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MoonKitsune rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Tue Apr 14, 2015 7:13 pm
Quote: Roll 1d6 1: you are safe. 2: you are safe. 3: you are safe. 4: a massive sea creature attacks you. Roll 1d20 to escape its gaping maw. If you roll 10+ you escape it, if you roll below you receive 10 damage and need to try again. 5: a bus-sized sea creature attack you. It has 30 HP and 5 auto damage. You can escape it by rolling 1d20 and getting 13+, failure results in auto damage. 6: a small-sized sea creature attack you. It has 15 HP and 3 auto damage. You can escape it by rolling 1d20 and getting 15+, failure results in auto damage. If your HP drops below 0, you lose half your stones as your body floats back to the surface Changed to 3. As he swam out, he noticed there was now twice as many tentacles as before the already alarming amount. They were gathering at a surprising rate, and he wasn't sure if he had happened upon some breeding ground or some feeding frenzy. Not wanting part in any of either, he headed up to the surface.
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MoonKitsune rolled 20 10-sided dice:
7, 8, 7, 3, 6, 8, 8, 5, 3, 4, 5, 8, 2, 9, 2, 6, 8, 6, 6, 10
Total: 121 (20-200)
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Posted: Tue Apr 14, 2015 7:15 pm
Quote: Roll 1d10 for each rune stone 1-4: failure! The runestone never glows and eventually breaks. 5-8: Regular Rune! The runestone can power small, battery-operated runic devices for up to a week. 9-10: Superior Rune! The runestone can charge your runic weapons. (In and out of battle. If in battle, it will take 5 turns for the weapon to properly charge.) It was late by the time he settled in their room, and he sat down at his desk and brought out his carving case. Stretching his fingers, he slowly worked, plugging a pair of earbuds into his tablet and blaring a screaming ballad that would make any other person list hearing loss warnings to him.
It held zone out his mind to only task levels. Breath. Sit. Carve. It was a very pleasing existance.
Stones: Failures: 2 Regular: 9 Superior: 9
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MoonKitsune rolled 2 10-sided dice:
8, 5
Total: 13 (2-20)
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Posted: Tue Apr 14, 2015 7:16 pm
Quote: Roll 1d10 for each rune stone 1-4: failure! The runestone never glows and eventually breaks. 5-8: Regular Rune! The runestone can power small, battery-operated runic devices for up to a week. 9-10: Superior Rune! The runestone can charge your runic weapons. (In and out of battle. If in battle, it will take 5 turns for the weapon to properly charge.) He hardly had as many stones and was disappointed that he was done sooner than expected. Looking at the clock, he popped out one earbud and sighed. He was tired, but not exhausted.
He laid his head down and rolled one stone back and forth on the tabletop, his back to the packed boxes that he kept dusted.
End of Week 12 Stones: Failures: 2 Regular: 10 Superior: 10
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Posted: Sun Apr 26, 2015 2:17 pm
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MoonKitsune rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Sun Apr 26, 2015 2:52 pm
Step One In the water surrounding the island, there's numerous eldritch horrors of the deep waiting to attack your hunter.
Roll 1d6 1: a massive sea creature attacks you. Roll 1d20 to escape its gaping maw. If you roll 10+ you escape it, if you roll below you receive 10 damage and need to try again. 2: a bus-sized sea creature attack you. It has 30 HP and 5 auto damage. You can escape it by rolling 1d20 and getting 13+, failure results in auto damage. 3: a small-sized sea creature attack you. It has 15 HP and 3 auto damage. You can escape it by rolling 1d20 and getting 15+, failure results in auto damage. 4: you are safe. 5: you are safe. 6: you are safe. ((Safe))
It was morning just before sunrise. Dark and far from safe as far as diving into monster-infested waters went. Bu it was quiet and for a while, he sat on the beach getting ready and slowly listened to the waves. It reminded him of home where he could ride his bike to the rocky shores and welcome the only thing that comforted him most days - light.
The sun was lazy, turning thin clouds into red slivers, and he waded into the water and stood waist deep and just let the waves move over him. Sometimes he just wanted to stay here and let the tide take him far away for the island where even his cowardice couldn't stop him from turning back.
Instead, he adjusted the oxygen tank on his back and dove down.
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MoonKitsune rolled 1 8-sided dice:
5
Total: 5 (1-8)
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Posted: Sun Apr 26, 2015 5:13 pm
Step Two Some of the caves house many useful stones, other house things waiting to kill you. You can keep on collecting for as long as your willing to risk it (or until you die.)
