The adventure conducts itself from the moment you sign; yours is the chronicle. Roll until the dice favour you, then take the ? above for a note on any part of the sheet.
Every line is filed under one of these and wears its ink. Untick a kind and the log stops keeping it; the choice sits on this machine and not in the chronicle.
While you were away the chronicle was faithfully kept. The Guild renders its account of your absence:
Lowmoor plays offline. The descent, the Roll of Honour and every module run on this machine alone, and the game has never sent anything anywhere.
Events are the one exception, and they stay switched off until you switch them on here.
Options switches them off again at any time. Disconnecting stops every call the game makes, and the device number stays upon this machine, so coming back to the board does not count you twice.
Lowmoor: An Adventurer's Chronicle (). A zero-player role-playing game in the manner of Progress Quest. The adventure conducts itself from enrolment to the wyrm at the bottom; the player keeps the chronicle and watches the descent unfold.
One file, with no installer and no network. The chronicle keeps itself in this browser, and the save code is yours to copy out on paper.
The Guild keeps a hall on Discord: word of every change, faults taken at the counter, and petitions for what the deep holds next. The standing invite admits any member.
The PC build is this same one file, wrapped so that it opens in a window of its own, and a save code carries a chronicle from the one to the other. It stands on its own page on Steam.
Master Pell sets down the ledger, looks past your shoulder at the door, and waits.
Simplicity is how the Guild states its figures from now on, and it has been turned on for you: every bonus reads in plain terms, so a gift says +2 pack slots where it used to say +2 stone of carriage.
Nothing else moves. The log, the lore, the beasts and every name keep the words they have always had.
If you would rather have the Guild's own wording back, the switch is in Options, under Legibility, and it is here as well.
Welcome to Mereward, adventurer, last town above the Maw. The Guild keeps the ledger and the stair; what lies below keeps the rest.
Once your name is signed the adventure conducts itself: the road is walked, the beasts are met and the floors are descended, whether you watch every hour of it or none. Yours is the chronicle.
Before the pen is dipped, the clerk asks three questions. Answer as you please. None of the answers is binding, and every one of them can be changed later, in Options.
The minstrel is at rest.
Every air is written by the game as it plays, upon a key, a mode and a tempo of its own. Nothing here is a recording.
Replaying your time away…