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Front Cover last updated January 10, 2022 1 Copyright True Adventures, Ltd., 2021 All rights reserved
How to Read a Token Conversion Initials: What the token converts to via Class List: If a token can only be used by certain classes, the Token Exchange Program. For details, visit those classes are listed here. If a token does not have a https://truedungeon.com/tep. If the conversion initials are class list, it can be used by all classes. If the list of classes flanked by dots (e.g., •MH•), that token is not part of the that can use the item would be excessively long, it may be core set of tokens for that year. written as “All except ___”. In those cases, the classes listed are the only ones that cannot use the item. Name: The color of the token’s name indicates its rarity. In general, the rarer the token the more powerful it is. Damage Wheel: On a weapon token, these numbers These are the rarities and the colors that go with them: show how much damage the weapon is capable of dealing. Common (black), Uncommon (green), Rare (red), Ultra If the attack slide succeeds, the number closest to the Rare (purple), Transmuted (blue, with 3 subcategories damage dot on the combat board is the damage dealt. Your indicated by the number of points on the star found coach goes over combat in detail during your training on each one), and Legendary (orange). phase. Image: This shows you what the item the token represents Year Icon: Found on the left and right sides of most looks like. tokens, this small image tells you what year the token was printed. The year icon for 2022 is a pirate hook. Text: This tells you what the token does. Because tokens are so small, sometimes the text can’t fully describe a Hand Icons: Two black hands at the bottom means the token’s power. For detailed info on how a token works*, item (often a weapon) requires both hands to use. One look it up on www.tokendb.com. Not all tokens have text. black and one white hand means the item (typically a weapon or shield) requires only one free hand to use. Limited Use: Potions, Scrolls, and Wands must be turned in when used. In addition, any token that says “One use” must be handed over to the DM or Coach when used. Tokens that have charge counters () are punched each time they are used. When the last circle is punched, the token is collected. *The Token Database (TDb) is the ultimate authority on how tokens function and for transmuted recipes. If a token’s description or recipe in this booklet ever conflicts with the TDb, go with what the TDb says. last updated January 10, 2022 3 Copyright True Adventures, Ltd., 2021 All rights reserved
Table of Contents How to Read a Token ......................................................................................................................................................... 3 Alphabetical Listing of 2022 Tokens .................................................................................................................................. 5 Cumulative Penalty Limitation ......................................................................................................................................... 11 Bard Instruments ............................................................................................................................................................... 12 Psychic Power ................................................................................................................................................................... 13 How to Access Higher Psychic Power Tiers ................................................................................................................ 13 Set Bonuses ....................................................................................................................................................................... 14 Arcane Set ..................................................................................................................................................................... 14 Cabal Set ....................................................................................................................................................................... 14 Celestial Set .................................................................................................................................................................. 14 Charming Trio ............................................................................................................................................................... 14 Darkthorn Set ................................................................................................................................................................ 14 Deadshot Set ................................................................................................................................................................. 14 Death Knight Set ........................................................................................................................................................... 14 Defender Set.................................................................................................................................................................. 15 Dragonhide Trio ............................................................................................................................................................ 15 Dragonscale Set ............................................................................................................................................................ 15 Elemental Eldritch Set .................................................................................................................................................. 15 Footman Set .................................................................................................................................................................. 15 Lucky Set ...................................................................................................................................................................... 15 Might Trio ..................................................................................................................................................................... 15 Might Quartet ................................................................................................................................................................ 15 Might Quintet ................................................................................................................................................................ 15 Mithral Trio ................................................................................................................................................................... 