TEXT: YEAR OF ROTTING RUIN—ADVENTURE 6
  STORYBOOK: DEATH’S VENGEANCE
  
  Read the Following Aloud:
  Lastwall is dying, and the Whispering Tyrant 
  has killed it. 
  A noble nation of paladins and knights, 
  Lastwall was created to watch over the 
  prison of the undead Whispering Tyrant. The 
  notorious lich was locked away 900 years 
  ago in the province of Virlych in neighboring 
  Ustalav. Ever vigilant for the lich’s return, 
  Lastwall also protected civilized lands from 
  orc hordes, roaming undead, and other evils. 
  Yet in his imprisonment, the Whispering 
  Tyrant planned for his freedom and his revenge. 
  Armed with a devastating superweapon of his 
  own design, the Whispering Tyrant obliterated 
  Lastwall’s capital of Vigil and blasted open his 
  prison. Now, the lich who tyrannized the Inner 
  Sea region a millennium ago has returned. 
  His undead minions and mortal cultists travel 
  freely through Lastwall, slaying its guardians 
  and shattering its castles. Lastwall’s final hope 
  is the white-walled city of Vellumis, a trading 
  port on Lake Encarthan. Lastwall’s remaining 
  bureaucrats organize fleets of evacuees from 
  Vellumis daily, shepherding people out of the 
  dying nation to safer lands.
  Yet hard times are times for heroes. The 
  Pathfinder Society, a world-spanning group of 
  treasure hunters and lore seekers, maintains a 
  presence in Lastwall. Few Pathfinders in Vigil 
  survived, and those who did rushed to Vellumis 
  to aid the evacuation efforts and rejoin with 
  Vellumis’s Pathfinders. From Vellumis, the 
  Pathfinders can coordinate rescue efforts in 
  the Lastwall countryside and take the fight 
  against evil into haunted Virlych itself.
  Some have given the dying nation of 
  Lastwall a new name: the Gravelands. Yet even 
  in the grim face of death, champions must rise.  
  Lastwall
  Lastwall
  Ustalav
  Ustalav
   • Vellumis
   • Vellumis
   • Boursonne
   • Boursonne
   • Vigil
   • Vigil
   • Ardis
   • Ardis
  INNER SEA
  INNER SEA
  Scenario Design • Keith Richmond
  Story • Elizabeth Corrigan
  Editors • Mike Selinker and Vic Wertz
  Graphic Designers • Sonja Morris and Tony Barnett
  Cover Artist • Roberto Pitturru
  Interior Artists • Klaher Baklaher, Helge C. Balzer, Leonardo 
  Borazio, Dmitry Burmak, Kremena Chipilova . Michal Ivan, 
  Kiki Moch Rizky, Craig J. Spearing, and Kevin Yan
  Cartographer • Rob Lazzaretti
  Organized Play Manager • Tonya Woldridge
  Organized Play Lead Developer • Linda Zayas-Palmer 
  PACG Development Team • Chad Brown, Tanis O’Connor, 
  Paul Peterson, Keith Richmond, Aviva Schecterson, Mike 
  Selinker, Liz Spain, Gaby Weidling, and Skylar Woodies, 
  based on a game concept by Rian Sand
  © 2020 Paizo Inc. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, and Curse of the Crimson 
  Throne are trademarks of Paizo Inc.
  
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  Adventure Path Reward
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  Adventure Reward
  Adventure Path Reward
  Adventure 6—Death’s Vengeance
  Build the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the 
  Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and 
  you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
  DURING THIS ADVENTURE PATH:
  DURING THIS ADVENTURE PATH:
  During This Adventure: Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the 
  party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely 
  Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them.
  Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters 
  who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional 
  scenario  6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path 
  rewards.
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  3
  
  Scenario 6A: Storm of Ravenous Shadows
  Read the Following Aloud:
  “All signs point to Virlych.” Venture-Captain Evni 
  Zognoss folds her hands on her desk. She seems 
  surprisingly chipper, given the sentence she just 
  uttered. “The Lastwall Knights and I have been 
  researching Trazavai’s history. It seems he has 
  most likely hidden his phylactery in the hoard of 
  his friend, the demilich Yln.”
  You’ve heard of Virlych, though you’ve never 
  been there. The forbidding Ustalavic province 
  is a land ruled by monsters and undead. It has 
  been many generations since it was home to any 
  but the bravest and most foolhardy of explorers. 
  Since the rise of the Whispering Tyrant, the 
  land’s threats could only have become more dire.
  “Locating Yln’s lair might have proven difficult, 
  but luck was on our side.” The venture-captain 
  gestures toward a tall woman with dark hair 
  and blue-grey robes standing behind her. 
  “Aviva Racovick has spent the past several 
  years studying ancient sites in Virlych, and she 
  believes she knows where the demilich resides.”
  Racovick nods in greeting. “When Vigil 
  was destroyed, my compatriots and I were 
  investigating a newly discovered site rife with 
  necromantic energies. I returned to Lastwall 
  to aid in the defense against the Whispering 
  Tyrant.”
  “I suggest you take the next few hours 
  to make any last-minute preparations,” said 
  Zognoss. “Be sure to bring plenty of food and 
  clean water; Virlych is short on both.”
  You set out at first light. When you cross 
  the border into Virlych, the land becomes 
  more desolate, and the plant life scarcer and 
  less recognizable. Keeping a close eye on your 
  surroundings, you manage to easily defeat a few 
  lone skeletons and avoid some larger hordes of 
  zombies. Then, a few hours into your trek, clouds 
  fill the sky and a sudden storm descends. Sheets 
  of acidic rain burn against your skin, reducing 
  your vision to only a few feet in front of you. 
  “We need to find shelter!” shouts Racovick, 
  though you can barely hear her over the howling 
  of the wind. “I think I know a—”
  Before she can finish, lightning flashes in the 
  sky, revealing a rotting figure in black armor atop 
  a spectral horse. All around you, the shadows 
  come to life. You realize they aren’t shadows at 
  all, but hungry wraiths. And they don’t plan to 
  let you pass.
  4
  
  Development:
  As the graveknight shudders and falls and the 
  wraiths dissipate, so too does the storm die 
  down. Drizzles of acid still sizzle against your 
  face, but you can see the terrain in front of 
  you once more. 
  Aviva Racovick insists upon taking the 
  graveknight’s armor with you.
  “I can prepare a spell to destroy it tomorrow, 
  but one of you will have to carry it. It’s too 
  heavy for me.”
  With this new weight on your shoulders, 
  you continue toward your destination. You 
  have survived your first real challenge in 
  Virlych, but it won’t be your last.
  STORY BANES
  STORY BANES
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  5
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  Scenario 6B: With Friends Like These
  Read the Following Aloud:
  As your guide, Aviva Racovick, leads you 
  through the barren land, you question her about 
  the hoard of the demilich Yln.
  “I’m not sure what’s in it,” she says. “When 
  I left, the arcanists who accompanied me were 
  still investigating the magical energies above the 
  site.”
  This seems a little suspicious. After all, why 
  would nebulous auras around a hoard be more 
  interesting than the piles of treasure within? 
  When you press Racovick on the subject, though, 
  she refuses to speak about it further. Even more 
  suspicious. Perhaps it’s paranoia after all of the 
  treachery and misfortune you’ve encounter on 
  your adventures, but you won’t be letting your 
  guide out of sight.
  After a few more hours’ travel,  Racovick says 
  “We’re getting close. If we sneak around back 
  here, we should be able to get to the entrance 
  to the hoard without attracting any attention.” 
  You consider questioning Racovick further, but 
  decide that she’s unlikely to part with more 
  information. As long as she gets you to Yln’s lair 
  and Trazavai’s phylactery, you can handle a few 
  unwelcome surprises.
