Adventure Card Game Adventure 4-5 the Pactmaster's Bargain
Adventure Card Game Adventure 4-5 the Pactmaster's Bargain
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com/pathfindersociety
Pathfinder Adventure Card Guild Adventure 4-5: The Pactmaster’s Bargain ©2018 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo
Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords, Skull & Shackles, Wrath of the Righteous, and Mummy’s Mask are trademarks of Paizo Inc.
ADVENTURE PATH
REWARD
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.
That character may treat the loot Shining Wayfinder as if it is in her Class Deck box.
ADVENTURE 5
THE PACTMASTER’S BARGAIN
This Adventure Requires: COMPLETE THESE SCENARIOS IN ANY ORDER:
• The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 4-5A: Zarta's Assessment
including The Half-Dead City Adventure Deck, and the Empty 4-5B: Money Stalks
Graves, Shifting Sands, Secrets of the Sphinx, and The Slave-Trenches 4-5C: The Stars Align
of Hakotep Adventure Decks. 4-5D: Temple of Light and Metal
• If you have 5 or 6 characters, the Pathfinder Adventure Card Game: 4-5E: Dusk's Domain
Mummy’s Mask Character Add-On Deck is also required.
• During this adventure, the game box should include only cards DURING THIS ADVENTURE
with set indicators of B, C, P, 1, 2, 3, 4, or 5. The scourge die is 1d8+1.
When creating the blessings deck, replace 1 blessing with the favor
Read the Following Aloud: Dark Archive's Favor (proxy with Tablet of Languages Lost).
T
he last few weeks have been a blur. After wilting in If the result of your check to defeat a barrier exceeds the difficulty by
the hot streets of Katapesh, you’re relieved to at last 6 or more, suffer a scourge. If the result of your check to acquire an
reach the Winding Road, an inn outside the city, also item exceeds the difficulty by 6 or more, draw an item from the box
and banish a displayed card that has the Curse trait.
secretly a Pathfinder lodge. As you descend into the basement,
you overhear Venture-Captain Roderus through an open door.
Just inside is a Pactmaster, one of the mysterious he caused such havoc. Your recovering a different
masked plutocrats that rule Katapesh. This must creature and different relic is a fair trade to overlook
be important! this incident, and Wikar shall be yours to discipline as
“I’m sorry, Pactmaster Krimiltuk,” admits Roderus, you like. Is this agreeable?” Roderus glances at you for
“but I don’t know of any Pathfinder agent named affirmation, then nods to Krimiltuk.
Panven Wikar. Desna knows that there’s been plenty “That locket broke our control over one of
of stolen wayfinders, and this honestly sounds our aluum constructs. Recover that aluum in
like someone setting us up. Perhaps you are working condition. I’m acquainted with your
wasting your time.” Recognizing the name organization’s reputation, so I must emphasize
Panven Wikar, you step into the venture- that the aluum only has value if it returns in
captain’s view and flash the Pathfinder hand one piece. Second, in the desert south of here lie
signals for “important” and “continue task.” three small pyramids known as the Three Stars.
He raises an eyebrow but continues speaking. We believe a fourth exists nearby, and within that
“On the other hand, Pactmaster, perhaps fourth pyramid exists something that should grant us
it would be useful to know who exactly is access to the other three structures.”
framing us. What exactly are those damages that Roderus quizzically asks, “You would have us go to a
he caused?” mythical location and acquire a mythical item?”
A low, buzzing voice issues forth. “I’ve Krimiltuk replies, “We believe that it is not as
itemized the total known damages mythical as it seems. We would provide enough
here,” the Pactmaster says as a piece of information to you before your team headed out.”
parchment flies out from inside one Roderus thinks before answering. “Well, if the
of its sleeves and lands on the table. choice is between paying a large sum we don’t have
Roderus glances briefly at the or exploring, that choice is easy. We’ll take that deal.”
parchment before staring back at With a nod, Krimiltuk teleports away, and the
Krimiltuk. “We are both aware that you parchment on the table incinerates itself. There is
did not come here expecting us to pay an awkward silence.
that amount.” Roderus turns toward you. “Welcome to the
Krimiltuk bows its head slightly. “Entirely. The Winding Road, Pathfinders. Mind explaining how
culprit is in our custody, as is the amulet with which exactly we got here?”
