Carry-On Card Catalog
| Name | Description | Item Properties | Types | Card Abilities | Value |
|---|---|---|---|---|---|
| 10-foot pole | Adventurers love to debate whether this simple wooden rod is a waste of space or a miracle tool bound only by imagination. | On Play: Your attacks and spells can reach one distance farther this turn. | 0.5 | ||
| Adhesive Strips | It seems like this was originally a spool of gauze, but it has soaked up an incredible amount of sticky slime. Its ability to stick things together and convenient shape make it widely useful. | Can stick objects together by functioning as a form of tape. | On Board: +2 Mastery to Wrestling | 1 | |
| Algae Gel | Some snobbier chefs argue that algae is as close to the primordial first food as possible. Either way, it has the ability to be a flexible and tasty ingredient in skilled hands. | On Board: When you Play, Discard, or Draw a Food other than Algae Gel, roll 1d4. On a 4, create a Temporary copy of this card, otherwise restore 1 HP. | 4 | ||
| Alignment Pins | These pins are a collection of small bones honed to a point. When scattered across an object they will align to its inherent magical structure and stand upright along that pattern. The small leather bag they come in is inscribed with patterns detailing arrangements for good, evil, sentient, natural, and a few other descriptors. | Attack Dice: 1d4+20 Damage Dice: 2d6 Discerns information about magical objects and enchantments beyond what an Arcana Check could produce. | On Play: Strike. If you did not make that attack, deal 1d6 damage to an Adjacent character. On Board: +4 Mastery to Arcana and Lore when the target of the Check is Adjacent. | 4 | |
| All-Purpose Condiment | Outside of the five core flavors of salty, sweet, bitter, savory, and sour lies this alluring sauce. Supposedly, this condiment has the ability to enhance any dish. | On Board: When you Play, Discard, or Draw a Food, put a Temporary ingredient mark on this card. If it has one or more ingredient marks at the end of your turn, you may remove all ingredient marks to make a Temporary sandwich that has “On Play: Restore HP equal to twice the number of ingredients used to make this sandwich.” | 3 | ||
| Amethyst | A small gemstone, still surrounded by rock as a geode. Faint magic swirls within it. | On Board: When you cast a spell, deal arcane elemental damage to a Far target equal to half this card’s Value, rounded up. | 1 | ||
| Amethyst Shiv | Finding enough continuous gemstone to cut an entire blade from is incredibly rare, so smaller shivs like this are more common. | Attack Dice: 2d12+Strength or Dexterity Damage: For each successful Attack Die, this weapon deals arcane elemental damage equal its Value. | On Play: Strike. | 2 | |
| Angelroot | Sweet smells drift from this overgrown root vegetable. It is considered a good omen and is traditionally served at festivals or other celebrations wishing luck in the near future. | On Play: Restore 3 HP. On Board: Whenever your HP is restored, you may have an Adjacent character also restore that much HP. If you do, Discard this at the end of your turn. | 3.5 | ||
| Antimagic Slippers | Arcanophage fur is a luxury good due to its wool-like properties, scarcity, and anti-magic properties. Slippers made out of it are enjoyed by nobility and even more so by thieves that steal from nobility. | You cannot be detected by magical means and your Discretion has +1 Mastery. The first time you are attacked each Skirmish you may increase your Defense by your Discretion. | On Board: If you would take arcane elemental damage, reduce it to 0 and Discard this card. | 5 | |
| Apple | Plump and red—a perfect refreshing treat. | On Play: Restore 2 HP. | 0.5 | ||
| Arcanist’s Tome | The Arcanist’s Tome is a practical staple for all elements of simple destructive magic. Copies of it are widely distributed. | Spell Knowledge: Bolt, Hands, Tribolt, Cloud, Nova | On Board: You may cast spells as the arcane element. | 3 | |
| Arterial Mercury | As the servants of liches, ghouls contain a small amount of mercury in their blood. Favored ghouls may even keep some extra in a small vial. Replacing some or all of your blood with mercury is a practice outlawed by any governance with a magician in its court. | You may Permanently destroy this. If you do, start every future Skirmish with a Temporary copy of this On Board: and begin your path to lichdom. | On Board: +1 Intelligence, -1 Vitality, and -1 Spirit. Spells you cast may be arcane, frost, or mercurial. You cannot cast spells in the light element. | 6 | |
| Astral Amethyst | When the stars in the sky are obscured by sun, cloud, or shelter, you can hold this amethyst upward to see glowing purple specks where stars are hidden. | On Board: When you cast a spell, deal arcane elemental damage to a Far character equal to twice this card’s Value. | 1 | ||
| Ball Bearings | A small pouch containing many small and incredibly smooth steel balls. | On Play: A Close character must pass a Slip Check of 13 or become Knocked Down. | 1 | ||
| Banana Bunch | Bananas that are joined at the top. Confoundingly, it doesn’t seem possible to count how many bananas are in this bunch. | On Board: When you Play a non-banana Food, add a Temporary banana to your Board. It is a Food with “On Play: Restore 1 HP.” | 3 | ||
| Bannered Mace | The handle for this mace is longer so that it may be held aloft and the swirling fabrics pinned to the head may be seen by all. | Attack Dice: 6d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike. On Board: When you or an ally deals damage with a Weapon that has 4 or more Attack Dice, increase that total damage by 2. | 2 | |
| Bannered Spear | A full-sized banner hangs down from a cross guard positioned near the tip of this spear. | Attack Dice: 1d8+Dexterity Damage Dice: 2d4+Dexterity | On Play: Strike. On Board: When you or an ally deals damage with a Weapon that has 1 or 2 Attack Dice, increase that total damage by 2. | 2 | |
| Bannered Sword | Attached to the hilt of this blade floats a ribbon connected to a lighter-than-air bobber always pulling the ribbon upward. Swinging the blade causes the ribbon to swirl in beautiful arcs and patterns. | Attack Dice: 2d6+Strength or Dexterity Damage Dice: 1d6 | On Play: Strike. On Board: When you or an ally deals damage with a Weapon that has 2 or 3 Attack Dice, increase that total damage by 2. | 2 | |
| Barkmail | This full body armor is made of white sheets of smooth bark layered over thick folds of interlocked wood curls, with with emerald green robes underneath. Its light weight and fine craftsmanship allow anyone to wear it regardless of training or ability. A sweet sap grows on the bark, which is edible in a pinch. | While this is your equipped armor, your Defense is 8 and cannot be modified. | On Play: Restore 4 HP. | 4 | |
| Barreled Crossbow | A cushioned pad is attached to the drawstring, which is run through a slitted metal tube. This design allows anything to be a serviceable missile, even simple stones. | Attack Dice: 1d12+3 Damage Dice: 1d10 Range: Far Does not require special ammunition. | On Play: Strike. | 3 | |
| Bedrolls | These puffy hide rolls are much more comfortable than an untamed floor. | Bedding | On Board: +1 Defense. When an attack misses all Attack Dice against you, Discard this card. | 0.5 | |
| Bell Cap | Slimy, but very sturdy, this cap was removed directly from a Bell Slime with no modification. Sometimes it slips down over your eyes. | Grants +1 Defense if this is your equipped helmet. | On Board: You are Blinded. | 1.5 | |
| Benevolent Blessing (Body) | You have been noticed by a minor deity, who has bestowed this gift upon you for your deeds. It is a part of you now and invokes the time your fortitude held together a tough situation. | This cannot be sold, destroyed, given away, or otherwise disposed of. Your Backpack capacity is increased by 1. Your maximum HP is increased by 12 and your maximum MP is increased by 3. | On Play: Restore 4 HP and 1 MP. | 0 | |
| Benevolent Blessing (Card Type) | You have been noticed by a minor deity, who has bestowed this gift upon you for your deeds. It is a part of you now and invokes the time your prowess in wielding a certain category of relics wove a sequence worthy of song. | This cannot be sold, destroyed, given away, or otherwise disposed of. Your Backpack capacity is increased by 3. | On Draw: Draw a card. On Play: Find 3 cards of the same type from your Bin. | 0 | |
| Benevolent Blessing (Skill) | You have been noticed by a minor deity, who has bestowed this gift upon you for your deeds. It is a part of you now and invokes the time your skills exerted significant change over the world. | This cannot be sold, destroyed, given away, or otherwise disposed of. Your Backpack capacity is increased by 1. When you get this, a Skill is specified. You have +1 Mastery to that skill and you may reroll one die when you roll a check with that skill. | On Board: You may take an additional Flex Action each turn, but only if it makes you roll a Check of the specified Skill. | 0 | |
| Big Barrel | This strong barrel stands to elbow height on a person. The craftsmanship ensures it will not burst even if used as a makeshift weapon. | Attack Dice: 1d12+Strength Damage: For each successful Attack Die, deal damage equal to the number of cards currently in your Backpack and Bin. Your backpack’s capacity is increased by 1. This cannot be your equipped weapon. | On Play: You may make an attack with this weapon. This does not change your Equipped Weapon. | 3 | |
| Big Fang | After some modification along the base for a better grip and along the edge for the ability to slash, this massive fang has become a viable shortsword. | Attack Dice: 2d6+Strength or Dexterity Damage Dice: 1d6 | On Play: Strike. You may choose to get +2 Overbonus either before or after that Strike. | 3 | |
| Big Fish | Tales of its size will be exaggerated in the future, but there is still plenty of substance to the story of this big fish. | On Play: Restore 4 HP. | 2 | ||
| Big Leaf | A large shiny leaf with a firm stem. Swinging it through the air can produce significant gusts of wind and send foes reeling backward. | Attack Dice: 3d4+Dexterity, Spirit, or Intelligence Damage Dice: 1d4 If this weapon deals 5 or more damage, the target is pushed back one distance. If it dealt 10 or more damage, the target is pushed back two distances instead. | On Play: Strike. | 1.5 | |
| Black Pepper | Some of the very first recorded “spell casting” in history involved causing others to sneeze with a puff of black pepper. | Spell Knowledge: Lightning Soothe, Lightning Mass Soothe | On Play: Restore 2 HP. On Board: When you Play another Food, restore 1 HP. This is increased to 2 HP if you also have Salt. | 2 | |
| Blade of the Warrior | Fabled for its history of success from different wielders throughout the ages. It possesses no magic or tricks. It is simply the best sword ever made. | Attack Dice: 3d8+Strength or Dexterity Damage Dice: 2d8 | On Play: Strike. In Bin: If this is in your Bin, you may Draw it whenever you Play another Weapon. | 20 | |
| Blank Slate | Great magics are probably contained within this stone slate. Holding your hand over it encourages you to trace shapes and reveal a spell’s incantation. | You may choose any one spell other than Elemental Hirelings. Blank Slate grants Spell Knowledge for that spell as its base element. | On Board: +1 Defense. | 3 | |
| Blank Stone Tablet | It is what you make of it. It seems time may have eroded away something chiseled into it. Try retracing those faint lines. | You may choose any one spell other than Elemental Hirelings that costs 2 or less MP. Blank Stone Tablet grants Spell Knowledge for that spell as its base element. | 1.5 | ||
| Blood Sausage | Intestinal tubing filled with undesirables bits, congealed into one formidable meal. Squeezing it in a clenched fist mingles its blood with yours, allowing for spell transmutations. | Spell Knowledge: Grasp, Heal You may cast spells as the mercury or fire element by taking 3 fire elemental damage. | On Play: Restore 4 HP or gain 1 Overmana. | 3 | |
| Bloodbrim Cap | This wide-brimmed cap was ripped right from the head of a Blood Bonnet. A misty mycelium curtain hangs down from the crimson brim. | While this is your equipped helmet, you have +1 Mastery to Discretion and Might. Characters Adjacent to you are invisible to everyone except you. | On Play: Restore 5 HP. On Board: When a character moves into your Adjacency, you may attack it with your Equipped Weapon. | 5 | |
| Blowdart | The central tube of this weapon is fitted with an authentic snakeskin from the same snake that provides the venom tipping the dart. | Attack Dice: 1d8+Dexterity Damage Dice: 1d4+1 dealt as Poison Range: Close | On Play: Strike. This weapon’s Range is increased to Very Far for that Strike. | 2 | |
| Bone Abacus | This abacus slides obsidian beads across a ribcage. It performs all the normal duties of an abacus, and was simply made out of a ribcage because that was the material available to the crafter. | Aids in performing mathematics. | On Play: Find a card from your Backpack. After this is Played, you may Discard two other Monster and/or Magic cards to draw this from your Bin. On Board: Your items have additional Value equal to the number of Magic and Monster cards in your Bin. | 4 | |
| Bone Carving Dagger | This rugged bone blade is used to gain anatomical knowledge of monsters. It is often accompanied by a log detailing who it has struck in the past. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 | On Play: The next time you damage a character this turn, you may look at it in the Bestiary. If you had not seen that entry before, grant another Monster card on your Board +1 Permanent Value. Then Strike. | 3 | |
| Bone Cleaver | The one-sided blade of this hefty greatsword is carved from a single piece of bone. Its dry surface soaks up blood and its handle seems to follow your hand from its sheath, eager for more violence. | Attack Dice: 3d8+Strength and/or Dexterity Damage Dice: 1d4+2 You may equip the Bone Cleaver at any time without using an Action. | On Play: Strike. | 3 | |
| Bone Crossbow | A crossbow specializing in launching bones and other body remnants as missiles. It is a cursed invention of necessity, only being the most useful on a battlefield that has already seen 100 years of war. | Attack Die: 1d12+Dexterity Damage Die: 1d12 Range: Far When you attack with the Bone Crossbow you may move a Monster card from your Bin to the Bottom of your Backpack. If you do, roll an additional Attack Die. | On Play: Place the top two cards of your Backpack into your Bin, then Strike. | 4 | |
| Bone Dice | A simple set of gambling dice fashioned out of bones. They’re also useful for soothsaying on occasion. | On Play: You may reroll any one die this turn. | 1 | ||
