This item allows one Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.
Standard Pack
Adds +7 to AC and melee attacks made on the wearer by Undead monsters deal -1 damage per attack.
On a successful hit from a bow, this Arrow deals an additional 3 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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.),
Healing Spells (not scrolls or items) cast by the wearer heal +2 damage and turn undead deals +2 damage
If a use of turn undead can affect more than one target, the cleric gets a total of 2 extra points of damage from Sacred Light Charm, not +2 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
Adds +7 to AC.
Grants immunity to the side effects of all Undead Touch Attacks (e.g., paralysis, poison, curse, etc.) This immunity does not reduce HP damage taken (e.g., claw damage) nor does it negate anything from an Undead monster using weapon or spell attacks.
Adds +1 to AC and successful Ranged attacks made by the wearer deal +1 damage as Sacred.
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Sacred.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
Once per room, grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This shirt does not mitigate HP damage caused by Undead Touch Attacks.
On a successful hit from a sling, this stone deals an additional 2 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,









