Quest The Labyrinth of Time

Roleplaying in a Time Warp

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Center of scholarly knowledge and shipwrighting, Zeltiva is a port city unlike any other in Mizahar. [Lore]

The Labyrinth of Time

Postby Paragon on January 15th, 2013, 6:24 pm

The Labyrinth of


Time


Image


A mysterious Nuit's actions in Mathews Bay have resulted in the appearance of numerous sinkholes, all miraculously protected from the cascading water around them.

Resting amidst the waves in one such sinkhole shines the Labyrinth of Time. Once a shrine to Tanroa, now this multiple tiered twisting maze lies corrupted by the latent storm djed.

There are treasures to be found in its submerged and spiralling depths, some divine, some tangible, but one thing is clear - the normal rules of the world do not apply in this twisted realm, and two visits to the labyrinth will never be the same.

What secrets lurk in the labyrinth's heart?


How to Enter


The Labyrinth of Time has been designed as a system to reward player's in-character achievements within the city of Zeltiva. As such, players will require Labyrinth Tickets to enter the location - one per foray into the maze. These tickets can be earned in one of two ways (further ways may be developed by moderators at their discretion), players who are already eligible will have their tickets added retrospectively:

  • One ticket will be earned per Status rank achieved in the city.
  • One ticket will be earned per completed month in the calendar challenges.
One ticket entitles you to a mini moderated quest in the Labyrinth, in which you will face three challenges and receive a unique reward at the end. Expect the unexpected during these quests! As we anticipate high demand in accessing the Labyrinth, we reserve the right to enter you into a queue, and wait for other Labyrinth mini-quests to finish before starting yours.

Tickets are non-refundable and cannot be exchanged for anything else. This is because you do not have to physically trade anything to acquire them in the first place - they are simply attained automatically from Zeltiva related achievements.

The Labyrinth itself has a unique set of rules apart from the rest of the game. Please read the details below carefully.


Labyrinth Rules


The Labyrinth of Time is not your normal Mizahar location. Due to the extent at which the Djed has altered the ancient ruins, basic reality has twisted so horribly that nearly anything is possible within its dank walls. We, the mods of Zeltiva have taken this to allow us to offer you, the players, a unique playing experience.

Zeltiva has always been a city closely linked to its history, and now it can be closely linked to ours. As an ode to traditional role playing systems we will be implementing a very simple technical system that is based upon your own character sheets, that should allow for more technical play only within the bounds of this "dungeon."

Once your character has entered The Labyrinth of Time he or she is no longer governed by the poetry of Mizahar, but captured by pure chance, with only their character sheet to help weather the coming storm.

Your journey into the spiralling depths will consist of a reasonably short series of quick fire posts. Navigation will occur in a traditional style, with choices in italics e.g the passage splits left and right. The Labyrinth itself will usually contain a series of three challenges. These can be anything from riddles, puzzles, combat, or anything else you can think of. They will have an element of player choice to them, and then an element of luck as described below. The challenges will be based on the three skills you will be asked to pick before entering the labyrinth.

Players may enter alone, or as a group. When planning a group trip, all players must have a valid Labyrinth Ticket for entry and must agree on a timestamp and difficulty tier as a team. Groups may stay together or split up in the Labyrinth - the choice is yours.

With each skill the player attempts to use the storyteller running the scene will roll two ten sided dice, designating one die as the tens place and the other the one's place. This will result in a two digit number ranging from zero to 99. If the result of this roll is LOWER than your skill level, in accordance with your character sheet when the skill is rolled, then your character succeeds. If the result of the Storyteller's roll is HIGHER, however, then the attempt fails, and no poetic injustice will shy from your character's breast. You will find yourself in peril. Failing skill checks and challenges could result in anything from handicaps going forward in the labyrinth, or being expelled from the maze entirely.

Know that any time a character sets foot in the Labyrinth of Time they subject themselves to just that, time. All things both thrive and crumble under time. There is no predicting what riches may bless the possession and minds of those that enter, nor what state or time the brave soul may emerge. Each time one enters the labyrinth the Storyteller responsible for the trip will roll two ten sided dice to determine how many days the individual remains within the labyrinth, alive or dead. What seems like chimes within its domain could seem seasons without. This is to ensure that those entering the Labyrinth are dedicated to the duration of play. Please do not allow your character to enter the Labyrinth if you as a player will not be active.

The trials within the Labyrinth will be dictated by two decisions on the player's part. First, and most importantly, the three skills which the dungeon will focus upon (players must choose these three skills from their character sheet before entering), and which your character will inevitably improve during their adventures. The second is the handicap, or difficulty of the specific run. One may choose to increase the difficult or decrease the difficulty of the dungeon by increments of ten, which we will unabashedly dub "tiers."

For each POSITIVE tier requested your character will be treated as having +10 skill points in each roll within the domain (though mechanically this is true, in actuality only the difficulty is altered, not your character's understanding of their personal abilities.) Likewise each NEGATIVE tier will lower respective rolls by -10. There is no limit to the handicap in which you can request for yourself or the "house," but know that your chances at more valuable reward are highly dependent upon the difficulty selected. The easiest game will yield least reward. The hardest will likely kill you. Of course, players may enter without any handicap either way if they wish for a standard run!




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The Labyrinth of Time

Postby Paragon on January 15th, 2013, 6:35 pm

Labyrinth Tickets


Please post in this thread when you want to redeem your ticket and we will add you to the queue - please include details on the three skills you'd like to use from your CS, and if you would like any handicap as described in the rules above. You will receive a link to your personalised mini-quest when it is ready.

Player Name Number of Tickets Reason for Earning Redemptions
Valo 2 December's + January's Thread Challenges 0
Montaine 1 Trident Champion 0
Leigo 1 Trident Champion 0
Wrenmae 0 Trident Champion 1
Nai'shee 1 Trident Champion 0
Iris 1 Trident Champion 0
Ignotus 1 Trident Knight 1
Andresciel 2 Trident Knight 0
Elem Bree 2 Trident Knight 0
Hadrian 2 Trident Knight 0


Loot Tables


Coming soon...
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The Labyrinth of Time

Postby Paragon on January 15th, 2013, 10:08 pm

Ignotus and Wrenmae: Enter the Labyrinth.
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The Labyrinth of Time

Postby Neologism on May 21st, 2019, 2:33 am


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