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MONSTER B

CULTIST
HUMAN CHECK TO
DEFEAT
CULTIST COMBAT
BASIC
9

POWERS

If undefeated, shuffle the top card of the blessings


deck into your location deck.

Illustration by Roberto Pitturru © 2013 Paizo Inc.


MONSTER B

WEREWOLF
LYCANTHROPE CHECK TO
DEFEAT
COMBAT

13

POWERS

If the top card of the blessings discard pile is Blessing


of the Gods, the difficulty of the check to defeat the
Werewolf is increased by 3.

Illustration by Ben Wootten © 2013 Paizo Inc.


BARRIER B

AMBUSH
SKIRMISH CHECK TO
DEFEAT
VETERAN WISDOM
PERCEPTION
DEXTERITY
ACROBATICS

POWERS
The difficulty to defeat the barrier is increased by
the adventure deck number of the current scenario,
if any.

If defeated, you may immediately explore again. If


undefeated, examine the location deck until you find
a monster; encounter it, subtracting 1 from each
die rolled in your checks against it. Banish this card
and shuffle the remaining cards into the location
deck.
Illustration by Ilker Serdar Yildiz © 2013 Paizo Inc.
WEAPON B

DAGGER
KNIFE CHECK TO
ACQUIRE
RANGED DEXTERITY
PIERCING RANGED
BASIC
3

POWERS

For your combat check, reveal this card to roll your


Dexterity or Ranged die + 1d4; you may additionally
recharge this card to add another 1d4.

When playing another weapon, you may discard this


card to add 1d4 to your combat check.

Illustrated by Kieran Yanner © 2013 Paizo Inc.


WEAPON B

SLING
SLING CHECK TO
ACQUIRE
RANGED DEXTERITY
BLUDGEONING RANGED
BASIC
5

POWERS

For your combat check, reveal this card to roll


your Dexterity or Ranged die + 1d6; you may
additionally discard this card to add another 1d4.

Illustration by Kieran Yanner © 2013 Paizo Inc.


WEAPON B

STARKNIFE
KNIFE CHECK TO
ACQUIRE
MELEE DEXTERITY
PIERCING RANGED
FINESSE
ELITE 6

POWERS

For your combat check, reveal this card to roll your


Strength or Melee die + 1d4; you may additionally
discard this card to add another 2d4. If you aren’t
proficient with weapons, the difficulty of this check
is increased by 4.

When playing another weapon, you may discard this


card to add 1d4 to your combat check.

Illustration by Kieran Yanner © 2013 Paizo Inc.


CHARACTER C
MALE
HUMAN
SAJAN MONK
SKILLS
STRENGTH d6 +1 +2
DEXTERITY d10 +1 +2 +3 +4
ACROBATICS: DEXTERITY +2
CONSTITUTION d6 +1 +2
FORTITUDE: CONSTITUTION +2
INTELLIGENCE d6 +1 +2
WISDOM d8 +1 +2 +3
CHARISMA d6 +1 +2

POWERS
HAND SIZE 4 5 6
For your combat check, you may roll your Dexterity die ( and you may add the Magic
trait) ( and/or the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of
discarding them.
© 2013 Paizo Inc.
CHARACTER C

FAVORED CARD TYPE:


SAJAN ITEM

CARDS LIST
WEAPON — 1 2 3
SPELL — 1
ARMOR —
ITEM 4 5 6
ALLY 3 4 5
BLESSING 8 9 10
MALE
HUMAN
MONK

Illustration by Wayne Reynolds


POWERS
HAND SIZE 4 5 6
PROFICIENT WITH Light Armors Heavy Armors Weapons
You may bury a card from your hand ( or the top card of your deck) to add 1d10 ( +1)
( +2) ( +3) ( +4) to your Strength, Melee, or Constitution check.
You may move at the end of your turn ( and/or move another character to the location
where you end your turn).
Add 2 ( 4) to your check to acquire a weapon.
When you play Blessing of Gorum, add d12 instead of the normal die.

Barbarians who adopt this role are consumed by rage, stoking


flames of fury that express themselves through vicious attacks and
unbelievable strength.

AMIRI BERSERKER
© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 4 5 6
PROFICIENT WITH Light Armors Heavy Armors Weapons
You may bury a card from your hand to add 1d10 ( +1) ( +2) ( +3) to your Strength,
Melee, or Constitution check.
You may move at the end of your turn ( and/or move another character to the location
where you end your turn).
When you are dealt Combat ( or any other type of) damage, reduce that damage by 1.
Add 2 ( 4) to your check to acquire an armor.
When you play Blessing of Gorum, add d12 instead of the normal die.

