TEXT: PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 4-2
  Fanning the Flames
  
  Mechanical Design •  Keith Richmond
  Story Text • Mark Moreland 
  Story Design • John Compton, Amanda Hamon Kunz,  
  Mark Seifter, Tonya Woldridge, and Linda Zayas-Palmer.
  Editors • Mike Selinker and Vic Wertz
  Season Coordinator • Tonya Woldridge
  Contributing Artists • Concept Art House, Diana Martinez,  
  Wayne Reynolds, and Tyler Walpole
  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 Manager • Tonya Woldridge
  Organized Play Lead Developer • John Compton
  Chief Executive Officer • Lisa Stevens
  Publisher • Erik Mona
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Chief Financial Officer • John Parrish
  Vice-President of Marketing • Jim Butler
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Director of Licensing • Michael Kenway 
  Community & Digital Content Director • Chris Lambertz
  Webstore Coordinator • Rick Kunz
  Project Manager • Gabriel Waluconis
  Roleplaying Game Team • Judy Bauer, Logan Bonner,  
  Jason Bulmahn, Christopher Carey, John Compton, Adam Daigle, 
  Crystal Frasier, Thurston Hillman, James Jacobs, Jason Keeley,  
  Amanda Hamon Kunz, Lyz Liddell, Robert G. McCreary,
  Mark Moreland, Adrian Ng, Stephen Radney-MacFarland,  
  Joe Pasini, Lacy Pellazar, Mark Seifter, Owen K.C. Stephens,  
  James L. Sutter, and Linda Zayas-Palmer 
  Customer Service Team • Sharaya Copas, Katina Davis,  
  Sara Marie, and Diego Valdez
  Finance Team • Christopher Caldwell and B. Scott Keim 
  Warehouse Team • Laura Carey, Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Robert Brandenburg, Lissa Guillet, Erik Keith,  
  Eric Miller, and Gary Teter
  Special Thanks • The Pathfinder Society venture-officers,  
  the Pathfinder Society, and the paizo.com community 
   for their constant feedback.
  Paizo Inc.
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  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Adventure Card Guild Adventure 4-2: Fanning the Flames © 2017 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are 
  registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords,  Skull & Shackles, Wrath of the Righteous, 
  and Mummy’s Mask are trademarks of Paizo Inc.
  ADVENTURE 4-2: Fanning the Flames
  
