Standard Pack
Once per room, the wearer may use one ammo token without having to turn the ammo token in. Any additional ammo tokens must be turned in.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 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 Lager deals no damage. It is usable only once, whether the attack succeeds or misses.
Common and/or Uncommon melee weapons wielded by the user deal +1 damage as Sacred.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,
Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.
When the cleric who’s equipped this token successfully completes the turn undead skill test, the cleric regains 2 HP. Healing gained from this effect only affects the cleric–the cleric cannot use that healing on another character.
Your cleric character may not benefit from more than one holy symbol per adventure–even if you, as a player, own more than one. (The gods don’t care for competition.) When applicable, you may use the same holy symbol multiple times.
All the cleric’s Melee attacks deal +1 damage as Shock
Turn undead may be used as a Free Action.
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.









