Bliss Padded Armor
Adds +3 to AC
Bliss Plated Armor
Adds +4 to AC
Bliss Raider Armor
Adds +2 to AC and +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)
Bliss Runestone
Monster attacks designed to force their victim to drop their weapon are ineffective against a character under the effect of this runestone. It does not prevent the victim from taking damage or suffering other ill effects, it only prevents the forced weapon drop.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
Bliss Short Bow
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Small Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Bliss Throwing Axe
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Bliss Throwing Club
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Bliss War Club
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
Blood Mace
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
Blowgun Needle of Blight
On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.
Blue Bifrost Charm
Melee attacks made by the wearer deal +1 damage as Cold
Blunder Cannon
non-magical weapon
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.
If the attack misses the intended target and the 💣 is closest to the damage dot on the combat board,
Blunder Horn
non-magical Blunt missile weapon
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.
Blunder Pipe
non-magical Blunt missile weapon
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.
Blunder Safety Slug
When fired from a blunder weapon and the attack scores a hit, instead of the wielder taking damage on a 💣 result, the wielder takes no damage from the misfire and the intended target takes 1 damage. This 1 point of damage is not subject to the blunder weapon wielder’s damage bonuses, but if the target of the attack can mitigate Ranged damage, that would apply.
Blunder Slug of Dividing
On a successful hit from a blunder weapon, this slug deals an identical* amount of damage (including all relevant bonuses & penalties the user may possess) 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 slug 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.
Blunderbuss
non-magical Blunt missile weapon
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.
Boarder's Barrel Armor
Adds +7 to AC
The wearer takes -1 damage from blunder weapon attacks made by others. This armor does not mitigate blunder weapon misfires made by the wearer.
Boarding Axe
non-magical weapon
Boaz (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 #02.
Boaz's Bead of Whispers
Adds +5 to all saving throws
Bog's Medallion of Berserking
The wearer gains the following effects:
- +10 Damage with 2-handed melee weapons
- May use rage or greater rage two* additional times
- May invoke fury twice per game
Bogling Bracelets
Anytime the wearer attacks with a Dirk, the attack gains +1 To Hit
Bogling Charm
Negates any Melee penalty resulting from fighting in a swampy terrain
Bogling Gloves
Adds +1 to AC
Bogling Heavy Crossbow
non-magical ranged weapon
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Drow, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
Bogling Lt. Crossbow
non-magical ranged weapon
Bogling Necklace
Adds +2 to max HP
Bogling Shirt
Adds +1 to AC
Bogling Sling
non-magical ranged weapon
Boiled Leather Armor
Adds +4 to AC
Bolt of Deephold
On a successful hit from a crossbow (not a bow), this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or the victim can’t attack more than once per round for the rest of combat. If the target can only attack once per round (either naturally or as a result of a previous effect), this bolt’s special power will have no effect. It must be declared (turned in) before sliding the weapon token.
Bolt of Fire
On a successful hit from a crossbow, this bolt deals an additional 2 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.
Bolt of Frost
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Bolt of Lightning
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Shock when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Bolt of Poison
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Poison when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Bone Armor
Adds +3 to AC
Bone Desert Helm
Adds +1 to AC
Bone Desert Mace
non-magical weapon
Bone Javelin
non-magical weapon
Bone Map Case
All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.
Bone Scroll Case
All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.
Boots of Agility
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Boots of Anchoring
wearer gains +4 to Reflex saving throws vs. falling from heights
Boots of Backstabbing
Successful sneak attacks made by the wearer deal +6 damage. The bonus damage from these boots is added at the very end of the sneak attack’s damage calculations and is not subjected to modification. E.g., it doesn’t get doubled if the sneak attack critically hit.
Note: The phrase “non-modifiable damage” written on this token does not mean the extra damage from these boots is immune to mitigation.
Boots of Bolting
Adds +3 to Reflex saving throws
Boots of Bounding
Once per room, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Each time this “melee-for-ranged” attack is attempted (whether the attack was successful or not), the wearer takes 2 points of Eldritch damage.
