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

Pathfinder Adventure Card Game: Ultimate Wilderness Add-On Deck

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

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

Table of Contents

Table of Contents

  • Card Notes
  • Allies
    • Ambusher
    • Archaeopteryx
    • Baby Triceratops
    • Druid of the Green Faith
    • Dwarf Caiman
    • Elyana
    • Fire Gecko
    • Green Maiden
    • Hippopotamus Mud Elemental
    • Koala
    • Leshykineticist
    • Moose
    • Porcupine
    • Raven
    • Reed Moccasin
    • Sedja
    • Shadowcat
    • Shaman
    • Shock Lizard
    • Snapping Flytrap
    • Stone Weasel
    • Thylacine
    • Vampire Squid
    • Verdant Rager
    • Vine Leshy
  • Armor
    • Bestial Rags
    • Coat of Mist
    • Crocodile Skin Madu
    • Elephant Shield
    • Erutaki Coat
    • Jawbreaker Shield
    • Reed Snake Armor
    • Ursine Rageskin
  • Blessings
    • Blessing of Chaldira Zuzaristan
    • Blessing of Gozreh
    • Blessing of Horus
    • Blessing of Kelizandri
    • Blessing of Ketephys
    • Blessing of Lamashtu
    • Blessing of Milani
    • Blessing of Nivi Rhombodazzle
    • Blessing of Ra
    • Blessing of the Demon Queen
    • Blessing of the Elements
    • Blessing of the Everbloom
  • Items
    • Altitude Fern
    • Amulet of Furious Fists
    • Amulet of Mighty Fists
    • Angelstep
    • Balmberry Bush
    • Belt of Teeth
    • Bloody Mandrake
    • Blue Star
    • Cloud Puff
    • Desna's Star
    • Draughtcap Fungus
    • Dryad Sandals
    • Frost Staff
  • Spells
    • Animal Friendship
    • Aspect of the Bat
    • Aspect of the Bull
    • Aspect of the Dinosaur
    • Aspect of the Frog
    • Aspect of the Hawk
    • Aspect of the Monkey
    • Aspect of the Mouse
    • Aspect of the Snake
    • Aspect of the Tiger
    • Cauterize
    • Elemental Mastery
  • Weapons
    • Allying Hand Crossbow +2
    • Atlatl
    • Beaststrike Club
    • Chakram of Ruin
    • Demonbane Light Crossbow +1
    • Freezing Backsword +2
    • Greenblood Scourge
    • Hatchet
    • Hawkmoon Bow
    • Huntsman's Greatsword +2
    • Javelin of Lightning
    • Kopis

Card Notes

  • Each card gives its type and level, its traits, its "Check to Acquire" skills and target numbers, and its powers. Traits are listed as printed; where the card prints Basic or Elite among its trait labels, that label is kept.
  • Where a card prints two check boxes separated by "OR", both are shown joined by "or". Where one box lists several skills under one target number, the skills are listed together before the number.
  • Where the printed name differs from the module's card list, the printed name is used: Allying Hand Crossbow +2 (module spelling "Alying"), Angelstep ("Angel Step"), Bestial Rags ("Beastial Rags"), Blessing of Chaldira Zuzaristan ("Chaldria"), Blessing of Thoth ("Toth"), Blessing of the Starsong ("Statsong") and Shadowcat ("Shadow Cat").
  • Where a card prints an owner, the owner is given on its italic line.

Allies

Ambusher

Ally Level 3 · Traits: Halfling, Hunter · Check to Acquire: Charisma, Diplomacy 11

Powers:

  • Discard this card to examine the top 3 cards of your location deck and put them back in any order. If any have the Animal or Plant trait, you may explore your location.
  • Discard this card to explore your location.

Archaeopteryx

Ally Level 5 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 12

Powers:

  • Recharge this card to examine the top card of your deck, then you may either draw a card or shuffle your deck.
  • Discard this card to explore your location. After the exploration, if you are at an open location, you may move.

