This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
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.
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.
When consumed, these Rations will heal the player 1 HP if their current HP total is below 10. In addition, the Rations increase the player’s Fortitude saving throws by +1. The Fortitude effect lasts for the entire room and will persist (until the end of the room) even if the character’s HP total rises above 9.
As long as the character’s current HP level is 9 or less, the character may consume additional Dwarven Rations and heal 1 HP each time until their current HP total reaches 10.
This weapon will deal an additional 3 damage when it’s used to score a hit against a Giant.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
This weapon fires sling bullets/stones, not crossbow bolts.
For nearly all purposes, this weapon counts as a both a crossbow and a sling. Other than crossbow bolts, if a token or effect can affect crossbows and/or slings, this weapon can be affected by it.
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.
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Fashioned out of Gold and six Rubies
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.
Fashioned out of Pearl
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.
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 #06.
This ear adornment grants the wearer immunity to damage from heavy objects that fall on the victim, be they from traps, rock slides, or falling rocks. It does not mitigate damage incurred if the victim falls and takes damage from said fall.
Once per room, when the wearer consumes a healing item (any food or beverage that restores lost HP by entering the digestive system–whether or not the item has a secondary effect), the wearer heals an additional +3 damage.
When the wearer can hear bardsong being performed, the wearer is immune to charm and fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
When bardsong is in effect, wearers take -2 Damage from all physical missile attacks which hit them. This item has no effect on melee attacks nor attacks which are wholly magical in nature.
This item’s benefit immediately ceases when the bardsong effect ceases. In most cases the bardsong effect ends when the bard stops playing, but if the party’s bard was using Lyre of Echoes,
The wearer of this ear decoration cannot be Surprised while underground. It has no effect aboveground.
Fire and/or Shock damage inflicted upon the wearer is reduced by 1 point per attack/effect.
Non-magical weapons wielded by the wearer of this item are treated as +1 only for the purpose of overcoming an enemy’s Damage Reduction (DR). This earcuff does not actually grant a To Hit or Damage bonus, it allows a non-magical weapon to affect a creature with DR +1.
This earcuff will not increase the “+” of a magical weapon. E.g., it will not turn a +1 weapon into a +2 weapon for the purpose of overcoming an enemy’s DR.





























