Dire Turtle Armor
Adds +4 to AC and allows the wearer to attack in the first round while underwater. (Normally, melee attacks cannot be made the first round of underwater combat.)
Dire Viper Venom
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.
Dire Werewolf Fang
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.
Direwood 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.
Dirk
non-magical weapon
Dirtdazzy's Boots of Skipping
Damage from any melee attack against the wearer is reduced by 3
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, these boots will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.
Divine Armor
Adds +4 to AC and +1 to Fortitude saving throws
Divine Echo Charm
If an ally is healed by a single-target scroll (no benefit is conferred if a healing scroll is cast by an enemy nor from a multi-target scroll cast by an ally), the wearer of this charm also heals that same amount, up to a maximum of 4 HP restored. E.g., if the cleric casts Scroll Cure Moderate Wounds (10 HP) on Akar while Bruda is wearing this charm, Akar regains 10 HP and Bruda regains 4 HP.
Divine Favor
Used to participate in one of three mini-games in 2012.
Divine Runestone
While attacking with a Common Ranged weapon or an Uncommon Ranged weapon, the user’s attacks deal +1 damage as Sacred. No other Ranged weapon rarities gain any benefit from this token. Melee weapons, regardless of rarity, do not gain any benefit from this runestone.
Divine Water
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 14 points of damage–but only to Undead and Accursed monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead or Accursed, Divine Water deals no damage. It is usable only once,
Divining Rod
Used to participate in one of three mini-games in 2012.
Djinni 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.
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.
Double Barrel Blunder Cannon
non-magical weapon
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.
If the attack misses the intended target and the 💣 is closest to the damage dot on the combat board,
Dougal's Cloak of the Stars
Adds +3 to all saving throws
Draccus Scale
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.
Draco-Lich 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.
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.
Draco-Lich Claw Charm
Melee attacks, missile attacks, and damage-inflicting spells deal +2 damage as Darkrift.
Dragon Ring (Artisan)
Fashioned out of Gold and 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.
Dragon Tooth
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.
Dragon Tooth Amulet
Grants a 50% chance to avoid combat damage cast from spells, spell-like abilities, scrolls, or wands. If the resistance check succeeds, no damage is dealt. Combat Magic Resistance does not stack with anything else–either the magic works or it doesn’t. That said, if the Combat Magic Resistance check fails and the spell works, any other damage-mitigating effects the wearer may have would still apply.
It does not protect against spells which do not physically damage such as sleep,
Dragonbane Surcoat
Grants 10 points of Retribution Damage, but only when the wearer of this item takes melee damage from a dragon. No other creature types trigger this item.
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.,
Dragonhide Armor
Adds +6 to AC
This item is part of the Dragonhide Trio.
When at least three items are equipped, the character gains +3 to all saving throws and will automatically succeed on saving throws vs. dragon breath weapons. It’s possible to wear more than three Dragonhide items, but no additional set bonuses are gained by wearing more than three items from this set. (Don’t confuse Dragonhide with Dragonscale–they are not interchangeable. However,
Dragonhide Belt
When making a melee attack against a dragon, adds +4 To Hit and +4 Damage. This belt has no effect on ranged attacks or spells.
Dragonhide Boots
Adds +4 to AC vs. attacks made by dragons
Dragonhide Bracers
When attacking a dragon, adds +4 To Hit to all ranged attacks (physical as well as spells cast from the character card which require an attack slide) and +4 Damage to all ranged attacks made with physical weapons.
When attacking a dragon, 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.
Dragonhide Cloak
Adds +4 to Reflex saving throws vs. dragon breath weapons
Dragonhide Shirt
Damage from any melee attack against the wearer by a dragon is reduced by 4
Dragonscale Armor
Adds +8 to AC and Fire damage inflicted upon the wearer is reduced by 1
This item is part of the Dragonscale Set.
When all three items are equipped, all Fire damage inflicted upon the character is reduced by 10. This bonus supersedes the bonuses granted by the individual items in this set. (Don’t confuse Dragonscale with Dragonhide –they are not interchangeable. However, if a character is able to equip three items from each set,
Dragonscale Helmet
Adds +2 to AC and Fire damage inflicted upon the wearer is reduced by 1
This item is part of the Dragonscale Set.
