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Pathfinder Adventure Card Game: Ultimate  Equipment Add-On Deck thumbnail

Pathfinder Adventure Card Game: Ultimate Equipment Add-On Deck

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

Pathfinder Adventure Card Game: Ultimate Equipment Add-On Deck Rulebook

Table of Contents

Table of Contents

  • Cards
    • Adamantine Sai +2
    • Armored Halo
    • Backbreaker Mail
    • Battlement Shield
    • Blessing of Abadar
    • Blessing of Horus
    • Blessing of Hshurha
    • Blessing of Kofusachi
    • Blessing of Norgorber
    • Blessing of Ptah
    • Blessing of the Grey Master
    • Blessing of the Pallid Princess
    • Blessing of the Savored Sting
    • Blessing of Urgathoa
    • Blessing of Yaezhing
    • Bloodroot Poison
    • Boots of Alacrity
    • Boots of Friendly Terrain
    • Burglar's Buckler
    • Calistrian Kiss
    • Chain Vortex
    • Cloak of Daggers
    • Corrosion
    • Corruptive Full Plate
    • Deadshot Vest
    • Deconstructor
    • Defending Sansetsukon +1
    • Delve
    • Dominate
    • Double Chicken Saber +1
    • Draught of Doom
    • Dryad Sandals
    • Elemental Brass Mail
    • Embalming Fluid
    • Forensic Physician
    • Galvanic Chakram +1
    • Gem of Mental Acuity
    • Gem of Physical Prowess
    • Liquid Blade
    • Majordomo
    • Master Cartman
    • Materialize
    • Meteor Hammer +3
    • Old Salt
    • Ring of Elemental Command
    • Ring of Maniacal Devices
    • Ring of Regeneration
    • Ring of Serene Contortions
    • Robe of Items
    • Sacred Candle
    • Scarab of Ptah
    • Scorpion Whip
    • Shozoku of the Night Wind
    • Shy Ratani
    • Skyrockets
    • Splashbolt Crossbow
    • Star Candles
    • Steal Soul
    • Steel Ibis Lamellar
    • Stormrune Knife
    • Swipe
    • Tears of Death
    • The Viper
    • Valet
    • Venomous Dagger +2
    • Venomous Fighting Fan +1
    • Venomous Heavy Crossbow +2
    • Venture-Captain
    • Vestments of Authority
    • Wayfarer
    • Wayfinder
    • Writhing Armor
    • Shinobi Shozoku
    • Alchemist's Kit
    • Blessing of Besmara
    • Blessing of the Quartermaster
    • Blessing of Wadjet
    • Blowgun
    • Blue Star
    • Board Game
    • Boomerang
    • Bronzed Leather
    • Call Potion
    • Compass
    • Daggermark Poisoner
    • Explorer's Pith Helmet
    • Fencer
    • Firesticks
    • Good Omen
    • Kusarigama
    • Noxious Bomb
    • Pheromones
    • Quartermaster
    • Riding Horse
    • Rings of Bondage
    • Rochin
    • Sai
    • Shuriken +1
    • Silver Balladeer
    • Splint Mail
    • Staff of Minor Healing
    • Straitjacket
    • Wandermeal
    • Wooden Stake

Cards

Each entry gives the card type and number as printed, its traits, its Check to Acquire line, and its powers text. Card names are as printed.

Adamantine Sai +2

Weapon 4 · Traits: Knife, Melee, Piercing, Finesse, Offhand, Magic · Check to Acquire: Strength, Melee, 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.

Armored Halo

Spell 4 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine — 9

Powers:

After you are dealt damage, reveal this card to draw an armor from your discard pile or your buried cards, then shuffle 1d4+1 random cards from your discard pile into your 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 11 check to recharge this card instead of discarding it.

Backbreaker Mail

Armor 2 · Traits: Heavy Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude — 6

Powers:

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

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

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

Battlement Shield

Armor 2 · Traits: Shield, Magic · Check to Acquire: Constitution, Fortitude — 8

Powers:

At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 3. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.

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

Blessing of Abadar

Blessing 2 · Traits: Divine, Abadar · Check to Acquire: Dexterity, Disable — 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 to defeat a barrier.

