TEXT: Expedition: The Roleplaying Card Game
  The adventurer's guide to printing
  Before you begin: Many printers (especially
  consumer printers) don't handle front-back alignment
  well. You may end up with up to a 1/8" offset between
  the front and back of cards. If you think this will bug
  you, you can buy a professionally printed full-color copy
  at ExpeditionGame.com/store for just $30.
  I. Download this PDF and take it to your local print shop.
  II. Have it printed on heavy white cardstock (ideally 80-
  pound or heavier).
  III. Make sure to print double-sided, and to set to document
  to 100% zoom.
  IV. Cut the cards using a paper cutter. The more precise you
  are, the easier they'll be to handle later.
  V. Secure your cards with a box or rubber band.
  VI. Accessories: You'll need at least a dozen tracking clips
  (such as paper clips) and a d20 die.
  VII. Rules: All of the rules are in the app! Get it for web,
  Android and iOS at ExpeditionGame.com/app
  VIII. That's all it takes - now prepare to adventure!
  
  Save paper by printing pages 3+.
  Terms of Use
  We hope you enjoy your adventures!
  Expedition is free to use under the Creative Commons BY-NC-SA 4.0 license. You can read more about
  the license at http://creativecommons.org/licenses/by-nc-sa/4.0/.
  These are the terms of the copyright:
  Attribution: You must give appropriate credit, provide a link to the license, and indicate if changes
  were made. You may do so in any reasonable manner, but not in any way that suggests the licensor
  endorses you or your use.
  NonCommercial: You may not use the material for commercial purposes.
  ShareAlike: If you remix, transform, or build upon the material, you must distribute your
  contributions under the same license as the original.
  You must also comply with the Laws of Man and Nature. Do not use any form of this game for nefarious
  purposes like libel, slander, copyright infringement or harassment. If you break the law and get in
  trouble for it, Expedition is free of all liability.
  
  Arcane Ward
   ≥ 7
   All adventurers
  Success: You regain 2 health.
  All other adventurers regain
  1 health.
   ≥ 20: Heal double health.
   ≤ 1: Enemies regain 1 health.
  Blizzard
   ≥ 5
   Everything
  Success: Deal 1 damage to all
  adventurers and enemies.
   ≥ 20: Deal double damage.
   ≤ 1: Only damage adventurers.
  Arc Lightning
   ≥ 8
   1
  Success: Deal 2 damage.
  You may play Arc Lightning on a
  new target not yet targeted by Arc
  Lightning this round.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Channel
   ≥ 10
   Self
  Success: Play two abilities
  from your hand.
   ≥ 20: +2 to both rolls.
   < 10: Draw one fewer abilities
  next round.
  Clone
   ≥ 5
   1 adventurer
  Success: The target plays their
  first ability one extra time.
   ≥ 20: Target 1 extra target.
   ≤ 1: Take damage equal to the
  sum of the enemy tier.
  Cold Snap
   ≥ 8
   1
  Success: Deal 2 damage. The
  target takes 1 extra damage from
  all other abilities this round.
   ≥ 20: Deal 2 extra damage.
   ≤ 1: Take 3 damage.
  Defensive Ward
   ≥ 10
   All adventurers
  Success: Enemies deal half
  damage this round (rounded
  down).
   ≥ 20: Enemies deal no
  damage this round.
   ≤ 1: Enemies take no damage
  this round.
  Ray Burn
   ≥ 11
   1
  Success: Deal 2 damage. The
  target takes 2 extra damage from
  all other abilities this round.
   ≥ 20: Deal 2 extra damage.
   ≤ 1: Take 4 damage.
  Fireball
   ≥ 11
   2
  Success: Deal 3 damage.
   ≥ 20: Deal double damage.
   < 11: Take 2 damage.
  A totem rises from the ground, lending
  strength to your allies.
  With a breath of cold, you summon a
  fierce snow storm.
  Lightning leaps from your weapon to
  your enemy, then to another...
  You focus your arcane knowledge,
  unleashing a blast of magic.
  The air shimmers in anticipation as a
  form splits in two.
  You summon a biting frost that freezes
  your enemy.
  You raise both hands, producing a
  protective blue mist.
  Time to bring on the heat.
  You conjure a ball of searing flame and
  hurl it at your enemies.
  
