Cardinal 0 Posted September 13 #1 Share Posted September 13 Floor 25 <<Down the Rabbit Hole>> Party Size 4 | 20+ Posts Repeatable only for Item/Standard Thread Rewards Quest Rewards: 3000 Experience Points Item Rewards: Temporal Distortion (ea.) (Unique/Consumable/Instant/Tierless): For one turn, exchange two of your core stats (Your Mitigation and Evasion, or your Mitigation and Damage statistics) using the following exchange rates: Core Stat to Swap To: Core Stat to Swap From: Damage Mitigation Evasion Accuracy Damage x10 /5 /5 Mitigation /10 /40 /40 Evasion x5 x40 x1 Accuracy x5 x40 x1 *Example: The Player wants to swap their Damage and Mitigation, They take their current Damage Value x 10 which becomes their Mitigation. Now to complete the swap, Their original Mitigation is divided by 10 to get their new damage until this item fades. Requirements: Roleplay getting lost in the labyrinth Roleplay finding the hole in the walls of the maze, and entering Delve deeper through the rabbit hole while under constant attack (Natural CD 1-6) Roll 5 ‘transit’ successes without dying (Natural LD 11+) Summary: More often than not, travelers within the labyrinth will find themselves turned around or lost, and evidently will find themselves deep within the darkest depths of the maze. Those that wander far too close to the Shrine of Shadows will see their ears begin to ring, their map begin to flicker and grow dim. It's followed by a distorted prompt, a quest acceptance message but the characters garbled and beyond recognition. Those that choose to accept, will find a guiding line drawn at their feet but as they move closer to their quarry, that line will repeatedly become distorted and skip. A single hole in one of the labyrinth walls will lead into realms previously thought unimaginable, and despite the experience it will always feel like a lucid dream. Outline: Players will travel into the depths of floor 25's maze, ending up lost but receiving a quest prompt that seems somehow corrupted. Accepting that quest will lead them roughly to a break in the wall to which they will need to enter to continue. This will lead to an astral space, where gravity seems a suggestion. Party members that follow you in will be clung to nearby surfaces, but at completely different angles (aka one party member might be on the ceiling for another). Separation: Once party members enter this subliminal space, they will become isolated from the rest of their group. On their HUD the names become distorted/corrupted yet they are still somewhat available. The player's maps will no longer function, and skills will be nothing more than TV-like static on their HUD. It is clear they have found themselves somewhere they do not belong. Teleport crystals or anything similar cannot be accessed, because the inventory screen cannot be accessed. Isolation: Party members will have no choice but to seek out doors of all makes and sizes on their available ‘platforms’. Some may be paintings, others church double doors. Or even be trees, or vent shafts. Once they enter these spaces, they can no longer see their party members but can faintly hear them as echoes as if words screamed down a long cavern. This is the point they enter a space entirely defined by them, but things will be odd. Examples of contents include: Fish swimming upwards, giant hamsters wearing Amish outfits and constructing some sort of automaton, Living wheelbarrows filled with maple syrup and screaming out obscenities. Environments may include seas of whipped cream, corndog trees, grass made of human hair, or a sunset that is only a chalk outline etc. The Hunt: Every post a player spends within these isolated spaces, they must make a ‘transit’ roll to delve deeper within these spaces and are considered in combat for the entire remaining duration of this quest while they are within this subliminal space. On a Natural CD less than 7 (1-6), they are assaulted by any number of twisted creatures defined by the player who is attacked for 50 unmitigated damage which cannot be healed through any skill or consumable. Phone booths with spider-like legs, Large amorphous blobs made entirely out of cream cheese, or rampaging gerbils with rows shark teeth are some examples of creatures that may appear to you. These creatures cannot be damaged in any way, your only choice is to flee. Regardless of the result of the Natural CD of the ‘transit’ roll you make, whenever the Natural LD value is 11+ you move deeper within the maze. The Escape: Each time a participant moves deeper in the maze, they will transition into a new chamber with a new set of strange occupants and surroundings. Once the participant has ‘transit’ successfully 5 times, they are spit out at a random location out of one of the walls in the labyrinth and must exit in some way. In your pocket, you will have a strange fragment that's appearance seems to twist and change whenever it's seen. Link to post Share on other sites
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