> The bookmark is placed. The book set aside. Life, for a time, continues.
> You might return after an hour. A day. But sometimes time stretches on. Days become weeks.
> And then you find it again, dusty and forgotten, the bookmark still marking when you left.
> But your memories are vague. Names, events, all blurred by the passage of time.
> Perhaps it is better to start from the beginning. But this close to the ending... what a shame it would be to do that.
> Instead, let us move forward. Perhaps we can remember a sweeter story than what led us here.
> Once upon a time...
Cycle 5 - Exploration
Statue Chamber
Occupants: @Askera Question
The Library Guardian raises its sword as it approaches Askera with sudden swiftness. It swings towards his midsection in a horizontal arc. The impact is that of a blunt weapon rather than a sharp blade, but it is no less painful.
It readjusts itself, ready to attack once more, only for a bolt of light to scream into the room, striking the statue. It does not flinch, but fragments of stone and dust fly from the point of impact.
Library Guardian
❰ 906 / 1000 ❱
Roamer. Every cycle, the Library Guardian will move up to two zones unless engaged in combat. It will prioritize movement towards adjacent players or active combat.
Multiattack. The Library Guardian can make 1d4 attacks each cycle. It may split these attacks across multiple targets.
Multiattack. The Library Guardian can make 1d4 attacks each cycle. It may split these attacks across multiple targets.
Action Log
CYCLE 4
@Aroda attacks! Library Guardian takes 94 damage.
CYCLE 5
Multiattack: Library Guardian rolls a 4. Library Guardian has 4 attacks this round.
Library Guardian makes 4 attacks on @Askera Question!
Roll Result: 2 + 9 + 10 + 2 = 25
Askera Question takes 25 damage
Library Guardian is engaged in combat and does not move.
@Aroda attacks! Library Guardian takes 94 damage.
CYCLE 5
Multiattack: Library Guardian rolls a 4. Library Guardian has 4 attacks this round.
Library Guardian makes 4 attacks on @Askera Question!
Roll Result: 2 + 9 + 10 + 2 = 25
Askera Question takes 25 damage
Library Guardian is engaged in combat and does not move.
Regal Hallway
Occupants: @Rael, @Aroda
Heavy thuds and the scrape of stone ring out from the north. With sudden violence the curtain obscuring the view north is torn aside, ripped away by a great stone hand. A stone giant looms above Askera, blade swinging towards him with uncanny speed.
In that moment, Aroda raises her weapon, and lets loose a bolt of energy. It flies true, taking a chunk of stone out of its torso.
Southern Gallery
Occupants: @Nai, @Ludmilla Orphys
Archivist (A) and Archivist (B) flee NORTH
"You're a player too?"
The woman nods, accepting Nai's offered support. "Y-yes. I'm Dorothy, MIT Fixer. They sent a group of players in first, just in case..."
Her voice is weak, and for a moment she stops, her train of thought lost. "How... how long have I been here...? We have to get out... I can't be trapped again..."

Let's see what's inside~ let's see what's inside~!
The tome in Ludmilla's hands is slim, with a glossy cover depicting a crowd of people surrounding what appears to be an eye in a box. Yet despite the ominous cover, the contents turn out to be something anachronistic in its mundanity.
...this is a TTRPG sourcebook.
Rare Books
Occupants: @Ayna Nietzsche
Books stand behind glass and bars in this strangely pristine chamber. On the far wall a fountain bubbles, a woman bent over a broad pool weeping black tears into the basin and filling the room with the sharp smell of ink. A podium in front of the fountain holds a singular book, still lying open as if someone had just finished reading it.
The smell of ink is overwhelming as Ayna steps into the room. It's enough to make her dizzy, but not so dizzy that she forgets her goal. In fact, moving towards the book spread on the table is exactly what she wants to do. The letters seem to dance before her eyes, telling a story just for her...
...and all it needs is a protagonist.
TRAP TRIGGERED - TYPECAST
The story has determined your role.Roll a 1d6. You are afflicted with the resulting debuff.
At the end of your turn, you may make a DC 50 Will Save to remove the debuff.
- THE HERO. You're in charge. You have disadvantage on all rolls if you're alone in a zone.
- THE RIVAL. You know better. You have disadvantage if you use the same action as an ally in the same zone.
- THE HEART. You keep the group together. You have disadvantage on non-support moves.
- THE BRAINS. You're an intellectual. You have disadvantage on rolls using a martial mastery or expertise.
- THE BRAWN. You prefer to smash your problems. You have disadvantage on rolls using a magical mastery or expertise.
- THE TRAITOR. You have ill intentions. Anyone in the same zone as you has disadvantage on all rolls.
Gallery Hallway
Occupants: @Cynna
The frantic man continues to bat at the books attacking him, muttering prayers. "Burn it, burn it, please..."
But as time passes, the man's eyes begin to glaze once more. He blinks slowly, moving erratically as he raises his table leg once more.
"We... we have dallied far too long! Quickly, quickly - this way!"
His walk is more of a hobble as he wanders south...
The Frantic Man moves SOUTH
Receiving Room
Occupants: @Alecto
The moment Alecto touches the satchel, the Shelver moves.
There's no noise as it slithers too fast towards her, reaching out with its few empty hands for the satchel. Ready to rip it away, to put it back where it belongs. Perhaps it would be easier to let the Shelver have its way and avoid a fight.
But there's also the option to fight, allowing her to claim the satchel once and for all...
Shelver
3 / 5
DC: 50 Retal: 30
Passive. The Shelver does not attack unless attacked.Pursuit. The Shelver will pursue a Retreating target.
Cycle 5
Welcome back.
Those who choose to rejoin this challenge may choose create a new playsheet. This is not mandatory, and is considered a retroactive change. After all this time, can you be blamed if you remember being stronger?
Those who choose to rejoin this challenge may choose create a new playsheet. This is not mandatory, and is considered a retroactive change. After all this time, can you be blamed if you remember being stronger?
- Playtest rules are in effect! The playtest packet can be found here: Playtest Packet
- You regain all used resources.
- @Askera Question @Rael @Nai @Aroda @Ayna Nietzsche @Ludmilla Orphys @Alecto @Cynna
- 400 word limit.
- Cycle updates come as they come.
- Thread Code: 1257C5
Code:
[hp=<current>]max[/hp]
[status][b]Location: <location>[/b]
[/status]
<Your post here>
[action]
[move]Your movement here[/move]
Your action here
[/action]
[b]Special Action:[/b] <your selected action here>
Playsheet link here
Map
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DUNGEON RUNNERS
You are in a maze of twisty little passages, all alike...
Dungeon Runners is an expansion oriented towards map-based dungeon crawling. It consists of a number of EX-Options and the use of Movement as a resource pool to manage action economy. It can scale for small and large groups.
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Each zone has a chance of containing an Event. Events require player action to clear.
EncounterTrigger an enemy encounter. The zone cannot be left until all enemies are defeated or a player Retreats.TrapTrigger a trap. Make a Save. Failing the save results in a negative outcome. This might result in taking damage or acquiring a status effect.ChallengeDiscover a challenge. Pass a Mastery or Expertise check in exchange for a positive outcome. This might result in opening a path or acquiring an item.
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All players have access to the following Basic Actions, which they can use at any time.
ScoutBonus Action. Spend 1 movement and roll a Quality (Mastery or Expertise) check to scout an adjacent zone. You can spend 2 movement to make the check at advantage.SearchStandard Action. Roll a Quality (Mastery or Expertise) check to search a zone. The quality of your check determines what you find.RetreatStandard Action. Use your action to retreat from a room. Doing so will allow you to escape an Encounter. -
Advanced actions are unlocked by having certain Masteries. You can choose one action to bring into the challenge.
Far ScoutingPassive. (Astramancy, Evoke, Hyper Sense, Summon) You can see further than other people. Your Scout range increases by one, and you can scout through walls and obstructions.Trap SensePassive. (Astramancy, Guard Arts, Dynamism, Hyper Sense) You are quick to notice or respond to traps. You had advantage against Traps and always locate traps when Scouting.IntimidationPassive. (Hemomancy, Dark Magic, Animancy, Corrupt) Your presence cows the monsters in the dungeon. You cannot be damaged the first round you trigger an Encounter.Swift MovementBonus Action. (Battle Spirits, Dynamism) You can move swiftly through the dungeon. You can spend all your movement to move to any scouted or cleared zone.SneakBonus Action. (Illusion Magic, Shadow Arts, Metamorph) You can move stealthily through the dungeon. You can spend two points of movement to sneak into a zone without triggering an Encounter.SnipeBonus Action. (Aeromancy, Pyromancy, Ranged Weapons) You can attack from afar. You may make a Normal Attack with Disadvantage on an enemy in an adjacent zone. If you have Extension, your range increases by one.Plot ArmorPassive. (All Mastery) Fortune favors you. If you hit zero hit points, you instead survive with 1 hit point and automatically Retreat to a zone of your choice. -
- Cycle Update: During a cycle update, all used Movement is restored, and enemies may either move or attack.
- Intermission: An intermission may occur mid-cycle with additional information based on any scouting or movement you've performed.
- Turn Splitting: You may choose to split your turn between two posts during a cycle in order to wait for an Intermission.
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