In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventures reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.
In Search of Sanity
(1 of 6): The adventurers awaken within the walls of the eerie Briarstone Asylum, their minds wracked and memories missing. As they work together to recover their missing time, they soon learn that the cause of their eerie amnesia is but a symptom of a much greater cosmic menace. As they struggle to retain their sanity, the heroes must ally with other asylum residents and fight against the monstrosities that have taken over the asylum and plunged it into nightmare. Can the adventurers defeat the terror that stalks the halls and free themselves from their prison of madness?
The Thrushmoor Terror
(2 of 6): After escaping from the waking nightmare of Briarstone Asylum, the former captives venture to the dismal town of Thrushmoor to unravel the enigma of their lost memories. Upon arrival, the adventurers discover that the town’s leadership has either fled town or gone missing, and a rash of kidnappings and rumors of the Briarstone Witch spread terror through the people of Thrushmoor. As the adventurers investigate the unsettling mysteries, they uncover a secretive cult who plans to use Thrushmoor’s ancient monuments to grow their strength and power. Will the adventurers discover the secret to their affliction and find an answer in an uninviting town, or will they fall victim to the ruthless cult that wants to slay the people of Thrushmoor as a sacrifice?
Dreams of the Yellow King
(3 of 6): The cult of Hastur no longer threatens Thrushmoor, and now the adventurers discover the final clues needed to solve the enigma of their lost memories. Boarding a riverboat to Cassomir, the adventurers begin researching the manuscripts found in Iris Hill during the previous adventure. From these esoteric tomes, the adventurers discover a ritual that allows them to explore the Dreamlands in order to reclaim the parts of their minds they lost and track down their obsessed and corrupted former employer. After completing a number of bizarre and demanding dream quests, the adventurers find the answer to their fragmented minds, but they learn a greater threat looms over Golarion. Can they survive the perilous Dreamlands and emerge complete or will the adventurers be stranded in a dimension of nightmares?
The Whisper Out of Time
(4 of 6): With their memories once again intact, the adventurers continue their pursuit of Count Lowls after hearing that he’s set course for a lost city in a remote part of Casmaron called the Parchlands. On the race to find the wayward count before he does something terrible, the adventurers must first visit Cassomir where they believe he is meeting with an old associate, but find only danger in his absence. Then, they travel to Katheer, capital city of Qadira, to track down a blasphemous tome in a hidden library in order to find details of the count’s destination. Finally with the information in hand, they venture to the slave-trading city of Okeno for the final piece of the puzzle and where they meet a mysterious and alien ally. The race is on to stop their crazed nemesis and learn more about his loathsome plans before they stumble onto something too large to tackle!
What Grows Within
(5 of 6): After finding the route to the lost city of Neruzavin, the adventurers must mount an expedition into the vast and deadly desert region called the Parchlands, where they hope to catch up to their treacherous former employer. They brave the deadly desert to arrive in an abandoned city at the edge of a lake where a Great Old One slumbers, where they must track Count Lowls’s party, recover a vile tome, activate the city’s Star Stelae, and perform a powerful ritual that allows them to follow the Count to Carcosa. Along the way the characters must be careful they don’t wake the slumbering Great Old One or stir up the flying polyps sealed beneath the city.
Black Stars Beckon
(6 of 6): The black stars rise above lost Carcosa. Arriving in the alien city, the adventurers must sever the links that bind Carcosa to Golarion. In wandering the parasitic city the characters navigate the frozen ruins of an elder thing city, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way in the maddening streets of lost Carcosa. Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must break these links or else Thrushmoor and Golarion are doomed to greet the King in Yellow.