Bead of the 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)
If the wearer is a monk or ranger, gain a total of +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Bead of the Champion
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons), +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), and +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Bead of the Cleaver
Adds +1 To Hit and +1 Damage with axes or cleavers
Bead of the Deeper Ones
Adds +1 to Intelligence, +1 to Wisdom, and +1 to Charisma
Bead of the Dire Bear
Adds +4 to Fortitude saving throws
Bead of the Fireside
Cold damage inflicted on the wearer is reduced by 2 points per attack/effect
Bead of the Golem
Grants immunity to charm, fear, and sleep effects.
Bead of the Hero
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), +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 +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Bead of the Lucky Traveler
Adds +2 to all saving throws and gain Free Movement
Bead of the Ram
Melee attacks made by the wearer deal +1 damage as Force
Bead of the Rat
The wearer gains Free Movement.
Bead of the Sea Orc
Adds +2 to max HP
Bead of the Stag
Adds +2 to Reflex saving throws
Bead of the Sun
Darkrift damage inflicted on the wearer is reduced by 1 point per attack/effect
Bead of the Third Eye
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.
Bead of the Viper
Poison damage inflicted upon the wearer is reduced by 10 points per attack/effect
Bead of the Wolf
Wearer cannot be Surprised
Bead of Thor
+2 to max HP and +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)
Bead of Warmth
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Bead Rain Vision
Wearer is unaffected by vision penalties resulting from being in rain.
Bead Unseen Vision
Wearer is able to see creatures under the effects of invisibility
Bead Whole Vision
When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
Bedroll
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.
Beer Drinker's Bead
Once per room, any Potion consumed by the wearer heals the wearer 1 HP. This item does not overwrite the Potion’s original effect, it adds to it. E.g., drinking a Potion Black Dragon Breath doesn’t normally heal the consumer, but with this item it would deal 5 damage to all monsters and heal 1 HP to the consumer. Potions that already restore HP are compatible with this item’s effect. Simply add +1 to the amount the Potion would have otherwise healed.
Beer Drinker's Pants
Once per room, the wearer may drink either one Common Potion or one Uncommon Potion as a Free Action. This item’s effect is not compatible with any other rarity of Potion.
Beer Drinker's Shirt
Adds +2 to Fortitude saving throws
Belladonna
When this bitter herb is consumed the player may re-attempt a failed saving throw vs. poison. It can only be used one time per person per room.
Note: Only one poison saving throw re-roll is allowed per person per room. E.g., if a poisoned character possesses both Anti-toxin and Belladonna, only one–not both–of those items could be used by that character to re-roll the poison saving throw.
Belt of Anchoring
wearer gains +1 to Reflex saving throws vs. falling from heights
Belt of Application
This belt allows the wearer to retrieve and use either one oil or one salve as a Free Action once per combat. It does not work in conjunction with other liquids, gels, or potions.
This belt only works for its owner, but the oil/salve may be applied to the owner/owner’s equipment or on another willing target’s body/equipment. However, if used on another person or on another person’s equipment, it uses up that person’s Free Action for that round in addition to the owner’s Free Action.
Belt of Ashes
Melee attacks deal +1 Damage as Fire
Belt of Baneful Mettle
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -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)
Belt of Belching
Once per room, as a Standard Action, the wearer may belch and deal 2 Sonic damage to every monster in the room.
Belt of Biting
Grants 5 points of Retribution Damage.
Belt of Blessed Constitution
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Belt of Brawn
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) and -1 to Reflex saving throws
Belt of Climbing
Wearer gains +4 to Reflex saving throws when climbing, including while climbing ropes, ladders, walls, cliffs, etc.
Belt of Endurance
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 -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)
Belt of Freedom
wearer cannot be Constricted and is immune to Constriction-based damage
Note: Though they have somewhat similar net results, being under the effect of a hold spell is not the same as being Constricted. This belt does not mitigate the hold effect.
Belt of Healing
If the wearer scores a natural 20 on any kind of attack slide, the wearer will heal 3 HP. Characters that can attack twice in the same round (most likely a monk or ranger) could heal 6 HP if both attacks landed on the 20.
