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4-5A: ZARTA’S ASSESSMENT
  You explain your recent adventures to Venture-Captain Roderus, including your voyage to the Mana Wastes to recover the Atramentous Eye, a life-draining orb in possession of a riddling sphinx.
  “Given its dangerous nature,” you begin, “we traveled to Absalom to meet with Zarta Dralneen, head of the Pathfinder Society’s Dark Archive.
  “‘What delights have you brought back today?’ Zarta asked us as she pored over the items we retrieved. She cast a spell and her eyes flashed a bright blue. ‘Well, has someone been playing in the Mana Wastes? These items’ auras are patchy, and their power is inconsistent. The Atramentous Eye is a dangerous exception, but there’s also this one...’ Zarta frowned as she pulled a monocle from the pile. ‘I’ve seen this lens before. It can identify areas of primal magic in the Mana Wastes. But this used to be in our archives, and I don’t remember anyone checking this out. If you have a moment, let’s inspect the stacks nearby to make sure that nothing else is missing.’
  “Zarta led us down deeper into the vaults beneath the Grand Lodge until she stopped at a door that looked no different than the other fifty we passed walking down here. ‘Be careful when you go in,’ she said. ‘The items here are quite dangerous, and someone stealing from here without properly managing the wards can trigger a chain reaction that impacts the other objects. After all, we wouldn’t want anything to happen to your adorable faces.’
  “Zarta’s prediction was too accurate, and too late. Inside, the remains of boxes were scattered on the ground as hundreds of items buzzed all around the series of rooms. Zarta cast some protective spells on us while saying, ‘I hope you came prepared for danger.’ With that, she rolled up her sleeves and walked in.”

DURING THIS SCENARIO
After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
To win, close all but 1 location.

VILLAIN
NONE

HENCHMEN
NONE

OTHER CARDS

Paracountess Zarta Dralneen:

Cohort 5
Traits: Aristocrat Bard Human
While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


4-4E: THE SPELLSCAR SHOWDOWN
 The ruined fortress contains countless clues that paint a dark picture of the clash between Nex and Geb. Famously, Nex commanded impressive golems and an army of summoned creatures from across all the planes of existence. Geb, on the other hand, favored necromancy, raising impossibly large legions of undead soldiers and choking the life from the land. Though Nex has disappeared and Geb has become a vengeful ghost-king since their war ground to a stalemate, the fallout of their conflict still haunts the Mana Wastes. You collect several other potent items al-Jakri had hidden here and document the ruins as best you can—perhaps you can publish your report in the Pathfinder Chronicles.
 The sun has set by the time you emerge from the fortress with the sphinx. Although the sky is clear, the land surrounding the site is crawling with new arrivals. From the south clamber scores of undead, whereas from the north strides a huge, scaled demon with a canine face and massive pincers. The sphinx hunches down and mouths the name “Koth’Vaul” to you.
 The fiend calls out, “Your time is up! I would retrieve the artifact I loaned you. Be a good pet and bring it to me.”
  “Stand down, Koth’Vaul,” shouts a zombified cleric at the head of the undead force. “My lord, Stavros Nightcrescent, lays claim to the Atramentous Eye! Sphinx, deliver the artifact to us, and I shall grant you life eternal with the blessing of undeath.”
 Koth’Vaul bellows with laughter as more fiends appear around him. “The artifact belongs to Muhlia al-Jakri, zombie, and I am merely taking it to deliver to her.”
 The zombie lord snaps back, “She is as good as dead, and you know it, demon! Our alliance is over, and now we claim our prize!”
 This can’t end well. It’s time to escape with the artifact. Hopefully your enemies are willing to weaken each other enough for you to break through to safety!
 If not, at least you’ll have lots of company in the afterlife.

DURING THIS SCENARIO
When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul and Heqet into the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

VILLAIN
NONE

HENCHEMN
FIEND HENCHMEN

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Ulkreth:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


UNDEAD HENCHMEN
Beheaded:
Beheaded
Henchman Monster 1

Traits
Undead

Check
Combat
12
OR
Arcane
Divine
10

Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.

Crawling Hands:
Crawling Hands
Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

OTHER CARDS

Koth'Vaul:
Koth'Vaul
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
24

Powers
Koth'Vaul may not be evaded and is immune to the Electricity and Poison traits.

Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

Heqet:
Heqet
Henchman Monster 4

Traits
Undead
Cultist
Cleric
Trigger

Check
Combat
18
OR
Divine
13

Powers
When you examine this card, encounter Heqet and add 5 to the difficulty to defeat.
Heqet is immune to the Mental and Poison traits.
If defeated, if your check to defeat exceeded 24, summon and encounter the henchman Natron Zombie.
If defeated, you may attempt to close the location this henchman came from.


4-4D: A KILLER CONUNDRUM
 The fleeing maftets easily outpace you and call out to their sphinx patron as you rush to the ruined fortress. Suddenly, a deafening roar echoes out of the citadel, followed by a visible ripple that emanates from the structure. The maftets at first cheer on hearing the sphinx’s response, but when the wave of energy touches them, they plummet screaming to the ground. By the time this wave reaches you, it has weakened. Nonetheless, you feel it sucking at your life, drawing it forcefully toward the ruins. It may not have killed you, but it certainly hurt! Could this be the Atramentous Eye in action?
 You approach cautiously, peering over a section of toppled wall into the fortress’s courtyard. There, a sphinx sits on her haunches, cradling a multifaceted black sphere in one paw as she mutters insistent questions to it.
 “What are the last words of a dying mute?” she purrs. “How many grains of sand comprise the desert?”
 You lean in to hear better; in the process, you dislodge a few cobbles that clatter down the wall. The sphinx wheels about in alarm, her eyes glowing with fiendish malice. She roars, and the orb seems to drink in the surrounding light before releasing another wave of energy. You take cover behind the broken wall. When you look back, the sphinx is gone.
 It’s difficult to tell quite where she went. However, her words echo throughout the fortress, voicing other quandaries. “How many trespassers must die to fuel my spells? How many spells to solve the Riddle of Koth’Vaul?”
 Her chanted riddles seem to have her distracted. Now if only you could find her before she uses that orb again!

DURING THIS SCENARIO
After drawing starting hands, each character discards the top 1d4 cards of his deck.
After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

VILLAIN

Half-Fiend Sphinx:
Half-Fiend Sphinx
Villain Monster 4

Traits
Outsider
Sphinx
Inquisitor
Trigger

Check
Combat
20
OR
Divine
14

Powers
When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand and reset your hand.
If your combat check to defeat does not have the Attack or Ranged trait, the difficulty to defeat is increased by 3.
If defeated, if check to defeat did not exceed 24, each other character is dealt 1d4 Poison damage.

HENCHMEN

Beheaded:

MM Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing:

MM Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Warrior Dolls:

MM Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.


4-4C: RIDDLES OF RUIN
  Your attention is split between assessing Ashasar’s dire condition and watching a quartet of winged humanoids swoop down to alight nearby. Each one’s upper body resembles a tattooed human with feathered wings sprouting from his shoulders. Their powerful feline legs land softly in the sand, and their tufted tails twitch anxiously as they look first at you and then at each other. You have heard of these desert natives before: maftets, dwellers in Garund’s lost cities.
  One approaches confidently and speaks. “Your friend has calmed the storm. That is no easy feat.” The other maftets look at the wheezing Ashasar with respect. The geniekin tries to respond, only to expel a series of floating bubbles that pop and release his words in a disjointed chorus. The lead maftet scowls. “Whatever he did came at a cost, and he now suffers a powerful spellblight. I am Erayu. Come. We can provide some treatment.”
  The maftets help you carry Ashasar east, explaining that their tribe has lived among the ruins of an ancient Nexian fortress for generations. A month ago, a sphinx arrived, promising enlightenment to any who could help her solve the Riddle of Koth’Vaul. The tribe fractured. Some offered their service; others wished nothing of her puzzle. The more the maftets helped solve the sphinx’s conundrum, the more her appearance changed, and each breakthrough left her more feral, ferocious, and driven. Likewise, her disciples became more combative as they mapped out impossibly complex patterns in the land to unravel the riddle. At last, the other maftets fled, fearing what their kin had become.
  Koth’Vaul? You recognize the name of the fiend that was working with Muhlia al-Jakri. You suspect that whatever riddle Koth’Vaul provided the sphinx, it’s responsible for her transformation and the maftets’ distress. What’s worse, you think the maftets’ home is worryingly close to where al-Jakri hid the Atramentous Eye. Hoping to learn more, you leave Ashasar in your new friends’ care and set out to study these ruins.

DURING THIS SCENARIO
•When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
•Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
•At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.

VILLAIN

Userib:
Userib
Henchman Monster 4

Traits
Maftet
Cultist
Cleric
Trigger

Check
Combat
15
THEN
Combat
17

Powers
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

HENCHMEN

Lamia Sisters:
Lamia Sisters
Henchman Monster 3

Traits
Lamia
Trigger

Check
Combat
14
THEN
Combat
16

Powers
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a random non-Basic Item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Cultist of Areshkagal:
Cultist of Areshkagal
Henchman Monster 4

Traits
Maftet
Cultist
Ranger
Trigger

Check
Combat
19

Powers
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.


4-4B: IT'S LOOKING LIKE RAIN
You depart the ratfolk burrow with Saka Naht’s blessing and guidance, offering her the last of your trade goods in thanks for her clan’s hospitality. From there you set out to the east, straight toward a looming storm of faintly glowing clouds and whipping winds. Ashasar marvels at the sight as you scramble over the uneven terrain. After an hour, he calls for a quick break and pulls out a bag of metal disks.

“I am part of an organization called the Concordance of Elements. We operate across the planes, searching for anomalies and restoring cosmic balance. You and I alone cannot heal the Mana Wastes, but we can do something about that,” he states, motioning to the storm as it begins swirling into a tornado. “You might think the best way to heal an area of unpredictable magic would be with magic, but that would be unpredictable, right? That’s where these come in.” He clacks a pile of the disks together. “The Concordance uses these to contain an uncontrolled elemental outburst, even when local conditions make spellcasting dangerous. If we can secure these in an even perimeter around the storm, I can perform a ritual to disperse it.”

If Ashasar’s plan works, it could be a significant step toward undoing the damage inflicted by Geb’s internecine war with Nex so many millennia ago. Ashasar quickly tries to manage your expectations.

“Keep in mind that the Mana Wastes are far larger than anything I have handled before. For now, let us just convince this tenacious storm to scatter and make observations. Here, take a few of these.” He hands you some disks and begins pointing to points visible across the wastes, identifying ideal locations for you to anchor the ritual focuses.

The terrain is difficult to navigate, Ashasar’s targets aren’t easy to reach, and the weather grows more punishing with each step. Just when you think it can’t get any worse, the sky crackles with green lightning, and a light drizzle of acid begins to fall.

DURING THIS SCENARIO
Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.

Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.

When you would discard or recharge a spell for its power, roll 1d8:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.

At the end of your turn, if you are at an open location, you are dealt 1 Acid damage.

To win, close all of the locations.

VILLAIN
NONE

HENCHMEN

Sand Kraken:
Sand Kraken
Henchman Monster 3

Traits
Aberration

Check
Combat
20
OR
Survival
Dexterity
Acrobatics
10

Powers
When you encounter the Sand Kraken, all characters at this location attempts a check to defeat the Sand Kraken. If any character fails this check, the Sand Kraken is undefeated. Any character that fails this check shuffles his character token into this location.
If undefeated, the Sand Kraken does not escape; display it next to this location instead. Once all character tokens in this location have been revealed, the Sand Kraken is defeated.
If defeated, automatically close the location this henchman came from.

Theletos:
Theletos
Henchman Monster 3

Traits
Outsider
Trigger

Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14

Powers
When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
Damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

OTHER CARDS

Lightning Storm:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Conflagration:
Conflagration
Henchman Barrier B

Traits
Trigger
Obstacle
Weather
Fire
Veteran

Check
Dexterity
Disable
Craft
Constitution
Survival
9

Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


4-4A: WASTELAND DIPLOMACY
  Traveling with the geniekin Ashasar is pleasant. The flora and fauna of the Garundi continent endlessly fascinate him. You learn that he has spent much of his life on the elemental planes, which he describes with awe while admitting that this world’s blend of air, earth, fire, and water is astounding. Yet for all his playful conversation, you can tell that he harbors an utterly serious devotion to understanding and quelling any natural phenomena that would grow too destructive or wild.
  The trade road you’re on passes through the border fortress of Cloudreaver Keep, where you stop for a bit. The path then veers to the west toward the city-state of Alkenstar, famed for its deadly firearms and steam-powered marvels. However, your destination lies to the southeast over the trackless wastes of the Spellscar Desert. The keep’s guards warn you that the unforgiving terrain is the least of your worries. Primal weather phenomena have been especially brutal over the past few weeks, with shrieking ghost-winds savaging anyone caught in the open, and caustic rain showers whose droplets turn into tiny spiders that skitter for cover. Magic is already unpredictable enough in the Mana Wastes, and these powerful storms only make it even more dangerous.
  What’s more, dozens of the wasteland tribes who eke out a living in the Spellscar Desert govern by a policy of “might makes right.” The guards warn that most of these tribes will prey on anyone they think can’t put up a fight, but others might be willing to offer safe passage in exchange for a chance to trade. That doesn’t seem so bad, at least until they mention these tribes are mostly bloodthirsty gnolls, mutant humans, skittish ratfolk, opportunistic goblins, and even six-armed giants known as calikangs. Looking over the keep’s visitor log, you note that of the few convoys that left for the southeast, almost none of them have returned.
  Ashasar grins at you with determination, as though he’s welcoming the challenge. As you set out together, you wish you shared his confidence.

DURING THIS SCENARIO

  • When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
      •1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
      •3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
      •5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations.

    VILLAIN:
    NONE

    HENCHMEN:

    Thmei:
    Thmei
    Henchman Monster 4

    Traits
    Human
    Cultist
    Oracle
    Trigger

    Check
    Combat
    24

    Powers
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, draw the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from.

    Calikang:
    Calikang
    Henchman Monster 4

    Traits
    Giant

    Check
    Combat
    19

    Powers
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.

