Darkrift damage inflicted on the wearer is reduced by 2 points per attack/effect.
Participation
Wearer gains +2 to their maximum HP and Darkrift damage inflicted on the wearer is reduced by 2 points per attack.
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)
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, the owner of this item can ignore the effect of one of their failed Will saving throws vs Charm–effectively turning the failed Charm (Will) saving throw into a successful one.
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 activated, grants 6 points of Poison-based Retribution Damage (RD) to the owner. Unlike most RD effects, this only functions for a single attack
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
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.),









