Scape
Scape
A fantasy roleplaying game for the Planescape setting.
Central Tenets of Scape
- Player characters are not superheroes. They are denizens of the planes just like everyone else. What separates them from the rest is their choices.
- Even mighty heores can fall to a single stroke of a weapon. Mortals are mortal. They are fragile. Even the mighty Achilles or Ajax is slain with a single arrow or spear stroke. The trick is to avoid getting hit, or even better avoid letting anyone want to hit you in the first place.
- Roleplay is not about combat, narrative, numbers, nor personality, but about choices. The important things that happen are the ways the player characters affect the world around them.
- Character growth is not a growth in numbers. Don’t expect
STR
orHP
to alter dramatically. Expect a growth in what you are capable of. - Ideas and extraordinary abliities are represented as items. Among the planes, the abstract tends to be represented as the physical. Your character’s “class” is the items that give them abilities. Your level up abilities are
tattoos
you collect. Even yourXP
is represented as chips, to be traded and spent. - The referee is there to challege the characters’ viewpoints as much as their safety. This is more about perspective and philosophy than it is about killing monsters. The strange creatures are to be feared for their ideas more than fang and claw.
- Rules are for skipping ahead in time. We don’t include rules for the important parts of the game: choices, ethics, planar travel. That’s because we want you to take your time on those areas and explore them fully through roleplay and a dialogue between each other and the referee. We include rules for parts we want to get over quickly: combat, skill checks, powers, even making characters and leveling up. We made them simple and quick so they can make room for the important parts. Similarly, saves made out of combat are for skipping past unimportant bits.
Character Creation
- Roll
3d6
. This is your maxSTR
score. - Roll
3d6
. This is your maxDEX
score. - Roll
3d6
. This is your maxWIL
score. - Record your
STR
,DEX
andWIL
edge as0
. - Roll
1d6
. This is your maxHP
. - Add
3 days' rations
to yourinventory
. This takes only one equipment slot. - Pick a starting equipment set. Add these to your
inventory
. - Record your worn items and your weapon damage.
- Record your
AC
based on your worn armor. - Roll
3d6
. This is your startingjink
. - Write a sentence or two about your character’s
profession
before heading out to adventure the planes. - Pick a name.
Rules
- Basic interaction Describe your actions to the referee. They will decide if you succeed or fail. They may ask you to roll a save to determine success.
- Ability scores You have three ability scores. They act as hit points. They start as the same value as your max ability scores, and may not exceed the max. Applying effort, using special equipment, or taking damage while critically injured can result in lowering your ability scores.
- If your
WIL
score reaches0
, you are stupefied until a full rest or the points are healed. You gain1 fatigue
. - If your
DEX
score reaches0
, you are immobilized until a full rest or the points are healed. You gain1 fatigue
. - If your
STR
score reaches0
, you are dead. Forever.
