TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 4-4
  Relic in the Wastes
  
  Mechanical Design • Keith Richmond
  Story Text • John Compton 
  Story Design • John Compton, Amanda Hamon Kunz, 
  Mark Seifter, Tonya Woldridge, and Linda Zayas-Palmer.
  Editors • Mike Selinker and Vic Wertz
  Project Manager • Gabriel Waluconis
  Season Coordinator • Tonya Woldridge
  Contributing Artists • Filip Burburan, Aaron J. Riley, Ryan Portillo, 
  Tyler Walpole, Eva Widermann, Ben Wooten
  Pathfinder Adventure Card Game 
  Development Team • Mike Selinker, Chad Brown, 
  Tanis O’Connor, Paul Peterson, Keith Richmond, Liz Spain, 
  and Gaby Weidling, based on a game concept by Rian Sand
  Creative Design Director • Sarah E. Robinson
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Organized Play Manager • Tonya Woldridge
  Organized Play Lead Developer • John Compton
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Chief Financial Officer • John Parrish
  Vice President of Marketing and Licensing • Jim Butler
  Marketing Coordinator • Dan Tharp
  Licensing Manager • Glenn Elliott 
  Public Relations Manager • Aaron Shanks
  Franchise Manager • Mark Moreland 
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Roleplaying Game Team • Judy Bauer, Logan Bonner, 
  Jason Bulmahn, Christopher Carey, James Case, John Compton, 
  Adam Daigle, Eleanor Ferron, Crystal Frasier, Leo Glass,  
  Thurston Hillman, James Jacobs, Jason Keeley,  
  Amanda Hamon Kunz, Lyz Liddell, Luis Loza, Ron Lundeen,  
  Robert G. McCreary, Adrian Ng, Stephen Radney-MacFarland,  
  Joe Pasini, Lacy Pellazar, Mark Seifter, Chris Sims,  
  Owen K.C. Stephens, and Linda Zayas-Palmer 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, and Diego Valdez
  Finance Team • Christopher Caldwell and B. Scott Keim 
  Warehouse Team • Laura Carey, Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg,  
  Lissa Guillet, Erik Keith, and Gary Teter
  ADVENTURE 4-4: Relic in the Wastes 
  Special Thanks • The Pathfinder Society venture-officers, 
  the Pathfinder Society, and the paizo.com community
   for their constant feedback.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Adventure Card Guild Adventure 4-4:Relic in the Wastes ©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 
  SEASON OF FACTIONS’ FAVOR
  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.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Chasing Yellow Sails 
  2
  Fanning the Flames
  3
  Favors and Foes 
  4
  Relic in the Wastes 
  5
  The Pactmaster’s Bargain
  6
  Blood Lord’s Lament 
  DURING THIS ADVENTURE PATH
  After you begin Favors and Foes, when you would banish a bane 
  that has the Basic trait, remove it from the game; when you banish 
  a boon that has the Basic trait, you may remove it from the game. 
  After you begin The Pactmaster’s Bargain, do the same for cards that 
  have the Elite trait.
  RULES: TRADERS
  In Season of Factions’ Favor, traders work differently than in 
  Mummy’s Mask, in the following ways. 
  • When you are rewarded with a trader, instead of checking it off 
  on the Bazaar card, record it on your Chronicle sheet. 
  • You do not visit traders after winning a scenario. Instead, at the 
  start of each scenario in this Adventure Path, before setting 
  out the locations, you may visit 1 trader you have recorded on 
  your Chronicle sheet. 
  • Pay the trade cost with the usual number and type of cards 
  from your deck, but instead of putting those cards in the box, 
  put 1 into your deck box and bury any others. 
  • At the end of the scenario, return the card you traded for to the 
  game box, and put the card you returned to your deck box 
  back into your deck. 
  For example, to pay the trade cost to a trader offering spells at 
  a cost of 2 boons, put 1 of those boons into your deck box, bury 
  the other boon, then add the spell to your deck. At the end of 
  the scenario, return the spell to the game box and put the first 
  boon back in your deck.
  NEW RULE: FAVORS
  Season of Factions’ Favor introduces a new type of support card: 
  favors. Certain scenarios place favors into the blessings deck. 
  When that card is discarded from the blessings deck, do what 
  it says. If a favor would be encountered or removed from the 
  blessings deck discard pile, banish it instead.
  S
  ince its creation, the Pathfinder Society has trained and 
  sponsored archaeologists, scholars, and adventurers 
  of all stripes to uncover the world’s historical secrets. 
  More than 400 years later, the Society practically spans the globe, 
  from its Grand Lodge headquarters in Absalom to more humble 
  lodges continents away. With this reach comes influence, not only 
  through the Pathfinder Chronicles that make famous the Society’s 
  greatest agents, but also through the organization’s growing power 
  wherever it creates a new base of operations.
  This fame and power has attracted the envious, the ambitious, 
  and the downright villainous. Although Pathfinders have clashed 
  with avaricious rivals like the Aspis Consortium, power-hungry 
  tyrants like the runelords, and catastrophic threats like the abyssal 
  Worldwound, the Society’s influence has also attracted factions 
  that sought to recruit Pathfinder agents, control the organization, 
  or usurp its resources. After nearly a decade of factions clashing 
  with each other and then being brought in line, these groups have 
  at last reached a fairly peaceful equilibrium. Each now contributes 
  its own expertise to the Society’s greater goals.
  That transition has been anything but bloodless. Two of the 
  greatest faction rivals were Baron Jacquo Dalsine (representing 
  Taldor’s failed ploy to seize control of Absalom politically) and 
  Pasha Muhlia al-Jakri (representing Qadira’s desire to usurp 
  Absalom through economic dominance). The two clashed 
  regularly, and their conflict came to a head when Dalsine’s cousin 
  killed al-Jakri’s sister. The pasha had come to expect casualties 
  in their shadow war, but this act drove her to kill the baron and 
  abandon the Pathfinder Society entirely for having entertained 
  such internecine squabbles in the first place.
  Pasha Muhlia al-Jakri has since tried to rebuild her career 
  with other organizations, yet each time her increasingly criminal 
  ambitions led her into conflict with the Society. For more than six 
  years her anger toward the Pathfinders has grown. Other villains 
  thwarted by the Society have sought her out, and together they 
  recently launched an attack on Absalom using her intelligence 
  to gain a critical advantage. Although the Society helped the city 
  fend off this invasion, it’s only a matter of time before al-Jakri 
  gathers new allies and strikes again. 
  The Society’s reformed factions have taken it upon themselves 
  to help track down this renegade, recognizing that their past 
  infighting contributed to al-Jakri’s downward spiral into treachery. 
  With their guidance, it’s up to you to track down the pasha, thwart 
  her schemes, and unravel the conspiracies she has woven across 
  the Inner Sea.
  
