TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 3-2
  Secrets Below the Sands
  
  Mechanical Design •  Keith Richmond
  Story Text • Linda Zayas-Palmer 
  Story • John Compton, Amanda Hamon Kunz,  
  Keith Richmond, Mark Seifter, Linda Zayas-Palmer,  
  and Tonya Woldridge
  Editors • Mike Selinker and Vic Wertz
  Season Coordinator • Tonya Woldridge
  Contributing Artists • Miguel Regodón Harkness, 
  Forrest Imel, Tyler Jacobson, and Miroslav Petrov
  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 Coordinator • Tonya Woldridge
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Director of Licensing • Mike Kenway 
  Project Manager • Jessica Price
  Sales Associate • Cosmo Eisele 
  Marketing Director • Jenny Bendel
  Pathfinder Roleplaying Game Team • Judy Bauer,  
  Logan Bonner, Jason Bulmahn, Christopher Carey, John Compton,
  Adam Daigle, Crystal Frasier, James Jacobs,
  Jason Keeley, Amanda Hamon Kunz, Lyz Liddell, Rob McCreary,
  Mark Moreland, Stephen Radney-MacFarland, Joe Pasini,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens,  
  James L. Sutter, Josh Vogt, and Linda Zayas-Palmer 
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Customer Service Team • Sharaya Copas, Katina Davis,  
  Sara Marie Teter, and Diego Valdez
  Finance Team • Ashley Kaprielian and B. Scott Keim 
  Warehouse Team • Laura Carey, Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, William Ellis,
  Lissa Guillet, Don Hayes, Erik Keith, and Gary Teter
  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 3-2: Secrets below the Sands © 2016 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 3-2: SECRETS BELOW THE SANDS
  
  ADVENTURE PATH 
  SEASON OF PLUNDERED TOMBS
  REWARD
  Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.  
  That character may treat the loot Blessing of the Sages as if it is in her Class Deck box.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Serpents in the Deep
  2
  Secrets below the Sands
  3
  In Search of a Sage
  4
  Tomb of the Godless Host
  5
  The Sepulcher Soars Anew
  6
  Destruction Descending
  DURING THIS ADVENTURE PATH
  After you begin In Search of a Sage, 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 Sepulcher Soars Anew, do 
  the same for cards that have the Elite trait.
  C
  atastrophe struck the world 10,000 years ago, and mighty 
  Osirion was one of the first great nations to rise from the 
  ashes. For centuries its pharaohs oversaw a golden age 
  of expansion and innovation while crushing rivals such as the 
  Tekritanin League and the golem armies of the Jistka Imperium. 
  Eventually, though, the kingdom began to stagnate, its leaders 
  unable to match the splendid accomplishments of their forebears. 
  Following millennia of decline and foreign occupation, Osirion 
  is once again autonomous and prospers under the Ruby Prince 
  Khemet III. 
  Hoping to uncover forgotten secrets that his kingdom might 
  employ while encouraging foreign traffic into the increasingly 
  prosperous land, the Ruby Prince opened Osirion to foreign 
  explorers approximately a decade ago. Those hoping to plunder 
  tombs and make their fortune are subject to Osirian customs 
  agents who reclaim the most historically sensitive finds and collect 
  a modest tax on other goods. Yet even this is hardly enough to 
  discourage treasure-hunters—not when one could uncover gold, 
  lost magic, or even a piece of one of the legendary Shory flying 
  cities from a lost age.
  Among the region’s most influential archaeological operations 
  is the Pathfinder Society, an international league of explorers and 
  adventurers dedicated to discovering and chronicling the world’s 
  mysteries. You recently completed your training as a Pathfinder 
  agent in Absalom and set out for Osirion, dreaming of the ancient 
  secrets buried beneath the sands and stone. Before you embark 
  overland, though, it’s critical that you meet with Venture-Captain 
  Norden Balentiir, who coordinates Pathfinder activity throughout 
  Osirion and is an invaluable sage of which sites remain unexplored 
  and unspoiled by common looters.
