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Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 6: Spires of Xin-Shalast thumbnail

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 6: Spires of Xin-Shalast

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

Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 6: Spires of Xin-Shalast Rulebook

Table of Contents

Table of Contents

  • Adventure Card
    • Spires of Xin-Shalast (Adventure 6)
  • Scenario Cards
    • Cabin in the Snow (Scenario 6)
    • The Road through Xin-Shalast (Scenario 6)
    • Scaling Mhar Massif (Scenario 6)
    • Assault on the Pinnacle (Scenario 6)
    • Into the Eye (Scenario 6)
  • Location Cards
    • Death Zone (Location 6)
    • Heptaric Locus (Location 6)
    • Runewell (Location 6)
    • The Leng Device (Location 6)
  • Villain Cards
    • Wendigo (Villain 6)
    • Ghlorofaex (Villain 6)
    • Most High Ceoptra (Villain 6)
    • The Thing from Beyond Time (Villain 6)
    • Karzoug the Claimer (Villain 6)
  • Henchman Cards
    • Karivek Vekker (Henchman 6)
    • Silas Vekker (Henchman 6)
    • Cannibal Haunt (Henchman 6)
    • Warden of Runes (Henchman 6)
    • Leng Spider (Henchman 6)
    • Khalib (Henchman 6)
    • Viorian Dekanti (Henchman 6)
    • Enslaved Blue Dragon (Henchman 6)
  • Monster Cards
    • Abominable Snowman (Monster 6)
    • Frost Worm (Monster 6)
    • Gamigin (Monster 6)
    • Hidden Beast (Monster 6)
    • Horror Tree (Monster 6)
    • Hungerer (Monster 6)
    • Scarlet Walker (Monster 6)
    • Shemhazian Demon (Monster 6)
    • Skulking Vampire (Monster 6)
    • Warden of Thunder (Monster 6)
    • Warden of Wind (Monster 6)
  • Barrier Cards
    • Avalanche (Barrier 6)
    • Corroded Lock (Barrier 6)
    • Icy Ledge (Barrier 6)
    • Occluding Field (Barrier 6)
    • Stampeding Aurochs (Barrier 6)
  • Weapon Cards
    • Flaming Icy Axe +1 (Weapon 6)
    • Force Sling +3 (Weapon 6)
    • Returning Frost Spear +2 (Weapon 6)
    • Shock Greatsword +2 (Weapon 6)
  • Spell Cards
    • Bewilder (Spell 6)
    • Corrosive Storm (Spell 6)
    • Dominate (Spell 6)
    • Invoke (Spell 6)
    • Sign of Wrath (Spell 6)
  • Armor Cards
    • Adamantine Plate Armor (Armor 6)
    • Demon Armor (Armor 6)
    • Entropy Shield (Armor 6)
    • Fortress Shield (Armor 6)
    • Greater Bolstering Armor (Armor 6)
  • Item Cards
    • Belt of Physical Might (Item 6)
    • Boots of Teleportation (Item 6)
    • Ring of Energy Resistance (Item 6)
    • Sihedron Ring (Item 6)
  • Ally Cards
    • Ayruzi (Ally 6)
    • Gyukak (Ally 6)
    • Morgiv (Ally 6)
    • Mountaineer (Ally 6)
    • Svevenka (Ally 6)
  • Blessing Card
    • Blessing of Nethys (Blessing 6)
  • Loot Cards
    • Chellan, Sword of Greed (Loot 6)
    • Karzoug's Burning Glaive (Loot 6)
    • Robes of Xin-Shalast (Loot 6)
    • Sihedron Tome (Loot 6)

Adventure Card

Spires of Xin-Shalast (Adventure 6)

Complete these scenarios, in this order:

  1. Cabin in the Snow
  2. The Road through Xin-Shalast
  3. Scaling Mhar Massif
  4. Assault on the Pinnacle
  5. Into the Eye

Reward: Each character gains a card feat.

Scenario Cards

Cabin in the Snow (Scenario 6)

Villain: Wendigo Henchmen: Karivek Vekker, Silas Vekker, Cannibal Haunts

During this scenario:

After you encounter a Haunt, place it in front of your character for the rest of the scenario.

When the Wendigo is encountered, anyone may banish any number of Haunts from in front of his character. Until the end of the turn, the difficulty of any check to defeat the Wendigo is decreased by 2 for each banished Haunt.

Reward: Each character gains a power feat.

The Road through Xin-Shalast (Scenario 6)

Villain: Ghlorofaex Henchmen: Wardens of Runes

During this scenario:

Place the villain Ghlorofaex faceup next to this card. When you defeat a henchman, place him under Ghlorofaex.

