Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: 1 "Firani Dragon Orb" and 1 "Firani Tear". Plus a bonus in a certain area.
You will be given the entire adventure and it will be up to you to rp what you do. Please respond to each prompt in a separate post. Your response should include what you see there, how you act and think, as well as your next move; this will let us know where you went in what order and will provide a more fluid story for you to write. The prompts are there to tell you information, it is up to you to rp everything you see and do. Though there are some things that your character will only know if they roll the right number. Kinda like D&D.
Your best female friend or sister has come crying to you for help. The love of her life gave her a bracelet a few days back and now it has been stolen! While it was not a cheap piece of jewelry, neither was it expensive. All that marks it different from so many other bracelets is its pale purple stone with a glittering pink middle that's shaped like a heart. She took it off and put it down for a second when a silx, attracted by its glitter, stole it! She managed to follow the animal thief to an abandoned hut in the woods nearby. Tearfully claiming that she is too scared to enter the ruin, she begs you to help her get her bracelet back.
What does your character think of their friend/sister's reaction and story? How does he/she feel about ghosts and the rumors surrounding this supposedly haunted place? Will he/she go to help or not?
If you do help ::
Help Her
It is late afternoon when you venture outside the safety of your home. Walking along the overgrown trail to the abandoned hut, the surrounding sounds seem muted and distant. A soft breeze slowly blows by, rustling the fallen leaves. Before you stands a house two stories tall. Its windows are gaping holes that show a dark and dusty interior. Many of the windows have been covered by webs made thick and large by years of not being disturbed. Its front door is closed; surprisingly it's still intact after the years of neglect and weathering.
You know from your friend/sister that she saw the silx enter the house from a hole in the wall next to the front door. Do you: A) Check the outside of the house? Go to "Looking Around Outside" B) Do you Enter the house? Go to "Front Door" C) Do you leave and abandon your adventure? Go to "Quit"
Looking Around Outside
The house walls have many vines crawling up their sides and sneaking into the house though the broken windows. Looking through these windows you can see broken furniture and dust upon everything. You also see paw prints of various animals crisscrossing the dusty floors. There is no back door, but you do find a trap door leading into what could be a cellar. Around this trap door there are many tracks.
Each participant may roll a d10; if a 6-10, you know them to be silx tracks, otherwise they just look like paw prints of some small critter.
Do you enter the house through either A) the front door,? Go to "Front Door" B) the trap door? Go to "Trap Door" C) Leave the house alone and quit? Go to "Quit"
Front Door
Walking up to the front door, you turn its rusty handle and attempt to open it. While it is not locked, its frame has been warped by the weather and you must use force to open it. Once you manage to open the door, it groans and swings inward with a cloud of dust and you can hear the sounds of small critters running for cover as you intrude upon their domain. The sunlight behind you lights up this room. This room is covered in spider webs, dirt, dust, and animal droppings. Many types of animal tracks crisscross the filthy floor. There are two gaping holes in the walls. One directly in front of you has the ruins of a door hanging from its hinges across it's entry way. The other opening appears to be an archway into a small room beyond. It looks like termites have been eating away at the wooden structure of this house, making you think that it might be best to tread carefully and keep an eye out in case the supports break. Looking up, you can see a huge hole in the ceiling; beyond it is a dark room that you can barely make out from where you stand. What you can see is a pair of red glowing pin points that flash once then wink out.
Each participant may roll a d10. A 7-10 will let you notice and track the Silx foot prints in the dust and dirt. If you can tell which is the foot prints of the Silx, then you see they go through the doorway with the hanging door. Do you: A) Leave? Go to "Quit" B) go though the hanging door? Go to "Inner Room" C) go through the open archway? Go to "Broken Stairs" D) or return to the outside and look around out there? Go to "Looking Around Outside"
Trap Door
This door is really warped and difficult to open. Each participant may roll a d10, a 6-10 opens it. A) If you cannot open it, you may chose to enter the house (Go to "Front Door)" or leave (Go to "Quit"). Once you open it, it will be forever open to you and you need not roll again. B) If you can open it, then continue with the prompt.
After much forcing and straining, the trap door opens. A ladder leads down into the dusty dark cellar. Just barely within your sight, you can see the floor and what appears to be a door in the wall. Just beyond the door you can see the tunnel extends into the darkness. However, there's a huge spider web covering the entire tunnel. A humongous furry brown spider sits in the shadows in the corner of its web, all eight eyes peering up at the intruder who has brought light into its tunnel home.
Do you climb down the ladder or leave? C) If you go down, go to "Cellar Tunnel".
If you wish to avoid the spider and it's huge web, you may: D) go through the front door. Go to "Front Door" E) or leave completely. Go to "Quit"
Inner Room
As you cross the entrance room, dust and dirt puff up and swirl about in the still air. You reach the hanging door and examine it. It's hanging by one hinge and you think you can either pull it off or crawl under it.
The room beyond appears to have once been the kitchen and dinning area. However you do it, you enter the room beyond. The windows here are covered with vines, many of which have entered the house and twined around everything. All the cabinets have been opened or their doors fallen off. By whoever once lived here or animals you do not know. Other than nests, trash, dead plant matter, and broken pottery you can find nothing of the value in this room. Nor can you find a Silx nest where the bracelet should be. Bird droppings cover much of the surface here and you see less tracks in here than the other room. The only door in this room is hidden off to the side, almost completely covered in vines.
If you followed the tracks in here than you know that they lead through a hole in the door. If you did not follow the tracks, each participant may roll a d10: a 4-10 will tell you this information.
What do you do? Do you go: A) through the other door in the front room? Go to "Broken Stairs" B) back outside and look around? Go to "Looking Around Outside" C) leave the house completely? Go to "Quit" D) Or do you go to the other door in this room? Go to "Hallway."
Broken Stairs
Walking under the ruined wooden archway, you see in front of you a broken staircase. there are only a few tracks in the dust here, mostly from something larger than a Silx. You do not recognize it, but you know that a Silx does not have that large a paw nor the long claws that would gouge the wooded slats of the stairs... These stairs do not look like they can take your weight and unless you can fly or try climbing the walls what ever dwells up here will be safe from you.
A) If you can fly and wish to see what lives up here, go to "Upstairs" B) If you wish to attempt climbing the walls, roll a d10: 7 -10 means success and you may go to "Upstairs." If you fail, you may re-roll or leave and return to Front Door. C) You may attempt to walk up the stairs. roll a d10: 9 or 10 means you have crawled up successfully without falling into the darkness beneath the stairs. Go to "Upstairs." Anything else and you tumble down. Go to "Darkness" D) If you wish to leave and check elsewhere, return to the "Front Door" and choose another option. You may come back here and try again if you wish.
Upstairs
This room is obviously the den of some creature; filthy and dark this is not a place you wish to linger in. The only light in here comes from the holes in the roof. Bones, feathers, and fluffs of fur litter the floor and there are many suspicious dark stains upon the floor as well as that large hole you looked up through earlier. A deep growl echos about you. Quickly looking around, you spot the source of the sound. A rather large beast is crouched in the corner, it's body projecting anger at your intrusion into it's home. Odd looking with it's shoulders much broader than its thin hips; you can tell from its muscled frame and long legs that it can run forever. Its small but thick neck leads to a pointed face with large triangular ears. A coat of deep smokey gray with lighter gray spots is perfect for night time stalking. Its forward facing eyes are red and reflect the pale light that seeps in through the roof. You remember this creature from lessons at school, a Notbjaovin. Usually nocturnal and a lone predator, its jaws are unusually strong.
What do you do? Retreat? A) If you can fly, return to "Front Door" B) You may attempt to climb back down stairs and walls. Roll a d10, 7+ gets you there safely C) You may try to walk back down the stairs. Roll a d10, a 10 means you are successful, otherwise you fall down into the darkness beneath the stairs. Go to "Darkness" D) If you try to interact with the Notbjaovin go to "Creature"
Darkness
As you try to cross the rickety stairs, disaster happens! Several things can happen, you could lose your grip on the wall as you try to climb around the stairs, or a slat breaks underneath your feet as you attempt to go up the stairs.
You fall into the dusty darkness beneath the stairs. A cloud of webs and dirt explode as you land upon the floor. Dark shadows surround you with only a dull light from above to break the shadows in the crevice. As you try to move, the grimy floor beneath you gives way, sending you tumbling down into true darkness.... Go to "Cellar"
Hallway
If entering from the Inner Room Door: Through the vine covered door you can see a dim hallway traveling downwards ending in a door. Do you A) Travel forward? Go to "Cellar Tunnel" B) Leave and go through the archway? Go to "Broken Stairs" C) Leave the house and look around outside? Go to "Looking Around Outside" D) Or do you leave completely? Go to "Quit"
If entering from the Cellar Tunnel door: As the door creaks open, you can see a long dusty hall leading upwards, it ends in a vine covered door. Do you A) Travel forward? Go to "Inner Room" B) Return to the tunnel and make your way through the webs? Go to "Cellar Tunnel" C) Leave and go back through the front door? Go to "Front Door" D) Or do you leave completely? Go to "Quit"
Cellar Tunnel
As you stand by the door on the bottom of the tunnel, you can see the webbing travels a lot further down; there's a small path you might be able to move along.. but that spider is directly in your way. Now that you are closer you can tell that the spider is a bit bigger than the size of your head and it looks to be a Bognotti. (Refer to the Creatures of Magesc thread for more information.)
Luckily you can see that there is only one type of animal track in this tunnel, that of the Silx. Beyond this must be the nest. (You may chose to go back up and grab a stick to help clear out the webbing)
How do you react? Do you A) Go through the door on in the tunnel? Go to "Pantry" B) Climb back up the ladder and enter the house? Go to "Front Door" C) Abandon the adventure? Go to "Quit" D) Go forward through the webs? Go to "Creature"
Creature
For the Notbjaovin :: If you wish to kill the Notbjaovin (You must be a Battler) then use these stats and treat it like a Dragon battle. Stats: Level 30, LUK > 22. A win gets you x3 Nocturnal Fur (an ingredient for potions/spells). The Notbjaovin either dies (you win the battle) or flees (you lost the battle) after getting wounded, it doesn't want to risk death and so leaves. Reveal this to see what you may now do.
Now that it's gone, you may search the room. Each person will roll one D10. 1-3 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Firani orb. (one for each participant) 4-10 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Kiandri orb. (one for each participant)
Once done, you may head back down. Go to "Broken Stairs" and re-roll to see what happens.
If you do not wish to kill the creature than: Each participant must roll a d100 » 0-20:: Your attempts to attack/trick/trap the Notbjaovin fail drastically. Snarling, it charges and knocks you down the stairs. As you land upon the steps they break beneath your weight and you fall. Go to "Darkness".
» 21-79:: Your attempts to trap/distract it fail. It barrels right into you, sending you flying down the stairs. You manage to grab a hold of the stair's banister and make your way back to the stair's landing. You can hear the deep rumbling growls of victory as it stands upon the top step, mocking you. Go to "Broken Stairs" and chose another choice. You may try to climb back up.
