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

Pathfinder Adventure Card Game: Ultimate Intrigue Add-On Deck

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

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

Table of Contents

Table of Contents

  • Blessings
    • Blessing of Achaekek
    • Blessing of Anubis
    • Blessing of Bastet
    • Blessing of Droskar
    • Blessing of Maat
    • Blessing of Rovagug
    • Blessing of the Eternal Rose
    • Blessing of the Mantis God
    • Blessing of the Midnight Lord
    • Blessing of the Vaultmaster
    • Blessing of Zon-Kuthon
    • Blessing of Abadar
    • Blessing of Asmodeus
    • Blessing of the Ancients
    • Blessing of the Spy
  • Spells
    • Detect Desires
    • Invisibility
    • Bewilder
    • Charm Person
    • Confidence Boost
    • Detect Thoughts
    • Entice
    • Mistform
    • Object Reading
    • Symbol of Fortune
    • Scrying
    • Seek Quarry
    • Mass Displacement
  • Weapons
    • Captain's Cutlass
    • Cornerstone Crossbow
    • Corrosive Backsword +4
    • Menacing Backsword +1
    • Dragon Pistol
    • Kama
    • Mancatcher
    • Spring Blade +1
    • Sword Cane
    • Vampiric Backsword +3
    • Wrist Launcher
    • Punching Dagger
  • Armor
    • Blackcloth Armor
    • Lockpick Shield
    • Armor of Skulls
    • Diviner's Blight
    • Gambeson
    • Ophidian Armor
    • Patrician's Armor
    • Spell Ward Shield
  • Allies
    • Blighted Myrmidon
    • Dandy Brute
    • Dreamstalker
    • Evangelist
    • Eyebiter
    • Fortune-Teller
    • Heister
    • Isiem
    • Zealot
    • Secret Broker
    • Sharper
    • Slip
    • Social Climber
  • Items
    • Quick-Change Mask
    • Ring of Energy Resistance
    • Sandstorm Dust
    • Shadow Victim Ring
    • Signal Whistle
    • Singer's Solution
    • Spyglass
    • Time Bomb
    • Boots of Teleportation
    • Candle of Comity
    • Cockroach Coat
    • Deadened Shadows Cloak

Blessings

Blessing of Achaekek

Blessing 1 · Divine, Achaekek · Check to acquire: Intelligence, Craft 7 or Divine 5

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a villain or henchman.

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 Anubis

Blessing 4 · Divine, Anubis, Mummy, Poison · Check to acquire: Divine 8 or Charisma, Diplomacy 11

Powers

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

Discard this card to add 2 dice to any Charisma check.

Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.

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 Bastet

Blessing 1 · Divine, Bastet, Gambling · Check to acquire: Stealth, Disable, Craft 8 or Divine 6

Powers

Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.

Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.

After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Blessing of Droskar

Blessing 5 · Divine, Droskar · Check to acquire: Constitution, Fortitude 8 or Divine 7

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check attempted before or after you act.

Discard this card to explore your location.

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

Blessing of Maat

Blessing 2 · Divine, Maat, Healing · Check to acquire: Divine 6 or Constitution, Fortitude 10

Powers

After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.

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

On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.

After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing of Rovagug

Blessing 3 · Divine, Rovagug · Check to acquire: Banish 2 boons, or banish a boon of your favored card type

Powers

Discard this card to add 1 die to any check.

Discard this card to add 3 dice to any check, then search the blessings deck until you find 1d6+1 blessings and discard them.

Discard this card to explore your location. During this exploration, if you encounter an ally or a blessing, banish it; it is evaded.

When you play this card, you may bury it instead of discarding it; if you do, draw a card from your discard pile.

Blessing of the Eternal Rose

Blessing 6 · Divine, Shelyn · Check to acquire: Charisma, Diplomacy 12 or Divine 9

Powers

Discard this card to add 1 die to any check.

Recharge this card to add 2 dice to any Diplomacy check.

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

After you play this card, if the top card of the blessings discard pile has the Shelyn trait, you may draw a card or you may recharge this card.

Blessing of the Mantis God

Blessing 5 · Divine, Achaekek · Check to acquire: Intelligence, Craft 9 or Divine 7

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a villain or a henchman.

