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UltraQuest: Gold, Ruhm! und Ehre! – Traumburger Weihnachtsmarkt thumbnail

UltraQuest: Gold, Ruhm! und Ehre! – Traumburger Weihnachtsmarkt

Expansion for UltraQuest: Gold, Ruhm! und Ehre!

UltraQuest: Gold, Ruhm! und Ehre! – Traumburger Weihnachtsmarkt Rulebook

Table of Contents

Table of Contents

  • The Traumburg Christmas Market
  • Christmas Market Events
    • 1 – Stuck Fast!
    • 2–3 – A Bit of Luck!
    • 4–6 – Round and Round!
    • 7 – Adolph the Reindeer
    • 8–9 – Raise the Cups!
    • 10 – Stealing Made Easy!
    • 11–12 – Marie Plays the Flute
    • 13–15 – Oh No, the Elf Tea!
    • 16 – Golden Holes in the Snow
    • 17–18 – Ludmilla's Tent
    • 19–20 – Rolling Barrel
    • 21 – Girl with Matches
    • 22–23 – The Lost Child
    • 24–25 – Porters Wanted for Cloth Bales
    • 26–28 – Trick or Treat...
    • 29–30 – Lumberjack Balduin
    • 31–32 – Mouse Roulette
    • 33–34 – Christmas Tea
    • 35 – Sad Christmas Gnome
    • 36 – Snowman
    • 37–38 – Oh My, My Head Hurts!
    • 39 – Lost Purse
    • 40–42 – Christmas Goblin
    • 43–45 – Christmas Dungeon
    • 46–47 – Dubious Peddler's Tray
    • 48–49 – Holy Rake, I Must Vomit...!
    • 50–54 – Dangerous Fire Show
    • 55–56 – Sarafina's Tubs
    • 57 – Frau Holle
    • 58 – Nativity Play
    • 59–60 – Put an End to the Slaughter!
    • 61 – Fairy Tea
    • 62–65 – Totally Drunk Mud Kings
    • 66 – The Beggars' Guild Requests
    • 67–70 – Snob Fliegenbach
    • 71–75 – Rowdy Troublemakers
    • 76–79 – False Accusation
    • 80–87 – What a Lovely Day
    • 88 – Holy Bones
    • 89–91 – Rat Plague
    • 92 – Christmas Is Gift Time!
    • 93–94 – Crash Back to Earth!
    • 95–97 – Help Me, the Dwarven Beer!
    • 98–99 – Tent on the Street
    • 100 – The Festival Burns Brightly!
  • Christmas Treasures
    • 1–3 – Healing Potion (M)
    • 4–5 – Flight Potion +1 (M)
    • 6–8 – Silver Mirror
    • 9–10 – Gold Key
    • 11 – Magic Key (M)
    • 12–14 – Talisman
    • 15–16 – Talisman
    • 17–20 – Gold Necklace with Ruby
    • 21–23 – Sugar Lance +4 (M), Red and White
    • 24–27 – Sugar Spear +3 (M) with Marzipan Grip
    • 28–29 – Sugar Staff +2 (M) with Chocolate Ball
  • New Rules
    • Skill: Boozing (automatic success)
    • Cleric Spell: Blessing (Success: D6 less than or equal to INT)
    • Blessing Token
    • Power Store Token
    • Sacrificing Furs to Männchen
  • Transcriber's Notes on the Source

The Traumburg Christmas Market

If a group is in Traumburg and the game takes place between the 1st Advent and 6 January, the group may visit the Traumburg Christmas Market on the church square and treat itself to something there.

From the Christmas market, the group can go to Traumburg, to Abendheim, into the meadows, onto the fields – or out to sea, provided it owns a watercraft.

No special actions can be taken at the Christmas market. However, the group may leave the market at any time and take a special action directly in Traumburg (e.g. resting, shopping, etc.) without first rolling an event there.

Christmas Market Events

1 – Stuck Fast!

