Escape: Curse of the Temple

a 200 word TTRPG by @tiiimezombie

v1.0.0


Explorers! Abandon your hubris, avert your doom, Escape the Temple!

Setup:

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.

Play:

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!

GM advice:


Originally posted to Tumblr.

© 2024. This work is openly licensed via CC BY-NC-SA 4.0.