| Bonedust Climbing Chalk | Antimagic properties persist all through the body of arcanophages, even their bones. This serves as climbing chalk while also shutting down magic. | You get +1 to Wrestling Checks and any other Skill Checks prominently featuring grip strength. | On Play: Your next weapon attack this turn has an additional Damage Die of the type it already had. On Board: While you are Wrestling a character, they cannot cast spells. | 6 | |
| Boulder | Heralded as the first weapon ever wielded, the boulder remains a viable option. “Boulder” may be a bit of an exaggeration as this stone is only the width of a torso. | Attack Dice: 2d6+Might Damage Dice: 1d8 Boulder rolls twice as many Attack Dice during an Ambush before the turn order officially begins. | On Play: Boulder’s range is increased to Close for this turn. Strike, then unequip Boulder and equip a different Weapon. | 1 | |
| Brainstem Symbiote | Advanced slime life forms have a dense core that controls their functions and decision making. Their communal nature makes them ready to integrate with other life forms. Attaching this dense core to the back of your neck will convert your sweat to slime and numb most sensations. | You may bind this object to your body. If you do, gain 10 maximum HP. While it is bound and when you take damage, you may Discard a Monster card. If you do, eject a friendly Seaglass Slime that acts on your turn. If that Monster card was from a slime, eject two instead. Unbinding this object from your body reduces your maximum HP by 15. | On Play: Destroy any number of Close Seaglass Slimes and gain Overhealth equal to half their total HP. | 8 | |
| Brass Knuckles | A singular mold of metal, cast to fit in the palm of a hand and surround the fingers of a pugilist for an extra hard punch. | This has Attack Dice and Damage Dice equal to your unarmed attack. If this is your equipped weapon, your unarmed attacks have +1 to their Damage Dice. (The default unarmed Attack Die is 1d4+Strength with a 1d4 Damage Die) | On Play: Make an unarmed attack. | 0.5 | |
| Brass Teleportal Receiver | Unfortunately, this receiver was configured for use in a bank and so each unique identity may use it only once per day to keep markets stable and bank staff unstressed. | Can receive items from the Brass Teleportal Sender. The effective distance is not infinite, but will span multiple days of travel. | 1.5 | ||
| Brass Teleportal Sender | As a cornerstone technology of commerce, this small barrel will safely transport any good placed into it. Somewhere, there is a corresponding receiver. | Once per day, each character may send an item through this sender. If the receiver is at a vendor, they will receive payment for it later. | On Play: Discard any number of other cards, then draw that many cards plus one. | 1.5 | |
| Brilliant Pearl | The opalescent surface of this large pearl reflects all kinds of light. It is alchemically considered a gemstone, despite protests from geologists. | On Board: At the end of your turn, choose 3 Far characters. Deal 2 light element damage to each of them for each different type of elemental damage you have dealt this turn. | 4 | ||
| Brooch of Protection | This oversized brooch invokes the shape of a shield to provide protection to its wearer. | You have +1 Defense while this is equipped. You may only have 1 Brooch of Protection equipped at a time. | On Board: +1 Defense. | 6 | |
| Bugle | This holster-sized brass instrument is used to inspire allies into battle with sharp calls, but an instrumentalist could probably make real music out of it too. | Spell Knowledge: Lightning Soothe and Light Hands | On Play: Any number of Very Far characters you choose move 1 slot up the turn order. | 3 | |
| Can of Worms | A can with a few live worms in it. Better a fish eats it than you, but an adventurer does not judge. | You may Permanently destroy this item to gain an additional 2 fishing rolls at a fishing spot. Those additional rolls have an extra 1d4 added to them. | On Play: Restore 1 HP. Add a Temporary worm to your Board. It is a Food with “On Play: Restore 1 HP.” | 0.5 | |
| Cannon | As a standard cannon, this weapon is a nonstandard component of an adventurer’s arsenal. Your reward for transporting this incredible mass of iron will be an explosive burst in combat or the ability to establish and defend a position. | Attack Dice: 2d12+Intelligence Damage Dice: 2d10 Range: Far This may not be your equipped weapon, but you may attack with it once per Skirmish as if it were. This takes a number of Backpack capacity equal to 5-Might. (minimum 1) | On Play: You may Play any number of cards from your Board. Any non-Weapon, non-metal cards Played this way are Permanently destroyed. | 8 | |
| Captive Plasmaspasm | Slimes befriend more easily than other creatures due to their simple nature and need for community. This one calmly orbits any metal worn on your person. | Can provide an electric charge through contact, reanimating golems and activating some other machinery. | On Board: You may cast spells as the lightning element by dealing 1d4 lightning elemental damage to an Adjacent character. | 4 | |
| Carrot Dagger | A hardened carrot that has been honed to an edge. Perfect for dicing. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 | On Play: Restore 1 HP, Strike, and create 3 Temporary carrots. They are Food with “On Play: restore 1 HP.” | 3 | |
| Carrot Greatsword | Tied around the hilt of this blade lies a worn blue ribbon, indicating it once won a prize for grandiosity. The handle is made out of the dried and braided leaves still attached to the carrot root. The size of this carrot is immense and it is sharpened into a blade along its whole length. | Attack Dice: 3d6+Strength or Dexterity Damage Dice: 1d4 When you attack with this, you may Discard a non-carrot Food to create 3 Temporary carrots. They are Food with “On Play: Restore 1 HP.” | On Play: Strike. Restore 1 HP. | 5 | |
| Cauldron | Myriad rich flavors are allowed to blend within the sheer volume of a cauldron. Enthusiasts compete to see who can construct the longest ingredients list for a cauldron recipe. | When you finish a rest Overnight with a fire, you may distribute an amount of Overhealth between your allies equal to the amount of Food in your Backpack. | On Play: Choose an Adjacent character and Discard any number of Food. That character is Poisoned for the amount Discarded and takes twice that much fire elemental damage. | 5 | |
| Choice Slime Slab | Surprisingly delicious when grilled with salt. The texture is somewhere between melted cheese and steak. | On Play: Restore 1 HP and gain 1 Overhealth. | 1.5 | ||
| Chromatic Jerky | With an unsure origin, this jerky is absolutely oozing with potential in every way. It could be from a slime, from a cow, or made of magic itself. | Attack Dice: 5d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike, then gain +3 Overbonus, restore 2 HP, and gain 1 Overmana. | 3 | |
| Civilization Sculptor | Constructing an entire building is reduced to a matter of minutes with this tool that looks like an oversized paintbrush. Power like this rarely receives the same scrutiny and precaution that other immense magics receive. | Can build new structures out of surrounding material, taking about 1 minute per structure. Has decreased ability when disassembling structures. Grants all Provisions for resting Overnight other than Food. | On Play: Builds a large, but simple structure under or around a Very Far character. That structure is built out of surrounding materials. | 20 | |
| Clay Helmet | Concentric rings line this simply shaped helmet, leading toward a bright blue flame permanently glowing atop a wick. | Grants +1 Defense if this is your equipped helmet. A single blue flame on top provides light. It cannot be extinguished and produces no heat or smoke. | On Board: Receive half damage from fire element and lightning element sources. | 2 | |
| Club | Any club, mace, or simple bludgeon will serve the same purpose. Repeated blunt strikes will inevitably wear down a target, no matter its armor. | Attack Dice: 5d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike. | 1 | |
| Coffee Beans | Adventurers that have become accustomed to these beans and the subsequent coffee swear up and down by its energizing properties. | On Play: Restore 1 HP, then take an additional Move Action and an additional Flex or Core Action. Once per Skirmish, Coffee Beans may be played without spending an action at anytime to interrupt anything that is currently happening. | 3 | ||
| Cogfish | This mechanical fish’s prerecorded motion does an okay job of swimming, but it only flops about aimlessly on land. It’s unsure why anyone would make this. | Can move independently to cause a ruckus. | On Play: Choose a Close character. They must pass a Mindfulness check of 10 or become forced to use their next Core Action to attack this Cogfish. | 2 | |
| Colossus Finger | Severed from the hand of a fallen construct, this finger is in great condition. It functions as both a wand and a striking weapon, and embodies raw might in both. | Attack Dice: 2d8+Intelligence+Strength Damage Dice: 1d8 Spell Knowledge: Squish | On Play: Strike or cast a spell. | 5 | |
| Colossus Hammer | Looking at this mammoth hammer and deciding to wield it demands incredible strength, dedication, and perhaps insanity. It weighs nearly as much as the average person and stands twice as tall. It’s possible to start gaining momentum by holding it close and doing a controlled spin, then extending it out later. | Attack Dice: 6d6+Strength Damage Dice: 1d12 Whenever you would attack with Colossus Hammer, instead wind up for a hit. If you are already wound up, you may attack normally and are no longer wound up. | On Play: You may equip Colossus Hammer if it is not your Equipped Weapon, then Strike. | 4 | |
| Craterball | This bronze ball fits in the palm of your hand. There are perforations in the bronze shell and heat can be felt constantly spilling out. While not its original purpose, the craterball has been adapted for war. | Attack Dice: 1d20+Dexterity Damage Dice: 8d6 dealt as lightning elemental damage Range: Far After a Craterball is used in an attack, it is Permanently destroyed. | On Play: Strike. This does not need to be your Equipped Weapon to attack with it in that Strike. | 4 | |
| Crested Gnashfish | This is a well-fed Gnashfish found during breeding season. A bright red crest points high into the air, doubling its height. | Attack Dice: 1d6+2+Dexterity Damage Dice: 3d4 | On Play: Strike. Restore 2 HP. Find all Gnashfish from your Backpack and Bin. | 3 | |
| Crimson Quiver | Hawks favored by nature sprout rich crimson feathers on their bodies. Lining a quiver with those feathers grants celerity to the archer. | Carries a sufficient amount of arrows and bolts to use as ammunition without running out. | On Draw: Draw a card. On Board: When you play a Weapon with Range greater than Adjacent, draw a card. | 3 | |
| Crowbar | The simple crowbar is an incredible tool featuring the values of leverage. Its versatility is not to be underestimated. | Attack Dice: 5d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike. | 1 | |
| Crown of the Wilds | Radiant dragon scales serve as both the structure and the jewels for this crown, encircling the wearer’s head in a warm halo. Wearing it grants complete lordship over everything beneath a wild dragon in the food chain. | If this is your equipped helmet, beasts and plants with Intelligence -4 or lower are completely loyal to you. You can understand each other and you are granted +2 Spirit. | On Board: +2 Spirit. On Play: Any characters you choose that can see or hear you become Afraid of you or Charmed by you for two turns and gain -2 Overbonus. | 20 | |
| Crystal Pick | More delicate mining operations are possible with this smaller pick thanks to its fine crystal tip. Activating the magic in that crystal bores away rock without the need for strength. | Attack Dice: 1d8+Intelligence and/or Spirit. Damage: Instead of rolling any Damage Dice, add a Crystal Bore card to the target’s Board. It reads “On Board: -1 Defense and Mindfulness”, “On Play: take 1d12 arcane elemental damage”, and “Exploration Phase: find a gemstone cave.” You may Permanently destroy Crystal Pick to Permanently increase another card’s Value by 2. | On Play: Strike. Find a gemstone from your Backpack, then give another card 2 Temporary Value. | 2 | |
| Crystal Shield | This smooth crystal dome can block attacks to oneself, but it can also be pushed forward to project an image of itself around an ally. | Spell Knowledge: Ward Grants +1 Defense if this is your equipped shield. | On Board: When a character you have protected with Ward receives damage, you may dispel that Ward immediately afterwards to restore 1 MP. | 3 | |
| Custard Durian | Inside this spiny exterior is a smooth and sweet flesh that is a perfect natural dessert. That is assuming you can get through the tough, spiny exterior. | On Play: Take 1 frost elemental damage and do not move this to your Bin. On the third time this card is Played each Skirmish, instead of taking 1 damage, you draw 4 cards and restore 12 HP. | 2 | ||
| Dagger | Daggers are reliable blades that are easily found and wielded, but they often fail to measure up against substantial foes. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 | On Play: Strike. | 0.5 | |
| Daggerang | A unique instrument of war, this curved dagger returns to its thrower after slicing the opposition. This form does not sacrifice any function as a basic dagger. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 Range: Close | On Play: Strike. Shuffle this card into your Backpack, then draw a card. | 3 | |
| Death Wraps | Clothes that a body is buried in. If that body or its spirit becomes restless, then the death wraps steep in magic and become potent matter. | While this is your equipped armor, you receive half damage from Poison and get +1 Mastery to Discretion, Manipulation, and Lore. Your base Defense is equal to 5+Dexterity+Spirit, with a maximum of 8. | On Play: Your next spell this Skirmish may be Arcane, Frost, or Mercurial. | 2 | |
| Decade Beef | This beef has prevented any aging effects through a thick coating of soot, and has been slowly cooking under the nest of a Char Drake for at least 10 years. It is an incredible delicacy that is hard to reproduce artificially. | On Play: Restore 3 HP. Add a Temporary Decade Beef to your Board that restores 1 less HP than the amount restored by this card. On Board: When Decade Beef is Discarded, you may instead Play it without spending an Action. | 3 | ||
| Deceptively Large Tent | Enchantments have caused this tent to appear normal on the outside, but contain 3 small rooms worth of space on the inside. | Shelter | On Play: Remove yourself or an Adjacent ally from this Skirmish for the next one or two turns. They are guaranteed safety inside the tent. | 2 | |
| Digestive Medicine | You will be surprised just how powerfully this can pack down some of the least appetizing and biologically impossible consumables! Or so claims the labelling. | All Monster cards in your backpack, board, and bin are also Food cards. They gain “On Play: Restore 1 HP.” | On Play: Restore 1 HP for each Food in your bin. | 3 | |
