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You can get an updated Runelords rulebook PDF here. However, I recommend grabbing the Wrath rulebook PDF from the same link instead, as it's better organized and more clearly worded. There are some rules in there that tell you how to deal with things that aren't in Rise of the Runelords (most notably, Mythic and cohorts), but you can just ignore them.
Vic Wertz wrote:
Added new rules about automatically succeeding at checks.
The resolution has been updated.
I added spoiler tags to your comment above.
If you mean you didn't understand the story reasons why you were doing that: There are several teams making their way across large floating rocks that serve as your approach platforms to the fortress, and people are occasionally flung from one platform to another during their transit. (That was explained in the read-aloud text for that part of the scenario.)
If you mean you didn't understand the design goals for it, it was to do something unexpected, more interactive than usual, and (hopefully) fun.
I'm pretty sure you all know that we want that card banished at the end of the scenario, just like we want you to banish displayed spells when you don't have Arcane or Divine, no matter what gap in the rules you might find that suggests you might be able to keep it. (Adjusting the rules to paper over this edge case isn't going to make it a better game—it would just make it more persnickety.)
Cards are cards. (And if it ever matters, PFSACG Adventure Paths, adventures, and scenarios are cards too.)
As of MM, playing a card means using a power on that card by performing an action with that card that is specified by the card itself. Choosing to activate a power on a displayed card also counts as playing it.
When activating a power on your character card, you're not performing an action with your character card (revealing, discarding, etc.), and your character card is not displayed (you "place" it on the table during setup), so you're not "playing" your character card. (Unless, of course, the power specifically says that using it counts as playing a card.)
MM also adds the following statements about character powers: "Unless a character power says 'you may,' it is active whenever it is appropriate" and "You may use multiple different character powers during one check or step."
Leng Spider's type in the RPG is magical beast, not outsider. While the ACG traits don't need to match RPG creature types (indeed they often don't), I just wanted to point out that outsider is actually it's own type; things from other planes aren't necessarily always outsiders.
We generally use the creature types from the RPG, but "Magical Beast" is an exception (partly because it's just way too long as a trait name); we recategorize those case-by-case. Sometime we make them Aberrations, like the Devilfish and the Manticore. The Griffon and the Pegasus are just Animals. Lamia are Lamia, and the Frost Worm is just a Worm. The Bunyip is, of course, a Bunyip.