Welcome, Guest
Username: Password: Remember me

TOPIC: Need Your Token Ideas for 2008!

Need Your Token Ideas for 2008! 16 years 7 months ago #1

Due to some personnel reasons at my sign shop, I am going to start the development of the 2008 tokens very soon.  If you have any suggestions, please post them here for everyone to read and give feedback.  Feel free to post a long list.  It looks like we are going to try to keep the same numbers as last year of 40/40/40/20 but my goal is to have HALF of them be totally different.  Heck, we might go with 15 new URs and only bring back 5 from 2007.  Even with the ones that we keep (like 50' Rope) I am going to try to get new artwork for -- just to keep them fresh.<br /><br />Thanks for all your feedback and suggestions.  We did a great job in 2007, and I know we can do it again in 2008.<br /><br />
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #2

OK, I'll go first  =D<br /><br />Ultra-Rares:<br /><br />1. Amulet of All-Seeing Eye:  Allows user to have Detect Magic light for 30 seconds in each room, must be worn through entire room.  Usable by Druid & Wizard.<br />2. Cloak of Levitation: Allows user to levitate straight up, cannot carry additional person.  <br />3. Wand of Immobility:  3 charges, successful hit immobilizes monster for 1-3 turns<br />4. Girdle of Invulnerability:  Adds 2 to Armor Class  Note:  This is very powerful, but it is following the tradition of the Girdle of Giant Strength for the Belt/Girdle Ultra-Rare Slot to be extra powerful. <br />5. Ring of Invisibility:  Makes wearer invisible, +10 to AC.  1 HP damage per round when activated.  <br />6. Lg. Shield of Missile Deflection:  +2 AC, +8 AC vs. missile weapon attacks<br />7. Ring of More:  Draw one additional treasure token (or 2 depending on your preference), stacks with Horn of Plenty.<br />8. Scabbard of sharpening:  Gives +2 damage to sword sheathed in scabbard for first hit per combat.  Bonus limited to one sword per adventure.  Can specify type – for instance maybe this year would be a Longsword Scabbard of Sharpening.  Adds new slot, which many players like.  <br />9. Endless +1 Quiver:  Gives endless supply of  +1 damage magical arrows, new arrow appears after previous arrow was fired.<br />10. Magical Thieves Tools:  Allows one retry per trap<br />11. Gloves of Grabbing:  Draw additional treasure token, stacks with Horn of Plenty.<br />12. Holy Amulet:  Allows one retry per room for a healing spell.  Must be worn throughout dungeon.<br />13. Bracers of Accuracy:  +1 to Hit on all attacks<br />14. Boots of Haste/Speed:  Allows one reslide in combat per room.<br />15. Bottomless Jug of Hill Giant Ale:  Per Drink, heals 2 points and AC is dropped 2 for the adventure.<br />16. Amulet of Access, or Gloves of Finding: Thieves only, detects any secret doors when searching for them.  Must be worn in entire room to work.  <br />17. Longsword of Opposition:  +3 to hit, +3 Damage, 75% chance per round each monster will attack wielder of Longsword of Opposition.  <br />18. Helm of Night:  +1 AC, Wearer has Dark Vision (extra light source) or some sort of magical vision (Detect magic?).  Picture could be ornate helm, the face under it would be in shadow except for glowing red eyes.  <br />19. Small Shield of Animation:  +1 AC, both hands are free, usable by all classes that can use a Small Shield.  Limit one per character, takes up shield slot.  <br />20. Great Sword of Ghost Touch, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Great Sword.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Sword is corporeal or incorporeal; whichever is more beneficial to the wearer.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  <br />21. Monk’s Belt of Iron Skin:  +1 AC, and +1 To Hit and +1 damage for unarmed damage, usable by Monk<br />22. +2 Longbow / +2 Flaming Longbow / +1 Flaming Longbow<br />23. +2 Flaming Heavy Repeating Crossbow, usable by Fighter and Barbarian <br />24. +2 Bastard Sword, Usable by Fighter/Barbarian<br />25. +2 Mace of Undead Warding:  +2 Damage, +2 to Hit, Adds 2 damage to turning attempts against Undead.  <br />26. +2 Scythe<br />27. Staff of Destruction:  +1 to Hit, 2-7 Damage, adds +1 damage to offensive spells cast from memory.  Wizards and Druids only.  <br />28. Adamantine Shield, +3 AC, Fighter/Paladin only.  (could also expand to Cleric and/or Barbarian).<br />29. Bracers of Ambidexterity:  Allows Ranger to use two Longswords instead of a Longsword and a Shortsword.  <br />30. Amulet of Reducing:  Can eliminate one option from a set of choices in a room. (For instance, if there are three possible exits, using a charge can identify one exit that shouldn’t be taken).  Limit one use per room.  Must be worn throughout dungeon.  <br />31. Dragonscale Helm:  -1 to Fire Damage, adds 1 to AC, usable by Fighter, Paladin, Cleric, Barbarian, and Druid.  <br />32. Longsword, +1 Damage and +3 to Hit, or +3 Damage and +1 to Hit.  Could replace +2 Longsword.<br />33. Plate Mail of Resistance:  +8 AC, adds +1 or +2 to Savings Throws. Could replace +1 Plate Mail  <br />34. General’s Helm, +2 AC, Fighter/Paladin/Barbarian Only.  <br />35. Tower Shield, +3 AC, usable by Fighter/Paladin, maybe Cleric & Barbarian also. <br />36. Gearon’s +2 Heavy Mace, +2 or 3 damage vs. Undead, bonus for Clerics only.  <br />37. +2 Scimitar of Steele – some ungodly cool effect like +3 damage against unnatural foes, special bonus just for Druids (my vanity pick)  J <br />38. Ring of Protection +2<br />39. Bracers of Defense +2 (too good for just a special token one year).  <br />40. Amulet of Might Fists, +2/+2 to unarmed combat<br />41. Greater Bracers of Archery, +3/+3 on missile attacks<br />42. Brooch of Shielding (or Ioun Stone of Shielding), prevents 50% damage from missile spells<br />43. Hand of the Mage:  This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand once per room.  <br />44. Harp of Charming:  This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours. <br />45. Ioun Stone Deep Red Sphere, +2 to DX<br />46. Ioun Stone Pale Blue Rhomboid, adds +2 to ST<br />47. Ioun Stone Pearly White Spindle, heals 1 pt. per room at end of room.  <br />48. Ioun Stone Dark Blue Rhomboid, can’t be surprised<br />49. Ioun Stone Dusty Rose Prism, +1 AC<br />50. Maul of the Titan, +6 Dam, -4 to Hit, Barbarian<br />51. Scabbard of Keen Edges:  Equivalent to casting Keen Edge on weapon in each room.  <br /><br /><br /><br />Rares:<br /><br />1. Dust of Healing, Druid Only.  Scattering the Dust among the party heals 2 points of damage per character.  <br />2. Bell of Opening:  4 Charges, one round to activate per charge, opens one lock, door, valve, lid, or portal per charge.  <br />3. Dancing Longsword.  After first hit, Longsword will fight on it’s own against that same enemy until the enemy is dead, then it flies back into it’s scabbard.  <br />4. Flaming Longsword, +2 Damage (no “to hit” bonus).  Note:  This is like a +1 Longsword but trades the +1 “to hit” for an extra +1 Damage.  <br />5. Ring of Choosing:  Once per room, allows wearer to return one drawn treasure token and randomly pick another (time permitting).  Does not stack with Horn of Plenty or Ring of More.<br />6. Vorpal Dagger:  On critical hit, severs head of opponent.  <br />7. Unholy Greatsword:  Heals one hit point of wielder whenever damage is dealt to opponent – sucks vitality right out of the enemy into wielder.  <br />8. Ring of Telekinesis:  Range 10 Feet, Max. Speed 1ft/second, max. weight 10 lb.  Must be worn in entire room from start to be able to be used.  <br />9. Staff of Lordly Might:  Adds 2 Strength to Wielder.  Does regular Staff Damage.  <br />10. Viper Staff:  Quarterstaff that, when thrown on ground, turns into Python that attacks every turn on own at command of former wielder.  At end of combat if still alive slithers off (one time use).  <br />11. Staff of Defense:  4 Charges, adds +2 to AC of target player per charge (takes one turn to activate each charge).  <br />12. Amulet of Thundering Fists:  Adds +1/+1 on unarmed attacks.  <br />13. Amulet of Fiery Fist:  For unarmed combat, once per room, surrounds fist in fiery ball and gives +2 to hit and +8 Damage to single attack. <br />14. Cloak of Spider-Climb:  Allows user to climb surfaces at half walking speed, immune to being stuck in webs.  <br />15. Composite Longbow, +1 Damage from regular Longbow.  Usable by all classes that can use Longbow.  <br />16. Quarterstaff of Ghost Touch, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Quarterstaff.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Quarterstaff is corporeal or incorporeal; whichever is more beneficial to the wearer.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  I threw this one in at Rare to give characters a better chance of having one - and a Quarterstaff in the hands of a Ghost isn't that out of balance.  <br />17. Jade Statue, GP Value 200 GP (Equivalent to 200 GP Gem)<br />18. Unholy Greatsword:  Heals one hit point of wielder whenever damage is dealt to opponent – sucks vitality right out of the enemy into wielder.  <br />19. Bracers of Offense:  +1 Damage to Weapon Attacks<br />20. Griffin-hide Robe, +2 AC, Wizards<br />21. Hammer of Consistency:  Fighter, Barbarian, Cleric:  Does 5 Damage on every hit, the damage wheel is “5” all the way around. <br />22. +1 Morningstar, 2-10 damage, two handed weapon, Fighter, Cleric, Barbarian, Paladin.  Damage is fairly high on the damage wheel (maybe 6.5 average).  If it hits it hits hard.  <br />23. +1 Scythe<br />24. +1 Morningstar<br /><br />Uncommons:<br />1. Potion of Stealth – After drinking potion, Thief can get one backstab attack on the next turn.  <br />2. Dagger of Ghost Touch, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Dagger.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Sword is corporeal or incorporeal; whichever is more beneficial to the wielder.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  <br />3. Saingham, Monk Weapon, <br />4. Bullwhip, 1-6 damage, if hit opponent makes savings throw or drops weapon.  Fighter, Barbarian<br />5. Morningstar, 1-9 damage, two handed weapon, Fighter, Cleric, Barbarian, Paladin.  Damage is fairly high on the damage wheel (maybe 5.5 average).  If it hits it hits hard.  Mainly a cleric weapon, gives the Cleric a 2 handed weapon.  <br />6. Potion of Spider-Climb.  Allows person to have spider-climb in one room.  <br />7. Scroll of Fireball, Arcane, 8 pts damage (or whatever you think makes sense).  Need more Arcane spells at the uncommon level.  <br /><br /><br />Commons:<br />1. Potion of Hiding – Person cannot be attacked in room as long as the person takes no action, after drinking potion.  <br />2. Spiked Gauntlets:  +1 Damage to unarmed combat<br />3. Ghost Touch arrow, 1-6 Damage, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Dart.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Arrow is corporeal or incorporeal, whichever is more beneficial to the wearer.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  I threw this one in at Common as a disposable to give characters a very good chance of having one - and an arrow in the hands of a Ghost isn't out of balance.  Note 2:  This could also be the start of a “Green Arrow or Hawkeye” kind of character – a quiver full of arrows that do different things, all expendable (I guess the masterwork arrow was really the start). <br />4. Ghost Touch rock for sling, 1-4 Damage with sling, 1-2 just thrown, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Dart.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Arrow is corporeal or incorporeal, whichever is more beneficial to the wearer.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  I threw this one in at Common as a disposable to give characters a very good chance of having one - and a rock in the hands of a Ghost isn't out of balance – and now someone can say “I got a rock”.<br />5. Backpack<br />6. Hammer<br />7. Shuriken, 1-4 Damage, Monks, Fighters, Barbarians, Thrown Weapon, Expendable<br />8. Bell<br />9. Belt Pouch<br />10. Signet Ring, 15GP Value<br />11. Hourglass<br />12. Spell Component Pouch<br />13. Mug of Beer (good for getting clues in the Tavern)<br />14. Spyglass (items are magnified to twice regular size)<br />15. Magnifying Glass<br />16. Masterwork Throwing Knife, finely balanced.  2-4 damage, +3 to hit when thrown.  Not retrievable when thrown.  Expendable.<br />17. Scroll of Minor Healing, 2 pts.  <br />

