Omni Orb
May be used in a Legendary recipe in place of one Ultra Rare, or one Exalted, or one Rare, or one Enhanced, or one Uncommon token. (If you really want to sub it for a Common, you may, but we don’t recommend it.)
If desired, you may use more than one Omni token in a recipe. However, each Omni token can only be used as a replacement for one token in that recipe.
One-Boot Billy's Map
This token may be redeemed for 20 treasure draws at an in-person TD event. It can be transmuted by mail, but may not be redeemed (exchanged for treasure pulls) by mail.
Onyx Charm
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Oozebane (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 #26.
Optical Alignment Gear
One of 40 tinkering components used to make a special Legendary token
Orange Bifrost Charm
Damage Spells (not scrolls or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
Orb of Acid
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Acid 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.),
Orb of Annihilation
Once per game, the owner of this item may inflict 5 points of Eldritch damage on a single target. No To Hit roll is required, but it is considered a Ranged attack. This damage is not subject to any kind of damage bonus the user may possess. Eldritch damage cannot be mitigated.
Orb of Dragonkind (Ancient)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Dragon)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Dragonelle)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Elder Serpent)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Great Wyrm)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Hatchling)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
This is the only paragon token without a year stamp on the back.
Orb of Dragonkind (Old)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Dragonkind (Wyrmkin)
Not much is known about these über-rare items other than that they are parts of an eight (or five) part set which can be completed in 2022.
Orb of Lightning
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.
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.),
Orb of Might
Adds +2 Strength (thus adding +1 To Hit in melee and +1 Damage with melee weapons) if equipped in the melee offhand slot. Though all classes can equip it to gain the Strength bonus, monks and rangers are the only classes that can use it as an offhand melee weapon.
This item is no longer equippable in the ranged offhand slot. It can only be equipped in the melee offhand slot.
Orb of Pelor
This non-magical thrown weapon only affects Evil creatures. The orb can only be used once per combat per character, even if a player possesses more than one of these tokens. It is a permanent item (not collected on use).
It is only usable as a thrown weapon–it may not be wielded in melee.
Orb of Venom
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison 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.),
Orc Ear
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.
Orcish Club
non-magical weapon
Orcish Dirk
non-magical weapon
Orcish Flail
non-magical weapon
Orcish Rations
Heals 1 HP of damage but the consumer’s attack slides suffer -2 To Hit for the rest of the room. Characters may eat multiple Orcish Rations and heal 1 HP each time, but the To Hit penalty is cumulative–up to the max in-adventure penalty of -6. E.g., if a character eats 3 Orcish Rations, that character heals a total of 3 HP and all attacks slides that character makes are at -6. If a character ate 30 Orcich Rations,
Orcish Scourge
non-magical weapon
Orcish Sickle
non-magical weapon
Orcish Warhammer
non-magical weapon
Orion's Belt
Wearer may equip one additional Charm and/or up to two additional Ioun Stones
Otiluke's Freezing Orb
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.),
Outsider 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.
Owl Runestone
Adds +1 to Will saving throws
Owl Totem Armor
Adds +3 to AC and adds +1 to Will saving throws
Pantaloons of the Deeperdark
Adds +3 to max HP and gain 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.
Pantaloons of the Underdark
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.
Pants of Blisswalk
When a healing spell is cast (from the character card) upon the wearer, the wearer heals an additional 2 HP. Does not affect items, scrolls, or spells “cast as a scroll”.
Pants of Dodging
Physical ranged weapon attack damage inflicted upon the wearer is reduced by 1 point per attack. This item does not reduce damage inflicted by melee attacks or ranged spells.
If a missile 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, these pants will negate both the physical damage and secondary effect(s).
Pants of Focus
Adds +2 to Focus
Pants of Lightstep
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including the Warning rings.
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”
Pants of Nightbane
Adds +1 to AC. Melee attacks made on the wearer by Undead monsters deal -1 damage.
Pants of Quickness
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 -1 to Constitution (thus, depending on prior Constitution score, suffering either 0/-1 to Fortitude saving throws and either 0/-1 to max HP per character level)
Pants of Quickstep
Physical ranged weapon attack damage inflicted upon the wearer is reduced by 2 points per attack. This item does not reduce damage inflicted by melee attacks or ranged spells.
