TEXT: PATHFINDER ADVENTURE CARD GUILD ADVENTURE 1-4
  The Mighty and the Righteous
  
  Mechanical Design •  Tanis O’Connor and Keith Richmond
  Story Design •  Mike Selinker
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Diego de Almeida, Eric Belisle,  
  Eric Braddock, Sam Burley, Fabio Gorla,  
  Miguel Regodón Harkness, and Tyler Walpole
  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
  Interim Organized Play Coordinator • John Compton
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Technical Officer • Vic Wertz
  Chief Operations Officer • Jeffrey Alvarez
  Sales Director • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Finance • Christopher Self
  Finance Team • Ashley Kaprielian, B. Scott Keim
  Licensing Coordinator • Mike Kenway
  Project Manager • Jessica Price
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell
  Editorial Team • Judy Bauer, Logan Bonner,
  Jason Bulmahn, Christopher Carey, John Compton,
  Adam Daigle, Crystal Frasier, Joe Homes, James Jacobs,
  Jason Keeley, Amanda Hamon Kunz, Rob McCreary,
  Mark Moreland, Stephen Radney-MacFarland,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens, 
  James L. Sutter, and Linda Zayas-Palmer
  Technology Manager • Cort Odekirk 
  Tech Team • Christopher Anthony, Winslow Dalpe, Lissa 
  Guillet, Julie Iaccarino, Erik Keith, Scott Spalding, Gary Teter 
   Community Team • Chris Lambertz and Liz Courts
  Customer Service Team • Sharaya Kemp,
  Katina Mathieson, Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins,
  Heather Payne, Jeff Strand, and Kevin Underwood
  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 1-4 The Mighty and the Righteous © 2015 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, and 
  Wrath of the Righteous are trademarks of Paizo Inc.
  Adventure 1-4: The Mighty and the Righteous
  
  ADVENTURE PATH 
  SEASON OF THE RIGHTEOUS
  REWARD
  Illustration by Sam Burley
  Each player chooses 1 of his Pathfinder Society Adventure Card Guild characters.
  That character may treat the loot Scales of Remembrance as if it is in his Class Deck box.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Herald’s Chosen
  2
  War for the Worldwound
  3
  The Lexicon of Paradox
  4
  The Mighty and the Righteous
  5
  Herald’s Vengeance
  6
  The Last Crusade
  DURING THIS ADVENTURE PATH
  After you begin Adventure 2, choose a mythic path card. For the 
  rest of the Adventure Path, when you play a scenario in Adventure 
  2 or higher, the card you chose is your mythic path card. 
  After you begin Adventure 3, when you would banish a bane that 
  has the Basic trait, remove it from the game; when you would 
  banish a boon that has the Basic trait, you may remove it from 
  the game. After you begin Adventure 5, do the same for cards 
  that have the Elite trait.
  T
  he Worldwound tore reality apart at the dawn of the 
  Age of Lost Omens, murdering the nation of Sarkoris 
  and unleashing a ravenous demonic horde upon the 
  world. Only the quick action of several other nations of 
  knights, barbarians, and heroes halted the demon army and 
  contained it within lost Sarkoris. For the next century, crusade 
  after crusade tried to defeat the demons, only to fail time 
  and time again. Their greatest success was the creation of a 
  line of magical artifacts known as wardstones that still stand 
  sentinel along the Worldwound’s border, although they barely 
  manage to contain the demons. The world doesn’t know it yet, 
  but those wardstones are about to suffer a fearsome trial. With 
  courage, cunning, magical might, and a little bit of luck, your 
  band of stalwart adventurers now has a chance to defend the 
  Worldwound and save the world of Golarion.
  
  ADVENTURE 4
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  1-4A: In Another Dimension
  1-4B: With A Bit of a Mind Flip
  1-4C: Madness Takes Its Toll
  1-4D: Time is Fleeting
  1-4E: And The Void Would Be Calling
  THE MIGHTY AND THE RIGHTEOUS
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 item in her deck 
  with the loot Scale of Cloudwalking. At the end of each scenario, return the loot to the game box.
