+1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and -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)
Wizard
Adds +1 to Melee AC
Captain’s Cup must be equipped in the offhand Melee slot for the entire game.
This item also allows its user to retrieve and drink one potion as a Free Action once per combat.
The weapon deals triple damage (instead of the normal double damage) when the player sliding this token scored a natural 20 and a critical hit is scored. It deals standard damage if either or both of the aforementioned conditions are not met.
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.
Once per adventure, the equipper of this book may re-cast a 2nd-level or lower spell (from the character card, not a scroll, magic item, nor a spell “cast as a scroll”) that s/he had previously cast. This recasting requires a Standard Action to perform. The re-cast spell is “cast as a scroll” and therefore cannot be modified or duplicated and cannot benefit from a skill test (use the lower damage number.)
Erratum: Though not listed on the token,
Equivalent to 30 GP
As a miscellaneous gear token, the use of item in the adventure is limited only by the imagination of the player and the approval of the DM.
Note: The rum contained within is so watered down it will not catch on fire.
Wearer heals 1 HP every time they cast a 2nd-level Spell from their class card; this item does not trigger when the wearer casts a scroll or uses a magic item, even if the effect is named after a 2nd-level Spell
These form fitting gloves provide warmth to the wearer, thus preventing the 5% (1 on a d20 roll) spell failure chance caused by casting a spell in a Cold Climate.
The magic from this head covering allows the wearer to utter command words and invoke the verbal components of Spells (including bardsong) and scrolls without speaking while underwater. It does not grant the ability to breathe or speak underwater.
Adds +2 to AC
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword









