Holly Helm
Adds +1 to AC and +1 to Will saving throws vs. dominate
Holly Ring
Successful missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Holy Lager
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 points of damage–but only to undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not undead, Holy Lager deals no damage. It is usable only once, whether the attack succeeds or misses.
Holy Runestone
Common and/or Uncommon melee weapons wielded by the user deal +1 damage as Sacred.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,
Holy Sling Stone
Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.
Holy Symbol of Aset
When the cleric who’s equipped this token successfully completes the turn undead skill test, the cleric regains 2 HP. Healing gained from this effect only affects the cleric–the cleric cannot use that healing on another character.
Your cleric character may not benefit from more than one holy symbol per adventure–even if you, as a player, own more than one. (The gods don’t care for competition.) When applicable, you may use the same holy symbol multiple times.
Holy Symbol of Pelor
Adds +2 to the damage normally caused when a cleric turns undead.
Holy Symbol of Thor
All the cleric’s Melee attacks deal +1 damage as Shock
Turn undead may be used as a Free Action.
Holy Water
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 6 points of damage–but only to Undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead, Holy Water deals no damage. It is usable only once, whether the attack succeeds or misses.
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.
Hood of Elvenkind
This hood allows the rogue wearing it to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without this hood must take one round to slowly move into position before attempting a sneak attack.
Hood of Reflection
Wearer gains immunity to petrification and blinding from attacks that hit the wearer. This item does not mitigate HP damage.
Hood of Shadows
Adds +1 to AC (for both classes) and rogues may perform sneak attack without the standard 1 round delay
Horn of Blasting
Sounding this finely wrought horn as your action during combat will cause two 2 points of Force damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess. A Horn of Blasting may be used once per round per person. Thus, if four people in the party each used a Horn of Blasting, they would deal a combined total of 8 points of Force damage to each monster in the room.
Horn of Calling
Once per game, after using a Standard Action to activate, this item negates confusion and/or maze (including lesser maze) effects on one target.
When used to negate maze on an ally, one can’t exactly “target” their ally because they’re on a different plane of existence. But the way the horn works in that circumstance is the user “mentally targets” their ally and when the horn is blown,
Horn of Plenty
Even if a player can equip two Neck slot items, this token may not be equipped at the same time as the Amulet of Treasure Finding. Doing so might create situations that abuse the amount of treasure a player receives.
Erratum: As of 2015, this amulet grants the player six extra Treasure Chips at the end of their adventure. It does not affect the reward gained by succeeding on a rogue skill test or other caches of loot found within the adventure.
Horn of Rally
Once per game, after using a Standard Action to activate, this item will negate fear and/or charm effects on one target. It does not prevent the target from being affected by those effects in the future.
This item does not function in areas of magical silence.
Horn of the Blessed Ox
Once per game, after using a Standard Action to activate, user heals themself 2 points of damage. This item cannot be used to heal another character.
This item does not function in areas of magical silence.
Horn of the Valkyrie
Once per game, after taking a Standard Action to summon the ghostly protector, the owner may negate up to 16 points of combat damage the user would have otherwise taken. The combat protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 16 points of damage. The ghost (and its protective qualities) vanishes when the user moves into the next room, even if less than 16 points of combat damage was mitigated.
Hourglass of Answers
Summons Oracle of Muti to help with puzzle. Once used, the Hourglass vanishes and the token is collected by the DM.
Muti is pronounced “MEW-tie” (rhymes with VIEW bye)
Hourglass of Imprisonment
When activated, this item entraps a monster in an extra-dimensional space for three rounds. There is no saving throw to resist the effect. Once used, the Hourglass will vanish.
During those three rounds, the party is free to act however they want. They could explore the room, heal, buff, or whatever strikes their fancy. At the end of the three rounds, the monster will reappear exactly where it was before being shunted to the extra-dimensional space.
Humble Cup
All healing Spells (not scrolls or items) cast by the owner heal +1 damage, but only if the owner has equipped nothing but Common, Uncommon, Rare, Enhanced, and/or Exalted tokens.
This rarity restriction also applies to slotless items. E.g., a cleric could not benefit from both a Greater Holy Symbol of Pelor and a Humble Cup.
Hungry Hero's Feast
Heals 4 points of damage when eaten
Hunter Crossbow
The weapon deals an additional 5 Damage when it’s used to score a hit against Undead or Were-kind.
Hunter's Gloves
Successful bow (not crossbow) attacks made by the wearer deal +1 Damage
Hunter's Leather Armor
Adds +2 to AC and +1 Damage with missile attacks
Hunter's Lenses
All bow (not crossbow) attacks made by the wearer gain +1 To Hit
Ice Demon 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.
Ice Runestone
Your weapons (not necessarily you) are immune to being damaged by Fire. The weapons themselves are not harmed by attacking extremely hot targets and weapons protected by this runestone do not deal Fire damage to their wielder. However, it does not reduce the damage the wielder might take from being attacked by Fire, nor from being near very hot items/creatures–unless the damage was inflicted via the weapon you’re wielding.
