How To Play

 

Welcome Gen Con Attendees!  Thanks for coming here from their newsletter!

 

True Dungeon 2013 will be hosted at Gen Con Indy in Indianapolis, IN Thursday-Sunday, August 15-18, 2013.  We are moving to Exhibit Hall B to improve our player experience.  Gen Con Indy is the world's oldest and largest game convention, and True Dungeon is its premier event.

You must obtain a 1-Day or 4-Day convention Badge either by purchasing one or earning one through volunteering.  Badges are now on sale at www.genconreg.com

Event tickets for True Dungeon go on sale Sunday, May 19th at Noon (Eastern)

For more information about Gen Con Indy, please go to www.gencon.com

Big Improvements Coming for 2013

After receiving some great feedback from players and volunteers, we set four big goals for 2013:

Greatly Improve the Event Starting Experience:  We learned a great deal last year, and this year we are constructing a brand new storyscape that appears to be a village at the edge of a dark, moon-lit forest.  Your event will start inside one of two large inns where you will be greeted by a friendly NPC innkeeper.  Once you have turned in your ticket and received your free bag of Treasure Tokens, you will be directed to your group's private, well-lit Training Room.  You can arrive up to 50 minutes before the start of your event, and you will remain there with your Coach until the party moves to the Training Room. 

Greatly Improve the Event Endng Experience:  While a separate Truecraft event will not be available in 2013, much of the fun of the event has been folded into  the end of every two-hour adventure.  When you emerge from the XP Desk with your Treasure Coins in hand, you will find yourself back in another area of the starting village.  If you choose to record XP and receive any applicable Treasure Coins (some do not), you can spend these Treasure Coins at a few spots inside the village.  You can draw treasure from merchants who have different treasure assortments, you can try your hand at a carnival-type game, or you can speak with an NPC to obtain information for another adventure.  Perhaps you can even gain a mini-quest to be completed during your next adventure.  Note:  No unique tokens will be available this year via these mini-quests.

Greatly Improve the Immersiveness of the Experience:  Once you step into the Exhibit Hall, you will feel like you have stepped into a wooded village on a moon-lit night.  Our goal is to keep this immersion going as much as possible, from ticket taking to Treasure Coin redemption will be oriented to keeping you immersed in our fantasy world.

Improve our Volunteer Ranks with a Recruitment, Retention and Training Program:  Every year it is a  struggle to find great volunteers and train them.  This year we have invested funds in attracting good volunteers, and we hope to keep them for many years.  We have also launched an improved video training program that should dramatically affect the quality of the efforts of our Coaches and DMs.


2013 Event Info

Players entering the event will find themselves at the edge of a dark forest on a moonlit night – in a small village dominated by two large inns.  Each inn will be the start of an adventure where players can arrive up to 50 minutes earlier to make use of their private well-lit training room. 

This year's event is the start of a brand new 3-year story arc. The party’s 3-year quest is to restore the missing dwarves of Icecrag Keep (last year’s storyscape) to their rightful home now that Smoak the Draco-Lich has been defeated, and in 2013 the party must determine the dwarves’ current whereabouts. 

True Adventures, Ltd. is proud to offer the following FOUR completely new two-hour  adventures for 2013.

"Part One: Lycans Afoot!" (puzzle-oriented) Players must venture through a dark forest in search of the tower of a mad gnome tinkerer while being persued by a pack of werewolves.  Two of the rooms in this adventure will be more puzzle focused than in "Part One: Lycans Afoot!" (combat-oriented).

"Part One: Lycans Afoot!" (combat-oriented) Players must venture through a dark forest in search of the tower of a mad gnome tinkerer while being persued by a pack of werewolves.  Two of the rooms in this adventure will be more combat focused than in "Part One: Lycans Afoot!" (puzzle-oriented).

"Part Two: Golembane" (puzzle-oriented)  Players must face many challenges to reach the top of a tower to confront the malevolent gnome  Two of the rooms in this adventure will be more puzzle focused than in "Part Two: Golembane" (combat-oriented).

