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The Wizard's Tower

The Wizard's Tower

Publisher

Magical Gurll

Author

Courtney Gurll

Age Rating

Teen (13+)

Price Type
PWYW
Tags
Duet Fantasy GM-less Human Made Magic mechanic:Journaling mechanic:Playing Cards mechanic:Storytelling Relationships Solo system:Descended from the Queen Three or More Wizards

Summary

You are an apprentice to the wizard and live in their tower. You are forbidden to enter certain areas, until the wizard goes missing...

Full Description

You are an apprentice to the wizard, living in a grand tower, assisting the wizard's magic and learning the craft yourself.

From the inside, the tower seems vast to the point of infinite, emphasized all the more by how much of it is forbidden.

So many rooms are sealed by locks, sigils, and warnings. The wizard has always provided what you need, except for answers.

Even so, the wizard is not your keeper. The wizard is your master and mentor, and perhaps even your friend.

Was.

The wizard is gone.

You can find no trace of the wizard's whereabouts, no sense of where the wizard may have gone.

Almost overnight, it's become as though you never had a master at all.

There are these last places you haven't looked, though; the forbidden ends and edges of the tower finally open to you in the wizard's absence.

But why were these secrets kept from you all this time?

And will you be ready to see the wizard again?

The Wizard's Tower is a Descended From the Queen game about the apprentices of a mysterious wizard uncovering the secrets of the tower they've lived in following the wizard's sudden disappearance. It's about mysteries, relationships, and magic. You'll need at least one player (ideally up to 6, or you can play solo), a standard deck of 52 cards (jokers removed), and these instructions to play. Players will take turns answering prompts to uncover the secrets of the tower and to learn about and develop their relationships with each other as well as the wizard, so that when the wizard returns, you know if you want to stay.

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