    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    Ratfolk Plaguebringer:
    Ratfolk Plaguebringer
    Henchman Monster 4

    Traits
    Ratfolk
    Poison
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    All damage dealt by the Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge
    After you act, you are dealt 1d4-1 damage.

    Calikang:
    Calikang
    Henchman Monster 4

    Traits
    Giant

    Check
    Combat
    19

    Powers
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    Ratfolk Plaguebringer:
    Ratfolk Plaguebringer
    Henchman Monster 4

    Traits
    Ratfolk
    Poison
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    All damage dealt by the Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge
    After you act, you are dealt 1d4-1 damage.

    Random Monsters:
    These will be random.


  • 3-4A: ESCAPE FROM MANAKET
      True to his word, Venture-Captain Obo has secured you provisions and mounts, and early the next morning you prepare to set out. Obo beckons you to come back inside,closing the door before imparting a few last words of wisdom.
      “According to your sage Mnesoset, she intended to invoke the ancient gods of Jistka to enter the ruins, awaken the golems, and control the army. She made a point to carry several holy symbols of the now-forgotten deities.” He holds up a set of silver charms and icons. “I suspect you might need your own. These were among the treasures the thriae preserved.” Obo quickly and carefully wraps them up, adding, “In Rahadoum, symbols of the gods are contraband. Having these in your possession is a crime, and a serious one at that. Keep these hidden until you are well outside Manaket—and even after that. I’ll travel with you to the edge of the city.”
      You try to keep a low profile as you depart the lodge, but every time you look over your shoulder, you’re certain you see a flutter of a white cloak vanishing around a corner, or the flash of polished mail before a rooftop spy slips out of sight. Obo leads you through busy markets, down crowded streets, and past a traveling menagerie. Suddenly, several soldiers call for you to stop—it’s the Pure Legion, Rahadoum’s guards against religious intrusion!
      “They’ll search us for sure,” Obo whispers urgently. “They can practically sniff out divine symbols and magic. Slip away quickly, and I’ll buy you time to leave the city.” He hastily adds, “The Rahadoumi are strict, but they are not bad people. If you can avoid violence, please do so!”
      With that, Obo loudly hails the guards, providing you the distraction you need to escape, and hopefully to avoid further patrols.

    DURING THIS SCENARIO
    •When setting out locations, shuffle all of the listed location cards into a location pile, then draw 1 random card from it and build that location deck.
    •Whenever there are no open locations, draw 2 random cards from the location pile. Choose 1 and banish it, then summon and build the other; shuffle in the henchman Pure Legion Enforcer. Then move all characters to that location.
    •At the start of your turn, you may recharge from your hand or bury from your discard pile any number of cards that have the Divine trait, then roll 1d6. If the result is less than the total number of cards that have the Divine trait in your hand and discard pile, summon and encounter the henchman Pure Legion Enforcer.
    •To win the scenario, close a number of locations equal to the number of characters plus 3.

    LOCATIONS
    Alchemical Laboratory, Brickworks, Canny Jackal, Caravanserai, Dilapidated Plaza, Dye Market, Great Library of Tephu, Pleasure Barge, Precinct of Left Eyes, Ruined Temple, Smoking Den, Surgery, Tooth and Hookah, Vault of Hidden Wisdom, Vizier’s Hill, Walled Oasis, Warehouse

    VILLAIN
    NONE

    HENCHMEN

    Pure Legion Enforcer:

    Henchman
    Type: Monster
    Traits: Human Ranger
    To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
    Increase the difficulty by 3 if you have the Divine skill.
    For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-4D: A KILLER CONUNDRUM
     The fleeing maftets easily outpace you and call out to their sphinx patron as you rush to the ruined fortress. Suddenly, a deafening roar echoes out of the citadel, followed by a visible ripple that emanates from the structure. The maftets at first cheer on hearing the sphinx’s response, but when the wave of energy touches them, they plummet screaming to the ground. By the time this wave reaches you, it has weakened. Nonetheless, you feel it sucking at your life, drawing it forcefully toward the ruins. It may not have killed you, but it certainly hurt! Could this be the Atramentous Eye in action?
     You approach cautiously, peering over a section of toppled wall into the fortress’s courtyard. There, a sphinx sits on her haunches, cradling a multifaceted black sphere in one paw as she mutters insistent questions to it.
     “What are the last words of a dying mute?” she purrs. “How many grains of sand comprise the desert?”
     You lean in to hear better; in the process, you dislodge a few cobbles that clatter down the wall. The sphinx wheels about in alarm, her eyes glowing with fiendish malice. She roars, and the orb seems to drink in the surrounding light before releasing another wave of energy. You take cover behind the broken wall. When you look back, the sphinx is gone.
     It’s difficult to tell quite where she went. However, her words echo throughout the fortress, voicing other quandaries. “How many trespassers must die to fuel my spells? How many spells to solve the Riddle of Koth’Vaul?”
     Her chanted riddles seem to have her distracted. Now if only you could find her before she uses that orb again!

    DURING THIS SCENARIO
    After drawing starting hands, each character discards the top 1d4 cards of his deck.
    After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

    VILLAIN

    Half-Fiend Sphinx:
    Half-Fiend Sphinx
    Villain Monster 4

    Traits
    Outsider
    Sphinx
    Inquisitor
    Trigger

    Check
    Combat
    20
    OR
    Divine
    14

    Powers
    When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand and reset your hand.
    If your combat check to defeat does not have the Attack or Ranged trait, the difficulty to defeat is increased by 3.
    If defeated, if check to defeat did not exceed 24, each other character is dealt 1d4 Poison damage.

    HENCHMEN

    Beheaded:

    Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing:

    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls:

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.


      You leap off the floating boulder before it collides with the fortress, barely scrambling toward one of jagged entrances. Stairs lead from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. You have reached the center of the strange fortress only to find a thousand-faceted stone prison covered in runes and riddles. Blasts of refreshing air crack the stone and escape before the surface regenerates, the runes glow once more, and the air attempts to burst free from a different angle.
      As if sensing the last of his defenses have almost failed, the evil Elemental Lord Ayrzul has called in extraplanar mercenaries: a band of fiendish ne’er-do-wells known as the Daemon Prayers, led by a powerful ogre general. She has long sought Ayrzul’s patronage, and this is at long last her chance to prove her company’s worth. You’ll need to fend her off, but don’t neglect the strange puzzle prison—perhaps whatever’s trapped within can help you save the day!

    DURING THIS SCENARIO
    To set up this section, first put the Collapsing Bridge and all of the cards from the location decks back in the box. Summon and build the listed location decks and add the villain and henchmen as usual. Each character places his token card at a location. Return the blessings deck and discard pile to the box, then create a new 30-card blessings deck. Keep all other cards where they are (including characters’ hands). Each character shuffles 1d4+1 random cards from his discard pile into his deck.

    Instead of your explore step, you may get a piece of the puzzle from the Card Guild organizer. Players may freely discuss and work on the puzzle until the end of Part 3, even if you successfully complete the scenario first. When you believe you have solved the puzzle, report your solution to the Card Guild organizer; if the solution is correct, report 2 successes to the Overseer GM. If the solution is incorrect, you may continue working on the puzzle.

    To win the scenario, defeat and corner the villain Mage Ogre.


    8-00D: THINGS FALL APART—SECTION 1
      Ever since you arrived on Aucturn’s Tear, gusts of wind have periodically billowed out from deep within the asteroid, carrying with them life-giving oxygen—as well as welcoming breezes for those traveling the fiery tunnels and rare warmth for those navigating the icy passages below the frozen city. Now the airflow has become weak and anemic, as though the unknown source that has sustained you so far were being constricted—or worse, sealed away entirely. As you’ve traveled deeper into the asteroid, it has become increasingly clear that what lies at the center is not a mundane treasure but a trapped, extraplanar entity. You’ve crossed paths and blades with fiends before, yet this creature seems strangely friendly and helpful. There’s the possibility that it’s some trickster trying to secure your assistance by feigning benevolence. On the other hand, based on what you’ve learned from the genies and other elemental-kin you’ve met, this captive is the survivor of a long-forgotten era when the Elemental Planes were kept in balance between good and evil. As a Pathfinder, you learned that four tyrannical lords now rule the Elemental Planes uncontested: Ayrzul, the Fossilized King; Hshurha, the Duchess of All Winds; Kelizandri, the Brackish Emperor; and Ymeri, the Queen of the Inferno. Could it be that you’ve inadvertently joined a rescue mission for one of their lost rivals?
      A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination. Once you reach the surface, get inside, find the center, and help break out the prisoner.” Other teams of Pathfinders nearby nod in acknowledgement at the Master of Spells’s instructions and prepare to rapel down toward the floating boulders that approach. One iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.
      “Ready? Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform. As they land and clash with the evil priests, gravity seems to pull the giant rock back toward the fortress at the cavern’s center. The motion hurls away several agents, but they’re able to latch onto other platforms, joining other teams and continuing the fight.
      Best hold on, Pathfinders—it’s going to be a rocky flight!


    4-2A: MISSING PERSONS
      Venture-Captain Cordelia Perseis smiles. “Thank you for your diligence, my friends. We need to find evidence that the kidnapping of Senator Karthis’s daughter was not perpetrated by Qadira, and if we can prove that Pasha Muhlia al-Jakri, was behind it, all the better. While it seems likely that we will eventually end up in Omash, where Sabina was last seen, I’d like us first to head to Zimar’s undercity and parlay with the self-proclaimed Otyugh King Gulreesh. Bizarre as it may seem, he tends to have the best information in the city.”
      You head into the undercity, making your way past sewers and structures forgotten when new conquerors built over the old. You eventually reach the enormous cistern where the Otyugh King holds court. Gulreesh is a hideous creature, basically a giant stinking mouth with three tentacles writhing around his body in a grand gesture. “Greetings!” the filthy creature says in startlingly perfect Taldane, “I’ve heard good things about the Pathfinder Society, at least inasmuch as you’re great troubleshooters. You’re here about the kidnappings, no?”
      You quickly agree while attempting to wrestle your breakfast back into the pit of your stomach.
      “Good!” he exclaims, still befuddling you with his conversational skills. “I have the information you want, but it’s not free. A group of smugglers has been encroaching on my territory. Drive away the smugglers, and the information is yours.”
      Reluctantly, you trudge through the undercity again, through foul and pungent sewers. Finally, you reach the smugglers’ hideout, where you are predictably ambushed. It’s going to be one of those days.

    DURING THIS SCENARIO
    •Cohort: Cordelia Perseis
    •At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
    •When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
    •To win the scenario, close all locations.

    VILLAIN
    NONE

    HENCHMEN

    Raid Leader:

    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 9 THEN Combat 11
    Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4. If undefeated, shuffle a card from your hand or discard pile into your location deck.

    Ekram Iffek:

    Henchman 2
    Type: Monster
    Traits: Human Cultist Ranger
    To Defeat: Combat 14 OR Charisma Diplomacy 11
    Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location. If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

    Dark Slayer:

    Henchman 2
    Type: Monster
    Traits: Caligni Rogue Poison
    To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
    Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

    Silver Chain Smuggler:

    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.

    OTHER CARDS

    Cordelia Perseis:

    Cohort 2
    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.


    4-P2: DANGEROUS CARGO - NYCTESSA
      Here in Quantium, a center for arcane study, magical flourishes are everywhere, so the dizzying array of magical runes lining the sides of the tightly guarded prison wagon ahead of you seems almost commonplace. As it disappears into a narrow alleyway, you quicken your pace. The wagon holds the notorious alchemist Dalsig Kholoran, infamous for stealing troves of lore about fleshwarping and using them to conduct gruesome experiments. Kholoran has been sentenced to spend the rest of his life in the inescapable prison at Valkas Isle, but Society contacts have warned that Pasha Muhlia al-Jakri might seek an alliance with this brilliant and depraved man. Time is running short before Kholoran meets his fate, yet there are still no signs of the pasha’s agents. After witnessing the devastation that her other agents could inflict, you hope that your venturecaptain’s
    fears will prove no more than justified caution.
      You’ll have no such luck.
      You enter the alleyway in time to see a horde of undead monstrosities rise from the ground to menace the guards. Meanwhile, a pale woman with vacant white eyes points a staff crafted from a human spine at the wagon. Dark energy arcs forward, making the wagon’s protective runes shudder. Before you can rush forward to contain the prisoner, a guard points a finger at you, shouting, “Watch out; she’s got backup!”
      You’d better resolve this situation quickly and carefully.

    DURING THIS SCENARIO
    •When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
    •Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    •When a bane from the siege deck is undefeated, banish a card from a random open location deck.
    •If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
    •To win the scenario, a location must be open while the siege deck is empty.

    VILLAIN

    Nyctessa:

    Villain 3
    Type: Monster
    Traits: Wizard Dhampir
    To Defeat: Combat 16 OR Divine 12
    Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
    If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.

    HENCHMEN

    Beheaded:

    Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Old Eye-Taker:

    Henchman 2
    Type: Monster
    Traits: Undead Skeleton Aristocrat
    To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits.
    During the encounter, recharge a card before you play a card.
    If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gaunt Cadaver:

    Henchman 2
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits.
    Before you act, Gaunt Cadaver deals 1 Poison damage to you.
    After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

    Crawling Hands:

    Henchman 2
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    The Crawling Hands are immune to the Mental and Poison traits.
    If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.


    8-00B2: ICE IS NICE
      When the vile elemental lord of water Kelizandri agreed to help his earthen colleague Ayrzul guard a treasure, the Brackish Emperor sent the marid Zhaleh with an army of water elementals, mephits, and other aquatic creatures. Zhaleh and her allies serve Kelizandri only out of fear, so when the captive held in Aucturn’s Tear began to break free, Zhaleh saw a chance to lead her friends to freedom. Ayrzul’s generals were not amused, and they caused Aucturn’s Tear to stop spinning, freezing Zhaleh and her minions in ice.
      Warm air has melted away slick tunnels through the ice, leading ever deeper toward the asteroid’s interior and Zhaleh’s prison. Although frozen beasts and chilling spectres haunt these narrow halls, the equally dangerous challenge is descending the slick passages on your feet and not on your rear. Falling wouldn’t be so bad were it not for the icicles the size of greatswords that can skewer anything so unlucky as to collide with them. Even then, you don’t want to be trapped in the frigid depths for too long.
      All the while, you can hear the echoes of Zhaleh’s defiance from deeper below. Find her, free her, and perhaps she will lend her power to the Pathfinder Society. That assumes, of course, that you can convince her to help out rather than flee while she can. It’s nothing your charm and a few inspiring tales of your heroic deeds can’t solve, right?


