Adds +1 Damage on a successful hit with a sling. It must be declared (turned in) before sliding the weapon token.
Expendable
This token could be turned in prior to beginning your adventure to learn a rumor. This rumor represented some overheard conversation you heard as you made your way through the tavern. A rumor obtained with a Minor Rumor token had a 60% chance of being correct. A Medium Rumor had a greater chance of being valuable to the adventure than a Minor Rumor.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
This token could be turned in prior to beginning your adventure to learn a rumor. This rumor represented some overheard conversation you heard as you made your way through the tavern. A rumor obtained with a Minor Rumor token had a 50% chance of being correct. Whether the rumor was valuable to the adventure was another matter.
This token could be turned in prior to beginning your adventure to learn a rumor. This rumor represented some overheard conversation you heard as you made your way through the tavern. A rumor obtained with a Minor Rumor token had a 50% chance of being correct. Whether the rumor was valuable to the adventure was another matter.
The owner of this token may exchange it for any other token printed in 2007 or later (subject to availability), if the token you desire is one of the following rarities:
- Common
- Uncommon
- Rare
- Ultra Rare
- Combo (1C, 2C, 3C, 4C, Trade)
- Lore
- Trade
- Transmuted-Enhanced (3 point star)
- Transmuted-Exalted (4 point star)
- Premium
If this token is turned in immediately after a failing a saving throw, that saving throw may be re-rolled. The re-rolled saving throw gains a +10 bonus.
The wearer takes -1 damage resulting from a Ranged attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Negates all special attacks that might be directed against the wearer’s weapon. (E.g., a rust monster’s corrosion ability or sundering attacks from SeyLah’s +2 Sundering Cestus)
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.