REWARD
Each player unlocks the ability to play Darago from the Wizard Class Deck
using the Hell’s Vengeance 2 Character Deck.
Each character gains a power feat.
SCENARIO 5
4-5A: ZARTA’S ASSESSMENT
Read the Following Aloud:
Y
ou 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 PLAYERS LOCATIONS
pulled a monocle from the pile. ‘I’ve seen this lens before. It 1 ALCHEMICAL LABORATORY
can identify areas of primal magic in the Mana Wastes. But 1 GUARDIAN VAULT
this used to be in our archives, and I don’t remember anyone 1 SCULPTORS' LAIR
checking this out. If you have a moment, let’s inspect the stacks 1 WAREHOUSE
nearby to make sure that nothing else is missing.’ 2 STONEWORK PASSAGES
“Zarta led us down deeper into the vaults beneath the Grand 3 VAULT OF HIDDEN WISDOM
Lodge until she stopped at a door that looked no different 4 GREAT LIBRARY OF TEPHU
than the other fifty we passed walking down here. ‘Be careful 5 SILVER FORGE
when you go in,’ she said. ‘The items here are quite dangerous, 6 ALTAR OF RIDDLES
and someone stealing from here without properly managing
the wards can trigger a chain reaction that impacts the other DURING THIS SCENARIO
objects. After all, we wouldn’t want anything to happen to your After building the location decks, shuffle an item into each location deck
adorable faces.’ and display Paracountess Zarta Dralneen (proxy with the villain Imanish)
next to the scenario.
“Zarta’s prediction was too accurate, and too late. Inside, the
When you fail to acquire an item, you are dealt 1d4 Combat damage;
remains of boxes were scattered on the ground as hundreds of shuffled the item into its location deck. When you acquire an item, you
items buzzed all around the series of rooms. Zarta cast some may display it next to its location then you may immediately attempt to
protective spells on us while saying, ‘I hope you came prepared for close that location.
danger.’ With that, she rolled up her sleeves and walked in.” 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
VILLAIN: NONE not close.
HENCHMEN: NONE To win, close all but 1 location.
REWARD
Trader: Trove of Tef-Naju
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck
with the item Chest of Keeping. At the end of each scenario, return that card to the game box.
Development: her records before pointing to a name. ‘Panven Wikar. He’s worked
R
oderus 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 VILLAIN: NONE
out and sprinted away, throwing aside bystanders as it went. HENCHMEN:
Following the trail of witnesses and devastation leads to the Azure ALUUM (PROXY WITH ALCHEMICAL GOLEM)
Star, a popular cantina in the Lower City’s heart.
The Azure Star has seen far better days. Some of the giant tent’s
COIN SWARMS (PROXY WITH FIRE SPIRITS)
poles have been knocked out, tearing free several massive spikes
that kept the structure taut. Inside you find a mess of smashed PLAYERS LOCATIONS
tables, torn pillows, scattered coins, and fallen patrons. You check 1 CANNY JACKAL
one of the bodies, determining he died by blunt force trauma to 1 DYE MARKET
the head, but there are also a lot of tiny bruises and gashes on his 1 PRECINCT OF LEFT EYES
legs and torso, as if he were attacked by many small objects. 2 SMOKING DEN
The larger damage is clearly the aluum’s work, but the smaller 3 VIZIER'S HILL
wounds are unexpected. You think back to what you know of 4 GLASS PAVILION
aluums: they’re giant metal golems built to maintain order in 5 TOOTH & HOOKAH
Katapesh. Whereas most golems contain an elemental spirit, 6 CARAVANSERAI
though, a host of prisoners’ souls powers each aluum—proof that
the Pactmasters are efficient but hardly forgiving. Wait, didn’t Zarta DURING THIS SCENARIO
say that the locket was possessed? How might that have interacted When you defeat and display a Coin Swarm henchman, you may
immediately attempt to close the location it came from.
with the aluum’s captive souls?
