TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 4-5
  The Pactmaster’s Bargain
  
  Mechanical Design • Keith Richmond
  Story Text • Jen McTeague
  Story Design • John Compton, Amanda Hamon Kunz, 
  Mark Seifter, Tonya Woldridge, and Linda Zayas-Palmer.
  Editors • Mike Selinker and Vic Wertz
  Season Coordinator • Tonya Woldridge
  Contributing Artists • Ryan Portillo, Maichol Quinto,  
  and Eva Widermann
  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, Michael Sayre, 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,  
  Whitney Chatterjee, Lissa Guillet, Erik Keith, Gary Teter,  
  and Andrew White
  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
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  paizo.com/pathfindersociety
  Pathfinder Adventure Card Guild Adventure 4-5: The Pactmaster’s Bargain ©2018 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo 
  Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords, Skull & Shackles, Wrath of the Righteous, and Mummy’s Mask are trademarks of Paizo Inc.
  ADVENTURE 4-5: The Pactmaster’s Bargain
  
  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.
  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.
  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.
  
  ADVENTURE 5
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  4-5A: Zarta's Assessment
  4-5B: Money Stalks
  4-5C: The Stars Align
  4-5D: Temple of Light and Metal
  4-5E: Dusk's Domain
  THE PACTMASTER’S BARGAIN
  Each player unlocks the ability to play Darago from the Wizard Class Deck  
  using the Hell’s Vengeance 2 Character Deck.
  Each character gains a power feat.
  Read the Following Aloud:
  T
  he last few weeks have been a blur. After wilting in 
  the hot streets of Katapesh, you’re relieved to at last 
  reach the Winding Road, an inn outside the city, also 
  secretly a Pathfinder lodge. As you descend into the basement, 
  you overhear Venture-Captain Roderus through an open door. 
  Just inside is a Pactmaster, one of the mysterious 
  masked plutocrats that rule Katapesh. This must 
  be important!
  “I’m sorry, Pactmaster Krimiltuk,” admits Roderus, 
  “but I don’t know of any Pathfinder agent named 
  Panven Wikar. Desna knows that there’s been plenty 
  of stolen wayfinders, and this honestly sounds 
  like someone setting us up. Perhaps you are 
  wasting your time.” Recognizing the name 
  Panven Wikar, you step into the venture-
  captain’s view and flash the Pathfinder hand 
  signals for “important” and “continue task.” 
  He raises an eyebrow but continues speaking. 
  “On the other hand, Pactmaster, perhaps 
  it would be useful to know who exactly is 
  framing us. What exactly are those damages that 
  he caused?”
  A low, buzzing voice issues forth. “I’ve 
  itemized the total known damages 
  here,” the Pactmaster says as a piece of 
  parchment flies out from inside one 
  of its sleeves and lands on the table.
  Roderus glances briefly at the 
  parchment before staring back at 
  Krimiltuk. “We are both aware that you 
  did not come here expecting us to pay 
  that amount.”
  Krimiltuk bows its head slightly. “Entirely. The 
  culprit is in our custody, as is the amulet with which 
  REWARD
  DURING THIS ADVENTURE
  The scourge die is 1d8+1.
  When creating the blessings deck, replace 1 blessing with the favor 
  Dark Archive's Favor (proxy with Tablet of Languages Lost).
  If the result of your check to defeat a barrier exceeds the difficulty by 
  6 or more, suffer a scourge. If the result of your check to acquire an 
  item exceeds the difficulty by 6 or more, draw an item from the box 
  and 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, Secrets of the Sphinx, and The Slave-Trenches 
  of Hakotep 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, 4, or 5.
  he caused such havoc. Your recovering a different 
  creature and different relic is a fair trade to overlook 
  this incident, and Wikar shall be yours to discipline as 
  you like. Is this agreeable?” Roderus glances at you for 
  affirmation, then nods to Krimiltuk.
  “That locket broke our control over one of 
  our aluum constructs. Recover that aluum in 
  working condition. I’m acquainted with your 
  organization’s reputation, so I must emphasize 
  that the aluum only has value if it returns in 
  one piece. Second, in the desert south of here lie 
  three small pyramids known as the Three Stars. 
  We believe a fourth exists nearby, and within that 
  fourth pyramid exists something that should grant us 
  access to the other three structures.”
  Roderus quizzically asks, “You would have us go to a 
  mythical location and acquire a mythical item?”
  Krimiltuk replies, “We believe that it is not as 
  mythical as it seems. We would provide enough 
  information to you before your team headed out.”
  Roderus thinks before answering. “Well, if the 
  choice is between paying a large sum we don’t have 
  or exploring, that choice is easy. We’ll take that deal.” 
  With a nod, Krimiltuk teleports away, and the 
  parchment on the table incinerates itself. There is 
  an awkward silence.
  Roderus turns toward you. “Welcome to the 
  Winding Road, Pathfinders. Mind explaining how 
  exactly we got here?”
  
