When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Force damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
The redeemer of this runestone ignores the 50% miss chance when attacking Incorporeal creatures with melee or missile attacks.
Sling attacks made with this stone gain +1 to Hit. Its use must be declared (turned in to the DM) prior to making the attack slide.
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.
Adds +1 to all saving throws.
If the wearer dies, they may participate in combat by sliding an empty puck (or if you prefer, a puck with an upside-down token in it), but cannot directly damage the monster in any way. It is possible to indirectly damage the monster by bumping another puck into a hit zone on the combat board. Spirit-warded characters may not use items, cast spells, nor communicate with living characters.
When eaten, this item heals 3 HP of damage and removes all lingering side-effects from a fungal attack.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Shock.
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.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
If the wearer is a Barbarian, Dwarf Fighter, or Fighter, this token also adds +2 to Fortitude saving throws.
On a successful hit from a crossbow, deals an additional +2 damage as Fire. Its use must be declared (turned in to the DM) prior to making the attack slide.
On a successful hit from a crossbow, this bolt deals an additional 5 damage as Fire when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Damage Spells (not scrolls, staves, wands, or items) cast by the wearer deal +1 damage.
Adds +1 to all saving throws and the wearer cannot become affected by the Blighted condition.
Blighted: Unique to Cravenwood, this condition represents some evil magic that infests a being. Lycanthropy is one such Blight, but it could be something like “Rooted Legs” or “Black Tongue” which could effect a stricken character.
4 of 10 “Saint Signet” tokens
When using spell surge on a damage-inflicting Spell, add +3 to the total damage done. The bonus provided by this item cannot be modified and is added after all other bonuses and calculations are totaled.
This item cannot affect healing Spells.
Once per game, Melee damage inflicted upon the wearer is reduced by 3 points per attack.
Adds +1 to maximum HP
If St. Valla’s Ring is also equipped, the total gain is +2 to maximum HP.
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +2. This dust has no effect on spells which do not inflict HP damage.




























