You are on page 1of 36

ADVENTURE

HOUR!
WELCOME! This one is for my brother, Caleb.
This is a game of creativity, exploration, Through all the journeys and adventures.
and wonder. Great to have you onboard! Love you, dude.
This is a game intended for all audiences
Text, layout, art, brain fuel by Sam Doebler
from ages 3 to 300 and designed with kids
in mind. That said, the advice that applies v1.2 (Feb 2022) CC-BY-4.0
to younger players often also applies to ISBN: 9798409421717
adult players. Find more at dreamingdragonslayer.com
Rather than label this game specifically as and dreamingdragonslayer.itch.io
“a game for kids” this game takes its players
seriously by speaking plainly and without Special thanks to…
many references to age or maturity. Matt and Chris Doebler
Yochai Gal, editor
Adventure Hour! has been tested with a
Zuzana Schroeder, editor & promo design
range of folks, but mostly with kids ages 8 Licopeo, dungeon artist
to 12. Do not let this deter any younger or Jim Parkin
older players from enjoying its contents. Chris McDowall
Ben Milton
Stay young at heart, let your imagination Schroeder Fam
soar, and happy gaming! The Fellowship Crew

Touchstones
Activities TV Shows/Movies
Playing with LEGOs Adventure Time
Bedtime stories Avatar: The Last Airbender
Theater games HarmonQuest
Improv/comedy sports DuckTales
Playing house Miraculous: Tales of Ladybug and Cat Noir
Playing anything but house The Lord of the Rings
Playing with toy guns and swords with the Star Wars
neighborhood kids after school Over the Garden Wall

Books Video Games


The Hobbit The Legend of Zelda
The Order of the Stick webcomic Spelunky 2
The Ranger’s Apprentice series Hollow Knight
The Percy Jackson series Minecraft
The Harry Potter series
The Artemis Fowl series RPGs
The Hunger Games series Electric Bastionland
The Odyssey Maze Rats
1 Peter Pan 2400
In the middle of the action…
Alex, the Game Master, is playing
Adventure Hour! with three friends: Beau,
Chris, and Dallas.
Alex, Game Master (GM): You come to a
cavernous room with a squid man
standing in the middle of it, chanting. Yes,
their head is replaced with a squid of some
sort. Two floating electric eels move to the
rhythm of the chant. What do you do?
Beau: This is a really weird room. Are we
sure we want to go in here? We could go
towards that water noise we heard
earlier…
Chris: And let this thing get us later? No
thanks! I havemy trusty trident.I’ll charge
the squid person thing. Rahh! Beau: This is bad. Is Dallas back to
GM: You’re pretty far away. He’ll see you normal?
coming and get a chance to react. GM: As long as the squid man looks at one
Chris: Hm. Maybe we’ll try something person, they’re under its control.
else. Beau: Ah! What do we do?!
Dallas: I have a crossbow. I’ll shoot them Dallas: Maybe if you could break its
from here. concentration…
GM: Okay, if you succeed, you’ll harm the Chris: Wait! I had a mirror shield in my
squid man. Otherwise, you’ll lose ammo inventory! Beau, grab that and use it
and something else bad will happen. against the squid man!
Dallas (rolls a six-sided dice): It’s worth a Beau: I break away from Dallas and grab
shot. Heh, get it? I rolled a 2. Is that bad? the mirror shield, making the squid man
GM: Very. Lose a crossbow bolt from your look back into its own eyes!
adventurer sheet. As your shot flies over GM: You do that! It’s totally unexpected
their shoulder, the squid man’s eyes glow and the squid man is now stunned, having
purple. It locks eyes with you, Dallas. You hypnotized itself! What do you do now?
can’t control your muscles! Dallas: Can I move?
Chris: Oh shoot. GM: Yep, your body is free of the spell.
GM: Beau and Chris, you see Dallas’s eyes Dallas: Sweet. Now can we run away?
also turn purple. Dallas’s adventurer turns Chris: Yeah, this wasn’t a great idea. I hope
towards you, crossbow ready to fire. they didn’t have any super cool treasure…
Beau: Let’s run away! What are the electric eels doing?
Chris: We can’t leave Dallas! GM: They seem stunned too.
GM: Then what do you do? Beau: Yeah, time to get out of here. I’ll
Beau: I’ll tackle Dallas. I’m sorry! grab Chris’s stuff and be the last to leave,
GM: Roll high and you’ll do that. just in case.
Otherwise, Dallas will shoot you in the Chris and Dallas: Let’s go!
side. GM: You all leave the room. Smart move.
Beau (rolls a six-sided dice): I got a 6! Back in that hallway you came from, you
GM: You tackle Dallas down. As you do see…
that, the electric eels float closer, crackling
with energy. Chris, what do you do? What will they find next? What treasures
Chris: I’ll strike one with my trident! will they uncover? What adventures will
GM: Your metal trident? Bad news.
they have? Create adventurers of your own
Electricity courses through you and you
drop. Your stuff also clatters around. and play to find out what happens in
Write down ‘shocked’ on your sheet. Adventure Hour!!
2
Introduction Roles and Responsibilities
This book you are reading describes a game The players’ job is simple: roleplay the
but is not in itself a game. While other personalities and actions of their
games have winners and losers, every adventurers, interact with the situations
player of this game is a winner if they presented by the GM, explore a fantastic
enjoyed the process of play and the shared world, and work together to overcome
experience of the story they made together. obstacles. Adventurers develop during
This book gives you the tools to create a play, gaining and losing items, traits, and
game for you and your group. Some skills along the way which makes them
assembly is required. more experienced, potent, and bizarre.
Adventure Hour! is a fantasy role-playing Only the cleverest players will leverage
game (RPG) about creativity, exploration, these acquisitions and setbacks to their
and problem-solving. The game runs advantage. Best of luck!
around the same the length as a TV show The Game Master is the game’s host and
episode or a movie, depending on the facilitator. Their job is the most difficult,
group’s preferences and attention span. but also the most rewarding. A good GM is
One participant acts as the Game Master someone with a great imagination and
(GM) while the remaining two to five people skills, who enjoys improvising and
players take on the role of adventurers. In helping others have fun. Their primary
addition to these rules, the group will need duties include playing the other characters,
a six-sided dice (d6) or a dice roller that fills creating and running the world,
the same function. establishing situations for the players to
interact with, adapting to the
Although this game is played face-to-face at
unpredictable choices of the players,
the table or through a video call, the core of
applying the rules, and changing the rules
the game is a conversation; the GM tells the
to improve the game.
players what is happening in the world, the
players tell the GM what their adventurers To Begin Play
do in response, and the GM describes how Each player creates their adventurer (see
their actions in turn affect the world. ‘Adventurer Creation’ on page 7). The GM
The world is also a participant of the game. comes to the game with preparation of
It’s the place where the action happens and their own (see ‘Preparing the Game’ on
has a say in the content and tone of the pages 11-14). Don’t worry, GM, this game
game. By inhabiting the imagination of all has you covered for your first adventure
players, the group builds a shared (see ‘First Adventure’ on page 13).
understanding of what is happening in Get everyone together at a scheduled time.
play. The world helps guide these decisions. Get comfortable, bring snacks, chat for a
Remember: Treat the world as a real place. bit. When everyone is ready, play begins.
Don’t worry too much about the rules.
Trust each other. Be fair. Play to find out
what happens!

