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MARTIN LLOYD

A GAME FOR CHILDREN WHO LOVE ADVENTURES

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A game for children who love adventures.

Allison Bloome (Order #32951601)


Allison Bloome (Order #32951601)
For Maria, Lisa and Ruben. The best adventure of all.

Allison Bloome (Order #32951601)


Contents
Amazing Tales
Why tell Amazing Tales? 1
Amazing tales in one page 2
Amazing settings 4
Amazing heroes 6
Creating a hero 8
Telling an amazing tale 10
Drama and dice 14
Tips and Tricks
Tips and tricks: Amazing magic 17
Tips and tricks: Thrilling fights 20
Tips and tricks: Creative conflicts 24
Tips and tricks: Perilous encounters 27
Tips and tricks: One word characters 29
An amazing tale: The Witch and the Owl 30
Tips and tricks: Gaming with kids 32
Amazing Settings
Introducing the settings 35
Tales from the Deep Dark Wood 36
Tales from Magical Kingdoms Long Ago 48
Adventures on the Pirate Seas 64
Adventures Among the Stars 74
Story Sheet 92

Afterword 95

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Allison Bloome (Order #32951601)
Why tell Amazing Tales?
This book describes a game. A book is full of advice, suggestions,
game designed to be played by an settings and pictures.
adult and one or two children. A
game where, instead of someone You can make up Amazing Tales
winning and someone losing, all set anywhere, and the characters
players get the reward of a shared can be anything you like. But
experience and a unique story. It’s to get things started, the book
been three years since I played includes four settings where
the first game of Amazing Tales Amazing Tales could happen.
with my four-year-old daughter.
Since then I’ve learned that: They are...
Õ Making up stories together Õ The Deep Dark Forest
creates shared memories that
are unique and will last. Õ Magical Kingdoms
Õ This is a game that’s fun and Õ The Pirate Seas
challenging for both adult and Õ Adventures Among the Stars
child. Both of you will get to
give your brains a workout and Amazing Tales has been kept as
flex your creative muscles. simple as possible so it can be as
Õ This is a game that stresses flexible as possible. My son likes
playing together. If you play to make up Amazing Tales about
with more than one child at a a super-stealthy four-armed
time, they’ll learn about team- robot tyrannosaurus called King
work and cooperation. Tyrannosneak. There’s nothing in
the rules about making up robot
Õ Playing Amazing Tales is a lot dinosaur characters, but there’s
of fun. nothing in the rules stopping you
either.
If you’re thinking that this book
looks a little on the large side for So give it a go.
a four-year-old, don’t worry, they
don’t need to read it. The game’s
rules fit on a single page – the
next page, in fact. The rest of the
Amazing Tales ~ 1

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Amazing tales in one page
You’re going to make up a story using one of the story seeds
with your child. It will take in this guide. As soon as
between half an hour and an something happens, ask
hour, and neither of you knows your child ‘What do you do?’
how it’s going to end. At times Incorporate their answer into
you’ll roll dice to see what whatever happens next.
happens next, and it’s going to be 4. If your child wants their hero
amazing. Ready? to do something that might
not work, such as climbing a
Here’s how it works, in five steps... mountain, casting a spell on a
1. Decide what kind of story it’s dragon, or flying a spaceship
going to be. An adventure in through an asteroid field, look
space, a voyage on the wild at their skills. Pick whichever
blue yonder, a quest in days seems most relevant, and ask
long gone by, or an adventure them to roll the appropriate
in a deep dark wood? All these dice:
stories are possible. If you 5. If they get a three or more,
need help, there are ideas for they succeed! Ask them to
different settings in the last describe what happens. Then
section of this book. continue the story until the
2. Help your child make up a next moment you can ask
hero to play. The hero can be ‘What do you do?’
anything and anyone they 6. If they get a one or a two, they
want. A brilliant scientist with fail, and things get worse!
a robot sidekick, a magician Describe how things get worse
who lives in a castle in the and ask them ‘What do you
clouds, a fairy who rides do?’
a lizard. Let your child’s
7. Repeat steps 3 and 4 until the
imagination run wild. Make a
story ends.
list of four things the hero is
good at, and assign a different- That’s it. For more ideas and
sized dice to each one. suggestions on each of these
3. Start telling the story, perhaps steps, read on!
2 ~ Amazing Tales

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Allison Bloome (Order #32951601)
Amazing settings
“What kind of thing will our story be normally go together. Knights in
about?” armour with superheroes, fairies
and rocket ships, dinosaurs and
Talk to your child and let them talking rabbits. Your job is not to
pick the kind of story they want say no to this stuff, your job is to
to make up. It could be a story make it work: and the way to do
about magic and monsters long that is to ask questions. Questions
ago, an adventure in space, or like...
a voyage on the pirate sea, or
anything else. “Are the dinosaurs in modern times,
or the rabbits in dinosaur times?”
The second half of this book
includes four settings ready to go. “Are there lots of dinosaurs or just a
But making up your own setting few?”
is easy.
“Do the rabbits talk to the
Ask your child what kind of dinosaurs?”
things they’d like to see in the
story. If they want a space story, “Are the dinosaurs the rabbit-eating
does that mean zapping aliens kind?”
and flying space battles? Or
exploring new worlds and making Indeed it’s worth asking
friends with new creatures? Let supportive questions about
your child use anything they like anything your child suggests,
as a point of reference: favourite because they probably aren’t
TV shows, places you’ve been quite thinking about things the
on holiday, artwork they like, way you are. It’s always good to
toys they have, or things they explore an idea a little bit.
remember from bedtime stories.
And of course show them the As your child makes suggestions,
pictures in this book. throw in thoughts of your own,
building on their ideas. I often
It’s quite likely that your child draw a picture, sketching some
will pick some things that don’t of the key things in the world.
Later on, this becomes a reference
4 ~ Amazing Tales

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for making things up: when Keep asking questions until you
something needs to happen, I can and your child are comfortable
just use something I drew on the with the idea. If an idea is really
paper. However you record these not working for either of you –
ideas, it’s good to capture them drop it.
somehow. It’s a handy reference
for you – and evidence for your At the end of this process you
child that their ideas are being should have a place in which to put
used. your story. Now you need a hero.

Amazing Tales ~ 5

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Amazing heroes
Heroes need a name, a description appearance later in the story. My
and some skills. Come up with children often like their heroes to
those three things, and you’re carry things; often a picnic basket
ready to go. or telescope, but sometimes a
sword or laser gun. Objects like
Name these are a great setting-off point
for a story.
“What would you like your hero to
be called?” Skills

Your child’s hero can be called “What are they good at?”
anything they like, but I wouldn’t
suggest letting your child use Help your child come up with
their own name. Heroes might four things their hero is good
get attacked by monsters, have at. I often ask this question in
spells cast on them by witches, more general terms like “What
be blown out of airlocks, or be do superheroes do?” When your
made to walk the plank. Even child answers this question
though they’ll always survive, it’s they’re telling you two things.
important your child remembers First, they’re telling you what
that it’s just a story. Picking a they think is important for their
different name for the hero helps hero; and next to that, they’re
with that. telling you what they want to
happen in the story.
Appearance
A child who says their fairy
“And what do they look like?” hero is good at being brave,
fighting monsters, flying quickly,
Ask your child to describe their and finding hidden things, is
hero, ask them what they wear, expecting a different story to a
whether they’re tall or short, child who picks being friendly,
what kind of hair they have. doing magic, talking to animals,
Listen carefully to the answers, as and hiding.
you might want to reference their
When choosing skills, try and
6 ~ Amazing Tales

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keep the skill categories broad, isn’t much to record, most of it is
and varied. Skills like ‘Being blank – use the space for drawing
brave’ or ‘Running and jumping’ pictures of the hero, or other
can be used for lots of situations. things in the adventure.
Skills like ‘Row a rowing boat’ are
more limiting. I find having at Dice
least one broad physical skill, like
‘Running and jumping’, makes To play Amazing Tales you’ll
storytelling easier. ideally have dice with 12, 10, 8
and 6 sides. You can get these at
Once you’ve got four skills that games shops or online. Dice are
will work for both of you, ask named D (pronounced Dee) and
which skill their hero is best at. then the number of sides they
Assign that the D12, then ask have. D6, D12, and so on.
which of the three remaining
skills they’re next best at – give See page 14 for more on dice, and
that the D10. Then ask which of what to do if you only have six-
the remaining two they’re best sided dice available.
at – give that the D8. The last
skill gets the D6 – don’t describe
this as their worst skill. This is
something a hero can do – it’s
awesome!

When I assign dice I physically


hand them to the kids, telling
them “This is your being-brave
dice”, “This is your fighting-
monsters dice” and so on.

Story sheet

At the back of this book is a story


sheet to record the details of
your child’s hero on. Since there
Amazing Tales ~ 7

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Creating a hero
We’re making up a story about pick four, so eventually we choose
adventures on the pirate seas,
Õ Sailing ships
and my daughter wants to play
a pirate. Called Jim Slim. We talk Õ Octopus care
about what pirates do, and she Õ Seeking treasure
decides that Jim has his own ship,
called the Rapscallion. Õ Swashbuckling

Since Jim can’t navigate I can just


She tells me that Jim is quite decide to leave that out of the
young, with red hair. He wears big adventure, or make it a plot point.
boots, a blue coat and has a pirate Maybe Jim will need to befriend
hat. He’s a very smart pirate who someone who knows the way to
reads treasure maps and sails the treasure island. Anything
the pirate ship himself. He has Wriggle the octopus does will be
a pet octopus. The octopus is covered by the octopus care skill.
called Wriggle, and is very good at Meanwhile Swashbuckling is a
finding treasure under the water. very flexible skill that will cover
any physical stuff Jim needs to do.
I suggest some skills that Jim
might want to have, based on Now all we have to do is pick dice
what I’ve been told and the list of for each skill. My daughter says
suggested skills for adventures on that Jim is best at Sailing ships,
the pirate seas... so that gets a D12. Then she picks
Õ Sailing ships Swashbuckling, which gets a D10.
Then Octopus care gets a D8 and
Õ Octopus care
finally Seeking treasure gets a D6.
Õ Seeking treasure
Captain Jim Slim is ready for his
Õ Navigating adventure!
Õ Swashbuckling

My daughter likes the sound of


navigating, because it involves
maps and sailing. But she has to

8 ~ Amazing Tales

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Allison Bloome (Order #32951601)
Telling an amazing tale
So you have a setting, and a hero. the trees behind you. It reaches
Now all you need is a story. If for you with its – what do you
you’re out of practice at making think – claws or tentacles?”
up stories, don’t worry. Your child
is going to help. Still, here are “Hidden in the underwater cave
some tips... is the pirate treasure. There are
crates of gold and jewels and one
The basics very special thing. What is it?”
Õ Don’t over-prepare. A tiny Õ Use the skills written on the
bit of an idea is all you need. story sheet to give options.
The story seeds in this guide
are plenty to start with. Pick “The angry hedgehogs are
one and spend a few minutes getting closer. Do you – try to
thinking about it, or invent make friends with them? Fly
your own, and off you go. away quickly? Bravely wait to see
what they do?”
Õ Hold your ideas loosely. Your
child isn’t going to do what you
expect, so don’t get attached to “The wizard waves his wand and
things that haven’t happened the curtains come to life and try
yet. to wrap you up. Do you use your
own magic? Fight them with
Õ Ask lots of questions. If you’re your sword? Run and jump past
describing something, ask them?”
your child what it might be
like. If you make the question Õ Build on your child’s ideas.
specific, it will be easier to Don’t take decisions because
answer. “that couldn’t happen” or
because “that doesn’t fit”
“As you get closer, the space or because “that wouldn’t
station comes into view. What work”. Take the ideas and
shape is it? Where do spaceships build on them. Try and avoid
land on it?” responding to anything your
child says with a negative.
“The monster jumps down from Instead go for a “Yes, and...”
response.
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“The ferocious dragon is going to “All seems quiet on the
eat you up!” Interstellar Cruiser HMS
Starshine, when the alarms
“I tickle the dragon with a sound. The ship is getting faster
feather.” and faster, and rushing toward
an asteroid field. What do you
“Yes, and he laughs so loud the do?”
building starts to collapse – what
do you do?” Perhaps resolving the immediate
problem reveals the real
“The goblins lock you in a challenge. In this case, the ship is
dungeon”” accelerating because the engines
have been sabotaged.
“I open the door with a key.”
Õ Having one thing lead to
another. Complex interlinked
“Yes, those goblins never saw
narratives aren’t what we’re
you steal it. And now you’ve got
looking for here. To solve the
to get past them – how do you
problem created at the start,
do that?”
maybe three different things
are needed.
Story structure
“To stop the starship’s engines
Stories need a beginning, a exploding, you’ll need to find the
middle and an end. One approach mechanic, shut down the flux
is to fill these in by: capacitor, and destroy the evil
Õ Starting with a bang. robots in the engineering bay’.”
Something should happen
early. Something that creates Doing each of those things might
a problem and lets you ask the involve a number of challenges,
essential question “What do but the key one could be tied to
you do?” Try to get to that bit the skills your child selected for
in no more than a couple of their hero. In this case, perhaps;
sentences. Here’s an example. ‘Being friendly’, because the
mechanic is hiding and has to be
Amazing Tales ~ 11

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coaxed out; ‘Inventing things’, back in its right place, and
because the flux capacitor is back to normal. It also helps
complicated; and ‘Shooting my if there’s a big showdown
laser gun’, because that’s what with the ultimate cause of the
takes care of evil robots. problem.

Of course your child might “The robots agree that they


invent a robot mechanic, shoot should not blow up the ship, and
the capacitor and make friends decide to help you. But suddenly
with the robots – and let’s be the airlock bursts open and in
honest, that all sounds like more comes Mecha Grimclaw, the
fun – but the key is that there cyborg inventor. ‘You’ve foiled
is an obvious, entertaining way my plan,’ he shouts, ‘but now I’m
forward at every step. going to deal with you myself!’”
Õ End in a satisfying way. Kids For some examples of Amazing
like happy endings, which Tales take a look at the website at
generally means everything www.amazing-tales.net

12 ~ Amazing Tales

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Allison Bloome (Order #32951601)
Drama and dice
The dice that you’ll be using What happens if they fail?
are there to help the story
along. Heroes don’t always get If a child rolls a one or a two, then
everything their own way. Plus their hero has failed at whatever
children like rolling dice. When is it was they were trying to do.
it the right time to roll a dice?
Õ If the hero tries something Here’s what to do when a failure
that seems like it might fail; happens. Move quickly so that
instead of dwelling on the
Õ If failure would be as failure the child moves straight
interesting as success; on to answering the important
question – “What do you do
then it’s probably a good time to now?”
roll the dice.
First, make the situation worse,
Roll the dice related to the most but don’t bring it to an end. So...
suitable skill. If they get a three
or more, their hero succeeds. Õ The monster catches you, but
it doesn’t eat you up.
For example, Space Explorer Õ Your jump across the chasm
Louie is piloting his starship falls short leaving you clinging
through an asteroid field. His to a cliff, but you don’t fall to
‘Flying spaceships’ dice size is your death.
10. So his player rolls a ten-sided
Õ You’re too scared to go into
dice, and it comes up five – Louie
the tunnel and the wolves are
successfully flies his ship through
getting closer, but you don’t
the asteroids!
run away.
Children like to describe exactly Once you’ve described the failure
what happens when their hero and escalated the situation, ask
succeeds at something. Let them the child “What do you do now?’
make it as exciting and amazing If they don’t have an idea, look
as they want. at the skills on your child’s story
sheet and offer them choices
based on those.
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As long as each failure makes the bottom of the chasm – can
the situation worse, but doesn’t you swim?
end it, then there will always, Õ Something comes out of the
eventually, be a happy ending. tunnel and pulls you in – but
Meanwhile, things will get more what was it?
and more dramatic. But just in
case things don’t start to turn Introduce a white knight who
around, here’s some extra advice. turns up to rescue the hero. This
can feel somewhat unsatisfying,
What happens if they fail so be sure to give your child a
repeatedly? chance to rescue them right back
before the end of the story.
Sooner or later your child will roll
a 1, then another 1, then a 2, then Optional Rule: Try something
a 1... You may reach a point where new
escalating the situation some
more just isn’t feasible. Here are If you don’t let a child use the
some routes out of this mess: same skill twice in a row during a
situation, you’ll force some extra
Have something work – you creativity into the story.
don’t have to roll the dice. Yes,
that works! This can feel a For instance, while exploring a
little forced; but if your child cave Captain Jim Slim is ambushed
has thought of something very by his arch rival, the ferocious
different, the impression is it Captain Dread.
succeeded because it was a good
idea – and that’s fine. “I’ll swashbuckle him with
my cutlass,” states Jim Slim’s
Shift the context to remove the player; but he rolls a 1 on his
immediate peril: swashbuckling dice. Captain Dread
Õ The monster throws you in a disarms Jim Slim with a secret
cauldron to eat later – how will move and then prepares a fresh
you escape? attack.
Õ You fall, but there is a lake at
Amazing Tales ~ 15

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Usually, Jim Slim’s player could normal, six-sided dice available.
simply ask to try swashbuckling There are two ways to work
again. But with the ‘Try around that.
something new’ rule, he has to
choose from his remaining three 1. Simply use a six-sided dice for
skills: Sailing ships, Octopus care everything, and leave the target
and Seeking treasure. number as a three or more.

“Wriggle will squirt octopus ink 2. Use a six-sided dice for


in his face!” suggests Jim’s player. everything, but vary the target
He rolls a 7 on his Octopus care number. For the skill the hero is
dice. Wriggle squirts ink into best at, make it a two or more. For
Captain Dread’s face, blinding the thing they are least good at,
him, while Jim Slim picks up his make it a four or more. And for
cutlass and dashes deeper into the two skills in the middle, stay
the cave. with three or more.

