Uncommon
After being activated, the owner gains +4 To Hit with all spells requiring an attack slide for the rest of the room.
This item’s effect can only be activated once per adventure. Like all Figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
The owner may heal 2 points of damage. May not be used to heal another person.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
This token is dedicated in fond memory of Chip Bowles. He was an amazing champion of True Dungeon, and his welcoming and generous spirit will be missed.
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
This item does not confer the ability to breath while underwater.
Once per game, this item negates the 50% miss chance associated with attacking Incorporeal creatures. Once activated, the power remains in effect until the end of the room. This item only affects the user’s miss chance, not other allies.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
After being activated, the owner’s melee attacks deal +2 Damage for the rest of the room.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire 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 the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a large inferno and deals identical amounts of Fire 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 its attack slide and is affected by Ranged combat bonuses (hit and damage).
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire 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.),









