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.)
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.
Adds +2 to Strength (thus +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and the wearer suffers –2 to Will saving throws
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -2 to Will saves
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 +4 to Dexterity (thus, +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws) and the wearer suffers –2 to Fortitude saving throws
Adds +4 to Strength (thus adding +2 To Hit in Melee and +2 Damage with Melee and thrown weapons) and the wearer suffers –2 to Reflex saving throws
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
Adds +1 damage when fired from a blowgun. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +1 Damage on a successful hit when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Adds +1 Damage on a successful hit with a hand crossbow. It must be declared (turned in) before sliding the weapon token.
non-magical weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Adds +1 Damage on a successful hit with a sling. It must be declared (turned in) before sliding the weapon token.





























