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Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 2 – Sword of Valor thumbnail

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 2 – Sword of Valor

Expansion for Pathfinder Adventure Card Game: Wrath of the Righteous – Base Set

Pathfinder Adventure Card Game: Wrath of the Righteous Adventure Deck 2 – Sword of Valor Rulebook

Table of Contents

Table of Contents

  • The Adventure
    • Sword of Valor
  • Scenarios
    • The Gibbering Swarm
    • The Fifth Crusade
    • The Siege of Drezen
    • Into the Citadel
    • Gauntlet of Ruin
  • Locations
    • Celestial Beacon
    • Chasm of Shadows
    • Corruption Forge
    • Paradise Hill
  • Troops
    • Knights of Kenabres
  • Villains
    • Eustoyriax
    • Maugla
    • Nulkineth
    • Soltengrebbe
    • Staunton Vhane
    • Vescavor Queen
  • Henchmen
    • Blood Demon
    • Chorussina
    • Demonic Platoon
    • Ilzek and Jadiss
    • Janeamine
    • Jestak
    • Joram Vhane
    • Kiranda
    • Theruk Nul
    • Undead Company
    • Worldwound Cadre
  • Cohorts
    • Nurah Dendiwhar
    • Queen Galfrey
  • Monsters
    • Berbalang
    • Betrayal Demon
    • Cultist Archer
    • Gargoyle
    • Incubus
    • Salamander
    • Spectre
  • Barriers
    • Blood of Eustoyriax
    • Death of Righteousness
    • Telekinesis Trap
  • Weapons
    • Cold Iron Mace +1
    • Flaming Spear +1
    • Javelin of Lightning
    • Marksman's Bow
    • Unholy Aspergillum +3
  • Spells
    • Charm Monster
    • Consecrate
    • Dismissal
    • Heat Metal
    • Paralyze
    • Unearthly Aim
  • Armor
    • Armor of the Pious
    • Commander's Field Plate
    • Gossamer Shrouds
    • Imperial Army Greathelm
    • Spiny Shield
  • Items
    • Dawnflower's Light
    • Horn of Assured Victory
    • Knight's Pennon
    • Lymirin Discourses
    • Nahyndrian Elixir
    • Planar Tuning Fork
    • Wand of Sacred Weapon
  • Allies
    • Druid of the Storm
    • Kamilo Dann
    • Minotaur Mercenary
    • Scribe
    • Warhorse
    • Wolf
  • Blessings
    • Blessing of Nethys
  • Loot
    • Banner of Valor
    • Barding of Pleated Light
    • Ring of Forcefangs
    • Soulshear

The Adventure

Sword of Valor

Adventure 2

Complete these scenarios in this order:

  • The Gibbering Swarm
  • The Fifth Crusade
  • The Siege of Drezen
  • Into the Citadel
  • Gauntlet of Ruin

During this adventure: The servitor demon is the henchman Blood Demon.

Reward: Each character gains skill feats corresponding to all checked skills on the troop Knights of Kenabres. Then banish Knights of Kenabres.

Scenarios

The Gibbering Swarm

Scenario 2

Villain: Vescavor Queen

Henchmen: Vescavor Swarms

During this scenario: When you build location decks, set aside non-villain, non-henchman monsters before you shuffle the villain and henchmen into those decks. Then shuffle the monsters you set aside and put the normal number of monsters on top of each location deck.

Reward: Draw the troop Knights of Kenabres from the box and gain a medal on it. Each character gains a power feat.

The Fifth Crusade

Scenario 2

Villain: Nulkineth

Henchmen: Ilzek and Jadiss, Undead Companies

During this scenario: When Nulkineth is defeated, banish it and shuffle the villain Maugla into a random location; if that location is closed, open it. You win the scenario only when you defeat and corner Maugla.

Reward: Gain a medal on the troop Knights of Kenabres. Loot: Barding of Pleated Light

The Siege of Drezen

Scenario 2

Villain: None

Henchmen: Worldwound Cadres

During this scenario: Build only the first location. When you close a location, summon and build the next listed location; shuffle any remaining cards from the previous location into the new one. When you close the final location listed for your number of players, summon but do not build the location Citadel; shuffle the villain Soltengrebbe and 1 henchman Brimorak per character into it. You win the scenario only when you defeat Soltengrebbe.

Reward: Gain a medal on the troop Knights of Kenabres. Each character gains a card feat.

Into the Citadel

Scenario 2

Villain: Staunton Vhane

Henchmen: Jestak, Joram Vhane, Fiendish Minotaurs

During this scenario: When you move, summon and encounter the henchman Kiranda.