Roll 1d8 1: A few stones! Roll 1d4 to see how many you find in this cave! 2: Sentient seaweed aggressively gropes you! Roll 1d4 to see how much damage it does! 3: A nice amount of stones! Roll 1d8 to see how many you find in this cave! 4: Tentacles! Roll 1d8 to see how much damage they do! 5: A bunch of stones! Roll 1d10 to see how many you find in this cave! 6: This area becomes permanently mob free and reveals a large cache of stones, roll 1d20 to see how many you find in this cave! 7: The mermaids guarded several large, dark caves that are now open to explore. Hundreds to thin, snake-like tendrils shoot out from the darkness. Roll 1d12 to see how much damage they do! 8: The mermaids guarded several large, dark caves that are now open to explore. What appears to be a cave full of inviting stones is actually a huge toothy maw, patiently waiting to devour you. Roll 1d20 to see how much damage it does!
The waves were lazy and he saw the pink hues of dawn flood down before dissolving into dark green.
The water felt darker than usual and he kicked down, hearing the current move over his mask as he turned on his flashlight and dove down until he made out the blurred silhouette of the cave walls that dipped down like a sharp stalagmite into the ocean.
Slowing down, he eased up to the stone walls till he saw an opening and dove inside.
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MoonKitsune rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Sun Apr 26, 2015 5:23 pm
Changed to 6.
The cave was high but was more a deep slash in the wall than an actual cave. Looking about, he only managed one stone he chipped off the wall but there was nothing else to keep his attention or his time.
He moved out, looking around, and watched as the rising rays of sunlight flickered far above his head out of reach.
He wondered if this was what the mermaids watched when they weren't trying to murder someone.
Stones: 1
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MoonKitsune rolled 1 8-sided dice:
5
Total: 5 (1-8)
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Posted: Sun Apr 26, 2015 5:34 pm
Step Two Some of the caves house many useful stones, other house things waiting to kill you. You can keep on collecting for as long as your willing to risk it (or until you die.)
Roll 1d8 1: A few stones! Roll 1d4 to see how many you find in this cave! 2: Sentient seaweed aggressively gropes you! Roll 1d4 to see how much damage it does! 3: A nice amount of stones! Roll 1d8 to see how many you find in this cave! 4: Tentacles! Roll 1d8 to see how much damage they do! 5: A bunch of stones! Roll 1d10 to see how many you find in this cave! 6: This area becomes permanently mob free and reveals a large cache of stones, roll 1d20 to see how many you find in this cave! 7: The mermaids guarded several large, dark caves that are now open to explore. Hundreds to thin, snake-like tendrils shoot out from the darkness. Roll 1d12 to see how much damage they do! 8: The mermaids guarded several large, dark caves that are now open to explore. What appears to be a cave full of inviting stones is actually a huge toothy maw, patiently waiting to devour you. Roll 1d20 to see how much damage it does!
He slowly moved along the wall, hand out and passing over passing fish in the murky dark. Occasionally the walls were clawed at and other times it was growing seaweed that shouldn't live this far down. It moved on its own and he moved around it before slowly swimming into another cave.
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MoonKitsune rolled 1 20-sided dice:
12
Total: 12 (1-20)
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Posted: Sun Apr 26, 2015 5:34 pm
Changed to 6.
He found beer cans. Lots of crumpled beer cans. Another strange collection in the caves he hadn't expected, but more a dump than anything useful. It was like a trailer park Ariel had decided to camp out here.
Moving the cans aside, he noticed the stones underneath and started to collect. It was a nice haul for one cave, but he was tempted to clean up the cans too - but if someone thought they were worth gathering, he wasn't about to disturb their collection.
He left it be and swam out.
Stones: 13
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MoonKitsune rolled 13 10-sided dice:
9, 4, 3, 7, 3, 10, 7, 9, 2, 6, 3, 4, 2
Total: 69 (13-130)
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Posted: Sun Apr 26, 2015 5:37 pm
Quote: Roll 1d10 for each rune stone 1-4: failure! The runestone never glows and eventually breaks. 5-8: Regular Rune! The runestone can power small, battery-operated runic devices for up to a week. 9-10: Superior Rune! The runestone can charge your runic weapons. (In and out of battle. If in battle, it will take 5 turns for the weapon to properly charge.) ((Swam out safetly to shore.)) He swam out and as he did, he watched as a school of small fish moved in a cloud in one direction, followed by others. It wasn't just moving - it was rushing. He didn't want to see what was causing it but looked anyway only to see the murky waters. The bad thing about water is that you rarely heard or saw what was coming and whatever did was always faster than you.