    8-00B1: FROZEN CITY
      If the darkness weren’t bad enough, this side of Aucturn’s Tear is frozen solid. Thankfully, gusts of warm air whistle up through cracks in the ice, raising the temperature from “deadly” to merely “extremely unpleasant.” It looks like this used to be a piece of the planet Iovo’s surface before it exploded—there are even a few stands of alien trees and shattered buildings preserved by the void of space. Perhaps strangest of all, you see creatures of ice and water fighting each other, not you. As a water elemental uses its liquid fists to scatter a gang of fish people, you take cover in one of the more intact buildings.
      It appears you’ve found a shrine whose interior shimmers with magical energies. At the round building stands a cracked basin holding a frozen pool. As you explore your surroundings, a ghostly humanoid figure manifests above the water and begins to speak in a strange language. However, as her mouth opens, her face distorts grotesquely, and runes around the pool glow white-hot. Perhaps this was once an oracular spirit that’s now trying to convey an important message. The magic here is failing catastrophically, and as sparks fly, the spirit howls in pain and lashes out with tendrils of force. If you are to learn what she knows, you must calm her—ideally before whatever magic is malfunctioning here explodes!


      You’re among the first agents through the gate, and you practically bounce across the terrain; the gravity here is only a fraction of what it is on Golarion! Overhead, the stars shine with unfamiliar brightness, but you don’t have time to marvel at the sight. Already elemental guardians are rising from the rock itself to fight off the Pathfinders. It’s almost as though they were expecting trouble!
     Help drive them off and secure a beachhead for the expedition. After that, it looks like it’s a long climb down a massive impact crater, where the elementals have constructed fortifications. Those walls might be enough to keep out the riffraff, but it’s up to you to prove they’re no match for the Pathfinder Society!


    3-3E: UP IN FLAMES
    Up in Flames presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read the text below before setting up, then choose to support either the alchemists or the thriae. If you support the alchemists, use this scenario card. If you support the thriae, use the scenario card Up in Flames—Thriae. (When replaying, you may earn the reward for each card once, but must choose a different RPG character for each reward.)

      The thriae live in a towering complex, with many of the structures accessible only by flight or by a strong climber. A host of guards flies out to intercept you, but upon seeing a scroll tube stamped with the sage Mnesoset’s cartouche, they put away their spears and motion for you to accompany them to the hive.
      An elegant thriae seer awaits. “Countless queens have reigned since last we saw the mark of the Spinel Sage Mnesoset outside of our hive. When Osirion fell under foreign rule, she asked that we keep her possessions safe while she awoke a great army to the west to reclaim her homeland. We have honored that request and honor you, but you travel with thieves and scoundrels who have stolen our merope!” You look to Alhaman with shock, remembering merope is the magical honey thriae produce. Your guide flashes you a knowing grin as he throws an explosive toward the ground that engulfs the area in smoke.
      “Help us overwhelm the guards, Pathfinders!” he shouts as his comrades begin clambering up the cliff to loot the hive. “We can recover your documents in the process!” As the smoke clears, you find yourself facing angry thriae who seem as likely to skewer you as they would the alchemists! What do you do: Assist the alchemists of the Hidden Flame or try to stop them
    to gain the favor of the thriae?

    3-3E: UP IN FLAMES—ALCHEMISTS
    VILLAIN

    Zizzira:

    Villain 3
    Type: Monster
    Traits: Trigger Thriae Oracle Poison
    To Defeat: Charisma Diplomacy 12 OR Combat 17
    When you examine this card, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Solider. Zizzira is immune to the Poison trait. All damage dealt by Zizzira is Poison damage.
    Before you act, each character at your location that does not reveal the henchman Stolen Larvae summons and encounters the henchman Thriae Soldier.
    If defeated, before closing Zizzira's location, search it for the henchman Stolen Larvae and draw any you find, then banish Zizzira.

    HENCHMEN

    Xerippe:

    Henchman 3
    Type: Monster
    Traits: Thriae Soldier
    To Defeat: Combat 18
    Xerippe is immune to the Poison trait. All damage dealt by Xerippe is Poison damage.
    If you reveal the henchman Stolen Larvae, you may evade Xerippe.
    Before you act, each character at your location that does not reveal Stolen Larvae summons and encounters the henchman Thriae Soldier.

    Thriae Constructor:

    Henchman 3
    Type: Monster
    Traits: Thriae
    To Defeat: Strength Dexterity Acrobatics 6 THEN Combat 17
    The Thriae Constructor is immune to the Mental and Poison traits.
    If undefeated, leave this henchman faceup on the location deck; characters at this location encounter this henchman as their first exploration each turn, and cannot evade or move while the Thriae Constructor is faceup.
    If defeated, you may immediately attempt to close the location this henchman came from.

    DURING THIS SCENARIO
    •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •You win the scenario only when all of the Stolen Larvae are in characters’ hands. (You do not have to defeat and corner the villain.)

    PLAYERS LOCATIONS
    1-6 PRECIOUS MINE
    1-6 STONEWORK PASSAGES
    1-6 THRIAE HIVE

    REWARD
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense.At the end of each scenario, return the loot to the game box.
    Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase potions of cure serious wounds as though their market price were 500 gp.

    3-3E: UP IN FLAMES—THRIAE
    VILLAIN

    Alhaman Ulak:

    Villain 3
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Combat 17 OR Arcane 12
    Before you act, succeed at a Constitution, Fortitude, Wisdom, or Perception 9 check or the difficulty to defeat is increased by 1d12.
    If undefeated, draw 3 cards, then bury 1 card, discard 1 card, and recharge 1 card.

    HENCHMEN

    Hidden Flame Alchemist:

    Henchman 3
    Type: Monster
    Traits: Alchemist Human
    To Defeat: Combat 15
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4-1 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Conflagration:

    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage.
    When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    DURING THIS SCENARIO
    •Using the deck list from the Thriae Hive, build a number of Thriae Hive locations equal to the number of characters. When you close a Thriae Hive location, do not flip the Thriae Hive card over.
    •After adding villains and henchmen, shuffle 1 henchman Stolen Larvae into each location deck.
    •Each character starts at a different unoccupied Thriae Hive location.
    •Add 1d8 to non-combat checks against monsters that have the Thriae trait.
    •When you discard cards as damage, first choose Stolen Larvae if you have any.
    •When you would banish Stolen Larvae or put it into a deck or pile, shuffle it into a random open location deck instead.
    •When you defeat a Conflagration, you may immediately attempt to close the location it came from or is displayed next to.

    PLAYERS LOCATIONS
    1-6 PRECIOUS MINE
    1-6 STONEWORK PASSAGES
    1-6 THRIAE HIVE

    REWARD
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense. At the end of each scenario, return the loot to the game box.
    Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase scrolls of augury as though their market price were 100 gp.


    4-P1: MURDER IN THE MARKETPLACE URGRAZ
      The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contact Satiyar Siddique, the Pasha Muhlia al-Jakri plans to create a calamitous disruption in Thuvia soon, and Merab is her most likely target. Could one of the Pasha’s mind-controlled servants be lurking nearby? You scan the crowds for anyone who seems out of place.
      A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. Their faces are mutilated beyond recognition, and their limbs are crushed and broken.
      Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. His gray skin glistens with sweat, and his expression is vacant. He draws a bloody warhammer from his cloak as he turns to face you.

    VILLAIN

    Urgraz:

    Villain 2
    Type: Monster
    Traits: Dwarf Antipaladin
    To Defeat: Combat 16
    The difficulty to defeat is increased by 1d6. Before you act, each character at your location discards the top card of her deck. Damage dealt by Urgraz is increased by 2.

    HENCHMEN

    Bheg:

    Henchman 2
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

    Blightwing:

    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash:

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    Silver Chain Smuggler:

    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.

    DURING THIS SCENARIO
    •At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    •When you discard a blessing to add a single die to check, discard the top card of your deck.
    •When you defeat the henchman Bheg, you may attempt to close the location it came from.
    •If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    During This Adventure: •The adventure deck number is 2. The scourge die is 1d6.
    •When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.


    4-5D: TEMPLE OF LIGHT AND METAL
      After circling the Fourth Star several times, you uncover an entrance and make your way inside. The giant glowing spire channels the obelisks’ light, directingit deep into the pyramid’s interior and illuminating the main
    chamber in an azure glow. Where it shines, runes and doorways appear, disappearing as soon as the light in that area dims. This is no language you’ve ever seen, much less translated. Fortunately that’s where the venture-captain’s supplies come in handy. One magical scroll later, you’re reading the runes fluently.
      “We are very sorry,” the runes read. “We meant no harm. When we arrived, we found a city that was fractured, chaotic, and wild—so unlike the beings we worshipped. We tried to correct the city to remake it in our image, but our process became more destructive than we had imagined. We struggled to make it right but concluded that our efforts would only hurt more. Instead we left behind a measure of our power. Our hope is that when you have the capacity to understand it, unlock it, and wield it, you can direct this power to healing this land in a way that fits the inhabitants’ needs rather than fitting the designs of trespassers ignorant of your ways.”
      You were not expecting the runes to yield an apology. Certainly, these ancient beings must have had at least a little time to rue their achievements before the end came.
      These powerful beings may have destroyed a portion of Katapesh long ago, but they reference a latent power that no doubt interests the Pactmasters. How is it, though, that Krimiltuk knew of this place? No matter; you have a bargain to uphold, and you know that something in this pyramid should grant access to the other three “stars.” Each hallway extends for hundreds of feet, though from the size of the pyramid’s exterior, you’re sure that the inside shouldn’t be this large.
      As you explore one hall, you find a pedestal from which a strange figurine has toppled. As you place it back on the pedestal, the entire hall begins to hum and glow. Is this the start of some puzzle? You remove the tiny statue, and the humming stops. But in its place, you can hear the ominous footsteps of something wandering the pyramid. The doesn’t seem to be much time to solve this particular riddle!

    DURING THIS SCENARIO
    •After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen equal to the number of players. Shuffle 1 card from this stack into each location deck.
    •At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.
    •When you acquire a boon or defeat a bane, you may shuffle it into a location deck.
    •When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.
    •At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    VILLAIN
    NONE

    HENCHMEN

    Warrior Dolls:

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Elegiac Compass:

    Henchman 2
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If defeated, display the Elegiac Compass next to the scenario. If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    Tephu Librarian:

    Henchman 3
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Poison and Mental traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from. If undefeated, move to a random other location.
    Keferuzagra:

    Henchman 4
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.
    Sky Pharaoh Guardian:

    Henchman 5
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    OTHER CARDS

    Bronze Sentinel:

    Loot 4
    Type: Armor
    Traits: Heavy Armor Construct Magic
    To Acquire: None
    Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to discard this card; otherwise, bury it instead.
    Life Lantern:

    Loot 5
    Type: Item
    Traits: Object Attack Magic Divine
    To Acquire: None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Elusive Knowledge:

    Henchman 5
    Type: Barrier
    Traits: Cache Trigger
    To Defeat: Knowledge Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.


      The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contact Satiyar Siddique, the Pasha Muhlia al-Jakri plans to create a calamitous disruption in Thuvia soon, and Merab is her most likely target. Could one of the Pasha’s mind-controlled servants be lurking nearby? You scan the crowds for anyone who seems out of place.
      A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. A single, precise slash cuts across each of their chests.
      Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. Her skin glistens with sweat, and her expression is vacant. She turns to face you, and a wickedly sharp longsword appears in her hand.

    DURING THIS SCENARIO
    •At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    •When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.
    •When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.
    •If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    VILLAIN

    Linxia:

    Villain 2
    Type: Monster
    Traits: Hellknight Human
    To Defeat: Combat 18
    Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

    HENCHMEN

    Beheaded:

    Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing:

    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

    Ajin Ra Baqa:

    Henchman 2
    Type: Monster
    Traits: Outsider Psychopomp
    To Defeat: Combat Divine 12 THEN Combat Divine 12 THEN Combat Divine 8
    If you fail a check to defeat Ajin Ra Baqa, instead of the normal damage, you are dealt 1 Cold damage for each die you rolled on the check. If defeated, you may immediately attempt to close the location this henchman came from.

    Forgotten Pharaoh Cultists:

    Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from


    4-4C: RIDDLES OF RUIN
      Your attention is split between assessing Ashasar’s dire condition and watching a quartet of winged humanoids swoop down to alight nearby. Each one’s upper body resembles a tattooed human with feathered wings sprouting from his shoulders. Their powerful feline legs land softly in the sand, and their tufted tails twitch anxiously as they look first at you and then at each other. You have heard of these desert natives before: maftets, dwellers in Garund’s lost cities.
      One approaches confidently and speaks. “Your friend has calmed the storm. That is no easy feat.” The other maftets look at the wheezing Ashasar with respect. The geniekin tries to respond, only to expel a series of floating bubbles that pop and release his words in a disjointed chorus. The lead maftet scowls. “Whatever he did came at a cost, and he now suffers a powerful spellblight. I am Erayu. Come. We can provide some treatment.”
      The maftets help you carry Ashasar east, explaining that their tribe has lived among the ruins of an ancient Nexian fortress for generations. A month ago, a sphinx arrived, promising enlightenment to any who could help her solve the Riddle of Koth’Vaul. The tribe fractured. Some offered their service; others wished nothing of her puzzle. The more the maftets helped solve the sphinx’s conundrum, the more her appearance changed, and each breakthrough left her more feral, ferocious, and driven. Likewise, her disciples became more combative as they mapped out impossibly complex patterns in the land to unravel the riddle. At last, the other maftets fled, fearing what their kin had become.
      Koth’Vaul? You recognize the name of the fiend that was working with Muhlia al-Jakri. You suspect that whatever riddle Koth’Vaul provided the sphinx, it’s responsible for her transformation and the maftets’ distress. What’s worse, you think the maftets’ home is worryingly close to where al-Jakri hid the Atramentous Eye. Hoping to learn more, you leave Ashasar in your new friends’ care and set out to study these ruins.

    DURING THIS SCENARIO
    •When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
    •Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
    •At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.