» 80-100:: You remember that Notbjaovin can be easily blinded by sudden exposure to light and when blinded they will flee to a darker area where they will feel safe. You successfully manage to knock a whole in the wall/ceiling and flood the room with late afternoon sunlight. The Notbjaovin flinches and whimpers as it barrels by you and flees to down the stairs. You do not see what happens to it, but feel that it may be hiding underneath the stairs.
Now that it's gone, you may search the room. (look in the next spoiler.)
Each person will roll one D10. 1-3 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Firani orb. (one for each participant) 4-10 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Kiandri orb. (one for each participant)
What do you do now? A) Head back down? Go to "Broken Stairs" and re-roll to see what happens. B) Fly/climb out of the hole you made and leave? Go to "Quit" C) Fly/Climb out of the hole you made and reenter the house? Go to "Front Door" D) Fly/Climb out of the hole you made and look around the house? Go to "Looking Around Outside"
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For the Bognotti:: If you wish to kill the Bognotti (You must be a Battler) then use these stats and treat it like a Dragon Battle. Stats: Level 10, LUK > 3. No items are gained from beating this creature
If you merely wish to pass by it or scare it off then: Each participant must roll a d100:: » 91-100 :: You manage frighten off the Bognotti. It leaves it's nest angrily, fleeing deeper into the tunnel and vanishing from your sight. You may continue down along the path. Go to "Cellar"
» 11-90 :: While you have frightened the Bognotti, it will try to defend its home against intruders! RP a brief encounter in which you get bitten several times before it flees deeper into the tunnel and vanishes from your sight. You may continue down along the path. Go to "Cellar"
» 0-10 :: Your efforts have only managed to piss it off and it attacks! Roll a d10
»» 0-4:: The Bognotti is not letting you pass. No matter how much you try to fend it off, it keeps coming back for more. Roll 5 d10. One of them must be higher than 5 for you to pass this creature and may continue down along the path. Go to "Cellar". If no one rolls 5-10, return to Cellar Tunnel. You may choose to try passing the Bognotti again.
»» 5-10:: You manage to beat off the spider, but not before it gets a few painful bites in. You may continue down along the path. Go to "Cellar"
Cellar
As you continue along the long web filled corridor, you can still spot the Silx tracks in the dust. You come up to a broken doorway. Beyond you see a small room with barrels and boxes piled up haphazardly. Most of them have been gnawed on and broken into in some way. A wet spot surrounds one of the barrels near you and you can smell the wine from here. But what draws your eyes the most is the pile of dimly glittering junk in the middle of the room. Sitting upon its heap of stolen goods, the Silx turns to look at you and hisses in annoyance. An intruder it cannot fight! Fleeing, it runs through the barrels and vanishes into the darkness of the corners. Sitting atop the pile is your sister/friend's bracelet. You have found the item that has sent you to this dusty place! As you shift through the rest of the pile to see if there is anything else of value, you find a glowing red orb and a small red, tear-shaped gem. A Firani Orb AND a Firani Tear!
Congratulations, you have found your prizes! You may now flee the house with your loot or decide to continue exploring. It is up to you. If you scared off the Bognotti and Notbjaovin and they fled, then you will not encounter them again.
You may count this as an RP if you have 500+ words and if you included a battle, you may count it as 1 Hunt req as well if you wrote 300 words for the battle.
Quit
At any time you may decide your character has had enough and abandon this quest. You may attempt to come back another time, but your friend might not be happy you left her precious bracelet behind the first time! You will have to RP another beginning prompt: maybe you chickened out and came back with a friends, or your friend bullied you into going back... Or perhaps you thought this would make a fun game if you and a friend came back here at night when it would be spookier. See who chickens first. Anything, just make sure to PM the Magesc Mule with your idea so we know what you are doing. Quitting means this counts as only 1 RP req if you have 500+ words. If you quit after a battle, make sure you have 300+words for that battle to count it as a Hunt req.
You must RP your escape from the house!
Posted: Sun Mar 24, 2013 12:53 pm
✦ Hidden Treasure ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: 1 "Ayrala Dragon Orb" and 1 "Peisio Dragon Orb" per participant.
You will be given a prompt that your character must respond to, please include how they view the scene given to them and what their thoughts and actions are.
Beginning:
Deciding to take a break from your training and lessons, you have wandered off to the sea side. How you travel to the shore is up to your imagination, but when you have finally arrived at your designation it is late afternoon. As you stroll along the sandy shore and enjoy the soothing sounds of the waves beating upon the shore, a glimmer inland catches your eye. Looking towards it you see what ever sparkled has vanished into a dark opening in the rocky hillside next to you. As you wander over towards the hill, you can see that while it might be a tight squeeze, you think you can enter into the dark tunnel beyond.
Please write your reactions to this prompt and reasons for being here. If you decide to leave without entering, then give a reason why and go to Quit. If you wish to continue inside the tunnel, also give a reason why and go to Entering.
Entering
As you squeeze into the dark tunnel, you can see a little in front of you. There are small animal tracks in the dirt beneath you. Wiggling your way slowly through the tunnel, you come upon a side tunnel. Both trails have animal tracks, though the path forward seems more traveled. Will you continue forward or turn and go down the side tunnel? Or have you had enough and want to crawl backwards and leave?
Once again, please respond to this prompt, what are your character's thoughts and feelings as they travel through this dark cramped tunnel.
If you A) go forward, Go to "A: Forward," B) go down the side tunnel, Go to "B: Side Tunnel"
A: Forward!
