Adventure Card Game Adventure 4-6A Blood Lord's Lament

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PATHFINDER SOCIETY ADVENTUR E CAR D GUILD ADVENTUR E 4-6

Blood Lord’s Lament


ADVENTURE 4-6: Blood Lord’s Lament
Mechanical Design • Keith Richmond Vice President of Marketing and Licensing • Jim Butler
Story Text • Amanda Hamon Kunz Marketing Coordinator • Dan Tharp
Story Design • John Compton, Amanda Hamon Kunz, Licensing Manager • Glenn Elliott
Mark Seifter, Tonya Woldridge, and Linda Zayas-Palmer. Public Relations Manager • Aaron Shanks
Editors • Mike Selinker and Vic Wertz Franchise Manager • Mark Moreland
Season Coordinator • Tonya Woldridge Director of Sales • Pierce Watters
Contributing Artists • Eric Belisle Sales Associate • Cosmo Eisele
Director of Technology • Dean Ludwig
Pathfinder Adventure Card Game Web Production Manager • Chris Lambertz
Development Team • Mike Selinker, Chad Brown, Webstore Coordinator • Rick Kunz
Tanis O’Connor, Paul Peterson, Keith Richmond, Liz Spain,
and Gaby Weidling, based on a game concept by Rian Sand Roleplaying Game Team • Judy Bauer, Logan Bonner,
Jason Bulmahn, Christopher Carey, James Case, John Compton,
Creative Design Director • Sarah E. Robinson Adam Daigle, Eleanor Ferron, Crystal Frasier, Leo Glass,
Art Director • Sonja Morris Thurston Hillman, James Jacobs, Jason Keeley,
Senior Graphic Designers • Emily Crowell and Adam Vick Amanda Hamon Kunz, Lyz Liddell, Luis Loza, Ron Lundeen,
Robert G. McCreary, Adrian Ng, Stephen Radney-MacFarland,
Organized Play Manager • Tonya Woldridge Joe Pasini, Lacy Pellazar, Michael Sayre, Mark Seifter, Chris Sims,
Organized Play Lead Developer • John Compton Owen K.C. Stephens, Jason Tondro, and Linda Zayas-Palmer
Customer Service Team • Sharaya Copas, Katina Davis,
Chief Executive Officer • Lisa Stevens Sara Marie, Samantha Phelan, and Diego Valdez
Publisher • Erik Mona Finance Team • Christopher Caldwell and B. Scott Keim
Chief Operations Officer • Jeffrey Alvarez Warehouse Team • Laura Carey, Will Chase, Mika Hawkins,
Chief Technical Officer • Vic Wertz Heather Payne, Jeff Strand, and Kevin Underwood
Chief Financial Officer • John Parrish 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
Redmond, WA 98052-0577
paizo.com/pathfindersociety