3
Playing the
Game
Playing the Game Advantage and Disadvantage
The Game Master starts by describing the If the adventurer has an advantage, such as
surroundings and the situation the from the use of a proper item or a good
adventurers are in. They finish by asking position or approach, the GM may grant
“What do you do?” The players are then the following:
given a chance to ask questions and say • Increased effect: If they succeed, they
what their adventurer does. The GM then enjoy an additional benefit.
responds with what happens next.
• Decreased risk: If something bad
The core of the game is these three repeated happens, it’s not as bad as it could have
steps: been.
• The GM sets the situation and gives • Automatic success: No roll is required.
information, then asks “what do you do?” Advantage Example
• One or more players declare their action. GM: You see a guard in front of the exit.
• The GM describes the impact. What do you do?
Beau: As a Spy, I’m pretty good at stealth.
The vast majority of actions require a quick I’ll sneak past them.
judgement call to resolve. Players who GM: Your background in stealth means
leverage their environment, use their items decreased risk for the action. Roll the dice.
Beau (rolls 1d6): Drat! I got a 2.
and common sense, and clearly declare GM: As you move, the guard says, “Hm?
their actions often receive success. The What was that?” and approaches where
consequences of any described actions you are, holding a torch held high. They
follow accordingly. haven’t seen you yet. What do you do?
Beau: Whew. Closecall. I wonder ifI could
Uncertain Actions distract them…
If an action described by a player is
If the adventurer has a disadvantage, such
uncertain, the GM may call for a roll. Before
as from the use of an improper item or a
the roll, the GM may declare the possible
bad position or approach, the GM may
impact on a successful and unsuccessful
grant the following:
roll. One participant then rolls one six-
sided dice (1d6). If the roll is a 4 or higher, • Decreased effect: If they succeed, it’s
the adventurer succeeds. If not,something not everything they hoped.
bad happens. Whatever the result, the GM • Increased risk: If something bad
describes the impact and the new situation, happens, it’s worse than they feared.
continuing play. • Automatic failure: No roll is required.
Uncertain Action Example Disadvantage Example
GM: As you run out of the hallway and into GM: You see a guard in front of the exit.
the lobby, you hear the monster catching What do you do?
up behind you! What do you do? Chris: I’ll sneak past them.
Beau: I slam the door shut! GM: With all that loud equipment? You
GM: If you succeed, the monster won’t get have over 3000 coins jingling away! This
in. If not, it will hold the door open. has an increased risk. Roll the die.
Beau (rolls 1d6): I got a 5. Success! Chris (rolls 1d6): Ahhh! I got a 3!
GM: You slam the door and keep running! GM: You don’t get very far. The guard
The monster is slowed down! Now what approaches “You there, stop! We’ve got an
do you do? intruder!” You’ve alerted the whole keep.
Beau: I look for an exit or something to Now what do you do?
brace the door. I gotta make an escape! Chris: Good grief…
5
Other Rules
Fortune. When you want to see the result of Melee Attacks. If a player succeeds on a roll
something outside of the players’ control, involving a melee attack, their opponent is
like the weather, passing time, a character’s harmed. If the roll shows something bad
reaction, or the state of their equipment, happens, the adventurer is harmed.
roll 1d6. Rolling a 4 or higher favors the Ranged Attacks and Ammo. If a player
players. Otherwise, it’s a stroke of bad luck. succeeds a roll involving a ranged attack,
The GM decides what the result ultimately their opponent is harmed. If the roll shows
means. something bad happens, the adventurer
Inventory. An adventurer may only carry 10 loses 1 ammo (arrow, bolt, stone, etc.). A
items. 1,000 coins count as one item. Items character without ammo cannot make a
like potions and ammo are grouped in ranged attack.
threes. Other smaller items may be Injury. When an adventurer is harmed,
grouped and count as one item. they take an injury. Write down what injury
Fatigue. If an adventurer exhausts they took (like ‘broken rib’ or ‘twisted
themselves or is deprived of a need like ankle’). When an adventurer with an injury
food, water, sleep, or shelter, they gain takes another injury, they are then taken
fatigue, a temporary condition which out of the action. Armor can prevent injury.
reduces the maximum number of items Protection. Armor, including shields, can
they can carry by one. Fatigue does stack, prevent injury but is then damaged and
causing adventurers to carry fewer and must be repaired or replaced before use.
fewer items until they rest (see ‘Healing’).
Healing. An adventurer may use any
Magic. When an adventurer uses a magic combination of rest, medicine, aid, food,
from a wand, scroll, or something else, and drink in a safe place to reverse injury
make a Fortune roll. Magic is potentially and remove fatigue. However, some injuries
disastrous and may cause fatigue with use. are permanent. Adventuring is dangerous.

6
Adventurer Creation Notes About Starting Items
Write down ‘Name,’ ‘Inventory,’ and ‘Notes’ All items have many ways to use them. The
on a scratch sheet of paper or another note- first starting item is always a weapon.
taking device for each player’s adventurer Potions are consumed or thrown. Wands
sheet. Let each player see their own sheets contain limited charges before needing to
and the sheets of others. It helps teamwork. be refilled or discarded. Scrolls are magic
A group can use one or more methods of spells that disintegrate once used. Read
creating adventurers at the same time. ‘Other Rules’ for how to handle ammo. If
GMs have preferences, players have needs, you are unsure about an item or how it
which should all be balanced accordingly. works, talk it out with the group and come
Look to the next pages to see the classes, to an agreement. Trust each other.
types, and starting packages. List of Classes and Types
Method 1: Random. Roll two six-sided dice 1. Cleric
(2d6). The first dice indicates the class, the 1. Disciple, 2. Friar, 3. Initiate,
4. Monk, 5. Paladin, 6. Priest.
second indicates the type. Take all starting
items from that package. This is for complete 2. Fighter
beginners to fantasy RPGs who want to get 1. Barbarian, 2. Blademaster, 3. Gladiator,
started right away. 4. Knight, 5. Mercenary, 6. Pirate.

Chris (rolls two six-sided dice): I got a 2 3. Ranger


and a 3. The 2 means Fighter, the 3… 1. Beastmaster, 2. Bounty Hunter, 3. Druid,
Gladiator. I get a trident, mirror shield, 4. Survivalist, 5. Trapper, 6. Warden.
three glue pellets, and a trapping net.
Huh. Weird. 4. Rogue
1. Acrobat, 2. Hermit, 3. Poisoner,
Method 2: Choice. The player chooses a
4. Saboteur, 5. Spy, 6. Trickster,
class. Then roll 1d6 for the type. Take all
starting items from that package. This is for 5. Wizard
beginners who are familiar with fantasy RPGs 1. Arcanist, 2. Illusionist, 3. Water Mage,
and other fantasy games. 4. Earth Mage, 5. Fire Mage, 6. Air Mage.

Method 3: Selection. The player chooses 6. Stranger


their class and type. Take all starting items 1. Sea Elf, 2. Wood Elf, 3. Mountain Dwarf,
from that package. This is for advanced 4. Moss Dwarf, 5. Hill Halfling, 6. City Halfling.

7 players who can make quick decisions.


1. Cleric 2. Fighter
If you like helping people, be a cleric. Wanting to be the best in a fight with the
Clerics are equipped to support people of greatest weapons is a good reason to be a
all kinds and are by far the best at helping fighter. They’re tough and reliable party
the team and recruiting powerful allies. members.
1 - Disciple 1 - Barbarian
1. Sling and rocks (3) 1. Broadsword
2. Expandable fish net 2. Skull helmet
3. Paralysis wand (3) 3. Energy potion (3)
4. Loaves of bread (3) 4. Bone collection (3)
2 - Friar 2 - Blademaster
1. Frying pan 1. Twin swords
2. Fire-starting kit 2. Metal chain (30’)
3. Jar of grease (3) 3. Lightning wand (3)
4. Jar of honey (3) 4. Bladestorm scroll
3 - Initiate 3 - Gladiator
1. Heavy songbook 1. Trident
2. Instrument 2. Mirror shield
3. Polymorph potion (3) 3. Glue pellets (3)
4. Portable hole 4. Trapping net
4 - Monk 4 - Knight
1. Bo staff 1. Longsword
2. Leaping boots 2. Squire attendant
3. Calming incense (3) 3. Medicine (3)
4. Massage rock 4. Blast horn
5 - Paladin 5 - Mercenary
1. Lance 1. Oversized key
2. Bright shield 2. Winged shield
3. Truth serum (3) 3. Stink bombs (3)
4. Horse whistle 4. Anti-magic potion (3)
6 - Priest 6 - Pirate
1. Morningstar 1. Poisoned cutlass
2. Metal plate armor 2. Loyal parrot or monkey
3. Bandages (3) 3. Delicious apples (3)
4. Symbol of light 4. Oak barrel

8
3. Ranger 4. Rogue
If you like hunting, foraging, and animals, If you like causing trouble, the rogue is for
pick the ranger. Every ranger has some you! Rogues have plenty of tools to offer
connection to nature and the art of and skills to match. They’re sneaky and
tracking, making them great in any party. devious, a great offense against monsters.
1 - Beastmaster 1 - Acrobat
1. Bow and arrows (3) 1. Throwing knives (3)
2. Animal companion 2. Living rope (20’)
3. Irresistible treats (3) 3. Circus makeup (3)
4. Soap (3) 4. Bag of fruit (3)
2 - Bounty Hunter 2 - Hermit
1. Crossbow and bolts (3) 1. Fireblower (3)
2. Handcuffs 2. Magic contract
3. Smoke powder (3) 3. Size wand (3)
4. Grappling hook 4. Sewing needles
3 - Druid 3 - Poisoner
1. Transform ring 1. Cane sword
2. Sunrod 2. Vial of poison (3)
3. Bird seed (3) 3. Rations (3)
4. Tea set 4. Loaded dice
4 - Survivalist 4 - Saboteur
1. Crossbow and bolts (3) 1. Blowgun and darts (3)
2. Lumber axe 2. Spark stick
3. Barkskin wand (3) 3. Tiny bombs (3)
4. Lantern and oil (3) 4. Royal crown
5 - Trapper 5 - Spy
1. Shovel 1. Hidden knife
2. Bear trap 2. Dark cloak
3. Fireworks (3) 3. Web wand (3)
4. Net 4. Climbing gloves
6 - Warden 6 - Trickster
1. Sling and stones (3) 1. Slingshot and rocks (3)
2. Spike armor 2. Invisible string (50’)
3. Camping set (3) 3. Fake jewels (3)
4. Ramming shield 4. Gremlin in a jar

9
5. Wizard 6. Stranger
Curious about magic and mysteries of the Think being human is boring? Why not be
fantastic? Be a wizard. They’re all about a stranger? They’re outsiders to society
learning and obtaining power to get their with a culture of their own depending on
team to victory. their parents.
1 - Arcanist 1 - Sea Elf
1. Big bug net 1. Lightning spear
2. Magic missile wand (3) 2. Seaweed rope (20’)
3. Sleep powder (3) 3. Waterform potion (3)
4. Teleport scroll 4. Rotting fish (3)
2 - Illusionist 2 - Wood Elf
1. Daggers (3) 1. Bow and arrows (3)
2. Switcheroo orb 2. Camouflage cloak
3. Mirror image wand (3) 3. Alluring perfume (3)
4. Invisibility dust (3) 4. Paint set
3 - Water Mage 3 - Mountain Dwarf
1. Wooden oar 1. Pickaxe
2. Fishing rod 2. Headlamp helmet
3. Icestorm wand (3) 3. Glow chalk (3)
4. Infinite waterskin 4. Thunderstone
4 - Earth Mage 4 - Moss Dwarf
1. Stonefist gauntlets 1. Boulder
2. Gem helmet 2. Spore mask
3. Stoneshape wand (3) 3. Mushrooms (3)
4. Tremorsense boots 4. Fairy friend
5 - Fire Mage 5 - Hill Halfling
1. Flaming sword 1. Umbrella
2. Ferret pet 2. Infinite string spool
3. Fire shield wand (3) 3. Hot pies (3)
4. Circus rings 4. Sheriff badge
6 - Air Mage 6 - City Halfling
1. Boomerang 1. Wooden bat
2. Hover cloak 2. Wig disguise
3. Gust wand (3) 3. Fire kit (3)
4. Golden flute 4. Unbreakable lasso

10
Preparing the
Game
Hello, Game Master! Readying the Environment
This section and the rest of the book is for In addition to being the Game Master, you
you especially. You have the most difficult are also likely the host of the session. With
role in the group, but also the most that in mind, here is advice related to where
rewarding! Take on the responsibility and you hold your games of Adventure Hour!
get ready for fun times ahead! But first, Be together. The session doesn’t have to be
here are some things to make it all easier. around a table, but this is the most
Organizing the Group common setting. You could be on a hike
In addition to being the Game Master, you through nature, on a car ride, or on the
are also likely the facilitator of the group. floor of the living room. You could be
With that in mind, here is advice related to talking through voice or video chat, but it
garnering interest and arranging the helps that all participants be visible as
scheduling process. visuals really help convey the energy and
immediacy that makes games enjoyable.
Start a conversation with people you like.
Chances are you already have two or three Be present. Eliminate distractions. Pay
people in mind who might give this a go. attention. React to one another. You can
only be in one place at a time, so choose to
Hook their interest. Pitch the game you’d
be here with the group. They want you here!
like to run. What is the world like? What are
the players going to do as adventurers? Be comfortable. Bring blankets, pillows,
Where will they go? Get them with the cushions. Get snacks to share. Dim lights.
‘what’ before the ‘when.’ None of these elements should be
distracting for other players but should add
Start small. Maybe those two or three
to the overall enjoyment of the session.
people are all you can get. That could be the
starting group right there! Better to start Have materials be visible. Adventurer
small than not at all. As an added bonus, sheets are for everyone to read, not just the
you and the players get the joy of inviting player who writes on it the most. This
new people to the group! allows for accountability and better
teamwork between players. The dice are
Set up a consistent time. It can be tough to
always out in the open, especially when
wrangle schedules together. Since you’re
rolled. This allows everyone to join in on the
the Game Master, offer two or three times
thrill of success and the “Oh no!” of defeat.
that work best for you and have players vote
on it. Try to stick to playing at the same Take breaks. Every hour, ask the group
time, day of the week, or day of the month. about taking a break, either putting the
If playing online, be aware of differences in session on pause for a few minutes or
time zones! stopping for the day. Everyone needs to
stretch, go to the bathroom, grab a bite, or
Set up a consistent place. Find somewhere
be finished for today. That’s okay. It’s better
convenient for everyone to meet. Get
to finish early and chat or play a board
online as the case may be. Use a platform
game than drag a session out and associate
the group can agree on.
a bad feeling with playing this game.
Hold on loosely, be ready to pivot. As a
Relax. Just like hosting a party, the game is
game, it’s not worth getting worked up
not only for its attendants; you’re a part of
over. Start a different group if you need to.
the party too! Enjoy yourself. :)
12
Preparing the Session First Adventure
Situations, not plots. Do not come to the For your first adventure, this game has you
game with a story to tell. Instead, come covered! The Belly of the Fishy Beast
with a set of problems that concerns the adventure (opposite page) has been created
players’ characters with no clear solution. for this purpose. You can see the adventure
Your job is to set the scene, not give the in this book or as an electronic document to
players the lines to speak. If you go “off- be viewed on a device or printed out.
road” freely recycle any unused preparation Before playing that adventure, read the
you have. instructions titled “Using this adventure”
Challenge the players more than their on the sheet. Then read and digest as much
adventurers. Players are not meant to solve of the text of the adventure as you can.
problems with dice rolls, but with critical Later, get the group together for a session.
thinking and creativity. Introduce Assemble the needed materials, like dice
problems that can be addressed with and something to record adventurer sheets
common sense and with a variety of tools or on. Pitch the game to the players to set
approaches. expectations. Something like this:
Adapt to the player’s actions. Have GM: This is a role-playing game. It’s a
situations that are not static. Use the conversation super-powered by our
actions of the players to fuel more imaginations and some rules. I’ll be the
adventures. Make them feel the impact of Game Master and describe the situation
you find yourselves in. Then I’ll ask,
their decisions. Have consequences reveal “what do you do?” and you’ll respond
themselves in future sessions. with what your adventurer does.
Focus on the world. Don’t worry about the Sometimes we’ll roll dice when
something uncertain happens. You’ll
rules. Think more about what the
encounter many odd, fantastic, and
adventurers experience and interact with. dangerous things along the way, so be
What do they see? Who do they talk to? ready. Once you have your adventurers
What challenges arise? What rewards are made, we’ll start!
found? What are the consequences? After the players have created their
Make lists. List activities to do, places to go, adventurers, use the section that reads
things to find, and villains to defeat. List “Start here!” on the Belly of the Fishy Beast
rumors that the group will hear, purchases adventure to begin play. Try not to read the
they can make, and jobs that are posted. text on the adventure aloud to the players.
Keep these ideas short and exciting. Share Instead, paraphrase wherever possible
these lists with the group as they come up. while still highlighting the most important
Start strong. Take something the players information about each room.
want and place it somewhere dangerous Read the “Running the Game” section of
and interesting. Start them near that place, this book (page 15) for more guidance on
like at the entrance to a dungeon filled with what to do from moment to moment.
treasure. Begin in the middle an action- The rest of this section details what and
packed situation like a fight or a chase if how to prepare your own adventure.
you choose.

13
14
Running the
Game
Being the Game Master
Give information. More than you think. Reward clever solutions. When players
You are the players’ eyes and ears, and they execute an action that will certainly work,
rely on you for it. Answer their questions let them have it, no roll required. Do this
and ask one back. If they might have even when it “foils your plans.” Hold on
misunderstood you, clarify. Tell them what loosely and the players will enjoy the
will happen if they succeed and if they fail. experience just by witnessing their own
Let them know! Additionally, handouts like cause and effect on the world.
maps and written notes can be especially Stick to the results. The dice are binding.
thrilling sources of info for players. Roll them in the front of the players or don’t
Treat the world like a real place. RPGs ask, roll them at all. Let failure happen honestly.
“what if…?” and ask players to help answer Always be ready to give an open answer as
the question. Everyone suspends their to why you made a ruling the way you did,
disbelief to see what these fantastic even if it means an adventurer failed or
situations in imaginary places, among succeeded automatically.
made-up monsters and unbelievable Show consequences. The world and the
treasures would be like. As a GM, treating people in it are alive! They react to what the
the world like a real place increases that players do! During and between sessions
believability. There are laws like physics, ask yourself “what could happen as a result
nature, and more although these can be of the players’ actions?” Extend the logic
twisted and changed based on the world until it bleeds back into the lives of the
you’re playing in. Imagine the world and players’ adventurers and fuels more
invite players to come along. adventures to come.
Treat the people in the world like real Skip to the good parts. You only have so
people. The inhabitants of the world have much time to play in a session, so why
motivations of their own that run parallel spend it on the least interesting choices?
or cross paths with the players’. These Zoom in, zoom out, speed up, slow down,
characters want to stay alive and decrease rewind, and fast-forward to the action
risk whenever possible, often only fighting points with the most potential for impact
when they have a good chance of winning. and consequences. Breeze past details that
Otherwise, they surrender or retreat. Allies don’t matter or don’t mean as much. For
and enemies alike may switch sides example, some groups adore shopping,
depending on what they’re offered. some despise it. Same goes for fighting
Ask “what do you do?” This is the most enemies. Practice addressing what the
important question in the game. It puts the players want to do and they’ll love you for it.
players in the driver’s seat and invites them
to action. Ask this question of the group;
ask it of just one player; ask it slowly and
casually to ease the tension; ask it loudly
and quickly to ramp things up. When a
player declares a vague action, ask them
how they do it. Drill down and get in the
world!
16
Knowledge and Perception Knowing
Players must be given information When a player asks if their adventurer
constantly. The GM is their window into knows something, consider the following:
the world, their eyes, their ears, and all • Is it common knowledge? They know it
other senses. Without being told what they unless there is a compelling reason why
can perceive, the players are blind and they shouldn’t.
cannot take informed actions. The
• Is it specialist knowledge? They know it if
difficulty of the game doesn’t need to be
their background or experiences cover it.
increased by confusion and frustration
about what is going on. • Is it obscure knowledge? They will need to
find an expert or resource in that subject
In Adventure Hour!, there are no
area.
knowledge or perception rolls like you
might see in other RPGs. If something is Perceiving
hidden, they cannot see it. Have players When telling the players what their
specify how they search a room and look for adventurers see, consider the following:
what’s important. If something is widely • What here is easily seen? They see it
unknown, they do not know it. They must unless there is a compelling reason why
find out for themselves by going to the they shouldn’t.
library or asking someone who does know.
• What here is difficult to see? They can
Players should leverage their smarts, tools,
partially see it. Give only vague impressions
and contacts to help.
of what they can perceive.
If your adventure relies on a good
• What here is hidden? They only see it if
knowledge or perception roll to figure out
they investigate that area, object, or person
what is going on, you’re running a bad
further.
adventure. Playing without knowledge and
perception rolls is game-changing if you These questions apply to other sensory
haven’t tried it before. information, like sound and smell,
although sight is the most common.
Give information. More is better here.

17
Common Knowledge Easily Seen
Chris: So, what does my adventurer know Chris: Let’s go down the left passageway.
about this fishy beast that we’re exploring Dallas and Beau: Sounds good.
right now?
GM: Going left, you come to a large
Game Master: Everyone knows that the chamber. There’s a deep, deep pit that’s too
fishy beast is a total anomaly. It’s been far to jump right in front of you. On the
dead out in the desert for years, rotting other side of that pit, there’s a large clam in
away. There were rumors of creatures shallow water that quickly snaps shut.
taking up residence inside the beast’s What do you do?
stomach.
Difficult to See
Specialist Knowledge Beau: Was there anything inside the clam?
Dallas: What about the creatures inside
GM: There were a couple small objects
the beast’s stomach? Would I know
inside, but it’s hard to tell at this distance.
anything about that?
You only had a quick look.
GM: Your background of Gladiator does
Chris: Could be a trap. It could be pearls.
not really help you here. Maybe if you were
something else… GM: Maybe.

Beau: I’m a Sea Elf! What do I know?


Hidden
GM: You did business with fish-men a
Dallas: How manyof these small objects are
long time ago and they have a liking for
there?
building homes inside dead water
creatures. Makes them smell pretty bad… GM: It’s impossible to tell now that’s the
clam is shut. You’d have to be closer and get
Obscure Knowledge inside that if you’d want to know. What do
you do?
Beau: What about leaders? As a Sea Elf, do
I know the name of fish-men’s king or Chris: Alright, we need to deal with the pit
queen, assuming they have one? first. Then we’ll jam the clam open. Time to
get some treasure.
GM: You’d need to consult an expert or
find a book on the subject to find Dallas: Assuming it even is treasure…
something more about that.
Beau: Got it. Where should we go next?

18
g

Fighting
Harm. When a healthy adventurer is Have multiple objectives. Straight forward
harmed, they take an injury. When an fights to the death are as simple as tug-of-
adventurer with an injury takes another war. Tactically interesting fights have more
injury, they are then taken out of the action. than one goal have. Things like:
Some enemies, like critters and minions, • The warlock’s ritual is almost complete!
are taken out the first time they are
• The water level is rising!
harmed, while others, like monsters and
• We must get that amulet!
leaders may be harmed many times to be
• They have a hostage!
taken out. Enemies use armor too!
• Let’s set off that explosive!
The opposition never rolls dice. Instead,
• A third party arrived!
they threaten harm to a player which
invites the adventurer to act instead. Vary the types of opponents. There are two
Players are harmed if they fail a roll, ignore key templates for enemies:
a threatening enemy, or that enemy’s • Dangerous, but dumb.
attack is certain to hit and damage them. • Cunning, but weak.
Fights are not always “blow-by-blow.” If a Give the first obvious shortcomings or
fight arises that’s not particularly limitations. Give the second superior
interesting, describe the consequences of preparation and tactics. Pair them together
the fight and move on. If a fight is in different combinations to great effect.
especially important or interesting, zoom Remember self-preservation. Most people
in on the action to give it the weight it will retreat, surrender, or risk humiliation
deserves. Get detailed without completely before throwing their life away in a fight
stopping the pace of the fight. they can’t win. Smart monsters fight
Leverage the environment. No empty another day, usually when it’s not expected.
rooms! Use furniture, plants, buildings, Use maps and miniatures as you please.
walls, pits, fireplaces, torches, rivers, art, For times when the fight may be too
ropes, towers, coffins, pulleys, bridges, complex to describe with words alone, use
doors, corridors, spikes, rubble, boulders, visual aids! Even small pebbles or dice on a
trees, waterfalls, lakes, fog, rain, and more sheet of paper will do if it helps get the
to make it dynamic. Change it up! point across.
19
Fighting Example
Alex, the Game Master (GM): You enter GM: Chris, that skeleton that struck you
the tunnel beneath Stomach City. After moves closer. Green venom falls from its
passing some darker alcoves you come to teeth. What do you do?
a larger chamber with three wooden Chris: I attack with my trident!
coffins and a stone corridor exit on the GM: Roll for it! If you fail, it’ll bite you!
right side of the room. There are scattered Chris (rolls a six-sided dice): 3! Yarwgh!
bits of bone around the room. What do GM: The snake-man moves in…
you do? Chris: I block with my shield!
Beau: I move towards the stone corridor. GM: …and bites your mirror shield. It snaps
Chris: I examine the coffins. in half and the glass shatters. The largest
GM: There are figures of snake-men skeleton snake-man moves towards you,
carved into the covers of each coffin. The Dallas. What do you do?
center one is the largest. Dallas: I’ll hit it with my crossbow.
Chris: I kick a smaller one open. GM: Hm. Risky… If you fail, you’ll break
GM: Dallas, you see Chris about to kick a your crossbow on its bony ribcage.
coffin open. What do you do? Dallas (rolls a six-sided dice): I got a 4! Yay!
Dallas: I let it happen. That’s what I was GM: The large skeleton staggers back as you
going to do anyways… hit them with the crossbow.
GM: Once Chris kicks open the coffin, a Dallas: He’s not destroyed?
skeletal hand flails about wildly. Chris, Beau: You hit him with a piece of wood!
your ankle has been slashed open! Also, that’s the bigger skeleton. It’s tougher.
Chris: Wait! Can I use my mirror shield to I’m going to ram into that skeleton!
block it? GM: It claws at your water form, but it’s no
GM: You could, but it would be broken by use. You smash the skeleton against the
the impact. Do you want to do that? rocky wall. Chris, that snake skeleton just
Chris: Not yet I guess… broke your shield. What do you do?
GM: Write ‘sliced ankle’ down on your Chris: I can’t think of anything else besides
adventurer sheet. You’re injured now! The attacking again. I hit it with my trident.
other two coffins spring open also, the GM: Remember, you’re injured. If it hits
bones assembling into skeletal snake you again, you’ll be taken out.
men! Dallas, what do you do? Chris: Like, unconscious? Oh boy…
Beau: Wait! I want to do something! GM: Yep. It will bite you if you fail…
Dallas: Can Beau go before me? I’m not Chris (rolls a six-sided dice): A 1?! Now?!
sure what to do yet… GM: That’s bad. Beau, Dallas, you both see
GM: Sure! Beau, what do you do? Chris get bitten by a skeleton snake-man
Beau: I drink my Waterform potion and and crumple to the ground.
trap a skeleton in my water shape! Beau: Dallas and I attack the snake-man!
GM: Nice! Mark one use. The skeleton GM: The skeleton is no match for you.
snake-man in front of you can’t move! When you move close to your friend, you
Dallas: Cool! I’ll shoot that snake-man can see Chris is still alive, but that bite mark
with my crossbow! doesn’t look good. Chris’s veins glow green.
GM: Well, it’s tough to damage a skeleton Like, a bright, unnatural green.
with a crossbow bolt and this one is Chris: Oh gosh, I’m a mutant now. But hey,
immersed in water which would slow we won the fight! Yay us!
down the crossbow bolt. Try something Dallas: I might be able to stabilize Chris
else maybe? because I’m a Survivalist, but we should get
Dallas: Could I reach in the water and back to Stomach City for a healer…
break the skull with my hands? Do I roll? Beau: Agreed. Let’s hurry!
GM: The skeleton is slowed, and Beau is
helping you out, so no roll! You break the What’s another objective you could add
skull and the rest of the skeleton to this fight? What else could you add to
crumbles. the environment? What would make a
Chris and Beau: Wahoo! good “cunning, but weak” monster here? 20
Dying Deathlessness
When an adventurer with an injury takes Many protagonists in books and film are in
another injury, they are then taken out of dangerous situations but often don’t risk
the action. “Taken out” can mean retreat, death. You may want this for your group. If
unconsciousness, or even death, all you remove death from the game…
depending on the tone of the adventure. Threaten the adventurers’ assets, not their
If an adventurer is todie, their player must lives. Anything that a player’s adventurer
first be properly warned. “If you don’t has or cares about is an asset and can be
succeed your roll for attacking the assassin damaged, lost, or stolen. This includes their
robot, your adventurer without any armor weapons, houses, pets, allies, vehicles,
will die. Are you sure?” This gives them a reputation, food, money, health, limbs,
chance to reconsider or renegotiate. family, good looks, and more. Find out
Players that know the stakes before rolling what’s of value, threaten it, and see the
are more likely to accept the outcome. “If interesting choices made as a result.
you’re sure, roll the dice.” Think of loss as opportunity. When an
No cheap shots. Especially when using asset is damaged, lost, or stolen, this is a
traps. “A spike you didn’t see punctures chance to repair, replace, or rescue it! Loss
your lungs.” When you have an unlimited doesn’t just have to be a setback; it can be
arsenal, there’s no challenge to “beating” fuel for more adventures!
the players. It’s not interesting. Have adventurers retire. Without death,
Get right back into the game. If an there are still many ways for an adventurer
adventurer dies, have that player create a to leave the group. Retirement allows
new adventurer and join the game again. adventurers to stop adventuring on their
Favor inclusion over realism. Their new own terms. Allow the player to describe
adventurer is in the next room, around the their final moments with the group before
corner, or tied up nearby and ready to exiting the stage. Then roll a new
adventure with the group! adventurer for the next adventure!

21
Uncertain Action Alternatives
You maynot havea d6or access to an online
roller. Or you just might prefer a different
method to determine success. Here are
s0me alternatives that also have a 50/50
chance of success and something bad
happening. If an action described by a
player is uncertain….
The last two alternatives deviate from the
Traditional Style. Roll a twenty-sided dice rules and change the “50/50 framework.”
(d20). If it shows higher than 10, the
Hardcore Style. Roll a twenty-sided dice
adventurer succeeds. If not, something bad
(d20). If it shows higher than 15, the
happens. This is for those who swear by the
adventurer succeeds. If not, something bad
d20-fantasy RPG connection. :)
happens. This makes the game much tougher.
Ancient Style. The GM rolls two six-sided
Players are encouraged to avoiding rolling
dice (2d6). The player does the same. If the
whenever possible. Players, remember that
player rolls higher, the adventurer
those who leverage their environment, use
succeeds. If the GM rolls higher, something
their items and common sense, and clearly
bad happens. Re-roll ties. Or have the player
describe their actions are often rewarded
succeed AND something bad happen.
with success without rolling the dice.
Coin Style. Flip a coin. If heads, the
Age Style. Roll a twenty-sided dice (d20). If
adventurer succeeds. If not, something bad
the number is the player’s age or higher, the
happens. Use your favorite coin. Flip with flair!
adventurer succeeds. If not, something bad
Card Style. Draw a playing card from a happens. This is for players ages 3 to 18.
deck. If the card is of a red suit, the
There may be kids of different ages in the
adventurer succeeds. If not, something bad
game. Likely, there are at least two kidswho
happens. Shuffle constantly to increase tension.
aren’t the same age or twins. Having kids of
Timer Style. Start a stopwatch and stop different ages can be tough, both in general
when you choose. If the last digit (usually and in fantasy role-playing games. The
the hundredths place) is 5 or higher, the intended results of this alternative are:
adventurer succeeds. If not, something bad
Younger players have an easier time
happens. The GM may declare the possible
rolling. Coming up with an action that is
impact after starting the stopwatch.
possible (see also: within the realm of
Playground Style. The GM and player play rolling) is the goal for them.
“Rock-Paper-Scissors.” If the player wins,
Older players are challenged more. Coming
the adventurer succeeds. If the GM wins,
up with an action that is certain (requires
something bad happens. Redo ties, as per
no rolling) is the goal for them.
the usual rules. “I’m picking rock, just saying.”
If plans do roll dice, older players are
Palm Style. The GM hides an object in one
encouraged to make youngers enact the
hand behind their back and presents both
plan instead of themselves. Younger
hands closed. If the player choosesthe hand
players are literally more likely to succeed.
with the object inside, the adventurer
succeeds. If not, something bad happens. Older players feel great for THINKING.
You can ‘reverse’ this with a “poisonous object.” Younger players feel great for DOING. 22
Problems
Rash actions. “I attack the queen!” A player Going off-road. Feeling unprepared is one
may not know what consequences will of the most gut-wrenching experiences as a
naturally follow their declared action. Don’t GM. When players go “off-road,” be it off
prevent a player from acting but give them the map, away from the action, or in an
a chance to reconsider. Allow for “take- unexpected direction:
backs.” When a player declares an action • Call for a short break. If nothing comes
that is rash or potentially devastating to to mind right away, give your brain a
themselves or the group: break. Don’t underestimate a quick trip
• Describe the situation again. Highlight to the bathroom!
key details that makes the situation • Roll on a table for ideas. There are
precarious. “There are armed guards in random tools in this book that can help
the room that protect the queen.” fill the in the gaps. Even rejecting
• Cut to another player. Another player results that you roll can uncover what
may have a better grasp of the situation should happen next.
and to talk reason to their fellow group • End the session. If you’re far enough
member. “Chris, you see Beau reaching into the session to call it there, go right
for their weapon in this guarded royal ahead. Chat, play a board game, or say
throne room. What do you do?” adieu. Before you go, ask the group
• Ask “are you sure?” A final warning. what they plan to do next time, where
“The guards would attack and attempt they want to go, and what they want to
to lock you away, whether or not you accomplish.
actually succeeded. Are you sure you Hurry up! The players might be planning
want to do that?” more than playing or talking about
• Let it happen. Don’t block or stall a something only loosely related to the game
hard-headed player forever. Some and their situation. When the players take
lessons are best learned with too long or are unfocused:
consequences. Be sure to play those
• Ask “what do you do?” Direct the
consequences out fully.
question at one player if necessary. This
gets things focused back on what’s
going on in the world of the game.
• Move things forward in slow-motion.
Just because the players haven’t
decided what to do next, doesn’t mean
the rest of the world has to wait.
Monsters make their threats and act,
people clear their throats politely, time
continues on.
• Force consequences. Time is wasted,
torches and daylight start fading,
adventurers get tired and hungry, a
random encounter stumbles on the
group. Kick up the tension.
23
Unwanted content. Players and GMs alike Conflicts in scheduling. Scheduling can be
can say or do things “not cool” or straight tough. Sometimes it just doesn’t work out.
up shocking. Clearly these situations are But today is still game day! When one or
best handled on a case-by-case basis. When more players don’t show up:
there is inappropriate or unwanted content • Be present with the players that
in the game: showed up. Ask them how they’re
• Put the spotlight somewhere else. If it feeling about continuing without the
was something quick or accidental, just other players. If the group (including
move on. Describe the situation again yourself!) would rather hang out or play
or cut to another player. This is a largely a different game instead, do it!
indirect method. • Proceed with justification. Handwave
• Address it quickly. Don’t spend too why the other adventurers couldn’t
much time on it, but a quick “hey, no make it for this adventure. If you left off
thanks” or “don’t do that” can go a long the previous session in the middle of
way. the action, make those adventurers “go
• Address it later. If it’s something puppet.” They’ll simply follow the
annoying, but not game-stopping, talk directions of the other players without
it out later. It might just be a speaking, risking resources, or
misunderstanding. Choose to do this needlessly putting themselves in
one-on-one or as a group. It’s good danger.
practice for conflict-resolution. • Welcome the other players when they
• Address it now. If it simply goes too far, return. It happens, no hard feelings.
crosses too many lines, stop the game. Catch them up to speed and get back
Keep cool, but don’t back down. Be into it! Adventure on!
honest.