If you did not explore during your turn, when you end your turn, banish the top card of the blessings deck.

Reward: Draw the troop Knights of Kenabres from the box and gain a medal on it. Loot: Soulshear

Gauntlet of Ruin

Scenario 2

Villain: Eustoyriax

Henchmen: Theruk Nul, Chorussina, Cultists of Deskari

During this scenario: If you would defeat Eustoyriax, but the Chasm of Shadows is not permanently closed, Eustoyriax is undefeated instead.

When you encounter a monster that has the Cultist or Demon trait, recharge your hand and draw the same number of cards.

Reward: Gain a medal on the troop Knights of Kenabres. Loot: Ring of Forcefangs

Locations

Celestial Beacon

Location 2

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

At this location: Add 1d8 to your checks against a monster that has the Demon trait.

When closing: Summon and acquire a random non-Basic blessing.

When permanently closed: On closing, you may recharge a blessing from your discard pile.

Chasm of Shadows

Location 2

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

At this location: You cannot play cards or use powers that allow you to search or examine this location deck.

When closing: Summon and defeat the henchman Demonic Platoon.

When permanently closed: On closing, draw the loot Banner of Valor from the box.

Corruption Forge

Location 2

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

At this location: When you play a card that has the Corrupted trait, bury it.

When closing: Succeed at a Constitution or Craft 7 check.

When permanently closed: You may banish a blessing that does not have the Corrupted trait to redeem a card in any character's hand.

Paradise Hill

Location 2

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

At this location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.

When closing: Expend a mythic charge.

When permanently closed: On closing, draw a random non-Basic ally from the box.

Troops

Knights of Kenabres

Troop B

Ability: While displayed, any character may add 1d6 to a check to defeat a barrier that has the Army trait that uses one of the following checked skills:

  • Righteous Medal of Valor: Strength
  • Righteous Medal of Agility: Dexterity
  • Righteous Medal of Vigor: Constitution
  • Righteous Medal of Clarity: Intelligence
  • Righteous Medal of Spirit: Wisdom
  • Righteous Medal of Command: Charisma

Villains

Eustoyriax

Villain 2 · Demon, Mythic · Type: Monster

Check to defeat: Combat 22

Powers: Eustoyriax is immune to the Electricity and Poison traits.

Before you act, each character at your location attempts a Wisdom 10 check. If any character fails, Eustoyriax is evaded; choose a random character that failed the check. That character recharges 1d4 cards; 1d4 Combat damage is dealt to a random other character at her location.

While you act, damage dealt by Eustoyriax is Cold damage.

Maugla

Villain 2 · Outsider, Demon · Type: Monster

Check to defeat: Combat 17, then Combat 19

Powers: Maugla is immune to the Electricity and Poison traits.

Before you act, succeed at a Constitution or Fortitude 10 check or bury a card.

The damage dealt by Maugla is increased by the number of buried cards you have.

Nulkineth

Villain 2 · Human, Demon, Inquisitor · Type: Monster

Check to defeat: Combat 18

Powers: Nulkineth is immune to the Poison trait. If the check to defeat has the Melee trait, the difficulty is increased by 3.

Only 1 blessing may be played on any check against Nulkineth.

The damage dealt by Nulkineth is increased by your Divine bonus.

Soltengrebbe

Villain 2 · Chimera, Mythic · Type: Monster

Check to defeat: Combat 17, then Combat 18, then Combat 19

Powers: Soltengrebbe is immune to the Electricity and Poison traits. If you succeed at a Knowledge 10 check, add 4 to your checks against Soltengrebbe that have the Acid, Cold, or Fire trait.

Before you act, Soltengrebbe deals 1d4 Cold damage to each character at your location.

If undefeated, Soltengrebbe deals 1d4 Combat damage to 3 random characters at your location.

Staunton Vhane

Villain 2 · Dwarf, Paladin, Mythic · Type: Monster

Check to defeat: Combat 18

Powers: Before you act, discard the top card of your deck. Staunton Vhane deals 2 Combat damage to you, and the difficulty of the check to defeat is increased by 1d6+1.

If undefeated, a random character summons and encounters this adventure's servitor demon.

Vescavor Queen

Villain 2 · Outsider, Demon, Vermin · Type: Monster

Check to defeat: Combat 20

Powers: The Vescavor Queen is immune to the Acid and Poison traits. All damage dealt by the Vescavor Queen is Acid damage.

The difficulty of checks to defeat that do not have the Ranged or Attack trait is increased by 1d6.

If undefeated, a random character at your location is dealt 1d4-1 Acid damage.

Henchmen

Blood Demon

Henchman 2 · Outsider, Demon, Servitor · Type: Monster

Check to defeat: Combat 17

Powers: The Blood Demon is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.

During this encounter, if you would reveal, recharge, or discard a weapon that has the Melee trait in a check against the Blood Demon, bury it instead.

Chorussina

Henchman 2 · Pitborn, Demon, Conjurer · Type: Monster

Check to defeat: Combat 15

Powers: All damage dealt by Chorussina is Electricity damage.

Before you act, each character at your location summons and encounters this adventure's servitor demon.

If defeated, you may immediately attempt to close the location this henchman came from.

Demonic Platoon

Henchman 2 · Army, Skirmish, Demon · Type: Barrier

Check to defeat: Combat 19 or Arcane, Knowledge, Divine, Perception, or Diplomacy 11

Powers: The Demonic Platoon is immune to the Electricity and Poison traits.

Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.

If undefeated, discard the top 4 cards of the blessings deck, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck.

If defeated, you may immediately close the location this henchman came from.

Ilzek and Jadiss

Henchman 2 · Undead, Ghoul, Cleric (and Undead, Ghoul, Cleric) · Type: Monster

Check to defeat: (Ilzek) Combat 15, then (Jadiss) Combat 16

Powers: Ilzek and Jadiss are immune to the Mental and Poison traits.

Before you act, a random character at your location is dealt 1d4 Combat damage.

If undefeated, a random character at your location is dealt 2 Combat damage, then end your turn.

If defeated, you may immediately attempt to close the location this henchman came from.

Janeamine

Henchman 2 · Outsider, Demon · Type: Monster

Check to defeat: Combat 17 or Wisdom 12

Powers: Janeamine is immune to the Fire, Electricity, and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

If undefeated, Janeamine deals no damage; instead, bury all blessings in your hand, or if you have no blessings, bury your hand.

If defeated, you may immediately attempt to close the location this henchman came from.

Jestak

Henchman 2 · Human, Barbarian · Type: Monster

Check to defeat: Combat 20

Powers: Damage dealt by Jestak may not be reduced.

If undefeated, shuffle Jestak into a random other open location, if there is one.

If defeated, summon the henchman Janeamine and shuffle her into a random open location, then you may immediately attempt to close the location this henchman came from.

Joram Vhane

Henchman 2 · Dwarf, Cleric, Blacksmith · Type: Monster

Check to defeat: Combat 18 or Diplomacy 13

Powers: Before you act, each character at this location summons and encounters this adventure's servitor demon. If all demons are defeated, the difficulty to defeat Joram Vhane is decreased by 5.

If defeated, you may immediately attempt to close the location this henchman came from, and you may draw a random non-Basic armor from the box.

Kiranda

Henchman 2 · Outsider, Demon, Duelist · Type: Monster

Check to defeat: Combat 18

Powers: Kiranda is immune to the Fire, Electricity, and Poison traits. Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

If undefeated, Kiranda deals no damage; instead, bury all armors in your hand, or if you have no armors, bury your hand.

Theruk Nul

Henchman 2 · Undead, Vampire, Cleric, Assassin · Type: Monster

Check to defeat: Combat 19 or Divine 16

Powers: Theruk Nul is immune to the Mental and Poison traits.

Before you act, a random other character at your location buries a spell or weapon.

While you act, when you would be dealt damage by Theruk Nul, discard that number of cards from the top of your deck instead of your hand.

If defeated, you may immediately attempt to close the location this henchman came from; if you do not close the location, shuffle Theruk Nul into that location deck.

Undead Company

Henchman 2 · Army, Skirmish, Undead, Ghoul · Type: Barrier

Check to defeat: Combat, Combat, Divine 16 or Melee, Stealth, Fortitude 12

Powers: The Undead Company is immune to the Mental and Poison traits.

Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.

If undefeated, each character buries a boon, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck and end your turn.

If defeated, you may immediately close the location this henchman came from.

Worldwound Cadre

Henchman 2 · Army, Skirmish, Soldier · Type: Barrier

Check to defeat: Combat, Combat 18 or Diplomacy, Knowledge, Ranged, Survival 12

Powers: Each character attempts a different check to defeat; if any character fails, the barrier is undefeated.

If undefeated, the Worldwound Cadre deals 1d4 Combat damage to all characters, then search this henchman's location deck and banish all the boons. Shuffle this henchman into a random open location deck.

If defeated, you may immediately close the location this henchman came from.

Cohorts

Nurah Dendiwhar

Cohort 2 · Halfling, Bard, Mendevian

Powers: Recharge this card to add 1d4+1 to any check by a character at your location, then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Recharge this card to explore your location. During this exploration, add 1d4+1 to your first check. Then roll 1d12; on a 1, banish an ally from your hand or discard pile, then banish this card.