16 Mithral Quintet.............................................................................................................................................................. 16 Mithral Sextet................................................................................................................................................................ 16 Mountain Dwarf Set ...................................................................................................................................................... 16 Redoubt Set ................................................................................................................................................................... 16 Silver Elf Set ................................................................................................................................................................. 16 Templar Set ................................................................................................................................................................... 16 Viper Strike Set ............................................................................................................................................................. 16 Wind Set........................................................................................................................................................................ 16 Zealot Set ...................................................................................................................................................................... 17 2022 Token Checklist ....................................................................................................................................................... 18 2022 Ultra Rare ................................................................................................................................................................. 19 2022 Transmuted .............................................................................................................................................................. 20 2022 Transmuted Recipes ................................................................................................................................................. 21 2021 Transmuted Recipes ................................................................................................................................................. 23 What Makes a Weapon “Magical”? .................................................................................................................................. 26 Miscellaneous Rule Updates ............................................................................................................................................. 26 Ranged Damage Bonuses Include All Spells ................................................................................................................................................ 26 Slot Expanders Cap ....................................................................................................................................................................................... 26 Wand Use Revision ....................................................................................................................................................................................... 26 Copyright True Adventures, Ltd., 2021 All rights reserved 4 last updated January 10, 2022
Alphabetical Listing of 2022 Tokens The color of the token name indicates its rarity: Common, Uncommon, Rare, Ultra Rare, Transmuted, or Legendary +1 Blunderbuss: magical ranged blunt weapon; If the attack would have hit the intended target and the is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the Amulet of the Firehawk: wearer’s Ranged attacks deal wielder. Misfires deal zero damage to the intended target. +2 damage as Fire Misfire damage is not altered by ability scores or items Armor of Boarding: +4 AC vs. melee attacks and +7 AC that modify (+ or –) ranged damage. vs. Ranged attacks +1 Heavy Triton Trident: magical compound piercing Basic Greaves: Acid damage inflicted against the wearer weapon deals –1 damage per attack +1 Ravager Axe: magical melee slashing weapon Bead of Binding: 1/room, an ingested healing item the +1 Ravager Swatter: magical melee blunt weapon wearer consumes heals +3 HP; wearer chooses when/if +1 Turkey Leg: magical melee blunt weapon; flurry of this power is used; wearer may not equip BEAD OF blows compatible; may be eaten to heal 7 HP GREATER BINDING +1 Turkey Leg of Smiting: magical melee blunt weapon; Bead of Chugging: +3 to Fortitude saves crits on a 19–20; flurry of blows compatible; not edible +2 Chaos Cannon: magical ranged weapon; damage type is determined by the amount of damage done: 3: Blunt 4: Cold If a Spell under the influence of a Focus-effect can affect 5 : Fire more than one target, the caster gets a total of 2 extra 6: Shock points of healing/damage from BOF, not +2 points per 8 : Sonic target. The caster chooses the recipient of the extra points 12 : Force and may allocate them as they see fit among the eligible +2 Mug of Battle: wielder gains +1 to all saves; must recipients. equip in the melee offhand slot for the entire game (may Bead of Greater Binding: 2/room, an ingested healing be swapped out to make a ranged attack, but not for item the wearer consumes heals +3 HP; wearer chooses another melee weapon, shield, nor any other offhand when/if this power is used; wearer may not equip BEAD OF item); monks & rangers may wield a +2 MUG OF BATTLE BINDING in both hands if they have two +2MOB tokens (but if using only one +2MOB token, it must be in the offhand melee slot); flurry of blows compatible +2 Staff of Power: magical melee blunt weapon; 1/room, wielder may cast a 1st-level Spell without marking it off their character card Bead of the Abomination: +3 to max HP +3 Turkey Leg of Smiting: magical melee blunt weapon; Bead of the Deep Ones: +1 to Intelligence (increased can crit on a 19–20; flurry of blows compatible; not edible Intelligence does not have a direct in-game benefit, but 100 GP Ravager Rum: no in-game effect some tokens have a minimum Intelligence requirement 150 GP Dancing Silk: no in-game effect which this token could help fulfil), +1 to Wisdom (thus, 50 GP Brass Spyglass: user can see objects as if they depending on prior Wisdom score, either 0/+1 to Will were three times closer saving throws), +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two 500 GP Silver Sea Compass: no in-game effect Figurines of Power.); –1 to AC 500 GP Silver Sea Sextant: no in-game effect Bead of the Deeper Ones: +1 to Intelligence (increased Intelligence does not have a direct in-game benefit, but some tokens have a minimum Intelligence requirement which this token could help fulfil), +1 to Wisdom (thus, last updated January 10, 2022 5 Copyright True Adventures, Ltd., 2021 All rights reserved
