Pathfinder Adventure Card Game: Class Deck – Goblins Fight!
Pathfinder Adventure Card Game: Class Deck – Goblins Fight! Rulebook
Table of Contents
Table of Contents
- Spells
- Armor
- Items
- Allies
- Blessings
- Blessing of Bark Breaker (1)
- Blessing of Bark Breaker (5)
- Blessing of Hadregash (3)
- Blessing of Hadregash (B)
- Blessing of Lady Lastbreath (2)
- Blessing of Lady Lastbreath (4)
- Blessing of Lamashtu
- Blessing of the Boss
- Blessing of the Demon Queen
- Blessing of the Gobs
- Blessing of Venkelvore (1)
- Blessing of Venkelvore (2)
- Weapons
- Characters
Spells
Confusion
Spell B · Magic, Arcane, Divine, Attack, Mental, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Corrosion
Spell 1 · Magic, Arcane, Divine, Acid · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 7
Powers: Discard this card to add 1 die to any check to defeat a barrier, or 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.
Incendiary Cloud
Spell 3 · Magic, Arcane, Attack, Fire · Check to acquire: Intelligence (Arcane) 8
Powers: Display this card when a character encounters a monster. While displayed, add 2d4 and the Fire trait to combat checks to defeat monsters. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Life Leech
Spell 5 · Magic, Arcane, Attack, Healing · Check to acquire: Intelligence (Arcane) 12
Powers: For your combat check, discard this card to use your Arcane skill + 2d4. Shuffle 1d4+1 random cards from your discard pile into your deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 15 check to recharge this card instead of discarding it.
Armor
Bearskin Armor
Armor 5 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 10
Powers: Reveal this card to add 2 to your Survival or Fortitude check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Buckler
Armor B · Shield, Basic · Check to acquire: Constitution (Fortitude) 3
Powers: Recharge this card to reduce Combat damage dealt to you by 1. If proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Buckler Gun
Armor B · Shield, Firearm, Elite · Check to acquire: Dexterity (Ranged) 5, then Constitution (Fortitude) 5
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Doghide Armor
Armor B · Light Armor, Basic · Check to acquire: Constitution (Fortitude) 5
Powers: Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
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.
Flaming Buckler Gun
Armor 6 · Shield, Firearm, Magic · Check to acquire: Dexterity (Ranged) 10, then Constitution (Fortitude) 10
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Magic Studded Leather Armor
Armor 1 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 5
Powers: Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ophidian Armor
Armor 4 · Light Armor, Magic · Check to acquire: Dexterity (Craft) 10
Powers: Reveal this card to add 2 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Pot Helm
Armor 3 · Light Armor · Check to acquire: Constitution (Fortitude) 6
Powers: If proficient with weapons, bury this card to add 1d4 to a combat check by a character at your location.
Bury this card to reduce Combat damage dealt to you to 0.
After you play this card, if you have the Goblin trait and are proficient with light armors, you may discard this card instead of burying it.
Shark Skin Armor
Armor 2 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 7
Powers: Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Stalking Armor
Armor B · Light Armor, Basic · Check to acquire: Constitution (Fortitude) 4
Powers: Reveal this card to add 2 to your Stealth or Perception check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Items
Alchemist's Fire
Item B · Liquid, Attack, Fire, 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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Beehive
Item B · Object, Vermin, Poison, Basic · Check to acquire: Wisdom (Survival) 8 or Discard a card
Powers: Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Caltrops
Item B · Object, Basic · Check to acquire: Dexterity 4
Powers: Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Chaos Stone
Item 6 · Object, Magic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10
Powers: Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.
Climber's Gloves
Item 4 · Accessory, Magic · Check to acquire: Wisdom (Survival) 12 or Constitution (Fortitude) 10
Powers: Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
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.
Drums of Panic
Item 3 · Instrument, Magic · Check to acquire: Intelligence, Arcane, or Diplomacy 10
Powers: When a character at your location would encounter a monster, display this card at your location. While displayed, characters at that location may recharge every ally in their hand, or reveal a hand with no allies and recharge 1 card, to evade their encounter with a monster. At the start of your turn, discard this card.
Emerald of Dexterity
Item 1 · Object, Magic · Check to acquire: Dexterity 7
Powers: Recharge this card to roll your Dexterity die instead of the normal die on your non-combat check.
Goblin Pickles
Item 2 · Object, Poison, Healing · Check to acquire: Craft or Fortitude 9 or Bury a card that has the Poison trait
Powers: Banish this card to add 1d4 and the Poison trait to your combat check against a monster that does not have the Goblin trait.
If you have the Goblin trait, banish this card to shuffle 1d4 random cards from your discard pile into your deck.
Ivory Dice
Item 2 · Object, Gambling, Magic · Check to acquire: None
Powers: When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.
When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards from your hand.
Potion of Healing
Item B · Liquid, Alchemical, Healing · Check to acquire: Intelligence (Craft) 5
Powers: Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Potion of Heroism
Item 4 · Liquid, Alchemical · Check to acquire: Intelligence (Craft) 7
Powers: Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Potion of Striding
Item B · Liquid, Alchemical, Basic · Check to acquire: Intelligence (Craft) 4
Powers: At the start or end of a turn, banish this card and choose a character at your location. That character may move.
Ring of Energy Resistance
Item 6 · Accessory, Magic · Check to acquire: Constitution (Fortitude) 8 or Intelligence (Arcane) 9
Powers: Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Serpentform Belt
Item 5 · Accessory, Poison, Magic · Check to acquire: Constitution (Fortitude) 11
Powers: Reveal this card to add 1d12 and the Poison trait to your combat check, then bury the top card of your deck.
Skill Slug
Item 5 · Animal, Alchemical · Check to acquire: Intelligence (Craft) 15
Powers: Display this card next to the deck of a character at your location. While displayed, that character gains the skills Arcane, Craft, and Knowledge: 1d12+3. At the end of the turn, banish this card; that character discards 1 card.
Smoked Glass Goggles
Item B · Accessory · Check to acquire: Intelligence, Craft, Wisdom, or Survival 6
Powers: Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Thieves' Tools
Item B · Tool, Basic · Check to acquire: Dexterity (Disable) 4
Powers: Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, you may succeed at a Disable 8 check to recharge it instead of discarding it.
Twitch Tonic
Item 3 · Liquid, Alchemical, Healing · Check to acquire: Intelligence (Craft) 6
Powers: Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Vicious Caltrops
Item 1 · Object · Check to acquire: Dexterity, Fortitude 8
Powers: Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison trait.
Allies
Baby Triceratops
Ally 6 · Animal · Check to acquire: Wisdom (Survival) 13
Powers: Discard this card to explore your location. During this exploration, add 3d6 to your combat checks. Each character at your location buries a card.
Fat Frog
Ally B · Animal, Pet · Owner: Chuffy · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Dexterity check.
Discard this card to explore your location.
Frog
Ally B · Animal, Basic · Check to acquire: Wisdom (Survival) 6
Powers: Discard this card to explore your location. During this exploration, when you would encounter a bane that has the Obstacle or Trap trait, you may instead bury this card to put the bane on the bottom of its location deck.
Hoggmaw
Ally 6 · Goblin, Aristocrat · Check to acquire: Charisma (Diplomacy) 15 or Banish a card
Powers: Reveal this card and banish another card to add 2d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d6 to your checks to acquire and defeat; if you acquire a card, banish a card.
Kupmuk
Ally 3 · Goblin, Soldier · Check to acquire: Charisma (Diplomacy) 8 or Intelligence 6
Powers: Reveal this card and discard the top card of your deck to add 1d8 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your combat checks; all damage dealt to you is increased by 1.
Lizard
Ally 4 · Animal, Arcane · Check to acquire: Intelligence, Arcane, Wisdom, or Survival 8
Powers: Discard this card to automatically succeed at your Stealth or Survival check.
Discard this card to explore your location.
Mighty Gugmuff XXXII
Ally 2 · Goblin, Ranger · Check to acquire: Charisma (Diplomacy) 8 or Recharge a weapon
Powers: Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.
Mighty Steed
Ally 4 · Animal, Mount · Check to acquire: Wisdom (Survival) 8 or Banish a card that has the Animal or Goblin trait
Powers: Reveal this card and discard another card to examine the top card of your location deck; you may succeed at a Constitution or Fortitude 9 check to recharge the other card instead of discarding it.
