TEXT: YEAR OF ROTTING RUIN—ADVENTURE 4
  STORYBOOK: WHAT STALKS THE SHADOWS
  
  Read the Following Aloud:
  Lastwall is dying, and the Whispering Tyrant 
  has killed it. 
  A noble nation of paladins and knights, 
  Lastwall was created to watch over the 
  prison of the undead Whispering Tyrant. The 
  notorious lich was locked away 900 years 
  ago in the province of Virlych in neighboring 
  Ustalav. Ever vigilant for the lich’s return, 
  Lastwall also protected civilized lands from 
  orc hordes, roaming undead, and other evils. 
  Yet in his imprisonment, the Whispering 
  Tyrant planned for his freedom and his revenge. 
  Armed with a devastating superweapon of his 
  own design, the Whispering Tyrant obliterated 
  Lastwall’s capital of Vigil and blasted open his 
  prison. Now, the lich who tyrannized the Inner 
  Sea region a millennium ago has returned. 
  His undead minions and mortal cultists travel 
  freely through Lastwall, slaying its guardians 
  and shattering its castles. Lastwall’s final hope 
  is the white-walled city of Vellumis, a trading 
  port on Lake Encarthan. Lastwall’s remaining 
  bureaucrats organize fleets of evacuees from 
  Vellumis daily, shepherding people out of the 
  dying nation to safer lands.
  Yet hard times are times for heroes. The 
  Pathfinder Society, a world-spanning group of 
  treasure hunters and lore seekers, maintains a 
  presence in Lastwall. Few Pathfinders in Vigil 
  survived, and those who did rushed to Vellumis 
  to aid the evacuation efforts and rejoin with 
  Vellumis’s Pathfinders. From Vellumis, the 
  Pathfinders can coordinate rescue efforts in 
  the Lastwall countryside and take the fight 
  against evil into haunted Virlych itself.
  Some have given the dying nation of 
  Lastwall a new name: the Gravelands. Yet even 
  in the grim face of death, champions must rise.  
  Lastwall
  Lastwall
  Ustalav
  Ustalav
   • Vellumis
   • Vellumis
   • Boursonne
   • Boursonne
   • Vigil
   • Vigil
   • Ardis
   • Ardis
  INNER SEA
  INNER SEA
  Scenario Design • Keith Richmond
  Story • Diego Valdez
  Editors • Mike Selinker and Vic Wertz
  Graphic Designers • Sonja Morris and Tony Barnett
  Cover Artist • Firat Solhan
  Interior Artists • Roberto Pitturru, Dave Rapoza, Firat 
  Solhan, Richard Suwono, and Sam Yang
  Cartographer • Rob Lazzaretti
  Organized Play Manager • Tonya Woldridge
  Organized Play Lead Developer • Linda Zayas-Palmer 
  PACG Development Team • Chad Brown, Tanis O’Connor, 
  Paul Peterson, Keith Richmond, Aviva Schecterson, 
  Mike Selinker, Liz Spain, Gaby Weidling, and Skylar 
  Woodies, based on a game concept by Rian Sand
  © 2019 Paizo Inc. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, and Curse of the Crimson 
  Throne are trademarks of Paizo Inc.
  
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  Adventure 4—What Stalks the Shadows
  Build the Vault: The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of 
  the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove 
  any Level 0 and 1 non-Veteran, non-blessing boons.
  DURING THIS ADVENTURE PATH:
  DURING THIS ADVENTURE PATH:
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  3
  
