Large Silver Sprocket
One of 40 tinkering components used to make a special Legendary token
Large Steel Gear
One of 40 tinkering components used to make a special Legendary token
Large Steel Spring
One of 40 tinkering components used to make a special Legendary token
Large Thrall Shield
Adds +2 to AC
Large Throwing Axe
non-magical Compound Slashing weapon
Large Wooden Shield
Adds +2 to AC
Lava Beast Nugget
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.
Lava Seed
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.),
Law Runestone
If this runestone is active (turned in prior to beginning the adventure), a successful melee attack by the affected character against a monster will negate any ability–natural or magical–of the monster to regenerate. The effect on the monster lasts for the entire combat after a successful attack.
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.
Lazlo's Bag of Looting
This Artifact grants an additional free slot for any item, allowing its owner to use additional items beyond normal limits. E.g., Lazlo could equip a second necklace or a third ring or a second pair of boots or a sixth ioun stone, etc. It does not grant one extra slot for all item slots simultaneously, he must pick one per adventure. This power does not negate the rule against equipping duplicate items.
It also adds +10 Treasure Chips to the total earned each adventure by the owner.
Leather Armor
Adds +2 to AC
Leather Backpack
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.
Leather Brigandine
Adds +2 to AC
Leather Cuirass
Adds +4 to AC
Lens of Odin's Lament
All Melee and Ranged attacks made by the wearer gain +1 To Hit
Lens of the Hawk
Adds +1 To Hit with non-magical ranged weapons. It has no effect on magical ranged weapons, spells, or any weapon being used in melee. It will affect non-magical compound weapons only if they are thrown. It may not be used in conjunction with magical ammo, even if fired from a non-magical weapon. Thrown alchemical weapons are considered non-magical and are compatible with this item.
Lenses of Accuracy
Adds +1 To Hit with ranged attacks
Lenses of Agility
Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws)
A rogue wearing these lenses may sneak attack while wielding a bow or crossbow, but not any other Ranged weapon. An assassin (rogue sub-class) wearing these lenses may perform an assassination while wielding a bow or crossbow, but not any other Ranged weapon.
Lenses of Alert
Adds +4 to ranged AC; does not affect melee AC
Lenses of Archery
Missile attacks made by the wearer gain +1 To Hit
Lenses of Clear Sight
Wearing these finely wrought goggles allows the character to see through or past the effects of invisibility, displacement magic, and mirror image effects.
Lenses of Close Inspection
Once per room, the wearer is able to affect a critical hit on a creature that is normally immune to critical hits (e.g., Constructs, Oozes, Plants, Undead, etc.) as well as perform a sneak attack on a creature that is normally immune to being sneak attacked.
This item only overcomes a monster’s crit/sneak immunity if the wearer attacks with a Melee weapon. Other tokens that allow Ranged sneak attacks do not overcome this token’s melee-attack-only restriction.
Lenses of Common Sense
Wearer gains +1 Damage with missile attacks when wielding a Common rarity missile weapon
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.
Lenses of Divine Sight
Healing Spells and scrolls (not spells “cast as a scroll” nor miscellaneous magic items) 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, as long as only whole numbers are used. E.g., if a cleric wearing these lenses cast cure light wounds (and passed the skill check),
Lenses of Flawsight
Melee attacks made by the wearer deal +2 Damage.
These lenses do not enable their wearer to critically hit/sneak attack monsters that otherwise cannot be critically hit/sneak attacked.
Lenses of Focus
Adds +1 to Focus
Lenses of Foresight
If party wins Initiative, melee damage inflicted on the wearer is reduced by 2 points per attack. This remains in effect until the end of that specific combat.
Lenses of Fortune
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Lenses of Fortune does not stack with it. E.g., if the ___ of Wonder‘s effect for that year increases Treasure Chips gained, Lenses of Fortune and ___ of Wonder can’t be equipped by the same character.
Lenses of Guarding
Melee damage inflicted on the wearer as the result of an attack intercepted via guard is reduced by 2 points per attack. This item does not mitigate damage if the paladin was the original target of the attack, even if the paladin is guarding another character.
Lenses of Heimdall Sight
Wearer gains +1 To Hit with melee attacks and the ability to see creatures under the effects of invisibility
Lenses of Horus
Missile (physical projectile) attacks made by the wearer deal +1 damage
Lenses of Hunting
All Ranged attacks made by the wearer deal +2 Damage.
Lenses of Lightning
Missile (physical projectile) attacks made by the wearer deal +2 damage as Shock
Lenses of Ra
Ranged attacks made by the wearer deal +1 damage.
If the target of the attack is Undead, the total damage bonus from this token is +2.
Lenses of Sage Sight
Once per room, the wearer may cast a Common scroll or an Uncommon scroll as a Free Action. The use of this token’s power does not alter the requirement that the scroll token must be turned in.
Lenses of Sage Speed
The wearer may cast two scrolls in one round. The second scroll consumes the wearer’s Free Action for that round. It does not allow wearers to cast a scroll as a Free Action if their Standard Action did not include casting a scroll. The wearer may choose to cast two different scrolls or the same-named scroll twice, but no matter what, the player must turn in two scroll tokens–unless the player also has a way to cast a scroll without turning in a scroll token.
Lenses of Sixth Sense
Adds +2 to AC
If the wearer is a monk, the total AC bonus from this item is +3.
Lenses of the Artificer
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws)
If the wearer is a Rogue, they have a once per game perk. When attempting to make a sneak attack, the rogue has the option to use a Ranged weapon. These lenses do not in any way alter the number of times a rogue can attempt to make a sneak attack–it allows one of those attempts to be made using a Ranged weapon.
Lenses of the Fae
Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and when attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
Lenses of the Hunter
Missile attacks made by the wearer deal +1 Damage.
Lenses of the Navigator
Vision penalties caused by clouds and/or smoke are negated for the wearer
Lenses of the Owl
Adds +1 to Will saving throws and Ranged attacks made by the wearer gain +1 To Hit
Lenses of the Raider
Negates temporary blindness caused by quickly going from a low-light environment to a brightly-lit environment
Lenses of the Savant
Once per game, wearers may recast one of their 0-level spells as a scroll. It cannot be used to cast a spell which has not already been marked off their character card.
Lenses of Vital Insight
Allows a rogue to make a sneak attack with a Ranged weapon
An assassin (rogue sub-class) wearing these lenses may perform a Ranged assassination.
Normally a sneak attack (or an assassination) may only be made with a Melee weapon.
Rogues wearing Lenses of Vital Insight and an item which allows them to sneak attack without the normal one round delay can make a sneak attack with a Ranged weapon during the surprise round.
Libram of Looting
If the Rogue Skill Test is successfully completed, this item allows the rogue to both receive the room’s clue and get a token draw. When a rogue successfully completes the Rogue Skill Test without this item, the rogue must choose either the clue or the random token.
Libram of Looting may be used in conjunction with other tokens that interact with the Rogue Skill Test, unless doing so would be nonsensical, impossible, or the other token’s TDB description specifically prohibits doing so.
Lich 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.
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.
Light Dune Javelin
non-magical weapon
Light Hide Armor
Adds +2 to AC and +1 to Reflex saving throws
Light Trident
non-magical weapon
Lightning Bee Nest
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Shock damage to the monster. It is usable only once, whether the attack succeeds or misses.
Lightning 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 Shock.
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.
Linkage Assembly
One of 40 tinkering components used to make a special Legendary token
Linked Shirt of Healing
When two different characters wear this shirt and one of those two casts a healing Spell on the other, the recipient of the healing Spell heals an additional 3 HP. The caster and the target of the healing Spell may not be the same person. I.e., if a healer wearing this shirt casts a self-targeting healing Spell, this shirt does not boost that spell’s healing. Like all healing effects, this item cannot be used to increase HP beyond the character’s max HP.
Linked Shirt of the Valkyrie
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)
If at least one other party member has also equipped a Linked Shirt of the Valkyrie, each wearer gains one additional Strength point for a total bonus of +2 Strength. (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons)
Locket of the Pickpocket
As an Instant Action, once per game, the rogue may choose to automatically succeed on the rogue skill test.
This item may be used proactively or–to a certain extent–retroactively. If the rogue player chose to initially perform the skill test in the traditional manner and then fails, the player has the option to immediately invoke this item’s power. The player may not think about it for a few minutes and then come back,
Loki's Croak Cloak
If this token is received as treasure, you become cursed. For as long as you are under this curse, during each combat you are in, you–the real-life human person, not your in-game character–must croak like a frog twice.
This item occupies your Back slot and must be equipped until the curse is removed. If you’re able to wear more than one Back slot item, this item only occupies one of your Back slots.
Loki's Dance Pants
If this token is received as treasure, you become cursed. For as long as you are under this curse, you–the real-life human person, not your in-game character–must perform a brief dance move the first time you want your character to perform a Free Action. You must do this every room, but you’re not required to do so more than once per room. Though you’ll look stylin’ each time you do!
This item occupies your Legs slot and must be equipped until the curse is removed.
Loki's Glue Shoes
If this token is received as treasure, you become cursed. For as long as you are under this curse, you must slide last whenever you make an attack slide. You’re not required to perform an action that requires an attack slide, but if you choose to make an attack slide, you must be the last person to slide that round.
If two or more people in the party are cursed with Loki’s Glue Shoes,
Loki's Pun Gun
Non-magical missile Blunt weapon
If this token is received as treasure, you become cursed. For as long as you are under this curse, you–the real-life human person, not your in-game character–must say a bad pun every time you want to attack.
If you choose to attempt a Ranged weapon attack, you must use this weapon. When you make a Melee attack, you can use whichever weapon you prefer (unless some other effect says otherwise),
Loki's Shifty Shoes
Suffer -2 to Fortitude saving throws
May perform sneak attack without the standard 1 round delay
Loki's Sing Ring
If this token is received as treasure, you become cursed. For as long as you are under this curse, every round that the bard performs bardsong, you–the real-life human person, not your in-game character–must sing something. It doesn’t have to be much, but it must be at least three seconds in duration.
Bards are subject to this curse as well, but if the player is already singing as part of their roleplaying experience,
Loki's Trickster Cap
Adds +2 to AC and suffer -2 to saving throws
Lonerock (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 #20.
Long Sword
non-magical weapon
Lorica Hamata
Adds +5 to AC
Lorica Squamatea
Adds +6 to AC
Lotus Blossom Bowls
Once per game, when the owner ingests any kind of healing item (consumed via the mouth), the owner may select one other character to receive an equal amount of healing. Owners of this token may not target themselves with the bonus healing effect.
Only HP-restoring effects are duplicated. Any secondary effects–positive or negative–from the ingested item only affect the owner of the Lotus Blossom Bowls. E.g., if a Potion Creeper Stout were ingested,
Lowburr (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 #21.
Lucky Charm
Adds +2 to all saving throws
Lucky Cloak
Adds +3 to saving throws
Lucky Kilt
Adds +3 to all saving throws
Lucky Light Mail
Adds +6 to AC and +1 to all saving throws
Lucky Plate Armor
Adds +9 to AC and +1 to all saving throws
Lucky Shield
Adds +3 to AC and +1 to all saving throws
Luna's Greater Charm Bracelets
The wearer may equip up to four additional charms.
Lute of Free Fury
When this instrument is played, bardsong grants each party member a total of +2 To Hit & +2 Damage (+3 To Hit & +3 Damage if the bard is 5th-level) with melee and ranged attacks. While performing bardsong, the bard may simultaneously perform a Standard Action (e.g., physically attack, cast spells, perform a Lore check, read scrolls, activate wands, drink potions, etc.)
Lute of Fury
When this instrument is played, bardsong grants each party member a total of +2 To Hit & +2 Damage (+3 To Hit & +3 Damage if the bard is 5th-level) with melee and ranged attacks.
Unlike most other Ultra Rare bard instruments, the bard cannot perform other actions while using this instrument.
Lute of Muting
When played by a bard, in addition to the standard bardsong bonuses, this instrument reduces the amount of Sonic damage dealt to all party members by 2. It does not matter if the Sonic 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 Sonic damage is reduced.
Lute of the Brute
non-magical Melee Blunt weapon
While wielding this specific weapon, a bard may attack while performing bardsong.
Lutzwood (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 #22.
Lycan Mystic Staff
magical Ranged weapon that deals Piercing damage
Lyre of Echoes
The bardsong effect from this instrument lasts for one round after the bard stops playing, thus the bard need only sing every other round to keep the effect up continuously. There is neither an extra benefit nor a penalty for playing this instrument every round. It grants the standard +1 To Hit and +1 Damage (or +2/+2 at 5th-level) for bardsong benefits to the party.
Bards may switch to playing a different instrument in the “off-rounds”.
Lyre of Lore
When used by a bard, bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and ranged attacks.
A bard may perform a Lore check while playing this instrument, but not any other Standard Actions.
Lyre of Luck
Adds +1 to all saving throws in addition to the standard bardsong damage bonuses.
Lyre of Rage
Adds +1 To Hit for bardsong
Thus the party will enjoy a total of +2 To Hit and +1 Damage (or +3 To Hit & +2 Damage if the bard is 5th-level) when this instrument is used to play bardsong.
Lyre of the Siren
This enchanted instrument allows a bard to perform bardsong underwater with the normal bardsong benefits appropriate to the level of the bard.
Note: This does not allow the bard to breathe underwater.
Mace
non-magical blunt weapon
Machine Oil
This oil does not burn, but it is an effective lubricant
Mad Evoker's Charm
The wearer has the option to double the base damage (including the extra damage from passing the planar skill check, but no other bonuses) of a cast Spell (excluding any scrolls or “as a scroll” effects), but when doing so the caster suffers 25 points of Eldritch damage. It’s only usable once per round, but other than that it may be used as often as desired. Mad Evoker’s Charm (MEC) must be activated before casting the Spell,
Mage Medallion
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage +skill check of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) effects listed below.
Mage Robe of the Vale
Adds +2 to AC
Magnificent Bard's Instrument
Adds +2 Damage to melee and ranged attacks made by anyone on the party when a bard uses this instrument to play bardsong
Thus each party member gains a total of +1 To Hit and +3 Damage (or +2/+4 if the bard is 5th-level) when this is used to play bardsong.
This instrument differs from a Masterwork Bard’s Instrument in that the Masterwork Bard’s Instrument provides the +2 Damage to melee attacks only.
Magnifying Glass
Nearby items viewed through it look bigger
Magus Dust
When incorporated into the casting of a damage Spell (cast from the character card, not a scroll or magic item), this dust increases the damage inflicted 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 dust does not affect the casting time of the Spell.
If a Spell under the influence of Magus Dust can affect more than one target,
Major Rumor (R)
This token could be turned in prior to beginning your adventure to learn a rumor. This rumor represented some overheard conversation you heard as you made your way through the tavern. A rumor obtained with a Major Rumor token had a 75% chance of being correct. A Major Rumor had a high probability of being valuable to the adventure.
Major Rumor (UC)
This token could be turned in prior to beginning your adventure to learn a rumor. This rumor represented some overheard conversation you heard as you made your way through the tavern. A rumor obtained with a Major Rumor token had a 75% chance of being correct. A Major Rumor had a high probability of being valuable to the adventure.
Mark of Enlightenment
Starting in 2026, Patrons can send in all four unique Path to Enlightenment Fragment tokens (2023-2026) to register for a special Patron-exclusive event at Ring Con. Early transmuters won’t take possession of their completed Mark of Enlightenment (MoE) until Ring Con-assuming we receive* their token submission before March 1, 2026. Transmuters will be able to select the power granted by their token from a set list. In addition, they will be able to personalize their token by printing a “Crafted by:” name on the token.
Mark of the 1st Tenet
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level.)



































































