On your turn, discard this card to move; you may then explore your location. You may not use this power during an encounter.
Redbutt
Ally B · Animal, Pet · Owner: Ak · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Strength check.
Discard this card to explore your location.
Reformarium Servant
Ally B · Goblin, Hireling, Spy, Basic · Check to acquire: Charisma (Diplomacy) 8 or Discard a card
Powers: Reveal this card and discard another card to add 1d4 to your check.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.
Rogue Ape
Ally 3 · Ape, Rogue · Check to acquire: Charisma (Diplomacy) 7
Powers: Discard this card to add 1d6 to your combat check, or 2d6 if you are the only character at your location.
Discard this card to explore your location.
Rotgut
Ally 2 · Animal, Pirate · Check to acquire: Wisdom (Survival) 8
Powers: If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice; take the new result.
Discard this card to explore your location.
Snake
Ally B · Animal, Elite · Check to acquire: Wisdom (Survival) 6
Powers: Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Spider
Ally B · Vermin, Arcane, Basic · Check to acquire: Wisdom, Survival, or Fortitude 4
Powers: Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.
Spotol
Ally B · Animal, Pet · Owner: Reta · Check to acquire: Wisdom (Survival) 4
Powers: Put this card on top of another character's deck to add 1d4 to your Constitution check.
Discard this card to explore your location.
Stankrush
Ally B · Vermin, Pet · Owner: Chuffy · Check to acquire: Wisdom, Survival, or Fortitude 4
Powers: Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Velociraptor
Ally 5 · Animal · Check to acquire: Wisdom (Survival) 14
Powers: Discard this card to explore your location. During this exploration, add 2d6 to your combat checks.
Vulture
Ally B · Animal, Basic · Check to acquire: Wisdom (Survival) 5
Powers: When you are dealt damage, reveal this card to give a card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Wolverine
Ally 1 · Animal, Veteran · Check to acquire: Wisdom (Survival) 8
Powers: If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
Xoff
Ally 1 · Goblin, Ranger · Check to acquire: Wisdom, Perception, Charisma, or Diplomacy 7
Powers: Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.
Zob Eversong
Ally 5 · Goblin, Bard · Check to acquire: Charisma (Diplomacy) 13
Powers: Recharge this card to examine the top card of your location deck; if it is a non-villain monster, you may put it on top of or shuffle it into an occupied open location.
Discard this card to explore your location. During this exploration, add 1d4 to your non-combat checks.
Blessings
Blessing of Bark Breaker (1)
Blessing 1 · Divine, Zarongel · Check to acquire: Wisdom (Divine) 11 or Reveal 5 cards
Powers: Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing of Bark Breaker (5)
Blessing 5 · Divine, Zarongel · Check to acquire: Wisdom (Divine) 11 or Reveal 5 cards
Powers: Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing of Hadregash (3)
Blessing 3 · Divine, Hadregash · Check to acquire: Wisdom (Divine) 5 or Bury an ally
Powers: Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Hadregash (B)
Blessing B · Divine, Hadregash · Check to acquire: Wisdom (Divine) 5 or Bury an ally
Powers: Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Lady Lastbreath (2)
Blessing 2 · Divine, Zogmugot · Check to acquire: Dexterity, Stealth, or Divine 5 or Discard your hand
Powers: Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessing of Lady Lastbreath (4)
Blessing 4 · Divine, Zogmugot · Check to acquire: Dexterity, Stealth, or Divine 5 or Discard your hand
Powers: Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing B · Divine, Lamashtu · Check to acquire: Intelligence, Arcane, or 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 the Boss
Blessing 4 · Divine, Hadregash · Check to acquire: Wisdom (Divine) 12 or Banish an ally
Powers: Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail, bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Demon Queen
Blessing 6 · 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 Gobs
Blessing B · Divine, Basic · Check to acquire: None
Powers: You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Venkelvore (1)
Blessing 1 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) 5 or Constitution (Fortitude) 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Blessing of Venkelvore (2)
Blessing 2 · Divine, Venkelvore · Check to acquire: Wisdom (Divine) 5 or Constitution (Fortitude) 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Weapons
Animalbane Crossbow +2
Weapon 3 · Bow, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity (Ranged) 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. If the bane has the Animal trait, add another 1d8.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location; if the check is to defeat a bane that has the Animal trait, add 1d8+1 instead.