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 Horus

Blessing 1 · Traits: Divine, Horus, Electricity · Check to Acquire: Dexterity, Ranged — 7, or Divine — 6

Powers:

Discard this card to add 1 die and the Electricity trait to any check.

Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.

Discard this card to move, then you may explore your location. You may not use this power during an encounter.

After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessing of Hshurha

Blessing 2 · Traits: Divine, Hshurha · Check to Acquire: Wisdom, Survival — 7, or Divine — 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check by a character on a ship.

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 Kofusachi

Blessing 1 · Traits: Divine, Kofusachi · Check to Acquire: Constitution, Fortitude — 9, or Divine — 7

Powers:

Discard this card to add 1 die to any check.

Discard this card to search your deck for a weapon, an armor, or an item and draw it.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile lists Constitution in its check to acquire, recharge this card instead of discarding it.

Blessing of Norgorber

Blessing 3 · Traits: Divine, Norgorber · Check to Acquire: Bury any card, or Divine — 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to 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 Ptah

Blessing 6 · Traits: Divine, Ptah · Check to Acquire: Divine — 11

Powers:

Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.

Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Construct trait and barriers.

On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

Blessing of the Grey Master

Blessing 5 · Traits: Divine, Norgorber · Check to Acquire: Bury a card, or Divine — 8

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. During this exploration, add 1 die to your checks to acquire boons.

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

Blessing of the Pallid Princess

Blessing 4 · Traits: Divine, Urgathoa · Check to Acquire: Intelligence, Craft — 9, or Divine — 7

Powers:

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 Poison or 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 the Savored Sting

Blessing 4 · Traits: Divine, Calistria · Check to Acquire: Dexterity — 7, or Divine — 5

Powers:

On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.

When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.

After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.

Blessing of Urgathoa

Blessing 3 · Traits: Divine, Urgathoa · Check to Acquire: Constitution, Fortitude — 7, then Divine — 5

Powers:

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 Yaezhing

Blessing 5 · Traits: Divine, Yaezhing · Check to Acquire: Dexterity, Stealth — 9, or Divine — 7

Powers:

Discard this card to add 1 die to any check.

Discard this card to encounter the top card of your location deck; if it is a non-villain, non-henchman monster, it is defeated.

After you play this card, if the top card of the blessings discard pile has Dexterity in its check to acquire, recharge this card instead of discarding it.

Bloodroot Poison

Item 3 · Traits: Liquid, Poison · Check to Acquire: Intelligence, Craft — 9

Powers:

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.

Boots of Alacrity

Item 4 · Traits: Clothing, Magic · Check to Acquire: Dexterity, Stealth — 11

Powers:

At the end of any turn, put this card on top of your deck to move.

Discard this card to explore your location.

Boots of Friendly Terrain

Item 1 · Traits: Clothing, Magic · Check to Acquire: Dexterity, Stealth — 8

Powers:

Discard this card to add 1d8 to your check to close a location.

If you are at a closed location at the end of your turn, reveal this card to move.

Burglar's Buckler

Armor 1 · Traits: Shield · Check to Acquire: Constitution, Fortitude, Disable — 6

Powers:

Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.

Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.

Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Calistrian Kiss

Weapon 4 · Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Magic · Check to Acquire: Strength, Melee — 12

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2; you may additionally discard this card to add another 2d4+1 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Chain Vortex

Spell 2 · Traits: Magic, Arcane, Attack · Check to Acquire: Intelligence, Arcane — 7

Powers:

For your combat check, discard this card to use your Intelligence, Acrobatics, or Arcane skill + 2d6.

After playing this card, if you do not have either the Arcane skill or the Ninja trait, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Cloak of Daggers

Item 2 · Traits: Clothing, Ranged, Magic, Veteran · Check to Acquire: Dexterity, Ranged — 8

Powers:

Reveal this card to search your deck for a card that has the Knife trait and draw it, then shuffle this card into your deck.

On a character at your location's combat check, bury this card to add a number of d4s equal to the scenario's adventure deck number.

Corrosion

Spell 1 · Traits: Magic, Arcane, Divine, Acid · Check to Acquire: Intelligence, Arcane, Wisdom, Divine — 7

Powers:

Discard this card to add 1 die to any check to defeat a barrier.

Discard this card to add 1 die to any check against a monster that has the Construct or Undead trait.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Corruptive Full Plate

Armor 4 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude — 7

Powers:

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

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

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

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

Deadshot Vest

Item 4 · Traits: Clothing, Magic · Check to Acquire: Dexterity, Ranged — 11

Powers:

Discard this card to add 1d12 to your Ranged check.

Discard this card to draw a card that has the Ranged trait from your discard pile.

Deconstructor

Weapon 2 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee, Disable — 6

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add another 1d4.

For your Disable check or your check against a card that has the Construct trait, reveal this card to use your Melee skill plus your Disable skill. If proficient with weapons, you may additionally discard this card to add another 1d8.

Defending Sansetsukon +1

Weapon 3 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Finesse, Magic · Check to Acquire: Strength, Melee, Acrobatics — 10

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6+1; you may additionally discard this card to add another 1d6.

If proficient with weapons, recharge this card to reduce Combat damage dealt to a character at your location by 3.

Delve

Spell 2 · Traits: Magic, Arcane, Divine, Elite · Check to Acquire: Intelligence, Arcane, Wisdom, Divine — 6

Powers:

Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.

Discard this card to search your deck for an item and draw 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 8 check to recharge this card instead of discarding it.

Dominate

Spell 6 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to Acquire: Intelligence, Arcane, Wisdom, Divine — 12

Powers:

Discard this card to evade a monster you encounter. Then search your location deck for a boon and draw 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 14 check to recharge this card instead of discarding it.

Double Chicken Saber +1

Weapon 1 · Traits: Sword, Melee, Piercing, Finesse, Elite · Check to Acquire: Strength, Melee — 7

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d8+1; you may additionally discard this card to add another 1d6. If any d8 rolled on this check is a 1, treat it as 3, then discard this card. If this check is against a monster, you may use the result for any subsequent combat checks against it.

Draught of Doom

Item 6 · Traits: Liquid, Alchemical, Poison · Check to Acquire: Intelligence, Craft — 13

Powers:

When you encounter a non-villain, non-henchman monster from a location deck, banish this card to defeat the monster. If you have the Assassin, Ninja, Rogue, or Slayer trait, you may bury this card instead of banishing it.

Dryad Sandals

Item 4 · Traits: Clothing, Magic · Check to Acquire: Wisdom, Survival — 12

Powers:

Recharge this card to evade a barrier you encounter; put the barrier on the bottom of your location deck.

Recharge this card and shuffle your token card into your location deck to examine that deck.

Elemental Brass Mail

Armor 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude — 12, or Intelligence, Arcane, Wisdom, 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.

Embalming Fluid

Item 1 · Traits: Liquid, Cold, Poison, Alchemical · Check to Acquire: Intelligence, Craft, Knowledge — 7

Powers:

On your combat check, reveal this card to add 2 and the Poison trait; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.

Banish this card to reduce Cold or Poison damage dealt to you to 0, then bury 1d4 random cards from your discard pile.

Forensic Physician

Ally 4 · Traits: Human, Alchemist · Check to Acquire: Charisma, Craft, Diplomacy — 10

Powers:

Reveal this card to shuffle 1d4+1 random cards from your discard pile into your deck, then discard this card.

Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card and explore your location.

Galvanic Chakram +1

Weapon 1 · Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite · Check to Acquire: Dexterity, Ranged — 8

Powers:

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.

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

Gem of Mental Acuity

Item 2 · Traits: Object, Magic · Check to Acquire: Intelligence, Wisdom, Charisma — 11

Powers:

On your non-combat check, recharge this card to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

Gem of Physical Prowess

Item 2 · Traits: Object, Magic · Check to Acquire: Strength, Dexterity, Constitution — 11

Powers:

On your non-combat check, recharge this card to roll your Strength, Dexterity, or Constitution die instead of the normal die.

