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Skinnery Lantern Hoard / The Sun / Throne

Rawhide Set Add 1 to all hit locations. When you perform a survival action, roll 1d10. On a result of 6+, gain 1 survival.

Rawhide Boots
1 armor, set, rawhide
1x hide
When you depart, gain +1 survial.

Rawhide Gloves
1 armor, set, rawhide
1x hide
When you depart, gain +1 survial.

Rawhide Headband
1 armor, set, rawhide
1x hide
: Reveal the top 2 AI cards. Place them back on top of the deck in any
order.

Rawhide Pants
1 armor, set, rawhide
1x hide

Rawhide Vest
1 armor, set, rawhide
+1 Accuracy
1x hide

+1 evasion

Bandages
item
1x hide
: Remove up to 2 bleeding tokens from yourself or an adjacent survivor.

Rawhide Drum
item, rawhide, instrument, noisy 1x bone
On Arrival, all survivors gain +1 insanity. 1x hide

Inspirational Drumming! When you perform encourage, all non-deaf survivors are Drums required
affected.

Rawhide Whip
weapon, melee, whip, rawhide 1x bone
3
1x hide
7+
Provoke: When you wound with this weapon, gain the priority target token. Ammonia required
1

3x hide
Build Leather Worker - Settlement Location
1x organ
Organ Grinder Lantern Hoard / The Sun / Throne

Dried Acanthus
item, herb, consumable
1x fresh acanthus
When you depart, gain +2 survival. When you suffer a severe injury, ignore it and
archive this card instead.

Fecal Salve
item, balm, stinky
When you depart, gain +1 survival. 1x organ

: You are not a threat until you attack. If you have the priority target token,
remove it.

Lucky Charm
item, jewelry
1x organ

+1 luck

Monster Grease
item, consumable, soluble, stinky
On Arrival, all survivors gain +1 insanity. 1x organ

Inspirational Drumming! When you perform encourage, all non-deaf survivors are
affected.

Monster Tooth Necklace


item, jewelry, bone 1x scrap
Gain +1 Strength
1x bone

+1 Strength Heat required

Stone Noses
item, jewelry

On Arrival, +1 survival, +1 insanity.

Arrival: At the start of the showdown.

Lose 1 resource from the settlement. If you do,


The survivor endeavors to glean the meaning of existence. Roll 1-3
Augury gain +1 understanding.
on the table. Add +1 to your roll result if your understanding is 3
roll 1d10 4-7 Gain +1 Survival
or higher
8+ Intimacy

3x organ
Build Stone Circle - Settlement Location
1x hide
Bone Smith Lantern Hoard / The Sun / Throne

Bone Axe
weapon, melee, axe, bone
2 1x bone
Frail
6+ 1x organ
3 Savage: Once per attack, if you critically wound, cause 1 additional wound. This
effect does not apply to impervious hit locations.

Bone Blade
weapon, melee, sword, bone
2
1x bone
6+ Frail: When you attempt to wound a super-dense hit location, this weapon breaks.
2 Archive this card at the end of the attack.

Bone Club
weapon, melee, two-handed, heavy, club, bone
2
3x bone
6+ Cumbersome: Spend as an additional cost to activate this weapon. Ignore
5 Cumbersome if this weapon is activated indirectly (Pounce, Charge, etc).

Bone Dagger
weapon, melee, dagger, bone
3
1x bone
7+ On a Perfect Hit, gain +1 survival.

1 Perfect hit: An attack roll result of a lantern 10.

Bone Darts
weapon, ranged, thrown, bone
1
Range: 6 1x bone
7+
3 Frail: When you attempt to wound a super-dense hit location, this weapon breaks.
Archive this card at the end of the attack.

Bone Pickaxe
item, tool, pickaxe, bone 1x bone
1
1x leather
8+
After Hunt phase setup, place the Mineral Gathering event on any hunt space. Ammonia Required
2

Bone Sickle
item, tool, sickle, bone 1x bone
2
1x leather
8+
After Hunt phase setup, place the Herb Gathering event on any hunt space. Ammonia Required
1

Skull Helm
3 armor, bone, fragile
2x bone –or– 1x skull
When you suffer a severe head injury, the Skull Helm is destroyed. Archive this card.

3x bone
Build Weapon Crafter - Settlement Location
1x hide
3x hide

Leather Worker 1x organ

Skinnery

Leather Set Add 1 to all hit locations. You ignore bash.

Leather Boots
3 armor, set, leather
1x leather
1x hide
At the end of your act, you may move 1 space.

Leather Bracers
3 armor, set, leather
1x leather

When you depart, gain +2 survial. 1x hide

Leather Curiass
3 armor, set, leather
1x leather
1x bone

Leather Mask
3 armor, set, leather
1x leather

When you depart, gain +2 insanity. 1x scrap

Leather Skirt
3 armor, set, leather
1x leather

Hunter Whip
weapon, melee, whip, leather
3 2x leather
6+ 1x bone
3 On a Perfect hit, discard 1 mood in play.

Round Leather Shield


weapon, melee, shield, leather 1x leather
1
Add 1 to all hit locations. 1x bone
8+
1x hide
1 Block 1: Spend to ignore 1 hit the next time you are attacked. Lasts until your next
act. You cannot use block more than once per attack.

Spend any number of hide to add an equal number of leather * hide


Leather-Making
storage resources to the settlement storage. Ammonia required
Pottery required

Barber Surgeon Showdown - L2+ Screaming Antelope

Almanac
item, soluble, flammable
2x leather

When you depart, gain +1 insanity. You cannot gain disorders. Pictograph required

Brain Mint
item, consumable
1x screaming brain – Screaming Antelope
Consume: Remove all your tokens and stand up. You may use this while knocked
down. Use one per showdown.

Bug Trap
item, soluble
1x muscly gums – Screaming Antelope
At the start of the showdown, roll 1d10. On a 3+, add a Bug Patch terrain card to the 2x bone
showdown board.

Elder Earrings
item, jewelry
1x scrap

At start of Showdown, gain +2 survival. +1 Hunt XP after a showdown. 1x shank bone – Screaming Antelope

First Aid Kit


item, heavy
On Arrival, all survivors gain +3 survival. 1x leather
2x bone
: Remove 1 bleeding or negative attribute token from yourself or an adjacent
survivor.

Musk Bomb
item, stinky, thrown, fragile
7x resources
If adjacent to monster when it draws an AI card, you may spend 2 survival and Pictograph required
archive Musk bomb to roll 1d10. On a 3+, discard the AI card without playing it.

Scavenger Kit
item, heavy
Unique 1x scrap
1x pelt – Screaming Antelope
When you defeat a monster, gain either 1 random basic resource or 1 random
monster resource from that monsterʼs resource deck.

Speed Powder
item, soluble
1x second heart – Screaming Antelope

: Suffer 2 brain damage. Gain +1 speed token. Use once per showdown. 2x organ

Too deep. Suffer the intracranial hemorrhage


1-2
severe head injury.
Trepanning An auger, gingerly applied to the skull of the survivor is used to 3-6 Relief. Cure 1 disorder.
drill through the bone in the dangerous pursuit of remedies by
roll 1d10 releasing blood built-up in the brain. 7-9 Cure intracranial hemorrhage.
Expanded consciousness. Gain 1 random disorder
10+
and 1 random fighting art.
3x bone

Weapon Crafter 1x hide

Bone Smith

Blood Sheath
item, bone, other 5x organ
Block 1
1x hollow wing bone - Phoenix
When Rainbow Katana is left of Blood Sheath, it loses Frail and gains Sharp (add 1x muculent droppings - Phoenix
1d10 strength to each wound attempt).

Counterweighted Axe
weapon, melee, axe, two-handed 2x bone
2 Reach 2
1x hide
6+
1x organ
4 On a Perfect Hit, do not draw a hit location. Monster suffers 1 wound.

Finger of God
weapon, melee, spear, two-handed
2 Reach 2 1x phoenix finger - Phoenix
5+ 4x bone
5 As long as you have 5+ survival, gain +1 accuracy and +1 strength.

Rainbow Katana 1x bird beak - Phoenix


weapon, melee, katana, finesse, two-handed
4 Frail
1x rainbow droppings - Phoenix
1x iron
4+
6x bone
4 Gains Deadly
Heat Required

Scrap Dagger
weapon, melee, dagger, metal 1x bone
3
1x scrap
7+
On a Perfect Hit, the edge sharpens. Gain +2 strength for the rest of the attack. Heat Required
2

Scrap Sword
weapon, melee, sword, metal 2x bone
2 On a Perfect Hit, the edge sharpens. Gain +4 strength for the rest of the attack.
1x scrap
5+
Heat Required
3 Gains Deadly

Skullcap Hammer
weapon, melee, club, bone
2 2x bone
7+ On a Perfect Hit, the monster is dazed and gains -1 speed token until the end of its 1x scrap
3 turn. A Monster can be dazed once per round.
3x bone

Weapon Crafter 1x hide

Bone Smith

Whistling Mace
weapon, melee, club, bone
2 2x bone
6+ On a Perfect Hit, reveal next AI card. Place it on top or botton of the AI deck.
1x organ
3 Unwieldy: If any attack roll results are 1, you hit yourself and suffer 1 damage.

Zanbato
weapon, melee, grand weapon, two-handed, bone
1 Slow, Frail, Deadly 1x great cat bone - White Lion
6+ 2x hide
6 Gains Devastating 1: Whenever you wound, inflict 1 additional wound.

Calcified Zanbato
weapon, melee, grand, two-handed, bone, heavy
1 Slow, Deadly
Calcify Zanbato
5+
Underground Sow & Black Harvest
8 Gains Devastating 1: Whenever you wound, inflict 1 additional wound.

Something attacks from the darkness, spend 1


1-5
Scrap Scavenge A survivor carefully searches the settlement edge, groping in survival or die!
roll 1d10 the dark for pieces of broken lanterns and suitable debris 6-9 Gain 1 broken lantern resources.
10+ Long walk. Gain +1 courage.

2x scrap
Special Innovate Scrap Smelting - Gain this innovation 5x bone
5x organ
Showdown - White Lion
Catarium Showdown - White Gigalion (giga-catarium)

White Lion Set Add 1 to all hit locations. Gain +1 speed and +2 strength when attacking with daggers or katars.

White Lion Boots


2 armor, set, fur, heavy
1x white fur - White Lion
1x hide
+1 movement

White Lion Coat


2 armor, set, fur, heavy
1x white fur - White Lion
Pounce: Spend and to move 3 spaces in a straight line. Then, if you moved 3 1x hide
spaces, activate a melee weapon with +1 strength.

White Lion Gauntlet


2 armor, set, fur, heavy
1x white fur - White Lion

When you Pounce, gain +1 accuracy for your next attack this turn. 1x bone

White Lion Helm


2 armor, set, fur, heavy
1x white fur - White Lion
1x great cat bone - White Lion
and 1 survival: Roar. Non-Deaf Insane survivors gain +2 strength
until end of round. All other survivors gain +1 insanity.

White Lion Skirt


2 armor, set, fur, heavy
1x white fur - White Lion
1x hide

Cat Eye Circlet


item,jewelry, other
1x eye of cat - White Lion
: Reveal the next 3 monster hit locations and put them back in any order.

Cat Fang Knife


weapon, melee, dagger, bone
3 1x elder cat teeth - White Lion L3
6+ 4x organ
On a Perfect Hit, gain +1 strength token. When knocked down, remove
2 all your +1 strength tokens.

Cat Gut Bow


weapon, ranged, bow, two-handed
2 1x sinew - White Lion
Cumbersome, Range: 6
7+ 1x bone
3 Aim: When you attack, before rolling to hit, you may reduce the speed of this
weapon to gain +2 accuracy for that attack.

Claw Head Arrow


item, ammunition, arrow
1
1x lion claw - White Lion
6+ Slow, Ammo - Bow: You must have a bow in your gear grid to activate this.

9 If you hit, monster gains -1 evasion token. Use once per showdown.
Showdown - White Lion
Catarium Showdown - White Gigalion (giga-catarium)

Frenzy Drink
item, consumable, fragile
1x lion testes - White Lion
Consume: Suffer Frenzy brain trauma. Can be used once per showdown.

King Spear
weapon, melee, spear, heavy, two-handed
2 1x lion claw - White Lion
6+ 1x great cat bone - White Lion
Reach 2: May attack from 2 spaces away.
3

Lion Beast Katar


weapon, melee, katar
2 1x lion claw - White Lion
7+ Deadly: +1 luck with this weapon.
1x hide
3 Paired: When you attack, add the speed of a 2nd Lion Beast Katar in your gear grid.

Lion Headdress
1 item, flammable
1x shimmering mane - White Lion
Accessory: You may wear this in addition to 1 armor at this hit location.

Lion Skin Cloak


0 armor, fur, bone, heavy, flammable
2x white fur - White Lion
Reduce damage from every hit suffered by 1, to a minimum of 1.

Whisker Harp
item, instrument, noisy
1x golden whiskers - White Lion
On Arrival, all survivors gain +1 survival.
1x bone
: Strum. Roll 1d10. On a result of 6+ discard 1 mood currently in play.