    VILLAIN

    Userib:
    Userib
    Henchman Monster 4

    Traits
    Maftet
    Cultist
    Cleric
    Trigger

    Check
    Combat
    15
    THEN
    Combat
    17

    Powers
    When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    HENCHMEN

    Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cultist of Areshkagal:
    Cultist of Areshkagal
    Henchman Monster 4

    Traits
    Maftet
    Cultist
    Ranger
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
    If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-3E: WE’VE GOT YOU NOW!
      You’ve made your way into the escape tunnel beneath Muhlia al-Jakri’s office and are following the sound of her footsteps. That’s when you notice the sound has changed, and you pause to ascertain that there are more sets of footfalls, and the additional sets seem heavier than the fleeing assassin’s light feet. Clearly something—or several somethings—have joined the pursuit. Whose side are they on?
      You don’t have much time to consider the matter as the tunnel exits into a large room with several new passageways branching different directions. Muhlia al-Jakri is busily tinkering with several large, humanoid constructs that look as though they’re made of sand, but as you enter, she glances back at you with a panicked expression. She hurls a glass vial toward your feet, and as it shatters, it fills the room with a blinding flash of light. When your vision clears, all that remains are the torch al-Jakri carried and an empty potion bottle where she stood. Trails of sand lead down each of the tunnels, confounding anything but an expert tracker. You might just have to rush after her and select a passage at random, each one no doubt brimming with traps and more of these sand creatures.

    DURING THIS SCENARIO
    After building the location decks, shuffle the henchman Conflagration into each.
    When creating the blessings deck, replace 5 blessings with Sandstorm villains.
    If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    VILLAIN

    Muhlia al-Jakri:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    HENCHMEN

    Sand Thief:
    Sand Thief
    Henchman Monster 1

    Traits
    Outsider
    Elemental

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Hallways:
    Collapsing Hallways
    Henchman Barrier 2

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-P1: MURDER IN THE MARKETPLACE LAZZERO
      The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contact Satiyar Siddique, the Pasha Muhlia al-Jakri plans to create a calamitous disruption in Thuvia soon, and Merab is her most likely target. Could one of the Pasha’s mind-controlled servants be lurking nearby? You scan the crowds for anyone who seems out of place.
      A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. Their white vestments are spotless, but an inverted pentagram—a symbol of Asmodeus—is drawn in blood on their foreheads.
      Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a
    cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. His pale skin glistens with sweat, and his expression is vacant. He turns to face you, uttering the opening words of some dark incantation.

    DURING THIS SCENARIO
    •At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.
    •When you would fail a check against a non-villain card, you may draw a card then bury your hand to succeed instead.
    •When you encounter a villain or henchman and do not defeat it, bury the top card of your deck.
    •If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    VILLAIN

    Lazzero:

    Villain 2
    Type: Monster
    Traits: Cleric Human
    To Defeat: Combat 18 OR Divine 13
    Before you act, either bury a card or discard 1d4+1 cards from the top of your deck.
    While you act, blessings that do not have the Asmodeus, Baalzebul, Barbatos, Belial, Dispater, Geryon, Mammon, Mephistopheles, or Moloch trait add d4 instead of the normal die.

    HENCHMEN

    Beheaded:

    Henchman 1
    Type: Monster
    Traits: Undead
    To Defeat: Combat 12 OR Arcane Divine 10
    The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.

    Blightwing:

    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

    Ajin Ra Baqa:

    Henchman 2
    Type: Monster
    Traits: Outsider Psychopomp
    To Defeat: Combat Divine 12 THEN Combat Divine 12 THEN Combat Divine 8
    If you fail a check to defeat Ajin Ra Baqa, instead of the normal damage, you are dealt 1 Cold damage for each die you rolled on the check. If defeated, you may immediately attempt to close the location this henchman came from.

    Forgotten Pharaoh Cultists:

    Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from


    4-5C: THE STARS ALIGN
      Roderus lays out a map of eastern Katapesh on the table. “The Three Stars are a trio of low pyramids to the southwest.” He taps the map. “A century ago, a team of Pathfinders much like you tried to explore the site, but they made little progress. Assuming that the Pactmasters’ new information is accurate, this could unlock a very old mystery. There are numerous obelisks surrounding the pyramids, and the documents say there is a process by which one could activate these obelisks, causing their crystalline tips to glow and trace lines between each other in the order they’re triggered. If activated in the proper order, the intersecting beams will trace an eldritch symbol that calls a fourth pyramid onto the Material Plane.
      “That all sounds simple, but how you actually activate the obelisks and in what order is a conundrum. The Pactmasters’ agents couldn’t figure it out, but from their incomplete notes, I think there’s enough to piece together the proper sequence and technique. Expect to do some experimentation. I’ve packed some magical supplies for you that should help.”
      After thanking the venture-captain and finishing last-minute preparations, you set out towards the Three Stars. The voyage is an excellent opportunity to look through the venture-captain’s supplies. He wasn’t kidding about leaving some magical help. There are scrolls galore in this pack, doing everything from calculating complex math in the blink of an eye to translating old and forgotten languages flawlessly. This is quite impressive.
      Fortunately your precautions against danger on the trip were not needed, and you arrive at the Three Stars with little trouble. From up close, the pyramids looked majestic, although perhaps a bit smaller than you expected. It was said that each of the Stars housed a being from another world, and this was meant to be their resting place. The fact that they seemed untouched by erosion lends credence to this theory of otherworldly construction.
      It’s not long before you find the obelisks right where the map indicates. Each is covered with scores of different symbols you’ve never seen before. You sigh. Time to experiment!

    DURING THIS SCENARIO
    •All characters start at the Garden of Ossumentals. If your location does not have the henchman Sekrephere displayed next to it, you may not move. You may move only to the first open location on the location list that does not have a Sekrephere displayed next to it.
    •The difficulty of checks to defeat a Sekrephere is increased by the number of displayed Sekrepheres.
    •At the end of your turn, if there are fewer than 3 Sekrepheres displayed, recharge an ally or blessing.
    •To win, close all locations.

    VILLAIN
    NONE

    HENCHMEN

    Sekrephere:

    Henchman 5
    Type: Barrier
    Traits: Construct Lock
    To Defeat: See Below
    The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all locations have a Sekrephere displayed, automatically close all locations.
    While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.


    4-1A: AMID THE YELLOW CITY
     Yellow sails crowd the harbor city of Okeno as your ship draws nearer to the bustling docks. Yellow Harbor—also known as the Skindock—teems with life as every ship crawls with merchants loading and unloading their wares. Peering beneath the slats of the raised boardwalks, you can see slavers driving herds of shackled souls into the filthy tunnel system known as the Sweatways. With barely more than a name and a scant description, it’ll be difficult to find one prisoner in a sea of slaves.
     You have relatively few details about your quarry, a Keleshite lieutenant named Satyar Siddique. He is likely now a servant to an unknown master in the Yellow City. You must find him to extract his knowledge of the whereabouts of his former leader, Pasha Muhlia al-Jakri, before he falls to the fate of all slaves in Okeno.
     Okeno is hardly the friendliest place for those not in the slave-trading business, so finding information about your target without drawing attention will be key. The city may boast a low crime rate, but this is because criminals are sold into slavery without a thought, to say nothing of a trial. Having secured passage from the capital city of Katapesh to Stonespine Island on a merchant ship, you should blend in well enough for the time being. You convinced a couple of seasoned crew members to tell tales of their previous trips to Okeno, so you have a few ideas of where to start looking for information. There’s always plenty to learn in the right tavern or gambling hall.
     It will be difficult to find anyone willing to disrupt the slave trade. To that end, you must contact one of the undercover Eagle Knights, a military organization from Andoran that raises hell for slavers throughout the Inner Sea region. But take care not to be overheard by the wrong folks, as governor Morio Midasi has eyes and ears around the city, reporting back to him if they spot anything that may interrupt the business of his more well-heeled friends…

    DURING THIS SCENARIO
    •After you examine an ally from a location deck, put it on the bottom of that deck.
    •After you acquire an ally, you may immediately attempt to close your location.
    •To win, close all locations.

    VILLAIN:
    NONE

    HENCHMEN

    Voices of the Spire:
    Voices of the Spire
    Henchman Monster B

    Traits
    Human
    Inquisitor
    Veteran

    Check
    Combat
    8
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Lurking Spy:
    Lurking Spy
    Henchman Monster 1

    Traits
    Trigger
    Human
    Veteran

    Check
    Combat
    11
    OR
    Perception
    Stealth
    8

    Powers
    When you examine this card, encounter it and ignore its power that happens before you act.
    Before you act, suffer the scourge Curse of Poisoning.
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    9-00D: STORMING THE GATES
      Just as the Silent Tide’s armada is breaking apart, a horn sounds to the north. Absalom has launched its counterattack against the demon-flesh army!
      You wheel your hippocampus mounts back to the city, confident that the Wave Riders can clean up the last of the undead marines. Within minutes, you’ve made it back to the docks and then to the city’s curtain wall, where you can survey the devastation of the brutal siege. A large force of Absalom’s First Guard, Pathfinders, and other heroes has formed to rout the abhorrent invaders. Each of the gruesome soldiers appears to be stitched together out of fiendish flesh and animated by some cruel magic. It’s no force to fight alone, so you rush down to join the ongoing melee. You are less than a mile from the siege castle where the enemy army’s general oversees the carnage.
      By the time you reach the front lines, the Pathfinders have already broken down the outer gate with the help of an immense golem that now lies broken and battered in the entrance. An inner gate still blocks your path deeper into the siege castle, and the courtyard is a riot of demons, cultists, and mercenaries.
      Through the portcullis, you can see that a dog-headed treachery demon performs some dark rite to open a portal to a fiendish realm—no doubt to summon reinforcements. If you can just clear a way for your comrades to drive a ram into the inner gate, you could reach the ritual platform to confront the demon yourself. Given the powerful magic involved, though, you might be better served eliminating the cultists beyond whose chanting empowers the ritual. You can even see platforms where fiends train ballistae on the inner gate, just waiting to skewer the first trespassers.
      If you could just reach those siege engines, you might turn them against the treachery demon and turn the tide of battle.

    VILLAIN:
    IMPLACABLE BEAST
    HENCHMEN:
    BLIGHTWING
    AGHASHES

    DURING THIS SCENARIO:
    •When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
    •If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
    •At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
    •You win the scenario only when you defeat and corner Katazuul.


    9-00D: STORMING THE GATES
      Just as the Silent Tide’s armada is breaking apart, a horn sounds to the north. Absalom has launched its counterattack against the demon-flesh army!
      You wheel your hippocampus mounts back to the city, confident that the Wave Riders can clean up the last of the undead marines. Within minutes, you’ve made it back to the docks and then to the city’s curtain wall, where you can survey the devastation of the brutal siege. A large force of Absalom’s First Guard, Pathfinders, and other heroes has formed to rout the abhorrent invaders. Each of the gruesome soldiers appears to be stitched together out of fiendish flesh and animated by some cruel magic. It’s no force to fight alone, so you rush down to join the ongoing melee. You are less than a mile from the siege castle where the enemy army’s general oversees the carnage.
      By the time you reach the front lines, the Pathfinders have already broken down the outer gate with the help of an immense golem that now lies broken and battered in the entrance. An inner gate still blocks your path deeper into the siege castle, and the courtyard is a riot of demons, cultists, and mercenaries.
      Through the portcullis, you can see that a dog-headed treachery demon performs some dark rite to open a portal to a fiendish realm—no doubt to summon reinforcements. If you can just clear a way for your comrades to drive a ram into the inner gate, you could reach the ritual platform to confront the demon yourself. Given the powerful magic involved, though, you might be better served eliminating the cultists beyond whose chanting empowers the ritual. You can even see platforms where fiends train ballistae on the inner gate, just waiting to skewer the first trespassers.
      If you could just reach those siege engines, you might turn them against the treachery demon and turn the tide of battle.

    VILLAIN:
    IMPLACABLE BEAST
    HENCHMEN:
    BLIGHTWING
    AGHASHES

    DURING THIS SCENARIO:
    •When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
    •If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
    •At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
    •You win the scenario only when you defeat and corner Katazuul.


    4-4B: IT'S LOOKING LIKE RAIN
    You depart the ratfolk burrow with Saka Naht’s blessing and guidance, offering her the last of your trade goods in thanks for her clan’s hospitality. From there you set out to the east, straight toward a looming storm of faintly glowing clouds and whipping winds. Ashasar marvels at the sight as you scramble over the uneven terrain. After an hour, he calls for a quick break and pulls out a bag of metal disks.

    “I am part of an organization called the Concordance of Elements. We operate across the planes, searching for anomalies and restoring cosmic balance. You and I alone cannot heal the Mana Wastes, but we can do something about that,” he states, motioning to the storm as it begins swirling into a tornado. “You might think the best way to heal an area of unpredictable magic would be with magic, but that would be unpredictable, right? That’s where these come in.” He clacks a pile of the disks together. “The Concordance uses these to contain an uncontrolled elemental outburst, even when local conditions make spellcasting dangerous. If we can secure these in an even perimeter around the storm, I can perform a ritual to disperse it.”

    If Ashasar’s plan works, it could be a significant step toward undoing the damage inflicted by Geb’s internecine war with Nex so many millennia ago. Ashasar quickly tries to manage your expectations.

    “Keep in mind that the Mana Wastes are far larger than anything I have handled before. For now, let us just convince this tenacious storm to scatter and make observations. Here, take a few of these.” He hands you some disks and begins pointing to points visible across the wastes, identifying ideal locations for you to anchor the ritual focuses.

    The terrain is difficult to navigate, Ashasar’s targets aren’t easy to reach, and the weather grows more punishing with each step. Just when you think it can’t get any worse, the sky crackles with green lightning, and a light drizzle of acid begins to fall.

    DURING THIS SCENARIO
    Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.

    Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.

    When you would discard or recharge a spell for its power, roll 1d8:
    1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
    2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
    3–7: No effect.
    8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.

    At the end of your turn, if you are at an open location, you are dealt 1 Acid damage.

    To win, close all of the locations.

