Something about this was coordinated.
This wasn’t a random loss of energy. It wasn’t a quick, desperate recalibration.
This was controlled. This was deliberate.
Before, the Calamitous Hollow had stretched itself out, like a net to be thrown in open water. It must have thought Earth would be easy prey, undoubtedly like the other worlds it consumed.
It had not expected a fight.
But it was ready for one.
When it moved, it sounded like hail pelting a glass window, and like a thousand pieces of glass crunching. The chain that tethered it to Mirrorspace couldn’t hold forever but it had served its purpose. When the Calamitous Hollow lifted itself from the shield, the chain snapped, and it dragged the glassy mirror-chains with it as it flew into the sky.
Once there, it shook violently, until the great bolt tore out and collided into the chains.
Lightning struck from the clouds, obliterating bolt and chain alike in a beautiful light show. The shards floated above them like a million tiny stars. The creature was slinging away, but as it moved, it became more compact.
Sparks trailed in its wake.
It disappeared from sight, slithering into the clouds.
All around them, the lightning began to flash. The silhouette of the creature was visible, a dark shadow, swimming like an eel in the water. It would flicker in and out of existence. Nearer. Farther.
It was picking up speed.
And then, it broke through the clouds.
The Calamitous Hollow had a long, flat face; it had wide-set, front facing eyes, and two great, curved horns protruding from atop its face. It was white, blindingly so against the darkness around it. It was undeniably serpentine, covered in scales completely, with a pointed nose that seemed to taper into something almost beaklike.
It kept its arms close to it as it flashed across the sky, but as its talons dragged through the sky it seemed to be opening a hundred little tears, each a vision into some other world.
A lightning storm following it and each bolt crashed against the shield like waves on the beach.
The shield could not hold. Lightning began to burn holes through the barrier. Most bolts were a bright white or an unnerving purple, but every now and then, a strange, black bolt struck the field.
The Calamitous Hollow is enormous, but it has a beginning and an end. It is a thousand feet long, and maybe two hundred feet wide. Its enemies are small, but it recognized them for the threat they were.
And, maybe, it recognized the six spikes.
With each burst of lightning, it gets a little smaller–but it gets a little stronger, too. The less of it there is to spread out, the more compact its strength becomes.
Six spikes have been placed.
The Calamitous Hollow is still too large to fit within the perimeter.
But, it’s rapidly burning through energy–and you’ve still got a lot of fight left in you.
Quote:
Things are more dangerous now than ever–the Calamitous Hollow sees you, and recognizes you as an enemy…
Everyone managed to do 4643 damage!
The Calamitous Hollow is still within reach! It is rapidly diving through the air, disappearing through the clouds and returning with a fresh charge; lightning storms follow in its wake, spreading tremendous damage to the battleground.
The Vanguardian Shield is holding–but barely. It has taken massive damage and is actively failing. The Calamitous Hollow would have done 50 damage this round, but thanks to the efforts of characters in square F3, each character only takes 38 damage. The shield's bonus has been reset to 0. If players want to attempt to energize the shield, they can still do their standard dice roll but will also lose 10HP to provide +1 defense against the next attack. Characters must be in square F3 to do this.
From now on, all players must now roll two 1d10s per character; your first roll will determine your character’s action, and the second roll will determine if the shield was able to protect you. A 1-5 means the shield failed above you; take 10 damage + your roll. If you roll a 6-10, you are spared. For now. If you are rolling multiple characters in the same post, the results will always be in this order; it will always be Action Roll, Damage Taken. If you have 3 characters, you will roll 6 dice; the first two dice are the action roll and damage taken of the first character; the second two dice are the action roll and damage taken of the second character; the last two dice are the action roll and damage taken for the third character. You cannot swap values.
If your character is attacking or using magic, please read the following information:
All characters will roll 1d10 to determine effectiveness of their action.
Characters will get need to add the following modifiers to their rolls:
Because of the unique energy in the area, magic will act abnormally and is sorted into one of four groups:
Attack: Physical attacks, magical attacks, and debuffs fall under this category; all squares can attack. You do not need to apply modifiers; this will be tallied by staff.
