TEXT: The Fantasy Trip
  Issue #1 • April 2019
  HEXAGRAM
  TM
  TM
  
  •2•
  •2•
  The magazine turned out to be The Space Gamer. I didn’t get the 
  job; I was overqualified. (It went to Ben Ostrander, who did fine 
  work.) Instead, I got hired by Metagaming as a game developer.
  So on that one thin hook of the word “zine” hangs my career!
  This is a zine in the style of the 80s, when TFT first came out. The 
   crew at Kickstarter decided to do a promotion to create old-school-
  style gaming zines, and as soon as we read about it, we were SO in!
  We’ve included the kind of material that you would find in 
  zines of the day: mini-adventures, charts and tables, magic items, 
  discussions of what’s coming next. There’s even a lettercol. 
  Remember lettercols? In this case we got our “letters” from the 
  Kickstarter comments.
  Will we do another issue? Yes, we will! This is not a money-
  making project. We did it because it’s fun and because it may help 
  promote TFT. And it got an amazing reaction from our backers. We 
  really do miss working on Space Gamer, with its constant variety of 
  short articles. The modern game economy just won’t support a nice 
  print magazine. But maybe, just maybe, it will support an occasional 
  KS zine. And when support for Hexagram reached $8,500, that 
  unlocked the stretch goal “Do #2!”
  So keep following us on Kickstarter to find out what we do with TFT 
   and Hexagram, and when, and whether we make our saving rolls!
  – Steve Jackson
  PS – A zine anecdote: Many, many years ago, I was a bored law 
  school student. In a vain attempt to not do my homework, I was 
  reading the school paper. Even the classified ads, which I did not 
  normally look at – but I was very bored. And one of those ads was a 
  help-wanted ad for a “zine editor.” Now, “zine” was not a common 
  word at the time – back then, it meant, 99 times out of 100, a science 
  fiction zine. So I replied to the ad!
  Welcome to Hexagram!
   IN THIS ISSUE 
  Welcome to Hexagram!
  Steve Jackson
  2
  Letters
  You!
  3
  Overloading a Treasure Chest Phil Reed
  4
  Snackromancer
  Guy McLimore
  7
  Twenty Terrible Traps
  Steve Jackson
  11
  Rumors and Truths
  Steven Marsh
  17
  The Dungeon Uncrawled
  Steven Marsh
  19
  Ships and Boats in TFT
  David Pulver
  22
  Adventure Hooks
  Eric Dow, Andrew Hackard, 
  Steve Jackson, Steven 
  Marsh, and Guy McLimore
  26
  Preview: Decks of Destiny
  Steve Jackson
  29
  Hazards and Obstacles
  Phil Reed
  34
  The Paired Parchments
  Howard Kistler
  36
  Concept and cover design: Phil Reed  •  Editor: Steve Jackson
  Layout and design: Ben Williams
  Illustrations: Luigi Castellani, Rick Hershey, William McAusland, Guy 
  McLimore, and Maciej Zagorski
  The Fantasy Trip, Hexagram, Warehouse 23, the pyramid logo, and the names of all 
  products published by Steve Jackson Games Incorporated are trademarks or registered 
  trademarks of Steve Jackson Games Incorporated, or used under license.  
  Hexagram is copyright © 2019 by Steve Jackson Games Incorporated. 
  
  •3•
  So, how about a stretch goal to make it smell like old school 
  xerox machines? – ch\/\/olfgang
  Scratch and sniff, right? – SJ
  Please make a 24” × 24” gladiatorial arena neoprene mat with 
  various holding pens tucked in the corners for contestants and critters. 
  Then you could do character cards for gladiators too. – HRH Mo
  I think you might like a couple of the sketches sitting in my office. 
  We’ll see how they progress. – SJ 
  PS – isn’t any fighter a gladiator if you put him in the arena and 
  tell him Gladiate Or Die?
  I’d like to see more content added to the ‘zine as opposed to 
  these “extraneous” rewards . . . if you’re going to add an encounter 
  or some story hooks, put them in the magazine, not just online!  
  – Jeff Vandine
  We got lots of agreement to this. We hear and obey. Stretch
  material posted to the site will now also be found here in the zine, 
  except for some of the cards, which will 
  reappear in Decks of Destiny. – SJ
  No zine should be without a lettercol, and you sent us some great 
  comments during the Kickstarter. So:
  Will SJ Games be accepting submissions for this initial issue? 
  What about future issues? – Joe Tippets
  We did this issue with our existing staff and contributors, plus 
  a couple of items that appeared on the doorstep. Later issues will 
  definitely be open to submissions. Now that several examples of short 
  TFT items are posted on the site, and more here in the zine itself, 
  we’ll have good examples to point to and say “Kind of like this!” – SJ
  There is a TFT Discord server and if you wish to discuss this 
  magazine now or after its release, or share in the TFT fan community, 
  you’re welcome to join us at https://discord.gg/Z7AtdCe.
  Also, question: Will you be typing the magazine on an IBM 
  Selectric? – Tollenkar
  Awesome. I’ve already dropped in to the Discord a time or ten. 
  And don’t think we didn’t think about a Selectric – I still have mine! 
  But we decided that regular typography was just easier to read. – SJ
  Just wondering if SJG has considered some sort of Monsters 
  compendium for TFT as a potential future KS project.  
  – Charles McKnight
  We have some ideas, yes. – Phil Reed
  Letters 
  
  •4•
  What’s inside the Legacy Edition and how did it get there? To 
  answer that, we have to go back to early 2017.
  • Melee & Wizard. We knew that 
  we wanted to release both games 
  in a small, inexpensive format to 
  follow the model set when the two 
  games were first released in 1977 
  and 1978. We were never going to 
  hit the $2.95 and $3.95 price tags of 
  the seventies, but when adjusted for 
  inflation – and if you compare the 
  quality of the new edition to the originals – our $14.95 price tag 
  (each) is pretty comparable in value. 
  • In the Labyrinth. One of 
  the benefits of Steve securing 
  the rights to The Fantasy Trip 
  meant that we could solve one 
  of the game’s early problems: 
  The 
  roleplaying 
  game 
  book 
  was broken apart and split into 
  multiple titles! We planned the In 
  the Labyrinth book (including the 
  Advanced Melee and Advanced 
  Wizard books) as a single 160-
  page book; your support pushed 
  the total page count to 176 which 
  made the finished book much 
  better. Thank you!
  By Phil Reed
  Despite the trends in gaming, I’m of the belief that a roleplaying 
  game boxed set, if properly packed, can generate that same sense of 
  wonder that many of us felt 30+ years ago when we opened our very 
  first RPG set. The magic of books, maps, dice, and more all packed 
  inside a box – which made the entire package look more like a game 
  than today’s textbook RPGs – is as powerful today as it was in the 
  age of Reagan . . . just so long as the box is suitably overloaded.
  Now that The Fantasy Trip Legacy Edition is officially through 
  the manufacturing stage and, as of this writing, 
  on a ship, we can look 
  back at what went into the 
  creation of the game. What 
  started as a respectable 
  box of stuff grew, as your 
  support 
  on 
  Kickstarter 
  piled high, leaving us 
  with a monster-sized box 
  that, if we could somehow 
  transport it back to the mid-
  eighties, would have made 
  teenaged me scream in 
  excitement. As it is, present 
  me is impressed and proud 
  of the remarkable Legacy 
  Edition box.
  Overloading a Treasure Chest
  
  •5•
  • Death Test, including Death Test 2. Many, 
  many of you asked that this be a part of the 
  project, so we did what we could to frontload the 
  costs and make the two programmed adventures 
  early stretch goals. Thankfully, your support 
  even allowed us to box the two adventures 
  together which just contributes to that “this is 
  awesome!” feeling while pulling items from the 
  Legacy Edition box.
  • GM Screen. Not everyone sees the value in 
  a GM screen for an RPG, but I think that all of you 
  will be impressed with the quality of the screen we packed inside 
  the box. Personally, I am tired of flimsy, cheap-looking screens, so I 
  made sure to direct some of the project’s funds to making this screen 
  as incredible as possible. And between Guy McLimore’s work on 
  the screen’s first draft, and then Sabrina’s patient re-creation of the 
  material as I pushed, poked, and prodded the panels, the end result is 
  a work of art. With the tiniest bit of experience, a GM can run entire 
  adventures using only the screen, some dice, maps and counters,
  and a little 
  imagination. 
  Leave 
  your books 
  at home, 
  gang, and 
  embrace the 
  greatness of 
  the screen!
  • Tollenkar’s Lair. Rather than fold the 
  original 1980 adventure into the In the 
  Labyrinth book, we chose to keep the 
  adventure as a separate title and pack it inside 
  the box. After all, an adventure as a separate 
  book is totally acceptable (preferred, in fact).
  And that was pretty much all that the game 
  would have been had we followed the normal 
  process of design, production, manufacturing, 
  and release. Fortunately, though, we took The 
  Fantasy Trip to Kickstarter . . . where you 
  blew us (and every single stretch goal we set in front of you!) 
  away.
  A few of the key additions to the box that truly make it an RPG 
  that we’ll never forget include:
  • Die-cut megahexes, as well as a storage box. These modular 
  labyrinth parts, dry erase at that, allowed Steve to see an idea from 
  long ago brought to reality. The addition of illustrations to the reverse 
  side of each tile, masterfully created by Dyson Logos, make the 
  megahexes even more stunning than they were before his touch. The 
  storage box, constructed because of the number of you who asked 
  for storage solutions, is one more 
  piece of the puzzle and helps 
  with our goal to make 
  you say “wow” when 
  pulling components 
  from the box.
  
  •6•
  The game is big, heavy, and as overloaded with play value as it 
  is with game components. Thank you for helping us to make this 
  game the beast that it is. As we’ve said before, we wouldn’t be here 
  without your support . . . and this time around, we wouldn’t be 
  shipping three containers loaded with a single game if it hadn’t been 
  for your belief in us and The Fantasy Trip.
  Thank you.
  • Player Folio. 
  Another component born 
  out of repeated requests 
  for storage space for 
  character sheets and 
  other campaign papers, 
  this is going to be a 
  popular item with the 
  players who are into 
  office supplies and 
  keeping notes. We’ll 
  have to create another 
  one of these in the 
  future.
  And all of that is only some of what we packed inside the box! 
  In fact, we kinda overloaded the box and had to keep measuring, 
  rearranging, and testing design after design to pack everything 
  safely into the finished box. I spent an entire day with our print rep, 
  David from GPI, doing nothing more than drawing on a whiteboard 
  and discussing a solution to the question: How do we fit it all in? 
  The answer: A bigger box. 
  The Legacy Edition box is one of those projects that I’ll never 
  forget. Like the Ogre Designer’s Edition before it, what sets the 
  Legacy Edition apart from many other projects is the size and weight 
  of the finished package. We took two inexpensive microgames, 
  a few adventures, and some RPG books from the seventies and 
  eighties and created a modern day roleplaying game that is sure to 
  go down as a work of art.
  
