Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 5 – The Price of Infamy
Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 5 – The Price of Infamy Rulebook
Table of Contents
Table of Contents
Adventure: The Price of Infamy
The Price of Infamy (Adventure)
Complete these scenarios in this order:
- An Unforgivable Act
- Islands of the Damned
- Isle of the Black Tower
- The Battle of Empty Eyes
- Best Served Cold
Reward: Each character gains a card feat. Gain a Class 5 ship feat.
Scenarios
An Unforgivable Act (Scenario 5)
Villain: Isawyn the Diva Henchmen: Lady Nightshade, Gorebeard Trench, Sentinel Devils
During This Scenario: When you encounter a Sentinel Devil, succeed at a Wisdom or Perception 10 check or the Sentinel Devil may not be evaded.
When you defeat a henchman, place it in a henchman pile next to this card. If Isawyn the Diva would be defeated, and this pile does not contain Lady Nightshade and Gorebeard Trench, Isawyn is undefeated.
Reward: Each character gains a power feat.
Best Served Cold (Scenario 5)
Villain: Barnabas Harrigan Henchmen: Luccaria, Gilbrok the Tongue, Kipper, Erinyes Devils
During This Scenario: When building location decks, replace allies with monsters.
If you defeat a henchman, put it in a henchman pile next to this card. When you encounter Barnabas Harrigan, each other character must summon and encounter a random henchman from the henchman pile.
Reward: Loot: Howling Skull Armor, Skyrocket Crossbow
Islands of the Damned (Scenario 5)
Villain: Incutilis Henchmen: Shipwreck, Vrykolakases
During This Scenario: When you defeat a Vrykolakas henchman, draw a random ally from the box and put it under this card. When you defeat the Shipwreck henchman, display it next to this card.
If you win the scenario and the Shipwreck is displayed, add the loot Alise Grogblud to the reward.
Reward: Gain all the allies under this card.
Isle of the Black Tower (Scenario 5)
Villain: The Shrouded Queen Henchmen: See below
During This Scenario: When you build location decks, shuffle the villain The Shrouded Queen and the henchmen Breath of Dagon, Eye of Dagon, and Curse of the Flesheaters into the Tower location deck. Shuffle 1 Witch Doctor henchman into each other location deck.
Reward: Each character gains a card feat. Loot: Aiger's Kiss, Quickened Ray
The Battle of Empty Eyes (Scenario 5)
Villain: Adelita Doloruso Henchmen: Riaris Krine, Jakaw Razorbeak, Enemy Ships
During This Scenario: Display the ship Wormwood next to a random location. Before you would encounter a monster with the Pirate trait, move the Wormwood to your location and encounter it; then encounter the bane.
At the start of each turn, examine the top card of the location deck next to the Wormwood; if it is a boon, banish it. Then shuffle the location deck.
Reward: Each character chooses a type of boon other than loot and draws a random non-Basic, non-Elite card of that type from the box.
Locations
Dagon's Jaws (Location 5)
Deck List: Monster 3, Barrier 2, Weapon 1, Spell 0, Armor 0, Item 1, Ally 2, Blessing 0
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas. This location remains open until both stacks are closed.
When Permanently Closed: On closing, draw a card; then recharge a card.
Gannet Island (Location 5)
Deck List: Monster 3, Barrier 1, Weapon 2, Spell 0, Armor 1, Item 2, Ally 0, Blessing 0
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder Table and add a random non-Basic, non-Elite card of that type from the box to his hand.
Sacred Spring (Location 5)
Deck List: Monster 1, Barrier 0, Weapon 0, Spell 3, Armor 2, Item 0, Ally 0, Blessing 3
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
Shrine to Norgorber (Location 5)
Deck List: Monster 3, Barrier 1, Weapon 2, Spell 0, Armor 0, Item 0, Ally 0, Blessing 3
At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
Theater of Corruption (Location 5)
Deck List: Monster 2, Barrier 1, Weapon 1, Spell 2, Armor 0, Item 1, Ally 2, Blessing 0
At This Location: After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
Torture Pit (Location 5)
Deck List: Monster 3, Barrier 1, Weapon 1, Spell 1, Armor 1, Item 0, Ally 2, Blessing 0
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
Ships
Wanton Wastrel (Ship 5)
Class: 5 Check to Defeat: Wisdom or Survival 10, or Charisma or Diplomacy 12
When Encountering This Ship: Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding This Ship: You may discard any number of cards from the blessings deck to reduce Structural damage dealt to your ship by that number.
Adventure 5 Cards
The cards below are listed in alphabetical order. Each card is given with its card type, traits, and its check (to defeat or to acquire) as printed, followed by its powers.
Abyssal Scavenger
Henchman 5 · Type: Monster · Traits: Outsider · Check to Defeat: Combat 19
Powers: The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits.
All damage dealt by the Abyssal Scavenger is Acid damage.
Before you act, each character at your location is dealt 1d4 Acid damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Adelita Doloruso
Villain 5 · Type: Monster · Traits: Human, Evoker, Pirate · Check to Defeat: Combat 19, then Combat 22
Powers: Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Aiger's Kiss
Loot 5 · Type: Weapon · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic
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. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, or 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Albatross
Ally 5 · Traits: Animal · Check to Acquire: Wisdom or Survival 11
Powers: Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Albatross Soup
Barrier 5 · Traits: Task · Check to Defeat: Constitution or Fortitude 15
Powers: Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Alise Grogblud
Loot 5 · Type: Ally · Traits: Human, Rogue, Pirate
Powers: Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
Arronax Endymion
Ally 5 · Traits: Human, Aristocrat, Pirate · Check to Acquire: Charisma or Diplomacy 13
Powers: Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Barnabas Harrigan
Villain 5 · Type: Monster · Traits: Human, Rogue, Captain, Pirate · Check to Defeat: Combat 22, then Combat 22
Powers: When you encounter Barnabas Harrigan, succeed at a Wisdom or Perception 14 check or the difficulty of the checks to defeat are increased by 6 and he may not be evaded.
Before you attempt any check to defeat, recharge 1 armor or 1d4 other cards, or discard them if you aren't the only character at that location.
After you act, discard the top 1d4 cards of the blessings deck; if any check to defeat included the Swashbuckling trait, discard the top card of the blessings deck instead.
Barracuda Aiger
Ally 5 · Traits: Half-Elf, Rogue, Captain, Pirate · Check to Acquire: Dexterity or Ranged 9, then Charisma or Diplomacy 12
Powers: If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Blasting Pistol +2
Weapon 5 · Traits: Firearm, Ranged, Piercing, Swashbuckling, Magic · Check to Acquire: Dexterity, Ranged, or Craft 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Blessing of Norgorber
Blessing 5 · Traits: Divine, Norgorber · Check to Acquire: Bury any card, Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Bottled Lightning
Item 5 · Traits: Liquid, Attack, Electricity, Ranged, Alchemical · Check to Acquire: Intelligence or Craft 12
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Breastplate of the Deep
Armor 5 · Traits: Heavy Armor, Magic, Aquatic · Check to Acquire: Constitution or Fortitude 11
Powers: Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Breath of Dagon
Henchman 5 · Type: Barrier · Traits: Curse, Trap, Magic · Check to Defeat: Disable Constitution or Fortitude 16
Powers: If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.
Curse of the Flesheaters
Henchman 5 · Type: Barrier · Traits: Curse, Trap, Magic · Check to Defeat: Disable Wisdom or Divine 16
Powers: If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.
Erinyes Devil
Henchman 5 · Type: Monster · Traits: Outsider, Devil · Check to Defeat: Combat 19
Powers: The Erinyes Devil is immune to the Fire and Poison traits.
If you play a boon that has the Divine trait, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
Eye of Dagon
Henchman 5 · Type: Barrier · Traits: Curse, Trap, Magic · Check to Defeat: Disable Dexterity or Acrobatics 16
Powers: If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.
Flaming Falcata +3
Weapon 5 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength or Melee 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as 5.
Flaming Longbow +2
Weapon 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity or Ranged 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 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.
Fortified Breastplate
Armor 5 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution or Fortitude 10
Powers: Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Galvo
Monster 5 · Traits: Aberration, Aquatic, Swarm · Check to Defeat: Combat 18
Powers: Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Giant Sea Anemone
Monster 5 · Traits: Animal, Aquatic · Check to Defeat: Combat 20
Powers: The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.
Gilbrok the Tongue
Henchman 5 · Type: Monster · Traits: Human, Witch, Pirate · Check to Defeat: Combat 18
Powers: If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1–3, summon and encounter the henchman Eye of Dagon; on 4–6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Gloves of Dueling
Item 5 · Traits: Accessory, Magic, Swashbuckling · Check to Acquire: Charisma or Diplomacy 13
Powers: Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards.
After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Gorebeard Trench
Henchman 5 · Type: Monster · Traits: Human, Barbarian · Check to Defeat: Combat 22
Powers: If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.
Grayflame Mace +2
Weapon 5 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee, or Divine 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine skill.
Howling Skull Armor
Loot 5 · Type: Armor · Traits: Light Armor, Magic
Powers: Recharge this card to reduce Combat damage dealt to you by 2.
Recharge this card to choose a character at your location; that character may evade a monster whose highest difficulty to defeat is 22 or lower. You may not use this power if the monster is immune to the Mental trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Humanbane Gladius +2
Weapon 5 · Traits: Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to Acquire: Strength or 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. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Incutilis
Villain 5 · Type: Monster · Traits: Aberration, Aquatic · Check to Defeat: See below
Powers: When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilis is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Insanity Daemon
Monster 5 · Traits: Outsider · Check to Defeat: Combat 20
Powers: The Insanity Daemon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Isawyn the Diva
Villain 5 · Type: Monster · Traits: Human, Bard · Check to Defeat: Combat 21, or Arcane 15
Powers: Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start... with your deaths!" —Isawyn
Jakaw Razorbeak
Henchman 5 · Type: Monster · Traits: Tengu, Ranger, Pirate · Check to Defeat: Combat 20
Powers: Damage dealt by Jakaw is also dealt to 1 other character at your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Kapre
Monster 5 · Traits: Plant · Check to Defeat: Combat 20
Powers: The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Keen Rapier +3
Weapon 5 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to Acquire: Strength or Melee 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as 5.