When you attempt to close a location, Ghlorofaex uses his power.

When the number of henchmen under Ghlorofaex is at least equal to the number of characters, the next time you encounter a henchman, banish that henchman, add Ghlorofaex to the location, and encounter him.

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.

Scaling Mhar Massif (Scenario 6)

Villain: None Henchmen: Leng Spiders

During this scenario:

Place the Death Zone in the center of the table. Using the deck list from the Death Zone, make a number of duplicate Death Zone stacks equal to the number of characters.

Each closed stack increases the difficulty of checks to close open stacks by 2.

To win the scenario, close all of the stacks.

Reward: Each character gains a skill feat.

Assault on the Pinnacle (Scenario 6)

Villain: Most High Ceoptra Henchmen: Khalib, Viorian Dekanti, Wardens of Runes

During this scenario:

When you defeat a bane, pick a type of boon and put a random card of that type from the box facedown under this card.

Reward: Loot: Chellan, Sword of Greed and all cards under the scenario card.

Into the Eye (Scenario 6)

Villain: Karzoug the Claimer Henchmen: Enslaved Blue Dragon, Wardens of Runes

During this scenario:

No blessings deck is used. Shuffle Karzoug and 1 henchman per character into the Runewell deck. Defeating a henchman or villain does not close the Runewell unless the deck is empty. Karzoug may not be defeated unless the deck is empty.

Reward: Loot: Robes of Xin-Shalast, Karzoug's Burning Glaive, Sihedron Tome.

Location Cards

Each location card lists a deck list (the number of cards of each type that make up that location's deck), the rules that apply while the location is in play, the requirement to close it, and its effect once permanently closed.

Death Zone (Location 6)

Deck list: Monster 4, Barrier 3, Weapon 0, Spell 0, Armor 0, Item 0, Ally 1, Blessing 1

At this location: On checks, treat all die rolls of 1 or 2 as 0.

When closing: Succeed at a Wisdom or Survival 10 check.

When permanently closed: No effect.

Heptaric Locus (Location 6)

Deck list: Monster 3, Barrier 1, Weapon 1, Spell 0, Armor 2, Item 1, Ally 0, Blessing 1

At this location: The difficulty to defeat banes is increased by 5.

When closing: Succeed at a Strength or Melee 14 check.

When permanently closed: No effect.

Runewell (Location 6)

Deck list: Monster 0, Barrier 0, Weapon 2, Spell 3, Armor 1, Item 2, Ally 0, Blessing 1

At this location: At the start of your turn, bury a card of your choice.

When closing: You may close this location automatically.

When permanently closed: No effect.

The Leng Device (Location 6)

Deck list: Monster 6, Barrier 0, Weapon 0, Spell 0, Armor 0, Item 0, Ally 0, Blessing 3

At this location: Put 12 markers on this card. When a character ends a turn here, remove 1d4 markers. When the last marker is removed, summon and encounter the villain The Thing from Beyond Time.

When closing: Succeed at an Intelligence, Knowledge, or Arcane 14 check.

When permanently closed: No effect.

Villain Cards

Wendigo (Villain 6)

Outsider. Type: Monster. Check to defeat: Combat 29.

Powers:

The Wendigo is immune to the Cold trait. Add 1 die to checks against the Wendigo with the Fire trait.

Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Before the encounter, each character must succeed at a Wisdom 12 check or the difficulty of that character's checks is increased by 2 for the rest of the turn.

If undefeated, move to a random location and discard the top card of your deck.

Ghlorofaex (Villain 6)

Dragon. Type: Monster. Check to defeat: Combat 30.

Powers:

Before the encounter, randomly select an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

"Lesser things might have laid these stones, but that those slaves were dead before my coming does not make their city now less my domain." —Ghlorofaex, blue dragon

Most High Ceoptra (Villain 6)

Lamia Oracle. Type: Monster. Check to defeat: Combat 24, then Combat 32.

Powers:

Succeed at an Arcane or Divine 15 check or you may not play spells with the Attack trait.

Damage dealt by Most High Ceoptra causes cards to be buried instead of discarded. This damage may not be reduced.

"You have come far and done much, and for that you should be rewarded. Come, die an honored death before the throne of our master." —Most High Ceoptra, lamia harridan

The Thing from Beyond Time (Villain 6)

Outsider. Type: Monster. Check to defeat: Combat 33.

Powers:

The Thing from Beyond Time is immune to the Mental and Poison traits.

When The Thing from Beyond Time deals damage, also discard that number of cards from the blessings deck. Effects that reduce damage do not affect the number of cards discarded from the blessings deck.

"Few doors are without their keepers, and those keepers are rarely well fed." —Excerpt from Preklikin's Book of Cults

Karzoug the Claimer (Villain 6)

Human Transmuter. Type: Monster. Check to defeat: Combat 30, then Combat 40.

Powers:

Karzoug the Claimer may not be evaded, and is immune to the Mental trait.

Before attempting to play a spell with the Attack trait, succeed at an Arcane or Divine 15 check or you are dealt 1 Poison damage and you may not play spells with the Attack trait.

Before the encounter, each character at this location attempts a Constitution or Fortitude 15 check. Characters who succeed are dealt 2 Poison damage; characters who fail are dealt 1d4+1 Fire damage.

After the encounter, Karzoug deals 1 Fire damage to each character without either the Arcane or Divine skill.

Henchman Cards

Karivek Vekker (Henchman 6)

Undead, Incorporeal, Ghost, Dwarf. Type: Monster. Check to defeat: Combat 21 or Divine 21.

Powers:

Karivek is immune to the Cold, Mental, and Poison traits.

If the check to defeat does not have the Magic trait, Karivek is undefeated.

If undefeated, Karivek does not deal damage; instead, each character at this location buries 1d4-1 cards of her choice from her hand.

If defeated, you may immediately attempt to close this location.

Silas Vekker (Henchman 6)

Undead, Incorporeal, Ghost, Dwarf. Type: Monster. Check to defeat: Wisdom 14.

Powers:

Each character at this location encounters Silas Vekker. If any character does not defeat Silas, Silas deals 1d4-1 Poison damage to that character, and is undefeated.

If defeated, you may immediately attempt to close this location.

Cannibal Haunt (Henchman 6)

Undead, Dwarf. Type: Monster. Check to defeat: None.

Powers:

Before the encounter, banish either a card of your choice from your hand or the top card of your deck.

Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.

When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

Warden of Runes (Henchman 6)

Giant. Type: Monster. Check to defeat: Combat 23.

Powers:

The Warden of Runes is immune to the Cold and Electricity traits.

Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.

Damage dealt by the Warden of Runes is dealt to each creature at this location.

If defeated, you may immediately attempt to close this location.

Leng Spider (Henchman 6)

Spider. Type: Monster. Check to defeat: Combat 24 or Charisma or Diplomacy 16.

Powers:

Roll 1d6. On a 1, 2, or 3, you may not play spells with the Attack trait.

If undefeated, the damage from the Leng Spider is dealt to a random character. Move to that character's location.

If defeated, you may immediately attempt to close this location.

Khalib (Henchman 6)

Human Transmuter. Type: Monster. Check to defeat: Combat 20.

Powers:

Before the encounter, Khalib deals 2 Force damage to a random character at this location; each character at this location must then succeed at a Dexterity or Acrobatics 11 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close this location.

Viorian Dekanti (Henchman 6)

Human Transmuter, Fighter. Type: Monster. Check to defeat: Combat 23.

Powers:

The first time Viorian Dekanti is undefeated this turn, a random character at this location encounters her.

If defeated, you may immediately attempt to close this location.

Enslaved Blue Dragon (Henchman 6)

Dragon. Type: Monster. Check to defeat: Combat 23.

Powers:

Before the encounter, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

If defeated, you may immediately attempt to close this location.

Monster Cards

Abominable Snowman (Monster 6)

Yeti. Type: Monster. Check to defeat: Combat 18.

Powers:

The Abominable Snowman is immune to the Cold trait.

Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.

If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.

Frost Worm (Monster 6)

Worm. Type: Monster. Check to defeat: Combat 21.

Powers:

The Frost Worm is immune to the Cold trait.

Add 1 die to checks to defeat the Frost Worm with the Fire trait.

If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.

If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

Gamigin (Monster 6)

Outsider, Devil, Sorcerer. Type: Monster. Check to defeat: Combat 22.

Powers:

Gamigin is immune to the Fire, Cold, and Poison traits.

Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Other players may not use powers or play cards other than blessings.

Hidden Beast (Monster 6)

Aberration, Undead, Vampire, Sorcerer. Type: Monster. Check to defeat: Combat 22 or Wisdom or Perception 16.

Powers:

The Hidden Beast is immune to the Cold and Poison traits.

Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.

Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cards from his discard pile.

Horror Tree (Monster 6)

Undead, Plant, Treant. Type: Monster. Check to defeat: Combat 22.

Powers:

Add 1 die to checks to defeat the Horror Tree with the Fire trait.

If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.