Does a ranger with Alertness belong to the group, or does the most intelligent adventurer pass a MOV roll? (Both may test.) /

Yes: The adventurer notices choked cries for help coming from the chimney of the pretzel bakery, with two kicking legs sticking out. When the group pulls out the unfortunate person, they are surprised to find that it is the completely exhausted Santa Claus, with a large sack full of presents. As thanks, the attentive adventurer may reach into the sack once: (Christmas Treasure D100).

2–3 – A Bit of Luck!

The adventurers stroll past a stall with dubious Christmas decorations. The stout halfling merchant wants 10 Gold per piece. Does the thief, or the most intelligent adventurer, pass an INT roll? (Both may test.) /

Yes: Among all the glittering junk there happens to be a gold talisman.

4–6 – Round and Round!

Does the group want to ride Friedbert's magical wonder carousel for 1 Gold per head? / Yes: (1D6)

1: The (D3+1) adventurer becomes sick. They receive an injury, and Friedbert pays back their gold coin!

2–3: The adventurers enjoy the ride. One of them even finds (D6) gold coins between the wooden horses.

4–5: At the start a gear jams. The passengers are annoyed. If the strongest adventurer passes an INT roll, they can get the carousel running again. 1 Fame!

6: The carousel spins faster and faster. The world around blurs, and the group is teleported to an area of their choice. They may roll an event with D10 at once.

7 – Adolph the Reindeer

The group sees a free-roaming reindeer behind the mulled wine stall. An adventurer – but not a dwarf or halfling – may try to catch it with a successful MOV roll. /

Yes: It is one of Santa Claus's flying reindeer. It counts as a riding horse (MOV 5, ME +0), but it can fly. If the adventurers ever meet Santa Claus, they must return it to him and receive for it a Christmas Treasure (WS D100) and 1 Fame!

8–9 – Raise the Cups!

At the schnapps stall the group meets Anders, the half-elf, who keeps looking into his silver mirror to fix his hair. He is more than willing to teach all adventurers the skill Boozing, either normal (6 Gold per head) or masterful (15 Gold and 1 Fame!). Do the adventurers want to learn from him? /

Yes: Whoever takes part must pass a STR roll, or fails. Whoever succeeds may write the skill on their sheet and receives a bonus of +1 (normal) or +2 (masterful) on every test against alcoholic drinks.

10 – Stealing Made Easy!

Is there a halfling thief or thief in the group? / Yes: Alma, the old halfling thief, teaches them Stealing for only 15 Gold or 1 Fame!, or Stealing at masterful level for 50 Gold and 1 Fame!

11–12 – Marie Plays the Flute

Next to the carousel, a girl stands in the snow playing Christmas songs on her wooden flute with numb fingers. Does someone want to throw some gold into the little box on the ground, so that Marie can buy something to eat and get back to her village? /

Yes: The group receives 1 Karma!

(If (D10) Gold:) The group receives 1 additional Karma!

13–15 – Oh No, the Elf Tea!

The group foolishly tries the elvish tea with "herbs". Each adventurer must pass a STR roll, or receives –1 to INT for the entire rest of the play session. Elves receive a bonus of +1 on the STR roll. The group leaves the Christmas market and cannot come back so quickly (at least 5 turns).

16 – Golden Holes in the Snow

The last adventurer quickly goes behind one of the stalls. While peeing, they find (D10) Gold in the snow.

17–18 – Ludmilla's Tent

While strolling, the adventurers come to a tent with a mysterious sign: "Ludmilla sees your future." Do the adventurers pay 1 Gold and go in? / (1D6)

1: Ludmilla reads the hand of the first adventurer: "A terrible poverty awaits you!" Later that evening, the first adventurer notices that all their gold has been stolen.

2: Ludmilla reads the coffee grounds: "You may soon meet Santa Claus!" – Quest WM 43!

3: Ludmilla gazes into her crystal ball. The group may roll for its event after next at once. Where the adventurers will be then is left to them.

4: Ludmilla lays the tarot cards. The group may at some point correct the tens die of its event roll by 1 up or down. When the group comes back outside, however, their last riding animal has been stolen.

5: "The future is not visible, for an evil spell lies on you, my friend!" she says to the (D3+1) adventurer. – Curse!

