Allows the imbiber to breathe normally underwater. The effect lasts for one entire room.
Liquid
Allow the imbiber to immediately re-roll a failed saving throw vs. magical disease (including lycanthropy). Due to the toxic nature of the plant, the potion may only be used once per room.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Drinker gains +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons). This potion’s effect does not stack with any other Strength-boosting potions or scrolls, but does stack with Strength boosts from equipped items and Spells.
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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
This blessed salve removes all the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not restore HP damage caused by Undead Touch Attacks.
This token must be turned in to use and takes one round to apply.
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.
Removes the Diseased and/or Poisoned condition when applied to the target.
This salve does not prevent the target from becoming Diseased or Poisoned in the future, nor does it mitigate damage inflicted by Disease or Poison that was incurred prior to application.
Applying a salve requires a Standard Action on the part of the applier.
Both Disease and Poison can deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions,
Grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks. This token must be turned in to use, takes one round to apply, and lasts until the end of the room.
This potion must be used proactively to prevent Undead Touch Attack effects. It cannot be used after the fact to remove Undead Touch Attack effects.
Once applied, grants immunity to the first successful melee attack against the character–a miss will not expend the protection. The effect lasts for the duration of the room or until it successfully prevents the first melee attack damage. It takes one round to apply.
This salve affects physical melee attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g.,









