Pathfinder Adventure Card Game: Class Deck – Goblins Burn!
Pathfinder Adventure Card Game: Class Deck – Goblins Burn! Rulebook
Table of Contents
Table of Contents
- Spells
- Armor
- Items
- Allies
- Blessings
- Blessing of Achaekek
- Blessing of Bark Breaker (1)
- Blessing of Bark Breaker (3)
- Blessing of Hadregash
- Blessing of Lamashtu
- Blessing of the Boss
- Blessing of the Demon Queen
- Blessing of the Gobs
- Blessing of the Neverfull (4)
- Blessing of the Neverfull (6)
- Blessing of Venkelvore (3)
- Blessing of Venkelvore (5)
- Weapons
- Characters
Spells
Augury
Spell 3 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 6
Powers: Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Bewilder
Spell 6 · Magic, Arcane, Attack, Mental · Check to acquire: Intelligence (Arcane) 14
Powers: Discard this card to evade a monster; put it on the bottom of its location deck. If you are exploring, you may immediately explore again.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 16 check to recharge this card instead of discarding it.
Bloodscent
Spell B · Magic, Arcane, Divine, Elite · Check to acquire: Intelligence (Arcane) 7 or Wisdom (Divine) 6
Powers: Discard this card to add 1d10 to your Knowledge, Perception, or Survival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Breath of Life
Spell 6 · Magic, Divine, Healing · Check to acquire: Wisdom (Divine) 13
Powers: Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into his deck. If that character is dead, he shuffles 10 of his buried cards at random into his deck and draws a new hand; he is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.
Burning Snot
Spell B · Magic, Arcane, Divine, Attack, Fire, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 5
Powers: For your combat check, discard this card to roll your Arcane or Divine skill + 1d6.
Discard this card to add 1d4 and the Fire trait to a combat check by a character at your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 to recharge this card instead of discarding it.
Cape of Wasps
Spell 4 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 10
Powers: Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.
Cauterize
Spell 2 · Magic, Arcane, Divine, Attack, Healing, Fire · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 9
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d8; a character at your location is dealt 1 Fire damage.
Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Charm Animal
Spell 1 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 7
Powers: Bury this card to draw an ally that has the Animal trait from the box.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Cure
Spell B · Magic, Divine, Healing, Basic · Check to acquire: Wisdom (Divine) 6
Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Detect Magic
Spell B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 2
Powers: During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Divine Blaze
Spell 4 · Magic, Divine, Attack, Fire · Check to acquire: Wisdom (Divine) 12
Powers: For your combat check, discard this card to use your Divine skill + 3d8. If the check is against a bane that has the Undead trait, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Fiery Glare
Spell 1 · Magic, Arcane, Divine, Attack, Fire, Elite · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 8
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
During your exploration, when you encounter a weapon, a spell, or an item, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fireblade
Spell B · Magic, Divine, Attack, Fire, Basic · Check to acquire: Wisdom (Divine) 6
Powers: For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Heat Metal
Spell 2 · Magic, Arcane, Divine, Attack, Fire, Elite · Check to acquire: Intelligence (Arcane) 9 or Wisdom (Divine) 7
Powers: Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Hide from Animals
Spell B · Magic, Divine, Mental, Basic · Check to acquire: Wisdom (Divine) 6
Powers: When any character encounters an ally that has the Animal trait, discard this card; she evades the encounter. Put the ally under the top card of its location deck. That character may explore again.
When any character encounters a non-henchman, non-villain monster that has the Animal trait, discard this card; he evades the encounter and puts the monster on the bottom of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Immolate
Spell B · Magic, Arcane, Divine, Attack, Fire, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 5
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Limp Lash
Spell 5 · Magic, Arcane, Divine, Attack, Fire · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 12
Powers: For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6 and add the Finesse and Fire traits. If the check is against a non-villain monster, you may ignore its powers that happen after you act. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Mad Monkeys
Spell 3 · Magic, Arcane, Divine, Attack, Bludgeoning · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 10
Powers: For your combat check, discard this card and reveal any number of items to use your Arcane or Divine skill and add 1d8 for each item revealed; if you fail to defeat a bane during this encounter, shuffle it and those items into a random open location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Oozikinesis
Spell B · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 5
Powers: When you encounter a card, discard this card to evade it; then each character at your location must succeed at a Constitution or Fortitude 7 check or recharge a card. Then you may move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Rain of Frogs
Spell 1 · Magic, Arcane, Divine, Poison · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 6
Powers: Display this card next to a location. While displayed, characters at that location add 1d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 1 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.
Safety Bubble
Spell 5 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Arcane) 11
Check to acquire is transcribed as printed. The card's icon reads "Wisdom (Arcane)"; this may be a print error for Wisdom (Divine) and has not been changed here.
Powers: Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4. When the location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 13 check to recharge it instead.
Steal Soul
Spell 5 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence (Arcane) 12 or Wisdom (Divine) 10
Powers: When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck. While displayed, add 1d4 to your checks. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Wall of Fire
Spell 3 · Magic, Arcane, Divine, Attack, Fire · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 11
Powers: Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the Undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 13 check to recharge it instead.
Armor
Bone Lamellar
Armor 2 · Light Armor · Check to acquire: Constitution (Fortitude) 6 or Intelligence (Craft) 8
Powers: Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Buckler
Armor B · Shield, Basic · Check to acquire: Constitution (Fortitude) 3
Powers: Recharge this card to reduce Combat damage dealt to you by 1. If proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Buckler Gun
Armor B · Shield, Firearm, Elite · Check to acquire: Dexterity (Ranged) 5, then Constitution (Fortitude) 5
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Crocodile Skin Armor
Armor 1 · Light Armor, Basic · Check to acquire: Constitution (Fortitude) 4
Powers: Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
Doghide Armor
Armor B · Light Armor, Basic · Check to acquire: Constitution (Fortitude) 5
Powers: Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Flaming Buckler Gun
Armor 6 · Shield, Firearm, Magic · Check to acquire: Dexterity (Ranged) 10, then Constitution (Fortitude) 10
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Horn Lamellar
Armor 5 · Light Armor · Check to acquire: Constitution (Fortitude) 10 or Intelligence (Craft) 11
Powers: Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
Leather Armor
Armor B · Light Armor, Basic · Check to acquire: Constitution (Fortitude) 2
Powers: Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Pot Helm
Armor 3 · Light Armor · Check to acquire: Constitution (Fortitude) 6
Powers: If proficient with weapons, bury this card to add 1d4 to a combat check by a character at your location.
Bury this card to reduce Combat damage dealt to you to 0.
After you play this card, if you have the Goblin trait and are proficient with light armors, you may discard this card instead of burying it.
Venomous Buckler Gun
Armor 4 · Shield, Firearm, Magic · Check to acquire: Dexterity (Ranged) 9, then Constitution (Fortitude) 9
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8+1d12+2 and add the Poison and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Poison damage dealt to you by 3. If proficient with light armors, you may play another armor on this check.
Items
Alchemist's Fire
Item B · Liquid, Attack, Fire, Ranged, Alchemical, Basic · Check to acquire: Intelligence (Craft) 5
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Alkali Flask
Item 3 · Liquid, Attack, Acid, Ranged, Alchemical · Check to acquire: Intelligence (Craft) 11
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Bottled Lightning
Item 5 · Liquid, Attack, Electricity, Ranged, Alchemical · Check to acquire: Intelligence (Craft) 12
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, you may succeed at a Craft 16 check to recharge that card instead of discarding it.
Conch Shell
Item B · Object, Aquatic, Basic · Check to acquire: Wisdom (Perception) 5
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, you may succeed at a Perception 7 check to recharge it instead of discarding it.
Dogfinder
Item B · Animal, Pet, Healing · Owner: Poog · Check to acquire: Wisdom (Survival) 5
Powers: Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
Drums of Haste
Item 2 · Instrument, Magic · Check to acquire: Intelligence (Arcane) or Diplomacy 8
Powers: After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Eye of the Cyclops
Item 4 · Accessory, Magic · Check to acquire: Intelligence (Knowledge) 8
Powers: Reveal this card to add 1 to your Intelligence or Knowledge check.
When you attempt a Knowledge check, reveal this card to gain the skill Knowledge: Intelligence +2 for that check.
Fuse Grenade
Item 6 · Liquid, Attack, Bludgeoning, Fire, Ranged, Alchemical · Check to acquire: Intelligence (Craft) 13
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Goblin Fire Drum
Item 6 · Instrument, Magic · Check to acquire: Intelligence (Arcane) or Diplomacy 14
Powers: When a character at your location attempts a check that invokes the Fire trait, display this card at your location. While displayed, characters at that location may recharge a card to add 1d12 to their checks that invoke the Fire trait. At the start of your turn, discard this card.
Liquid Ice
Item 2 · Liquid, Attack, Cold, Ranged, Alchemical, Elite · Check to acquire: Intelligence (Craft) 9
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Magic Spyglass
Item 3 · Object, Magic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 8
Powers: Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Memory Mud
Item 1 · Liquid, Alchemical · Check to acquire: Wisdom (Survival) or Craft 4
Powers: Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
Potion of Beast Skin
Item B · Liquid, Alchemical, Basic · Check to acquire: Intelligence (Craft) 4
Powers: Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Potion of Fortitude
Item B · Liquid, Alchemical, Basic · Check to acquire: Intelligence (Craft) 4
Powers: Banish this card and choose a character at your location to automatically succeed at a Fortitude check.
Potion of Healing
Item 1 · Liquid, Alchemical, Healing · Check to acquire: Intelligence (Craft) 5
Powers: Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Potion of Heroism
Item 4 · Liquid, Alchemical · Check to acquire: Intelligence (Craft) 7
Powers: Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Potion of Vision
Item B · Liquid, Alchemical, Basic · Check to acquire: Intelligence (Craft) 4
Powers: Banish this card and choose a character at your location to automatically succeed at a Perception check.
Skill Slug
Item 5 · Animal, Alchemical · Check to acquire: Intelligence (Craft) 15
Powers: Display this card next to the deck of a character at your location. While displayed, that character gains the skills Arcane, Craft, and Knowledge: 1d12+3. At the end of the turn, banish this card; that character discards 1 card.
Allies
Amfibier
Ally B · Animal, Pet · Owner: Mogmurch · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Chief Korgamorg
Ally 6 · Goblin, Aristocrat · Check to acquire: Charisma (Diplomacy) 12
Powers: Reveal this card to recharge a card that has the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your checks that invoke the Animal or Goblin trait.
Flork Fumblepot
Ally 3 · Goblin, Bard · Check to acquire: Charisma (Diplomacy) 9 or Reveal 3 allies
Powers: Recharge this card to add 1d4+4 to a check by a character at your location; after the check, you are dealt 1d4 Fire damage.
Discard this card to explore your location.
Flybreath
Ally B · Animal, Pet · Owner: Poog · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Wisdom check.
Discard this card to explore your location.
Frilled Lizard
Ally B · Animal, Basic · Check to acquire: Wisdom (Survival) 7
Powers: Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Giant Slug
Ally 1 · Animal, Acid · Check to acquire: Wisdom (Survival) 6
Powers: Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Gribbet
Ally 4 · Goblin, Spy · Check to acquire: Knowledge (Stealth) 5, then Charisma (Diplomacy) 7
Powers: If another character would fail a check to acquire a boon, discard this card to add 1d4+1 to the result; if that character now succeeds at the check, you acquire the boon.
Discard this card to explore your location. During this exploration, you may evade the first card you encounter; if you do, examine the top 2 cards of your location deck.
