> Thus came the Starcalled to the marble gates, called by men of wisdom to be their vanguard. Some sought knowledge. Others, glory. But one thing bound them all together - they all hungered for the secrets that lay beyond those gates.
> And the Paper Oubliette welcomed them with open arms, for it too was hungry.
> And the Paper Oubliette welcomed them with open arms, for it too was hungry.
# And so our story begins.
Hylands Ascent - MIT Base of Operations
Some come by carriage. Others come by foot. However you travel, your destinations are the same - the MIT encampment that clings to the Hyland Ascent, little more than tents and wagons fighting against the cold wind whipping across the outcrop.There are signs that there was more than just stone here, once. Gentle slopes and switchbacks climb upwards, wide enough for a cart to turn on. Foundations covered with creeping lichen and worn away by the elements. A settlement once stood here, countless years ago.
Nothing remains of it now, except for the gate.
Twelve feet tall it stands, its carved surface unmarred by the passage of time. It gleams as bright as the day it was carved, engraved with curling vines and leafy trees. It stands ajar, warm mist flowing from it like breath from the mouth of a beast.
The camp is quiet, its inhabitants more interested in bunkering up away from the cold than doing any serious work. The MIT have sent enough people to establish this little encampment, but its you that they've been waiting for. Your job is simple - to enter this mysterious library and ensure it's safe for future exploration.
As you arrive, you're greeted by someone who is either a very tall faerin or a very short human. They're bundled up to the point that it's hard to tell.

"Oi, its about time y'all showed up. Damn freezing up here."
He holds his hand out for a moment, then seems to realize there's too many of you to shake hands with and instead rubs his nose with it. He speaks roughly, and while it's not quite disdain coloring his voice, he certainly seems skeptical about all of you.

"Anyway. Name's Dante, and I'm the one in charge of this sorry little camp. I hope you travelers are half as effective as the stories say. The sooner we can set up camp inside, the better. At this rate, we'll lose more people to the cold than we've lost to the library."
Dante shakes his head, his sight misting the air around him.

"Well... we don't got much to offer you, but feel free to take a moment to catch your breath. Get your plans in order, or your wills. Whatever you think is best."
Cycle 0 - Preface
OOC
- @Askera Question @Rael @Nai @Aroda @Ayna Nietzsche @Ludmilla Orphys @Ilusa Nakhalee @Alecto @Cynna
- 500 word limit, at least for this cycle.
- This cycle is about preparation - syncing up with your party-mates, asking questions of the camp staff, or just preparing yourself for the upcoming dungeon. If you're asking questions of the camp staff, ping me.
- 24-36 hour cycles. Unless a significant event is occurring or you've spoken to me ahead of time, cycles will continue regardless of if everyone has posted or not.
- If you have connections or items from one of my DM challenges, you can invoke or bring one of these for this thread.
- Items from other DM challenges will be considered on a case-by-case basis.
- Comms thread
Dungeon Actions
As part of this dungeon, you will have access to certain actions to facilitate your exploration of the area.
Basic Actions
Move: Bonus Action. Use a point of Movement to move to another zone. You may move through cleared zones, but must end your movement once you've entered an uncleared zone.
Scout: Bonus Action. Us a point of Movement and roll a Quality(Mastery or Expertise) check to scout an adjacent area. Using a second point of movement will give you advantage on the roll. The information you receive is dependent on the result of your roll.
Retreat: Action. Use your action to retreat from a room. Doing so will allow you to avoid the event, but does not clear the room. You cannot retreat from Traps.
Scout: Bonus Action. Us a point of Movement and roll a Quality(Mastery or Expertise) check to scout an adjacent area. Using a second point of movement will give you advantage on the roll. The information you receive is dependent on the result of your roll.
Retreat: Action. Use your action to retreat from a room. Doing so will allow you to avoid the event, but does not clear the room. You cannot retreat from Traps.
Special Actions
Your masteries grant you access to a special action. You may choose one action to take into the dungeon with you if you have the correct mastery.
Far Scouting
Passive. (Astramancy, Evoke, Hyper Sense, Summon)You are highly perceptive or have minions that can scout for you. When you Scout, you reveal information about an adjacent zone. The information revealed will be one tier of quality lower than your roll.
Trap Sense
Passive. (Astramancy, Guard Arts, Dynamism, Hyper Sense)You are quick to notice or respond to traps. You gain Advantage on Save rolls versus traps.
Intimidation
Passive. (Hemomancy, Dark Magic, Animancy, Corrupt)Your presence cows the monsters in the dungeon. Encountered monsters will not attack on the cycle you first enter the zone.
Swift Movement
Bonus 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
Sneak
Bonus 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 Event.
Snipe
Action. (Aeromancy, Pyromancy, Ranged Weapons)You can attack from afar. You may make an attack with Disadvantage on an enemy in an adjacent zone.
If you do not qualify for any of the above abilities, you instead take the following:
Plot Armor
Passive.The story favors you. If you hit zero hit points, you instead survive with 1 hitpoint and automatically Retreat to a zone of your choice.
Last edited: