[ACG] Season of the Runelords - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Salim/Nathan Davis
  • Urgraz/Yewstance
  • Ezren/Hawkmoon269
  • Yoon/dinketry

Loot:
Sihedron Medallion
Spoiler:
Loot Item 1
Traits: Accessory Magic Sihedron

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle
Spoiler:
Item B

Traits:
Divine
Magic
Object

To Acquire:
Wisdom/Divine 10

Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Impaler of Thorns
Spoiler:
Loot Weapon 2
Traits:
2-Handed
Magic
Melee
Piercing
Spear

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
Spoiler:
Loot Item 2
Traits:
Accessory
Magic

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.


Snakeskin Tunic
Spoiler:
Loot Armor 2
Traits:
Light Armor
Magic

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.


Ward of Enervation
Spoiler:
Loot Item 3
Traits:
Arcane
Magic
Wand

Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Loot Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee

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
Spoiler:
Loot Item 4
Traits:
Clothing
Magic

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.


Fanged Falchion
Spoiler:
Loot Weapon 5
Traits:
Magic
Melee
Slashing
Sword

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 using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Loot Item 4
Traits:
Book
Magic

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 scenarion.


Staff of Hungry Shadows
Spoiler:
Loot Item 5
Traits:
Magic
Staff

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.


Morgiv
Spoiler:
Ally 6
Traits:
Enshrouded

To Acquire:
Charisma/Diplomacy 13

Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.


Robes of Xin-Shalast
Spoiler:
Loot Item 6
Traits:
Clothing
Magic
Sihedron

Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check.
When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them.
Reveal this card and discard an item to search your deck and choose an item to add to your hand.


Runewell's Echo
Spoiler:
Loot Blessing P
Traits:
Divine
Blessing
Lissala

Discard this card to add 1 die to any check.
Discard this card to add 1d12 to any non-combat check.
After playing this card, you may play another blessing on this check.

Summoned Henchmen:
Ancient Skeleton
Spoiler:
Monster Henchman B
Traits:
Skeleton
Undead

To Defeat:
Combat 8

The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Bandit
Spoiler:
Monster Henchman B
Traits:
Human
Bandit

To Defeat:
Combat 8

Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Monster Henchman 2
Traits:
Aberration

To Defeat:
Combat 11

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.


Goblin Raider
Spoiler:
Monster Henchman 1
Traits:
Goblin

To Defeat:
Combat 8

If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Graul Ogrekin
Spoiler:
Monster Henchman 3
Traits:
Giant
Ogrekin

To Defeat:
Combat 13

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.


Poison Trap
Spoiler:
Barrier Henchman B
Traits:
Poison
Trap

To Defeat:
Dexterity/Disable 5

If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Sandpoint Devil
Spoiler:
Monster Villain 1
Traits:
Outsider

To Defeat:
Combat 20
THEN
Combat 20

After the encounter, banish The Sandpoint Devil.

"After what we heard up on the roof--the clomping and snorting and that terrible, terrible tearing--I ain't ashamed to say I kept right here between the sheets and didn't even thing about coming out till morning. We lost three cows and my favorite porker


Skinsaw Cultist
Spoiler:
Monster Henchman 2
Traits:
Cultist
Human

To Defeat:
Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Monster Henchman 1
Traits:
Aberration

To Defeat:
Combat 9

Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Monster Henchman 2
Traits:
Undead
Zombie

To Defeat:
Combat 9

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.


Party Tracker


Season of the Runelords
Who hasn’t heard of the Heroes of Sandpoint? Surely all of Varisia knows of the brave adventurers who ventured into the ruined heart of the Thassilonian Empire and slayed Karzoug, the Runelord of Greed. You’ve always thought it strange that those ancient folks wanted to worship at the altar of various sins, but since the ruins of their old nation-states litter the landscape even today, it must have worked for them. But the whole “defeat a legendary power thought long dead” routine raises a few questions in your mind, and the muttering you’ve heard in tavern after tavern proves you’re not the only ones wondering. How did Karzoug come back from the dead after thousands of years? Why did he come back from the dead after thousands of years? And the big one, the question that keeps you up sometimes at night…

Why do people think he’s the only Runelord to come back?