Dwarven Bolt
This bolt grants a +1 To Hit bonus vs. all monsters when fired from a full-size (i.e., not hand-size) crossbow. 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 crossbow token.
If this bolt is fired from a dwarven made crossbow at a Giant, the +3 damage bonus to Giants from the Giant stacks with the +1 to hit/damage bonus from this bolt.
Dwarven Brewer's Vest
Adds +2 to AC
Once per room, any healing potion the wearer drinks heals +1 HP
Dwarven Charm
Once per room, on the round immediately after a round in which the wearer drank a healing potion, the wearer may belch to heal 1 additional HP. This belch requires a Standard Action to perform.
Dwarven Dart
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
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.
Dwarven Death Axe
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
Dwarven Dirk
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Drinking Gloves
Once per room, wearer heals 2 HP of damage after drinking an Uncommon or Rare potion. The +2 healing from these gloves is in addition to whatever the potion itself does.
Dwarven Glaive
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Half Plate
Adds +7 to AC and +2 to Fortitude saving throws
Dwarven Hand Axe
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Heavy Crossbow
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Hurled Insult
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
Dwarven Long Blade
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
Dwarven Lt. Crossbow
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Lt. Hammer
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Mace
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Rations
When consumed, these Rations will heal the player 1 HP if their current HP total is below 10. In addition, the Rations increase the player’s Fortitude saving throws by +1. The Fortitude effect lasts for the entire room and will persist (until the end of the room) even if the character’s HP total rises above 9.
As long as the character’s current HP level is 9 or less, the character may consume additional Dwarven Rations and heal 1 HP each time until their current HP total reaches 10.
Dwarven Shield
Adds +1 to AC
Dwarven Short Bow
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Side Sticker
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
Dwarven Sling
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Sling of Smarts
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
Dwarven Slingbow
This weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon fires sling bullets/stones, not crossbow bolts.
For nearly all purposes, this weapon counts as a both a crossbow and a sling. Other than crossbow bolts, if a token or effect can affect crossbows and/or slings, this weapon can be affected by it.
Dwarven Steel Spring
One of 40 tinkering components used to make a special Legendary token
Dwarven Stout Staff
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Dwarven Throwing Hammer
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Eagle Crown (Artisan)
Fashioned out of Gold and six Rubies
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.
Eagle Scepter (Artisan)
Fashioned out of Pearl
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.
Eagle Totem Armor
Adds +3 to AC
Eagletown (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 #06.
Earcuff of Abjuration
This ear adornment grants the wearer immunity to damage from heavy objects that fall on the victim, be they from traps, rock slides, or falling rocks. It does not mitigate damage incurred if the victim falls and takes damage from said fall.
Earcuff of Alarm
Adds +1 to max HP
Earcuff of Aset
Once per room, when the wearer consumes a healing item (any food or beverage that restores lost HP by entering the digestive system–whether or not the item has a secondary effect), the wearer heals an additional +3 damage.
Earcuff of Bravery
When the wearer can hear bardsong being performed, the wearer is immune to charm and fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
Earcuff of Crenellations
When bardsong is in effect, wearers take -2 Damage from all physical missile attacks which hit them. This item has no effect on melee attacks nor attacks which are wholly magical in nature.
This item’s benefit immediately ceases when the bardsong effect ceases. In most cases the bardsong effect ends when the bard stops playing, but if the party’s bard was using Lyre of Echoes,
Earcuff of Divination
The wearer of this ear decoration cannot be Surprised while underground. It has no effect aboveground.
Earcuff of Druidbane
Fire and/or Shock damage inflicted upon the wearer is reduced by 1 point per attack/effect.
Earcuff of Enchantment
Non-magical weapons wielded by the wearer of this item are treated as +1 only for the purpose of overcoming an enemy’s Damage Reduction (DR). This earcuff does not actually grant a To Hit or Damage bonus, it allows a non-magical weapon to affect a creature with DR +1.
This earcuff will not increase the “+” of a magical weapon. E.g., it will not turn a +1 weapon into a +2 weapon for the purpose of overcoming an enemy’s DR.
