Adds +1 to AC
This token may be exchanged for five Golden Fleece or used in a Transmuted recipe that calls for five Golden Fleece tokens.
To exchange this token for five Golden Fleece:
- Place an order for five Golden Fleece on the Token Exchange Program page.
- Instead of sending in 50 monster trophies, send in this one token.
- Place one Golden Fleece slip–not five–in the bag with this token.
Imbues user with Psychic Power and grants access to all tiers of Psychic Powers. In addition to the psychic benefits, once per calendar year you may play a special sub-class character for a single adventure run. These are analogs of, but not superior to, the base classes but are all 5th-level (no other level-augmenting tokens are required) and come with some unique abilities.
When thrown, this artifact made from highly dense material will deliver blunt damage. The skull can be used only once per combat per character, even if a player possesses more than one of these tokens. It is a permanent item (not collected on use).
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.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
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.
On a successful hit, this bullet deals a total of 8 damage as a random energy type, as determined by which symbol is closest to the damage dot.
On a successful hit from a sling, this bullet deals an identical amount of damage (including all relevant bonuses & penalties the user may possess) the to one other monster in the room. A second To Hit slide is not required. If there is only one monster in the room, this Bullet deals normal damage (I.e., it cannot hit the same monster twice with a single attack.) It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 4 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Sonic. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet requires the monster to succeed on a DC 12 Fortitude saving throw or be stunned for one round. It must be declared (turned in) before sliding the weapon token.
Stunned: Victim drops whatever is in its hands; cannot attack, cast spells, or play bardsong; and suffers a -2 AC penalty.
On a successful hit from a sling, this bullet deals an additional 4 damage as Sonic. It must be declared (turned in) before sliding the weapon token.
Similar to a +1 weapon, the DM will add +1 to the AC hit when using this weapon. However, this weapon does not have an inherent damage bonus.
This non-magical weapon may be used as either a staff (using melee stats) or a sling (using ranged stats). Switching this weapon from melee to ranged or vice versa does not incur any time penalty whatsoever.
You have the option to use sling bullets/stones (they’re not required) when making ranged attacks with this weapon, but not when making a melee attack.
On a successful hit, this stone deals a total of 4 damage as a random energy type, as determined by which symbol is closest to the damage dot.
On a successful hit from a sling, this stone deals an additional 2 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.





























