SoulScape CC · Official Clan Event

The Gilded Labyrinth

Biggest PvM Event · Three Labyrinths · Two Boss Gates · One Scythe at the End
Letters: Pick Route D8: Roll 3–8 D8: Roll 1–2 D8: Roll 1 (ONCE only) 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

  1. Play in teams (up to 3). The host registers each player's OSRS username under a team before kick-off.
  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 tileroll the D8move to the next tile.
  4. You cannot roll until your current tile's task is marked complete. No skipping ahead — one tile at a time.
  5. No arrows on a tile = move one tile right (left → right is the default). When a tile has an arrow matching your roll colour, follow that arrow instead. If a tile has arrows but none for your colour, you still move one tile right — unless a blocks that exit — then the board offers the remaining legal directions as buttons and the host picks one, so a ✕ tile is never a dead end.
  6. 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: the board shows the gate requirement and, once the host clears it, moves you straight into the next labyrinth at (1,1). Nothing is placed by hand any more. (◉ warps are still host-applied — hover the ◉.)
  7. Roll a D8 to pick your path: Green = 3–8, Red = 1–2, Blue = 1 (one-time only). A means that exit is blocked. A roll of 1 counts as both red and blue — if the tile has a blue exit and your team still has its blue, you choose which to take. Whenever a roll has more than one legal destination, the board pops up a button per route naming the exact tile, and the host clicks one; when there is only one legal destination it just moves you.
  8. Once you take a BLUE path, it is consumed for your team for the rest of the event. A blue exit may be a jump that skips several tiles rather than a one-square step — the roll pop-up always names the exact tile you would land on, so you can see what it is worth before spending it.
  9. 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.
  10. Tame the rat (pet drop) to skip a tile of your choice — tell the host, who moves your token with ⤓ Place. The board does not apply skips, warps or ★ bonuses automatically.
  11. All drops must be obtained after the event start, with screenshot proof and a clan-approved witness.
  12. Group splits must be agreed before the boss; only the splitter's drop counts.
  13. 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.
  14. 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.
  15. Total points (the tie-breaker) = tile points + banked drop points + 100 per boss gate + a 250 bonus for clearing all three gates. Only the first 3 copies of any one item score for a team.
  16. No sniping, no buying drops, no account sharing — violators are disqualified.
  17. The host runs the board (rolls, completions, placements). Disputes are resolved by the host — host's ruling is final.
  18. Mistakes can be taken back. If a tile was ticked off too early, the host clicks ✗ Reopen task. If a team was already rolled and moved by mistake, ↶ Undo move sends them back to the previous tile, reopens that task and restores a BLUE if the bad move spent one — so the turn is simply replayed. Every correction is written to the audit trail.