Liquid Blade

Item 1 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft — 8

Powers:

Bury this card to draw a weapon from your discard pile or your buried cards.

Majordomo

Ally 1 · Traits: Halfling, Investigator · Check to Acquire: Charisma, Diplomacy — 7

Powers:

Recharge this card to examine the top 5 cards of your deck and put them back in any order.

Discard this card to explore your location.

Master Cartman

Ally 2 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy — 8

Powers:

Display this card. While displayed, when you acquire a boon, you may display it next to this card. While displayed, you may recharge this card to draw the boons displayed next to it, then you may give any of them to another character.

Discard this card to move, then explore your location.

Materialize

Spell 1 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane — 7

Powers:

When another character would encounter a bane, discard this card to encounter it instead; if the character is at another location, before you act, move to his location. If you have the Assassin, Ninja, Rogue, or Slayer trait, add 3 to your checks.

After playing this card, if you do not have either the Arcane skill or the Ninja trait, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Meteor Hammer +3

Weapon 5 · Traits: Chain, Melee, Bludgeoning, 2-Handed, Finesse, Magic · Check to Acquire: Strength, Melee, Acrobatics — 11

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d10+3; 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 this check is against a monster, you may use the result for any subsequent combat checks against it.

If proficient with weapons, recharge this card to ignore a monster's power that happens before or after you act.

Old Salt

Ally 1 · Traits: Human, Veteran · Check to Acquire: Charisma, Diplomacy — 7

Powers:

Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).

Discard this card to explore your location.

Ring of Elemental Command

Item 3 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Craft — 10

Powers:

On your check, reveal this card to add or remove the Acid, Cold, Electricity, or Fire trait.

Recharge this card to add 1d4 to your check against a card that has the Acid, Cold, Electricity, or Fire trait.

Recharge this card to add 1d8 to your check against a card that has the Elemental trait.

Ring of Maniacal Devices

Item 3 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Disable, Craft — 12

Powers:

When you encounter a card, recharge this card to gain the skills Craft and Disable equal to your Intelligence skill + 2 until the end of the encounter.

Recharge this card to add 1d8 to your Craft or Disable check.

Ring of Regeneration

Item 5 · Traits: Accessory, Magic, Healing · Check to Acquire: Constitution, Fortitude, Divine — 11

Powers:

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

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

Ring of Serene Contortions

Item 6 · Traits: Accessory, Magic · Check to Acquire: Constitution, Wisdom — 8

Powers:

Reveal this card to add 2 to your Dexterity check.

Bury this card to add 10 to your check against a monster.

Robe of Items

Item 5 · Traits: Clothing, Magic · Check to Acquire: Intelligence, Craft — 11

Powers:

Discard this card to search your deck and discard pile for up to 3 cards that have the Accessory, Book, Liquid, or Object trait and draw them.

Sacred Candle

Item 1 · Traits: Object, Magic, Divine · Check to Acquire: Wisdom, Divine — 10

Powers:

Bury this card to draw the top blessing from the blessings discard pile. You may not play this card during an encounter.

Scarab of Ptah

Item 6 · Trigger · Traits: Object, Magic, Ptah · Check to Acquire: Constitution, Fortitude — 12

Powers:

When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card.

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

Scorpion Whip

Weapon 1 · Traits: Whip, Melee, Piercing, Poison, Finesse, Elite · Check to Acquire: Strength, Melee — 8

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Shozoku of the Night Wind

Armor 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude — 9, or Stealth — 11

Powers:

If proficient with light armors, you may reveal this card to add 1d8 to your non-combat Stealth check.

Recharge this card to evade a monster you encounter.

Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If you have the Ninja trait, you may recharge it instead.

Shy Ratani

Ally 2 · Traits: Human, Rogue · Check to Acquire: Charisma, Diplomacy — 9, or Banish a non-basic boon

Powers:

Recharge this card to add 1d8 to your Diplomacy or Stealth check or to your check to acquire.

Discard this card to explore your location. During this exploration, add 1d8 to your checks to acquire, and you may evade banes you encounter.

