Expendable
The wearer takes -1 damage resulting from a Melee attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Blunt damage to the monster. It is usable only once, whether the attack succeeds or misses.
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.
Given to all players on the completion of their adventure in 2007, this token could be turned in for free admission to the True Dungeon Tavern that year.
Note: Though this token’s title was printed in blue and it bears a cauldron symbol, it’s not actually a Combo token because it did not require any tokens to be turned in.
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or suffer a -1 penalty to all melee damage until the end of combat. It must be declared (turned in) before sliding the weapon token.
The enfeeblement penalty from this bolt is equivalent to the spell ray of enfeeblement and the two effects share the same stack.
On a successful hit with a hand crossbow, in addition to dealing damage, the target must succeed on DC 12 Will saving throw or be unable to cast spells. If the target is not a spellcaster, this bolt has no effect. It must be declared (turned in) before sliding the weapon token.
Note: Attacks made with this ammunition deal a total of 0 HP damage–whether the saving throw was successful or not.
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or spend the entire next round attacking itself, dealing itself 5 of HP damage. This effect only lasts one round. It must be declared (turned in) before sliding the weapon token. Multiple hits in the same round do not stack, but the monster could be affected in consecutive rounds–assuming it continued to fail the saving throw.
Adds +1 HP healed from any healing spell received if the spell was cast by a character, not from scrolls or items.
Note: The bonus healing is applied when healing spells are cast upon the character utilizing this runestone. When healer classes utilize this runestone, healing spells they cast upon others are not boosted.
The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.









