TEXT: A bit of treasure! Roll a die:
  1, 2
  –
  An oddly stitched little bag. It contains 
  $70 worth of silver and gold in small 
  cylindrical bars stamped with unfamiliar 
  letters.
  3, 4
  –
  A fine fringed blue leather purse, stamped 
  with an eagle design, easily worth $50. 
  Inside it are seven silver pieces and a 
  silver ring worth $20.
  5, 6
  –
  14 gold pieces strung on a knotted string. 
  Having been punched through their 
  centers, they are less useful as coins, but 
  they are still fine gold for a jeweler.
  1
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   A little magic! Roll a die:
  1-3
  –
  A bottle of 4 doses of healing potion. It 
  smells like peppermint (no reason – the 
  alchemist just liked peppermint). The flask 
  and stopper are heavy, designed to survive 
  being carried in a belt pouch, and have a 
  value of $10 on their own.
  4-6
  –
  A ceramic tile, about 2” in diameter, with 
  a remarkably realistic representation of a 
  wilted rose. If this tile is placed on or next to 
  a plant, that plant will die within 24 hours, be 
  it ever so huge. If found in a forested place, 
  the tile will be at the center of a dead spot 
  perhaps two feet across, which may yield a 
  hint about its function.
  3
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  A small woodcut-printed book entitled “Thy 
  Manualle of Polearmes I.” It is sturdily bound and 
  has obviously seen use. With pictures, it describes 
  the similarities and differences among halberds, 
  pike-axes, glaives, guisarmes, glaive-guisarmes, 
  guisarme-glaives, 
  glaive-glaive-guisarmes, 
  and 
  marmots. The spelling is antique, the political 
  opinions interspersed with the text are peculiar, and 
  the section on marmots is impossible to explain 
  (though, as far as you can tell, accurate). The title 
  implies that there might be at least one more volume 
  somewhere. If magic is plentiful in your campaign, 
  serious study of this book will halve the XP required 
  to learn Polearms skill, and give +1 to identify small 
  rodents. If magic is not plentiful, treat the book as a 
  curiosity of interest to scholars.
  2
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  Five ingots of very pure copper, each 
  weighing about a pound. They have been 
  coated with a clear enamel to keep them 
  from corroding, and their red-gold shine 
  is so alluring that they might be mistaken 
  for gold. To a metalsmith these would be 
  worth $10 each, once he assures himself of 
  their purity . . . it would be far easier to use 
  these than to melt down and refine coins 
  for copper or to use the scrap that is often 
  offered in the trade. The smith will ask if 
  you have any more!
  4
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  A beautiful gemstone. Roll 1d:
  1-3
  –
  An emerald on a gold chain. The whole 
  is worth $130. A very good roll on 
  Detect Magic will give a faint whiff 
  of enchantment, but it means nothing 
  except that the necklace was hidden 
  with Conceal at one time.
  4-6
  –
  A gemstone the size of a lady’s little 
  fingernail, unset. It glimmers green 
  and purple and it is very unlikely that 
  anyone will ever identify it. (If it is 
  recognized, it has no special properties 
  except its rarity.) It is worth $300 as a 
  lovely curiosity.
  5
  The Fantasy Trip Treasure Cards Big Deck.indd   5
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  An interesting curio. Roll 1d:
  1-3
  –
  A very finely made magnifying glass 
  with an ivory handle, worth $200 
  to one who works with books and 
  does not already have such a glass. It 
  makes words appear about twice their 
  actual size.
  4-6
  –
  A beautiful red-and-blue glass globe 
  2” across. It is just a knick-knack, 
  but is worth $120 as such, and it is 
  the kind of thing that a wizard might 
  choose to enchant just because of its 
  appearance.
  6
  The Fantasy Trip Treasure Cards Big Deck.indd   6
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  Mere paper, but sometimes paper has value! Roll 1d:
  1, 2
  –
  A pawnshop ticket from the closest city, 
  dated last year, listing a shirt of chainmail, a 
  shortsword, two daggers, and a winter coat. 
  $150 would get them back any time in the next 
  two months.
  3, 4
  –
  An elaborately printed bank certificate, 
  embellished with gold ink and bearing a seal in 
  red wax, indicating that the bearer may redeem 
  it for 1,000 gold pieces. However, none of you 
  has ever heard of the bank or the city, and the 
  certificate is dated 22 years ago.
  5, 6
  –
  A detailed map of a nearby city, showing what 
  seem to be tunnels under the walls which 
  connect to a labyrinth under the ruler’s palace.
  7
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  A small hoard! Refer to the Treasure 
  Card and roll 1d:
  1
  –
  An earthenware pot of small coins. Roll 
  six times on the Treasure Card, starting 
  with Copper.
  2, 3
  –
  An ordinary purse, battered and of no 
  value in itself, but it jingles! Roll twice 
  on the Treasure Card, starting with Silver.
  4, 5
  – Sweet gold! Roll on the Treasure Card, 
  starting with Gold.
  6
  –
  A crude unfired-clay hand with only three 
  fingers, but it’s decorated! Roll on the 
  Treasure Card, starting with Rings.
  9
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  A wheel of cheese, perhaps 2 pounds, still in 
  its protective wax. The dust indicates that it 
  has been here for a while . . . but if opened, it 
  is a very fine cheese, rich and delicate. It has 
  no value after it’s opened, except as lunch, but 
  Reveal Magic will find enchantment on the wax 
  covering, centered in the seal. A wizard might 
  also (3/IQ) recognize that the glyph might be 
  magic. At any rate, either the Wizards’ Guild or 
  the Cheesemakers’ Guild would pay $300 for 
  the undamaged wax glyph . . . or owe you a 
  favor, which might be far more valuable in the 
  long run.
  8
  The Fantasy Trip Treasure Cards Big Deck.indd   8
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  Just shiny junk – or is it worth a closer look? 
  Roll 1d:
  1-3
  –
  A big silver key, worth perhaps $6 for the 
  metal. It is not magical. Scratches on the 
  wards indicate that it has actually been used 
  as a key, but there is tarnish in the scratches, 
  so it has not been used in some time.
  4-6
  –
  A bag of beautiful stone marbles of different 
  colors, some speckled, some swirling. A 
  Recognize Value roll will affirm that they 
  are worth $100 as a curio, but are they 
  made of highly unusual stones, and worth 
  a lot more to a scholar and collector, or are 
  they just very pretty?
  10
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  Are you perhaps in the Dungeon of the Beetle? Roll 1d:
  1, 2
  –
  A vial of dried beetles, shining blue and 
  green. No magic is evident. This is obviously 
  the kind of thing that you would check with 
  an alchemist or wizard . . . but they will see 
  no value in it. An expert cook, on the other 
  hand, would know that these can be ground 
  into an excellent spice; the vial is worth $110 
  in the right hands. Recognize Value might 
  spot this, but only on a 5/IQ roll!
  3, 4
  – A sapphire carved into a scarab, worth $150.
  5, 6
  –
  A little book of original ink sketches, 
  skillfully finished with watercolors. Each 
  image is of a beetle. The book would bring 
  2d × $10 from the Scholar’s Guild.
  11
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  Just coins . . . but you won’t turn them down. 
  Roll 1d:
  1
  –
  422 copper coins, carefully balanced in 
  a single pile. If knocked over, they will 
  jingle loudly. 4/DX to take the coins 
  without knocking them over.
