Adds +6 to AC and grants immunity to charm, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Given to all players on the completion of their adventure in 2008, this token could be turned in for free admission to the True Dungeon Tavern that year.
Note: Though this token’s title was printed in blue and it bears a cauldron symbol, it’s not actually a Combo token because it did not require any tokens to be turned in.
Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the ultra keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 18, 19, or 20. This weapon is not subject to further effect from a keen edge spell.
When healed by a Spell or a Scroll (not Special Powers nor magic items), the user of this item heals 1 additional HP–even if the user and the caster are the same person.
Wearer is immune to psychic blast and gains the ability to manifest Psychic Powers.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential. Each player–not the coach–will then add up the number of Teeth of Cavadar (ToC) tokens they have equipped.
All Ranged (missile and spell) attacks made by the wearer deal +2 damage as Sonic
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back. Gold-back versions have a 2020 stamp on the back.
Negates most magical To Hit bonuses that an opponent may have when attacking the owner. The following To Hit bonuses are not affected by this item:
- Natural Strength for melee attacks
- Natural Dexterity for missile attacks
- Effects of bardsong
- Special abilities specified on the character card (e.g., a fighter’s weapon focus)
Wearer gains +1 to maximum HP for each charm the character has equipped, up to +6.
Grants the ability to activate magic items or cast scrolls without speaking while underwater. This does not allow the character to cast a memorized spell (cast from the character card) or perform bardsong.
Note: This item does not function on dry land.
Protects scrolls from non-magical water damage while the scroll spell is being cast underwater. However, it does not grant the ability to speak or utter verbal command words necessary to release the magic stored in a scroll.
Note: This item does not function on dry land.
If outdoors, the wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Allows the use of slashing, blunt, ranged, or thrown weapons while underwater. It does not remove the Hindered penalty.
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. In addition, without magical aid anything requiring movement or a Move Action is not possible during the first round of combat.
Adds +4 to Fortitude saving throws vs. poison from Plant creatures
This does not affect saving throws for poison derived from plants (e.g., hemlock or oleander), it only helps with poison delivered by plant monsters.
Does not affect AC vs. plant creatures
All damage-inflicting wands used by the owner deal +2 Damage. The type of damage is not altered.
The instant the wearer enters the final room of the adventure, the wearer heals 10 points of damage. The healing cannot be “banked” for later in the room.
This item cannot restore a dead character to life. E.g., if a wearer dies in room 6 and the party drags the wearer’s corpse into room 7 (the final room), that character is still dead. However, if the wearer dies in room 6 and is resurrected before the party departs room 6,
Healing Spells (not scrolls or items) cast by the user heal +2 damage per Spell. Healing Spells (not scrolls or items) cast on the user heal +2 damage per Spell.
If the user of this item targets themself with a healing Spell, this item grants a total of +4 healing.
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
Adds +4 to Reflex saving throws vs. being entangled in a web. This item does not provide any benefit for non-web entanglements.





























