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.
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.
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.
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)
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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,
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.
Missile (physical projectile) attacks made by the equipper of this token deal +3 damage





























