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THIS IS HALLOWEEN: Crossroads

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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
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Xaki rolled 1 100-sided dice: 56 Total: 56 (1-100)

Xaki

PostPosted: Fri Apr 06, 2012 2:14 am


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)
Xaki rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Apr 08, 2012 2:45 am


Day 6


Training Grounds
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All That Glitters Has a Purpose

You 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.


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Xaki

Xaki rolled 10 10-sided dice: 9, 8, 8, 8, 10, 8, 2, 5, 1, 3 Total: 62 (10-100)

Xaki

PostPosted: Sun Apr 08, 2012 2:47 am


Day 6


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!
PostPosted: Sun Apr 08, 2012 2:49 am


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+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.


Xaki

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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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