  2, 3
  – A number of silver coins equal to the day 
  of the month.
  4, 5
  – The age of the finding player (not 
  character), in silver coins.
  6
  –
  Gold coins in a number equal to the 
  number of rooms in the building where 
  you are playing – maximum 50.
  12
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  Useful magic, if identified! Roll 1d:
  1, 2
  –
  A jar labeled Fish Sauce, and that’s what it is 
  – stinky, delicious garum made in the Roman 
  style. But each 1/5 of the jar is also equivalent 
  to a Water Breathing potion. It could all 
  be taken at once, giving you 50 minutes 
  underwater, but if you drink that much you 
  will have very fishy burps for the next day.
  3, 4
  –
  A greenish metal ring that subtracts 2 from the 
  to-hit roll of any thrown or missile weapon, 
  or any missile spell, used against you.
  5, 6
  –
  A roll of bandages that detect as magic. 
  There are enough bandages here to aid three 
  patients, and they will double the number of 
  hits that a Physicker can cure with first aid.
  13
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  Unexplained but powerful magic. Roll 1d:
  1, 2
  –
  A pair of scissors that cannot cut. They 
  can, however, join two similar pieces of 
  similar material, including skin. +1 hit 
  cured by a Physicker, from any wound that 
  is bleeding, if this power is discovered.
  3, 4
  –
  A smooth brown stone, the size of the 
  first joint of your thumb, of common 
  appearance. It weighs just over 47 pounds.
  5, 6
  –
  A bronze trident which, if jabbed into a 
  natural body of water, will always capture 
  a tasty fish. Usable once a turn; could 
  protect a whole city from starvation.
  15
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  Carved stones that detect as magic! Roll 1d:
  1, 2
  –
  A carved figure of a sleeping dog, ivory 
  and about an inch long, which subtracts 
  1d from Animal Handler rolls for a person 
  who already possesses that talent.
  3, 4
  –
  An amulet bearing an image of a banana 
  peel. If placed on the floor, it creates a 
  megahex of Sticky Floor. Not slippery, but 
  sticky; there was a failure to communicate.
  5, 6
  –
  A pinkish marble cabochon showing 
  a frowning face. It is an Amulet of 
  Skepticism, which works even if you think 
  the whole idea is nonsense.
  14
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  A piece of parchment trash that 
  seems surprisingly heavy. When 
  it is uncrumpled, two gold pieces 
  fall out, along with a gold ring that 
  responds positively to Detect Magic. 
  On the parchment is written the word 
  CALIX. The ring gives the Treasure-
  Smelling power for an hour, but only 
  if the word is repeated every minute. 
  (When the hour is up, the ring must 
  recharge for a day.)
  16
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  A Lens of Translation that “knows” 
  the common tongue, Orcish, Elvish, 
  Goblin, and one other language of 
  the GM’s choice. It would be of great 
  interest to the Scholars’ Guild, or indeed 
  to any big-city guild that has a library. 
  Its “book” price is about $30,200 if the 
  right buyer is found, though any well-
  heeled trader in magic items could be 
  haggled up to $20,000 and would then 
  hold it for resale.
  17
  The Fantasy Trip Treasure Cards Big Deck.indd   17
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  A piece of reddish semiprecious stone 
  carved cabochon-style with an image 
  of a scorpion. It is an Amulet against 
  Vermin. It is specifically made to drive 
  away small vermin. Huge spiders, 
  scorpions, and so on will get +3 to their 
  IQ when they make their saving roll to 
  bypass the amulet, but all small vermin 
  of whatever kindred, including flying 
  bugs and Naughty Minnows, will be 
  automatically repelled.
  18
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  A finely carved wooden staff that looks like 
  a wizard’s staff, but no magic is detected. 
  In fact, it was intended as a walking stick. 
  It is made of a very tough, tight-grained 
  wood, and if used as a club or quarterstaff 
  it will simply never break in regular use. 
  Without the Expert Naturalist or Recognize 
  Value skills, it seems merely to be a fine 
  carving worth $100. If its special property 
  is known it could be worth twice that. And, 
  of course, it could be enchanted as a staff.
  19
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  A tiny scroll with a scrawled picture 
  of a figure with an oversized head and 
  little lines all around the head. When 
  carried, this gives the equivalent of 
  an Increase IQ potion, but if used for 
  more than an hour, it will cause intense 
  headaches and lower IQ by 2. If used 
  more than six times a month, it may 
  cause permanent harm as per Increase 
  IQ potion (see ITL, p. 146).
  21
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  A circle of cloudy light-blue stone, an 
  inch and a half across, set in a silver 
  circle and hanging from a silver chain. 
  It has a Detect Magic spell on it; it will 
  glow when it is within 3 hexes of a magic 
  item, and glow more brightly the closer 
  it comes. Of course, it will react to any 
  magic items that its wearer already has; 
  there is no way to “exclude” something 
  from its detection.
  20
  The Fantasy Trip Treasure Cards Big Deck.indd   20
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  A cylindrical bottle with a label pasted 
  onto it. There is an unfamiliar name 
  written in fanciful letters and a picture 
  of a black cat, its eyes wide open. It 
  contains 20 black pills. An Alchemist 
  could identify one, if he were so 
  minded. Each pill is the equivalent of 
  a quarter-dose of Dark Vision potion, 
  giving 15 minutes of effect. A fair price 
  for the pills would be $125 each.
  22
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  An inconveniently large treasure. Roll 1d:
  1-3
  –
  A granite building stone weighing 
  about 30 pounds. It has a small hole in 
  one side. When someone walks within 
  a foot of it, an arrow emerges and 
  strikes with almost unerring accuracy 
  (DX 15, 1 die damage). It can do this 
  once per turn. The stone is not even 
  long enough to hold the arrows it fires.
  4-6
  –
  A Red Ladder (ITL, p. 159), 12 feet 
  long. Worth $10,000, but not the kind 
  of thing you can just pick up and carry 
  home.
  23
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  A jar of crimson clay, very fine-grained 
  and easy to work. It does not stain the 
  hands, and it faithfully holds the shape 
  it is given. It remains moist and pliable 
  out of the jar, and is not flammable, 
  poisonous, or accursed. It does not seem 
  to be magic – just very useful stuff that 
  would not be found in a marketplace. It 
  would be worth $200 to a sculptor. If it 
  could be duplicated, there would be a 
  small continuing demand for it.
  24
  The Fantasy Trip Treasure Cards Big Deck.indd   24
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  A pair of boots which will fit any 
  humanoid wearer and . . . (roll 1d):
  1, 2
  – which give +2 to MA, to a 
  maximum of 14.
  3, 4
  –
  which let the wearer walk 
  unharmed through fire or even 
  lava.
  5, 6
  –
  which increase all reaction rolls 
  to the wearer by 1, as long as 
  the NPC can see the boots.
  25
  The Fantasy Trip Treasure Cards Big Deck.indd   25
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  Useful magic for the adventurer. Roll 1d:
  1-3
  –
  A waterproof box of very thin 
  shavings of wood, of a greenish 
  color, with a flint and a piece of steel. 
  The wood is obviously tinder. It is 
  magical; the tiniest spark will light it, 
  and even a small piece will burn hot 
  for five minutes, plenty of time to get 
  a fire going. There’s enough here for 
  a hundred fires.
  4-6
  –
  A plate that cleans poison or 
  unwholesome things from food 
  placed on it.
