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The Semblance of Unity

Predestined Victim

PostPosted: Mon Jul 27, 2015 8:55 pm


FENGDU, CHINA

User Image


Cartography Mission 1B
Location:
The ghost town of Fengdu, China
Images: x, x, x.
General debriefing: A recent acquisition of a horseman text has suggested that a massive Conquest lair lies beneath this city-turned-tourist-attraction, the entrance through one of the many abandoned shrines and other structures. Whether the lair is as abandoned as the city is or not, your job is to scout and map the location using your SPECTRE watch. Avoid detection.
* D class difficulty level (a hunter may attempt this solo, but must be at least an intermediate hunter. Recommendation is that this mission be done in teams of two or more, max four. At least one hunter must possess a SPECTRE watch).

Mechanics
MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to CARTOGRAPHY: MISSION 1B. Your goal is use your SPECTRE watch to map out as much of the location as possible without detection.

OUTSIDE:
The bottom portion of Fengdu is still open to visitors and tourists. However, your goal is to make it to the (currently closed) upper portion and find the entrance to the lair.
Roll 1d10. Keep rolling until you or a teammate rolls #2 or #8.

1. You wander into one of the alleyways between shrines and a monkey chirrups angrily at you. It climbs up your clothing to pick briefly at your hair.

2. You push slowly on a door. It seems stuck, but then creaks open slowly, revealing a passage leading ominously down. Move on to the INSIDE portion.

3. Ah, this door won't open, no matter how much you try to force it.

4. This structure looks promising, although the door will not budge. After a moment, you crawl in through one of the few windows Once inside, you find an odd tableau. At a table, someone has set up statues of demons and Fu dogs as though they were having dinner, complete with plates set before them. When you leave, you must go back through a window as the door still will not open.

5. A woman approaches you, gesticulating wildly. From what you can gather, she is trying to ask you for directions. Maybe.

6. A demon accosts you as your try to go further up the mountain. Oh... wait, it's only a tour guide and it looks like he was having lunch. Luckily for you, he makes no real effort to stop you.

7. A frowning man stops you and points forcefully towards the lower half of the mountain. Just then, a screaming child runs past, mother in hot pursuit. Fortunately, the man abandons you in favor of helping the woman.

8. The entrance to this shrine is barred shut, but there is an open window you can squeeze through. Once inside you can see that one corner of the room is darker. If you push on the stone there, it gives way with a loud thud, revealing a hidden passage. Move on to the INSIDE portion.

9. You open a door only to find a simple room and nothing more. A bird chirps inside, then flies out at your disturbance.

10. You try to open a rusted-shut door only to knock over the statuette beside the door instead. The head cracks off cleanly and rolls to rest in front of your feet.

----------------------

INSIDE:
A tunnel leads you down, deeper into the mountain. Despite the initial closeness of the hall, it soon opens up into soaring ceilings and delicately carved statues. Even though it has a general air of disuse and neglect, you can tell this lair was once beautiful and shining.
Each player must roll 4d20 and incorporate it into their rp (you may roll more than four times if you so choose). You may roll all at once or roll each die separately. During the mission, if the team collectively meets or exceeds 3 detection points, you have failed the detection portion of the mission and alerted whatever lurks here to your presence. Portal out and go home - mission failed.

1. You round a corner and a thinly carved grate gives way underneath your feet, plunging you in a deep hole filled with knee-deep water. It is brutally cold. Roll 1d20 to climb back out. You must roll 11 or higher. Each time you fail, you take 3 damage until you escape.

2. This room is an indoor garden full of varied blooms. As you walk through it, you begin to feel odd, like your skin is too tight - anxiety crawls down your spine. Roll 1d8 to see how it effects you. This lasts for the duration of the mission.
1-3: Nothing much; you feel itchy, like you need a Benedryl or five.
4-5: You become increasingly paranoid of your teammates and your surroundings. Are... are the walls closing in on you?
6: Not only are you paranoid, but you begin to hear things, strange voices that encourage your paranoia, feeding it.

3. The passageway you have turned down is full of strange, still-functional traps. Roll 1d10 to see how much damage it does to you.