Hungerer (Monster 6)

Aberration. Type: Monster. Check to defeat: Combat 22.

Powers:

The Hungerer is immune to the Acid and Poison traits.

If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.

Scarlet Walker (Monster 6)

Outsider. Type: Monster. Check to defeat: Combat 20.

Powers:

The Scarlet Walker is immune to the Acid, Cold, and Poison traits.

Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.

Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.

Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

Shemhazian Demon (Monster 6)

Outsider, Demon. Type: Monster. Check to defeat: Combat 23.

Powers:

The Shemhazian Demon is immune to the Electricity and Poison traits.

Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

If undefeated, reset your hand and end your turn.

Skulking Vampire (Monster 6)

Undead, Vampire, Rogue. Type: Monster. Check to defeat: Combat 22.

Powers:

The Skulking Vampire is immune to the Mental and Poison traits.

Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is increased by 2, or by 4 if you are the only character at this location.

If undefeated, bury 2 random cards from your discard pile.

Warden of Thunder (Monster 6)

Giant. Type: Monster. Check to defeat: Combat 23.

Powers:

The Warden of Thunder is immune to the Electricity trait.

Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.

Damage dealt by the Warden of Thunder is dealt to each character at this location.

Warden of Wind (Monster 6)

Giant. Type: Monster. Check to defeat: Combat 22.

Powers:

Damage dealt by the Warden of Wind is dealt to each character at this location.

Barrier Cards

Avalanche (Barrier 6)

Obstacle, Cold. Type: Barrier. Check to defeat: Dexterity, Acrobatics, Wisdom, or Survival 16.

Powers:

When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, it is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

Corroded Lock (Barrier 6)

Lock. Type: Barrier. Check to defeat: Dexterity Disable 15 or Combat 30.

Powers:

If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Icy Ledge (Barrier 6)

Obstacle, Cold. Type: Barrier. Check to defeat: Dexterity or Acrobatics 14, or Wisdom or Survival 16.

Powers:

If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

Occluding Field (Barrier 6)

Obstacle, Magic, Arcane. Type: Barrier. Check to defeat: Constitution or Fortitude 15.

Powers:

Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.

If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

Stampeding Aurochs (Barrier 6)

Skirmish, Animal. Type: Barrier. Check to defeat: Dexterity or Stealth 16.

Powers:

If undefeated, each character attempts a Dexterity or Acrobatics 13 check. Characters who succeed are dealt 2 Combat damage; characters who fail are dealt 1d6+1 Combat damage.

Weapon Cards

Flaming Icy Axe +1 (Weapon 6)

Axe, Melee, Slashing, Magic. Check to acquire: Strength or Melee 11.

Powers:

For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Force Sling +3 (Weapon 6)

Sling, Ranged, Bludgeoning, Magic. Check to acquire: Dexterity or Ranged 10.

Powers:

For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

Returning Frost Spear +2 (Weapon 6)

Spear, Ranged, Piercing, Magic. Check to acquire: Dexterity or Ranged 12.

Powers:

For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.

If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Shock Greatsword +2 (Weapon 6)

Sword, Melee, Slashing, 2-Handed, Magic. Check to acquire: Strength or Melee 11.

Powers:

For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spell Cards

Bewilder (Spell 6)

Magic, Arcane, Attack, Mental. Check to acquire: Intelligence or Arcane 14.

Powers:

Discard this card to evade a monster, placing it on the bottom of the deck. You may immediately explore again.

If you do not have the Arcane skill, banish this card.

Recharge: Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Corrosive Storm (Spell 6)

Magic, Arcane, Attack, Acid. Check to acquire: Intelligence or Arcane 12.

Powers:

Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character is dealt 1 Acid damage.

If you do not have the Arcane skill, banish this card.

Recharge: Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Dominate (Spell 6)

Magic, Arcane, Divine, Attack, Mental. Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12.

Powers:

Discard this card to evade a monster. Search the location deck and choose a boon to add to your hand, then shuffle the location deck.

If you do not have either the Arcane or Divine skill, banish this card.

Recharge: Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Invoke (Spell 6)

Magic, Divine. Check to acquire: Wisdom or Divine 12.

Powers:

Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

If you do not have the Divine skill, banish this card.

Recharge: None.

Sign of Wrath (Spell 6)

Magic, Arcane, Divine, Attack, Force. Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14.

Powers:

For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.

If you do not have either the Arcane or Divine skill, banish this card.

Recharge: Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Armor Cards

Adamantine Plate Armor (Armor 6)

Heavy Armor, Magic. Check to acquire: Constitution or Fortitude 14.

Powers:

Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce 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, discard this card instead.