depending on prior Wisdom score, either 0/+1 to Will Boarder’s Barrel Armor: +7 to AC; wearer takes –1 saving throws), +1 to Charisma (If your character has a damage from Blunder weapon attacks, but not from Charisma of 16 or higher, you may equip up to two Blunder misfires made by the wearer Figurines of Power.) Boots of the Buccaneer: wearer gains Free Movement Bead of the Sea Orc: +2 to max HP Boots of the Scoundrel: all Ranged attacks made by the Bead of Warmth: Cold damage inflicted against the wearer gain +2 To Hit wearer deals –1 damage per attack Boots of the Stalwart: after using Taunt, the wearer takes Belt of Brawn: Adds +1 to Strength (thus, depending on –2 damage from all attacks made by any monster in the prior Strength score, adding either 0/+1 To Hit in melee room on the tauntee’s next turn and either 0/+1 Damage with melee and thrown weapons); Bracelets of the Fire Fists: flurry of blows attacks deal –1 to Reflex saves +1 damage as Fire Belt of the Dancing Silk: +3 to max HP; if wearer is a Bracers of Boarding: +1 to AC; –1 to Reflex saves monk, also gain +3 to AC Bracers of the Charge: 2-handed Melee attacks made by Belt of the Deadshot: all Ranged attacks made by the the wearer deal +2 Damage wearer gain +2 To Hit and +3 to Damage; part of the Breeches of Boarding: +1 to Reflex saves Deadshot set Butterfly Cloak: +2 to saves; if wearer dies in any room Belt of the Pirate: +4 to Reflex saves other than 7 and is not revived, the wearer appears in the Blunder Horn: non-magical Ranged blunt weapon; If the next room, alive, and with 10 HP remaining [1/game] attack would have hit the intended target and the is Cap of Dodging: Ranged attacks made against the wearer closest to the damage dot on the combat board, this deal –1 damage weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Cape of the Sea Goblin: +1 to Dexterity (thus, depending Misfire damage is not altered by ability scores or items on prior Dexterity score, either 0/+1 To Hit with ranged that modify (+ or –) ranged damage. attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and –1 to Strength (thus, depending on prior Blunder Pipe: non-magical Ranged blunt weapon; If the Strength score, suffering either 0/-1 To Hit in melee and attack would have hit the intended target and the is either 0/-1 Damage with melee and thrown weapons) closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the Captain’s Cup: +1 to AC; must be equipped in the off- wielder. Misfires deal zero damage to the intended target. hand Melee slot for the entire game; 1/combat, owner may Misfire damage is not altered by ability scores or items drink a Potion as a Free Action; though technically usable that modify (+ or –) ranged damage. by monks and rangers, it’s not recommended as this token must be slid when a monk or ranger makes a melee attack, Blunder Safety Slug: when fired from a blunder weapon, but it deals zero damage; no bonus of any kind can cause instead of the wielder taking damage on a result, the this token to deal damage wielder takes no damage from the misfire and the intended target takes 1 damage [collect on use, before the attack Captain’s Cutlass: non-magical melee slashing weapon slide is made] Charm Bracelets: wearer may equip up to two additional Blunder Slug of Dividing: when fired from a blunder Charms, subject to the hard cap of 10 Charms weapon, a successful hit deals an identical amount of Charm of Barbs: +1 Retribution Damage damage (including bonuses) to a second target; does Charm of Champion’s Choice: +2 to Strength (thus nothing if there is only one eligible target in the room adding +1 To Hit in melee and +1 Damage with melee and [collect on use, before the attack slide is made] thrown weapons) or +2 to Dexterity (thus adding +1 To Blunderbuss: non-magical Ranged blunt weapon; If the Hit with ranged attacks, +1 to AC, and +1 to Reflex saving attack would have hit the intended target and the is throws); must be chosen before starting the game closest to the damage dot on the combat board, this Charm of Heroic Choice: +1 to Strength (thus, weapon misfires and deals 2 points of damage to the depending on prior Strength score, adding either 0/+1 To wielder. Misfires deal zero damage to the intended target. Hit in melee and either 0/+1 Damage with melee and Misfire damage is not altered by ability scores or items thrown weapons) or +1 to Dexterity (thus, depending on that modify (+ or –) ranged damage. prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws); must be chosen before starting the game Copyright True Adventures, Ltd., 2021 All rights reserved 6 last updated January 10, 2022
Charm of Spell Storing: wearer may cast one Spell (not Charm of the Sea Lion: +1 to Strength (thus, depending a scroll or item) from their character card as a Free Action on prior Strength score, adding either 0/+1 To Hit in melee and without marking it off the card; the Spell is not “cast and either 0/+1 Damage with melee and thrown weapons) as a scroll” and may be modified; can be used even if all and –1 to AC uses of that Spell have already been marked off [1/game] Charm of the Sea Orc: +2 to max HP Charm of Stinging: +1 Damage with 2-handed Ranged Charm of the Sea Snake: +2 to Constitution (thus adding attacks +1 to Fortitude saving throws and +1 to max HP per Charm of the Abomination: +3 to max HP character level) and –1 to AC Charm of the Deep Ones: +1 to Intelligence (increased Charm of Thorns: +2 Retribution Damage Intelligence does not have a direct in-game benefit, but Cloak of Celebration: +1 to saves; anytime wearer rolls some tokens have a minimum Intelligence requirement a natural 20 on a saving throw, wearer heals 10 HP which this token could help fulfil), +1 to Wisdom (thus, Cloak of Sneaking: +1 to Reflex saves; may perform a depending on prior Wisdom score, either 0/+1 to Wisdom sneak attack without the standard prep round saving throws), +1 to Charisma (characters with a Charisma of 16 or higher may equip up to two Figurines Cloak of the Scoundrel: +1 To Hit with Melee weapons of Power), and –1 to AC (including flurry of blows made with bare hands) Charm of the Deeper Ones: +1 to Intelligence (increased Club of the Quartermaster: non-magical melee blunt Intelligence does not have a direct in-game benefit, but weapon some tokens have a minimum Intelligence requirement Conch Horn of Courage: when this instrument is used to which this token could help fulfil), +1 to Wisdom (thus, play bardsong the standard bardsong bonus gains +2 depending on prior Wisdom score, either 0/+1 to Wisdom damage with melee attacks and immunity to fear saving throws), and +1 to Charisma (characters with a Corsair Cap: +1 to AC and –1 to Fortitude saves Charisma of 16 or higher may equip up to two Figurines Corsair Cuirass: +3 to AC; wearer takes –1 damage from of Power) Blunder weapon attacks, but not from Blunder misfires Charm of the Doppelganger: while polymorphed, gain made by the wearer +2 To Hit Corsair Cutlass: non-magical melee slashing weapon Charm of the Fire Newt: melee attacks deal +2 damage Corsair Eye Patch: Ranged attacks made by the wearer as Fire deal –1 damage; Melee attacks made by the wearer deal Charm of the Imbiber: +1 to Constitution (thus, +1 damage depending on prior Constitution score, either 0/+1 to Crown of Evocation: +1 to Intelligence (increased Fortitude saving throws and either 0/+1 to max HP per Intelligence does not have a direct in-game benefit, but character level) and –1 to Dexterity (thus, depending on some tokens have a minimum Intelligence requirement prior Dexterity score, suffering either a 0/–1 To Hit with which this token could help fulfil) and +2 To Hit with ranged attacks, either 0/–1 to AC, and either 0/–1 to Reflex Spells (not scrolls or items) that require a slide saving throws) Dandy Shirt: +1 to saves Charm of the Kraken: +2 to Strength (thus adding +1 To Death Knight Mail: +5 to AC and +2 to Strength (thus Hit in melee and +1 Damage with melee and thrown adding +1 To Hit in melee and +1 Damage with melee and weapons) and –1 to AC thrown weapons); part of the Death Knight set Charm of the Merfolk: +2 to Dexterity and –1 to Divine Runestone: user’s Ranged attacks deal +1 damage AC (thus adding +1 To Hit with ranged attacks and +1 to as Sacred if the user is wielding a Common or Uncommon Reflex saving throws; the AC bonus normally afforded by weapon; all other weapon rarities gain no benefit +2 DEX is negated by this item’s drawback) Druid’s Sacred Vestments: healing Spells (not scrolls or Charm of the Sea Hag: +1 to Constitution (thus, items) cast by the wearer heal +2 damage if the player depending on prior Constitution score, either 0/+1 to passes the skill test Fortitude saving throws and either 0/+1 to max HP per character level) and –1 to AC Earcuff of the Ravager: +3 To Hit with Melee weapons (including flurry of blows made with bare hands) Charm of the Sea Horse: +1 to Dexterity and –1 to AC (thus, depending on prior Dexterity score, either 0/+1 To Earcuff of the Shanty: melee attacks deal +2 damage as Hit with ranged attacks, either –1/0 to AC due to the Sonic if wearer can hear bardsong drawback, and either 0/+1 to Reflex saving throws) last updated January 10, 2022 7 Copyright True Adventures, Ltd., 2021 All rights reserved
Earcuff of the Siren: +3 to Will saves vs. Charm made Hat of the Humble Servant: lay on hands HP pool is by a marine monster increased by 8 Eelward Amulet: +1 to saves and –2 damage from Shock Humble Cup: healing Spells (not scrolls or items) cast by Elder Orb of Dragonkind: gain the Dragonkin sub-type the owner heal +1 damage, but only if the owner has only equipped Common, Uncommon, and/or Rare tokens Eldest Orb of Dragonkind: this is a token that exists Ioun Stone Fluorite Sphere: healing Spells (not scrolls Figurine of Power: Fish: user ignores underwater or items) cast on or cast by the wearer heal +2 damage; if Hindrances for the rest of the room [1/game] the wearer targets themself with a healing Spell, the Spell Figurine of Power: Parrot: negates the effect of a failed heals +2 damage, not +4 Will saving throw vs. Charm [1/game] Ioun Stone Graphite Cube: Sonic damage inflicted on Figurine of Power: Sea Horse: negates up to 8 damage the wearer is reduced by 1 point per attack/effect from a failed Reflex save [1/game] Ioun Stone Jade Cube: +2 to Dexterity (thus adding +1 Figurine of Power: Turtle: user may re-roll a failed To Hit with ranged attacks, +1 to AC, and +1 to Reflex Reflex save vs. Shock damage [1/game] saving throws) and –3 to Will saves Gambler’s Grenade: non-magical thrown alchemical Ioun Stone Jade Sphere: +1 to Dexterity (thus, Fire weapon; if the thrower hits and gets a natural 15 on depending on prior Dexterity score, either 0/+1 To Hit the attack, both the intended target and the thrower take with ranged attacks, either 0/+1 to AC, and either 0/+1 to damage (including all applicable bonuses, but thrower Reflex saving throws) and –3 to Will saves cannot be reduced below 1 HP) [collect on use] Ioun Stone Kraken Coral Orb: +2 to Strength (thus Ghost Accelerator: target Incorporeal Undead monster adding +1 To Hit in melee and +1 Damage with melee and must succeed on a DC 15 Will save or be trapped forever thrown weapons) and –1 to AC within this device (effectively defeating the monster Ioun Stone Merfolk Orb: +2 to Dexterity (thus adding immediately); permanent item, do not collect on use +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex [1/game; max 1 per person] saving throws) and –1 to AC Gloves of Dampening: Ranged attack damage inflicted Ioun Stone of Champion’s Choice: either +2 to Strength on the wearer is reduced by 2 points per attack/effect (thus adding +1 To Hit in melee and +1 Damage with Gloves of the Deadshot: Ranged attacks gain +3 To Hit; melee and thrown weapons) or +2 to Dexterity (thus part of the Deadshot set adding +1 To Hit with ranged attacks, +1 to AC, and +1 Gloves of the Ravager: when wielding a Ravager to Reflex saving throws); must be chosen before the weapon, wearer deals +1 Damage; only effective with adventure begins weapons with the word “Ravager” in their name Ioun Stone of Heroic Choice: either +1 to Strength (thus, Goggles of the Deadshot: Ranged attacks gain +3 To Hit; depending on prior Strength score, adding either 0/+1 To part of the Deadshot set Hit in melee and either 0/+1 Damage with melee and Greater Charm Bracelets: wearer may equip up to three thrown weapons) or +1 to Dexterity (thus, depending on additional Charms, subject to the hard cap of 10 Charms prior Dexterity score, either 0/+1 To Hit with ranged Greater Ring of Havoc: either +4 Damage with Melee attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving attacks or +4 Damage with Ranged attacks; must be throws); must be chosen before the adventure begins chosen before the adventure begins; may not wear other Ioun Stone Sea Hag Olivine Orb: +1 to Constitution rings with the word “Havoc” in their name (thus, depending on prior Constitution score, either 0/+1 Grenado: non-magical thrown alchemical blunt weapon to Fortitude saving throws and either 0/+1 to max HP per [collect on use] character level) and –1 to AC Harlax’s Helpful Lamp: user’s max HP increases Ioun Stone Sea Horse Peridot Orb: +1 to Dexterity depending on how many of these tokens are equipped in (thus, depending on prior Dexterity score, either 0/+1 To the party: Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 # Equipped in Party Max HP Gained to Reflex saving throws) and –1 to AC 1–3 2 Ioun Stone Sea Lion Calcite Sphere: +1 to Strength 4–6 3 (thus, depending on prior Strength score, adding either 7–9 4 0/+1 To Hit in melee and either 0/+1 Damage with melee 10 or more 5 and thrown weapons) and –1 to AC Copyright True Adventures, Ltd., 2021 All rights reserved 8 last updated January 10, 2022
Ioun Stone Sea Snake Sphere: +2 to Constitution (thus (whichever is higher) instead of their Dexterity bonus to adding +1 to Fortitude saving throws and +1 to max HP determine the To Hit modifier per character level) and –1 to AC Orb of Dragonkind (Great Wyrm): no in-game use Lenses of Close Inspection: wearer can critically hit and Pants of the Pirate: +2 to Reflex saves sneak attack monsters normally immune to crits and sneak Pearl of Prayer: increases the effects of a healing Spell attacks, but only with a Melee attack; other tokens that (not a scroll or item) by 3 HP; has no effect on Spells allow Ranged sneak attacks do not overcome this token’s which do not restore hit points Melee-attack-only restriction [usable on 1 Melee attack/room] If a spell under the influence of a Pearl of Prayer can affect more than one target, the caster gets a total of 3 extra Lenses of Foresight: if party wins Initiative, melee points of healing from the pearl, not +3 points per target; damage inflicted on the wearer is reduced by 2 points per the caster chooses the recipient(s) of the extra points and attack may allocate them as they see fit among the eligible Lenses of Guarding: Melee damage inflicted on the recipients [collect on use] wearer as the result of an attack intercepted via Guard is Pirate Jerkin: +3 to AC; +1 Damage when wielding a reduced by 2 points per attack; does not mitigate damage Blunder weapon; does not affect misfire damage if the paladin was the original target of the attack, even if the paladin is Guarding another character Pirate’s Treasure Map: may be redeemed for 10 treasure draws; redeemable only at in-person TD events; can be Lenses of Hunting: Ranged attacks made by the wearer transmuted by mail, but may not be redeemed (exchanged deal +2 Damage for treasure pulls) by mail; this token cannot be redeemed Lucky Charm: +2 to saves; part of the Lucky set on or after September 1, 2023 Lucky Kilt: +3 to saves; part of the Lucky set Potion Admiral’s Rum: drinker heals 5 HP and is cured Luna’s Greater Charm Bracelets: wearer may equip up of all Charm effects to four additional Charms, subject to the hard cap of 10 Potion Captain’s Rum: drinker heals 3 HP and is cured Charms of all Charm effects Lyre of Echoes: the bardsong effect from this instrument Potion Catspaw Brew: +6 to Dexterity (thus adding +3 lasts for one round after the bard stops playing, thus the To Hit with ranged attacks, +3 to AC, and +3 to Reflex bard need only sing every other round to keep the effect saving throws); does not stack with other Dexterity- up continuously; there is neither an extra benefit nor a boosting Potions or Scrolls penalty for playing this instrument every round; grants the Potion Eel’s Defense: +3 Retribution Damage as Shock default bardsong benefits to the party (+1 To Hit and +1 Damage if the bard is 4th-level or +2/+2 if the bard is 5th- Potion Polymorph (Sea Hag): turns imbiber into a sea level) hag; while polymorphed, the drinker ignores underwater Bards may switch to playing a different instrument in the Hindrances “off-rounds”. However, the effects of the instrument being Potion Polymorph (Sea Troll): turns imbiber into a sea played in those off-rounds will replace (not stack with) the troll; while polymorphed, the drinker ignores underwater effects granted by LOE for that round. Hindrances Masterwork Slug: when fired from a Blunder weapon, Potion Ravager Rum: drinker heals 1 HP and is cured of the attack deals +1 Damage [collect on use, before the all Charm effects attack slide is made] Potion Silver Swim: drinker ignores underwater Muk’s Greater Ring of Havoc: either +6 Damage with Hindrances Melee attacks or +6 Damage with Ranged attacks; must be Privateer Longcoat: +3 to AC and cutlass damage chosen before the adventure begins; may not wear other inflicted on the wearer is reduced by 1 point per attack rings with the word “Havoc” in their name Quiver of the Elements: wearer may change the damage Mystic Staff of Fire: non-magical Ranged Fire weapon; type of any ammunition token they use to deal either Cold, uses the wielder’s Intelligence or Wisdom bonus Fire, or Shock; has no effect on ammo tokens that do not (whichever is higher) instead of their Dexterity bonus to deal HP damage; this quiver occupies the Back slot; the determine the To Hit modifier change in damage type must be declared when turning in Mystic Staff of Frost: non-magical Ranged Cold weapon; the ammo token, before sliding the weapon token; this uses the wielder’s Intelligence or Wisdom bonus quiver is a permanent item, but ammo tokens used in conjunction with it still need to be turned in on use last updated January 10, 2022 9 Copyright True Adventures, Ltd., 2021 All rights reserved
Ravager Armor: +4 to AC and wearer’s Melee attacks Ring of Treasure Finding: wearer gains +1 TREASURE deal +1 Damage CHIP at the end of their adventure, but may not equip any Ravager Axe: non-magical melee slashing weapon other Treasure-Enhancing token(s) Ravager Cudgel: non-magical melee blunt weapon Rum Drinker’s Earcuff: +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Ravager Grim Axe: non-magical melee slashing weapon Fortitude saving throws and either 0/+1 to max HP per Ravager Hide Armor: +5 to AC character level) Ravager Large Shield: +3 to AC Rum Drinking Boots: +1 to Fortitude saves Ravager Pendant: +2 to max HP Sacred Light Charm: healing Spells (not scrolls or Ravager Shield: +2 to AC items) cast by the wearer heal +2 damage; turn undead Ravager Swatter: non-magical melee blunt weapon deals +2 damage; if a use of turn undead can affect more Ravager Sword: non-magical melee slashing weapon than one target, the caster gets a total of 2 extra points of damage from SLC, not +2 points per target. The cleric Ravager Vest: +2 to AC and +1 Damage when attacking chooses the recipient(s) of the extra points and may with an axe allocate them as they see fit among the eligible recipients. Ring of Direct Insults: after using Taunt, the wearer takes Scoundrel Sword: non-magical melee Piercing weapon –2 damage from all attacks made by the tauntee (not any other monster) on the tauntee’s next turn Scribe’s Spectacles: single-target damage-scrolls (not Spells or non-Scroll items) cast by the wearer deal +3 Ring of Havoc: either +2 Damage with Melee attacks or Damage +2 Damage with Ranged attacks; must be chosen before the adventure begins; may not wear other rings with the Scroll Holy Hail: deals 3 points of either Sacred or Blunt word “Havoc” in their name damage to all enemies; the damage type is chosen when this scroll is cast [collect on use] Ring of Last Call: +6 to Fortitude saves Scroll Impede: target monster’s next attack roll suffers a Ring of Righteousness: wearer’s Melee attacks vs. –2 To Hit penalty; no target can be affected by more than Undead deal +2 Damage one SCROLL IMPEDE per round [collect on use] Ring of Safe Harbor: Fear effects currently affecting the Scroll Plane Step: This scroll is cast as an Instant Action. wearer are negated [1/game] The caster (this cannot be cast on