Fantasy Adventure Pack
Fantasy Adventure Pack
Setting Information
- The world is a place of magic and wonder, where mythical creatures roam free and ancient ruins hold secrets of the past.
- The time period is a medieval fantasy, with kingdoms ruled by kings and queens, lords and ladies, and powerful wizards and sorceresses.
- The location is a medieval kingdom called “Aldorath” a land of rolling hills, dense forests, and snow-capped mountains. The kingdom is split into several provinces, each ruled by a powerful noble. The capital city is “Eldrida” where the king and queen reside.
- The people of Aldorath are a mix of different races, including humans, elves, dwarves, and halflings. Each race has its own unique culture and traditions.
- Magic is a powerful force in the world and is wielded by sorcerers, wizards, and witches. The use of magic is regulated by the “College of Wizards” a powerful organization that oversees the use of magic in the kingdom.
- The kingdom is plagued by various threats, including invasions from neighboring kingdoms, banditry, and the threat of dark magic.
- The kingdom is also home to several factions vying for power, including the ruling monarchy, the powerful noble houses, the College of Wizards, and secret societies.
Character Traits
Concepts
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Stealthy assassin | Mighty barbarian | Wise wizard | Agile rogue | Fearless knight | Cunning warlock |
| 2 | Grizzled veteran | Noble paladin | Evasive acrobat | Fierce berserker | Enigmatic druid | Divine cleric |
| 3 | Arcane sorcerer | Ambitious politician | Courageous soldier | Pious priest | Mysterious hermit | Clever diplomat |
| 4 | Charismatic bard | Sneaky thief | Ruthless mercenary | Curious scholar | Menacing brute | Devoted follower |
| 5 | Spiritual shaman | Stoic monk | Dynamic ranger | Stealthy spy | Graceful dancer | Eccentric inventor |
| 6 | Ruthless pirate | Gracious noble | Unpredictable jester | Cunning strategist | Experienced sailor | Talented blacksmith |
Skills
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Swordfighting | Healing | Animal handling | Intimidation | Leatherworking | Divination |
| 2 | Archery | Survivalism | Riding | Leadership | Tailoring | First Aid |
| 3 | Unarmed combat | Tracking | Cartography | Tactics | Jewelry making | Elemental magic |
| 4 | Thievery | Hunting | Navigation | Engineering | Enchantment | Transmutation |
| 5 | Magic | Fishing | Geography | Blacksmithing | Illusionary magic | Summoning |
| 6 | Alchemy | Cooking | Diplomacy | Carpentry | Necromancy | Medicine |
Frailties
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Arrogance | Disloyalty | Indecisiveness | Perfectionism | Enmity | Impatience |
| 2 | Cowardice | Laziness | Naivety | Paranoia | Wrath | Suspicion |
| 3 | Greed | Selfishness | Indifference | Vindictiveness | Gluttony | Timidity |
| 4 | Envy | Stubbornness | Insensitivity | Overprotectiveness | Lust | Foolishness |
| 5 | Jealousy | Impulsiveness | Overconfidence | Inflexibility | Sloth | Intolerance |
| 6 | Dishonesty | Gullibility | Pessimism | Insecurity | Hubris | Prejudice |
Gear
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Sword | Bow | Crossbow | Dagger | Spear | Axe |
| 2 | Mace | Flail | Shield | Helmet | Armor | Gauntlets |
| 3 | Greaves | Boots | Cloak | Backpack | Quiver | Arrows |
| 4 | Bolts | Rope | Grappling hook | Lantern | Torch | Flint and steel |
| 5 | Waterskin | Rations | Bedroll | Tent | Compass | Map |
| 6 | Spyglass | Telescope | Alchemy kit | Healing kit | Lockpicks | Musical instrument |
Special Rule: Magic
A character may use their Luck to cast spells. Each spell or magic ability has a Luck cost associated with it. The cost can be different depending on the spell or ability. When a protagonist wants to use a spell or magic ability, they must spend Luck from their pool. Then rolls the dice to determine the outcome of the action: - No and: the spell fails and the character suffers some other negative effect. - No: the spell fails and the character loses the mana spent. - No but: the spell fails but the character doesn’t lose the mana spent. - Yes but: the spell succeeds but with some negative effect or drawback. - Yes: the spell succeeds. - Yes and: the spell succeeds and the character gains additional benefits or advantages.
Luck consumed for casting spells recharges after a rest in a safe area. If a Conflict takes place, Luck points will be based on the current value and reset when the Conflict is over according to the basic rules.
