Heals 1 HP of damage but the consumer’s attack slides suffer -2 To Hit for the rest of the room. Characters may eat multiple Orcish Rations and heal 1 HP each time, but the To Hit penalty is cumulative–up to the max in-adventure penalty of -6. E.g., if a character eats 3 Orcish Rations, that character heals a total of 3 HP and all attacks slides that character makes are at -6. If a character ate 30 Orcich Rations,
all
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold 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.),
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Adds +3 to max HP and gain Free Movement
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
When a healing spell is cast (from the character card) upon the wearer, the wearer heals an additional 2 HP. Does not affect items, scrolls, or spells “cast as a scroll”.
Physical ranged weapon attack damage inflicted upon the wearer is reduced by 1 point per attack. This item does not reduce damage inflicted by melee attacks or ranged spells.
If a missile attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, these pants will negate both the physical damage and secondary effect(s).
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including the Warning rings.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap”