  27
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  A box of 36 heavy, good-quality vials, 
  of the sort used for potions that must be 
  carried in a belt pouch. They are worth 
  $10 each. However, most of them have 
  potion residues – details left to the GM 
  – that, if the vial is filled with water or 
  wine, shaken, and drunk, might give 
  a useful effect for a few seconds. Or 
  some other effect, or none at all.
  26
  The Fantasy Trip Treasure Cards Big Deck.indd   26
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  Useful magic for the adventurer. Roll 1d:
  1, 2 –
  A bottle labeled “Glue” in the Dwarvish 
  tongue. A small brush is attached to the 
  cap. Each of the 20 drops in the container 
  will work like an Adhesion spell.
  3, 4 –
  A bracelet of intertwined gold and copper, 
  worth $200 as jewelry, but it is magic. The 
  limb wearing it (only) can stop 4 hits of 
  damage per attack.
  5, 6 –
  50 feet of ordinary-seeming rope that 
  detects as magic, and simply will not 
  break, nor can it be cut. It will burn, 
  though, in a very hot fire.
  28
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  A scroll in a case labeled “Water Jet.” No 
  such spell is public knowledge! If a wizard 
  tries to look at it and sets it off, he will 
  immediately cast a firehose jet of water 
  lasting 2 turns. If he successfully glances 
  at it (ITL, p. 141), he will learn what it will 
  do. For combat purposes, treat as a Magic 
  Fist that strikes twice, with +4 to hit on 
  the second strike. It does double damage 
  against beings of flame. A Wizard’s Guild 
  would pay well for this new spell.
  29
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  1
  –
  Giant Rope
  2
  –
  Megahex Avert
  3
  –
  Hammertouch
  4
  –
  Regeneration
  5
  –
  Two scrolls, each 7-Hex Shadow
  6
  –
  Lightning
  A sealed tube with a spell scroll. Roll 1d:
  30
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  1
  –
  Telepathy
  2
  –
  Calling
  3
  –
  Cleansing
  4
  –
  Trance
  5
  –
  Two scrolls, each Stone Flesh
  6
  –
  Restore Device
  A sealed tube with a spell scroll. Roll 1d:
  31
  The Fantasy Trip Treasure Cards Big Deck.indd   31
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  A missile with a minor magic spell. Roll 1d:
  1
  – Arrow: +1 damage
  2
  – Arrow: +1 to hit with it
  3
  – Crossbow bolt: +1 damage
  4
  – Crossbow bolt: +1 to hit with it
  5
  – Throwing stone: +3 damage
  6
  – Throwing stone: +3 to hit with it
  33
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  A small weapon with a minor magic spell. 
  Roll 1d:
  1
  –
  Spearhead: +1 damage
  2
  –
  Spearhead: +1 to hit with it
  3
  –
  Dagger: +1 damage
  4
  – Dagger: +1 to hit with it
  5
  –
  Main-gauche: +1 damage
  6
  – Main-gauche: Stops 1 additional 
  hit
  32
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  A sword with a minor magic spell. Roll 1d:
  1
  – Broadsword: +1 damage
  2
  – Broadsword: +1 to hit with it
  3
  – Shortsword: +1 damage
  4
  – Shortsword: +1 to hit with it
  5
  – Saber: +1 damage
  6
  – Saber: +1 to hit with it
  34
  The Fantasy Trip Treasure Cards Big Deck.indd   34
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  Useful magic for the adventurer. Roll 1d:
  1, 2 –
  A candlestick which detects as magic. 
  A candle placed in this stick will burn 
  indefinitely and will not blow out in any 
  but the heaviest winds. If found in the 
  course of an underground delve, there will 
  be a lit candle in it, even if the room has 
  clearly been abandoned for generations!
  3, 4 – A bear’s tooth which is enchanted to give 
  a permanent dim light.
  5, 6 –
  A tiny silver bell which, when rung, will 
  cause all silver items within 4 megahexes 
  to echo its chime.
  35
  The Fantasy Trip Treasure Cards Big Deck.indd   35
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  More mysterious than useful . . . Roll 1d:
  1, 2 –
  A little wooden box of oak leaves, 
  made of purest gold. They seem 
  real. Their value in metal is 
  perhaps $20, but as curios they 
  might fetch much more.
  3, 4 – A hand mirror that does not 
  reverse right to left.
  5, 6 –
  A gem that glows red when the 
  moon is in the sky. A dealer will 
  offer 1d × $50 for it.
  36
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  For the fashion-forward delver. Roll 1d:
  1, 2 –
  A leather cap made from the skin of a 
  great bear’s head. Its “glass” eyes are 
  actually topaz, and it is worth $200.
  3, 4 – A belt made of fine silver and bronze 
  chainmail. It grants +1 ST.
  5, 6 –
  A feather plume, suitable for a hat. 
  If the wearer bows and doffs the hat, 
  any reaction roll can be retried, and 
  the result will never be worse than 
  the first roll.
  37
  The Fantasy Trip Treasure Cards Big Deck.indd   37
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  This stubby pencil is barely long enough 
  for its name to be written on the side: 
  The Pencil of Truth. In fact, it will write 
  only lies. An attempt to write a true thing 
  will not even dent the paper. It will not 
  tell the future. After each sentence you 
  write, there is a 1/6 chance you will 
  have to sharpen the pencil, and the 10th 
  sharpening reduces it to a stub that can 
  only write one last sentence.
  39
  The Fantasy Trip Treasure Cards Big Deck.indd   39
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  Eggs, eggs, and more eggs! Roll 1d:
  1, 2 –
  A handful of very delicately carved round stones. A 
  Naturalist will identify them as Stonemason eggs. 
  It is unusual to find these outside of a hive and 
  unguarded.
  3, 4 –
  A box of eggs. They look like regular brown chicken 
  eggs. One is cracked and stinking. The others are 
  intact. If opened, ten of them will be rotten, and the 
  last will have a normal yolk and white, plus a chunk 
  of gold ($150) inside. The gold does not seem to 
  have been worked by human hands.
  5, 6 –
  A small oval sapphire that lets anyone foretell 
  the weather. As soon as someone picks it up, they 
  speak aloud a one-sentence forecast for the morrow 
  (which is always correct). They don’t know where 
  the knowledge comes from.
  38
  The Fantasy Trip Treasure Cards Big Deck.indd   38
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  Of use to a traveler. Roll 1d:
  1-4 –
  A very ordinary-looking mask. If you put it 
  on, only a close look will detect that it is a 
  mask (5/IQ, or 4/IQ for your close friends; 
  roll an extra die in poor lighting). You will just 
  look like some random person off the street.
  5, 6 –
  The Traveler’s Friend. A tiny book which, 
  when opened, reveals a section of information 
  about the city you are in, focusing on good 
  taverns, safe inns, and honest dealers in 
  magic. It will work anywhere, but you cannot 
  look at any section except that for the city (or 
  town, or village) you are actually in. If the 
  book opens to blank pages, beware.
  40
  The Fantasy Trip Treasure Cards Big Deck.indd   40
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  A very small empty purse with a 
  magical sigil on it. Anything placed in 
  the purse will not seem to fit, even a 
  tiny pebble. But if the purse is turned 
  over and shaken, a gold coin falls out. 
  This is always the same gold coin, 
  though. No matter what you do with 
  it, it will return to the purse in an hour 
  and then fall out again the next time it 
  is shaken.
