TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 4-P2
  Dangerous Cargo
  
  Mechanical Design •  Keith Richmond
  Story Text • Linda Zayas-Palmer 
  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 Artist • Wayne Reynolds
  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 Director • Jenny Bendel
  Marketing Coordinator • Dan Tharp
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Director of Licensing • Michael Kenway 
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Project Manager • Gabriel Waluconis
  Franchise Manager • Mark Moreland
  Roleplaying Game Team • Judy Bauer, Logan Bonner,  
  Jason Bulmahn, Christopher Carey, John Compton,  
  Adam Daigle, Crystal Frasier, Thurston Hillman, James Jacobs,  
  Jason Keeley, Amanda Hamon Kunz, Lyz Liddell,  
  Robert G. McCreary, Adrian Ng, Stephen Radney-MacFarland, 
  Joe Pasini, Lacy Pellazar, Mark Seifter, 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 • Robert Brandenburg, Lissa Guillet, Erik Keith,  
  Eric Miller, and Gary Teter
  Special Thanks • The Pathfinder Society venture-officers,  
  the Pathfinder Society, and the paizo.com community  
  for their constant feedback.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Adventure Card Guild Adventure 4-P2: Dangerous Cargo © 2017 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-P2: Dangerous Cargo
  
  ADVENTURE P2
  DANGEROUS CARGO
  D
  angerous Cargo presents a choice to the party: You may face Emil, pitborn assassin; Nyctessa, dhampir 
  wizard; or Zelhara, inquisitor of Zon-Kuthon. The decision you make will affect the story, the 
  henchmen you face, the rules for the scenario, and the reward. Use the scenario card corresponding 
  to the character you choose.
  When replaying, you may earn the reward for each card once, but only count the scenario once for tier advancement.
  DURING THIS ADVENTURE
  The adventure deck number is 3. The scourge die is 1d6+1. 
  When creating the blessings deck, replace 1 blessing with the favor 
  Silver Crusade Favor (proxy with Tablet of Languages Lost). 
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 
  including The Half-Dead City Adventure Deck, Empty Graves 
  Adventure Deck, and the Shifting Sands Adventure Decks.
  • 
  If you have 5 or 6 players, the Pathfinder Adventure Card Game: 
  Mummy’s Mask Character Add-On Deck is also required.
  • 
  During this adventure, the game box should include only cards 
  with set indicators of B, C, P, 1, 2, or 3.
  
  SCENARIO P2
  Read the Following Aloud:
  H
  ere in Quantium, a center for arcane study, magical 
  flourishes are everywhere, so the dizzying array of 
  magical runes lining the sides of the tightly guarded 
  prison wagon ahead of you seems almost commonplace. As it 
  disappears into a narrow alleyway, you quicken your pace. The 
  wagon holds the notorious alchemist Dalsig Kholoran, infamous 
  for stealing troves of lore about fleshwarping and using them 
  to conduct gruesome experiments. Kholoran has been sentenced 
  to spend the rest of his life in the inescapable prison at Valkas 
  Isle, but Society contacts have warned that Pasha Muhlia al-Jakri 
  might seek an alliance with this brilliant and depraved man. Time 
  is running short before Kholoran meets his fate, yet there are still 
  no signs of the pasha’s agents. After witnessing the devastation 
  that her other agents could inflict, you hope that your venture-
  captain’s fears will prove no more than justified caution.
  You’ll have no such luck.
  4-P2: DANGEROUS CARGO
  EMIL
  REWARD
  The party gets all boons remaining in location decks.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item 
  Bloodroot Poison. At the end of each scenario, return that item to the game box.
  Each player may, for each future scenario, choose to exchange her character that completed this scenario  
  with Emil from Hell’s Vengeance Character Deck 2. Emil gets the same number of skill, power, and card feats  
  as the exchanged character, as well as all other applicable rewards that character has earned (including any valid 
  deck upgrades and a role card if appropriate). Build Emil’s deck from the Hell’s Vengeance Character Deck 2 box 
  using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character  
  receives any rewards and upgrades from the scenario. Report the character as Unlocked Assassin Emil.
  Development:
  W
  hen the dust settles, one of the guards thanks you.
  “Without your help, Kholoran might have gotten away. 
  As for this miscreant,” she gestures toward the slumped form of 
  the pasha’s agent, ripping off his guard helmet, “he seemed to be 
  under mind-controlling magic.”
  The pasha’s unwitting agent speaks, “My name is Emil. I would 
  not have launched such a brazen assault on authority if I’d had 
  my wits about me. How about I atone for the trouble I caused you 
  here by helping you track down and stake this vampire?” 
  If you agree to his proposal, you’d best keep an eye on him.
  DURING THIS SCENARIO
  When building the location decks, set aside the henchmen, 
  monsters, and barriers; shuffle them into a siege deck, then display 
  the support card Defensive Stance next to this card. 
  When you are dealt Poison damage, if it is not reduced to 0, suffer 
  the scourge Curse of Poisoning.
  When a bane from the siege deck is undefeated, banish a card from 
  a random open location deck.
  If you succeed at a check to defeat Emil by less than 6, you may 
  draw an ally and a blessing from the box. When Emil is defeated, if 
  there are more than 5 cards in the siege deck, banish the bottom 
  card of that deck and shuffle Emil into it.
  To win the scenario, a location must be open while the siege deck 
  is empty.
  PLAYERS
  LOCATIONS
  1
  EMBALMING PARLOR
  1
  GOLDEN LAKE
  1
  SURGERY
  1
  THE SHINY BAUBLE
  2
  TOWERING OBELISK
  3
  CARAVANSERAI
  4
  GREAT LIBRARY OF TEPHU
  5
  ALCHEMICAL LABORATORY
  6
  CATACOMBS
  VILLAIN: NONE
  HENCHMEN:
  EMIL (PROXY WITH FIRE SPIRIT)
  LAMIA SISTERS
  THRIAE SOLDIER
  THRIAE DANCER
  BHEG
  DARK SLAYER
  RANDOM BARRIERS
  You enter the alleyway in time to see a guard turn and slit the 
  throat of another as an explosion detonates beneath the wagon. 
  The murderer points at you and cries out, “They’re trying to free 
  the prisoner!” The tone of his voice rings hollow and flat.
  You’d better resolve this situation quickly and carefully.
  
  SCENARIO P2
  Read the Following Aloud:
  H
  ere in Quantium, a center for arcane study, magical 
  flourishes are everywhere, so the dizzying array of 
  magical runes lining the sides of the tightly guarded 
  prison wagon ahead of you seems almost commonplace. As it 
  disappears into a narrow alleyway, you quicken your pace. The 
  wagon holds the notorious alchemist Dalsig Kholoran, infamous 
  for stealing troves of lore about fleshwarping and using them 
  to conduct gruesome experiments. Kholoran has been sentenced 
  to spend the rest of his life in the inescapable prison at Valkas 
  Isle, but Society contacts have warned that Pasha Muhlia al-Jakri 
  might seek an alliance with this brilliant and depraved man. Time 
  is running short before Kholoran meets his fate, yet there are still 
  no signs of the pasha’s agents. After witnessing the devastation 
  that her other agents could inflict, you hope that your venture-
  captain’s fears will prove no more than justified caution.
  You’ll have no such luck.
  You enter the alleyway in time to see a horde of undead 
  monstrosities rise from the ground to menace the guards. 
  Meanwhile, a pale woman with vacant white eyes points a staff 
  4-P2: DANGEROUS CARGO
  NYCTESSA
  REWARD
  The party gets all boons remaining in location decks.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with  
  the item Effigy of Anubis. At the end of each scenario, return that item to the game box.
  Each player may, for each future scenario, choose to exchange her character that completed this scenario with 
  Nyctessa from Hell’s Vengeance Character Deck 2. Nyctessa gets the same number of skill, power, and card feats 
  as the exchanged character, as well as all other applicable rewards that character has earned (including any valid 
  deck upgrades and a role card if appropriate). Build Nyctessa’s deck from the Hell’s Vengeance Character Deck 2  
  box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character 
  receives any rewards and upgrades from the scenario. Report the character as Unlocked Wizard Nyctessa.
  Development:
  W
  hen the dust settles, one of the guards thanks you.
  “Without your help, Kholoran might have gotten 
  away. As for this undead-loving miscreant,” she gestures toward 
  the slumped form of the pasha’s agent, “she seemed to be under 
  mind-controlling magic.”
  The pasha’s unwitting agent speaks quietly, “A vampire ordering 
  dangerous prisoners to be freed from Nex? He is likely from Geb. 
  You won’t find a better guide to that realm than Nyctessa. Please, 
  let us strike together against our mutual enemy.”
  If you agree to her proposal, you’d best keep an eye on her.
  DURING THIS SCENARIO
  When building the location decks, set aside the henchmen, 
  monsters, and barriers; shuffle them into a siege deck, then display 
  the support card Defensive Stance next to this card.
  Monsters you encounter have the Undead trait and are immune to 
  the Mental and Poison traits.
  When a bane from the siege deck is undefeated, banish a card from 
  a random open location deck.
  If you succeed at a check to defeat Nyctessa by less than 6, you 
  may draw an ally and a blessing from the box. When Nyctessa is 
  defeated, if there are more than 5 cards in the siege deck, banish 
  the bottom card of that deck and shuffle Nyctessa into it.
  To win the scenario, a location must be open while the siege deck is 
  empty.
  VILLAIN: NONE
  HENCHMEN:
  NYCTESSA (PROXY WITH FIRE SPIRIT)
  BEHEADED
  OLD EYE-TAKER
  GAUNT CADAVER
  CRAWLING HANDS
  PLAYERS
  LOCATIONS
  1
  EMBALMING PARLOR
  1
  GOLDEN LAKE
  1
  SURGERY
  1
  THE SHINY BAUBLE
  2
  TOWERING OBELISK
  3
  CARAVANSERAI
  4
  GREAT LIBRARY OF TEPHU
  5
  ALCHEMICAL LABORATORY
  6
  CATACOMBS
  crafted from a human spine at the wagon. Dark energy arcs 
  forward, making the wagon’s protective runes shudder. Before 
  you can rush forward to contain the prisoner, a guard points a 
  finger at you, shouting, “Watch out; she’s got backup!” 
  You’d better resolve this situation quickly and carefully.
  
  SCENARIO P2
  Read the Following Aloud:
  H
  ere in Quantium, a center for arcane study, magical 
  flourishes are everywhere, so the dizzying array of 
  magical runes lining the sides of the tightly guarded 
  prison wagon ahead of you seems almost commonplace. As it 
  disappears into a narrow alleyway, you quicken your pace. The 
  wagon holds the notorious alchemist Dalsig Kholoran, infamous 
  for stealing troves of lore about fleshwarping and using them 
  to conduct gruesome experiments. Kholoran has been sentenced 
  to spend the rest of his life in the inescapable prison at Valkas 
  Isle, but Society contacts have warned that Pasha Muhlia al-Jakri 
  might seek an alliance with this brilliant and depraved man. Time 
  is running short before Kholoran meets his fate, yet there are still 
  no signs of the pasha’s agents. After witnessing the devastation 
  that her other agents could inflict, you hope that your venture-
  captain’s fears will prove no more than justified caution.
  You’ll have no such luck.
  You enter the alleyway in time to see the guards drop to their 
  knees, crying out in agony. A lithe woman covered in piercings 
  emerges from the shadows. Her vacant gaze turns toward you. 
  4-P2: DANGEROUS CARGO
  ZELHARA
  REWARD
  The party gets all boons remaining in location decks.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with  
  the spell Symbol of Pain. At the end of each scenario, return that spell to the game box.
  Each player may, for each future scenario, choose to exchange her character that completed this scenario with 
  Zelhara from Hell’s Vengeance Character Deck 2. Zelhara gets the same number of skill, power, and card feats  
  as the exchanged character, as well as all other applicable rewards that character has earned (including any valid 
  deck upgrades and a role card if appropriate). Build Zelhara’s deck from the Hell’s Vengeance Character Deck 2  
  box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character 
  receives any rewards and upgrades from the scenario. Report the character as Unlocked Inquisitor Zelhara.
  Development:
  W
  hen the dust settles, one of the guards thanks you.
