Sand: Whispers of the past Plot in Sea Hears | World Anvil

Sand: Whispers of the past

    Sand: Whispers of the past is a one-shot storytelling adventure game inspired by my spin off visual novel, Sand, and the World Anvil Adventure April 2023 challenge. This game will focus on player collaboration, imaginative storytelling and making strategic choices.   The theme of Sand is extreme survival in an unforgiving desert; A barren and desolate wasteland which stretches across the entire Sanguin Continent. A series of forgotten catastrophes caused the landscape to remain home only for the hardiest, bravest and the luckiest of people. Not only must people fight against the terrain, the scarce water and lack of supplies, but every day, every hour, sinister monsters twist and turn beneath rock and endless sand. Time and space within the canyons themselves has been disturbed and terrible diseases ravage the body through every untreated cut.   Knowledge of the past has been forever eroded by time. Yet across bizarre, looming ruins, sandworm burrows and beneath the sand itself, lies valuable whispers of the past, precious artefacts that can be sold for essential or exclusive goods. Artefacts that tell stories of the Old Ones are the most valuable.   You and your expedition mates have agreed to venture into the most dangerous part of the continent, the Elliot Canyon, to find artefacts that can connect together to create a story from the past. You will each have your personal reasons for the venture, whether that is to pay for a way off the continent, to buy essential medicine or upgrade limbs with cybernetics, but whatever your goals, you will have to work together if you are to survive the journey.   As your inventory for carrying artefacts is limited, you can only pick up artefacts if you can tell a consistent story that weaves them together. We may never know what happened in the past... But your storytelling may provide a whisper from the lost void.  

The Cast

 
You may use these character templates, or create your own. The game can be played by any number of people, but three to six players may be ideal.

Aria Chen


Aria Chen is a Taruan Magi who specialises in transportation magic. Her goal is to collect 3 art artefacts to take home.   Transportation level 4 - Spend 1 energy to carry up to 4 objects permanently. Can recharge with rest.
Ability: Sword - 1 damage to small monsters.     Aria's ability in transportation magic means she can enchant an object to permanently carry it with her. As her skill is level four, Aria can do this four times. If the party takes a rest, Aria will regain all four charges so she can enchant more objects!   Aria carries her family's sacred sword with her. She can use it to do 1 damage to small monsters. She cannot use it for larger monsters, though!   When Aria was a child, she stumbled upon an incredibly beautiful and fragile piece of the Old World. It was a glass globe that glowed a spectrum of blues and greens, with faces singing a song so enchanting, Aria felt she was being pulled into a new world. The song fell silent, and the globe's glow waned to a stop. Since then, the world around Aria has never felt the same. There was a great pain and a tremendous feeling of hiraeth, which Aria tried to conquer by throwing herself into the arts. While it comforted her for a moment, she felt as if she was too much of an outsider to her desired subject of interest. By bringing home artefacts from the old world, Aria hopes she can work on her masterpiece and feel connected with the Old World that calls her name.  
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Rightful Wing

 
  Rightful Wing is from the Northern Isles and is a trap expert. Their goal is to collect 2 pieces of rare metal.   2 x Dismantle tools - Used to dismantle traps. Once used, Rightful Wing will have a spare inventory slot.
Camp Gear - Allows the party to take a rest.
1 x Bag - Gives Rightful Wing an extra inventory slot.
Ability: Insight - Allows the party to change a monster encounter into an artefact. Can be used once per game.

Rightful Wing carries two dismantle tools, which can dismantle traps. Once these dismantle tools are used, they are replaced with a spare inventory slot! Rightful Wing also carries camping gear, which allows the party to take a rest any time at the beginning of the turn, neither stepping forward nor stepping back. Their bag gives them a total of three potential inventory slots once their dismantle tools have been used or abandoned. Their insight ability can replace a monster with an artefact. The party will need to roll to find out what artefact they will stumble upon.   Rightful Wing is a scout who is completing an ancient ritual called 'Skårg', which involves leaving the motherland and finding insight from somewhere else. Rightful Wing believes that the rare metal left from the Old World could be used to improve weaponry. Many people fear Northern folk due to their brutal reputation for piracy and slavery. The Northern folk are also one of the few lands than the Cantari Empire and the Federation have discovered that have been able to remain hostile against intruders and neutral in global conflict without losing any territory.   Yet despite all of this, Rightful Wing is a nineteen year old, skinny trap expert, who is looking forward to completing their mission and returning home.  
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Kirk Sandlewood

 
Kirk Sandlewood is a doctor from the Hidden Kingdoms. His goal is to find an incredible artefact so he may propose to a princess.   2 x bags - Gives Kirk Sandlewood two inventory slots.
Ability: Doctoring - Can use first aid kits, medicine and bandages when the party takes a rest. Carries one first aid kit , one medicine and two bandages at the beginning of the game.
Ability: Gun
- Deals 1 damage to a monster. Has three bullets.
Ability: Sword
- 1 damage to small monsters.

  Kirk Sandlewood carries two bags that which gives him two inventory slots to carry artefacts. His doctoring ability means that he can use any first aid kits, medicine or bandages the players may find on their expedition, as well as use the one first aid kit, one medicine and one bandage he carries with him. His gun allows him to deal 1 damage to any kind of monster, but he only has three bullets with him. He has a sword blessed by his mother which does 1 damage to small monsters.   Kirk comes from a land that is only rumoured to exist, but he is one of thousands who fell in love at first sight with a beautiful, dark princess called Titania. While his family managed to weave and work their way into mild prosperity and forge a connection with the royal family, Kirk's only chance at issuing a proposal is to first donate an incredible artefact to the royal family. While land and rank is valued in his society, daring and bravery is beloved and highly prized. Kirk is determined to stare down the most dangerous of all challenges, support his team and return back with the greatest of prizes.   After all, Princess Titania is carrying his child.    
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Matthew

  Matthew is a member of the Bev Tribespeople and is an expedition guide to the Sanguin canyons. His goal is to find or sell artefacts to take home 3 medicine.   Illusion Magic: Level 2 - Allows players to escape a monster without taking damage.
Building Magic: Level 1
- Can prevent some scene disasters, up to level 1.
Calling Magic: Level 1
- High gamble magic, which could do damage against a monster, and/or to the players.

Matthew uses his magic to help safely guide tourists across the canyons. His illusion magic allows the team to escape monsters twice, his building magic can prevent a scene disaster with level 1 difficulty once, and his powerful calling magic could deal great damage against a monster... Or it could backfire. After taking a rest, he limits on his use of magic is reset, so he can cast it again to the original extent.   Most Magi who are not properly trained or tutored, either lose their magic abilities entirely, or lose control of it and become dangerous. Matthew is an exception, and was able to practice and grow his abilities without a teacher. He learned early on, the dangers of Calling magic, but understands that sometimes, there may be no choice but to take a risk. Like most of the Sanguin tribespeople, Matthew has a sickness that requires him to need regular medicine. He has two younger siblings that he also must help supply.   Matthew has defeated the odds several times before, and will not go down without a fight.    
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Ruth Llya and the Blaster

 
  Ruth Llya is a member of one of the Sanguin Tribes and wields a MegaCannon. Her goal is to find one science artefact.   MegaCannon - - A destructive weapon that uses artefacts as fuel.
3 x Bag -Gives Ruth Llya three inventory slots.
1 x Dismantle Tools Used to dismantle traps. Once used, Ruth Llya will have a spare inventory slot.
Ruth Llya's MegaCannon can be fed artefacts found in the expedition, to deal tremendous damage to monsters. Her three bags allow her to carry three artefacts, and she can also dismantle one trap with her dismantle tools.   Ruth Llya's old tribe, The Coincidence, was destroyed after an incredible explosion that took down an entire mountain. Taking it upon herself to investigate the cause as she grew older, Ruth Llya realised that a trap left behind in an ancient war had accidentally been triggered. Before her discovery, Ruth Llya had already made several improvements to her robotic arm and was a handy tinkerer. As diseases such as Bloodrot ravage the Sanguin continent, Ruth Llya has done well to build up a steady business. Many Sanguin tribes see the use of currency as taboo, so Ruth Llya traded her skills for knowledge and useful parts for examining Old World technology. By studying the explosion that had destroyed her old home, Ruth Llya built an impressive weapon - The Mega Cannon.   Such a weapon is incredibly desirable, and there is no law among the tribes against thievery. Therefore, Ruth Llya changed her name and ensured that the Mega Cannon was an extension of her, as slavery is not permitted.   Ruth Llya is keen to continue to improve the reliability and power of herself; Ruth Llya and the Blaster.      
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Grim Solvin

 
  Grim Solvin is a bodyguard from the East Federation. His goal is to protect other characters from damage three times.   Bodyguard ability - If a player were to take damage, Grim Solvin can take the damage instead. This can happen as many times as Grim chooses to.
Gun ability - Deals 1 damage to a monster. Usually has three bullets, but Grim brought a spare.
Extra bullet
Sword - 1 damage to small monsters.
  Grim Solvin is deep down on his luck, and knows there's a bounty on his head. Once an exalted scientist, he has self-exiled himself from the continent in an attempt to slow down the toll bells. Sanguin, as hellish as it may be, is Grim's salvation. His extensive expertise in biochemistry is of little use in Sanguin, but perhaps his practised skill at always keeping an eye behind his shoulder and spotting signs of trouble will come in use. Grim Solvin has managed to partially join the Elva Tradesfolk, one of the few Sanguin Tribes that deal in currency. He hopes that if he can learn quickly to grasp the local languages and make himself useful, that at least, he won't have to suffer alone.    
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Character Creation

If you wish to make your own character instead read on, otherwise scroll down to The Gameplay.
  Character creation in Sand: Whispers of the past uses a point system. You have ten points to spend on abilities and useful items.  
If you and your teammates survive and wish to play the game again, you could improve your character with an agreed set of points. I would recommend 3 points.
 

Points list:

 

Magic

 
Each level of magic gives a character one energy to use it. Therefore, if a character has destruction level 1, they can use the destruction magic once. Energy can be reset when the team takes a rest.
    Unlocking magic - Unlock the ability to use magic - 3 points
Unlocking magic type - Unlock the ability to use a magic concept (type) - 2 points
Levelling magic - Some magic has new effects at a higher level. Each level gives an additional energy to cast it. 1 point
Calling and Destruction magic will not always succeed their rolls. It turns out, if you try to do something under pressure... Let's say, when a monster is trying to attack you...
The other concepts of magic will always be successful, but will still spend energy to cast. Remember, a magic user's energy equals the level of their magic.
    Building - Can prevent some scene disasters. Scene disasters can range from level 1 to level 3. A level 3 in building magic can spend one energy to prevent all scene disasters, while a level 1 in building magic can prevent only level 1 scene disasters with one energy.   Calling - High gamble magic. Roll one D10 dice. If you score 5 or below, the spirits of the land heard you. Roll one D6 dice to find out the damage against the monster! If you score 6 or 8, the spirits sought to balance the land, and both your party and the monster will receive a damage. Roll one D6 to find out the damage taken to the monster, and roll an appropriate die to find out which player also receives damage! An original score of 9 or 10 means that a player in the party will be damaged instead. Roll one D6 to find out the damage taken, and roll an appropriate dice to find out which player also receives damage!   Destruction - Roll one D20 dice. Any result from 13 and under results in a successful hit against a monster. Anything result above 13 results in a misfire, which means nothing takes damage.   Illusion - Allows players to escape a monster without taking damage.   Law-Making - Allows for the single reroll of an artefact, a scene or a monster that has recently been revealed.   Restoration - Can heal one D6 to a single player.   Transportation - Can carry one extra inventory space.    

Abilities


In Sand: Whispers of the Past, bullets never miss!
Will you invest in magic, using energy that can be reset after taking a rest, or will you use a limited number of bullets with a guarantee hit? Or you could always try to escape a monster...
    Gun ability - The character wields a gun designed by fragments found from the Old World. The gun comes with 3 bullets and costs 3 points. Upgrade for another bullet - 1 point.

Sword ability - The character wields a sword that can only fight small monsters. Swords last forever, unless a scene or a monster takes it away... Costs 2 points.

