TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 3-3
  In Search of a Sage
  
  Mechanical Design •  Keith Richmond
  Story Text • John Compton 
  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 • Vincent Dutrait, Fabio Gorla,  
  Yong Yi Lee, Miguel Regodón Harkness, Ben Wootten,  
  and Kieran Yanner
  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 3-3: In Search of a Sage © 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 3-3: IN SEARCH OF A SAGE
  
  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 3
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  3-3A: Hidden in the Stacks
  3-3B: The Hyenas’ Lair
  3-3C: To the Highest Bidder!
  3-3D: Allied with Alchemists
  3-3E: Up in Flames
  IN SEARCH OF A SAGE 
  Choose 1 trader that you have been rewarded with and record it on your Chronicle Sheet.  
  For the rest of the Adventure Path, your trade cost for that trader is reduced by 1 card (to a minimum of 1).
  Read the Following Aloud:
  D
  uring your training in the Grand Lodge of Absalom, you 
  learned that the Aspis Consortium and betrayal go hand in 
  hand. Yet for some as yet unremembered reason, you agreed 
  to do the dirty work of Aspis leader Ridaiya Merai, who offered 
  you promises of camaraderie and great discoveries. Now she and 
  her crew have sealed themselves inside a flying pyramid, locking 
  the entrance behind them. After a despondent week of travel back 
  to Sothis, you’re back in the Sandswept Hall with Venture-Captain 
  Norden Balentiir, considering your next move.
  Unannounced, a visitor arrives—a wizened Osirian man wearing 
  magnificent blue robes and a patient smile. The venture-captains 
  rises to greet and introduce his guest: Amenopheus, the Sapphire 
  Sage, a staunch ally of the Pathfinder Society.
  Amenopheus takes a humble bow before sitting down. “Norden 
  has kindly informed me not only of the Consortium’s treachery, but 
  also of the warded door. Based on the drawings you made, I believe it 
  insurmountable by any modern means.” His smile deepens as he adds, 
  “What the Aspis do not know is that you have allies from the past.”
  Norden Balentiir coughs politely, and Amenopheus nods 
  apologetically and elaborates. “Osirion has a troubled history 
  interspersed with depraved leaders, power-mad pharaohs, and 
  foreign dictators. When the great kingdom’s first golden age was 
  coming to an end, the foremost scholars formed the Jeweled Sages, 
  an order dedicated to preserving knowledge of Osirion’s history and 
  discoveries for use in the modern day. Each sage preserved his or 
  her wisdom in a powerful gemstone, much like the one I possess.” 
  To punctuate the statement, Amenopheus removes a delicate golden 
  chain from his neck, from which hangs a magnificent sapphire set 
  in a gold amulet.
  “The group was almost wiped out millennia ago, but my colleague 
  Tahoniskepsu and I have begun rebuilding it by recovering the lost 
  sage jewels and training a new generation to assume the sages’ 
  mantle and power. I have inquired with my colleagues, and we 
  can sense only trace memories of this locked doorway. It may not 
  be within our power to open it, but we believe one of our order 
  preserved precisely that secret.”
  REWARD
  DURING THIS ADVENTURE
  The scourge die is 1d6+1.
  When  you  are  dealt  Electricity  damage,  if  that  damage  is  not 
  reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
  Norden Balentiir rubs his chin thoughtfully before asking, 
  “Didn’t these sages scatter to the four winds when the Empire of 
  Kelesh invaded?”
  “It is true the sage jewel may be anywhere within ancient 
  Osirion’s extensive domain,” notes the Sapphire Sage as his face 
  blossoms into a wrinkled grin. “But if the Pathfinders are willing 
  to make history in the course of discovering it, I know just where 
  to begin.”
  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 the Shifting Sands 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, 1, 2, or 3.
  
  SCENARIO 3
  Read the Following Aloud:
  T
  he Sapphire Sage Amenopheus’s story of ancient scholars 
  wielding the secrets of long-dead dynasties seems like a 
  tall tale. Yet having explored an extradimensional ruin and 
  documented a building that momentarily moved by its own power, 
  you’ve concluded that Osirion has many extraordinary secrets yet 
  to be uncovered. Now you have an invitation to seek out a powerful 
  artifact that could divulge the kingdom’s forgotten lore and unlock 
  a flying pyramid. It’s practically a Pathfinder’s dream come true, 
  and you’ve been an agent for only a few months!
  You pack your bags and set out the next day with Amenopheus, 
  who travels with you to the sages’ long-abandoned stronghold in the 
  Pillars of the Sun, a chain of imposing mountains in Osirion’s interior. 
  “Not everyone appreciated the Jeweled Sages, sometimes accusing 
  them of gathering intelligence to overthrow regimes,” he explains 
  as he leads you down into an extensive underground complex. “The 
  sages retreated here in times of trouble, and it is here we kept our 
  more mundane records. One of my colleagues studied the Shory 
  extensively—they were an ancient civilization that mastered flight 
  and found the means to make their cities fly. I believe that same sage 
  knew how to unlock your pyramid, and if we can find some record of 
  what she was studying last, we might finally track her down.”
  You arrive at a heavy door, and he motions for you to help him 
  heave it open. Tablet-laden shelves line the dusty halls beyond, 
  yet you can hear faint scurrying and scraping echoing from the 
  dark recesses. “Perhaps now’s the best time to remind you that the 
  Jeweled Sages liked to keep their secrets very safe indeed. Stay alert, 
  and watch for traps… or worse!”
  3-3A: HIDDEN IN THE STACKS
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the loot Tetisurah. 
  At the end of each scenario, return the loot to the game box.
  Trader: Udjebet
  VILLAIN: NONE
  HENCHMEN:
  AKITAR
  VOICES OF THE SPIRE
  TEPHU LIBRARIANS
  Development:
  T
  he glories of the past pale in comparison to your deeds just 
  now,” Amenopheus observes with pride as he joins you to 
  examine a set of stone tablets. “Here, this seems a last report by 
  one Mnesoset, bearer of the spinel sage jewel. She apparently 
  departed for a ruin in southern Katapesh shortly before the Kelish 
  invasion several thousand years ago. We have what we need here.”
  The Sapphire Sage glances over the treasures you’ve gathered 
  with resigned chagrin before motioning for you to keep what 
  you found. “And perhaps you’ve found a little more beyond that. 
  Let it never be said we failed to preserve past wonders to benefit  
  the present.” 
  What further treasures await you in Katapesh?
  DURING THIS SCENARIO
  Treat the henchman Alchemical Golem as the henchman Elusive 
  Knowledge  and  the  henchman  Fire  Spirit  as  the  henchman 
  Forbidden Text.
  After  adding  henchmen,  shuffle  together  a  stack  of  2  Alchemical 
  Golem henchmen (proxies for Elusive Knowledge) and a number of 
  the henchman Fire Spirit (proxies for Forbidden Text) equal to the 
  number of characters. Shuffle 1 card from this stack into each location.
  At the start of your turn, examine the top card of your location 
  deck; if it does not have the Trigger trait, put it on top of another 
  open location deck.
  When closing a location, before closing, search the location deck 
  and shuffle all henchmen you find into another open location deck.
  To win the scenario, close all locations while 2 Elusive Knowledges 
  are displayed next to the scenario.
  “
  PLAYERS
  LOCATIONS
  1
  CHISISEK’S TOMB
  1
  GREAT LIBRARY OF TEPHU
  1
  VAULT OF HIDDEN WISDOM
  2
  SEPULCHER OF THE SERVANT
  3
  ALCHEMICAL LABORATORY
  4
  RUINED TEMPLE
  5
  WAREHOUSE
  6
  PEASANT TOMBS
  