24
Building the
World
Inhabit the World Expanding Play
The world of Adventure Hour! is a To change the laws of the world into your
fantasyland, a hodgepodge of people, own, the best place to start is the starting
objects, and beings from common media, packages. Create six of them and have
mythologies, and stories. Monsters, crazy players roll 1d6 to see which one they get.
inventions, treasures, weird science, odd Packages exist at the intersection of the
folk, and magic are all around. Because of world and mechanics of the game, so it’s a
this any idea can be somewhere in this great place to start designing.
unfathomably huge world. With all this Don’t discard the starting packages once
space, everything has a place. adventurer creation is over! As part of the
The benefit of this world is that the world world, the packages can be a source of tools,
requires as much or as little work as you treasures, and neat new items. These
want to put into it. Your imagination has packages can also describe other friendly
already done most of the heavy lifting. and enemy characters the adventurers
encounter on their journey. It’s the stuff
Steal from Everywhere they use!
This is a fantasy RPG. There are many
elements from history, mythology, and Then make your own factions (page 34)!
fairy tales littered throughout many of Quick Notes on Tables
these games and stuck permanently in the Many of the following tables ask you to roll
mind of the fans of these games. Vampires, d66 on them. To do so, roll 2d6 (two six-
dragons, unicorns, the minotaur, and more sided dice). The first number is the tens
have their origins from different stories place, the second number is the ones place.
from around the world and yet have found
Alex (rolls two six-sided dice): I got a 4
their way into the fantasy genre. When and a 5 for the “Inside the city” table.
preparing the game, keep this in mind: pull Looks like the first adventure location
inspiration from everywhere. Steal it, twist will be a museum. I’ll roll some treasures
it, turn it on its head, and make it yours. and threats to see what’s in there…
What are some favorite TV shows, books, If a table has bold entries in it, that refers
and movies? What are some memorable to another table found in the book. Roll on
characters and monsters? Use them. Take that table and transfer the results.
anything you want from any other genre
Remember: the point of rolling on a table is
like superheroes, romance, and science
to get the ideas flowing. Once you have a
fiction, and inject them with fantasy flavor.
good idea about what an adventure,
This is the artistic mindset of fantasy.
location, or person looks like and how it
Need a justification for something? Magic! interacts with the world, stop rolling. If you
There’s no need to explain the fantastic. get stumped, come back to rolling.
If things are too crazy? Dial it back. Don’t
let it get in the way of a good time.
If the point of the game is to entertain and
have fun, don’t forget to have some fun of
your own. Fill the world with what excites
everyone, not just the players.
Make it awesome, not accurate. 26
Adventure Locations
d66 Inside the City Outside the City Under the City Beyond the City d66
11 Alleyway Abbey Abyss Airship 11
12 Aviary Battlefield Aquarium Another plane 12
13 Bakery Beach Arena Asteroid 13
14 Bank Camp Armory Canopy 14
15 Bathhouse Canyon Barracks Clouds 15
16 Bazaar Cave Bazaar Floating city 16
21 Bridge Cliffs Bunker Gondola 21
22 Butchery Colony Casino In a book 22
23 Carnival Crater Catacombs In a game 23
24 Cathedral Desert Chamber In a machine 24
25 Construction site Farmhouse Den In an animal 25
26 Costume shop Generator Forge Inside, floating 26
31 Courthouse Glacier Fungal garden Inside, in space 31
32 Embassy Hot springs Geyser Inside, underwater 32
33 Factory Inside, isolated Graveyard In your house 33
34 Funeral parlor Island Inside, sunken Labyrinth 34
35 Garden Jungle Laboratory Lighthouse 35
36 Harbor Lair Mausoleum Monument 36
41 Hospital Landfill Mineshaft Moon 41
42 Hotel Mountains Nest Nebula 42
43 Library Ocean Outside, sunken Observatory 43
44 Mansion Orchard Prison Outside, floating 44
45 Museum Palace Reservoir Outside, in space 45
46 Office Pit Secret base Outside, underwater 46
51 Orphanage Plantation Sewer Parallel universe 51
52 Park Port Shrine Rocket 52
53 Playground Resort Slave pit Rooftops 53
54 Restaurant River Station Skyscraper 54
55 Retirement center Ruins Storage Space station 55
56 Salon Savanna Throne Statue 56
61 Stable Ship Tomb Sun 61
62 Theater Swamp Trenches Theme park 62
63 University Tundra Tunnels Train 63
64 Wall Volcano Vaults Under, floating 64
65 Waterpark Waterfall Vents Under, in space 65
66 Zoo Woodlands Workshop Under, underwater 66

The City. The adventures all take place in Transportation. Use an interesting way to
relation to The City. You get to name it get from one place to another (like sailing,
(Babel, Paris, New London, Zagraf). This riding, flying, surfing, tunnelling, driving,
city is the central hub that connects these falling, swimming, jumping, scooting).
adventures, hinting at a living and Simply describe the journey or place one or
consistent world beyond the group. It’s also more dangers, opportunities, or dangerous
a place teeming with adventure of its own. opportunities to encounter along the way.
Scale. When rolling a location, make it Mixing. Try rolling twodifferent places and
bigger than you first think. A large, combining them. Blend the layout and
amorphous space can contain more threats inferred contents to surprising effect. Then
and treasures, allowing for multiple visits place it in an unexpected area.
and gradual development.
27
Adventure Context
d66 Treasure Threat Timer Twist d66
11 Accessory Alien Air depletion Ally involved 11
12 Animal Animal, air Army invasion Bad intel 12
13 Antidote Animal, ground Avalanche Bad timing 13
14 Bank note Animal, water Buyer’s patience Betrayal 14
15 Blueprint Assassin Collapse Birthday 15
16 Body Berserker Curse Bystanders 16
21 Body part Bounty hunter Earthquake Cannot be seen 21
22 Clothing Centaur Eruption Chaperone 22
23 Crown Clown Evil ritual Fake treasure 23
24 Dark ritual Dinosaur Execution Festivity 24
25 Deed Dragon Exit closing Frame another 25
26 Food Experiment Expenses Inside intel 26
31 Gem Fairy Famine Law enforcement 31
32 Historic artifact Fungus Fire Little time 32
33 Holy relic Giant Flooding Many delays 33
34 Hostage Goblin Growth Meeting first 34
35 Instructions Huge insect Haunting No casualties 35
36 Instrument Lich Hostage No payment 36
41 Journal Machine Magic disaster Obvious lie 41
42 Key Mastermind Melting Other group lost 42
43 Legendary weapon Minotaur Mutation Other threat 43
44 Medicine Monstrosity Plague Other timer 44
45 Painting Pirate Poison gas Other treasure 45
46 Perfume Plant Resources spent Rival helping 46
51 Potion Rival Revolt Secret identity 51
52 Recipe Shadow Rising dead Send message 52
53 Ring Skeleton Rising debt Side task 53
54 Royal seal Soldier Ritual complete Split up 54
55 Scientific tool Sorcerer Rival intercepts Sting operation 55
56 Spell book Title Sandstorm Tag-along 56
61 Spice Traitor Snowfall Test 61
62 Statue Troll Storm Third party 62
63 Technology Vampire Threat attack Trapped 63
64 Treasure map Werewolf Ticking bomb Uncovered plot 64
65 Vehicle Zealot Time distortion Uprising 65
66 Wanted villain Zombie Villain’s plan Witnesses 66

Context. The treasure is the reward to be Danger. Think of threats in different


found. The threat is the danger that quantities: all alone, in pairs, in threes, as
prevents the adventurers from just a group, as a horde. Make them large,
walking up and taking it. The timer is a make them small. Make them more like
form of threat that has yet to happen but people with needs and wants and
will at some point during the adventure. peculiarities. Make them more like
The twist happens when it’s appropriate, animals with obvious reactions and
dramatic, or appropriately dramatic. abilities. Make them truly dangerous.
Reward. The treasure’s value is around Unique. The high-impact way to make an
1,000 coins and selling it can be an adventure memorable comes from the
adventure all on its own. Make the unique combination of timer and twist.
treasure rare, magical, or one of a kind. Make them count.
28
Adventure Site
d66 Purpose Room Feature Obstacle d66
11 Art Animal room Altar Acid 11
12 Beauty Art room Art Alarm 12
13 Brooding Balcony Barrel Boulder 13
14 Business Bathroom Bed Bridge 14
15 Buying Cavern Blood Brush 15
16 Cleansing Closet Body Corridor 16
21 Communication Courtyard Bones Crawlspace 21
22 Debate Dead room Bookshelf Darkness 22
23 Education False room Broken treasure Door 23
24 Entertainment Food room Cage Fire 24
25 Exercise Guard room Cart Fog/smoke/dust 25
26 Farming Jail room Chains Gas 26
31 Feeding Living room Chair Glass 31
32 Gambling Long hallway Chandelier Ice 32
33 Hiding Low ceiling Chemicals Ladder 33
34 Housing Many doors Claw marks Lava 34
35 Imprisonment Meeting room Closet Mud 35
36 Information Planet room Cooking materials Net 36
41 Meeting Plant room Counter Pillar 41
42 Mining Prayer room Curiosity Pit 42
43 Murder Record room Grate Puddle 43
44 Nesting Relax room Lamp Quicksand 44
45 Organization Royal room Machine Roots 45
46 Prayer Ruined room Nest Rotten ceiling 46
51 Processing Secret room Pedestal Rotten floor 51
52 Recreation Secure room Pipes Rubble 52
53 Rejuvenation Sleeping room Plants Sentry 53
54 Ritual Stage room Rope Slippery 54
55 Rumors Stairwell Seats Slope 55
56 Sports Storage room Staircase Spikes 56
61 Storage Study room Statue Stairs 61
62 Study Trophy room Table Tree 62
63 Theater Walkway Trash Wall 63
64 Torture Water room Weapon rack Water 64
65 Training Weapons room Well Webs 65
66 Worship Work room Writing materials Wind 66

Depth. Giving a site multiple Purposes Planning. Always look to add “one more
gives people more reasons to go there thing” until the site reaches “completion.”
(park that is also a meeting spot, theater Here are some things to include in the
that also serves food, arena that also adventure site:
serves as a mining site and housing). A • One or more things to take
site that’s been ruined is a perfect excuse • One or more things to attack
to place monsters and treasures there. • One or more things to attack intruders
Layout. Have 5 to 9 rooms with clear • One or more things to experiment with
connections between them. Use loops, • One or more chances for development
branching pathways, shortcuts, and • One or more hazards or puzzles
secret passageways to allow for • One or more beings to talk to
interesting choices and approaches.
29 • One or more secrets
Adventurer Development
d66 Spell Power Scar Mutation d66
11 Barkskin Animal Anxious Acidic spit 11
12 Charm Break Battle scar Additional arm 12
13 Command Bubble Broken arm Additional eye 13
14 Comprehend Chase Broken leg Additional leg 14
15 Cure Darkness Broken nose Additional hair 15
16 Detect Dream Broken rib Additional head 16
21 Disguise Fire Bruise Animal arm 21
22 Earthquake Glass Burn Animal face 22
23 Fireball Gravity Chipped tooth Animal legs 23
24 Fly Ice Cold Animal tail 24
25 Fog cloud Illusion Dented head Animal skin 25
26 Growth Imprison Fractured skull Changed age 26
31 Haste Levitate Headache Claws 31
32 Hypnotize Light Irritable Dragon breath 32
33 Illuminate Lightning Memory loss Elemental skin 33
34 Invisibility Magma Missing ear Forceful jaws 34
35 Leap Metal Missing eye Frog tongue 35
36 Liquid form Mud Missing finger Gargoyle wings 36
41 Miniaturize Open Missing hair Hunchback 41
42 Mirror image Plant Missing hand Increased senses 42
43 Multiarm Repair Missing leg Lycanthrope 43
44 Pacify Sand Missing tooth Malleable body 44
45 Phobia Sap Paranoia Malleable voice 45
46 Portal Shadow Phobia Mesmerizing eye 46
51 Rage Shield Punctured lung Noiseless 51
52 Sleep Slime Pyromania Ogre tumors 52
53 Slick Smoke Reckless Ooze-form 53
54 Snatch Snow Seeing double Poison spit 54
55 Sticky Star Shaken nerves Prophetic dreams 55
56 Swap Stasis Shattered ego Skin-shedder 56
61 Telekinesis Stone Sleeplessness Spider climb 61
62 Telepathy Summon Slurred speech Spiral horns 62
63 Teleport Thunder Soft attitude Sword-form 63
64 Transform Time Splintered mind Troll regeneration 64
65 Vision Water Unstable Undead flesh 65
66 Web Wind Vicious Vampirism 66

Adventurers don’t improve, they develop. To preserve interesting choices, balance


Development… developments that help adventurers:
• Comes from the world (injury, curses, • It’s exhausting, take fatigue each use.
mishandling magic, spell books, items, • It has limited uses as a scroll (1 use),
encountering odd beings and places) wand (3 uses), potion (3 uses), etc.,
• Changes the adventurer (new abilities, • It’s attached to an item and can be
new ways to interact with the world, destroyed, lost, stolen, or worn down.
have more information, made stranger, • It attracts unwanted attention from
stronger, hindered, options in fights) dark, greedy, or cunning forces.
• Produces more adventure (quest to • It requires a cost like ingredients, food,
find a healer, journey to new locations, a magical source, help from someone
solve complex problems and threats) else, preparation, or time. 30
People
d66 Title Quirk Desire Talent d66
11 Actor Anecdotes Acceptance Burglary 11
12 Artist Angry Allies Cooking 12
13 Athlete Breathless Animals Dancing 13
14 Baker Breathy Attention Debating 14
15 Brewer Catchphrases Change Disguise 15
16 Captain Chuckles Collecting Drawing 16
21 Chef Cryptic Discovery Eating 21
22 Clerk Excited Enlightenment Engineering 22
23 Executive Foreign accent Escape Fashion 23
24 Exile Growls Fame Fishing 24
25 Explorer Grumpy Fashion Games 25
26 Farmer Inquisitive Food Grooming 26
31 Forecaster Interrupts Forgiveness Hypnotism 31
32 Gambler Itches Freedom Impressions 32
33 Healer Jolly Friendship Intimidating 33
34 Hunter Laughs Fun Inventing 34
35 Inventor Mopey Glory Languages 35
36 Leader Mumbles Honor Lifting 36
41 Musician Nervous Influence Listening 41
42 Noble Pauses Justice Music 42
43 Officer Rambles Learning Puzzles 43
44 Outlaw Relaxed Love Remembering 44
45 Owner Rude Luxury Riding 45
46 Peddler Sarcastic Mystery Running 46
51 Performer Scared Novelty Sculpting 51
52 Pilgrim Shouts Peace Singing 52
53 Runner Sickly Power Smithing 53
54 Scholar Slurs Respect Sports 54
55 Servant Soothing Responsibility Spotting 55
56 Smith Sour Revenge Spying 56
61 Smuggler Stammers Security Swimming 61
62 Soldier Stuffy Service Teaching 62
63 Student Suspicious Toys Tracking 63
64 Tourist Trails off Trust Trapping 64
65 Trainer Twitches Wealth Wrestling 65
66 Wanderer Whispers Winning Writing 66

Qualities. A title gives you a sense of a Names. Refer to people by their title or
person’s role in society. Doing an physical appearance. If they need a name,
impression of that person can easily name them after someone you know
revolve around their quirk. A desire (friend, family member, movie character,
shows what the person wants beyond a celebrity), then alter the name slightly by
mere survival and well-being. Talents give changing one or more letters. Just stick to
people interests and skills beyond their first names whenever possible.
day job and role. Purpose. Give the person an immediate
Non-humans. Apply these qualities to tie to a member of the group. What
other species, animate objects, animals, connection do they have? What object or
aliens, or machines to bring them to life. service do they have that’s useful? Is there
Anthropomorphize like the cartoons! history there?
31
Animals
d66 On the Ground In the Water In the Air By Your Side d66
11 Ant Alligator Albatross Axolotl 11
12 Ape Amoeba Bat Badger 12
13 Armadillo Anglerfish Beetle Bear 13
14 Badger Beaver Bird of Paradise Cat 14
15 Bear Clam Butterfly Chicken 15
16 Boar Crab Condor Cow 16
21 Caterpillar Dolphin Crane Crab 21
22 Centipede Eel Crow Deer 22
23 Chameleon Frog Dragonfly Dog 23
24 Cockroach Hippo Eagle Donkey 24
25 Deer Jellyfish Falcon Eagle 25
26 Elephant Leech Firefly Fox 26
31 Ferret Lobster Flamingo Goat 31
32 Fox Manatee Fly Hawk 32
33 Giraffe Manta Ray Flying Squirrel Hedgehog 33
34 Goat Muskrat Goose Horse 34
35 Horse Narwhal Gull Hyena 35
36 Mole Newt Hummingbird Iguana 36
41 Ostrich Octopus Kingfisher Lemur 41
42 Ox Otter Locust Lion 42
43 Pig Penguin Magpie Lizard 43
44 Porcupine Platypus Mantis Llama 44
45 Rabbit Pufferfish Mockingbird Monkey 45
46 Raccoon Salamander Mosquito Mouse 46
51 Rat Sea Anemone Moth Panther 51
52 Rhinoceros Sea Urchin Owl Parrot 52
53 Scorpion Seahorse Parrot Python 53
54 Sheep Seal Peacock Rabbit 54
55 Slug Shark Pelican Raccoon 55
56 Snail Shrimp Pterodactyl Raptor 56
61 Snake Squid Rooster Skunk 61
62 Spider Swordfish Sparrow Toad 62
63 Squirrel Tadpole Swan Tortoise 63
64 Tiger Turtle Vulture Wallaby 64
65 Wolf Walrus Wasp Wolf 65
66 Wolverine Whale Woodpecker Wolverine 66

Animals are a great source of… To use animals…


• Characters (carrot merchant, tittering • As loyal pets, make them friendly,
gossiper, folk hero mouse, gluttonous smart, or powerful, but not all three.
pigmen guards, jealous spider queen) • As mounts, make them difficult,
• Abilities (wings, breathe underwater, hungry, or expensive, but worth it.
camouflage, venom, dark vision, teeth) • As people, infuse their animal nature
• Items (bat mask, quill shooter, golden with human qualities (title, quirk,
feather, skunk stink pellets, lion claw) desire, talent, humanoid form).
• Ingredients (spider egg, wasp stinger, • As monstrosities, roll two or three
tortoise shell, parrot beak, shark fin) times and then combine their forms,
• Names (Sen Serpenthand, Raptor abilities, and tactics to terrifying effect.
Canyon, The Flying Boar Inn, Ox Town) 32
Acquisitions
d66 Common Specialty Expensive Luxury d66
(1-10 coins) (10-100 coins) (100-1,000 coins) (Over 1,000 coins)
11 Arrows (3) Acid (3) Animal Arcane book 11
12 Bag Animal/day Armed escort Army/week 12
13 Boots Animal trap Band/night Business 13
14 Bottle Antitoxin (3) Boat Caged fairy 14
15 Bucket Axe Bomb Contained spirit 15
16 Candles (3) Bandages (3) Cannon Curse an enemy 16
21 Chalk (3) Bow and arrows (3) Clock Exotic transport 21
22 Club Cart Expert/day Exotic vacation 22
23 Crowbar Compass Expert book Fighting machine 23
24 Dagger Face paint (3) Fine art Heaviest armor 24
25 Fire kit (3) Fake item Fine clothes Large bribe 25
26 Fishing rod Helmet Fine food Legal pardon 26
31 Fruit (3) Hourglass Fine metal Livestock 31
32 Game Incense (3) Fine weapon Luxury art 32
33 Glue (3) Instrument Fireworks (3) Luxury cruise 33
34 Grease (3) Ladder Heavy armor Luxury machine 34
35 Handcuffs Lantern Jewelry Luxury rent/month 35
36 Hand drill Lock and key Kitchen appliance Luxury vehicle 36
41 Ink and quill Lockpicks (3) Lawyer/hour Magic animal 41
42 Mirror Longsword Machine Magic clothing 42
43 Net Mercenary/day Magic plant Magic contract 43
44 Oil (3) Metal chain (30’) Medical procedure Magician service 44
45 Pants Music box Monster part Magic item 45
46 Pole (10’) Perfume (3) Mutation potion (3) Magic weapon 46
51 Rations (3) Poison (3) Person trap Mansion 51
52 Rope (50’) Quality meal Power potion (3) Party/night 52
53 Saw Room/day Rent/month Plot of land 53
54 Shirt Shield Shock stick Prototype medicine 54
55 Sleeping bag Shovel Sleep powder (3) Prototype scroll 55
56 Soap (3) Smokebombs (3) Small bribe Prototype tech 56
61 Spikes (3) Spear Spell scroll Royal favor 61
62 Sponge Specialty book Spell wand (3) Star metal 62
63 Tar (3) Specialty service Telescope Swimming pool 63
64 Torches (3) Spices (3) Treasure map Tavern 64
65 Waterskin (3) Spyglass Vehicle Team of animals 65
66 Whistle Wig disguise Wagon Warship 66

Contents. These are things that can be Complications. No seller has everything,
found, given, bought, fought over, or stolen though they might know of another place
over the course of adventuring. where one could find what they’re looking
Price. Acquisitions are placed in categories for. Sellers are often…
of value instead of being given exact prices. • Informing buyers of sales, hot deals,
Sellers use the following factors to and new items.
determine the actual price: • Offering to add more items to a
• Quality of the acquisition. purchase at a discount.
• Number in stock, availability. • Selling items they’re not known for.
• Time required to get a new one. • Open to alternative payment options,
33 • Connection between buyer and seller. like bartering, favors, and one-off jobs.
Debt Factions
The beginning of treasure hunting and Factions are large forces outside the
other adventurousactivities can come from control of the players and help create the
having a debt shared among the group. feeling of a living world. The factions listed
Under this premise, the group shares a debt are suggestions and aren’t required to be a
of 10,000 coins. Roll to see what the group part of the adventure. They are merely
spent this large sum of money on. Then roll guidelines to get the ideas flowing about
to see which faction loaned the money. people and organizations beyond the
They pursue payment keenly throughout adventurers. Factions have goals of their
your adventures. own they are working towards, which
How does that faction pursue payment? might conflict with the group or provide
Whose idea was it to spend the money? them chances for them to get involved.
What is the state of that purchase now? They may provide adventures, buy stolen
treasures, or becomes threats of their own.
d66 Rare
(10,000 coins) Which faction does the group have a
11 A sparkcraft servant working relationship with? Which faction
12 A large boat with a big cannon
hates the group’s guts? Which faction has
13 An ancient mansion
14 Many, many lottery tickets use of the group and would be willing to
15 Twelve bags of holding offer payment for their services?
16 A group esoteric education course d66 Faction
21 A sky-blimp 11-12 Ironfang Clan
22 A ballista or trebuchet 13-14 Devil Princess
23 Many horses and livestock 15-16 Yochai’s Legion
24 The best wardrobe in the city 21-22 Fell Court
25 A prototype wand 23-24 Frost Lich
26 A psionic puppy 25-26 The Gravelstone Family
31 A large tunnel beneath the city 31-32 Grey Company
32 A ghost town 33-34 Harken Rangers
33 A library of elvish poetry 35-36 Shadowdrake
34 A noble title or knighthood 41-42 Larva Motherhood
35 A large business 43-44 Mad Prophet
36 A wedding 45-46 Mages of Starlight
41 Medical bills 51-52 Obsidian Warlord
42 A greenhouse with exotic plants 53-54 The Roost Bandits
43 A play commission 55-56 Redblade
44 A sentient whale 61-62 River Rats
45 A wasted Wish spell 63-64 The Sea Witch
46 An unbreakable sword 65-66 The Hurly-Burley Brothers
51 Six bracelets of friendship
52 A small moon
53 A bathhouse
54 A caravan
55 A trading post
56 A night club
61 Elite membership for the group
62 An imperial ton of art supplies
63 So. Many. Bread.
64 One final bonfire
65 An exotic racetrack
66 A menagerie, aquarium, or zoo 34

You might also like