  •7•
  Emilius’ new tastes were quite pleasing and clients returned – but 
  the real culinary masterpieces are saved for the few ultra-exclusive 
  patrons invited to the Maestro’s Table, a separate area with only 
  a handful of small tables. Only the wealthiest can afford to dine 
  there, but the dishes – prepared personally by the chef and a single 
  assistant – are of such incredible quality as to have the highest of the 
  high begging for a reservation.
  Emilius will not discuss this new assistant, saying half-jokingly, 
  “He is the only person entrusted with the secrets I picked up on 
  my travels. I can’t risk having some other establishment try to hire 
  him away!” Those who have met him describe him as a pleasant 
  young man – surprisingly young for one in his position – who seems 
  open, guileless, and innocent. This may be why Emilius keeps him 
  separated from his patrons and other locals as much as possible.
  Emilius is making an embarrassing amount of money since 
  his return, but is giving back to the community as well. Though 
  not generally having been considered open-handed in the past, he 
  has built a large soup kitchen in the poorest part of the city, with 
  members of his crew and volunteers going here 
  to feed those normally unable to afford meals 
  of any sort. The food is simple – not the usual 
  Emilius creations, to be sure, but it is hot, 
  nourishing and free. Maestro Emilius 
  does not spend much time there since 
  the well-publicized opening, but he 
  does send Sven there daily, along 
  with the new assistant, to keep 
  watch on quality and cleanliness.
  By Guy McLimore
  Background
  The great chef Emilius Calagrius ran the 
  finest restaurant in the entire barony for 
  almost a decade, but his traditional 
  dishes gradually lost favor, 
  causing his business to slowly 
  decline. Facing ruin of both 
  his reputation and finances, 
  Emilius abruptly closed his 
  doors, announcing solemnly that 
  he would travel “to exotic distant lands” in search of new spices, 
  techniques, ingredients, and recipes to please his jaded clientele.
  Two years passed and Emilius did return, reopening his restaurant 
  with great fanfare. He spared no expense in offering the finest dining 
  experience in the realm.
  Emilius brought back from his travels an entirely new kitchen 
  crew, most of whom spoke almost nothing of the local languages. 
  These foreigners kept to themselves for the most part, guided by 
  Emilius’ new restaurant manager – a darkly brooding man known as 
  Sven who was one of the few who could talk to both the crew and 
  local suppliers in their own tongues. Sven is apparently not himself 
  a chef, and rumors abound that he’s really a wizard hired by Emilius 
  to keep an eye on the new crew and prevent them from giving away 
  the chef’s secrets.
  Snackromancer
  
  •8•
  His name is Clu, and he’s quite young. He seems gentle, almost 
  “simple.” He likes to talk about food but doesn’t seem to know 
  much about haute cuisine. He is fascinated by magic and wizards, 
  and might confide that his “mommy” was a cook and his “daddy” 
  was a man of magic himself. Both passed away some time back; 
  Clu was left alone until Sven found him and brought him to “the 
  Maestro,” as Clu calls his employer.
  The truth is stranger than even the rumors might have it. Clu is 
  a rare breed indeed – a wizard savant. Though he’s had almost no 
  formal training in either the magical or culinary arts, this simple 
  young man has combined what his mother and father showed him 
  into an almost unconscious spell-casting ability that works much 
  like the well-known Meal spell – but cranked up to eleven. Under 
  prompting from his “Maestro” (who he adores) or Sven (of whom 
  he is a little afraid), Clu can generate small meals out of thin air, and 
  they are almost preternaturally delicious.
  The cost to Clu in ST is the same as the 2/ST 
  per person of the normal Meal spell, so he can’t 
  produce much of this manna per day. Nor is he 
  smart enough to teach his technique to others. 
  He really does not understand it himself.
  Sven, a wizard of some skill himself, found 
  Clu working in a little inn and developing a 
  reputation, and brought him to Emilius 
  when the great chef passed through. 
  Under the wing of Emilius – who really 
  is almost as good as he thinks he is – 
  Clu’s talent blossomed.
  Naturally, Emilius’ competitors range from envious to suspicious 
  to downright derogatory. Some say that Emilius’ dishes in the main 
  dining room are just his old-hat menu dressed up with a few exotic 
  spices, with the only extraordinary dishes reserved for the special 
  tables. A few claim to have investigated and found that the new 
  dishes – when someone could smuggle out a sample – have a faint 
  aura of magic about them. Emilius won’t confirm that, but it would 
  not be the first time a chef of his caliber has employed ingredients 
  and spices that were magically harvested or enhanced. Certainly his 
  most special clients have no complaints at all.
  GM Information
  GMs can dole out information to the players as they see fit, 
  perhaps leaking some of it as rumor at lesser establishments. If 
  their curiosity is aroused, make them work for the juicier details. 
  Though it is unlikely any PC will have the wherewithal to dine at the 
  special tables, those with a little treasure to spend might get inside 
  and sample the regular food (delicious but nothing truly amazing). 
  They might get chances to meet Sven (who speaks with an almost 
  impenetrable accent and has little patience for people in general) 
  in town or around suppliers. Determined investigators could get 
  menial jobs at the restaurant. None will get into the main kitchen, 
  let alone the separate area used to prepare meals for the invitation-
  only dining room. Security is tight, as one would expect for a place 
  where the wealthiest and most important nobles eat. But even a part-
  time menial might get a chance to meet the chef’s “special assistant” 
  briefly before Emilius or Sven whisks him away into the back.
  
  •9•
  Taking a Dark Turn
  When Emilius (who underneath his bluster and ego is rather a 
  nice guy) decided to open the soup kitchen, Sven saw a chance to 
  boost Clu’s ability to produce. He got Emilius to let him personally 
  oversee that operation and uses some his countrymen to assist.
  Though neither Clu nor Emilius is aware of it, Sven is draining 
  ST from as many of the kitchen’s clients as he can get away with 
  and transferring the ST to Clu, via Aid spell, to power creation of the 
  special meals in the evening. Sven does have a slim wand he uses as 
  a Staff, though he keeps it hidden most of the time.
  The Drain Strength spell won’t kill, but a lot of the street people 
  who seem sickly or falling-down drunk at the end of the day have 
  been mildly drugged and drained of most of their ST by Sven. As 
  Sven gets greedier and targets more patrons, PCs or their NPC 
  associates might get wind of the odd goings-on . . . or fall victim 
  themselves if they happen to be the type who might visit a soup 
  kitchen either as a patron or volunteer.
  NPC Reactions
  Clu is trusting, innocent, and in no way clever enough to figure 
  any of this out for himself – but if he is shown the light (not an easy 
  task), he’ll never go along with it. He likes people and wouldn’t ever 
  hurt anyone on purpose. He’s unlikely to believe his beloved patron, 
  Emilius, is capable of evil of this sort . . . but he knows Sven is scary. 
  Clu might just show backbone at an opportune time, however. (Or 
  he might take a stand at exactly the wrong time and draw violent ire 
  from a cornered Sven.)
  Sven and the Maestro worked out a partnership. Sven helped 
  finance the venture and owns half of the restaurant. He also brought 
  some of his countrymen as workers. Emilius brought his reputation 
  and big-city knowledge. The result would be an incredible fortune 
  for both – if Clu’s output were not so limited.
  Clu’s untrained “magic” can’t be supplemented with normal 
  Powerstones. He can’t even make a Staff. To squeeze more out of 
  Clu, Sven first supplemented Clu’s ST with his own via the Aid 
  spell, then began bullying some of his countrymen to allow him to 
  use the Drain Strength spell to get ST to feed to Clu. But at a five-
  to-one ratio for ST transfer, he ran out of even pseudo-volunteers 
  too fast.
  The few patrons Clu can feed a day are not enough for a real 
  bonanza, especially since the restaurant itself is expensive to 
  maintain. They’d make more money giving up everything but the 
  special patrons, but Emilius tells himself that would attract far too 
  much attention. In fact, he loves what he does and is not willing to 
  become merely sous-chef to a wizard.
  
  •10•
  Kidnapping some of the PCs (or NPCs they care about) to be used 
  as living ST batteries is not out of the question for Sven. Though he 
  tells himself that no one dies as a result of his scheme, in truth Sven 
  has no more personal integrity than your average necromancer. If he 
  did have to kill people to keep his new wealth flowing, he’d do so.
  Aftermath
  Should the PCs resolve the situation one way or another, a 
  shamed Emilius will stand up to Sven (if the wizard survives), 
  buy him out, and bring the reality of his operation back to what 
  it always pretended to be. The ST-robbing Sven will cave in if his 
  crimes become known; he’ll probably skip town some dark night 
  with whatever cash he can raise.
  If Emilius’ reputation is too badly damaged by the affair, and 
  the restaurant closes, he will still make sure Clu is taken care of – 
  perhaps by getting the boy a cushy position “cooking” for a small, 
  wealthy patron family who would give him a comfortable lifestyle 
  in exchange for a very special evening meal daily and the occasional 
  heavenly snack.
  If Emilius stays in business, he will be grateful to the PCs – just 
  how grateful depends on whether he feels they “saved” him, or 
  “exposed” him. But he’ll remain as a useful contact.
  Emilius is unlikely to ask questions about the increased output of 
  the special kitchen as long as the money and praise keep coming in– 
  though if confronted by the PCs he might face his vague suspicions 
  and admit that what is happening is wrong and beneath him as a 
  culinary artist. If his patrons or the young Clu are directly threatened, 
  he’s likely to become quite protective.
  For his part, if his meal ticket (ahem) is threatened, Sven will 
  certainly retaliate. He’s not above sending some of his beefier 
  countrymen after the PCs with cleavers and butcher knives in 
  some dark alley. If pressed,
  he might use his 
  own wizard skills 
  against them, 
  though aside from 
  Drain Strength 
  he’s not really 
  a high-level 
  combat wizard.
  
  •11•
  By Steve Jackson
  When poisoned arrows and falling rocks fail to amuse, get out 
  that poor neglected d20 and roll on this table for inspiration.
  1. Mud Pit. The trap-layer has found or dug a pit, anywhere from 
  a few inches to many feet deep. The pit is filled with mud, and dirt 
  and gravel from the surrounding area are scattered on top. After the 
  mud dries to a crust, a bit of bait can even be placed on top – a skull 
  and a gold coin, perhaps?
  To Spot: Seeing this should be a regular 3/IQ roll (2/IQ for Detect 
  Traps or Tracking skill) . . . unless the trap-layer has really taken 
  time to make it a perfect match for the cavern floor. In that case, 
  make the PCs roll an extra die.
  To Avoid: If the trap is seen, you just don’t 
  step in it. Depending on the width, it might 
  be jumpable, or it might be bridgeable, or you 
  might just be able go to around. Perhaps there 
  are handholds on the wall which let a Climber 
  fly-walk past the trap. Perhaps there is a hanging 
  rope on which PCs can swing across. Of course, anyone who puts 
  their full weight on a hanging rope deserves whatever falls on them.
  If it’s not seen, the lead PC will put a foot in it, sink down, and 
  probably fall in. The only way to avoid breaking the crust and 
  going in would be to yank yourself back: a 4/DX roll unless you are 
  proceeding very slowly or using, for instance, Stealth. 
  To Disarm: Not applicable unless you have magic that can turn 
  mud into rock.
  Damage: No actual damage. If it’s a few inches deep, it doesn’t 
  even stop the victim – just slows them down. If it’s a foot deep, it 
  slows them down a lot. If it’s deeper, the victim may need to be 
  rescued. And, in a cinematic dungeon, it could be quicksand!
  2. Glue. Of course, even a three-inch-deep pit filled with sticky 
  glue might immobilize a PC forever, so let’s talk about a very thin 
  layer . . . inconvenient, but escapable.
  To Spot: Anywhere from 2/IQ (pretty obvious, glitters in 
  torchlight) to 4/IQ (Devious Dan’s Patented Invisible Glue). 
  To Avoid: As for the mud pit, except you don’t fall unless, perhaps, 
  you were running, in which case you might wind up stuck in more 
  places than just a foot.
  To Disarm: Don’t leave this to a die roll; make the players think 
  it through. Is the glue flammable? Is there a nearby source of sand 
  to cover it?
  Damage: Treat as a Sticky Floor spell.
  Variations: What about glue where the PCs are likely to lean or 
  rest a hand? What about a mud pit with handholds on the wall, and 
  the middle handhold has glue on it that traps a hand?
  3. Glass Beads. Just tiny marbles. They could be stone instead of 
  glass. The point is that they are terribly unstable footing!
  To Spot: Scalable from 2/IQ (colored marbles) to 4/IQ (spheres of 
  non-reflective stone the color of the floor).
  To Disarm: Got a broom?
  Damage: Treat as a Slippery Floor spell. 
  Variation: A sophisticated trap might dump lots of beads along 
  a whole section of tunnel, creating an instant Slippery Floor 
  underneath the entire party.
  Twenty Terrible Traps
  
