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The adventurer's guide to printing
I. 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 and white, you'll get
nicer results on a color printer.
III. Make sure to print double-sided, and to set to document to
100% zoom.
IV. Cut the cards using a paper cutter. e more precise you are,
the easier they'll be to handle later.
V. 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+!
Blank page for printing purposes. Save paper by only printing pages 3+!
Arcane Ward Blizzard Arc Lightning
You strike your weapon on the ground; You twist the souls of the fallen into a
lightning lashes out. ery inferno. You give the enemy a swi knock.
You rip o a dead foe's limb and use it
Grab hold. Don't let go. as a club. It's time for them to die.
You clench your jaw and ght through
Keep swinging! the pain. You strike with great force.
Melee Melee Melee
An empowering 2/4 rhythm bolsters A quick, masterful interlude helps your
Surrounded? Not for long. your allies. party shed their wearyness.
An atonal chord helps distract your way
Music speaks louder than words. You energize your target with music. into the enemy's pockets.
Melee Melee Melee
Named by Don Edgecomb
As the last note fades into silence, your You coordinate the party's attacks
e music slows and quiets. target collapses. through song.
Your prose reminds them of their own
skill and prowess. A wall of sound slams into your enemy. You up the tempo - and the intensity.
Music Music Music
Named for Fribian
Reveille Shanty Song of Heroes
You reach into your quiver and pull out Getting so close is risky, but there's no
You stand still and take aim. a few tricks. way you can miss.
Ranged Ranged Ranged
Trick Shot Withdraw
≥ 9 ≥ 7
0 1 2 3 4 5 6 7 8 9 10 11 12
The Alcoholic Diplomat
1 Self
Starting abilities:
Success: Deal 3 damage. Success: Regain 3 health.
Shaken, not stirred.
3 Music
3 Melee
≥ 20: Damage 1 extra ≥ 20: Heal double health.
target.
≤ 1: Take 1 damage.
≤ 1: Take 3 damage.
You glance one o the ground and up
into your target. You fall back to catch your breath.
Ranged Ranged Ranged
Ranged Ranged
Named by Winston Avil
Adventurer
Ability Ability
The Magical Minstrel The Hungry Chef The Idealist Monk
Starting abilities: Starting abilities: Starting abilities:
3 Magic 3 Music 4 Melee
3 Music 3 Ranged 2 Magic
Armed with tales of luck beyond belief. Hell hath no fury like a hungry chef. Committed to right, even when it's wrong.
0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12
The Dutiful Soldier The Wild Hunter The Fretful Bard
Starting abilities: Starting abilities: Starting abilities:
6 Melee 4 Ranged 6 Music
2 Magic
Fighting for queen and country. An expert tracker, raised in the wild. A nervous, lovable oaf.
0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12
The Stealthy Recluse The Pack Rat The Befuddled Mage
Starting abilities: Starting abilities: Starting abilities:
6 Ranged 2 Ranged 6 Magic
2 Melee
2 Magic
Good at avoiding people and arrows alike. It's not hoarding, it's being prepared for anything. A strange individual, but an expert in the elements.
0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12 0 1 2 3 4 5 6 7 8 9 10 11 12
Adventurer Adventurer Adventurer
Named by Ross Flynn
Named by Devon Greatwolf
Footpad 10 Veteran 15 Nightblade 20
Tier I Bandit 9 Tier II Bandit 14 Tier III Bandit 19
8 13
+1 damage from +1 damage from Surge: All adventurers take double 18
7 12 17
Surge: Takes no damage from 6 Surge: e Veteran regains 4 health. 11 damage from enemies this round.
16
Melee abilities this round. 5 10 15
4
9 14
3
8 13
2
1 A wicked-looking scar streaks across their face. 7 eir dagger emits a so , pale glow. 12
eir weapon is kept in good repair.
