100% found this document useful (1 vote)
4K views56 pages

ForgottenBallad Final

Here are some key principles for the Guide to keep in mind when running an adventure game: - Focus on emergent storytelling rather than planning out specific plot points. React to player actions and let the story unfold organically. - Design challenges that are open-ended problems for players to solve rather than arbitrary obstacles. Give them agency to find their own solutions. - Make sure player choices and actions have meaningful impact on the game world. Respond appropriately to both successes and failures. - Provide clear indications of danger so players can make informed decisions, but don't remove all risk. Give clues for traps and foreshadow monster abilities. - Similarly, present obvious opportunities for players to discover rather than hiding essential

Uploaded by

Joshua
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
4K views56 pages

ForgottenBallad Final

Here are some key principles for the Guide to keep in mind when running an adventure game: - Focus on emergent storytelling rather than planning out specific plot points. React to player actions and let the story unfold organically. - Design challenges that are open-ended problems for players to solve rather than arbitrary obstacles. Give them agency to find their own solutions. - Make sure player choices and actions have meaningful impact on the game world. Respond appropriately to both successes and failures. - Provide clear indications of danger so players can make informed decisions, but don't remove all risk. Give clues for traps and foreshadow monster abilities. - Similarly, present obvious opportunities for players to discover rather than hiding essential

Uploaded by

Joshua
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

CREATING A HERO ROL L ING

• Mark 3 ♥ • 1d6 default


• Choose an instrument • 1d6 die from equipment
• Choose a bottle with something • 1d6 die from any advantage
inside • 1d6 die from help
• Choose a weapon (optional)
• Choose a background (page 13) Success on 5 or 6
• Give them a name

WEAP ONS AND DAMAGE


E QUIPMENT
• 1 DAMAGE - Ordinary weapons
6 equipped; 6 in the backpack or fists
• 2 DAMAGE - Refined or special
weapons
• 3 DAMAGE - Legendary
weapons
• 4 DAMAGE - Big explosives

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

Writing, Design & Illustration


Fellipe da Silva

Writing, Translation & Revision


JP Nakashima
Listen, kid! The Enemy’s power is growing
again. This old world has survived many calam-
ities. Our people are few, simple, and scared. It
gives us hope to see you with all that courage.
You can fight back if you find those relics and
forgotten songs buried in old ruins.

But it’s dangerous to go alone. Gather your


friends and take this with you!

Major Inspirations
OIL FANTASY - playstyle and guidance
oilfantasy.blogspot.com

MAUSRITTER - inventory and ambience


mausritter.com

CAIRN - guidance
cairnrpg.com

FALSE MACHINE - playstyle


falsemachine.blogspot.com/2020/05/soft-ass-d

THE LEGEND OF ZELDA - mechanics and ambience

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

5
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.

The Forgotten Ballad


A primordial evil has destroyed the your adventure in this world of sword
living world many times. People are and song. These rules were designed
now scattered around the land, living for fast learning and gameplay, but
in ruins, small villages or cities, with don’t cover all situations. As players
no contact outside their settlements. and Guide, always discuss what
There are signs that the Enemy is is most likely to happen based on
gathering forces again, corrupting and how YOUR world works.
disturbing each region. The players
are adventuring musicians in search of The “lore” in this book is also subtle.
power in the form of the Knowledge of I don’t mean to overload you with lots
the Ancients. Pieces of music, history, of content. There’s no answer to what
and magic artifacts are lost inside old the Enemy is or if there is a famous
ruins deep in the wild. Forgotten Ballad. Throughout our
random tables, text and illustrations, I
This little book presents you with want to inspire you to build YOUR OWN
procedures and rules to help you live adventure world for your group.

6
Game Dynamic Keep it Safe

Most of the game consists of a Adventure Games are by nature open to


conversation between players and the different themes. This can make some
Guide. scenes and situations uncomfortable
for some players. So, before your first
The Guide describes a scene or session, let everyone say what they don’t
situation, the players describe how their want to see and experience in the game.
characters react, and then the Guide
decides what happens. You can also add an “X” card to the
table: if someone touches the card,
Sometimes the players may need more the game stops. No one asks anything,
information to decide on a course of everyone take some time off and then
action. The Guide must provide as get back to redo or skip the scene.
much of it as possible based on what the
characters know, see and feel.

