The Fantasy Trip, and • Then Add Wizard, Summon Some Thanks for Your Support
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Read This First! TM Welcome to The Fantasy Trip, and • Then add Wizard, summon some thanks for your support. We have a lot of wolves, zap some monsters, and things in here for you. Where should you see how wizards start? can cooperate with fghters; My suggestion is: • Then, if • Check out the erasable character cards you like, play (two are shown on this page). These are through one or all balanced starting characters. Yes, both of the solo that’s all you need to go into battle or Death Test raid a dungeon. And there are eight blank adventures. cards, and six pads of paper blanks, for • Now, really, you to start making up your own. fnd a group to play with, and TYVARA YVVAN start reading ST 9 ST 15 In the Labyrinth. DX 15 (14) DX 9 IQ 8 IQ 8 • You’re ready for an actual campaign. MA 10 MA 10 The two color maps, and the smaller Heavy crossbow (3d) Rapier (1d) of the hexagon map sheets, are for the Backup: broadsword (2d) Cloth armor and main-gauche Tollenkar’s Lair adventure. Decide (stops 2 hits) who’s going to be GM; only that person should read the booklet. The rest should • Find at least one other player if you prepare their characters for high adven- can, though the minigames work just ture and/or terrible deaths . fne if you want to play both sides. • Play Melee with the pregenerated Thank you! characters, and then some of your own, to learn the combat system (which leads naturally into the success roll system); What’s In the Box? To start with, the box itself – a heavy storage box • One 14-hex dragon counter. with a random labyrinth generator inside the lid. • Custom player folio. • Melee, a complete boxed game with 24-page rule- • Custom megahex storage box. book, a 12” × 22.5” arena map, over 80 die-cut count- • Double-sided, full-color, six-level 11” × 17” laby- ers, and three acrylic six-sided dice. rinth map to let you create your own adventures! • Wizard, a complete boxed game with 24-page rule- • Three 2.5” × 3.5” Melee 50-sheet character pads. book, 8-page reference book, a 19” × 23” arena map, • Three 5” × 3.5” Wizard 50-sheet character pads. over 60 die-cut counters, and three acrylic six-sided • Two extra acrylic six-sided dice matching those in dice. Melee and Wizard. • Death Test, complete boxed adventure pack with Other Things To Know the Death Test 24-page adventure book, Death Test 2 The megahexes and character cards are erasable if 48-page adventure book, and over 60 die-cut counters. used with standard wet- or dry-erase markers, or with Both adventures may be played solitaire! grease pencils. Try to erase them immediately after • In the Labyrinth, 176-page softcover rulebook use, though, and test new markers on an edge. Do not with advanced character, combat, and magic rules, use Sharpies – those are permanent! plus GM rules for labyrinths, monsters, and more! The random generation table inside the box lid can • Tollenkar’s Lair, a 24-page adventure including an be used to make up a quick cavern for adventure. 11” × 17” full-color map. Let us know what you want more of. Character • 12-page GM aid and reference booklet, including cards? Solo adventures? Different counters? character sheets and adventure and labyrinth planning forms. • Four-panel, landscape-oriented, durable GM screen. • Dozens of erasable double-sided die-cut megahex Online Support tiles, to create rooms, tunnels, or arenas, including: Check out our website at – Six single-hex tiles thefantasytrip.game. There’s a – Seven double-hex tiles – Seven triple-hex tiles lot of free support material there, – Eight 7-hex tiles as well as our forums. – One 14-hex tile To fnd the Facebook pages – Three 21-hex tiles – One 28-hex tile for TFT, go here: • 17” × 22” full-color regional map. • 17” × 22” full-color village map. facebook.com/TheFantasyTrip And you also get these frst printing exclusives! Want to make your own labyrinth • Character and treasure cards, dry-erasable: maps? Shamat is a free tool that is – 16 pregenerated fghters. – Eight blank character cards. perfect for the job. – One treasure generation card. shadekeep.com/shamat/shamat.html ® TM Game Design by Steve Jackson TM Monsters and treasure! Old-school dungeon-crawling is at The world of Cidri, full of fantasy and adventure its best in The Fantasy Trip. This book A quick, intuitive game system that lets you start covers roleplaying, character creation playing in minutes, not hours and experience, and advanced magic and combat rules for players who already Character talents have Melee