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The Fantasy Trip Legacy Edition Errata

by Steve Jackson                                             updated 12-12-2020

In The Labyrinth | Character Cards | Wizard | GM Screen | TFT Companion

In The Labyrinth – First Printing

This will be the last update of the First Printing errata. All these things have been addressed in the softback currently available as an Amazon POD. We'll update the PDF files too, of course. Anything further we find will be under a Second Printing head below.

10 – Under Immediate Action, a Lesser Wish will also work, restoring the victim fully.

     Under "Heroic Magic Revival," the fifth paragraph states that these methods (Greater Wish, etc.) must be tried within an hour of death. The actual time limit is one day of game time.

24 – Add: A Magic Rainstorm creates 84 gallons of ordinary drinkable water, if you can catch it.

25 – Under Repair, last sentence, the spell referred to should be Restore Device; there is no such thing as Repair Device.

27 – Lightning – Maximum of 3 points per casting.

28 – A giant has MA 10.

30 – To clarify: It does not cost 1 ST to make a physical whack with the staff. The ST is spent when the staff's occult damage is to be done.

33 – Wizard's Wrath – Maximum of 3 points per casting.

33 – Zombies – They retain their combat skills (but no other) at their -2 DX.    

39, 176 – The Talent name is Remove Traps, plural.

44 – We will be referring to "common" now instead of "human tongue," just to get rid of silly-sounding situations like the Goblin who only speaks "human."

49 – In entry 9 of the last table, the distance of "13 megahexes" will be easier to use on the labyrinth map.

78 – A Giant has MA 10.

82 – An octopus has eight arms, not eight legs.

92-93 – The fur of the giant wolverine stops 2 hits.

95 – A giant snake or monster snake has IQ 4.

96 – A crabman has one big set of pincers on each arm.

99-100 – Rats may stack at two per hex; they must still be attacked individually.

100 – Some text is missing in Scuttles. The second paragraph should begin "Hand-sized when they attack, Scuttles jump onto their prey and bite like giant ticks. They drink blood, swelling to balloon-size, and drop off when sated."

103 – Option (s) should be "Shift one hex (or stand still) and attempt to disbelieve one figure."

103 – Add the following – it will be in a box in the new printing:

Donning Rings, Taking Potions, Etc., in Combat

In combat, you might have the opportunity to grab a small item. This is a "ready" action, on your DX turn, requiring a free hand. If the item is in plain sight on the ground, on a shelf, etc., getting it is the same as readying a weapon. It is also "readying" to remove an item from your pocket.

Once you have the item ready, though, using it is a free action. (So: "Take out a ring and put it on" or "Take out a potion and drink it" is one Ready. But "Grab a ring and pocket it," and later "Get it out and put it on," requires two Readies.)

If you have Pickpocket talent, your hands are trained enough that you can start using a ring in your pocket just by sticking your hand in (free action, if you have a hand free).

If you have carefully protected or hidden your item, it will take longer to find and use – the GM is the judge. They can make the player act it out . . .

Scooping up an item on the run is treated like scooping up a weapon, but roll 4/DX if it's a tiny thing like a ring or potion.

Handing an item to a friend takes one Ready (it's a free action if the item is in hand). Receiving it, and pocketing it or using it, takes a Ready.

Bodies may also be looted during combat. In most circumstances, you must kneel (option d) by a body in order to loot it. If an item is worn visibly, it takes a Ready to get it and put it on yourself. If an item of any kind is in a pouch or pocket, the initial Ready to find it will take 1d turns, or 1d-2 if it is the only item in a known pocket.

Note that looting a body of a held or scabbarded weapon is just as fast as picking the weapon up from the ground, because the weapon is bigger and has a convenient handle!

104 – Two things. You must pass directly through an item's hex to scoop it up during movement, and if you get it, it becomes ready immediately.

106 – In the third paragraph under facing, the diagram referred to is above, not below.

106 – An enemy does not literally have to be armed in order to engage you. We hate to say this, but Use Common Sense. For instance, a wolf, a martial artist, and a wizard are all dangerous foes and all of them engage you.

106 – There is one shaded hex too many in the diagram in the right column. The leftmost full hex in the bottom row should not be shaded. The diagram makes much more sense that way.

106 – Add "You cannot disengage by crawling unless your opponent cannot move at all."

109 – Change the 2-handed bastard sword damage to 3d-2.

110 – The DX penalty for a main-gauche should be -1.

111 – Add new sentence after the first one. "Like a small shield, it carries a -1 DX penalty."

