), 
  and Pathfinder RPG Ultimate Equipment (UE). 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.
  
  3
  Pathfinders learned of Jamila and her attempt to rally the 
  tribes against them. This is where the Society first discovered 
  the Concordance as well as Jamila’s destination: the djinni 
  city of Armun Kelisk, on the Plane of Air.
  In Pathfinder Society Scenario #8–10: Tyranny of Winds, Part 
  2: Secrets of the Endless Sky, Society agents traveled to the 
  great djinni city. Under Venture-Captain Norden Balentiir’s 
  advisement, the dispatched agents met with Jairo, a djinni 
  in good standing with the Pathfinder Society. Jairo set the 
  adventurers on their quest through the libraries of Armun 
  Kelisk hunting for information on the Concordance, Jamila, 
  and the Untouchable Opal. While uncovering these facts, 
  the Pathfinders clashed with Concordance agents sent to 
  eliminate them. During the final confrontation, Chalissier, 
  a sylph agent of Hshurha, arrived and condemned both the 
  Pathfinders and the Concordance as enemies of his goddess. 
  Only when Hshurha’s fanatical followers were defeated did 
  the Concordance agents realize that the Duchess had grown 
  too bold. Enemies turned to allies as the Concordance 
  agreed that there might be a misunderstanding between the 
  two groups. The Pathfinders were introduced to Ashasar, the 
  Liaison to the Seat of Balance within the Concordance of 
  Elements. He provided the Pathfinders with an overview of 
  the Concordance’s role, and explained their concerns about 
  the Pathfinders’ gaining possession of the Untouchable Opal. 
  He has asked the Pathfinders to remain in Armun Kelisk 
  while he consulted with his superiors on how to proceed.
  SUMMARY
  The PCs are tasked with finding Jamila al-Shafah, the 
  Concordance agent who recently betrayed the Society. 
  U
  ntold ages ago, four pairs of powerful demigods—
  one set tyrannical, one set benevolent—ruled 
  over the four elemental planes. 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. One by one, they imprisoned 
  their benevolent counterparts within these artifacts. Ever 
  since, the Garnet Brand, Gasping Pearl, Moaning Diamond, 
  and Untouchable Opal have remained hidden throughout the 
  multiverse, and the residents of the elemental planes now 
  accept the remaining elemental lords’ dominion as part of 
  their existence. Even now, untold millennia later, relatively 
  few know of the existence of the imprisoned demigods.
  Despite his captivity, Ranginori, the benevolent Duke 
  of Thunder, was able to make his presence known long 
  enough for the Pathfinder Society to intervene. Though the 
  lord of air remains trapped within the Untouchable Opal, 
  the Society managed to retrieve the gem from its hiding 
  place on a comet, and now have it safely locked away in the 
  Grand Lodge in Absalom. The rescue did not go unnoticed, 
  however, and a group of elementals and cultists from the 
  Inner Planes known as the Concordance of Elements swiftly 
  moved against the Pathfinder Society. Believing the Inner 
  Planes must be kept in delicate balance, lest the entire 
  cosmos be thrown into chaos, the Concordance opposed the 
  Society’s efforts to free Ranginori.
  During the events of Pathfinder Society Scenario #8–08: 
  Tyranny of Winds, Part 1: The Sandstorm Prophecy, Jamila al-
  Shafah, a janni Concordance operative and former partner 
  of the late Venture-Captain Targos Min-Katheer, moved to 
  disrupt the Pathfinders’ operations in Osirion. She stole 
  several valuable items from the Osirion lodge and fled 
  into the desert, luring the Pathfinder Society adventurers 
  into the waiting arms of two warring elemental tribes. Her 
  plan backfired, however, when the tribes mistook her dire 
  warnings for aspects of an ancient prophecy. As a result, 
  the adventurers were greeted as potential prophets, and not 
  hostile invaders. They were put through a series of sacred 
  tests to determine the validity of their prophetic status, 
  ultimately earning a meeting with a tribal elder. These 
  TYRANNY OF WINDS, PART 3:
  CAUGHT IN THE ECLIPSE
  By Jason Evans
  This scenario takes place entirely on the Plane of Air, in the 
  smuggler’s hideout of Port Eclipse. For more information 
  on 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?
  
  Ashasar
  PATHFINDER SOCIETY SCENARIO
  4
  Once he realized the Duchess was moving against the 
  Concordance, Ashasar sent Jamila to retrieve the Horn of 
  the Hurricane, a powerful weapon to use against air-aligned 
  creatures. Ashasar has been unable to reach Jamila via 
  magical communication since; his most recent missives 
  to recall her remain unanswered. He tasks the PCs with 
  traveling to Port Eclipse, which is a smuggler’s cove not 
  under the djinn’s jurisdiction. There, they 
  must rescue Jamila, if at all possible, 
  and recover the horn before it can 
  fall into Hshurha’s hands. Ashasar 
  arranges transportation for the 
  PCs aboard an airship that takes 
  them to the harbor built inside 
  a giant floating island.
  After dealing with the port’s 
  self-appointed guardians, the PCs 
  navigate the strange airship harbor 
  and investigate Jamila’s whereabouts. 
  They soon learn that Hshurha’s agents 
  arrived first and tore up the settlement 
  looking for Jamila. Fortunately, the 
  Concordance agent is currently being 
  kept prisoner in a facility owned 
  by an efreeti ice smuggler called 
  the Coldfire King. The PCs must 
  break Jamila free of her icy prison 
  and escort her to the horn’s secret 
  hiding place. In a final climactic battle, 
  the PCs retrieve the horn amid an airship 
  junkyard as Hshurha’s minions arrive in search of Jamila. 
  Once the horn is retrieved, the PCs can turn its effects 
  on the Duchess’s agents to devastating ends. Whether the 
  powerful weapon remains with the Concordance or returns 
  to the Grand Lodge is left up to the PCs to decide.
  GETTING STARTED
  PCs playing the Tyranny of Wind trilogy of scenarios start this 
  adventure in the djinni city of Armun Kelisk on the Plane of 
  Air, following their last mission. PCs playing this scenario 
  out of order, are instead dispatched to the Plane of Air to 
  meet with Ashasar, at the command of Venture-Captain 
  Norden Balentiir of Sothis. Either way, the PCs receive a 
  missive from Venture-Captain Norden Balentiir prior to 
  their meeting with Ashasar. Distribute Player Handout #1 
  and give the players a chance to read it. Distribute Player 
  Handout #2 to members of the Grand Lodge faction, as 
  Ambrus Valsin has additional instructions for his most 
  trusted agents. Then, read or paraphrase the following to 
  get the adventure underway. 
  Ashasar, Liaison to the Seat of Balance of the Concordance 
  of Elements, keeps a modest office atop the Four Winds, one 
  of Armun Kelisk’s less conspicuous structures. He sits atop an 
  expansive turquoise pillow, intently listening to a barely visible 
  mass of cloud dancing near his ear. Before speaking, he stands 
  and delicately removes a lantern from a nearby bookcase. Ashasar 
  lights the lantern with a snap of his fingers. He gives a knowing 
  smile as he walks a slow perimeter around the open rooftop. 
  Seemingly satisfied, the janni takes a seat with a contented sigh.
  “One can never be too careful when dealing with the Duchess 
  Hshurha. With the winds themselves at her beck and call, 
  who knows what kind of agents she has hiding about? It 
  appears our organizations are not as at odds with one 
  another as we once thought. While the Concordance 
  was initially resistant to breaking open the 
  Untouchable Opal and freeing the Duke of Thunder, 
  the Duchess has grown too bold and forced our 
  hand. We must work together to free Ranginori 
  from his prison before Hshurha throws the 
  Inner Planes into utter chaos. As a token 
  of our mutual new goodwill, I ask for 
  your help in a sensitive mission that 
  could prove pivotal in our fight to 
  maintain balance.”
  “When the Concordance considered 
  the Pathfinders Society to be a 
  threat, I sent one of our agents to 
  retrieve a powerful weapon we have 
  hidden here on the Plane of Air. I 
  believe you are familiar with her, no? 
  Jamila’s task was to retrieve the Horn of the 
  Hurricane, which allows its wielder to call 
  forth tremendous elemental force. These energies are particularly 
  devastating against creatures native to this plane. Since the accord 
  between our organizations was cemented, I have been unable to 
  reach Jamila, and I fear that she may be incapacitated. Worse yet, 
  it’s possible she’s been killed and the horn is now in Hshurha’s 
  hands. Since we cannot be sure, we must take every precaution 
  to protect the horn and rescue Jamila, if she lives. I have already 
  arranged for your transportation to her last known destination 
  and ask that you leave at once.”
  Below are Ashasar’s answers to some likely questions 
  from the PCs. In addition to these answers, feel free to have 
  Ashasar fill the PCs in on any information summarizing 
  the previous two scenarios in the Tyranny of Winds series, 
  especially for any PCs who haven’t completed the previous 
  scenarios in the series. 
  Where was Jamila headed? “Jamila left on a vessel bound 
  for Port Eclipse, an airship harbor of ill repute. It is one of 
  the few pieces of solid ground in the Endless Sky that is 
  not controlled by the djinn. The port hides within a massive 
  hollow rock, and its buildings cling to the inner wall. While 
  Port Eclipse provides discretion from the djinn, it does so at 
  a cost. Keep your wits and blades about you in there.”
  
  5
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  How are we getting there? “I’ve booked you passage on an 
  airship. Captain Nix is a reliable woman I have worked with 
  before, and most importantly, she’s not a native of this plane. 
  The gnome has been to Port Eclipse many times and I do 
  not suspect she has any loyalty to Hshurha.”
  Why can’t we just teleport there? “Port Eclipse is notorious 
  for housing various magical snares against teleportation. 
  It’s another facet of its appeal as a smuggler’s haven. The 
  currents of this plane are too dangerous to just drop non-
  natives into open space nearby and it would attract precisely 
  the attention we are trying to avoid. Smuggling you in by 
  airship is safer and more discreet.”
  What else can you tell us about the Horn of the 
  Hurricane? “The horn allows whoever wields it to create a 
  blast of elemental energy. Despite its electrical nature, this 
  energy is particularly effective against creatures of air. Still, 
  the horn must be used sparingly, as repeated use in a day is 
  said to put great strain on the item.”
  Where is the Horn of the Hurricane hidden? 
  “Unfortunately, I do not know. Jamila discovered the horn 
  somehow reached Port Eclipse and she alone knows its 
  current location. This is part of the Concordance’s design to 
  keep our resources safely hidden. If Jamila is no longer part 
  of the equation, you must find her safe house in Port Eclipse 
  for more information on the horn’s location.”
  Who may have trapped her? “As a Concordance operative, 
  Jamila would do her best to avoid notice or create enemies. 
  Hshurha has agents everywhere, so unless Jamila has 
  befallen some random bad luck, you can bet the Duchess 
  is behind it.”
  Diplomacy (Gather Information) or  
  Knowledge (Planes)
  Based on the result of a Knowledge (Planes) check, the 
  PCs might know some information on Port Eclipse. A PC 
  can instead use Diplomacy to gather information from the 
  citizens of Armun Kelisk, but unless she speaks Auran, she 
  takes a –5 penalty on the check. Each PC notes all of the 
  information with a DC less than or equal to the result of 
  her check.
  15+: Port Eclipse is a seedy port town on the Plane of 
  Air. It’s built on the inside of a floating landmass, and is 
  physically concealed from outside forces. The resident 
  djinni of the Plane of Air lay no claim to the settlement, 
  and Port Eclipse acts as an anarchist’s haven among the 
  otherwise lawful realm of the air genies.
  20+: Like most of the Plane of Air, Auran is the preferred 
  language of Port Eclipse. Being a hidden smuggler haven, 
  Port Eclipse lacks the amenities of other settlements; as 
  a result, few of Port Eclipse’s citizens speak Common. 
  Translation services are available there, but come at a steep 
  price. A means of speaking and understanding Auran is 
  essential in navigating the port town.
  25+: The mayor of Port Eclipse, a semiretired airship 
  captain named Vendria, is wary of rivals to her leadership 
  of Port Eclipse. The recent set-up of a new smuggling 
  operation, led by a being calling himself the Coldfire King, 
  has the mayor on edge.
  THE TRIP TO PORT ECLIPSE
  Ashasar secured passage for the party with Nix, a devil-may-
  care gnome with a hodgepodge airship. Nix is sympathetic 
  to the Concordance’s cause and Ashasar has paid her 
  handsomely enough to not ask questions. She’s done her 
  fair share of smuggling runs and knows how to get to Port 
  Eclipse without attracting unwanted attention. Nix’s ship 
  may look like a fixer-upper, but it’s faster than most vessels 
  plying the air currents. Her ship is a piecemeal construction 
  of scrap metal, crystal shards, and patchwork sails. While 
  the journey occurs without major delays, there are several 
  potential incidents that might happen along the way to 
  provide some flavor to the party’s extraplanar voyage.
  •• A massive thunderstorm, hundreds of miles across, looms 
  ahead. Nix easily avoids it by flying just a few miles above 
  the swirling maelstrom.
  •• A swarm of crazed air mephits swoops in and give chase. 
  The gnome’s ship is fast enough to outrun them, but Nix 
  has to deploy some of her mechanical gadgets (a few nets 
  and smoke bombs) to dissuade the mephits’ interest.
  •• The ship gets caught in a pocket of dead air. Nix wastes 
  no time firing up a spring-wound fan on the back of her 
  ship to escape the hazard. The PCs might experience 1 or 
  2 rounds of suffocation, but suffer no adverse effects.
  •• A large djinn cargo ship bears down on the tiny vessel. 
  The djinni captain profusely apologizes for the approach, 
  having incorrectly assumed Nix’s ship to be wreckage.
  Subjective Directional Gravity
  In most parts of the Plane of Air, an individual chooses 
  the direction of gravity’s pull. When walking on solid 
  surfaces, choosing the direction of the surface to be “down” 
  is relatively intuitive and does not require a skill check. In 
  midair, creatures with natural flight can fly normally. Those 
  without the ability to fly, or those who would prefer to move 
  faster, can attempt to set the direction of gravity.
  Once per round as a free action, an individual can attempt 
  a DC 16 Wisdom check to pick a new direction for gravity. 
  If she succeeds, she begins falling in that direction, moving 
  150 feet in a straight line on the first round and 300 feet 
  on each succeeding round. If she fails, she can attempt the 
  Wisdom check again the following round. The DC decreases 
  to 12 until she succeeds. Once an individual starts falling in 
  a direction, stopping requires a successful DC 16 Wisdom 
  check to set gravity in the exact opposite direction. If she 
  succeeds, she continues falling 150 feet in her original 
  direction for 1 round, and then stops.
  
  PATHFINDER SOCIETY SCENARIO
  6
  Because an individual in free fall cannot stop quickly, 
  performing actions during the fall is difficult. However, the 
  PCs may ready actions and perform them during the free 
  fall, such as readying an action to grab an object or to attack 
  a creature while soaring past it. Moving past an opponent in 
  this manner provokes an attack of opportunity.
  A PC under the effects of a feather fall spell falls at only 60 
  feet per round and gains a +2 circumstance bonus on the 
  Wisdom checks to change direction.
  A. BULLIES OF THE ENDLESS SKY  
  (CR 6 OR CR 9)
  At the start of the second day of the 3-day trip to Port Eclipse, 
  a cloud grows on the horizon. Nix colorfully curses in Gnome, 
  as the cloud of flickering blue energy drifts further into view. 
  It splits into several vaguely humanoid forms that constantly 
  shift and warp, except for their impassive faces. These small 
  figures land on the deck of the airship, buzzing unsettlingly. 
  Creatures: The airways approaching Port Eclipse are home 
  to a small group of comozant wyrds, nominally in service to 
  Hshurha. These elemental creatures enjoy tormenting passing 
  airships, often demanding protection payment, or generally 
  roughing up non-elemental passengers. Seasoned captains 
  and ship hands alike know that these wyrds are belligerent 
  and denigrating to creatures not native to the Plane of Air—
  exemplified by Nix’s repeated dealings with them.
  The wyrds land aboard Nix’s ship and immediately 
  demand (in Auran) that the crew submit themselves to 
  their illuminating flames. Nix translates this demand, also 
  indicating her further displeasure at the wyrds’ arrival. She 
  suggests the PCs submit, as it could be trouble otherwise. 
  Nix willingly walks straight up to one of the wyrds and 
  allows it to envelop her with its illuminating flame ability. 
  After a minute of speechless conversation, Nix motions 
  for the PCs to present themselves to the wyrds. When a 
  creature willingly approaches a comozant wyrd, the wyrd 
  shrouds the creature’s body in pale fire and establishes an 
  empathic link.
  As servants of the Duchess of All Winds, the wyrds lazily 
  probe for thoughts of disobedience to their mistress. These 
  interrogations aren’t the wyrds’ true goal; the elementals 
  seek to continually prove their dominance over non-natives 
  by imposing feelings of guilt and shame over not being a 
  creature born of the Endless Sky. PCs engaging with a wyrd 
  in empathic communion get repeated sensations of forced 
  shame, accompanied by the wyrd’s gloating and even an 
  occasional zap from a lightning lash to taunt the foreigners.
  Since the wyrds communicate empathically, they respond 
  negatively to any forms of subterfuge, regardless of what the 
  target is actually hiding. As long as the PCs don’t attempt 
  to deceive the wyrds, they’re just repeatedly ridiculed 
  and shamed before the wyrds get bored and fly off. PCs 
  attempting to Bluff a comozant wyrd must succeed at a check 
  opposed by the comozant wyrd’s Sense Motive (including 
  the +4 bonus when empathically communicating). Should a 
  PC fail her check, the comozant wyrd grows agitated and its 
  flickering intensifies as it further probes its targets. A second 
  failed check from any PC triggers the comozant wyrds’ ire 
  and the elementals immediately attack. During the fight, 
  Nix shouts at the party, encouraging them, but not daring to 
  draw the ire of the elementals. She won’t participate in the 
  combat and the wyrds do not attack her.
  Subtier 3–4 (CR 6)
  COMOZANT WYRDS (2)  
  CR 4
  hp 27 each (Pathfinder RPG Bestiary 4 40, see page 20)
  TACTICS
  During Combat A wyrd attacks with its lightning lash, preferring 
  to target non-outsiders. It cycles through attacking PCs that 
  are affected by its illuminating flames and will apply the 
  effect again only when there are no available targets left.
  Morale A wyrd fights until reduced to 10 hit points, at which 
  point it flees.
  Subtier 6–7 (CR 9)
  ADVANCED COMOZANT WYRDS (4)  
  CR 5
  Advanced comozant wyrd (Pathfinder RPG Bestiary 4 288, 40)
  N Small outsider (air, elemental, extraplanar, incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 22, touch 22, flat-footed 17 (+6 deflection, +5 Dex, +1 size)
  hp 37 each (5d10+10)
  Fort +3, Ref +11, Will +9
  Defensive Abilities incorporeal, plasma form; Immune cold, 
  electricity, elemental traits
  OFFENSE
  Speed 20 ft., fly 30 ft. (good)
  The more the PCs interact with the inhabitants of Port 
  Eclipse, the more likely they are to draw the attention of 
  Hshurha’s agents. Whenever a PC fails at a Bluff, Diplomacy, 
  Disguise, Intimidate, or Stealth check, the party’s Awareness 
  Level increases by 1. In addition, depending on how they 
  occur, certain encounters can increase the Awareness Level. 
  PCs in Port Eclipse take a penalty on all Bluff, Diplomacy, 
  Disguise, Intimidate, Sense Motive, and Stealth checks 
  equal to the current Awareness Level. GMs should increase 
  the Awareness Level by 1 if the PCs perform other actions 
  that make their presence or goals in Port Eclipse obvious. 
  For the final fight of the adventure, the Awareness Level 
  determines the arrival time of Hshurha’s agents.
  Awareness Level
  
  A. Airship
  1 square = 5 feet
  Pathfinder Map Pack: Armada
  N
  7
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Both wyrds have been harassing 
  passersby for an extended period and have the sickened 
  condition as a result.
  Subtier 6–7: Use four standard comozant wyrds, as 
  detailed in Subtier 3–4.
  Scaling Encounter A
  Ranged lightning lash +10 (2d8 electricity damage)
  Special Attacks lightning lash
  Spell-Like Abilities (CL 7th; concentration +13)
  2/day—control weather (standard action; intensify or dispel 
  storm only)
  TACTICS
  Use the tactics for the comozant wyrds in Subtier 3–4.
  STATISTICS
  Str —, Dex 17, Con 10, Int 8, Wis 17, Cha 18
  Base Atk +5; CMB +7; CMD 21 (can’t be tripped)
  Feats Alertness, Improved Initiative, Lightning Reflexes
  Skills Acrobatics +10, Diplomacy +11, Fly +19, Knowledge 
  (nature) +6, Knowledge (planes) +9, Perception +15, Sense 
  Motive +15
  Languages Auran
  SQ illuminating flames
  SPECIAL ABILITIES
  Illuminating Flames (Su) As a standard action, a comozant 
  wyrd can shroud the upper halves of any Small or larger 
  creatures it can see within 30 feet of it in cold, buzzing flames 
  similar to the wyrd’s own. Any electricity resistance blocks 
  this effect unless the target willingly submits. Otherwise, the 
  flames persist until the wyrd is out of range. Targets of this 
  effect take a –10 penalty on Stealth checks. A comozant wyrd 
  can communicate empathically with creatures subject to this 
  effect, and gains a +4 racial bonus on Sense Motive checks 
  when doing so. Interacting with a wyrd in this way still uses 
  standard social skills and rules. While communicating this 
  way, a comozant can confer unexpected insight or information 
  equivalent to a divination spell.
  Lightning Lash (Su) As a standard action that doesn’t provoke 
  attacks of opportunity, a comozant wyrd can shock any 
  creature or object within 30 feet to which it has line of effect, 
  dealing 2d8 electricity damage. The wyrd can choose for this 
  damage to be nonlethal. If the target is also affected by the 
  wyrd’s illuminating flames, it is stunned for 1 round (Fortitude 
  DC 18 negates) and the flames are dispelled. The save DC 
  is Charisma-based.
  Plasma Form (Ex) Although incorporeal, a comozant wyrd can’t 
  hide inside solid objects. It must start its turn attached to the 
  outside of something that’s solid and of Small size or larger, or 
  else it takes 5 points of damage. Anyone attacking the wyrd 
  
  Comozant Wyrd
  PATHFINDER SOCIETY SCENARIO
  8
  must either take a –4 penalty on the attack roll or resolve the 
  attack against whatever the wyrd is attached to as well.
  Treasure: Nix is equally impressed if the PCs avoid a fight 
  against the wyrds, or if the PCs manage to kill or drive off 
  the bullying elementals. She rewards the PCs with a scroll of 
  dimension door and a wand of glideAPG (4 charges remaining) as 
  thanks for avoiding or ending a conflict. In Subtier 6–7, she 
  also presents the PCs with a potion of good hope.
  Development: Increase the Awareness Level by 2 if a fight 
  does break out and at least one of the wyrds escapes. The 
  survivor gets word of the altercation to the Duchess, further 
  encouraging her minions’ investigation of Port Eclipse. 
  Regardless of the occurrence of combat, Nix is eager to get 
  underway and speeds her way to Port Eclipse.
  Rewards: If the PCs fight the comozant wyrds and fail to 
  defeat them, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 88 gp.
  Out of Subtier: Reduce each PC’s gold earned 
  by 111 gp.
  Subtier 6–7: Reduce each PC’s gold earned 
  by 150 gp.
  INSIDE PORT ECLIPSE
  After two days’ travel to Port Eclipse, the airship arrives 
  at a gigantic island adrift in the elemental currents. The 
  windswept voyage across the Plane of Air ends at a large 
  island adrift in the endless void. Djinn and other planar 
  inhabitants have colonized most objects of this size, so this 
  barren rock has little to distinguish it other than its many 
  craters and caverns. Nix pilots her airship around the island 
  several times before steering her ship into one of the larger 
  caverns. The entrance to Port Eclipse is a closely guarded 
  secret, but Nix has been to the settlement often enough to 
  earn the mayor’s trust and learn the best way in. The journey 
  inside takes about a half-hour, partly due to some looping 
  and doubling back that Nix performs in order to confound 
  the PCs’ sense of direction—the captain understands the 
  value in keeping the exact location of Port Eclipse hidden. 
  When Nix pulls her ship into the inner harbor, read or 
  paraphrase the following passage.
  Nix’s airship coasts into a world turned inside-out. What must 
  be Port Eclipse clings to the inside wall of a great, hollowed-out 
  stone sphere, its buildings dotting the outer edges like unnatural 
  growths. The cavern housing the settlement is nearly a quarter of 
  a mile in diameter. Airships jut out at all angles of the spherical 
  city, connected to a latticework of docks resembling a spider web.
  Ashasar paid Nix handsomely for a return trip, stipulating 
  that Nix would return to Port Eclipse after a week to retrieve 
  the PCs. In the meantime, the gnome is eager to resume her 
  more legitimate shipping contracts. Before casting off, Nix 
  encourages the party to keep a low profile during their time 
  in the settlement. She reminds the PCs that Port Eclipse 
  is a rough town, and anyone who can’t defend themselves 
  is likely to end up beaten, enslaved, robbed, or dead. As 
  a parting goodbye, Nix points at a squat building half a 
  hemisphere away, indicating it as a good a starting point 
  for their investigation.
  The Aching Anchor
  The building Nix points out is an inn known as the 
  Aching Anchor. It sticks out like a sore thumb—a 
  squat, wooden building among the surrounding 
  wild and exotic structures. Boasting square walls 
  and an innkeeper who speaks Common, the 
  Aching Anchor is a refuge within Port Eclipse for 
  creatures hailing from the Material Plane.
  Description: In defiance of the Port Eclipse’s 
  natural accommodation of flying creatures, the 
  Aching Anchor has a door on the ground floor 
  and no aerial access. The interior of the Anchor is 
  purposefully mundane, with a few notable exceptions. 
  Each chair and bar stool has an attached leather seat 
  belt for the planar neophytes who lose concentration, 
  
  9
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  in order to prevent them from drifting away. All liquids 
  are served in flagons with a thumb switch lid, ensuring no 
  liquid escapes. The food is simple and manageable, served 
  as kebabs instead of on plates or in bowls. Hunks of bread, 
  cheese, and meat, all on thin crystal skewers, are easier to 
  manage in this setting. A small water elemental known as 
  Tidy patrols the common room, perpetually cleaning up 
  spills and snatching floating crumbs out of the air.
  The inn’s proprietor, Thunder Skyforge (N male venerable 
  dwarf expert 4/fighter 2), a bald dwarf in his later years, 
  operates the Aching Anchor. Thunder was born on the Astral 
  Plane, in the hold of a slaver’s ship, and spent too much time 
  in the Endless Expanse to ever feel comfortable back on the 
  Material Plane. His Auran is flawless, but his Dwarven is 
  broken at best, something he’s become quite self-conscious 
  about. When he’s lost in thought, the tip of Thunder’s long 
  beard slowly rises, wandering up into his field of vision and 
  snapping him back to reality.
  As long as the party isn’t made up entirely of plane-
  touched races (such as oreads, sylphs, or tieflings), Thunder’s 
  starting attitude is friendly. If the group is composed entirely 
  of such outsiders, then his starting attitude is indifferent.
  Cost: A single bed room at the Aching Anchor costs 3 gp 
  per night.
  Finding a Translator
  Unless the party has someone who speaks Auran, they’ll need 
  a translator to communicate with most inhabitants of Port 
  Eclipse. The Aching Anchor, being an obvious first stop, also 
  houses several locals known to offer translation services. If 
  the PCs forgo visiting the inn, consider sprinkling the NPCs 
  featured in this section elsewhere in Port Eclipse for the 
  party to encounter.
  Thunder Skyforge is too old to leave his inn and serve as 
  a translator, but he happens to know every semi-permanent 
  resident of Port Eclipse that might serve as a translator. 
  Three such people spring to the dwarf’s mind. If Thunder’s 
  attitude is indifferent, he offers the services of only Simmer, 
  and a requires a finder’s fee of 150 gp. If friendly, Thunder 
  offers Falren in addition to Simmer, and requests only a 100 
  gp fee for arranging a meeting. If made helpful, Thunder 
  presents all three candidates without the need for a finder’s 
  fee, while heavily suggesting the PCs take the service of Ceru.
  Listed below are the various translators the PCs can 
  contract during their stay in Port Eclipse.
  Ceru (awakened avian): Ceru is one of Port Eclipse’s most 
  beloved inhabitants. An awakened blue jay, Ceru whistles and 
  sings whenever perched. She also enjoys eager discussion 
  with newcomers. Ceru is useless in a fight but has a kind of 
  local diplomatic immunity. Locals of Port Eclipse greet the 
  bird politely on sight. Ceru grants a +2 circumstance bonus 
  on any Bluff, Diplomacy, or Intimidate checks made by the 
  PCs while he accompanies them around Port Eclipse.
  Cost: Ceru’s service are won not with baubles, but with 
  performances. A successful DC 20 Perform check impresses 
  the aspiring bard to assist in translating needs.
  Falren (maimed sylph mercenary): Currently on leave 
  while recovering from a gruesome fight that cost her an arm, 
  Falren awaits a meeting with Port Eclipse’s mayor, Vendria, 
  about getting it replaced. Thunder is worried about Falren’s 
  mental health and thinks some translating work would be a 
  good excuse to get her out and about. If a fight breaks out, 
  Falren can’t effectively contribute, but makes her way to any 
  unconscious party members to stabilize them with a potion 
  of cure light wounds (she has two such potions). 
  Cost: 250 gp.
  Simmer (capricious steam mephit): A mephit who 
  prefers the luxuries of civilization to the elemental wilds, 
  Simmer spends his days relaxing in a pot of boiling water 
  in the Aching Anchor’s kitchen. Sometimes a sous-chef, 
  but frequently a nuisance, Simmer is the first translator 
  Thunder offers. Thunder is very eager to offer the mephit’s 
  aid to get him out of sight for a while. Simmer is skittish 
  and flees at the first sight of confrontation. After any social 
  encounter Simmer takes a part in, there’s a 25% chance that 
  the mephit returns to the Aching Anchor and abandons its 
  translation duties.
  Cost: 50 gp.
  PICKING UP THE TRAIL
  In order to track down Jamila’s whereabouts, the PCs need 
  to learn several clues by interacting with the inhabitants of 
  Port Eclipse. These clues establish a timeline for the past 
  few days, clues that should lead the party to Jamila’s current 
  captors. This trail of hints is designed to lead the adventurers 
  to an encounter at the Coldfire King’s warehouse, where 
  Jamila is imprisoned.
  Timeline of Events: Hshurha’s agents arrived in Port 
  Eclipse almost a week ago and started stirring up trouble 
  at local businesses, asking for Jamila by name. Soon, word 
  spread through town that a bounty was out for Jamila, but 
  that she must be taken alive. Several panicked hours later, 
  after many innocent janni-run businesses were ransacked, 
  word came that Jamila’s bounty had been claimed. Hshurha’s 
  agents gathered outside a storage facility belonging to a 
  local crime boss known as the Coldfire King. The Duchess’s 
  agents departed shortly after, and no one is quite sure 
  whether they had Jamila in custody or not.
  Gathering Clues: The PCs learn one of the clues listed in 
  the Key Clues section each time they successfully make a DC 
  16 Bluff, Diplomacy, Intimidate, or Perform check (DC 20 
  in Subtier 6–7). Any of the Port Eclipse inhabitants detailed 
  in the Sample Citizens section can be used to deliver this 
  information through a roleplaying encounter. Each of these 
  NPCs includes different rules options for interaction and 
  can be selected randomly, or to suit the specific skills of 
  
  PATHFINDER SOCIETY SCENARIO
  10
  the party. This serves as an excellent opportunity for parties 
  interested in roleplaying to experience some of the oddities 
  and wonders of Port Eclipse. For groups constrained on 
  time, these inhabitants can simply be referenced as the 
  source of the information. 
  For every failed check while gathering clues (not including 
  checks made to assist other PCs), increase the Awareness 
  Level by 1. If the Awareness Level reaches 5, the PCs 
  investigation gains the attention of Bitterbite, the Coldfire 
  King’s lieutenant in Port Eclipse. Bitterbite dispatches an 
  ice mephit to invite the PCs to the Sleet Saloon, hoping to 
  ambush the people he’s heard asking around about Jamila. 
  After this invitation is delivered, the PCs cannot gain further 
  information, nor should they continue making checks, as 
  the people of Port Eclipse become fearful of getting in the 
  way of the Coldfire King’s interest in the PCs.
  Key Clues
  Each time the PCs succeed at a skill check to gather clues in 
  Port Eclipse, they learn a new piece of information. Listed 
  below are the five pieces of information they can learn. 
  Present these clues to the PCs in the listed order.
  Clue #1: Hshurha’s agents arrived 5 days ago, looking 
  for a janni. “The whole port saw them blow into town. 
  They came riding in like a little storm—air and lightning 
  elementals, whirling around and making as much noise as 
  possible. Must have been at least a dozen of them. They were 
  flying all over the place, shouting about some janni woman 
  who the Duchess wanted.”
  Clue #2: They’ve been shaking down businesses and 
  watering holes. “After that grand entrance they pulled, the 
  Duchess’s minions started roughing people up looking for 
  information. They probably hit-up every bar in town before 
  they started shaking down businesses. Whoever they were 
  looking for must be real important to risk causing this 
  much trouble.”
  Clue #3: They put out a bounty for Jamila to be taken 
  alive. “The Duchess’s thugs were in town for two days before 
  they put out a 50,000 gp bounty on the janni they were after. 
  Made a big stink of bringing them the janni-woman alive, 
  too. Bad time to be a janni living in the city, if you ask me. 
  This town likes to keep its secrets, but with a price like that, 
  people were dragging any janni they could get their hands 
  on. Bounty was barely out a few hours before word got 
  around that someone claimed it.”
  Clue #4: Some of Hshurha’s agents left Port Eclipse. “Saw 
  some of those crackling elemental bullies fly out of here 
  in an awful hurry. I’d wager that their bounty got called in, 
  though I didn’t see them taking any prisoners.”
  Clue #5: The Coldfire King claimed the bounty. “I heard 
  the Coldfire King, an efreeti overlord, claimed the bounty 
  not too long after it went up. Can’t say I’m surprised. 
  Everyone knows half the ice his operation moves in and out 
  of Port Eclipse has people stuck inside. That tavern his thugs 
  operate, the Sleet Saloon, is probably the closest thing Port 
  Eclipse has to a prison.”
  Sample Citizens
  Presented below are five sample citizens the PCs might 
  encounter while gathering information around Port Eclipse.
  Briel Everscribe (female elf cartographer): Though she 
  was born on the Material Plane, Briel has lived on the Plane 
  of Air long enough to consider herself a native. Descended 
  from a family of cartographers, she set off to map the planes. 
  Unfortunately, she started with the Plane of Air and quickly 
  learned the scope of her life’s work. Briel set up a temporary 
  shop in Port Eclipse until she finishes her work. She sells 
  air current charts and djinn shipping route maps. Her 
  good rapport with the airship captains keeps her abreast 
  of any nearby changes. Briel’s been in Port Eclipse so long 
  that she’s forgotten how to speak all but the most basic 
  Common. She hasn’t forgotten her native tongue, and any 
  PC who communicates with her in Elven reduces the DC of 
  Diplomacy checks by 4.
  Cookie (male sylph card dealer): This lithe and clever 
  sylph man is one of the many who handle the cards at Port 
  Eclipse’s finest gambling den, the Sweet Tooth. He can 
  be found working one of the card tables, lounging on the 
  decadent cushions, or waving to passersby on the Sweet 
  Tooth’s considerably large rooftop deck. Cookie refuses to 
  give-up any information unless the PCs play one of his table 
  games. The wager is 10 gp and the PC must succeed at a 
  Bluff or Profession (gambler) check to win, or may attempt 
  a Sleight of Hand check instead to cheat. If the PCs lose the 
  first round, Cookie offers a “double or nothing” option for 
  an additional 50 gp, and reveals two clues if the PCs succeed.
  Klarh (female sylph dockworker): Klarh is a wiry old 
  sylph with a slight hunch to her back. Her exposed skin, 
  including a bald head, is covered in faded, swirling blue 
  tattoos. Klarh makes a living loading and unloading the 
  many airships passing through Port Eclipse. Locally referred 
  to as “chuckers,” Klarh and the other dockworkers are all 
  former airship sailors. Klarh claims she spent weeks adrift 
  in the great expanse after her ship was smashed in a storm 
  that appeared out of thin air. As she tells it, the storm took 
  her crew over 2 months to break free from. She’s quick to 
  mention how much she misses the companions she lost to 
  that storm. Anyone who interrupts Klarh’s story or questions 
  its validity is met with a cantankerous glare and takes a –4 
  penalty on skill checks to gain information from the sylph.
  Maren (female undine potions vendor): Maren hails from 
  the Plane of Water, and has come to the Plane of Air to 
  hunt down rare ingredients and knowledge for her potion 
  crafting. Armun Kelisk’s laws forbid the sale of some of 
  the more exotic items she seeks, so she wound up in Port 
  Eclipse. Her coloration is a similar tint to the many sylphs 
  
  11
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  around the settlement, but her webbed feet and green hair 
  give away her aquatic heritage. Maren knows very little about 
  recent events in Port Eclipse, but can provide a single clue 
  if provided a magical potion from the Material Plane, or 
  allowed to skim through an alchemist’s formula book.
  Ramzi, male djinn fence: As a djinn wanted by his own 
  kin, Ramzi found Port Eclipse to be a perfect hiding place. 
  Charged with a vast list of crimes, Ramzi cowers in the 
  relative safety of the airship harbor. He deals in stolen 
  djinn goods, specifically crystal dining wares, sold at a steep 
  discount. His network of contacts “on the outside” let him 
  trade in information as well as merchandise. Ramzi’s always 
  on the lookout for djinn bounty hunters, and dresses in 
  layers of billowy fabrics to muddle his silhouette. Even in 
  the comfort of his glittering shop, he keeps his hood up and 
  his voice just above a whisper. Ramzi maintains his asylum 
  status in Port Eclipse with a healthy spread of bribes, so 
  he’s especially hesitant to give up any information without 
  proper compensation. Unless he’s given a bribe of at least 
  20 gp, the DCs on any attempts to gain information from 
  Ramzi increase by 4.
  Jamila’s Fate
  By the time the PCs finish their information gathering in 
  Port Eclipse, they should figure out that Jamila’s bounty was 
  claimed by a local crime boss known as the Coldfire King. 
  Any follow-up on the Coldfire King reveals him to be an 
  efreeti with interests across the multiverse. He specializes in 
  shipping ice throughout the Plane of Air, and his clientele 
  range from nobles seeking ice for their exotic cocktails to 
  fellow efreet maintaining cold torture chambers on the 
  Plane of Fire. The Coldfire King dwells within a floating 
  iceberg near the borders of the Plane of Water, but several 
  underlings manage his operations in Port Eclipse. His 
  operative in Port Eclipse is a particularly cantankerous ice 
  troll named Bitterbite.
  The Sleet Saloon is a rarely visited tavern that houses the 
  Coldfire King’s operatives in Port Eclipse, along with their 
  suspect ice trade. As the only base of operations maintained 
  by the Coldfire King in Port Eclipse, the saloon should be 
  the obvious next point of investigation for the PCs. The ice 
  troll, Bitterbite, ostensibly manages the saloon’s operation 
  of storing and moving ice. Armed with an enchanted 
  pickaxe for breaking up ice blocks, and a cadre of ice 
  mephits to keep the warehouse cool, Bitterbite keeps the 
  ice and frozen prisoners flowing. The ice troll caught wind 
  of Jamila’s bounty and managed to be the first to find her. 
  Jamila’s been entombed in a block of ice, stashed in the 
  warehouse for safekeeping. Rather than deal directly with 
  the Duchess’s minions, Bitterbite sent word to the Coldfire 
  King so he could handle the extortion personally. Bitterbite 
  is expecting Hshurha’s minions to arrive and retrieve their 
  prize, but isn’t sure of their exact arrival time.
  B. THE COLDFIRE KING’S WAREHOUSE  
  (CR 6 OR CR 9)
  The Sleet Saloon is a rundown steel building, resting along 
  the outer fringes of a jutting stone stalagmite. A series of 
  wooden docks extends along the sides of the Sleet Saloon, 
  acting as scaffolding to access the building’s sides. The 
  building is bafflingly tall, with a 30-foot-high ceiling.
  A primary entrance rests on a polished portion of the 
  adjoining stalagmite, while side entrances are accessible 
  from the north and south scaffolding. The main entrance is 
  a heavy steel door with a single viewing porthole, that is kept 
  shut during most hours of the day—an oddity for a building 
  that openly declares itself as a bar. A DC 25 Disable Device 
  check, or a DC 20 Strength, forces open the locked door. The 
  side doors are also made of steel, requiring a DC 20 Disable 
  Device check, or a DC 15 Strength check to force open.
  Great blocks of ice are stacked in the various side rooms 
  of the building, with several larger blocks hanging from 
  the expanded ceiling of the main room. The ice blocks vary 
  from Medium to Huge in size, and are mostly strapped in 
  place with metal chains. Jamila is frozen in a Huge block of 
  ice nestled in the center of the saloon. She’s visible within, 
  despite the thickness of the ice. Four metal chains hold the 
  ice block in place. Jamila’s prison rests just above a hole in 
  the saloon’s floor that leads down into the open air beneath 
  the building.
  Hazard: The temperature inside the Sleet Saloon is kept 
  below 0° F, so visits from clients are kept short. The PCs 
  may suffer ill effects from prolonged exposure to the cold 
  (Pathfinder RPG Core Rulebook 442).
  Creatures: Two ice mephits assist Bitterbite in keeping 
  the Sleet Saloon’s ice operation running. One lazily glides 
  around the main area of the saloon, while the other attends 
  the main entrance, responding through the porthole to 
  knocks or forced entry attempts. PCs posing as interested ice 
  customers have an easy time convincing the mephit of their 
  lies, requiring only a DC 10 Bluff check as the mephit isn’t 
  too bright. Attempting to impersonate Hshurha’s agents is 
  likely to rouse suspicion, unless the party has a sylph among 
  them, but a DC 15 Bluff check is enough to convince the 
  mephit of the lie. 
  Bitterbite is agitated by the ongoing wait and immediately 
  approaches any group the mephits admit. If the PCs don’t 
  speak Auran, Bitterbite uses a mephit to translate for him. 
  Though Bitterbite has no concrete description of Hshurha’s 
  agents, he doesn’t give up Jamila if he’s not entirely positive 
  of the PC’s allegiances. A further DC 22 (24 in Subtier 6–7) 
  Bluff check is required to convince Bitterbite that the PCs 
  are agents of the Duchess and that payment has already 
  been delivered to the Coldfire King. If the troll remains 
  unconvinced, he demands the PCs leave, before attacking.
  In Subtier 6–7, a duo of ice trolls labor in the building. 
  They meander around the southeastern corner of the 
  
  B. Coldfire King’s Warehouse
  1 square = 5 feet
  Pathfinder Flip-Mat: Waterfront Tavern
  N
  B : Bitterbite
  B
  T1
  T2
  I
  : Ice Mephit
  I2
  I1
  T : Ice Troll
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  saloon, sorting ice blocks, and don’t participate in 
  negotiations. If combat does break out, they move in to 
  assist Bitterbite.
  Subtier 3–4 (CR 6)
  BITTERBITE 
  CR 4
  Male Ice troll (Pathfinder RPG Bestiary 2 271, see page 21)
  hp 45
  Melee +1 heavy pick +8 (1d8+7/×4)
  Languages Auran
  Gear +1 heavy pick
  TACTICS
  During Combat Bitterbite barks out orders to his mephit 
  underlings and moves in to attack, using his heavy pick for 
  two rounds before instinctively switching to his claws. He 
  prioritizes less armored foes, having a particular enmity for 
  obvious spellcasters. 
  Morale Knowing what the Coldfire King will do if he fails, 
  Bitterbite fights to the death.
  ICE MEPHITS (2)  
  CR 3
  hp 19 each (Pathfinder RPG Bestiary 202, see page 21)
  TACTICS 
  During Combat A mephit uses its chill metal spell-like ability on 
  any PC with metal weapons. It tries to stay out of reach, using 
  its breath weapon when available.
  Morale As long as Bitterbite is still alive, a mephit continues to 
  attack. Once the troll is incapacitated or killed, it flees. 
  Subtier 6–7 (CR 9)
  BITTERBITE  
  CR 7
  Male ice troll fighter 3 (Pathfinder RPG Bestiary 2 271)
  CE Large humanoid (cold, giant)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+6 armor, +4 Dex, +4 natural, 
  –1 size)
  hp 100 (9 HD; 6d8+3d10+57); regeneration 5 (acid or fire)
  Fort +13, Ref +10, Will +4 (+1 vs. fear)
  Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee +1 frost heavy pick +13/+8 (1d8+10×4 plus 1d6 cold) or 
  bite +7 (1d6+3), 2 claws +7 (1d4+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
  TACTICS
  Use the tactics for the Bitterbite as listed in Subtier 3–4.
  STATISTICS
  Str 23, Dex 20, Con 20, Int 7, Wis 12, Cha 7
  Base Atk +7; CMB +14; CMD 29
  Feats Cleave, Intimidating Prowess, Lightning Reflexes, Power 
  Attack, Rending FuryUC, Skill Focus (Perception), Toughness
  Skills Intimidate +12, Perception +10, Survival +5
  Languages Auran
  SQ armor training 1
  Other Gear mwk breastplate, +1 frost heavy pick
  ICE MEPHITS (2)  
  CR 3
  hp 19 each (Pathfinder RPG Bestiary 202, see page 21)
  TACTICS
  Use the tactics for the mephits as listed in Subtier 3–4.
  ICE TROLLS (2)  
  CR 4
  hp 45 each (Pathfinder RPG Bestiary 2 271, see page 21)
  Languages Auran
  TACTICS
  During Combat An ice troll follows Bitterbite’s lead, attacking the 
  same target as its boss to bring it down quickly. 
  Morale An ice troll fights to the death.
  Development: Jamila’s body must be hacked free from the 
  ice before she can be revived. The immense block requires 
  almost 3 feet of ice be carved out to make a suitable passage 
  to reach Jamila (hardness 0, 80 hp). Once Jamila’s freed 
  from the ice and brought back to a location with a normal 
  temperatures, she quickly regains consciousness.
  Treasure: There are two bottles of liquid iceUE and two 
  potions of cure moderate wounds on the otherwise empty 
  shelf of the bar. In Subtier 6–7, the ice trolls have 1,220 gp 
  worth of sapphires between them, and the potions of cure 
  moderate wounds on the shelf are replaced by two potions of 
  cure serious wounds.
  A PC who succeeds at a DC 20 Perception check (DC 24 
  in Subtier 6–7) notices a glinting necklace captured in the 
  corner of one of the ice blocks. This block can be hacked 
  apart (hardness 0, 30 hp) to reveal a necklace of fireballs (type I). 
  In Subtier 6–7 this item is a necklace of fireballs (type III).
  Rewards: If the PCs don’t defeat Bitterbite and his allies, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 387 gp.
  Out of Subtier: Reduce each PC’s gold earned by 907 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,438 gp.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 3–4: Remove one of the mephits from the 
  encounter.
  Subtier 6–7: Remove one mephit and one ice troll 
  from the encounter.
  Scaling Encounter B
  
