[ Rules ] Open to all characters (not including quest)
gaia_angelright This artifact quest differs somewhat from others, it is staggered in real time, this means each dream IC day in the forest represents roughly an OOC "day" in Inception-land, however your character gauges that. This gives this mission a gated nature, it cannot be completed in one day. When your character wakes up, only a couple of actual IC hours could have passed.
gaia_angelright If one of your party falls behind or misses a few days they are able to complete prompts to catch up with the rest of the group, this is the one exception which can be made to the nature of this quest.
gaia_angelright Seperate RPs are okay! For any other questions, feel free to ask in the qna on discord, or here!
gaia_crown [ Day 1 - The Tulgey Woods: ]
Finding the location of Wonderland is something which happens by accident. On the way to some other location in pursuit of an artifact, some hunters are known to end up somewhere else entirely due to a minor portal malfunction. Your hunter and their companions are some of these people.
The forest itself is seemingly unending, perpetually dark but with the grass and trees lit from within by strange ethereal light. The sky overhead where glimpsed through the branches is an impossible black and there is no moon.
Everything in the forest itself is not quite right and any flora and fauna that they come across is not like anything they might see on Earth. Be as creative as you like with this, all harmless creatures and flowers are free to make up. Everything is like earth seen through a bizarre lens and jumbled up with other creatures and objects, the more absurd the better.
Some examples though are animals who are partially inanimate objects and sentient plants.
gaia_crown [ The Mushroom Patch ]
You come to a grove of strange mushrooms interspersed with signs which state EAT ME. There seems to be no way forward until you do just that.
gaia_angelright These prompts can be done individually or one person can roll and people can collectively respond. This is the first day wandering in the tulgey woods. Minimum of 800 words which can be soloed or back and forth rp. The hallucinations can be individual or shared with characters present able to see it all like ghosts who can watch but cannot interact.
Roll 1d10
Quote:
1. A small green mushroom, it tastes like a favourite food. It makes the eater relive a childhood meal, including the location it happened and the people present.
2. Large red mushroom with white spots, it tastes concerningly poisonous, it makes the eater relive a time when they were very angry.
3. A soggy blue mushroom, it tastes like rainwater, it makes the eater relive a time when they were very sad.
4. Bright orange mushroom that tastes spicy, it makes the eater relive a time when they were jealous.
5. A small fuzzy pink mushroom that tastes like soft vanilla, it makes the eater relive a time when they felt strong love
6. A colourless grey mushroom which tastes like paper, it makes the eater relive a time when they felt alone.
7. A sickly yellow mushroom which tastes sour, it makes the eater relive a time when they felt regret
8. A bright purple mushroom which tastes like chocolate, it makes the eater relive a time when they felt happy
9. A green flat mushroom which tastes like a favourite drink, it makes the eater relive a time when they felt part of something
10. A brilliant white mushroom that glitters like stars, it tastes like nothing ever tasted, it makes the eater relive a time when they felt wonder
2. Large red mushroom with white spots, it tastes concerningly poisonous, it makes the eater relive a time when they were very angry.
3. A soggy blue mushroom, it tastes like rainwater, it makes the eater relive a time when they were very sad.
4. Bright orange mushroom that tastes spicy, it makes the eater relive a time when they were jealous.
5. A small fuzzy pink mushroom that tastes like soft vanilla, it makes the eater relive a time when they felt strong love
6. A colourless grey mushroom which tastes like paper, it makes the eater relive a time when they felt alone.
7. A sickly yellow mushroom which tastes sour, it makes the eater relive a time when they felt regret
8. A bright purple mushroom which tastes like chocolate, it makes the eater relive a time when they felt happy
9. A green flat mushroom which tastes like a favourite drink, it makes the eater relive a time when they felt part of something
10. A brilliant white mushroom that glitters like stars, it tastes like nothing ever tasted, it makes the eater relive a time when they felt wonder
On completion of this task, when everyone has partaken of their mushrooms the way opens up, the leaves parting to reveal another twisting path onwards. Somewhere up ahead a purple cat skips off into the shadows.