  •12•
  To Disarm: Per the trip mechanism.
  Damage: No direct damage, but the monsters will do what 
  monsters do.
  Variations: Perhaps a portcullis also falls behind the PCs, or 
  even in the middle of the party, to interfere with escape. Perhaps the 
  trap releases two antagonistic monsters . . . and if the PCs are alert 
  enough, they can go on and let the monsters fight.
  7. Confined Area. This is a variation that can be applied to many 
  traps; if you are rolling randomly, keep this result and roll again to 
  decide what kind of trap is thus enhanced.
  The basic theme is simply that the trap is set in a space so confined 
  that rolls to avoid it become very difficult, if not impossible. 
  If a regular “spear showing out of the wall” trap is 3/DX 
  to dodge, how hard does that become in a narrow, twisting 
  tunnel? At least 5/DX.
  Variation: The area is confined because the bodies of 
  previous victims, mysteriously unscavenged, are still 
  here.
  8. Triggered Trap Hides The Real One. This 
  is a variation that can be applied to many traps; 
  if you are rolling randomly, keep this result and 
  roll again to decide what kind of trap is thus 
  enhanced.
  The PCs see a trap that has obviously been 
  removed or triggered. Perhaps the body of a victim 
  is still there. But the body, or the newly opened 
  path, is the bait to lure delvers into the real trap!
  4. Tracking Paint. The floor has a thin layer of wet paint. Anyone 
  who steps in it will leave easily seen footprints for as long as it 
  seems interesting.
  To Spot: 3/IQ would be about right.
  To Disarm: Sand? Or something you can step on, or even cover 
  your feet with?
  Damage: None. Just sets the PCs up for a later encounter.
  Variations: What about a tracking scent that will be followed by 
  the trap-layer’s hounds (or hellhounds)? What about something that 
  is irresistible to bugs or slimes?
  5. Falling Feathers. A trip mechanism releases a huge cloud of 
  feathers over the PCs.
  To Spot: Depends on the trip mechanism; an ordinary tripwire 
  might be 3/IQ.
  To Avoid: Per the trip mechanism.
  To Disarm: Per the trip mechanism.
  Damage: Mostly to the PCs’ nerves! They will be blinded for a 
  moment, distracted for longer.
  Variation: If someone has remnants of paint or glue on their feet, 
  the feathers will stick.
  Possible Benefits: If there is (for instance) a glue trap later on, the 
  party could come back and get feathers to cover it.
  6. Release The Whatever! A trip mechanism releases a creature 
  or monster. This is infinitely scalable, from a cage of piranhakeets to 
  a roomful of angry, hungry giants.
  To Spot: Depends on the trip mechanism; an ordinary tripwire 
  might be 3/IQ.
  To Avoid: Per the trip mechanism.
  
  •13•
  To Spot: Up to the GM, but always harder to spot if the party is 
  in a hurry.
  To Avoid: Once detected, there must be some way to go around it, 
  unless this whole route is a distraction and the party should go back 
  two rooms and turn left.
  To Disarm: If the mechanism is simple, like the sawed branch, 
  there may be no way to disarm it. A more complex trap could be 
  jammed or sabotaged by someone with Remove Traps.
  Damage: Typically, simple falling damage from the trap to the 
  floor. Might be a long way down . . .
  Variations: The false handgrip could dump you into a mud pit, a 
  beast pit, a rushing river, or, if the GM is really fiendish, a comfy bed 
  with clean sheets and a little mint on the pillow. 
  11. Gas Candle. It looks like an ordinary candle, but after it 
  burns for a minute it turns into a firework, discharging a gout of 
  smoke which is treated as a Gas Bomb for the poison or potion used.
  If the trap-layer is subtle and not in a hurry, a whole box of 
  candles – all ordinary candles, but the one – could be found in a 
  dusty cupboard or on the body of a previous victim.
  To Spot: Only 2/IQ for a Chemist or Alchemist. 4/IQ for anyone else.
  To Avoid: As for a gas bomb.
  To Disarm: Don’t light it.
  Damage: Per the poison or potion used.
  Variations: Make it a torch, not a candle. Or make the candle 
  subtly envenomed, so that it does not go off all at once, but anyone 
  who stays in close quarters for the whole time the candle burns will 
  feel its effect. Sleep is an especially good effect for a subtle gas 
  candle.
  9. Envenomed Thorns. This is the kind of 
  trap that might be set by a subtle foe with a lot 
  of attention to detail, and possibly several minions 
  with paintbrushes. A plant is selected that has 
  modest thorns – prickly, but nothing you’d take 
  special precautions when handling. A rose, for 
  instance. Then its thorns are painted with a poison 
  or potion. If a hero chooses to macho it out and 
  push his way through that rosebush . . . well, life is 
  a learning experience.
  To Spot: This is a subtle trap. 4/IQ unless the party has said they 
  are looking for things that might be poisoned. Detect Traps won’t 
  help much if at all, but Naturalist might.
  To Avoid: Wear gloves and don’t be an idiot. 
  To Disarm: Carefully snip off the thorns? On the whole, it would 
  be better most of the time to just avoid it.
  Damage: Per the poison or potion used. 
  Variation: A really subtle trap-layer might put the roses safely out 
  of the path in room 1. Then, about room 4, the party encounters a 
  trap or puzzle that can be solved by a flower. Aha! Someone rushes 
  back to grab a rose. PCs, for some reason, are often less careful 
  when they have already “cleared” a room once. Hilarity ensues.
  Possible Benefits: Roses are nice.
  10. False Handgrip. This could be as simple as a branch sawed 
  half through, or as complex as a ladder rung, halfway up the side of 
  a vertical shaft, that comes free when weight is placed on it, reels 
  out six feet of cable, and then jerks to a stop before resetting for the 
  next victim.
  
  •14•
  To Avoid: Depends on the triggering mechanism.
  To Disarm: Also depends on the triggering mechanism. 
  Damage: None.
  Variations: Perhaps the trap-layer hopes that the sound of the 
  alarm will stampede intruders into the real trap a few steps farther 
  on, or discourage them from hanging around to get their comrade 
  out of the glue.
  Possible Benefits: If the automatic noisemaker can be 
  disconnected, it might prove to be a useful distraction later in the 
  adventure.
  14. Dunkin’ Delvers. The trap, possibly a weakened bridge, 
  precipitates the intruder into a water-filled pit. The sides are slick 
  and have no handholds. The only way the victim can survive long 
  enough to be helped is to shed all their armor and dog-paddle.
  To Spot: Depends on the details. A bridge might simply have a 
  sawn board (2/IQ to spot for Detect Traps or Engineer, 3/IQ for 
  others). Or a tripwire or gimmicked step at the far end of the bridge 
  might cause the whole bridge to collapse (at least 4/IQ to spot this 
  before anyone goes on the bridge).
  To Avoid: Allow anyone next to solid ground, or a solid part of the 
  bridge, a DX roll to escape; details depend on how wide and solid is 
  the area being jumped to.
  To Disarm: Depends on mechanism. A simple sawn board can’t 
  really be disarmed!
  Damage: None directly . . . unless, of course, there is something 
  hungry in the water.
  Possible Benefits: There might be a lot of cast-off armor at the 
  bottom of the pit, and perhaps even some gold.
  Possible Benefit: If the party knows what it has, it can use it 
  against foes, or easily sell it once back in town.
  12. Illusion Wall. 
  Someone or something 
  (noxious beasts, a 
  raging river, a roomful 
  of poisonous exploding 
  rocks) is trapped behind 
  a wall that is a “permanent” 
  illusion. The trap is triggered when 
  a hidden watcher disbelieves the wall. 
  Do not spring this on a low-level party.
  To Spot: Not spottable just on a die roll. 
  The hidden watcher might or might not be 
  spottable. Detect Magic will detect an illusion.
  To Avoid: Depends on circumstances. “Go 
  somewhere else” is not a bad idea. Or trigger it, perhaps 
  from a safer distance via Dispel Illusions, and deal with the 
  consequences. 
  To Disarm: Spot the watcher and render them unable to disbelieve 
  the wall.
  Damage: Whatever is hidden behind the wall when it evaporates.
  Possible Benefits: Almost certainly the illusion is the product of a 
  Maintain Illusion item, which is valuable if it can be found!
  13. Alarm. The trap itself does nothing but set off a loud alarm – 
  a clockwork bell, perhaps – that rattles the PCs and alerts foes that 
  they’re coming.
  To Spot: Probably just a tripwire: 3/IQ.
  
  •15•
  Damage: As much or as little as the GM wants. Perhaps they 
  will only step into a mud trap. Perhaps they will fall 50 feet into the 
  alligator pit. Perhaps there is also mud in the alligator pit!
  Variation: If the timber were somehow to stick to the carriers’ 
  hands, everyone’s roll to escape falling through would go up by 1 
  die. That’s only suitable for a highly cinematic dungeon, though; 
  realistically, you’d notice if you picked up a timber that you could 
  not drop again.
  17. Powerful Absurd Magic. In a cinematic setting, or pretty 
  much any game played after 2am, a trap might take the form of a 
  silly and unknown magical effect, such as:
  • Dispel Pants.
  • Magnetize Armor.
  • Shorten – for the next five minutes all victims are only half as tall.
  • Summon Chipmunks – a thousand of them.
  The trigger for this effect can be anything or nothing. If it’s late 
  enough that a spell like this is amusing, the GM may just say “When 
  the door closes behind you, this happens . . .”
  To Spot: If the players detect the warning signs of an absurd GM, 
  they can suggest that it’s time to wrap it up for the night. Otherwise, 
  unspottable.
  To Avoid: Give the GM cookies.
  To Disarm: If cookies were provided in a timely fashion, nothing 
  further need be done.
  Damage: Ideally, none, since this is blatant comic relief.
  Possible Benefits: If the GM pulls something like this, it is only 
  fair if the players can find a use for magnetic armor or a great many 
  slightly-used chipmunks.
  15. Deadfall. Sometimes the old ways are the best. A deadfall is 
  simply a rock or big, solid timber held in place by a delicately balanced 
  wedge or forked stick. A tripwire yanks the wedge away. This type 
  of trap is used by primitive hunters, and might be found on a forest 
  trail, set merely to catch food and with no malice toward the PCs.
  To Spot: Probably just a tripwire: 3/IQ.
  To Avoid: Leap out of the way. Probably fairly easy: 2/DX.
  To Disarm: Tripwires are trivial: 3/IQ even if you don’t have 
  Remove Traps.
  Damage: Huge. 3d is not out of line.
  16. Ram of Regret. The party is confronted by a very solid door. 
  But wait! They remember, a couple of rooms back, a big, solid 
  timber. Perhaps it was part of a deadfall trap. Cleverly, they decide 
  to use it as a battering ram . . .
  Unfortunately, the door is made such that the first hard blow 
  releases all the locks. The second hard blow will meet no resistance 
  and will knock the door wide open, and perhaps the ram-carriers 
  will continue right through. Whoops!
  To Spot: This one really can’t be spotted. The evil is all within the 
  door or behind it, and there’s no magic. If the party stops to examine 
  the door after one smash, though, they’ll find the trap without a die roll.
  To Avoid: Depends on whether the party was carrying the ram and 
  running, or standing still and swinging. If they were running, the 
  first two carriers must roll 5/DX to avoid going through, the second 
  pair must roll 4/DX, and so on.
  If they were standing still and swinging the ram, only the lead 
  two are at risk, and their roll is only 3/DX.
  To Disarm: Not really applicable.
  