  ADVENTURE PATH 
  SEASON OF FACTIONS’ FAVOR
  REWARD
  Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.  
  That character may treat the loot Shining Wayfinder as if it is in her Class Deck box.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Chasing Yellow Sails 
  2
  Fanning the Flames
  3
  Favors and Foes 
  4
  Relic in the Wastes 
  5
  The Pactmaster’s Bargain
  6
  Blood Lord’s Lament 
  DURING THIS ADVENTURE PATH
  After you begin Favors and Foes, when you would banish a bane 
  that has the Basic trait, remove it from the game; when you banish 
  a boon that has the Basic trait, you may remove it from the game. 
  After you begin The Pactmaster’s Bargain, do the same for cards that 
  have the Elite trait.
  S
  ince its creation, the Pathfinder Society has trained and 
  sponsored archaeologists, scholars, and adventurers 
  of all stripes to uncover the world’s historical secrets. 
  More than 400 years later, the Society practically spans the globe, 
  from its Grand Lodge headquarters in Absalom to more humble 
  lodges continents away. With this reach comes influence, not only 
  through the Pathfinder Chronicles that make famous the Society’s 
  greatest agents, but also through the organization’s growing power 
  wherever it creates a new base of operations.
  This fame and power has attracted the envious, the ambitious, 
  and the downright villainous. Although Pathfinders have clashed 
  with avaricious rivals like the Aspis Consortium, power-hungry 
  tyrants like the runelords, and catastrophic threats like the abyssal 
  Worldwound, the Society’s influence has also attracted factions 
  that sought to recruit Pathfinder agents, control the organization, 
  or usurp its resources. After nearly a decade of factions clashing 
  with each other and then being brought in line, these groups have 
  at last reached a fairly peaceful equilibrium. Each now contributes 
  its own expertise to the Society’s greater goals.
  That transition has been anything but bloodless. Two of the 
  greatest faction rivals were Baron Jacquo Dalsine (representing 
  Taldor’s failed ploy to seize control of Absalom politically) and 
  Pasha Muhlia al-Jakri (representing Qadira’s desire to usurp 
  Absalom through economic dominance). The two clashed 
  regularly, and their conflict came to a head when Dalsine’s cousin 
  killed al-Jakri’s sister. The pasha had come to expect casualties 
  in their shadow war, but this act drove her to kill the baron and 
  abandon the Pathfinder Society entirely for having entertained 
  such internecine squabbles in the first place.
  Pasha Muhlia al-Jakri has since tried to rebuild her career 
  with other organizations, yet each time her increasingly criminal 
  ambitions led her into conflict with the Society. For more than six 
  years her anger toward the Pathfinders has grown. Other villains 
  thwarted by the Society have sought her out, and together they 
  recently launched an attack on Absalom using her intelligence to 
  gain a critical advantage. Although the Society helped the city fend 
  off this invasion, it’s only a matter of time before al-Jakri gathers 
  new allies and strikes again. 
  The Society’s reformed factions have taken it upon themselves 
  to help track down this renegade, recognizing that their past 
  infighting contributed to al-Jakri’s downward spiral into treachery. 
  With their guidance, it’s up to you to track down the pasha, thwart 
  her schemes, and unravel the conspiracies she has woven across 
  the Inner Sea.
  RULES: TRADERS
  In  Season  of  Factions’  Favor,  traders  work  differently  than  in 
  Mummy’s Mask, in the following ways. 
  • When you are rewarded with a trader, instead of checking it off 
  on the Bazaar card, record it on your Chronicle sheet. 
  • You do not visit traders after winning a scenario. Instead, at the 
  start of each scenario in this Adventure Path, before setting 
  out the locations, you may visit 1 trader you have recorded on 
  your Chronicle sheet. 
  • Pay the trade cost with the usual number and type of cards 
  from your deck, but instead of putting those cards in the box, 
  put 1 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.
  NEW RULE: FAVORS
  Season of Factions’ Favor introduces a new type of support card: 
  favors.  Certain  scenarios  place  favors  into  the  blessings  deck. 
  When that card is discarded from the blessings deck, do what 
  it says. If a favor would be encountered or removed from the 
  blessings deck discard pile, banish it instead.
  
  ADVENTURE 2
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  4-2A: Missing Persons
  4-2B: Mirror, Mirror
  4-2C: Rumbles in Omash
  4-2D: Cinders’ Truth
  4-2E: Dark Nuptials
  FANNING THE FLAMES
  Each character gains a card feat.
  Read the Following Aloud:
  T
  he fortress city of Zimar buzzes with a palpable tension 
  as you disembark your ship. The mix of Qadiran and 
  Taldan influences in the architecture stand as testament 
  to the ever-shifting borders between the two nations. For now, at 
  least, Zimar is part of Taldor.
  You make your way to meet Venture-Captain Cordelia Perseis. 
  The young Taldan marquess smiles and beckons you to approach. 
  You know she is a Shelynite wizard specializing in information 
  gathering. Her appointment to venture-captain is recent; she has 
  no lodge of her own, and has taken to serving as a point of contact 
  for “at-large” Taldor missions while Venture-Captains Muesello 
  and Themis handle their respective lodges. She is a noted 
  supporter of Princess Eutropia, the child heiress of the  Grand 
  Prince of Taldor.
  “Ah, welcome! Right on time!” The venture-captain gives a small, 
  knowing smile before gesturing to places at a table stocked with 
  just-cooked plates of your favorite foods. “I can’t tell you how 
  helpful you’ve been in uncovering the details of Pasha Muhlia 
  al-Jakri’s conspiracy to foment war between Taldor and Qadira. 
  I’ve called you here because two recent incidents have stoked the 
  flames of war. I suspect al-Jakri may be behind either or both, so I 
  would like you to investigate them with me.
  “First, a number of people have gone missing lately, including 
  the daughter of this prefecture’s most prestigious senator. Senator 
  Karthis is a Qadira hawk who makes High Strategos Pythareus 
  look like a peacemaker by comparison. My divinations were unable 
  to locate his daughter, so we presumed the worst. Karthis has 
  publicly blamed the Qadirans for the kidnappings, but rumblings 
  from Zimar’s undercity suggest otherwise.
  “Then, one of the schools of war in Omash, Qadira’s counterpart 
  to Zimar, burned down. The Qadirans have been blaming Taldor 
  for the arson, but it mirrored a chemical explosion instigated by 
  the late Baron Jacquo Dalsine, a man who died to the pasha’s blades 
  when she left the Society. I do not think that’s a coincidence.
  “I realized that the two may be connected after a Pathfinder 
  agent in Omash reported seeing Sabina there. Hearing this, I 
  invoked more powerful magics and confirmed that Sabina is alive, 
  REWARD
  DURING THIS ADVENTURE
  The scourge die is 1d6. 
  If the result of your check to acquire a boon equals the difficulty, you 
  may draw a boon of the same type from the box.
  When creating the blessings deck, replace 1 blessing with the favor 
  Sovereign Court Favor (proxy with Tablet of Languages Lost).
  This Adventure Requires:
  • 
  The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, 
  including The Half-Dead City Adventure Deck, and the Empty Graves 
  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, or 2.
  resisting my scrying. The fact that she shares her father’s fiery 
  passions may explain this apparent deception.
  “You did better than I could have ever hoped retrieving 
  information on al-Jakri, so I’ll leave it to you to decide which of 
  the two crimes we investigate first: the disappearance or the arson. 
  Let me be your eyes and ears for the investigation— you have my 
  spells at your disposal at all times. Good luck, my friends!”
  
  SCENARIO 2
  Read the Following Aloud:
  V
  enture-Captain Cordelia Perseis smiles. “Thank you for 
  your diligence, my friends. We need to find evidence 
  that the kidnapping of Senator Karthis’s daughter was 
  not perpetrated by Qadira, and if we can prove that Pasha Muhlia 
  al-Jakri, was behind it, all the better. While it seems likely that 
  we will eventually end up in Omash, where Sabina was last seen, 
  I’d like us first to head to Zimar’s undercity and parlay with the 
  self-proclaimed Otyugh King Gulreesh. Bizarre as it may seem, 
  he tends to have the best information in the city.”
  You head into the undercity, making your way past sewers and 
  structures forgotten when new conquerors built over the old. 
  You eventually reach the enormous cistern where the Otyugh 
  King holds court. Gulreesh is a hideous creature, basically a giant 
  stinking mouth with three tentacles writhing around his body in 
  a grand gesture. “Greetings!” the filthy creature says in startlingly 
  perfect Taldane, “I’ve heard good things about the Pathfinder 
  Society, at least inasmuch as you’re great troubleshooters. You’re 
  here about the kidnappings, no?”
  You quickly agree while attempting to wrestle your breakfast 
  back into the pit of your stomach.
  “Good!” he exclaims, still befuddling you with his conversational 
  skills. “I have the information you want, but it’s not free. A group 
  of smugglers has been encroaching on my territory. Drive away 
  the smugglers, and the information is yours.”
  Reluctantly, you trudge through the undercity again, through 
  foul and pungent sewers. Finally, you reach the smugglers’ 
  hideout, where you are predictably ambushed. It’s going to be 
  one of those days.
  4-2A: MISSING PERSONS
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot 
  Natron Fang and 1 character may temporarily replace 1 item in his deck with the loot Hand of the Honest Man.  
  At the end of each scenario, return the loot to the game box.
  VILLAIN: NONE
  HENCHMEN:
  RAID LEADER (PROXY WITH FIRE SPIRIT)
  EKRAM IFFEK
  DARK SLAYER
  SILVER CHAIN SMUGGLERS
  Development:
  G
  ulreesh chortles with delight when you tell him that you 
  have dealt with the smugglers. 
  “You Pathfinders are my kind of folks.” With one of his 
  tentacles, he pulls a map from Sarenrae-knows-where and 
  presents it to you. “There’s a warehouse covered in illusions 
  where some shady-looking Qadirans have been moving the 
  missing people—mostly women, I think, though you humans are 
  so difficult to tell apart sometimes. This map will lead you to a 
  secret back entrance from the undercity that bypasses most of 
  the defenses. Enjoy!” 
  Of course, the back entrance is on the opposite side of the 
  undercity from here, so that means even more trudging through 
  sewers. Given that Venture-Captain Perseis is a noble and a 
  Shelynite, you didn’t expect her to be willing to put up with the 
  filth, but then again, she flies above the main flow and seems to 
  have some magic that keeps her clothes pristine.   
  DURING THIS SCENARIO
  Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)
  At the start of the first turn of the scenario, each character summons 
  and encounters the henchman Silver Chain Smugglers. 
  When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid 
  Leader, you may attempt to close the location it came from.
  To win the scenario, close all locations.
  PLAYERS
  LOCATIONS
  1
  CATACOMBS
  1
  PRECINCT OF LEFT EYES
  1
  SMOKING DEN
  2
  ALCHEMICAL LABORATORY
  3
  VIZIER’S HILL
  4
  MUMIA LAB
  5
  CARAVANSERAI
  6
  WAREHOUSE
  