Imp
Ally 4 · Outsider, Devil, Elite · Check to acquire: Charisma (Arcane) 7
Powers: Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Kronkshaft
Ally 5 · Goblin, Barbarian · Check to acquire: Banish an ally
Powers: Display this card. While displayed, add 1d8 to your combat checks; when you defeat a monster and would banish it, you may display it next to this card. While displayed, at the end of your turn, banish a monster displayed next to this card or an ally or you are dealt 1d8 Combat damage; you may then bury this card.
Magic Pig
Ally 3 · Animal, Mount · Check to acquire: Wisdom (Stealth or Survival) 7
Powers: Reveal this card to add 1 to your check that invokes the Animal or Goblin trait.
At the end of your turn, recharge this card to move.
Mighty Gugmuff XXXII
Ally 2 · Goblin, Ranger · Check to acquire: Charisma (Diplomacy) 8 or Recharge a weapon
Powers: Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.
Monkey
Ally 2 · Animal, Elite · Check to acquire: Wisdom (Survival) 9
Powers: Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Oomommy
Ally B · Animal, Pet · Owner: Zibini · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Charisma check.
Discard this card to explore your location.
Reformarium Servant
Ally B · Goblin, Hireling, Spy, Basic · Check to acquire: Charisma (Diplomacy) 8 or Discard a card
Powers: Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.
Toad
Ally 1 · Animal, Arcane · Check to acquire: Intelligence (Arcane) or Wisdom (Survival) 7
Powers: Bury this card to draw a spell from your discard pile.
Discard this card to explore your location.
Turtle
Ally B · Animal, Aquatic, Basic · Check to acquire: Wisdom (Survival) 5
Powers: Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Velociraptor
Ally 5 · Animal · Check to acquire: Wisdom (Survival) 14
Powers: Discard this card to explore your location. During this exploration, add 2d6 to your combat checks.
Vulture
Ally B · Animal, Basic · Check to acquire: Wisdom (Survival) 5
Powers: When you are dealt damage, reveal this card to give a card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Blessings
Blessing of Achaekek
Blessing 2 · Divine, Achaekek · Check to acquire: Intelligence (Craft) 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bark Breaker (1)
Blessing 1 · Divine, Zarongel · Check to acquire: Wisdom (Divine) 11 or Reveal 5 cards
Powers: Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing of Bark Breaker (3)
Blessing 3 · Divine, Zarongel · Check to acquire: Wisdom (Divine) 11 or Reveal 5 cards
Powers: Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing of Hadregash
Blessing 1 · Divine, Hadregash · Check to acquire: Wisdom (Divine) 5 or Bury an ally
Powers: Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing B · Divine, Lamashtu · Check to acquire: Intelligence (Arcane) or Divine 5
Powers: Discard this card to add 1 die to any check.
Bury this card to add 2 dice to any check to defeat a monster.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Boss
Blessing 2 · Divine, Hadregash · Check to acquire: Wisdom (Divine) 12 or Banish an ally
Powers: Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail, bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Demon Queen
Blessing 5 · Divine, Lamashtu · Check to acquire: Wisdom (Divine) 5
Powers: After you acquire or play this card, if the top card of the blessings discard pile does not have the Lamashtu trait, you are dealt 1d4 Mental damage that cannot be reduced.
Discard this card to add 3 dice to any check.
Discard this card to explore your location. During this exploration, add 1d6 to your checks.
Blessing of the Gobs
Blessing B · Divine, Basic · Check to acquire: None
Powers: You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of the Neverfull (4)
Blessing 4 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) or Fortitude 10 or Bury your discard pile
Powers: Discard this card to add 1 die to any check.
Discard this card to draw a card from your discard pile.
Recharge this card and bury another card to draw a card.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Blessing of the Neverfull (6)
Blessing 6 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) or Fortitude 10 or Bury your discard pile
Powers: Discard this card to add 1 die to any check.
Discard this card to draw a card from your discard pile.
Recharge this card and bury another card to draw a card.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Blessing of Venkelvore (3)
Blessing 3 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) 5 or Constitution (Fortitude) 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Blessing of Venkelvore (5)
Blessing 5 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) 5 or Constitution (Fortitude) 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Weapons
Animalbane Dagger +1
Weapon 1 · Knife, Ranged, Piercing, Magic · Check to acquire: Dexterity (Ranged) 7
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If the bane has the Animal trait, add another 1d8.
When playing another weapon on a combat check, you may discard this card to add 1d4+1 to your check, or 1d8+1 if the bane has the Animal trait.
Animalbane Horsechopper +3
Weapon 5 · Polearm, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength (Melee) 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If the bane has the Animal trait, add an additional 1d8. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Cestus +1
Weapon 2 · Accessory, Melee, Bludgeoning, Magic · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4.
You may treat this card as if it has the Piercing trait instead of the Bludgeoning trait.
Cleaving Dogslicer +2
Weapon 3 · Sword, Melee, Piercing, Finesse, Magic · Check to acquire: Strength (Melee) 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Dogslicer
Weapon B · Sword, Melee, Piercing, Finesse, Basic · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 1, count it as 3, then discard this card.
Flaming Heavy Pick +1
Weapon 1 · Pick, Melee, Piercing, Magic, Elite · Check to acquire: Strength (Melee) 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Flask Thrower
Weapon 4 · Sling, Ranged, Bludgeoning, Elite · Check to acquire: Dexterity (Ranged) 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill +1d6. You may additionally recharge an item that has the Alchemical trait to add another 2d6 and that item's traits to the check.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Horsechopper
Weapon B · Polearm, Melee, Slashing, 2-Handed, Elite · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Mace of Smiting
Weapon 6 · Mace, Melee, Bludgeoning, Magic · Check to acquire: Strength (Melee) 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.
Orcish Earthbreaker +2
Weapon 6 · Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength (Melee) 14 or Craft 10
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d6+2; you may additionally discard this card to add another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to add 1d10 to your check against a barrier.
Poisoned Sand Tube
Weapon B · Blowgun, Ranged, Poison, Alchemical, Elite · Check to acquire: Intelligence (Craft) or Knowledge (Ranged) 6
Powers: For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Sling Staff
Weapon B · Sling, Staff, Ranged, Bludgeoning, 2-Handed, Elite · Check to acquire: Dexterity (Ranged) 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Spellsword +2
Weapon 4 · Sword, Melee, Slashing, Magic · Check to acquire: Strength (Melee), Arcane, Divine 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Torch
Weapon B · Club, Melee, Bludgeoning, Fire, Basic · Check to acquire: Strength, Intelligence, or Wisdom 4
Check to acquire is transcribed as the icons read, without skill names; the card does not print them.
Powers: For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Characters
The three Goblin character cards each have a base side (the character sheet) and two alternate sides. Each is transcribed as printed, with skills, hand size, proficiencies, powers, and the cards list. The ☐ symbols are the printed upgrade boxes and are kept as they appear.
Mogmurch (Male Goblin Arsonist)
Male Goblin Arsonist · Favored card type: Item
Skills:
- Strength d4 (☐+1)
- Dexterity d10 (☐+1, ☐+2, ☐+3, ☐+4); Ranged: Dexterity +2
- Constitution d8 (☐+1, ☐+2, ☐+3)
- Intelligence d8 (☐+1, ☐+2, ☐+3); Craft: Intelligence +3
- Wisdom d4 (☐+1)
- Charisma d8 (☐+1, ☐+2, ☐+3)
Hand size: 6 (☐ 7)
Proficient with: Light Armors (☐ Weapons)
Powers:
- You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
- When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
- While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
Cards list (favored card type: Item):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 2 | ☐ 3 |
| Spell | 2 | ☐ 3, ☐ 4, ☐ 5 |
| Armor | 1 | ☐ 2 |
| Item | 4 | ☐ 5, ☐ 6, ☐ 7 |
| Ally | 3 | ☐ 4 |
| Blessing | 3 | ☐ 4 |
Mogmurch (Tinderfoot)
If you must keep your matches between your toes, keep them right side up.
Hand size: 6 (☐ 7, ☐ 8)
Proficient with: Light Armors (☐ Weapons)
Powers:
- You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6 (☐ 2d6).
- When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and (☐ put it on top of your deck or) recharge it. (☐ You may instead draw 2; return 1 of them to the box.) (☐ You may instead draw 3; return 2 of them to the box.)
- While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
- ☐ Gain the skill Divine equal to your Craft skill; when you attempt a Divine check, you must first either recharge a blessing or discard the top card of your deck.
- ☐ At the start of your turn, if you have fewer cards in hand than the number of cards that have the Fire (☐ or Alchemical) trait in your discard pile, you may recharge a random card that has the Fire trait from your discard pile.
Mogmurch (Firesolver)
Fire's job is to replace all other problems with fire.
Hand size: 6 (☐ 7, ☐ 8, ☐ 9)
Proficient with: Light Armors (☐ Weapons)
Powers:
- You may discard a card to add 1d6 (☐+1) (☐+2) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6 (☐ and the card's adventure deck number).
- When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
- While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
- ☐ When you play a card that has the Fire trait on your combat check, you may display it next to your location. Add 1d6 (☐ 2d6) and the Fire trait to combat checks by characters at that location. At the start of your turn, bury that card.
- Add the number of cards that have the Fire trait in your discard pile to your check that invokes the Fire trait. (☐ If you add at least 1, ignore a bane's immunity to Fire for that check.)
Poog (Male Goblin Warcaster)
Male Goblin Warcaster · Favored card type: Blessing
Skills:
- Strength d8 (☐+1, ☐+2, ☐+3, ☐+4); Melee: Strength +1
- Dexterity d4 (☐+1)
- Constitution d8 (☐+1, ☐+2, ☐+3)
- Intelligence d6 (☐+1, ☐+2)
- Wisdom d10 (☐+1, ☐+2, ☐+3); Divine: Wisdom +2; Survival: Wisdom +1
- Charisma d6 (☐+1, ☐+2)
Hand size: 5 (☐ 6)
Proficient with: Light Armors, Weapons
Powers:
- When another character plays a blessing on your check, after the check she may shuffle 1 random card (☐ or 2 random cards) from her discard pile into her deck.
- Add 1d6 (☐+1) to your check that invokes the Animal or Fire trait.
- After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.
Cards list (favored card type: Blessing):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 2 | ☐ 3, ☐ 4 |
| Spell | 3 | ☐ 4, ☐ 5 |
| Armor | 1 | ☐ 2 |
| Item | 2 | ☐ 3 |
| Ally | 2 | ☐ 3, ☐ 4 |
| Blessing | 5 | ☐ 6, ☐ 7 |
Poog (Leecher)
Trust me, I'm kind of a doctor.
Hand size: 5 (☐ 6, ☐ 7)
Proficient with: Light Armors (☐ Heavy Armors), Weapons
Powers:
- When another character plays a blessing on your check, after the check she may shuffle 1 random card (☐ or 2 random cards) from her discard pile into her deck. (☐ Then shuffle a random card from your discard pile into your deck.)
- Add 1d6 (☐+1) to your check that invokes the Animal or Fire (☐ or Elf, Human, or Slashing) trait.
- After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.
- ☐ When you play a card that has the Zarongel trait to add dice to a check, add an additional d4 (☐ d8, and you may add the Fire trait).
- ☐ At the start of your turn, you may exchange a card in your hand with a card that has the Zarongel (☐ or Animal or Fire) trait in the discard pile of another character at your location.
Poog (Hash Slinger)
If it walks, wriggles, or flies, it boils.
