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.
This fine silvery powder reveals all invisible people, monsters, and items within a room. The use of this item requires a Standard Action.
After taking a Standard Action to sprinkle this dust on oneself, the user will not be attacked by monsters unless they perform an offensive* action. You can only use this dust on yourself.
After taking a Standard Action to sprinkle this dust on oneself, the user will not be attacked by monsters unless they perform an action. In order to remain undetected, the user may not attack, move, talk, cast spells, play bardsong, use a Special Power, or do pretty much anything other than stand still & breathe. You can only use this dust on yourself.
This item does not prevent the monster from affecting the wearer with an attack or effect that affects multiple targets.
After taking a Standard Action to sprinkle this dust on oneself, the user gains +2 to AC. You can only use this dust on yourself.
When incorporated into the casting of a healing spell (cast from the character card, not a scroll or magic item), this dust increases the amount healed by +3. This dust has no effect on spells which do not restore HP damage.
No more than 1 dust (regardless of name) may be used per spell.
The user of this dust may see one invisible creature. Only the user’s vision is affected. This dust does not reveal invisible objects.
As a Standard Action, the user reveals all Invisible Undead creatures to the entire party. This revelation lasts until the end of the room.
User gains +1 to all saving throws for the rest of the room. The owner of this dust may only use it on themself.
This item requires a Standard Action to use.
The effect from this dust does not stack with itself. I.e., one may not use multiple Dust of the Ancestors on themself more than once per room, even of the player has more than one Dust of the Ancestors token.
All of the user’s spells or scrolls which require an attack slide gain +4 to hit. This dust has no effect on spells/scrolls which do not require an attack slide.
This item requires a Standard Action to use.
No more than 1 dust (regardless of name) may be used per spell.
Dust of the Elders does not affect the casting time of the spells or scrolls under its effect.
When incorporated into the casting of a damage-inflicting Spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the Spell by +1. This dust has no effect on Spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per Spell.
Casting a Spell with Dust of the Wood Fae does not affect the casting time of the Spell.
When incorporated into the casting of a healing spell (cast from the character card, not a scroll or magic item), this dust increases the amount healed by +2. This dust has no effect on spells which do not restore HP damage.
No more than 1 dust (regardless of name) may be used per spell.
This arrow grants a +1 To Hit bonus vs. all monsters when fired from a bow. On a successful hit against a Giant, it will deal 1 additional point of damage. The use of this token must be declared (turned in) before sliding the bow token.
If this arrow is fired from a dwarven made bow at a Giant, the +3 damage bonus to Giants from the bow stacks with the +1 to hit/damage bonus from this arrow.
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Fashioned out of Gold
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.
This bolt grants a +1 To Hit bonus vs. all monsters when fired from a full-size (i.e., not hand-size) crossbow. On a successful hit against a Giant, it will deal 1 additional point of damage. The use of this token must be declared (turned in) before sliding the crossbow token.
If this bolt is fired from a dwarven made crossbow at a Giant, the +3 damage bonus to Giants from the Giant stacks with the +1 to hit/damage bonus from this bolt.
Once per room, on the round immediately after a round in which the wearer drank a healing potion, the wearer may belch to heal 1 additional HP. This belch requires a Standard Action to perform.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage.
This item may be retrieved at the end of combat, but each specific token can only be used once per combat. Multiple dart tokens can be used during a single combat encounter.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
Once per room, wearer heals 2 HP of damage after drinking an Uncommon or Rare potion. The +2 healing from these gloves is in addition to whatever the potion itself does.
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.





























