Bracelets of Greater Stunning
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. In addition, the monster will suffer 6 damage. If any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
Bracelets of Psychic Power
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
Bracelets of Stunning
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. However, if any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
Bracelets of the Cabal
All damage and/or healing spells cast by the wearer deal/heal additional points depending on the total number of Bracelets of the Cabal equipped in the party, as shown below:
Bracelets of the Fire Fists
Flurry of blows attacks made by the wearer deal +1 damage as Fire. Non-flurry of blows attacks made by the wearer do not gain any damage bonus from these bracelets.
Bracelets of the Gardener
The wearer is able to affect critical hits on Plants. It also allows rogues to perform a sneak attack on Plants. (Plants have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Bracelets of the Tinkerer
The wearer gains immunity to magical magnetic effects.
Bracelets of the Watcher
Wearer cannot be Surprised
Bracelets of the Zephyr
Once per room, if the wearer has cast a spell from the character card as a Standard Action, the wearer may cast an additional unused spell as a Free Action in the same round. (Both spells are marked off the player’s character card.) Thus, the wearer may cast two spells in one round.
The bonus spell is “cast as a scroll” so it may not be modified by skill tests or other enhancements which normally apply to spells,
Bracer of Quivering Palm
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If this weapon is used to score a natural 20, the monster will immediately perish if the 8🖐🏿 on the damage wheel is facing the damage dot indicator on the combat board.
Bracer of Smiting
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If a player possesses two of these items, both may be used in the open handed sliders.
Bracer of the Asp
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If a player possesses two of these items, both may be used in the open handed sliders.
The damage wheel includes 4 points of Poison, which will be deducted if the victim is immune to Poison.
Bracers of Archery
Adds +2 Damage to all ranged attacks made with physical weapons. It does not add damage to any scroll or spell that has a missile-like effect.
Bracers of Boarding
Adds +1 to AC and suffer -1 to Reflex saving throws
Bracers of Boosting
Ranged attacks made by the wearer deal +3 damage per attack/effector a total of +8 damage if Ammunition or Dust is applied.
Bracers of Carnage
All Melee attacks made by the wearer gain +1 To Hit
Bracers of Deflection
Adds +2 to ranged AC; does not affect melee AC
Bracers of Elementalbane
The wearer is able to affect critical hits on Elementals and Elemental-based creatures. It also allows rogues to perform a sneak attack on Elementals and Elemental-based creatures. (Many Elementals have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Bracers of Fast Fitness
Adds +2 to Constitution (thus +1 to max HP per character level and +1 to Fortitude saving throws) and +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Bracers of Fire
While wearing these bracers, successful melee weapon attacks deal +2 damage as Fire. They may be used by a monk, but that monk could not use any “bracer weapon” because Bracers of Fire must be worn on both wrists.
Bracers of Fire Deflection
Fire damage inflicted upon the wearer is reduced by 2
Bracers of Frost
While wearing these bracers, successful melee weapon attacks deal +2 damage as Cold.
Bracers of Goblinlore
Wearer gains +1 To Hit when wielding a Goblin-made weapon
Bracers of Guided Strike
The wearer is able to affect critical hits creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) They also allow rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Bracers of Lightning
While wearing these bracers, successful melee weapon attacks deal +2 damage as Shock. They may be used by a monk, but that monk could not use any “bracer weapon” because Bracers of Lightning must be worn on both wrists.
Bracers of Malice
Physical attacks made against the wearer’s Favored Enemy deal +2 Damage.
Bracers of Reckless Fury
On a successful hit with a 2-handed melee weapon, the wearer deals +5 Damage. Wearer also suffers a –2 AC penalty, unless the wearer is a barbarian.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back. Gold-back versions have a 2020 stamp on the back.
Bracers of Resolve
Adds +2 to Will saving throws
Bracers of Ricochet
Ranged (physical or spell) damage inflicted upon the character is reduced by 1. It has no effect on melee damage.
Bracers of Supreme Archery
Adds +2 To Hit to all ranged attacks (physical as well as spells cast from the character card which require an attack slide) and +2 Damage to all ranged attacks made with physical weapons.
These bracers grant a To Hit bonus to spells cast from the character card which require an attack slide, but not scrolls or magic with a missile-like effect.
These bracers do not grant a Damage bonus to any spell,
Bracers of the Charge
While wielding a 2-handed weapon, Melee attacks made by the wearer deal +2 Damage.
Bracers of the Inferno
All melee attacks made by the wearer deal +3 damage as Fire
Bracers of the Nixie
Equipping these enchanted arm guards allows the wearer to use slashing weapons (e.g., axe or sword) while the character is underwater. They have no effect above water.
Bracers of the Sea Elf
Equipping these enchanted arm guards allows the wearer to use blunt weapons (e.g., hammer or mace) while the character is underwater. They have no effect above water.
Bracers of the Tavern
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and suffer –1 to AC
Bracers of the Tavernkeeper
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and +1 to AC
Bracers of the Toad
Adds +1 to AC and +2 to Fortitude saving throws
Brawler's Horn
Wielder gains +2 To Hit with melee attacks only–including melee attacks made with the horn itself. This item may only be held in the melee offhand slot. (It cannot be equipped in the ranged offhand slot.) Monks & rangers (not any other class) may wield it as an offhand melee weapon.
