Junna Hoshimi ⭐ 星見 純那 (
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EVENT #10: AND MERELY PLAYERS
- By now, entering a Disturbance is familiar. That isn't a good thing -- the way that it takes that extra effort, like pushing your hand through molasses; like a wavering mirage that almost pushes back against your gaze. It's a sign of someone in distress.
But after entering the Slumbering City, the Dreamers have made their way into this newest Disturbance. And then, they've pushed onward... and everyone finds themselves on a long path through darkness, lit only by stage lights.

Welcome to Junna Hoshimi's Disturbance event! To recap from previous events and the monthly post, Disturbances are surreal and dangerous dreamscapes that draw directly on the struggles, fears and emotions of a single character, similar to the TV world dungeons in Persona 4 or the Heartscapes in Blue Reflection Second Light. They're unique among Outlying Locations in that they vanish once resolved and incubate extremely powerful enemies at their core who must be defeated to save the person at its heart – in this instance, Junna Hoshimi.
Using the descriptions in the log below, you may freely top level and have characters explore and investigate as you please! The descriptions given in this log are to give direction and progression to the events but please feel free to play around within the bounds of what's established as much as you like. Characters wishing to investigate and uncover additional hints and lore nuggets at the heart of the dungeon should indicate they are investigating in the comment header of their top level. Pinging Tex on Discord may also help in case his emails and notifications act up.
To clear the event and prevent a negative outcome on the plot that will effect both the Dream Sphere and Yumemigaoka, characters must clear both the Mid-Tier and Boss Combat Encounters by the OOC deadline of March 3rd.
SUNSET BOULEVARD
- Upon entering the dream, all Dreamers will first find themselves walking down a long path through darkness, lit only by stoplights. In the way of a dream, though, at its end, it turns into the front of Promised Morning Academy at sunset.
The building is lit up by sunset, with weather that suggests it is spring. It seems almost pleasant... but there is a buzz of tension in the air. It should be the time that people have left for the day, but there are lights on inside the school. There are murmurs, stressed and worried, but wordless. Sunset -- the time people should have left and gone home, but are still working -- never seems to end.
In that light, it isn't such a pleasant image. Still, this is a place where Dreamers can return to, to rest, coordinate, and take a breather before exploring further.
The way forward is the double doors, leading into the school. They are larger than they should be, more imposing that the ones in real life, and heavier to push open.
!SCHOOL DAZE
Upon entering, the Dreamers find themselves in a warped, endless version of Promised Morning's first floor. The hallway stretches out east-to-west, but there is a subtle curve to it. And if someone walks the full length of the hallway, it loops back around, leaving them trapped.
The Dreamers aren't alone here. There are shadowy figures, like silhouettes, wearing the uniforms of Promised Morning. Each are carrying large stacks of paper.
⧖ HAZARD ALERT: If someone touches them, they seem to fuzz and not quite feel real. But each of them will put stacks of paper that are quite real into an unwitting Dreamer's hands. So many papers, in fact, that a Dreamer could be literally weighed down by them.
After escaping the shadowy students, Dreamers can pass countless class rooms and clubrooms. Each of them has a locked door. It might feel hopeless, until a freight elevator is found at the end. There is a large, blinking red light and one button. The only way to progress is to go down.
The Dreamers aren't alone here. There are shadowy figures, like silhouettes, wearing the uniforms of Promised Morning. Each are carrying large stacks of paper.
⧖ HAZARD ALERT: If someone touches them, they seem to fuzz and not quite feel real. But each of them will put stacks of paper that are quite real into an unwitting Dreamer's hands. So many papers, in fact, that a Dreamer could be literally weighed down by them.
After escaping the shadowy students, Dreamers can pass countless class rooms and clubrooms. Each of them has a locked door. It might feel hopeless, until a freight elevator is found at the end. There is a large, blinking red light and one button. The only way to progress is to go down.
!THE ONLY WAY DOWN
The freight elevator is not a comfortable ride down. The floor is made of steel, patterned to give some grip. There are no buttons to control it. Once the down button is pressed, all a Dreamer can do is ride it down to the bottom. And the railing on each side is woefully inadequate from a safety perspective: it's only a three foot high steel bar.
Which means, from the darkness, something can jump onto it.
⧖ HAZARD ALERT: Torments begin to leap from the shadows, onto the 12 by 12 foot elevator platform. The Torments, initially, are only a Shadowy outline... but they respond to the Dreamers on the platform. A Dreamer with an idol theme finds them looking like crazed fans; a Dreamer with a sword finds ones carrying axes; a Dreamer with a ninja motif finds their foes include ones carrying katanas. The Torments are easily dispatched, but they keep coming in waves -- until the elevator reaches the bottom.
When it does, there is a ding. The door opens... revealing a hallway.
Which means, from the darkness, something can jump onto it.
⧖ HAZARD ALERT: Torments begin to leap from the shadows, onto the 12 by 12 foot elevator platform. The Torments, initially, are only a Shadowy outline... but they respond to the Dreamers on the platform. A Dreamer with an idol theme finds them looking like crazed fans; a Dreamer with a sword finds ones carrying axes; a Dreamer with a ninja motif finds their foes include ones carrying katanas. The Torments are easily dispatched, but they keep coming in waves -- until the elevator reaches the bottom.
When it does, there is a ding. The door opens... revealing a hallway.
!BEHIND THE SCENES FEATURETTE
The elevator lets out in a darkly lit hallway. Just a short distance away is a large set of double doors, underneath a sign that declares it to be the "MAIN STAGE." And yet, try as someone might, that door will not open. It seems that the only way to get onto the main stage is through hard work.
The hallway connects to many others. There are more hallways in this backstage area than any real theater could ever have. And there are doorways here, too, and each has a poster next to it, depicting a play or a movie. There isn't another door that clearly leads to the main stage... which means Dreamers will need to search the rooms.
The poster outside of each room gives an idea of its contents. Inside, there are people hard at work. Like before, in the school level, they are shadowy silhouettes of students. The shadowy students are engaged in some work based on the movie or play poster outside.
⧖ HAZARD ALERT #1: In this room, four silhouettes are hurriedly building props and backgrounds for a play. Wooden cut-outs of trees and houses that need to be built; organizing a closet full of costumes; painting details onto paper backdrops of a sky and a town. The work isn't done, and the silhouettes are in a panic about this. Dreamers who enter the room have tools pushed into their hands to help -- until the work is finished. If the Dreamers try to leave, they begin to screech and scream, and eventually attack with shadowed claws. The work will never stop, though. The props need to be put out of their sight or the silhouettes defeated.
⧖ HAZARD ALERT #2: Only one silhouette is inside here. A high school student, by the look of her. She cannot speak, but she mimics going through a play by herself. When Dreamers enter, she thrusts a script to them. Then, she tries to get them to act out Act 3, Scene 1 of Shakespeare's Julius Caesar. The silhouette wants to play the part of Caesar. If they act it out, the silhouette will want to do it again. She can either be defeated in a fight, or made to play another role, which will stop the performance.
Once the Dreamers have time to thoroughly search the room with the silhouette that wishes to portray Caesar. There is a poster of Yonezawa's Last Paycheck, a movie that came out in April, on the wall. The other materials in here strictly apply to Julius Caesar, with posters of past performances and props related to it.
Pulling down the poster of Yonezawa's Last Paycheck reveals a door. Opening it leads to a hallway, dark, but with the bright lights of a main stage up ahead.
The hallway connects to many others. There are more hallways in this backstage area than any real theater could ever have. And there are doorways here, too, and each has a poster next to it, depicting a play or a movie. There isn't another door that clearly leads to the main stage... which means Dreamers will need to search the rooms.
The poster outside of each room gives an idea of its contents. Inside, there are people hard at work. Like before, in the school level, they are shadowy silhouettes of students. The shadowy students are engaged in some work based on the movie or play poster outside.
⧖ HAZARD ALERT #1: In this room, four silhouettes are hurriedly building props and backgrounds for a play. Wooden cut-outs of trees and houses that need to be built; organizing a closet full of costumes; painting details onto paper backdrops of a sky and a town. The work isn't done, and the silhouettes are in a panic about this. Dreamers who enter the room have tools pushed into their hands to help -- until the work is finished. If the Dreamers try to leave, they begin to screech and scream, and eventually attack with shadowed claws. The work will never stop, though. The props need to be put out of their sight or the silhouettes defeated.
⧖ HAZARD ALERT #2: Only one silhouette is inside here. A high school student, by the look of her. She cannot speak, but she mimics going through a play by herself. When Dreamers enter, she thrusts a script to them. Then, she tries to get them to act out Act 3, Scene 1 of Shakespeare's Julius Caesar. The silhouette wants to play the part of Caesar. If they act it out, the silhouette will want to do it again. She can either be defeated in a fight, or made to play another role, which will stop the performance.
Once the Dreamers have time to thoroughly search the room with the silhouette that wishes to portray Caesar. There is a poster of Yonezawa's Last Paycheck, a movie that came out in April, on the wall. The other materials in here strictly apply to Julius Caesar, with posters of past performances and props related to it.
Pulling down the poster of Yonezawa's Last Paycheck reveals a door. Opening it leads to a hallway, dark, but with the bright lights of a main stage up ahead.
!TO SHINE ON THE MAIN STAGE
The doorway leads onward, until the Dreamers emerge onto the main stage. It is a massive, circular stage, but there is a raised circular platform at the center. Rich red curtains have fallen entirely across the elevated platform and hide whatever is behind. One set of steep stairs leads up to it.
But, it couldn't be as simple as approaching the stairs.
First, a bright stage light shines down, and falls into the audience. The chairs there are empty. There is only one living thing there, though it is not a person. It is a massive giraffe, with brilliant green eyes, a pink ribbon, and and a disaffected expression.

The giraffe bellows in a baritone, masculine voice: "To be a Dreamer is to be a performer! To struggle endlessly! To be a light that shines upon the people! I... UNDERSTAND!"
All around the stage, props and stage equipment rises up. Wooden walls, stairwells, and platforms create a maze. Each Dreamer is locked within them, separated from their fellows by a maze of different theater settings: from cut-outs of castle walls, Western towns, modern cities, cut-outs of trees, and backdrops of stars and nebulae.
Up high, though, a four point golden star lowers. The stage light vanishes from the giraffe. The golden star shines brilliantly -- and then at its center, a giant eye blinks, and opens to look down. This is a powerful Nightmare, though it is far out of reach.
⧖ HAZARD ALERT: Navigating the maze -- whether while fighting the Star Nightmare or not -- is a complex matter. First, a powerful orchestral soundtrack fires up (accompanying vocals optional). Stairs and platforms rise up, to provide backdrops ranging from historical dramas to science fiction. These include pyrotechnics and water effects -- which can dazzle, though they can't hurt. Stage lights shine down and blind, sometimes at inopportune moments. Getting to the center of the stage requires navigating through these rising and lowering themed platforms.
But, additionally, the Star Nightmare causes illusions. Sometimes, Dreamers who encounter each other will see one another as powerful Torment, illusions altering their perceptions of each other and their attacks. They can fight each in the midst of the maze, but if they realize that they're fighting a friend, it will stop.
If you need a visual, this fight from Revue Starlight gives an idea of the shenanigans at work:
Dreamers caught here are also able to battle against the Star Nightmare as a Mid-Boss Encounter.
At the end of the maze are stairs, which lead up to the central platform. The stairs are long and steep, and the curtains have yet to rise. But now, the only way to go is up.
But, it couldn't be as simple as approaching the stairs.
First, a bright stage light shines down, and falls into the audience. The chairs there are empty. There is only one living thing there, though it is not a person. It is a massive giraffe, with brilliant green eyes, a pink ribbon, and and a disaffected expression.

The giraffe bellows in a baritone, masculine voice: "To be a Dreamer is to be a performer! To struggle endlessly! To be a light that shines upon the people! I... UNDERSTAND!"
All around the stage, props and stage equipment rises up. Wooden walls, stairwells, and platforms create a maze. Each Dreamer is locked within them, separated from their fellows by a maze of different theater settings: from cut-outs of castle walls, Western towns, modern cities, cut-outs of trees, and backdrops of stars and nebulae.
Up high, though, a four point golden star lowers. The stage light vanishes from the giraffe. The golden star shines brilliantly -- and then at its center, a giant eye blinks, and opens to look down. This is a powerful Nightmare, though it is far out of reach.
⧖ HAZARD ALERT: Navigating the maze -- whether while fighting the Star Nightmare or not -- is a complex matter. First, a powerful orchestral soundtrack fires up (accompanying vocals optional). Stairs and platforms rise up, to provide backdrops ranging from historical dramas to science fiction. These include pyrotechnics and water effects -- which can dazzle, though they can't hurt. Stage lights shine down and blind, sometimes at inopportune moments. Getting to the center of the stage requires navigating through these rising and lowering themed platforms.
But, additionally, the Star Nightmare causes illusions. Sometimes, Dreamers who encounter each other will see one another as powerful Torment, illusions altering their perceptions of each other and their attacks. They can fight each in the midst of the maze, but if they realize that they're fighting a friend, it will stop.
If you need a visual, this fight from Revue Starlight gives an idea of the shenanigans at work:
Dreamers caught here are also able to battle against the Star Nightmare as a Mid-Boss Encounter.
At the end of the maze are stairs, which lead up to the central platform. The stairs are long and steep, and the curtains have yet to rise. But now, the only way to go is up.
!POSITION ZERO
Those who find their way through the maze and make their way up to the stairs come to where the red curtains are. Once the first Dreamers reach them, the left up. The circular platform has Junna standing at the center, raising a hand up to shield her eyes.
Because every stage light here is shining directly onto her, which blinds her from seeing them. From up here, those stage lights can almost be reached.
They keep shining on Junna, as an elevator platform begins to lower her downward -- as an elevator. The stage lights all turn away, and shine down onto the Dreamers. They threaten to blind them.
Not everyone can go down after Junna. But it might be best to say some final remarks -- especially as Torments are beginning to move up the stairs. Those who descend will need to be protected.
And those who jump down after Junna hear a deep baritone voice bellow up, from below: "I UNDERSTAND."
Because every stage light here is shining directly onto her, which blinds her from seeing them. From up here, those stage lights can almost be reached.
They keep shining on Junna, as an elevator platform begins to lower her downward -- as an elevator. The stage lights all turn away, and shine down onto the Dreamers. They threaten to blind them.
Not everyone can go down after Junna. But it might be best to say some final remarks -- especially as Torments are beginning to move up the stairs. Those who descend will need to be protected.
And those who jump down after Junna hear a deep baritone voice bellow up, from below: "I UNDERSTAND."
no subject
It's around now that she should freeze, cover her head, and hope for Hanako-kun to come and save her. In the face of a literal giant Tokyo Tower, what is someone like her supposed to do... ]
Nn...!
[ But she sees the giant nightmarish giraffe, and in a moment of pure adrenaline, she manifests a fish scale... and strikes it with her wand, sending it flying towards the giraffe. She's never fired it so far, never at this distance... honestly she's not even sure if it'll hit. But as she stands protectively in front of Junna, she just...
Does what she can. ]
no subject
But Chaosbringer is occupied with slowing down what might be the final attack that the Night Terror has, and Koi is but a Novice. A Night Terror would not be so easily taken down by an attack from a Striker, let alone a Saver...
Muttered quietly;] I don't get paid enough for this.
[it takes longer to his magic this way, without using a quire as a focus and drawing a magic circle into the air itself, but with the buff that La Pucelle has granted and Chaosbringer diverting the Night Terrors attention, Torch manages to get his spell drawn in record time. He completes his spell with a flourish, the 'ink' from his Sandglass Pen trailing off like embers.
He is, after all, a professional)]
Dream of Fire & Light.