6: Ludmilla vanishes, coughing, in a cloud of smoke from burned herbs, and after the smoke clears she cannot be found. When the adventurers leave the tent, they find themselves (D6:) – 1: on the plain. 2: in the hills. 3: in the forest. 4: in the marsh. 5–6: in a boat on the sea! – Roll an event there in the next turn!

19–20 – Rolling Barrel

The adventurers are drinking a tasty brew at the stall of dwarf brewmaster Burgor when a beer wagon arrives with fresh supplies. While unloading, one of the large barrels slips from the loading ramp of the wagon and rolls down it. The barrel shoots past the adventurers, straight toward the large Christmas tree. The adventurers can prevent the worst if all of them pass a STR roll! Every adventurer who fails the STR roll is run over by the barrel and receives an injury. How many succeed? /

(3 or more): The adventurers can stop the barrel and receive 1 Fame!

(2 or fewer): The barrel rolls against the tree, and it tips over onto several stalls. Panic breaks out. The town guard closes the Christmas market for the next 2 rounds. Master Burgor compensates each injured adventurer with 3 Gold.

21 – Girl with Matches

Behind the church, in a wall niche, the (D3) adventurer notices a brief flicker. Then once more. They see a completely frozen girl in a thin dress sitting in the snow, about to light her last match. Does the adventurer pass a MOV roll and manage to reach her in time? Or does the group's wizard conjure a fireball? /

Yes: Rescue at the last moment! The adventurer wraps the girl in a warm blanket and saves her from freezing. 1 Fame! or 2 Karma!

No: Too late, the last match goes out and the girl cannot be saved. Out of grief, the adventurer forgets a random skill.

22–23 – The Lost Child

In a hut next to the large Christmas tree, the adventurers look at the nativity scene with its beautifully carved, painted and gilded figures. Wonderful! Many people crowd in to look. Suddenly a little boy says, "Where is the golden child in the crib? It was there just a moment ago!" A shady figure is just leaving the hut. Does the foremost adventurer pass a MOV roll? /

Yes: The adventurers can follow the thief fast enough and corner him behind one of the booths. But suddenly 4 more henchmen are on the spot, ready to defend their accomplice with drawn daggers – ME+RA? / (Gang of bandits: 5D6 + 5 + Honor!/5, AR 1, bandits) / 1 Fame! and the adventurers actually seize the wanted figure, worth 50 Gold. Do they want to bring the figure back to the crib? /

(Yes:) The bishop blesses the adventurers for their fearless action and honors them with 1 Fame!, a silver key and 1 group free ticket for the carousel – Quest WM04!

24–25 – Porters Wanted for Cloth Bales

At a cloth merchant's stall, the adventurers notice a job advertisement. Do they want to work, or roll another event? / Work: At the harbor, cloth bales must be unloaded from the ship and carried to warehouse number 48. Each helper receives their STR value in Gold as wages. In addition, the adventurers discover an interesting warehouse next door – Quest ST49!

26–28 – Trick or Treat...

In front of Hildegard's sweets wagon stands a poorly dressed boy who stares wide-eyed at the treats. When the adventurers stop, the boy asks for a gold coin for cotton candy. Do they give it to him? / (Yes: D6)

1: The boy takes the gold coin and disappears with it like the wind through the crowd. A passer-by laughs.

2–4: The boy has shining eyes as he eats the cotton candy. He knows all of Traumburg like the back of his hand and accompanies the group for up to two turns in the town. For that time, they may correct their event roll by 1 up or down.

5–6: The boy is overjoyed. He tells the adventurers that he has just seen Santa Claus in trouble. Quest WM01! However, something is stolen from the (D3+1) adventurer: (D10).

29–30 – Lumberjack Balduin

A lumberjack is looking for helpers to accompany him into the forest to fell Christmas trees. Do they go with Balduin, or would they rather stay here and roll another event? /

(Go along:) The journey goes into the forest. Immediately now, roll an event in Abendheim and in the forest. If the adventurers both get through without loss or injury, each of them receives as much Gold as their MOV.

31–32 – Mouse Roulette

At Winnibald's merry mouse roulette, you may bet any amount of gold on only one of 6 houses. A mouse is placed in the middle, and the house into which it disappears pays back 10 times the stake. On which house does the group bet how much? / (D6)

1–2: Directly after the bet, the town guard comes and arrests Winnibald. The Gold staked is of course confiscated!