  You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck. 
  (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.)
  This Adventure Requires:
  • The Pathfinder Adventure Card Game: Wrath of the Righteous 
  Base Set, including The Worldwound Incursion Adventure Deck, 
  the Sword of Valor Adventure Deck, the Demon’s Heresy Adventure 
  Deck, and The Midnight Isles Adventure Deck.
  • If you have 5 or 6 players, the Pathfinder Adventure Card Game: 
  Wrath of the Righteous 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.
  Read the Following Aloud:
  W
  ell, this is no good.
  Some weeks back, you gathered in the proud city of 
  Kenabres to join the Herald of Iomedae’s crusade against the 
  demons of the Worldwound. You and your companions were strong 
  and valiant and full of confidence with the Herald at your side.
  What a difference a month makes.
  You broke the pitborn Faxon’s plan to undermine Kenabres 
  and freed Fort Clearwater from the clutches of his demonic 
  allies. Then you attacked the bastion of the Abyss at Raliscrad, 
  but that’s when events began to spiral out of control. A twelve-
  armed demon kidnapped the Herald of Iomedae, and the back of 
  your army was broken. 
  After your defeat, Queen Galfrey summoned you to Nerosyan, 
  the capital of Mendev, to find the Lexicon of Paradox, a book that 
  could seal the Worldwound. With Venture-Captain Varian Jeggare 
  and his hellspawn valet Radovan Virholt, you went in search of 
  the Lexicon. However, demons weren’t your only adversaries. 
  Several of the queen’s spies had been drained of blood.
  Accompanied by Iomedae’s faithful captain Oparal, you 
  followed the trail to the ruined city of Storasta, where a coven 
  of hags bedeviled you with trickery. This led you to an ossuary, 
  where you learned of the witch Areelu Vorlesh’s betrayal of the 
  people of the Worldwound. Yo raced against Varian’s old enemy, 
  Prince Kasiya, to seize the Lexicon of Paradox. Villagers drove you 
  from the town of Valahuv, after you defeated their fiendish false 
  deity, Ommors. Your only choice was to try to sneak through the 
  demon-controlled city of Undarin. Captain Oparal covered your 
  assault as you discovered the Lexicon—but only half of it! That 
  clearly wasn’t enough to close the Worldwound.
  Your trials became more complicated when Captain Oparal 
  appeared to succumb to the charms of Prince Kasiya. Standing 
  against your former ally, you despaired that you would never gain 
  the second half of the Lexicon. But then Oparal stabbed Kasiya, 
  REWARD
  Illustration by Fabio Gorla
  DURING THIS ADVENTURE
  The servitor demon is the henchman Vulture Demon.
  In locations that have the Abyssal trait, ignore the Outsider trait 
  on banes.
  and you seized an opportunity. You battled against the succubus 
  Yavalliska, who sought to gain all the power of the Abyss for herself. 
  By defeating her, you gained the final portion of the Lexicon. 
  Varian seized the pages, completing the mighty book.
  If only you had the chance to enjoy your victory! The succubus 
  shrieked as the tendrils of the Abyss reached out of the rift to 
  claim her—and clutched you as well. As the portal closed behind 
  you, you found yourself deep in the very Abyss itself, surrounded 
  by the forces of chaos with no clear possibility of return. So you 
  have that going for you.
  It’s last call in the Abyss. You don’t have to go home, but you 
  can’t stay here.
  
  SCENARIO 4
  Read the Following Aloud:
  A
  s you hurtle through the rift to the Abyss, you feel the gaze of 
  a powerful entity scrutinizing you. A fiery-haired demon-
  angel stares you down, aiming a flaming arrow. You get the 
  sense that this adversary is someone you do not want to fight.
  “Outsiders!” she shouts, and you instantly realize you have 
  been using that word incorrectly all this time. You think of 
  demons as outsiders, but that’s when they’re on your plane. You’re 
  in their house now, and you are the outsiders here.
  “I am Shamira, the protector of this plane,” she says. “You 
  have entered the Midnight Isles, the realm of the demon goddess 
  Nocticula. The islands of this realm are built out of the carcasses 
  of the demon princes she has slain. If mighty lords can fall 
  before her gaze, what makes you think you will survive here?”
  In the face of such a powerful entity, parlay is probably the 
  proper  course. One of your companions speaks. “We are the 
  champions of Iomedae, and we are here to end your sway over the 
  Worldwound. We do not fear for our survival, for we are blessed 
  by the Inheritor.” Your other companions brace for an assault, 
  just in case Shamira chooses to respond to this bold statement 
  with a fusillade of flaming projectiles.
  “I admire your forthrightness, champions,” Shamira says. 
  “You smell so deliciously powerful to me, so I will not slay you 
  on the spot. But you should know that you are most unwelcome 
  here. We must determine your suitability to survive in our 
  realm. Below us is the city of Alushinyrra, beholden of Nocticula. 
  Champions of all sorts come here to impress the goddess. Some 
  of them even survive. 
  “I will be monitoring your progress along the way. If you have 
  proven yourselves against me and the demons of my realm, you 
  may live through this experience… for today, at least.”
  1-4A: IN ANOTHER DIMENSION
  REWARD
  Each character draws an armor or a blessing from the box.
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 spell 
  in her deck with the loot Transmogrify. At the end of each scenario, return the loot to the game box.
  Development:
  C
  ombat in the Midnight Isles is not entirely without its merits. 
  When you kill demons here, the humiliation of their defeat 
  must sting all the more. But you are not making progress in 
  your quest to get home.
  With Shamira on your tail, you dive through the gaping rift 
  out of Alushinyrra. The fiery protector has toyed with you long 
  enough. You must continue on your journey out of the Abyss.
  There’s no rest for the wicked... or respite for the righteous. 
  After plummeting through the rift, you plunge into the 
  brackish waters of the Abyss. These waters are fed by the River 
  Styx, so you’ll need to find a way out of their depths. Spotting 
  the shores of the Midnight Isles, you swim toward landfall. 
  There will still be demons there, but at least you’ll be dry.
  PLAYERS
  LOCATIONS
  1-6
  ABYSSAL RIFT
  1-6
  SEE ABOVE
  DURING THIS SCENARIO
  When setting out location decks, add a random location that has the 
  Abyssal trait other than Battlebliss or Rapture of Rupture. 
  When you permanently close a location, banish its location deck, 
  display  the  location  card  next  to  the  scenario  card,  and  move  all 
  characters  at  that  location  to  the  Abyssal  Rift.  If  the  number  of 
  location cards displayed is less than the number of characters plus 1, 
  summon and build a random location that has the Abyssal trait other 
  than Battlebliss or Rapture of Rupture.
  Treat  the  henchman  Shamira  as  the  villain.  When  Shamira  is 
  defeated, put a marker on the scenario card, then shuffle Shamira 
  into a location other than the Abyssal Rift. You win the scenario only 
  when the number of markers exceeds the number of characters.
  At the start of your turn, draw 1d4 cards. 
  At  the  end  of  your  turn,  after  you  reset  your  hand,  recharge  
  1d4 cards.
  VILLAIN:
  SHAMIRA (HENCHMAN)
  HENCHMEN:
  BRIMORAKS (PROXIES FOR HARVESTERS)
  Illustration by Eric Braddock
  
  SCENARIO 4
  Read the Following Aloud:
  Y
  ou clamber out of the River Styx, struggling to get the 
  stink of the charnel waters off you. Overhead, the flapping 
  of horrid wings distracts you from your struggle. You can 
  sense malice directed at you… and hunger. Guttural chanting 
  echoes from every direction.