"Part Two: Golembane" (combat-oriented) Players must face many challenges to reach the top of a tower to confront the malevolent gnome  Two of the rooms in this adventure will be more combat focused than in "Part Two: Golembane" (puzzle-oriented).

"Part One: Lycans Afoot!" (either version) is the first part of the two-chapter epic adventure.  "Part Two: Golembane" (either version) is a separate ticketed event that concludes the storyline. The "Golembane" adventure is immediately set after the story told in "Part One: Lycans Afoot!".  We structured the events this year due to the great feedback from last year's two-part adventure.  Players really liked having two back-to-back adventures.

Everyone who plays either version of an adventure will receive a limited-edition Treasure Token at the end of their adventure. Players who survive will receive cool "Survivor" buttons themed especially for the module.  If your party plays the adventure on the Nightmare difficulty setting, you will receive TWO different limited-edition Treasure Tokens., If you survive on this higher difficulty, you will get a Nightmare "Survivor" button themed for the module.  Note: The rewards for both versions of this adventure are identical.

True Grind: "Survive the Night!"  In this hackfest, players must try to survive until sunrise inside a cabin while it is attacked by all manner of foul beast..  No XP is available, but 1 Treasure Coin and a Survivor Button is available. Nightmare available if whole party agrees. Arrive 15 minutes early to fill out Party Card. You MUST be a Second Level TD player to participate -- and expect to die without a lot of experience, skill and tokens. Not an event for casual TD players.

 

New True Dungeon Novel - "Path of Stone"

We have worked with writer Jon Cook to craft a new True Dungeon novel entitled "Path of Stone" which chronicles the events between the slaying of Smoak the Draco-Lich (the end of last year's event) and the arrival of the party at the Inn of the Silver Willow (the start of this year's event).  This is a really good read to get psyched up for True Dungeon 2013.  Jon has agreed to whet our appetites with a sampling of the first ten chapters.  Additional chapters will be available in the coming weeks.  CLICK HERE to download the free PDF.

 

Truecraft  Update! (It was a 2012 event.)

While a separate Truecraft event will not be available in 2013, much of the fun of the event has been folded into the end of every two-hour adventure.  When you emerge from the XP Desk with your Treasure Coins in hand, you will find yourself back in another area of the starting village.  If you choose to record XP and receive any applicable Treasure Coins (some do not), you can spend these Treasure Coins at a few spots inside the village.  You can draw treasure from different merchants who have different treasure assortments, you can try your hand at a carnival-type game, or you can speak with an NPC to obtain information for another adventure.  Perhaps you can even gain a mini-quest to be completed during your next adventure.  Note:  No unique tokens will be available this year via these mini-quests.

 

Ticket Price Increase

For the last four years, our ticket price has either been $38 or $40.  We were forced to raise our ticket price to $44 this year due to many factors.  

·  The cost to build the new storyscape and large inns ended up being higher than we had planned.  Each inn is similar to a dungeon in required materials to build.  We think that the well-lit private training rooms will be a huge improvement to the player experience, and we feel the expense is well worth it.

·  We decided to fold much of the enjoyment of Truecraft into an optional bit of fun that every player can enjoy for free as part of their post-adventure experience.  This, however, does take some resources to provide.

·  We launched a volunteer recruitment and retention program that should greatly improve the TD experience for players.  This program, while costly, allowed us to select the best Coaches and DMs available, and we will provide outstanding pre-Con training.

· There have been some unexpected expenses pop up this year that were completely out of our control.  We could not absorb these expenses like we were able to do last year.

 

New!  Adventurers’ Guild Benefits!

Because of the feedback we received from players, we have changed the benefits of what an Adventurers’ Guild Button will gain you. 

Bag Check: Anyone with an Adventurers’ Guild Button can use the AG Bag Check service located at the start of the event to check one item per AG button.

