Original found here: http://home.earthlink.net/~marcgacy/TFT/TFT_TOC.doc
The Fantasy Trip Master Table of Contents

In the Labyrinth (Pts I & II)

  1. Table of Contents 2
  2. Introduction 3
    1. The World of Cidri 4
    2. Acknowledgements 5
  3. Role-Playing 5
    1. Creating a Character 5
      1. Starting a New Character 5
      2. Different Kinds of Character 6
        1. Fighters 6
        2. Other Heroes 6
        3. Wizards 6
      3. Character Generation Tables 7
      4. Selecting Attributes 7
      5. Strength 8
        1. Advantages of Great Strength 8
      6. Dexterity 8
      7. Intelligence 8
      8. Choosing Abilities 9
      9. Character Type: Wizard or Hero? 9
      10. Spells 9
      11. Talents 9
      12. Languages 9
      13. Forgetting Old Spells (and Talents) 9
      14. Character Record Sheets 10
      15. Experience Points 10
        1. For Combat 10
        2. For Casting Spells 10
        3. For Die Rolls 10
        4. For Time Spent in Play 10
        5. Game Master’s Discretion 10
        6. Note to Game Masters 10
      16. Increasing Your Attributes 10
        1. Increasing Your Attributes without Experience Points 11
      17. Experience Points for Very Powerful Races 11
      18. Talents 11
        1. IQ 7 Talents 12
        2. IQ 8 Talents 12
        3. IQ 9 Talents 12
        4. IQ 10 Talents 13
        5. IQ 11 Talents 14
        6. IQ 12 Talents 15
        7. IQ 13 Talents 15
        8. IQ 14 Talents 15
      19. Languages 16
      20. Learning New Talents and Languages 16
      21. Losing Abilities when Attributes are Reduced 17

Advanced Melee

  1. Weapon Combat 1
    1. General Discussion 2
    2. Turn Sequence and Options 2
      1. List of Options 3
      2. Changing Options 4
    3. Movement 4
      1. Movement of Multi-hex Figures 4
      2. Shifting 4
      3. Moving Onto Other Figures 4
      4. Flight 4
      5. Crawling, Kneeling and Lying Prone 5
      6. Actions During Movement – Jumping, Etc. 5
      7. Hidden Movement 5
      8. Surprise 5
      9. Initiative 5
    4. Facing 6
      1. Engaged and Disengaged 6
    5. Attacks 6
      1. Weapons 7
      2. Peculiar Weapons 7
        1. Naginata 7
        2. Boomerang 7
        3. Bola 7
        4. Net and Trident 7
        5. Sha-Ken 8
        6. Cestus 8
        7. Quarterstaff 8
        8. Lasso 8
        9. Whip 8
        10. Nunchuks 9
        11. Spear Thrower 9
        12. Blowgun 9
      3. Rolling for a Hit 9
      4. Rolling for Damage 9
      5. Armor and Shields: Protection From Hits 9
      6. Weapons Table 10
      7. Armor & Shield Table 12
      8. Other Weapons 12
        1. Pole Weapons 12
        2. Jabbing with a Pole Weapon 13
        3. Shield Rush Attacks 13
        4. Left Hand Attacks 13
      9. Thrown Weapons 13
        1. Thrown Spells 14
      10. Missile Weapons 14
        1. Crossbows 14
        2. Prone and Kneeling Fire 14
        3. Sheltering Directly Behind Fallen Bodies 14
        4. Oversized Targets 14
        5. Flying Targets 15
        6. Missile Spells 15
      11. Hitting Your Friends 15
      12. Hand-to-Hand Combat 15
        1. Pinning a Foe 15
        2. Multiple HTH Combat 15
      13. Disengaging 18
        1. Disengaging from HTH Combat 18
      14. Defending and Dodging 18
      15. Forcing Retreat 18
      16. Reactions to Injury 18
    6. Special Situations 18
      1. Adverse Conditions 18
        1. Broken Ground 18
        2. Cliffs, Walls, Shafts, Etc. 18
        3. Darkness 19
        4. Water 19
      2. Aimed Shots – An Optional Rule 20
        1. Waiting for an Opening 20
      3. Ambush 20
      4. Automatic Hits 20
      5. Berserking 20
      6. Clubs 20
      7. Combat with Bare Hands, Daggers, Cestus or Club 21
      8. Concealment 21
      9. Crippling Hits – An Optional Rule 21
      10. Dagger Marksmanship 21
      11. Death 22
      12. Delayed Actions – An Optional Rule 22
      13. Dropped and Broken Weapons 22
      14. Fine Weapons and Armor 22
      15. Fire as a Weapon 23
      16. Gas Bombs 23
      17. Gunpowder Weapons 23
      18. Gunpowder Bombs 24
      19. Height 24
      20. Narrow Tunnels 24
      21. Nonhuman Figures 24
      22. Long Range Missile Fire 25
      23. Poison 25
      24. Recovering Lost Strength 25
        1. Recovery from Injury 25
        2. Recovery from Exhaustion 25
      25. Special Combat Talents 26
      26. Running Battles and Long Distance Duels 26
      27. Slaughtering Helpless Figures 26
      28. Sweeping Blows 26
      29. Taking Prisoners 26
      30. Trampling 26
    7. Example of Combat 27
    8. Quick Combat System 28
      1. Sequence of Events 28
      2. Movement 29
      3. Options 29
      4. Hitting Your Foe 29
      5. Who May be Attacked 29
      6. DX Adjustments 29
    9. Mounted Combat 29
      1. Options for Riders and Mounts 29
      2. Movement and Weight Carried 30
        1. Engaged and Disengaged 30
        2. Leaning – The Rider’s Movement on hi Mount 30
        3. Pulling a Rider from his Mount 30
      3. Attacks 30
        1. The Cavalry Lance 31
        2. The Pike 31
      4. DX Modifications for Mounted Combat 31
      5. Armor for Riding Beasts 31
      6. Using Magic from Horseback 31
      7. Panic 31
      8. Aerial Combat 32
        1. Effects of Damage on Fliers 32