Earcuff of Encouragement
Adds +2 to Will saving throws
Earcuff of Endurance
Adds +3 to Fortitude saving throws
Earcuff of Energy
This decorative ear piece allows a spell caster to recast a 1st-level spell (1st-level only, not any other level of spell) on the very next round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way) and must be cast on the very next round in order to use the effect. This can be used once per room.
Earcuff of Enlightenment
Adds +3 to Will saving throws
Earcuff of Freedom
When the wearer can hear bardsong being performed, the wearer gains Free Movement. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
Earcuff of Greater Glory
This earcuff allows the wearer to equip up to four rings instead of the normal maximum of two.
The effect from this item will not stack with other __ of Glory items.
Earcuff of Holy Whispers
Wearer is immune to Possession by an Evil Outsider. This item does not prevent Possession from any other creature type.
Earcuff of Inspiration
This token has been rendered obsolete by a rule change. As of September, 2020, bardsong affects all ranged damage, which includes damage-inflicting spells–not scrolls, wands, or items.
Earcuff of Intellect
Adds +1 to Will saving throws
Earcuff of Minor Orbits
Wearer may equip one additional ioun stone.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than nine Ioun Stones.
Earcuff of Muting
Sonic damage inflicted upon the wearer is reduced by 2
Earcuff of Orbits
Wearer may equip up to two additional ioun stones.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than nine Ioun Stones.
Earcuff of Ramparts
When bardsong is in effect, wearers take –2 Damage from all melee attacks which hit them. This item has no effect on ranged attacks nor attacks which are wholly magical in nature
This item’s benefit immediately ceases when the bardsong effect ceases. In most cases the bardsong effect ends when the bard stops playing, but if the party’s bard was using Lyre of Echoes,
Earcuff of Reflexes
Adds +3 to Reflex saving throws
Earcuff of Retort
Wearer is immune to Charm and/or Possession by an Evil Outsider. This item does not prevent Possession from any other creature type, but prevents Charm from any source.
Earcuff of Sage Spite
All Ranged attacks made by the wearer gain +3 To Hit
Earcuff of Salvation
Wearing this decorative earpiece protects the character from becoming an undead monster in the event of character death during an adventure. It does not prevent the wearer from dying.
Earcuff of Sonic Splendor
All damage-spells (not scrolls or items) cast by the wearer deal +1 damage as Sonic.
Earcuff of the Accursed
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and the wearer suffers –2 to Will saving throws
Earcuff of the Bliss
Adds +1 to Fortitude saving throws
Earcuff of the Cabal
When the wearer attacks with a Mystic Staff or casts a scroll, they get bonus damage/healing depending on how many Earcuffs of the Cabal are equipped in the party, as seen below:
Earcuff of the Light
Darkrift damage inflicted on the wearer is reduced by 2 points per attack/effect.
Earcuff of the Phalanx
Each wearer gains additional AC based on the number of Earcuff of the Phalanx equipped in the party, as shown below:
Earcuff of the Ravager
Melee attacks made by the wearer gain +3 To Hit
Earcuff of the Sacred
Wearer gains +2 to their maximum HP and Darkrift damage inflicted on the wearer is reduced by 2 points per attack.
Earcuff of the Sailor
While the wearer is under the influence of bardsong, melee damage inflicted on the wearer is reduced by 1 point per attack.
Earcuff of the Shanty
When bardsong is in effect, all the wearer’s melee attacks deal +2 damage as Sonic.
Earcuff of the Siren
Adds +3 to Will saves vs. Charm made by a marine monster
Earcuff of the Thrush
While performing bardsong, the wearer takes -1 damage from melee attacks.
This item only benefits the wearer. It does not in any way alter the party’s bardsong bonuses.
Earcuff of the Vale
The wearer may speak and read the Fey language
Earcuff of the Valkyrie
All Melee attacks made by the wearer gain +1 To Hit
Earcuff of the Wild
Adds +2 to Will saving throws vs. Charm and Charm-like effects
Earcuff of the Wind
The wearer cannot be surprised
Earcuff of Thor's Bliss
Shock and/or Sonic damage inflicted on the wearer is reduced by 2 points per attack/effect. If an attack deals both Shock and Sonic, reduce each by 2. E.g., if the wearer is hit with a thunderclap spell that deals a total of 10 damage comprised of 5 Shock and 5 Sonic, the wearer only suffers 6 damage.
