On a successful hit from a bow, this arrow deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, if the attack slide lands on the 20, the archer who fired it heals 8 points of damage. This token must be declared (turned in) before sliding the weapon token.
Adds 3 damage when fired from a bow and allows the user to score a critical hit on a natural 19-20
On a successful hit from a bow, deals an additional 3 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
On a successful hit from a bow, this arrow will deal a 10 damage to a secondary target. The attacker chooses the target from eligible recipients. (In most cases, an eligible recipient will be any other monster in the room, but there may be times when a secondary target is out of range, has cover, or is in some way not attackable. Rule of thumb: if the secondary target could have been the primary target,
On a successful hit from a bow, this arrow deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, the target must succeed on a DC 20 Fort save or instantly die. Like all specialty arrows, it is consumed on use whether the attack (or saving throw) was successful or not.
On a successful hit from a bow, deals an additional 5 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.
When fired from a bow, this arrow ignores To Hit penalties caused by wind or if the target has cover. Its use must be declared (turned in to the DM) prior to making the attack slide.
Note: This arrow does not grant any bonus to Damage. Similarly, it does not grant a To Hit bonus, but it could negate a To Hit penalty.
On a successful hit from a bow, this arrow deals an additional 2 damage as Poison. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, if the attack slide lands on the 20, the archer who fired it heals 12 points of damage. This token must be declared (turned in) before sliding the weapon token.
Melee damage inflicted upon the wearer by Undead is reduced by 2 points per attack
Adds +2 to Dexterity (thus, +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
The wearer is able to affect critical hits on Constructs. It also allows rogues to perform a sneak attack on Constructs. (Constructs have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
If the owner of this item dies before reaching the final room of the adventure, the owner has the option to “pay off Death” and return to life. The state of life one is returned to depends on how much Death was paid:
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Ashenne’s Arch-Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) or Arch-Mage Power (AMP) effects listed below.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
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 #01.
On a successful hit with a Common or Uncommon 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 are added to your overall stats. One runestone may be used per adventure.
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.
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 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.
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 Sonic.
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.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.





