another person) goes into Ring of Soulsight: negates the 50% miss chance when an extradimensional space for one round. While in the attacking Incorporeal creatures extradimensional space, the caster may only affect Ring of Storms: damage Spells (not scroll or items) cast themself (buff, heal some more, swap hand-held items, by the wearer deal +2 damage as Shock etc.) Shunted characters may not interact with nor in any Ring of Sure Wit: automatically pass the skill check way affect the monster or any other party member— when casting the magic missile Spell (not from scrolls or including other party members or monsters who might items) also have been shunted into their own personal Ring of the 5th Circle: +2 to AC extradimensional space. If multiple copies of this scroll are cast, each target gets shunted into their own unique Ring of the Champion: +2 to Strength (thus adding +1 space. On the monster’s next turn, the monster cannot To Hit in melee and +1 Damage with melee and thrown attack nor in any way affect the caster of this scroll. weapons) and +2 to Dexterity (thus adding +1 To Hit with At the beginning of the party’s next turn, the caster returns ranged attacks, +1 to AC, and +1 to Reflex saving throws) and may act normally. [collect on use] Ring of the Hero: +1 to Strength (thus, depending on Scroll Remove Woe: removes one (caster’s choice) of the prior Strength score, adding either 0/+1 To Hit in melee following conditions: Curse, Disease, Fear, Hold, and either 0/+1 Damage with melee and thrown weapons) Paralyzation, or Petrification [collect on use] and +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 Scroll Sailor’s Luck: target gains +1 to the next saving to AC, and either 0/+1 to Reflex saving throws) throw they make in this room [collect on use] Ring of the Ranger: Ranged attacks made by the wearer Scroll Siren Shout: deals 4 damage as Shock to the target; deal +2 Damage there is no saving throw to mitigate damage; [collect on use] Ring of the Siren’s Kiss: +1 to AC and ignore underwater Hindrances Copyright True Adventures, Ltd., 2021 All rights reserved 10 last updated January 10, 2022
Scroll Siren Shriek: deals 6 damage as Sonic to the Silver Elf Cap: +2 to Will saving throws; part of the target; there is no saving throw to mitigate damage; Silver Elf set [collect on use] Silver Elf Helm: +1 to AC; part of the Silver Elf set Scroll Sonic Lance: deals 10 damage as Sonic to the Silver Elf Shield: +2 to AC; part of the Silver Elf set target; there is no saving throw to mitigate damage; Silver Elf Shoes: +2 to Reflex saving throws; part of the [collect on use] Silver Elf set Scroll Transparency: caster gains +3 to AC; cannot be Small Ravager Shield: +1 to AC cast on allies or monsters; this scroll does not stack with itself [collect on use] Stinkpot: non-magical alchemical blunt weapon; if hit, the target suffers a –2 penalty to its To Hit rolls [collect on Scroll Water Walking: target may walk on the surface of use] water (not other liquids) as if it were solid ground [collect on use] Trident of the Silver Sea: non-magical compound piercing weapon Shirt of Shivers: Cold damage inflicted on the wearer is reduced by 1 point per attack/effect Triton Armor: +7 to AC and ignore underwater Hindrances Shirt of the Imbiber: +3 to Constitution (thus, depending on prior Constitution score, either +1/+2 to Fortitude Triton Hat: +3 to max HP saving throws and either +1/+2 to max HP per character Triton Ring: healing Spells (not scrolls or items) cast on level) and –1 to Dexterity (thus, depending on prior the wearer heal +3 HP Dexterity score, suffering either a 0/–1 To Hit with ranged Very Basic Greaves: Acid damage inflicted on the wearer attacks, either 0/–1 to AC, and either 0/–1 to Reflex saving is reduced by 2 points per attack/effect throws) Silver Elf Armor: +4 to AC; part of the Silver Elf set Cumulative Penalty Limitation After entering the adventure, no single statistic can be Once inside the adventure, the character in the reduced by more than 6 points. This limit applies to spells aforementioned example could suffer additional Reflex or effects that affect ability scores (Strength, Dexterity, save penalties, up to a grand total of –14. Some item Constitution, Intelligence, Wisdom, Charisma), Saving effects have stricter stacking limits or may not stack at all. Throws, Armor Class, Maximum Hit Points, To Hit Please see the individual token’s description in the Token modifiers, Damage modifiers, etc. No matter how many Database for details. temporary effects or spells have been used, no single Reaching the cap on one stat does not prevent a different stat/ability on a specific victim can be reduced more than stat from being reduced, even on the same victim. 6 points. This rule applies to both player characters and This cap can sometimes mitigate a drawback. E.g., if you monsters. drank three Creeper Stout potions (heal 5 HP, –2 AC) in a However, this does not apply to permanent items used by single room, you would heal 15 HP and suffer a –6 AC a character before beginning the adventure. If you have penalty. If you drank a fourth Creeper Stout, you would equipped various items that result in more than a 6-point heal another 5 HP, but your AC would not decrease any penalty, you must endure the full penalty. Additional further. The AC penalty stacks each time you drink a temporary penalties may be incurred in the adventure, but Creeper Stout, but once you hit the cumulative penalty cap those additional penalties cannot further reduce you more for AC, any additional Creeper Stouts you consume in that than 6 more points. E.g., if you equipped the following room would effectively be standard 5 HP heal potions. items you would suffer a –8 to your Reflex saving throws: Additionally, no other effect could reduce your AC any • HELM OF THE BOAR (–4 Reflex) further—in that room. • OAKSKIN MEDALLION (–1 to all saves) • REDOUBT MAIL (–2 Reflex) • WICKED CHARM (–1 to all saves) last updated January 10, 2022 11 Copyright True Adventures, Ltd., 2021 All rights reserved
Bard Instruments For your convenience, all bard instruments and most of their effects are listed below. The numbers here reflect the total modifier and should not be added to the base bonus. Though some other tokens may technically be a musical instrument, unless they are listed below, they cannot be used to perform bardsong. Melee Ranged Darkrift Fear Sonic Fort Reflex Will Instrument To Hit Damage To Hit Damage Damage Immunity Damage Saves Saves Saves default lute +1 +1 +1 +1 Amorgen’s +1 +3 +1 +3 Antressor +1 +1 +1 +1 +4 Blowgun +1 +1 +1 +1 Briano’s +1 +3 +1 +3 Conch Horn of Courage +1 +3 +1 +1 yes Echoes +1 +1 +1 +1 4th-Level Bard Free Fury +2 +2 +2 +2 Fury +2 +2 +2 +2 Harp of the Angels +1 +1 +1 +1 –2 Lore +1 +3 +1 +3 Luck +1 +1 +1 +1 +1 +1 +1 Magnificent +1 +3 +1 +3 Masterwork +1 +3 +1 +1 Muting +1 +1 +1 +1 –2 Pixie +1 +2 +1 +2 Rage +2 +1 +2 +1 Siren +1 +1 +1 +1 Trouper’s +1 +1 +1 +1 +4 Widseth’s Legendary +3 +3 +3 +3 Widseth’s Mystical +1 +3 +1 +3 Melee Ranged Darkrift Fear Sonic Fort Reflex Will Instrument To Hit Damage To Hit Damage Damage Immunity Damage Saves Saves Saves default lute +2 +2 +2 +2 Amorgen’s +2 +4 +2 +4 Antressor +2 +2 +2 +2 +4 Blowgun +2 +2 +2 +2 Briano’s +2 +4 +2 +4 Conch Horn of Courage +2 +4 +2 +2 yes Echoes +2 +2 +2 +2 5th-Level Bard Free Fury +3 +3 +3 +3 Fury +3 +3 +3 +3 Harp of the Angels +2 +2 +2 +2 –2 Lore +2 +4 +2 +4 Luck +2 +2 +2 +2 +1 +1 +1 Magnificent +2 +4 +2 +4 Masterwork +2 +4 +2 +2 Muting +2 +2 +2 +2 –2 Pixie +2 +3 +1 +2 Rage +3 +2 +3 +2 Siren +2 +2 +2 +2 Trouper’s +2 +2 +2 +2 +4 Widseth’s Legendary +4 +4 +4 +4 Widseth’s Mystical +2 +4 +2 +4 Copyright True Adventures, Ltd., 2021 All rights reserved 12 last updated January 10, 2022
