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.
Dwarf Fighter
non-magical Blunt missile weapon
If the attack would have hit the intended target and the 💣 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 –) 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.
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).