  41
  The Fantasy Trip Treasure Cards Big Deck.indd   41
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  You can feel this item but not see it; it 
  is invisible! It is a small glass vial, and 
  it contains a dose of Invisibility Potion 
  (which becomes visible if poured out). 
  The potion is worth $1,500, but the 
  invisible vial – which renders anything 
  placed into it invisible as well! – is 
  worth more than that to a Wizards’ 
  Guild, which would love to try to 
  duplicate the trick.
  42
  The Fantasy Trip Treasure Cards Big Deck.indd   42
  7/15/19   5:55 PM
  
  A half-gallon flask containing a tiny, live 
  frog, brilliant in red and yellow. A tag on 
  the flask says “My name is George.” The 
  frog is enchanted and does not need to 
  eat or drink, but will happily accept flies 
  and bugs. He will not try to escape if the 
  flask is opened, although he would move 
  to a larger home if one were provided. 
  If George is swallowed whole, the 
  swallower will not need to eat or drink 
  for a month.
  43
  The Fantasy Trip Treasure Cards Big Deck.indd   43
  7/15/19   5:55 PM
  Mysterious carvings. What are their secrets? 
  Roll 1d:
  1, 2 –
  A set of chess pieces. One side is 
  carved from jet with great skill. The 
  other side is white wood, carved very 
  roughly. The set registers as magic.
  3, 4 –
  A stone head that sometimes lies and 
  sometimes tells the truth. On the 
  bottom is the marking “3/3.”
  5, 6 –
  A stylized thunderbolt carved from a 
  flame-red stone. The holder rolls one 
  extra point of damage per die rolled 
  when casting a Lightning spell.
  45
  The Fantasy Trip Treasure Cards Big Deck.indd   45
  7/15/19   5:55 PM
  Five wrapped tiles, each about a foot 
  square and weighing 3 pounds. They are 
  of glazed porcelain and form a picture 
  (the GM may describe the image in a 
  way that fits the campaign) – but the 
  lower left tile is missing. Perhaps the 
  adventurers know where it is; perhaps 
  it remains to be found. If all six are 
  assembled and placed in a home, the tiles 
  perform a constant low-level Cleansing 
  on the whole home, doing no harm to 
  large creatures but killing tiny vermin.
  44
  The Fantasy Trip Treasure Cards Big Deck.indd   44
  7/15/19   5:55 PM
  A coppery-bronze sundial. The size is 
  up to the GM, depending on the story: it 
  could be a huge piece of sculpture, or of 
  a size to hold in the hand. When placed 
  in the sun, it shows the proper time, even 
  if it is moved or turned! If a shadow is 
  then cast on the pointer, a cloud covers 
  the sun. The deeper the shadow, the 
  heavier the cloud. The cloud vanishes 
  if the shadow is removed. But at night, 
  or if placed in complete darkness, the 
  sundial has no apparent effect.
  46
  The Fantasy Trip Treasure Cards Big Deck.indd   46
  7/15/19   5:55 PM
  A tiny metal soldier, about 2” tall, well-painted. 
  It is enchanted and will follow (to the best of its 
  ability) any simple command from its owner, 
  as long as that command is voiced in a gruff, 
  military manner. The more military in nature the 
  command is, the likelier that it will be followed 
  correctly. Its little sword is far too small to do 
  even a hit of damage, though of course it could be 
  poisoned. The soldier itself would be destroyed 
  by a hit of damage, but it will dodge attacks 
  cleverly: -4 to all rolls to hit it. Its MA is 2. It 
  has many uses for a clever owner; for instance, 
  it could be commanded to stand sentry duty and 
  strike a gong to warn of intruders.
  47
  The Fantasy Trip Treasure Cards Big Deck.indd   47
  7/15/19   5:55 PM
  A steel token with an engraved picture of a 
  mule on one side and a feather on the other. 
  It has no effect unless it is placed within a 
  pack weighing at least 50 pounds. At that 
  point, it will negate up to 100 pounds of 
  weight for a human carrier or a pack animal. 
  It will not make a rider lighter. Such tokens 
  are relatively common in some places, 
  though the makers are unknown. No more 
  than two may be used by a single carrier or 
  pack animal. The value depends on the local 
  rarity of the item.
  48
  The Fantasy Trip Treasure Cards Big Deck.indd   48
  7/15/19   5:55 PM
  
  Sharp steel, enspelled! Roll 1d:
  1-3
  –
  A large needle which detects as magic. If you squint 
  through its eye, you will be able to detect images, 
  illusions, and glamors, and even see invisible items. 
  But it is a terribly inconvenient way to look at the 
  world.
  4, 5 –
  Goldwitch – a magic dagger which, dangled from 
  a string, will point toward the nearest gold other 
  than that possessed by the party. The owner may say 
  “Not that!” to the dagger and cause it to point to 
  the next-nearest, and so on. In combat, Goldwitch is 
  like a normal dagger.
  6
  –
  Physicker – a broadsword that, when you take a full 
  swing at someone unprotected by armor, will heal 
  1d hits. But only 5 times out of 6. The other time, it 
  does normal damage
  49
  The Fantasy Trip Treasure Cards Big Deck.indd   49
  7/15/19   5:55 PM
  A 2” piece of charcoal that detects as 
  magic. If someone writes with it, the 
  writing will be beautiful, and if they 
  draw, the result will be perfect. The 
  charcoal stump gives both Artist and 
  Calligrapher skill at an effective level 
  of 20! But it is only big enough to 
  write 50 pages or to draw and shade a 
  half-dozen 2-foot-square images.
  51
  The Fantasy Trip Treasure Cards Big Deck.indd   51
  7/15/19   5:55 PM
  Three interlocked rings, or perhaps a very 
  short chain. The whole thing detects as 
  magic. It turns out that any one of the rings 
  can be worn comfortably as a pinky ring, 
  and the other two then diminish in size to 
  mere decorations. There is no way to wear 
  more than one ring at a time, and separating 
  the rings will destroy them and the spells. 
  This also counts as three rings worn, even 
  though only one is useful at a time. The gold 
  ring gives +1 to DX, the silver ring gives +1 
  to ST, and the bronze ring lets your skin stop 
  1 hit of damage.
  50
  The Fantasy Trip Treasure Cards Big Deck.indd   50
  7/15/19   5:55 PM
  A folded origami dragon, red paper 
  with eyes inked in black. If burned, 
  it will vanish in a harmless flash and 
  become a pet dragonet, flame-red in 
  color and faithful to the person who 
  burned the paper. But there are no clues 
  to this. It would take a good Analyze 
  Magic roll to suggest that the paper 
  should be burned. 
  52
  The Fantasy Trip Treasure Cards Big Deck.indd   52
  7/15/19   5:55 PM
  A magic ring which can be used once per day, for 
  one hour, at no ST cost. You must address it by name 
  and tell it “Perform thy office.” Roll 1d.
  1
  –
  Blur. This ring is named Smarag, and has an 
  emerald in a cloudy silver setting.
  2
  –
  Dark Vision. This ring is named Vesper, and is of a 
  speckled black and white stone.
  3
  –
  Look Your Best. This ring is named Valet, and is 
  unadorned copper that never tarnishes.
  4
  – 
  Turn Missiles. This ring is named Buckler, and is 
  shining steel.