Advanced Wizard

  1. Magical Combat 2
    1. Wizards on Cidri 3
    2. How to Cast Spells 3
      1. Types of Spells 3
      2. Missile Spells 3
      3. Thrown Spells 3
        1. Secret Protection 4
        2. Control Spells 4
      4. Creation Spells 4
        1. Summoned Creatures 5
        2. Images and Illusions 5
        3. Disbelief by Animals 5
        4. Limitations on Illusions 6
        5. Fire, Walls, and Shadow 6
      5. Special Spells 7
    3. Continuing Spells 7
    4. Iron Silver and Magic 7
    5. Casting Spells from Books 7
    6. Scrolls 8
      1. Cost of Scrolls Table 8
    7. Magical Equipment and Laboratories 8
    8. Gestures and Incantations 8
    9. Wishes 9
    10. Using Magic: A summary of Methods 10
    11. Learning New Spells 10
    12. Spell Tables 11
      1. IQ 8 Spells 11
      2. IQ 9 Spells 11
      3. IQ 10 Spells 12
      4. IQ 11 Spells 12
      5. IQ 12 Spells 13
      6. IQ 13 Spells 13
      7. IQ 14 Spells 14
      8. IQ 15 Spells 15
      9. IQ 16 Spells 16
      10. IQ 17 Spells 16
      11. IQ 18 Spells 17
      12. IQ 19 Spells 17
      13. IQ 20 Spells 18
    13. Inventing New Spells 23
    14. Chemist and Alchemists 23
      1. Chemists Table 24
      2. Alchemists Table 24
      3. Developing New Potions 25
    15. Magical Items 25
      1. The Rule of Five: Wearing Several Magic Items 25
      2. Creating Magical Items 25
        1. Weapon/Armor Enchantment 26
        2. Lesser Magic Item Creation 26
        3. Greater Magic Item Creation 26
        4. Magic Item Creation Table 27
        5. Multiply Enchanted Items 31
        6. Multiply Enchanted Items (cont.) 30
        7. Exceptions to the “doubling” rule 30
        8. A Note on Apprentices 30
        9. A Note on Ingredients 30
      3. Cost of Magical Items 30
      4. Enchanting Objects w/ Immunity Spells 31
      5. Lesser Magical Items 31
        1. Spell-like Items (IQ 8 – 14) 31
        2. Other Magic Items 32
        3. Protective Amulets 33
      6. Greater Magical Items 33
        1. Spell-like Items (IQ 15 – 20) 33
        2. Other Magic Items 32
      7. Researching New Magical Items 35
      8. Prices for new Potions and Magic Items 36
        1. Cost for New Potions 36
        2. Costs for Lesser Magical Items 37
        3. Costs for Greater Magical Items 37
      9. Bizarre Magical Items 37
      10. De-Enchanting Magical Items 37
      11. Removing an Obnoxious Magical Item 38
      12. Destruction of Magical Items 38
      13. Finding Magical Items for Sale 38
    16. Gates 39

