Adventure Card Game Adventure 4-6A Blood Lord's Lament
Adventure Card Game Adventure 4-6A Blood Lord's Lament
Adventure Card Game Adventure 4-6A Blood Lord's Lament
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Pathfinder Adventure Card Guild Adventure 4-6: Blood Lord’s Lament ©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 PATH
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.
ADVENTURE 6
BLOOD LORD’S LAMENT
This Adventure Requires:
• The Pathfinder Adventure Card Game: Mummy’s Mask Base Set
including The Half-Dead City, Empty Graves, Shifting Sands, Secrets
of the Sphinx, The Slave-Trenches of Hakotep, and Pyramid of the Sky
Pharaoh 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, 5, or 6.
L
ike an heirloom jigsaw puzzle, each new revelation about
the Pathfinder Society’s betrayal at the hands of Muhlia
al-Jakri reveals pieces of the predicament you never COMPLETE THESE SCENARIOS IN ANY ORDER:
knew existed. Your heroic efforts in Qadira, the Mana Wastes, 4-6A: The Bellator Mortus Gamble
and Katapesh have uncovered the former faction leader’s theft of 4-6B: In Death's Shadow
numerous artifacts from the Society’s Grand Lodge in Absalom. 4-6C: Hunted in the Undead City
You’ve even managed to recover some of these priceless relics 4-6D: Face of Fatality
before they could fall into dastardly hands. But, deep in the 4-6E: Revenant Court Revealed
howling desert, you learned a sickening truth: The Society’s most
powerful stolen artifacts are still at large and en route to Geb, land
DURING THIS ADVENTURE
of undead overlords. Worse, the artifacts’ buyer is none other than
The scourge die is 1d10.
the vampire Stavros Nightcrescent, one of the powerful Blood
Lord leaders of the Gebbite capital Mechitar. When creating the blessings deck, replace 1 blessing with the favor
Grand Lodge’s Favor (proxy with Tablet of Languages Lost).
The few details you gleaned from this discovery paint a sobering
portrait. The relics bound for the Blood Lord harbor immense When you examine a non-villain card that has the Undead trait from a
location deck, recharge a card, then encounter the card you examined.
necromantic powers, including the ability to transform creatures
into vampire spawn under the user’s control. Another leaches If the result of your check to defeat a card that has the Undead trait
does not exceed the difficulty by 6 or more, suffer a scourge.
the power of Hell into individuals, greatly empowering them but
forging a tendril between victims and the infernal realm. You
can’t know what Nightcrescent plans to do with these artifacts, but “I can offer you no aid in this scheme,” they admit. “But perhaps
considering the possibilities fills you with dread. This is power we can strike a deal. At this moment, the Pactmasters prepare a
whose misuse could reverberate across the Garundi continent, not trade delegation to Mechitar. The wizard-king’s laws protect our
to mention the entire Inner Sea region. Your stomach drops like delegates to an extent, but we are in need of more visible security.
a rock as you realize that, somehow, you must reclaim these relics Not all who meet living merchants in that undead land respect the
from Stavros before the unthinkable happens. power of our gold.”
Straight away, you set up a meeting with Pactmaster Krimiltuk Through their domed mask, the Pactmaster’s gaze is shrewd
in Katapesh, where your journeys have led so far. Amid plush and inquisitive. Without ever asking the question, they clearly
carpeting, wafting incense, and gleaming sandstone walls, you expect an answer.
relate a to-the-point version of your predicament. You must get It’s brilliant, really. Serving as hired swords would allow you
into Geb to thwart a powerful vampire’s plans. You must do it now, to traverse Mechitar without arousing suspicion. It’ll take stealth
but surviving in the undead capital with such sole aims is surely a and subterfuge, but you just may be able to thwart Nightcrescent
suicide mission. without alerting any of Mechitar’s voracious undead.
The Pactmaster presses a long, bony finger to their masked Without hesitation, you answer Krimiltuk. They nod and begin
mouth in thought. Their voice crawls from their throat like the drawing up an employment contract.
hiss of chafing husks. You leave at dawn.
REWARD
Each player unlocks the ability to play Meligaster from the Occult Adventures 1 Character Deck using the
Bard Class Deck, and Lem from any set or deck using the Occult Adventures 1 Character Deck.
SCENARIO 6
4-6A: THE BELLATOR MORTUS GAMBLE
Read the Following Aloud: VILLAIN: NONE
T
he journey south to Mechitar begins quietly enough, HENCHMEN:
as the Katapeshi merchants turn out to be as taciturn ? RANDOM ALLIES
as their Pactmaster benefactors. The exception is
Tirah Dolreshi, a human diplomat who has thrown quips your
way from the moment you left the City of Trade. Through drips PLAYERS LOCATIONS
of allusion from the merchants, you learn that Dolreshi is an 1 CHISISEK'S TOMB
expert in Katapeshi-Gebbite relations, and that she is especially 1 HALL OF BLESSED REBIRTH
skilled in the distasteful task of parlaying with the undead 1 PEASANT TOMBS
nation’s powerful leaders. 2 MAUSOLEUM
The surrounding landscape shifts from languid deserts to 3 EMBALMING PARLOR
the arid plains of southern Katapesh, and you begin to form a 4 SEPULCHER OF THE SERVANT
friendship with Dolreshi. Soon, the bizarre dust storms of the 5 GARDEN OF SYMMETRY
Mana Wastes come into view, and you realize that she might 6 GREAT LIBRARY OF TEPHU
be the only one who can help. When you entrust her with the
details of your mission, she nods and uses her headscarf to wick DURING THIS SCENARIO
away the sweat beaded on her face.
When you acquire an ally, you may summon and encounter the
“You can’t try this alone, my brave friend,” she says, adopting henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul
a pensive stance. Bloodsbane III, then you may attempt to close your location. (If
“Nightcrescent does have a list of enemies that includes the henchman is defeated, you may display it per its power.)
some Blood Lords. And each member of the Bellator Mortus— To win the scenario, all locations must be closed while Varanthe
Mechitar’s city guard—is in the pocket of a specific lord. If you the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are
could convince the right guards that ol’ Stavros Nightcrescent is displayed.
rising against their masters, I bet they would help you infiltrate
the vampire’s manor. When a fight inevitably breaks out, that’s
your chance to steal the relics back and leave.” man, but the one scheduled to meet our delegation, and the
You remind Dolreshi that the Pathfinder Society must ensure thrall of a Blood Lord who particularly hates Nightcrescent.”
that none of Mechitar’s Blood Lords get hold of those artifacts. Your friend’s grave expression makes the next part clear.
“Of course!” the diplomat says, chuckling. “Don’t tell the These are the monsters you must convince, and you must
guards that artifacts are involved at all!” do it all without them learning the truth. Or letting them rip
Dolreshi uses a charcoal nub to scribble the names of three your entrails out through your eyes. But mostly without them
guards on a scrap of parchment. learning the truth.
“Varanthe the Paralyzer, an undead assassin. Mortevia As the onyx pyramids of Mechitar peek over the horizon, you
Strassel, a ghast. And Xandhul Bloodsbane III—a rather nasty fight the feeling that you might be walking into your own grave.
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the ally Sehela
and 1 character may temporarily replace 1 ally in her deck with the ally Tomb Artisan.
At the end of each scenario, return these cards to the game box.
Development:
13 13
POWERS
POWERS POWERS
When this card is discarded from the blessings deck, Varanthe the Paralyzer is immune to the Mental and Mortevia Strassel is immune to the Mental and
you may examine the top card of any number of Poison traits. Poison traits.
locations, then each character at your location may Before you act, you may bury an ally or a blessing; if
recharge a random ally from their discard pile. Before you act, recharge a random card.
you do not, recharge all of your allies and blessings.
While this card is on top of the blessings discard pile, If defeated, display this card. While displayed, If defeated, display this card. While displayed, you
you may recharge any cards you would discard or you may bury an ally or a blessing to evade your may recharge a random card to reduce all damage
bury as damage. encounter. If you are at the location Ruined Temple, dealt to you by 2. If you are at the location Ghoul
you may recharge the ally or blessing instead. Square, you may choose the card.
Illustration by Taylor Fischer © 2018 Paizo Inc. Illustration by Kieran Yanner © 2018 Paizo Inc. Illustration by Lindsey Wakefield © 2018 Paizo Inc.
28
POWERS
POWERS The Usij Ghul is immune to the Mental and Poison traits.
Before you act, summon and encounter a monster. If Roll 1d6. All damage dealt by the Usij Ghul is the
following type: POWERS
it is not defeated, the difficulty of the check to defeat
Xandhul Bloodsbane III is increased by 1d8+1. 1–2. Acid 3–4. Electricity 5–6. Fire The Devourer Assassin is immune to the Mental and
Poison traits.
Before you act, if you are the only character at your
If defeated, display this card. While displayed, when
location, you are dealt 1d4 damage. Before you act, all characters must attempt a Constitution
you would fail a combat check and be dealt damage,
After you act, each character at your location is dealt or Fortitude 13 check. Characters who fail bury all allies
add 1d8+1 to the result. Unless you are at the
1d4 damage. and may not play cards during this encounter.
location Eternal Arena, you are dealt damage as if
you had not used this power. If undefeated, discard a card from the blessings deck. If undefeated, bury the top 1d4 cards of your deck.
Illustration by Alexandur Alexandrov © 2018 Paizo Inc. Illustration by Eric Lofgren © 2018 Paizo Inc. Illustration by Damien Mammoliti © 2017 Paizo Inc.
6
THEN
COMBAT
16
POWERS
POWERS
Recharge this card to move, then you may examine
POWERS the top 2 cards of your location deck. If you examine
Reveal this card and recharge a card to add 1d8 to a non-villain, non-henchman monster, you may
Stavros Nightcrescent is immune to the Mental and immediately encounter it. You may not use this
your combat or Fortitude check.
Poison traits. power during an encounter.
Recharge this card to reduce damage dealt to you
While you act, before any character plays a card, he Discard this card to examine the top card of your
to 0.
must discard a card. location deck, then you may shuffle the location
deck, then you may explore your location. During this
If undefeated, bury your discard pile. exploration, add 1d6 to your checks against monsters.
Illustration by Sally Gottschalk © 2018 Paizo Inc. Illustration by Denman Rooke © 2017 Paizo Inc. Illustration by Kieran Yanner ©2018 Paizo Inc.
Season of Factions’ Favor
Adventure 6: Blood Lord’s Lament
A.K.A.
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