VIP Access for You AND Your Party:  There will be a cool VIP area in the heart of the storyscape area that can only be accessed by AG members after they have ended a TD event.  They must show their AG button to gain admittance, and they may take up to nine other non-AG members (from their current player party) into the VIP area with them.  There they can raise a toast to the victory (bar service will be located nearby), divide up treasure, and recall their recent grand exploits.  Due to limited sitting, the party can stay up to 30 minutes after the end of their adventure, and they all must sit at the same table.  Times printed on wristbands will be checked for compliance.

 

FOUR Levels of Challenge

Due to the response from our players, we make our adventures playable at different challenge levels.  Here they are in order of difficulty.

Non-lethal: If all players in the group agree, the party can tell their Coach they want to play their adventure on the "non-lethal" challenge rating. This is designed for people who just want to enjoy the True Dungeon adventure without having to worry about their character dying. Awarded XP for this challenge level is 650 XP

 Normal: By default, the party will play their adventure on the Normal challenge level -- characters can die on this difficulty, but a good party can emerge victorious with only basic equipment as long as they work well together and think on their feet. If this challenge is too much (or insufficient) then other levels are available. Awarded XP for this challenge level is 650 + 50/room reached.

Hardcore:  If all players in the group agree, the players can tell their Coach they want to play their adventure on the "Hardore" challenge rating. This is for people who have some TD experience and at least 3 bags of tokens. Awarded XP for this challenge level is 1650 + 50/room reached.  They get only the Hardcore/Nightmare Completion token for attempting this level.

 Nightmare: If all players in the group agree, the players can tell their Coach they want to play their adventure on the "Nightmare" challenge rating. This is for people who have lots of experience, moxie and/or tokens. THIS IS A VERY DIFFICULT EVENT.  There are also special slots set aside for Nightmare level, and tickets purchased in these slots must be played at Nightmare level. Awarded XP for this challenge level is 1650 + 50/room reached.  They get both the Normal and Hardcore/Nightmare Completion tokens for attempting this level.

 

Experience Points Earned

Players receive Experience Points (XP) for playing TD adventures and gain various benefits for achieving higher levels. Some TD veterans are now 8th level. The amount of XP earned is based on the challenge rating of the adventure as well as how many rooms your character makes it to alive. (Your character need not survive the entire adventureto get max XP, s/he just needs to enter the final room alive.)

Non-lethal = 650 XP

Normal = 650 XP + 50 XP/room

Hardcore= 1650 XP + 50 XP/room

Nightmare = 1650 XP + 50 XP/room

 

If a player plays the same adventure more than once, they receive the highest XP earned in all runs of that particular adventure. So someone playing an adventure twice, once at the Normal level and once on Nightmare level, will receive only the XP for the Nightmare adventure. (I.e., the XP awards for the same adventure don’t stack.) Note that the two versions (puzzle or comabt) of each adventure are considered the same adventure because they are somewhat similar. The highest XP available for Gen Con Indy 2013 is 4,000 XP – if the player makes it to the final room of two different adventures on Nightmare difficulty.


Participation Tokens

As stated earlier, players earn a cool limited edition participation token just for playing a TD adventure. There are FIVE unique tokens available at Gen Con Indy 2013. The two versions of both modules have the same participation token, and the Hardcore/Nightmare version of botj module has its own special participation token.  True Grind has its own unique limited-edition Participation Token.  For the two-hour adventures, anyone playing on the "Non-lethal" setting will receive the Normal participation token, but no Survival button can be earned.

True Dungeon 101

This one-hour seminar, presented by a group of great TD veterans, is highly recommended for new TD players.  The three available seminars are:

SEM1347624              True Dungeon 101           8/15/2013 13:00

SEM1347625              True Dungeon 101           8/15/2013 18:00

SEM1347626              True Dungeon 101           8/17/2013 10:00

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True Adventures, Ltd. Media Contact
Jeff Martin, 618.201.5737
This e-mail address is being protected from spambots. You need JavaScript enabled to view it

 

Tokens have become a very popular component of True Dungeon since they were introduced at Gen Con So Cal in 2003.  The tokens were added so that players could experience one of the most interesting and fun parts of adventuring—getting treasure!  They started out as "wooden nickel" type chips.

In 2007 the tokens were upgraded to professionally manufactured metal/plastic chips that have an embossed logo on one side and a full-color image on the other.  The tokens are heavy, and with their "gold" color they have the weight and appearance of a gold piece. The tokens are VERY durable, water-proof, and have a special clear laminate that protects the full-color image quite well.

The tokens that come in a standard 10-pack are organized into Common, Uncommon, Rare and Ultra Rare rarity groups.  Each pack of Treasure Tokens contains:

  • 7 random Common tokens*
  • 2 random Uncommon tokens
  • 1 random Rare token

*1 out of 100 10-packs come with 6 random Common tokens and 1 random Ultra Rare token!

Every player receives a free pack of 10 random Treasure Tokens at the start of their adventure,, but players can also purchase tokens online at this website.  Some players become collectors and trade tokens throughout the year on the forums at truedungeon.com.  You can order tokens now by clicking on the STORE tab or by clicking on the graphic below.

Below are the images of the 140 tokens in the 2013 Treasure Token Collection.  You can see higher resolution images of the tokens at the very bottom of this page in the Image Gallery.  You can find out vital info on the 2013 Treasure Token Collection by reading our free "Quick Token Reference" which is now available for DOWNLOAD HERE.

 

 

 

NOTE:  With each $250+ token purchase, you can pick one of the above Ultra Rare tokens to be included in your order for FREE.  You can also select from any 2012 Ultra Rare - which can be viewed HERE.  Multiples of $250 token purchases apply, so if you place a $500 order, you get to pick TWO FREE Ultra Rares tokens.  Multiple sub-$250 orders may not be combined to achieve the $250 free Ultra Rare premium.

 

2013 Transmuted Tokens

Complete information about our limited-edition Transmuted Tokens can be found HERE.  These are really cool tokens that collectors can only obtain by sending in certain tokens called for in a specific recipe.

 

Gen Con Ticket Draw

On May 3rd 2013, we will hold a special drawing from the names of all the 2013 token buyers to date.  Ten lucky token buyers will win. Each winner can "pre-buy" up to 10 tickets (from one slot) before anyone else!  Winners will be contacted on May 3rd and have until May 10th to pick their event slot (and pay for the tickets).  If we do not hear back from a winner by May 10th, then another name will be drawn.  True Dungeon event tickets go on sale for everyone in late May.  For every 10-pack you buy, we put your name in the virtual hat.  Winners are guaranteed to get the exact slot they want without having to worry about the crazy time during event registration.  You still have to buy the tickets at the normal price.

REMEMBER:  The more tokens you buy, the greater your chance of winning!

 

The Golden Ticket
 
We are randomly inserting 40 special Golden Ticket tokens into the 2013 token collection.  Instead of a Common token, you may get one of these uber-cool tokens in your 10-pack.  Details for the Golden Ticket Event can be found at the URL printed on the token. You will also get a host of extra goodies which include a completely awesome pack of uber-rare and powerful tokens and an exclusive GT-only surprise inside your True Dungeon adventure.  

 

Set Powers

Equipping more than one Ultra Rare token can give your character some added benefits.  Three notable set powers are in play this year involving the five "Might" magic items.  Equipping at least three "Might" items will make your character more powerful by bestowing +1 level!

  • Scepter of Might (2011) < re-printed in 2014
  • Boots of Might (2011) < re-printed in 2015
  • Girdle of Might (2011) < re-printed in 2016
  • Crown of Might (2012)*
  • Orb of Might (2013)*

*Available this year as one of your Ultra Rare selections with every $250 purchase.
 
Trio of Might:  Equipping with any three of the above tokens makes your character 5th level (instead of 4th level) for the dungeon.  Being 5th level gets your character more hit points, powers and 3rd level spells if your character is a spell caster.
 