Animalbane Dagger +1
Weapon 1 · Knife, Ranged, Piercing, Magic · Check to acquire: Dexterity (Ranged) 7
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If the bane has the Animal trait, add another 1d8.
When playing another weapon on a combat check, you may discard this card to add 1d4+1 to your check, or 1d8+1 if the bane has the Animal trait.
Blowgun
Weapon B · Blowgun, Dart, Ranged, Piercing, Poison, Basic · Check to acquire: Dexterity, Ranged, or 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.
Cleaving Dogslicer +2
Weapon 3 · Sword, Melee, Piercing, Finesse, Magic · Check to acquire: Strength (Melee) 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Dagger
Weapon B · Knife, Ranged, Piercing, Basic · Check to acquire: Dexterity (Ranged) 3
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Dagger of Doubling
Weapon 4 · Knife, Ranged, Piercing, Magic · Check to acquire: Dexterity (Ranged) 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and add it to your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Dart
Weapon B · Dart, Ranged, Piercing, Basic · Check to acquire: Dexterity (Ranged) 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Dogslicer
Weapon B · Sword, Melee, Piercing, Finesse, Basic · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 1, count it as 3, then discard this card.
Dogslicer +1
Weapon 1 · Sword, Melee, Piercing, Finesse, Magic · Check to acquire: Strength (Melee) 9
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. If any d6 rolled on this check is a 1, count it as 3, then discard this card.
Fangfile +1
Weapon 3 · Knife, Melee, Piercing, Finesse, Magic · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 1d4.
If you have the Goblin trait, display this card. While displayed, add 1d4 to your combat checks. At the end of your turn, bury this card.
Flaming Longbow +2
Weapon 6 · Bow, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity (Ranged) 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Flaming Scimitar +1
Weapon 2 · Sword, Melee, Slashing, Finesse, Magic, Elite · Check to acquire: Strength (Melee) 9
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+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Force Shortbow +1
Weapon 1 · Bow, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity (Ranged) 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Force Sling +3
Weapon 6 · Sling, Ranged, Bludgeoning, Magic · Check to acquire: Dexterity (Ranged) 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 4d4 and the Force trait.
Garrote
Weapon B · Chain, Melee, Slashing, Gambling, Veteran · Check to acquire: Strength (Melee) 7
Powers: For your combat check, discard this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may add another 1d10. If the value of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result.
Hand Cannon
Weapon B · Firearm, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity, Ranged, or Craft 4
Powers: For your combat check, discard this card to use your Dexterity or Ranged skill + 2d6. Then roll 1d6, or 1d12 if proficient with weapons. On 1-2, bury this card; on 5 or more, shuffle it into your deck.
Bury this card to add 2d6 to a combat check by a character at another location.
Hand Crossbow
Weapon B · Bow, Ranged, Piercing, Basic · Check to acquire: Dexterity (Ranged) 5
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Houndhacker
Weapon 6 · Sword, Melee, Piercing, Finesse, Magic · Check to acquire: Strength (Melee) 16
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+4; you may additionally recharge this card to add another 2d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 5, then recharge this card.
Reveal this card to evade your encounter with a monster that has the Animal trait; you may put it on the top or bottom of its location deck.
Humanbane Gladius +2
Weapon 5 · Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to acquire: Strength (Melee) 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If the bane has the Human trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Improvised Monster
Weapon 4 · Club, Bludgeoning, 2-Handed · Check to acquire: Strength (Survival) 10
Powers: For your combat check, recharge this card and banish a monster from your hand to use your Strength skill plus the discarded monster's highest difficulty to defeat. If this is not your first combat check of the turn, add 2 to the check.
When you defeat a non-villain monster and would banish it, reveal this card to add the monster to your hand instead.
Javelin of Lightning
Weapon 2 · 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.
Planar Crossbow +2
Weapon 5 · Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity (Ranged) 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location. If the bane has the Outsider trait, ignore the bane's immunities.