[out of practice as he is, his Signature Attack is weaker that it used to be in his youth. His attack is normally used defensively as shields to essentially body block for nearby Dreamers, but that's not how Torch has drawn his spell this time. The two stags that appear, horns ablaze and bodies comprised of the light, touch down lightly atop the water for a moment before leaping into action, horns lowered to attack the Night Terror. It's not nearly as effective as a Striker's Signature Attack, but it is better than nothing]
no subject
In Thy right hand is the sword that cleaves the Lord's enemies. In Thy left hand are the scales which weigh the souls of the faithful -
[ Dreamer La Pucelle's song has shifted to a rapid-fire chant. She's running through the words as quickly as she can, because while her Signature Attack is powerful, its requirements are....not inconsiderable.....and the Giraffe has advantage....
Still, her sword is glowing. ]
O greatest warrior of God, who led legions of angels and destroyed the enemies of the Almighty -
I pray for manifest judgment that protects us in battle and destroys those who hinder our worship - those who disobey our beloved Father!
[ The light grows blinding. Her song stills. ]
Koi, look after Junna!
LUMIERE JUDGMENT DREAM!
[ And a blast of cleansing light, hoping to rival even the Giraffe's spotlights, fills the stage. ]
no subject
It holds.
Sparks explode and fly, as he parries it -- and vines shoot upward, grasping the structural steel and holding it in place. From where she's crouched down, Junna stares up at it in awe. It's not lost on her what Chaosbringer is telling her through his actions: he couldn't have done this without her.
The Kirin bellows -- screams -- and there's no more words, no pretense of intelligibility. The fish scale that Nene sends flying smashes into it, its body rippling with the impact.
Its head -- half-fallen over -- turns to look at Nene and Junna. It's the latter that it gives a baleful look towards, but Dreamer Koi is between it and its target. And that means it's not looking where it should.
La Pucelle and Torch strike together. First, the fiery stags slam into its body, and it bellows out another terrible SCREAM as they push it back and back -- until it slams into the wall of the chamber, water and rotten fruit pulp exploding out. Where, at least, it isn't burnt. And it's pinned for a moment.
Which is when La Pucelle's great blast of cleansing light slams into it, joining with Torch's fires. The Kirin lets out one last scream, before it explodes apart into what it truly is: black smoke, the stuff of nightmares. The Night Terror puffs away into so much black smoke.
And after it, Tokyo Tower winks out of existence -- and the halves of the Titanic, the scattered props it dropped, and the freezing water. They're left on the chamber floor. Junna's on her knees, breathing hard, and staring with wide eyes.
She looks at them in turn -- La Pucelle and Torch, before they're pulled back, then Chaosbringer, and then Koi. She looks down after that. It's equal parts relief, guilt, and shame that hit her like a wave. How... how did she let it get this bad?
She looks away, but there's tears rolling down her cheeks.]
Th-thank you. [Then, more choked:] I'm sorry.
no subject
[Problem: No sooner does La Pucelle vanish than so too does her Power Driver connection, and thus, the wings that are keeping him aloft in the first place.]
[Chaosbringer's descent, therefore, is less the triumphant hero, and more the ACME-betrayed coyote.]
[not here]
no subject
[ Oh my god that thing is terrifying. She's traumatized, traumatized she tells you! This might not be appropriate considering that she's supposed to be here to save Junna, but she's suddenly clinging to Junna instead.
But if nothing else, this means that as Junna starts to cry, Nene already has her arms around her. ]
J-Junna...
[ Oh man, she's still terrified, and she's pretty sure Chaosbringer is falling to his death, but... ]
I-It's okay! Listen! I might be super traumatized now, but it's fine! Cuz' you're okay! I think I'm even starting to feel like a real-deal Dreamer...!
[ Agh, where did all her ability to comfort go...!? She was so good at it earlier! ]
no subject
Y-You did great. [She manages that through her tears, though she's barely coherent.] Just great, Nene-chan. I-I'm sorry.
[Then her eyes widen when she looks over Nene's shoulder and spots Zeke. Falling.
Fortunately, with the Night Terror defeated, the Disturbance is dissolving. It seems to melt into pastels all around them; soft blues and greens, more Junna's colors than the dark and stark dramatic lighting of the theater. And just before Zeke hits...
The Disturbance poofs away.]