Sling Bullet of Chaos
On a successful hit, this bullet deals a total of 8 damage as a random energy type, as determined by which symbol is closest to the damage dot.
Sling Bullet of Dividing
On a successful hit from a sling, this bullet deals an identical amount of damage (including all relevant bonuses & penalties the user may possess) the to one other monster in the room. A second To Hit slide is not required. If there is only one monster in the room, this Bullet deals normal damage (I.e., it cannot hit the same monster twice with a single attack.) It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Fire
On a successful hit from a sling, this bullet deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Frost
On a successful hit from a sling, this bullet deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Ice
On a successful hit from a sling, this bullet deals an additional 4 damage as Cold. It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Impact
On a successful hit from a sling, this bullet deals an additional 2 damage as Sonic. It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Shock
On a successful hit from a sling, this bullet deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
Sling Bullet of Stunning
On a successful hit from a sling, this bullet requires the monster to succeed on a DC 12 Fortitude saving throw or be stunned for one round. It must be declared (turned in) before sliding the weapon token.
Stunned: Victim drops whatever is in its hands; cannot attack, cast spells, or play bardsong; and suffers a -2 AC penalty.
Sling Bullet of Thunder
On a successful hit from a sling, this bullet deals an additional 4 damage as Sonic. It must be declared (turned in) before sliding the weapon token.
Sling of Seeking
Similar to a +1 weapon, the DM will add +1 to the AC hit when using this weapon. However, this weapon does not have an inherent damage bonus.
Sling Staff
This non-magical weapon may be used as either a staff (using melee stats) or a sling (using ranged stats). Switching this weapon from melee to ranged or vice versa does not incur any time penalty whatsoever.
You have the option to use sling bullets/stones (they’re not required) when making ranged attacks with this weapon, but not when making a melee attack.
Sling Stone of Chaos
On a successful hit, this stone deals a total of 4 damage as a random energy type, as determined by which symbol is closest to the damage dot.
Sling Stone of Shock
On a successful hit from a sling, this stone deals an additional 2 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.
Smackdown's Charm of Comraderie
All characters in the party gain +1 level
Small Bliss Shield
Adds +1 to AC
Small Darkling Shield
Adds+1 to AC
Small Darkwood Shield
Adds +1 to AC
Small Drow Shield
Adds +1 to AC
Small Fey Shield
Adds +1 to AC
Small Flywheel
One of 40 tinkering components used to make a special Legendary token
Small Gear Assembly
One of 40 tinkering components used to make a special Legendary token
Small Goblin Shield
Adds +1 to AC
Small Gold Gear
One of 40 tinkering components used to make a special Legendary token
Small Gold Reel
One of 40 tinkering components used to make a special Legendary token
Small Gold Sprocket
One of 40 tinkering components used to make a special Legendary token
Small Haven Shield
Adds +1 to AC
Small Ratchet Gear
One of 40 tinkering components used to make a special Legendary token
Small Ravager Shield
Adds +1 to AC
Small Shield
Adds +1 to AC
Small Silver Gear
One of 40 tinkering components used to make a special Legendary token
Small Silver Mirror
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.
Small Silver Sprocket
One of 40 tinkering components used to make a special Legendary token
Small Steel Gear
One of 40 tinkering components used to make a special Legendary token
Small Steel Mirror
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.
Small Steel Spring
One of 40 tinkering components used to make a special Legendary token
Smoke Bomb
Erratum: When ignited and tossed at a target, this item surrounds a single creature with a hazy smoke. The smoke lasts for the duration of the room. All ranged attacks targeting the victim and all ranged attacks made by the victim suffer a -4 To Hit penalty. (I.e., ranged attacks going into or out of the smoke are more difficult.) The combined process of igniting the smoke bomb and tossing it requires a Standard Action,
Smokestick
Erratum: When ignited and tossed at a target, this item surrounds a single creature with a hazy smoke. The smoke lasts for the duration of the room. All ranged attacks targeting the victim and all ranged attacks made by the victim suffer a -4 To Hit penalty. (I.e., ranged attacks going into or out of the smoke are more difficult.) The combined process of igniting the smokestick and tossing it requires a Standard Action, but does not require an attack slide or any kind of skill check.
Snake Priest Boots
Adds +2 to all saving throws
Snake Priest Hat
Adds +3 to Will saving throws
Snake Priest Kilt
Adds +3 to Reflex saving throws
Snake Priest Shirt
Adds +3 to Fortitude saving throws
Sniper Leather Armor
Adds +4 to AC and wearer gains a +1 To Hit bonus when attacking with a physical missile weapon
Sniper Spectacles
Adds +3 To Hit with ranged attacks
This item grants its bonus to spells cast from the character card which require an attack slide, but not scrolls or items.
Soul Coffer
The owner of this item is immune to the Lost One effect upon death.
The owner of this item cannot be Possessed by an Outsider. This item does not prevent Possession from any other creature type.
