The mob farm under Iron Island finally works. Basket picks a color for the item elevator, builds a second cell out of prismarine, and admits the whole thing started with wanting books.
Five players jump into the End together, take down the Ender Dragon, pearl through a gateway and raid two End cities for shulker shells. Nobody wants the elytra.
The library gets railings, a box for the librarian, rows of dirt shelves and a huge dark oak roof. The roof turns out bigger than expected, and it stays.
Two more emeralds go on the wall, the death counter becomes a talking point, and we finally decide whether the chain chestplate is for wearing or for hoarding.
The corner picked out last time becomes a library: two floors, a balcony over the water, placeholder books made of dirt, and a corner saved for a secret door.
The first wool of the run goes on the board, we finally build somewhere to keep things, and we learn that losing Emerald 1 cost us more than one emerald.
The little buildings along the back alley get their roofs, stairs and attics. The insides stay empty for now, and the next corner is picked out for a bookstore with a secret.
A new map, a new rulebook, and 54 hidden emeralds. We read the rules, take the one-way trip to the Grotto of the Novice, and immediately get into trouble.