Quote:
Altar of the Old Gods:
Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: The Altar of the old Gods, also known as the Parthenon in history was once where mortals went to worship the Old Gods, also known as the time before Halloween was fully created. The Old Gods left many items after they vanished, including hundreds of artifacts. Most of these they blessed to mortals, but several of them they kept hidden.
The Altar of the Old Gods is now abandoned: only the hardiest dare take the trek. It is located in a niche between the Human World and Halloween, portals randomly spawn to the area but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest.
gaia_crown [ Getting Started: ]
Getting into the Altar of the Old Gods:
- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Altar itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to someone's house. Feel free to RP this as you please as awkwardly as you please
- Rolling 70 or less will let players find a portal that leads to the Land of Holidays. Right now is really not the time for Xmas cheer...and the creatures there seem extremely hostile
- Rolling 80 or less will lead you to the Haunted House.
- Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
The altar itself is on top of an extremely, extremely high mountain that needs to be scaled. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1: ]
- All players must roll a 6 sided dice. If any player rolls a 1 or 6, you have triggered a boss! The DM will be in charge of rping and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. The boss is shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NOONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations.
- This initial roll does not cost stamina!
gaia_crown [ Round 2: ]
- All players must now scale the hill. Roll 1d100.
- If you roll 85 or higher you have made it to the top! You're kind of amazing you know
- If you did NOT roll 85 or higher you still need to keep on climbing. Keep on climbing... away..... You need to continue rolling until you roll 85 or higher.
- For ever time you do not roll 85 or higher (each reroll), you must subtract one of your given stamina points. If you hit 0, you cannot go any further/ you dissipate/ pass out/ are worn out.
- If you hit 0 HP, you must start again from Round 1!
- If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: ]
- You must now make it past the molten lava pits. This area is HIGHLY dangerous, stepping on a single wrong area can spell doom for the whole party.
- All players must roll 1d10. If any player rolls a 4 this is instant death/dissipation/ Fear shields are ZERO and you need to use pendant to retreat back home. Otherwise match your rolls to the results:
1: Instant death (just for you, return to Round 1)
2: Nothing happens
3: - 50% of your remaining HP
4: Instant death (for everyone, game over)
5: Nothing happens
6: Nothing happens
7: - 50% of your remaining HP
8: Nothing happens
9: -25% of your remaining HP
10: Instant death
- All players need to roll 3 times to make it to the next round EACH
gaia_crown [ Round 4: ]
- You finally make your way to the very top of the shrine. You see the statues of the old gods, several of them. However, the area is very unstable. Roll 1d12. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully!
- There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use.
- Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can.
- New items, will be imported in once this list gets cleared up/ claimed almost all the way up.
1. The Acorn of Zeus: A seed from the tree symbolic to the God Zeus, it glows with a green yellow light, a small thunderbolt like crack running down the side.
Battle Effect: When thrown, the acorn shatters, creating a small paralyzing electric field that nullifies one target at the sacrifice of the user's own turn. Targets must be stated at the time of it’s use, and using the acorn counts as a turn in battle.
2. Hephaestus' Lucky Coin: A battered, worn coin, oozing mystical power despite it's tarnished appearance.
Status Effect : Roll a 6-sided dice. If odd, your face becomes so beautiful, so overwhelmingly beautiful... it sparkles... and hurts to look at because of its sheer beauty. If even it looks like someone mashed your face up with a blender and then mashed up again. It sends small scarelings screaming and crying the other direction (only lasts 1 IC hour, can be used once per 24 OOC hours)
3. Milk of Hera: A small, handheld jug of what smell like fresh milk made from clay carries an odd lettering on it. You can’t help but feel like it’s going to make you better somehow…
Effect: Drinking the milk not only imbibes your with the feeling of superiority, but for those romantically involved, should the object of your affections look at another? You are swept into a jealous rage. Lasts 24 IC hours.
size=7]4. Reins of Poseidon: Simple leather reins that smell a bit like the ocean and have barnacles along the buckles, it drips water endlessly.
Effect: Throwing this on a target causes them turn into a pony version of themselves and become a little more docile. If used on a horseman: they turn into this mount form. This lasts 2 hours for Y1s, 1 hour for horsemen/ Y2, and 30 min for Y3. It does not work on higher than Y3.
[5. Laurels of Demeter: Golden laurels in the shape of wheat and grains seem ordinary at first, but once they rest upon your head, small stalks of grains grow here and their into your hair. Along with a single red poppy.
Battle effect: Upon witnessing an ally being harmed, you feel a need to protect them. Rolling 1d6, this represents how much damage two targets are defended from. Stacks with other defense rolls unless otherwise noted.
6. The Spearhead of Athena: A bronze spearhead, it’s actually rather simple. Smooth minus the few dents on the blade edges, it gives no signs that it’s anything but ordinary bronze spearhead aside from a small owl emblem on the base.
Battle effect: Holding the spears fills you with thoughts of heroism and courage, however unfound. It spurs you to battle, causing an additional +5 damage for ONE turn. Must be stated before rolling attack.
