Http Cards.expeditiongame
description
Transcript of Http Cards.expeditiongame
The adventurer's guide to printingI. Download this PDF and take it to your local print shop.
II. Have it printed on heavy white cardstock (usually 80-pound or heavier). Although the cards are black andwhite, you'll get nicer results on a color printer.
III. Cut the cards using a paper cutter. The more preciseyou are, the easier they'll be to handle later.
IV. Secure your cards with a small box or rubber band,and prepare to adventure!
Blank page for printing purposes. Save paper by only printing pages 3+!
Begin your adventure atExpeditionGame.com/begin
There, you'll find the mostup to date rules, as well asthe Expedition app.
Welcome!
1) Tap the app to begin around2) Draw 3 abilities3) Select your target(s)and play 1 ability4) Once everyone hasmade their move, tap theapp to end the round5) Resolve damage andabilities6) Repeat until dead!
Combat Cheat SheetRetired Guard Captain
Skills: Intimidation,military tactics,
navigation.
20__________
Explorer
Knowledgeable Human
Skills: Mathematics,history, translation.
20__________
Explorer
Woodland Elf
Skills: Firemaking,outdoor survival, hunting.
20__________
Explorer
Dark Elf
Skills: Soothsaying,scrying, magical lore.
20__________
Explorer
Stealthy Recluse
Skills: Low-light vision,stealth, listening.
20__________
Explorer
Pack Rat Dwarf
Skills: Bargaining,engineering, mining,
geology.
20__________
Explorer
Alcoholic Diplomat
Skills: Diplomacy, politicalconnections, blackmail.
20__________
Explorer
Expedition
Intro
Expedition
Intro
Explorer
ExplorerExplorerExplorer
ExplorerExplorerExplorer
Famished Hafling
Skills: Cooking, farming,medicine, brewing.
20__________
Explorer
Double Agent
Skills: Secrecy, ciphers,deception, underground
connections.
20__________
Explorer
Gem Wizard
Skills: Enchanting,appraising, alchemy.
20__________
Explorer
One Explorer loses 5gold (roll todetermine Explorer).
Surge: Blends into theshadows and becomesinvisible for one round.
10I
Thief
Definitely a shady character.
Bandit
Surge: Catches allExplorers by surprise- only draw 2 cards nextround.
12I
Brigand
Commonly seen ambushingtravellers between cities.
Bandit
Surge: Offers theExplorer with thelowest Health 5 gold ifthey attack the Explorerwith the highest Healthnext round.
10I
Bandit
Her weapon is kept polishedand in good repair.
Bandit
Takes double effectsfrom Ranged.
Surge: Takes careful aimat the farthest Explorer,dealing 2 Projectiledamage. +1 damage ifguarded by anotherExplorer.
8I
Bandit Archer
A bow-wielding scofflaw.
Bandit
Surge: Backstabs theExplorer with themost gold for 5 Meleedamage.
12II
Bandit Rogue
He seems uncannily fast on hisfeet.
Bandit
25II
Bandit Veteran
A wicked-looking scar runsacross this bandit's face.
Bandit
ExplorerExplorerExplorer
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Cannot be stunned.
Surge: Calls forreinforcements. Add onebandit to encounter.
40III
Bandit Captain
Battle scars indicate hisposition was earned through
treachery.
Bandit
Any time Nightbladetakes damage, shebecomes invulnerable forone round.
Surge: The Nightbladestabs the nearest Explorer,dealing 1 Poison damageevery round.
14IV
Bandit Nightblade
Her hood obscures her face,and her dagger emits a soft,
pale glow.
Bandit
Takes double effectsfrom Music.
Surge: The party mustdiscard 1 Loot orEquipment permanently.
15II
Highwayman
Often seen riding away onhorseback, with your goods in
tow.
Bandit
20II
Outlaw
No law is going to stop him.
Bandit
40III
Giant Rat
A rodent of unusual size!
Beast
Any time Wolfmantakes Melee damage,he deals half back asMelee damage.
Surge: Emits a piercinghowl. All Explorers takeFear damage equal to thenumber of caninecreatures in play.
16II
Wolfman
Half warrior, half wolf. Not tobe taken lightly in combat.
Beast
+2 Health if with aHighwayman.
Surge: Barks loudly. If thehighwayman has notjoined battle yet, add himnow.
8I
Dog
A barking, slavering beast.
Beast
Immune to Poison.
Surge: Rears its legs,giving the nearestExplorer a permanent fearof spiders and deals 1 lessdamage to spiders.
20II
Giant Spider
A spider the size of a ridinghorse, and much less agreeable.
Beast
+1 Health for eachWolf in play.
Surge: All wolves in theEncounter let loose a howlthat summons oneadditional Wild Wolf.
10I
Wild Wolf
Wolves hardly ever travelalone...
Beast
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Bandit
Encounter
Beast
Encounter
Beast
Encounter
Beast
Encounter
Beast
Encounter
Beast
Encounter
Surge: Mauls thenearest Explorer for 5damage. If target survivesthe encounter, they cannow boast about defeatinga bear.
10I
Wild Bear
A cave-dwelling beast withshaggy fur.
Beast
Immune to Fear. +1Health for each Wolfin play.