  She leads you to what looks like an empty 
  patch of dirt on the ground; closer inspection 
  reveals a well-covered hatch. You brush away 
  the grit and find the handle. Pulling on it reveals 
  an opening to a set of stone stairs just wide 
  enough to admit a single person. You’re about to 
  head down when you hear a startled gasp from 
  Racovick. Turning around, you see that a hooded 
  man carrying a bright silver scythe has placed 
  his hand on her shoulder.
  “Zenobia would like a word with you,” he says.
  Racovick swallows. “We should go talk to her,” 
  she says. “It won’t take long. I’m sure it will be 
  fine.” Maybe it’s the quaver in her voice, but you 
  don’t quite believe her. 
  You follow the hooded man to an encampment 
  of individuals wearing matching robes. A 
  woman—the center of everyone’s attention—
  lowers her hood, revealing dark hair and 
  unnaturally pale skin. “That’s Zenobia Zanthret, 
  the leader of the expedition,” said Racovick. 
  “She wasn’t undead the last time I saw her. I left 
  because I realized they were using the energies 
  here to raise undead, not fight them.”
  “You shouldn’t have come back, Aviva,” says 
  Zanthret. “But since you have, I’ll give you a 
  choice: kill your new companions and join us, or 
  die alongside them.”
  Racovick casts a spell and, to your relief, aims 
  it at Zanthret. Zenobia snarls, and the robed 
  figures around her begin casting spells. You think 
  you can see them baring pointed teeth under the 
  shadows of their robes. 
  Well, you think, Aviva’s led us into this mess. 
  Let’s see if we can lead her out.
  6
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  With Zanthret and her associates slain, you’re 
  free to head back to the hatch. Racovick 
  apologizes and thanks you for helping defeat 
  the monsters she once worked alongside. 
  “I suppose this is commonplace in my line 
  of work, but it never gets easier,” she says. 
  “Never easy to put friends down.”
  As you get closer to the stone staircase, you 
  see two figures approaching. You groan when 
  you recognize the black-and-red masks of Red 
  Mantis assassins, though you notice their 
  infamous sawtooth sabers are sheathed on 
  their backs. Perhaps they have not come to 
  kill you after all.
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  7
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  Scenario 6C1: An Unlikely Alliance
  If the majority of players wish to parley with 
  the Red Mantis assassins, play this scenario. 
  If the party would rather fight them, instead 
  play scenario 6C2: Backstabbed.
  Read the following aloud:
  As long as the Red Mantis assassins 
  are willing to talk, you’ll listen to 
  what they have to say. When 
  they get close enough to see that 
  you’ve sheathed your weapons, 
  they 
  remove 
  their 
  hoods, 
  revealing a dark-haired woman 
  and a steely-skinned angelkin 
  man. 
  The woman raises her 
  hand in greeting. “My 
  name is Kayltanya, and 
  this is my associate 
  Koriantu. We have a 
  proposition for you. 
  It seems that your 
  quarry was the subject of a 
  Red Mantis contract long ago. While our 
  order succeeded in killing the human, Trazavai 
  thwarted us by rising as a lich. Though the 
  original contractor is long dead, we take it as a 
  matter of pride to make sure all of our marks 
  stay dead.”
  That final statement makes you uneasy. 
  After all, you are the subject of a Red Mantis 
  contract, and you don’t want to spend the rest 
  of your life dodging sawtooth sabers.
  Kayltanya continues, “While you also have 
  contracts on your heads, it seems that we 
  have a common enemy. Our proposition is 
  this: if you assist us in destroying Trazavai’s 
  phylactery, the Red Mantis will not attack you 
  for three months’ time. You may have this time 
  to put your affairs in order or shore up your 
  defenses as you see fit.” Koriantu smirks, as if 
  to suggest that no defenses will be sufficient.
  You consider the offer. Three months 
  isn’t a lot—but it’s more than you would get 
  if you refused the offer, and it will give you 
  time to come up with another plan. 