4. You pass a row of smiling demon statues. Did one of them just frown at you or are your eyes playing tricks on you?

5. Nothing unusual happens.

6. As you round a corner, you see movement out of the corner of your eye. Quick, hide! Roll 1d20. If you roll 1-18, you have successfully hidden from whatever lurks these hallways. If you roll 19 or 20, see #11.

7. A strange design decorates a door. A relief in brilliant mother of pearl, it is clearly some sort of horseman rune. You feel drawn to touch it, to run your fingers along its smooth grooves. But upon touching it, your fingers begin to tingle and, then, to feel stiff. You can still move your hand, but with difficulty. On closer inspection, you realize your hand seems to be turning into... a translucent jade. For any upcoming fight, your modifer increases by 1 (ex: a -6 modifer becomes -7). At any point, if you hp goes below 10, you feel yourself grow stiffer, the jade traveling through your body, hardening your skin. Portal out to the infirmary before you stop moving completely! Recovery takes at least two days in the infirmary.

8. You find a room with a beautiful fountain in it. The water is crystal clear and enticing. As you step further into the room, you trigger a trap! A knife flies at you; roll 1d4 to determine your damage.

9. There is a finely-wrought iron table of glistening, appealing fruit propped up against one wall. However, if you choose to bite into a piece, you find the fruit is nothing more than wax mixed with dust. Still, it tastes and smells faintly like the fruit it is modeled after.

10. Nothing unusual happens except that it is incredibly dusty. Sneezingly so.

11. You stumble across a Conquest horseman. This counts as 1 detection point. For this encounter, you may invite a player horseman into your thread or you may use an NPC. If you use an NPC, please take into account clan and appearance.
- NPC Horseman:
HP: 40
AUTO DAMAGE: 3

12. You enter a room full of dust and what had once been beautiful silks, now disintegrating with rot.

13. A skeleton leans haphazardly against the wall, only bone and dust, although its fine clothing is well-preserved.. If you're so inclined, you may go through his pockets. Roll 1d8.
1-3: Cool. Skeleton lint.
4-5: There are a few trinkets in his pockets. Maybe you could sell them. +$100 to you.
6: Jackpot. You find several small jewels and gold pieces. +$1000 to you.

14. As you step forward, you hear an ominous click, followed by a thud. A wall has slid down between you and your teammates. The next prompt you roll must be acted out alone. Likewise, for the next full round, the next prompts your teammates do will not include you. Afterwards, you follow the curve of the hall and run into your team there.

15. 'I see you,' a voice seems to whisper in your ear. But if you turn around, nothing is there.

16. You come across a beautiful room filled with tapestries and other goods. If you're lucky you might find something fun to take home. Roll 1d10. 6+ nets you an item worth $150. [Unlike prompt #13, each teammate may roll for loot, regardless of who rolled the original prompt.]

17. Suddenly, a flock of birds rushes at you, their jewel-toned wings beating at your face and eyes. If you are able to look closely, you might notice extra wings, extra eyes, extra heads. If you wish, roll 1d20 to capture one as a sample. You must roll 15+ to succeed.

18. Something shadowy crawls towards you, its movements jerky, unnatural. Roll 1d20 and roll anything except 18, 19 or 20 to escape detection. If detected, roll 1d10. Odds mean you subdue the creature; evens you fail. If you fail, this counts as 1 detection point.

19. As you traverse this particular hallway, you notice a bee crawling along the painted wall, then another, then four more, six, seven. Soon, you see dead carcasses of wildlife littering the otherwise lovely hall - the corpses of jungle cats, wolves, as well as their smaller, typically domesticated counterparts. As you look at one, the corpse rocks slightly, the motion causing their chest cavity to open with a wet, sickly sound. Within their ribs is a honeycomb structure of gore and viscera, crawling with hundreds of small bodies, busy at work. They pay you no mind and you soon find other 'hives', each nested in a decaying corpse of some animal. You accidentally knock into one corpse and the buzzing of the bees grows deafening as they emerge from their nests to attack you.
- Bee Mob:
HP: 30
Auto Damage: 3
Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.

