Day 12Something strange is happening.
This was supposed to be a standard archaeological expedition. The plan was to catalogue the ruins of an ancient village for three weeks, then leave with whatever trinkets we turned up. At worst, we would have gone home empty-handed.
Our first forays were promising. The ruins were littered with golden coins, and in one of the temples we found a cache of magical crystals. We celebrated that night, thinking we’d hit the jackpot. Instead people are dying. Four were carried off by monsters. Two walked into a fog bank, and when the weather cleared they were nowhere to be found. One came down with an exotic disease and choked on his own blood.
We can’t even run away. Wander too far into the woods, and the shadows themselves will begin to stalk you. We can only wait, and keep digging, and hope to uncover something that will save us.
Day 17We’re finally making progress. There’s a hidden chamber in the heart of the temple, just beneath the room where we found the crystals. The walls are carved with symbols unlike anything we’ve seen before. Each glyph is unique, and they bear no resemblance to any known language.
At one end of the room, in the center of all those symbols, there is a plain stone door. It slides aside, and behind it is a passageway that leads deeper into the earth.
As far as we know, it’s the only way out.
This game is about a team of archaeologists exploring an ancient temple. They’ll deal with traps, monstrous guardians, impractical puzzle locks, and an assortment of other hazards, in hopes of escaping the dig site and/or gaining unimaginable wealth and power.
I'll be using standard RTD rules, but instead of a d6 I'll be rolling on a d20. 20 is an overshoot, 19 is a perfect success, and 1 is a critical failure.
You can also get bonuses and maluses. Usually these will be a result of your stats (covered below), or because you have an additional advantage or handicap. Surprise attacking will change your rolls, as will trying to run on a broken leg.
When you perform magic you’ll generally be using your Spirit. This is a measure of your magical affinity: the number of artifacts, spells, or other arcane powers that you can use at once.
Everyone starts with ten spirit points, which work a lot like equipment slots. Equipping a power will use up a certain number of slots (at least until you un-equip it later).
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The most common magic items are Crystals, which coalesce when highly magical things, like monsters and doomsday devices, are destroyed. Each one will give you a minor ability when equipped, like spraying water or ignoring gravity. You can create more significant abilities by combining the powers of multiple Crystals: for example, using the water-spraying Crystal alongside another that allows you to freeze liquids.
Of course, there are other kinds of magic to be found in the temple. You'll just need to discover them yourself.
Glad to hear it! Here's a character sheet.
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Name: What I should call you.
Description: You're human, but I guess you can have a peg leg or something if you want.
Stats:
Your physical stats are roll modifiers. They start at 0, and you have 15 bonus points to distribute between them. Keep in mind that this game uses a d20.
Strength: Your muscle mass. Handy for attacking with a sword, knocking down doors, and lifting things.
Dexterity: Athleticism and finesse. Determines how well you can aim ranged weapons, pick locks, and do acrobatics.
Speed: How fast you can move. Good for running, being the first to act, and dodging attacks.
Resilience: Endurance and willpower. Helps you resist negative effects like pain, poison, or mind control.
SPIRIT: Your magical power (More details in the magic spoiler). Everyone starts with ten.
[b]Name:[/b]
[b]Description:[/b]
[b]Strength:[/b]
[b]Dexterity:[/b]
[b]Speed:[/b]
[b]Resilience:[/b]
[b]Spirit: 10[/b]
Name: Malcolm
Description: Tall and gangly, with rather pointy features and short brown hair. Brown eyes and long limbs.
Strength: 0
Dexterity: 7
Speed: 7
Resilience: 1
Spirit: 10
Name: Alexander Gunnarsson
Description: Tall, pale skin, blue eyes, blond hair. Somewhat but not extremely thin.
Strength: 3
Dexterity: 5
Speed: 4
Resilience: 3
Spirit: 10
Name: Issac
Description: Moderate height, green eyes, slim, Dyed his hair blue.
Strength: 4
Dexterity: 6
Speed: 5
Resilience: 0
Spirit: 10
Name: Martin Fletcher
Description: Notably non-descript Englishman, pale skin, average height, etc.
Stats:
Strength: 3
Dexterity: 2
Speed: 4
Resilience: 6
SPIRIT: 10
Name: Herold
Description: Tall old man with a mustache and his hair combed over to cover his bald spot.
Stats:
Strength: 4
Dexterity: 4
Speed: 4
Resilience: 3
SPIRIT: 10
Name: Aerin
Description: Long honey blond hair and short stature. Is actually a guy.
Strength: 0
Dexterity: 5
Speed: 10
Resilience: 0
Spirit: 10
Name: Johnathan Hawnort
Description: Short, Squinted Eyes, Scarred and Dark Skinned.
Strength: 5
Dexterity: 2
Speed: 2
Resilience: 6
Spirit: 10