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  
  Frost Funnel
   ≥ 9
   2
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Healing Mist
   ≥ 8
   All adventurers
  Success: Adventurers regain 2
  health.
   ≥ 20: Heal double health.
   ≤ 1: Enemies regain 2 health.
  Ice Shard
   ≥ 7
   1
  Success: Deal 3 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Ignite
   ≥ 6
   1
  Success: The target takes 2
  extra damage from all other
  abilities this round. If they take
  no damage this round, they take 1
  damage.
   ≥ 20: Double extra damage.
   ≤ 1: Take 2 damage.
  Imbue
   ≥ 7
   1 adventurer
  Success: +5 to target's first roll
  this round.
   ≥ 20: Apply to 1 extra target.
   ≤ 1: -5 to your next roll.
  Lightning Bolt
   ≥ 10
   1
  Success: Deal 4 damage.
   ≥ 20: The target first takes
  Magic damage equal to ½ its
  current health.
   ≤ 1: Take 4 damage.
  Magic Missile
   ≥ 5
   1
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 1 damage.
  Phase Weapon
   ≥ 7
   1
  Success: Deal 2 damage of the
  class of your choice.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Phase Shift
   ≥ 8
   1
  Success: Regain 2 health and
  deal 1 damage for each ability
  type in your hand.
   ≥ 20: Heal double health.
   ≤ 1: An enemy of your choice
  regains 3 health.
  You transfer heat energy from one place
  to another.
  A thin layer of mist encrusts your allies'
  open wounds.
  Shards of ice materialize and speed
  towards your target.
  You materialize flames and focus them
  onto a single point.
  You capture the elements in your mind
  and draw them into cold steel.
  You call down a bolt of pure electrical
  energy from above.
  A many-hued orb of light rockets
  toward the target.
  You conjure a weapon to attack your
  target's weak point.
  Light bends around you as you step
  firmly into another astral plane.
  
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  Magic
  Ability
  
  Shockwave
   ≥ 12
   All enemies
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   < 12: All allies and enemies
  take 1 Magic damage.
  Soul Fire
   ≥ 10
   1
  Success: Deal 1 damage, plus 1
  damage for each enemy and
  adventurer at 0 health.
   ≥ 20: Deal double damage.
   ≤ 1: You take the damage.
  Bash
   ≥ 7
   1
  Success: Deal 3 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Berserk
   ≥ 8
   Self
  Success: Next round, deal and
  take double damage.
   ≥ 20: Take half damage.
   ≤ 1: Deal damage as normal,
  but take double damage.
  Blood Rage
   ≥ 6
   Self
  Success: Play one ability from
  your hand.
  Double its effects if you are at or
  below ½ health.
   ≥ 20: Play the ability twice.
   ≤ 1: You take double damage
  this round.
  Bloodlust
   ≥ Your health
   1
  Success: Deal 4 damage. Do
  not resolve failure if at 1 health.
   ≥ 20: Deal double damage.
   ≤ 1: Take 4 damage.
  Charge
   ≥ 9
   1
  Success: Deal 5 damage.
   ≥ 20: Deal double damage.
   < 9: Take 3 damage.
  Counter Attack
   ≥ 8
   1
  Success: Deal damage equal to
  the damage you take from
  enemies this round (not including
  surge, before reductions).
   ≥ 20: Deal double damage.
   ≤ 1: You take double damage
  this round.
  Desperation
   ≥ 9
   1
  Success: Deal damage equal to
  one plus your maximum health
  minus your current health.
   ≥ 20: Deal double damage.
   ≤ 1: Lose half your current
  health (round up).
  You strike your weapon on the ground;
  lightning lashes out.
  You twist the souls of the fallen into a
  fiery inferno.
  You give the enemy a swift knock.
  If you're going to die tonight, then so
  are they.
  Your fury is so great, you ignore the
  end of your turn.
  Make them feel your pain.
  No one lives forever!
  Each of their attacks is an opportunity
  to strike back.
  The pain only makes you stronger.
  
  Magic
  Ability
  Magic
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  
  Feint
   ≥ 6
   1
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   < 6: Take 1 damage.
  Follow Up
   ≥ 6
   Self
  Success: Resolve another
  ability from your hand as 
   =
  15.
   ≥ 20: Resolve it as 
   = 20.
   < 6: Take 4 damage.
  Give and Take
   ≥ 8
   1
  Success: Take damage up to
  your current health (cannot be
  reduced). Deal that plus 1 as
  Melee damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Grapple
   ≥ 5
   1
  Success: Deal 4 damage and
  take 2 damage.
   ≥ 20: Deal double damage.
   < 5: Take 2 damage.
  Meat Club
   ≥ 7
   1
  Success: Deal 2 damage.
  Double damage if at least one
  enemy or adventurer is at 0
  health.
   ≥ 20: Deal double damage.
   ≤ 1: Take 5 damage.
  Press Forward
   ≥ Your health
   1
  Success: Deal 1 damage and
  play an ability from your hand.
  Do not resolve failure if
  at 1 health.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Pummel
   ≥ 10
   1
  Success: Deal 3 damage. If the
  target is below ½ health, deal 2
  extra damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Rage
   ≥ 6
   1
  Success: Deal 8 damage and
  take 3 damage.
   ≥ 20: Deal double damage.
   < 6: Take 3 damage.
  Rending Strike
   ≥ Target's health
   1
  Success: Deal 2 damage.
  Do not resolve failure if target
  is at 1 health.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Be where the enemy's blade isn't.
  The enemy is off balance - quick,
  attack!
  Their attack creates an opening.
  Grab hold. Don't let go.
  You rip off a dead foe's limb and use it
  as a club.
  It's time for them to die.
  Keep swinging!
  You clench your jaw and fight through
  the pain.
  You strike with great force.
  
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  
  Slam
   ≥ 8
   1
  Success: Deal 2 damage.
   ≥ 20: The target first takes
  Melee damage equal to ½ its
  current health.
   ≤ 1: Take 2 damage.
  Split Strike
   ≥ 10
   2
  Success: Deal 2 damage.
  If Split Strike reduces a target to
  0 health, you may take 2 damage
  to resolve it again without rolling.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Sharpened Edge
   ≥ 9
   1
  Success: Deal 3 damage.
  If Sharpened Edge reduces a
  target to 0 health, you may deal 3
  Melee damage to an extra target.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Whirlwind
   ≥ 7
   3
  Success: Deal 3 damage to
  each target and take 2 damage.
   ≥ 20: Deal double damage to
  targets.
   < 7: Take 3 damage.
  Battle March
   ≥ 10
   All adventurers
  Success: Enemies deal 5 less
  damage this round.
   ≥ 20: Also, adventurers deal 1
  extra damage this round.
   ≤ 1: Enemies take no damage
  this round.
  Cadenza
   ≥ 7
   All adventurers
  Success: Adventurers who deal
  enemies damage this round regain
  4 health. If no adventurers deal
  damage this round, you regain
  2 health.
   ≥ 20: Heal double health.
   ≤ 1: Enemies regain 3 health.
  Charm
   ≥ Target's health
   1
  Success: The target takes 2
  extra damage from all other
  abilities this round. If they take
  no damage this round, deal them
  damage equal to their tier.
   ≥ 20: Increase extra damage
  to 4.
   ≤ 1: Take 2 damage.
  Crescendo
   ≥ 7
   1
  Success: One of the target's
  abilities affects 2 extra targets. If
  their ability fails, they instead
  gain +2 to their next roll.
   ≥ 20: Increase extra affected
  targets to 3.
   ≤ 1: Trigger an enemy surge.
  Tritone
   ≥ 10
   Self
  Success: Draw a tier 1 loot.
   ≥ 20: Draw one extra tier 1
  loot.
   < 10: If you have any tier 1
  loot, you must discard one.
  Crush your target into the ground!
  Two attacks are better than one.
  Swing once, kill twice.
  Surrounded? Not for long.
  An empowering 2/4 rhythm bolsters
  your allies.
  A quick, masterful interlude helps your
  party shed their weariness.
  Music speaks louder than words.
  You energize your target with music.
  An atonal chord helps distract your
  way into the enemy's pockets.
  
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Melee
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  
  Diminuendo
   ≥ 7
   All adventurers
  Success: Adventurers at 1 or
  more health cannot go below 1
  health this round. If no adventurer
  ends the round at 1 health,
  enemies deal 1 less damage this
  round.
   ≥ 20: Adventurers also take
  no damage this round.
   ≤ 1: All adventurers take
  1 damage.
  Finale
   ≥ 10
   1
  Success: Deal 6 damage to a
  target with 6 or less health.
   ≥ 20: Choose 1 extra target
  for this ability.
   ≤ 1: Take 2 damage.
  Harmony
   ≥ 10
   All adventurers
  Success: Adventurers may
  choose what type of damage their
  abilities deal this round. If no
  other adventurer deals damage
  this round, deal 1 target 1
  damage.
   ≥ 20: Also, adventurers deal 1
  extra damage this round.
   ≤ 1: All adventurers take
  1 damage.
  Limerick
   ≥ 9
   All adventurers
  Success: Other adventurers
  gain +2 to their first roll this
  round AND deal 1 target 1
  damage.
   ≥ 20: Extra +2 to roll.
   ≤ 1: Adventurers suffer -2 to
  their next roll.
  Cadence
   ≥ 6
   1
  Success: Increase damage dealt
  by the target this round by 3 OR
  allow target's ability to affect one
  additional target.
   ≥ 20: Additionally, +4 to
  target's next roll.
   ≤ 1: All adventurers take
  1 damage.
  Pizzicato
   ≥ 7
   1
  Success: Deal damage equal to
  the damage you take from
  enemies this round (not including
  surge, before reductions).
   ≥ 20: Deal double damage.
   ≤ 1: You take double damage
  this round.
  Poem of Vigor
   ≥ 6
   1 adventurer
  Success: The target may play
  one extra ability from their hand.
   ≥ 20: +4 to target's roll.
   ≤ 1: The target cannot play
  any abilities next round.
  Killer Solo
   ≥ 5
   1
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Accelerando
   ≥ 7
   All adventurers
  Success: Resolve a loot twice
  OR draw, play and discard a tier 1
  loot.
   ≥ 20: You may resolve the
  loot up to three times.
   ≤ 1: Loot cannot be used
  this round.
  The music slows and quiets.
  As the last note fades into silence, your
  target collapses.
  You coordinate the party's attacks
  through song.
  You improvise a bawdy poem about the
  enemy; your party laughs.
  You resolve the measure beautifully,
  inspiring your target.
  A run of sharp, percussive notes turns
  your enemies on each other.
  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
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  
  Reveille
   ≥ 12
   1 adventurer
  Success: The target regains
  6 health.
   ≥ 20: The target regains all
  missing health.
   ≤ 1: The target takes 3
  damage.
  Shanty
   ≥ 7
   All adventurers
  Success: Adventurers regain
  2 health.
   ≥ 20: Heal double health.
   ≤ 1: Enemies regain 2 health.
  Song of Heroes
   ≥ 9
   All adventurers
  Success: Adventurers deal 1
  extra damage and gain +1 to all
  rolls this round.
   ≥ 20: Increase extra damage
  and roll boost to 2.
   ≤ 1: All adventurers take
  1 damage.
  Song of Silence
   ≥ 8
   All enemies
  Success: Enemies deal 3 less
  damage this round.
   ≥ 20: Also, adventurers
  regain 2 health.
   ≤ 1: Adventurers deal 4 less
  damage this round.
  Sostenuto
   ≥ 5
   1
  Success: The target takes no
  damage this round.
   ≥ 20: Adventurers take no
  damage this round.
   ≤ 1: You take double damage
  this round.
  Transpose
   ≥ 7
   1
  Success: Use a loot's combat
  effect once without discarding it
  OR draw, play and discard a tier 1
  loot.
   ≥ 20: You may use two loot
  once without discarding them.
   ≤ 1: You must discard one loot
  or take 2 damage.
  Anticipate
   ≥ 8
   Self
  Success: Place this card on an
  enemy. The next time it surges,
  adventurers may resolve their
  abilities before the surge.
   ≥ 20: You may also play an
  additional ability next round.
   ≤ 1: Only draw one ability
  next round.
  Arc Shot
   ≥ 8
   1
  Success: Deal 3 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Careful Aim
   ≥ 10
   Self
  Success: Play an ability from
  your hand. Add +5 to your roll.
   ≥ 20: Resolve that ability
  as 
   = 20.
   ≤ 1: Resolve that ability
  as 
   = 1.
  You play a rousing tune that invigorates
  your target.
  You belt out a popular bar song and
  they sing along, encouraged.
  Your song reminds your party of heroes
  from a past age.
  Your song abruptly ends. Your targets
  are unnerved.
  Your music rings out, forming a
  protective aura around the target.
  A musical aura enshrouds the item; a
  duplicate appears in its place.
  You observe the past to anticipate the
  future.
  You aim upwards, adjusting for
  distance and wind.
  You take a deep breath and focus on the
  target...
  