gaia_crown [ Day 2 – The Winding Forest ]
After a lot more wandering through the forest, following endless winding paths, they end up in a darker, more sinister part of the woods, the path once again blocked by gnarled trees and thorns making progression difficult. In the forest, it is impossible to see the sky and any glimpse of it is pitch black. Already claustrophobic it only becomes more so.
gaia_angelright Once again these prompts can be a shared experience (with the exception of the cat prompt) but everyone needs to roll, you don’t need to do the same prompt twice. You progress regardless. Once again total word count for the day must exceed 500 words per person either in one post or spread out through some rp/discussion.
Choose a path to proceed ahead
Roll 1d4 -
Quote:
1. Caterpillar - Finding yourself herded by the brambles and thorns down a tightly winding path, you find yourself at the many feet of an enormous caterpillar smoking a hookah. It looks mostly uninterested at your arrival, but does turn its attention on you, taking a long puff of its pipe and exhaling strange undulating smoke rings. It sighs. “Who are you?” it asks.
Only if you answer the question of who you really are in 100 words or more will he let you proceed, and for your trouble you gain a piece of mushroom which lets you either shrink or grow within reason in the strange world you find yourself in, but you cannot choose which (roll 1d6, odd is large, even is small)
2. Cat - You end up on a wildly twisting path through the forest, seeing the same sights over and over. You are certain you are lost and that no matter what direction you turn you always find yourself back at the same place. Before you appears a large smile, followed in turn by a striped and sinister looking cat. No one else in your group can see him but you and he speaks to you about one of your deepest secrets. You find yourself temporarily driven a little mad by the aura of the creature and you turn upon your teammates or self. This is mercifully temporary and after several minutes sanity returns once again.
3. Tea Party - Through a broad and leafy path you come across an enormous table laid for a tea party with three figures at at it, the march hare, the hatter and the dormouse. They welcome everyone to join them but no one is permitted to leave until they furnish the others with either a riddle or a story.
4. Oysters - The path opens up to a hazy sea shore and as they go they (either one individual or any number of people present) begin to lose sense of where they are and who they are. Soon enough they have to stop exhausted, overcome with the realisation that they are and were always oysters. They stop, only to be found by a large walrus in a suit and a carpenter. What began as a pleasant walk quickly degenerates into them being eaten in a graphic and unpleasant way.
Only if you answer the question of who you really are in 100 words or more will he let you proceed, and for your trouble you gain a piece of mushroom which lets you either shrink or grow within reason in the strange world you find yourself in, but you cannot choose which (roll 1d6, odd is large, even is small)
2. Cat - You end up on a wildly twisting path through the forest, seeing the same sights over and over. You are certain you are lost and that no matter what direction you turn you always find yourself back at the same place. Before you appears a large smile, followed in turn by a striped and sinister looking cat. No one else in your group can see him but you and he speaks to you about one of your deepest secrets. You find yourself temporarily driven a little mad by the aura of the creature and you turn upon your teammates or self. This is mercifully temporary and after several minutes sanity returns once again.
3. Tea Party - Through a broad and leafy path you come across an enormous table laid for a tea party with three figures at at it, the march hare, the hatter and the dormouse. They welcome everyone to join them but no one is permitted to leave until they furnish the others with either a riddle or a story.
4. Oysters - The path opens up to a hazy sea shore and as they go they (either one individual or any number of people present) begin to lose sense of where they are and who they are. Soon enough they have to stop exhausted, overcome with the realisation that they are and were always oysters. They stop, only to be found by a large walrus in a suit and a carpenter. What began as a pleasant walk quickly degenerates into them being eaten in a graphic and unpleasant way.
Mercifully afterwards, the entire party snaps back to reality shaken but unharmed.
gaia_crown [ Day 3 – The Red Queen’s Castle ]
Routes are player choice - Anyone wanting to reach the final throne room must pass at least one of these prompts
Route 1 - Painting the roses red
You come across a group of people sized playing cards frantically trying to paint white roses red. They enlist you to help.