  Scenario 4A: Intrigue in Ardis
  Read the Following Aloud:
  Your return to Vellumis is bittersweet. By the 
  time you arrived at the Fortress of the Quiet 
  Shield, all of its holy warriors had already 
  fallen to the forces of the lich Trazavai—some 
  slain in combat, others convinced to serve in 
  exchange for their lives. But you’ve put an end 
  to the lich’s plans, slaying him and destroying 
  his means of reviving again. And you’ve 
  recovered the sacred relic of Iomedae that 
  the fortress was founded to protect. When 
  you give your report to Venture-Captain Evni 
  Zongnoss, she praises your decisive action in a 
  difficult situation, and for a few days, you take 
  a well-earned rest.
  All too soon, however, Zongnoss summons 
  you back to her office. When you arrive, she 
  already has honeyed tea ready for you. “What 
  I’m about to tell you shouldn’t leave this room. 
  We have spies within the Whispering Tyrant’s 
  forces. They have reported that something is 
  going on in Ustalav, in the city of Ardis. Exactly 
  what, they have been unable to discern. You 
  are better equipped to infiltrate the city than 
  the Knights of Lastwall, particularly if you 
  keep your Pathfinder affiliation hidden. The 
  Society does not maintain a lodge in Ardis, so 
  you’ll be on your own out there. Go to Ardis, 
  root out the Whispering Tyrant’s plans for it, 
  find his agents, and report back to me.”
  Your trip to Ardis is relatively uneventful 
  for a journey through the Tyrant-blighted 
  Gravelands, marked only by occasional 
  skirmishes with bands of roving skeletons 
  and zombies. Even these troubles abate as 
  you approach Ardis, and you find the city in a 
  downright festive mood. The people are more 
  than happy to share the source of their good 
  cheer. They explain that forty years ago, Ardis 
  was the capital and crown jewel of Ustalav. 
  Then the capital was moved to Caliphas, and 
  Ardis has been in decline ever since. But the 
  close proximity of Caliphas to the Gravelands 
  has recently caused a good deal of unease and 
  fear in the people of Ustalav. Additionally, an 
  unnamed wealthy family from far away has 
  begun filling Ardis’s coffers. The people of 
  Ardis are confident that they will soon regain 
  the prestige of being the nation’s capital.
  Not everyone is happy about these 
  developments, though. The recent events with 
  the Whispering Tyrant are adding to the anxiety. 
  The secret nature of the city’s benefactor also 
  has some of the city’s residents uneasy about 
  what kind of deal is being brokered with this 
  family and what they have in mind for the city. 
  Protests have been popping up with increasing 
  frequency, accompanied by counterprotests 
  from those fearful of losing the mysterious 
  family’s patronage. The situation has grown 
  increasingly tense, bringing with it sporadic 
  waves of violence and destruction that have 
  only fanned the flames.
  Between finding the right people to 
  discreetly learn more about this family, asking 
  the right questions, and dodging the angry 
  mobs, this is not going to be easy. But you’ve 
  dealt with worse.
  4
  
  Development:
  Your work has paid off! Mostly.
  You’ve learned the name of the patron 
  family—the Lupescinovs—and you’ve found 
  the name of one person who has met with 
  them directly. Countess Solismina Venacdahlia 
  is reclusive, but she is known for her vanity. 
  Playing to that should get you the information 
  you need.
  Time to dress up. These nobles need a lot of 
  flattery to get through their days.
  STORY BANES
  STORY BANES
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  5
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  
  Scenario 4B: Rock and Steel
  Read the Following Aloud:
  Following the trail of a mysterious family 
  bankrolling the potential new capital of Ustalav, 
  you discover that Countess Venacdahlia’s estate 
  is easy enough to find. A dour man in servant’s 
  attire greets you at the door. After looking you 
  up and down, he leads you to a sitting room and 
  offers you refreshment. Though no other guests 
  arrive during this time, the countess keeps you 
  waiting for over an hour. When she finally calls 
  you in, you compliment everything from her 
  family’s achievements to the waiting area decor 
  to her personal beauty. You even believe some of 
  the things you say.
  The praise works like a 
  charm, and the countess soon reveals what she 
  knows about the Lupescinov family. Their estate 
  is on the Senir River, just north of Chastel. She 
  hadn’t heard of them until recently, but once 
  she had a chance to meet them, she judged 
  them an affable and trustworthy family with 
  an appreciation for good taste. You divine that 
  her assessment should be taken with a grain 
  of salt, as you personally saw how she is quick 
  to value those who come to her with honeyed 
  words. The Lupescinovs told her that their only 
  plans for Ardis are to bring it prosperity, but you 
  doubt the situation is that simple. You need to 
  pay the mysterious family a visit, and now you 
  know where to go. But your travels have been 
  long, so first you need a good night’s rest.
  As you head back to your inn, the towering 
  gothic buildings so common to Ustalav—
  foreboding in the best of circumstances—
  feel more ominous than ever. The grotesque 
  gargoyles on the soaring ramparts of so many 
  buildings seem to watch you. From behind 
  you, soft sounds of rock scraping against rock 
  occasionally grab your attention. When you 
  turn back, no matter how fast you pivot, you see 
  nothing following you. Still, you could swear that 
  some gargoyles are in more threatening postures 
  than when you first passed them. It could be a 
  trick of your mind; after all, the atmosphere of 
  the place is heavy and dour, and the knowledge 
  that the Whispering Tyrant’s allies could be 
  lurking anywhere has your senses on high alert. 
  Once again you hear the sound of rock 
  scraping rock, and once again you spin around. 
  Your instincts were correct: this time, the statues 
  keep moving. They slowly stand and spread their 
  wings before leaping down, claws extended 
  and teeth bared in a parody of a grin. You’re 
  surrounded! Gargoyles don’t attack just anyone 
  walking through the city; someone doesn’t like 
  you snooping around. 
  Why can’t these things ever be easy? 
  Someday you’ll get a mission where you ask 
  some questions, get the answers you need, and 
  go home no worse for wear. Today is not that day.
  6
  
  LOCATIONS
  LOCATIONS
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  The stony, fractured forms of gargoyles 
  litter the street around you. The rest of the 
  way back to the inn seems to take forever 
  as you carefully scan each rooftop for 
  another ambush. The warmth of the inn’s 
  hearth provides a welcome reprieve from the 
  oppressive gloom of the streets.
  Tomorrow, you’ll travel to the Lupescinov 
  estate and solve this riddle. Someone sent 
  those gargoyles after you, and they have to 
  know you survived. They’ll come for you, so 
  whatever sleep you get is going to have to be 
  light. This assumes the night doesn’t bring its 
  own terrors.
  Setup
  Setup
  7
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  
  Scenario 4C: Who Needs Sleep?
  Read the Following Aloud:
  Before crawling into bed, you take a few 
  minutes to ward your room with magical 
  alarms and alchemical traps, in case whoever 
  decided to kill you makes another attempt 
  in the night. You plan to sleep lightly, but as 
  soon as you lie down, the exhaustion from 
  the day’s strenuous events catches up to you. 
  You began your day in high society, gaining 
  answers about who was behind the efforts to 
  get Ardis declared Ustalav’s new capital. You 
  ended it with a clash with the gargoyles of the 
  city’s rooftops.
  The shriek of your magical alarms startles 
  you awake. A figure in blood red armor, with 
  the helmet of a praying mantis, struggles to 
  untangle itself from the trap you rigged up 
  over the door. But the assassin isn’t alone; 
  several others fill the room. The odds aren’t in 
  your favor. You lunge for the window, avoiding 
  the trap you set there. While the obstacle 
  won’t do much harm, hopefully it will at least 
  slow down any pursuit. You hit the ground 
  running, and as you pass by one of the bars 
  you hear voices shouting, “There! There’s the 
  outsiders causing all the trouble!”
  More shouts come from all directions; 
  clearly someone has been spreading rumors 
  about you. From what you can make out, you’re 
  responsible for just about every problem and 
  misfortune in the entire city. Your day must 
  have been a lot busier than you remember.
  As mobs start to form, it becomes more and 
  more difficult to find a clear path through the 
  streets. You may be able to talk down some of 
  them, but all of them? Unlikely. You scramble 
  to think of where you can go. Everywhere is 
  filled with angry people, and each wants a 
  piece of you. As you run, you can see shadows 
  flitting through the darkness. Probably more 
  assassins. You won’t be able to evade them 
  forever. You’ll need to make a stand against 
  them, then deal with the mobs. And killing 
  the townsfolk is not an option; you’re going to 
  have to find another way to deal with them. 
  But you can burn that bridge when you come 
  to it. 
  Your muscles complain at your rapid pace, 
  but adrenaline keeps you going. Assassins 
  and mobs are just another night in the life of 
  a Pathfinder.
  8
  