Baby Triceratops

Ally Level 6 · Traits: Animal · Check to Acquire: Wisdom, Survival 13

Powers:

  • Discard this card to explore your location. During this exploration, add 3d6 to your combat checks. After the exploration, each character at your location buries a card.

Druid of the Green Faith

Ally Level 4 · Traits: Human, Druid · Check to Acquire: Wisdom, Survival 11

Powers:

  • Recharge this card to add 1d8 to your Divine or Survival check.
  • Discard this card to draw a card that has the Animal or Plant trait from your discard pile, then explore your location.

Dwarf Caiman

Ally Basic · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 6

Powers:

  • Reveal this card to add 1d6 to your Stealth or Fortitude check.
  • Discard this card to explore your location.

Elyana

Ally Level 4 · Traits: Elf, Ranger · Check to Acquire: Charisma, Diplomacy 10 or Wisdom, Survival 8

Powers:

  • Recharge this card to add 1d6 to a combat check by a character at another location.
  • Discard this card to examine the top card of any location deck; you may ignore non-villain powers that happen when you examine the card. Then you may move, then you may explore your location.

Fire Gecko

Ally Level 1 · Traits: Animal, Elemental, Fire · Check to Acquire: Wisdom, Survival 4

Powers:

  • Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
  • Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Green Maiden

Ally Basic · Traits: Elf, Shifter · Check to Acquire: Charisma, Diplomacy 7

Powers:

  • When you discard or recharge a card that has the Plant trait for its power, reveal this card to examine the top card of another location deck; ignore any power on that card that happens when examined.
  • Discard this card to explore your location.

Hippopotamus Mud Elemental

Ally Level 6 · Traits: Outsider, Elemental, Acid · Check to Acquire: Wisdom, Survival 14

Powers:

  • Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
  • Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
  • Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

Koala

Ally Basic · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 6

Powers:

  • Recharge this card to add 1d6 to your check to acquire an ally.
  • Recharge this card to examine the top card of your location deck.

Leshykineticist

Ally Level 1 · Traits: Plant, Kineticist · Check to Acquire: Wisdom, Survival 7

Powers:

  • Recharge this card and discard a card to explore your location.
  • 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.

Moose

Ally Level 5 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 13

Powers:

  • At the start or end of your turn, recharge this card to move; add 1d10 to any check required to move.
  • Discard this card to explore your location. During this exploration, add 1d8 to your Melee and Survival checks.

Porcupine

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

Powers:

  • Recharge this card to add 1d8 to your check against a bane that has the Animal trait.
  • Discard this card to explore your location.

Raven

Ally Level 1 · Traits: Animal · Check to Acquire: Wisdom, Survival 8

Powers:

  • Recharge this card to add 1d10 to your check to acquire a weapon, an armor, or an item.
  • Discard this card to explore your location.

Reed Moccasin

Ally Level 3 · Traits: Animal, Elemental, Acid, Poison · Check to Acquire: Wisdom, Survival 10

Powers:

  • Recharge this card to add 1d10 to your Stealth non-combat check.
  • Discard this card to examine the top card of your location deck, then you may explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Sedja

Ally Level 2 · Traits: Animal · Check to Acquire: Charisma, Diplomacy 11

Powers:

  • If you fail to acquire this card, you are dealt 1 Combat damage.
  • Recharge this card to add 1d8 to your Knowledge or Survival check.
  • Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.

Shadowcat

Ally Level 6 · Traits: Animal · Check to Acquire: Wisdom, Survival 12 or Stealth 8

Powers:

  • Recharge this card to add your Wisdom or Survival skill to another character's combat check.
  • Discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster and it does not have the Trigger trait, you may put it on the top or bottom of its deck, then you may explore your location.

Shaman

Ally Level 5 · Traits: Half-Orc, Cleric · Check to Acquire: Charisma, Diplomacy 9 or Wisdom, Divine 7

Powers:

  • Recharge this card; each character at your location may shuffle a random card from her discard pile into her deck.
  • Discard this card to explore your location.

