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Consignment

Skull & Orb Set - C37

$649.99 $999.99

We currently have 2 in stock.

Note: These are Consignment Tokens (hence the C37), which means a True Dungeon adventurer is selling them through Trent Tokens. But as with all Trent Tokens products, once you've made your purchase, you'll receive a tracking number and your token will be promptly mailed to you!


This Skull & Orb Set includes two awesome tokens!

You will receive the following set of 2 tokens:

1 - Skull of Cavadar

Imbues user with Psychic Power and grants access to all tiers of Psychic Powers. In addition to the psychic benefits, this token grants its owner a once-per-season benefit. Similar to the completed Rod of Seven Parts, once per calendar year you may play one of 12 special sub-class characters. These are analogs of, but not superior to, the base classes but are all 5th-level (no other level-augmenting tokens are required) and come with some unique abilities. The sub-class character cards can be viewed here. A sub-class character may not duplicate a standard class character in the same party. E.g., a party may not contain both a Rogue and an Assassin.

To play a sub-class, you must get a voucher from the TD Store at a TD event (not on-line) before going into the coaching room. Coaches cannot get your voucher for you. Vouchers expire at the end of the calendar year they were issued. E.g., if you got a voucher in 2022, you may not use it in 2023. (Previously, vouchers were good for a season which could span calendar years, but now they’re valid for the calendar year in which they were issued.)

Each Skull of Cavadar token has a unique, randomized serial number.

In 2022, Skull of Cavadar owners had the opportunity to attend a very special, one-time-only event: Skull Con.

The skull is not “soulforged” (like artifacts are) and can be used by anyone the owner chooses, but the person playing the sub-class must equip this skull for their entire adventure.

Skull of Cavadar cannot be equipped with any Tooth of Cavadar token. While you technically can equip both Skull of Cavadar and Semi-Lich Skull, doing so is pointless. Without individual Cavadar Teeth to power it, the Semi-Lich Skull is inert.

Only one Skull of Cavadar may be used per person per adventure. Even if the player owns more than one Skull of Cavadar token, the in-game item is considered unique and therefore a character cannot utilize more than one.


Psychic Power

Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential. Each player–not the coach–needs to add up the number of Teeth of Cavadar (ToC) tokens they have equipped. During the adventure, the player may choose to activate one of the Psychic Powers below, so long as they have enough unique ToC equipped to qualify for that Power’s tier. Without any ToC or Skull of Cavadar equipped, only cell repair may be used. Think of the imbuing tokens as keys that unlock the door to psychic abilities and the ToC as fuel that expand one’s mind after it’s opened. Skull of Cavadar both imbues and maximally fuels.

A Psychic Power can only affect the individual who manifests it.

No more than one Psychic Power be used per person per adventure, unless you also equip a token that expressly allows you to use more than one power per game. Equipping more ToC does not grant additional manifestations of powers, it grants access to a higher power tier. E.g., if you have three unique ToC equipped, you have access up to the tier 3 power so you could manifest ESP, or control mass, or adjust mass, or cell repair; not all four, not three, not two.

Tier Power Description Duration
0 Cell Repair Heal 4 HP (once) instant*
1 Adjust Mass Walk on water as if it were solid ground full room*
2 Control Mass Greatly slow your fall(s) for no damage full room
3 ESP If the DM announces you’re Surprised, this retroactively negates it. Inform the DM you’re using this power. full room
4 Planar Vision Ignore the 50% miss chance when attacking incorporeal targets full room*
5 Mind Shield Negate the effects of a failed Will saving throw (once) instant
6 Energy Adjustment Negate 5 points of Cold, Fire, Shock, or Sonic damage (once) instant
7 Energy Control Negate 10 points of Cold, Fire, Shock, or Sonic damage (once) instant
8 Ring Initiate Swap in a new ring inside the dungeon** instant*

*Requires a Free Action to activate.

**Ring Initiate
The Ring Initiate power is usable by anyone with Skull of Cavadar equipped, whether or not they attended Skull Con.

Once per adventure as a Free Action, you may swap out one ring you’re currently wearing and replace it with another ring you possess. However, there are some restrictions:

  • Neither swapped ring can affect stats recorded on the party card‡.
  • Neither ring can affect your max HP.
  • Neither ring can be part of a set–whether or not the set bonus affects the party card.
  • The swapped rings must have different names.
  • Neither ring can affect the number of items you can equip in any slot.

These are some examples of legitimate swaps:

Note: The ring swap does not allow you to retcon anything. E.g., if you just took 20 points of damage from an incorrect guess on a puzzle, swapping in Ray’s Ring of Remembrance does not reduce the damage you just took to 10.

These are some examples of illegitimate swaps:

‡The party card may be tweaked to accommodate something unique to a particular adventure, but these things are universally found on the party card:

  • Melee & Ranged To Hit modifiers
  • Melee & Ranged Damage modifiers
  • Armor Class
  • Saving Throw modifiers
  • Focus
  • Retribution Damage
  • Surprise immunity
  • Free Movement
  • Psychic Potential
  • Treasure Draws

This item is part of the Elemental Eldritch Sets.
When at least two items are equipped, the character gains +1 level as well bonuses to healing and/or damage Spells they cast, and weapon attacks. The bonuses gained are as follows:

Tier Lvl* Heals Cast** Dmg
2-piece +1 +4 +1
3-piece +1 +6 +2
4-piece +1 +8 +3
5-piece +1 +10 +4

*+Level effects never stack

**Only affects cast healing Spells (see “Healing Bonus Note” note below), not special powers, scrolls, wands, etc. A “special power” is not a “Spell”. Rule of thumb: if it’s not printed on the character card under a section titled “Spells”, it’s not a Spell.
Healing Bonus Note: This bonus is for Spells cast by the healer, not Spells cast on the healer–unless the healer and the target are the same person (self-healing.)
Multi-Target Note: Multi-target attacks/heals get a pool of bonus damage/healing which may be allocated among the eligible recipients as the attacker/caster sees fit. It does not grant the full bonus to each target.

Affects melee, missile (including alchemical weapons), and Spells, but not special powers or items (scrolls, wands, etc.)

  • Boots of the Four Winds
  • Kilt of Dungeonbane
  • Rod of Seven Parts
  • Skull of Cavadar
  • Supreme Ring of Elemental Command

This Transmuted token required all of these items to construct:

  • 1st Tooth of Cavadar
  • 2nd Tooth of Cavadar
  • 3rd Tooth of Cavadar
  • 4th Tooth of Cavadar
  • 5th Tooth of Cavadar
  • 6th Tooth of Cavadar
  • 7th Tooth of Cavadar
  • 1× Alchemist’s Ink
  • 1× Alchemist’s Parchment
  • 1× Aragonite
  • 1× Darkwood Plank
  • 1× Dwarven Steel
  • 1× Elven Bismuth
  • 1× Enchanter’s Munition
  • 1× Minotaur Hide
  • 1× Mystic Silk
  • 1× Oil of Enchantment
  • 1× Philosopher’s Stone
  • 1,000 GP Gold Bar (not 1k in “loose change”)

Last Day to Transmute: December 1, 2022



2 - Ioun Stone Mystic Orb

Adds +2 to all saving throws. If the user of this ioun stone has also equipped a Skull of Cavadar, the bonus is +3 to all saving throws instead of +2.

Text On token: +2 to saves or +3 to saves if carrying Skull of Cavadar

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