Sold matted tail x3 for 9 gold pieces. "The Guild buys by weight," says
Master Pell. "The Guild has always bought by weight."
The game plays itself, and this page says so plainly
Lowmoor is a zero-player RPG, an homage to Progress Quest written in the
voice of the old adventure modules. You enrol at the Adventurers' Guild of
Mereward, sign the Roll, and keep the chronicle while your adventurer
hunts, gains rank, hauls trophies to market, commissions better steel, and
descends. Six floors below the town a dragon sleeps upon its hoard, and
something older waits below the dragon.
Choices arrive as sealed letters from the road, the one moment at which
your counsel is asked, and every one of them settles itself safely should
you never answer. Some choices go to the dice: a d20 against a difficulty
class, rolled in the open.
Watch it, keep it in the corner of a second monitor, or close it
altogether. Time passes in the deep while you are gone, the Guild renders
an account of your absence when you return, and that account is capped at
four hours, so the game never demands a schedule of you.
Three arcs, complete and free from end to end
Arc I: The Way Down is six floors, a plot told in sealed letters, staged
bosses with their own phases, and an ending; the goblin king falls in the
first half hour, and the wyrm is an afternoon of leaving it running. Past
the wyrm, Arc II: The Riven Obelisk opens the elder stair the dragon's
weight kept shut: six deeper floors charted at about a day of descent.
Past the obelisk, Arc III: The Manifold Halls opens under the quarry
floor: six halls kept by a mage who has watched the whole descent, charted
at about two days. When an arc closes, the game writes your run out as a
page of module prose, and the road after is posted at the counter: the
Court of the Lich, a bounded season at a time, or retirement with honours,
which endows every chronicle after.
What the chronicle holds
An illustrated bestiary of 90 beasts with the Guild's field notes;a mastery once entered stands for every chronicle after.
Twelve folks and twelve trades, each carrying one small gift statedin plain figures.
Eight schools of workings that fire themselves upon the road: spellsfor the lettered trades, knacks and the battle-fury for the martial ones.
Six bands of rarity up to the artefact; a Trophy Case and a Guildhousethat stand across every run.
38 achievements, each worth +1% speed and kept for every chronicleafter; a prestige Roll of Honour whose nine endowments change how thenext run reads; Guild titles at lifetime marks, each +3% speed for good.
Weather in the deep, tavern rumours composed from the true state ofyour run, a clerk with a voice for every floor, and a line of its own forevery boss's fall.
Autosaves locally, plus a paper-friendly save code (Export Save).No account, no telemetry, no purchases of any kind.