  ADVENTURE 4
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  4-4A: Wasteland Diplomacy
  4-3B: It’s Looking Like Rain
  4-3C: Riddles of Ruin
  4-3D: A Killer Conundrum
  4-3E: The Spellscar Showdown
  ADVENTURE 4-4: RELIC IN THE WASTES
  Each player unlocks the ability to play all characters that have the Ranger trait using the Hunter Character Deck.
  For the rest of the Adventure Path, your trade cost for Efni Raan and Naheeba is reduced by 1 card  
  (to a minimum of 1).
  Read the Following Aloud:
  T
  hanks to you, the world seems a safer place, with 
  Muhlia al-Jakri captured and bound for Absalom to 
  answer for her crimes. However, each night is less 
  restful than the last. You have ongoing nightmares from your 
  time controlled by the vampire Stavros Nightcrescent, and you 
  have become increasingly concerned about a dangerous artifact 
  mentioned in the notes you recovered from al-Jakri. Known as 
  the Atramentous Eye, the orb is said to feed off the life energy 
  of those nearby, granting its wielder enhanced magical power. 
  Hoping to keep others from tracking the orb magically, al-Jakri 
  stowed it deep in the Spellscar Desert, a desolate wilderness in 
  the magically scoured Mana Wastes across the sea. With al-Jakri 
  defeated, it’s only a matter of time before one of her old allies—
  either Nightcrescent or the fiend Koth’Vaul—decides to take the 
  orb for himself
  Few are willing to brave the Mana Wastes, where the ancient 
  archmages Geb and Nex once battled so ferociously that they left 
  the land devastated. Arcane storms ravage the landscape, and even 
  magic is known to function unpredictably, sometimes manifesting 
  with greater power and other times escaping its user’s control 
  entirely. For all this, the Pathfinder Society has one friend who’s 
  not only willing to travel to the Mana Wastes; he’s eager for the 
  opportunity. The geniekin Ashasar awaits you in the metropolis 
  of Quantium far to the southwest, ready to guide you into the 
  forbidding wasteland.
  Millennia ago, the phenomenally powerful archmage Nex 
  founded the kingdom that still bears his name. In its capital 
  Quantium, magical innovation is the most popular industry. As 
  you disembark after a pleasant voyage south along the Garundi 
  coast, you marvel at the sights. Conjurers run errands with bound 
  genies in tow. Transmuters coax lumps of metal into intricate 
  works of art. Impossibly delicate architecture towers above the 
  plazas. Multi-tiered fountains dance with playful water elementals. 
  And over the roofs of one district, you can see the hulking form of 
  an immense golem patrolling the city’s perimeter.
  REWARD
  DURING THIS ADVENTURE
  The scourge die is 1d8.
  When creating the blessings deck, replace 1 blessing with the favor 
  Concordance’s Favor (proxy with Tablet of Languages Lost).
  If the result of your check to acquire or defeat a card that has the 
  Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 
  6 or more, suffer a scourge; otherwise, if you succeed at the check, 
  you may banish a displayed card that has the Curse trait.
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 
  including The Half-Dead City Adventure Deck, and the Empty 
  Graves, Shifting Sands, and Secrets of the Sphinx Adventure Decks.
  • 
  If you have 5 or 6 characters, the Pathfinder Adventure Card Game: 
  Mummy’s Mask Character Add-On Deck is also required.
  • 
  During this adventure, the game box should include only cards 
  with set indicators of B, C, P, 1, 2, 3, or 4.
  “You would not wish to pick a fight with that one,” comments 
  a geniekin as he approaches, his eyes roiling with energy like 
  thunderclouds. He floats atop a small cushion of mist and 
  descends to stand near you, patting a tiny air elemental that 
  alights nearby. “Welcome to Quantium, Pathfinders. I am 
  Ashasar, Liaison to the Seat of Balance and corrector of elemental 
  irregularities. I understand that you seek a vile artifact within the 
  Spellscar Desert, and I wish to see that realm with my own eyes 
  to determine if my allies and I might quell its curse. When shall 
  we depart?”
  
