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Amulet of Wonder

This amulet has a different powerful effect each year. Please ask your coach for information about the current effect if it’s not shown below–sometimes the effect is a surprise.

This amulet grants the same effect as Ring/Totem of Wonder. Equipping other __ of Wonder items is permitted, but pointless because the effects don’t stack.

Previous benefits gained while equipping this token:
2025 2-Hour Adventures: Odin’s Sigil grants all of the following:
1. Counts as one Runestone Fitting Base* that can be used with any Rare Runestone from any year
2. Doubles the effect(s) of any/all 2025 Rare Runestone(s) you use
· Surtr deals +2 damage as Fire
· Valkyrie gives you +2 to hit
(Just those two–no other Runestones are affected)
3. Allows a 2025 Rare Runestone to affect Ranged attacks as well as Melee (Just those two–no other Runestones are affected)
*You’re still limited to a total of no more than two Runestone Fitting Bases, be they literal or figurative. I.e., equipping a ___ of Wonder item in 2025 does not enable you to have the equivalent of three Runestone Fitting Bases.
2024 Grind: Elemental Harmony: Once per room, you may re-roll a failed saving throw against a Fire-based effect. If you succeed, you may convert a portion of that energy to heal 10 HP for yourself and everyone else under a Wonder effect. However, no matter how many people under a Wonder effect fail then succeed on a given save, the maximum healing bonus per person is 10. I.e., Elemental Harmony does not stack with itself, no matter the source. But if the person who activated the Wonder effect fails their Fire-based save re-roll, another person under a Wonder effect may attempt to activate their Elemental Harmony effect for the room. If that person’s re-roll succeeds, every person under the Wonder effects heals 10 HP (including the person who initially failed their re-roll) and nobody else can activate their Wonder effect that round. I.e., each person under the Wonder effect is allowed one failed Fire-save re-roll per room, but cannot benefit from more than one successful Elemental Harmony effect per round.
Here’s an example scenario. Let’s say everyone in the party is under a Wonder effect. On round 1 in room 1, the party is hit with a fireball. B, J, and K all fail their save. B chooses to activate Elemental Harmony but fails the re-roll. B cannot activate Elemental Harmony again in this room and nobody else gets a heal from B’s failed Elemental Harmony activation. J then decides to attempt a re-roll on the same save and succeeds. Everyone heals 10 HP–including B–and both B and J have expended their Elemental Harmony for the room. The party is hit with another fireball on the next round. B, J, and K all fail their save again. Neither B nor J can activate Elemental Harmony in this room, but K decides to make a re-roll and succeeds. K has now expended their Elemental Harmony for the room and everyone heals 10 HP. On round 3, the party is hit with a snowstorm. This is not a Fire effect, so Elemental Harmony cannot trigger.
2024 2-Hour Adventures: Gain Armor of Aset. Once per game, you may negate the damage from any one attack, as long as that attack would not have killed you. This damage can be physical (Blunt, Piercing, or Slashing) and/or magical (Cold, Fire, Shock, etc.), but it may only come from a single attack and it only includes effects which reduce your current HP. Non-HP reducing effects (e.g., Fear, Petrification, Sleep, etc.) are not mitigated. The player decides when to invoke this power. Here are some example scenarios:
1. A character with 100 HP gets hit by an 80 point fireball. Armor of Aset could negate that because the fireball would not have killed them.
2. A character with 5 HP gets hit with a sword that deals 6 damage. Armor of Aset could not negate that because that attack would have (is going to) kill that character.
3. In room one, a character is hit with a massive–but not fatal–blow. The player chooses not to invoke Armor of Aset’s power at this time because they want to save it for a later room.
4. A character with 60 HP gets hit by all six of a Marilith’s attacks. Each attack deals 10 damage. The player may negate one of those attacks because that one attack is not enough to kill them–even though the combined total of all the attacks will/would have.
5. A character with 20 HP gets hit by a mummy attack that deals 10 Blunt and infects the victim with a Curse. If the player chooses to invoke this effect, the 10 Blunt damage is negated, but not the Curse.
Note: The “armor” is just the name of the effect. It’s not literally armor and it does not occupy your torso slot.
2023 2-Hour Adventures: Gain Pirates’ Privilege: once per room, you may drink a potion as an Instant Action. This effect may be used in conjunction with Free Action potion consumption accelerators such as Belt of Retrieval. One could potentially drink three potions in one round by using one’s Standard, Free, and Instant Actions to drink. Stu’s +3 Handy Stein gives the potential for four potions to be consumed in a round.
It does not work for other liquids like oils or salves. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as an Instant Action because a flask is not a potion.
2023 Grind: Roll the Shrine Die (D6) to determine which shrine effect you activated:
1. Cursed Shrine: Your mouth is sewn shut, preventing the use of consumables
2. Protection Shrine: Your AC from armor is doubled
3. Conduit Shrine: Your attacks gain +3 damage as Shock or you gain +5 Retribution Damage as Shock
4. Frenzied Shrine: You may participate in quick strike rounds without the charm
5. Resist Shrine: You gain +2 to all saves
6. Channeling Shrine: You gain a “Charm of Spell Storing” effect for any single check box effect on your card
2022: (starting with VTD 8 in February) Gain the Sea Elf sub-type. Your skin hardens and becomes light blue. You may breathe and move normally underwater. If you’re a caster, you can also cast Spells underwater. (It does not protect scrolls or other items that might be damaged by submersion.) You take -4 damage from both physical and magical non-Fire damage sources.
2021:
Gain +4 damage as Cold/Fire/Shock/Sonic (pick one before the adventure starts) with all attacks, including Spells, but not from scrolls or items. AoEs get a pool of +4 damage.
2020 Season 2-Hour Adventures:

• You take -10 damage from melee attacks made by Constructs
• You may critically hit Constructs on 19-20; does not stack with other crit range expanders
• If you’re a rogue, you may sneak attack Constructs
2019-2020 Season 2-Hour Adventures:
You may equip one additional Head slot item
2018-19 Season Grind:
Berserker Endurance: Character does not die from damage until they reach -48 HP or a room ends and they have less than 1 HP. If a Berserker uses “Fight After Death” and is wearing the Amulet of Wonder, they can last until -96 HP
2018-2019 Season 2-Hour Adventures: +3 to Damage with melee, missile, and spell (not scroll or item) attacks
2017-2018 Season 2-Hour Adventures: Become a Sygaldry Master. Show one runestone (any, other than Eldritch) to your coach:
• Gain triple the numeric effect (effects that cannot logically be tripled are unaffected)
• If the runestone normally effects only a certain attack/weapon type, it affects all your weapon and spell attacks, but not scrolls or items
• You may keep the runestone
• Optional: If you choose to turn in the runestone, gain 4× the effect instead of 3×
Whether you choose to turn in the boosted runestone or not, the Sygaldry Master ability counts towards the standard limit of one runestone per adventure. You may still use up to two Runestone Fitting Bases, but their effects are not boosted by this ability.
2017-18 Season Grind: For every 3 pieces of a set you have equipped, you can choose one of the following bonuses:
• +3 to hit for one attack type (melee or ranged)
• +3 to damage for one attack type (melee, ranged, or spells)
• +3 to damage for one item type (scrolls or wands)
• +3 to AC
• +3 to saves
• +3 to all healing spells you cast (uses the “healing pool” rules in the case of multiple targets)
2016 2-Hour Adventures: Allows your character to equip up to four rings. Does not stack with Hand of Glory nor Gloves of Glory.
2016 Grind: After taking a Standard Action, you may take another Standard Action. However, you then lose your next Standard Action
2015 Dungeon: Effect determined by a d6 roll made during coaching:
1: +4 Treasure Chips (stacks with Charm of Avarice; does not stack with Lenses of Fortune)
2: +1 Character level for that adventure*
3: +4 to Strength
4: +4 to Dexterity
5: +4 to Constitution
6: +3 to all Saving Throws
*if already 5th-level, re-roll
2015 Grind: Elemental Attunement
2014 Who’s Your Con Grind: Once per Grind, you could force any d20 roll to be re-rolled. This could have been used on your saving throw, the saving throw of another party member (even if the other player didn’t want to re-roll), a monster’s attack roll against you or another party member, an initiative roll (either the party’s or the monster’s), or any other time a d20 was rolled.
2014 Dungeon: Effect determined by a d6 roll made during coaching:
1: +2 to AC
2: +3 to AC
3: +3 To Hit on all attack slides
4: +10 to max HP
5: Horn of Plenty effect (three Treasure Chips per stamp)
6: +1 Character level for that adventure*
*If already 5th-level, gain the Horn of Plenty effect instead.
2014 Grind: ?
2013 Dungeon: Horn of Plenty effect (three Treasure Chips per stamp)
2013 Grind: Gained special proficiency with fire-arms, including all of the following effects:
A. Any class could use any blunder weapon, including a +2 Boom Stick
B. Immunity to misfire (bomb) damage when using blunder weapons
C. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon automatically gained the smiting ability and scored criticals on a natural 19 or 20. (These classes could already use all blunder weapons, so this was their benefit instead of section A.)
D. All classes gained +2 to Dexterity (+1 AC, +1 To Hit with ranged attacks, and +1 to Reflex saves)
2012 Dungeon & Grind: The wearer was transformed into a Dwarf and gained these perks:
• +2 to all saving throws
• +4 to max HP
• Ability to use any weapon with “Dwarven” in its name
2011 Dungeon: Effect determined by a d6 roll made during coaching:
1: +1 to all saving throws
2: +2 to all saving throws
3: +3 to all saving throws
4: +5 to max HP
5: +1 Character level for that adventure
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2011 Grind: Your base race became merfolk. You were unaffected by any of the underwater rules/restrictions. It did not count as polymorphing, which could be used in addition to that effect.
2010 Dungeon: Effect determined by a d6 roll made during coaching:
1: +1 to Reflex saving throws
2: +3 to Reflex saving throws
3: +3 to max HP
4: +5 to max HP
5: Immunity to Fire
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2009 True Realm: Player received either a Harpy Claw Amulet or a Necklace of the Oak token to keep.
2009 Gen Con: Effect determined by a d6 roll made during coaching:
1: +1 to AC
2: +2 to AC
3: +3 to AC
4: +3 to max HP
5: +3 to all saving throws
6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2008: +1 Character level for that adventure

Text on Token:
Different cool effect each year
Back Color: Gold, Onyx
Classification: Equippable
Converts To: Not Exchangeable
Misc: Variable Effect
Rarity: Ultra Rare
Slot: Neck
Source: Standard Pack
Usable By: All, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Year: 2013, 2008