Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 4: Fortress of the Stone Giants
Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 4: Fortress of the Stone Giants Rulebook
Table of Contents
Table of Contents
The Adventure
Fortress of the Stone Giants
Adventure 4
Complete these scenarios, in this order:
- Sandpoint Under Siege
- Jorgenfist
- The Black Tower
- Under Jorgenfist
- The Ancient Library
Reward: Each character gains a card feat.
Scenarios
Sandpoint Under Siege
Scenario 4
Villain: Teraktinus
Henchmen: Longtooth, Jorgenfist Stone Giants
During this scenario: Start the blessings deck with 25 cards.
After you advance the blessings deck at the start of each turn, randomly select an open location and reveal the top card. If it's a boon, banish it; if it's a bane, shuffle it back in the location deck.
Reward: Each character gains a power feat.
Jorgenfist
Scenario 4
Villain: Galenmir
Henchmen: Longtooth, Cinderma, Jorgenfist Stone Giants
During this scenario: If you would defeat a monster with the Giant trait, roll 1d6. On a 1, the monster is undefeated.
Reward: Each character gains a card feat.
The Black Tower
Scenario 4
Villain: The Black Monk
Henchmen: Harpy Monks
During this scenario: Deal an extra spell into each location deck at the start of the scenario.
The difficulty to defeat monsters with the Harpy trait is increased by 2.
After you acquire a spell, bury a card from your hand.
Reward: Loot: Emerald Codex
Under Jorgenfist
Scenario 4
Villains: Seleval, Zaelsar
Henchmen: Enga Keckvia, Lokansir, Tyrant Trolls
During this scenario: You must defeat both villains to win this scenario. After you defeat the first villain, do not check to see if it escapes; instead, place it next to this scenario card. When the second villain is defeated and would not escape, banish it, then put the first villain on the top of the current location deck and choose a character at that location to immediately encounter it.
Reward: Each character gains a skill feat.
The Ancient Library
Scenario 4
Villain: Mokmurian
Henchmen: Headless Lord, Forgefiend, Hill Giant Runeslaves
During this scenario: All Hill Giant Runeslave henchmen gain the Undead and Zombie traits and are immune to the Mental and Poison traits.
If you defeat a henchman but do not close the location, shuffle the henchman back into the location deck.
Reward: Loot: Mokmurian's Club, Robe of Runes
Locations
Courtyard
Location 4
Deck list: Monster 3, Barrier 0, Weapon 2, Spell 0, Armor 2, Item 2, Ally 0, Blessing 0
At this location: Before any combat here, each character at this location must succeed at a Dexterity or Acrobatics 8 check or take 1d4 Combat damage.
When closing: Succeed at a Dexterity or Acrobatics 10 check.
When permanently closed: No effect.
Giant Lair
Location 4
Deck list: Monster 4, Barrier 1, Weapon 1, Spell 0, Armor 1, Item 1, Ally 0, Blessing 1
At this location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When closing: Succeed at a Strength or Melee 10 check.
When permanently closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
Scarnetti Manor
Location 4
Deck list: Monster 2, Barrier 0, Weapon 1, Spell 0, Armor 2, Item 3, Ally 1, Blessing 0
At this location: When you encounter a boon, bury a boon from your hand or banish the card you encountered.
When closing: Succeed at a Charisma or Diplomacy 10 check.
When permanently closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
Thassilonian Library
Location 4
Deck list: Monster 2, Barrier 1, Weapon 0, Spell 3, Armor 0, Item 0, Ally 1, Blessing 2
At this location: If you acquire a spell, reset your hand and end your turn.
When closing: Banish a spell.
When permanently closed: No effect.
Villains
Teraktinus
Villain 4 · Giant Ranger · Type: 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 is dealt to each character at this location.
Galenmir
Villain 4 · Giant Fighter · Type: 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 is dealt to each character at this location.
The Black Monk
Villain 4 · Undead Mummy Monk · Type: Monster
Check to defeat: Combat 20
Powers: The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.
Seleval
Villain 4 · Lamia Cleric · Type: Monster
Check to defeat: Combat 21 or Divine 16
Powers: After the encounter, if Seleval dealt damage to you, bury 1d4 random cards from your discard pile.
Zaelsar
Villain 4 · Lamia Cleric · Type: Monster
Check to defeat: Combat 21 or Divine 16
Powers: After the encounter, if Zaelsar dealt damage to you, bury 1d4 random cards from your discard pile.
Mokmurian
Villain 4 · Giant Transmuter · Type: Monster
Check to defeat: Combat 20, then Combat 24
Powers: Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Henchmen
Longtooth
Henchman 4 · Dragon · Type: Monster
Check to defeat: Combat 15
Powers: Before the encounter, each character at this location attempts a Dexterity or Acrobatics 9 check. Characters who succeed are dealt 1 Fire damage; characters who fail are dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close this location.
