Entry tags:
Event Seventeen.
[ 1/18 - 1/25 ]
Things have been going pretty smoothly in the Town lately. But fairy tales are fairy tales, and they never really stay smooth sailing for long.
And what sort of fairy tale would it be without a curse?
On the morning of 1/18, there will be a creeping, concerning infestation of thorny vines approaching the Town from the woods. At first, they’re only on the fringes of the Town...but slowly and surely, they make their way into the Town properly, crawling over the paths, wrapping around doorways and making a general nuisance of themselves. They’re still relatively easy to ignore; they can be chopped up or burned or removed by hand, even, if you’re feeling daring (because those thorns look sharp). But even when removed, more just keep coming in their slow, focused approach.
The real problem is if you get pricked by one of those thorns. Even just the tiniest of pinpricks will enter the curse into your bloodstream (even if you don’t have blood, so really it’s more metaphorical than anything), and then… well, then you’re in trouble.
The curse’s symptoms manifest in a number of ways, especially:
- Intense fatigue
- Inability to control their emotions
- Flu-like symptoms
- Hallucinations
- Numbness and loss of feeling in extremities
Any of the above are possible, and you can play with whichever you like. The longer the curse progresses in your character’s body, the worse the symptoms will get, until finally… your character will, of course, fall asleep. It will be impossible to wake them at that point until the curse has been broken.
Healers, characters with healing spells or abilities, purification abilities and light magic can all slow down the progression of the curse, though they can’t stop it. And even more importantly, any characters using healing magic will be extra susceptible to catching said curse. While not guaranteed, there's an increased risk of making themselves vulnerable to the curse.
Otherwise, the curse will spread via touch… with special attention to the characters’ bonds; the stronger the character’s bond with someone, the more likely they will spread it. However, it can still be spread to people they barely know; the likelihood that it will happen is just smaller.
So with that all said… how do you break the curse?
Some intrepid adventurers are going to have to do their best to find a way, because it’s not going to be too pretty as more and more people are infected by this thorny curse. The answer can be found by following the vines, though, for those brave enough to do so. Into the woods, step by step, until they find a thorn-covered castle. You know the sort. It’s going to be a pain and a half to hack your way through those thorns and get into that castle, but nonetheless, it’ll seem pretty obvious that that’s where you need to go. Try not to get pricked on your way in.
The castle itself is...well, it’s magical, of course. Changing layouts and staircases, labyrinthine dungeons, monsters of all types and varying ferociousness, and not a single shred of it with any sort of color at all. It’s going to be quite the dangerous adventure to get through, but for the sake of your comrades, it’s worth it, right?
You’re more than welcome to create your own scenarios, dangers and encounters in the castle -- but if you would like the mods to generate a mini-scenario for you with the castle, that’s entirely an option as well! All we ask is that you please have a minimum of three characters per group if you are going to ask for a mini-scenario for the curse breaking. Please respond here if you would like for us to generate one for you. Otherwise? You’ve got free rein here; go nuts with what your characters find and have to deal with!
So what’s the ultimate prize for breaking the curse? Well, it’s… it’s anything, actually. Absolutely anything will break the curse, so long as it’s from the castle. There will be more classic potions and spells from spellbooks to bring back for those who prefer the fairy tale classics, but it turns out that for those who are creative… yanking a pillow from one of the beds in the castle and smacking a cursed character over the head with it will break their curse too. Wrapping them in a throw rug from the castle, shoving a moldy bread roll into their mouth from the castle, dripping wax onto them from a lit candle from the castle (ow)... pretty much anything will work, for those creative enough to try. Unfortunately, everything is a few uses only -- one blanket can’t be used to cure the whole Town, in other words, though we’ll leave how many uses up to your discretion and what will be the most fun for you!
Characters, upon having the curse broken, will still likely need some taking care of to get back on their feet -- but at least they’ll be awake! If a character’s curse is not broken by the end of the event (it doesn’t have to be threaded out!), please contact us so we can write you up some individualized consequences.
Thank you! If you have any questions, please ask them here, and if you would like to sign up an adventuring group for a mini-scenario for the castle, please go here. The event log for this event will be up on 1/18.

QUESTIONS
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1. After an item is used to break the spell (after it's allotted number of uses) does it vanish?
