Ring of the Stag
Once per room as a Standard Action, the owner of this item may inflict 4 points of Force damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Force, that resistance/immunity would apply.
Ring of the Stars
When the wearer of this ring casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.
Ring of the Ten Saints
Wearer may equip an additional Bead or an additional Charm.
This item’s effect stacks with other slot expanders, but the wearer is still subject to Slot Expanders Cap rules.
Ring of the Vampire
Melee attacks made by the wearer deal +2 damage.
Once per room, the wearer may heal 3 hp after successfully hitting and damaging an enemy with a Melee attack.
Ring of the Vampire Lord
Melee attacks made by the wearer deal +3 damage.
Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.
Ring of the Wolf
Adds +1 To Hit when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Ring of the Woodworker
Adds +2 Damage when using non-magical wooden melee weapons
Ring of the Yeti
Missile attacks (physical ranged attacks, not spells, scrolls, nor wholly magical effects) made by the wearer deal +3 damage as Cold.
Ring of Thrashing
Melee attacks made by the wearer deal +2 Damage.
This ring is not wearable by dwarf fighters.
Ring of Three Wishes
When equipped, the player has the ability to request up to three wishes. Wishes can be used at any time during the adventure. The wish grantor (DM or TD Admin) marks off each wish used. The token must be turned in after the last of the three wishes is requested.
Ring of Treasure Finding
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.
Ring of Truth
Adds +2 to Will saving throws and wearer is unable to tell a lie.
Ring of Twilight
Rogues wearing this ring in a forest may initiate a sneak attack without the standard one round delay. This item has no effect whatsoever in non-forest locations.
Ring of Undeath
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Ring of Venomward
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect
Ring of Warmth
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Ring of Warning
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including Ring of Dire Warning.
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”
Ring of Water Elemental Command
Cold damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Cold-based Retribution Damage.
Ring of Wizardry
Adds +2 To Hit on Spells (not scrolls or items) requiring a combat slide. A Spell affected by this ring deals double damage if a natural 20 is scored. If that particular Spell has additional damage bonuses, those bonuses are doubled as well.
This ring cannot double a Spell’s damage on a creature you cannot critically hit. This includes, but is not limited to creatures without a vital anatomy, Constructs, incorporeal creatures, Oozes,
Ring of Wonder
This ring has a different powerful effect each year. Please ask your coach for information about the current effect–sometimes the effect is a surprise.
This ring grants the same effect as Amulet of Wonder (see that token’s description for the history of effects) and Totem of Wonder. Equipping other __ of Wonder items is permitted, but pointless because the effects don’t stack.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
Ring of Ymir
When casting a damage-inflicting Spell (not scrolls, wands, or items), the caster may convert the damage type to Cold.
This ring is not wearable by Elf Wizards.
Robe of Aset
Adds +2 to AC and +2 to max HP
Robe of Deftness
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Robe of Healing
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +3 HP.
Robe of the Ancients
Ranged attacks made by the wearer deal +2 damage as Fire
If the wearer is a monk, their melee attacks also deal +2 damage as Fire
Robe of the Arch-Mage
Adds +3 to AC and grants immunity to the magic missile spell/effect
Robe of the Battle Mage
Adds +4 to max HP
Robe of the Mage
Adds +2 to AC
Robe of the Sage
Adds +2 to AC.
When the wearer of this robe casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.
If a scroll boosted by this robe can affect more than one target, the caster gets a pool of 1 extra point of damage from the robe, not +1 point per target. The caster chooses the recipient of the extra point as they see fit among the eligible recipients.
Robe of the Vale
Adds +1 to AC
Rod of Ra
non-magical* melee Sacred weapon
This weapon’s damage is comprised entirely of Sacred.
*Though it may seem odd to describe a weapon that deals Sacred damage as non-magical, per the definition spelled out in the Player’s Handbook, this weapon fits the definition of “non-magical”.
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,
Rod of Seven Parts
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
- +1 HP
- +1 to Reflex saves
- +1 to Fortitude Saves
- +1 to Will saves
- +1 to Strength
- +1 to Dexterity
- +1 to Constitution
In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.
Rod of Seven Parts, Segment 1
Adds +1 to maximum HP
Rod of Seven Parts, Segment 2
Adds +1 to Reflex saving throws
Rod of Seven Parts, Segment 3
Adds +1 to Fortitude saving throws
Rod of Seven Parts, Segment 4
Adds +1 to Will saving throws
Rod of Seven Parts, Segment 5
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)
Rod of Seven Parts, Segment 6
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)
Rod of Seven Parts, Segment 7
+1 to Constitution
Rolland's Ring of Protection +6
Adds +6 to AC
Rottgutt (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 #30.
Royal Honey
Heals 4 HP of damage when eaten
Ruby Circlet
Equivalent to 200 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.
Ruby Jewel Bearing
Equivalent to 200 GP
Counts as a “gem” for all purposes
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.
Ruined Belt of the Bull
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) and -2 to all saving throws
Ruined Bliss Bull Armor
Adds +5 to AC, +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), and -2 to all saving throws
Ruined Boots of Charging
Suffer -2 to all saving throws
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.
Ruined Earcuff of Bravery
Suffer -2 to all saving throws. In addition, when the wearer can hear bardsong being performed, the wearer is immune to fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was magically silenced)
Ruined Pendant of the Boar
Adds +3 to maximum HP and -2 to all saving throws
Rum Drinker's Earcuff
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)
Rum Drinking Boots
Adds +1 to Fortitude saving throws
Rune Beast Claw
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.
Ingredient for making Transmuted items
Rune Giant Totem
This slotless item grants the ability for a character to equip a maximum of two Marks. As per normal equipping rules, the extra Mark token cannot be a duplicate token.
Runestone Fitting Base
This item allows one Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.
Rust Monster Antennae
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.
Sacred Armor
Adds +7 to AC and melee attacks made on the wearer by Undead monsters deal -1 damage per attack.
Sacred Arrow
On a successful hit from a bow, this Arrow deals an additional 3 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
Sacred Hand Grenade
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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.),
Sacred Light Charm
Healing Spells (not scrolls or items) cast by the wearer heal +2 damage and turn undead deals +2 damage
If a use of turn undead can affect more than one target, the cleric gets a total of 2 extra points of damage from Sacred Light Charm, not +2 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
Sacred Necklace
Whenever the wearer casts 2nd-level Spells from their class card, the cleric may, if desired, mentally channel the casting of those spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g., cast another Spell as a Standard Action,
Sacred Platemail
Adds +7 to AC.
Grants immunity to the side effects of all Undead Touch Attacks (e.g., paralysis, poison, curse, etc.) This immunity does not reduce HP damage taken (e.g., claw damage) nor does it negate anything from an Undead monster using weapon or spell attacks.
Sacred Reach Bracers
Adds +1 to AC and successful Ranged attacks made by the wearer deal +1 damage as Sacred.
Sacred 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 Sacred.
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.
Sacred Shirt
Once per room, grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This shirt does not mitigate HP damage caused by Undead Touch Attacks.
Sacred Sling Stone
On a successful hit from a sling, this stone deals an additional 2 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
Sacred Sunshot Pellet
Adds +4 damage as Sacred when fired from a Sunshot weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
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.
Sacredseed
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sacred 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.),
Safehold I (Under Construction)
used in the creation of Safehold I tokens
See truedungeon.com/safehold for details on how Safeholds work.
Safehold II (Under Construction)
used in the creation of Safehold II tokens
See truedungeon.com/safehold for details on how Safeholds work.
Safehold III (Under Construction)
used in the creation of Safehold III tokens
See truedungeon.com/safehold for details on how Safeholds work.
Safehold IV (Under Construction)
used in the creation of Safehold IV tokens
See truedungeon.com/safehold for details on how Safeholds work.
Safehold V (Under Construction)
used in the creation of Safehold V tokens
See truedungeon.com/safehold for details on how Safeholds work.
Sahuagin Blunt Lt. Crossbow
This specialized crossbow fires blunt bolts and can only be used while underwater. This crossbow is not compatible with other crossbow bolts.
Sahuagin Club
non-magical weapon
Saintly Runestone
All of the user’s Ranged attacks deal +1 damage as Sacred.
Salamander 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.
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.
Salamander Runestone
Your weapons are immune to non-magical Fire damage. Magical Fire damage is not affected. Weapons protected by this runestone do not deal Fire damage to their wielder.
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. One runestone may be used per adventure.
Salve of Restoration
This blessed salve removes all the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not restore HP damage caused by Undead Touch Attacks.
This token must be turned in to use and takes one round to apply.
Salve of Sacrifice
Removes Disease, Paralysis, and Petrification when applied to target, but the applier takes 3 points of Eldritch damage.
The owner of this salve may apply it to themself if they have a Disease and will take the damage accordingly.
Paralyzed or Petrified characters can’t move and therefore can’t apply it to themselves.
Salve of Salvation
Removes the Diseased and/or Poisoned condition when applied to the target.
This salve does not prevent the target from becoming Diseased or Poisoned in the future, nor does it mitigate damage inflicted by Disease or Poison that was incurred prior to application.
Applying a salve requires a Standard Action on the part of the applier.
Both Disease and Poison can deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions,
Salve of Shadowvein
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. This token must be turned in to use, takes one round to apply, and lasts until the end of the room.
This potion must be used proactively to prevent Undead Touch Attack effects. It cannot be used after the fact to remove Undead Touch Attack effects.
Salve of Stoneskin
Once applied, grants immunity to the first successful melee attack against the character–a miss will not expend the protection. The effect lasts for the duration of the room or until it successfully prevents the first melee attack damage. It takes one round to apply.
This salve affects physical melee attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g.,
Sand Beast Tooth
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.
Sandals of Humble Reward
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, Sandals of Humble Reward will not stack with it. E.g., if the Amulet of Wonder‘s effect for that year increases Treasure Chips gained, Sandals of Humble Reward and Amulet of Wonder can’t be equipped by the same character.
Sandals of Sidestepping
Adds +2 to Reflex saving throws
Sandstorm Cloak
Wearer is immune to damage (but not vision penalties) caused by sandstorms
Sandstorm Goggles
Wearer may see normally during a sandstorm. These goggles do not affect damage inflicted by sandstorms.
Sap of the Docks
non-magical melee Blunt weapon
Sash of Sinew
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons). If wearer is a paladin or a fighter (either), they gain a total of +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
This item equips in the Waist slot.
Satyr Wine
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.
Satyr's Pipes of Dancing
When activated, the chosen target must succeed on a DC 12 Will saving throw or suffer -2 to AC for the rest of combat. This effect does not stack with itself.
Satyr’s Pipes of Dancing is not a traditional bard instrument and cannot be used to perform bardsong.
Note: Satyr’s Pipes of Dancing cannot be used on the same round with Widseth’s Mystical Lute,
Savior Stone
Evocation of this stone’s energy allows a character to undo (negate) the action that would have resulted in their own death, no matter what the cause.
Scalemail
Adds +6 to AC
Scarab Armor
Adds +7 to AC and +1 to all saving throws
Scarab Chitin Armor
Adds +4 to AC



































































