Surge: Bites the Explorerwith the most Health forMelee damage equal tothe number of wolves inplay.
20II
Dire Wolf
An apex predator, and leaderof its pack.
Beast
Immune to Fear,Stun.
Surge: Bashes nearestExplorer. Target isstunned for a round.
30III
Dire Bear
It won't hesitate to rip apartanything that might be edible.
Beast
Immune to Melee.
Surge: The troll calmlyreattaches its lost limb. Itgains 6 Health.
35III
Troll
A few chips on the tusks of thetroll are all that remains of past
explorers.
Beast
Immune to Poison.
Surge: The nearestExplorer is ensnared in aweb and stunned for oneround.
9I
Spider
A hairy black arachnid, roughlythe size of a buckler shield.
Beast
Surge: The next twoattacks on the WoodElf miss and do nodamage.
10I
Wood Elf
A fair-skinned elf whoseclothes blend with the
surroundings.
Fae
Surge: Blends in withthe surroundings andbecomes invisible for oneround.
7I
Imp
A little winged green man withvery sharp teeth.
Fae
Surge: Corrupts allExplorers usingmagic. For the rest of theencounter, using Arcaneabilities deals the caster 1Direct damage.
20II
Duergar
A Dwarf corrupted by darkenergies.
Fae
Surge: Slices at theExplorer with thelowest Health, dealing 1Melee damage.
8I
Korrigan Elf
A small creature with a hookednose and murderous intent.
Fae
Beast
Encounter
Beast
Encounter
Beast
Encounter
Beast
Encounter
Beast
Encounter
Fae
Encounter
Fae
Encounter
Fae
Encounter
Fae
Encounter
Immune to Fire
Surge: All Melee weaponsignite on fire and deal +1Fire damage for the rest ofthe Encounter.
6I
Bluecap Faery
A small flying faery, prone tobursting into blue fire.
Fae
Immune to Arcane
Surge: Negates all magicdamage dealt this round.
12I
Void Imp
The imp's eyes are black pits; itleers at you and beckons with a
claw.
Fae
Immune to Poison.
Surge: The spores affectthe nearest Explorer.Target cannot attack themushroom and mustattack an ally every Surgethis encounter.
7I
Magic Mushroom
A tendrilous purple fungus thatemits a sickly sweet smell.
Fae
Whenever a song isplayed, heals 1Health.
Surge: The satyr tricks allExplorers. Any damageyou deal this round is alsodealt to the ally to yourright.
15II
Satyr
A red-haired, goat-hoovedshepherd of the forest.
Fae
Surge: Put a randomEncounter card on topof Shapeshifter. When it iskilled, resume fighting theShapeshifter.
8II
Shapeshifter
Its form defies explanation.
Fae
Immune to Arcane.
Surge: The wisp explodes,killing itself and dealing 3Fire damage to allExplorers and enemies.
6I
Will o' the Wisp
A phosphorescent orb, floatinggently over the ground.
Fae
Surge: Forms adefensive wall. Allguards get a +1 Healthshield for each guard inplay.
12I
Guard
One of the many guardspatrolling the streets.
Townsfolk
Surge: Executes allExplorers and enemiesthat are at 1 Health.
14II
GuardExecutioner
A tall figure hooded, cloaked,and hefting a very sharp axe.
Townsfolk
Immune to Arcane.
Surge: Casts magicmissiles that deals allExplorers 2 Fire damage.
12II
Guard Wizard
Armor patches adorn her robes,and her wand hums with
energy.
Townsfolk
Fae
Encounter
Fae
Encounter
Fae
Encounter
Fae
Encounter
Fae
Encounter
Fae
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Immune to Music.
Surge: Calls forreinforcements. Add oneguard to encounter.
25III
Guard Captain
Awarded, muscular andhandsome. The pride of his
town.
Townsfolk
10I
Peasant
A poor soul in drab clothing.
Townsfolk
Can be "persuaded"to change sides for 10gold.
18II
Sellsword
She has a cocky grin and a glintin her eye.
Townsfolk
Leaves behind oneadditional loot whendefeated.
Surge: The merchanthaggles the party out of 5gold pieces.
8I
Irate Merchant
Hell hath no fury like amerchant who thinks he was
ripped off.
Townsfolk
Surge: Critically failscasting a fireball anddeals everyone 1 Firedamage.
8I
Shabby Mage
His robes aren't much to lookat, but he still exudes magical
power.
Townsfolk
Damage Tier 3 whilea Squire is in play.
Surge: Enters a defensivestance that absorbs alldamage to enemies thisround.
20II
Knight
He looks confident in hisabilities; his armor is well-
worn.
Townsfolk
Flees if there are noKnights in play.
Surge: Passes his knight asharpened sword,becoming Threat 0 for oneround.
8I
Squire
His eyes constantly flicktowards his master.
Townsfolk
Surge: The madmancrashes into thenearest enemy and dealsit 1 damage.
10I
Madman
You have no idea what he'ssaying, but he's pretty adamant
about it.
Wanderer
Surge: The dwarfspits in the nearestExplorer's face. You areblinded and must play thetop ability from your decknext round.
10I
Angry Dwarf
You smell the stench of groglong before you see him.
Wanderer
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Townsfolk
Encounter
Wanderer
Encounter
Wanderer
Encounter
If below half Healthand all allies are dead,flees.
Surge: Flees.
8I
Goblin Grunt
A female goblin, mottled green.
Wanderer
If below half Healthand all allies aredead, flees.
Surge: Add anotherGoblin Thug to theEncounter.
12II
Goblin Thug
A stunted, hook-nosed, greencreature.
Wanderer
Surge: Drinks apotion and regains 5Health.
15I
Herbalist
You hear the clink of vialsbeneath her green robe.
Wanderer
Whenever an enemydies, regains 1Health.
Surge: Drains 1 Healthfrom all Explorers andheals by total amountdrained.
15II
Druid
A wise and mysterious figurewhose rituals include human
sacrifice.
Wanderer
Immune to Music.
Surge: Cancel stunningeffects on all of theMinstrel's allies.
10I
Minstrel
A singer and songsmith inoutlandish clothing.
Wanderer
Surge: Rends thenearest Explorer orenemy for 1 Health, thenflees.
12I
Kobold Ripper
An armored lizard-likecreature.
Wanderer
Immune to Arcane.Takes doubledamage from Melee.
Surge: The seer corruptsthe nearest Explorer'smind. Your next abilitytargets the Explorer toyour left.
14II
Kobold Seer
Its blind eyes follow you,somehow.
Wanderer
Explorers cannot healwhile the Shamanlives.
Surge: Heals all allies for1 Health.
10II
Kobold Shaman
It wears a tattered sackcloth,and clutches an eery-looking
staff.
Wanderer
All Explorers take 3 Firedamage.
IFire Trap
Searing heat and flame engulfsyour party.
Trap
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Wanderer
Encounter
Trap
Encounter
All Explorers are tangledfor 10 seconds beforeabilities can be used.
IHanging Vines
The vines are festooned withsnaggly spines.
Trap
The party can only seeand damage one enemy ata time (in the orderrevealed).
IThick Undergrowth
Shadows flit and dart throughthe trees, just beyond your
vision.
Trap
Each Explorer rolls a die.If they roll a one, theytake 10 Electric damage.
IIThunderstorm
It's dangerous to be out in athunderstorm. You might be hit
by lightning.
Trap
Explorer with lowestHealth remaining takes 4Melee damage.
IRolling Boulder
A pressure plate gives wayunder foot - a massive boulder
crashes towards you.
Trap
All Explorers and enemiestake 5 Melee damage.
ICave-in
Large boulders crash downfrom overhead.
Trap
Explorer with highestHealth remaining takes 5Melee damage.
ISpike Pit
Sharpened wooden stakes jutout from the bottom of this
earthen pit.
Trap
All Explorers cannotspeak, shout or playmusic.
IIDead Air
Even the background whistlingof wind fades away...
Trap
All Explorers take +1damage for the durationof the encounter.
IIHaunted by theDead
Your party finds itself trippedand prodded by malign spirits.
Trap
All Explorers with itemsmust discard 1 Loot fromhand.
IPothole
You misstep and fall; your Lootgoes flying.
Trap
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
All Explorers must pay a10 gold fine or go to jail.
IObscure Ordinance
You're not sure whatpanjandrumal physagogy is,
but it apparently describes youractions.
Trap
The party must either pay1 drink or replace thiscard with a Bandit.
IUnsavory Folks
A ragtag band of miscreantsapproaches...
Trap
Your party cannot flee thisbattle.
IDead End
There's no way out. There alsoappears to be a corpse lying in
the corner.
Trap
One party member isknocked down andstunned for a round.
IFleeing Serf
He bumbles into you as he runspast.
Trap
I
Trap
FrostUp to 3 targets
Targets are frozen for around, and will dieinstantly on a critical hit.
2 ≥ 17
Cold Snap
A snap of your fingers instantlysummons a cloud of biting
frost.
Requires Magic weapon
Ongoing1 target
Your next damage takenreflects to the target asDirect damage.
- ≥ 8
Confusion
Your magic worms into the earof the target and begins to
whisper...
Requires Magic weapon
EffectTargets self
Conjure a clone. Nextround, your clone copiesyour ability, blocksincoming damage andthen disappears.
- ≥ 14
Conjure
The air shimmers inanticipation as your form splits
in two.
Requires Magic weapon
EffectTargets self
Play your entire hand. IfChannel succeeds, roll forand resolve all playedabilities.
- ≥ 9
Channel ArcaneLore
You focus your knowledge ofthe Arcane to unleash amassive wave of magical
power.
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Trap
Encounter
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Arcane1 target
Remove all effect,immunities and stunsfrom the target.
- ≥ 9
Dispel
You draw a rune on the groundthat wards off .
Requires Magic weapon
Direct1 target
Once per encounter.
Deal 1 Direct damage perturn. When the targetdies, the curse transfers toanother target.
- ≥ 14
Curse
A blood-red sigil forms overthe head of your target.
Requires Magic weapon
Ongoing, WardTargets all allies
Protects all allies fromdamage for one round.
- ≥ 14
Defensive Ward
You raise both hands,producing a blue mist thatconfounds enemy weapons.
Requires Magic weapon
Fear1 target
Once per encounter.
If a 20 is rolled, deal extraFear damage equal to halfthe enemy's remainingHP.