  Besides, the Red Mantis are far 
  more useful as temporary allies 
  than yet more enemies in 
  these 
  forsaken 
  lands. 
  You nod your agreement 
  and gesture toward the 
  trap door, indicating that 
  the assassins can 
  descend first.
  “Not so fast,” 
  says 
  Koriantu. 
  “We’ll need you 
  to prove your 
  cooperation 
  before 
  we’ll 
  head 
  into 
  a 
  demilich’s lair with you. We 
  have another contract on a powerful 
  undead in the area, this one on the banshee 
  Ulitha. We have some associates watching her 
  movements, and we are ready to strike when 
  the time is right.”
  Of course there’s a banshee, you think. And 
  of course they want us to prove ourselves 
  even further. You nod, agreeing to the further 
  terms.
  Kayltanya and Koriantu lead you to a team 
  of Red Mantis assassins inside a nearby cave. 
  You peek around the corner and can barely see 
  the whisper of a woman in the room beyond. 
  Just as you try to disappear back behind the 
  rock, the banshee turns and lets out a soul-
  rending wail. The bones around Ulitha rise into 
  powerful skeletons and prepare to do battle.
  8
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  Development:
  The banshee is dead, and you have proven 
  yourselves as temporary allies of the Red 
  Mantis assassins. You have to admit that you 
  respect their skill with their blades, and you’re 
  glad not to be on the receiving ends of them.
  “Three months,” they say in unison.
  “Three months,” you reply.
  You’ll be grateful to have them as allies as 
  you face down the demilich.
  After that… well, you’ll think of something.
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  STORY BANES
  STORY BANES
  9
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  Scenario 6C2: Backstabbed
  If the majority of players wish to fight the 
  Red Mantis assassins, play this scenario. If 
  the party would rather parley with them, 
  instead play scenario 6C1: An Unlikely 
  Alliance.
  Read the following aloud:
  You can’t trust a Red Mantis assassin, 
  especially when they have a contract on your 
  head. These approaching assassins don’t have 
  their weapons out, but you have every fighting 
  resource at your disposal at the ready. 
  The woman on the right raises a wary hand 
  in greeting. “Greetings. My associate and 
  I have a proposition for you. It seems that 
  your quarry was the subject of a Red Mantis 
  contract long ago. While our order succeeded 
  in killing the human, Trazavai thwarted us by 
  rising as a lich, and we take it as a matter of 
  pride to make sure all of our marks stay dead.”
  That last statement more than anything else 
  makes you certain you can’t trust this woman. 
  After all, they have a contract out on you. 
  The woman continues, “It thus seems that 
  we have a common enemy. Our proposition is 
  this: if you assist us in destroying Trazavai’s 
  phylactery, we will not attack you for three 
  months’ time. You may have this time to put 
  your affairs in order or shore up your defenses 
  as you see fit.”
  There’s no way you’re taking this deal. 
  Working with Red Mantis assassins for a few 
  months of reprieve from their attack? Not a 
  chance! But, you reason, it doesn’t hurt for 
  them to think you’re listening.
  The man on the left introduces the caveat 
  you knew was coming. “We’ll need you to 
  prove your cooperation before we’ll head into 
  a demilich’s lair with you. We have another 
  contract on a powerful undead in the area, 
  this one on the banshee Ulitha. We have some 
  associates watching her movements, and we 
  are ready to strike when the time is right.”
  They want you to fight a banshee and a 
  demilich for them? Forget it! But if they fight 
  the banshee alone, they’ll be vulnerable. You 
  tell the assassins you’d be happy to fight the 
  banshee, but you have a few things to take 
  care of first.
  “Be back in an hour,” says the man. 
  “Otherwise we’ll fight Ulitha without you, and 
  the deal is off.”