  5
  –
  Clearheadedness. This ring is named Expergis, and 
  is silver with an amethyst.
  6
  –
  Far Vision. This ring is named Falco, and is of 
  gold, with a falcon’s head and ruby chips for eyes.
  53
  The Fantasy Trip Treasure Cards Big Deck.indd   53
  7/15/19   5:55 PM
  A magic ring which can be used once per day, for one 
  hour, at no ST cost. You must address it by name and 
  tell it “Perform thy office.” Roll 1d.
  1
  –
  Iron Flesh. This ring is named Ferro, and is a dark 
  blue iron.
  2
  –
  Stone Flesh. This ring is named Lapidum, and is 
  carved of white marble.
  3
  –
  Stalwart. This ring is named Rex, and is braided 
  copper and silver.
  4
  – 
  Acid Touch. This ring is named Rubigo, and is the 
  color of rust.
  5
  –
  Great Voice. This ring is named Herald, and is of 
  a light blue metal.
  6
  –
  Silent Movement. This ring is named Felis, and is 
  solid jet with a cat’s face carved on it.
  54
  The Fantasy Trip Treasure Cards Big Deck.indd   54
  7/15/19   5:55 PM
  
  A 
  potion 
  bottle 
  whose 
  label 
  says 
  “Restorative” – but the word is marked 
  out in red, with a question mark. A failed 
  experiment? In fact, if you merely sniff it, 
  as a chemist or alchemist might do while 
  testing, it will banish all fatigue; there is 
  enough here for 40 such uses. If a drop is 
  drunk, it will banish all fatigue and cure 2 
  hits; each such use counts as two sniffs. But 
  if it is drunk all at once, however much is 
  left, it will either banish all fatigue and cure 
  all injuries, or kill the drinker; there is 1 
  chance in 6 of the latter unfortunate result.
  55
  The Fantasy Trip Treasure Cards Big Deck.indd   55
  7/15/19   5:55 PM
  Ten gold ingots, each the weight of ten 
  gold coins. They are wrapped in thin 
  yellow cloth and are absolutely pristine. 
  Each has stamped upon it “FOOL’S 
  GOLD.” A Goldsmith will pronounce 
  them real. (The stamp is a sort of editorial 
  comment. A noble, weary of those 
  obsessed with gold, minted all his coins 
  and ingots with this slogan. The ingots 
  are truly nothing but fine coinage gold.)
  57
  The Fantasy Trip Treasure Cards Big Deck.indd   57
  7/15/19   5:55 PM
  1-3 –
  A spike shield of an unfamiliar silvery 
  metal. It does not detect as magic, and gives 
  no bonuses, but if anyone uses it for a while 
  they will notice that it shows almost no wear 
  even in a campaign in which shields are 
  used up and thrown out.
  4-6 –
  A long coat made of carefully-matched 
  scum-bunny fur. It is brindled brown, with 
  no ugly green tones, and so well made that 
  it does not look as though it came from 
  vermin. It will keep the wearer comfortable 
  in wet weather and give them -2 to be seen 
  in swamp or forest.
  A practical acquisition. 
  56
  The Fantasy Trip Treasure Cards Big Deck.indd   56
  7/15/19   5:55 PM
  A small wooden box containing a very 
  tiny hen and rooster. On the Gridlore 
  Scale of Cuteness, they easily rate a 7 
  (for comparison, a basket of kittens is 
  only 5). They are of no earthly use, but 
  any wealthy collector of curios will give 
  $1,000 for them without blinking. They 
  are fertile, and if given a tiny farmyard 
  and tiny bugs to eat, they will in time 
  produce a large tiny flock.
  58
  The Fantasy Trip Treasure Cards Big Deck.indd   58
  7/15/19   5:55 PM
  A sword, of a size usable by at least one 
  member of the party. Roll 1d:
  1, 2 –
  Beautifully decorated (worth $2,000 
  more than its value as a weapon) and, 
  perhaps by accident, perfectly suited to 
  a single randomly chosen PC (+1 to DX 
  for them only). A wonderful fighting 
  tool, but can you afford to keep it?
  3, 4 – Of surpassing keenness (+1 to damage) 
  but badly balanced (-1 to DX).
  5, 6 – Wonderfully balanced (+1 to DX) but a 
  bit light (-1 to damage).
  59
  The Fantasy Trip Treasure Cards Big Deck.indd   59
  7/15/19   5:55 PM
  A silver weapon suitable for wizardly 
  use. Roll 1d:
  1
  –
  A dagger
  2
  –
  A main-gauche
  3
  –
  A rapier
  4
  –
  A shortsword
  5
  –
  A broadsword
  6
  –
  A halberd, perhaps for a 
  wizard named Conan . . .
  60
  The Fantasy Trip Treasure Cards Big Deck.indd   60
  7/15/19   5:55 PM
  
  1-3 –
  A set of six weights, marked with values starting at 
  an ounce and going down to 1/64. They are finely 
  made, shiny, and new. If tested at (for instance) a 
  goldsmith’s shop, they prove to be cheats . . . they 
  are a consistent 5% light. If there is a Goldsmith 
  in the party, this would be detected, just by hefting 
  the ounce weight, on a 2/IQ roll.
  4-6 –
  A battered copper token hanging on a leather 
  thong. It seems like an ordinary good-luck charm, 
  and does not detect as magic. Close examination 
  will reveal that if it is squeezed, it will unscrew, 
  revealing a hiding place that might hold a tiny 
  gem, a note, or suchlike secret valuable. Currently 
  it is empty.
  Things are not always what they seem. Roll 1d:
  66
  The Fantasy Trip Treasure Cards Big Deck.indd   66
  7/15/19   5:55 PM
  A puppy, all big eyes and big feet. He is 
  friendly and will grow up into a very 
  smart, smooth-haired, shepherd-type dog, 
  the equal in combat of a big wolf, with 
  IQ 7. The players don’t know this unless 
  someone is an Animal Handler or has 
  appropriate Area Knowledge, but this type 
  of dog is bred as guard and companion 
  to high nobles in a nearby kingdom. As 
  an untrained puppy he’s worth $1,000; as 
  a mature dog and friend he will be worth 
  much more to his person!
  65
  The Fantasy Trip Treasure Cards Big Deck.indd   65
  7/15/19   5:55 PM
  Hardly worth the air you breathed in 
  order to get here. Roll 1d:
  1
  –
  A single corroded copper coin.
  2
  –
  A battered brass ring engraved 
  “Myrtle.”
  3
  –
  A small coil of tarnished wire, 
  worth 5 coppers.
  4
  –
  A 
  poorly 
  carved 
  wooden 
  clothespin.
  5
  –
  A freshly dead marmot.
  6
  –
  Two slightly bruised pears.
  64
  The Fantasy Trip Treasure Cards Big Deck.indd   64
  7/15/19   5:55 PM
  A sealed but empty potion bottle with 
  a completely spurious label. Roll 1d:
  1
  –
  Dragon’s Breath
  2
  –
  Truth As Best We Know It
  3
  –
  Ambrosia Spores
  4
  –
  Yesterday’s Joy
  5
  –
  Liquid Wealth
  6
  –
  Old Number Seven
  63
  The Fantasy Trip Treasure Cards Big Deck.indd   63
  7/15/19   5:55 PM
  A relic from elsewhere. It is described below as it would be 
  recognized on our own world, but the GM should describe 
  it only by its physical appearance and apparent properties. 
