Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -1 to Reflex saving throws
Mechanical trap damage inflicted upon the wearer is reduced by 3. It has no effect on magical trap damage.
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and suffer -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
The first of four sections. Together they form a very special map.
The second of four sections. Together they form a very special map.
The third of four sections. Together they form a very special map.
The last of four sections. Together they form a very special map.
This token is a key ingredient for a multi-year transmute.
Crushing this small blessed pearl will enhance the healing effects of a cast spell (not from a scroll or item) by 3 HP. E.g., if the spell would have normally healed 7 HP of damage, using a Pearl of Prayer while casting that spell will increase the damage healed to a total of 10 HP.
It has no effect on spells which do not heal HP damage.
Allows wizards to make two selections instead of one for their skill test. If either guess is correct, the character will get full credit for a successful selection.
Note: This token must be used prior to initiating the skill test and must be turned in no matter what the results of the skill test turn out to be.
Crushing this enchanted pearl underwater allows the user to utter command words, invoke the verbal components of spells and scrolls, and/or perform bardsong. The effects last for the rest of the room. This item does not grant the ability to breathe underwater.
Activating a Pearl of the Sirine requires a Standard Action.
Note: A scroll will be immediately destroyed in an underwater environment before it can be read unless magic is used to preserve the scroll.
In addition to being a component of the Ring of the Ioun transmute, this token can also be included as a wild card in the upcoming “4C” recipe. Specifics will be available when that recipe is revealed.
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.
Wearer may use the remove disease power to heal 5 HP instead of curing the target of disease. This healing is not subject to Focus or any other healing bonuses the wearer may possess.
This item has nothing to do with lay on hands. All five points of healing granted by this item must be used in a single application.
1st-level healing Spells cast by the wearer heal +4 HP.
If the wearer is a cleric, the total bonus healing from this item is +5.
Imbues the wearer with Psychic Power and gives access to the next two higher tiers of powers. This item cannot grant access to a power tier above 7.
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 notes on the party card when a character has Psychic Potential.
Allows a wizard to recast a 1st-level Spell (1st-level Spell only, not any other level) that they cast during the previous round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way.)
Note: This is one of very few items that can only be equipped by one of the wizard classes–in this case,
Once per game, wearer has the option to guard one additional character in one room.
When guarding, the wearer gains +2 Damage Resistance against melee attacks redirected to the wearer from any guarded character(s). It does not add DR to any attack/effect that was not redirected via guard. This bonus guarding DR is in effect throughout the entire adventure, not just one room.
This item grants following:
- Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level)
- Ranged attacks deal +6 Damage
- Once per game, the ranger may cast any Druid-usable scroll
Adds +2 damage when fired from a Sunshot weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
non-magical* ammunition that adds +2 damage when fired from a bow
*This is a further refinement a Masterwork Arrow. It’s an extremely well-crafted arrow, but it does not have any magical enchantments placed on it.
This spider-shaped amulet allows one additional Fortitude saving throw vs. poison if the first roll fails. This permanent item may be used once per room. If the wearer misses the second saving throw, the poison will take effect. However, the affected character may use another item or scroll to attempt to defeat the poison, if available.
Note: Only one poison saving throw re-roll is allowed per person per room. E.g., if a poisoned character possesses both Anti-toxin and a Periapt of Proof Against Poison,
Equivalent to 15 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.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
exchanged for 25 units of any Amulet, Bracelets*, Earcuff, Earring, Circlet, Crown, Necklace, Ring, or Wand
Melee and Ranged attacks made by the user gain +1 To Hit
Melee and Ranged attacks made by the user deal +1 Damage





