He pulled himself up against the wall and swam away from the caves and up to the surface until he broke the surface. By now the sun was already up and gold was splashed on the ocean's waves. He coasted his way back before he sat on the shore. Nothing rose up from the waters. There wasn't even a ripple out of the ordinary. Whatever had come and had happened was out of view as it always was when on shore.
It was unsettling how calm it all looked.
End of Week 14 Stones: Failures: 2 Regular: 6 Superior: 5
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MoonKitsune rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Sun Apr 26, 2015 5:41 pm
Quote: Roll 1d6 1: you are safe. 2: you are safe. 3: you are safe. 4: a massive sea creature attacks you. Roll 1d20 to escape its gaping maw. If you roll 10+ you escape it, if you roll below you receive 10 damage and need to try again. 5: a bus-sized sea creature attack you. It has 30 HP and 5 auto damage. You can escape it by rolling 1d20 and getting 13+, failure results in auto damage. 6: a small-sized sea creature attack you. It has 15 HP and 3 auto damage. You can escape it by rolling 1d20 and getting 15+, failure results in auto damage. If your HP drops below 0, you lose half your stones as your body floats back to the surface ((Forgot this roll. Will edit the results to the previous post. Will just make this Melvin's carving post. ))
He went back to the beach this time later in the day, sitting down to listen to the waves and brought out his carving bag. Sitting here, he watched the water for any signs of anything, and started to carve the small stones in his lap. The waves moved back and forth, quiet and carrying debris from some unknown source. Another shipment of soap maybe?
One by one the blue light would flicker in his lap and he set the stone aside, rubbing his fingers across the soft pebble and debating if he should just skip it across the water instead.
Once he was done, he leaned back and spent the day looking out at the water.
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MoonKitsune rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Mon May 04, 2015 6:28 pm
Step One In the water surrounding the island, there's numerous eldritch horrors of the deep waiting to attack your hunter.
Roll 1d6 1: a massive sea creature attacks you. Roll 1d20 to escape its gaping maw. If you roll 10+ you escape it, if you roll below you receive 10 damage and need to try again. 2: a bus-sized sea creature attack you. It has 30 HP and 5 auto damage. You can escape it by rolling 1d20 and getting 13+, failure results in auto damage. 3: a small-sized sea creature attack you. It has 15 HP and 3 auto damage. You can escape it by rolling 1d20 and getting 15+, failure results in auto damage. 4: you are safe. 5: you are safe. 6: you are safe.
The waters were warmer and he wondered how long it would be before having a suit would even be as necessary. It would be nice to swim even a small bit, to wade in the water despite the dangers, just to feel the cool water and not worry about shivering.
Yet he did miss the numbness of winter waters.
He dove down in the early morning where that frost still bite at him, and as he moved, a shadow fell over him, A large shadow of a fish moved down, it's eyes sideways and didn't even seem like they saw him, but it made it's way down after him.
A smaller guppy in a much too big pond. He swam towards the caves in hopes of reaching them in time.
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MoonKitsune rolled 1 20-sided dice:
4
Total: 4 (1-20)
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Posted: Mon May 04, 2015 6:30 pm
The creature was the size of a large horse, and moved slowly in the water. It's large mass and ease of motion was frightening as it didn't move quickly but could move without any sort of resistance in the water. It's body, covered in gray-blue spots that bubbled up and wiggled like small tentacles - a gray seabed upon it's back.
The large fish turned slowly to him, nudging him with enough force that bubbles flew out from his mask.
HP: 45/50
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MoonKitsune rolled 1 20-sided dice:
7
Total: 7 (1-20)
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Posted: Mon May 04, 2015 6:31 pm
As he tumbled, he straighten himself out, side sore as he rightened which way was up before turning to direct himself towards the caves before he saw the shape move under him and then up against him, pushing him up instead of down. It slowly opened it's large, fish mouth, devoid of any teeth, and clamped it down like a vice over his leg. It then threw its head back down and started to swim deeper again.
40/50
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MoonKitsune rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Mon May 04, 2015 6:31 pm
It didn't loosen and he felt his leg cramp and twist under the force of its mouth. As it sank, he could only flap and hit against the creature's side as it moved down. Despite looking slow, it actually moved quickly, and he hit its side over and over only to feel the tentacles across its back sink back into its body by being touched.
35/50
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