In the Labyrinth (Pts III-V & Appendices)

  1. Creating a World 18
    1. Creating a Labyrinth 18
      1. Stocking the Labyrinth 18
        1. Random Stocking 19
          1. Sample Stocking Tables 19
        2. Artifacts 20
      2. Mapping and Map Reading 21
      3. Map Example 22
    2. The World Outside 23
      1. Building Towns and Villages 23
      2. Outdoor Encounters 23
        1. Lost in the Wilderness 23
        2. Outdoor Encounter Tables 24
    3. Economic System 24
      1. Money 24
      2. Taxes, Banks, etc. 24
      3. Moneylenders 25
      4. Disaster, War and Other Nuisances 25
      5. Jobs 25
        1. Finding a Job 25
        2. Changing Jobs 25
        3. Leaving on an Adventure 25
        4. Getting Back Late (or Hurt) 25
        5. Table of Jobs 26
        6. Raises, Bonuses, etc. 27
        7. Wills 27
    4. Cultures and Customs 27
      1. Laws, Trials and Jail 27
        1. Trials 28
        2. Jail 28
      2. Duels 28
      3. Clothing 29
      4. Guilds 29
        1. The Wizard’s Guild 29
          1. Forgetting Spells and Talents 29
          2. Checking Items for Magic 29
          3. Magical Work / Consultation 29
          4. Dues 29
        2. The Thieves’ Guild 29
        3. The Mechanician’s Guild 30
        4. The Scholar’s Guild 30
        5. The Mercenaries’ Guild 30
    5. Religion, Churches, Temples and Cults 31
    6. Other Social Structures 31
    7. Game Time 31
      1. Aging 32
  2. Going on an Adventure 33
    1. Setup for Play 33
      1. Entering a Labyrinth 33
      2. Making Up a Party 33
        1. Hired Help 33
        2. Slaves 34
        3. Finding an Employer 34
      3. Equipment 35
        1. Weight Carried 35
        2. Armor Weight and Cost 35
        3. Weights of Characters 35
        4. Weight Carried by Pack Animals 35
        5. Weight Carried by Fliers 36
        6. Example of Weight Carried 36
        7. Equipment Table 36
        8. Hints on Equipment 37
    2. Playing the Game 37
      1. Playing GM Characters 37
        1. Reaction Rolls 37
        2. Saving Rolls 37
          1. Saving Rolls Table 38
      2. Nuisance Encounters 38
      3. Time, Speed and Distance 43
        1. Walking and Running 43
        2. How Many Turns? 43
        3. Travel Speeds 72
      4. Light 43
        1. Light’s Effect on Combat 43
        2. Travel in the Labyrinth 43
      5. “Did He See It?” 44
      6. “Did He Recognize It”? 44
      7. Mapping the Adventure 44
      8. Doors 44
        1. Keeping a Door Closed 45
        2. Hidden Doors 45
      9. Tunneling 45
      10. Traps 45
        1. Examples of Traps 46
        2. Detecting Traps 46
        3. Removing Traps 46
        4. Springing Traps 46
        5. Building New Traps 46
        6. Types of Traps 47
      11. Noise 47
      12. The Character’s Do What the Player’s Do 47
      13. Example of Map Narration: Playing the Game 47
      14. Partial Secrecy 49
  3. Flora and Fauna: The Creatures of Cidri 50
    1. Humanoid Races 50
      1. Human 50
      2. Orc 50
