Pathfinder Adventure Card Game: Occult Adventures Character Deck 2
Pathfinder Adventure Card Game: Occult Adventures Character Deck 2 Rulebook
Table of Contents
Characters
Yoon, Mavaro and Erasmus each have a character sheet, and each has two roles. 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.
Yoon
Female human kineticist · Hand size 5 · Favored card type: Spell
Skills: Strength d4 (☐+1, ☐+2). Dexterity d10 (☐+1, ☐+2, ☐+3, ☐+4); Acrobatics: Dexterity +2. Constitution d10 (☐+1, ☐+2, ☐+3, ☐+4); Fortitude: Constitution +2. Intelligence d6 (☐+1). Wisdom d4 (☐+1). Charisma d8 (☐+1, ☐+2, ☐+3); Arcane: Charisma +0.
Hand size: 5 (☐6). Proficient with: Light Armors.
Powers:
For your combat check, reveal a spell (☐ or a blessing) to use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (☐ plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing (☐ or a spell), add another 1d4.
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
Cards list: Weapon 1 (☐2). Spell 4 (☐5, ☐6). Armor – (☐1). Item 3 (☐4, ☐5). Ally 2 (☐3). Blessing 5 (☐6, ☐7, ☐8).
Yoon (Herald of Gom-Gom)
Role. Hand size 5 (☐6). Proficient with: Light Armors.
For your combat check, reveal a spell (☐ or a blessing) or use your Fortitude skill + 1d8 and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (☐ plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing (☐ or a spell), (☐ you may recharge the card instead, and) add another 1d4 (☐ 1d6).
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1 (☐ or bury 1 from your hand), and shuffle the rest into your deck.
☐ Reduce Fire (☐ or Cold) damage dealt to any character at your location by 2.
☐ You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.
☐ When another character encounters a bane, you may move (☐ and any characters at your location may move with you).
Yoon (Elemental Annihilator)
Role. Hand size 5 (☐6, ☐7). Proficient with: Light Armors.
For your combat check, reveal a spell (☐ or a blessing) or use your Fortitude skill + 1d8 (☐ 1d12) (☐ 2d8) and add Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (☐ plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 (☐ 1d6) and the Fire trait to a combat check by a character at your location. If it is a blessing (☐ or a spell), add another 1d4. (☐ After the roll, you may additionally banish the card to reroll the dice; take the new result.)
When you reset your hand, after your draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.
☐ You may ignore a bane's immunity to the Fire trait.
☐ On any check to defeat a barrier by a character at your location, after the roll, you may add 1d10 (☐ 2d6). After the check, each character at your location is dealt 1d4 Fire damage.
Mavaro
Male human occultist · Hand size 6 · Favored card type: Your choice
Skills: Strength d6 (☐+1, ☐+2). Dexterity d6 (☐+1, ☐+2). Constitution d8 (☐+1, ☐+2, ☐+3). Intelligence d8 (☐+1, ☐+2, ☐+3); Knowledge: Intelligence +1. Wisdom d8 (☐+1, ☐+2, ☐+3); Perception: Wisdom +2. Charisma d6 (☐+1, ☐+2).
Hand size: 6 (☐7). Proficient with: Light Armors, ☐ Heavy Armors, Weapons.
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Cards list: Weapon 2 (☐3). Spell 3 (☐4, ☐5, ☐6). Armor 1 (☐2). Item 5 (☐6, ☐7, ☐8). Ally 1 (☐2). Blessing 3 (☐4).
Note: When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.
Mavaro (Hoarder)
Role. Hand size 6 (☐7, ☐8, ☐9). Proficient with: Light Armors, ☐ Heavy Armors, Weapons.
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.) (☐ If it is of your favored card type, add 1d6 to your checks using those skills.)
You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
☐ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).
Mavaro (Ghost Hunter)
Role. Hand size 6 (☐7, ☐8). Proficient with: Light Armors, ☐ Heavy Armors, Weapons.
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
☐ On you check [sic] against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☐ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☐ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.
Erasmus
Male human medium · Hand size 5 · Favored card type: Your choice
Skills: Strength d6 (☐+1, ☐+2). Dexterity d8 (☐+1, ☐+2, ☐+3). Constitution d6 (☐+1, ☐+2). Intelligence d8 (☐+1, ☐+2, ☐+3). Wisdom d6 (☐+1, ☐+2); Perception: Wisdom +3. Charisma d8 (☐+1, ☐+2, ☐+3); Arcane: Charisma +1.
Hand size: 5 (☐6). Proficient with: Light Armors, Weapons.
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
Cards list: Weapon 2 (☐3, ☐4, ☐5). Spell 3 (☐4, ☐5, ☐6). Armor 1 (☐2, ☐3, ☐4). Item 3 (☐4, ☐5, ☐6). Ally 1 (☐2, ☐3, ☐4). Blessing 5 (☐6, ☐7, ☐8). Cohort: Spirit Relatives.
Erasmus (Storyteller)
Role. Hand size 5 (☐6, ☐7, ☐8). Proficient with: Light Armors, Weapons.
On your check, after the roll, you may bury (☐ or discard) a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) the number of cards recharged to your checks until the end of the turn. (☐ Then each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it.)
☐ Add 1d4 (☐ +1) to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☐ You may bury a card to move a marker on the cohort Spirit Relatives (☐ or to put a second marker on it).
☐ At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.
Erasmus (Spirit Dancer)
Role. Hand size 5 (☐6, ☐7, ☐8, ☐9). Proficient with: Light Armors, Weapons.
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☐ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☐ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Allies
Battle Host
Ally 3 · Half-Orc, Occultist · Check to acquire: Charisma or Diplomacy 10
Powers: On your combat check, recharge this card and reveal any number of other allies to add their adventure deck numbers.
Discard this card to explore your location.
Blood Kineticist
Ally 4 · Human, Kineticist · Check to acquire: Charisma, Diplomacy, or Fortitude 11
Powers: On your combat or Fortitude check, discard this card to add 2d4; you may additionally recharge any number of allies to add their adventure deck numbers.
Discard this card to explore your location. During this exploration, you may discard an ally to add 1d8 to your check to acquire a boon.
Chronicler
Ally B · Human, Arcanist, Basic · Check to acquire: Intelligence or Diplomacy 7
Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check; if you reveal a card that has the Book trait, you may reveal this card instead.
Discard this card to explore your location.
Cleric of Nethys
Ally 2 · Human, Cleric · Check to acquire: Charisma, Diplomacy, Divine, or Knowledge 9
Powers: On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Cook
Ally 1 · Human, Hireling · Check to acquire: Charisma or Diplomacy 6
Powers: At the start of your turn, display this card. While displayed, add 1d4 to any Constitution or Fortitude check by a character at your location. At the end of your turn, recharge this card.
Discard this card to explore your location.
Elemental Ascetic
Ally B · Human, Kineticist, Basic · Check to acquire: Charisma, Diplomacy, or Fortitude 9
Powers: Recharge this card to add 1d6 to your Acrobatics or Fortitude check.
Discard this card to explore your location.
Harrowed Society Student
Ally B · Human, Arcanist, Basic · Check to acquire: Charisma or Diplomacy 6
Powers: Recharge this card to add 1d6 to your Perception check.
Recharge this card to add 1d6 to your check to acquire a boon that has the Book or Mental trait.
Discard this card to explore your location.
Kami Medium
Ally B · Human, Medium, Basic · Check to acquire: Charisma or Diplomacy 7
Powers: Recharge this card to add 1d6 to your Survival check.
Recharge this card to add 1d6 to your check to close a location.
Discard this card to explore your location. During this exploration, add 1d6 to your checks to close your location.
Library Curator
Ally 3 · Human, Cleric · Check to acquire: Intelligence or Knowledge 8, or Charisma or Diplomacy 9
Powers: Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
Mindblade
Ally 2 · Dwarf, Magus · Check to acquire: Charisma or Diplomacy 9
Powers: For your combat check, discard this card to use your Melee or Perception skill + 1d12. If you would fail the check, reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, if you would fail a combat check, reroll the dice; take the new result.
Nexian Channeler
Ally 6 · Human, Medium · Check to acquire: Charisma or Diplomacy 12
Powers: When you encounter a henchman, bury this card to automatically defeat it. If doing so allows you to attempt to close your location, you may automatically close it.
Discard this card to explore your location.
Psychokineticist
Ally 1 · Human, Kineticist · Check to acquire: Constitution, Fortitude, or Diplomacy 10
Powers: Discard this card to add 1d6 to your check to defeat a barrier. If you defeat the barrier, examine the top card of your location deck; if it is a boon, banish it.
Discard this card to explore your location. During this exploration, if you encounter a barrier, add 1d6 to your checks to defeat it; if you encounter a boon, banish it.
Social Climber
Ally B · Human, Aristocrat · Check to acquire: Charisma or Diplomacy 5
Powers: When you encounter an ally that does not have the Animal trait, recharge this card to automatically acquire it. Then roll 1d6. On a 1, banish this card.
Discard this card to explore your location.
Talisman Crafter
Ally B · Human, Occultist · Check to acquire: Charisma, Craft, or Diplomacy 7
Powers: Display this card, then draw an item from the box and put it on this card. You may play the item as if it is in your hand, then banish it and discard this card. Otherwise, at the end of the scenario, banish the item.
Discard this card to explore your location. During this exploration, add 1d6 to your Craft checks.
Tome Eater
Ally 5 · Half-Orc, Occultist · Check to acquire: Charisma or Diplomacy 12
Powers: When you encounter a boon that has the Book trait or a spell, discard this card to automatically acquire it, then you may banish the boon to shuffle 1d4+1 random cards from your discard pile into your deck.
Discard this card to explore your location.
Armor
Aegis of Recovery
Armor 5 · 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.
Armor of Pockets
Armor 2 · Light Armor, Magic · Check to acquire: Constitution or Fortitude 5
Powers: Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, when you reset your hand, you may exchange this card with a random item in your discard pile.
Blackcloth Armor
Armor 3 · Light Armor, Magic, Elite · Check to acquire: Constitution or Fortitude 6
Powers: 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.
Crystal Mail
Armor 1 · Light Armor · Check to acquire: Constitution or Perception 4
Powers: Recharge this card to add 1d4 to your Perception check.
When you would discard cards as Combat or Mental damage, recharge this card to instead recharge up to 2 of those cards.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Day Star Half-Plate
Armor 3 · Heavy Armor, Magic · Check to acquire: Constitution or Fortitude or Divine 10
Powers: Recharge this card to reduce Combat, Cold, Fire, or Poison 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, recharge this card to add 1d8 to your check that invokes the Undead trait.
Elemental Brass Mail
Armor 6 · Light Armor, Magic · Check to acquire: Constitution or Fortitude 12, or Intelligence, Arcane, Wisdom, or Divine 14
Powers: Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Fireproof Wooden Armor
Armor 1 · Light Armor, Swashbuckling, Elite · Check to acquire: Constitution or Fortitude 3
Powers: Reveal this card to reduce Combat or Fire damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Fortified Breastplate
Armor 5 · Heavy Armor, Magic · Check to acquire: Constitution or Fortitude 10
Powers: Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Magic Crystal Mail
Armor 4 · Light Armor, Magic · Check to acquire: Constitution or Perception 7
Powers: Recharge this card to add 1d6 to your Perception check.
When you would discard cards as Combat or Mental damage, recharge this card to instead recharge up to 3 of those cards.
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.
Stalking Armor
Armor B · Light Armor, Basic · Check to acquire: Constitution or Fortitude 4
Powers: Reveal this card to add 2 to your Stealth 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.
Straitjacket
Armor B · Light Armor · Check to acquire: Constitution or Fortitude 3
Powers: When you are dealt Combat damage by a monster on a check, if you did not play a weapon or a spell, discard this card to reduce that damage to 0.
Blessings
Blessing of Angradd
Blessing 2 · Divine, Angradd · Check to acquire: Constitution or Fortitude 6, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Fire trait.
Discard this card to add 2 dice to any check against a barrier encountered by a character at your location.