Through amazing fortitude, superhuman resilience, and mighty armor,


juggernauts can resist the assault of any opponent.

AMIRI JUGGERNAUT
© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 5 6
PROFICIENT WITH Light Armors Weapons
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the Animal trait to add 1d4 ( +1) ( +2) ( +3) to your check.
You may discard a card to roll 1d10 ( +1) ( +2) ( and you may add the Fire trait)
instead of your Strength or Dexterity die for any check.
Add 2 ( 4) to your check to acquire an ally with the Animal trait.
When you play a blessing to add to your Wisdom check, add d12 instead of the
normal die.
Masters of innumerable natural forms, these druids make the strength
and ferocity of animalkind their own.

LINI SHAPESHIFTER
© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 5 6 7
PROFICIENT WITH Light Armors Weapons
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the Animal trait to add 1d4 ( +1) ( +2) ( +3) ( +4) to
your check.
You may discard a card to roll d10 instead of your Strength or Dexterity die for any check.
Add 2 ( 4) to your Divine check when playing or recharging a spell.

Add 1d8 with the Magic trait to your check to defeat a bane with the Animal trait.
When you play a blessing to add to your Wisdom check, add d12 instead of the
normal die.
These sages of nature know the deepest truth of the earth and its
inhabitants, and turn the power of the land into a devastating weapon.

LINI WILD WARDEN


© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 4 5 6 7
PROFICIENT WITH Weapons
For your combat check, you may roll your Dexterity die ( and you may add the Magic
trait) ( and/or the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of
discarding them.
When dealt damage other than Combat damage, reduce that damage by 1 ( 2) ( 3).
After you play a boon with the Liquid trait, you may succeed at a Fortitude 6 check to
recharge it instead of banishing it.
Add 6 to your check to acquire a boon with the Liquid trait.
At the start of your turn, you must draw 1 card.

A haze of inebriation separates the mind and bodies of these martial


masters, making them free to fight as the eddies of life move them.

SAJAN DRUNKEN MASTER


© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 4 5 6 7
PROFICIENT WITH Weapons
For your combat check, you may roll your Dexterity die ( and you may add the Magic
trait) ( and/or the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of
discarding them.
When dealt damage other than Combat damage, reduce that damage by 1 ( 2).
When you play a weapon with the Ranged trait, you may recharge it instead of
discarding it.
Add 2 ( 4) to your check to acquire a boon with the Ranged trait.
When you start your turn with no cards in your hand, you may draw 1 card.

These mystical masters of the bow fire not at what they see, but
where the energies of the cosmos guide their shots.

SAJAN ZEN ARCHER


© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 4 5 6
PROFICIENT WITH Light Armors Heavy Armors Weapons
You may discard the top card of your deck to add 1d6 ( +1) ( +2) ( +3) to your check.
If the top card was a blessing ( or spell), recharge it instead of discarding it.
You may examine the top card of your location deck at the start ( or end) of your turn.
If it’s a boon, put it on the bottom ( or underneath the top card) of the deck.
When another character at your location is dealt Combat damage, reduce that damage
by 1.
Add 1d8 with the Magic trait to your check to defeat a bane with the Undead trait.
When you play Blessing of Iomedae, you may recharge it ( or shuffle it into your deck)
instead of discarding it.
Champions of their deity’s cause, these heroes battle evil by relying on
their skill at arms and the holy might of their righteous lord.

SEELAH CRUSADER
© 2013 Paizo Inc.
ROLE C
POWERS
HAND SIZE 4 5 6 7
PROFICIENT WITH Light Armors Heavy Armors Weapons
You may discard the top card of your deck to add 1d6 ( +1) ( +2) ( +3) to your check. If
the top card was a blessing ( or spell), recharge it instead of discarding it.
You may examine the top card of your location deck at the start ( or end) of your turn. If
it’s a boon, put it on the bottom ( or underneath the top card) of the deck.
During your turn, you may bury a Divine card and choose a character at your location to
shuffle 1d4+1 random cards from his discard pile into his deck.
When you play Blessing of Iomedae, you may recharge it ( or shuffle it into your deck)
instead of discarding it.
These holy knights bring justice to foes but share their mercy
with allies, healing and fortifying the righteous with their deity’s
holy might.

SEELAH HOSPITALER
© 2013 Paizo Inc.
ROLE C
MONSTER C

CULTIST
HUMAN CHECK TO
DEFEAT
CULTIST COMBAT
BASIC
9

POWERS

If undefeated, shuffle the top card of the blessings


deck into your location deck.

Illustration by Roberto Pitturru © 2013 Paizo Inc.


MONSTER C

WEREWOLF
LYCANTHROPE CHECK TO
DEFEAT
COMBAT

13

POWERS

If the top card of the blessings discard pile is Blessing


of the Gods, the difficulty of the check to defeat the
Werewolf is increased by 3.

Illustration by Ben Wootten © 2013 Paizo Inc.


WEAPON C

DAGGER
KNIFE CHECK TO
ACQUIRE
RANGED DEXTERITY
PIERCING RANGED
BASIC
3

POWERS

For your combat check, reveal this card to roll your


Dexterity or Ranged die + 1d4; you may additionally
recharge this card to add another 1d4.

When playing another weapon, you may discard this


card to add 1d4 to your combat check.

Illustration by Kieran Yanner © 2013 Paizo Inc.


MONSTER 1

ATTIC WHISPERER
UNDEAD CHECK TO
DEFEAT
ELITE COMBAT

10

POWERS

The Attic Whisperer is immune to the Mental and


Poison traits.

Before the encounter, each character at your location


must succeed at a Wisdom 4 check or be dealt 1
Mental damage that may not be reduced; players
must choose a blessing to discard as their damage, if
they have any.
Illustration by Andrew Hou © 2013 Paizo Inc.
WEAPON 1

DAGGER +1
KNIFE CHECK TO
ACQUIRE
RANGED DEXTERITY
PIERCING RANGED
MAGIC
6

POWERS

For your combat check, reveal this card to roll


your Dexterity or Ranged die + 1d4+1; you may
additionally recharge this card to add another 1d4.

When playing another weapon, you may discard


this card to add 1d4+1 to your combat check.

Illustration by Vincent Dutrait © 2013 Paizo Inc.


ARMOR 1

SHIELD OF FIRE RESISTANCE


SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE

POWERS
If you played a weapon with the 2-Handed trait on
this check, you may not play this card.

Reveal this card to reduce Combat or Fire damage


dealt to you by 2. If you are proficient with light
armors, you may play another armor on this check.

If you are proficient with light armors, you may


recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
HENCHMAN 2

PIDGET TERGELSON
LYCANTHROPE TYPE
MONSTER
CHECK TO
DEFEAT
COMBAT

10

POWERS

If the top card of the blessings discard pile is Blessing


of the Gods, the difficulty of the check to defeat
Pidget is increased by 3.
Before or after the encounter, you may banish a
weapon with the Slashing trait to banish Pidget.
If defeated, you may immediately attempt to close
this location.
Illustration by Maichol Quinto © 2013 Paizo Inc.
HENCHMAN 2

SKINSAW CULTIST
HUMAN TYPE
CULTIST MONSTER
CHECK TO
DEFEAT
COMBAT

11

POWERS

If undefeated, shuffle the top card of the blessings


deck into your location deck.
If defeated, you may immediately attempt to close
this location.

Illustration by Concept Art House © 2013 Paizo Inc.


BARRIER 2

ZOMBIE HORDE
SKIRMISH CHECK TO
DEFEAT
UNDEAD NONE
ZOMBIE
ELITE

POWERS

Each character at an open location summons and


encounters a Zombie Minion henchman. If any
Zombie Minion is not defeated, the Zombie Horde
is undefeated; otherwise, the Zombie Horde is
defeated.

Illustration by Eric Belisle © 2013 Paizo Inc.


BARRIER 2

ZOMBIE NEST
SKIRMISH CHECK TO
DEFEAT
UNDEAD NONE
ZOMBIE
BASIC

POWERS

Each character at this location summons and


encounters a Zombie Minion henchman. If any
Zombie Minion is not defeated, the Zombie Nest is
undefeated; otherwise, the Zombie Nest is defeated.

Illustration by Ben Wootten © 2013 Paizo Inc.