  SCENARIO 4
  Read the Following Aloud:
  T
  raveling 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.
  4-4A: WASTELAND DIPLOMACY
  REWARD
  Traders: Efni Raan, Naheeba 
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot  
  Golden Serpent Armband. At the end of each scenario, return the card to the game box.
  Development:
  Y
  our journey has been as harrowing as Cloudreaver Keep’s 
  guards predicted. Fortunately, for every couple of tribes that 
  sought to beat you senseless and take your gear, another tribe 
  offered you hospitality and a welcome respite before urging you 
  to keep moving.  
  Your current hosts are a tight-knit clan of ratfolk led by the 
  matriarch Saka Naht. Deep in their underground warren, she 
  warns you of a terrible storm that struck to the east weeks ago and 
  has not abated. What’s more, foes far stronger than those you’ve 
  faced before live to the north and the south of that region, so 
  skirting around the storm would be very difficult. Saka continues 
  to describe the storm’s danger, but each warning only increases 
  the intensity in Ashasar’s eager expression.
  The forecast for tomorrow looks grim.
  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.
  PLAYERS
  LOCATIONS
  1
  HOT SPRINGS
  1
  OASIS
  1
  SCORCHED OBELISK
  1
  SULFUR PITS
  1
  WINDSWEPT CHASM
  2
  VOLCANIC VENTS
  3
  SHIFTING DUNES
  4
  HOWLING SANDS
  5
  EARTHWORKS 
  6
  THORNSCRUB
  VILLAIN: NONE
  HENCHMEN:
  THMEI
  CALIKANG (PROXY WITH ALCHEMICAL GOLEM)
  RATFOLK PLAGUEBRINGER (PROXY WITH FIRE SPIRIT)
  CALIKANG
  RATFOLK PLAGUEBRINGER
  RANDOM MONSTERS
  