  SCENARIO 5
  Read the Following Aloud:
  Y
  ou explain your recent adventures to Venture-Captain 
  Roderus, including your voyage to the Mana Wastes 
  to recover the Atramentous Eye, a life-draining orb in 
  possession of a riddling sphinx.
  “Given its dangerous nature,” you begin, “we traveled to 
  Absalom to meet with Zarta Dralneen, head of the Pathfinder 
  Society’s Dark Archive.
  “‘What delights have you brought back today?’ Zarta asked us 
  as she pored over the items we retrieved. She cast a spell and 
  her eyes flashed a bright blue. ‘Well, has someone been playing 
  in the Mana Wastes? These items’ auras are patchy, and their 
  power is inconsistent. The Atramentous Eye is a dangerous 
  exception, but there’s also this one...’ Zarta frowned as she 
  pulled a monocle from the pile. ‘I’ve seen this lens before. It 
  can identify areas of primal magic in the Mana Wastes. But 
  this used to be in our archives, and I don’t remember anyone 
  checking this out. If you have a moment, let’s inspect the stacks 
  nearby to make sure that nothing else is missing.’
  “Zarta led us down deeper into the vaults beneath the Grand 
  Lodge until she stopped at a door that looked no different 
  than the other fifty we passed walking down here. ‘Be careful 
  when you go in,’ she said. ‘The items here are quite dangerous, 
  and someone stealing from here without properly managing 
  the wards can trigger a chain reaction that impacts the other 
  objects. After all, we wouldn’t want anything to happen to your 
  adorable faces.’
  “Zarta’s prediction was too accurate, and too late. Inside, the 
  remains of boxes were scattered on the ground as hundreds of 
  items buzzed all around the series of rooms. Zarta cast some 
  protective spells on us while saying, ‘I hope you came prepared for 
  danger.’ With that, she rolled up her sleeves and walked in.”
  4-5A: ZARTA’S ASSESSMENT
  REWARD
  Trader: Trove of Tef-Naju
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck  
  with the item Chest of Keeping. At the end of each scenario, return that card to the game box.
  VILLAIN: NONE
  HENCHMEN: NONE
  Development:
  Y
  ou continue with your story for Venture-Captain Roderus.
  “Gathering all the items and wrestling them back into 
  their containers proved exhausting. Zarta reviewed a nearby ledger 
  with irritation while taking inventory. ‘Not only was the monocle 
  missing,’ she said, ‘but there were several additional objects absent, 
  including a locket that I was pretty sure was possessed. None of 
  these items are marked as missing on here, which means we need 
  to talk to the archivist responsible for this area…’ She peered at 
  her records before pointing to a name. ‘Panven Wikar. He’s worked 
  here for several years, so if he’s been helping smuggle artifacts 
  from the Grand Lodge, we have a bigger problem. I’d say we both 
  have many questions, and I doubt we’ll have many answers unless 
  you track down this man.’
  “Our investigation led us to Katapesh, where Wikar was hoping 
  to sell some of the stolen relics in the marketplace.”
  Roderus thoughtfully considers your words. “That is indeed an 
  interesting story.”
  DURING THIS SCENARIO
  After building the location decks, shuffle an item into each location deck 
  and display Paracountess Zarta Dralneen (proxy with the villain Imanish) 
  next to the scenario.
  When you fail to acquire an item, you are dealt 1d4 Combat damage; 
  shuffled the item into its location deck. When you acquire an item, you 
  may display it next to its location then you may immediately attempt to 
  close that location. 
  When you would close a location, you may bury 3 items from your hand 
  and/or displayed next to that location; if you do not, the location does 
  not close.
  To win, close all but 1 location.
  PLAYERS
  LOCATIONS
  1
  ALCHEMICAL LABORATORY 
  1
  GUARDIAN VAULT 
  1
  SCULPTORS' LAIR
  1
  WAREHOUSE
  2
  STONEWORK PASSAGES 
  3
  VAULT OF HIDDEN WISDOM
  4
  GREAT LIBRARY OF TEPHU
  5
  SILVER FORGE 
  6
  ALTAR OF RIDDLES
  
