Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 5: Sins of the Saviors
Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 5: Sins of the Saviors Rulebook
Table of Contents
Table of Contents
Adventure Card
Sins of the Saviors (Adventure 5)
Complete these scenarios, in this order:
- Underneath Sandpoint
- Rimeskull
- The Halls of Seduction
- Thassilonian Sins
- Into the Runeforge
Reward: Each character gains a card feat.
Scenarios
Underneath Sandpoint (Scenario 5)
- Villain: The Scribbler
- Henchmen: Hounds of Lamashtu
During this scenario: When you permanently close a location, you must succeed at a Wisdom or Divine 8 check or reset your hand and end your turn.
Reward: Loot: Fanged Falchion, Revelation Quill
Rimeskull (Scenario 5)
- Villain: Arkrhyst
- Henchmen: Stone Heads
During this scenario: To set up this scenario, surround the location Sihedron Circle with 7 "Stone Head" location decks as described on the Sihedron Circle. Put Arkrhyst alone in the Sihedron Circle location.
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.
The Halls of Seduction (Scenario 5)
- Villain: Mistress Delvahine
- Henchmen: Alu-Demon Sisters
During this scenario: If you acquire an ally, reset your hand and end your turn.
Reward: Each character gains a power feat.
Thassilonian Sins (Scenario 5)
- Villains: Azaven, Ordikon, Jordimandus
- Henchmen: Xyoddin Xerriock, Simulacra of Vraxeris
During this scenario: Whenever you defeat a villain, place it next to this card; any characters at that villain's previous location may immediately move. You must defeat all three villains to win this scenario.
Reward: Loot: Staff of Hungry Shadows, Summon Monster, Ordikon's Staff
Into the Runeforge (Scenario 5)
- Villain: Karzoug Statue
- Henchmen: Highlady Athroxis, Warriors of Wrath
During this scenario: When setting up this scenario, put the villain Karzoug Statue in the location Runeforge Hub. Add henchmen to the other locations as usual.
If you defeat a henchman but do not close the location, shuffle the henchman back into the location deck.
Reward: Loot: Runeforged Weapons
Locations
Each location card lists its deck list (how many cards of each type are added to the location deck when it is set up), then its "At this location" text, its "When closing" text and its "When permanently closed" text.
Abjurant Halls of Envy (Location 5)
Deck list: Monster 3, Barrier 2, Weapon 1, Spell 1, Armor 1, Item 1, Ally 0, Blessing 0
At this location: You may not play spells.
When closing: Bury your hand.
When permanently closed: On closing, each character at this location takes 1 Force damage.
Festering Maze of Sloth (Location 5)
Deck list: Monster 3, Barrier 1, Weapon 0, Spell 2, Armor 0, Item 1, Ally 1, Blessing 1
At this location: You may play no more than 1 card per check, regardless of type.
When closing: Succeed at a Constitution or Fortitude 12 check.
When permanently closed: None
Halls of Wrath (Location 5)
Deck list: Monster 6, Barrier 0, Weapon 3, Spell 0, Armor 0, Item 0, Ally 0, Blessing 0
At this location: The difficulty of any combat check is increased by 2.
If you fail a combat check, the damage dealt to you is increased by 2.
When closing: Succeed at an Intelligence or Knowledge 12 check.
When permanently closed: None
Iron Cages of Lust (Location 5)
Deck list: Monster 2, Barrier 1, Weapon 0, Spell 0, Armor 0, Item 2, Ally 2, Blessing 2
At this location: Add 2 to your checks to acquire allies.
If you fail to acquire an ally, bury an ally from your hand, if you have one.
When closing: Succeed at a Charisma or Diplomacy 12 check.
When permanently closed: None
Ravenous Crypts of Gluttony (Location 5)
Deck list: Monster 2, Barrier 2, Weapon 0, Spell 1, Armor 1, Item 1, Ally 0, Blessing 2
At this location: While you are here, your hand size is increased by 2.
When closing: Succeed at a Wisdom or Survival 12 check.
When permanently closed: None
Runeforge Hub (Location 5)
Deck list: Monster 0, Barrier 0, Weapon 0, Spell 0, Armor 0, Item 0, Ally 0, Blessing 0
At this location: You may not start the scenario here or move here until all other locations are permanently closed.