Shield: Whatever you roll this round will be applied towards a shield erected during this round; the shield magic will protect everyone in the square from damage reflective of your roll and modifier. This information will be updated in the gdoc as soon as possible so everyone in the square is aware of current buffers, but if you are using shield magic it is encouraged to note this in the gdoc as soon as possible. Any excess of protection will not carry over to the next round. Shields will protect against new damage acquired during this round but cannot provide additional HP for damage taken in previous rounds.
Heal: Whatever you roll this round will be applied towards healing a character/characters within your square; whatever you roll combined with your modifier is the amount of healing you can give, to be distributed as you please to one character or divided amongst multiples. You must clarify in your post how you are dividing your roll if split amongst multiple characters. You cannot heal someone above what their max HP could be. Please make sure this is clearly stated in your post. Healing magic can heal damage taken in previous rounds. Due to the extra energy in the air, your totals are doubled for this round. This includes any bonus modifiers.
Buff: Whatever you roll this round will be applied towards character/characters within your square; whatever you roll combined with your modifier is the boost you can share with other characters. You can divide this boost amongst any characters in your square, to aid in attacking, shielding, healing, or all three. You must clearly list where your boost is going (and provide values if dividing it to share amongst multiple people.) Please make sure this is clearly stated in your post.
For the sake of this RP, each round will consume one senshi magic, or 15 seconds of a Knight’s magic pool. Dice roll only determine damage done, not how effective the magic was; even if you roll low, you can ICly write the character to be as effective as you think appropriate. The dice will just be used to OOCly tally damage against it. You do not need to consider your stamped radius/range, as attacks/magic will be assumed to affect anything within the square including the Calamitous Hollow). While magic may have been approved to have a set number of targets, please refer to the above parameters as it affects how certain types of magic will work! Attacks that might usually target only one person can be split amongst a group, and magic that might usually target a group can instead be used on a single target.
If you have a Late Blooming Senshi, a Chibi Senshi, or a Deep Space Senshi with wonky magic, you have the option of doubling the damage done by your 1d10 but whatever you roll is also the amount of damage you do to yourself. For example, if you roll an 8, you will do 16 damage to your target, but also 8 damage to yourself.
IC RP Items and Permanent Accessories can affect your rolls! More will be added to this list as they are brought into play but the following items have such effects; you will need to disclose in your posts that your character is using one of these items. You can use one IC RP Item per post in addition to your dice roll. Permanent Accessories can be used in all applicable posts (including ones where you are using IC RP Items). A list of IC RP Items and their effects (both for dice rolls and on the field) will be kept in the gdoc and added to regularly so please check there. Please also reach out to Xigglet/Kyuseisha no Hikari if you have questions about specific items not yet on the list! Not all items may be usable.
Everyone managed to do 4643 damage!
THE CALAMITOUS HOLLOW
7,676 / 20,000 (?) HP
7,676 / 20,000 (?) HP
The Calamitous Hollow is still within reach! It is rapidly diving through the air, disappearing through the clouds and returning with a fresh charge; lightning storms follow in its wake, spreading tremendous damage to the battleground.
The Vanguardian Shield is holding–but barely. It has taken massive damage and is actively failing. The Calamitous Hollow would have done 50 damage this round, but thanks to the efforts of characters in square F3, each character only takes 38 damage. The shield's bonus has been reset to 0. If players want to attempt to energize the shield, they can still do their standard dice roll but will also lose 10HP to provide +1 defense against the next attack. Characters must be in square F3 to do this.
From now on, all players must now roll two 1d10s per character; your first roll will determine your character’s action, and the second roll will determine if the shield was able to protect you. A 1-5 means the shield failed above you; take 10 damage + your roll. If you roll a 6-10, you are spared. For now. If you are rolling multiple characters in the same post, the results will always be in this order; it will always be Action Roll, Damage Taken. If you have 3 characters, you will roll 6 dice; the first two dice are the action roll and damage taken of the first character; the second two dice are the action roll and damage taken of the second character; the last two dice are the action roll and damage taken for the third character. You cannot swap values.
If your character is attacking or using magic, please read the following information:
All characters will roll 1d10 to determine effectiveness of their action.
Characters will get need to add the following modifiers to their rolls:
- Second stage characters get a +5 to their roll
Third stage characters will get a +10 to their roll
Fourth stage characters will get a +15 to their roll.
Because of the unique energy in the area, magic will act abnormally and is sorted into one of four groups:
Attack: Physical attacks, magical attacks, and debuffs fall under this category; all squares can attack. You do not need to apply modifiers; this will be tallied by staff.