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Music
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  
  Crippling Shot
   ≥ 8
   1
  Success: Deal 2 damage. The
  target takes 1 extra damage from
  all other abilities this round.
   ≥ 20: Deal double damage.
   ≤ 1: Take 3 damage.
  Signal Shot
   ≥ 9
   1
  Success: All damage enemies
  would deal you this round (before
  reductions) is instead dealt
  to the target.
   ≥ 20: Deal double damage.
   ≤ 1: All damage other
  adventurers would take this round
  is instead dealt to you.
  Dodge Attack
   ≥ 8
   1
  Success: Deal 1 damage and
  take no damage this round.
   ≥ 20: Deal 3 damage.
   ≤ 1: Take 2 damage.
  Flaming Arrow
   ≥ 9
   1
  Success: Deal 4 damage.
  If the target has 1 health
  remaining after Flaming Arrow,
  deal 1 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 4 damage.
  Focused Gaze
   ≥ 4
   Self
  Success: +4 to your next roll.
   ≥ 20: Extra +4 to roll.
   ≤ 1: -4 to your next roll.
  Hasty Shots
   ≥ 5
   2
  Success: Deal 1 damage.
   ≥ 20: Deal double damage.
   < 5: Take 1 damage.
  Still Aim
   ≥ 7
   1
  Success: Deal damage equal to
  the target's tier.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Nock
   ≥ 6
   Self
  Success: Regain 2 health and
  draw one extra ability next round.
   ≥ 20: Heal double health.
   ≤ 1: Draw one fewer abilities
  next round.
  Point Blank
   ≥ 6
   1
  Success: Deal 3 damage. Take
  2 damage each time another
  adventurer damages the target this
  round.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  You fire an arrow with serrated edges,
  designed to maim.
  Your missile draws the enemy gaze...
  and their weapons.
  You nimbly move out of the way after
  getting one last hit in.
  Your fired arrow is on fire.
  There's something off about your
  enemy's armor...
  Many of them miss, but a few make
  their mark.
  You stand still and take aim.
  You reach into your quiver and pull out
  a few tricks.
  Getting so close is risky, but there's no
  way you can miss.
  
