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In Chancery - a solo fantasy roleplaying episode in a programmed- text web browser technic originally developed for playtesting at Archon 44 10/1/21; here utilizing Wizards Of The Coast's simplified "D&D Starter" boxed ruleset.
The others in your party have left you standing before the imposing façade of the local Adventurers' Guild offices, preparing on your own to offer an account of the group's recent exploits; carrying a purse of 20 gold pieces in case some wheels might need greasing.
Of what class are you? (Starter Set pregen 1st levels - gender, race as imagined)
And which behavioral qualifier suits you?
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Now, how will you approach the entryway?
One of the ubiquitous town pickpockets skulking around the corner of the building snatches at some of your coin while your attention is on the doorway.
The weighty alarm gong that sounds when the door is opened gets jarred loose from it's hangings above you and starts to fall as you step through.
Within the doorway, an attendant's booth on your lefthand side is manned by a leather- garbed and tattooed Cultist, who seems in startlement to have unsheathed an ornamented kindhjal; then, feeling duty- bound to blood it somewhat before it's put away, shrugs and stoops to duel you.
╝| | + + + + | | | 3--------------4
╬: yourself |
╝: Receptor |
Entrance Antechamber: There's a guardroom next to the front door, and a receptionist's desk at the end of the broad corridor with a door in the wall to one side of it.
A guild functionary dressed in a fur- trimmed robe sits behind the desk eyeing you quizzically.
You are brought up short as the figure at the desk begins an incantation for spellcasting. You're close enough that you might be able to catch out the spell type.
While waiting, you begin to hear sounds of heated conflict coming from beyond that side doorway.
You find a small glass lens lying on the floor underneath the desk near one leg. It likely was dropped by someone and ovelooked.
╬: yourself |
Turnstile: An enclosed wooden booth built into one corner contains a close- fitting, vertically partitioned revolving door. It blocks any view through it, but seems to turn quite easily.
This revolver gimmick may impart a disorienting fx if your transit is not made with some control.
╬┘| | + + + + + + | | ╬ | 3---..3---..3-----4..4
╬: yourself |
╬┘: Knight |
Audience Hall: Decorated in a bizarre scheme of clashing patterns and abstract designs, this garishly lit, outsize assembly room can make your head spin. Scattered chairs are mostly pushed to the walls, with no other furnishings to be seen now.
At times beleaguered, an armored Knight encased in metal plates of a greenish tinge now stands alone, defying all comers to face their incurred chastisement. It wields a whip- like Scorpion, which it coils in both hands before lashing out to one side or the other (having advantage on its attack roll).
Once overcome, the creature, being in actuality a Doppleganger, shifts back into its more typically recognizable form.
Having no further argument with you, it grouchily departs by way of the turnstile.
╬: yourself |
Storeroom: This utility room is crammed with building and cleaning supplies.
One battered Commoner who's cowering from the Knight's rages prepares to attack when the door is opened, as expecting a "vile shapechanger!" Will throw any objects on hand at an effective long range to start, and shies away while changing position.
You look around in the clutter after dealing with the hireling, but can't find anything of use lodged in this mess.
╬: yourself |
Gallery: In this portrait hall set with pieces of statuary, the lighting of candelabrums in the corners leaves its central passage just a dim aisle.
A Ruffian swashbuckler, swaggering amid the commemorative artworks, is flipping a spare dagger in one hand and giving you an appraising glance as you make to pass on; likely evaluating your worth. Putting hand to hilt in a challenging manner, even with a bandage wrapped around one upper arm, leaves little doubt as to the miscreant's intentions.
╬: yourself |
Turnstile: An enclosed wooden booth built into one corner contains a close- fitting, vertically partitioned revolving door. It blocks any view through it, but seems to turn quite easily.
This revolver gimmick may impart a disorienting fx if your transit is not made with some control.
╬: yourself |
Conference Room: Tables are arranged before an expansive hearth and fireplace in which a slow fire now burns; its flickering light and occasional bursts of flame making shadows dance against the walls.
A bird- like Stirge flaps from its perch on the high stonework to make a flying circuit of the room. Note that Stirges' bloodsucking attacks are comparable to venomous ones.
╬: yourself |
Archives: There are racks of old documents in the form of torn pages, fractured clay tablets and curiously inscribed objects around this musty- smelling place that looks like a conservatory for archaic restorations.
A sepulchral voice out of nowhere demands that you "Give the password!" Then a Spectral Servitor (undead Wraith's victim) haunting the shelves begins to waveringly materialize.
The grim Servitor is of somewhat companionable bent toward those of Lawful behavior and/ or Evil alignment. As it's evaluating you, it asks if you're returning the map that was borrowed? On your part, you recogize it as a type of undead whose attacking touch, unless a SV is passed, acts to drain XP from a target instead of HP, but if XP is reduced to 0, the target becomes undead as well.
An earthenware pot full of coins has been smashed on the floor. Potsherds can be fit together to note that its surface was incised with some kind of hex sign. Before vanishing, the Servitor requests for you to remove that debris from its archival storage. There will be some of each coin type.
╬: yourself |
Sanctum: This would appear to be an elaborate personal office space, most brightly lit and decorated with an odd collection of items among the academic materials. At its upper end is a staircase leading up to the building's second floor.
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Initiative ties are awarded to the opponent. Any move causes Initiative rerolls. All nonspell but Rogue's ranged attacks will be at disadvantage.
You are in a position to try to end the fight by engaging in an ability contest: matching your
II: stairs up |
##: hearth |
@: turnstiles |
Floorplan