Shield: Whatever you roll this round will be applied towards a shield erected during this round; the shield magic will protect everyone in the square from damage reflective of your roll and modifier. This information will be updated in the gdoc as soon as possible so everyone in the square is aware of current buffers, but if you are using shield magic it is encouraged to note this in the gdoc as soon as possible. Any excess of protection will not carry over to the next round. Shields will protect against new damage acquired during this round but cannot provide additional HP for damage taken in previous rounds.
Heal: Whatever you roll this round will be applied towards healing a character/characters within your square; whatever you roll combined with your modifier is the amount of healing you can give, to be distributed as you please to one character or divided amongst multiples. You must clarify in your post how you are dividing your roll if split amongst multiple characters. You cannot heal someone above what their max HP could be. Please make sure this is clearly stated in your post. Healing magic can heal damage taken in previous rounds. Due to the extra energy in the air, your totals are doubled for this round. This includes any bonus modifiers.
Buff: Whatever you roll this round will be applied towards character/characters within your square; whatever you roll combined with your modifier is the boost you can share with other characters. You can divide this boost amongst any characters in your square, to aid in attacking, shielding, healing, or all three. You must clearly list where your boost is going (and provide values if dividing it to share amongst multiple people.) Please make sure this is clearly stated in your post.
For the sake of this RP, each round will consume one senshi magic, or 15 seconds of a Knight’s magic pool. Dice roll only determine damage done, not how effective the magic was; even if you roll low, you can ICly write the character to be as effective as you think appropriate. The dice will just be used to OOCly tally damage against it. You do not need to consider your stamped radius/range, as attacks/magic will be assumed to affect anything within the square including the Calamitous Hollow). While magic may have been approved to have a set number of targets, please refer to the above parameters as it affects how certain types of magic will work! Attacks that might usually target only one person can be split amongst a group, and magic that might usually target a group can instead be used on a single target.
If you have a Late Blooming Senshi, a Chibi Senshi, or a Deep Space Senshi with wonky magic, you have the option of doubling the damage done by your 1d10 but whatever you roll is also the amount of damage you do to yourself. For example, if you roll an 8, you will do 16 damage to your target, but also 8 damage to yourself.
IC RP Items and Permanent Accessories can affect your rolls! More will be added to this list as they are brought into play but the following items have such effects; you will need to disclose in your posts that your character is using one of these items. You can use one IC RP Item per post in addition to your dice roll. Permanent Accessories can be used in all applicable posts (including ones where you are using IC RP Items). A list of IC RP Items and their effects (both for dice rolls and on the field) will be kept in the gdoc and added to regularly so please check there. Please also reach out to Xigglet/Kyuseisha no Hikari if you have questions about specific items not yet on the list! Not all items may be usable.
- IC RP ITEMS
- Almadel’s purple diamond pin - grants a one time bonus of +10 to a roll.
Almadel’s purple berry gift - heals a target +15 HP once
Crystal Flower - doubles rank modifier
Permanent Accessories
- Metallic Bracelet - can be used towards one roll; it will double the total (modifiers included)
Article of Strength - adds +1 to all dice rolls (regardless of magic type)
Article of Resilience - reduces all damage by 1 (include that your character has this equipped so it can be factored into HP)
Silver Whistle - does ten flat damage (will not add +10 to buff/shield/heal rolls but can do 10 damage while characters are buffing/shielding/healing) ; can be used once and cannot be factored into modifiers
Fractured Crystal - allows the user to move to any location on the field; they cannot bring a guest with them. This allows the user to travel to the Calamitous Hollow. This item can be used once (but, if using it on the Calamitous Hollow, you can also return to the square you left from after attacking)
Characters who are using items or other means to arrive atop the Calamitous Hollow will find themselves unable to reach its head or tail; on its back, there are many great scales. It has a few long fins on its back, and electricity is constantly rolling over it. The scales on the Calamitous Hollow’s back are much thinner than those on its underbelly, so all attacks here will do +15 damage to their attack roll. However, characters who leave the shield with a magical item will take -30HP; characters who teleport will take -35 due to needing to expend more energy to reach the unfamiliar area. Characters are strongly encouraged to return to the safety of the shield before the end of this round, as they will take immense damage if they remain atop the Calamitous Hollow into the next mule post. You can attack atop it and return to the shield in a single post but please make sure your character’s final location is clearly mentioned in the ‘Location’ and ‘Action’ description if doing this!