Rapier of Puncturing
Weapon 5 · Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to acquire: Strength (Melee) 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Sawtooth Sabre +2
Weapon 4 · Sword, Melee, Slashing, Finesse, Magic, Veteran · Check to acquire: Strength (Melee) 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Shortbow
Weapon B · Bow, Ranged, Piercing, 2-Handed, Basic · Check to acquire: Dexterity (Ranged) 3
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Sickle
Weapon B · Knife, Melee, Slashing, Finesse, Basic · Check to acquire: Strength (Melee) 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Swordbreaker
Weapon B · Knife, Melee, Slashing, Finesse, Veteran · Check to acquire: Strength (Melee) 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4-1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Torch
Weapon B · Club, Melee, Bludgeoning, Fire, Basic · Check to acquire: Strength, Intelligence, or Wisdom 4
Powers: For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Tossglove
Weapon 2 · Accessory, Ranged, Bludgeoning, Elite · Check to acquire: Dexterity, Ranged, or Craft 7
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card and a card that has the Poison or Vermin trait to add 1d12 and the Poison trait.
Characters
The three Goblin character cards each have a base side (the character sheet) and two alternate sides. Each is transcribed as printed, with skills, hand size, proficiencies, powers, and the cards list. The ☐ symbols are the printed upgrade boxes and are kept as they appear. Flavour text on the alternate sides is omitted.
Ak (Male Goblin Runt)
Skills:
- Strength d8 (☐+1, ☐+2)
- Dexterity d8 (☐+1, ☐+2, ☐+3, ☐+4); Stealth: Dexterity +1
- Constitution d8 (☐+1, ☐+2, ☐+3, ☐+4); Fortitude: Constitution +2
- Intelligence d8 (☐+1, ☐+2)
- Wisdom d6 (☐+1, ☐+2); Survival: Wisdom +1
- Charisma d4 (☐+1)
Hand size: 5
Proficient with: Light Armors, Weapons
Powers:
- When you reset your hand, you may treat your hand size as 3, 4, or 5 (☐ or 2 or 6) (☐ or 1 or 7) until the end of the turn.
- When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
Cards list (favored card type: None):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 3 | ☐ 4, ☐ 5 |
| Spell | — | |
| Armor | 2 | ☐ 3, ☐ 4 |
| Item | 3 | ☐ 4, ☐ 5 |
| Ally | 1 | ☐ 2, ☐ 3, ☐ 4 |
| Blessing | 6 | ☐ 7 |
Ak (Chief)
Hand size: 5
Proficient with: Light Armors, Weapons
Powers:
- Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
- When you reset your hand, you may treat your hand size as 3, 4, or 5 (☐ or 2 or 6) (☐ or 1 or 7) (☐ or 0 or 8) until the end of the turn.
- When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
- ☐ When you defeat a monster (☐ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
- ☐ When you play (☐ or any character plays) a blessing on your check, add d12 instead of the normal die.
Ak (Survivor)
Hand size: 5
Proficient with: Light Armors, Weapons
Powers:
- Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
- When you reset your hand, you may treat your hand size as 3, 4, or 5 (☐ or 2 or 6) (☐ or 1 or 7) (☐ or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
- When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (☐ or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
- ☐ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
- ☐ Add 1d6 to your check to acquire an armor or an item (☐ or a weapon or a blessing).
- ☐ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).
Chuffy (Male Goblin Knifer)
Skills:
- Strength d4 (☐+1)
- Dexterity d12 (☐+1, ☐+2, ☐+3, ☐+4); Acrobatics: Dexterity +1; Disable: Dexterity +1; Stealth: Dexterity +3
- Constitution d8 (☐+1, ☐+2, ☐+3, ☐+4)
- Intelligence d6 (☐+1, ☐+2, ☐+3)
- Wisdom d8 (☐+1, ☐+2, ☐+3)
- Charisma d4
Hand size: 6 (☐ 7)
Proficient with: Light Armors (☐ Weapons)
Powers:
- While you encounter an ally or a bane, the difficulty of your Charisma and Diplomacy checks is increased by 1d8. You may evade allies and banes you encounter.
- When you would fail a non-combat (☐ or combat) check against a bane, you may discard the top card of your deck to reroll the dice; take the new result.
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☐ and if you are the only character at your location, you may recharge a card to add 1d6).
Cards list (favored card type: Weapon):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 4 | ☐ 5, ☐ 6 |
| Spell | — | ☐ 1 |
| Armor | 1 | ☐ 2 |
| Item | 4 | ☐ 5, ☐ 6, ☐ 7 |
| Ally | 2 | ☐ 3 |
| Blessing | 4 | ☐ 5, ☐ 6 |
Chuffy (Shanker)
Hand size: 6 (☐ 7, ☐ 9)
Proficient with: Light Armors (☐ Weapons)
Powers:
- While you encounter an ally or a bane, the difficulty of your Charisma and Diplomacy checks is increased by 1d8. You may evade allies and banes you encounter.
- When you would fail a non-combat (☐ or combat) check against a bane, you may discard the top card of your deck to reroll the dice; take the new result. (☐ If the discarded card is a weapon, recharge it.)
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☐ and if you are the only character at your location, you may recharge a card to add 1d6).
- ☐ Add 2 (☐ 4) to your check that has the Piercing trait.
- ☐ When you would discard a card that has the Knife or Sword trait for its power, you may recharge it (☐ or put it on top of your deck) instead.
- ☐ When you evade an encounter (☐ or defeat a monster), you may move.
Chuffy (Master of Toads)
Hand size: 6 (☐ 7)
Proficient with: Light Armors (☐ Weapons)
Powers:
- While you encounter an ally or a bane, the difficulty of your Charisma and Diplomacy checks is increased by 1d8. You may evade allies and banes you encounter.
- When you would fail a non-combat (☐ or combat) check against a bane, you may discard the top card of your deck (☐ or bury an ally that has the Pet trait) to reroll the dice; take the new result.
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2 (☐ and if you are the only character at your location, you may recharge a card to add 1d6) (☐ or 2d6 if the card has the Animal trait).
- ☐ Add 1d4 (☐ 2d4) to your check to acquire a boon that has the Animal trait.
- ☐ At the start (☐ or end) of your turn, you may examine the top card of a deck of a character at your location. If it has the Pet trait, you may draw it.
- ☐ You may put a card that has the Pet trait on top of your deck to examine the top card of another location deck. (☐ Then you may shuffle that location deck.)
Reta (Female Goblin Commando)
Skills:
- Strength d8 (☐+1, ☐+2, ☐+3)
- Dexterity d10 (☐+1, ☐+2, ☐+3, ☐+4); Ranged: Dexterity +2
- Constitution d8 (☐+1, ☐+2, ☐+3); Fortitude: Constitution +1
- Intelligence d6 (☐+1)
- Wisdom d6 (☐+1, ☐+2, ☐+3); Perception: Wisdom +3
- Charisma d4 (☐+1)
Hand size: 5 (☐ 6)
Proficient with: Light Armors, Weapons
Powers:
- When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
- When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐ examine the top card of your location deck, then you may) explore your location.
Cards list (favored card type: Weapon):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | 5 | ☐ 6, ☐ 7, ☐ 8 |
| Spell | — | |
| Armor | 2 | ☐ 3 |
| Item | 2 | ☐ 3, ☐ 4 |
| Ally | 3 | ☐ 4, ☐ 5 |
| Blessing | 3 | ☐ 4, ☐ 5 |
Reta (Birdcruncher)
Hand size: 5 (☐ 6, ☐ 7)
Proficient with: Light Armors, Weapons
Powers:
- When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☐ Then you may draw a card.)
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
- When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐ examine the top card of your location deck, then you may) explore your location.
- ☐ Add 1d8 to your (☐ or another character at your location's) check against a card that has the Animal or Vermin (☐ or Elf, Half-Elf, or Human) trait (☐ or a monster that has an adventure deck number lower than the scenario's adventure deck number).
- ☐ When you encounter a boon on the first exploration of your turn, you may banish (☐ or evade) the boon and explore again.
Reta (Runaway Bride)
Hand size: 5 (☐ 6, ☐ 7, ☐ 9)
Proficient with: Light Armors, Weapons
Powers:
- When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead. (☐ You may treat this power as if both occurrences of the word "weapon" were "ally.")
- On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
- When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☐ or discard pile) to (☐ examine the top card of your location deck, then you may) explore your location.
- ☐ At the end of your turn, (☐ you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
- ☐ When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check, you may both instead discard the cards to reroll the dice; take the new result.)