Brawler's Mug (C)
non-magical weapon
Note: There are two different tokens called Brawler’s Mug. This one is Common and the other is Rare. The Rare Brawler’s Mug is not a weapon and can only be held in the offhand.
Brawler's Mug (R)
Holding this mug in the offhand while attacking with a 1-handed melee weapon grants the wielder an additional +2 Damage.
Note: There are two different tokens called Brawler’s Mug. This one is Rare and the other is Common. The Common Brawler’s Mug is a non-magical weapon.
Breeches of Boarding
Adds +1 to Reflex saving throws
Briano's Blessed Bodhrán
When used by a bard, bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and ranged attacks. The bard may cast Spells (not scrolls) while playing this instrument but may not attack with a weapon. Bards cannot make a Lore check while playing this instrument.
When played by the skilled hands of a bard,
Brokkr's Amulet
Adds +4 to max HP
If the wearer is a dwarf fighter, gain an additional +1 to max HP for a grand total of +5 to max HP.
Bronzeclad Cloak
Melee damage inflicted upon the wearer is reduced by 1 point per attack
Bucknard's Everfull Mug
This collectable token is contained within the bottom of an actual mug.
Bulette Chitin Armor
Adds +5 to AC and wearer may walk on dry sand as if it were solid ground
Bulwark Runestone
Retribution damage inflicted on the user is reduced by 3 points per effect.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
Butterfly Cloak
Adds +2 to all saving throws
While this cloak is equipped, if the wearer dies (no matter how–even from Push) in any room other than 7 and is not revived, the wearer returns to life in the next room with 10 HP remaining.
This cloak’s resurrection effect can only be used once per adventure, but the saving throw bonus is always in effect.
Byr's Anointed Redoubt Plate
Adds +13 to AC
C'tharki Blood
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.
Cadaver Charm
The wearer is healed 2 HP when the first (or only) monster in the room dies. If the room has multiple monsters, any monster deaths past the first do not trigger the effect of this Charm.
Caitlin's Charm
The possessor of this unique Artifact is allowed to play a multi-class character. He picks two classes from any of remaining character cards (after everyone has picked theirs) and he carries both cards with him during the adventure. The character can use any spells or special powers from either character and use any magic item (other than armor) usable by both. As a dual-class wizard he could wield a sword but not wear armor. The character’s hit points are equal to the sum of both classes,
Canteen of Quaffing
Once per game, this item allows the wearer to retrieve and drink one healing potion as a Free Action.
Cap of Concentration
The wearer’s actions are not adversely affected when the wearer is attacked by a Swarm subtype. This cap does not reduce damage of any kind.
Cap of Dodging
Ranged attacks made against the wearer deal –1 damage
Cap of Khonsu
The wearer cannot become affected by the Diseased condition. This item does not prevent Disease-based HP damage, only the Diseased condition.
Diseased Condition: Disease can deal HP damage (though not always), but if you fail a saving throw for Disease, under certain conditions, there may be repercussions. Simply taking Disease damage won’t trigger this condition. It must be the result of a special attack that causes this condition and you must fail the save.
Cap of the Miner
Trap or falling rock damage inflicted upon the wearer is reduced by 2.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap” for flavor purposes, but their damage is not mitigated by this item.
Cap of the North
Wearer is immune to natural Cold damage. It has no effect on magically created Cold.
Note: The term “natural” means it exists in the real world.
Cap of the Owl
Adds +1 to Will saving throws
Cape of the Sea Goblin
+1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Captain's Cudgel
non-magical melee Blunt weapon
Captain's Cup
Adds +1 to Melee AC
Captain’s Cup must be equipped in the offhand Melee slot for the entire game.
This item also allows its user to retrieve and drink one potion as a Free Action once per combat.
Captain's Cutlass
non-magical melee Slashing weapon
Captain's Mug
The weapon deals triple damage (instead of the normal double damage) when the player sliding this token scored a natural 20 and a critical hit is scored. It deals standard damage if either or both of the aforementioned conditions are not met.
Carrion Crawler Antenna
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.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Carter's Eldritch Doubler
This token has been retired with the passing of noted True Dungeon contributor and token collector Jim Carter. True Dungeon sorely misses our friend, champion and sage.
Carter's Tome of Insight
Once per adventure, the equipper of this book may re-cast a 2nd-level or lower spell (from the character card, not a scroll, magic item, nor a spell “cast as a scroll”) that s/he had previously cast. This recasting requires a Standard Action to perform. The re-cast spell is “cast as a scroll” and therefore cannot be modified or duplicated and cannot benefit from a skill test (use the lower damage number.)
Erratum: Though not listed on the token,
Cask of Rum
Equivalent to 30 GP
As a miscellaneous gear token, the use of item in the adventure is limited only by the imagination of the player and the approval of the DM.
Note: The rum contained within is so watered down it will not catch on fire.