Deciding to ignore the side tunnel, you continue on-wards. It seems a long time passes as you crawl forward, hands and knees hurting from the rocky ground and back cramping. Suddenly the dim air lightens; a gleam appears in front of you. As you crawl towards the light.....
Please roll a d100! A) 1-10:: you tumble off the cliff edge. The fall will not kill you, but it will hurt! Go to "A1: Fall!". B) 11-100:: you notice the floor suddenly dropping away and stop in time to not fall. Go to "A2:: Aware of Surroundings"
A1: Fall!
So engaged in crawling towards the light, you didn't notice the rocky ground give way beneath your hands. You tumble off the edge! You feel your breath knock out of you as you crash into the floor. Laying there stunned for a bit, you can feel the bruises forming and know from the dull ache that tomorrow will hurt. Looking back up the wall, you see you have fallen some distance. (Feel free to RP a bone break or something, we will not force you to get badly wounded, but if you want them to be...)
Go to "Cavern Room"
A2: Aware of Surroundings
While you are engaged in following the light, as you crawl you can feel the ground start to slope. Taking your eyes off the light, you see that in front of you the ground abruptly falls away! Good thing you were paying attention! As you crawl to the edge and look you see a small cavern light up from a hole in the ceiling. Tree roots have forced their way into this cave and opened up a path for light and water. A small pond has formed beneath the opening. In the middle of it you see a tiny island. It is covered in junk; apparently a small creature has been stock piling stolen goods in this cave. Perhaps the sparkle that led you here was that same creature coming to drop off more shiny items. Some rags, broken bottles and broken jewelry appear to make up the majority of the pile. But amidst the pile you can spot something sparkling in the light, it looks different from the rest of it. You can see a tunnel leading into the cavern across from you.
What do you do? A) Fly down? Go to "Cavern Room" B) Climb down? Roll a d100, » 1-50: you make it down successfully, Go to "Cavern Room" » 51-100: you slip and fall, but still make it into the cavern. Go to "Cavern Room" C) Go back and try the side tunnel? Go to "Side Tunnel" D) Leave the tunnels and cavern? Go to "Quit"
B: Side tunnel
Deciding to take this side tunnel, you squirm about and crawl through this tight space. As you squirm through the dark twisting tunnel; its rough walls scratch you with the sharp protruding rocks.
As you travel along this path you notice that it gradually slopes downwards. After a while, you see the darkness lighten. There is something ahead of you! As you crawl faster towards the light you finally see the tunnel suddenly open up.
RP response then go to "Cavern Room"
Cavern Room
Looking around at your surroundings you see a small cavern light up from a hole in the ceiling. Tree roots have forced their way into this cave and opened up a path for light and water. A small pond has formed beneath the opening. In the middle of it you see a tiny island. It is covered in junk. Some rags, broken bottles and broken jewelry. Also amid the pile you can spot something sparkling in the light. The only openings that you can leave or enter this room from are from a tunnel that comes out half way up the wall or a tunnel that leads off into the dark again.
What do you do? What are your character's thoughts? Do you: A) Approach the pond and its pile? Go to "Loot" B) Leave? Go to "Leaving B" if you wish go out the tunnel halfway up the cavern wall or "Leaving A" if you wish to go out the tunnel in the wall.
Loot!
Approaching the pile, you wade through the cold pond waters. It is not deep and you can see small fish swim away from your noisy intrusion. As you reach the pile, you can see it is mostly rocks and trash gathered by some small creature, but amidst the trash you find an Ayrala and Peisio Dragon Orb! (one for each participant) Now to leave. Go to "Leaving B" if you wish go out the tunnel in the middle of the wall or "Leaving A" if you wish to go out the tunnel in the wall.
Leaving A
As you leave the cave behind you and crawl through the dark winding tunnel the sharp rocks protruding from the walls scratch and gouge you. It gradually slopes upwards, back towards the surface. After a while, you reach another tunnel. Looking down you can see the tracks that you made earlier. Following them out, you squeeze out back onto the surface. The sun is now on the horizon.
Leaving B
To get here you must climb or fly to the tunnel. Roll a d100 » 70-100 means you successfully climb to it and may leave this way. » 1-69 means you fail to climb up. You may try again at a 5 point penalty (now 1-74 fails) as you are hurt from your fall. Or you may leave through the other tunnel. Go to "Leaving A".
This tunnel is a tight fit, but at least it is lite by the sunlight seeping in through small crevices in the roof and walls. While the ground is rough, you aren't hurt by any sharp rocks as you travel along it. After a long time, you reach another tunnel. Looking down you can see the tracks that you made earlier. Following them out, you squeeze out back onto the surface. The sun is now on the horizon.
Quit:
You may at any time quit, but doing so will mean you do not get the reward. You may count this as an RP requirement if you wrote 500+ words. RP your escape.
Free at last!: Please rp you characters thoughts and feelings as they travel along the path and leave the cavern behind. You may include their trip home if you so desire.
Magesc Captain
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Magesc Captain
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Posted: Tue Mar 26, 2013 10:02 pm
✦ Cooking with a Witch ✦
Pair/Solo Adventure May be of any Path or Race. Be forewarned! There is no escape through this except by the will of the Witch! Once you start, you must complete it!
Rating: Reward: 4 "Witch's Chocolates"
You have traveled to Ayr, perhaps looking for dragons or rare herbs to find. As you are walking along a small trail beaten down by all the many warriors who come hunting here, a particularly strong wind storm whirls up. It pushes you down between the tall spires, forcing you off the beaten path and into the wilderness of Ayr. You try to fight it, but the wind seems too strong for you, almost like every time you try to go a different way, it's power strengthens and forces you the way it wants, herding you along.
Battered and bruised from falling and being blown into the rocky spires, you eventually fight or fall down a narrow crevice in the tall rocky spires that make up Ayr. With the wind howling above you and only a narrow path in front of you to go through, what do you do?
Try to go back up? Go To Windy Continue down the path? Go To Path
Windy
As you climb or fly up the long crevice, the whistling of the wind suddenly increases to become a screaming gale. The wind is filled with sharp rocks and is so strong it hurts to even breathe. There is no way to pass the windy barrier; it would be death to try.
Go To Path
Path
The long and winding path before you is bare of anything except moss and rocks. Wisps of mist float about, obscuring your view. As you continue down the winding trail, the screams of the wind are dampened until you can hear nothing except a soft sigh. After a few minutes of walking, you can smell something upon the small breeze that blows along the bottom of the crevice. It's enticing smell lures you onward.
Suddenly looking out of the mist are two tall spires, odd only in the fact that carved into the very rock itself are the figures and shapes of animals, the spires have been completely sculpted.
Roll 1d10: » 1-6: You notice nothing and continue forward between the carved spires. » 7-10: You notice silent figures crouched in the misty shadows by the spires, their eyes following you. Apparently they deem you harmless because they do not attack, but silently let you pass.
Go To Hidden Village
Hidden Village
As you enter the village, it’s almost like the mist is magically stripped away and before you looms a bustling village, full of Oblivionites, Dovaa, and hybrids. Several of the inhabitants look at you as you appear out of the mist, but then go back to their business. The others ignore you, apparently strangers aren't worth the time to stare and gawk. The first things you notice, other than the races, are the tattoos. Everyone has them, and they all have designs depicting animals and highly stylized designs, some of which reminds you of spells you have seen cast before. The inhabitants wear primitive clothing, often nothing more than some leather and fur pieces with leather straps holding it all together. Many of the hairstyles are long, and put up in complicated braided structures with bond and bead decorations. You also notice that most of them bear bows with the other weapons being clubs and stone maces.
A small and ancient hybrid woman approaches you. Her hair has silvered with age, and it spills in an unruly mess down her face, obscuring one eye. Her gnarled horns curl up and behind her head, a pale gray color that reminds you of the mists outside. Her black skin bears white and red tattoos, all of which are stylized designs; there are no animals to be seen. Her clothing is long and robe-like, with many patches stitched on, it once bore the designs of dragons along the hems, but they have faded with time, leaving only the suggestion of shadowy dragons behind. Her black pits of eyes stare at you a small curl of gray mists seems to swell within them, forever spinning about in their pits of shadow. Her wrinkled face splits into a grin, reveling sharp pearly white teeth.
"Ah, just what I needed, a set of hands to help me in my kitchen!" Her voice is a soft hiss, strength and power lay beneath her words. She may be old, but she is strong.
"Will you come ‘n help ol’ Ysillivia bake?"
Do you ask her to return you to the surface? Go To Flee Or do you agree to help her? Go To Agree to Help
Flee
Feel free to make up some dialog here for Ysillivia that matches the prompt given.
The old woman sputters then sighs, how disappointing!
"After all that trouble finding someone worthy and fun to cook with? Kids these days! Fine then selfish child, don’t cook and keep an old woman company!" She waves her hand and a gust of wind blows you up and away, blasting you away from her village and depositing you in the wilds of Ayr.
Please RP this happening and be aware that you can only do this adventure after a 4 month wait, since you managed to piss of the Witch by not helping her. After 4 months of RL time, she'll have forgotten the upset and you can try again.
Agree to Help
As you agree, she smiles and pats you upon the head or arm if you happen to be taller than her.
"Such a nice child! Come this way then, little one." She cackles softly to herself as she leads you towards a round tent like structure in the middle of the village. As you look around you can see the houses here are all tent-like. They are hides of animals stretched across frames with wooden poles supporting the main frame. Any surface that can be carved is. And many of the hides are also dyed and painted with animals and designs. You can see that many of the people are about doing domestic work: cooking, cleaning, weaving, and many other chores. But they all bow respectively as Ysillivia passes by. As you get closer to her hut you again smell that tantalizing scent you smelled outside the village. It’s coming from her house.
Roll a d10. » 1-5: You suddenly realize that this little old woman is the source of power that blew you here. That was no ordinary wind storm, but instead a spell to bring you here. » 5-10: You do not come to realize this.
Go to House
House
As you enter her house, you notice many weird things. Strange glass jars containing plants and animal parts floating in a yellow liquid line a shelf to one side while many plants and herbs are in bundles hanging from the ceiling. Her house is so much larger inside than it appeared from the outside. The walls are actual walls, not just animal hide. The ceiling, or what you can see of it, appears to be made of wooden boards. There is a small beaten couch that is covered in hand stitched pillows and woven blankets. A deep red and brown rug covers the floor, its design mimics that of the stylized symbols you saw in the tattoos and carvings outside. The scent you smelled outside is stronger here and you can almost taste the sweetness that you smell. The old hybrid Mage cackles.
"Have a seat for a second, I’ll go and get the kitchen ready for cooking!" And she leaves the room through an entry way that is covered only by a curtain of beads and bone strung along a thin strand. Do you:
Explore?
Roll a d100: » 1-81: Nothing for you to take.
As you look around, exploring the creepy items she has about the place.. Like her collection of skulls, both Magescian, animal, and Drakein. She also has an entire box full of random bones, some that look like they have been gnawed on. You can hear her talking softly to herself as she is coming back and quickly sit down on the couch so you don't get caught with your hand in something it shouldn't be in.