Hand size: 5 (☐ 6, ☐ 7, ☐ 8)
Proficient with: Light Armors, (☐ Heavy Armors), Weapons
Powers:
- When another character plays a blessing on your check, after the check she may shuffle 1 random card (☐ or 2 random cards) from her discard pile into her deck.
- Add 1d6 (☐+1) (☐+2) to your check that invokes the Animal or Fire trait.
- After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.
- ☐ Instead of the first exploration of your turn, you may choose a character at your location to banish a card that has the Animal (☐ or Divine) trait from his discard pile, then each character at your location may recharge up to 2 (☐ or 3) random cards from her discard pile.
- ☐ At the start of your turn, if you have more cards in your discard pile than another character at your location has, you may reset your hand.
Zibini (Female Goblin Fortune-Teller)
Female Goblin Fortune-Teller · Favored card type: Spell
Skills:
- Strength d4 (☐+1)
- Dexterity d8 (☐+1, ☐+2, ☐+3)
- Constitution d6 (☐+1)
- Intelligence d6 (☐+1, ☐+2, ☐+3)
- Wisdom d8 (☐+1, ☐+2, ☐+3); Perception: Wisdom +2
- Charisma d10 (☐+1, ☐+2, ☐+3, ☐+4); Divine: Charisma +1; Knowledge: Charisma +0
Hand size: 6 (☐ 7)
Proficient with: Light Armors
Powers:
- When a character at your location (☐ or any character) discards any number of cards as damage, you may examine the top card of his deck (☐ or his location deck).
- For your combat check, you may use your Divine skill + 2d4 (☐ 3d4) and add the Attack, Magic, and Mental traits; a character at your location is dealt 1 Mental damage that may not be reduced. This counts as playing a spell.
Cards list (favored card type: Spell):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 1 | ☐ 2 |
| Spell | 5 | ☐ 6, ☐ 7, ☐ 8 |
| Armor | — | ☐ 1 |
| Item | 3 | ☐ 4 |
| Ally | 2 | ☐ 3, ☐ 4 |
| Blessing | 4 | ☐ 5, ☐ 6 |
Zibini (And Gobbly)
Crystal ball makes a good bashing thing too.
Hand size: 6 (☐ 7, ☐ 8)
Proficient with: Light Armors (☐ Weapons)
Powers:
- When a character at your location (☐ or any character) discards any number of cards as damage, you may examine the top card of his deck (☐ or his location deck). (☐ Then you may shuffle that deck.)
- For your combat check, you may use your Divine skill + 2d4 (☐ 3d4) (☐ 4d4) and add the Attack, Magic, and Mental traits; a character at your location is dealt 1 Mental damage that may not be reduced. This counts as playing a spell.
- ☐ Any character at your location may banish (☐ or bury) an ally from his discard pile to evade his encounter.
- ☐ Instead of the first exploration of your turn, if your location deck contains only 1 card (☐ or 2 cards), you may attempt to close your location.
Zibini (The Great)
I see your future! It's a poke in the eye!
Hand size: 6 (☐ 7, ☐ 8)
Proficient with: Light Armors
Powers:
- When a character at your location (☐ or any character) discards any number of cards as damage, you may examine the top card (☐ or 2 cards) of his deck (☐ or his location deck) (☐ and you may shuffle any non-villain cards you examined into another deck of the same type).
- For your combat check, you may use your Divine skill + 2d4 (☐ 3d4) and add the Attack, Magic, and Mental traits; a character at your location is dealt 1 Mental damage that may not be reduced. (☐ You may increase the damage to 2 to additionally ignore a monster's immunity to the Mental trait on the check.) This counts as playing a spell.
- ☐ At the start of a character's turn, if the top card of the blessings discard pile is a blessing, you may exchange it with the top card of the blessings deck. (☐ Then you may shuffle the blessings deck.)
- ☐ At the end of your turn, you may attempt to recharge a random spell in your discard pile (☐ or from the discard pile of another character at your location to your deck).