Elven Long Bow
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Long Sword
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Rapier
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Ringmail
Adds +4 to AC or adds +5 to AC attacks made by Orcs
Elven Shortbow
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
Elven Silver Bracelet
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.
Elven Splintmail
Adds +7 to AC or adds +8 to AC when the wearer is attacked by Orcs
Emerald Jewel Bearing
Equivalent to 150 GP
Counts as a “gem” for all purposes
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.
Enchant Favor
Used to participate in one of three mini-games in 2012.
Enchanted Pickaxe
Used to participate in one of three mini-games in 2012.
Enchanter's Whetstone
User gains +1 To Hit and +1 Damage when attacking with a Rare weapon, including Rare alchemical weapons. This item has no effect on weapons of any other rarity, not even Common or Uncommon. This item affects both Melee and Ranged weapons, as long as the weapon is Rare.
When making Melee attacks, monks and rangers can benefit from this item, but only when both weapons they’re wielding are Rare.
Enhanced Creeper Amulet
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Equinox Runestone
All your physical weapons (including a monk’s flurry of blows attacks—with or without a hand-held weapon—but not spells nor wholly magical effects) gain the bonuses of both Iron (+3 damage to Fae or Fey) and Silver (Lycanthropes can’t regenerate damage from Silver weapons) weapon media. The aforementioned bonuses are added to whatever bonuses/penalties the weapon already possesses.
This runestone also bestows its Iron & Silver effect on physical ammunition fired by the user.
Ethereal Ooze
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.
Exalted Creeper Amulet
Adds +4 to Dexterity (thus +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Expert Bracers
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) and +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)
Expert Gloves
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) and +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)
Explosive Blunder Slug
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 3 damage as Force. It must be declared (turned in) before sliding the weapon token.
Unlike most items that deal Force damage, this slug does not bypass the 50% miss chance when attacking an incorporeal creature since only a portion of the damage the attack deals is Force.
Eye of Osiris
This Ioun Stone bestows the ability to see things as they actually are. The user sees:
- Through normal and magical darkness
- Secret doors hidden by magic (see below)
- The exact locations of creatures or objects under blur or displacement effects
- Invisible creatures or objects as if they were not invisible
- Through illusions
- The true form of polymorphed or shape-shifted things
True Sight does not:
- Penetrate solid objects
- Confer any kind of “X-ray vision”
Eye Patch of the Aesir
Adds +2 to Focus
Eyepatch of Wealsight
wearer is immune to Petrification
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.
Fae Blowgun
non-magical ranged weapon
Fae Elm Armor
Adds +2 to AC and +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)
Fae Fur Armor
Adds +3 to AC
Fae Helm
Adds +1 to AC and suffer -1 to Will saving throws vs. dominate
Fae Holly Armor
Adds +4 to AC and +1 to Will saving throws
Fae Light Armor
Adds +2 to AC
Fae Moon Armor
Adds +3 to AC
Fae Moonlight Armor
Adds +6 to AC and suffer -4 to Will saving throws
Fae Oak Armor
Adds +4 to AC and +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)
Fae Shirt
Wearer cannot become entangled by natural plants.
Natural: Exists in the real world. A philodendron is a natural vine because it exists in the real world. A shambling mound is a plant monster that does not exist in the real world and is therefore not considered natural.
Fae Small Shield
Adds +1 to AC
Fae Starlight Armor
Adds +7 to AC and suffer -4 to Will saving throws
Fae Yew Shield
Adds +1 to AC and +1 to Fortitude saving throws
Faebane Belt
Anytime the wearer successfully attacks with an Iron weapon, the attack deals +1 Damage. This item stacks with other “Faebane” items, as long as each item has a different name.
Faebane Girdle
Anytime the wearer attacks with an Iron weapon, the attack gains +1 To Hit. Anytime the wearer successfully attacks with an Iron weapon, the attack deals +1 Damage. This item stacks with other “Faebane” items, as long as each item has a different name.
Faebane Gloves
Anytime the wearer attacks with an Iron weapon, the attack gains +1 To Hit. This item stacks with other “Faebane” items, as long as each item has a different name.
Faerie 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 +2. 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 Faerie Dust does not affect the casting time of the Spell.
Faerie Ring (Artisan)
Fashioned out of Platinum and 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.
Faerie Runestone
If this runestone is implemented, when the affected player makes a successful melee attack against a monster, the monster will lose any ability–natural or magical–to appear or become invisible. The effect on the monster lasts for the entire combat after a successful attack.
Faerie Water
This water from a secret mystical source will purify any liquid, up to one cubic yard in volume.
Pouring two flasks of Faerie Water (i.e., turn in two tokens) into a Goblet of Healing and consuming the liquid from the goblet will heal the imbiber 3 HP. The pouring and drinking process can be completed as a single Standard Action.