  On the shore, a nattering demonling runs up to you and pokes 
  at your boots in slavering anticipation. “You have skin!” it says. “I 
  eat your skin!”
  No doubt a single swing of your blade would end this wretch’s 
  time on this plane. But this is an opportunity, and it’s time to 
  seize it.
  “We have some questions,” you inform the creature. “We’ll give 
  you this boot if you tell us.”
  “Boot for Jibbli!” he says. “Whatchoo wanna know?”
  “Where are we, and who wants us dead here?” you ask.
  “Oh, ebbrybody! You in the realm of Defiled One! He ain’t 
  no fun!”
  It’s best to gain some more information. You ask, “Defiled 
  how, exactly?”
  “He’s an angel! ’Cept kinda headless. Angels don’t like their 
  heads getting bit off!”
  Oh, that’s lovely. If you’re lucky, you can make it out of this realm 
  without encountering an angel that’s been perverted by the Abyss. 
  Or the thing that bit its head off.
  “At least you get to fight the dragon!” Jibbli says. “Melazmera will 
  eat your bones! Before she kills you! Is entertainment!”
  Great. Now that he’s told you all he knows, this talkative demon is 
  probably a liability. You’d better do something to end the possibility 
  that he informs the angel or the dragon of your presence.
  “Here’s the left boot, Jibbli,” you say as he leaps upon the prize.
  “Jibbli’s greatest wish fulfilled!” he says.
  “And if you promise not to tell anyone we’re here, we’ll give you 
  the matching right boot.”
  “Okay!” Jibbli says. “What’s a ‘promise’?”
  1-4B: WITH A BIT OF A MIND FLIP
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a blessing in your deck with a 
  blessing that has the Corrupted trait from the game box. At the end of each scenario, return that blessing to the game box.
  VILLAIN: NONE
  HENCHMEN:
  MELAZMERA
  DEMONIACS OF BAPHOMET
  Development:
  Y
  ou found the source of the endless chanting. The demoniacs 
  of Baphomet aimed to keep you lost and insane forever. But 
  you’re used to killing cultists of Baphomet, no matter how 
  demonic, so you managed to snicker-snack your way to freedom. 
  The last demoniac screamed of Hepzamirah, a chosen of 
  Baphomet leading them to destroy the nation of Mendev. She 
  must know your way home, so it’s time to pay her a visit.
  Oh, wait. You still need to give Jibbli the boot.
  DURING THIS SCENARIO
  After  you  add  henchmen  to  location  decks,  divide  each  deck 
  in half to create 2 decks for each location card. Treat each as a 
  separate location. When you close a location, banish both of its 
  location decks.
  At the end of your move step, if you are at an open location, roll 1d6. 
  If the result is odd, move to the other deck for your location card.
  The  first  time  during  this  scenario  that  a  henchman  would  be 
  encountered  in  a  location  deck,  exchange  it  for  the  villain  The 
  Defiled One. You win the scenario only when you defeat and corner 
  The Defiled One.
  PLAYERS
  LOCATIONS
  1
  HAREM OF ARDENT DREAMS
  1
  LOCUST SHRINE
  1
  MOLTEN POOL
  2
  HARVESTER’S PIT
  3
  BEFOULED ALTAR
  4
  GRINDER
  5
  QLIPPOTH RUNESTONE
  6
  SANCTUM
  Illustration by Miguel Regodón Harkness
  
  SCENARIO 4
  Read the Following Aloud:
  Y
  ou have not enjoyed your time in the Abyss. Drawn in through 
  a rift, you confronted the blazing protector Shamira, who 
  ran you out of the demonic city of Alushinyrra. Then you 
  crashed through a portal and fell into the River Styx, a most 
  awful experience. Coming ashore, you met a demonling who 
  informed you of a mighty dragon named Melazmera and the 
  fallen angel lord of this realm, the Defiled One.
