St. Fleck's Signet
Adds +1 To Hit and +1 Damage with Ranged attacks
2 of 10 “Saint Signet” tokens
St. Fokee's Fastidious Ring
Damage Spells (not scrolls, staves, wands, or items) cast by the wearer deal +1 damage.
St. Fokee's Signet
Adds +1 Focus
3 of 10 “Saint Signet” tokens
St. Gubb's Gorget
Adds +2 to AC, +2 to all saving throws, and +2 to Focus.
St. Gubb's Signet
Adds +1 to all saving throws and the wearer cannot become affected by the Blighted condition.
Blighted: Unique to Cravenwood, this condition represents some evil magic that infests a being. Lycanthropy is one such Blight, but it could be something like “Rooted Legs” or “Black Tongue” which could effect a stricken character.
4 of 10 “Saint Signet” tokens
St. Gubb's Surging Ring
When using spell surge on a damage-inflicting Spell, add +3 to the total damage done. The bonus provided by this item cannot be modified and is added after all other bonuses and calculations are totaled.
This item cannot affect healing Spells.
St. Hopp's Null Ring
Once per game, Melee damage inflicted upon the wearer is reduced by 3 points per attack.
St. Hopp's Signet
Adds +4 to Fortitude saving throws
5 of 10 “Saint Signet” tokens
St. Lorca's Bracers
Adds +1 to maximum HP
If St. Valla’s Ring is also equipped, the total gain is +2 to maximum HP.
St. Lorca's Dust
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +2. This dust has no effect on spells which do not inflict HP damage.
St. Lorca's Signet
Once per game, the wearer is able to immediately retry a failed skill test.
6 of 10 “Saint Signet” tokens
St. Raya's Locket
Darkrift damage inflicted upon the wearer is reduced by 2 points per attack/effect
St. Raya's Radiant Ring
The turn undead Special Power deals +3 damage
If a use of turn undead can affect more than one target, the cleric gets a total of 3 extra points of damage from St. Raya’s Radiant Ring, not +3 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
St. Raya's Signet
All healing spells cast on the wearer heal +2 HP. This includes self-, single-, or multi-target healing spells, but not healing magic from scrolls, items, or spells “cast as a scroll”.
7 of 10 “Saint Signet” tokens
St. Sola's Earcuff
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +2 damage when a hit is scored against an Undead monster.
St. Sola's Siren Ring
Ranged attacks made by the wearer deal +1 Sonic damage per attack/effect
St. Stern's Amulet of Aid
Adds +1 to AC and +1 to saving throws
St. Stern's Righteous Ring
The wearer’s lay on hands HP pool is increased by 4. E.g., a 4th-level paladin’s lay on hands healing pool normally consists of 12 points of healing to distribute. With this item equipped, a 4th-level paladin has a lay on hands healing pool of 16 points to distribute. The extra 4 points do not have to be used on a single application.
Once the extra 4 points of healing afforded by this hat are used,
St. Stern's Signet
Ranged damage inflicted on the wearer is reduced by 2 point per attack/effect
8 of 10 “Saint Signet” tokens
St. Stern's Spectacles
Wearer cannot be Surprised by Accursed monsters
St. Valla's Boots
Ranged attacks made by the wearer deal +1 damage
St. Valla's Hearth Ring
Flurry of blows attacks deal +1 damage as Fire.
When the monk makes ranged attacks or uses a melee weapon that is not flurry of blows-compatible, this item does not provide bonus damage. “Distant melee attacks” made with Gloves of the Flying Fists are compatible with St. Valla’s Hearth Ring.
St. Valla's Ring
Adds +1 to maximum HP
If St. Lorca’s Bracers are also equipped, the total gain is +2 to maximum HP.
St. Valla's Signet
Adds +4 to Reflex saving throws
9 of 10 “Saint Signet” tokens
St. Wilton's Charm
Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.
St. Wilton's Signet
Adds +4 to Will saving throws
10 of 10 “Saint Signet” tokens
Staff of Focus
Adds +1 to Focus
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 Bead
Darkrift damage inflicted on the wearer is reduced by 3 points per attack/effect
6 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 Cloak
Darkrift damage inflicted on the wearer is reduced by 2 points per attack/effect
10 of 20 “Stalker” tokens
Stalker's Earcuff
Wearer is immune to sound-based Charm effects
11 of 20 “Stalker” tokens
Stalker's Faerie Charm
Cold, Fire, Shock, and/or Sonic damage inflicted on the wearer is reduced by 2 points per energy type per attack/effect.
Stalker's Gloves
Melee attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
13 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 Pants
Once per room, these pants allow the wearer to retrieve and drink one potion as a Free Action
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
Stalker's Shoes
Wearer cannot be Surprised
19 of 20 “Stalker” tokens
Stalker's Spectacles
Adds +4 to Reflex saving throws
20 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
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 Hag Thumb
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,
Studded Leather
Adds +3 to AC
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.
Sun Dagger
non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
Sun Fate Card
Removes the Vampire Charm status from another player.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Sun Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Sacred.
Sun Scarab Armor
Adds +3 to AC
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 Blaster
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
Sunshot Cannon
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
Sunshot Pistol
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
Sunshot Shooter
magical missile weapon that deals Blunt damage
Deals +2 Damage to Undead targets
Sunshot Sidearm
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.
Sunstone Seeing Stone
All Ranged attacks made by the wearer gain +1 To Hit
All Melee attacks made by the wearer suffer -1 To Hit
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.
Surtr Runestone
On a successful hit with a Melee or missile weapon (not Spells, scrolls, or wholly magical effects), the wielder deals an additional 1 damage as Fire.
Surtr's Arrow
On a successful hit from a bow, deals an additional +2 damage as Fire. Its use must be declared (turned in to the DM) prior to making the attack slide.
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.
Swing Arm
One of 40 tinkering components used to make a special Legendary token
Sword of Seth
magical melee Slashing weapon
This weapon deals an additional 2 damage when it’s wielded in a desert.
Sylvan Armor
Adds +4 to AC and +1 to Fort saving throws
Sylvan Scepter
non-magical weapon
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 offhand and missile offhand slots, thus preventing the use of a shield or an offhand weapon. Therefore:
- Monks may not use flurry of blows attacks, but may wield a single onehand weapon in melee or a 1-hand weapon in Ranged combat.
- Rangers may only wield a 1-hand Ranged weapon and may not attack in melee at all.
Taskmaster's Gloves
Wearer deals +1 Damage when wielding a whip or scourge–magical or mundane. It has no effect on any other weapons.
Tear of Creation
When activated over a dead comrade, this item restores the character to life with full HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. When used to revive a dead ally, this item must be used in the room where the death occurred. The process of reviving a character with this item requires a Standard Action.
It can also be used on a living character to restore full hit points to that character.
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
Templar Helmet
Adds +3 to AC
Templar Shield
Adds +4 to AC
Temporal Delineator
One of 40 tinkering components used to make a special Legendary token


































































