  SCENARIO 2
  Read the Following Aloud:
  T
  hanks to the map provided by your disgusting new 
  ally, Gulreesh the Otyugh King, you find the secret 
  entrance to the warehouse that supposedly houses 
  the kidnappers. “The Otyugh King wasn’t kidding when he said 
  this place is blanketed in illusions,” Venture-Captain Cordelia 
  Perseis says. The noblewoman has surprised you by agreeing to 
  get her hands dirty and assist your investigation. “I wouldn’t 
  be too sure that the kidnappers are even Qadirans—they could 
  have just been disguised with simple illusions themselves.” 
  Even coming in through the back entrance, you find yourself 
  bedeviled by the illusory countermeasures. While the building 
  has the facade of a warehouse, it’s nothing resembling a big room 
  full of boxes. Instead, it’s a twisting maze of passages filled with 
  unusual mirrors that distort the dimensions of things reflected 
  within. It isn’t long before you realize you’ve been led in a circle 
  somehow, likely the mirrors’ fault. Presumably, the kidnappers 
  hope to confuse you long enough to prepare a trap. 
  It’s time to stop playing by their rules. You choose a mirror that 
  you hope is on an inside wall, and smash through both it and the 
  wall behind. You’re rewarded with the sight of a sputtering group 
  of what appear to be Qadirans, halfway through their ambush 
  preparations and completely blindsided by your solution. Perseis 
  grins at your ingenuity as the fight breaks out. 
  4-2B: MIRROR, MIRROR
  REWARD
  Trader: Auction House
  For the rest of the Adventure Path, your trade cost for Falsin Deek is reduced by 1 card (to a minimum of 1).
  Development:
  Y
  ou have the illusionist on the ropes, but he shows no 
  sign of backing down. “Curse you, Taldan scum! I would 
  die a thousand deaths to destroy you and yours, for the satrap  
  and glory!” 
  Just as you are about to strike the final blow, his eyes roll back 
  and his expression changes completely. “Wait!” he pleads, “I’m not 
  responsible for what I’ve done! A vampire has been controlling 
  me—he forced me to kidnap the Taldans. I don’t want a war! I’ll 
  tell you everything I know about the vampire and the place in 
  Omash where I took the people. Please spare me!” 
  After you wring him for information, Perseis declares that your 
  work in Zimar is done. “Time to go to Omash.”
  DURING THIS SCENARIO
  Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)
  At the start of your turn, you may examine the top card of another 
  location deck.
  When you move, succeed at an Intelligence, Arcane, Wisdom, or 
  Perception 5 check or move to a random open location. 
  PLAYERS
  LOCATIONS
  1
  DYE MARKET
  1
  MUMIA LAB
  1
  WAREHOUSE
  2
  DILAPIDATED PLAZA
  3
  GLASS PAVILION
  4
  VIZIER’S HILL
  5
  PRECINCT OF LEFT EYES
  6
  SMOKING DEN
  VILLAIN:
  MASTER ILLUSIONIST (PROXY WITH IMANISH)
  HENCHMEN:
  KIDNAPPERS (PROXY WITH FIRE SPIRITS)
  