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.

E ME RGENT STO RY C HAL L ENGE - C E NTE RE D


Everybody is looking for fun, but Challenges are what makes this a game,
knowing what fun is for everyone would and any good trials are those that are
be too much. Play the game to see what open-ended. Specific challenges are too
happens. Build places, items, characters arbitrary and hard to overcome. Leave
and enemies when preparing the game, the outcome obvious and let the answer
but never the outcomes. Let the players for the players. That's your primary
interact with your world and the story responsibility as the Guide.
will emerge.

PL AYER AGENCY OBVIOU S DANGE R


Player interactions inside the world For hidden traps, provide clues or
should have an impact. The world needs reveal said trap and let the players deal
to respond and change with the players’ with it. For challenging encounters,
actions. If they make a terrible decision, give players a hint in advance. For
respond to it. Failure is a proof that their monsters, describe how their behavior
actions have mattered. makes them protect their weak spots.
Foreshadow their strongest abilities in
advance.

RE FEREE P O ST URE OBVIOU S O PP O RT UNITIE S


Be as neutral as possible. You're not Tell the players what they will encounter
trying to tell a good story by yourself. in the wild and the ancient ruins. Tell a
Your role is to present challenges and little about the history of these places,
keep the game fair. Don't play against what songs do and what great relics are
your players, but also don’t protect their buried.
characters when they fail.

8
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.

Don't hide information, especially


behind rolls. Give it to players if they're
searching for it or if their background
allows them to acquire it. Let players
win social debates if they make a good
point. Conversely, If their argument can't
convince the other person, it ends there.

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.

DE S CRIBE GIVE L IFE TO YO UR C HAR AC TE R


This is a game of shared narrative. The The story happens in the game. It will
way you describe how your character deal with how your characters interact
acts helps everyone understand what with the fictional world. You don't need
they are doing and the quality of details to act or make silly voices to roleplay.
may give you an advantage when rolling Just think of your character coherently
the dice is unavoidable. and say what is their way of doing
things.

FEAR THE D ICE EXPL ORE


The dice are a capricious beast. Rolling Exploring is the life of an adventurer.
them usually involves a lot of risks, so Try new places, characters, and tactics.
try to engage with problems and solve The game flows better when players
challenges without relying on them. are poking around, painting the world
They can betray you. alongside the Guide.

B E FREE TO USE YO UR HEAD MOVE THE GAME FO RWARD


Your character sheet has only a few There's no correct answer or a right
things and they can't solve the puzzles way to do things. You are the hero, one
for you. It's up to you to use items and of the courageous. Take action and set
imagination to overcome the challenges. goals with your team. This is not a game
Don't worry too much about the so- of sitting and waiting for something to
called "metagame". It's all part of the happen.
game, part of the fun. Be the goddess
whispering in your character's ears.

10
11
Hero Creation

You are one of the brave ones. You left


your village in search of the ancient Champion Mode
songs, with the courage to face the You are the hero of your people.
wilds, the Enemy, and help your people. Tell the group about their culture,
Follow the steps below to create your start with 4 ♥ and a Relic.
character in Forgotten Ballad:

1. Choose a background from the


background table. Background
2. Choose an instrument. A parting
gift from your village. Every hero had an occupation before
3. Choose something you're carrying their life of adventures. A hero’s origin
in your bottle. determines their knowledge and
4. Mark 3 ♥. All adventurers have abilities. The players and Guide must
humble beginnings. decide when a hero’s origin can help in
5. Optionally, choose a weapon. tests and other situations.
Those are rare to find.
6. Describe what your hero looks like. The player can choose the
7. Give them a name and pronouns. hero’s background or roll it on
The ones that people will sing in the Background Table ›
the future.

12
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

13
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 ♥

When heroes do something risky or They are the hero’s resistance to


with an unclear outcome, their player DAMAGE .
rolls 1d6 plus:
• Heroes start with 3♥.
• +1 die from useful equipment. • They gain a new ♥ when they defeat
• +1 die from fictional advantage. a boss in a dungeon.
• +1 die from helping characters. • They can also add a ♥ by helping
people around the world.
If any die rolls a 5 or 6, it's a success. • You can recover lost ♥ taking some
The hero had avoided the risk, or the time to rest and eat.
outcome was positive for them.