Doctoring - The character can use first aid kits, medicine and bandages when the party takes a rest. At the beginning of the game, a character with this ability carries one first aid kit , one medicine and two bandages 2 points

Insight - Allows the party to change a monster encounter into an artefact. Can be used once per game. 3 points

Bodyguard ability - If a player were to take damage, the character with the bodyguard ability can take the damage instead. This can happen as many times as the character chooses to. - 4 points

MegaCannon - A destructive weapon that uses destroys artefacts as fuel to do powerful damage against monsters. Each artefact has a value from 1-5 points of damage. If the MegaCannon is fired, magic cannot be used during the same turn. - 5 points

Red Spear - The character wields a very powerful Cantari weapon. They can launch a laser attack at a monster with a charge that will deal one damage, or attack small monsters with melee without the need to use a charge. The red spear comes with 5 charges, but cannot recharge. If a laser attack is used, magic cannot be used that turn. - 6 points      

Items



  Camp Gear - This allows characters to take a rest. Doctors can only use their items during this time, and magic users recover all of their energy. - 2 points

Dismantle tools - Used to dismantle traps. Once used, the character will have a spare inventory slot. - 2 points each

Bag - This gives the character one inventory slot. Without inventory slots, you cannot carry artefacts! 1 point      

 

The Gameplay

 
This game has been created in the hope that a future version might involve picking up cards.
     
You will need
Dice - At least one D6 die, one D10 die, and one D20 die.
Paper & Pen
Your character information

In Sand: Whispers of the past, there is no game master. Each player is invited to take on the role of the character they have chosen to the extent to which the team agrees. It is usually best to be open about what your character's goals are, so that it is easier for your teammates to work together to make decisions that favour the majority.

One step forward, one step back

At the beginning of each turn, players must decide together if they are going to take one step forward. This represents venturing further into the Elliot Canyon. During every step, one player takes a turn rolling one D20 die to determine the scene. A scene may have an encounter type. Currently there are three different encounter types, monster, artefact and medicine.

For every step forward, the players will need to take one step back when they have decided they would like to return back to base. During a step back, players continue rolling one D20 die to determine the scene, and one d20 die for the encounter as normal. The players lose if they are unable to return to their base before losing all of their health. Once you decide to start to head back, you cannot go further forward, therefore it is a balance of trying to go as far as possible in order to find the most artefacts, while ensuring the team can return safely.

Some characters may be carrying camping supplies which would allow you to take a rest. (Therefore, moving neither forward nor back!) This resets a magi's energy which may be useful for defeating monsters. During this time you can also use bandages or medicine to recover health. You would still need to roll one D20 die for determining the scene and one D20 die for an encounter as normal. You can never rest in the canyon without risk.

It might be helpful for players to agree beforehand on how to settle tough decisions. Will you decide to have a vote for majority, flip a coin or pre-agree on reaching a certain quota before attempting to leave?
 

Fighting Monsters

 
Strike a monster, escape or use an ability to reroll
  When a determined scene says that you will be encountering a monster, roll a D20 and use the monster table below to find out what monster you encounter. The player characters will always hit a monster first. This means that you could potentially take no damage when fighting a monster, and that would usually be a strategic way to play.   All players fight monsters together, and can discuss through character or out of character what to do. Players can choose to strike the monster once per round. For example, one player might fire their gun at the monster. They can only fire that gun once during that round. Another player might roll to see if their destructive magic hits. Players can only strike a monster if they have a weapon, or access to destruction or calling magic. This may mean that some players are unable to damage a monster at all!   Guns, swords, spears and Destruction magic all hit a monster with one damage. Calling magic and MegaCannons are the exception. Calling magic can potentially hit a monster from 1 to 6 damage, but also has a chance of hitting the players. MegaCannons destroy artefacts and release power based on that artefact. (Please refer to under Character Creation: Magic, Abilities for more information!)   Bullets, missiles, Megacannons and melee weapons never miss. But players will need to roll to determine whether Destruction magic or Calling magic hits. (Again, please refer above!)   If the party has decided to strike the monster, have each attempted to strike the monster and the monster still stands... Then someone will take damage. Roll a dice to fairly determine which player character receives damage. A player character with the bodyguard ability may decide at any time to take the damage themselves.   The rounds will continue until the players are defeated, the monster is defeated, or the players decide to escape.   If the players escape, then one player character will take damage. Roll a dice fairly to determine which player character receives damage. To escape without taking damage, a player character with enough energy could cast illusion magic. You do not need to roll to cast illusion magic.   All players have 6 health.   Some monsters can do 6 damage.   Elliot Canyon does not always play fair!   This is why abilities such as using illusion magic can be very helpful in the party for these moments, which will allow the party to evade the monster without taking damage. Law-making, which allows monsters, artefacts and scenes to be re-rolled is also a helpful option! Insight, an option for non-magic users can re-roll a monster, scene or artefact once per game.  
To summarise, your options are: Strike the monster, Escape and take damage, Use Magic or the Insight ability to escape or reroll the monster without taking damage.
 