  SCENARIO 2
  VILLAIN: NONE
  HENCHMEN:
  GRAVEN GUARDIAN OF NETHYS
  ESOBOK
  WARRIOR DOLLS
  Read the Following Aloud:
  Y
  ou arrive in Omash, on the northeast edge of Qadira. 
  The ruined war college is an unsightly blemish on an 
  otherwise elegant fortress city, though there are already 
  signs of the industrious Qadirans beginning to rebuild it. You 
  meet Venture-Captain Cordelia Perseis’s contact, a sorcerer 
  and fellow Pathfinder named Irizati Qadim, at his stall in the 
  marketplace. An ifrit, Qadim counts fire genies as his ancestors, 
  and it shows from his red skin. As a member of Aaqir al’Hakam’s 
  Exchange, he works as a merchant to assist in his missions. 
  “Adirah,” he greets you in traditional Kelish, offering you coffee 
  before continuing. “I trust the border crossing treated you well? 
  Things haven’t escalated over here yet, but unrest is brewing, and 
  prayers to the Dawnflower to blind the Taldans are on the lips 
  of even the gentler sorts. As Cordelia probably told you, I saw 
  Senator Karthis’s daughter Sabina near the college shortly after 
  the fire, a fact I’ve otherwise kept to myself.” 
  He pulls out a map of the city and points to the location of 
  the war college. “As you can see, the college abuts the city walls, 
  so the destruction allowed ogres and other monsters to leak into 
  the ruined building from outside. Worse, the magical defenses of 
  the building are treating the repair teams as intruders, since they 
  have to pull down the damaged sections before they can rebuild.”
  “I’ve taken the liberty of offering my significant mercantile 
  expertise to the rebuilding efforts in exchange for a few bonds, 
  and General Zarathus has agreed. I’ve listed you as members of 
  a merchant crew, which should give you free rein to investigate 
  while assisting with the rebuilding.” 
  You agree and head over to the ruined war college.    
  4-2C: RUMBLES IN OMASH
  REWARD
  The party gets all boons remaining in location decks.
  For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Disable Mechanism.  
  At the end of each scenario, return that spell to the game box.
  Development:
  A
  fter fighting off encroaching monsters and malfunctioning 
  defenses, you manage not only to gather some useful 
  clues but also to contribute significantly to the college’s repair. 
  None of the other crews noticed your clandestine attempts to 
  investigate, or if they did, they didn’t care. 
  As it is, under the auspices of Qadim’s mercantile group, you 
  receive a commendation from General Zarathus for going above 
  and beyond in Omash’s time of need. This should prove useful 
  when you have to convince them the truth of this conspiracy. 
  “For valor shown in the wake of the destruction of the War 
  College of Omash, these Pathfinders merit the highest praise,” 
  reads the commendation. “So mote it be.”
  Venture-Captain Perseis seems pleased at your success thus 
  far. Perhaps by the end, she will tell the Society of your deeds.
  DURING THIS SCENARIO
  Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)
  When building the location decks, set aside the henchmen, monsters, 
  and barriers, then shuffle them into a siege deck. Display the support 
  card Defensive Stance next to this card.
  When you defeat a bane on your turn, encounter the top card of 
  your location deck; you may recharge a card of the same type as 
  the encountered card to evade it and put it on the bottom of your 
  location deck.
  To win the scenario, a location must be open while the siege deck is 
  empty.
  PLAYERS
  LOCATIONS
  1
  BRICKWORKS
  1
  SCORCHED RUINS
  1
  SURGERY
  2
  QUARRY
  3
  EARTHWORKS
  4
  TARWORKS
  5
  VOLCANIC VENTS
  6
  STONEWORK PASSAGES
  
  SCENARIO 2
  Read the Following Aloud:
  Y
  ou set the things you recovered from the ruined war 
  college on a table in the back tent of Irizati Qadim’s 
  merchant stall. The ifrit sorcerer puzzles over them 
  at your side. Venture-Captain Cordelia Perseis has already 
  confirmed that one of the items you found belonged to Senator 
  Karthis’s missing daughter Sabina. That doesn’t guarantee that 
  she was the arsonist; she could have been left to die with the 
  explosion, though if so, you weren’t able to turn up her body. 
  And if she committed the crime, she could have been mentally 
  influenced by a spellcaster fanning her hatred of Qadirans into 
  a raging bonfire. Of course, that would be hard to prove, so it’s 
  time to find more damning evidence.
     Several other clues you found don’t make sense separately: 
  a brightly colored piece of cloth, a replica Osirion scarab 
  brooch, and a blunted Taldan rondelero-style rapier to name 
  a few. Considered together, though, the items lead you to the 
  Dawnflower’s Wink, a popular theater that soldiers visit to enjoy 
  a bit of culture mixed with lurid innuendo and satire poking fun 
  of Taldans, Osirians, and other such easy targets.   
  You infiltrate the theater disguised as a prop delivery crew 
  working for Qadim’s mercantile group. Before you can find out 
  anything new, a Kelishite woman in a ridiculous golden-bearded 
  pharaoh mask accosts you. “Not so fast, Pathfinders. This is the 
  end of the line for your pathetic excuse for an investigation!” 
  Without warning, various actors, extras, and trained stage 
  monsters burst out to attack you. You realize that several of the 
  “props” on display here are actually devilish traps! What a day at 
  the theater!
  4-2D: CINDERS’ TRUTH
  REWARD
  Traders: Hadden Hoppert, Smiths of Wati
  Development:
  Y
  ou’re surprised that a troupe of actors could put up such 
  a fight. You’re less surprised by the bevy of mean-spirited 
  taunts about your heritage, your parents’ personal lives, and 
  your competence in general. You thought about questioning 
  one of them, but their insults were sufficiently annoying that 
  you knocked them all out just to shut them up. You don’t regret 
  that decision. 
  After you tie them all up and finish your search, you come 
  across some damning evidence that implies the actors were 
  cat’s-paws in a greater scheme. You discover a trail to a ghost 
  town between Qadira and Taldor, which must be where the 
  Senator’s daughter can be found. Combined with further 
  evidence, this could be exactly the lead you need to put an end 
  to this case once and for all!
  VILLAIN: NONE
  HENCHMEN:
  FORGOTTEN PHARAOH CULTIST
  VOICES OF THE SPIRE
  LURKING SPIES (PROXY WITH FIRE SPIRITS)
  PLAYERS
  LOCATIONS
  1
  HALL OF BLESSED REBIRTH 
  1
  THE SHINY BAUBLE
  1
  TOOTH & HOOKAH 
  2
  SMOKING DEN
  3
  ALCHEMICAL LABORATORY
  4
  DILAPIDATED PLAZA
  5
  PRECINCT OF LEFT EYES
  6
  DYE MARKET
  DURING THIS SCENARIO
  Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)
  After building the location decks, shuffle an ally from the box into 
  each location. 
  When you fail a check to acquire an ally, suffer a scourge.
  When you defeat the henchman Lurking Spy, you may attempt to 
  close the location it came from.
  To win the scenario, close all locations.
  