Playing with ordinary dice

Don’t worry if you’ve only got

16 ~ Amazing Tales

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Tips and tricks: Amazing magic
What it looks like Go with it – maybe getting
the necklace is just the start of
Lots of different kinds of heroes things. Maybe it was a test to see
can do magic. The best way to if Monty was clever enough to
handle this is to ask your child try the real quest. Sometimes it’s
to describe what happens when good to let bright ideas pay off;
a spell works. Maybe the witch just remember that it may not
is turned into a frog; maybe make for a satisfying story this
the chair grows wings and way.
flies across the chasm. Maybe
there’s just a bit of stardust Provide an explanation – the
and the broken plates are all necklace is too far away. The
back together. This is a great necklace is in a magic box.
opportunity for using “Yes, and...” Whoever stole the necklace has
storytelling techniques. So: put a spell on it so Monty can’t
magic it back. As long as there’s
“There are glowing lights, and an explanation, your child will
the plates stick back together.” probably be fine with it. Just be
sure to give them a chance to
“Yes, and from then on there succeed at a magic test pretty
was a picture on the plates of the quickly so they remain convinced
helpful fairy who fixed them.” that Monty is a brilliant wizard.

The obvious problem Cause a problem – messing


about with magic causes all kinds
By its very nature, magic can of problems. Maybe the necklace
accomplish the impossible. For was around the neck of a Yeti, and
example, on a quest to recover the now Monty’s got to deal with an
Golden Necklace from the top of angry Yeti who wants to go home.
Snowy Mountain your precocious
child declares “Monty the Wizard
does a spell to bring him the
necklace” – what do you do?

Amazing Tales ~ 17

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Tips and tricks: Thrilling fights
Like most challenges in Amazing Alternative victories
Tales , fights are handled with a
single roll of the dice. Focus on “I chop off his head,” shouts
making the description exciting: your child, displaying a
and if the hero fails their roll, bloodthirstiness you hadn’t
escalate the situation quickly. If expected. Don’t worry: stories
the hero wins, encourage your are full of this kind of thing.
child to describe their victory However, this might not be
something you want as part of a
Making them last game you play with your child.
The good news is, there are plenty
If the adventure is climaxing of ways to resolve fight scenes
with an epic showdown, it could that offer more drama and less
be that a single dice roll doesn’t brutality...
feel like enough. The easiest way
to stretch out a fight is to think The monsters run away – this is
of it as a series of challenges. For the easiest one. The hero rushes
instance: forward swinging his sword, and
the bad guys run for their lives.
“First the bad guy sends his Which means they can come back
minions to attack you. What do later.
you do?”
The bad guys surrender –
“Then he unleashes his secret after a dramatic and satisfying
weapon – how do you survive?” exchange of blows the bad guys
surrender and promise to be
“Next he leaps to a high gantry – good.
can you follow him?”
The monsters are humiliated –
“Finally you face him in hand cutting off the giant’s head is far
to hand combat – will you less amusing than spanking him
triumph?” on the bottom until he cries.

The monsters are captured –


pushed into a big hole, locked
20 ~ Amazing Tales

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in a dungeon, thrown into jail – Will you child accept these
there are lots of ways for heroes substitutes for blood and gore? My
to end a fight by capturing their experience is that the answer is
opponents. almost always yes.

The monsters aren’t real


people – robots, skeletons, giant
vegetables propelled by magic. All
fair game for a hero’s sword.

Amazing Tales ~ 21

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Allison Bloome (Order #32951601)
Tips and tricks: Creative conflicts
All great stories are built small delays into critical events.
around conflicts, and you can
use this idea to come up with Hero versus an idea – changing
great adventures. But what are people’s minds is one of the
conflicts, and how do you use hardest things to do. Can the
them? hero explain to the inhabitants
of a newly discovered planet
Understanding conflicts that the thing that they think
keeps them safe is really keeping
If I want something, but am them prisoner? To make people
prevented from having it, then change, the hero often has to
there is a conflict. For instance provide them with evidence –
Jim Slim wants to sail his pirate which may be hard to get – or an
ship to a treasure island, but experience – which might mean
there’s a storm preventing him taking uncertain companions on
from doing so. So the conflict is a difficult journey.
between Jim and the weather.
Hero versus the impossible –
If you need to come up with a impossible tasks are what heroes
central conflict for your Amazing exist to achieve. Can they be the
Tale, try using the following first to climb the unclimbable
themes as inspiration: mountain? Can they be the first to
make the miserable king smile?
Hero versus the clock – Impossible challenges often
sometimes something that would require the hero to collect special
ordinarily be no problem at all objects, allies, or favours before
becomes a huge challenge when a they can be completed.
deadline is imposed. Can the hero
make a journey from Greenfields Hero versus mystery – solving
to the King’s Castle and back? mysteries is a common form for
Sure, that’s easy. Can they do it a story. Something unexplained
before sunset to bring the infant is going on and the hero needs
Princess the medicine they need? to work out why. To do so they
That could be hard, turning even need to overcome a series of
24 ~ Amazing Tales

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challenges, each of which will
yield a clue. When they have
enough clues they can resolve the
mystery and claim their reward.

Hero versus nature – the natural


world can be powerful and
terrifying. Surviving a storm, or
a flood, or an earthquake could
be the basis for an exhilarating
story filled with peril. Especially
if there are other people who need
rescuing.

Most common stories fit into


one of these categories. A quest
to kill a dragon is often a version
of ‘Hero versus the impossible’.
A survival story, be it on a
lonely mountain or a crashing
spaceship, is about ‘Hero versus
nature’. Most rescue stories are
‘Hero versus the clock’. And
obviously these conflicts can be
combined to great effect.

Amazing Tales ~ 25

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Tips and tricks: Perilous encounters
Once you have chosen a big has a reason to take it on.
picture conflict for your story, you
can think about the individual Perilous environments –
challenges that might happen to make an ordinary task routine
a hero as they go through their by making the environment
adventure. Often these are a series dangerous. Plunging everything
of fights against fearsome foes. into darkness is always a good
But if you want to keep violence one, but there are other ways to
out of your game entirely, or just reduce a hero’s vision: thick fog,
mix things up a bit, there are driving rain, or blinding light all
plenty of alternatives. do the same job. Other ways to
make an environment perilous
Contests – beating someone at include making it:
something doesn’t have to mean
fighting them. Perhaps the mayor Õ Slippy, so that any movement
has decided to make the magic could lead to a fall
scroll the prize in the village Õ Lacking in oxygen, so if you
pie-eating contest. Perhaps the stay too long you’ll suffocate
king will only grant his favour to
someone who can beat his fastest Õ Spiky, so that unless you move
horse in a foot-race. Contests with extreme caution you will
provide for action and drama be hurt
without fighting. Õ Cramped, so you can move
forward, but do almost
Natural hazards – rivers in flood, nothing else
forests on fire, avalanches, and Õ Unstable, so if you do anything
landslides: these are all things too dramatic everything will
that could form the basis of an collapse
exciting encounter. However
it’s often the case that the best
response to a natural hazard is to Invincible foes – some foes
avoid it, perhaps by waiting it out just can’t be physically beaten,
or by going the long way around. forcing a hero to come up with a
So if you’re going to include a new plan. How do you get rid of
natural hazard be sure the hero a ghost when swords pass right
Amazing Tales ~ 27

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through it? Foes like this need to learning at school. That could
be outwitted, trapped, or perhaps be simple maths, or something
even befriended if the hero is more complex, like using grid
going to get what they want. coordinates to read a map.

Friendly foes – for whatever Break out the jokes – Have you
reason the hero’s friends are got a children’s joke book to
between them and what they hand? Use a joke as a riddle and
want. Perhaps there’s been a don’t let the heroes progress till
misunderstanding and now the they’ve guessed the joke.
king’s guards think the hero is a
spy. Perhaps the guards have been Add complications
subjected to alien mind-control. To create a really challenging
Either way, the hero will want to encounter for your heroes simply
deal with them without hurting add a complication to an existing
them. encounter. For instance…

Puzzles and riddles Õ You have to run through the


Puzzles and riddles can be great burning forest, but the smoke
challenges for heroes, but they’re is blinding you
hard to make up on the spot. Õ You have to solve the
Some easy ways to do this are… guardian’s riddle, but you only
get one try
Create the puzzle, but not the
answer – If you create a puzzle Õ You’re trying to sneak into
then your players will probably the sultan’s palace, but a
start thinking of different curious monkey has decided to
solutions straight away. Wait till accompany you
they come up with one you like, Õ You have to defeat the black
and make that the correct one. knight in battle, but you’ve
sworn not to hurt anyone
Sneak in some education – today
Ask your children to apply
some of what they’ve been

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Tips and tricks: One word characters
Thinking up new characters as The pedantic witch is very
heroes encounter them can be a precise about everything. She
challenge. How do you make this doesn’t want a frog, she wants a
guard, this shopkeeper, or this yellow-bellied tree frog. She’s not
witch memorable? making a potion, she’s making
a magical elixir. She is forever
One way to do this is to think of interrupting people as they talk;
a single adjective for a character and should she agree to do you
and apply it to all of their a favour, she will do exactly
behaviour. Let’s think about the what you ask for, and nothing
nervous guard, the zealous shop more. Her spell ingredients are
keeper, and the pedantic witch. organised into neatly labelled
bottles, and her spell books
The nervous guard speaks in stored in alphabetical order.
a trembling voice. He is always
checking over his shoulder and In a game of Amazing Tales one
makes sure the lamps in the word is usually enough to bring
guard house are well lit. He wears a character to life. Here’s a list
extra-thick armour, and will of words that will help create
panic should the heroes tell him memorable characters for heroes
of some new threat. to meet:

The zealous shopkeeper is Ambitious, arrogant, artistic,


determined that their customers attentive, brutal, calculating,
will receive only the best service. caring, cheerful, concerned,
They dash out to greet customers devious, disciplined, enthusiastic,
the moment they arrive in the exacting, flighty, forceful,
shop. They exhaustively catalogue forgetful, frazzled, hungry, loud,
their customers’ desires, and go overconfident, patient, placid,
to great lengths to meet them. relaxed, rowdy, sleepy, studious,
This might be useful or incredibly talkative, untidy, volatile, warm.
annoying depending on the
situation.

