A lagniappe for large token purchases. Early versions may have confered special perks or have been exchangeable for special tokens, but the 2019 version was only a memento and could not be exchanged for anything.
Allows ranged weapons to be used underwater.
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.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. It is usable only once, whether the attack succeeds or misses.
It also may be used to ignite combustible substances.
+3 to maximum HP and -4 to Charisma (Charisma has no direct in-game effect, but characters with at least 16 Charisma may equip a second Figurine)
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.
Equivalent to 25 GP
Counts as a “gem” for all purposes
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.
When used by a bard, bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and ranged attacks. The bard may cast scrolls (not spells nor other miscellaneous magic items) while playing this instrument but may not attack with a weapon. Bards cannot make a Lore check while playing this instrument.
When played by the skilled hands of a bard,
The critical hit range of all attack slides made by the wearer is increased to a natural 19 or 20. This item has no effect on attacks which already have a crit range wider than 20.
This item does not enable the wearer to critically hit creatures normally immune to crits, but it can be used in conjunction with other tokens that overcome crit immunity.
Once per game, the wearer is able to affect a creature that is normally immune to critical hits (e.g., Construct, Ooze, Plant, Undead, etc.), and to perform a sneak attack on a creature that is normally immune to being sneak attacked.
Adds +4 to Strength (thus adding +2 To Hit in Melee and +2 Damage with Melee and thrown weapons) and +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)
A paladin equipped with this amulet has the option to Guard up to a total of two characters.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Poison damage inflicted upon the wearer is reduced by 3 points per attack/effect
Adds +6 to Strength (thus adding +3 To Hit in melee and +3 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).
Wearer deals +2 damage while wielding a 2-handed Melee weapon. If the wielder is a barbarian, the bonus from this item is +3 instead of +2.
Adds +4 to max HP
Any time the wearer makes a flurry of blows attack and both attacks hit in the same round, the wearer heals 3 HP of damage.
When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.





























