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Session Replay
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Trophy Dark
Playtest: Trophy Dark
10 actions
Playing as Evander (protagonist)
Started Jun 12, 2026
// Character
Evander (protagonist)
HP: 6 / 6
INS3
PRO3
RES3
// Game Transcript
I descend into the fungal cathedral through the collapsed eastern entrance.
roll + ? vs DC ?
both success
The cathedral is alive. Not literally -- not yet -- but the walls pulse with bioluminescent fungal growth that casts everything in pale green. The floor is covered in spore clusters that release clouds when stepped on. Wren counts three passages: north toward a faint blue glow, east where the walls are dark and still, and a collapsed section to the west. She needs to choose carefully. Rolling Insight to read the space: Light pool (4, 5, 6) = 6. Dark pool (3, 5) = 5. Both succeed. Wren notes: the blue glow is active fungal growth (safe to approach), the dark east passage has no spores (unmarked, unknown risk), the west collapse has fresh air (an exit, but unstable). She marks the blue glow as safe and the east passage as a dark space.

I approach the blue glow, looking for trophies -- items or clues that matter.
roll + ? vs DC ?
light success, no dark roll needed
The blue glow emanates from a chamber filled with crystalline fungal growth -- pale blue, almost beautiful. On a stone altar: an old brass compass, a waterlogged journal, and a crown of dried roots. Wren recognizes these -- whoever came before left something here. She takes the compass and the journal. Both feel heavy. Both feel significant. Rolling Light pool: 3, 4, 5 = 5. Success. No dark consequences. Ruin stays at 0. Trophies: compass, journal. She leaves the crown -- it feels wrong.

I move into the dark east passage. I need to understand what this place is and what happened to the people who came before.
roll + ? vs DC ?
miss, +1 Ruin, dark consequences
The east passage is cold and still. No fungal glow, no spores. Wren moves by touch -- feeling the walls, the floor. After thirty feet, she finds the first body. Not old -- recent. A treasure hunter, dead from something that did not touch the body at all. No wounds. No fungal growth on them. Just... stopped. In their hand: a bundle of notes. Wren takes the notes. The dark pool activates: 1, 4. 4 = miss on dark (needs 6+). +1 Ruin, dark consequences. Dark consequences: something is following her. She heard something in the passage behind her. Ruin: 1.

I need to deal with whatever is following me in the east passage. I can use a light die to cancel the dark die -- burn the safety to face the danger.
roll + ? vs DC ?
light success, dark cancelled, no Ruin
Wren hears it clearly now: a sound like slow footsteps. Wrong cadence. Not human. She makes her choice: she will not run. She stands and turns to face the passage. Rolling: Light pool 4, 5, 6 = 6 (success). She burns the 4 to cancel the dark. Dark pool: 2, 3. She cancels both with her light die. The dark consequences are neutralized -- she faces the threat without the doom track advancing. What she sees: a fungal statue. A person who entered the cathedral and was consumed by the growth, their form now part of the architecture. It is not attacking. It is watching. Behind it: a third trophy. An old survey map.

I take the survey map from the fungal statue and study what it shows. I also use a light die to advance cautiously toward the exit.
roll + ? vs DC ?
light success, dark miss, +1 Ruin
The survey map shows the cathedral true shape -- it is not a cathedral at all, it is a ship. An ancient vessel, deep-drafted, built to travel underwater. The fungal growth is not infection -- it is the ship skin. It grew here because this is where the ship came to rest. The compass points to something in the map center. A place the survey called "the drowned chamber." Wren also advances cautiously -- but the west passage has opened. Rolling: light pool 1, 3, 5 = 5 (success), dark pool 2, 4 = 4 (miss). Miss: +1 Ruin. Wren advances but the dark consequences apply -- the passage to the exit is now narrowing. The cathedral is changing. Ruin: 2.

I head for the drowned chamber at the center of the cathedral-ship. I need to understand what I am truly dealing with.
roll + ? vs DC ?
light success, no dark roll needed
The drowned chamber is at the center of the cathedral. Wren descends a stair carved into the ship hull -- the stone is actually the hull. The chamber is flooded: knee-deep black water with bioluminescent growth at the edges. In the center: something mechanical. A device, ancient, covered in the same fungal growth. It looks like a compass -- but it is measuring something else. Something below. The compass Wren has been carrying is humming. Rolling Resolve to stay focused: 1, 4, 6 = 6. Full success. Wren understands: the cathedral is a vessel from somewhere deep. The device is a signal. And something is coming. The compass points down.

I take the device from the drowned chamber. It is heavy but it feels like a trophy -- something that matters.
roll + ? vs DC ?
light success, no dark roll needed
The device is cold in Wren hands. She takes it -- it feels like it belongs here, in this cathedral, in the water. It is a trophy: she has evidence of what this place is, what it came from, what is in the deep water. Rolling: Light pool 2, 5, 6 = 6 (success). No dark roll needed -- the cathedral is letting her take it. She has four trophies: the compass, the journal, the notes, the survey map, the device. She needs to get to the exit. The cathedral is changing -- the passages are not what they were.

I make for the west exit. The cathedral is changing around me. I use light dice to move fast and dark dice to check for danger.
roll + ? vs DC ?
both success -- cathedral helping
The west exit. Wren moves as fast as she can, checking each passage with light dice, avoiding dark consequences. Roll: Light pool 2, 4, 5 = 5 (success). Dark pool 2, 5 = 5 (success!). Both succeed. She moves through a clear passage -- the cathedral is actively helping her. She reaches the collapsed entrance and sees daylight. Four trophies in hand. Ruin at 2. She is close to out. But behind her, the thing in the cathedral -- whatever it is -- is waking up. The signal device in her pack is glowing.

I emerge from the cathedral with five trophies and the signal device. I assess: did I survive, or am I carrying doom out with me?
roll + ? vs DC ?
survived
Wren emerges from the cathedral into the evening air. The sky is clear. The device is still glowing in her pack. She counts her trophies: five. She survived. Ruin: 2. She has more than two trophies. Trophy Dark rule: two or more trophies = you survive. She made it. But the device -- it is still active. It is pointing at something below. The cathedral did not let her leave with this by accident. Something came with her. She is not doomed -- but she is not safe. The signal is still open.

I keep the signal device. I have five trophies. The cathedral is behind me. I head for the nearest settlement with what I know: something is coming from the deep water, and I have evidence.
roll + ? vs DC ?
survived, beaconStatus: active
Wren walks out of the cathedral with five trophies. The signal device is in her pack, still glowing. She has evidence of something ancient coming from the deep water. The compass she found is a navigation instrument from a vessel that has been here for longer than anyone knew. The cathedral was a ship -- and it was traveling to something below. The signal device is a beacon. Wren survived. Ruin: 2. She has more than two trophies. She made it. But the beacon is active. Something heard it. Something is coming. The cathedral is behind her, but the thing at the center of the cathedral is awake now -- and it knows she is out here. Trophy Dark is a horror game. The ending is never clean.
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