  PATHFINDER SOCIETY SCENARIO
  14
  RETRIEVING THE HORN
  The unfreezing process leaves Jamila al-Shafah exhausted 
  and reaching the limit of her elemental endurance. Jamila’s 
  wary of the PCs as she doesn’t know about the recent accord 
  between the Concordance and the Pathfinder Society. Luckily, 
  she’s too weak to risk fighting the PCs. Jamila refrains from 
  revealing the location of the Horn of the Hurricane until she’s 
  convinced that the PCs are on her side. To validate the PCs’ 
  claims, Jamila suggests going to one of her safe houses in 
  Port Eclipse, where she has a scroll of sending that allows her 
  to communicate with Ashasar.
  Transporting Jamila: The retrieved janni has enough uses 
  of invisibility to get to her safe house without incident. She 
  values the secrecy of her refuge, and curtly asks the PCs to 
  keep a low profile in their journey to the safe house. As long 
  as at least one PC succeeds at a DC 15 Disguise or DC 20 
  Stealth check (DC 19 and 24 in Subtier 6–7) on the trip to the 
  safe house, there are no repercussions. Each PC can attempt 
  only one of these checks. If the PCs fail to succeed at one of 
  these checks, the Awareness Level increases by 1. If the PCs 
  choose not to make any effort at being inconspicuous, the 
  Awareness Level increases by 2.
  The Safe House
  Jamila leads the PCs toward a squat structure that looks 
  like the entrance to a cave, nestled along the interior 
  stone of Port Eclipse. Unlike most buildings that jut 
  out into the inner space of Port Eclipse, this building 
  is burrowed into the cavern wall. A trio of thriae seers 
  (Pathfinder RPG Bestiary 3 266) calling themselves the 
  Vanished Triad manage the comings and goings of 
  visitors to the nameless inn. Jamila’s arrival is met with a 
  quick nod from a seer, who hands the janni a key to one 
  of the backmost rooms.
  The party is able to safely rest and plan their next moves in 
  the luxurious chamber reserved for Jamila. In the meantime, 
  the janni produces a scroll of sending from a hidden alcove 
  to confer with Ashasar in a separate room. As a former ally 
  of the Society, Jamila wants to believe the Concordance and 
  Society have come to terms. Once Ashasar replies with that 
  confirmation, Jamila returns to the PCs to assist in planning 
  the retrieval of the Horn of the Hurricane.
  Location of the Horn: Jamila informs the PCs that the 
  Horn of the Hurricane is hidden in one of the many airship 
  repair yards on the fringe of Port Eclipse. Concordance 
  agents tracked the Horn of the Hurricane for some time prior 
  to its arrival in Port Eclipse, having pinpointed it as being 
  used as the centerpiece of a djinni noble’s airship mast. A 
  freak storm wrecked the vessel, and the remnants ended 
  up in an airship junk yard in Port Eclipse. Just before the 
  Coldfire King’s agents nabbed Jamila, she’d come to an 
  agreement with the proprietor of the airship junkyard to 
  trawl the wreckage of the ship for the horn.
  What Jamila knows about the junkyard is that it’s run by 
  an awakened clockwork and its sizable force of clockwork 
  assistants. Jamila assures the PCs that the automatons won’t 
  be a problem, granting them unrestricted access to the horn. 
  She indicates that the four word passphrase needed for 
  the clockworks to allow access to the junkyard is the word 
  “balance” spoken in Aquan, Auran, Ignan, and then Terran. 
  The tricky part, as Jamila puts it, is that they must find the 
  horn by sifting through the debris.
  While Jamila directs the PCs to the junkyard, she’s 
  extremely weakened due to her extended imprisonment in 
  ice and her need to return to the Material Plane. Knowing 
  she’s of no use in combat, she informs the PCs of her intent 
  to use her plane shift to return to the Material Plane. She plans 
  on returning the following day, hoping the PCs retrieve the 
  Horn of the Hurricane in the meantime.
  The Clockwork Junkyard
  The shipyard looks more like a junkyard at first glance. 
  Pieces of airships are lashed to assorted metal pylons that 
  float in the air at regular intervals. Smaller scraps are secured 
  with cargo netting, or tethered like garbage kites, onto these 
  pylons. Flying clockwork creatures resembling crabs with 
  various construction appendages, maneuver around the 
  area. Several humanoid clockworks mill about, picking 
  up and maneuvering pieces too large for their smaller kin 
  to handle.
  Arrival: Upon the PCs entrance, one of the smaller 
  clockworks dislodges itself from a pile of junk and greets 
  them. Once one of the PCs delivers the passphrase, the 
  clockwork servant levitates upward and quickly ushers the 
  party toward a cluster of the large pylons. Summoning 
  several of its mechanical allies, the lead servant and its kin 
  begin digging through the pieces of airship parts.
  The Duchess’s Forces Arrive
  While the PCs were resting in Jamila’s safe house, one of 
  Hshurha’s lieutenant arrives in Port Eclipse. If the PCs took 
  part in the previous scenario, #8–10:Tyranny of Winds, Part 2: 
  Secrets of the Endless Sky, then they’re already acquainted with 
  this particular agent of the Duchess of All Winds. Chalissier, 
  the sylph arcanist who accosted the PCs in the previous 
  scenario, is now reborn as an air elemental. Due to her 
  status as a demigod, Hshurha revived her deceased agent, 
  stripping him of his ‘weak flesh’ and giving Chalissier one 
  last chance to prove himself.
  The reborn Chalissier arrives in Port Eclipse at the head 
  of a throng of air and lightning elementals. Upon arrival, 
  he discovered what has transpired at the Coldfire King’s 
  warehouse and sent his agents across Port Eclipse in search 
  of Jamila. The length of Chalissier’s search for Jamila and the 
  PCs is determined by the total Awareness Level, the impact 
  of which is further described in the following encounter.
  
  Chalissier Reborn
  15
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  C. JUNKYARD RUSH (CR 7 OR CR 10)
  The final encounter of the adventure involves the PCs 
  retrieving the Horn of the Hurricane from the clockwork 
  junkyard. Much of how this encounter plays out is based 
  on the Awareness Level—the higher the Awareness Level 
  is, the faster Chalissier and his elemental allies reach 
  the junkyard.
  Debris is strewn all about the junkyard, with multiple 
  airship wrecks floating alongside netted bundles of random 
  detritus. The map presented in the adventure represents the 
  exact area in the junkyard where the Horn of the Hurricane is 
  located, but similar terrain exists for several hundred feet 
  out in every direction from this specific area.
  The Horn of the Hurricane’s location is marked on the map, 
  but requires a DC 16 Perception check (DC 20 in Subtier 
  6–7) for the PCs to spot. A PC within 20 feet of the horn can 
  actively search for it as a standard action.
  Set-Up: The total Awareness Level of the adventure 
  determines the final set-up for this encounter.
  Awareness Level 1–2: Jamila and the PCs are forewarned 
  of the location of the Horn of the Hurricane by one of the 
  clockwork servants. The servant directs the party to the 
  exact location of the horn, bypassing the need for the PCs to 
  actively search for it. The party begins the encounter in the 
  center of the board, with the location of the horn marked. 
  Chalissier and his elemental allies arrive on the following 
  round from the eastern edge of the map.
  Awareness Level 3–4: The PCs receive information on the 
  location of the horn in the nick of time. The party begins the 
  encounter along the eastern edge of the map. They need to 
  search for the exact location of the horn. Chalissier and his 
  elemental allies enter the area from the north and south, 2 
  rounds after the PCs arrive.
  Awareness Level 5+: Chalissier and his allies inherently 
  recognize the magical energy emanating from the area. 
  While Chalissier isn’t aware of the horn’s presence, he’s 
  still attracted to the location. Due to the PCs causing a 
  commotion in Port Eclipse, Chalissier quickly learns of their 
  investigation into Jamila and traces the janni’s interest in 
  the junkyard. As a result, the reborn elemental and his allies 
  arrive at the junkyard before the PCs. They begin in the 
  center of the map, while the PCs enter from the junkyard’s 
  eastern edge.
  Creatures: Chalissier and his two lightning elemental 
  minions arrive at the junkyard as detailed in the set-
  up description above. If at least one of the PCs took part 
  in defeating Hshurha’s lieutenant during the events 
  of the previous adventure, Chalissier makes a point of 
  reintroducing himself. The reborn air elemental is keen 
  to inform that PCs that he serves a divine power, and that 
  reincarnation is a simple matter for a being like Hshurha—
  he conveniently omits the fact that this is his ‘last chance’ to 
  serve his goddess.
  Subtier 3–4 (CR 7)
  CHALISSIER  
  CR 5
  Male variant medium air elemental (Pathfinder RPG Bestiary 120)
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
  hp 47 (5d10+15)
  Fort +7, Ref +9, Will +2
  Defensive Abilities air mastery; Immune elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +10 (1d6+6)
  Special Attacks arcane reservoir (4/7), arcanist exploits (energy 
  shield, lightning lance [2d6+2; DC 14]), whirlwind (DC 16)
  Arcanist Spells Known (CL 4th; concentration +7)
  2nd—sonic screamACG (DC 15) 
  1st—magic missile, shocking grasp
  At will—daze (DC 12), resistance, touch of fatigue (DC 13)
  
  C. Clockwork Junkyard
  1 square = 5 feet
  N
  H : Horn Location
  H
  PATHFINDER SOCIETY SCENARIO
  16
  TACTICS
  Before Combat Chalissier capitalizes on his knowledge of the 
  PCs if he’s encountered them before. He uses his energy shield 
  arcanist exploit to protect against an element he knows the 
  PCs employ.
  During Combat In combat, Chalissier remains mobile. He flies 
  around the battlefield, unleashing his offensive spells, as well 
  as using his lightning lance arcanist exploit. He makes use 
  of Flyby Attack when all of his ranged attack options have 
  been expended.
  Morale Failure is as good as death, so Chalissier fights until he 
  is destroyed.
  STATISTICS
  Str 18, Dex 21, Con 16, Int 16, Wis 9, Cha 15
  Base Atk +5; CMB +9; CMD 25
  Feats Dodge, Flyby Attack, Improved InitiativeB, Iron Will, 
  Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +21, Knowledge 
  (arcana, history) +8, Knowledge (planes) +11, Perception +7, 
  Sense Motive +3, Spellcraft +8, Stealth +13, Use Magic 
  Device +6
  Languages Auran, Common, Elven, Gnome
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack 
  and damage rolls against an air elemental.
  Arcane Reservoir (Su) Chalissier can use the arcane reservoir 
  arcanist ability (Pathfinder RPG Advanced Class Guide 9) 
  to augment his spell-like abilities. He counts as a 4th-level 
  arcanist for the purposes of determining his number of uses 
  per day.
  Arcanist Exploits (Su) Chalissier can use the energy shield and 
  lightning lance arcanist exploit (Pathfinder RPG Advanced 
  Class Guide 11) as if he were a 4th-level arcanist.
  Spells Chalissier casts spells as a 4th-level arcanist, except that 
  he has a reduced number of spells prepared.
  MEDIUM LIGHTNING ELEMENTALS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116, see page 20)
  Make the following adjustments to accommodate a 
  group of four PCs. 
  Subtier 3–4: Chalissier’s stern warnings of failure have 
  granted the lightning elementals the shaken condition.
  Subtier 6–7: Reduce Chalissier's and the lightning 
  elementals’ DR 5/— to DR 2/—.
  Scaling Junkyard Rush
  
