WIZARDS AND WARRIORS
Towering mountain ranges, ancient forests, unforgiving badlands, and vibrant cities form a
AUTHOR
Jeff Strong
SYSTEM
Tricube Tales
world of rugged and majestic beauty. But perils unseen and dangers untamed threaten the BACKGROUND
safety of all who call these lands home. Monstrosities roam and rampage, twisted creatures Figu Design
skulk in the darkness, and practitioners of dark magic weave malevolent schemes. Lately, STORY SYMBOLS
taverns are filled with rumors of an ancient evil reborn. Delapouite, Lorc,
DarkZaitzev, sbed,
But even as these shadows darken, hearts are kindled in courageous defiance. Heroes of might and and skoll via
magic quest through dungeons, crypts, ruins, wilderness, and cities, resolved to banish evil wherever it Game-icons.net
may be found. Many fight to secure the peace and prosperity of their people, while others seek fantastic ILLUSTRATIONS
treasures, mystical secrets, and forgotten lore. Dall-E
You are a diverse group of intrepid adventurers united in heart and purpose. You have heeded the call
for aid. Assemble your party, sharpen your swords, and prepare your spells. Destiny awaits!
CHARACTER CREATION RESOLVING CHALLENGES HEROIC ADVENTURES
Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty adventure (see the next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The adventurers decide to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Protect something D Rescue someone
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure B Investigate a rumor E Deliver something
2. Select an ancestry: see “Ancestries” below (introduce a complication to the scene). C Eliminate a threat F Recover an item
3. Select a concept: Warrior, bard, rogue, ranger, The GM chooses a trait and difficulty for each Somewhere in or near...
cleric, paladin, druid, or wizard. challenge. Most are difficulty 5, but a particularly A A perilous dungeon D An arcane tower
4. Pick a perk: Dextrous, armored, fearless, keen easy or hard task might be difficulty 4 or 6. Some B A fortified castle E A mysterious forest
senses, magical ability (select “divine,” “nature,” or challenges (e.g., combat) require multiple rolls. C A mystical cavern F A monster's lair
“arcane”), weapon expertise (describe weapon), or Players usually roll 2 dice, but roll 3 dice if the While dealing with...
animal companion (describe animal). challenge matches their trait. If a challenge falls A A betrayal or trap D A rival or threat
5. Select a quirk: Arrogant, vengeful, impulsive, completely outside the scope of their concept (e.g., B An authority figure E Magical mishaps
greedy, frail, fearful, compassionate, or heroic. a cleric attempting to pickpocket), they lose 1 die. C A vile monstrosity F A distraction or pest
6. Grab 3 karma tokens and 3 resolve tokens.
7. Make up a name, and introduce yourself to
the group (e.g., “I’m Sinae, an agile elf warrior who KARMA AND RESOLVE RUNNING THE GAME
is fearless and graceful, but frail and cantankerous.”) Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to players’ decisions, and assign the traits and
ANCESTRIES you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
Each character gains an additional perk and quirk 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
based on their ancestry, as follows: rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
HUMAN: Choose from 4 and 5 (see above). If you use a quirk and succeed at the challenge, 3 effort tokens per player. An enemy is defeated
ELF: Graceful and cantankerous. you may recover 1 resolve instead of 1 karma. once all their effort tokens have been removed.
DWARF: Tough and stubborn. For dangerous actions (such as combat), failure The players should make all the rolls, narrate
GOBLIN: Quick and perpetually hungry. costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
HALF-ORC: Strong and competitive. runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
HALFLING: Daring and small stature. scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
LIZARDFOLK: Sneaky and cold-blooded. and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
OBJECTIVES DESTINATIONS COMPLICATIONS
Described here are examples of objectives for the Described here are example destinations for the Described here are example complications for the
adventure generator (first table): adventure generator (second table): adventure generator (third table):
A SECURITY DETAIL A GRIMSHADE DEPTHS A BAIT AND SWITCH
A vital trade route is under constant threat from An underground maze created by a mad mage. It The party’s trusted guide knowingly leads them
bandits and raiders. The players must safeguard a is filled with a variety of traps, puzzles, and vile into an ambush by a tribe of goblins.
caravan and ensure it arrives at its destination. creatures guarding a treasure trove.
B INQUISITOR'S MARK
B RELIC OF THE PAST B EMBERSTONE KEEP A zealous and ruthless royal inquisitor believes
A mysterious message arrives for the characters, The grand, regal residence of the ruling monarch the party’s mission is a plot against the crown. He
carrying essential information about a legendary is adorned with opulent halls and secret passages. will stop at nothing to thwart them.
artifact believed to unlock remarkable abilities. It is guarded by knights and magical wards.
C THE ABOMINATION
C A COLOSSAL TASK C THE JEWELED CAVERNS The result of a necromancer’s vile experiments,
A long-dormant titan begins to stir beneath the Deep beneath the earth, a network of crystalline this creature has mismatched limbs, appendages
land, causing earthquakes and intense lightning caves sparkles with vibrant colors. Crystals with from different animals, and elemental powers.
storms. The party needs to subdue it before it unique properties can be found here.
wrecks havoc across the realm. D LEGENDS NEVER DIE
D THE ASTRAL ARCANIUM A legendary hero from the past returns as an
D RESCUE PLAN This tower was once the domain of a dark mage undead revenant, consumed by the belief that the
An old friend has been captured by cultists for a who succumbed to void magic. It is believed to party has wrongfully claimed their heroic legacy,
sinister purpose. Can the party carry out a daring be filled with esoteric arcane secrets and scrolls. and is now driven to exact vengeance.
rescue despite overwhelming odds?
E THE DREAMVEIL WOOD E YIN AND YANG
E WITH ALL DUE HASTE A sacred forest inhabited by wise and secretive The fabric of reality is unstable at this location,
A rich noble hires the heroes to deliver an urgent elves. It is hidden from the mortal world. causing magical surges to randomly hinder or aid
message to a rival house in order to avert war— the party.
and time is of the essence! F ZEPHYRION'S WATCH
Among the rugged peaks of a remote mountain F TIES THAT BIND
F LOST AND FOUND range lies a dragon’s lair. Its entrance is littered A stray magical creature has imprinted on one of
The kingdom’s elder lorekeeper lost his tome of with colossal bones of fallen creatures, serving as the characters, causing adorable but troublesome
knowledge during a recent expedition. Will the a chilling warning to any would-be intruders. distractions during their mission.
heroes be able to find and return it?
ADDING A TWIST TO THE STORY
For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For
example, A C could indicate a puzzle, a clue, or an odd complexity of some kind, while rolling B B could mean valuable treasure, hidden secrets, or forbidden
desires, and F E might represent spilled blood, tears of sorrow, fresh water, or a cleansing of some kind.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF