On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Cold.
The user that invokes the power of this ring may cause one of several effects to occur. Once the ring is used, the magic dissipates leaving the user with a 1,000 GP value ring. The possible powers which can be invoked include:
- Heal entire party to full hit points
- Resurrect/restore character killed–even if they died in a different room from where the wish is being used
- Allow 1 character to equip two neck slot items for an adventure
- Allow player to draw out 25 tokens from 1 treasure box
- Give 1 character +5 Damage for entire combat
If the user of this runestone successfully melee attacks a monster, that monster’s melee attacks deal –1 damage. The damage penalty from this runestone cannot exceed –2, even if different characters hit that monster with withering-affected melee attacks.
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.
The wearer takes -25 damage resulting from a Werewolf attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Fashioned out of Silver and Moonstone
In 2006 TD released limited edition Artisan Tokens. These are extremely rare tokens that represent items such as jewelry or clothing and were the spark for the major change in token design for 2007. They have no pre-declared value. One copy of each item was available for silent auction at the 2006 True Dungeon event in Indianapolis. In addition, one copy of each item was placed in the dungeon as special treasure at both the Indianapolis and So Cal events.
If this weapon is used to slide a natural 20 against a Vampire and the ✸ segment is facing the damage dot on the combat board, the player may choose to instantly kill that Vampire.
If this power is used, the token is snapped in half, returned to the player, and becomes unusable.
This weapon deals no damage otherwise.
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.
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 #38.
Grants immunity to non-magical Cold damage and immunity to all Cold Climate penalties.
Cold Climate Penalties:
Initiative: Due to the numbing effects of a Cold Climate, characters are slower to react to danger. For every party member not protected from the cold, the party suffers a -1 to their initiative rolls.
Spell Failure: Every time a character casts an offensive spell in a Cold Climate, the DM will quickly roll a d20.
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.
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 #39.
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose 10 points of their Fire Resistance per hit. E.g., if the monster originally had Fire Resistance 15, after being affected by this rune once it would only have Fire Resistance 5. After being affected by this rune a second time, its Fire Resistance would drop to zero. (There is no such thing as negative damage Resistance.)
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 #40.
Equivalent to 25 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.


























