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Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 3: The Hook Mountain Massacre thumbnail

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 3: The Hook Mountain Massacre

Expansion for Pathfinder Adventure Card Game: Rise of the Runelords – Base Set

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 3: The Hook Mountain Massacre Rulebook

Table of Contents

Table of Contents

  • Adventure
  • Scenarios
    • Scenario 3: Them Ogres Ain't Right
    • Scenario 3: The Fort in Peril
    • Scenario 3: Here Comes the Flood
    • Scenario 3: Battle at the Dam
    • Scenario 3: Into the Mountains
  • Locations
    • Location 3: Dam
    • Location 3: Fort Rannick
    • Location 3: Shimmerglens
    • Location 3: Turtleback Ferry
  • Villains
    • Mammy Graul
    • Jaagrath Kreeg
    • Black Magga
    • Malugus Kreeg
    • Barl Breakbones
  • Henchmen
    • Ruckus Graul and Hound
    • Crowfood Graul
    • Graul Ogrekin
    • Lucrecia
    • Dorella and Hookmaw Kreeg
    • Kaven Windstrike
    • Kreeg Ogre
    • Nightbelly Boa
    • Lamatar Bayden
    • Lunderbud
    • Hook Mountain Hag
  • Monsters
    • Donkey Rats
    • Grazuul
    • Hag
    • Muck Graul
    • Myriana
    • Ogre
    • Ogrekin
    • Skull Ripper
  • Barriers
    • Cryptic Message
    • Door Spike
    • Hand Chopper
    • Ranger Stash
  • Weapons
    • Frost Longbow +1
    • Longsword +2
    • Venomous Dagger +2
    • Vicious Trident +1
  • Spells
    • Incendiary Cloud
    • Major Cure
    • Scrying
    • Swipe
  • Armor
    • Magic Full Plate
    • Magic Studded Leather Armor
    • Spiny Shield
  • Items
    • Belt of Giant Strength
    • Belt of Incredible Dexterity
    • Headband of Alluring Charisma
    • Wand of Scorching Ray
  • Allies
    • Black Arrow Ranger
    • Cat
    • Giant Badger
    • Jakardros Sovark
    • Monkey
    • Vale Temros
    • Yap the Pixie
  • Blessings
    • Blessing of Norgorber
  • Loot
    • Headband of Vast Intelligence
    • Sihedron Medallion
    • Wand of Enervation
  • Transcription Notes

Adventure

Adventure Card: The Hook Mountain Massacre (Adventure 3)

Complete these scenarios, in this order:

  1. Them Ogres Ain't Right
  2. The Fort in Peril
  3. Here Comes the Flood
  4. Battle at the Dam
  5. Into the Mountains

Reward: Each character chooses a role card and gains a power feat.

Scenarios

Scenario 3: Them Ogres Ain't Right

  • Villain: Mammy Graul
  • Henchmen: Ruckus Graul and Hound, Crowfood Graul, Graul Ogrekin

During this scenario: If you defeat a henchman, place it in a stack next to this card. The difficulty to defeat Mammy Graul is increased by 1 per card in this stack.

Reward: Each character gains a skill feat.

Scenario 3: The Fort in Peril

  • Villain: Jaagrath Kreeg
  • Henchmen: Lucrecia, Dorella and Hookmaw Kreeg, Kaven Windstrike, Kreeg Ogres

During this scenario: The difficulty of checks to acquire allies is decreased by 3.

Reward: Each character gains a card feat.

Scenario 3: Here Comes the Flood

  • Villain: None
  • Henchmen: Per location: 1 Nightbelly Boa, 1 random Blessing, 1 random Ally

During this scenario: Place 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 there are no cards in the blessings deck, 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.

Scenario 3: Battle at the Dam

  • Villain: Malugus Kreeg
  • Henchmen: Kreeg Ogres

During this scenario: The Dam may not be temporarily closed.

Reward: Each character gains a power feat.

Scenario 3: Into the Mountains

  • Villain: Baril Breakbones
  • Henchmen: Lamatar Bayden, Lunderbud, Hook Mountain Hags

During this scenario: If you defeat a henchman, place it in a stack next to this card. When the third henchman is placed on the stack, each character is dealt 1d6 Force damage.

Reward: Loot: Headband of Vast Intelligence, Sihedron Medallion, Wand of Enervation.

Locations

Location 3: Dam

Deck list: Monster 3, Barrier 2, Weapon 1, Spell 0, Armor 1, Item 1, Ally 1, Blessing 0

At this location: You may not move or be moved from this location unless another character is present.

When closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.

When permanently closed: No effect.

Location 3: Fort Rannick

Deck list: Monster 2, Barrier 1, Weapon 2, Spell 0, Armor 2, Item 0, Ally 2, Blessing 0

At this location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.

When closing: Succeed at a Strength 8 check.

When permanently closed: On closing, you may shuffle any allies in your discard pile into your character deck.

Location 3: Shimmerglens

Deck list: Monster 2, Barrier 1, Weapon 0, Spell 2, Armor 0, Item 0, Ally 2, Blessing 2

At this location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.

When closing: Succeed at a Wisdom or Divine 8 check.

When permanently closed: For the rest of the scenario, characters at this location may choose not to reset their hands.

Location 3: Turtleback Ferry

Deck list: Monster 2, Barrier 1, Weapon 0, Spell 1, Armor 0, Item 2, Ally 2, Blessing 1

At this location: At the end of your turn, you may move.

When closing: Banish an item.

When permanently closed: On closing, draw a random item from the box.

Villains

Mammy Graul

  • Villain 3 · Giant Ogrekin Necromancer · Type: Monster
  • Check to defeat: Combat 19

Powers: Before the encounter, each character at this location summons and encounters an Ancient Skeleton henchman. The first time in this scenario that anyone would defeat Mammy Graul, she is undefeated.

"Is that you, butter knuckles? Climb on over your brothers and give Mammy a squeeze!" —Mammy Graul

Jaagrath Kreeg

  • Villain 3 · Giant Ogre Barbarian · Type: Monster
  • Check to defeat: Combat 15
  • Then: Combat 21

Powers: Before the encounter, Jaagrath Kreeg deals 1 Combat damage to each other character at your location. If your character has the Human trait, the difficulty of checks to defeat Jaagrath is increased by 2. If undefeated, Jaagrath Kreeg deals 1 Combat damage to each other character at your location.

"You're a pretty one. Come kiss my hook!" —Jaagrath Kreeg

Black Magga

  • Villain 3 · Outsider · Type: Monster
  • Check to defeat: Combat 24

Powers: Black Magga may not be evaded, and is immune to the Mental trait. Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait. After the encounter, each character at this location attempts a Wisdom 9 check. Characters who succeed recharge 1d4 cards of their choice; characters who fail discard 1d4 cards of their choice.

Malugus Kreeg

  • Villain 3 · Giant Ogre · Type: Monster
  • Check to defeat: Combat 18
  • Then: Combat 18

Powers: If undefeated, Malugus Kreeg deals 1 Combat damage to each other character at this location; then, move each character at this location to a random other location.

"Up every mornin', choppin' on the face stones, / Bosses make the rains come down! / Dam's 'bout to tumble, waters gonna rumble, / Glad I don't live 'round in town!" —Malugus Kreeg's wreckin' song

Barl Breakbones

  • Villain 3 · Giant Necromancer · Type: Monster
  • Check to defeat: Combat 17, or Fortitude 12
  • Then: Combat 21

Powers: After the first check, discard 1 random card from your hand, then reset your hand. Damage dealt by Barl is dealt to each character at this location. All damage dealt by Barl is Fire damage.

Henchmen

Ruckus Graul and Hound

  • Henchman 3 · Giant Ogrekin Fighter and Animal · Type: Monster
  • Check to defeat: (Hound) Combat 10
  • Then: (Ruckus) Combat 13

Powers: If you defeat the Hound, the difficulty to defeat Ruckus is decreased by 2. If defeated, you may immediately attempt to close this location.

