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.
Darkwood Plank
Once per room, the owner of this cup may convert any non-Common potion (a potion of any rarity other than Common) to a beverage that restores 2 hp. The beverage must be consumed immediately–it cannot be “banked” for later use. The converted potion must be in the cup owner’s possession and the healing beverage can only be consumed by the cup’s owner.
All effects the potion once had are completely negated when converted to a healing beverage.
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Acid.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
While attacking with a Common Ranged weapon or an Uncommon Ranged weapon, the user’s attacks deal +1 damage as Sacred. No other Ranged weapon rarities gain any benefit from this token. Melee weapons, regardless of rarity, do not gain any benefit from this runestone.
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +1. This dust has no effect on spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Casting a spell with Dream Dust does not affect the casting time of the spell.
Once per room, any non-healing potion consumed by the wearer heals the wearer 1 HP.
Heals 5 HP of damage, but the consumer is stunned on the round following the round this food was consumed. E.g., if a character ate this on round 2, that character will be stunned for all of round 3.
In almost all cases, eating one of these rations out of combat (either in a puzzle room or after the monster has been defeated) has no negative consequence since rounds are generally not tracked out of combat.
This fine silvery powder reveals all invisible people, monsters, and items within a room. The use of this item requires a Standard Action.









