OOC: To brave the mirror maze, you will need to go through four
sections. Please roll the dice specific to the area you are in:
Section 1: 1d6 1, 3, 5: You stumble around, disoriented. Roll again.
2, 4: Success! You make it through the first part. Proceed to Section 2.
6: SCREW THIS! You become frustrated. Or angry. Or very sad over the fact that you're lost. Whatever you're feeling, you manage to hurt yourself for -2 HP. Roll again.
Section 2: 1d8 1, 2: After walking around for three minutes, you realize that you're right back where you started. Roll again.
3, 8: While navigating the mirror maze, you manage to trip over a mirror-table and nearly drop a mirror-vase filled with mirror-flowers. You klutz! Take -1 HP damage. Then reroll.
4, 5: Success! That wasn't too bad. You proceed on to
Section 3. 7: How did you...? Somehow, you made it back to Section 1. Please scroll up and roll a 1d6 and follow the listings there.
Section 3: 1d10 1: Hello,person, look at your maze, now back to me, now back at your maze, now back to me. Sadly, you're alone in this maze, but if you stopped getting separated from your group and started keeping a close eye on everyone, you could be as awesome as me. Look down, back up, where are you? You're still in the maze being watched by the GM running this room. What's in your hand, back at me. I have it, it's the luck you need to get through this maze to proceed on. Look again, the luck is now a minipet. Anything is possible when you roll a one in the middle of a dice game. You need to reroll a 1d10 and quote Marushii with your minis SN.
2, 3, 4: You're so lost. So, so lost. So reroll and try again!
5, 6: You made it! You continue on to the final section, Section 4.
7: You're lost. So, so very lost. What do you do? Easy: you follow someone. Pick a random group member, don't look at their roll. Treat what they got, what you got. Reroll or proceed as needed.
8: No. No.
Hell no. You did not just go back to Section 1. But you totally did. Except you somehow navigated it and Section 2, lucky you. Reroll 1d10 and try again.
9, 10: Yep. Still lost. Reroll the 1d10.
Section 4: 1d12 1: Uggggh this maze is so trippy! First you move and it's like. WOW! So many other-reflecections of you move too! It's so disorienting! You need to roll again as a result.
2: Navigating the maze would be easier if you stopped trying to walk INTO the mirrors. Take -1 HP damage and reroll.
3: When you see it, you can't believe your eyes. There's... There's a mirror-couch. A couch made out of mirrors. It's not comfortable to sit on, but it's sturdy enough to stand on. You use it as a boost to peer over the side of the mirror-walls and look around. There's the exit! You cheating cheater: you navigate your way to the exit.
4: You have just about HAD it with this maze! Maybe you're angry. Maybe you're filled with despair. No matter what you feel, you either accidentally or on purpose give the wall a good shove. It falls over. Then it knocks down the mirror-wall after that, and the one after that, and the one after that until you have a clear path to the exit. It's too bad the walls sprung back up before you could run across them! Try again.
5: Navigating the maze would be easier if you paid more attention to where you were. You manage to hurt yourself for -1 damage. Reroll.
6: Through much trial and error, you manage to find the exit. Horray! Now all you need to do is wait at the exit for the rest of your group...
7: You have just about HAD it with this maze! Maybe you're angry. Maybe you're filled with despair. No matter what you feel, you either accidentally or on purpose give the wall a good shove. It falls over. Then it knocks down the mirror-wall after that, and the one after that, and the one after that until you have a clear path to the exit. Lucky break! You run across the fallen mirrors and reach the exit. Behind you, the mirrors spring back up into place.
8: Feeling lucky, you take random twists and turns... and get nowhere fast. Roll again.
9: When you see it, you can't believe your eyes. There's... There's a mirror-couch. A couch made out of mirrors. It's not comfortable to sit on, but it's sturdy enough to stand on. You use it as a boost to peer over the side of the mirror-walls and look around. There's the exit! You abuse this knowledge to reach the exit, except the exit isn't where you remembered it to be. In fact, you turned yourself around. Go back to Section 3 and reroll a 1d10.
10: You are so,
so lost. But that's okay! You manage to find someone else in your group who's also lost and in Section 4. Through teamwork, the magic of friendship, and dumb luck the pair of you manage to make it to the end!
Pick someone who is in Section 4 at the same time as you. Both of you exit the maze. You must pick someone at the exact time you roll a 10; you may not wait for another team member to get into section 4. If no one else is in your section, proceed by yourself to the exit. 11: You navigate this section of the mirror-room with ease. Why is everyone else having so much trouble?
Your section of the maze is a large empty mirror-chamber. It feels like whoever built the maze forgot to add twists and turns to this area: it's an open room with nothing in your way. You practically waltz to the exit.
12: You know what's awesome about mirrors? Mirrors
break. Sure there's the whole "Seven Years Bad Luck" thing associated with them, but you know what?
Stuff that. You pick up a mirror-object and throw it at a mirror-wall and proceed with the destruction. You smash your way out of the maze, unaware that the maze is repairing itself behind you. You're out, but at what cost?
If the next room requires you to roll a dice, you will AUTO FAIL that roll. If the next room does NOT require a dice roll, then you get away. Scott free. Lucky you.