Here's me starting a personal experiment: Will posting an adventure in the Writer's Corner rather than completely typing it out in the dark be a better idea, etc, etc. I honestly cannot say whether I'll remember that this topic still exists tomorrow and actually, you know, update it ever, but hey, that's why it's an experiment.
Oh, the adventure? Well, first off, here's some pointers for how to read it:
-Options will be colour coded as they are in Y1 (sort of):
--Green options are automatic successes, and cannot be failed. No associated rolls.
--Blue options are easy, they require a few points to pass without fear or failure but they're nothing worrisome (this game's sadistic RNG aside). Roll v. 1-5
--Black (coloured dark gray to make it stand out) options are harder, and require some effort to train up or a buffing spell to pass comfortably. Roll v. 6-10
--Red options require either save-scumming, dumb luck or buffing. You can train the skill high enough, Y2 being what it is, but it'll take a long time. Roll v. 11-15
--Purple options are hard as hell, 6th Finger or Cleanse and Remake are recommended. Roll v. 16-20
---To anyone that wants to say "Hey, in Y2 you can train skills to 21 and you'll have all all those Y1 attributes to back you up!", you've a point, but A: Training skills beyond 10 requires significantly more time, so adventures can't assume that everyone can/has trained some skill (out of a possible 300+) that high, and B: The game's difficulty should be balanced for roll-players so save-scumming won't be required to succeed at all, and roll-players aren't likely to end Y1 with 18 Insight. Besides which, 18 Insight isn't going to help on a Finesse roll.
-Options with a question in the text are investigations.
-If an adventure PROCEEDS, it goes to the next stage (technically the next "phase", in wiki terms) on the same turn. If an adventure PAUSES it ends for that turn, but next time the adventure is called it'll start at the next stage. If an adventure STOPS it ends for that turn, and that stage must be tried again (it generally only STOPS on failed rolls). If an adventure ENDS that's it, the adventure is concluded and over.
The Endless Section Library, 1st stage:
Anyway, as for the titular library, I intend for it to be the go-to place for quick and efficient Research, much like the Sphinx is for actual skill training. Minus the BS hidden failure chance, of course. My idea is for this adventure to open up after Juvenalia (so no mass-abuse during the summer holiday) with a skill requirement of natural Research 11. The easiest way to get that is to get Decipher Handwriting 10 for +1 Cryptology max, get that to 11 for +1 Filing max, get that to 11 for +1 Library Knowledge max, and then get that to 11 for +1 Elumian max and Research 11, which gives +1 Intelligence.
After completing the adventure you get access/Visitation Rights to the library and it's location-based ability, Research At The Endless Section Library. That ability will (fairly) roll Insight/Cryptology, Finesse(?)/Decipher Handwriting and Luck/Filing, and for each successful roll you expand a research subject of your choosing by 1, for a maximum of +3 per turn spend. You could also add Intelligence/Library Knowledge, for a max of +4 research levels per turn, but I think the team would consider that too powerful. I'm not sure how high the threshold on the roll would be, particularly because while Insight increases are common in Y1 Finesse and Luck increases are...not as common. If anyone has any insights, let's hear them.