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

Demon Armor (Armor 6)

Heavy Armor, Magic, Fire. Check to acquire: Constitution or Fortitude 11.

Powers:

Discard this card to add 1d4+1 with the Fire and Magic traits to your combat check.

Recharge this card to reduce Combat or Fire 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, discard the card instead.

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

Entropy Shield (Armor 6)

Shield, Offhand, Magic, Arcane. Check to acquire: Constitution or Fortitude 10.

Powers:

If you played a weapon with the 2-Handed trait on this check, you may not play this card.

Bury this card to defeat a barrier with the Lock trait.

Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Fortress Shield (Armor 6)

Shield, Offhand, Magic. Check to acquire: Constitution or Fortitude 9.

Powers:

If you played a weapon with the 2-Handed trait on this check, you may not play this card.

Recharge this card to reduce damage dealt to you by 2.

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

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

Greater Bolstering Armor (Armor 6)

Light Armor, Magic. Check to acquire: Constitution or Fortitude 12.

Powers:

Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.

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

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

Item Cards

Belt of Physical Might (Item 6)

Accessory, Magic. Check to acquire: Strength, Dexterity, or Constitution 9.

Powers:

Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

Recharge: None.

Boots of Teleportation (Item 6)

Clothing, Magic. Check to acquire: Dexterity or Stealth 9.

Powers:

Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

Recharge: None.

Ring of Energy Resistance (Item 6)

Accessory, Magic. Check to acquire: Constitution or Fortitude 8, or Intelligence or Arcane 9.

Powers:

Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

Recharge: None.

Sihedron Ring (Item 6)

Accessory, Magic, Sihedron. Check to acquire: Constitution or Fortitude 7, or Arcane 9.

Powers:

Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

Recharge: None.

Ally Cards

Ayruzi (Ally 6)

Outsider, Angel. Check to acquire: Charisma or Diplomacy 14.

Powers:

Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.

Discard this card to add 1 die to a check, or to explore your location.

Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

Gyukak (Ally 6)

Outsider, Giant, Oni. Check to acquire: Charisma or Diplomacy 14.

Powers:

Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

Morgiv (Ally 6)

Enshrouded. Check to acquire: Charisma or Diplomacy 13.

Powers:

Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.

Discard this card to explore your location.

Mountaineer (Ally 6)

Human, Hireling. Check to acquire: Wisdom or Survival 10, or Charisma or Diplomacy 13.

Powers:

Reveal this card to add 2d8 to a Survival check.

Recharge this card to reduce damage dealt to you by 3.

Discard this card to explore your current location.

Svevenka (Ally 6)

Nymph, Druid. Check to acquire: Charisma, Diplomacy, Wisdom, or Survival 12.

Powers:

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

Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

Blessing Card

Blessing of Nethys (Blessing 6)

Divine, Nethys. Check to acquire: Wisdom or Perception 8, or Divine 5.

Powers:

Discard this card to add 1 die to a check.

Discard this card to examine the top 2 cards of the location deck, put them back in any order, and explore your location.

Recharge: If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Loot Cards

Loot cards are not acquired with a check. They are gained as the rewards of scenarios.

Chellan, Sword of Greed (Loot 6)

Sword, Melee, Slashing, Magic, Healing. Type: Weapon.

Powers:

For your combat check, reveal this card to roll your Strength or Melee die + 5; you may additionally discard this card to add another 2d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If this check is against the villain Karzoug the Claimer, banish this card.

Reveal this card to attempt an Intelligence or Charisma 10 check. If you succeed, shuffle 1d6+1 random cards from your discard pile into your deck; if you fail, banish this card.

Karzoug's Burning Glaive (Loot 6)

Polearm, Melee, Slashing, 2-Handed, Magic, Healing. Type: Weapon.

Powers:

For your combat check, reveal this card to roll your Strength or Melee die + 1d10+2; you may additionally discard this card to add another 1d6+8 with the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Discard this card to attempt an Intelligence or Charisma 8 check. If you succeed, recharge 1d4+1 random cards from your discard pile; if you fail, bury this card.

Robes of Xin-Shalast (Loot 6)

Clothing, Magic, Sihedron. Type: Item.

Powers:

Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check.

When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them.

Reveal this card and discard an item to search your deck and choose an item to add to your hand.

Recharge: None.

Sihedron Tome (Loot 6)

Book, Magic, Sihedron. Type: Item.

Powers:

At the end of your turn, reveal this card to add a random spell with the Arcane trait from the box to your hand, then banish a spell from your hand.

Bury this card to add a random spell with the Arcane trait from the box to your hand.

Recharge: None.