3–6: (Normal payout for the correct number.)

33–34 – Christmas Tea

At a tea stall, half-elves sell Christmas tea. One cup is supposed to cost 2 Gold. Does anyone drink one? / Yes: Whoever drinks the magical tea receives +1 MOV in the next turn.

35 – Sad Christmas Gnome

Under the large Christmas tree sits a lonely, weeping Christmas gnome who was abandoned by his companions. Does a cleric pass an INT roll? /

Yes: The gnome cheerfully follows the cleric as a follower and gives them +1 DEX and Trading. It dies by taking the next injury for them.

36 – Snowman

A few children have built crooked snowmen. The three icy fellows with carrot noses stand alone on the church square. Does a wizard pass a DEX roll and an INT roll, to shape one of them a little and persuade it to go with them? /

Yes: The snowman follows this wizard as a follower and gives them fire protection. In addition, the wizard may once per turn cast Ice Storm without it costing them power, provided they have learned the spell. The snowman dies by taking the next injury for the wizard. Furthermore, it dies if it is played in spring, summer or autumn, or if it goes into the desert, to the volcano, to the sea bed or into hell.

37–38 – Oh My, My Head Hurts!

The group drinks itself senseless with the notorious Traumburg mulled wine. Up to 8 Gold is deducted, if the group has that much. Everyone must pass a STR roll, or receives an injury. Half-elves and humans receive a bonus of +1 on the roll. The last adventurer in the group also has something stolen. The group leaves the Christmas market and cannot come back so quickly (at least 5 turns).

39 – Lost Purse

A purse lies on the ground among the rubbish. Only (D3+1) Gold is left in it.

40–42 – Christmas Goblin

Santa Claus's sled races down the street. But wait, there is a goblin sitting in it! "Stop the thief!" calls a white-bearded man in a red coat from behind. Does the fastest adventurer pass a MOV roll (a mount may be used)? /

Yes: The adventurer must win the first combat round against the Christmas goblin, or it is gone – ME! (Goblin: D6+1, bandit) / 1 Fame! Santa Claus is happy to have his sled back and rewards the adventurer with a gift from his sack: (WS D100).

43–45 – Christmas Dungeon

At a sausage stand, the adventurers hear a dull jingling while eating a tasty bratwurst. It comes from a cellar entrance behind the stand. Do they want to get to the bottom of it and follow the stone steps down? /

Yes: The adventurers gain access to a candlelit cellar full of the scent of spices. Five gingerbread men with serious hazelnut eyes and pointed red-and-white sugar-cane sticks attack at once – ME! (Gingerbread men: CS 5D6+5) / 1 Fame! and a silver key. Do they want to open the oak door at the back and follow the jingling to its source? /

Yes: When the door opens, the adventurers see 7 undead half-ducks with red pointed caps, each with a little bell dangling from the end. They sit around a large table and wrap the most absurd presents: shrunken heads, preserving jars with insects, fingernail necklaces... Does the group want to put an end to this gruesome business – ME? / No spells because of the quacking. (7 undead half-duck zombies: 7D6 – 7 + Honor!/5) / 1 Fame! and in addition the adventurers find (D6):

1–3: a sack with a Christmas Treasure (WS D100).

4–5: a large silver cage in which Santa Claus is locked. Do they want to free him? / Yes: As thanks for his release, he takes the group with his flying sled to the Cloud City, if this expansion is available. If not, he gives them a gold key and a healing potion.

6: in a corner of the room, a bound fairy who wants to join the group. She masters a random Ranger skill (D6), but owns nothing.

46–47 – Dubious Peddler's Tray

Suddenly Hans, the travelling peddler with a tray, stands before the adventurers. For only 3 Gold he offers (D6):

1–2: a goblin doll, 3–4: an old fur, 5–6: a dull mirror. / (After purchase, roll D6. On 1–4 it is a broken, unusable item. On 5–6 it is the following:) A magical goblin doll that prevents the next curse, a mink fur worth 25 Gold, or a silver mirror that merely needs a quick polish.