    VILLAIN
    NONE

    HENCHMEN

    Sand Kraken:
    Sand Kraken
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    20
    OR
    Survival
    Dexterity
    Acrobatics
    10

    Powers
    When you encounter the Sand Kraken, all characters at this location attempts a check to defeat the Sand Kraken. If any character fails this check, the Sand Kraken is undefeated. Any character that fails this check shuffles his character token into this location.
    If undefeated, the Sand Kraken does not escape; display it next to this location instead. Once all character tokens in this location have been revealed, the Sand Kraken is defeated.
    If defeated, automatically close the location this henchman came from.

    Theletos:
    Theletos
    Henchman Monster 3

    Traits
    Outsider
    Trigger

    Check
    Combat
    18
    OR
    Knowledge
    Diplomacy
    Divine
    14

    Powers
    When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
    Damage dealt by the Theletos is Mental damage that may not be reduced.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Acid Pool:
    Acid Pool
    Henchman Barrier B

    Traits
    Obstacle
    Acid
    Veteran

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    OTHER CARDS

    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Conflagration:
    Conflagration
    Henchman Barrier B

    Traits
    Trigger
    Obstacle
    Weather
    Fire
    Veteran

    Check
    Dexterity
    Disable
    Craft
    Constitution
    Survival
    9

    Powers
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    3-3D: ALLIES WITH ALCHEMISTS
      The information broker Grandmaster Torch arranges passage for you to Thuvia, where you travel upriver to the magnificent desert city of Duwwor. There stands a grand temple of Gozreh, deity of the wind and the waves. The journey gives you time to review what little Mnesoset left behind. You learn that she was fascinated by the civilizations beyond Osirion—the flying cities of the Shory, the nomadic federation of Tekritanin, the golem-crafting Jistka Imperium, and more. It comes as no surprise that she would settle near Duwwor, where so many of these kingdoms clashed.
      What’s more, it appears Mnesoset collaborated with a colony of bee-people known as thriae to store her records in the event of some catastrophe. You can only hope the thriae know more—or at least left something behind.
      True to his word, Torch’s friends in the Halls of Hidden Flame are eager to assist you. “I know of the thriae,” announces Alhaman Ulak, one of the chief alchemists. “They are fierce and chase us away, despite our desperate need for reagents found only in their territory. Perhaps together we can brave the mountains’ perils and negotiate a deal.” You’ve heard your own stories of the Barrier Wall range to the south and the powerful creatures that dwell there. Knowing there’s safety in numbers, you agree to work together.
      Traveling with a team of alchemists has its perks, including a generous supply of cooling salve that keeps the badlands’ heat at bay. You’re beginning to think this an easy trip when a lamia suddenly leaps atop a nearby outcropping and demands you obey her will. You fight off her magical compulsion, but much of your group falls to their knees. As the wingbeats of the lamia’s allies begin thundering overhead, you realize with mounting dread that it’s up to you to fend off this attack.

    DURING THIS SCENARIO

  • After creating the blessings deck, shuffle 6 Sandstorm villains into it.
  • Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

    VILLAIN

    Jamirah:

    Villain 3
    Type: Monster
    Traits: Lamia Rogue
    To Defeat: Combat 18
    Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

    HENCHMEN

    Lamia Sisters:

    Henchman 3
    Type: Monster
    Traits: Trigger Lamia
    To Defeat: Combat 14 THEN Combat 16
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm Roc:

    Henchman 3
    Type: Monster
    Traits: Elemental Outsider
    To Defeat: Combat 18
    Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.


  • 9-00C2: SILENCING THE TIDE
      Absalom’s harbor is a riot of whitecaps and waves. You close in on the Silent Tide armada, comprised of centuries-dead Taldan invaders who once dreamed of conquering Absalom, the so-called City at the Center of the World. These undead marines have risen and now nimbly sail through the Flotsam Graveyard. They’re only precious minutes from making landfall, and there’s no sign of reinforcements from Escadar, where most of Absalom’s navy resides. That leaves you and a handful of Wave Riders as Absalom’s best chance—and last defense—to thwart the assault.
      You against dozens of ships isn’t a fair fight, but you remember Captain Sevana Kinhan’s theory: eliminate the flagships that seem to control the armada, and the whole fleet might break apart. The question is which vessel’s the greatest threat? As you scan the masts, you begin remembering stories of these fearsome ships and their captains.
      There sails the Lioness, a privateer’s pride last commanded by the bloodthirsty Commander Paulus Saltbain. He recklessly delighted in being the first to board each enemy ship he caught.
      You then spot the Oppara, its silver-trimmed forecastles now tarnished by seawater. The once-staid Commodore Maurus Korgen cackles and crows his love of Taldor as he grips the wheel, barely noticing his intestines that spill from his rotten body onto the deck.
      Suddenly, your eyes catch sight of the Dreadnought, from which the legendary Admiral Arminus Pythareus commanded the doomed invasion. It slips out of view behind other ships, but you have your target.
      To reach it, you’ll have to run the wreckage and skirt Harbor Island, where even now ghoulish marines are making landfall and fighting with the Harbor Guard. There’s no time to waste!

    VILLAIN:
    ADMIRAL ARMINUS PYTHAREUS
    HENCHMEN:
    THE ANCIENT MARINER
    SCURVY ZOMBIES
    LOCATIONS:
    2 FOG BANK
    2 FRINGES OF THE EYE
    2 PINNACLE ATOLL
    2 SCAR BAY
    3 RAKER SHOALS
    4 SHIPWRECK GRAVEYARD

    DURING THIS SCENARIO:

  • When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.


  • 9-00C2: SILENCING THE TIDE
      Absalom’s harbor is a riot of whitecaps and waves. You close in on the Silent Tide armada, comprised of centuries-dead Taldan invaders who once dreamed of conquering Absalom, the so-called City at the Center of the World. These undead marines have risen and now nimbly sail through the Flotsam Graveyard. They’re only precious minutes from making landfall, and there’s no sign of reinforcements from Escadar, where most of Absalom’s navy resides. That leaves you and a handful of Wave Riders as Absalom’s best chance—and last defense—to thwart the assault.
      You against dozens of ships isn’t a fair fight, but you remember Captain Sevana Kinhan’s theory: eliminate the flagships that seem to control the armada, and the whole fleet might break apart. The question is which vessel’s the greatest threat? As you scan the masts, you begin remembering stories of these fearsome ships and their captains.
      There sails the Lioness, a privateer’s pride last commanded by the bloodthirsty Commander Paulus Saltbain. He recklessly delighted in being the first to board each enemy ship he caught.
      You then spot the Oppara, its silver-trimmed forecastles now tarnished by seawater. The once-staid Commodore Maurus Korgen cackles and crows his love of Taldor as he grips the wheel, barely noticing his intestines that spill from his rotten body onto the deck.
      Suddenly, your eyes catch sight of the Dreadnought, from which the legendary Admiral Arminus Pythareus commanded the doomed invasion. It slips out of view behind other ships, but you have your target.
      To reach it, you’ll have to run the wreckage and skirt Harbor Island, where even now ghoulish marines are making landfall and fighting with the Harbor Guard. There’s no time to waste!

    VILLAIN:
    ADMIRAL ARMINUS PYTHAREUS

    HENCHMEN:
    THE ANCIENT MARINER
    SCURVY ZOMBIES

    LOCATIONS:
    2 FOG BANK
    2 FRINGES OF THE EYE
    2 PINNACLE ATOLL
    2 SCAR BAY
    3 RAKER SHOALS
    4 SHIPWRECK GRAVEYARD

    DURING THIS SCENARIO:

  • When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.


  • 9-00C1: ARMADA OF THE DEAD
      The Silent Tide armada was one of the largest seen in a thousand years, and for centuries it has rotted off the coast of the Isle of Kortos. But when an unknown agent recreated the signals found in the invasion force’s old codebook, the fleet awoke, reanimated, and rose to the surface to resume its attack on Absalom. At first it seems like the Flotsam Graveyard—a jagged maze of shipwrecks that has shielded the city for millennia—might repel the force.
      However, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion. The Flotsam Graveyard hasn’t protected against the navy; it’s added to it!
      A worried soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting. “I’m Captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us. We’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
      “It seems that whatever unholy energy animates these vessels and their crews is concentrated around a handful of flagships near the back. The hope is that by destroying those, we can cripple or even shatter the entire fleet. If nothing else, we must hold off the invaders long enough for reinforcements to arrive from Escadar.”
      Sevana surveys Absalom’s existing forces with chagrin, and points to the scaled horses in the water. “The Wave Riders are Absalom’s elite marine cavalry, but we’ve already taken losses fighting off those skeletons at the Docks. At this point, we have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
      As you saddle up to ride out with a team of Wave Riders, you spot the harbor’s water churning with dangerous sea creatures of all types. It appears the Silent Tide has stirred up dozens of aquatic leviathans. If you’re to reach the flagships, you’ll have to vanquish these beasts and navigate the Flotsam Graveyard’s artificial shoals.

    VILLAIN:
    MADDENED SEA SERPENT

    HENCHMEN:
    SHIPWRECKS

    LOCATIONS:
    2 FOG BANK
    2 RAKER SHOALS
    2 SHIPWRECK GRAVEYARD
    2 TEMPEST CAY
    3 SHARKSKIN REEF
    4 GOZREH’S FLOW

    DURING THIS SCENARIO:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.


  • 9-00C1: ARMADA OF THE DEAD
      The Silent Tide armada was one of the largest seen in a thousand years, and for centuries it has rotted off the coast of the Isle of Kortos. But when an unknown agent recreated the signals found in the invasion force’s old codebook, the fleet awoke, reanimated, and rose to the surface to resume its attack on Absalom. At first it seems like the Flotsam Graveyard—a jagged maze of shipwrecks that has shielded the city for millennia—might repel the force.
      However, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion. The Flotsam Graveyard hasn’t protected against the navy; it’s added to it!
      A worried soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting. “I’m Captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us. We’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
      “It seems that whatever unholy energy animates these vessels and their crews is concentrated around a handful of flagships near the back. The hope is that by destroying those, we can cripple or even shatter the entire fleet. If nothing else, we must hold off the invaders long enough for reinforcements to arrive from Escadar.”
      Sevana surveys Absalom’s existing forces with chagrin, and points to the scaled horses in the water. “The Wave Riders are Absalom’s elite marine cavalry, but we’ve already taken losses fighting off those skeletons at the Docks. At this point, we have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
      As you saddle up to ride out with a team of Wave Riders, you spot the harbor’s water churning with dangerous sea creatures of all types. It appears the Silent Tide has stirred up dozens of aquatic leviathans. If you’re to reach the flagships, you’ll have to vanquish these beasts and navigate the Flotsam Graveyard’s artificial shoals.

    VILLAIN:
    MADDENED SEA SERPENT

    HENCHMEN:
    SHIPWRECKS

    LOCATIONS:
    2 FOG BANK
    2 RAKER SHOALS
    2 SHIPWRECK GRAVEYARD
    2 TEMPEST CAY
    3 SHARKSKIN REEF
    4 GOZREH’S FLOW

    DURING THIS SCENARIO:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.


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    4-3D: A FEW GOOD PUNCHES
      Pasha Muhlia al-Jakri has consolidated the last of her available resources in a compound near the harbor, having dedicated a large sum to securing mercenaries to protect her equipment. Your new allies Tallah al-Hamar and Behroud al-Ibrah have used their influence to minimize her ability to acquire personnel and gear, but it is still going to be difficult to get to her. Your contact Sahmia has alerted the authorities and the local Pathfinder lodge, supplying each with the evidence you’ve collected. As a result, the city guard is now surrounding the compound to prevent her escape and to arrest everyone inside. Several fellow Pathfinders have also arrived to assist, muttering that al-Jakri has a lot to answer for. You make it clear to everyone that she is to be brought in alive—not only to face justice, but also to learn what other catastrophes she may have set in motion.
      The compound’s high wall blocks your view of just about everything except a few buildings and the hired guards who nervously patrol its top. No doubt there are at least as many more guards out of sight, and knowing al-Jakri, she has probably even smuggled in one or more ferocious beasts to keep watch. The disgraced pasha could be inside any of those buildings, so you will need to move swiftly to search them before she makes a break for any escape route you haven’t spotted.
      A roar echoes from the compound as if daring anyone to approach. Now that you’ve changed out of your formal evening wear, you’re more than ready to oblige.

    DURING THIS SCENARIO
    When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
    When a henchman is undefeated, discard the top card of the blessings deck.

    VILLAIN

    Muhlia al-Jakri:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    HENCHMEN

    Akitar:
    Akitar
    Henchman Monster 3

    Traits
    Sphinx
    Trigger

    Check
    Combat
    16

    Powers
    When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
    While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Silver Chain Smuggler:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgotten Pharaoh Cultists:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.


    9-00A: A CITY IN CHAOS
      The appearance of undead saboteurs has disrupted Absalom’s best-laid plans to fend off the imminent siege, and the city struggles to regain its balance. Each district’s guards are already overburdened while patrolling the walls, fighting fires, and averting sundry other catastrophes. Some citizens have chipped in, but with communication channels disrupted, coordination is a mess. To make matters worse, the weapons merchants seem to be colluding to extort the city, and several noble families have opted to flee or seal themselves in their estates rather than lend their aid. Absalom doesn’t just need heroes; it needs leaders.
      The Pathfinder Society can help—in fact, its factions have accumulated resources and power for just these kinds of heroics. There are ample opportunities to help beyond addressing the smaller-scale disasters, and the choice is yours.
      The Exchange faction has put on considerable economic muscle, and its leader Aaqir al’Hakam knows that Absalom’s weapons merchants have been meeting in secret for the past day. He’s found proof that they’re planning to hide their wares and jack up their prices to profit off the city’s desperation. If you can convince them to stand down by infiltrating their meeting houses, Absalom would receive much-needed weaponry. If the merchants won’t cooperate, you are deputized to knock some heads together.
      The Sovereign Court faction supports upstanding nobles and seeks to correct—or oust—those who give the aristocracy a bad name. Absalom’s noble houses at first swore to lend their personal guards and political clout to defending the city, but upon seeing the invading army, several lesser houses have instead taken shelter or attempted to flee. The Sovereign Court leader Gloriana Morilla is dismayed by this cowardice and hopes that you can cajole the nobles into fulfilling their obligation to Absalom.
      The Scarab Sages excel at unearthing ancient secrets for the modern era’s benefit. Their leaders Amenopheus and Tahonikepsu have identified that an ancient and arcane weapon lies beneath the abandoned Precipice District. If you can track down and activate the weapon, surely it could help repel the invaders. Just watch out for the district’s looters and urban legends of restless dead that still wander the area.