7. The Flame of Hestia: The flame rests in a small clay jar. If put into a new vessel, that is where it will stay. It does not burn flesh or any objects, not even undead.
Effect: The flame acts as water, poured out onto a surface it will illuminate the area. BE AWARE! If the flame falls into a vessel, such as a jar, bucket, anything that can be carried, it will have transferred ‘source’. no battle bonus.
8. Dionysus’s Wine: A small glass vial of deep red aromatic red wine flows endlessly.
Battle Effect: Can be used endlessly. Every time you sip, gives you +1 attack damage. However, your also have lower accuracy making you -1 attack damage. Can also recover 10 HP (can be used once any time per battle).
9. The Arrowhead of Apollo : A bronze arrowhead emblazoned with the sun, it feels warm in your hand. Best to not lose it.
Battle effect: Cutting your target with this arrowhead fills them with a gold healing light, making them glow brightly for one turn before they are healed for 25% of their total health. Cannot go over their max health. Can only be used once per battle. Cannot be used on Bosses. Consumes a turn.
10. The Arrowhead of Artemis: A bronze arrowhead emblazoned with the moon, it feels cool in your hand. Best to not lose it.
Battle effect: Cutting your target with this artifact fills them with a glowing silver light making them glow brightly for one turn. For one turn user is protected for 25% of damage next turn. SPECIAL: For women or virgins, this is upped to 50%. This can only be used once in battle. Cannot be used on Bosses. consumes one turn.
11. The Tusk of Ares: A bleached boar tusk, it is carved with gruesome battle scenes, ever changing. If you watch closely, you might see a famous halloweener… or maybe even a horseman or hunter.
Battle effect: For one turn, the wielder may do +8 additional damage. Hit or miss, they take a -2 to accuracy for next 4 turns. Must be stated at time of roll, can be used in same turn of attack once per battle.
12. The rose of Aphrodite: A rose that changes color in the light, it never wilts and it’s petals, color change included can be removed. They simply regrow as they are removed.
Effect: Placing them rose or petal on a person makes them appear unnaturally beautiful to all who see them, yet the person will not feel attracted to anyone and will feel a need to spurn all advances. Last 24 hours.
13. The Sandals of Hermes: A pair of winged sandals that seem to adjust to any foot, the wings change time to time. Bird to insect, alternating with the wearer.
Effect: Once a week, the wearer can use the sandals to go anywhere they have been to for 1 hour. At the end of the hours, the sandals take them back to where they were. While traveling the sandals cannot be removed. Cannot carry others.
Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: The Altar of the old Gods, also known as the Parthenon in history was once where mortals went to worship the Old Gods, also known as the time before Halloween was fully created. The Old Gods left many items after they vanished, including hundreds of artifacts. Most of these they blessed to mortals, but several of them they kept hidden.
The Altar of the Old Gods is now abandoned: only the hardiest dare take the trek. It is located in a niche between the Human World and Halloween, portals randomly spawn to the area but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest.
gaia_crown [ Getting Started: ]
Getting into the Altar of the Old Gods:
- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Altar itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to someone's house. Feel free to RP this as you please as awkwardly as you please
- Rolling 70 or less will let players find a portal that leads to the Land of Holidays. Right now is really not the time for Xmas cheer...and the creatures there seem extremely hostile
- Rolling 80 or less will lead you to the Haunted House.
- Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
The altar itself is on top of an extremely, extremely high mountain that needs to be scaled. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1: ]
- All players must roll a 6 sided dice. If any player rolls a 1 or 6, you have triggered a boss! The DM will be in charge of rping and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. The boss is shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NOONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations.
- This initial roll does not cost stamina!
gaia_crown [ Round 2: ]
- All players must now scale the hill. Roll 1d100.
- If you roll 85 or higher you have made it to the top! You're kind of amazing you know
- If you did NOT roll 85 or higher you still need to keep on climbing. Keep on climbing... away..... You need to continue rolling until you roll 85 or higher.
- For ever time you do not roll 85 or higher (each reroll), you must subtract one of your given stamina points. If you hit 0, you cannot go any further/ you dissipate/ pass out/ are worn out.
- If you hit 0 HP, you must start again from Round 1!
- If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: ]
- You must now make it past the molten lava pits. This area is HIGHLY dangerous, stepping on a single wrong area can spell doom for the whole party.
- All players must roll 1d10. If any player rolls a 4 this is instant death/dissipation/ Fear shields are ZERO and you need to use pendant to retreat back home. Otherwise match your rolls to the results:
1: Instant death (just for you, return to Round 1)
2: Nothing happens
3: - 50% of your remaining HP
4: Instant death (for everyone, game over)
5: Nothing happens
6: Nothing happens
7: - 50% of your remaining HP
8: Nothing happens
9: -25% of your remaining HP
10: Instant death
- All players need to roll 3 times to make it to the next round EACH
gaia_crown [ Round 4: ]
- You finally make your way to the very top of the shrine. You see the statues of the old gods, several of them. However, the area is very unstable. Roll 1d12. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully!