48–49 – Holy Rake, I Must Vomit...!

The group sands down at the stall with the halfling schnapps, and everyone's stomach becomes quite queasy. Up to 20 Gold is deducted, if the group has that much. The group leaves the Christmas market and cannot come back so quickly (at least 5 turns).

50–54 – Dangerous Fire Show

When it gets dark, Raphael, the fire artist, announces himself on the square in front of the large Christmas tree. He performs magnificent tricks with burning torches and sparkling fire balls. But suddenly the cord snaps, and a blazing ball lands right in the Christmas tree. The first needles are already burning. Does the fastest adventurer pass a DEX roll? /

Yes: Luckily the adventurer can remove the ball and put out the glowing needles. 1 Fame! and a fire protection potion from Raphael as a reward.

No: The tree burns fiercely! Panic breaks out! The town guard closes the market. Everyone must leave the Christmas market for the rest of this hour of the play session.

55–56 – Sarafina's Tubs

Sarafina's travelling bathhouse is here too! The steaming tubs look very tempting, so the adventurers treat themselves to a hot bath. There is mulled wine and biscuits too. Then they suddenly hear giggling at their backpacks! What a mean trick: the (D3+1) adventurer has had (D10) stolen. If the roll came up empty, the armor is gone!

57 – Frau Holle

The old Hilde Holle struggles with a shovel to clear the snow in front of her little house. Do the adventurers help her for 1 Gold per head, or do they want to roll another event instead? /

(Another event:) Hilde curses the first adventurer – Curse!

58 – Nativity Play

At the Christmas theatre, elves, halflings or fairies are still sought. Do the adventurers take part, or do they want to roll another event instead? /

(Take part:) The performance is a great success. Each actor receives 1 Gold wages, and the group receives 1 Fame!

59–60 – Put an End to the Slaughter!

A dozen half-ducks come toward the adventurers. They want to demonstrate against the annual goose slaughter for Christmas roast, and they need help. Does the group demonstrate with them? /

Yes: The demonstration gets completely out of hand with loud quacking, and in the end the town guard arrests all the half-ducks and the adventurers. The group must pay 10 Gold in fines, or sell an item if it does not have the sum. 1 Karma!

No: The half-ducks are furious because the adventurers are not on their side. They attack, quacking – ME! Casting spells is impossible because of the noise.

(Half-ducks: CS 5D6 + 5 + Honor!/5, bandits) / 1 Fame!

61 – Fairy Tea

At a tea stall, some elves sell Christmas tea. One cup is supposed to cost 3 Gold. Does anyone drink one? / Yes: It is magical fairy tea. Whoever drinks it receives +1 DEX and +1 MOV for the next two turns.

62–65 – Totally Drunk Mud Kings

At the mulled wine stall, 4 totally drunk followers of the Mud Kings are hanging about. If the adventurers belong to the Beggars' Guild, they immediately start a row; if not, they behave in an interested, challenging way – ME? /

(Mud King gang: CS 4D6 + 4 + Honor!/5, bandits) / 1 Fame! The leader also carries (MT D6+6) and (D6+10) Gold.

66 – The Beggars' Guild Requests

The adventurers are surrounded by a fairly large group of thieves and threatened with all sorts of weapons. It is impossible to tell who belongs to it, and it is certainly not advisable to fight. If they are not members of the Beggars' Guild, the adventurers must pay 20 Gold to the Beggars' Guild, or they should leave the Christmas market at once. /

(Pay:) "Well then, have fun, adventurers!"

(Do not pay:) "Just get lost, you good-for-nothings!" In addition, the last adventurer has (D10) stolen in the tumult.

(Member of the Beggars' Guild:) "Ah, hello, lads. Good luck!" The group receives free tickets for the carousel – Quest WM04!

67–70 – Snob Fliegenbach

The last adventurer gets a boot in the heel from behind. "Hey, get out of the way, you scoundrel, here comes Mr. Fliegenbach!" says a guard in a violet-and-yellow tunic. Does the group step aside? If not, there is a fight – ME! /

(4 guards and Fliegenbach: CS 5D6+15, AR 1) / 1 Fame! Fliegenbach wears a golden necklace with an amethyst. It may well be worth 100 Gold.

71–75 – Rowdy Troublemakers

Six rowdy, tipsy fellows pick a fight with the adventurers for no reason. It comes to a fight – ME!

(6 rowdies: CS 6D6+6, bandits) / 1 Fame! and (D10) Gold.

76–79 – False Accusation

A young, attractive woman approaches the adventurers with 4 town guards and claims that the last adventurer stole a piece of jewelry from her. Incredibly, the described brooch with the picture of her husband is actually found in the adventurer's backpack! Does the adventurer pass an INT roll to talk their way out of it? /

Yes: The town guards believe the adventurer, because some things in the young woman's account are contradictory. The adventurer may keep the brooch, worth 5 Gold.

No: The adventurer is caught and arrested. They must return the brooch and pay 5 Gold compensation.

80–87 – What a Lovely Day

The group spends a very pleasant day at the Christmas market. There is a lot of interesting things to see, and each one spends 3 Gold.

88 – Holy Bones

A relic of the holy Falka is on display on the church square. Women or rangers who pray there receive a blessing that protects once against a curse, or they can have a weapon blessed, which makes it usable once against demons or gives it a one-time bonus of +1 (mark the weapon with "(S)").

89–91 – Rat Plague

There is a rat plague, and the beasts scurry about everywhere. Suddenly 4 ratmen stand behind the adventurers – ME+RA!

(4 ratmen: CS 4D6+12, AR 1, bandits) / 1 Fame! The rats have an iron key and (2D6) Gold on them.

92 – Christmas Is Gift Time!

Santa Claus hands out presents to all the children on the church square. A halfling or a half-duck who passes a MOV roll and an INT roll may perhaps receive one too. / Yes: (WS D100)

93–94 – Crash Back to Earth!

Santa Claus returns from the Cloud City with his flying reindeer sled to the Traumburg Christmas market. However, he misses his landing approach and crashes with his reindeer sled, full tilt, into the sea!

If an adventurer can swim, or the group owns a boat, they can simply rescue him from the water. If not, there is still the option of recovering him from the very dangerous sea bed – take a deep breath and roll an event right there. Do they manage to stay unhurt? /

Yes: The adventurers rescue the completely soaked but overjoyed Santa Claus and may take an item out of his large gift sack: (WS D100).

No: Too bad. But there will certainly be enough new applicants for the vacant post who have a sled driver's license.

95–97 – Help Me, the Dwarven Beer!

The group gets stuck at the dwarven beer stall and gets thoroughly drunk. Up to 12 Gold is deducted, if the group has that much. Everyone must pass a STR roll, or receives an injury. Dwarves receive a bonus of +1 on the roll. The first elf in the group has their purse stolen. The group leaves the Christmas market and cannot come back so quickly (at least 5 turns).

98–99 – Tent on the Street

A small linen tent of the Traumburg repair brigade, with a lantern in front of it, stands in the middle of the street. Nobody is inside, but an open shaft leads below the street and straight into (D6)

1–3: the musty cellar under the old city museum. That is a dangerous dungeon! (Or see the Traumburg expansion.)

4–6: the mysterious tunnels of the sewer system under the city – certainly a dangerous dungeon! (Or see the Traumburg expansion.)

100 – The Festival Burns Brightly!

Oh no, someone has dropped a candle into a heap of straw somewhere. The fire quickly spreads to a large number of Christmas market stalls, and half the festival burns down. Each adventurer must pass a MOV roll, or their backpack catches fire and every flammable item in it is destroyed. The Christmas market remains closed for the whole of today's play session.

Christmas Treasures

When a Christmas treasure is found, its heading is read aloud. The name is noted on the adventurer sheet together with its number, for example: "Healing Potion (WS01)".

All magic treasures are marked with "(M)".

1–3 – Healing Potion (M)

The healing potion heals one injury of an adventurer.

4–5 – Flight Potion +1 (M)

The flight potion lets an adventurer fly for one turn. Their MOV is 1 higher during that time.

6–8 – Silver Mirror

The silver mirror is helpful in special events.

9–10 – Gold Key

It opens the lock of a golden chest or a gold portal.

11 – Magic Key (M)

It opens all metal locks.

12–14 – Talisman

Roll D10 on the overview table for a talisman.

15–16 – Talisman

Roll D10+1 on the overview table for a talisman.

17–20 – Gold Necklace with Ruby

This beautiful necklace has a value of 100 Gold.

21–23 – Sugar Lance +4 (M), Red and White

This magic lance breaks if a 1 is rolled in combat, or if the bearer falls into water.

24–27 – Sugar Spear +3 (M) with Marzipan Grip

The magic sugar spear can be thrown before a fight and adds +3 to the normal combat strength (CS). The opponent's armor is, however, subtracted from it. The sugar spear breaks when it is used.

28–29 – Sugar Staff +2 (M) with Chocolate Ball

This magic master staff gives a wizard +2 to ME and can be used to have Store Power charged. The staff breaks if the wizard rolls a 1 in combat, or if they fall into water.

30 – Sugar Hat (M) with Hazelnut Decoration

This magic hat protects the bearer from all damage from sugar weapons. It dissolves if it falls into water.

31–33 – Lead Angel (M)

The magic lead figure of an angel protects the bearer from uranium. They receive a deduction of 10 on the D100 mutation table.

34 – Magic Treasure (M)

Roll on the magic treasure table (MT D100).

35–38 – Tame Rat (companion)

The rat has the skills Stealing 1 and Trap Disarming 1.

39–41 – Silver Necklace with Pearls

This beautiful necklace has a value of 80 Gold.

42 – Potion of the Answer (M)

This potion enables the user to succeed on any INT roll. They must drink it beforehand and may not roll.

43–45 – Beautiful Fox Fur

This soft fur has a value of 12 Gold.

46–48 – Glass Ball of Homecoming (M)

If an adventurer smashes this glass ball, they and their group are instantly teleported back to Traumburg.

49–52 – Boots of Warmth (M)

These boots give an adventurer +1 AR and protection from cold.

53–55 – Regular Wolf Fur

This fine fur has a value of 25 Gold.

56–59 – Silver Helm of Antimagic (M)

Whoever wears this fine helm with silver trim receives +1 to AR, or +2 against undead, and cannot cast or use spells or miracles, but also cannot be affected by spells, miracles and curses. The helm may be noted in the armor line instead of armor.

60–62 – Candle of Safety (M)

This magic candle can be lit at any time at the start of a turn, and enables all adventurers sitting around it to rest – no matter where they are (e.g. even in a dungeon). At the end of the turn the candle has burned down.

63–65 – Magnificent Bear Fur

This warm fur has a value of 30 Gold.

66 – A Pair of Warm Knitted Socks

...made of scratchy wool! They at least give protection from cold!

67–72 – Spell Scroll (Cleric miracle D10) (M)

This spell scroll gives the bearer the ability to speak the described miracle. They must pass an INT roll to do so. Clerics receive +1.

73–75 – Beautiful Mink Coat

This exquisite fur has a value of 50 Gold and protects its wearer from cold without being magical.

76–78 – Slippers of Speed +1 (M)

These give their bearer +1 to MOV and take up no room; they may also be noted under skills.

79–84 – Spell Scroll (Wizard spell D10) (M)

This spell scroll gives the bearer the ability to cast the described spell. They must pass an INT roll to do so. Wizards receive +1.

85–86 – Magic Treasure (M)

Roll on the magic treasure table (MT D100+20).

87–90 – Ring with Diamond

This stylish jewel has a value of 50 Gold.

91–92 – Rabbit Fur

A very nice white snow hare fur with a value of 12 Gold.

93–95 – Perfume

This bottle of quite passable perfume keeps the whole group smelling good and protects them from all stench.

96–98 – Velvet Gloves of Dexterity +1 (M)

These give their bearer +1 to DEX and take up no room; they may also be noted under skills.

99–100 – Wish Rod (M)

With this rod, an adventurer can immediately wish for one number in the Christmas gift sack, or at some later time make a roll of a D6 or D10 result a 1 or a 7.

New Rules

The rules listed here always apply, even when the Christmas market is not open.

Skill: Boozing (automatic success)

Whoever has the skill Boozing receives a bonus of +1 (normal) or +2 (masterful) on every test against alcoholic drinks.

Learning the skill normally costs only 10 Gold or 1 Fame!, when it is learned from a teacher in a settlement.

If an adventurer with the skill Boozing wins a drinking contest, the skill is raised to masterful if they fail an INT roll.

Cleric Spell: Blessing (Success: D6 less than or equal to INT)

A cleric may learn this spell when they have the choice, or they may have it from the start instead of the skill Brew Potions.

A blessing may be cast on one person (but not on oneself), and protects that person once against a curse. Place a Blessing token on the adventurer.

If an unblessed person has already been cursed, that curse cannot be removed afterwards by a blessing. The curse remains.

A blessing may also be cast on a weapon (including the cleric's own). The weapon is marked with an "S" and, once, for the entire next fight, receives either +1, or may be used against spirits and demons even though it is not magical. After that, the blessing is used up.

Each adventurer may have only one blessing on or with them.

If a blessed person has a blessed weapon, the player must decide which blessing is lost. Several blessed weapons per adventurer are also not possible.

Blessing Token

The token shows "Blessing" on its face (Segen).

Power Store Token

If a wizard has learned the spell Store Power, they may use this game token to show that magical power is stored in their staff.

The token shows "Magic Power for Store Power" on its face (Zauberkraft für Kraftspeicher).

Sacrificing Furs to Männchen

Männchen love furs! Before a wizard makes a roll to recruit a Männchen, they may give it a special fur (sacrifice it) in order to replace the Männchen's second attribute with a special attribute bonus. Or they may give the Männchen one or three furs of any kind, to make it easier to persuade. The following options exist:

  • A fox fur gives the Männchen +1 to MOV.
  • A rabbit or hare fur gives the Männchen +1 to DEX.
  • A bear fur gives the Männchen +1 to STR.
  • A wolf fur gives the Männchen +1 to INT.
  • Any fur at all gives the wizard a one-time +1 on the INT roll to persuade the Männchen to follow them.
  • Three furs give +2 instead.

Transcriber's Notes on the Source

The following readings were needed where the German source is garbled or misprinted. They are listed here so that they can be checked against the original:

  • Event 8–9: "Silerspiegel" is read as "Silberspiegel" (silver mirror).
  • Event 22–23: "beohnt" is read as "beehrt" (honors).
  • Event 59–60: the stat line for the half-ducks has no opening parenthesis in the source; it is read as one.
  • Event 59–60: "Abentuerer" is read as "Abenteurer" (adventurers).
  • Event 79–84: "Zauberpruch" is read as "Zauberspruch" (spell).
  • Treasure 60–62: "magiche" is read as "magische" (magical).
  • Event 35: "Handeln" is read as the skill Trading, as the base rulebook names it.
30 – Sugar Hat (M) with Hazelnut Decoration
  • 31–33 – Lead Angel (M)
  • 34 – Magic Treasure (M)
  • 35–38 – Tame Rat (companion)
  • 39–41 – Silver Necklace with Pearls
  • 42 – Potion of the Answer (M)
  • 43–45 – Beautiful Fox Fur
  • 46–48 – Glass Ball of Homecoming (M)
  • 49–52 – Boots of Warmth (M)
  • 53–55 – Regular Wolf Fur
  • 56–59 – Silver Helm of Antimagic (M)
  • 60–62 – Candle of Safety (M)
  • 63–65 – Magnificent Bear Fur
  • 66 – A Pair of Warm Knitted Socks
  • 67–72 – Spell Scroll (Cleric miracle D10) (M)
  • 73–75 – Beautiful Mink Coat
  • 76–78 – Slippers of Speed +1 (M)
  • 79–84 – Spell Scroll (Wizard spell D10) (M)
  • 85–86 – Magic Treasure (M)
  • 87–90 – Ring with Diamond
  • 91–92 – Rabbit Fur
  • 93–95 – Perfume
  • 96–98 – Velvet Gloves of Dexterity +1 (M)
  • 99–100 – Wish Rod (M)