  As your ship approaches Sothis, you can take in its beauty 
  firsthand. Smooth-sided structures of tawny stone stand tall and 
  proud, many capped with sparkling domes and adorned with 
  spectacular columns. Famous temples tower over the skyline, 
  including the Necropolis of the Faithful, overseen by Pharasma’s 
  priests. It’s a stark reminder that even though Osirion condones 
  treasure-hunting, the Lady of Graves demands that all respect the 
  dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, 
  a colossal, translucent scarab beetle that stands at the city’s center. 
  History says that this was once Ulunat, a destructive behemoth laid 
  low by the city’s founder and now inhabited by its elite.
  There’s little time for sightseeing here, though—once you meet 
  with Norden Balentiir, the archaeological wealth of all Osirion will 
  be yours to explore. What you uncover might not just change your 
  fortunes; it could change the world!
  RULES: TRADERS
  In Season of Plundered Tombs, 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 in to 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.
  
  ADVENTURE 2
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  3-2A: Raid on the Warehouse
  3-2B: Desert’s Fury
  3-2C: Elemental Excavation
  3-2D: Into the Sky Pyramid
  3-2E: Maybe You Saw This Coming
  SECRETS BELOW THE SANDS
  Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck
   using the Bard Class Deck. (If you have unlocked the ability to play Mavaro 
  with more than one class deck, choose only one for each character.)
  Read the Following Aloud:
  Y
  ou had hoped that the sinking realization that a slain foe 
  was rising from the dead would be the worst part of your 
  day. As you turn to face the Aspis Consortium leader Ridaiya 
  Merai, you cogitate on how to explain why you are skulking around 
  in her camp. As her guards confiscate the tablets you worked so 
  hard to find, your mind races through possible excuses. You set 
  upon a scapegoat that can no longer speak for herself. Merai 
  listens intently to your claims that you stumbled into her camp by 
  accident in pursuit of a dangerous usij cultist, whom you killed—
  and then killed again. Merai taps her lip. “In that case, Pathfinders,” 
  she says, “perhaps we can come to an arrangement…” 
  If your experiences with the cunning opportunism of Aspis 
  agents have taught you anything, it is that a seeming attitude of 
  conciliation is not cause to relax just yet.
  Merai continues, “It seems, then, that you have handled a 
  common enemy. The desert and its denizens are unforgiving. 
  That you survived against one of the usij proves that you have the 
  combination of wits and skill at combat to prove an asset in these 
  harsh lands. I believe that an alliance is in the best interests of 
  both of us.”
  Your jaw drops. That was certainly not the response you expected.
  A spark of amusement fills Merai’s eyes. “If you prefer,” she says, 
  “we can simply take these tablets and you can be on your way.”
  Thinking back on the challenges you have faced in a single 
  day, you weigh your options. The tablets are more than a window 
  into the past. They show the way to a far more exciting discovery: 
  an ancient pyramid with the ability to soar through the sky! You 
  could try to race the Aspis to the site, relying upon your memory 
  of the tablets’ contents, or you could accept an unconventional ally 
  against unknown dangers. The latter seems a far safer choice.
  Merai nods in approval. “Rest here for the night,” she says. “We’ll 
  chart our course in the morning.”
  The next morning, the Aspis camp is buzzing with excitement. 
  Merai wastes no time in getting to the point. “So, you’ve found a 
  map to a sky pyramid. A place like that should have more than 
  REWARD
  DURING THIS SCENARIO
  The scourge die is 1d6.
  When you are dealt Fire damage, if that damage is not reduced by 
  at least 1, suffer the scourge Curse of Withering.
  Before building the location decks, choose and set aside a random 
  ally that has the Aspis trait from the box. At the start of the first 
  turn, choose a character to draw that ally.
  enough treasures to line our pockets while leaving plenty for you 
  Pathfinders to display in a dusty museum. But we can’t head out to 
  an expedition like that with the supplies we have right now. Let’s 
  return to Sothis to restock. I’ll cover half of the cost, as long as your 
  venture-captain covers the rest.” 
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 
  including The Half-Dead City Adventure Deck and the Empty Graves 
  Adventure Deck.
  • 
  If you have 5 or 6 players, 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 or 2.
  
  SCENARIO 2
  Read the Following Aloud:
  T
  he return journey to Sothis is smooth. Back in the lush 
  gardens of the Sothis Pathfinder lodge, you recount the 
  tale of your most recent adventures, starting with your 
  unexpected allies. Venture-Captain Norden Balentiir laughs 
  heartily at your most recent turn of events.
