
NEW: 10/22/15:
Halloween Raffle Bonus!
If you attempt this shard quest, and post at least 500 words, you may collect 1 Raffle Ticket.
if you complete this shard quest, and post at least 500 words, you may collect 3 Raffle Tickets!
Go HERE to claim!
The Woodland Wilds
gaia_crown [ Setting : ] Through some manner, your character and their party have found a portal to an overgrown forest, done in shades of bio-luminescent blue and unearthly violets amongst verdant foliage. You may make up the details beyond that, but no matter what it is, it is old, and filled with obstacles, challenges, and more. Think ancient trees the size of skyscrapers, winding dark forest paths, and ancient castles left to crumble.
If in Halloween, it is a less populated area. If in the Human World, there's no one around for miles.
gaia_crown [ Rules : ]
- The DM starts by rolling 2 20-sided dice for each character, including their own to determine the amount of stamina that character has.
- If more than one character is in the group, roll all characters at once. IE: If you roll 4d20, and get 8, 7, 1, 4. Player 1, Bob, will have 15 stamina, and Jane will have 5.
- Each ACTION consumes one stamina. Once a character has used up all their stamina they must return to the beginning of Round 1.
- If a character's HP drops to 0, they cannot go any further and must portal/pendant out/dissipate. When they return, they must start again from Round 1.
gaia_crown [ Round 1: ] This round takes place in a hedge-like labyrinth, barely a few footsteps in. All is quiet; no one is there but you and yours. For now.
- All players roll a 6 sided dice. This roll does not consume any stamina.
Roll 1: For every player that rolls this, you trigger a boss: a behemoth minotaur.
- Yes, that means if two players roll a 1, you now have two bosses... congratulations.
- No one can proceed to Round 2 until it has been defeated.
- The DM is in charge of keeping track of the boss's HP. The boss has 30/ 30 HP and does 3 auto damage every time it is attacked. Normal battle rules apply.
-IF NO ONE rolls a 1, or if you have defeated the boss, you may proceed to Round 2.
gaia_crown [ Round 2: ] All players now continue into an overgrown network of vines, infesting a building of choice, with flowers and thorns blooming on all sides. They clearly do not belong.
- All players roll 1d100 to determine their result.
Roll 1-25: It appears that you've gotten caught in vines that curl around wrists and ankles, slowing you down. Keep rolling, and subtract 3 Stamina because of how long it took to find your way.
Roll 26-50: A flower blows a puff of pollen in your face, and suddenly, you want to belong. To the network, to something more-- and then it's gone. Keep rolling, and subtract 1 Stamina.
Roll 51-70: There is a pool, formed from condensation and an open ceiling, and your reflection in it holds a picture of that which you desire most. But it vanishes shortly, and you must move on. Keep rolling, and subtract 1 Stamina.
Roll 71-100: You manage to make it through the vines and escape into an open area. Continue to Round 3.
gaia_crown [ Round 3: ] You reach a large lake with stepping stones covered in algae and moss leading the way to the end.
- All players need to roll to get a total of 25 steps each to make it to the next round.
- All players must roll 1d10. This is how many steps your character walks up, accompanied by the following effect:
Roll 1: You slip on nothing. Subtract 1 Stamina.
Roll 2: Although it is a very near miss, a snapping animal's jaws do not, in fact, bite your feet off. Subtract 1 Stamina.
Roll 3: A lashing vine reaches out of the water and drags you down into the murky depths. Fighting takes quite a while, and your health is equally affected. - 50% of your remaining HP.
Roll 4: Instant death for you. Return to Round 1, reroll stamina, and proceed.
Roll 5: A mist rolls over the water, concealing even your own feet. Navigating takes longer than ever, and requires quite a bit of faith. Subtract 3 Stamina.
Roll 6: -5 HP. The stone you are on begins to sink, and you need to hop several at once instead of just one. Subtract 2 Stamina.
Roll 7-10: Nothing happens. Subtract 1 Stamina.
gaia_crown [ Round 4: ] Finally, you make it across the water, and come upon a grive with a collection of shards scattered amongst the leaves and plants. However: this area is unstable. You feel as though someone is watching you very closely, and the vines begin to curl inwards, trapping you inside. The mirror shards jitter in place, rattling like teeth. You don't have much time: grab something and GO!
- Roll 1d12. This is the shard you end up with, congratulations! Match the correct roll of yours to the item, and read the results carefully.
- There is only one of EACH shard so if you manage to claim the shard in your quest, please claim it in this thread with the form below.
- Once again, your character my only have one shard at a time.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you may look for the two closest unclaimed shards. IE: If you roll 7, and 4, 5, 6, 7, and 9 are taken, you may choose between 3 and 8.
