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.
Non-Magical
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.
non-magical weapon
Requires a 24 Strength or higher to use. When a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip other tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula, use this:
(S-10)/2=B
S=total Strength; B=Strength Bonus.
Don’t forget to round down.
Strength does not affect this weapon’s To Hit bonus,