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An amazing tale: The Witch and the Owl
Each of the settings for Amazing but for this example we’ll imagine
Tales includes ten story seeds, an island in the middle of a
any of which could be the basis swamp. As they enter the swamp,
for an Amazing Tale. In these here are some things that might
two pages we’ll take the very happen:
first story seed and show one
way in which it could become an Õ Thick spider webs hang from
adventure. Here’s the story seed the trees, do you get caught in
them?
“A wicked witch has kidnapped a Õ You can hear slithery sounds
baby owl. Can the heroes rescue all around, are you frightened?
her?
Õ You can see drifting lights in
Twist: The witch is lonely since her the distance, do you follow
cat died, and wants an animal to be them? (These Will o’ the Wisps
her friend.” will lead the heroes astray.)
Õ You sink into mud up to your
Since this is from the Deep Dark waist, how do you escape?
Wood setting, our heroes will be Õ An alligator bursts from
either fairies or talking animals. beneath the water, teeth
snapping, what do you do?
First we need to get our story
going. The easiest way to do this
is to have the baby owl’s parents Eventually our heroes will reach
ask the heroes for help. To add the centre of the swamp, and
some character we can say that be able to see the witch’s house.
Mr and Mrs Owl are very shy, Again, you can ask your children
and that the missing baby owl is what it might look like, and what
called Fluffytoes. kind of protections it might have.
I’m going to say there’s a magical
After asking for help the owls Jack O’Lantern outside her house
can point the heroes toward the that looks around and shouts
witch’s home. You could ask your warnings if it sees the heroes.
child where they think the witch How will they sneak past it?
lives, and build on their answers,
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Once the heroes reach the house “Leave her alone. She’s only
they might be able to hear the lonely!”
witch moving around inside,
muttering to herself. She seems If the heroes find out what’s
to be collecting ingredients and really motivating Grigglesnap
stirring her cauldron. The heroes they might wish to solve the
might think she’s planning a problem before they leave with
spell, but really she’s making a Fluffytoes. Let them handle this
meal for Fluffytoes – owls are however they want, Grigglesnap
quite partial to worms, mice, and will probably be overwhelmed by
frogs legs. any acts of kindness.

We’ll call the witch Grigglesnap Returning Fluffytoes to his


and say that she is a very private grateful parents should be a quick
person. She’ll be very angry if she and easy process. Mr and Mrs Owl
catches people sneaking around will promise to help them in the
her house, and she won’t want to future however they can. Indeed,
explain what she’s been doing. All depending on how they handled
sorts of things could happen now: things they may even have made
a friend in Grigglesnap. Now
Õ The heroes could sneak though, it’s time for the heroes to
Fluffytoes out, will set out on a new adventure.
Grigglesnap see them?
Õ The heroes might confront
Grigglesnap, how will she
react?
Õ The heroes might attack
Grigglesnap, will they win?
Õ The heroes could try a polite
approach, will it work?

If the heroes attack Griggesnap,


wait till they win and then have
Fluffytoes intervene, saying
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Tips and tricks: Gaming with kids
Here’s a rundown of ten things to want to engage with the game
I’ve learned while roleplaying anymore, it might be that things
with kids: are just too frightening. Don’t
carry on: stop, and talk to them.
1. Pick a good place to play –
whether snuggled up on the 5. Talking to strangers can be
sofa, or sitting at the table, make hard – even if they’re strangers
sure everyone is comfortable. in a story, made up by you. Don’t
Make sure everyone’s been to the rely on young players asking for
bathroom. And make sure you information, or picking up on
have a good place to roll dice. hints in conversation: be prepared
to volunteer information right
2. Try and keep distractions to from the start.
a minimum. The TV, younger
siblings, a tablet, a pile of lego 6. Kids love props – spend five
bricks can all distract. Telling and minutes drawing a treasure map
following a story is hard work for ahead of time. Or hand them
young children: give them room a calculator and tell them it’s
to focus by keeping distractions a super-mini-computer. Work
away. “First we’ll tidy up, then things you picked up on a nature
we’ll make up a story” is a good hike into your story, or remind
way to start. them of things they’ve seen
in a museum. Grab some toys.
3. Let them run around – if your Anything that makes things
story is so exciting that the tangible is good.
players just have to jump up and
down, re-enact their actions, and 7. Remember that they haven’t
celebrate their victories, then seen all the cliches yet – so you
you’re doing well. can use them! Swords stuck in
stones. Bombs with a red wire
4. Kids can be scared of all and a green wire. A monster that
kinds of things – if children is really the janitor in disguise.
start making themselves small, To young children, these are
become passive, and don’t seem brilliantly original ideas.
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8. Children are easily upset if 10. Roleplaying with your kids is
their characters get injured or one of the most enjoyable things
lose their treasured possessions. you can do. One that gives you
Be very careful if you have this shared experiences and points of
happen in your story. reference that really last. So be
sure to enjoy it.
9. If it’s not working, let it go –
sometimes they’re just not in the
mood.

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Introducing the settings
This book contains four settings here, you’ll know that things
to help you make up Amazing should run smoothly.
Tales:
Advice on making up stories
The Deep Dark Forest – where in the setting, including
fairies and talking animals live suggestions about friends and
far from ordinary people. foes, and descriptions of things
you could see, smell, touch,
Magical Kingdoms Long Ago taste, or feel in the setting. Use
– where knights, wizards and these last notes to liven up your
witches do mighty deeds. descriptions and bring your
stories to life.
The Pirate Seas – where
adventure waits beyond the Story seeds for the setting. These
horizon. are short ideas for a story. Each
seed includes a straightforward
Adventures in the Stars – where version, and a twist to add extra
a galaxy full of aliens, robots and depth and a surprise as the story
mystery awaits. unfolds. Using the twists usually
makes the resulting stories about
In each section you will find: twice as long.

A guide to making up a hero,


including suggested skills for
heroes and descriptions of those
skills. You don’t have to stick to
the skills suggested. Indeed, you
should use them as jumping-off
points for more ideas. And there’s
no reason to stick strictly to the
settings. Pirates, or piratically-
inclined heroes, could turn up in
space. Fairies could go to sea. But
if you do stick to the guidelines
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Tales from the Deep Dark Wood
“In the deep dark wood you will find trees that move by themselves,
animals that talk, and fairies who look after the forest. Who would you
like to be in this story – a fairy, or a talking animal?”

Fairies the story sheet.


Õ Being brave
“Fairies are very small, no bigger
Õ Being friendly
than the palm of your hand.
They have wings like butterflies Õ Doing magic
or dragonflies, and love to play Õ Talking to animals
in the sunshine. There are boy
Õ Flying quickly
fairies, and girl fairies. What is
the name of your fairy?” Õ Fighting monsters
Õ Finding hidden things
Fill in on the story sheet.
“Which of these things is your
“Is your fairy tall or short? What fairy best at?”
do they wear? What colour hair
do they have? Is it long or short? Write 12 as the dice size.
What do their wings look like?”
“What are they next best at?”
“Do they carry anything with
them?” Write 10 as the dice size.

Draw the fairy onto the story “Which of the last two are they
sheet. best at?”

“Fairies can do lots of different Write 8 as the dice size, and 6 as


things. What is your fairy good the dice size for the remaining
at?” skill.

Pick four of the following, or


invent your own, and write onto
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Suggested Fairy Skills Talking to animals

These are examples of the kinds Not all the animals in the Deep
of skills a fairy hero might have, Dark Wood can talk to other
and the kinds of situations creatures. But fairies who can
they might be used in. Feel free do this can always talk with
to invent your own, and keep animals. What the animals say
interpretation of them as flexible might not always make much
as possible. sense, though!

Being brave Flying quickly

Fairies are small, and often have All fairies can fly, but some can
to be brave. They can be scared of fly quicker than others. Fairies
monsters, or the dark, or of being who can fly fast are very hard for
alone. monsters to catch.

Being friendly Fighting monsters

The deep dark wood is full of Fairies might be too small to


all kinds of strange people and fight big monsters; but spiders,
creatures who just want to be beetles, rats, and other nasty
left to their own business. But creatures sometimes need to be
a friendly fairy can always find chased away.
friends to help them.
Finding hidden things
Doing magic
Fairies are very good at spotting
Some fairies can cast magic things that big people don’t see.
spells. Fairy magic can do all This could be clues, or treasure.
kinds of things. Healing hurt
creatures, turning monsters to
stone, or even making things
disappear!
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Talking Animals Õ Smelling things
Õ Flying quickly
“Talking animals live in the deep
dark forest. There are all kinds Õ Hiding
of talking animals, like foxes, Õ Climbing
badgers, mice, deer, sparrows, Õ Being fierce
and owls. The talking animals
like to play with the fairies in Õ Running and jumping
the deep dark woods. Talking
animals never eat other talking “Which of these things is your
animals. animal best at?”