Skyrockets

Item 2 · Traits: Object, Alchemical, Firework · Check to Acquire: Intelligence, Craft — 6

Powers:

When you encounter a monster from a location deck, discard this card to evade it or to add 1d8 to your combat checks against it; you may reveal another card that has the Firework trait to add an additional 1d8.

Splashbolt Crossbow

Weapon 3 · Traits: Bow, Ranged, Piercing, 2-Handed, Alchemical · Check to Acquire: Dexterity, Ranged — 10

Powers:

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. You may additionally recharge this card to add another 1d6 and the Acid, Cold, Electricity, Fire, or Poison trait.

If proficient with weapons, discard this card to add 1d6 and the Acid, Cold, Electricity, Fire, or Poison trait to another character's combat check.

If proficient with weapons, reveal this card and discard a card that has the Liquid trait to add 1d6 and the Acid, Cold, Electricity, Fire, or Poison trait and the discarded card's traits to another character's combat check.

Star Candles

Item 4 · Traits: Object, Alchemical, Firework · Check to Acquire: Intelligence, Craft — 6

Powers:

When you encounter a monster from a location deck, discard this card to evade it or to add 1d12 to your combat checks against it; you may reveal another card that has the Firework trait to add an additional 1d12.

Steal Soul

Spell 5 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane — 12, or Wisdom, Divine — 10

Powers:

When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck. While displayed, add 1d4 to your checks. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Steel Ibis Lamellar

Armor 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude — 9, or Intelligence, Craft — 10

Powers:

Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.

Recharge this card to add 1d6 to your Dexterity or Constitution check.

If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Stormrune Knife

Weapon 2 · Traits: Knife, Ranged, Slashing, Electricity, Magic · Check to Acquire: Dexterity, Ranged — 9

Powers:

For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+2. If proficient with weapons, you may additionally recharge this card and reveal any number of other weapons and armors to add another 1d4 for each card revealed (including this one).

When a character at another location plays a weapon on a combat check, recharge this card to add 1d4 and the Electricity trait.

Swipe

Spell 3 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane — 8, or Wisdom, Divine — 6

Powers:

Discard this card to decrease the difficulty of any combat check by 3. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.

Discard this card to succeed at your check to acquire a weapon, an armor, or an item.

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.

Tears of Death

Item 5 · Traits: Liquid, Poison, Alchemical · Check to Acquire: Intelligence, Craft — 13

Powers:

If you used a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Craft or Disable 12 check or Tears of Death deals 1d4+1 Poison damage to you then bury your discard pile.

The Viper

Ally 3 · Traits: Human, Rogue, Aspis · Check to Acquire: Charisma, Diplomacy — 9

Powers:

Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.

Discard this card to explore your location.

Valet

Ally 3 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy — 7

Powers:

Reveal this card to add 2 to your Diplomacy check.

Discard this card to explore your location. During this exploration, add 1d6 to your non-combat checks.

Venomous Dagger +2

Weapon 3 · Traits: Knife, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged — 11

Powers:

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 Fighting Fan +1

Weapon 2 · Traits: Melee, Slashing, Finesse, Offhand, Magic · Check to Acquire: Strength, Melee, 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.

Venomous Heavy Crossbow +2

Weapon 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged — 10

Powers:

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.

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

Venture-Captain

Ally 6 · Traits: Human, Sorcerer · Check to Acquire: Charisma, Diplomacy — 12

Powers:

After you temporarily or permanently close a location, reveal this card to examine the top card of any location deck.

Discard this card to explore your location. During this exploration, add 2d6 to your non-combat checks.

Vestments of Authority

Armor 1 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Diplomacy — 6

Powers:

On your combat or Diplomacy check against a card that has the Basic, Elite, or Veteran trait, reveal this card to add 1, or 2 if you have the Divine skill.

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.

Wayfarer

Ally 5 · Traits: Half-Elf, Scout · Check to Acquire: Charisma, Diplomacy — 9

Powers:

Bury this card to move; you automatically succeed at any check required to move. You may not use this power during an encounter.

Discard this card to explore your location. During this exploration, add 2d6 to your checks.

Wayfinder

Item 3 · Traits: Object, Magic · Check to Acquire: Wisdom, 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.

