SoulScape CC · Official Clan Event

The Gilded Labyrinth

Biggest PvM Event · Three Labyrinths · Two Boss Gates · One Scythe at the End
Letters: Pick Route ▶ GREEN = carry on east · 1st roll 3–6 ▶ RED = take the branch · 1st roll 1–2 ✕ Cannot take this path ★ Power-up: banks a one-time bonus ◉ Portal: one-time warp — the roll pop-up names the exact tile

Read the Rules

Handing these out? There is a four-page printable player sheet — Rules PDF (2026-08-17). It covers the turn, the roll colours, perks, portals and scoring for team members. This page is the authoritative version; if the two ever disagree, this one is right.

  1. Play in teams (up to 4). The host registers each player's OSRS username under a team before kick-off — a moderator can do it too, and a team captain can add or remove players for their own team.
  2. Entry requirement: 24 Scurrius Spines to enter Labyrinth 1. The host verifies this at kick-off — the board does not track or enforce it. Note the spines are an entry cost, not scoring: only the first 3 copies of any item earn drop points.
  3. Every team begins on the START tile (top-left corner). Each turn: finish the task on your current tile → roll the d6 → move that many tiles.
  4. You cannot roll until your current tile's task is marked complete. No skipping ahead — one tile at a time.
  5. The number you roll is the number of tiles you move. Roll a 2, move 2 tiles. The track runs left → right, and off the right-hand edge you drop to column 1 of the next row down — the board does that for you.
  6. Arrow tiles stop you. If your move would take you onto a tile with arrows, you stop there, however many steps you had left. Rolling a 6 on the first turn moves you to (3,1), not six tiles, because (3,1) is an arrow tile. Standing on one you roll twice: the first roll picks the way — 1 or 2 is RED (take the branch), 3 to 6 is GREEN (carry on east) — and the second roll is how many tiles you move from there. Only the first roll’s colour matters, not its number. Where an arrow tile has just one way out there is no direction roll: you roll once, for the distance. A ✕ means that exit is shut.
  7. Running off the right-hand edge drops you to the next row down, column 1 — the board does this for you. Off the right edge of the last row (or off the bottom) you arrive at the Boss Gate, and your token moves onto it. A boss gate is a tile like any other: it has a task — the gate requirement — and it has to be completed before you go through. Rolling is locked while you stand there. A host or moderator marks it done; a captain presses ✉ Ask a mod to clear, which sends the board’s own drop check with the request. Once it is cleared, → Enter Labyrinth N takes you to (1,1). (◉ warps are offered as an extra route in the roll pop-up — hover the ◉.)
  8. Roll a d6 and move that many tiles. On an arrow tile you roll twice instead — first for the way (1–2 RED, 3–6 GREEN), then for the distance. GREEN is the arrow that carries on east along the track; RED is the one that branches away. A ✕ means that exit is blocked. Whenever a roll has more than one legal route the board pops up a button per route naming the exact tile it lands on, and whoever rolled — host, moderator or that team’s captain — clicks one; with only one legal route it just moves you.
  9. Your ↻ Ring of Fortune is the one-per-team re-roll. It sits on your team card next to 🎲 Roll & move and is available whenever that is; pressing it rolls again straight away, and it is spent the moment you take it — so a re-roll you like no better is not free. There is no blue arrow and no blue face on the die any more.
  10. ★ power-up tiles bank a one-time perk the moment you complete them — a d8 roll (one move rolled on a d8 instead of the d6), a free tile skip, or a free path choice (any legal exit, no roll). Spend them from your team's card in ⚡ Live Event; each is logged. Your captain can spend all three. A team may spend only ONE ★ skip for the whole event, however many it earns. The skip writes off the task on the tile you are standing on — that tile counts as complete for its points, it is logged as a skip, and it unlocks exactly one roll. A skipped ★ tile banks nothing of its own, and a host or moderator hands the skip back if they ✗ Reopen the tile.
  11. Winning: teams are ranked by tiles completed — most completed tiles is in the lead. If two teams are level on tiles, total points is the tie-breaker (see the Standings bar above the board). The event itself is won by the first team to clear the Final Boss requirement.