- Saves To avoid a negative effect, roll
1d20
. If the number is less than or equal to your relevant ability, you succeed. - Advantage/Disadvantage If an action is particularly easy, the referee may request a roll be made with
advantage
, meaning the player rolls twice and takes the more favorable roll. Conversely, if an action is particularly difficult, the referee may request a roll be made withdisadvantage
, meaning the player rolls twice and takes the less favorable roll. - Effort A player may turn a roll with
disadvantage
into a normal roll, or turn a normal roll into a roll withadvantage
, by applyingeffort
. Applyingeffort
gives the ability score for that roll3 damage
after the effect of the roll is applied. A player can only applyeffort
once per roll. - Edge Activating ability in equipment or applying effort will lower ability scores by a fixed cost. Having an
edge
decreases the cost by the amount of edge for that ability score. For example, if an ability costs3 STR
, and yourSTR edge
is1
, you lose2 STR
to use that ability. The minimum cost is0
. - Profession If the referee determines that the character’s
profession
would result in them being more skilled than usual at that task, the player may assume a minimumedge
of1
for effort applied to that action. - AC and
HP
Any damage received is first reduced by yourAC
score. IfAC
cannot reduce it to0
, then the remainder is taken from yourHP
. OnceHP
is0
, the remaining damage dealt is taken from the relevant ability score. Physical damage reducesSTR
, while other effects like magic or poisons may affectDEX
orWIL
instead. - Critical Damage The moment your
HP
reaches0
as a result of taking damage, roll aSTR
save. On a failure, you gain1 fatigue
, you are disabled and can only moan for help and try to crawl to safety. - Equipment Slots You have
10
equipment slots to start,4
of which are considered to be worn or carried. Each piece of equipment you take with you (except coins) takes up equipment slots. Most equipment takes up1
slot. Small items can be grouped into a single slot. Bulky items use2
slots. If you have no unused equipment slots, you cannot carry any more equipment and are considereddeprived
. Carrying a person is considered bulky. Equipment abilities can only be activated while wearing or carrying them. - Fatigue You may gain fatigue from various sources such as extreme heat or cold, multiple days without sleep, critical damage, or being downed from ability score damage. Each point of
fatigue
gained renders a singleinventory
slot unusable. If this leaves you with no usable inventory slots, you arefatigued
. If you have more items equipped than you have usable slots, you must drop the remaining equipment. A full day of rest in a safe location with food and drink removes1 fatigue
. - Deprivation Extreme environments, magical effects, and having all usable equipment slots filled causes you to be
deprived
. Whiledeprived
, you cannot restoreHP
,STR
,DEX
, norWIL
by resting. - Healing Resting allows damage to be recovered to the max score.
HP
can be restored with a few minutes of rest.STR
,DEX
, andWIL
need a full day of rest in a safe location with food and drink to be restored. Temporary injuries can only have their effects removed with a week of bedrest and a skilled healer.
Combat
When combat starts, the game gets a little more structured. Combat happens in the following sequence:
- Roll initiative Everyone makes a
DEX
save. - Surprise Turn Everyone who passed the save takes their turn.
- Morale Referee rolls to see if the characters under their control flee.
- Enemy Turn Characters under referee control take their turn.
- Party Turn Everyone who failed the save takes their turn.
- End of Round If combat is still ongoing, go to step
1
.
On a turn
Each character on their turn gets to move and perform an action.
Actions include, but are not limited to:
- Attack If the enemy is within range of the weapon, the attack succeeds. Roll the damage indicated by the weapon.
- Unarmed Attack If the enemy is within reach, the attack succeeds. The enemy takes
1
damage. - Use Equipment They may use the equipment at a tool, or an improvsied weapon, or may activate an ability the equipment gives them. They do so by wearing or holding the equipment as appropriate. Merely carrying it (such as in a backpack) is not sufficient.
- Interact They may push a button, open a door, roll a barrel, or interact with any other reachable object in their environment.
- Improvise They may try to do anything else that the character can think of that’s capable of being done in a few seconds. The referee determines the outcome.
Morale
Each round the referee makes a determination on whether the creatures flee and end the combat. This can be done “by feel”, or by doing the following procedure.
- Roll a
WIL
save on behalf of the creatures. One save for the entire group. - If they are especially cowardly creatures, or have lost half their group, the roll with disadvantage.
- If they have an experienced leader, they roll with advantage.
- If they fail, they attempt to flee and combat is ended.
Character Advancement
Experience
XP
is gained for attaining goals, discovering new places, and making critical decisions. XP
is represented as poker chips. 1 XP
is given to each player in a group when the group as a whole is being rewarded. If a single player is being rewarded, the referee gives 2 XP
to the player: 1 XP
the player keeps for themself, 1 XP
is given to another player while stating a reason they deserve it. XP can be traded freely among players. XP
can also be spent to “grease the wheels” of roleplaying, obtaining some minor goal without having to roleplay it or risk failure. Doing so costs the party 4XP
.
