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The Red Lamp

Odd little objects from home keep falling out of the second moon, and someone is paying goblins to collect them.

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A lighthouse shines over a flooded causeway beneath two moons.

A story with a beginning, a middle and an end

  • Every choice says what it risks

    Tags show the stat a choice rolls, the time or gold it costs, and what opens it. Greyed-out choices need something you don't have yet, so the next run can go differently.

  • Your old life matters

    A line cook, a nurse, a mechanic: who you were opens choices nobody else gets, and so do your gift and class.

  • Fights have consequences

    Scout, sabotage or talk your way into a better fight. Lose, and you can let it stand, or ask the goddess to turn time back. That costs a memory of home.

  • The clock keeps running

    There is never time for everything. What you skip happens without you, and the story remembers.