Ours: Abandoned bunker, somewhere near Russia, cold/winter, creepy-caves inside, former military before you get to the old
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 just inside the entrance of the Location, 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 rusted, reanimated wrought iron mirror revenant.
- 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 a hall of shattered mirrors, accompanied by architecture fitting of your chosen location. Ruins walled with mirrors, simple shards of glass propped against cave walls, etc.
- All players roll 1d100 to determine their result.
Roll 1-25: It appears that you've lost your way, and the halls get darker and darker with every turn. Keep rolling, and subtract 3 Stamina because of how long it took to find your way.
Roll 26-50: You are entranced by your own reflection in a nearby mirror. A whispering runs through your mind, full of all your doubts and fears and-- you snap out of it. Keep rolling, and subtract 1 Stamina.
Roll 51-70: The corridor ends rather abruptly, opening into a steep drop. However, there's a ladder, and it leads to another level of the same kind of hallway you were in before. Weird. Keep rolling, and subtract 1 Stamina.
Roll 71-100: You manage to make it through the hall of mirrors unscathed. Continue to Round 3.
gaia_crown [ Round 3: ] You reach a large, seemingly insurmountable... staircase. Yes. A staircase. Crumbling, precarious, and ever so tall.
- 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: With a spring in your step, you manage to not cut your feet on a huge shard of glass. Subtract 1 Stamina.
Roll 3: - 50% of your remaining HP. A large shard of glass slices into your abdomen.
Roll 4: Instant death for you. Return to Round 1, reroll stamina, and proceed.
Roll 5: Fog obscures your view, so you step on glass caltrops. Subtract 3 Stamina.
Roll 6: -5 HP. A vicious hand wraps around your ankle, cutting into your flesh. Subtract 2 Stamina.
Roll 7-10: Nothing happens. Subtract 1 Stamina.
gaia_crown [ Round 4: ] Finally, you make it up the stairs, and come upon a room with a collection of mirror shards scattered along the ground. However: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone, the mirror shards jittering against the ground. 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 small, unimportant piece of a round mirror. Looking into it reveals a young, human you. Using this allows you to enter the Shard of a high school universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: Modern era, no magic. All characters are human and attend a high school (private, public, college, university, etc.) of your choosing. There is either a scandal or an event going on.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Know It All/Teacher's Pet
- The Geek/Nerd
- The Jock/Cheerleader
- The Popular One
- Mysterious New Transfer Student
- Teacher(s)
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Know It All/Teacher's Pet
- The Geek/Nerd
- The Jock/Cheerleader
- The Popular One
- Mysterious New Transfer Student
- Teacher(s)
2. The Second Shard: A simple sliver of a square mirror. Looking into it reveals a you that is...the opposite gender? Using this allows you to enter the Shard of a genderbent 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 canon, except, well. Gender swapped. If you don't identify with a gender, or with multiple, you gain sex appeal as a specific gender. There are, somehow, minipets involved.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Loving the New Body
- RESENTS THIS.
- Reluctantly Intrigued
- Frumpy to Foxy
- Personality Unchanged
- The One Who is to Blame
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Loving the New Body
- RESENTS THIS.
- Reluctantly Intrigued
- Frumpy to Foxy
- Personality Unchanged
- The One Who is to Blame
3. The Third Shard: A cloudy shard of a mirror. Looking into it reveals a forest and a cloak of red. Using this allows you to enter the Shard of a red riding hood 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 period, with or without magic. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Red Riding Hood
- The Wolf/Wolves
- Who Red Visits
- The Huntsman
- Visitors on the Road
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Red Riding Hood
- The Wolf/Wolves
- Who Red Visits
- The Huntsman
- Visitors on the Road
4. The Fourth Shard: A black shard of glass, barely reflective. Looking into it reveals a red apple. Using this allows you to enter the Shard of a snow white 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 older times, in a castle and its surrounding forest. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Snow White
- The Evil Ruler
- The Hunter
- Snow's Host(s)
- Snow's Royal Love Interest
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Snow White
- The Evil Ruler
- The Hunter
- Snow's Host(s)
- Snow's Royal Love Interest
5. The Fifth Shard: A shard that is perfectly smooth around the edges. Looking into this shard reveals a creature beside you. Using this allows you to enter the Shard of an animal familiar 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 all characters are human. Everyone has an animal/creature companion that they are bonded to. For Hunters/Reapers, it is their weapon specifically. One character has been betrayed by another member of the group.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- One Quiet, One Loud
- Disproportionate Sizes
- The Familiar Does the Talking
- The Most Unlikely Pair
- Perfectly Synced
- Troubled Inside
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- One Quiet, One Loud