Shock Lizard

Ally Basic · Traits: Animal, Electricity, Basic · Check to Acquire: Wisdom, Survival 4

Powers:

  • Recharge this card to add 1d4 and the Electricity trait to your combat check.
  • Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Snapping Flytrap

Ally Level 3 · Traits: Plant · Check to Acquire: Wisdom, Survival 9

Powers:

  • Bury this card to search your deck and discard pile for up to 3 cards that have the Plant trait and draw them.
  • Discard this card to explore your location.
  • 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.

Stone Weasel

Ally Basic · Traits: Animal, Elemental · Check to Acquire: Wisdom, Survival 6

Powers:

  • Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
  • Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Thylacine

Ally Level 2 · Traits: Animal · Check to Acquire: Wisdom, Survival 10

Powers:

  • Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
  • Discard this card to explore your location. During this exploration, add 1d6 to your first combat or Stealth check.

Vampire Squid

Ally Level 4 · Traits: Animal, Aquatic · Check to Acquire: Wisdom, Survival 8

Powers:

  • When you acquire an ally or defeat a monster, reveal this card to shuffle a random card from your discard pile into your deck, then recharge this card.
  • Discard this card to explore your location. During this exploration, if you are on a ship or you are attempting a check against a bane that has the Aquatic trait, add 1d8 and the Poison trait to your combat checks.

Verdant Rager

Ally Level 2 · Traits: Plant, Bloodrager · Check to Acquire: Wisdom, Survival 7

Powers:

  • Discard this card to explore your location. During this exploration, add 1d6 to your combat and Survival checks.
  • 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.

Vine Leshy

Ally Basic · Traits: Plant, Ranger, Basic · Check to Acquire: Wisdom, Survival 6

Powers:

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

Armor

Bestial Rags

Armor Level 1 · Traits: Light Armor, Clothing, Magic · Check to Acquire: Wisdom, Survival 4

Powers:

  • Recharge this card to reduce Cold or Combat damage dealt to you by 2.
  • Banish this card to reduce Cold or Combat damage dealt to you to 0; if you have the Survival skill, bury it instead.
  • If you have the Druid, Hunter, Ranger, or Shifter trait, you may recharge this card to recharge a spell that has the Animal trait in your discard pile.

Coat of Mist

Armor Level 4 · Traits: Light Armor, Clothing, Magic · Check to Acquire: Constitution, Fortitude 8

Powers:

  • If you have the Druid, Hunter, Ranger, or Shifter trait, recharge this card to evade a monster you encounter.
  • Recharge this card to reduce Combat or Electricity 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.

Crocodile Skin Madu

Armor Basic · Traits: Shield, Offhand, Elite · Check to Acquire: Constitution, Fortitude 6 or Melee 5

Powers:

  • 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 Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
  • Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, you may play another armor on this check.

Elephant Shield

Armor Level 5 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 7

Powers:

  • If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
  • Reveal this card to reduce Combat damage dealt to you by a bane you encounter by 2. If proficient with light armors and you would shuffle the bane into the deck it came from at the end of the encounter, you may put it on top of that deck instead.
  • If proficient with light armors, you may recharge this card when you reset your hand.

Erutaki Coat

Armor Basic · Traits: Light Armor, Clothing, Basic · Check to Acquire: Constitution, Fortitude, Survival 5

Powers:

  • If proficient with light armors, reveal this card to add 1 to your Constitution or Survival non-combat check.
  • Recharge this card to reduce Cold or Combat damage dealt to you by 1.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Jawbreaker Shield

Armor Level 2 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 7 or Melee 9

Powers:

  • If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
  • If proficient with light armors, on your combat check, after the roll, recharge this card to reroll d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

Reed Snake Armor

Armor Level 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 10

Powers:

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

Ursine Rageskin

Armor Level 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 12

Powers:

  • On your combat check, reveal this card and any number of cards that have the Animal trait to add 1 for each other card revealed.
  • Recharge this card to reduce Cold or Combat damage dealt to you by 4.
  • 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.

