Figurine of Power: Scarab
The owner of this item may add +3 to any one of the wearer’s saving throws. The player must announce they wish to use this token’s power before making the saving throw.
This figurine may be used when a group saving throw is rolled, but only the figurine’s owner gains the +3 bonus.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
Figurine of Power: Scorpion
Once per game, the user of this item takes -2 damage resulting from a failed Fortitude saving throw. This item does not reduce damage if the saving throw was successful.
This can only mitigate damage from a single failed saving throw once, even if that failed save results in ongoing damage. E.g., if the user gets bitten by a snake and the snake’s venom deals damage every round, this item can only mitigate the damage on one the first round.
Figurine of Power: Sea Horse
Once per game, the owner may negate up to 8 points of damage resulting from a failed Reflex save.
If the use of this item results in less than 8 points of damage being negated, the extra points are wasted. One cannot “bank” negation points for later use.
Figurine of Power: Seal
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
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.
Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round.
Figurine of Power: Snail
The owner may re-roll a failed Reflex saving throw vs. falling from great heights. It does not affect any other type of Reflex saving throw.
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: Spider
When activated, grants 6 points of Poison-based Retribution Damage (RD) to the owner. Unlike most RD effects, this only functions for a single attack
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.,
Figurine of Power: Stalker Squirrel
Once per game, the owner of this item may inflict 6 points of Force 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 Force, that resistance/immunity would apply.
Figurine of Power: Toad
After being activated, the toad will negate up to 5 points of damage that would have been inflicted upon the owner by falling from great heights. The absorption effect lasts until the end of the room or until at least 5 points of Falling damage have been negated, whichever comes first. E.g., if you would have taken 8 points of Falling damage, the toad absorbs 5, so you only take 3 Falling damage. If you would have suffered 3 points of Falling damage,
Figurine of Power: Tortoise
The owner of this item can ignore the effect of one of their failed Will saving throws–effectively turning the failed Will 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: Turtle
Once per game, the owner may re-roll a failed Reflex save vs. Shock damage. To be mulliganed with this item, the damage type must be Shock and the saving throw type must be Reflex.
Figurine of Power: Varghoul
The owner of this item can self-heal 5 hp if their attack successfully hits and deals damage to a monster.
Fire Bird
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. If the 💣 is closest to the damage dot on the combat board, this weapon deals no damage. (Treat the as a 0.) 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”
Fire 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 Fire.
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.
Firebloom Geode
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.),
Fireseed Hickorynut
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a large inferno and deals identical amounts of Fire damage to all monsters in the room. 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 its attack slide and is affected by Ranged combat bonuses (hit and damage).
Fireseed Hollyberry
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced berry 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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Flameguard Greaves
Fire damage inflicted upon the wearer is reduced by 2 points per attack
Flaming Blunder Slug
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
Flask of Combustion
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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Flask of Conflagration
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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Flask of Sharing
Once per game, you may evenly split the effect of a healing potion with one other character. Each character gains half of the potion’s healing effect, rounded down. E.g., if the owner shared a 10-point healing potion, the owner and the other person would each regain 5 HP. If the owner shared a 7-point healing potion, the owner and the other person would each regain 3 HP.
Flask of Survival
Consuming a dose from this durable flask will render the character immune to naturally occurring Cold and Fire. It has no effect on magically created Cold or Fire. The effects of this magic will last for one room.
Flint & Steel
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.
Flute of the Charmer
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +4 to Will saves
Folio of Brawn
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Deftness
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Fitness
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Focus
Adds +2 to Focus
Folio of Fortitude
Adds +3 to Fortitude saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Might
Adds +1 level to character
Note: +level effects do not stack
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Reflexes
Adds +3 to Reflex saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Vitality
Adds +5 to max HP
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Folio of Wisdom
Adds +3 to Will saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Follower Brawling
The owner of this token may equip one extra shirt slot item. It does not give you an extra chest, it just lets you wear two shirts.
Follower Catkin
The owner of this token may equip one extra legs slot item. It does not give you extra legs, it just lets you wear two pairs of pants/kilts/etc.
