RulesPal
Chat
Rulebook
Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 2: The Skinsaw Murders thumbnail

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 2: The Skinsaw Murders

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

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 2: The Skinsaw Murders Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • The Skinsaw Murders
  • Scenarios
    • Undead Uprising
    • Crow Bait
    • Foul Misgivings
    • The Cult Exposed
    • Angel in the Tower
  • Locations
    • Foxglove Manor
    • Habe's Sanatorium
    • Mill
    • Shadow Clock
  • Villains
    • Caizarlu Zerren
    • Rogors Craesby
    • The Skinsaw Man
    • Iesha Foxglove
    • Justice Ironbriar
    • Xanesha
  • Henchmen
    • Pidget Tergelson
    • Dr. Habe
    • Grayst Sevilla
    • Zombie Minion
    • Scarecrow Golem
    • Ghoul Scarecrow
    • Haunt
    • Skinsaw Cultist
    • Charmed Faceless Stalker
  • Monsters
    • Carrionstorm
    • Diseased Rats
    • Faceless Stalker
    • Ghoul
  • Barriers
    • Falling Bell
    • Locked Stone Door
    • Skinsaw Ritual
    • Zombie Horde
    • Zombie Nest
  • Weapons
    • Heavy Pick +1
    • Light Crossbow +1
    • Scythe +1
    • Sickle +1
    • War Razor +1
  • Spells
    • Consecration
    • Haste
    • Lightning Bolt
    • Toxic Cloud
    • Web
  • Armor
    • Arrow Catching Studded Leather
    • Deathbane Shield
    • Hide Armor of Fire Resistance
  • Items
    • Chime of Unlocking
    • Cloak of Elvenkind
    • Ring of Protection
  • Allies
    • Brodert Quink
    • Maester Grump
    • Merchant
  • Blessings
    • Blessing of Abadar
  • Loot
    • Impaler of Thorns
    • Medusa Mask
    • Sihedron Medallion
    • Snakeskin Tunic

The Adventure

The Skinsaw Murders

Adventure 2

Complete these scenarios, in this order:

  1. Undead Uprising
  2. Crow Bait
  3. Foul Misgivings
  4. The Cult Exposed
  5. Angel in the Tower

Reward: Each character gains a card feat.

Scenarios

Undead Uprising

Scenario 2

Villain: Caizarlu Zerren

Henchmen: Pidget Tergelson, Dr. Habe, Grayst Sevilla, Zombie Minions

During this scenario: When you defeat a Zombie Minion henchman from a location deck, randomly select an open location and shuffle the Zombie Minion into that deck.

Reward: Each character gains a power feat.

Crow Bait

Scenario 2

Villain: Rogors Craesby

Henchmen: Scarecrow Golem, Ghoul Scarecrows

During this scenario: If you discard more than 1 card as damage from a combat check, bury 1 of those cards.

Reward: Each character draws a random armor from the box.

Foul Misgivings

Scenario 2

Villain: The Skinsaw Man

Henchmen: Haunts

During this scenario: When you encounter a Haunt, put it in front of you. Then roll 1d6 and add the number of Haunts in front of all players. If the result is 5 or more, summon and encounter the villain Iesha Foxglove. If any character encounters the villain The Skinsaw Man, the ally Aldern Foxglove may not be played for the rest of the scenario.

Reward: Each character gains a skill feat.

The Cult Exposed

Scenario 2

Villain: Justice Ironbriar

Henchmen: Skinsaw Cultists

During this scenario: If you acquire a spell, bury a card.

Reward: Each character draws a random spell from the box.

Angel in the Tower

Scenario 2

Villain: Xanesha

Henchmen: Scarecrow Golem, Charmed Faceless Stalkers

During this scenario: If the Shadow Clock location is open and no character is there at the end of the turn, discard the top card of the blessings deck.

Reward: Loot: Impaler of Thorns, Medusa Mask, Sihedron Medallion, Snakeskin Tunic.

Locations

Each location card prints a deck list giving the number of each card type in that location's deck.

Foxglove Manor

Location 2

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

At this location: Reveal Aldern Foxglove to banish all Haunts in front of characters.

When closing: Succeed at an Intelligence or Arcane 8 check.

When permanently closed: No effect.

Habe's Sanatorium

Location 2

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

At this location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.

When closing: Succeed at a Wisdom or Perception 7 check.

When permanently closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.

Mill

Location 2

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

At this location: Add 2 to your checks with the Slashing trait.

When closing: Succeed at a Dexterity or Acrobatics 8 check.

When permanently closed: No effect.

Shadow Clock

Location 2

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

At this location: At the start of your turn, recharge your hand and draw up to your hand size.

When closing: Banish an ally.

When permanently closed: No effect.

Villains

Caizarlu Zerren

Villain 2 · Human Necromancer · Type: Monster

Check to defeat: Combat 14 or Arcane 10

Powers: Before the encounter, each character at this location must summon and encounter a Zombie Minion henchman.

