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0% found this document useful (0 votes)
146 views6 pages

Sample

Uploaded by

DavidLedesma
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

PAGE 2

CONTENTS

Introduction 4
Soundscapes 5
How to Play 5

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The StoryMaster 6
Die or no Die 6
Players 7

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Story Log 7
Name 7
Class 7
Fighting Skill 7
Magic Craft 7
Fortune 8
Health 8
Special Skills
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Items 8
Gold 8
Battle Log 8
Notes 8
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Setting up Play & Map 8
Multiple StoryMaster’s 9
Solo Set-up 9
Rewards 9
Rounds 9
Fate 10
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Story Book 10
Turn of Play 10
Movement 10
Combat 10
Group Combat 11
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Death 11
Looting the Dead. 11
Running Away 11
Buying and Trading 11
PAGE 3

Alternative Rules 12
Advanced Combat 12
Damage Rolls 12
Using more than One Weapon 13
Seasoned Adventurers 13

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Creating a Character 13
Rogue 14
Wizard 14

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Soldier 15
Red-Cap 15
Prince or Princess 15
Witch 16
Huntsman 16
Monk 16
Pirate 17
Thiefe 17
Scientist 18
Highlander 18
Wise Woman 19
Lost Children 19
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Quests

Revenge of the Shadow King 20


The Children of Weirding Wood 21
Night of the Blood-Wolf 22
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Road to Riches 23
Legacy of the Hood 24
Curse of the Scarlet Sorcerer 25
Prophecy of the Dragon 26
The Wizard’s Challenge 27
Beast Slayers 28
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Night of the Dead 29


Caverns of Fear 30
PAGE 4

INTRODUCTION

The StoryMaster's Tales has been created to be a quick, easy and fun way of experiencing
role-playing without the problem of learning lots of rules or owning numerous books and
miniatures. The emphasis is on adventure and storytelling.

Anyone can play, and anyone can be the StoryMaster, as long as they can read aloud and
have an hour or three to spare.

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This new version of the StoryMaster’s Tales “Weirding Woods”, has been released two
years since the first edition came out. We have expanded some of the areas, results, added
some extra classes, quests, and added advanced rules for you. This is also a card-less

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version from the original design. If you have the cards, you can still use them, but we now
use the map mechanic which also aids quest planning for the StoryMaster.

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PAGE 5

SOUNDSCAPES

To heighten this game to new levels of theatrical immersion, we have included access to
the narrated soundscapes. This is designed to enhance your playing experience. We highly
recommend using them, as they add so much to the story and atmosphere.

They can be played from source via:

www.soundcloud.com/worldoflegend/albums

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Or scan this below with your smartphone. There is also a direct link to the tracks on every
area illustration.

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The recorded narration will read out the area description and then the choices.
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The results of the players choices will then be read from this book by the StoryMaster,
while the dramatic and thematic music plays behind them.
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HOW TO PLAY
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This game is best played with a group of family or friends, but can also be enjoyed solo.
You can play co-operatively, or against each other, the option is open.

Each player chooses the Character Class they would like to play and takes note of the
numbered statistics of the FIGHTING SKILL, MAGIC CRAFT, FORTUNE, HEALTH and
GOLD, on STORY LOG. Attributes will change throughout the story, so make sure they
are updated as you go along.

Choose a QUEST from the book, read the opening passage, note the objectives and any
special rules, and mark the starting areas on the map, as well as any areas needed on the
quest. You are then ready to play.
PAGE 6

THE STORYMASTER

Anyone can become the StoryMaster. If you are playing on your own, it will of course, be
yourself. If there is more than one player, assign one person who does not adventure and
reads from the book as the StoryMaster, or you can all play by taking turns to read the
StoryMaster’s parts.

When reading the Story Area description passages (there are fifty in total) and options
from the book, try and bring each line to life. You can improvise more detail into the

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written text, and have fun using voices for the creatures and characters the players meet.

Feel free to adapt the game for your players; however, you MUST keep to the options

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given for each passage. Feel free to expand on the results of the decisions. Unless playing
alone, don't show the other players the results of their choices, just read them out.

It is also the StoryMaster’s duty to mark the map out with the Story Areas. Think of
yourself like a film director. You want the Quest to be exciting, the world and characters to
come alive, but mostly be entertaining and fun for your players.
e DIE OR NO DIE

The game uses four-sided dice (D4) and sometimes six-sided (D6) if using the advanced
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rules. If you do not own dice, you can flick the pages where we have number generators .
Your thumb marks the position of your roll, with your number being above your digit.
Alternately you can use one of the many dice apps available.
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PLAYERS
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The game is designed for all ages (7-Adult) to experience and enjoy equally. The game is
simple to pick up and can be played by novices and role-playing experts alike. It is also
possible to have someone who has never role-played before, play and StoryMaster within
minutes of picking up this book.
PAGE 7

STORY LOG

This is where you write down and keep track of all your character’s
statistics, special skills, items, gold and quest notes. You can either use the ones printed at
the end of this book, write them down on some plain paper, or download and print the
free additional ones, as well as maps from

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NAME: This is your character name. It can be anything you like but try and keep in the
spirit of the 18th Century European fairytale folklore setting.

CLASS: Every player will be a hero of some kind. There are fourteen to choose from:
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Rogue, Wizard, Soldier, Red-Cap, Prince/Princess, Witch, Huntsman, Monk, Thief,


Pirate, Scientist, Highlander, Wise Woman, Gentleman and Lost Children. They all have
different skills and abilities.

FIGHTING SKILL: It doesn't matter if you are big or small, it's all down to your
knowledge and expertise of the martial arts that will prevail in combat.

MAGIC CRAFT: Weaving the threads of sorcery can take many years to master. This art
may evade some and yet comes as naturally as breathing to a select few. This is used for
casting spells and other magical purposes.

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