Soul Jar
The owner of this item is immune to the Lost One effect upon death.
Soul Leech Armor
Adds +7 to AC. If a party member dies, the wearer of this armor heals 4 HP. Though this item’s healing effect can only occur once per room, if multiple allies die simultaneously, the wearer heals 4 HP for each ally’s death.
This armor cannot resurrect the wearer from death. E.g., if a fireball kills the entire party, the wearer is still dead–even if healing 36 HP would have saved the wearer’s life.
Soul Stain Armor
Adds +5 to AC. If a party member dies, the wearer of this armor heals 4 HP. Though this item’s healing effect can only occur once per room, if multiple allies die simultaneously, the wearer heals 4 HP for each ally’s death.
This armor cannot resurrect the wearer from death. E.g., if a fireball kills the entire party, the wearer is still dead–even if healing 36 HP would have saved the wearer’s life.
Soulford (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 #32.
Spear of Seth
magical melee Piercing weapon
This weapon deals an additional 2 damage when it’s wielded in a desert.
Special (C)
This “mystery” token could be redeemed during the training phase of the adventure with the Party Coach. Only at that time would a player discover its properties. Players were forewarned that the effects may or may not have been beneficial.
This token is no longer redeemable in-game, but may still be prized by collectors.
Special (R)
This “mystery” token could be redeemed during the training phase of the adventure with the Party Coach. Only at that time would a player discover its properties. Players were forewarned that the effects may or may not have been beneficial.
This token is no longer redeemable in-game, but may still be prized by collectors.
Special (UC)
This “mystery” token could be redeemed during the training phase of the adventure with the Party Coach. Only at that time would a player discover its properties. Players were forewarned that the effects may or may not have been beneficial.
This token is no longer redeemable in-game, but may still be prized by collectors.
Special (UR)
This “mystery” token must be redeemed during the training phase of the adventure with the Party Coach. Sometimes the abilities it bestows are revealed in advance, but sometimes the effect is only revealed after the token is turned in. Players are forewarned that not everything they find may be beneficial.
Note: The Special token is not usable in Virtual True Dungeon due to its power and rarity.
Spectre 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.
Spectre Essence
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.
Spectre's Spectacles
Adds +10 to saving throws vs. gaze attacks
Spidaur 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.
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.
Spider Pin (Artisan)
Fashioned out of Gold and Ruby
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.
Spider Silk Shirt
Negates the damage from one successful spider (monstrous or mundane) attack. This shirt absorbs damage from a maximum of four successful spider attacks, at which time this shirt disintegrates.
Spiderweb Robe
Adds +1 to AC
Spiked Buckler
Adds +1 to AC and usable as an offhand melee weapon
Spirit Pet Asp
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Bliss Squirrel
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 per adventure, whether the attack succeeds or misses.
Spirit Pet Eyebite
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 Firefly
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Frost Fiend
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Frostbite
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Gargoyle
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Shock damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Grumpling
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 Hellhound
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 per adventure, whether the attack succeeds or misses.
Spirit Pet Homunculus
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Imp
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Lightning Bug
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Shock damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
Spirit Pet Newtling
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 Red Dragon
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
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 Soundbite
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 per adventure, whether the attack succeeds or misses.
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 Stinkbug
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison 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 Runestone
The redeemer of this runestone ignores the 50% miss chance when attacking Incorporeal creatures with melee or missile attacks.
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 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.
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.
Spirit Stone Axe
The DM will add +1 to the AC hit when using this magical weapon.
Spirit Stone Club
The DM will add +1 to the AC hit when using this magical weapon.
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.
Spotted Green Mushroom
When eaten, this item heals 3 HP of damage and removes all lingering side-effects from a fungal attack.
Spotted Red Mushroom
When eaten, heals 1 HP of damage
Spring Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Shock.
Sprite Spear
non-magical compound weapon that deals piercing damage
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.
St. Bullo's Bead
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)
If the wearer is a Barbarian, Dwarf Fighter, or Fighter, this token also adds +2 to Fortitude saving throws.
St. Bullo's Ring
Adds +1 To Hit to Melee attacks made by the wearer
St. Bullo's Signet
Adds +1 To Hit and +1 Damage with Melee attacks
1 of 10 “Saint Signet” tokens
St. Fleck's Favorite Ring
Adds +2 Damage when making attacks against the ranger’s favored enemy
St. Fleck's Fire Bolt
On a successful hit from a crossbow, deals an additional +2 damage as Fire. Its use must be declared (turned in to the DM) prior to making the attack slide.
St. Fleck's Inferno Bolt
On a successful hit from a crossbow, this bolt deals an additional 5 damage as Fire when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
St. Fleck's Lycan Charm
Adds +1 to Fortitude saving throws


































































































