Adds +1 to Melee AC
Captain’s Cup must be equipped in the offhand Melee slot for the entire game.
This item also allows its user to retrieve and drink one potion as a Free Action once per combat.
The weapon deals triple damage (instead of the normal double damage) when the player sliding this token scored a natural 20 and a critical hit is scored. It deals standard damage if either or both of the aforementioned conditions are not met.
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.
This token has been retired with the passing of noted True Dungeon contributor and token collector Jim Carter. True Dungeon sorely misses our friend, champion and sage.
Once per adventure, the equipper of this book may re-cast a 2nd-level or lower spell (from the character card, not a scroll, magic item, nor a spell “cast as a scroll”) that s/he had previously cast. This recasting requires a Standard Action to perform. The re-cast spell is “cast as a scroll” and therefore cannot be modified or duplicated and cannot benefit from a skill test (use the lower damage number.)
Erratum: Though not listed on the token,
Equivalent to 30 GP
As a miscellaneous gear token, the use of item in the adventure is limited only by the imagination of the player and the approval of the DM.
Note: The rum contained within is so watered down it will not catch on fire.
Wearer heals 1 HP every time they cast a 2nd-level Spell from their class card; this item does not trigger when the wearer casts a scroll or uses a magic item, even if the effect is named after a 2nd-level Spell
These form fitting gloves provide warmth to the wearer, thus preventing the 5% (1 on a d20 roll) spell failure chance caused by casting a spell in a Cold Climate.
The magic from this head covering allows the wearer to utter command words and invoke the verbal components of Spells (including bardsong) and scrolls without speaking while underwater. It does not grant the ability to breathe or speak underwater.
Adds +2 to AC
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
Adds +2 to melee damage and grants immunity to fear effects
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
When this item is equipped, any Incense turned in during coaching has its effect increased by 1.
These are the total effects of each Incense when the Censer of Divine Aid is also equipped:
- Incense of Focus: +2 to Focus
- Incense of Might: +2 to hit & damage w/Melee attacks
- Incense of Power: +2 to damage w/Melee attacks
- Incense of the Magi: +2 to damage w/Ranged attacks
If the owner of this item sacrifices a total of 100 GP in “gems” (anything in this list, as long as it totals at least* 100 GP), the Censer removes one curse from one person. The combined action of sacrificing the gem(s) and removing the curse together count as a single Standard Action. Only one curse can be removed per use.
non-magical weapon
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Note: This weapon is held in the hand and may be used in conjunction with gloves and/or wrist items.
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.
Adds +5 to AC
Unlike most armor which is too restrictive to wear while sleeping, Chainmail of the Vale may be slept in without penalty.
This slotless item allows the wearer to retrieve and drink one non-healing potion as a Free Action once per game.
Once per room, the owner of this chalice may convert any Rare potion to a beverage that restores 4 hp. The beverage must be consumed immediately–it cannot be “banked” for later use. The converted potion must be in the chalice owner’s possession and the healing beverage can only be consumed by the chalice owner.
All effects the potion once had are completely negated when converted to a healing beverage. E.g., drinking a converted Potion Dwarven Mead only heals 4 HP,
On a successful hit with a physical ranged weapon (including thrown weapons, but not spells or wholly magical effects), the wielder deals an additional 1 damage as Acid.
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.
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
Wearer may equip up to two additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
This item cannot be equipped with either Greater Charm Bracelets or Luna’s Greater Charm Bracelets.
Wearer may equip up to three additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.





