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  
  Precision Shot
   ≥ 11
   1
  Success: Deal 5 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 5 damage.
  Rapid Fire
   ≥ 7
   1
  Success: Deal 2 damage and
  play an ability from your hand.
   ≥ 20: Play that ability twice.
   ≤ 1: Take 2 damage.
  Reflex
   ≥ 7
   1
  Success: Deal 2 damage.
  The next time the target is
  damaged this round, play the top
  card of your ability deck.
   ≥ 20: Resolve Reflex again.
   ≤ 1: Draw two fewer abilities
  next round.
  Long Shot
   ≥ 11
   1
  Success: Deal 5 damage.
   ≥ 20: Deal double damage.
   < 11: Take 2 damage.
  Sense the Wind
   ≥ 6
   Self
  Success: Draw and play an
  extra ability next round.
   ≥ 20: Also add +4 to your
  next roll.
   ≤ 1: You cannot play abilities
  next round.
  Split Shot
   ≥ 9
   2
  Success: Deal 2 damage.
   ≥ 20: Deal double damage.
   ≤ 1: Take 2 damage.
  Trick Shot
   ≥ 9
   1
  Success: Deal 3 damage.
   ≥ 20: Damage 1 extra target.
   ≤ 1: Take 3 damage.
  Withdraw
   ≥ 7
   Self
  Success: Regain 3 health.
   ≥ 20: Heal double health.
   ≤ 1: Take 1 damage.
  The Alcoholic Diplomat
  Starting Abilities:
  3 Music
  3 Melee
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Shaken, not stirred.
  Every enemy has a weak spot. You think
  you see one...
  The only solution: more arrows.
  You react with lightning reflexes.
  It's worth a shot.
  You draw back your weapon and
  consider additional options.
  You sight and fire; the shot breaks in
  half and pierces both targets.
  You glance one off the ground and up
  into your target.
  You fall back to catch your breath.
  
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Ranged
  Ability
  Adventurer
  
  The Stealthy Recluse
  Starting Abilities:
  6 Ranged
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Good at avoiding people and arrows alike.
  The Dutiful Soldier
  Starting Abilities:
  6 Melee
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Fighting for queen and country.
  The Magical Minstrel
  Starting Abilities:
  3 Magic
  3 Music
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Armed with tales of luck beyond belief.
  The Pack Rat
  Starting Abilities:
  2 Ranged
  2 Melee
  2 Magic
  0 1 2 3 4 5 6 7 8 9 10 11 12
  It's not hoarding, it's being prepared for anything.
  The Wild Hunter
  Starting Abilities:
  4 Ranged
  2 Magic
  0 1 2 3 4 5 6 7 8 9 10 11 12
  An expert tracker, raised in the wild.
  The Hungry Chef
  Starting Abilities:
  3 Music
  3 Ranged
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Hell hath no fury like a hungry chef.
  The Befuddled Mage
  Starting Abilities:
  6 Magic
  0 1 2 3 4 5 6 7 8 9 10 11 12
  A strange individual, but an expert in the elements.
  The Fretful Bard
  Starting Abilities:
  6 Music
  0 1 2 3 4 5 6 7 8 9 10 11 12
  A nervous, lovable oaf.
  The Idealist Monk
  Starting Abilities:
  4 Melee
  2 Magic
  0 1 2 3 4 5 6 7 8 9 10 11 12
  Committed to right, even when it's wrong.
  
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  
  Thief
   8
  Tier Bandit I
  Surge: The party must discard one loot or
  all adventurers take 2 damage.
  7
  6
  5
  4
  3
  2
  1
  0
  Definitely a shady character.
  Brigand
   10
  Tier Bandit I
  +1 damage from 
  Surge: -2 to all rolls this round.
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Frequently ambushes traveling merchants.
  Footpad
   10
  Tier Bandit I
  +1 damage from 
  Surge: Takes no damage from Melee
  abilities this round.
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Their weapon is kept in good repair.
  Archer
   8
  Tier Bandit I
  +1 damage from 
  Surge: All adventurers with the most
  health take 2 damage.
  7
  6
  5
  4
  3
  2
  1
  0
  A bow-wielding scofflaw.
  Rogue
   14
  Tier Bandit II
  +1 damage from 
  Surge: All adventurers with at least one
  loot take 2 damage.
  0 1 2 3 4
  13
  12
  11
  10
  9
  8
  7
  6
  5
  Uncannily fast on their feet.
  Veteran
   15
  Tier Bandit II
  +1 damage from 
  Surge: The Veteran regains 4 health.
  0 1 2 3 4 5
  14
  13
  12
  11
  10
  9
  8
  7
  6
  A wicked-looking scar streaks across their
  face.
  Highwayman
   16
  Tier Bandit II
  +1 damage from 
  Surge: All adventurers must discard one
  loot if they have any.
  0 1 2 3 4 5 6
  15
  14
  13
  12
  11
  10
  9
  8
  7
  Oft seen fleeing on horseback with your Loot.
  Quartermaster
   18
  Tier Bandit II
  Surge: Draw a tier 1 loot and place it
  under this card (max two). You receive this
  loot if you are victorious.
  0 1 2 3 4 5 6 7 8
  17
  16
  15
  14
  13
  12
  11
  10
  9
  No law is going to stop them.
  Nightblade
   20
  Tier Bandit III
  Surge: All adventurers take double
  damage from enemies this round.
  0 1 2 3 4 5 6 7 8 9 10
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Their dagger emits a soft, pale glow.
  