  17
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  TACTICS
  During Combat The lightning elementals move into melee 
  against foes armored in metal. When engaging foes with 
  obvious reliance on weapons, the elementals attempt to 
  Disarm using their spark leap ability.
  Morale The lightning elementals are utterly dedicated to 
  Hshurha, and fight to the death.
  Subtier 6–7 (CR 10)
  CHALISSIER  
  CR 8
  Male variant large air elemental (Pathfinder RPG Bestiary 120)
  N Large outsider (air, elemental, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, 
  –1 size)
  hp 90 (9d10+36)
  Fort +10, Ref +13, Will +4
  Defensive Abilities air mastery; DR 5/— Immune elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +15 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane reservoir (6/9), arcanist exploits (energy 
  shield, lightning lance [4d6+2; DC 16]), whirlwind (DC 20)
  Arcanist Spells Known (CL 7th; concentration +11)
  3rd—lightning bolt (DC 17)
  2nd—invisibility, sonic screamACG (DC 16)
  1st—magic missile, obscuring mist, shocking grasp
  At will—daze (DC 12), ray of frost, resistance, touch of fatigue 
  (DC 14)
  TACTICS
  Before Combat Chalissier capitalizes on his knowledge of the 
  PCs if he’s encountered them before. He uses his energy shield 
  arcanist exploit to protect against an element he knows the 
  PCs employ. Prior to the onset of combat, he casts invisibility.
  During Combat In combat, Chalissier remains mobile. He flies 
  around the battlefield, unleashing his offensive spells, as 
  well as using his lightning lance arcanist exploit. He makes 
  use of Flyby Attack when all of his ranged attack options are 
  expended. Against less armored foes, he makes full attacks 
  with both his slams.
  Morale Failure is as good as death, so Chalissier fights until he 
  is destroyed.
  STATISTICS
  Str 22, Dex 25, Con 18, Int 18, Wis 9, Cha 15
  Base Atk +9; CMB +16; CMD 34
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, 
  Iron Will, Mobility, Weapon FinesseB
  Skills Acrobatics +18, Escape Artist +19, Fly +25, Knowledge (arcana, 
  history) +13, Knowledge (planes) +16, Perception +11, Sense 
  Motive +3, Spellcraft +13, Stealth +15, Use Magic Device +10
  Languages Auran, Common, Dwarven, Elven, Gnome
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack 
  and damage rolls against an air elemental.
  Arcane Reservoir (Su) Chalissier can use the arcane reservoir 
  arcanist ability (Pathfinder RPG Advanced Class Guide 9) 
  to augment his spell-like abilities. He counts as a 7th-level 
  arcanist for the purposes of determining his number of uses 
  per day.
  Arcanist Exploits (Su) Chalissier can use the energy shield and 
  lightning lance arcanist exploit (Pathfinder RPG Advanced 
  Class Guide 11) as if he were a 7th-level arcanist.
  Spells Chalissier casts spells as a 7th-level arcanist, except that 
  he has a reduced number of spells prepared.
  LARGE LIGHTNING ELEMENTALS (2) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 2 116, see page 20)
  TACTICS
  Use the tactics for the lightning elementals as listed in Subtier 3–4.
  Development: It takes the clockworks of the junkyard 
  almost 5 minutes to send clockwork servants to investigate 
  the fight, at which point the conflict should already be 
  concluded. Several clockworks assist the PCs in finding the 
  Horn of the Hurricane if the item still remains hidden within 
  the wreckage after the conclusion of the battle against 
  Chalissier and his elementals.
  Rewards: If the PCs fail to defeat the reborn Chalissier 
  and his elementals, and retrieve the Horn of the Hurricane, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 833 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,250 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,666 gp.
  CONCLUSION
  Once the PCs retrieve the Horn of the Hurricane, their mission 
  is technically complete. Jamila returns to Port Eclipse on 
  the following day, plane shifting back to her safe house. She 
  accompanies the PCs back to Armun Kelisk once Nix arrives 
  to return the PCs to the djinni city.
  Upon their return, Ashasar throws a feast in the PCs’ honor 
  and in recognition of the first successful joint venture by the 
  Concordance and the Pathfinder Society. At the conclusion 
  of the festivities, he takes the PCs aside for a brief chat.
  “Once again, you have my utmost thanks in retrieving the Horn of 
  the Hurricane. This weapon will be invaluable in defending both 
  our agents against the forces of the Duchess of All Winds. One 
  matter remains: where will the horn be stored? The Concordance 
  is best positioned to distribute the horn to those who need it 
  most, but I’ve been informed that your Society has an impressive 
  storage facility that keeps such relics safe. In the spirit of our 
  growing relationship, I leave the choice with you.”
  
  HORN OF THE HURRICANE
  PRICE
  20,000 GP
  SLOT none
  CL 7th
  WEIGHT 2 lbs.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Horn of the
   Hurricane
  PATHFINDER SOCIETY SCENARIO
  18
  This choice is the final act of the PCs in this adventure, 
  and ties in with the faction goals of Grand Lodge PCs.  
  Regardless of their decision, Ashasar maintains his jovial  
  attitude and offers the PCs several days of rest within the  
  The horn of the hurricane is a powerful magic item that 
  was crafted to turn the elemental force of air against itself.
  Horn of the Hurricane
  This curved length of opaque crystal twists and expands 
  from its mouthpiece, ending in a small raging tornado. 
  Lightning dances within the crystal whenever the horn is 
  sounded. As a standard action, the horn is 
  able to be blown to create a 30-foot 
  cone of elemental lightning 
  that deals 3d6 points of 
  electricity damage (5d6 in 
  Subtier 6–7). The cone deals 
  6d6 points of electricity 
  damage (10d6 in Subtier 
  6–7) 
  against 
  creatures 
  that have the air subtype. 
  This damage ignores any 
  immunities or resistances to 
  electricity that such creatures 
  have. A DC 17 Reflex save reduces 
  the damage by half. Creatures with 
  the air subtype take a –4 penalty on 
  their saves against this effect.
  The horn can also simply be used 
  in a mundane fashion to produce 
  an echoing tone. However, if the 
  Horn of the Hurricane is used magically more than once 
  in a given day, there is a 20% cumulative chance with 
  each extra use that it explodes and deals 10d6 points of 
  electricity damage to the person who is sounding it.
  Craft Wondrous Item, lightning bolt, shout
  Four Winds. Word of the PCs’ actions spreads throughout 
  the Plane of Air and each player earns the Foe of All Winds 
  boon. Following this, the Society arranges for the PCs’ 
  return to Golarion, where they’re further debriefed by 
  Venture-Captain Norden Balentiir, in the city of Sothis.
  Faction Notes: Members of the Grand Lodge PCs should 
  decide the ultimate fate of the Horn of the Hurricane. As 
  mentioned in the handout 
  that 
  Grand 
  Lodge 
  PCs 
  received at the start of the 
  adventure, 
  whichever 
  group 
  receives the horn is ultimately up 
  to the PCs and the Society has no 
  preference—a strengthened alliance 
  with the Concordance is just as 
  valuable as storing the Horn of the 
  Hurricane in the Grand Lodge.
  REPORTING NOTES
  If the PCs decide to give the Horn of the 
  Hurricane to Ashasar and the Concordance, check 
  box A. If they choose to take the horn back to the 
  Grand Lodge, check box B. If the Horn of the Hurricane 
  was destroyed during this scenario, check box C.
  PRIMARY SUCCESS 
  CONDITIONS
  If the PCs recover the Horn of the 
  Hurricane and present it to the 
  Concordance or the Grand Lodge, 
  they succeed at their primary mission 
  and they earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  If the PCs rescue Jamila and keep the total Awareness Level 
  under 5, their actions preserve the Concordance’s ability to 
  operate out of Port Eclipse. If this occurs, they succeed at 
  their secondary mission and earn 1 Prestige Point.
  FACTION NOTES
  PCs belonging to the Grand Lodge faction earn a boon 
  based on which faction they present the Horn of the Hurricane 
  to for safekeeping. The Concordance grants the Partner to 
  Elemental Balance boon, and the Grand Lodge grants the 
  Stored Hurricane boon.
  