Writhing Armor

Armor 5 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Charisma — 12

Powers:

On your Charisma or Diplomacy check, after the roll, reveal this card to add or subtract 1.

Reveal this card to reduce all damage dealt to you by 1.

If proficient with light armors, on your combat check that has the Melee trait, recharge this card to add 1d8.

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

Shinobi Shozoku

Armor P · Promo · Traits: Light Armor · Owner: Reiko · Check to Acquire: Constitution, Fortitude — 7

Iconic Heroes promo card.

Powers:

When you acquire this card, you may draw a card.

Recharge this card to search your deck for a weapon that has the Ranged trait and put it into your hand. If you have the Ninja trait, you may search for any weapon instead.

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

Alchemist's Kit

Item B · Traits: Tool, Alchemical · Check to Acquire: Intelligence, Craft — 6

Powers:

Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.

While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Blessing of Besmara

Blessing B · Traits: Divine, Besmara · Check to Acquire: Dexterity, 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 Swashbuckling trait.

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 Quartermaster

Blessing B · Traits: Basic · Check to Acquire: Dexterity, Constitution — 5

Powers:

Discard this card to add 1 die to any check.

Recharge this card to add 1 die to any non-combat check.

Discard this card to explore your location.

Blessing of Wadjet

Blessing B · Traits: Divine, Wadjet · Check to Acquire: Intelligence, Knowledge — 7, or Divine — 5

Powers:

Reveal this card to add 1d4 to your check to acquire a boon.

Discard this card to add 2d8 to any check to acquire a boon.

Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire boons.

After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blowgun

Weapon B · Traits: Blowgun, Dart, Ranged, Piercing, Poison, Basic · Check to Acquire: Dexterity, Ranged, Knowledge — 5

Powers:

For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.

When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Blue Star

Item B · Traits: Plant, Alchemical, Poison · Check to Acquire: Intelligence, Craft — 5, or Wisdom, Survival — 4

Powers:

On a character at your location's combat check, bury or banish this card to add 1d6 and the Poison trait. After the check, you may succeed at a Craft 6 or Survival 5 check to recharge this card instead.

While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.

Board Game

Item B · Traits: Object · Check to Acquire: Intelligence, Knowledge — 6

Powers:

Reveal this card to shuffle any number of character decks and/or location decks, then you may recharge, discard, or bury this card.

Boomerang

Weapon B · Traits: Club, Ranged, Bludgeoning, Basic · Check to Acquire: Dexterity, Ranged — 6

Powers:

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4. If proficient with weapons, you may additionally put this card on top of your deck to add another 1d6.

Bronzed Leather

Armor B · Traits: Light Armor, Basic · Check to Acquire: Constitution, Fortitude — 4

Powers:

When you discard this card as damage, it counts as up to 3 cards. If proficient with light armors, after discarding, you may draw a card.

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

Call Potion

Spell B · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine — 4

Powers:

Discard this card to add 1d8 to any check to acquire an item that has the Alchemical or Liquid trait.

Discard this card to search your deck for an item that has the Alchemical or Liquid trait and draw 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.

Compass

Item B · Traits: Object, Basic · Check to Acquire: Wisdom, 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.

Daggermark Poisoner

Ally B · Traits: Gnome, Rogue · Check to Acquire: Charisma, Diplomacy — 5

Powers:

Recharge this card to draw a random card that has the Poison trait from your discard pile.

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

Explorer's Pith Helmet

Armor B · Traits: Light Armor, Magic · Check to Acquire: Intelligence, Knowledge — 5

Powers:

Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor.

Discard this card to explore your location.

Fencer

Ally B · Traits: Human, Aristocrat, Swashbuckler · Check to Acquire: Charisma, Melee, Diplomacy — 6

Powers:

When another character at your location would encounter a monster, recharge this card to encounter it instead.

Discard this card to explore your location. During this exploration, add 1d4 and the Finesse and Swashbuckling traits to all combat checks.

