Dragon Safari: An adventure for TFT

All page references are to The Fantasy Trip In the Labyrinth rulebook, unless noted otherwise.

A collection of my own musings, not to be taken too seriously. -HJC

Contents

  1. Introduction
  2. The Mercenaries
  3. Starting out
  4. The Mountains
  5. The Way Back
  6. Return to Dranning
  7. Adventurer Scavenger Hunt List

Introduction

This is a TFT adventure for one or more starting characters.

The party leader must have the Animal Handler(pg. 37), Literacy(pg. 36) and Woodsman(pg. 41) talents. This character is issued a prospecting license by the The Wizards' Guild(pg. 60). The license asserts the named character's authorization to transport dangerous substances and lists contact details for the authorizing Guildmaster. They are also issued a one pound book listing the ingredients the Guild is interested in.

The party leader also starts with a bonus mule(pg. 88) they have trained themselves. Example Mule: ST 25, DX 14, IQ 6, MA 20. Kicks for 1d+1. Maximum load: 300 pounds.

The leader then needs to buy the following items from their starting $1,000.

Required starting items
ItemPoundsPriceRef
Harness for mule15.0$50.0pg 67
Four backpacks attached to harness16.0$160.0pg 67
Labyrinth kit6.0$30.0pg 67
8 days rations8.0$40.0pg 67
8 quarts of water in skins16.0$24.0pg 67
Book listing ingredients1.0--pg 67
4 Molotail8.0$80.0pg 67
Lantern2.0$20.0pg 67
Tent and camping gear20.0$36--
Totals:92.0$440

This leaves the leader with $560 to buy weapons, clothing, armor, etc. The mule is lightly loaded at slightly less than 4xST.

The other player characters (if any) are outfitted normally.

The Mercenaries

Fill up the party to four members by hiring at the mercenaries' hall.

As the mercenaries are working on commision they'll each recieve 5% of the gross value of the items found plus twice their weekly Mercenary wages per week as per page 58. This is due at the mercenaries' hall if they don't make it.

Starting out

The party sets out from Dranning and takes the west road towards the mountains. Nothing intersting happens on the first day of road travel. They setup camp in the shadows of the mountains.

The plan is to proceed northwest into the mountains for the rest of the first week then return to Dranning to reset.

The Mountains

Each day in the mountains roll four dice against the leader's IQ as per Lost in the Wilderness(pg 54) to see if they stay on course. After a failed roll this becomes a five die roll. Then move one hex every other day as per Travel Speeds(pg 54). Lastly roll to see if they encounter anything.

Mountain encounter table
1d RollResult
3 or lessRoll 3/IQ for the leader. On an ordinary failure lose one of the two days of food and water stockpile. Once this runs out each character needs to roll 3/IQ each day the leader fails or take one exposure hit. A critical success on the foraging roll resets the stockpile and recovers one exposure hit.
4Roll 3/IQ for the leader. On a success find the entrance to a one-room cave. Roll for Room Contents(pg 48).
5Roll on Back Roads or Light Woods table(pg 55)
6Roll on Dangerous Wilderness table(pg 55)

Play out each encounter and note the items collected.

Encounter Map

Setup the Wizard Map as follows:

Encounter Map
2d Roll
(+6 if in mountains)
Result
8 or lessClear terrain
9Forest. Put a tree trunk blocking the center hex of each megahex. On a roll of 1 or 2 on one die there is a one hex wide path of clear hexes across the map. When first entering any other hex roll 2d and on a 12 there is an obstruction (fallen trunk or pit) equivalent to a fallen body(pg 118) there.
10Shrubbery. Roll one die for each center hex of megahex. On a 5 or 6 there is a two yard tall shrub blocking the center hex. When first entering the other hexes of a shrub megahex roll 12 on 2d for an obstruction as above. All other megahexes are clear.
11Uneven ground. Roll one die for the left group of shaded megaghexes and another die for the right group. On a 1-3 this group is one yard lower than the rest of the map and on a 4-6 this group is one yard higher. Treat crossing these boundries the same as entering a fallen body hex.
12Boulder field. Roll one die for each megaghex. On a 1-3 this group is one yard lower than the entrance hexes and on a 4-6 this group is one yard higher. Treat crossing a one yard boundry the same as entering a fallen body hex. A two yard boundry requires a climb as per page 118.
13Mild slope. Roll one die for direction. Running uphill at more than speed 3 requires one more MA point per turn. Running in any direction requires a 2/DX roll to avoid a fall each turn.
14Dry streambed of broken ground equivalent to fallen body hexes in the center column of megahexes between the shaded megahexes. Rest of the map has gentle slopes down to the streambed on either side.
15Ridgeline of clear hexes in the center column of megahexes between the shaded megahexes. Rest of the map has gentle slopes up to the ridgeline on either side.
16Fourty degree slope in a random direction. Movement uphill costs 2 MA per hex. Moving more than three hexes in any direction requires a 3/DX roll to avoid a tumble down the slope as per page 119.
17 or moreNarrow path halfway up a cliff. Roll 1d+1 then multiply by 10 to determine the height in yards down and up from there. The path starts with the south east entry hex. Then roll one die. On a 1 or 2 add the hex to the west to the path, otherwise add the hex to the north west. Then select the new hex and roll again. Continue until you reach the other end.

The Way Back

After seven days the thoughly lost party heads back. Reduce the navigation rolls by one die if they find someplace they've seen before.

If they manage to leave the mountains subtract another die from the navigation rolls and subtract one on the daily encounter table roll.

If they stumble into a major city they'll be able to gate back to Dranning.

Return to Dranning

Sell off the collected items at the prices listed below then pay off the mercenaries(if you started with any). Divide the remainder of the loot over the player characters and award each PC 10 XPs per encounter, adjusted for difficulty and roleplaying.

Adventurer Scavenger Hunt List

Items needed for potion and item creation
ItemPoundsPrice perRef
Am Bush leaves1.0$20Increase DX potion(pg 146)
Am Bush twigs1.0$20Simple Posion(pg 146)
Amphibian(large)1.5$150Telepathy potion(pg 147)
Bare Owl egg0.1$50Red Ladder(pg 159)
Basilisk head3.0$150Freeze(pg 150)
Bat(flying)0.1$10Dark Vision potion(pg 147)
Bear heart1.0$40Increase ST potion(pg 146)
Berserker mushroom0.1$10Berserker Potion(pg 146)
Bloodtree heart1.0$30Plant Posion(pg 146)
Centaur hoof0.5$100Speed potion(pg 147)
Dragon dung1.0$640Gunpowder(pg 146), Pyrotic Ability potion(pg 147), Universal Solvent(pg 148)
Dragon Heart(4-hex)4.0$2,000Youth potion(pg 148)
Hide of a 14-hex dragon120.0$32,000Iron Flesh(pg 152)
Dragonet8.0$100Eyes-Behind item(pg 151)
Elves' toenails1.0$32Telekinesis potion(pg 147)
Large feline brain0.2$40Acute Hearing potion(pg 147)
Gargoyle gallbladder0.2$50Increase ST(pg 146), Fireproofing(pg 147) and Flight(pg 147) potions
Giant's hair4.0$40Decrease DX(pg 146)
Hawk's eye0.1$10Far Vision(pg 150)
Humanoid brain3.0$200Increase IQ potion(pg 146)
Human eye0.1$50Invisibility potion(pg 147)
Octopus eye0.1$30Insect Poison(pg 146), Water Breathing potion(pg 148)
Orc liver3.0$30Mammal Poison(pg 146)
Hair of 3 Prootwaddles2.0$5Decrease IQ(pg 146)
Sabertooth tusk0.5$20Fear potion(pg 147)
Red slime(live)150.0$100Slime posion(pg 146)
Silver slime(live)150.0$150Lightning(pg 151) or rod(pg 152)
Poisonous snake(live)2.5$50Weapon Poison(pg 147)
Stone beetle brain0.1$20Reptile Poison(pg 146)
Uncle Teeth tooth0.2$5Fish Poison(pg 146)
Unicorn horn0.5$10,000Is itself magical.
Wasp(giant)0.5$10Corrosive Poison(pg 146)
Wolf brain0.2$40Smell Booster Potion(pg 146)
zombie's eye0.1$30Amulet of Skepticism(pg 152)

The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

-HJC