Adds +8 to AC
Standard Pack
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its Blunt damage to the monster. It is usable only once, whether the attack succeeds or misses.
If the thrower hits and gets a natural 15 on the attack, both the intended target and the thrower take damage–including all applicable bonuses the thrower would normally be entitled to. However, the thrower cannot be reduced below 1 HP by this item.
Equivalent to 25 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.
All Melee attacks made by the wearer gain +3 To Hit. All healing Spells (not scrolls, wands, items, or Special Powers) cast by the wearer heal +1 HP. These gauntlets do not affect the potency of healing Spells cast on the wearer unless the wearer is casting a heal Spell on themself.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +3 to Strength (thus, depending on initial Strength score, either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons.)
Every time the wearer successfully hits in physical combat (melee or missile), the wearer suffers 3 points of Poison damage. Misses do not trigger the Poison damage, nor do spells.
In the hands of a cleric, this weapon deals an additional 3 damage to undead creatures. In the hands of a non-cleric, this is a “normal” +2 weapon.
In the hands of a cleric, this weapon deals an additional 3 damage to undead creatures. In the hands of a non-cleric, this is a “normal” +2 weapon.









