Explorers! Abandon your hubris, avert your doom, Escape the Temple!
Pen/Paper or Escape board game pieces
GM: 1d6, Values [BlackMask, Torch, Adventurer, Adventurer, Key, GoldMask]
Players: 5d6, [ " ]
Give your Explorer a Power and a Doom. Personalize.
Power: Peerless authority or skill, mechanically demonstrated during dice rolls. Post-roll, isolate favored values, and roll remainder*.
Doom: Power begets Hubris. The Temple seems indiscriminate until true crisis. What's your breaking point, that you'd give up your Power or 1d6 to ensure Escape?
I.e. Doctor, monocled: Heal all player's BlackMasks | End a heal roll with 5+ BlackMasks.
* BlackMasks exept. GoldMasks heal 2 BlackMasks.
GM rolls, selects preferred value. Duplicates raise difficulty. Describe:
1: A Horror, the Temple leaves its mark. 2: A Trial, of mettle and bone. Demand Character, Dexterity, and Luck. 3,4: A Path, dangerous but true. Contrast Powers and Weaknesses. Unravel and Reweave. 5: A Treasure, worth any cost. Tempt Wagers, Bribes and Sacrifices 6: A Respite, however brief. Share stories, build morale.
Repeat for Players x5 Chambers.
Escape!
Originally posted to Tumblr.
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