✸ Star Wars worlds : Mustafar Mustafar was a small volcanic planet located in the Mustafar system, situated between two gas giants in the Outer Rim Territories that was aligned with the Confederacy of Independent Systems during the Clone Wars and later taken over by the Galactic Empire after the Techno Union was nationalized at the conclusion of the conflict.
Prompt: In honor of April Fool’s, I wanted to write a little something about my favorite trickster, whom my friends and I have determined is my real life guardian angel because my pranks never have repercussion :D Just a bit of fun and fluff.
A random pocket dimension where the
players size continues to change randomly appears at the next door
the players open.
How it begins:
The next time a player opens a door,
maybe within a dungeon or a tavern, anything, they will see, instead
what they expected, a random pocket dimension.
The sit above a planet, the atmosphere
just skimming the horizon. The players view this world as if they are
100 kilometers tall and the door 1000 kilometers above the world.
-A- If players jump or climb out of
the door, they fall 1000 kilometers to the surface of the world
becoming a giant meteor crashing into the surface, leaving a huge
creator and tearing up the planet for kilometers in every direction -
which to the players, given their size, is the equivalent of 10
Every player who falls suffers D6 fall
damage and sends a blast wave of ejects in the atmosphere only to
rain back down a few rounds later, forcing all players in a radius to
roll and avoid fiery rocks as they plummet to the earth and take X D6
-B- If the players stand, they
cannot breath as there is no air at their height and begin to suffer
the rules for suffocation, they also take X D6 cold damage as they
are exposed to frigid temperatures. Note: crawling will avoid
-C- The world is a vast expense of
forests, mountains and oceans the players can traverse with ease
given their size -100 kilometers or 100,000 meters.
Examples: Mariana trench is 10,994
meters deep which would only reach the knees of a submerged
player. Average ocean depth is 3,688 meters. Mount Everest is 8,848 meters, reaching
only a shin. Average mountain is 4000-6000 meters. Airliners crush at around 10,000 to
-D- Give the players a few rounds to
move about the world, splashing in oceans, crushing mountains under
their feet before they start to shrink. As the players explore, every
round of movement away from where the players landed, they begin to
shrink by 1 kilometer till the players reach 10 kilometers in size
and enter part 2.
A series of mountain ranges cross the
-A- The players will begin to shrink
for every mountain range they climb over.
The first range the player see is 10,000
meters tall and the mountains only 5000. The player can easily step
over this range.
2nd range - Players can
still make it over this range without a climb roll. (Players are 7500
3rd range - Players make 1
climb check or suffer 1 D6 fall damage. (Players are 5000 meters
4th range - Players make 2
climb checks or suffer 2 D6 fall damage. (Players are 2,500 meters
5th range - Players make 5
climb checks or suffer 1 D6 fall damage. (Players are 1000 meters
-B- Once the players are 1 kilometer
tall and climb past the 5th mountain range, they enter
into part 3.
A range of primordial earth extends to
the horizon. Volcanoes, geysers and pools bubble with spewing magma,
forming 500 meter flows of lava that cover the surface of the world. The players can see dry lands between
the flows of lava.
-A- Players will being to shrink for
every lava flow they jump over. Note:
Flows are 500 meters wide, but only 10 meters deep.
1st flow - the players being
1000 meters tall will walk over the magma with ease.
2nd flow - the players being
750 meters tall can hop over the flow without issue.
3rd flow - the players being
500 meters tall need to roll a basic jump check to succeed. Failing
results in suffering minor burns to their feet, suffering 1/10th
lava damage or 1 D6 fire damage.
4th flow - the players being
250 meters tall need to roll a moderate jump check to succeed,
failing results in the player falling ankle deep into lava, suffering
only 1/5th lava damage or 4 D6 fire damage.
5th flow - the player being
100 meters needs to roll a very high jump check to succeed. Failing
results in in the player falling waist deep into lava, suffering only
½ lava damage or 10 D6 fire damage.
-B- After the 5th flow,
the players reach a set of stairs leading up the side of a 6000 meter
tall volcano spewing molten globs of rocks. At the end of the
stairway is a 100 meter tall obsidian doorway.
As players climb the steps, they must
roll to avoid the hurling molten rocks or suffer X D6 fire damage.