  SCENARIO 5
  Read the Following Aloud:
  R
  oderus listens as you finish your tale. “Well, it would 
  seem that you’re on the right track. Panven Wikar has 
  made a right mess of the Lower City Bazaar, so our deal 
  with the Pactmasters seems quite generous. I recommend you 
  track down that aluum construct, and I’ll gather the supplies for a 
  trek down the coast.”
  You have heard of these aluum constructs before. They are 
  powerful golems created to maintain order in Katapesh when 
  other forms of populace control fail. No matter where one goes in 
  Katapesh, an aluum is close at hand. 
  Leaving the Pathfinder lodge, you make your way to the Lower 
  City Bazaar to ask questions and grease palms. From what you’ve 
  heard, the aluum was completely calm before a terrifying howl 
  emerged from somewhere in the crowd and a cloud of ghostly 
  faces entered the aluum’s body. The construct immediately lashed 
  out and sprinted away, throwing aside bystanders as it went. 
  Following the trail of witnesses and devastation leads to the Azure 
  Star, a popular cantina in the Lower City’s heart.
  The Azure Star has seen far better days. Some of the giant tent’s 
  poles have been knocked out, tearing free several massive spikes 
  that kept the structure taut. Inside you find a mess of smashed 
  tables, torn pillows, scattered coins, and fallen patrons. You check 
  one of the bodies, determining he died by blunt force trauma to 
  the head, but there are also a lot of tiny bruises and gashes on his 
  legs and torso, as if he were attacked by many small objects.
  The larger damage is clearly the aluum’s work, but the smaller 
  wounds are unexpected. You think back to what you know of 
  aluums: they’re giant metal golems built to maintain order in 
  Katapesh. Whereas most golems contain an elemental spirit, 
  though, a host of prisoners’ souls powers each aluum—proof that 
  the Pactmasters are efficient but hardly forgiving. Wait, didn’t Zarta 
  say that the locket was possessed? How might that have interacted 
  with the aluum’s captive souls?
  As if answering your question, the scattered coins begin rattling 
  and floating with wordless malice. Shrieks from outside draw 
  your attention, and the looming silhouette of some giant appears 
  through the tent’s fabric. It seems whatever was in that locket 
  found a new home, and it’s about to go on another rampage!
  4-5B: MONEY STALKS
  REWARD
  For the rest of the Adventure Path, your trade cost for Trove of Tef-Naju is reduced by 1 card (to a minimum of 1).
  For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  Development:
  Y
  ou certainly didn’t leave the Azure Star in better shape than 
  you found it, but you didn’t let the aluum get away, either. 
  The nonchalance with which the Zephyr Guards regarded the 
  battered golem you left on the Pactmasters’ doorstep suggests that 
  they really do see everything in Katapesh.
  Roderus is far more upbeat. “Excellent work! But the job is only 
  half done. I’ve gathered your supplies, and the desert awaits.”
  You steel yourself for a trip that will not be as comfortable as 
  your urban setting is now. The desert is hot in eastern Katapesh, 
  and quite unforgiving.
  DURING THIS SCENARIO
  When you defeat and display a Coin Swarm henchman, you may 
  immediately attempt to close the location it came from. 
  When you close a location, before closing, search the location deck; 
  you may choose 1 card and shuffle it into a random other open 
  location deck.
  When you defeat the henchman Aluum, shuffle the villain Canopic 
  Soul into your location deck. To win, defeat and corner the Canopic 
  Soul.
  PLAYERS
  LOCATIONS
  1
  CANNY JACKAL
  1
  DYE MARKET
  1
  PRECINCT OF LEFT EYES
  2
  SMOKING DEN
  3
  VIZIER'S HILL
  4
  GLASS PAVILION
  5
  TOOTH & HOOKAH
  6
  CARAVANSERAI
  VILLAIN: NONE
  HENCHMEN:
  ALUUM (PROXY WITH ALCHEMICAL GOLEM)
  COIN SWARMS (PROXY WITH FIRE SPIRITS)
  