When you attempt a check to defeat Caizarlu Zerren, after you make the roll, roll 1d6. On a 1 or 2, start the check over. Cards played on the previous check do not affect the new check.

All damage dealt by Caizarlu Zerren is Poison damage.

Rogors Craesby

Villain 2 · Undead Ghast · Type: Monster

Check to defeat: Combat 12, then Combat Divine 15

Powers: Rogors Craesby is immune to the Mental and Poison traits.

Before the encounter, succeed at a Constitution or Fortitude 8 check or the difficulty of all checks is increased by 1 for the rest of the turn.

If undefeated, reset your hand and end your turn.

"Phew! And I thought it stank when the pigs got into the asparagus patch!" —Next-to-last words of Old Crade Hambley

The Skinsaw Man

Villain 2 · Undead Ghoul Rogue · Type: Monster

Check to defeat: Combat 14, then Combat 16

Powers: The Skinsaw Man is immune to the Mental and Poison traits.

If there are no other characters at your location, the difficulty of checks to defeat The Skinsaw Man is increased by 1d4.

If undefeated, reset your hand and end your turn.

"You, and you alone, have brought this fearful harvest." —Your Lordship

Iesha Foxglove

Villain 2 · Undead Revenant · Type: Monster

Check to defeat: Charisma, Diplomacy or Divine 13

Powers: Iesha is immune to the Mental and Poison traits.

If your check to defeat Iesha does not have the Magic trait, Iesha is undefeated.

If defeated, choose a location deck and search it for the villain The Skinsaw Man. If you find him, set him aside; shuffle the rest of the deck and put him on either the top or bottom of that deck. If you encounter the Skinsaw Man this turn, the difficulty of all checks against him is decreased by 5.

Justice Ironbriar

Villain 2 · Elf Cleric Rogue · Type: Monster

Check to defeat: Combat 16 or Arcane Divine 11

Powers: Before the encounter, choose a character at your location; that character summons and encounters a random monster.

If there are no other characters at your location, the difficulty to defeat Justice Ironbriar is increased by 1d4.

"Father Skinsaw has revealed to me the truths beneath flesh, and I judge all of Magimar guilty!" —Justice Ironbriar

Xanesha

Villain 2 · Lamia · Type: Monster

Check to defeat: Wisdom 10 or Combat 14, then Combat 17

Powers: If you fail a combat check, you may not play weapons or spells for the rest of the turn.

"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?" —Note found in the Shadow Clock

Henchmen

Pidget Tergelson

Henchman 2 · Lycanthrope Wererat · Type: Monster

Check to defeat: Combat 10

Powers: Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty 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.

Dr. Habe

Henchman 2 · Human · Type: Monster

Check to defeat: None

Powers: Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.

If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

Grayst Sevilla

Henchman 2 · Human Fighter · Type: Monster

Check to defeat: Combat 12

Powers: Grayst is immune to the Mental trait.

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

Zombie Minion

Henchman 2 · Undead Zombie · Type: Monster

Check to defeat: Combat 9

Powers: The Zombie Minion is immune to the Mental and Poison traits.

Damage dealt by the Zombie Minion is reduced by half (round up).

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

Scarecrow Golem

Henchman 2 · Construct Golem · Type: Monster

Check to defeat: Combat 12

Powers: You may not play spells with the Attack trait.

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

Ghoul Scarecrow

Henchman 2 · Undead Ghoul · Type: Monster

Check to defeat: Combat 11

Powers: The Ghoul Scarecrow is immune to the Mental and Poison traits.

If undefeated, reset your hand and end your turn.

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

Haunt

Henchman 2 · Undead · Type: Monster

Check to defeat: None

Powers: Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.

When you encounter the Haunt, you may immediately attempt to close this location.

Skinsaw Cultist

Henchman 2 · Human Cultist · Type: Monster

Check to defeat: Combat 11

Powers: If undefeated, shuffle the top card of the blessings deck into this location deck.

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

Charmed Faceless Stalker

Henchman 2 · Aberration · Type: Monster

Check to defeat: Combat 11

Powers: Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.

If undefeated, the Faceless Stalker deals no damage; bury the top card of your deck.

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

Monsters

Carrionstorm

Monster 2 · Undead Swarm Elite · Type: Monster

Check to defeat: Combat 12 or Divine 8

Powers: The Carrionstorm is immune to the Mental and Poison traits.

If undefeated, return the Carrionstorm to the top of this location deck.

Diseased Rats

Monster 2 · Animal Swarm Elite · Type: Monster

Check to defeat: Combat 11 or Dexterity Stealth 9

Powers: If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Faceless Stalker

Monster 2 · Aberration · Type: Monster

Check to defeat: Combat 12

Powers: Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.

If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Ghoul

Monster 2 · Undead Ghoul Elite · Type: Monster

Check to defeat: Combat 11

Powers: The Ghoul is immune to the Mental and Poison traits.

