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Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 2 thumbnail

Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 2

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

Pathfinder Adventure Card Game: Hell's Vengeance Character Deck 2 Rulebook

Table of Contents

Table of Contents

  • Cards
    • Sacrificial Dagger
    • Sanguine Talisman
    • Sawtooth Sabre +2
    • Shackles of Compliance
    • Shadow Barbs
    • Shield Cloak
    • Sniper's Studded Leather
    • Spellguard Bracers
    • Spiked Chain +1
    • Spirit Blade
    • Staff of the Hooded Cobra
    • Stalker's Crossbow
    • Steal Soul
    • Stunning Barrier
    • Thieves' Tools
    • Life Leech
    • Light Crossbow
    • Mantis Mask
    • Master's Lash
    • Ophidian Armor
    • Phlegmatic Talisman
    • Poison Blast
    • Ray of Sickening
    • Redeemer Blacksmith
    • Reveler
    • Acidic Sling +3
    • Advocate's Armor
    • Aegis of Recovery
    • Animate Dead
    • Animated Horde
    • Animated Skeleton
    • Animated Zombie
    • Archcountess
    • Black Dagger Chemist
    • Black Spot
    • Blackcloth Armor
    • Blade Lash
    • Blasphemy
    • Blessing of Achaekek
    • Blessing of Baalzebul
    • Blessing of Baphomet
    • Blessing of Barbatos
    • Blessing of Mephistopheles
    • Blessing of Moloch
    • Blessing of Norgorber
    • Blessing of Sifkesh
    • Blessing of the Archdevils
    • Blessing of the Gods
    • Ring of Blood Calling
    • Ring of Rat Fangs
    • Robe of Bones
    • Rod of the Viper
    • Thousand Stings Whip
    • Traitor's Blade
    • Ukobach
    • Unfettered Imp
    • Unshakable Chill
    • Venomous Dagger +2
    • Venomous Hand Crossbow +1
    • Viper Strike
    • Whip
    • Wyvern Poison
    • Channel Corruption
    • Circle of Chaos
    • Corrosive Dagger +1
    • Crimson Assassin
    • Crown of Infernal Majesty
    • Cult Acolyte
    • Cure
    • Dagger
    • Deathgrip
    • Detect Thoughts
    • Discord Bottle
    • Duelist
    • Flame Staff
    • Galvanic Chakram +1
    • Ghoul Hide
    • Glamour
    • Grave Tender
    • Hand Crossbow
    • Hangman's Noose
    • Hungering Staff
    • Hungry Ghost Monk
    • Jinx Eater
    • Kopis
    • Life Drain
    • Blessing of the Prince of Lies
    • Blessing of Urgathoa
    • Blessing of Zon-Kuthon
    • Bloodroot Poison
    • Bone Armor
    • Bracers of Protection
    • Brand of Hobbling
    • Caltrop Bead
    • Canopic Conversion
    • Cat-o'-Nine-Tails
    • Centipede Venom
  • Character Sheets
    • Emil (Male Pitborn Assassin)
      • Emil (Poisoner)
      • Emil (Red Mantis Assassin)
    • Nyctessa (Female Dhampir Wizard)
      • Nyctessa (Undead Master)
      • Nyctessa (Blood Lord)
    • Zelhara (Female Human Inquisitor)
      • Zelhara (Torturer)
      • Zelhara (Pain Taster)
  • Redemption B

Cards

Each entry gives the card's type and level, its traits, its check to acquire, and its printed Powers text.

Sacrificial Dagger

Weapon, level 2. Knife, Ranged, Piercing, Magic, Corrupted, Elite. Check to acquire: Dexterity or Ranged 7.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge any number of allies to add another 1d4 for each ally recharged. If this card has the Corrupted trait, discard the allies instead.

On your combat check, if you played another weapon, discard this card to add 1d4+2.

Sanguine Talisman

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

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.

Sawtooth Sabre +2

Weapon, level 2. Sword, Melee, Slashing, Finesse, Magic, Veteran. Check to acquire: Strength or Melee 11.