Crowfood Graul

  • Henchman 3 · Giant Ogrekin Fighter Rogue · Type: Monster
  • Check to defeat: Combat 13

Powers: Damage dealt by Crowfood is increased by 2. If defeated, you may immediately attempt to close this location.

Graul Ogrekin

  • Henchman 3 · Giant Ogrekin · Type: Monster
  • Check to defeat: Combat 13

Powers: When you encounter the Ogrekin, roll 1d4:

  1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 2.
  2. Damage dealt by the Ogrekin is increased by 2.
  3. The Ogrekin may not be evaded.
  4. After the encounter, put the Ogrekin on the bottom of the location deck.

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

Lucrecia

  • Henchman 3 · Lamia Sorcerer · Type: Monster
  • Check to defeat: Combat 14

Powers: Lucrecia is immune to the Mental trait. Before the encounter, Lucrecia deals 1d4−1 Force damage to a character of your choice at this location. Any character dealt damage by Lucrecia also buries 1 random card from his discard pile. If defeated, you may immediately attempt to close this location.

Dorella and Hookmaw Kreeg

  • Henchman 3 · Giant Ogre Sorcerer and Giant Ogre Fighter · Type: Monster
  • Check to defeat: (Dorella) Combat Arcane 12
  • Then: (Hookmaw) Combat 15

Powers: Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 10 check or be dealt 1d4 Electricity damage. If defeated, you may immediately attempt to close this location.

Kaven Windstrike

  • Henchman 3 · Human Ranger Rogue · Type: Monster
  • Check to defeat: Charisma Diplomacy 10

Powers: If you are the only character at this location, the difficulty to defeat Kaven is increased by 2. If undefeated, instead of normal damage, Kaven deals 1d4+1 Combat damage to you; banish this card. If defeated, you may immediately attempt to close this location.

Kreeg Ogre

  • Henchman 3 · Giant Ogre · Type: Monster
  • Check to defeat: Combat 14

Powers: If undefeated, the Kreeg Ogre deals 1 Combat damage to each other character at this location. If defeated, you may immediately attempt to close this location.

Nightbelly Boa

  • Henchman 3 · Animal · Type: Monster
  • Check to defeat: Combat 14

Powers: If undefeated, return the Nightbelly Boa faceup to the top of this location deck. Defeating the Nightbelly Boa does not allow you to close this location.

Lamatar Bayden

  • Henchman 3 · Undead Wight Ranger · Type: Monster
  • Check to defeat: Combat 15

Powers: Lamatar is immune to the Cold, Mental, and Poison traits. If the check to defeat does not have the Magic trait, Lamatar is undefeated. Before the encounter, Lamatar deals 1d4−1 Cold damage to a character of your choice at this location. If defeated, you may immediately attempt to close this location.

Lunderbud

  • Henchman 3 · Giant · Type: Monster
  • Check to defeat: Combat 13

Powers: If undefeated, each other character at this location summons and encounters a Kreeg Ogre henchman. If defeated, you may immediately attempt to close this location.

Hook Mountain Hag

  • Henchman 3 · Hag · Type: Monster
  • Check to defeat: Combat 15

Powers: Before the encounter, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait. When you are dealt damage by the Hag, you must first choose spells to discard as your damage, if you have any. If defeated, you may immediately attempt to close this location.

Monsters

Donkey Rats

  • Monster 3 · Animal Elite
  • Check to defeat: Combat 11

Powers: After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman. If undefeated, damage dealt by the Donkey Rats is reduced to 1.

Grazuul

  • Monster 3 · Giant Troll Aquatic Fighter
  • Check to defeat: Combat 16

Powers: Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Hag

  • Monster 3 · Hag
  • Check to defeat: Combat 15

Powers: Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Muck Graul

  • Monster 3 · Plant Ogrekin
  • Check to defeat: 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, another random character at this location encounters Muck; put Muck on the bottom of this location deck.

Myriana

  • Monster 3 · Undead Ghost Nymph Incorporeal
  • Check to defeat: Combat 14, or Diplomacy 10

Powers: Myriana is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Myriana is undefeated. If undefeated, after the encounter, reset your hand and end your turn.

Ogre

  • Monster 3 · Giant Ogre
  • Check to defeat: Combat 14

Powers: If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. (Printed text as shown; the words "damage dealt" appear twice in the source.)

Ogrekin

  • Monster 3 · Giant Ogrekin
  • Check to defeat: Combat 13

Powers: When you encounter the Ogrekin, roll 1d4:

  1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
  2. Damage dealt by the Ogrekin is increased by 2.
  3. The Ogrekin may not be evaded.
  4. After the encounter, put the Ogrekin on the bottom of the location deck.

Skull Ripper

  • Monster 3 · Construct
  • Check to defeat: Combat 14

Powers: If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Barriers

Cryptic Message

  • Barrier 3 · Cache
  • Check to defeat: Intelligence or Knowledge 10

Powers: If defeated, you may examine the top 2 cards of the location deck and return them in any order. If undefeated, you may banish this barrier.

Door Spike

  • Barrier 3 · Trap
  • Check to defeat: Dexterity, Disable, Wisdom, or Perception 12

Powers: If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Hand Chopper

  • Barrier 3 · Trap
  • Check to defeat: Dexterity or Disable 12

Powers: If defeated, you may draw 1 random weapon, item, armor, or spell (your choice) from the box and add it to your hand. If undefeated, you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Ranger Stash

  • Barrier 3 · Cache, Lock
  • Check to defeat: Dexterity or Disable 12

Powers: If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier.

Weapons

Frost Longbow +1

  • Weapon 3 · Bow, Ranged, Piercing, 2-Handed, Magic
  • Check to acquire: Dexterity or Ranged 11

Powers: For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Longsword +2

  • Weapon 3 · Sword, Melee, Slashing, Magic
  • Check to acquire: Strength or Melee 10

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Venomous Dagger +2

  • Weapon 3 · Knife, Ranged, Piercing, Magic
  • Check to acquire: Dexterity or Ranged 11

Powers: For your combat check, reveal this card to roll your Dexterity or Ranged + 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 with the Poison trait to the combat check.

Vicious Trident +1

  • Weapon 3 · Polearm, Melee, Piercing, Magic
  • Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.

When you play this weapon, take 1 Force damage that may not be reduced.

Spells

Incendiary Cloud

  • Spell 3 · Magic, Arcane, Attack, Fire
  • Check to acquire: Intelligence or Arcane 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.

Major Cure

  • Spell 3 · Magic, Divine, Healing
  • Check to acquire: Wisdom or Divine 8

Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card.

Recharge: Succeed at a Divine 10 check to recharge this card instead of discarding it.

Scrying

  • Spell 3 · Magic, Arcane, Divine
  • Check to acquire: Intelligence or Arcane 10, or Wisdom or Divine 12

Powers: Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card.

Recharge: Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Swipe

  • Spell 3 · Magic, Arcane, Divine, Attack
  • Check to acquire: Intelligence or Arcane 8, or Wisdom or Divine 6

Powers: Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.

Discard this card to succeed at your check to acquire a weapon, an armor, or an item.

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

Recharge: Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Armor

Magic Full Plate

  • Armor 3 · Heavy Armor, Magic
  • Check to acquire: Constitution or Fortitude 6

Powers: Recharge this card to reduce Combat damage dealt to you by 4.

Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Magic Studded Leather Armor

  • Armor 3 · Light Armor, Magic
  • Check to acquire: Constitution or Fortitude 5

Powers: Recharge this card to reduce Combat damage dealt to you by 2.

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.

Spiny Shield

  • Armor 3 · Shield, Offhand, Magic
  • Check to acquire: Constitution or Fortitude 8

Powers: If you played a weapon with 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.