  “An alliance with the Aspis Consortium! Well, tensions with the 
  Consortium have been on the decline recently, but I was certainly 
  not expecting a joint expedition. I would have expected most Aspis 
  agents to make off with the tablets and a good deal more besides, 
  rather than extend a hand of friendship. Where do you plan to 
  travel?” The venture-captain leans forward, eyes widening as you 
  speak of the maps to the ancient flying pyramid that you discovered. 
  In hushed tones, he replies, “I trust you understand the significance 
  of your discovery. I also trust that you understand the need for 
  discretion when pursuing such a momentous find. Although the 
  Consortium may be on our side this time, they are far from the only 
  ones who could benefit greatly from the pyramid’s legacy.”
  With that, the venture-captain and your Aspis allies begin 
  preparations for a lengthy expedition into uncharted desert. You 
  select a discreet warehouse to store your supplies and enjoy a few 
  days’ respite from the desert sands. 
  The night before the expedition, you return to the warehouse 
  to add the last of your supplies, only to notice that something is 
  terribly wrong. You are not alone. A group of thieves is raiding 
  your supplies! Their leader, a muscular man adorned in golden 
  jewelry, intones a simple command.
  “They’ve returned! Don’t let them leave.”
  3-2A: RAID ON THE WAREHOUSE
  REWARD
  The party gets all the boons remaining in location decks. 
  Traders: Auction House, Falsin Deek
  VILLAIN: NONE
  HENCHMEN:
  FIRE SPIRITS (PROXY FOR RAID LEADER)
  SAND SCORPION
  SILVER CHAIN SMUGGLERS
  Development:
  Y
  ou defeated the raiders and recovered all of your supplies. As 
  you prepare to summon the guards to arrest these would-be 
  thieves, their leader shouts, “Wait! If you send me to the guards, I’ll 
  tell everyone I can about your little Pathfinder mission to the sky 
  pyramid. If you don’t, I’ll tell you who sent me.”
  Your spine stiffens. If these thieves know about your discovery, 
  how far could rumors have spread? You briefly contemplate taking 
  his deal, but conclude that Sothis’s guards are unlikely to trust the 
  word of a thief. Still, as the guards take him and his compatriots 
  away, you wonder how your secret escaped.
  DURING THIS SCENARIO
  Treat the henchman Fire Spirit as the henchman Raid Leader. 
  When building the location decks, using the deck list from the 
  Warehouse, make a number of Warehouse locations equal to the 
  number  of  characters.  Set  aside  the  henchmen,  monsters,  and 
  barriers that would go into location decks, then shuffle them into 
  a siege deck. Display the support card Defensive Stance next to 
  this card.
  If the result of your check to defeat a bane exceeds its difficulty by 
  10 or more, banish the top card of your location deck.
  When you close a Warehouse location, do not flip the Warehouse 
  card over. 
  To win the scenario, a location must be open while the siege deck 
  is empty.
  PLAYERS
  LOCATIONS
  1
  PRECINCT OF LEFT EYES
  1
  SMOKING DEN
  1-6
  WAREHOUSE
  
  SCENARIO 2
  Read the Following Aloud:
  A
  fter checking thoroughly to ensure that the raiders did not 
  sneak away with any of your supplies, you and your Aspis 
  allies depart Sothis to find the sky pyramid. The first few 
  days of the journey are slow but relatively uneventful. As the sun 
  climbs above the horizon on the fourth day, the frigid night air 
  gradually gives way to blistering heat. Your camel’s rocking gait 
  jostles your saddle. When the sun reaches its zenith, you stop to 
  rest, pitching a low tent for shade. Out of the blazing sun, you take 
  deep swigs from your canteen and reflect on the journey ahead. 
  The map you found on the ancient tablets narrows your search to 
  a patch of desert a few miles across, in the middle of a particularly 
  dry region that travelers avoid. Hopefully, the pyramid won’t be 
  too difficult to find among the rolling dunes.
  In the distance to the north, a group of attractive figures appears, 
  some feminine and others masculine. They dance beneath the 
  blinding rays, clad in copper armor and adorned with entrancing 
  veils. You rub your tired eyes. Is this some sort of strange mirage? 
