> Alone marched the man of wisdom into resplendent halls now abandoned. And the Oubliette balked, for the knowledge within him lived only within its darkest depths...
> To the east went the quiet ones - the ones who knew how to slip through shadows unseen. Not even the shadows of the Oubliette could see such ilk, caught as they were within the chains of their roles...
> The brave trod into halls lost to ruin and pestilence, unafraid of what lurked within. For they had braved worse, and such small creatures were nothing in comparison....
> And the boughs of the tree began to stir as its fruits were plucked for the first time in an age...
> And as the Starcalled began to creep through its halls, the Oubliette stretched wide its mouth as it roused...
> To the east went the quiet ones - the ones who knew how to slip through shadows unseen. Not even the shadows of the Oubliette could see such ilk, caught as they were within the chains of their roles...
> The brave trod into halls lost to ruin and pestilence, unafraid of what lurked within. For they had braved worse, and such small creatures were nothing in comparison....
> And the boughs of the tree began to stir as its fruits were plucked for the first time in an age...
> And as the Starcalled began to creep through its halls, the Oubliette stretched wide its mouth as it roused...
# Caution, is it?
# An unexpected behavior, if the stories are to be believed.
# It is not an unwise one in this place.
# Good. It would be a shame if their story was to end prematurely...
# An unexpected behavior, if the stories are to be believed.
# It is not an unwise one in this place.
# Good. It would be a shame if their story was to end prematurely...
Cycle 1.5 - Scouting
Scouting North (Far Scouting)
Average - You learn the name and description
Statue Chamber
Past the curtain lies a small, round chamber, dimly lit from above. A statue stands in the middle of the room, depicting two larger-than-life figures in painted stone. One is a man, dressed in armor and holding aloft a shining sword. No helmet obscured his handsome features, but his face is twisted with scorn. He looks down on a scarred and kneeling woman, dressed in tattered robes and bowing a head shorn of hair.
There is a placard on the base of the statue. It reads, "The Division of Rhiannon"
Average - You learn the name and description
Statue Chamber
Past the curtain lies a small, round chamber, dimly lit from above. A statue stands in the middle of the room, depicting two larger-than-life figures in painted stone. One is a man, dressed in armor and holding aloft a shining sword. No helmet obscured his handsome features, but his face is twisted with scorn. He looks down on a scarred and kneeling woman, dressed in tattered robes and bowing a head shorn of hair.
There is a placard on the base of the statue. It reads, "The Division of Rhiannon"
Scouting South
Average - You learn the name and description
Servant's Hallway
The tile cracks and darkens to the south, and the lights in the ceiling flicker off for longer than they flicker on. In those moments of light you can see books and pages scattered across the floor, all damaged in some way. Yet they seem to twitch as you grow close - weakly, but still moving far more than any book should.
Average - You learn the name and description
Servant's Hallway
The tile cracks and darkens to the south, and the lights in the ceiling flicker off for longer than they flicker on. In those moments of light you can see books and pages scattered across the floor, all damaged in some way. Yet they seem to twitch as you grow close - weakly, but still moving far more than any book should.
Scouting East
Spectacular You learn the name, description, exits, and event type
Restoration Lab
The sharp smell of chemicals fills this room. Tools fit for the rebinding and restoring of books are stored in cabinets and spread across counters. It feels like this place is still in use - as if the people using those tools merely stepped out before you entered.
Exits: West
You sense that there is a challenge ahead...
Spectacular You learn the name, description, exits, and event type
Restoration Lab
The sharp smell of chemicals fills this room. Tools fit for the rebinding and restoring of books are stored in cabinets and spread across counters. It feels like this place is still in use - as if the people using those tools merely stepped out before you entered.
Exits: West
You sense that there is a challenge ahead...
Scouting North
Average - You learn the name and description
Gallery Hall
All kinds of artwork line this hallway - paintings of landscapes, busts of figures you don't recognize, and glass cases. Yet the busts are toppled and the cases are broken and empty - and tellingly, the glass lies outside the cases, and not in.
Scouting South
Average - You learn the name and description
Receiving Room
The shelves of this room are crowded with books, and more are stacked in corners. Oddly enough, many of these books seem not only new, but modern - some of the author names are distinctly Starcalled, and it doesn't take much searching to find recent publications and histories among the shelves and stacks.
Average - You learn the name and description
Gallery Hall
All kinds of artwork line this hallway - paintings of landscapes, busts of figures you don't recognize, and glass cases. Yet the busts are toppled and the cases are broken and empty - and tellingly, the glass lies outside the cases, and not in.
Scouting South
Average - You learn the name and description
Receiving Room
The shelves of this room are crowded with books, and more are stacked in corners. Oddly enough, many of these books seem not only new, but modern - some of the author names are distinctly Starcalled, and it doesn't take much searching to find recent publications and histories among the shelves and stacks.
Cycle 1.5 - Exploration
The Lobby
Occupants @Rael, @Aroda
The sound of Aroda's rifle echoes through the lobby as sparks trail away. For a moment, it seems as if the leaves of the tree rustle in response... but there is no wind here to move them, not even from the hallway behind you.
And still there is the sense of being watched, like something is just behind you, watching from that point behind your head you cannot see...
Make an Awareness Check (DC 40).
Rolls
Expertise Check
1d100 (73) + 0 = 73
Awareness | Rael | 1257C2
Success!
A sound reaches your ears - the sound of someone biting into crisp flesh with relish. It comes from the tree that shares the room with you.
When you look, you see a young woman sitting amidst the branches, transparent to the point of near invisibility. One by one, she delicately picks the black pips from a split-open pomegranate and slips them into her mouth.
There is a moment where she looks your way, and in that moment you make eye contact. She blinks slow and catlike.
> Rael. Average capability: C.
> Notable trait: Mindsend.
> Notable trait: Mindsend.
# She sees. Interesting.
It's not quite words that reach your ears - more like a thought, drifting through the forefront of your mind.
And then she is gone.
The Regal Hallway lies to the North
The Cobwebbed Crossroads lie to the West
The Pristine Crossroads lie to the East
The exit lies to the South
The Cobwebbed Crossroads lie to the West
The Pristine Crossroads lie to the East
The exit lies to the South
Regal Hallway
Occupants: @Askera QuestionThe books begin to rise slowly, opening and shutting like mouths as they climb into the air. It's something like watching scallops swim, if scallops were paper and leather. Whatever kept them from attacking has apparently worn off, and they move to surround Askera...
And then a streak of lighting comes blasting through the room and strikes one of the thicker books. It falls to the ground, smoking rising from it as it begins to smolder.
If there's any surprise from the other books, they do not show it - and how could they? They're books.
...and well, despite being an inexplicably flapping book, one of them does look... strangely tempting...
Lengthy Tome (DEAD)
DC: 30 Retal: 15
Hefty. Non-magical attacks have disadvantage.
❰ 0 / 2 ❱
Hefty. Non-magical attacks have disadvantage.
Lengthy Tome (B)
DC: 30 Retal: 15
Hefty. Non-magical attacks have disadvantage.
❰ 2 / 2 ❱
Hefty. Non-magical attacks have disadvantage.
Enchanting Tome
DC: 50 Retal: 0
Engrossing Tale. Roll a DC 50 Will save. On failure, you are compelled to read the book's story and forfeit all actions until an ally defeats the book.❰ 1 / 1 ❱
A loosely barricaded doorway lies to the West.
A locked mahogany door blocks the East.
The Statue Chamber lies to the North.
The Lobby lies to the South.
A locked mahogany door blocks the East.
The Statue Chamber lies to the North.
The Lobby lies to the South.
Cobwebbed Crossroads
Occupants: @Nai (Sneaking), @Ludmilla
The spider crumples easily, green and black ichor spilling across the ground. The others creep forward, briefly ignoring Ludmilla to instead crowd around their former companion. Manibles twitch and fangs are bared as they feast, draining what little liquid remains from the crumpled carapace.
Then they turn to you, fangs bared - unaware of the danger, they instead act as if they'd merely been given an appetizer...
Stacks Spiderling (DEAD)
DC: 25 Retal: 1
❰ 0 / 1 ❱
Stacks Spiderling (B)
DC: 25 Retal: 15
❰ 1 / 1 ❱
Stacks Spiderling (C)
DC: 25 Retal: 15
❰ 1 / 1 ❱
The Web-choked Corridor lies to the North
The Servant's Hallway lies to the South
The collapsed hallway grows darker to the West
The Lobby lies to the East
The Servant's Hallway lies to the South
The collapsed hallway grows darker to the West
The Lobby lies to the East
Pristine Crossroads
Occupants: @Alecto (Sneaking), @Cynna (Sneaking), @Ayna Nietzsche (Sneaking)
Ignorant of your presence, the odd shadow-rats continue to argue over the book. At least, until the sound of @Aroda's attack rings through the halls. Their heads snap towards the lobby, their debate cut short, and then the both of them frantically begin dragging the heavy tome towards the South
Archivist (A)
DC: 60 Retal: 5
Cowardly. If not defeated this cycle, the archivist flees to an adjacent room at random.❰ 1 / 1 ❱
Archivist (B)
DC: 60 Retal: 5
Cowardly. If not defeated this cycle, the archivist flees to an adjacent room at random.❰ 1 / 1 ❱
A sturdy wooden door stands askew to the South
The Gallery Hall lies to the North
The Restoration Lab lies to the East
The Lobby lies to the West
The Gallery Hall lies to the North
The Restoration Lab lies to the East
The Lobby lies to the West
Cycle 2 - The Mystery Gang Method
- You regain all used resources! (Action, Movement)
- @Askera Question @Rael @Nai @Aroda @Ayna Nietzsche @Ludmilla Orphys @Ilusa Nakhalee @Alecto @Cynna
- 400 word limit.
- Thread Code: 1257C2
- 24-36 hour cycles, ideally. 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
Code:
[hp=<current>]max[/hp]
[status][b]Location: <location>[/b]
[/status]
<Your post here>
[action]
Your action here
[/action]
[b]Special Action:[/b] <your selected action here>
Playsheet link here
Map
Dungeon Rules
Intermissions: There may be an intermission partway through a cycle in order to provide more information to the party.
Turn Splitting: You may split your resources between two posts. For example, you may spend movement to move to an unscouted room, wait to receive information on where you have moved, then decide to use your action.
Retroactive Support You may use support abilities such as Protect and Buff retroactively.
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.
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 a Normal Attack with Disadvantage on an enemy in an adjacent zone. If you have Extension, you can attack two zones away with Disadvantage.
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:

