TEXT: PATHFINDER ADVENTURE CARD GUILD ADVENTURE 1-1
  Herald’s Chosen
  
  Scenario Design •  Tanis O’Connor and Keith Richmond
  Story Text •  Mike Selinker
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Diego de Almeida, Sam Burley, 
  Dmitry Burmak, Fabio Gorla, and Dallas Williams
  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
  Global Organized Play Coordinator • Mike Brock
  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
  Technology Manager • Cort Odekirk
  Tech Team • Christopher Anthony, Winslow Dalpe, Lissa 
  Guillet, Julie Iaccarino, Erik Keith, Scott Spalding, Gary Teter 
  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
  Community Team • Chris Lambertz and Liz Courts
  Customer Service Team • Sharaya Kemp,
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  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.
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  Pathfinder Adventure Card Guild Adventure 1-1: Herald’s Chosen © 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 1-1: Herald’s Chosen
  
  ADVENTURE PATH 
  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 Fallen
  5
  Herald’s Vengeance
  6
  The Last Crusade
  SEASON OF THE RIGHTEOUS
  REWARD
  Each player chooses one of his Pathfinder Society Adventure Card Guild characters.
  That character may treat the loot Scale of Remembrance as if it is in his Class Deck box.
  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 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, and for the next century, crusade 
  after crusade tried to defeat the demons only to fail time 
  and time again. Their greatest success, the line of magical 
  artifacts known as wardstones that stand sentinel along the 
  Worldwound’s border, barely manages to contain the demons. 
  Though the world doesn’t know it yet, these wardstones are 
  about to suffer a fearsome trial. With courage, cunning, 
  magical might, and not a little bit of luck, will your band of 
  stalwart adventurers be able to defend the Worldwound and 
  save the world of Golarion?
  Illustration by Sam Burley
  
  ADVENTURE 1
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  1-1A: Cloven Trail
  1-1B: Instant Inquisition
  1-1C: Get to Fort Clearwater
  1-1D: Crusaders Assemble!
  1-1E: Ladies Who Lunch… with Demons
  HERALD’S CHOSEN
  Each character gains a skill feat.
  This Adventure Requires:
  • The Pathfinder Adventure Card Game: Wrath of the Righteous Base 
  Set, including The Worldwound Incursion 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, or 1.
  Read the Following Aloud:
  W
  elcome to the Worldwound! We expect your stay will be an 
  eventful one.
  The Worldwound is a land controlled by demons. It 
  was once called Sarkoris, a thriving land of great commerce 
  and knowledge. Then the machinations of demon lords ripped 
  it open, leaving a gap through which all manner of nightmares 
  enter our world.
  In the aftermath of this invasion, the nation of Mendev 
  refuses to surrender. Mendev has marshaled four crusades 
  against the demons, though each has been inconclusive. The 
  Fourth Crusade is ongoing, and some progress has been made. 
  The frequency of incursions has lessened, leading some to 
  speculate that victory is within Mendev’s grasp. A few troubled 
  souls say this is just the calm before an even greater storm, 
  but they are typically silenced, brushed aside by the citizenry’s 
  newfound wave of confidence.
  You have arrived at the gleaming city of Kenabres, the 
  crown jewel of Mendev. While the Worldwound is beset with 
  the demons from the Abyss, Kenabres stands strong. Once 
  damaged by the demon lord Khorramzedah, Kenabres has 
  recovered from its wounds. Crusaders meet here to test their 
  might against each other, knowing what they learn will soon 
  prove valuable against their foes. High Queen Galfrey has come 
  to Kenabres, secure in the knowledge that this great city will 
  never be brought low by the forces of evil.
  The queen knows of a recent discovery that could save the 
  Worldwound from its plight. She believes there is a way to 
  close the maw to the Abyss, although she has kept the details 
  confidential. As part of this plan, she has recruited a council 
  of powerful heroes who can find solutions to the problems 
  troubling her realm.
  With the queen’s arrival has come enhanced security. 
  Crusaders now patrol the walls of Kenabres in greater 
  numbers, and visitors are being checked at the city gates by 
  oracles who have talents for detecting demonic spies. Both of 
  these strategies have proven effective, but the most notable 
  REWARD
  enhancement is the presence of the Herald of Iomedae, the 
  goddess’s mighty servant.
  This herald is known as the Hand of the Inheritor because 
  he sits at the right hand of the goddess Iomedae. The goddess 
  has taken a personal interest in the Abyssal incursions into our 
  plane, and she manifests her dismay through the Herald. Of 
  course, his dismay will manifest through you and the other 
  heroes of Queen Galfrey’s council. You have heard the Herald’s 
  trumpet, and you have embraced his cause.
  Illustration by Diego de Almeida
  DURING THIS ADVENTURE
  The servitor demon is the henchman Demonling.
  