| Dirk | Daggers are all-purpose weapons that find themselves wielded on the cheap by nearly anyone. The dirk differs from a regular dagger by extending its blade and providing a significant piercing threat when wielded with finesse. | Attack Dice: 1d4+2+Dexterity Damage Dice: 3d4 | On Play: Strike. | 2 | |
| Distaphone | Masterworks like these are not inherently magic. They are created by skilled laborers who tap into the latent power of matter without ever studying magic directly. The distaphone is a masterwork produced by a brass instrumentalist, an architect, and a ventriloquist. it resembles a series of clamshell tubes ending in a large horn. | As a Flex action you may place a person-sized invisible sphere at your location and another sphere at a visible Very Far location. Any sound that would be produced inside one of the spheres is produced from the other instead. It takes another Flex Action to replace or dispel the spheres, and only one pair may exist at a time. | On Board: You get +3 to Leadership and Manipulation for Checks if the Distaphone is involved in the action making those Checks. | 4 | |
| Doomsayer’s Tome | Contains spells for those who believe the end times are near. Great for fleeing, healing, and surviving in dark and confusing places. | Spell Knowledge: Light Hands, Fire Hands, Guidance, Fire Guidance, Mercury Guidance, Fire Heal, Mercury Heal, Lightning Mass Soothe, Ward | 2 | ||
| Doorway of Return | Two hardwood slats stuck together functioning as a formidable bludgeon. Pulling them apart reveals a magic doorway between them. The magic is tied to that of civilization, and only returns to whatever town the user has most recently designated. | Attack Dice: 2d6+3+Any one attribute Bonus Damage Dice: 1d12 When this scores a critical hit, teleport the target to a random location. One town at a time may be marked for return. You and any number of characters you choose may teleport back to that town through this Doorway. You may then reclaim the Doorway Of Return at your new location. | On Play: Strike. On Board: When you Draw a card, you may Discard it and draw a new card instead. | 10 | |
| Dowsing Discs | Prospectors use this stack of metal discs to find gold and other valuable ores. | Rattles when detecting the presence of any selected matter that is close by. Works through walls, and can select any type of matter. | On Board: Your spells have +1 to their Attack Dice. | 3 | |
| Dowsing Rod | A set of sticks that can divine water sources. | Spell Knowledge: Frost Hands Passing an Arcana Check of 11 points to the nearest source of water. | On Board: Your spells have +1 to their Attack Dice. | 1 | |
| Draconic Invitation | Draconic beings are flesh and blood like any other beast, but their empowered breath comes from a divine power within them. When one is slain, it may offer an invitation to this divinity as an honorific parting gift to those powerful enough to slay it. The gift itself grows from the tongue of the beast while horns and scales twist into a bulbous nest, then ripen to crunchy, sizzling, oily delights. | You may Permanently destroy this item to obtain some dragon-like features. Your Defense is increased by +4 while you are not wearing armor, and you will begin Skirmishes with two additional Flaming Exhales on board. Also, roll 3d6 as this transformation occurs: 1: you get -1 Vitality 2: you get -1 Strength 3: you get -1 Dexterity 4: you get -1 Intelligence 5: you get -1 Spirit 6: nothing happens There will be further benefits and potential consequences as this transformation progresses, at the discretion of your Warden. | On Play: Restore 5 HP. Add a Temporary Flaming Exhale to your Board that reads “On Play: All Close characters in front of you take 5d6 fire elemental damage. They may pass a Readiness Check against your Manipulation or Immunity Check to reduce that damage by half. | 8 | |
| Drumstick | As a basic cooking ingredient, the seasoning and preparation of this leg is left up to the wielder. | Attack Dice: 6d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Draw: Add a Temporary copy of this card to your Board. On Play: Strike. Your Equipped Weapon may be any Drumstick to attack with that Strike; it does not have to be this specific Drumstick. Then restore 2 HP. | 2 | |
| Dullstone | The invention of the Dullstone is thanks to a master weaponsmith who led their whole life criticized as a fool. Finally, they produced the first ever effective Dullstone and were celebrated as a genius. Running it along a blade pushes the metal inwards and condenses it into a more solid weapon. Admittedly this invention still has critics. | You may Permanently destroy this to improve a Weapon. Lower that Weapon’s Attack Dice to the next lowest die type, give it an additional Attack Die, and give that Weapon +2 Value. (The die types are d4, d6, d8, d10, d12, and d20) | On Play: Your next weapon attack this turn has an additional Attack Die of the type it already had. | 2 | |
| Ectoplasm | A dense sludge-like gas with thin strands embedded as waves within it. Can be used briefly to commune with spirits. | You may Permanently destroy this item to cast Mercurial Alter Self, Mercurial Experience Transfer, or Fire Rewind without spending MP or meeting any requirements. | On Play: Roll a Mindfulness check of 11. If you fail, gain 2 Overmana. | 3 | |
| Emerald | Light passing through this green gem will emit a flowing pattern resembling bubbling brine. | On Board: When you cast a spell, apply Poison equal to half this item’s Value, rounded up, to a Far character. | 1 | ||
| Endless Breadsticks | More accurately this is a singular endless breadstick. It continues to be pulled out of a small cloth-covered basket. Despite crafty survivalists’ best efforts, the breadsticks are not strong enough to be a structural element for nearly any makeshift hovels or bridges. | On Play: Endless Breadsticks does not go to your bin when it is Played. Restore 1 HP. In Bin: Draw Endless Breadsticks at the end of your turn if it is in your Bin. | 3 | ||
| Energized Buckler | Half of a Fae Battleball strapped to the forearm. Suitable as a weapon or shield, its user bumps around the battlefield shocking nearby foes. When the user empowers their own body, the buckler will charge up as well. | Attack Dice: 3d6+Vitality Damage Dice: 1d4 This can be equipped as a Weapon or shield. If it is, gain +1 Defense and deal 1d8 lightning elemental damage to a character when you enter or exit the Adjacency of that character for the first time each turn. | On Play: Strike. On Board: If you have restored HP or MP this turn, then you automatically pass any Slip Checks used to Disengage. | 5 | |
| Engraved Wood | This fragment of wood served to identify a Goblinnequin and comes with a name, birth date, death date, and list of accomplishments. | Spell Knowledge: Experience Transfer, Rewind Rewind takes 5 minutes to cast when cast with Engraved Wood, but costs 1 less MP. | On Board: Receive half damage from arcane element sources. | 2 | |
| Etched Tower Shield | There is enough space on this person-height shield to engrave an entire saga. You recognize either a character or a lesson from this cautionary tale. | While this is your equipped shield, you get +2 Defense. | On Board: +2 Defense. -2 to all Attack Dice. On Play: Unequip this shield. | 2 | |
| Exotic Fish | Decorative fish like this are used in extravagant facilities in gardens, libraries, public forums, or even restaurants. Its scales only grow more lustrous and vibrant as it ages. | If this was collected with a Sample Collection Kit, then it has +2 Value. When an Exotic Fish reaches 6 Permanent Value, it must be named. | On Play: Restore HP equal to twice this card’s Value. On Board: When a Skirmish ends, this card Permanently gains +1 Value if it is on your Board and already has a Value of 4 or greater. | 2 | |
| Exquisite Jam | Jam of this quality has an incredibly rich and sweet taste. Spreading it on anything is sure to be an improvement. | On Play: Restore HP equal to this card’s Value. On Board: Your Temporary cards have +3 Value. When HP is restored by a Food, you may restore HP equal to that Food’s Value instead of an amount it would otherwise restore. | 4 | ||
| Faceplate Armor | The breastplate of this makeshift armor was formerly the face of a metal colossus. While entirely inanimate, it still presents an imposing visage, especially to animals. | Requirements: +2 Vitality or +2 Strength If this is your equipped armor, your base Defense is 5+Vitality. When making Manipulation Checks against characters, you may subtract their Intelligence Bonus from your result. (subtracting a negative value will make your Check higher.) | On Board: +1 Defense. | 3 | |
| Fairyfish | Bright colors adorn these round and short fish to match their bright flavors. Nothing tastes quite the same as fae magic. | Attack Dice: 5d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. When a creature is hit by the Fairyfish, it must pass a Mindfulness check of 8 or become Charmed for one turn. | On Play: Strike. Choose an Adjacent character, then compete against each other with Immunity Checks. The loser falls Asleep. | 4 | |
| Fang | A large canine tooth from some beast. Grabbing it by the root makes it a serviceable dagger. | Attack Dice: 2d4+Strength or Dex Damage Dice: 1d4+1 | On Play: Discard another card to add 1d4 Damage Dice to your next weapon attack, then strike. | 2 | |
| Femur Club | All matter that once contained life is inherently structured as a vessel of power, and so some magicians practice in bonework. Some post- mortem matter is also just a solid bludgeon. | Attack Dice: 8d4+Strength Damage Dice: 1d4 If your Intelligence or Spirit Bonus is +3 or higher, then damage from the Femur Club is arcane elemental damage and cannot be reduced or ignored. Increase its attack dice to 8d10+Strength. | On Play: Strike. | 3 | |
| Ferrofluid | This ferrofluid is a large clump of metallic slime that is pulled toward magnetic forces and living things. The iron dispersed within it makes it extremely heavy. | On Board: +2 Defense. You cannot take any Move Actions. On Play: An Adjacent character must pass a Sturdiness Check of 13 or have this item placed on their Board. Return this card to your Backpack at the end of a Skirmish. | 4 | ||
| Fine Mace | Novice blacksmiths will incorrectly assume that bladesmithing has a higher possible expression of skill than blunt weaponry. Sure, a bad mace is better than a bad sword, but this fine mace is a soaring example of how handiwork can make crushing your enemies feel lightweight and natural. | Attack Dice: 7d6+Strength Damage Dice: 1d4 | On Play: Strike. | 4 | |
| Fine Shortsword | Each species has an elite set of weaponsmiths that favor different alloys, weight distributions, and blade dimensions. This blade is made by an apprentice in one of those arts. | Attack Dice: 2d8+Strength and/or Dexterity Damage Dice: 2d4 | On Play: Strike. | 3 | |
| Fine Spear | Flawless design in both durability and weight reduction allow this spear to be longer than an average spear. Tiring your opponent with range and multiple blows allows you to create an opening and pierce all the way through their defenses. | Attack Dice: 1d20+Dexterity Damage Dice: 2d8 | On Play: Strike. In Bin: If you have a shield, this is your Equipped Weapon, and this card is in your Bin, gain +1 Defense. | 4 | |
| Fingerless Gauntlets | These heavily armored gauntlets stretch from the knuckle all the way down to the elbow. The plating at the wrist was constructed to leave unrestrained movement. While leaving the fingers open for fine motor tasks, any true armor enthusiasts balk at the idea of intentionally exposing their fingers. | Grants +1 Defense while these are your equipped gloves and your Defense is less than 8. If it is greater than 8, they grant -1 Defense. You have a +2 Bonus to any Skill Check requiring intricate work with your hands. | On Board: When you play another Tool, Discard this and Draw 3 cards. | 4 | |
| Fingers of Light | Fabled bracers stretching from golden elbowpads to quartz rings around the knuckles. The wearer’s fingers are sheathed with light that forms a blinding mass anytime they grip a weapon tightly. | Requirement: +2 Spirit Grants +1 Defense if these are your equipped gloves. Any physical damage you deal is increased by 1d4 light elemental damage. Emits light in a Close radius. | On Draw: Find a Weapon from your Backpack. On Board: You may roll any d4 as d6 instead. | 8 | |
| Firefly Flash | This simple tool is made of a few fireflies in a glass jar with holes poked in the top. These fireflies are much brighter than usual, and when the jar is agitated or thrown, they will emit an incredibly bright flash. | Emits light in a Close radius. | On Play: A Close character and all characters Adjacent to them must pass an Immunity Check of 13 or be Blinded for one turn. | 2 | |
| First Aid Kit | A small package of gauze and salves, wrapped in red canvas cloth. | You may Permanently destroy this item to bring a mortally wounded character to 1 HP. | On Play: Restore 1d4 HP to an Adjacent character or yourself. | 0.5 | |
| Fisherman’s Promise | You have made a pact with some unknown being that will demand something in return later. When you sleep, you can hear the lake you made this pact by and feel its waves wash back and forth over your scattered body. | You cannot sell, Permanently destroy, or otherwise dispose of the Fisherman’s Promise. Your Backpack capacity is increased by 1 and you may fish an additional time at fishing spots. | On Draw: Draw two cards and take 1d4 damage. On Play: For each fish on your Board and in your Bin, create a Temporary Small Fish and place another one on top of a Close character’s Backpack. They are Food with “On Play: Restore 1 HP” and “Exploration Phase: you divine the location of an undiscovered fishing spot.” | 0 | |
| Fishing Rod | While it is a shabby pole, its thick string and bent body have a trustworthy charm. It is an essential tool for any gourmand looking to expand their pantry. | You may fish once per fishing spot you encounter. | On Play: You may take an additional Flex Action, but only to Grab a Close character. | 0.5 | |
| Flawed Omnibus | An impressive breadth of knowledge is stored within this omnibus, but its age lags far behind the forefront of magical research. | Spell Knowledge: All spells as their base element, but they cost 1 more MP if you only know them from this omnibus. | On Board: +1 Spirit and Intelligence. In Bin: You can cast spells as any element by spending an additional MP if this is in your Bin. | 5 | |
| Fletched Arrows | These finely fletched arrows are a step above the ones packed with most bows. They fly true, as if the hawk whose feathers line the arrow were still conducting the flight. | Your arrows and bolts can reach one distance farther. Serves as a sufficient amount of arrows and bolts to use as ammunition without running out. | On Board: Your Damage Dice from weapons with range greater than Adjacent gain +1. | 1.5 | |
