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  ·· Travel Journal of ··
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  A cheerful fantasy RPG about small races 
  and their comfy adventures.
  
  Dedicated to my cousin Leo, whose enthusiasm made 
  this game go from a little weekend project to one of 
  my fondest memories in the hobby.
  (a.k.a. Monchop)
  Game Design and Art:
  Law C. Esper
  Published by
  Stormforge West
  © 2019 Law C. Esper (Stormforge West). All Rights Reserved. Unless stated 
  otherwise, all content in this book is owned by Law C. Esper (Stormforge 
  West). Do not reproduce unless for personal or private use.
  The UNO title, game-rules, card design, and cards are either ®, TM 
  and/or © Copyright Mattel Inc. 1992-2019, variably registered in the USA 
  and other countries around the world. All use and mention of the UNO 
  game is done so without permission. No challenge to their status intended. 
  All Rights Reserved to their respective owners.
  
  1
  It’s a lighthearted fantasy roleplaying game, following small 
  fantasy characters in short, comfy, low-stakes adventures. 
  What is it?
  The game uses a set of UNO® cards, a game owned by pretty 
  much everyone I know. If you don’t have one, you should deﬁ-
  nitely go get one, because it’s a fun game on its own. You can 
  technically play with playing cards but it’s just... not the same.
  Pen and paper, too, to write stuff down.
  Also friends. A good group is essential for this.
  What do I need to play it?
  I overworked myself while working on a much larger game, 
  and I needed a break from it. Maybe it can help you unwind if 
  you’re in a similar situation and don’t want to burn out from 
  your main campaign, or if you don’t have the time to play 
  bigger stuff with your friends. This game is made with light-
  hearted one or two session adventures in mind.
  But Why?
  ·· Introduction ··
  5
  5
  5
  w
  w
  
  2
  Dwarves are strong and tough, but not very friendly.
  Gnomes are magical and wise, but easily distracted.
  Goblins are dexterous and inventive, but cowardly.
  Halﬂings are sneaky and charismatic, but lazy.
  Kobolds are spiky and breathe ﬁre, but aren’t very bright.
  Red Pandas are observant and nimble, but often greedy.
  Shroomfolk are stretchy and don’t need air or food, but are 
  very slow when talking and moving.
  Pick a Race:
  Give your character a name and visualize what they’re like. 
  This is the most basic and most important aspect of your char-
  acter, as it deﬁnes who your character is and how they inter-
  act with the rest of the party.
  Name and Description:
  Alchemists know about potions and magic ingredients.
  Artists create very nice works of art.
  Astronomers know a lot about stars and the sky.
  Cartographers make great maps and rarely get lost.
  Chefs are great at cooking and handling ingredients.
  Entertainers know how to handle an audience.
  Explorers know about pathﬁnding and sneaking.
  Healers can patch up just about anyone.
  Herbalists know a lot about plants and their uses.
  Inventors are great at using and crafting gadgets.
  Masons know about architecture and building.
  Merchants know a lot about routes and trade.
  Miners know a lot about minerals and gems.
  Scholars know about lore and riddles.
  Smiths know about equipment and materials.
  Tamers know about animals and how to handle them.
  Town Guards know how to defend anyone.
  Wizards and Witches know about magic and know 3 spells.
  Pick two Jobs:
  ·· Character Creation ··
  
  3
  Pick Three Items:
  Balloon: You can use it to slowly go up, or to decorate a party.
  Berry Jam*: Sweet and tasty and everyone loves it.
  Big Stick: Used to hit or poke stuff from a safe distance.
  Bread: Essential for sandwiches and attracting pigeons.
  Bug Box: A small matchbox full of tiny bugs.
  Cool Book: Helps with any simple subject of your choice.
  Fire Stone: Gives warmth and can spark ﬂames.
  Gemstone: Shiny, used as payment for stuff.
  Glass Bottle: You can put liquids and stuff in it.
  Grappling Hook: Latches onto stuff and can pull back.
  Magic Lantern: Illuminates stuff and never fades out.
  Magic Patch: Used to ﬁx stuff, like holes or tears.
  Magnet: Attracts and sticks to metals.
  Megaphone: Used to make sounds louder.
  Mole Gauntlets: Clawed gloves used to dig through dirt.
  Ogre Wine*: Causes sleepiness.
  Old Instrument: Used to play melodies.
  Onion: Has a strong and unpleasant smell.
  Oven Mittens: Protects your hands from hot things.
  Potion*: Heals any ailment or injury.
  Root Wand: Used to cast a spell stored within.
  Rope: Can be used to tie stuff or t o climb walls.
  Scary Mask: Very scary.
  Shield: Protects you from harm.
  Spyglass: Lets you look at far-away stuff.
  Sticker Album: Full of pretty, collectible stickers.
  Tiny Mirror: Shiny and reﬂective.
  Umbrella: Keeps you dry, makes you fall slowly.
  Wisp*: A small forest spirit in a Bottle that can keep watch or 
  scout around for a while when released.
  (* becomes a Glass Bottle once used)
  ·· Stuff ··
  (you always have the right tools for your jobs)
  
  4
  Setting Up
  The Narrator shufﬂes the main deck. He then deals 10 Cards 
  to each Player, which must remain face down until used. 
  These 10 cards are your deck.
  Drawing Cards
  If success is not guaranteed or what you’re trying to do 
  depends on how good you do it, you draw one card from your 
  deck face up, and may draw another for each relevant thing 
  (Race, Job, or Item) that may help you out. 
  If your race’s weakness plays against you or you’re Hurt, you 
  don’t draw the ﬁrst card.
  You add together the value of any cards that share a color 
  and modify them as needed (we’ll get to that in a minute), and 
  then compare the highest value to get your result:
  Once you’re done drawing cards, the Narrator takes away 
  the drawn cards and removes them from play.
  ·· How to Play ··
  to
  1
  55
  Failure...
  Failure...
  (something went wrong, and you failed. bummer!)
  to
  6
  1010
  Success!
  Success!
  (you did okay, and succeed without much trouble)
  or more
  1111
  Great Success!
  Great Success!
  (you did great! something nice happens in your favor!)
  