“What kind of animal are you?” Write 12 as the dice size.

Fill in on the story sheet “What are they next best at?”

“What colour is your fur or Write 10 as the dice size.


feathers? Is there something
about you that looks different “Which of the last two are they
– like a pattern in your fur, or a best at?”
different-coloured feather?”
Write 8 as the dice size, and 6 as
Draw the animal onto the story the dice size for the last one.
sheet.
Suggested Animal Skills
“Animals can do lots of different
things: what is your animal good These are examples of the kinds
at?” of skills an animal hero might
have, and the kinds of situations
Pick four of the following, or they might be used in. Feel free
invent your own, and write onto to invent your own, and keep
the story sheet. interpretation of them as flexible
as possible.
Õ Being brave
Õ Being cute
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Being brave Hiding

Animals often have to be brave. Hiding and sneaking is


For instance, mice are scared of something some animals are
cats and foxes, while foxes are great at. Moving so quietly they
scared of wolves, and wolves can’t be heard, disappearing from
might be scared of hunters. Dark sight when the scary creatures
caves, witches, or monsters can appear, or sneaking up on other
be scary too. creatures are things these
animals can do.
Being cute
Climbing
Animals can be very cute. Cute
animals can easily make friends The deep dark wood is full of
with people or fairies, and people trees: being able to climb them
often want to help them. quickly is very helpful. There
might be other things to climb
Smelling things too; like cliffs, towers, or magic
beanstalks.
Some animals have an amazing
sense of smell. They can smell Being fierce
things from far away, and tell
which other animals have been Some animals can be very fierce;
somewhere. using their teeth, beak, or claws
to fight other animals, chase
Flying quickly away monsters, or catch prey.

Some animals can fly, and Running and jumping


animals that can fly quickly are
really good at it. They can loop the Animals who are good at running
loop, race other flying animals, or and jumping have no trouble
fly through thick forests without getting around the deep dark
slowing down. wood. They can dash through
thick forest, and jump over fallen
logs and holes in the ground.
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Making up stories in the Deep Dark Wood
Imagining the wood Õ Nymphs
Õ Witches
To make making up a story easier,
think about the answer to some Õ Wizards
of these questions, or ask your Õ Sprites
child... Õ Goblins
What’s your wood like? Õ Boggarts

Natural hazards
Some woods are deep, dark, and
scary. Some are bright and sunlit.
The wood also contains plenty
In some woods trouble lurks
of natural hazards that could be
behind every tree: other woods
challenging. For instance:
are happy places where monsters
are rare. Õ Swamps
Õ Poisonous berries
Is someone in charge?
Õ Deep pools
It might be that your wood is Õ Rushing rivers
ruled by a fairy king or queen. Or Õ Fires
maybe there’s a particular animal
who is in charge – a bear or stag, Õ Falling trees
or a very wise mouse. Where does Õ Dark caves
the ruler live, what does it look Õ Wells
like, what makes it special?
Sounds in the wood
What else lives in the wood?
Birdsong, crackling twigs,
The wood could be home to all rustling leaves, wind in the
kinds of amazing creatures. There trees, faraway howling, buzzing
might be: insects...
Õ Dragons
Smells in the wood
Õ Unicorns
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Fresh tree smell, wildflower Sweet berries, crunchy nuts,
scent, wet moss, rotting wood, bitter leaves, fresh water, sticky
fur... honey...

Sights in the wood Feelings in the wood

Tall trees, pools of sunlight, Clouds of insects, soft moss,


hollow trees, abandoned sharp twigs, crumbly old leaves,
burrows, wild orchids, twisted rough bark...
roots...

Tastes in the wood

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Story seeds in the Deep Dark Wood
Play these straight, combine dragon!
them, or use the twists to add a
bit more fun to the story: 5. Fire is raging through the
woods, can the heroes save their
1. A wicked witch has kidnapped homes?
a baby owl. Can the heroes rescue
her? Twist: The fires were started by
people who want to turn the woods
Twist: The witch is lonely since her into fields.
cat died, and wants an animal to be
her friend. 6. The fairy king has a new cloak.
It is so beautiful all the fairies are
2. Beavers have dammed the fighting over it!
river and it is flooding! The rabbit
warrens will soon be under water. Twist: The cloak was a gift from his
wicked uncle who wants to be king.
Twist: The beavers have been
tricked into this by a cunning fox 7. A giant hole has appeared in the
who likes to eat rabbits. wood and foul smells are coming
out of it.
3. A confused wizard keeps
turning animals into other Twist: The hole is part of a goblin
animals. Can he be stopped? mine.

Twist: The wizard cast a spell on 8. In a storm the heroes are blown
his glasses, and everything looks far away and must find their way
wrong to him. home.

4. Wolves have moved into the Twist: The place they are blown to
forest and are hunting the nice is a magical kingdom in the clouds
animals. where they are trespassers who
cannot leave.
Twist: The wolves themselves are
fleeing a worse threat – a hungry 9. Three hedgehogs arrive,
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explaining they are people who
have been turned into animals.
Can the heroes help?

Twist: The three hedgehogs were


transformed as a punishment for
stealing, and are no better now
than then!

10. The Spider Queen’s silk cloak


has been stolen. Can the heroes
recover it?

Twist: It turns people invisible: so


how can you find the thief?

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Tales from Magical Kingdoms Long Ago
“In the magical kingdoms you will find kings and queens, warriors and
wizards, dragons, unicorns, and giants. Who would you like to be in this
story – a prince or princess, a knight, a witch or wizard, or an explorer or
ranger?”

Princes and princesses Õ Being brave


Õ Doing magic
“Princes and princesses are the
guardians of a kingdom. They Õ Fighting monsters
protect and look after all the Õ Knowing things
inhabitants, help them when Õ Making friends
they have problems, and deal
with monsters that threaten the Õ Running and jumping
kingdom. Sometimes they can Õ Talking to animals
do magic. What is your prince or
princess called?” “Which of these things is your
hero best at?”
Fill in on the story sheet.
Write 12 as the dice size.
“What does your prince or
princess look like? How do people “What are they next best at?”
in the kingdom recognise you?
Do you live in a castle?” Write 10 as the dice size.

Draw the prince or princess onto “Which of the last two are they
the story sheet. best at?”

“Princes and princesses can do Write 8 as the dice size, and 6 as


lots of different things: what is the dice size for the last one.
your hero good at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.

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Knights in armour Õ Fighting monsters
Õ Riding
“Knights in armour are the
bravest fighters in the kingdom. Õ Running and jumping
They look for the most dangerous
“Which of these things is your
monsters to defeat, and go on
hero best at?”
quests to find treasure or rescue
people. What is the name of your
knight?” Write 12 as the dice size.

Fill in on the story sheet. “What are they next best at?”

“What does your knight in Write 10 as the dice size.


armour look like? Do they have
a shield with a picture on it? “Which of the last two are they
What is it? Do they ride a horse, best at?”
or something else? What is it
called?” Write 8 as the dice size, and 6 as
the dice size for the last one.
Draw the knight in armour onto
the story sheet.

“Knights in armour can do lots


of different things: what is your
hero good at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.
Õ Being brave
Õ Being strong
Õ Being fast

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Witches and wizards Õ Running and jumping
Õ Talking to animals
“Witches and wizards can do
magic. They are often very clever “Which of these things is your
and know many secret things. hero best at?”
They use their magic to solve
problems and help protect the Write 12 as the dice size.
kingdom. What is the name of
your wizard?” “What are they next best at?”

Fill in on the story sheet. Write 10 as the dice size.

“What does your witch or wizard “Which of the last two are they
look like? Do they have a magic best at?”
wand or staff? Do they have a
magical creature as a friend?” Write 8 as the dice size, and 6 as
the dice size for the last one.
Draw the witch or wizard onto the
story sheet.

“Witches and wizards can do lots


of different things: what is your
hero good at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.
Õ Being brave
Õ Doing magic
Õ Hiding and sneaking
Õ Knowing things
Õ Making friends
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Explorers and rangers Õ Running and jumping
Õ Talking to animals
“Explorers and rangers live in the
wild parts of the kingdom. They “Which of these things is your
journey through the wilderness hero best at?”
protecting people from monsters,
caring for nature and looking Write 12 as the dice size.
for lost treasures. What is your
explorer or ranger called?” “What are they next best at?”

Write on the story sheet. Write 10 as the dice size.

“What does your explorer or “Which of the last two are they
ranger look like? Do to they have best at?”
a big cloak or a hat? Do they
have an animal friend?” Write 8 as the dice size, and 6 as
the dice size for the last one.
Draw the explorer or ranger onto
the story sheet.

“Explorers and rangers can do


lots of different things: what is
your hero good at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.
Õ Being brave
Õ Being fast
Õ Hiding and sneaking
Õ Knowing things
Õ Fighting monsters
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Suggested skills for Magical Climbing and exploring
Kingdoms Long Ago
Magical kingdoms are full of
These are examples of the kinds mountains, tall trees, mysterious
of skills heroes in the magical towers, deep swamps, wild
kingdoms might have, and the wildernesses, and dark caves.
kinds of situations they might be Heroes who are good at climbing
used in. Feel free to invent your and exploring travel fearlessly,
own, and keep interpretation of knowing they won’t get lost and
them as flexible as possible. can tackle any natural obstacle.

Being brave Doing magic

There are many scary things Many people in the magical


in the magic kingdoms. A hero kingdoms can do magic. They can
might need to be brave to fight use it to brew potions, make fire,
a dragon, explore a dark cave, or turn people into other creatures,
climb a high mountain. fly, find lost treasures, and do
many other amazing things.
Being fast
Fighting monsters
Some heroes are super fast. So
fast they’re almost never caught The monsters of the magical
off guard and can catch arrows kingdom can be fought in many
out of the air. They can run faster ways. With bare hands. With
than horses, maybe even fast swords, lances, and battle axes.
enough to run across water. With bows and arrows, lassos,
and catapults.
Being strong
Hiding and sneaking
Some heroes are super strong.
Able to lift up a person in each Some monsters are so scary that
hand, throw heavy rocks huge it’s a better idea to hide from
distances, and wrestle ogres. them, or maybe to sneak up on
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them, or past them. Heroes who Riding
are good at this are so stealthy it’s
almost as if they’re invisible. Lots of heroes ride things.
Sometimes they ride horses;
Knowing things sometimes dragons, pegasus,
broomsticks, flying carpets, or
Why is the haunted wood giant eagles.
haunted? What are the three
things a troll is always scared Running and jumping
of? How do you find a unicorn?
Heroes who are good at knowing Heroes in the magic kingdoms
things might know the answers are often called on to run, jump,
to any of these questions. climb, swim, leap, lift, or throw in
the course of their adventures.
Making friends
Talking to animals
Some heroes have no trouble
finding friends. Maybe they Some magical animals can talk
already know someone who can to anyone. But heroes who can
help with their problem, or maybe talk to animals can speak with
they can charm the grumpy any creature. What the animals
villagers into helping out. say back might not always make
much sense, though.

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Making up stories in Magical Kingdoms Long Ago
Imagining the kingdoms home to all kinds of groups and
creatures. Why not add some...
To make making up a story easier,
Õ Peasants, farmers,
think about the answer to some
townspeople, knights, lords
of these questions, or ask your
and ladies
child...
Õ Priests of strange gods
What’s the kingdom like? Õ Covens of witches
Õ Schools of wizards
Is it big or small? Does it have
mountains, hills, deserts, rivers, Õ Travelling elven musicians
a coastline? Are there forests? Are Õ Giant insects
there many small villages, big
Õ Dwarven inventors
cities, towns or farmsteads? What
about landmarks – spectacular Õ Goblin mushroom hunters
waterfalls, stone circles, ancient Õ Tribes of werebears
trees, or the like?
Õ Meditating giants
Who rules? Unexpected threats
Is the kingdom ruled by a king, A magical kingdom could contain
a queen or someone else, like plenty of challenges to delay an
a wizard or a dragon? Are they adventurer:
kind or cruel? Do they have any
unusual habits, or history? Or is Õ Avalanches
the ruler missing, or are there Õ Blankets of fog
multiple claimants to the throne.
Speaking of which – where does Õ Hypnotic lights in the sky
the ruler live, and do they have a Õ Migrating wyverns
special throne? Õ Plagues of locusts

Who lives in the kingdom? Õ Raging rivers


Õ Spells gone wrong
A magical kingdom can be Õ Haunted houses
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Õ Will o‘the wisps Story seeds in Magical
Õ Walking woods Kingdoms Long Ago

Sounds in the kingdom Play these straight, combine


them, or use the twists to add a
Market sellers, hurdy-gurdy bit more fun to the story:
players, clattering hooves,
clanking armour, chanting 1. A roaming troll is threatening a
wizards... village. Can the heroes stop it?

Smells in the kingdom Twist: The queen wants to add it to


her magical creature collection.
Roasting meat, leather tanning,
old ale, unwashed peasants, 2. Mermaids have invited the
perfumed silks... prince to an undersea party, will
the heroes accompany him?
Sights in the kingdom
Twist: A mermaid falls in love with
Forbidding castles, rickety the prince and they will not let him
bridges, towering cliffs, ancient go.
earthworks, majestic ships...
3. Pirates are raiding the coast,
Tastes in the kingdom can they be stopped?

Sweet wine, bitter apples, roast Twist: The pirates have magical
boar, stale bread, thick stew, flying ships.
candied fruit, fresh berries...
4. Thick thorns have cut off
Feelings in the kingdom Deepdale village. Someone must
save the villagers!
Roughly-carved stone, smooth
steel, cold iron, scratchy wool, Twist: The villagers made the
wet leather, warm fires... thorns to keep a monster locked
away from the rest of the kingdom.
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5. Thanks to snow constantly Twist: While the heroes are away,
coming from the high competing thieves plan to steal the
mountains, winter will not end. king’s gold!

Twist: A spell is making the same 10. Ghosts are troubling the
weather repeat every day in the residents of the Queen’s castle,
mountains. screaming and shouting.

6. The princess has been carried Twist: The ghosts are actually
off by a wicked wizard to his messengers from the future, trying to
tower. She must be rescued! warn of a coming disaster.

Twist: The princess has locked the


wizard in his own tower and wants
him to make her beautiful.

7. Orcs and goblins are invading.


The bridge at Riverpass must be
defended.

Twist: The goblins have already


crossed the bridge. It’s a trap!

8. A dwarven inventor needs help


collecting materials to make his
hot-air balloon.

Twist: A rival inventor is


determined to be the first dwarf to
fly.

9. A rival kingdom has challenged


the king to a contest. Which
kingdom has the greatest heroes?
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Adventures on the Pirate Seas
The Pirate Seas are an exciting and dangerous place. Will you hunt for
treasure, explore forgotten islands, befriend the mermaids, fight sea
monsters, or brave the wild blue yonder?”

Pirates Õ Marksmanship
Õ Navigating
“A pirate captain is master of a Õ Parrot care
ship and its crew. They sail the
seven seas in search of treasure Õ Sailing ships
and adventure. What is the name Õ Seeking treasure
of your pirate?” Õ Swashbuckling
Fill in on the story sheet. Õ Swordplay

“Which of these things is your


“What does your pirate look
hero best at?”
like? What’s the name of their
ship? Do they have a pet, or an
Write 12 as the dice size.
eyepatch, or a hook hand?”
“What are they next best at?”
Draw the pirate onto the story
sheet.
Write 10 as the dice size.
“Pirates can do lots of things:
what is your hero good at?” “Which of the last two are they
best at?”
Pick four of the following, or
invent your own, and write onto Write 8 as the dice size, and 6 as
the story sheet. the dice size for the last one.

Õ Being daring
Õ Being ferocious
Õ Cooking

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Suggested pirate skills the most important person on
a ship, but the rest of the crew
These are examples of the kinds know it’s really the cook. A pirate
of skills heroes on the pirate seas cook can turn anything into a
might have, and the kinds of tasty meal. Some pirates cook so
situations they might be used in. well the results could even be a
Feel free to invent your own, and little bit magic.
keep interpretation of them as
flexible as possible. Marksmanship

Being daring From cannons to pistols, pirates


like things that go bang! Pirates
The sea is a dangerous place, full who are good at marksmanship
of beasts and hazards that would are crack shots with all kinds of
terrify landlubbers. But daring guns.
pirates know that the best way
to deal with this is to laugh in Navigating
the face of danger. Especially if
the face of danger has teeth like Shifting shoals, coral reefs,
daggers, and fishy eyes. fog banks, incomplete treasure
maps... just getting from one of
Being ferocious the seven seas to the next can
be a challenge. Pirates who can
Most pirates are frightening, but navigate have no trouble finding
ferocious pirates are the most what they’re after; be it safe
frightening of all. One good harbour, or the way to the next
glare and a well-judged threat is adventure.
enough to make their enemies
run away, tell their secrets, or Parrot care
give up their treasure.
Many pirates own a parrot (or
Cooking a monkey, or a ship’s cat, or a
surprisingly capable rat). If that
The captain might think they’re pet is smart enough to help out
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in an adventure, then this is the Swashbuckling
skill to use.
Swing from the rigging, dash
Sailing ships across rope bridges, and duel your
rival on the edge of an erupting
Sailing a pirate ship is no simple volcano. Pirates who swashbuckle
undertaking. But good pirates find this kind of thing second
know how to hoist the mainsail, nature.
and how to keep a steady hand
on the tiller and the wind to their Swordplay
back. A key skill when you’re
racing other pirates, avoiding Whether it’s duelling with
a sea monster, or seeing out a cutlasses, or fending off a sea
storm. serpent with a boarding pike,
pirates who are good at swordplay
Seeking treasure excel at fighting.

From finding clues in old log


books, to knowing just where
to dig on a desert island, some
pirates have a knack for finding
treasure. Maybe they can smell
the gold.

