If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Rogues wearing this ring in a forest may initiate a sneak attack without the standard one round delay. This item has no effect whatsoever in non-forest locations.
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including Ring of Dire Warning.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap”
Cold damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Cold-based Retribution Damage.
Adds +2 To Hit on Spells (not scrolls or items) requiring a combat slide. A Spell affected by this ring deals double damage if a natural 20 is scored. If that particular Spell has additional damage bonuses, those bonuses are doubled as well.
This ring cannot double a Spell’s damage on a creature you cannot critically hit. This includes, but is not limited to creatures without a vital anatomy, Constructs, incorporeal creatures, Oozes,
This ring has a different powerful effect each year. Please ask your coach for information about the current effect–sometimes the effect is a surprise.
This ring grants the same effect as Amulet of Wonder (see that token’s description for the history of effects) and Totem of Wonder. Equipping other __ of Wonder items is permitted, but pointless because the effects don’t stack.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
When casting a damage-inflicting Spell (not scrolls, wands, or items), the caster may convert the damage type to Cold.
This ring is not wearable by Elf Wizards.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Ranged attacks made by the wearer deal +2 damage as Fire
If the wearer is a monk, their melee attacks also deal +2 damage as Fire
Adds +2 to AC.
When the wearer of this robe casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.
If a scroll boosted by this robe can affect more than one target, the caster gets a pool of 1 extra point of damage from the robe, not +1 point per target. The caster chooses the recipient of the extra point as they see fit among the eligible recipients.
non-magical* melee Sacred weapon
This weapon’s damage is comprised entirely of Sacred.
*Though it may seem odd to describe a weapon that deals Sacred damage as non-magical, per the definition spelled out in the Player’s Handbook, this weapon fits the definition of “non-magical”.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
- +1 HP
- +1 to Reflex saves
- +1 to Fortitude Saves
- +1 to Will saves
- +1 to Strength
- +1 to Dexterity
- +1 to Constitution
In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +1 to Dexterity (thus depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, 0/+1 to AC, and 0/+1 to Reflex saving throws)





