While characters can OOCly join as late additions, ICly they must have arrived immediately prior to this post. If your character is a latecomer, they will arrive in spaces E4-E7 and must have damage calculated they would have accrued as if they had been there all along.

From this point on, characters can only move two spaces at a time; you can move to any square touching their current location (including diagonal squares). If your character is moving, please indicate their path of travel in your post. Players can also utilize this google doc to log their character’s location for easy reference. When posting for this round of dice rolling, please use the following form:
[b]Character Name, Rank, and a link to their journal[/b]
[b]Location[/b]: (Choose one square, A1-I10; you can move two spaces per round (not per post), and can move into any square touching their current location (including diagonals)
[B]Action[/b]: (Post a brief summary of what your character is doing; this includes actions as well as who they are interacting with; if you are using magic, you must include if it is attack, shielding, healing, or a buff; you must also include your target, especially in the case of shielding/healing/buff since you will need to allocate who gets what value of your roll)
[b]Total[/b]: (Roll + Rank modifiers + Bonus modifiers (if applicable)
[b]HP[/B]: (Keep a record of your HP here; if your characters reach 0 HP they will not die but will have access to unique prompts; information about this will be released in the event update as soon as characters begin reaching 0HP. First stage characters and non-humanoid Mauvians have 100 HP, second stage characters and humanoid Mauvians have 125HP, third stage characters and Mauvian Senshi have 150HP, and fourth stage characters have 200HP )
[b]Location[/b]: (Choose one square, A1-I10; you can move two spaces per round (not per post), and can move into any square touching their current location (including diagonals)
[B]Action[/b]: (Post a brief summary of what your character is doing; this includes actions as well as who they are interacting with; if you are using magic, you must include if it is attack, shielding, healing, or a buff; you must also include your target, especially in the case of shielding/healing/buff since you will need to allocate who gets what value of your roll)
[b]Total[/b]: (Roll + Rank modifiers + Bonus modifiers (if applicable)
[b]HP[/B]: (Keep a record of your HP here; if your characters reach 0 HP they will not die but will have access to unique prompts; information about this will be released in the event update as soon as characters begin reaching 0HP. First stage characters and non-humanoid Mauvians have 100 HP, second stage characters and humanoid Mauvians have 125HP, third stage characters and Mauvian Senshi have 150HP, and fourth stage characters have 200HP )
A log of HP and damage is tracked in this spreadsheet; if the information looks inaccurate or is missing something, please let Kyu know so it can be updated! It is full updated at the end of every prompt so effects will include all boosts that have occurred in that square. Modifiers have a note in each box to explain numbers but please reach out if you have questions!
The scale that was once in D7 has come crashing through the shield and is blocking passage through the space; you cannot travel through this square. The scale in H8 is badly cracked and moving through the space is difficult, but not impossible.
While characters can post multiple times between mule prompts, they can only attack once, can only use one IC RP item, and can only move a total of two squares per round.
The next prompt will be posted Wednesday the 23rd at some point after 10 PM EST. Prompts should remain at an ~48 hour schedule. Latecomers to this RP will still receive the giftbag but are not eligible for any additional items from it. Players will not be able to make up for missed rolls or expired prompts, and if there are repercussions for joining late, they will be announced with the new prompt. Please make sure you are reading all of the OOC rules when a new prompt is posted, as this section and requirements for posting will change as the RP progresses! If your character is just being brought in, they should have sustained 73 damage so far (35 damage from last round must be taken; 38 damage is being taken for this round but you might have reduced damage if you are in a square with someone using a shield, or who is healing your character).
You cannot reserve posts. If you make a post, you must write at least one relevant sentence within one hour. Please respect that if you do not fill your post out promptly, players may need to skip over your post; please do not backfill posts after a reasonable window, as this may affect the players who posted after you. It is recommended to have pre-written your post as much as possible prior to rolling to reduce the time it takes to fill out these posts.
A summary of general information from this ORP is available on the first page of the thread~ If you have any questions or if something got missed, please PM The Space Cauldron or DM Xigglet on Discord! Please quote the mule if you are interacting with an NPC or interacting with the environment in any way!