On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.
non-magical weapon
If the attack would have hit the intended target and the π£ is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or β) damage.
If the attack misses the intended target and the π£ is closest to the damage dot on the combat board,
non-magical Blunt missile weapon
If the attack would have hit the intended target and the π£ is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or β) damage.
non-magical Blunt missile weapon
If the attack would have hit the intended target and the π£ is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or β) damage.
When fired from a blunder weapon and the attack scores a hit, instead of the wielder taking damage on a π£ result, the wielder takes no damage from the misfire and the intended target takes 1 damage. This 1 point of damage is not subject to the blunder weapon wielder’s damage bonuses, but if the target of the attack can mitigate Ranged damage, that would apply.
On a successful hit from a blunder weapon, this slug deals an identical* amount of damage (including all relevant bonuses & penalties the user may possess) 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 slug 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.
non-magical Blunt missile weapon
If the attack would have hit the intended target and the π£ is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or β) damage.
Adds +7 to AC
The wearer takes -1 damage from blunder weapon attacks made by others. This armor does not mitigate blunder weapon misfires made by the wearer.
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 #02.
The wearer gains the following effects:
- +10 Damage with 2-handed melee weapons
- May use rage or greater rage two* additional times
- May invoke fury twice per game
non-magical ranged weapon
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Drow, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
On a successful hit from a crossbow (not a bow), this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or the victim canβt attack more than once per round for the rest of combat. If the target can only attack once per round (either naturally or as a result of a previous effect), this boltβs special power will have no effect. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 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.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Shock when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Poison when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.





