| Floret Darts | Floret Darts are effectively a Blood Blossom that has been dried with the needle-like pistil pointing strongly outwards. Throwing them like darts causes substantial pain. | Attack Dice: 1d8+Dexterity Damage Dice: 3d4-2 Range: Close | On Play: Strike. Your Equipped Weapon may be any Floret Darts to attack with that Strike; it does not have to be this specific Floret Darts. In Bin: At the end of your turn any enemy that has been hit by Floret Darts loses 1 HP, and you restore 1 HP. Increase this effect to 1d4 if Floret Darts were collected with a Sample Collection Kit. | 1 | |
| Flying Carpet | Precise dye patterning and fabric structure have instilled this rug with the ability to hover. It is finely crafted, and was once used to teach novice magicians how magic is expressed through forms and structures. | Spell Knowledge: Lightning Alter Form Once per day you may prevent an Exploration Phase effect from occurring after its card is drawn. | On Board: +1 Defense. On Play: Until your next turn, you may prevent any Close characters from Drawing cards. | 6 | |
| Fool’s Gold | While it certainly appears valuable, any established alchemist will be able to tell you otherwise. | On Board: This card has +4 Value. On Play: Give another card +2 Temporary Value. | 1 | ||
| Foreign Blade | This foreign blade comes from a faraway land and demands techniques entirely unfamiliar to local sword practices. Without a mentor for it, the only way to improve with it is through trial and error. | Attack Dice: 2d8-20 +Strength and/or Dexterity Damage Dice: 3d6 When you attack with this or rest Overnight, place a Permanent mark on this card. Its Attack Dice get +1 for each mark on it, with a maximum of 20 marks. | On Play: Strike. Place an additional Permanent mark on this card if it has fewer than 20 marks. | 5 | |
| Forge Hammer (specified card) | A Forge Hammers is used to smith other weaponry. Hot orange runes sit on the blunt of its head and will conjure forged items when the hammer strikes. | Attack Dice: 6d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike. Create 2 Temporary copies of the card specified by this Forge Hammer. | 4 | |
| Fresh Pixie Dust Pouch | As an upgrade to the healer’s basic Pixie Dust Pouch, the fresh version is much more potent. | Spell Knowledge: Mercurial Soothe, Mercurial Mass Soothe, Lightning Heal, Frost Sanctuary When you rest Overnight, put a Permanent mark on this card. When it has 4 marks, Permanently transform it into a normal Pixie Dust Pouch. | On Board: Once between each of your turns you may cast Soothe after an ally within range is damaged. On Play: Cast Soothe on yourself even if you were not damaged recently. | 3 | |
| Furrier Cloak | A simple and sturdy cloak sewn together from whole pelts. | On Board: +1 Defense for every Monster card in your Bin. | 3 | ||
| Gallus Skull Pick | The shaft of this warpick is enclosed in vertebrae that lead up to the head, which is a giant chicken skull with the beak wired shut and sharpened to a point. | Attack Dice: 2d8+Strength Damage Dice: 2d4 If this is your equipped weapon, gain +2 to Demolition Checks. | On Play: Summon a spectral chicken steed with 1 HP underneath you. The steed can move two distances per turn and provides you +1 to any Attack Dice while you are mounted. Then Strike. | 3 | |
| Galvanic Spear-Wand | This spear is a single piece of wood carved out of a tree struck down by lightning. The tip still smolders a little and serves as a conduit for magic. | Spell Knowledge: Lightning Bolt, Lightning Tribolt, Fire Nova Attack Dice: 1d10+Intelligence and/or Dexterity Damage Dice: 2d4 + 3 | On Board: Any physical damage you deal may be lightning or fire elemental damage instead. On Play: Strike. | 5 | |
| Gear | No one can be sure what machine this palm-sized cog used to fit into. | On Play: Draw a card. On Board: When this is Discarded, draw a card. | 1 | ||
| Gelatin Disc | A broad brass band is bent into the shape of a circle and filled with a solid gel to create this object. Running quickly with this in hand makes a faint warbling noise like gelatinous thunder. | If this is your equipped shield, then any Attack Die that rolled their highest face against you have their resulting damage reduced by half if that damage is non-elemental damage. This disc provides an intensely bouncy surface to leap off of or cushion falls. | On Board: +1 Defense. | 2 | |
| Gemskull shield | While not the entire Crocoskellion skull, this shield is a fair portion of it and will cover much of a person’s body. The gem in the center still possess strong anti-magic properties. | Requirements: +1 Strength and +1 Intelligence Grants +2 Defense if this is your equipped shield. When you cast a spell or attack with another weapon, you may attack with this as well. Attack Dice: 1d4+Strength +Intelligence, but this attack cannot score a critical hit. Damage Dice: 1d6 | On Board: When a character you can see casts a spell, you may compete against them with Arcana Checks. If you win, nullify that spell and Discard this card. | 4 | |
| Geode | Try opening up this round stone and seeing what gemstones are hidden inside! | You may Permanently destroy this to roll 2d6 and acquire the following for each die: 1- Opal 2- Ruby 3- Sapphire 4- Topaz 5- Emerald 6- Astral Amethyst | 3 | ||
| Ghoul Arm | Be warned: ghoul limbs will continue to move on their own after being severed. They are disembodied from a mind and only have the sense of touch, so they aren’t attempting to accomplish much and couldn’t even if they tried. If a weapon handle slips into its palm, it will excitedly swing that weapon about. | Attack Dice: 2d8+Strength or Dexterity Damage Dice: 1d8 | On Play: Strike, then Find a Weapon from your Backpack and Play it. | 3 | |
| Giant Feather | Animal parts are often components in the arcane arts, and this feather appears particularly potent. | You may Permanently destroy this item to have you and any Close Characters of your choosing fall slowly and safely for ten minutes. | On Play: You and any Close Character of your choosing fall slowly and safely for the next two turns. | 1 | |
| Giant Frog Leg | Coiling up the tendons by the knee will store a powerful kick that can be released by pinching some nerves at the thigh. Activity like this keeps the meat fresh for longer. | Attack Dice: 2d20 Damage: 1 When this damages a character, they must pass a Sturdiness Check of 15 or be pushed back one distance. On an 8 or lower they are also Knocked Down. You must spend a Core Action to reload the Giant Frog Leg before making another attack with it. You may add +3 to Might or Demolition Checks instead of your own attribute Bonus and Mastery Bonus. | On Play: Strike. If you attacked this way, then restore HP equal to the lower result of the two Attack Die. | 3 | |
| Gilded Bone | After death, part of this bone was inlaid with gold. Now it stands out from the rest in the catacombs. | 0.5 | |||
| Glutton Tuna | Glutton tunas gorge themselves on whatever they can see. This one has grown to a preposterous size and jingles slightly when swung around. | Attack Dice: 1d12+Strength or Vitality Damage Dice: 1d4 + the amount of Food you have On Board: | On Play: Strike. Restore 1 HP. | 3 | |
| Gnashfish | Gnashfish share many similarities with their cousin, the piranha. The key difference is that Gnashfish use their stronger jaws and flat teeth to pinch and pull on their victims. The other distinction is that they need much less instigation to begin a feeding frenzy. | Attack Dice: 1d6+2+ Dexterity Damage Dice: 1d10 | On Play: Strike. Restore 1 HP. | 1.5 | |
| Goblin Necklace | Goblins adorn these necklaces with teeth, beads, and other desirable trinkets. | 0.5 | |||
| Gold Bar | Heavy with the heft of fortune. | 5 | |||
| Gold Tooth | Someone lost a tooth and it has since been replaced by a golden surrogate. It would be a waste to just leave it in their mouth … | On Play: Discard another card to deal damage equal to twice its Value to a Close character. | 1.5 | ||
| Golden Apple | Myths tend to sprout around golden apples wherever they fall. One time, a poor girl became stranded in the wilderness. Even though she found a golden apple, she refused to eat it due to its value and eventually starved to death. The apple sprouted into a tree that is still haunted by her spirit. | You may Permanently destroy this to fully restore a character’s HP. | On Draw: If you have less than 4 Overhealth, gain 2 Overhealth. On Board: At the end of your turn, if you have less than 4 Overhealth, gain 2 Overhealth. On Play: Restore 4 HP. | 6 | |
| Golden Egg | Light reflects everywhere off the uneven surface of this torso-sized golden egg. It is shiny enough to attract the attention of any nearby creatures and start a scuffle. | While this is in your Backpack you cannot take any Core Actions. Whenever you receive damage, you must pass a Sturdiness check equal to twice the damage receieved or drop the Golden Egg and shatter it on the ground. | On Play: Restore 3 HP. On Board: When you take damage you may Discard this to restore 3 HP and gain +10 on your next Sturdiness Check. | 12 | |
| Golden Skull | This skull comes from a beast that ate immense amounts of minerals passed from the soil through the food chain. | On Play: Note the total Value of other cards on your Board and Monster cards in your Bin, then Discard every card on your Board. Deal that much physical damage to a Close character. | 5 | ||
| Grappling Hook | This four-pronged metal hook comes with a metal ring at the base so that it can be tied to the end of ropes. When thrown, it may catch the hooks on something, but it won’t work in every situation. | Grappling Hook does not take up Backpack Capacity if you have Rope. Once affixed to the rope it may provide a secure connection when the rope is thrown somewhere. | On Play: You may make an attack with one Attack Die of your equipped weapon. | 0.5 | |
| Grave Dirt | Grave Dirt is a simple occult ingredient, having faint amounts of magic from its presence in a graveyard. Sprinkle over remains to gain a small amount of strength. | On Play: Gain 2 Overhealth for each Monster card in your Bin. | 2 | ||
| Great Scale | While this scale is just barely the wrong size and shape to perform the role of a traditional shield, it can still protect you as it once protected a great reptile. It is particularly effective as a measure against heat. | On Board: +1 Defense. Receive half damage from fire elemental sources. On Play: Until the end of your next turn, you are immune to fire elemental damage. | 3 | ||
| Greataxe | The greataxe is a formidable weapon composed of a sturdy metal rod ending in a double-sided head of blades. | Attack Dice: 2d8+Strength Damage Dice: 1d8 | On Play: Strike. | 3 | |
| Greathammer | The greathammer crushes through foes and their armor. Simply swinging the heavy end at foes is enough technique to do damage. | Requirements: +2 Strength Attack Dice: 7d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. | On Play: Strike. | 3 | |
| Greatsword | This is the largest swords will go while still being relatively easy to wield. Its long blade commands a presence on the battlefield with flashes of light and cuts of air. | Attack Dice: 3d6+Strength or Dexterity Damage Dice: 1d4 | On Play: Strike. | 3 | |
| Gristle Prod | A two-pronged pitchfork used in cooking meats. Its repeated use without cleaning has created a sheathe of gristle around its tips that crackle with fat and embers when struck. | Attack Dice: 1d20+Vitality or Dexterity Damage Dice: Gristle Prod has a number of d4 Damage Dice equal to the number of Food on your Board. | On Play: Strike. If that attack misses, restore 10 HP. | 4 | |
| Hardtack | While it is an adventuring necessity, this solid and questionably aged biscuit is not enjoyable to eat. | On Play: Restore 1 HP. On Board: +1 Defense. When an attack misses all Attack Dice against you, Discard this card. | 0.5 | ||
| Haunted Platemail | The spirit inside of this armor seems not to be malevolent and is even willing to help you. It raises the question of who this otherwise standard platemail belonged to in the past. | While this is your equipped armor your base Defense is 5+Strength+Spirit, with a maximum of 9. | On Play: Unequip this armor if it is equipped. Until your next turn, you are invisible and the armor continues to act with a mirage of you inside. For the rest of the Skirmish, you get -2 Defense in addition to the armor no longer being equipped. | 5 | |
| Healer’s Tome | The Healer’s Tome is a practical staple for all elements of restorative magic. Copies of it are widely distributed. | Spell Knowledge: Soothe, Guidance, Mass Soothe, Heal | On Board: You may cast spells as the light element. | 3 | |
| Heirloom | This small piece of jewelry includes some sort of family crest. It has been passed down for generations. | On Board: Whenever a character in sight reaches 0 HP, Temporarily increase this card’s Value by 4. | 2 | ||
| Herbal Tea | A fine aroma wafts from this elegant blend of herbs. It provides clarity in frantic situations. | On Board: When you take damage, draw a card. | 2 | ||
| Hide Armor | Hide armor made from tough leather in panels layered over each other to create a full piece. In this set, gaps are left at all the major joints for mobility, and dark cloths drape over the boxy attire. | While this is your equipped armor your base Defense is 5+Dexterity, with a maximum of 8. | On Play: You gain +1 Defense until your next turn. This is increased to +3 Defense if you have dealt no damage and deal no damage on this turn. | 2.5 | |
| Hide Trenchcoat | Multiple Layers of hide line this unique draped armor to provide both protection and carrying capacity. | While this is your equipped armor your base Defense is 5+Dexterity+Spirit, with a maximum of 8. Also, your Backpack Capacity is increased by 2 while this is equipped. When you sell an item only you have carried, you may roll a Manipulation check of 20 to gain an additional currency. | On Play: Draw 2 cards. You may then distribute those cards among any characters’ Boards. | 3 | |
| Hot Potato | This fiendish tuber draws its heat straight from Hell and never cools down. Better not be caught holding it too long or you’ll get singed. | On Play: The original owner of this card decides whether you restore 1 HP or take 1 fire elemental damage. Pass this card to another Board. On Board: At the end of your turn, Discard this and take 2d6 fire elemental damage. | 1 | ||
| Illusionist’s Blade | This crafty shortsword takes on the appearance of an innocuous everyday object when it is not being swung. The spells it helps cast provide glee for tricksters everywhere. | Spell Knowledge: Light Hands, Highlight, Alter Form Attack Dice: 2d6+Strength or Dexterity Damage Dice: 1d6 | On Play: Strike. Cast Alter Form on yourself ignoring all requirements and without spending any MP. | 3 | |
