Once per room, if the party’s Initiative Check roll is a 1-6, the wearer can restore one use of a previously-used Special Power or Spell.
The holder of this Charm is able to affect critical hits on undead creatures. It also allows rogues to perform a sneak attack on undead creatures. (Undead have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Adds +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
If the wearer is a bard or rogue, add a total of +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
This charm allows the wearer equip up to three rings instead of the normal maximum of two.
The effect from this item does not stack with other __ of Glory items.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back. Gold-back versions have a 2020 stamp on the back.
Awards additional Treasure Chips based on the total number of Charms of Good Fortune equipped by the party, as shown below:
Grants 5 points of Retribution Damage against melee attacks from Undead monsters.
If the wearer is a Paladin, the total Retribution Damage granted is +8.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Adds +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Before the game starts, the wearer must choose either:
- +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)
or - +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Wearer sees Fae in their true form.
This item’s power is “always on” and does not require activation to use.
If the wearer dies, all living party members heal 3 HP and the wearer cannot be revived.
Adds +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Once per room, if the party’s Initiative Check roll is a natural 15-20 and the party wins the Initiative check, anyone wearing a Charm of Quick Strike may immediately slide an attack (melee, ranged, or spell, any kind of slide attack is eligible) before combat starts. If the room has the potential for a Surprise attack round, the extra attack granted by this charm is in addition to the Surprise attack and should be resolved before the Surprise attacks are made.
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)
When a ranger with this item equipped makes a missile attack, the player will place this token in the second puck and slide it at the same time the ranged weapon token is slid–much like how the player would perform a ranger’s standard melee attack. If both the ranged weapon token and this token hit the target, this token deals +6 damage as Piercing to the target.
The +6 damage from this item is completely unaffected by any kind of damage modifier that’s applied to the weapon.
The instant the wearer enters a new room, this token heals its wearer X HP where X is determined by the total number of Charm of Shared Recovery tokens that are equipped in the party:





