Go to Baking
» 81-100: Something interesting!
You find a Rotten Egg.
As you look around, exploring the creepy items she has about the place. Like her collection of skulls, both Magescian, animal, and Drakein. She also has an entire box full of random bones, some that look like they have been gnawed on. You hear her talking softly to herself as she is coming back, a small odd egg catches your eye. It's not very big, and it looks different than any bird's egg you've seen. Quickly hiding it upon yourself, you quickly sit down on the couch so you don't get caught with your hand in something it shouldn't be in.
Go to Baking
Or do you sit politely and wait for her to come back? Go to Baking
Baking
"Come child!" she calls as she sticks her head through curtain of beads and grins at you.
"Come help me bake my special treat! I’ve taught it only to a few souls; one who was a young hybrid, all pale and pretty! Very Scarred and so prickly! He was so much fun to tease!" Her head vanishes as she pulls it back into the kitchen and you go over to her.
A shock awaits you in the kitchen; clean and pristine, everything is neat and labeled with nothing out of order. It is so very different from the clutter and mess of the last room.
"Hehehe. You don’t think that I’d cook with that mess in my kitchen, do you?" She jerks her head back at the last room.
"Oh no! Ysilliva won’t let mess live in her kitchen! Cooking is like spell casting, it requires a clean and calm environment!" She cackles again and begins to order you around, directing you to first do one thing than another as she mixes together a strange and pungent dark material, adding in the materials she has had you grind, roast and mix.
You don’t know how long the two of you were cooking, but by the end of it you’re exhausted. Never did you think that cooking could be so strenuous! The smell of what ever you made is enough to make you drool; soft and delicious, you wonder if what you made will taste as good as it smells. The old woman pats you on the head and hands you a small bundle of the dark and thick treat you helped to create.
"What we've made is something my people call Witch's Chocolate. Sweet and tasty it is a favorite among the clan's children." A grin splits her face.
"If you ever see him, tell that lovely Iggy that Ysilliva says that he needs to bring his skinny butt back here and visit more often! I’d like to see him again, plus there aren’t enough hot men who find our village so I can ogle them! Now off you go! Come back and visit another day!"
She waves her hand and a gust of wind blows you up and away, gently flying you away from her village and depositing you near the ferry’s landing on Ayr’s beach.
Reward: You receive four (4) Witch's Chocolates.
Witches Chocolate: Restores 25 LP and 25 ENG to a character when eaten during battle. Can also used as an ingredient.
Posted: Tue Mar 26, 2013 10:49 pm
✦ Herb Hunting ✦
Solo Adventure May be of any Path or Race. This quest may be done once every week. You must choose to hunt in either Serenia or Soudul, go to the prompt that matches your choice.
The land around you is gushing with golden leaves and bright green plants with colorful blossoms bursting out scenting the air with delicate flavors.
You heard in the market place or perhaps from gossip among your peers that a special herb grew along the banks of Lake Tyluafel. The Orderite Mages prized it for its radiant and healing properties, claiming that spells and potions made with the herb were much stronger. The problem is, no one ever described the herb. All you overheard was that you would "know it when you see it"; and with that you left to go out and seek it yourself! All you know is that it dwells mostly on the Eastern banks of Tyluafel and that it is easiest to find during the morning.
Please RP yourself going to the lake and searching. If you are searching in the morning, go to "Light". If you are searching at any other time, go to "Failure".
Soudul:
The land about you is dark and the only light is from the soon-setting darkened sun.
You heard in the market place or perhaps from gossip among your peers that a special herb grew along the banks of Lake Koralifel. The Oblivionite Mages prized it for its dark and powerful properties, claiming that spells and potions made with the herb were much stronger. The problem is, no one ever described the herb. All you overheard was that you would "know it when you see it"; and with that you left to go out and seek it yourself! All you know is that it dwells mostly on the Western banks of Koralifel and that it is easiest to find at night.
Please RP yourself going to the lake and searching. If you are searching at night, go to "Dark". If you are searching at any other time, go to "Failure".
Light:
As you hunt among the pale green bushes and golden brown grasses in the mid morning sun, a pale light catches your eye off to your left, sparkling from a patch of cattails along the bank. A scent that reminds you of a summer day comes from that direction.
Drawn to the scent and the light, you push the cattails aside to reveal a softly glowing pale gold plant. It's soft looking leaves extend outwards from it's base, stuck in the ground. This must be the Gold Petalia plant that they spoke of! After all, what other herb glowed a pale gold?
Please RP your discovery and thoughts and then leaving. Feel free to RP your character going back home and bragging or showing their new discovery to teachers/parents. Make sure you reach 500 words or this won't count towards your RP requirements. Reward: x8 Gold Petalia
Dark:
As you hunt among the gray and purple bushes and black grasses, the moon light shining above you, a strange glow off to your right catches your eye. Even though it is night, you can see a strange blue glow burning from within a patch of cattails along the bank. A scent that reminds you of a dusty library comes from that direction.
Drawn to the scent and the deep glow, you push the cattails aside to reveal a glowing faded blue fluffy-looking herb that spins and circles around to the center, much like a rose. This must be the Fluffotton that they spoke of! After all, what other herb glowed a faded blue and had that cloud-like shape?
Please RP your discovery and thoughts and then leaving. Feel free to RP your character going back home and bragging or showing their new discovery to teachers/parents. Make sure you reach 500 words or this won't count towards your RP requirements. Reward: x8 Fluffotton
Failure:
No matter how hard you look you just can't find any strange or different types of herbs. Perhaps the people were lying and pulling a prank on you; or maybe you are looking in the wrong spot. The only thing of interest you find is a strange patch of pale gray granite that looks out of place amid the golden/dark surroundings.