Faerie-Iron Armor
Adds +5 to AC or adds +7 to AC vs. attacks made by Fey creatures
Penalizes Will saving throws by -1
Faerie-Iron Club
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
Faerie-Iron Shield
Adds +2 to AC or adds +4 to AC attacks made by Fey creatures
Faerie-Iron Warhammer
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
Fallen Star Mushroom
When placed in the mouth of a dead comrade, this item restores the character to life with full HP. 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. The process of “feeding” a character this item requires a Standard Action.
It can also be eaten by a living character to restore full hit points.
Q: Can a character revived with a Fallen Star Mushroom take an action the same round they were revived?
Fancy Hat
Adds +1 to AC
If the wearer is a bard, in addition to the AC bonus, they may perform and affect other characters with their bardsong while underwater and/or in magical silence.
Fang of Fenrir
If the player slides a natural 20 while attacking with this weapon, the number of Melee attacks the monster it hit makes on its next turn is reduced by 1. E.g., 3 Melee attacks become 2, 2 Melee attacks become 1, and 1 Melee attack becomes no Melee attacks.
The monster’s ability to make Ranged attacks and/or cast spells is unaffected by Fang of Fenrir.
Farin (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 #08.
Feedback Loop
This token allows the player to immediately (before another player performs an attack slide) re-slide once in a combat round. Any type of combat slide may be re-slid: melee, ranged, or spell. Any tokens displaced due to the original slide remain in their new (final) location and are not moved back to their places before the slide–only the wearer’s combat slider is affected. For classes that attack with two attack sliders (ranger and monk), both sliders must be re-slid.
Fell Beast 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.
Fendon (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 #09.
Fermented Frostberry
Heals 1 HP of damage when consumed
Ferret Runestone
Adds +1 to Reflex saving throws
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects will be added to your overall stats. One runestone may be used per adventure.
Fey Blade
non-magical weapon
Fey Boots
The wearer can walk on natural terrain and not leave any trace of passage.
Fey Bread
Heals 3 HP of damage and removes 1 curse when consumed. Fey Bread may only be eaten once per room per player.
Eating Fey Bread does not prevent future curses.
Fey Chainmail
Adds +4 to AC and +2 to Reflex saving throws
Fey Cloak
Adds +2 to Will saving throws
Fey Plate Armor
Adds +7 to AC and +2 to Reflex saving throws
Fey Wand
A charge expelled from this wand will reduce all the monster’s saving throws by 3. There is no saving throw to avoid the effect but creatures immune to magic would be unaffected.
Note: Due to the Cumulative Penalty Limit of no more than -6 to any stat (see the Players Handbook for details), this wand can only be used twice on any given monster.
Because all wands require a command word to function,
Fiend Talon
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.
Fiendish Charm
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
Fiendish Helm
Adds +1 to AC and suffer -1 to Fortitude saving throws
Figurine of Power: Bat
After being activated, the owner gains +4 To Hit with all spells requiring an attack slide for the rest of the room.
This item’s effect can only be activated once per adventure. Like all Figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Brownie
Once activated, if attacking with a ranged weapon that fires ammunition, the player may use a second ammunition token each round. The second ammunition token must deal HP damage. This figurine’s effect lasts for the rest of the room. Only one attack slide is made and only one target can be hit unless the attack is already capable of damaging more than one target–e.g., Sling Bullet of Dividing or Arrow of Ricochet. (If attacking with two Arrows of Ricochet,
Figurine of Power: Cat
The owner of this item may re-roll any failed saving throw, but must take the result of the second roll.
Figurine of Power: Chipped Bull
The owner may heal 2 points of damage. May not be used to heal another person.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
This token is dedicated in fond memory of Chip Bowles. He was an amazing champion of True Dungeon, and his welcoming and generous spirit will be missed.
Figurine of Power: Cricket
If this item has been equipped, if its user would be killed by Push damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Push damage killing your character, you’re alive but with only 1 HP.) This item’s effect is only usable once per adventure.
It may be worth noting that this token’s power prevents you from dying from Push. It does not revive you after you die from fatal Push damage.
Figurine of Power: Crow
Once per game, the owner may negate up to 2 points of damage resulting from a failed Reflex save.
If the use of this item results in less than 2 points of damage being negated, the extra point is wasted. One cannot “bank” the negation point for later use.
Figurine of Power: Deva
Once per game, the owner may negate up to 5 points of damage resulting from an Undead melee attack.
If the use of this item results in less than 5 points of damage being negated, the extra points are wasted. One cannot “bank” the negation point for later use.
Figurine of Power: Dire Wolf
If the user would be killed by Cold damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Cold damage killing the character, the character is alive, but with only 1 HP.)
If a killing blow is comprised of more than one kind of damage, as long as at least some of the damage was Cold, this figurine’s effect can trigger. E.g., if the character would have died after being struck by a frozen sword that deals both Slashing and Cold damage,
Figurine of Power: Dog
The owner may heal 4 HP on another character–the user may not target themself.
