Quote:
You arrive some distance away from the area outlined as potentially having a natural portal, and being to scout things out.
Location:
Roll 1d8 until you gain 10 SP (scouting points) which lead you to the portal area.
1. You notice a group of strange birds. As they fly past, most seem to have two heads. (1 SP)
2. A tree lifts out of the ground, its roots forms two legs as it walks away. (2 SP)
3. There is a flickering in the corner of your eye, as if the channel had briefly been changed on reality. (3 SP)
4. You see your reflection in a mirror. Upon closer inspection you realize there is no mirror, only another you looking back. You blink and they're gone. (3 SP)
5. You find a section of dead grass with odd shaped footprints burned into it. (1 SP)
6. There is something that looks very much like a unicorn in the distance. (2 SP)
7. You feel a sudden, terrible heat, as if lava surround you. (2 SP)
8. Air is suddenly difficult to breath, as if you're very, very high up. (2SP)
You've been given a set of four runic knives to create a barrier around the portal and close it. They must be planted very precisely, one for each of the four cardinal directions. As you plant them, the words to awaken the runes are: borealis (north) australis (south) occidentalis (west) and orientalis (east). When all four are activated, speak the phrase, "A caelo usque ad centrum," in order to finish the process and seal the portal.
Closure:
For each dagger and the closure, the person doing it will need to roll, for a collective 5 rolls.
Roll 2d20
The first die is the prompt you receive. The second die is the damage done to you while your shield comes into contact with the unstable portal.
1-3: You step into the shoes of someone else in your life, either in your past, present, or even future. You are a passive but aware presence in their mind as a memory of your own plays out. You see yourself and your actions through their eyes. When the vision clears, you're able to speak the activation.
4-7: You find yourself reliving the worst moment of your life. You are not a passive presence, but an active one. You're able to make things go differently, though the results may not be what you hoped for. When the vision clears, you're able to speak the activation.
8-10: You are a future you, a very likely you, and you are dying. You are a passive presence, forced to watch the scene play out but not interfere. When the vision clears, you're able to speak the activation.
11-14. You wake up a different you. In the mirror you see changes, small and large, the ones you'd always wanted. The place you wake up in is the sort you'd always dreamed of. The people you wake up to are your ideals, and everything about them is exactly as you'd like them to be. If there was a checklist of everything you'd ever equated to an ideal life, this is it. When the vision clears, you're able to speak the activation.
15-18: You wake up a different you. In the mirror you see changes, small and large, and it's as if every single flaw has been increased, made more obvious. The place you wake up in is the sort you'd always feared you'd have to live in. The people there are those who make you miserable, and everything about them is now worse. Like you, every flaw has been exposed and inflated to make existence unbearable. If there was a checklist for your worst living nightmare of existence in general, this is it.
19-20: Wildcard - you can pick any of the above, or create your own vision prompt. When the vision clears, you're able to speak the activation.
The portal seals and there is a sudden air of rightness that exudes the area. Areas that had once housed strange phenomena are back to normal. The air is crisp and clean, and you stand a little taller, as if an oppressive force was no longer weighing you down.
Location:
Roll 1d8 until you gain 10 SP (scouting points) which lead you to the portal area.
1. You notice a group of strange birds. As they fly past, most seem to have two heads. (1 SP)
2. A tree lifts out of the ground, its roots forms two legs as it walks away. (2 SP)
3. There is a flickering in the corner of your eye, as if the channel had briefly been changed on reality. (3 SP)
4. You see your reflection in a mirror. Upon closer inspection you realize there is no mirror, only another you looking back. You blink and they're gone. (3 SP)
5. You find a section of dead grass with odd shaped footprints burned into it. (1 SP)
6. There is something that looks very much like a unicorn in the distance. (2 SP)
7. You feel a sudden, terrible heat, as if lava surround you. (2 SP)
8. Air is suddenly difficult to breath, as if you're very, very high up. (2SP)
You've been given a set of four runic knives to create a barrier around the portal and close it. They must be planted very precisely, one for each of the four cardinal directions. As you plant them, the words to awaken the runes are: borealis (north) australis (south) occidentalis (west) and orientalis (east). When all four are activated, speak the phrase, "A caelo usque ad centrum," in order to finish the process and seal the portal.
Closure:
For each dagger and the closure, the person doing it will need to roll, for a collective 5 rolls.
Roll 2d20
The first die is the prompt you receive. The second die is the damage done to you while your shield comes into contact with the unstable portal.
1-3: You step into the shoes of someone else in your life, either in your past, present, or even future. You are a passive but aware presence in their mind as a memory of your own plays out. You see yourself and your actions through their eyes. When the vision clears, you're able to speak the activation.
4-7: You find yourself reliving the worst moment of your life. You are not a passive presence, but an active one. You're able to make things go differently, though the results may not be what you hoped for. When the vision clears, you're able to speak the activation.
8-10: You are a future you, a very likely you, and you are dying. You are a passive presence, forced to watch the scene play out but not interfere. When the vision clears, you're able to speak the activation.
11-14. You wake up a different you. In the mirror you see changes, small and large, the ones you'd always wanted. The place you wake up in is the sort you'd always dreamed of. The people you wake up to are your ideals, and everything about them is exactly as you'd like them to be. If there was a checklist of everything you'd ever equated to an ideal life, this is it. When the vision clears, you're able to speak the activation.
15-18: You wake up a different you. In the mirror you see changes, small and large, and it's as if every single flaw has been increased, made more obvious. The place you wake up in is the sort you'd always feared you'd have to live in. The people there are those who make you miserable, and everything about them is now worse. Like you, every flaw has been exposed and inflated to make existence unbearable. If there was a checklist for your worst living nightmare of existence in general, this is it.
19-20: Wildcard - you can pick any of the above, or create your own vision prompt. When the vision clears, you're able to speak the activation.
The portal seals and there is a sudden air of rightness that exudes the area. Areas that had once housed strange phenomena are back to normal. The air is crisp and clean, and you stand a little taller, as if an oppressive force was no longer weighing you down.