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.

14
Equipment

A hero is what they carry. Their equipment determines how they fight, solve
problems, use magic and help people.

INVENTORY WEAP ONS


Heroes can carry up to 12 items: 6 They are rare and usually kept as family
equipped items (such as weapons, heirlooms. There are many tales about
armor, shield and worn items) and 6 legendary weapons hidden in ancient
more items held in belts and backpacks. ruins in the wild.

Heroes carrying more than their limit When a weapon hits, it always causes
cannot run or move quickly. the same amount of DAMAGE :

Ordinary weapons or fists ....... 1 DAMAGE


MAGIC Refined or special weapons .... 2 DAMAGE
The old ways of magic are lost, but
heroes can access its power through Legendary weapons .................. 3 DAMAGE
songs and items. In the beginning, Big explosives ............................ 4 DAMAGE
heroes are able to use magic only once
per day, but this can be increased by
doing favors to Fairy Mothers.

15
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.

Solo Fake End


If one hero alone rolls all notes of the If all players roll the same number, they
song, they can choose the duration of can choose to trigger the song’s effect at
the tune. another moment of the same day.

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.

S TORM’S FANFARE 3 3 6 DANC E O F THE FIRE FL IE S 6 4 2


Heavy rain pours. If the heroes choose Light bubbles illuminate the room, but
to play the chorus, a thunder will strike you can’t move them elsewhere.
at a random place.
NO C T URNE S HRO UD 1 2 1
S TE P S O F THE WAVES 2 4 6 Makes the heroes and people around
While playing the song, the hero can them invisible. The effect lasts for one
walk on water. Anyone playing or night or until someone touches a being
dancing along can do the same. outside the song’s influence.

RE MEMBRANCE LUL L ABY 6 5 4 MEL ODY O F E C HO E S 2 2 2


It rewinds people and objects to the While this song is played, a local
state they were in yesterday. spirit will join your party and may
communicate with your band.
ODE TO THE FIRE 1 1 1
Light up all nearby light sources C HANT O F C RO S S ING 1 3 4
(lanterns, candles, torches, etc.). Creates a bridge between two heroes
playing the song.
COURAGE SHO UT 6 5 6
Roll an extra dice to perform a SPRING HARB O R 1 3 5
dangerous action. Where the music is heard, plants grow
faster.
S INGING WHALES 4 2 2
While humming this song, the player FEATHER NOTE S 4 6 2
can breathe underwater. It may be The players of the song will completely
hard to do so for a long time or in risky defy gravity for 30 minutes.
situations.
BEAT OF S E L F 2 1 2
S OUND O F THE WO OD S 3 5 6 Creates a stone replica of the musician
An animal will sing with the band that turns to dust in 3 days.
answering the questions they make.

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.

1. Create one or more Relics (page 6. The Guardian and a Magic


20-21). Song are inside a room locked
2. Create a giant monster to be by 3 keys scattered around the
the Guardian (page 22). It should dungeon. The keys don't need to be
have a vulnerability related to literal keys.
the Relic. 7. The entrance to the dungeon is
3. Choose a Theme for the dungeon locked by something related to
(page 24). the Theme.
4. Create 2 to 6 enemies to populate 8. The Region (page 29)around it is
the place. usually related to the Theme and
5. You can also create traps and suffers some influence from
environmental challenges related to the Dungeon and its Guardian.
the Relic and the Theme (page 26).

19
The Relic

WEAP ON

RE L IC T YPE 2d6 1-2 3-4 5-6

1-2 Weapon 1 Sword Quiver Scythe

3-4 Armor 2 Bow Staff Spear

5 Instrument 3 Hammer Axe Halberd

6 Utility 4 Boomerang Club Explosive

5 Trident Wand Gauntlet

6 Scimitar Gauntlet Whip

INS TRUME NT

ARMO R 2d6 1-3 4-6

1 Shield 1 Ocarina Drum

2 Armor/Tunic 2 Harp Bell

3 Mask 3 Flute Organ

4 Boots 4 Cornet Violin

5 Gloves 5 Mandolin Triangle

6 Bracelet 6 Banjo Guitar

20
U TILIT Y

2d6 1-2 3-4 5-6

1 Hook Telescope Mirror

2 Book Lantern Remedy

3 Candle Flippers Camera

4 Shovel Backpack Rope

5 Bag Bottle Seeds

6 Stick Magnifying glass Egg

PROPERTIES / SPARK

2d6 1 2 3 4 5 6

1 Giant Fairy Electricity Poison Distance Wisdom


2 Explosion Leadership Ceremony Moon Light Fortune
3 Fast Aroma Dance Insect Darkness Magnetic
4 Talk Plant Size Fire Rock Monster
5 Stone Time Ice Power Song Friend
6 Disguise Water Sand Truth Courage Cure

21
The Guardian

Guardians are great soldiers of the Enemy or just


ancient corrupted spirits. Their presence affects the
whole region, disrupting the weather, geography and
behavior of life around them.

APPEARANCE ( ROLL TWICE)

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

5 Ooze Scorpion Skeleton Fire Armor Flower

6 Eye Vermin Spider Wolf Giant Hands

22
S TRATE GY ( EXTR A ROLLS FO R HARDER B O SSES)

2d6 1-3 4-6

1 Size Area of effect

2 Speed Flight

3 Multiple attacks Ranged

4 Stealth Clones

5 Immunity Minions

6 Regen Change Form (roll another guardian)

PROPERTIES / SPARK

2d6 1 2 3 4 5 6

1 Giant Fairy Electricity Poison Distance Wisdom

2 Explosion Leadership Ceremony Moon Light Fortune

3 Fast Aroma Dance Insect Darkness Magnetic

4 Speak Plant Size Fire Rock Monster

5 Stone Time Ice Power Song Friend

6 Disguise Water Sand Truth Courage Cure

23
The Dungeon

The places where the history of our people was lost.


Symbols of our ancestors' legacy and power. Can
you discover their fate and unbury their songs and
strengths to fight the Enemy again?

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

1 Ruins Water Mirror

2 Sacred Rock Ice

3 Body Fire Swamp

4 Death Wind Bandits

5 Demon Electricity Animals

6 Plants Darkness Small/Big

24
TYPES O F STRUCT URE

2d6 1-3 4-6 NUMB E R O F FL O O R S

1 Tower Temple 1-4 1

2 Palace Sewer 5 2

3 Cavern Hideout 6 3

4 Castle Dungeon

5 Fortress Woods

6 Tomb Ship

E NTR ANCE O BSTAC L E

2d6 1-2 3-4 5-6

1 Buried Grave Wall

2 Flooded Labyrinth Blocked

3 High City Island

4 Inside a volcano Waterfall Guardian

5 Flying Storm Bad weather

6 Under a village Locked Song

25
The Dungeon Rooms

CHALLENGE

2d6 1-2 3-4 5-6

1 Hole Stairs Door without lock

2 Fissure Movement Theme element

3 Narrow Fragile floor Platforms

4 Tight Lighting Fall

5 Slippery Hidden exit Angled

6 None None None

TRAPS

2d6 1-2 3-4 5-6

1 Fake floor Fall from above Following danger

2 Ceiling gets down Grab from ceiling Pushes

3 Paralysis Noisy Poison gas

4 Darkened Flying furniture Animated torch

5 Shooting statues Laser shooting statue Mimic door

6 Blades Giant stone ball Mimic chest

26
S IZE

1 Corridor

2 Small

3-5 Medium

6 Large

TREAS URE

1-3 d6 x 10 coins

2 Key

4-5 Common equipment

6 Relic

OTHER TREASURE

2d6 1-2 3-4 5-6

1 Key Feather Shell

2 Tear Scale Painting

3 Gem Song Medallion

4 Coins Necklace Cape

5 Ring Map Pendant

6 Crown Horn Hourglass

27
28
The Regions and the People

The dungeons and their guardians have an impact on the


region and its inhabitants. The following tables will assist
you in creating the world and its people. They can serve as
inspiration for developing characters, side missions, and
adding color to the world the heroes will explore.

RE GIO N

2d6 1-3 4-6 WEATHE R

1 Forest Mountain 1 Storm

2 Woods Hills 2 Rain / Snow

3 Desert Swamp 3 Mist / Wind

4 Barren Jungle 4-5 Good

5 Sea Fields 6 Very hot / cold

6 Lake Canyon

29
S E TTLEMENT SET TL EME NT FO C US
2d6 1-4 5-6
2d6 1-3 4-6

1 Camp Lab 1 Research Farming

2 Hamlet Hideout 2 Herd Trade

3 Farm Cabin 3 Magic Music

4 Village Temple 4 Sports Crafting

5 City Inn 5 Safety Ruin

6 Castle Tower 6 Religion Exploration

S E TTLEMENT REAC TION (2 D 6)

2 3-5 6-8 9-11 12

Unwelcoming Afraid Indifferent Curious Friendly

30
Landmarks

Landmarks are recognizable features of a region that can


help your group navigate or recognize their location. When
combined with the region’s local monsters, they can create
truly unique places.

L ANDMARKS

d6 d6 Landmark d6 d6 Landmark

1 1 High peak 4 1 Ruined building


1 2 Smoky volcano 4 2 Old bridge
1 3 Abandoned tower 4 3 Huge tree
1 4 Ruined columns 4 4 Friendly fauna
1 5 Old statues 4 5 Always the same weather
1 6 High bird activity 4 6 Mysterious sinkhole
2 1 Huge rock 5 1 Pristine coral reef
2 2 Flower field 5 2 Majestic fjord
2 3 Body of water 5 3 Steaming hot springs
2 4 Old road 5 4 Windy meadows
2 5 Ruins 5 5 Crystal-clear lake
2 6 Waterfall 5 6 Rocky beach
3 1 Hills 6 1 Ancient burial ground
3 2 Canyons 6 2 Towering mesa
3 3 Lonely tree 6 3 Crystal cave
3 4 Cavern complex 6 4 Colossal natural arch
3 5 Rustic paintings 6 5 Stunning aurora borealis
3 6 Plains 6 6 Abnormal flora color

31
Create CharacterS

Use the following template to generate [Name] is an [Adjective]


characters in your world or just pick one [Occupation] with a [Detail]. They
of the results to complete an unfinished are trying to [Objective] and love
idea. to listen to [Music Genre]

OB JE CTIVE PART I OBJE C TIVE PART II

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

FAVORITE MUSIC GENRE

d6 d6 Genre d6 d6 Genre d6 d6 Genre

1 1 Rock 3 1 Folk 5 1 Psychedelic


1 2 Pop 3 2 Alternative 5 2 Techno
1 3 Hip-hop 3 3 Indie 5 3 House
1 4 Jazz 3 4 Punk 5 4 Trance
1 5 Blues 3 5 Soul 5 5 Dubstep
1 6 Classical 3 6 Gospel 5 6 Trap
2 1 Country 4 1 Latin 6 1 Death metal
2 2 Electronic 4 2 World 6 2 Ambient
2 3 Reggae 4 3 Experimental 6 3 Industrial
2 4 Funk 4 4 New wave 6 4 Synth-pop
2 5 Heavy metal 4 5 Ska 6 5 Dream pop
2 6 R&B 4 6 Grunge 6 6 Emo