When all three items are equipped, all Fire damage inflicted upon the character is reduced by 10. This bonus supersedes the bonuses granted by the individual items in this set. (Don’t confuse Dragonscale with Dragonhide –they are not interchangeable. However, if a character is able to equip three items from each set,
Dragonscale Shield
Adds +3 to AC and Fire damage inflicted upon the wearer is reduced by 1
Dragonward Amulet
Wearer is immune to breath weapon effects which do not deal HP damage. If the breath weapon deals both HP-damage and some other effect, this item will negate the non-HP component of the breath weapon’s effects, but it will not mitigate the HP damage.
Drake's +5 Staff of Focus
Like all +5 weapons, the DM adds +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +5 to Focus
Drake's Draught
Melee and Ranged attacks made by the consumer deal +2 Damage as Fire.
Dread Spider Mandible
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.
Dream Dust
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +1. This dust has no effect on spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Casting a spell with Dream Dust does not affect the casting time of the spell.
Drinking Hat
All healing Potions consumed by the wearer heal +1 HP. This item does not affect non-Potions, even non-Potions that restore HP.
Drinking Horn of Bliss
Once per room, any non-healing potion consumed by the wearer heals the wearer 1 HP.
Drow Assassin Armor
Adds +4 to AC and grants immunity to the darkness spell
Drow 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.
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.
Drow Blood Mace
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
Drow Blood Sword
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
Drow Broadsword
non-magical weapon
Drow Commander Armor
Adds +7 to AC and grants immunity to the silence spell/effect
Drow Commander's Gloves
While wearing these gloves, successful melee weapon attacks deal +2 damage as Darkrift
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Due to a factory error, a few of these tokens were accidentally shipped in condensed packs which shipped prior to Gen Con 2015.
Drow Darkspike
non-magical weapon
Drow Darkthorn
non-magical weapon
Drow Dart
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 token) 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.
Drow Death Armor
Adds +4 to AC and rogues gain +1 To Hit when making a sneak attack
Drow Hand Crossbow
This small crossbow fires smaller bolts than normal crossbows and does not require the use of both hands to use.
Like all ranged weapons, it comes with an infinite supply of mundane ammunition. If the player wants to use specialized ammunition, the bolt token must specify “hand crossbow” as other bolts are too big to be fired from this weapon.
Drow Heavy Crossbow
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Drow, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
Drow Helm
Adds +1 to AC
Drow Leather Armor
Adds +3 to AC
Drow Lieutenant's Gloves
While wearing these gloves, successful melee weapon attacks deal +1 damage as Darkrift.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Drow Lt. Crossbow
non-magical weapon
This weapon fires standard-size bolts (it cannot be used to fire hand crossbow bolts)
Drow Raider Armor
Adds +3 to AC
Drow Raider Necklace
Reduces Darkrift, Fire, Poison, and/or Sacred damage inflicted upon the character by 2.
Drow Rations
Heals 5 HP of damage, but the consumer is stunned on the round following the round this food was consumed. E.g., if a character ate this on round 2, that character will be stunned for all of round 3.
In almost all cases, eating one of these rations out of combat (either in a puzzle room or after the monster has been defeated) has no negative consequence since rounds are generally not tracked out of combat.
Drow Sap
non-magical weapon
Drow Spear
non-magical weapon
Drow Spider Medallion (Artisan)
Fashioned out of Adamantite
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.
Drow Sting Armor
Adds +4 to AC and +1 To Hit when attacking with any kind of crossbow
Drue's +5 Baton of Focus
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +5 to Focus
Druegar's Death Die
If the owner of this item dies while in combat, that character’s player may immediately (the same round) roll a d20. Consult the table below to determine the exact effect:
Druegar's Sacred Necklace
Whenever the wearer casts 1st-level Spells or 2nd-level Spells from their class card, the cleric may, if desired, channel the casting of those Spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g.,
Druid's Sacred Vestments
Healing Spells (not scrolls or items) the wearer casts heal +2 points of damage if the player passes the druid skill test. If the Spell does not have a skill test (e.g., cure minor wounds, a 0-level spell), it cannot benefit from this item.
If a Spell under the influence of Druid’s Sacred Vestments can affect more than one target, the druid gets a pool of 2 extra healing points to allocate among the party.
