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.
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:
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.
Player: "We follow the flour footprints and ask the bridge troll for directions."
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
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.
Player: "I close my eyes and listen for music to guide us."
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.
How to Play in 10 Minutes
This section gets you playing straight away. Full details are in the sections that follow.
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.
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).
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
Ranger: "Follow the wagon wheels. I want to see where they lead."
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
Name & Class / Race
See Section 6 for classes. Race is optional — pick one or make something up entirely.
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.
Assign Stats
Distribute +1, +1, and 0 across your three stats: Strength (fighting, lifting), Dexterity (sneaking, dodging), Mind (magic, puzzles, knowledge).
Starting HP: 8
Mark your hit points on your character sheet. Tokens or a pencil tracker both work.
Gear
One useful item: a lantern, a rope, lockpicks, herbs, or a warm pie.
Spells (Wizard / Healer only)
Pick three from the spell lists in Section 11.
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).
GM: "Yes. That will give you advantage whenever you are dealing with creatures."
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
Races (Optional)
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.
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)
| d66 | Name | d66 | Name | d66 | Name | d66 | Name | d66 | Name | d66 | Name |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 11 | Arin | 21 | Gilda | 31 | Mira | 41 | Ivy | 51 | Orin | 61 | Una |
| 12 | Bramble | 22 | Harlow | 32 | Nilo | 42 | Jasper | 52 | Poppy | 62 | Veyra |
| 13 | Cora | 23 | Isolde | 33 | Oswin | 43 | Kestrel | 53 | Quin | 63 | Wren |
| 14 | Dain | 24 | Jory | 34 | Petra | 44 | Lila | 54 | Rowan | 64 | Xander |
| 15 | Elric | 25 | Kael | 35 | Quill | 45 | Milo | 55 | Sylvie | 65 | Yara |
| 16 | Fenn | 26 | Leif | 36 | Runa | 46 | Nira | 56 | Thorne | 66 | Zephyr |
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.
| Roll | Trait | Roll | Trait | Roll | Trait |
|---|---|---|---|---|---|
| 11 | Brave | 31 | Storyteller | 51 | Kind to Strangers |
| 12 | Sneaky | 32 | Gentle Healer | 52 | Loves Maps |
| 13 | Animal Friend | 33 | Puzzle Solver | 53 | Good Memory |
| 14 | Strong | 34 | Collector | 54 | Tinkerer |
| 15 | Lucky | 35 | Star-Watcher | 55 | Silly Dancer |
| 16 | Curious | 36 | Bold | 56 | Night Owl |
| 21 | Caring | 41 | Good at Climbing | 61 | Big Appetite |
| 22 | Watchful | 42 | Fast Runner | 62 | Loyal |
| 23 | Fearless | 43 | Book Smart | 63 | Honest |
| 24 | Riddle Lover | 44 | Musical | 64 | Secretive |
| 25 | Quick Learner | 45 | Joke Teller | 65 | Inventive |
| 26 | Good at Hiding | 46 | Stubborn | 66 | Always Smiling |
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.
Rogue: "I'm Good at Hiding. Advantage?"
GM: "Yes. Roll 3d6 and keep the best two."
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
Wizard: "I leave it as a marker. We can find our way back."
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.
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."
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
Healer Spells — choose 3
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.
| Roll | Mishap |
|---|---|
| 2 | A spectacular glitter sneeze covers everyone nearby |
| 3 | Your hair floofs up magnificently and will not go back |
| 4 | Tiny fireworks pop from your fingertips |
| 5 | Your voice echoes oddly for the rest of the scene |
| 6 | Everyone's shoes squeak loudly for ten minutes |
| 7 | Bubbles pour out of your sleeves |
| 8 | A small crowd of friendly moths arrives and refuses to leave |
| 9 | Hats swap with the nearest creature (willing or not) |
| 10 | Your pockets smell of cinnamon for the rest of the day |
| 11 | A polite ghost appears, offers tea, then wanders off |
| 12 | Glowing arrows appear and point confidently in the wrong direction |
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."
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)
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.
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
| Roll | Result |
|---|---|
| 1–3 | Empty: describe terrain, weather, or interesting details. No encounter. |
| 4–5 | Discovery: roll on the Discoveries table (Section 16, d66). |
| 6 | Key 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
| Roll | Weather | Roll | Weather |
|---|---|---|---|
| 1 | Fog | 4 | Windy |
| 2 | Rain | 5 | Sunny |
| 3 | Cloudy | 6 | Dramatic (storm by dusk) |
NPC Reactions (2d6, Optional)
| Roll | Reaction | Roll | Reaction |
|---|---|---|---|
| 2–4 | Hostile | 10–11 | Friendly |
| 5–6 | Wary | 12 | Helpful |
| 7–9 | Neutral |
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.
Ranger: "66!"
GM: "A hidden treasure hoard... but the fireflies are moving in a pattern. Something is watching."
