HumanRanger
Rowan Thornfield
A brave pathfinder who notices tiny clues, keeps everyone fed, and always asks before touching old magic.
- Animal friend
- Map reader
- Careful scout
Story night at the Tiny Tavern
The fire is lit and six heroes are waiting by it. Pick the ones who feel fun, seat them at the table, and build their first little story before the dice come out.
Starter heroes with approachable roles and kid-friendly hooks. Replace them with your own party as the world takes shape.
HumanRanger
A brave pathfinder who notices tiny clues, keeps everyone fed, and always asks before touching old magic.
DwarfMaker
A cheerful builder who can fix a wagon, bake camp biscuits, and turn a puzzle box into an afternoon project.
ElfStargazer
A calm dreamer who reads the night sky and uses gentle magic to light dark tunnels without waking bats.
HalflingGardener
A kind adventurer with pockets full of seeds, buttons, and exactly the right question for a grumpy bridge troll.
DragonbornProtector
A gentle guardian who looks imposing, speaks softly, and helps smaller friends feel ready for big choices.
GnomeTinkerer
A curious inventor who brings goggles, backup goggles, and a wind-up beetle that sometimes gives good advice.
Four adventures pinned up for tonight — each one a full storyteller's guide with scenes to read, questions to ask, and trouble to get into.
Sneaky mystery · One evening
The famous moonberry pie has vanished from the tavern windowsill — on the night of the Lantern Festival, with the whole village coming to eat it. Worse, everyone blames poor Tobbin the pot-washer, because the crumbs lead right to his room. But Tobbin was framed, the real thief is still out there, and the festival starts when the moon is high.
Riddles and daring · One evening
Grumblejaw the troll has claimed the only bridge over the Rushwater, and his toll is impossible: "one bag of gold, or one true treasure." Nobody in the village has either, and the heroes must cross before dark to bring medicine to a shepherd on the far side. The river is fast, the sun is sinking, and Grumblejaw does not budge for tears.
A chase into the hills · One evening
The great lantern above the tavern door has burned for a hundred years — until tonight. A goblin named Snagg swiped the flame in a copper thimble and bolted for the hills, and winter’s first night is coming with real dark and real cold. Without the flame, travelers won’t find the tavern. The heroes have until moonset to get it back.
A stormy rescue · One evening
A little star loses its grip on the sky and crashes into the turnip garden — and the storm that shook it loose isn’t finished. Old Squall, a jealous cloud-spirit, wants to keep the star for his crown of lightning, and he’s rolling in fast. The star must climb back to the sky from the highest hilltop before the clouds close over it, or it stays lost for good.
Four small steps, in order, and the tale is ready to begin. First time telling the story? The Innkeeper's Handbook teaches the whole job, one die included.