Spells
| D66 | Spell |
|---|---|
| 11 | Heal (1 mana point) - allows the protagonist to restore a small amount of health to a target. |
| 12 | Light (1 mana point) - creates a small light source that illuminates the surrounding area. |
| 13 | Identify (1 mana point) - allows the protagonist to determine the properties of an item. |
| 14 | Bolt (1 mana point) - creates a small bolt of energy that deals damage to a single target. |
| 15 | Detect Magic (1 mana point) - allows the protagonist to detect the presence of magic in the surrounding area. |
| 16 | Mage Armor (2 mana points) - creates a magical barrier around the protagonist, providing temporary protection against physical attacks. |
| 21 | Levitate (2 mana points) - allows the protagonist to levitate for a short period of time. |
| 22 | Fear (2 mana points) - causes an enemy to become frightened and run away. |
| 23 | Illusion (2 mana points) - creates an illusory image or sound. |
| 24 | Charm (2 mana points) - allows the protagonist to charm an enemy, making them more friendly and cooperative. |
| 25 | Invisibility (3 mana points) - makes the protagonist invisible to enemies for a short period of time. |
| 26 | Teleport (4 mana points) - allows the protagonist to instantly transport to a nearby location. |
| 31 | Fireball (3 mana points) - creates a ball of fire, dealing damage to enemies in a small area. |
| 32 | Summon (3 mana points) - allows the protagonist to summon a small creature to aid them in combat. |
| 33 | Enchantment (2 mana points) - allows the protagonist to imbue an item with a temporary magical effect. |
| 34 | Divination (2 mana points) - allows the protagonist to gain insight or information about a specific person or situation. |
| 35 | Abjuration (3 mana points) - allows the protagonist to protect themselves or an ally from harmful magic. |
| 36 | Conjuration (4 mana points) - allows the protagonist to summon a small object or non-living matter. |
| 41 | Necromancy (4 mana points) - allows the protagonist to manipulate the dead or the undead. |
| 42 | Transmutation (4 mana points) - allows the protagonist to change the form or properties of an object or creature. |
| 43 | Evocation (4 mana points) - allows the protagonist to create a burst of energy or element to damage enemies or illuminate an area. |
| 44 | Illusion (4 mana points) - allows the protagonist to create an illusion to mislead or deceive enemies. |
| 45 | Alteration (4 mana points) - allows the protagonist to change their own form or properties. |
| 46 | Restoration (4 mana points) - allows the protagonist to restore or repair an object or creature. |
| 51 | Leap (2 mana points) - target can make a single jump to any place they can see. |
| 52 | Circle of Protection (3 mana points) - magical or godly beings cannot enter a 10ft circle. |
| 53 | Darksight (1 mana points) - target can see 60 ft. in total darkness. |
| 54 | Deafining (2 mana points) - anyone within earshot is deafened. |
| 55 | Latch (1 mana points) - an unlocked box, cabinet or door opens or closes at protagonist’s command. |
| 56 | Disguise (3 mana points) - protagonist assumes the likeness of a similar creature you have seen. |
| 61 | Mirage (3 mana points) - protagonist summons a noiseless & simple illusion of your choice. |
| 62 | Purge Text (2 mana points) - Mundane or magical writing vanishes at your touch. |
| 63 | Shelter (4 mana points) - creates a standing edifice that can shelter up to 10 creatures, disappearing after 24 hours. |
| 64 | Gravity Domain (4 mana points) - target moves up or down according to your whims. |
| 65 | Blizzard (2 mana points) - creates an ice storm that can be hurled at opponents. |
| 66 | Make (4 mana points) - transforms raw materials into finished items. |
Factions
The Royal Monarchy
- Concept: Regal Ruler
- Skills: Leadership, Diplomacy
- Frailty: Fear of Assassination
- Gear: Royal Crown, Scepter
- Goal: To maintain the stability and prosperity of the kingdom
- Motive: A desire for power and control
- Nemesis: Powerful noble houses and secret societies seeking to overthrow the monarchy
The College of Wizards
- Concept: Learned Mage
- Skills: Spellcasting, Knowledge (arcana)
- Frailty: Fear of losing control over their magic
- Gear: Wizard robes, spellbook
- Goal: To regulate and control the use of magic in the kingdom
- Motive: Protection of the kingdom and the people from the dangers of unchecked magic
- Nemesis: rogue sorcerers and dark wizards who seek to use magic for their own gain
The Noble Houses
- Concept: Wealthy Aristocrat
- Skills: Persuasion, Intimidation
- Frailty: Fear of losing their wealth and status
- Gear: Fine clothing, jewels
- Goal: To increase their wealth and power
