Thrall Soldier Armor
Adds +4 to AC and +1 to Fortitude saving throws
Thunder Stone
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sonic damage to the monster. Though it is not stated on earlier versions of the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.
Thunderstone
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 8 Sonic damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.
Tinder Box
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.
Tindertwig
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.
Tinkerer Armor
Adds +5 to AC and Shock damage inflicted on the wearer is reduced by 1 point per attack/effect
Toad Runestone
Adds +1 to Fortitude saving throws
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.
Toad Totem Armor
Adds +4 to AC and +1 to Fortitude saving throws
Token of Appreciation 2023
The wearer of this pin gains +5 to max HP.
This item may only be used by True Dungeon volunteers who helped out at Gen Con 2023. Unless the person volunteered for TD specifically at Gen Con 2023, they may not use this item. That said, those who volunteered for TD at Gen Con 2023 may gain the benefits from this item at any TD event, in-person or virtual, for the rest of calendar year 2023.
Tomb Guard Armor
Adds +2 to AC and melee damage inflicted on the wearer by an Undead monster is reduced by 1 point per attack
Tomb Treasure Chest
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.
Tomb Wraith Dust
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.
Tome of Recall
This tome allows the player to re-try their Monster Lore Skill Test if it the first attempt failed. This item only allows one such re-try per game and must be shown to the DM to use. A bard may only carry one these books. This item is permanent and is not surrendered to the DM when used.
Tome of Useful Scrolls
Once per game, the owner may use a Common or Uncommon Scroll as a Free Action without turning the Scroll token in.
Your class must be able to cast the scroll. E.g., this item does not grant wizards the ability to cast healing scrolls.
Topaz Infused Armor
Adds +4 to AC and reduces Darkrift damage inflicted upon the character by 5
Torch
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.
Totem Amulet
Adds +3 to max HP if the armor (anything worn in the torso, aka “armor” slot) worn by the wearer of this amulet is of the Common or Uncommon rarity–or if the amulet wearer is not wearing any armor.
Totem of Heroism
Adds +1 character level
Totem of Wonder
This slotless item has a different powerful effect each year. Please ask your coach for information about the current effect.
Totem Paint Crushed Jade
Adds +2 to max HP
A character cannot benefit from more than one Totem Paint at the same time, even from differently named Totem Paints.
Totem Paint Crushed Ruby
Adds +4 to max HP
A character cannot benefit from more than one Totem Paint at the same time, even from differently named Totem Paints.
Totem Paint Sable Berry
Adds +1 to max HP
A character cannot benefit from more than one Totem Paint at the same time, even from differently named Totem Paints.
Traveler’s Robe
Adds +1 to AC
Treasure Chip
Treasure Chips are rewarded for completing an adventure. This token may be exchanged for exactly one randomly drawn token from a treasure generator or possibly redeemed for True Dungeon swag.
Treasure Chips (of any denomination) may be redeemed in person at official True Dungeon events. Only current-calendar-year Treasure Chips are redeemable.
Treasure Map Fragment
Seven Treasure Map Fragment tokens could be turned in together at the treasure desk for the opportunity to draw a token from a special box of treasure.
Trinket of Trollform
Once per game, when it’s your turn to act, the owner may activate this trinket and then polymorph into a troll–all as a single Instant Action. While polymorphed into a troll, the user deals melee Slashing damage. The effect lasts until the end of the room or until ended by the player–whichever comes first. If the player chooses to revert to their original form before the end of the room, they’ll need to activate a different Trinket of Trollform token to change again.
Triton Armor
The wearer gains +7 to AC and may ignore underwater Hindrances.
This item does not confer the ability to do any of the following while underwater: breathe, cast Spells, read (cast) scrolls, speak, use magic items that require a command word (e.g., wands)
Triton Horn
Deals 2 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Triton Horn is not a traditional bard instrument and cannot be used to perform bardsong.
Note: This horn does not work in areas of magical silence.
Triton Ring
Healing Spells (not scrolls or items) cast on the wearer heal +3 HP.
This ring has no effect on healing Spells the wearer casts unless they cast a healing Spell on themself.
Troll Hide Armor
Adds +5 to AC and +4 to Fortitude saving throws
Troll Shaman 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.
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.
Troll Tusk
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.
Trouper’s Lute
When played by a bard, in addition to the standard bardsong bonuses, this instrument bestows +4 to the entire party’s (including the bard) Reflex saving throws.
Turkey Leg
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.
Tween (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 #34.
Twolf’s Helm of the Wild
Adds +2 to AC, adds +1 to Reflex saving throws, and grants immunity to Surprise
This token is dedicated to the memory of Tony “Twolf” Hetherington who passed on in 2011. He was a passionate Dungeon Master, and we thank him for his years of great ideas and friendship.
Umberhill (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 #35.
Uncut Gem (Truecraft)
Used to participate in one of three mini-games in 2012.
Underling Barbarian
Melee attacks made by the equipper of this token deal +3 damage
Underling Cleric
The equipper of this token gains +10 Retribution Damage
Underling Druid
Cold, Fire, and/or Shock damage inflicted on the equipper of this token is reduced by 5 points per energy type per attack/effect. Thus, if a single attack dealt at least 5 Cold, at least 5 Fire, and at least 5 Shock, the total mitigation from this item would be 15.
Underling Elf Wizard
Once per game, the equipper of this token, regardless of class, may cast any scroll. The scroll cast via this token may not be duplicated or in any way modified.
Underling Fighter
Melee attacks made by the equipper of this token gain +2 To Hit
Underling Ranger
Ranged attacks made by the equipper of this token gain +2 To Hit
Underling Rogue
Missile (physical projectile) attacks made by the equipper of this token deal +3 damage
Underling Steward
Used in the creation of Underling tokens
Underling Wizard
Damage-Spells (not scrolls or miscellaneous magic items) attacks made by the equipper of this token deal +3 damage.
Valorton (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 #36.
Venom Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Poison.
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.
Vial of Ink
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.
When unstoppered underwater, this item causes an inky cloud to fill a 10′ cubic area which lasts for the duration of the room. It effectively renders all characters and monsters in the area obscured from ranged attacks. The effect of this item reduces the To Hit chance for both player and monster via a targeted ranged attack.
Vicious Charm
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)
Vim’s Boots of Protection
Adds +6 to AC. Wearer cannot be Surprised.
Viper Runestone
If this runestone is active, a successful physical weapon attack (melee or ranged, but not spell) by the affected character against a monster will negate any ability–natural or magical–of the monster to regenerate or be healed. The no-healing effect lasts for the remainder of combat.
Note: Once affected by the Viper Runestone effect, the monster loses the ability to restore HP damage from any source, not just weapons with a Viper Runestone effect.
Viper Strike Belt
+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)
This item is part of the Viper Strike Set.
When at least three items are equipped, no matter what class that character is, that character gains +2 To Hit on all attack slides–including spells cast from the character card, but not scrolls. In addition to the To Hit bonus,
Viper Strike Pants
Ranged attacks and/or spell attacks inflicted upon the wearer are reduced by 3 points per attack
Viper Strike Shirt
Melee damage inflicted upon the wearer is reduced by 3. It has no effect on Ranged attacks, spells, or traps.
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 shirt will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated,
Viv’s Amulet of Noble Might
Adds +8 to Strength (thus adding +4 To Hit in melee and +4 Damage with melee and thrown weapons), +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 +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level).
Walking Stick
Adds +2 to Reflex saving throws vs. slips and falls
This must be the character’s active weapon to gain the benefit. Having it stored on one’s person gives no benefit.
Wand of Cure Lt. Wounds
Heals 5 HP of damage per charge
Note: Like all wands, only one charge may be expended per round.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Wand of Detect Magic
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
Wand of Force Bolt
Deals 4 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Force Bullet
Deals 2 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Force Spike
Deals 7 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Forcebolts
Deals 4 damage as Force to all monsters. There is no saving throw to mitigate damage.
Note: Like all Force effects, forcebolts do not suffer the standard 50% miss chance to hit non-corporeal creatures.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used,
Wand of Frost
Deals 7 damage as Cold to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Hornets
Deals 8 Piercing damage to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Iceblasts
Deals 5 damage as Cold to the target. There is no saving throw to mitigate damage.
Wand of Icebolts
Deals 3 damage as Cold to the target. There is no saving throw to mitigate damage.
Wand of Illumination
All undead suffer -2 to AC
This wand does not create usable light.
Note: Due to the Cumulative Penalty Limit of no more than -6 to any stat (see the Players Handbook for details), this wand can only be used three times on any given monster. Like most Area of Effect magic, this does not bypass Magic/Spell Resistance.
Because all wands require a command word to function,
Wand of Lava Blasts
Deals 8 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Lava Bolts
Deals 4 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Lava Globs
Deals 2 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Life Stealing
Deals 6 damage to target and heals 6 HP to the wielder. If the victim succeeds on a DC 12 Fortitude saving throw, the damage and healing effects are negated and the charge is wasted.
As long as the victim fails its saving throw, the wand will function when attacking any type of monster, including undead and constructs.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
Wand of Lightning Bolt
Deals 12 damage as Shock to the target. On a successful DC 15 Reflex saving throw, reduce the damage by half.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Wand of Magic Missiles
Deals 6 damage as Force to the target. There is no saving throw to mitigate damage.
Note 1: The pre-2007 (“woody”) versions of this wand deal 5 HP damage.
Note 2: Like all Force effects, magic missiles do not suffer the standard 50% miss chance to hit non-corporeal creatures.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
Wand of Melf’s Acid Arrow
Deals 8 damage as Acid if AC 15 is hit. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019,
Wand of Pyrotechnics
Deals 4 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,