114 – Replace the third and fourth paragraphs of Thrown Weapons with "Murphy's Law rules the battlefield when you are rolling to miss. If you are trying to miss a friend but fail, the weapon strikes them point first – roll damage normally. But if you are rolling to miss a foe but fail, you hit them . . . with the wrong end of the weapon. It falls harmlessly to the ground."

115 – A failed attempt to miss an enemy with a fired arrow results in a broken arrow.

117 – See the article in Hexagram #3 for some well-made points about the current Defend rules. There are no official changes yet, but it's a subject open for discussion and consideration.

117 - The first sentence of the third paragraph under Defending and Dodging should read "Defending is effective only against non-missile physical attacks." No, you cannot Defend against a spell.

118 – Delete the last sentence under Forcing Retreat. We may need more development on the Retreat rules – look for a Hexagram article.

119 – More about the effects of relative height on combat can be found in Hexagram #2. tl;dr Steps are a half-yard each. There is no penalty for striking at someone one step higher or lower. There is a +2 bonus for striking at someone two steps lower, if you can reach them, and a -2 for striking at someone two steps higher.

124-125 – The arquebus and blunderbuss are flintlock weapons; they don't require a lit torch. A grenade requires a source of fire (usually a torch). So does a petard, but it may have a long, slow fuse. When used as traps, grenades and petards are triggered by flintlock mechanisms.

135 – Delete the last sentence of the 4th paragraph of Missile Spells.

143 – A Lesser Wish cast on a dead figure within an hour will return them to full health and strength.

143 – A Greater Wish cast on a dead figure within a day will return them to life, but they are at ST 0 and will lose a total of five attribute points.

147 – Elves' toenails cost $16/pound.

148 – Mana can also be spent to restore fatigue.

152 – Delete the second sentence in the Ingredients column for "Bound Small Demon."

155 – Add at end of first partial paragraph on page: If a wizard does nothing but eat, sleep, cast, and rest, they could generate at least 50 ST/day. Most GMs would disallow such a "has no life" character!

175 – Add Food, 41, 67.

176 – Under Scrolls, add an entry for 30. Under Shield Rush, add an entry for 112. Under Staff spell, add an entry for 30. Add new entries for Subdual and Taking Prisoners (they are the same thing), both pointing to 126, 147.

In The Labyrinth - Current Printing

We are now keeping In The Labyrinth in print via POD through Amazon. We send in corrections from time to time when we discover something to be tweaked. New errata, fortunately, have been few and far between.

Throughout - "Axe" should be spelled with an e.

89 - To get a warhorse foal of great intelligence, roll exactly 7 on 6 dice, That gives very close to the stated 1/500 chance.

89 again - An Indri does not kick. It tramples for 3d damage.

91 - "Chupacabra" is not supposed to be capitalized, regardless of what Microsoft Word thinks.

96 - In the second paragraph under Stonemasons, the reference should be to Stonemasons, not Stone Beetles.

97 - An Am Bush has MA 0, and because it is immobile and has no front hexes, any attack on it gets a +4.

131 - On any turn where a rider moves 8 or more hexes, their weapon does an automatic +2 damage.

174 - The first reference to Amulets should be to p. 160.

174 again - Add an entry for Dire Wolf (94).

Character Cards

Sigrun has a Halberd listed as 2d-1 damage. Halberds do 2d in the weapon table.

Sirocco has ST9/DX15, but wears cloth armor. She does not have the proper adjDX 14 listed.

Mad Olly has a saber listing of 1d+1 damage. Sabers are listed as doing 2d-2 damage in the weapon table.

Meg also has a saber listing of 1d+1 damage. Sabers are listed as doing 2d-2 damage in the weapon table.


Reference pages, p. 5 – a Giant has MA 10.

GM Screen

Under OPTIONS: Option (s) should be "Shift one hex (or stand still), taking no other action, and attempt to disbelieve one figure."

TFT Companion

I am advised by Brett Slocum that the first edition of Champions was earlier than Forrest Johnson's Space Gamer article, which would make Champions the first published instance of disadvantages in a RPG.


Throughout: It should be Sorcerers' Tongue. not Sorcerer's Tongue.

63 - Trevare Spellsword has an IQ of 16.

64 - Hundred-Leader Angus Krait has two Weapons paragraphs! Delete the first one completely.

69 - Seth Dorathaine has IQ 14.

70 - Shebat Spidersoul has IQ 17 (!)

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