Damage-Spells (not scrolls or miscellaneous magic items) attacks made by the equipper of this token deal +3 damage.
This wondrous liquid will dissolve any sticky substance to free a character. Requires a Standard Action to use.
Like all +4 weapons, the DM will add +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Deals an additional 20 Damage when it’s used to score a hit against Undead, Were-kind, or Outsiders.
This bow is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20.
All Melee attacks made by the wearer (including bare hands if the user is a monk) gain +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 R/UR 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.
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 #36.
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.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Poison.
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.
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.
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)
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.
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.
+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,
Ranged attacks and/or spell attacks inflicted upon the wearer are reduced by 3 points per attack
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,
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).
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.
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.
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.





