| Imp Grease | A succulent fat capable of rehydrating anything it is slathered over. Objects rehydrated this way are plump, shiny, sickening, and tempting. | On Play: Choose up to three Monster and/or Food Cards in your Bin. Activate their “On Play” effects. | 4 | ||
| Imperial Slime Sap | No part of any slime is tastier than an Imperial Slime Sap. Its sweet fatty taste diffuses through your mouth as it almost instantly melts, filling your mind and body with an uninterruptible divine bliss. | On Play: Restore 1 HP. Until the end of your next turn your HP cannot change and you get +10 to Immunity, Sturdiness, and Mindfulness Checks. | 6 | ||
| Incinerator Lantern | Incineration has been made mobile inside this handheld lantern. Good for deployable cleanup and scrapping efforts. | Emits light in a Far radius. Items placed in here are quickly and Permanently destroyed. | On Play: Draw cards equal to the number of Monster cards in your Bin. For every card you would draw this way while your Backpack is empty, deal 1d10 fire elemental damage to a Close character. | 6 | |
| Jewel of the Wilds | A colorful fruit so vibrant it almost hurts to look at. The juice contained within is divinely sweet, clear, and invigorating. Scars cover where juice and slices have been extracted before the fruit reformed its perfect shape. | Before you draw two cards at the start of a Skirmish, you may take 5 light element damage to draw this card. | On Play: Restore 2 HP. Keep this on your Board and add a Temporary Jewel Slice to your Board. It is a Food with “Restore HP equal to the number of Food on your Board.” On Board: When you restore HP, deal that much light element damage to a Close character. | 10 | |
| Kinetic Bracers | A set of brass knuckles heavily coated in slime such that they look like boxing gloves. The hefty and slippery nature of these bracers make you move faster when you choose to move and unyielding when you don’t. | Attack Dice: This has a number of Attack Dice equal to your Dexterity Bonus. Those Attack Dice are each 1d6+Dexterity. Damage Dice: 1d4+Vitality | On Board: +1 Vitality. When you take a Move Action, gain +1 Dexterity and -1 Vitality until your next turn. | 3.5 | |
| Lantern | A simple oil lantern with a closed hood that is tougher to extinguish than a torch. | Emits light in a Close radius. | On Play: A Close character must pass an Immunity Check of 11 or become Blinded for one turn. | 1 | |
| Large Eyeball | It takes some skill or luck to have an eyeball as well preserved as this one is. | On Play: Draw four cards, then Discard three cards. | 2 | ||
| Large Healing Potion | Even mall healing potions are unpleasant when drank. Luckily, most large healing potions are brewed with this in mind, and are brewed with a numbing agent in them. Hopefully this one contains something to mitigate the feeling of the unnatural, bone-chilling recuperation process. | You may Permanently destroy this to restore 2d8+4 HP. | On Play: Restore 1d8+2 HP. | 2.5 | |
| Lavamancer’s Tome | Lavamancers understand that magma is potent both while erupting and while gently flowing. | Spell Knowledge: Fire Bolt, Fire Guidance, Fire Tribolt, Fire Highlight, Fire Heal, Fire Cloud | On Board: If you have no equipped weapon, then deal an additional 1d4 fire elemental damage whenever you deal damage. | 3 | |
| Lead | Some alchemists group lead in with gemstones due to the similar roles they fill. Other alchemists simply accept lead as a hard material suited for percussive use cases. | This item is considered a gemstone. | On Board: When you cast a spell, deal physical damage equal to this card’s Value to a Far character. | 1 | |
| Leaden Gyroscope | Lead is a metal that contains magic of the physical world, and it has the ability to fight off magics of the non-physical world. As such, it is a metal fit to track absolutes of the physical world such as up and down. There is also a compass in the center of it. | Provides directions for north, up, and down. Ensures that direction, gravity, and the current plane remain stable in its vicinity. | On Board: +3 to Sturdiness Checks and +1 to Immunity and Mindfulness Checks. | 3 | |
| Left Boot of Speed | Surely this has potential, but for now it just seems to make you run in circles. | Can combine with the Right Boot of Speed to make the Unified Boots of Speed. | On Play: Gain +2 Overbonus, then you may take a Disengage action. | 2 | |
| Licorice Whip | The rubbery texture of red licorice conducts a substantial force when it is thick as a rope and snapped like a whip. | Attack Dice: 2d8+Dexterity or Vitality Damage Dice: 2d4- 1 Range: Close Can function as rope. | On Play: Strike. Restore 1 HP. Find a card in your Bin. | 5 | |
| Lively Hand | No longer hostile, this hand instead sits placidly in your backpack or on your shoulder. | Spell Knowledge: Mercurial Hands. | On Board: The spell Hands can make unarmed melee strikes if you command them as a Flex action. They may use your Intelligence instead of Strength when attacking. | 2 | |
| Lockpick Set | An array of fine tools able to manipulate locks into opening. | Allows Discretion Checks to pick locks. | On Draw: Passing a Discretion Check of 11 makes you draw a card. On Play: Reroll any Attack Dice this turn that roll a number lower than your Discretion Mastery. | 1 | |
| Longbow | A larger bow allows for greater strength to be pulled behind the string for more piercing power and range. | Requirements +1 Strength Attack Dice: 1d12+Dexterity+Strength Damage Dice: 1d10+3 Range: Very Far | On Play: Strike. | 3.5 | |
| Luxurious Pelt | Pelts like these fetch a rather high price in a store, so long as they are kept in good condition. | On Board: When you receive damage you may reduce it by half. If you do, Permanently transform this into a regular Pelt. | 4 | ||
| Magic Die | A tiny cube of slime, whose rubbery texture is owed to its lack of moisture. Each side represents a core magical element that it posseses a mote of. | Spell Knowledge: All elements of Soothe, Bolt, Mass Soothe, and Tribolt When you acquire a Magic Die, Permanently set its Value to 1d6+1. | On Board: Whenever you cast a spell, you may roll 1d6 to determine its element. When you do, you may Discard any number of Monster cards to modify that roll’s result by the number of cards Discarded. | 0 | |
| Magnetic Mace | A firm iron bar with a large horseshoe magnet attached to the top. Fantastic for manipulating some common metals, but also serves to hit most things aptly. | Attack Dice: 6d4+Strength Damage Dice: 1d4-1, with a minimum of 1 damage per die. When attacking a metallic enemy, all Attack Dice automatically succeed and the Damage Dice are doubled. Magnetic Mace becomes unequipped and cannot be equipped again until after this Skirmish. | On Play: Strike. | 2 | |
| Magnifying Glass | A handheld tool featuring a large concave lens that can be used to detect fine detail and shapes. | Spell Knowledge: Magnify | On Play: Find a card from your Backpack. | 4 | |
| Mana Inverting Biscuit | A curious treat that dazzles the senses and flips the polarity of your magic. It is adorned with a sweet glaze full of blue and purple sparkles. | On Play: Restore 1 HP. Until the end of your turn, if a spell of yours would normally deal damage it restores HP instead, and vice versa. | 3 | ||
| Mannequin | It seems somehow inviting, although it is unsettling to acknowledge that. Living in a mannequin like this is not a shortcut to immortality; your soul will decay without a better body. | You may bond to this mannequin. If you are bonded to it and you would die, your soul is transferred into this mannequin instead, wherever it is. You lose the ability to speak and receive double damage from fire elemental sources. | 4 | ||
| Map Kit | Parchment, ink, and a compass helpful for mapping dangerous regions. | Required to draw maps. Passing a Lore Check of 12 allows you to navigate to any previously visited location. | On Board: Your Attack Dice get +1. | 1 | |
| Marblepea Pod | Marblepeas are so named for their solid texture and similarities to marbles. Crunching through them is not for the faint of heart and many prefer to boil them instead. | Functions as ball bearings. | On Play: A Close character must pass a Slip check of 14 or become Knocked Down. Restore 1 HP and add 1d6 Temporary Marblepeas to your Board that are Food with “On Play: Restore 1 HP” and “On Board: After Attack Dice are rolled against you, but before Damage Dice are rolled, you may Discard this card to gain +1 Defense this turn.” | 3 | |
| Miniature Tumbleghast | After being conquered in battle, this Tumbleghast has shrunk down to fit in the palm of your hand, but still retains one very large spike. In combat it mostly follows your commands and strikes with your will. At night, sometimes you can hear it trying to roll toward you vengefully, but failing due to its new awkward shape. | Attack Dice: 1d4+Dexterity+ Manipulation Damage Dice: 1d12 Range: Close If the target is Adjacent, then Miniature Tumbleweed counts 3 and 4 as the highest possible face for its Attack Dice. | On Play: Strike. | 8 | |
| Mirror Phalanx | Battlefield leaders wear this shield to impose uniform tactics among their ranks. The magic mirror composing its face duplicates weaponry and the skill required to wield it. | While this is your equipped shield, you get +2 Defense and ignore all damage from light element sources. | On Play: Choose another Weapon on your Board or in your Bin. Each Far character of your choice makes a Temporary copy of that card. While Playing that card they may use your Bonuses and Abilities instead of their own. | 10 | |
| Misty Mushroom | A veil hangs off the edge of this succulent mushroom. Through its swirling mists, it seems to occasionally replicate mirages of items next to it in your backpack. | On Play: Restore 3 HP. Create a Temporary copy of the next card you draw. If that card is a Food with 2 or less Value, instead create three Temporary copies of it. | 3.5 | ||
| Mixed Greens | Any combination of greens tossed together is sure to form a light side salad complementing other food. | On Play: Restore 2 HP, draw a card, and take an additional Card Action. | 3 | ||
| Morphing Gum | Each flavor in this paper- wrapped assortment of gum alters the user’s body in a different way. On top of being magical, it can act as normal gum to stick things together or provide some grit when chewed or popping bubbles. | Spell Knowledge: Alter Form Once per day you may cast Alter Form as any element other than frost without using MP and ignoring minimum requirements. This gum is also great at sticking things together. | On Play: Restore 1 HP. Your Spirit, Strength, or Vitality gains an additional Bonus equal to the number of Food on your Board until the end of your turn. | 3 | |
| Mulberry Root | It seems that while a Molebear was burrowing, a Mulberry Root snagged on its fur. If you manage to replant it, it should quickly start providing a solid source of tasty mulberries. | You may transplant this root to create a mulberry bush. For two days after visiting a location with a mulberry bush, characters may start Skirmishes with a Temporary Mulberry on their board. It is a Food that restores 1 HP when it is played. | On Play: Restore 1 HP. | 4 | |
| Multi-Tool Dagger | One functionality of this convenient device is a dagger blade. It also contains a screwdriver, a hammer, a file, and a few other simple small tools. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 | On Play: Strike. Draw 2 cards. | 3 | |
| Necronomicon | Each necronomicon has a demon responsible for it, although many have become absent through complacency or death. Some necronomicons, however, still have a demon watching and speaking through them. | Spell Knowledge: Mercury Teleport, Mercury Rewind, Mercury Experience Transfer, Mercury Explosion, Frost Teleport | On Board: If you have no Equipped Weapon, your Intelligence and Spirit Bonus are increased by +2. | 7 | |
| Needle | This piercing weapon is so thin it barely has a proper handle. It either does not belong on the battlefield or finds devastating purchase deep into an enemy. | Attack Dice: 1d4+Dexterity Damage Dice: 2d6+2 | On Play: Strike. | 3 | |
| Nemesis Spear | A spear that had been lodged in a dragon’s hide and overgrown with scar tissue and clumps of scale. It is imbued with the power of spirited grudges and longs for another name to hunt down. | Attack Dice: 1d20+Dexterity or Spirit Damage Dice: 2d10 When you rest Overnight, you may name a character. This weapon Permanently deals double damage to that character. Only one character may ever be named this way for this spear. | On Play: Strike, then Strike again. | 10 | |
| Neoclay Kiln | A large device made out of a putty-like clay. Tinkering with the molds within can germinate a new type of life. Once deployed, it will populate an entire ecosystem. | Able to produce a new type of life and populate an area with it. Requires permanent installation at a location to use. When installed, may produce a number of custom pet or companion cards. | 20 | ||
| Ogre Cheese | Do not be startled or confused by the name—this cheese is made by ogres from goats’ milk. Its intense pungency allows it to overpower other aromas and soak them into its spongy body. | If you have no armor equipped, gain +1 Vitality and Strength. | On Board: Anytime a Close character restores HP you may Discard this card to redirect that restoration to yourself. On Play: Restore 1 HP and draw a card. | 3 | |
| Olive Branch | An olive branch serves as a symbol for peace and open communication. This is understood on a nearly global scale. | You may Permanently destroy this at an Exploration Phase. If you do, the Warden Finds their “Respite” card for that Exploration Phase. | On Play: Choose an Adjacent character. They must pass a Mindfulness Check against your Manipulation Check or become Charmed by you until you damage them. | 2 | |
| Ooze Cloud | Slime packed so densely that it has crystallized. A constant perfusive mist spills out from it and thickens the air. | Grants +1 Defense if this is your equipped aura. | On Board: Whenever you take damage from a source that isn’t Adjacent to you, you may Discard two cards to prevent that damage. On Play: Find two cards from your Bin. | 10 | |
| Opal | Radiant opals like this one produce faint amounts of light in complete darkness. | On Board: When you cast a spell, deal light elemental damage equal to this card’s Value to a Far character. | 1 | ||
| Paired Daggers | Simply wielding two ordinary daggers wouldn’t cut it. These were crafted with dual-wielding in mind and have the appropriate balance to do so. | Attack Dice: 1d6+Dexterity Damage Dice: 2d4 When you would make an attack with Paired Daggers, make two attacks instead. | On Play: Strike. | 3 | |
| Pelt | Seasoned adventurers tend to prattle on about the earnest value of a hard-earned pelt. | 1 | |||
| Perfume Bottle | This simple glass perfume bottle houses two chambers: one for a rich and fragrant aroma, and the other for a vile and putrid smell. | If you have no equipped weapon, gain +2 Spirit. | On Play: Choose an Adjacent character. They must pass an Immunity Check of 14 or become Poisoned 2, become unable to restore HP, and get -2 Spirit. On Board: Other cards on your Board have +1 Value. | 2 | |
| Pet Bell Slime | This small Bell Slime emerged from the center of a different slain Bell Slime. Picking it up has attuned it to your skin’s oils instead of the normal slime it would bond with. It is generally placid and very happy to probe any new environment around it. | The Pet Bell Slime can be deployed on the ground. It will psychically alert you if any character steps in a Close radius to it. | On Draw: Draw a card. On Board: Ignore blindness, invisibility, obfuscation, and any other effect preventing you from seeing other characters. | 2.5 | |
| Pet Biscuit | Dried meat, grain, and sugar all packed into a bone-shaped biscuit. You’d be surprised the types of friends you can make with this. | Can be used to pacify one character with -4 Intelligence or lower on a successful Manipulation check of 15 while not in a Skirmish. This may only be used once per encounter. | On Play: Restore 2 HP. | 1 | |
| Phylactery Stamp | An intensely powerful object disguised as a normal stamp. Stamping another object marks it as a conduit for your soul, storing your life essences inside of it. | You may seal your soul inside an object. If you do, your maximum MP is increased by your maximum HP. Your maximum HP is then set to 0. Receiving damage now decreases your MP. You only become Mortally Wounded if your MP reaches 0 or the stamped object is destroyed. | On Play: Spend any amount of MP to draw twice that many cards. | 20 | |
| Pickaxe | A pickaxe that is equally good at destroying terrain and foes. | Attack Dice: 1d8+Strength Damage Dice: 1d4+Strength If this is your equipped weapon, you get +2 to Demolition Checks. | On Play: Strike. | 2 | |
| Pickling Vinegar | One preservation method includes placing foods into vinegar and salt. It is an incredible art and has the capacity to entirely transform a base ingredient. | On Play: Restore 1 HP. Create two Temporary copies of another Food on your Board. That Food and its copies cannot be Played this Skirmish. | 2 | ||
| Pixie Dust Pouch | A small leather pouch containing pixie dust acquired in peaceful trade. Said to alleviate pain. | Spell Knowledge: Soothe | On Board: +1 Spirit. | 1 | |
| Plate Armor | This armor has thick cushioning lined with chainmail and proudly topped with large plates of steel. | Requirements: +2 Vitality or +2 Strength While this is your equipped armor, your base Defense is 5+Vitality. Also, you have -4 to Discretion and -2 to Slip. | On Board: +1 Defense. | 4 | |
| Portal Hoop | This small golden hoop stretches out to the size of a portal and beckons forth a creature sympathetic to your cause. To operate this magic, it is more important to know the nature of that creature than it is to know the nature of the portal. | Spell Knowledge: Teleport | On Play: Discard another Monster card to summon a friendly Goblin, Hyena, Twiglet, Crab Golem, Skeleton, or Seaglass Slime based on where that Monster card came from. If that card had 5 or more Value, instead summon a Goblin Sorcerer, Hawk, Sleeping Nettler, Golem, Kitchen Imp, or Stench Roller. The monster follows your commands and acts on your turn starting this turn. It returns home after a minute. | 4 | |
| Pot & Pan (Dual Wield) | Those who cannot wait to indulge in acquired delicacies must bring the kitchen with them on adventures. The Pot & Pan also serve as dependable weapons and exceptional noise makers. | Attack Dice: 2d8+Strength, Spirit, or Vitality Damage Dice: 1d6 Once per day you may cook an uncooked Food, provided you have fire. That food gains 0.5 Value and restores an additional HP if it restored HP. | On Play: Strike. | 2 | |
| Potent Wineskin | It does store water, but it shouldn’t necessarily be relied on for hydration during longer trips. | Stores water and slowly turns it into wine over time. | On Play: Restore 1 HP. Roll 1d6 to cast one of the following without requirements or MP: 1: Alter Form 2: Guidance 3: Frost Hands 4: Soothe 5: Bolt 6: Fire Heal | 0.5 | |
| Prayer Beads | This necklace is made of large, polished, wooden orbs. Many focus on the weight on their shoulders, then track that weight loading through their body to the ground as they make a plea to the world. | Permanently destroying this and passing a Leadership check of 13 allows you to place a card from the Warden’s Bin on top of their Backpack. Do this at any time. | On Play: Restore 2 HP and gain +1 Overbonus. This does not go to your Bin after being Played. | 6 | |
| Preserved Cobra Head | Nothing more than a cobra’s head floating in a jar of preservatives, yet it drums up substantial magic. | Spell Knowledge: Mercurial Guidance, Mercurial Soothe, Mercurial Bolt, Mercurial Highlight, Mercurial Cloud. | On Board: When you Poison a Close character, deal additional physical damage equal to that character’s total Poison. On Play: You restore an amount of HP equal to the Poison on a target you can see. | 3 | |
| Prime Cut | Meat this tasty and tender begins to outclass the quality of cuts that high end restaurants can obtain regularly. | On Play: Restore 7 HP. | 4 | ||
| Prizefighter’s Gloves | Heavy cushioning fills the knuckles of these large gloves to protect the wielder and the target when a punch is thrown. Their creation stems from fighting for sport, and the best athletes in that field are revered. | If these are your equipped gloves, the Attack Dice of your unarmed attacks succeed if they roll their lowest face. | On Play: A Close character may compete against your Wrestling Check with a Wrestling or Slip Check. If they lose, place this card on their Board. It cannot be Played for the rest of this Skirmish. Then make an unarmed attack. On Board: Your unarmed attacks that aren’t bites have their Impact Dice replaced by 1d6. | 4 | |
| Questionable Meat | There are many more sources of questionable meat than sources of reliable meat. Innovation is never earned without failed experiences, so a true gourmand would forge onward. | On Play: Restore 8 HP. If you have any Poison, remove it all. If you don’t, gain 2 Poison. | 1 | ||
| Quicksilver | Quicksilver is a metal that is liquid at room temperature and is a flexible conduit for magic. It can readily be molded into a functional facsimile of other magical items. | On Board: This is a copy of any Magic card on your Board or in your Bin. You may update what it copies anytime you Draw or Play a card. | 4 | ||
| Quicksilver Armament | This exceptional weapon matches the will of its wielder and transforms into the shape they desire most. Its silky, liquid-metal body quickly hardens into a razor-sharp blade or solid bludgeon. When not in the shape of a weapon, it flows freely as a silvery gel. | When you attack with Quicksilver Armament you may choose any of the following sets of dice and may use any one attribute Bonus of your choice: Fine Shortsword: Attack Dice: 2d8+Bonus Damage Dice: 2d6 Fine Mace: Attack Dice: 7d4+Bonus Damage Dice: 1d4 Fine Spear: Attack Dice: 1d20+Bonus Damage Dice: 2d8 | On Play: Strke. | 6 | |
| Quiver | The quiver is a simple tool for carrying arrows. Not the most exciting, but at least you don’t have to fumble through a pile of loose arrows. This one comes stocked. | Carries a sufficient amount of arrows and bolts to use as ammunition without running out. | On Draw: Draw a card. | 1 | |
| Rabbit’s Foot | The Rabbit’s Foot is a charm known for good luck. As Wolpertwinkles are also known for good luck, surely one of their feet is double good luck. | Loot Dice get +1, but cannot exceed 20. | On Board: At any time you may Discard this to change any one die to a result of your choosing. | 8 | |
| Raging Ruby | Flames inside this crystal swell with power and move toward anyone with substantial mana inside of them. | On Board: When you cast a spell, deal fire elemental damage equal to this card’s Value to a Far character for each MP spent on that spell. | 2 | ||
| Rainbow Grouper | The only thing bigger than this grouper’s stomach is its mouth. It will cough up whatever assortment of items it has mindlessly swallowed if it finds more preferable food. The ‘rainbow’ in its name refers to the assortment of jewel-like scales that only work as camouflage in a few select regions. | On Play: Choose a number equal to or less than the number of other Food on your Board. Discard that many other Food, then Find that many cards from your Bin. Restore that much HP and deal that much light elemental damage to a Close character. | 6 | ||
| Rawhide Notebook | Tucked into the ringed binding of this notebook is a crude telescope. The cover is made of thick hide with short hairs still attached. Observations of worldly surroundings are scrawled down in this book. | Passing a Lore check of 13 determines a piece of information about a character you can see, if that character is unaware of your presence. The information available is their maximum HP, their Loot Dice, or any weaknesses they have. You may roll again if you observe them undetected for an additional five minutes. | On Play: Gain +3 Overbonus if you can see a character you have observed with this notebook. On Board: Your Attack Dice get +1. | 2 | |
| Repulsor Padding | Uneven discs of black rubber serve as pauldrons and a single large breastplate. Behind them, springs lie coiled and ready to repel attackers. Additional springs run from the shoulder to the elbow, allowing one unexpected burst of arm movement in a fight. This is perhaps the least comfortable set of armor ever devised and requires skill to use effectively. | While this is your equipped armor, your base Defense is 5+Dexterity+Intelligence+ Vitality, with each Bonus granting a maximum of +2 and a minimum of +0. Whenever a character hits you with a melee attack, it must make a Sturdiness Check of 13 or be pushed back one distance. | On Play: Gain an additional Core Action this turn. | 8 | |
| Right Boot of Speed | Surely this has potential, but for now it just seems to make you run in circles. | Can combine with the Left Boot of Speed to make the Unified Boots of Speed. | On Play: Gain +2 Overbonus, then you may take a Disengage action. | 2 | |
| Ring of Expertise | An incredible enchanted ring that grants great knowledge to its wearer. They are banned in most skill-based competitions. | You have +3 Mastery in a Skill that is randomly selected when this card is picked up. Roll 1d20 to determine that Skill, rerolling on 16-20. | On Play: You pass the next Check of the specified Skill this turn. | 3 | |
| Ring of Skill | This ring was worn by an artisan for the span of their life and has slowly absorbed a purpose into itself. | You have +1 Mastery in a Skill that is randomly selected when this card is picked up. Roll 1d20 to determine that Skill, rerolling on 16-20. | On Play: Add +4 to your next Check of the specified Skill this turn. | 1 | |
| Rings of Two-Headed Might | Thick metal bands and unpolished jewels form a whole set of rings. When worn on each finger, they behave similarly to brass knuckles. They have been the subject of an Ettin’s life worth of enchanting and promote the two traits most prized by Ettins. | Your Intelligence Bonus is increased by your Might Mastery and your Strength Bonus is increased by your Arcana Mastery. Your unarmed attacks have +3 to their Damage Dice and deal damage as arcane elemental damage. (The default unarmed Attack Die is 1d4+Strength with a 1d4 Damage Die) | On Play: Make an unarmed attack. | 6 | |
| Ritual Dagger | A zig-zag blade of obsidian, used to extract the essence of items. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1 | On Play: You may Discard another card to Temporarily add its Value to a card on your Board. Then Strike or cast a spell. | 3 | |
| Ritual Greatsword | While ritual daggers are good at chipping away flakes of gemstone, this massive obsidian blade has more interest in organic matter. | Attack Dice: 3d6+(Strength or Dexterity)+(Intelligence or Spirit) Damage Dice: 1d4 | On Play: You may Discard another card to Temporarily add double its Value to a card on your Board. Then Strike or cast a spell. | 5 | |
| Rock Candy | Rock Candy can occur naturally in places downstream from high sugar plants, like Angelroot. More commonly, they are made artificially by sugar accumulating into what looks like a rocky crystal. | On Play: Restore HP equal to your Defense. Until your next turn, you have +5 Defense, +10 Sturdiness Mastery, and receive half damage from all sources. You cannot prevent characters from moving away from you, but other characters cannot move directly through your position. | 3 | ||
| Rope | A coil of sturdy rope. Very useful. | 50 feet long. | On Draw: You and another character of your choice each Draw a card. | 0.5 | |
| Royal Ogre Cheese | An ogre of royal descent has carried this cheese across many rich lands and allowed it to sit at the tables of culinary masters, soaking up their aromas into the soft and porous body of this wedge. | If you have no armor equipped, gain +1 Vitality, +1 Strength, and +1 Defense. | On Board: Anytime a Close character restores HP, you may Discard this card to redirect that restoration to yourself. If you do, Draw 2 cards. On Play: Restore 4 HP and Draw 2 cards. | 5 | |
| Ruby | This gemstone is warm to the touch. If you stare at it long enough, it seems a fire burns inside. | On Board: When you cast a spell, deal fire elemental damage equal to this card’s Value to a Far character. | 1 | ||
| Rune (element) | This sigil is from the teachings of a specific school of magic and constantly gives off a light glow. While it is currently on another surface, you can stamp it onto another object by destroying the original. | You may Permanently destroy this to change the element of a single Spell Knowledge to the specified element. If you do, the item granting that knowledge Permanently gains 3 Value. | On Board: You receive half damage fom sources of the specified element. On Play: The next spell you cast is of the specified element. | 3 | |
| Rune Ossifier | A wretched tool comprised of the top half of a feather clasped and preserved between two frilly brass sheets. Upon holding this device, the bottom half of the feather will restore itself as a spectral quill. The spectral portion is capable of passing through most material, but contacts bone and paper to write upon them. When used on bone it is less painful than imagined, but only slightly. | Overnight, any character may have runes etched into their bones. Reduce their maximum HP by 1d6 and increase their maximum MP by 1. Each character may only receive this effect once. Can be used as a normal writing implement. | On Play: Choose a Very Far character with etched bones. You do not have to see them to select them and you may select yourself. Cast a spell from that character’s position. | 5 | |