  Neither one was particularly easy to fight off, but you 
  managed. Both the dragon and the headless angel remained to 
  torment the beings of this realm, but you survived. Now you’re 
  heading to blighted lands on the isle of Colyphyr. Perhaps by 
  going further into the darkness, you might find the exit from 
  the Abyss. You’ve had worse ideas, anyway.
  Ahead lies the citadel of the priestess Hepzamirah, the 
  daughter of the demon lord Baphomet. The goat god rules 
  another realm of these Abyssal lands, and his demoniac 
  priests are everywhere. Yet here on the isle, even the priests 
  seem to have forsaken this place. It is a profoundly off-putting 
  environment, troubled by wafting miasmas and roiling pools 
  of acid. Many things live here, but none of them seem friendly.
  The most offensive places are in the mines. From inside 
  these gaping chasms comes a brain-melting spiral of gases. 
  You can feel the gas drilling holes in your mind. It seems to be 
  interacting with the aftereffects of your bath in the River Styx. 
  You’ll have to be especially alert to get through this realm.
  The worst aspect is the loud buzzing coming out of the 
  mines. In mere moments, the creatures making that buzzing 
  sound begin soaring out of the mines. Safety and sanity are far 
  behind you now. Surrounded by swarms of demonic insects, 
  you must prepare for the vescavors’ insane onslaught.
  1-4C: MADNESS TAKES ITS TOLL
  REWARD
  Each character chooses weapon or spell and draws a card of that type from the box. 
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 weapon in her 
  deck with the loot Blancher; up to 2 players may temporarily replace 1 blessing with the loot Blessing of Nocticula. At the 
  end of each scenario, return the loots to the game box.
  Development:
  W
  all after wall of whirling blades covers Hepzamirah’s 
  escape. You will not slay the daughter of Baphomet this 
  day. More importantly, that means you won’t have Baphomet 
  angry at you... for today, at least.
  You now know more than you did before. The way out of the 
  Abyss is known to several powerful entities on this strange 
  island. The time is right for you to confront the denizens of 
  this demonic plane, so you can demand they reveal your path 
  to freedom. Who would dare deny you that? Surely when faced 
  with a force of your ilk, even the armies of the Abyss will fall 
  away in fear.
  And if not, at least there will be a lot fewer of them tomorrow.
  DURING THIS SCENARIO
  All damage dealt by villains and henchmen is Poison damage.
  After you defeat a villain or a henchman, each character at 
  your location is dealt 1 Poison damage.
  PLAYERS
  LOCATIONS
  1
  ABYSSAL RIVER
  1
  GRINDER
  1
  QLIPPOTH RUNESTONE
  2
  LOCUST SHRINE
  3
  WOUNDED LANDS
  4
  TORTURE CHAMBER
  5
  MOLTEN POOL
  6
  HARVESTER’S PIT
  VILLAIN:
  HEPZAMIRAH
  HENCHMEN:
  VESCAVOR SWARM
  Illustration by Eric Belisle
  
  SCENARIO 4
  Read the Following Aloud:
  Y
  ou have learned that three powerful demonic entities know 
  the way out of the Abyss. You have faced all three before. 
  Unfortunately, they’re aware of your arrival on this plane, 
  so you only have enough time to assault the fortress belonging 
  to one of them. Should you fail, the others will solidify their 
  defenses against you.
  Your first choice is the flame-haired demon Shamira, 
  protector of Nocticula. Shamira rules over Battlebliss, the 
  gladiatorial pits of the Abyss. When you last saw her, she was 
  slinging blazing arrows at your backs as you catapulted out of 
  the city of Alushinyrra. She did not seem desirous of your return.
  Your second choice is the headless angel known as the Defiled 
  One. Perverted by the whims of Baphomet, this fallen angel rages 
  against the forces of good with all the fervor with which he once 
  protected them. Your last encounter with him was not pleasant; 
  you had to fight him twice. He’s not going to tolerate a third fight. 
  Finally, your third choice is Hepzamirah, the daughter of 
  the goat lord Baphomet. Hepzamirah controls the mines from 
  which the poisonous Nahyndrian crystals have been unearthed. 
  Now that you have learned her plans, she is likely to try to silence 
  you before you return that knowledge to the Material Plane.
  One of these beings is going to tell you the way out of the Abyss 
  or die trying to protect that secret. Which will you choose?
  1-4D: TIME IS FLEETING
  REWARD
  You may earn only one of the following, even if you replay the scenario.
  • If the party defeated Shamira, for the rest of the Adventure Path, when setting up each scenario, 1 character may 
  temporarily replace a weapon in her deck with the loot Firebow.
  • If the party defeated Hepzamirah, for the rest of the Adventure Path, when setting up each scenario, 1 character may 
  temporarily replace an item in her deck with the loot Fasciculus Labyrinthum.
  • If the party defeated The Defiled One, for the rest of the Adventure Path, when setting up each scenario, 1 character may 
  temporarily replace an item in her deck with the loot Talisman of True Faith.
  At the end of each scenario, return the loot to the game box.
  Development:
  H
  epzamirah, Shamira, the Defiled One—all of them guarded 
  the secret of your escape. You made the right call, carefully 
  choosing which to wrest that information from. Now you head to 
  the rift that will provide your voyage home: the Midnight Fane.
  In this realm of grim places, this might be the grimmest of 
  all. A wall of crimson fire surrounds the Fane. Demons and 
  other foul creatures await you beyond the flames, where you 
  must face hazards like none you have seen before in all your 
  days. 
  Despite overwhelming adversity, you must seek the Heart of 
  the Fane. If you can master that realm’s beating heart, you will 
  control your destiny. If not, you will surely perish in the Fane.
  DURING THIS SCENARIO
  Before  setting  out  locations,  choose  the  henchman  Shamira, 
  the villain Hepzamirah, or the villain The Defiled One.
  If  you  choose  Shamira,  use  the  villain  Gelderfang.  When 
  Gelderfang  is  defeated  and  would  be  cornered,  banish 
  Gelderfang  instead  and  each  character  summons  and 
  encounters the henchman Shamira. Then, instead of your first 
  exploration  on  a  turn,  you  may  choose  for  all  characters  to 
  summon  and  encounter  Shamira.  You  win  this  scenario  only 
  when all characters defeat Shamira during the same turn.
  If  you  choose  Hepzamirah,  use  the  villain  Hepzamirah  and 
  add the location Sanctum. During the first exploration of your 
  turn, if you fail a check to acquire, summon and encounter the 
  henchman Fiendish Minotaur.
  If you choose The Defiled One, use the villain The Defiled One 
  and add the location Harvester’s Pit. When you play a blessing, 
  discard a card. 
  PLAYERS
  LOCATIONS
  1
  HAREM OF ARDENT DREAMS
  1
  MOLTEN POOL
  2
  LOCUST SHRINE
  3
  BEFOULED ALTAR
  4
  TORTURE CHAMBER
  5
  ABATTOIR
  6
  CAVERN
  VILLAIN: SEE BELOW
  HENCHMEN:
  URSATHELLA
  MUTASAFEN
  KRALISQ
  NEZIRRIUS
  LUST DEMON
  KESTOGLYR MANTIEL
  MINAGHO
  
  SCENARIO 4
  Read the Following Aloud:
  T
  he Midnight Fane may be the most stereotypically abyssal 
  locale of any place you’ve been in the Abyss. It is quite 
  literally a wall of fire surrounding the most foul of charnel 
  pits. Somewhere in here is the still-beating Heart of the Fane, 
  the core of evil that unites this realm. Gain that, and you will 
  gain your way home.
  You have braved much to reach this point. You battled the 
  demoness Shamira in the city of Alushinyrra. You confronted 
  the fallen angel known as the Defiled One in his island realm. 
  And you braved the wrath of the priestess Hepzamirah, the 
  daughter of Baphomet, as she mined Nahyndrian crystals for a 
  foul plot against the nation of Mendev. You have suffered much, 
  but now you can see the Fane at last.