Dense Bone Arrows 1x hooked claw - White Gigalion


item, bone, ammunition, arrow
2 3x great cat bone - White Lion
5+ Ammo - Bow, Sharp
2x leather
6 (You depart with enough arrows to last. There is no activation limit.) Blacksmith required

Hooked Claw Knife


Giga-Catarium (White Gigalion)

weapon, melee, dagger, bone 1x hooked claw - White Gigalion


3
1x elder cat teeth - White Lion L3
6+
When your wound causes a reaction where the monster moves, you 2x organ
7 tear a chunk of flesh out! It suffers a wound.

Lion Slayer Cape


1 item, fur, bone, flammable 1x hooked claw - White Gigalion
Accessory 2x white fur - White Lion

On Arrival, all survivors gain +1 survival. If you are wearing fur armor, reduce all 1x shimmering mane - White Lion
damage suffered by 1, to a minimum of 1.

Oxidized Beast Katar 1x lion beast katar - Catarium


weapon, melee, katar, metal, bone
2 Deadly, Paired, Sharp
2x hooked claw - White Gigalion
1x iron
7+
2x bone
5 On a Perfect hit, the edge sharpens. Gain +4 strength for this attack.
Oxidation Required
3x organ

Stone Circle 1x hide

Organ Grinder

Add 2 to all hit locations. Skewer: After you slam, spend to move 1 space and activate a melee weapon with +2 strength. If you wound with a spear,
Screaming Set apply that wound roll result to the next selected hit location this attack.

Screaming Bracers
2 armor, set, fur
1x pelt - Screaming Antelope
On Arrival, if possible, add an Acanthus Plant terrain card to the showdown. When 1x hide
you activate terrain, you may add +2 to your roll result.

Screaming Coat
2 armor, set, fur
1x pelt - Screaming Antelope
Slam: Spend to full move forward in a straight line. If you move 4+ spaces and
stop adjacent to a monster, it suffers knockback 1 and -1 toughness until the end of 1x bone
the round.

Screaming Horns
3 armor, set, bone
1x spiral horn - Screaming Antelope
: Scream. Non-deaf insane survivors gain +1 movement until end of round. All 1x scrap
other survivors gain +1 insanity.

Screaming Leg Warmers


2 armor, set, fur
1x pelt - Screaming Antelope

On Arrival your feet hurt, gain +3 insanity. 1x hide

Screaming Skirt
3 armor, set, fur
1x pelt - Screaming Antelope
Thick, protective fur protects your parts. Add +1 to severe waist injury roll results.

Beast Knuckle
weapon, melee, katar, bone
2 1x large flat tooth - Screaming Antelope
Paired
6+ 1x pelt - Screaming Antelope
4 When you wound with this weapon, monster gains -1 toughness until the end of the
attack.

Blood Paint
item, soluble 1x bladder - Screaming Antelope
1x organ
: Activate weapon gear to the left and right of this card. These are two separate
attacks. Cannot be used with two-handed weapons. Paint Required

Blue Charm
item, jewelry, fragile
3x organ
Unshakeable: When you draw a Trap, roll 1d10. On a 6+, discard the
Trap and reshuffle the deck.
3x organ

Stone Circle 1x hide

Organ Grinder

Bone Earrings
item, jewelry, bone
1x shank bone - Screaming Antelope
At the start of the showdown, gain +2 speed and +2 strength tokens if insane and all 1x bone
gear in your gear grid has the bone keyword.

Boss Mehndi
item, soluble
1x golden whiskers - White Lion

Boss is brave. While adjacent to you, insane survivors gain +1 speed. 1x bone

Green Charm
item, jewelry, fragile
3x organ
Undeathable: If you would die, roll 1d10. On a 6+, you inexplicably
survive.

Lance of Longinus
melee, weapon, spear, two-handed, bone
2 1x legendary horns - Screaming Antelope L3
6+ Irreplaceable, Reach 2
6x organ
9 Each showdown, the first time you wound, the monster gains a -1 toughness token.

Red Charm
item, jewelry, fragile
3x organ
Unstoppable: When you attempt to wound, instead roll 1d10. On 1-5,
fail. On 6-10, wound.

Harvest Ritual Spend any number of monster resources to draw an equal number of basic resources.
Plumery Showdown - Phoenix

Add 1 to all hit locations. Charge: Spend , full move in a straight line. At the end of the movement, activate a melee weapon and attack. Add the
Phoenix Set number of spaces you moved to your strength for this attack.

Phoenix Faulds
4 armor, set, feather, metal, flammable
1x iron
1x leather

When you depart, gain +1 insanity. 1x tail feather - Phoenix


1x organ

Phoenix Gauntlet
4 armor, set, feather, metal, flammable
1x iron
1x leather

When you depart, gain +1 insanity. 1x small feather - Phoenix


1x bone

Phoenix Greaves
4 armor, set, feather, metal, flammable
1x iron
1x leather

If insane, gain +2 movement. 1x small feather - Phoenix


1x organ

Phoenix Helm
4 armor, set, feather, metal, flammable 1x hollow wing bone - Phoenix
1x tail feather - Phoenix

If insane at the start of the showdown, gain +1 evasion token. 1x bone

Phoenix Plackart
4 armor, set, feather, metal, flammable
1x iron
1x leather
1x tail feather - Phoenix
If insane, ignore the first hit each round and suffer 1 brain damage
instead. 1x hide

Arc Bow
weapon, ranged, bow, two-handed 1x phoenix whisker - Phoenix
1 Slow, Range 6
1x wishbone - Phoenix
6+ Cumbersome: Spend as an additional cost of activating this weapon.
1x scrap
9 Range +2

Bird Bread
item, consumable, soluble
1x pustules - Phoenix
Consume: Once per showdown, add 1 to all hit locations. Gain priority target 3x hide
token. Roll 1d10. On a 1, reduce your survival to 0.

Bloom Sphere
item, stinky, other
1x small hand parasites - Phoenix
3x bone
When you are picked as a target, roll 1d10. On a 6+, the monster must
pick a new target if possible.
Plumery Showdown - Phoenix

Crest Crown
item, other
: If insane, reshuffle hit location deck. 1x phoenix crest - Phoenix
6x organ
When you depart, gain +1 insanity and +1 survival for every you have.

Feather Mantle
item, flammable
2x tail feather - Phoenix
When you suffer knockback, you may ignore collision with other survivors and 1x scrap
reduce the movement by up to 3 spaces.

Feather Shield
weapon, melee, shield, flammable
3 Block 1 2x small feathers - Phoenix
7+ 1x muculent droppings - Phoenix
0 Reduce any suffered brain damage by 1 to a minimum of 1.

Hollowpoint Arrow
item, ammunition, arrow
1 1x hollow wing bone - Phoenix
6+ Slow, Ammo - Bow
1x scrap
11 On a hit, monster gains -1 movement token. Use once per showdown.

