Charming Earcuff
Wearer gains +1 to Reflex saves for each charm the character has equipped, up to +6.
Charming Ring
Wearer gains +1 to Fortitude saves for each charm the character has equipped, up to +6.
Circlet of Elemental Mastery
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.
Claymore
non-magical weapon
Cloak of Alarm
The wearer is immune to the extra damage caused by sneak attacks. The wearer is not immune to the attack itself–only the bonus damage from the sneak attack is negated.
Cloak of Blending
As long as the wearer takes no offensive* action, the wearer cannot be visually targeted by the monster with a melee or ranged attack.
If the wearer performs an action which negates this cloak’s effect, the cloak’s effect cannot be used again for the rest of the room.
Some creatures are capable of locating prey via non-visual means, including scent or sound. This cloak does not provide protection against non-visual detection.
Cloak of Blessed Silk
Attacks from natural insects and arachnids cannot harm the wearer.
Note: The term “natural” means it exists in the real world.
Cloak of Cancellation
Once per game, up to 3 points of melee damage inflicted on the wearer can be negated. The damage must come from a single melee attack. Neither missile nor magical damage can be negated by this cloak.
Cloak of Celebration
Adds +1 to all saving throws
Any time the wearer rolls a natural 20 on a saving throw, the wearer heals 10 HP.
Cloak of Curses
When a successful attack is made against the wearer, this cloak requires the attacker to succeed on a DC 12 Fortitude save or suffer a -2 penalty to its To Hit attempts for the duration of combat. The -2 penalty applies to all attacks the victim makes, not just ones directed at the wearer of this cloak.
Cloak of Destiny
Adds +3 to all saving throws
Cloak of Displacement
The first potentially successful melee strike directed at the wearer has a 50% chance to miss. The first time the DM succeeds on an attack that would normally hit the wearer, the DM will roll a d20. If the result is 11-20, the attack fails. This item only works once per combat and only during the first potential melee strike aimed at the wearer, regardless of whether the 50/50 roll succeeded or failed.
Cloak of Elvenkind
This cloak is made out of a magical fabric that camouflages the wearer when still. This effect prevents the wearer from gaining the attention of an attacking monster as long as the wearer takes no actions during combat. Thus, the wearer cannot be the target of an attack. In order to remain undetected, the wearer may not attack, move, talk, cast spells, play bardsong, or pretty much anything other than stand still &
Cloak of Gliding
The wearer of this cloak is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Cloak of Hardy Luck
Adds +1 to all saving throws and +2 to max HP
If the wearer is a Dwarf Fighter, gain a total of +3 to max HP.
Cloak of Iron Will
Adds +4 to Will saving throws
Cloak of Many Pockets
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Cloak of Mystic Flourish
Adds +2 To Hit when attacking with a mystic staff. If the wearer is a wizard (either variety), the total To Hit bonus is +3.
Cloak of Painful Luck
Add +3 to all saving throws and suffer 2 points of Eldritch damage every time you succeed on a saving throw.
The drawback to this cloak triggers even if its power was not responsible for the save’s success. E.g., if you needed to succeed on a DC 12 Will save and you rolled a natural 18, you would still take 2 Eldritch damage–even though you would have succeeded on the roll if you were not wearing this cloak.
Cloak of Retribution
Grants 10 points of Retribution Damage.
Cloak of Ricochet
Damage from Ranged attacks is reduced by 1 point per attack/effect.
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Cloak of Shadowskin
Wearer gains +2 to all saving throws. In addition, once per game the wearer may negate either one Missile (a physical ranged attack, not a spell or wholly magical effect) or one Melee attack that targeted the wearer. The wearer chooses when to invoke the attack-negation power.
Cloak of Sneaking
Adds +1 to Reflex saving throws. This bonus is always in effect.
Once per game, the wearer may perform a sneak attack without the standard prep round.
Cloak of Swift Sneak
Wearer may sneak attack without the standard 1 round delay
Cloak of the Accursed
Adds +4 to Dexterity (thus adding +2 To Hit with Ranged attacks, +2 to AC, and +2 to Reflex saving throws) and the wearer suffers –2 to Will saving throws
Cloak of the Bat
The wearer of this cloak is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Cloak of the Cacti
Adds +2 Retribution Damage
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction), RD does not trigger.
Cloak of the Cub
Adds +1 to Fortitude saving throws
Cloak of the Dancing Silk
Adds +1 To Hit with flurry of blows attacks. Has no effect on non-flurry of blows attacks.
Cloak of the Deeperdark
Fire damage inflicted upon the wearer is reduced by 1 point per attack/effect
Cloak of the Devil Ray
This cloak allows the wearer to attempt a melee attack in the first round of combat while the character is underwater. (Normally, melee attacks cannot be made the first round of underwater combat.)
Cloak of the Elm
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level). Wearer also suffers a -1 AC penalty, unless the wearer is a ranger.
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.
Cloak of the Footpad
Successful sneak attacks performed by the wearer deal +2 Damage
If the rogue scores a critical hit on the sneak attack, the extra damage from this cloak will be also be doubled.
Note: The +15/+20 bonus damage from the sneak attack itself is not doubled, unless the rogue is wielding Nightshade’s +2 Short Sword.
Cloak of the Frog
Adds +3 to Reflex saving throws
Cloak of the Mage
Adds +3 to AC and +2 to all saving throws
Cloak of the Nomad
Adds +1 to Reflex saving throws
Cloak of the Order
Adds +2 to all saving throws and the wearer cannot become affected by the Blighted condition.
Blighted: Unique to Cravenwood, this condition represents some evil magic that infests a being. Lycanthropy is one such Blight, but it could be something like “Rooted Legs” or “Black Tongue” which could effect a stricken character.
Cloak of the Phalanx
Adds +1 to all saving throws and the wearer is immune to fear effects
Cloak of the Scoundrel
Adds +1 To Hit with melee attacks made by the wearer
Cloak of the Tavern
Adds +1 to Fortitude saving throws
Cloak of the Third Eye
Imbues wearer with Psychic Power
Cloak of the Vale
If outdoors, this cloak camouflages the wearer when still. This effect prevents the wearer from gaining the attention of an attacking monster as long as the wearer takes no actions during combat. Thus, the wearer cannot be the target of an attack. In order to remain undetected, the wearer may not attack, move, talk, cast spells, play bardsong, or pretty much anything other than stand still & breathe.
This cloak works equally well on submerged or surfaced characters provided the surfaced wearer does nothing other than tread water in place–provided the water is outdoors.
Cloak of the Wind
Adds +1 to all saving throws and Shock damage inflicted upon the wearer is reduced by 5
Cloak of Wealguard
When casting the instant safeguard Spell, the wearer’s AC is set to 18. The wearer chooses when to activate this cloak’s power and may only do so once per adventure.
Cloak with Unicorn Clasp (Artisan)
Fashioned out of Mink / Silver / Ruby
In 2006 TD released limited edition Artisan Tokens. These are extremely rare tokens that represent items such as jewelry or clothing and were the spark for the major change in token design for 2007. They have no pre-declared value. One copy of each item was available for silent auction at the 2006 True Dungeon event in Indianapolis. In addition, one copy of each item was placed in the dungeon as special treasure at both the Indianapolis and So Cal events.
Club
non-magical blunt weapon
Club of the Quartermaster
non-magical melee Blunt weapon
Commander's Holy Symbol
Adds +2 to the damage normally caused when turning undead, but only when turning corporeal Undead (those with a physical body.)
Commander's Lorica Segmenta
Adds +7 to melee AC
Adds a total of +9 to ranged AC
Conch Horn of Courage
When this instrument is used to play bardsong, the standard bardsong bonus gains +2 Damage with melee attacks and immunity to fear.
Cook's Hat
Adds +1 to character level
Note: +level effects do not stack
This item occupies the head slot as well as two ioun stone slots.
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.
Copper Torc
Equivalent to 20 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Coronet of the Arch-Druid
This crown allows druids to sacrifice (give up) two 2nd-level spells to transform into a dire bear. The transformation from human(oid) to dire bear, or vice versa, is instantaneous. The druid may attack the same round the transformation occurred, assuming the druid has not used up their Standard Action for that round. The polymorph effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Corpsewood (Lore)
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 #03.
Corsair Cap
Adds +1 to AC and suffer -1 to Fortitude saving throws
Corsair Cuirass
Adds +3 to AC
The wearer takes -1 damage from blunder weapon attacks made by others. This armor does not mitigate blunder weapon misfires made by the wearer.
Corsair Cutlass
non-magical melee Slashing weapon
Corsair Eye Patch
Ranged attacks made by the wearer deal -1 damage.
Melee attacks made by the wearer deal +1 damage.
Slot Note: Each character has one Eyes Slot. Even though this item only covers one eye, it may not be equipped in conjunction with any other item occupying the Eyes slot unless you also have a token that allows you to equip more than one Eyes Slot item.
Cowl of Darkness
The wearer’s face remains hidden in all lighting conditions other than full sunlight.