  5
  ·· The Cards ··
  (and what they mean)
  Ex: 1 + 3 + 5 = 9
  Numbers
  Added together if they share a color. 
  0s are always worth 10.
  Ex: 7 + Skip = 0
  Skip
  Negates the last Number drawn of 
  the same color.
  1
  1
  1
  3
  3
  3
  5
  5
  5
  7
  7
  7
  Ex: 3 + Reverse + 7 = 10
  Reverse
  Allows a Number of the same color to 
  match with any other color once.
  3
  3
  3
  7
  7
  7
  
  6
  Ex: 4 + Wild = 8
  Wild
  4
  4
  4
  w
  w
  Draw Two
  +2 to a Number of the same color, 
  and add two cards to your deck.
  Ex: 3 + Draw Two = 5
  3
  3
  3
  2
  2
  Wild Draw Four
  +4 to a Number of any color, and add 
  four cards to your deck.
  Ex: 8 + Wild Draw Four = 12
  Doubles the value of a Number of any 
  color.
  8
  8
  8
  4
  4
  ·· The Other Cards ··
  (and what they mean, too)
  
  7
  If you’ve run out of cards, you need to take a breather or a 
  nap before carrying on. Until then, you’re too exhausted to 
  succeed when difﬁculty arises, and you only act with the bare 
  minimum effort. 
  Whenever the players rest, the Narrator puts all the cards 
  removed from play into the main deck and shufﬂes before 
  dealing again.
  A breather is a short rest of a few minutes that restores up 
  to 5 cards to your deck.
  A nap is a comfy sleep in a safe place for a few hours that 
  restores all your spent cards.
  You can only beneﬁt from 2 breathers before needing a nap.
  Getting Tired
  If anything hurts you in a signiﬁcant way, you don’t draw the 
  initial card for checks. If you get hurt again, you are passed 
  out and need a nap to recover.
  Your friends carry you around until then.
  Getting Hurt
  Competing with anyone is the same as a normal draw, except 
  both sides draw cards. Both the Narrator and the Player 
  draw the appropriate cards, and the highest result wins.
  Tussles
  ·· Further Rules ··
  (to the Narrator: use your judgement when
  deciding on how many cards should be drawn,
  and keep track of how many you’ve drawn)
  (NPCs can get Tired and Hurt too)
  
  8
  ·· Magic! ··
  Wizards and Witches know 3 spells. They don’t need a Wand 
  to cast spells, because they use their Hats instead. 
  Root Wands have one spell stored in them, and can be used by 
  anyone who knows what the stored spell is.
  Whenever you want to cast a spell, you must Draw ﬁrst to see 
  if the spell works or not. 
  Failing to cast a spell slightly damages your Wand or Hat 
  (treated as if Hurt when casting spells), but you can ﬁx them 
  up during a breather and put them into tip-top shape again.
  You can stop an effect you created whenever you want.
  What?
  A-HEM: Makes your voice sound signiﬁcantly different.
  BOOM: Causes a loud but harmless explosion that covers the 
  target in ash and soot.
  EM-BIG-O: Makes stuff larger for a while.
  FIREWORKS: Fireworks!
  FROG: Summons a frog.
  LEVITATO: Makes stuff levitate for a while.
  MAGIC MISSILE: Bumps into and slightly annoys target.
  OPEN SESAME: Opens a door or lock.
  PUPPET SHOW: Creates a small illusion that you control.
  REDUCTO: Makes stuff smaller for a while.
  TRICK-OR-TREAT: Creates a poorly-crafted but oddly efﬁ-
  cient disguise for the caster (or target).
  UPSY-DAISY: Flips stuff upside down.
  VANISH: Makes stuff invisible-ish for a while.
  WHOOSH: Blows wind in a direction you choose.
  List of Spells
  (all spells are said out loud, except for Vanish)
  (Vanish is whispered)
  
  9
  Light-hearted: Keep things non-violent, whimsical and fun. If 
  your adventure can lead to a nice little story that would make 
  your mum smile if you told her about it, you’re probably on the 
  right track.
  Comfy: Take breaks, describe the tone of the area around the 
  party, allow players to share a sandwich and tell stories 
  around a campﬁre if they want to. Challenge them just enough 
  for the adventure to be called such, but don’t keep them on 
  their toes all the time.
  Low Stakes: Focus on the little things. You’d be surprised at 
  how fun just gathering some berries by the creek for the local 
  baker can actually be if you make each moment something to 
  cherish and remember. Focus on small things that would take 
  a day or two at most, and don’t doom an entire village if the 
  party screws up somewhere along the way.
  Don’t Spread Out: You should have a place to go back to, and 
  one or two places in which adventure takes place. If the play-
  ers need to draw a map instead of just someone pointing in 
  the right direction, you might be complicating it too much.
  Narrating Adventures
  Just in case you live under a rock, an NPC is a Non-Player 
  Character, which means that you control it! NPCs should be 
  kept simple and memorable. Give them a few interesting or 
  amusing characteristics, and remember to make their objec-
  tives and motivations clear.
  Narrating NPCs
  ·· For Narrators ··
  (a few tips when running this game)
  (in short: keep it simple, stupid)
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Travel Journal of Short Tales/Travel Journal of Short Tales [2019].pdf