As if answering your question, the scattered coins begin rattling When you close a location, before closing, search the location deck;
you may choose 1 card and shuffle it into a random other open
and floating with wordless malice. Shrieks from outside draw location deck.
your attention, and the looming silhouette of some giant appears When you defeat the henchman Aluum, shuffle the villain Canopic
through the tent’s fabric. It seems whatever was in that locket Soul into your location deck. To win, defeat and corner the Canopic
Soul.
found a new home, and it’s about to go on another rampage!
REWARD
For the rest of the Adventure Path, your trade cost for Trove of Tef-Naju is reduced by 1 card (to a minimum of 1).
For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
Development:
R
oderus 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 PLAYERS LOCATIONS
obelisks and in what order is a conundrum. The Pactmasters’ 1 GARDEN OF OSSUMENTALS
agents couldn’t figure it out, but from their incomplete notes, 1 SCORCHED OBELISK
I think there’s enough to piece together the proper sequence 1 TOWERING OBELISK
and technique. Expect to do some experimentation. I’ve packed 2 ELEMENTAL TRENCHES
some magical supplies for you that should help.” 3 THORNSCRUB
After thanking the venture-captain and finishing last-minute 4 SCORCHED RUINS
preparations, you set out towards the Three Stars. The voyage is 5 WINDSWEPT CHASM
an excellent opportunity to look through the venture-captain’s 6 SULFUR PITS
supplies. He wasn’t kidding about leaving some magical help.
There are scrolls galore in this pack, doing everything from VILLAIN: NONE
calculating complex math in the blink of an eye to translating HENCHMEN:
old and forgotten languages flawlessly. This is quite impressive.
SEKREPHERES
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, DURING THIS SCENARIO
although perhaps a bit smaller than you expected. It was said All characters start at the Garden of Ossumentals. If your location
does not have the henchman Sekrephere displayed next to it, you
that each of the Stars housed a being from another world, and may not move. You may move only to the first open location on the
this was meant to be their resting place. The fact that they location list that does not have a Sekrephere displayed next to it.
seemed untouched by erosion lends credence to this theory of The difficulty of checks to defeat a Sekrephere is increased by the
otherworldly construction. number of displayed Sekrepheres.
It’s not long before you find the obelisks right where the At the end of your turn, if there are fewer than 3 Sekrepheres
displayed, recharge an ally or blessing.
map indicates. Each is covered with scores of different symbols
you’ve never seen before. You sigh. Time to experiment! To win, close all locations.
REWARD
Each character chooses a type of boon other than loot and adds a card of that type
from the game box to the cards acquired during this scenario.
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vision.
At the end of each scenario, return that card to the game box.
Development:
A
fter circling the Fourth Star several times, you uncover HENCHMEN:
an entrance and make your way inside. The giant WARRIOR DOLLS
glowing spire channels the obelisks’ light, directing
it deep into the pyramid’s interior and illuminating the main ELEGIAC COMPASS
chamber in an azure glow. Where it shines, runes and doorways TEPHU LIBRARIAN
appear, disappearing as soon as the light in that area dims. This
KEFERUZAGRA
is no language you’ve ever seen, much less translated. Fortunately
that’s where the venture-captain’s supplies come in handy. One SKY PHARAOH GUARDIANS
magical scroll later, you’re reading the runes fluently.
“We are very sorry,” the runes read. “We meant no harm.
