This adventure is a draft: it is unfinished and that should be considered when reading it. Special attention should be paid to text marked DRAFT, EDIT, or TK.
Panic Room is a tabletop role-playing adventure in which the party seeks to unlock a door, usually taking two to four hours to complete.
The party has heard of an estate outside of town. Once home to a comprehensive spell library, the estate has fallen into disrepair, and adventurers who journey there are never seen from again.
What's making sounds behind the door?
This adventure is set in tragically funny fantasy world of Teraum, in the year 80pc, during the Reconstruction Era. Several decades after the apocalyptic disappearance of magic, humanity is forming itself into a new empire. And on the edges of the world, rumors that magic is returning have begun to spread.
There are other adventures set in Teraum, along with lots of other material! To view the entire library, visit https://emsenn.net/teraum/
DRAFT Panic Room
NOTE: Don't read past this point unless you're planning to narrate this adventure. If you aren't sure what that means, read the "Abridged Rules" section at the end of this document.
DRAFT The Plot
DRAFT Character Templates
- A high-ranking investigator from the Chandlers Guild. Among other qualities, they're skilled at negotiation and knowledgeable about bureaucracy. They're
here because the Guild is upset with Abeth Harbrook for not solving
the problem already.
- How do they feel about Ms. Harbrook's performance?
- A local rancher. Among other qualities, they're skilled at navigating the region and knowledgeable about local flora and fauna. They're here
because King Bark's associates stole their favorite horse.
- What was their horse's name?
- An out-of-work academic.
They're here because they've heard of strange happenings in the region, and where there's mystery, there's money! Among other qualities, they're skilled at lying and knowledgeable about reading and writing.
- How can they exploit the mystery of King Brag's identity?
- A prepared story that a narrator can guide the party through. See "Abridged Rules".
- A member of the party, a character in the adventure that is controlled by a player. See "Abridged Rules".
- The player responsible for starting and guiding an adventure. See "Abridged Rules".
- The group of adventurers going through a story. See "Abridged Rules".
DRAFT Abridged Rules
Brave Old World is a set of rules for telling a story by having a structured conversation. It requires a six-sided dice (two is easier), a sheet of paper, something to write with, and two to six players (four to six is better).
One player takes the role of narrator, who starts and guides the story, and the others take the roles of adventurers, characters in that story. The story and characters may be created by the players as a group, or sourced from pre-written Adventures.
Narrators can either make-up the premise for a story, or use a pre-written adventure. Adventurers can either make-up their identity, or use a template from an adventure. If things are being made-up, it's important tha
The narrator says where the adventurers are and what is happening around them. The adventurers say what it is they'd like to do. When an adventurer takes a risk, they roll two six-sided die (or one dice twice) and add the results.
- If they roll a 10 or more (10+), they succeed at what they attempted.
- If they roll a 7 through 9 (7-9), they partially succeed, accomplishing what they attempted but with a cost or consequence.
- If they roll a 6 or less (6-), they fail, and something is going to happen.
If the adventurer is knowledgeable about or skilled at what triggered the roll, they can add 1 (+1) to their result.
After an player rolls, the narrator says how the game world reacts to their result, and the conversation continues, with players then saying how their adventurer would respond to those reactions.
This continues until players run out of time or reach a good stopping point in the story.