At the center of the maze, an enchanter hides his greatest treasure- his soul. He winds his way out of the maze leaving traps and monsters to protect it. Many years later, an adventurer comes across the maze and tries to make their way to what they assume must be priceless treasure.
A solo journaling game played forwards and backwards. As a wizard you document the protections you’re leaving behind to protect your soul, and then return many years later as a knight-errant to fight your way through to the center of the maze to treasure and virtue.
Required to play: pencil, paper, and 1d6.
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