2. Can characters time items/foodstuff/preserved seeds (...and ofc wine lol) from the castle back to Chroma?
3. Is there a library in the castle, and if so, are there books/diaries/maps in them of the area or the castle itself?
thank you <3
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2. They absolutely can! Everything in the castle is very old, so anything perishable will have, well, perished, but nonperishables/seeds/etc will still be good and can be brought back!
3. It's definitely possible for characters to stumble across a library in the castle. There won't be any maps, simply due to the nature of the castle (constantly changing!), but there can be a few books on the nature of the curse (inflicted by the thorns, the outcomes of it, the symptoms, etc), the history of the castle (very, very old, and very, very magical) and similar such things! You're welcome to make things up as you please, as there is likely contradictory information even amongst those topics in the library. The rest, like in the Town, will be fairy tales. The books, like everything else in the castle, can be brought back and used to break the curse, though once they're in the Town itself they'll be blank, as if whatever was magic was sustaining the words on them can no longer do so.
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Okay so this might be an oddly specific question but like, would Pyra find any astronomy and astrology books? Like how the people who lived there might have viewed the night sky, if they made constellations out of stars, or if there are horoscopes? (And if so, would they be like typical horoscopes with familiar names?)
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There are also horoscopes, though they're a bit different from modern horoscopes; while there would be occasional references to the personalities of some babies born under the particular star sign, the horoscopes mostly seemed to be used for analysis of times to perform medical surgeries, bring in crops, sow new crops, and similar things. Because the stars are different, the horoscope names are also different; those are also up to you if you would like to come up with a few of your own!
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Basically, when it comes to your characters' powers, everything is fair game in terms of handicapping them so that you can have more fun in the events!
Re: QUESTIONS
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CASTLE MINI-SCENARIO SIGN-UPS
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Characters' Colors: Blue + Red + Yellow
How close are they to each other? They've all just arrived here, so, um, not that close? Put 'em through hell.
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Set-up: Unfortunately, this crew is only going to get a couple of steps in before the floor opens up from under them, dumping them into a deep, dark, sprawling labyrinth. Yikes.
Monsters Encountered: While they will encounter a wide variety of monsters as they trek through the castle, there's one monster in particular that they will find themselves persistently stalked by. This friendly fellow will pop up every now and again to say hello (which in this context means "to try to gash them with his claws and eat them up"), before disappearing back into the darkness. He's keeping you company in the labyrinth. He can't be killed by Ken's instant light spells, though he is harmed by them, and any of Renne's instant death skills will also be ineffective. Otherwise? He can be killed with persistency and a lot of hard work.
Secret Rooms Encountered: There are all sorts of rooms, full of dank grossness and old supplies, but if they're persistent and make it to the center of the labyrinth, they'll find a room chockfull of... toys? Yeah, it's all old-timey, old fashioned toys. Think along the lines of this. That was surely worth risking your lives for! But now that you have, at least there are also stairs up to get out of the labyrinth. They can now explore the rest of the castle if they choose to do so!
Pitfalls Encountered: Plenty of Indiana Jones-style traps in this labyrinth, so watch your step.
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Characters' Colors: Red, red and blue
How close are they to each other? Akira and Ryo are childhood best friends, Pyra and Ryo are strangers, and Pyra and Akira are good friends (for the three months they've known each other)
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Set-up: This group can poke around the castle plenty, though the moment they step into the library, they're going to get the feeling that they're not alone. Hm. They're also locked in.
Monsters Encountered: What else could it be, really? While most of the books they pick up in the library are safe for reading or touching, a large number of them are also mimics. And they're mean and nasty enough to take off a hand if they get you. On the plus side, books, even magical books, are very fragile. On the minus side, literally anything in the room could be a mimic, so you can't even trust the side tables or rugs.
Secret Rooms Encountered: The library itself is a secret room in and of itself, so they won't be finding anything else to it aside from the fact that it does have a musty attic, if they look hard enough. Said musty attic is full of boxes, and if they explore those boxes they'll find that (aside from half of them being mimics), they're full of paper and writing implements and ink -- old but mostly still useable.
Pitfalls Encountered: The table mimics are not afraid of pushing the entire bookshelf down onto you guys, so watch out for that!
