On a successful hit from a bow, the target must succeed on a DC 20 Fort save or instantly die. Like all specialty arrows, it is consumed on use whether the attack (or saving throw) was successful or not.
Expendable
Restores a dead character to life. The character is resurrected with full hit points. The resurrected character will not gain back any expended spells or limited use special abilities. This must be used in the room where the death occurred.
It can also be used by a living character to restore full hit points.
Note: When used to bring a dead character back to life, this potion must be administered by another (living) character.
When activated, this item entraps a monster in an extra-dimensional space for three rounds. There is no saving throw to resist the effect. Once used, the Hourglass will vanish.
During those three rounds, the party is free to act however they want. They could explore the room, heal, buff, or whatever strikes their fancy. At the end of the three rounds, the monster will reappear exactly where it was before being shunted to the extra-dimensional space.
This arcane necklace allows any character to cast a swarm of fireballs that will affect every monster in the room. This spell automatically hits and deals 8 points of damage. Every monster must make a DC 15 Reflex saving throw. If the saving throw succeeds, that monster takes half damage.
The drinker of this potion becomes totally invisible. This may allow the character to avoid detection by a monster that relies on its sense of sight to detect enemies.
An Invisible character gains +2 To Hit on attacks made against sighted creatures, though attacking immediately cancels the Invisibility. Attacks made against an Invisible creature suffer a -4 To Hit penalty.
If this potion is used by a rogue, they may immediately make a sneak attack (with a +2 to Hit bonus) instead of waiting one round to set it up.
Allows the caster to fly any distance. No check for success is required. The caster is restricted to carrying only the equipment on their person. This spell surrounds the character with a magical field that negates any external influences. (e.g., wind)
This “mystery” token must be redeemed during the training phase of the adventure with the Party Coach. Sometimes the abilities it bestows are revealed in advance, but sometimes the effect is only revealed after the token is turned in. Players are forewarned that not everything they find may be beneficial.