Adds +1 to all saving throws and Shock damage inflicted on the wearer is reduced by 2 points per attack/effect
Rare
Equivalent to 250 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
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 elixir must be administered by another (living) character.
Damage-inflicting Spells (not scrolls or items) cast by the wearer deal +2 damage as Shock.
Equivalent to 150 GP
Counts as a “gem” for all purposes
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 3 damage as Force. It must be declared (turned in) before sliding the weapon token.
Unlike most items that deal Force damage, this slug does not bypass the 50% miss chance when attacking an incorporeal creature since only a portion of the damage the attack deals is Force.









