2012 Token Images!

 

2012 Token Images

 

Below are the images for the 2012 Token Collection. They have a dwarven/mountain/undead theme that befits the 2012 adventures. We have included not only the standard 140 tokens in the official collection, but we have listed all the Transmuted Tokens as well as the Volunteer token. Again, we are doing this so that you will have the totality of the whole token picture to form your feedback.

 

Please give us your comments HERE.  To see the latest token images, please click on the Rarity name below:  UPDATED Wednesday, 9/28!

 

 

COMMON

 

 

UNCOMMON

 

 

RARE

 

 

ULTRA RARE

 

 

 

 

 

TRANSMUTED & VOLUNTEER

 

 

 

 

 

 

 

 

 

 

New Set Powers for 2012

 

Common: Mountain Dwarf Armor, Mountain Dwarf Boots & Mountain Dwarf Mitts: -1 from Cold damage

 

Uncommon: Footman Chainmail, Footman Cap & Footman Shield: +2 AC -1 from Cold damage

 

Rare: Defender Helm, Defender Platemail & Defender Shield: +1 to AC and immune to Hold, Slow and other hindrances

 

Ultra Rare: Templar Armor, Templar Helmet & Templar Shield: Regenerate 3 HP at the beginning of each room

 

3-piece Dragonhide Set Power: Wear any 3 and automatically make saves vs. breath weapon & +3 to all saves

 

Added 6-piece Mithral Set Power: Makes the +1 Mithral Long Sword slay dragons on an 8 or 9

 

 

 

 

 

 

Transmuted Tokens

 

For more information regarding the new Transmuted Token Program, please CLICK HERE.  This is a slight twist on our popular Combo Token Program that Dave Radtke has expertly run over the last several years.

 

 

 

 

Other Info

 

Darkrift Energy

·         Originating from the Negative Plane, this deadly form of energy was heretofore unknown to most adventurers.

·         Energy-draining undead (vampire, lich, wight, etc.) are immune to Darkrift energy, but other undead take normal damage from it

·         Smoak’s undead body has become so infused with Darkrift energy, you might say she lives and breathes it...

 

Sacred Energy

·         The yang to Darkrift’s yin, Sacred energy comes from the Positive Plane.

·         It’s exceptionally destructive to undead—they suffer double damage from any source of Sacred energy.

·         Items infused with Sacred power deal normal damage to non-undead monsters.

·         Because of their connection to its source plane, Good-aligned outsiders take no damage from Sacred power.

·         If a weapon with added Sacred damage hits an undead, only the Sacred portion of the damage is doubled.

 

 

 

 

Cold Climate

 

Similar to 2011’s Underwater environment, there are some special rules in 2012 to simulate how characters are affected by glacial conditions. Thankfully, these rules are much less complicated and severe than in 2011.

 

·         Initiative: Because of the numbing effect of a Cold Climate, characters are slower to react to danger. For every party member not protected from the cold, the party suffers a –1 to Initiative rolls. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Winter Surcoat, or the Uncommon Yeti Cloak.

 

·         Spell Failure: Every time a character casts an offensive spell, the DM will quickly roll a d20. If the result is a “1”, the spell caster’s cold hands have failed him and the spell is wasted. Offensive spells are classified as any spell that does damage or requires an enemy to make a saving throw. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Caster’s Gloves, or the Uncommon Yeti Cloak.

 

·         Weapon Drop: If a player lands a slide outside the unmodified 11–20 areas on the combat board, they have dropped their weapon (an automatic miss) due to cold hands. It will take them one round to regain the use of any weapon as well as their hands, so any slide of 1–10 means the character loses one round of action. The character cannot attack, cast spells, or take any other action other than attempt to warm-up their hands. This penalty can be negated by any magical protection that reduces cold damage (Ring of Frost Resistance, Boots of Warmth, etc.), the 2012 Common item Mountain Dwarf Mitts, or the Uncommon Yeti Cloak.

 

 

 

 

 

Thank You!

 

Wow…the collectors really knocked it out of the park in 2012!  I am very excited about the cool new tokens available in 2012 – especially the new Transmuted Token Program. 

 

I also need to especially thank Druegar and Dave Radtke for their invaluable input on the 2012 tokens. Their expertise contributed much to what you have read above. Finally, a shout out goes to Mr. Carter for a great resource he is developing for the Trade token program that should help all collectors. His and Dave’s input also resulted in the formation of the Philosopher’s Stone Trade item.

 

Please give us your comments HERE.

 

 

Thank you for your feedback!

 

Jeff Martin

 

Director

True Dungeon