  19
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  Player Handout #1: Missive from Venture-Captain Balentiir
  Player Handout #2: Missive from Ambrus Valsin
  Pathfinders, 
  Former enemies are now allies. I have been in communication with Ashasar, a senior 
  member of the Concordance, and our organizations have reached an understanding. The 
  Concordance will be compensating the Society for their theft of our property, and is now 
  looking forward to working with us. I’ve offered your services as representatives for the 
  Pathfinder Society in this newfound truce. You and your fellow agents are our eyes and 
  ears on the Plane of Air for now. Unlocking the secrets of the Untouchable Opal is our 
  highest priority, so assist Ashasar and the Concordance, while keeping an eye out for 
  ways to strengthen our position over there. 
  When we release Ranginori, we must be ready to combat Hshurha if we are to reap the 
  benefits of an alliance with the Duke of Thunder.
  — Venture-Captain Norden Balentiir
  Loyal Agents of the Decemvirate,  
  The Ten recently concluded important deliberations regarding the Pathfinder 
  Society’s agreement to work with the Concordance of Elements. During the end 
  of these negotiations, the Concordance asked for a group of agents to assist in 
  retrieving a magical relic useful in battling the malign forces of the Plane of Air. 
  The Decemvirate is divided on where this item should stay after its retrieval—be it 
  with our new Concordance allies, or in the vaults of the Grand Lodge. This missive 
  is sent to reinforce the Decemvirate’s trust in your judgment on this matter, as 
  you’re to be the agents sent to retrieve the item. If this relic returns to the Grand 
  Lodge, we’ll have another powerful item at our disposal. If the item is presented to 
  the Concordance, we’ll cement our new alliance. 
  The choice is yours.
  —Venture-Captain Ambrus Valsin
  
  PATHFINDER SOCIETY SCENARIO
  20
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  COMOZANT WYRD  
  CR 4
  Pathfinder RPG Bestiary 4 40
  N Small outsider (air, elemental, extraplanar, incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 15 (+4 deflection, +3 Dex, +1 size)
  hp 27 (5d10)
  Fort +1, Ref +9, Will +7
  Defensive Abilities incorporeal, plasma form; Immune cold, 
  electricity, elemental traits
  OFFENSE
  Speed 20 ft., fly 30 ft. (good)
  Ranged lightning lash +8 (2d8 electricity damage)
  Special Attacks lightning lash
  Spell-Like Abilities (CL 7th; concentration +11)
  2/day—control weather (standard action; intensify or dispel 
  storm only)
  STATISTICS
  Str —, Dex 17, Con 10, Int 8, Wis 17, Cha 18
  Base Atk +5; CMB +7; CMD 21 (can’t be tripped)
  Feats Alertness, Improved Initiative, Lightning Reflexes
  Skills Diplomacy +7, Fly +17, Knowledge (nature) +3, Knowledge 
  (planes) +7, Perception +13, Sense Motive +11
  Languages Auran
  SQ illuminating flames
  SPECIAL ABILITIES
  Illuminating Flames (Su) As a standard action, a comozant 
  wyrd can shroud the upper halves of any Small or larger 
  creatures it can see within 30 feet of it in cold, buzzing flames 
  similar to the wyrd’s own. Any electricity resistance blocks 
  this effect unless the target willingly submits. Otherwise the 
  flames persist until the wyrd is out of range. Targets of this 
  effect take a –10 penalty on Stealth checks. A comozant wyrd 
  can communicate empathically with creatures subject to this 
  effect, and gains a +4 racial bonus on Sense Motive checks 
  when doing so. Interacting with a wyrd in this way still uses 
  standard social skills and rules. While communicating this 
  way, a comozant can confer unexpected insight or information 
  equivalent to a divination spell.
  Lightning Lash (Su) As a standard action that doesn’t provoke 
  attacks of opportunity, a comozant wyrd can shock any 
  creature or object within 30 feet to which it has line of effect, 
  dealing 2d8 electricity damage. The wyrd can choose for this 
  damage to be nonlethal. If the target is also affected by the 
  wyrd’s illuminating flames, it is stunned for 1 round (Fortitude 
  DC 16 negates) and the flames are dispelled. The save DC 
  is Charisma-based.
  Plasma Form (Ex) Although incorporeal, a comozant wyrd can’t 
  hide inside solid objects. It must start its turn attached to the 
  outside of something that’s solid and of Small size or larger, or 
  else it takes 5 points of damage. Anyone attacking the wyrd 
  must either take a –4 penalty on the attack roll or resolve the 
  attack against whatever the wyrd is attached to as well.
  MEDIUM LIGHTNING ELEMENTAL  
  CR 3
  Pathfinder RPG Bestiary 2 116
  N Medium outsider (air, elemental, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +8, Will +1
  Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +8 (1d6+3 plus 1d4 electricity)
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 21
  Feats Dodge, Improved Initiative, Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge 
  (planes) +2, Perception +7
  Languages Auran
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  LARGE LIGHTNING ELEMENTAL 
  CR 5
  Pathfinder RPG Bestiary 2 116
  N Large outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +12, Will +2
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +13 (1d8+3 plus 1d6 electricity)
  Space 10 ft.; Reach 10 ft..
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +12; CMD 29
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Weapon FinesseB
  
  21
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge 
  (planes) +9, Perception +11
  Languages Auran
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus on 
  attack rolls if its opponent is wearing metal armor, is wielding 
  a metal weapon, or is made of metal (such as an iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  ICE MEPHIT  
  CR 3
  Pathfinder RPG Bestiary 202
  N Small outsider (cold)
  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
  Fort +2, Ref +5, Will +3
  DR 5/magic; Immune cold
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, 1d4 cold damage 
  plus sickened, Reflex DC 13 for half)
  Spell-Like Abilities (CL 6th)
  1/day—chill metal (DC 14), summon (level 2, 1 mephit of the 
  same type 25%)
  1/hour—magic missile
  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
  SPECIAL ABILITIES
  Breath Weapon (Su) A cone of ice that deals 1d4 cold damage. 
  The cold also causes living creatures to be sickened for 3 
  rounds. A Reflex save halves the damage and negates the 
  sickened effect.
  ICE TROLL  
  CR 4
  Pathfinder RPG Bestiary 2 271
  CE Large humanoid (cold, giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 45 (6d18+18); regeneration 5 (acid or fire)
  Fort +8, Ref +8, Will +2
  Immune cold
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or 
  bite +7 (1d6+4), 2 claws (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  STATISTICS
  Str 19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
  Base Atk +4; CMB +9; CMD 23
  Feats Intimidating Prowess, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Intimidate +7, Perception +9, Survival +4
  Languages Giant
  
  PATHFINDER SOCIETY SCENARIO
  22
  
  23
  TYRANNY OF WINDS, PART 3: CAUGHT IN THE ECLIPSE
  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.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade 
  dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  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.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  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.
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Russell Cole.
  Pathfinder Society Scenario #8–12: Tyranny of Winds, Part 3: Caught in the 
  Eclipse © 2017, Paizo Inc.; Author: Jason Evans.
  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 #8-12: 
  Tyranny of Winds, Part 3:
  Caught in the Eclipse
  
  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
  HORN OF THE HURRICANE
  PRICE
  20,000 GP
  SLOT none
  CL 7th
  WEIGHT 2 lbs.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 10,000 gp
  Character Chronicle #
  3–4
  6–7
  —
  656
  1,627
  —
  1,140
  1,312
  3,254
  —
  2,281
  Out of
  Subtier
  Pathfinder Society Scenario #8-12: 
  Tyranny of Winds, Part 3:
  Caught in the Eclipse
  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.
  ▫▫▫ Foe of All Winds: Striking into the depths of the 
  Plane of Air, you’ve defeated the resurrected champion of 
  Hshurha, the Duchess of All Winds. Word spreads of how you 
  defied the will of a demigod, and as a result, you gain a +2 
  circumstance bonus on all Diplomacy and Intimidate checks 
  made against natives of the Plane of Air.
  In addition, your time on the Plane of Air has granted 
  you some means of control over its natural powers. Once 
  per adventure, you can check a box that precedes this boon 
  to cast gust of wind as a spell-like ability (CL 6th). If you have 
  two or more Air Affinity boons, you can instead cast wind wall 
  (CL 8th). If you have three or more Air Affinity boons, you can 
  instead choose to cast wind walk (CL 10th).
  Partner to Elemental Balance (Grand Lodge): Dedicated 
  to balance within the elemental planes, the Concordance of 
  Elements was pleased you entrusted the Horn of the Hurricane 
  to them. You can call upon allies within the Concordance for 
  assistance before traveling the elemental planes. During any 
  adventure taking place on an elemental plane, you may cross 
  this boon off your Chronicle sheet to gain the following ability 
  associated with your planar destination for the next 24 hours:
  ••
  You gain a 30-foot fly speed with good maneuverability 
  (Plane of Air)
  ••
  You gain a 20-foot climb speed; you also gain the effects of 
  the Nimble Moves feat (Plane of Earth).
  ••
  You gain fire resistance 10 (Plane of Fire).
  ••
  You can breathe underwater as per water breathing, and gain 
  a 30-foot swim speed (Plane of Water).
  Core Campaign
  All Subtiers
  Subtier 6–7
  +1 heavy pick (2,316 gp)
  Horn of the Hurricane (20,000 gp)
  liquid ice (40 gp; Pathfinder RPG Ultimate Equipment 108)
  necklace of fireballs (type I) (1,650 gp)
  potion of cure moderate wounds (300 gp)
  scroll of dimension door (700 gp)
  wand of glideAPG (4 charges; 360 gp, limit 1)
  +1 frost heavy pick (8,316 gp)
  necklace of fireballs (type III) (4,350 gp)
  potion of cure serious wounds (750 gp)
  potion of good hope (750 gp)
  This curved length of opaque crystal twists and expands from its 
  mouthpiece, ending in a small raging tornado. Angry lightning 
  dances within the crystal whenever the horn is sounded. The 
  horn can be blown, as a standard action, to create a 30-foot 
  cone of eviscerating elemental lightning that deals 5d6 points 
  of electricity damage. This cone deals 10d6 points of electricity 
  damage against creatures with the air subtype, and it ignores any 
  immunities or resistances to electricity that such creatures may 
  possess. A successful DC 17 Reflex save reduces the damage by 
  half. Creatures with the air subtype take a –4 penalty on their 
  saves against this effect.
  If the Horn of the Hurricane is used magically more than once 
  in a given day, there is a 20% cumulative chance with each extra 
  use that it explodes and deals 10d6 points of electricity damage 
  to the person sounding it.
  Craft Wondrous Item, lightning bolt, shout
  ▫ Stored Hurricane (Grand Lodge): The decision to keep the 
  Horn of the Hurricane secured in the vaults of the Grand Lodge 
  grants the Society access to the weapon when necessary. You may 
  check the box that precedes this boon when purchasing the Horn 
  of the Hurricane to reduce the item’s cost by to 16,000 gp (this does 
  not stack with other discounts). Alternatively, you may the box at 
  the start of an adventure to gain access to the Horn of the Hurricane 
  for the duration of that adventure. If you use this boon to borrow 
  the Horn of the Hurricane, you lose 1 Prestige Point if the horn is 
  destroyed during the course of the adventure.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-12 - Tyranny of Winds Part 3 - Caught in the Eclipse.pdf