- Motive: greed and a desire for more power and influence
- Nemesis: The Royal Monarchy and other powerful noble houses
The Merchants Guild
- Concept: Wealthy Trader
- Skills: Negotiation, Appraisal
- Frailty: Fear of losing business and wealth
- Gear: Ledger, gold coins
- Goal: To increase their wealth and power through trade
- Motive: Greed and a desire for more wealth and influence
- Nemesis: Bandits and other groups that disrupt trade routes
The Adventurers Guild
- Concept: Brave Explorer
- Skills: Survival, Athletics
- Frailty: Fear of the unknown
- Gear: Backpack, bedroll
- Goal: To explore new places and discover ancient treasures
- Motive: Adventure and a desire for fame and fortune
- Nemesis: Dangerous creatures and treacherous terrain
The Secret Societies
- Concept: Mysterious Cultist
- Skills: Stealth, Deception
- Frailty: Fear of being discovered
- Gear: Secret symbol, hidden blade
- Goal: To gain power and influence through secret means
- Motive: A desire for power and control
- Nemesis: The Royal Monarchy and the College of Wizards
NPCs
King Harold
- Concept: Wise Ruler
- Skills: Leadership, History
- Frailty: Fear of being overthrown
- Gear: Royal crown, scepter
- Goal: To maintain the stability and prosperity of the kingdom
- Motive: A desire to protect and care for his people
- Nemesis: Powerful noble houses and secret societies seeking to overthrow the monarchy
Queen Isabella
- Concept: Beautiful Sovereign
- Skills: Persuasion, Intimidation
- Frailty: Fear of losing her beauty
- Gear: Royal crown, scepter
- Goal: To maintain the stability and prosperity of the kingdom
- Motive: A desire to protect and care for her people
- Nemesis: Powerful noble houses and secret societies seeking to overthrow the monarchy
Lord Blackwood
- Concept: Arrogant Aristocrat
- Skills: Persuasion, Intimidation
- Frailty: Fear of losing his wealth and status
- Gear: Fine clothing, jewels
- Goal: To increase his wealth and power
- Motive: Greed and a desire for more power and influence
- Nemesis: The Royal Monarchy and other powerful noble houses
Archmage Alaric
- Concept: Powerful Wizard
- Skills: Spellcasting, Knowledge (arcana)
- Frailty: Fear of losing control over his magic
- Gear: Wizard robes, spellbook
- Goal: To regulate and control the use of magic in the kingdom
- Motive: Protection of the kingdom and the people from the dangers of unchecked magic
- Nemesis: Rogue sorcerers and dark wizards who seek to use magic for their own gain
Captain Marcus
- Concept: Brave Soldier
- Skills: Swordsmanship, Leadership
- Frailty: Fear of death
- Gear: Plate armor, sword
- Goal: To protect and serve the kingdom
- Motive: A sense of duty and loyalty to the kingdom
- Nemesis: Invading armies and powerful monsters
Sister Maria
- Concept: Benevolent Priest
- Skills: Healing, Persuasion
- Frailty: Fear of death
- Gear: Holy symbol, healing potions
- Goal: To help and heal the people of the kingdom
- Motive: A desire to aid and protect the innocent
- Nemesis: Dark cults and practitioners of dark magic
Monsters
Dragon
- Concept: Fearsome Beast
- Skills: Fire breath, Flight
- Frailty: Fear of cold-based attacks
- Gear: Scales, hoard of treasure
- Goal: To defend its hoard and territory
- Motive: Survival and protection of its hoard
- Nemesis: Adventurers and powerful wizards
Orc
- Concept: Brutal Warrior
- Skills: Axes, endurance
- Frailty: Fear of defeat
- Gear: Orcish armor, axes
- Goal: To conquer and pillage
- Motive: A desire for power and wealth
- Nemesis: The kingdom’s army and powerful adventurers
Goblin
- Concept: Mischievous Thief
- Skills: Stealth, traps
- Frailty: Fear of bright lights
- Gear: Goblin-made weapons, traps
- Goal: To steal and cause mischief
- Motive: A desire for wealth and power
- Nemesis: Adventurers and guards
Zombie
- Concept: Shambling Horror
- Skills: Unliving, Disease
- Frailty: Fire, holy energy
- Gear: None
- Goal: To spread the disease, or as controlled by a necromancer
- Motive: Survival, or as controlled by a necromancer
- Nemesis: Adventurers, holy warriors, fire.
Medusa
- Concept: Deadly Gorgon
- Skills: Petrifying gaze, speed
- Frailty: Bright lights
- Gear: Snakes, stone statue
- Goal: To turn her victims into stone
- Motive: A desire to be feared and worshiped
- Nemesis: Adventurers and powerful wizards
Wraith
- Concept: Ethereal Horror
- Skills: Invisibility, Drain life
- Frailty: Sunlight, holy energy
- Gear: None
- Goal: To drain the life energy of living beings
- Motive: Survival, or as controlled by a necromancer
- Nemesis: Adventurers, holy warriors, sunlight.
Locations
Eldrida (The Capital City)
- The capital city of Aldorath, home to the royal palace and the seat of government. The city is bustling with activity, with markets, shops, taverns, and temples.
- The city is also home to the College of Wizards and many powerful noble houses.
- Possible encounters or NPCs: King Harold, Queen Isabella, Lord Blackwood, Archmage Alaric, Captain Marcus
The Dragon’s Lair
- A treacherous mountain cave that serves as the home of a powerful dragon.
- The dragon guards a hoard of treasure and will fiercely defend it against intruders.
- Possible encounters: Dragon, Adventurers seeking treasure
The Forest of Shadows
- A dense and dark forest said to be home to many dangerous creatures and ancient ruins.
- Many stories and legends surround the forest, some say it is home to a powerful druid, others say it is cursed by dark magic.
- Possible encounters: Goblins, Medusa, Wraith, Sister Maria
The Castle of Blackwood
- An imposing castle belonging to one of the powerful noble houses of Aldorath.
- The castle is said to be haunted by the spirits of the previous lords of Blackwood.
- Possible encounters: Lord Blackwood, Wraith, Ghosts, Adventurers seeking treasure
The College of Wizards
- A grand and ancient building located in the capital city of Eldrida, where the powerful wizards of the kingdom gather to study and regulate the use of magic.
- The college is said to hold many powerful artifacts and secrets.
- Possible encounters: Archmage Alaric, Wizards, Adventurers seeking ancient knowledge
The Ancient Ruin
A crumbling and overgrown ruin, said to be the remains of a powerful and ancient civilization. Many stories and legends surround the ruin, some say it holds powerful magical artifacts, others say it is cursed by dark magic. - Possible encounters: Orcs, Zombies, Adventurers seeking treasure and ancient knowledge
Adventure Seeds
| D66 | Adventure |
|---|---|
| 11 | Retrieve a powerful artifact hidden in the dragon’s lair and protect it from the dragon’s wrath. |
| 12 | Investigate strange occurrences in the nearby village of Ravenswood that is being terrorized by a powerful creature, possibly the Medusa. |
| 13 | Rescue the prince who has been kidnapped by a powerful sorcerer and held in the Castle of Blackwood. |
| 14 | Investigate the ancient ruin in the Forest of Shadows filled with traps and monsters to discover a powerful magical artifact. |
| 15 | Help the King Harold stop a rebellion led by Lord Blackwood, who seeks to overthrow the monarchy. |
| 16 | Help Queen Isabella to stop a band of orcs who have been raiding the kingdom’s border villages. |
| 21 | Help Sister Maria to put an end to a dark cult that has been sacrificing innocent villagers in the forest. |
| 22 | Help Captain Marcus to stop an invasion from a neighboring kingdom. |
| 23 | Help Archmage Alaric to stop a rogue sorcerer who seeks to use dark magic to gain power. |
| 24 | Explore the College of Wizards and discover the secrets of magic. |
| 25 | Help the Adventurers Guild to map the Forest of Shadows and discover ancient ruins. |
| 26 | Help Lord Blackwood to increase his wealth and power through trade, but be aware of the king’s spies. |
| 31 | Help the Merchants Guild to increase their wealth and power through trade, but be aware of Lord Blackwood’s greed. |
| 32 | Help the Secret Societies to gain power and influence through secret means, but be aware of the king’s spies and the College of Wizards. |
| 33 | Retrieve a powerful artifact hidden in a dragon’s lair. |
| 34 | Investigate strange occurrences in a nearby village that is being terrorized by a powerful creature. |
| 35 | Rescue a prince who has been kidnapped by a powerful sorcerer. |
| 36 | Investigate an ancient ruin filled with traps and monsters to discover a powerful magical artifact. |
| 41 | Uncover the truth behind a series of strange disappearances in a nearby town. |
| 42 | Stop a group of bandits from raiding a nearby village. |
| 43 | Explore an ancient dungeon in search of treasure and ancient relics. |
| 44 | Protect a noble from an assassination attempt. |
| 45 | Investigate a haunted mansion and put the spirits to rest. |
| 46 | Rescue a kidnapped princess from an evil sorcerer. |
| 51 | Locate a missing heir to the throne. |
| 52 | Investigate a series of murders and bring the killer to justice. |
| 53 | Rescue a group of hostages held by a band of ruthless thieves. |
| 54 | Search for a legendary treasure hidden in an ancient tomb. |
| 55 | Help a local village fend off an attack by a horde of zombies. |
| 56 | Locate a powerful magical artifact that can grant immortality. |
| 61 | Investigate a mysterious cult and put a stop to their nefarious plans |
| 62 | Help a local wizard retrieve a stolen spellbook. |
| 63 | Put an end to a powerful vampire’s reign of terror. |
| 64 | Help a local town defend against an invasion of trolls. |
| 65 | Retrieve a powerful magical ring from a powerful demon. |
| 66 | Investigate a series of mysterious disappearances in a nearby forest. |