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Tokens

Usable by all classes. Tokens generally resemble thin bronze coins, although a GM may specify whatever shape or impression he wishes for a token in his item list. To be activated, a token must be held in the user's hand. Tokens have no burnout chance unless specified. Many tokens, however, provide some benefit in a particular task (such as finding a door); such a token cannot be successfully used to repeat a specific task after it has failed once.

Charge Token

Level 2. This token is held in the hand while some other magical item with a burnout chance is used. The token vanishes and the burnout chance of the other item is reduced by 10% for the current use only. This token has no effect on items with 100% burnout or on single-use items.

Door Finder Token

Level 1. This token adds 30% to the user's chance to find secret doors and panels. It cannot raise the chance for success above 90%. The token can be used only once per door during any expedition. If the user of the token finds a secret door, then anyone holding the token can find that door for the rest of the expedition. If the user fails to spot a secret door while using the token, it does not add to subsequent rolls for finding the door.

Door Opener Token

Level 1. This token adds 30% to the user's chance to open ordinary doors and portals; it adds 15% to the user's roll to open magically held portals. This item can be used only once per door during any expedition.

JRR Token

Level 2. This token entitles the player to have the GM explain one real-world mythic, historic, or literary reference in his scenario, or to have the GM give a small hint. The token vanishes when used. GMs are reminded to be both fair and cautious with their hints.

Level Indicator Token

Level 1. This token only functions in structures with well-defined levels, such as a dungeon complex or a large castle. When activated, the token beeps once for every level it is below ground, or buzzes once for each level it is above ground.

Limited Transport Token

Level 2. This token provides transportation once between two preselected points within 10" of each other. The token has two tabs; the two transport points are permanently selected by breaking off one of the tabs at each site. To activate the token, the user must break it while he is within 10' of one of the two points. He is then instantaneously transported to the other point. The user has his choice of traveling alone or of transporting everyone within 10' of the selected point along with him when he goes. The user does not require the permission or cooperation of those accompanying him; however, he can only take along beings in his plane of existence, and no one is transported if there is not enough room for everyone at the destination site. This item can obviously be used only once.

Locator Token

Level 1. This token is created for and usable in only one particular dungeon, castle, or other structure. When activated inside the structure, it verbally announces the user's current location using a grid-coordinate system (e.g., "level 2, corridor 3, section A").

Monster Caller Token

Level 1. This token appears to be one of the useful types, but its possessor has twice his usual chance of encountering wandering monsters while the item is in his possession. When the token is activated, it summons a random monster from the Monster Summoning table of level D4+1. The creature appears next to the user. Unlike a creature summoned with the Monster Summoning spell, a creature summoned with this token does not magically vanish after a short time. The creature is under no compulsion to serve the user; it acts according to its disposition.

Permanent Transport Token

Level 3. This token allows the user to transport himself between two preselected locations at most once per day. The token can be sensitized to only two locations at any one time. The token can be sensitized to a new location by placing it there for 24 hours; it drops the oldest location whenever it is sensitized to a new one. For PrinceCon purposes, cross-scenario transport is possible only if both GMs agree in advance, but a player may generally choose Hireling Hall as one of the preselected sites.

Subway Token

Level 3. A Subway Token is created for and usable in conjunction with a particular network of teleport points. This token allows its user to teleport to any known point in the network. (These items and their networks are useful for coordinating scenarios and arranging transportation for player characters.) A Subway Token has no effect if used outside the effective range of the network or without knowledge of the destination points. The token is consumed when activated.

Trap Finder Token

Level 1. This token adds 30% to the user's chance to find traps. It cannot raise the chance for success above 90%. The token can be used only once per trap during any expedition. If the user of the token finds a trap, then anyone holding the token can find that trap for the rest of the expedition. If the user fails to spot a trap while using the token, it does not add to subsequent rolls for finding the trap.

Trap Remover Token

Level 1. This token adds 30% to the user's chance to remove mechanical traps; it adds 15% to the user's roll to remove magical traps. This item can be used only once per trap during any expedition.

Trap Springer Token

Level 1. When this token is used, it activates all traps, mechanical and magical, in a 10' radius. The token can be used three times per day.

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Last Modified on September 25,1995.

ammulder@princeton.edu