Figurine of Power: Dragon
The owner of this item can ignore the effect of one of their failed Fortitude saving throws–effectively turning the failed Fortitude saving throw into a successful one.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Fiend
If the user would be killed by Fire damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Fire damage killing the character, the character is alive, but with only 1 HP.)
If a killing blow is comprised of more than one kind of damage, as long as at least some of the damage was Fire, this figurine’s effect can trigger. E.g., if the character would have died after being struck by a flaming sword that deals both Slashing and Fire damage,
Figurine of Power: Fire Newt
Once per game, when activated, user may re-roll a failed Reflex save vs. Fire damage/effect.
Has no effect on non-Fire-based effects and no effect on Fire-based effects that do not permit a Reflex save.
Figurine of Power: Fish
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
This item does not confer the ability to breath while underwater.
Figurine of Power: Herald
The owner of this item may negate up to 10 damage that would be taken by a single Melee attack from an Accursed monster.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
3 of 20 “Herald” tokens
Figurine of Power: Horror
Once per game, the owner of this item may inflict 6 points of Darkrift damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Darkrift, that resistance/immunity would apply.
Figurine of Power: Huginn
Once per game, the owner may add +5 to a Will saving throw, but this item must be activated prior to rolling the die.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Imp
The owner may negate up to 8 points of Poison damage the user would have otherwise taken. The Poison protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 8 points of Poison damage. The prevention effect dissipates when the user moves into the next room, even if no Poison damage was taken.
This item’s effect can only be activated once per adventure.
Figurine of Power: Moon Beetle
Once per game, this item negates 1 side-effect of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Moon Cat
Once per game, the user can see a single Invisible monster for one round. Only the user’s vision is affected. This item does not reveal invisible objects.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Moon Dog
Once per game, this item negates the 50% miss chance associated with attacking Incorporeal creatures. Once activated, the power remains in effect until the end of the room. This item only affects the user’s miss chance, not other allies.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
Figurine of Power: Moth
When activated, the owner becomes immune to Confusion for the rest of the room.
This item’s power may be used to remove an existing Confusion effect as well as prevent a Confusion effect. If desired, the owner may activate this item before the first d20 roll is made to determine what the victim’s actions are for that round.
Confused: When victims become Confused, their actions are determined by rolling a d20,
Figurine of Power: Muninn
The owner may add +5 to a Fortitude saving throw, but this item must be activated prior to rolling the die.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Owl
Once per game, the owner of this item can ignore one melee or missile attack against the character. The damage is absorbed by the figurine. The owner must decide when to invoke the item’s power.
This item affects physical attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep,
Figurine of Power: Panther
When this figurine is activated, the player may re-slide one attack, whether it was made with a physical weapon or a spell that requires a slide. The decision to re-slide must be made before the next person attacks or, if the owner slid last, before damage is calculated. This item only allows one puck (player’s choice) to be re-slid, even if the character can slide more than one puck. The re-slide may not be undone,
Figurine of Power: Parrot
Once per game, the owner of this item can ignore the effect of one of their failed Will saving throws vs Charm–effectively turning the failed Charm (Will) saving throw into a successful one.
Figurine of Power: Phoenix
When activated, this item restores 20 HP to a living character–either another character or themself. It cannot be used to raise a dead character back to life, but it could be used to heal a recently raised character that is low on HP.
Figurine of Power: Pilgrim
The owner of this item can self-heal 5 hp and remove the effects of the blighted, charmed, cursed, and feared conditions.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Pixie
Once per game, the owner of this item can ignore the effect of a failed Reflex saving throw–effectively turning a failed Reflex saving throw into a successful one.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Raven
If the owner fails a skill test, the test will be considered a success instead.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Reaver
Once per game, the owner of this item may inflict 10 points of Darkrift damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Darkrift, that resistance/immunity would apply.
Figurine of Power: Rhino
After being activated, the owner’s melee attacks deal +2 Damage for the rest of the room.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Figurine of Power: Salamander
After being activated, the salamander will negate up to 8 points of Fire damage that would have been inflicted upon the owner. The absorption effect lasts until the end of the room or until at least 8 points of Fire damage have been negated, whichever comes first. E.g., if you would have taken 10 points of Fire damage, the salamander absorbs 8, so you only take 2 Fire damage. If you would have suffered 6 points of Fire damage,
Figurine of Power: Saluki
When activated, grants 15 points of Retribution Damage (RD) to the owner, but only against a single attack from an Undead monster. If desired, this figurine may be activated as a reaction to being struck by an Undead monster–you are not required to activate it proactively.



































































