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  Captain
   22
  Tier Bandit IV
  -2 damage from 
  Surge: Add one random tier 1 Bandit to
  combat and update the tier sum.
  0 1 2 3 4 5 6 7 8 9 10 11 12
  21
  20
  19
  18
  17
  16
  15
  14
  13
  Their position was earned through treachery.
  Aspic Viper
   6
  Tier Beast I
  Surge: Any adventurers that attack the
  Aspic Viper this round take 4 damage.
  5
  4
  3
  2
  1
  0
  A broad, triangular headed, poisonous serpent.
  Wild Wolf
   8
  Tier Beast I
  +1 damage from 
  Surge: All adventurers roll a die. The
  lowest roll takes 4 damage.
  7
  6
  5
  4
  3
  2
  1
  0
  Wolves hardly ever travel alone...
  Wild Bear
   10
  Tier Beast I
  +1 damage from 
  Surge: All adventurers roll a die. The
  lowest roll takes 2 damage.
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  A cave-dwelling beast with shaggy fur.
  Spider
   9
  Tier Beast I
  +1 damage from 
  -1 damage from 
  Surge: All Magic abilities deal 2 less
  damage this round.
  8
  7
  6
  5
  4
  3
  2
  1
  0
  A hairy black arachnid, big as a buckler
  shield.
  Wolfman
   16
  Tier Beast II
  +1 damage from 
  -2 damage from 
  Surge: All adventurers take damage
  equal to number of wolves in play.
  0 1 2 3 4 5 6
  15
  14
  13
  12
  11
  10
  9
  8
  7
  Half man, half wolf. Fully fearsome in combat.
  Giant Spider
   14
  Tier Beast II
  +1 damage from 
  Surge: All adventurers take damage
  equal to the number of spiders in play.
  0 1 2 3 4
  13
  12
  11
  10
  9
  8
  7
  6
  5
  The size of a horse, and much less agreeable.
  Dire Wolf
   17
  Tier Beast II
  +1 damage from 
  -1 damage from 
  Surge: All adventurers who played Melee
  abilities this round take 2 damage.
  0 1 2 3 4 5 6 7
  16
  15
  14
  13
  12
  11
  10
  9
  8
  An apex predator and leader of its pack.
  Giant Rat
   15
  Tier Beast III
  Surge: All adventurers must discard one
  loot if they have any.
  0 1 2 3 4 5
  14
  13
  12
  11
  10
  9
  8
  7
  6
  A rodent of unusual size!
  
  Bandit
  10 11 12 13 14 15 16 17 18 19 20
  IV
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  Bear Matriarch
   20
  Tier Beast III
  Surge: All adventurers with any Melee
  or Ranged abilities in their decks
  take 2 damage.
  0 1 2 3 4 5 6 7 8 9 10
  19
  18
  17
  16
  15
  14
  13
  12
  11
  It won't hesitate to rip apart what seems edible.
  Troll
   26
  Tier Beast IV
  Surge: The Troll regains 6 health.
  4 5 6 7 8 9 10 11 12 13 14 15 16
  25
  24
  23
  22
  21
  20
  19
  18
  17
  0
  1
  2
  3
  Chips on its tusks are all that's left of past foes.
  Imp
   7
  Tier Fae I
  +1 damage from 
  -1 damage from 
  Surge: This round, all Melee damage is
  Magic instead.
  6
  5
  4
  3
  2
  1
  0
  A tiny winged green person with razor teeth.
  Korrigan Elf
   7
  Tier Fae I
  Surge: Takes no damage from abilities
  this round.
  6
  5
  4
  3
  2
  1
  0
  A hook-nosed creature with ill intent.
  Bluecap Faery
   6
  Tier Fae I
  +1 damage from 
  -1 damage from 
  Surge: This round, all Melee damage is
  Magic instead.
  5
  4
  3
  2
  1
  0
  A flying faery, prone to bursting into blue fire.
  Magic Mushroom
   6
  Tier Fae I
  +1 damage from 
  Surge: -4 to all rolls this round.
  5
  4
  3
  2
  1
  0
  Tendrilous, purple, and emitting a sickly smell.
  Will o' the Wisp
   6
  Tier Fae I
  +1 damage from 
  Surge: All adventurers and enemies take
  3 damage, including the Wisp.
  5
  4
  3
  2
  1
  0
  A phosphorescent orb, gently floating.
  Void Imp
   13
  Tier Fae II
  +1 damage from 
  -1 damage from 
  Surge: All adventurers take 1 damage.
  The Void Imp regains health equal to the
  total damage taken.
  0 1 2 3
  12
  11
  10
  9
  8
  7
  6
  5
  4
  Its eyes are black pits; it beckons with a claw.
  Duergar
   14
  Tier Fae II
  +1 damage from 
  -1 damage from 
  Surge: All Magic this round also target
  the adventurer using it.
  0 1 2 3 4
  13
  12
  11
  10
  9
  8
  7
  6
  5
  A Dwarf corrupted by dark energies.
  
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Beast
  10 11 12 13 14 15 16 17 18 19 20
  IV
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  Satyr
   20
  Tier Fae III
  Surge: All adventurers roll a die. The
  lowest roller(s) next roll is automatically a 
   = 1.
  0 1 2 3 4 5 6 7 8 9 10
  19
  18
  17
  16
  15
  14
  13
  12
  11
  A red-haired, goat-hooved magical creature.
  Shapeshifter
   10
  Tier Fae III
  -2 damage from 
  Surge: Put a random tier 1 Beast on top
  of the Shapeshifter, updating the combat
  tier. Once reduced to 0 health, resume
  fighting the Shapeshifter.
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Its form defies explanation.
  Rift Walker
   20
  Tier Fae IV
  -2 damage from all sources
  Surge: Damage dealt by adventurers this
  round is also dealt to themselves.
  0 1 2 3 4 5 6 7 8 9 10
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Reality warps around a being made of energy.
  Zombie Hand
   6
  Tier Undead I
  Surge: If at 0 health, revive to ½ health.
  5
  4
  3
  2
  1
  0
  A dessicated hand scuttles towards you.
  Skeletal Rat
   6
  Tier Undead I
  Surge: If at 0 health, revive to ½ health.
  5
  4
  3
  2
  1
  0
  An eerie blue mist shrouds a dead rat's bones.
  Floating Skull
   8
  Tier Undead I
  +1 damage from 
  Surge: If at 0 health, revive to ½ health.
  7
  6
  5
  4
  3
  2
  1
  0
  A shrieking, bodiless skull trailing a blue haze.
  Zombie
   8
  Tier Undead I
  +1 damage from 
  Surge: If at 0 health, revive to ½ health.
  7
  6
  5
  4
  3
  2
  1
  0
  It's missing some important body parts.
  Undead Viking
   12
  Tier Undead II
  +1 damage from 
  Surge: If at 0 health, revive to ½ health.
  0 1 2
  11
  10
  9
  8
  7
  6
  5
  4
  3
  A fierce adventurer, back from the dead.
  Skeleton Swordsman
   15
  Tier Undead II
  +1 damage from 
  Surge: Regains 1 health for each Undead
  in play (including those at 0 health).
  0 1 2 3 4 5
  14
  13
  12
  11
  10
  9
  8
  7
  6
  A reanimated skeleton, trained in deadly arts.
  
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Fae
  10 11 12 13 14 15 16 17 18 19 20
  IV
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  I
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  Wight
   6
  Tier Undead II
  Immune to damage
  Surge: Not immune to damage for
  this round.
  5
  4
  3
  2
  1
  0
  The Wight stays hidden until ready to strike.
  Vampire
   22
  Tier Undead III
  Surge: All adventurers take 1 damage.
  The Vampire regains health equal to the
  total damage taken.
  0 1 2 3 4 5 6 7 8 9 10 11 12
  21
  20
  19
  18
  17
  16
  15
  14
  13
  Caped, fanged, and very fond of blood.
  Skeleton Mage
   18
  Tier Undead III
  Surge: All adventurers take 1 damage for
  each Undead in play (including those at 0
  health).
  0 1 2 3 4 5 6 7 8
  17
  16
  15
  14
  13
  12
  11
  10
  9
  Once a wizard, now a husk of rage and magic.
  Lich
   20
  Tier Undead IV
  -2 damage from 
  Surge: Add one random tier 1 Undead to
  combat and update the tier sum.
  0 1 2 3 4 5 6 7 8 9 10
  19
  18
  17
  16
  15
  14
  13
  12
  11
  Death is just inconvenience for this bound
  soul.
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
  
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  II
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  III
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Undead
  10 11 12 13 14 15 16 17 18 19 20
  IV
  30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Helper
  Helper
  Helper
  Helper
  Helper
  
   Health / Regain Health
   A D20 die roll
   Unique target(s)
   Damage / Attack
   Melee abilities
   Ranged abilities
   Magic abilities
   Music abilities
   Drawing / Playing cards
  I/II/III/IV  Tier
  Ice Shard
  Tier Loot I
  Single use
  Use anytime
  Deal 1 target 3 Magic damage.
  Lucky Charm
  Tier Loot I
  Single use
  Use anytime
  +5 to your next roll.
  Blackbriar Ale
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  1 target regains 4 health.
  OR
  All adventurers regain 1 health.
  Mead
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  +2 to all adventurers' next rolls.
  OR
  All adventurers deal 1 extra
  damage this round.
  Bargain Potion
  Tier Loot I
  Single use
  Use anytime
  Roll a die.
   ≥ 7: You regain 5 health.
   ≤ 7: You lose 1 health.
  Magical Lute
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  +4 to your next roll.
  OR
  2 targets take 2 Music damage.
  Venison
  Tier Loot I
  Single use
  Use anytime
  1 target regains 5 health.
  Hardtack
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  1 target regains 4 health.
  OR
  1 target takes 4 Ranged damage.
  A dangerously sharp icicle.
  A stamped metal trinket
  enchanted with a god's luck.
  This watery purple drink has a
  nice, sweet smell to it.
  A yellowish, honey-like alcohol.
  Is it supposed to have little flecks
  of brown stuff in it?
  Enchanted strings produce a
  stunningly beautiful melody.
  Salty and delicious.
  It may taste like an old sock, but
  at least it's edible.
  
