Scythe
non-magical weapon
Scythe of Reaping
Heals the wielder 3 HP if a natural 20 is slid with this weapon
The healing effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit. Thus it will still function when fighting undead, constructs, or any creature which is immune to critical hits.
Sea Dragon Scroll Tube
All scrolls carried by the possessor of this tube are protected from damage. If the possessor of this tube becomes petrified, all the carrier’s possessions–including this tube and its contents–become petrified as well.
In addition, this tube allows scrolls to be stored and used underwater without being damaged. However, it does not grant the ability to speak or utter verbal components necessary to release the magic in a scroll while underwater.
Sea Elf Armor
Adds +6 to AC and allows the wearer to attack on the first round of combat while hindered.
Sea Elf Shield
Adds +2 to AC
Sea Elf Spear
non-magical weapon
Sea Raider Axe
non-magical Melee Slashing weapon
Sea Raider Badger Armor
Adds +4 to AC and +1 to Will saving throws
Sea Raider Battle Axe
non-magical Melee Slashing weapon
Sea Raider Battle Bow
non-magical missile Piecing weapon
Sea Raider Battle Club
non-magical Melee Blunt weapon
Sea Raider Bear Armor
Adds +4 to AC and +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Sea Raider Belt
This item allows the wearer to retrieve and drink one Common potion as a Free Action once per room.
Sea Raider Boar Armor
Adds +2 to AC
Sea Raider Boots of Fury
Wearer deals +1 Damage when wielding a Sea Raider weapon
Sea Raider Bow
non-magical missile Piercing weapon
Sea Raider Bracers
Adds +1 to max HP
Sea Raider Cleaver
non-magical Melee Slashing weapon
Sea Raider Club
non-magical Melee Blunt weapon
Sea Raider Cudgel
non-magical Melee Blunt weapon
Sea Raider Earcuff
Adds +1 to Fortitude saving throws
Sea Raider Fox Armor
Adds +2 to AC
Sea Raider Gloves
Wearer gains +1 To Hit when wielding a Sea Raider weapon
Sea Raider Great Axe
non-magical Melee Slashing weapon
Sea Raider Greaves
Once per room, Cold damage inflicted on the wearer is reduced by 1 point
Sea Raider Lynx Armor
+4 to AC and Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Sea Raider Mace
non-magical Melee Slashing weapon
Sea Raider Otter Helm
Adds +1 to AC
Sea Raider Ring
Adds +1 to max HP
Sea Raider Shield
Adds +1 to AC
Sea Raider Shirt
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Sea Raider Small Axe
non-magical Melee Slashing weapon
This weapon is not balanced well enough to throw accurately and is therefore Melee-only.
Monks may wield this in Melee while performing flurry of blows attacks.
Sea Raider Small Shield
Adds +1 to AC
Sea Raider Stag Armor
Adds +4 to AC and +1 to Fortitude saving throws
Sea Raider Throwing Axe
non-magical Compound Slashing weapon
Sea Raider War Club
non-magical Melee Blunt weapon
Sea Raider War Oar
non-magical Melee Blunt weapon
Sea Raider Wolf Armor
Adds +3 to AC
Sea Turtle Armor
Adds +4 to AC
Sea Turtle Shield
Adds +1 to AC
Sea Wolf Axe
non-magical compound Slashing weapon
Sea Wolf Belt
Wearer gains +1 Damage when wielding a Sea Wolf melee weapon
Sea Wolf Bracers
Wearer gains +1 To Hit when wielding a Sea Wolf melee weapon
Sea Wolf Club
non-magical melee Blunt weapon
Sea Wolf Cutlass
non-magical melee Slashing weapon
Sea Wolf Rapier
non-magical melee Slashing weapon
Sea Wolf Shield
Adds +1 to AC
Sea Wolf Sword
non-magical melee Slashing weapon
Selas Flower
When eaten, heals 1 HP of damage
Semi-Lich 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.
Semi-Lich Skull
The user gains +1 to max HP for every uniquely named (numbered) Tooth of Cavadar token they have equipped. This item also imbues the user with Psychic Power.
Sergeant's Knout
non-magical weapon
This weapon is not compatible with the effect from Taskmaster’s Gloves.
Serpent Skin Armor
Adds +2 to AC and Poison damage inflicted upon wearer is reduced by 1
Serpent Watch Platemail
Adds +8 to AC
Seth's Ring of Shadows
Melee attacks made by the wearer deal +1 damage as Cold
If the wearer is a rogue, in addition to the always-on melee Cold damage bonus, they have a once per game perk. When attempting to make a sneak attack, the rogue has the option to use a Ranged weapon. This ring does 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.
SeyLah's +2 Sundering Cestus
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In addition to the physical damage shown on the damage wheel, each successful hit with this weapon penalizes the victim’s AC by -2, up to a maximum -6 AC penalty. It does not matter how many party members are using one of these cestuses or how many successful hits are scored,
SeyLah's Shimmering Cestus (Artisan)
Fashioned out of Silver
In 2006 TD released limited edition Artisan Tokens. These are extremely rare tokens that represent items such as jewelry or clothing and were the spark for the major change in token design for 2007. They have no pre-declared value. One copy of each item was available for silent auction at the 2006 True Dungeon event in Indianapolis. In addition, one copy of each item was placed in the dungeon as special treasure at both the Indianapolis and So Cal events.
Shade Cloak
Adds +1 to AC, adds +1 to all saving throws, and allows the wearer to speak with dead at will. The ability to speak with dead is conferred only on the wearer, not the rest of the party. Therefore, “ghost” party members may only communicate with wearers of this cloak. A “ghost” party member may not physically interact with the party or anything in the room, but may verbally assist (via the wearer of this cloak) in strategy and puzzle solving.
Shadow Cloak
Adds +1 to AC and +1 to all saving throws
Shaed
Any melee, missile, or spell damage inflicted upon the wearer is reduced by 2 points per attack/effect
Shaman's Arcane Hat
0 or 1st-level (not any other level) damage spells cast by the wearer deal +1 damage
Shaman's Belt
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may sacrifice a 1st-level Spell to polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen:
Shaman's Charm
All 1st-level healing Spells cast by the wearer heal +1 HP. It has no effect on Spells emanating from items, scrolls, or Spells cast by the wielder which do not restore HP.
Shaman's Cloak
When casting cure light wounds (not any other spell), if the wearer succeeds on the skill check, cure light wounds heals +1 HP in addition to the bonus afforded by passing the skill check.
Shaman's Earcuff
If a spell or a scroll cast by the wearer requires a To Hit slide, the slide gains +1 To Hit.
Shaman's Greater Necklace
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen:
Shaman's Rattle
non-magical blunt weapon
Shambler Slime
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.
Shard of Annihilation
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.
Shark Tooth Armor
Adds +7 to AC and grants 3 points of Retribution Damage.
Sharkskin Armor
Adds +5 to AC, penalizes Reflex saving throws by -1, and allows breathing while underwater
Shell Armor
Adds +2 to AC
Shield Maiden Bracers
+2 to all saving throws
The wearer may equip a shield while wielding a 2-handed Melee weapon. These bracers do not grant the ability to equip a shield while wielding any kind of Ranged weapon.
Shield of Deflection
Adds +2 to melee AC
Adds a total of +4 to ranged AC
Shield of Grounding
Adds +2 to AC and Shock damage inflicted upon the wearer is reduced by 1 point per attack/effect
Shield of Guarding
Adds +4 to AC (always in effect)
If the wielder is a paladin, once per game they may completely negate one Melee attack that was redirected toward themself as a result of guarding another character. The paladin player determines when/if they want to activate this secondary power.
The player may choose to equip this shield in their Melee offhand slot, Ranged offhand slot, or both. This slot choice does not affect a paladin’s ability to negate an attack.
Shield of Lava Spawn
Adds +1 to AC and Fire damage inflicted upon the user is reduced by 1
Shield of Nightbane
Adds +3 to AC and Darkrift damage inflicted on the wielder is reduced by 1 point per attack/effect
Shield of Redemption
If the wielder of this shield is killed, all remaining party members are healed 7 HP. This shield cannot raise characters from the dead.
Shield of Refraction
Adds +2 to AC and immunity to the temporary blindness caused by quickly going from a low-light environment to a brightly-lit environment
Shield of Resolve
Adds +2 to AC and +1 to Will saving throws
Shield of the Hardy
Adds +2 to AC and +2 to Fortitude saving throws
Shield of the Phalanx
Adds +3 to AC and an additional +1 to AC for every other SotP equipped by other party members. The maximum total AC per shield is +7, even if somehow more than five characters equip one of these shields.
Shield of the Prism
Adds +2 to AC and the first Ray effect that targets the wearer automatically misses and does not affect the wielder of this shield. The Ray-negating effect is usable once per room, but the AC-enhancing effect is constant.
This shield is effective against rays that deal Eldritch damage because this shield effectively turns the ray’s attack from a hit to a miss. This shield doesn’t technically negate the Eldritch damage–nothing can do that–it just causes the attack to miss.
Shield of the Scholar
Adds +3 to AC and wielder may cast a scroll as a Free Action. The AC bonus is constant, but the scroll effect is only usable once per room.
As an example, when used in conjunction with Widseth’s Mystical Lute, this shield allows a bard to perform bardsong, cast a scroll, and attack with a weapon–all in one round. But remember, the ability to cast a scroll as a Free Action effect is only usable once per room.
Shield of the Stag
Adds +1 to AC and +2 to Reflex saving throws
Shield of the Tinkerer
Adds +2 to AC or adds +4 to AC vs. Constructs
Shield of Venomward
Adds +1 to AC and Poison damage inflicted upon wearer is reduced by 1
Shillelagh
non-magical melee weapon
Ship's Bell
Equivalent to 25 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.
Shirt of Autumn Wind
Fire damage inflicted on the wearer is reduced by 1 point per attack/effect
Shirt of Baneful Prowess
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Shirt of Barbed Insults
Grants 2 points of Retribution Damage.
If the attacker is attacking under the influence of a taunt, this ring grants a total of 3 RD.
Note: This is one of very few items that can only be equipped by one of the fighter classes–in this case, only dwarf fighters can use this item.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD),
Shirt of Blessed Strength
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Shirt of Brawn
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) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Shirt of Cancellation
Once per game, up to 5 points of melee damage inflicted on the wearer can be negated. The damage must come from a single melee attack. Neither missile nor magical damage can be negated by this shirt.
Shirt of Flame Resistance
Fire damage inflicted on the wielder is reduced by 3 points per attack/effect
Shirt of Focus
Adds +2 to Focus
Shirt of Goblinlore
Wearer deals +1 Damage when wielding a Goblin-made weapon
Shirt of Health
Wearer is immune to all Disease (mundane or magical, including lycanthropy)



































































