Blessings

Blessing of Chaldira Zuzaristan

Blessing Level 1 · Traits: Divine, Chaldira Zuzaristan · Check to Acquire: Wisdom, Divine, Survival 7

Powers:

  • Discard this card to add 1 die to any check.
  • If you are the only character at your location, discard this card to add 2 dice to your check.
  • Discard this card to explore your location. During this exploration, if you have the Halfling trait, add 1d4 to your checks.
  • After you play this card, if there are less than 5 cards in the blessings deck, recharge this card instead of discarding it.

Blessing of Gozreh

Blessing Basic · Traits: Divine, Gozreh · 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 to close a location.
  • 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 Level 3 · 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; if you are in an encounter, do so after the encounter.

Blessing of Kelizandri

Blessing Basic · Traits: Divine, Kelizandri · Check to Acquire: Constitution, Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any check against a card that has the Aquatic 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 Ketephys

Blessing Level 2 · Traits: Divine, Ketephys · Check to Acquire: Wisdom, Divine, Survival 7

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any check that invokes the Animal trait.
  • Discard this card to explore your location. During this exploration, if you have the Elf or Half-Elf trait, add 1d4 to your checks.
  • After you play this card, if there are less than 5 cards in the blessings discard pile, recharge this card instead of discarding it.

Blessing of Lamashtu

Blessing Basic · Traits: Divine, Lamashtu · Check to Acquire: Intelligence, Arcane, Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Bury this card to add 2 dice to any check to defeat a monster.
  • Discard this card to explore your location.
  • After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Milani

Blessing Level 1 · Traits: Divine, Milani · Check to Acquire: Dexterity, Wisdom 7 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Dexterity or Wisdom 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 Nivi Rhombodazzle

Blessing Level 3 · Traits: Divine, Nivi Rhombodazzle · Check to Acquire: Dexterity, Stealth, Divine 7

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2d6 to your check. If any d6 rolled on this check is a 6, count it as 7.
  • Discard this card to explore your location. During this exploration, if you have the Gnome trait, add 1d4 to your checks.
  • After you play this card, if there are less than 5 cards in your deck, recharge this card instead of discarding it.

Blessing of Ra

Blessing Level 4 · Traits: Divine, Ra, Fire · Check to Acquire: Strength, Melee 8 or Divine 6

Powers:

  • Discard this card to add 1 die and the Fire trait to any check.
  • Discard this card to add 2 dice to any Strength non-combat check.
  • Discard this card to add 2 dice to any check that invokes the Fire 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 Demon Queen

Blessing Level 4 · Traits: Divine, Lamashtu · Check to Acquire: Wisdom, Divine 5

Powers:

  • After you acquire or play this card, if the top card of the blessings discard pile does not have the Lamashtu trait, you are dealt 1d4 Mental damage that cannot be reduced.
  • Discard this card to add 3 dice to any check.
  • Discard this card to explore your location. During this exploration, add 1d6 to your checks.

Blessing of the Elements

Blessing Basic · Traits: Basic · Check to Acquire: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma 6

Powers:

  • Discard this card to add 1 die to any check.
  • Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
  • Discard this card to explore your location.

Blessing of the Everbloom

Blessing Level 5 · Traits: Divine, Milani · Check to Acquire: Dexterity, Wisdom 9 or Divine 7

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Dexterity or Wisdom non-combat checks.
  • Discard this card to explore your location. During this exploration, add 1 die to your Dexterity or Wisdom non-combat checks.
  • After you play this card, if the top card of the blessings discard pile has the Milani trait, recharge this card instead of discarding it.

Blessing of the Green Faith

Blessing Basic · Traits: Divine, Basic · Check to Acquire: Wisdom, Divine 7 or Survival 5

Powers:

  • Discard this card to add 1 die to any check.
  • Recharge this card to add 1 die to another character's check.
  • Discard this card to explore your location.