  Roll 1d:
  1 –
  A 40-foot roll of clear food wrap. No box.
  2 –
  A green plastic egg containing flesh-colored toy 
  putty.
  3 –
  A small (foot-tall) red fire extinguisher, fully 
  charged.
  4 –
  The bottom half of a flip phone.
  5 –
  A mesh-back baseball cap for the team of your 
  choice.
  6 –
  A Boy Scout metal canteen, clean but empty, with 
  canvas cover.
  62
  The Fantasy Trip Treasure Cards Big Deck.indd   62
  7/15/19   5:55 PM
  1-3 –
  A learned treatise, written in parallel columns 
  in both Elvish and the language of the Octopi, 
  on the nature and habits of those selfsame 
  Octopi. The Scholars’ Guild would offer $300 
  for this, and might volunteer the judgment 
  that the pen that wrote the manuscript was 
  held in a suckered arm rather than a hand. 
  4-6 –
  A thick sheaf of parchment which, if a PC 
  is literate, proves to be the tax rolls for the 
  nearest town for the previous year. What is it 
  doing here? Might there be a reward for its 
  return? Might it contain irregularities that a 
  Mathematician could detect, and what could 
  be done with that?
  Knowledge is power! Roll 1d:
  61
  The Fantasy Trip Treasure Cards Big Deck.indd   61
  7/15/19   5:55 PM
  
  A Torc of Lucullan Mastery, which 
  bestows a feast-related talent on its 
  wearer. Only one Torc can be worn at a 
  time! Roll 1d:
  1
  –
  Baker
  2
  –
  Brewer
  3
  –
  Vintner
  4
  –
  Cheesemaker
  5, 6
  –
  Cook
  72
  The Fantasy Trip Treasure Cards Big Deck.indd   72
  7/15/19   5:55 PM
  A Torc of Praxitelan Mastery, which 
  bestows an artisanal talent on its 
  wearer. Only one Torc can be worn at a 
  time! Roll 1d:
  1
  –
  Woodcarver
  2
  –
  Potter
  3
  –
  Tailor
  4
  –
  Sculptor
  5
  –
  Jeweler
  6
  –
  Leatherworker
  71
  The Fantasy Trip Treasure Cards Big Deck.indd   71
  7/15/19   5:55 PM
  1-3 –
  A small glass flask, very thoroughly 
  sealed with red wax. Inside you can see 
  dried mushrooms. These are poison-gas 
  mushrooms and the whole thing is a 
  gas bomb designed to be hard to break 
  – perhaps a rock has to fall on it. The 
  mushroom spores will do 4 dice damage 
  as per a Gas Bomb. If a PC wants to 
  open the bottle, require clever ideas and 
  roleplaying, not just a DX roll.
  4-6 –
  As above, but explosive mushrooms 
  (ITL, p. 98).
  An unusual weapon. Roll 1d:
  70
  The Fantasy Trip Treasure Cards Big Deck.indd   70
  7/15/19   5:55 PM
  1-3 –
  A roll of thin wire that looks like gold. 
  It’s as heavy as gold . . . it is, in fact, 
  gold, and worth far more than its weight 
  to a jeweler because it’s already been 
  worked. Worth $1,200 if not too much 
  is used up by the PCs in testing it.
  4-6 –
  A signet ring of a silver-gold alloy 
  with a picture of a wolf. Not magic, 
  but certainly worth the trouble of 
  enchanting. Worth $400 as it is.
  A simple treasure. Roll 1d:
  69
  The Fantasy Trip Treasure Cards Big Deck.indd   69
  7/15/19   5:55 PM
  Small mysteries! Roll 1d:
  1, 2 –
  32 round discs of ivory, coin-sized. 
  They have complex inlays of different 
  colored metal, but no writing. Perhaps 
  they are coins and the inlays indicate 
  their value? They are totally unfamiliar 
  to the group, even to one with 
  Recognize Value.
  3, 4 –
  A weapon which a PC will recognize 
  as having been lost in a previous 
  adventure! How has this come to pass?
  5, 6 – A medallion bearing the image of the 
  PC who finds it.
  68
  The Fantasy Trip Treasure Cards Big Deck.indd   68
  7/15/19   5:55 PM
  1-3 –
  A common ceramic lamp, with a sealed 
  container of oil. It will burn for 20 
  minutes. The virtue is in the oil; while it 
  burns, all Illusions that it lights become 
  mere Images. This is explained, in crabbed 
  handwriting in the Goblin tongue, on a 
  paper attached to the oil flask. 
  4-6 –
  A parrot’s feather. If worn, it grants the 
  Mimic ability for birdcalls only, and lets 
  you understand the meaning of birdcalls 
  as though you were an Expert Naturalist.
  Unusual magic! Roll 1d:
  67
  The Fantasy Trip Treasure Cards Big Deck.indd   67
  7/15/19   5:55 PM
  
  Fripperies! Fripperies are good! Roll 1d:
  1
  –
  Three hatpins with emerald heads, 
  worth $75 each.
  2
  –
  An enameled gold butterfly pin, 
  worth $200.
  3
  –
  A blue glass box, worth $150.
  4
  –
  A comb of what appears to be bone, 
  stained a deep blue, worth $125.
  5
  –
  A thin gold necklace, worth $200.
  6
  –
  A platinum nose ring, worth $250.
  78
  The Fantasy Trip Treasure Cards Big Deck.indd   78
  7/15/19   5:55 PM
  Tools of the mountebank’s trade. 
  Roll 1d:
  1
  –
  A deck of Tarot cards. If a 
  single card is drawn randomly, 
  it will always be Death.
  2
  –
  A pack of magician’s flash 
  paper.
  3
  –
  A black wand inside which is a 
  thin red silk handkerchief.
  4-6
  –
  A silver coin with two heads.
  77
  The Fantasy Trip Treasure Cards Big Deck.indd   77
  7/15/19   5:55 PM
  1, 2 –  They are loaded and will throw 6 about 
  twice as often as they should.
  3, 4 –
  They are magic cheater’s dice, and 
  once per night, used in a game of 
  chance, they will throw exactly what 
  the owner needs to win.
  5, 6 –
  They will buzz in the hand if any 
  cheating cards, dice, etc., are at the 
  table.
  Three dice. Two are ivory with carnelian 
  pips, one is carnelian with ivory pips. 
  Roll 1d:
  76
  The Fantasy Trip Treasure Cards Big Deck.indd   76
  7/15/19   5:55 PM
  Mundane items with strange powers, 
  which do not detect as magic. Were the 
  Mnoren involved? Roll 1d:
  1-3 –
  A chunk of ice the size of a walnut. It 
  remains ice-cold but does not melt, even 
  in fire.
  4-6 –
  A set of alphabet blocks, with duplicates 
  of the most common letters. Any word 
  spelled out in any common language 
  will be illustrated by a transparent image 
  that appears above the blocks. Some 
  seemingly gibberish letter combinations 
  will produce very interesting images!
  75
  The Fantasy Trip Treasure Cards Big Deck.indd   75
  7/15/19   5:55 PM
  A skull that talks! Roll 1d:
  1
  –
  But it only repeats court gossip from a 
  place you have barely heard of.
  2
  –
  It cries out for revenge against its 
  slayer, but gives no clues who it is 
  talking about.
  3
  –
  But all it wants to do is play “I Spy.”
