

Out in the wilds of the living world are also strange places that once were temples before the Resonance, that nature and the Living world have reclaimed over time.
One of such places are the Ruins of Aegoth but recently there have been surges of strange magic from deep within.
Exhales of aether that cause all sorts of anomalies, including causing living things to go completely unconscious.
A small team of four had went in to see if they could stop the surges so the surrounding areas would return to peace.
Much like many things in nature, they didn’t come back..
Will you risk it to help rescue the brave champions before you?
Champion?
( How it works:
If you roll and fail you start over from the beginning and you have to wait until the next day to try again.
If you roll and you succeed you get to move to the next stage and you get to roll again.
1 win per person
Get to the unconscious champions by rolling your adventure.
The ruins are broken into three stages.
Start by copy, paste and filling out the provided form
The rp action doesn’t have to be long or big, one sentence is the min, no min word count on that so as small or as much as you want~
For Stage 1 - Roll 1d4 with your form post.
You then cross reference your number to the Stage 1 chart and see if you advanced today or you have to try again.
If you succeed you may now move on to Stage 2
For Stage 2 - Roll 1d6 with your form post.
Cross reference the result with the Stage 2 chart to see if you succeed or you fail and have to start again tomorrow
If you succeeded you may now move on to Stage 3
For Stage 3 - Roll 1d10 with your form post.
Cross reference the result with the Stage 3 chart to see if you succeed or you fail and have to start again tomorrow.
If you succeeded you may now pick which of the four champions you want to save (take home) and post the claiming form reflecting your choice of what’s available.
“Stage One
The Outer Ruins
Roll: 1D4
Your champion enters the overgrown outer ruins where ancient magic still lingers in the air. Strange pathways shift constantly, and not every route leads forward…
Outcomes
1 - Collapsed Passage (FAIL, Restart Tomorrow)
Your champion squeezes through a narrow stone corridor when the ceiling suddenly groans and collapses ahead. Dust and rubble block the way completely, forcing them to retreat from the ruins for now.
2 - Bewildering Fog (FAIL, Restart Tomorrow)
A glowing silver mist rolls across the path, confusing your champion’s sense of direction. After wandering in circles for what feels like hours, they somehow stumble right back outside the entrance of the ruins.
3 - Crystal Doorway (SUCCESS)
A cluster of ancient crystals reacts to your champion’s presence, lighting up one by one until a hidden doorway slowly opens deeper within the ruins.
4 - Spirit Guide (SUCCESS)
Tiny floating green wisps emerge from the darkness and silently guides your champion through the twisting outer maze toward the next chamber.
“Stage Two”
Stage 2 — The Inner Halls
Roll: 1D6
Your champion travels deeper into the ruins where ancient magic still clings to the walls and whispers of memories drift in the air like dust. The halls twist strangely here, guarded by traps, spirits, and lingering enchantments left behind by dragons long forgotten, not to mention, Nature its self.
Outcomes
1 - Guardian’s Trial (SUCCESS)
A spectral dragon guardian rises from the shadows, glowing soft blue. It silently watches your champion. After a tense moment, it lowers its head and allows them to pass deeper into the sanctum.
2 - Rune Burst (FAIL, Restart Tomorrow)
An ancient rune suddenly flares beneath your champion’s feet. A burst of magic launches them backward through the corridors and completely out of the ruins.
3 - Mimic Hall (FAIL, Restart Tomorrow)
The corridor ahead twists into endless identical passageways. No matter where your champion turns, they eventually stumble back outside the ruins, exhausted and disoriented.
4 - Hidden Tunnel (SUCCESS)
Your champion notices a faint draft behind a cracked stone wall, with a little pressure it crumbles and uncovers a hidden passage leading deeper underground.
5 - Ancient Archive (SUCCESS)
Old crystal tablets on the walls glow softly as your champion passes. Their light reveals the correct route forward through the dangerous and twisting halls, resonating with your champions core.