Jorgenfist Stone Giant
Henchman 4 · Giant · Type: Monster
Check to defeat: Combat 16
Powers: Damage dealt by the Stone Giant is dealt to each creature at this location.
If defeated, you may immediately attempt to close this location.
Cinderma
Henchman 4 · Giant · Type: Monster
Check to defeat: Combat 16
Powers: Before the encounter, Cinderma deals 1d4-1 Ranged Combat damage to you.
If defeated, you may immediately attempt to close this location.
Harpy Monk
Henchman 4 · Harpy Monk · Type: Monster
Check to defeat: Combat 14
Powers: Before the encounter, each character must succeed at a Wisdom 8 check or he may not play weapons or spells and, if at another location, he moves to this location.
If defeated, you may immediately attempt to close this location.
Enga Keckvia
Henchman 4 · Kobold Barbarian · Type: Monster
Check to defeat: Combat 17
Powers: If undefeated, shuffle this location deck and put Enga Keckvia on top.
If defeated, you may immediately attempt to close this location.
Lokansir
Henchman 4 · Giant · Type: Monster
Check to defeat: Combat 16
Powers: Before the encounter, succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, after damage is dealt, each character at this location recharges a random card from her hand; put Lokansir on the bottom of this location deck.
If defeated, you may immediately attempt to close this location.
Tyrant Troll
Henchman 4 · Giant Troll · Type: Monster
Check to defeat: Combat 15
Powers: Damage dealt by the Tyrant Troll is increased by 2.
Add 1d8 to checks to defeat the Tyrant Troll using the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Tyrant Troll is undefeated.
If defeated, you may immediately attempt to close this location.
Headless Lord
Henchman 4 · Giant Ogre Undead Fighter · Type: Monster
Check to defeat: Combat 16
Powers: The Headless Lord is immune to the Mental and Poison traits.
Before you encounter the Headless Lord, each other character at your location summons and encounters an Ancient Skeleton henchman; the difficulty to defeat the Skeletons is increased by 6.
If defeated, you may add a random armor from the box to your hand, and you may immediately attempt to close this location.
Forgefiend
Henchman 4 · Outsider · Type: Monster
Check to defeat: Combat 17
Powers: If your check to defeat the Forgefiend uses the Melee trait, after the encounter the Forgefiend deals 1d4-1 Fire damage to you.
Damage dealt by the Forgefiend may not be reduced.
If defeated, you may immediately attempt to close this location.
Hill Giant Runeslave
Henchman 4 · Giant · Type: Monster
Check to defeat: Combat 15
Powers: Damage dealt by the Hill Giant is dealt to each creature at this location.
If defeated, you may immediately attempt to close this location.
Monsters
Cave Bear
Monster 4 · Animal
Check to defeat: Combat 16
Powers: Damage dealt by the Cave Bear is increased by 1d4-1.
Deathweb
Monster 4 · Undead
Check to defeat: Combat 17 or Divine 14
Powers: The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.
Ghoul Bat
Monster 4 · Undead
Check to defeat: Combat 17
Powers: Bury any card with the Magic trait played during this encounter, unless that card would be banished.
Harpy
Monster 4 · Harpy
Check to defeat: Combat 14
Powers: Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this encounter and, if at another location, must move to this location.
Hill Giant
Monster 4 · Giant
Check to defeat: Combat 15
Powers: Damage dealt by the Hill Giant is dealt to each character at this location.
Mammoth
Monster 4 · Animal
Check to defeat: Combat 16
Powers: If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage dealt to each character at this location.
Redcap
Monster 4 · Fey
Check to defeat: Combat 17 or Divine 12
Powers: If undefeated, shuffle the Redcap into a random open location deck.
Roc
Monster 4 · Animal
Check to defeat: Combat 17
Powers: If undefeated, move to a random open location and shuffle the Roc into that deck.
Shining Child
Monster 4 · Outsider
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.
Stone Giant
Monster 4 · Giant
Check to defeat: Combat 16
Powers: Damage dealt by the Stone Giant is dealt to each creature at this location.
Troll
Monster 4 · Giant Troll Fighter
Check to defeat: Combat 18
Powers: Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Wyvern
Monster 4 · Dragon
Check to defeat: Combat 16
Powers: If undefeated, succeed at a Constitution or Fortitude 8 check or damage from the Wyvern may not be reduced.
Barriers
Arcane Lock
Barrier 4 · Lock, Magic, Arcane
Check to defeat: Intelligence Arcane 13 or Combat 26
Powers: If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Circles of Binding
Barrier 4 · Obstacle
Check to defeat: Intelligence, Arcane, Wisdom or Divine 13
Powers: If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Invasion Plans
Barrier 4 · Cache
Check to defeat: Wisdom or Survival 13
Powers: If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Reduction Field
Barrier 4 · Trap, Magic, Arcane
Check to defeat: Constitution, Fortitude, Dexterity or Disable 13
Powers: If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee checks at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.