  LOCATIONS
  LOCATIONS
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  The assassins and the mobs have all been 
  dealt with. You’ve been asking a lot of 
  questions about the Lupescinovs, and it can’t 
  be a coincidence that the gargoyle ambush, 
  the assassins, and the riled mobs all came for 
  you after you discovered the family’s name 
  and where to find them. They learned what 
  you were doing alarmingly fast; you have to 
  presume they’re also aware how much you’ve 
  learned about them.
  On the bright side, your decision to remain 
  undercover has probably kept other Pathfinder 
  agents in the region from their notice.
  You run all of the way out of town into the 
  nearby woods, taking shelter under a pile of 
  fallen trees. With no immediate threat, you fall 
  asleep quickly.
  This time when you wake, there are no 
  assassins facing you. You’re fully rested; it’s 
  time to visit the Lupescinov estate.
  Setup
  Setup
  9
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  
  Scenario 4D: The Tigers’ Den
  Read the Following Aloud:
  You remain on high alert as you make your 
  way to the Lupescinov estate. Your vigilance 
  serves you well; you get the drop on two 
  different groups of “bandits” poised to ambush 
  you along the road. Once defeated, they make 
  no secret of their true allegiances. 
  Strangely, when you arrive at the estate, 
  you find no one outside. You expected house 
  guards or at least some kind of resistance 
  to your entry. Instead, it’s eerily quiet. No 
  one challenges you as you walk right up to 
  the door. Knocking seems unnecessary at 
  this point. But it’s a ridiculous and amusing 
  thought.
  You burst through the door and find 
  yourself facing a man on a flight of stairs 
  directly in front of the door. “I see you’ve let 
  yourself in. Murderous thieves breaking into 
  my house? I will have to defend myself. With 
  your reputation in town no one will question 
  that. You should have left things alone.” That 
  heaviness, the foreboding you’ve been feeling 
  since you arrived in Ardis, comes back full 
  force. This is the terrible thing you’ve been 
  expecting since you arrived.
  “Of course, I can’t do anything looking like 
  this,” he says. “That would just be gauche.” 
  The man’s form begins to blur and contort. 
  The way his fingers and legs bend make it clear 
  that he is far less human then he appeared. 
  His head shifts into that of a large tiger, and 
  his hands twist around until his palms face 
  entirely backwards.
  “You have tangled with someone well 
  beyond you. Now you’ll be dead, and I’ll 
  control Ardis.”
  You certainly see that he is a rakshasa, a 
  fiend known for its tyrannical, manipulative, 
  and greedy ways. His arrogance reminds you 
  of Trazavai, though this one has at least spared 
  you the theatrics of a monologue. He gestures 
  dismissively as he turns his back to you and 
  ascends the stairs. From the shadows around 
  you, more rakshasas appear. As you ready 
  your weapons, movement above catches your 
  attention. More gargoyles. Just getting to the 
  rakshasa is going to be a tough fight.
  10
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  The rakshasa patriarch falls before you. As 
  death comes for him, he rasps out to you, 
  “You fools. You ignorant fools. You’ve doomed 
  Ardis. I am what stands between it and the 
  Whispering Tyrant. Without me, it will fall 
  to his minions. I would have been a far more 
  merciful ruler. You may have killed me, but you 
  still lost. And what a loss it is!” His eyes roll 
  back and, with his last breath, he chuckles.
  Well, that was unexpected: the rakshasas 
  don’t appear to have been in league with the 
  Whispering Tyrant at all. But they do seem 
  to have known about his plans for Ardis. And 
  the one you just took down won’t be able to 
  tell you about his own grand schemes or what 
  he knows of the Whispering Tyrant’s plans. 
  There are probably clues to both mysteries 
  somewhere; you just have to find them.
  The fate of Ardis, and every soul that lives 
  in it, depends on you. No pressure, though.
  LOCATIONS
  LOCATIONS
  Setup
  Setup
  11
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  ADVENTURE 4: WHAT STALKS THE SHADOWS
  
  Standalone Adventure #1:  
  Standalone Adventure #1:  
  A Night at Bloodthorne Manor
  A Night at Bloodthorne Manor
  Rest in Peace!
  Rest in Peace!
  What begins as a children’s dare to stay overnight in an abandoned manor proves far more than anyone 
  bargained for. Are these strange occurrences the fault of the mysterious people who have taken up residence 
  in the dilapidated ruin, or are supernatural forces at play?
  A standalone four-scenario adventure for tiers 1–4. Scenario design by Keith Richmond; story by  
  Jaym Gates and Linda Zayas-Palmer.
  12
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Adventure Card Game/PF2 ACG Year of Rotting Ruins - Adventure 04 What Stalks the Shadows.pdf