Front Cover - True Dungeon

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Front Cover - True Dungeon
Front Cover

last updated January 10, 2022        1        Copyright True Adventures, Ltd., 2021
                                                                All rights reserved
Front Cover - True Dungeon
Copyright True Adventures, Ltd., 2021
All rights reserved                     2   last updated January 10, 2022
Front Cover - True Dungeon
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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