Tension Regulator
One of 40 tinkering components used to make a special Legendary token
Tension Spring
One of 40 tinkering components used to make a special Legendary token
Thor's +5 Returning Hammer of Smiting
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This hammer is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.
Thor's Gloves of Carnage
Wearer deals +3 Damage when wielding a Sea Raider weapon
Thor's Mug of Melee
Melee attacks made by the wielder deal +4 damage.
This item must be used in the offhand Melee slot for the entire adventure. It may only be swapped out while performing a Ranged attack.
A monk may use this item, but if they do, they cannot perform flurry of blows attacks and may only attack with one weapon when making a Melee attack.
Thrall Belt
Anytime the wearer successfully attacks with a Thrall weapon (a weapon with the word “Thrall” in its name), the attack deals +1 Damage.
Thrall Blade
non-magical weapon
Thrall Bracers
Anytime the wearer attacks with a Thrall weapon (a weapon with the word “Thrall” in its name), the attack gains +1 To Hit.
Thrall Captain Armor
Adds +7 to AC and +2 to maximum HP
Thrall Crude Armor
Adds +2 to AC
Thrall Cudgel
non-magical weapon
Thrall Faerie-Iron Skull
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
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 not throw more than one of these per combat round.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
Thrall Heavy Axe
non-magical weapon
Thrall Helm
Adds +1 to AC & -1 to Reflex saving throws
Thrall Kris
non-magical weapon
Thrall Leather Armor
Adds +3 to AC
Thrall Lieutenant Armor
Adds +6 to AC and +1 to maximum HP
Thrall Scale Armor
Adds +5 to AC and +1 to Will saving throws vs. Charm. This armor does not affect any other type of saving throws.
Thrall Sergeant Armor
Adds +4 to AC
Thrall Skewer
non-magical weapon
Thrall Soldier Armor
Adds +4 to AC and +1 to Fortitude saving throws
Thrall Sword
non-magical weapon
Thrall Throwing Axe
non-magical weapon
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Thrall Truncheon
non-magical weapon
Thunder Bolt
On a successful hit from a crossbow, deals an additional 3 damage as Sonic. Its use must be declared (turned in to the DM) prior to making the attack slide.
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
Tinkerer's Gloves
Protect the wearer’s hands from non-magical hot or cold objects
Does not protect against magical Fire or Cold
Toad Runestone
Adds +1 to Fortitude saving throws
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.
Token of Appreciation (2024)
Melee damage inflicted on the wearer of this pin is reduced by 2 points per attack/effect.
Token of Appreciation (2025)
Ranged attacks made by the wearer of this pin deal +2 damage per attack/effect.
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 Guard Shield
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.
Tooth Armor
Adds +4 to AC
Topaz Infused Armor
Adds +4 to AC and reduces Darkrift damage inflicted upon the character by 5
Torc of Natural Armor
Adds +2 to AC
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 torso slot is occupied by Common or Uncommon armor – or is unoccupied.
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–sometimes the effect is a surprise.
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.
Tower Shield
Adds +3 to AC
Traveler's Robe
Adds +1 to AC
Traveler's Staff
non-magical weapon
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
One Treasure Map token could be turned in at the treasure desk for the opportunity to draw a token from a special box of treasure.
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.
Trident
non-magical weapon
Trident of the Silver Sea
non-magical compound Piercing weapon
Trinket of the Dire Bear
Once per game, when it’s your turn to act, the owner may activate this trinket and then polymorph into a Dire Bear–all as a single Instant Action. While polymorphed into a Dire Bear, 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 the Dire Bear token to change again.
Trinket of the Lycan
Once per game, when it’s your turn to act, the owner may activate this trinket and then polymorph into a Lycan–all as a single Instant Action. While polymorphed into a Lycan, 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 the Lycan token to change again.
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 Hat
Adds +3 to max HP
Triton Helm
Adds +1 to AC
Triton Horn
Deals 2 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
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.
Turban of the Dunes
Adds +1 to Fortitude 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.
Tyr's Bracers
Adds +1 to AC and +1 to maximum HP
Tyr's Ring of Sacred Wrath
As a Standard Action, the wearer may mark off one use of the cure light wounds Spell to instead deal 5 Sacred damage to one target. There is no hard limit on the number of times this ring’s power can be activated, but each time it’s used the player must first mark off one use of cure light wounds.
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.
Underling Artificer
Melee and Ranged attacks made by the wearer deal +2 damage as Shock.
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 Dwarf Fighter
Heals 1 HP of damage per room. This healing is bestowed once at the beginning of each room.
Regeneration only functions if the character is alive. It cannot restore life to a dead character.
Unlike other Underling tokens, this token cannot be transmuted.
To equip an Underling, the player must also have equipped either a Safehold IV, III, II,
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 Wizard
Damage-Spells (not scrolls or miscellaneous magic items) attacks made by the equipper of this token deal +3 damage.
Universal Solvent
This wondrous liquid will dissolve any sticky substance to free a character. Requires a Standard Action to use.
Val's +4 Keen Fellbane Crossbow
Like all +4 weapons, the DM will add +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Deals an additional 20 Damage when it’s used to score a hit against Undead, Were-kind, or Outsiders.
This bow is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20.
Valkyrie Runestone
All Melee attacks made by the wearer (including bare hands if the user is a monk) gain +1 To Hit
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 R/UR 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.
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.
Vampire 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.
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.
Venomguard Greaves
Poison damage inflicted on the wearer is reduced by 2 points per attack/effect.
Very Basic Greaves
Acid damage inflicted on the wearer is reduced by 2 points per attack/effect



































































































