10-00: The Hao Jin Cataclysm by Mike Kimmel
For levels 1-11. Many centuries ago, the legendary sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. When she vanished without a trace, the demiplane began falling into disrepair. Ever since the Pathfinder Society gained access to this realm seven years ago, its agents have been gradually exploring the demiplane's wonders, meeting its people, and cataloging its preserved historical relics.
Former Pathfinder Master of Spells Aram Zey has just made a terrible discovery—the demiplane's deterioration has reached a critical stage. Unless the Pathfinder Society intervenes, the entire demiplane will rip apart violently, ejecting most of its contents into the Astral Plane and killing everyone inside. Yet it isn't as simple as sewing the demiplane back together with some metaphysical thread. Powerful forces from both within the tapestry and outside of it seek to hasten the destruction or profit off the chaos, and the impending apocalypse has thrown the tapestry's civilizations into turmoil.
10-01: Oathbreakers Die by Nicholas Wasko
For levels 1-5. The city of Daggermark is best known for its poisoners and assassins, who maintain active guilds that enjoy the full respect of local authorities. Local venture-captain Istivil Bosk prefers to keep his head down and stays out of their affairs, but he has recently learned that a Pathfinder agent has been targeted for assassination. Can the PCs enact the venture-captain's daring plot to save this agent without becoming the assassins' next victims?
10-02: Bones of Biting Ants by Sean McGowan
For levels 3-7. The sole survivor of an ill-fated Society expedition into the Mwangi expanse barely managed to return home years ago, bringing little to show but an unpleasant affliction and haunting memories, neither of which they could shake. While the agent had planned to retire from the Society for good, they now seek assistance in finding closure, seeking a cure, and recovering the relics the team had to abandon. What sounds at first like a simple recovery mission becomes far more complicated, for the same threats that spelled disaster for the first mission are as dangerous today.
10-03: Death On The Ice by Scott Young
For levels 5-9. A message delivered by an unlikely courier sends the PCs to the Crown of the World. After making a dangerous trek across the icy passes and bays of Golarion's northernmost continent, the PCs must come to the aid of a Pathfinder Society expedition whose archaeological excavations have uncovered far more than they expected to find. Can the PCs unravel the mysteries that lie beneath the gelid glaciers of the Crown of the World in time to save their fellow Pathfinders from a frigid fate?
10-04: Reaver's Roar by Steven Hammond
For levels 7-11. A call from some of the Pathfinder Society's most esteemed leaders brings the PCs to a small town in Lastwall. While their mission to retrieve a relic of the Shining Crusade from a cathedral guarded by a fearsome beast seems straightforward—if extremely hazardous—interested parties from the nearby orc nation of Belkzen and beyond have their own plans that may not align with the PCs' own. Will the Pathfinders survive the deadly onslaught of a territorial guardian, or will they play into the hands of even more sinister forces?
Contents in Reaver's Roar also contribute directly to the ongoing storyline of the Silver Crusade faction.
10-05: Mysteries Under Moonlight, Part 1: Testament of Souls by Alex Augunas
For levels 3-7. Something ominous is afoot around Magnimar's famous monuments. The mayor hired an official investigator to get to the bottom of the situation, but the latter's methods have overlooked key evidence. Unable to secure the investigator's cooperation, a local governing body called the Varisian Council has turned to the Pathfinder Society for aid. The Pathfinder Society's efforts to cleanse the monuments and discover the source of their corruption are certain to stir up trouble as the PCs draw closer to a confrontation with a lurking evil force.
Testament of Souls is the first scenario in the two-part Mysteries Under Moonlight campaign arc. It is followed by Pathfinder Society Scenario #10-07: The Howling Dance. Both chapters are intended to be played in order.
10-07: Mysteries Under Moonlight, Part 2: The Howling Dance by Crystal Malarsky
For levels 3-7. With the unique blessing of a celestial ambassador, the PCs depart Magnimar and rush into the swamp, chasing after the mastermind behind the corruption of several of Magnimar's iconic monuments. This mastermind isn't the only one who wants to see the PCs perish in the swamp, however. If the PCs are to find the mastermind and undo these schemes, they'll need to keep their wits sharp and make the most of their newfound powers.
"The Howling Dance" is the first scenario in the two-part "Mysteries Under Moonlight" campaign arc. It is preceded by Pathfinder Society Scenario #10-05: Testament of Souls. Both chapters are intended to be played in order.
10–06: Treason’s Chains by Adam Meyers
For levels 1-5. Venture-Captain Roderus has long been one of the most reliable and steadfast allies of the Pathfinder Society in the nation of Katapesh, but the aging human has decided that it is time to retire from his long-held position. Roderus's retirement party draws in Pathfinders from across Golarion, but there are some who see his retirement as an opportunity to advance personal goals that go against the Pathfinder Society's interests. Amid the turmoil of a party turned crime scene, the PCs must uncover the true threat to the Society's stability in Katapesh—and perhaps make an unexpected new ally along the way.
Contents in "Treason's Chains" also contribute directly to the ongoing storyline of the Liberty's Edge faction.
10-08: What Prestige is Worth by Matt Duval
For levels 7-11. Given the countless powerful relics the Pathfinder Society keeps in the vaults beneath the Grand Lodge, it should come as no surprise when there's the occasional magical outburst. However, the most recent incident involves a powerful talisman opening a portal the Hell, and the head curator Zarta Dralneen believes this event is no mere coincidence. Alongside a band of elite Pathfinders, she intends to travel through the portal to the infernal city Dis in order to close the gateway, in the process uncovering Cheliax's secret history, the follies of House Thrune, and what her role will be in the events to come.
Contents in What Prestige is Worth also contribute directly to the ongoing storyline of the Dark Archive faction.
10-09: The Rasping Rebirth by Cole Kronewitter
For levels 12-15. Over a century ago, hordes from the Abyss tore through a weak point in the Material Plane and surged forth onto Golarion, creating a corrupted and blighted land that would come to be known as the Worldwound. Legions of crusaders fought against the demonic incursion, containing it behind a wall of holy artifacts. In Pathfinder Society Season 5: Year of the Demon, forces bolstered by Pathfinder agents pushed back a demonic siege and even reclaimed land that had long languished under demonic control. The heroes of the Wrath of the Righteous Adventure Path finished the job, sealing the Worldwound and slaying the demon lord responsible for its creation, Deskari.
Yet the land where the rift to the Abyss once stood remains scarred and fragile, and on the Abyss itself, some artifacts and powers tied to Deskari remain unclaimed. One of the Pathfinder Society's most formidable enemies, the demon Koth'Vaul, is eager to seize upon these opportunities. Unless the PCs thwart him, Koth'Vaul's will become even more powerful than ever before, and wreak truly terrifying vengeance upon the Pathfinder Society.
10-10: The Shattered Shield by Leo Glass
For levels 1-5. When news arrives that one of the shards of the holy relic known as the Shattered Shield of Arnisant have been put up for sale in a Rahadoumi auction, the Pathfinder Society is highly skeptical, particularly since all the shards of the shield are safely accounted for, enshrined in the nation of Lastwall's capital city, Vigil. However, the Society's sources have confirmed that the seller does indeed seem to have a powerful magical relic identical to one of the shards, so the Pathfinders have sent a team to investigate. What secrets might be uncovered in this nation where religion is banned? And who besides the Pathfinder Society and their allies in Lastwall might be seeking the purported relic?
Contents in The Shattered Shield also contribute directly to the ongoing storyline of the Dark Archive faction.
10-11: The Hao Jin Hierophant by Jessica Redekop
For levels 5-9. Seven years ago, the Pathfinder Society acquired the Hao Jin Tapestry, a powerful artifact and gateway to a wondrous yet slowly disintegrating museum-like demiplane. Despite the sacrifices made to preserve the Hao-Jin Tapestry by one of the Pathfinder Society's most influential members, the realm's collapse seems inevitable. The Society has dispatched teams to high-value sites to salvage what they can of the historical treasures and knowledge, and the PCs are one of these first groups. However, their study of an ancient Tian site becomes far more complex thanks to not one but two burgeoning religions. It's up to the PCs to navigate this landscape riddled with hazards both extraplanar and political.
10-12: Breath of the Dragonskull by Michael Sayre
For levels 1-5. What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region?
10-13: Fragments of Antiquity by Sam Polak
For levels 5-9. After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger.
10-14: Debt to the Quah by Adrian Ng
For levels 3-7. The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits.
10-15: Tapestry’s Trial by Alex Greenshields
For levels 7-11. Remembered as the Ruby Phoenix, the legendary sorcerer Hao Jin disappeared without a trace centuries ago never to be seen since. The Pathfinder Society has spent much of the past decade exploring her vast museum demiplane, yet in recent years the demiplane's very existence has begun to unravel, threatening to cast its contents into the void. The Society's leaders believe that only Hao Jin herself might be able to repair her creation, and a new lead at last reveals where she had gone: the realm of perfect law, Axis. As elite agents, the PCs must track her down and convince her to save the tapestry demiplane and all of the creatures that live there.
10-16: What the Helms Hide by Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright
A series of four quests designed for levels 1-5. Disagreements among the Pathfinders erupted into violence 300 years ago, spurring the Society's leaders to don helms that hid their identities and protected them from assassins. These ten members of the Decemvirate have remained anonymous to this day, but a recent discovery may uncover new information about this dangerous part of the Society's history. With a unique window into the past, it falls to the PCs to identify these original leaders and the secrets they buried before donning the helms—in the process helping to unveil a hidden threat to the Society.
What the Helms Hide includes four 1-hour adventures that send the PCs across the Inner Sea region to uncover the secretive Decemvirate's past. The series includes a finale adventure, but players can experience the other parts in any order.
