As mentioned in another post I put together the DM Crib Notes which included some rulings on how to use specific tokens. This was an attempt to create a unified use and adjutication regarding the tokens. It is apparent that not all DMs we informed that they had this as a reference. (my fault and a learning point) But I will try and answer with the information I received from Jeff and Lee.
Elven cloak and boots, both of these were supposed to give the user +4 to sneak attacks, I also suggested the prevention from 1st round attack for the cloak and received the "thumbs up" from the "big guy" so it was listed as well. Remembering only sneak attacks was hard as a DM and since the others can not do them, many DMs let the wearer get +4 to 1st attack and sometimes all attacks. This is one of the things I expect to be standarized at SoCal and in the future. And yes, combining the two was addative.
Last year when there was no paladin, the bard could use both Divine and Arcane magics. This never made sense to me, as even the scroll is augmented by divine favor and the Bard typically does not focus on that, it made perfect sense however that the Paladin would have divine favor so this year I proposed to Jeff that the Bard and MU get the Arcane and the Cleric and Paladin get the divine tokens, agian he gave me the go ahead and it was listed in the DM notes.
Smokestick could have been used as a last resort save. By filling the room with smoke it would have made everyone in the room harder to hit +4. This would make the monster harder to hit, but if it was kicking player tail, it might save the group.
Bless was like the cleric spell +1 to attack -1 to monsters attack for the room only.
Protection from evil -1 to monsters attack, if evil.
Sanctuary, This gives the cleric protection from attack. Now this is usually associated with a high level of focus and prayer so the Cleric can not do anything else but is spared from combat. If the player breaks sanctuary to make an action, the spell is broken, otherwise it lasts for the room. The token indicates that the monster should roll a will save to beat a 12. Many times that was just to difficult do deal with in with mass combat so I just left the Cleric alone, it probably would have been different if the Cleric was the only one left and the focus of the monsters attention.
Items were a DMs call. If my groups came up with creative ways to use them, great. Using the map case to block the door would have been fine (maybe, depends on the door) but I would have taken the token as a used item. Dirtdazzy had some creative ideas I would have probably allowed.
Endure elements would have allowed the user to survive elemental damage at half the assigned value.
The masterwork bard's instrument is supposed to allow a +2 instead of +1 when the bard is singing.
The thieve's tool is essentially a mulligan to be used once and collected by the DM currently, sorry.
Gauntlets of Ogre's power gives +2 to strength (i.e. +1 to hit and +1 to damage.)
Wonderus cloak was just +1 to saving throws.
Tim's post regarding uses, yes my groups filled their flasks at the fountain, yes they tried to use them sometimes it worked sometimes not. Yes one group in particular used their mirror and I did reward them for that game play, it was great! I think I would be enclined to allow the group to fill the flask and have the Cleric bless it, don't know how I would make that happen as I write this, though. We struggled with the whole gem/no gem thing initially, but the rulling came down that the special gems were indeed "special" and did not equal a gem token, sorry.
Lastly, I am reporting what was dictated to me by Jeff and Lee, if I have gotten anything out of sorts (probably). You have to allow the real TD staff to have final say.
Dave
You should know better than to pick up a duck in a dungeon....