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Adventure & puzzles · d20 rulebook

The Jade Idol

  • 1–4 players
  • Difficulty 2 of 3
  • Not recommended under 10
  • Available in: Français, English, Español, Deutsch, Italiano

1935. The temple of Qotal opens once a generation, for the length of one storm. Inside: the jade idol, a thousand traps, and a door that seals at the last drop of rain.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • Torches
Read the rules

Choose an adventure

  • One-shot

    The Night of the Storm

    1 session · riddles, traps, race against the storm

    Cost: 1 Die for the whole table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute's modifier: 11 or more succeeds at a normal action, 14 at a risky action, 17 at a crazy one.
  2. A natural 20 also reveals a secret of the temple; a natural 1 sets off the nearest trap — you get out of it, but you lose time.

Initiative : 1d20 + Instinct modifier

Attributes

Agility AGI
Rolling under a slab, leaping over a gap, running faster than a boulder.
Lore LOR
Reading glyphs, knowing the legends, spotting the detail that's off.
Nerve NRV
Disarming, holding the torch steady, not letting go of the rope.
Instinct INS
Sensing the trapped flagstone, guessing the right lever, being wary at the right moment.

Special rules

Torches
The group shares a supply of torches. Each large hall explored uses one up; in the dark, every roll needs 14 at least. The temple hides a few for the clever ones.
Eureka
Once per session and per character, call out "eureka" before a Lore or Instinct roll: you roll two d20 and keep the best, but you have to explain your reasoning out loud.
The storm
The temple is only open while the storm lasts. When the Storyteller announces that the rain is easing, there are three scenes left before the door closes for a generation.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Fresh from the lecture halls
Degrees, Latin and clean hands — for now; +1 to Lore.
Raised on dig sites
Learned to dig before learning to read; +1 to Nerve.
Jungle guide
Knows the forest, its sounds and its silences; +1 to Instinct.

Vocations

Archaeologist
A notebook full of glyphs and a theory to prove.
Cat burglar
Left the circus, kept the trapeze in their arms.
Reporter
Their camera is as good as proof, their flash as good as a distraction.
Mechanic
If it can be put together, it can be taken apart. Traps too.

Derived values

Hit points
8 + Nerve modifier
Defense
10 + Agility modifier
Initiative
1d20 + Instinct modifier

Starting equipment

  • A coil of rope
  • A sketchbook
  • Torch ×3

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • snakes
  • claustrophobia