  First, you’re going to have to fight your way there. It is 
  not surprising that there are many demons here. You now 
  see something far more surprising: an army of ash giants 
  has  apparently mustered to prevent your escape. Apparently, 
  you know too much to be allowed to bring your knowledge 
  of this benighted realm to Queen Galfrey and her armies on 
  the Material Plane. Arcanists and occultists have scrutinized 
  ancient tomes to gain mere hints of what dwells within this 
  realm, but you have witnessed firsthand what few have seen. 
  Of course, if the ash giants can prevent your return, those dark 
  secrets will die with you.
  To avoid being overwhelmed by patrols of titanic monsters, 
  you must take a far more stealthy and circuitous route, seeking 
  the elusive Heart while avoiding the main forces of the giants. 
  Just because they threw you a party doesn’t mean you are 
  obligated to attend.
  1-4E: AND THE VOID WOULD BE CALLING
  REWARD
  Each character chooses item or ally and draws a card of that type from the box.
  Each player chooses one of her Pathfinder Society RPG characters. That character may treat her Fame score as 5 higher 
  when purchasing weapons that have the negating property.
  Development:
  A
  s you pass into the rift, the source of the powerful good aura 
  becomes apparent. A band of heroes flying the banner of 
  Queen Galfrey is righteously battling its way through demonic 
  hordes to get into the Abyss. These worthies have different faces 
  and clothing than your stalwart band, but they share your goals: 
  they’re fighting to shutter the Worldwound in the queen’s name.  
      Your companions call to them, but the chaotic battlefield 
  complicates communication. You get through just in time as 
  the rift collapses, transforming into a stone wall behind you.
  Waiting for you beyond the sealed rift is Queen Galfrey, 
  holding the Lexicon of Paradox that you helped secure. She is 
  finishing a ritual to dispel evil and close the rift permanently. 
  “Praise be to the Inheritor!” she shouts, and there is a great cheer 
  from the assemblage of warriors behind her. “We assumed you 
  were lost forever!” You assure her that reports of your demise 
  were greatly exaggerated, but there’s no heart in your jest. You 
  are banged up and drained from your time in the Abyss.
  “Come, gather close,” she says. “We sent another cadre of 
  heroes into the Abyss to seal the Worldwound from the inside. 
  We’ll use the Lexicon to close it from here. Our victory is in 
  sight, thanks to you. We can only hope that they will fare as 
  well as you have.” Fare as well as you have? You would not wish 
  that fate on your fiercest enemy. 
  Despite the weariness that plagues you, you take heart in the 
  queen’s spirit. Renewed in your resolve, you prepare for your 
  final push against the demons of the Abyss.
  DURING THIS SCENARIO
  Characters at other locations cannot play cards or use powers 
  on your checks.
  PLAYERS
  LOCATIONS
  1
  ABYSSAL RIFT
  1
  GRINDER 
  1
  LOCUST SHRINE
  2
  MOLTEN POOL
  3
  BEFOULED ALTAR
  4
  RAPTURE OF RUPTURE
  5
  SANCTUM
  6
  ABYSSAL RIVER
  VILLAIN:
  HEART OF THE FANE
  HENCHMEN:
  BRIMORAKS (PROXIES FOR ASH GIANT THUGS)
  But wait! Maybe they’re not here for you at all! As you arrive, 
  sounds of battle resonate from within the rift. Strange figures 
  await—not strange in the sense of fangs and wings and evil 
  intents, but strange in the sense of an overwhelming aura of 
  good and righteousness. That benevolent aura is clashing with 
  demons, as an unknown force is embroiled in turmoil.
  While you are trying to get out of the rift, something else is 
  trying to get in.
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Righteous  
  Adventure 4:  
  The Mighty and the Righteous
  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 01/Adventure Card Guild Adventure 1-4 The MIghty & the Righteous.pdf