  Perhaps they are members of the local elemental tribes who may 
  be able to help you find what you seek? The only way to know for 
  sure is to investigate. 
  Briefly leaving the shelter of the camp behind, you set forth. 
  Just as you reach shouting distance to the mysterious figures, your 
  footing gives way. Quicksand! Before you can come up with a plan 
  to free yourself, the dancers rush toward you. Are they here to help, 
  or is this an elaborate trap? You must decide quickly, before the 
  sands drag you under.
  3-2B: DESERT’S FURY
  REWARD
  Each character adds a random non-Basic blessing from the game box to the cards acquired during this scenario.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck 
  with the loot Natron Fang. At the end of each scenario, return the loot to the game box.
  Development:
  T
  he dancers had no intention of helping you. Their appealing 
  forms were merely a disguise to conceal their monstrous nature. 
  They were hateful paraikas, a more powerful type of div than the ones 
  you have overcome in the past. Their perplexing charms and vicious 
  claws were fearsome, but you didn’t reach this point in your career as 
  a Pathfinder by giving up in the face of unexpected challenges.
  Something strikes you as strange about this encounter, though. 
  Pairakas typically prefer to act more slowly and subtly, destroying 
  relationships with long-term ploys of seduction and deception. 
  Why did they strike so brazenly? Their possessions hold no 
  clues. Regardless of their reasons, you are alive to continue your 
  journey to the sky pyramid.
  DURING THIS SCENARIO
  Treat the henchman Fire Spirit as the henchman Pairaka. 
  After placing token cards, shuffle each player’s token card  into his 
  location deck.
  To win the scenario, close all of the locations.
  PLAYERS
  LOCATIONS
  1
  THORNSCRUB
  1
  TOWERING OBELISK
  2
  HOWLING SANDS
  3
  WINDSWEPT CHASM
  4
  VOLCANIC VENTS
  5
  SHIFTING DUNES
  6
  OASIS
  VILLAIN: NONE
  HENCHMEN:
  FIRE SPIRITS (PROXY FOR PAIRAKAS)
  
  SCENARIO 2
  Read the Following Aloud:
  A
  s you reach the summit of a particularly tall sand dune, a 
  welcome sight greets your eyes. In the valley below, the tip 
  of a pyramid emerges from the sand. You’ve found it! 
  As you swim into the shallows, you see in the distance the 
  beginnings of the Aspis dig site and the ruins of Shotep-Kara. You 
  begin to imagine what this place must have looked like at the height 
  of Tumen, during the time of the Four Pharaohs of Ascension. The 
  crumbling, waterlogged monuments, temples, and docks suggest a 
  time when this place was a commercial and military powerhouse, 
  the gateway to the wonders of Ancient Osirion.
  Unfortunately, the harsh desert winds have scrubbed most of 
  the details away from the tiny portion of the pyramid that peeks 
  out of the ground. Excavating this pyramid enough to reach an 
  entrance with shovels is likely to take many months. Fortunately, 
  you have other options. After a brief conversation with the Aspis 
  leader Ridaiya Merai, you settle on a plan. If you can convince 
  one of the local elemental tribes to use their command over the 
  elements to clear away the sand outside the pyramid, then you 
  should be able to jump-start your work.
  The journey is simple enough, and the whirling currents of 
  sand, smoke, and lightning that soar above the tribe’s home 
  make it far easier to find than the pyramid. You call out to the 
  sky in Auran, the language of air creatures, and the wind replies 
  in dozens of voices. As the cacophony of whispers becomes 
  an incomprehensible jumble, you explain to the assembled 
  elementals what you seek and ask if you might trade a favor 
  for their assistance. In response to your inquiry, a howling 
  whirlwind of sand rises from behind a nearby dune. Its voice 
  booms, “The dead walk. Destroy the one who calls them, who 
  hides within a tomb that we may not enter, and I will help you 
  unbury what the sands have claimed. We will show you the way.” 
  With that, the towering elemental returns to its retreat behind 
  the dunes. 
  A bird made of smoke and lightning leads the way to the tomb. 
  Before you can descend, however, a horde of undead creatures 
  emerges and attacks!
  3-2C: ELEMENTAL EXCAVATION
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot 
  Mask of the Forgotten Pharaoh. At the end of each scenario, return the loot to the game box.