If a spell or scroll requires an attack slide, that slide counts as an attack, but slides that are not attacks do not trigger this item’s effect. Similarly,
Belt of Ogre Mage Power
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)
Belt of Ogre Power
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Belt of Rage
When raging, all the wearer’s attacks gain +2 Damage. When not in rage, this item has no effect.
Belt of Retribution
Grants 2 points of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Belt of Retrieval
This belt allows the wearer to retrieve and drink one potion as a Free Action once per combat.
Belt of the Accursed
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons) and the wearer suffers –2 to Will saving throws
Belt of the Badger
The wearer’s melee attacks gain +1 To Hit
Belt of the Beetle
Adds +1 to Fortitude saving throws
Belt of the Berserker
Adds +3 to Strength (thus, depending on initial Strength score, either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons) but suffer -2 to AC
Belt of the Brave
Adds +2 To Hit and +2 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
Belt of the Bull
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Belt of the Cat
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Belt of the Dancing Silk
Adds +3 to max HP. If the wearer is a monk, this also adds +3 to AC.
Belt of the Deadshot
All Ranged attacks made by the wearer gain +2 To Hit and +3 to Damage.
Belt of the Fey
Grants immunity to charm spells and effects
Belt of the Hunter
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 +2 damage with Ranged attacks.
Belt of the Leopard
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +1 Damage with Ranged attacks
Belt of the Pirate
Adds +4 to Reflex saving throws
Belt of the Sacred
Wearer deals +1 damage as Sacred when making missile attacks
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.
Belt of the Sweetwoods
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) 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)
Belt of the Vine
On a successful attack against a Plant creature, the wearer deals an additional 2 damage. This affects all attacks requiring a slide, including spells that require an attack slide. It does not affect spells or items which cause damage without an attack slide.
Belt of Thorns
Grants 10 points of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Belt of Vitality
Adds +3 to maximum HP
Belt Pouch
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.
Benrow's Elder Drake Necklace
The wearer gains the following effects:
Berserker Boarding Axe
magical melee slashing weapon (may not be thrown)
When wielded by a barbarian, this weapon deals +1 Damage.
Berserker Carnage Axe
magical melee slashing weapon (may not be thrown)
When wielded by a barbarian, this weapon deals +1 Damage.
Berserker Cloak
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to AC
Berserker Gloves
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) but suffer -2 to AC
Bezoar Charm
Poison damage inflicted upon the wearer is reduced by 2 points per attack/effect
Bezoar Stone Amulet
wearer gains +10 to all saving throws vs. Poison
Bibwik's Bead Bracelets
Wearer may equip up to four additional Beads.
Bifrost Charm
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- Melee attacks deal +4 damage
- Ranged attacks deal +4 damage
Black Bifrost Charm
Ranged attacks made by the wearer deal +1 damage as Darkrift
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Black Lotus
Equivalent to 250 GP
Blacksmith's Leather Apron
Adds +2 to AC
Blessed Pants of the Hare
Adds +2 to Dexterity (thus, +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Blessed Redoubt Helm
Adds +4 to AC
Blessed Redoubt Mail
Adds +8 to AC
Blessed Redoubt Plate
Adds +11 to AC
Blessed Redoubt Shield
Adds +5 to AC
Blessed Tempest Gloves
Wearer deals +3 damage with physical ranged weapons and with damage-inflicting spells.
Blessed Wind Gloves
Wearer deals +2 damage with physical ranged weapons and with damage-inflicting spells.
Blight Bud
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.
Blighted Belt
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) and suffer -1 to Will saving throws
Blighted Boots
Adds +1 to Dexterity (thus, depending on prior Dexterity score, 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 Will saving throws
Blighted Pants
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 Will saving throws
Bliss Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Battle Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Berserker Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Bull Armor
Adds +5 to AC and +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Bliss Bull Helm
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Bliss Bull Shield
Adds +1 to AC and +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Bliss Club
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Fur Armor
Adds +2 to AC
Bliss Guardian Armor
Adds +3 to AC and +2 to maximum HP
Bliss Hammer
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Heavy Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Helm
Adds +1 to AC
Bliss Hide Armor
Adds +3 to AC
Bliss Long Bow
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss



































































