Follower Dragonkin
The owner of this token may equip one extra ioun stone slot item and/or one extra bead slot item.
Follower Fiend
The owner of this token may equip up to two extra charm slot items.
Follower Hedgekin
The owner of this token may equip one extra hands slot item. It does not give you an extra hand, it just lets you wear two pairs of gloves/gauntlets/etc.
Follower Sprite
The owner of this token may equip one extra head slot item. It does not give you an extra head, it just lets you wear two crowns/helms/etc.
Follower Stomper
The owner of this token may equip one extra feet slot item. It does not give you any extra feet, it just lets you wear two pairs of boots/shoes/etc.
Follower Toadkin
The owner of this token may equip one extra shins slot item. It does not give you any extra shins nor extend your lower legs, it just lets you wear two pairs of greaves.
Footman Cap
Wearer cannot be surprised
Footman Chainmail
Adds +5 to AC
Footman Shield
Adds +2 to AC
Fox Totem Armor
Adds +2 to AC and +2 to Reflex saving throws
Frost 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.
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.
Frost Runestone
On a successful hit with a ranged weapon, the wielder deals an additional 1 damage as Cold.
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.
Frost Short Bow
The arrows fired from this weapon become extremely frigid on a successful hit.
The damage wheel includes 2 points of Cold damage which will be deducted if the victim of the attack is immune to Cold damage.
Frost Worm 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.
Frostnut
When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a cryoclasm and deals identical amounts of Cold damage to all monsters in the room. 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).
Frostseed
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold 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 its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
Full Plate
Adds +8 to AC
Gambler's Grenade
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its Blunt damage to the monster. It is usable only once, whether the attack succeeds or misses.
If the thrower hits and gets a natural 15 on the attack, both the intended target and the thrower take damage–including all applicable bonuses the thrower would normally be entitled to. However, the thrower cannot be reduced below 1 HP by this item.
Gargoyle 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.
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.
Gargoyle Finger
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.
Gargoyle Horn
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.
Garnet Charm
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)
Garnet Jewel Bearing
Equivalent to 25 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.
Gauntlets of Divine Guidance
All Melee attacks made by the wearer gain +3 To Hit. All healing Spells (not scrolls, wands, items, or Special Powers) cast by the wearer heal +1 HP. These gauntlets do not affect the potency of healing Spells cast on the wearer unless the wearer is casting a heal Spell on themself.
Gauntlets of Linked Fury
Wearer deals +5 Damage when fighting with a 2-handed melee weapon
Gauntlets of Ogre Power
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Gauntlets of the Midgard Serpent
Adds +3 to Strength (thus, depending on initial Strength score, either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons.)
Every time the wearer successfully hits in physical combat (melee or missile), the wearer suffers 3 points of Poison damage. Misses do not trigger the Poison damage, nor do spells.
Gear Arm
One of 40 tinkering components used to make a special Legendary token
Gear Golem Totem
This slotless item grants the ability for a character to equip an additional Waist slot item, as long as that token is Ultra Rare. As per normal equipping rules, the extra token cannot be a duplicate token.
Geared Axel
One of 40 tinkering components used to make a special Legendary token
Yes, it should be spelled “Axle”.
Gearon's +2 Blessed Mace
In the hands of a cleric, this weapon deals an additional 3 damage to undead creatures. In the hands of a non-cleric, this is a “normal” +2 weapon.
Gearon's +2 Heavy Mace
In the hands of a cleric, this weapon deals an additional 3 damage to undead creatures. In the hands of a non-cleric, this is a “normal” +2 weapon.
Gearon's Blessed Cloak
Adds +3 to all saving throws for everyone in the party, adds +2 to the wearer’s AC, grants the wearer the permanent ability to fly at will (see below), and functions as a permanent bless effect (+1 To Hit and +1 to saving throws vs. fear effects for everyone in the party.)
Fly: Allows Gearon to fly any distance. No check for success is required. Gearon is restricted to carrying only the equipment on his person.
Gelatinous Slime
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.