PLAYERS LOCATIONS
When we arrived, we found a city that was fractured, chaotic, and
1 ALTAR OF RIDDLES
wild—so unlike the beings we worshipped. We tried to correct
1 RUINED TEMPLE
the city to remake it in our image, but our process became more
1 STONEWORK PASSAGES
destructive than we had imagined. We struggled to make it right
2 SILVER FORGE
but concluded that our efforts would only hurt more. Instead we
3 GREAT LIBRARY OF TEPHU
left behind a measure of our power. Our hope is that when you
4 SCULPTORS' LAIR
have the capacity to understand it, unlock it, and wield it, you
5 VAULT OF HIDDEN WISDOM
can direct this power to healing this land in a way that fits the
6 GUARDIAN VAULT
inhabitants’ needs rather than fitting the designs of trespassers
ignorant of your ways.”
You were not expecting the runes to yield an apology. Certainly, DURING THIS SCENARIO
these ancient beings must have had at least a little time to rue After building the location decks, make a stack of the loots Bronze
their achievements before the end came. Sentinel and Life Lantern and a number of Elusive Knowledge
These powerful beings may have destroyed a portion of henchmen (proxy with Fire Spirits) equal to the number of players.
Katapesh long ago, but they reference a latent power that no Shuffle 1 card from this stack into each location deck.
doubt interests the Pactmasters. How is it, though, that Krimiltuk At the start of your turn, examine the top card of your location deck;
knew of this place? No matter; you have a bargain to uphold, and if it does not have the Trigger trait, put it on the bottom of an open
you know that something in this pyramid should grant access to location deck.
the other three “stars.” Each hallway extends for hundreds of feet, When you acquire a boon or defeat a bane, you may shuffle it into a
though from the size of the pyramid’s exterior, you’re sure that location deck.
the inside shouldn’t be this large.
As you explore one hall, you find a pedestal from which a When closing a location, before closing, search the location deck and
choose 1 card; shuffle it into another location deck.
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 At the end of your turn, if the number of Elusive Knowledges
puzzle? You remove the tiny statue, and the humming stops. But displayed is equal to the number of characters, you may search
in its place, you can hear the ominous footsteps of something 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
wandering the pyramid. The doesn’t seem to be much time to does not, discard 1d4 cards from the top of your deck.
solve this particular riddle!
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with
the loot Life Lantern and 1 character may temporarily replace 1 item in his deck with the loot Pharaoh’s Key.
At the end of each scenario, return the loot to the game box.
Development:
E ach hall held its own pedestal and a variety of artifacts, but
figuring out the right relics to place on each one took some
work. As you place the last, a beam of light shoots from each
Three lanterns, three pyramids? You grab the set, hoping these
are what the Pactmasters seek. There is a booming of thunder
outside the pyramid, suggesting you must have done something
doorway to the pyramid’s central room, forming a pedestal of light right. Or something very wrong.
atop which rests a trio of lanterns. It is time to find out which.
SCENARIO 5
4-5E: DUSK’S DOMAIN
Read the Following Aloud:
Y
ou gather together the lanterns and the other treasures
you acquired inside the Fourth Star before heading
outside. When you had entered, the sky was cloudless
and calm. As you emerge, though, a gathering storm rumbles
with displeasure overhead. All the while, the obelisks pulse and
shudder with each thunderclap, and the other three pyramids’
peaks glow faintly with the inclement weather. Intriguing as the
sight is, it’s past time for you to leave.
Dust whips at your face as you cross the rocky terrain toward
the perimeter of obelisks. An immense bird hurtles from the
clouds, its body arcing with green lightning as it alights atop one
of the pyramids. Its glowing eyes take in its surroundings before
honing in on you. “TRESPASSERS! THIEVES! I AM DUSK- VILLAIN:
TAKER, LORD OF ALL I SURVEY!” The storm above crackles
angrily as if feeding on this creature’s words. “THESE PYRAMIDS DUSK-TAKER
ARE MINE, AND THEIR CONTENTS BELONG TO ME. NOW HENCHMEN:
A NEW PYRAMID APPEARS, AND WITH IT BURGLARS WHO
OSSUMENTAL SWARMS
WOULD STEAL MY TREASURES!”
