During ordering of initiative each round, initiative is ordered from highest to lowest.
1516
Arcane Tactics
1
1
Whenever one or more elements move from waning to inert at the end of a round, one character suffers hazardous terrain damage.
1482
Armor Testing
1
0
Whenever any character suffers from an attack that is not reduced by , 2 is added to the attack.
1492
Barbed
1
1
All undamaged enemies have 2.
1498
Beguiling Force
2
1
All enemy ranged attacks have 1.
1518
Bloodlink
0
0
The first time any enemy suffers each round, one other damaged enemy performs X, self, where X is the damage suffered.
1509
Budget Rations
2
1
Whenever any character rests, they gain .
1519
Caltrops
1
1
Characters and their allies treat all hexes with loot tokens as hazardous terrain. This does not affect enemies.
1497
Combustible
1
0
Whenever any enemy dies, one character closest to it suffers 1 (or 2 for scenario levels 4–7).
1511
Dense Fog
1
1
All characters’ move abilities of value 4 or greater are reduced by 1.
1486
Divine Intervention
1
1
Add three attack modifier cards to the monster attack modifier deck at the start of the scenario.
1515
Dominating Presence
1
1
While any elite enemy is present on the map, all normal enemies of the same type gain 1.
1483
Empathy
1
0
Whenever any enemy suffers , all other enemies gain advantage on all their attacks for the round.
1496
Feast or Famine
1
1
Remove all +0 attack modifier cards from the monster attack modifier deck at the start of the scenario. All enemies are immune to .
1513
Fight Fair
1
1
Whenever any character kills an enemy, that character gains all negative conditions the enemy had when it died.
1504
Fool’s Gold
1
1
Whenever any character loots one or more loot tokens, they gain . If this scenario has no loot deck, draw a new challenge and place this card on the bottom of the deck.
1485
Foul Luck
1
1
Whenever you reveal a attack modifier card from the monster attack modifier deck, treat it as a instead.
1502
Frozen Numb
0
0
Characters cannot use .
1499
Glittering Distraction
1
1
Whenever there are three or more revealed loot tokens on the map at the end of any round, all characters gain . If this scenario has no loot deck, draw a new challenge and place this card on the bottom of the deck.
1490
Greed Is Good
0
0
Enemies perform 1 at the end of each of their turns. Whenever an enemy loots a loot token, it gains . If this scenario has no loot deck, draw a new challenge and place this card on the bottom of the deck.
1493
Hardy Stock
1
1
All enemies add L/2 (rounded up) to their maximum hit point value.
1524
Healthy Vigor
1
1
Each enemy gains 1 while it has no negative conditions. Whenever any enemy loses one or more negative conditions at the end of its turn, it suffers 1.
1501
Heightened Reflexes
1
1
Decrease all enemy initiative values by 10.
1505
Hungover
1
0
Increase all character initiative values by 10.
1526
Hunker Down
1
1
During ordering of initiative each round, if there are fewer monsters than characters on the map, all monsters gain .
1487
Hypochondria
1
1
Whenever any character gains a negative condition, they also gain .
1503
Imitation
1
1
Add five random attack modifier cards to the monster attack modifier deck from among the perk attack modifier cards of any unlocked Frosthaven character (player’s choice) not participating in the scenario.
1500
Increasing Aggression
0
0
Whenever a or attack modifier card is drawn from the monster attack modifier deck, after the attack, remove the card from the deck for the remainder of the scenario.
1494
Keep Watch
1
1
Whenever you perform an attack targeting an enemy that has not yet acted this round, gain disadvantage on the attack. Whenever you perform an attack targeting an enemy that has already acted this round, gain advantage on the attack.
1522
Offensive Spread
1
1
All figures add -1 and +1 to all of their single-target attack abilities.
1484
Optimism
1
1
Whenever you reveal a negative or {null} attack modifier card from the monster attack modifier deck, treat it as a instead.
1523
Pack Hunting
0
0
At the start of the third round, spawn one normal Hound in any starting hex for each character in the party. If the scenario has Hounds in the first room or six types of monsters not counting the Hounds, draw a new challenge and place this card on the bottom of the deck.
1514
Phalanx
1
1
Each enemy gains 1 while it is adjacent to one or more of its allies.
1520
Shared Pain
0
0
Each time any enemy causes a character to suffer , another character suffers 1.
1507
Shoddy Craftmanship
0
0
Whenever any item would be spent, it is lost instead.
1489
Sleep Thrashing
1
1
Whenever any character short or long rests, all adjacent allies suffer hazardous terrain damage.
1512
Spiked Armor
1
1
All characters gain X, 3, where X is their value. Add -1 to all character attacks.
1525
Spiteful Retribution
1
1
Whenever any negative condition is removed from any enemy, it gains .
1508
Staggered Formation
1
1
At the end of each character’s turn, all adjacent characters suffer 1.
1521
Swarming Tactics
1
1
All enemies add a to all their move abilities.
1506
Tight Formation
0
0
Whenever any character performs an attack while not adjacent to an ally, add -1 to the attack.
1495
Toxic Termination
1
1
The first time any enemy dies each round, each character adjacent to it gains .
1510
United Advance
1
1
Whenever any character ends their turn more than four hexes away from any other character, the character ending their turn gains .
1488
Upwind
1
1
All enemy ranged attacks have +1 . Add +1 to all enemy move abilities.
1517
Warm Up
0
0
While any character’s hit point value is equal to or greater than half their maximum hit point value (rounded down), that character gains disadvantage on all their attacks.