Vial of Ink
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.
When unstoppered underwater, this item causes an inky cloud to fill a 10′ cubic area which lasts for the duration of the room. It effectively renders all characters and monsters in the area obscured from ranged attacks. The effect of this item reduces the To Hit chance for both player and monster via a targeted ranged attack.
Vicious Charm
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
Viking Tankard Duck
Adds +3 to max HP if the owner has also equipped a Mug* or Tankard*. That Mug/Tankard then becomes “locked-in” and must be equipped for the entire adventure. If the Mug/Tankard is a Melee weapon, that weapon must be used every time the owner performs a Melee attack.
This token is only usable in Virtual True Dungeon adventures in calendar year 2025. This token cannot be used at any in-person adventure, regardless of year.
Vile Armor
Adds +6 to AC
Villager Pitchfork
Villager Scythe
Villager Torch
Vim's Boots of Protection
Adds +6 to AC. Wearer cannot be Surprised.
Violet Bifrost Charm
1-handed Melee attacks made by the wearer deal +2 damage as Darkrift
Viper Runestone
If this runestone is active, a successful physical weapon attack (melee or ranged, but not spell) by the affected character against a monster will negate any ability–natural or magical–of the monster to regenerate or be healed. The no-healing effect lasts for the remainder of combat.
Note: Once affected by the Viper Runestone effect, the monster loses the ability to restore HP damage from any source, not just weapons with a Viper Runestone effect.
Viper Strike Belt
+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)
This item is part of the Viper Strike Set.
When at least three items are equipped, no matter what class that character is, that character gains +2 To Hit on all attack slides–including spells cast from the character card, but not scrolls. In addition to the To Hit bonus,
Viper Strike Pants
Ranged attacks and/or spell attacks inflicted upon the wearer are reduced by 3 points per attack
Viper Strike Shirt
Melee damage inflicted upon the wearer is reduced by 3. It has no effect on Ranged attacks, spells, or traps.
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). However, if even 1 HP of damage is not negated,
Vipron Heavy Shield
Adds +2 to AC or +4 to AC vs. Snake sub-types
Vipron Shield
Adds +2 to AC
Viv's Amulet of Noble Might
Adds +8 to Strength (thus adding +4 To Hit in melee and +4 Damage with melee and thrown weapons), +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 +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level).
Volva Powder
When incorporated into the casting of a damage Spell (cast from the character card, not a scroll or magic item), this dust increases the damage inflicted by +2. This dust has no effect on Spells which do not inflict HP damage.
Volva's Hearty Ration
Adds +3 to max HP
No character may use more than 1 Volva’s Hearty Ration per game.
This token must be turned in to the Coach before the game begins.
Vonami Morning Star
Wielder gains +1 to max HP
Walking Stick
Adds +2 to Reflex saving throws vs. slips and falls
This must be the character’s active weapon to gain the benefit. Having it stored on one’s person gives no benefit.
Wand of Cure Lt. Wounds
Heals 5 HP of damage per charge
Note: Like all wands, only one charge may be expended per round.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Wand of Detect Magic
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
Wand of Force Bolt
Deals 4 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Force Bullet
Deals 2 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Force Spike
Deals 7 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Wand of Forcebolts
Deals 4 damage as Force to all monsters. There is no saving throw to mitigate damage.
Wand of Frost
Deals 7 damage as Cold to target. There is no saving throw to mitigate damage.
Wand of Hornets
Deals 8 Piercing damage to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Iceblasts
Deals 5 damage as Cold to the target. There is no saving throw to mitigate damage.
Wand of Icebolts
Deals 3 damage as Cold to the target. There is no saving throw to mitigate damage.
Wand of Illumination
All undead suffer -2 to AC
Wand of Lava Blasts
Deals 8 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Lava Bolts
Deals 4 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Lava Globs
Deals 2 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Life Stealing
Deals 6 damage to target and heals 6 HP to the wielder. If the victim succeeds on a DC 12 Fortitude saving throw, the damage and healing effects are negated and the charge is wasted.
Wand of Lightning Bolt
Deals 12 damage as Shock to the target. On a successful DC 15 Reflex saving throw, reduce the damage by half.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Wand of Magic Missiles
Deals 6 damage as Force to the target. There is no saving throw to mitigate damage.
