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
Standings
Read the Rules
Play in teams (up to 3). The host registers each player's OSRS username under a team before kick-off.
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.
Every team begins on the START tile (top-left corner). Each turn: finish the task on your current tile → roll the D8 → move to the next tile.
You cannot roll until your current tile's task is marked complete. No skipping ahead — one tile at a time.
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.
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 ◉.)
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.
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.
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.
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.
All drops must be obtained after the event start, with screenshot proof and a clan-approved witness.
Group splits must be agreed before the boss; only the splitter's drop counts.
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.
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.
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.
No sniping, no buying drops, no account sharing — violators are disqualified.
The host runs the board (rolls, completions, placements). Disputes are resolved by the host — host's ruling is final.
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.
Quickstart for Clan Hosts
No code needed — everything is done in the browser:
Send your clan the event link — https://soulscapecc.com. There is nothing to download, install or open: the board, these rules and the live standings all come from that one URL, and everyone who opens it is looking at the same event.
Open ⚡ Live Event → Host Access and set a host passcode. This puts you in Host mode and locks editing for anyone else viewing.
Create up to 3 teams and add each player's OSRS username under a team.
(Optional) Click Edit Tasks to retype any tile, and use the 🖼 button on a tile to upload or paste a boss/item image.
(Optional) Open 📊 Rankings to set points per tile.
Run the event: complete each team's current tile (✓), then roll — tokens move live and the Standings bar tracks who's winning.
It all saves to the server — teams, positions, the audit log, task edits, points and images. Anyone who opens this URL sees the same live event, and the standings update in their browser the moment you mark a tile complete. Only the host can change anything.
Adding Images to Tiles
Easiest — upload or paste (no code)
In Host mode, click Edit Tasks. A small 🖼 button appears on each task tile. Click it to open the image popup, then either:
Choose a file from your computer,
Drag & drop an image onto the drop zone, or
Paste with Ctrl/⌘+V — great for a screenshot or a "copy image" from the wiki or Discord.
Preview it, hit Save, and it appears on the tile instantly. Images are auto-resized to 256px and saved to the event server, so every viewer sees the new tile art within a second — no refresh, no re-sending anything. They survive refreshes, and are also included in Share HTML and Export/Import backups. Use Remove image to clear one.
Alternative — point a tile at a hosted image (in source)
If you prefer, the image field on a tile still accepts a path or URL:
image:"https://i.imgur.com/abc123.png" // any hosted URL — works everywhere
image:"images/vorkath.png" // only if that folder sits next to the
// hosted index.html on the web server
If an image ever fails to load, the tile quietly falls back to text-only — no broken-image icon.
Sprite size: any reasonable PNG works. Tiles are 130×92 px and use image-rendering: pixelated, so OSRS sprites stay crisp. PNGs with transparency look best.
Editing Tiles
In-browser editing (no code)
In Host mode, click Edit Tasks. The task tiles become click-to-edit (the START tile and blank tiles stay locked). Type new requirements directly, or use the 🖼 button to set an image. Click Done Editing to lock. Changes save to the event server — no export step needed — and every other viewer’s board updates to the new wording within a second. They are also carried into Share HTML.
Editing in source (optional)
The board layout lives in the served index.html itself, not in the event data, so changing it means editing that file on the web server and redeploying — after which every visitor gets the new layout on their next load. Find the EVENT.labyrinths array; each tile is one object:
color — "green" (roll 3-8), "red" (roll 1-2), "blue" (roll 1, once only), or "x" (blocked)
letter — optional A/B/C/D label shown on the tile
shift — 1, 2, or 3 to offset stacked arrows on the same edge
Boss Gates & Final Boss
Two boss gates separate the three labyrinths, plus one final boss at the end. Find them in EVENT.bossGates and EVENT.finalBoss.
Per-gate fields
{
after: 1, // appears after labyrinth 1
name: "Phantom Muspah",
req: "2× CoX KIT or a CoX Mega Rare",
postNote: "After boss → next labyrinth",
art: "horned", // fallback SVG: horned | dragon | reaper | chest
image: "images/muspah.png" // your boss image (or "" for SVG)
}
Adding boss images
Same as tiles — paste a URL or local path into the image field. The image is framed by the stone-and-gold archway frame so all three gates look uniform regardless of source.
Choosing fallback art
If you leave image: "", the gate falls back to a built-in SVG illustration. Pick one with the art field:
"horned" — demon silhouette with glowing eyes
"dragon" — dragon skull with bone teeth
"reaper" — hooded figure with scythe
"chest" — open treasure chest (default for the win tile)
Event Rules & Mechanics
Teams & the live board
The event is played in teams — up to 3. Before kick-off the host opens ⚡ Live Event and registers each player's OSRS username under a team. Each team gets its own colour and a token on the board, and all teams start together on the START tile.
How a turn works — the 3-step version
Every team does the exact same three steps, every turn, in this order:
Do the task & check it off. Complete the drop or points the tile asks for (screenshot + clan-approved witness), then the host hits ✓ Complete on that team.
Roll the D8. The Roll button stays locked until the current tile is marked complete — so no team can move on until they've actually finished the tile they're standing on.
Move to the next tile in the direction your roll gives you (see colours below). Whatever tile you land on becomes your next task — and it too must be completed before you can roll again.
Keep repeating until you reach the boss gate at the end of the labyrinth. The START tile and blank tiles have no task, so the very first roll is free.
The rule that drives everything: one tile at a time. A team can only complete their current tile — you can't work ahead, and you can't roll past an unfinished task.
Where do we start, and which way do we go?
Every team begins on the START tile — the highlighted tile in the top-left corner (column 1, row 1).
The default direction is left → right (eastward). If your tile has no arrows drawn on it, you just move one tile to the right — no decision needed.
Arrows beat the default. The moment a tile shows arrows, forget "go right" and instead follow the arrow whose colour matches your roll. Arrows are how you turn a corner, drop down to a lower row, branch onto a side route, or hit a dead end.
A ✕ arrow means that exit is walled off — you cannot leave the tile in that direction.
The very first turn, step by step: A team sits on START (top-left). It has no task and no arrows, so the host rolls the D8 and the team moves one tile to the right to the first task tile. They complete that task, the host checks it off, they roll again — and keep heading right until they reach a tile with arrows on it.
What your D8 roll means
The number you roll decides which coloured arrow you follow:
Green ▶ Roll 3–8 — the main path. Happens most turns (6 of the 8 numbers).
Red ▶ Roll 1 or 2 — the alternate path.
Blue ▶ Roll a 1 — a special shortcut. Each team can use blue only ONCE the whole event; once you take a blue path it's used up for good.
✕ A blocked exit — you can never move that way.
If a tile has no arrow for your roll: fall back to the default — move one tile to the right. The one exception is a ✕ on that right-hand exit, which blocks it: you stay put and the host decides. Arrows only appear on tiles where the path actually splits or turns, so most tiles need no thinking at all.
Winning & the Standings bar
Teams are ranked by tiles completed — the more tasks a team checks off, the further along they are, so the team with the most completed tiles is in the lead. When two teams have cleared the same number of tiles, total points breaks the tie — and because every tile pays a flat 10, what separates level teams is banked drop points, so the team that cleared its tiles on heavier bosses edges ahead. Note this only applies at a tie: on tile count alone, clearing more tiles always beats clearing harder ones. The Standings bar above the board (mirrored inside ⚡ Live Event) shows every team's rank, a 👑 on the leader, their tile count, points and current location, all updating live — plus a ⏳ marker when a team still has a task to finish before they can roll.
Winning outright is separate from the leaderboard: the event is won by the first team to reach and clear the Final Boss requirement, at which point the host crowns them. Tiles-then-points only decides the standing if nobody gets there.
