Deals 4 damage as Cold to all monsters. There is no saving throw to mitigate damage.
Single Use
The wearer takes -2 damage resulting from a failed saving throw. This item does not reduce damage if the saving throw was successful.
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 Sonic 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.),
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 1 damage. It must be declared (turned in) before sliding the weapon token.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Due to the incredible popularity of the Golden Ticket token, True Adventures introduced the Silver Ticket token in 2008. Eight special tokens were randomly distributed among the second print run of tokens. The lucky recipient of a Silver Ticket was invited to play in a special round of the 2008 Gen Con Indy True Dungeon event.
When eaten, prevents the consumer from falling under the effects of a sleep spell. It cannot be used to revive a character already under the effects of a sleep spell.
On a successful hit from a bow, this arrow requires the monster to succeed on a DC 12 Will saving throw or fall asleep for one round. If the monster fails the saving throw, it will immediately fall asleep and awaken (ready to fight) after the attacker’s next turn.
If a monster is hit by two Sleep Arrows in the same round and fails both saving throws, it will only sleep for one round.
On a successful hit from a sling, this bullet deals an additional 2 damage as Acid. It must be declared (turned in) before sliding the weapon token.









