Wizard's Challenge: A Quest for Magic
Wizard's Challenge: A Quest for Magic
The
Wizard’s Challenge
By Oliver McNeil
Artwork by Nick Vuimin
Copyright [Link]
Published 2025
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WELCOME ADVENTURER!
Throughout my journey as an immersive
game designer and author, it brings me so
much joy to hear from parents and
teachers about how the Storymaster’s
Tales games have helped their children
embrace reading, work together, and build
meaningful connections that might be
tricky to foster through other methods.
The Quests in this series are crafted to last about an hour and a half, but
they can be enjoyed multiple times with varying outcomes! You'll also
encounter some beloved recurring characters and locations, helping to
create a warm and familiar world. Set in a mysterious folklore fairytale
universe, the tales embrace well-known tropes and situations, sparking
engaging conversations among players. And the best part? Teachers and
parents nd it incredibly fun to join the adventure, too!
Enjoy your Quest!
Oliver
Get more Quests from
[Link]/quests
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HOW TO PLAY
The player or players will create a character. Each character has a few
statistics that are marked on the STORY-LOG.
The book is divided into Acts, which, like a movie or theatre show, will
have different scenes and actions. Each Act describes what’s happening
and what can be seen, followed by four choices for the player to decide
their action.
The player or players will choose Two of the actions in each area and
then follow the results of their choices, for Example. One player will
choose two actions, Two Players will choose one action each, or they can
choose the same action, then a further action. Three players choose One
Action each, but will have to choose the same action as another player on one
turn. More players, see Party Play Rules
*If a player or players selects two options and the rst option
renders the second option inapplicable, the Storymaster must
move the action to the next act, or create some story about
what happened to the player or players.
THE STORYMASTER
It’s the Storymaster’s role to read the book to the
players. Anyone can step into the role of the
StoryMaster. If you’re playing SOLO, you’ll also
take on that role. In a group, one person who isn’t
actively adventuring can serve as the StoryMaster,
guiding the journey and reading from the book.
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Alternatively, you can rotate the role of Storymaster, letting everyone
take turns bringing the story to life.
When narrating the Story Areas and options from the book, don’t just
read; immerse your players in the world. Bring each line to life with
enthusiasm and extra vivid descriptions. Feel free to improvise details,
adding extra depth or tension. Get creative with voices for creatures and
characters, drawing your players deeper into the adventure.
Most importantly, tailor the experience to your group. You can adjust
the outcomes of their decisions, expanding on consequences to make
them more personal or dramatic. Think of yourself as the director of a
movie. Your goal is to keep the quest exciting, the world vibrant, and
ensure that everyone is having fun. Feel free to ignore or break the rules
to make the story more thrilling.
SOLO PLAY
This game has been carefully designed to be as fun to play solo as in a
group. When playing solo, you can choose Two of the Four options
available in each area (unless instructed otherwise). Try not to peek at
the other results during play… but I know you will; we all do.
GROUP PLAY
Depending on the number of players, you can play in three ways.
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DEDICATED STORYMASTER:
One player does not play a character but acts as the storyteller and
director of the quest, while the other players play the characters.
In this version, as long as you have more than One player character, they
can each choose one action per location. They can choose the same
action if desired, share the results, and then choose a second action
afterwards.
CHANGING STORYMASTER:
This method allows all the players to take on a character but alternates
who plays the Storymaster role and reads the results. It is played using
the same method as the Dedicated Storymaster Rules.
PARTY PLAY:
If you have more than three players, you can play with the solo
rules, but have the group play as one character; they all control
through voting, discussion, and debate. As a group, they will all be
trying to guide the character to success.
ORDER OF PLAY
There are three ways to decide who goes rst when choosing an action.
1. The players discuss what would make sense and decide what should
be tried rst.
2. The Storymaster can say who goes rst, as they might know what
would make a more logical outcome.
3. The players can roll a dice and see who gets the highest. The highest
chooses rst.
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CREATING A CHARACTER
Before you embark on your quest, you must create a character who will
act as this story's hero or heroine.
Statistics can go up and down depending on your choices, but they will have a
starting level.
FIGHTING SKILL:
How well you can use your sts or weapons. You can use two weapons at a time.
This begins at Four.
MAGIC CRAFT:
This is how well you can cast spells, read magic and see hidden things.
This starts at Five.
FORTUNE:
How lucky are you?
This begins at Four but decreases by One
point each time it's used, as you can't be
lucky forever.
GOLD:
You start with 5 GOLD.
ITEMS:
This is where you note everything you own.
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ROLLING SUCCESS OR FAILURE
This game uses four-sided dice (D4) for FATE and FORTUNE, and One
Six-sided Dice (D6) for Combat.
You can nd free dice apps or get some from your local hobby store if you do not own
dice.
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COMBAT
When entering combat, the player and the foe roll One D6, then add their
respective FIGHTING SKILL. The higher total wins the combat round, and
the loser loses HEALTH equal to the opponent's FIGHTING DAMAGE,
which for the players will be One to start. This is also One for the enemy.
FIGHTING DAMAGE can change for the player if they nd magical items or
have extra skills given to them.
In the event of a draw, no one wins or loses, and the rolls are taken again.
If a foe or player reaches the HEALTH of Zero, they are assumed defeated,
dead or incapacitated. They can leave combat by running away (see below).
RUNNING AWAY
If the ght is not going well, and the player wants to run, they will lose
One HEALTH before being allowed to continue their quest.
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LET THE ADVENTURE BEGIN!
ACT ONE
PROFESSOR UA IMORE
As an apprentice, you have been invited to meet the renowned
wizard, Professor Quazimore, who resides in the great tower in
the Weirding Woods. After a long journey, you arrive.
“You can take just one with you on your journey," he says.
"Choose wisely.”
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ACT TWO
THE WI ARD’S TOWER
Before entering the mysterious Weirding Woods, you realise you
have limited time to explore the Wizard’s Tower. You can visit just
one oor before you leave.
1. POTION ROOM
2. THE LIBRARY
3. THE KITCHEN
4. THE OBSERVATORY
1. You enter a colourful but smelly laboratory with bottles lining the
heaving shelves. From behind a shelving unit, a gnome appears. “Fiston
is the name, Master of Potions. Quazimore told me you would come
here. I’m to give you a potion.” He closes his eyes and grabs one. Roll
your FATE. 1. It’s a potion of strength; add
Two to your FIGHTING SKILL when you
use it. 2. He hands you an Empty Bottle
“Oh, sorry about that, perhaps you can nd
something to ll it.” 3. He quickly grabs a
bottle, which slips from his hands and
shatters at your feet. In a puff of blue smoke,
you feel transformed. Looking in a mirror,
you see that you now have dragon-like scales.
Add Four to your HEALTH. 4. You are
handed a tiny black bottle. “This is Night
Shade; use it once to make an enemy fall
asleep. You will be able to get past them
without combat.
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2. As you enter the impressively huge library, you are shushed by an
annoyed-looking wizard. Not wishing to take up too much time on your
mission, you grab a book and speed-read it. Roll your FATE. 1. The book
you read sends you to sleep, and you wake up and realise it’s now nighttime.
Lose One FORTUNE. 2. This book is on Stone Circles and their link to the
Fairy Realm. It tells you that stepping into one can take you to another world.
3. This book has the Spell Tangle Weed. If used in a wooded area, it will also
stop your foes from ghting ef ciently. They will lose Two FIGHTING SKILL
for that combat. 4. The book leaps from your hand and across the room. Is it
alive? You watch it grow little spider legs and jump out of the window.
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ACT THREE
MASTER GIBBS
You are about to leave the tower when you feel a tap on your
shoulder. It’s Master Gibbs, the mischievous chimpanzee, and he
looks like he wants something.
1. You tell Master Gibbs that you think he would make for a wonderful
travelling companion. Roll your FORTUNE or below. Fail, and he shrugs,
then shakes his head, telling you no. He heads back into the Wizard’s Tower.
Succeed, and he grins at you, then disappears back into the Wizard’s Tower,
only to reappear moments later carrying a small bag and wearing a travelling
coat. You now have a friend to work alongside you. Add One to your
FIGHTING SKILL, MAGIC CRAFT, and HEALTH while Gibbs is with you.
Add Master Gibbs to your Story-log.
2. Since he can’t talk, Master Gibbs begins acting out an elaborate mime.
After a lot of pointing, wild hand-waving, and some very dramatic
chimpanzee facial expressions, you nally piece it together: The castle
once belonged to an evil wizard, but the wizard is long gone.
3. Gibbs looks at you as if to say, "Is the worn map not enough?" He
sighs and then goes back inside the Wizards’ Tower as if to collect
something for you. Roll your FATE. 1. The door suddenly closes and locks.
He is not coming out again. You realise that you must now be on your way. 2.
Master Gibbs returns with a Mystery Pie. This will restore Two HEALTH
when eaten. 3. Master Gibbs returns with Professor Quazimore.
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"Are you still here?" says the learned wizard, raising an eyebrow. "You’ll need
to be brave and go to the castle. All I can tell you is that the Scarlet Sorcerer
who used to live there was very powerful and very evil. However, we dealt with
him, and the whole area is now completely safe... I think, however his sister the
sorceress we never found” His words don’t exactly make you feel better. 4.
Master Gibbs returns with
something wrapped in a thick
woollen blanket. You unwrap it to
nd a sword inside. You swish it
around, realising that it’s made from
vorple, the sharpest weapon in the
world. This will add Two
FIGHTING SKILL and make One
extra point of Damage in combat.
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ACT FOUR
THE OLD CASTLE
After a long walk through the overgrown hills, you nally reach the ruins
of an old castle. The stone walls are cracked and crumbling. Crows circle
above, cawing loudly, and a thick mist creeps along the ground.
1. THE GATEHOUSE
2. THE TALLEST TOWER
3. THE DUNGEONS
4. QUICKLY LEAVE
1. The gatehouse no longer has its door, and many muddy tracks can be
seen leading in and out. As you pass underneath, something falls from
above. Roll your FORTUNE or below. Succeed, and you spot a rock heading
your way and jump out of the way. Fail, and a large rock strikes you on the top
of your head. A huge bump appears, and it gives you a splitting headache. Lose
Two MAGIC CRAFT for the following Three areas, as you have trouble
concentrating.
2. As you climb the tallest tower, you feel you are being watched from
the shadows. Is there anything still living here? Eventually, you arrive at
the top of the tower. The only thing left here is an old desk with various
items laid upon it, all covered in dust and cobwebs. Before you can
reach your hand out to take something, a deep voice echoes through the
room. “Take one, and the others will return to dust”. You look down and
see three items. What will you take? A. The Wand B.
The Crystal Ball C. The Dagger. If you leave them, they
will remain intact.
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ACT FIVE
HERBERT
As you wander through the woods, a strange smell catches your attention.
If purple had a scent, this would be it: sweet, sharp, and bizarre.
Following your nose, you discover a rundown hut among the trees. Inside,
you meet Herbert, the Herbalist. His patchy robes are adorned with leaves
and moss, and he smells as odd as the air around him. He greets you with a
gap-toothed smile and gestures for you to enter.
1. “Oh, I don’t have anything like that here except for my cauldron, and
I would never part with that. I’m sure you'll nd something soon.
Perhaps you'd like to buy a potion?” Herbert smiles again and points to
three bottles on a shelf. Go to action 2 if you want to buy a potion.
2. Herbert has three potions to sell; they cost Six GOLD each. If you have
money, you can choose which one.
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3. Herbert ponders your question, then shuf es over to his cauldron. He
tosses a handful of powder into the bubbling liquid and leans over,
staring into the rising steam.
"I see something beyond price and power," he says in a low voice,
"hidden deep within a darkened cavern. This place is not of this realm.
