used in the creation of Safehold IV tokens
See truedungeon.com/safehold for details on how Safeholds work.
You may also search by any or all of the following criteria, with or without including a text search.
used in the creation of Safehold IV tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold V tokens
See truedungeon.com/safehold for details on how Safeholds work.
This specialized crossbow fires blunt bolts and can only be used while underwater. This crossbow is not compatible with other crossbow bolts.
All of the user’s Ranged attacks deal +1 damage as Sacred.
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.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Your weapons are immune to non-magical Fire damage. Magical Fire damage is not affected. Weapons protected by this runestone do not deal Fire damage to their wielder.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects will be added to your overall stats. One runestone may be used per adventure.
This blessed salve removes all the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not restore HP damage caused by Undead Touch Attacks.
This token must be turned in to use and takes one round to apply.
Removes Disease, Paralysis, and Petrification when applied to target, but the applier takes 3 points of Eldritch damage.
The owner of this salve may apply it to themself if they have a Disease and will take the damage accordingly.
Paralyzed or Petrified characters can’t move and therefore can’t apply it to themselves.
Removes the Diseased and/or Poisoned condition when applied to the target.
This salve does not prevent the target from becoming Diseased or Poisoned in the future, nor does it mitigate damage inflicted by Disease or Poison that was incurred prior to application.
Applying a salve requires a Standard Action on the part of the applier.
Both Disease and Poison can deal HP damage (though not always), but if you fail a saving throw for Disease or Poison under certain conditions,