In the hands of a cleric, this weapon deals an additional 3 damage to undead creatures. In the hands of a non-cleric, this is a “normal” +2 weapon.
Melee
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a Standard Action, the owner may use this stick to restore a dead character back to life. When restored in this manner, the revived character has one HP. Using this stick to revive a dead character consumes the stick and this token must be turned into the DM.
non-magical weapon
Requires a 24 Strength or higher to use. When a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip other tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack. If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Short Sword deals 10 damage over and above the usual sneak attack bonus.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack.
If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Throwing Dagger deals 10 damage.
Adds +2 Strength (thus adding +1 To Hit in melee and +1 Damage with melee weapons) if equipped in the melee offhand slot. Though all classes can equip it to gain the Strength bonus, monks and rangers are the only classes that can use it as an offhand melee weapon.
This item is no longer equippable in the ranged offhand slot. It can only be equipped in the melee offhand slot.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In addition to the physical damage shown on the damage wheel, each successful hit with this weapon penalizes the victim’s AC by -2, up to a maximum -6 AC penalty. It does not matter how many party members are using one of these cestuses or how many successful hits are scored,
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may sacrifice a 1st-level Spell to polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen:
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a single Free Action, wielder may drink either one or two potions in a single round. If wielders of this item use their Standard Action to drink a potion, up to three potions could be consumed in one round. The extra-potion effect is usable once per room,








