Physical Description: Potions are represented with throwable soft foam flasks or the equivalent. They must be larger than spell balls, and be clearly labelled or coloured with what the potion represents. Potions that are imbibed, rather than thrown are given to a Marshall or dropped on the ground.
Physical Description: A visible trap is represented in game with a throwable weapon. Traps are placed on the ground or object to be trapped. If the trap is hidden it is not physically represented and a Marshall must be aware of their locations.
Physical Description: A visible trap is represented in game with a spell ball or potion. Traps are placed on the ground or object to be trapped. If the trap is hidden it is not physically represented and a Marshall must be aware of their locations.
One use items are not represented by physical objects in a game. It's simply a matter of calling a Marshal over, handing over the Gold and getting the instant bonus. Gold can be represented with poker chips, with one chip representing 100 Gold. If a Marshal can't be found, the leader of a warband can have the responsibility of collecting and adjudicating spent Gold.
Item | Action | Gold cost |
---|---|---|
Restore Potion | Heal to full health | 100 |
Resurrect Potion | Resurrect to full health | 200 |
Scroll | If a spellcaster - cast a spell immediately with no words | 100 |
Restore Charm | Heal a friend to full health | 200 |
Resurrect Charm | Resurrect a friend to full health | 300 |
Lockpicks | Open a locked door (*) | 100 - 300 |
10' pole | Disarm a trap (*) | 100 - 300 |
(*) Gold cost depends on level of the trap/door. 100 = Green, 200 = Adventurer, 300 = Veteran