  You hurry off in the opposite direction, 
  trying to figure out how to distract yourself 
  for an hour and a half. You occupy yourself by 
  killing some less powerful undead around the 
  outskirts of the camp. After you’re certain the 
  assassins have fought the banshee, you head 
  in the direction they indicated.
  “You fools!” the woman exclaims as you 
  rush toward them. “You promised to help us!” 
  She and her fellows draw their blades. With 
  a smile on your face, you rush into the fight.
  10
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  Development:
  With the Red Mantises slain, you can only 
  hope that you’ll get a reprieve from attacks for 
  longer than the three months they promised. 
  Each disappeared in a shower of blood-red 
  mist when they fell, but they left their valuable 
  equipment behind.
  You take time to loot their treasures. Now 
  you won’t have to worry about a sawtooth 
  saber stabbing you in the back after you’ve 
  done the hard work of defeating your 
  archnemesis.
  It’s time to go find Trazavai’s phylactery.
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  STORY BANES
  STORY BANES
  11
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  Scenario 6D: The Demilich’s Domain
  Read the Following Aloud:
  At long last, you descend the stone staircase 
  into the demilich’s lair. At the bottom lies a 
  twisty passage with barely enough room for one 
  person to walk at a time. After what seems an 
  interminable trek filled with nasty but eminently 
  defeatable traps, you find yourself in a room 
  full of treasures beyond imagining—gold, gems, 
  magic items, and somewhere among it all, a lich’s 
  phylactery. Unfortunately, you also spot the one 
  thing traditionally associated with this kind of 
  treasure hoard: a dragon curled up among the 
  riches.
  The dragon raises his head, revealing festering 
  wounds filled with ooze and maggots on his 
  flank. “Well, well, well. What have we here?” His 
  breath fills your nose with the smell of rot, and 
  you wonder if you have ever beheld something 
  so disgusting. “You look like tasty morsels 
  indeed, but I’m sure the boss would like to 
  participate as well.”
  Boss? You know you came for a demilich but 
  find it hard to believe this creature—your mind 
  struggles to supply the correct name for this 
  dragon—this taniniver has a master. You turn 
  in the direction the taniniver is looking. A few 
  of the crystalized gems quiver and rise from 
  the piles of treasure, revealing a tiny gnome 
  skull underneath. Despite the aura of menace 
  surrounding the skull, you find her almost... cute.
  Before you have time to react, the demilich 
  Yln lets out an inhuman shriek, and the gold 
  and gems begin spinning around the room, 
  bludgeoning you in the face and obscuring 
  your vision. Okay, maybe it’s not quite so cute 
  after all. You hear rather than see the taniniver’s 
  wings unfurl. A spew of disease disrupts the flow 
  of coins around you momentarily, and you find 
  yourself covered with rotting spittle. 
  From beneath the coins, weapons rise into the 
  air, dancing in a storm of wickedly sharp edges 
  that barrel toward you. As they rise, they reveal 
  a profane symbol in the ground. The symbol 
  flashes, filling your body with wracking pain. 
  Looks like this is going to be the fight of your life.
  LOCATIONS
  LOCATIONS
  12
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  IF ANY CHARACTERS HAVE 
  PLAYED SCENARIO 6C1 AND HAVE 
  NOT PLAYED SCENARIO 6C2:
  IF ANY CHARACTERS HAVE 
  PLAYED SCENARIO 6C1 AND HAVE 
  NOT PLAYED SCENARIO 6C2:
  Reward
  Reward
  STORY BANES
  STORY BANES
  Development:
  You manage to destroy the demilich Yln and 
  his taniniver minion, and you think you’ve 
  triggered or disabled all the nefarious traps. 
  The treasure is yours.
  But before you can figure out how to 
  get it all out of here, you need to find 
  Trazavai’s phylactery. It takes several hours, 
  but eventually you find a magical glass 
  container filled with swirling mist. With a 
  mix of pleasure and relief, you use a large 
  diamond to smash the relic. As you do, the 
  vapor within rises and expands, then floats 
  toward the entrance. 
  At last, Trazavai is gone forever. You’ve 
  destroyed the liches and acquired a hoard of 
  treasure vast enough to live a life of luxury 
  for the rest of your days, even after paying 
  off whatever bounty the Red Mantis have on 
  your head. But can your adventurer’s spirit 
  resist the urge to find out what’s inside the 
  mysterious mist?
  Setup
  Setup
  13
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  URBAN
  URBAN
  ARENA
  ARENA
  LOCATION 0
  LOCATION 0
  Illustration by Leonardo Borazio ©2020 Paizo Inc.
  DECK SIZE
  S
  M
  L
  MONSTER
  3
  4
  6
  BARRIER
  0
  0
  0
  WEAPON
  1
  2
  2
  SPELL
  0
  0
  0
  ARMOR
  1
  1
  2
  ITEM
  0
  0
  0
  ALLY
  1
  2
  2
  BLESSING
  0
  0
  0
  AT THIS LOCATION
  On your combat check to defeat, add 
  your Charisma die and the number 
  of ally cards in your hand, and the 
  difficulty is increased by d12.
  TO CLOSE OR TO GUARD
  Summon and defeat a new monster.
  WHEN CLOSED
  Draw a new ally.
  Scenario 6E: The Lich’s Legacy
  Read the Following Aloud:
  Unable to resist the siren call of one more 
  adventure, you step into the mist. To your 
  surprise, you find yourself in the large parlor 
  of an elegant manor, where several people are 
  sitting and drinking tea. 
  “Oh, hello!” says the elderly lady closest to 
  you. “It’s simply been too long since we’ve seen 
  new faces. Though with all that blood covering 
  you, I do rather think you belong next door.” 
  You must have puzzled looks on your faces, 
  because she continues, “Are you not Trazavai’s 
  latest conquests? We were all killed as part 
  of his quest for immortality, and we’ve been 
  waiting patiently for someone to free us ever 
  since. Others among us are not so civilized.”
  At her words, an icy wind swirls through the 
  room, whipping away your surroundings. The 
  scene shifts and you find yourself standing in 
  a field of dead grass with a stone wall reaching 
  up into the misty sky. In front of the wall are 
  hundreds of people dressed in colors as drab 
  as their surroundings. Some of them try to 
  climb the wall, only to fall when they reach the 
  sky. Others pound at the stone with weapons, 
  tools, or their bare fists, and although the wall 
  does not look like much, none of their efforts 
  put even a dent in it. These souls must be 
  unable to reach the River of Souls, but you 
  think you know a ritual to liberate them. As 
  you try to get someone’s attention, another 
  gust of wind comes up, changing the scene yet 
  again.
  Jeers assail your ears as you appear on the 
  field of a huge arena where even more souls 
  are scattered throughout the stands. Thirty 
  feet in front of you, two gladiators are locked 
  in battle. One stabs the other through the 
  heart, and the latter falls to the ground. Within 
  seconds, a shimmering haze surrounds her, 
  and she comes to her feet, alive once more.
  “New blood!” someone shouts, pointing at 
  you, and the spectators all raise their weapons 
  and head straight for you. You quickly begin 
  the opening steps of the ritual. You’re going 
  to have to figure out how to conduct it 
  with crowds of angry souls swarming you, 
  because while they may be unable to escape 
  their undying state, you’re pretty sure their 
  weapons can kill.
  14
  
  DURING THIS SCENARIO
  DURING THIS SCENARIO
  Reward
  Reward
  Development:
  When the ritual is completed, a shimmering 
  stream of magic appears above the arena, 
  absorbing the spirits into it. 
  The River of Souls, you think in awe. You 
  didn’t think you’d see it until you died. 
  The scene shifts again, bringing you back to 
  the parlor you first arrived in, and you watch as 
  the spirits, one by one, stand before they go onto 
  their final judgment. The last to go is the elderly 
  lady who spoke to you.