-C- The door is locked and needs to
be picked or brute forced to open all while the players dodge molten
The doors leads to part 4.
A 100 meter tall, 100 meter wide and
1000 meter long obsidian hall extends before the players, ending at a
30 meter iron door at the other side.
-A- Every 10 meters the players
move, they shrink by 1 meter till reaching the door only 1 meter
-B- The door is unlocked and the
players must push open the door, needing a high strength roll to
this should require the effort of all the players.
The door leads into part 5
The obsidian hall starts off at 100
meters tall by 100 meters wide, but shrinks 1 meter by 1 meter every
meter in length.
-A- The players do not shrink as
they move through the hall and remain their 1 meter size.
-B- The hall ends 10 by 10
centimeter in size with a 10 centimeter size door blocking the
way. Note: The players, even at 1 meter, are too tall to enter the
The door leads to part 5.
-C- There is a secret panel in the
hall the players must find that opens to a lever that when pulled
shrinks the players to 10 centimeter in size.
The door opens to the inside of the
wall where the players are only the size of a mouse. The mouse hole
leads out of the wall and into a cottage where a man can be seen
sweeping the ground. Across from the players on the other wall is
another mouse hole. A mousetraps with a key instead of cheese is by a
giant table near the person sweeping.
-A- If the players leave the hole,
the person will react to the players as if they are rats or mice and
begin trying to swat the players for X D6 damage.
-B- The 2nd mouse hole
contains a locked door which can only be opened with the key on the
The door leads to part 7.
-C- The key on the mousetrap, if
touched or moved, springs the trap resulting in a player having to
roll or be struck for X D6 damage by the wire. The player, if hit,
then must roll again or become pinned under the metal wire.
Any players pinned in the trap must
roll escape artist or dexterity to become unstuck.
The door opens to a field of grass
where the players are only the size of ants.
-A- Past the grass, the players
reach a pond where fish swim below the surface and frogs sit upon
Floating in the center of the pond upon
a lily, a wooden door is built onto the side of a small stone.
-B- Traversing the pond requires the
players to avoid being eating by the frogs or fish.
Any player hit by the fish or frogs
results in being swallowed whole.
The player then suffers X D6 acid
damage as they are digested.
The player can cut their way out of the
stomach by either doing X damage or needing X rounds to create a
hole, whichever you as the DM deems more appropriate for the moment.
-C- The door on the stone is
unlocked and leads to part 8.
The door opens to the inside of an
artery where the players are the size of a cell. Red and white blood
cells tumble together as the sounds of a heart beats in the
distance. Note: the players are not required to breath from here
-A- Any player who enters the artery
is immediately pushed through the veins by the force of the heart.
Players must roll strength or dexterity
to maneuver through the veins.
Any player who fails is tossed about
against the other cells, suffering X D6 crushing damage.
A 2nd consecutive fail
results in players being sucked towards the heart and a third failure
results in death as they are crushed by the heart.
-B- The veins should be a small maze
the players can explore, trying to find the end.
-C- The white blood cells will
attack the players.
They will have the stats of oozes and deal X
D6 acid damage as they try to engulf a player.
-D- At the end of one of the veins,
the players can find a door.
The door is unlocked and when opened
leads to part 9.
The door opens to a realm of
atoms where the players are the size of electrons.
-A- Immediately when the players
enter, they are bonded to an atom nucleus flying around the atom as
In order for the player to move form
atom to atom, they must use force of will or roll wisdom, finding
their own internal energy and changing it. Note: There is no real
threat here, just let the player enjoy being atoms.
-B- After jumping a few times, the
player enter in a vortex, becoming even smaller, entering the realm
of strings, quantum foam and points, this starts part 10.
At this level, the players no longer
have a size tossed around in the foam of space. They eventually see
the foam bubble, vibrate until it explodes creating before their eyes
a big bang. The players hurl through the space of the universe until
they once again reach the very door where this all started, their
hands on the handle just before they were about to open it.
The door will no longer open into the
dimension and instead open to where it was previously intended to.