32
AD JE CTIVES O CC UPATIO NS D E TAIL S

d6 d6 Adjective d6 d6 Occupation d6 d6 Detail

1 1 Smiling 1 1 Guard 1 1 Big mustache


1 2 Mysterious 1 2 Outsider 1 2 Fine mustache
1 3 Stubborn 1 3 Hunter 1 3 Muscular body
1 4 Nervous 1 4 Tamer 1 4 Tiny body
1 5 Curious 1 5 Ranger 1 5 Giant body
1 6 Serious 1 6 Blacksmith 1 6 Common face
2 1 Quiet 2 1 Cook 2 1 Giant hat
2 2 Lazy 2 2 Merchant 2 2 Strange clothes
2 3 Evil 2 3 Fisher 2 3 Huge glasses
2 4 Naive 2 4 Miner 2 4 Fancy clothes
2 5 Smart 2 5 Spy 2 5 Big backpack
2 6 Honest 2 6 Thief 2 6 Working tool
3 1 Wise 3 1 Researcher 3 1 Big nose
3 2 Sick 3 2 Astronomer 3 2 Crooked nose
3 3 Passionate 3 3 Villager 3 3 Big eyebrows
3 4 Talkative 3 4 Shaman 3 4 Big eyes
3 5 Grumpy 3 5 Fortune Teller 3 5 Small eyes
3 6 Suspicious 3 6 Farmer 3 6 Grimace
4 1 Friendly 4 1 Politician 4 1 Super slim
4 2 Confident 4 2 Machinist 4 2 Round
4 3 Sassy 4 3 Sailor 4 3 Big head
4 4 Clumsy 4 4 Mason 4 4 Big chin
4 5 Eccentric 4 5 Carpenter 4 5 Long hair
4 6 Coward 4 6 Priest 4 6 Bald
5 1 Arrogant 5 1 Sage 5 1 Crazy hair
5 2 Sneaky 5 2 Postman 5 2 Braids
5 3 Courageous 5 3 Gravedigger 5 3 Large smile
5 4 Foolish 5 4 Hermit 5 4 Big teeth
5 5 Sarcastic 5 5 Wanderer 5 5 Long fingers
5 6 Reserved 5 6 Inventor 5 6 Freckles
6 1 Helpful 6 1 Shepherd 6 1 Deep voice
6 2 Stressed 6 2 Brewer 6 2 High-pitched voice
6 3 Shy 6 3 Artist 6 3 Soft-spoken
6 4 Brave 6 4 Heir 6 4 Pointy ears
6 5 Bossy 6 5 Teacher 6 5 Hairy arms
6 6 Contemplative 6 6 Scout 6 6 Broad shoulders

33
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

2d6 1-3 4-6 REWARD

1 Forest Highlands 1 An extra ♥️

2 Lake Mountain 2 An ally

3 Jungle Desert 3 A new music

4 Waterfalls Canion 4 A relic

5 Ocean Ruins 5 An item

6 Wetlands Underground 6 An extra ♥️

34
THE QUEST

d6 d6 Quest d6 d6 Quest

1 1 Recover a trinket stolen by bandits 4 1 Solve a puzzle

1 2 Recover the missing animals 4 2 Solve a riddle

1 3 Recover the voice of famous singer 4 3 Solve a scientific problem

1 4 Recover the honor of a person 4 4 Solve a mystery case

1 5 Recover a lost item 4 5 Solve a dispute

Solve a love problem (roll


1 6 Recover an important memory 4 6
again)
2 1 Defeat a gang of kids 5 1 Explore a foggy forest
Defeat a monster terrorizing the
2 2 5 2 Explore a windy montain
region
Explore the bottom of the
2 3 Defeat a challenger in a duel 5 3
lake
2 4 Defeat the local bandits 5 4 Explore an ancient maze

2 5 Defeat the local athlete 5 5 Explore a distant island

Defeat the local band in a music


2 6 5 6 Explore the nearby region
duel
3 1 Find a lost temple 6 1 Escort a lost traveler

3 2 Find a new place to settle 6 2 Escort a child

3 3 Find a missing person 6 3 Escort a trader

3 4 Find the location of a fairy mother 6 4 Escort a noble

3 5 Find new traders for this village 6 5 Escort a caravan

3 6 Find out who took missing cattle 6 6 Escort an animal

35
TWIST

2d6 1-3 4-6

A natural disaster is blocking progress


1 Quest is a trap set by The Enemy
towards the objective

The quest is on a timer and must be


2 Quest-giver is not who they seem
completed before a certain deadline

A rival adventuring party is after The objective's local is unstable (e.g. a


3
the same goal volcano, earthquake zone, etc.)