  “Thank you,” she says with a nod before she 
  disappears into the glorious stream.
  Thanks to your curiosity, hundreds of souls 
  that had been ensnared by Trazavai can now find 
  their eternal rest. 
  Setup
  Setup
  LOCATIONS
  LOCATIONS
  STORY BANES
  STORY BANES
  15
  ADVENTURE 6: DEATH’S VENGEANCE
  ADVENTURE 6: DEATH’S VENGEANCE
  
  16
  UNDEAD
  VETERAN
  UNDEAD
  VETERAN
  UNDEAD
  BANSHEE
  INCORPOREAL
  UNDEAD
  BANSHEE
  INCORPOREAL
  UNDEAD
  LICH
  VETERAN
  UNDEAD
  LICH
  VETERAN
  GRAVEKNIGHT
  GRAVEKNIGHT
  ULITHA
  ULITHA
  DEMILICH
  DEMILICH
  STORY BANE 1
  STORY BANE 1
  STORY BANE 6
  STORY BANE 6
  STORY BANE 4
  STORY BANE 4
  Illustration by Hedge C. Balzer ©2020 Paizo Inc.
  Illustration by Kevin Yan ©2020 Paizo Inc.
  Illustration by Klaher Baklaher ©2020 Paizo Inc.
  POWERS
  Roll 1d4. This monster gains 
  the trait, is immune to, and all 
  damage is:
  1.  Acid  
  3. Electricity
  2. Cold  
  4. Fire
  Immune to Cold, Electricity, 
  Mental, and Poison. Resistant 
  to Attack.
  Before acting, a random character 
  summons and encounters a 
  random Undead story bane. Then, 
  each local character suffers 1d4 
  damage.
  POWERS
  Immune to Mental and Poison.
  Before acting, each character suffers 
  the scourge Frightened.
  If the check to defeat is either not 
  blessed or does not have the Magic 
  trait, this monster is undefeated.
  When you discard cards as damage, 
  discard them from the top of 
  your deck.
  POWERS
  Immune to Mental and Poison. Resistant 
  to Attack.
  Before acting, each character must 
  succeed at a Constitution, Wisdom, 
  Divine, or Fortitude 6+# check or suffer 
  the scourge Drained and bury 1d4+1 cards 
  from their hand, deck, and/or discards.
  If this monster would be defeated, roll 
  1d4. On a 1, it is evaded.
  If undefeated, bury your deck or 
  role card.
  CHECK TO DEFEAT
  COMBAT
  OR
  DIVINE
  CHECK TO DEFEAT
  COMBAT
  OR
  DIVINE
  CHECK TO DEFEAT
  COMBAT
  CHECK TO DEFEAT
  COMBAT
  CHECK TO DEFEAT
  COMBAT
  COMBAT
  OR
  DIVINE
  CHECK TO DEFEAT
  COMBAT
  COMBAT
  OR
  DIVINE
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  KOBOLD 
  VETERAN
  KOBOLD 
  VETERAN
  HUMAN
  ARCANIST
  HUMAN
  ARCANIST
  Oh! I do think I read about 
  that recently. Now, was it 
  in the Bestiary of Garund 
  or that latest report from 
  Absalom...?
  Oh! I do think I read about 
  that recently. Now, was it 
  in the Bestiary of Garund 
  or that latest report from 
  Absalom...?
  AVIVA RACOVICK
  AVIVA RACOVICK
  SUPPORTER 0
  SUPPORTER 0
  Illustration by Dmitry Burmak ©2020 Paizo Inc.
  POWERS
  Display. While displayed:
  • You may bury to draw 2 new 
  Arcane spells, then banish 1 
  of them.
  • □ You may bury to examine 
  the top 3 cards of your location, 
  then you may shuffle them into 
  your location.
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  TYPE
  MONSTER
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Adventure Card Game/PF ACG Year of Rotting Ruins - Adventure 06 Death's Vengeance.pdf