Quartet of Might:  Equipping with any four of the above tokens makes your character 5th level (instead of 4th level) for the dungeon, and your character gains +2 to melee damage.
 
Quintet of Might:  Equipping with all five of the above tokens makes your character 5th level (instead of 4th level) for the dungeon, and your character gains +4 to melee damage.

There are also other set powers for possessing other groups of certain tokens.  You can see a listing of them on page 12 of the 2012 Token Guide.  The 2012 Token Guide currently does NOT have these new set powers added in 2013.

 

New 2013 Ultra Rare Allows Your Character to be +1 Level!

 

One of the 2013 Ultra Rares that will sure to be in high demand is the Medallion of Heroism.  It allow characters to gain a level of experience -- which gains them extra hit points and other cool abilities like 3rd level spells.  The only drawback to this magic item is that characters equipped with it cannot wear any Rings.

 

 

NEW 2013 Set Powers

Darkthorn Set  (Attacker takes 2 Piercing damage with each successful melee hit against the wearer of this set)

  • Darkthorn Armor (2013 Uncommon)
  • Darkthorn Helmet (2013 Uncommon)
  • Darkthorn Shield (2013 Uncommon)

Wind Set (Feather Fall & invulnerability to non-magical missiles)

  • Amulet of the Wind (2013 Rare)
  • Cloak of the Wind (2013 Rare)
  • Earcuff of the Wind (2013 Rare)

Cabal Set (May cast 2 spells in 1 round, once per room)

  • Bracelets of the Cabal (2013 Ultra Rare)
  • Charm of the Cabal (2013 Ultra Rare)
  • Gloves of the Cabal (2013 Ultra Rare)

 

Multi-year Eldritch Set from 2013-2016

 

The Boots of the North Wind (2013 Ultra Rare) are the first in a four-year Eldritch-item Transmutable set. When you have all four "Wind Boots" collected (in 2016), you can transmute then into the "Boots of the Four Winds" which dovetails with the power of the Supreme Ring of Elemental Command—only it adds damage to offensive attacks (instead of protecting you from an elemental type.)

  • Boots of the North Wind (2013 UR) – 3 pts of Cold damage with 1H melee weapons
  • Boots of the South Wind (2014 UR) – 5 pts of Fire damage with 2H melee weapons
  • Boots of the West Wind (2015 UR) – 3 pts of Shock damage with physical ranged weapons
  • Boots of the East Wind (2016 UR) – 3 pts of Sonic damage with spells

You can turn in all four Wind Boots to get your Boots of the Four Winds which adds an additional 5 points of Eldritch damage to all weapon/spell attacks.

 

Condensed Packs ($1K each)

Some token collectors don't want to spend a lot of time opening up hundreds of 10-packs of tokens. They asked if we could make a condensed version available that would look like what 120 10-packs would look like AFTER the Common tokens were turned in for Trade tokens. Condensed packs save collectors the hassle of opening up all those 10-packs, sorting them, and then sending them off to be exchanged for Trade tokens. During the Check Out process, there will be a text box available for giving us notes.  In that text box, please indicate (in $1,000 increments) how much of your order should be in condensed form.

Instead of getting the normal 120 packs, you will receive the following for each Condensed Pack:

  • 4 Ultra Rare tokens of your choice from either the 2012 or 2013 print runs—mix & match as you like
  • 1 random 2013 Ultra Rare (There is a 20% chance an ADDITIONAL random Ultra Rare token will appear in your random Rare token bag.)
  • 120 Random Rare tokens (10% of these will be platinum backed)
  • 240 Random Uncommon tokens (10% of these will be platinum backed)
  • 21 Sacred Stump Water tokens (Common)
  • 2x Alchemist’s Ink
  • 3x Alchemist’s Parchment
  • 5x Darkwood Plank
  • 9x Dwarven Steel
  • 1x Enchanter’s Munitions
  • 4x Minotaur Hide
  • 3x Mystic Silk
  • 2x Philosopher’s Stone
  • 2,100 GP      
  • Normal chance of a Golden Ticket*