  “Without your help, Kholoran might have gotten 
  away. As for this miscreant,” she gestures toward the slumped 
  form of the pasha’s agent, “she seemed to be under mind-
  controlling magic.”
  The pasha’s unwitting agent speaks, “I am Zelhara. Should you 
  wish to know what I have seen, you must accept my assistance 
  against the one that has used me. What I have done here as a 
  mere puppet is a pale shadow of the ruin I can bring to that one.”
  If you agree to her proposal, you’d best keep an eye on her.
  DURING THIS SCENARIO
  When building the location decks, set aside the henchmen, 
  monsters, and barriers; shuffle them into a siege deck, then display 
  the support card Defensive Stance next to this card. 
  Damage dealt to you is increased by 1; if you discard any cards as 
  damage, you may draw a card.
  When a bane from the siege deck is undefeated, banish a card from 
  a random open location deck.
  If you succeed at a check to defeat Zelhara by less than 6, you may 
  draw an ally and a blessing from the box. When Zelhara is defeated, 
  if there are more than 5 cards in the siege deck, banish the bottom 
  card of that deck and shuffle Zelhara into it.
  To win the scenario, a location must be open while the siege deck is 
  empty.
  VILLAIN: NONE
  HENCHMEN:
  ZELHARA (PROXY WITH FIRE SPIRIT)
  AGHASH
  AKITAR
  BLIGHTWING
  RANDOM MONSTERS
  PLAYERS
  LOCATIONS
  1
  EMBALMING PARLOR
  1
  GOLDEN LAKE
  1
  SURGERY
  1
  THE SHINY BAUBLE
  2
  TOWERING OBELISK
  3
  CARAVANSERAI
  4
  GREAT LIBRARY OF TEPHU
  5
  ALCHEMICAL LABORATORY
  6
  CATACOMBS
  She draws a length of barbed chain into her hand, slicing it 
  through the air in practiced circles. Before you can rush forward 
  to help contain the prisoner, one of the guards points a finger at 
  you, shouting “Watch out; she’s got backup!”
  You’d better resolve this situation quickly and carefully.
  
  SILVER CRUSADE FAVOR
  POWERS 
  When you discard this card from the blessings deck, 
  each character may recharge a card from his discard 
  pile or a random card from his buried cards. 
  While this card is on top of the blessings discard pile, 
  you may add 1d4 to your check against a card that 
  has the Divine or Healing trait.
  FAVOR 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Taylor Fischer 
  NYCTESSA
  POWERS 
  Before you act, a character at your location summons 
  and encounters the henchman Natron Zombie; if it is 
  not defeated, the difficulty to defeat is increased by 
  1d4. Then, you may bury an ally; if you do not, the 
  difficulty to defeat is increased by another 1d4.
  If Nyctessa would be defeated, reroll the dice. 
  Nyctessa is defeated or undefeated based solely on 
  the result of the new roll.
  VILLAIN 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Wayne Reynolds  
  TYPE
  MONSTER
  16
  COMBAT
  CHECK TO 
  DEFEAT
  DHAMPIR
  WIZARD
  OR
  12
  DIVINE
  EMIL
  POWERS 
  All damage dealt by Emil is Poison damage.
  Before and after you act, succeed at a Constitution, 
  Fortitude, Wisdom, or Perception 7 check or you are 
  dealt 1d4 damage.
  If another character plays a card while you act, after 
  you act, that character is dealt 1d4 damage.
  VILLAIN 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Wayne Reynolds  
  TYPE
  MONSTER
  17
  COMBAT
  CHECK TO 
  DEFEAT
  PITBORN
  ASSASSIN
  POISON
  ZELHARA
  POWERS 
  Before you act, you are dealt 1d4 Combat damage. 
  The difficulty to defeat is increased by the number of 
  cards you discard as damage.
  After you act, bury an ally from your discard pile.
  VILLAIN 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Wayne Reynolds  
  TYPE
  MONSTER
  16
  COMBAT
  CHECK TO 
  DEFEAT
  HUMAN
  INQUISITOR
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Factions’ Favor  
  P2: Dangerous Cargo
  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-P2 Dangerous Cargo.pdf