  POWERS
  Display this card next to the blessings deck; banish it 
  at the end of the scenario.
  While displayed, at the end of any character’s turn, 
  that character may shuffle 1d4+1 random cards from 
  his discard pile into his deck; if he does, a character 
  must either bury a blessing or discard the top of the 
  blessings deck.
  HERALD OF IOMEDAE
  COHORT 1
  OUTSIDER
   
  Illustration by Dallas Williams 
   
   
  © 2015 Paizo Inc.
  SCENARIO 1
  Read the Following Aloud:
  I
  seek your aid in destroying the information network used 
  by demons in Kenabres,” the Herald says. “If you can 
  discover where the demons are arriving in the city, you can 
  cut off their reinforcements. That should buy Queen Galfrey’s 
  council enough time to locate the treasure we need to close 
  the Worldwound.”
  Tonight, you’re on patrol as members of the Eagle Watch, 
  seeking the malefactors behind a series of attacks on crusaders. 
  Survivors of those attacks reported that they fought off 
  minotaurs—beasts whose eyes burned with Abyssal fire. Most 
  likely, they’re low-ranking quislings of the demon prince 
  Baphomet. The crusaders forced them back to Kenabres’s 
  labyrinthine sewers, although that may be a hollow victory. 
  After all, minotaurs are adept in mazes.
  Your quest has led you to the area around the Watchtower on 
  the bulwark of the city. If the bulwark has been breached, that 
  could delay the city’s response to attacks. Your contacts in this 
  area have spread word of a pitborn witch named Faxon who’s 
  been rallying the demons to his side. Seek out this witch and 
  bring him in for questioning. The Herald would have words 
  with him.
  You have one great advantage over the sinister Faxon. The 
  Herald is not one to simply dispatch his allies and leave them 
  to the mercy of the Abyssal horde. You can summon him 
  once you’ve unearthed a major threat against the citizens of 
  Kenabres. The Hand of the Inheritor awaits your call.
  1-1A: CLOVEN TRAIL
  REWARD
  Each player chooses weapon, spell, or item, then draws a random card of that type from the box.
  VILLAIN:
  FAXON
  HENCHMEN:
  BRIMORAKS
  Development:
  F
  rom beneath the guardposts, you rousted the pitborn witch, 
  and you’ve hauled him before the Herald of Iomedae. This 
  audience isn’t one that someone with demonic heritage would 
  view as a privilege. After a brief interrogation, Faxon’s will 
  collapses, and he divulges his secrets.
  “We are limitless in number!” he boasts hollowly. “Our 
  witches can transform the weakest of your rabble into 
  demonlings! You cannot defeat us!”
  “Oh, but we can,” the Herald replies, “and you’re going to 
  help us do it.”
  DURING THIS SCENARIO
  Treat the henchman Brimorak as if it is the henchman Fiendish 
  Minotaur.
  During  the  first  exploration  of  each  turn,  damage  dealt  is 
  decreased by 1.
  PLAYERS
  LOCATIONS
  1
  GUARDPOST
  1
  MAZE
  1
  WATCHTOWER
  2
  FORSAKEN CLOISTER
  3
  WOUNDED LANDS
  4
  CAVERN
  5
  ABYSSAL RIFT
  6
  CANYON
  COHORT: HERALD OF IOMEDAE
  “
  