  Trader: Ghoul Market
  Development:
  T
  he necromancer and his horde fought hard, but in the end, you 
  managed to put an end to his menace. The tomb he had been 
  using as his base had nothing of value, showing signs that looters 
  with little regard for history had already plundered its treasures. 
  The bird of smoke and lightning chirps with satisfaction at your 
  victory and leads you back to the air elemental’s ruin to report 
  your success.
  True to their word, the tribe sends its most powerful 
  members with you to the sky pyramid. The elementals caution 
  you to stand far back as they stir a massive sandstorm, building 
  new dunes with thousands of tons of displaced sand. After a 
  day’s work, the sand settles, and the pyramid’s grand entrance 
  is revealed. You and your untrustworthy allies cannot wait to 
  get inside.
  DURING THIS SCENARIO
  When you would encounter a monster that has the Electricity or 
  Elemental trait, you may attempt a Wisdom, Survival, Charisma, 
  or Diplomacy 7 check to display it next to your location instead of 
  encountering it. For each monster displayed, add 1 to checks to 
  defeat by characters at that location.
  All  monsters  except  those  that  have  either  the  Elemental  or 
  Electricity  trait  gain  the  Undead  trait  and  are  immune  to  the 
  Mental and Poison traits.
  When you defeat a non-villain monster that has the Undead trait, 
  roll 1d8. If the result is greater than the number of cards in your 
  location deck, you may attempt to close your location.
  When Nebta-Khufre escapes, instead of retrieving blessings from 
  the box or blessings deck, retrieve monsters from the box.
  PLAYERS
  LOCATIONS
  1
  MUMIA LAB
  1
  SEPULCHER OF THE SERVANT
  1
  THE SHINY BAUBLE
  2
  CRYPT
  3
  PEASANT TOMBS
  4
  CATACOMBS
  5
  MAUSOLEUM
  6
  RUINED TEMPLE
  VILLAIN:
  NEBTA-KHUFRE
  HENCHMEN:
  GAUNT CADAVER
  BHEG
  CRAWLING HANDS
  
  SCENARIO 2
  Read the Following Aloud:
  A
  t last, it is time to enter one of the sky pyramids of legend!
  A steep hill of sand descends more than one hundred feet 
  to the pyramid’s entrance. The eroded remnants of relief 
  carvings surround an imposing pair of obsidian doors with golden 
  handles. As you gaze upon the doors in awe, wondering how many 
  centuries have passed since they last swung open, one of your Aspis 
  allies barks a sudden warning: the door is trapped. She removes a set 
  of tools from the satchel at her hip and sets to work on the ancient 
  door. Suddenly, an acrid tang fills the air and your hair stands on 
  end. Bolts of electricity shoot off the door into the slope behind you, 
  melting the sand into glass in an instant. With a satisfied grin, the 
  trapsmith puts away her tools. Cautiously, you reach for the door’s 
  handle. As you grasp it, your hand trembles, either from anticipation 
  or lingering electricity. With a mighty tug, you swing the heavy door 
  open, and a blast of cool, musty air emerges. The sunlight trickling 
  in to the pyramid’s entryway is just enough to reveal a painted statue 
  whose details are impeccably preserved. Based on the statue’s attire, 
  the figure is a woman of high social status. The Aspis leader Ridaiya 
  Merai lights a torch and slips past you into the room. “Well,” she 
  asks, “What are you waiting for?”
  You waste no time in lighting your torches and stepping in 
  from the scorching heat outside. The entryway’s high ceilings 
  are covered in painted murals depicting scenes of battle. A figure 
  dressed similarly to the statue in the center of the room leads the 
  charge against both human armies and monstrous beasts. Before 
  you can analyze the murals properly, a scream of terror emerges 
  from a nearby chamber. A raspy voice calls out the tongue of the 
  ancients, “Those who dare to profane this sacred ground shall be 
  cursed for eternity!”
  3-2D: INTO THE SKY PYRAMID
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with 
  the loot Neferekhu and 1 character may temporarily replace 1 item in her deck with the loot 
  Ushabti of the Willing Servant. At the end of each scenario, return the loot to the game box.
