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Posted: Mon Apr 02, 2012 11:16 pm
TRAINING FIELDS:As your student walks along the various charted districts, they notice several large areas with signs marked on them: training fields. Each one seems to have a certain set of instructions of how to pass them, but promises a rather impressive boost to the ego for anyone who dares to surpass the challenge. OOC [ HOW TO PLAY: ]- Your students can now participate in the TRAINING FIELD EXERCISES. - EACH DAY (once every 24 hours), your student can choose one of the training field exercises (as seen from the post below) and try it out! You will need to create a NEW THREAD for it in this subforum titled [TRAINING] [PRP] NAME HERE - You can participate in this SOLO or IN A GROUP WITH OTHERS. IN A GROUP still follows the SAME MECHANICS as SOLO, but you can competitively rp and gloat with ICly with other characters as you wish. - When 24 hours have passed you can REUSE YOUR SOLO/GROUP THREAD to post AGAIN for the next day. Try not to make new threads if possible. If your GROUP people are MIA in a GROUP THREAD, it is okay, you can just roll on your own, that is fine too. [ REDEEMING IN POINTS: ]- After you have completed the exercise ie: rolled the number of times you have asked, tally up the number of HORSEMEN POINTS you have obtained - You can now redeem them for FREE RAFFLE TICKETS OR MINIPETS PRIZES
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Posted: Mon Apr 02, 2012 11:33 pm
Inner PeaceThe room was divided into cubicles, each cubicle with a small, rectangular carpet in it. The whole place was so quiet that it was almost odd, and smelt strongly of incense; however, the smell seemed to calm your mind, and some students might find themselves feeling a little too relaxed or sleepy; there wasn't really anyone in the room to man it, just a sign lit by candles.
"Calm your mind, seek inner peace"
Perhaps you should try meditation... As you take a seat in one of the cubicles, a horsewoman of Death appeared behind you, and lowered a curtain that closed ypur cubicle off from the rest of the room; maybe there was someone manning the room after all...Quote: -> This is a solo activity! Roll 1d101-2 : You got distracted... 3-4 : You fell asleep! 5-6 : You feel almost... Tranquil. (+1 concentration) 7-8 : You feel like you're floating on a cloud... (+2 concentration) 9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration) Once you have at least 3 concentration points...-> You've gained 1 Horseman point! -> From the peace, turmoil rises! -> You suddenly remember a fear you have. It could be anything; an old memory, a phobia... Roll 1d100:1-20 : Your concentration broke immediately, and you leave feeling shaken. 21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave. 41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out. 61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+ 1 Horsemen Point) 81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+ 2 Horsemen Points) Horsemen Points - See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
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Grifferie rolled 1 10-sided dice:
9
Total: 9 (1-10)
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Posted: Mon Apr 02, 2012 11:34 pm
Draven wasn't exactly sure why he chose the room he did. He'd set out to explore and found himself at the training fields. They all looked promising for one reason or another, so he kind of just picked one.
He wore a slight smile as he entered the room, though its quiet, somber tone was almost overwhelming. In a way, it was kind of nice. Something about the place was rather relaxing. And, really, right now relaxing seemed great. So, he found his way to an empty cubicle, and decided to give this particular "trail" a go.
Though to be honest, he didn't really know what was so hard about it. He sat, and closed his eyes, and then tried to clear his mind. That is what you were supposed to do, right?
Admittedly, in the beginning it was a bit tricky, Draven found that his mind liked to wander. But then he found the silence. The room was so very quiet, and if he listened to that...he found he could concentrate.
He wasn't sure how long he'd been listening to the silence, but he did know that his body felt rather light, almost like it wasn't there. And the world, oh, the world was right and peaceful. If Draven had known any stress, he did not know it now.
Too bad an empty space begs to be filled....
(+3 concentration + 1 Horseman point)
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Grifferie rolled 1 100-sided dice:
98
Total: 98 (1-100)
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Posted: Mon Apr 02, 2012 11:56 pm
While he sat all calm and relaxed, Draven's mind did little wandering. He was concentrating on the silence. He was concentrating, and calm and--
A memory flashed in his mind. Just a moment, a flash that outside of the mind few would have even registered, it was that fast. But it was enough.
He pushed the thought away, and tried to concentrate on the silence again, but found that the memory had brought with it fear. Fear that took root somewhere inside of him. Thinking about the feeling caused him to forget the calm serenity of the room, and instead think about the memory that had come unbidden to his mind.
