Lanternwood Adventures
Cover & Story
Roll Dice
Lanternwood Adventures A COSY FAMILY RPG
A kid-friendly, rules-light fantasy role-playing game using only d6s

The mountains rise in the east like sleeping giants, their peaks wrapped in soft cloud. Below them, ancient forests stretch for miles, full of rustling leaves and the smell of pine and rain. Streams wind down through mossy valleys, past standing stones and twisted old oaks, into a world that feels both wild and wonderfully safe.

Follow a path through the trees. The forest thins. Warm light spills between the branches. And there it is: a village of wooden cabins and thatched roofs, smoke curling from chimneys, a baker's window full of pies. Children run between the market stalls. Someone is playing a fiddle somewhere nearby.

At a table outside the bakery, a ranger in a travel-worn green cloak leans forward across a hand-drawn map. "The lantern-fruit trail," she says. "If the goblins took it that way, they'll have crossed the Lonely Bridge by now."

"So we follow." The wizard looks up, a smudge of blue ink on her nose. "That's what we do, isn't it?" The ranger smiles. "That's what we do."

Somewhere, an adventure is waiting. What will yours be?

✦ ✦ ✦

How to Use This Rulebook

Use the sidebar to navigate between sections. New players should start at Section 1 and work through to Section 4 before building their first hero. GMs should read Sections 12 and 13 before the first session.

The dice button in the top right corner opens a dice roller for any time you need a quick roll. The Adventure Generator in Section 15 will create an instant quest with a few clicks.

Section 27 contains an interactive character sheet you can fill in directly on screen.

Section 1

What is Role-Playing?

Role-playing games (RPGs) are shared storytelling experiences, where everyone gets a chance to shape the story and play the way they want to.

Think of it as a group adventure story that you all make up together as you go. There is no script, no board to finish, and no single right answer. Everyone brings their imagination and sees what happens.

The easiest way to play is for one person to be the Game Master (GM). The GM sets the scenes, plays the world and its creatures, and asks the most important question in the whole game:

"What do you do?"

Everyone else plays a Hero, a character of their own invention with a name, a personality, and a small set of abilities that help them face whatever the world throws at them.

In Lanternwood Adventures

  • Players each create a Hero. They say what their heroes try to do, think, and feel.
  • The Game Master (GM) sets scenes, plays the world and its creatures, and asks: "What do you do?"
  • Dice decide outcomes when things are uncertain.

There is no single way to play. Some kids love make-believe and voices; others enjoy puzzles, maps, and dice. There is no winning or losing — just fun, creative adventures together.

You can also play without a GM, letting the dice and the random tables tell the story together. Lanternwood Adventures supports both styles.

Two Ways to Play

Guided Story

The GM prepares three to five scenes: hook → journey → problem → triumph. Good for first sessions.

Wander & Discover

Put a goal on your 6×6 map, roam freely, and roll on the tables to see what you find.

GM: "The baker's recipe was stolen! The goblins ran across the Lonely Bridge. What do you do?"
Player: "We follow the flour footprints and ask the bridge troll for directions."
Section 2

Welcome to the Cozy Realms

A bright, friendly fantasy world with small perils and big hearts.

The Cozy Realms are whatever you imagine. They can persist from one session to the next, growing richer with each adventure, or they can reset every time and feel fresh and new. You are the mapmaker here.

Regions

🌳 Oakendell
Warm woodlands, treehouses, pies cooling on windowsills.
⛰ Moonstep Hills
Chalk paths, standing stones, sheep that wander into dungeons.
🏮 Glimmerfen
Lantern-lit boardwalks, kind witches, will-o-wisps who like company.
🗼 Starfall Ruins
Mossy towers and mirror-pools where old magic hums softly.
🛤 The Greenway
A ribbon road and hedgerows, patrolled by helpful Rangers.
✨ Lanternwood
A twilight forest where glowing lantern-fruit hangs from ancient trees. Fireflies float like stars beneath the canopy.

Friendly Faces

A handful of recurring characters to bring the world to life: Baker Brindle (knows everyone), Tinker Nix (fixes anything), Owly Sage (wise advice, usually delivered mid-nap), Captain Pebble (dwarf ferryman with a gift for tall tales), Watchman Brannighan (gruff but loyal), Emily Brodford (a trickster pixie who means well), Makki Bukaro (a Lanternwood Ranger and excellent whistler).

Gentle Frictions

The Cozy Realms are not dangerous, but they are not always easy. Bridge troll tolls, overgrown roots across the path, Buttoncap goblin pranks, and the occasional grumpy Redcap coven are just some of the small adventures waiting around every corner.

GM: "The lantern-fruit glow like stars between the branches. The path splits. Warm wind from the left, the smell of pies from the right."
Player: "I close my eyes and listen for music to guide us."
Section 3

What You Need & Safety First

👥 Who

Two to four players. One adult or older child as GM, plus kids. Ages six and up. Similar ages work best.

⏱ How Long

Thirty to sixty minutes per adventure. A great length for young players.

🎲 Dice

At least two six-sided dice (2d6). The dice roller above can substitute in a pinch.

📝 Bits

Paper, pencils, this rulebook, and tokens (coins or sweets) for HP or treasure.