Cowl of Dwarvenlore
Wearer gains +1 To Hit when wielding a Dwarven-made weapon
Cowl of Warming
Cold damage inflicted on the wearer is reduced by 2 points per attack/effect
Cranston's Helpful Hat
Adds +2 Damage to Ranged attacks.
Craven Barbed Shirt
Grants 2 points of Retribution Damage.
Craven Crossbow
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Craven Shield
Adds +2 to AC and and the wearer suffers –2 to Will saving throws
Craven Spike Suit
Adds +4 to AC and grants 3 points of Retribution Damage
Craven Tyrant Armor
Adds 5 to AC and the wearer suffers -2 to Will saving throws
Craven's Cursed Charm
The user gains the Vampire Spawn sub-type, granting a connection to Craven’s undead essence. This allows the wearer to heal 3 points of damage upon a monster’s death, subject to a recovery limit of one trigger per room. However, the wearer automatically fails all saving throws against Undead Charm and touch effects.
* we reserve the right to tweak the exact power of this token once we get community feedback.
Craven's Vampire Ring
Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
Crazed Evoker's Amulet
Once per room, the wearer has the option of adding +3 to the base damage of a spell cast from their character card (not a scroll or item), but when doing so the wizard suffers 2 points of Eldritch damage.
Crazed Evoker’s Amulet must be consciously activated when casting the spell. The wizard will take the 2 Eldritch damage whether the spell is successful or not. Activating this item requires neither a Free nor Standard Action.
Creeper Amulet
Adds +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)
Creeper Blade
non-magical slashing weapon
Creeper Chitin Armor
Adds +4 to AC
Creeper Claw
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.
Creeper Cowl
Wearer becomes immune to olfactory attacks. E.g., a troglodyte’s stench would not affect the wearer. (Sadly, does not protect against gamer stink.)
Creeper Earcuff
Wearer can understand the Deeperdark language when it’s being spoken, as long as the wearer can hear the speaker.
Does not bestow the ability to read or speak Deeperdark.
Creeper Robe
Adds +1 to AC
Creeper Shirt
Wearer cannot be detected by scent
Creeper Thorn
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.
Crocodile Skin Armor
Adds +3 to AC
Crown of Allure
Wearer may equip up to 2 Figurines of Power.
Crown of Charisma
+4 to (Will) saving throws vs. Charm and +4 to Charisma
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.
Crown of Dire Ivy
When using spell surge on a damage-inflicting Spell, add +5 to the total damage done. The bonus provided by this item cannot be modified and is added after all other bonuses and calculations are totaled.
This item cannot affect healing Spells.
Crown of Elemental Mastery
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.
Crown of Evocation
Adds +1 to Intelligence and +2 To Hit with Spells (not scrolls or items) that require a slide.
Crown of Expertise
Once per game, wearer may use one Special Power or Spell on their character card without marking its use off of the character card. It does not matter whether or not the box has already been checked. This item does not affect abilities which do not have a checkbox on the character card.
Crown of Expertise does not in any way alter the Action (Standard, Free, etc.) required for a spell to be cast or a power to be used.
Crown of Focus
Adds +1 to Focus
Crown of Holly
Adds +2 to Will saving throws vs. dominate
Crown of Iron Will
Adds +4 to Will saving throws
Crown of Might
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
Crown 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.
Crown of the Crude
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), but wearer may not equip any Figurine(s).
Items which increase the number of Figurine slots cannot bypass this crown’s restriction, neither can a high Charisma.
Crown of the Magus
All Spell (not scroll or miscellaneous magic item) attacks made by the wearer deal +1 damage
Note: This is one of very few items that can only be equipped by one of the wizard classes–in this case, only elf wizards can use this item.
Crown of the Tavern
The wearer is immune to any drawbacks related to consuming a healing item, be it food or beverage.
Crown of Thoth
Adds +1 to Will saving throws
Crown of Treasure Finding
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Crown of Treasure Finding does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Crown of Treasure Finding and ___ of Wonder can’t be equipped by the same character.
Crude Iron Rod
This weapon deals an additional 3 damage when it’s used to score a hit against a Fae or Fey.
Crystal Decanter
Equivalent to 20 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted. On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Crystal Vial
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.
Cudgel
non-magical weapon



































































