  SCENARIO 4
  Read the Following Aloud:
  Y
  ou 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.
  4-4B: IT’S LOOKING LIKE RAIN
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in his deck with the spell 
  Elemental Skin and 1 character may temporarily replace 1 spell in her deck with the spell Eruption.  
  At the end of each scenario, return these spells to the game box.
  Development:
  T
  hat’s the last of them,” shouts Ashasar as you reunite under 
  a shower of glowing hail. He turns toward the storm’s heart, 
  plants one hand on the ground, and holds one toward the sky. 
  Across the miles-wide area, the disks begin to glow, and the storm 
  begins to slowly dissipate. 
  You run over to congratulate Ashasar, only to find him shaking. His 
  veins stand out with sickly purple energy and he coughs teal smoke as 
  he stands with some difficulty. Then he points toward the east. On the 
  horizon, you can see winged figures flying your direction.
  Your efforts have not gone unnoticed.
  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.
  PLAYERS
  LOCATIONS
  1
  SCORCHED OBELISK
  1
  TOWERING OBELISK
  2
  WINDSWEPT CHASM
  3
  HOWLING SANDS
  4
  SULFUR PITS
  5
  VOLCANIC VENTS
  6
  HOT SPRINGS
  “
  VILLAIN: NONE
  HENCHMEN:
  SAND KRAKEN
  THELETOS
  ACID POOLS
  
  SCENARIO 4
  Read the Following Aloud:
  Y
  our 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.
  4-4C: RIDDLES OF RUIN
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Erayu  
  and 1 character may temporarily replace 1 ally in his deck with the ally Maftet Hunter.  
  At the end of each scenario, return these cards to the game box.
  Development:
  S
  everal maftet cultists lie dead, and the others have 
  scattered, crying out for their sphinx patron to help as 
  they flee toward the ruined fortress. You take a moment 
  to study the expanse of bizarre patterns they created by carefully 
  arraying stones atop the rocky soil. The patterns align with the 
  partly healed tattoos incised on the fallen cultists’ skin, and you 
  can’t help but be reminded of the ritual foci you helped arrange 
  for Ashasar.
  The fleeing maftets have almost reached the citadel but 
  thankfully have received no sign of reinforcements. Could the 
  sphinx be preparing an even more powerful ritual for the fiend 
  Koth’Vaul without knowing it? Worse, how might the Mana 
  Wastes’ unpredictable magic affect this rite?
  If you are to intervene, you need to hurry. You set off after the 
  fleeing maftets, hoping to catch them before they bring the wrath 
  of the sphinx down upon you.
  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.
  PLAYERS
  LOCATIONS
  1-6
  ALTAR OF RIDDLES
  1-6
  WALLED OASIS
  1-6
  GARDEN OF SYMMETRY
  VILLAIN:
  USERIB
  HENCHMEN:
  LAMIA SISTERS
  CULTISTS OF ARESHKAGAL
  
  SCENARIO 4
  Read the Following Aloud:
  T
  he 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!
  4-4D: A KILLER CONUNDRUM
  REWARD
  Each character chooses a type of boon other than loot and adds a non-Basic card of that type from the game box 
  to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with  
  the loot Mythopoeic Sphinx. At the end of each scenario, return the loot to the game box.
  Development:
  A
  t last you knock the orb out of the sphinx’s grip, sending 
  it rolling down a dusty hall. She flails about, screaming 
  in pain as her fiendish features begin to fade. Within moments, 
  she has recovered and looks to you with fatigue and relief.
  “Koth’Vaul. He approached me in the guise of a djinni on the 
  pretense of trading riddles. When I bested him, he offered me a 
  single wish. I asked for a riddle that would reveal a truth I had 
  never fathomed. He granted it along with that orb, telling me it 
  was a clue.” She grits her teeth in shame. “The more I pondered 
  it, the more relentless I became. I began to change, hunger, then 
  transform. He returned only days ago to mock me and show his 
  true form: an immense, scaled demon. Even knowing him for a 
  fiend could not stop my curiosity. I have hurt too many.
  “Let me pose a riddle to you: How can I atone?”
  PLAYERS
  LOCATIONS
  1
  ALTAR OF RIDDLES
  1
  CRYPT
  1
  SCORCHED RUINS
  2
  CHISISEK’S TOMB
  3
  RUINED TEMPLE
  4
  PEASANT TOMBS
  5
  WALLED OASIS
  6
  SCORCHED OBELISK
  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
  HENCHMEN:
  BEHEADED
  BLIGHTWING
  WARRIOR DOLLS
  
  SCENARIO 4
  Read the Following Aloud:
  T
  he 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.
  4-4E: THE SPELLSCAR SHOWDOWN
  REWARD
  The party gets all boons remaining in location decks.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with  
  the weapon Mace of Ruin and 1 character may temporarily replace 1 item in her deck with the item  
  Necklace of Fireballs. At the end of each scenario, return these cards to the game box.
  Development:
  M
  ost of the undead and fiends lie destroyed, and Koth’Vaul 
  vanished just as you cornered him between a hard wall 
  and a pack of ghouls. With your remaining foes scattered, you set 
  off for the maftets’ temporary camp. There, the worst of Ashasar’s 
  conditions have faded thanks to Erayu’s ministrations. Even so, the 
  geniekin admits that the Mana Wastes is a far more extraordinary 
  and difficult challenge than he was ready to admit.
  You aren’t too eager to stick around, either. After all, it’s only a 
  matter of time before another storm hits, and every day you carry 
  the Atramentous Eye increases the chance it begins feeding again.
  If there’s anyone who can suppress its magic and keep it safe, it’s 
  Zarta Dralneen of the Pathfinder Society’s Dark Archive. It’s time 
  to return to Absalom.
  There are bargains to be made and promises to be kept.
  PLAYERS
  LOCATIONS
  1
  GHOUL SQUARE 
  1
  WALLED OASIS
  2
  SCORCHED OBELISK
  3
  SCORCHED RUINS
  4
  CRYPT
  5
  PEASANT TOMBS
  6
  RUINED TEMPLE
  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 (proxy with Mining Construct) and Heqet into the siege 
  deck.
  To win the scenario, a location must be open while the siege deck is 
  empty.
  VILLAIN: NONE
  FIEND HENCHMEN:
  BLIGHTWING
  AGHASH
  ULKRETHS (PROXY WITH FIRE SPIRITS)
  UNDEAD HENCHMEN:
  BEHEADED
  CRAWLING HANDS
  
  ULKRETH
  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.
  CHECK TO 
  DEFEAT
  OR
  COMBAT
  ACROBATICS
  TYPE
  HENCHMAN B
  MONSTER
  16
  12
   
  Illustration by Helge C. Balzer 
   
  © 2018 Paizo Inc. 
  OUTSIDER 
  DEMON
  CONCORDANCE’S FAVOR
  POWERS 
  When this card is discarded from the blessings deck, 
  draw an ally or blessing that has the Acid, Cold, 
  Electricity, Elemental, or Fire trait from the box.
  While this card is on top of the blessings discard pile, 
  on your check that invokes the Acid, Cold, Electricity, 
  Elemental, or Fire trait, after the roll, you may add or 
  subtract a die.
  FAVOR 4
   
   
  ©2018 Paizo Inc.
   
  Illustration by Marko Horvatin 
  KOTH’VAUL
  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 your 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.
  HENCHMAN 4
  TYPE
  MONSTER
  24
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2018 Paizo Inc.
   
  Illustration by Tyler Walpole 
  OUTSIDER 
  DEMON
  RATFOLK PLAGUEBRINGER
  POWERS 
  The difficulty to defeat is increased by twice the 
  scenario’s adventure deck number. 
  All damage dealt by the Ratfolk 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.
  HENCHMAN B
  TYPE
  MONSTER
   
   
  ©2018 Paizo Inc.
   
  Illustration by J.P. Targete 
  RATFOLK
  POISON
  VETERAN
  10
  COMBAT
  CHECK TO 
  DEFEAT
  CALIKANG
  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.
  HENCHMAN 4
  TYPE
  MONSTER
  19
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Ryan Portillo 
  GIANT
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Factions’ Favor  
  Adventure 4: Relic in the Wastes
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  □ Die Bump Gained 
  □ Die Bump Used 
  □ Completed Adventure
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 04/Adventure Card Game Adventure 4-4 Relic in the Wastes.pdf