WEAPON 2

WAR RAZOR +1
KNIFE CHECK TO
ACQUIRE
MELEE STRENGTH
SLASHING MELEE
FINESSE
MAGIC 9

POWERS

For your combat check, reveal this card to roll your


Strength or Melee die + 1d4+1; you may additionally
discard this card to add another 2d4.
When playing another weapon, you may discard this
card to add 1d4+1 to your combat check.

Illustration by Vincent Dutrait © 2013 Paizo Inc.


ARMOR 2

ARROW CATCHING STUDDED LEATHER


LIGHT ARMOR CHECK TO
ACQUIRE
MAGIC CONSTITUTION
FORTITUDE

POWERS

Recharge this card to reduce Combat damage dealt


to you by 1, or 3 if it is also Ranged Combat damage.
Banish this card to reduce all damage dealt to you
to 0; if you are proficient with light armors, bury this
card instead.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
ARMOR 2

DEATHBANE SHIELD
SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE

POWERS
If you played a weapon that has the 2-Handed trait
on this check, you may not play this card.
Reveal this card to add the Magic trait to your
combat check, or to reduce Combat damage dealt to
you by 2. If you are proficient with light armors, you
may play another armor on this check.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
LOOT 2

MEDUSA MASK
ACCESSORY TYPE
MAGIC ITEM

POWERS
When you encounter a monster from a location deck,
you may display this card next to that deck; put the
monster on top of this card. The monster is neither
defeated nor undefeated; it still counts as part of the
location deck except for the purpose of exploring. At
the end of your turn, return the monster to the top
of its location deck and bury this card.
RECHARGE
None
Illustration by Concept Art House © 2013 Paizo Inc.
LOOT 2

SNAKESKIN TUNIC
LIGHT ARMOR TYPE
MAGIC ARMOR

POWERS
Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison
damage dealt to you by 1.
Banish this card to reduce all damage dealt to you
to 0; if you are proficient with light armors, bury this
card instead.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
BLESSING 2

BLESSING OF ABADAR
DIVINE CHECK TO
ACQUIRE
ABADAR DEXTERITY
DISABLE

6
OR
DIVINE

POWERS
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat
a barrier.
Discard this card to explore your location.
RECHARGE
If the top card of the blessings discard pile matches
this card, recharge this card instead of discarding it.
Illustration by Jeff Carlisle © 2013 Paizo Inc.
SCENARIO 3

HERE COMES THE FLOOD

VILLAIN: NONE
HENCHMEN:
PER LOCATION: 1 NIGHTBELLY BOA, 1 RANDOM BLESSING, 1 RANDOM ALLY

DURING THIS SCENARIO


Put the villain Black Magga faceup next to the blessings
deck. Shuffle all of the cards in the Henchmen list into a
single stack and deal 3 into each location deck.
At the start of each turn, select a random location
deck and put its bottom 1d4 cards facedown under
Black Magga without looking at them.
When you acquire an ally, put it under this card.
When either the blessings deck or all of the location
decks have no cards remaining, if the number of
allies under this card is at least equal to the number
of allies under Black Magga, you win the scenario.
REWARD
All the allies under this card.
Illustration by Kieran Yanner © 2013 Paizo Inc.
SCENARIO 3

HERE COMES THE FLOOD

PLAYERS LOCATIONS PLAYERS LOCATIONS


1 TURTLEBACK FERRY 3 WATERFRONT
1 ACADEMY 4 GENERAL STORE
1 VILLAGE HOUSE 5 DAM
2 WOODS 6 TREACHEROUS CAVE
Terrible, unnatural rains have flooded Turtleback
Ferry, a village near Fort Rannick. Things get
even worse when the nearby dam of Skull’s
Crossing bursts, spilling the legendary terror
Black Magga into the village. Save everyone you
can before the monster consumes everything!
MONSTER 3

MUCK GRAUL
PLANT CHECK TO
DEFEAT
OGREKIN COMBAT

15

POWERS
Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck with the Fire trait.
If the check to defeat does not have the Fire trait,
Muck is undefeated.
If undefeated, choose a random character at this
location to encounter Muck; after that encounter, put
Muck on the bottom of this location deck.
Illustration by Eric Belisle © 2013 Paizo Inc.
WEAPON 3

VENOMOUS DAGGER +2
KNIFE CHECK TO
ACQUIRE
RANGED DEXTERITY
PIERCING RANGED
MAGIC
11

POWERS

For your combat check, reveal this card to roll


your Dexterity or Ranged die + 1d4+2; you may
additionally recharge this card to add another 1d12
with the Poison trait.
When playing another weapon, you may discard
this card to add 1d4+2 and the Poison trait to your
combat check.

