Gear & Treasure

Items

38 items, no charges system — every active effect either exhausts and refreshes at Clean-up, or is a single-use discard. Any item can be sold back to the Merchant for half its cost, rounded up.

Download Item Cards (PDF)
Starting Weapon · Starting item · —

Ancestral Warhammer

Torvin Stonefist

Passive: +2 dice on all STR melee attack rolls. On any natural 6 rolled for this attack, ignore monster retaliation.

Forged in the deep furnaces of Karak Dûm, this hammer has cracked a hundred skulls and never chipped.

Starting Weapon · Starting item · —

Bloodmaw Cleaver

Drek Ashblade

Passive: +2 dice on STR melee attack rolls. Add +1 to any one die.

Drek took this from the warchief who killed his father. He has not cleaned it since.

Starting Trinket · Starting item · —

Icon of the Dawn

Sister Aelindra

Passive: +1 die on all attacks against undead monsters.

Action (exhaust): Exhaust, test INT: on success, prevent 1 Doom token from being added to your space.

An heirloom of the Dawnchurch, given to Aelindra at her ordination. It grows warm in the presence of shadow.

Starting Tome · Starting item · —

Spellweave Staff

Sylara Dawnweave

Passive: +3 dice on all INT tests.

Carved from a heartwood branch given to Sylara on the day she was accepted into the Crystal Spire.

Starting Armour · Starting item · —

Wraithsilk Cloak

Mira Whisper

Action (exhaust): When a monster would engage you, exhaust and test AGI. On success, ignore the attack and move to a neighboring space.

Woven from spider-silk and shadow-thread by the halfling guild of night-walkers. Only three were ever made.

Common Tool · Merchant · 2 gold

Courier Pigeon

Any hero

Action (discard): Exchange any number of items with another player at any time. Heroes place those items into their inventory immediately.

Smart bird. Knows not to fly toward the dark.

Common Weapon · Both · 2 gold

Dagger

Any hero

Passive: +1 die on attack rolls. Finesse: either STR or AGI may be used as this weapon's attack attribute.

Small enough to hide, sharp enough not to need hiding for long.

Common Consumable · Both · 2 gold

Health Potion

Any hero

Action (discard): Restore 3 wounds to self or any hero in your space (free action).

Tastes like iron and elderberries. Works anyway.

Common Trinket · Both · 2 gold

Iron Gauntlets

Any hero

Passive: +1 die on all STR tests.

Dented, scarred, and still tight at the knuckle. They've held up worse than this.

Common Armour · Both · 2 gold

Iron Shield

Any hero

Passive: Reduce all incoming melee damage by 1 (minimum 0). STR heroes only — requires STR 3+.

Action (exhaust): When a monster attacks you, exhaust and test STR. On success, ignore 1 damage.

Dented and scorched, but the dents prove it did its job.

Common Trinket · Both · 2 gold

Prayer Beads

Any hero

Passive: +1 die on all INT tests.

Worn smooth by countless quiet mornings and a few desperate nights.

Common Trinket · Both · 2 gold

Scholar's Cipher

Any hero

Passive: +1 die on all WIS tests.

A pocket-sized code-wheel, stained with ink and old riddles.

Common Consumable · Both · 2 gold

Swiftness Potion

Any hero

Action (discard): Move 1 additional space for free.

Bottled lightning, more or less. The aftertaste lasts longer than the effect.

Common Weapon · Both · 2 gold

Throwing Knives

Any hero

Action (exhaust): Make a ranged AGI attack as a free action — does not use your Attack action.

Light. Silent. Replaceable. Three virtues that also describe their former owner.

Common Trinket · Both · 2 gold

Worn Traveler's Boots

Any hero

Passive: +1 die on all AGI tests.

Broken in over a thousand miles of roads that led nowhere good.

Uncommon Trinket · Both · 5 gold

Alchemist's Satchel

Any hero

Passive: The first Consumable you use each round is not discarded — it exhausts instead and refreshes during Clean-up.

Action (exhaust): When you use a Consumable, double its effect.

Smells of sulphur and lavender. The alchemist insists this is normal.

Uncommon Consumable · Merchant · 3 gold

Blessed Oil

Any hero

Action (discard): Coat weapon with oil. Reroll any number of dice on an attack roll.

The Ashenwarden blesses these in small batches. The waiting list is long.

Uncommon Armour · Both · 5 gold

Chainmail Armor

Any hero

Passive: Reduce all incoming attack damage by 1 (minimum 1).

Every link forged and tested by hand. Heavy on the shoulders, light on regrets.

Uncommon Weapon · Both · 4 gold

Duskfang Longsword

Any hero

Passive: +3 dice on all attack rolls.

Its edge holds the last light of evening — cold, thin, and impossible to look away from.

Uncommon Tome · Both · 5 gold

Grimoire of Warding

Any hero

Passive: +4 dice on all Banish rolls.

Written in a script that changes each time you read it, but always says exactly what you need.

Uncommon Trinket · Merchant · 3 gold

Merchant's Ledger

Any hero

Passive: Reduce your own merchant item costs by 1 gold (minimum 1).

Every transaction is an opportunity. So is every disaster.

Uncommon Consumable · Both · 3 gold

Purifying Salts

Any hero

Action (discard): Remove 2 Corruption from all heroes in your space (you count as a hero in your space).

The order of the Ashenwarden distils these from sacred spring water and dawn-light. Expensive and worth every coin.

Uncommon Armour · Both · 4 gold

Runecarved Buckler

Any hero

Passive: Reduce incoming WND by 1 (minimum 0) from every monster attack against you.

Action (exhaust): When a monster attacks you, exhaust and test STR. On success, ignore either all damage or all Corruption from that attack.

The runes glow faintly when struck. Dwarven craftsmanship — the runes are a warranty.

Uncommon Weapon · Both · 4 gold

Scout's Longbow

Any hero

Passive: +1 die on all ranged AGI attacks. Ignores Flyby — a successful AGI roll hits normally regardless of any flight-evasion trait.

Action (exhaust): Make a ranged AGI attack. While exhausted, the passive +1 die bonus still applies but you cannot make an active ranged attack.

The bow remembers every arrow it has loosed. The fletching is notched with kill-marks.

Uncommon Weapon · Both · 4 gold

Skullrend Battleaxe

Any hero

Passive: +4 dice on all attack rolls. If the attack scores 0 successes (a miss), this weapon exhausts and refreshes at end of round as normal.

Too heavy to swing twice in a hurry. Fortunately, it rarely needs to.

Uncommon Weapon · Both · 4 gold

Wand of Starsight

Any hero

Passive: +3 dice on all spell INT tests.

Carved from a fallen star, still faintly warm centuries later.

Rare Tome · Both · 8 gold

Codex of Endless Ruin

Any hero

Passive: +4 dice on all spell INT tests.

Action (exhaust): Exhaust: ignore the Focus token cost when casting a spell this turn. Add 1 Doom token to your space.

Its pages have no end, no beginning, and no patience for those who read slowly.

Rare Weapon · Loot · —

Dawnbreaker Claymore

Any hero

Passive: +4 dice on all attack rolls. Natural 6s count as 2 successes instead of 1.

Two-handed, two-edged, and twice as heavy as it looks. It has never needed a second swing.

Rare Trinket · Both · 3 gold

Elven Wayfinder Orb

Any hero

Passive: +1 Movement (maximum 4).

Action (exhaust): Exhaust, test AGI: on success, automatically move to any space that has a Doom token.

It pulses with a warmth that always points toward the nearest living flame.

Rare Trinket · Merchant · 5 gold

Forgestone Ingot

Any hero

Passive: Once per session, a hero may spend the ingot (discard) to upgrade one of their Common or Uncommon items to the next rarity tier — gaining its higher-rarity equivalent from the loot deck.

A lump of raw possibility, if you know what to ask a forge to do with it.

Rare Trinket · Both · 8 gold

Healer's Phylactery

Any hero

Passive: Any hero in your space may restore 2 wounds at the start of their turn (free action, once per hero per round).

Action (exhaust): Restore a Vanquished hero in your space to 4 HP — they may act this round.

The glass sphere inside holds what appears to be a small, persistent sunrise.

Rare Trinket · Both · 8 gold

Soulfire Lantern

Any hero

Passive: Undead monsters in your space roll 1 fewer die on all special trait effects.

Action (exhaust): Flare: flip all Healthy undead in your space to Damaged; defeat all Damaged undead. Add 1 Doom token to your space.

It burns with a pale fire that does not consume — it simply judges.

Rare Weapon · Both · 8 gold

Stormcaller Javelin

Any hero

Passive: All ranged AGI attacks made with this javelin apply their result to every monster in your space, instead of a single target.

Action (exhaust): Exhaust: +3 dice on your ranged attack this turn. Any success defeats a Healthy monster outright, bypassing its Toughness.

It screams on the way in. The giants who made it thought that was funny.

Rare Trinket · Both · 9 gold

Voidbreaker Amulet

Any hero

Passive: Take 1 additional action each turn.

The void stares back. This amulet blinks first.

Legendary Weapon · Loot · —

Blade of Sundered Oaths

Any hero

Passive: +2 dice on all STR melee attacks. Successes rolled with this blade count double when attacking a Boss-tier monster (e.g. 2 successes count as 4 toward flipping Healthy to Damaged). Attacks with this blade ignore any monster trait that reduces incoming damage (such as Armor).

Forged to kill a god. Used for something smaller. Still works.

Legendary Trinket · Loot · —

Malachar's Shattered Crown

Any hero

Passive: +2 dice on all Banish rolls. The bearer can never become a Hunter target — no monster will single them out while they carry it.

Action (exhaust): Add 2 automatic successes to your Banish roll this turn (must be on the center space).

It hums with stolen power. Using it feels like shouting in a cathedral.

Legendary Trinket · Loot · —

Seal of the Ancient Kings

Any hero

Passive: All heroes in your space roll +1 die on all tests.

Action: Once per session: reduce the Doom Track by 3. This is a session-long limit, not a per-round exhaust — track it separately from the normal exhaust/refresh cycle.

The kings who bore this seal are long dead. Their oath, however, persists.

Legendary Trinket · Loot · —

The Last Lantern

Any hero

Passive: Heroes in your space and adjacent spaces do not gain Corruption from Doom tokens there while you hold this lantern. The die-face penalty from those tokens still applies as normal, and suppressed tokens still count toward Hunter conditions.

There were seven lanterns lit against the first Doom Tide. Six went out. This one didn't.