  Development:
  Y
  ou managed to defeat the guardians without significantly 
  damaging the room or the mummy’s adornments. None of your 
  Aspis allies perished to the mummy’s attacks, but a few sustained 
  injuries. Merai warns the injured to inform her immediately if 
  they start to feel ill. You’ve heard tales of the painful rot that a 
  mummy’s curse can bring.
  Thanking the gods that you managed to evade the worst of its 
  attacks, you turn your attention back to the room. The wall behind 
  the mummy’s sarcophagus bears several thin, straight cracks 
  exposed by the trapsmith’s ministrations. On a closer look, you 
  discover that these cracks are the edges of a secret panel! What 
  other secrets might this pyramid hide?
  VILLAIN:
  AMADJAWET
  HENCHMEN:
  OLD EYE-TAKER
  WARRIOR DOLLS
  PLAYERS
  LOCATIONS
  1
  EMBALMING PARLOR
  1
  HALL OF BLESSED REBIRTH
  1
  VIZIER’S HILL
  2
  ALCHEMICAL LABORATORY
  3
  SCORCHED RUINS
  4
  MUMIA LAB
  5
  STONEWORK PASSAGES
  6
  SEPULCHER OF THE SERVANT
  DURING THIS SCENARIO
  Treat the villian Thuvian Alchemist as the cohort Ridaiya Merai.
  After  building  the  location  decks,  display  the  villain  Thuvian 
  Alchemist  (proxy  for  cohort  Ridaiya  Merai)  next  to  a  random 
  location.
  If the result of your check to defeat a bane exceeds its difficulty by 
  5 or more, examine the bottom card of your location deck. If it is 
  a boon, banish it and suffer a scourge.
  
  SCENARIO 2
  Read the Following Aloud:
  A
  fter inspecting the area around the secret panel, you find 
  an opening mechanism built into the sarcophagus’s base. 
  The panel shudders and sinks into the ground, revealing 
  a shallow staircase that ascends far beyond the range of your 
  torches. The staircase gradually winds upward, coming to an 
  end at a brightly lit circular chamber. The light emanates from a 
  golden sun on the domed ceiling above, whose twelve rays stretch 
  down the walls, each ending in a narrow passageway. A circle of 
  hieroglyphs rings the floor, proclaiming over and over, “Only with 
  Ra’s Light can we see.” The passageways branching off the round 
  room connect in a perplexing maze. With so many chambers and 
  tunnels to explore, you and the Aspis leader Ridaiya Merai make a 
  plan to divide your efforts and share your findings.
  Mapping the twisting passages and their numerous dead ends 
  is exciting work, but it is exhausting. Two days after your work 
  began, you are confident that with Merai’s help, you have mapped 
  its rooms and tunnels. You resume your studies of the history writ 
  large across the pyramid’s walls. So little is known about the time 
  of the Sky Pharaoh, and this pyramid is bound to contain secrets 
  that have been hidden for millennia.
  Suddenly, the pyramid lurches violently. Dust and rubble falls 
  from the ceiling, and the sound of stone grinding against stone 
  echoes through the air. A pair of Aspis agents yells from across the 
  room, demanding an explanation for the shaking ground. As you 
  turn to answer, a huge piece of ceiling collapses, and you barely 
  dodge out of the way in time to prevent it from caving in your 
  skulls. There’s little time to explain. If you don’t escape quickly, 
  this ancient tomb may well become your own.
  3-2E: MAYBE YOU SAW THIS COMING
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot 
  Hand of the Honest Man. At the end of each scenario, return the loot to the game box.
  Each player chooses one of her Pathfinder Society RPG characters. Once per adventure, that character may 
  reroll a failed Bluff, Diplomacy, or Intimidate check made against an agent of the Aspis Consortium.
  Development:
  Y
  ou and the Aspis agents escaped the pyramid safely. After several 
  minutes of waiting with bated breath, the trembling ceases. 
  Glancing around at the survivors, you notice that several Aspis 
  agents, including Ridaiya Merai herself, are nowhere to be found. 
  Praying that they are still alive, you reenter the perilous pyramid.
  After several minutes of fruitless searching through piles of 
  collapsed stone, you come across a secret trapdoor in the ground 
  that Merai did not mention in her reports. Below, a steep spiral 
  staircase winds down for hundreds of feet into the darkness, 
  ending in a door covered in hundreds of magical runes.
