When used to make a successful ranged combat attack (slid as weapon on the combat board), this alchemical weapon deals Sacred damage to the monster. It is usable only once, whether the attack succeeds or misses.
All Ranged attacks made by the wearer gain +1 To Hit
All Melee attacks made by the wearer suffer -1 To Hit
Cold, Fire, Shock, and/or Sonic damage inflicted upon the wearer is reduced by 10 and grants 3 points of Eldritch-based Retribution Damage.
On a successful hit with a Melee or missile weapon (not Spells, scrolls, or wholly magical effects), the wielder deals an additional 1 damage as Fire.
On a successful hit from a bow, deals an additional +2 damage as Fire. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +7 to Strength (thus, depending on prior Strength score, adding either +3/+4 To Hit in melee and +3/+4 Damage with melee and thrown weapons)
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.
magical melee Slashing weapon
This weapon deals an additional 2 damage when it’s wielded in a desert.
Once per game, the owner may read the rogue skill test clue without having to successfully complete the rogue skill test.
This unique token is soulforged to Patrick Rothfuss.
Once per game, up to 30 points of damage inflicted on the wearer can be negated. The damage must come from a single source, but the damage can be of any type other than Eldritch or Push.
Any unused damage absorption is wasted. E.g., if this charm is used to negate a 25-point attack, the 5 remaining points are wasted–they cannot be “banked” for later.
When raging, all your attacks gain +2 Damage. When not in rage, this item has no effect.
On a successful missile attack, reduces the victim’s AC by 2
The effect from this thick and sticky glue will stack with other items which reduce the victim’s AC, up to a maximum AC penalty of -6. However, the effects of multiple Tanglefoot Bags on the same monster do not stack.
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.
User heals 10 HP any time the party’s initiative is a natural 20, but only if the user says, “Who-ha!”. Saying “Who-ha” is an Instant Action.
The user of this tankard does not have to be the same person who rolled the Initiative die.
Adds +3 to maximum HP
This item must be equipped in both the melee offhand and missile offhand slots, thus preventing the use of a shield or an offhand weapon. Therefore:
- Monks may not use flurry of blows attacks, but may wield a single onehand weapon in melee or a 1-hand weapon in Ranged combat.
- Rangers may only wield a 1-hand Ranged weapon and may not attack in melee at all.
Wearer deals +1 Damage when wielding a whip or scourge–magical or mundane. It has no effect on any other weapons.
When activated over a dead comrade, this item restores the character to life with full HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. When used to revive a dead ally, this item must be used in the room where the death occurred. The process of reviving a character with this item requires a Standard Action.
It can also be used on a living character to restore full hit points to that character.
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose all their Shock immunity/resistance. This loss of Shock resistance applies to attacks by anyone, not just the user of this rune.





