XP
can be spent to reverse the effects of a bad roll. The player may choose to surrender 1 XP
to the referee after failing the save, and avoids whatever the most recent roll’s bad effect as if it never happened.
XP
can also be spent to make the character stronger by purchasing tattoos
. A player can spend 4 XP
to gain any one of the following tattoos
. A player may not take a particular tattoo
if it was one of their 3
most recently purchased tattoos
. That means at most the same tattoo
can only be gained for every 4 tattoo
purchases.
Tattoos
- Mark of Vitality: This tattoo causes you to grow grotesquely muscly. You can perform great feats of strength more often, but maybe you should refrain from delicate tasks like petting kittens. Increase your
STR edge
by 1, not to exceed2
. - Mark of Agility: This tattoo causes you to be quicker and more twitchy. Your reflexes are enchanced. Never mind the occasional spasms. That’s just your nervous system going into overdrive. Increase your
DEX edge
by 1, not to exceed2
. - Mark of Intellect: With this mark your neural pathways have opened and you can see the connections you couldn’t before. Also, does anyone else see all the eyes everywhere? Increase your
WIL edge
by 1, not to exceed2
. - Mark of Health: You can dodge so well with this mark that time seems to move a bit slower for you. You’re not sure why everyone keeps complaining about you talking so fast. Increase max
HP
by2
. - Mark of Burden: Life is a tetris game. You can see the optimal packing for your stuff. And how to optimally pack everything else, all the time. Increase your number of
inventory
slots by1
, not to exceed14
. - Mark of Skill: Multitasking is what it’s all about. You can hold so many things at once. Juggling seems trivial now. You know because you never stop doing it. Increase the number of
inventory
slots which can be worn or carried by1
, not to exceed6
. - Mark of Toughness: Your favorite set of armor is so broken in and perfectly molded to your form that it feels like another layer of skin. That’s why it feels like you’re ripping your skin off whenever you remove it. Choose one armor type. Increase the
AC
of that armor type by1
when you wear it. You may only select thistattoo
once. - Mark of Arcana: You just got your favorite scroll tattooed right on your skin so now it lives rent-free in your brain, pushing out some core memories that lived there. If you could remember what it was, you might be upset you lost it, but you can’t, so you don’t. Choose a scroll from your inventory. That spell is able to be cast without needing to equip a scroll. Each time you purchase this
tattoo
it must be for a different spell.
The referee should expand this list as a campaign goes on to reflect the experiences of the characters. This way the characters wear their own stories and experiences on their skin. These additional tattoos
should be permanent abilities, such as gaining an ability from a certain item. Tattoos which improve numeric superiority should not be added.
Equipment and Jink
The monetary currency of the planes is jink
. Values listed in the equipment tables is their sale value. Trading in unwanted equipment typically nets half the sale value.
Starting Equipment
Pick one of these when first creating a character. They are not otherwise for sale as a unit.
Armor
Armor type | AC | Inventory slots | Sale Value (jink ) |
---|---|---|---|
Plain clothes | 0 | 0 | - |
Light | 1 | 1 | 10 |
Heavy | 2 | 2 | 50 |
Weapons
Weapon type | STR Damage | Inventory slots | Ability (STR cost) | Sale Value (jink ) |
---|---|---|---|---|
Unarmed | 1 | 0 | - | |
Light | 3 | 1 | Sneak Attack: +3 damage (2 ) | 2 |
Medium | 4 | 1 | Critical: Ignore HP , damage STR directly (3 ) | 8 |
Heavy | 5 | 2 | Cleave: Target all enemies within reach (4 ) | 21 |
Ranged | 3 | 2 | Cover: Attacks against the party must pass a DEX save or miss (2 ) | 13 |
Tools
Tool | Inventory Slots | Ability (DEX cost) | Sale Value (jink ) |
---|---|---|---|
Shield | 1 | Parry: +1 AC until next turn (2 ) | 5 |
Climbing Gear | 1 | Scale walls and overhangs overwise unclimbable by skilled climbers (3 ) | 5 |
Thieves’ tools | 1 | Open locks and disarm traps that are not crackable by an a skilled lockpicker (2 ) | 8 |
Cloak of Shadows | 1 | Hide in dim light in ways a normal person can’t (2 ) | 8 |
Sneaky boots | 1 | Move more silently than a cat (3 ) | 5 |
Magical and Ceremonial Gear
Gear | Inventory Slots | Ability (WIL cost) | Sale Value (jink ) |
---|---|---|---|
Scroll | 1 | Cast Spell: the spell written on it takes effect (3 ) | 50 |
Holy Symbol | 1 | Turn Undead: Weak undead are chased away (2 ) | 50 |
Prayer Beads | 1 | Lay on Hands: Heal 1 STR , DEX , or WIL damage on touched creature per WIL spent (varies ) | 30 |
Miscellaneous Items
Item | Inventory Slots | Ability | Sale Value (jink ) |
---|---|---|---|
Burglar’s goggles | 1 | Evasion: STR damage is first taken from DEX | 50 |
Cloak of the War Mage | 1 | Mage Armor: STR damage is first taken from WIL | 50 |
War pipes | 2 | Heavy weapon, deals WIL damage rather than STR , Cleave costs 4 WIL`` | 30 |
Bolas | 1 | Light weapon, deals DEX damage rather than STR , Sneak attack costs 2 DEX`` | |
Net | 1 | Medium weapon, deals DEX damage rather than STR , Critical costs 3 DEX`` |
1d100 Spell Scrolls
d100 | Spell Name | Description |
---|---|---|
1 | Lantern Moth | A soft-winged moth leads you or those near you toward breathable air or safer ground. |
2 | Whisper Thread | Tie a thread between objects to hear distant whispers. |
3 | Flickerform | Your shape, or that of those near you, shimmers unpredictably, harder to notice unless stared at directly. |
4 | Watermark | Leaves faint glowing footprints only you or chosen others can follow. |
5 | Silt Vision | Eyes adjust to see clearly through murky, foggy, or shimmering air. |
6 | Echo Bottle | A bottle captures the last sound made near it. |
7 | Ember Ward | Skin flickers with heatless flame, shielding you or those close to you from burning air. |
8 | Paper Eye | A paper charm unfolds to show who last passed through a doorway. |
9 | Silent Sigil | A symbol drawn on a surface muffles noise nearby. |
10 | Ghost Scent | Lets you detect where something once lingered by following a fading scent. |
11 | Far Whisper | Your voice travels to someone far from you, heard only by them. |
12 | Phantom Grip | Your hand or that of a nearby ally can grip or tap from a distance, but only lightly. |
13 | Mirror Dust | A pinch of dust shows reflections that aren’t quite real. |
14 | Anchor Thought | Fix a single memory or truth in the mind of yourself or an ally nearby that cannot be shaken or stolen. |
15 | Softstep | Footsteps make no noise, even on broken glass or creaking wood. |
16 | Light Hook | Cast a hook of light to pull small objects toward you or someone near you. |
17 | Wind Stitch | Bind two pieces of cloth or rope using passing breezes. |
18 | Illusory Doubt | Project a faint echo of uncertainty into someone’s perception. |
19 | Glimmer Ward | Faint shimmering light wards off minor nuisances from you or a nearby person. |
20 | Frostskin | Breath frosts over, and skin resists bitter cold and biting wind—for you or those close by. |
21 | Soul Echo | Hear emotional traces left in an item or place. |
22 | Lantern Seed | Plant a glowing orb that floats and lights the area faintly. |
23 | Ink Drift | Words written drift across the page as if alive, revealing hidden messages. |
