Half-Orc Death Talisman (Artisan)
Fashioned out of Bone
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.
Half-Plate of the Deft
Adds +7 to AC and +2 to Reflex saving throws
Halfling Toe-Ring (Artisan)
Fashioned out of Platinum
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.
Halfraft (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 #15.
Hammer and Spike
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.
Hand Axe
non-magical weapon
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.
Hand Crossbow Bolt of Enfeeblement
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or suffer a -1 penalty to all melee damage until the end of combat. It must be declared (turned in) before sliding the weapon token.
The enfeeblement penalty from this bolt is equivalent to the spell ray of enfeeblement and the two effects share the same stack.
Hand Crossbow Bolt of Idiocy
On a successful hit with a hand crossbow, in addition to dealing damage, the target must succeed on DC 12 Will saving throw or be unable to cast spells. If the target is not a spellcaster, this bolt has no effect. It must be declared (turned in) before sliding the weapon token.
Note: Attacks made with this ammunition deal a total of 0 HP damage–whether the saving throw was successful or not.
Hand Crossbow Bolt of Madness
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or spend the entire next round attacking itself, dealing itself 5 of HP damage. This effect only lasts one round. It must be declared (turned in) before sliding the weapon token. Multiple hits in the same round do not stack, but the monster could be affected in consecutive rounds–assuming it continued to fail the saving throw.
Hand of Glory
This necklace allows the wearer equip up to three rings instead of the normal maximum of two.
The effect from this item does not stack with other __ of Glory items.
Handy Holy Belt
This belt allows the wearer to retrieve and drink one potion as a Free Action once per combat.
Harlax's Helpful Lamp
The user’s max HP increases depending on how many of Harlax’s Helpful Lamp tokens are equipped in the party,
Harp of the Angels
When played by a bard, in addition to the standard bardsong bonuses, this instrument reduces the amount of Darkrift damage dealt to all party members by 2. It does not matter if the Darkrift attack is targeted at an individual or affects multiple victims, as long as the bard is performing bardsong with this instrument and the recipient of the damage is a member of the party, the Darkrift damage is reduced.
Harpy Claw Amulet
Grants immunity to any magical disease
Harpy Feather
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.
Harpy 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.
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.
Hat of Critical Thinking
The wearer’s Melee and Ranged attacks deal +2 damage.
In addition, the wearer is able to affect critical hits on creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Hat of Escape
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. Similar to the sanctuary spell, the effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive action* against the monster,
Hat of Hate
Adds +3 to Will saving throws vs. Charm. It does not affect any other kind of Will saving throw.
Hat of Healing
If the wearer scores a natural 20 on any kind of attack slide, the wearer will heal 5 HP. Characters that can attack twice in the same round (most likely a monk or ranger) could heal 10 HP if both attacks landed on the 20.
If a spell or scroll requires an attack slide, that slide counts as an attack, but slides that are not attacks do not trigger this item’s effect. Similarly,
Hat of Intellect
Wearer gains +2 To Hit with spells cast from the character card (not scrolls or items) and +4 to Intelligence.
Hat of Minor Retrieval
This hat allows the wearer to retrieve and drink one potion as a Free Action once per game.
Hat of Muffling
Sonic damage inflicted upon the wearer is reduced by 2 points per attack/effect
Hat of Readiness
Adds +1 to Reflex saving throws vs. traps
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap” for flavor purposes, but their damage is not mitigated by this item.
Hat of Shade
Wearer is immune to negative effects resulting from exposure to the sun
Hat of Sighting
Ranged attacks made by the wearer gain +1 To Hit. Wearer’s Reflex saving throws suffer a -1 penalty.
Hat of the Hellway
Adds +2 to AC
Hat of the Humble Servant
The wearer’s lay on hands HP pool is increased by 8. E.g., a 4th-level paladin’s lay on hands healing pool normally consists of 12 points of healing to distribute. With this item equipped, a 4th-level paladin has a lay on hands healing pool of 20 points to distribute. The extra 8 points do not have to be used on a single application.
Once the extra 8 points of healing afforded by this hat are used,
Hat of the Lucky Pirate
Adds +1 to all saving throws
Haven (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 #16.
Haven Clash Mace
non-magical melee weapon
Haven Helm
Adds +1 to AC and suffer -1 to Reflex saving throws
Haven Hide Armor
Adds +2 to AC
Haven Holy Symbol
The cleric’s turn undead ability is expanded to affect Evil Outsiders and Aberrations, in addition to Undead.
Hawk-Kin Armor
Adds +7 to AC
Hawk-Kin Feather
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.
Hawk-Kin Light Armor
Adds +3 to AC
Healing Runestone
Adds +1 HP healed from any healing spell received if the spell was cast by a character, not from scrolls or items.
Note: The bonus healing is applied when healing spells are cast upon the character utilizing this runestone. When healer classes utilize this runestone, healing spells they cast upon others are not boosted.
Heart of Fafnir
Once per game, the character may use their equipped Spirit Pet to attack twice in a single room.
Heartwood Armor
Adds +5 to AC and grants immunity to charm effects from Fey creatures
Heavy Axe
non-magical melee Slashing weapon
Heavy Brass Spring
One of 40 tinkering components used to make a special Legendary token
Heavy Claymore
non-magical Slashing weapon
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, Dwarven, 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).
Heavy Holy Water Sprinkler
This weapon deals an additional 3 damage when it’s used to score a hit against Undead.
Note: This token is named for something it resembles, not for its function. It does not literally sprinkle Holy Water.
Heavy Iron Club
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Heavy Mace
non-magical weapon
Heavy Repeating Crossbow
non-magical weapon
Unlike a standard heavy crossbow, heavy repeating crossbows do not have the reload time penalty and can be fired every round.
Hefty Oasis Sword
This magical melee Slashing weapon deals an additional 3 damage when it’s used to score a hit against a target that is size large or greater.
Heimdall's Pendant
Adds +2 to Melee AC
If the wearer is a monk, in addition to the +2 to Melee AC, the wearer also gets +2 to Ranged AC
Helbane Cloak
When the wearer uses a healing Spell or healing Special Power (not a scroll or magic item) on another person, the wearer of this cloak heals 1 point of damage. This item does not affect heals when the wearer targets themself.
This item is usable only once per room.
Helkyrie 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.
Helm of Abjured Shelter
Used to participate in one of three mini-games in 2012.
Helm of Clear Thought
Adds +1 to AC and +4 to saving throws vs. charm effects
Helm of Dark Visage
Adds +1 to AC and +4 to saving throws vs. Gaze attacks
Helm of Prediction
Adds +1 to AC but suffer a -1 penalty to Will saving throws
Helm of Retribution
Adds +2 to AC and +2 Damage when making attacks against the ranger’s favored enemy
Helm of the Boar
Adds +2 to melee damage but penalizes Reflex saving throws by -4
Helm of the Eagle
Adds +1 to AC and adds +1 To Hit when making ranged attacks with physical weapons (not spells)
Helm of the Wise
Adds +1 to AC and +3 to Will saving throws
Helmet of Fortitude
Adds +1 to AC and adds +3 to Fortitude saving throws
Hematite Ring
Equivalent to 15 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.
Herald's Amulet
+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), +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws), 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)
Herald's Bead
The wearer cannot become affected by the Blighted condition.
Blighted: Unique to Cravenwood, this condition represents some evil magic that infests a being. Lycanthropy is one such Blight, but it could be something like “Rooted Legs” or “Black Tongue” which could affect a stricken character.
Herald's Belt
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and an additional +1 to max HP.
Herald's Boots
The wearer gains Free Movement.
Herald's Bracers
Adds +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 +1/+2 to Reflex saving throws) and all the wearer’s Ranged attacks deal +1 damage as Fire.
Herald's Charm
Wearer cannot be Surprised
Herald's Cloak
Adds +3 to Will saving throws and +3 to Fortitude saving throws
Herald's Earcuff
Adds +1 to AC and +2 to Reflex saving throws
Herald's Gloves
Melee attacks made by the wearer deal +2 damage as Sonic.
Herald's Greaves
Adds +3 to Will saving throws
Herald's Hat
Adds +3 to Reflex saving throws and +2 to max HP.
Herald's Horn
Once per game, using this horn as a standard action will cause 3 points of Sonic damage to all monsters in the room.
This item does not work in areas of magical silence.
Herald's Kilt
Once per combat, this kilt allows the wearer to retrieve and drink one potion as a Free Action.
Herald's Ring
All attacks made by the wearer deal +1 Damage as Sonic.
Herald's Ring of Focus
Adds +3 Focus
Herald's Ring of Wrath
Before the start of their adventure, the wearer gains either +4 to hit with melee attacks or +4 to hit with ranged attacks.
Herald's Spectacles
When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
Herald's Vestments
Adds +2 to AC and reduces Darkrift damage inflicted upon the character by 1
Hide Armor
Adds +2 to AC
Hill Dwarf Armor
Adds +2 to AC
Hireling Archer
All Ranged attacks made by the equipper of this token deal +2 damage.
Hireling Baker
Once per game, when the baker’s trainee (owner of this token) consumes a healing item (any food or beverage that restores lost HP by entering the digestive system), the trainee heals an additional +5 HP. This token’s power can only be activated while consuming a healing item.
It does not necessarily need to be the first ingested healing item the token’s owner consumes. E.g., if you consume a healing item in the early part of an adventure,
Hireling Brewmaster
The equipper of this token gains +4 to Fortitude saving throws.
Hireling Champion
All melee attacks made by the equipper of this token deal +2 damage.
Hireling Duelist
All melee attacks made by the equipper of this token gain +1 To Hit.
Hireling Fletcher
All Ranged attacks made by the equipper of this token gain +1 To Hit.
Hireling Martial Artist
The equipper of this token gains +4 to Reflex saving throws.
Hireling Oracle
The equipper of this token gains +2 to all saving throws.
Hireling Scribe
The equipper of this token gains +4 to Will saving throws.
Hitchhiking Ghost: Bog
The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
Hitchhiking Ghost: Flog
The user may equip one additional Rare feet slot item. There is no rarity-restriction on the initial feet slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
Hitchhiking Ghost: Gog
The user may equip one additional Rare leg slot item. There is no rarity-restriction on the initial leg slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
Hitchhiking Ghost: Mog
The user may equip one additional Rare shirt slot item. There is no rarity-restriction on the initial shirt slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
Hitchhiking Ghost: Shog
The user may equip one additional Rare waist slot item. There is no rarity-restriction on the initial waist slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
Hoar Beast 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.
Hodor's Necklace
Once per room, the wearer may use one ammo token without having to turn the ammo token in. Any additional ammo tokens must be turned in.



































































