Blessing of the Starsong

Blessing Level 6 · Traits: 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.

Blessing of Thoth

Blessing Level 2 · Traits: Divine, Thoth, Cold · Check to Acquire: Wisdom, Knowledge 10 or Divine 6

Powers:

  • Discard this card to add 1 die and the Cold trait to any check.
  • Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
  • Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may 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 Wind and Waves

Blessing Level 6 · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 9 or Divine 10

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to explore your location.
  • Display this card next to a location. While displayed, add 2 dice to checks to close this location. When this location is closed, recharge this card and a random card from your discard pile.
  • After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.

Items

Altitude Fern

Item Level 1 · Traits: Plant, Alchemical · Check to Acquire: Intelligence, Craft 6 or Wisdom, Survival 5

Powers:

  • On a character at your location's check that invokes the Cold trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 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.

Amulet of Furious Fists

Item Level 5 · Traits: Accessory, Magic · Check to Acquire: Wisdom, Divine 9 or Intelligence, Arcane 11

Powers:

  • On your combat check, reveal this card to add 2d6 and the Force and Magic traits; you may not play a spell that has the Attack trait or a weapon on this check.

Amulet of Mighty Fists

Item Basic · Traits: Accessory, Magic, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4

Powers:

  • On your combat check, reveal this card to add 1d4 and the Magic trait; you may not play a spell that has the Attack trait or a weapon on this check.

Angelstep

Item Level 2 · Traits: Plant, Alchemical, Healing · Check to Acquire: Intelligence, Craft 7 or Wisdom, Survival 8

Powers:

  • Bury or banish this card to allow a character at your location to shuffle 1d4+1 random cards from her discard pile into her deck. After she does, you may succeed at a Craft 8 or a Survival 9 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.

Balmberry Bush

Item Level 4 · Traits: Plant, Alchemical · Check to Acquire: Intelligence, Craft 7 or Wisdom, Survival 6

Powers:

  • Bury or banish this card to allow each character at your location to banish a card displayed next to her deck that is a scourge or has the Curse trait, then shuffle 1 random card from her discard pile into her deck. After shuffling, you may succeed at a Craft 8 or Survival 7 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.

Belt of Teeth

Item Level 3 · Traits: Accessory, Magic · Check to Acquire: Constitution, Fortitude 7

Powers:

  • On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

Bloody Mandrake

Item Level 3 · Traits: Plant, Alchemical · Check to Acquire: Intelligence, Craft 9 or Wisdom, Survival 8

Powers:

  • On a character at your location's Arcane or Divine check, after the roll, bury or banish this card to allow him to reroll a die and take the new result. After the check, you may succeed at a Craft 10 or Survival 9 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.

Blue Star

Item Basic · 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.

Cloud Puff

Item Basic · Traits: Plant, Alchemical, Basic · Check to Acquire: Intelligence, Craft 3 or Wisdom, Survival 4

Powers:

  • Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 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.

Desna's Star

Item Basic · Traits: Liquid, Desna, Basic · Check to Acquire: Wisdom, Survival 4 or reveal a Blessing that has the Desna trait

Powers:

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

Draughtcap Fungus

Item Level 2 · Traits: Plant, Alchemical, Poison · Check to Acquire: Intelligence, Craft 6 or Wisdom, Survival 7

Powers:

  • On a character at your location's combat check, bury or banish this card to add 1d12 and the Poison trait. After the check, you may succeed at a Craft 7 or Survival 8 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.

Dryad Sandals

Item Level 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 to examine your location deck, then shuffle your token card into your location deck.

Frost Staff

Item Basic · Traits: Staff, Attack, Cold, Magic · Check to Acquire: Arcane, Divine 6

Powers:

  • For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
  • Bury this card to evade a non-villain, non-henchman monster you encounter.

