Suffer -2 to all saving throws. In addition, when the wearer can hear bardsong being performed, the wearer is immune to fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was magically silenced)
2018
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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 the attack slide. But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.
Removes Disease, Paralysis, and Petrification when applied to target, but the applier takes 3 points of Eldritch damage.
The owner of this salve may apply it to themself if they have a Disease and will take the damage accordingly.
Paralyzed or Petrified characters can’t move and therefore can’t apply it to themselves.
Deals 4 damage as Darkrift to all monsters and Stuns the caster for one round after casting. There is no saving throw to mitigate damage, nor to resist the Stun.
Stunned: Victim drops whatever is in its hands; cannot attack, cast spells, or play bardsong; and suffers a -2 AC penalty.
Allows the caster to understand any spoken or written language
Note: Older versions of this token were only usable by bard, elf wizard, and wizard. The class displayed on the token being turned in stands. Cleric, druid, paladin, and ranger may only use the newer version.
Deals 3 damage as Shock to all monsters. There is no saving throw to mitigate damage.
If the puzzle in the room has been correctly solved, heals every person in the party 3 points of damage. It does not function in rooms without a puzzle nor in rooms with a puzzle that has not yet been solved. It can function in a combat room if that room also has a puzzle that’s been correctly solved.
Note: Skill tests are not puzzles.