There is no treasure or big boss. It
was an experience, but what impact did it have on your players? Maybe
they all gained points in wisdom or intelligence, learning things
about their world they never knew. Maybe it left them fearful of
size changes and in the future anything that can change its size will
result in the player rolling fear. Maybe the experience changed
the fabric of the players, resulting in the players being able to
change their size to that of a giant or mouse a few times a day, week
so i think it’s a fandom-wide headcanon that Hanzo does nearly everything with calm, ceremonious grace but i just
give me dad!Hanzo playing with his kids ok
Hanzo pretending to be a dragon while chasing them around the yard, bellowing out roars and making the little ones squeal and giggle as they run away
Hanzo rearranging the furniture for the optimal “the floor is lava” game, jumping from the sofa to the ottoman right along beside the kids, gently tossing them “to safety” into a pile of pillows
Hanzo giving kids piggy back rides, or playing a horse and crawling around on the floor (the kids use his hair ribbon as the reigns)
Hanzo instigating tickle fights, blowing raspberries on the kids’ necks and tummies before letting himself be overtaken by the little rascals, and he ends up laughing so hard he can hardly get a breath
So by all means don’t take this as the end-all, be-all Way
To Do It, or think that I’m telling you your way is wrong. It isn’t!
This post is my attempt to quantify the process I’ve developed over the
years, because I often see people bemoaning having to write action scenes, and
lately my Sith Apprentice: Darth Venge series has gotten a lot of positive
feedback on its action sequences. I’m
hoping to be helpful rather than didactic.
With that said, let’s break down the steps I go through, accompanied
by a scene from one of the stories in th Venge series where the eponymous
protagonist fights four elite mercenaries known as Mandalorians. (Continued under the cut.)
A late night at the BAU. You were staying late to finish up paperwork. The rest of the team had decided to head home and comeback to finish their paperwork tomorrow. You had decided to get it done now, so that you wouldn’t have to come back tomorrow and could have the whole day to unwind.
Apparently, great minds think alike, because Dr. Spencer Reid was there with you. You worked in a comfortable silence. Filling out the simple but tedious forms. When you first started your journey to this career, no one warned about the dangerous amounts of paperwork. Your family worried that you would get shot. No one thought to think that you would be crushed under an avalanche of case files and forms.
Around two in the morning, you had started to get restless. You needed a break. The words before you were turning into squiggles. You let out a frustrated sigh.
“You okay?” Reid asked from his desk across from yours.
“Yeah.” you waved off his worry, “Just been sitting too long.” you stretched out your arms, cracking them in the process.
The genius nodded before standing up, setting to work. He pulled out your colleagues chairs, away from their desks slightly. Before you could question him, he jumped up onto his desk.
“Quick! The floor is lava!” he cried, jumping from his desk to a chair.
You couldn’t help but laugh. Weren’t you guys a little old for that game?
“Y/N! You’re sinking into the lava! You have to get to Hotch’s office!” he yelled again as he jumped onto another desk, somehow avoiding the papers on it.
Screw being old.
You jumped onto your chair, trying to plan out the most strategic path to get to Hotch’s door.
“You gotta be quicker, Y/N!” Spencer called from ahead of you. Determined not to lose to him, you quickened your pace. Pretty soon, you were caught up to him. Until you manages to trip on a folder.
Your life flashed before your eyes as you reached out for whatever was closest to you. You heard a rather high pitched shriek as you went down. You closed your eyes, bracing yourself from impact, however the floor was much softer than you expected.
Wait. Floors don’t groan.
“Reid?” you asked, your eyes opening wide. You had somehow landed on top of him.
“Bad enough you were going down, you had to take me with you?” he let out a noise that was a combined chuckle and a groan.
“You okay?” you looked up at his face.
“I’m fine. Aside from being burned by the lava when I was so close to victory.” he looked over at the stairs that led to Hotch’s office, less than a few feet away from where you landed.
“Sorry about that.” you blushed as you tried to get up off of him.
“It’s not too bad. I rather enjoy this view.” he snaked his arm around your waist to keep you from moving.
You looked into his eyes, trying to figure out what he was thinking. After a few moments you gave up and relaxed into his chest. His other arm raising to wrap around your back, pulling you closer to him..
“Reid?” your voice was soft, not wanting to break the moment. He hummed to let you know he was listening.
“Thank you.” you had needed a few minutes to act childish and laugh. He had known and gave it to you.
“Anytime.” he leaned down and gently pressed his lips to your forehead, “Anytime.”