Though not indicated on the token, this non-magical weapon’s head is forged with Faerie-Iron. Therefore this weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
It’s too heavy and unbalanced to be used as a thrown weapon.
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.
Melee attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Ranged (physical missile, spell, or scroll) attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Melee attack damage inflicted upon the wearer by Fae or Fey creatures is reduced by 1 point per attack.
Equivalent to 20 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Adds +2 to Will saving throws
This deep blue dye is infused with rare faerie magic and is applied to the character’s face at the start of the adventure. The effect lasts the entire adventure. The jar is “soulbound” to a single user and is therefore usable by one character only. The jar can be used 5 times before it is emptied.
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 #18.
When the wearer uses spell surge on a damage-inflicting Spell, after all other damage calculations are made, add 7. E.g., if a druid with +5 Focus casts the firebolt Spell (11 Fire) and passes the skill test (+3), if they use spell surge (×2) the total damage is 45 Fire:
This magical arrow is imbued with the keen edge spell. This means that if this token is turned in before making the attack slide with a bow, a critical hit can be scored if the player slides a natural 19 or 20. This arrow is not subject to further effect from a keen edge spell. However, if some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider.
All healing spells cast on the wearer heal +3 HP. This includes self-, single-, or multi-target healing spells, but not healing magic from scrolls, items, or spells “cast as a scroll”.
This item does not affect healing spells the wearer casts on other characters. That said, if the target also has a Key of Healing equipped, they would get the bonus from their Key.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
Adds +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons), -4 to Dexterity (thus suffering -2 To Hit with ranged attacks, -2 to AC, and -2 to Reflex saving throws), and -4 to Constitution (thus suffering -2 to Fortitude saving throws and -2 to max HP per character level)
Healing Spells and scrolls cast by the wearer heal +2 HP. In addition, any healing Spell or scroll cast by the wearer may be divided between two targets. The wearer may allocate the division in any way they see fit. E.g., if a cleric wearing this kilt cast cure light wounds (and passed the skill check), the total healing would be 10. The cleric has the option to heal a single character 10 HP or characters A and B 5 HP each or heal A 3 and B 7 or A 1 and B 9 or any non-fractional way the caster sees fit.
Adds +5 to maximum HP. In addition, the wearer may select one of the following bonuses at the start of the adventure:
Adds +6 to Dexterity (thus +3 To Hit with ranged attacks, +3 to AC, and +3 to Reflex saving throws), -2 to Strength (thus suffering a -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)
Successful 2-handed weapon attacks deal +6 damage as Poison, but missed slides deal 2 Eldritch damage to the wearer.
Healing potions consumed by the wearer heal +2 HP.
The bonus healing from this item does not stack with other consumable-healing-bonus items.





