Druid's Wild Vestments
Wearer may speak and cast spells from their character card while polymorphed, but not use scrolls or miscellaneous magic items
This shirt does not grant the ability to instantaneously quaff a potion. Therefore, if the character gains the animal form via drinking a potion, that character may not attack the same round the potion was consumed, unless the character was also able to consume the potion as a Free Action.
No character may polymorph into more than one creature type per room.
Dryad Circlet (Artisan)
Fashioned out of Silver and Emerald
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.
Dryad Hair
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.
Dryder Silk
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.
Dubious Slime
Used to participate in one of three mini-games in 2012.
Dune Beast Tooth
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.
Dune Club
non-magical weapon
Dune Raider Sword
non-magical weapon
Dune Rat Bow
non-magical missile Piercing weapon
Dune Rat Dart
non-magical thrown Piercing 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.
This item may be retrieved at the end of combat, but each specific token can only be used once per combat. Multiple dart tokens can be used during a single combat encounter.
Dune Rat Firepot
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Dune Rat Light Mace
non-magical melee Blunt weapon
Dune Rat Shield
Adds +1 to AC
Dune Rat Sword
non-magical melee Slashing weapon
Dune Scimitar
non-magical weapon
Dune Stalker Javelin
non-magical weapon
Dune Stalker Shield
Adds +1 to AC
Dune Sword
non-magical weapon
Dust Devil Sand
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.
Dust of Appearance
This fine silvery powder reveals all invisible people, monsters, and items within a room. The use of this item requires a Standard Action.
Dust of Deflection
After taking a Standard Action to sprinkle this dust on oneself, the user will not be attacked by monsters unless they perform an offensive* action. You can only use this dust on yourself.
Dust of Disappearance
After taking a Standard Action to sprinkle this dust on oneself, the user will not be attacked by monsters unless they perform an action. In order to remain undetected, the user may not attack, move, talk, cast spells, play bardsong, use a Special Power, or do pretty much anything other than stand still & breathe. You can only use this dust on yourself.
This item does not prevent the monster from affecting the wearer with an attack or effect that affects multiple targets.
Dust of Distraction
After taking a Standard Action to sprinkle this dust on oneself, the user gains +2 to AC. You can only use this dust on yourself.
Dust of Mending
When incorporated into the casting of a healing spell (cast from the character card, not a scroll or magic item), this dust increases the amount healed by +3. This dust has no effect on spells which do not restore HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Dust of Revealing
The user of this dust may see one invisible creature. Only the user’s vision is affected. This dust does not reveal invisible objects.
Dust of Sacred Sight
As a Standard Action, the user reveals all Invisible Undead creatures to the entire party. This revelation lasts until the end of the room.
Dust of the Ancestors
User gains +1 to all saving throws for the rest of the room. The owner of this dust may only use it on themself.
This item requires a Standard Action to use.
The effect from this dust does not stack with itself. I.e., one may not use multiple Dust of the Ancestors on themself more than once per room, even of the player has more than one Dust of the Ancestors token.
Dust of the Elders
All of the user’s spells or scrolls which require an attack slide gain +4 to hit. This dust has no effect on spells/scrolls which do not require an attack slide.
This item requires a Standard Action to use.
No more than 1 dust (regardless of name) may be used per spell.
Dust of the Elders does not affect the casting time of the spells or scrolls under its effect.
Dust of the Wood Fae
When incorporated into the casting of a damage-inflicting Spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the Spell by +1. This dust has no effect on Spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per Spell.
Casting a Spell with Dust of the Wood Fae does not affect the casting time of the Spell.
Dust of Wealtouch
When incorporated into the casting of a healing spell (cast from the character card, not a scroll or magic item), this dust increases the amount healed by +2. This dust has no effect on spells which do not restore HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Dwarven Arrow
This arrow grants a +1 To Hit bonus vs. all monsters when fired from a bow. On a successful hit against a Giant, it will deal 1 additional point of damage. The use of this token must be declared (turned in) before sliding the bow token.
If this arrow is fired from a dwarven made bow at a Giant, the +3 damage bonus to Giants from the bow stacks with the +1 to hit/damage bonus from this arrow.
Dwarven Axe
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Beard Ring (Artisan)
Fashioned out of Gold
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.



































































































