Option 1: An Alley (Gritty Urban Fantasy / Noir) The rain hammers the cobblestones of Veridian’s lower wards,turning the gutters into rushing silver. You’re backed into a dead-end alley behind the Singing Lotus tavern, the stink of stale ale and wet stone filling your nose. Two figures block the way out—one hulking, cloaked, the other slight, twirling a dagger that glints despite the gloom. The larger one’s voice is a gravelly rasp. “The Broker wants what you took. Hand over the Lament-Moth, and we’ll only break one bone.” A whisper from the shadows behind you—there’s a third, silent as a breath. Your hand drifts toward your weapon. What do you do?
(OOC: Describe your character and your next move. Use !roll 1d20+modifier for any checks. The dice decide the rest.)
Option 2: A Healing Tent (Post-Battle Recovery / Intrigue) The air in the Healer’s Pavillion is thick with the scent of crushed dreamleaf and slow-decaying magic.You’re laid out on a cot, bandages tight around a wound that throbs in time with the distant waterfall’s rhythm. An elderly healer with ink-black eyes dabs a salve that feels like cold sunlight. “The poison is… unusual. It doesn’t want to leave. It’s listening.” She leans closer, her voice dropping. “They pulled you from the Mosswood with this clutched in your hand.” She opens her palm—a smooth, grey stone with a single rune that looks familiar, like something from a half-remembered dream. Your memory of the last day is gone. What’s your first question—or action?
(OOC: Who are you, and what’s that rune to you? Use !roll for memory or perception. The world reacts.)
Option 3: A Bustling City Square (High Fantasy / Mystery) Veridian’s Sunfall Square is a riot of impossible colors and sounds—a floating market where vendors sell bottled laughter,clockwork songbirds, and maps to forgotten hours. You’re here to meet a contact. But as the twin suns align above the central obelisk, a sudden silence falls. Every reflection in every window and puddle now shows your face, but older, wearier, mouthing the same silent word: “Beware.” Then the moment breaks. Noise returns. Your contact, a nervous tiefling in scholar’s robes, grabs your elbow. “You saw it too? Gods, it’s happening faster than I—” They freeze, eyes widening at something over your shoulder. What do you do?
(OOC: Describe yourself and your reaction. The city is alive and watching. !roll for insight or stealth if needed.)
Option 4: Ominous Woods (Gothic Horror / Folk Tale) The Mosswood doesn’t feel like a normal forest.The trees grow in spirals, and their bark sometimes pulses with a soft, blue light. You followed the trail of missing children here, guided by a will-o’-the-wisp that sang in your mother’s voice. Now, the wisp is gone. Ahead, in a clearing, stands a cottage with a roof of living ferns and a door carved with a smiling, weeping face. From inside, a low hum resonates in your teeth. A child’s laugh rings out—then cuts off abruptly. The door creaks open an inch, inviting. Do you approach, circle the cottage, or draw a weapon and call out?
(OOC: What brings you to such a place? Are you a hunter, a desperate relative, a curious fool? !roll for perception or courage. The woods remember every choice.)
Option 5: A Brothel of Echoes (Social Intrigue / Espionage) The Gilded Echo isn’t a brothel of flesh,but of memory. Patrons pay to experience fragments of others’ lives—a first kiss, a victorious battle, a last breath. You’re here under false pretenses, seeking a rumor: a memory of a forgotten king’s murder is for sale. The Mistress of the House, a poised elf with silver scars where her eyes should be, has just offered you a deal. “Sample a memory of your choice. In return, you will leave me one of equal value. A fair trade.” Her empty sockets seem to pierce you. “But choose carefully. Some memories… change you on the way out.” Which memory do you offer, and what do you ask to experience?
(OOC: Who are you, and what secret are you really after? !roll for deception or negotiation. Here, memories are currency.)