Standard Pack
Once per round, wearers may swap out whatever is in their main hand (e.g., weapon, wand) with a wand, use that wand, and stow the wand–all as a single Free Action. The item swapped out must be the same item that’s swapped back in.
This item does not allow the same wand to be cast twice in a single round because no swap would occur. If you want to use the same wand effect twice in a round,
Wearer may use restore spell one additional time, but this use may only be used to restore a 1st-level Spell.
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws).
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level)
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.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula, use this:
(S-10)/2=B
S=total Strength; B=Strength Bonus.
Don’t forget to round down.
Strength does not affect this weapon’s To Hit bonus,
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #24.
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.),









