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OOC INFORMATION:
In this mini-event, you roll a 1d20 to determine the outcome of each stage of the room. The stages are ordered: Investigate, Fight, Avoid, Escape, Traverse. What you roll in one might stack the odds – one way or another – for the next challenge.
It works similarly to skill challenges in DnD 5th edition. The higher you roll, the better the result. The number shown at the end tells you what each roll results in, but you can take artistic liberties in describing and detailing that outcome. You may also add new features to the room, imagining your character’s way out, but to make things interesting, try and stay faithful to whatever you have rolled in a given check. It explains what happens to your character, and if you’re very unlucky, that character might be trapped down here longer than they bargained for . . . and who knows what might happen then?
The design uses advantage and disadvantage from Dungeons & Dragons (2014 rules). Put simply, if you have advantage, you roll two dice and take the best result. If you have disadvantage, you roll two dice and take the worst result. If you have both advantage and disadvantage, they mitigate one another, resulting in a straight roll of one d20 (die 20). You can use the roll function on Discord to make your rolls. Certain character backgrounds and featured player groups have advantage on one particular skill check. Sometimes, you may even subtract 1 or add 1 to your roll if the given effect says as much.
Each character is ALONE in their own version of this chamber, so there will be no interaction with other players. Just the room and your chosen character.
The Chamber

Consciousness coils around you like a creeping cold. Unwanted, undesired, but inevitable – the stone floor yearns for your submission; just as itself has surrendered to damp growth and plant-life, all soft and pliable below your hands. But eventually, you regain your senses, only to find yourself in a confined space.
A single room. Four walls, pressing in around you, strangling sunlight and fresh air. The air is stale here, damp and heavy with verdant life. Elegant and ancient stonework protrude with bursting weeds and plant-life, snaking through the stone like throbbing veins below old skin. One archway leads into a darkened alcove shooting out dire roots, giving a fool’s hope of escape – only to find that behind them, there is yet another wall - as though someone bricked up this ancient doorway, only for ravenous plants to try to tear through it. A single sarcophagus lies proffered in the centre, neatly arranged, just for you, its heavy stone lid closed. For now.
Dim, emerald glows twinkle with bio-luminescence from the strange roots and hairy vines, as if needing no other light but their own eldritch source. It throws a mystic glow over your surroundings and reveals two statues that seem to melt with the plant and hewn stone, standing over you like a proud father and mother clasping their hands, waiting to witness your transformation, though their muted and eyeless features render it difficult to tell what kind of change they might have in store for you.
You do not recall how you ended up here. But wherever you last put your head to sleep or took the wrong turn, somehow, it has brought you to this place.
You must find your way out.
You must investigate.
Jhinn
Kilien Basmarc
Pim
Nuir
In this mini-event, you roll a 1d20 to determine the outcome of each stage of the room. The stages are ordered: Investigate, Fight, Avoid, Escape, Traverse. What you roll in one might stack the odds – one way or another – for the next challenge.
It works similarly to skill challenges in DnD 5th edition. The higher you roll, the better the result. The number shown at the end tells you what each roll results in, but you can take artistic liberties in describing and detailing that outcome. You may also add new features to the room, imagining your character’s way out, but to make things interesting, try and stay faithful to whatever you have rolled in a given check. It explains what happens to your character, and if you’re very unlucky, that character might be trapped down here longer than they bargained for . . . and who knows what might happen then?
The design uses advantage and disadvantage from Dungeons & Dragons (2014 rules). Put simply, if you have advantage, you roll two dice and take the best result. If you have disadvantage, you roll two dice and take the worst result. If you have both advantage and disadvantage, they mitigate one another, resulting in a straight roll of one d20 (die 20). You can use the roll function on Discord to make your rolls. Certain character backgrounds and featured player groups have advantage on one particular skill check. Sometimes, you may even subtract 1 or add 1 to your roll if the given effect says as much.
Each character is ALONE in their own version of this chamber, so there will be no interaction with other players. Just the room and your chosen character.
The Chamber

Consciousness coils around you like a creeping cold. Unwanted, undesired, but inevitable – the stone floor yearns for your submission; just as itself has surrendered to damp growth and plant-life, all soft and pliable below your hands. But eventually, you regain your senses, only to find yourself in a confined space.
A single room. Four walls, pressing in around you, strangling sunlight and fresh air. The air is stale here, damp and heavy with verdant life. Elegant and ancient stonework protrude with bursting weeds and plant-life, snaking through the stone like throbbing veins below old skin. One archway leads into a darkened alcove shooting out dire roots, giving a fool’s hope of escape – only to find that behind them, there is yet another wall - as though someone bricked up this ancient doorway, only for ravenous plants to try to tear through it. A single sarcophagus lies proffered in the centre, neatly arranged, just for you, its heavy stone lid closed. For now.
Dim, emerald glows twinkle with bio-luminescence from the strange roots and hairy vines, as if needing no other light but their own eldritch source. It throws a mystic glow over your surroundings and reveals two statues that seem to melt with the plant and hewn stone, standing over you like a proud father and mother clasping their hands, waiting to witness your transformation, though their muted and eyeless features render it difficult to tell what kind of change they might have in store for you.
You do not recall how you ended up here. But wherever you last put your head to sleep or took the wrong turn, somehow, it has brought you to this place.
You must find your way out.
You must investigate.
Jhinn
Kilien Basmarc
Pim
Nuir
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