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Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 1 thumbnail

Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 1

Expansion for Pathfinder Adventure Card Game: Rise of the Runelords – Base Set

Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 1 Rulebook

Table of Contents

Table of Contents

  • Characters
    • Linxia
    • Linxia (Enforcer)
    • Linxia (Knight of the Rack)
    • Urgraz
    • Urgraz (Fearmonger)
    • Urgraz (Tyrant)
  • Allies
    • Asmodean High Priest
    • Belthis Loumis
    • Cult Acolyte
    • Dog
    • Glyph Hellknight
    • Hawk
    • Imp
    • Jheraal
    • Jinx Eater
    • Petty Thief
    • Redeemer Blacksmith
    • Slip
    • Suurlahetas
  • Armor
    • Aegis of Recovery
    • Backbreaker Mail
    • Chain Mail
    • Clawhand Shield
    • Corroded Helm
    • Corruptive Full Plate
    • Corruptive Half-Plate
    • Demon Armor
    • Devil Armor
    • Elephant Shield
    • Full Plate
    • Hellknight Armor
    • Malevolent Buckler
  • Blessings
    • Blessing of Abraxas
    • Blessing of Asmodeus
    • Blessing of Belial
    • Blessing of Deskari
    • Blessing of Dispater
    • Blessing of Droskar
    • Blessing of Geryon
    • Blessing of Mammon
    • Blessing of Mazmezz
    • Blessing of Mephistopheles
    • Blessing of Shax
    • Blessing of the Archdevils
  • Items
    • The Asmodean Disciplines
    • Belt of Giant Strength
    • Belt of Physical Might
    • Blood Periapt
    • Book of the Damned
    • Godclaw Gauntlets
    • Hellfire Halo
    • Magnifying Glass
    • Manual of War
    • Potion of Ghostly Form
    • Ring of the Hellion
    • Sanguine Talisman
  • Spells
    • Boneshatter
    • Channel Corruption
    • Circle of Evil
    • Circle of Law
    • Cure
    • Desecrate
    • Detect Good
    • Detect Thoughts
    • Divine Blaze
    • Divine Fortune
    • Dread Bolt
    • Fear
    • Instrument of Agony
  • Weapons
    • Acidic Whip +1
    • Bloodblade
    • Cleaving Dogslicer +2
    • Dwarven Clawhammer
    • Furious Broadsword +2
    • Giant Crossbow
    • Grayflame Mace +2
    • Hammer
    • Heart's Bane
    • Humanbane Gladius +2
    • Khopesh
    • Longspear
    • Longsword

Characters

Linxia and Urgraz each have a character sheet. Their skills, hand size, proficiencies and cards list are transcribed as printed. "☐" marks an empty box that the sheet shows for a level or upgrade. Flavour text is omitted.

Linxia

Female human Hellknight · Hand size 4 · Favored card type: Ally

Skills: Strength d10 (☐+1, ☐+2, ☐+3, ☐+4); Melee: Strength +2. Dexterity d6 (☐+1, ☐+2). Constitution d6 (☐+1, ☐+2). Intelligence d6 (☐+1, ☐+2). Wisdom d6 (☐+1, ☐+2); Divine: Wisdom +1. Charisma d8 (☐+1, ☐+2, ☐+3); Diplomacy: Charisma +3.

Hand size: 4 (☐5, ☐6). Proficient with: Light Armors, Heavy Armors, Weapons.

Powers:

You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 (☐3d6) plus its adventure deck number.

When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your (☐ or another character at your location's) discard pile into your deck.

Cards list: Weapon 4 (☐5, ☐6). Spell – (☐1). Armor 3 (☐4). Item 2 (☐3, ☐4). Ally 3 (☐4, ☐5). Blessing 3 (☐4, ☐5).

Linxia (Enforcer)

Role. You may choose one of the roles after completing Adventure 3. Hand size 4 (☐5, ☐6). Proficient with: Light Armors, Heavy Armors, Weapons.

You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 (☐3d6, ☐3d8) plus its adventure deck number.

When you play a boon that has the Corrupted or Shield (☐ or Heavy Armor) trait for its power, you may shuffle a random card from your (☐ or another character at your location's) discard pile into your deck.

☐ When you would discard a weapon for its power, you may recharge it instead. (☐ If the weapon has the Sword or Whip trait, you may shuffle it into your deck instead.)

☐ Another character at your location may discard a card to add 1d6 (☐ 1d10) and the Melee trait to her combat check.

☐ When you defeat a monster, you may examine the top card (☐ or top 2 cards) of your location deck.

Linxia (Knight of the Rack)

Role. Hand size 4 (☐5, ☐6, ☐7). Proficient with: Light Armors, Heavy Armors, Weapons.

You may recharge an ally to add 1d6 plus its adventure deck number to your combat (☐ or Charisma or Constitution) check; you may instead banish (☐ or bury) it to add 2d6 (☐3d6) plus its adventure deck number.

When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card (☐ or 2 random cards) from your (☐ or another character at your location's) discard pile into your deck.

☐ When you acquire an ally, you may draw a random ally from the box; keep 1 and banish the other. (☐ You may do this with weapons that have the Melee trait.)

☐ When a character at your location acquires a boon of her favored card type, that character may banish it to shuffle the top card (☐ or top 2 cards) of the blessings discard pile into the blessings deck.

Urgraz

Male dwarf antipaladin · Hand size 5 · Favored card type: Weapon

Skills: Strength d8 (☐+1, ☐+2, ☐+3, ☐+4); Melee: Strength +3. Dexterity d6 (☐+1, ☐+2). Constitution d10 (☐+1, ☐+2, ☐+3); Fortitude: Constitution +2. Intelligence d6 (☐+1, ☐+2). Wisdom d8 (☐+1, ☐+2, ☐+3); Divine: Wisdom +1. Charisma d4 (☐+1).

Hand size: 5 (☐6). Proficient with: Light Armors, Heavy Armors, Weapons.

Powers:

You may discard the top card of a character at your location's deck into her discard pile to add 1d6 (☐+1) to your check.

When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card (☐ or by 2 to draw 2 cards) after the check.

You may discard (☐ or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

Cards list: Weapon 4 (☐5, ☐6, ☐7). Spell 2 (☐3). Armor 3 (☐4, ☐5). Item 2 (☐3). Ally – (☐1). Blessing 4 (☐5, ☐6).

Urgraz (Fearmonger)

Role. You may choose one of the roles after completing Adventure 3. Hand size 5 (☐6, ☐7, ☐8). Proficient with: Light Armors, Heavy Armors, Weapons.

You may discard the top card of a character at your location's deck into her discard pile to add 1d6 (☐+1) to your check.

When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card (☐ or by 2 to draw 2 cards) (☐ or by 3 to draw 3 cards) after the check.

You may discard (☐ or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

☐ You may discard a card to evade a non-villain monster you encounter (☐ and you may shuffle it into any occupied location deck).

☐ You gain the skill Diplomacy equal to your Melee skill.

☐ When you would encounter a barrier (☐ or any bane), you may choose a character at your location to encounter it instead.

Urgraz (Tyrant)

Role. Hand size 5 (☐6, ☐7). Proficient with: Light Armors, Heavy Armors, Weapons.

You may discard the top card of a character at your (☐ or any) location's deck into her discard pile to add 1d6 (☐+1) (☐+2) to your check.

When a character at your (☐ or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card (☐ or by 2 to draw 2 cards) after the check.

You may discard (☐ or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

☐ When another character at your location would banish (☐ or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.

☐ When you would be dealt damage, another character at your (☐ or any) location may be dealt that damage instead.

Allies

Asmodean High Priest

Ally 6 · Human, Cleric · Check to acquire: Charisma or Diplomacy 15

Powers: When you would recharge, discard, or bury a spell that has the Divine trait, discard a card that has the Corrupted trait to put the spell in your hand instead.

Discard this card to explore your location. During this exploration, add 2d6 and the Divine trait to your checks to defeat banes.

Belthis Loumis

Ally 1 · Human, Hireling · Check to acquire: Craft 6, or Charisma or Diplomacy 9

Powers: Reveal this card to draw a weapon, an armor, and an item from the box; banish 2 and set aside 1. Then banish this card to draw the card you set aside, or bury this card and banish that card.

Discard this card to explore your location.

Cult Acolyte

Ally B · Human, Cultist, Basic · Check to acquire: Charisma, Arcane, Divine, or Diplomacy 8

Powers: Recharge this card and shuffle the top card of the blessings deck into your location deck to add 1d8 to your Arcane or Divine check.

Discard this card and shuffle the top card of the blessings deck into your location deck to explore your location.

Dog

Ally B · Animal, Basic · Check to acquire: Wisdom or Survival 5

Powers: Recharge this card to add 1d10 to your Perception check.

Discard this card to explore your location.

Glyph Hellknight

Ally 4 · Human, Hellknight · Check to acquire: Charisma or Diplomacy 11

Powers: Recharge this card to add 2d8 to your combat check against a bane. If you would shuffle the bane into the deck it came from, you may put the bane on top of the deck instead.

Discard this card to explore your location. During this exploration, reduce Combat damage dealt to you by 2.

Hawk

Ally B · Animal, Arcane, Basic · Check to acquire: Wisdom or Survival 6

Powers: After your move step, put this card on top of your deck to examine the top card of your location deck.

Imp

Ally 2 · Outsider, Devil, Elite · Check to acquire: Charisma or Arcane 7

Powers: You may not play this card during an encounter.

Display this card to draw 1 or 2 cards. At the end of the turn, if you drew 1 card, recharge this card; if you drew 2 cards, discard this card.

Discard this card to explore your location.

Jheraal

Ally 2 · Pitborn, Hellknight · Check to acquire: Charisma or Diplomacy 8

Powers: Recharge this card to add 1d8 to your combat check against a bane. If you would shuffle the bane into the deck it came from, you may put it on top of the deck instead.

Discard this card to explore your location. During this exploration, reduce Combat damage dealt to you by 1.

Jinx Eater

Ally B · Tengu, Assassin, Basic · Check to acquire: Charisma or Diplomacy 8

Powers: If you would fail a combat check by 1, bury this card to succeed.

Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Petty Thief

Ally 1 · Human, Rogue, Elite · Check to acquire: Dexterity or Stealth 7, or Charisma or Diplomacy 8

Powers: If you fail the check to acquire this card, discard an armor or an item.

Discard this card to examine the top card of your location deck. If it is a boon, banish it. If it is a bane, you may encounter it; add 1d6 to your checks to defeat it.

Redeemer Blacksmith

Ally 3 · Human, Hireling · Check to acquire: Intelligence or Craft 8, then Charisma or Diplomacy 9

Powers: Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.

Discard this card to explore your location.

Slip

Ally 3 · Halfling, Spy · Check to acquire: Intelligence or Knowledge 7, or Charisma or Diplomacy 9

Powers: On your turn, discard this card to examine the top card of your location deck. You may succeed at an Intelligence or Knowledge 7 check to put it on top of the location deck; otherwise, put it on the bottom. Then explore your location.

Suurlahetas

Ally 5 · Outsider, Devil · Check to acquire: None

Powers: To acquire this card, shuffle a random monster from the box into each open location deck without looking at the monsters.

Discard this card to add 2d6 and the Fire trait to your combat check.

Banish this card to search a location deck for a boon and draw it.

Unfettered Imp

Ally 4 · Outsider, Devil, Temptation · Check to acquire: Intelligence, Charisma, or Arcane 7

Powers: During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to draw that blessing and immediately play it.

