✦ THE ADVENTURER’S FIELD GUIDE ✦

REBORN THE DRAGON’S HEIR

Learn the rules of your second life. One hero. One dragon die. Fifty-two cards. An impossible destiny.

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01 ✦ What Is This Adventure?

You died at seventeen in a world of screens, cars and arcades. You awaken as a newborn in Aeloria, still remembering your old life. Your new parents, Elara and Toren, are spellcasters. You will learn magic, meet beasts, uncover the mystery of your rebirth and confront the ancient dragon Vaelthar.

This is a single-player storytelling RPG. There is no Dungeon Master. You decide how your hero responds; cards introduce challenges and dice decide whether your actions succeed.

For print play: bring one six-sided die (1d6), a shuffled 52-card deck without jokers, a pencil and your character sheet. The website supplies virtual dice and cards.

Magical kingdom of Aeloria

02 ✦ Create Your Hero

Choose your new name in Aeloria. On the printed sheet, you can also record your former-life name. Family / Lineage describes your new family in Aeloria, not your family from your first life.

StatisticStarting valueWhat it means
Might1Strength and fighting
Agility1Movement and evasion
Insight2Observation and understanding
Magic1Spells and magical control
Resolve6Endurance; reaching zero ends the adventure
Memories2Fragments of your old life
XP / Sigils0 / 0Growth and final-trial progress

Printed trifold rule: distribute two bonus points among your four skills; no starting skill may exceed 3. The current browser game begins with the listed base values and allows stat adjustment through its Character Scroll.

03 ✦ Roll the Dragon Die

When you face a challenge, choose the most appropriate skill and roll 1d6 + that skill. Meet or exceed the difficulty to succeed.

DifficultyTarget
Routine4
Dangerous6
Legendary8

Success usually grants 1 XP. In the expanded web game, failed tests cost 1 Resolve only for Spades or a natural 1. Other setbacks cost no Resolve. A natural 6 always succeeds. A natural 6 grants an additional XP and restores 1 Resolve. A natural 1 on failure costs 1 extra Resolve.

Every 3 XP lets you increase one skill by 1 (maximum 5). Subtract those 3 XP when you advance.

TRY A PRACTICE MAGIC TEST

Magic 2 · Difficulty 4

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Roll to see whether your spell succeeds.

Practice only: this does not change your saved game.

04 ✦ Draw from the Fate Deck

Shuffle a standard 52-card deck. Draw when the story tells you to. The suit suggests the kind of encounter, while the rank sets its difficulty.

♥
Hearts
Family, friendship, mercy and bonds
♦
Diamonds
Discoveries, bargains and secrets
♣
Clubs
Obstacles, puzzles and mechanisms
♠
Spades
Danger, beasts and combat
Card rankDifficulty
Ace–54
6–106
Jack, Queen, King8

Example: draw the 8 of Spades. You encounter danger at difficulty 6. Describe your response: fight using Might, evade using Agility, or attempt a suitable spell with Magic. Roll, add your skill, and narrate the result.

05 ✦ The Five Acts of Your Life

New magical family

Act I — Two Lives (Ages 0–4)

You remember your former life while growing up in a spellcasting family. Draw a card to discover whether your earliest magic brings comfort or trouble.
Young magic apprentice

Act II — Apprentice (Ages 5–7)

Elara teaches runes; Toren teaches wards. Draw two cards and test Magic. Learn spells such as Emberlight, Windstep, Wardskin and Trueglimpse.
Enchanted wildwood

Act III — Wildwood (Ages 8–12)

A shadow-beast threatens your village. Draw two cards: one establishes the danger and the other reveals a clue. Face two tests and seek a Dragon Scale.
Adventurer discovering ancient secrets

Act IV — The Ruin (Ages 13–16)

Explore a ruined tower, draw three cards and confront guardians, mechanisms, spirits or difficult choices. Uncover the reason for your rebirth.
Ancient dragon

Act V — The Ashen Crown (Age 17)

Vaelthar awakens. Face three trials: the Ember Bridge (Agility), Forgotten Name (Insight) and Dragon Heart (Magic). Then choose the dragon’s fate.

At the start of each new act: restore 2 Resolve, up to a maximum of 8. Your Memories can help you interpret the mysteries of Aeloria.

06 ✦ How Does the Adventure End?

Dragon SigilsOutcome
3You shape the fate of the realm.
2Victory comes at a lasting cost.
0–1The dragon escapes; your legend becomes a warning.

Your final choice matters too: Seal the dragon and protect the kingdom at the cost of old memories; Bargain for dragon magic and accept a debt; or Free it and change Aeloria forever.

What do I click on the website?

  1. Enter your reborn name and select Begin Your New Life.
  2. Read the current act and its story.
  3. Select Draw Fate Card when instructed.
  4. Choose the skill for the challenge and press Roll Dragon Die.
  5. Review the result, your stats and the Adventure Journal.
  6. Advance through all five acts and discover your ending.

Rules clarification: Act III mentions a Dragon Scale, while the final trials award Dragon Sigils. They are described separately in the printed adventure. The browser edition may automate some outcomes differently from the paper rules.

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