Illustration by Vincent Dutrait © 2013 Paizo Inc.


SPELL 3

INCENDIARY CLOUD
MAGIC CHECK TO
ACQUIRE
ARCANE INTELLIGENCE
ATTACK ARCANE
FIRE
8

POWERS
Display this card when a character encounters a bane.
Any character who encounters a monster this turn
adds 2d4 with the Fire trait to her combat check.
Discard this card at the end of this turn.

If you do not have the Arcane skill, banish this card.


RECHARGE
Succeed at an Arcane 10 check to recharge this card
instead of discarding it.
Illustration by Craig J Spearing © 2013 Paizo Inc.
ARMOR 3

SPINY SHIELD
SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE

POWERS
If you played a weapon that has the 2-Handed trait
on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and
Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to
you by 2. If you are proficient with light armors, you
may play another armor on this check.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Bryan Sola © 2013 Paizo Inc.
ALLY 3

MONKEY
ANIMAL CHECK TO
ACQUIRE
ELITE WISDOM
SURVIVAL

POWERS

Discard this card to succeed at your check to acquire


an item or weapon.

Discard this card to explore your location.

Illustration by Francis Tsai © 2013 Paizo Inc.


LOCATION 4

COURTYARD

DECK LIST
MONSTER 3
BARRIER 0
WEAPON 2
SPELL 0
ARMOR 2
ITEM 2
ALLY 0
BLESSING 0

AT THIS LOCATION
Before your combat check, each character at this
location must succeed at a Dexterity or Acrobatics 8
check or be dealt 1d4 Combat damage.
WHEN CLOSING
Succeed at a Dexterity or Acrobatics 10 check.
WHEN PERMANENTLY CLOSED
No effect.
Illustration by Andrew Hou © 2013 Paizo Inc.
LOCATION 4

COURTYARD

A large area of hard-packed earth stands exposed


to the harsh weather. The passing of many
different animals, dozens of public gatherings,
and the occasional scuffle have all made their
marks, leaving hoofprints, divots, and loose
stones scattered around the unkempt plaza.
VILLAIN 4

GALENMIR
GIANT TYPE
FIGHTER MONSTER
CHECK TO
DEFEAT
COMBAT

23

POWERS

Before the encounter, Galenmir deals 1d4–1 Ranged


Combat damage to each character at this location.
Damage dealt by Galenmir during the check is dealt
to each character at this location.
“We are not the children of dirt or of sand; we are the
children of stone, and like the mighty mountain we will
roar until even great Minderhal hears our thunder.”
—General Galenmir

Illustration by Concept Art House © 2013 Paizo Inc.


VILLAIN 4

TERAKTINUS
GIANT TYPE
RANGER MONSTER
CHECK TO
DEFEAT
COMBAT

18
THEN
COMBAT

22
POWERS

Before the encounter, Teraktinus deals 1d4–1 Ranged


Combat damage to you.
Damage dealt by Teraktinus during the checks is
dealt to each character at this location.
“You greedy little things crawl all over fields and
forests while we scrape what we can from old fires
and dust. It’s time you learned the taste of ashes.”
—Raider Teraktinus

Illustration by Rayph Beisner © 2013 Paizo Inc.


HENCHMAN 4

HILL GIANT RUNESLAVE


GIANT TYPE
MONSTER
CHECK TO
DEFEAT
COMBAT

15

POWERS

Damage dealt by the Hill Giant is dealt to each character


at this location.
If defeated, you may immediately attempt to close this
location.

Illustration by Eva Widermann © 2013 Paizo Inc.


HENCHMAN 4
JORGENFIST STONE GIANT
GIANT TYPE
MONSTER
CHECK TO
DEFEAT
COMBAT

16

POWERS

Damage dealt by the Stone Giant is dealt to each


character at this location.
If defeated, you may immediately attempt to close
this location.

Illustration by Jon Hodgson © 2013 Paizo Inc.


MONSTER 4

GHOUL BAT
UNDEAD CHECK TO
DEFEAT
COMBAT

17

POWERS

The Ghoul Bat is immune to the Mental and Poison


traits.
Bury any card with the Magic trait played during this
encounter, unless that card would be banished.

Illustration by Ben Wootten © 2013 Paizo Inc.


MONSTER 4

STONE GIANT
GIANT CHECK TO
DEFEAT
COMBAT

16

POWERS

Damage dealt by the Stone Giant is dealt to each


character at this location.

Illustration by Kieran Yanner © 2013 Paizo Inc.


WEAPON 4

GIANTBANE DAGGER +1
KNIFE CHECK TO
ACQUIRE
RANGED DEXTERITY
PIERCING RANGED
MAGIC
8

POWERS

For your combat check, reveal this card to roll


your Dexterity or Ranged die + 1d4+1; you may
additionally recharge this card to add another 1d4,
or another 3d4 if the bane has the Giant trait.

When playing another weapon, you may discard


this card to add 1d4+1 to your combat check.

Illustration by Kieran Yanner © 2013 Paizo Inc.


SPELL 4

RESTORATION
MAGIC CHECK TO
ACQUIRE
DIVINE WISDOM
DIVINE

12

POWERS

Display this card and choose a character at your


location to draw 2 cards from his deck. Discard this
card at the end of the turn. You may not play this
card during an encounter.

If you do not have the Divine skill, banish this card.

RECHARGE
Succeed at a Divine 14 check to recharge this card
instead of discarding it.
Illustration by Tim Kings-Lynne © 2013 Paizo Inc.
ARMOR 4

REFLECTING SHIELD
SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE

POWERS
If you played a weapon with the 2-Handed trait on
this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat,
Electricity, or Fire damage dealt to you by 2. If
you are proficient with light armors, you may play
another armor on this check.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
ITEM 4

BRACERS OF GREATER PROTECTION


ACCESSORY CHECK TO
ACQUIRE
MAGIC WISDOM
SURVIVAL
CONSTITUTION
FORTITUDE

POWERS

Recharge this card to reduce Combat damage dealt


to you by 3.

RECHARGE
None
Illustration by Vincent Dutrait © 2013 Paizo Inc.
SCENARIO 5

THASSILONIAN SINS

VILLAINS: AZAVEN, ORDIKON, JORDIMANDUS


HENCHMEN:
XYODDIN XERRIOCK
SIMULACRA OF VRAXERIS

DURING THIS SCENARIO


When a villain is defeated and cannot escape, put
it next to this card; any characters at that villain’s
previous location may immediately move.

To win this scenario, all three villains must be next to


this card.
REWARD
Loot: Staff of Hungry Shadows, Summon Monster,
Ordikon’s Staff
Illustration by Bryan Sola © 2013 Paizo Inc.
SCENARIO 5

THASSILONIAN SINS

PLAYERS LOCATIONS PLAYERS LOCATIONS


1 RAVENOUS CRYPTS OF GLUTTONY 3 ABJURANT HALLS OF ENVY
1 FESTERING MAZE OF SLOTH 4 THASSILONIAN DUNGEON
1 VAULT OF GREED 5 THRONE ROOM
2 SHIMMERING VEILS OF PRIDE 6 DESECRATED VAULT
The other sinful wings of Runeforge branch off
from a central hub circled by statues of Thassilon’s
forgotten rulers. Hunt down the megalomaniacal
masters of the labyrinth, put their ages-old
tyranny to an end, and liberate their sinister
treasures so you can claim their united powers!
HENCHMAN 5

XYODDIN XERRIOCK
UNDEAD TYPE
ZOMBIE MONSTER
ROGUE CHECK TO
DEFEAT
COMBAT

19
OR
DIVINE

17

POWERS

Xyoddin Xerriock is immune to the Mental and Poison


traits. If your character has the Human trait, the
difficulty to defeat Xyoddin Xerriock is increased by 3.
If undefeated, the damage dealt by Xyoddin Xerriock
is increased by 2.
If defeated, you may immediately attempt to close
this location.
Illustration by Dave Allsop © 2013 Paizo Inc.
MONSTER 5

MUMMY
UNDEAD CHECK TO
DEFEAT
MUMMY COMBAT

21

POWERS

The Mummy is immune to the Cold, Mental, and


Poison traits.
Add 1d8 to checks to defeat the Mummy with the
Fire trait.
If undefeated, after the encounter, bury your discard
pile.
Illustration by Concept Art House © 2013 Paizo Inc.
WEAPON 5

DANCING SCIMITAR +2
SWORD CHECK TO
ACQUIRE
MELEE STRENGTH
SLASHING MELEE
FINESSE
MAGIC 12

POWERS

For your combat check, reveal this card to roll your


Strength or Melee die + 1d6+2; you may additionally
recharge this card to add another 1d6+2. If you
aren’t proficient with weapons, the difficulty of this
check is increased by 4.