Who can run the board? (Host role)
Running the event is restricted to the Host. In ⚡ Live Event → Host Access, the host sets a passcode; after that the board becomes read-only for spectators, and only the host can add or remove teams and players, edit task tiles, roll the dice, mark tiles complete, place tokens, or reset the event. Entering the passcode switches the board back to Host mode.
This is enforced by the server: the passcode is stored hashed server-side and every change carries a host token, so a spectator cannot edit the board no matter what they do in their own browser.
Letter labels (A / B / C / D)
Where a tile shows more than one coloured exit, each is tagged with a letter so the team can name the branch they are going for before they roll. On the current board the lettered exits on any given tile all lead to the same next tile — the letters identify which colour you are hoping for, not different destinations — so they are for calling your shot, not for choosing a route. If a future board gives them different targets, the same call-it-first convention applies.
Special tiles
★ Power-up tiles — completing the task banks a one-time bonus for your team, and a ★ button appears on your team card to spend it later. Three kinds: a guaranteed GREEN move, a free tile skip (host places you anywhere), or a free path choice (take any legal exit without rolling). Hover the ★ to see which.
◉ Portal tiles — while your team stands on a portal, the roll pop-up offers ◉ portal as an extra destination alongside the normal route, naming exactly where it lands. Each portal can be taken once per team. Labyrinth 1's two portals are paired with each other. In Labyrinth 2 the (1,5) portal rewinds you back up to (1,2) to re-farm what you missed, and the mid-labyrinth portal on (3,4) jumps straight to Boss Gate 2 — forfeiting the nine scoring tiles after it, so only take it if you can already clear the gate. Labyrinth 3's portal goes straight to the Final Boss.
↶ Undo move gives back everything the undone move spent — the tile's task is reopened, a spent BLUE is returned, a spent ◉ portal is returned, and any ★ earned on that tile is taken back. Arriving at a boss gate spends nothing: if you cannot meet the requirement, close the prompt and your portal is still yours. (“Tame the rat to skip a tile” is still applied by the host with ⤓ Place.)
Editing this rules text
The "Read the Rules" panel below the board is separate plain HTML. To change it, edit the <ol> inside <div class="rules-panel"> directly.
Save & Share
Saving — automatic
Everything you do is saved on the event server automatically: teams and players, tile positions, the hash-chained audit log, your task edits, point values, and uploaded images. Every viewer of this URL sees the same board update live. Close the tab and reopen it later — the event is still running. No manual save step.
Hand out a finished board — Share HTML
In ⚡ Live Event → Share HTML, the host downloads a self-contained .html with the board customizations baked in — task edits, point overrides and images included, no images/ folder to send alongside.
This is a frozen snapshot, not a way to run the event. The downloaded file has no backend: opening it gives you a fully browsable board, but nothing it does is saved anywhere — teams, rolls and completions all vanish on refresh, and it will never receive updates you make here. Use it for archiving a finished board, printing, or handing someone a starting point they can edit. To actually run or watch the event, share the link instead.
Snapshots — Backup / Import
You no longer need to move an event between machines: it lives on the server and follows the URL, so the host can carry on from any browser just by entering the passcode again.
Export backup still writes a full JSON snapshot of the running event (teams, positions, hash-chained audit log and every override) — worth taking before anything risky. Import pushes a snapshot back, which overwrites the shared event for everyone, so it is host-only and best treated as a restore-from-disaster button rather than routine.
Audit log — Export CSV
Export CSV (in the Audit Trail section) saves every roll, completion, and move with its hash chain, for record-keeping or dispute resolution.
Sharing & running
Discord / clan forum: post the link — https://soulscapecc.com. Everyone who opens it joins the same live board as a spectator; only the host can change anything.
Spectators need nothing: no file, no passcode, no refreshing. Standings, tokens and the audit trail update in their browser the moment the host acts.
During the event: the host runs the board on a projected screen or Discord screen-share; the Standings bar and tokens update live as teams complete tiles and roll.
Print version: click Print for a clean printable board (controls and panels hidden).