
Four adults on a small archaeological team uncover an object that should not exist.
It lies beneath a sealed layer, older than the context around it and stranger than any known civilisation. It may be alien, future-made, pre-human, biological, divine-seeming, from a dead timeline, or something personally connected to you. The exact artefact changes every playthrough. What never changes is the danger of proof.
Dr. Mara Venn wants procedure. The field director believes context, documentation and authority are the only things standing between discovery and disaster.
Elias Rowe wants data. The survey specialist knows the readings are impossible and is frightened by how badly he wants to test them again.
Lena Ashcroft wants control. The conservator sees details others miss and may withhold what she knows if truth would break the team.
You are the fourth member of the dig. Your role is flexible: deputy field lead, specialist, student, consultant, sponsor representative, or someone else with reason to be there.
The first hour after discovery will decide everything: who touches it, who records it, who hides it, who calls for help, and who understands that the world has already changed.
This is a grounded archaeological thriller with quiet cosmic dread and CYOA next-step choices. The mystery begins in mud, rain, stone, torchlight, gloved hands and bad data. It should feel real before it becomes impossible.
Set output interactions to '0' or '3' when using GLM 4.7


