Heroes

The Adventurers

Every hero gets four things they are good at, ranked from most awesome to least. The most awesome rolls a D12, then D10, then D8, then D6. Roll 3 or higher to succeed.

Awaiting Name

Sister's Hero

  • D12Most awesome skill
  • D10Next best skill
  • D8Pretty good skill
  • D6Still good skill

Awaiting Name

Mom's Hero

  • D12Most awesome skill
  • D10Next best skill
  • D8Pretty good skill
  • D6Still good skill

Awaiting Name

Older Niece (5)

  • D12To be invented…
  • D10To be invented…
  • D8To be invented…
  • D6To be invented…

Awaiting Name

Younger Niece (3)

  • D12To be invented…
  • D10To be invented…
  • D8To be invented…
  • D6To be invented…
Skill ideas from the book: A pirate might be good at sailing the ship, fighting bad guys, reading treasure maps, and singing sea shanties. A fairy might be good at doing magic, flying really fast, making friends, and talking to animals. Anything works — “being a queen,” “using my psychic powers,” “commanding my fleet of starships.”

Roll the Dice

3 or higher succeeds

Tap the die that matches the skill. If it lands on 3 or higher, the hero does the amazing thing. If it lands on 1 or 2, something goes wrong — and the story gets exciting.

Only the hero rolls. Even in a thrilling fight, the storyteller never rolls — they just describe the next problem and ask “what do you do?”

Tales

Story Seeds

Pick one. Mix two. Invent a new one. The rulebook says: “maybe it's about fairy superheroes and pirates on spaceships. If your child is enthusiastic about it, it's good.”

Fairy Realm

DOING MAGIC · FLYING · FRIENDS · ANIMALS

The Queen of Spring has lost her crown of dewdrops, and without it the flowers won't bloom. The trail leads through the Whispering Woods.

Pirate Seas

SAILING · FIGHTING · TREASURE MAPS · SEA SHANTIES

A bottle washes up on deck with half a map inside. The other half is rumored to be hidden in the belly of the Sleeping Whale.

Star Voyagers

PILOTING · TECH · ALIENS · BRAVERY

The ship's gummy-bear supply has been stolen by space raccoons. Where are they headed, and why do they want a million gummies?

Hero City

SUPERPOWER · RUNNING FAST · HELPING · SECRET IDENTITY

Every cat in the city has gone missing on the same night. The only clue is a trail of glitter leading to the abandoned chocolate factory.

Castle Kingdom

BEING ROYAL · SWORDPLAY · WISDOM · SPEAKING TO BIRDS

The king's pet iguana has vanished. He may have just wandered off, or there may be something more royal going on in the throne room.

Enchanted Forest

TRACKING · TALKING TO TREES · POTIONS · HIDING

A small star fell into the forest last night. It is warm, alive, and very lost. It would like to go home — but home is very far away.

Mermaid Cove

SWIMMING · SINGING · CORAL MAGIC · DOLPHIN FRIENDS

Something has gone wrong with the tides. The seahorses are gathering at the deepest trench, and only the bravest mermaid will swim down to ask why.

Robot Friends

INVENTING · TINKERING · LISTENING · DANCING

The little inventor's robot best friend has gone all sad and quiet. Is the battery low? Is it the rain? Or has the robot just had a bad day?

Dragon Mountain

CLIMBING · DRAGON-CHAT · RIDDLES · BRAVERY

The dragon at the top of the mountain has been sneezing fireworks for a week. The village is grateful for the light show but worried about the dragon.

Time Travelers

CLEVER PLANS · OLD-FASHIONED MANNERS · MAP-READING · GADGETS

Someone has been borrowing dinosaurs from the past and leaving them in the present. The hero has to gently take them home.

Animal Kingdom

SNIFFING · RUNNING · FRIENDS · CLEVER PAWS

The Council of Animals has called a meeting. Something is wrong with the moon, and only a small brave creature can be sent up to check.

Wizard School

SPELLS · POTIONS · FRIENDSHIP · RUNNING FROM TROUBLE

A spell has gone slightly wrong in the cafeteria, and now all the food keeps singing opera. Class starts in ten minutes.

Quest Rules

All of them, really

Amazing Tales is so simple it fits on one page. Here is the whole game.

01 Pick a hero

Your child invents a hero and four things the hero is good at. List them from most awesome to least.

02 Assign dice

The most awesome skill gets the D12. The next gets D10, then D8, then D6.

03 Tell the story

Describe a scene. As soon as something happens, ask "what do you do?" Incorporate the answer into what happens next.

04 Roll when it matters

When the hero tries something that might not work, pick the most relevant skill and roll that die.

05 Three or better wins

On a 3 or more the hero succeeds — let your child describe how. On a 1 or 2 they fail, and things get worse.

06 Failure is fuel

When a roll fails, don't end the scene — make the situation worse, then ask "what do you do?" again as fast as you can.

07 Only the hero rolls

Even in fights. The storyteller never rolls to hit the hero, never tracks damage. Just describe the next problem.

08 Don't say no

Avoid "that doesn't work" or "that's not possible." Find a way to make the wild idea live, however strange.

Memory Book

Adventures Past

A growing archive of every adventure we've told together. Each entry is a session — the heroes, what happened, what they drew, what they remembered most.

Realms

Worlds We've Built

As tales repeat, places start to recur. A favorite forest. A queen who keeps showing up. The Realms page is where those grow into lore — link out to Notion once there's something to say.