  SCENARIO 2
  Read the Following Aloud:
  I
  t’s dark, your head is throbbing, and you’re incredibly 
  thirsty. What happened!? You were just in Zimar—or was it 
  Omash? You’re not sure. You had pieced together the clues 
  from the theater and the warehouse, leading you to a ghost town 
  on the border between Taldor and Qadira, abandoned by both 
  sides after the last battles. The air feels stale. You’re in a box of 
  some kind. You shove off the stone lid and find yourself in an 
  underground sepulcher of some sort.
  “Sabina Karthis!” Venture-Captain Cordelia Perseis points 
  to one person in a group of Taldans, presumably the people 
  kidnapped from Zamir.  Sabina is a bit paler than you expected… 
  and for that matter, all of them are. They smile at you wickedly 
  as a bearded man with dark hair and pale skin steps forward.
  “I do have to say I’m impressed,” the man explains, flashing 
  long fangs in a grin. The man—the vampire, rather—looks like 
  he’s about to keep monologuing, so you decide to rush forward 
  and kill him instead… but you can’t lift a hand against him. 
  “Now, that wouldn’t do,” he smirks. “You impressed me, 
  so now you’re to become my newest spouses. I am Stavros 
  Nightcrescent, and I am your new master.” You notice a pair of 
  fresh puncture marks on your wrist, gently oozing blood. “Soon, 
  I will finish the job.” 
  This must be what happened to Sabina and the others. You 
  notice a flash of something from Sabina, as if she hates the other 
  vampire on some level but cannot act. Perhaps there is hope for 
  you yet. With all of your willpower, you manage to push yourself 
  to flee away from Nightcrescent and deeper into the catacombs 
  where you hope it won’t be so easy for him to command you. As 
  you run, you hear the sound of mocking laughter.
  “You surprise me again, my dears, but you can’t run from me!”
  You can, though. You can, and you will. Stavros may be able 
  to track you through his hold over you, but you will make as 
  difficult as possible.     
  4-2E: DARK NUPTIALS
  REWARD
  For the rest of the Adventure Path, your trade cost for Ghoul Market is reduced by 1 card (to a minimum of 1).
  For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck  
  with the loot Neferekhu and 1 character may temporarily replace 1 item in her deck with the loot  
  Ushabti of the Willing Servant. At the end of each scenario, return the loot to the game box.
  Development:
  Y
  ou defeated Stavros Nightcrescent, who turned into a cloud 
  of mist and escaped. And while you lost some blood, you’ll 
  be fine. Nightcrescent’s coffin is nowhere to be found, but you 
  do find evidence of his guilt in both the kidnappings and the 
  arson. Senator Karthis and High Strategos Pythareus can no 
  longer blame Qadira directly for the kidnappings; instead, they 
  shift blame to Qadiran border sorties for lowering troop levels 
  in Zimar enough to allow the kidnappings to happen. But that 
  change is at least sufficient to broker a truce at the border. 
  For Sabina Karthis, though, this situation has the gravest 
  consequence. After giving testimony against Stavros, she pled for 
  a quick destruction, and it was solemnly granted.
  And though you are convinced that Pasha Muhlia al-Jakri was 
  working with Nightcrescent to set the two nations against each 
  other, you didn’t turn up any solid evidence linking the pair. The 
  ifrit Irizati Qadim suggests that you need to find a patron before 
  indicting someone as powerful as the pasha, and he promises to 
  help you seek one out.
  VILLAIN:
  STAVROS NIGHTCRESCENT (PROXY WITH IMANISH)
  HENCHMEN:
  SABINA KARTHIS (PROXY WITH FIRE SPIRIT)
  THE VILLAIN VELRIANA UNBORN
  THE VILLAIN AMADJAWET
  SENENMEREK
  BHEG
  GAUNT CADAVER
  BEHEADED
  PLAYERS
  LOCATIONS
  1
  CATACOMBS
  1
  EMBALMING PARLOR
  1
  SEPULCHER OF THE SERVANT
  2
  STONEWORK PASSAGES
  3
  CRYPT
  4
  PEASANT TOMBS
  5
  GHOUL SQUARE
  6
  MAUSOLEUM
  DURING THIS SCENARIO
  Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)
  Treat the villains Amadjawet and Velriana Unborn as henchmen.
  At the start of your turn, if the top card of the blessings discard pile 
  has the Basic trait, you may bury the top card of your deck; if you do 
  not, you may not explore during your explore step without playing a 
  card or using a power that allows you to explore.
  When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or 
  Velriana Unborn, you may attempt to close the location it came from.
  
  SOVEREIGN COURT FAVOR
  POWERS 
  While this card is on top of the blessings discard pile, 
  you may add 1d12 to your check to acquire. If you 
  acquire a boon, you may draw a boon of the same 
  type from the box.
  FAVOR 2
   
   
  © 2017 Paizo Inc.
   