| Salt | While this is perhaps the most staple seasoning for many, it also serves warding and preservative purposes. | Spell Knowledge: Sanctuary, Mercurial Alter Form | On Play: Restore 2 HP. On Board: When you Play another Food, restore 1 HP. This is increased to 2 HP if you also have Black Pepper. | 2 | |
| Salvage Claw | This large claw dangles from a hovering crystal that comes with a control wand. While it was designed to move large pieces of scrap around, dropping onto enemies from above serves as a lethal threat. | Attack Dice: 2d6+ Dexterity+Intelligence Damage Dice: 2d6 Range: Far Spell Knowledge: Light Grasp Can be used to pick up distant items. | On Play: Strike or cast Light Grasp. | 3 | |
| Sample Collection Kit | This rolled leather kit contains jars, a net, scrapers, forceps, scalpels, charcoal, paper, and a few other handy instruments. It can curate live insects, fish, plants, and other small forms of life. | Enables collection of certain materials. Enables preservation of life through storage for fish, plants, and more. Anything collected alive Permanently gains 0.5 Value. | On Play: Find any number of cards that have been curated with a Sample Collection Kit. | 1 | |
| Sanguine Seed | Whatever causes the sanguine trees to grow to mammoth proportions begins its journey as this small seed. | This may be planted in soil or some other vessel, such as a Mannequin or Snip-Snapper. | 0 | ||
| Sapphire | This hexagonal blue gem is always cool to the touch. | On Board: When you cast a spell, deal frost elemental damage equal to this card’s Value to a Far character. | 1 | ||
| Scale Mail | To say someone emulates the nature of a reptile is to insult them. This armor is made of reptilian scales and encourages a slight reptilian mindset in the wearer. | While this is your equipped armor your base Defense is 5+Vitality+Dexterity, with a maximum of 8. You are also granted -1 to Intelligence and Spirit. | On Board: Your unarmed attacks use the Attack and Damage Dice of your Equipped Weapon if your unarmed attack is a bite. On Play: Make an unarmed attack using the Attack and Damage Dice of your Equipped Weapon. | 3 | |
| Scoutstone | This luminescent pebble also has the ability to float and automatically return after travelling a far distance when thrown. | Attack Dice: 1d6+Dexterity Damage Dice: 1d8 Range: Far Emits light in a Close radius. Floats when thrown and returns after travelling a Far distance. | On Play: Strike. | 2 | |
| Scrap Grinder | This mobile grinder appears as a long paddle, with two inward-rotating cylinders of grinding teeth serving as the face of the paddle. It is equally proficient in shreding undesirable enemies and items. | Attack Dice: 2d8+Strength +Dexterity Damage Dice: 1d6 When you attack with Scrap Grinder, roll an additional 4d4 Attack Dice with no bonuses. You may spend some time to shred an item, Permanently destroying it and immediately gaining currency equal to half its Value, rounded up. You may do this once at each Exploration Phase and Overnight. | On Play: Strike. | 4 | |
| Scroll | The scroll is to magicians as food is to beasts. | On Play: Gain 1 Overmana. | 2 | ||
| Scrying Orb | A glassy orb filled with clouds of sparkly dust. The contents respond to incantations from the outside, and occasionally part to reveal a truth or create a new deception. | Spell Knowledge: Arcane Experience Transfer, Arcane Spotlight, Light Bolt, Illusion | On Draw: Gain 1 Overmana. | 5 | |
| Seed of Divinity | Light glows from within this small golden seed. The nascent potential of a new divine being lies within and owes loyalty to the ideals of whoever nurtures it. | Contains the seed of an unborn divinity, which can be influenced and nurtured by whispering what it will become. Can be planted at any point to create that new divinity. | On Draw: Draw 2 cards and every card in your Bin. On Play: Permanently increase your maximum HP by 2, then restore 20 HP. | 20 | |
| Shardberry Bush | Shardberries have an icy pit that cause their gooey flesh to contain flakes of ice. When the berries are ripe enough, rattling the bush is enough to make them fall off. | On Board: When you receive damage, add 2 Temporary Shardberries to your Board that are Food with “On Play: Restore 2 HP” and “On Board: At the end of your turn Discard this to deal 2 frost elemental damage to a Far character.” On Play: Restore 4 HP and deal 4 frost elemental damage to a Far character. | 5 | ||
| Shiny Ring | A small ring made of a metal other than gold. It will fetch a modest price. | 0.5 | |||
| Shortbow | Compact and ready to use after only a few hours of training. Requires arrows. | Attack Dice: 2d6+Dexterity Damage Dice: 1d4+1 Range: Far | On Play: Strike. | 1 | |
| Shortsword | Armies use these because of their simplicity in both make and usage. | Attack Dice: 2d6+Strength or Dexterity Damage Dice: 1d6 | On Play: Strike. | 1 | |
| Shovel | Proficient at moving dirt. | Attack Dice: 5d4+Strength Damage Dice: 1d4 | On Play: Strike. | 1 | |
| Skelebell | A well polished bell that rings when you tap the top of it. A spectral skeleton appears nearby ready to serve whoever summoned it. They have a polite demeanor and carry a silver tray bearing food. A curtsy or bow is performed before they disappear. | Spell Knowledge: Mercurial Rewind and all elements of Hands. Spectral skeleton butlers can be summoned for simple tasks. | On Board: When you attack a character, summon a spectral skeleton to deal 1d8 Frost damage to that character. After your turn, that skeleton takes a Move Action and a Flex Action of your choosing with your Bonuses, then becomes unable to take further Actions. Its Flex Action can restore 1d6 HP to a character by feeding it spectral food. | 10 | |
| Skelefish | Clumps of bone fall from this ragged fish. It is incredibly useful in making broths. | On Play: Restore 1 HP and deal 1 damage to a Close character. If this is the first time you’ve Played this card this turn, Play it two additional times before placing it in your Bin. | 2.5 | ||
| Slate Shinglemail | Underneath this armor is a thick cloth padding covered in a metal net lined with hooks. Sheets of slate are pressed onto this netting and eventually crumble over time into smaller sheets. | While this is your equipped armor your base Defense is 10. This also grants -8 Dexterity, but that penalty is reduced by your Might Bonus. | 4 | ||
| Sleeping Toxin | This strand of toxin appears as an oozing purple sap. Even the smell makes you drowsy. | If a character unknowingly ingests this toxin, then they must pass an Immunity Check of 18 or fall Asleep. | On Play: The next time you damage a character with a Weapon, roll 1d12+Discretion. If that number is higher than the target’s current HP it falls Asleep. | 2 | |
| Slime | Every adventurer remembers selling their first slime to a town. Few care to remember selling their hundredth. | 0.5 | |||
| Slime Armor | Wearing Slime Armor is an indignity. Effectively covering yourself in a thick slimy layer, you reduce your ability to sway others. | While this is your equipped armor, your base Defense is 7+Vitality and you have -4 Mastery to Leadership and Manipulation. | On Board: +1 Defense. On Play: A Close character must pass a Readiness Check of 13 or get -6 to its next Leadership, Manipulation, or Mindfulness Check. | 4 | |
| Slime Mace | Multiple strikes often occur as the rubbery shaft recoils backward, straightens out again, hits the target to recoil, and repeats a few times. The stretch allows for attacks from a slight range. | Attack Dice: 5d6+Strength Damage Dice: 1d6 Range: Close | On Play: Restore 4 HP. Strike. If damage is dealt to a character this way, they must pass a Sturdiness Check of 15 or skip their next Move Action. | 5 | |
| Slimeball | In addition to being a common insult, a Slimeball is an effectively disruptive missile. Packing a rock in it cheats for some extra stopping power. | Attack Dice: 1d12+ Dexterity or Strength Damage Dice: 1d6+1 Range: Close A character struck by a Slimeball must pass a Sturdiness Check equal to the damage taken or become Knocked Down. | On Play: You may attack with this even if it is not your Equipped Weapon. If you do, you may Discard a rock or stone card to quadruple the Slimeball’s damage for that attack. | 2 | |
| Slimy Hide | Amphibious hide like this lacks the luxurious appeal of mammal hides, but still has use as an insulator. | You may compete with Manipulation against a slime’s Scrutiny to convince it you are a fellow slime. | On Board: Receive half damage from Poison and lightning elemental sources. | 3 | |
| Small Fish | Nature cherishes even the smallest fish, for it is nimble and less needy than the big fish. | On Play: Restore 1 HP. | 0.5 | ||
| Small Healing Potion | Drinking this washes a cool relief down your body, which turns to an icy unpleasantness as it rushes through your veins to seal up your most vital wounds. | You may Permanently destroy this to restore 2d4+2 HP. | On Play: Restore 1d4+1 HP. | 2 | |
| Smelling Salts | A small tin of salts holding an incredibly powerful smell. One whiff is enough to cause incredible alertness. | Able to break trances and other induced stupors. | On Draw: If it is not your turn, place yourself next in the turn order. If you drew this as a Skirmish begins, you go first. On Board: When you receive a status condition other than Restrained or Knocked Down, you may Discard this card to prevent that condition. | 4 | |
| Smoke Bomb | As an unsuspecting small pellet, this efficient tool has been a reliable arsenal in roguish kits everywhere since it was first invented. | Spell Knowledge: Cloud, Light Cloud Once per day you may cast Cloud, ignoring Requirements and Cost. | On Board: When you take damage, Discard this card and cast Cloud on yourself, ignoring Requirements and Cost. | 3 | |
| Snailshell Cord | A fist-sized spiral shell with pearl-tipped rope plugging the opening. The rope can easily be pulled out and retracted to a length of 100 feet. It can be pulled out indefinitely further, but at a slow rate. | 100 feet long. Can be extended longer at a slow rate. | On Draw: You and another character of your choice each Draw a card. On Play: A character of your choice Draws a card of their choice from any Board or Bin. | 5 | |
| Snip-Snapper | This small brass-filigreed and porcelain-shelled crab does not move on its own like the rest. Opening its back plate reveals a rod that houses wax discs containing instructions to be executed when the back is closed and the key is wound. There is a small lens on the front of this device that stores light onto thin sheets of silver, enabling it to capture images. | Can execute a list of set instructions, including taking a picture, turning 90 degrees, moving in straight lines, and waiting for motion or time. The Snip-Snapper has 10 Defense and 1 HP. Any images taken are stored with this and do not take up additional storage space. | On Play: An Adjacent character must pass an Immunity check of 13 or become Blinded for 1 turn. | 2.5 | |
| Soap | Adventures are long ordeals that can change your identity. While some believe that the suffering and grime are part of the spiritual journey, others prefer to bring some civilization with them and actually bathe. | Spell Knowledge: Frost Hands, Frost Heal, Mercurial Heal, Cloud When you finish resting Overnight with soap, gain 1 Overmana that doesn’t expire until it is used. | On Play: An adjacent character must make a Slip Check of 12 or become Knocked Down. | 3 | |
| Spear | A spear wielder waits patiently for an opening in hopes of striking one devastating blow. | Attack Dice: 1d8+Dexterity Damage Dice: 2d4+2 | On Play: Strike. On Board: If you have a shield equipped and this is your Equipped Weapon, gain +1 Defense. | 2 | |
| Spectacles of Truth | Thick lenses imbued with crystal magics allow these glasses to accurately see the truth of things. They are used in ghostly investigations, as well as for security in matters of high secrecy. | You can see through invisibility, illusions, and anything else that would prevent you from seeing the truth. | On Play: A character that you can see is revealed to everyone and can be seen through physical obfuscation for 1 minute. That character must pass an Immunity Check of 15 or get -1 Defense for 10 minutes. | 4 | |
| Spectral Quiver | Rough repairs applied to this ancient quiver make it hard to identify its original structure. It has outlived many wearers, and each has infused it with the energy of a battlefield death. Normal arrows in it gain the ability to attack a person’s lifeforce directly and ignore the physical world. | You may make ranged Weapon attacks on characters that you cannot see behind terrain. You must pass a Scrutiny or Manipulation Check of 13 or automatically miss. Increase this Check by 2 for every 10 seconds you have not seen that character. Carries a sufficient amount of arrows and bolts to use as ammunition without running out. | On Board: When you deal physical damage, deal an additional 1d4 arcane elemental damage. | 5 | |
| Spell Battery | Different spellcasters pull their power from different sources. Batteries like this are better for powering artifacts, but a living spellcaster can stomach the feeling if needed. | Your maximum MP is increased by 1. This is increased by an additional 3 if your base MP is 0, or an additional 1 if your base MP is less than 4. | On Play: Gain 1 Overmana. Your next spell this turn may be the lightning element. | 4 | |
| Spell Tome | A tome of thick pages illustrating the basics of magic. | Spell Knowledge: Bolt | On Board: +1 Intelligence. | 1 | |
| Spice Converter | When a spell is cast, not all energy is transferred the result. This contraption catches some of the arcane runoff and converts it into spices to season food. | On Board: When you cast a spell, create a Temporary Spice for each MP spent. They are Magic Food with “On Play or at the end of a Skirmish: gain 2 Overhealth.” | 7 | ||
| Spicy Pepper | An immense amount of heat and flavor radiate from this pepper. | On Board: When you would restore HP or gain Overhealth, instead deal that much fire elemental damage to all Adjacent characters. On Play: Take 1 fire elemental damage. Any HP you would restore is halved until the start of your next turn. | 4 | ||
| Spider Egg | If prepared correctly, spider eggs are a safe and enjoyable delicacy. Unfortunately, the heat of battle or a travelling tent are not the right places to prepare it. | If this was collected with a Sample Collection Kit, you may transform it into a Trained Spider overnight. | On Play: Restore 6 HP and 1 MP, then gain 1 Poison. | 2 | |
| Spring-Loaded Ladder | Mechanical equipment like this is prized for its space efficiency and durability. The outward springing force is substantially strong, albeit hard to control. | 30 feet tall, compresses down to 3 feet. | On Play: Any number of Close characters, including yourself, each Draw a card. | 3 | |