Discard this card to explore your location. During this exploration, add 1 die to your checks to defeat villains and henchmen.

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

Blessing of the Midnight Lord

Blessing 3 · Divine, Zon-Kuthon · Check to acquire: Constitution, Fortitude 9 or Divine 7

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Constitution check or any check that has the Finesse trait. If it is your check, recharge this card instead.

Discard this card to explore your location. During this exploration, on your check, you may banish any number of allies to add 1d6 for each ally banished.

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

Blessing of the Vaultmaster

Blessing 4 · Divine, Abadar · Check to acquire: Dexterity, Disable 9 or Divine 7

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check against a barrier.

Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers.

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

Blessing of Zon-Kuthon

Blessing 2 · Divine, Zon-Kuthon · Check to acquire: Constitution, Fortitude 7 or Divine 5

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Constitution check.

Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.

Discard this card to explore your location.

Blessing of Abadar

Blessing B · Divine, Abadar · Check to acquire: Dexterity, Disable 6 or Divine 5

Powers

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a barrier.

Discard this card to explore your location.

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

Blessing of Asmodeus

Blessing B · Divine, Asmodeus · Check to acquire: Charisma, Diplomacy 7 or Divine 5

Powers

Discard this card to add 1 die to any check.

Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.

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 Ancients

Blessing B · Divine, Basic · Check to acquire: Divine 3

Powers

Discard this card to add 1 die to any check.

Discard this card to examine the top card of your location deck, then you may 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 the Spy

Blessing B · Basic · Check to acquire: Intelligence, Wisdom, Charisma 5

Powers

Recharge this card to examine the top card of your location deck.

Discard this card to explore your location. During this exploration, add 1 die to your checks.

Spells

Detect Desires

Spell B · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers

On a character at your location's Charisma or Diplomacy non-combat check, discard this card to add 1d6; if you have the Diplomacy skill, add another 2.

During your turn, discard this card to examine the top card of your location deck. If it is an ally, you may immediately encounter it.

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

Invisibility

Spell B · Magic, Arcane, Basic · Check to acquire: Intelligence, Arcane 6

Powers

Discard this card to evade a monster you encounter.

Discard this card to succeed at your non-combat Stealth check.

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

Bewilder

Spell 6 · Magic, Arcane, Attack, Mental · Check to acquire: Intelligence, Arcane 14

Powers

Discard this card to evade a monster you encounter; put it on the bottom of its location deck. If you are exploring, you may immediately explore again.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 16 check to recharge this card instead of discarding it.

Charm Person

Spell 1 · Magic, Arcane, Mental · Check to acquire: Intelligence, Arcane 4

Powers

Bury this card to draw a random ally that has the Human trait from the box.

After playing this card, if you do not have the Arcane skill, banish it.

Confidence Boost

Spell 3 · Magic, Divine · Check to acquire: Wisdom, Divine 9

Powers

Discard this card to allow a character at your location to examine the top 3 cards of his deck, draw 1, and shuffle the rest into his deck.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 11 check to recharge this card instead of discarding it.

Detect Thoughts

Spell 1 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers

Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Entice

Spell 4 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, Divine 11

Powers

When you encounter a non-villain, non-henchman monster from a location deck, bury this card to defeat the monster. Then draw an ally from the box and put it on top of your location deck.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to discard this card instead of burying it.

Mistform

Spell 3 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers

Discard this card to evade a non-villain, non-henchmen monster you encounter that does not have the Incorporeal trait.

Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap 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 12 check to recharge this card instead of discarding it.

Object Reading

Spell 2 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, Divine 9 or Perception 7

Powers

Discard this card to examine the top 3 cards of your location deck and put them back in any order.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

Symbol of Fortune

Spell 5 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, Divine 14

Powers

On any check, after the roll, discard this card to add or subtract 3 from the result.

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 16 check to recharge this card instead of discarding it.

Scrying

Spell 4 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane 10 or Wisdom, Divine 12

Powers

Discard this card to choose a type of card and examine the top 3 cards of any location deck. If there are cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Seek Quarry

Spell 6 · Magic, Divine · Check to acquire: Wisdom, Divine 13

Powers

Discard this card to examine the top 5 cards of any location deck. When you put them back, you may set aside 1 examined villain or henchman. Shuffle the remaining examined cards and put them on the bottom of the location deck; put any card you set aside on top of the deck.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Mass Displacement

Spell 5 · Magic, Arcane · Check to acquire: Intelligence, Arcane 14

Powers

At the end of any turn, discard this card to move any number of characters to any number of locations; ignore any movement restrictions.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 16 check to recharge this card instead of discarding it.

Pain Wave

Spell 2 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, Divine 7

Powers

When a character at your location discards cards as damage, discard this card to examine that number of cards on the top of your location deck.

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

Weapons

Captain's Cutlass

Weapon 1 · Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to acquire: Strength, Melee 8

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 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Recharge this card to add 1d6 and the Swashbuckling trait to your non-combat Dexterity or Charisma check.

Recharge this card to reduce Combat damage dealt to a character at your location by 2.

Cornerstone Crossbow

Weapon 2 · Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity, Ranged 10

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.

If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

If proficient with weapons, when a character at another location examines a card, recharge this card to move.

Corrosive Backsword +4

Weapon 6 · Sword, Melee, Acid, Slashing, Finesse, Magic · Check to acquire: Strength, Melee 16

Powers

For your combat check or your check against a barrier, reveal this card to use your Strength or Melee skill +1d6+4. If proficient with weapons, you may additionally discard this card to add another 2d6. If the check is to defeat a barrier, if the barrier is defeated, you may examine the top card of your location deck.

Menacing Backsword +1

Weapon 2 · Sword, Melee, Slashing, Finesse, Magic · Check to acquire: Strength, Melee, Diplomacy 9

Powers

For your Diplomacy check to acquire an ally or 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, or another 2d4 if another character is at your location.

Dragon Pistol

Weapon B · Firearm, Ranged, Piercing, Elite · Check to acquire: Dexterity, Ranged, Craft 9

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.

Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.

Kama

Weapon B · Knife, Melee, Slashing, Finesse, Basic · Check to acquire: Strength, Melee, Acrobatics 5

Powers

For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade your encounter.

Mancatcher

Weapon B · Staff, Melee, Bludgeoning, Basic · Check to acquire: Strength, Melee 6

Powers

When you encounter a non-villain, non-henchman monster, discard this card to evade your encounter and put the monster on top of its location deck. If proficient with weapons, you may put this card on top of your deck instead.

Spring Blade +1

Weapon 1 · Knife, Melee, Slashing, Finesse, Magic · Check to acquire: Strength, Melee, Stealth 4

Powers

For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons or you have the Stealth skill, add another 1.

When you would fail a combat check, discard this card to add 1d4 to the result. You may play this card even if you have already played another weapon on this check.

Sword Cane

Weapon B · Staff, Melee, Bludgeoning, Finesse · Check to acquire: Strength, Melee 7

Powers

For your combat check, reveal this card to use your Strength or Stealth skill + 1d6; you may additionally discard this card to add another 1d6 and the Piercing and Sword traits.

Discard this card to add 1d4 to your Diplomacy or Stealth check.

Vampiric Backsword +3

Weapon 5 · Sword, Melee, Slashing, Finesse, Magic · Check to acquire: Strength, Melee 11

Powers

For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3. If proficient with weapons, add another 1d6. If the check is to defeat a monster, if the monster is defeated, you may put this card on top of your deck to recharge a random card from your discard pile.

Wrist Launcher

Weapon 1 · Bow, Ranged, Piercing · Check to acquire: Dexterity, Ranged 8

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4. If proficient with weapons, you may reveal any number of other weapons to add another 1d4 for each other weapon revealed.

When you play or a character at another location plays a weapon on a combat check, reveal this card and any number of other weapons to add 1d4 for each weapon revealed (including this one), then discard this card.

Punching Dagger

Weapon B · Knife, Melee, Piercing, Finesse, Basic · Check to acquire: Strength, Melee 4

Powers

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

On your combat check, if you played another weapon, recharge this card to add 1d4.

Rapier

Weapon B · Sword, Melee, Piercing, Finesse, Swashbuckling, Basic · Check to acquire: Strength, Melee 5

Powers

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

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.

Seeking Shortbow +2

Weapon 4 · Bow, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity, Ranged 11

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2. If a monster has an effect that increases the difficulty of this check, ignore that effect. If an effect would require you to reroll dice on this check, you may ignore that effect.