When closing: You may close this location automatically.
When permanently closed: Closing this location ends the scenario.
Shimmering Veils of Pride (Location 5)
Deck list: Monster 2, Barrier 1, Weapon 1, Spell 1, Armor 1, Item 1, Ally 1, Blessing 1
At this location: When you succeed at a check, recharge a card.
When closing: Succeed at a Wisdom or Perception 12 check.
When permanently closed: On closing, you may put any of your buried cards back in your hand.
Sihedron Circle (Location 5)
Deck list: Monster 1, Barrier 1, Weapon 1, Spell 1, Armor 1, Item 1, Ally 0, Blessing 0
At this location: Make 7 "Stone Head" location decks using this card's deck list plus 1 henchman. Characters may not move to or explore the Sihedron Circle until all Stone Head locations are closed. Defeat a henchman to automatically close a Stone Head location. When a location closes, characters there move to an open location of their choice. When all Stone Head locations are closed, all characters move to the Sihedron Circle.
Vault of Greed (Location 5)
Deck list: Monster 2, Barrier 0, Weapon 1, Spell 1, Armor 1, Item 4, Ally 0, Blessing 0
At this location: If you acquire an item, banish another item from your hand, if you have one.
When closing: Succeed at a Wisdom or Perception 12 check.
When permanently closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand.
Villains and Henchmen
Each card gives the monster's traits, type, check to defeat and powers. Where a card shows two checks, the second is the alternative or follow-up check as printed ("or" or "then").
The Scribbler (Villain 5)
Traits: Human, Cleric, Fighter
Type: Monster
Check to defeat: Combat 24
Powers:
Before the encounter, each character at this location summons and encounters a random monster.
The first time in this scenario that anyone would defeat the Scribbler, he is undefeated.
Arkrhyst (Villain 5)
Traits: Dragon
Type: Monster
Check to defeat: Combat 20, then Combat 24
Powers:
Before the encounter, each character at this location attempts a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1d4 Cold damage.
If Arkrhyst escapes, return him to the location where you encountered him.
Mistress Delvahine (Villain 5)
Traits: Outsider, Demon, Bard
Type: Monster
Check to defeat: Combat 25
Powers:
Mistress Delvahine is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.
Before the encounter, succeed at a Wisdom 12 check or a random character at your location takes Combat damage equal to the number of spells with the Attack trait and weapons in your hand.
If undefeated, Delvahine does not deal damage. Instead, bury a random blessing from your hand, or bury your entire hand if you have no blessings.
Azaven (Villain 5)
Traits: Undead, Lich, Necromancer
Type: Monster
Check to defeat: Combat 25, or Arcane 18
Powers:
Azaven is immune to the Cold, Electricity, Mental, and Poison traits.
Before the encounter, attempt a Constitution or Fortitude 12 check. If you succeed, discard 1 card from your deck; if you fail, discard 1d4+1 cards from your deck.
All damage dealt by Azaven is Cold damage.
Jordimandus (Villain 5)
Traits: Human, Conjurer
Type: Monster
Check to defeat: Combat 25, or Arcane 18
Powers:
Before you encounter Jordimandus, summon and encounter a random monster. If you defeat that monster, you may discard a weapon or a spell with the Attack trait to attempt a Diplomacy 14 check to defeat Jordimandus. If you fail, Jordimandus is undefeated, and deals Mental damage that may not be reduced.
If undefeated, a random character at this location takes 1d4+1 Acid damage.
Ordikon (Villain 5)
Traits: Human, Transmuter
Type: Monster
Check to defeat: Combat 25, or Arcane 18
Powers:
Whenever Ordikon deals damage, roll 1d4 for the type of damage:
- Acid
- Electricity
- Fire
- Poison
The first time you defeat Ordikon this turn, roll 1d6; on a 1 or 2, Ordikon is undefeated, and you immediately encounter him again.
Karzoug Statue (Villain 5)
Traits: Construct, Golem
Type: Monster
Check to defeat: Combat 28
Powers:
The Karzoug Statue is immune to the Attack and Mental traits.
If undefeated, each character at this location takes 1d4-1 Combat damage; do not reset your hand at the end of the turn.
Henchmen
Hound of Lamashtu (Henchman 5)
Traits: Outsider
Type: Monster
Check to defeat: Combat 16
Powers:
Before the encounter, each character at your location must succeed at a Wisdom 10 check or the difficulty of his checks is increased by 2 for the rest of the turn.
If defeated, you may immediately attempt to close this location.
Stone Head (Henchman 5)
Traits: Trap, Magic
Type: Barrier
Check to defeat: Combat or Disable 16
Powers:
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
Alu-Demon Sister (Henchman 5)
Traits: Outsider, Demon
Type: Monster
Check to defeat: Combat 17
Powers:
The Alu-Demon is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play Attack spells.
If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
If defeated, you may immediately attempt to close this location.
Xyoddin Xerriock (Henchman 5)
Traits: Zombie, Rogue
Type: Monster
Check to defeat: Combat 19, or Divine 17
Powers:
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.
Simulacrum of Vraxeris (Henchman 5)
Traits: Human, Illusionist
Type: Monster
Check to defeat: Combat 16
Powers:
Before the encounter, succeed at a Wisdom 10 check or recharge your hand and then draw 1 card.
All damage dealt by the Simulacrum is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close this location.
Highlady Athroxis (Henchman 5)
Traits: Human, Fighter, Wizard
Type: Monster
Check to defeat: Combat 20
Powers:
Highlady Athroxis is immune to the Fire trait.
Before the encounter, Highlady Athroxis deals 1 Fire damage to you.
After the encounter, Highlady Athroxis deals 1 Fire damage to you.
If defeated, you may immediately attempt to close this location.
Warrior of Wrath (Henchman 5)
Traits: Human, Fighter, Wizard
Type: Monster
Check to defeat: Combat 20
Powers:
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Monsters
Clay Golem (Monster 5)
Traits: Construct, Golem
Type: Monster
Check to defeat: Combat 21
Powers:
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.
Elder Earth Elemental (Monster 5)
Traits: Elemental
Type: Monster
Check to defeat: Combat 18
Powers:
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.
Elder Water Elemental (Monster 5)
Traits: Elemental, Aquatic
Type: Monster
Check to defeat: Combat 18
Powers:
The Elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
Iron Golem (Monster 5)
Traits: Construct, Golem
Type: Monster
Check to defeat: Combat 22
Powers:
You may not play spells with the Attack trait.
Before the encounter, the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
- Cold
- Electricity
- Fire
- Ranged Combat
Mummy (Monster 5)
Traits: Undead, Mummy
Type: Monster
Check to defeat: Combat 21
Powers:
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.
Shining Child (Monster 5)
Traits: Outsider
Type: Monster
Check to defeat: Combat 20
Powers:
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.
Sinspawn Axeman (Monster 5)
Traits: Aberration, Fighter
Type: Monster
Check to defeat: Combat 19
Powers:
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Succubus (Monster 5)
Traits: Outsider, Demon
Type: Monster
Check to defeat: Combat 17
Powers:
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.
Treachery Demon (Monster 5)
Traits: Outsider, Demon
Type: Monster
Check to defeat: Combat 21
Powers:
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.
Barriers
Crushing Door (Barrier 5)
Traits: Trap
Type: Barrier
Check to defeat: Dexterity, Disable 13
Powers:
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Disjunction Pulse (Barrier 5)
Traits: Trap, Magic, Arcane
Type: Barrier
Check to defeat: Dexterity, Disable 15
Powers:
If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.
Necromantic Deathtrap (Barrier 5)
Traits: Trap, Magic, Arcane
Type: Barrier
Check to defeat: Dexterity, Disable, or Arcane 14
Powers:
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Trapped Spellbook (Barrier 5)
Traits: Cache, Trap, Arcane
Type: Barrier
Check to defeat: Intelligence, Arcane, Wisdom, or Divine 15
Powers:
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 Fire damage; banish this card.
Weapons
Acidic Sling +3 (Weapon 5)
Traits: Sling, Ranged, Bludgeoning, Magic
Check to acquire: Dexterity, Ranged 10
Powers:
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the Acid trait.
Dancing Scimitar +2 (Weapon 5)
Traits: Sword, Melee, Slashing, Finesse, Magic
Check to acquire: Strength, Melee 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 the combat check.