Hollow Sword
weapon, melee, sword, bone 1x hollow wing bone - Phoenix
3
2x bone
5+ Frail, Paired
2x hide
3 On a Perfect Hit, make 1 additional attack roll.

Hours Ring
item, other
1x shimmering halo - Phoenix
Unique
During the aftermath, if you died or ceased to exist, you may archive the Hours Ring 5x organ
and reset the campaign to the previous Settlement Phaseʼs develop step before you
departed.

Sonic Tomahawk
weapon, melee, axe, metal 1x small feathers - Phoenix
3 On a Perfect hit, make 1 additional attack roll.
1x hollow wing bone - Phoenix
5+
1x scrap
2 Gain Savage and Paired.
6x bone

Blacksmith 3x scrap

Scrap Smelting Innovation

On Arrival: gain survival up to the survival limit.


Lantern Set All clubs in your gear grid gain Sharp.

Lantern Cuirass
5 armor, set, metal, heavy
-2 movement 2x iron
5x leather
When you depart, add 3 to all hit locations with metal armor.

Lantern Gauntlets
5 armor, set, metal, heavy
2x iron
6x leather
+2 accuracy with club weapons.

Lantern Greaves
5 armor, set, metal, heavy
1x iron
5x leather
+2 Movement

Lantern Helm
5 armor, set, metal, heavy
1x iron
7x bone
Ear Plugs. You are deaf. -1 accuracy.

Lantern Mail
5 armor, set, metal, heavy
1x iron
5x organ

Beacon Shield
weapon, melee, shield, metal, heavy 3x bone
1
Add 2 to all hit locations. 2x scrap
6+
3x leather
5 Block 2: Spend to ignore 2 hits the next time you are attacked. Lasts until your
next act. You cannot use block more than once per attack.

Dragon Slayer
weapon, melee, grand weapon, two-handed, heavy, metal 5x iron
1
Frail, Slow, Sharp, Devastating 1 3x organ
6+
Paint Required
9 Early Iron: When an attack roll result is 1, cancel any hits and end the attack.

Lantern Dagger
weapon, melee, dagger, finesse, metal 1x iron
2
Paired
4x leather
7+
2x bone
1 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.
6x bone

Blacksmith 3x scrap

Scrap Smelting Innovation

Lantern Glaive
weapon, melee, spear, axe, two-handed, finesse, metal 2x iron
2
Reach 2
2x leather
6+
4x bone
4 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.

Lantern Sword
weapon, melee, sword, finesse, metal 1x iron
3
5x bone
5+ Sharp: Add 1d10 Strength to each wound attempt.
3x hide
3 Early Iron: When an attack roll result is 1, cancel any hits and end the attack.

Perfect Slayer
weapon, melee, grand weapon, two-handed, sword, heavy, finesse, metal 9x iron
3
3x organ
6+ Slow, Sharp, Devastating 2, Irreplaceable

14 Perfect Crucible Required


-2 movement

Ring Whip
weapon, melee, whip, finesse, metal 1x iron
2
Reach 2
3x organ
5+
3x bone
0 Sharp: Add 1d10 Strength to each wound attempt.
Early Iron: When an attack roll result is 1, cancel any hits and end the attack.

Scrap Shield
weapon, melee, shield, bone, metal 3x bone
2 Add 1 to all hit locations.
2x scrap
7+
Block 1: Spend to ignore a hit the next time you are attacked. Lasts until your 3x leather
3 next act. You cannot use block more than once per attack.
Mask Maker Archive Forsaker Mask rare gear (acquired in Butcher aftermath)

Antelope Mask
2 item, mask, bone, other
1x pelt

Unique, Irreplaceable, Accessory 6x bone


4x organ
At the start of your act, if insane, gain +1 .

Death Mask
2 item, mask, bone, other
-1 population
6x bone
Unique, Irreplaceable, Accessory
4x organ
If you have no affinities, gain +4 luck and suffer -4 to all severe injury rolls.

God Mask
2 item, mask, bone, other
1x founding stone

Unique, Irreplaceable, Accessory 6x bone


4x organ
At the start of your act, if insane, gain +1 survival.

Man Mask
2 item, mask, bone, other
1x skull

Unique, Irreplaceable, Accessory 6x bone


4x organ
If insane, you may spend negative attribute tokens in place of survival.

Phoenix Mask
2 item, mask, bone, other
1x small feather

Unique, Irreplaceable, Accessory 6x bone


4x organ
If insane, you may dodge 1 additional time per round.

White Lion Mask


2 item, mask, bone, other
1x shimmering mane

Unique, Irreplaceable, Accessory 6x bone


4x organ
If insane, spend to lose all your survival and gain that many +1
strength tokens.

A departing survivor with a mask in their gear grid may lead their hunting party to a legendary monster. Rules for these monsters are found on
Legendary Monsters the Legendary Monster story event

White Lion Mask - You may hunt the Great Golden Cat

Antelope Mask - You may hunt the Mad Steed

Phoenix Mask - You may hunt the Golden Eyed King


Showdown - Watcher

Exhausted Lantern Hoard Blackout

Lantern Research - Once per lantern year, spend 2x Bone, 2x Hide, 2x Organ to research. If you do, gain the next level of Lantern
Pulse Discoveries Research and record it on your Settlement Record Sheet.

Final Lantern Required Your Lantern Research level unlocks the corresponding Pulse Discoveries.

This crafting process requires a team. Nominate 3 other survivors to Create Coating and Protective Gear. If there are
Oxidation
not enough survivors to nominate, you cannot proceed.

Pay the cost below to prepare your implements then craft 1 pieces of gear below. After crafting, the implements are destroyed.
Create Coating and Protective Gear Implement Cost: 3x Leather, 3x Bone, 3x Organ, 1x Black Lichen, 1x Cocoon Membrane

Oxidized Beacon Shield


weapon, melee, shield, metal, heavy 1x Beacon Shield
1
Add 2 to all hit locations. 2x iron
6+
1x hide
6 Deflect 2: Spend , you now have exactly 2 deflect tokens. The next 2 times you are
hit, ignore a hit and lose 1 deflect token.

Oxidized Lantern Dagger


weapon, melee, dagger, finesse, metal 1x Lantern Dagger
3 Sharp, Paired
1x iron
6+
4x hide
4 On a Perfect Hit, gain +1 survival.

Oxidized Lantern Glaive


weapon, melee, spear, axe, two-handed, finesse, metal 1x Lantern Glaive
2 Sharp, Reach 2
1x iron
5+
4x bone
6 While you are being attacked, the monster has -1 speed.

Oxidized Lantern Helm


6 armor, set, metal 1x Lantern Helm
Outfit.
1x iron

Ear Plugs. You are deaf. -1 accuracy. 4x bone

Oxidized Lantern Sword


weapon, melee, sword, finesse, metal
3 1x Lantern Sword
Sharp
5+ 1x Lantern Tube
5 Deflect 1: Spend , you now have exactly 1 deflect token. The next 1 time you are
hit, ignore that hit and lose 1 deflect token.

Oxidized Ring Whip


weapon, melee, whip, finesse, metal 1x Ring Whip
2 Sharp, Reach 2
1x iron
5+
4x organ
3 Gains Provoke (see Rawhide Whip).

Survivor’s Lantern
item, lantern

Final Lantern Required

1-2 Poisoned! Unless you have Legendary Lungs, you die.

3 Shaken, you return to the surface sobbing. Gain 1 random


disorder.
Investigate You descend into the spherical chamber beneath the Lantern Add your roll result Broken Lantern basic resources to
4-6 settlement storage.
roll 1d10 Hoard. The air inside is poison, you hold your breath.
7-8 Add 2 Cocoon Membrane strange resources to settlement
storage.
9+ Add 1 Lantern Tube strange resource to settlement storage.
Gormery Showdown - Gorm

Partial Set: Add 1 to all hit locations. When you suffer more than one severe injury from an attack, ignore the second severe injury.
Gorment Set Full Set: Add 2 to all hit locations. When you suffer more than one severe injury from an attack, ignore all severe injuries after the first one.

Gorment Boots
2 armor, set, gormskin, heavy
1x stout hide - Gorm

Other survivors may move through but not end movement in a space you occupy. 1x bone

Gorment Mask
2 armor, set, gormskin, heavy
1x stout hide - Gorm
1x handed skull - Gorm
If your courage is higher than ★, ignore intimidate actions.

Gorment Sleeves
2 armor, set, gormskin, heavy
1x stout hide - Gorm
1x bone
You may Guard without spending survival.

Gorment Suit
2 armor, set, gormskin, heavy
3x stout hide - Gorm
Guard: At the end of your attack, if you are standing and have a shield 1x stout kidney - Gorm
in your gear grid, spend 1 survival to move 3 spaces directly away from
the monster and Block 1 for free.

Regeneration Suit
2 item, gorm
Accessory. 1x stomach lining - Gorm L3
1x jiggling lard - Gorm
At the end of the showdown, remove any permanent injuries you
suffered this showdown.

Acid-Tooth Dagger
weapon, melee, dagger, bone
2 1x acid gland - Gorm
7+ Paired.
2x bone
2 On a Perfect hit, a wound attempt in your attack automatically succeeds.

Armor Spikes
item, bone, heavy
1x stout vertibrae - Gorm
If adjacent to the monster when you suffer a severe body injury, the monster suffers 1x scrap
a wound. Limit, once per round

Black Sword
weapon, melee, sword, heavy
3 1x gormite - Gorm L3 / Gormchymist
On a Perfect hit, gain +1 survival.
5+ 1x handed skull - Gorm
10 If you are a Sword Master, you understand this weaponʼs potential. It gains +20
strength.
Gormery Showdown - Gorm

Gaxe
weapon, melee, axe, bone
1 Each showdown, the first time you critically wound the monster, it gains -1 evasion 1x dense bone - Gorm
6+ token.
1x stout hide - Gorm
4 Gains +1 speed and Savage.

Greater Gaxe
weapon, melee, axe, two-handed, heavy
2 Deadly. Reach 2. 1x dense bone - Gorm
6+ 1x jiggling lard - Gorm
On a Perfect Hit, the edge sharpens. Gain +4 strength for the rest of the
4 attack.

Gorn
item, instrument, gormskin
1x stout heart - Gorm
: All non-deaf knocked down survivors stand and gain + 1 to all hit locations.
1x bone
Use once per showdown.

Knuckle Shield
weapon, melee, shield, gormskin
3 1x mammoth hand - Gorm
7+ Block 1.
2x bone
1 Once per round, if you wound with this weapon, Block 1 for free.

Pulse Lantern
item, lantern, gormskin, fragile
1x milky eye - Gorm
: Once per showdown, roll 1d10. On a result of 4+, the monster is knocked down 1x active thyroid - Gorm
and all survivors gain -1 accuracy token.

Rib Blade
weapon, melee, grand, bone
1 1x meaty rib - Gorm
6+ 1x hide
Slow. Deadly.
5

Riot Mace 1x pure bulb - Gorm


weapon, melee, club
2 1x stout kidney - Gorm
Deadly.
5+ 1x jiggling lard - Gorm
5 When you critically wound, the next time the monster would draw AI, it performs
1x dense bone - Gorm
Basic Action instead.
Gormchymist Showdown - Gorm

1x strange resource
Special Innovate Gain the next Gormchymy innovation
1x gorm brain - Gorm

1-6 Random Gorm resource


Spend 2 organs and roll 1d10. 7-12 Healing Potion
Add 1d10 for each Gormchymy innovation in your settlement. 13-18 Wisdom Potion
Transmute Add the roll results and gain the corresponding gear or 19-24 Steadfast Potion
resources. 25-30 Power Potion
Archive 1 Gormchymist potion to reroll 1 dice result. 21-36 Life Elixir
37+ Gormite

Healing Potion
item, consumable
Transmute: 7-12
At the end of the showdown, if you suffered any permanent injuries, you may
archive this card and remove one of your choice.

Wisdom Potion
item, consumable
Transmute: 13-18

Play the showdown with the top card of the hit location deck revealed.

Steadfast Potion
item, consumable
Transmute: 19-24
When you ignore a hit with Block, gain +1 strength token. When you are knocked
down, lose all your +1 strength tokens.

Power Potion
item, consumable
Transmute: 25-30
Consume: Once per showdown, gain +1 strength token for every you have.

Life Elixir
item, consumable
Transmute: 31-36
Each showdown, the first time you would die from a severe injury, ignore that injury.
Showdown - Flower Knight
Flower Knight The Bloom People campaign

Triggered from Flower Knight Victory.


Sense Memory – or –
Available in settlement phase of The Bloom People campaign.

Satchel
item, heavy, stinky
1x lantern bloom - Flower Knight
You may depart with one resource card. If that resource is Perishable, it is not 1x leather
destroyed.

Vespertine Arrow
item, ammunition, arrow
2
Ammo - Bow, Deadly 4
1x flower - Flower Knight
6+
0 Archive after use. If your attack misses, place a Flower Patch terrain tile adjacent to
the monster.

Vespertine Bow 1x osseous bloom - Flower Knight


weapon, ranged, bow, two-handed, other
3 1x sighing bloom - Flower Knight
Range 5, Deadly 1x organ
6+
1x hide
6 Before each attack, you may choose for Vespertine Bow to have slow, +4 accuracy,
and Range: 9 for that attack. Add Necrotoxic Mistletoe in 4 years

Vespertine Cello
item, instrument, noisy, other
Unique 1x lantern bud - Flower Knight

At start of showdown, all other survivors with an instrument in their gear grid gain
+1 luck token

Vespertine Foil
weapon, melee, sword, fragile 1x osseous bloom - Flower Knight
4 At the beginning of each settlement phase, archive this unless you spend 1 Flower
1x bone
5+ resource.
1x scrap
1 Gains Deadly 2.

The scene produces strange tears in the survivorʼs eyes, 1x osseous bloom - Flower Knight
Scent of Lost Wealth sharpening their vision of potential boons. Gain the 3x organ
Otherworldly Luck fighting art. Pottery required

1x lantern bud - Flower Knight


The survivorʼs scent sets othersʼ teeth on edge. They gain the
Scent of Lost Sight 3x organ
Leader fighting art and the Anxiety disorder.
Pottery required

As the song reaches its climax, the entire settlement is on the verge of
understanding a hidden meaning when they mysteriously fall asleep.
When they wake the performers are found frozen in the moment, Once per campaign
snoring soundly as strange petals peacefully sprout from their mouths
Ballad of the Wallflower and eyes. Sculpture required

-1d5 Population. Do not gain the benefits of your Death Principle. Song of the Brave required
Increase the settlementʼs Survival Limit by 1. Departing Survivors gain
+1 understanding and +3 insanity.

Forest Run You may exchange any number of monster resources for that number of random Flower resources.
The Bloom People Campaign

Flower Knight Helm


3 armor, heavy 2x bone -or- 1x skull
+1 Accuracy
1x lantern bloom - Forest Run

While you are being attacked, the monster has -1 speed. Any Faith innovation required

Replica Flower Sowrd 1x osseous bloom - Forest Run


weapon, melee, grand, sword
2 Devastating 1
1x flower - Forest Run
2x iron
6+
You cannot dodge. Any Faith innovation required
6 Gains sharp. +1 Evasion Sculpture required
2x organ

Wet Resin Crafter 2x bone

Subterranean Agriculture Innovation

Add 2 to all hit locations.


Rolling Set When you would be knocked down, suffer knockback 5 instead. Limit once per round.

Century Greaves 1x scarab shell – Dung Beetle Knight


item, bone, mineral, heavy
-1 movement. Add 1 to all hit locations. 1x beetle horn – Dung Beetle Knight

2x iron
Add +1 to Ripple Pattern roll results.
Nightmare Corn required ( Black Harvest L3)

Calcified Greaves
item, bone, heavy
Calcify Century Greaves
-1 movement. Add 3 to all hit locations.

Underground Sow & Black Harvest


Add +2 to Ripple Pattern roll results.

Century Shoulder Pads


item, bone, mineral, heavy 1x scarab shell – Dung Beetle Knight
Add 1 to all hit locations.
3x leather

Ripple Pattern: When you are attacked, roll 1d10. On a 10+, ignore 1 hit. 1x iron

Calcified Shoulder Pads


item, bone, heavy
Calcify Century Shoulder Pads
Add 3 to all hit locations.

Underground Sow & Black Harvest


Ripple Pattern: When you are attacked, roll 1d10. On a 10+, ignore 1 hit.

Rainbow Wing Belt


item, flamable 1x scarab wing – Dung Beetle Knight

1x organ
When any of your attack rolls are 1, you may reroll them. Limit, once per 1x hide
attack.

Rubber Bone Harness 1x underplate fungus – Dung Beetle Knight


item, bone, leather
1x century fingernails – Dung Beetle Knight
Once per showdown, you may convert all of your negative attribute tokens to 2x leather
positive attribute tokens of the same type.
Vampiric Artichoke required ( Black Harvest L3)

Scarab Circlet 1x compound eye – Dung Beetle Knight


item, bone, jewelry, other
1x hide
Add 1 to all hit locations
1x bone
During the showdown, when your survival is reduced to 0, gain +1 strength token. Nightmare Corn required ( Black Harvest L2)

DBK Errant Badge


item, jewelry, knight
Unique 1x organ
1x bone
Add 1 to all hit locations.
At the start of the showdown, draw 1 tactics card.
2x organ

Wet Resin Crafter 2x bone

Subterranean Agriculture Innovation

Digging Claw
weapon, melee, katar, pickaxe, bone, mineral 1x century fingernails – Dung Beetle Knight
1
2x scrap
4+ Paired
2x resources
5 During the Mineral Gathering story event, you may reroll one of your d10.

Calcified Digging Claw


weapon, melee, katar, pickaxe
1 Calcify Digging Claw
4+ Paired, Sharp
Underground Sow & Black Harvest
5 During the Mineral Gathering story event, you may reroll one of your d10.

Regenerating Blade
Item, mineral, other
Critically wound the Filthy Resin Sword DBK hit location
During the Settlement Phase, you may archive this to remove the Dismembered
Arm or Dismembered Leg permanent injury from one survivor.

Calcified Juggernaut Blade


weapon, melee, grand, bone, other
1 Calcify Regenerating Blade
5+ Slow, Block 1
Underground Sow & Black Harvest
9 This weapon gains +1 strength for each token you have.

Seasoned Monster Meat


item, consumable
When you depart, gain +3 survival. 1x century fingernails – Dung Beetle Knight
2x scrap
Consume: Gain +3 survival and +1 strength token. Limit, once per
showdown.

The Beetle Bomb 2x scarab shell – Dung Beetle Knight


item, thrown, fragile
Unique 2x preserved caustic dung – Dung Beetle Knight
5x resources
: If adjacent to the monster, roll 1d10. On a 6+, the monster gains -1 accuracy and -
1 evasion tokens. Limit, once per showdown. Vampiric Artichoke required ( Black Harvest L3)
Dragon Armory Showdown - Dragon King

Add 1 to all hit locations. Leap: Spend . Place your survivor on an unoccupied space exactly 5 spaces away in a straight line, then active a melee
Dragon Set weapon and attack with +2 accuracy and +5 strength.

Dragon Belt
4 armor, set, metal 2x veined wing – Dragon King
1x organ

You are not knocked down from suffering a heavy injury. 1x iron

Dragon Boots
4 armor, set, metal
1x kingʼs claws – Dragon King
1x husk – Dragon King

Gain +2 movement during your act. 1x organ


1x iron

Dragon Gloves
4 armor, set, metal
1x cabled vein – Dragon King
1x husk – Dragon King
1x leather
1x iron

Dragon Mantle
4 armor, set, metal
1x horn fragment – Dragon King
1x iron
1x hardened ribs – Dragon King
At the start of the showdown, you beat your chest mightily and gain
survival up to the survival limit. 1x leather

Dragonskull Helm
4 armor, set, bone, metal 1x horn fragment – Dragon King
2x bone
Gain +1 to all severe head injury roll results. Ignore shattered jaw 1x husk – Dragon King
severe head injury result.