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Characters' Colors: Blue + Yellow + Yellow
How close are they to each other? They're RUDE!! The Mean Girls of Chroma, honestly, so they're not close at all.
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Set-up: Because this group isn't close at all, they're also immediately getting dumped into a dungeon. Unfortunate. Instead of a labyrinth, though, these guys have been dumped into a dungeon proper, with manky cells and torture chambers and the works.
Monsters Encountered: Naturally, it's zombies. The tortured souls of the damned, unable to move on, etc etc. Some are tangible, some aren't, and the worst part about them is no matter what you do to them, they keep getting back up and coming at you anyway. The safest way is probably to burn them. Sorry, Kyrie.
Secret Rooms Encountered: In one of the far, far torture chambers, if they keep on going and actually poke through all of that grossness, there's...actually a box of grade A classic curse breaking potions, colored blue in tiny vials. They're even labeled "for use against curses". Wow, that's so convenient.
Pitfalls Encountered: The torture implements have a nasty tendency to be possessed by said souls of the damned to try to go after everyone here in this group. Unfortunate!
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Characters' Colors: Blue, yellow, blue
How close are they to each other? The pairings of Vriska+Tsumugi and Tsumugi+Phos know each other well/are close, but Vriska and Phos haven't spoken before this. Curse breaking is a great way to get to know someone!!!
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Set-up: This group will be able to poke around a fair bit before they end up in some sort of trouble, so they should enjoy it! Unfortunately, the trouble they'll end up in will be that as soon as they head upstairs? The stairs are going to move, stranding them on a high landing with no way down (Vriska, too, will suddenly be afflicted by a bad case of gravity and will be unable to fly). There are some rooms to explore here, though, so it'll be fun.
Monsters Encountered: Well... They look like these. They're artfully sprawled across the furniture in one of the rooms, and as soon as they open the door? They'll move. Despite their resemblance to certain members of this group, they won't actually be able to be communicated with -- they don't talk, and don't seem to understand any words. Like members of this group, they have to be shattered completely before they stop moving. Their hardness seems to be that of diamonds.
Secret Rooms Encountered: Beyond these creatures, there's a small room. It seems to be a bedroom, and inside of it, there's... well, all sorts of nice, plush bedding and comforts. Pillows, plush blankets, velvety sheets -- it's swanky. Nothing else, and nothing particularly useful, but hey, comfortable bed stuff.
Pitfalls Encountered: The floors around this landing are very, very unstable, and will give out at a moment's notice, dropping the crew many, many stories down. So be careful of that. Once they handle the gem monsters, at least, the stairs will have shifted back into place.
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Characters' Colors: blue across the board
How close are they to each other? Shouto and Vriska are very close, Vriska and John are very close. Shouto and John are good casual friends.
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Set-up: There's plenty of time to look around for this group. Still... wherever they decide to go, eventually they'll feel like they're wandering in circles. Because they're certainly going to get caught in an unfortunate loop in a hallway that never seems to end.
Monsters Encountered: There aren't any. It's literally just this endless hallway, going on and on and on forever. And ever. And ever. Wow, that's irritating. The doors along the hall don't actually open to any rooms, they just open to wall. So yeah, they're stuck.
Secret Rooms Encountered: This is very cheesy, but fitting for fairy tale land. They can actually open a door to a room if they're all holding hands when they do, with Vriska in the middle between John and Shouto. Good luck. Once they do that, they can open any of the rooms in the hall, and they will actually open up to actual castle rooms. They're not particularly interesting, but they're rooms, and they have things in them, and more importantly... they have windows. Yeah, if you wanna escape the terrible hallway, you might have to dive out a window.
Pitfalls Encountered: The biggest pitfall they're going to face is Ambience. There are sudden bats out of nowhere, candles dripping wax onto them, skulls and bones falling from nowhere onto their heads... etc etc etc. Some are more dangerous than others, but they're all annoying.
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Characters' Colors: yellow x2, blue x2
How close are they to each other? All Might & Shouto are Izuku's closest CR, Damian comes in close after that. Shouto isn't super close to All Might or Damian, and Damian hasn't met All Might yet!