Goblin Fire Drum

Item Level 6 · Traits: Instrument, Magic · Check to Acquire: Intelligence, Arcane, Diplomacy 14

Powers:

  • When a character at your location attempts a check that invokes the Fire trait, display this card next to your location. While displayed, characters at this location may recharge a card to add 1d12 to their checks that invoke the Fire trait. At the start of your turn, discard this card.

Goblinvine

Item Level 1 · Traits: Plant, Alchemical, Mental · Check to Acquire: Intelligence, Craft 4 or Wisdom, Survival 5

Powers:

  • On a character at your location's combat check, bury or banish this card to add 1d8 and the Mental trait. After the check, you may succeed at a Craft 5 or Survival 6 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.

Healer's Kit

Item Basic · Traits: Tool, Healing · Check to Acquire: Wisdom, Survival, Divine 6

Powers:

  • Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Ring of Climbing

Item Basic · Traits: Accessory, Magic, Basic · Check to Acquire: Strength, Constitution 6

Powers:

  • After you shuffle a location deck, reveal this card to examine its top card. You may not use this power more than once per check or step.

Salvation Cactus

Item Level 2 · Traits: Plant, Alchemical · Check to Acquire: Intelligence, Craft 6 or Wisdom, Survival 5

Powers:

  • On a character at your location's check that invokes the Fire trait, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 7 or Survival 6 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.

Scarab of Khepri

Item Level 6 · Traits: Object, Magic, Khepri · Check to Acquire: Wisdom, Survival 10

Powers:

  • Reveal this card to add 1 die to your check against a card that has the Animal or Vermin trait.
  • Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check.
  • Bury this card to add 1d8 and the Poison trait to your combat check.

Wintervine

Item Level 1 · Traits: Plant, Alchemical · Check to Acquire: Intelligence, Craft 5 or Wisdom, Survival 4

Powers:

  • On a character at your location's Perception or Survival check, bury or banish this card to add 1 die. 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.

Witchhunter's Sword

Item Level 5 · Traits: Plant, Alchemical, Poison · Check to Acquire: Intelligence, Craft 10 or Wisdom, Survival 9

Powers:

  • On a character at your location's combat check against a monster, bury or banish this card to add 1d8 and the Poison trait; that character ignores the monster's powers that happen after you act. After the check, you may succeed at a Craft 11 or Survival 10 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.

Spells

Animal Friendship

Spell Basic · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers:

  • Discard this card to add 1d8 to your non-combat check that invokes the Animal 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 8 check to recharge this card instead of discarding it.

Aspect of the Bat

Spell Level 2 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 8

Powers:

  • Display this card. While displayed, when you explore, before you would flip over the top card of your location deck, you may examine that card. If it does not have the Trigger trait, you may put it under the next card and flip over that card instead.
  • 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 10 check to recharge it instead.

Aspect of the Bull

Spell Level 4 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 9

Powers:

  • Display this card. While displayed, during the first exploration of your turn, add 1 die to your checks.
  • At the end of the scenario, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.

Aspect of the Dinosaur

Spell Level 6 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 12

Powers:

  • Display this card. While displayed, reduce all damage dealt to you by 3. While displayed, add 1d12 to your Strength 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 14 check to recharge it instead.

Aspect of the Frog

Spell Level 1 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 6

Powers:

  • Display this card. While displayed, add 1d6 to your Constitution checks. While displayed, you may recharge a card to evade a barrier you encounter; if it has the Obstacle or Trap trait, you may put it on the bottom of its location deck.
  • 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 8 check to recharge it instead.

Aspect of the Hawk

Spell Basic · Traits: Magic, Divine, Animal, Attack, Veteran · Check to Acquire: Wisdom, Divine 5 · Owner: Zova

Powers:

  • Display this card. While displayed, for your combat check, you may use your Strength, Dexterity, or Survival skill + 1d6 plus the scenario's adventure deck number and add the Melee and Slashing traits; you may additionally discard another card to add another 1d6 and the Animal trait.
  • 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 7 check to recharge it instead.