Blast Shield
weapon, melee, shield, metal
1 Add 1 to all hit locations 1x kingʼs tongue – Dragon King
7+ 1x iron
Block 1. The first time you block a hit each showdown, gain the priority target
4 token.

Blast Sword
weapon, melee, sword, bone
2 1x horn fragment – Dragon King
6+ Block 1
3x organ
4 When you spend to block with this weapon, gain +1 survival.

Blue Power Core


item, jewelry
1x shining liver – Dragon King

All nuclear gear cards in your gear grid gain Deadly 2. 1x iron
Dragon Armory Showdown - Dragon King

Dragon Bite Bolt


item, ammunition, arrow
1
2x radioactive dung – Dragon King
6+ Slow, Ammo - Bow, Devasting 1

6 If you wound the monster, it suffers knockback 5. Use once per showdown.

Dragon Chakram
weapon, ranged, thrown, bone 1x horn fragment – Dragon King
2
Range: 3 2x organ
6+
1x leather
3 If you hit, the monster gains -1 evasion until the end of the round. Limit, once per
attack.

Nuclear Knife
weapon, melee, dagger, nuclear 1x radiant heart – Dragon King
3
2x horn fragment – Dragon King
6+
: Edge ignites! Suffer 3 brain damage. Your next attack with this 2x scrap
3 weapon gains devastating 1. Limit, once per round.

Nuclear Scythe
weapon, melee, scythe, two-handed, nuclear 1x radiant heart – Dragon King
2 Reach 2
2x kings claw – Dragon King
6+
: Edge ignites! Suffer 3 brain damage. Your next attack with this 2x scrap
4 weapon gains devastating 1. Limit, once per round.

Red Power Core


item, jewelry
1x pituitary gland – Dragon King

All nuclear gear cards in your gear grid gain Sharp. 1x iron

Shielded Quiver
item, leather 1x cabled vein – Dragon King
1x veined wing – Dragon King
You may activate and gain the benefits of each arrow gear in your grid one
additional time each showdown. 2x leather

Talon Knife
weapon, melee, katar, bone
2 2x kingʼs claw – Dragon King
6+ Paired
2x organ
4 If all your attack rolls hit, gain Savage and Deadly until the end of your attack.
2x silk
1x bone

Silk Mill 1x organ

Silk-Refining Innovation

Add 1 to all hit locations.


Silk Set Whenever you are attacked, after hit locations are rolled, you may change 1 hit location dice to the result of your choice.

Silk Boots
3 armor, set, silk, flammable
1x large appendage – Spidicules
1x silk – Spidicules
+1 movement. Once per round, you may spend 1 survival to gain 2
insanity.

Silk Robes
3 armor, set, silk, flammable 1x silk – Spidicules
When you depart, gain 1 survival.
1x hide

: Add 1 to all hit locations. Use once per showdown. 1x exoskeleton – Spidicules

Silk Sash
3 armor, set, silk, flammable 2x silk – Spidicules
When you depart, gain 1 survival.
1x bone

: Add 1 to all hit locations. Use once per showdown. 1x hide

Silk Turban
3 armor, set, silk, flammable 1x silken nervous system – Spidicules
3x silk – Spidicules
: Turn the monster to face away from you. Use only during the 1x hide
survivorsʼ turn.

Silk Wraps
3 armor, set, silk, flammable
1x thick web silk – Spidicules
1x silk – Spidicules

Amber Edge
weapon, melee, scimitar, amber 1x bone
1
Slow 1x organ
6+
1x chitin – Spidicules
4 At the end of each attack, if you wounded the monster, make an additional attack
with this weapon.

Amber Poleaxe
weapon, melee, axe, spear, two-handed, amber 2x bone
2
1x organ
6+ Reach 2
1x venom sac – Spidicules
3 When a monster collides with you, roll 1d10. On a 6+ the monster suffers 1 wound.

Blue Ring
2 item, jewelry, amber 3x venom sac – Spidicules
Unique, Accessory
2x arachnid heart – Spidicules
If you are monster controller with the monster draws an AI card, draw 1 Legless Ball Required
extra card. Select 1 to play and discard the other.
2x silk
1x bone

Silk Mill 1x organ

Silk-Refining Innovation

Green Ring
2 item, jewelry, amber 3x eyeballs – Spidicules
Unique, Accessory
2x stomach – Spidicules
The first time you are attacked each round, gain 3 to all hit locations if Legless Ball Required
you are monster controller.

Hooded Scrap Katar


weapon, melee, katar, metal
2 1x small appendage – Spidicules
Paired.
7+ 1x scrap
4 If you hit 4 or more times in a single attack with this weapon, the monster suffers 1
wound before hit locations are drawn.

Red Ring
2 item, jewelry, amber 3x unlaid eggs – Spidicules
Unique, Accessory
2x spinnerets – Spidicules
If you gain a bleeding token while monster controller, monster suffers 1 Legless Ball Required
wound. Limit twice per round.

Silk Bomb
item, thrown, silk, amber, fragile
2x resources
: Until the end of the round, all survivors ignore knockback and bash. Archive 2x silk – Spidicules
after use.

Silk Body Suit


item, silk, flammable 5x silk – Spidicules
Unique 2x hide

Reduce damage from every hit suffered by 2, to a minimum of 1. You may not have 1x spinnerets – Spidicules
any heavy or metal armor in your gear grid.

Silk Whip
weapon, melee, whip, silk
2 1x large appendage – Spidicules
6+ 1x bone
On a Perfect hit, you may archive a mood in play instead of drawing a
3 hit location.

Throwing Knife
weapon, ranged, thrown
4 1x silk – Spidicules
Range: 4
9+ 1x serrated fangs – Spidicules
2 At the end of your attack, gain +1 accuracy token for each Perfect Hit. When knocked
down, remove all your +1 accuracy tokens.
Skyreef Sanctuary Showdown - Sunstalker

Add 1 to all hit locations.


Cycloid Scale Set Prismatic: Your complete affinities and incomplete affinity halves count as all colors.

Cycloid Scale Hood


2 armor, set, scale 1x cycloid scales – Sunstalker
1x hide
Whenever you spend , the scalesʼ colors shift. Gain +1 evasion until your next act. 1x prismatic gills – Sunstalker

Cycloid Scale Jacket


2 armor, set, scale
1x cycloid scales – Sunstalker
1x scrap
When you spend , you Shadow Walk and may move through spaces survivors
occupy without causing collision. 1x huge sunteeth – Sunstalker

+1 Accuracy 1x salt – Sunstalker / Salt Sculptures Terrain

Cycloid Scale Sleeves


2 armor, set, scale
1x cycloid scales – Sunstalker
1x bone
When you Shadow Walk and attack a monster from its blind spot, your weapon 1x small sunteeth – Sunstalker
gains +1 accuracy and Sharp for that attack.
1x salt – Sunstalker / Salt Sculptures Terrain

Cycloid Scale Shoes


2 armor, set, scale 1x cycloid scales – Sunstalker
1x bone
: You are not a threat until you attack. If you have the priority target 1x shadow tentacles – Sunstalker
token, gain +2 survival and remove it.

Cycloid Scale Skirt


2 armor, set, scale 1x cycloid scales – Sunstalker
1x hide

When you depart, gain survival equal to the number of you have. 1x huge sunteeth – Sunstalker

Denticle Axe 1x 1,000 year sunspot – Sunstalker L2


weapon, melee, axe, scale
2 1x salt – Sunstalker / Salt Sculptures Terrain
1x black lens – Sunstalker
6+
When attacking from the Blind spot, the attack gains +2 strength and 1x iron
5 the first successful wound attempt gains devastating 1.
1x bone

Ink Blood Bow 1x 3,000 year sunspot – Sunstalker L3


weapon, ranged, bow, two-handed, other
2 5x organ
Range: 7, Deadly, Cumbersome
7+ 3x shadow tentacles – Sunstalker
8 Gains +1 strength for each bleeding token you have. Loses cumbersome when in
1x iron
darkness.

Ink Sword 1x 3,000 year sunspot – Sunstalker L3


weapon, melee, sword, fragile
4 4x hide
4+ Reach 3, Deadly 3
1x shadow ink gland – Sunstalker
4 You may only attack with this while in darkness. 1x iron
Skyreef Sanctuary Showdown - Sunstalker

Quiver & Sun String 1x inner shadow skin – Sunstalker


item, leather, scale
You may carry up to 3 arrow gear cards outside of your grid. (All arrows you carry 4x hide
must be different.) 1x brain root – Sunstalker

All your bows gain +2 range. 1x salt – Sunstalker / Salt Sculptures Terrain

Shadow Saliva Shawl 1x shadow ink gland – Sunstalker L3


item, balm, stinky, other
+2 Evasion 1x salt – Sunstalker / Salt Sculptures Terrain
Cannot wear if you have heavy, soluble, or shield gear, or any gear with 3 or higher
printed on it. 1x stink lung – Sunstalker

+1 Evasion. All weapons gain slow. 1x shark tongue – Sunstalker

Skleaver 2x 1,000 year sunspot – Sunstalker L2


weapon, melee, grand, heavy, two-handed, bone
1 On the first Perfect Hit each attack, this gains devastating 1 until the end of the 1x salt – Sunstalker / Salt Sculptures Terrain
5+ attack. 1x black lens – Sunstalker
10 1x sunshark bone – Sunstalker
Loses the heavy keyword.

Sky Harpoon
weapon, melee, thrown, spear 1x sunshark bone – Sunstalker
2
Reach 3, Savage 1x scrap
5+
1x salt – Sunstalker / Salt Sculptures Terrain
5 Once per showdown, if monster is within reach, roll 1d10. On a 6+, you skewer it! It
suffers 1 wound. Move it up to 3 spaces towards you.

Sunshark Arrows 3x small sunteeth – Sunstalker


item, ammunition, arrow, soluble
1 1x bone
Sharp, Ammo – Bow.
4+ 1x sunshark fin – Sunstalker
6 Activation Limit: 3. May activate this up to 3 times per showdown (use tokens to
1x salt – Sunstalker / Salt Sculptures Terrain
track).

Sunshark Bow 2x huge sunteeth – Sunstalker


weapon, melee, ranged, bow, two-handed
3 Sharp, Range: 1 1x organ
6+ 1x sunshark bone – Sunstalker
0 Gains +4 strength and slow. 1x salt – Sunstalker / Salt Sculptures Terrain

Sunspot Dart
weapon, ranged, thrown
4 1x sunstones – Sunstalker L1
Range: 5, Deadly, Activation Limit: 3
7+ 3x bone
3 When you hit, there is an inspiring flash! Survivors adjacent to the monster gain +1
survival.

Sunspot Lantern
item, lantern 2x sunstones – Sunstalker L1
+1 Accuracy
1x scrap
You cast a 1-space shadow directly away from the monster. If the shadow could be 1x salt – Sunstalker / Salt Sculptures Terrain
cast in 2 spaces, decide which space has it until you move.

Sun Lure and Hook


item, tool
1x sunshark blubber – Sunstalker
When you depart, gain +1 survival. After Hunt Phase setup, place the Sky Fishing 1x scrap
event on any hunt space.
Sacred Pool The People of the Sun Campaign

Level 1

Sacred Water Once per settlement phase, the settlement drinks the oil that builds up on the surface of the pool. Intimacy

You may endeavor here once per lifetime. Your body is infused with sacred water and Purified (record this). You
Purification Ceremony cannot depart this year. Gain the Protective disorder and roll 1d10. On 8+, gain +1 permanent attribute of your
choice. Otherwise, gain +1 permanent strength or accuracy.

Level 2

Sun Vestments
item, silk, flammable 1x golden whiskers - White Lion
Ignore Cumbersome
6x hide
When you have +1 strength tokens, increase the range of your Perfect 2x pustules - Phoenix
Hits by 1.

Sunring Bow
weapon, ranged, two-handed, bone 1x bone
2 Range: 5, Unique, Cumbersome
1x phoenix whisker - Phoenix
4+
1x bladder - Screaming Antelope
4 On a Perfect Hit, do not draw a hit location. Monster suffers 1 wound.

Level 3

Apostle Crown
3 item, jewelry, other
Unique, Accessory 1x legendary horns - Mad Steed
1x phoenix crest - Phoenix L3
At the start of your act, if you have any +1 strength tokens, reveal the next 4
monster hit locations and put them back in any order.

Prism Mace
weapon, melee, club, two-handed, bone 4x iron
3
Unique, Block 1 1x shimmering halo - Phoenix
6+
10 When you wound with this you may Block 1 for free and discard 1 mood in play if 2x elder cat teeth - White Lion L3
you have any +1 strength tokens.

You sit still for a year, in the boiling darkness of the Shrine.
Sun Sealing Gain the Hellfire secret fighting art. You cannot depart this Sauna Shrine Required
year.

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