20. Nothing in particular happens, but you feel a strange, unsettling sense of deja vu. But you've never been here before...

After you have completed at least four rp prompts a piece, the mission is considered completed. Your team is now free to portal out.

----------------

COMPLETION:
As you wander the halls, you realize you've lost track of how far you've wandered. Luckily, the SPECTRE watch keeps track of it. While a large portion of the lair remains undiscovered, this is sufficient for now. Log your data, make sure you have collected any samples you wish, and portal out. Good job.
PostPosted: Wed Jul 29, 2015 10:05 am


Horace loitered around, waiting for whomever he was supposed to be paired up with. The other missions he'd gone on had been pretty standard - mapping of course, but they'd been solo. Bit of FEAR-infused gas, some weird, close calls, but normal. Thierry had mentioned it would be a Lifer, sent along to test some diagnostic equipment, but hadn't given him a name. Regrettable oversight, that.

He sighed and propped one hip against the bridge, their meeting spot. They had to get in, walk about, and get out, all the while hoping they wouldn't meet some terrible fate. A statue of some demon snarled down at him and he sighed. Horace might enjoy this place if they were only coming to sight-see. As it was, he rubbed his eyes and patted the messenger bag slung on his shoulder. Just in case measures. He felt a little funny without his coat, but since the place was full of tourists, they couldn't really don them without drawing undue notice.



grey dragon

The Semblance of Unity

Predestined Victim


Grey Dragon

PostPosted: Tue Aug 04, 2015 6:46 pm


Although Horace felt funny without his coat, Oliver felt downright naked as he nervously clutched the strap of his own messenger bag with both hands. There were not nearly enough pockets in any of his bags or clothes to accommodate all the things he had gotten used to having on hand, things that were certain to become critically important the minute he didn't have them available.

The nervous young man zipped quite quickly through the crowd, looking for all the world like a kid who had gotten separated from his family, or lost his wallet, or suffered some equally catastrophic fate while on vacation. It wasn't until he spotted Horace that the anxious expression disappeared.

"Ah! H-Horace!" He said, sidestepping a pair of tourists who appeared to be glued to their smartphones. "Thank goodness, I-I thought I might have been sent to the wrong place or something, I've n-never been anywhere like this before..."

The Semblance of Unity
PostPosted: Sun Aug 09, 2015 9:20 am


Horace blinked once, then twice, then a third time. It must have looked funny to some, to see him standing there, looking vaguely like a befuddled fish. Then his mouth turned up in a genuine, although tired, smile - the first one he'd made for some time now. "Oliver! I didn't know it was you coming - they just said a lifer." He rocked back on his heels and resisted the urge to ruffle Oliver's hair, settling instead for clapping him on his shoulder. He'd only been gone for about two months, but it felt like forever, and Oliver was a sight for sore eyes. It had been difficult in some ways, to acclimate to his off-island stint, mainly because their were people he missed. He did not let himself think of Jan, not now.

"Yeah, right place, though. They tell you what we'll be doing?" This would be his first mapping session with someone along - it felt a little strange.

Grey dragon

The Semblance of Unity

Predestined Victim


Grey Dragon

PostPosted: Sun Aug 09, 2015 9:41 am


"N-no, ah, I'm mostly just covering for someone else, you know? I-it was a bit last minute..." Oliver replied, his tension slowly disappearing. "The guy who was supposed to go, um, h-he fell off a cliff on his mission yesterday and is in the infirmary... and, uh, nobody else is quite as familiar with the devices and testing... B-but I'm glad it's you I'm working with! I-I missed you..."

The kid looked down and fidgeted with the strap of his bag, suddenly made shy by his nervous rambling and sudden admission. A blush crept across his freckled face.

"Um, th-they said you know what needs to be done, I just, uh, h-have to follow along and get the measurements..." Oliver scratched at the scar across his nose. He had been told it was mostly Death division stuff, and all he had to worry about was device testing, but if it was Horace, maybe he could also learn something about how the mapping functions worked.

