Created in the chaos of the Abyssal Swamp, these charms sometimes make their way into the Astral Plane via a Weirdwind. These charms harness the power of Chaos magic to visit upon its user a startling effect of a boonful nature.
Single Use
Created in the chaos of the Abyssal Swamp, these charms sometimes make their way into the Astral Plane via a Weirdwind. These charms harness the power of Chaos magic to visit upon its user a startling effect of a boonful nature.
Created in the chaos of the Abyssal Swamp, these charms sometimes make their way into the Astral Plane via a Weirdwind. These charms harness the power of Chaos magic to visit upon its user a startling effect of a boonful nature.
Created in the chaos of the Abyssal Swamp, these charms sometimes make their way into the Astral Plane via a Weirdwind. These charms harness the power of Chaos magic to visit upon its user a startling effect of a boonful nature.
Allows ranged weapons to be used underwater.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects will be added to your overall stats. One runestone may be used per adventure.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. It is usable only once, whether the attack succeeds or misses.
It also may be used to ignite combustible substances.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20”
This allows the player to re-roll a saving throw versus poison. Only one Anti-toxin (of any rarity) may be used per person per room. If the second saving throw attempt fails, the poison takes effect.
Anti-toxin does not require either a Standard or a Free Action to use. Its effect is immediate and costs no Action whatsoever.
Anti-toxin is not considered a “potion”.
Note: Only one poison saving throw re-roll is allowed per person per room.
This allows the player to re-roll a saving throw versus poison. Only one Anti-toxin (of any rarity) may be used per person per room. If the second saving throw attempt fails, the poison takes effect.
Anti-toxin does not require either a Standard or a Free Action to use. Its effect is immediate and costs no Action whatsoever.
Anti-toxin is not considered a “potion”.
Note: Only one poison saving throw re-roll is allowed per person per room.
On a successful hit from a bow, this arrow deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, this arrow deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.