used in the creation of Safehold II tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold II tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold III tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold IV tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold V tokens
See truedungeon.com/safehold for details on how Safeholds work.
This specialized crossbow fires blunt bolts and can only be used while underwater. This crossbow is not compatible with other crossbow bolts.
non-magical weapon
All of the user’s Ranged attacks deal +1 damage as Sacred.
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.
Your weapons are immune to non-magical Fire damage. Magical Fire damage is not affected. Weapons protected by this runestone do not deal Fire damage to their wielder.
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.
This blessed salve removes all the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not restore HP damage caused by Undead Touch Attacks.
This token must be turned in to use and takes one round to apply.
Removes Disease, Paralysis, and Petrification when applied to target, but the applier takes 3 points of Eldritch damage.
The owner of this salve may apply it to themself if they have a Disease and will take the damage accordingly.
Paralyzed or Petrified characters can’t move and therefore can’t apply it to themselves.
Removes the Diseased and/or Poisoned condition when applied to the target.
This salve does not prevent the target from becoming Diseased or Poisoned in the future, nor does it mitigate damage inflicted by Disease or Poison that was incurred prior to application.
Applying a salve requires a Standard Action on the part of the applier.
Both Disease and Poison can deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions,
Grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks. This token must be turned in to use, takes one round to apply, and lasts until the end of the room.
This potion must be used proactively to prevent Undead Touch Attack effects. It cannot be used after the fact to remove Undead Touch Attack effects.
Once applied, grants immunity to the first successful melee attack against the character–a miss will not expend the protection. The effect lasts for the duration of the room or until it successfully prevents the first melee attack damage. It takes one round to apply.
This salve affects physical melee attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g.,
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.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
If a variable-effect token is being used to gain Treasure Chips, Sandals of Humble Reward will not stack with it. E.g., if the Amulet of Wonder‘s effect for that year increases Treasure Chips gained, Sandals of Humble Reward and Amulet of Wonder can’t be equipped by the same character.
Adds +2 to Reflex saving throws
Wearer is immune to damage (but not vision penalties) caused by sandstorms
Wearer may see normally during a sandstorm. These goggles do not affect damage inflicted by sandstorms.
non-magical melee Blunt weapon
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons). If wearer is a paladin or a fighter (either), they gain a total of +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)
This item equips in the Waist slot.
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.
When activated, the chosen target must succeed on a DC 12 Will saving throw or suffer -2 to AC for the rest of combat. This effect does not stack with itself.
Satyr’s Pipes of Dancing is not a traditional bard instrument and cannot be used to perform bardsong.
Note: Satyr’s Pipes of Dancing cannot be used on the same round with Widseth’s Mystical Lute,
Evocation of this stone’s energy allows a character to undo (negate) the action that would have resulted in their own death, no matter what the cause.
Adds +6 to AC
Adds +7 to AC and +1 to all saving throws
Adds +4 to AC