The Semblance of Unity
PostPosted: Sun Aug 09, 2015 1:27 pm


"I missed you too, you know." He squeezed Oliver's shoulder before letting go, feeling the smile drop off of his face, even as his arm dropped. He rubbed his hands along his forearms. Horace wasn't sad he left, not really - he could not have stayed and without this series of missions... Well, he would have found a way off island for a bit, one way or the other. At least he wasn't podded right now.

He began to walk towards the closed off portion of the mountain town, briefing Oliver as he went. They were lucky it was such a tourist location - they didn't draw very many looks as they walked. Children giggled and ran past and Horace grimaced. They had been some reports of children missing and if it were really FEAR-related, well, he hoped more parents would stop bringing them, regardless. Eventually, they neared the upper half of the town, where tourists were not allowed. A small stream had been diverted to run here, and the one way into the upper section was across one of the bridges. For now, though, it looked like they were not carefully watched at all.

"The main thing is to get in, let the watch do the mapping, and get out without detection." He gestured for Oliver to head across a bridge. "Now we just, uh, have to find a way inside - maybe a tunnel or something. Check over there? I'll take this side."

grey dragon

The Semblance of Unity

Predestined Victim

Grey Dragon rolled 1 10-sided dice: 2 Total: 2 (1-10)

Grey Dragon

PostPosted: Sun Aug 09, 2015 3:20 pm


Oliver's smile in return was slightly embarrassed, but mostly just grateful. Horace was a good friend.

As he listened to the briefing, his demeanor slowly changed from that of a nervous and over-emotional boy, to one of attentive focus. This was his redeeming feature on the island, when he wasn't scared completely out of his mind he was bright and diligent enough to get a job done well.

"Okay, I'll look!" He replied quickly, "I'll let you know if I find anything weird."

Oliver headed across the bridge at a quick pace, digging an item out of his bag as he went. It resembled a remote controller for the world's tiniest RC car, complete with a little antenna that the boy pulled out of the top. A small cord dangled from the bottom, and was plugged into the watch.

Already the device was doing it's thing, and Oliver frowned. His pace slowed as he started passing old buildings. Then he stopped, and backed up... Finally pushing open an old wooden door. It took a bit more force than necessary to get it moving, but then it slid with ease.

A shiver ran right up his spine at the deep darkness it revealed. He pulled the door closed. Then he ran all the way back to Horace. "I think... uh... I think I found something."

Quote:
2. You push slowly on a door. It seems stuck, but then creaks open slowly, revealing a passage leading ominously down. Move on to the INSIDE portion.


The Semblance of Unity
Looks like... he found something weird. =D;;;
PostPosted: Thu Aug 13, 2015 11:04 am


Well, well. Horace leaned over Oliver's shoulder. He'd thought finding a way in would be hard, but Oliver was either lucky or had some sort of uncanny observation skills. Like a canine nose. It didn't matter which, in the end.

"Hot damn. That was quick. Having you along must be a good thing." He poked Oliver in the side and twisted a dial on his SPECTRE watch. Time for mapping. "Age before beauty, Oliver."

grey dragon
you can roll or do an rp only post your choice!

The Semblance of Unity

Predestined Victim


Grey Dragon

PostPosted: Thu Aug 13, 2015 8:17 pm


Luck and gadgets, that was the key. Luck and gadgets.

Oliver squeaked and jumped back, even more reluctant to go in if he was just going to get poked! "A-age before what?" He asked nervously. "A-are you sure it's safe? I mean, um... with j-just the two of us?"

Last time he had gone into a horseman lair, the experience had left the boy with some serious emotional scars. Even though this was not the same clan, Oliver still struggled to get past those memories of vivisection and insects crawling through those living hunters... He shuddered, hesitating at the doorway.

The Semblance of Unity
Horace had better go first, or Oliver will end up doing all the work!
The Semblance of Unity rolled 4 20-sided dice: 14, 3, 17, 2 Total: 36 (4-80)
PostPosted: Mon Aug 17, 2015 9:18 am


"Beauty, Oliver," he said with a mirthless, small laugh. "And it's better the less of us there are. We're not here to make a big splash. We're here to be a shadow, so if something is lurking, we don't want it to know we're here. C'mon - we'll be fine." Horace frankly had no idea if they would be fine, but it was better to be optimistic than become preoccupied with what-ifs. He pushed his way forward into the tunnel, following the gentle slop of it downwards. He ran his hand along the wall, the light from his watch glowing bluely along the limestone. The tunnel itself seemed natural, not carved by man (or, in this case, horseman), and yet still..

