Sand: Whispers of the past
The Cast
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.
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.
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.
Matthew
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.
Ruth Llya and the Blaster
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.
Grim Solvin
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.
Character Creation
Points list:
Magic
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
Abilities
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...
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
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.
Fighting Monsters
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.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.
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!
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