Queen Galfrey

Cohort 2 · Human, Aristocrat, Paladin, Mendevian

Powers: Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.

Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.

Monsters

Berbalang

Monster 2 · Undead, Incorporeal · Type: Monster

Check to defeat: Combat 18

Powers: The Berbalang is immune to the Mental and Poison traits.

If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.

If undefeated, discard the top card of your deck.

Betrayal Demon

Monster 2 · Outsider, Demon · Type: Monster

Check to defeat: Combat 16

Powers: The Betrayal Demon is immune to the Electricity and Poison traits.

During this encounter, you may not play allies; other characters at your location may not play cards or use powers.

After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Cultist Archer

Monster 2 · Half-Elf, Cultist, Ranger · Type: Monster

Check to defeat: Combat 14

Powers: Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.

If undefeated, shuffle the top card of the blessings deck into your location deck.

Gargoyle

Monster 2 · Gargoyle · Type: Monster

Check to defeat: Combat 14

Powers: If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Incubus

Monster 2 · Outsider, Demon · Type: Monster

Check to defeat: Combat 15

Powers: The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks to defeat the Incubus.

Before you act, another character at your location summons and encounters this adventure's servitor demon.

If undefeated, banish an ally that does not have the Animal trait.

Salamander

Monster 2 · Outsider · Type: Monster

Check to defeat: Combat 15

Powers: All damage dealt by the Salamander is Fire damage. The Salamander is immune to the Fire trait.

If the check to defeat has the Cold trait, add 1d10.

If defeated, you may draw a random armor from the box.

Spectre

Monster 2 · Undead, Incorporeal, Elite · Type: Monster

Check to defeat: Combat 11 or Wisdom, Divine 7

Powers: The Spectre is immune to the Mental and Poison traits.

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

If undefeated, move to a random location.

Barriers

Blood of Eustoyriax

Barrier 2 · Temptation, Demon, Corrupted · Type: Barrier

Check to defeat: None

Powers: Display this card next to your deck; the barrier is defeated.

While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other character's checks until the end of the turn.

Death of Righteousness

Barrier 2 · Trap, Mental, Magic · Type: Barrier

Check to defeat: Wisdom 12 or Knowledge 10

Powers: Each character at your location encounters this barrier.

If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.

After you act, banish this barrier.

Telekinesis Trap

Barrier 2 · Trap, Arcane, Magic · Type: Barrier

Check to defeat: Arcane, Divine 14 or Disable 11

Powers: If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.

While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.

At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Weapons

Cold Iron Mace +1

Weapon 2 · Mace, Melee, Bludgeoning, Magic, Elite

Check to acquire: Strength, Melee 8

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Flaming Spear +1

Weapon 2 · Spear, Ranged, Piercing, Magic, Elite

Check to acquire: Dexterity, Ranged 9

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.

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

Javelin of Lightning

Weapon 2 · Spear, Ranged, Piercing, Magic, Elite

Check to acquire: Dexterity, Ranged 10

Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.

After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Marksman's Bow

Weapon 2 · Bow, Ranged, Piercing, Magic, Veteran

Check to acquire: Dexterity, Ranged 10

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Unholy Aspergillum +3

Weapon 2 · Mace, Melee, Bludgeoning, Magic, Corrupted, Elite

Check to acquire: Strength, Melee 9

Powers: If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Spells

Charm Monster

Spell 2 · Magic, Arcane, Divine, Veteran

Check to acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers: When a character attempts a combat check against a monster, bury this card to draw a random non-Basic monster from the box. The difficulty to defeat the encountered monster is reduced by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.

If you do not have the Arcane or Divine skill, banish this card after playing it.

Consecrate

Spell 2 · Magic, Divine

Check to acquire: Wisdom, Divine 8

Powers: Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Dismissal

Spell 2 · Magic, Arcane, Divine, Attack, Veteran

Check to acquire: Intelligence, Arcane 10 or Wisdom, Divine 8

Powers: For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Heat Metal

Spell 2 · Magic, Arcane, Divine, Attack, Fire, Elite

Check to acquire: Intelligence, Arcane 9 or Wisdom, Divine 7

Powers: Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.

Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock 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 11 or Divine 9 check to recharge this card instead of discarding it.

Paralyze

Spell 2 · Magic, Arcane, Divine, Mental

Check to acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers: Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.

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

Unearthly Aim

Spell 2 · Magic, Arcane

Check to acquire: Intelligence, Arcane 8

Powers: Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged trait.

