The Trivia Labyrinth | Full of Trivia Challenges!
Adventurers are abducted and placed in the center of a massive labyrinth with thematic rooms, and that frequently offer themed questions and riddles!
$15.00
/ Session
Details
Weekly / Wednesday - 12:00 AM UTC
Session Duration / 2–3 hours
0 / 5 Seats Filled
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About the adventure
The Trivia Labyrinth is a play towards Dungeon Crawls, with a twist. The Adventurers are abducted, and placed at the center of an epically large dungeon, that seemingly has no exit, and offers stairs both up and down. The Adventurers must deal with the endless monsters, traps, and perilous architecture. However, the Labyrinth has one rule, it must follow themes, as each room features some kind of general symmetry or similarity. A Demon Room, an Undead Room, a Royal Room, a Magic Room, a Black Room, etc. The Labyrinth often offers thematic questions, which knowledgeable Adventurers can answer. Answering questions bestow certain benefits, like avoiding a fight, provide rewards like potions and magical rings, provide temporary boons for either the immediate challenge or for a good while yet, and other such benefits. The game will Break the 4th Wall, as certain trivia challenges will deal with real world fandoms, fiction, and nonfiction. Players will be encouraged to contribute their favorite topics and interests, to help create trivia challenges that are fun and engaging for themselves and the other members of the team. As the game goes, topics and themes will repeat, getting harder but having better benefits, with worse consequences. The players, if they can answer themselves, need not make any rolls, however, if they do not know, they can roll in-character for hints or even answers using relevant skills. Topic ideas outside of D&D Lore, include Lord of the Rings, Star Wars, Star Trek, Harry Potter, Marvel, DC, as well as Player-selected ones. If the question is about LoTR, you can use the Survival skill to get a hint or even an answer for a question. If it is Star Wars, then Religion (since Jedi is a religion). So on, and so forth, sometimes the Skill can be player suggested or randomly selected if none fit right.
Game style
Dungeon Crawl
Rule of Cool (RoC)
Tactical / Crunchy
Game themes
Meet the Game Master
1 year on StartPlaying
351 games hosted
Highly rated for: Creativity, Teacher, Knows the Rules
Average response time: 1 hour
Response rate: 100%
About me
I am a longtime TTRPG GM that loves D&D & GURPS, with a large library of books, art assets, and time to share with my players, it is my favorite thing to do. I am a huge fan of roleplay and often modify mechanics to benefit storytelling & session fluidity. I use Foundry VTT, which is free to my players, and includes vast customization options for every campaign & every participant. Please take a look at this Google Sheet for all of my GURPS games: https://docs.google.com/spreadsheets/d/1OIi-Yp_5L2k4LvJ_L-YxgZ_YF7QIsZr4h0PIoit8fKM/edit?usp=sharing
View Profile →Character creation
Creating your character
Players will meet in the server to discuss each others ideas, and make final decisions. Then players will be encouraged to use D&D Beyond for easy importing, however this is not required, and making the character in Foundry will be perfectly acceptable.
What to expect
Preparing for the session
Make accounts on Discord, Foundry, and The Forge, a server-host used for Foundry games. Upon joining the game, players will be provided with a Discord server link. The Foundry link will be within the Discord server. No fees will ever be necessary, all programs are free to players.
What John brings to the table
I set my scenes with maps, music, & sound effects. The Maps, in Foundry VTT, have walls & lighting. Music is ambient, with background, ambient, and active tracks, for the bubbling lava in the room or during intense combat scenes. Sound effects for traps, like the clank of a bear trap or the whoosh of an enchanted arrow. Combat is designed to be tactical and intense, with real stakes and the need for thought. Room design, monster choice, and character limitation will all be thought out to encourage difficult fights and the need for important choices, like the use of consumables. I prefer the Rool of Cool over Rules as Written, I would argue 70-30, as there are sticking points that need to be obeyed, lest broken features that could be exploited would unbalance the game. Players can expect a big dose of Combat, some Intrigue, and a little Survival.
Homebrew rules
Ritual Casting on a number of spells is removed for the sake of intrigue and power-balancing Critical Failures force a d100 roll, which has various effects based on the roll, in addition to being an automatic miss and prematurely ending your turn No Min-Maxing
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How John creates a safe table
Every game will be at least 2 hours of gameplay, and then a 5 - 15 minute Debrief after. During this Debrief, players will be asked if they have any questions, point out problems, and highlight what they want or expect from the game. The game may also inspire or call for Breaks, as needed or planned. The Breaks may be 5 - 10 minutes in length, and help the players or GM, get ready for what is to come. A Session 0 will be conducted to discuss the game's plot, setting, and atmosphere, as well as allowing players to ask questions and discuss their character ideas and concepts.
Content warnings
Safety tools used