You must travel through time and space to reach it. You must nd it
before others do.”
Then, just as suddenly, Herbert snaps out of his vision and starts making
a pot of herbal mint tea, as if nothing unusual had happened.
4. This is a small room, and Herbert seems very attentive to his work.
Only by causing a distraction will you be able to grab something and
run. You see a tall bowl with a re burning furiously inside, you knock it
onto the ground and try to grab something. Roll your FORTUNE or under.
Fail, and the re bowl falls downwards and immediately puts itself out.
Herbert screams at you and throws a potion at you. You feel yourself shrink.
You are now a Mouse. Reduce all your Statistics by half. This will last for the
next four Acts.
Succeed, and you grab the magical-looking Cauldron and hide it in your coat,
concealing your deed from Herbert. It will add Two to your MAGIC CRAFT.
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ACT SIX
THE STONE CIRCLE
Before leaving, Herbert pulls you aside as if he has just
remembered something. “Seek the Stone Circle,” he says
seriously.
After walking through the misty trees, you nd it. The ancient
Stone Circle in the clearing hums with strange energy. The air
feels thick, and the ground pulses beneath you.
Suddenly, you hear the professor's voice: "Enter the Stone Circle
for great rewards, but beware, it’s dangerous."
What do you do?
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shaking the ground with each heavy step, and holds out a giant
hand."They call me Hilltop!" he says in a booming voice. "I guard this
portal into the Fae Realm. If you enter, you will be taken there. Be
careful, though, not all fairies are kind. Some, like the twisted goblins,
are downright horrible."You step into the circle with these wise words
echoing in your mind. Go to action 4.
4. With a bit of nervousness, you step into the centre of the stone circle.
As you reach the middle, a strange feeling washes over you. The world
begins to spin, and you grow dizzy. Before you can steady yourself, you
fall into a deep sleep. When you wake up, everything around you is
different. The colours are brighter, the air feels lighter, and even the trees
shimmer with magic. And then you notice something about you has
changed, too. Roll your FATE. 1. Your ears are now pointed like an elf. An
awakened secret, perhaps? Add One MAGIC CRAFT. 2. Your nose is now that
of a pig! 3. Your skin is now like an elephant's. Add Three HEALTH. 4.
Something has made you shrink! You are now half the size you were. Lose Two
FIGHTING SKILL.
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ACT SEVEN
GOBLINS
After stepping through the Stone Circle and entering the Fae
Realm, you follow a mossy track that winds through the trees.
1. Perhaps, if you are quiet and stealthy and use the cover of the
surrounding trees, you might be able to get past unnoticed. Roll your
FORTUNE or under. Succeed, and your plan works, the goblins start arguing
and don't see you pass by. Fail, and you snap a twig with your foot, alerting
the goblins to your position. They scream and run over to you and ready
themselves for combat. Go to action 2.
2. The goblins are small, but judging by the many scars on their faces,
they are clearly accustomed to ghting. They wave their rusty daggers
towards you and chatter in a language you don’t understand. Win the
ght and you will nd 20 GOLD.
4. You pause and try remembering any spells you learned while
studying magic. Then it comes to you, Silent Walk. If you cast it
correctly, it would make your movements completely undetectable. The
goblins wouldn’t hear a thing as you slipped past them. Roll your
MAGIC CRAFT or under on Two D4. Fail, and instead of making you silent,
every step you make echoes around the forest. The goblins attack you. Go to
action Two for combat. Succeed, and not only do you become silent when
walking, but you have also become invisible. You walk past the goblins and see a
leather pouch with 20 GOLD. You take it and run to the cave. When you arrive,
you become visible once more.
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ACT EIGHT
THE CAVE
The cave is a strange sight, with intricate carvings surrounding
the entrance. Echoes of the wind howl from deep inside, making
the stone walls seem almost alive.