    VILLAIN:
    NONE
    HENCHMEN:
    SILVER CHAIN SMUGGLERS
    LOCATIONS:
    2 SMOKING DEN
    2 SURGERY
    3 VIZIER’S HILL
    4 PRECINCT OF LEFT EYES

    DURING THIS SCENARIO:

    • At the start of the scenario, display the henchman Conflagration next to each location.
    • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
      Exchange: Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.
      Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.
      Sovereign Court: Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.
    • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.


    During This Adventure: •Do not read any scenario’s villains or henchmen before playing it.
    •If you are dead at the end of a scenario, you may play another character for the next scenario.
    •If you fail a scenario, immediately replay it.
    •The scourge die is 1d6.
    •Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario: •At the start of the scenario, display the henchman Conflagration next to each location.
    •When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.

    Exchange:
    •Exchange: Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.

    Scarab Sages:
    •Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario.

    Sovereign Court:
    •Sovereign Court:[/b] Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.

    When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1

    Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1


    9-00A: A CITY IN CHAOS
      The appearance of undead saboteurs has disrupted Absalom’s best-laid plans to fend off the imminent siege, and the city struggles to regain its balance. Each district’s guards are already overburdened while patrolling the walls, fighting fires, and averting sundry other catastrophes. Some citizens have chipped in, but with communication channels disrupted, coordination is a mess. To make matters worse, the weapons merchants seem to be colluding to extort the city, and several noble families have opted to flee or seal themselves in their estates rather than lend their aid. Absalom doesn’t just need heroes; it needs leaders.
      The Pathfinder Society can help—in fact, its factions have accumulated resources and power for just these kinds of heroics. There are ample opportunities to help beyond addressing the smaller-scale disasters, and the choice is yours.
      The Exchange faction has put on considerable economic muscle, and its leader Aaqir al’Hakam knows that Absalom’s weapons merchants have been meeting in secret for the past day. He’s found proof that they’re planning to hide their wares and jack up their prices to profit off the city’s desperation. If you can convince them to stand down by infiltrating their meeting houses, Absalom would receive much-needed weaponry. If the merchants won’t cooperate, you are deputized to knock some heads together.
      The Sovereign Court faction supports upstanding nobles and seeks to correct—or oust—those who give the aristocracy a bad name. Absalom’s noble houses at first swore to lend their personal guards and political clout to defending the city, but upon seeing the invading army, several lesser houses have instead taken shelter or attempted to flee. The Sovereign Court leader Gloriana Morilla is dismayed by this cowardice and hopes that you can cajole the nobles into fulfilling their obligation to Absalom.
      The Scarab Sages excel at unearthing ancient secrets for the modern era’s benefit. Their leaders Amenopheus and Tahonikepsu have identified that an ancient and arcane weapon lies beneath the abandoned Precipice District. If you can track down and activate the weapon, surely it could help repel the invaders. Just watch out for the district’s looters and urban legends of restless dead that still wander the area.

    VILLAIN:
    NONE
    HENCHMEN:
    SILVER CHAIN SMUGGLERS
    LOCATIONS:
    2 SMOKING DEN
    2 SURGERY
    3 VIZIER’S HILL
    4 PRECINCT OF LEFT EYES

    DURING THIS SCENARIO:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Exchange:
    •Exchange: Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.

    Scarab Sages:
    •Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario.

    Sovereign Court:
    •Sovereign Court:[/b] Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.

  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.


  • 9-00B: THE BLACK ECHELON STRIKES
      It’s said that 800 years ago, Taldor’s aristocracy grew envious of
    Absalom’s riches and power. Hoping to seize the island metropolis
    for itself, Taldor built a mighty armada to invade the city under cover of the spring fog. To ensure Absalom was too weak to defend itself, the invasion included a contingent of saboteurs known as the Black Echelon, who planned to destroy key defensive points and signal the fleet’s approach using prearranged signal lights.
      Those signals never came. Heroes of Absalom had rooted out the infiltrators and put them to the sword, and Absalom’s own navy then launched a surprise counter attack against the Taldannavy, sinking every one of the ships. The failed invasion came tobe known as the Silent Tide and was little more than a historical footnote until the aging military historian Yargos Gill unearthed the old Side Tide codebook and recreated several of the lighted signals in the spirit of historical reenactment. What he did not know was that each member of the Silent Tide had sworn a binding oath to invade Absalom, no matter the cost. When these restless spirits perceived the familiar invasion signals, they rose from the dead. Pathfinders managed to recover the codebook, call off the undead, and lock away the codebook. But it seems someone has recovered it—or a copy—and called to the Taldan marines once more.
      Black Echelon operatives are now attacking strategic locations within the city, including Fort Tempest along the city’s western wall. So far, Absalom’s guards have been too busy to retake the fort. But the nearby Puddles district’s militia, known as the Muckruckers, are eager to oust these undead invaders with whatever help they can get.
      The Pathfinder Society’s Dark Archive faction specializes in acquiring and maintaining dangerous texts and artifacts. Its leader Zarta Dralneen believes that a copy of the Silent Tide codebook lies within the vast Forae Logos library in the Wise Quarter. The trouble is that the library has gone dangerously quiet. Zarta suspects that the Black Echelon may have struck there, too. If you could just reach the library and find where the codebook is hidden, you could then send confusing signals to the undead invaders and lead them astray.
      Either task could turn the tide in Absalom’s favor, and the choice is yours.

    VILLAIN:
    SEE BELOW
    HENCHMEN:
    BLACK ECHELON OPERATIVES
    LOCATIONS:
    2 DILAPIDATED PLAZA
    2 DYE MARKET
    3 ALCHEMICAL LABORATORY
    4 RUINED TEMPLE

    DURING THIS SCENARIO:

  • Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.
    Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.
    Grand Lodge: Add the locations Ghoul Square and Sea Fort, and use the villain Devoted General. At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage. When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.


  • 9-00B: THE BLACK ECHELON STRIKES
      It’s said that 800 years ago, Taldor’s aristocracy grew envious of
    Absalom’s riches and power. Hoping to seize the island metropolis
    for itself, Taldor built a mighty armada to invade the city under cover of the spring fog. To ensure Absalom was too weak to defend itself, the invasion included a contingent of saboteurs known as the Black Echelon, who planned to destroy key defensive points and signal the fleet’s approach using prearranged signal lights.
      Those signals never came. Heroes of Absalom had rooted out the infiltrators and put them to the sword, and Absalom’s own navy then launched a surprise counter attack against the Taldannavy, sinking every one of the ships. The failed invasion came tobe known as the Silent Tide and was little more than a historical footnote until the aging military historian Yargos Gill unearthed the old Side Tide codebook and recreated several of the lighted signals in the spirit of historical reenactment. What he did not know was that each member of the Silent Tide had sworn a binding oath to invade Absalom, no matter the cost. When these restless spirits perceived the familiar invasion signals, they rose from the dead. Pathfinders managed to recover the codebook, call off the undead, and lock away the codebook. But it seems someone has recovered it—or a copy—and called to the Taldan marines once more.
      Black Echelon operatives are now attacking strategic locations within the city, including Fort Tempest along the city’s western wall. So far, Absalom’s guards have been too busy to retake the fort. But the nearby Puddles district’s militia, known as the Muckruckers, are eager to oust these undead invaders with whatever help they can get.
      The Pathfinder Society’s Dark Archive faction specializes in acquiring and maintaining dangerous texts and artifacts. Its leader Zarta Dralneen believes that a copy of the Silent Tide codebook lies within the vast Forae Logos library in the Wise Quarter. The trouble is that the library has gone dangerously quiet. Zarta suspects that the Black Echelon may have struck there, too. If you could just reach the library and find where the codebook is hidden, you could then send confusing signals to the undead invaders and lead them astray.
      Either task could turn the tide in Absalom’s favor, and the choice is yours.

    VILLAIN:
    SEE BELOW
    HENCHMEN:
    BLACK ECHELON OPERATIVES
    LOCATIONS:
    2 DILAPIDATED PLAZA
    2 DYE MARKET
    3 ALCHEMICAL LABORATORY
    4 RUINED TEMPLE

    DURING THIS SCENARIO:

  • Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.
    Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.
    Grand Lodge: Add the locations Ghoul Square and Sea Fort, and use the villain Devoted General. At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage. When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.


  • 4-4A: WASTELAND DIPLOMACY
      Traveling with the geniekin Ashasar is pleasant. The flora and fauna of the Garundi continent endlessly fascinate him. You learn that he has spent much of his life on the elemental planes, which he describes with awe while admitting that this world’s blend of air, earth, fire, and water is astounding. Yet for all his playful conversation, you can tell that he harbors an utterly serious devotion to understanding and quelling any natural phenomena that would grow too destructive or wild.
      The trade road you’re on passes through the border fortress of Cloudreaver Keep, where you stop for a bit. The path then veers to the west toward the city-state of Alkenstar, famed for its deadly firearms and steam-powered marvels. However, your destination lies to the southeast over the trackless wastes of the Spellscar Desert. The keep’s guards warn you that the unforgiving terrain is the least of your worries. Primal weather phenomena have been especially brutal over the past few weeks, with shrieking ghost-winds savaging anyone caught in the open, and caustic rain showers whose droplets turn into tiny spiders that skitter for cover. Magic is already unpredictable enough in the Mana Wastes, and these powerful storms only make it even more dangerous.
      What’s more, dozens of the wasteland tribes who eke out a living in the Spellscar Desert govern by a policy of “might makes right.” The guards warn that most of these tribes will prey on anyone they think can’t put up a fight, but others might be willing to offer safe passage in exchange for a chance to trade. That doesn’t seem so bad, at least until they mention these tribes are mostly bloodthirsty gnolls, mutant humans, skittish ratfolk, opportunistic goblins, and even six-armed giants known as calikangs. Looking over the keep’s visitor log, you note that of the few convoys that left for the southeast, almost none of them have returned.
      Ashasar grins at you with determination, as though he’s welcoming the challenge. As you set out together, you wish you shared his confidence.

    DURING THIS SCENARIO

  • When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
      •1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
      •3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
      •5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations.

    VILLAIN:
    NONE

    HENCHMEN:

    Thmei:
    Thmei
    Henchman Monster 4

    Traits
    Human
    Cultist
    Oracle
    Trigger

    Check
    Combat
    24

    Powers
    When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, draw the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from.

    Calikang:
    Calikang
    Henchman Monster 4

    Traits
    Giant

    Check
    Combat
    19

    Powers
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.

    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    Ratfolk Plaguebringer:
    Ratfolk Plaguebringer
    Henchman Monster 4

    Traits
    Ratfolk
    Poison
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    All damage dealt by the Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge
    After you act, you are dealt 1d4-1 damage.

    Calikang:
    Calikang
    Henchman Monster 4

    Traits
    Giant

    Check
    Combat
    19

    Powers
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

    Ratfolk Plaguebringer:
    Ratfolk Plaguebringer
    Henchman Monster 4

    Traits
    Ratfolk
    Poison
    Veteran

    Check
    Combat
    10

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    All damage dealt by the Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge
    After you act, you are dealt 1d4-1 damage.

    Random Monsters:
    These will be random.


  • 3-3C: TO THE HIGHEST BIDDER!
      Katapesh is the name of not only the desert region, but also of the immense coastal trade city nearby. The metropolis is famous—arguably infamous—for selling anything a person could ever desire. The Sapphire Sage Amenopheus, who sent you on a mission to find the coveted spinel sage jewel, has returned to Sothis, leaving you alone. After spending a whole day exploring and asking after the looters, you’ve barely scratched the surface of the sprawling bazaars.
      The endeavor seems hopeless until you meet a Keleshite man who introduces himself as Kafar, once a rival of the Society who has since become an uneasy ally. As you describe the looters you’re after, Kafar nods with sad understanding. “I know of the treasurehunters, as they arrived the day before last with the relics but struggled to sell their finds. A buyer emerged only a few hours ago, purchasing the whole lot. I can introduce you. Be warned that the man may honor his deals but is treacherous in all else.”
      You travel with Kafar and his partner Nefti to an opulent barge docked along the River Scorpius, and attendants lead you to an audience with a middle-aged man covered in barely healed burn scars. You’ve heard of him: Grandmaster Torch, one of the most devious information-brokers of the Inner Sea. He smiles crookedly as if having expected you. “I’ve heard the Pathfinder Society wants some trinkets I acquired by chance,” he purrs, making it clear his
    purchase was no accident. “Rivals are poised to outbid me in a critical auction tomorrow evening. Several of my clients owe me the gold I need, and I need someone to convince them to pay up. If that someone were also to convince several of my competitors not to show up to the auction, even better. In return, I shall gift you the entire lot I purchased earlier.
      “Do we have a deal?”

    DURING THIS SCENARIO

  • Before building the location decks, set aside the allies Kafar and Nefti the Bard. After building the location decks, shuffle them both into the location Tooth & Hookah.
  • The difficulty to acquire boons is increased by 1d4. When you acquire a boon, you may display it next to the scenario.
  • When you would attempt a check to acquire a boon or to close a location, you may summon and encounter the henchman Silver Chain Smuggler instead. If you defeat the Silver Chain Smuggler, you succeed at the initial check; otherwise, you fail.
  • To win the scenario, close all locations while a number of boons equal to the number of characters multiplied by 2 are displayed next to the scenario.

    VILLAIN
    NONE

    HENCHMEN

    Cryptfinder:
    Cryptfinder
    Henchman Monster 1

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, succeed at a Wisdom or Perception or Charisma or Diplomacy 8 check to decrease the difficulty by 4.
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.


    Dark Slayer:
    Dark Slayer
    Henchman Monster 2

    Traits
    Caligni
    Rogue
    Poison

    Check
    Wisdom
    Charisma
    Diplomacy
    8
    OR
    Combat
    11

    Powers
    Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
    If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.


    Daughter of the Desert:
    Daughter of the Desert
    Henchman Monster 1

    Traits
    Human
    Bard

    Check
    Combat
    12

    Powers
    If defeated, each character at this location may draw a random non-Basic Item from the box.
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.


    Dog Soldier:
    Dog Soldier
    Henchman Monster 1

    Traits
    Halfling
    Barbarian

    Check
    Combat
    11

    Powers
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.


    Scorched Hand:
    Scorched Hand
    Henchman Monster 1

    Traits
    Human
    Wizard
    Nethys

    Check
    Combat
    13

    Powers
    Each character may reveal a blessing that has the Nethys trait; for each blessing revealed, add a die to your check to defeat.
    If defeated by less than 5, search the location deck this henchman came from; you may draw any number of its boons


    Forgotten Pharaoh Cultists:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    OTHER CARDS

    Kafar:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.


    Nefti the Bard:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

    Powers
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    NOTE: Acquiring Kafar and Nefti the Bard impacts the reward for the scenario.


  • 4-1E: SEAWARD!
      The last rays of sunshine fade to blue dusk as you head down the slope toward the beach. The ship dubbed the Bonaventure is anchored in deep water, where crew members hoist black sails in preparation for a stealthy getaway under cover of night.
      You see the contact that your Eagle Knight ally Aviera Sacero described rowing toward the shore in a small dinghy. Even at this distance, the thick scar across the bridge of his nose is unmistakable, and though you can’t see it from where you stand, you mentally picture the man’s famous wooden leg propping him up in the rowboat as his arms propel him toward the shore. You give a wave to Merrill Pegsworthy as he draws near. He gives a curt nod in acknowledgement, then his eyes widen as he shouts something. You can’t make out what he’s saying, but when he starts waving his arms and gesturing to the air behind you, his intent is clear enough.
      Whirling around to face the slope, you see the slaver Heran Halfwhip’s cronies bursting forth with weapons drawn. You did not escape as undetected as you thought! Your prisoner Satyar Siddique moans as he considers the likelihood of returning to Halfwhip’s slave pens. Pushing concerns for Sacero and her followers to the back of your mind, you prepare for one last battle to escape this wretched island of slavery.

    DURING THIS SCENARIO
    Treat the villain Thuvian Alchemist as a henchman.
    Before you attempt to temporarily or permanently close a location, discard a random card.

    VILLAIN

    Heran Halfwhip:
    Heran Halfwhip
    Villain Monster 1

    Traits
    Trigger
    Halfling
    Rogue

    Check
    Combat
    12

    Powers
    When you examine this card discard a random card.
    Before you act, discard a random card.
    If the difficulty of the check to defeat is exceeded by 7 or more, Heran Halfwhip is evaded.

    HENCHMEN

    Gnoll Slaver:
    Gnoll Slaver
    Henchman Monster 1

    Traits
    Trigger
    Gnoll

    Check
    Combat
    10

    Powers
    When you examine this card, encounter it and increase its difficulty by 3.

    Before you act, recharge an ally.

    If undefeated, search your hand, deck, and discard pile for an ally, then bury it.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Thuvian Alchemist:
    Thuvian Alchemist
    Villain Monster B

    Traits
    Human
    Alchemist
    Poison

    Check
    Combat
    12
    OR
    Intelligence
    Craft
    7

    Powers
    All damage dealt by the Thuvian Alchemist is Poison damage. If this damage is not reduced to 0, suffer the scourge Curse of Poisoning .
    Before you act, a random character at your location is dealt 1 damage.
    For each card that has the Poison trait you have in hand or displayed next to your deck, add 1d4 to your checks against the Thuvian Alchemist.


    Alchemical Golem:
    Alchemical Golem
    Henchman Monster B

    Traits
    Construct
    Alchemical

    Check
    Combat
    10

    Powers
    The Alchemical Golem is immune to the Attack, Mental and Poison traits.
    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Scorched Hand:
    Scorched Hand
    Henchman Monster 1

    Traits
    Human
    Wizard
    Nethys

    Check
    Combat
    13

    Powers
    Each character may reveal a blessing that has the Nethys trait; for each blessing revealed, add a die to your check to defeat.
    If defeated by less than 5, search the location deck this henchman came from; you may draw any number of its boons


    Bonecrusher Ambusher:
    Bonecrusher Ambusher
    Henchman Monster 1

    Traits
    Gnoll
    Trigger

    Check
    Combat
    10

    Powers
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-5B: MONEY STALKS
      Roderus listens as you finish your tale. “Well, it would seem that you’re on the right track. Panven Wikar has made a right mess of the Lower City Bazaar, so our deal with the Pactmasters seems quite generous. I recommend you track down that aluum construct, and I’ll gather the supplies for a trek down the coast.”
      You have heard of these aluum constructs before. They are powerful golems created to maintain order in Katapesh when other forms of populace control fail. No matter where one goes in Katapesh, an aluum is close at hand.
      Leaving the Pathfinder lodge, you make your way to the Lower City Bazaar to ask questions and grease palms. From what you’ve heard, the aluum was completely calm before a terrifying howl emerged from somewhere in the crowd and a cloud of ghostly faces entered the aluum’s body. The construct immediately lashed out and sprinted away, throwing aside bystanders as it went. Following the trail of witnesses and devastation leads to the Azure Star, a popular cantina in the Lower City’s heart.
      The Azure Star has seen far better days. Some of the giant tent’s poles have been knocked out, tearing free several massive spikes that kept the structure taut. Inside you find a mess of smashed tables, torn pillows, scattered coins, and fallen patrons. You check one of the bodies, determining he died by blunt force trauma to the head, but there are also a lot of tiny bruises and gashes on his legs and torso, as if he were attacked by many small objects.
      The larger damage is clearly the aluum’s work, but the smaller wounds are unexpected. You think back to what you know of aluums: they’re giant metal golems built to maintain order in Katapesh. Whereas most golems contain an elemental spirit, though, a host of prisoners’ souls powers each aluum—proof that the Pactmasters are efficient but hardly forgiving. Wait, didn’t Zarta say that the locket was possessed? How might that have interacted with the aluum’s captive souls?
      As if answering your question, the scattered coins begin rattling and floating with wordless malice. Shrieks from outside draw your attention, and the looming silhouette of some giant appears through the tent’s fabric. It seems whatever was in that locket found a new home, and it’s about to go on another rampage!

    DURING THIS SCENARIO
    When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
    When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
    When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.

    VILLAIN
    NONE

    HENCHMEN

    Aluum:

    Henchman 5
    Type: Monster
    Traits: Construct Golem
    To Defeat: Fortitude Wisdom 6 THEN Combat 14
    The Aluum is immune to the Attack, Mental, and Poison traits. The difficulty of the combat check to defeat is increased by 1d10. If undefeated, end your turn.
    Coin Swarm:

    Henchman 5
    Type: Barrier
    Traits: Construct Swarm Veteran
    To Defeat: Combat 6
    The Coin Swarm is immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4. If you do not defeat the Coin Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character may banish this card to add 1d12 to any check to acquire.

    OTHER CARDS

    Canopic Soul:

    Villain 5
    Type: Monster
    Traits: Undead Incorporeal Sorcerer
    To Defeat: Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.


    4-3C: FRIENDS, FOES, AND THE FUTURE
      Even with his connections, your new patron Tallah al- Hamar requires at least a week to plan the event at which you intend to flip the allegiance of Muhlia al-Jakri’s remaining allies. That gives you time to listen to Sahmia’s lectures on Qadiran etiquette, strategize how best to leverage the information you discovered, and enjoy Tallah’s considerable hospitality.
      Reviewing the guest list is a priority. Ikar Raham manages a profitable shipping consortium that worked regularly with the compromised half-orc Tautrak; Raham has continued to support al-Jakri despite her recent falling out of favor. Metasee, a Garundi woman, owns several smithies that supply arms and armor to Qadira’s Satrapian Guards, yet Tautrak’s documents show that she’s quietly and illegally directed some of these shipments to al-Jakri. The Chelish entrepreneur Ecclezio Uticus has largely ignored any nasty rumors, preferring instead to profit from al-Jakri’s considerable wealth and need for resources. And Behroud al-Ibrah, a powerful merchant, once considered al-Jakri a close friend; although they’ve become distant over the years, he continues to doubt any rumors regarding her criminal misdeeds and provides her shelter and aid to honor their old friendship. There are others coming that could further support your work against al-Jakri, yet these four are the most important.
      Tallah has outdone himself in throwing a lavish event with grand displays of wealth to distract attendees from your ulterior goals. Now that you’re garbed in expensive new clothing, it’s time to get to work.

    DURING THIS SCENARIO
    After building the location decks, shuffle the henchman Favorable Reception into each.
    The difficulty to acquire boons is increased by the number of characters plus 1d6.
    When you acquire a boon, you may display a boon from your hand or discard pile next to the scenario.
    On your check to defeat a henchman or check to acquire, you may reveal any number of cards that have the Accessory or Clothing trait to add 1 for each card revealed plus the highest adventure deck number of the revealed cards.
    To win the scenario, 4 henchmen and a number of boons equal to twice the number of characters must be displayed next to the scenario.

    VILLAIN
    NONE

    HENCHMEN

    Behroud al-Ibrah:
    Behroud al-Ibrah
    Henchman Barrier 3

    Traits
    Cache
    Aristocrat

    Check
    Diplomacy
    Divine
    12

    Powers
    You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.

    After you act, shuffle an ally and blessing from the box into your location deck.

    If defeated, display this card next to the scenario.

    Ecclezio Uticus:
    Ecclezio Uticus
    Henchman Barrier 3

    Traits
    Cache
    Aristocrat

    Check
    Disable
    Stealth
    12

    Powers
    You may bury any number of boons; for each card buried, add 1d4 to your check.

    After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck.

    If defeated, display this card next to the scenario.

    Ikar Raham:
    Ikar Raham
    Henchman Barrier 3

    Traits
    Cache
    Aristocrat

    Check
    Arcane
    Survival
    12

    Powers
    You may bury any number of items and spells; for each card buried, add 1d8 to your check.

    After you act, shuffle an item and spell from the box into your location deck.

    If defeated, display this card next to the scenario.

    Metasee:
    Metasee
    Henchman Barrier 3

    Traits
    Cache
    Aristocrat

    Check
    Melee
    Ranged
    Fortitude
    12

    Powers
    You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.

    After you act, shuffle an armor and weapon from the box into your location deck.

    If defeated, display this card next to the scenario.

    OTHER CARDS

    Favorable Reception:
    Favorable Reception
    Henchman Barrier 3

    Traits
    Task
    Veteran

    Check
    Charisma
    Acrobatics
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.

    If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.

    If undefeated, bury a card.


    3-3B: THE HYENAS’ LAIR
      After leading you from the sanctum and back to the desert, Amenopheus uttered a brief incantation and whisked you hundreds of miles to the southwest in the span of a few heartbeats. “Behold: glorious Katapesh!” he exclaims, throwing his arms wide to take in the vista. You stand upon a jagged mountain, gazing out over a breathtaking valley of pale rock that shimmers in the afternoon sun. “I find teleportation invaluable, yet it’s an imprecise form of transport. What’s more, we only know the approximate location of the ruins that Mnesoset sought. Let us make the most of what daylight we have left.”
      You split off from Amenopheus in search of the ruins, which the Sapphire Sage believes was an Osirian observatory used to study the flying Shory cities. As the sun dips toward the horizon, you’re ready to turn back when you spot a broken dome illuminated by several campfires. You creep toward it, taking care to move quietly. Gnolls! The hyena-people have staked out this campsite with several crimson banners, and they are busily roasting a goat and tormenting three human captives. You’re loath to abandon the prisoners, but you need every advantage if you’re to launch a rescue. Fortunately, among your Pathfinder Chronicles is an account of the gnoll tribes of Katapesh, and you quickly page through it to identify the group. It’s not the Carrion Tribe—too civil. It’s too far from the desert for it to be the Duenas, but perhaps—aha! You recognize the red banner from a sketch. “The Sandstalkers are the second most populous gnoll tribe in Katapesh, known for laying ambushes, especially by tricking foes into approaching their camps.”
      Well, that doesn’t bode well at all. As if echoing your thoughts, a dozen gnolls all around you break cover and draw their weapons.

    DURING THIS SCENARIO
    The difficulty to defeat banes that have the Gnoll trait is increased by 1d10.
    When you defeat and corner the villain Bonecrusher Master, banish it, then summon and build the location Windswept Chasm and shuffle the villain Rath Sandstalker and a number of monsters from the box equal to the number of characters into it. You win the scenario only when you defeat and corner Rath Sandstalker.

    VILLAIN

    Bonecrusher Master:
    Bonecrusher Master
    Villain Monster B

    Traits
    Gnoll
    Rogue

    Check
    Combat
    11

    Powers
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    HENCHMEN

    Bonecrusher Ambusher:
    Bonecrusher Ambusher
    Henchman Monster 1

    Traits
    Gnoll
    Trigger

    Check
    Combat
    10

    Powers
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    OTHER CARDS

    Rath Sandstalker:
    Rath Sandstalker
    Villain Monster 3

    Traits
    Gnoll
    Ranger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you encounter this card, search the location deck it came from until you find a monster. If you find one, Rath Sandstalker is evaded; encounter that monster.
    Before you act, another character at your location summons and encounters the henchman Bonecrusher Ambusher.


    4-3E: WE’VE GOT YOU NOW!
      You’ve made your way into the escape tunnel beneath Muhlia al-Jakri’s office and are following the sound of her footsteps. That’s when you notice the sound has changed, and you pause to ascertain that there are more sets of footfalls, and the additional sets seem heavier than the fleeing assassin’s light feet. Clearly something—or several somethings—have joined the pursuit. Whose side are they on?
      You don’t have much time to consider the matter as the tunnel exits into a large room with several new passageways branching different directions. Muhlia al-Jakri is busily tinkering with several large, humanoid constructs that look as though they’re made of sand, but as you enter, she glances back at you with a panicked expression. She hurls a glass vial toward your feet, and as it shatters, it fills the room with a blinding flash of light. When your vision clears, all that remains are the torch al-Jakri carried and an empty potion bottle where she stood. Trails of sand lead down each of the tunnels, confounding anything but an expert tracker. You might just have to rush after her and select a passage at random, each one no doubt brimming with traps and more of these sand creatures.

    DURING THIS SCENARIO
    After building the location decks, shuffle the henchman Conflagration into each.
    When creating the blessings deck, replace 5 blessings with Sandstorm villains.
    If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    VILLAIN

    Muhlia al-Jakri:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    HENCHMEN

    Sand Thief:
    Sand Thief
    Henchman Monster 1

    Traits
    Outsider
    Elemental

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Warrior Dolls:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Collapsing Hallways:
    Collapsing Hallways
    Henchman Barrier 2

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-5A: ZARTA’S ASSESSMENT
      You explain your recent adventures to Venture-Captain Roderus, including your voyage to the Mana Wastes to recover the Atramentous Eye, a life-draining orb in possession of a riddling sphinx.
      “Given its dangerous nature,” you begin, “we traveled to Absalom to meet with Zarta Dralneen, head of the Pathfinder Society’s Dark Archive.
      “‘What delights have you brought back today?’ Zarta asked us as she pored over the items we retrieved. She cast a spell and her eyes flashed a bright blue. ‘Well, has someone been playing in the Mana Wastes? These items’ auras are patchy, and their power is inconsistent. The Atramentous Eye is a dangerous exception, but there’s also this one...’ Zarta frowned as she pulled a monocle from the pile. ‘I’ve seen this lens before. It can identify areas of primal magic in the Mana Wastes. But this used to be in our archives, and I don’t remember anyone checking this out. If you have a moment, let’s inspect the stacks nearby to make sure that nothing else is missing.’
      “Zarta led us down deeper into the vaults beneath the Grand Lodge until she stopped at a door that looked no different than the other fifty we passed walking down here. ‘Be careful when you go in,’ she said. ‘The items here are quite dangerous, and someone stealing from here without properly managing the wards can trigger a chain reaction that impacts the other objects. After all, we wouldn’t want anything to happen to your adorable faces.’
      “Zarta’s prediction was too accurate, and too late. Inside, the remains of boxes were scattered on the ground as hundreds of items buzzed all around the series of rooms. Zarta cast some protective spells on us while saying, ‘I hope you came prepared for danger.’ With that, she rolled up her sleeves and walked in.”

    DURING THIS SCENARIO
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
    When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
    When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
    To win, close all but 1 location.

    VILLAIN
    NONE

    HENCHMEN
    NONE

    OTHER CARDS

    Paracountess Zarta Dralneen:

    Cohort 5
    Traits: Aristocrat Bard Human
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    4-1D: TROUBLE FOLLOWING DIRECTIONS
      Having reached the shelter of the foothills, you finally catch your breath. The Stonespine Mountains loom above you, imposing yet beautiful. When discussing the escape plan, your Eagle Knight ally Aviera Sacero directed you to a stream at the base of the mountain that would lead to the rendezvous point. While Stonespine Island’s natural harbors provide convenient cover for the illicit activities of the coast, you would not want to stumble upon the wrong folks in the wrong cove. Now, far from the prying eyes of the city, you take out your wayfinder to get your bearings. You find a stream, though the water runs at barely more than a trickle. Luckily, you spot a weathered sign bearing a black eagle that confirms you are going the right way.
      Following the stream—or rather, the bed where the stream used to be—you meander through a valley in the mountains. Satyar Siddique—the man you rescued from slavers in Okeno—is holding up well enough, though he is still tired and weak.
      After hours of walking in the heat, you reach the flat scrublands on the other side of the mountains. You look from the cracked streambed to your panting and weary companion, and detour to a lush copse of trees just visible in the distance. Siddique perks up at the thought of water, and your spirits lift as you make your way toward it.
      However, as you stray further from your designated path, you notice that patch of green is not getting any closer.
      You have been duped by a mirage. Sacero told you to use the path trusted by the undercover Eagle Knights, and you suddenly feel foolish for abandoning it. Not only do unsavory types prowl the wilds looking for easy targets, but the land itself holds hidden dangers. Your best hope is to find your way back to the trail before someone—or something—finds you first.

    DURING THIS SCENARIO
    Locations may not be temporarily closed.
    After closing a location, you may recharge 1d4+1 random cards from your discard pile.
    At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.

    VILLAIN

    Mirage:
    Mirage
    Villain Barrier B

    Traits
    Obstacle
    Trigger

    Check
    Wisdom
    Perception
    7

    Powers
    When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.

    HENCHMEN

    Sand Scorpion:
    Sand Scorpion
    Henchman Monster 1

    Traits
    Half-Elf
    Alchemist

    Check
    Combat
    12

    Powers
    Before you act, each character at this location is dealt 1 Poison damage.
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.


    Daughter of the Desert:
    Daughter of the Desert
    Henchman Monster 1

    Traits
    Human
    Bard

    Check
    Combat
    12

    Powers
    If defeated, each character at this location may draw a random non-Basic Item from the box.
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.


    Sand Thief:
    Sand Thief
    Henchman Monster 1

    Traits
    Outsider
    Elemental

    Check
    Combat
    13

    Powers
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Beheaded:
    Beheaded
    Henchman Monster 1

    Traits
    Undead

    Check
    Combat
    12
    OR
    Arcane
    Divine
    10

    Powers
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.


    Acid Pool:
    Acid Pool
    Henchman Barrier B

    Traits
    Obstacle
    Acid
    Veteran

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.


    3-3A: HIDDEN IN THE STACKS
      The Sapphire Sage Amenopheus’s story of ancient scholars wielding the secrets of long-dead dynasties seems like a tall tale. Yet having explored an extradimensional ruin and documented a building that momentarily moved by its own power, you’ve concluded that Osirion has many extraordinary secrets yet to be uncovered. Now you have an invitation to seek out a powerful artifact that could divulge the kingdom’s forgotten lore and unlock a flying pyramid. It’s practically a Pathfinder’s dream come true, and you’ve been an agent for only a few months!
      You pack your bags and set out the next day with Amenopheus, who travels with you to the sages’ long-abandoned stronghold in the Pillars of the Sun, a chain of imposing mountains in Osirion’s interior. “Not everyone appreciated the Jeweled Sages, sometimes accusing them of gathering intelligence to overthrow regimes,” he explains as he leads you down into an extensive underground complex. “The sages retreated here in times of trouble, and it is here we kept our more mundane records. One of my colleagues studied the Shory extensively—they were an ancient civilization that mastered flight and found the means to make their cities fly. I believe that same sage knew how to unlock your pyramid, and if we can find some record of what she was studying last, we might finally track her down.”
      You arrive at a heavy door, and he motions for you to help him heave it open. Tablet-laden shelves line the dusty halls beyond, yet you can hear faint scurrying and scraping echoing from the dark recesses. “Perhaps now’s the best time to remind you that the Jeweled Sages liked to keep their secrets very safe indeed. Stay alert, and watch for traps… or worse!”

    DURING THIS SCENARIO
    After adding henchmen, shuffle together a stack of 2 Elusive Knowledge henchmen and a number of the henchman Forbidden Text equal to the number of characters. Shuffle 1 card from this stack into each location.
    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on top of another open location deck.
    When closing a location, before closing, search the location deck and shuffle all henchmen you find into another open location deck.
    To win the scenario, close all locations while 2 Elusive Knowledges are displayed next to the scenario.

    VILLAIN
    NONE

    HENCHMEN

    Akitar:
    Akitar
    Henchman Monster 3

    Traits
    Sphinx
    Trigger

    Check
    Combat
    16

    Powers
    When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
    While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Voices of the Spire:
    Voices of the Spire
    Henchman Monster B

    Traits
    Human
    Inquisitor
    Veteran

    Check
    Combat
    8
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Tephu Librarian:
    Tephu Librarian
    Henchman Monster 3

    Traits
    Construct

    Check
    Combat
    Wisdom
    Knowledge
    Diplomacy
    12

    Powers
    The Tephu Librarian is immune to the Poison and Mental traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.
    If undefeated, move to a random other location.

    OTHER CARDS

    Elusive Knowledge:
    Elusive Knowledge
    Henchman Barrier 3

    Traits
    Trigger
    Cache

    Check
    Knowledge
    Perception
    10

    Powers
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.


    Forbidden Text:
    Forbidden Text
    Henchman Barrier 3

    Traits
    Trigger
    Trap
    Magic

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Perception
    8

    Powers
    When you examine this card, or if undefeated, you are dealt 1d4 Combat damage, then shuffle this card into a random open location.


    4-3D: A FEW GOOD PUNCHES
      Pasha Muhlia al-Jakri has consolidated the last of her available resources in a compound near the harbor, having dedicated a large sum to securing mercenaries to protect her equipment. Your new allies Tallah al-Hamar and Behroud al-Ibrah have used their influence to minimize her ability to acquire personnel and gear, but it is still going to be difficult to get to her. Your contact Sahmia has alerted the authorities and the local Pathfinder lodge, supplying each with the evidence you’ve collected. As a result, the city guard is now surrounding the compound to prevent her escape and to arrest everyone inside. Several fellow Pathfinders have also arrived to assist, muttering that al-Jakri has a lot to answer for. You make it clear to everyone that she is to be brought in alive—not only to face justice, but also to learn what other catastrophes she may have set in motion.
      The compound’s high wall blocks your view of just about everything except a few buildings and the hired guards who nervously patrol its top. No doubt there are at least as many more guards out of sight, and knowing al-Jakri, she has probably even smuggled in one or more ferocious beasts to keep watch. The disgraced pasha could be inside any of those buildings, so you will need to move swiftly to search them before she makes a break for any escape route you haven’t spotted.
      A roar echoes from the compound as if daring anyone to approach. Now that you’ve changed out of your formal evening wear, you’re more than ready to oblige.

    DURING THIS SCENARIO
    When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
    When a henchman is undefeated, discard the top card of the blessings deck.

    VILLAIN

    Muhlia al-Jakri:
    Muhlia al-Jakri
    Villain Monster 3

    Traits
    Trigger
    Human
    Assassin

    Check
    Combat
    16

    Powers
    When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.

    The difficulty to defeat is increased by the number of characters at other locations. If you do not have the Perception or Stealth skill, subtract 2 from each die.

    If undefeated, bury a random card from your discard pile, then shuffle a barrier and monster from the box into your location deck.

    HENCHMEN

    Akitar:
    Akitar
    Henchman Monster 3

    Traits
    Sphinx
    Trigger

    Check
    Combat
    16

    Powers
    When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
    While you act, you may bury any number of allies. For each ally buried, add 4 to your check to defeat.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Lamia Sisters:
    Lamia Sisters
    Henchman Monster 3

    Traits
    Lamia
    Trigger

    Check
    Combat
    14
    THEN
    Combat
    16

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
    All damage dealt by the Lamia Sisters is Cold damage.
    If defeated, you may draw a random non-Basic Item from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Silver Chain Smuggler:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgotten Pharaoh Cultists:
    Forgotten Pharaoh Cultists
    Henchman Monster B

    Traits
    Veteran
    Human
    Cultist

    Check
    Combat
    10
    OR
    Charisma
    Diplomacy
    7

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.


    4-4E: THE SPELLSCAR SHOWDOWN
     The ruined fortress contains countless clues that paint a dark picture of the clash between Nex and Geb. Famously, Nex commanded impressive golems and an army of summoned creatures from across all the planes of existence. Geb, on the other hand, favored necromancy, raising impossibly large legions of undead soldiers and choking the life from the land. Though Nex has disappeared and Geb has become a vengeful ghost-king since their war ground to a stalemate, the fallout of their conflict still haunts the Mana Wastes. You collect several other potent items al-Jakri had hidden here and document the ruins as best you can—perhaps you can publish your report in the Pathfinder Chronicles.
     The sun has set by the time you emerge from the fortress with the sphinx. Although the sky is clear, the land surrounding the site is crawling with new arrivals. From the south clamber scores of undead, whereas from the north strides a huge, scaled demon with a canine face and massive pincers. The sphinx hunches down and mouths the name “Koth’Vaul” to you.
     The fiend calls out, “Your time is up! I would retrieve the artifact I loaned you. Be a good pet and bring it to me.”
      “Stand down, Koth’Vaul,” shouts a zombified cleric at the head of the undead force. “My lord, Stavros Nightcrescent, lays claim to the Atramentous Eye! Sphinx, deliver the artifact to us, and I shall grant you life eternal with the blessing of undeath.”
     Koth’Vaul bellows with laughter as more fiends appear around him. “The artifact belongs to Muhlia al-Jakri, zombie, and I am merely taking it to deliver to her.”
     The zombie lord snaps back, “She is as good as dead, and you know it, demon! Our alliance is over, and now we claim our prize!”
     This can’t end well. It’s time to escape with the artifact. Hopefully your enemies are willing to weaken each other enough for you to break through to safety!
     If not, at least you’ll have lots of company in the afterlife.

    DURING THIS SCENARIO
    When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
    Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
    The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul and Heqet into the siege deck.
    To win the scenario, a location must be open while the siege deck is empty.

    VILLAIN
    NONE

    HENCHEMN
    FIEND HENCHMEN

    Blightwing:
    Blightwing
    Henchman Monster 1

    Traits
    Outsider
    Curse
    Poison
    Veteran

    Check
    Combat
    11

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Aghash:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ulkreth:
    Ulkreth
    Henchman Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    16
    OR
    Acrobatics
    12

    Powers
    The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
    If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


    UNDEAD HENCHMEN
    Beheaded:
    Beheaded
    Henchman Monster 1

    Traits
    Undead

    Check
    Combat
    12
    OR
    Arcane
    Divine
    10

    Powers
    The Beheaded is immune to the Mental and Poison traits.
    Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
    1. Fire
    2. Acid
    3. Cold
    4. Electricity
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crawling Hands:
    Crawling Hands
    Henchman Monster 2

    Traits
    Undead
    Swarm

    Check
    Combat
    13

    Powers
    The Crawling Hands are immune to the Mental and Poison traits.
    If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

    OTHER CARDS

    Koth'Vaul:
    Koth'Vaul
    Henchman Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Koth'Vaul may not be evaded and is immune to the Electricity and Poison traits.

    Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    Heqet:
    Heqet
    Henchman Monster 4

    Traits
    Undead
    Cultist
    Cleric
    Trigger

    Check
    Combat
    18
    OR
    Divine
    13

    Powers
    When you examine this card, encounter Heqet and add 5 to the difficulty to defeat.
    Heqet is immune to the Mental and Poison traits.
    If defeated, if your check to defeat exceeded 24, summon and encounter the henchman Natron Zombie.
    If defeated, you may attempt to close the location this henchman came from.

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