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

SEASON OF FACTIONS’ FAVOR


S
ince its creation, the Pathfinder Society has trained and COMPLETE THESE ADVENTURES IN ANY ORDER:
sponsored archaeologists, scholars, and adventurers 1 Chasing Yellow Sails
of all stripes to uncover the world’s historical secrets. 2 Fanning the Flames
More than 400 years later, the Society practically spans the globe, 3 Favors and Foes
from its Grand Lodge headquarters in Absalom to more humble 4 Relic in the Wastes
lodges continents away. With this reach comes influence, not only 5 The Pactmaster’s Bargain
through the Pathfinder Chronicles that make famous the Society’s 6 Blood Lord’s Lament
greatest agents, but also through the organization’s growing power DURING THIS ADVENTURE PATH
wherever it creates a new base of operations.
After you begin Favors and Foes, when you would banish a bane
This fame and power has attracted the envious, the ambitious,
that has the Basic trait, remove it from the game; when you banish
and the downright villainous. Although Pathfinders have clashed a boon that has the Basic trait, you may remove it from the game.
with avaricious rivals like the Aspis Consortium, power-hungry After you begin The Pactmaster’s Bargain, do the same for cards that
tyrants like the runelords, and catastrophic threats like the abyssal have the Elite trait.
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 NEW RULE: FAVORS
with each other and then being brought in line, these groups have Season of Factions’ Favor introduces a new type of support card:
at last reached a fairly peaceful equilibrium. Each now contributes favors. Certain scenarios place favors into the blessings deck.
its own expertise to the Society’s greater goals. When that card is discarded from the blessings deck, do what
That transition has been anything but bloodless. Two of the it says. If a favor would be encountered or removed from the
greatest faction rivals were Baron Jacquo Dalsine (representing blessings deck discard pile, banish it instead.
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 RULES: TRADERS
killed al-Jakri’s sister. The pasha had come to expect casualties In Season of Factions’ Favor, traders work differently than in
in their shadow war, but this act drove her to kill the baron and Mummy’s Mask, in the following ways.
abandon the Pathfinder Society entirely for having entertained • When you are rewarded with a trader, instead of checking it off
such internecine squabbles in the first place. on the Bazaar card, record it on your Chronicle sheet.
Pasha Muhlia al-Jakri has since tried to rebuild her career • You do not visit traders after winning a scenario. Instead, at the
with other organizations, yet each time her increasingly criminal start of each scenario in this Adventure Path, before setting
ambitions led her into conflict with the Society. For more than six out the locations, you may visit 1 trader you have recorded on
years her anger toward the Pathfinders has grown. Other villains your Chronicle sheet.
thwarted by the Society have sought her out, and together they • Pay the trade cost with the usual number and type of cards
recently launched an attack on Absalom using her intelligence to from your deck, but instead of putting those cards in the box,
gain a critical advantage. Although the Society helped the city fend put 1 into your deck box and bury any others.
off this invasion, it’s only a matter of time before al-Jakri gathers • At the end of the scenario, return the card you traded for to the
new allies and strikes again. game box, and put the card you returned to your deck box
The Society’s reformed factions have taken it upon themselves back into your deck.
to help track down this renegade, recognizing that their past For example, to pay the trade cost to a trader offering spells at
infighting contributed to al-Jakri’s downward spiral into treachery. a cost of 2 boons, put 1 of those boons into your deck box, bury
With their guidance, it’s up to you to track down the pasha, thwart the other boon, then add the spell to your deck. At the end of
her schemes, and unravel the conspiracies she has woven across the scenario, return the spell to the game box and put the first
the Inner Sea. boon back in your deck.

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.

Read the Following Aloud:

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:

P erhaps Dolreshi whispered into the right rotting ears, or


perhaps your tongue is simply more silver than you thought.
Either way, you invented elaborate schemes to attribute to
You, two voracious undead women, and one viciously evil man
must break into the certainly well-fortified manor home of Stavros
Nightcrescent in the heart of Mechitar. Then, you must spark a
Nightcrescent, and you convinced three high-ranking members of battle between all parties, slip through the chaos, and steal back
the Bellator Mortus to gather evidence about the vampire’s alleged the Pathfinder Society’s missing artifacts.
plots against their masters. The guards are waiting for your signal Then you must escape with no one, including the vampire or
at their posts, practically salivating at the thought of subduing a the guards, aware of your real schemes. Somehow, you must make
Blood Lord and reaping their benefactors’ generous rewards. it out of the undead kingdom alive.
Now comes the hard part. It’s going to be a long day.
FAVOR 6 HENCHMAN 6 HENCHMAN 6

GRAND LODGE’S FAVOR VARANTHE THE PARALYZER MORTEVIA STRASSEL


UNDEAD TYPE UNDEAD TYPE
ARISTOCRAT MONSTER GHAST MONSTER

CHECK TO SOLDIER CHECK TO


DEFEAT DEFEAT
INTELLIGENCE CONSTITUTION
KNOWLEDGE FORTITUDE
WISDOM CHARISMA
DIVINE ARCANE

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.

HENCHMAN 6 HENCHMAN 6 VILLAIN 6

XANDHUL BLOODSBANE III USIJ GHUL DEVOURER ASSASSIN


HUMAN TYPE OUTSIDER TYPE UNDEAD TYPE
ROGUE MONSTER UNDEAD MONSTER ROGUE MONSTER

CHECK TO CULTIST CHECK TO CHECK TO


DEFEAT DEFEAT DEFEAT
STRENGTH COMBAT DIVINE
MELEE PERCEPTION
STEALTH
DIPLOMACY 25 6
13 THEN
COMBAT

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.

COHORT 6 VILLAIN 2 LOOT P

GUARD CAPTAIN MARDEN GILPHER STAVROS NIGHTCRESCENT SHINING WAYFINDER


HUMAN UNDEAD TYPE OBJECT TYPE
ANTIPALADIN VAMPIRE MONSTER MAGIC ITEM
ARISTOCRAT CHECK TO
DEFEAT
WISDOM
CHARISMA

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.
Player Name Character Name Pathfinder Society # Character Class

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:

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

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