Armor

Armor of the Pious

Armor 2 · Heavy Armor, Magic, Healing

Check to acquire: Constitution, Fortitude 8

Powers: When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.

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

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

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

Commander's Field Plate

Armor 2 · Heavy Armor, Magic

Check to acquire: Constitution, Fortitude, Charisma 8

Powers: When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.

Recharge this card to reduce Combat damage dealt to you by 4.

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

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

Gossamer Shrouds

Armor 2 · Light Armor, Magic, Elite

Check to acquire: Constitution, Fortitude 7

Powers: If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.

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.

Imperial Army Greathelm

Armor 2 · Heavy Armor, Magic, Veteran

Check to acquire: Constitution, Fortitude, Charisma 8

Powers: Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.

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

Spiny Shield

Armor 2 · Shield, Offhand, Magic

Check to acquire: Constitution, Fortitude 8

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

Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.

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

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

Items

Dawnflower's Light

Item 2 · Object, Divine, Magic

Check to acquire: Wisdom, Divine 9

Powers: Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

Horn of Assured Victory

Item 2 · Instrument, Magic

Check to acquire: Constitution, Fortitude 7

Powers: Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.

Discard this card to add 1d4 to to any check to defeat a bane that has the Army trait by a character at your location; if proficient with heavy armors, recharge this card instead of discarding it.

Knight's Pennon

Item 2 · Object

Check to acquire: Charisma, Diplomacy 9

Powers: When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Lymirin Discourses

Item 2 · Book, Iomedae

Check to acquire: Wisdom, Divine 9

Powers: Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Nahyndrian Elixir

Item 2 · Liquid, Temptation, Corrupted, Mythic

Check to acquire: Intelligence, Craft, Knowledge 10

Powers: Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Planar Tuning Fork

Item 2 · Tool, Magic

Check to acquire: Intelligence, Knowledge 10

Powers: While at at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Wand of Sacred Weapon

Item 2 · Wand, Attack, Divine, Magic

Check to acquire: Wisdom, Divine 10

Powers: For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.

After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Allies

Druid of the Storm

Ally 2 · Human, Druid, Veteran

Check to acquire: Divine 7 or Charisma, Diplomacy 9

Powers: Discard this card to add 1d4 and the Electricity trait to your combat check.

Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Kamilo Dann

Ally 2 · Human, Soldier

Check to acquire: None

Powers: When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.

Discard this card to add 1d6 to your combat check.

Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Transcriber note: the card text refers to the henchman "Corrupted Soldier", which is not among the card faces in the source scan set. It is transcribed here as printed; the henchman's own card is not in this source.

Minotaur Mercenary

Ally 2 · Minotaur, Hireling, Elite

Check to acquire: Banish a weapon

Powers: On your first combat check of the turn, recharge this card to add 1d8.

Discard this card to explore your location.

After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Scribe

Ally 2 · Human, Hireling

Check to acquire: Intelligence, Knowledge, Charisma, Diplomacy 9

Powers: Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

Discard this card to explore your location.

Warhorse

Ally 2 · Animal, Mount, Elite

Check to acquire: Wisdom, Survival 7

Powers: At the end of your turn, discard this card to move.

Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Wolf

Ally 2 · Animal

Check to acquire: Wisdom, Survival 8

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

Discard this card to explore your location.

Blessings

Blessing of Nethys

Blessing 2 · Divine, Nethys

Check to acquire: Wisdom, Perception 8 or Divine 5

Powers: Discard this card to add 1 die to any check.

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

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

Loot

Banner of Valor

Loot 2 · Object, Magic, Iomedae

Type: Item

Powers: Display this card next to a location. While displayed, add 1d8 to checks against banes that have the Demon trait by characters at that location. On closing that location, add this card to your hand.

Recharge this card to recharge a card that has the Iomedae trait from your discard pile.

Barding of Pleated Light

Loot 2 · Heavy Armor, Magic

Type: Armor

Powers: When you are dealt damage, recharge this card and reveal a card that has the Animal trait to reduce that damage to 0.

Recharge this card and reveal a card that has the Mount trait to add 1d8 to any check against a bane that has the Undead trait.

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

Ring of Forcefangs

Loot 2 · Accessory, Attack, Force, Magic, Arcane

Type: Item

Powers: Recharge this card to reduce all damage dealt to you before or after you act to 0.

For your combat check, recharge this card to use your Arcane skill + 2d4. You may additionally recharge any number of cards; for each card recharged, add 1d4 to your combat check.

Soulshear

Loot 2 · Polearm, Melee, Slashing, 2-Handed, Magic, Corrupted

Type: Weapon

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shuffle Soulshear into your location deck.