  SCENARIO 5
  VILLAIN: NONE
  HENCHMEN:
  SEKREPHERES
  Read the Following Aloud:
  R
  oderus lays out a map of eastern Katapesh on the 
  table. “The Three Stars are a trio of low pyramids to 
  the southwest.” He taps the map. “A century ago, a 
  team of Pathfinders much like you tried to explore the site, but 
  they made little progress. Assuming that the Pactmasters’ new 
  information is accurate, this could unlock a very old mystery. 
  There are numerous obelisks surrounding the pyramids, 
  and the documents say there is a process by which one could 
  activate these obelisks, causing their crystalline tips to glow and 
  trace lines between each other in the order they’re triggered. 
  If activated in the proper order, the intersecting beams will 
  trace an eldritch symbol that calls a fourth pyramid onto the  
  Material Plane. 
  “That all sounds simple, but how you actually activate the 
  obelisks and in what order is a conundrum. The Pactmasters’ 
  agents couldn’t figure it out, but from their incomplete notes, 
  I think there’s enough to piece together the proper sequence 
  and technique. Expect to do some experimentation. I’ve packed 
  some magical supplies for you that should help.”
  After thanking the venture-captain and finishing last-minute 
  preparations, you set out towards the Three Stars. The voyage is 
  an excellent opportunity to look through the venture-captain’s 
  supplies. He wasn’t kidding about leaving some magical help. 
  There are scrolls galore in this pack, doing everything from 
  calculating complex math in the blink of an eye to translating 
  old and forgotten languages flawlessly. This is quite impressive.
  Fortunately your precautions against danger on the trip 
  were not needed, and you arrive at the Three Stars with 
  little trouble. From up close, the pyramids looked majestic, 
  although perhaps a bit smaller than you expected. It was said 
  that each of the Stars housed a being from another world, and 
  this was meant to be their resting place. The fact that they 
  seemed untouched by erosion lends credence to this theory of  
  otherworldly construction. 
  It’s not long before you find the obelisks right where the 
  map indicates. Each is covered with scores of different symbols 
  you’ve never seen before. You sigh. Time to experiment!
  4-5C: THE STARS ALIGN
  REWARD
  Each character chooses a type of boon other than loot and adds a card of that type  
  from the game box to the cards acquired during this scenario. 
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Vision.  
  At the end of each scenario, return that card to the game box.
  Development:
  T
  he calculations became much clearer when you realized 
  that math underlying it changed depending on the 
  phases of the moon. You didn’t recognize the symbol created 
  by the beams of light, but once you created it, a fourth pyramid 
  appeared seemingly out of thin air, its spire glowing a brilliant 
  blue. It seems that you have succeeded where others have failed—
  you’ve found the Fourth Star!
  The Pactmaster should be pleased. You wish you knew whether 
  that was a good thing. Just once, you’d like to see behind Krimiltuk’s 
  mask to gauge his true intentions as easily as he knows yours.
  DURING THIS SCENARIO
  All characters start at the Garden of Ossumentals. If your location 
  does not have the henchman Sekrephere displayed next to it, you 
  may not move. You may move only to the first open location on the 
  location list that does not have a Sekrephere displayed next to it.
  The difficulty of checks to defeat a Sekrephere is increased by the 
  number of displayed Sekrepheres.
  At the end of your turn, if there are fewer than 3 Sekrepheres 
  displayed, recharge an ally or blessing.
  To win, close all locations.
  PLAYERS
  LOCATIONS
  1
  GARDEN OF OSSUMENTALS
  1
  SCORCHED OBELISK
  1
  TOWERING OBELISK
  2
  ELEMENTAL TRENCHES
  3
  THORNSCRUB
  4
  SCORCHED RUINS
  5
  WINDSWEPT CHASM
  6
  SULFUR PITS
  