The objective is in possession of a


The objective is guarded by a
4 powerful faction or organization that
powerful magical barrier
must be dealt with

The objective is cursed and


The quest requires the adventurers to
5 must be purified before it can be
infiltrate a heavily guarded location
obtained

The objective is in possession of


6 No twist
a guardian

36
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

38
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

39
Calanboom
♥♥♥♥
Explode after death. Like to
sleep under the sun.
FIRE BREATH (2), TAIL WHIP (1),
EXPLOSION (4)

1. Baby: don’t you dare


2. Camouflaged: like a
chameleon
3. Big daddy: ♥♥♥♥♥♥
4. Frost: ICE BREATH (2) , 2 in 6
chances to freeze
5. Acid: BITE (3), melts metal
6. Mechanic: old machine,
resistant to slash and piercing
attacks, DEFENSE (1)

Cranio

Float around in the night and dark
places. Like to bite things.
BITE (1)

1. Bouncy: jump to move


2. Ever burning: fire can’t be
extinguished
3. Wise: old talking head
4. Crowd: loud gossip
5. Gold head: worth 100 coins
6. Believer: don’t give up to find
their body

40
Cultists
♥♥♥
Hides amongst commoners and tries to recruit
for the Enemy.
WEAPON (1)

1. Shadow: BACKSTAB (2)


2. Swordsman: FINE SWORD (2)
3. Traveler: pretend to be a lost traveler
4. Old man: disguise as a senior
5. Bomber: sabotage with explosives
6. Leader: corrupt monsters and people

Deblin
♥♥♥♥
Throw their enemies. Love a good meal.
WEAPON (2), KICK (1)

1. Leader: command 1d6


Beblins
2. Lonely: want some
company
3. Tax collector: strike a
bargain to let you pass
4. Gourmet: seek rare
ingredients
5. Two heads: know
magic; have two
names
6. Undead: always
hungry

41
Dedos
♥♥♥
Live in dark places. Take out
uninvited guests.
GRAB (2), TACKLE (1)

1. Stalker: hide in the ceiling


2. Walker: hide in the shadow
3. Guardian: protect valuable
items
4. Thief: smaller; try to steal
good items
5. Trap: fakes their death and
then grab you
6. Librarian: know where to find
all the books

Fantom
♥♥♥♥
Can only be hit by relics or fire.
LANTERN (2)

1. Dancer: -1d6 die to hit


2. Patroller: protect a place or
region
3. Teleporter: turn invisible
4. Death's buddy: SCYTHE (2)
5. Multiplicator: create up to 3
illusions of themself
6. Faker: pretend to be you

42
Geleca

Leave a trail where it passes.
Explode in slime when they die.
TACKLE (1), GRAB (1/TURN)

1. Fire: explode in fire


2. Ice: frozen upon touching it
3. Electric: bad idea to hit it
with metal
4. Big: ♥♥
5. Quick liquid: won’t be hit by
ordinary weapons
6. Sentient: can talk

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)

3. Vermin: leave trails in


the sand; get beneath
the skin
4. Aquatic: create
whirlpools
5. Flying: spin a few
meters above the
ground
6. Plant: spread
sleeping pollen

43
Jacaré
♥♥♥
Act in group. Can jump high.
SPIT (1) WEAPON (1)

1. Saltwater: lives in the ocean


2. Chameleon: disappear while
staying still
3. Fire: FIRE BREATH (2)
4. Electric: ELECTRIC SHIELD (2
AGAINST METAL)

5. Martial: -1d6 to hit


6. Armored: DEFENSE (1)

Larva
♥♥♥♥
May devour an item when they
swallow a hero. Just like to
eat metal.
SWALLOW (1/TURN)

1. Aquatic: suck the water


around
2. Mountain: eat stones
3. Smelly: smell terrible
4. Big: can swallow two at
the same time
5. Plant: huge, but can’t
move
6. Lure: have a tentacle that
looks like precious metal

44
Lata
♥♥♥
Look like a decorative armor or statue until
anyone gets closer.
DEFENSE (1), WEAPON (1)

1. Shield: can block any attack from the front


2. Cyclops: can only be hit in the eye
3. Bomb: explode when defeated
4. Flying statue: yeah, they can fly
5. Two faces: attack twice in the direction
they are facing
6. Giant: ♥♥♥♥♥♥♥♥ / ATTACK (3)

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

46
Magin
♥♥♥♥
Teleport after attack or being hit.
Think they are just playing with you.
ELEMENTAL (2)

1. Fire: burn cloth and wood (1/


TURN)

2. Ice: 1 in 6 chance to freeze the


target
3. Electric: attack makes you drop
whatever you are carrying
4. Aquatic: trap you in a water
bubble
5. Earth: create a sand cloud
6. Archmagin: can use all
elements