Wand of Melf's Acid Arrow
Deals 8 damage as Acid if AC 15 is hit. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019,
Wand of Pyrotechnics
Deals 4 damage as Fire to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Shock
Deals 2 damage as Shock to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Slow
The target must succeed on a DC 12 Will saving throw or lose its next action. Failure means it cannot attack, cast spells, or perform any action on its next turn. The effect lasts only one combat round.
Wand of Snakebind
The target must succeed on a DC 12 Reflex saving throw or suffer a -1 Damage penalty to all melee attacks. Ranged attacks and spells are unaffected. The effect from this wand stacks with itself, but only up to a maximum penalty of -4 Damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018.
Wand of Snowballs
The target must succeed on a DC 12 Reflex saving throw or suffer -2 to all attack rolls for one round.
Wand of Soul Spike
Deals 8 damage as Darkrift to the target. There is no saving throw to mitigate damage.
Wand of Sparks
Deals 2 damage as Shock to target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Spider Swarm
Deals 3 damage as Poison to all monsters. There is no saving throw to mitigate the damage, but if they are resistant/immune to Poison that will be factored in.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Wand of Tentacles
The target must succeed on a DC 12 Reflex saving throw or be held for one round.
Wand of the Eel
Deals 4 damage as Shock to the target. There is no saving throw to mitigate damage and no attack slide is required.
Wand of the Fire Snake
Deals 8 damage as Fire to the target. There is no saving throw to mitigate damage.
Wand of the Harpy
Deals 5 damage of Slashing damage to the target. There is no saving throw to mitigate damage.
Wand of the Sirocco
Deals 2 damage as Force to all monsters. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of the Tide
The target must succeed on a DC 12 Reflex saving throw or suffer a -4 penalty to all To Hit attempts (both ranged & melee) for one round. The effect from this wand stacks with itself and similar effects, but no more than a -6 total penalty from any combo of sources can be incurred on a single creature.
Note: This wand only functions underwater
Because all wands require a command word to function,
Wand of Thor's Fame
Deals 3 damage as Shock to the target. There is no saving throw to mitigate damage.
Wand of Thor's Favor
Deals 5 damage as Shock to the target. There is no saving throw to mitigate damage.
Wand of Thor's Fury
Deals 8 damage as Shock to the target. There is no saving throw to mitigate damage.
Wand of Wasps
Deals 2 Piercing damage to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
Wand of Waves
The target must succeed on a DC 12 Reflex saving throw or suffer a -2 penalty to all To Hit attempts (both ranged & melee) for one round. The effect from this wand stacks with itself and similar effects, but no more than a -6 total penalty from any combo of sources can be incurred on a single creature.
Wand of Yellowjackets
Deals 4 Piercing damage to the target. There is no saving throw to mitigate damage.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward. Starting at Origins 2019, all wands will be consumable,
War Shell Armor
Adds +3 to AC
War Sling
non-magical weapon
Unlike standard slings, this is a 2-handed weapon, so shields or other offhand items may not be used while wielding it.
Water Runestone
Waterskin
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.
Weighted Net
If successfully thrown as a ranged attack, the victim’s AC is penalized by -2 on the rounds following the initial hit. Only one Weighted Net can be used per human-sized monster. The effect is permanent, but there may be situations where a Weighted Net would be ineffective or a magical creature would be able to free itself. This would be specifically determined by the module itself.
Note: The weapon can’t be used underwater as it can’t effectively be thrown over a monster in that environment.
Welfor's +5 Slayer Sword
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.
Werewolf 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.
Werewolf 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.
Whetstone
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.
Whip
non-magical weapon
White Bifrost Charm
Mystic Staff attacks made by the wearer deal +2 damage. This item cannot affect any other type of weapon and has no effect on Spells, scrolls, or miscellaneous magic items.
Whiteglen (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 #37.
Wicked Charm
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons) but penalizes all saving throws by -1
Wicked Spear
When the wielder of this weapon scores a natural 20 with an attack, all attacks made by the victim suffer a -2 damage penalty. A second attack with this weapon which scores a natural 20 will reduce the victim’s melee damage by an additional 2 points, but -4 is the maximum penalty this weapon is capable of inflicting. It doesn’t matter how many Wicked Spears the party possesses or who used them.