Kid-Friendly Safety Tools

These four tools help everyone feel safe and have fun. Talk about them before the first session.

Time-Out
Anyone can say "pause" at any time to stop and talk. No questions asked.
🔄
Skip / Swap
If something feels too scary, swap it for something silly or softer.
Redo
Did not like how that went? Rewind and try a different idea.
🤝
Share
Try to give everyone a chance to speak so no one is left out.
Section 4

How to Play in 10 Minutes

This section gets you playing straight away. Full details are in the sections that follow.

1

Make a Hero

Choose a Class (Warrior, Wizard, Rogue, Healer, or Ranger), pick two Traits, assign +1, +1, and 0 to your three Stats (Strength, Dexterity, Mind), write HP 8, then choose a favourite item or spell.

2

Learn the Core Roll

When something is uncertain, roll 2d6 + the most relevant Stat and compare to a Target Number (TN). If a Trait helps, roll 3d6 and keep the two highest (advantage).

3

Start an Adventure

Roll once on each Adventure Generator table (Section 15): Action + Target + Location. That is your quest. Draw a 6×6 hex grid, roll your Start and Goal hexes, then explore.

Target Numbers at a Glance

Easy5
Normal7
Hard9
Very Hard11
GM: "Ranger, you spot two sets of tracks: tiny goblin feet and wagon wheels. What do you do?"
Ranger: "Follow the wagon wheels. I want to see where they lead."
Section 5

Character Creation

Your Hero is your voice in the story. They are brave, curious, and probably a little bit odd in a wonderful way. They might be a quick-fingered Rogue who grew up among market stalls, a Healer who talks to plants, or a Warrior who cries at sunsets.

Your character is one of the two great engines of the story. The world the GM describes is the other. In between, your choices, your ideas, and your dice rolls create something neither of you planned.

Creation Steps

1

Name & Class / Race

See Section 6 for classes. Race is optional — pick one or make something up entirely.

2

Pick Two Traits

Traits are what makes your hero them. Examples: Brave, Animal Friend, Good at Climbing, Star-Watcher. Roll d66 or choose from Section 7.

3

Assign Stats

Distribute +1, +1, and 0 across your three stats: Strength (fighting, lifting), Dexterity (sneaking, dodging), Mind (magic, puzzles, knowledge).

4

Starting HP: 8

Mark your hit points on your character sheet. Tokens or a pencil tracker both work.

5

Gear

One useful item: a lantern, a rope, lockpicks, herbs, or a warm pie.

6

Spells (Wizard / Healer only)

Pick three from the spell lists in Section 11.

7

Draw Your Hero

Sketch them in the Notes box on your sheet. It does not have to be good. That is half the fun.

Progression

Heroes grow across sessions, just as we do.

  • Survive an adventure: +1 HP.
  • Do something heroic or kind (GM decides, or the table agrees): +1 Trait.
  • Complete every three adventures: raise one Stat by +1 (maximum +2).
Player: "Can my trait be 'Kind to Animals'?"
GM: "Yes. That will give you advantage whenever you are dealing with creatures."
Section 6

Classes & Fantasy Races

A class is a lens, not a cage. It gives your hero flavour and helps you decide how they might approach a problem. Classes make no mechanical difference to the rules — a Wizard and a Warrior both roll 2d6 + the right Stat. The difference is in how you tell the story.

Classes

⚔️
Warrior
Brave, physical, good with weapons and staying power.
🔮
Wizard
Clever, curious, deals in spells, books, and knowledge.
🗝️
Rogue
Quick, sneaky, skilled with locks, tricks, and fast escapes.
🌿
Healer
Kind, caring, uses healing and blessings to help others.
🏹
Ranger
Forest-born, skilled with bows, animals, and finding the way.

Races (Optional)

🧑
Human
Adaptable and determined.
🧝
Elf
Graceful, loves nature and music.
⛏️
Dwarf
Sturdy, loves caves, hammers, and treasure.
🍀
Halfling
Small, cheerful, loves food and comfort.
💪
Friendly Orc
Strong, loud, and brave.
⚙️
Gnome
Small tinkerer, loves making tiny machines.
🧚
Pixie / Fairy
Tiny tricksters who love jokes and singing.

Drop the Labels Entirely

You do not have to use class or race at all. Kids can play a vet, a pirate, a robot owl, a mouse musician, or a brave baker. Some ideas: Animal people (Cat, Raccoon, Goat, Toad, Otter), Storybook archetypes (the curious inventor, the travelling merchant), Jobs (baker, mechanic, lighthouse keeper). Imagination rules.

Section 7

Names & Traits (d66)

Roll two six-sided dice. The first die is the tens digit, the second die is the units digit. A roll of 3 and 4 gives you 34. A roll of 1 and 1 gives you 11. This produces 36 possible results (11–66, skipping any result that would need a 7 or higher as either digit).

Hero Names (d66)

d66Named66Named66Named66Named66Named66Name
11Arin21Gilda31Mira41Ivy51Orin61Una
12Bramble22Harlow32Nilo42Jasper52Poppy62Veyra
13Cora23Isolde33Oswin43Kestrel53Quin63Wren
14Dain24Jory34Petra44Lila54Rowan64Xander
15Elric25Kael35Quill45Milo55Sylvie65Yara
16Fenn26Leif36Runa46Nira56Thorne66Zephyr

Traits (d66)

Traits are the things that make your hero them. A Trait applies whenever it would logically help — when it does, you roll 3d6 and keep the two highest dice (advantage). Start with two Traits and earn more as your hero grows.

