TEXT: YEAR OF REBORN STRIFE—ADVENTURE 2
  STORYBOOK: WARRENS ABOVE, WARRENS BELOW
  
  Read the Following Aloud:
  Kaer Maga stands as a testament to the 
  forgotten people who built it. The dense, 
  walled districts have fittingly become home 
  to a host of people who have been or wish to 
  be forgotten by the world. Seen at once as a 
  criminal haven and a grand experiment in self-
  governance, Kaer Maga remains strange even 
  to those who live and die within its diverse 
  sections—and perhaps even stranger to those 
  who are reborn here.
  Between the disparate groups and powers 
  within Kaer Maga, a strange balance exists; a 
  somewhat anarchical understanding between 
  its residents that one’s business remains one’s 
  own. This principle of personal freedom and 
  privacy lies at the fragile heart of Kaer Maga. 
  Its lifeblood pulses with merchants of exotic 
  goods, troll fortune-tellers gazing into their own 
  viscera, and corpulent bloatmages replete with 
  lymph-balancing leeches.
  Here, even traditions that would typically 
  stand in violent opposition to each other must 
  respect the city’s creed. Priests of Urgathoa, 
  goddess of gluttony and undeath, produce 
  undead servants, and reanimated pack animals 
  labor for those who can afford them. Meanwhile, 
  Pharasmin clerics fulfill their sacred duties to 
  protect the cycle of souls by conducting burial 
  ceremonies and maintaining a crypt that serves 
  the wealthiest members of the city.
  Now, a new threat has arisen to this delicate 
  balance of life and death: a wave of undead 
  attacks. At first, the cause seemed to be a 
  simple malfunction in a few of the amulets used 
  to control zombies. 
  But it soon became clear that something 
  larger is afoot, with the undead creations of 
  several prolific necromancers turning violent, 
  and unsettling cases of bodies spontaneously 
  rising into unlife!
  Scenario Design • Keith Richmond
  Story • Calliope Taylor
  Editors • Mike Selinker and Vic Wertz
  Graphic Designers • Sonja Morris and Tony Barnett
  Cover Artist • Caio Maciel Monteiro
  Interior Artists • Eric Belisle, Jorge Fares, Mariusz Gandzel, 
  Imaginary Friends, Brynn Metheney, and Tom Ventre
  Cartographer • Jared Blando
  Organized Play Manager • Tonya Woldridge
  Organized Play Managing Developer • Linda Zayas-Palmer 
  PACG Development Team • Chad Brown, Tanis O’Connor, 
  Paul Peterson, Keith Richmond, Aviva Schecterson, Mike 
  Selinker, Liz Spain, Gaby Weidling, and Skylar Woodies, 
  based on a game concept by Rian Sand
  © 2020 Paizo Inc. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, and Curse of the Crimson 
  Throne are trademarks of Paizo Inc.
  
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  Adventure 2—Warrens Above, Warrens Below
  Build the Vault: The vault should contain all level 0, 1, and 2 cards from the Core Set and the Curse of the 
  Crimson Throne Adventure Path.
  During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. 
  Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings 
  of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  3
  
  Scenario 2A: Mortuary Mischief
  Read the Following Aloud:
  The worries of the necromancer Gerik Mubb 
  echo in your mind on your walk back to the 
  main thoroughfare of the Warren: whatever 
  force is overriding the protections built 
  into the undead-controlling amulets and 
  spontaneously raising undead is likely a great 
  deal more powerful than anticipated. With so 
  many questions and so few answers, a search 
  of the source of the recently dispatched 
  undead is in order.
  As you head toward the mortuary Gerik 
  directed you to, the pale glow of the moon 
  above casts shadows across the streets, and 
  the soft scent of food stalls and spice hawkers 
  gives way to the crisp night air. Distant 
  cries occasionally punctuate the otherwise 
  silent night. It is difficult to determine if 
  these are cries of revelry from a tavern or 
  portents of something more sinister. Perhaps 
  unsurprisingly, the small ramshackle mortuary 
  building, ensconced at a ground level corner of 
  the Warren stacks, is dark and shuttered for 
  the night.
  Wiping some of the dust off of a side 
  window, you can make out wooden coffins 
  with lids violently thrown open, scratch marks 
  furrowed into the wood on the inside. As your 
  eyes adjust to the darkness inside the building, 
  you notice slow and halting movement in the 
  rear of the main room. There’s no doubt about 
  it: more zombies have risen from their caskets. 
  Checking your gear, tightening your belts and 
  scabbards, and curling your fingers around 
  already tested weaponry, you move around 
  to the front to return the shambling undead 
  to their caskets when you hear a shout from 
  behind.
  “Look what we have here. This must be the 
  little mole snuffling about and sticking its nose 
  where it oughtn’t be. Boss says you should 
  leave town, and we’re gonna make sure you 
  do just that.”
  The threat is delivered by a short yet very 
  stocky shirtless man with a tattoo of a monkey 
  along the side of his face. A menagerie of 
  similarly tough-looking humanoids flank 
  him on either side, callused hands clutching 
  makeshift blunt weapons in a display of 
  violent intent. With no way back to the street 
  but through the ruffians, you release your grip 
  on your weapon and ready your fists. It’s going 
  to be a brawl.
  4
  
  Development:
  Not long after the first punch was thrown, the 
  fight took on an ebb and flow of movement that 
  slowly roiled out toward the main street. What 
  began as a show of bravado and intimidation 
  swiftly became a near jovial occasion as the 
  street toughs realized you could match them 
  blow for blow.
  “Just what the physick ordered! How about 
  another—what is that?”
  The wild grin on the tattooed man’s face 
  melts to terror as he backs away and raises 
  an arm, pointing behind you and up the road. 
  You hear a rapidly approaching clatter of 
  ironclad wheels and steel-plated hooves on 
  cobblestone. As you turn your head, you see 
  a massive black wagon pulled by four undead 
  steeds. The street toughs turn heel and run; 
  you’re quick to follow their lead.
  STORY BANES
  STORY BANES
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  5
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  
  Scenario 2B: A Day at the Races
  Read the Following Aloud:
  The relief that you took the time earlier to 
  secure your gear is immeasurable in the 
  moment. There is no time to think as you 
  follow the street toughs down the main road 
  deeper into the Warrens, pursued by the 
  thunderous patter of hoofbeats. 
  Between quick glances over your shoulder, 
  you put together a better idea of exactly 
  what is careening down the cobblestone 
  path after you. The steeds themselves are 
  recently undead, the skin only just beginning 
  to tear and give sight to the straining muscles 
  beneath. Milky eyes roll and toss within the 
  horse’s skulls, and sparks occasionally cast off 
  from their shoed hooves as they crash into the 
  stone below. Each horse wears a fine leather 
  bridle inset with a control amulet; these 
  failed amulets are dull and barely shine in the 
  moonlight. The reins are held bundled up by 
  the tiny grasping hand of a zombie gnome 
  complete with top hat, finely fashioned cape, 
  and what appears to be a false beard. Inset in 
  the black wood of the cart behind the gnome 
  are malachite letters proudly displaying 
  “Dovzar’s Curios and Curiosities.”
  The cart bounces off shanty walls as it is 
  yanked down the street, drawers slinging 
  wildly in and out of the sides. It appears that 
  the merchant had an unfortunate run-in with 
  Horus’s capricious control amulets. What 
  matters now is escaping the runaway wheeled 
  death machine, a task easier said than done. 
  The doors and windows along the empty street 
  are shuttered tight in the wait for morning, 
  and at full sprint, small side alleys flash by 
  before you can see them and change course. 
  For better or worse, you are gaining on the 
  street toughs from moments before, though 
  they seem entirely preoccupied with running.
  As you overtake the leader, you lock eyes in 
  a brief but intense moment of shared fear, cut 
  short by a rogue cobblestone jutting upward 
  that catches his toe and sends him under 
  the hooves. With the rest of the brawlers 
  following suit, you steel your nerves and catch 
  your second wind. The chase is just beginning. 
  6
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  After a series of zigs, a scatter of zags and a 
  healthy dose of all-out sprinting, you finally 
  spy an out: one side of a fork in the path leads 
  to a large stone structure; the other side dead-
  ends quickly against the wall of Kaer Maga. 
  It will require perfect timing but, fortunately 
  for you, Pathfinders are known for just that 
  (among a great many other heroic attributes).
  You wait until the last moment and hurl 
  yourself to the side, arriving in a heap at 
  the door of a squat, sturdy-looking building 
  at the beginning of the Bis neighborhood. A 
  terrific crash breaks the night as the horrific 
  cacophony of hooves and wheels finally comes 
  to an end. Dovzar’s Curios and Curiosities sure 
  produced a curious night.
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  7
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  
  Scenario 2C: Unconventional Allies
  Read the following aloud:
  The tumble at the terminus of the chase is 
  certainly going to leave a mark, but you have 
  escaped with your life.
  As you draw yourself to your feet and begin 
  to readjust your jumbled gear, your eyes settle 
  on the banded iron oak door before you. Set 
  heavily in its frame, it towers eight feet tall, 
  guarding a great stone bunkerlike structure 
  that looms over you in the night. A bronze 
  badge is set into the wood at eye height, 
  depicting a set of doors carved with runes too 
  tiny to make out.
  This is no great mystery to solve. It is the 
  badge of the Duskwardens, and these are the 
  doors to their guild house. Your brief moment 
  of epiphany is cut short as the door is pulled 
  open from the inside and a tall and sickly pale 
  human sticks their head out.
  “What was that crash? Is everyone alright?” 
  The voice is calm but worn rough by many 
  hardships.
  You find yourself stammering for a moment 
  trying to explain the situation you have just 
  escaped from, but after a pause, you are able 
  to convey the happenings in the walled city. 
  For a time the listener is silent, then they 
  swing the door open and say, “Well, you ought 
  to come inside. No sense in having you lot on 
  the streets causing more mayhem.”
  Inside, the guildhall is dimly lit by a pair of 
  candles on a central wood table. The figure 
  holds a finger to their lips and looks up at the 
  ceiling. “Many of us are asleep upstairs, so 
  keep your voices down. I’m Balok, by the way.”
  As you sit around the table, Balok relays 
  some startling information: the Halflight 
  Path has become even more dangerous than 
  usual, rampant with chaotic reanimations, 
  both humanoid and beast, threatening the 
  Duskwardens. In particular, this night has 
  seen more reanimations than any night in 
  recent memory. Balok doesn’t seem convinced 
  when you mention your interest in the events. 
  Instead, they suggest that you stay for the 
  night to remain safe and off the streets, away 
  from the undead. You quickly realize that if 
  you are to pursue this trail of undeath under 
  the city to the source, you’ll need to convince 
  the Duskwardens that you are capable of such 
  a task. After all, they control the only access 
  to the Halflight Path, the massive complex of 
  ancient passageways beneath the city.
  8
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  Development:
  Balok throws their hands up in exasperation.
  “Alright, alright, you’ve made your case. 
  I’ll grant you access into the path. But know 
  this: you keep your head down, and your 
  eyes peeled. I can’t have my Duskwardens 
  babysitting you. They have enough on their 
  plate.”
  You 
  assure 
  the 
  Duskwardens 
  that 
  Pathfinders need no monitoring, but they scoff 
  under their breath. Still, they stay true to their 
  word and thump heavily on the ceiling with a 
  gauntleted fist.
  “Duskwardens!” they call out. “Ready your 
  arms! We have Pathfinders to escort”.
  Setup
  Setup
  STORY BANES
  STORY BANES
  LOCATIONS
  LOCATIONS
  9
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  
  Scenario 2D: What Lies Beneath the City
  Read the following aloud:
  The 
  temperature 
  quickly 
  drops 
  to 
  an 
  uncomfortable subterranean chill as you watch 
  a Duskwarden pull shut the doors behind you. 
  As your eyes acclimate to the dim light, Balok 
  pulls out a series of small crystal necklaces and 
  gestures for you to take one.
  “Halflight Charm,” they whisper. “Lights the 
  way and lets us find you if you get lost.”
  The crystal casts a cool glow across the 
  stone and brick around you. As you’re led into 
  the Halflight Path, you have the unmistakable 
  feeling you’re drawing nearer to the source of the 
  undead in Kaer Maga. The trek is arduous and 
  fraught with dangers underfoot; loose stones, 
  tight gaps, and long falls await you at every turn.
  The Duskwardens chat with you quietly 
  during some parts of the journey, sharing tales of 
  monsters bested, caravans saved, and comrades 
  lost. As you approach each intersection, though, 
  they fall silent, carefully eying the blocked side 
  passages and tunnels as they hurry you quickly 
  past them. Many steps further, you begin to see 
  signs of prior battles. Huge corpses of slain beast 
  and monster are pushed to the side of the path, 
  too big to pull to the surface. Each time you pass 
  such a battle site, the Duskwardens tighten their 
  grips on their weapons, keeping close eyes on 
  the bodies themselves.
  A rough-hewn tunnel gives way to a level 
  walking path for a few moments, and you ask 
  Balok about the bodies. They turn to you with a 
  weary expression and reply, “There’s no rhyme 
  or reason to what gets reanimated. Trust nobody 
  down here, and more importantly... trust no 
  body.”
  As you descend, the brick walls and 
  barricades blocking off side passages and 
  tunnels show signs of heavy wear and tear. You 
  catch sight of yellow eyes peering at you from 
  small holes in the walls. Suddenly, Balok brings 
  the group to a halt with a raised fist. They point 
  at the way ahead, where a pile of bricks lies cast 
  out from a side passage. Something may have 
  gotten through. They walk a few steps closer to 
  peer around the edge of the tunnel, and a yell of 
  alarm is cut short by a spray of steaming green 
  acid that splatters across their front.
  Balok’s body has barely touched the floor 
  before it is overrun by a trio of horse-sized 
  chitinous creatures that scuttle out of the side 
  tunnel and into the passage. The acid mantises 
  raise their powerful mandibles in the air, clacking 
  together as a loud hissing fills the tunnel. You 
  hear a more ominous scuffling from the darkness.
  That must be their queen.
  10
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  Development:
  The battle is intense but brief. With the 
  element of surprise gone, the acid mantises 
  are no match for the combined might of 
  Pathfinders and Duskwardens. Even their 
  mighty queen falls before your blades.
  As you sheathe your weapons, the 
  remaining Duskwardens ruefully hoist Balok’s 
  body across their shoulders. They explain that 
  the Godsmouth Ossuary is not far from here. 
  The Pharasmin priests there can lay the body 
  to final rest.
  Perhaps the Pharasmins will have some 
  insight on what force is behind the flood of 
  undead in Kaer Maga.
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  STORY BANES
  STORY BANES
  11
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  ADVENTURE 2: WARRENS ABOVE, WARRENS BELOW
  
  12
  UNDEAD
  SKIRMISH
  UNDEAD
  SKIRMISH
  CACHE
  SKIRMISH
  CACHE
  SKIRMISH
  CACHE
  SKIRMISH
  CACHE
  SKIRMISH
  VERMIN
  VETERAN
  VERMIN
  VETERAN
  HUMAN 
  RANGER
  HUMAN 
  RANGER
  TASK
  TASK
  UNDEATH ON WHEELS
  UNDEATH ON WHEELS
  ACID MANTIS QUEEN
  ACID MANTIS QUEEN
  DUSKWARDEN RANGER
  DUSKWARDEN RANGER
  MAKE YOUR CASE
  MAKE YOUR CASE
  STORY BANE 2
  STORY BANE 2
  STORY BANE 2
  STORY BANE 2
  ALLY 3
  ALLY 3
  STORY BANE 2
  STORY BANE 2
  Illustration by Jorge Fares ©2020 Paizo Inc.
  Illustration by Brynn Metheney ©2020 Paizo Inc.
  Illustration by Tom Ventre ©2020 Paizo Inc.
  Illustration by Mariusz Gandzel ©2020 Paizo Inc.
  TRIGGER
  TRIGGER
  LOOT
  LOOT
  POWERS
  Before acting, a random local 
  character must succeed at a 
  Dexterity, Constitution, Acrobatics, 
  or Fortitude 5 check or suffer 1d4 
  Combat damage. 
  If defeated, shuffle this barrier into 
  its location.
  If undefeated, suffer 1d4 Combat 
  damage and shuffle a new barrier into 
  your location.
  POWERS
  When examined, suffer 1 Acid damage.
  Before acting, a local character 
  summons and encounters this monster, 
  treating # as 1 lower (minimum 0). 
  If undefeated, a random local character 
  suffers 1d6 Acid damage (maximum 
  #), then recharge this monster into its 
  location.
  POWERS
  Before acting, roll 1d4, then attempt a 
  check of the corresponding type.
  1. Disable 4
  2. Fortitude 4
  3. Knowledge 4
  4. Perception 4
  If you fail, discard a card. If you succeed, 
  on the check to defeat, after the roll, 
  you may roll 1d6 and either add or 
  subtract it.
  CHECK TO DEFEAT
  COMBAT
  CHECK TO DEFEAT
  COMBAT
  CHECK TO DEFEAT
  CHARISMA
  DIPLOMACY
  CHECK TO DEFEAT
  CHARISMA
  DIPLOMACY
  CHECK TO DEFEAT
  DEXTERITY
  CONSTITUTION
  ACROBATICS
  FORTITUDE
  CHECK TO DEFEAT
  DEXTERITY
  CONSTITUTION
  ACROBATICS
  FORTITUDE
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  BARRIER
  TYPE
  BARRIER
  TYPE
  BARRIER
  TYPE
  BARRIER
  TYPE
  MONSTER
  TYPE
  MONSTER
  POWERS
  Reload to examine the top card of your 
  location, then you may shuffle your 
  location.
  Discard to explore. This exploration, 
  reduce all damage you suffer by 1d4, 
  and you may evade banes.
  CHECK TO ACQUIRE
  CHARISMA
  DIPLOMACY
  OR
  PERCEPTION
  RANGED
  CHECK TO ACQUIRE
  CHARISMA
  DIPLOMACY
  OR
  PERCEPTION
  RANGED
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Adventure Card Game/Year 07/PF ACG Season 7 - Year of Reborn Strife - S07-02 Warrens Above Warrens Below.pdf