4 ≥ 16
Doom
Enemies hear tortured screamsas you open a portal to the
nether realms.
Requires Magic weapon
ArcaneTargets all allies
All enemy damage isredirected to the ward.
When destroyed, heal allAllies 1 Health.
3 ≥ 15
Arcane Ward
A totem rises from the ground,lending its strength to your
allies.
Requires Magic weapon
FireUp to 2 targets
If the attack fails, you take2 Fire damage.
3 ≥ 11
Fireball
From thin air, you gather a ballof searing flame and hurl it at
your enemies.
Requires Magic weapon
FireUp to 3 targets
2 ≥ 17
Flame Stride
Your body becomes fire, leavingbehind desolation as you walk
through your enemies.
Requires Magic weapon
Ongoing, WardTargets all allies
2 ≥ 5
Frost Ward
You summon a solid wall of iceto protect your allies from
harm.
Requires Magic weapon
Fear1 target
Give the target fear of adamage type of yourchoice. They take +1damage from Abilities ofthat type.
2 ≥ 13
Hideous Fear
The target's eyes cloud over asthey suffer through their
greatest fear.
Requires Magic weapon
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Frost1 target
3 ≥ 8
Ice Shard
Shards of ice materialize from acold vapour and speed towards
your target.
Requires Magic weapon
Arcane1 target
3 ≥ 8
Magic Missile
A many-hued orb of lightrockets toward the target.
Requires Magic weapon
Ongoing, Ward1 target
Deal 1 Arcane damage totarget at the start of eachround.
3 ≥ 13
Phantom Sword
You summon a floating sword,wreathed in a blue fire and
facing your enemies.
Requires Magic weapon
ArcaneTargets self
On critical, becomeinvisible for one round.
3 ≥ 8
Phase Shift
Light bends around you as youstep firmly into another astral
plane.
ElectricTargets all enemies
On failure, dealeverything 1 damage.
2 ≥ 10
Shockwave
You strike your weapon on theground. Energy lashes out in all
directions.
Requires Magic weapon
FireTargets all enemies
Across one or moreenemies, distributedamage equal to 2X thenumber of enemies KO'dthis encounter.
- ≥ 13
Soul Fire
You twist the souls of the falleninto a fiery inferno.
Requires Magic weapon
Electric1 target
On critical, your attackarcs to another enemy for3 damage.
3 ≥ 8
Spark Touch
Small sparks crackle from yourweapon as you reach out...
Requires Magic weapon
Electric1 target
Once per encounter.
Must keep rolling untilfailure. Each success hitsa new target (can hitallies). Cannot hit targetstwice.
2 ≥ 8
Chain Lightning
Lightning leaps from yourweapon to your enemy, then to
another...
Requires Magic weapon
Effect1 target
The target deals an extra3 Fire, Frost, or Electricdamage next round.
- ≥ 8
Imbue
You capture the elements inyour mind and draw them into
cold steel.
Requires Magic weapon
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Magic
Ability
Melee1 target
Deal +1 damage to thetarget if it is stunned.
2 ≥ 8
Bash
You give the enemy a swiftknock.
Requires Melee weapon
EffectTargets self
Can only be played if youkilled an enemy lastround.
Does not cost an action -play with another ability.
5-
Blood Rage
Sometimes the best defense islooking like a madman.
StatusTargets self
Deal 2X damage and take2X damage next round.
- ≥ 12
Berserk
If you're going to die tonight,then so are they.
Status1 target
Risk is equal to yourremaining Health.
4 ≥ HP
Bloodlust
Make them feel your pain.
Melee1 target
If the attack fails, you arestunned for a round.
7 ≥ 11
Charge
No one lives forever!
Requires Melee weapon
Melee1 target
Deal damage equal toyour missing Health.
- ≥ 15
DesperateStrike
The pain only makes youstronger.
Requires Melee weapon
Melee1 target
If you fail, take 1 damage.
3 ≥ 6
Feint
Be where the enemy's bladeisn't.
Requires Melee weapon
EffectTargets self
Cannot be used on once-per-encounter cards
Repeat your last action(roll again).
--
Follow Through
The enemy is off balance -quick, attack again!
Requires Melee weapon
Melee1 target
If a surge occurs thisround, you may play anextra ability.
2 ≥ 11
Grapple
Grab hold. Don't let go.
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee1 target
Your next Ability appliesto an extra target.
- ≥ 6
Split Strike
Two attacks are better thanone.
Requires Melee weapon
Effect1 target
Once per encounter. Playwith another action.
If the played action's rollsucceeds, the actioncounts as critical.
--
Press the Attack
Time for them to die.
Melee1 target
Deal +1 damage if enemyis below half Healthbefore Pummel.
3 ≥ 11
Pummel
Keep swinging!
Requires Melee weapon
StatusTargets self
Deal +1 damage and take+1 damage next round.
- ≥ 9
Rage
Clench your jaw; fight throughthe pain.
Requires Melee weapon
Melee1 target
Lasts until end ofencounter.
Target takes +1 damage.Cannot be stacked.
2 ≥ 11
Rending Strike
You strike with great force anddamage their armor.
Requires Melee weapon
Melee1 target
On critical, the target'spost-damage Health ishalved.
2 ≥ 11
Slam
Crush your target into theground!
Requires Melee weapon
Melee1 target
Play with another ability
2 ≥ 9
Carve
You make a clean cut acrossyour target.
Requires Melee weapon
Projectile1 target
You may equip a newweapon.
If you critical miss or areKO'd, permanentlydiscard your weapon.Otherwise, discard it forthe encounter.
8 ≥ 10
Throw Weapon
Sight. Aim. Unleash hell.
Requires Melee weapon
Melee1 target
If the target dies from thisAbility, resolve it again onanother target.
3 ≥ 8
Thrust
Make the enemy get your point.
Requires Melee weapon
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Melee1 target
Usable once perencounter.
Draw 1 card. If it is Melee,play immediately withouta roll check.
- ≥ 9
Gut Instinct
They should have known not tolower their guard.
MeleeUp to 3 targets
Usable once perencounter.
Take 3 damage.
3 ≥ 8
Whirlwind
Surrounded by enemies? Notfor long.
Requires Melee weapon
Ongoing1 target
Usable once per encounter
Reduce your damagetaken by the target by 1while the target is alive.
1 ≥ 8
Shatter
You shatter their weapon; itfalls to the ground, useless.
Requires Melee weapon
Fear1 target
Usable only if a targetdied last round.
6 ≥ 8
Meat Club
You rip off a dead foe's limb,and proceed to use it as a club.
Ongoing, SongTargets all allies
One Song may be active ata time. Stops if you takedamage.
Damage to Explorers isreduced by 1 while active.
- ≥ 11
Battle March
An empowering 2/4 rhythmbolsters your allies.
Requires Music instrument
MusicTargets all enemies
Stun all enemies for around.
1 ≥ 17
Cadenza
A quick moment of masterfulplaying. Your enemies stop and
listen, enthralled.
Requires Music instrument
Ongoing, Song1 target
One Song may be active ata time. Stops if you takedamage.
Target joins your side andtakes damage along withthe song while it is active.
- ≥ 16
Charm
Sometimes music speaks louderthan words.
Requires Music instrument
Effect1 target
The target's ability thisturn affects 2 additionaltargets.
- ≥ 13
Crescendo
You imbue the target withmusical energy.
Requires Music instrument
Effect1 target
Cancel an encountermodifier card.
- ≥ 13
Diminuendo
The music slows and quiets -your enemy relaxes.
Requires Music instrument
Melee
Ability
Melee
Ability
Melee
Ability
Melee
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music1 target
Stun the target for around.
- ≥ 10
DeceptiveCadence
The target is frustrated whenyou purposefully fail tocomplete the melody.
Requires Music instrument
Music1 target
Once per encounter.
Destroy an Encounterwith < 9 Health (notincluding traps).
- ≥ 15
Finale
As the last note fades intosilence, your target collapses.
Requires Music instrument
MusicTargets all allies
+1 to Allies' next rolls nextround.
- ≥ 15
Limerick
You improvise a humorous,bawdy poem about the enemythat makes your party laugh.
Requires Music instrument
MusicTargets self
Redirect your nextdamage taken to thenearest enemy.
- ≥ 11
Pizzicato
A run of sharp, percussivenotes that enrage your enemiesand turn them on each other.
Requires Music instrument
FearTargets all enemies
Can target any number ofenemies. Risk equals 3Xthe number of targets.
1 ≥ 3X
Poem ofInsanity
You attempt to invoke fearfulimagery in the minds of your
enemies.
Effect1 target
Target may draw and use1 additional ability nextround.
- ≥ 6
Poem of Vigor
Your prose reminds them oftheir own skill and prowess.
Music1 target
2 ≥ 5
Power Chord
A wall of intense sound smacksinto your enemy.
Requires Music instrument
Music1 target
Revive a fallen ally to 2Health.
- ≥ 10
Reveille
A rousing tune that invigoratesits target.
Requires Music instrument
Music1 target
Target deals +2 damageon next ability.
- ≥ 6
Perfect Cadence
You resolve the measurebeautifully, inspiring your
target.
Requires Music instrument
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Ongoing, Song1 target
One Song may be active ata time. Stops if you takedamage.
Current and futurenegative modifiers do notaffect the target.
- ≥ 13
Shanty
You belt out the words to apopular bar song and they sing
along, encouraged.
Requires Music instrument
Ongoing, Song1 target
One Song may be active ata time. Stops if you takedamage.
Target is stunned as longas Song is active.
- ≥ 11
Song of Doom
You play an interweaving,contrapuntal melody thatforces your enemies into
hysterics.
Requires Music instrument
Ongoing, Song1 target
If used at the start of anEncounter, cancel onetrap.
- ≥ 8
Song ofForesight
You sing a song of folly andlessons learned.
Requires Music instrument
Ongoing, SongTargets all allies
One Song may be active ata time. Stops if you takedamage.
Starting next round, alliesdeal damage +1 whileactive.
- ≥ 16
Song ofHeroism
Your song reminds Explorers ofheroes from a past age.
Requires Music instrument
Music1 target
Target does not takedamage for a round.
- ≥ 10
Sostenuto
The notes ring out from yourinstrument and form a
protective aura around yourtarget.
Requires Music instrument
Effect1 target
Transfer a negativemodifier (stunned, on fire,etc) from one target toanother.
- ≥ 12
Transpose
An aura envelops your target;they grow emboldened as theirmisfortune becomes another's.
Requires Music instrument
EffectTargets self
Transfer HP betweenyourself and an ally.
- ≥ 8
DiminishedSeventh
The chord strengthens you anddiminishes another... or
perhaps the other way around.
Requires Music instrument
Ongoing, SongTargets all allies
One Song may be active ata time. Stops if you takedamage.
Prevents enemy surgeswhile active.
- ≥ 7
ObscureTechnique
Your instrument absorbssound; your enemies are
distracted from their plans.
Requires Music instrument
Projectile1 target
+1 damage to flyingtargets.
5 ≥ 14
Arc Shot
You aim upwards to accountfor distance.
Requires Ranged weapon
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Music
Ability
Ranged
Ability
OngoingTargets self
3 ≥ 8
Dodge
You nimbly move out of theway.
EffectTargets self
Play with another ability
+2 to the played ability'sroll.
--
Careful Aim
Take a deep breath and focuson the target...
Requires Ranged weapon
Ongoing1 target
Transfer the next damagedealt to you to anothertarget.
- ≥ 8
Distracting Shot
Your missile trips up the target,and directs them into someone
else.
Requires Ranged weapon
EffectTargets self
Play 2 abilities this round(not including this card).
--
Double Shot
You load up two shots and firethem at once.
Requires Ranged weapon
ProjectileUp to 2 targets
1 ≥ 5
Hasty Shots
Many of them miss, but a fewmake their mark.
Requires Ranged weapon
EffectTargets self
You may draw nextround's cards before theround starts.
- ≥ 6
Anticipate
You plan ahead and anticipateyour future options.
EffectTargets self
Draw 3 additional cardsnext round.
--
Sense the Wind
You draw back your weaponand consider additional
options.
Requires Ranged weapon
OngoingTargets self
While active, draw 1additional card per round.
2 ≥ 7
Nock
You reach into your quiver andpull out a few tricks.
Requires Ranged weapon
Poison1 target
Once per encounter.
Deal 1 Poison damage tothe target per round forrest of encounter.
2 ≥ 6
Poison Shot
This one's dipped in the poisonof a dangerous herb.
Requires Ranged weapon
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Direct1 target
6 ≥ 15
Precision Shot
Every enemy has a weak spot.You think you see one...
Requires Ranged weapon
Projectile1 target
Play with another ability
On success, deal RapidFire's damage then resolvethe played ability.
2 ≥ 12
Rapid Fire
The only solution: more arrows.
Requires Ranged weapon
EffectTargets self
Play with another ability
The played ability resolvestwice if it succeeds.
- ≥ 6
Reflex Shot
The target's surprise attack isanything but.
Requires Ranged weapon
Projectile1 target
On failure, take 2damage.
5 ≥ 8
Risky Shot
It's worth a shot.
Requires Ranged weapon
ProjectileUp to 2 targets
Once per encounter.
3 ≥ 8
Split Shot
You sight and fire; the shotbreaks in half and pierces both
targets.
Requires Ranged weapon
ProjectileUp to 3 targets
1 ≥ 8
Strafe
Run to cover. Shoot. Reload,and repeat.
Requires Ranged weapon
Direct1 target
You may hit a target thatis guarded.
4 ≥ 16
Lucky Shot
Obstacles are merelyinconveniences as you hit a tiny
target from a great distance.
Requires Ranged weapon
Projectile1 target
Once per encounter.
Draw an extra card nextround.
5 ≥ 8
Trick Shot
You glance one off the groundand up into your target.
Requires Ranged weapon
EffectTargets self
+4 to your next roll.
- ≥ 9
FocusedPerception
There's something off aboutyour enemy's armor...
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
Ranged
Ability
OngoingTargets self
2 ≥ 6
Withdraw
You fall back and catch yourbreath.
Projectile1 target
Play with another ability.
+1 damage bonus pertarget hit by playedability.
- ≥ 6
Hunter's Aim
You stand still and take aim.
Requires Ranged weapon
Projectile1 target
You take an additional 1damage next round.
3-
Point Blank
Getting so close is risky, butthere's no way you can miss.
Requires Ranged weapon
+1 Shield to abilities withShielding.
_____________
Destroy to protect theparty with a 5 Shield
ward.
Title
+1 damage when dealing________________damage.
_____________
Destroy to deal allenemies 3 ______________
damage.
Title
+1 damage to___________________enemies.
_____________
Destroy to cause all________________ to flee
battle.
Title
If below 4 Health at theend of an encounter, heal1 Health.
_____________
Destroy to heal youcompletely and remove all
negative effects.
Title
Any time your abilityleaves an enemy at 1Health, kill it.
_____________
Destroy to deal 1 target 1damage. If the target iskilled, instantly kill an
additional target.
Title
If you did not takedamage this round, drawand use 1 additionalability next round.
_____________
Destroy to refresh all ofyour once-per-encounter
abilities.
Title
Ranged
Ability
Ranged
Ability
Ranged
Ability
TitleTitleTitle
TitleTitleTitle
+1 to rolls while wieldinga two-handed weapon.
_____________
Destroy to automaticallycritical an ability. Must be
wielding a two-handedweapon.