Aspect of the Monkey

Spell Level 2 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 7

Powers:

  • Display this card. While displayed, add 1d6 to your Dexterity and Charisma 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 9 check to recharge it instead.

Aspect of the Mouse

Spell Basic · Traits: Magic, Divine, Animal, Basic · Check to Acquire: Wisdom, Divine 4

Powers:

  • Display this card. While displayed, add 1d6 to your Dexterity non-combat checks. While displayed, you may recharge a card to evade a monster you encounter.
  • 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 6 check to recharge it instead.

Aspect of the Snake

Spell Basic · Traits: Magic, Divine, Animal, Basic · Check to Acquire: Wisdom, Divine 4

Powers:

  • Display this card. While displayed, add 1d4 and the Poison trait to your combat checks. While displayed, when you would discard a card from your hand, you may recharge it instead, then discard a card from the top of your deck.
  • 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 6 check to recharge it instead.

Aspect of the Tiger

Spell Level 5 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 10

Powers:

  • Display this card. While displayed, you gain the Acrobatics and Stealth skills equal to your Dexterity + 3. While displayed, when you would fail a combat check, you may reroll 1 die; take the new result.
  • At the end of the scenario, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 12 check to recharge it instead.

Cauterize

Spell Level 2 · Traits: Magic, Arcane, Divine, Attack, Healing, Fire · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 9

Powers:

  • For your combat check, discard this card to use your Arcane or Divine skill + 2d8; a character at your location is dealt 1 Fire damage.
  • Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
  • After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

Elemental Mastery

Spell Level 3 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 11

Powers:

  • Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
  • Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison 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 13 check to recharge this card instead of discarding it.

Elemental Treaty

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

Powers:

  • Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, 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.

Eruption

Spell Level 4 · Traits: Magic, Arcane, Divine, Attack, Electricity, Fire · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 11

Powers:

  • For your combat check, discard this card to use your Arcane or Divine skill + 4d6; 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 13 check to recharge this card instead of discarding it.

Primal Attunement

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

Powers:

  • Display this card. While displayed, when you encounter a bane, you may add to or remove from your check any trait named in the bane's powers.
  • At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it or you may attempt an Arcane or Divine 9 check to recharge it instead.

Toadstorm

Spell Level 5 · Traits: Magic, Arcane, Divine, Poison · Check to Acquire: Intelligence, Arcane 13 or Wisdom, Divine 11

Powers:

  • Display this card next to any location. While displayed, characters at that location add 2d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 2 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 15 or Divine 13 check to recharge it instead.

Vengeful Storm

Spell Level 6 · Traits: Magic, Divine, Attack, Acid, Cold, Electricity · Check to Acquire: Wisdom, Divine 14

Powers:

  • For your combat check, discard this card to use your Divine skill + 1d8 + 1d10 + 1d12.
  • After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Weapons

Allying Hand Crossbow +2

Weapon Level 4 · Traits: Bow, Ranged, Piercing, Magic, Veteran · Check to Acquire: Dexterity, Ranged 11

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits.
  • Recharge this card to add 1d6+2 to a combat check by another character at your location.

Atlatl

Weapon Basic · Traits: Sling, Ranged, Piercing, Basic · Check to Acquire: Ranged, Dexterity 6

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 2d6.
  • On your combat check, if proficient with weapons and you played a weapon that has the Spear trait, recharge this card to add 1d4.

Beaststrike Club

Weapon Level 2 · Traits: Club, Melee, Magic · Check to Acquire: Strength, Melee 9 or Survival 7

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d4+1 and add the Bludgeoning, Piercing, or Slashing trait; you may additionally recharge this card or a card that has the Animal trait to add your Strength die.

Chakram of Ruin

Weapon Level 6 · Traits: Knife, Ranged, Slashing, Acid, Magic · Check to Acquire: Dexterity, Ranged 13

Powers:

  • For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1.
  • During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
  • On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait.