When playing another weapon, you may discard this


card to add 1d6+2 to your combat check.

Illustration by Michael Phillippi © 2013 Paizo Inc.


ARMOR 5

BOLSTERING ARMOR
LIGHT ARMOR CHECK TO
ACQUIRE
MAGIC CONSTITUTION
FORTITUDE

POWERS

Recharge this card to reduce Combat damage dealt


to you by 2. You may draw up to 2 cards.

Banish this card to reduce all damage dealt to you


to 0; if you are proficient with light armors, bury this
card instead.

If you are proficient with light armors, you may


recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
ARMOR 5

WINGED SHIELD
SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE

10

POWERS

If you played a weapon that has the 2-Handed trait


on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to
you by 2. If you are proficient with light armors, you
may play another armor on this check.
At the end of your turn, discard this card to move.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
SUPPORT 5

RUNEFORGED WEAPONS
TYPE
LOOT

WHILE PLAYING SPIRES OF XIN-SHALAST

Display this card next to the Spires of Xin-Shalast


adventure card. In each scenario of that adventure,
add 2d4 to any check attempted in an encounter with
a bane that has the Transmuter trait.

AFTER PLAYING SPIRES OF XIN-SHALAST


Remove this card from the game.
Illustration by Kieran Yanner © 2013 Paizo Inc.
LOOT 5

SUMMON MONSTER
MAGIC TYPE
ARCANE SPELL
DIVINE

POWERS
For your combat check, discard this card to draw a
random monster from the box. Use the drawn card’s
highest difficulty to defeat as the result of your check,
then banish the drawn card. Characters may not play
other cards or use powers on this check. If you fail
the check, the monster is undefeated but deals 0
damage.
RECHARGE
Succeed at an Arcane or Divine 12 check to recharge
this card instead of discarding it.
Illustration by Vincent Dutrait © 2013 Paizo Inc.
SCENARIO 6

ASSAULT ON THE PINNACLE

VILLAIN: MOST HIGH CEOPTRA


HENCHMEN:
KHALIB
VIORIAN DEKANTI
WARDENS OF RUNES

DURING THIS SCENARIO

When you defeat a bane, choose a type of boon


other than loot and put a random card of that type
from the box facedown under this card.

REWARD
Loot: Chellan, Sword of Greed and all cards under the
scenario card.
Illustration by Florian Stitz © 2013 Paizo Inc.
SCENARIO 6

ASSAULT ON THE PINNACLE

PLAYERS LOCATIONS PLAYERS LOCATIONS


1 THE LENG DEVICE 3 MOUNTAIN PEAK
1 RUNEWELL 4 PRISON
1 THRONE ROOM 5 GUARD TOWER
2 THASSILONIAN DUNGEON 6 TEMPLE
High atop the mountain of Mhar Massif rises
the Pinnacle of Avarice, the citadel of Runelord
Karzoug. But it is far from empty. Within, the
runelord’s servants have reawakened, bringing
the treasures of Thassilon to bear against any
who would invade their ancient sanctuary!
SCENARIO 6

SCALING MHAR MASSIF

VILLAIN: NONE
HENCHMEN:
LENG SPIDERS

DURING THIS SCENARIO


Using the deck list from the Death Zone, build a
number of Death Zone locations equal to the number
of characters.
When you attempt to close a location, subtract
the number of open locations from the number of
characters; increase the difficulty of your check to
close the location by twice that amount.
When you close a location, do not flip the Death Zone
card over.
To win the scenario, close all of the locations.
REWARD
Each character gains a skill feat.
Illustration by Ben Wootten © 2013 Paizo Inc.
SCENARIO 6

SCALING MHAR MASSIF

PLAYERS LOCATIONS PLAYERS LOCATIONS


1–6 DEATH ZONE

The palace of Xin-Shalast’s runelord master rises


from the sculpted cliffs of Mhar Massif, one of
the deadliest peaks in all Varisia. Dare the thin
air and the deadly things that skitter upon its
stones to reach the treasures hidden amid the
dizzying heights!
SCENARIO 6