Title
+1 damage while you arethe last party memberstanding.
_____________
Destroy to revive one allywith 5 Health.
Title
If you did not takedamage last round, deal 1target 1 damage.
_____________
Destroy to deal 1 targetdamage equal to your
remaining Health.
Title
When you overkill anenemy, any unuseddamage is dealt to thenext closest enemy.
_____________
Destroy to stun allenemies for a round.
Title
Basic attack: Draw untilyou find a multi-targetability. Use it on only 1target and get +5 to yourroll.
Focusing Crystal
The crystal is peculiarlyshaped.
1 hand Equipment 20 gold
Basic attack: Stun 1 targetfor 1 round.
Sapper Wand
Flecks of a dull metal adornthis wooden wand.
1 hand Equipment 20 gold
Basic attack: Create amystic haze, protectingyou from 2 damage thisround.
Mystic Orb
Arcane mist swirls inside aglassy sphere.
1 hand Equipment 20 gold
Basic attack: Gain divinefavor. Your next ability'srisk is reduced by 3.
Holy Rod
It's engraved with runes ofpiety.
1 hand Equipment 20 gold
Basic attack: Drain targetfor 1 Direct damage. Ifthey die, all enemies take1 Fear damage.
Necrotic Staff
Made of twisted dead woodand tipped with a blackened
gem.
1 hand Equipment 20 gold
TitleTitleTitle
TitleLootLoot
LootLootLoot
Basic attack: Chop targetfor 2 Melee damage.Double damage vsanimals and beasts.
Butcher's Knife
A time-tested meat mincer.
1 hand Equipment 20 gold
Basic attack: Light targeton fire, dealing 1 Firedamage per round for therest of the encounter.
Torch
A long branch with an endwrapped in tar-soaked cloth.
1 hand Equipment 20 gold
Basic attack: Negate anenemy modifier or effectfor one round.
Noble Longsword
The sword has a beautiful reliefengraving on the hilt.
1 hand Equipment 20 gold
Basic attack: Place aMelee ability under thiscard, or discard the pilebeneath this card andcause target 2 Meleedamage per carddiscarded.
Sledgehammer
The hefty stone head lendsitself readily to combat.
1 hand Equipment 20 gold
Basic attack: Gathermomentum; your nextability affects anadditional target.
War Hammer
A hammer arrayed with viciousspikes.
1 hand Equipment 20 gold
Basic attack: +2 to targetally's roll this round.
Pan Flute
Hewn roughly from a hollowedtwig.
1 hand Equipment 20 gold
Basic attack: Take a deepbreath - your next Musicability's effects aredoubled if it succeeds.
War Horn
Made from the horn of a largeanimal, carved, and belted in
brass.
1 hand Equipment 20 gold
Basic attack: Improve thetambourine by discarding5 gold; +5 to next ability'seffect.
Coin Tambourine
The metal disks look to berepurposed coins.
1 hand Equipment 20 gold
Basic attack: Mark theenemy. If you defeat itwith Music, gain an extraLoot.
Fat Lute
It's a lot wider than a regularlute.
1 hand Equipment 20 gold
LootLootLoot
LootLootLoot
LootLootLoot
Basic attack: Strengthenan active defensive abilityby 2.
Lyre
A sturdy, strung harp.
1 hand Equipment 20 gold
Basic attack: Throw yourjavelin to destroy a trap inplay. You must then spenda round retrieving yourJavelin or get it back afterbattle.
Javelin
A small and light spear forthrowing.
1 hand Equipment 20 gold
Basic attack: Throwknives, dealing 2 targets 1Ranged damage each.
Throwing Knives
Small, sharp, and deadly.
1 hand Equipment 20 gold
Basic attack: Reload; takea previously played "Onceper Encounter" card andput at the bottom of yourAbility deck.
Longbow
Crafted from fine wood, andtall as a man.
1 hand Equipment 20 gold
Basic attack: Draw the topcard of your ability deckand keep it for the nextround.
Wooden Crossbow
A standard-issue crossbowcommon to guards and militia.
1 hand Equipment 20 gold
Basic attack: Distract anenemy, drawing them to anew location or stunningthem for one round.
Slingshot
A child's toy, surprisinglyeffective in combat.
1 hand Equipment 20 gold
Single Use
3 Frost damage to allenemies.
Extinguish nearby fires.
Not usable during combat.
Enthalpy Trap
The apparatus is freezing to thetouch.
Loot 15 gold
Single Use
Heal a target 3 Health.
OR
Remove a negativemodifier or effect from atarget.
Combat Salve
A roll of slightly sticky gauze.
Loot 10 gold
Single Use
Stun all enemies for around.
OR
Draw enemies to aspecific location.
Flash Crystal
A small, black crystal roughlythe size of your fist.
Loot 15 gold
LootLootLoot
LootLootLoot
LootLootLoot
Single Use
Teleport your party to atown of your choice.
OR
Transport one objectinstantly to a specificperson.
Weystone
It's a porous stone, bearingcarved magical sigils.
Loot 25 gold
Single Use
+5 to any single roll.
Must be played beforerolling.
Lucky Charm
A small metal trinketenchanted with a god's luck.
Loot 20 gold
Single Use
Reduce chance ofdetection for 24 hours.
