Spirit Pet Rubber Duckie
When used to make a successful missile attack (inserted into the puck and slid as weapon on the combat board), this charming and delightful alchemical weapon dealt 50 Eldritch damage to the monster. If it hit, it dealt 50 damage, period. This damage was not affected by the owner’s stats, but the player’s To Hit modifier counted toward determining if the attack hit. If the attack slide missed, it dealt 0 damage. This token was usable only once per adventure,
Spirit Pet Squirreling
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Force damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Treeling
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Force damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Sling Stone
Sling attacks made with this stone gain +1 to Hit. Its use must be declared (turned in to the DM) prior to making the attack slide.
Spirit Stone Dirk
The DM will add +1 to the AC hit when using this magical weapon.
Spiritward Amulet
Adds +1 to all saving throws.
If the wearer dies, they may participate in combat by sliding an empty puck (or if you prefer, a puck with an upside-down token in it), but cannot directly damage the monster in any way. It is possible to indirectly damage the monster by bumping another puck into a hit zone on the combat board. Spirit-warded characters may not use items, cast spells, nor communicate with living characters.
Spring Runestone
On a successful hit with a melee weapon, 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.
Spyglass
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.
Stalker Bead of Focus
Adds +3 Focus
Stalker Bead of Skill
Adds +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) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws).
Stalker Blood
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.
Stalker’s Amulet
Once per game, the wearer may heal themselves or an ally 5 HP. The healing provided by this amulet is not subject to modification and does not benefit from Focus or any other healing bonuses.
4 of 20 “Stalker” tokens
Stalker’s Battle Coat
Adds +1 to AC and +1 to all saving throws
This item equips in the Torso (armor) slot.
5 of 20 “Stalker” tokens
Stalker’s Belt
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 Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level.)
7 of 20 “Stalker” tokens
Stalker’s Bracelets
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +1 to Will saving throws.
8 of 20 “Stalker” tokens
Stalker’s Charm of Grace
When the wearer of this charm is the target of lay on hands, in addition to the healing, the wearer is cured of any Curse and/or Disease that is currently affecting them.
This item does not prevent either of the aforementioned maladies from occurring, it only removes them if they exist when lay on hands is used on the wearer.
9 of 20 “Stalker” tokens
Stalker’s Greaves
Spell damage inflicted on the wearer is reduced by 2 points per attack/effect. The Spell must be cast by an enemy. It may not emanate from a magic item, trap, object.
14 of 20 “Stalker” tokens
Stalker’s Headband
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -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).
This item equips in the Head slot.
15 of 20 “Stalker” tokens
Stalker’s Ring
Wearer is immune to the 50% miss chance when attacking Incorporeal creatures.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
17 of 20 “Stalker” tokens
Stalker’s Shirt
Once per game, the wearer can negate the effect of an Undead Touch Attack (e.g., Paralysis, Poison, curse, etc.) on themself. The wearer determines when this shirt’s power gets activated. This shirt does not mitigate HP damage caused by Undead Touch Attacks.
18 of 20 “Stalker” tokens
Star Runestone
User is immune to all penalties associated with attacking in confined spaces
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.
Starhide Robe
Adds +7 to Dexterity (thus, depending on initial Dexterity score, either +3/+4 To Hit with ranged attacks, +3/+4 to AC, and +3/+4 to Reflex saving throws) and +3 to Intelligence (increased Intelligence does not have a direct in-game benefit, but some tokens have a minimum Intelligence requirement which this token could help fulfil)
Steel Flask
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.
Steelclad Cloak
Melee damage inflicted upon the wearer is reduced by 2 points per attack
Stinkpot
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its damage to the monster. It is usable only once, whether the attack succeeds or misses.
If successfully hit, the target suffers a -2 penalty to its To Hit rolls for the rest of that combat. The effect from this item does not stack with itself.
Stirge Spittle
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.
Stone Guardian Chip
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.
Stone Spider Fang
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.
Stout Mail
Adds +4 to AC and +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)
Strider Armor
Adds +4 to AC and +1 to Reflex saving throws
Stu-pendous Pendant
+3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons) and +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, +1/+2 to AC, and +1/+2 to Reflex saving throws)
Stu’s +3 Handy Stein
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a single Free Action, wielder may drink either one or two potions in a single round. If wielders of this item use their Standard Action to drink a potion, up to three potions could be consumed in one round. The extra-potion effect is usable once per room,
Succubus Horn
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.
Summer Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Fire.
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.
Sun Shuriken
non-magical* missile Sacred weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
This weapon’s damage is comprised entirely of Sacred.
Sunleaf (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 #33.
Sunshot Cannon
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
Sunstone Geode
When used to make a successful ranged combat 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.
Supreme Ring of Elemental Command
Cold, Fire, Shock, and/or Sonic damage inflicted upon the wearer is reduced by 10 and grants 3 points of Eldritch-based Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
Surtr’s Girdle of Fire Giant Strength
Adds +7 to Strength (thus, depending on prior Strength score, adding either +3/+4 To Hit in melee and +3/+4 Damage with melee and thrown weapons)
Swamp Hag Venom
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.
Sword of Seth
magical melee Slashing weapon
This weapon deals an additional 2 damage when it’s wielded in a desert.
Taborlin’s Coin
Once per game, the owner may read the rogue skill test clue without having to successfully complete the rogue skill test.
This unique token is soulforged to Patrick Rothfuss.
Taborlin’s Key
Once per game, up to 30 points of damage inflicted on the wearer can be negated. The damage must come from a single source, but the damage can be of any type other than Eldritch or Push.
Any unused damage absorption is wasted. E.g., if this charm is used to negate a 25-point attack, the 5 remaining points are wasted–they cannot be “banked” for later.
Talisman of Rage
When raging, all your attacks gain +2 Damage. When not in rage, this item has no effect.
TaMor’s +4 Mithral Bracers
Adds +4 to AC
Tanglefoot Bag
On a successful missile attack, reduces the victim’s AC by 2
The effect from this thick and sticky glue will stack with other items which reduce the victim’s AC, up to a maximum AC penalty of -6. However, the effects of multiple Tanglefoot Bags on the same monster do not stack.
Tankard
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.
Tankard of Celebration
User heals 10 HP any time the party’s initiative is a natural 20, but only if the user says, “Who-ha!”. Saying “Who-ha” is an Instant Action.
The user of this tankard does not have to be the same person who rolled the Initiative die.
Tankard of Health
Adds +3 to maximum HP
This item must be equipped in both the melee off-hand and missile off-hand slots, thus preventing the use of a shield or an off-hand weapon. Therefore:
- Monks may not use flurry of blows attacks, but may wield a single one-hand weapon in melee or a one-hand weapon in ranged combat.
- Rangers may only wield a one-hand ranged weapon and may not attack in melee at all.
Tempest Runestone
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose all their Shock immunity/resistance. This loss of Shock resistance applies to attacks by anyone, not just the user of this rune.
Templar Armor
Adds +9 to AC
This item is part of the Templar Set.
When all three Templar items are worn, the character regenerates 3 Hit Points on entering a room. The regeneration effect only functions on a living character. It cannot restore life to a dead character.
- Templar Armor
- Templar Helmet
- Templar Shield
Templar Helmet
Adds +3 to AC
This item is part of the Templar Set.
When all three Templar items are worn, the character regenerates 3 Hit Points on entering a room. The regeneration effect only functions on a living character. It cannot restore life to a dead character.
- Templar Armor
- Templar Helmet
- Templar Shield
Templar Shield
Adds +4 to AC
This item is part of the Templar Set.
When all three Templar items are worn, the character regenerates 3 Hit Points on entering a room. The regeneration effect only functions on a living character. It cannot restore life to a dead character.
- Templar Armor
- Templar Helmet
- Templar Shield
Temporal Delineator
One of 40 tinkering components used to make a special Legendary token
Tension Regulator
One of 40 tinkering components used to make a special Legendary token
Tension Spring
One of 40 tinkering components used to make a special Legendary token
Thor’s +5 Returning Hammer of Smiting
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This hammer is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.
Thrall Belt
Anytime the wearer successfully attacks with a Thrall weapon (a weapon with the word “Thrall” in its name), the attack deals +1 Damage.
Thrall Faerie-Iron Skull
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may not throw more than one of these per combat round.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
Thrall Lieutenant Armor
Adds +6 to AC and +1 to maximum HP
Thrall Scale Armor
Adds +5 to AC and +1 to Will saving throws vs. Charm. This armor does not affect any other type of saving throws.