Expendable
Adds +3 to Fortitude saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +1 level to character
Note: +level effects do not stack
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +3 to Reflex saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +5 to max HP
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +3 to Will saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +7 damage as Cold when fired from a Voidbane weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
On a successful hit with a ranged weapon, the wielder deals an additional 1 damage as Cold.
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.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a cryoclasm and deals identical amounts of Cold damage to all monsters in the room. 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).
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold 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.),