Flaming Ranseur +3 (Weapon 5)
Traits: Polearm, Melee, Slashing, 2-Handed, Magic
Check to acquire: Strength, Melee 12
Powers:
For your combat check, reveal this card to roll your Strength or Melee die + 2d4+3; you may additionally discard this card to add another 1d10 with the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Venomous Heavy Crossbow +2 (Weapon 5)
Traits: Bow, Ranged, Piercing, 2-Handed, Magic
Check to acquire: Dexterity, Ranged 10
Powers:
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10+2; you may additionally discard this card to add another 1d12 with the Poison 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+2 with the Poison trait to a combat check at another location.
Spells
Blizzard (Spell 5)
Traits: Magic, Arcane, Attack, Cold
Check to acquire: Intelligence, Arcane 12
Powers:
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Recharge: Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Disintegrate (Spell 5)
Traits: Magic, Arcane, Attack
Check to acquire: Intelligence, Arcane 14
Powers:
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
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.
Raise Dead (Spell 5)
Traits: Magic, Divine
Check to acquire: Wisdom, Divine 12
Powers:
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
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.
Armor
Bolstering Armor (Armor 5)
Traits: Light Armor, Magic
Check to acquire: Constitution, Fortitude 9
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.
Invincible Breastplate (Armor 5)
Traits: Heavy Armor, Magic
Check to acquire: Constitution, Fortitude 11
Powers:
Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Winged Shield (Armor 5)
Traits: Shield, Offhand, Magic
Check to acquire: Constitution, Fortitude 10
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 damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
Items
Headband of Epic Intelligence (Item 5)
Traits: Accessory, Magic
Check to acquire: Intelligence 7
Powers:
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Recharge: None
Wand of Treasure Finding (Item 5)
Traits: Wand, Magic, Arcane
Check to acquire: Wisdom, Perception 7
Powers:
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Recharge: Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
Elven Sharpshooter (Ally 5)
Traits: Elf, Ranger
Check to acquire: Charisma, Diplomacy, Dexterity, or Ranged 12
Powers:
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Pyromaniac Mage (Ally 5)
Traits: Human, Wizard
Check to acquire: Charisma, Diplomacy, Intelligence, or Arcane 13
Powers:
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your current location.
Sacred Killer (Ally 5)
Traits: Half-Orc, Rogue
Check to acquire: Dexterity, Stealth 11, or Charisma, Diplomacy 13
Powers:
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Shaman (Ally 5)
Traits: Half-Orc, Cleric, Divine
Check to acquire: Charisma, Diplomacy 9, or Wisdom, Divine 7
Powers:
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.
Velociraptor (Ally 5)
Traits: Animal
Check to acquire: Wisdom, Survival 14
Powers:
Discard this card to explore your location; add 2d6 to your combat check during this exploration.
Zuvuzeg (Ally 5)
Traits: Outsider, Demon
Check to acquire: Arcane or Divine 18
Powers:
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.
Loot Cards
Loot cards are rewards from the scenarios above. Each card's type line is printed on its face.
Fanged Falchion (Loot 5)
Type: Weapon
Traits: Sword, Melee, Slashing, Magic
Powers:
For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; 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.
If any d4 rolled on this weapon is a 4, count it as 6.
Ordikon's Staff (Loot 5)
Type: Item
Traits: Staff, Magic
Powers:
For your combat check, recharge this card and discard a spell to roll your Strength or Melee die + 2d12. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Recharge: None
Revelation Quill (Loot 5)
Type: Item
Traits: Accessory, Magic
Powers:
Bury this card to examine the top 5 cards of a location deck and put them back in any order.
Recharge: None
Runeforged Weapons (Loot 5)
Type: Special
Traits: Special, Magic
Powers:
Place this card next to the Spires of Xin-Shalast adventure card. In each scenario of that adventure, add 2d4 to a check made in an encounter with a bane with the Transmuter trait.
Staff of Hungry Shadows (Loot 5)
Type: Item
Traits: Staff, Magic
Powers:
When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile.
Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.
Recharge: None
Summon Monster (Loot 5)
Type: Spell
Traits: Magic, Arcane, 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. No other cards or powers may be used 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.