Soft Potion
|
150 Gold |
Counteracts the Glance spell. |
Venom Antidote
|
300 Gold |
This bubbling brew tastes foul, but it removes the effects of venom from monster attacks and heals up to two Body Points of damage caused by poisoned darts and venomous attacks. |
Potion of Dexterity
MB / Hasbro
|
100 Gold |
This sparkling liquid adds five movement squares to your next die roll, or guarantees one successful pit jump or Feat of Dexterity. If you purchase two of these potions, you may only use one at a time. |
Potion of Speed
MB / Hasbro
|
200 Gold |
You may drink this potion at any time. It allows you to roll twice as many dice as usual the next time you move. |
Potion of Battle
MB / Hasbro
|
200 Gold |
If you have a weak roll of the attack dice, you may drink this red potion to re-roll your attack dice once. |
Potion of Restoration
MB / Hasbro
|
500 Gold |
Drink this orange, frothy liquid to restore one lost Body Point and one lost Mind Point. Refreshing after a tough battle! |
Potion of Greater Restoration
MB / Hasbro
|
800 Gold |
Restores any Hero's Body and Mind Points to the level they were at when the Quest began. May also cure a Hero who has been turned into a Werewolf. |
Potion of Greater Rejuvination
MB / Hasbro
|
500 Gold |
Any Hero who drinks this multi-colored liquid regains up to six lost Body Points. Roll 1D6 to determine how many are restored. Cannot give a Hero more than their starting Body Points. |
Holy Water
MB / Hasbro
|
400 Gold |
Instead of attacking, throw this vial at any one Undead creature. It deals 3 Body Points of undefendable damage. |
Potion of Safe Passage
MB / Hasbro
|
200 Gold |
Allows you to pass unsprung traps as if they were not there. The effect lasts until the end of your turn. |
Brined Bullyweed
|
210 Gold |
Any Hero who drinks this salty brew gains the ability to breathe underwater. The effect lasts as long as they remain underwater. |
Potion of Luck
|
125 Gold |
Any Hero who drinks this potion may re-roll any one die just rolled. Good or bad, you must accept the result of the second roll. |
Heroic Brew
MB / Hasbro
|
200 Gold |
Drink before you attack. Any Hero who drinks this potion may make two attacks instead of one for one turn only. |
Potion of the North Wind
|
450 Gold |
Grants temporary superhuman strength. The damage dealt on your next attack is doubled. |
Potion of Strength
MB / Hasbro
|
200 Gold |
Allows you to roll two extra Combat Dice the next time you attack. |
Potion of Defense
MB / Hasbro
|
200 Gold |
You may drink this potion at any time, giving you two extra Combat Dice in defense. |
Wolfsbane
MB / Hasbro
|
350 Gold |
May be used by any Hero suffering from the Werewolf's curse to cure them. Single use only. |
Potion of Healing
MB / Hasbro
|
200 Gold |
You may drink this potion at any time. It restores 4 lost Body Points. |
Potion of Magic Resistance
MB / Hasbro
|
800 Gold |
This small blue bottle negates the effect of any damage-causing spell cast on you. Drink it when the spell is cast to ignore its effects entirely. Works only for the Hero drinking it. Single use only. |
Potion of Warmth
MB / Hasbro
|
350 Gold |
This miniature jug is warm to the touch. Drinking it immediately after suffering damage from an ice-based spell, attack, or environmental effect restores 2 lost Body Points. Drinking it at any other time restores only 1. Single use only. |
Potion of Detonation
|
200 Gold |
A fragile glass vial filled with a nitroglycerin mix that explodes on impact, dealing 1D6 damage to any target you can see. A character with an open space to their left or right may roll 1D6 — on a 6, they dodge one space and the vial continues forward until striking a wall, closed door, or another character (who may then attempt the same dodge). |
Potion of Magic
|
400 Gold |
Red and slightly blood-like in appearance. When a spellcaster drinks this, they regain (1D4 × 4) Manna Points lost that game. Non-spellcasters get an upset stomach but are otherwise unaffected. |
Essence of Blitzkrieg
|
400 Gold |
Looks like mercury with a metallic taste. When drunk, the character goes into a mad rage — their movement roll is doubled and they get two attacks per turn until they can no longer see a monster. |