Ioun Stone of Envy
Adds +1 To Hit and +1 Damage to Ranged attacks made by the wearer.
Ioun Stone of Heroic Choice
Before beginning their adventure, the user adds either +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) or +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)–not both.
Ioun Stone of Mystic Heroism
Adds +1 level to character. If another level bonus is in effect, adds +3 to saving throws instead.
Ioun Stone of Pride
Wearer may equip up to 2 Figurines of Power.
Ioun Stone of the Champion
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws).
Ioun Stone of the Dead
Adds +3 to Fortitude saving throws
Ioun Stone of the Grave
Adds +3 to Will saving throws
Ioun Stone of the Hero
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, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Ioun Stone of the Night
Adds +3 to Reflex saving throws
Ioun Stone of Wrath
Adds +1 To Hit and +1 Damage to Melee attacks made by the wearer.
Ioun Stone Onyx Cube
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Ioun Stone Onyx Sphere
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Ioun Stone Opal Prism
Adds +1 to Focus
Focus: A bonus to polymorph damage, turn undead damage, and most Spells cast from the character card. Focus has no effect on magic emanating from items, scrolls, or Spells cast by the character which neither reduce nor restore HP.
If a Spell or turn undead under the influence of a Focus-effect can affect more than one target, the caster gets a total of +X (where X = the total amount of Focus the caster has) points of healing/damage,
Ioun Stone Peridot Prism
Physical missile attacks made by the user deal +1 damage.
Ioun Stone Platinum Nugget
Player receives 2 additional Treasure Chips at the end of the adventure.
Ioun Stone Quicksilver Cube
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Ioun Stone Quicksilver Sphere
Adds +1 to Dexterity (thus depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, 0/+1 to AC, and 0/+1 to Reflex saving throws)
Ioun Stone Rock Candy
Once per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
To be compatible with this token, the ingested item must restore HP expressed as an integer, not a variable such as “half” or “all.” Items which bring the dead back to life are not affected by this item.
Ioun Stone Ruby Cube
Fire damage inflicted upon the user is reduced by 1
Ioun Stone Ruby Orb
Melee attacks made by the user deal +2 damage as Fire.
Ioun Stone Ruby Prism
Melee attack damage inflicted upon the wearer is reduced by 1 point per attack. This item affects melee attacks, it does not mitigate wholly magical attacks, ranged attacks, nor “attacks” made outside of combat.
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, this ioun stone will negate both the physical damage and secondary effect(s).
Ioun Stone Ruby Pyramid
Damage-inflicting Spells (not scrolls, wands, or items) cast by the user deal +2 damage as Fire.
Ioun Stone Ruby Rhombus
Fire damage inflicted upon the user is reduced by 3
Ioun Stone Ruby Spindle
Physical missile attacks made by the user deal +2 damage as Fire.
Ioun Stone Sapphire Cube
Cold damage (magical or natural) inflicted on the user is reduced by 1 point per attack/effect
Ioun Stone Sapphire Prism
Adds +1 to AC and +1 to all saving throws
Ioun Stone Sapphire Trilliant
Adds +3 to all saving throws
Ioun Stone Scapolite Prism
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
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 notes on the party card when a character has Psychic Potential.
Ioun Stone Sea Hag Olivine Orb
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) and -1 to AC
Ioun Stone Sea Horse Peridot Orb
Adds +1 to Dexterity and -1 to AC (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks and either 0/+1 to Reflex saving throws–any potential AC bonus is negated by this item’s AC penalty)
Ioun Stone Sea Lion Calcite Sphere
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 AC
Ioun Stone Sea Snake Sphere
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and –1 to AC
Ioun Stone Silver Nugget
Player receives 2 additional Treasure Chips at the end of the adventure
Ioun Stone Stalker's Orb
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 0/+1 to Reflex saving throws) and +2 to Will Saving throws.