  •16•
  To Avoid: Don’t eat strange food!
  To Disarm: This is exactly what the Cleanse Poison spell is for.
  Damage: As powerful as the GM cares to make it, remembering 
  that the more powerful a poison, the easier it is to detect in many ways.
  Possible Benefits: If you have food that you know is poisoned, 
  and hungry monsters to fight, the problems can solve each other.
  20. Stealth Zombies. Delvers expect to find their predecessors 
  dead in traps. However, when they find a body in a trap, they tend to 
  expect it to stay decently dead. Therefore, a trap-layer could stage a 
  nice little scene – perhaps four or five adventurers, their bodies only 
  a bit rat-chewed, where they fell in a vain attempt to escape a gas 
  trap. One is an elf, one is a wizard . . . they were obviously a party 
  like the PCs, who ran out of luck.
  Except they’re all zombies, wearing Zombie Rings to avoid 
  waning away, with orders to wait one minute after they are disturbed 
  before attacking.
  To Spot: Paranoia is the only thing that will help here. 
  To Avoid: Run!
  To Disarm: If the zombies are beheaded before they activate, the 
  problem goes away, but that would require intuition on the part of 
  the players . . . or an advance look 
  at the GM’s notes.
  Damage: Whatever 
  the zombies do.
  As always when traps are discussed, I recommend Grimtooth’s 
  Complete Traps, from Flying Buffalo, for never-ending inspiration.
  18. Word of Command. One of these potent magics (ITL pp. 34, 
  161) inscribed on a wall can be a powerful trap, especially if it is set 
  up so that everyone sees it at once . . . for instance, by writing it in 
  large characters behind a false door.
  To Spot: The GM can set this up so there is little possible warning. 
  Or, to make it an avoidable trap, let a tripwire cause a window shade 
  to roll up and display the mighty Word.
  To Avoid: Per Word of Command rules.
  To Disarm: Depends on the underlying trap.
  Damage: Depends on the Word. There is no Word of Command 
  that does direct damage, but a party forced to Flee into unknown 
  territory, or Kill anything living, is in deep trouble.
  Possible Benefits: If the Word is written on something portable, it 
  may be useful later if the party can avoid reading it again themselves, 
  and is certainly salable after the adventure.
  19. Poisoned Food or Drink. Obviously, only a ninny would 
  partake of food or drink found in a dungeon crawl. The trick is to 
  convince the players that the food isn’t part of the GM’s plans. For 
  instance, make a show of randomly rolling the contents of a slain 
  adventurer’s pack. Include a bottle of wine or some regular travel 
  rations. The party may very well accept this as manna from heaven. 
  Poisoned manna, as it will turn out.
  To Spot: The trick is to get the party not to bother. If they do test 
  for poison, a Chemist or Alchemist will find it automatically (this 
  is not a general rule, but for some semblance of fairness, allow it 
  in this case). Or any real-world test for poison, such as sampling a 
  tiny bit or holding a bit against your arm for an hour or so, should 
  be allowed to work. 
  
  •17•
  Unless the heroes are an unusual party – with, say, two dwarves and 
  a centaur – or have something unusual about their own skeletons, 
  they may never realize what the cave is doing.
  2 – RUMOR: There is a mighty warhorse in this region that can talk.
  Mostly true. There is indeed a great stallion, currently running 
  wild, of warhorse blood. He may be encountered and “tamed” by 
  the heroes . . . although, really, he’s choosing to be with the heroes, 
  if they’re interesting enough. Friendliness and carrots will probably 
  work, especially if proffered by an Animal Handler. Treachery and 
  lassos will definitely lead only to split skulls and sorrow. The horse 
  – who calls himself Firemane – will follow the group if his interest 
  is captured. If he stays, he will eventually “bond” with the group, 
  after 3d months, at which point he will permit himself to be ridden 
  and will talk to the one(s) with which he is bonded; no one else can 
  hear or understand the horse. Even once bonded, Firemane is a horse 
  of few words.
  Horse breeders will have already realized that, as a truly 
  extraordinary warhorse, Firemane will be very valuable at stud. 
  However, the horse wants freedom and adventure. He will not 
  ignore a likely mare, but neither will he agree to spend his nights in 
  a stable. Maybe in 20 years, when he’s ready to retire . . .
  3 – RUMOR: There is a lovely grotto nearby 
  where time moves more slowly.
  True, but difficult to confirm since low-
  tech timekeeping is tricky. Behind a secluded 
  waterfall is a crystal-walled cave. Time 
  within this cave slows down based on how 
  much light reaches its inner chambers.
  By Steven Marsh
  Here’s a rumor resource with a bit of a twist: a suggested “fact 
  check” for each rumor. Roll a die to pick a rumor, or choose the one 
  that best fits the campaign at this moment.
  1 – RUMOR: There’s a cave not far away that somehow creates 
  doppelgängers of those who enter. The duplicates then threaten the 
  lives of the originals.
  Mostly false, with a grain of truth. Long ago, a necromancer had 
  devised an enchantment that would instantaneously “clone” anyone 
  who entered a specific cave. However, it either never worked 
  correctly, or has deteriorated over the years. Today, it only copies 
  and animates the skeleton of anyone who enters . . . and equips 
  them with nonmagical weapons similar to those of their originals.
  Those skeletons, of course, 
  attack intruders . . . but 
  they’re otherwise 
  unremarkable 
  foes.
   
  Rumors and Truths
  
  •18•
  5 – RUMOR: A nearby town is under the sway of a band of 
  ruthless orcs, who secretly rule with an iron fist.
  True, and then some. Actually, three nearby towns – all within a 
  day’s travel of each other – are under the sway of the same orc clan. 
  The townspeople are utterly terrified and will deny any problems 
  within their own towns, and they know nothing about the orcs’ 
  power in the neighboring towns. As a result, the heroes 
  may well think they’ve resolved the issue fully, only 
  to discover that they’ve merely made powerful 
  enemies elsewhere. The mastermind orc – 
  named Widowbite because she has outlived three 
  warrior husbands – doesn’t even live in one of 
  the affected towns, so even if the heroes free 
  all three areas, the problem may yet return.
  6 – RUMOR: The population of a city in this area has been 
  replaced entirely with mindless zombies or automatons.
  Almost entirely false. Thanks to a charismatic religious 
  leader responding to a regional crisis of faith, a nearby city has 
  voluntarily converted to an extreme form of Stoicism, where they 
  have successfully suppressed all display of emotion . . . especially 
  to outsiders. Their practice dictates that they should not seek to 
  convert others or even acknowledge what they have given up, since 
  emotions are seen as a shameful source of their past problems. The 
  few townspeople who have not genuinely converted have adopted a 
  stoic demeanor anyway, simply because no one cares to stand out. 
  The city is otherwise entirely harmless (and almost crime-free), but 
  it may result in an odd encounter for the heroes . . . or even larger 
  problems if they go in swords-a-swinging on a zombie hunt.
  In darkness there is no effect, in twilight or other low-light conditions 
  time slows about 10%, and with torchlight or light spells, time 
  slows to about half. If light as bright as sunlight can reach the center 
  somehow – perhaps mirrors – time slows to about one-seventh, 
  meaning a week passes in the outside world for each day in the 
  chamber. Stronger light could perhaps elicit even stronger effects.
  4 – RUMOR: Two “castles” separated by hundreds of miles are 
  actually the same castle; enterprising travelers can use this to speed 
  up their travel.
  False, but with a weird grain of truth. Eccentric twin noble 
  brothers decided to build a castle with the same design and materials; 
  they then tried to employ or conscript as many other sets of twins 
  as they could find to positions of power. They try to maintain the 
  illusion that they are the same person, but there are no magical 
  or supernatural effects going on. Those who visit both castles 
  experience a strange sense of déjà vu, and at least once, one of the 
  nobles drugged guests in one castle and had them transported while 
  unconscious to the other. The brothers do not have a Gate between 
  their castles, but nothing would make them happier.
  
  •19•
  By Steven Marsh
  Sometimes the most difficult goal is the status quo.
  Preamble
  For this encounter to work, the heroes should have a recent 
  dungeon delve under their belt. The length of this “prequel” 
  adventure needn’t have been great (a handful of rooms is fine). 
  But – ideally – it had a variety of encounters: common threats such 
  as hobgoblins, a rare monster or two, some traps, and maybe even 
  something magically odd going on. It’s also okay to have treasure, 
  of both the mundane and magical sort; the heroes may have even 
  found loot that seems a bit more generous than normal (although 
  the GM may be wise to point out that their findings seem too good 
  to be true). 
  As the heroes undertake the adventure, the GM should take notes 
  of what they do, without it being obvious about doing so.
  Later, Regrets
  The heroes should then go about their business. Maybe they go 
  on a spending spree with their newfound loot. Perhaps they go on an 
  adventure or two with new magical weapons or gear. 
  A dramatically appropriate amount of time later – maybe a month 
  in game terms – the adventurers are visited by a shimmering force. 
  It introduces itself as Avstavortiallianstrahntor (but will respond to 
  pretty much any nickname the heroes might bestow).
  “You have defiled my masterwork, a dungeon so perfect in its 
  construction that it was to be a masterpiece for eons to come.”
  Avstavortiallianstrahntor is, of course, referring to the dungeon 
  in the preamble, which it somehow views as a Platonic ideal of 
  dungeon-ness. (This likely confuses the heroes, since the dungeon 
  no doubt seemed like just any other dungeon to them.)
  The entity clearly radiates equal parts power and displeasure, 
  and makes it clear that it is not at all happy that the heroes have 
  ruined its work. Presuming the heroes make any kind of effort to 
  protest their lack of malice (“How were we to know?” “That’s what 
  dungeons are for!” and so on.), it will agree that this is a fascinating 
  new insight into how mortal minds view its efforts. It also sees an 
  opportunity amid the chaos. Avstavortiallianstrahntor offers the 
  heroes an option: “Restore my dungeon as best you can within one 
  month and be rewarded, or else I reclaim all that you have taken 
  from me.”
  Smart heroes may point out that restoring the dungeon would also 
  necessitate giving up all that treasure, but Avstavortiallianstrahntor 
  makes clear that it would consider rewards commiserate with what 
  was sacrificed.
  However, the entity is a bit vague (both what it expects and what 
  the possible rewards are); this encounter should be tense, since the 
  entity is quite alien. Good roleplaying or appropriate skill use should 
  confirm its expectations: It wants the dungeon put back as close as 
  possible to its original state; the closer the heroes manage to do so, 
  the greater its rewards. (Particularly good roleplaying or skill rolls 
  might also reveal that the being is open to the heroes improving its 
  “perfect” design.)
  The adventurers can, of course, decide to ignore A’s request; then 
  the GM can go directly to Endgame, below.
  The Dungeon Uncrawled
  