He didn't want to think about it. It was not a pleasant memory, a memory he'd forgotten he had. He'd been young, there'd been water and light and... No. He wasn't going to think about it. He was going to concentrate on the silence.
Yet the fear remained. And that fear (Not being the good Fear), whispered to him. It reminded of that memory, and the pain and terror he'd felt that day.
He could have just got up and walked out of that room. But Draven knew one thing. That memory would hang on if he did that, and he didn't want that. So he reached out for the silence again.
Every time he found the silence, the fear would whisper. Every time he heard it whisper, he listened harder for the silence. Until once, finally, there was only the silence. He'd been listening to it for so long, he didn't even know the last time fear had whispered, and thinking about it didn't bring it back. There was only silence, and calm.
Slowly, Draven opened his eyes. He felt, good. Good and free, and just a bit stronger than before.
(( +1 for concentration +2 Horsemen Points for beating his fear = 3 Horsemen Points))
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Posted: Wed Apr 04, 2012 9:31 pm
All That Glitters Has a PurposeYou begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.
When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.
The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.  OOC Information: At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled. To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that. 1 - The Diamond-Set Circlet You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion. Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room. Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure. 2 - The Ruby-Set Bangle Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through. With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc. Roll 4d4 and match each number with the corresponding result.1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction. 2: Your shade gets caught in a trap, but manages to free itself and continue along. 3: Your shade gets caught in a trap and can't continue. 4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine. (You successfully lead your shade minion through the course as long as you avoid rolling a 3.) 3 - The Emerald-Set Necklace You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries. Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit. The scarelings start at 10 hp each! 4 - The Sapphire-Set Brooch The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit. When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory. Roll 3d100 and add up the total, then match it with its corresponding result. 0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure. 101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches. 201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident. 5 - The Amethyst-Set Ring The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers. Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you. Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.  POINTS DISTRIBUTION [ Horsemen Points Distribution: ] +1 point if you succeed +1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus) +1 point for the following (cannot go over 3 points/day with the inclusion of this bonus): -Roll a perfect 20 for Diamond. -Two or more rolls of '1' and no 'failure' rolls for Ruby. - Leave all five scarelings with 9 or more HP for Emerald. -Roll 250 or higher for Sapphire. -Restrain at least 21 attackers for Amethyst.
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Grifferie rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Wed Apr 04, 2012 9:40 pm
Another day, another trained session. And today, the room Draven chose was large, dark, and interesting. His eyes adjusted to the dim light easily, and he could see a few small spaces in the walls, almost like doorways. At first glance, they seemed rather similar, and Draven almost turned around and left, as they seemed a bit boring, too. But something struck him as...different. He didn't know what. It was nothing having to do with the physical senses. It was almost like he could hear or feel or maybe even see something, though he couldn't. So he concentrated, much like he had in the training session before. His efforts were quickly rewarded, for he was able to notice that one of the dark vacancies in the wall did indeed seem different. Different in a way that he certainly needed to check out.
So he did.
Draven found himself in another room. And in that room, stood a pedestal. On that pedestal sat a necklace. A necklace that glittered in the dim light. The emerald in its center was the most perfect gem the raven mocker had ever seen. So pretty, he just had to touch it. He didn't stop with just touching it. Draven felt the need to try that necklace on. The way the gem shone was alluring, and irresistible.
Only after he was wearing the necklace did he notice the scarelings in the room. Had they always been there? Draven opened his mouth to ask, but the moment he made eye contact with one of them, they all grinned and turned to run farther into the room, stopping only to wave like they wanted him to join them.
Draven found that he couldn't move.
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Grifferie rolled 10 10-sided dice:
8, 7, 1, 7, 4, 3, 7, 8, 7, 9
Total: 61 (10-100)
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Posted: Wed Apr 04, 2012 9:55 pm
Before Draven really had time to wonder about the why's and how's of being frozen in place, something else showed up in the room. What it was he couldn't exactly see, but he could see enough. There were many of them; they were dark and headed straight for the little ones.
Draven could do nothing. Again, it was difficult to see, but he could hear cries of pain. He could see the scarelings, and they looked scared and hurt. If only there were something, anything Draven could do. But there was nothing. He could only stand and watch, helpless.
As the scarelings struggled, one fell to the ground crying, gravely wounded. It might die if nothing was done! If only there were something...
Wait! Hadn't he heard somewhere on this island that jewelry had power? What if this necklace had some kind of power to fight those things? What if it could help?
Draven concentrated on the necklace. He concentrated on the crying scarelings. He concentrated on wanting to help them. And then...something odd happened. The scarelings seemed to be healing. Was that what this necklace could do?
Draven concentrated on healing, and suddenly the shadows stopped and vanished. The scarelings stood and faced the demon, looking a bit scuffed up, but otherwise fine. They grinned and vanished.
Draven stood alone in the room. "Odd," he murmured as he removed the shiny emerald necklace. Leaving the room the way he found it, Draven left to contemplate what he had learned.
((+1 point if you succeed +1 point if you roll a "perfect score" = +2 points
Scarelings: 2, 3, 9, 3, 6 Healed for: 3, 7, 8, 7, 9 End Health: 5, 10, 10, 10, 10))
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Posted: Thu Apr 05, 2012 8:43 pm
All That Glitters Has a PurposeYou begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.
When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.
The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.  OOC Information: At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled. To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that. 1 - The Diamond-Set Circlet You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion. Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room. Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure. 2 - The Ruby-Set Bangle Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through. With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc. Roll 4d4 and match each number with the corresponding result.1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction. 2: Your shade gets caught in a trap, but manages to free itself and continue along. 3: Your shade gets caught in a trap and can't continue. 4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine. (You successfully lead your shade minion through the course as long as you avoid rolling a 3.) 3 - The Emerald-Set Necklace You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries. Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit. The scarelings start at 10 hp each! 4 - The Sapphire-Set Brooch The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit. When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory. Roll 3d100 and add up the total, then match it with its corresponding result. 0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure. 101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches. 201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident. 5 - The Amethyst-Set Ring The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers. Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you. Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.  POINTS DISTRIBUTION [ Horsemen Points Distribution: ] +1 point if you succeed +1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus) +1 point for the following (cannot go over 3 points/day with the inclusion of this bonus): -Roll a perfect 20 for Diamond. -Two or more rolls of '1' and no 'failure' rolls for Ruby. - Leave all five scarelings with 9 or more HP for Emerald. -Roll 250 or higher for Sapphire. -Restrain at least 21 attackers for Amethyst.
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Grifferie rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Thu Apr 05, 2012 8:47 pm
Another day down at the training area. Draven found himself back in the enormous cavern with the strange niches in the wall. He was already familiar with the power of emeralds, but he wanted to try out some of the other gems, too. Perhaps, just perhaps, this room led to other rooms, with different gems in them.
He stood, wondering which of the niches to investigate. Hm...there. One of them seemed to stand out, somehow. Much like yesterday's had. So, he walked up to it, and stepped through the shadows.
Inside the room he found a pedestal, much like the day before, only this time he found a circlet, set with a bright diamond. "I wonder how it works," he whispered as he put it on.
The noise was sudden and startling. It was the sound of something flying through the air. Basic instinct led Draven to flinch pull his arm up to try to protect himself from whatever it was, just in case it was meaning to hit him.
The objects, which Draven thought might resemble stones, though it was dim and and they moved fast so he couldn't be sure, hit nothing-but-something and bounced away.
"Huh?" Draven mused. Barely had the whisper left his lips when he heard the sound again.
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Grifferie rolled 1 20-sided dice:
16
Total: 16 (1-20)
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Posted: Thu Apr 05, 2012 8:59 pm
Draven's mind worked fast, but his arm was faster. That same reflex as before kicked in, and again, whatever was hurtling his way bounced off of something he couldn't see. It seemed the diamond in this room offered him a shield of some sort.
The sound of things flying through the air to try and put holes in him came again and again he held up his arm to shield himself. A pretty handy gem, the diamond was. Still, he couldn't stand there and do this all day. Draven looked around, and saw the only way out of the room was now across the room. He was going to have to get there, and fend off the flying bits of whatever.
So, as even more projectiles began to fly at him (were they coming closer together now?) Draven set off at a run. Hopefully the shield he couldn't see would hold up, and hopefully he was right about how to use it. He set off at a run.
The hadn't seemed that far away, but when you are running for something, sometimes you can't seem to run fast enough. Draven had no idea how many projectiles his invisible shield protected him from, but it was a lot. He knew that much. When he finally did reach the door, Draven kept running. He didn't want to chance something hitting him unawares.
He found himself back in the first cavern, unharmed, though a bit winded. Somehow, that single diamond had been able to shield him for the entire length of that room. Incredible.
Draven wandered off back to the dorms, his mind turning over the possibilities of gems with power.
((+1 point if you succeed +1 point if you roll a "perfect score"))
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