Adds +3 to max HP
No character may use more than 1 Volva’s Hearty Ration per game.
This token must be turned in to the Coach before the game begins.
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Adds +3 to max HP
No character may use more than 1 Volva’s Hearty Ration per game.
This token must be turned in to the Coach before the game begins.
Wielder gains +1 to max HP
Adds +2 to Reflex saving throws vs. slips and falls
This must be the character’s active weapon to gain the benefit. Having it stored on one’s person gives no benefit.
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
All undead suffer -2 to AC
Adds +3 to AC
non-magical weapon
Unlike standard slings, this is a 2-handed weapon, so shields or other offhand items may not be used while wielding it.
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.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.