Once per game, as a Standard Action, the owner may speak the command word to fill this cup with clean, potable water. It’s just plain water with no special or magical properties. The water lasts until it’s used, spilled, or evaporates–just like any other mundane water would.
Equivalent to 50 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP),
As long as the wearer does not have a shield equipped, all melee attacks made by the wearer deal +1 damage. If the wearer of this charm ever uses a shield, this bonus disappears until the shield is unequipped.
Adds +2 to AC
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect
non-magical thrown Piercing weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage.
This item may be retrieved at the end of combat, but each specific token can only be used once per combat. Multiple dart tokens can be used during a single combat encounter.
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 the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),