These boots do not confer the ability to fly/levitate, they allow the wearer to leap up, attack, and land safely back in the same spot from which they took off.
Boots of Brawling
Melee and Ranged attacks made by the wearer gain +2 To Hit. Has no effect on attacks that do not require an attack slide.
Adds +1 to all saving throws
Boots of Charging
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.
The protection these boots afford lasts for just one attack. E.g., if a marilith successfully attacked you three times on round 1, these boots would only reduce the damage by 2 points.
Boots of Delicate Agility
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves
Boots of Dodging
Adds +4 to Reflex saving throws vs. Ray attacks (the effect must have the word “Ray” in its name)
Boots of Drowkind
After attempting the first sneak attack in combat, if there is a second eligible target, a rogue wearing these boots may attempt to sneak attack a second target without taking a prep round to set up the second sneak attack. The first sneak attack attempt need not have been successful to take advantage of this item’s power. The rogue cannot sneak attack the same target twice.
Boots of Elvenkind
These dark grey, soft boots dampen the noise normally created by the wearer when moving. Wearable only by rogues, they allow the wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
Boots of Foresight
If the party wins Initiative, for the rest of that combat, melee damage inflicted upon the wearer is reduced by 2 points per attack.
Boots of Free Action
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Boots of Grave's Reach
Ranged attacks made by the wearer deal +3 Cold damage per attack/effect
Boots of Health
Adds +3 to max HP
Boots of Inferno Step
On a successful hit with a melee weapon, the wearer deals +2 damage as Fire
Boots of Lava Walking
The wearer can trod upon lava without fear of falling in. These boots do not afford any protection from heat (Fire damage) emanating from the lava, but the boots themselves cannot be damaged by lava.
Boots of Marshstep
Adds +1 to Reflex saving throws.
Allows the wearer to walk on mud as if it were solid ground.
Boots of Might
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,
Boots of Protection
Adds +4 to AC. Wearer cannot be Surprised.
Boots of Puhweehwa
Adds +2 to AC. Wearer cannot be Surprised.
Boots of Shai's Aid
Adds +1 to all saving throws
Boots of Shocking Step
On a successful hit with a melee weapon, the wearer deals +2 damage as Shock
Boots of Snow Walking
These durable foot coverings enable the wearer to walk across snow and not fall through, slip, or incur movement penalties as a result of the unstable surface. They only provide protection directly related to snow effects.
When engaged in combat atop deep snow, melee attacks as well as anything requiring movement are not be possible on the first round of combat. Ranged attacks and/or spells are not affected by this penalty. Actions performed after the first round of combat (i.e.,
Boots of Sure Footing
Adds +2 to Reflex saving throws
Boots of the Bandit
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)
Boots of the Bog Treader
Allows the wearer to walk on water in a swamp as if it were solid ground. This item does not function on water that is not in a swamp. This item does not function on non-water fluid in any location.
Boots of the Bold
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
Boots of the Buccaneer
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Boots of the Burglar
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Boots of the Drow
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus –1 To Hit in melee and –1 Damage with melee and thrown weapons)
Boots of the East Wind
While wearing these boots, successful 2-handed melee weapon attacks deal +5 damage as Sonic.
Boots of the Four Winds
All the wearer’s successful melee attacks, ranged attacks, and damage-inflicting spells deal +5 Damage as Eldritch. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.
Boots of the Leopard
Mechanical trap damage inflicted upon the wearer is reduced by 50%. They do not reduce magic damage of any kind, even from magical traps.
As long as the trap is mechanical, the effect from this item stacks with other point-based items that mitigate trap-damage, but not other items that reduce trap-damage by a percentage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure.
Boots of the Marauder
Wearer gains +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and Free Movement
Boots of the North Wind
While wearing these boots, successful 1-handed melee weapon attacks deal +3 damage as Cold.
Boots of the Raider
Mechanical trap damage inflicted upon the wearer is reduced by 5. It has no effect on magical trap damage.
The effect from this item stacks with other items that mitigate mechanical trap-damage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap.
Boots of the Scoundrel
All Ranged attacks made by the wearer that require a slide gain +1 To Hit
Boots of the South Wind
All damage-inflicting spells cast by the wearer deal +3 Damage as Fire. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.
Boots of the Stalwart
After successfully using taunt, the wearer takes -2 damage from all attacks made by any monster in the room on the tauntee’s next turn. These boots have no effect on attacks made by a monster that is immune to taunt.
If the wearer of these boots has also equipped Ring of Direct Insults, on the post-taunt round, that character takes -4 damage from the taunted monster and -2 damage from all other monsters.
Boots of the Underdark
These boots allow a rogue to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) In addition, when making sneak attacks, the rogue’s To Hit slide will enjoy a +2 bonus. This +2 To Hit bonus only applies to sneak attacks.
Boots of the Vale
If outdoors, these allow the rogue wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
Boots of the West Wind
While wearing these boots, successful physical ranged weapon attacks (including thrown alchemical weapons but not spells or wholly magical effects) deal +3 damage as Shock.
Boots of Traction
Wearer is immune to slips and falls while on natural surfaces. They have no effect on cut stone or any kind of finished surface.
Boots of Tremor Sense
Melee attacks made by the wearer are not penalized by the target being Incorporeal (i.e., no 50% miss chance) or Invisible.
These boots don’t negate the monster’s Invisibility/Incorporeality (e.g., you can’t see an Invisible monster), they only negate the melee combat penalties associated with having a target that is Invisible/Incorporeal.
These boots have no effect on any kind of Ranged attack.
Boots of Warmth
Cold damage inflicted upon the wearer is reduced by 50%
Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.
Boots of Water Walking
Made from the hide of some mysterious aquatic beast, these boots allow the wearer to walk on water as if it were solid ground. The magic of these boots may be “turned off” if the wearer wishes to venture underwater.
These boots allow their wearer to safely traverse quicksand.
Bottle of Bubbles
Serving as a reserve air supply, this small container will allow the user to breath air in a water filled environment. However, the bottle must be held to the user’s mouth which takes up the use of one hand. The bottle’s effect lasts for one room.
Note: The ability to breath underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
Bottle of Rum
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.
Note: This cheap rum is way too low proof to make a Molotov Cocktail
Bowl of Spirit Sight
This item allows a druid to learn the clue(s) that would be given from a bard’s Bardic Knowledge check and/or a rogue’s skill check box without having to pass the test(s). This does not allow the druid to take the treasure in lieu of the clue.
A druid’s use of Bardic Knowledge in this way counts as an Instant Action.
A Libram of Looting cannot be used in conjunction with this token to get both the clue and treasure from what would have been the rogue’s skill test.
Bracelets of Arcane Sight
Damage-Spells (not scrolls) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a total of +2 points of damage, not +2 points per target. The caster chooses the recipient of the extra points and may allocate them as they see fit to an eligible recipient.
Bracelets of Blocking
Adds +2 to ranged AC; does not affect melee AC
Bracelets of Boosting
All the wearer’s 0-level damage spells deal +1 Damage
Bracelets of Bounding
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 all Ranged attacks made by the wearer deal +1 damage.
If the attack can affect more than one target, the wearer gets a total of +1 point of damage, not +1 point per target. The caster chooses the recipient of the extra point and may allocate it as they see fit to an eligible recipient.
Bracelets of Far Reach
Adds +2 to Missile damage
If the wearer is a ranger, adds a total of +3 to Missile damage
Bracelets of Foesight
Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.
Bracelets of Frail Agility
Adds +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 suffer -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)



































































































