=>Go on.


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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)


Fighter equipped with Studded Leather armor, Greatsword, Longbow, Defender advantage and one spell- like Second Wind.

Cleric with Chainmail armor, Buck-up Buckler, Warhammer, Handaxes and two spells: Command and Heal Wounds.

Rogue with Leather armor, Shortsword, Zip Shortbow, Thieves' picks & tools and lousy Luck.

Wizard with active Mage Armor, Shortsword, Daggers, a Garland Ward and two spells: Magic Missile and Sleep (either must be cast at short or long range).

And which behavioral qualifier suits you?


holder through dealing as dealt.

holder of formidable formality.

holder in applicability of attitude.

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Now, how will you approach the entryway?


Knock on the door.

Push your way in.

Wait! I've a better name for myself -

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.


Pass in as the door swings open.

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.


Check around you in the open doorway.

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.


Commence combat.
1--5--------4..2 | | | 3 4 + + + | : ▐▌| | + + + + | | | 3--------------4
: yourself
: Cultist
: 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.


Exit to street and end the adventure.

Step up to address the guildsman.

Pass on through the other doorway.

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.


Press on through the door.

Fall back in the room.

While waiting, you begin to hear sounds of heated conflict coming from beyond that side doorway.


Wait patiently.

Rifle the desk cursorily.

Make for the door expeditiously.

You find a small glass lens lying on the floor underneath the desk near one leg. It likely was dropped by someone and ovelooked.


Take it as found.

Just keep to idling.
1╒╖---2 |╙╛ | | + | | | 3--4..4
: 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.


Exit to the Antechamber.

Examine the turnstile mechanism.

Go through the turnstile.

In process of investigating the turnstile device.


Continue.

This revolver gimmick may impart a disorienting fx if your transit is not made with some control.


Step out.

1--------------------2 | | | + + + + + + | | | | + + + + + + | | ╬┘ | | + + + + + + | | | 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).


Exit through the turnstile.

Engage the Knight starting at short range.

Turn to the lower door.

Pass out at the upper door.

On approach to within short range of the Knight.


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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.


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1---..3--2 | | | + + | | | 3--------4
: yourself
: Fugitive  

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.


Exit to the Audience Hall.

Step in to action.

You look around in the clutter after dealing with the hireling, but can't find anything of use lodged in this mess.


Continue.
: yourself  
: Ruffian

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.


Exit to Audience Hall.

Step in to action at long range.

Exit for the outer door.

It appears the Ruffian was lounging here, taking time to recover from a slight wounding.


Proceed.
1--2..2 | | ╒╖ + | ╙╛ | 3-----4
: 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.


Exit to the Gallery.

Examine the turnstile mechanism.

Go through the turnstile.

In process of investigating the turnstile device.


Continue.

This revolver gimmick may impart a disorienting fx if your transit is not made with some control.


Step out.

1-----2 | : | + 2 | | 1--7 + | | | | | ▒| + | | ▒| : 6--4 + 1 : | 1 + + | | | 3--------4
: yourself  
: Stirge

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.


Exit through Turnstile #2.

Step in to action at long range.

Exit to the next door along.

Exit by the hearthside door.

holder


Hang out and search the place.


Check out from here.

1-----2 | | | + | | | | + | : | 1 + | | | | + | | | 3-----4
: yourself  
: Figure

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.


Exit to the Conference Room.

Step in to action at short range.

Call out a guess.

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.


Search around now.


Back off in here.

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.


Take all the coins.


Let it lie - please.

1--5-----2 | IIIIIII | 3-----7 | | | + 1--4 |╒╕ | | + | | | | + | | : | + 1 | | 3-----4
: yourself
╒╕: Wolf

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.


Exit to the Conference Room.

Step in to action at long range.

Move across the room.

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holder.

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Hang back by the entrance.

Check up by the stairs.

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Hang out looking around.

Take the stairs to finally make contact with the Guild authorities and end the adventure.

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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.


Initiatives

[ Player action option. ]


Attack roll hit -> damage.

Move in or out.

Cast effect magic.

[ Opponent attacks or else moves into range. ]


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[ casting spell ]


Conclude this spellcasting.

[ Resolve action and cycle actors unless moved or defeated. ]



holder.

You are in a position to try to end the fight by engaging in an ability contest: matching your


Try contest to break off.

Not now.

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Choose which to use.

Lay off for now.

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Un/ use it.

Leave it as is.

holder


Next item.
+-------------+ | | | | | | +--/---+--+--/+ | |@ | | +-+----+-/+ | | | | | / +--/+ | | |@ | | >IIII| +---+ | +--+ | | | |##| | | | +--+ / | | / | | | | | | +---+-----+---+
II: stairs up
##: hearth
@: turnstiles

Floorplan


Next item.

NAME has regrettably been rendered "hors de combat" and will need strengthening from the Guild before being returned to the party outside. Although the Guild assumes responsibility, the player is thereby deprived of any attainments from this expedition now ended.

You complete the adventure! NAME


Look up an item.