Firesticks

Item B · Traits: Object, Alchemical, Firework, Basic · Check to Acquire: Intelligence, Craft — 6

Powers:

When you encounter a monster from a location deck, discard this card to evade it or to add 1d4 to your combat checks against it; you may reveal another card that has the Firework trait to add an additional 1d4.

Good Omen

Spell B · Traits: Magic, Arcane, Divine, Mental, Veteran · Check to Acquire: Intelligence, Arcane, Wisdom, Divine — 6

Powers:

Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Kusarigama

Weapon B · Traits: Chain, Melee, Slashing, Finesse, Elite · Check to Acquire: Strength, Melee, Acrobatics — 7

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6; 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 fail a check to defeat a non-villain monster and are proficient with weapons, you may discard this card to ignore the result and evade the encounter; put the monster on top of its location deck.

Noxious Bomb

Item B · Traits: Liquid, Attack, Poison, Ranged, Alchemical, Basic · Check to Acquire: Intelligence, Craft — 5

Powers:

For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

Pheromones

Item B · Traits: Liquid, Alchemical, Mental, Basic · Check to Acquire: Wisdom, Craft, Survival — 4

Powers:

Banish this card to evade your encounter.

On a character at your location's check that invokes the Animal trait, banish this card to add a die.

Quartermaster

Ally B · Traits: Human, Pirate, Basic · Check to Acquire: Charisma, Diplomacy — 8

Powers:

Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.

Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.

Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.

Riding Horse

Ally B · Traits: Animal, Mount, Basic · Check to Acquire: Wisdom, Survival — 7

Powers:

At the end of your turn, discard this card to move; you may also move another character at your location to your new location.

Discard this card to explore your location.

Rings of Bondage

Item B · Traits: Accessory, Magic, Basic · Check to Acquire: Charisma, Diplomacy — 4

Powers:

Reveal this card and recharge an ally to examine the top card of your location deck.

Rochin

Weapon B · Traits: Spear, Melee, Piercing, Finesse, Basic · Check to Acquire: Strength, Melee, Acrobatics — 6

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6; you may additionally bury this card to add another 1d6. If proficient with weapons, you may succeed at a Dexterity or Acrobatics 7 check to recharge this card instead of burying it.

Sai

Weapon B · Traits: Knife, Melee, Piercing, Finesse, Offhand, Basic · Check to Acquire: Strength, Melee, Acrobatics — 5

Powers:

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4.

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

On your combat check, if you played a weapon and it does not have the 2-Handed trait, you may discard this card to add 1d4 and the Piercing trait.

Shuriken +1

Weapon B · Traits: Dart, Ranged, Piercing, Magic, Veteran · Check to Acquire: Dexterity, Ranged — 5

Powers:

For your combat check, reveal this card to use your Dexterity, Acrobatics, or Ranged skill + 1d4+1; you may additionally reveal an item that has the Poison trait to add another 1d6 plus the item's adventure deck number and the Poison trait.

Silver Balladeer

Ally B · Traits: Gnome, Bard, Basic · Check to Acquire: Charisma, Diplomacy — 6

Powers:

Recharge this card to banish a card that has the Curse or Haunt trait displayed next to your deck.

Discard this card to explore your location.

Splint Mail

Armor B · Traits: Heavy Armor, Basic · Check to Acquire: Constitution, Fortitude — 4

Powers:

When you discard this card as damage, it counts as up to 4 cards. If proficient with heavy armors, after discarding, you may draw a card.

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

Staff of Minor Healing

Item B · Traits: Staff, Magic, Divine, Healing · Check to Acquire: Wisdom, Divine — 7

Powers:

Recharge this card to allow a character at your location to recharge a random card from his discard pile.

Straitjacket

Armor B · Traits: Light Armor · Check to Acquire: Constitution, 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.

Wandermeal

Item B · Traits: Object, Basic · Check to Acquire: Intelligence, Craft — 6

Powers:

After the first exploration of your turn, display this card. While displayed, add 1d6 to your non-combat checks. At the end of your turn, discard this card.

Wooden Stake

Weapon B · Traits: Spear, Melee, Piercing, Basic · Check to Acquire: Strength, Melee — 3

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If the check is against a bane that has the Undead trait, add another 1d6.