Reveal this card and discard a card that has the Corrupted trait to explore your location.

Armor

Aegis of Recovery

Armor 4 · Light Armor, Magic · Check to acquire: Constitution, Fortitude, Wisdom, or Divine 12

Powers: At the end of your turn, reveal this card to recharge a random card from your discard pile.

Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.

Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.

If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Backbreaker Mail

Armor 2 · Heavy Armor, Magic, Elite · Check to acquire: Constitution or Fortitude 6

Powers: Recharge this card to add 1d6 to your combat check; Combat damage dealt to you during that check is reduced by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Chain Mail

Armor B · Heavy Armor, Basic · Check to acquire: Constitution or Fortitude 3

Powers: Recharge this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Clawhand Shield

Armor 3 · Shield, Offhand · Check to acquire: Constitution or Fortitude 6, or Melee 8

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.

On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

Corroded Helm

Armor B · Heavy Armor, Corrupted, Elite · Check to acquire: Constitution or Fortitude 3

Powers: If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.

Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Corruptive Full Plate

Armor 4 · Heavy Armor, Magic · Check to acquire: Constitution or Fortitude 7

Powers: Recharge this card to reduce Combat damage dealt to you by 4.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card to add or ignore the Corrupted trait on a card for the rest of the turn.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Corruptive Half-Plate

Armor 2 · Heavy Armor, Magic, Elite · Check to acquire: Constitution or Fortitude 5

Powers: Recharge this card to reduce Combat damage dealt to you by 3.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card to add or ignore the Corrupted trait on a card for the rest of the turn.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Demon Armor

Armor 5 · Heavy Armor, Magic · Check to acquire: Constitution or Fortitude 11

Powers: Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.

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 proficient with heavy armors, discard it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Devil Armor

Armor 3 · Heavy Armor, Corrupted, Magic · Check to acquire: Constitution or Fortitude 7

Powers: Recharge this card to reduce Combat damage to you by 2.

If proficient with heavy armors, recharge this card to reduce Combat or Fire damage dealt to you to 0. Then if this card has the Corrupted trait, search the blessings deck until you find 2 blessings and banish them; if you also have the Hellknight trait, search for and banish 1 instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Elephant Shield

Armor 5 · Shield, Offhand, Magic · Check to acquire: Constitution or Fortitude 7

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

Reveal this card to reduce Combat damage dealt to you by a bane you encounter by 2. If proficient with light armors and you would shuffle the bane into the deck it came from at the end of the encounter, you may put it on top of that deck instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Full Plate

Armor 1 · Heavy Armor, Elite · Check to acquire: Constitution or Fortitude 5

Powers: Recharge this card to reduce Combat damage dealt to you by 4.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Hellknight Armor

Armor 6 · Heavy Armor, Magic · Check to acquire: Constitution or Fortitude 12

Powers: Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Malevolent Buckler

Armor 1 · Shield, Magic, Corrupted · Check to acquire: Constitution or Fortitude 6

Powers: Recharge this card to reduce Combat damage dealt to you by 2; you may additionally deal another character at your location 2 Force damage to instead reduce the damage dealt to you by 4. If proficient with light armors and this card does not have the Corrupted trait, you may reveal this card instead, and you may play another armor on this check.

Mantle of Faith

Armor 6 · Light Armor, Magic · Check to acquire: Constitution or Fortitude 15

Powers: Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Scale Mail

Armor B · Heavy Armor, Basic · Check to acquire: Constitution or Fortitude 4

Powers: Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Tower Shield

Armor B · Shield, Basic · Check to acquire: Constitution or Fortitude 6

Powers: At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, and the difficulty of your checks to defeat is increased by 1d8, or by 1d4 if proficient with heavy armors.

At the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.

Wooden Shield

Armor B · Shield, Offhand, Basic · Check to acquire: Constitution or Fortitude 4

Powers: If you played a weapon with the 2-Handed trait on this check, you may not play this card.

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.

Blessings

Blessing of Abraxas

Blessing B · Divine, Abraxas, Corrupted · Check to acquire: Arcane 7, or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Arcane or Divine check.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing of Asmodeus

Blessing 3 · Divine, Asmodeus · Check to acquire: Charisma or Diplomacy 7, or Divine 5

Powers: Discard this card to add 1 die to any check.

Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.

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 Belial

Blessing 1 · Divine, Belial, Corrupted · Check to acquire: Wisdom or Perception 6, then Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to acquire a boon; if this card has the Corrupted trait and you acquire the boon, discard the boon.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

Blessing of Deskari

Blessing 1 · Divine, Deskari, Corrupted, Veteran · Check to acquire: Survival 7, or Divine 5

Powers: Discard this card to add 1 die to your check.

Discard this card to explore your location.

If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessing of Dispater

Blessing B · Divine, Dispater, Corrupted · Check to acquire: Strength or Melee 6, then Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check by a character at your location; if this card has the Corrupted trait, shuffle a boon into your location deck.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

Blessing of Droskar

Blessing 4 · Divine, Droskar · Check to acquire: Constitution or Fortitude 8, or Divine 7

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check attempted before or after you act.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

Blessing of Geryon

Blessing 5 · Divine, Geryon · Check to acquire: Charisma or Diplomacy 8, or Divine 5

Powers: Discard this card to add 1 die to any check.

Bury this card and all cards in your hand to succeed at your check to defeat a non-villain monster, then draw up to your hand size.

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 Mammon

Blessing 3 · Divine, Mammon, Corrupted · Check to acquire: Intelligence or Knowledge 7, then Divine 5

Powers: Discard this card to add 2 dice to any check; after the check, if this card has the Corrupted trait, a random character at your location is dealt Fire damage equal to the lowest die of the size you added.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

Blessing of Mazmezz

Blessing 2 · Divine, Mazmezz, Corrupted · Check to acquire: Constitution or Fortitude 6, or Divine 7

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a monster, or 3 dice if each character at your location discards 1d4 cards.

Discard this card to explore your location.

After you play this card, if this card has the Corrupted trait, bury this card instead of discarding it.

Blessing of Mephistopheles

Blessing 6 · Divine, Mephistopheles, Corrupted · Check to acquire: Intelligence or Arcane 7, then Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check by a character at another location; if this card has the Corrupted trait, that character shuffles 1d4 random monsters from the box into that location deck.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

Blessing of Shax

Blessing B · Divine, Shax, Corrupted · Check to acquire: Combat 9, or Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength or Dexterity combat check.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing of the Archdevils

Blessing B · Divine, Asmodeus, Corrupted, Basic · Check to acquire: None

Powers: When you encounter this card, you automatically acquire it.

Discard this card to add 1 die to any check.

Discard this card to explore your location.

If you have another blessing that has the Corrupted trait in your hand, you may recharge this card instead of discarding it.

Blessing of the Gods

Blessing B · Divine, Basic · Check to acquire: None

Powers: When you encounter this card, you automatically acquire it.

Discard this card to add 1 die to any check.

Discard this card to explore your location.

You may treat this card as if it has the same powers as the top card of the blessings discard pile.

Blessing of the Prince of Lies

Blessing 5 · Blessing, Asmodeus, Corrupted · Check to acquire: Charisma or Diplomacy 9, then Divine 5

Powers: Discard this card to add 1 die to any check.

Bury this card and all cards in your hand to succeed at your check against a boon or a non-villain bane, then draw up to your hand size.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile does not have the Corrupted trait, banish this card instead of discarding or burying it.

Items

The Asmodean Disciplines

Item 2 · Book, Magic, Asmodeus, Corrupted · Check to acquire: Wisdom or Divine 9

Powers: Recharge this card and banish a blessing to add the top card of the blessings discard pile to your discard pile; if this card has the Corrupted trait, bury this card instead. If the blessing you added has the Asmodeus or Corrupted trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Banish this card to redeem a card.

Belt of Giant Strength

Item 3 · Accessory, Magic · Check to acquire: Strength 5

Powers: Reveal this card to add 1 to your Strength check. You may play another item on this check.

Belt of Physical Might

Item 5 · Accessory, Magic · Check to acquire: Strength, Dexterity, or Constitution 9

Powers: Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

Blood Periapt

Item B · Accessory, Magic, Basic · Check to acquire: Constitution or Fortitude 4

Powers: Discard this card to reduce damage dealt to you by 3.

After playing this card, you may succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Book of the Damned

Item 5 · Book, Magic, Divine, Corrupted · Check to acquire: Banish a blessing

Powers: Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.

After playing this card, you may banish a loot to discard this card instead of banishing it.

Godclaw Gauntlets

Item 4 · Accessory, Magic, Corrupted · Check to acquire: Strength, Melee, or Divine 12

Powers: On your combat check, if you did not play a weapon, recharge this card to add 1d6+2 and the Magic and Slashing traits; if this card has the Corrupted trait, discard 2 cards.

Display this card next to your location. While displayed, when a character at this location encounters a monster, add 2d4 and the Fire trait to her combat checks. At the end of your turn, bury this card.

Hellfire Halo

Item 6 · Accessory, Magic, Corrupted · Check to acquire: Wisdom or Divine 15

Powers: Reveal this card to add 1d6 to your Intelligence or Wisdom check; if this card has the Corrupted trait, discard it instead.

Discard this card to add 3d6 and the Fire trait to your combat check; if this card has the Corrupted trait, banish it instead.

Magnifying Glass

Item B · Tool, Basic · Check to acquire: Intelligence or Perception 4

Powers: Reveal this card to add 1d4 to your Disable or Perception check against a barrier or a boon.

Recharge this card to examine the top card of your deck, then you may shuffle your deck.

Manual of War

Item 3 · Book · Check to acquire: Melee or Ranged 8

Powers: Display this card and choose an unchecked power feat or skill feat on your character card or role card; it must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Potion of Ghostly Form

Item B · Liquid, Alchemical · Check to acquire: Intelligence or Craft 4

Powers: Banish this card to allow a character at your location to evade a barrier she is encountering; that character may immediately explore again.

Ring of the Hellion

Item 1 · Accessory, Magic, Corrupted · Check to acquire: Wisdom or Divine 8

Powers: Discard this card to examine the top card of your location deck. If it is a monster, you may encounter it and you may add 2d4 and the Mental trait to your checks to defeat it. If this card has the Corrupted trait, a random character is dealt 2 Mental damage that may not be reduced.

Sanguine Talisman

Item 2 · Accessory, Magic, Corrupted, Veteran · Check to acquire: Wisdom or Divine 7

Powers: When you defeat a non-villain, non-henchman monster and would banish it, reveal this card to put it in your hand instead.

Discard this card and banish a monster from your hand to add 1d8 plus the monster's adventure deck number and the Fire trait to your combat check. If this card has the Corrupted trait, after the check you are dealt an amount of Fire damage equal to 1 plus the monster's adventure deck number.

Shackles of Compliance

Item 1 · Object, Magic · Check to acquire: Intelligence or Craft 7, or Dexterity or Disable 5

Powers: When you defeat a monster on your turn and banish it, discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.

After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

Signal Whistle

Item B · Object, Basic · Check to acquire: Wisdom or Perception 4

Powers: Before you act, discard this card to allow a character to move to your location.

Spells

Boneshatter

Spell 6 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 13

Powers: For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act.

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 15 check to recharge this card instead of discarding it.

Channel Corruption

Spell B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4

Powers: Discard this card to add or ignore the Corrupted trait on a card for the rest of the turn.

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 6 check to recharge this card instead of discarding it.

Circle of Evil

Spell 5 · Magic, Divine · Check to acquire: Wisdom or Divine 12

Powers: On your combat check against a monster, discard this card to add 1d12. You may additionally discard a card that has the Corrupted trait to add another 1d12.

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.

Circle of Law

Spell 1 · Magic, Divine · Check to acquire: Wisdom or Divine 6

Powers: On your combat check against a monster, discard this card to add 1d8. If the monster has the Demon trait, instead add 1d12.

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.

Cure

Spell B · Magic, Divine, Healing, Basic · Check to acquire: Wisdom or Divine 6

Powers: Reveal this card to allow a character at your location to 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.

Desecrate

Spell 2 · Magic, Divine, Veteran · Check to acquire: Wisdom or Divine 8

Powers: Banish this card and a number of blessings from the blessings deck equal to 1 plus the scenario's adventure deck number, then attempt to close your location.

Detect Good

Spell B · Magic, Divine · Check to acquire: Wisdom or Divine 4

Powers: During your turn, discard this card to examine the top card of your location deck. If it is an ally or a blessing, and does not have the Corrupted trait, you may immediately encounter it.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Detect Thoughts

Spell 2 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8

Powers: Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of 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 10 check to recharge this card instead of discarding it.

Divine Blaze

Spell 4 · Magic, Divine, Attack, Fire · Check to acquire: Wisdom or Divine 12

Powers: For your combat check, discard this card to use your Divine skill + 3d8. If the bane 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.

Divine Fortune

Spell 3 · Magic, Divine · Check to acquire: Wisdom or Divine 11

Powers: Display this card. While displayed, add 1d6 to checks by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead.

Dread Bolt

Spell B · Magic, Divine, Attack, Force, Basic · Check to acquire: Wisdom or 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.

Fear

Spell 1 · Magic, Arcane, Divine, Attack, Mental, Elite · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6

Powers: Discard this card to evade a non-villain monster you encounter; shuffle it into an open location of your choice.

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.

Instrument of Agony

Spell 4 · Magic, Divine, Veteran · Check to acquire: Wisdom or Divine 10

Powers: Display this card next to a character's deck. While displayed, when that character plays a weapon on his combat check, he may discard a card to add 1d8 plus the scenario's adventure deck number and the Magic trait; if it is against a monster that has the Human trait, add an additional 1d8. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 12 check to recharge it instead.

Sagacity

Spell B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6

Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Wisdom checks. 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 attempt an Arcane or Divine 8 check to recharge it instead.

Steal Soul

Spell 5 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence or Arcane 12, or Wisdom or 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.

Stunning Barrier

Spell 3 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8

Powers: Discard this card to evade a non-villain monster you encounter; you may place it anywhere in the deck it came from.

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.

Symbol of Fortune

Spell 6 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14

Powers: On any check, after the roll, discard this card to add or subtract 3 from the result.

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 16 check to recharge this card instead of discarding it.

Toughness

Spell B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6

Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Constitution checks. 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 8 check to recharge it instead.

Weapons

Acidic Whip +1

Weapon 1 · Whip, Melee, Slashing, Acid, Finesse, Swashbuckling, Magic · Check to acquire: Strength or Melee 8

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade your encounter.

Bloodblade

Weapon 4 · Sword, Melee, Slashing, Magic, Corrupted, Healing · Check to acquire: Strength or Melee 13

Powers: For your combat check against a bane or your Diplomacy check against an ally, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at the Diplomacy check, banish the ally and shuffle 1d4+1 random cards from your discard pile into your deck, then if this card has the Corrupted trait, recharge your hand.

Cleaving Dogslicer +2

Weapon 3 · Sword, Melee, Piercing, Finesse, Magic · Check to acquire: Strength or 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.

Dwarven Clawhammer

Weapon B · Hammer, Melee, Bludgeoning, Basic · Check to acquire: Strength or Melee 6, or Craft 4

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Recharge this card to add 1d4 to your Craft or Disable check.

Furious Broadsword +2

Weapon 6 · Sword, Melee, Slashing, Magic · Check to acquire: Strength or Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may discard this card and another card to add another 3d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d6 rolled on this check is a 6, count it as 7.

Giant Crossbow

Weapon 1 · Bow, Ranged, Piercing, 2-Handed · Check to acquire: Strength or Ranged 8

Powers: For your combat check, reveal this card to use your Strength or Ranged skill + 1d10.

If proficient with weapons, discard this card to add 1d4 plus your Strength modifier to a combat check by a character at another location.

Grayflame Mace +2

Weapon 5 · Mace, Melee, Bludgeoning, Magic · Check to acquire: Strength, Melee, or Divine 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine skill.

Hammer

Weapon B · Hammer, Melee, Bludgeoning, Basic · Check to acquire: Strength or Melee 5, or Craft 4

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.

Recharge this card to add 1d6 to your Craft or Disable check.

Heart's Bane

Weapon 6 · Sword, Melee, Slashing, Magic, Corrupted, Veteran · Check to acquire: Strength, Melee, or Divine 20

Powers: For your combat or Diplomacy check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally recharge this card to add another 1d6 and the scenario's adventure deck number. If you have the Antipaladin trait, add an additional 1d10 and the Fire trait. If not proficient with weapons or if this card has the Corrupted trait, the difficulty of this check is increased by 4.

Humanbane Gladius +2

Weapon 5 · Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to acquire: Strength or Melee 11

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. If the bane has the Human trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Khopesh

Weapon B · Sword, Melee, Slashing, Basic · Check to acquire: Strength or Melee 7

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

Longspear

Weapon B · Spear, Melee, Piercing, 2-Handed, Basic · Check to acquire: Strength or Melee 5

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Longsword

Weapon B · Sword, Melee, Slashing, Basic · Check to acquire: Strength or Melee 6

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Scizore +3

Weapon 4 · Scizore, Shield, Melee, Piercing, Magic · Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with light armors, and you are dealt Combat damage on this check, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Sinderbos

Weapon 2 · Hammer, Fire, Magic, Corrupted · Check to acquire: Strength, Melee, or Craft 10

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if you previously played this weapon during this encounter, add an additional 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result. If this card has the Corrupted trait when you reroll the dice, bury it instead.

Recharge this card to add 1d6+1 to your Craft or Disable check.

Torch

Weapon B · Club, Melee, Bludgeoning, Fire, Basic · Check to acquire: Strength, Intelligence, or Wisdom 4

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.

Unholy Aspergillum +3

Weapon 2 · Mace, Melee, Bludgeoning, Magic, Corrupted, Elite · Check to acquire: Strength or Melee 9

Powers: If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.

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+1. If the bane has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Vicious Trident +1

Weapon 3 · Polearm, Melee, Piercing, Magic · Check to acquire: Strength or Melee 12

Powers: For your combat check, reveal this card and discard another card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8+3. You are dealt 1 Force damage that may not be reduced.

Warhammer +1

Weapon B · Hammer, Melee, Bludgeoning, Magic · Check to acquire: Strength or Melee 9

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Whip

Weapon B · Whip, Melee, Slashing, Finesse, Swashbuckling, Basic · Check to acquire: Strength or Melee 7

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade your encounter.

  • Unfettered Imp
  • Mantle of Faith
  • Scale Mail
  • Tower Shield
  • Wooden Shield
  • Blessing of the Gods
  • Blessing of the Prince of Lies
  • Shackles of Compliance
  • Signal Whistle
  • Sagacity
  • Steal Soul
  • Stunning Barrier
  • Symbol of Fortune
  • Toughness
  • Scizore +3
  • Sinderbos
  • Torch
  • Unholy Aspergillum +3
  • Vicious Trident +1
  • Warhammer +1
  • Whip