not exchangeable
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +1 to Dexterity (thus depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, 0/+1 to AC, and 0/+1 to Reflex saving throws)
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #30.
This item allows one Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.
Whenever the wearer casts 2nd-level Spells from their class card, the cleric may, if desired, mentally channel the casting of those spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g., cast another Spell as a Standard Action,
used in the creation of Safehold I tokens
See truedungeon.com/safehold for details on how Safeholds work.