  SCENARIO 5
  Read the Following Aloud:
  A
  fter circling the Fourth Star several times, you uncover 
  an entrance and make your way inside. The giant 
  glowing spire channels the obelisks’ light, directing 
  it deep into the pyramid’s interior and illuminating the main 
  chamber in an azure glow. Where it shines, runes and doorways 
  appear, disappearing as soon as the light in that area dims. This 
  is no language you’ve ever seen, much less translated. Fortunately 
  that’s where the venture-captain’s supplies come in handy. One 
  magical scroll later, you’re reading the runes fluently.
  “We are very sorry,” the runes read. “We meant no harm. 
  When we arrived, we found a city that was fractured, chaotic, and 
  wild—so unlike the beings we worshipped. We tried to correct 
  the city to remake it in our image, but our process became more 
  destructive than we had imagined. We struggled to make it right 
  but concluded that our efforts would only hurt more. Instead we 
  left behind a measure of our power. Our hope is that when you 
  have the capacity to understand it, unlock it, and wield it, you 
  can direct this power to healing this land in a way that fits the 
  inhabitants’ needs rather than fitting the designs of trespassers 
  ignorant of your ways.”
  You were not expecting the runes to yield an apology. Certainly, 
  these ancient beings must have had at least a little time to rue 
  their achievements before the end came. 
  These powerful beings may have destroyed a portion of 
  Katapesh long ago, but they reference a latent power that no 
  doubt interests the Pactmasters. How is it, though, that Krimiltuk 
  knew of this place? No matter; you have a bargain to uphold, and 
  you know that something in this pyramid should grant access to 
  the other three “stars.” Each hallway extends for hundreds of feet, 
  though from the size of the pyramid’s exterior, you’re sure that 
  the inside shouldn’t be this large.
  As you explore one hall, you find a pedestal from which a 
  strange figurine has toppled. As you place it back on the pedestal, 
  the entire hall begins to hum and glow. Is this the start of some 
  puzzle? You remove the tiny statue, and the humming stops. But 
  in its place, you can hear the ominous footsteps of something 
  wandering the pyramid. The doesn’t seem to be much time to 
  solve this particular riddle!
  4-5D: TEMPLE OF LIGHT AND METAL
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with  
  the loot Life Lantern and 1 character may temporarily replace 1 item in his deck with the loot Pharaoh’s Key.  
  At the end of each scenario, return the loot to the game box.
  Development:
  E
  ach hall held its own pedestal and a variety of artifacts, but 
  figuring out the right relics to place on each one took some 
  work. As you place the last, a beam of light shoots from each 
  doorway to the pyramid’s central room, forming a pedestal of light 
  atop which rests a trio of lanterns.
  Three lanterns, three pyramids? You grab the set, hoping these 
  are what the Pactmasters seek. There is a booming of thunder 
  outside the pyramid, suggesting you must have done something 
  right. Or something very wrong.
  It is time to find out which.
  PLAYERS
  LOCATIONS
  1
  ALTAR OF RIDDLES
  1
  RUINED TEMPLE
  1
  STONEWORK PASSAGES
  2
  SILVER FORGE
  3
  GREAT LIBRARY OF TEPHU
  4
  SCULPTORS' LAIR
  5
  VAULT OF HIDDEN WISDOM
  6
  GUARDIAN VAULT
  DURING THIS SCENARIO
  After building the location decks, make a stack of the loots Bronze 
  Sentinel and Life Lantern and a number of Elusive Knowledge 
  henchmen (proxy with Fire Spirits) equal to the number of players. 
  Shuffle 1 card from this stack into each location deck.
  At the start of your turn, examine the top card of your location deck; 
  if it does not have the Trigger trait, put it on the bottom of an open 
  location deck.
  When you acquire a boon or defeat a bane, you may shuffle it into a 
  location deck.
  When closing a location, before closing, search the location deck and 
  choose 1 card; shuffle it into another location deck. 
  At the end of your turn, if the number of Elusive Knowledges 
  displayed is equal to the number of characters, you may search 
  an open location deck. If the deck has exactly 5 cards, 1 each of 
  adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it 
  does not, discard 1d4 cards from the top of your deck.
  VILLAIN: NONE
  HENCHMEN:
  WARRIOR DOLLS
  ELEGIAC COMPASS
  TEPHU LIBRARIAN
  KEFERUZAGRA
  SKY PHARAOH GUARDIANS
  
