Young Heroes · Kingdom of Numeria, Chapter 1

The Missing Three

Kingdom of Numeria, Chapter 1: a simple number adventure for ages 3–7. No worksheets. Just a story that needs counting to move forward.

The Missing Three cover art

Kingdom of Numeria, Chapter 1: a simple number adventure for ages 3–7. No worksheets. Just a story that needs counting to move forward.

  • Recommended age3–7
  • Group size1–4 kids + 1 adult
  • Play time60–90 minutes
  • Learning focusCounting & number recognition

What's included

  • A 27-page story-first adventure through Countingbrook and the Forest of Figures
  • The Number Knights rules: a simple character-creation step, Hearts, Brave Things, and a d20 Not Yet / Almost / Success system
  • Matching printable challenge sheets used as the story's visual puzzles
  • A recurring mentor NPC (Sir One) and villain thread that continues across the series
Buy on Etsy ↗

Purchase and digital delivery are handled through Etsy.

What it is

The Missing Three is Chapter 1 of the Kingdom of Numeria series. The Number Three is disappearing from the world, and the children are newly chosen Number Knights sent to Countingbrook to find it. The adventure runs on one rhythm: notice what's wrong, solve it, then use the answer to change the scene. A missing count reveals a trail; a shape missing a corner opens a path. It ends with the party facing a Void Hound serving a mysterious, recurring villain called the Null King, who reappears across the series.

Character creation takes about a minute: each child picks a silly knight name, a favorite number, one Brave Thing (Strong, Quick, Clever, Kind, or Magical), and one Helpful Item. No character sheet, no reading required from the kids. The DM reads the story aloud and the children point, count, and decide.

Best for

Parents or caregivers running a first tabletop game with 1 to 4 kids, including a single child playing one-on-one. Works for a child who's ready to count along with a story rather than fill in a worksheet, and needs no prior Game Master experience.

What the Game Master should know

Every “wrong answer” is designed to move the story sideways instead of stopping it: a clue moves, a goblin grabs something, nothing ever becomes a dead end. The included printable challenge sheets double as the visual puzzles for their matching scenes. Plan for 60–90 minutes; younger groups can split the session at a natural break. See Tabletop RPGs for Kids for a plain-language rundown of how a session works before you start.

FAQ

What age is this for?

Ages 3–7.

Can I play with just one child?

Yes. It's built for 1 to 4 child players plus one adult.

Does my child need to read?

No. The DM reads the story aloud; children respond by counting, pointing, and choosing.

How long does a session take?

60–90 minutes, or up to 2 hours if you run every optional scene.

Do I need prior GM experience?

No. It's designed for parents without previous Game Master experience.

Where do I start the series?

The Missing Three is Chapter 1.