1. The carvings are indeed odd. Symbols that appear thousands of years
old are marked around the edge of the entrance, but could there be
more? Roll your MAGIC CRAFT or under on Two D4. Fail, and you see
nothing more. This writing makes no sense to you. Succeed, and you manage
to pick out some words that look familiar, perhaps half-remembered from one of
your study books. The words “Borloth, Dragon and King” are repeated several
times.
2. Rocks are scattered around, but you pick up one the size of your st
and throw it as hard as you can inside the cave. Roll your FATE. 1. The
rock is suddenly thrown back out and hits you between the eyes. Lose One
HEALTH. 2. After throwing it in, you wait for it to land and make an echo, but
all you hear is silence. 3. The rock hits the sides of the cave, and the echoes
resonate around you. Then, the sound of a giant monstrous roar is heard. What
have you awoken? 4. The rock is thrown, and you hear a thud, then an “Ouch”
from within. Then a creature appears with a bump on its head. It’s an Orc, and
it’s not happy with you. You must try to ght it.
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3. Perhaps someone is lurking inside the cave, ready to attack you, or
maybe this is someone's home, and you are being polite and want to
announce your presence. Either way, you shout, “Is there anyone there?”
into the void. Roll your FORTUNE or under. Fail, and nothing happens; no
one answers your call. Succeed, and although you are rst met with silence,
then hear the familiar and comforting voice of Professor Quazimore. “Don’t
worry, my apprentice, there is nothing to fear but fear itself. Let me guide you
to something beyond value.” The old sorcerer's voice then fades.
4. This cave must be well used, as you can see many tracks leading in
and out. Perhaps there is something else to nd. Roll your FATE. 1. You
nd, in the mud, a small leather pouch; inside is 10 GOLD. 2. One set of tracks
is huge and clawed. You think that it’s possible that a dragon could live inside
this cave. 3. You see something that looks like a healing herb, but it stings your
hand and makes it swollen and red
when you grab it. Lose One
FIGHTING SKILL. 4. Something has
been hidden in a bush. A polished blue
stone with a hole in the centre. Looking
through the hole, you see this fae realm
more clearly. When using the Hag
Stone, add Two to your FIGHTING
SKILL and MAGIC CRAFT when
ghting Fae Creatures like Goblins,
Orcs, Elves, and Fairies. This can be
used Twice.
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ACT NINE
DRAGON EGG
You enter the dark cave, discovering a long, winding tunnel that
twists and splits. Soon, you're completely lost. As worry sets in,
the air warms. Following the heat, you nd a stone chamber with
a glowing egg in the centre.
1. This is the most incredible nd, and you hope Professor Quazimore is
impressed. The egg is hot, but not enough to burn you, so you put it in
your travelling bag and continue. While you have the Dragon Egg add Four
to your MAGIC CRAFT.
2. As you place your ear to the egg, you immediately hear something
move inside. Choose another action.
3. The dragon that laid this egg might be nearby, so leaving it would be
the wisest and kindest thing to do. With this action, the egg glows more.
Restore your HEALTH and FORTUNE, then add One MAGIC CRAFT.
4. Placing your hands on the egg, you close your eyes and try to channel
your magic to hatch it. Roll your MAGIC CRAFT or under. Fail, and the
egg burns you. Lose Two HEALTH. You leave the egg in the chamber. Succeed,
and although the egg does not hatch, you sense the Dragon inside is good.
Choose another action.
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ACT TEN
SHADOW ELF
Trying to nd a way out of the cavern will be dif cult, but with
little choice, you push on into the darkness.
Out of the shadows steps an elf. Tall and elegant, the elf is
dressed in shimmering black armour that seems to ripple like
water. Their sharp eyes lock onto you, watching your every move.
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2. The elf looks like he is searching for something; he glances at the
ground and the walls. Although he has noticed you, he doesn't seem
bothered by your presence.
4. This elf looks like a formidable opponent, and he’s more than ready to
ght you. With a wicked smile, he readies himself for combat. If you win
you take his Elf Armour and anything else you may have given him. It will add
TEN to your HEALTH.
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ACT ELEVEN
DRAGON
Suddenly, a ball of re blasts past your head and explodes against
the wall behind you.