Roll 1d20, if you roll above 7 then you are successful in helping them and they approvingly let you pass into the castle out of gratitude, if you roll below this then you must choose one of the below two tasks to complete to proceed.
Route 2 - The castle maze -
Another way into the castle is via the castle’s enormous hedge maze, this way is perilous and difficult but can have hidden rewards. You need to roll twice successfully to pass.
Roll 1d6
1 - Success - You mentally map out the maze as you go, successfully remembering the path you need to take.
2 - Success - Ahead of you the strange cat appears and points you down the right path.
3 - Success - Runic household item - Small runiced appliance
4 - Fail - You encounter nothing but dead ends and lose your sense of direction.
5 - Fail - A dangerous pit opens up at your feet, so close you almost fall in, realising your way is now blocked.
6 - Success - You hear arguing around a corner which leads you in the right direction.
gaia_angelright If you fail you find yourself back at the beginning of the maze, either start over the maze or choose one of the other two prompts you haven’t done to proceed.
Route 3 - Prompts
You find yourself at a strange tunnel lined all the way through with mirrors. It is dark and as you go you grow more and more disorientated. After a time you realise your own reflection is watching you. It speaks to you and states. “You will only make it if you face yourself.”
Choose one of the below prompts and write 500 words on it.
- Your reflection criticises your weakest points, tearing you down, what does it say and how do you find the strength to outpace it? Can the others hear it?
- Your reflection praises you, focusing on the good things you've done, does it help you escape the tunnel? Can the others hear it?
-There is something wrong with your reflection, it seems to talk little sense and speaks about things you only vaguely remember in dreams. This makes for a surreal experience and can be quite frightening, do the others see it too?
- Your reflection is still and silent, it follows you but says nothing at all, merely watches you, what do you do? Does it unsettle you? Do you feel like it is supporting you?
gaia_crown [ Final Day - The Queen’s Throne Room. ]
gaia_angelright If you fail at any point here you must wait another day before you can roll again (unless specifically stated otherwise)
The red queen’s throne room is enormous and is linked to a vast network of guarded rooms and corridors, at the end of these rooms is the treasure room where the valuable and often stolen treasures are stowed away by the selfish queen.
gaia_angelright Success means you can move onto rolling an artifact, Safe means if you fill in an rp post you can roll again, a free re-roll can simply be immediately re-rolled if you wish. Fail means you must wait 24 hours to roll again.
1d10
Quote:
1 - You are almost caught by the guards on the way to the treasure room, however they get sidetracked by a voice from down the hallway. It sounds familiar somehow. - Re-roll without cooldown
2 - You all successfully make it to the treasure room through a combination of stealth and sheer dumb luck - Success
3 - You find a place to hide until nightfall in a quiet and rarely visited room on the upper floors - Safe
4 - Success
5 - You find a banquet hall where you have some food to eat, no one else is here and it's a safe place to hide for the day - Safe
6 - You stumble upon an attic filled with strange toys, magical objects and concerningly, guillotines. You opt to hide there for the night - Safe
7 - OFF WITH THEIR HEADS, the group find themselves caught by the red queen and only narrowly escape with their heads intact, they need to wait before they can even think of trying again -Fail
8 - Success
9 - You find yourself cornered by a group of playing card guards, they turn you in and you are sent away from the castle. Unless you successfully helped them paint the roses red, in which case, they turn a blind eye- Fail or (if you did the roses red quest) a free no-cooldown reroll.
10 - You get lost on the way to the treasure room and need to come back the next day with a better idea about where the hell you are going - Fail
2 - You all successfully make it to the treasure room through a combination of stealth and sheer dumb luck - Success
3 - You find a place to hide until nightfall in a quiet and rarely visited room on the upper floors - Safe
4 - Success
5 - You find a banquet hall where you have some food to eat, no one else is here and it's a safe place to hide for the day - Safe
6 - You stumble upon an attic filled with strange toys, magical objects and concerningly, guillotines. You opt to hide there for the night - Safe
7 - OFF WITH THEIR HEADS, the group find themselves caught by the red queen and only narrowly escape with their heads intact, they need to wait before they can even think of trying again -Fail
8 - Success
9 - You find yourself cornered by a group of playing card guards, they turn you in and you are sent away from the castle. Unless you successfully helped them paint the roses red, in which case, they turn a blind eye- Fail or (if you did the roses red quest) a free no-cooldown reroll.
10 - You get lost on the way to the treasure room and need to come back the next day with a better idea about where the hell you are going - Fail
[The Treasure Room]
Quote:
ARTIFACT PRIZE LIST These prizes are UNLIMITED, meaning even if someone has one, you can get one too!
gaia_angelright Roll 1d12 to see what you find, if you wish to re-roll the 24 hour cooldown takes effect -
1. The Caterpillar’s Pipe: A strange pipe that exudes an aromatic scent.
Status Effect: When inhaled from it gives the ability to ask one question of someone which they feel compelled to answer, but only as cryptically as possible (ie: in a riddle, sarcastically, etc) (useable once a day, limited relative to the year of the person it is used on and ooc consent), the rest of the time it functions like a magical vape pen with plenty of mist.
2. The Hatter’s Hatpin A very ornate pin.
Status Effect: When used generates a fantastic and appropriate glamour hat. If the owner is sporting a neckbeard, has a penchant for fedoras.
3. Broken mirror fragment: A fragment off a mirror that seemed to have a great power.
Status Effect Lets you see someone as they really are, without makeup, enchantments or anything at all when held up, once per day. Also shows them without most clothing, so choose carefully who you point it at. Does not work on people higher ranked than you are.
4. Jingling Bell: A neat little cat bell on a collar.
Status Effect A clear ringing bell which calls forth a ghostly cat for twenty minutes, this can be pet but cannot be hurt.
Battle effect: Heals 5 HP to all friendly participants per battle/ per rp.
5. The Tweedles Rattle: A strange steel rattle on a stick
Status Effect Calls forth an aggressive raven creature which attacks anyone nearby, has 10HP and does autodamage of 5 to all per round, including the caster. This cannot be used on bosses.
6. The Hare’s Cufflink: An elaborate cufflink in the shape of a hare's head
Status Effect Can be used to turn the owner or someone else into a hare for a short period of time, maximum 5 minutes per day. Cannot be used on someone higher stage than the user. Does not work in battle.
7. The Cheshire's Smiling Signet: A ring with a large toothy smile on it
Status Effect Gives temporary invisibility (one hour once a week or 10 minutes 6 times a week) all apart from your eyes and mouth which can’t be seen when closed but is visible when open.
8. The Red Queen’s Crown: A heart shaped crowned
Status Effect Once a day lets you give an order with high persuasion. (Within reason, they can refuse on ooc grounds and consent. Doesn’t work on people higher rank than you are.) Ie: the recipient feels more inclined to agree, but doesn't necessarily mean they will.
9. The Jabberwock’s Spines: Dried, bony spines that have been broken down to form a bracelet.
Status Effect When wearing it, reflexes are quickened. This does not effect battle but can make for a very cheaty game of tennis.
10. The Walrus’ Oyster Shell: A shell shaped clasp containing some self replenishing silver powder
Status Effect Can make any food eaten sprinkled by the contents of the shell taste wonderful regardless of how horrible it may well be. Doesn’t negate poison, inedibility etc.
11. The Dormouse’s Silver Spoon: A silver spoon which sparkles when you tap it on objects.
Status Effect Can repair any broken inanimate object to its former glory as long as it is teacup sized or smaller (including phones!), cannot improve what wasn’t already improved. Once every week.
12. The Rabbit’s Watch:
Status Effect Can be set to one individual and the hands will monitor where that person is and what they are doing as long as the target is wearing a traditional wristwatch or pocketwatch (Spectre watches, Halloween watches, and phones do not count).