Raiders of Arismyth is right now only available as an Ashcan Preview Edition – there are still lots of things missing, but we’re getting there.
This is a role-playing game about heroes braving a dungeon and getting away with treasure, saving the world in the process.
Arismyth is the dark and dread goddess that was apparently killed by the armies of the Kari Empire, a thousand years ago. In her death throes she made everything south of the Tarkher Mountain Range unreachable, blocked off by a giant and unsurpassable glacier.
Now, probably a thousand years later, the glacier is retreating, and the Kari learn that the ancient evil is not as dead as they had hoped. The shards of Arismyth are scattered in hidden places all over the southern lands, and their influence is growing. Will you do something about it, or are you just in it for the riches?
The world that Arismyth terrorized in the past provides enough places for an adventuring party and also a reason for those to exist, often in the form of a dungeon, and for them to be raided.
The combat rules guide the players to rely mostly on resources and tactics instead of just hoping for good dice rolls. That means that your life points and hit boxes are scarce resources, and each character can have interesting abilities that allow for teaming up in tactical combat. Having the battles take place on grid-based maps reinforces this.
Players can plan out their characters, exploring the skill tree and then may decide to specialise in certain ways. Even without classes or fictional races, this should make each character different and distinct.
The combat may be deadly at times, so characters are fast and easy to create, but still interesting to advance.
Further in the back of the book, the referee will find guidances on how to easily create dungeons, how to drop other bought adventure modules into the setting, and further tools to make the game interesting for everyone involved.
Additionally, the referee gets a toolbox to smoothly run their games and prepare with minimal fuss. Plot-machine mechanics, random tables and different subsystems to model factions or tipping points should help with this.