  You find a papyrus note discarded on the last step. It reads:
  Don’t bother trying to follow me. I have the only key.
  Thanks for the help, you gullible fools.
   
  —Merai
  As you consider your hapless fate, the word that bothers you 
  most in that note is “Thanks.”
  VILLAIN: NONE
  HENCHMEN:
  SAND THIEF
  FIRE SPIRITS (PROXY FOR COLLAPSING HALLWAYS)
  PLAYERS
  LOCATIONS
  1
  STONEWORK PASSAGES
  1
  MUMIA LAB
  1
  GHOUL SQUARE
  2
  CRYPT
  3
  SEPULCHER OF THE SERVANT
  4
  CATACOMBS
  5
  PEASANT TOMBS
  6
  PRECIOUS MINE
  DURING THIS SCENARIO
  Treat  the  henchman  Fire  Spirit  as  the  henchman  Collapsing 
  Hallways and the henchman Conflagration as the henchman Aspis 
  Agent. 
  After  building  the  location  decks,  shuffle  the  henchman 
  Conflagration (proxy for Aspis Agent) into each location deck.
  All characters start at the Stonework Passages. When a location 
  is closed, all characters at that location move to the next location 
  on the location list, then banish the closed location. Otherwise, 
  characters may not move.
  You may attempt a Charisma or Diplomacy 6 check instead of the 
  normal check to defeat an Aspis Agent.
  At  the  end  of  your  turn,  put  the  bottom  1d4  cards  from  your 
  location  deck  on  top  of  the  next  location  deck  on  the  location 
  list. If your location deck is empty after doing so, each character 
  at your location is dealt 1d4-1 Combat damage and the location 
  is closed.
  To win the scenario, close all of the locations.
  
  RAID LEADER
  POWERS 
  Before you act, succeed at a Stealth, Perception, 
  or Diplomacy 7 check or the difficulty of checks to 
  defeat is increased by 4.
  If undefeated, shuffle a card from your hand or 
  discard pile into your location deck.
  HENCHMAN 2
  TYPE
  MONSTER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Jesper Ejsing 
  HUMAN
  ROGUE
  PAIRAKA
  POWERS 
  When you examine this card, shuffle the top card of 
  the blessings deck into your location deck. 
  The Pairaka is immune to the Fire and Poison traits.
  If the check to defeat has the Acid or Electricity trait, 
  subtract 1 from each die. 
  After you act, suffer a scourge.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 2
  TYPE
  MONSTER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Ekaterina Burmak 
  RIDAIYA MERAI
  POWERS 
  Display this card next to a location.
  While displayed, if this location is closed, display Ridaiya 
  Merai next to a random open location.
  While displayed, when a character starts his turn at this 
  location, that character may examine the bottom card of 
  this location deck, then may shuffle the location deck.
  While displayed, when a character at this location 
  attempts a check to defeat, after the roll, that character 
  may add or subtract 2 from the result.
  COHORT 2
   
   
  © 2016 Paizo Inc.
   
  Illustration by Vicky Yarova 
  HUMAN
  ALCHEMIST
  ASPIS
  COLLAPSING HALLWAYS
  POWERS 
  If undefeated, each character at your location is dealt 
  1d4-1 Combat damage.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 2
  TYPE
  BARRIER
  9
  DEXTERITY
  ACROBATICS
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Forrest Imel 
  OBSTACLE
  TRAP
  OR
  11
  WISDOM
  PERCEPTION
  9
  COMBAT
  CHECK TO 
  DEFEAT
  THEN
  11
  COMBAT
  TRIGGER
  CURSE
  OUTSIDER
  13
  COMBAT
  CHECK TO 
  DEFEAT
  OR
  9
  DIVINE
  ASPIS AGENT
  POWERS 
  If defeated by a non-combat check, you may 
  examine the top card of your location deck, then you 
  may encounter it.
  If undefeated, shuffle a barrier from the box into your 
  location deck.
  HENCHMAN 1
  TYPE
  MONSTER
  11
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Kez Laczin 
  HUMAN
  ROGUE
  ASPIS
  OR
  8
  STEALTH
  DIPLOMACY
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Plundered Tombs  
  Adventure 2: Secrets below the Sands
  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 03/Adventure Card Game Adventure 3-2 Secrets Below the Sands.pdf