THE ROAD THROUGH XIN-SHALAST

VILLAIN: GHLOROFAEX
HENCHMEN:
WARDENS OF RUNES

DURING THIS SCENARIO


Display the villain Ghlorofaex next to this card. While
displayed, when you defeat a henchman, put that
henchman under Ghlorofaex, and when you attempt
to close a location, Ghlorofaex uses his power.
When the number of henchmen under Ghlorofaex
is at least equal to the number of characters, the
next time you encounter a henchman, banish that
henchman, add Ghlorofaex to the location, and
encounter him.
REWARD
Each character chooses a type of boon other than loot and draws
a random non-Basic, non-Elite card of that type from the box.
Illustration by Ben Wootten © 2013 Paizo Inc.
SCENARIO 6

THE ROAD THROUGH XIN-SHALAST

PLAYERS LOCATIONS PLAYERS LOCATIONS


1 MOUNTAIN PEAK 3 TEMPLE
1 HEPTARIC LOCUS 4 GARRISON
1 TOWN SQUARE 5 GUARD TOWER
2 CITY GATE 6 ACADEMY
Xin-Shalast, capital of the greed-dominated
Thassilonian nation of Shalast and the source of the
ancient magic that has plagued Varisia for so long,
has been rediscovered! But it is far from empty.
Scour the ruins of their titanic guardians, including
the elusive blue dragon menace, Ghlorofaex!
HENCHMAN 6

SILAS VEKKER
UNDEAD TYPE
INCORPOREAL MONSTER
GHOST CHECK TO
DEFEAT
DWARF
WISDOM

14

POWERS

Silas is immune to the Mental and Poison traits.

Each character at this location encounters Silas. If


any character does not defeat Silas, Silas deals 1d4–1
Poison damage to that character and is undefeated.

If defeated, you may immediately attempt to close


this location.
Illustration by Bryan Sola © 2013 Paizo Inc.
MONSTER 6

HIDDEN BEAST
ABERRATION CHECK TO
DEFEAT
UNDEAD COMBAT
VAMPIRE
SORCERER 22
OR
WISDOM
PERCEPTION

16

POWERS
The Hidden Beast is immune to the Cold, Mental, and
Poison traits.
Succeed at an Arcane or Divine 14 check or you
may not play spells with the Attack trait against the
Hidden Beast.
Before the encounter, each character at this location
must succeed at a Combat 22 check or bury 1d4
random cards from his discard pile.
Illustration by Imaginary Friends Studios © 2013 Paizo Inc.
MONSTER 6

HORROR TREE
UNDEAD CHECK TO
DEFEAT
PLANT COMBAT

22

POWERS
The Horror Tree is immune to the Mental and Poison
traits.
Add 1 die to checks to defeat the Horror Tree with
the Fire trait.
If undefeated, after the encounter, the Horror Tree
deals 1d4 Combat damage to each character at this
location.
Illustration by Dave Allsop © 2013 Paizo Inc.
SPELL 6

BEWILDER
MAGIC CHECK TO
ACQUIRE
ARCANE INTELLIGENCE
ATTACK ARCANE
MENTAL
14

POWERS

Discard this card to evade a monster, placing it on


the bottom of the deck. If you are exploring, you
may immediately explore again.

If you do not have the Arcane skill, banish this card.

RECHARGE
Succeed at an Arcane 16 check to recharge this card
instead of discarding it.
Illustration by Andrew Hou © 2013 Paizo Inc.
SPELL 6

DOMINATE
MAGIC CHECK TO
ACQUIRE
ARCANE INTELLIGENCE
DIVINE ARCANE
WISDOM
ATTACK DIVINE
MENTAL
12

POWERS
Discard this card to evade a monster; before you do,
search your location deck for a boon and add it to
your hand.

If you do not have either the Arcane or Divine skill,


banish this card.
RECHARGE
Succeed at an Arcane or Divine 14 check to recharge
this card instead of discarding it.
Illustration by Kieran Yanner © 2013 Paizo Inc.
ARMOR 6

ENTROPY SHIELD
SHIELD CHECK TO
ACQUIRE
OFFHAND CONSTITUTION
MAGIC FORTITUDE
ARCANE
10

POWERS

If you played a weapon that has the 2-Handed trait


on this check, you may not play this card.
Bury this card to defeat a barrier that has the Lock trait.
Reveal this card to reduce Combat damage dealt to
you by 2. If you are proficient with light armors, you
may play another armor on this check.
If you are proficient with light armors, you may
recharge this card when you reset your hand.
Illustration by Vincent Dutrait © 2013 Paizo Inc.

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