  SCENARIO 3
  Read the Following Aloud:
  A
  fter leading you from the sanctum and back to the desert, 
  Amenopheus uttered a brief incantation and whisked you 
  hundreds of miles to the southwest in the span of a few 
  heartbeats. “Behold: glorious Katapesh!” he exclaims, throwing his 
  arms wide to take in the vista. You stand upon a jagged mountain, 
  gazing out over a breathtaking valley of pale rock that shimmers 
  in the afternoon sun. “I find teleportation invaluable, yet it’s an 
  imprecise form of transport. What’s more, we only know the 
  approximate location of the ruins that Mnesoset sought. Let us 
  make the most of what daylight we have left.”
  You split off from Amenopheus in search of the ruins, which the 
  Sapphire Sage believes was an Osirian observatory used to study 
  the flying Shory cities. As the sun dips toward the horizon, you’re 
  ready to turn back when you spot a broken dome illuminated by 
  several campfires. You creep toward it, taking care to move quietly. 
  Gnolls! The hyena-people have staked out this campsite with several 
  crimson banners, and they are busily roasting a goat and tormenting 
  three human captives. You’re loath to abandon the prisoners, but 
  you need every advantage if you’re to launch a rescue. Fortunately, 
  among your Pathfinder Chronicles is an account of the gnoll tribes 
  of Katapesh, and you quickly page through it to identify the group. 
  It’s not the Carrion Tribe—too civil. It’s too far from the desert for it 
  to be the Duenas, but perhaps—aha! You recognize the red banner 
  from a sketch. “The Sandstalkers are the second most populous 
  gnoll tribe in Katapesh, known for laying ambushes, especially by 
  tricking foes into approaching their camps.”
  Well, that doesn’t bode well at all. As if echoing your thoughts, a 
  dozen gnolls all around you break cover and draw their weapons. 
  3-3B: THE HYENAS’ LAIR
  REWARD
  Traders: Shardizhad and Agymah
  Development:
  T
  he  Sandstalkers lose their will to fight, scampering away in all 
  directions. As you untie the captives, they thank you profusely and 
  share that a band of treasure-hunters had asked about the observatory 
  and later returned with countless treasures they hoped to sell in the 
  capital. These three had hoped to find some overlooked jewels when 
  the gnolls attacked. 
  Amenopheus arrives as you finish searching the observatory, 
  having found it stripped bare. “This matches the description,” he 
  observes, “yet the looters took the evidence we needed. I shall take 
  you to the capital in the morning, and perhaps we can intercept 
  their expedition before they sell off their ill-gotten gains. We will 
  find them in Katapesh!”
  DURING THIS SCENARIO
  Treat the the villain Ifreeti as the villain Rath Sandstalker and the 
  henchman Fire Spirit as the henchman Bonecrusher Ambusher.
  The difficulty to defeat banes that have the Gnoll trait is increased 
  by 1d10.
  When you defeat and corner the villain Bonecrusher Master, banish it, 
  then summon and build the location Windswept Chasm and shuffle 
  the  villain  Ifreeti  (proxy  for  Rath  Sandstalker)  and  a  number  of 
  monsters from the box equal to the number of characters into it. You 
  win the scenario only when you defeat and corner Rath Sandstalker.
  PLAYERS
  LOCATIONS
  1
  HOWLING SANDS
  1
  THORNSCRUB
  2
  SCORCHED RUINS
  3
  HOT SPRINGS
  4
  EARTHWORKS
  5
  TOWERING OBELISK
  6
  OASIS
  VILLAIN:
  BONECRUSHER MASTER
  HENCHMEN:
  FIRE SPIRITS (PROXIES FOR BONECRUSHER AMBUSHERS)
  
  SCENARIO 3
  Read the Following Aloud:
  K
  atapesh is the name of not only the desert region, but also 
  of the immense coastal trade city nearby. The metropolis is 
  famous—arguably infamous—for selling anything a person 
  could ever desire. The Sapphire Sage Amenopheus, who sent you 
  on a mission to find the coveted spinel sage jewel, has returned 
  to Sothis, leaving you alone. After spending a whole day exploring 
  and asking after the looters, you’ve barely scratched the surface of 
  the sprawling bazaars.
  The endeavor seems hopeless until you meet a Keleshite man 
  who introduces himself as Kafar, once a rival of the Society who 
  has since become an uneasy ally. As you describe the looters you’re 
  after, Kafar nods with sad understanding. “I know of the treasure-
  hunters, as they arrived the day before last with the relics but 
  struggled to sell their finds. A buyer emerged only a few hours ago, 
  purchasing the whole lot. I can introduce you. Be warned that the 
  man may honor his deals but is treacherous in all else.”
  You travel with Kafar and his partner Nefti to an opulent barge 
  docked along the River Scorpius, and attendants lead you to an 
  audience with a middle-aged man covered in barely healed burn 
  scars. You’ve heard of him: Grandmaster Torch, one of the most 
  devious information-brokers of the Inner Sea. He smiles crookedly 
  as if having expected you. “I’ve heard the Pathfinder Society wants 
  some trinkets I acquired by chance,” he purrs, making it clear his 
  purchase was no accident. “Rivals are poised to outbid me in a 
  critical auction tomorrow evening. Several of my clients owe me 
  the gold I need, and I need someone to convince them to pay up. If 
  that someone were also to convince several of my competitors not 
  to show up to the auction, even better. In return, I shall gift you the 
  entire lot I purchased earlier. 
  “Do we have a deal?”
  3-3C: TO THE HIGHEST BIDDER!
  REWARD
  Adventure Card Guild characters may choose a bonus deck upgrade. 
  If the party acquired the allies Kafar or Nefti the Bard, record the acquired allies on your Chronicle sheet.
  For the rest of the Adventure Path, 1 character who has Kafar on his Chronicle sheet may temporarily  
  replace 1 ally in his deck with Kafar and 1 character who has Nefti the Bard may temporarily  
  replace 1 ally in her deck with Nefti. At the end of each scenario, return the allies to the game box.
  Development:
  I
  t’s been a pleasure doing business with you,” Torch acknowledges 
  as a pair of muscular half-orcs carries out a chest brimming with 
  tablets, scroll cases, and curios. “I took the liberty of reviewing 
  some of the texts earlier, and the woman you’re after was quite the 
  traveler. She fled the ruins quickly, perhaps to a second home in 
  western Thuvia that she referenced.”
  He snaps his fingers, and a half-orc hands you a letter. “This 
  one’s on the house. I’ve friends among the Halls of Hidden 
  Flame, an alchemists’ guild in Duwwor. If anyone can track her 
  down, it’s them.”
  If there’s one thing you’ve learned, it’s that alchemists have 
  goals of their own.
  DURING THIS SCENARIO
  Before building the location decks, set aside the allies Kafar and 
  Nefti  the  Bard.  After  building  the  location  decks,  shuffle  them 
  both into the location Tooth & Hookah.
  The  difficulty  to  acquire  boons  is  increased  by  1d4.  When  you 
  acquire a boon, you may display it next to the scenario.
  When you would attempt a check to acquire a boon or to close a 
  location, you may summon and encounter the henchman Silver 
  Chain Smuggler instead. If you defeat the Silver Chain Smuggler, 
  you succeed at the initial check; otherwise, you fail. 
  To win the scenario, close all locations while a number of boons 
  equal to the number of characters multiplied by 2 are displayed 
  next to the scenario.
  PLAYERS
  LOCATIONS
  1
  CANNY JACKAL
  1
  PLEASURE BARGE
  1
  TOOTH & HOOKAH
  2
  DYE MARKET
  3
  VIZIER’S HILL
  4
  SMOKING DEN
  5
  PRECINCT OF LEFT EYES
  6
  DILAPIDATED PLAZA
  VILLAIN: NONE
  HENCHMEN:
  CRYPTFINDER
  DARK SLAYER
  DAUGHTER OF THE DESERT
  DOG SOLDIER
  SCORCHED HAND
  FORGOTTEN PHARAOH CULTISTS
  “
  
  SCENARIO 3
  Read the Following Aloud:
  T
  he information broker Grandmaster Torch arranges 
  passage for you to Thuvia, where you travel upriver to the 
  magnificent desert city of Duwwor. There stands a grand 
  temple of Gozreh, deity of the wind and the waves. The journey 
  gives you time to review what little Mnesoset left behind. You learn 
  that she was fascinated by the civilizations beyond Osirion—the 
  flying cities of the Shory, the nomadic federation of Tekritanin, 
  the golem-crafting Jistka Imperium, and more. It comes as no 
  surprise that she would settle near Duwwor, where so many of 
  these kingdoms clashed.
  What’s more, it appears Mnesoset collaborated with a colony of 
  bee-people known as thriae to store her records in the event of some 
  catastrophe. You can only hope the thriae know more—or at least 
  left something behind.
  True to his word, Torch’s friends in the Halls of Hidden Flame 
  are eager to assist you. “I know of the thriae,” announces Alhaman 
  Ulak, one of the chief alchemists. “They are fierce and chase us away, 
  despite our desperate need for reagents found only in their territory. 
  Perhaps together we can brave the mountains’ perils and negotiate a 
  deal.” You’ve heard your own stories of the Barrier Wall range to the 
  south and the powerful creatures that dwell there. Knowing there’s 
  safety in numbers, you agree to work together.
  Traveling with a team of alchemists has its perks, including a 
  generous supply of cooling salve that keeps the badlands’ heat 
  at bay. You’re beginning to think this an easy trip when a lamia 
  suddenly leaps atop a nearby outcropping and demands you obey 
  her will. You fight off her magical compulsion, but much of your 
  group falls to their knees. As the wingbeats of the lamia’s allies begin 
  thundering overhead, you realize with mounting dread that it’s up 
  to you to fend off this attack.
  3-3D: ALLIES WITH ALCHEMISTS
  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 item Potion of Healing. 
  At the end of each scenario, return the items to the game box.
  For the rest of the Adventure Path, when you would banish the item  
  Potion of Healing for its power, you may bury it instead.
  Development:
  T
  he lamia will prey on travelers here no more. With her defeat, 
  the alchemists come to their senses. Alhaman sheepishly offers 
  you potions to recover from the battle.
  At this point, you can hardly turn them down.
  “Thank you, friends,” he says. “I hope these tonics ease your 
  wounds, and once we can harvest reagents from these mountains, 
  we shall be able to produce even stronger medicines. Come, the 
  thriae hive lies just over the next pass.”
  VILLAIN:
  JAMIRAH
  HENCHMEN:
  LAMIA SISTERS
  FIRE SPIRITS (PROXIES FOR SANDSTORM ROCS)
  PLAYERS
  LOCATIONS
  1
  HOWLING SANDS
  1
  SHIFTING DUNES
  1
  TOWERING OBELISK
  2
  WINDSWEPT CHASM
  3
  VOLCANIC VENTS
  4
  SULFUR PITS
  5
  TARWORKS
  6
  THORNSCRUB
  DURING THIS SCENARIO
  Treat the henchman Fire Spirit as the henchman Sandstorm Roc.
  After creating the blessings deck, shuffle 6 Sandstorm villains into it.
  Before building the location decks, set aside the barrier Lightning 
  Storm. After placing token cards, display the Lightning Storm at 
  a  random  occupied  location.  When  that  Lightning  Storm  would 
  move to a closed location or be banished, display it at a random 
  open location instead.
  
  SCENARIO 3
  Up in Flames presents a choice to the party.  The decision you make 
  will affect the villain and henchmen you face, the rules for the 
  scenario, the reward, and the story development text. Read the text 
  below before setting up, then choose to support either the alchemists 
  or the thriae. If you support the alchemists, use this scenario card. If 
  you support the thriae, use the scenario card Up in Flames—Thriae. 
  (When replaying, you may earn the reward for each card once, but 
  must choose a different RPG character for each reward.)
  Read the Following Aloud:
  T
  he thriae live in a towering complex, with many of the 
  structures accessible only by flight or by a strong climber. 
  A host of guards flies out to intercept you, but upon seeing 
  a scroll tube stamped with the sage Mnesoset’s cartouche, they 
  put away their spears and motion for you to accompany them 
  to the hive.
  An elegant thriae seer awaits. “Countless queens have reigned 
  since last we saw the mark of the Spinel Sage Mnesoset outside 
  of our hive. When Osirion fell under foreign rule, she asked 
  that we keep her possessions safe while she awoke a great 
  army to the west to reclaim her homeland. We have honored 
  that request and honor you, but you travel with thieves and 
  scoundrels who have stolen our merope!” You look to Alhaman 
  with shock, remembering merope is the magical honey thriae 
  produce. Your guide flashes you a knowing grin as he throws 
  an explosive toward the ground that engulfs the area in smoke.
  “Help us overwhelm the guards, Pathfinders!” he shouts as 
  his comrades begin clambering up the cliff to loot the hive. 
  “We can recover your documents in the process!” As the smoke 
  clears, you find yourself facing angry thriae who seem as likely 
  to skewer you as they would the alchemists! What do you do: 
  Assist the alchemists of the Hidden Flame or try to stop them 
  to gain the favor of the thriae?
   To support the thriae, use Up in Flames—Thriae instead.
  3-3E: UP IN FLAMES—ALCHEMISTS
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab 
  Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense.  
  At the end of each scenario, return the loot to the game box.
  Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase  
  potions of cure serious wounds as though their market price were 500 gp.
  Development:
  T
  he thriae are scattered and slain, and Alhaman grins as he lowers 
  jars of reddish honey into a bag. “Nicely done, Pathfinders! We 
  found a cell imprinted with that cartouche of yours over there.” 
  You break open the wax barrier and search Mnesoset’s possessions, 
  finding a reference to the army she sought. It was not mortal, but 
  machine, built by the Jistka Imperium ages ago. If you are to find 
  the sage, her trail leads to Rahadoum. You had best hurry before 
  anyone else offers to help you.
  PLAYERS
  LOCATIONS
  1-6
  PRECIOUS MINE
  1-6
  STONEWORK PASSAGES
  1-6
  THRIAE HIVE
  DURING THIS SCENARIO
  Treat  the  henchman  Conflagration  as  the  henchman  Thriae 
  Constructor. 
  Using the deck list from the Thriae Hive, build a number of Thriae 
  Hive locations equal to the number of characters. When you close 
  a Thriae Hive location, do not flip the Thriae Hive card over.
  After adding villains and henchmen, shuffle 1 henchman Stolen 
  Larvae into each location deck. 
  Each character starts at a different unoccupied Thriae Hive location. 
  When you discard cards as damage, first choose Stolen Larvae if 
  you have any.
  When you would banish Stolen Larvae or put it into a deck or pile, 
  shuffle it into a random open location deck instead.
  You  win  the  scenario  only  when  all  of  the  Stolen  Larvae  are  in 
  characters’ hands. (You do not have to defeat and corner the villain.)
  VILLAIN:
  ZIZZIRA
  HENCHMEN:
  XERIPPE
  CONFLAGRATIONS (PROXIES FOR THRIAE CONSTRUCTOR)
  
