The festival on Duskwash Island starts tonight, but the lighthouse went dark at dusk. The guild is pulling together a makeshift party to cross Echo Forest, find out what happened, and carry the fixed light back to the keeper. The party needs more than people who charge ahead — it needs people to hold the rear, check the details, read the bigger picture, and hand things off. Which job do you want to start with?
18 questions, four acts. The story stays the same no matter what you pick — your choices don't branch the plot, they add up to one of eight original adventurer roles. Each pair of traits has six questions: scout first or support first, look at the concrete clue or the wider context, work it through together or leave behind something they can use on their own. If a pair ties, the quiz defaults to support, context, and working together — that's just how the tie-break was built, not a judgment that those are the better choices.
Pick whichever move you'd actually reach for first in each scene. You don't have to play the bravest or most useful teammate. Your result describes how your character might show up, what they're good for, and which condition of teamwork they tend to miss — plus one line you can actually use in real life. These are original story choices, not a validated psychological instrument, and they don't measure your competence. The role is a way into the story, not a position you owe every team you're on.