  SCENARIO 5
  Read the Following Aloud:
  Y
  ou gather together the lanterns and the other treasures 
  you acquired inside the Fourth Star before heading 
  outside. When you had entered, the sky was cloudless 
  and calm. As you emerge, though, a gathering storm rumbles 
  with displeasure overhead. All the while, the obelisks pulse and 
  shudder with each thunderclap, and the other three pyramids’ 
  peaks glow faintly with the inclement weather. Intriguing as the 
  sight is, it’s past time for you to leave.
  Dust whips at your face as you cross the rocky terrain toward 
  the perimeter of obelisks. An immense bird hurtles from the 
  clouds, its body arcing with green lightning as it alights atop one 
  of the pyramids. Its glowing eyes take in its surroundings before 
  honing in on you. “TRESPASSERS! THIEVES! I AM DUSK-
  TAKER, LORD OF ALL I SURVEY!” The storm above crackles 
  angrily as if feeding on this creature’s words. “THESE PYRAMIDS 
  ARE MINE, AND THEIR CONTENTS BELONG TO ME. NOW 
  A NEW PYRAMID APPEARS, AND WITH IT BURGLARS WHO 
  WOULD STEAL MY TREASURES!”
  This is the first you’ve heard of Dusk-Taker, so its claim seems 
  somewhat dubious. However, such a massive bird would easily 
  pick you off if you tried to flee across the open desert. No, you’ll 
  need to find some way to scare off Dusk-Taker for good. Hoping 
  to get closer, you circle around a pyramid for cover. As you 
  approach, though, the monument’s spire glows more brightly, 
  and one of your lanterns begins radiating a similar light. Could 
  this be the power referenced inside the Fourth Star? As you reach 
  the other side and can see Dusk-Taker again, you can see that it’s 
  flapping excitedly and apparently drinking in its own pyramid’s 
  energy. Screeching with delight, it spits a bolt of green energy 
  toward you, narrowly missing. Worse, where the ground is still 
  sizzling from the attack, a towering beast of sand and stone is 
  pulling itself from the earth.
  Escape is no longer an option; it’s time to fight. The bird is so 
  massive, he could easily carry you across the desert, never to be 
  found again. Better to slay him on the spot, if you can. You can’t 
  risk Dusk-Taker stealing the secret of the Three Stars!
  4-5E: DUSK’S DOMAIN
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with  
  the ally Freed Soul and 1 character may temporarily replace 1 ally in her deck with the ally Sand Elemental.  
  At the end of each scenario, return those allies to the game box.
  Development:
  W
  ith Dusk-Taker defeated, you’re free to return to Katapesh 
  and finish the deal. The Pactmasters quickly deliver 
  Panven Wikar and the locket back to the Pathfinder lodge. Wikar 
  doesn’t look like he’s enjoyed his time with the Pactmasters, and 
  you barely need to press him before he starts talking.
  “Look, I don’t have any of the other items! They were all 
  delivered to a Gebbite Blood Lord named Stavros. I just gave them 
  to Nyctessa so she could deliver them. Her eyes were all glassy, 
  though—she wasn’t in control of her actions. Stavros has got 
  enough artifacts to knock out a couple other Blood Lords, so watch 
  out!”
  Stavros? This isn’t the first time that vampire has crossed you. 
  But with Wikar’s information, you’re ready for a final confrontation.
  Let’s see if Stavros is ready for you.
  VILLAIN:
  DUSK-TAKER
  HENCHMEN:
  OSSUMENTAL SWARMS
  PLAYERS
  LOCATIONS
  1
  FIVE-POINTED SUN
  1
  SULFUR PITS
  1
  VOLCANIC VENTS
  2
  WINDSWEPT CHASM
  3
  GARDEN OF SYMMETRY
  4
  SHIFTING DUNES
  5
  SCORCHED RUINS
  6
  ELEMENTAL TRENCHES
  DURING THIS SCENARIO
  The location Five-Pointed Sun cannot be temporarily closed.
  At the end of each turn, if the Five-Pointed Sun is unoccupied, add a 
  monster from the box to the top of that location deck.
  After you defeat and banish the henchman Ossumental Swarm, 
  if the location deck it came from has 6 or fewer cards, you may 
  immedately attempt to close that location.
  