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Making up stories for Adventures on the Pirate Seas
Imagining the seas pirate sail a ship, fire the cannon,
read the charts and keep watch?
To make making up a story easier, In this story, why not? This is the
think about the answer to some easiest way to handle things.
of these questions, or ask your
child... 2. The player is the captain.
Whenever the hero does
What are the pirate seas like? something they have the option
of describing it as if the crew did
Is it hot or cold? Are there desert it. For instance, fighting off a
islands, or floating icebergs? Are band of winged monkeys could be
there lots of other pirates, or just described as “I brandish my sabre
a few? Are there many ships, or and drive them off the deck,” or
many sea-monsters? Are there “My crew seize their weapons and
lost temples hidden in deep together we give the monkeys a
jungles, and pirate colonies? Do taste of cold steel.”
pirates and merfolk get on well
with each other? 3. The player is part of the crew.
If you go for this approach, make
What is the pirate ship like? the captain the boss – sending
the pirate hero out on adventures,
Pirates need ships, and ships need or creating problems that the
names. It’s also good to know hero needs to solve.
how many masts a ship has, how
many cannons it has, whether it Who might you find at sea?
has a figurehead, what the flag
looks like, and how many crew All sorts of strange creatures can
there are. be found at sea:
Õ Giant ship-swallowing whales
Accounting for a ship in a game
can be tricky. There are three Õ Glow-in-the-dark jellyfish
ways to do it: Õ Talking narwhals
Õ Mermaids and mermen
1. It’s a one-pirate ship. Can one
Õ Merchant traders
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Õ Sky pirates on flying carpets Smells at sea
Õ Swarms of tiny crabs
Salt air, rotten fish, boiling tar,
Õ Man-eating sharks exotic spices, acrid gunpowder...
Õ Flying fish and their water-
nymph riders Sights at sea
Õ Saltwater crocodiles
Blood-red sunsets, flying fish,
Hazards at sea grotesque pirates, circling sharks,
breaching whales, shining gold...
The pirate seas are dangerous for
even the most prepared pirate. Tastes at sea
Things you might run into on or
under the sea: Stale ship’s biscuit, throat-
burning rum, delicious coconut,
Õ Whirlpools and maelstroms smoky fish...
Õ Jagged reefs
Õ Clashing rocks Feelings at sea
Õ Erupting volcanoes
Rough timber, wind in your hair,
Õ Underwater abysses splashing water, warm breezes,
Õ Sudden storms swaying hammock...
Õ Blankets of fog
Õ Drifting ghost ships
Õ Phantom lights
Õ Dead calm

Sounds at sea

Creaking timbers, crying gulls,


lapping waves, sea shanties,
howling wind, mermaid songs...

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Story seeds for Adventures on the Pirate Seas
Play these straight, combine Twist: The trident controls the
them, or use the twists to add a wind, making catching the thieves
bit more fun to the story: quite a challenge.

1. The pirate king is organising a 5. A stranger is found clinging to


contest to find the best pirate on driftwood in the middle of the
the seven seas. Can the heroes ocean. Can the pirates return him
beat their greatest rivals? to land?

Twist: This is a pirate contest – Twist: The stranger is the cunning


cheating is allowed! Captain Bloodbottle. Marooned by
his own crew, he has a plan to steal
2. A treasure map leads to a jungle the hero’s ship.
island.
6. A huge storm drives the pirates
Twist: The island is populated by far from home. Can they return to
dinosaurs, and the treasure is in a known waters?
pteranodon’s nest!
Twist: To leave these strange
3. The pirates must brave traps waters they will need a magical
and angry monkeys to steal compass.
treasure from an island temple.
7. The Pirate King wants to try the
Twist: After stealing the treasure, delicious coffee that comes from
fog and wind make it impossible the unfindable island of Monta-
to leave the island. Can the pirates Huli.
break the curse?
Twist: The island is unfindable
4. Dastardly pirates have stolen because it moves! But a magic map
a magical trident from the exists that always shows its true
mermaids: can the heroes retrieve location.
it?
8. Rival pirates have stolen the
hero’s ship and left them on
a deserted island – can they
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survive? 10. The direct voyage from
Howling Rocks to Port Plenty has
Twist: The coral reef off the island always been too dangerous to
is home to mermaids and mermen. attempt, but the Pirate King has
They’ll help the pirates – but first offered a rich reward to any crew
they have to do something for them. that can make it.

9. The terrifying ghost ship, The Twist: Along the route is a fabulous,
Wrecked Mary, has been sighted. and deadly, treasure island that has
It’s said to be full of treasure. lured all previous visitors to their
doom.
Twist: The ship and its ghoulish
crew can only be seen at night. If
you’re on board when the sun rises,
you’re trapped!

Amazing Tales ~ 73

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Adventures Among the Stars
“Far beyond planet earth lies a world of adventure. Gleaming spaceships
voyage from planet to planet, man meets alien, robots talk, and a
universe awaits to be explored. What kind of hero will you be: a space
ranger, a scientist, an alien, or a robot?”

Space Rangers Õ Fighting monsters


Õ Flying spaceships
“A space ranger is an explorer, Õ Navigating
adventurer, and warrior. Pushing
into the unknown, searching Õ Shooting lasers
for new knowledge, wealth, or Õ Talking to aliens
simply adventure. What is the Õ Using computers
name of your space ranger?”
“Which of these things is your
Fill in on the story sheet. hero best at?”

“What does your space ranger Write 12 as the dice size.


look like? What do they wear?
Do they have any special “What are they next best at?”
equipment? Do they have a space
ship?” Write 10 as the dice size.
Draw the space ranger onto the “Which of the last two are they
story sheet. best at?”
“Space rangers can do lots of Write 8 as the dice size, and 6 as
things: what is your hero good the dice size for the last one.
at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.
Õ Being daring

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Scientists and inventors Õ Knowing things
Õ Shooting lasers
“Scientists and inventors are
always looking to discover new Õ Talking to aliens
things. They love investigating Õ Using computers
new technology and solving
problems by inventing new “Which of these things is your
machines. What is the name of hero best at?”
your scientist?”
Write 12 as the dice size.
Fill in on the story sheet.
“What are they next best at?”
“What does your scientist look
like? What do they wear? Do Write 10 as the dice size.
they have a special invention
or some tools that they always “Which of the last two are they
carry with them?” best at?”

Draw the scientist onto the story Write 8 as the dice size, and 6 as
sheet. the dice size for the last one.

“Scientists can do lots of things:


what is your hero good at?”

Pick four of the following, or


invent your own, and write onto
the story sheet.
Õ Being daring
Õ Being fast
Õ Doing science
Õ Flying spaceships
Õ Inventing things
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Aliens Õ Mind control
Õ Shooting lasers
“Aliens abound in the galaxy.
Some have five legs, some have “Which of these things is your
none. Some have blue teeth, hero best at?”
three eyes, and tentacles, some
look almost exactly like us, just Write 12 as the dice size.
with an extra ear. Some are
friendly, some are not. What is “What are they next best at?”
the name of your alien?”
Write 10 as the dice size.
Fill in on the story sheet.
“Which of the last two are they
“What does your alien look best at?”
like? What colour are they? How
many arms, legs, or tentacles do Write 8 as the dice size, and 6 as
they have? What does it sound the dice size for the last one.
like when they speak? What do
they eat?”

Draw the Alien onto the story


sheet.

“Aliens can do lots of things:


what is your hero good at?”
Õ Being fast
Õ Being scary
Õ Being strong
Õ Devouring things
Õ Flying spaceships
Õ Knowing things

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Robots “Which of these things is your
hero best at?”
“Robots come in all shapes and
sizes. From robots the size of a Write 12 as the dice size.
house, to tiny mouse-sized ones.
Robots help explore new worlds, “What are they next best at?”
protect spaceships, and assist
scientists. What is the name of Write 10 as the dice size.
your robot?”
“Which of the last two are they
Fill in on the story sheet. best at?”

“What does your robot look like? Write 8 as the dice size, and 6 as
What are they made out of? Do the dice size for the last one.
they have chrome trim? Do they
have built-in gadgets? What do
they sound like when they talk?”

Draw the robot onto the story


sheet.

“Robots can do lots of things:


what is your hero good at?”
Õ Being strong
Õ Fixing things
Õ Flying spaceships
Õ Navigating
Õ Shooting lasers
Õ Talking to aliens
Õ Using computers

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Suggested skills for Adventures things in space, and your hero
Among the Stars is one of them. It could be the
steely look in their eye that
These are examples of the kinds makes them so scary, or perhaps
of skills heroes among the stars their tentacles, claws, and seven
might have, and the kinds of mouths. It’s up to you.
situations they might be used in.
Feel free to invent your own, and Being strong
keep interpretation of them as
flexible as possible. When you’re exploring the galaxy,
it helps to be strong. Able to lift up
Being daring heavy machinery, wrestle giant
alien monsters, or hold the airlock
Faced with petrifying aliens, open against the vacuum of space.
black holes, dimensional rifts, Strong heroes can do all these
and who knows what other things, and more.
hazards, ordinary folk might
turn back. But a daring hero is Devouring things
brave enough to press on, even in
the face of near certain doom. Aliens have all kinds of ways of
eating things, including their
Being fast enemies. Sometimes they chomp
them in their massive jaws, and
There’s being fast, and then sometimes they wrap them up in
there’s being really fast. sticky tentacles and digest them
Supernaturally fast. So fast no slowly. It doesn’t matter: whatever
ordinary human could keep an alien eats, stays eaten.
up. Really fast heroes can run,
jetpack, or maybe even teleport Doing science
at incredible speeds.
Why is the transmatter unit not
Being scary working? How can we track the
Ulani fleet through the void? Is
There are plenty of frightening that flower safe to eat? Doing
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science will reveal the answer to Inventing things
all these questions, and more.
To create a way out of the
Fighting monsters interdimensional rift, just reverse
the polarity on the teleporter and
Whether with bare hands, link it to the navigation system!
laser swords, or giant powered Heroes who are good at inventing
exoskeletons, sometimes alien things do stuff like this all the
monsters have to be fought. time.
Heroes who are good at this will
be a match for any foe. Knowing things

Fixing things The skies on Belta 7 are deepest


purple, the Zorgun Empire always
If the hyperspace unit is out of appreciate gifts of honey and
order, if your communicator has anchovies, the best place to find a
been chewed on by a carnivorous Snookum is under a Gringledump.
snaarg, or if the rover unit is on Those are just some of the things
the blink, you need to be good at that ordinary people don’t know,
fixing things. but heroes who know things do.

