Melee and Ranged attacks made by the user gain +1 To Hit
Melee and Ranged attacks made by the user deal +1 Damage
Melee and Ranged attacks made by the user gain +1 To Hit
Melee and Ranged attacks made by the user deal +1 Damage
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 #27.
Negates the non-HP-damage effects of an Undead Touch Attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
A successful attack with this weapon will deal piercing damage shown on the damage indicator to the monster that was physically hit. In addition, all monsters in the room (including the one physically hit with this weapon) will take 2 points of Shock damage. Pila tips are designed to break off on impact and remain in their victim. This renders the weapon useless after one successful attack and must be turned in to the DM.
Adds +4 to AC and +2 to Fortitude saving throws.
This item equips in the Torso (armor) slot.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
In addition to the standard bardsong bonuses, any party member under the effect of bardsong gains +4 to Fortitude saves
Adds +3 to AC
Wearer deals +1 Damage when wielding a Blunder weapon. This bonus does not affect misfire damage.
This token may be redeemed for 10 treasure draws at an in-person TD event. It can be transmuted by mail, but may not be redeemed (exchanged for treasure pulls) by mail.
When the owner of this item consumes a Rare healing Potion, the owner heals 1 additional HP.
When incorporated into the casting of a damage-inflicting spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +3. This dust has no effect on spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Casting a spell with Pixie Dust does not affect the casting time of the spell.
When used by a bard, bardsong grants each party member a total of +1 To Hit & +2 Damage (+2 To Hit & +3 Damage if the bard is 5th-level) to their melee and ranged attacks.
Melee attacks deal an additional +2 damage as Poison, but the wearer’s maximum HP is reduced by 2.
Grants 3 points of Retribution Damage, but subtracts 2 points from max HP.
Grants 3 points of Retribution Damage, but the wearer’s maximum HP is reduced by 2.
Adds +8 to AC
Adds +8 to AC and reduces melee damage inflicted upon the wearer by 1 point per hit
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, this armor will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.
Adds +10 to AC but the wearer may not use a shield
Adds +7 to AC and grants 4 points of Fire Retribution Damage.
Adds +3 to AC and +1 to Fort saving throws
Adds +8 to AC, allows the wearer to breathe underwater, but penalizes the wearer’s Reflex saving throws by -1
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. (You may want to exercise caution if you discover one of these in a dungeon.)
The consumer heals 5 HP of damage and is cured of all charm effects, but is not inoculated against becoming charmed in the future.
When used to remove a charm effect, this potion must be administered by another (living) person whose only action that round is to force the charmed character to drink this potion. Charmed individuals do not get a saving throw to resist having the potion forcibly administered to them.
Restores a dead character to life–barely! The character is resurrected with only 1 HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. This potion must be used in the room where the death occurred.
This potion has no effect when consumed by a living character.
In game mechanic terms, this is not considered a ‘healing” potion, it’s a restore life potion. Thus, this item’s life-restoring power is not compatible with magic that interacts with or modifies the effectiveness of heals.
Adds +3 to AC
This effect lasts the entire room, however the imbiber will be incapacitated the round after drinking this potion while their skin becomes incredibly tough like the bark of a stout tree. E.g., if this potion was consumed on round one, the imbiber could not take any more actions until round three unless this potion was consumed as a Free Action, in which case the imbiber would be incapacitated for the rest of round one (but could not attack,
After drinking this potion, the imbiber immediately spews forth a black ichor which deals 5 points of Acid damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess.
The drinking and damage-dealing both occur as part of a single action. So if the consumer drinks this potion as a Free Action (e.g., by using a Pouch of Tulz or Belt of Retrieval),
Heals 5 HP of damage and removes the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.)