Items

Belt of Giant Strength

  • Item 3 · Accessory, Magic
  • Check to acquire: Strength 5

Powers: Reveal this card to add 1 to your Strength check. You may play another item on this check.

Recharge: None.

Belt of Incredible Dexterity

  • Item 3 · Accessory, Magic
  • Check to acquire: Dexterity 5

Powers: Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

Recharge: None.

Headband of Alluring Charisma

  • Item 3 · Accessory, Magic
  • Check to acquire: Charisma 5

Powers: Reveal this card to add 1 to your Charisma check. You may play another item on this check.

Recharge: None.

Wand of Scorching Ray

  • Item 3 · Wand, Magic, Arcane, Attack
  • Check to acquire: Intelligence or Arcane 8

Powers: For your combat check, bury this card to roll 4d6 and add the Fire and Ranged traits.

Recharge: Succeed at an Arcane 8 check to recharge this card instead of burying it.

Allies

Black Arrow Ranger

  • Ally 3 · Human Ranger
  • Check to acquire: Wisdom, Survival, Charisma, or Diplomacy 7

Powers: Recharge this card to add 1d6+1 to your Perception, Dexterity, or Ranged check.

Discard this card to explore your location.

Cat

  • Ally 3 · Animal, Arcane
  • Check to acquire: Wisdom, Survival, Intelligence, or Arcane 8

Powers: Reveal this card to add 2 to your check to recharge a spell.

Discard this card to explore your location.

Giant Badger

  • Ally 3 · Animal
  • Check to acquire: Wisdom or Survival 8

Powers: Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.

Discard this card to explore your location.

Jakardros Sovark

  • Ally 3 · Human Ranger
  • Check to acquire: Dexterity or Ranged 8, or Charisma or Diplomacy 6

Powers: Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.

Discard this card to explore your location.

Monkey

  • Ally 3 · Animal
  • Check to acquire: Wisdom or Survival 9

Powers: Discard this card to succeed at your check to acquire an item or weapon.

Discard this card to explore your location.

Vale Temros

  • Ally 3 · Human Ranger
  • Check to acquire: Strength or Melee 8, or Charisma or Diplomacy 6

Powers: Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.

Discard this card to explore your location.

Yap the Pixie

  • Ally 3 · Pixie
  • Check to acquire: Charisma or Diplomacy 2

Powers: Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.

Discard this card to explore your location.

Blessings

Blessing of Norgorber

  • Blessing 3 · Divine, Norgorber
  • Check to acquire: Bury any card, Divine 5

Powers: Discard this card to add 1 die to a check.

Discard this card to add 2 dice to a check to acquire a boon.

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.

Loot

Headband of Vast Intelligence

  • Loot 3 · Accessory, Magic · Type: Item

Powers: Reveal this card to add 1 to your Intelligence check. You may play another item on this check.

Recharge: None.

Sihedron Medallion

  • Loot 3 · Accessory, Magic, Sihedron · Type: Item

Powers: Discard this card to reduce damage dealt to you by 4.

Recharge: Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Wand of Enervation

  • Loot 3 · Wand, Magic, Arcane · Type: Item

Powers: Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.

Recharge: Succeed at an Arcane 8 check to recharge this card instead of burying it.

Transcription Notes

  • Card-only transcription. This expansion has no separate rulebook; its rules are printed on the cards above. Base-game rules come from the Pathfinder Adventure Card Game: Rise of the Runelords base set.
  • Partial card set. BGG lists 110 cards for this expansion. The source material shows 64 distinct card designs, and the remainder are not transcribed here. Only one Blessing (Blessing of Norgorber) and three Loot cards appear in the source.
  • Ancient Skeleton (summoned by Mammy Graul's power) is not among the source cards and is not transcribed.
  • Printed text as shown. The Ogre's undefeated power reads "deals 1 Combat damage dealt to each other character at this location" in the source. It is transcribed as printed.
  • Scan quality. Card faces were read from low-resolution sprite-sheet scans. Wording was checked against higher-resolution renders where it was uncertain.