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kalindara rolled 1 8-sided dice:
3
Total: 3 (1-8)
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Posted: Tue Apr 10, 2012 4:47 pm
Aurian blinked, her body jerking. Had she... fallen asleep? She found herself sitting next to the pool of water. She must have slipped off for a few moments there after coughing up the water she'd swallowed.
She pushed herself to her feet and took off down the tunnel. It closed in the further she travelled along it, until she was crawling rather than walking. Something shivered down her spine and Aurian shuddered. This seemed a little familiar... deja vu, was that what they called it?
The problem with crawling was that it made it hard to back up. Her hand brushed something furry and even though Aurian knew it was bad, she couldn't shuffle away fast enough. The large spider stung her hand before disappearing in the darkness. Aurian found her eyes sliding closed. She tried to shake herself, to keep moving, but it was no use. She passed out in the tunnel.
She awoke sometime later, in an infirmary of sorts. Aurian was just glad to know that someone had rescued her. The War clanswoman might have some scary ideas for training, but at least they weren't in the habit of letting people die down there.
Stage: 4 HP: 0/30 Saves remaining: 1/2
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP If your natural form is bigger than that of an average dog, take -5 HP
+2 Horsemen Points (make it to stage 3 or 4)
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Posted: Wed Apr 11, 2012 4:10 am
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! Horsemen Points Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win one point if you win rounds 1 or 2! You win two points if you win round 3 or 4! You win all three points if you win round 5 (or higher if you keep rolling for fun!)
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kalindara rolled 2 8-sided dice:
3, 8
Total: 11 (2-16)
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Posted: Wed Apr 11, 2012 4:22 am
Aurian's wanderings led her to an area away from the large training fields. They'd looked a bit too serious over there, like they were out for blood and wouldn't care that she was a student or a guest. One of them had pointed Aurian over in this direction, admittedly with a sneer, but Aurian didn't mind heading over to the kiddy section if it increased her chances of living. She was all for training against harder opponents, but there was a difference between 'stronger' and 'able to crush like a bug'.
The rugged Clans woman explained the exercise and the purpose behind it. Aurian nodded along. This was the right place for her to train after all.
Aurian accepted the staff, but wishes she could just use her scythe. It wouldn't be fair, though, not when everyone who wasn't a Reaper would be using the wooden poles. Aurian twirled her weapon, learning the weight and feel of it, then took her place in one of the small rings.
She tapped her opponent with a careful jab. The young Clans member facing her was more experienced at this. She hit hard and fast, knocking Aurian out of the ring.
Aurian frowned, but shook hands before the Clans warrior moved on. She'd do better next time.
Aurian's hit: 3 Opponent's hit: 8 Aurian's wins: 0
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Posted: Thu Apr 12, 2012 12:20 am
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! Horsemen Points Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win one point if you win rounds 1 or 2! You win two points if you win round 3 or 4! You win all three points if you win round 5 (or higher if you keep rolling for fun!)
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kalindara rolled 2 8-sided dice:
7, 7
Total: 14 (2-16)
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Posted: Thu Apr 12, 2012 12:22 am
Aurian made her way to the Stadium the next day. Maybe she should have tried another activity, but the Reaper found herself drawn back to the small ring fights. The challenge appealed to her - not to mention her pride demanded a better result than the day before!
The first opponent for today was roughly Aurian's size, though more toned. More tanned, as well, but that wasn't exactly hard when you had a shadow's aversion to strong light. This time Aurian knew to be ready for instant action. She caught the Clans girl's first strike in the center of her raised staff. The wood shuddered with the impact, but was sturdy and made no sign of being even close to breaking. Before the winged warrior could strike again, Aurian countered with a swing of her own.
They traded hits back and forth for several minutes. A fierce pride rose in Aurian as she refused to let the Clans girl force her out of the ring. Of course, the other girl was holding up just as well against Aurian's attempts. Bruised and sore, they were finally forced apart by the trainer.
A tie, perhaps? Neither fighter was willing to accept that.
Round: 1 Result: Tie
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kalindara rolled 2 8-sided dice:
6, 4
Total: 10 (2-16)
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Posted: Thu Apr 12, 2012 12:23 am
The trainer didn't stay for long, giving them a nod and an assessing glance before moving on to another duel. Aurian and her opponent leapt straight back into it. There wasn't going to be any stupid tie happening here.
Again, several blows were exchanged. The Clans girl got in a good wallop to Aurian's knee. She cursed as the joint screamed a protest. Her glare was fierce as she drove her staff end-first into the other girl's gut.
The Clans member fell. Aurian grinned, not feeling the least bit sorry as she limped from the ring and waited for her next opponent.
Round: 1 - Tiebreaker Result: Win
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kalindara rolled 2 8-sided dice:
5, 8
Total: 13 (2-16)
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Posted: Thu Apr 12, 2012 12:25 am
Aurian massaged her injured knee as she waited for one of the other rounds to finish up and give her a new opponent. She took a few ginger steps to test it. It was sore and aching, but Aurian thought she could continue on it. She might have to find an infirmary afterwards to ice it or something, but she didn't need to drop out.
When she was called back, Aurian made sure not to limp. No sense giving her opponent an obvious weak point to target. She sized up the next Clans member she was taking on. Tall, well-muscled and decorated with a great deal more feathers than the last girl. Probably more experienced, Aurian thought with narrowed eyes. Considering she'd taken her time to win the first fight, this might not go so well... but fighting stronger opponents was the entire point, as the trainer told them.
Aurian walked into the ring and raised her staff. This time, she was the first to move. A low sweeping blow, one of her preferred moves with her scythe. Her opponent jumped it then retaliated with a headshot that Aurian ducked under. Some of her trailing hair received the blow in her place. Thankfully it didn't tangle and her opponent didn't try and grab for it.
Aurian's mistake was when she tried to block a strike, rather than dodge it. Her opponent's strength was far above her own and Aurian found herself still on her feet, but forced backwards and out of the ring by the force of the blow.
Well, she thought, lowering her staff. That was a little disappointing. But overall, better than yesterday. That was a good thing, at least.
Round: 2 Result: Loss
+1 Horsemen Point
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Posted: Thu Apr 12, 2012 3:43 pm
Weapon CraftingWhile the Horsemen of War can summon their Clan weapon to them at any point, many take pride in mastering a variety of mundane weaponry as well, both combat and manufacture - no sense in limiting oneself to only one mode of battle, after all! Even 'decorative' weapons bear a brutal edge. The Crafters' Den is a sheltered platform halfway up a massive pine, with all the materials one might want, other than metal. The head Crafter, a sharp-eyed older Horsewoman, carefully watches all students under her care to ensure a.) nothing goes missing and b.) nobody gets stupid. "You can have enough to make one knife," she grumbles. "And don't waste it, either!" Can you impress her with your craftsmanship? ... Probably not. But it's worth a try. Phase One: Weapon Creation Create a weapon of War and test its mettle. If your craftsmanship is good, you may be victorious and gain the head Crafter's favor. For a minute or two, anyway. In your first post, roll 3d4 to determine what your knife is made of, how well it is made, and how it is decorated.First Dice: Material - 1: Wood (+1 point) - 2: Seashell (+2 points) - 3: Bone (+3 points) - 4: Stone (think flint or obsidian; +4 points) Second Dice: Craftsmanship - 1: You're in a bit of a hurry, so... (Shoddy: +1 point) - 2: You throw something together. It looks kinda close? (Mediocre: +2 points) - 3: You spend a bit of time on it, and come up with something okay. (Acceptable: +3 points) - 4: You throw yourself into your work with passion, paying close attention to detail! (Awesome: +4 points) Third Dice: Artistry - 1: It's a knife. Does it really matter if it's pretty or not? (Ugly: +1 point) - 2: You wrap the hilt in leather. Good enough. (Decent: +2 points) - 3: You wrap the hilt in leather and add a feather. Pretty! (Shiny: +3 points) - 4: You wrap the hilt in leather and add stylish strands of beads and feathering. That is one cool knife. (Stylish: +4 points) Roleplay out your knife's creation! At the end of your post, put the specifics of your knife's creation (i.e. Shoddy Stylish Wood Knife) along with the total score (the total of your dice roll).Phase Two: Weapon Testing In the Clan of War, there is no such thing as a decorative blade! Even weapons destined to hang on the walls of huts are finished to battle-ready quality. You must test your knife and prove its worth, attacking the simple leathery mannequin kept in the Den for that purpose. Take your knife's point score from the creation post. This is your knife's HP. You must now do battle until your knife breaks! The number of posts your knife survives determines the number of points you get. To Do Battle:Roll 2d4 in each post. The first dice indicates the number of damage your knife does to the test target (for RP flavor!). The second dice indicates the amount of damage your knife takes from the attack. Battle ends when your knife shatters. Aw. (And yes, this means you can't take it with you. Sorry!) Point Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win one point if: You finish your knife (with filled-out RP) and your knife breaks on rounds one or two of testing. You win two points if: You finish your knife (with filled-out RP) and your knife breaks on rounds three or four of testing. You win three points if: You finish your knife (with filled-out RP) and your knife breaks on rounds five or more of testing.