Runestones are single use items that are turned in to the coach prior to starting an adventure.
Ice Wyrm 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.
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.
Icecrag Hero's Earcuff
Cold damage inflicted upon the wearer is reduced by 5 HP, +2 to Constitution (thus +1 to max HP per character level and +1 to Fortitude saving throws), and Regenerate 1 HP at the beginning of every room. Regeneration only functions on a living character–it cannot restore life to a dead character.
Idol 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.
Iktomi's Shaper Necklace
As an Instant Action (does not use up either the wearer’s Free or Standard Action for the round), the wearer may polymorph into one of four types of Elemental. While polymorphed into an elemental, the character may cast Spells (but not scrolls), speak, and gains the following abilities, based on the type of Elemental chosen:
Incense of Focus
Adds +1 Focus
Incense of Might
Adds +1 To Hit and +1 Damage with Melee attacks
Incense of Power
Melee attacks made by the wearer deal +1 damage.
Incense of the Magi
Ranged attacks made by the wearer deal +1 damage.
Indigo (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 #17.
Indigo Bifrost Charm
2-handed Missile weapon attacks made by the wearer deal +2 damage as Cold
Infernal Despair Armor
Adds +5 to AC and grants immunity to fear, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Infernal Hate Plate
Adds +6 to AC and grants immunity to charm, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Infernal Shoes
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Innkeeper's Club
non-magical weapon
Invitation to Celebration
Given to all players on the completion of their adventure in 2008, this token could be turned in for free admission to the True Dungeon Tavern that year.
Note: Though this token’s title was printed in blue and it bears a cauldron symbol, it’s not actually a Combo token because it did not require any tokens to be turned in.
Io's +4 Ultra Keen Slayer Bow
Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the ultra keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 18, 19, or 20. This weapon is not subject to further effect from a keen edge spell.
Ioun Stone Agate Orb
When healed by a Spell or a Scroll (not Special Powers nor magic items), the user of this item heals 1 additional HP–even if the user and the caster are the same person.
Ioun Stone Agate Ovoid
User is immune to olfactory effects emanating from Undead monsters.
Ioun Stone Amber Cube
Poison damage inflicted on the user is reduced by 3 points per attack/effect
Ioun Stone Amber Sphere
Poison damage inflicted on the user is reduced by 1 point per attack/effect
Ioun Stone Amethyst Ovoid
Wearer is immune to psychic blast and gains the ability to manifest Psychic Powers.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential. Each player–not the coach–will then add up the number of Teeth of Cavadar (ToC) tokens they have equipped.
Ioun Stone Amethyst Prism
Adds +2 to Focus
Ioun Stone Banshee Prism
All Ranged (missile and spell) attacks made by the wearer deal +2 damage as Sonic
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back. Gold-back versions have a 2020 stamp on the back.
Ioun Stone Beryl Prism
Adds +1 to all saving throws
Ioun Stone Black Pearl
Negates most magical To Hit bonuses that an opponent may have when attacking the owner. The following To Hit bonuses are not affected by this item:
- Natural Strength for melee attacks
- Natural Dexterity for missile attacks
- Effects of bardsong
- Special abilities specified on the character card (e.g., a fighter’s weapon focus)
Ioun Stone Charming Cabochon
Wearer gains +1 to maximum HP for each charm the character has equipped, up to +6.
Ioun Stone Charoite Cuboid
Adds +5 to max HP
Ioun Stone Citrine Orb
Adds +1 to all saving throws resulting from Undead attacks
Ioun Stone Copper Cube
Shock damage inflicted upon the user is reduced by 1
Ioun Stone Coral Cube
Grants the ability to activate magic items or cast scrolls without speaking while underwater. This does not allow the character to cast a memorized spell (cast from the character card) or perform bardsong.
Note: This item does not function on dry land.
Ioun Stone Coral Sphere
Protects scrolls from non-magical water damage while the scroll spell is being cast underwater. However, it does not grant the ability to speak or utter verbal command words necessary to release the magic stored in a scroll.
Note: This item does not function on dry land.
Ioun Stone Elfstone Shard
Adds +10 to max HP
Ioun Stone Emerald Cube
If outdoors, the wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Ioun Stone Emerald Prism
Allows the use of slashing, blunt, ranged, or thrown weapons while underwater. It does not remove the Hindered penalty.
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. In addition, without magical aid anything requiring movement or a Move Action is not possible during the first round of combat.
Ioun Stone Emerald Pyramid
Adds +4 to Fortitude saving throws vs. poison from Plant creatures
This does not affect saving throws for poison derived from plants (e.g., hemlock or oleander), it only helps with poison delivered by plant monsters.
Does not affect AC vs. plant creatures
Ioun Stone Faceted Amber
Subtracts 2 points of damage from any Ranged attack that hits the owner.