RollTraitRollTraitRollTrait
11Brave31Storyteller51Kind to Strangers
12Sneaky32Gentle Healer52Loves Maps
13Animal Friend33Puzzle Solver53Good Memory
14Strong34Collector54Tinkerer
15Lucky35Star-Watcher55Silly Dancer
16Curious36Bold56Night Owl
21Caring41Good at Climbing61Big Appetite
22Watchful42Fast Runner62Loyal
23Fearless43Book Smart63Honest
24Riddle Lover44Musical64Secretive
25Quick Learner45Joke Teller65Inventive
26Good at Hiding46Stubborn66Always Smiling
Section 8

Core Rules

Rolls happen when an outcome is uncertain and the stakes matter. If a hero is doing something straightforward, there is no need to roll. Keep the dice for moments that could genuinely go either way.

The Roll

  • Roll: 2d6 + the most relevant Stat vs a Target Number (TN).
  • Traits: if a Trait helps, roll 3d6 and keep the two highest dice (advantage).
  • Teamwork: a second hero helping gives +1 to the roll, or advantage at the GM's choice.

Outcomes

✓ Success

You meet or beat the TN. It works. You do it.

≈ Close Miss

You miss by exactly 1. You succeed, but with a small twist (see Section 9).

✗ Failure

You miss by 2 or more. A complication or setback occurs — but the story keeps moving.

🍀 Luck Token

One per session. Spend to reroll one die, or to turn a failure into a Close Miss.

A failure does not mean "nothing happens." It means something happens that makes things more complicated. The door opens but a guard hears it. The spell works, but the wrong person noticed. Keep the story moving. Players who feel momentum stay engaged — this is called Failing Forward.

GM: "You sneak past the sleeping boar. Roll 2d6 + Dex."
Rogue: "I'm Good at Hiding. Advantage?"
GM: "Yes. Roll 3d6 and keep the best two."
Section 9

Conflict Types & Success With Twist

Not every challenge is a fight, and not every roll is pass or fail. Lanternwood Adventures offers three ways to frame a tricky situation.

Tricky Task

A single roll. Succeed, close miss, or fail. Good for most situations.

Extended Challenge (Optional)

A race to three successes before two setbacks. Use this for chases, calming a crowd, building a raft, or crossing a wobbly bridge. Each player can attempt one roll per beat, narrating what their hero tries. On a close miss, count it as a success but add a small twist. First to three wins or two losses ends the challenge.

Friendship Hearts (Optional)

Some creatures have three Hearts rather than HP. Each act of kindness, respect, or clever empathy fills one Heart. At three Hearts, the encounter ends peacefully. Works best for creatures that are misunderstood or lonely rather than genuinely threatening.

Success With Twist

When a roll misses by exactly one, the hero succeeds but must choose (or the GM picks) one small complication:

  • Lose or scuff an item
  • Take 1 HP "Tired"
  • Attract unwanted attention
  • Owe a promise or favour
  • Time passes (it is dusk now)
  • Get separated briefly
  • Spend a snack
GM: "You pick the lock. Success, but your sleeve catches in the ivy. You leave a ribbon behind."
Wizard: "I leave it as a marker. We can find our way back."
Section 10

Conflict & Combat

Combat in Lanternwood Adventures is fast, creative, and rarely lethal. The goal is to resolve the conflict, not to grind enemies down.

Combat Rules

  • Turns: no strict initiative. Let each hero act once per round in a sensible order. Keep it moving.
  • Attack: roll 2d6 + Strength (melee) or Dexterity (ranged) vs the foe's TN.
  • Beat the TN: deal 1 damage to the foe.
  • Fail: take 1 damage.
  • Foe HP: most foes have 1–3 HP. Big bosses have 3–4 HP.

Non-Violent Solutions

Tricks, clever plans, and acts of kindness can always remove 1 HP from a foe, or end the conflict entirely if the GM agrees. A prank that humiliates a goblin, a riddle that confuses a troll, a kind gesture that gives a grumpy bear pause — these count.

Rest & Recovery

Short Rest

A safe pause of a few minutes: restore +1 HP.

Long Rest

A full night's sleep: restore all HP.

Position (optional): a hero with a good plan rolls with advantage. A hero caught off-guard or in a bad spot takes a -1 penalty. Morale (optional): when an enemy is hurt or badly outnumbered, they may flee, surrender, or offer terms. This is almost always the better story.

GM: "The spriggan grabs your bag and bolts!"
Ranger: "I slide under the log and trip it with my staff."
GM: "Roll 2d6 + Dex vs TN 7. On a success, you deal 1 HP and grab your bag back."
Section 11

Magic: Spells & Mishaps

Magic in the Cozy Realms is vivid, playful, and sometimes mildly chaotic. It does not always behave, and that is part of the fun.

Casting a Spell

Wizards and Healers roll 2d6 + Mind vs TN 7. On a success, the spell works as intended. On a failure, it fizzles harmlessly — or roll on the Mishap table for a delightful accident. Each spell can be cast once per scene.

