ForgottenBallad Final
ForgottenBallad Final
QUIC K NAMES
2d6 1 2 3 4 5 6
1 Ya Ao Bo Cha Fu Gao
2 Ha Ichi Ji I Ka La
3 Lou Ma Mu Ny Or Oo
4 Pa Pho Pu Ra Sa Su
5 Ta Tu Va Yo Blu Ga
6 Ju Kin Aa Or Vo Mi
A Sword & Song Adventure Game
Major Inspirations
OIL FANTASY - playstyle and guidance
oilfantasy.blogspot.com
CAIRN - guidance
cairnrpg.com
4
Contents
About Forgotten Ballad . . . . . . . . . . . . . . . . . . . . . . . . 06
Principles for the Guide . . . . . . . . . . . . . . . . . . . . . . . 08
Principles for Players . . . . . . . . . . . . . . . . . . . . . . . . . 10
Hero Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Hearts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Playing the Songs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
A Little Songbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Building Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Relic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Dungeon Rooms . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Regions and the People . . . . . . . . . . . . . . . . . . . . 29
Landmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Create Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Sidequests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
World Inhabitants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Forest of the Storms . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
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About Forgotten Ballad
What is an Adventure Game?
In an adventure game, players solve problems by using their imagination. It’s similar
to other tabletop RPGs, but with a larger focus on problem solving rather than on
story creation.
This game is designed to be played by two or more people, with one assuming the
role of the Guide, who presents both the challenges faced by other players and
creates characters for them to interact with. The other players control the heroes,
describing how they will interact with the challenges presented by the Guide.
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Game Dynamic Keep it Safe
Guide: As you reach the end of the corridor, you see a circular room with a pit
blocking your passage. What do you do?
Player: I want to use my grappling hook to cross the pit without jumping. Is
there anything on the other side that can support me?
Guide: Yes, there are two pillars near each side of the room.
Player: I’ll throw my grappling hook into the pillar to the right, climb down and
investigate this mysterious pit.
Guide: You take a few steps down the pit, feeling the rustic stone under your
feet. You are almost at the bottom when you hear footsteps approaching you—
what do you do?
7
Principles for the Guide
This is advice from many RPGs and authors I respect, mainly from the Oil Fantasy
Manifesto. These tips will help you run minimalist Adventure Games and make the
relationships at the table healthier.
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TRANSPARENCY RUL ES AS TO O L B OX
Above all, always tell your players the The rules in this book are simple and
challenges they are facing. Games are a only cover some situations, but they
series of decisions, and the players need should be easy enough to adapt to
all the information to make them. Don't different problems. If you think that it
hide rolls or why you're making them; makes sense to use a different solution
expose the game. Everyone is playing. from elsewhere, do so. If unsure,
consider how likely the event is and roll
a die.
PAINT THE WO RLD
When making descriptions, try to first
tell the three most prominent things in GAME BAL ANC E
the environment with little detail. Let If you anticipate the danger, be
the players ask for more information transparent and respect the player's
and investigate for themselves. Give agency. You don't have to worry about
more details as they ask. Share the what kind of challenges, monsters and
narrative. traps your group can tackle. Go for
what makes sense in that context. The
players can run away and seek more
GAME BEYO ND THE D IC E power or information to overcome what
The dice are valuable when using them the world throws at them. And it just
sparingly. It makes the rolling more makes for more adventures.
thrilling. Challenges can be overcome
by narrative. If a tool, position, or
interaction makes sense, move on to the
next challenge.
9
Principles for Players
Players are the ones who move the story forward and make the adventure happen.
Here are some tips to help you enjoy the game more as a player.
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11
Hero Creation
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BACKGROUND
d6 d6 Background Starting items
1 1 Guard Spear, lantern
1 2 Outsider Singing fish, bottle
1 3 Hunter Bear trap, rope
1 4 Tamer Animal treats, reinforced gloves
1 5 Ranger Horse, big hat
1 6 Blacksmith Hammer, precious metal
2 1 Cook Pan, chicken
2 2 Merchant Choose two items
2 3 Fisher Fishing net, reinforced boots
2 4 Miner Pickaxe, lantern
2 5 Spy Smoking bomb, throwing knife
2 6 Thief Master key (can open any simple lock)
3 1 Researcher Specific topic book, magnifying lens
3 2 Astronomer Small telescope, sleeping bag
3 3 Arcanist Ancient song
3 4 Shaman Healing herbs, incense
3 5 Fortune Teller Broken crystal ball, cards
3 6 Farmer Sheep, pitchfork
4 1 Politician Fine cloths, ceremonial mask
4 2 Machinist Shovel, lantern
4 3 Sailor Canoe, bottle
4 4 Mason Hammer, lunchbox
4 5 Carpenter Saw, rope
4 6 Priest Calming song
5 1 Sage Old map, broken relic
5 2 Postman +2 backpack slots
5 3 Gravedigger Shovel, candle
5 4 Hermit Whistle, lantern
5 5 Wanderer Bug collection, rope
5 6 Inventor Photo camera, screwdriver
6 1 Shepherd Walking stick, dog
6 2 Brewer Healing herbs, bottle
6 3 Artist Chalk, ink
6 4 Heir Fine cloths, 2d6 coins
6 5 Teacher Chalk, old map
6 6 Scout Walking stick, spyglass
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Rules
In this game, conversation is the main mechanic. Always start with the fiction
created by the group. The player characters are capable heroes and will succeed
in most of their attempts. Move the game forward and let the dice act only in really
dangerous or dramatic situations.
Rolling Hearts ♥
Optional: you can assume it’s a half success when rolling a 3 or 4. That
means the character succeeds, but suffers a setback or disadvantage.
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Equipment
A hero is what they carry. Their equipment determines how they fight, solve
problems, use magic and help people.
Heroes carrying more than their limit When a weapon hits, it always causes
cannot run or move quickly. the same amount of DAMAGE :
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Combat
HARM INITIATIVE
When a character takes a hit, the Heroes always go first unless they are
weapon DAMAGE is deducted from their ambushed. Let everybody make a move
♥. If they have any DEFENSE value, and assume heroes can always make
reduce it from the DAMAGE . coordinated movements.
Any damage that causes ♥️ to drop to When every character in the fight has
0 or less leaves the hero unconscious. acted, start again with the one that
They can get back on their feet if makes more sense.
they have a fairy in a bottle but, if not
rescued, that’s the end of their story.
CO MBAT EXAMPL E
Gamera and Bowie are exploring a cave when they see a bat-like creature on fire flying
in their direction. The GM asks “what do you guys do?”. Bowie’s player decides to use
her sling and wait until the last minute for an accurate shot. She’ll roll 3 dice: one as
default, one for the weapon, and and one for accuracy, but she’ll only roll after Gamera’s
action. Gamera’s player says that she’ll throw rocks and scream to attract the bat to her
(+2 dice).
Bowie misses her shot, but Gamera manages to get the bat’s attention. The creature
screams and their flames grow stronger. “How are you going to defend yourself,
Gamera?”, the Guide asks. “I’m going to stand my ground and use my shield to block the
creature’s attack”, she replies, and the Guide grants her +2 dice: she fails the roll and
takes 2 damage. Some of her clothes start burning.
The Guide keeps asking the players what they are going to do until the combat is over.
16
Playing the Songs
There are only six notes in the world, each corresponding to one of a die’s faces.
When heroes try to play a magic song, each player rolls 3 dice + 1 die for each other
person playing (4 for 1 player, 5 for 2 players and so on). The result must have at
least one number corresponding to each music note. You can distribute the dice to
the players involved to represent their respective parts in the tune.
E NHANCED EFFE CT
Some of the old sages know techniques that can enhance your music's effect. To put
them into practice, the musicians must succeed in their attempt to play the song and
roll the results required by the method.
Improvisation Lick
If all the heroes playing have at least If one player rolls two song notes, they
one note of the song, they can change can choose a second target for the
one verb in the song description. music effect.
Bridge Response
If the band rolls enough numbers to If two or more heroes can make a
play two songs, it can merge the two. sequence of consecutive numbers
Players suggest and the Guide tells how combining their notes, they can choose
it happens. who and what is affected by the music.
17
A Little Songbook
Here are some examples of magic music and its effect to use in and inspire your
games. Unless noted otherwise, all songs affect the room or the heroes’ immediate
whereabouts.
18
Building Dungeons
Use the following steps and tables as a source of inspiration to build challenges for
your group. While using the tables, try to interpret them as openly as possible. Let
them spark your imagination.
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The Relic
WEAP ON
INS TRUME NT
20
U TILIT Y
PROPERTIES / SPARK
2d6 1 2 3 4 5 6
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The Guardian
2d6 1 2 3 4 5 6
Manta
1 Dragon Humanoid Octopus Jellyfish Ghost
Ray
2 Lizard Snake Moth Cyclops Flying Witch
Multiple
3 Crab Centipede Turtle Bird Fish
heads
4 Pig Mage Bull Statue Shadow Bat
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S TRATE GY ( EXTR A ROLLS FO R HARDER B O SSES)
2 Speed Flight
4 Stealth Clones
5 Immunity Minions
PROPERTIES / SPARK
2d6 1 2 3 4 5 6
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The Dungeon
L AYOU T
Draw a 6x6 matrix. Roll 2d6. Mark the corresponding
cell (one die for the column, the other for the row).
Each cell is a corridor or room of the dungeon. Repeat
and connect the cells as you like.
THEME
2d6 1-2 3-4 5-6
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TYPES O F STRUCT URE
2 Palace Sewer 5 2
3 Cavern Hideout 6 3
4 Castle Dungeon
5 Fortress Woods
6 Tomb Ship
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The Dungeon Rooms
CHALLENGE
TRAPS
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S IZE
1 Corridor
2 Small
3-5 Medium
6 Large
TREAS URE
1-3 d6 x 10 coins
2 Key
6 Relic
OTHER TREASURE
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28
The Regions and the People
RE GIO N
6 Lake Canyon
29
S E TTLEMENT SET TL EME NT FO C US
2d6 1-4 5-6
2d6 1-3 4-6
30
Landmarks
L ANDMARKS
d6 d6 Landmark d6 d6 Landmark
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Create CharacterS
1 Recover 1 Character
2 Find 2 Item
3 Know about 3 Monster
4 Get 4 Place
5 Eliminate 5 Dungeon
6 Protect 6 Animal
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AD JE CTIVES O CC UPATIO NS D E TAIL S
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NAME ( ROLL MANY TIMES AND COMB INE)
2d6 1 2 3 4 5 6
1 Ya Ao Bo Cha Fu Gao
2 Ha Ichi Ji I Ka La
3 Lou Ma Mu Ny Or Oo
4 Pa Pho Pu Ra Sa Su
5 Ta Tu Va Yo Blu Ga
6 Ju Kin Aa Or Vo Mi
Sidequests
You have an important quest. But in your adventures you'll
meet people asking for help. These tables will help you
create quests worthy (or not) of a true hero.
L O CATION
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THE QUEST
d6 d6 Quest d6 d6 Quest
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TWIST
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37
World Inhabitants
These are creatures that live in the wild They all follow the same structure:
and dark places. While some might
be corrupted by the Enemy or are • A picture
territorial, almost all of them have more • Their name
to do than confront the heroes. Their • The number of ♥
description and variations will give you • A short description of their behavior
hints on how to construct their behavior. in italics
• Their attacks and form of defense in
BOLD
• Six variations that you can choose
from or roll for randomly. You can
always use the default variation
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Beblin
♥♥
Only attack when in
numerical advantage.
Like to set traps and
ambushes.
WEAPON (1), BITE (2)
1. Dancer: want a
dancing duel
2. Lancer: try to
surround you
3. Hungry: try to trade
or steal food.
4. Camper: want to
keep their place
5. Cowboy: like to
mount something
6. Bomber: carry lots
of explosives
Boto
♥♥
Present in almost all water bodies.
Spit and hide underwater.
SPIT (1), BITE (2)
1. Martial: do acrobatics
2. Musician: member of an
aquatic band
3. Charming: transform into a
handsome man
4. Buff: PUNCH (3)
5. Vendor: sell goodies from
underwater
6. Octopus: have eight arms
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Calanboom
♥♥♥♥
Explode after death. Like to
sleep under the sun.
FIRE BREATH (2), TAIL WHIP (1),
EXPLOSION (4)
Cranio
♥
Float around in the night and dark
places. Like to bite things.
BITE (1)
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Cultists
♥♥♥
Hides amongst commoners and tries to recruit
for the Enemy.
WEAPON (1)
Deblin
♥♥♥♥
Throw their enemies. Love a good meal.
WEAPON (2), KICK (1)
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Dedos
♥♥♥
Live in dark places. Take out
uninvited guests.
GRAB (2), TACKLE (1)
Fantom
♥♥♥♥
Can only be hit by relics or fire.
LANTERN (2)
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Geleca
♥
Leave a trail where it passes.
Explode in slime when they die.
TACKLE (1), GRAB (1/TURN)
Gira-Gira
♥♥
Hide underground. Move fast and
it’s hard to avoid their attacks
without protection.
DEFENSE (1), SPINNING ATTACK
(1), SURPRISE ATTACK (2)
1. Mom: ♥♥♥
2. Bladed: SPINNING
ATTACK (2)
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Jacaré
♥♥♥
Act in group. Can jump high.
SPIT (1) WEAPON (1)
Larva
♥♥♥♥
May devour an item when they
swallow a hero. Just like to
eat metal.
SWALLOW (1/TURN)
44
Lata
♥♥♥
Look like a decorative armor or statue until
anyone gets closer.
DEFENSE (1), WEAPON (1)
45
Lino
♥♥♥♥♥♥♥♥♥♥
Protect a region. Love
to fight.
DEFENSE (1), WEAPON (3),
FIREBALL (3 IN AREA), DASH
(2), ARROWS (1)
1. Old: ♥♥♥♥♥
2. Brave: no defense
3. Sportiest: never kill
4. Extreme: always in harsh
environments
5. Dual wielding: attack twice
(2) at once
6. Retired: hide and don’t want
to be bothered
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Magin
♥♥♥♥
Teleport after attack or being hit.
Think they are just playing with you.
ELEMENTAL (2)
Mimicos
♥♥♥♥♥
Stay still until they can taste you.
Drool a lot.
BITE (3)
1. Chest 1. Bottle
2. Torch 2. Sword
3. Floor tile 3. Hole in the wall
4. Door 4. Flower
5. Jar 5. Book
6. Mug 6. Stair step
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Mogerson
♥
Hide in dark places.
BITE (1)
Muma
♥♥♥♥
Slow and weak against fire. Try to
paralyze. Very proud.
PARALYZING GAZE, BITE (3)
1. Naked: ♥♥♥
2. Fighter: WEAPON (2)
3. Mage: CONJURES FIRE (2)
4. Leader: have 1d6 Mumas
with her
5. Bug caller: conjure a cloud of
insects
6. One of us: try to mummify
their victims
48
Osso
♥
Have a 4 in 6 chance to
get back to life. Burn under
the sun.
WEAPON (1)
Peludo
♥♥♥♥
Run and attack. Like to play fetch.
BOOMERANG (1)
49
Piranha
♥
Love meat. Follow blood.
BITE (1)
1. Swarm: ♥♥♥
2. Undead: will come back in a few
minutes
3. Electric: ELECTRIFY WATER (2)
4. Flying: can jump out of water
5. Invisible: can’t be seen out of
water
6. River Mother: gigantic, ♥♥♥♥
BITE (3)
Thief
♥♥♥
Never fight if they can choose.
WEAPON (1)
50
Treva
♥♥♥
Always following you. Fight behind
their shield.
DEFENSE (1), WEAPON (1)
Zoia
♥♥
Jump chaotically. Hard to hit.
DEFENSE (1), SCRATCH (1)
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Forest of the 1. OBSERVATORY
2. BEBLIN CAMP
4 Beblins. Usually dancing,
eating or hunting.
8. CAVE PASSAGE
Has a mimic door in the
middle [♥♥ SLAM (2) ]
9. BATH ROOM
The dried pool hides a
sack with 6 bombs of
light. An electric Magin
patrols the area.
10. LADY STATUE 11. DORM
Holds one of the SHACK
moon spheres, but Old, but safe to
its metal structure rest in. Has few
attracts thunders. old books and
edible rations.
52
3. NOISY STAIRS
7. ALTAR
Loud noises echo
A moon sphere lays in the water. On the altar, there’s
in the stone. 3 in 6
a magical club, capable of giving orders to wolfs.
chance of alerting
An animated vine will try to wrap any living being
local monsters.
stepping here, inflicting 1 damage/turn. It can be cut,
but will only die by fire.
5. HIDDEN STAIRS
Trying to climb down
without the stairs has
a 4 in 6 chance to
fall in (6), and take 2
5. SECRET DITCH
DAMAGE along the
Small treasure
way.
chest covered by
poisonous fungi.
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Special Thanks
To my inpiration, support and testers: Hanna, Calvin, JP, Alê, Jorge, Guilherme,
Barbs, Dé, Gabriel and Julia. Also thanks to Andrea Zanon and Alpha for the extra
revision and feedback.
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James Liam Ronald
James Liam Rori
James Lindsay Ryan
Jarrod Lone Ryan
Jason Lucas Scott
Jean Luigi Seth
Jean-Claude Luke Shawn
Jenna Marco Shawn
Jenna María Consuelo Skye
Jess Marren Skye
Jesse Marshall Stuart
Jesse matt Sylvestre
Jessica Matthew Symbolic
Jessica Matthew TapirTopGames
Joel Matthieu Tehlor
John Maven Thiago
Jonathan Mike Thomas
Josh Mitchell Thomas
Joshua Murilo Toya
Joshua N.L. Tristan
JP Nick Tyler
Juan José Solano Nico Tyler
Julian Noah Vincent
Juliane Norm Vivek
Justin Olivia wa
Justin Onslaught Weaver
Kate Pandion Weldon
katie Paul Willy
Kendrick Perplexing Xavier
Kira Peter Yash
Kurt Peter zeitiger
Landen ratti Zero
Lars Reilly Ziegander
Leah Robert Zsolt
Leon Robert
Lexi Roger Puig
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