This is the first you’ve heard of Dusk-Taker, so its claim seems
somewhat dubious. However, such a massive bird would easily PLAYERS LOCATIONS
pick you off if you tried to flee across the open desert. No, you’ll 1 FIVE-POINTED SUN
need to find some way to scare off Dusk-Taker for good. Hoping 1 SULFUR PITS
to get closer, you circle around a pyramid for cover. As you 1 VOLCANIC VENTS
approach, though, the monument’s spire glows more brightly, 2 WINDSWEPT CHASM
and one of your lanterns begins radiating a similar light. Could 3 GARDEN OF SYMMETRY
this be the power referenced inside the Fourth Star? As you reach 4 SHIFTING DUNES
the other side and can see Dusk-Taker again, you can see that it’s 5 SCORCHED RUINS
flapping excitedly and apparently drinking in its own pyramid’s 6 ELEMENTAL TRENCHES
energy. Screeching with delight, it spits a bolt of green energy
toward you, narrowly missing. Worse, where the ground is still DURING THIS SCENARIO
sizzling from the attack, a towering beast of sand and stone is The location Five-Pointed Sun cannot be temporarily closed.
pulling itself from the earth. At the end of each turn, if the Five-Pointed Sun is unoccupied, add a
Escape is no longer an option; it’s time to fight. The bird is so monster from the box to the top of that location deck.
massive, he could easily carry you across the desert, never to be After you defeat and banish the henchman Ossumental Swarm,
found again. Better to slay him on the spot, if you can. You can’t if the location deck it came from has 6 or fewer cards, you may
immedately attempt to close that location.
risk Dusk-Taker stealing the secret of the Three Stars!
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with
the ally Freed Soul and 1 character may temporarily replace 1 ally in her deck with the ally Sand Elemental.
At the end of each scenario, return those allies to the game box.
Development:
6
THEN
COMBAT
14
POWERS POWERS
POWERS
When this card is discarded from the blessings deck,
draw a number of items from the box equal to the
While displayed, any character may recharge a card The Aluum is immune to the Attack, Mental, and
number of open locations. Banish any number of
to add 1d6 to his check. Poison traits.
them, then shuffle each remaining item into different
open locations. While displayed, at the end of a character’s turn, she The difficulty of the combat check to defeat is
may bury a card from her discard pile to recharge a increased by 1d10.
While this card is on top of the blessings discard pile,
card from her discard pile.
on your check to acquire an item, after the roll, you If undefeated, end your turn.
may add 1d12.
Illustration by Taylor Fischer © 2018 Paizo Inc. Illustration by Ryan Portillo © 2018 Paizo Inc. Illustration by Eva Widermann © 2018 Paizo Inc.
HENCHMAN 5 HENCHMAN 5
POWERS
The Coin Swarm is immune to the Mental and Poison
traits.
The difficulty to defeat is increased by twice the POWERS
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.
When you examine or defeat this card, display it
If you do not defeat the Coin Swarm by at least 4, next to the scenario, and you may draw a spell from
shuffle it into the deck it came from; it is still defeated. the box.
If defeated by 4 or more, but by less than 10, you
may display this card next to the scenario. While When you encounter this card, evade it.
displayed, any character may banish this card to add
1d12 to any check to acquire.
Illustration by Jeff Carlisle © 2018 Paizo Inc. Illustration by Chris Seaman © 2018 Paizo Inc.
Season of Factions’ Favor
Adventure 5: The Pactmaster’s Bargain
A.K.A.
Player Name Character Name Pathfinder Society # Character Class
□ Yes □ No # □
Notes:
□ Yes □ No # □
Notes:
□ Yes □ No # □
Notes:
□ Yes □ No # □
Notes:
□ Yes □ No # □
Notes:
□ Yes □ No # □
Notes: