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Posted: Wed Mar 14, 2012 4:57 pm
Welcome to the Trial of War  The Trials of War are very straightforward and function very similar to OPEN CLASSROOMS
1) Have ONE MEMBER (Team Leader or active person at that time as agreed on) CREATE A THREAD for your team titled [TEAM NAME HERE ] OBSTACLES THREAD. THIS IS WHERE ALL OBSTACLES WILL BE POSTED. - AT the end of the day, before round 1/2/3 closes, the active person /team leader will need to UPDATE the front post with the TOTAL FLAG TALLY of all their group members. So it will look like: Player Bob Day 1: 1 flag, Player Steve Day 1: 3 flags, etc etc. And then the next day, Player Bob Day 2: 3 flags, Player Steve Day 2: 4 flags, etc. DO THIS FOR EACH DAY, if you miss a person/ don't count a day, well, your tally is going to be VERY LOW.
2) On that very first post of the thread, your team leader/active person/ whomever made that post will be responsible for updating the STATUS EFFECTS that will be happening DAILY during the Trial of War. This is the WEATHER that is happening at the time to all courses. When your team members are rolling for their course they picked, they should check in on the WEATHER.IN ADDITION, make sure to list on the first post, ALL PLAYERS AND THEIR STUDENTS. exclaim PLEASE SEE BELOW FOR THE FORM OF HOW TO POST YOUR FIRST POST. exclaim
3) You will need to look at the list below and choose one of the SEVEN GIVEN COURSES. Whatever your character selects means another player from your team cannot select that course on the same day so choose carefully! That means if I'm ready to roll for my character and I want Course 1, and I go to my group's thread and see someone is already rolling for Course 1, Day 1, I cannot take the same one. If I want to do Course 1 and it is Day 2, and nobody from my group has done than, then I can roll for Course 1.
4) When you have selected the course you want for the (OOC) day, your character will have to, like an open class, read the mechanics for the course, and apply it as necessary. Not everyone will complete the course: if your character does not, they will go to the INFIRMARY to recover. At the END of the course /where you fail, you will need to post in BOLD RED (see form below) YOUR FINAL FLAG TALLY FOR YOUR CHARACTER FOR THAT DAY.
5) Make sure for each roll you do for your course that you RP OUT your character's interaction with the course/ the course mechanics. In addition, make sure to consider the weather mechanics as well both icly and OOCLY (apply bonuses as needed per roll).
6) WHEN YOU ARE DONE AND YOUR CHARS ARE DONE FOR THE DAY, once again, don't forget to post your final flag tally so your group leader can update it on the first page! Each OOC 24 hours (when I announce a new status effect) is when you can start again, by choosing another course/ or the same one, and rolling the mechanics again. Please also keep in mind the weather for each day is different.
So to recap -> Make thread, reserve first post, update the team's total flags gained PER TEAM MEMBER AT THE END OF EACH DAY (list all days). Each team member selects a course, reads the status update first for weather. Adds weather mechanics to course. Runs course, rps as necessary. LEPUS GUIDE EACH TEAM MEMBER IS HANDED A LEPUS GUIDE: "Hello there! I am your Lepus Guide! Did you know that most of these courses are very dangerous?" YOUR LEPUS GUIDE:- Can talk to you/ attempt to save you from danger/ or MAY harm you actually, which you can all rp out in terms of IC mechanics only. It starts all sentences with " Did you know that...". - The lepus guide is not actually very smart, so please try not to harass it too much... It will not fall off and will cling to you through thick and thin as you run through the courses, hiding inside a magical backback which has been enchanted to never leave your side. (If you lose it, it magically warps back to you!) - WHEN you have passed out/ failed/ etc etc/ your lepus guide will flag for danger/trouble/ so that bogeymen can get your student out safely. If you drop your flags, your lepus guide will fetch them for you. What a handy dude! OOC: THE WEATHER The Weather: - Please read about the weather in the DAILY STATUS EFFECTS. The weather will be changed each ooc 24 hours, which signals that YOU CAN TRY ANOTHER COURSE AGAIN. - Apply the weather mechanics posted as necessary to each of your course posts. FIRST POST FORM FOR EACH TEAM [b][size=16][color=orange] TEAM NAME HERE:[/b][/size][/color] [b]Team members:[/b] MEMBERS NAME HERE AND THEIR PLAYERS NAME [b]FLAGS OBTAINED DAY 1:[/b] LIST EACH MEMBER + FLAGS [b]FLAGS OBTAINED DAY 2:[/b] LIST EACH MEMBER + FLAGS [b]FLAGS OBTAINED DAY 3:[/b] LIST EACH MEMBER + FLAGS
[quote="Status Effect"] [b]Current status effect:[/b] List which two status effects are in play (wind, rain, sun, etc etc) and what they do (just quote that post). [/quote]
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Posted: Wed Mar 14, 2012 5:28 pm
THE OBSTACLE COURSES:  General rules:
- PLEASE ONLY SELECT ONE TO FULFILL UNTIL THE WEATHER ROLLS OVER/ A NEW DAILY STATUS EFFECT IS GIVEN - Please use the FORM in the obstacle course to apply mechanics. RP it out as necessary, and once again, you can also rp interacting with the Lepus Guide they are an entirely rpable NPC which you have full control over! - PLEASE DO NOT select the same course as someone else in your team for that day. You CAN select the same course you did for day 2 that you did on day 1, but you still can't overlap regardless, and you might want to give your other team members a try sad Just saying. - Your will run the course until either your character's HP hits 0, or it says you FAIL the course on your roll. At that point, simply wrap up your obstacle course/ post an infirmary post if you'd like, and also oocly post your final flag tally. - All bonus mechanics stack HOWEVER, can only be used ONCE UNLESS STATED OTHERWISE. - exclaim WHILE IN THE OBSTACLE COURSE, YOU CAN USE YOUR NATURAL FORM UNLESS STATED OTHERWISE exclaim OBSTACLE COURSE: ICE ROAD RUNNER Ice Road RunnerThe road itself is cold, as it should be, but not only that, you can hear the crack of ice on occasion. Not to mention that large ice stalagmites and stalactites like the cave that is the road. Light filters through the occasional cracks, bouncing every which was off of the walls. For whatever reason, a harsh biting wind pushes back at those who wish to go forward, and with the ice under your feet cracking, threatening to break, it doesn’t seem very safe. Mechanics:Roll 1-12 to determine results. You are taking the HP value from your student's normal HP value (30 HP for Y1, 40 for Y2) - When you have obtained 4 flags, you need to exit the cave and have finished the course! - You cannot obtain more than 4 flags ever. - If you pass out, calculate the amount of flags obtained, and then rp the total tally back at the infirmary tent! 1- You’ve not only slipped on the ice, but with no grip you’re sent back to start by the strong winds! It hurt too! (-5 HP, Lose ALL YOUR FLAGS/ return to start) 2- The winds are extremely cold and are send bits of ice at you (-5 HP) 3- You slip and fall! (-5 HP) 4- You have progressed deeper into the cave and get one flag! 5- The winds have flung you into sharp piece of ice! Owch! (-10 HP) 6- You manage to avoid a large chunk of ice that was flying towards you, but you still slip onto an ice shard. (-10 HP) 7-You make it to a nearby smooth wall of ice, the wind unable to push you back. (No change) 8- You manage to traverse deeper into the cave and get one flag!9- A snowball hit you in the face. Who threw that? (-5 HP) 10- You manage to traverse deeper into the cave. 11- You manage to keep your grip as a gust of wind pushes you back, but you can’t make it further (No change) 12- You manage to traverse deeper into the cave and get one flag!BONUS mechanics: - If your student is ICE OR WATER element/based, that is if their FEAR or NATURAL ABILITY involves ICE or WATER, they have a bonus +10 HP on top of their regular HP - If your student is FIRE BASED or CAN FLY, they automatically take -10 HP on top of their regular HP - If your student is a ghost student, they take double the damage, ouch! - If your student's natural form is heavy/ large than 7 feet/ 200 lbs, in the event they roll "LOSE ALL YOUR FLAGS", the effect is immediately nullified. You can use this ONCE. FORM TO POST: [size=16][b][color=lightblue]Ice Road Runner[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]TOTAL HP VALUE:[/b] /40 or /30 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) OBSTACLE COURSE: ROCK CLIMBING ROCK CLIMBINGGGGGTask: You’ve been tasked to climb to the top of a very rugged looking cliff. Close to the top you can see several ominous dark shapes flying about. Birds, maybe? Mechanics:- You need to obtain all four flags, one from each obstacle. - If you hit any of the FAILS, its an instant game over! OBSTACLE ONE: The rocks are sharp and hard to hold onto without hurting yourself... Roll an 8 sided dice1, 8– You mis-grab onto a rock and go tumbling down again. Oops! (FAIL) 2-7- You manage to keep a good grip on them and continue on. You obtain your first flag OBSTACLE TWO: Something shakes the side of the cliff with a lot of force. Looking up, you see rocks tumbling down at you! Roll an 8 sided dice1, 4, 8 – ROCKS. ROCKS EVERYWHERE! You get pelted back down again. Ouch! (FAIL) 2, 3, 5, 6, 7 - You manage to guard yourself from the falling stone and continue on. You obtain your second flag!OBSTACLE THREE: After climbing for a while, you put your hand onto a ledge and feel something rough rub against your hand. Looking up, you realize you’ve climbed right into the nesting ground of a lot of angry looking bird-dragon hybrids. Roll an 8 sided diceEven – AUGH, THEY’RE EVERYWHERE, PECKING YOU, BITING, PAIN!!! You accidentally let go to get them off of you. The good news is they’re leaving you alone. The bad news is you’re probably going to hurt more from the fall. (FAIL) Odd – You get away with minimal bleeding, albeit your hands do get nipped at when they get too close to any of the nests. You obtain your third flag. OBSTACLE FOUR: You’ve been climbing for a while. You’re tired, you’re bruised from rocks, you can’t feel your hands because of the rough rocks, you’re bleeding from being pecked at by angry nesting reptavians. And now? Your arms are starting to shake and climbing is getting more difficult. Roll an 8 sided dice1-5 – Exhaustion overtakes you and you find a small ledge to rest on. However, while resting the ledge suddenly shifts. Hmm? It cracks and both you and it tumble downwards onto the people climbing below you. Guess you know where those rocks came from now. (FAIL) 6-8 – You keep climbing despite the obstacle of pain and fatigue and make it to the top. You obtain the last flag! You can now go home/ to the infirmary peacefully! BONUS MECHANICS:- If your student CAN FLY, FLOAT OR LEVITATE Natural/ Fear ability or in natural form they can fly, you get ONE BONUS SAVE. That means instead of failing instantly, you can reroll again for the first time you roll a fail. - If your student has the learned ability BEGINNER SPEED BOOST, you get to skip the first obstacle roll and instantly obtain the flag [size=16][b][color=brown]Rock Climbing[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]OBSTACLE NUMBER:[/b] 1, 2, 3, or 4 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) The Fire Cave The Fire Cave'One does not simply walk into a fire based obstacle course.' In this course, all participants have to remove their shoes and the ground is heated up, which makes it difficult to stand in one spot for long period of time. Mechanics: - For all the obstacles, roll 1d100. - If you roll a (FAIL) you instantly fail the course and are back in the infirmary Obstacle 1:A long stretch of road, covered in red hot coals that look like they had been heated up with something hotter than ordinary fire. In fact, it looked like something used in a Hindu festival. 