Gem of Blinding
When this gem’s command word is spoken, all the target monster’s To Hit rolls suffer a -4 penalty for one round if the monster does not succeed on a DC 15 Reflex saving throw. If the monster succeeds on the Reflex save, the gem has no effect that round and the charge is wasted. This item can be used 4 times before it cracks and turns to a pile of ash.
This item does not reduce the target’s AC.
Gem of Healing
Heals 5 HP of damage to all party members and then turns to dust.
Gem of Last Hope
When crushed over 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 reviving a character with this item requires a Standard Action.
It can also be crushed over a living character to restore full hit points to that character.
Gem of the Oasis
Heals 3 HP of damage to all party members
Gen Con Promo
These tokens were given away at other events to promote Gen Con and True Dungeon. It has no in-game effect, but may be valued by collectors.
Genie Vapor
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.
Geo (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 #10.
Gertz's Radiant Backpack
Gertz can put up to five permanent magic items (not potions, scrolls, or anything that is normally consumed on use) into the pack–excluding weapons and/or armor. Once the items have been sacrificed, the magical effects of the inserted items are bestowed upon Gertz and they will affect all other members of Gertz’s active party for all of Gertz’s subsequent adventures that year. These benefits do not remain in effect on characters if they are not currently grouped with Gertz.
Ghast Agate
Equivalent to 60 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.
Ghost Accelerator
Once per game as a Standard Action, the owner may target an Incorporeal Undead monster. That monster must succeed on a DC 15 Will save or be trapped forever within this device, thus defeating the monster immediately.
To be trapped by this item, the monster must be both Incorporeal and Undead. It has no effect on corporeal Undead nor on Incorporeal creatures that are not Undead.
This device has a built-in safety mechanism to prevent a user from crossing the magical stream that issues forth from the device.
Ghoul Agate
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.
Ghoul Spittle
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.
Ghoul Tongue
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.
Giant 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.
Gib Gub's Handy Acorn
non-magical thrown Blunt weapon
When used as a weapon, it 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 of these tokens) per combat round, but it does not count as a flurry of blows attack.
Gill Leaf
Consuming this wondrous herb allows the character to breath underwater. However, the effects weaken the individual such that they suffer a -2 on To Hit slides. The effect lasts for one room.
Note: The ability to breathe underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
Gillweed (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 #11.
Giln's Redoubt Shield
Adds +7 to AC
Girdle of Drunken Vigor
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to Reflex saving throws
Girdle of Dwarven Health
Adds +2 to maximum HP
Girdle of Frost Giant Strength
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons)
Girdle of Hill Giant Strength
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons)
Girdle of Might
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +1 to all saving throws
Girdle of Stone Giant Strength
Adds +4 to Strength (thus +2 To Hit in melee and +2 Damage with melee and thrown weapons) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Girdle of Wealful Health
When eating or drinking an item that restores HP, the wearer regains 1 additional HP. The bonus healing effect from this item is not triggered by cast-spells/scrolls, nor by healing items not orally consumed. E.g., a healing salve would not receive the bonus healing because a salve is rubbed on the skin, not eaten or drunk.
The bonus healing from this item stacks with Greater Alchemist Pouch.
Gladius
non-magical weapon
Gloves of Archery
Missile attacks (physical ranged attacks, including thrown weapons, but not spells) made by the wearer deal +1 Damage
Gloves of Brutish Brawn
Adds +2 to Strength (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons) but suffer -2 to Will saving throws
Gloves of Common Practice
As long as the wearer is wielding a Common melee weapon, all their melee attacks deal +1 damage.
Gloves of Cooling
Wearer is immune to Fire damage inflicted on the wearer caused by the wearer’s weapon becoming overheated. It does not mitigate damage from any other source, not even other sources of Fire damage.
E.g., if you fell into a giant forge while wearing these gloves, this item would have no affect how much damage you took from intense heat. However, if you were to wield a red-hot weapon that had just been removed from a forge,


































































































