A charge expelled from this wand will reduce all the monster’s saving throws by 3. There is no saving throw to avoid the effect but creatures immune to magic would be unaffected.
Note: Due to the Cumulative Penalty Limit of no more than -6 to any stat (see the Players Handbook for details), this wand can only be used twice on any given monster.
Because all wands require a command word to function,
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.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
After being activated, the owner gains +4 To Hit with all spells requiring an attack slide for the rest of the room.
This item’s effect can only be activated once per adventure. Like all Figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once activated, if attacking with a ranged weapon that fires ammunition, the player may use a second ammunition token each round. The second ammunition token must deal HP damage. This figurine’s effect lasts for the rest of the room. Only one attack slide is made and only one target can be hit unless the attack is already capable of damaging more than one target–e.g., Sling Bullet of Dividing or Arrow of Ricochet. (If attacking with two Arrows of Ricochet,
The owner of this item may re-roll any failed saving throw, but must take the result of the second roll.
The owner may heal 2 points of damage. May not be used to heal another person.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
This token is dedicated in fond memory of Chip Bowles. He was an amazing champion of True Dungeon, and his welcoming and generous spirit will be missed.
If this item has been equipped, if its user would be killed by Push damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Push damage killing your character, you’re alive but with only 1 HP.) This item’s effect is only usable once per adventure.
It may be worth noting that this token’s power prevents you from dying from Push. It does not revive you after you die from fatal Push damage.
Once per game, the owner may negate up to 2 points of damage resulting from a failed Reflex save.
If the use of this item results in less than 2 points of damage being negated, the extra point is wasted. One cannot “bank” the negation point for later use.
Once per game, the owner may negate up to 5 points of damage resulting from an Undead melee attack.
If the use of this item results in less than 5 points of damage being negated, the extra points are wasted. One cannot “bank” the negation point for later use.
If the user would be killed by Cold damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Cold damage killing the character, the character is alive, but with only 1 HP.)
If a killing blow is comprised of more than one kind of damage, as long as at least some of the damage was Cold, this figurine’s effect can trigger. E.g., if the character would have died after being struck by a frozen sword that deals both Slashing and Cold damage,
The owner may heal 4 HP on another character–the user may not target themself.
The owner of this item can ignore the effect of one of their failed Fortitude saving throws–effectively turning the failed Fortitude saving throw into a successful one.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
If the user would be killed by Fire damage, the owner’s hit points are set to 1 instead. (I.e., instead of the Fire damage killing the character, the character is alive, but with only 1 HP.)
If a killing blow is comprised of more than one kind of damage, as long as at least some of the damage was Fire, this figurine’s effect can trigger. E.g., if the character would have died after being struck by a flaming sword that deals both Slashing and Fire damage,
Once per game, when activated, user may re-roll a failed Reflex save vs. Fire damage/effect.
Has no effect on non-Fire-based effects and no effect on Fire-based effects that do not permit a Reflex save.
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
This item does not confer the ability to breath while underwater.
The owner of this item may negate up to 10 damage that would be taken by a single Melee attack from an Accursed monster.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
3 of 20 “Herald” tokens
Once per game, the owner of this item may inflict 6 points of Darkrift damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Darkrift, that resistance/immunity would apply.
Once per game, the owner may add +5 to a Will saving throw, but this item must be activated prior to rolling the die.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
The owner may negate up to 8 points of Poison damage the user would have otherwise taken. The Poison protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 8 points of Poison damage. The prevention effect dissipates when the user moves into the next room, even if no Poison damage was taken.
This item’s effect can only be activated once per adventure.
Once per game, this item negates 1 side-effect of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per game, the user can see a single Invisible monster for one round. Only the user’s vision is affected. This item does not reveal invisible objects.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per game, this item negates the 50% miss chance associated with attacking Incorporeal creatures. Once activated, the power remains in effect until the end of the room. This item only affects the user’s miss chance, not other allies.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
When activated, the owner becomes immune to Confusion for the rest of the room.
This item’s power may be used to remove an existing Confusion effect as well as prevent a Confusion effect. If desired, the owner may activate this item before the first d20 roll is made to determine what the victim’s actions are for that round.
Confused: When victims become Confused, their actions are determined by rolling a d20,
The owner may add +5 to a Fortitude saving throw, but this item must be activated prior to rolling the die.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per game, the owner of this item can ignore one melee or missile attack against the character. The damage is absorbed by the figurine. The owner must decide when to invoke the item’s power.
This item affects physical attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep,





























