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.
2005
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Dwarven, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
non-magical weapon
Unlike a standard heavy crossbow, heavy repeating crossbows do not have the reload time penalty and can be fired every round.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 6 points of damage–but only to Undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead, Holy Water deals no damage. It is usable only once, whether the attack succeeds or misses.
Adds +2 Damage to melee (not missile or spell) attacks made when a bard uses this instrument to play bardsong