- Disproportionate Sizes
- The Familiar Does the Talking
- The Most Unlikely Pair
- Perfectly Synced
- Troubled Inside
6. The Sixth Shard: A shard that has circuits running through it. Looking into this shard reveals a cybernetic you. Using this allows you to enter the Shard of a cyberpunk 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 futuristic times, and all characters can be human or their original, player's choice. There is no magic, and instead, technology reigns supreme. One faction is taking over the world, through whatever means necessary.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Cybernetic Enhancements
- Refuses to Upgrade
- A Corporate Double Agent
- A Journalist
- Powerful Corporate Employee
- Corrupt Cop
- Android/Robot
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Cybernetic Enhancements
- Refuses to Upgrade
- A Corporate Double Agent
- A Journalist
- Powerful Corporate Employee
- Corrupt Cop
- Android/Robot
7. The Seventh Shard: A glamorous mirror. Looking into this shard reveals adoring masses in a crowd. Using this allows you to enter the Shard of a famous musician 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 modern times, and all characters are species of choice. No magic. Based around character(s) being music stars. The final concert of a tour.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Singer
- The Guitarist/Bassist
- The Drummer
- Groupie(s)
- The Manager
- The Bouncer
- The Fan(s)
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Singer
- The Guitarist/Bassist
- The Drummer
- Groupie(s)
- The Manager
- The Bouncer
- The Fan(s)
8. The Eighth Shard: A regal mirror. Looking into this shard reveals you in a crown. Using this allows you to enter the Shard of a royal 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. The coronation is soon, a feast is on the horizon, or someone has returned from an epic quest. Unfortunately, revisiting any form of the realms of 7 kings or legacy is not possible; those worlds are beyond the abilities of a mere shard to access!
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- King/Queen/Ruler
- Their Partner to be
- Jester
- Knight(s)
- Advisor(s)
- An Assassin
- The Peasant With a Message
- Prince(ss) From Another Castle
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- King/Queen/Ruler
- Their Partner to be
- Jester
- Knight(s)
- Advisor(s)
- An Assassin
- The Peasant With a Message
- Prince(ss) From Another Castle
9. The Ninth Shard: A simple sliver of a mirror. Looking into this shard reveals a ship. Using this allows you to enter the Shard of a pirate 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 an older, pirate or steampunk time. You may be a sea pirate, or a sky pirate. Characters can be any species. Hunter weapons are animal or mechanical companions.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Captain
- The First Mate
- The One About to Be Marooned
- The Cabin Boy/Girl
- The Civilian
- The Engineer
- The Rival Captain
- The Prisoner
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Captain
- The First Mate
- The One About to Be Marooned
- The Cabin Boy/Girl
- The Civilian
- The Engineer
- The Rival Captain
- The Prisoner
10. The Tenth Shard: A shard that's covered in bloodstains. Using this allows you to enter the Shard of a warrior partners 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 magic exists. Every character is bound to another. You may decide the partnership: might/magic, tactics/action, etc. The proof manifests physically. Hunter/Reaper weapons can be characters bound to their hunters, but cannot switch owners. The war is mounting, and you have the key, if only they'd listen.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Strongest One(s)
- Young General
- The Thief
- The Key Itself
- The Unbound One
- A Force of Pure Evil
- Caught in the Middle
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Strongest One(s)
- Young General
- The Thief
- The Key Itself
- The Unbound One
- A Force of Pure Evil
- Caught in the Middle
11. The Eleventh Shard: A power, thrumming shard of a mirror. Looking into this shard reveals a tree changing seasons. Using this allows you to enter the Shard of a powerful deities 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 modern times, with magic. Interpret as you wish: with your character personifying the element, whether or not they have two forms, etc. The theme is awakening of something new.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Any of the Seasons (Winter/Fall/Summer/Spring)
- Any Emotion (Sadness/Wonder/Rage/etc)
- Any Physical Manifestation (Darkness/Light/Wind/Water)
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Any of the Seasons (Winter/Fall/Summer/Spring)
- Any Emotion (Sadness/Wonder/Rage/etc)
- Any Physical Manifestation (Darkness/Light/Wind/Water)
12. The Twelfth Shard: An inky black mirror, with stars inside. Looking into this shard reveals space as the final frontier. Using this allows you to enter the Shard of an aliens exist 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 futuristic times, with no magic. Characters in any role can be a human or an alien. First contact, or perhaps space exploration are the key.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Amorous One
- Mad Scientist
- The Ambassador
- The First Contact Human
- Red Shirt
- Alien Language and/or Culture Expert
- Space Physics Expert
- The Stoic One
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Amorous One
- Mad Scientist
- The Ambassador
- The First Contact Human
- Red Shirt
- Alien Language and/or Culture Expert
- Space Physics Expert
- The Stoic One