A quick reference for the helper app and the storytelling loop. Keep it open while you play.
Click Actions → Combat Roll; follow the text for scars and enemy fate.
Add or remove with “+ / –” when fictionally justified. Three scars end the adventure.
Setup ----- Lyra the Mage (Talent: Keen Eye) Goal: Find a cure for the plague haunting her homeland. Story Log --------- Lyra the Mage begins her quest: Find a cure for the plague haunting her homeland. 1) Exploring the Ruins ---------------------- Player clicks “New Room”. You discover a new room: Empty Detail Check: Glowing Crystals (Ceremonial) for Knowledge - feeling Curious, currently Investigating Lyra studies the sigils etched into the crystal pillars. Journal Entry ------------- [Journal] These ruins hum with forgotten power. Surely the cure lies ahead. 2) NPC Encounter ---------------- Player clicks “Generate NPC”. Met Tessa the Scholar - Hooded, Curious, wants Information Player asks Oracle: "Does Tessa know anything about a cure?" Dice = 10 → Yes, but... Oracle: "Does Tessa know anything about a cure?" – Yes, but... Tessa recalls an ancient tonic recipe but needs a missing ingredient. 3) Quest Hook from the Conversation ----------------------------------- Player clicks “Generate Quest” <— triggered because the fiction pointed to a quest. Quest Generated: Retrieve Quest Related to: The Iron Crown Retrieve an artifact important to The Iron Crown Lyra vows to sneak into the Iron Crown’s vaults for the ingredient. Journal Entry ------------- [Journal] Tessa cannot travel; I must be her hands. The Iron Crown will not yield its treasure willingly. 4) Travel Montage ----------------- Lyra marches across storm‑lashed moors (Story Clock +1). 5) Infiltration --------------- Player clicks “New Room”. You discover a new room: Treasure Detail Check: Whispering Chains (Locked) for Containment - feeling Suspicious, currently Guarding A jeweled coffer rests behind iron bars; a lone sentry dozes. Oracle & Talent --------------- Keen Eye allows an extra question. Oracle: "Is the coffer trapped?" Dice = 5 → No Lyra silently lifts the lid, taking a vial of silver dust. 6) Alarm & Combat ----------------- Player clicks “New Room”. You discover a new room: Monster Encountered: Swift Undead that speaks in riddles Player clicks “Combat Roll”. 6 + 4 = 10 - Success with complication Trade blows - enemy wounded, you take a Scar Lyra’s ward explodes, shattering the undead, but a talon gashes her arm. (Scar 1) Story Clock auto‑fills (Failure range). 7) Major Event -------------- Clock hits 6: MAJOR EVENT: A faction makes a major move! The Iron Crown mobilizes troops, hunting the thief. 8) Aftermath ------------ Lyra flees into the night, vial secured—the cure finally within reach.
Reach your goal, fall to three scars, or decide the story has ended; then add one last Story Log line and a reflective Journal entry to close the legend of your hero.