Demonbane Light Crossbow +1

Weapon Level 1 · Traits: Bow, Ranged, Piercing, Magic, Elite · Check to Acquire: Dexterity, Ranged 10

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
  • If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Freezing Backsword +2

Weapon Level 4 · Traits: Sword, Melee, Slashing, Cold, Finesse, Magic · Check to Acquire: Strength, Melee 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add another 2d6+2. You may remove 1d6 and the Cold trait.
  • Recharge this card to add 1d6+2 to your check that has the Cold trait.

Greenblood Scourge

Weapon Level 6 · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Magic, Veteran · Check to Acquire: Strength, Melee 15

Powers:

  • For your combat check, reveal this card and recharge a card to use your Strength or Melee skill + 2d6 plus the recharged card's adventure deck number; you may additionally recharge this card to add 6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Hatchet

Weapon Basic · Traits: Axe, Melee, Slashing, Basic · Check to Acquire: Strength, Melee, Survival 6

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d6. If not proficient with weapons and you also do not have the Survival skill, the difficulty of this check is increased by 4.
  • Recharge this card to add 1d6 to your Survival check.

Hawkmoon Bow

Weapon Level 3 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 8

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2. If proficient with weapons or you have the Elf trait, add another 1d6.
  • If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Huntsman's Greatsword +2

Weapon Level 5 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 12

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 2d6+2; you may additionally discard this card to add your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4.
  • Recharge this card to add 2d6 to your Survival check or to your check against a card that has the Animal trait.

Javelin of Lightning

Weapon Level 2 · Traits: Spear, Ranged, Piercing, Magic, Elite · Check to Acquire: Dexterity, Ranged 10

Powers:

  • For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
  • After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Kopis

Weapon Basic · Traits: Knife, Ranged, Slashing, Basic · Check to Acquire: Dexterity, Ranged 5

Powers:

  • 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.

Mountaineer Staff

Weapon Basic · Traits: Staff, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength, Melee 7

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.
  • After your exploration, if proficient with weapons, discard this card to move.

Seaborne Trident +1

Weapon Level 3 · Traits: Polearm, Melee, Piercing, Magic · Check to Acquire: Strength, Melee, Survival 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
  • Reveal this card to add 1d4 to your Constitution, Fortitude, Wisdom, or Survival non-combat check.

Shock Longbow +1

Weapon Basic · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 11

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 your Strength die and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4.
  • If proficient with weapons, you may discard this card to add 1d4 and the Electricity trait to a combat check by a character at another location.

Stone Axe +1

Weapon Level 1 · Traits: Axe, Melee, Slashing, Magic · Check to Acquire: Strength, Melee, Survival 8

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d6+1; you may additionally discard this card to add another 2d6. If not proficient with weapons and you also do not have the Survival skill, the difficulty of this check is increased by 4.

Terbutje

Weapon Basic · Traits: Club, Melee, Slashing, Basic · Check to Acquire: Strength, Melee, Survival 5

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 1, count it as 3, then discard this card.

Thorn Bow

Weapon Level 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged, Survival 12

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and evade the bane; put it on top of its location deck.
  • If proficient with weapons, put this card on top of your deck to add 1d4+1 to a combat check by a character at another location.
  • Blessing of the Green Faith
  • Blessing of the Starsong
  • Blessing of Thoth
  • Blessing of Wind and Waves
  • Goblin Fire Drum
  • Goblinvine
  • Healer's Kit
  • Ring of Climbing
  • Salvation Cactus
  • Scarab of Khepri
  • Wintervine
  • Witchhunter's Sword
  • Elemental Treaty
  • Eruption
  • Primal Attunement
  • Toadstorm
  • Vengeful Storm
  • Mountaineer Staff
  • Seaborne Trident +1
  • Shock Longbow +1
  • Stone Axe +1
  • Terbutje
  • Thorn Bow