  Helper
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  
  Ancient Rune
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  Cancel an enemy surge event.
  OR
  1 target takes 4 Magic damage.
  Fireball Scroll
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  1 target takes 3 Magic damage.
  OR
  3 targets take 1 Magic damage.
  Energy Shard
  Tier Loot I
  Single use
  Use anytime
  1 target takes 2 damage of the
  type of your choosing.
  Scroll of Repeat
  Tier Loot I
  Single use
  Use anytime
  One successful ability or
  roleplaying action automatically
  succeeds again on another target.
  Truesight Scroll
  Tier Loot I
  3 uses
  Usable once per round
  Ignore one target's damage
  modifiers this round.
  Lightning Rod
  Tier Loot I
  Single use
  Use anytime
  1 target takes 1 Magic damage.
  All Magic damage this round is
  redirected to target.
  Sturdy Rope
  Tier Loot I
  Single use
  Use anytime
  Choose one:
  Reduce damage dealt by enemies
  this round by 2.
  OR
  Draw and play one extra ability.
  Spark Stone
  Tier Loot II
  3 uses
  Usable once per round
  1 target takes 2
  Magic damage.
  Flash Crystal
  Tier Loot II
  Single use
  Use anytime
  Choose one:
  Adventurers take no damage
  this round.
  OR
  +10 to your next roleplaying roll.
  3
  2
  1
  3
  2
  1
  The rune leaps from the stone
  and surrounds the target.
  An ancient magical scroll
  designed to channel eldritch fire.
  A crystal made entirely 
  of energy.
  You suddenly have this strange
  feeling of déjà vu...
  See through disguise and armor.
  A metal rod enchanted to attract
  magic energy.
  A long, sturdy rope. Handy for
  getting out of sticky situations.
  An enchanted stone capable of
  discharging immense energy.
  A small, black crystal roughly
  the size of your fist.
  
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  I
  Loot
  II
  Loot
  II
  
  Heroism Potion
  Tier Loot II
  Single use
  Use anytime
  Choose one:
  1 target regains 6 health.
  OR
  Cancel an enemy surge event.
  Nightshade
  Tier Loot II
  Single use
  Use anytime
  1 target takes 4 Melee damage.
  Deal double damage if target is at
  8 health or less.
  Mysterious Drug
  Tier Loot II
  Single use
  Use anytime
  You learn one ability. Roll a die.
   ≥ 16: You may play the ability
  immediately as 
   = 20.
   10-15: You may play the
  ability immediately.
   ≤ 9: You must play the ability
  immediately and target yourself.
  Negation Scroll
  Tier Loot II
  Single use
  Use anytime
  Choose one:
  Cancel an enemy surge event.
  OR
  Cancel one effect, attack, damage
  or ability on 1 target.
  Scroll of Chance
  Tier Loot II
  Single use
  Use anytime
  Turn one 
   ≤ 1 into 
   = 20.
  Scrying Glass
  Tier Loot II
  Single use
  Use anytime
  Choose one:
  Double the damage dealt by any
  single ability.
  OR
  Next round, all adventurers may
  draw and look at their abilities
  before the round begins.
  Dusty Tome
  Tier Loot II
  Single use
  Use anytime
  Each adventurer may discard one
  ability from their ability deck to
  learn a new ability from the
  same deck.
  Capsule of Fate
  Tier Loot II
  Single use
  Use anytime
  Immediately: Roll and
  record the outcome.
  Use: Replace the result of
  any roll with the stored one.
  1 2 3 4 5
  Weystone
  Tier Loot III
  Single use
  Use anytime
  Choose one:
  Redirect one ability or effect from
  one target to another.
  OR
  Remove one target from combat
  (max tier 3).
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  The bottle is opaque and it
  smells strongly of urine. Hmm.
  A bottle of yellowish liquid. You
  decide not to smell it.
  The sketchy street vendor said it
  was of the highest quality...
  A magical incantation that halts
  an object in its tracks.
  The math doesn't really work
  out, but you feel oddly confident
  about it.
  Magical mist swirls inside the
  looking glass.
  An ancient book that hasn't been
  dusted in ages, yet is still
  surprisingly relevant.
  The description on the box says
  it radiates "energies of time".
  Whatever that means...
  A porous stone, bearing carved
  magical sigils.
  
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  II
  Loot
  III
  
  Magical Bauble
  Tier Loot III
  Single use
  Use anytime
  Turn any one roleplaying roll into
   = 20.
  Diffracting Gem
  Tier Loot III
  3 uses
  Usable once per round
  One ability may affect a number
  of additional targets ≤ the number
  of uses remaining (3, then 2, then
  1).
  Elixir
  Tier Loot III
  Single use
  Use anytime
  Choose one:
  1 target regains 10 health.
  OR
  All adventurers regain 3 health.
  Balancing Gem
  Tier Loot III
  Single use
  Use anytime
  Reduce or regain 1 target
  to half health.
  Round, smooth and very
  distracting when used.
  This gem splits nearby light into
  brilliant colors and fades slightly
  with each use.
  A potent, electric blue drink
  strong enough to wake the dead.
  Single facets illuminate one at a
  time as you turn it in your hand.
  
  Loot
  III
  Loot
  III
  Loot
  III
  Loot
  III
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Expedition - the RPG Card Game/Expedition - Demo Cards.pdf