  12. Anyone can follow along in 👁 Watch — it is in the Menu, and tapping the Standings bar — anywhere except a team row — opens it too. No passcode or join code needed: a mini-map of all three labyrinths side by side, the trail every team has walked (undone moves drawn faded), where everyone is standing, and a live activity feed. Follow pins one team and filters the feed to them; that choice is remembered on your own device and nobody else sees it. It is read-only — nothing in Watch changes the board — and it is the way to watch on a phone.
  13. ↻ Ring of Fortune — once per team for the whole event, throw away the number you just rolled and roll again. The button is on the team card beside 🎲 Roll & move, live whenever that is, and it vanishes once spent. It asks before it spends, because pressing it with no roll on the table is just an ordinary roll that cost you the Ring.
  14. Tame the rat (pet drop) to skip a tile — spend it yourself from your team card with ★ Skip. It writes off the task where you stand, counts that tile as complete and unlocks one roll. ★ power-up tiles bank their bonus the moment the tile is completed and ◉ portals appear as an extra route in the roll pop-up, so nothing has to be placed by hand any more.
  15. All drops must be obtained after the event start, with screenshot proof and a clan-approved witness. Every drop is credited to the player who got it — a host or moderator picks your name when they log it, so say who the drop belongs to when you hand it in. The points go to the team either way; the credit is a record of who contributed, and it shows in 📥 Drop Log and 📊 Rankings.
  16. Group splits must be agreed before the boss; only the splitter's drop counts.
  17. The "Np" on a tile is what it costs to clear, not what it pays. "20p Vorkath" means you must bank 20 points’ worth of Vorkath uniques, valued on the 💎 Point Sheet. Requirements on this board run from 8p to 25p; tiles written as an item count ("3× CoX Uniques") just need those items.
  18. Every tile you complete is worth the same 10 points, whatever its requirement — a 25p tile and an 8p tile both pay 10. Harder tiles still pay off, just indirectly: the uniques you bank to clear them count as drop points in your total (see below). Because rank is decided by tiles cleared first, clearing more tiles beats clearing harder ones — a hard route only wins if two teams finish level on tiles and the drop points separate them.
  19. Total points (the tie-breaker) = tile points + banked drop points + 100 per gate cleared — both boss gates and the final boss, so 300 at most + a 250 bonus for clearing all three. Only the first 3 copies of any one item score for a team.
  20. No sniping, no buying drops, no account sharing — violators are disqualified.
  21. Four roles run the board. The host is in charge of everything: teams, tile text, scoring, resets, moderators and captain codes. A moderator verifies tiles, logs drops, clears gates, places tokens and can roll for any team, but cannot change scoring, edit the board or appoint other moderators. A team captain marks their own tiles ✓ Complete, rolls, picks paths, spends ★ perks, undoes a bad move and manages the roster for their own team only — captains cannot ✗ Reopen a tile, log their own drops or clear their own gates — though they can ask for a gate to be cleared, and the drop check goes with the request. Ticking a tile is on the honour system (screenshot and clan-approved witness still apply); un-ticking one is not, so a disputed ✓ always goes to a host or moderator. Everyone else is a spectator: read-only, but they still see every team, position, roll, drop, point total and the whole audit log. The server enforces all of this, not just the buttons. Disputes are resolved by the host — host's ruling is final.
  22. Mistakes can be taken back. If a tile was ticked off too early, a host or moderator clicks ✗ Reopen task — which also hands back a ★ skip if that is what wrote the tile off. If a team was already rolled and moved by mistake, ↶ Undo move — which the team's own captain can use as well — sends them back to the previous tile, reopens that task and restores a spent ◉ portal if the bad move used one, so the turn is simply replayed. Every correction is written to the audit trail by the server.