Wizard Spells — choose 3

Fire Bolt
Hurt a foe, or light small fires.
Shield
You or a friend take no damage from the next attack.
Light
Create bright light in darkness.
Mage Hand
Move a small object at a distance.
Sleepy Sand
Make a small creature drowsy.
Feather Fall
Land softly from any height.
Water Jet
Push, douse fire, or make slippery ground.
Mending
Repair a small broken object.
Invisibility
Brief; ends if you move quickly or speak.
Detect Magic
See magical auras nearby.
Bubble Shield
A floating bubble blocks one hit for any hero.
Giggle Dust
Causes uncontrollable laughter for one round.
Broom Ride
Short, slow flight.
Stretchy Arms
Reach something just out of reach.
Big Voice
Your voice carries clearly across a valley.
Pocket World
Hide one small item safely in a magical pocket.

Healer Spells — choose 3

Heal
Restore 1 HP to yourself or a hero you can touch.
Greater Heal
Restore 2 HP (TN 9 to cast).
Bless
Your next roll or a friend's next roll has advantage.
Cure
Remove one condition (Tired, Frightened, Tangled).
Calm
Soothe anger or fear in a creature or person.
Protection
A hero gains +1 vs harm for the rest of the scene.
Purify
Clean food or water; dispel a simple curse.
Beacon
Create a glowing marker visible from far away.
Nature's Ally
Call a small helpful animal to your side.
Gentle Wind
Clear mist, or carry a whisper to a distant ear.
Sanctuary
Enemies hesitate to attack you this round.
Hug of Warmth
Restore 1 HP with a magical embrace.
Sunbeam
Fill an area with warm, reassuring light.
Grow Plant
Vines, flowers, or fruit appear on command.
Mirror Water
Show a distant place in a bowl of still water.
Rainbow Bridge
Create a short, sturdy bridge of coloured light.

Wholesome Mishaps (2d6)

Mishaps are not punishments — they are invitations. A failed spell that rains glitter on everyone is a gift to the story. Lean into them.

RollMishap
2A spectacular glitter sneeze covers everyone nearby
3Your hair floofs up magnificently and will not go back
4Tiny fireworks pop from your fingertips
5Your voice echoes oddly for the rest of the scene
6Everyone's shoes squeak loudly for ten minutes
7Bubbles pour out of your sleeves
8A small crowd of friendly moths arrives and refuses to leave
9Hats swap with the nearest creature (willing or not)
10Your pockets smell of cinnamon for the rest of the day
11A polite ghost appears, offers tea, then wanders off
12Glowing arrows appear and point confidently in the wrong direction
Wizard: "I cast Invisibility and tiptoe toward the goblin camp."
GM: "You fail. Roll on the mishap table."
Wizard: "A 3. My hair floofs up."
GM: "It is enormous. Majestic, even. The goblin blinks. Then he laughs."
Section 12

Running the Game

Being a GM for young players is one of the most rewarding things you can do at a table. You are not there to challenge them or to win. You are there to make their choices feel real and their victories feel earned.

Core Principles

  • Be a fan of the kids. Celebrate bold ideas, even strange ones.
  • Ask, don't tell. "What do you do?" is your best move. Repeat it often.
  • Make it real, not lethal. Prefer complications over punishment.
  • Keep numbers behind the curtain. Show behaviour, not stats. "The troll looks worried."
  • End on a win. Even a messy, last-second success is a better memory than a clean failure.

Difficulty Dial

New or Young Players

Set TNs at 5–7, give advantage generously, let clever ideas count as automatic successes.

Confident Players

Use TNs of 7–9, add more twists, let consequences land with more weight.

GM Soft Moves

When you want to add tension without punishing anyone:

  • Show a sign of trouble: "You hear boots on the bridge above you."
  • Offer a risky choice: "The quiet path takes an hour. The quick path goes past the bees."
  • Separate the party harmlessly: "The bridge holds four of you, but not all at once."
  • Reveal a detail: "The symbol on the door matches the one on the baker's apron."
  • Put someone in a spot: "The cart wheel snaps at the ford."
  • Offer a bargain: "Pay a pastry toll, or answer a riddle."
  • Bring back a friend: "The owl from the forest's edge lands on a nearby branch. She has a clue."

Scene Ingredients (Pick Three)

🏞
Vivid Place
Two or three sensory details that put players there.
🎭
Someone's Want
An NPC who wants something the heroes can affect.
A Question
With no obvious answer, inviting player decisions.
⚖️
A Dilemma
Two reasonable paths, each with different costs.
🎁
A Fun Prop
Something someone will want to touch, use, or investigate.
🕊
Peaceful Exit
A way to resolve the conflict without fighting.
Section 13

Step-by-Step GM Guide

🏞

Setting the Scene

Open with two or three vivid details: a smell, a sound, a colour. Let players look around before anything happens. "The bakery is empty. Flour dust on the floor. The window is open. What do you do?"

🔀

Offering Options

When players seem unsure, offer two or three possible paths — not the only paths, just a starting point. "You could follow the tracks, ask around the market, or check the river."

⚖️

Decision-Making

Let the players decide. Your job is to make the consequences feel real and interesting, not to guide them toward a particular outcome.