24 | Void Whisper | Silence fills your ears or those near you, helping thought in overwhelming places. |
25 | Driftmark | Leave glowing motes in the air that others can follow later. |
26 | Hollow Voice | Your voice echoes from somewhere else nearby. |
27 | Dustscript | Sand or dust moves to write words you focus on. |
28 | Memory Shell | Hold a brief memory in a shell or stone, which can later be shared. |
29 | Candle Clock | A candle burns in fixed time to help track time passage. |
30 | Phantom Key | Creates a temporary spectral copy of a key you’ve seen. |
31 | Living Rope | A rope slithers where directed, helpful in climbing or tying things down. |
32 | Veil Stitch | Cloaks you or a companion in dull shadow that blurs your outline slightly. |
33 | Lantern of Focus | While lit, the lantern keeps stray thoughts and outside influences at bay for those nearby. |
34 | Gentle Grip | Float a small object toward someone with a breeze. |
35 | Hollow Coin | When flipped, always lands the way the caster desires. |
36 | Whistle Drift | A whistle call rides the wind until heard by a chosen recipient. |
37 | Still Light | Light from your source doesn’t flicker or reveal movement. |
38 | Iron Path | Steps leave firm ground behind for others to cross unstable terrain. |
39 | Mirror Scent | Smell what the last visitor to a place carried with them. |
40 | Nightcall | A voice only audible in dreams delivers your message. |
41 | Ashmap | Burn a map and recall its contents clearly in your mind. |
42 | Soundpin | Pin a sound in place, so it plays when someone walks near. |
43 | Breathstone | A stone held in the mouth lets you or a chosen nearby companion breathe in thin or noxious air. |
44 | Lantern Ant | A tiny, glowing insect leads you toward shelter or safety. |
45 | Light Snare | Trap a light source inside a small gem. |
46 | Parchment Pulse | A scroll briefly glows if it’s missing pages or parts. |
47 | Ink Echo | Writing reappears on destroyed or washed-away pages. |
48 | Heartfire Thread | A warm thread keeps the core temperature steady for you or those close by. |
49 | Whispershroud | Dampen your voice to a private hum only one person can hear. |
50 | Tunnel Hum | Hum into stone to sense nearby hollows or voids. |
51 | Dream Shell | Trap a brief dream or vision inside a seashell, which plays when opened. |
52 | Tethered Will | Spirit remains grounded for you or a chosen companion nearby. |
53 | Salt Circle | A ring of salt hums gently, keeping out what doesn’t belong. |
54 | Gossamer Net | A net catches falling objects without damage. |
55 | Echo Ward | A ringing shield guards those nearby against disorienting whispers. |
56 | Mask of the Last Guest | Appear as the last person to leave a room. |
57 | Flame Echo | A candle flickers with sound and motion. |
58 | Lightbloom | Glowing spores stick to surfaces and glow softly. |
59 | Oathmark | A sigil on the palm seals a promise. |
60 | Eye of Stillness | Your gaze, or that of an ally near you, sees clearly through distortion. |
61 | Gate Moth | A glowing moth flutters around hidden exits. |
62 | Skybound Thread | A thread floats up and tugs toward a stable surface. |
63 | Memory Fog | A faint cloud causes others to lose a recent detail. |
64 | Word Tether | A word repeats softly until dismissed. |
65 | Lantern of Rest | Ensures the sleeper nearby wakes gently and unharmed. |
66 | Mind Stitch | Repairs scattered memory for you or someone nearby. |
67 | Shell of Silence | A thin barrier mutes sounds within. |
68 | Emberwalk | Feet stay cool even across lava-glow stone or frozen seas—for all within reach. |
69 | Flame in the Veins | Blood runs warm in you or those near, resisting cold and numbness. |
70 | Stone Listener | Feel movement through stone by touch. |
71 | Candle’s Memory | A candle replays sounds heard while burning. |
72 | Chalk of Passage | Draw a symbol that makes a wall briefly intangible. |
73 | Mirror-Twin | A mirror shows what you or another nearby person might have become. |
74 | Soul Anchor | Resist time loops or psychic unraveling for yourself or someone close. |