6 - Sleeping Spores (FAIL, Restart Tomorrow)
A cluster of glowing fungi releases enchanted spores into the air. Your champion quickly grows drowsy and later awakens outside the ruins with no memory of how they escaped.
“Stage Three-Final Stage”
Stage 3 — The heart of the vault
Roll: 1D10
At last, your champion reaches the deepest part of this ancient place, a deep chamber beneath the ruins. Ancient magic churns violently here, causing the walls to tremble and strange lights to flicker through the darkness. Somewhere ahead lie the four missing champions who entered before yours… but the vault itself does not wish to give them up easily. It is a rabbit hole of chaos and ethereal anomalies that cause overgrown silver vines to writhe on the walls.
Only a handful of dragons make it this far
Outcomes
1- Vault Surge (FAIL, Restart Tomorrow)
Magic surges through the chamber, lashing out as the vault throws an its fit that your champion is there. The surge causes your champion to go completely unconscious and the world goes black. Your champion awakens outside the ruins and covered in dirt with no memory of how they got back outside.
2 Heated stability ( SUCCESS - pick your prize)
Your champion makes it into the central chamber safely despite residual heat-like magical pressure lingering in the air. The area remains just stable enough for a single rescue attempt before collapse begins.
3- Mirror Shards (FAIL, Restart Tomorrow)
The vault exhales aether and distorts perception, looping corridors and creating shard like openings, reflections of false chambers. Your champion never reaches the central room and ends up going thru the wrong reflection, winding up outside where they started.
4 - Water you waiting for (SUCCESS - pick your prize)
Your champion crosses a partially flooded section of the vault where magic warps water and light, the presence of water helps to damped the effects of the undead magic disrupting the pass. They reach the central chamber before conditions worsen further with just enough time to grab one unconscious champion.
5 - Hungry Expulsion (FAIL, Restart Tomorrow)
A protective vault seal activates next to your champion, and the wall opens behind it like a stone and moss maw and swallows your champion whole.
Surrounded in darkness drifting in nothing, neither falling nor rising. Suddenly the darkness splits and a thick slime has engulfed your champion they are spat out by the wall outside of the Ruins in a puddle of… ew…
6 - Living magic (SUCCESS- pick your prize)
The floor begins to crumble as energy pulled from the empty deep below, but
Residual nature magic thickens the path as the even Living world does what it can to aid, briefly stabilizing the structure just enough for your champion to reach the central chamber intact.
7- Time Loop Instability (FAIL Restart Tomorrow)
The vault traps your champion in a repeating corridor loop, on and on it went. Each attempt to advance resets them until a surge of violent magic causes the Silver vines to engulf your champion and the ruin ejects them completely.
8 - Timing ( SUCCESS-pick your prize)
The chamber becomes briefly accessible as surrounding magic weakens, it fluctuates randomly so your champion must time it perfectly, and they do. Your champion reaches the unconscious group before the vault begins to destabilize again, with time for only one rescue.
9 - Final Seal Surge (FAIL, Restart Tomorrow)
A surge of ancient magic locks down the entire vault. Entry is revoked and your champion is expelled by teleportation before reaching the central chamber.
10 - Natural Resonance( SUCCESS- pick your prize.)
The vault briefly stabilizes fully, allowing clear access to the central chamber. Your champion reaches all four unconscious champions at once—but the structure immediately begins collapsing again, forcing a single rescue choice.
Rolling form
[b]Username:[/b] (username here)
[b]Champion:[/b] ( link to cert img in name form)
[b]Stage:[/b] (the sage you are on)
[b]Action:[/b]
[spoiler](Your rp sentence or sentences here)[/spoiler]
Claiming form to post when you win
[color=blue][b]I made it!! Finally!!![/b][/color]
[b]Username:[/b] ( username here)
[b]Link to winning roll:[/b] (link here)
[b]preference: [/b] ( may only list 1 of what’s available)
