Common
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.
Equivalent to 25 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Once per game, dazing fist/stunning fist can trigger twice in one combat. The wearer may choose to not utilize the effect, if desired.
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.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.