As they ventured further, he felt small carvings against his palms, delicate things weathered by other creature's hands. There were scenes of boats, demons, horsemen, humans dying rather horrifically. "Lovely," he muttered, just as the tunnel opened up. The ceiling in this room was high, vaulted, and what had once been shining pillars stretched up into the darkness. Under other circumstances, it would have been utterly beautiful. Now, though, it seemed... neglected; the only light coming from the naturally glowing sediment encased in the walls. He took a step forward.


Quote:
14 - As you step forward, you hear an ominous click, followed by a thud. A wall has slid down between you and your teammates. The next prompt you roll must be acted out alone. Likewise, for the next full round, the next prompts your teammates do will not include you. Afterwards, you follow the curve of the hall and run into your team there.
3 - The passageway you have turned down is full of strange, still-functional traps. Roll 1d10 to see how much damage it does to you.
17 - Suddenly, a flock of birds rushes at you, their jewel-toned wings beating at your face and eyes. If you are able to look closely, you might notice extra wings, extra eyes, extra heads. If you wish, roll 1d20 to capture one as a sample. You must roll 15+ to succeed.
2 - This room is an indoor garden full of varied blooms. As you walk through it, you begin to feel odd, like your skin is too tight - anxiety crawls down your spine. Roll 1d8 to see how it effects you. This lasts for the duration of the mission.
1-3: Nothing much; you feel itchy, like you need a Benedryl or five.
4-5: You become increasingly paranoid of your teammates and your surroundings. Are... are the walls closing in on you?
6: Not only are you paranoid, but you begin to hear things, strange voices that encourage your paranoia, feeding it.

The Semblance of Unity

Predestined Victim

The Semblance of Unity rolled 1 10-sided dice: 5 Total: 5 (1-10)

The Semblance of Unity

Predestined Victim

PostPosted: Mon Aug 24, 2015 6:58 pm


Something clicked.

Abruptly, some sort of javelin flew past Horace - or that's what he thought it was. He had jumped back at the click, so the sharpened wood only sliced his arm rather than driving its length through his body. He felt blood begin to drip down from the fiery cut.

"s**t," he cursed quietly, but with feeling. "Oliver, be careful." Quickly, he fished out a length of gauze, tying it around his arm awkwardly, using his free hand and teeth. It wouldn't do much, but it meant he wouldn't leave blood in places creatures would not expect blood.


HP: 45/50


grey dragon
Grey Dragon rolled 4 20-sided dice: 6, 16, 20, 9 Total: 51 (4-80)
PostPosted: Tue Sep 15, 2015 6:14 pm


"What does that even mean?" Oliver whispered with a frown, but he was already more interested in avoiding harm than hearing the answer. He had never been a very good shadow...

He trailed along behind Horace, falling into a routine he was well familiar with. Data sampling. He alternated between devices in his bag, checking readings on one gadget and then another, occasionally making notes in a notepad kept in the back pocket of his jeans rather than the messenger bag resting against his hip. So far so g-

6, 16, 20, 9

6. As you round a corner, you see movement out of the corner of your eye. Quick, hide! Roll 1d20. If you roll 1-18, you have successfully hidden from whatever lurks these hallways. If you roll 19 or 20, see #11.

11. You stumble across a Conquest horseman. This counts as 1 detection point. For this encounter, you may invite a player horseman into your thread or you may use an NPC. If you use an NPC, please take into account clan and appearance.
- NPC Horseman:
HP: 40
AUTO DAMAGE: 3


9. There is a finely-wrought iron table of glistening, appealing fruit propped up against one wall. However, if you choose to bite into a piece, you find the fruit is nothing more than wax mixed with dust. Still, it tastes and smells faintly like the fruit it is modeled after.