If a missile attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage gets negated, these pants negate both the physical damage and secondary effect(s).
Pants of Retrieval
These pants allows the wearer to retrieve and drink one potion as a Free Action once per combat.
Pants of Shai's Blessing
Adds +1 to Reflex saving throws
The wearer takes ½ damage (drop any fractional damage) resulting from a failed Reflex saving throw. This item does not reduce damage if the saving throw was successful.
Pants of Springing
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, these pants will negate both the physical damage and secondary effect(s).
Pants of the Graveyard
Adds +1 to Will saving throws
Pants of the Lynx
Adds +3 to Reflex saving throws and the wearer may fall up to 30 feet without taking any HP damage.
Pants of the Nimble
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
Pants of the Oaf
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and suffer -2 to Dexterity (thus suffering -1 To Hit with ranged attacks, -1 to AC, and -1 to Reflex saving throws)
Pants of the Panther
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)
Pants of the Pirate
Adds +2 to reflex saving throws
Pants of the Pub
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -1 to Reflex saving throws
Pants of the Raider
Mechanical trap damage inflicted upon the wearer is reduced by 3. It has no effect on magical trap damage.
Pants of the Roadrunner
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 suffer -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Path to Enlightenment (Fragment 1)
The first of four sections. Together they form a very special map.
Path to Enlightenment (Fragment 2)
The second of four sections. Together they form a very special map.
Path to Enlightenment (Fragment 3)
The third of four sections. Together they form a very special map.
Path to Enlightenment (Fragment 4)
The last of four sections. Together they form a very special map.
This token is a key ingredient for a multi-year transmute.
Pearl of Prayer
Crushing this small blessed pearl will enhance the healing effects of a cast spell (not from a scroll or item) by 3 HP. E.g., if the spell would have normally healed 7 HP of damage, using a Pearl of Prayer while casting that spell will increase the damage healed to a total of 10 HP.
It has no effect on spells which do not heal HP damage.
Pearl of the Planes
Allows wizards to make two selections instead of one for their skill test. If either guess is correct, the character will get full credit for a successful selection.
Note: This token must be used prior to initiating the skill test and must be turned in no matter what the results of the skill test turn out to be.
Pearl of the Sirine
Crushing this enchanted pearl underwater allows the user to utter command words, invoke the verbal components of spells and scrolls, and/or perform bardsong. The effects last for the rest of the room. This item does not grant the ability to breathe underwater.
Activating a Pearl of the Sirine requires a Standard Action.
Note: A scroll will be immediately destroyed in an underwater environment before it can be read unless magic is used to preserve the scroll.
Pemberton Pain Extract
In addition to being a component of the Ring of the Ioun transmute, this token can also be included as a wild card in the upcoming “4C” recipe. Specifics will be available when that recipe is revealed.
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.
Pendant of Bragi
monster lore may be performed as a Free Action
Pendant of Healing
Wearer may use the remove disease power to heal 5 HP instead of curing the target of disease. This healing is not subject to Focus or any other healing bonuses the wearer may possess.
This item has nothing to do with lay on hands. All five points of healing granted by this item must be used in a single application.
Pendant of Prayer
1st-level healing Spells cast by the wearer heal +4 HP.
If the wearer is a cleric, the total bonus healing from this item is +5.
Pendant of Psychic Power
Imbues the wearer with Psychic Power and gives access to the next two higher tiers 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.
Pendant of Surging
Allows the wearer to use their spell surge power one additional time
Pendant of the Boar
Adds +3 to maximum HP
Pendant of the Planes
Allows a wizard to recast a 1st-level Spell (1st-level Spell only, not any other level) that they cast during the previous round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way.)
Note: This is one of very few items that can only be equipped by one of the wizard classes–in this case,
Pendant of the Pure
Once per game, wearer has the option to guard one additional character in one room.
When guarding, the wearer gains +2 Damage Resistance against melee attacks redirected to the wearer from any guarded character(s). It does not add DR to any attack/effect that was not redirected via guard. This bonus guarding DR is in effect throughout the entire adventure, not just one room.
Pendant of the Yew
This item grants following:
- Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level)
- Ranged attacks deal +6 Damage
- Once per game, the ranger may cast any Druid-usable scroll
Perfected Sunshot Pellet
Adds +2 damage when fired from a Sunshot weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
Perfectwork Arrow
non-magical* ammunition that adds +2 damage when fired from a bow
*This is a further refinement a Masterwork Arrow. It’s an extremely well-crafted arrow, but it does not have any magical enchantments placed on it.
Periapt of Proof Against Poison
This spider-shaped amulet allows one additional Fortitude saving throw vs. poison if the first roll fails. This permanent item may be used once per room. If the wearer misses the second saving throw, the poison will take effect. However, the affected character may use another item or scroll to attempt to defeat the poison, if available.
Note: Only one poison saving throw re-roll is allowed per person per room. E.g., if a poisoned character possesses both Anti-toxin and a Periapt of Proof Against Poison,
Pern's Redoubt Helm
Adds +6 to AC
Pewter Flask
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.
Pewter Mug
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.
Pharacus' Greater Cloak of Destiny
Adds +6 to all saving throws
Picc's Grindstone
Melee and Ranged attacks made by the user gain +1 To Hit
Melee and Ranged attacks made by the user deal +1 Damage
Pilfer (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 #27.
Pilgrim Fate Card
Negates the non-HP-damage effects of an Undead Touch Attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Pilum of Lightning
A successful attack with this weapon will deal piercing damage shown on the damage indicator to the monster that was physically hit. In addition, all monsters in the room (including the one physically hit with this weapon) will take 2 points of Shock damage. Pila tips are designed to break off on impact and remain in their victim. This renders the weapon useless after one successful attack and must be turned in to the DM.
Pirate Battle Longcoat
Adds +4 to AC and +2 to Fortitude saving throws.
This item equips in the Torso (armor) slot.
Pirate Breeches
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
Pirate Concertina
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +4 to Fortitude saves
Pirate Jerkin
Adds +3 to AC
Wearer deals +1 Damage when wielding a Blunder weapon. This bonus does not affect misfire damage.
Pirate's Treasure Map
This token may be redeemed for 10 treasure draws at an in-person TD event. It can be transmuted by mail, but may not be redeemed (exchanged for treasure pulls) by mail.
Pistol Shield
Adds +2 to AC
While the wielder of this shield is actively using a 1-handed Sunshot or a 1-handed Blunder weapon, the total AC bonus granted by this item is +3.
Pitcher of Health
When the owner of this item consumes a Rare healing Potion, the owner heals 1 additional HP.
Pixie Dust
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +3. 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 Pixie Dust does not affect the casting time of the spell.
Pixie Lyre
When used by a bard, bardsong grants each party member a total of +1 To Hit & +2 Damage (+2 To Hit & +3 Damage if the bard is 5th-level) to their melee and ranged attacks.
Plate Armor
Adds +8 to AC
Plate Armor of Absorption
Adds +8 to AC and reduces melee damage inflicted upon the wearer by 1 point per hit
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 armor will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.
Plate Armor of Attack
Adds +10 to AC but the wearer may not use a shield
Plate of the Forge
Adds +7 to AC and grants 4 points of Fire Retribution Damage.
Plated Leather Armor
Adds +3 to AC and +1 to Fort saving throws
Platemail of the Depths
Adds +8 to AC, allows the wearer to breathe underwater, but penalizes the wearer’s Reflex saving throws by -1
Polymeric Decoy
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. (You may want to exercise caution if you discover one of these in a dungeon.)
Potion Admiral's Rum
The consumer heals 5 HP of damage and is cured of all charm effects, but is not inoculated against becoming charmed in the future.
When used to remove a charm effect, this potion must be administered by another (living) person whose only action that round is to force the charmed character to drink this potion. Charmed individuals do not get a saving throw to resist having the potion forcibly administered to them.



































































































