Welcome! Sorry it took me so long to set this up. This is for Amarus, Raleigh, Piper, Rosy, Spinar and Alice. If you cannot reply in 3+ days at a time, be a peach and let Face Your Demons know so she can pace properly!
CheekieBirdiee
Spinar has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
Ol-j-man
Piper has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
Pixie Krysta Ordreg
Rosy has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
Frezir
Raleigh has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
Facey Face
Amarus has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
vampireluvr97
Alice has [ UNDETERMINED ] Stamina. Your next step: Roll 1D100 until you get 81+ to find the portal.
The History of the Sunken Cave
The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.
Step 1: Finding the Portal; Roll 1d100 until you get 81+
Getting to the Cavern
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.
Step 2: Facey rolls 6d20 for Stamina
How Many Rounds do we have
Dice results, for fairness' sake, will be assigned in order of who successfully found the portal in which order. I.E. The first student to roll 81+ in Step 1 will get the first of the 6d20 results, the second student will get the 2nd number, etc.
How it works: This is the number of rounds you can take. It will be posted in the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points, they can go no further/ have to leave the area.
- If their HP turns to 0, they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!
ROUND 1: All players roll 1d6
On a 1 or a 6, a Boss is summoned
All players must roll 1d6. If any player rolls a 1 or 6, you have triggered a boss! The DM will be in charge of rping and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. The boss is shadow shaped, a remnant of the old world, no one can go any further until the boss is defeated. IF NO-ONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations.
- This initial roll does not cost stamina!
ROUND 2: Roll 1d4 10 times; don't forget stamina
Crossing the grid with 10d4
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- Do not take into account any effect on the square until after you have rolled all five times! It is only where you are left standing after five rules that counts!
BONUSES:
- Undead: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to.
- Reapers: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited.
- Demons: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX.
- Monsters: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2)
- Ghosts: You may copycat any ability above. Once you copycat it this is your passive ability. Roll a 6-sided dice before you copycat. If even, your copycat fails and you have no special abilities smilies/icon_sad.gif You can only attempt to copycat once.
ROUND 03: Where Were You Left Standing On the Grid?
Match the Symbol after 10 rolls
If you are left standing on black space:
- If you are left standing on the knife icon, noose icon, or heart icon: You and your team makes are all ejected from the area, the last thing you see is the darkness looming over you and a voice that seems to whisper something...
- If you are left standing on the flower icon, star icon, or starburst icon: At last a room opens up in front of you. You enter the STAR ROOM (see below).
- If you are left standing on the book icon, chair icon, or table icon: At last a room opens in front of you. You enter the BOOK ROOM (see below).
- If you are left standing on the chandelier icon or the sleuth icon: At last a room opens in front of you. You enter the SECRET ROOM (see below).
ROUND 04: Roll for an Artifact.
Did u get lucky? Star Room, Book Room or Secret Room
If we get here we'll deal with this.