After you play this card, if the top card of the blessings has the Basic trait, recharge this card instead of discarding it.
Blessing of Cayden Cailean
Blessing 1 · Divine, Cayden Cailean · Check to acquire: Strength or Constitution 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
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 Norgorber
Blessing 4 · Divine, Norgorber · Check to acquire: Wisdom 7, or Survival 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.
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 Sarenrae
Blessing B · Divine, Sarenrae · Check to acquire: Constitution 4, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
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 Sivanah
Blessing 3 · Divine, Sivanah · Check to acquire: Intelligence or Charisma 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence or Charisma non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the 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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Starsong
Blessing 6 · Divine, Desna · Check to acquire: Charisma 7, or Divine 9
Powers: Discard this card to add 1 die to any check.
During any character's check, bury this card to allow that character to reroll the dice; that character takes the new result.
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.
Sign of the Bridge
Blessing 5 · Sign · Check to acquire: Dexterity 8, or Perception 6
Powers: Discard this card to add 1 die to any check. If the check is against a barrier, recharge this card instead.
Discard this card to explore your location. If you encounter a barrier, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Lantern Bearer
Blessing B · Sign · Check to acquire: Constitution 6, or Perception 5
Powers: Discard this card to add 1 die to any check. If the check is against an armor, recharge this card instead.
Discard this card to explore your location. If you encounter an armor, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Mother
Blessing 3 · Sign · Check to acquire: Constitution 8, or Perception 6
Powers: Discard this card to add 1 die to any check. Once during this check, if you would discard or bury an armor for its power, you may recharge it instead.
Discard this card to explore your location. Once during this exploration, if you would discard or bury an armor for its power, you may recharge it instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Pack
Blessing B · Sign · Check to acquire: Wisdom 5, or Perception 3
Powers: Discard this card to add 1 die to any check. If the check is against a blessing, recharge this card instead.
Discard this card to explore your location. If you encounter a blessing, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Patriarch
Blessing 4 · Sign · Check to acquire: Strength 6, or Perception 4
Powers: Discard this card to add 1 die to any check. If the check is against a weapon, recharge this card instead.
Discard this card to explore your location. If you encounter a weapon, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Rider
Blessing 2 · Sign · Check to acquire: Strength 6, or Perception 4
Powers: Discard this card to add 1 die to any check. Once during this check, if you would discard a weapon for its power, you may recharge it instead.
Discard this card to explore your location. Once during this exploration, if you would discard a weapon for its power, you may recharge it instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Sign of the Stranger
Blessing 1 · Sign · Check to acquire: Dexterity 6, or Perception 4
Powers: Discard this card to add 1 die to any check. If the check is against an item, recharge this card instead.
Discard this card to explore your location. If you encounter an item, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
Cohort
Spirit Relatives
Cohort B · Outsider
Powers: If you do not have a role card, display this card this side up and put a marker on 1 of the circles below. While displayed, you gain each marked skill and add 1d4 plus the scenario's adventure deck number to your checks using marked skills.
Circles (each skill is written as printed; "Skill: Attribute" means the skill is based on that attribute):
- Balsamo: Intelligence; Arcane: Charisma; Knowledge: Intelligence.
- Baylock: Dexterity; Stealth: Dexterity; Disable: Dexterity.
- Nissa: Strength; Melee: Strength; Fortitude: Constitution.
- Veldira: Wisdom; Divine: Wisdom; Perception: Wisdom.
Items
Bird Feather Tokens
Item 3 · Object, Magic · Check to acquire: Intelligence or Arcane 9
Powers: Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Candle of Spirit Protection
Item 1 · Object, Magic, Divine, Mental · Check to acquire: Wisdom or Perception 6
Powers: Banish this card to evade a non-villain monster you encounter that has the Elemental, Outsider, or Undead trait, then draw a random blessing from your discard pile.
After playing this card, you may succeed at a Perception 8 check to recharge this card instead of banishing it.
Chest of Keeping
Item 5 · Object, Magic · Check to acquire: Intelligence, Craft, Knowledge, or Wisdom 9
Powers: Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
Compass
Item B · Object, Basic · Check to acquire: Wisdom or Survival 4
Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
Discard this card to explore your location.
