Prompt: You wake up. The first thing to notice is that anything you were holding, even if it was a hunter weapon or even just a rock, is gone and was replaced with a single, thin, stick-like object. Not only that, but your clothing is different and you FEEL a bit different. You also are now in a dark corridor made of stone and lit by torches.
All players: You will need to navigate through the tasks.
- All players may notice something odd: Suddenly all players look like humans. All different shapes and sizes of humans, but humans none the less. Normal for hunters but ODD for students/horsemen being as all their non-human like attributes are suddenly gone. You also notice that you are wearing different clothing. A simple black cloak with nothing on it, really. Under was simple as well. For girls, pleated skirts and simple shirts. Boys... pants and a shirt. Very dull, really. The only thing sticking out color wise was they were all suddenly wearing one of
four different colored striped scarfs. Either red and gold, green and silver, blue and bronze, or yellow and black. If you don't get it yet, lets end this section with a famous quote. "Yer' a Wizard, 'Arry."
- Suddenly down one of the corridors you hear the sound of something approaching. Something FAST. You feel a fear within your gut, you do not want to be caught. There is no options, you have a single door in front of you or a dead end. For some reason the wand in your palm feels slightly warm to the touch now, as if it was almost trying to tell you something. Somehow the door opens, and you dart within.
- If you GET CAUGHT you immediately are ejected from the Distorted Portal but
even as you close your eyes, you continue to feel the odd clothing and hear the feet approaching ever closer. Your Fear is also at 50%/ Fear shield at 50% for the next 24 IC hours.
- It is
recommended that players go through the shifts at the same pace (ie: I am player 1, in shift1, I roll 3 times and wait for the others before ICly proceeding to shift 2 together, though they can skip players that become inactive after 24 hours).
- If your HP hits 0 you are ejected from battle/ YOU ARE DEAD/ you wake up from the Trance.
gaia_crown Step 1: Stage 1
As you enter the room, the door SNAPS behind the last person with a loud bang. At the noise you are immediately greeted with a low growling noise on the other side of the large room in the darkest part. Congrats, you have now pissed off a 20 foot tall three headed cerberus. The only way out seems to be a trap door in the floor behind the giant beast, being as the door that just closed on you will not open. It also seems your wands wont do anything, though you feel oddly attached to the object in your hand for some reason.
- Roll
1d10. You must do this
three times.
- If in ANY of your dice rolls you roll
1: the last thing you see is a flash of fangs. YOU ARE DEAD.
- For
each time you roll even you gain -20% of your total HP. You feel wearier...
- If you pass, proceed to STEP 2.
gaia_crown STEP 2: Stage 2
You seem to have managed to make it past the giant guard dog, maybe a little more ragged and clawed up... but at least your alive. This time though you are met with something even more strange, a giant chess board. Only the pieces look ALIVE for some reason on the board? As you approach, you find that the pawns look back at you for a moment before walking off the board. One pawn for each player present still. It is assumed you take their place.
The other color on the chess board wont let you pass... unless you win.
- Roll
1d6. You must do this
three times.
- For
each time you roll even you -20% of your total HP.
-If any of your dice rolls to a
1. You hear a rumbling noise as one of the enemy pieces comes right at you and destroys you somehow. YOU ARE DEAD.
- If you manage to make it through, you are on Step 3.
gaia_crown Step 3: Stage 3. Finally, after the chess game from hell, you have a FEELING that this final room might be the last one. Upon entering flames shoot up from both the door you just entered from, and the exit door on the other side of the small room. In the center of the room you see six vials, none that look the same. Some are tall while others short, some rounded while others square. They are different colors, and yet oddly they all smell the exact same.
The only clue in front is written on a piece of paper, it saying:
" Three will bring victory,
while three bring tragedy.
Which do you choose,
for the odds are equal in all views.
You may select only one,
choose correctly and you are done!
Select the wrong vial though,
and all your sorrows will end and only leave woe. "
Roll 1d6.
- If you roll
even, You chose the wrong vial, something tragic and gruesome happens to your character from the poison within the container. YOU ARE DEAD.
- If you manage to pass through this phase you are at the end.
gaia_crown Step 4: THE END.
- You make it in to the final room, expecting it to be something leading outside perhaps?
- Only in your last few moments you hear a deep rasp voice mumbling some words, followed by a sudden green light flashing at everyone in the room. You have died.
- You WAKE UP FROM TRANCE