  •20•
  Otherwise, the heroes have their work cut out for them . . .
  Putting Things Right
  Assuming the heroes go along with A’s demand, they now 
  need to figure out how to undo their own earlier delving efforts. 
  This is where those notes taken the first time come in handy. Some 
  considerations include:
  • Returning treasure to appropriate rooms.
  • Resetting traps.
  • Restoring any monsters that were cleared out.
  • Undoing or fixing any physical changes inflicted by the heroes 
  (smashed doors, for instance).
  Of course, the players likely don’t recall exactly what they did. 
  This is a chance for wizards and smarter heroes to take the spotlight, 
  since their intellectual capabilities likely mean that they recall more 
  than their controlling players. For each room, allow a 4/IQ roll to 
  recall the most important elements that are required to restore it. 
  Reduce the roll by 1 if the player remembers some of the details 
  (“this is where we got that enchanted sword!”), or by 2 if they 
  remember nearly all of the restoration but the GM wants to remind 
  them of any minor bits they could undo. The heroes can only roll 
  collectively once per room (choose the smart one!), but the players 
  are welcome to contribute as much as they want memory-wise to 
  that feat.
  It’s also quite likely that new creature(s) have made their home 
  in the dungeon in the intervening period. These, of course, must 
  be removed. This can also be a way to introduce some additional 
  rewards for the heroes, since any treasure that wasn’t there originally 
  should certainly be fair game.
  As set up, the adventure hopefully provides some opportunities 
  for unique encounters. How do the heroes persuade two dozen 
  hobgoblins to move into a new cave? Can they convince a 
  necromancer to fix up the handful of zombies the heroes killed? 
  Where can one get a Chupacabra that doesn’t have stab wounds? 
  The poison on those pit spikes – is that a special order?
  Depending on how much fun the players are having, this can 
  either be done in meticulous detail, broken out into sub-goals (“hire 
  goblins”), or abstracted through dice rolls.
  
  •21•
  • 76-100%: The heroes are granted duplicates of all treasure 
  they claimed in the original dungeon crawl, and they each receive 
  a Lesser Wish.
  • 101%+ (that is, the heroes improve the dungeon in some 
  fashion): As above, except instead 
  of a charm, they each get a 
  Greater Wish!
  At the GM’s discretion, any particularly creative or interesting 
  efforts that go beyond the call of duty raise the results by 1 on the 
  table above (with “101%+” still serving as the maximum). Examples 
  might include using divination to sort out which coins were in which 
  rooms, using social contacts to ensure that the hobgoblins chosen 
  were of the same lineage as the ones who were in the original 
  dungeon, and so on.
  Again, throughout this adventure, the GM is encouraged to 
  read the players’ expectations appropriately. The purpose is not 
  to punish or annoy them, but to present them with unique gaming 
  opportunities.
  And if the players had a particularly good time, maybe 
  Avstavortiallianstrahntor revisits them in the future with a polite 
  request: undo the damage done to a different dungeon by a now-
  dead group of meddling heroes . . .
  Endgame
  Once the heroes decide they’re done – or after the month is over – 
  Avstavortiallianstrahntor appears before them once again. The spirit 
  assesses the heroes’ efforts as follows, based on how much of their 
  tampering was undone:
  • If they did nothing, they receive no benefit whatsoever. In addition, 
  they find any treasure claimed from Avstavortiallianstrahntor’s 
  dungeon disappears (or new treasure of an equal value). It won’t 
  remove gear purchased with its treasure unless there’s no other 
  way to extract its value from the heroes. However, the entity does 
  not “undo” any usage of its magical treasures in the interim; if 
  the heroes relied on newly gained magic weapons to dominate a 
  different dungeon, those weapons still go away, but any new loot 
  claimed as a result of borrowing them in the interim is left intact.
  • If the heroes’ efforts are such that 25% or less of their tampering 
  is undone, they find all of A’s treasure reclaimed (as above). However, 
  it will allow the heroes to receive a duplicate of any one item they 
  had previously “borrowed” (magical or otherwise), or – if they prefer 
  – non-magical treasure equal to 25% of the value taken originally.
  • 26%-50%: As above, except they will receive duplicates of any 
  two items they had previously borrowed, or – if they prefer – non-
  magical treasure equal to 50% of the value taken originally.
  • 51-75%: As above (duplicates of two items or 50% of non-
  magical-treasure value), and Avstavortiallianstrahntor grants each 
  hero a +1 charm (see In the Labyrinth, p. 162), which – although 
  temporary – will last for one month of game time.
  
  •22•
  Canoe: A lightweight boat of canvas, bark, or 
  hides that two men can easily paddle 
  or portage with.
  Rowboat: A sturdy wooden boat 
  rowed by one man.
  Longboat: A typical ship’s boat, rowed 
  by up to eight oarsmen. Often carried aboard a larger ship.
  Small Sailboat: An open-decked fishing boat with a triangular sail.
  Large Boats and Ships
  These vessels are big enough to need a captain as well as a 
  steersman. At least half the crew needs Seamanship, and the master 
  should have Captain talent.
  Large Sailboat: A half-decked vessel with a single mast, plus a 
  few oars for maneuvering in and out of harbor. A common small 
  cargo ship or large fishing boat.
  By David Pulver
  Fishermen, merchants, explorers, pilgrims, and sea raiders all 
  use Cidri’s waterways. This article describes a sampling of the 
  more common vessels in use, as well as offering optional rules for 
  maritime travel.
  Small Boats
  Boating talent is used to con these vessels. The coxswain’s rolls 
  to avoid hazards use DX rather than IQ.
  Raft: A 10-foot square log raft. Several can be lashed together to 
  make a larger vessel.
   Ships and Boats in TFT
  Small boat hulls stop 3 hits, except for canoes, which stop 2 hits.
  Small Boats (Boating)
  Boat Type
  Size
  Capacity
  Crew
  Hits
  Cost
  Draft
  Travel (5-mile hexes)
  Canoe
  4 × 1/2
  1/4 ton
  1 (2)
  10
  $100
  1/2 ft.
  Paddle 6 hexes/day
  Raft (section)
  3 × 3
  1 ton
  1 (9)
  45
  $50
  1/2 ft. 
  Paddle 2 hexes/day
  Rowboat
  3 × 1
  3/4 ton
  1 (6)
  25
  $300
  1 ft.
  Row 10 hexes/day
  Longboat
  7 × 1
  1.5 tons
  6 (14)
  35
  $700
  1 ft.
  Row 6 hexes/day
  Small Sailboat
  4 × 1
  1/2 ton
  1 (4)
  20
  $1,000
  1 ft. 
  Sail 12 hexes/day
  
  •23•
  Longship: These slender but seaworthy craft are favored by sea 
  raiders. It has a dismountable mast with a square sail, but in battle 
  or inshore maneuvering is rowed by 20-40 oarsmen, who also serve 
  as fighters.
  Cog: These sturdy “roundships” are common merchant vessels, 
  fitted with a single mast with square-rigged sail, a full deck, and 
  raised forecastles and stern castles usable as fighting platforms. 
  They have a spacious hold and a couple of cabins, although most 
  occupants sleep on deck. 
  River Barge: A rectangular, flat-bottomed open-decked transport. 
  It has poor seaworthiness, but is often used on rivers and canals. 
  It relies on the current to go downstream, and is towed by animals 
  or rowed upstream. Elyntian riverboats often have a single 
  dismountable mast, to take advantage of the prevailing winds from 
  the southeast when going upstream on rivers that run west to east, 
  such as the Bright. 
  Ships and Big Boats (Seamanship)
  Ship Type
  Size
  Capacity
  Crew
  Hits
  Cost
  Draft
  Travel (5-mile hexes)
  Large Sailboat
  8 × 2
  3 tons
  3 (16)
  120
  $6,000
  3 ft.
  Sail 14 hexes/day
  River Barge
  6 × 3
  5 tons
  3 (18)
  90
  $2,500
  2 ft.
  Rowed or towed 4 hexes/day
  Longship
  15 × 2
  5 tons
  20 (32)
  150
  $5,000
  1.5 ft.
  Sail 16 hexes/day or row 10 hexes/day
  40’ Cog
  10 × 3
  25 tons
  5 (30)
  300
  $12,500
  6 ft.
  Sail 14 hexes/day
  60’ Cog
  15 × 5
  60 tons
  12 (75)
  750
  $30,000
  8 ft.
  Sail 16 hexes/day
  80’ Cog
  20 × 7
  140 tons
  28 (140)
  1,400
  $70,000
  10 ft.
  Sail 16 hexes/day
  100’ Caravel
  25 × 5
  60 tons
  10 (125)
  1,250
  $90,000
  8 ft.
  Sail 20 hexes/day
  120’ Carrack
  30 × 10
  240 tons
  40 (300)
  3,000
  $120,000
  12 ft.
  Sail 16 hexes/day
  Ship hulls stop 5 hits (4 for sailboat and barge). Ships ignore small piercing attacks like arrows, spears, etc.
  
  •24•
  Caravel: A swift, broad-beamed ship with two or three masts, 
  lateen-rigged (triangular sails) and a prominent stern castle. A 
  favorite for exploration or trading voyages.
  Carrack: An evolution of the cog, this is a big, very seaworthy 
  three-masted square-rigged sailing ship. Like the Caravel, it’s useful 
  for major merchant ventures or as a warship. It has a prominent 
  forecastle and stern castle, and high sides (harder for boats or 
  longships to board it).
  Watercraft Statistics
  Size: The length × beam (width) in 4-ft. hexes.
  Capacity: The weight in tons a vessel can carry. 10 
  men (or one horse) take up a ton. Provisions for 24 
  man-weeks weigh a ton and cost $480. Carrying 
  up to 20% over capacity is possible, but leaves 
  the vessel overloaded: +20% draft, -20% speed, 
  and an extra die when rolling to avoid hazards.
  Crew: The minimum safe crew required to 
  operate the vessel. You can manage with half 
  that crew, but add +1d to rolls to avoid 
  hazards, and drop speed to 3/4. The 
  parenthetical number is the maximum 
  occupancy (crew and passengers), as limited 
  by deck space.
  Hits: This is the damage it takes to 
  disable. If reduced below ST 0, it 
  can no longer maneuver or travel, 
  and sinks or breaks up in (starting 
  hits - hits below zero) turns.
  Cost: This includes spares, sails, anchors, etc. 
  Draft: The distance from waterline to the vessel’s bottom is the 
  minimum water depth it can operate in. Draft of 2 ft. or less allows 
  beaching without a wharf.
  Travel (hexes/day): The average sustained travel speed in 5-mile 
  hexes/day. Sailing is modified by wind (see below); paddling/rowing 
  assumes time to rest or oarsmen working in shifts. (You can double 
  speed if using zombies, etc). On a small-scale combat map, MA is 
  half the hexes/day rate under sail; paddling or rowing, MA equal 
  to the hexes/day can be sustained for an hour or so. A day of 
  water travel is assumed to be 10-12 hours; however, sailing craft 
  or any vessels drifting down-current may travel 24 
  hours/day, doubling daily travel speed.
  Water Travel
  GMs can assume watercraft travel at their average 
  speeds; for more detail, consider these options.
  Sailing
  For extra detail: Wind can be rated dead calm, 
  light (under 12 mph), normal (13-28 mph), gale 
  (32-54 mph), storm (50-72 mph), or hurricane (73 
  mph+). Dead calm means you don’t move under 
  sail, except with a current. Light winds halve 
  sailing speed, normal wind or gales 
  leave it unchanged (you reduce 
  sail in gales); a storm or worse 
  halves speed (from heavy seas) if 
  you survive . . .
  
  •25•
  Direction is important. Sailing against the wind requires tacking 
  back and forth: you travel only 1/4 as far (1/3 in a carrack). If wind 
  comes from either side (“on the beam”), travel only 3/4 the distance 
  (unless in a caravel).
  The GM decides wind strength and direction. Either can vary 
  unpredictably, but often depend on the seasons and geography. 
  Captains may delay voyages for weeks to await favorable winds . . .
  Rivers and Currents
  Many waterways are too shallow for deep-draft vessels. The GM 
  decides the maximum draft that can navigate it; this can vary with 
  seasonal flooding. 
  River currents affect travel speed, increasing it downstream or 
  reducing it upstream. Assign currents a speed in 5-mile hexes/day 
  (often 4-6).
  Major ocean currents (like the Gulf Stream) likewise affect travel 
  speed, often by 5-20 hexes/day. Mark any on maps; they’re often 
  100-300 miles offshore.
  Rocks, Reefs, and Shoals
  Navigating rapids or approaching an unfamiliar shore, especially in 
  poor visibility or heavy seas, risks collision with rocks or running 
  aground. (A shallow-draft vessel may avoid reefs or sandbars. The 
  GM sets a margin or roll 3d-3 feet; if 
  the vessel’s draft is lower, it’s safe.)
  Without Area Knowledge of local 
  waters, or bad visibility, these threats 
  are traps: give lookouts an IQ roll to 
  spot such hazards in time. If so, the 
  vessel’s master gets a DX roll (if a 
  boat) or IQ roll (if a ship) to avoid it. In good conditions, roll 3d; 
  in adverse weather or visibility, add extra dice. Failure means you 
  hit rocks, ran aground, etc. Rocks or reefs inflict dice of damage 
  equal to your vessel’s width in hexes. If a ship runs aground without 
  sinking it may still take hours to work free (e.g., dumping cargo, or 
  using boats to tow or kedge her loose).
  Storms
  These require a roll vs. a boat coxswain’s DX or a ship captain’s 
  IQ. For a storm, roll 5d (if a raft or barge), 4d (in other boats) or 3d 
  (in a ship); add extra dice if a hurricane. Success means your good 
  seamanship (or finding a sheltered cove in time) let you ride out the 
  storm, but halves the day’s travel rate. Failure does damage equal to 
  twice the margin of failure times the vessel’s length in hexes. In a 
  very powerful storm, the GM may require two to four rolls to ride it 
  out or escape. A vessel that failed rolls but isn’t sunk is also blown 
  off course a distance equal to a full day’s travel. If that blew it onto 
  land, it may be wrecked: use the rules for avoiding rocks, above.
  Poor Crews
  Increase hazard roll difficulties by 1d if a ship’s master lacks 
  Captain talent or a coxswain lacks Boating, and also whenever over 
  half a ship’s crew lack Seamanship.
  Rates
  Freight costs $2/ton per 100 miles. To charter a vessel, buy out its 
  full capacity. Passenger rates are negotiable, but often $4/person per 
  100 miles (or $20/100 for cabins). Mounts require special care and 
  are $20/hex. Risks like war, piracy, or smuggling increase rates by 
  a factor of 2 to 5. Warriors or combat wizards may negotiate lower 
  rates if the ship’s master is concerned about piracy.
  
  •26•
  • The sun and moon have switched places  – sunrise was a week 
  ago and you’ve had seven full moons in that time. It’s getting really 
  hot, and a week of werewolf attacks has everyone on edge.
  • The party gets back to town after a two-week adventure but the 
  townfolk swear they just left yesterday, and all the calendars back 
  them up.
  • (Ripped off from Welcome To Night Vale.) The mayor just 
  dedicated a new city park, but it is walled off “for your protection” 
  and the town guard won’t let anyone inside. What are they hiding?
  • A guardsman runs up to the PCs and says, “Laurence told me 
  to give this to you at once!” He hands them a note which reads, 
  “You’re next. Two days.” What does the note mean, and who the 
  heck is Laurence?
  • Mirrors no longer reflect what is in front of them at that moment. 
  Instead, they show events a minute, hour, or day earlier – or later. 
  Can the PCs use this information to figure out what has happened 
  and how to fix it before they suffer the grisly deaths they each saw 
  in their mirrors this morning?
  • It’s night. Suddenly, all at the same time, the 
  candles in your house go out. Except if you put your 
  hand in the wrong place, you’ll still get burned. You 
  rush out into the street and cannot see the moon! Your 
  neighbors are all around you, trying and failing to light 
  torches. Then you hear the gruff voice of your 
  local wizard. “Don’t worry. We’re working on it. 
  Maybe ten minutes. Stay outside your houses 
  and don’t light fires, and you’ll be safe.”
  By Eric Dow, Andrew Hackard, Steve Jackson, Steven Marsh, 
  and Guy McLimore
  These little hooks were created with the world of Cidri in mind, 
  but most of them could apply to any fantasy world, or any “real” 
  world with fantastic elements.
  • The fields are ready for harvest, weeks ahead of schedule, and 
  some of the plants don’t match what the farmers swear they planted 
  in the spring. Even the ones that do match are off – the color or 
  shape or size is wrong.
  • All of the animals around here are randomly getting hostile, 
  usually for just a few minutes at a time before they revert back to 
  normal. Horses buck and nip, dogs growl and snap, and even the 
  cows paw the ground and snort. An Animal Handler will tell you 
  that something is wrong, but you knew that.
  • Something is twisting up the streets in town – paths people 
  have walked hundreds of times suddenly have unexpected turns or 
  lead to a completely different place. What’s worse, retracing your 
  steps doesn’t work, and the problem is getting worse. Last week, 
  the village priest stepped outside of the church, realized he had 
  forgotten something, and turned around and walked straight into the 
  brothel. Is there a pattern to these events or has Chaos descended for 
  good? (For a more subtle version, everything is slightly different; 
  paths you’ve walked for years are now a few steps longer or shorter, 
  doors that opened inward now open outward, and the town well is 
  one street over from where it used to be.)
  Adventure Hooks
  
  •27•
  • This village contains chiseled-but-svelte humanoids, rising a 
  full two inches over average human height. They call themselves 
  “dwelves,” and claim to be half-elf, half-dwarf hybrids. Are they 
  really; is there something stranger going on . . . or something more 
  mundane? All the men are bearded, so there may be some truth to 
  this . . .
  • The heroes realize their rations seem not 
  to have depleted in some time, no matter 
  how much they eat. If the heroes investigate, 
  they discover that tiny humanoids are 
  sneaking food into their backpacks at 
  night. Are they oddly altruistic, or is there 
  something more sinister going on?
  • The center of this dungeon contains a fountain of running blood. 
  It doesn’t seem to be particularly unholy or evil, and there’s even a 
  sense of tranquility that stems from being near it. It’s just . . . blood. 
  (A connoisseur will note that its composition is indeterminate, but 
  seems to come from human or other sapient sources.) It seems like 
  it could be quite a boon to vampires, necromancers, or others who 
  dabble in blood-related matters, even if it isn’t inherently sinister. 
  So, what do the heroes do with this oddity?
  • The heroes learn of a secret academy that instructs advisors, 
  seneschals, and princes in the fine art of duplicity. The records from 
  this place alone (if they exist) would be worth a fortune, and the 
  information would no doubt be immensely valuable to countless 
  fiefdoms. Of course, those involved are some of the cleverest and 
  most-treacherous sorts known to Cidri.
  • You keep waking up somewhere different from where you fell 
  asleep. Sometimes in different clothes, sometimes with blood or dirt 
  on your clothing. 
  • You are walking down a hill trail. Suddenly a canoe shoots past 
  you, floating smoothly an inch or so above the ground. The paddler 
  is wearing, not a life vest, but a leather jacket with elbow pads. He 
  (she? That canoe is going fast!) goes around a slight bend ahead of 
  you and then skillfully “shoots the rapids” below and is lost to sight. 
  What did you just see?
  • As you study a battered old map, one of your friends suggests, 
  “Maybe it has secret writing on it! Hold it near a candle!” You do 
  so, and POOF! Singed eyebrows and no more map. It’s only later, 
  when the yelling dies down and the smoke clears, that you see that 
  the outlines of the map are now imprinted on the ceiling of the room. 
  And there’s an X . . .
  • When life gives you lemons . . .
  • Be more specific with your Wish next time.
  • Hey! Free lemons!
  • Create a giant lemon golem to terrorize the town.
  • Ask life if you can have some sugar, too, and a bit of bourbon.
  • Find a bit of Red Dye #6, and you can have orange juice.
  • Re-gift them.
  • Deep in a cavern, you discover primitive paintings showing 
  a bison hunt. They are mostly purple, with accents of green and 
  orange, and the people that they show are clearly Prootwaddles. The 
  hunters are using a huge catapult loaded with what looks like Greek 
  fire. The last painting shows the hunters carrying a still-smoldering 
  bison on two large poles.
  
  •28•
  • One long-time member of the PC party, selected in secret by 
  the GM, is not at all who they have claimed to be. Their skills are 
  unaffected, but their public persona is a complete sham, created 
  to allow them to start over fresh after some devastating life event. 
  Discuss this with the PC involved and build the hidden background 
  persona, allowing them to know it is about to be endangered by 
  events to come. Choose a good role player for this who will 
  play along and not spill the beans. There should be danger and 
  inconvenience going with the double life they’ve led, but to give the 
  PC player an incentive, there should be something good in it for him 
  if he weathers the inevitable revelation.
  • As you play with a little set of nesting dolls you found at an 
  estate sale, you realize that each one you take out is bigger than the 
  one before.
  • One PC finds a magic sword with a solid bonus to DX for the 
  user. The problem with it only surfaces after it has been used for three 
  straight rounds of attack or defense – when it starts to “sing.” In fact, 
  the sound is more of a melodic, ringing, bell-like vibration within 
  the sword that takes on the rhythm of the fight, as if the sword is 
  providing its own dramatic musical accompaniment. Unfortunately, 
  the sword is severely out of tune, with the sounds being so off-key 
  and distracting that it gives a -1 DX to friend and foe alike in earshot 
  as long as it is “singing.” A very skilled weaponsmith might be able 
  to actually “tune” the sword, or, on a failed attempt to do so might 
  make it worse.
  • This dungeon has a stairwell where any non-living thing 
  dropped down it seems to disappear. It’ll be heard to bounce down 
  into darkness, but it’ll never actually hit anything at the end, the 
  sound instead just trailing off to silence. Going to the bottom of 
  the steps reveals nothing. Some months later, the heroes pass by 
  another ascending staircase . . . and they can hear the sound of items 
  tumbling down it, getting louder and louder . . .
  • Whenever this noble is near his dog, they both seem much more 
  alert, aware, and intelligent than either of the two of them alone.
  • A moderately well-known half-orc merchant and his orc wife, 
  long supporters of integrating orcs and humans into each other’s 
  society in this town, have recently switched to supporting a 
  recurrence of an orc separatist movement thought dormant for a half-
  decade. A servant in their household 
  who is known by one of the PCs 
  tells of a possible reason for the 
  merchant’s 
  sudden 
  support 
  for an all-but-dead separatist 
  group. The servant says that 
  the wife has been very unhappy 
  of late because she believed 
  her husband had taken a human 
  mistress. This has recently been 
  confirmed to her, along with the 
  knowledge that her husband 
  and his mistress have a child 
  together — and the child is 
  missing, likely kidnapped.
  
  (Card Box?)
  •29•
  By Steve Jackson
  Our next big TFT campaign will take place after you have all 
  received your Legacy Edition, launched campaigns, and started 
  looking around for more interesting toys and ideas. We want to offer 
  you lots of ideas.
  The basic idea behind Decks 
  of Destiny is . . . cards. Many, 
  many, cards – of several 
  types. Here are the ones 
  we are thinking about 
  right now. These may or 
  may not all be included, 
  but a lot of them 
  will be! Feedback 
  is 
  welcomed; 
  the 
  Kickstarter comments 
  are a good way to talk 
  to us.
  We plan to make 
  the 
  fronts 
  dry 
  erasable, so you 
  can add notes or 
  mark off the ones 
  you have used.
  Increase IQ to 12.
  Add talents:
  Acute Hearing (2)
  Area Knowledge (1)
  Naturalist (2)
  Toughness (2)
  Tracking (1)
  Woodsman (1)
   Woodsman
  Preview: Decks of Destiny
  Option Cards
  These are option cards. A complete set of these (13 in all) covers 
  all legal options in combat. This is not only a GM tool, but also a 
  player reference, and we will probably put multiple sets in Decks of 
  Destiny. There will be some color-coding in the final versions.
   You seem to be in an unusual place 
  . . . Roll 1d:
  1, 2
  –
  The frogs here do not go “Ribbet, 
  ribbet!” like reasonable frogs. Instead 
  they go “Brekekekex, koax, koax!” In 
  chorus! 
  3, 4
  –
  The cattle here are said to be almost as 
  smart as dogs. Whether that is true or 
  not, it is clear that they are kept for milk 
  and as plowbeasts, but they are not eaten.
  5, 6
  –
  Never, as far back as the old folks can 
  remember, has this village been hit by a 
  storm. They always seem to go around.
  TALENTS & SPELLS
  ST
  DX
  IQ
  MA
  TOLLENKAR
  Staff of Mastery: Mana 40
  Special: Grants Reverse Missile, 
  Iron Flesh (bearer only)
  Robe
  Powerstone: 20 ST charge
  Talents: Alchemy, Literacy, Charisma
  Spells: 7-Hex Fire, 7-Hex Illusion, 
  7-Hex Wall, Astral Projection, Blur, 
  Control Gate, Control Person, Create 
  Gate, Image, Invisibility, Lesser 
  Magic Item Creation, Persuasiveness, 
  Possession, Reveal/Conceal, Sleep, 
  Spell Shield, Spellsniffer, Staff V, 
  Weapon/Armor Enchantment, 
  Wizard’s Wrath, 
  Word of Command “Stop!”
  16
  12
  20
  10
  ST
  IQ
  DX
  MA
  30-60
  8
  10-11
  8
  TROLL
  Monstrous Features
  No weapons. Strikes with its hands for 
  2 dice damage in regular or HTH combat.
  Any damage done to a troll by a torch or 
  fl aming weapon is permanent, but all other 
  damage heals at 1 hit per turn. The only way 
  to kill a troll permanently is to burn its body 
  after it dies.
  Trolls are usually found singly, or 
  sometimes in pairs.
  Goat-Head Horror
  As you seek shelter from the cold 
  and dark, you spot a strange fortress 
  where nothing should be.
  An arcane monstrosity from . . . 
  elsewhere . . . has created a temporary portal 
  joining his home to this spot. Can you cross, 
  fi nd treasure, and return before the spell ends?
   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 fl ask 
  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.
  8
  10
  ST
  DX
  IQ
  MA
  Orc
  32 pt
  None
  Heavy crossbow (3d)
  Backup: 2-handed sword (3d-1)
  9
  15
  AK KAZ
  023
  
  •30•
  These are 
  fighter cards. 
  You saw 
  a lot of them 
  in the Legacy Edition, 
  and we included some in 
  the Fantasy Adventures 
  package, but more is better, 
  and more play has let us improve the format slightly! This batch 
  will start with a fierce bunch of orcs. Draw fighter cards as PCs to 
  get an adventure off to a quick start, or to provide instant foes.
  These are 
  skill cards. 
  They are meant for use, one 
  at a time, in conjunction 
  with a fighter card, to 
  quickly create a more 
  specialized character. If this 
  doesn’t give you exactly the 
  character you want, it’s still a close starting place.
  8
  10
  ST
  DX
  IQ
  MA
  Orc
  32 pt
  None
  Heavy crossbow (3d)
  Backup: 2-handed sword (3d-1)
  9
  15
  AK KAZ
  Increase IQ to 12.
  Add talents:
  Alertness (2)
  Literacy (1)
  Naturalist (2)
  Expert Naturalist (2)
  Two Languages (2)
  Expert Naturalist
  8
  10
  ST
  DX
  IQ
  MA
  Orc
  32 pt
  None
  Heavy crossbow (3d)
  Backup: 2-handed sword (3d-1)
  9
  15
  AK KAZ
  Increase IQ to 9.
  ST must be 12 or more.
  DX must be 12 or more.
  Add talents:
  Toughness (2)
  Weapon Expertise (3)
  Quick-Draw  
  (main weapon) (1)
  Warrior
  8
  10
  ST
  DX
  IQ
  MA
  Orc
  32 pt
  None
  Heavy crossbow (3d)
  Backup: 2-handed sword (3d-1)
  9
  15
  AK KAZ
  Increase IQ to 12.
  Add talents:
  Acute Hearing (2)
  Area Knowledge (1)
  Naturalist (2)
  Toughness (2)
  Tracking (1)
  Woodsman (1)
   Woodsman
  Fighter Cards
  Skill Cards
  
  •31•
   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 fl ask 
  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.
  TALENTS & SPELLS
  ST
  DX
  IQ
  MA
  TARVE
  Staff of Power: Mana 19
  Special: Grants Blur, Iron Flesh
  Robe
  Talent: Literacy
  Spells: 7-Hex Illusion, Aid, 
  Astral Projection, Blast Trap, Curse, 
  Dispel Illusions, Drain ST, Ex-
  punge, Geas, Glamor, Image, Mage 
  Sight, Spellsniffer, Staff IV, 
  Summon Lesser Demon, 
  Summon Wolf, 
  Weapon/Armor Enchantment, 
  Wizard’s Wrath, Write Scroll, 
  Zombie
  16
  13
  19
  10
  TALENTS & SPELLS
  ST
  DX
  IQ
  MA
  TOLLENKAR
  Staff of Mastery: Mana 40
  Special: Grants Reverse Missile, 
  Iron Flesh (bearer only)
  Robe
  Powerstone: 20 ST charge
  Talents: Alchemy, Literacy, Charisma
  Spells: 7-Hex Fire, 7-Hex Illusion, 
  7-Hex Wall, Astral Projection, Blur, 
  Control Gate, Control Person, Create 
  Gate, Image, Invisibility, Lesser 
  Magic Item Creation, Persuasiveness, 
  Possession, Reveal/Conceal, Sleep, 
  Spell Shield, Spellsniffer, Staff V, 
  Weapon/Armor Enchantment, 
  Wizard’s Wrath, 
  Word of Command “Stop!”
  16
  12
  20
  10
  Like a fighter card, but double-sized so there’s plenty of room for 
  a spell list and your own notes.
  These are treasure cards. 
  As you see, some have a 
  long description, and some 
  have several shorter ones 
  set up as a one-die table. 
  The GM can read these for 
  inspiration when designing an adventure, or just pull one out when 
  a quick treasure is needed. Note that if you always use these cards, 
  your campaign will become rather magic-heavy. You may want 
  to use the basic “minor loot” card (packed with the fighters in the 
  Legacy Edition) most of the time, and refer to these Treasure Cards 
  only once in a while. It all depends on your campaign style.
  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 refi ne coins 
  for copper or to use the scrap that is often 
  offered in the trade. The smith will ask if 
  you have any more!
  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: -1 to all attacks 
  against user
  Wizard Cards
  Treasure Cards
  
  •32•
  These are rumor cards. Like the treasure cards, you can read them 
  in advance for inspiration and adventure seeds . . . or you can just pull 
  one (or a few) when your characters go to the tavern or the market, 
  and let yourself be as surprised as the players are. Remember: 
  Tavern rumors don’t have to be true. They may have a grain of truth 
  in them . . . or they may be 
  complete nonsense. And 
  sometimes they understate 
  what’s really going on!
  These are labyrinth cards. Credit Guy McLimore for development 
  of this concept! Each contains a labyrinth section, and they geomorph 
  along three axes so, with a very few labyrinth cards, you can create a 
  great many different dungeons. And we plan to give you more than 
  “a very few” . . . The tunnels on each card can be created with the 
  megahexes from the Legacy Edition, and the plan right now is to 
  use color to make it easier to see how those megahexes fit together.
  This village has a “sister village” connected 
  by a Gate between their marketplaces. 
  The other village is on the far side of the 
  kingdom. No one shows much curiosity 
  about this; it’s always been that way. People 
  pass through freely, residents pay taxes in 
  the duchy where their home is, and no one 
  is concerned. No one collects fees, though 
  it is customary for travelers to patronize 
  the village inns or shops to show their 
  appreciation for the time they have saved. 
  If it’s true, how can a Gate persist for 
  generations without maintenance?
   Slimy stories! Roll 1d:
  1-3
  –
  The tavern is abuzz with stories of the 
  disgusting thing that happened after a 
  local man fell off a ladder and broke his 
  neck. Experienced warriors or Naturalists 
  will recognize the description as a Bloody 
  Rider (ITL, p. 86) leaving the body.
  4-6
  –
  When the subject of Slimes came up, 
  some of the tavern locals claimed that, a 
  couple of times a year, the town is visited 
  by a woman who has a small pet Slime 
  that obeys commands like a dog. Just how 
  a Slime can “roll over,” or who would be 
  willing to shake hands with it, is not clear.
   You seem to be in an unusual place 
  . . . Roll 1d:
  1, 2
  –
  The frogs here do not go “Ribbet, 
  ribbet!” like reasonable frogs. Instead 
  they go “Brekekekex, koax, koax!” In 
  chorus! 
  3, 4
  –
  The cattle here are said to be almost as 
  smart as dogs. Whether that is true or 
  not, it is clear that they are kept for milk 
  and as plowbeasts, but they are not eaten.
  5, 6
  –
  Never, as far back as the old folks can 
  remember, has this village been hit by a 
  storm. They always seem to go around.
  Rumor Cards
  Labyrinth Cards
  018
  023
  206
  