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

Sentry Crossbow

Weapon 3 · Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity, Ranged 10

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+2. If you would fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

Serpent's Fang

Weapon 5 · Knife, Ranged, Slashing, Magic · Check to acquire: Dexterity, Ranged 12

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3; you may additionally recharge this card to add another 1d12 and the Poison trait, or to recharge a random item that has the Poison trait from your discard pile.

Shadowless Sword

Weapon 3 · Sword, Melee, Slashing, Finesse, Magic, Veteran · Check to acquire: Strength, Melee 10 or Arcane 7

Powers

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6 plus the scenario's adventure deck number. If the check is against a summoned bane, add an additional 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Reveal this card to add 1d8 to your Perception check or to your check against a summoned bane.

Shortbow of Speed

Weapon 6 · Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity, Ranged 13

Powers

For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+4. If you would fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

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

Armor

Blackcloth Armor

Armor 2 · Light Armor, Magic, Elite · Check to acquire: Constitution, Fortitude 6

Powers

On your combat check, if you are the only character at your location, reveal this card to add 1.

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.

Lockpick Shield

Armor 1 · Shield, Offhand, Magic · Check to acquire: Constitution, Fortitude 7

Powers

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

For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.

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

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

Armor of Skulls

Armor 5 · Light Armor, Magic · Check to acquire: Constitution, Fortitude 10

Powers

Reveal this card to reduce all damage dealt to you by 2.

When a character at your location encounters a non-villain monster, recharge this card to allow that character to evade it; if the monster is not immune to the Mental trait, you may shuffle it into any open location deck.

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.

Diviner's Blight

Armor 3 · Light Armor, Magic · Check to acquire: Constitution, Fortitude 6

Powers

When a character is chosen randomly, recharge this card before the choice is made; if you would be chosen, another character is chosen randomly instead.

When you discard this card as damage, it counts as up to 4 cards. If proficient with light armors, after discarding, you may draw 1 or 2 cards.

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

Gambeson

Armor B · Light Armor, Basic · Check to acquire: Constitution, Fortitude 3

Powers

Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.

While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

Ophidian Armor

Armor 6 · 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.

Patrician's Armor

Armor B · Light Armor · Check to acquire: Constitution, Fortitude 5

Powers

If proficient with light armors, reveal this card to add 1 to your Dexterity or Diplomacy non-combat check.

Recharge this card to reduce Combat or Poison 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.

Spell Ward Shield

Armor 4 · Shield, Magic · Check to acquire: Constitution, Fortitude 10

Powers

At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or by 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.

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

Allies

Blighted Myrmidon

Ally 3 · Half-Elf, Antipaladin · Check to acquire: Charisma, Diplomacy 10

Powers

When you encounter a boon that lists Survival in its check to acquire, recharge this card to banish the boon; if it is your exploration, explore again.

Discard this card to add 1d6 to your check against a bane, or 1d12 if the bane has the Animal or Plant trait.

Discard this card to explore your location.

After playing this card, a character at your location may bury a card that lists Survival in its check to acquire; if he does, recharge this card instead of discarding it.

Dandy Brute

Ally 1 · Half-Orc, Aristocrat, Vigilante · Check to acquire: Charisma, Diplomacy 7

Powers

Recharge this card to add 1d6 and the Finesse trait to your combat or Diplomacy check.

Discard this card to explore your location. During this exploration, add 1d6 to your checks against allies you encounter.

Dreamstalker

Ally 3 · Human, Mesmerist · Check to acquire: Charisma, Diplomacy 9

Powers

During your explore step, discard this card to examine the top card of any location deck, then put that card on top of your location deck and encounter it.

When you could attempt to temporarily close a location, discard this card to move and attempt to temporarily close your new location instead; after all attempts to temporarily close locations, move to your previous location.

Evangelist

Ally 3 · Half-Elf, Cleric · Check to acquire: Divine, Charisma, Diplomacy 8

Powers

Reveal this card to add 1 to your check.

Recharge this card to add 1d4 to any check by a character at your location.

Recharge this card to add 1d6 to your Divine check.

Discard this card to explore your location.