1 - 20 : You tripped over one of the hot coals and fell on your face; that had got to hurt. In fact, you better stop. (FAIL) 21 - 40 : The red hot coals seemed to have caused your *random article of clothing* to catch fire! Quick, cast them off before- Whoops, no, you better stop here. (FAIL) 41 -100 : You somehow managed to survive the run mostly unharmed thanks to your Fear shield! You obtain one flagObstacle 2: Geysers that seemed to erupt hot water and steam at random, leaving the air hot and humid, were on the next part of the track. However, the only tell-tale sign of one was the rumbling heard right before it blows up. 1 - 20 : You heard a rumbling sound... And then the feet beneath you exploded, sending you flying through the air like an undignified bird. This is the end of the road for you. (FAIL) 21 - 40 : You avoided a geyser that exploded on your right, onto to step directly into a geyser and got stuck there... Until it exploded anyway. Look at 1 - 20 to figure out what happens after it explodes. (FAIL) 41 - 60 : You seemed to have discovered a pattern in the explosions of the geysers, and was avoiding exploding geysers left and right like a boss - only to trip over your own foot/uneven ground/etc and fall flat on your face... Right on a geyser. Don't worry, this is totally anime and as the geyser explodes in your face, you just go flying. Read 1 - 20 for figuring out what happens next. (FAIL) 61 - 100 : You had mastered the art of avoiding geyser explosions, darting away every time you hear the ground rumble. Despite your initial struggle, you managed to get past all the geysers and get to the end of the obstacle. You obtain one flagFinal obstacle: There is a ring in the fish bowl in front of you. Somehow, you feel compelled to hang onto it after fishing it out, even if it looked like an ordinary ring with the words 'ilu 5ever' engraved on the inside of the ring. However, the obstacle is... To toss the ring into the center of the volcano ahead. For some odd reason, the ring feels like your long lost soulmate. 1 - 20 : You couldn't make it; on your way up the volcano, you somehow lost the will to continue and decided to stop for a rest. Permanently. By faceplanting on the ground. (FAIL) 21 - 40 : As you scaled the volcano, you grow attached to the ring for some reason and thus, decided to keep it. Which meant that you can no longer complete the task. You failed epicly. Maybe you should have taken a sensible BFF with you. (FAIL) 41 - 60 : You reached the center of the volcano, and... What is this? You somehow could not take the ring off your finger to toss it into the volcano? How mysterious! Well then, you failed. Again, I recommend having a sensible BFF with you next time. (FAIL) 61 - 80 : Rocks fell on you as you were about to take the ring off. How anticlimactic. At least you obtain one more flag81 - 100 : After much epic debating between you and yourself, you pulled the ring off and tossed it into the center of the volcano. At once, you feel free and liberated... Although that might also be because you just completed the obstacle course. Good job! You obtain TWO flagsBONUS MECHANICS:- If your student is a FIRE/ LAVA/ HEAT BASED STUDENT, which means their FEAR/ natural ability is fire based, you get ONE BONUS SAVE. That means instead of failing instantly, you can reroll again for the first time you roll a fail. You can only use this ONCE. - If your student is an undead student, they are ridiculously afraid of fire! You have to roll for each obstacle twice and pass both times to get a flag (except on the last obstacle) - If your student has the learned ability BEGINNER LUCKY CHANCE, for the first turn, you can choose to roll a 6 sided dice instead of 100-sided. If you roll anything BUT a 6, you will pass immediately onto the next two turns and get your first flag. [size=16][b][color=red]The Cave of FIAH[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]OBSTACLE NUMBER:[/b] 1, 2, or 3 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) Snow Dash Snow DashYou’re dashing through the snow. It’s pretty simple. It’s not that far and not even uphill or downhill. What could possibly go wrong? Mechanics:For each round, roll one 12-sided die to determine your success. This is not an easy terrain – every slip-up is an instant failure, and you’ll have to try again from the beginning once you thaw out. - If you roll a GAME OVER, your snow dash adventures are over and you end up in the infirmary with however many flags you obtained. ROUND 1 – 1d12 As soon as you run too far ahead, you hear an ominous crackling noise. You have wandered right onto thin ice. And it breaks. 1-4 – By the time you realize what’s going on, you’ve been dropped right into freezing cold ice water! Someone will be by to fish you out soon. GAME OVER. 5-12 – You leap forward to safety and solid ground. Not today, ice. Not today. You obtain one flagROUND 2 – 1d12 The next part of the course doesn’t look like it holds any nasty surprises. It’s just snow. Which turns out to be worse than you could imagine, when you begin sinking into a deep snowdrift. 1-6 – Flailing and panicking only makes you sink faster. The world around you goes white and silent. You’re in over your head! GAME OVER. 7-12 – Fortunately, the sinking stops around your knees. Guess it wasn’t that deep. What a scare! You obtain one flagROUND 3 – 1d12 It’s the home stretch now. You’re so close to the finish, you can see it. But there’s a rumble behind you. And it’s getting louder. And louder. One look behind you and you know if you’re going to win, you have to OUTRUN AN AVALANCHE! 1-8 – You are simply not fast enough. The wave of snow sweeps you off your feet and quickly back to the beginning of the course. GAME OVER. 9-10 – Somehow, you cross the finish line just as the avalanche hits the place you used to be, but you miss one flag You obtain one flag11-12– Somehow, you cross the finish line just as the avalanche hits the place you used to be, and grab BOTH FLAGS. You obtain two flags!Bonus Mechanics:- There have been some monster sightings nearby. If your student is a monster based student, ALONG WITH EVERY ROLL THEY MAKE, they must also roll a 6-sided dice. So round one would look like, roll 6 sided dice first, then roll round one. Round 2, roll 6 sided then roll round two etc etc. If you roll odd on any of the rolls, a yeti pops out and tries to hug you, making you lose your balance! You instantly fail! - If your student is very small and tiny, that is, under 4" AND weighing less than 50 lbs in their natural form (or regular), IF they fail (THE LAST TURN ONLY), they can reroll to try again! This does stack with the ability below too. You can only do this once! - If your student has the learned ability BEGINNER STEALTH, they may use this ability to save themselves from ONE fail. They can only use this once! [size=16][b][color=teal]Snow Dash![/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]ROUND:[/b] 1, 2, or 3 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) The Underground of Darkness THE UNDERGROUND OF DARKNESSThe Course: This course takes place in a large pitch black space somewhere underground. The object is to navigate what is presumably a maze, and make it out without losing your way or getting snatched by one of the creatures manning it. Mechanics:Quote: Phase OneYou are directed to the opening of a cave, but once inside, something is pushed in front of the entrance. The darkness that results is deep and absolute, and even if a part or all of you glows, that glow is swallowed up a few feet in front of you. - If you FAIL you are instantly redirected to the infirmary, where you obtain however flags you obtained before you failed. Roll 1d4.1, 2, 3: Pass.You make your way forward. The ground is a little uneven and every so often you might stumble over a rock in your path, but all in all, this is the easy part. You obtain one flag. 4: Fail.You trip over a particularly deep rut in the earth and go tumbling into a net which is then dragged into a pit. With spikes. Bye, bye, bye. Quote: Phase TwoThe walls to either side of you begin to close in. You can't see them, but you can more easily hear the echo of your breath (if you breathe) or your footsteps (if you don't) or something else (if you do neither of those things). When you reach out your arms to either side, you can feel clammy, slightly damp stone surrounding you. There's a fork in the path here. You stop and feel the walls to your left and right. Roll 1d4.Odd roll: Pass.You venture down the left fork. A few minutes later you hear something that sounds like the scrabbling of claws high on the ceiling, but nothing happens. You obtain one flag. Even roll:You continue on to the right. A short while later, you hear a low growling. Something is after you! Roll 1d6. 1, 2, 3, 4, 5: You turn and run back to the fork. This time you go to the left, silly. Pass. You obtain one flag. 6: A exquisitely fuzzy form grabs you, holding your arms, wings, tails, etc. close in its strawberry-scented embrace. You are taken to a very pink cavern and forced to have tea with an equally pink creature and its three small children. I'm not going to judge you if you kind of like it. When you're done, the creature escorts you out of the cave. Fail. Quote: Phase ThreeYou feel a slight breeze as the claustrophobic hall opens out again. And are your eyes deceiving you, or can you see again? This section of the cavern is lit very faintly. Up ahead, you think you can make out a short, wide opening near the floor. It is about as tall as a student lying on his stomach, and lined with chilly mud. Roll 1d4.1, 2: Pass.You wiggle yourself into the opening. It's pretty dark in here again, but you make it through. Eventually. You obtain one flag. 3, 4: Fail.Whether you simply refuse to enter such a dank, grody place, or you decide to brave the nastiness, a rainbow tentacle grabs you by the ankles and drags you down a water slide that ends back outside. (Don't ask how you slid down a slide and ended up on the surface, okay?) Quote: Phase FourRoll 1d20.1-8: Pass.You climb to your feet, covered in muck and grime. But what's that? In the distance you hear the whinnies of thousands of stunted ponies. Although you can't see a thing, you run forward, trying to figure out what the Jack is going on. Are they friendly? Are they trying to kill you? The tunnel gets lighter and lighter until eventually you are out in the open again. The ponies are gone, but YOU ARE A WINNER! You obtain one flag. 9-20: Fail.You walk and walk and walk, turning corners strategically and coming up against dead end after dead end. Eventually someone finds you and leads you out. ;; Bonus Mechanics:- Students who glow in their natural form OR regular form receive an extra life, but it's still pretty dark down here, even for them. You can only use this once. - If your student is a demon student, there is something here that really DISLIKES demon students! It attacks you in the dark, ow ouch stop that! At the very beginning of the trial, roll a 6-sided dice. If you roll even, you instantly fail this trial. If odd, continue on safely. - If your student has the learned ability BEGINNER DESPERATE CHANCE, they may use this ability to reroll the last turn. This does stack with the ability above, but you can only use this once. [size=16][b]THE CAVE OF DARKNESS[/b][/size]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]PHASE:[/b] 1, 2, 3 or 4 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) The Water Lake The Water LakeIntro:The water on the lake is just barely visible through a light, misty fog, but it seems generally calm, glassy out over its expanse. The thin fog twists and curls over the cool water, dissipating where the lake laps at the shore and sends the grey reeds shuddering. Nearing the water's edge, the ground becomes progressively more muddy and squelching, threatening to steal loose shoes if you stand too long in one place. A gnome stands on a partially-mud-consumed crate just a few feet from the lake, flipping through a long laundry list of something. Even if you're close enough to peek at the pad (which will earn you a thwack with his bled-pencil), his writing just looks like some jumble of scribbles and symbols. To their right is another crate. It contains various materials: flattened reeds, ribbon, fasteners, trinkety charms, among others. A larger crate to the right of the aforementioned crate has equipment that will help you breathe underwater, for participants who are unable to do so. If you're clever enough to put all of this together, you may realize that you're about to partake in... underwater basket weaving. Mechanics: - Follow each step to go through the course - If at any point you roll a FAIL, you are instantly transported to the infirmary with however many flags you obtained prior to fail. Step One You will need to gather your materials, walk out to the end of the nearby pier, and dive in. Unfortunately, it can't ever be as easy as it sounds. The pier is in a terrible state and the vines and reeds reach out to snatch at your body and clothing. It sure does seem like the lake doesn't want you swimming here... Roll 1d121-3: You start down the pier, but a flimsy, rotting plank breaks beneath your weight. What have you been eating? You're stuck with your feet dangling in the water. (Fail) 4-6: You make it past all of the shady-looking planks and jump off of the pier, but find yourself entangled in some particularly knotted vines. You can't even touch the water from here! (Fail) 7-12: You make it down the pier, jump gracefully off of the edge, and go sailing over all of the snagging foliage. Dive, dive, dive! You obtain one flag, success, move on! Step Two Now that you're in the water, it's time to start weaving your baskets. Completely submerging yourself is absolutely essential for making baskets, and anyone who tells you otherwise is wrong. Roll 1d121-3: Apparently, you're beginning to get the knack of this. You put together something that looks generally like a basket, but the container doesn't have any frills. (Success) 4-8: You aren't very good at this. The basket you try to weave doesn't stay together at all, and it breaks away from you, floating up towards the surface. (Fail) 9-12: Basket weaving is in your blood. You not only create a nearly flawless basket, but are able to add in some of the charms or ribbons. Some Doomfish look on in admiration. You obtain one flag, success, move on! Step Three Fish Attack! The marine life doesn't like your intrusion, and try to chase you out of the water. They hurl their scaly bodies at you, gnaw at your nose, or generally try to be as annoying as possible. Roll 1d121-4: You're able to escape the wrath of the water creatures, but have to swim to the nearest shore to do so. Your business is unfinished! (Fail) 5-8: The myriad of angry swimmers overtake you. You find yourself washed up on the shore at a later point, but have not made it out unscathed. Gross, fish bites. (Fail) 9-12: You fight off the creatures using your expertly crafted fish-attacker basket and make it to a small cove. You obtain one flag, success, move on! Step Four Emerging into the niche, you find some ornate little boxes. This must be what you're supposed to carry back to the professor! The basket allows you to more than triple your load of containers. Was that planned...? Roll 1d121-2: You start to pack your basket full, but can't seem to find the exit when you turn to leave. In spite of your best efforts, you appear to be stuck here. (Fail) 3-8: You fill the basket and begin to swim towards the shore, but that angry marine life remembers you! You lose your basket and all of the boxes, but make it back to the shore. (Fail) 9-12: The basket is filled to the brim, and you swim back to shore with no complications. You deliver a full load of boxes in a nearly perfect basket! You obtain one flag, success, you have finished the course! Bonus Mechanics: - If your student's NATURAL FORM is humanoid, that is, pretty much identical to their pin form, they get one bonus save which they can use any time to nullify their last fail. You can only use this once. - If your student is in Y1, this course is a little hard for them! They stumble and slip up a few extra times! Roll a 6-sided dice prior to the run. If you roll a 1 or 6, you instantly fail this course. - If your student has the learned ability BEGINNER SUMMONED OBJECT, they may use this ability to reroll the last turn. This does stack with the ability above, but you can only use this once.
[size=16][b][color=darkblue]THE WATER LAKE[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]STEP:[/b] 1, 2, 3 or 4 [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. ))
Long Grass Field Long Grass FieldThe area stretching out in front of you is a large field, a peaceful bowl of long grass, fluffy seed tufts swaying from the tips as the breeze blows through. On the far side of the bowl is a bright yellow flag. From above, it looks peaceful enough. Soothing. Until you approach the rim of the bowl, and realize the grass soars overhead. The mocking seed tufts float well out of reach, enjoying their view of the field you will have to pass through the hard way. Good luck! Mechanics:- Your student begins the game with their appropriate amount of HP for their year. Please track this at the bottom of your post, along with which die you will roll for your next turn. If your HP hits 0, you have failed. - You obtain however many flags your student manages to get before their HP hits 0 and they return to the infirmary - Roll however many dice it requests you to roll for your NEXT turn and match up your number to the results for that turn. Turn 1:You are entering the long grass, and quickly realizing there is no visibility. All around you are long stalks, above and below are crowded out by green. Roll 1d100 to begin. 1 - 20 - The long grass sways behind you, effectively sealing you off from the outside world. The noises of strange creatures fill your ears, buzzing and humming and sinister howls in the distance... Suddenly there is a loud scream behind you, and something knocks to to the ground. You lost 10 HP, and your next roll is 7d12. 21 - 40 - You no sooner enter the field than you stumble over a tangle of knotted grass. It brings you to your knees, and you hear a rustle and a current of air above your head. Perhaps you just got very lucky. You lost 5 HP, and your next roll is 1d100. You obtain one flag. 41 - 60 - The howls in the distance draw closer as you wade through the long grass, distracting you from what is underfoot. Suddenly you splash into a marshy section of ground hidden in the grass. Hopefully this doesn't slow you down... Your next roll will be 7d12. 61 - 80 - When you enter the long strands of grass, you begin to stumble over the uneven ground. It's impossible to see where your feet are going. This could prove troublesome. Your next roll will be 1d100. You obtain one flag. 81 - 100 - With your first steps into the field, you begin to notice bizarre sounds. Odd rustles nearby, just out of sight, unusual animal calls. But nothing shows it's head. Your next dice is 1d100. You obtain one flag. Turn 2The deeper you go, the taller the grasses seem to get until they block out the sky completely. It's dark, hard to see. Even your ears are leading you astray, it is impossible to tell if the rustling nearby is you or... something else. 1 - 20 - In the darkness the rustling gets louder, and suddenly you feel a sharp pain in your ankle. Something bit you. At first you suspect it is an insect, until you feel your foot begin to go numb. You lose 5 HP, and your next roll is 3d20. 21 - 40 - Whatever it was howling through the grass is getting closer, far outpacing your slow, encumbered process. Suddenly a dark shape leaps at you from above, administering sharp scratches with it's black claws. But it appears distracted, and you pick up your pace and somehow shake it off. You lose 5 HP, and your next roll is 1d100. You obtain one flag. 41 - 60 - You make your way through the grass and stumble gratefully into a clearing. Only to realize why it is a clearing as you try and free yourself from the knee-deep muck underfoot. Your next roll is 6d12. 