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

47
Mogerson

Hide in dark places.
BITE (1)

1. Dark: eyes look like gems


2. Cold: freeze the part they bit
3. Hot: can burn their target for
1d6 turns
4. Electric: make the target drop
whatever they are holding
5. Colony: ♥♥♥♥♥♥
6. Void: bite can corrupt the
target

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)

1. Armored: DEFENSE (1)


2. Archer: attack at a distance
3. Detached: only the sun can
make them stop moving.
4. Big boy: BIG WEAPON (2)
5. Acrobatic: -1d6 to hit
6. In flames: 1 in 6 chance to
put cloth and wood on fire

Peludo
♥♥♥♥
Run and attack. Like to play fetch.
BOOMERANG (1)

1. Lumberjack: use AXE (2)


2. Tracker: excellent nose
3. Pup: want to play; make a
mess
4. Priest: their licks cure
wounds
5. Soldier: SPEAR (2) , very
obedient to commands
6. Caramelo: want some food
and company

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)

1. Runner: flee super quickly


2. Magician: lots of tricks with
their hands
3. Infiltrator: specialist in
sneaking without being
noticed
4. Strong: ♥♥♥♥, will try to
intimidate
5. Malabarist: impresive skills
with knifes
6. Fighter: the one who knows
how to fight, WEAPON (2)

50
Treva
♥♥♥
Always following you. Fight behind
their shield.
DEFENSE (1), WEAPON (1)

1. Knight: have a horse


2. Archer: attack from a
distance
3. Lancer: seize the distance
4. Tracker: 2 in 6 chance of
being in the subsequent
settlement
5. Shadow walker: can teleport
through shadows
6. Fighter: want to rest

Zoia
♥♥
Jump chaotically. Hard to hit.
DEFENSE (1), SCRATCH (1)

1. Climber: stick on walls out of


reach
2. Hugger: try to immobilize the
target
3. Alien: shoot LASER (1)
through their eyes
4. Water spider: float on water
5. Many eyes: horde of human-
sized eyes with legs
6. Teleporter: jump through
dimensions

51
Forest of the 1. OBSERVATORY

Storms In the center, a stone sphere resembling


the moon. If moved, it will reveal a passage
bellow.

It has been raining for two


weeks non-stop. The locals
say that the Pho Iva, guardian
spirit of the Half-Hill must 4. COURTYARD
be angry. The Ancient says it’s More engraved moon symbols.
possible to find the spirit inside Three holes in the center await
the hidden Moon Shrine. moon spheres. When filled, stairs
appear in (5).

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.

6. PHO IVA’S PIT


Flooded area filled with
ruins, large stones, and
fallen trees. The guardian,
Pho Iva, is a giant Javapig
screaming in pain, suffering
from the Enemy’s influence. If
defeated, it will be freed from
evil and will teach a song to
call the storms.

PHO IVA ♥♥♥♥♥♥♥♥


Hide in the shadow. Scared
WANDERING MONSTERS of light.
1. Angry Javapig ♥♥ TACKLE (2) ; 2. 2d6 Mogerson; 3. THUNDER (LETHAL), DASH (2),
1d6 friendly wolves ♥♥♥ BITE (1) ; 4. Electric Slime TACKLE (1)
♥ TOUCH (1); 5. Electric Mogerson; 6. Lost villager

53
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.

And to all my Backers

Abel Brian Dustin


Adam Brian Dylan
Adrià Brian Eike
Adrian Carmelo Eric
Aidan Carolina Eric
Alex Cassandra Erik
Alexis Char Erin
Alice Charlie Etienne
Allison Chris Etienne
Alpha Clement Evan
Ampersand Clément Evan
Andrea Colin Le Fahad
Andrew Côme Fernando
Andrew Dan Frederik
Andrew Daniel Gabriel
Andy Daniel Gabriel
Anna Daniel Gallant Knight
Armanda Danilo Hinokodo
Ben David holyghost_wargaming
Ben David Iker
Ben David Ito
Brady David Ivano
Brandon David Raynes Jack
Brandon Davis Jacob
Brandon Denny Jaeris
Brandy Donna James

54
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

55

You might also like