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 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Shackles of Compliance

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

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.

Shadow Barbs

Spell, level 1. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane or Wisdom 10.

For your combat check against a bane, recharge this card to use your Arcane, Divine, or Melee skill + 1d10 and add the Finesse trait. If you would fail this check and are proficient with weapons, you may instead discard this card to ignore the result and evade the bane.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard this card for its power, you may succeed at an Arcane or Divine 12 check to recharge this card instead.

Shield Cloak

Armor, level 1. Clothing, Light Armor, Offhand, Magic. Check to acquire: Intelligence or Knowledge 8.

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

Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

Sniper's Studded Leather

Armor, level 3. Light Armor, Magic, Elite. Check to acquire: Constitution, Fortitude or Stealth 8.

Recharge this card to add 2 to your Ranged combat or Perception check.

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 light armors, bury it instead.

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

Spellguard Bracers

Item, level B. Accessory, Magic. Check to acquire: Intelligence or Arcane 5.

Discard this card to succeed at your check to recharge a spell.

Discard this card to recharge a random spell from your discard pile.

Spiked Chain +1

Weapon, level 1. Chain, Melee, Piercing, Finesse, Magic. Check to acquire: Strength or Melee 9.

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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 would fail this check, you may discard this card to reroll the dice; take the new result.

Spirit Blade

Weapon, level 3. Knife, Ranged, Piercing, Magic. Check to acquire: Dexterity or Ranged 9.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of this check, ignore that effect.

On your combat check, if you played another weapon or a spell, discard this card to add 1d4+1 and the Force trait.

Staff of the Hooded Cobra

Weapon, level 5. Staff, Melee, Bludgeoning, 2-Handed, Magic. Check to acquire: Strength or Melee 14.

For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.

Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.

Stalker's Crossbow

Weapon, level 4. Bow, Ranged, Piercing, Magic, Corrupted. Check to acquire: Dexterity or Ranged 11.

If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you would fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.

If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Steal Soul

Spell, level 5. Magic, Arcane, Divine, Attack. Check to acquire: Intelligence or Arcane 12, or Wisdom or Divine 10.

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, level 3. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 8.

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.

Thieves' Tools

Item, level B. Tool, Basic. Check to acquire: Dexterity or Disable 4.

Reveal this card to add 1 die to your Disable check.

Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. You may succeed at a Disable 8 check to recharge this card instead of discarding it.

Life Leech

Spell, level 5. Magic, Arcane, Attack, Healing. Check to acquire: Intelligence or Arcane 12.

For your combat check, discard this card to use your Arcane skill + 2d4. Shuffle 1d4+1 random cards from your discard pile into your deck.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 15 check to recharge this card instead of discarding it.

Light Crossbow

Weapon, level B. Bow, Ranged, Piercing, Basic. Check to acquire: Dexterity or Ranged 4.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.

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

Mantis Mask

Item, level 2. Accessory, Magic, Achaekek. Check to acquire: Constitution or Fortitude 7.

On your Melee or Ranged combat check, reveal this card to add 1. If you have a role card or reveal a blessing that has the Achaekek trait, add 2 instead.

On your check that invokes the Poison or Vermin trait, recharge this card to add 1 die.

Master's Lash

Weapon, level 6. Whip, Melee, Slashing, Finesse, Swashbuckling, Magic. Check to acquire: Strength, Melee or Dexterity 16.

For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait, and ignore the bane's immunities on this check.

Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

Ophidian Armor

Armor, level 5. Light Armor, Magic. Check to acquire: Dexterity or Craft 10.

Reveal this card to add 2 to your Dexterity check.

Recharge this card to reduce Combat or Poison damage dealt to you by 2.

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.

Phlegmatic Talisman

Item, level 3. Accessory, Magic, Corrupted. Check to acquire: Wisdom or Divine 10.

Recharge this card to search your deck for an ally that has the Demon or Devil trait and draw it. If this card has the Corrupted trait, bury this card instead.

Poison Blast

Spell, level 4. Magic, Arcane, Attack, Poison. Check to acquire: Intelligence or Arcane 12.

For your combat check, discard this card to use your Arcane skill + 2d12.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

Ray of Sickening

Spell, level 1. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 8.

Discard this card to evade a monster you encounter that does not have any of the Construct, Ooze, or Undead traits. If you would shuffle the monster into the deck it came from, instead set aside half the cards (rounding down) from the top of the deck, put the monster on top of the deck, then put the cards you set aside on top of the monster.

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.

Redeemer Blacksmith

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

Display this card and choose a card. While this card is displayed, ignore the Corrupted trait on that card. At the end of your turn, recharge this card.

Discard this card to explore your location.

Reveler

Ally, level 4. Human, Bard. Check to acquire: Charisma or Diplomacy 7.

On your check to acquire an ally, recharge this card to add 2d6.

Discard this card to explore your location.

Acidic Sling +3

Weapon, level 5. Sling, Ranged, Bludgeoning, Magic. Check to acquire: Dexterity or Ranged 10.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 3d4 and the Acid trait.

Advocate's Armor

Armor, level 4. Light Armor, Magic. Check to acquire: Constitution, Fortitude, Charisma or Diplomacy 9.

Reveal this card to add 2 to your non-combat Charisma or Diplomacy check.

Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2.

If proficient with light armors, recharge this card to draw an ally from your discard pile.

Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.

Aegis of Recovery

Armor, level 6. Light Armor, Magic. Check to acquire: Constitution, Fortitude, Wisdom or Divine 12.

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.

Animate Dead

Spell, level 3. Magic, Arcane, Divine, Undead. Check to acquire: Intelligence, Arcane, Wisdom or Divine 11.

Discard this card to draw random monsters that have an adventure deck number of 1 or higher from the box until the sum of those monsters' adventure deck numbers is greater than the scenario's adventure deck number.

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 13 check to recharge this card instead of discarding it.

Animated Horde

Ally, level 6. Undead, Army. Check to acquire: Intelligence, Arcane, Wisdom or Divine 13.

Recharge this card to draw 2 random monsters that do not have either the Basic or Elite trait from the box. If you do not have either the Arcane or Divine skill, bury this card instead.

Discard this card to explore your location. During this exploration, on each of your combat checks, you may recharge a monster to add 3d4.

Animated Skeleton

Ally, level B. Undead, Basic. Check to acquire: Intelligence, Arcane, Wisdom or Divine 6.

Recharge this card to draw a monster from the box. If you do not have either the Arcane or Divine skill, bury this card instead.

Discard this card to explore your location. During this exploration, on each of your combat checks, you may recharge a monster to add 1d4.

Animated Zombie

Ally, level 2. Undead, Elite. Check to acquire: Intelligence, Arcane, Wisdom or Divine 8.

Recharge this card to draw a random monster that does not have the Basic trait from the box. If you do not have either the Arcane or Divine skill, bury this card instead.

Discard this card to explore your location. During this exploration, on each of your combat checks, you may recharge a monster to add 2d4.

Archcountess

Ally, level 5. Human, Aristocrat. Check to acquire: Charisma or Diplomacy 13, or banish an item.

Discard this card to examine the top card of any location deck. If it is a boon, you may instead recharge this card to banish the boon.

Discard this card to explore your location.

Black Dagger Chemist

Ally, level 1. Pitborn, Devil, Alchemist. Check to acquire: Charisma or Diplomacy 7.

Discard this card to add 1d4 and the Poison trait to a combat check by a character at another location.

Discard this card to explore your location. During this exploration, if you encounter a boon, you may exchange it for another boon of that type from the box.

Black Spot

Spell, level B. Magic, Arcane, Divine, Veteran, Basic. Check to acquire: Intelligence, Arcane, Wisdom or Divine 4.

Discard this card to decrease the difficulty of a check to defeat a monster by 1 plus the scenario's adventure deck number.

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.

Blackcloth Armor

Armor, level 2. Light Armor, Magic, Elite. Check to acquire: Constitution or Fortitude 6.

On your combat check, if you are the only character at your location, reveal this card to add 1.

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.

Blade Lash

Spell, level 2. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 7.

If you played a weapon on your combat check, after the roll, discard this card to add or subtract 3. If the check is against a bane, 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 9 check to recharge this card instead of discarding it.

Blasphemy

Spell, level 6. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 12.

For your combat check, discard this card to use your Arcane or Divine skill. You may additionally reveal any number of cards that have the Corrupted trait to add 1d12 for each card revealed.

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 14 check to recharge this card instead of discarding it.

Blessing of Achaekek

Blessing, level 3. Divine, Achaekek. Check to acquire: Intelligence or Craft 7, or Divine 5.

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 Baalzebul

Blessing, level 1. Divine, Baalzebul, Corrupted. Check to acquire: Dexterity or Stealth 7, then Divine 5.

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that is not a check to acquire or defeat.

Discard this card to explore your location. If this card has the Corrupted trait, during this exploration, the difficulty of all checks is increased by 1d6.

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 Baphomet

Blessing, level 1. Divine, Baphomet, Corrupted. Check to acquire: Melee 7, or Divine 5.

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check attempted during the first exploration of a turn.

If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Blessing of Barbatos

Blessing, level B. Divine, Barbatos, Corrupted. Check to acquire: Constitution or Fortitude 6, then Divine 5.

Discard this card to add 1 die to any check; if this card has the Corrupted trait, add 1d4 instead.

When any character plays an ally on a check, discard this card to add 2 dice.

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 Mephistopheles

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

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 Moloch

Blessing, level 3. Divine, Moloch, Corrupted. Check to acquire: Strength or Melee 6, then Divine 5.

Discard this card to add 1 die to any check.

When any character plays a weapon on a check, discard this card to add 2 dice; if this card has the Corrupted trait, that character discards a card.

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 Norgorber

Blessing, level 4. Divine, Norgorber. Check to acquire: Bury any card, or Divine 5.

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to acquire a boon.

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 Sifkesh

Blessing, level 4. Divine, Sifkesh, Corrupted. Check to acquire: Bury any card, or Divine 5.

If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that has the Corrupted trait.

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, a random character buries the top card of his deck.

Blessing of the Archdevils

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

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, level B. Divine, Basic. Check to acquire: None.

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.

Ring of Blood Calling

Item, level 5. Accessory, Magic, Corrupted. Check to acquire: Wisdom or Divine 12.

Recharge this card to search your deck for an ally that has the Demon or Devil trait or a blessing that has the Corrupted trait and draw it. If this card has the Corrupted trait, discard this card instead and bury all allies in your discard pile.

Ring of Rat Fangs

Item, level 4. Accessory, Magic, Healing. Check to acquire: Constitution or Fortitude 10.

When you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

Robe of Bones

Item, level 4. Clothing, Magic. Check to acquire: Wisdom or Divine 15.

When you defeat a monster and would banish it, shuffle this card into your deck to draw that monster instead.

When you would discard a spell other than as damage, reveal this card to banish a monster instead.

Rod of the Viper

Weapon, level 4. Mace, Melee, Bludgeoning, Magic, Corrupted, Elite. Check to acquire: Strength or Melee 11.

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 1d12 and the Poison trait.

Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Thousand Stings Whip

Weapon, level 4. Whip, Melee, Piercing, Finesse, Poison, Magic. Check to acquire: Strength or Melee 11.

When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from the result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

Traitor's Blade

Weapon, level 6. Knife, Ranged, Piercing, Magic, Corrupted. Check to acquire: Dexterity or Ranged 13.

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

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add another 1d4.

On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Force trait.

Ukobach

Ally, level B. Outsider, Devil, Basic. Check to acquire: Intelligence, Charisma or Arcane 5.

Discard this card to draw a card, then explore your location. During this exploration, on your checks to defeat, add 1 and the Fire trait.

Unfettered Imp

Ally, level 3. Outsider, Devil, Temptation. Check to acquire: Intelligence, Charisma or Arcane 7.

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.

Unshakable Chill

Spell, level B. Magic, Arcane, Divine, Attack, Cold, Basic. Check to acquire: Intelligence, Arcane, Wisdom or Divine 6.

For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens 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 8 check to recharge this card instead of discarding it.

Venomous Dagger +2

Weapon, level 3. Knife, Ranged, Piercing, Magic. Check to acquire: Dexterity or Ranged 11.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.

On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.

Venomous Hand Crossbow +1

Weapon, level 2. Bow, Ranged, Piercing. Check to acquire: Dexterity or Ranged 9.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.

Viper Strike

Spell, level B. Magic, Arcane, Divine, Attack, Poison, Basic. Check to acquire: Intelligence, Arcane, Wisdom or Divine 4.

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 6 check to recharge this card instead of discarding it.

Whip

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

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.

Wyvern Poison

Item, level 5. Liquid, Poison. Check to acquire: Intelligence or Craft 11.

If you played a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

Channel Corruption

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

Display this card and choose a card; while this card is displayed, that card gains the Corrupted trait.

Display this card and choose a card; while this card is displayed, ignore the Corrupted trait on that card.

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 6 check to recharge it instead.

Circle of Chaos

Spell, level 4. Magic, Divine. Check to acquire: Wisdom or Divine 13.

Discard this card to examine the top card of each location deck. After you examine a boon, banish it; after you examine a bane, each character at that location is dealt 1 Force damage. Then shuffle each location deck.

After playing this card, 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.

Corrosive Dagger +1

Weapon, level B. Knife, Ranged, Piercing, Magic, Elite. Check to acquire: Dexterity or Ranged 7.

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 and the Acid trait.

On your combat check, if you played another weapon, discard this card to add 1d4+1.

Crimson Assassin

Ally, level 4. Half-Elf, Assassin, Veteran. Check to acquire: Charisma or Diplomacy 11, or banish an ally.

If you would fail a combat check, bury this card to add the scenario's adventure deck number.

Discard this card to explore your location. During this exploration, on your combat checks, add 1d6 and the Poison trait.

Crown of Infernal Majesty

Item, level 6. Accessory, Magic, Corrupted. Check to acquire: Arcane or Divine 13, then banish 3 cards.

Discard this card and the rest of your hand to add 10 to your Arcane or Divine combat check. If this card has the Corrupted trait, bury this card and the rest of your hand instead.

Discard this card to reduce all damage dealt to you to 0. If this card has the Corrupted trait, bury it instead.

Cult Acolyte

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

Recharge this card to add 1d8 to your Arcane or Divine check, then search the blessings deck for a blessing and shuffle it into your location deck.

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

Cure

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

Reveal this card and choose 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.

Dagger

Weapon, level B. Knife, Ranged, Piercing, Basic. Check to acquire: Dexterity or Ranged 3.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.

On your combat check, if you played another weapon, discard this card to add 1d4.

Deathgrip

Spell, level 2. Magic, Arcane, Divine, Attack, Undead, Cold. Check to acquire: Intelligence, Arcane, Wisdom or Divine 8.

For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens 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 10 check to recharge this card instead of discarding it.

Detect Thoughts

Spell, level 1. Magic, Arcane, Divine. Check to acquire: Intelligence, Arcane, Wisdom or Divine 8.

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.

Discord Bottle

Item, level 1. Object, Magic, Corrupted. Check to acquire: Wisdom or Divine 8.

When you would encounter a monster, recharge this card; a random character at your location encounters the monster instead.

When you would encounter a monster, discard this card and choose a character at your location to encounter the monster instead.

If this card has the Corrupted trait, before the encountering character acts, he is dealt 1 Mental damage that may not be reduced.

Duelist

Ally, level 2. Human, Swashbuckler. Check to acquire: Dexterity, Charisma or Diplomacy 8.

On your check that has the Finesse trait, recharge this card to add 1d6.

Discard this card to explore your location.

Flame Staff

Item, level B. Staff, Attack, Fire, Magic, Basic. Check to acquire: Arcane or Divine 4.

For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Galvanic Chakram +1

Weapon, level 1. Knife, Ranged, Slashing, Electricity, Magic, Elite. Check to acquire: Dexterity or Ranged 8.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.

If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Ghoul Hide

Armor, level B. Light Armor, Magic, Corrupted, Elite. Check to acquire: Constitution, Fortitude or Craft 7.

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 Cold or Combat damage dealt to you by 2, or to ignore a bane's effect that causes you to end your turn.

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.

Glamour

Spell, level 2. Magic, Arcane. Check to acquire: Charisma or Arcane 8.

Display this card next to a character's deck. While displayed, treat your character card as if it has that character's skills in addition to your own. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 8 check to recharge it instead.

Grave Tender

Ally, level B. Human, Hireling. Check to acquire: Charisma or Diplomacy 7, or Divine 5.

On your check against a bane that has the Undead trait, recharge this card to add 1d8.

Discard this card to explore your location. During this exploration, the first time you defeat a monster, you may draw a card.

Hand Crossbow

Weapon, level B. Bow, Ranged, Piercing, Basic. Check to acquire: Dexterity or Ranged 5.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Hangman's Noose

Weapon, level 3. Chain, Melee, Piercing, Finesse, Magic, Corrupted. Check to acquire: Strength or Melee 10.

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4 for each ally in your discard pile. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard a card to reroll the dice; take the new result, and if this card has the Corrupted trait, bury that card instead.

Hungering Staff

Weapon, level 1. Staff, Melee, Bludgeoning, 2-Handed, Magic, Corrupted. Check to acquire: Strength, Melee or Arcane 8.

For your combat check, reveal this card to use your Strength or Arcane skill + 1d6+2; you may additionally discard a spell to add another 1d6 plus the spell's adventure deck number. If you fail this check and this card has the Corrupted trait, shuffle a monster from the box into your location deck.

Hungry Ghost Monk

Ally, level 1. Human, Monk. Check to acquire: Charisma or Arcane 7.

On your combat check against a monster, discard this card to add 1d6. If you defeat it, shuffle a random card from your discard pile into your deck.

Discard this card to explore your location.

Jinx Eater

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

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.

Kopis

Weapon, level B. Knife, Ranged, Slashing, Basic. Check to acquire: Dexterity or Ranged 5.

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 for each die you roll.

On your combat check, if you played another weapon, discard this card to add 1d4.

Life Drain

Spell, level B. Magic, Arcane, Divine, Attack, Healing, Elite. Check to acquire: Intelligence or Arcane 7, or Wisdom or Divine 9.

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 9 or Divine 11 check to recharge this card instead of discarding it. Then shuffle a random card from your discard pile into your deck.

Blessing of the Prince of Lies

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

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.

Blessing of Urgathoa

Blessing, level 2. Divine, Urgathoa. Check to acquire: Constitution or Fortitude 7, then Divine 5.

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Fortitude check or any check that invokes the Undead trait.

Discard this card to explore your location.

If you play this card to add dice to your check that has the Poison trait, recharge this card instead of discarding it.

Blessing of Zon-Kuthon

Blessing, level 2. Divine, Zon-Kuthon. Check to acquire: Constitution or Fortitude 7, or Divine 5.

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Constitution check.

Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.

Discard this card to explore your location.

Bloodroot Poison

Item, level 3. Liquid, Poison. Check to acquire: Intelligence or Craft 9.

If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

Bone Armor

Armor, level B. Light Armor, Basic. Check to acquire: Constitution, Fortitude or Craft 4.

Recharge this card to reduce Acid 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.

Bracers of Protection

Item, level B. Accessory, Magic, Basic. Check to acquire: Intelligence or Arcane 3.

Recharge this card to reduce Combat damage dealt to you by 1.

Brand of Hobbling

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

When you would bury or banish a monster from your hand or discard a spell for its power, discard this card to recharge that card instead. You may play this card even if you played another spell on this check.

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.

Caltrop Bead

Item, level B. Object, Magic, Basic. Check to acquire: Dexterity 6.

Banish this card to add 1d4 to your combat check.

Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Canopic Conversion

Spell, level 6. Magic, Arcane, Divine, Attack. Check to acquire: Intelligence, Arcane, Wisdom or Divine 14.

For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.

When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Cat-o'-Nine-Tails

Weapon, level B. Whip, Melee, Slashing, Finesse, Swashbuckling, Elite. Check to acquire: Strength or Melee 11.

For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Centipede Venom

Item, level B. Liquid, Poison, Elite. Check to acquire: Intelligence or Craft 7.

If you played a weapon on your combat check, reveal this card to add 2 and the Poison trait. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.

Character Sheets

The three character sheets below give each character's skills, base powers, card list and roles. Items marked with an empty box on the sheet are upgrades; they are shown here in parentheses. Backstory text and role tag-lines are omitted as flavour.

Emil (Male Pitborn Assassin)

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

Base powers:

  • Hand size 5 (6). Proficient with light armor and weapons.
  • When you encounter a card, a character at your location may discard a card; if she does, evade your encounter.
  • You may discard a card to add 1d4 (+1) (+2) to a combat check by a character at another location.
  • When you play a boon that has the Poison (or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.

Card list (favored card type: Weapon): Weapon 4 (5, 6); Spell – (1); Armor 1 (2); Item 3 (4, 5); Ally 3 (4, 5); Blessing 4 (5, 6).

Roles (choose one after completing Adventure 3):

Emil (Poisoner)

  • Hand size 5 (6, 7). Proficient with light armor and weapons.
  • When you encounter a card, a character at your location may discard (or recharge) a card; if she does, evade your encounter.
  • You (or a character at your location) may discard a card to add 1d4 (+1) (+2) to a combat check by a character at another location.
  • When you play a boon that has the Poison (or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead. (If the boon is played on your check, add 1d4.)
  • You gain the skill Arcane equal to your Fortitude skill.
  • You gain the skill Mele [sic; printed "Mele"] equal to your Ranged skill.
  • Reduce Poison damage dealt to you by 2 (4).

Emil (Red Mantis Assassin)

  • Hand size 5 (6, 7). Proficient with light armor and weapons.
  • When you encounter a card, a character at your location may discard a card; if she does, evade your encounter. (Or you may add 1d6 to your combat checks against the encountered card.)
  • You may discard a card to add 1d4 (+1) (+2) (+3) to a combat check by a character at another location.
  • When you play a boon that has the Poison (or Corrupted) trait, you may ignore that trait and immunities to it. If the boon would require you to bury any cards from your hand or deck, recharge them instead.
  • For your combat check, you may discard a weapon to use your Dexterity skill + 2d10 and add the Poison and Vermin traits. If the weapon is Sawtooth Sabre +2 (or has the Poison trait), recharge it instead.
  • At the end of your turn (or any turn), you may banish a card to shuffle 1d4+1 random cards from the discard pile of a character at your location into your deck.

Nyctessa (Female Dhampir Wizard)

Skills: Strength d6 (+1, +2). Dexterity d6 (+1, +2). Constitution d4 (+1, +2). Intelligence d10 (+1, +2, +3, +4); Arcane: Intelligence +2; Knowledge: Intelligence +2. Wisdom d8 (+1, +2, +3). Charisma d8 (+1, +2).

Base powers:

  • Hand size 6 (7). Proficient with light armor (box).
  • When you would defeat a monster and would banish it, you may draw it instead.
  • You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 (or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster (or to acquire an ally).
  • Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.

Card list (favored card type: Spell): Weapon 1 (2); Spell 5 (6, 7, 8); Armor – (1); Item 2 (3); Ally 4 (5, 6); Blessing 3 (4, 5).

Roles (choose one after completing Adventure 3):

Nyctessa (Undead Master)

  • Hand size 6 (7, 8, 9). Proficient with light armor (box).
  • When you would defeat a monster and would banish it, you may draw it instead (then you may shuffle into your deck a random card from your discard pile) (or from any character at your location's discard pile).
  • You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 (or a number of d4s equal to the banished card's adventure deck number) to your (or a character at your location's) check to defeat a monster (or to acquire an ally).
  • Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die (and you may reset your hand from your discard pile).
  • If your check is against a card that has the Undead trait, add 1d8 (or 1d12).

Nyctessa (Blood Lord)

  • Hand size 6 (7, 8). Proficient with light armor (box) and weapons (box).
  • When you would defeat a monster and would banish it, you may draw it instead.
  • You may banish (or bury) an ally, a monster, or a card that has the Corrupted trait to add 1d4 (or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster (or to acquire an ally).
  • Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
  • Before (or after) you act, a character at your location may give you a random card (or 2 random cards) from her hand.
  • When you reset your hand, a character may bury a random card from her discard pile; if she does, shuffled [sic; printed "shuffled"] a random card (or 2 random cards) from your discard pile into your deck.

Zelhara (Female Human Inquisitor)

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

Base powers:

  • Hand size 5 (6). Proficient with light armor and weapons.
  • On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill.
  • Ignore Redemption cards.
  • Once per turn (or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
  • A character at your location may bury an ally (or a card that has the Corrupted trait) from her discard pile; if she does, shuffle a random card (or 2 random cards) from your discard pile into your deck.

Card list (favored card type: Weapon): Weapon 3 (4, 5); Spell 2 (3, 4); Armor 1 (2); Item 2 (3); Ally 3 (4, 5); Blessing 4 (5, 6).

Roles (choose one after completing Adventure 3):

Zelhara (Torturer)

  • Hand size 5 (6, 7, 8). Proficient with light armor and weapons.
  • On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill. (You may additionally recharge a card to add 1d6 and the Mental trait.)
  • Ignore Redemption cards.
  • Once per turn (or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
  • A character at your location may bury an ally (or a card that has the Corrupted trait) from her discard pile; if she does, shuffle a random card (or 2 random cards) from your discard pile (or that character's discard pile) into your deck.
  • At the start of any character's turn, you may examine the top card of her deck. That character may discard a card to draw that card; if she does not, she must recharge a card and that card.
  • After the roll on a combat check against a monster by a character at your location, that character may bury any number of cards to add that number to her result.
  • After your move step, you may examine the top card of your location deck. If it is a monster, you may encounter it. (If each character discards 1 ally, add 1d6 for each ally discarded to your checks to defeat the examined monster.)

Zelhara (Pain Taster)

  • Hand size 5 (6, 7). Proficient with light armor and weapons.
  • On your check that invokes the Chain, Finesse, or Knife trait, you may use Divine instead of the listed skill.
  • Ignore Redemption cards.
  • Once per turn (or any number of times on your turn), when a power happens if a boon has the Corrupted trait, you may ignore that power.
  • A character at your location may bury an ally (or a card that has the Corrupted trait) (or a blessing) from her discard pile; if she does, shuffle a random card (or 2 random cards) (or 1d4+2 random cards) from your discard pile into your deck.
  • After you (or a character at your location) discard any cards as damage, you may draw a card. (Then shuffle a random card from your discard pile into your deck.)
  • When you would discard cards as damage, you may recharge up to 2 of them instead.
  • You gain the skill Fortitude: Constitution +3.

Redemption B

Cards checked off below no longer have the Corrupted trait.

  • Crown of Infernal Majesty
  • Discord Bottle
  • Ghoul Hide
  • Hangman's Noose
  • Hungering Staff
  • Phlegmatic Talisman
  • Ring of Blood Calling
  • Ring of the Hellion [not among this deck's 97 card faces; printed on the Redemption list as shown]
  • Rod of the Viper
  • Sacrificial Dagger
  • Sanguine Talisman
  • Stalker's Crossbow
  • Traitor's Blade