🧩

Navigating Puzzles

If a puzzle stumps the group, have an NPC offer a gentle nudge: "Owly Sage mutters something about the shape of the moon on the left-hand stone."

⚔️

Navigating Combat

Keep it fast and visual. Ask players to describe what their hero does, not just what they roll. Always offer non-violent exits. "The goblins look nervous. One is edging toward the treeline."

🗺

Exploration

Let players ask questions. Every question is an opportunity. "Yes, and..." or "Yes, but..." moves things forward. "No, but..." gives them a different way in.

🤝

Player Conflict

Keep it light and use real-world kindness. "We all want everyone to have fun. What can both of you agree on?" If heroes genuinely disagree, let each player roll and use the best result.

🚪

Failing Forward

A failed roll does not stop the story — it turns it. "You don't make it across the rope bridge, but you do land on a ledge with a door in the cliff face." Failure is a door, not a wall.

🎭

Playing NPCs

Give each NPC one thing they want and one quirk. Keep them consistent. Let them change when players earn it. A troll who has been given a good joke might just become an ally.

Wrapping Up

End with a moment of triumph or wonder. Then do Stars and Wishes: each person shares one favourite moment (a Star) and one thing to try next time (a Wish). Five minutes. Makes the next session better.

Section 14

Hexcrawl Procedure

A hexcrawl is a way of exploring a map by moving from one hexagon to the next, discovering what is there as you go. In Lanternwood Adventures, it is not a gruelling march through hostile territory — it is a cosy wander with friends. You might stop for tea beside a waterfall, climb a tree to visit a fairy house, or stumble on a lost tortoise.

Setup

Draw a 6×6 hex grid. Number rows 1–6 (north to south) and columns 1–6 (west to east). Roll your Start hex (1d6 row, 1d6 column) and your Goal hex the same way. If they land on the same hex, roll the Goal again.

Travel — Roll 1d6 per new hex

RollResult
1–3Empty: describe terrain, weather, or interesting details. No encounter.
4–5Discovery: roll on the Discoveries table (Section 16, d66).
6Key location or Fey Encounter: the GM places something important here.

After three or four hexes, offer a short rest if it feels safe (+1 HP).

Weather — Roll 1d6 at the start of each day

RollWeatherRollWeather
1Fog4Windy
2Rain5Sunny
3Cloudy6Dramatic (storm by dusk)

NPC Reactions (2d6, Optional)

RollReactionRollReaction
2–4Hostile10–11Friendly
5–6Wary12Helpful
7–9Neutral

If a key location is nearby on the map but the heroes are not quite there yet, a Fey Encounter is a lovely way to create a brief detour, add flavour, and build anticipation before the main event.

GM: "You crest a hill. The valley below glitters with fireflies. Roll a Discovery."
Ranger: "66!"
GM: "A hidden treasure hoard... but the fireflies are moving in a pattern. Something is watching."
Section 15

Adventure Generators (2d6)

Roll once on each table and combine for an instant quest. It will not always make perfect sense, and that is fine — let the odd combinations spark your imagination.

Quest Generator

Click the button to generate a quest

Actions (2d6)

RollAction
2Rescue
3Discover
4Find
5Explore
6Recover
7Protect
8Escape
9Defeat
10Deliver
11Mend
12Befriend

Targets (2d6)

RollTarget
2Stolen treasure
3Wise old owl
4Baker's recipe
5Lost merchant
6Magic crystal
7Lost item / person
8Cursed object
9Goblin pranksters
10Ancient map
11Talking animal
12Sleeping giant

Locations (2d6)

RollLocation
2Deep forest
3Mountain cave
4Old watchtower
5Underground ruin
6Lonely bridge
7Deserted village
8Marshy fen
9Abandoned mill
10Crystal lake
11Hidden valley
12Stone circle
Section 16

Discoveries (d66)

A Discovery is a moment of surprise and possibility. It might lead somewhere, open a door, answer a question, or simply delight. Not every Discovery needs to become a full encounter — some are just gifts. Let the players decide how much to engage.

Roll two d6: first die = tens digit, second die = units digit. Range: 11–66.

RollDiscoveryRollDiscovery
11Friendly hermit with useful advice41Cave with echoing noises
12Travellers demanding a riddle-toll42Ancient statue half-buried
13Hidden treasure chest (locked)43Merchant in trouble
14Strange carved standing stones44Crossroads with three choices
15Wild animal sitting in the path45Old campsite, bones and armour
16Weather turns bad suddenly46Strange lights at night
21Collapsed bridge; must find another way51Helpful animal guide
22Singing birds with a clue in their song52Riddle carved into a stone
23Travelling caravan (trade and gossip)53Bridge guarded by a troll
24Abandoned campsite with clues54Overgrown garden with fruit
25Mysterious footprints55Rope bridge across a chasm
26Strange glowing mushrooms56Whispering voices in the trees
31A lost child or pet looking for home61Old wizard wandering and confused
32Trickster goblin pranksters62Friendly rival adventurers
33Helpful spirit offering guidance63Giant's footprints, freshly made
34Ruined shrine to a forgotten god64Secret tunnel or shortcut
35Treasure map fragment65Sleeping dragon (do not wake it)
36Magical spring (healing water)66Hidden treasure hoard
Section 17

Fey Encounters (d66)

The Cozy Realms sit close to another world: one of old magic, impossible things, and creatures that do not follow ordinary rules. Fey encounters are moments of strangeness and wonder, not dangers to be overcome.