Eyebiter

Ally 6 · Human, Mesmerist · Check to acquire: Charisma, Arcane, Diplomacy 14

Powers

Recharge this card to examine the top card of your location deck; ignore any power on it that happens when examined.

Discard this card to explore your location. During this exploration, you may add 2d6 and the Mental trait to your combat and Perception checks.

Fortune-Teller

Ally 5 · Human, Oracle · Check to acquire: Charisma, Diplomacy 11

Powers

At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.

Discard this card to explore your location.

Heister

Ally 5 · Human, Mesmerist · Check to acquire: Charisma, Disable, Stealth, Diplomacy 13

Powers

Recharge this card to add 1d12 to a check against a barrier by a character at your location. If that character succeeds at the check, you may draw an item from the box.

Discard this card to explore your location. During this exploration, if you encounter a barrier, you may evade it and put it on the bottom of its location deck, then explore again.

Isiem

Ally 6 · Human, Wizard · Check to acquire: Intelligence, Arcane, Charisma, Diplomacy 12

Powers

Recharge this card to add 1d6 and the Cold, Fire, or Poison trait to any combat check.

Discard this card to examine the top 3 cards of your location deck. Return them in any order, then explore your location.

Zealot

Ally 4 · Human, Vigilante · Check to acquire: Charisma, Divine, Diplomacy 12

Powers

When you play a blessing, reveal this card to treat that blessing as if it has the same powers as the top card of the blessings discard pile.

Discard this card to explore your location; on all Divine checks during this exploration, add a die.

Secret Broker

Ally 5 · Gnome, Aristocrat, Occultist · Check to acquire: Charisma, Arcane, Diplomacy 13

Powers

On a character at your location's check to acquire a boon that has the Magic trait, recharge this card to add 2d12.

Discard this card to explore your location. During this exploration, you may recharge a card to add a die to any check that invokes a trait on the recharged card.

Sharper

Ally 1 · Halfling, Rogue, Gambling · Check to acquire: Charisma, Stealth, Diplomacy 6

Powers

When you acquire a boon, reveal this card to banish that boon and draw a boon of that type from the box.

Slip

Ally 2 · Halfling, Spy · Check to acquire: Intelligence, Knowledge 7 or Charisma, Diplomacy 9

Powers

On your turn, discard this card to examine the top card of your location deck. You may succeed at an Intelligence or Knowledge 7 check to put it on top of the location deck; otherwise, put it on the bottom. Then explore your location.

Social Climber

Ally 1 · Human, Aristocrat · Check to acquire: Charisma, Diplomacy 5

Powers

When you encounter an ally that does not have the Animal trait, recharge this card to automatically acquire it. Then roll 1d6. On a 1, banish this card.

Discard this card to explore your location.

Sorrowsoul

Ally 2 · Half-Elf, Bard · Check to acquire: Charisma, Diplomacy 7

Powers

On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.

Discard this card to explore your location; on all checks during this exploration, after the roll, add 1 for each die that is a 1 or 2.

Thrune Agent

Ally 6 · Human, Magus · Check to acquire: Charisma, Diplomacy, Arcane 13

Powers

When you play a weapon or a spell for your combat check, shuffle this card into your deck to shuffle that card into your deck.

Discard this card to explore your location. During this exploration, add 1d10 and the Fire trait to your combat and Diplomacy checks.

Vizier

Ally 4 · Human, Aristocrat, Mesmerist · Check to acquire: Charisma, Arcane, Divine, Diplomacy 12

Powers

Recharge this card to add your Arcane or Divine skill to your Charisma or Diplomacy check.

Recharge this card to add your Charisma or Diplomacy skill to your non-combat Arcane or Divine check.

Put this card on top of your deck to examine the top card of your location deck, then you may additionally discard this card to explore your location.

Mindblade

Ally 2 · Dwarf, Magus · Check to acquire: Charisma, Diplomacy 9

Powers

For your combat check, discard this card to use your Melee or Perception skill + 1d12. If you would fail the check, reroll the dice; take the new result.

Discard this card to explore your location. During this exploration, if you would fail a combat check, reroll the dice; take the new result.

Psychometrist

Ally 4 · Human, Vigilante · Check to acquire: Charisma, Diplomacy 12

Powers

Display this card and put a boon from your hand faceup on it. While displayed, you gain all skills listed in that boon's check to acquire equal to your Charisma. At the end of your turn, discard this card and draw that boon.

Clockwork Spy

Ally B · Automaton, Basic · Check to acquire: Intelligence, Craft 5

Powers

Display this card to examine the top card of your location deck, then you may explore your location.

While displayed, you may banish this card to add 1d6 to your combat check.

Dredge

Ally B · Halfling, Rogue, Aspis · Check to acquire: Charisma, Diplomacy 8

Powers

When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.

Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Fencer

Ally B · Human, Aristocrat, Swashbuckler · Check to acquire: Charisma, Melee, Diplomacy 6

Powers

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

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

Lookout

Ally B · Elf, Pirate, Basic · Check to acquire: Charisma, Diplomacy 6

Powers

Reveal this card to add 1d6 to any Perception check.

Recharge this card to examine the top card of your location deck.

Marianix Karn

Ally B · Human, Sage, Aspis · Check to acquire: Charisma, Diplomacy 9

The printed card reads "Marianix Karn"; the mod's record spells it "Karin". The printed spelling is used here.

Powers

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

Recharge this card to add 1d6 to your check to defeat a barrier.

Discard this card to explore your location.

Masque

Ally B · Human, Bard, Basic · Check to acquire: Charisma, Diplomacy 4

Powers

On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.

Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

Metamorph

Ally B · Half-Elf, Alchemist, Basic · Check to acquire: Charisma, Craft, Diplomacy 4

Powers

While this card is in your hand, treat it as a monster as well as an ally.

Discard this card to explore your location. During this exploration, you may discard a boon that has the Alchemical or Liquid trait to add a die to your combat check.

Psychic Detective

Ally B · Elf, Investigator, Basic · Check to acquire: Charisma, Diplomacy 6

Powers

Recharge this card to add 1d6 to your Knowledge or Perception check.

Discard this card to examine the top card of your location deck, then you may explore your location.

Items

Quick-Change Mask

Item 1 · Accessory, Magic · Check to acquire: Charisma, Stealth, Craft, Diplomacy 6

Powers

Recharge this card to recharge a random ally from your discard pile.

For your non-combat check, recharge this card to use your Diplomacy or Stealth skill instead of the normal skill.

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.

Sandstorm Dust

Item 3 · Object, Alchemical · Check to acquire: Intelligence, Craft 9

Powers

Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

Shadow Victim Ring

Item 4 · Accessory, Magic · Check to acquire: Intelligence, Arcane 11

Powers

When another character at your location defeats a monster on his turn, discard this card to allow him to explore his location. If you have the Arcane or Stealth skill, you may recharge it instead.

Signal Whistle

Item B · Object, Basic · Check to acquire: Wisdom, Perception 4

Powers

Before you act, discard this card to allow a character to move to your location.

Singer's Solution

Item B · Liquid, Alchemical, Basic · Check to acquire: Intelligence, Craft 4

Powers

When you use a character power that adds 1d4 to a check by another character, banish this card to add 1d12 instead. If you have the Bard or Skald trait, you may recharge this card instead of banishing it.

Spyglass

Item B · Object · Check to acquire: Wisdom, Perception 4

Powers

Reveal this card to add 1d6 to your Perception check.

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

Time Bomb

Item 2 · Object, Alchemical, Fire · Check to acquire: Intelligence, Craft 10

Powers

For your combat check against a bane, banish this card to use your Intelligence or Craft skill + 2d8. You may ignore any of the bane's powers that happen after you act.

Boots of Teleportation

Item 5 · Clothing, Magic · Check to acquire: Dexterity, 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.

Candle of Comity

Item 2 · Object, Magic · Check to acquire: Charisma, Craft, Diplomacy 8

Powers

Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.

Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this power during an encounter.

Cockroach Coat

Item 1 · Clothing, Animal, Magic · Check to acquire: Charisma, Survival, Diplomacy 7

Powers

Display this card. While displayed, add 1d4 to your Acrobatics and Stealth checks, and you may recharge this card to evade your encounter.

Deadened Shadows Cloak

Item 6 · Clothing, Magic · Check to acquire: Charisma, Arcane, Craft, Diplomacy 14

Powers

Reveal this card to add 1d6 to your Stealth check.