  4
  –
  It says it was a powerful necromancer, 
  but it can’t or won’t relate any spells.
  5
  –
  But not in any language that you know.
  6
  –
  But it only asks to be destroyed.
  74
  The Fantasy Trip Treasure Cards Big Deck.indd   74
  7/15/19   5:55 PM
  A can labeled Disappearing Paint. There’s 
  enough here for about 20 square feet. Roll 1d:
  1-3
  –
  It is bright red when painted on, 
  but after an hour it seems to vanish.
  4
  –
  Whatever is completely covered 
  with the paint becomes invisible.
  5
  –
  Whatever is completely covered 
  with the paint vanishes. Gone 
  forever.
  6
  –
  Shortly after you find it, it 
  disappears.
  73
  The Fantasy Trip Treasure Cards Big Deck.indd   73
  7/15/19   5:55 PM
  
  1, 2 –
  Sowilo (S) – Health. A failed ST roll 
  to avoid disease or poison becomes  
  a success.
  3, 4 –
  Tiwaz (T) – Justice. During one combat 
  to protect the innocent, your blows 
  never miss.
  5, 6 – Laguz (L) – Water. You are saved from 
  drowning.
  A wooden amulet on a leather thong, with a 
  carved rune blackened with charcoal. It must be 
  touching your skin to work. It will take effect 
  once, without regard to whether your need is 
  small or great, and then shatter. Roll 1d:
  84
  The Fantasy Trip Treasure Cards Big Deck.indd   84
  7/15/19   5:55 PM
  Immensely valuable magic! Roll 1d:
  1, 2 –
  A small, perfectly clear crystal ball, 
  enchanted for use in divination. It weighs 2 
  pounds and can be used by any wizard.
  3, 4 –
  A set of six snarling faces carved from 
  rose quartz. Each is a Maintain Illusion 
  item. Together, they make up a powerful 
  sorcerous bodyguard provided one has 
  a wizard who can cast the illusions in the  
  first place.
  5, 6 –
  A pair of 2-hex flying carpets; each will 
  carry up to 200 pounds. The GM should 
  describe their patterns in a way that ties 
  them to the campaign.
  83
  The Fantasy Trip Treasure Cards Big Deck.indd   83
  7/15/19   5:55 PM
  A simple, direct bonus-granting ring, of fine 
  metal with a repeating beast image engraved 
  upon it. Roll 1d:
  1
  –
  Gold with snakes: +1 to DX.
  2
  –
  Silver with bulls: +1 to ST.
  3
  –
  Platinum with owls: +1 to IQ.
  4
  –
  Bronze with horses: +2 to MA 
  (maximum 12).
  5
  –
  Copper with wolves: +1 hit to 
  weapon damage.
  6
  –
  Steel with turtles: acts as armor to 
  stop 1 hit.
  82
  The Fantasy Trip Treasure Cards Big Deck.indd   82
  7/15/19   5:55 PM
  An enchanted beer tap; the handle is an 
  amber ball engraved with the image of a 
  honeybee. Screwed into any keg, it will 
  turn whatever alcoholic beverage passes 
  through it into an aromatic dark mead. It 
  will not work its wonders on any liquid 
  except legitimate, uncontaminated, un- 
  diluted booze, but it need not start with 
  good booze. Its value is beyond calculation, 
  and probably even greater than that to a 
  dwarven hold. Negotiate hard.
  81
  The Fantasy Trip Treasure Cards Big Deck.indd   81
  7/15/19   5:55 PM
  Objects of art. Roll 1d:
  1, 2 –
  A half-life-sized bust of a snarling orc 
  warrior, done in deep green jade, with 
  diamonds on the tusks. Value easily $2,000, 
  but delicate, and heavy – 8 pounds.
  3, 4 –
  A 2-foot-square oil painting of the Thorsz’ 
  fortress-palace in Ardonirane, in a light 
  frame. Delicate, worth $3,000 (maybe more 
  to the Thorsz) – 5 pounds.
  5, 6 –
  The Marvelously Made Marmot, a golden 
  mechanical rodent that scuttles across the 
  floor, sits up, and wiggles its nose. Quite 
  delicate, worth $16,000. Weight negligible.
  80
  The Fantasy Trip Treasure Cards Big Deck.indd   80
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  Mysterious magic of a very practical sort. 
  Roll 1d:
  1, 2 –
  A magic whetstone which will clean 
  and sharpen any blade, be it ever so old 
  and nicked, in a single swipe. It appears 
  ordinary, but its power will become 
  obvious the first time it is used!
  3, 4 – A shirt which will fit anyone and which 
  is always fresh and clean.
  5, 6 – A collar which, placed on a wolf, will 
  make it as biddable as a good dog.
  79
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  A polished stone ball, green in color and 2” across. 
  Placed on the floor in the labyrinth, it rolls in the 
  direction of . . . (roll 1d):
  1
  –
  the most direct path, regardless of 
  obstacles, to that which you seek.
  2
  –
  the largest accumulation of non-
  magical treasure in the labyrinth.
  3
  –
  the greatest single piece of magic in 
  the labyrinth.
  4
  –
  due north.
  5
  –
  the greatest danger in the labyrinth.
  6
  –
  the greatest wonder in the labyrinth.
  90
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  An item that is pointless and confusing 
  unless the GM wills otherwise. Roll 1d:
  1, 2 – A magic bean which, when planted, 
  yields more magic beans.
  3, 4 –
  A Finger of Glory with a candle on 
  it. If the candle is lit, those in the 
  area will become annoyed with the 
  user.
  5, 6 –
  A parchment with the word for 
  “paladin” in 18 languages, spelled 
  wrong in all of them. 
  89
  The Fantasy Trip Treasure Cards Big Deck.indd   89
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  An ivory ring containing a Least Wish – a 
  Wish that will work only on trivial (but 
  beneficial) matters spoken aloud, and never 
  when the user is trying to use it. The GM is 
  the judge of what is trivial. “I wish we had 
  packed extra rope” will work while you are 
  slinging hammocks, but not while you are 
  climbing a cliff. “I wish you were dead” or 
  “I wish I had more money” will never work. 
  Ideally, the players should not know that they 
  have a Least Wish until they use it. At that 
  point, the GM may provide an appropriate 
  effect so they know magic has occurred.
  88
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  1, 2 – Uruz (U) – Speed. A failed DX roll in 
  combat or movement becomes a success.
  3, 4 –
  Jera (J) – Fruitful change. You meet one 
  who can help you, no matter how unlikely 
  that meeting might seem.
  5, 6 – Berkano (B) – Prosperity. A failed attempt 
  to Recognize Value becomes a success.
  A wooden amulet on a leather thong, with a 
  carved rune blackened with charcoal. It must be 
  touching your skin to work. It will take effect 
  once, without regard to whether your need is 
  small or great, and then shatter. Roll 1d:
  87
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  1, 2 – Hagalaz (H) – Storm. A roll for damage 
  done by you is the highest possible.
  3, 4 –
  Algiz (Z) – Protection. A single attack 
  which harms you is reduced to zero 
  damage.
  5, 6 – Mannaz (M) – Mankind. A reaction roll 
  is the highest possible.
  A wooden amulet on a leather thong, with a 
  carved rune blackened with charcoal. It must be 
  touching your skin to work. It will take effect 
  once, without regard to whether your need is 
  small or great, and then shatter. Roll 1d:
  86
  The Fantasy Trip Treasure Cards Big Deck.indd   86
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  1, 2 – Fehu (F) – Wealth. A roll for wealth is 
  the highest possible.
  3, 4 – Raidho (R) – Travel. An overland 
  journey of a week is finished safely.
  5, 6 – Kenaz (K) – Revelation. An failed IQ 
  roll becomes a success.
  A wooden amulet on a leather thong, with a 
  carved rune blackened with charcoal. It must be 
  touching your skin to work. It will take effect 
  once, without regard to whether your need is 
  small or great, and then shatter. Roll 1d:
  85
  The Fantasy Trip Treasure Cards Big Deck.indd   85
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  An Amulet of Amity. Gives +1 on all 
  reaction rolls from . . . (roll 1d):
  1
  –
  Elves
  2
  –
  Dwarves
  3
  –
  Orcs
  4
  –
  Halflings
  5
  –
  Goblins
  6
  –
  Prootwaddles
  96
  The Fantasy Trip Treasure Cards Big Deck.indd   96
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  Absurdities. Roll 1d:
  1
  –
  A note from the dragon’s mother 
  saying to leave you alone.
  2
  –
  A pigeon’s egg as big as a ruby.
  3
  –
  A vial of liquid snow.
  4
  –
  The wrong end of the rainbow.
  5
  –
  A keen dagger made of pure 
  lead.
  6
  –
  A magical bathtub ring.
  95
  The Fantasy Trip Treasure Cards Big Deck.indd   95
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  A small object like a squishy hand-sized pillow, 
  of a brown metal so thin it is flexible. Its markings 
  suggest that is from the kingdom of Mre, so far 
  away you have barely heard of it. If it is pierced, 
  it will be found to contain . . . (roll 1d):
  1, 2 – a meal’s worth of clam chowder that 
  gives +1 DX for the next day.
  3, 4 – a meal’s worth of highly spiced ground 
  meat that gives +1 ST for the next day.
  5, 6 – a meal’s worth of beef stew that gives 
  +1 IQ for the next day.
  94
  The Fantasy Trip Treasure Cards Big Deck.indd   94
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  A pair of leather boots stamped with a 
  stylized image of a lizard. They are brown 
  in color, and the lizards are dyed red and 
  blue. They detect as magic and will fit any 
  humanoid. The wearer may ignore Sticky 
  and Slippery Floors, and gets up to +3 DX 
  to counter the effects of bad footing (that 
  is, rubble giving up to -3 to DX would be 
  ignored, black ice giving a -4 to DX would 
  only give a -1, and so on.) If and only if the 
  wearer also has Climbing skill, they roll 1 
  fewer dice for any Climbing roll.
  93
  The Fantasy Trip Treasure Cards Big Deck.indd   93
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  Several Rings of Virtue were made for the 
  guards of a long-ago king. Roll 1d:
  1, 2 –
  The Ring of the Canine Virtues. The wearer 
  gains Alertness, becomes totally loyal to 
  his master or leader, and acquires very bad 
  breath (-1 on reaction rolls).
  3, 4 –
  The Ring of the Feline Virtues. The 
  wearer gains Climbing and +1 on reaction 
  rolls, but can be distracted by sounds that 
  suggest food.
  5, 6 –
  The Ring of the Equine Virtues. The wearer 
  gains Running and their side hexes count 
  as front hexes, but IQ is reduced by 1.
  92
  The Fantasy Trip Treasure Cards Big Deck.indd   92
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  Some of these things are better than others. 
  Roll 1d:
  1, 2 –
  A remarkable Amulet Against Taxes. It 
  takes the form of a roll of paper tied with 
  copper wire. Once a month, make an IQ 
  roll, and if you succeed, you pay no taxes 
  that month.
  3, 4 – A magic flute which, when played, 
  attracts bats of all sizes.
  5, 6 –
  A plaque with an arrow that says “This 
  Way Out.” If you toss it onto the labyrinth 
  floor, it will point you toward an exit, but 
  you must walk away and leave it.
  91
  The Fantasy Trip Treasure Cards Big Deck.indd   91
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  An ornate bottle of preserved magical 
  ingredients. Roll 1d:
  1
  –
  Four ounces of dragon dung, worth 
  $200.
  2
  –
  A pickled giant salamander, worth 
  $150.
  3
  –
  The dried essence of 15 bats, worth 
  $150.
  4
  –
  10 pounds of Giant hair, worth $100.
  5
  –
  Three wolf brains, worth $40 each.
  6
  –
  Five orc livers, worth $30 each.
  100
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  An ornate bottle of preserved magical 
  ingredients. Roll 1d:
  1
  –
  Pickled dragonet, worth $100.
  2
  –
  Ten stone beetle brains, worth $20 
  each.
  3
  –
  Three gargoyle gallbladders, worth 
  $50 each.
  4
  –
  Two centaur hooves, worth $100 each.
  5
  –
  Four bloodtree hearts, worth $30 each.
  6
  –
  Three octopus eyes, worth $50 each.
  99
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  1, 2 – it will be just under boiling 
  temperature. It is made of red glass.
  3, 4 –
  it will be just above freezing 
  temperature. It is made of blue 
  glass.
  5, 6 – all impurities will be removed. It is 
  made of green glass.
  A long-necked bottle with about a half-
  gallon capacity. Liquid poured into it may 
  immediately be poured out again and . . .  
  (roll 1d):
  98
  The Fantasy Trip Treasure Cards Big Deck.indd   98
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  A Ring of Control (ITL p. 159) for . . . 
  (roll 1d):
  1
  –
  Elves
  2
  –
  Dwarves
  3
  –
  Orcs
  4
  –
  Halflings
  5
  –
  Goblins
  6
  –
  Prootwaddles
  97
  The Fantasy Trip Treasure Cards Big Deck.indd   97
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  The Serpent Arrows: A snake skin 
  quiver holding eight arrows with 
  heads like serpents. If an arrow hits 
  a figure it does no damage but turns 
  into a serpentine form with the effect 
  of a Rope spell; on a miss, or fired at 
  the ground, there’s no effect. A shot 
  arrow loses its power until placed 
  back within the snakeskin quiver, 
  which recharges it within an hour.
  GBT 2
  Gaming Ballistic Treasure Cards.indd   2
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  Vormagrod’s Coat: A suit of enchanted 
  plate armor designed for a giant. Its first 
  user was Vormagrod the Invincible, a 
  still-famous giant warlord from two 
  centuries in the past. It can fit any a 
  3-hex giant, ogre, or greater demon. 
  The armor is enchanted to stop 2 extra 
  hits (total 7 hits) and also raises its 
  wearer’s DX by +1.
  GBT 1
  Gaming Ballistic Treasure Cards.indd   1
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  The Fantasy Trip
  Treasures
  TM
  Notes:
  Krakenbane’s Lance: A harpoon-like 
  spear wielded by the great pirate-king 
  Yord Krakensbane, only to be lost 
  at sea during a naval battle. Decades 
  later, villagers found it in the belly 
  of a beached whale. It’s a fine (+1 
  damage) weapon further enchanted for 
  +3 damage and is also an Amulet vs. 
  Drowning; it does 1d+4 damage.
  GBT 3
  Gaming Ballistic Treasure Cards.indd   3
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SOURCE: textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Decks Of Destiny/Rumors and Treasures/Fantasy Trip Decks of Destiny Treasure Cards.pdf