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Set-up: Due to the bonds between All Might, Izuku, Shouto and Damian, they'll be able to wander the castle as they please for a little while before something happens. Still, eventually, the lights in the room they're in just go out all of a sudden, and the entire room will be pitch-black.
Monsters Encountered: Amongst other monsters... Ghosts! In particular, for these guys, they get some dapper ghosts. They're classy, but they're not exactly harmless. They have paralyzing touch, a nasty tendency to freeze everything around them with ice magic, a certain enjoyment when it comes to possessing people, and pesky intangibility -- so they can't get punched. They are, however, weak to magic. They are also weak when they possess someone, but... on the other hand, you have to punch that person, and are you sure you want to do that? The person who's been possessed is at least easy to notice, since they will also have a dapper hat. They can also fight off the possession with strong enough will, since the ghosts aren't actually that strong.
Secret Rooms Encountered: Get past the ghosts, and... the lights won't come back on, so they'll have to do a lot of feeling around by touch and struggling to find something and tripping over things. But eventually, if they're persistent, they'll find a room that can be accessed by a small door hidden behind a dresser. Inside this room, there are... portraits! Of all sorts of people. They look like they might be townspeople; some of them might even be familiar to those who had dreams of the Town back during Christmastime.
Pitfalls Encountered: Ghosts aside, it'll get uncannily frigid while they exploring in their area, so they'll want to be careful not to catch hypothermia (or a cold, even). Otherwise, the usual perils of being somewhere in the pitch black dark!
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Characters' Colors: Blue and Red and Blue and Yellow, respectively
How close are they to each other? Percy and Izuku are fairly close (some of Percy's closest CR.) Percy and Damian are on pretty decent terms and Percy would consider them friends. Percy and Natalie are decent acquaintances (he probably likes her more than she likes him, currently.) Damian and Izuku are very close. Natalie and Izuku and Damian have never met each other.
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Set-up: This group will be able to poke around a fair bit before they end up in some sort of trouble, so they should enjoy it! As soon as they head into the kitchen in the castle, though, they'll find that they're in a bit of a pickle. The kitchen itself will suddenly have a bunch of crates and barrels land in the doorway, blocking their escape with a ton of debris, and in the meantime? They're going to find themselves kept very busy.
Monsters Encountered: It's the food. All of the food in the kitchen, moldy and old and gross and all, is going to be doing its best to eat them, instead of the other way around. On the plus side? It's just food, so it's pretty delicate. On the minus side? There's a lot of it, and it's all really, really gross. Like "left under the refrigerator for years" levels of gross.
Secret Rooms Encountered: The storehouse, waaaay in the back of the kitchen, feels pretty secret. It's full of wine and non-perishables and really gross perishables and stuff that can be brought back and eaten. However, any food that hasn't had its color restored won't have color here either, so that's a bummer. That's it. All that work for some booze and moldy food.
Pitfalls Encountered: The storehouse is full of rotted wood and crates and things that cannot be trusted at all. They're going to have to look out for threats from below and above at the same time as they're fending off food monsters.
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Characters Involved: Lupin, Maya, Nero (Saber)
Characters' Colors: they are ALL red
How close are they to each other? Maya and Lupin are good friends! Lupin and Nero have only met recently but are friendly acquaintances. Maya and Nero are also friendly acquaintances.
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Set-up: They're able to explore the castle pretty well at first, but soon enough? They're going to end up locked in a bathroom. Ew, gross. It's old-timey and unfortunate and smelly, and it's not very large, and the door has definitely just been covered up by sudden bars.
Monsters Encountered: Dropping from the ceiling inside the bathroom are... slimes. Yep. So many slimes. They're mostly harmless, in that they move very slowly and have no actual dangerous features or spells, but they still are going to try to eat and absorb the trio. Slowly. Very slowly. They can be sliced and diced, but that'll just make more slimes -- their true weakness is water or ice. Thankfully, they're in a bathroom, right?
Secret Rooms Encountered: Once they defeat the slimes, the floor will open out from under them, dumping them into what looks to be... some sort of Secret Room. As in secret for not particularly sfw reasons. The things they can find in there will be left totally up to your imagination/whatever you would like for there to be, and that's all that's in the room, sans a big, plush bed.
Pitfalls Encountered: The fact that they have to see that last room with their eyes is pitfall enough, really.