*Golden Ticket: The chance to get a Golden Ticket will be the same exact chance you would have with a regular token purchase. The proper amount of Golden Tickets will be randomly placed among the “120 Rares” bag in all the Condensed packs. You will ALSO find that we have randomly added the “1 in 100” random Ultra Rare tokens inside these random “120 Rare” bag. On average, 1.2 additional Ultra Rare tokens will be added to your Rare bag, so most Rare bags will have 120 Rares inside plus 1 Ultra Rare as well. One out of five Rare bags will have two Ultra Rares. A very few will also have an additional token included—a Golden Ticket token. So, most Rare bags will have 121 tokens, 20% will have 122 tokens, and fewer will have 123 tokens.

In addition to all above, each Condensed pack (or non-Condensed $1K order) will receive a free limited-edition "Rod of Seven Parts, Segment 6" token when the order ships.  Finally, each Condensed pack (or non-Condensed $1K order) will receive a signed copy of each of the two modules for 2013 in October of 2013.

DEADLINE TO ORDER:  The deadline to order Condensed packs is January 15th—or until we sell out of them.  It is possible that we will sell out of available Condensed packs earlier.

CLICK HERE to Order Tokens!

 

Great Multi-Pack Order Specials!

$250 Pick-Your-Ultra-Rare Order Option

In addition to the 30 10-packs of tokens, you will receive the following:

  • ONE (1) Ultra Rare token of your choice from either the 2012 or 2013 print runs. (And there is about a 30% chance you will receive a random UR in your 10-packs!)

 

$1K Module/Special Token Order Option

In addition to the 120 10-packs of tokens, you will receive all of the following:

  • Four (4) Ultra Rare tokens of your choice from either the 2012 or 2013 print runs—mix & match as you like. (And there is a really good chance you will receive 1 or 2 random URs in your 10-packs!)
  • One (1) signed copies of BOTH modules (shipped after the event is over in November, 2013)
  • One (1) “Rod of Seven Parts (Segment 6)” Ultra Rare tokens (shipped with your order)

 


$2K “Adventurers’ Guild” Order Option

In addition to the 240 10-packs of tokens, you will receive all of the following:

  • Eight (8) Ultra Rare tokens of your choice from either the 2012 or 2013 print runs—mix & match as you like. (And there is a really good chance you will receive 2 or 3 random URs in your 10-packs!)
  • Two (2) signed copies of BOTH modules (shipped after the event is over in November, 2013)
  • Two (2) “Rod of Seven Parts (Segment 6)” Ultra Rare tokens (shipped with your order)
  • One (1) Limited-edition “Adventurers’ Guild” membership button.  Each person wearing an AG button receives:
    • Access to the exclusive “Adventurers’ Guild” bag check service.  You can leave one item at the Bag Check for free with each AG button.  No other players will have access to this service.
    • Access to the exclusive "Adventurers' Guild" seating inside the storyscape.  It will be well-lit and near the treasure draw area.

 

$8K "Onyx Set" Order Option

Option #1:  SHIPPED in January 2013

In addition to the 960 10-packs of tokens, you will receive all of the following:

  • 32 2013 or 2012 Ultra Rare tokens of your choice. (And there is a really good chance you will receive 9 or 10 random URs in your 10-packs!)
  • Eight (8) Rod of Seven Parts (Segment 6) Ultra Rare tokens.
  • Eight (8) signed copies of BOTH modules after the event is over in November, 2013.
  • A proof set of Onyx tokens of the 2013 Common, Uncommon and Rare (but no Ultra Rare) tokens immediately after placing your pre-order.
  • One (1) über-rare Wish Ring immediately sent with your Onyx set of tokens
  • Four (4) Limited-edition “Adventurers’ Guild” entrance buttons.  Each person wearing an AG button receives:
    • Access to the exclusive “Adventurers’ Guild” bag check service.  You can leave one item at the Bag Check for free with each AG button (or 4 people can each leave a bag).
    • Access to the AG-exclusive "Adventurers' Guild" seating inside the storyscape.  It will be well-lit and near the treasure draw area.