Picking up Artefacts

  When a determined scene says that you will be encountering an artefact, roll a D20 and use the artefact table below to find out what artefact you encounter. Anyone in the party can pick up the artefact, no matter whose turn it was to roll.   However.   At least one player character must have inventory space. One inventory space equals one artefact! This is when carrying bags or having transportation magic becomes vital. Once disarming tools are used, a new inventory space is available.   And.   Artefacts can only be picked up if the party can think of a story about the artefact. Consider who might have used the artefact, what the artefact was used for, and what happened for the artefact to be abandoned. You don't need to answer these questions, but the more detailed stories you create, the more interesting the adventure becomes!   New artefacts will only be able to be picked up if the players can bind the artefacts together in a single story.  
One story. Many Artefacts.
  For example...   After picking up blueprints, the party might say...  
There was a male scientist named Kevin who was working on a new adventure. He was very stressed out, and spent most of his time on these blueprints.
  After picking up a candybox, the party might say...  
Kevin had a son who lived with him, but didn't have much time to spare caring for him, so often the son had to fend for himself. While Kevin didn't like his son eating candy, he lost some of his authority and was unable to influence his son to eat healthily.
  After picking up an old paper book, the party might backtrack a little and say....  
Upon further evidence, we find out that Kevin's mother, Elaine, lived with him and his son who was called Kevinson. Elaine took care of Kevinson, and spoiled him rotten. When he played by himself, Elaine enjoyed cosy mysteries. On the front of the cover, the book has a character with orange eyes, which suggests that genetic mutations or genetic experiments were common in this time.
  After picking up a snowglobe the party might say...  
This snowglobe was an early model of Kevin's ambitious project, to create a closed place for people to live in. He was not content living in society, and wanted a better, healthier place for his family to live in.
  It is okay to ret-con aspects of the story after new artefacts are made, unless there is a house rule among the players that you'd prefer not to.   In the table below, you'll notice that artefacts have a type, a sell value, a cannon fodder value and description.   Some characters have a goal of collecting an artefact of a certain type. Others might need something from the artefact's sell value. If a character needs a science artefact, and another character needs 2 rare metals, finding one science artefact that can sell for 2 rare metals will not satisfy both of them, as only one character would be able to benefit!   The cannon fodder value equals the amount of damage the artefact can deal to a monster, if it is destroyed and used to fuel a MegaCannon.   The description of the artefact is optional, but may help you produce a valuable story!   Please note that you cannot use the sell value of an artefact, because you wouldn't have sold the artefact until you've finished the game.  

In summary....

    1. Decide whether the team is going one step forward, one step back, ortake a rest.
2. A player takes a turn to roll one D20 die to determine the scene, using the scene chart below.
3. The same player then rolls one D20 die if there is a monster and/or loot at the scene, using the encounter chart below.
4. Players discuss together how they would like to deal with the encounter.
5. Players discuss how the artefacts links together with a single story.
And repeat.        

 

The Scenes

 
 

 

The Artefacts

 
 

 

The Monsters

 
 

Images disclaimer Banner: The silhouettes in the banner feature three character designs for the Sand visual novel and belong to myself / Sailing Ocelot Studios. All of the other images used in this article were made by Sailing Ocelot with a licensed Canva.
Desert Ambience was created by Involving Ambience.  
 
Sand
Generic article | Apr 29, 2023
Taru
Organization | Jan 9, 2022

Taru is a small nation bordered underneath Cantari. Many businesses meet at Taru for trade as it is seen as a 'mostly neutral ground' in the Cantarian continent. Once owned by the Federation, now officially allied with Cantari.

  Aria Chen would have travelled a long and difficult journey in order to arrive at Sanguin. She would have had to barter with several captains to edge closer to the Sanguin coast, hope to avoid perilous storms and Northern Isle pirates. Many Taruan magi have attended the Taru International Academy and are used to short voyages to Yoko Island. But no amount of experience could prepare Aria for what is coming next...  
Northern Isles
Organization | May 2, 2023
  Many Northern Isle folk have integrated into other societies across Gaia as terrain experts, and magi teachers are no exception. At the Taru International Academy, Ruru teaches land exploration, encouraging students to investigate the local flora and carefully climb across steep mountain paths. Havern teaches about the local wildlife and magical fauna.   The Northern Isle culture itself is very respectful of the land, but does not think of it as a Mother or Guardian like other cultures such as the Taruan Merfolk. Many see the land as brutal, challenging, uncompromising.   A mentality that is surely needed in an expedition to Elliot Canyon!     No one has been able to access the Middle Kingdoms, and much of its existence is riddled in myth. Kirk Sandlewood found out that part of the reason is that it is very difficult to leave the Middle Kingdoms, and it will be an equally gruelling trip back. Kirk has already witnessed what he believed was scientifically impossible. The will to complete his mission has been the single string keeping him together. And now he enters Elliot Canyon...  

What are Magi?

  Most of the world of Gaia didn't know magi existed until the end of the The Second Armada, where magi such as Lo Chen and Alice Monaghan played a large role over the end of the devastating conflict.   Now the world is adjusting.   Essentially, magi are humans who are capable of using magic.   In Edgard, magi are celebrated as wondrous, entertaining folk who can add extra effects to their concerts at Snow City. As long as magi can pass brutral exams on the first and only try when they are 18, they are welcome to live in Edgard forever.   In Taru, some magi have begun to have a similar reputation, while others continue as regular citizens. Many magi in Taru attend the local academy for magi, which is now international recognised.   In the Cantari - Empire and the Federation, magi are seen as potentially valuable front line soldiers. While there is a temporary peace sweeping across the seas, there may be another Armada across the horizon. Many magi from these two major powers discreetly leave their home to avoid mandatory service. For Cantari students, all magi must serve for life, or until the military sees fit to retire them.   For many of the Sanguin tribespeople, magic is simply another tool.  

What it is in a name?

  The Sanguin folk usually have a single name, and will follow the naming patterns and traditions of their particular tribe. Most tribespeople have rules that no one can have the same name as another, so new members of the tribe who have moved from another place may need to change their name.   The identity of the tribe is more valuable than the identity of the family, so Sanguin who travel outside of the continent may use their tribe's name as a surname.   Ruth Llya's name is most unusual. Her original name came from her lost tribe, The Coincidence. After finding a new tribe to settle into (a must for most Sanguin to survive!), there was another member called Ruth, so came the first revision: Ruth Llya. Ruth Llya (and the Blaster) often finds a way to work through social rules. She thinks on her feet to come with new solutions. Perfect for surviving in the canyons!  

The Federation

 
The Federation Approaches by Sailing Ocelot, made with Canva
  The Federation contains a number of nations and states on a single continent. The richer nations in the west have strict borders and a two tier system to manage its affairs, with some strategic decisions such as the use of the military, political stance and trade agreements with other nations are conducted through The Federation state, while other matters such as education and welfare are managed through the nations and states themselves.   In the east, borders are far less strict, and often people from the East Federation are looked down upon.  

Game Tips

  This game can be played seriously or as silly as the party wills it. It is a flexible system, so discuss with your party what your generation expectations are!   When creating your character, you might wish to consider where they might have been born, and what made them travel to the most dangerous place known to humans. This will help you set a character goal. There are no rules for character goals, which means yours could be a relative easy one unless you fancy more of a challenge! This is to prevent limits from creativity, but if you're unsure on what a good goal could be, take a look at the pre generated character list for inspiration, and the kind of artefacts that you might stumble on.   While it may be tempting to have a character that can do many things, specialising will have its benefits. Building in particular is more effective at a higher level.  
The magic system is based on how magic works in the visual novels! In 'The Sea Hears Our Cries', students learn these essential Concepts of Magic as part of their experience in Taru International Academy.
   
When playing the adventure, why not describe how your magic looks as you cast it? As long as you follow the game mechanics, your magic can manifest however you'd like it to. Sparkles? Flames? Eerie shadow? Your descriptions will surely add more to your character's personality!
 
Of course, you can also describe how you fight monsters using weapons! Is your character the slick, cold type, or do they fight with a dramatic pose and intense one liners?
  Some teams might find they do better when players have a variety of weapons, to cover their bases on what they might find at the canyon.   Swords can't fight bigger monsters, but they can be very helpful in saving essential ammo and magical energy. Part of the game tests players to make choices as to when to attack monsters or flee!   If your party requires only a few artefacts to complete their goals, you may wish to consider the incredible MegaCannon. This impressive kit destroys artefacts but can launch powerful attacks against monsters and never misses. you don't need to worry about accidentally hitting your teammates either, unlike Calling Magic!   The Red Spear should also not be underestimated, as it provides free attacks to melee creatures, while having five opportunities to attack larger monsters.  
War of Spears by Sailing Ocelot made with Canva
  A Cantari weapon, the red spear is a feared weapon and was used to devastating effect during the War of Spears.      

A gameplay example...

  I had the pleasure to playtest my game with the incredible Peter and Wyvern. This is a speedily done write up attempt of the adventure, that I hope helps provide a sample of what kind of game you could have with this system. If you'd like to watch it the VOD, https://www.twitch.tv/videos/1806838146 Viewer discretion is advised. The vOD does mention a very brief moment of mind-control and a prolonged trope of a character obsessed with eating monsters.   Ruth Llya and The Blaster, Grim Solvin and Kirk Sandlewood decided to venture through Elliot Canyon together. They first stumbled upon moving sands... How strange, the sand seems almost as if its alive. The party looked carefully across the breathing desert and come across their first artefact, a gate image that featured a dominating red sky.   "I've heard of this, its called the long dusk." Grim Solvin grimly began, filling the party in on his knowledge. "It occurred a hundred years of go, so this photo must be either from that time... Or from a normal dusk."   Ruth Llya shrugged. The artefact would make a great explosion through her mega cannon.   Kirk Sandlewood added "One of the things we can tell about these photograph is that for it to be a red sky they must have had colour printed technology."   "Quite astute, Mr Sandlewood." Grim muttered.   "Please, call me, Doctor Sandlewood."   The party moved forward.   The sands became endless planes, and in front of the party emerged from the sand depths, a hideous creature. Singing, taunting, the shadowy fiend held up a sword dripping in rotting flesh. Their first enemy.   Grim Solvin fired his gun at the shadow which made it shriek in shock. Ruth Llya crammed the gate image into her mega cannon and fired a powerful shot that obliterated the shadow.   The party moved forward.   Once again, the sands shifted underneath the party's feet. The party found a portrait of a family with a daughter whose face was smudged. The daughter was holding a certificate of some kind.   "I reckon this is some kind of graduation photo." Kirk began. Grim narrowed his eyes closely to the photo, but shook his head.   "Nah, can't make it out." Grim said.   "Well it's a good thing I can!" Kirk grinned. "This certificate says she is a graduate of pie making! She is pie maker, and she makes delicious pies."   Ruth Llya felt her stomach rumble. "Oh my, what an advanced society." She said, imagining a world of numerous pies.   The party moved forward.   Underneath more sand, the party found an old diary. Upon closer inspection, it was more of a recipe book. Kirk Sandlewood was eager to read it. He flicked through some pages.   "Hmm, it says here... Take two eggs, whisk them in a flask, also I hate that b**** Jessica!"   Bemused, Ruth Llya realised that the daughter in the photo was called Jessica. Jessica had stolen the diary from her rival.   The party moved forward.   They found a bizarre cave, that seemed to arrive to them, rather than they arrive to it. It was surrounded by broken technology from the Old World, some of it whistling, buzzing, or playing ancient SOS messages on repeat. It was known as a hell cave.   And there, awaiting them was a monster.   It had a frilled back, and unnerving human like arms. Grim Solvin and Kirk Sandlewood readied themselves into action.   "Oi! Freak! Look at me!" Grim said, swinging his sword.   "Yes, I am looking at you." Kirk Sandlewood responded. "Oh! You meant the monster. Carry on!"   Grim Solvin caught the attention of the monster, and then launched his sword straight into its face.   Kirk Sandlewood took three precise steps back, raised his boot as high as he could, and kicked it clean across the cave.   "Impressive." Ruth Llya said to the gentleman with a shrug, as she polished her Megacannon.   This is when things took a turn for the worse.   Kirk Sandlewood was hungry. And that was a problem.   And so the monster was turned into a raw snack.   The party moved forward.   The terrain became dangerous, and the party came across a trap. Ruth Llya made the most of her disarming tools, clearing the way.   The party moved forward.   Another hell cave. But this hell cave was huge and in front of the party was a living, breathing dry dock, inching closer towards them. There were ghosts roaming around, banishing weapons.   How do you defeat that?   By this time, Ruth's nose began to twitch, her eyes were wide and had dark folds beneath them, and her hair was out of place. She agreed to fire her cannon and the port, destroying the family portrait. Grim Solvin and Kirk Sandlewood fired their guns, and the monster was defeated.   Or so they thought.   The party moved forward.   Ahead of them, were colossal, impressive towers, true ruins of the Old World. They found some knitting needles. The party found that there were blood on them, and therefore proposed that perhaps they were used for surgery. At this time, the old recipe book was left behind and forgotten.   The party moved forward.   They came across a lone shadow, attacked with a gun, threw their knitting needles at it, and continued their journey. Kirk Sandlewood proposed it was the ghost of Jessica.   The party moved forward.   ...   Time is distorted, and the full story may not be written... But the party continued until they had to go back. They found artefacts eluding to two princesses who fell in love. As they became Queens, their people were unsatisfied, so they planned to create a spectacular water park to satisfy and entertain them. While the story behind the artefacts was complete, the party did not return whole. One of them was lost as the old port returned to haunt them. And the other two... Well, let's say things were never the same again.

Comments

Author's Notes

Thank you very much for taking the time to look at this one shot adventure game. I appreciate it might be quite different from many one shot adventures, as there is no GM and an emphasis on storytelling.
Despite only starting ten days from the deadline, I have put my heart and soul into this project. Feedback that would be most useful to me would be, 'Are the mechanics easy to understand? Who or what kind of character would you play? Does this one shot adventure make you interested about other aspects of this world?'


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Apr 27, 2023 20:57

What an amazing adventure! I love the care and attention you have placed into this. Great explanations, reference points and linked article for more lore. The fact you made it cooperative with no game master is amazing!


Graylion - Nexus   Roleplaying
not Ruleplaying
not Rollplaying
Apr 28, 2023 10:30 by Sailing Ocelot

Oh my goodness, thank you Graylion for both of your comments! I really appreciate that you've taken the time to look through it. I was worried that the no GM would be too much of a taboo, so this feedback is very encouraging. Thanks again! <3

~~~~~~~~ SailingOcelot
Apr 27, 2023 20:58

And and and your themes, artwork and random tables are excellent.


Graylion - Nexus   Roleplaying
not Ruleplaying
not Rollplaying
Apr 28, 2023 17:59 by Deleyna Marr

This is a beautiful piece! Fabulous. Love the ambient music!

Deleyna
Apr 29, 2023 08:40 by Sailing Ocelot

Thank you Deleyna! I'm happy the music adds to the atmosphere of the article!

~~~~~~~~ SailingOcelot
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