      3. Elf 50
      4. Dwarf 50
      5. Goblin 50
      6. Hobgoblin 50
      7. Halfling 50
      8. Prootwaddle 51
      9. Centaur 51
      10. Giant 51
      11. Gargoyle 51
      12. Reptileman 51
      13. Merman 52
        1. Deep Elves 52
      14. Half-Breed 52
    2. Intelligent Monsters 52
      1. Dragons 52
        1. Dragon Table 53
      2. Demons 54
      3. Demon, Lesser 54
      4. Sasquatch 54
      5. Wyverns 54
      6. Wraiths 54
      7. Troll 54
      8. Octopus 54
      9. Neanderthals 55
      10. Ogre 55
      11. Vampire 55
      12. Werewolf 55
      13. Ghouls 55
      14. Shadowights 55
      15. Hydra 55
      16. Basilisk 56
      17. Ghosts 56
      18. Wights 56
      19. Night-gaunts 56
      20. Revenants 57
      21. Mnoren 57
      22. Gods and Demi-Gods 57
        1. Apotheosis 57
    3. Magical Creatures 57
      1. Elemental 57
        1. Earth 58
        2. Air 58
        3. Fire 58
        4. Water 58
      2. Apep 59
      3. Zombie 59
      4. Skeleton 59
    4. Riding Animals 59
      1. Horse 59
        1. Donkey 59
        2. Mule 59
        3. Unicorn 59
        4. Pegasus 59
      2. Warhorses 59
      3. Other Mammals 60
        1. Indricotherium 60
        2. Elephant and mammoth 60
        3. Oxen, Yak, caribou, water buffalo 60
        4. Camel 60
      4. Reptiles 60
        1. Riding Lizard 60
        2. Saurian 60
        3. Walker Lizard 60
      5. Birds 60
        1. Diatryma 60
        2. Roc 60
      6. Gryphon 61
      7. Dolphin 61
      8. Other Riding Animals 61
      9. Draft Animals 61
    5. Beasts 61
      1. Wolves and Dogs 61
        1. Dire Wolf 61
      2. Bear 61
      3. Big Cats 61
        1. Sabertooth Tiger 61
      4. Little Cats 61
      5. Apes 61
        1. Great Ape 61
        2. Baboon 61
        3. Chimpanzee 61
        4. Monkey 61
      6. Slinker 62
      7. Dragonet 62
      8. Trained Animals 62
    6. Giant Insects and other crawlies 63
      1. Stone Beetle 63
      2. Spider, Giant 63
      3. Scorpion, Giant 63
      4. Hymenopteran, 63
        1. Basic 63
        2. Spyder 63
        3. Low Render 63
        4. Termagant 63
        5. Phlanx 63
        6. Gantua 63
        7. Myrmidon 63
        8. Plunge 63
        9. Worker 63
      5. Snakes 64
      6. Lizards 64
      7. Goo 64
    7. Water Creatures 64
      1. Carnivorous Fish 64
      2. Giant Snapping Turtle 64
      3. Uncle Teeth 64
      4. Clam, Giant 64
      5. Kraken 64
      6. Crocodile 65
    8. Plants 65
      1. Bloodtree 65
      2. Am bush 65
      3. Mushrooms 65
    9. Nuisance Creatures 65
      1. Slimes 66
      2. Rats 66
      3. Vampire Bats 66
      4. Spiders & Wasps 66
      5. Scuttles 67
      6. Piranhakeets 67
      7. Scorpions 67
      8. Children 67
    10. Notes on Successful Game Mastering 67
  4. Appendices 68
    1. Weapons Table 68
    2. The Village of Bendwyn 70
    3. A Map of Southern Elyntia 72
    4. Record Sheets 74

Page last modified on December 22, 2015, at 04:10 PM