When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a large inferno and deals identical amounts of Fire damage to all monsters in the room. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide. But unlike thrown physical weapons (dagger,
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced berry deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide. But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide. But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide. But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.
Once per game, you may evenly split the effect of a healing potion with one other character. Each character gains half of the potion’s healing effect, rounded down. E.g., if the owner shared a 10-point healing potion, the owner and the other person would each regain 5 HP. If the owner shared a 7-point healing potion, the owner and the other person would each regain 3 HP.
Consuming a dose from this durable flask will render the character immune to naturally occurring Cold and Fire. It has no effect on magically created Cold or Fire. The effects of this magic will last for one room.
Each time this flask is used, a charge will be punched on the token. When the last charge is used, the token must be turned in.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +4 to Will saves
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +3 to Fortitude saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.