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
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.
Item | Pounds | Price | Ref |
---|---|---|---|
Harness for mule | 15.0 | $50.0 | pg 67 |
Four backpacks attached to harness | 16.0 | $160.0 | pg 67 |
Labyrinth kit | 6.0 | $30.0 | pg 67 |
8 days rations | 8.0 | $40.0 | pg 67 |
8 quarts of water in skins | 16.0 | $24.0 | pg 67 |
Book listing ingredients | 1.0 | -- | pg 67 |
4 Molotail | 8.0 | $80.0 | pg 67 |
Lantern | 2.0 | $20.0 | pg 67 |
Tent and camping gear | 20.0 | $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.
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.
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.
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.
1d Roll | Result |
---|---|
3 or less | Roll 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. |
4 | Roll 3/IQ for the leader. On a success find the entrance to a one-room cave. Roll for Room Contents(pg 48). |
5 | Roll on Back Roads or Light Woods table(pg 55) |
6 | Roll on Dangerous Wilderness table(pg 55) |
Play out each encounter and note the items collected.
Setup the Wizard Map as follows:
2d Roll (+6 if in mountains) | Result |
---|---|
8 or less | Clear terrain |
9 | Forest. 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. |
10 | Shrubbery. 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. |
11 | Uneven 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. |
12 | Boulder 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. |
13 | Mild 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. |
14 | Dry 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. |
15 | Ridgeline 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. |
16 | Fourty 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 more | Narrow 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. |
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.
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.
Item | Pounds | Price per | Ref |
---|---|---|---|
Am Bush leaves | 1.0 | $20 | Increase DX potion(pg 146) |
Am Bush twigs | 1.0 | $20 | Simple Posion(pg 146) |
Amphibian(large) | 1.5 | $150 | Telepathy potion(pg 147) |
Bare Owl egg | 0.1 | $50 | Red Ladder(pg 159) |
Basilisk head | 3.0 | $150 | Freeze(pg 150) |
Bat(flying) | 0.1 | $10 | Dark Vision potion(pg 147) |
Bear heart | 1.0 | $40 | Increase ST potion(pg 146) |
Berserker mushroom | 0.1 | $10 | Berserker Potion(pg 146) |
Bloodtree heart | 1.0 | $30 | Plant Posion(pg 146) |
Centaur hoof | 0.5 | $100 | Speed potion(pg 147) |
Dragon dung | 1.0 | $640 | Gunpowder(pg 146), Pyrotic Ability potion(pg 147), Universal Solvent(pg 148) |
Dragon Heart(4-hex) | 4.0 | $2,000 | Youth potion(pg 148) |
Hide of a 14-hex dragon | 120.0 | $32,000 | Iron Flesh(pg 152) |
Dragonet | 8.0 | $100 | Eyes-Behind item(pg 151) |
Elves' toenails | 1.0 | $32 | Telekinesis potion(pg 147) |
Large feline brain | 0.2 | $40 | Acute Hearing potion(pg 147) |
Gargoyle gallbladder | 0.2 | $50 | Increase ST(pg 146), Fireproofing(pg 147) and Flight(pg 147) potions |
Giant's hair | 4.0 | $40 | Decrease DX(pg 146) |
Hawk's eye | 0.1 | $10 | Far Vision(pg 150) |
Humanoid brain | 3.0 | $200 | Increase IQ potion(pg 146) |
Human eye | 0.1 | $50 | Invisibility potion(pg 147) |
Octopus eye | 0.1 | $30 | Insect Poison(pg 146), Water Breathing potion(pg 148) |
Orc liver | 3.0 | $30 | Mammal Poison(pg 146) |
Hair of 3 Prootwaddles | 2.0 | $5 | Decrease IQ(pg 146) |
Sabertooth tusk | 0.5 | $20 | Fear potion(pg 147) |
Red slime(live) | 150.0 | $100 | Slime posion(pg 146) |
Silver slime(live) | 150.0 | $150 | Lightning(pg 151) or rod(pg 152) |
Poisonous snake(live) | 2.5 | $50 | Weapon Poison(pg 147) |
Stone beetle brain | 0.1 | $20 | Reptile Poison(pg 146) |
Uncle Teeth tooth | 0.2 | $5 | Fish Poison(pg 146) |
Unicorn horn | 0.5 | $10,000 | Is itself magical. |
Wasp(giant) | 0.5 | $10 | Corrosive Poison(pg 146) |
Wolf brain | 0.2 | $40 | Smell Booster Potion(pg 146) |
zombie's eye | 0.1 | $30 | Amulet 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.