Flying spaceships Mind control

Skirting the edges of black holes, Some aliens have the power to
piloting through asteroid fields, make others do what they want.
shaking off a swarm of enemy Sometimes they do this through
spaceships. This is the skill that hypnotic eyes, or brain-waves;
lets you do all these things. sometimes with their entrancing
Everyone else is stuck with the song. Mind control can do many
auto-pilot. things, but it can never make
people hurt themselves.

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Navigating Talking to aliens

Space is vast, which can make Gurglebrots communicate by


finding things hard. And that’s waving their antennae, Kthaw
before you start thinking talk in strange screeching noises,
about wormholes, black holes, and Milbens hum intently.
alternative dimensions, and rifts Heroes who can talk to aliens can
in the fabric of time and space. A communicate with any of these
good navigator can deal with all creatures.
these things.
Using computers
Shooting lasers
Download the plans of the enemy
Some lasers go ‘pew pew pew’ base, calculate the trajectory of the
and are part of spaceships, some Patik 7 Meteor, and reconfigure
go ‘zzzap’ and fit in your pocket. the holo-sim. If your hero can
It doesn’t matter: heroes who are use computers, they can do these
good at shooting lasers are able things.
to use them.

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Making up stories for Adventures Among the Stars
Imagining Space Science and magic

To make making up a story easier, When it comes to inventing


think about the answer to some things, using computers, doing
of these questions, or ask your science, and mind control it’s
child... worth reviewing the guidance
about using magic in stories on
What is space like? page 17. In stories these skills
allow heroes to do amazing
Is it big and empty, or full of things, and that’s how they’re
planets? Are aliens friendly intended to work in this setting.
creatures that help people, or
scary monsters out to conquer the Who might you find among the
earth? Are there space stations? stars?
What are they like? Does getting
from one place to another take All sorts of strange creatures can
long? be found in space:
Õ Asteroid-surfing space
What’s the name of your
barnacles
spaceship?
Õ Friendly blue jellyfish
If the hero has a spaceship be sure Õ Giant, peaceful interstellar
to learn all about it. How big is moths
it, what kinds of gadgets does it
Õ A hive mind of bear-like
have, is there an escape pod? How
creatures
about lasers or torpedoes?
Õ Little green men
Accounting for a spaceship in Õ Primitive civilisations
a game can be tricky. See page
Õ Convoys of merchant
70 in the Pirate Seas section for
spaceships
advice on dealing with ships in
games. Õ Intelligent mushrooms
Õ Escaped experimental
organisms
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Õ Terrifying robot warriors flowers, machine oil, processed
air...
Hazards among the stars
Sights among the stars
Space is vast and empty, but
somehow full of danger and Blazing stars, twin moons,
excitement at the same time. Here planetary rings, looming space
are some examples: stations, derelict freighters,
Õ A tiny hole in the spaceship gleaming cities, fleets of
spaceships, alien worlds...
Õ Asteroid fields
Õ Rifts in the time–space Tastes among the stars
continuum
Õ Abandoned space stations Alien ambrosia, food pills,
shrink-wrapped rations,
Õ Supernovas wriggling edible bugs...
Õ A fleet of ghost ships
Õ Malfunctioning satellites Feelings among the stars
Õ Drifting escape pods Zero gravity, smooth screens,
Õ Hurtling comets the tingle of teleportation, slimy
Õ Secret bases tentacles, engine heat, cold
vacuum, rubbery space suits...
Sounds among the stars

Firing rockets, whooshing doors,


the hum of the life support
system, bleeping robots, servo-
motors, electronic voices, alien
chatter, crackling radio...

Smells among the stars

Packaged food, rocket fuel, alien


Amazing Tales ~ 89

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Story seeds for Adventures Among the Stars
Play these straight, combine Twist: The tyrant is a scientist from
them, or use the twists to add a the hero’s own world.
bit more fun to the story:
5. One by one the crew of Space
1. The inhabitants of planet Station Nautilus are disappearing.
Xantor need a cure for a deadly
disease. Can it be delivered in Twist: A malfunctioning teleporter
time? is sending them, one by one to the
surface of Planet Nemo, from where
Twist: The heroes must pass there is no obvious means of escape.
through sector 7, where the cure is
viewed as dangerous contraband! 6. A robot army, the Dilgon
Swarm, is invading while
2. Prince Arim of planet Turan demanding a treasure no-one has
has been chased into exile by ever heard of.
alien invaders. Can you help him
reclaim his kingdom? Twist: The robots’ Dilgon masters
are long dead, they are running on
Twist: Prince Arim’s younger sister autopilot.
invited the aliens in, and they have
made her queen! 7. A giant comet is hurtling
toward planet Earth!
3. Chok Tan aliens are threatening
a convoy of cargo ships. Can the Twist: Aliens are riding on the
heroes protect them? comet, using it to sneak past Earth’s
defences!
Twist: The captain of one cargo
ship has stolen alien treasures. 8. An accident sees the heroes
stranded on the deserted planet
4. The primitive Grung Thargo. They’ll need to find
inhabitants of an alien planet specific parts to fix their ship and
suffer under the tyrannical rule of escape.
an evil overlord.

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Twist: The planet is used as a
secret base by a gang of smugglers.
They won’t be happy to see the
heroes.

9. A merchant wants the heroes


to track down the rare Persipid
flower, famed for its delicious
smell. Can the heroes collect
some?

Twist: Perisipid flowers only grow


deep inside an active volcano on
the jungle planet of Rhodor 5. The
location is a closely guarded secret.

10. A man claiming to be a time


traveller from the 21st century
is found drifting in space. To go
back he needs his time machine,
which is on the forbidden planet
of Trajar.

Twist: He’s not really a time


traveller. He’s a thief, trying to
access Trajar’s secrets.

Amazing Tales ~ 91

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Using the story sheet
The Amazing Tales story sheet is very simple, but it includes a few
special features to make it child friendly.

Dice shapes

Next to the skills are shapes representing different shapes of dice


viewed from above, with the size of the dice written inside. You can
keep your child’s dice on these spaces to help them remember which
dice is which.

Skills

Next to each skill is room to draw a picture that represents it. For
instance a sword for a fighting monsters skill, or a wand for a doing
magic skill. This is to help children who can’t read remember what each
skill is.

You can download copies of the story sheet from

www.amazing-tales.net/storysheet

Or you can just write everything down on a blank piece of paper. That
works well too.

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My Hero’s name is
They are good at They look like

12

10

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Afterword
This is the revised edition of Amazing Tales, and includes a few bits
that weren’t in the original version.
Õ The story sheet has been updated in light of some great suggestions
from the community in the Amazing Tales facebook group.
Õ The sections on conflicts, encounters, and one-word characters
were all written in response to feedback and questions from parents
who’d been playing Amazing Tales.
Õ The scenario ‘The Witch and the Owl’ was added in response to
some parents explaining that they’d found it hard to get started. I
hope it helps.

The picture of the mermaid queen on page 26 is also new. If you want
to know more about her, she also appears in the first Amazing Tales
campaign supplement, ‘The Quest for the Dragon Crown’.

Amazing Tales was made possible by many people. In particular,


thanks to: Becky Annison, Bea Camus, Dom Camus, Eoin Dubsky, Josh
Fox, Tomer Gurantz, Justin Halliday, Mo Holkar, Matthijs Holter, Iris
Maertens, Duncan McKean, Joakim Waern. And a special thanks to Jim
Searcy at Studio 2 Publishing.

Illustration by Iris Maertens www.irisistible.design

Layout by Duncan Mckean www.sparkwoodand21.com

Editing by Mo Holkar www.ukg.co.uk

© Copyright Amazing Tales 2019

Amazing Tales ~ 95

Allison Bloome (Order #32951601)


Allison Bloome (Order #32951601)
Looking for more Amazing Tales?

The Quest for the Dragon Crown is the first campaign


for Amazing Tales. Find out more and learn about the
latest releases at www.amazing-tales.net

Allison Bloome (Order #32951601)


Allison Bloome (Order #32951601)
Needs dice!
AMAZING TALES CAN BE PLAYED WITH A SINGLE SIX-SIDED DICE
BUT A D6, D8, D10 AND D12 ARE RECOMMENDED

Allison Bloome (Order #32951601)

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