10-17: On Sevenfingers's Sails by Tom Phillips
For levels 7-11. Over the years, the Pathfinder Society has sent several teams into the mist-shrouded Gloomspires to explore the tomb of the legendary pirate Sempet Sevenfingers. Each has contended with unforeseen horrors, but the way to Sevenfingers's final resting place and his treasures has remained hidden and sealed—until now. While Sempet's natural life may have ended, he remains a powerful opponent, one whose mastery over the magic of the Gloomspires has allowed him to reach beyond his tomb into a realm of myths and nightmares in order to seize a frightful new source of power. Can the PCs defeat this wily ancient pirate, or will they become the next victims of Sempet's greed?
10-18: The Daughters' Due by Thurston Hillman
For levels 5-9. Beautiful and influential, the Blakros family rose to prominence in part thanks to an ancient pact they at last broke nearly a decade ago, drawing the ire of the sinister Onyx Alliance. Ever since fighting off these foes, though, the Blakroses and Pathfinder Society largely assumed their enemies defeated—at least until spotting Alliance fetchlings wielding treasures stolen from the Blakros Museum. At considerable cost, the Blakros family has hired the Society to identify the thieves and learn of the Onyx Alliance's plans. Can the PCs separate truth from illusion as their investigation takes them to gloom-shrouded Shadow Absalom?
10-19: Corpses in Kalsgard by Alex Riggs
For levels 5-9. The great Linnorm King Sveinn Blood-Eagle prepares for his final voyage to legendary Vallenhall, but all is not right in his kingdom. As Sveinn's unworthy children battle over the soon-to-be-vacant throne, Kalsgard's gnomes find themselves beset by a rash of sudden deaths. While these deaths appear to be caused by the Bleaching, a dread affliction that saps the life and light from gnomes who succumb to ennui, a gnome Pathfinder and priestess of Nivi Rhombodazzle believes that something more is afoot. She’s recruited the PCs to uncover the affliction's origins in a city where mighty Ulfen warriors are on the verge of war.
10-20: Countdown to Round Mountain by Jerall Toi
For levels 7–11. As the Hao Jin Tapestry demiplane collapses at an increasing rate, the Pathfinder Society has decided that it must evacuate the surviving inhabitants using a powerful ritual that can return one of the demiplane's monumental sites back to the Material Plane. The only candidate large enough is Round Mountain, an immense, tunnel-ridden stone sphere pulled from the Darklands of Tian Xia centuries ago. However, in the generations since Round Mountain vanished from the Darklands, countless subterranean creatures moved into the vast cavern left behind. If the mountain returns—and it must return to save the demiplane’s refugees—it would crush all those who have moved into the cavern since.
The Society must move quickly. The PCs are one of several teams tasked with exploring the vast cavern, cataloguing the doomed architecture, and above all coordinating the occupants' evacuation before the long ritual concludes.
Contents in Countdown to Round Mountain also contribute directly to the ongoing storyline of the Exchange faction.
10-21: Slaver's End by Vanessa Hoskins
For levels 5–9. The Society's no stranger to treachery, and one of its most despicable betrayals came at the hands of the disgraced venture-captain Phlegos Dulm. He's escaped the Society's justice, but Venture-Captain Wulessa Yuul has joined forces with Karisa Starsight of the Liberty's Edge faction to track down the perfidious poisoner and bring him to justice. However, the PCs will need to tread carefully as they help corner Phlegos. Not only is he a cunning foe who knows many of the Society's secrets, but he's found new allies whose hatred for the Society runs deep and whose lust for vengeance may prove a greater threat than Phlegos's treacherous cunning.
Contents in Slaver's End also contribute directly to the ongoing storyline of the Liberty’s Edge faction.
10-22—Passing the Torch, Part 1: Who Wears the Mask by Cole Kronewitter
For levels 12–18 (Subtiers 12–13, 14–15, and 17–18). For more than a decade, the infamous information broker, former Pathfinder, and thoroughly controversial mastermind Grandmaster Torch has pursued vengeance against the Decemvirate and the Society as a whole. Yet for all the Society's countermeasures, Torch has consistently procured seemingly unattainable intelligence that makes his schemes ever more dangerous. At last, the Society has identified his chief accomplice and informant who has evaded Society scouts by hiding out where Pathfinders are forbidden on pain of death: Mediogalti Island, home of the notorious Red Mantis Assassins. Yet Grandmaster Torch's imminent endgame threatens the whole Society, if not Absalom itself, and if the PCs are to uncover the plot and avert disaster, they must infiltrate one of the Inner Sea's most deadly cities and neutralize a powerful threat.
Who Wears the Mask is the first of two seeker-level adventures in the Passing the Torch series that concludes Season 10, and these adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is followed by Pathfinder Society Scenario #10-23: Passing the Torch, Part 2: Who Speaks for the Ten. These two scenarios are intended to be played in order.
10-23—Passing the Torch, Part 2: Who Speaks for the Ten by Paizo Staff
For levels 12–18 (Subtiers 12–13, 14–15, and 17–18). The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever.
"Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series that concludes Season 10, and these adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order.