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Tales of the Little Adventurers (Tricube Tales One-Page RPG)Click to magnify

Tales of the Little Adventurers (Tricube Tales One-Page RPG)

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You can download the full PDF for free by clicking on the Publisher Preview, but if you'd like to support my work by purchasing the PDF, you’ll also receive 12 form-fillable PDF character cards.

“In recent months, the once-peaceful town of Summerford and its surrounding farms have had to deal with fierce monsters, greedy bandits, and other unsavory intruders. There is more work than the local adventurers can manage, so it falls to the next generation of heroes to pick up the slack.

Many feel these whippersnappers aren’t yet ready for the life of an adventurer, but they’re brave and resourceful, and they have been trained well by their parents. Besides, there is nobody else—the guards have other problems to deal with, chasing rumors of an evil villain hiding somewhere in town, and the rest of the townsfolk are far too timid to visit dragons or talk to ogres.

You are young adventurers, trained by your parents in the skills of the trade, yet still children in the eyes of most. But your town needs you, and you are determined to make your parents proud!”

Tales of the Little Adventurers is a kid-friendly standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twistsThe PDF uses layers for ease of printing.

If you'd like to learn more about the evil villain the guards of Summerford are investigating, check out Horrible Henchmen!

The character and monster illustrations used in this product are by Mikoarc Studio, and they can be downloaded here and here.

For more Tricube Tales one-page RPGs, please check out the Tricube Tales Bundle, where you can pick up the entire collection for half price!

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Reviews (0)
Discussions (1)
Customer avatar
Gabriel C April 18, 2023 1:50 pm UTC
PURCHASER
Is there any benefit for having a concept?

Looks like it only prevents from losing dice when attempting something out of their area of comfort but otherwise, a fighter and a bard fight more or less the same.
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Customer avatar
Richard W April 18, 2023 2:29 pm UTC
PUBLISHER
You lose a die for challenges that fall completely outside the scope of your concept. This wouldn't generally apply to regular combat, as that's a pretty essential ability for adventurers in a fantasy setting. But for example, if the bard wanted to use a ballista on the town walls to drive away a dragon, I'd probably say they'd lose a die, as bards don't usually learn how to operate siege weapons. Likewise, if the warrior wanted to embolden the townsfolk with a rousing ballad, I might say they lose a die.
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Customer avatar
Gabriel C April 18, 2023 4:50 pm UTC
PURCHASER
Fair answer.

Just asking because if introducing someone totally new to Ttrpg the what can and what can't the characters do easily might feel a bit alien. I tried to make a short list of class capacities but realised I was overthinking the concept.

Very cool little game, though.
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Customer avatar
Richard W April 18, 2023 11:40 pm UTC
PUBLISHER
Thanks, I'm glad you like it!

I think it's best not to overthink the concepts, it's really just a broad umbrella that replaces the need for individual skills. It's intended for situations where the GM can confidently say "Your character is no good at this sort of challenge" -- a heavily armored knight sneaking past a sentry? A druid trying to pick a lock? A barbarian attempting to translate an arcane text? In most situations the players won't lose a die, it's really just for special cases where you (as the GM) feel the player is attempting something completely outside their character's capabilities.
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Product Information
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File Last Updated:
February 19, 2023
This title was added to our catalog on February 19, 2023.