TEXT: PATHFINDER ADVENTURE CARD GUILD ADVENTURE 1-6
  The Last Crusade
  
  Mechanical Design •  Tanis O’Connor and Keith Richmond
  Story Design •  Mike Selinker
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Diego de Almeida, Sam Burley, 
  Dmitry Burmak, Damien Mammoliti, Roberto Pitturru,  
  and Ben Wootten
  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
  Organized Play Coordinator • Tonya Woldridge
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Technical Officer • Vic Wertz
  Chief Operations Officer • Jeffrey Alvarez
  Sales Director • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Finance • Christopher Self
  Finance Team • Ashley Kaprielian, B. Scott Keim
  Project Manager • Jessica Price
  Managing Art Director • Sarah E. Robinson
  Senior Graphic Designer • Adam Vick
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell
  Editorial Team • Judy Bauer, Logan Bonner,
  Jason Bulmahn, Christopher Carey, John Compton,
  Adam Daigle, Crystal Frasier, James Jacobs,
  Jason Keeley, Amanda Hamon Kunz, Rob McCreary,
  Mark Moreland, Stephen Radney-MacFarland,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens, 
  James L. Sutter, Josh Vogt, and Linda Zayas-Palmer
  Technology Manager • Cort Odekirk 
  Tech Team • Christopher Anthony, Winslow Dalpe, Lissa 
  Guillet, Julie Iaccarino, Erik Keith, Scott Spalding, Gary Teter 
   Community Team • Chris Lambertz and Liz Courts
  Customer Service Team • Sharaya Kemp,
  Katina Mathieson, Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins,
  Heather Payne, Jeff Strand, and Kevin Underwood
  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 1-6: The Last Crusade © 2015 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, and Wrath of 
  the Righteous are trademarks of Paizo Inc.
  Adventure 1-6: The Last Crusade
  
  ADVENTURE PATH 
  SEASON OF THE RIGHTEOUS
  REWARD
  Each player chooses 1 of his Pathfinder Society Adventure Card Guild characters.
  That character may treat the loot Scales of Remembrance as if it is in his Class Deck box.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Herald’s Chosen
  2
  War for the Worldwound
  3
  The Lexicon of Paradox
  4
  The Mighty and the Righteous
  5
  Herald’s Vengeance
  6
  The Last Crusade
  DURING THIS ADVENTURE PATH
  After you begin Adventure 2, choose a mythic path card. For the 
  rest of the Adventure Path, when you play a scenario in Adventure 
  2 or higher, the card you chose is your mythic path card. 
  After you begin Adventure 3, when you would banish a bane that 
  has the Basic trait, remove it from the game; when you would 
  banish a boon that has the Basic trait, you may remove it from 
  the game. After you begin Adventure 5, do the same for cards 
  that have the Elite trait.
  T
  he Worldwound tore reality apart at the dawn of the 
  Age of Lost Omens, murdering the nation of Sarkoris 
  and unleashing a ravenous demonic horde upon the 
  world. Only the quick action of several other nations of 
  knights, barbarians, and heroes halted the demon army and 
  contained it within lost Sarkoris. For the next century, crusade 
  after crusade tried to defeat the demons, only to fail time 
  and time again. Their greatest success was the creation of a 
  line of magical artifacts known as wardstones that still stand 
  sentinel along the Worldwound’s border, although they barely 
  manage to contain the demons. The world doesn’t know it yet, 
  but those wardstones are about to suffer a fearsome trial. With 
  courage, cunning, magical might, and a little bit of luck, your 
  band of stalwart adventurers now has a chance to defend the 
  Worldwound and save the world of Golarion.
  Illustration by Sam Burley
  
  ADVENTURE 6
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  1-6A: Champions of the Horn
  1-6B: Pathfinder Society, Unite!
  1-6C: Fate Hangs in the Balance
  1-6D: Apocalypse: Worldwound
  1-6E: Rifts Gaping Wide
  THE LAST CRUSADE
  Each player unlocks the ability to play Alain and the cohort Donahan from the 
  Wrath of the Righteous Base Set using the Paladin Class Deck.
  This Adventure Requires:
  • The Pathfinder Adventure Card Game: Wrath of the Righteous Base 
  Set, including The Worldwound Incursion Adventure Deck, the 
  Sword of Valor Adventure Deck, the Demon’s Heresy Adventure Deck, 
  The Midnight Isles Adventure Deck, the Herald of the Ivory Labyrinth 
  Adventure Deck, and the City of Locusts Adventure Deck.
  • If you have 5 or 6 players, the Pathfinder Adventure Card Game: 
  Wrath of the Righteous Character Add-On Deck is also required.
  During this adventure, the game box should include only cards 
  with set indicators of B, C, P, 1, 2, 3, 4, 5, or 6.
  Read the Following Aloud:
  I
  t’s the end of the world as you know it. The Worldwound has 
  been a dominant feature of Golarion’s landscape for decades, 
  but its time on this plane is coming to an end. Either you will 
  close it forever or the demons will pour through it and overrun 
  this entire plane. There is no middle ground in this crusade. 
  Queen Galfrey strongly favors the “close it forever” approach. 
  She’s attacking the rift on two fronts: one inside the Abyss and 
  the other at the gaping door to that realm. You’ve already been 
  inside the Abyss, so you will lead the assault on this plane. Your 
  mission is clear: Kill every demon you can find and drive the rest 
  back through the rift.
  You’ve been into the former lands of Sarkoris multiple times 
  now. You’ve disrupted the siege at Fort Clearwater, ended a 
  succubus’s rule over a flaming forest, and banished a pulsating 
  tower in the Yathscar. You’ve been an inspiration to the soldiers 
  risking their lives against legions of demons.
  Your saga has been legendary, but you haven’t always emerged 
  victorious. The Herald of Iomedae was captured at the Battle of 
  Raliscrad. Then he had his heart ripped out at Pulura’s Fall. Now 
  without a Herald for the first time in ages, Queen Galfrey must 
  go it alone.
  Well, not alone, exactly. She has help from you and a mighty 
  army of crusaders from the city of Vigil, which you saved from 
  Khorramzadeh’s treachery. The Storm King attempted to open a 
  portal under Vigil and whisk the Queen through it. He failed due 
  to your efforts. He will undoubtedly redouble his own.
  You know where his efforts will reveal themselves next. You 
  snatched the Lexicon of Paradox in the demon-controlled 
  city of Undarin. Now Khorramzadeh’s witch Areelu Vorlesh is 
  performing a ritual there to expand the Worldwound. You must 
  get back before she does. And while you’re at it, you might as well 
  kill everything in your path.
  REWARD
  Illustration by Diego de Almeida
  DURING THIS ADVENTURE
  The servitor demon is the henchman Favored of Deskari.
  
  SCENARIO 6
  Read the Following Aloud:
  Y
  ou blast into the Worldwound from the southwest border 
  with Ustalav, an army of Vigil Crusaders at your command. 
  Under the cover of the Shudderwood, you lead your troop 
  through scattered batteries of undead shades and tainted fey. With 
  a force this powerful, very little in this forest can stand in your way.
  But the forest will eventually give way to the Sarkoris Steppes, 
  and there you will find a more dangerous path. Formerly, the 
  steppes were ignored by the demon hordes, since they had little 
  more than sagebrush and cinder. Now with their hold on the 
  Worldwound in danger, the squadrons of Baphomet and Deskari 
  are on the move across these plains. You cannot afford a reduction 
  in force. You will need allies, and fast.
  Gashgelag, Scourge of the Steppe, patrols these lands. One of the 
  most powerful demons remaining in the Worldwound, Gashgelag is 
  a massive dinosaur-like demon who serves no demon lord. He simply 
  destroys whatever he finds in his path among these blasted steppes. 
  One force stands between Gashgelag and total destruction: the 
  barbarian tribe known as the Hornbreakers. These barbarians 
  ride mammoths into combat, striking fear into even the most 
  hardened demonic hearts. Their leader is the grizzled tribesman 
  Khraigorr Half-Face. As the Hornbreakers ride north and south 
  along the length of the border, they seek demonic incursions to 
  destroy.  Along the way, they help rescue raiding parties that are 
  fleeing overwhelming odds. This tactic not only helps spread 
  the Hornbreakers’ reputation, but also stabilizes the western 
  boundary, even as it slowly inches eastward. Certainly, the sight of 
  the Hornbreakers riding into a camp, their armor and mammoth 
  mounts decorated with horn trophies broken from the skulls and 
  bodies of slaughtered demons, is enough to raise a thunderous 
  roar from any barbarian camp. 
  When the Hornbreakers gained the notice of Gashgelag, 
  Khraigorr took him on one-on-one, his grievous wounds 
  suggesting his appellation of “Half-Face.” Both sides are itching 
  for a rematch. Your army might just be the one to give it to them.
  1-6A: CHAMPIONS OF THE HORN 
  REWARD
  Each character chooses armor or weapon, then draws a boon of that type that has an  
  adventure deck number of 5 or 6 from the game box.
  Each character gains a medal on the troop Champions of Mendev.  
  (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
  Development:
  A
  fter your victory over the fearsome Gashgelag, Khraigorr 
  has welcomed you as honorary Hornbreakers. This is a 
  tremendous honor, and you long to stay with the barbarians and 
  reclaim the steppes. However, you are confident the mammoth 
  riders can take command of their own lands. You have battles 
  ahead farther into the Worldwound. Undarin, Areelu Vorlesh’s 
  fortress, is over the Riftshadow. 
  While your champions will follow you anywhere to win this war, 
  there’s some dissent over whether you can survive a direct assault 
  through the shadowstorms. 
  Instead, you will head north to the town of Valahuv, which you 
  visited some time ago. It’s one of the rare holdouts against the demon 
  armies, though they may hold some grudge against you for destroying 
  their false god. With luck, you’ll be able to resupply your forces and 
  gain the knowledge you need to break into Areelu’s stronghold.
  VILLAIN:
  FAXON (PROXY FOR GASHGELAG)
  HENCHMEN:
  ABYSSAL ARMY
  BRIMORAKS (PROXY FOR HUNGERS THAT MOVE)
  Illustration by Mariana Vieira
  DURING THIS SCENARIO
  Treat the villain Faxon as the villain Gashgelag. Treat the henchman 
  Brimorak as the henchman Hunger that Moves. Treat the cohort Sir 
  Vinst as the cohort Khraigorr Half-Face.
  Locations cannot be temporarily closed.
  PLAYERS
  LOCATIONS
  1
  GREAT HALL
  1
  EAGLE ROCK
  1
  MOLTEN POOL
  2
  CAVERN
  3
  ABYSSAL RIVER
  4
  CANYON
  5
  WOUNDED LANDS
  6
  DARK FOREST
  COHORT: SIR ILIVAN (PROXY FOR KHRAIGORR HALF-FACE) 
  DISPLAY THE TROOP CHAMPIONS OF MENDEV.
  
  SCENARIO 6
  Read the Following Aloud:
  F
  resh off your victory over the demon Gashgelag, after fighting 
  alongside the Hornbreaker mammoth riders, you seek more 
  allies to unmoor the demons’ grip on the land. So you have 
  returned to Valahuv, where you and Count Varian Jeggare’s allies 
  freed the citizens from the grip of their false god, Ommors. You 
  didn’t know what your welcome would be like here, but all is well. 
  The Valahuvians, under the leadership of God Caller Balemoon, 
  are happy to resupply your army in hopes that they will have a 
  free Worldwound soon. 
  God Caller Balemoon has further good news for you. The 
  Pathfinder Society is amassing to reclaim a sky citadel in the 
  Frostmire Mountains. Bands of heroes from across Golarion have 
  gathered for the assault, readying their spells and sharpening 
  their blades for their next adventure. Looming over the Wounded 
  Lands, the citadel is a powerful beacon for the remaining citizens 
  of the Worldwound. If it can be reclaimed, the demonic grip on 
  the people’s hearts and minds will be broken. 
  There is no guarantee that the Pathfinder Society will succeed 
  in their goal. The dwarven cultists of Shivaska and their demon 
  ally Yealek-Vor have an iron grasp on the citadel of Jormurdun. If 
  a powerful band of heroes joined in their cause, they would stand 
  a much greater chance.
  Leaving your army behind is a very difficult choice. Teleporting 
  into a floating citadel controlled by demons is also not terribly 
  smart. But if you win, you will marshal the Pathfinders to your 
  cause and clear the skies of the Worldwound.
  To Jormurdun you go!
  1-6B: PATHFINDER SOCIETY, UNITE!
  REWARD
  Each character chooses ally or blessing, then draws a boon of that type
  that has an adventure deck number of 5 or 6 from the game box. 
  For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot 
  Mournful Razor. At the end of each scenario, return the loot to the game box.
  Each character gains a medal on the troop Champions of Mendev.  
  (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
  Development:
  Y
  ou’ve disbanded yet another conspiracy of cultists and demons, 
  and you’ve reclaimed the lost dwarven sky citadel at Jormurdun. 
  Time seemed entirely out of joint inside its halls, so returning to 
  a more stable land is a welcome change. The Worldwound is still 
  under the demons’ control, but you know you will take it back.
  Your army has instructions to meet you south of Frostmire. 
  They cannot cross the Frostmire Fen as you descend down the 
  mountains from the sky citadel, so they’ll have to cut across the 
  southern end of the mountains and across the Sarkoris River. You 
  can meet them there, but you have a quick stop to make first…
  DURING THIS SCENARIO
  Treat the villain Faxon as the villain Yealek-Vor. Treat the henchman 
  Ulkreth  as  the  henchman  Duergar  Cultists.  Treat  the  cohort  Sir 
  Vinst as the cohort Ollysta Zadrian.
  When you encounter a card that has the Cultist or Demon trait, 
  recharge your hand, then draw 1 fewer card than the number you 
  recharged.
  If you fail to defeat a card that has the Cultist or Demon trait, 
  shuffle the top card of the blessings deck into your location deck.
  PLAYERS
  LOCATIONS
  1
  CAVERN
  1
  CORRUPTION FORGE
  1
  GREAT HALL
  2
  SANCTUM
  3
  ABATTOIR
  4
  MOLTEN POOL
  5
  TORTURE CHAMBER
  6
  CATHEDRAL OF CHAOS
  Illustration by Ben Wootten
  VILLAIN:
  FAXON (PROXY FOR YEALEK-VOR)
  HENCHMEN:
  BLACKFIRE ADEPT
  ULKRETHS (PROXY FOR DUERGAR CULTISTS)
  COHORT: SIR ILIVAN (PROXY FOR OLLYSTA ZADRIAN) 
  DISPLAY THE TROOP CHAMPIONS OF MENDEV.
  
  SCENARIO 6
  Read the Following Aloud:
  F
  our years ago, the half-orc rogue Aucinda Fermender 
  disappeared. Of course, rogues disappear all the time, so 
  you may wonder: Why was this one special? Well-informed 
  adventurers know that Aucinda was the leader of a group of Shining 
  Crusaders who came upon a strange feature of the Worldwound: 
  the Hanging Tower. 
  To say that the so-called Hanging Tower stands at the edge of 
  the Northmound Plateau overlooking Frostmire is something 
  of an error, for the tower doesn’t “stand” at all. Shaped like an 
  inverted obelisk of dark red marble, the tower isn’t connected 
  to the ground. Its lowest point hovers with impossible stability 
  several inches above the earth. Not only does the structure’s 
  physical impossibility point to an unearthly origin, its exterior and 
  internal architecture resemble nothing in the Sarkorian tradition. 
  Though some suggest it is yet another unimaginable abomination 
  disgorged from the Abyss, its recent appearance indicates its origin 
  might not be tied to the opening of the Worldwound. 
  The Hanging Tower measures a staggering 458 feet in height 
  from its lowest point to its 150-foot-wide apex. The tower appears 
  to be made of stone, but a thin shell of magic akin to that created 
  by temporal stasis shrouds its surface, preventing anyone from 
  interacting with the tower’s actual material, so its composition 
  remains a mystery. Only one entrance allows access into the tower: a 
  trapezoidal archway on its eastern face, twenty feet above the ground.
  Since the tower mysteriously appeared, it has become overrun 
  with demons. One of those, the treachery demon Yracandra, 
  manipulated the rogue Aucinda into leading her troop into the 
  1-6C: FATE HANGS IN THE BALANCE
  REWARD
  Each character chooses item or spell, then draws a boon of that type that has an adventure deck number of 5 or 6 from the game box.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robe of Rifts.  
  At the end of each scenario, return the loot to the game box.
  Each character gains a medal on the troop Champions of Mendev.  
  (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
  Development:
  Y
  ou’ve escaped from the maddening halls, having defeated both 
  the treachery demon Yracandra and her vulture demon foe, 
  Firadreal. You secured the tower, as well as many of its riches. And 
  in the midst of your triumph, you found the lost rogue Aucinda.
  Her entire party slaughtered, Aucinda fled to the tower’s upper 
  reaches. In the years since, she has worked to manipulate the two 
  demons’ forces against each other. Every victory one of them had 
  was preceded by some deception on Aucinda’s part. With neither 
  demon gaining the upper hand, neither could use the tower to 
  further the desires of the Abyss.
  Now that is the work of a true hero. She—and you—will bring 
  inspiration to all who seek to restore the Worldwound. 
  DURING THIS SCENARIO
  Treat the villain Faxon as the villain Firadreal and the villain Hosilla 
  as  the  villain  Yracandra.  Treat  the  henchman  Brimorak  as  the 
  henchman Demon Brawl. Treat the cohort Sir Vinst as the cohort 
  Aucinda Fermender. 
  After building locations, summon and build the location Middle of 
  Nowhere, then arrange the locations in a circle. If you would move 
  to a location other than the one immediately clockwise, you must 
  succeed  at  an  Intelligence,  Knowledge,  Wisdom,  or  Survival  14 
  check or move to a random location instead. 
  After  closing  1  location,  draw  the  cohort  Sir  Ilivan  (proxy  for 
  Aucinda Fermender) from the box.
  When a villain is defeated and cannot escape, put it next to this 
  card. To win the scenario, both villains must be next to this card.
  VILLAIN:
  FAXON (PROXY FOR FIRADREAL)
  HOSILLA (PROXY FOR YRACANDRA)
  HENCHMEN:
  BRIMORAKS (PROXY FOR DEMON BRAWL)
  PLAYERS
  LOCATIONS
  1
  CELL
  1
  HARVESTER’S PIT 
  1
  SOUL FOUNDRY
  2
  OCCULT LIBRARY
  3
  TORTURE CHAMBER
  4
  CAVERN
  5
  GREAT HALL
  6
  LABORATORY
  DISPLAY THE TROOP CHAMPIONS OF MENDEV.
  tower. Yracandra controlled the lower portion of the tower while 
  her foe, the vulture demon Firadreal, controlled the Hanging 
  Heights atop the tower. You learned this because Aucinda got a 
  message out to her commander in Kenabres. No one has heard 
  from her since.
  Your descent from the sky citadel brings you conveniently 
  close to the Hanging Tower. If you can find out what happened to 
  Aucinda, you may inspire the defenders of Kenabres even further.
  
  SCENARIO 6
  Read the Following Aloud:
  Y
  ou’ve rendezvoused with your army at the Rolling Riverbed 
  south of the Hanging Tower. You freed the rogue crusader 
  Aucinda Fermender, who now serves as an inspiration 
  to your beleaguered army. If she can survive four years in the 
  Hanging Tower, certainly all of you can return home after a much 
  shorter stay in the Wounded Lands. 
  This all assumes you survive the next day. You are heading 
  along the riverbed to Undarin, the stronghold of the witch Areelu 
  Vorlesh. It was Areelu who set in motion all of the disasters 
  that have befallen your country in the last months. The attack 
  on Kenabres, the collapse of the wardstones, the creation of the 
  Worldwound itself—she is the source of all your pains.
  Things have not gone Areelu’s way, however. Both your 
  activities and those of the champions the queen sent into the 
  Worldwound have imperiled her clutch for power. When a 
  fiendish witch beholden to demon princes fails, she is not likely 
  to survive the experience.
  Last time you were at Undarin, you tried your best to avoid 
  patrols of evil paladins and shadow demons. This time, you’ll be 
  ready for them. In fact, they should probably get ready for you. 
  Let nothing stand in your way as you rush headlong to confront 
  Areelu. Once you’ve removed all opposition, you can stop Areelu’s 
  rituals to expand the Worldwound… and whatever else she has 
  planned. It all ends today.
  1-6D: APOCALYPSE: WORLDWOUND 
  REWARD
  Each character chooses a boon of a type other than loot from the box.
  You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck. 
  (Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.) 
  Each character gains a medal on the troop Champions of Mendev.  
  (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
  Development:
  U
  ndarin is yours! Areelu has fled, teleporting to Threshold for 
  a last stand. You can sack her city, free her slaves, and end the 
  demonic conquest of the Wounded Lands. Now they only control 
  the city of Iz and the lands around the Threshold.
  You should be warned: That may be enough. If you can’t close 
  the rift on your side while the heroes in the Abyss close it on 
  theirs, the hordes of the Abyss will come rampaging through. 
  All the victories you have won over the past few months will 
  be undone as the rest of the world falls to the Abyss. You must 
  succeed at the rift.
  Your army is tired, but ready to march. Threshold is within 
  your sights.
  DURING THIS SCENARIO
  When you encounter a bane that is not summoned, before you act, 
  you may summon and encounter the henchman Ivory Templar. If 
  you do not summon and defeat the Ivory Templar, the difficulty of 
  your checks to defeat the bane is increased by 10. 
  When you encounter a boon, before you act, you may summon 
  and  encounter  the  henchman  Shadow  Demon.  If  you  do  not 
  summon  and  defeat  the  Shadow  Demon,  the  difficulty  of  your 
  checks to acquire the boon is increased by 5. 
  VILLAIN:
  AREELU VORLESH
  HENCHMEN:
  ABYSSAL ARMY
  OPHIDIAN DEMON
  RASPER DRAGON RIDERS
  STRINGY FIENDS
  PLAYERS
  LOCATIONS
  1
  LOCUST SHRINE
  1
  PRISON VAULT
  1
  TORTURE CHAMBER
  2
  CATHEDRAL OF CHAOS 
  3
  ABATTOIR
  4
  OCCULT LIBRARY
  5
  MOLTEN POOL
  6
  SANCTUM
  DISPLAY THE TROOP CHAMPIONS OF MENDEV.
  Illustration by Roberto Pitturru
  
  SCENARIO 6
  Read the Following Aloud:
  Y
  our army is battling at the gates of the Abyss. Everything that 
  the demon lord Deskari can throw at you, he will throw at 
  you. In fact, he is throwing himself at you. 
  The fiendish witch Areelu Vorlesh has fled from her stronghold 
  at Undarin to the Threshold, the site of the gaping slash in the 
  world. Queen Galfrey has ordered you to this point of no return, 
  hoping you can rendezvous with another team of mythic heroes 
  she dispatched into the Abyss. There are two rifts that must be 
  attended to: one in your world and one in the Abyss.
  On the other side, your counterparts are flinging the Lexicon 
  of Paradox into the rift. On your side, you must defeat Areelu’s 
  accomplices in building the Worldwound. The treacherous Areelu 
  betrayed these accomplices, and now she is directing them against 
  you. One is the wizard Wivver Noclan, now a half-mad, barely 
  intelligent fleshwarped creature. The other is the summoner 
  known as God Caller Opon.
  How did he get that name? The presence of Deskari himself 
  might indicate the answer. Areelu is forcing the God Caller to call 
  Deskari to your side of the rift. You will have to beat him back to 
  the Abyss before the rift is closed.
  This is the final battle for the Worldwound. Unholy armies 
  are ready to desperately charge across the battlefield, hurling 
  themselves at heroes with reckless abandon. The fate of the 
  world hangs in the balance. If you win, the rift will close and the 
  world will be healed. If you fail, the rift will burst open and the 
  entire population of the Abyss will be unleashed on Golarion.
  No pressure. Prepare yourselves. It’s time to go to war.
  1-6E: RIFTS GAPING WIDE
  REWARD
  Each character gains a card feat, a skill feat, and a power feat. 
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Deskari’s Tooth.  
  At the end of each scenario, return the loot to the game box.
  Each character gains a medal on the troop Champions of Mendev.  
  (Note the medal on your Chronicle sheet instead of checking it off on the troop card.)
  Development:
  A
  t long last, the rift has been sealed. There have been mighty 
  casualties on both sides, but the forces of Queen Galfrey 
  have prevailed.
  As Deskari is beaten back to the Rasping Rift, he screams in 
  pain and rage. Over the shoulder of the beaten Locust King, his 
  powerful father, Pazuzu, appears and eyes you hungrily. “My son 
  may be an everlasting disappointment, but for once he offers me 
  something truly interesting.” 
  Deskari may be defeated, but the Demon Prince of Air seems to 
  have plans for you.
  DURING THIS SCENARIO
  Treat the henchman Vagorg as the henchman God Caller Opon. 
  Treat the henchman Wenduag as the henchman Wivver Noclan. 
  Defeating a henchman does not allow you to attempt to close a 
  location.
  After building the location Rasping Rifts, for each character, draw 
  the  henchmen  Cultist  of  Deskari  and  Brimorak  (proxy  for  Rift 
  Demon,) and a monster, barrier, armor, weapon, and spell from 
  the box, and shuffle all of those cards into that location deck. 
  After building the location Gate to the Worldwound, shuffle the 
  henchmen  Vagorg  (proxy  for  God  Caller  Opon)  and  Wenduag 
  (proxy for Wivver Noclan) into that location deck.
  After building the blessings deck, deal 18 of its blessings into a 
  stack  and  display  the  villain  Deskari  next  to  them.  At  the  end 
  of  a  character’s  move  step,  that  character  may  summon  and 
  encounter Deskari. If any check to defeat Deskari is successful, 
  Deskari is defeated and the encounter immediately ends; shuffle 
  6 of the blessings from the stack into the blessings deck. 
  On your turn, you may bury a boon to explore your location. 
  To win the scenario, the Gate of the Worldwound and the Rasping 
  Rifts  must  collectively  contain  a  number  of  cards  less  than  or 
  equal to the number of characters.
  VILLAIN: NONE
  HENCHMEN: NONE
  Illustration by Fabio Gorla
  PLAYERS
  LOCATIONS
  1-6
  GATE OF THE WORLDWOUND
  1-6
  RASPING RIFTS
  DISPLAY THE TROOP CHAMPIONS OF MENDEV.
  
  POWERS
  When you encounter a bane, shuffle this card into an 
  open location deck to evade that bane, then move to 
  that location. 
  Put this card on top of your deck to move. 
  Put this card on top of your deck to examine the 
  bottom card of any location deck.
  AUCINDA FERMENDER
  COHORT 6
  HALF-ORC
  ROGUE
   
   
  © 2015 Paizo Inc.
   
  Illustration by Ian Llanas 
  POWERS
  Reveal this card to add 1d6 to your combat check or 
  to your check to acquire an ally.
  When Gashgelag is defeated and would escape, 
  reveal this card to shuffle him into your location deck 
  instead.
  KHRAIGORR HALF-FACE
  COHORT 6
  HUMAN
  BARBARIAN
   
   
  © 2015 Paizo Inc.
   
  Illustration by Jorge Fares 
  POWERS
  Put this card on top of your deck to shuffle any 
  location deck, then examine its top card.
  Reveal this card to draw the bottom card of your 
  deck, then recharge this card.
  Recharge this card to move. Ignore any movement 
  restrictions.
  OLLYSTA ZADRIAN
  COHORT 6
  HUMAN
  PALADIN
   
   
  © 2015 Paizo Inc.
   
  Illustration by Ryan Portillo 
  DEMON BRAWL
  POWERS 
  When you encounter this card, a random character at your 
  location summons and encounters a Vulture Demon, and a 
  random character at your location summons and encounters 
  a Treachery Demon. Choose the order in which these 
  encounters happen. During the first encounter, the difficulty 
  of the checks to defeat is reduced by 1d6; during the second 
  encounter, the difficulty of the checks is increased by 1d10. 
  If both summoned monsters are defeated, this barrier is 
  defeated, and you may immediately attempt to close the 
  location this henchman came from. If either monster is not 
  defeated, this barrier is undefeated.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration by Kekai Kotaki 
  OUTSIDER
  DEMON
  SEE BELOW
  CHECK TO 
  DEFEAT
  BARRIER
  TYPE
  DUERGAR CULTISTS
  POWERS 
  Before you act, each character at this location must succeed 
  at an Acrobatics, Dexterity, Wisdom, or Perception 12 check. 
  Characters who fail are dealt 2d4 Combat damage.
  You may recharge any number of allies or cohorts; for each 
  card recharged, add 1d4 to your check to defeat. Each other 
  character at this location may reveal a card that has the 
  Attack trait or a weapon to add 1d6 to your check to defeat. 
  If defeated, you may expend a mythic charge to 
  immediately attempt to attempt to close the location this 
  henchman came from.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration by Ben Wootten 
  SKIRMISH
  DWARF
  CULTIST
  COMBAT
  30
  CHECK TO 
  DEFEAT
  BARRIER
  TYPE
  FIRADREAL
  POWERS 
  Firadreal is immune to the Electricity and Poison traits. 
  During this encounter, on any check, you may roll a 
  d4 instead of the normal die; for each die you roll 
  that is not a d20 or a d4, bury a card from your deck. 
  Before you act, each character at your location is 
  dealt 1d4+1 Electricity damage, then must succeed at 
  a Constitution or Fortitude 9 check or that character 
  may not play boons that have the Attack trait or 
  weapons during this encounter.
  VILLAIN 6
  OUTSIDER
  DEMON
  MYTHIC
   
   
  © 2015 Paizo Inc.
   
  Illustration by Ben Wootten 
  40
  COMBAT
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  GASHGELAG
  POWERS 
  Gashgelag may not be evaded and is Immune to the 
  Electricity, Fire, and Poison traits.
  Any character who discards cards as damage during this 
  encounter may not use character powers.
  Before you act, each character at your location attempts a 
  Dexterity or Acrobatics 16 check. Characters who succeed 
  are dealt 2 Fire damage; characters who fail are dealt 
  2d4 Fire damage.
  If undefeated, expend 1d4 mythic charges or bury 1d4 
  cards from the top of your deck.
  VILLAIN 6
  OUTSIDER
  DEMON
  MYTHIC
   
   
  © 2015 Paizo Inc.
   
  Illustration by Mariana Vieira 
  12
  CONSTITUTION
  FORTITUDE
  WISDOM
  THEN
  45
  COMBAT
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  YEALEK-VOR
  POWERS 
  Yealek-Vor is immune to the Electricity and Poison traits. 
  Before you act, you are dealt 1d4+1 Combat damage, then 
  each character must succeed at a Divine, Knowledge, or 
  Wisdom 12 check. If you fail, bury your hand and draw the 
  same number of cards; other characters who fail cannot 
  play cards during this encounter.
  If undefeated, and Yealek-Vor escapes, instead of 
  retrieving blessings from the blessings deck, draw cards 
  from your hand, discard pile, and deck to shuffle in with 
  Yealek-Vor.
  VILLAIN 6
  OUTSIDER
  DEMON
  CLERIC
  MYTHIC
   
   
  © 2015 Paizo Inc.
   
  Illustration by Jorge Fares 
  30
  COMBAT
  DIVINE
  WISDOM
  THEN
  40
  COMBAT
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  YRACANDRA
  POWERS 
  Yracandra may not be evaded and is immune to the 
  Electricity and Poison traits.
  Before you act, each character at this location recharges 2 
  random cards, then must succeed at a Wisdom 14 check 
  or expend 1d4 mythic charges. 
  The first time that you fail a check to defeat Yracandra, 
  before you are dealt damage, draw a number of cards 
  equal to your hand size.
  If defeated, each character at this location draws 2 cards.
  VILLAIN 6
  OUTSIDER
  DEMON
  MYTHIC
   
   
  © 2015 Paizo Inc.
   
  Illustration by Mariusz Gandzel 
  30
  COMBAT
  THEN
  30
  COMBAT
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  
  GOD CALLER OPON
  POWERS 
  Before you act, you may attempt a Diplomacy 25 
  check; if you succeed, add 2d20 to your check to 
  defeat. 
  After you act, you are dealt 1d4 Mental damage that 
  may not be reduced. 
  If undefeated, draw a monster and the henchman 
  Rift Demon from the box, then shuffle those cards 
  into the Rasping Rifts location deck.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration by Miguel Regodón Harkness 
  GHOST
  SUMMONER
  ARCANE
  DIVINE
  KNOWLEDGE
  25
  OR
  COMBAT
  40
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  HUNGER THAT MOVES
  POWERS 
  The Hunger That Moves is immune to the Poison trait.
  Before you act, each character at your location attempts 
  an Acrobatics or Dexterity 13 check. Each character who 
  succeeds is dealt 1 Combat damage; each character who 
  fails is dealt 1d6 Combat damage and discards the top card 
  of his deck. 
  On each check to defeat, if you succeed at an Knowledge 
  18 check, or if the check has the Force trait, add 5.
  If undefeated, bury your discard pile. If defeated, you may 
  attempt to close the location this henchman came from.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration by Tyler Walpole 
  OUTSIDER
  COMBAT
  36
  THEN
  COMBAT
  30
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  RIFT DEMON 
  POWERS 
  The Rift Demon may not be evaded and is immune to 
  the Electricity and Poison traits. 
  Before you act, a random character summons and 
  encounters this adventure’s servitor demon. 
  If the check to defeat does not have the Attack or 
  Ranged trait, its difficulty is increased by 30.
  While you act, characters at other locations cannot 
  play cards; when a character at your location plays a 
  card, he recharges a card.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration by Helge C. Balzer 
  OUTSIDER
  DEMON
  MYTHIC
  COMBAT
  30
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  WIVVER NOCLAN
  POWERS 
  Before you act, each character summons and 
  encounters a random monster.
  You may reveal a card that has the Attack trait or 
  a weapon to automatically defeat Wivver Noclan; 
  otherwise, he is undefeated.
  HENCHMAN 6
   
   
  © 2015 Paizo Inc.
   
  Illustration Miguel Regodón Harkness 
  ABERRATION
  WIZARD
  SEE BELOW
  CHECK TO 
  DEFEAT
  MONSTER
  TYPE
  POWERS
  Recharge this card to add the scenario’s adventure 
  deck number to your non-combat check.
  Bury this card to search your deck for a card and add 
  it to your hand.
  SCALES OF REMEMBRANCE
  LOOT P
  ACCESSORY
  MAGIC
   
   
  © 2015 Paizo Inc.
   
  Illustration by Kieran Yanner 
  TYPE
  ITEM
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Righteous  
  Adventure 6:  
  The Last Crusade
  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 01/Adventure Card Guild Adventure 1-6 The Last Crusade.pdf