Psychic Power Players wishing to use a Psychic Power enough unique ToC equipped to qualify for that Power’s must unlock their Psychic Potential by tier. Without any ToC equipped, only cell repair may be equipping a token that awakens this latent used. A Psychic Power can only affect the individual who talent. In 2015, IOUN STONE AMETHYST manifests it. OVOID was the only “mind-expanding” By default, only one Psychic Power may be used per token, but since then there have been others. The coach person per adventure. Equipping more ToC does not grant will note on the party card when a character has awakened you additional manifestations of powers, it grants you Psychic Power. If a player possesses at least one of the access to a higher tier’s power. E.g., if you have three ToC Teeth of Cavadar (ToC) tokens, the player totals the equipped, you have access to the tier 3 power, thus you number of unique ToC tokens they have equipped. During could manifest ESP, or control mass, or adjust mass, or the adventure, the player may choose to activate one of the cell repair; not all four, not three, not two. Psychic Powers listed below, so long as the player has Power 1st Year Power Description (no more than one power from this list may be used) Duration* Tier Available 0 Cell Repair Heal 4 HP (once) instant 2015 1 Adjust Mass Walk on water as if it were solid ground full room 2015 2 Control Mass Greatly slow your fall(s) for no damage full room 2016 Monsters cannot Surprise you. If the DM tells you you’re 3 ESP full room 2017 Surprised, this retroactively negates your Surprise. 4 Planar Vision Ignore the 50% miss chance when attacking incorporeal targets full room 2018 5 Mind Shield Negate the effects of a failed Will saving throw (once) instant 2019 6 Energy Adjustment Negate 5 points of Cold, Fire, Shock, or Sonic damage (once) instant 2020 7 Energy Control Negate 10 points of Cold, Fire, Shock, or Sonic damage (once) instant 2021 † 8 Astral Projection Gain access to special event n/a (?)2022(?) *Psychic Powers require a Free Action to activate. † Details to be announced at a later date. This will be a very cool one-time event, possibly held in 2022, but definitely after it becomes safe to attend in-person events. How to Access Higher Psychic Power Tiers As of 2022, the only items that can improve what tier of Every year from 2015–2021, a new TOOTH OF CAVADAR powers you have access to are the 1ST – 7TH TOOTH OF token was made available CAVADAR tokens. A ToC was a free bonus given to all to token buyers. Now that token collectors for each $1K in token purchases made all seven teeth have been during each token cycle—typically November through released, they can be October. Like nearly all tokens, you may not equip more transmuted into the SKULL than one same-named token. E.g., in 2016 you could OF CAVADAR, a powerful have equipped the 1st and 2nd Tooth tokens (and gain Eldritch token that access to control mass), but not more than one 1st Tooth provides access to all tiers nor more than one 2nd Tooth. of Psychic Powers as well as other benefits. last updated January 10, 2022 13 Copyright True Adventures, Ltd., 2021 All rights reserved
Set Bonuses When the specified quota of unique items from a set are equipped, additional effects come into play. Some set Cabal Set bonuses have only two required items while other set When all three items are equipped, the character may cast bonuses may require six. See each set’s description for two Spells in one round, once per room. Unlike the effect details. from BRACELETS OF THE ZEPHYR, the bonus Spell is not cast as a scroll and can be modified. Assuming all the required pieces can be equipped simultaneously, characters may benefit from more than • BRACELETS OF THE CABAL one set bonus—either from different sets or within the • CHARM OF THE CABAL same subset. E.g., a character enjoying the Might Quintet • GLOVES OF THE CABAL bonus also gains the Trio & Quartet bonuses. (But remember, +level effects never stack.) Celestial Set When a set bonus is achieved by equipping a weapon, When all three items are equipped, character gains shield, orb, or anything held in (not worn on) the hand, the immunity to melee & mental attacks from Evil Outsiders. hand-held item is “locked in” for that mode of combat. • +1 CELESTIAL KEEN LONG SWORD Therefore: • CELESTIAL BRACERS • If you equip a hand-held item in a melee slot to fulfill • CELESTIAL GIRDLE a set bonus, you must keep that specific hand-held item equipped when engaging in melee combat. Charming Trio • If you equip a hand-held item in a ranged slot to fulfill When at least three items are equipped, character gains +1 a set bonus, you must keep that specific hand-held item level. There is no four-piece bonus. equipped when engaging in physical ranged combat. • CHARMING CROWN You may temporarily swap one or both hand-held set- • CHARMING EARCUFF piece items (either melee for ranged or ranged for melee) • CHARMING RING and maintain the set’s bonus. However, the bonuses • IOUN STONE CHARMING CABOCHON granted by the individual “lost” item(s) won’t apply. E.g., a ranger using SCEPTER, ORB, and BOOTS OF MIGHT to Darkthorn Set gain a level may swap out the scepter and orb to use a When all three items are equipped, attackers take 2 points ranged weapon, but may not use any other melee weapons. of Piercing damage if they successfully damage the wearer During the swap-out, the ranger loses the +2 Strength with a melee attack. bonus granted by the ORB OF MIGHT, but maintains the +1 • DARKTHORN ARMOR level granted by the Might set. • DARKTHORN HELMET To qualify for a set bonus, the set’s quota must be filled • DARKTHORN SHIELD with unique items if the items are Ultra Rare or lower in rarity. E.g., a ranger may wield two +1 MITHRAL LONG Deadshot Set SWORDS, but they only count as one when it comes to When all three items are equipped, character gains +1 qualifying for the Mithral set bonus. However, if both of level. the set weapons are either Relics () or Legendaries, they • BELT OF THE DEADSHOT count as two items toward the set’s quota. • GLOVES OF THE DEADSHOT Arcane Set • GOGGLES OF THE DEADSHOT When all three items are equipped, the first 0–2nd-level Spell the wearer casts is not marked off their character Death Knight Set card. This ability may be used once per game—not once When three items are equipped, character gains +4 per Spell, not once per Spell level. Darkrift Retribution Damage. There is no 4-piece bonus. • DEATH KNIGHT ARMOR • ARCANE BELT • DEATH KNIGHT BOOTS • ARCANE BRACERS • DEATH KNIGHT GAUNTLETS • ARCANE EARCUFF • DEATH KNIGHT MAIL Copyright True Adventures, Ltd., 2021 All rights reserved 14 last updated January 10, 2022