Before you can react, a huge head pushes into view, followed by
an enormous, scaly body.
A dragon shuf es into the tunnel, its golden eyes locked on you.
Smoke curls from its nostrils, and every step it takes shakes the
ground.
1. You think that if you don’t attack the dragon, it will probably eat you,
so you prepare for battle. The dragon stops and bares its teeth and
claws. If you win, you will nd a treasure hoard of 4000 GOLD and nine
magical items. See action Two for the whole list and what they do. If you try to
run away, the dragon will not allow it unless you give him ALL your Items
and GOLD.
2. The dragon stops in its tracks and looks down at you. “You are small
but brave. Perhaps you could have Two items from my hoard, as long as
you give me One Item from yours. You can pick two from the list once
you have chosen what to give to the Dragon.
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A. Cloak of Vanishing
A soft, silver cloak that renders you completely invisible for a brief
period, provided you remain silent.
B. Ring of Echoes
A golden ring that allows you to hear whispers
from a distance, ideal for uncovering secrets or
detecting danger early.
C. Boots of Bounding
Worn leather boots that allow you to jump as
high as the tallest tree with a single leap.
D. Lantern of Truth
A small glass lantern that emits a bright blue glow whenever
someone nearby tells a lie.
E. Feather of Flight
A single rainbow-colored feather that, when held,
allows you to oat safely down from any height.
G. Wand of Sparks
A twisted wooden wand that emits bursts of
harmless reworks, ideal for distracting foes or
sending signals.
I. Belt of Giants
A sturdy leather belt that grants you the
strength of ve grown men for a limited time
when worn.
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3. You stop to inform the dragon about the Shadow Elf and that
he might be searching for the dragon egg. If you have the egg,
do you wish to return it to the dragon? No, and the dragon thanks
you and allows you to depart. If YES, the dragon bends down and
sniffs the egg. “This is my child. Unborn, but one day, it will protect
this land. You may take four items from my treasure hoard,” it says,
before gently picking it up and leaving you in the darkness. Choose
four items from the list on the other page.
4. This terrifying sight is too much for you, and you don’t feel
strong enough to ght it. You turn on your heels and run away.
Eventually, you see daylight and make your way back to the
stone circle and home.
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ACT TWELVE
BACK TO THE WI ARD’S TOWER
After returning through the Stone Circle to the mortal realm, you
return to the wizard’s tower to show Professor Quazimore what
you have discovered. As you approach the building, you see the
old sorcerer standing at the door, waiting for you. “Wonderful to
see that you have made it back; how many items have you found?
I’m afraid you can't include any that you obtained from me or the
Wizard’s Tower,” he says. What will you tell him?s
1. NONE
2. ONE ITEM
3. TWO, THREE or FOUR
4. FIVE OR MORE
2. You hold up the item that you have collected. The wizard smiles and
says quietly, “Well done, shall we have some tea?” He places it on a shelf
and rings a tiny silver bell. Master Gibbs appears with a teapot and
cups. “Welcome to the Wizard’s Tower. I hope we have many more
adventures together.
3. Placing all the items you collected on an oak table in the Wizard’s
tower, you tell Professor Quazimore how you found them and tales of
your adventures. Clearly impressed, the Wizard listens intently. “Well,
I’m so pleased you have returned safely. Perhaps, after tea, you would
be so good as to go on another quest. Well… Would you?”
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4. Hauling all the magical items you found onto the table takes some
time. By the time you nish and look up, you see Professor Quazimore
doubled over in ts of joy and laughter. "Oh my gods!" he cries. "How
did you manage to get all of this? Fortune and fate must truly have been
on your side!” He beams at you and adds, "Apprentice, you are no
longer. Please, come and join us here at the Wizard’s Tower. We have
many more quests ahead.”
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Get more Quests and books from
[Link]/quests
The Storymaster’s Tales Quests
PDF Downloads
Tower of Dooooom!
King of Thieves
Sword of the Suns
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