  •33•
  These are cards with monsters. And monster art. As the late, great 
  Stan Lee, had it, “ ‘Nuff said!”
  So far we 
  have made 
  up 60 of 
  these – text by 
  Phil and Steve, illustrations 
  by William McAusland, 
  Maciej Zagorski, and Luigi 
  Castellani. They’re just what they look like. 
  ST
  IQ
  DX
  MA
  16
  5
  12
  12
   DIRE WOLF
  Monstrous Features
  Bite does 2 dice damage.
  Dire wolves may be encountered singly or 
  in packs of 2d adults. If a den is found, there 
  may be 1d+1 cubs present.
  You notice something thrashing in a tree. It’s 
  a small snake – and it seems to be waving, if 
  something without hands can be said to wave.
  When it knows it’s been seen, it drops to the 
  ground and moves off slowly, looking back.
   Do you follow?
  It’s a magical Scout, created by a wizard who 
  has been trapped in a cave-in. He needs help.
  Supplicant Serpent
  Cave Mouth
  Only adventurers would fi nd a dark, dank cave 
  mouth a cause for joy. A new dungeon!
  This opening leads to a large cavern, dimly lit 
  by luminous fungus. It is home to bats, rats, 
  spiders, and other vermin . . . and a small tribe 
  of forest folk who have done their best to make 
  the 2d small chambers feel liveable.
  Goat-Head Horror
  As you seek shelter from the cold 
  and dark, you spot a strange fortress 
  where nothing should be.
  An arcane monstrosity from . . . 
  elsewhere . . . has created a temporary portal 
  joining his home to this spot. Can you cross, 
  fi nd treasure, and return before the spell ends?
  ST
  IQ
  DX
  MA
  30-60
  8
  10-11
  8
  TROLL
  Monstrous Features
  No weapons. Strikes with its hands for 
  2 dice damage in regular or HTH combat.
  Any damage done to a troll by a torch or 
  fl aming weapon is permanent, but all other 
  damage heals at 1 hit per turn. The only way 
  to kill a troll permanently is to burn its body 
  after it dies.
  Trolls are usually found singly, or 
  sometimes in pairs.
  Monster Cards
  Encounter Cards
  
  •34•
  By Phil Reed
  When randomly creating a dungeon, the GM may roll 3d on the 
  following table (or simply select a result) when the adventurers open 
  a door! 
  3 – (Hazard) – Opening the dungeon door unleashes a salvo of 
  wicked arrows, doing 1d damage to each person hit. 4/IQ to spot,  
  3/DX to disarm; 3/DX saving roll to dodge it if it goes off. 
  4 – (Hazard) – Red slime drops from the ceiling, attacking a 
  random party member. Characters with the Naturalist talent get 
  a 3/IQ roll to spot the slime before it drops. The randomly targeted 
  character must make a 4/DX saving roll to dodge the slime.
  5 – (Hazard) – One hex in the chamber is trapped! If someone 
  steps into that hex the stone floor tilts, dumping the unwary occupant 
  into a 10-ft deep pit.  4/IQ to spot, 3/IQ to wedge it closed if spotted; 
  3/DX saving roll to jump away if it triggers. The floor swings back 
  into place, trapping the unfortunate victim in the pit.
  6 – (Hazard) – The ceiling has many stalactites between one and 
  six feet in length. It is so high (60 ft) that they are revealed only 
  by powerful, magic light; torchlight is too weak to penetrate the 
  darkness. Various slimes hang from the stalactites and may drop 
  down onto the party. Roll 1 die to determine the type of slime: 1-3 – 
  green; 4 – red; 5 – brown; 6 – silver. Characters with Alertness or the 
  Naturalist talent get a 2/IQ roll to spot a slime as it drops. Anyone in 
  the targeted hexes must make a 2/DX roll to dodge.
  7 – (Hazard) – Opening the dungeon door activates a trap that 
  fires dozens of metal spikes straight up into the feet of the unlucky 
  adventurers standing in the hexes adjacent to the door, doing 1 die 
  of damage to each person hit. 3/IQ to spot, 2/DX to disarm; 3/DX 
  saving roll to dodge it if it goes off. 
  8 – (Obstacle) – The floor is covered in debris; all characters 
  subtract 2 from DX when moving or fighting in the room. The 
  floor is a decaying platform over a 30-ft pit, and any movement 
  may cause a section to collapse. Once each turn, roll 2d6 for each 
  occupied hex: On a roll of 12, that hex crumbles and falls away; any 
  occupant must roll 3/DX to leap to an adjacent hex or fall into the 
  pit. If the selected adjacent hex is occupied, the character is treated 
  as fallen after leaping from the collapsing hex.
  9 – (Obstacle) – Heavy, rusted chains criss-cross the chamber, 
  forming a metal web that hinders movement (-2 MA). Additionally, 
  striking with swords or other weapons that require space to swing 
  is challenging; characters must make a 3/DX roll when swinging a 
  weapon or it gets hung up in the chains and the attack is lost as the 
  character yanks the weapon free. 
  10 – (Obstacle) – The dungeon floor is covered in the broken 
  bones of an untold number of 
  creatures. Anyone walking or 
  fighting in the affected 
  area subtracts 1 from 
  their DX, as they 
  must focus to keep 
  their footing.  
  Hazards and Obstacles
  
  •35•
  11 – (Obstacle) – The door 
  swings inward, opening to 
  reveal a ledge, a chasm 70 
  feet or so deep and six hexes 
  wide, and a distant ledge and 
  dark cave entrance. Stretched 
  across the chasm, wide enough 
  for a single hero to cross at a 
  time, is a swaying rope bridge. 
  Hot winds from below keep the bridge swinging, and characters 
  must make a 4/DX saving roll to successfully cross. Failure results 
  in a delay, not death, as the PC grasps the bridge and waits for the 
  swaying to subside before attempting to cross.
  12 – (Obstacle) – A seven-hex area in the center of the room has 
  been blasted by some unknown, powerful magic, leaving a crater of 
  broken ground that is roughly three feet deeper than the surrounding 
  hexes. Anyone walking or fighting in the affected area subtracts 2 
  from their DX as they move through the rubble.  
  13 – (Obstacle) – The buzzing of the wings of thousands of insects 
  crashes over the party as the door bursts open, the room exploding 
  in a cloud of flies that obscure each hero. All characters are at -3 
  DX and may only perform engaged options (except the disengage 
  option) as long as the insects fill the area.  Maybe there aren’t any 
  monsters in this storm of flies . . . 
  14 – (Obstacle) – A treasure chamber . . . or so it would appear. 
  At a closer look, the coins, weapons, armors, and assorted trinkets 
  that carpet the room are all false, painted ceramics that are broken. 
  Crunch, crunch, crunch sounds as the characters walk through the 
  chamber are sure to alert any creatures lurking nearby. Anyone 
  without Stealth or Silent Movement must make a 2/DX saving roll 
  each turn; failure means that enough noise has been made that any 
  beasts in adjacent rooms will investigate.
  15 – (Hazard) – A statue of a giant spider, covering seven hexes 
  in the center of the room, stands tall enough that average humans 
  can walk beneath it. Anyone doing so triggers a web trap, dropping 
  a net from beneath the spider and ensnaring them until they can cut 
  themselves free (two turns with a knife or other bladed weapon) or 
  are rescued by friends. 4 dice vs. IQ to spot, 3 vs. DX to disarm; 3 
  vs. DX to dodge it if it goes off. 
  16 – (Hazard) – A patch of giant brown slime (covering three 
  hexes), hanging from the ceiling, oozes slowly toward the party 
  when it senses the door opening. Characters with the Naturalist 
  talent get a 3/IQ roll to spot the slime before it drops. Anyone in the 
  targeted hexes must roll 3/DX to dodge the slime.
  17 – (Hazard) – A tripwire triggers a rain of acid that affects a 
  seven-hex area in the center of the room, doing 1 die of damage to 
  each person hit. 4/IQ to spot, 3/DX to disarm; 3/DX to dodge it if 
  it goes off. 
  18 – (Hazard) – Opening the dungeon door, the party discovers 
  the chamber is shrouded in a thick, dark, knee-high fog that obscures 
  the floor. Walking though these, Melancholy Mists requires a 3/DX 
  roll each turn or a character stumbles and loses their footing . . . and 
  anyone who stumbles stirs up a breath of the mists and loses a hit of 
  fatigue due to ennui. 
  
  thefantasytrip.game
  •36•
  The Paired Parchments
  By Howard Kistler
  The party disturbs a crime in a shadowed alley. The assailant 
  flees after being spotted, and attempts to pursue will fail. The victim 
  lies dead. While examining the scene the party finds a scroll tube 
  holding a rolled parchment. It bears writing in two different hands 
  and colors of ink, one black and one blue:
  Our plan has been discovered. Damn the Five Eyes, 
  they truly seem to see all.
  What will you do?
  I am taking the artifact and the parchment and will 
  find a ship to bear me away from this city.
  If I can assist, you’ve but to speak it and it will be done.
  Thank you, my friend. I must be going.
  Move quickly! I have discovered that the Five Eyes have 
  sent the Brothers of the Stitched Hand after you.
  As the players are reading the parchment, new words appear at 
  the bottom, seemingly written by an unseen hand.
  They have found you. Flee now!
  This brief encounter introduces a new magic item, the Paired 
  Parchments. The GM can use this encounter to begin an adventure. 
  Let the players work out how the parchments function. Once they 
  realize that they are communicating with someone, they can seek 
  out the mysterious owner of the other half of the parchment pair, and 
  hence discover what it is that the Five Eyes are willing to murder for.
  Paired Parchments (Lesser Magic Item)
  Requires knowledge of Lesser Magic Item Creation, Delete 
  Writing, Duplicate Writing.
  4 weeks creation time, 30 ST & $1,500 a week.
  Costs $16,000 for the pair.
  This magic item consists of two sheets of enchanted 
  parchment which are mystically connected so that anything 
  written on one parchment becomes visible on the other in  
  blue ink.
  Distance is not a strict limiting factor, though it has been 
  noticed that as distance increases the writing becomes fainter, 
  and sometimes is delayed.
  The parchments contain both the Duplicate Writing and 
  Delete Writing spell, so it is possible to “clear” a parchment by 
  holding it and willing the writing to vanish. The characteristics 
  and limitations of the Duplicate Writing spell apply to the 
  parchments, so one cannot relay a magic scroll or transmit 
  colored inks in their original colors.
  If one of the parchments is burned, its twin will also go up 
  in ashes.
  It’s a good idea to have some kind of phrase, symbol or 
  sign between you and the other parchment owner in order to 
  ensure that you are writing to them and not someone else who 
  has obtained the parchment. Handwriting style can also offer 
  clues as to who you are conversing with.
  
SOURCE: textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Hexagram/The Fantasy Trip SJG Hexagram #01.pdf