TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 3-1
  Serpents in the Deep
  
  Mechanical Design •  Keith Richmond
  Story Text • Mark Seifter 
  Story • John Compton, Amanda Hamon Kunz,  
  Keith Richmond, Mark Seifter, Linda Zayas-Palmer,  
  and Tonya Woldridge
  Editors • Mike Selinker and Vic Wertz
  Season Coordinator • Tonya Woldridge
  Contributing Artists • Jesper Esjing, Miguel Regodón 
  Harkness, Miroslav Petrov, and Maichol Quinto
  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 Coordinator • Tonya Woldridge
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Chief Financial Officer • John Parrish
  Director of Sales • Pierce Watters
  Director of Licensing • Mike Kenway 
  Project Manager • Jessica Price
  Sales Associate • Cosmo Eisele 
  Marketing Director • Jenny Bendel
  Pathfinder Roleplaying Game Team • Judy Bauer,  
  Logan Bonner, Jason Bulmahn, Christopher Carey, John Compton,
  Adam Daigle, Crystal Frasier, James Jacobs,
  Jason Keeley, Amanda Hamon Kunz, Lyz Liddell, Rob McCreary,
  Mark Moreland, Stephen Radney-MacFarland, Joe Pasini,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens,  
  James L. Sutter, Josh Vogt, and Linda Zayas-Palmer 
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Customer Service Team • Sharaya Copas, Katina Davis,  
  Sara Marie Teter, and Diego Valdez
  Finance Team • Ashley Kaprielian and B. Scott Keim 
  Warehouse Team • Laura Carey, Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, William Ellis,
  Lissa Guillet, Don Hayes, Erik Keith, 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 3-1: Serpents in the Deep © 2016 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 3-1: SERPENTS IN THE DEEP
  
  ADVENTURE PATH 
  SEASON OF PLUNDERED TOMBS
  REWARD
  Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.  
  That character may treat the loot Blessing of the Sages as if it is in her Class Deck box.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Serpents in the Deep
  2
  Secrets below the Sands
  3
  In Search of a Sage
  4
  Tomb of the Godless Host
  5
  The Sepulcher Soars Anew
  6
  Destruction Descending
  DURING THIS ADVENTURE PATH
  After you begin In Search of a Sage, 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 Sepulcher Soars Anew, do 
  the same for cards that have the Elite trait.
  C
  atastrophe struck the world 10,000 years ago, and mighty 
  Osirion was one of the first great nations to rise from the 
  ashes. For centuries its pharaohs oversaw a golden age 
  of expansion and innovation while crushing rivals such as the 
  Tekritanin League and the golem armies of the Jistka Imperium. 
  Eventually, though, the kingdom began to stagnate, its leaders 
  unable to match the splendid accomplishments of their forebears. 
  Following millennia of decline and foreign occupation, Osirion 
  is once again autonomous and prospers under the Ruby Prince 
  Khemet III. 
  Hoping to uncover forgotten secrets that his kingdom might 
  employ while encouraging foreign traffic into the increasingly 
  prosperous land, the Ruby Prince opened Osirion to foreign 
  explorers approximately a decade ago. Those hoping to plunder 
  tombs and make their fortune are subject to Osirian customs 
  agents who reclaim the most historically sensitive finds and collect 
  a modest tax on other goods. Yet even this is hardly enough to 
  discourage treasure-hunters—not when one could uncover gold, 
  lost magic, or even a piece of one of the legendary Shory flying 
  cities from a lost age.
  Among the region’s most influential archaeological operations 
  is the Pathfinder Society, an international league of explorers and 
  adventurers dedicated to discovering and chronicling the world’s 
  mysteries. You recently completed your training as a Pathfinder 
  agent in Absalom and set out for Osirion, dreaming of the ancient 
  secrets buried beneath the sands and stone. Before you embark 
  overland, though, it’s critical that you meet with Venture-Captain 
  Norden Balentiir, who coordinates Pathfinder activity throughout 
  Osirion and is an invaluable sage of which sites remain unexplored 
  and unspoiled by common looters.
  As your ship approaches Sothis, you can take in its beauty 
  firsthand. Smooth-sided structures of tawny stone stand tall and 
  proud, many capped with sparkling domes and adorned with 
  spectacular columns. Famous temples tower over the skyline, 
  including the Necropolis of the Faithful, overseen by Pharasma’s 
  priests. It’s a stark reminder that even though Osirion condones 
  treasure-hunting, the Lady of Graves demands that all respect the 
  dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, 
  a colossal, translucent scarab beetle that stands at the city’s center. 
  History says that this was once Ulunat, a destructive behemoth laid 
  low by the city’s founder and now inhabited by its elite.
  There’s little time for sightseeing here, though—once you meet 
  with Norden Balentiir, the archaeological wealth of all Osirion will 
  be yours to explore. What you uncover might not just change your 
  fortunes; it could change the world!
  RULES: TRADERS
  In Season of Plundered Tombs, 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 in to 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.
  
  ADVENTURE 1
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  3-1A: Ambush at Burning Cape
  3-1B: This One Time at Aspis Camp
  3-1C: Up for a Swim?
  3-1D: Under Pressure
  3-1E: Trails to the Sky
  SERPENTS IN THE DEEP
  Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Inquisitor Class Deck.
  Read the Following Aloud:
  V
  enture-Captain Norden Balentiir smiles as you take a 
  seat in the gardens of the Sandswept Halls. This is the 
  Pathfinder lodge in Sothis, capital of the desert nation of 
  Osirion. Sycamores and tamarisks provide shade, and a lattice of 
  grapevines and hanging plants grow on surrounding trellises. The 
  venture-captain invited you to take part in a secret mission, and 
  you are aware that the deceptively casual open-air meeting is just 
  one of the skilled alchemist’s precautions against discovery. The 
  Pathfinders are not free of troubles: death cultists successfully 
  assaulted the lodge nearly a decade ago, and rogue Pathfinder 
  agents stole from its vaults the following year. The venture-
  captain focuses his cunning mind and engineering expertise on 
  enhancing the lodge’s protections. Back when the Sandswept Halls 
  was a Keleshite prison, the old wards held. They will hold again.
  “My friends,” he says, “thank you for joining me today. As you 
  know, Osirion has been granting access to new archaeological sites 
  by auction and lottery; it’s the Ruby Prince’s new plan to stimulate 
  the economy. There’s a ruined city called Shotep-Kara, taken by 
  the Obari Ocean 3,000 years ago. Most people have forgotten 
  that it even existed. Long story short, the Aspis Consortium 
  managed to gain official permission to excavate a small portion 
  of the ruins in the shallows, the section of the city that was once 
  closest to the shore. I have reason to believe that these ruins might 
  hold secrets connected to the elemental planes; in fact, the city 
  once held powerful portals that acted as secret sea lanes for the 
  Four Pharaohs of Ascension. Thus, the ruins might prove useful 
  REWARD
  DURING THIS ADVENTURE
  The scourge die is 1d4+1.
  When you are dealt Acid damage, if that damage is not reduced 
  by at least 1, suffer the scourge Curse of Vulnerability.
  in our study of our notable recent acquisition: a gem called the 
  Untouchable Opal, and the elemental lord of air trapped within.
  “This represents an opportunity we cannot ignore, and I believe 
  you are best equipped to handle it. I ask that you head east to the 
  Burning Cape, locate the Aspis camp, and infiltrate it without 
  being spotted. A rabidly anti-Pathfinder faction within the Aspis 
  Consortium recently collapsed, and we’ve brokered an uneasy 
  peace with the Aspis. They’re nonetheless our main rivals, so 
  don’t take anything for granted. Figure out what the Aspis know 
  so far, and, if possible, explore the Aspis site yourselves in search 
  of useful lore. A word of warning: Don’t stray past the dig site in 
  the shallows marked by the Aspis, as the deeper city could prove 
  too dangerous even for agents of your skills. Return here with 
  whatever information you can gather; if you find any actionable 
  intelligence, I’ll see to it that you’ll have the first crack at using it. 
  Good luck, Pathfinders.”
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, including The Half-Dead City Adventure Deck.
  • 
  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, or 1.
  
  SCENARIO 1
  Read the Following Aloud:
  I
  t’s roughly 100 miles east from Sothis to the ruins of Shotep-
  Kara on the Burning Cape, Osirion’s northeast coast on the Obari 
  Ocean. After giving you your secret mission to infiltrate the Aspis 
  camp at Shotep-Kara, Venture-Captain Norden Balentiir provided 
  you with camels and enough supplies for three weeks. This is more 
  than enough time, he said, to make it there, perform reconnaissance, 
  and head back, even if something goes wrong. Even though it’s just 
  a small section of the ancient city, what could the Aspis have found 
  there? Might it help the Society with its current schemes? Could it 
  catapult you to fame and fortune?
  Much to your dismay, the fresh fruit, bread, and vegetables of the 
  first few days have given way to the usual trail rations by the time 
  you reach the coast. As the sun rises in the east, the entire coastline 
  appears aflame, giving the Burning Cape its name. The shoreline is 
  littered with the wreckage of ancient seafaring vessels; the venture-
  captain had told you to expect these remains of ships that failed to 
  reach the hidden sea lanes of Shotep-Kara. While ordinarily, these 
  ships would be worthy of their own expeditions, they aren’t your 
  mission this time, so you set thoughts of exploring them aside… 
  at least for now. While you’re distracted by your thoughts, you fail 
  to notice the ambush until the first arrow whizzes past your head, 
  grazing you. The clever gnoll warband must have used the fiery 
  morning glare to cloak their approach! The gnoll leader harries you, 
  using hit-and-run tactics to disappear into hidden escape routes. 
  3-1A: AMBUSH AT BURNING CAPE
  REWARD
  Traders: Hadden Hoppert, Smiths of Wati, Sunburst Market
  VILLAIN:
  BONECRUSHER MASTER
  HENCHMEN:
  FIRE SPIRITS (PROXY FOR BONECRUSHER AMBUSHERS)
  Development:
  O
  nce you pinned him down, that gnoll leader wasn’t so tough! 
  You perform a quick reconnaissance to make sure your 
  skirmish with the gnolls hasn’t revealed your presence to the Aspis. 
  As you suspected, there aren’t any Aspis nearby; the gnolls would 
  have been as much a nuisance to the Aspis expedition as they were 
  to you, and the Consortium is not kind to nuisances. 
  The venture-captain’s map was detailed enough to get you here, 
  but it isn’t on a small enough scale to help you find Shotep-Kara 
  from here. Fortunately, the day is young, and you soon find that 
  the Aspis expedition left clear signs of their passing. You follow 
  those signs toward the Aspis camp.
  DURING THIS SCENARIO
  Treat  the  henchman  Fire  Spirit  as  the  henchman  Bonecrusher 
  Ambusher. 
  When a character temporarily closes a location, that character is 
  dealt 1d4 Ranged Combat damage.
  When a non-villain monster that has the Gnoll trait is defeated 
  and would be banished, instead shuffle it into a random other 
  open location deck.
  PLAYERS
  LOCATIONS
  1
  BRICKWORKS
  1
  SULFUR PITS
  1
  VOLCANIC VENTS
  2
  SHIFTING DUNES
  3
  TARWORKS
  4
  WINDSWEPT CHASM
  5
  HOWLING SANDS
  6
  THORNSCRUB
  
  SCENARIO 1
  Read the Following Aloud:
  S
  uccess! The Aspis expedition’s trail leads you straight to their 
  camp. When you see the tents and makeshift buildings in the 
  distance, you circle around to approach from the north, where 
  the rocky cliffs provide you some semblance of cover. You keep quiet 
  as  you scramble up to a perch and survey the camp below. 
  You’ll say this for your rivals: they’ve come prepared. The Aspis 
  camp hustles and bustles like its own little village, filled with Aspis 
  agents as well as laborers, traders, and other camp followers hoping to 
  provide comforts to the crew in exchange for their hard-earned coin. 
  This should make it easier for you to infiltrate the camp than you had 
  originally thought! 
  You sketch out a map of the camp below, watching the people 
  milling about to see if any patterns emerge. For instance, over there 
  must be the main supply tent, given the crates they’re lugging out of 
  it. It’s practically a warehouse in its own right—useful for sabotage, 
  you think, but not likely to reveal any deeper secrets. 
  But the fancy tent off to the side shows promise. According to 
  Venture-Captain Norden Balentiir’s information, the leader of the 
  Aspis expedition is Ridaiya Merai, an alchemist from Thuvia. She’s 
  a former associate of Kafar, an Aspis alchemist who switched sides to 
  become a Society informant three years ago. While some commanders 
  would place their tent in the center, it makes sense that an alchemist 
  would keep her dangerous equipment slightly removed from the 
  other tents. You decide to see what you can find in the rest of the 
  camp, then check Merai’s tent last before escaping to safety. 
  3-1B: THIS ONE TIME AT ASPIS CAMP
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell 
  Remove Curse. At the end of each scenario, return the spell to the game box. Each character draws an item 
  from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.
  Development:
  T
  here have been some close calls, but your reconnaissance has 
  been productive so far. You have a map of the dig site, and 
  you’ve learned that the Aspis are employing modified mining 
  constructs to assist with heavy labor underwater. The damage 
  they might cause in the process of excavating treasures could be 
  irreparable. 
  As you are getting ready to leave Merai’s thankfully vacant tent, 
  a Taldan woman in a foppish hat suddenly appears, grabbing one 
  of the water breathing potions Merai was brewing. You and the 
  new intruder stop and stare at each other, each realizing you can’t 
  make a commotion or you’ll both be caught. She turns and runs, 
  and you grab potions of your own and pursue.
  DURING THIS SCENARIO
  Treat  the  henchman  Fire  Spirit  as  the  henchman  Aspis  Analysis. 
  Treat the henchman Conflagration as the henchman Aspis Agent. 
  When adding henchmen, also shuffle the henchman Conflagration 
  (proxy for  Aspis Agent) into each location deck.
  Cards you encounter that have the Human trait gain the Aspis trait.
  When you encounter a card that has the Aspis trait, you may succeed 
  at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
  When  all  locations  are  closed,  summon  and  build  the  location 
  Alchemical Laboratory and shuffle the henchmen Fire Spirit (proxy 
  for Aspis Analysis) and Conflagration (proxy for Aspis Agent) into it.
  To win the scenario, close the location Alchemical Laboratory. 
  PLAYERS
  LOCATIONS
  1
  SMOKING DEN
  1
  WAREHOUSE
  2
  OASIS
  3
  CARAVANSERAI
  4
  DILAPIDATED PLAZA
  5
  EARTHWORKS
  6
  GLASS PAVILION
  VILLAIN: NONE
  HENCHMEN:
  FIRE SPIRITS (PROXY FOR ASPIS ANALYSES)
  
  SCENARIO 1
  Read the Following Aloud:
  A
  s you chase the Taldan infiltrator in the foppish hat, it 
  quickly becomes clear why she stole one of Merai’s water 
  breathing potions: she’s headed for the dig site! That 
  knowledge is a poor consolation for the fact that the Taldan 
  managed to significantly outpace you, likely by using a spell to 
  increase her speed. 
  As you swim into the shallows, you see in the distance the 
  beginnings of the Aspis dig site and the ruins of Shotep-Kara. 
  You begin to imagine what this place must have looked like at 
  the height of Tumen, during the time of the Four Pharaohs of 
  Ascension. The crumbling, waterlogged monuments, temples, 
  and docks suggest a time when this place was a commercial 
  and military powerhouse, the gateway to the wonders of Ancient 
  Osirion.
  However, you don’t have long to ponder before you hear a 
  strange crashing sound. You look behind you to see a floating, 
  horned beast head followed by the Aspis’s contingent of mining 
  constructs! You take a moment to ponder the strange sight 
  before you remember that the creature is a doru, the least of 
  the divs. Divs arise from corrupted genies exiled to the depths 
  of Abaddon, and their ancient hatred of mortalkind leads them 
  to despoil all that which mortals create. But doru in particular 
  are obsessive gatherers of secrets and able to become invisible 
  whenever it suits them; it would have been a simple matter for 
  the creature to learn the constructs’ secret commands. But that 
  still doesn’t completely explain its actions. You don’t have more 
  time to consider the implications—now is the time to fight!    
  3-1C: UP FOR A SWIM?
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with  
  the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with  
  the loot Scarab Buckler. At the end of each scenario, return the cards to the game box.
  Development:
  A
  fter defeating the doru and dismantling the constructs, you 
  see the Taldan with the foppish hat in the distance. Could 
  she have used the div as a delaying tactic? Fortunately, whatever 
  spell granted her such speed on land isn’t helping her swim, so 
  you’re able to start slowly closing the distance to her. 
  As she reaches the far edge of the Aspis dig site, you feel a knot 
  in the pit of your stomach. When Norden Balentiir told you not 
  to head past the boundaries of the dig site, you somehow knew 
  that you were going to wind up going past them anyway. But this 
  seems crucial, so you sigh inwardly and press on.  
  DURING THIS SCENARIO
  If your combat check has the Bludgeoning, Fire, or Slashing trait, 
  subtract 1 from each die you roll.
  If you move in a step other than your move step, recharge a card.
  PLAYERS
  LOCATIONS
  1
  GOLDEN LAKE
  1
  PRECIOUS MINE
  1
  QUARRY
  2
  HOT SPRINGS
  3
  PEASANT TOMBS
  4
  STONEWORK PASSAGES
  5
  RUINED TEMPLE
  6
  CATACOMBS
  VILLAIN:
  IMANISH
  HENCHMEN:
  ACID POOL
  MINING CONSTRUCTS
  
  SCENARIO 1
  Read the Following Aloud:
  A
  s you follow the Taldan infiltrator deeper into the ruins 
  of Shotep-Kara, you don’t allow yourself the luxury of 
  examining the archaeological marvels around you. You must 
  stay focused lest she try another trick to shake you off her tail. She 
  enters a strange domed edifice of opaque glass, relatively intact 
  compared to its neighbors. You open the door to follow her inside, 
  shocked to find that the building’s entrance repels the water around 
  it. Why would that… 
  In a flash, you remember Norden Balentiir’s briefing: Shotep-
  Kara had strange extradimensional portals, altered spaces, and 
  connections to the Elemental Planes themselves. The inside of 
  this building might not even be in the same dimension as the city 
  around it! It might have been ensorcelled to prevent the elements 
  from reaching the inside—inadvertently handy if the city were to, 
  say, be swallowed by the ocean after a series of earthquakes and 
  tsunamis. The inside of the building is full of Ancient Osirian 
  hieroglyphics. Fortunately, you learned to read them during 
  training, part of the reason the venture-captain chose you for 
  this mission. The text dates this building to the early Age of the 
  Black Sphinx, over 6,000 years ago, coinciding with the reign of 
  the Four Pharaohs. Skimming the hieroglyphics as you glance 
  around for the woman in the foppish hat, you note that this place 
  was a repository for reports by scholars and archaeologists loyal to 
  the Four Pharaohs. The walls honor the sacrifices of their fallen 
  on behalf of the gods Nethys and Thoth. You follow the woman’s 
  trail to a strange altar, though she is nowhere in sight. 
  “Impressive, following me here,” she calls out from somewhere 
  nearby, in Ancient Osiriani of all languages, “but it ends here. 
  Guardians, destroy the intruders!”  
  3-1D: UNDER PRESSURE
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with  
  the spell Elemental Treaty and 1 character may temporarily replace 1 item in his deck with  
  the loot Tablet of Languages Lost. At the end of each scenario, return the cards to the game box.
  Development:
  T
  he Taldan proved to be a talented wizard, employing a variety 
  of ancient spells. Though you would have liked to take her 
  captive, in the end you had no choice but to kill her.
  With the distractions out of the way, you turn to the altar and 
  examine it, touching a specific hieroglyph to open a compartment 
  below. Inside are several stone tablets and the decayed remnants 
  of ancient papyrus. You dutifully collect the decayed papyrus 
  in case it can be magically restored, but the tablets draw your 
  attention immediately. Your eyes go wide. You’re holding a map to 
  a pyramid—and the tablets seem to indicate that it can fly.
  VILLAIN:
  VELRIANA HYPAXES
  HENCHMEN:
  GRAVEN GUARDIAN OF NETHYS
  ALCHEMICAL GOLEM
  WARRIOR DOLLS
  PLAYERS
  LOCATIONS
  1
  GLASS PAVILION
  1
  MAUSOLEUM
  1
  TOWERING OBELISK
  2
  HALL OF BLESSED REBIRTH
  3
  RUINED TEMPLE
  4
  CATACOMBS
  5
  EMBALMING PARLOR
  6
  CRYPT
  DURING THIS SCENARIO
  Before  building  the  location  decks,  display  the  spell  Elemental 
  Treaty at 2 different random locations. Ignore the sentence that 
  begins “When this location is closed” on these 2 spells.
  When  a  character  starts  her  turn  at  a  location  that  has  an 
  Elemental Treaty displayed, or when you close a location that has 
  an Elemental Treaty displayed, display each Elemental Treaty at 
  that location at a random other location. 
  Acid,  Cold,  Electricity,  Fire,  and  Poison  damage  dealt  to  you  is 
  increased by 1.
  
  SCENARIO 1
  Read the Following Aloud:
  N
  ow that you aren’t in a rush to catch up to the Taldan wizard, 
  you realize this place is bigger on the inside than the outside 
  warranted. You’re so excited about your new tablets that 
  you can’t help but begin to decipher them as you walk back out 
  of the ancient compound. Ever since fellow agents cleared dark 
  elves out of a strange pyramid in the Darklands, the Society has 
  been aware of pyramids that could soar through the sky. But if 
  the information on these tablets is still accurate, you’re holding 
  the map to a functional sky pyramid somewhere on the Scorpion 
  Coast. Forget vague elemental lore, this discovery could easily 
  make your career! Imagine becoming the venture-captain of the 
  “Flying Sky Pyramid Lodge” and what sorts of advantages that 
  could bring; if these tablets were halfway accurate, the thing even 
  has a significant magical arsenal at its disposal.
  Lost in thought, you reach the doors to leave the building, only 
  for them to slam shut and glow with a baleful dark flame, a magic 
  lock of some sort. “Curse you, Pathfinders!” a voice rasps, sounding 
  like the wizard, but somehow wrong. You turn to see the woman’s 
  shambling corpse behind you, as rag-shrouded creatures approach 
  from all sides, their faces nothing more than an enormous eye 
  ringed with fangs. These are aghash divs, the embodiment of the 
  curse of the evil eye! You feel yourself falling under their curse as 
  the wizard continues. “I admit, this body didn’t hold up as well as 
  I would have hoped, but by the grace of Lord Ahriman, it serves 
  me alive or dead. Perhaps yours will work better?” You realize then 
  that she must be a spirit of an ancient member of the usij, a cult of 
  div-worshipers the Society foiled in Rahadoum several years ago. 
  And with that, she attacks!
  3-1E: TRAILS TO THE SKY
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with  
  the loot Game of Afterlife and 1 character may temporarily replace 1 armor in her deck with  
  the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.
  Development:
  A
  fter defeating the usij cultist a second—and hopefully 
  final—time and swimming back to shore far away from the 
  Aspis camp, you stop to catch your breath. It’s been a long day 
  since you fought those gnolls, and your resources are spent. Thus, 
  it’s quite unwelcome when you hear a woman clear her throat, 
  and the alchemist Ridaiya Merai emerges from behind a rocky 
  outcropping, along with numerous Aspis guards. 
  You can’t stop her from capturing you and confiscating the 
  tablets, though you’re sure you remember them well enough 
  to reproduce the map. Thinking fast, you claim to have been 
  chasing the usij cultist who sabotaged Merai’s camp all the 
  way from Sothis. You explain that the tablets weren’t from the 
  Aspis’s dig site. She taps her lip, “In that case, Pathfinders, 
  perhaps we can come to an arrangement…”  
  VILLAIN:
  VELRIANA UNBORN
  HENCHMEN:
  AGHASHES
  PLAYERS
  LOCATIONS
  1
  CRYPT
  1
  PEASANT TOMBS
  1
  SCORCHED RUINS
  2
  SURGERY
  3
  EMBALMING PARLOR
  4
  PRECINCT OF LEFT EYES
  5
  MAUSOLEUM  
  6
  STONEWORK PASSAGES
  DURING THIS SCENARIO
  At the start of the scenario, each character suffers a scourge. 
  At the end of your turn, you may examine the top card of your 
  location deck.
  
  BONECRUSHER AMBUSHER
  POWERS 
  When you examine this card, encounter it; the 
  difficulty to defeat is increased by 3.
  Before you act, succeed at a Wisdom or Perception 
  5 check or you are dealt 1d4-1 Ranged Combat 
  damage.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 1
  TYPE
  MONSTER
  10
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Ben Wootten 
  TRIGGER
  GNOLL
  ASPIS ANALYSIS
  POWERS 
  If defeated, you may summon and encounter a spell. 
  Then you may immediately attempt to close the 
  location this henchman came from.
  HENCHMAN 1
  TYPE
  BARRIER
  5
  INTELLIGENCE
  KNOWLEDGE
  WISDOM
  PERCEPTION
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Donald Crank 
  CACHE
  ASPIS AGENT
  POWERS 
  If defeated by a non-combat check, you may 
  examine the top card of your location deck, then you 
  may encounter it.
  If undefeated, shuffle a barrier from the box into your 
  location deck.
  HENCHMAN 1
  TYPE
  MONSTER
  11
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Kez Laczin 
  HUMAN
  ROGUE
  ASPIS
  OR
  8
  STEALTH
  DIPLOMACY
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Plundered Tombs  
  Adventure 1: Serpents in the Deep
  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 03/Adventure Card Game Adventure 3-1 Serpents in the Deep.pdf