61 - 80 - This maze of darkness is slow going, especially as you stumble into a small creek winding it's way through the reed-like stems. Nothing shows itself immediately, but aren't creatures drawn to water? Your next roll is 7d12. 81 - 100 - You hear a hissing noise nearby, and just barely dodge the bite of an emerald-coloured snake. Little bristles on it's back rise with displeasure as you flee. Your next roll is 1d100. You obtain one flag. Turn 3: You are deep in the field, and starting to get very disoriented. Are you heading in the right direction? Had you seen that particular knot of roots before? Skirted that muddy trap? The only thing you can do is press onward. 1 - 20 - You are beginning to feel exhaustion set in. How long have you been wandering? Is the light fading? You stumble onward until a slithering sound reaches your ears, and you open up into a small clearing full of snakes. The good news, you catch a much-needed glimpse of the sky but... snakes. You lose 10 HP from their attack, your next roll is 2d20 21 - 40 - The ground is firm and solid underfoot, and you make good time through the grasses. You are starting to pass by slithering forms in the grass, but only one has the presence of mind to snap at you before you are out of sight and out of range. You lose 5 HP, and your next roll is 7d12. You obtain one flag. 41 - 60 - The howling creatures overhead have not been in evidence, you realize. This is also when you realize the snakes slithering through the grass have also been getting bigger. Some are as round as your forearm, some bigger. They rear and hiss in your direction, warning you, guiding you somewhere... Your next roll is 2d20 61 - 80 - The grass is unrelenting and never ending. There are no gaps to help you move on or give you direction. You notice some red in your peripheral vision as you brush past some leaves, only to realize your arm is bleeding. Only a minor scratch, from the sharp edges of the grass, but is the hissing growing louder? Your next roll is 6d12. 81 - 100 - Urged onwards by the hissing sounds around you, you barrel through the dark stalks, until you are out of breath. But you put some serious distance between yourself and the rustling in the grass. For now things are quiet. Hopefully they stay that way. Your next roll is 9d10. You obtain one flag. Turn 4 The end is almost in sight! The sky overhead is peeking through the tall grass, and the ground feels dryer underfoot. You can see farther ahead, but the edge of the field is still out of sight. Suddenly something catches your eye before disappearing back into the darkness. Something BIG. 1 - 20 - The ground heaves underfoot, and suddenly you are face to face with a giant snake. It's emerald and dried brown colouration fits perfectly into the surroundings, and grass-like bristles sprout from it's back just behind it's skull and jaw. You have very little time to wonder. How much of the field is grass, and how much is... fur? The snake is impatient. You take 25 damage from it's bite. 21 - 40 - As you flee, something tugs at your ankle, and you hear a hissing sound. A very loud hissing sound. Even though you slip from it's grasp, the monstrous snake behind you lunges fast as lightning. You take 20 damage. 41 - 60 - There is a slithering noise behind you, heavy and ominous. Better run! It seems the Master of the field has caught your scent. You begin to see snakes appearing from the long stalks around you, trying to distract you, and keep you from escaping. They are not hesitant about using their teeth. You take 15 damage. 61 - 80 - Stumbling through the grass, you feel a crunch underfoot. A... dead creature. You can't tell what anymore, and you aren't given much time to find out. The warning hisses from nearby only give you a slight head start on the snakes that swarm from the darkness. You take 10 damage trying to escape. 81 - 100 - The sound of a small animal screaming reaches your ears. But the field isn't done with you yet. The roots seem even more treacherous as you speed up. You take 5 damage as you trip and fall on your face. If you have survived this long, the end is in sight. The grass cover begins to break, and as you run from the field, the tall stalks now reaching your head, and soon they are waist high. The sky is clear and the only sound from the field are the tufted grass rustling in the wind If you do not dissipate after contact , you obtain the final flag. Bonus Mechanics: - If you are a REAPER student, you notice that there is a strange object flying in the air that seems attracted to reaper students only. Ouch! It's attacking you! You take -5 EXTRA DAMAGE EVERY TURN. - At the very beginning of the obstacle course, you see a large scarecrow that is shaped like your very favourite school secretary. They look normal, but there is ... something missing. If your student is wearing a scarf ICLY (in their STUDENT ART), they may choose to give it to the secretary. Doing so makes the scarecrow feel a little less grumpy. You get +10 HP to start off with on top of your existing HP. - If your student has the learned ability BEGINNER FIRST AID, they may at any point in time, roll 2 6-sided dice (dont subtract any amount). This is the amount they HEAL themselves for. [size=16][b][color=green]Long Grass Field[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]TURN:[/b] 1, 2, 3 or 4 [b]TOTAL HP VALUE:[/b] /HP value remaining [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) The Jungle Course The Jungle CourseThe jungle course seems to be a dark and treacherous place with.... various strange creatures looking straight at you. The waters are dark and murky and the trees seem to block out all light. Only the brave and adventurous should try the jungle course. Mechanics: - Roll one 100-sided die and role-play the results. - If you FAIL you instantly wind up back in the infirmary with however many flags you managed to obtain - If you pass each round, you go to the next stage (obviously). Stage 1Jungles are more difficult to navigate through than they appear. Try and find the correct path without getting lost. 1-25 - Well... you thought you found the right trail, but it turns out you went in the opposite direction and walked right into some wild animals den. Fortunately you make it out before you can figure out what the creature even is. Bad thing is, you're lost again. ( fail ) 26-50 - After searching for what seemed like hours, you find what appears to be a trail marker. Or not. Looks like it was just a warning sign for poisonous plants. ( fail ) 51-75 - You keep looking and looking, but all that noise you're making seems to have attracted some unwanted attention. Lucky for you, whatever is on your tail chases you in the right direction. You've found the trail! Now keep running! ( move onto round 2! ) You obtain one flag 76-100 - Turns out things are easier than they appear and you manage to find yourself the trail without much difficulty. ( move onto round 2! ) You obtain one flag Stage 2Moving down the trail you come across a ravine. Its pretty deep and climbing down and up doesn't look like an option... Try and find another way across. 