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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[TRAINING] Let the Games Begin! [Sparrow] Goto Page: [] [<] 1 2

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kuropeco

Dramatic Marshmallow

PostPosted: Thu Apr 12, 2012 3:55 pm


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The Toxic Cave

Sometimes 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


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[ 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



kuropeco generated a random number between 1 and 3 ... 2!
PostPosted: Thu Apr 12, 2012 3:56 pm


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Sparrow was not entirely certain why he had chosen to be here in the first place.

The cave, which looked as daunting as the rest of the island, was filled with a thick sort of gas that smelled noxious and looked just as bad. Sparrow lifted a hand, covering his mouth, but it wouldn't do much good - he would need both hands getting out of this place to complete the training.

And hopefully not dying while doing it.



Quote:
[ HP: 40/40
SAVES: 1
]


Quote:

kuropeco

Dramatic Marshmallow

kuropeco rolled 1 4-sided dice: 3 Total: 3 (1-4)

kuropeco

Dramatic Marshmallow

PostPosted: Thu Apr 12, 2012 3:57 pm


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The hallway he ran down ended in a large, intimidating looking pit that looked as though it were not entirely safe to go down. In fact, he couldn't even see the bottom of it, but the gasses around him were growing thicker and there was no place else to go but down. Coughing a bit, Sparrow glanced around, hoping for some other path or passageway, but...

All he could see were ropes hanging from the ceiling, down into the pit. They were swaying, but did not look entirely safe. Sparrow inched closer, wondering if it would be best if he just...jumped.

He pushed his sleeves up, gritted his teeth, and did just that.

...which was not really that great of an idea.

He landed with a loud thump, pain ricocheting up and down his spine in an extraordinarily unpleasant way. Sparrow lifted his hands, gasping for breath, and pressed them against his ringing head, wincing.

"Okay, not really the best plan I've ever had..."



Quote:
[ HP: 30/40
SAVES: 1
]


Quote:
3- You jump down… not the best idea. -10 HP
kuropeco rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Thu Apr 12, 2012 7:08 pm


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What was it with these long hallways? Sparrow wondered after he had managed to drag himself back up from the ground, running down the next dark passageway. Wind rushed by his ears, rifling his hair, and he could smell something at the other end, something he couldn't really identify.

At least not until he reached it and found out that what he had been smelling was, in fact, water.

Sparrow stared dismally down at the churning dark pool and wished he were somewhere else but right there. But, with a sigh, he lifted a hand, pushed his hair back away from his eyes, and dove in with a splash.

It was ice cold. And it took every ounce of self control not to gasp aloud, Sparrow's arms pumping back and forth as he swam forward, squinting. Something jutted into his side painfully, and inadvertently he let out a small gasp of pain, inhaling a mouthful of water in the process. He choked, sputtering, pushing himself further until finally his head broke the surface and he took in several great breaths of air, his lungs heaving.



Quote:
[ HP: 20/40
SAVES: 1
]


Quote:
2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP

kuropeco

Dramatic Marshmallow

kuropeco rolled 1 8-sided dice: 3 Total: 3 (1-8)

kuropeco

Dramatic Marshmallow

PostPosted: Thu Apr 12, 2012 7:10 pm


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He was almost through the next passageway...

...almost...

At least until the spider.

It came out of nowhere, ten feet tall and leaping towards him with a horrible clicking noise that sent chills up and down his spine. Its pincers clapped onto his arm, sending a cold, unnerving liquid up through his veins, and Sparrow let out a yell of surprise and pain, staggering. He reached for his scythe, the shadows curling around his hands, and swung the weapon at the creature, sending it stumbling backwards, hissing.

Sparrow did not wait to find out whether or not it would get a chance to bite him again. He booked it forward, down the tunnel, towards the end.



Quote:
[ HP: 10/40
SAVES: 1
]


Quote:
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP
kuropeco rolled 2 8-sided dice: 3, 7 Total: 10 (2-16)
PostPosted: Thu Apr 12, 2012 7:12 pm


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He could see it just ahead - the light was growing closer -

- and then thinner -

The doors were closing.

"I'll be damned if I'm going to be stuck in this hellhole," Sparrow grunted, pelting forward. The doors slammed shut with a deafening bang and Sparrow, his hands gripping the metal of his scythe, swung the weapon around and at the door. It hit with a resounding clang, the stone shattering, and Sparrow desummoned the scythe, scrambling through the newly made hole and out into freedom.



Quote:
[ HP: 10/40
SAVES: 1
]


Quote:

kuropeco

Dramatic Marshmallow


kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 14, 2012 1:44 pm


DAY FOUR FIVE
PostPosted: Sat Apr 14, 2012 1:45 pm


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Weapon Crafting

While 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


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[ 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.

kuropeco

Dramatic Marshmallow

kuropeco rolled 3 4-sided dice: 1, 3, 4 Total: 8 (3-12)

kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 14, 2012 1:47 pm


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ROLLING FIRST WILL EDIT



Quote:
[ PTS: 8 ]


Quote:
- 1: Wood (+1 point)

- 3: You spend a bit of time on it, and come up with something okay. (Acceptable: +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)
kuropeco rolled 2 4-sided dice: 1, 1 Total: 2 (2-8)
PostPosted: Sat Apr 14, 2012 1:49 pm


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Quote:
[ PTS: 7 ]


Quote:
1 damage to target

1 damage to knife

kuropeco

Dramatic Marshmallow

kuropeco rolled 2 4-sided dice: 1, 2 Total: 3 (2-8)

kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 14, 2012 1:51 pm


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Quote:
[ PTS: 5 ]


Quote:
1 damage to target

2 damage to knife
kuropeco rolled 2 4-sided dice: 2, 2 Total: 4 (2-8)
PostPosted: Sat Apr 14, 2012 1:51 pm


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Quote:
[ PTS: 3 ]


Quote:
2 damage to target

2 damage to knife

kuropeco

Dramatic Marshmallow

kuropeco rolled 2 4-sided dice: 1, 3 Total: 4 (2-8)

kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 14, 2012 1:52 pm


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Quote:
[ PTS: 0 ]


Quote:
1 damage to target

3 damage to knife
Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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