75 | Oracle’s Ember | Burn a feather to see fleeting smoke images. |
76 | Vein Sense | Feel airflow or pressure changes through earth or stone. |
77 | Cloak of the Hollow Wind | Envelops you or chosen allies in air that resists heat and chill. |
78 | Rune Nest | Mark an area to sense when it’s disturbed. |
79 | Mental Lattice | A mental pattern grants clarity to you or nearby companions. |
80 | Iron Trail | Iron dust glows where a person has recently passed. |
81 | Mask of Echoes | Copy someone’s voice or sound briefly. |
82 | Glass Ripple | Turn glass into a rippling surface. |
83 | Shellwind | Whisper into a shell; wind carries it to a chosen listener. |
84 | Lantern of Lurkers | Brightens when hidden things are nearby. |
85 | Bookbinder’s Charm | Mends and copies written texts. |
86 | Mothcloak | Wrap yourself or an ally in wings that vanish in dim light. |
87 | One-Way Mirror | Reflects only in one direction. |
88 | Glass Orchard | Grow illusory fruit from glass-like branches. |
89 | Whisper Bark | Trees recall whispers and repeat them later. |
90 | Echo Compass | A sound you make returns warped if the area is twisted or unstable. |
91 | Flame Stitch | Bind two objects with heated thread. |
92 | Cloak of Echoes | Your voice always echoes behind you or a chosen nearby person. |
93 | Gravetide | The ground flows like water, muffling steps for you and your group. |
94 | Thought Thread | Tie your mind to another’s to help one remember when the other forgets. |
95 | Lantern of the Lost | Leads you or others toward something important that was forgotten. |
96 | Bone Mirror | Shows the last thing that looked into it. |
97 | Silk Step | Walk silently, even over brittle or creaking surfaces. |
98 | False Trail | Your tracks—or those of a nearby companion—double back in strange ways. |
99 | Dreamroot Charm | A charm guards your or an ally’s mind from dreamslip and confusion. |
100 | Gravity Thread | A thread shifts gravity slightly for anyone near its anchor. |
1d100 Planar Trinkets
d100 | Trinket |
---|---|
1 | A brass compass that points toward places you’ve never been. |
2 | A glass bead that glows faintly when submerged in silence. |
3 | A knotted cord that tightens near unnatural stillness. |
4 | A key with no teeth and a soft hum when near closed portals. |
5 | A pebble that feels warm when held under open sky. |
6 | A dry leaf that never crumbles and curls toward danger. |
7 | A silver ring that fits only when you’re telling the truth. |
8 | A cracked lens that reveals hidden marks when looked through sideways. |
9 | A wax token stamped with a sigil no one recognizes. |
10 | A small glass orb filled with thick black fog. |
11 | A thread that always unwinds toward water. |
12 | A button that whispers the name of whoever last touched it. |
13 | A tiny hourglass that runs backwards in unsafe places. |
14 | A wooden cube with holes that hum when placed near ley lines. |
15 | A coin-sized disc of bone that always falls etched-side up. |
16 | A quill that only writes the first sentence someone almost says. |
17 | A pouch of ash that never grows cold. |
18 | A black feather that always lands point-first. |
19 | A clay token shaped like an eye, warm when secrets are nearby. |
20 | A silken ribbon that refuses to knot near deception. |
21 | A tiny mirror that shows the viewer from a day ago. |
22 | A bell with no clapper that rings in your hand when you’re being watched. |
23 | A copper tooth with tiny carvings of cities unknown. |
24 | A dried flower that never wilts and grows cold near hidden doors. |
25 | A scrap of paper that rewrites itself with unfamiliar constellations. |
26 | A lump of salt that doesn’t dissolve in water. |
27 | A key-shaped fungus kept in a crystal vial. |
28 | A paper crane that flutters in restless sleep. |
29 | A lantern wick that burns without flame. |
30 | A scrap of tanned hide with a tattoo in a shifting language. |
31 | A forked twig that buzzes faintly when held near forgotten places. |
32 | A moth pinned in glass that shifts its wings on cold nights. |
33 | A small hourglass that flows only under starlight. |
34 | A string of ceramic beads, one of which breaks each time you lie. |
35 | A tiny whistle that only children can hear. |
36 | A twisted spoon that always points to safe food or water. |
37 | A faded ticket stub to an unknowable performance. |
38 | A perfectly smooth stone that darkens under hostile thoughts. |
39 | A tarnished fork that vibrates when it touches metal not of this world. |
40 | A shard of obsidian that hums when buried. |
41 | A coil of hair tied with a scrap of rusted silk. |
42 | A clear crystal that shows brief flashes of nearby emotions. |
43 | A tooth engraved with a spiraling path. |
44 | A thimble that tightens if worn in a place once forgotten. |
45 | A bit of stone that always faces a specific direction—unknown to you. |
46 | A length of chain that loosens or tightens based on unseen tides. |
47 | A piece of chalk that leaves glowing marks. |
48 | A single glove that feels pressure from unseen hands. |
49 | A cork that never dries out. |
50 | A tiny vial labeled “voice,” empty but warm. |
51 | A paper mask that makes others hesitate before speaking. |
52 | A humming crystal shard that pulses near boundaries. |
53 | A steel ring etched with names of the dead in reverse. |
54 | A gear that turns on its own near planar rifts. |
55 | A dried frog bound in silver wire. |
56 | A ribbon that turns transparent when wrapped around something cursed. |
57 | A chunk of soapstone that absorbs sound. |
58 | A child’s marble that glows faintly when held tightly. |
59 | A brass disk with ever-changing symbols. |
60 | A soft red feather that floats upward. |
61 | A tiny pouch that smells like something important you’ve lost. |
62 | A pebble that leaves behind tiny glowing footprints. |
63 | A length of vine that grows an inch when near anger. |
64 | A rusted nail that bends toward true ground. |
65 | A broken key that unlocks only dreams. |
66 | A bit of cracked porcelain shaped like a sleeping face. |
67 | A silver brooch shaped like a moth, warm near illusions. |
68 | A tiny portrait of someone you’ve never seen but feel you once knew. |
69 | A melted candle that never leaves soot. |
70 | A wooden die that always rolls silent. |
71 | A hollow bone whistle that calls no sound, but makes silence feel heavier. |
72 | A thread of copper tied around nothing. |
73 | A small bottle labeled “last breath,” always cold. |
74 | A pinecone that never opens. |
75 | A mirror shard that never shows your reflection clearly. |
76 | A scrap of parchment that smells like ozone. |
77 | A wax stamp that leaves imprints that change with the moon. |
78 | A painted eye on a stone that always seems to be looking left. |
79 | A blue scale from something long dead, humming softly in heat. |
80 | A silver thread that stretches to the place you last dreamed. |
81 | A triangle of glass that refracts places that aren’t there. |
82 | A knot of string with no beginning or end. |
83 | A tarnished locket with a picture that changes each dusk. |
84 | A match that lights only when danger nears. |
85 | A chess piece with no matching set. |
86 | A piece of coal that glows faintly when held in a closed fist. |
87 | A broken music box that sometimes hums while you sleep. |
88 | A candle that smells different every time it’s lit. |
89 | A glass needle that glows faintly near unstable magic. |
90 | A carved bead that whispers a name not yours. |
91 | A feather that’s always damp, even in the desert. |
92 | A shadow preserved in a bottle. |
93 | A coin with no nation, etched with stars. |
94 | A stone ring that hums when worn near stone corridors. |
95 | A smooth nut that always rattles near lies. |
96 | A thimble-sized bell that rings faintly when illusions are nearby. |
97 | A tiny clock with no hands that ticks louder near planar crossings. |
98 | A crystal earring that tingles when someone thinks of you. |
99 | A needle that always points toward something lost. |
100 | A folded paper boat that floats upstream. |
License
Scape is licensed under CC-BY-SA 4.0.
Game rules are derived from Cairn by Yochai Gal.