// a one-shot adventure for TWIST //
Magic is psychically hidden, visible only to those with the most open minds. The world is covertly ruled by rival wizard factions in the 22nd century who magically conjure WMDs and fling them through portals in time.
You are rogue wizards, free from the factions, on a quest to find The Item — a mysterious piece of supertech from a far-future timeline, foretold to bring an end to the war. You carry temporal anchors that shield you from changes to the past, plus your magic, your wits, and your hope for tomorrow.
Seven scenes, three eras, one collapsing timeline. Tap any node to read the scene. Arrows are the clues that lead from one to the next.
Drag the map sideways to explore →
Wizards have access to 3 eras,each a century apart. Time flows through them at an equal rate - leave 2110 for 1910 on July 1st and you arrive July 1st, 1910. Spend a day, return, and it's July 2nd, 2110.
The least impacted by the WMDs, as attacks ripple forwards in time but not backwards.
The present, plus or minus a few decades. The WMDs have created chaos.
A hodgepodge of hyper-advanced and post-apocalyptic environments - a world of technological wonders scarred by WMDs sent to the past.
Every 30 IRL minutes, select a random WMD. It was just used in an assault on the PC’s current era. Later eras also suffer the lingering effects. There is a 25% chance the attack was within range of the PCs, which increases 25% with each hour of IRL play, as the wizard factions begin to divine your location.
Roll for a WMD strike. There is a 25% chance it is within range of the party, +25% per hour of play, as the wizard factions begin to divine your location. If the party split up, each group rolls separately.
Three hours until Earth is anihilated. Start it when the session begins.
across the entire timestream