  SCENARIO 3
  Up in Flames presents a choice to the party.  The decision you make 
  will affect the villain and henchmen you face, the rules for the 
  scenario, the reward, and the story development text. Read the text 
  below before setting up, then choose to support either the alchemists 
  or the thriae. If you support the alchemists, use the scenario card Up 
  in Flames—Alchemists. If you support the thriae, use this scenario 
  card. (When replaying, you may earn the reward for each card once, 
  but must choose a different RPG character for each reward.)
  Read the Following Aloud:
  T
  he thriae live in a towering complex, with many of the 
  structures accessible only by flight or by a strong climber. 
  A host of guards flies out to intercept you, but upon seeing 
  a scroll tube stamped with the sage Mnesoset’s cartouche, they 
  put away their spears and motion for you to accompany them 
  to the hive.
  An elegant thriae seer awaits. “Countless queens have reigned 
  since last we saw the mark of the Spinel Sage Mnesoset outside 
  of our hive. When Osirion fell under foreign rule, she asked 
  that we keep her possessions safe while she awoke a great 
  army to the west to reclaim her homeland. We have honored 
  that request and honor you, but you travel with thieves and 
  scoundrels who have stolen our merope!” You look to Alhaman 
  with shock, remembering merope is the magical honey thriae 
  produce. Your guide flashes you a knowing grin as he throws 
  an explosive toward the ground that engulfs the area in smoke.
  “Help us overwhelm the guards, Pathfinders!” he shouts as 
  his comrades begin clambering up the cliff to loot the hive. 
  “We can recover your documents in the process!” As the smoke 
  clears, you find yourself facing angry thriae who seem as likely 
  to skewer you as they would the alchemists! What do you do: 
  Assist the alchemists of the Hidden Flame or try to stop them 
  to gain the favor of the thriae?
  To support the alchemists, use Up in Flames—Alchemists instead.
  3-3E: UP IN FLAMES—THRIAE
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab 
  Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense.  
  At the end of each scenario, return the loot to the game box. 
  Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase  
  scrolls of augury as though their market price were 100 gp.
  Development:
  T
  he Hidden Flame’s disciples have fled, and you have helped 
  save the hive. The thriae seer speaks. “Mnesoset also stood by 
  us in a time of need. What was hers is now yours.” You search the 
  sage’s notes and learn that the army she sought was not mortal, but 
  machine, built by the Jistka Imperium ages ago. If you are to find 
  the sage, her trail leads to Rahadoum.
  PLAYERS
  LOCATIONS
  1-6
  PRECIOUS MINE
  1-6
  STONEWORK PASSAGES
  1-6
  THRIAE HIVE
  DURING THIS SCENARIO
  Treat the villain Zizzira as the villain Alhaman Ulak and treat the 
  henchmen Xerippe and Thriae Soldier as the henchman Hidden 
  Flame Alchemist. 
  Using the deck list from the Thriae Hive, build a number of Thriae 
  Hive locations equal to the number of characters. When you close 
  a Thriae Hive location, do not flip the Thriae Hive card over.
  After adding villains and henchmen, shuffle 1 henchman Stolen 
  Larvae into each location deck. 
  Each character starts at a different unoccupied Thriae Hive location. 
  Add 1d8 to non-combat checks against monsters that have the 
  Thriae trait. 
  When you discard cards as damage, first choose Stolen Larvae if 
  you have any.
  When you would banish Stolen Larvae or put it into a deck or pile, 
  shuffle it into a random open location deck instead.
  When you defeat a Conflagration, you may immediately attempt 
  to close the location it came from or is displayed next to.
  VILLAIN:
  ZIZZIRA (PROXY FOR ALHAMAN ULAK)
  HENCHMEN:
  XERIPPE (PROXIES FOR HIDDEN FLAME ALCHEMIST)
  CONFLAGRATIONS
  
  ELUSIVE KNOWLEDGE
  POWERS 
  When you examine or defeat this card, display it 
  next to the scenario, and you may draw a spell from 
  the box.
  When you encounter this card, evade it.
  HENCHMAN 3
  TYPE
  BARRIER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Chris Seaman 
  KNOWLEDGE
   PERCEPTION
  CHECK TO 
  DEFEAT
  TRIGGER
  CACHE
  FORBIDDEN TEXT
  POWERS 
  When you examine this card, or if undefeated, you 
  are dealt 1d4 Combat damage, then shuffle this card 
  into a random open location.
  HENCHMAN 3
  TYPE
  BARRIER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Chris Seaman 
  TRIGGER
  TRAP
  MAGIC
  10
  INTELLIGENCE
  ARCANE
  CHECK TO 
  DEFEAT
  OR
  8
  WISDOM
  PERCEPTION
  RATH SANDSTALKER
  POWERS 
  When you encounter this card, search the location 
  deck it came from until you find a monster. If you 
  find one, Rath Sandstalker is evaded; encounter that 
  monster.
  Before you act, another character at your 
  location summons and encounters the henchman 
  Bonecrusher Ambusher.
  VILLAIN 3
  TYPE
  MONSTER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Svetlin Velinov 
  GNOLL
  RANGER
  14
  COMBAT
  CHECK TO 
  DEFEAT
  THEN
  16
  COMBAT
  SANDSTORM ROC
  POWERS 
  Before you act, each other character at your location 
  must succeed at a Strength or Fortitude 7 check or 
  move to a random other location then be dealt 1 
  Ranged Combat damage.
  After you act, examine the top card of the blessings 
  deck. If it is a blessing, put it on the bottom of the 
  blessings deck.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  MONSTER
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Concept Art House 
  OUTSIDER
  ELEMENTAL
  18
  COMBAT
  THRIAE CONSTRUCTOR
  POWERS 
  The Thriae Constructor is immune to the Mental and 
  Poison traits.
  If undefeated, leave this henchman faceup on the 
  location deck; characters at this location encounter 
  this henchman as their first exploration each 
  turn, and cannot evade or move while the Thriae 
  Constructor is faceup.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  MONSTER
  6
  STRENGTH
  DEXTERITY
  ACROBATICS
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Jorge Fares 
  THRIAE
  THEN
  17
  COMBAT
  ALHAMAN ULAK
  POWERS 
  Before you act, succeed at a Constitution, Fortitude, 
  Wisdom, or Perception 9 check or the difficulty to 
  defeat is increased by 1d12.
  If undefeated, draw 3 cards, then bury 1 card, discard 
  1 card, and recharge 1 card.
  VILLAIN 3
  TYPE
  MONSTER
   
   
  © 2016 Paizo Inc.
   
  Illustration by Kieran Yanner 
  HUMAN
  ALCHEMIST
  17
  COMBAT
  CHECK TO 
  DEFEAT
  OR
  12
  ARCANE
  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
  HIDDEN FLAME ALCHEMIST
  POWERS 
  Before you act, each character at your location must 
  succeed at a Dexterity or Acrobatics 7 check or be 
  dealt 1d4-1 Fire damage.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  MONSTER
  CHECK TO 
  DEFEAT
   
   
  © 2016 Paizo Inc.
   
  Illustration by Damon Westenhofer 
  HUMAN
  ALCHEMIST
  15
  COMBAT
  10
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Plundered Tombs  
  Adventure 3: In Search of a Sage
  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 3-3 In Search of a Sage.pdf