0 0 1 2 3 4 5 6 0 1 2 3 4 5 6 7 8 9 10 11
Brigand 10 Rogue 14 Quartermaster 18
Tier I Bandit 9 Tier II Bandit 13 Tier II Bandit 17
8 12
+1 damage from +1 damage from Surge: Draw a tier 1 loot and place 16
7 11 15
Surge: -2 to all rolls this round. 6 Surge: All adventurers with at least 10 it under this card (max two). You
5 one loot take 2 damage. receive this loot if you are victorious. 14
9 13
4
8 12
3
7 11
2
1 Uncannily fast on their feet. 6 No law is going to stop them. 10
Frequently ambushes traveling merchants.
0 0 1 2 3 4 5 0 1 2 3 4 5 6 7 8 9
Thief 8 Archer 8 Highwayman 16
Tier I Bandit 7 Tier I Bandit 7 Tier II Bandit 15
6 6 14
Surge: e party must discard one +1 damage from +1 damage from
5 5 13
loot or all adventurers take 2 damage. Surge: All adventurers with the Surge: All adventurers must discard 12
4 4
3 most health take 2 damage. 3 one loot if they have any. 11
2 2 10
1 1 9
0 0 O seen eeing on horseback with your Loot. 8
De nitely a shady character. A bow-wielding sco aw.
0 1 2 3 4 5 6 7
0 29 0 29 0 29
1 28 1 28 1 28
2 Bandit 27 2 Bandit 27 2 Bandit 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 III 21 8 II 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Bandit 27 2 Bandit 27 2 Bandit 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 II 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Bandit 27 2 Bandit 27 2 Bandit 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
Wild Wolf 8 Wolfman 16 Giant Rat 15
Tier I Beast 7 Tier II Beast 15 Tier III Beast 14
6 14
+1 damage from +1 damage from Surge: All adventurers must discard 13
5 13 12
Surge: All adventurers roll a die. -2 damage from one loot if they have any.
4 12 11
e lowest roll takes 4 damage. 3 Surge: All adventurers take damage 11 10
2 equal to number of wolves in play. 10 9
1 9 8
0 Half man, half wolf. Fully fearsome in combat. 8 A rodent of unusual size! 7
Wolves hardly ever travel alone...
0 1 2 3 4 5 6 7 0 1 2 3 4 5 6
Aspic Viper 6 Spider 9 Dire Wolf 17
Tier I Beast 5 Tier I Beast 8 Tier II Beast 16
4 7 15
Surge: Any adventurers that attack +1 damage from +1 damage from
3 6 14
the Aspic Viper this round take 4 -2 damage from -2 damage from
2 5 13
damage.
1 Surge: All Magic abilities deal 2 less 4 Surge: All adventurers who played 12
0 damage this round. 3 Melee abilities this round take 2 11
2 damage. 10
1 An apex predator and leader of its pack. 9
A broad, triangular headed, poisonous serpent. A hairy black arachnid, big as a buckler shield. 0 0 1 2 3 4 5 6 7 8
Captain 22 Wild Bear 10 Giant Spider 14
Tier IV Bandit 21 Tier I Beast 9 Tier II Beast 13
20 8 12
-2 damage from +1 damage from 7 +1 damage from
19 11
Surge: Add one random tier 1 18 Surge: All adventurers roll a die. 6 Surge: All adventurers take damage 10
Bandit to combat and update the tier 17 e lowest roll takes 2 damage. 5 equal to the number of spiders in play. 9
sum. 16
4
8
3
15 7
2
eir position was earned through treachery. 14 1 e size of a horse, and much less agreeable. 6
A cave-dwelling beast with shaggy fur.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 0 0 1 2 3 4 5
0 29 0 29 0 29
1 28 1 28 1 28
2 Beast 27 2 Beast 27 2 Beast 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 III 21 8 II 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Beast 27 2 Beast 27 2 Beast 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Beast 27 2 Beast 27 2 Bandit 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 IV 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
Imp 7 Magic Mushroom 6 Duergar 14
Tier I Fae 6 Tier I Fae 5 Tier II Fae 13
5 4 12
+1 damage from +1 damage from +1 damage from
4 3 11
-2 damage from 3 Surge: -4 to all rolls this round. 2 -2 damage from 10
Surge: is round, all Melee 2 1 Surge: All Magic this round also 9
damage is Magic instead. 1 0 target the adventurer using it. 8
0 7
A Dwarf corrupted by dark energies. 6
A tiny winged green person with razor teeth. Tendrilous, purple, and emitting a sickly smell.
0 1 2 3 4 5
Troll 26 Bluecap Faery 6 Void Imp 13
Tier IV Beast 25 Tier I Fae 5 Tier II Fae 12
24 4 11
Surge: e Troll regains 6 health. +1 damage from +1 damage from
23 3 10
22 -2 damage from 2 -2 damage from 9
21 Surge: is round, all Melee 1 Surge: All adventurers take 1 8
0 damage is Magic instead. damage. e Void Imp regains health 7
20 0
1 19 equal to the total damage taken. 6
2
Chips on its tusks are all that's le of past foes. 18 Its eyes are black pits; it beckons with a claw. 5
3 A ying faery, prone to bursting into blue re.
4 5 6 7 8 9 10 11 12 13 14 15 16 17 0 1 2 3 4
Bear Matriarch 20 Korrigan Elf 7 Will o' the Wisp 6
Tier III Beast 19 Tier I Fae 6 Tier I Fae 5
Surge: All adventurers with any 18 5 4
Surge: Takes no damage from +1 damage from
Melee 17 4 3
abilities this round. Surge: All allies and enemies take 3
16 3 2
or Ranged abilities in their decks damage, including the Wisp.
take 2 damage. 15 2 1
14 1 0
13 0
It won't hesitate to rip apart what seems edible. 12
A hook-nosed creature with ill intent. A phosphorescent orb, gently oating.
0 1 2 3 4 5 6 7 8 9 10 11
0 29 0 29 0 29
1 28 1 28 1 28
2 Fae 27 2 Fae 27 2 Fae 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 I 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Fae 27 2 Fae 27 2 Beast 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 IV 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Fae 27 2 Fae 27 2 Beast 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 I 21 8 I 21 8 III 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
Rift Walker 20 Floating Skull 8 Skeleton Swordsman 15
Tier IV Fae 19 Tier I Undead 7 Tier II Undead 14
-2 damage from all sources 18 6 13
+1 damage from +1 damage from
17 5 12
Surge: Damage dealt by adventurers Surge: If dead, revive to ½ health. Surge: Regains 1 health for each
16 4 11
this round is also dealt to themselves. Undead in play (alive and dead).
15 3 10
14 2 9
13 1 8
Reality warps around a being made of energy. 12 0 A reanimated skeleton, trained in deadly arts. 7
A shrieking, bodiless skull trailing a blue haze.
0 1 2 3 4 5 6 7 8 9 10 11 0 1 2 3 4 5 6
Shapeshifter 10 Skeletal Rat 6 Undead Viking 12
Tier III Fae 9 Tier I Undead 5 Tier II Undead 11
8 4 10
-2 damage from Surge: If dead, revive to ½ health. +1 damage from
7 3 9
Surge: Put a random tier 1 Beast on 6 2 Surge: If dead, revive to ½ health. 8
top of the Shapeshi er, updating the 5 1 7
combat tier. Once reduced to 0 health, 4
0 6
resume ghting the Shapeshi er. 3
5
2
1 A erce adventurer, back from the dead. 4
Its form de es explanation. An eerie blue mist shrouds a dead rat's bones.
0 0 1 2 3
Satyr 20 Zombie Hand 6 Zombie 8
Tier III Fae 19 Tier I Undead 5 Tier I Undead 7
18 4 6
Surge: All adventurers roll a die. Surge: If dead, revive to ½ health. +1 damage from
17 3 5
e lowest roller(s) next roll is Surge: If dead, revive to ½ health.
16 2 4
automatically a = 1.
15 1 3
14 0 2
13 1
A red-haired, goat-hooved magical creature. 12 0
A dessicated hand scuttles towards you. It's missing some important body parts.
0 1 2 3 4 5 6 7 8 9 10 11
0 29 0 29 0 29
1 28 1 28 1 28
2 Undead 27 2 Undead 27 2 Fae 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 IV 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Undead 27 2 Undead 27 2 Fae 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 II 21 8 I 21 8 III 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29 0 29
1 28 1 28 1 28
2 Undead 27 2 Undead 27 2 Fae 27
3 26 3 26 3 26
4 25 4 25 4 25
5 24 5 24 5 24
6 23 6 23 6 23
7 22 7 22 7 22
8 I 21 8 I 21 8 III 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
this round.
Surge: Not immune to damage for
Immune to damage
Tier II Undead
Wight
equal to the total damage taken.
damage. e Vampire regains health 19
Surge: All adventurers take 1
Tier III Undead
Vampire
and dead).
damage for each Undead in play (alive 15
Surge: All adventurers take 1
Tier III Undead
Skeleton Mage
Caped, fanged, and very fond of blood.
Once a wizard, now a husk of rage and magic.
e Wight stays hidden until ready to strike.
0 1 2 3 4 5 6 7 8 9 10 11 12 13
0 1 2 3 4 5 6 7 8 9
22
18
14
15
16
17
18
20
21
10
11
12
13
14
16
17
6
0
1
2
3
4
5
Health / regain health Health / regain health
sum.
Undead to combat and update the tier 15
Surge: Add one random tier 1
-2 damage from
Tier IV Undead
Lich
Death is just inconvenience for this bound soul.
A D20 die roll A D20 die roll
Unique target(s) Unique target(s)
Damage / attack Damage / attack
0 1 2 3 4 5 6 7 8 9 10 11
Melee abilities Melee abilities
Ranged abilities Ranged abilities
Magic abilities Magic abilities
Music abilities Music abilities
Drawing / playing cards Drawing / playing cards
I/II/III/IV Tier I/II/III/IV Tier
20
12
13
14
16
17
18
19
Helper
Helper
7 22
8 III 21
9 10 11 12 13 14 15 16 17 18 19 20
0 29
1 28
2 Undead 27
3 26
4 25
5 24
6 23
Helper
Helper 7 22
8 III 21
9 10 11 12 13 14 15 16 17 18 19 20
0 29 0 29
1 28 1 28
2 Undead 27 2 Undead 27
3 26 3 26
4 25 4 25
5 24 5 24
6 23 6 23
Helper
7 22 7 22
8 IV 21 8 II 21
9 10 11 12 13 14 15 16 17 18 19 20 9 10 11 12 13 14 15 16 17 18 19 20
Ice Shard Lucky Charm
Health / regain health
Single use Single use
A D20 die roll
Use anytime Use anytime
Unique target(s)
Deal 1 target 3 Magic +4 to your next roll.
Damage / attack
damage.
Melee abilities
Ranged abilities
Magic abilities
Music abilities
Drawing / playing cards
I/II/III/IV Tier A stamped metal trinket
A dangerously sharp icicle. enchanted with a god's luck.
Enchanted strings produce a It may taste like an old sock, but
stunningly beautiful melody. Salty and delicious. at least it's edible.
Loot Loot Helper
I I
I I I
I I I
Ancient Rune Fireball Scroll Energy Shard
Single use Single use Single use
Use anytime Use anytime Use anytime
You suddenly have this strange A metal rod enchanted to attract
feeling of déjà vu... See through disguise and armor. magic energy.
I I I
I I I
II II I
Heroism Potion Nightshade Mysterious Drug
Single use Single use Single use
Use anytime Use anytime Use anytime
e math doesn't really work
A magical incantation that halts out, but you feel oddly con dent magical mist swirls inside the
an object in its tracks. about it. looking glass.
II II II
II II II
III II II
Named by Uriah Brown
Magical Bauble Diffracting Gem Elixir
Single use Single use Single use
Use anytime Use anytime Use anytime
Balancing Gem
Single use
Use anytime
Reduce or regain 1 target
to half health.
Single facets illuminate one at a
time as you turn it in your hand.
Loot Loot Loot
Loot
III