and Wizard. First released in Magic spells and items 1980 and unavailable for decades, In the Rules and suggestions to let characters gain Labyrinth is back in a new, expanded, abilities with experience and improved edition for daring dungeon-delvers. Here you’ll fnd: Monsters, beasts, and treasure A small-scale map of the village of Bendwyn and descriptions of the people you’ll meet there A large-scale map of part of the kingdom of Elyntia and its duchies and towns Fully indexed, easy to read and use, this book is a great resource for all Game Masters, new or experienced. This is an impressive piece of writing. Steve Jackson has a good, clear prose style, informal yet informative, a joy to read. – Steve Perrin, reviewing In the Labyrinth in Different Worlds #7, April/May 1980 Game Design by Steve Jackson Cover by Brandon Moore 2nd Edition, 1st Printing Interior Illustrations by Liz Danforth, Rick Hershey, Published March 2019 Brandon Moore, and Dean Spencer #TheFantasyTrip SJG 34 Made in China PO Box 18957, Austin, TX 78760 ® fantasytrip.game 512-447-7866 ™ ™ Wizard Wizard Game Design by Steve Jackson Cover by Brandon Moore Illustrated by Liz Danforth, Rick Hershey, Brandon Moore, and Dean Spencer President/Editor-in-Chief: Steve Jackson • Chief Executive Offcer: Philip Reed Chief Operating Offcer: Susan Bueno • Chief Creative Offcer: Sam Mitschke Executive Editor: Miranda Horner • Copy Editor: Monica Stephens Line Editor: Guy McLimore • Production Manager: Sabrina Gonzalez Production Artists: Sabrina Gonzalez, Gabby Ruenes, Ben Williams Art Director: Shelli Galey • Project Manager: Darryll Silva Prepress Checkers: Miranda Horner, Monica Stephens • Operations Manager: Randy Scheunemann Director of Sales: Ross Jepson The Fantasy Trip, In the Labyrinth, 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. The Fantasy Trip: In the Labyrinth is copyright © 1980, 2018 by Steve Jackson Games Incorporated. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games. Some artwork copyright William McAusland, used with permission. All rights reserved. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. thefantasytrip.game PB Contents ROLEPLAYING .........................................................4 Equipment ..............................................................65 INTRODUCTION ...............................................................4 Equipment Table .....................................................67 GAME MASTERING .........................................................7 THE ADVENTURE BEGINS ..............................................67 Playing GM Characters ...........................................7 Entering the Labyrinth ...........................................67 Reaction Rolls ..........................................................7 Playing the Game ...................................................68 Success Rolls ............................................................8 Light .......................................................................70 Saving Rolls..............................................................8 Doors ......................................................................70 Critical Success and Failure ....................................9 Traps.......................................................................71 Injury, Fatigue, Death, and Healing ........................9 Noise.......................................................................73 Game Time .............................................................10 Nuisance Encounters..............................................74 Glossary and Defnitions ........................................ 11 The Characters Do What The Players Do! ............74 CREATING A CHARACTER ..............................................12 Partial Secrecy .......................................................74 Different Kinds of Character .................................12 Example of Map Narration ....................................75 Quick Character Generation .................................14 THE CREATURES OF CIDRI .............................................77 Choosing Your Race ...............................................15 Humanoid Races ....................................................77 Selecting Attributes ................................................15 Intelligent Monsters ...............................................80 Choosing Abilities ..................................................16 Ghosts, Wights, and Revenants ..............................84 Character Point Totals ...........................................16