THE TOWER of KEYSAN UNWRITTEN ADVENTURE
Keep your adventure across devicesChecking your account…
A distant fantasy tower at the end of a journey
A SOLO ROLEPLAYING ADVENTURE

Your character.
Your short story.

A few hours. A journey shaped by you. A Tower at the end.

YOUR CHRONICLE

What story will you live?

Create someone with a talent, a hope, or a problem. A complete adventure is imagined for them before you begin. Your decisions shape its course and its ending.

One central conflict, a small cast, and a final confrontation at the Tower. Designed for a few hours of play, with room to linger.

A punishing adventure. Prepare carefully. Know when to retreat. Defeat leaves wounds and costs supplies; your knowledge survives.

  1. Imagine an actionSpeak, investigate, improvise, or follow a different road.
  2. Discover the consequenceKnow the stakes. Roll when the outcome is uncertain.
  3. Leave a recordPeople, promises and discoveries fill your journal.

Your actions and adventure context are sent to OpenAI. Play as a guest with browser saves, or sign in with ChatGPT to save your Chronicle to your account and continue on another device. Export a backup whenever you like.

CHAPTER I · THE HOLLOW TOWER

Saved on this device
PROLOGUE
✧ THE GAME MASTER
Earlier in your story
IN FRONT OF YOU

0 / 1200

Write naturally. Try an action, ask a question, or speak as your character. Ctrl / ⌘ + Enter to send.

A NEW CHRONICLE

Begin another story?

Your current adventure will be replaced when you finish creating the new character. Download a backup first if you want to return to it.

YOU BRING THE INTENT. THE WORLD ANSWERS.

A dangerous world. A fair chance.

Your character and goal inspire a self-contained adventure. Leave the story fields blank for a randomized journey. The opening comes from that story; the Tower is its final destination. Major decisions are kept in your journal and inform every future turn.

Describe what you attempt, including how and why. You can talk to someone, use the surroundings, invent a plan, or leave for a different place.

For a risky action, the game master shows the stakes before you roll. The game applies the actual result and updates your sheet and journal. Ordinary questions need no roll.

You begin with one bandage. Four more can be found on this floor, one per supply location; sources do not refill. A full rest requires an established safe refuge. Defeat adds a wound (−2 maximum vitality, capped at three wounds), costs one carried bandage and exhausts inspiration. Rest fills your remaining vitality; using a bandage at a refuge also treats one wound. Opportunities and relationships can be lost permanently.

In combat, each action earns one enemy response unless you escape or end the encounter. Preparation, surroundings, and your established talents can create an opening. Some opponents require a solution beyond direct attacks.

A short story is designed to take a few hours, with no real-time countdown. Resolve the central conflict, reach an ending, then begin another character whenever you wish.

Journal entries record events. People pages distinguish observations, claims, and inferences. Personal notes are yours to write. This is an original, lightweight d20 system.

Progress always saves in this browser. Sign in with ChatGPT for automatic cloud saves of this Chronicle. Use the same account on another device to resume. Conflicting saves require your choice. Wait for “Saved to your account” before switching devices; exported backups remain available. The AI receives your character, actions, notes and adventure memory. Illustrations are from the existing story collection.