Shirt of Humble Luck
Adds +2 to all saving throws
The wearer of this shirt may only equip/use/activate Common, Uncommon, or Rare items.
Shirt of Modest Luck
Adds +3 to all saving throws
Shirt of Psychic Power
Imbues the wearer with Psychic Power and gives access to the next higher tier 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.
Shirt of Quick Heal
Once per combat, the wearer may retrieve and use one healing potion as a Free Action.
Shirt of Shielding (2013)
Wearer is immune to Retribution Damage (RD). However, Retribution Damage with a damage-type of Eldritch cannot be negated. Nothing can mitigate Eldritch damage.
Shirt of Shielding (2020)
Force damage inflicted on the wearer is reduced by 2 points per attack/effect
This shirt does not affect Retribution Damage–unless the RD happens to deal Force damage. Only the 2013 Transmuted version mitigates RD.
Shirt of Shivers
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Shirt of Simplicity
Adds +1 to max HP for each of the wearer’s unequipped Charm slots. The maximum HP bonus this shirt can grant is +3, even if the wearer is capable of equipping more than three Charms. This shirt grans no HP bonus if all of your available Charm slots are equipped.
If another item is used which grants additional Charm slots (e.g., Charm Necklace), as long as at least one Charm slot is unused,
Shirt of Spiritward
If a character dies while wearing this shirt, its player may continue to participate in combat by sliding an empty puck or a puck with an upside down token in it–player’s choice. The “spirit” character cannot directly harm the monster (as indicated by the lack of a damage wheel), but can still help the adventuring team out by bumping combat sliders or by being used as an obstacle on the combat board by other players.
Shirt of the Elder
Adds +3 to Will saving throws
Shirt of the Fae
The wearer may speak and cast spells from their character card while polymorphed, but not use scrolls or miscellaneous magic items. Merely wearing this shirt does not bestow the ability to polymorph.
The wearer may retrieve and drink one potion as a Free Action once per combat.
Shirt of the Hare
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 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)
Shirt of the Imbiber
Adds +3 to Constitution (thus, depending on prior Constitution score, either +1/+2 to Fortitude saving throws and either +1/+2 to max HP per character level) 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 the Lycan
Once per game, as a Free Action, the wearer can add +8 damage to their Melee attacks for the rest of the current combat. In addition, this action also cures the wearer of the blighted condition.
Shirt of the Nimble
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) 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).
Shirt of the Oaf
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 suffer -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)
This token is a key ingredient for a multi-year transmute.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
Shirt of the Panther
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Shirt of the Sand Cat
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)
Shirt of the Shrewd
Wearer gains +3 Focus and suffers -1 to all saving throws
Shirt of the Tortise
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) and suffer -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)
Yes, it should be spelled “Tortoise“.
Shirt of the Underdark
Adds +5 to maximum HP
Shirt of the Valiant
If the wearer is slain by a melee attack, the wearer may fight (act in combat, either by physically attacking, casting a spell, or supporting other allies) for up to 2 more rounds in the same combat.
This item has no effect if the wearer is slain by a missile, spell, trap, puzzle, Push, or anything other than a melee attack.
This shirt does not prevent the character’s eventual death–it only delays death by up to two rounds.
Shirt of the Wise
Adds +1 to Will savings throws
Shirt of Venomward
Poison damage inflicted upon wearer is reduced by 2
Shirt of Vitality
Adds +3 to max HP
Shiver Quiver
Ammunition the wearer uses deals +2 damage as Cold.
Shock Stick
non-magical* melee Shock weapon
This weapon’s damage is comprised entirely of Shock.
Shoes of Fire Step
Melee attacks deal +1 Damage as Fire
Shoes of Nethercraft
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Shoes of Netherstep
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but the wearer may only be healed by Spells cast by another character–not potions, scrolls, items, nor Special Powers.
Shoes of Sand Walking
Wearer may walk across dry sand as if it were solid ground
Shoes of Serpents
Poison damage inflicted on the wearer is reduced by 3 points per attack/effect.
Shoes of Skill
The effect from these shoes changes, depending on what class is wearing them:
Shoes of Sneaking
Rogues wearing these shoes gain +2 To Hit when making sneak attacks
Shoes of Speed
+2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Shoes of Spiderfoot
Wearer is immune to slips or falls, whether they were caused by mundane or magical effects.
Shoes of Stingers
Poison damage inflicted on the wearer is reduced by 2 points per attack/effect.
Shoes of the Deeperdark
Wearer gains +2 to Reflex saving throws to avoid damage from lava or from falling into lava. These shoes do not aid any other form of Reflex saving throw.
Shoes of the Sneak
Once per game, the wearer may perform a sneak attack on the same monster twice. Unless the character has a way to bypass the standard prep round, each use of sneak attack made with these shoes requires a prep round.
If you have another item that allows you to sneak attack the same monster a second time, these shoes do not stack with it. E.g., if you also have Raphiel’s Sneaky Necklace equipped,
Short Spear
non-magical compound weapon
Short Sword
non-magical weapon
Shoutseed
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sonic 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.),
Shuriken
non-magical 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.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
Shuriken of Shock
This weapon’s damage wheel includes three points of Shock damage. Creatures immune to Shock damage take -3 damage from this 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.
Shuriken of Venom
This weapon’s damage wheel includes 4 points of Poison damage. Creatures immune to Poison damage take -4 damage from this 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.
Sidekick Ella
Melee and Ranged attacks made by the user deal +4 damage as Shock
Sidekick Grunnel
This makes the effects of some Rare Potions permanent, see below for details. The potion token must be turned in to the Coach before the game begins.
Sidekick Pudnort
Adds +2 to all saving throws. This saving throw bonus is always in effect.
Once per game, the wearer may negate either one Melee attack or one Missile attack (a physical Ranged attack, not a spell or wholly magical effect) that targeted the owner. Pudnort cannot absorb both a Melee and a Missile attack in the same game–it’s one or the other, not both. The owner chooses when/if they want to invoke this attack-negation power.
Sidekick Tabor
Adds +4 to Focus
Signet of Nobility
This ring has no in-game effect. Those who have earned a Signet of Nobility gain +1 Treasure Chip at the end of their adventure.
This token cannot be equipped. The token itself does not bestow any benefit. The purpose of this token is to show physical proof that the player has achieved 6th level. Even though some character manager software may allow you to “equip” this token, within the context of the in-game world,
Signet of the Ten Saints
The user gains the Saintly sub-type, granting specialization in the use of prayer beads. This allows the wearer to equip two additional beads, subject to the Slot Expanders Cap of eight beads.
* we reserve the right to tweak the exact power of this token once we get community feedback.
Sigurd's Hammer
This weapon deals an additional 25 damage against Dragons if the player slides a natural 20 and the 4✸ segment on its damage wheel is closest to the damage dot on the combat board.
Otherwise, it functions as a standard hammer when used against non-Dragons.
Silkweave Shirt
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.
Sill's Anointed Redoubt Mail
Adds +10 to AC
Silver Bastard Sword
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Battle Axe
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Bell
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.
Silver Blessing Charm
Equivalent to 5 GP
Silver Blessing Ring
Equivalent to 10 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.
Silver Blunder Slug
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 1 damage. It must be declared (turned in) before sliding the weapon token.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Candlestick
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.
Silver Elf Armor
Adds +4 to AC
Silver Elf Cap
Adds +2 to Will saving throws
Silver Elf Helm
Adds +1 to AC
Silver Elf Shield
Adds +2 to AC
Silver Elf Shoes
Adds +2 to Reflex saving throws
Silver Great Sword
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Halberd
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Heavy Mace
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Long Sword
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo (including Silver Sickle) cannot be regenerated or magically healed by lycanthropes.
Silver Quarter Staff
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Scimitar
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Scorpion
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.
Silver Ship Passage Melonbrant
This token could be turned in at Ring Con to experience a quick carnival-type skill challenge.
Silver Ship Passage Mirthwood
This token could be turned in at Ring Con to experience a quick carnival-type skill challenge.
Silver Ship Passage Outpost Nil
This token could be turned in at Ring Con to experience a quick carnival-type skill challenge.
Silver Ship Passage Pemberton
This token could be turned in at Ring Con to experience a quick carnival-type skill challenge.
Silver Short Sword
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Silver Sickle
This weapon deals an additional 3 damage when it’s used to score a hit against a lycanthrope.
Silver Ticket
Due to the incredible popularity of the Golden Ticket token, True Adventures introduced the Silver Ticket token in 2008. Eight special tokens were randomly distributed among the second print run of tokens. The lucky recipient of a Silver Ticket was invited to play in a special round of the 2008 Gen Con Indy True Dungeon event.
Silver Torc
Equivalent to 50 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.
Silverweave Shirt
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, this shirt will negate both the physical damage and secondary effect(s).
Silvona (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 #31.
Sir Andrew's Triad Armor
Adds +9 to AC and +3 to Fortitude saving throws.
Sir Jason's Triad Helm
Adds +3 to AC and +3 to Will saving throws.
Siren Tears
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.
Skeleton 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.
Skull Helm
Adds +1 to AC
Skull of Batterak
This token may be exchanged for five Golden Fleece or used in a Transmuted recipe that calls for five Golden Fleece tokens.
To exchange this token for five Golden Fleece:
- Place an order for five Golden Fleece on the Token Exchange Program page.
- Instead of sending in 50 monster trophies, send in this one token.
- Place one Golden Fleece slip–not five–in the bag with this token.
Skull of Cavadar
Imbues user with Psychic Power and grants access to all tiers of Psychic Powers. In addition to the psychic benefits, once per calendar year you may play a special sub-class character for a single adventure run. These are analogs of, but not superior to, the base classes but are all 5th-level (no other level-augmenting tokens are required) and come with some unique abilities.
Skull of Doom
When thrown, this artifact made from highly dense material will deliver blunt damage. The skull can be used only 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).
Skull of Sacrifice
User heals 6 HP on target. The user may target themself.
Skunkweed
When eaten, prevents the consumer from falling under the effects of a sleep spell. It cannot be used to revive a character already under the effects of a sleep spell.
Slayer Tentacle
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.
Sleep Arrow
On a successful hit from a bow, this arrow requires the monster to succeed on a DC 12 Will saving throw or fall asleep for one round. If the monster fails the saving throw, it will immediately fall asleep and awaken (ready to fight) after the attacker’s next turn.
If a monster is hit by two Sleep Arrows in the same round and fails both saving throws, it will only sleep for one round.
Sling Bullet of Acid
On a successful hit from a sling, this bullet deals an additional 2 damage as Acid. It must be declared (turned in) before sliding the weapon token.



































































