Ioun Stone Fluorite Cube
All damage-inflicting wands used by the owner deal +2 Damage. The type of damage is not altered.
Ioun Stone Fluorite Ovoid
The instant the wearer enters the final room of the adventure, the wearer heals 10 points of damage. The healing cannot be “banked” for later in the room.
This item cannot restore a dead character to life. E.g., if a wearer dies in room 6 and the party drags the wearer’s corpse into room 7 (the final room), that character is still dead. However, if the wearer dies in room 6 and is resurrected before the party departs room 6,
Ioun Stone Fluorite Sphere
Healing Spells (not scrolls or items) cast by the user heal +2 damage per Spell. Healing Spells (not scrolls or items) cast on the user heal +2 damage per Spell.
If the user of this item targets themself with a healing Spell, this item grants a total of +4 healing.
Ioun Stone Garnet Cube
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
Ioun Stone Garnet Prism
Adds +4 to Reflex saving throws vs. being entangled in a web. This item does not provide any benefit for non-web entanglements.
Ioun Stone Garnet Sphere
Adds +1 to Constitution (depending on initial Constitution score, either 0/+1 to max HP per character level and 0/+1 to Fortitude saving throws)
Ioun Stone Glass Cube
Acid damage inflicted upon the target is reduced by 3 points per attack
Ioun Stone Glass Sphere
Acid damage inflicted upon the target is reduced by 1 point per attack
Ioun Stone Gold Nugget
Player receives 2 additional Treasure Chips at the end of the adventure
Ioun Stone Granite Ovoid
Adds +1 to max HP
Ioun Stone Graphite Cube
Sonic damage inflicted on the wearer is reduced by 1 point per attack/effect
Ioun Stone Herald's Orb
Darkrift damage inflicted on the wearer is reduced by 3 points per attack/effect
Ioun Stone Infernal Fire Prism
User’s melee weapon attacks (including monk open hand) deal +2 Damage as Fire
Ioun Stone Iridescent Sphere
Bestows immunity to toxic gas
Unlike Ioun Stone Iridescent Spindle, Ioun Stone Iridescent Sphere does not negate the need to breathe and is effectively useless underwater.
Ioun Stone Iridescent Spindle
Sustains the character without air. It doesn’t actually allow the character to breathe in a hostile environment, it negates the need to breathe. It can be used underwater to avoid drowning, in water to avoid ingestion of toxic fluids, and on dry land to avoid inhaling toxic gas–though it has no effect on toxins which are absorbed through the skin or injected.
Ioun Stone Jade Cube
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -3 to Will saving throws
Ioun Stone Jade Sphere
Adds +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 -3 to Will saves
Ioun Stone Jasper Cube
Adds +3 to max HP
Ioun Stone Jasper Ellipsoid
Melee attacks made by the user deal +2 Damage
Ioun Stone Jasper Prism
Melee attacks made by the user deal +1 Damage
Ioun Stone Jasper Spheroid
Adds +3 to max HP
Ioun Stone Kraken Coral Orb
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
Ioun Stone Kyanite Cube
Ranged attacks made by the user deal +2 damage as Cold. Cold damage inflicted on the wearer is reduced by 2 points per attack/effect.
Ioun Stone Lavender Ellipsoid
Grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks or spells that deal HP damage.
Ioun Stone Lodestone Sphere
When affected by a maze spell, if the user succeeds on a DC 15 Will save, the user will not be affected by the maze spell. (Under normal circumstances, maze does not allow a saving throw to resist the effect.)
Ioun Stone Malachite Orb
Damage inflicted on the wearer from melee attacks made by Undead is reduced by 2 points per attack.
Does not mitigate Undead Touch Attack effects, even if the HP damage is reduced to 0.
Ioun Stone Marble Sphere
Adds +1 to Fortitude saving throws but user may not equip any other ioun stone
Ioun Stone Merfolk Orb
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to AC
Ioun Stone Mithral Pyramid
Adds +2 to saving throws vs. the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
This item is not part of the Mithral Set.
Ioun Stone Moon Orb
Adds +1 to max HP
Ioun Stone Moonstone Orb
Grants 5 points of Retribution Damage. If the attacker is an Accursed monster, the total Retribution Damage granted is +10.
Ioun Stone Mystic Orb
Adds +2 to all saving throws. If the user of this ioun stone has also equipped a Skull of Cavadar, the bonus is +3 to all saving throws instead of +2.
Ioun Stone Norse Opal
Adds +1 to the user’s maximum HP
Ioun Stone Obsidian Shard
Ranged attacks made by the wearer deal +2 damage per attack/effect
Ioun Stone of Champion's Choice
Before beginning their adventure, the user adds either +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) or +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)–not both.



































































































