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True Dungeon Token Database

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Figurine of Power: Panther

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Ultra Rare
Year: 2015
Source: Standard Pack
Classification: Equippable

When this figurine is activated, the player may re-slide one attack, whether it was made with a physical weapon or a spell that requires a slide. The decision to re-slide must be made before the next person attacks or, if the owner slid last, before damage is calculated. This item only allows one puck (player’s choice) to be re-slid, even if the character can slide more than one puck. The re-slide may not be undone,

Figurine of Power: Parrot

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2022
Source: Participation
Classification: Equippable

Once per game, the owner of this item can ignore the effect of one of their failed Will saving throws vs Charm–effectively turning the failed Charm (Will) saving throw into a successful one.

Figurine of Power: Phoenix

Usable by: Cleric, Paladin
Slot: Figurine
Rarity: Ultra Rare
Year: 2013, 2023
Source: Standard Pack
Classification: Equippable

When activated, this item restores 20 HP to a living character–either another character or themself. It cannot be used to raise a dead character back to life, but it could be used to heal a recently raised character that is low on HP.

Figurine of Power: Pilgrim

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Ultra Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

The owner of this item can self-heal 5 hp and remove the effects of the blighted, charmed, cursed, and feared conditions.

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.

Figurine of Power: Pixie

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Ultra Rare
Year: 2017
Source: Standard Pack
Classification: Equippable

Once per game, the owner of this item can ignore the effect of a failed Reflex saving throw–effectively turning a failed Reflex 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.

Figurine of Power: Raven

Usable by: Bard, Cleric, Druid, Elf Wizard, Rogue, Wizard
Slot: Figurine
Rarity: Ultra Rare
Year: 2018
Source: Standard Pack
Classification: Equippable

If the owner fails a skill test, the test will be considered a success instead.

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.

Figurine of Power: Reaver

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Ultra Rare
Year: 2020
Source: Appreciation, Exchange
Classification: Equippable

Once per game, the owner of this item may inflict 10 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.

Figurine of Power: Rhino

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Uncommon
Year: 2021
Source: Participation
Classification: Equippable

After being activated, the owner’s melee attacks deal +2 Damage 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.

Figurine of Power: Salamander

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2016
Source: Standard Pack
Classification: Equippable

After being activated, the salamander will negate up to 8 points of Fire damage that would have been inflicted upon the owner. The absorption effect lasts until the end of the room or until at least 8 points of Fire damage have been negated, whichever comes first. E.g., if you would have taken 10 points of Fire damage, the salamander absorbs 8, so you only take 2 Fire damage. If you would have suffered 6 points of Fire damage,

Figurine of Power: Saluki

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2021
Source: Standard Pack
Classification: Equippable

When activated, grants 15 points of Retribution Damage (RD) to the owner, but only against a single attack from an Undead monster. If desired, this figurine may be activated as a reaction to being struck by an Undead monster–you are not required to activate it proactively.

Figurine of Power: Scarab

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2014
Source: Standard Pack
Classification: Equippable

The owner of this item may add +3 to any one of the wearer’s saving throws. The player must announce they wish to use this token’s power before making the saving throw.

This figurine may be used when a group saving throw is rolled, but only the figurine’s owner gains the +3 bonus.

This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,

Figurine of Power: Scorpion

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Common
Year: 2024
Source: Standard Pack
Classification: Equippable

Once per game, the user of this item takes -2 damage resulting from a failed Fortitude saving throw. This item does not reduce damage if the saving throw was successful.

This can only mitigate damage from a single failed saving throw once, even if that failed save results in ongoing damage. E.g., if the user gets bitten by a snake and the snake’s venom deals damage every round, this item can only mitigate the damage on one the first round.

Figurine of Power: Sea Horse

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

Once per game, the owner may negate up to 8 points of damage resulting from a failed Reflex save.

If the use of this item results in less than 8 points of damage being negated, the extra points are wasted. One cannot “bank” negation points for later use.

Figurine of Power: Seal

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.

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.

Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round.

Figurine of Power: Snail

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

The owner may re-roll a failed Reflex saving throw vs. falling from great heights. It does not affect any other type of Reflex saving throw.

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.

Figurine of Power: Spider

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2015
Source: Participation
Classification: Equippable

When activated, grants 6 points of Poison-based Retribution Damage (RD) to the owner. Unlike most RD effects, this only functions for a single attack

Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,

Figurine of Power: Stalker Squirrel

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2023
Source: Treasure Chest Only
Classification: Equippable

Once per game, the owner of this item may inflict 6 points of Force 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 Force, that resistance/immunity would apply.

Figurine of Power: Toad

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Common
Year: 2016
Source: Standard Pack
Classification: Equippable

After being activated, the toad will negate up to 5 points of damage that would have been inflicted upon the owner by falling from great heights. The absorption effect lasts until the end of the room or until at least 5 points of Falling damage have been negated, whichever comes first. E.g., if you would have taken 8 points of Falling damage, the toad absorbs 5, so you only take 3 Falling damage. If you would have suffered 3 points of Falling damage,

Figurine of Power: Tortoise

Usable by: Barbarian, Dwarf Fighter, Fighter, Monk
Slot: Figurine
Rarity: Ultra Rare
Year: 2013
Source: Standard Pack
Classification: Equippable

The owner of this item can ignore the effect of one of their failed Will saving throws–effectively turning the failed Will 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.

Figurine of Power: Turtle

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Common
Year: 2022
Source: Standard Pack
Classification: Equippable

Once per game, the owner may re-roll a failed Reflex save vs. Shock damage. To be mulliganed with this item, the damage type must be Shock and the saving throw type must be Reflex.

Figurine of Power: Varghoul

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Figurine
Rarity: Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

The owner of this item can self-heal 5 hp if their attack successfully hits and deals damage to a monster.

Fire Bird

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2013
Source: Standard Pack
Classification: Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. If the 💣 is closest to the damage dot on the combat board, this weapon deals no damage. (Treat the as a 0.) It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20”

Fire Runestone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Runestone
Rarity: Rare
Year: 2010
Source: Standard Pack
Classification: Equippable

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 Fire.

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.

Firebloom Geode

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2015
Source: Standard Pack
Classification: Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),

Fireseed Hickorynut

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2009
Source: Standard Pack
Classification: Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced seed explodes into a large inferno and deals identical amounts of Fire damage to all monsters in the room. It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage).

Fireseed Hollyberry

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2009
Source: Standard Pack
Classification: Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemically-enhanced berry deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),

Flameguard Greaves

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Shins
Rarity: Rare
Year: 2018
Source: Treasure Chest Only
Classification: Equippable

Fire damage inflicted upon the wearer is reduced by 2 points per attack

Flaming Blunder Slug

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Ammunition

On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.

Flask of Combustion

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2010
Source: Participation
Classification: Liquid, Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),

Flask of Conflagration

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2010
Source: Participation
Classification: Liquid, Weapon

When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),

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