Earcuff of Understanding
Wearer can understand any language being spoken as long as the wearer can hear the speaker. It does not grant the ability to speak or read any language.
Earcuff of Vitality
Adds +2 to maximum HP
Earcuff of Woeful Blessings
While under the effects of bardsong, the wearer takes -2 damage resulting from a failed saving throw. This item does not reduce damage if the saving throw was successful.
Ectoplasm
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.
Eel Skin Gloves
On a successful hit with metal melee weapon, the wearer deals an additional 2 damage as Shock.
Note: If performing a flurry of blows attack, a monk may only use these gloves while wielding a hand-held metallic weapon–including “punch-daggers”, such as a Viper Strike Fangs. Monks may not use these gloves in combination with bracer-weapons or with bare-handed attacks.
Eelskin Armor
Adds +4 to AC and allows the wearer to breathe underwater
Eelward Amulet
Adds +1 to all saving throws and Shock damage inflicted on the wearer is reduced by 2 points per attack/effect
Ektdar's Tinkering Tool
Use of this amazing item will allow a rogue to start a Rogue Skill Test from the midway point through the challenge instead of at the start. This may only be used once per room. It cannot be used simultaneously with Masterwork Thieves’ Tools. However, it is possible for rogues to use their Masterwork Thieves’ Tools after using the Ektdar’s Tinkering Tool. This second chance would start at the beginning of the skill challenge.
Elder Orb Eye
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.
Elder Orb of Dragonkind
The user gains the Dragonkin sub-type, thus granting:
- +2 to either Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma (pick one during coaching)
- Dragon Breath damage inflicted on the owner is reduced by 20 points per attack
Eldest Orb of Dragonkind
The user gains the Dragonkin sub-type, thus granting:
- +2 to either Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma (pick one during coaching)
- Dragon Breath damage inflicted on the owner is reduced by 20 points per attack
In addition to the sub-type ability, at the time their Eldest Orb of Dragonkind was transmuted, the transmuter was also given a Spirit Pet Red Dragon.
Eldritch Dust
Equivalent to 250 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.
Eldritch Runestone
This token’s effect is different each year. Inquire with your coach at the beginning of the adventure for the current effect.
Elixir of Life (R)
Restores a dead character to life. The character is resurrected with full hit points. The resurrected character will not gain back any expended spells or limited use special abilities. This must be used in the room where the death occurred.
It can also be used by a living character to restore full hit points.
Note: When used to bring a dead character back to life, this elixir must be administered by another (living) character.
Elixir of Life (UR)
Restores a dead character to life. The character is resurrected with full hit points. The resurrected character will not gain back any expended spells or limited use special abilities. This must be used in the room where the death occurred.
It can also be used by a living character to restore full hit points.
Note: When used to bring a dead character back to life, this potion must be administered by another (living) character.
Elixir of Vitality
Adds +1 to maximum HP
This potion must turned in to the coach prior to starting an adventure. Only one of these potions may be used per person per adventure.
Ella's Electric Earcuff
Damage-inflicting Spells (not scrolls or items) cast by the wearer deal +2 damage as Shock.
Elmwood (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 #07.
Elven Armband (Artisan)
Fashioned out of Gold and Tanzanite
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.
Elven Arrow
This arrow grants a +1 To Hit bonus vs. all monsters when fired from a bow. On a successful hit against an Orc, it will deal 1 additional point of damage. The use of this token must be declared (turned in) before sliding the bow token.
Elven Brooch (Artisan)
Fashioned out of Silver
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.
Elven Chainmail
Adds +5 to AC
Elven Coif
Adds +1 to AC or adds +2 to AC attacks made by Orcs
Elven Cudgel
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Dagger
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Falchion
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.



































































