16. You come across a beautiful room filled with tapestries and other goods. If you're lucky you might find something fun to take home. Roll 1d10. 6+ nets you an item worth $150. [Unlike prompt #13, each teammate may roll for loot, regardless of who rolled the original prompt.]

20. Nothing in particular happens, but you feel a strange, unsettling sense of deja vu. But you've never been here before...

Grey Dragon

Grey Dragon rolled 1 20-sided dice: 2 Total: 2 (1-20)

Grey Dragon

PostPosted: Tue Sep 15, 2015 6:30 pm


Things seemed to happen too suddenly, all at once there was a click and a soft whoosh of air, followed by Horace's soft curse. But Oliver didn't even glance over. In the dim tunnels ahead, he was SURE he had seen something moving.

Like a startled rabbit he leaped backwards, shoving Horace back a step with him, and frantically covering his friend's mouth with both hands to forestall any further curses or protests. Oliver was stronger than he looked, especially when spooked and charged with adrenaline. For a long moment he didn't move. He just stared down the hall, frozen in place and listening for any sound they had been noticed by whatever it was he had seen.

Finally he let go of Horace, but remained intensely alert. Just because they hadn't been caught that time didn't mean they were in the clear.


6, 16, 20, 9

6. As you round a corner, you see movement out of the corner of your eye. Quick, hide! Roll 1d20. If you roll 1-18, you have successfully hidden from whatever lurks these hallways. If you roll 19 or 20, see #11.

11. You stumble across a Conquest horseman. This counts as 1 detection point. For this encounter, you may invite a player horseman into your thread or you may use an NPC. If you use an NPC, please take into account clan and appearance.
- NPC Horseman:
HP: 40
AUTO DAMAGE: 3

The Semblance of Unity rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Fri Oct 09, 2015 11:05 am


Even with the danger, the temptation to lick Oliver's palm was real. But he curtailed that urge and strained his eyes, trying to see if ******** that was had truly left. "I guess," he said, after Oliver had freed his mouth. "-we really aren't alone down here." Quickly, he pulled Oliver into a room, reluctant to continue down that hallway.

A garden stretched before them, strangely inviting. Horace let go of Oliver, trusting that his friend would follow, and began to push past the bright colored blooms. After a while, he felt hot... strange, like needles were poking down his spine.

"Oh no, I think I'm allergic." He scratched both arms simultaneously, frowning.


Quote:
2 - This room is an indoor garden full of varied blooms. As you walk through it, you begin to feel odd, like your skin is too tight - anxiety crawls down your spine. Roll 1d8 to see how it effects you. This lasts for the duration of the mission.
1-3: Nothing much; you feel itchy, like you need a Benedryl or five.
4-5: You become increasingly paranoid of your teammates and your surroundings. Are... are the walls closing in on you?
6: Not only are you paranoid, but you begin to hear things, strange voices that encourage your paranoia, feeding it.


grey dragon

The Semblance of Unity

Predestined Victim

Grey Dragon rolled 1 10-sided dice: 2 Total: 2 (1-10)

Grey Dragon

PostPosted: Wed Oct 14, 2015 1:08 pm


Oliver made a nervous noise. "L-let's not stay long then," he squeaked, close at Horace's back. The taller man was probably shielding him from the worst of the plant's effects, but it helped that his long sleeves kept his skin covered, and he wasn't shy about ducking away from the flowers. "A-are you going to be okay? Y-you don't have a rash or anything, do you?"

His close presence continued until they had passed through the garden, and entered another room which was absent of vegetation. At least in the living sense. This room looked more like a fancy sitting room, with cloth renditions of gardens hanging from the walls, low tables with vases displaying decorative flowers made of metal and gems, embroidered silk cushions scattered on the floor.

Although he could easily have pocketed something fancy, Oliver was not comfortable even touching the items. He was too nervous to be a good looter.

He looked up at Horace again. "Ah, i-is the itching any better?"

6, 16, 20, 9

16. You come across a beautiful room filled with tapestries and other goods. If you're lucky you might find something fun to take home. Roll 1d10. 6+ nets you an item worth $150. [Unlike prompt #13, each teammate may roll for loot, regardless of who rolled the original prompt.]


The Semblance of Unity
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