If undefeated, reset your hand and end your turn.

Barriers

Falling Bell

Barrier 2 · Obstacle Elite · Type: Barrier

Check to defeat: Dexterity or Acrobatics 10

Powers: Each character at this location encounters this barrier. If a character succeeds at a Wisdom or Perception 10 check, the difficulty of her check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat damage dealt to her. Banish this card.

Locked Stone Door

Barrier 2 · Lock Veteran · Type: Barrier

Check to defeat: Dexterity Disable 11 or Combat 22

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

If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Skinsaw Ritual

Barrier 2 · Skirmish Cultist Elite · Type: Barrier

Check to defeat: None

Powers: Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Zombie Horde

Barrier 2 · Skirmish Undead Zombie Elite · Type: Barrier

Check to defeat: None

Powers: Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Zombie Nest

Barrier 2 · Skirmish Undead Zombie Basic · Type: Barrier

Check to defeat: None

Powers: Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Weapons

Heavy Pick +1

Weapon 2 · Pick, Melee, Piercing, Magic · Check to acquire: Strength Melee 11

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If any d6 rolled on this weapon is a 6, count it as 7.

Light Crossbow +1

Weapon 2 · Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 8

Powers: For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.

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

Scythe +1

Weapon 2 · Scythe, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength Melee 11

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 2d4+1; you may additionally discard this card to add another 1d4. 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 5.

Sickle +1

Weapon 2 · Knife, Melee, Slashing, Finesse, Magic · Check to acquire: Strength Melee 10

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

War Razor +1

Weapon 2 · Knife, Melee, Slashing, Finesse, Magic · Check to acquire: Strength Melee 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 the combat check.

Spells

Consecration

Spell 2 · Magic, Divine · Check to acquire: Wisdom Divine 8

Powers: Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Recharge: None

Haste

Spell 2 · Magic, Arcane · Check to acquire: Intelligence Arcane 8

Powers: At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.

Discard this card to explore your location.

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.

Lightning Bolt

Spell 2 · Magic, Arcane, Electricity, Attack · Check to acquire: Intelligence Arcane 8

Powers: For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.

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.

The deck contains two identical copies of Lightning Bolt; this card is transcribed once.

Toxic Cloud

Spell 2 · Magic, Arcane, Attack, Poison · Check to acquire: Intelligence Arcane 8

Powers: Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison 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.

Web

Spell 2 · Magic, Arcane, Attack, Elite · Check to acquire: Intelligence Arcane 6

Powers: Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or bottom of the location deck.

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

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

Armor

Arrow Catching Studded Leather

Armor 2 · Light Armor, Magic · Check to acquire: Constitution Fortitude 7

Powers: Recharge this card to reduce Combat damage dealt to you by 1.

Recharge this card to reduce Ranged Combat damage dealt to you by 3.

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

Deathbane Shield

Armor 2 · Shield, Magic, Offhand · Check to acquire: Constitution Fortitude 6

Powers: If you played a weapon with 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.

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.

Hide Armor of Fire Resistance

Armor 2 · Light Armor, Magic · Check to acquire: Constitution Fortitude 7

Powers: Recharge this card to reduce Combat or Fire 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.

Items

Chime of Unlocking

Item 2 · Object, Magic · Check to acquire: Dexterity Disable 8

Powers: Reveal this card to defeat a barrier with the Lock trait.

Recharge: None

Cloak of Elvenkind

Item 2 · Clothing, Magic · Check to acquire: Dexterity Stealth 5

Powers: Reveal this card to add 1d6 to your Stealth check.

Recharge this card to succeed at your Stealth check.

Recharge: None

Ring of Protection

Item 2 · Accessory, Magic · Check to acquire: Constitution Fortitude 5

Powers: Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Recharge: None

Allies

Brodert Quink

Ally 2 · Human, Sage · Check to acquire: Charisma Diplomacy 7, Intelligence Knowledge 7

Powers: Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.

Discard this card to explore your location.

Maester Grump

Ally 2 · Human · Check to acquire: Charisma Diplomacy 7 or Wisdom Divine 8

Powers: Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.

Discard this card to explore your location.

Merchant

Ally 2 · Human, Hireling · Check to acquire: Charisma Diplomacy 7

Powers: Discard this card to give a card to another character at any location.

Discard this card to explore your location.

Blessings

Blessing of Abadar

Blessing 2 · Divine, Abadar · Check to acquire: Dexterity Disable 6 or Wisdom Divine 5

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.

Loot

Loot cards are the four rewards named by the Angel in the Tower scenario.

Impaler of Thorns

Loot 2 · Weapon · Spear, Melee, Piercing, 2-Handed, Magic

Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn. 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.

Medusa Mask

Loot 2 · Item · Accessory, Magic

Powers: When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

Recharge: None

Sihedron Medallion

Loot 2 · Item · Accessory, Magic, Sihedron

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.

Snakeskin Tunic

Loot 2 · Armor · Light Armor, Magic

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.