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Posted: Mon Apr 09, 2012 11:29 pm
xxx Week 1; Day 1: Stadium - 3 Horsemen point
xxx Week 1; Day 2: Caves - 3 Horsemen points
xxx Week 1; Day 3: Weapons 3 points
xxx Week 1; Day 4: Stadiums - 2 Horsemen points
xxx Week 1; Day 5: Caves - 3 points
xxx Week 1; Day 6: x - x
xxx Week 1; Day 7: x - x
CLASS
xxxDay 1: xxxxxcomplete the task +3 xxxxxDid it take me 3 tries or less to make the knot? +1 xxxxxDid you lasso more than 3 different people? +0
xxxDay 2: xxxxxCompleted the task +2 xxxxxDid I claim the mount first try? +2 xxxxxDid I do the bonus non-mandatory task? +0 (DIDNT FINISH BUT STARTED)
xxxDay 3: xxxxxCompleted the task +2 xxxxxDescribed the mount? +1 xxxxxComplete more than one jousting? +0
Total: 11 points
TOTAL OF ALL: 25 POINTS
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Posted: Mon Apr 09, 2012 11:43 pm
The Stadium:There is a small stadium for young War Horsemen set up away from the larger training fields, several circles set out for pairs to spar against each other in. A rather rugged looking female stands, dark skinned, light haired, covered in scars and warpaint, her hair unevenly cut in the back to a short length and ridiculously long and braided in the front, wrapped around itself, several feathers tucked into both it and the dark stained fabric, bones from several different types of creatures weaved into jewelry she wears, her wings colored like a golden eagle. On one arm, she has several slashes of paint – what looks like hundreds, trailing down it. After staring too long she finally speaks up:
“There is one for each battle I have won.” She said simply, shifting the pole she held to her other hand before turning to show her other arm, which is spotted with paint of a different color – and much more numerous. “I have one for each battle I have lost as well. To become a true warrior, you must climb your way to the top from the very bottom, and the best place to start is practicing against those who may just be better than you.” She explained, before motioning to one of the circles and an individual that was practicing on their own.
“Go join them.” She says, “If you think you’re ready. If you win, you will be paired up with the winner of another spar. So on, and so forth. After five victories, a break will be allowed for the day.” She says, the only explanation she gives as she hands off a small staff.Mechanics There are 5 roundsRoll 2d8 each post First dice is how hard you hit Second dice is how hard the opponent hit You want to roll higher than your NPC opponent. If you roll a tie roll a tiebreaker between them (same as the above) If you lose a match any matches you roll -for fun- afterwards cannot be counted towards points, but you can keep rolling spars! Please fill in each of your posts with a small summary of how your spar went! It could be more than one hit, despite having only rolled one! Have fun with it!
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revenant aria rolled 1 8-sided dice:
1
Total: 1 (1-8)
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Posted: Mon Apr 09, 2012 11:44 pm
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revenant aria rolled 2 8-sided dice:
1, 4
Total: 5 (2-16)
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Posted: Mon Apr 09, 2012 11:45 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 1 TRAINING ROUND ONE RESULT: LOSS
Vaith was knocked out very quickly/
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revenant aria rolled 2 8-sided dice:
1, 4
Total: 5 (2-16)
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Posted: Mon Apr 09, 2012 11:47 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 1 TRAINING ROUND TWO RESULT: LOSS
Vaith was knocked out very quickly/
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revenant aria rolled 2 8-sided dice:
4, 3
Total: 7 (2-16)
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Posted: Mon Apr 09, 2012 11:48 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 1 TRAINING ROUND THREE RESULT: WIN
After two rounds of falling flat on his face, Vaith found himself.. flipped in the air and falling promptly on the clansmember fighting him.
He could hear whispers of "lucky hit" or "bad throw."
Personally, Vaith agreed with both.
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revenant aria rolled 2 8-sided dice:
8, 4
Total: 12 (2-16)
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Posted: Mon Apr 09, 2012 11:51 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 1 TRAINING ROUND FOUR RESULT: WIN
The winning margin was much bigger this time.
Vaith actually, successfully, kicked a clansmember promptly in the stomach. The look of amazement was shared by all.
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revenant aria rolled 2 8-sided dice:
5, 2
Total: 7 (2-16)
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Posted: Mon Apr 09, 2012 11:52 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 1 TRAINING ROUND FIVE RESULT: WIN
This called for an insane fistbump.
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Posted: Tue Apr 10, 2012 2:51 pm
The Toxic CaveSometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!
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revenant aria generated a random number between
1 and 3 ...
2!
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Posted: Tue Apr 10, 2012 2:56 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 2 TRAINING ROUND: RNG LIVES RESULT: +1 EXTRA LIFE
Vaith rolled the dice.
Stage 1 RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save)
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revenant aria rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Tue Apr 10, 2012 2:57 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 2 TRAINING; ROUND TWO RESULT: - 10HP + -5HP HP: 25/40
Owowow, Q___Q
Stage 2 Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance! 1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP 2- You try to go down the walls… and make it! Better move though the gas is thick down here! 3- You jump down… not the best idea. -10 HP4- You try the walls but miss a step, falling you end up knocked out (Fail) If your a student that can fly/has wings in any form, you take an automatic -5 HP
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revenant aria rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Tue Apr 10, 2012 3:00 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 2 TRAINING; ROUND THREE RESULT: -5 HP HP: 20/40
Vaith hit his head, running a hand over the sore sport. Oh water, he didn't even know what was in here. Him and tunnels did not go together well.
Stage 3 Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel. Roll 1 d6 to see what happens. 1- You manage to swim quickly and reach the other side just in time! 2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP 3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail) 4- Something brushes past your body but lucky enough, you make it to the other side. 5- You try swimming up too soon and bump your head! -5 HP6- Something bit you, but you can’t tell what, -5 HP If your student is aquatic, or fire based -5 HP automatically
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revenant aria rolled 1 8-sided dice:
5
Total: 5 (1-8)
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Posted: Tue Apr 10, 2012 3:04 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 2 TRAINING; ROUND FOUR RESULT: -5 HP + PASS HP: 15/40
Horsemen could really teach Vaith how to become claustrophobic, easy. They could teach a lot of things that actually, you know, scared off students.
Stage 4 The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8. 1 and 3- You run into a spider who bites you for a nasty sting! -10 HP 2 and 4- You end up taking a wrong turn and hit your head! -10 HP 5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas6 and 8- You get lost and get…sleepy… (fail!) If your natural form is bigger than that of an average dog, take -5 HP
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revenant aria rolled 2 8-sided dice:
2, 5
Total: 7 (2-16)
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Posted: Tue Apr 10, 2012 3:11 pm
gaia_star ISLE OF WAR :: VAITH'S TRAINING DAY 2 TRAINING; ROUND FIVE RESULT: 2D8: 7 - 6 = 1 -> HIT/PASS HP: 15/40
DORS CLOSING --- maybe Vaith could pull off an epic slide.
Or not.
Attacking was the only way to go.
Stage 5 The last part of the tunnel! You can see light at the end but- It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through! Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once. For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you.
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Posted: Tue Apr 10, 2012 3:15 pm
POINTS DISTRIBUTION TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave
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