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #3

Well, I know I sent this to you a while back, but I'll post it here, too...<br /><br />Singing Short Sword +2<br />When in the hands of a Bard, the sword sings so that the Bard may still attack.<br />The song adds +1 To Hit/Damage to the entire party.<br /><br />(I made the bonus only +1/+1 so as not to be a power creep item.  The Bard can still choose to use the masterwork instrument and not attack.)

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #4

Any armor for the barbarian that isn't common.<br /><br />Edit: since the barb is often left behind, perhaps a green - something a newbie party might have.  Nothing big - just a plus 1 to AC or something.  Chain shirt, or a rare leather? Giant spider leather?

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #5

<br />Well, I know I sent this to you a while back, but I'll post it here, too...<br /><br />Singing Short Sword +2<br />When in the hands of a Bard, the sword sings so that the Bard may still attack.<br />The song adds +1 To Hit/Damage to the entire party.<br /><br />(I made the bonus only +1/+1 so as not to be a power creep item.  The Bard can still choose to use the masterwork instrument and not attack.)<br />

<br /><br />I was going the other way with the Bard,<br /><br />UR Enchanted Harp, add +2 and +2 damage to bards song. <br /><br /><br />Mike,<br /><br /> I assume you have been working on that list for a while and didn't just pop that out.<br /><br />I like the Bell of opening (A.K.A "the rogue in a box" or I guess in this case, a rogue in a bell).<br /><br /><br />Jeff,<br />     Like Henry says below, 15 new URs is going to cause a lot of high-end creep.    5 new items might be better.   But you could recycle some out of print items like the DS sheild to bring the number up a bit. 
A society grows great when old men plant trees whose shade they know they shall never sit in.

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #6

  • henwy
  • henwy's Avatar
  • Offline
  • 9th Level
  • Supporter
  • Stirring the pot since '94
  • Posts: 7432
With a 50% turnover rate, it's going to be hard to avoid creep. I dunno. With so many new tokens, it just seems like it'll be leaving people behind. There are plenty of people who didn't manage to find what they wanted amongst the new stuff of this year. With a turnover so extreme, the chances that they ever get to drops.

This image is hidden for guests.
Please log in or register to see it.



I'm like a ray of sunshine. Cancerous.

Henwy's LiveJournal

Don't make me maul you with my fearsome gonads

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #7

You only leave people behind if there is just one good item in a slot.  If there were say 5 different boots in 5 years, each with a diff. effect, it becomes much more picking for a stategy than everyone going for the "best".  Is dragonscale armor or +1 plate better, for example.

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #8

  • henwy
  • henwy's Avatar
  • Offline
  • 9th Level
  • Supporter
  • Stirring the pot since '94
  • Posts: 7432

<br />You only leave people behind if there is just one good item in a slot.  If there were say 5 different boots in 5 years, each with a diff. effect, it becomes much more picking for a stategy than everyone going for the "best".  Is dragonscale armor or +1 plate better, for example.<br />

<br /><br />Ummm. How is it picking for strategy if you never have the item in question to pick from?

This image is hidden for guests.
Please log in or register to see it.



I'm like a ray of sunshine. Cancerous.

Henwy's LiveJournal

Don't make me maul you with my fearsome gonads

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #9

On the general question of things to take out, please do not remove any of the healing items.    I sell out of those amazingly quickly.  Adding some more green healing would be great. <br /><br /><br />
A society grows great when old men plant trees whose shade they know they shall never sit in.

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #10

Jammies the singing short sword would have to be named Monty just an old joke from one of our Hackmaster campaigns lol. But I being a Bard would love to see one of those.
"I hear you talking. I recognize your voice. I feel you, your skin. I see you looking at me. I know your saying something. But all I hear, all I see, all I smell is blood, blood,blood."

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #11

  • henwy
  • henwy's Avatar
  • Offline
  • 9th Level
  • Supporter
  • Stirring the pot since '94
  • Posts: 7432
I don't see all that much interest in healing this year, or at least not like it was in past years. Partly it's because the dungeon's far less deadly I'll wager. There's very little need for additional healing beyond what's avaliable from character classes. I spent a crapload of time trading in the tavern and not a single person asked for healing scrolls or potions.

This image is hidden for guests.
Please log in or register to see it.



I'm like a ray of sunshine. Cancerous.

Henwy's LiveJournal

Don't make me maul you with my fearsome gonads

Please Log in or Create an account to join the conversation.

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #12

<br />I don't see all that much interest in healing this year, or at least not like it was in past years. Partly it's because the dungeon's far less deadly I'll wager. There's very little need for additional healing beyond what's avaliable from character classes. I spent a crapload of time trading in the tavern and not a single person asked for healing scrolls or potions.<br />

<br /><br />Odd, that was the first thing most people asked me for.  Different folks going to different vendor I guess.<br />
A society grows great when old men plant trees whose shade they know they shall never sit in.

Please Log in or Create an account to join the conversation.

Time to create page: 0.111 seconds