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
Actions (2d6)
| Roll | Action |
|---|---|
| 2 | Rescue |
| 3 | Discover |
| 4 | Find |
| 5 | Explore |
| 6 | Recover |
| 7 | Protect |
| 8 | Escape |
| 9 | Defeat |
| 10 | Deliver |
| 11 | Mend |
| 12 | Befriend |
Targets (2d6)
| Roll | Target |
|---|---|
| 2 | Stolen treasure |
| 3 | Wise old owl |
| 4 | Baker's recipe |
| 5 | Lost merchant |
| 6 | Magic crystal |
| 7 | Lost item / person |
| 8 | Cursed object |
| 9 | Goblin pranksters |
| 10 | Ancient map |
| 11 | Talking animal |
| 12 | Sleeping giant |
Locations (2d6)
| Roll | Location |
|---|---|
| 2 | Deep forest |
| 3 | Mountain cave |
| 4 | Old watchtower |
| 5 | Underground ruin |
| 6 | Lonely bridge |
| 7 | Deserted village |
| 8 | Marshy fen |
| 9 | Abandoned mill |
| 10 | Crystal lake |
| 11 | Hidden valley |
| 12 | Stone circle |
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.
| Roll | Discovery | Roll | Discovery |
|---|---|---|---|
| 11 | Friendly hermit with useful advice | 41 | Cave with echoing noises |
| 12 | Travellers demanding a riddle-toll | 42 | Ancient statue half-buried |
| 13 | Hidden treasure chest (locked) | 43 | Merchant in trouble |
| 14 | Strange carved standing stones | 44 | Crossroads with three choices |
| 15 | Wild animal sitting in the path | 45 | Old campsite, bones and armour |
| 16 | Weather turns bad suddenly | 46 | Strange lights at night |
| 21 | Collapsed bridge; must find another way | 51 | Helpful animal guide |
| 22 | Singing birds with a clue in their song | 52 | Riddle carved into a stone |
| 23 | Travelling caravan (trade and gossip) | 53 | Bridge guarded by a troll |
| 24 | Abandoned campsite with clues | 54 | Overgrown garden with fruit |
| 25 | Mysterious footprints | 55 | Rope bridge across a chasm |
| 26 | Strange glowing mushrooms | 56 | Whispering voices in the trees |
| 31 | A lost child or pet looking for home | 61 | Old wizard wandering and confused |
| 32 | Trickster goblin pranksters | 62 | Friendly rival adventurers |
| 33 | Helpful spirit offering guidance | 63 | Giant's footprints, freshly made |
| 34 | Ruined shrine to a forgotten god | 64 | Secret tunnel or shortcut |
| 35 | Treasure map fragment | 65 | Sleeping dragon (do not wake it) |
| 36 | Magical spring (healing water) | 66 | Hidden treasure hoard |
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.
| Roll | Encounter | Roll | Encounter |
|---|---|---|---|
| 11 | A circle of mushrooms whispers if you step inside | 41 | A will-o-wisp tries to lure you to a hidden glade |
| 12 | A tiny brownie offers to carry your packs | 42 | A goblin night market appears out of nowhere |
| 13 | Fairy lights lead to a hidden clearing | 43 | A grumpy troll sniffs from under a bridge |
| 14 | A tree spirit asks you to water its roots | 44 | A witch in a cosy hut offers a bargain |
| 15 | A hobgoblin tries to trade riddles | 45 | A cheerful sprite guards a buried pot of gold |
| 16 | A ghostly wail echoes — a friendly warning | 46 | A wandering minstrel carries old fey songs |
| 21 | A talking raven delivers a warning | 51 | A giant hare bounds across your path |
| 22 | A gnome tinkers with something extraordinary | 52 | Spriggans squabble over stolen toys |
| 23 | A faun plays music that makes you want to dance | 53 | A stone statue weeps real tears |
| 24 | Pixies steal one small item; want to trade for it back | 54 | A spirit hound follows you quietly |
| 25 | A water horse lingers near a stream, curious | 55 | A fairy ring transports you somewhere unexpected |
| 26 | A wise old owl shares a secret | 56 | A shadow with no owner mimics everything you do |
| 31 | A dryad asks you to protect her grove | 61 | A redcap is sharpening something; he seems bored |
| 32 | A pooka offers a mischievous ride | 62 | A stag with golden antlers appears at the forest edge |
| 33 | Dancing lights reveal an ancient ruin | 63 | A distant song carries a warning of fog ahead |
| 34 | A selkie rests by the river, watching the water | 64 | A trickster fox speaks entirely in riddles |
| 35 | A headless horseman gallops past without stopping | 65 | Thunder and hoofbeats in the sky — something vast passes over |
| 36 | A court elf requests a favour, politely but firmly | 66 | A fairy procession crosses your path; bow and let them pass |
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.
| Roll | Rumour | Roll | Rumour |
|---|---|---|---|
| 11 | An owl saw lights at the old mill | 41 | The bridge wants a fresh coat of paint |
| 12 | The river sings at dawn | 42 | Bees guard a golden honeycomb |
| 13 | A fox stole the mayor's sock | 43 | A path appears only at noon |
| 14 | Mushrooms formed a perfect arrow | 44 | The piper lost a tune he cannot find |
| 15 | Someone has been leaving pies at the shrine | 45 | An echo at the gorge says your name back |
| 16 | A bell rang at midnight with no one near it | 46 | Footprints end at a hollow tree trunk |
| 21 | A cart sank in the marsh last week | 51 | The ferries race again at sunset |
| 22 | A rainbow touched the stone circle | 52 | Someone has been swapping all the signposts |
| 23 | Bakers whisper of a secret spice | 53 | A haunted kettle will only boil tea |
| 24 | The dwarf ferryman lost his favourite hat | 54 | Boots have been marching with no feet inside them |
| 25 | An old map shows a door beneath the hill | 55 | A kind witch seeks someone brave and trustworthy |
| 26 | Lantern-fish are leaping tonight | 56 | The moon hid something in the reeds |
| 31 | Goblins have been rehearsing a play | 61 | A sunken bell tolls at low tide |
| 32 | A friendly giant needs help finding a chair | 62 | A sleeping dragon dreams of cakes |
| 33 | The ranger found silver arrows in a hollow | 63 | The queen's deer bow to anyone who laughs |
| 34 | A comet tail sparked above the lake last night | 64 | A ghost would like someone to tell it a bedtime story |
| 35 | The wind hums in the old stone towers | 65 | A fairy owes someone here a favour |
| 36 | A cat has been delivering letters tied to its collar | 66 | A star fell in the orchard and left a crater full of flowers |
Town Tone (2d6)
| Roll | Tone | Roll | Tone |
|---|---|---|---|
| 2 | Worried but helpful | 7 | Festival mood |
| 3 | Sleepy and slow | 8 | Curious about newcomers |
| 4 | Busy market day | 9 | Repairs underway everywhere |
| 5 | Soggy and cheerful | 10 | Expecting an important parade |
| 6 | Perfectly normal | 11 | Something important was lost |
| 12 | Proud and singing |
NPC Quirks (2d6)
| Roll | Quirk | Roll | Quirk |
|---|---|---|---|
| 2 | Collects buttons obsessively | 7 | Terrible liar, knows it |
| 3 | Genuinely terrified of geese | 8 | Laughs loudly at their own jokes |
| 4 | Rhymes badly and constantly | 9 | Gives stickers to everyone they meet |
| 5 | Pockets always full of string | 10 | Insists that hats bring luck |
| 6 | Always sketching something | 11 | Believes maps are the greatest treasure |
| 12 | Names every squirrel they see |
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.
Example NPCs
| Name | Role | Quirk | Want |
|---|---|---|---|
| Baker Brindle | Kindly village baker | Always humming softly | Everyone well-fed |
| Captain Pebble | Dwarf ferryman | Tall tales, enormous boots | A new hat |
| Owly Sage | Wise old owl | Falls asleep mid-sentence | To share good advice |
| Tinker Nix | Inventor gnome | Pockets full of springs | To fix everything |
| Boss Pip | Goblin leader | Giggles at everything | Recognition and fun |
| Wispelle | Fen witch | Polite, always serves tea | Company in the fen |
| Lantern-Guard Lira | Forest ranger | Carves tiny wooden animals | Travellers kept safe |
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.
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.
| Roll | Reward | Effect |
|---|---|---|
| 1 | Pouch of Silver | 10–20 coins. Spend in a town to buy food, equipment, or goodwill from an NPC. |
| 2 | Healing Potion | Restore 2 HP when drunk. |
| 3 | Strange Trinket | Once per adventure, roll with advantage. |
| 4 | New Ally | An animal, sprite, or kind villager who helps with one roll before going on their way. |
| 5 | Sturdy Weapon | Once per adventure, add +1 to a combat roll. |
| 6 | Map Fragment | Points to a hidden place or the start of the next adventure. |
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
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.
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.
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.
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.
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
| NPC | Role | Notes |
|---|---|---|
| Baker Brindle | Ally | Provides healing pastries (+1 HP on a safe rest), knows the goblins by reputation. |
| Boss Pip | Antagonist/Ally | TN 7, HP 2. Giggles constantly. Wants recognition and fun. |
| Troll Gurn | Obstacle | TN 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
Examples of Play
Short: Social Puzzle — The 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 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
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
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.
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
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.
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.
Print this page, or copy the grid onto paper. Roll 1d6 twice to place your Start hex; roll again for your Goal.
Character Sheet
Fill this in on screen, or print the page and complete it by hand.
Example Hexes
Three sample hexes to show what a populated map might look like. Use these as inspiration for filling in your own grid.
Lanternwood Adventures is designed for cosy play, generous rulings,
and stories worth telling again at breakfast the next morning.
Good luck, and good adventuring.