† Affects melee, missile, and Spells, but not special Defender Set powers, scrolls, wands, etc. When all three items are equipped, character gains Free Multi-Target Note: Multi-target attacks/heals get a pool of Movement and +1 to AC (in addition to the AC granted by bonus damage/healing to be allocated among the eligible the individual items.) recipients as the attacker/caster sees fit. It does not grant • DEFENDER HELM the full bonus to each target. • DEFENDER PLATEMAIL Elemental Eldritch set tokens have black titles and dark • DEFENDER SHIELD green backings. Dragonhide Trio • BOOTS OF THE FOUR WINDS • KILT OF DUNGEONBANE When at least three items are equipped, character • ROD OF SEVEN PARTS (Complete) automatically succeeds on saving throws vs. dragon breath • SKULL OF CAVADAR weapons and gains +3 to all saving throws. (Don’t confuse Dragonhide with Dragonscale. They are not • SUPREME RING OF ELEMENTAL COMMAND interchangeable. But if three items from each set are equipped, both set bonuses will be bestowed.) Footman Set • DRAGONHIDE ARMOR When all three items are equipped, character gains +2 to • DRAGONHIDE BELT AC and Cold damage inflicted upon the character is • DRAGONHIDE BOOTS reduced by 1 point per attack. • DRAGONHIDE BRACERS • FOOTMAN CAP • DRAGONHIDE CLOAK • FOOTMAN CHAINMAIL • DRAGONHIDE SHIRT • FOOTMAN SHIELD There is no additional set bonus for equipping more than three Dragonhide items. Lucky Set When at least two items are equipped, the wearer gains +5 Dragonscale Set to their max HP. There is no additional set bonus for equipping more than two Lucky items. When all three items are equipped, Fire damage inflicted • LUCKY CHARM upon the character is reduced by 10. This bonus • LUCKY CLOAK supersedes the bonuses granted by the individual items in this set. (Don’t confuse Dragonscale with Dragonhide. • LUCKY KILT They are not interchangeable. But if three items from each • LUCKY LIGHT MAIL set are equipped, both set bonuses will be bestowed.) • LUCKY PLATE ARMOR • DRAGONSCALE ARMOR • LUCKY SHIELD • DRAGONSCALE HELMET • DRAGONSCALE SHIELD Might Trio When three items are equipped, gain +1 level. Elemental Eldritch Set Might Quartet The Elemental Eldritch Set bonuses are shown below. The When four items are equipped, in addition to the Trio bonuses granted at each tier are grand totals—not bonus, the character’s melee attacks deal +2 Damage (for cumulative. E.g., the 3-piece bonus gives a healer a +6 to a total of +1 level and +2 Damage) their cast healing Spells, not +10. And just as a reminder, +Level effects never stack. Might Quintet Tier Level Healing Spell* Damage† When five items are equipped, in addition to the Trio & 2-piece +1 +4 +1 Quartet bonuses, the character’s melee attacks deal an 3-piece +1 +6 +2 additional +2 Damage (for a total of +1 level and +4 4-piece +1 +8 +3 Damage) 5-piece +1 +10 +4 • +2 SCEPTER OF MIGHT *Only affects healing Spells, not special powers, scrolls, • BOOTS OF MIGHT wands, etc. A “special power” is not a “spell.” Rule of • CROWN OF MIGHT thumb: if it’s not printed on the character card under a • GIRDLE OF MIGHT section titled “Spells”, it’s not a Spell. • ORB OF MIGHT last updated January 10, 2022 15 Copyright True Adventures, Ltd., 2021 All rights reserved
Mithral Trio Silver Elf Set When three items are equipped, take only half damage When at least three items are equipped, the wearer is from breath weapons. There is no Quartet bonus. immune to underwater Hindrances. No additional bonus is gained from equipping more than three Silver Elf items. Mithral Quintet • SILVER ELF ARMOR When five items are equipped, in addition to the Trio • SILVER ELF CAP bonus, the character gains Deadbane: any successful • SILVER ELF HELM melee attack from an undead monster to the wearer does • SILVER ELF SHIELD 10 points of damage to that undead monster. • SILVER ELF SHOES Mithral Sextet Templar Set When six items are equipped, in addition to the Trio and When all three items are equipped, that character Quintet bonuses, the +1 MITHRAL LONG SWORD will regenerates 3 Hit Points upon entering a room. instantly kill a dragon on a natural 20 if the 8 or 9 on its • TEMPLAR ARMOR damage wheel is closest to the damage dot on the combat • TEMPLAR HELMET board. • TEMPLAR SHIELD • +1 MITHRAL LONG SWORD • +2 MITHRAL BRACERS Viper Strike Set • +3 MITHRAL BRACERS When at least three items are equipped, all characters gain • MITHRAL BOOTS +2 To Hit on all attack slides (including Spells.) In • MITHRAL CAP addition to the To Hit bonus, monks and rogues gain an • MITHRAL CHAINMAIL additional benefit. There is no additional set bonus for • MITHRAL GAUNTLETS equipping more than three Viper Strike items. • TAMOR’S +4 MITHRAL BRACERS Monks: If their Viper Strike weapon critically hits, it deals WIDSETH’S +2 DANCING SWORD +5 Poison damage—which gets doubled to 10 because it’s a critical hit. (If you prefer to think of it as +10 Poison Mountain Dwarf Set damage which is not doubled, that’s fine.) When all three items are equipped, Cold damage inflicted Rogues: When making a sneak attack with a Viper Strike upon the character is reduced by 1. weapon, the bonus damage from the sneak attack (+15 if • MOUNTAIN DWARF ARMOR the rogue is 4th level or +20 if the rogue is 5th level) is • MOUNTAIN DWARF BOOTS doubled if a critical hit is scored. Under normal • MOUNTAIN DWARF MITTS circumstances, the +15/+20 bonus damage from a sneak attack is not doubled on a crit. Redoubt Set • +2 VIPER STRIKE FANG When at least three items are equipped, the character gains • +3 VIPER STRIKE FANG +2 to Strength and +5 to max HP. There is no additional • ASHER’S +5 VIPER STRIKE FANG set bonus for equipping more than three Redoubt items. • VIPER STRIKE BELT • BLESSED REDOUBT HELM • VIPER STRIKE PANTS • BLESSED REDOUBT MAIL • VIPER STRIKE SHIRT • BLESSED REDOUBT PLATE • BLESSED REDOUBT SHIELD Wind Set • BYR’S ANOINTED REDOUBT PLATE When all three items are equipped, the character gains the • GILN’S REDOUBT SHIELD feather fall effect and immunity to non-magical missiles. • PERN’S REDOUBT HELM • AMULET OF THE WIND • REDOUBT HELM • CLOAK OF THE WIND • REDOUBT MAIL • EARCUFF OF THE WIND • REDOUBT PLATE Note: BOOTS OF THE NORTH/SOUTH/EAST/WEST WIND are • REDOUBT SHIELD not part of the Wind set. • SILL’S ANOINTED REDOUBT MAIL Copyright True Adventures, Ltd., 2021 All rights reserved 16 last updated January 10, 2022
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