Option #2:   Onyx Set Shipped NOW & Order shipped in January 2013

As above except the first line is changed from “32 Ultra Rare tokens of your choice” to “16 2013 or 2012 Ultra Rare tokens of your choice”.  However, you will receive a complete set of the 20 different 2013 Onyx UR tokens along with your Common, Uncommon and Rare Onyx tokens. All 140 of these Onyx tokens will be shipped out immediately after placing your pre-order. You get your Wish Ring now, too!  Your choice of the 16 Ultra Rare tokens (with Gold backs) will be sent with your normal order.   

The deadline for Option #2 is January. 15th. After that date, only Option #1 can be selected.  If you wish to go with Option #2, please just select 16 Ultra Rares instead of 32 URs during the Check Out process, and then put a note with the order that you want the Onyx Set.
Note: if the program forces you to select all 32 URs, please select the 16 URs you want, and then 16 of one other kind. We will know that you don’t want the 16 tokens on one kind.

Condensed Packs: Please see above for info on the option of getting some of the tokens in your $8K order in Condensed format. There will be a text box available during Check Out to tell us how many of your tokens you want in Condensed form. 

CLICK HERE to Order Tokens!

Introduction to 2013

 

            The story of Icecrag Keep and its people is still being written. I consider myself fortunate to be in the right place at the right time, and able of mind and body to tell the tale thus far. The world is not as it should be. There are wrongs that must be put right. There are dark places in the world that need the light. Of course, the Dwarves would not say it thusly, but it is true nonetheless, however they might voice it themselves.

            I am no scholar. Not a scribe. Not a historian. I am simply me. I am fascinated by the future, and I believe that in order to understand it, one must keep a tight hold of the past. Not to dwell there mind you, but to spend enough time there that the present is no mystery and the future no surprise. It is my hope and desire, that this chronicle will in some way enrich the lives of those who read it. That the reader may become that much more the wiser for the tale.

            As I put quill to parchment, I sit at the edge of a deep forest, shadowed in the half-light of dusk. The forest is not shadowed by the mere falling of night. There is another shadow if one looks long enough. If one lets their senses quest over the growth of bramble and the dim vine choked foliage, there is more. An unquiet murmur of danger. The spirit of the forest is restless. It troubles me. Troubles us all.

            I observe from a small window, the path that leads from the meadowlands. Beyond that, the steppe. The foothills. The mountains. and there in the heart of the region known as Dilmhold, is Icecrag Keep, now more than two years abandoned by her rightful residents, the noble Dwarves. I never lived among them, but have been captivated by their mysterious disappearance. That captivation led to an intense curiosity. I began to study them. I questioned those who knew them and I read of their culture. They left little behind, or at least they left little that we can reach. I assume that most of their possessions and records are safely locked behind a seemingly impenetrable gate. It is unbreakable, cannot be magically opened and, to my particular dismay, cannot be scryed. However, I digress. One might say that I have become a self-appointed keeper of the Dwarven culture while they are away. I have devoted myself to the preservation of their story, and also to helping to return them safely to their ancestral home, if need be.

            The chain of events that brought me this far from Icecrag makes for a long telling. One that, as I have said, has no ending as yet. In this unsettling place I attempt to embrace the hope that I may survive it to completion.

            And so we begin. Here on the final evening before a party of brave souls ventures into this terrifying wood in the attempt to locate the Dwarves. I am proud to say that I played no small part in bringing them here. If Uulru has guided us, then this will be the correct path. If there is anyone in the realms who can bring the Dwarves home, I can believe that it is these intrepid ten. I was there when they cleansed the tunnels beneath Icecrag. I was there when they returned from the deep darkness, having destroyed a beast so powerful that she was thought invincible. That is a part of our tale but only in passing. No, that is its own story. For another time perhaps...

 

Please check back later for more...much more...

We are randomly inserting 40 special Golden Ticket tokens into the 2013 token collection.  If you have found one of these special tokens inside one of our 10-packs congratulations!

Please bring your Golden Ticket token to the True Dungeon event inside Exhibit Hall B the ICC and present the token inside the appropriate event start Inn inside the storyscape at 6:00pm on Thursday, August 15th, 2013.  You will then go to your private Coaching Room where your "event start time" will offically be either 6:12, 6:13, 6:14 or 6:15 (depending on your adventure chosen at the link below).

You will also receive a limited edition, custom printed dice bag that will contain many hard-to-obtain 2013 tokens.

Please go to the official TD Forums and let your fellow Golden Ticket winners that you are ready for adventure!  Teams are being formed now HERE.

Congratulations, again!  Well done! 

How will you help your party make it through this adventure alive? 

 

View the Character Class Guide HERE .

Will you cleave your foes with your +1 Longsword?  Will you command the forces of the arcane against your party's foes?  Will you bolster your party with a rousing tune or will you use healing spells to cure their wounds?

The cool design of True Dungeon is that the degree of success you have with your chosen action is not done by a simple dice roll.  Rather, every character class has a special, real world test that they must perform in order to successful attack, cast a spell or pick a lock.

Character Class Cards

There are 12 different classes to choose from in True Dungeon, and each player must play a different class.  Once character classes are picked each player will receive a full-color printed character class card that they will use throughout the adventure.  Players get to keep the card as a souvenir. 

Most players use the 4th level player Character Cards, but those players with a Trio of Might (more info HERE on pages 10-11) can use the 5th level Character Cards.  Above is what the 5th level Elf Wizard Card looks like.  The back of the card has a Tutorial for helpful hints to players.  You can see all the Character Card images in the Resources section HERE.

You don't roll dice in True Dungeon.  It is up to you to succeed!

When you attack a monster in a True Dungeon™ event you will not be rolling a d20 as is the case in Dungeons and Dragons. Rather, instead of luck controlling the fate of your attack, the result of the swing will be determined by your hand and eye coordination!

Q. How does Lycanthropy & silver weapons work in TD?

A. If a player is hit by a were-creature with a melee attack they must have a DC-15/20/25 (Normal/Hardcore/Nightmare) Fort save or she is infected with the magical disease for the rest of the adventure. This means that on the first round of any subsequent combats that the infected character must take no action during the first round of combat -- other than take the round to calm themselves and resist the urge to go into their were-form. The magical disease can be prevented by some methods, and cured by others.

Silver weapons do no extra damage to were-creatures. Damage from Silver weapons cannot be regenerated nor magically healed by lycanthropes.

 

In the world of True Dungeon, magic plays an important role. Wizards are masters of devastating arcane power which they can use to cause massive damage to terrible foes! Clerics, with their divine healing and curative abilities are often the only thing standing between a fellow adventurer and certain death. Druids commune with nature not only to bring forth healing, but to command the elements themselves as mighty weapons.

In addition to combat and class skills, there are many other challenges that await players in True Dungeon. Most of these challenges take the form of puzzles and creative problem solving tasks. There are also physical challenges such as walking a balance beam or dodging a jet of water.

Depending on how well your team does, you will receive a number of Treaure Coins at the end of your adventure.  These Coins are spent immediately following your adventure in a special area of the storyscape -- where you can turn them in in exchange for pulls from a random Treasure Token Generator, official True Dungeon merchandise, and other cool stuff.

True Dungeon has lots of cool reference guides that are yours free to download HERE in the Resource section.

"This is nuts!!  How did this all come about?", you may be asking yourself. Well, it all started with a DM named Jeff Martin and a cool stick...

The True Dungeon module that you will be running through at GenCon has a long evolutionary track that started in 1997, when Dungeon Master Jeff Martin decided to host an all weekend game-a-thon with five of his gamer buddies.