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kalindara rolled 3 4-sided dice:
3, 3, 1
Total: 7 (3-12)
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Posted: Thu Apr 12, 2012 3:44 pm
After two days of fighting in the Stadium, Aurian decided it was time for a break. When she found herself wandering close by the giant pine tree, Aurian decided to climb back up to the Crafter's Den. That had been a fun exercise, her first day. The head Crafter was just as grumpy as before. Aurian shrugged it off and gathered up her materials.
She chose better this time, coming away with bone rather than wood this time. Aurian hoped that it was a sign of things to come, an improvement over the last session. Despite working hard, the knife she fashioned was still only of acceptable quality. And with her focus on choosing a better base material, Aurian had forgotten to load up on decorations. She found herself wielding a rather ugly knife, in the end.
Oh well. Like the Crafter would have been impressed even if Aurian had done a perfect job. Aurian shrugged it off and moved over to the practice dummy.
Bone Acceptable Ugly Knife HP: 7
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kalindara rolled 2 4-sided dice:
1, 3
Total: 4 (2-8)
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Posted: Thu Apr 12, 2012 3:50 pm
The leather-padded dummy was the same as last time. A little more dented, perhaps. More people would have come through by now, Aurian thought, some of them even her fellow students.
Gripping her knife, Aurian tested it out. The first hit was weak. It did a significant amount of damage to the knife, as well. Aurian frowned at it. She'd thought the quality was the same, only less pretty, but maybe she'd been wrong. This knife seemed like it might break sooner than the first.
Round: 1 Damage Dealt: 1 Knife HP: 4/7
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kalindara rolled 2 4-sided dice:
3, 2
Total: 5 (2-8)
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Posted: Thu Apr 12, 2012 3:51 pm
The next hit was more like it. Aurian grinned. The bone was nice in her hand. Smoother, cooler and less likely to give her splinters. Nothing to compare with her scythe, of course, but if the Crafter was going to give anyone metal than maybe this was the best the War clan could offer.
The knife held together. Aurian thought maybe the bone just needed to be handled a different way to wood. That was good to know.
Round: 2 Damage Dealt: 3 Knife HP: 2/7
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kalindara rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Thu Apr 12, 2012 3:53 pm
The third strike was mediocre. Aurian could feel the lack of strength behind it, and it hit a non-vital part of the dummy to boot. When she drew her hand back, part of the knife remained behind, the bone tip embedded into the dummy. Aurian cursed and set to prying it back out. Her nails couldn't quite get a grip. It took a lot of jiggling and teasing, but eventually Aurian managed to prise it free. She safely disposed of her ruined weapon under the Crafter's intense gaze, then left the building. Time to find some way of relaxing!
Round: 3 Damage Dealt: 2 Knife HP: 0/7
+2 Horsemen Points
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Posted: Fri Apr 13, 2012 10:50 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!Quote: Rules: -Running out of HP means game over, regardless of any saves you might have -If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others. -If you use a save start at the place you left off 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) 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 HP 4- 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 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 HP 6- Something bit you, but you can’t tell what, -5 HP If your student is aquatic, or fire based -5 HP automatically 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 gas 6 and 8- You get lost and get…sleepy… (fail!) If your natural form is bigger than that of an average dog, take -5 HP 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. POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave
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kalindara generated a random number between
1 and 3 ...
3!
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Posted: Fri Apr 13, 2012 10:52 pm
Aurian made her way back to the cave challenge. She wanted something where she could move fast today. Class had been an exercise in patience. Aurian just needed to move.
She limbered up while the elevator moved slowly downwards. Aurian wouldn't be caught unaware this time - she knew to move the moment she could and to keep moving.
The elevator dinged to signal its arrival. Aurian stepped out into the cave.
Saves: 2
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kalindara rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Fri Apr 13, 2012 10:57 pm
Aurian was off and running as soon as the elevator doors opened. She knew the path this time, running down the tunnels. Purple gas filled the cave behind her, but Aurian was keeping ahead of it.
At the end of the tunnel came the pit. Gas was already filling it, just like before. The rope has worked last time, so Aurian scaled down it again. At the bottom, she hissed and flexed her hands. She'd forgotten about the rope burn. Oh well. She took off running again.
HP: 25/30 Saves Remaining: 2/2
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