Cassis
Adds +1 to AC
Caster's Crown
Wearer heals 1 HP every time they cast a 2nd-level Spell from their class card; this item does not trigger when the wearer casts a scroll or uses a magic item, even if the effect is named after a 2nd-level Spell
Caster's Gloves
These form fitting gloves provide warmth to the wearer, thus preventing the 5% (1 on a d20 roll) spell failure chance caused by casting a spell in a Cold Climate.
Catspaw Hat
The magic from this head covering allows the wearer to utter command words and invoke the verbal components of Spells (including bardsong) and scrolls without speaking while underwater. It does not grant the ability to breathe or speak underwater.
Celestial Bracers
Adds +2 to AC
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
Celestial Girdle
Adds +2 to melee damage and grants immunity to fear effects
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
Censer of Divine Aid
When this item is equipped, any Incense turned in during coaching has its effect increased by 1.
These are the total effects of each Incense when the Censer of Divine Aid is also equipped:
- Incense of Focus: +2 to Focus
- Incense of Might: +2 to hit & damage w/Melee attacks
- Incense of Power: +2 to damage w/Melee attacks
- Incense of the Magi: +2 to damage w/Ranged attacks
Censer of Sacrifice
If the owner of this item sacrifices a total of 100 GP in “gems” (anything in this list, as long as it totals at least* 100 GP), the Censer removes one curse from one person. The combined action of sacrificing the gem(s) and removing the curse together count as a single Standard Action. Only one curse can be removed per use.
Central Drive Sprocket
One of 40 tinkering components used to make a special Legendary token
Cestus
non-magical weapon
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Note: This weapon is held in the hand and may be used in conjunction with gloves and/or wrist items.
Chain Devil Ichor
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.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Chainmail
Adds +5 to AC
Chainmail of the Dunes
Adds +5 to AC
Chainmail of the Vale
Adds +5 to AC
Unlike most armor which is too restrictive to wear while sleeping, Chainmail of the Vale may be slept in without penalty.
Chalice of Chugging
This slotless item allows the wearer to retrieve and drink one non-healing potion as a Free Action once per game.
Chalice of Conversion
Once per room, the owner of this chalice may convert any Rare potion to a beverage that restores 4 hp. The beverage must be consumed immediately–it cannot be “banked” for later use. The converted potion must be in the chalice owner’s possession and the healing beverage can only be consumed by the chalice owner.
All effects the potion once had are completely negated when converted to a healing beverage. E.g., drinking a converted Potion Dwarven Mead only heals 4 HP,
Chaos Runestone
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Acid.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
Charged Blunder Slug
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
Charm Bracelets
Wearer may equip up to two additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
This item cannot be equipped with either Greater Charm Bracelets or Luna’s Greater Charm Bracelets.
Charm Necklace
Wearer may equip up to three additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
Charm of Acuity
Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.
Charm of Aset
Adds +1 to Wisdom
Charm of Autumn
All attacks made by the wearer deal +1 Damage as Cold.
Charm of Avarice
Wearers gain additional Treasure Chips as if they have equipped Charm of Good Fortune, Horn of Plenty, and Ring of Riches, thus gaining between 11 and 13 extra chips. I.e., it gives the effect of those tokens without actually equipping them. The wearer may not equip Amulet of Treasure Finding, Charm of Good Fortune, Horn of Plenty, or Ring of Riches.
Charm of Awakened Synergy
This token combines all the effects of Charm of Awareness and Charm of Synergy into a single charm. If a person equips a Charm of Awakened Synergy (CoAS), that person may not equip Charm of Awareness or Charm of Synergy. The synergistic effects from this token stack with Charms of Awareness and/or Charms of Synergy equipped by other party members.
Both the initiative and HP bonuses are capped at +10,
Charm of Awareness
The user can never be surprised. In addition, it adds +1 to the party’s initiative rolls. The initiative roll bonus is cumulative for each person who equips one of these charms. Thus the party’s total initiative bonus could be increased by up to 10 points if all characters equipped one of these charms.
The maximum initiative bonus is capped at 10, even more than 10 Charms of Awareness have been equipped in the party.
Charm of Banewatch
Ranged attacks made by the wearer gain +2 To Hit, and adds +1 to all saving throws
Charm of Barbs
Grants 1 point of Retribution Damage.
Charm of Bast
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Charm of Biting
All attacks made by the wearer deal +2 damage as Piercing.
Charm of Blissward
The cleric’s turn undead ability is expanded to affect Evil Outsiders and Giants, in addition to Undead.
Unless specifically stated otherwise, this item is fully compatible with and boosted by holy symbols.
Charm of Brooching
Wearer may equip up to 2 different back-slot items
Year Stamp Note: 2020 onyx-back versions of this token have a 2019 stamp on the back. 2020 gold-back versions have a 2020 stamp on the back.



































































