OR
Improve low-light visionfor 24 hours.
Blackbriar Reserve
This purple drink has a nice,sweet smell to it.
Loot 15 gold
Single Use
Drink to gain +1 onAbility rolls for 24 hours.
OR
Shatter on a target,causing it to take doubledamage from Fire.
Mead
It's a yellowish bottle of ahoney-like alcohol.
Loot 15 gold
Single Use
Spread on a wound toheal 3 Health.
OR
Drink to deal +1 damagefor the rest of theencounter.
Heroism Potion
The bottle is opaque, and itsmells strongly of urine. Hmm.
Loot 25 gold
Single Use
Revive a fallen target tohalf Health.
OR
Drink to becomeinvulnerable for twoRounds.
Elixir
A potent, electric blue drinkstrong enough to wake the
dead.
Loot 40 gold
Single Use
Your next ability deals +3poison damage.
OR
Deal 1 target 10 poisondamage if they areunaware of your presence.
Nightshade Extract
It's a bottle of yellowish liquid.Don't try to smell it.
Loot 15 gold
Single Use
Roll a D20.
If above 6, heal 3 Health.
Otherwise, randomly loseone of your senses for anhour.
Bargain Potion
Is it supposed to have littleflecks of stuff in it?
Loot 5 gold
Single Use
Roll a D20.
>15: Learn a new Ability.
10-15: Your next roll is a20.
<10: You feel ill. Suffer -1to all rolls next Encounter.
Mysterious Drug
Purchased from a sketchy streetvendor.
Loot 15 gold
LootLootLoot
LootLootLoot
LootLootLoot
Single Use
Drink to hold your breathfor 10 minutes.
OR
Throw to create anexplosion, dealing 2 Firedamage to 4 targets.
Oxidation Potion
Magically enchanted liquidoxygen.
Loot 10 gold
Single Use
Heal 5 Health.
OR
Use to placate a wildmeat-eating animal.
Venison
Salty and delicious.
Loot 10 gold
Single Use
Heal 2 Health.
OR
Throw to deal a target 1Projectile damage.
Hard Tack
It may taste like a used sock,but at least it's edible.
Loot 5 gold
Single Use
Heal 3 health.
OR
Shield a target from alldamage for a Round.
Protective Scroll
A magical scroll whose runesleap from the parchment and
surround the target.
Loot 5 gold
Single Use
Cancel one enemy surge.
OR
Cancel one trap that isbeing triggered.
Negation Scroll
The scroll contains a magicalincantation that halts an object
in its tracks.
Loot 15 gold
Single Use
Cast a fireball at 1 targetfor 3 Fire damage.
OR
Light three enemies onfire for 1 Fire damageeach.
Fireball Scroll
An ancient magical scrolldesigned to channel eldritch
fire.
Loot 10 gold
Single Use
Resurrect a fallen targetto 5HP.
If target is an enemy, theywill fight on your side.
Reanimation Scroll
You see sigils of death andnecromantic rituals described
on the scroll.
Loot 25 gold
Single Use
Learn a new Ability ofyour choice.
OR
Permanently discard allAbilities and learn sixnew ones.
Ability Scroll
Depicting heroes of the past,and holding a memory of their
skill.
Loot 25 gold
Single Use
Learn the enemy'sweakness. Your partydeals +1 damage to them.
OR
Learn the enemy's culture.Enemies of this type drop+1 Loot.
Tome of Lore
A dusty old tome, replete withhidden knowledge.
Loot 35 gold
LootLootLoot
LootLootLoot
LootLootLoot
Unlimited Use
Use to scale cliffs andbuildings, bind thingstogether, etc.
Sturdy Rope
A long, sturdy rope. Handy foradventuring.
Loot 5 gold
Single Use
Fully restore health in asingle night's rest.
OR
Render a targetunconscious for 8 hours.
Healing Draught
A great luxury for adventurersthat improves the quality of
sleep.
Loot 5 gold
Single Use
Consult the map fragmentto reveal a nearbylandmark.
Worn Map Fragment
The cartography is somewhatquestionable, but better than
nothing.
Loot 5 gold
Single Use
Your Abilities deal +1Fire, Frost, or Electricdamage for the rest of theEncounter.
Elemental Shards
These crystals are madeentirely of energy.
Loot 15 gold
Single Use
Open one lock.
OR
Break one lock, sealing itpermanently.
Locksmith's Kit
Just pointy enough to get thejob done.
Loot 5 gold
Single Use
Gaze into the stone toreveal a glimpse of thefuture.
Scrying Stone
It takes a keen eye to tell thisapart from a regular rock.
Loot 10 gold
Single Use
Stick the rod to a target.All Electrical damage isredirected to the target.
Lightning Rod
Magically enchanted to attractElectricity.
Loot 10 gold
Usable Once per Day
Once per day, heal ordamage one target to halfits maximum Health.
Balancing Gem
Single facets illuminate one at atime as you turn it in your
hand.
Loot 40 gold
Usable Once per Day
Once per day, transfer onetarget's negative modifieror effect to two othertargets.
Diffracting Gem
This gem splits nearby lightinto brilliant colors.
Loot 30 gold
LootLootLoot
LootLootLoot
LootLootLoot