Conch Shell
Item B · Object, Aquatic, Basic · Check to acquire: Wisdom or Perception 5
Powers: Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck.
After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Fire Ward Gel
Item B · Liquid, Fire, Alchemical, Basic · Check to acquire: Intelligence or Craft 5
Powers: Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.
Gom-Gom
Item B · Accessory · Owner: Yoon · Check to acquire: Constitution or Fortitude 4
Powers: Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1.
Harrow Deck
Item B · Tool, Gambling, Magic, Mental · Owner: Erasmus · Check to acquire: Intelligence or Perception 10
Powers: Discard this card to examine the top 3 cards of any character deck, then put them back in any order.
Bury this card to examine the top 3 cards of any location deck, then put them back in any order.
After playing this card, you may succeed at a Perception 12 check to recharge this card instead of discarding or burying it.
Helpful Haversack
Item 1 · Accessory, Magic · Check to acquire: Dexterity or Intelligence 6
Powers: At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Lacuna Codex
Item 6 · Book, Magic · Check to acquire: Intelligence, Arcane, or Knowledge 15
Powers: Reveal this card to add 2 to your check against a monster.
Bury this card to draw 3 spells that have the Arcane trait from the box, then banish 2 of them.
Lexicon of the Planes
Item 6 · Book, Magic · Check to acquire: Intelligence or Knowledge 15
Powers: Bury this card to display 3 random locations from the box faceup next to this card. (The displayed cards do not count as locations.) While displayed, you may banish any of these locations to treat your location as if it instead had the banished card's At This Location power until the end of the turn.
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.
Planchette
Item B · Object, Mental, Basic · Check to acquire: Wisdom or Perception 4
Powers: Discard this card and choose a type of boon, then examine the top card of your location deck. If it is that type, you automatically acquire it.
After playing this card, you may succeed at a Perception 6 check to recharge this card instead of discarding it.
Primordial Symbol
Item 4 · Object, Magic, Sign · Check to acquire: Constitution or Fortitude 10
Powers: Banish this card to automatically defeat a non-villain monster you encounter that has the Elemental, Outsider, or Undead trait, then all characters at your location are dealt 3 Mental damage that cannot be reduced.
Ring of Stony Flesh
Item 5 · Accessory, Magic · Check to acquire: Strength or Melee 10, or Constitution or Fortitude 8
Powers: Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.
Scarab Sand
Item 2 · Object, Alchemical, Mummy · Check to acquire: Intelligence, Craft, or Arcane 9
Powers: Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
Shrunken Head
Item 2 · Object, Magic, Mental · Check to acquire: Wisdom or Perception 7
Powers: Discard this card to ignore a monster's powers that happen before you act, then add the monster's adventure deck number to your checks to defeat it.
After playing this card, you may succeed at a Perception 9 check to recharge this card instead of discarding it.
Vril Staff
Item 4 · Staff, Magic, Healing · Check to acquire: Wisdom or Fortitude 10
Powers: Reveal this card and a spell to shuffle 1d4+1 random cards from your discard pile into your deck, then recharge this card and discard the spell.
Reveal this card to add 1d6 to your Fortitude combat check; you may additionally discard this card to add another 1d8.
Wayfinder
Item 3 · Object, Magic · Check to acquire: Wisdom or Survival 10
Powers: Recharge this card to move, then you may examine the top 2 cards of your location deck. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location.
Spells
Bewilder
Spell 6 · Magic, Arcane, Attack, Mental · Check to acquire: Intelligence or Arcane 14
Powers: Discard this card to evade a monster you encounter; put it on the bottom of its location deck. If you are exploring, you may immediately explore again.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 16 check to recharge this card instead of discarding it.
Call Spirit
Spell 3 · Magic, Divine, Mental · Check to acquire: Wisdom or Divine 9, or Perception 7
Powers: Display this card next to a location. While displayed, characters at that location add 1d4 to their checks, or 1 die to their Perception checks.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 or Perception 9 check to recharge it instead.
