non-magical Melee Blunt weapon
While wielding this specific weapon, a bard may attack while performing bardsong.
non-magical Melee Blunt weapon
While wielding this specific weapon, a bard may attack while performing bardsong.
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 #22.
magical Ranged weapon that deals Piercing damage
The bardsong effect from this instrument lasts for one round after the bard stops playing, thus the bard need only sing every other round to keep the effect up continuously. There is neither an extra benefit nor a penalty for playing this instrument every round. It grants the standard +1 To Hit and +1 Damage (or +2/+2 at 5th-level) for bardsong benefits to the party.
Bards may switch to playing a different instrument in the “off-rounds”.
When used by a bard, bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and ranged attacks.
A bard may perform a Lore check while playing this instrument, but not any other Standard Actions.
Adds +1 to all saving throws in addition to the standard bardsong damage bonuses.
Adds +1 To Hit for bardsong
Thus the party will enjoy a total of +2 To Hit and +1 Damage (or +3 To Hit & +2 Damage if the bard is 5th-level) when this instrument is used to play bardsong.
This enchanted instrument allows a bard to perform bardsong underwater with the normal bardsong benefits appropriate to the level of the bard.
Note: This does not allow the bard to breathe underwater.
non-magical blunt weapon
The wearer has the option to double the base damage (including the extra damage from passing the planar skill check, but no other bonuses) of a cast Spell (excluding any scrolls or “as a scroll” effects), but when doing so the caster suffers 25 points of Eldritch damage. It’s only usable once per round, but other than that it may be used as often as desired. Mad Evoker’s Charm (MEC) must be activated before casting the Spell,
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage +skill check of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) effects listed below.
Adds +2 to AC
Adds +2 Damage to melee and ranged attacks made by anyone on the party when a bard uses this instrument to play bardsong
Thus each party member gains a total of +1 To Hit and +3 Damage (or +2/+4 if the bard is 5th-level) when this is used to play bardsong.
This instrument differs from a Masterwork Bard’s Instrument in that the Masterwork Bard’s Instrument provides the +2 Damage to melee attacks only.
When incorporated into the casting of a damage Spell (cast from the character card, not a scroll or magic item), this dust increases the damage inflicted by +2. This dust has no effect on Spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per Spell.
Casting a Spell with dust does not affect the casting time of the Spell.
If a Spell under the influence of Magus Dust can affect more than one target,
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 Major Rumor token had a 75% chance of being correct. A Major Rumor had a high probability of being valuable to the adventure.
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 Major Rumor token had a 75% chance of being correct. A Major Rumor had a high probability of being valuable to the adventure.
Starting in 2026, Patrons can send in all four unique Path to Enlightenment Fragment tokens (2023-2026) to register for a special Patron-exclusive event at Ring Con. Early transmuters won’t take possession of their completed Mark of Enlightenment (MoE) until Ring Con-assuming we receive* their token submission before March 1, 2026. Transmuters will be able to select the power granted by their token from a set list. In addition, they will be able to personalize their token by printing a “Crafted by:” name on the token.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level.)
Adds +3 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Adds +3 to Wisdom
Wearer gains +2 to all saving throws.
When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance. This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
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.
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 #23.
Wearer is immune to Gaze attacks. In addition, wearer is immune to Possession by an Evil Outsider. This item does not prevent Possession from any other creature type, but will prevent Gaze attacks from any source.
This mask occupies the head slot on the wearer.
Adds +3 to Constitution (thus, depending on prior Constitution score, either +1/+2 to Fortitude saving throws and either +1/+2 to max HP per character level)
Once per room, when the wearer drinks a non-Exalted healing potion, the amount of healing is doubled; if the potion has non-HP-restoring effects, the HP healed is still doubled, but the side-effects are not doubled.
Adds +1 Damage on a successful hit with a bow. It must be declared (turned in) before sliding the weapon token.
Adds +2 Damage to melee (not missile or spell) attacks made when a bard uses this instrument to play bardsong