  SCENARIO 1
  Read the Following Aloud:
  A
  cting on the mewlings of the pitborn witch Faxon, you must 
  now track down the cult of the demon lord Baphomet. Faxon 
  has betrayed their plans.
  “We are limitless in number!” Faxon boasted. “Our witches 
  can transform the weakest of your rabble into demonlings! You 
  cannot defeat us!” Apparently, witches in the cult are transforming 
  ordinary citizens into demons and setting them loose upon the 
  populace. Now that you know this, you can end this plot… by 
  ending the witches’ lives. 
  While the Herald of Iomedae is keeping Faxon captive in the 
  high Watchtower, you and your companions must search the 
  marketplaces and manors of the central district of Kenabres. If 
  you can find the summoner at the center of this cult, you can 
  disrupt his plot. But beware! His adepts can summon demons as 
  well. You won’t know of their presence until they suddenly appear 
  behind you.
  A new companion has joined your quest. Sosiel Vaenic, a priest 
  of Shelyn at the Temple of the Eternal Rose, will come with you to 
  begin your inquisition. He is unassailable in his allegiance to the 
  cause of Queen Galfrey.
  Although you are certain of Sosiel’s devotion, loyalty is a grave 
  concern. Right now, you don’t know who you can trust. If the 
  cultists have the ability to transform people and animals into 
  demonlings, they can transform your allies into demonlings as 
  well. Rely on yourselves, but keep your friends close.
  1-1B: INSTANT INQUISITION
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in 
  her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.
  VILLAIN:
  TANCRED DESIMIRE
  HENCHMEN:
  BLACKFIRE ADEPT
  CULTISTS OF BAPHOMET
  Development:
  T
  here has been a development,” the Herald proclaims. 
  “While we were hunting demonlings, a flock of monstrous 
  bats descended upon the tower that held the witch Faxon. Our 
  guards were swiftly overpowered, and the bats flew the witch 
  to safety. 
       The Herald then turns to look out upon the desolation of 
  the Worldwound. “We believe they were headed to the Fort 
  Clearwater outpost. We must meet them there. They will regret 
  that they ever trifled with us!”
       Mount up! The Worldwound awaits.
  DURING THIS SCENARIO
  When a character would play an ally, roll 1d6. On a 1 or 2, bury 
  the ally; that character instead summons and encounters the 
  henchman Demonling.
  PLAYERS
  LOCATIONS
  1
  BEFOULED ALTAR
  1
  DEFENDER’S HEART
  1
  MARKETPLACE
  2
  ARMORY
  3
  MANOR HOUSE
  4
  TEMPLE OF IOMEDAE
  5
  FAMILY TOMB
  6
  CATHEDRAL OF ST. CLYDEWELL
  COHORT: SOSIEL VAENIC
  Illustration by Dmitry Burmak
  “
  
  CARROCK
  POWERS 
  Carrock is immune to the Mental and Poison traits. If 
  the check to defeat has the Fire trait, add 1d8.
  Before you act, Carrock deals 1 Ranged Combat 
  damage to you.
  After you act, Carrock deals 1 Ranged Combat 
  damage to you.
  VILLAIN 1
  15
  COMBAT
  TYPE
  MONSTER
  CHECK TO 
  DEFEAT
  PLANT 
  DEMON 
  DRUID
  SCENARIO 1
  Read the Following Aloud:
  T
  o Fort Clearwater you ride! This outpost on the edge of the 
  Worldwound was once a gallant roadblock against the onrush 
  of demons. Now all communication from Fort Clearwater has 
  ceased, a situation that gravely concerns the Herald of Iomedae.
  Fort Clearwater is one of the most important links in a line 
  of defenses preventing the Worldwound’s demon hordes from 
  corrupting the lands of Ustalav, Numeria, and Mendev. Along 
  the Moutray and West Sellen rivers, the champions of Iomedae 
  have placed powerful wardstones that hold evil at bay. Should 
  they break, the entire countryside would fall.
  After your last foray against the cult of Baphomet, the Herald 
  broke the news that the pitborn witch Faxon had escaped from 
  the queen’s custody. Giant bats descended upon the Watchtower 
  that held him, and he rode skyward into the night. Normally, 
  bats could not be expected to coordinate their actions in such 
  a sinister manner. The demon hordes are obviously using the 
  very forces of nature against you.
  You must venture into the dark lands. First, you must march 
  down the West Sellen. The fort was named after the river’s 
  once-clear waters, but demonic influence now befouls the 
  river. No fish swim here, and no animals drink near the filth 
  that washes up on its riverbanks. Next, you must steadily make 
  your way through Storasta. Long ago, it was one of Sarkoris’s 
  mightiest cities, but giant bats have overrun it. 
  No other beings would dare inhabit the city... no other being 
  save one, that is. The fiendish tree Carrock has marshaled 
  the colony against the queen’s crusaders. If you can break 
  his control over the giant bats, you can clear a path to Fort 
  Clearwater.
  1-1C: GET TO FORT CLEARWATER
  REWARD
  Each player chooses armor or ally, then draws a random card of that type from the box.
  Development:
  Y
  ou’ve reached Fort Clearwater and banished the giant 
  bats that threatened to overrun it. When you disrupted 
  the druid Carrock’s control over the colony, he fled into the 
  darkness. With good fortune, he will trouble the denizens of 
  the Worldwound no more.
  Now a sterner task lies ahead. Fort Clearwater’s crusaders, 
  the Order of the Solar Lantern, are under assault. Their leader, 
  the alchemist Ylyda Svyn, has a plan to end the attacks on her 
  fort, but her soldiers are resigned to their fate. Can you rally the 
  crusaders to action?
  DURING THIS SCENARIO
  Treat the villain Millorn as the villain Carrock.
  When a character defeats a barrier during an exploration, that 
  character may immediately explore again.
  When  a  barrier  is  undefeated,  discard  the  top  card  of  the 
  blessings deck.
  VILLAIN:
  MILLORN
  HENCHMEN:
  GIANT BATS
  PLAYERS
  LOCATIONS
  1
  CAVERN
  1
  CEMETERY
  1
  DARK FOREST
  2
  COLLAPSING BRIDGE
  3
  ABYSSAL RIVER
  4
  WOUNDED LANDS
  5
  CANYON
  6
  FORSAKEN CLOISTER
  COHORT: ANEVIA TIRABADE, ARON KIR
   
   
  © 2015 Paizo Inc.
   
  Illustration by Anna Christenson 
  
  YLYDA SVYN
  POWERS 
  When Ylyda Svyn is evaded, each other character is 
  dealt 1 Acid damage and 1 Fire damage.
  Add the number of closed locations to your checks to 
  defeat Ylyda Svyn.
  “You’ll not be allowed to disrupt my work. Therefore, 
  I’m afraid you must die!” —Ylyda Svyn
  VILLAIN 1
  12
  CHARISMA 
  DIPLOMACY
  TYPE
  MONSTER
  THEN
  12
  CRAFT
  CHECK TO 
  DEFEAT
  HUMAN 
  ALCHEMIST
   
   
  © 2015 Paizo Inc.
   
  Illustration by Cristian Chihaia 
  SCENARIO 1
  Read the Following Aloud:
  Y
  ou’ve reached Fort Clearwater! The fort has seen vastly 
  better days. Consistent forays by demons have weathered 
  its walls, leaving its safety in question.
  The safety of those inside is even more questionable. The 
  fort is manned by a beleaguered band of crusaders from the 
  Order of the Solar Lantern. Their numbers have thinned, and 
  their morale is low. After so much pain, they could use some 
  good news.
  The leader of the crusaders is the alchemist Ylyda Svyn. 
  While Ylyda earned great acclaim and the crusaders’ allegiance 
  by using her powers against the demons, her fascination 
  with demonic physiology has driven her to extremes. She 
  now dwells within the Worldwound itself to be closer to the 
  subjects she studies. What’s more, some merchants who have 
  made the terrifying supply run out to the fort are whispering 
  rumors. They claim her dedication to ending the demonic 
  menace has led her to conduct obscene experiments on her 
  own people. 
  You’ll have to convince Ylyda and her soldiers to choose 
  a different path. Her soldiers have not responded to your 
  arrival positively. They’re locked within its walls, and they’re 
  prepared to defend it against you. This is not how crusaders 
  behave. You’ll need to defeat them without killing them and 
  then bring Ylyda to your side. By doing so, you can reclaim 
  Fort Clearwater as a stalwart defense against the demons of 
  the Worldwound. 
  Ylyda could be a great ally against evil, if you can rally her 
  people to your side to help change her mind. First, you’ll have 
  to find her.
  1-1D: CRUSADERS ASSEMBLE!
  REWARD
  Each character may choose one of the boons in the boon pile and use it as a bonus deck upgrade.
  Development:
  Y
  ou’ve fortified Fort Clearwater and brought the alchemist 
  Ylyda Svyn back into the crusaders’ fold. Grateful for your 
  support, she has rededicated the fort to the battle against evil. 
  She has also given you some useful intelligence.
  “This pitborn witch you speak of? I know him,” she says. 
  “My scouts followed him through here. He has returned to his 
  dark environs to plot another day, but he did betray one secret 
  in his carelessness. He is searching for a book that can seal 
  the Worldwound. I know he has allies in this region: a coven 
  of three demonic witches. If we can break these witches’ hold 
  on the region, we might learn the whereabouts of the book he 
  seeks.”
  DURING THIS SCENARIO
  Using the deck list from Guardpost, build a number of Guardpost 
  locations equal to the number of characters. When you close a 
  location, do not flip the Guardpost card over.
  Treat the henchman Brimorak as if it is the henchman Corrupted 
  Soldier.
  When you acquire a boon from a location deck, put it facedown 
  in a boon pile next to the scenario. When you defeat a Corrupted 
  Soldier henchman, draw a random armor or weapon from the box 
  and put it in the boon pile. When you fail to permanently close a 
  location or defeat a henchman, banish a random card from the 
  boon pile; if the boon pile is empty, instead banish the top card of 
  the blessings deck.
  When you permanently close the last location, summon and build 
  the location Laboratory, and shuffle Ylyda Svyn into its location 
  deck. If Ylyda Svyn is undefeated, banish her; the next character 
  summons and encounters Ylyda Svyn as the first exploration of his 
  turn. To win the scenario, defeat Ylyda Svyn.
  VILLAIN: NONE
  HENCHMEN:
  BRIMORAKS
  PLAYERS
  LOCATIONS
  1-6
  GUARDPOST
  COHORT: HORGUS GWERM, ANEVIA TIRABADE
  
  SCENARIO 1
  Read the Following Aloud:
  T
  he pitborn witch Faxon has betrayed his darkest plot. He 
  is searching for a book that, if it fell into the wrong hands, 
  could close the Worldwound forever. You are exactly the 
  “wrong hands” he fears.
  Faxon has gone deep into the Worldwound. You do not know 
  his location, but your alliance with the commander at Fort 
  Clearwater has gained you important knowledge. Faxon has a 
  coven of witches as his allies, and their lair is somewhere nearby. 
  Around Fort Clearwater, the broken remains of a military town 
  lie useless after countless assaults from demons. The witches 
  have taken up residence in the ruins, but you can roust them out.
  After you sent word back to Kenabres, the Herald of Iomedae 
  joined your quest. The discovery of the book is now his most 
  critical task. Through his communication with the goddess, he 
  has learned that the three women work in concert. The first is 
  a conjurer who can bring demons to her side. The second is a 
  resolute inquisitor who demands the worst from those conjured 
  demons. The third is an oracle who divines where and when to 
  strike at the crusaders’ weakest points. Defeating only one of 
  these women will not be enough. You must capture them all so 
  you can rein in their influence forever.
  “We have also learned the name of the book Faxon seeks,” he 
  says. “The Lexicon of Paradox is a powerful tome indeed. He seeks 
  it, but we will claim it.”
  With the Herald at your side, you cannot fail. Go forth and 
  smite evil!
  1-1E: LADIES WHO LUNCH… WITH DEMONS
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in 
  her deck with the loot Sacred Prism. At the end of each scenario, return the loot to the game box.
  VILLAIN: NONE
  HENCHMEN:
  CEUSTODAEMON
  CULTISTS OF BAPHOMET
  Development:
  T
  he coven has been broken! The three evil women are in the 
  Herald’s command. The Herald of Iomedae is not one to 
  leave a stone unturned.
  After hours of strikingly quiet interrogation, the Herald 
  emerges with news. “The Lexicon of Paradox has been discovered 
  in Raliscrad, a ruined city northeast of here. We will marshal 
  our army and take this book back to Queen Galfrey.”
  One of your companions mutters something under his 
  breath. “This feels like a trap,” he says.
  “It is,” the Herald replies, “so they won’t see our trap coming!”
  DURING THIS SCENARIO
  After  building  the  location  decks,  shuffle  the  villains  Sophini, 
  Hosilla, and Jeslyn facedown into a villain pile.
  When you would encounter a henchman from a location deck 
  and the number of open locations is equal to or less than the 
  number of cards in the villain pile, instead encounter the top 
  card of the villain pile. If you do not defeat the villain, put it on 
  the bottom of the villain pile and shuffle the henchman into 
  your location deck. If the villain is defeated and would escape, 
  put it on the bottom of the villain pile instead and close your 
  location. If the villain is defeated and cannot escape, banish it. 
  To win the scenario, close all of the locations.
  PLAYERS
  LOCATIONS
  1
  ARMORY
  1
  CITADEL
  1
  LABORATORY
  2
  DARK FOREST
  3
  WATCHTOWER
  4
  OCCULT LIBRARY
  5
  SANCTUM
  6
  ABATTOIR
  COHORT: HERALD OF IOMEDAE
  Illustration by Fabio Gorla
  
  POWERS
  Display this card next to the blessings deck; banish it 
  at the end of the scenario.
  While displayed, at the end of any character’s turn, 
  that character may shuffle 1d4+1 random cards from 
  his discard pile into his deck; if he does, a character 
  must either bury a blessing or discard the top of the 
  blessings deck.
  HERALD OF IOMEDAE
  COHORT 1
  OUTSIDER
   
  Illustration by Dallas Williams 
   
   
  © 2015 Paizo Inc.
  YLYDA SVYN
  POWERS 
  When Ylyda Svyn is evaded, each other character is 
  dealt 1 Acid damage and 1 Fire damage.
  Add the number of closed locations to your checks to 
  defeat Ylyda Svyn.
  “You’ll not be allowed to disrupt my work. Therefore, 
  I’m afraid you must die!” —Ylyda Svyn
  VILLAIN 1
  12
  CHARISMA 
  DIPLOMACY
  TYPE
  MONSTER
  THEN
  12
  CRAFT
  CHECK TO 
  DEFEAT
  HUMAN 
  ALCHEMIST
   
   
  © 2015 Paizo Inc.
   
  Illustration by Cristian Chihaia 
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Righteous  
  Adventure 1: Herald’s Chosen
  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 1-1 Herald's Chosen.pdf