- There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use.
- Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can.
- New items, will be imported in once this list gets cleared up/ claimed almost all the way up.
1. The Acorn of Zeus: A seed from the tree symbolic to the God Zeus, it glows with a green yellow light, a small thunderbolt like crack running down the side.
Battle Effect: When thrown, the acorn shatters, creating a small paralyzing electric field that nullifies one target at the sacrifice of the user's own turn. Targets must be stated at the time of it’s use, and using the acorn counts as a turn in battle.
2. Hephaestus' Lucky Coin: A battered, worn coin, oozing mystical power despite it's tarnished appearance.
Status Effect : Roll a 6-sided dice. If odd, your face becomes so beautiful, so overwhelmingly beautiful... it sparkles... and hurts to look at because of its sheer beauty. If even it looks like someone mashed your face up with a blender and then mashed up again. It sends small scarelings screaming and crying the other direction (only lasts 1 IC hour, can be used once per 24 OOC hours)
3. Milk of Hera: A small, handheld jug of what smell like fresh milk made from clay carries an odd lettering on it. You can’t help but feel like it’s going to make you better somehow…
Effect: Drinking the milk not only imbibes your with the feeling of superiority, but for those romantically involved, should the object of your affections look at another? You are swept into a jealous rage. Lasts 24 IC hours.
size=7]4. Reins of Poseidon: Simple leather reins that smell a bit like the ocean and have barnacles along the buckles, it drips water endlessly.
Effect: Throwing this on a target causes them turn into a pony version of themselves and become a little more docile. If used on a horseman: they turn into this mount form. This lasts 2 hours for Y1s, 1 hour for horsemen/ Y2, and 30 min for Y3. It does not work on higher than Y3.
[5. Laurels of Demeter: Golden laurels in the shape of wheat and grains seem ordinary at first, but once they rest upon your head, small stalks of grains grow here and their into your hair. Along with a single red poppy.
Battle effect: Upon witnessing an ally being harmed, you feel a need to protect them. Rolling 1d6, this represents how much damage two targets are defended from. Stacks with other defense rolls unless otherwise noted.
6. The Spearhead of Athena: A bronze spearhead, it’s actually rather simple. Smooth minus the few dents on the blade edges, it gives no signs that it’s anything but ordinary bronze spearhead aside from a small owl emblem on the base.
Battle effect: Holding the spears fills you with thoughts of heroism and courage, however unfound. It spurs you to battle, causing an additional +5 damage for ONE turn. Must be stated before rolling attack.
7. The Flame of Hestia: The flame rests in a small clay jar. If put into a new vessel, that is where it will stay. It does not burn flesh or any objects, not even undead.
Effect: The flame acts as water, poured out onto a surface it will illuminate the area. BE AWARE! If the flame falls into a vessel, such as a jar, bucket, anything that can be carried, it will have transferred ‘source’. no battle bonus.
8. Dionysus’s Wine: A small glass vial of deep red aromatic red wine flows endlessly.
Battle Effect: Can be used endlessly. Every time you sip, gives you +1 attack damage. However, your also have lower accuracy making you -1 attack damage. Can also recover 10 HP (can be used once any time per battle).
9. The Arrowhead of Apollo : A bronze arrowhead emblazoned with the sun, it feels warm in your hand. Best to not lose it.
Battle effect: Cutting your target with this arrowhead fills them with a gold healing light, making them glow brightly for one turn before they are healed for 25% of their total health. Cannot go over their max health. Can only be used once per battle. Cannot be used on Bosses. Consumes a turn.
10. The Arrowhead of Artemis: A bronze arrowhead emblazoned with the moon, it feels cool in your hand. Best to not lose it.
Battle effect: Cutting your target with this artifact fills them with a glowing silver light making them glow brightly for one turn. For one turn user is protected for 25% of damage next turn. SPECIAL: For women or virgins, this is upped to 50%. This can only be used once in battle. Cannot be used on Bosses. consumes one turn.
11. The Tusk of Ares: A bleached boar tusk, it is carved with gruesome battle scenes, ever changing. If you watch closely, you might see a famous halloweener… or maybe even a horseman or hunter.
Battle effect: For one turn, the wielder may do +8 additional damage. Hit or miss, they take a -2 to accuracy for next 4 turns. Must be stated at time of roll, can be used in same turn of attack once per battle.
12. The rose of Aphrodite: A rose that changes color in the light, it never wilts and it’s petals, color change included can be removed. They simply regrow as they are removed.
Effect: Placing them rose or petal on a person makes them appear unnaturally beautiful to all who see them, yet the person will not feel attracted to anyone and will feel a need to spurn all advances. Last 24 hours.
13. The Sandals of Hermes: A pair of winged sandals that seem to adjust to any foot, the wings change time to time. Bird to insect, alternating with the wearer.
Effect: Once a week, the wearer can use the sandals to go anywhere they have been to for 1 hour. At the end of the hours, the sandals take them back to where they were. While traveling the sandals cannot be removed. Cannot carry others.