a campaign of Amazing Tales
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.
Sister's Hero
Mom's Hero
Older Niece (5)
Younger Niece (3)
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.
A knight might be good at jousting, protecting friends, polishing armor, and being brave.
A space explorer might be good at flying the rocket, fixing machines, discovering planets, and talking to aliens.
A forest witch might be good at brewing potions, talking to ravens, finding hidden paths, and baking magical cookies.
Anything works — “being a queen,” “using my psychic powers,” “commanding my fleet of starships.”
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?”
Four worlds from Amazing Tales to set your tale in. Pick one to see its heroes, skills, and story seeds — or browse them all on the Realms & Tales page.
A Keeper's shelf ✦
The map of four realms from the Amazing Tales book lives behind the Keeper's door. Sign in with your magic link to open it.
Keeper sign-inA growing archive of every adventure we've told together — the sessions we played, the characters we met, and the little bits of lore the worlds keep growing.
No sessions written down yet.
Nothing here yet — the world is waiting to be invented.
Once we've played the first session, link this to its Notion recap.
Link this to the master Notion page where every session lives.
The book suggests sketching as you play — link this to the drawings folder.