The damage penalty effect of this weapon is triggered by sliding a natural 20.
Widseth's +2 Dancing Sword
The rapier will fight by itself as long as Widseth is within 30′. Physical barriers do not sever the mental connection between the rapier and its owner. It can’t chase and fight flying creatures, but it can be extended (within the 30′ range) to fight a foe separated by a chasm or physical barriers. While the sword fights, Widseth may do whatever he likes, including attack with another weapon, cast spells, or perform bardsong.
Widseth's Legendary Lute
When this instrument is played, bardsong grants each party member a total of +3 To Hit & +3 Damage (+4 To Hit & +4 Damage if the bard is 5th-level) with melee and ranged attacks. While performing bardsong, the bard may simultaneously perform a Standard Action (e.g., physically attack, cast spells, perform a Lore check, read scrolls, activate wands, drink potions, etc.) Once per game, if a party saving throw is rolled and a “1,
Widseth's Mystical Lute
When used by bards, their bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and Ranged attacks. The bard may physically attack while playing this instrument and/or initiate one Free Action.
Wight Agate
Equivalent to 70 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.
Wight 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.
Wil's Dragonheart
Adds +4 to maximum HP
Wind Runestone
When attacking with a Common, Uncommon, or Rare missile weapon, the wielder gains +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 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.
Winding Key
One of 40 tinkering components used to make a special Legendary token
Winter Runestone
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Cold.
Winter Shirt
Grants immunity to the negative initiative modifiers caused by Cold Climate.
Winter Wolf Armor
Adds +3 to AC
Wish Ring
The user that invokes the power of this ring may cause one of several effects to occur. Once the ring is used, the magic dissipates leaving the user with a 1,000 GP value ring. The possible powers which can be invoked include:
- Heal entire party to full hit points
- Resurrect/restore character killed–even if they died in a different room from where the wish is being used
- Allow 1 character to equip two neck slot items for an adventure
- Allow player to draw out 25 tokens from 1 treasure box
- Give 1 character +5 Damage for entire combat
Withering Runestone
If the user of this runestone successfully melee attacks a monster, that monster’s melee attacks deal –1 damage. The damage penalty from this runestone cannot exceed –2, even if different characters hit that monster with withering-affected melee attacks.
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.
Wolf Fate Card
The wearer takes -25 damage resulting from a Werewolf attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Wolf Ring (Artisan)
Fashioned out of Silver and Moonstone
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.
Wolf Totem Armor
Adds +4 to AC and +1 to Reflex saving throws
Wooden Oar
non-magical weapon
Wooden Stake
If this weapon is used to slide a natural 20 against a Vampire and the ✸ segment is facing the damage dot on the combat board, the player may choose to instantly kill that Vampire.
If this power is used, the token is snapped in half, returned to the player, and becomes unusable.
This weapon deals no damage otherwise.
Wyvern Hide Armor
Adds +4 to AC and +2 to saving throws vs. Poison
Wyvern Stinger
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.
Xornhill (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 #38.
Yellow Bifrost Charm
2-handed Melee attacks made by the wearer deal +2 damage as Sacred
Yeti Cloak
Grants immunity to non-magical Cold damage and immunity to all Cold Climate penalties.
Cold Climate Penalties:
Initiative: Due to the numbing effects of a Cold Climate, characters are slower to react to danger. For every party member not protected from the cold, the party suffers a -1 to their initiative rolls.
Spell Failure: Every time a character casts an offensive spell in a Cold Climate, the DM will quickly roll a d20.
Yeti 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.
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.
Yeti Hide Armor
Adds +4 to AC
Yew Runestone
Adds +1 to maximum HP
Yewbark (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 #39.
Ymir Runestone
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose 10 points of their Fire Resistance per hit. E.g., if the monster originally had Fire Resistance 15, after being affected by this rune once it would only have Fire Resistance 5. After being affected by this rune a second time, its Fire Resistance would drop to zero. (There is no such thing as negative damage Resistance.)



































































































