When this figurine is activated, the player may re-slide one attack, whether it was made with a physical weapon or a spell that requires a slide. The decision to re-slide must be made before the next person attacks or, if the owner slid last, before damage is calculated. This item only allows one puck (player’s choice) to be re-slid, even if the character can slide more than one puck. The re-slide may not be undone,
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.
When activated, this item restores 20 HP to a living character–either another character or themself. It cannot be used to raise a dead character back to life, but it could be used to heal a recently raised character that is low on HP.
The owner of this item can self-heal 5 hp and remove the effects of the blighted, charmed, cursed, and feared conditions.
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.
Once per game, the owner of this item can ignore the effect of a failed Reflex saving throw–effectively turning a failed Reflex saving throw into a successful one.
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.
If the owner fails a skill test, the test will be considered a success instead.
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.
Once per game, the owner of this item may inflict 10 points of Darkrift damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Darkrift, that resistance/immunity would apply.
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.
After being activated, the salamander will negate up to 8 points of Fire damage that would have been inflicted upon the owner. The absorption effect lasts until the end of the room or until at least 8 points of Fire damage have been negated, whichever comes first. E.g., if you would have taken 10 points of Fire damage, the salamander absorbs 8, so you only take 2 Fire damage. If you would have suffered 6 points of Fire damage,
When activated, grants 15 points of Retribution Damage (RD) to the owner, but only against a single attack from an Undead monster. If desired, this figurine may be activated as a reaction to being struck by an Undead monster–you are not required to activate it proactively.
The owner of this item may add +3 to any one of the wearer’s saving throws. The player must announce they wish to use this token’s power before making the saving throw.
This figurine may be used when a group saving throw is rolled, but only the figurine’s owner gains the +3 bonus.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
Once per game, the user of this item takes -2 damage resulting from a failed Fortitude saving throw. This item does not reduce damage if the saving throw was successful.
This can only mitigate damage from a single failed saving throw once, even if that failed save results in ongoing damage. E.g., if the user gets bitten by a snake and the snake’s venom deals damage every round, this item can only mitigate the damage on one the first round.
Once per game, the owner may negate up to 8 points of damage resulting from a failed Reflex save.
If the use of this item results in less than 8 points of damage being negated, the extra points are wasted. One cannot “bank” negation points for later use.
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
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.
Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round.
The owner may re-roll a failed Reflex saving throw vs. falling from great heights. It does not affect any other type of Reflex saving throw.
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.,
Once per game, the owner of this item may inflict 6 points of Force damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Force, that resistance/immunity would apply.
After being activated, the toad will negate up to 5 points of damage that would have been inflicted upon the owner by falling from great heights. The absorption effect lasts until the end of the room or until at least 5 points of Falling damage have been negated, whichever comes first. E.g., if you would have taken 8 points of Falling damage, the toad absorbs 5, so you only take 3 Falling damage. If you would have suffered 3 points of Falling damage,
The owner of this item can ignore the effect of one of their failed Will saving throws–effectively turning the failed Will saving throw into a successful one.
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.
Once per game, the owner may re-roll a failed Reflex save vs. Shock damage. To be mulliganed with this item, the damage type must be Shock and the saving throw type must be Reflex.
The owner of this item can self-heal 5 hp if their attack successfully hits and deals damage to a monster.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. If the 💣 is closest to the damage dot on the combat board, this weapon deals no damage. (Treat the as a 0.) 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 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 Fire.
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.
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 the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a large inferno and deals identical amounts of Fire damage to all monsters in the room. 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).
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced berry 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.),
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
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.),
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.),





