  DARK ARCHIVE’S FAVOR
  POWERS 
  When this card is discarded from the blessings deck, 
  draw a number of items from the box equal to the 
  number of open locations. Banish any number of 
  them, then shuffle each remaining item into different 
  open locations. 
  While this card is on top of the blessings discard pile, 
  on your check to acquire an item, after the roll, you 
  may add 1d12.
  FAVOR 5
   
   
  © 2018 Paizo Inc.
   
  Illustration by Taylor Fischer 
  PARACOUNTESS ZARTA DRALNEEN
  POWERS 
  While displayed, any character may recharge a card 
  to add 1d6 to his check.
  While displayed, at the end of a character’s turn, she 
  may bury a card from her discard pile to recharge a 
  card from her discard pile.
  COHORT 5
   
   
  © 2018 Paizo Inc.
   
  Illustration by Ryan Portillo 
  COIN SWARM
  POWERS 
  The Coin Swarm is immune to the Mental and Poison 
  traits.
  The difficulty to defeat is increased by twice the 
  scenario’s adventure deck number. If the check to 
  defeat does not have the Attack trait, the difficulty to 
  defeat is additionally increased by 4.
  If you do not defeat the Coin Swarm by at least 4, 
  shuffle it into the deck it came from; it is still defeated. 
  If defeated by 4 or more, but by less than 10, you 
  may display this card next to the scenario. While 
  displayed, any character may banish this card to add 
  1d12 to any check to acquire.
  HENCHMAN 5
  TYPE
  MONSTER
   
   
  © 2018 Paizo Inc.
   
  Illustration by Jeff Carlisle 
  CONSTRUCT
  SWARM
  VETERAN
  6
  COMBAT
  CHECK TO 
  DEFEAT
  ELUSIVE KNOWLEDGE
  POWERS 
  When you examine or defeat this card, display it 
  next to the scenario, and you may draw a spell from 
  the box.
  When you encounter this card, evade it.
  HENCHMAN 5
  TYPE
  BARRIER
   
   
  © 2018 Paizo Inc.
   
  Illustration by Chris Seaman 
  10
  KNOWLEDGE
   PERCEPTION
  CHECK TO 
  DEFEAT
  TRIGGER
  CACHE
  HUMAN
  ARISTOCRAT
  BARD
  ALUUM
  POWERS 
  The Aluum is immune to the Attack, Mental, and 
  Poison traits.
  The difficulty of the combat check to defeat is 
  increased by 1d10.
  If undefeated, end your turn.
  HENCHMAN 5
   
   
  © 2018 Paizo Inc.
   
  Illustration by Eva Widermann 
  CONSTRUCT
  GOLEM
  TYPE
  MONSTER
  6
  FORTITUDE
  WISDOM
  CHECK TO 
  DEFEAT
  THEN
  14
  COMBAT
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Factions’ Favor  
  Adventure 5: The Pactmaster’s Bargain
  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 4-5 The Pactmaster's Bargain.pdf