- You get ONE FREE reroll. You may only use the results of your most recent roll.
1. The First Shard: A jade green shard, the size of a palm. Looking into it reveals a world of intrigue and espionage. Using this allows you to enter the Shard of a secret spy universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: Any modern era or forward, no magic. Characters can all be humans, or their natural factions. The constant is that there are several spy agencies competing with each other, unknown to the world. Several may utilize themed code names. There is either an assassination or a mission going on.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- Rival Spies Forced to Work Together From Opposing Agencies (2-3 characters)
- The Mentor
- The Villain
- The Sidekick (heroic or villainous)
- The Mysterious Benefactor
- The Victim/Hostage/Mark
- The One Swept Up In This On Accident
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- Rival Spies Forced to Work Together From Opposing Agencies (2-3 characters)
- The Mentor
- The Villain
- The Sidekick (heroic or villainous)
- The Mysterious Benefactor
- The Victim/Hostage/Mark
- The One Swept Up In This On Accident
2. The Second Shard: A seafoam shard that was once a piece of figurine. Looking into it reveals a you that is either heroic or villainous, with alter egos and/or hidden identities. Using this allows you to enter the Shard of a superhero/supervillain universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any modern era, but races can be swapped or remain the same. Everyone has a power of some sort (yes, money counts as a superpower), and a costume. There is something that must be stopped, or a startling reveal.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- Superhero
- Supervillain
- Sidekick(s)
- Civilian(s)
- The Plucky Reporter
- The One Who Doesn't Use a Secret Identity At All
- The Badass In Charge
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- Superhero
- Supervillain
- Sidekick(s)
- Civilian(s)
- The Plucky Reporter
- The One Who Doesn't Use a Secret Identity At All
- The Badass In Charge
3. The Third Shard: A navy shard, with galaxies reflected inside of it. Looking into it reveals a spaceship, hurtling through the black void. Using this allows you to enter the Shard of a space travel universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any futuristic period, with or without magic and species. There is a traitor aboard, or they are visiting a foreign planet.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Captain
- The Pilot
- The Science Officer
- The Mechanic/Engineer
- The Linguistics One
- The Alien Ambassador
- The Traitor
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Captain
- The Pilot
- The Science Officer
- The Mechanic/Engineer
- The Linguistics One
- The Alien Ambassador
- The Traitor
4. The Fourth Shard: A grey shard, barely reflective at all, curved into a half moon. Looking into it reveals all sorts of creatures and the ones who hunt them down. Using this allows you to enter the Shard of a supernatural creature universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, and any sort of race swap or creature usage is acceptable, barring direct cosplays. (Still not allowed!) Someone is being pursued.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Hunter(s) of Creatures
- The Chosen One
- The Monster With a (Metaphorical) Heart of Gold
- The Monster Who Ate a (Metaphorical) Heart of Gold
- The Bar Owner
- The Researcher
- The Monster Gang Leader
- The Demon With a Contract
- The Plucky Sidekick
- The Witch of Nebulous Origins
- The Cheerleader/Sportsball Player
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Hunter(s) of Creatures
- The Chosen One
- The Monster With a (Metaphorical) Heart of Gold
- The Monster Who Ate a (Metaphorical) Heart of Gold
- The Bar Owner
- The Researcher
- The Monster Gang Leader
- The Demon With a Contract
- The Plucky Sidekick
- The Witch of Nebulous Origins
- The Cheerleader/Sportsball Player
5. The Fifth Shard: A shard that is jagged on all sides, reflecting nothing. Looking into this shard reveals a world razed to the ground, and people struggling to survive. Using this allows you to enter the Shard of a post-apocalyptic universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, so long as there has been a cataclysm that has caused serious distress to the world, and cut the population slim. Characters can be any race they desire. They are trying to move on.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Wanderer
- The Unnerving Friendly One
- The Companion Animal (weapons, familiars)
- The Rich One, Somehow
- The Mutated One
- The Tinkerer
- Mayor
- The Rebuilder
- The Collector of Oddities
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Wanderer
- The Unnerving Friendly One
- The Companion Animal (weapons, familiars)
- The Rich One, Somehow
- The Mutated One
- The Tinkerer
- Mayor
- The Rebuilder
- The Collector of Oddities
6. The Sixth Shard: A shard that has a faint aura of tedium. Looking into this shard reveals a fully decked out you-- and a you behind... a computer screen?? Using this allows you to enter the Shard of an MMO universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in two places: a fictional MMO of your choosing, and a modern era. All characters can be human or their original, player's choice. There is no magic beyond normal canon fear. There's some guild drama, or a strange event is going on...
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Tank
- The Support
- The Angry Healer
- ...The Patient Healer
- The Crafter
- The Adventurer
- The Elitist
- The Guild Leader
- The AI Beyond the Game's Rules
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Tank
- The Support
- The Angry Healer
- ...The Patient Healer
- The Crafter
- The Adventurer
- The Elitist
- The Guild Leader
- The AI Beyond the Game's Rules
7. The Seventh Shard: A mournful shard, in blue, glowing softly. Looking into this shard reveals seven goddesses, and their loyal following Using this allows you to enter the Shard of a Legacy universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in the Legacy event's universe, although the goddesses are not the same, and the events setting Legacy into motion don't go further. There is a worship going on.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Goddess of Ruin
- The Goddess of Paranoia
- The Goddess of Longing
- The Goddess of Anguish
- The Goddess of Vanity
- The Goddess of Malevolence
- The Goddess of Affliction
- The Devout Followers
- The Questioning Followers
- The ??? Influence
-
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Goddess of Ruin
- The Goddess of Paranoia
- The Goddess of Longing
- The Goddess of Anguish
- The Goddess of Vanity
- The Goddess of Malevolence
- The Goddess of Affliction
- The Devout Followers
- The Questioning Followers
- The ??? Influence
-
8. The Eighth Shard: A shard that is always wet. Looking into this shard reveals the ocean vast and deep-- with you inside it. Using this allows you to enter the Shard of an underwater civilization universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any time, with or without magic, as long as it is underwater, be it more sea-creature in origin, or an established civilization. Something is raising trouble, and people keep disappearing.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Detective
- The Creature(s)
- The Ruler(s)
- The Instigator
- The Scientists
- The Damsel/Sir in Distress
- The Femme/Homme Fatale
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Detective
- The Creature(s)
- The Ruler(s)
- The Instigator
- The Scientists
- The Damsel/Sir in Distress
- The Femme/Homme Fatale
9. The Ninth Shard: A simple silver sliver. Looking into this shard reveals a...skellyvision/television. Using this allows you to enter the Shard of a forced TV show universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set on any movie set, but no one else knows/acknowledges it's a set. Characters can be any species.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Protagonist
- The Love Interest
- The Other Love Interest
- McDreamy
- The Rival
- The BFF
- The BIG BAD
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Protagonist
- The Love Interest
- The Other Love Interest
- McDreamy
- The Rival
- The BFF
- The BIG BAD
10. The Tenth Shard: A shard that's sunshine yellow and hopeful. Looking into it reveals a world where Halloween and Humans and Deus Ex work together peaceably. Using this allows you to enter the Shard of a no 1999 universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in the canon universe, minus the fact that 1999 occurred. (A horsemen attempt to cause the apocalypse, resulting in the loss of most hunters.) Peace is fragile, and the Horsemen now are looking to do what they did not succeed with.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The One Who Swapped Divisions
- The One Raised By Wolves
- The Personality Flip Flop
- The One Opposed to Cooperation
- The One Working For the Horsemen
- Normal Hunter/Student/Horsemen
- The One Who Got Promoted
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The One Who Swapped Divisions
- The One Raised By Wolves
- The Personality Flip Flop
- The One Opposed to Cooperation
- The One Working For the Horsemen
- Normal Hunter/Student/Horsemen
- The One Who Got Promoted
11. The Eleventh Shard: A warm, almost scaled mirror shard. Looking into this shard reveals a universe filled with dragons. Using this allows you to enter the Shard of a dragon-rider universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set any time, with magic, but all characters are humans. Weapons/reaper familiars can be dragons. A new hatching day approaches.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Best Rider
- The One Without a Dragon
- The Matriarch/Patriarch
- The Teacher
- The Embittered One
- The One Who Wants to Be the Best
- The Chosen One, Who Actually Isn't Chosen At All
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Best Rider
- The One Without a Dragon
- The Matriarch/Patriarch
- The Teacher
- The Embittered One
- The One Who Wants to Be the Best
- The Chosen One, Who Actually Isn't Chosen At All
12. The Twelfth Shard: A plain mirror, in a star shape. Looking into this shard reveals a role swap between hunters and weapons, reapers and familiars, or more. Using this allows you to enter the Shard of an role swap universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in approximately canon times and era. Hunters are now weapons, weapons are hunters. IE: humans are now demons/reapers/etc, and students are hunters. Horsemen are now...students?! A looming mission is the theme, be it serious or crack.
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Hunter->Weapon Swap
- The Student->Hunter Swap
- The Horsemen->Student Swap
- The Horseman->Hunter Swap
Roles: Every character must play a role, but not all roles must be used. Multiple of each role can be used. You may twist or combine these however you like.
- The Hunter->Weapon Swap
- The Student->Hunter Swap
- The Horsemen->Student Swap
- The Horseman->Hunter Swap