TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 4-3
  Favors and Foes
  
  Mechanical Design • Keith Richmond
  Story Text • Diego Valdez 
  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
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  Roberto Pitturru, Aaron J. Riley, Bryan Sola, and Florian Stitz
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  Tanis O’Connor, Paul Peterson, Keith Richmond, Liz Spain, 
  and Gaby Weidling, based on a game concept by Rian Sand.
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  Pathfinder Adventure Card Guild Adventure 4-3: Favors and Foes © 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 4-3: Favors and Foes
  
  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 3
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  4-3A: Supply and Demand
  4-3B: Breaking and Entering
  4-3C: Friends, Foes, and the Future
  4-3D: A Few Good Punches
  4-3E: We’ve Got You Now!
  FAVORS AND FOES
  Each character gains a skill feat.
  Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set  
  using the Pathfinder Tales Character Deck.
  Read the Following Aloud:
  P
  asha Muhlia al-Jakri has lost much of her standing 
  and many of her holdings in Qadira, but some of her 
  connections remain intact. Your ifrit colleague Malik 
  Qadim passes you freshly brewed coffee as he explains the 
  situation. “I believe a particular man in Katheer can help you: the 
  much respected Tallah al-Hamar. To the casual observer, he is a 
  distributor of goods from local artisans to the world beyond. To 
  the practiced eye, though, he is the core of an extensive network of 
  business contacts that can accomplish nearly anything if properly 
  managed.”
  Qadim waves a hand dramatically as he explains, “Qadira 
  operates on patronage, a complex system of who knows whom. 
  Al-Hamar is a powerful patron in that economy of favors. No 
  doubt he commands the ear of any legitimate business contacts—
  and illegitimate ones—on which al-Jakri has relied recently. I 
  can supply you a letter of recommendation, but even my word 
  carries only so much weight. If you are to secure Tallah al-Hamar’s 
  patronage, you must earn it.” The ifrit stands and stretches before 
  adding, “One of my own caravans is bound for Katheer tomorrow. 
  The Qadiran satrapy maintains some of the safest roads, yet there 
  is always a little more safety in numbers. I know a local fixer by the 
  name of Sahmia, and she can guide you from there.”
  The journey from Omash to Katheer is a short and uneventful 
  one. Katheer is a wonder to behold! Beautiful buildings, each 
  looking more extravagant than the last, rise up into the sky. Crowds 
  of people fill the streets, and ships of every kind from every corner 
  of Avistan, Garund, and Casmaron traverse the harbor.
  You track down Sahmia with little difficulty, and after you 
  introduce yourself to the Kelish woman, she cheerfully motions 
  to her surroundings. “Welcome to Katheer! Have your eyes ever 
  beheld such wonders? No other city commands such sights, 
  sounds, and treasures, which is why all caravans come to Katheer 
  eventually.” She grins. “Come, let us log your arrival. Only fools 
  and Taldans try to court patrons without registering. Afterward, we 
  can secure lodging for you and discuss how to get the esteemed 
  REWARD
  DURING THIS ADVENTURE
  When creating the blessings deck, replace 1 blessing with the favor 
  The Exchange’s Favor (proxy with Tablet of Languages Lost).
  If the result of your check to acquire a boon from a location deck 
  exceeds the difficulty by 6 or more, you may banish that boon to 
  summon and encounter a random boon of the same type that has a 
  higher adventure deck number.
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 
  including The Half-Dead City Adventure Deck, the Empty Graves 
  Adventure Deck, and Shifting Sands Adventure Deck.
  • 
  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, or 3.
  al-Hamar’s attention.” It’s clear that Sahmia has assisted travelers 
  like you before, as with her help, you quickly secure official travel 
  and business papers.
  Paperwork in hand, you head to the Mirage, the caravanserai 
  that Sahmia selected for you. She stops you as you approach the 
  door. “Haggling is very important here. It’s simply how business 
  works, and I’ll give you a lesson. Listen, and try to learn.” Her 
  interaction with the innkeeper is as much a dance as any you’d 
  see in a ballroom, and their words eventually arrive at a price that 
  leaves them both smiling. Sahmia tosses and catches the key as she 
  leads you upstairs to help plan your next move.
  “You did better than I could have ever hoped retrieving 
  information on al-Jakri, so I’ll leave it to you to decide which of 
  the two crimes we investigate first: the disappearance or the arson. 
  Let me be your eyes and ears for the investigation— you have my 
  spells at your disposal at all times. Good luck, my friends!”
  
  SCENARIO 3
  Read the Following Aloud:
  T
  he fixer Sahmia pours some wine from the bottle 
  she acquired from the bar downstairs and pushes 
  the glass to you. “An artist named Payiir ibn Saruh 
  has captured the attention of your would-be patron Tallah al-
  Hamar. Payiir creates wonderful figurines in the likeness of 
  the great heroes of history, myth, and legend. Selling them 
  here in the Great Market has earned her praise and profits, yet 
  to her frustration, she increasingly spends her time managing 
  her stall rather than practicing her craft. Might not she be 
  happier carving than haggling? Would not she benefit from 
  al-Hamar’s guiding hand in managing and growing her 
  business? His network could handle sales for her, yet thus far 
  she has been reluctant. Now al-Hamar’s time and resources 
  are valuable, so imagine how grateful he would be if someone 
  convinced Payiir to accept his services without his expending 
  further capital?”
  Sahmia’s dark eyes grow wide with dawning realization. “Oh! Al-
  Hamar’s business is a very legitimate one! His clients work with 
  him because it benefits them, not because they’re scared. I realize 
  my words might be considered criminal innuendo elsewhere, so 
  let me be clear: no threats or strong-arming.
  “Now, Payiir ibn Saruh has several concerns about joining 
  Tallah’s network. Most of these originate with another artist, 
  Ahkair, who used to work with al-Hamar and has only ill to say 
  about the experience. In fact, Ahkair has steered most of his 
  colleagues from the man, so if you are to win ibn Saruh’s trust, 
  you will need to set the record straight for the community. You 
  might even need to confront Ahkair verbally, though beware 
  how quickly he can turn bystanders’ perceptions against  
  his enemies.”
  You set out to undo Ahkair’s damage, yet the man seems to be 
  everywhere. As he spreads increasingly foul accusations, it’s time 
  to delve into his claims. You must see whether any of them are 
  true, and set the record straight.
  4-3A: SUPPLY AND DEMAND
  REWARD
  Traders: Agymah, Shardizhad, Udjebet
  VILLAIN: NONE
  HENCHMEN: NONE
  Development:
  S
  ahmia shakes her head as she summarizes your progress. 
  “Ah, so despite Ahkair’s tales, it turns out al-Hamar treated 
  him well. But Ahkair simply demanded more and threatened to 
  leave, and al-Hamar called his bluff. Ahkair was likely too prideful 
  to apologize, so instead chose the venomous path of vengeance.” 
  She chuckles and bows to you. “Not only have you managed 
  to get Payiir to work with al-Hamar, removing a thorn from 
  al-Hamar’s side, but you’ve also convinced that thorn to beg 
  his old patron’s forgiveness? That will certainly get al-Hamar’s 
  attention! No doubt we will hear from him soon.
  “Let us make the most of the time we have before your 
  inevitable summons comes. We must find you something 
  appropriate to wear.”
  Wait. Something to wear?
  DURING THIS SCENARIO
  After building the location decks, shuffle an ally from the box into each.
  On your check to acquire an ally, you may bury any number of boons 
  to add 1 for each boon buried.
  After you acquire an ally, summon and encounter the henchman 
  Ahkair’s Slander; if defeated, you may immediately attempt to close 
  your location.
  To win the scenario, close all locations.
  PLAYERS
  LOCATIONS
  1
  CANNY JACKAL
  1
  CARAVANSERAI
  1
  PLEASURE BARGE
  1
  TOOTH & HOOKAH
  2
  GLASS PAVILION
  3
  SMOKING DEN
  4
  WAREHOUSE
  5
  DYE MARKET
  6
  THE SHINY BAUBLE
  
  SCENARIO 3
  Read the Following Aloud:
  T
  he al-Hamar estate is an expanse of fig trees, gardens, 
  and bubbling fountains surrounding a large home 
  that seems to glisten in the sunlight. You have arrived 
  to meet Tallah al-Hamar, who proves no less impressive than his 
  home as he stands to greet you in his fine silks and glittering 
  jewels. “The light of dawn to you,” he intones with a shallow 
  bow. “I understand I have you to thank for an old associate 
  asking to renew our relationship, for a new associate hoping to 
  start a relationship, and for an annoyance resolved. My shade 
  to you tomorrow. Please, join me for a meal.” He leads you to 
  a large dining room whose table bears a tremendous feast. As 
  you enter, your contact Sahmia whispers to you, “No business at 
  the table.”
  The food is delicious and the conversation pleasant.  
  Al-Hamar—“Tallah, please,” he says—is extremely courteous, 
  unfailingly polite, and thoroughly interested in your history 
  and your exploits, but he doesn’t ask about your business in 
  Katheer until the meal concludes and you have retired to the 
  sitting room to relax.
  “I know of Soon-To-Be-Pasha-No-More Muhlia al-Jakri,” he 
  says. “We have worked with similar business contacts, some of 
  whom have since disowned her. I suspect others still support 
  her, despite her increasingly toxic reputation and the shame it 
  could bring. One of these contacts is the half-orc Tautrak the 
  Salt, who operates a warehouse just east of the port. Tautrak has 
  likewise made many enemies through blackmail, yet one virtue 
  is his infallible preservation of business documents—even those 
  of his and others’ illicit dealings. Secure those discreetly, and 
  you can convince al-Jakri’s remaining supporters to abandon 
  her. I can assist in handling the guards if your approach is... 
  louder, but wouldn’t our new relationship be warmer if that  
  could be avoided?”
  Al-Hamar’s directions to the warehouse are clear, but the 
  site is heavily guarded. You even see Tautrak himself patrolling 
  the building. You should be able to avoid the worst resistance 
  if you make a stealthy approach, only cracking heads together 
  once you have evidence of Tautrak’s—and Muhlia al-Jakri’s—
  criminal activities.
  4-3B: BREAKING AND ENTERING
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot  
  Sun Falcon Pectoral and 1 character may temporarily replace 1 item in his deck with the loot Scarab Brooch.  
  At the end of each scenario, return the loot to the game box.
  Development:
  F
  rom shipping manifests to contracts to plans for future 
  heists, the documents Tautrak kept represent everything 
  you’d need to indict Muhlia al-Jakri! His journal suggests he 
  often worried his associates would turn on him, so he likely kept 
  this all for blackmail if he ever needed it.
  Even with this evidence, you’ll still need to work to break al-
  Jakri’s remaining alliances before you can be sure she won’t 
  escape justice. Tallah has offered to host a party and invite al-
  Jakri’s persisting allies, providing you an opportunity to meet and 
  convince each one of them so that al-Jakri has nowhere left to run.
  DURING THIS SCENARIO
  At the end of your turn, examine the top card of your location deck; 
  if it is a boon, you may banish it.
  When you defeat the henchman Evidence, you may immediately 
  attempt to close your location.
  When you would close a location, if the number of Evidence 
  henchmen displayed next to the scenario is not equal to the number 
  of characters, instead search the location deck and banish any 
  number of boons from it.
  PLAYERS
  LOCATIONS
  1
  VAULT OF HIDDEN WISDOM
  1
  VIZIER’S HILL
  1
  WAREHOUSE
  2
  MUMIA LAB
  3
  PRECINCT OF LEFT EYES
  4
  GREAT LIBRARY OF TEPHU
  5
  SMOKING DEN
  6
  ALCHEMICAL LABORATORY
  VILLAIN:
  TAUTRAK THE SALT (PROXY WITH IMANISH)
  HENCHMEN:
  EVIDENCE (PROXY WITH FIRE SPIRIT)
  
  SCENARIO 3
  VILLAIN: NONE
  HENCHMEN:
  BEHROUD AL-IBRAH (PROXY WITH ALCHEMICAL GOLEM)
  ECCLEZIO UTICUS (PROXY WITH GIANT SAND EEL)
  IKAR RAHAM (PROXY WITH MINING CONSTRUCT)
  METASEE (PROXY WITH PARACLETUS)
  Read the Following Aloud:
  E
  ven with his connections, your new patron Tallah al-
  Hamar requires at least a week to plan the event at which 
  you intend to flip the allegiance of Muhlia al-Jakri’s 
  remaining allies. That gives you time to listen to Sahmia’s lectures 
  on Qadiran etiquette, strategize how best to leverage the information 
  you discovered, and enjoy Tallah’s considerable hospitality.
  Reviewing the guest list is a priority. Ikar Raham manages a 
  profitable shipping consortium that worked regularly with the 
  compromised half-orc Tautrak; Raham has continued to support 
  al-Jakri despite her recent falling out of favor. Metasee, a Garundi 
  woman, owns several smithies that supply arms and armor to Qadira’s 
  Satrapian Guards, yet Tautrak’s documents show that she’s quietly and 
  illegally directed some of these shipments to al-Jakri. The Chelish 
  entrepreneur Ecclezio Uticus has largely ignored any nasty rumors, 
  preferring instead to profit from al-Jakri’s considerable wealth and 
  need for resources. And Behroud al-Ibrah, a powerful merchant, once 
  considered al-Jakri a close friend; although they’ve become distant 
  over the years, he continues to doubt any rumors regarding her 
  criminal misdeeds and provides her shelter and aid to honor their 
  old friendship. There are others coming that could further support 
  your work against al-Jakri, yet these four are the most important.
  Tallah has outdone himself in throwing a lavish event with grand 
  displays of wealth to distract attendees from your ulterior goals. Now 
  that you’re garbed in expensive new clothing, it’s time to get to work.
  4-3C: FRIENDS, FOES, AND THE FUTURE
  REWARD
  For the rest of the Adventure Path, when you trade 2 or more boons to a trader, you may  
  ignore the adventure deck number requirement for all but 1 of those cards.
  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. 
  Development:
  B
  y the time the event concludes and the last guests trickle 
  out, you’re socially and emotionally drained. However, 
  you’re also triumphant! Raham now understands the damage al-
  Jakri’s latest exploits could inflict on his business’s reputation, 
  and he agrees not only to break all ties with her but also to 
  support you in seeking her arrest. Metasee is stubborn, yet she 
  quickly severs her ties once she learns of Tautrak’s damning 
  records of her sales. Uticus remains indifferent, though he 
  agrees not to consort with al-Jakri until this whole situation 
  gets sorted out; for now, she is too great a liability. Al-Ibrah is 
  the most difficult to convince, but in the end he admits that any 
  fond memories he has of his friend do not excuse her recent 
  crimes. He even provides her current whereabouts in Katheer, 
  where she is lying low while plotting her next move.
  You have everything you need. Muhlia al-Jakri has nowhere 
  left to run, no allies to support her, and you have enough 
  evidence to make sure she never sees the sun again. It is time 
  to end this.
  DURING THIS SCENARIO
  After building the location decks, shuffle the henchman Favorable 
  Reception (proxy with Fire Spirits) into each. 
  The difficulty to acquire boons is increased by the number of 
  characters plus 1d6.
  When you acquire a boon, you may display a boon from your hand 
  or discard pile next to the scenario.
  On your check to defeat a henchman or check to acquire, you may 
  reveal any number of cards that have the Accessory or Clothing trait 
  to add 1 for each card revealed plus the highest adventure deck 
  number of the revealed cards. 
  To win the scenario, 4 henchmen and a number of boons equal  
  to twice the number of characters must be displayed next to  
  the scenario.
  PLAYERS
  LOCATIONS
  1-6
  GLASS PAVILION
  1-6
  GOLDEN LAKE
  1-6
  PLEASURE BARGE
  1-6
  TOOTH & HOOKAH
  
  SCENARIO 3
  Read the Following Aloud:
  P
  asha Muhlia al-Jakri has consolidated the last of her 
  available resources in a compound near the harbor, 
  having dedicated a large sum to securing mercenaries 
  to protect her equipment. Your new allies Tallah al-Hamar and 
  Behroud al-Ibrah have used their influence to minimize her 
  ability to acquire personnel and gear, but it is still going to 
  be difficult to get to her. Your contact Sahmia has alerted the 
  authorities and the local Pathfinder lodge, supplying each with 
  the evidence you’ve collected. As a result, the city guard is now 
  surrounding the compound to prevent her escape and to arrest 
  everyone inside. Several fellow Pathfinders have also arrived to 
  assist, muttering that al-Jakri has a lot to answer for. You make 
  it clear to everyone that she is to be brought in alive—not only 
  to face justice, but also to learn what other catastrophes she may 
  have set in motion.
  The compound’s high wall blocks your view of just about 
  everything except a few buildings and the hired guards who 
  nervously patrol its top. No doubt there are at least as many more 
  guards out of sight, and knowing al-Jakri, she has probably even 
  smuggled in one or more ferocious beasts to keep watch. The 
  disgraced pasha could be inside any of those buildings, so you will 
  need to move swiftly to search them before she makes a break for 
  any escape route you haven’t spotted.
  A roar echoes from the compound as if daring anyone to 
  approach. Now that you’ve changed out of your formal evening 
  wear, you’re more than ready to oblige.
  4-3D: A FEW GOOD PUNCHES
  REWARD
  For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with  
  a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
  Development:
  Y
  ou’ve fought your way through the compound, defeating 
  the guards and monsters you encountered. As if sensing 
  defeat, the remaining mercenaries either surrendered or fled. 
  However, Muhlia al-Jakri is nowhere to be found. If her goons 
  even know where she went, none of them are in a rush to tell 
  you about it.
  As you interview one of the mercenaries, movement catches 
  your eye. You look up just in time to see a woman burst from 
  one building—it’s al-Jakri! That you hadn’t identified her 
  hiding place earlier is a testament to her sneakiness, and as she 
  quickly slips into another building in the compound, you must 
  compliment her speed, too. You had searched that structure 
  before, but when you burst into the building with weapons 
  ready, you notice the telltale signs of a well-hidden trapdoor. It’s 
  so finely crafted that you hadn’t noticed it in your first sweep, 
  yet in her haste, al-Jakri wasn’t able to cover her tracks this time. 
  You throw open the hatch and begin climbing the stairs that 
  descend deep into a tunnel winding beneath the compound.
  Footfalls echo through the passageway, confirming that your 
  target lies just ahead.
  PLAYERS
  LOCATIONS
  1
  EMBALMING PARLOR
  1
  GOLDEN LAKE
  1
  VIZIER’S HILL
  2
  TOWERING OBELISK
  3
  SHIFTING DUNES
  4
  ALCHEMICAL LABORATORY
  5
  HOT SPRINGS
  6
  VAULT OF HIDDEN WISDOM
  DURING THIS SCENARIO
  When you choose not to attempt to acquire a boon, or when the 
  result of your check to acquire a boon is 1, search the blessings deck 
  until you find a blessing and shuffle it into your location deck.
  When a henchman is undefeated, discard the top card of the 
  blessings deck.
  VILLAIN:
  MUHLIA AL-JAKRI (PROXY WITH IMANISH)
  HENCHMEN:
  AKITAR
  LAMIA SISTERS
  SILVER CHAIN SMUGGLER
  FORGOTTEN PHARAOH CULTISTS
  
  SCENARIO 3
  Read the Following Aloud:
  Y
  ou’ve made your way into the escape tunnel 
  beneath Muhlia al-Jakri’s office and are following 
  the sound of her footsteps. That’s when you notice 
  the sound has changed, and you pause to ascertain that 
  there are more sets of footfalls, and the additional sets 
  seem heavier than the fleeing assassin’s light feet. Clearly 
  something—or several somethings—have joined the pursuit.  
  Whose side are they on?
  You don’t have much time to consider the matter as the 
  tunnel exits into a large room with several new passageways  
  branching different directions. Muhlia al-Jakri is busily 
  tinkering with several large, humanoid constructs that look as 
  though they’re made of sand, but as you enter, she glances back 
  at you with a panicked expression. She hurls a glass vial toward 
  your feet, and as it shatters, it fills the room with a blinding flash 
  of light. When your vision clears, all that remains are the torch 
  al-Jakri carried and an empty potion bottle where she stood. 
  Trails of sand lead down each of the tunnels, confounding 
  anything but an expert tracker. You might just have to rush 
  after her and select a passage at random, each one no doubt 
  brimming with traps and more of these sand creatures. 
  4-3E: WE’VE GOT YOU NOW!
  REWARD
  For the rest of the Adventure Path, your trade cost for Agymah, Shardizhad, and Udjebet  
  is reduced by 1 card (to a minimum of 1).
  Development:
  N
  either the traps nor the sand creatures slowed you down 
  enough for al-Jakri to escape. Outmatched, out of tricks, 
  and out of places to run, she surrendered and is now in the 
  custody of Venture-Captain Esmayl ibn Qaradi. It’s only a matter 
  of time before she’s shipped back to Absalom to face justice, and 
  it’s satisfying to see her led away in chains. Even a statement from 
  the Satrap arrived, declaring that al-Jakri’s title would be stripped. 
  As your patron Tallah predicted, she’s a pasha no more.
  Al-Jakri had attempted to escape with some damning written 
  evidence, including a journal in which she detailed her plans to 
  incite chaos in Absalom and instigate war between Taldor and 
  Qadira. Her co-conspirators’ names appear all over her plans: 
  both the vampire Stavros Nightcrescent as well as someone 
  named Koth’Vaul. From her notes, it sounds like Koth’Vaul is a 
  fiend of some form, though al-Jakri doesn’t go into specifics—
  in fact, it seems the two weren’t even terribly fond of each 
  other. As you continue perusing the journal you come across 
  an especially alarming name: that of the information broker 
  Grandmaster Torch!
  The journal solves one other mystery. Some time ago, an artifact 
  disappeared from the Society’s vaults, yet there wasn’t enough 
  evidence to trace where it had gone. Al-Jakri’s notes suggest it’s 
  currently hidden in the foreboding Mana Wastes, where you 
  should be able to piece together the clues needed to find the 
  artifact. Whatever its exact nature, this device seems to figure into 
  her—and Koth’Vaul’s—bigger plans.
  VILLAIN:
  MUHLIA AL-JAKRI (PROXY WITH IMANISH)
  HENCHMEN:
  SAND THIEF
  WARRIOR DOLLS
  COLLAPSING HALLWAYS (PROXY WITH FIRE SPIRITS)
  PLAYERS
  LOCATIONS
  1
  PRECIOUS MINE
  1
  QUARRY
  1
  STONEWORK PASSAGES
  2
  PEASANT TOMBS
  3
  MAUSOLEUM
  4
  RUINED TEMPLE
  5
  CATACOMBS
  6
  CRYPT
  DURING THIS SCENARIO
  After building the location decks, shuffle the henchman Conflagration 
  into each.
  When creating the blessings deck, replace 5 blessings with 
  Sandstorm villains.
  If your check to defeat a non-villain monster has the Melee or 
  Ranged trait, the difficulty is increased by 1d6.
  
  THE EXCHANGE’S FAVOR
  POWERS 
  When you discard this card from the blessings deck, 
  choose a type of boon other than loot and summon 
  and encounter a random boon of that type that has 
  the scenario’s adventure deck number. 
  While this card is on top of the blessings discard pile, 
  after the roll, you may bury a boon to add 1d12 to 
  your check to acquire.
  FAVOR 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Taylor Fischer 
  METASEE
  POWERS 
  On the check to defeat, you may bury any number of 
  armors and weapons; for each card buried, add 1d8. 
  After you act, shuffle a weapon and an armor from 
  the box into your location deck. 
  If defeated, display this card next to the scenario.
  HENCHMAN 3
  TYPE
  BARRIER
  12
  MELEE
  RANGED
  FORTITUDE
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Alexandre Chaudret 
  FAVORABLE RECEPTION
  POWERS 
  The difficulty to defeat is increased by the scenario’s 
  adventure deck number. 
  If undefeated, bury a card.
  If defeated, display this card next to the location 
  it came from. While displayed, characters at this 
  location add 1d6 to their checks to acquire.
  HENCHMAN 3
  TYPE
  BARRIER
  6
  CHARISMA
  ACROBATICS
  DIPLOMACY
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Mariusz Gandzel 
  TASK
  VETERAN
  EVIDENCE
  POWERS 
  When you examine this card, you may display it next 
  to the scenario.
  The difficulty to defeat is increased by the scenario’s 
  adventure deck number.
  On the check to defeat, you may recharge any 
  number of allies; for each ally recharged, add 1d4. 
  If defeated, display this card next to the scenario.
  HENCHMAN 3
  TYPE
  BARRIER
  9
  INTELLIGENCE
  STEALTH
  KNOWLEDGE
  PERCEPTION
  DIPLOMACY
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Bryan Syme 
  TRIGGER
  TASK
  VETERAN
  AHKAIR’S SLANDER
  POWERS 
  The difficulty to defeat is increased by the number of 
  closed locations.
  On the check to defeat, you may recharge any 
  number of allies; for each ally recharged, add 1.
  If undefeated, shuffle a barrier into your location 
  deck.
  HENCHMAN 3
  TYPE
  BARRIER
   
   
  © 2017 Paizo Inc.
   
  Illustration by David Alvarez 
  TASK
  7
  WISDOM
  KNOWLEDGE
  PERCEPTION
  DIPLOMACY
  CHECK TO 
  DEFEAT
  CACHE
  ARISTOCRAT
  TAUTRAK THE SALT
  POWERS 
  When you examine this card, you may bury the top 2 
  cards of your deck. If you do not, this card is evaded; 
  shuffle it and a number of barriers from the box equal 
  to the number of other open locations into a stack, then 
  shuffle a card from that stack into each open location. 
  Before you act, a character at your location summons 
  and encounters the henchman Silver Chain Smuggler.
  VILLAIN 3
  TYPE
  MONSTER
   
   
  © 2017 Paizo Inc.
   
  Illustration by Daniel Lopez 
  18
  COMBAT
  CHECK TO 
  DEFEAT
  TRIGGER
  HALF-ORC
  ROGUE
  OR
  12
  STRENGTH 
  MELEE
  IKAR RAHAM
  POWERS 
  On the check to defeat, you may bury any number of 
  items and spells; for each card buried, add 1d8. 
  After you act, shuffle a spell and an item from the 
  box into your location deck. 
  If defeated, display this card next to the scenario.
  HENCHMAN 3
  TYPE
  BARRIER
  12
  ARCANE
  SURVIVAL
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Glen Osterberger 
  CACHE
  ARISTOCRAT
  BEHROUD AL-IBRAH
  POWERS 
  On the check to defeat, you may bury any number of 
  allies and blessings; for each card buried, add 1d8. 
  After you act, shuffle an ally and a blessing from the 
  box into your location deck. 
  If defeated, display this card next to the scenario.
  HENCHMAN 3
  TYPE
  BARRIER
  12
  DIVINE
  DIPLOMACY
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Florian Stitz 
  CACHE
  ARISTOCRAT
  ECCLEZIO UTICUS
  POWERS 
  On the check to defeat, you may bury any number of 
  boons; for each boon buried, add 1d4. 
  After you act, choose a type of boon other than loot 
  and shuffle a boon of that type from the box into 
  your location deck. 
  If defeated, display this card next to the scenario.
  HENCHMAN 3
  TYPE
  BARRIER
  12
  DISABLE
  STEALTH
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Glen Osterberger 
  CACHE
  ARISTOCRAT
  
  MUHLIA AL-JAKRI
  POWERS 
  When examined or before you act, succeed at a 
  Wisdom or Perception 9 check or you are dealt 1d4+1 
  Poison damage.
  The difficulty to defeat is increased by the number of 
  characters at other locations.
  On the check to defeat, if you do not have the 
  Perception or Stealth skill, subtract 2 from each die. 
  If undefeated, bury a random card from your discard 
  pile, then shuffle a monster and a barrier from the 
  box into your location deck.
  VILLAIN 3
  TYPE
  MONSTER
   
   
  © 2017 Paizo Inc.
   
  Illustration by Roberto Pitturru 
  16
  COMBAT
  CHECK TO 
  DEFEAT
  TRIGGER
  HUMAN
  ASSASSIN
  COLLAPSING HALLWAYS
  POWERS 
  If undefeated, each character at your location is dealt 
  1d4-1 Combat damage.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
   
   
  © 2017 Paizo Inc.
   
  Illustration by Forrest Imel 
  OBSTACLE
  TRAP
  TYPE
  BARRIER
  9
  DEXTERITY
  ACROBATICS
  CHECK TO 
  DEFEAT
  OR
  11
  WISDOM
  PERCEPTION
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Factions’ Favor  
  Adventure 3: Favors and Foes
  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 4-3 Favors and Foes.pdf