Kipper
Henchman 5 · Type: Monster · Traits: Human, Rogue, Pirate · Check to Defeat: Combat 19
Powers: Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Lady Nightshade
Henchman 5 · Type: Monster · Traits: Outsider, Illusionist · Check to Defeat: Combat 19
Powers: Before you act, you and a random other character at your location, if any, each summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll, roll 1d6. On 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Luccaria
Henchman 5 · Type: Monster · Traits: Human, Cleric · Check to Defeat: Combat 19
Powers: When you encounter Luccaria, if there are at least 3 other cards in her location deck, she is evaded, and each character at your location takes 1d4+1 Combat damage.
If any character would recharge or discard a spell that has the Divine trait, bury the spell instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Norgorber Cultist
Monster 5 · Traits: Elf, Cultist · Check to Defeat: Combat 19
Powers: If undefeated, discard the top 1d4 cards of the blessings deck.
Phantom Fog
Barrier 5 · Traits: Obstacle, Weather · Check to Defeat: Wisdom or Survival 15
Powers: If undefeated, move to a random open location and shuffle this card into that location.
Quickened Ray
Loot 5 · Type: Spell · Traits: Magic, Arcane, Divine, Attack
Powers: Discard this card to add 2d6 and the Cold or Electricity trait to your combat check. You may play this card even if you have played another spell on this check.
After you play this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Raise Dead
Spell 5 · Traits: Magic, Divine · Check to Acquire: Wisdom or Divine 12
Powers: Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Reflecting Buckler
Armor 5 · Traits: Shield, Magic · Check to Acquire: Constitution or Fortitude 10
Powers: Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Riaris Krine
Henchman 5 · Type: Monster · Traits: Human, Fighter, Pirate · Check to Defeat: Combat 20
Powers: Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Righteousness
Spell 5 · Traits: Magic, Divine · Check to Acquire: Wisdom or Divine 11
Powers: Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Ring of Regeneration
Item 5 · Traits: Accessory, Magic, Healing · Check to Acquire: Constitution, Fortitude, or Divine 11
Powers: At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Ring of the Sea Strider
Item 5 · Traits: Accessory, Magic, Aquatic · Check to Acquire: Constitution or Fortitude 10
Powers: Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Sabotage
Barrier 5 · Traits: Task, Fire · Check to Defeat: Dexterity, or Disable Wisdom or Perception 12
Powers: If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Sea Serpent
Monster 5 · Traits: Animal, Aquatic · Check to Defeat: Combat 21
Powers: The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Sea Troll
Monster 5 · Traits: Troll, Aquatic · Check to Defeat: Combat 20
Powers: If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Seamantle
Spell 5 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, or Divine 12
Powers: Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks.
At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Sentinel Devil
Henchman 5 · Type: Monster · Traits: Outsider, Devil · Check to Defeat: Combat 20
Powers: The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Shrouded Queen
Villain 5 · Type: Monster · Traits: Outsider · Check to Defeat: Combat 18, then Combat 18
Powers: The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
Skyrocket Crossbow
Loot 5 · Type: Weapon · Traits: Bow, Ranged, Piercing, Magic
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+2; you may additionally discard this card to add another 1d8.
If you are proficient with weapons, you may recharge this card to add 1d8+2 to any combat check at another location, or you may recharge this card and choose a character to succeed at a check to defeat a summoned monster.
Social Niceties
Barrier 5 · Traits: Task · Check to Defeat: Charisma or Diplomacy 14
Powers: If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Spiny Eurypterid
Monster 5 · Traits: Animal, Aquatic · Check to Defeat: Combat 21
Powers: If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Tetrolimulus
Monster 5 · Traits: Animal, Aquatic · Check to Defeat: Combat 23
Powers: If the Tetrolimulus would be defeated, reroll the dice. The Tetrolimulus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Voidstick Zombie
Monster 5 · Traits: Undead, Zombie · Check to Defeat: Combat 20, or Divine 16
Powers: The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.
Vrykolakas
Henchman 5 · Type: Monster · Traits: Undead, Aquatic · Check to Defeat: Combat 20, or Wisdom or Divine 16
Powers: The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.
Wall of Blades
Spell 5 · Traits: Magic, Divine · Check to Acquire: Wisdom or Divine 11
Powers: Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it.
At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Witch Doctor
Henchman 5 · Type: Monster · Traits: Human, Witch · Check to Defeat: Combat 18
Powers: Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in front of a character at your location, and you may immediately attempt to close the location this henchman came from.
Wizard's Hook
Item 5 · Traits: Accessory, Piercing, Magic · Check to Acquire: Arcane, Melee, or Divine 10
Powers: If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.