All entries in this table have been chosen to be playable with young children. Creatures from darker folklore (kelpie, banshee) appear here as gentled, curious versions — unusual and occasionally mischievous, but never truly threatening.

Roll two d6: first die = tens digit, second die = units digit. Range: 11–66.

RollEncounterRollEncounter
11A circle of mushrooms whispers if you step inside41A will-o-wisp tries to lure you to a hidden glade
12A tiny brownie offers to carry your packs42A goblin night market appears out of nowhere
13Fairy lights lead to a hidden clearing43A grumpy troll sniffs from under a bridge
14A tree spirit asks you to water its roots44A witch in a cosy hut offers a bargain
15A hobgoblin tries to trade riddles45A cheerful sprite guards a buried pot of gold
16A ghostly wail echoes — a friendly warning46A wandering minstrel carries old fey songs
21A talking raven delivers a warning51A giant hare bounds across your path
22A gnome tinkers with something extraordinary52Spriggans squabble over stolen toys
23A faun plays music that makes you want to dance53A stone statue weeps real tears
24Pixies steal one small item; want to trade for it back54A spirit hound follows you quietly
25A water horse lingers near a stream, curious55A fairy ring transports you somewhere unexpected
26A wise old owl shares a secret56A shadow with no owner mimics everything you do
31A dryad asks you to protect her grove61A redcap is sharpening something; he seems bored
32A pooka offers a mischievous ride62A stag with golden antlers appears at the forest edge
33Dancing lights reveal an ancient ruin63A distant song carries a warning of fog ahead
34A selkie rests by the river, watching the water64A trickster fox speaks entirely in riddles
35A headless horseman gallops past without stopping65Thunder and hoofbeats in the sky — something vast passes over
36A court elf requests a favour, politely but firmly66A fairy procession crosses your path; bow and let them pass
Section 18

Rumours, Town Tones & NPC Quirks

Rumours give a town life before the heroes even ask a question. Not every rumour leads anywhere — some are just true, strange, and wonderful.

Cosy Rumours (d66)

Roll two d6: first die = tens digit, second die = units digit.

RollRumourRollRumour
11An owl saw lights at the old mill41The bridge wants a fresh coat of paint
12The river sings at dawn42Bees guard a golden honeycomb
13A fox stole the mayor's sock43A path appears only at noon
14Mushrooms formed a perfect arrow44The piper lost a tune he cannot find
15Someone has been leaving pies at the shrine45An echo at the gorge says your name back
16A bell rang at midnight with no one near it46Footprints end at a hollow tree trunk
21A cart sank in the marsh last week51The ferries race again at sunset
22A rainbow touched the stone circle52Someone has been swapping all the signposts
23Bakers whisper of a secret spice53A haunted kettle will only boil tea
24The dwarf ferryman lost his favourite hat54Boots have been marching with no feet inside them
25An old map shows a door beneath the hill55A kind witch seeks someone brave and trustworthy
26Lantern-fish are leaping tonight56The moon hid something in the reeds
31Goblins have been rehearsing a play61A sunken bell tolls at low tide
32A friendly giant needs help finding a chair62A sleeping dragon dreams of cakes
33The ranger found silver arrows in a hollow63The queen's deer bow to anyone who laughs
34A comet tail sparked above the lake last night64A ghost would like someone to tell it a bedtime story
35The wind hums in the old stone towers65A fairy owes someone here a favour
36A cat has been delivering letters tied to its collar66A star fell in the orchard and left a crater full of flowers

Town Tone (2d6)

RollToneRollTone
2Worried but helpful7Festival mood
3Sleepy and slow8Curious about newcomers
4Busy market day9Repairs underway everywhere
5Soggy and cheerful10Expecting an important parade
6Perfectly normal11Something important was lost
12Proud and singing

NPC Quirks (2d6)

RollQuirkRollQuirk
2Collects buttons obsessively7Terrible liar, knows it
3Genuinely terrified of geese8Laughs loudly at their own jokes
4Rhymes badly and constantly9Gives stickers to everyone they meet
5Pockets always full of string10Insists that hats bring luck
6Always sketching something11Believes maps are the greatest treasure
12Names every squirrel they see
Section 19

NPCs

NPCs are everyone in the world who is not a hero. The GM plays them. They bring the world to life with personalities, voices, and small agendas. The best NPCs are friends, rivals, guides, and comic relief — sometimes all at once.

How to Play NPCs Well

  • Give them one thing they want: pies, hats, respect, company, someone to talk to.
  • Add one quirk: rhymes badly, afraid of geese, pockets full of buttons.
  • Keep them simple: one or two traits is all you need.
  • Use them to offer choices, rumours, or help.
  • Let kids influence them. A kind word or a clever idea can genuinely change an NPC's mind.
GM: "The ferryman adjusts his crooked hat. 'Pay me in riddles or in songs,' he says. What do you do?"

Example NPCs

NameRoleQuirkWant
Baker BrindleKindly village bakerAlways humming softlyEveryone well-fed
Captain PebbleDwarf ferrymanTall tales, enormous bootsA new hat
Owly SageWise old owlFalls asleep mid-sentenceTo share good advice
Tinker NixInventor gnomePockets full of springsTo fix everything
Boss PipGoblin leaderGiggles at everythingRecognition and fun
WispelleFen witchPolite, always serves teaCompany in the fen
Lantern-Guard LiraForest rangerCarves tiny wooden animalsTravellers kept safe
Section 20

Monsters

In Lanternwood Adventures, monsters are rarely truly evil. Most of them are scared, or lonely, or cross because someone did something rude near their bridge. Understanding why a creature behaves as it does is often more useful than defeating it.

Every monster has a peaceful exit: something that calms it, distracts it, or resolves the underlying problem. Finding that exit is always an option.

Goblin Trickster
Prankster and opportunist. Flees or surrenders if outwitted or humiliated.
TN7
HP2
Wolf Pack
Dangerous when cornered. Calms with food or the Animal Friend trait.
TN8
HP2
Troll Under the Bridge
Demands tolls. Afraid of fire. Will accept a good joke or answer a riddle.
TN9
HP3
Brown Bear
Strong but slow. Loud noise or fire will drive it off.
TN9
HP3
Spriggan
Steals shiny things. Fades in daylight. Loves a good trade.
TN7
HP2
Giant Spider
Sticky webs can trap heroes. Afraid of bright light.
TN8
HP2
Will-o-the-Wisp
Lures travellers astray. Fades away if completely ignored.
TN8
HP1
Wild Boar
Charges in a straight line. Trick it into hitting a tree or wall.
TN8
HP2
Forest Giant
Slow and proud. Will stand down if treated with genuine respect.
TN10
HP4
Redcap
Wears iron boots. Hates bells and bright colours.
TN9
HP2
Section 21

Treasure & Rewards (d6)

Treasure is not just gold. It is the reward that feels right for what the heroes did and where they went. Roll or choose.

RollRewardEffect
1Pouch of Silver10–20 coins. Spend in a town to buy food, equipment, or goodwill from an NPC.
2Healing PotionRestore 2 HP when drunk.
3Strange TrinketOnce per adventure, roll with advantage.
4New AllyAn animal, sprite, or kind villager who helps with one roll before going on their way.
5Sturdy WeaponOnce per adventure, add +1 to a combat roll.
6Map FragmentPoints to a hidden place or the start of the next adventure.
Section 22

Micro-Adventure: The Apple Festival Rescue

A complete one-session story for two to four players (45–60 minutes).

Hook: During Oakendell's beloved Apple Festival, the parade's Golden Apple trophy vanishes. Flour dust on the ground, a small red mushroom cap under the prize table, and wagon wheel tracks in the mud point to the Buttoncap Goblins. The heroes volunteer to investigate.

The Five Beats

1

Festival Square (Social Puzzle)

Calm the worried crowd (Mind TN 7), gather rumours (roll Section 18), and find the three clues: flour dust, the mushroom cap, the wheel tracks leading to the river.

2

The Journey (Hexcrawl)

Travel two or three hexes to reach the Lonely Bridge. Roll Discoveries as normal. Place Owly Sage on one hex to nudge the heroes if needed.

3

The Lonely Bridge (Choice)

Troll Gurn guards the bridge. He is grumpy because rain warped his favourite bench. Pay the toll: a joke or riddle (TN 7), a pastry (TN 5), or promise to help paint the rail (automatic success, but they owe a favour). Dashing across without paying is TN 9.

4

The Goblin Camp (Contest or Friendship)

Boss Pip wanted recognition, not theft. Run an Extended Challenge: best prank, best rhyme, best dance. Three wins before two losses. On success, Boss Pip returns the Apple with enormous ceremony.

5

Resolution (Epilogue)

The Golden Apple is returned. The mayor is delighted. Goblins are invited to perform at next year's festival. Everyone shares pie.

Key NPCs

NPCRoleNotes
Baker BrindleAllyProvides healing pastries (+1 HP on a safe rest), knows the goblins by reputation.
Boss PipAntagonist/AllyTN 7, HP 2. Giggles constantly. Wants recognition and fun.
Troll GurnObstacleTN 9, HP 3. Hates rain. Loves fresh paint. Will accept a good joke.

Treasure

  • Festival ribbon (advantage once when you brag, tell a tall tale, or make an impression)
  • Coin pouch (10 silver)
  • Map fragment pointing to a door beneath Moonstep Hill
Section 23

Examples of Play

Short: Social Puzzle — The Toll

GM: "The troll blocks the bridge and demands a toll."
Wizard: "I cast Giggle Dust."
Roll Mind vs TN 7. Success.
GM: "He wheezes with laughter. Between hiccups: 'Fine... tell me a joke instead of coins.'"
Rogue: "I'm a Joke Teller. Advantage?"
Roll with advantage. Success.
GM: "He wipes a tear. 'Through you go, comedians.'"

Short: Extended Challenge — The Cheese Chase

Goal: catch Buttoncap goblins rolling a stolen cheese wheel. Three successes before two setbacks.

  • Beat 1: track footprints through the market (Mind vs TN 7).
  • Beat 2: leap a brook without getting soaked (Dex vs TN 7).
  • Beat 3: distract a cow who has decided to help the goblins (any creative plan).

Possible setbacks: wheel hits a rock and splits; a goose joins the chase; the goblins vanish around a corner while you argue about the best plan.

Short: Friendship Hearts — The Forest Giant

Forest Giant Bramwald (three Hearts). Gift him a story about his home valley: Heart 1. Fix his favourite chair using rope and a bit of magic: Heart 2. Invite him to the village concert: Heart 3. He moves a fallen oak from the road and waves you through.

Long: The Lonely Bridge (10–15 mins)

The Ranger scans for trouble. 2d6 + Dex vs TN 7. Success: she spots muddy toes beneath the bridge rail.

The Wizard casts Light on a pebble and rolls it across like treasure. The goblins scramble out, mesmerised.

Boss Pip demands a riddle. The Rogue uses Riddle Lover (advantage) but rolls a close miss. They get through, but drop the glowing pebble in the river.

The merchant crossing behind them gets through safely. Reward: a Sturdy Weapon found in the muddy shallows.

Long: Tea at the Fen

GM: "Witch Wispelle serves mint tea. A jar on her shelf flickers crossly."
Healer uses Kind Words on the will-o-wisp. Success: Heart 1.
Ranger promises stargazing with a glow-jar. Success: Heart 2.
Wizard tries a spell, rolls a mishap: tiny fireworks. The wisp giggles unexpectedly. Heart 3.
The wisp now lights safe paths through Glimmerfen.

Long: Pie-Thief Shrine

GM: "The Moonstep stones hum. A fox sleeps on the altar. Flour dust and crumbs dot the steps."
Heroes propose: sing a lullaby (Musical trait, advantage), leave a trade pie, solve a runic recipe carved into the stone.
Extended Challenge: three successes before two setbacks to restore the shrine.
On success, the fox stretches, flicks its tail, and noses a small silver key out from under its paw.
Section 24

GM Reference Cheat Sheet

Everything you need at the table, at a glance.

Core Roll

2d6 + Stat vs TN

Advantage

3d6, keep best two

Starting HP

8

Magic

2d6 + Mind vs TN 7. Once per scene per spell.

Combat

Beat TN = foe -1 HP. Fail = hero -1 HP.

Close Miss

Miss by exactly 1 = succeed with a twist.

Teamwork

Helper gives +1 or advantage.

Short Rest

+1 HP (safe location)

Long Rest

Full HP restored

Hexcrawl

1–3 empty, 4–5 discovery (d66), 6 key location

NPC Reactions (2d6)

2–4 hostile, 5–6 wary, 7–9 neutral, 10–11 friendly, 12 helpful

Progression

+1 HP per adventure; +1 Trait (heroic deed); +1 Stat every 3 adventures (max +2)

Target Numbers

Easy5
Normal7
Hard9
Very Hard11
Section 25

Optional Rules

Add these once the group is comfortable with the basics.

⭐ Stars and Wishes

After every session, each person shares one favourite moment (a Star) and one thing they would love to try next time (a Wish). Takes five minutes. Makes the next session noticeably better.

💛 Comfort and Courage

Once per session, one player can offer kind, genuine encouragement to another player's hero. That hero rolls with advantage on their next roll.

🔧 Tools Matter

Having exactly the right item for a task lowers the TN by 2. A lantern in darkness. A rope when climbing. A pie when negotiating with a hungry troll.

🍀 Luck Tokens

Each hero starts each session with one Luck Token. Spend it to reroll one die, or to turn a failure into a Close Miss. Tokens do not carry over between sessions.

🏃 Morale

When enemies are hurt or clearly outnumbered, they may choose to flee, surrender, negotiate, or offer something useful. Use this to end combats early and open up interesting story moments.

Section 26

Blank 6×6 Hex Map

Print this or copy it onto paper. Number rows 1–6 (north to south), columns 1–6 (west to east). Roll your Start and Goal hexes with 1d6 each.

1 2 3 4 5 6 1 2 3 4 5 6

Print this page, or copy the grid onto paper. Roll 1d6 twice to place your Start hex; roll again for your Goal.

Section 27

Character Sheet

Fill this in on screen, or print the page and complete it by hand.

Lanternwood Adventures
Hero Sheet
Hero Name
Class
Race
Player
Gear
Stats (assign +1, +1, 0)
Strength
Dexterity
Mind
Hit Points (max 8)
HP: 8 / 8
Traits (start with 2, earn more)
Spells (Wizard / Healer — choose 3)
Notes / Hero Sketch
Section 28

Example Hexes

Three sample hexes to show what a populated map might look like. Use these as inspiration for filling in your own grid.

Hex 2-3 — Oakendell Outskirts
Rolling meadows, an old stone well. The well smells faintly of cinnamon. A cat is sitting on the wall and will not move for anything.
Hex 3-4 — Lanternwood Edge
The trees become taller here. Lantern-fruit glows amber in the canopy. A small footpath winds deeper in, marked by white stones.
Hex 4-5 — Moonstep Hills
Three standing stones in a rough triangle. Wildflowers everywhere. At noon, a path becomes visible between them that was not there before.
✦ ✦ ✦

Lanternwood Adventures is designed for cosy play, generous rulings,
and stories worth telling again at breakfast the next morning.

Good luck, and good adventuring.

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