Clinging Venom
Spell B · Magic, Arcane, Divine, Attack, Poison, Elite · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat 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 6 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 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.
Detect Thoughts
Spell 1 · 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.
Dragon's Breath
Spell 5 · Magic, Arcane, Attack · Check to acquire: Intelligence or Arcane 11
Powers: For your combat check, discard this card to use your Arcane skill + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discarding it.
Elder Sign
Spell 4 · Magic, Divine, Mental, Sign · Check to acquire: Wisdom or Divine 11, or Perception 9
Powers: Display this card next to a location. While displayed, characters at that location may discard a card to evade their encounter with a bane.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 or Perception 11 check to recharge it instead.
Expel Spirit
Spell 5 · Magic, Divine, Mental · Check to acquire: Wisdom or Divine 16, or Perception 13
Powers: When you encounter a monster or an ally from a location deck, before you act, discard this card. During this encounter, add 1 die to your checks and reduce all damage dealt to you to 0. If any check to defeat the encountered card does not have the Magic trait, it is undefeated. If any check to acquire the encountered card does not have the Magic trait, banish it.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 18 or Perception 15 check to recharge this card instead of discarding it.
Fan of Flames
Spell B · Magic, Arcane, Attack, Fire, Basic · Check to acquire: Intelligence or Arcane 5, or Fortitude 3
Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
Force Missile
Spell B · Magic, Arcane, Attack, Force, Basic · Check to acquire: Intelligence or Arcane 4
Powers: For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Kinetic Blast
Spell 3 · Magic, Arcane, Attack, Mental · Check to acquire: Intelligence or Arcane 11, or Perception 9
Powers: When you would fail a combat check, discard this card to add 1d4 for each card you would discard as damage; take the new result. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 or Perception 11 check to recharge this card instead of discarding it.
Mind Over Gravity
Spell 2 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: Discard this card to add 1d10 to any Dexterity check. If this check is during an encounter, after the encounter, you may move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 or Perception 8 check to recharge this card instead of discarding it.
Mind Thrust
Spell B · Magic, Arcane, Attack, Mental, Veteran, Basic · Check to acquire: Intelligence or Arcane 7, or Perception 5
Powers: For your combat check, discard this card to use your Knowledge or Perception skill + 1d6 plus the scenario's adventure deck number.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 or Perception 7 check to recharge this card instead of discarding it.
Object Reading
Spell 2 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 9, or Perception 7
Powers: Discard this card to examine the top 3 cards of your location deck and put them back in any order.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.
Possession
Spell B · Magic, Arcane, Divine, Mental, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6, or Perception 4
Powers: On your turn, discard this card to examine the top card of your location deck; if it is an ally or a monster, encounter it. Then, if you have a role card, you may shuffle the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 or Perception 6 check to recharge this card instead of discarding it.
Psychic Reading
Spell B · Magic, Arcane, Divine, Mental, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6, or Perception 4
Powers: At the end of a character at your location's move step, discard this card to examine the top card of her character deck; she may exchange a card in her hand for the examined card.
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 or Perception 6 check to recharge this card instead of discarding it.
Pyrokinesis
Spell 4 · Magic, Arcane, Attack, Fire · Check to acquire: Intelligence or Arcane 12, or Fortitude 9
Powers: Display this card next to your location; if you play this spell on a check, you may play another spell on this check. While displayed, characters at this location add 1 die and the Fire trait to their combat checks.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may attempt an Arcane 14 or Fortitude 11 check to recharge it instead.
Searing Flesh
Spell 1 · Magic, Arcane, Fire · Check to acquire: Arcane or Intelligence 6, or Fortitude 4
Powers: On your combat check, after the roll, discard this card and the top card of your deck to add 2d4 and the Fire trait. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 or Fortitude 6 check to recharge this card instead of discarding it.
Shapechange
Spell 6 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 13
Powers: Display this card and choose one:
- While displayed, treat your Strength, Dexterity, and Constitution skills as 1d12+2.
- While displayed, treat your hand size as 3.
- While displayed, treat your hand size as 7.
- While displayed, treat your hand size as 10.