Weapons
Giantbane Dagger +1
Weapon 4 · Knife, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 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 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Greatclub +3
Weapon 4 · Club, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength Melee 13
Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Runechill Hatchet +2
Weapon 4 · Axe, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength Melee 13
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 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Shortspear +3
Weapon 4 · Spear, Melee, Piercing, Magic · Check to acquire: Strength Melee 13
Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Spells
Mass Cure
Spell 4 · Magic, Divine, Healing · Check to acquire: Wisdom Divine 12
Powers: Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own 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 14 check to recharge this card instead of discarding it.
Poison Blast
Spell 4 · Magic, Arcane, Attack, Poison · Check to acquire: Intelligence Arcane 12
Powers: For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
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.
Restoration
Spell 4 · Magic, Divine · Check to acquire: Wisdom Divine 12
Powers: Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. 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.
Teleport
Spell 4 · Magic, Arcane · Check to acquire: Intelligence Arcane 12
Powers: At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
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.
Armor
Breastplate of Fire Resistance
Armor 4 · Heavy Armor, Magic · Check to acquire: Constitution Fortitude 8
Powers: Recharge this card to reduce Combat or Fire 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, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Chainmail of Cold Resistance
Armor 4 · Heavy Armor, Magic · Check to acquire: Constitution Fortitude 8
Powers: Recharge this card to reduce Combat or Cold damage dealt to you by 2.
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.
Lesser Bolstering Armor
Armor 4 · Light Armor, Magic · Check to acquire: Constitution Fortitude 7
Powers: Recharge this card to reduce Combat damage dealt to you by 2. You may draw 1 card.
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.
Reflecting Shield
Armor 4 · Shield, Offhand, Magic · Check to acquire: Constitution Fortitude 7
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.
Items
Amulet of Fiery Fists
Item 4 · Accessory, Magic · Check to acquire: Wisdom Divine 7 or Intelligence Arcane 9
Powers: Reveal this card to add 1d8 with the Fire and Magic traits to your combat check using Strength or Melee; you may not play a weapon on the check.
Recharge: None
Bracers of Greater Protection
Item 4 · Object, Magic · Check to acquire: Wisdom Survival, Constitution Fortitude 5
Powers: Recharge this card to reduce Combat damage dealt to you by 3.
Recharge: None
Greater Luckstone
Item 4 · Object, Magic · Check to acquire: Wisdom Survival 5
Powers: Discard this card to add 2 to your check.
If you would fail a check by 2 or less, you may bury this card to succeed.
Recharge: Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Headband of Inspired Wisdom
Item 4 · Accessory, Magic · Check to acquire: Wisdom 7
Powers: Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Recharge: None
Magic Spyglass
Item 4 · Object, Magic · Check to acquire: Intelligence, Arcane, Wisdom or Divine 8
Powers: Reveal this card to add 1 die to a Perception check.
Discard this card to examine the top 3 cards of your location and put them back in any order.
Recharge: None
Necklace of Fireballs
Item 4 · Accessory, Magic, Attack · Check to acquire: Intelligence Arcane 9
Powers: For your combat check, banish this card to roll 3d6+12 with the Fire trait.
Recharge: Succeed at an Arcane 9 check to recharge this card instead of banishing it.
Staff of Heaven and Earth
Item 4 · Staff, Magic · Check to acquire: Intelligence, Arcane, Wisdom or Divine 8
Powers: Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Recharge: None
Allies
Bear
Ally 4 · Animal · Check to acquire: Wisdom Survival 11
Powers: Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.
Charmed Red Dragon
Ally 4 · Dragon · Check to acquire: Charisma, Diplomacy, Arcane or Divine 12
Powers: Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
Clockwork Librarian
Ally 4 · Automaton · Check to acquire: Intelligence Knowledge 11
Powers: Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Conna the Wise
Ally 4 · Giant Sorcerer · Check to acquire: Charisma Diplomacy 9
Powers: Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Eagle
Ally 4 · Animal · Check to acquire: Wisdom Survival 9
Powers: Place this card on top of your deck to examine the top card of a location deck.
Lizard
Ally 4 · Animal, Arcane · Check to acquire: Intelligence, Arcane, Wisdom or Survival 8
Powers: Discard this card to succeed at a Stealth or Survival check.
Discard this card to explore your location.
Blessings
Blessing of Gozreh
Blessing 4 · Divine, Gozreh · Check to acquire: Wisdom Survival 7 or Divine 5
Powers: Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 rewards named by this deck's scenarios: Emerald Codex (The Black Tower), and Mokmurian's Club and Robe of Runes (The Ancient Library).
Emerald Codex
Loot 4 · Book, Magic · Type: Item
Powers: Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card; you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenario.
Recharge: None
Mokmurian's Club
Loot 4 · Club, Melee, Bludgeoning, 2-Handed, Magic · Type: Weapon
Powers: For your combat check, reveal this card to roll your Strength or Melee die + 1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.
Robe of Runes
Loot 4 · Clothing, Magic · Type: Item
Powers: Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.
Recharge: None