1-25 - An old but sturdy looking tree has fallen across providing a bridge to the other side. Sadly, though it doesn't break, its slick and by the time you reach the center you fall down and into the ravine. ( fail ) 26-50 - While searching for a way across you fall through the ground and down into a pit, where a hidden path to the other side is revealed to you. ( move onto round 3! ) You obtain one flag 51-75 - There are some vines hanging down that you might be able to use. You try, but its too bad. The vine snaps and you fall into the ravine. This isn't the movies. ( fail ) 76-100 - You try climbing a tree in order to make a leap of faith. However the tree snaps under your weight and starts falling. Lucky for you, it sends you flying onto the other side of the ravine. ( move onto round 3! ) You obtain one flag Stage 3Finally across the ravine, you find yourself standing before a large swamp. It seems that going through the water is the only way to move forward. 1-25 - There are some logs in the water that form a path. Too bad they're not logs but crocodiles. Its really bad that you found this out after you tried stepping onto one. ( fail ) 26-50 - You try and wade through, but something bites onto your leg and chases you back to shore. ( fail ) 51-75 - You get about half way when you swim right into a crocodile. You manage to fight it off with all your limbs intact, but your stuck on the wrong side. ( fail ) 76-100 - You're apparently good at both holding your breath and swimming quietly. You move under water make it through undetected. ( move onto round 4! ) You obtain one flag Stage 4You finally make it to the end! All that's left now is to pass through these old temple ruins and you're done! Or so you think. Guarding the temple entrance is a large statue of some strange cat. It looks relatively harmless, but the second you step towards the entrance, it comes to life and blocks your path. Looks like the only way to get by is to fight and defeat it. Fight the temple guardian!Mechanics: Roll two 10-sided dice to determine the damage done. First dice is the damage you do to the temple guardian. The second it how much the temple guardian does to you. Y1 students HP: 30/30 Y2 students HP: 40/40 Temple Guardian HP: 50 If you beat the temple guardian, then you obtain the last flag! Bonus Mechanics: - In the temple guardian battle, if your damage matches the guardian's your attack is super effective! You deal 2x as much damage that roll! (Regular damage applied as necessary - If your student is has ATTENDED THE DETH OPEN CLASS WITH PROFESSOR QB, as you turn around, you see a human in the jungle! You shake the leaves slightly, scaring them, which gives you a huge boost in your fear! On the final boss, your attacks now do TWICE DAMAGE OF YOUR ROLL (to boss, but same damage back to yourself). - If your student chose the red herring in the last sandcastle trials, the red herring returns, with its friends the red piranha. Ouch! Roll a 6-sided dice at the BEGINNING of this course. If you roll a 1 or 6, you are um... well... lets no explain what happened. You end up in the infirmary. - If your student has the learned ability BEGINNER TRASHBOT SUMMON, the trashbot helps and tries to save them from time to time. If you roll a FAIL you can roll again, you can only use this once. [size=16][b][color=green]Long Grass Field[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]STAGE:[/b] 1, 2, 3 or BOSS [b]TOTAL HP VALUE:[/b] /HP value remaining [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. )) The Open Race Course The Open Race CourseYou walk along the path until you see what looks like a large, flat shed. Inside is a stable, with.... animals? You hear a shouting noise coming outside: it looks like you have to select a mount and ride it through the course! Mechanics:- If you FALL OFF YOUR MOUNT, that is if your mount is at 0 compatibility points, you instantly lose the course and will be transported back to the infirmary. You obtain however many flags before you fell off! - If your FAIL an obstacle course, then you will also LOSE and be transported back, collect flags, blahblah. - Follow all three steps to try to obtain all flags! - YOU MUST DO THIS COURSE IN YOUR STUDENT (pin) FORMS. Step 1: Selecting a mount, select any of the mounts below: - You choose a pony. It's a small horse... If you are a herbivore OR pony-based student, and you are riding a pony, the pony really likes you and you get an additional +5 likeability points: Base compatibility points: 5 - You choose a chocobo ostrich. If your student is larger than 5" however, the ostrich really can't support you! Base compatibility points: 8 - You choose a large wolf. The large wolf is vicious and only responds to other carnivore-like creatures (wolves, bears, large cats, foxes). If you try to get on it regardless, your base compatibility point is 3. Base compatibility points: 10 - You choose a small dragon. The small dragon is still a hatchling and needs to be loved (also it can't fly)! If you are a serpent/dragon based students, you get another +5 compatibility points. Base compatibility points: 5 - You choose a a mountain goat. It is a little temperamental but at least gets along with everyone. Base compatibility points: 7 Step 2: RIDING THE COURSE. You must now ride the entire course, trying to collect the flags. Keep an eye out for your mount's compatibility points, however, while riding! Roll a 12-sided dice and match your results to the dice roll! Keep on rolling until you obtain all 4 flags! (Or as many as you can get) 1: You manage to obtain one flag, and your mount seems rather pleased! Hooray! 2: Oh no! Your mount trips over a large boulder and you both go flying! YOU FAIL THE COURSE. 3: You push your mount a little too hard over a large ravine, and it is tired. - 1 compatibility point 4: Your mount has to make a really long jump over two hoops: it barely makes it, but it is super tired now. -2 compatibility points. 5: Your mount is pacing itself nicely as you manage to steer it over some rough terrain. You manage to obtain another flag!6: You try to take a shortcut, but don't notice that it is all quicksand. Game over! You FAIL THE COURSE. 7: Your push your mount a little too fast through the flat fields, it is feeling a little tired. -2 compatibility points. 8: Your mount is whining about something, but you have no clue what it wants... -1 compatibility points. 9: Just as things look okay, your mount accidentally trips and stumbles, hurting itself a bit. -1 compatibility point. 10: You near the next corner and see another flag! Hooray! You obtain one more flag11: Your mount stops to drink some water, but actually manages to choke on it. -2 compatibility points. 12: Your mount seems really tired! You don't let it rest however, since there's still a long way to go. -1 compatibility points. BONUS MECHANICS: - All bonus mechanics are in the mounts, as seen above [size=16][b][color=goldenrod]OPEN RACE COURSE[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC: [b]Day:[/b] 1, 2, or 3 [b]Student name:[/b] Name here [b]Mount Chosen:[/b] Type of mount [b]MOUNT COMPATIBILITY :[/b] State value remaining [b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4 [b]WEATHER MECHANICS:[/b] Apply them here [b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. ))
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Posted: Wed Mar 14, 2012 6:51 pm
IF YOU HAVE A QUESTION INVOLVING THE TRIALS OF WAR , SIMPLY POST IT BELOW
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Posted: Wed Mar 14, 2012 7:35 pm
If you roll a 1, OR if you roll on a course that has already been taken you can continue on to choose a course.
Is this supposed to be if you roll a 10 because it is not assigned a course?
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Posted: Wed Mar 14, 2012 7:48 pm
do bonus mechanics that contradict knock each other out?
for example (yeah im using danny because of reasons) in the underground cave - students who glow: +1 life - student whos a demon, rolls an even and auto fails
or in another example in the jungle course - red herring, rolls a 1/6 - auto fail - trashbot: +1 eliminating fail
just want to be sure! o v o
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Posted: Wed Mar 14, 2012 7:49 pm
If a team leader rolls a failing roll and has to be sent to the infirmary.. does that mean the team is dq'd? o_o
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Posted: Wed Mar 14, 2012 8:30 pm
ramenli If you roll a 1, OR if you roll on a course that has already been taken you can continue on to choose a course. Is this supposed to be if you roll a 10 because it is not assigned a course? Yes this has been fixed!
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Posted: Wed Mar 14, 2012 8:32 pm
chimarii do bonus mechanics that contradict knock each other out? for example (yeah im using danny because of reasons) in the underground cave - students who glow: +1 life - student whos a demon, rolls an even and auto fails or in another example in the jungle course - red herring, rolls a 1/6 - auto fail - trashbot: +1 eliminating fail just want to be sure! o v o Bonus mechanics stack on each other so if you glow and are a demon, then you just saved yourself with a bonus mechanic.
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Posted: Wed Mar 14, 2012 8:34 pm
Blade Kuroda If a team leader rolls a failing roll and has to be sent to the infirmary.. does that mean the team is dq'd? o_o This time around you don't have to worry about that! XD
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Posted: Wed Mar 14, 2012 9:33 pm
xD ... For the temple guardian boss.. I'm at my last roll, and no matter what I roll it will be a double KO (boss is at 2 HP, I am at 1.. even if I roll 1,1 I do double damage to boss, lmao).
Now.. my question ... the rules say "If you beat the temple guardian, then you obtain the last flag!" But what if you KO yourself too? xD Do you have strength to drag yourself to the flag or is it just GG THE DICE TEASE YOU WITH FAILURE type of thing? huuuhuu ^^a
edit: Current HP is now Guardian: -8, Mai: -7.. technically.. the boss is defeated? 8D;;;;;
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Posted: Wed Mar 14, 2012 9:36 pm
just for clarification, is there an IC day in between obstacles as well?
bridging off that, if the students dissipate and return to the infirmary, do they just get up and run back to the courses?
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Posted: Wed Mar 14, 2012 10:09 pm
My ghost is a Slimer. Could that be considered a WATER element? >.>
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Posted: Wed Mar 14, 2012 10:14 pm
peipur xD ... For the temple guardian boss.. I'm at my last roll, and no matter what I roll it will be a double KO (boss is at 2 HP, I am at 1.. even if I roll 1,1 I do double damage to boss, lmao).
Now.. my question ... the rules say "If you beat the temple guardian, then you obtain the last flag!" But what if you KO yourself too? xD Do you have strength to drag yourself to the flag or is it just GG THE DICE TEASE YOU WITH FAILURE type of thing? huuuhuu ^^a
edit: Current HP is now Guardian: -8, Mai: -7.. technically.. the boss is defeated? 8D;;;;; OH D: WELL AS LONG AS YOU BEAT THE BOSS. CONGRATS YOU GOT THE FLAG BEFORE YOU DIED HORRIBLY.
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Posted: Wed Mar 14, 2012 10:16 pm
Euphoric Ghost My ghost is a Slimer. Could that be considered a WATER element? >.> That's fine!
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Posted: Wed Mar 14, 2012 10:17 pm
chimarii just for clarification, is there an IC day in between obstacles as well? bridging off that, if the students dissipate and return to the infirmary, do they just get up and run back to the courses? No, you can ONLY run the courses ONCE PER IC day (pass or fail really). Your student will get back and run the next course once they have the clearance to do so an an IC day passes by (status effect shows new day = they can select another course again).
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