At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spirit Surge
Spell 1 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 7, or Perception 5
Powers: When you encounter a card, display this card to draw 3 cards. At the end of your turn, you are dealt 1 damage that cannot be reduced.
Then, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 or Perception 7 check to recharge it instead.
Weapons
Adamantine Sai +2
Weapon 4 · Knife, Melee, Piercing, Finesse, Offhand, Magic · Check to acquire: Strength, Melee, or Acrobatics 10
Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4+2. If a monster has an effect that increases the difficulty of this check, ignore that effect.
Recharge this card to reduce Combat damage dealt to you by 2.
On your combat check, if you played a weapon that does not have the 2-Handed trait, discard this card to add 1d4 and the Piercing trait.
Crook and Flail of Kings
Weapon 6 · Mace, Staff, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength, Melee, Arcane, or Divine 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
Demonbane Longsword +2
Weapon 5 · Sword, Melee, Slashing, Magic · Check to acquire: Strength or Melee 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. If the bane has the Demon trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Haki Stick
Weapon B · Club, Melee, Slashing, Basic · Check to acquire: Strength, Acrobatics, or Melee 4
Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4; you may additionally discard this card to add another 1d6.
Recharge this card to shuffle your location deck.
Hand Crossbow
Weapon B · Bow, Ranged, Piercing, Basic · Check to acquire: Dexterity or Ranged 5
Powers: 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.
Light Crossbow
Weapon B · Bow, Ranged, Piercing, Basic · Check to acquire: Dexterity or Ranged 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Marksman's Bow
Weapon 3 · Bow, Ranged, Piercing, 2-Handed, Magic, Veteran · Check to acquire: Dexterity or Ranged 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Punching Dagger
Weapon B · Knife, Melee, Piercing, Finesse, Basic · Check to acquire: Strength or Melee 4
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add another 1d4.
On your combat check, if you played another weapon, recharge this card to add 1d4.
Quarterstaff of Vaulting
Weapon 1 · Staff, Melee, Bludgeoning, 2-Handed, Finesse, Magic, Elite · Check to acquire: Strength or Melee 9, or Acrobatics 6
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to succeed at your Acrobatics non-combat check.
Discard this card to put the second card of your location deck on top of your location deck.
Rod of the Devoured Dawn
Weapon 5 · Staff, Melee, Bludgeoning, 2-Handed, 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+2.
Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.
Spelldagger
Weapon B · Knife, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity, Ranged, or Arcane 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
On your combat check, when you play a spell that has the Attack trait, discard this card to add 1d4.
Staff of the Uraeus
Weapon 3 · Staff, Melee, Bludgeoning, 2-Handed, Poison, Magic, Elite · Check to acquire: Strength, Melee, or Charisma 10
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 +2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Starknife +2
Weapon 2 · Knife, Melee, Piercing, Finesse, Magic · Check to acquire: Strength, Melee, or Acrobatics 8
Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Sword Cane
Weapon 1 · Staff, Melee, Bludgeoning, Finesse · Check to acquire: Strength or Melee 7
Powers: For your combat check, reveal this card to use your Strength or Stealth skill + 1d6; you may additionally discard this card to add another 1d6 and the Piercing and Sword traits.
Discard this card to add 1d4 to your Diplomacy or Stealth check.
Sword Cane Pistol +2
Weapon 4 · Firearm, Ranged, Piercing, Reliable, Swashbuckling, Magic · Check to acquire: Dexterity, Ranged, or Craft 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
The Missing Eye
Weapon B · Sword, Melee, Slashing, Magic, Veteran · Owner: Mavaro · Check to acquire: Strength or Melee 10, or Wisdom or Divine 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Discard this card to add 1d6 to your Fortitude or Perception check.
Venomous Fighting Fan +1
Weapon 2 · Melee, Slashing, Finesse, Offhand, Magic · Check to acquire: Strength, Melee, or Acrobatics 8
Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4+1; you may additionally recharge this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
On your combat check, if proficient with weapons, and you played a weapon that does not have the 2-Handed trait, discard this card to add 1d6 and the Poison trait.