The organizational properties of this seemingly normal pouch allow the wearer to instantly retrieve one potion, oil, or salve (not one of each) in their possession and use that potion/oil/salve as a Free Action once per combat.
not exchangeable
Wearer may equip 1 additional Figurine of Power. This perk stacks with the ability to equip a second Figurine of Power from having at least 16 Charisma.
Adds +1 to all saving throws and the player is allowed to re-roll any saving throw result of 1. If two consecutive 1’s are rolled (for a single saving throw), the save fails. This is an “always on” power.
The re-roll a 1 power can be invoked multiple times per room–but any given saving throw result of 1 may only be re-rolled once. E.g., on round one, you roll a 1 for a Will save.
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 #28.
Allows the application of a magical weapon-based oil (oil only, not any other fluid) to a single projectile-launching weapon as a Free Action. It cannot be used in conjunction with thrown, compound, or melee weapons. Projectile-launchers include bows, crossbows, slings, “blunder” guns, as well as any kind of weapon that shoots/flings/launches ammunition.
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 #29.
This item grants following:
- +5 to Constitution (thus, depending on prior Constitution score, either +2/+3 to Fortitude saving throws and either +2/+3 to max HP per character level)
- Ranged attacks deal +9 Damage
- Twice per game, the ranger may cast any kind of scroll
- The ability to summon animal friends
The wearer’s sneak attacks can critically hit on a natural 17-20* as long as the target is capable of being critically hit–whether naturally or via a token that overcomes crit immunities.
The wearer can always sneak attack without the standard one round of prep. In addition, once per room, the wearer can sneak attack the same monster a second time. (Neither sneak attack attempt requires a prep round.) If there is more than one monster in the room,
When the wearer takes damage from incorrectly guessing the solution to a puzzle, as long as the damage type is not Eldritch, the damage is reduced by 50%. Round down any fractions. E.g., if the puzzle would have dealt 3 damage without this ring, the net damage taken with this ring is 1.
This ring does not mitigate Push damage–not even in puzzle rooms.
Push: The damage every party member suffers when the room’s challenge(s) is not overcome within the allotted time.