| Spyglass | Much more than just a simple vision extender, this luxury spyglass comes with two telescoping lenses and a functional aperture. It is a pivotal tool for gaining an information advantage. | Can be used to see things from much farther away. | On Play: Gain +2 Overbonus and Draw two cards if no characters are Adjacent to you. | 2 | |
| Steak | Regardless of what animal this came from, it is juicy and ready to sizzle. The abundance of steak and the skill required to cook it allow it to serve as a benchmark of skill between chefs. | On Play: Restore 3 HP. | 1.5 | ||
| Stick | Good for poking things. | Attack Dice: 2d6+Dexterity or Strength Damage Dice: 1d6-1, with a minimum of 1 damage per die. Touching a character or object with the Stick grants comprehensive information as to whether they are alive, dead, inanimate, or illusory. | On Play: Strike. | 1 | |
| Sticky Slime | Any agricultural efforts toward domesticating slimes have found slime to be an undesirable by-product unless it is either completely innate or intensely adhesive. This is sticky enough to be considered an industrial adhesive. | You can Permanently destroy this to fuse any two objects together, or to seal cracks in an existing object. A Might check of 21 is required to separate them later. | On Board: You and any Adjacent charactera cannot take Move Actions. A character may attempt to pass a Sturdiness, Might, or Slip check of 15 as a Flex Action to make you Discard this card. | 1.5 | |
| Sticky Syrup | Syrup can come from a variety of sources, but serves the same purpose as long as it is viscous and incredibly sweet. Freshness is usually the goal of chefs’ intensive packing methods, but for syrup it is important to not spill a sticky mess into your backpack. | On Play: Restore 3 HP, then Draw 3 cards and Temporarily stick them together. Treat them as a single card with their combined effects, Value, and types. A Core and a Card action are required to play that card. | 2 | ||
| Stony Brew | Fine stone particles swirl in this murky elixir, which is primarily made of cockatrice blood. While the origin of this recipe was an effort to approach bestial purity, it proved more interesting to alchemists because of its matter-altering properties. | Spell Knowledge: Arcane Heal, Fire Alter From, Mercury Sanctuary You may drink some of this to turn to stone for an hour. Pouring some of this over inanimate material turns it to stone on an Arcana or Manipulation Check of 15. The Check may be higher for some objects. | On Play: Restore 2 HP. You gain +2 Defense until the start of your next turn. On Board: When you become Mortally Wounded, you turn to stone instead. This effect can be cured in a town for free, or if you are healed for 10 HP, but until then you are a card with no text. You may still talk. | 5 | |
| Storage Gel | Storing items in gel causes hesitation in some, but this block of gel has 3 receptacles with non-slimy interior pockets, so the sanctity of your possessions is nearly guaranteed. | Your Backpack capacity increases by 3. A character can only hold one Storage Gel at a time. | On Board: After a character makes a melee weapon attack roll on you, they must pass a Might check of 11 or unequip their Weapon. | 4 | |
| Storyteller’s Scroll | Short stories contained within this scroll include directions on how to intone one’s voice and express with one’s hands. It also contains the instructional building blocks to create new stories. | Spell Knowledge: Rewind, Spotlight. | On Board: When you cast a spell, passing a Leadership Check of 15 allows that spell to become any element of your choosing. | 5 | |
| String | Twine used for tasks that are more delicate than a rope could handle. | On Play: Draw 2 cards. | 0.5 | ||
| Swordfish | The unwieldy and slippery body of an entire fish makes a horrid handle and weapon body, but it is a surprisingly destructive force when the sword-like snout of this fish strikes a foe. | Attack Dice: 2d6+Dexterity or Strength Damage Dice: 2d8 When you attack with this, pass a Slip, Discretion, or Might check of 15 or unequip this weapon. It cannot be re-equipped for the rest of this Skirmish. | On Play: Strike. Restore 2 HP. | 3 | |
| Tarot Deck | Tarot decks are a classic divining tool. The occasional vague fortunes and user error lead to a failure rate that is higher than tarot enthusiasts will admit. | Spell Knowledge: Hex Can mark split pathways as “Boon,” “Steady,” or “Danger” based on the Warden’s knowledge. These indicators are true on a passed Arcana check of 13 and random otherwise. | On Play: The next time you cast Hex this turn, you may choose any element for it. | 2 | |
| Thorny Pauldrons | Densely woven thorned vines form these protective shoulder pads. Some loose vines droop and cling to nearby parts of your clothing to broaden the effective area of the thorns. | Whenever you come into contact with a creature, that creature receives 1d6 damage. | On Board: +1 Defense. | 4 | |
| Tibia Wand | Crafts made from bone are a depraved art. There is magic within all bones, but demand is intentionally supressed for bone crafts so that new supply is not forcefullly generated. | Attack Dice: 2d12+Dexterity Damage Dice: 1d8+ Intelligence or Spirit If this is your Equipped Weapon, gain +1 Overmana as a Skirmish begins. | On Play: Strike. | 3 | |
| Tome of Ultimate Power | This tome appears as the twelfth volume of some larger collection, and only contains the most powerful possible magic. | Spell Knowledge: Squish, Wave of Influence | On Play: The next time this Skirmish that you cast a spell costing 3 or more MP, you may cast it as any element. | 8 | |
| Topaz | This rich yellow gemstone contains many imperfections that make it sparkle sporadically. | On Board: When you cast a spell, deal lightning elemental damage equal to this card’s Value to a Far character. | 1 | ||
| Torch | A firm stick with an oily rag attached at the top. Good for lighting and sub par for fighting. | Attack Dice: 2d4+Strength or Dexterity Damage Dice: 1d4+1, dealt as fire elemental damage Emits light in a Close radius. | On Play: Strike. | 0.5 | |
| Torch of the Endless Rainbow | While originally designed for stage purposes, dungeoneers quickly realized its value in frightening enemies with their weaknesses. It changes color at the will of its user, and the small sconce of coals exudes arcane sparks, a frosty mist, crackles of electricity, or other fitting accompaniment. | Attack Dice: 2d6+Strength or Dexterity Damage Dice: 1d4+1, dealt as elemental damage in any element of your choosing. Never extinguishes and can give off light of any color. Emits light in a Close radius. | On Play: Strike. | 2 | |
| Trained Spider | A spider the size of a cat, raised from the egg by people. Its best tricks are carrying an item and establishing a warning system with webs. | Trained Spider increases your Backpack Capacity by 2. As a Skirmish begins, you may have Trained Spider and one other card in your Backpack start in your Bin. It can follow instructions, including spinning webs and secreting mild poisons. It is the size of a cat and is unable to produce noises, although it can alert you through vibrating silk wires. | In Bin: When you would draw a card from your Backpack, you may instead draw this card from your Bin. On Play: Find a card from your Bin, then roll 1d20. On a 1, Trained Spider joins the Skirmish as a friendly Nascent Orb-Weaver and is Permanently destroyed if it reaches 0 HP. | 4 | |
| Trap Layer’s Shovel | The square face of this shovel places a rune when it strikes flat against a surface. It isn’t necessary to dig the deepest hole for the trapped runes this shovel helps create, but it is still a good idea to scatter a bit of dirt over them. | Attack Dice: 3d6+Strength+ Intelligence Damage Dice: 1d4 You may cast a spell by placing it as a faint rune on a wall, floor, ceiling, or the blade of this shovel. When a character passes close to that rune, the stored spell is cast from its position. | On Play: Strike. | 5 | |
| Tube Worm | Tube worms accomplish incredible feats of resiliency. More than just surviving the heat of thermal vents, they thrive on it and grow because of it. | On Play: Restore 2 HP. On Board: When you receive elemental damage, Discard this and reduce that damage by half. Deal 1d8 damage of that element to a Close character. | 1.5 | ||
| Unified Boots of Speed | Finally! With the power of the two boots combined, you may now run in straight lines instead of circles. | You can move twice as quickly, and jump twice as far or high. | On Play: Disengage successfully and take an additional Move Action. | 7 | |
| Unstable Tome | In the middle of casting a spell, this tome will sometimes surge with power and flip to a random page. If you are able to tame the power of this tome, it has substantial strength. | Spell Knowledge: Explosion, Teleport. When you spend 3 or more MP on a spell, pass an Arcana Check of 10 or the target or location is chosen randomly. | On Play: Cast Nova, ignoring any Costs or Requirements. Roll 1d6 to determine its element. | 4 | |
| Vampire Fish | Rumors of Vampire Fish are yet to be confirmed. It’s also unsure whether they are a species or a condition. | On Play: The next time you deal damage, restore that much HP. On Board: If this and one other fish are the only cards on your Board as a Skirmish ends, the other fish is Permanently transformed into a Vampire Fish. | 5 | ||
| Velvet Cushion | Contains a simple magic trick that will levitate small objects placed above it and give them a fantastical gleam. | On Board: Other cards on your Board have +2 Value. | 4 | ||
| Venom Flask | Extracted from the fang of a venomous beast post-mortem. It is dangerous whether coating a blade or when put into the body through more covert means. | Characters that ingest the venom will become Paralyzed. | On Board: Whenever you hit a character with a Weapon, compete with Discretion against their Immunity. If they lose, they receive 2 Poison. | 3 | |
| Verdant Jester Cap | Cones formed by overlapping leaves droop off the top of this cap. Moving around causes a dull jingle from hollow nuts are attached to the tips of the leaves. | Spell Knowledge: Wave of Influence Grants +2 Mastery to Manipulation while this is your equipped helmet. | On Board: You may use a Core Action to gain 2 Overmana if you are in strong lighting. | 4 | |
| Vintage Wine | Aged for at least a few decades, this wine is a cut above the rest. Make sure not to take too many sips while in the middle of an important task. | On Play: Restore 1 HP and 1 MP. On Board: Whenever you would restore HP, you may gain 1 Overmana instead. If you ever have 2 or more Overmana, Discard this card at the end of your turn. | 6 | ||
| Volatile Gel | Be careful when handling this gel. It has its uses in electronics and pyrotechnics, but it will combust if mishandled. The safest handling of this gel is to eat it immediately. | On Play: Compete with Discretion against an Adjacent character’s Scrutiny. If they lose, place this card onto their board and you restore 5 HP. Otherwise, this card stays on your Board and can’t be Played until your next turn. On Board: Receive double damage from fire and lightning elemental sources. Discard this if you receive fire elemental damage. | 2 | ||
| Wand | A simple implement that is easy for beginners to conjure magic from. A small green leaf still grows off of it. | Attack Dice: 1d4+Intelligence or Spirit Damage Dice: 1d4+1 While this is your Equipped Weapon, you have +1 to Intelligence and Spirit | On Play: Strike or cast a spell if this is your Equipped Weapon. | 1 | |
| Weighted Die | Fortune in its two definitions of luck and wealth is both amplified by this talisman. Perhaps that is because it cheats to always land six-side up. | Can be used to cheat at dice games. | On Draw: Temporarily increase the Value of each other card on your Board by 1d6. On Board: When you draw a card, Temporarily increase its Value by 1d6. On Play: Draw a card, then Discard another card to Temporarily add its Value to a card on your Board. | 6 | |
| Whetstone | Running a whetstone along a blade is a good way to keep it sharp and help it pierce through or slash away defenses. | You may Permanently destroy this to improve a Weapon with Damage Dice that are d6 or higher. Lower that Weapon’s Damage Dice to the next lowest die type, raise its Attack Dice by two die types, and give that Weapon +2 Value. (The die types are d4, d6, d8, d10, d12, and d20) | On Play: For your next weapon attack, that Weapon has an additional Damage Die of the kind it already has. | 2 | |
| Whirring Gizmo | This was probably once part of a much greater device, but now all it can do well is make noise. | Can produce incredibly loud whirring noises. | On Play: You and all Adjacent characters must pass an Immunity Check of 14 or be deafened for 1 minute. | 3 | |
| Wishbone Dinner | Wishbones symbolize the sharing and celebratory nature of a feast, and can be found as a crest on many chefs’ shields and culinary equipment. | On Play: You and a Close character each draw a card and restore 1 HP. | 1.5 | ||
| Wooden Shield | This polished circle of wood straps around the forearm and allows the user two free hands. | Grants +1 Defense while this is your equipped shield. | On Board: When you receive damage, you may Discard this to prevent 2 of that damage. | 1 | |
| Woodworker’s Quiver | Calling this wonder a quiver is a disservice to its utility. It is a long flat box constructed of the finest wooden joinery, with one of the small sides left open and lined with red velvet. This opening is just large enough to fit a wooden plank. This box can produce planks, mallets, pegs, and other simple wooden objects through magical means. It is a shame that others found this craftsman’s masterwork and saw its use in producing infinite ammunition. | Carries a sufficient amount of arrows and bolts to use as ammunition without running out. Can generate simple wooden objects no larger than a sizeable plank. | On Play: Whenever you Draw, Play, or Discard a Tool, your next ranged Weapon attack gains an additional Attack Die of the kind it already has. | 5 | |
| Worker Mask (Material) | One of the hollow eye sculptures that has been removed from atop a worker statue. While it impairs your vision and hearing, the helmet conveys information to you through magical means. The ridiculous appearance it gives the user can cause ridicule, pushing wearers to isolate themselves. Wearing it compels you ever so slightly to make crafts with the specified material. | Grants +1 Defense while this is your equipped helmet. Grants an additional +1 Defense if your Intelligence and Spirit are +1 or higher. You have the ability to manipulate, reshape, or move the specified material. Anything more than a minor adjustment will cost 1 MP and a Flex Action. You must make a Mindfulness check of 17 to remove this helmet, but you can eat and drink with it on. | On Play: Teleport to a Far location where there is enough of the specified material to stand on. | 5 |