  Illustration by Taylor Fischer 
  CORDELIA PERSEIS
  POWERS 
  At the end of your turn, reveal this card to examine 
  the top card of your location deck. You may then 
  shuffle the location deck.
  On your check, after the roll, recharge this card to 
  reroll any number of dice. Take the new result.
  COHORT 2
   
   
  © 2016 Paizo Inc.
   
  Illustration by Miguel Regodón Harkness 
  COHORT
  HUMAN
  WIZARD
  ARISTOCRAT
  STAVROS NIGHTCRESCENT
  POWERS 
  Stavros Nightcrescent is immune to the Mental and 
  Poison traits.
  While you act, before any character plays a card, he 
  must discard a card.
  If undefeated, bury your discard pile.
  VILLAIN 2
  TYPE
  MONSTER
   
   
  © 2017 Paizo Inc.
   
  Illustration by Denman Rooke 
  6
  WISDOM
  CHARISMA
  CHECK TO 
  DEFEAT
  UNDEAD 
  VAMPIRE
  ARISTOCRAT
  THEN
  16
  COMBAT
  SABINA KARTHIS
  POWERS 
  Sabina Karthis is immune to the Mental and Poison traits.
  While you act, before any character plays a card, he 
  must recharge a card.
  If undefeated, bury your discard pile.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 2
  TYPE
  MONSTER
  15
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Denman Rooke 
  UNDEAD 
  VAMPIRE
  ARISTOCRAT
  OR
  11
  DIPLOMACY
  MASTER ILLUSIONIST
  POWERS 
  When you examine this card, recharge a random card.
  Before you act, each other character must succeed 
  at an Intelligence, Arcane, Wisdom, or Perception 5 
  check or she cannot play cards during this encounter.
  All damage dealt by the Master Illusionist is Mental 
  damage that may not be reduced.
  VILLAIN 2
  TYPE
  MONSTER
   
   
  © 2017 Paizo Inc.
   
  Illustration by J.P. Targete 
  5
  INTELLIGENCE
  ARCANE
  WISDOM
  PERCEPTION
  CHECK TO 
  DEFEAT
  TRIGGER
  HUMAN
  WIZARD
  THEN
  15
  COMBAT
  KIDNAPPER
  POWERS 
  When you examine this card, you may encounter it. If 
  you do, ignore its power that happens before you act.
  Before you act, you may discard an ally or a blessing; 
  if you do not, suffer the scourge Curse of Poisoning.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 2
  TYPE
  MONSTER
  13
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Lane Brown 
  TRIGGER
  HUMAN
  ROGUE
  OR
  9
  DIPLOMACY
  PERCEPTION
  LURKING SPY
  POWERS 
  When you examine this card, encounter it and ignore 
  its power that happens before you act.
  Before you act, suffer the scourge Curse of Poisoning.
  The difficulty of the combat check to defeat is 
  increased by twice the scenario’s adventure deck 
  number. The difficulty of the Stealth or Perception 
  check to defeat is increased by the scenario’s 
  adventure deck number. 
  HENCHMAN 1
  TYPE
  MONSTER
  11
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2017 Paizo Inc.
   
  Illustration by Eric Belisle 
  OR
  8
  STEALTH
  PERCEPTION
  TRIGGER
  HUMAN
  SPY
  VETERAN
  RAID LEADER
  POWERS 
  Before you act, succeed at a Stealth, Perception, 
  or Diplomacy 7 check or the difficulty of checks to 
  defeat is increased by 4.
  If undefeated, shuffle a card from your hand or 
  discard pile into your location deck.
  HENCHMAN 2
  TYPE
  MONSTER
   
   
  © 2017 Paizo Inc.
   
  Illustration by Jesper Ejsing 
  HUMAN
  ROGUE
  9
  COMBAT
  CHECK TO 
  DEFEAT
  THEN
  11
  COMBAT
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Factions’ Favor  
  Adventure 2: Fanning the Flames
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  □ Die Bump Gained 
  □ Die Bump Used 
  □ Completed Adventure
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Replaying?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ No
  □ Yes
  □ No
  □
  Taking Reward?
  Tier
  □
  □ Yes
  □ No
  #
  □
  Notes:
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 04/Adventure Card Game Adventure 4-2 Fanning the Flames.pdf