On your Dexterity check, recharge this card to reroll the dice; take the new result.

Bury this card to add 2d12 to your Dexterity check.

Harrow Deck

Item 1 · Tool, Gambling, Magic, Mental · Owner: Erasmus · Check to acquire: Intelligence, Perception 10

Powers

Discard this card to examine the top 3 cards of any character deck, then put them back in any order.

Bury this card to examine the top 3 cards of any location deck, then put them back in any order.

After playing this card, you may succeed at a Perception 12 check to recharge this card instead of discarding or burying it.

Hypnotist's Locket

Item 2 · Accessory, Magic, Mental · Check to acquire: Charisma, Arcane 8

Powers

For your check to acquire an ally or your combat check against a non-villain bane, discard this card to use your Charisma or Diplomacy skill + 1d8. If you fail this check and the ally would be banished or the bane is undefeated, you may put that card on top of the location deck it came from.

Karyukai Tea Set

Item 4 · Object, Magic · Check to acquire: Knowledge, Diplomacy 10

Powers

Display this card next to your location. While displayed, characters at this location add 1d8 to their checks against cards that have the Poison trait and their Wisdom non-combat checks against monsters. While displayed, reduce Poison damage dealt to characters at this location by 2. When this location is closed, discard this card.

Vestments of False Faith

Item 5 · Clothing, Magic, Divine · Check to acquire: Charisma, Divine, Diplomacy 12

Powers

Recharge this card and banish a boon to draw the top card of the blessings discard pile. You may not use this power during an encounter.

When you would discard a blessing for its power, you may recharge this card to recharge the blessing instead.

Mask of Stolen Mien

Item 3 · Accessory, Magic · Check to acquire: Charisma, Stealth, Craft, Diplomacy 10

Powers

When you defeat a monster and would banish it, display this card to display that monster next to this card instead. While displayed, when you attempt a check to defeat a monster, add a die if that monster shares a trait other than Basic, Elite, or Veteran with the monster displayed next to this card. When you move, banish the displayed monster and recharge this card; if you have the Craft or Stealth skill, you may draw this card instead.

Mask of the Red Raven

Item B · Accessory, Veteran · Owner: Aric · Check to acquire: Stealth, Diplomacy 8

Powers

If you are this card's Owner, when you encounter a monster, recharge this card to replace your character and token with the Red Raven's, then flip your role card if you have one.

When you encounter a monster, recharge this card to evade it, then end your turn.

On your Diplomacy or Stealth non-combat check, reveal this card and bury a boon from your hand or kit to add 1d8 plus the scenario's adventure deck number.

Flawless Monocle

Item B · Accessory, Magic, Basic · Check to acquire: Intelligence, Craft, Perception 4

Powers

Reveal this card to add 1d4 to your Craft or Perception check.

Recharge this card to ignore a card's power that happens when you examine it.

Lasso

Item B · Tool, Elite · Check to acquire: Wisdom, Melee, Survival 5

Powers

Recharge this card to add 1d8 to your check to acquire a card that has the Animal trait.

When a character at your location fails a check to defeat a non-villain monster, discard this card; that character evades the monster and puts it on top of the location deck it came from or under its top card.

Magnifying Glass

Item B · Tool, Basic · Check to acquire: Intelligence, Perception 4

Powers

Reveal this card to add 1d4 to your Disable or Perception check against a barrier or a boon.

Recharge this card to examine the top card of your deck, then you may shuffle your deck.

  • Pain Wave
  • Rapier
  • Sawtooth Sabre +2
  • Seeking Shortbow +2
  • Sentry Crossbow
  • Serpent's Fang
  • Shadowless Sword
  • Shortbow of Speed
  • Sorrowsoul
  • Thrune Agent
  • Vizier
  • Mindblade
  • Psychometrist
  • Clockwork Spy
  • Dredge
  • Fencer
  • Lookout
  • Marianix Karn
  • Masque
  • Metamorph
  • Psychic Detective
  • Harrow Deck
  • Hypnotist's Locket
  • Karyukai Tea Set
  • Vestments of False Faith
  • Mask of Stolen Mien
  • Mask of the Red Raven
  • Flawless Monocle
  • Lasso
  • Magnifying Glass