2 of 20 “Stalker” tokens
Ioun Stone Stalker's Prism
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 +2 to Reflex saves
3 of 20 “Stalker” tokens
Ioun Stone Sunstone Crystal
Adds +1 to max HP
Ioun Stone Sunstone Orb
Adds +2 to max HP
Ioun Stone Sunstone Shard
Adds +5 to max HP
Ioun Stone Sunstone Trilliant
Adds +3 to all saving throws
Ioun Stone Tanzanite Cube
Adds +2 to saving throws
Ioun Stone Tanzanite Sphere
Adds +1 to saving throws
Ioun Stone Topaz Sphere
Reduces Darkrift damage inflicted upon the character by 10. The effect of this Ioun Stone stacks with that of the Ioun Stone Topaz Trilliant.
Ioun Stone Topaz Trilliant
Adds +2 to all saving throws and reduces Darkrift damage inflicted upon the character by 10.
The effect of this Ioun Stone stacks with that of the Ioun Stone Topaz Sphere, but no character may equip more than one Ioun Stone with the word “Trilliant” in its name.
Ioun Stone Tourmaline Tear
Adds +1 to AC and Ranged damage inflicted on the user is reduced by 1 point per attack/effect
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Ioun Stone Tsavorite Prism
Adds +2 to max HP
Ioun Stone Turquoise Sphere
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 Violet Prism
For each charge expended, this ioun stone will absorb one zero, first, second, or third level spell cast (not a scroll, magic item, or anything not emanating directly from the caster) at the user. When all three charges have been expended, the stone becomes lifeless and will no longer function.
The actions of this ioun stone are controlled by the will of the character. If the character chooses not to expend a charge,
Iron Bastard Axe
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Iron Hand Axe
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Iron Long Spear
Though not indicated on the token, this non-magical weapon’s head is forged with Faerie-Iron. Therefore this weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
Iron Mace
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Iron Nettle
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
It’s too heavy and unbalanced to be used as a thrown weapon.
Iron Rook Rivet
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.
Iron Stinger
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Iron Thorn
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Ironbark Armor
Adds +4 to AC
Ironclad Belt
Melee attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Ironclad Boots
Ranged (physical missile, spell, or scroll) attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Ironclad Cloak
Melee attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Ironclad Earcuff
Adds +2 to Will saving throws to resist Fae or Fey Charm
Ironhide Armor
Adds +3 to AC
Ironleaf Armor
Adds +2 to AC
Ivory Pipe
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.
Jar of Courage
Adds +2 to Will saving throws
This deep blue dye is infused with rare faerie magic and is applied to the character’s face at the start of the adventure. The effect lasts the entire adventure. The jar is “soulbound” to a single user and is therefore usable by one character only. The jar can be used 5 times before it is emptied.
Jeweler's File
Used to participate in one of three mini-games in 2012.
Jewelglen (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 #18.
Jord's Pendant
When the wearer uses spell surge on a damage-inflicting Spell, after all other damage calculations are made, add 7. E.g., if a druid with +5 Focus casts the firebolt Spell (11 Fire) and passes the skill test (+3), if they use spell surge (×2) the total damage is 45 Fire:
Keen Arrow
This magical arrow is imbued with the keen edge spell. This means that if this token is turned in before making the attack slide with a bow, a critical hit can be scored if the player slides a natural 19 or 20. This arrow is not subject to further effect from a keen edge spell. However, if some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider.
Key of Healing
All healing spells cast on the wearer heal +3 HP. This includes self-, single-, or multi-target healing spells, but not healing magic from scrolls, items, or spells “cast as a scroll”.
This item does not affect healing spells the wearer casts on other characters. That said, if the target also has a Key of Healing equipped, they would get the bonus from their Key.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
Khing's Ring of Supreme Evasion
Adds +6 to Reflex saving throws and grants improved evasion
Khopesh
non-magical weapon
Kilgor's +4 Savage Sword
Wielders of this sword can score a critical hit on a natural 18-20.
Kilt of Aset
Adds +1 to max HP
Kilt of Barrelbane
Adds +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons), -4 to Dexterity (thus suffering -2 To Hit with ranged attacks, -2 to AC, and -2 to Reflex saving throws), and -4 to Constitution (thus suffering -2 to Fortitude saving throws and -2 to max HP per character level)
Kilt of Divine Healing
Healing Spells and scrolls cast by the wearer heal +2 HP. In addition, any healing Spell or scroll cast by the wearer may be divided between two targets. The wearer may allocate the division in any way they see fit. E.g., if a cleric wearing this kilt cast cure light wounds (and passed the skill check), the total healing would be 10. The cleric has the option to heal a single character 10 HP or characters A and B 5 HP each or heal A 3 and B 7 or A 1 and B 9 or any non-fractional way the caster sees fit.
Kilt of Dungeonbane
Adds +5 to maximum HP. In addition, the wearer may select one of the following bonuses at the start of the adventure:
Kilt of Fatherbane
Adds +6 to Dexterity (thus +3 To Hit with ranged attacks, +3 to AC, and +3 to Reflex saving throws), -2 to Strength (thus suffering a -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)
Kilt of Recovery
Healing potions consumed by the wearer heal +2 HP.
The bonus healing from this item does not stack with other consumable-healing-bonus items.
Kilt of Tavernbane
Adds +6 to Constitution (thus adding +3 to Fortitude saving throws and +3 to max HP per character level) and suffer -4 to Dexterity (thus suffering -2 To Hit with ranged attacks, -2 to AC, and -2 to Reflex saving throws)
Kinetic Accelerator
The wearer’s magic missile spells deal +1 damage
Kirin (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 #19.
Kraken Tear
Equivalent to 250 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Kubu's Coin of Coincidence
This Artifact bestows the following upon its owner:
- +3 to all saving throws
- +10 Treasure Chips to the total earned each adventure
- Allows its owner to play as the highest level character available
- Grants Divine Intervention once per adventure
The Coin occupies one charm slot.
Divine Intervention: The character is allowed to beseech his deity to aid him in his endeavors.
Kvothe's Bloodless
Ranged damage inflicted on the user is reduced by 4 points per attack.
Lady Ashley's Triad Shield
Adds +4 to AC and +3 to Reflex saving throws.
Lamia Scale
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.
Lamp of the Efreeti
Heals the owner (not another character) of the lamp up to 6 points of Cold damage. No other damage type can be healed by this lamp.
Activating this lamp requires a Standard Action.
The effect from a Lamp of the Efreeti may only be used once per game, even if you possess multiple Lamp of the Efreeti tokens.
Unused healing cannot be “banked” for later use. E.g., if you healed only 3 points of Cold damage in round 1,
Lamp of the Marid
Heals the owner (not another character) of the lamp up to 10 points of Fire damage. No other damage type can be healed by this lamp.
Activating this lamp requires a Standard Action.
The effect from a Lamp of the Marid may only be used once per game, even if you possess multiple Lamp of the Marid tokens.
Unused healing cannot be “banked” for later use. E.g., if you healed only 5 points of Fire damage in round 1,
Large Bliss Shield
Adds +2 to AC
Large Darkwood Shield
Adds +2 to AC
Large Drow Shield
Adds +2 to AC
Large Elven Shield
Adds +2 to AC or adds +3 to AC attacks made by Orcs
Large Fae Shield
Adds +2 to AC
Large Goblin Shield
Adds +3 to AC. If the user is currently wielding a Goblin-made weapon, the AC bonus becomes +4 instead of +3.
Large Gold Gear
One of 40 tinkering components used to make a special Legendary token
Large Gold Sprocket
One of 40 tinkering components used to make a special Legendary token
Large Haven Shield
Adds +2 to AC
Large Sack
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.
Large Shield
Adds +2 to AC
Large Silver Gear
One of 40 tinkering components used to make a special Legendary token



































































