Reward: x5 Shattered Granite
RP your fruitless search and finding of the granite. While not as impressive or rare as the strange herb you heard about, you are certain that perhaps this granite can be of use. Feel free to RP your character going back home and any encounters they wish to have along the way. Make sure you reach 500 words or this won't count towards your RP requirements.
Magesc Captain
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Magesc Captain
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Posted: Tue Mar 26, 2013 11:10 pm
✦ Marketplace ✦
Solo Adventure May be of any Path or Race. The races of the merchants will match the race of the character doing the adventure. The stalls will also be changed around every now and then so there will be new items available in the future.
Rating: Reward: x6 Amber or Silver | x6 Bronze or Copper Bars | x6 Leather Hides or Plain Cloths
Prompt
Before you lies a market, filled with many merchants all calling out their wares to get your attention. You notice that there are several hunters here who have set up booths or laid out blankets with the trophies from their kills. What brought you here, did a teacher ask you to go buy something for them, have you come for something for yourself or just because you are bored?
Note: Feel free to have your character purchase things IC that are not actual ingredients. Perhaps they just need some pelts for a blanket that they are making or buying a precious stone for a special someone. This is a market and you may just RP them wandering round and looking at the wares for a while before finding one of the special stall owners below. These are not the only stalls, just the only ones that can give you an item. However, if you are going to be buying things from the stall owners, make sure you mention where they got their money/trade goods in the first place.
Also make sure you RP either trading them some money earned by your character or trading an item that they made (if they make their own wares) or obtained somehow. This will not cost any Gaia Gold or any of your official items in your inventory. This is just for RP’s sake.
RP your reason for being here and then what you feel and see. Then you may choose which stall you wish to visit.
Tall Jeweler:
Roll a d100. 1-50: He has Amber to sell 51-100: He has Silver to sell
This tall thin man has a receding hair line and hands that show the calluses of a craftsman instead of a warrior. His clothes are elegant and expensive looking. His wares are mostly semi-precious to precious stones, but lying amid the glittering stones are 3 chunks of Amber or some orbs of Silver. While they are pretty and can be made into decorative pieces, you remember a peer or teacher remarking that they can be used in potions or enchants.
You may converse with him while you peruse his wares and create any conversation you wish, you may also merely quietly look at his wares and only ask how much; this is entirely up to you.
You may either leave the stall and go visit another one, if you do so and then come back, your first roll will still apply, or you may talk with the stall keeper and buy the stones. Reward: x6 Amber or Silver
You will need to write 200 words for this prompt alone for him to sell to you, any less and you will not receive the items.
Wounded Gatherer:
Roll a d100. 1-50: He has Bronze to sell. 51-100: He has Copper to sell.
This impressive looking gatherer is badly wounded; from the sling and brace that he wears it appears his collar bone is broken. Perhaps because he cannot hunt for a while, he has taken to selling some of his personal items and materials to tide him over. You recognize the metal bars as being useful for forging items.
You may converse with him while you peruse his wares and create any conversation you wish, you may also merely quietly look at his wares and only ask how much; this is entirely up to you.
You may either leave the stall and go visit another one, if you do so and then come back, your first roll will still apply, or you may talk with the stall keeper and buy the items now. Reward: x6 Bronze or Copper Bars
You will need to write 200 words for this prompt alone for him to sell to you, any less and you will not receive the items.
Tattooed Hunter:
Roll a d100. 1-50: He has Leather Hides to sell. 51-100: He has Plain Cloth to sell.
This bulky and scarred man is covered in tattoos and clothed in fur. He has come here to sell the cloth his wife has woven or the cured leather hides of animals he has slain. You know that these will be quite useful in crafting.
You may converse with him while you peruse his wares and create any conversation you wish, you may also merely quietly look at his wares and only ask how much; this is entirely up to you.
You may either leave the stall and go visit another one, if you do so and then come back, your first roll will still apply, or you may talk with the stall keeper and buy the items now. Reward: x6 Leather Hides or Plain Cloths
You will need to write 200 words for this prompt alone for him to sell to you, any less and you will not receive the items.
Posted: Wed Sep 11, 2013 3:23 pm
✦ Hunting in the Desert Quarry ✦ Group Adventure May be of Any Path or Race
Ratings:
Special: The below rocks are what each person will find on their search. You may then trade amongst yourselves IN THE ADVENTURE if you wish to. Then, when you post in the Final Adventures thread, make sure you write down what you end up with after the trade (if you traded.) In the notes section please include what you had originally and what got traded to whom for what.
Each participant will roll a d100. 1-32: x5 Gold 33: x10 Gold 34-68: x5 Moonstone 69: x10 Moonstone 70-99: x5 Obsidian 100: x10 Obsidian
You have been sent out on an errand by your master or parents to a quarry on Eowyn for them. They have a letter you need to deliver to the Quarry Master, but after that they have said that you may have the afternoon off to explore the quarry, hinting that perhaps you can find something of interest there.
Since Eowyn is dangerous and home to strong Dragons, your master or parents may have told you to gather a group of friends for safety's sake or perhaps you have ventured out alone and run into others at the quarry and joined forces to search after you have delivered your letter.
Note: Only one person needs to deliver the letter (which is a letter requesting a certain amount of stone to be delivered), the rest of the group can be dragged along for safety or already there for a different reason. Or you can all deliver letters since the Quarry Master is a Oblivionite who takes orders from all the races and transports stone to all the continents. He cares only for the money, your race is insignificant. You have control of the Quarry Master, just realize he is arrogant, greedy, and could care less about your race.
Once your task is over, you head out into the dusty quarry. It is a huge stone outcrop surrounded by sand. The Quarry is so large that they have dug straight down, creating a valley of stone in the midst of the desert, most of which is marble, granite and sandstone. There are small veins that glitter in the sun, fragments of semi precious stones and metals that are scattered randomly though out the stone.
As you explore, you can spot areas where others have dug large chunks of semi precious stone out of the rock walls and the floor of the quarry is littered with shattered rocks and ruble.
Feel free to explore and rp your explorations and search for something interesting. There is a thick stream of silver, but that is currently being mined and you can only see it from a distance since the miners will keep you at a distance.
This is a single prompt quest.What you need is: RP your journey to the Quarry, gathering your group of friends on your way or meeting them at the quarry. Then there must be at least one letter delivered to the Quarry Master and then you and your group may go about the quarry looking for rocks! Make sure you rp your finding of the stones that you rolled for. If you don't then you will not get them as a reward. Must have 500 words to count!
Additional Prompt: You may, if you wish. also purchase Shattered Granite from the Quarry Master. And by purchase, I mean take the worthless rocks off his hands! The Quarry Master and his miners have been digging up a lot of Granite lately and their trash heaps are overflowing with it! You may notice this, and request to buy some from him. He'll haggle but end up giving you a good deal since he really isn't counting on that for income.
For this, please write an ADDITIONAL 300 words on top of the 500 for the actual prompt. You will receive x 20 Shattered Granite.
Magesc Captain
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Magesc Captain
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Posted: Thu Oct 10, 2013 7:31 am
✦ The Importance of Being Earnest ✦
Solo Adventure May be of Any Path or Race
Rating: Requirements: Intended for apprentice or adept-level Oblivionites, Orderites, or Dovaa, though with some slight tweaking according to their personal situation, a Hybrid could also take this on.
Rewards: (Note: These are all possible rewards - some routes will not involve attaining all of them.)
•Wooden Figurine:This small, fairly sloppily carved wooden figurine looks to be of a historical figure you feel like you should recognize, but don’t. The student who gifted it to you promises having it around has always helped him remember things better for tests. Grants +3 INT so long as the item is on your character's person.
•Soft Leather Gloves:These small, simple leather gloves are clearly designed for young hands, but would probably be nice have in a pinch for a training or sparring session. + 10 to hit in combat or +3 LUK during dragon or creature combat. Only usable by apprentice or adept stage characters.
•Eye of Irised:This unremarkable white stone appears to have magical properties. Perhaps a mage or dovaa inclined to study it could work out its mystery. In the meantime, you've found that if you throw or tap it against something hard, the stone lights up with a soft, florescent white glow. This may come in handy sometime.
Attempt to aid a distressed fellow student. The races of the student, teacher, and location of the school is relative to your own race - not available to hybrids who are taught by their parents, unless you want to RP them visiting or near a school.
Prompt
Just after a grueling class - or perhaps on your way back into school with a desire to contact one of your teachers for some questions outside of class, a fellow student (perhaps one you know or have never had contact with) catches your eye. They look notably distressed.
If you ignore them and intend to go about your business, see “Avoid Contact” — if the sight sparks concern or interest, or even if your character just wants to make fun of them, see “Approach”:
Avoid Contact:
Your character attempts to move on towards the school, either mostly oblivious, unaffected, or simply shy and wanting to get on with their own affairs. Before you can make it inside, however, the student approaches you.
“Hey, you there!” he calls out, stepping up and blocking your path. Before you can say anything, he starts babbling on. “You look like a respectable person, you’re a decent sort, yeah? Here, uh, this is a little embarrassing to admit, but I have a favor to ask — don’t look at me like that, there’s something in it for you! And it’s nothing that’ll get you in trouble…much.” He clears his throat, frowning. “Anyway, I was sent out to retrieve this journal of arcane studies from library for my trainer in the east wing, [Insert teacher name here: Oblivionite option, Dovaa option, and Orderite option], but I was late to classes this morning for, er…personal reasons…and on my run to school I seem to have dropped the blasted thing. I’m fairly certain I lost it on my run past [body of water here, specific to location: if Oblivionite, a lake, river, or fountain in Soudul near the school this is set at, if Dovaa, again a lake, river, or fountain the student might encounter on their way running to class, same for Orderite - I don’t know locations well enough yet to name these things but if there aren’t specifics done already I could come up with some names lol]. I have another session with a different trainer in only a few minutes, so I don’t have time to run back, but if you’d be willing to do so for me I can certainly make it worth your while. I’ll be back here again in just over an hour - I don’t expect it’ll take you much longer than that to find it. I’ll wait for you, alright?”
Head to 1.
Approach:
Curious, your character approaches the student - RP your character’s reaction/method of approach as you please. When you prompt the student or ask what’s wrong, they respond:
“Oh! You’ll never believe my misfortune — well, perhaps you will, it’s quite believable, actually—ah, rather more to the point, you looking like a reasonable sort and all, would you mind if I asked a quick favor of you? Don’t look at me like that, there’s something in it for you! And it’s nothing that’ll get you in trouble…much.” He clears his throat, frowning. “Anyway, I was sent out to retrieve this journal of arcane studies from library for my trainer in the east wing, [Insert teacher name here: Oblivionite option, Dovaa option, and Orderite option], but I was late to classes this morning for, er…personal reasons…and on my run to school I seem to have dropped the blasted thing. I’m fairly certain I lost it on my run past [body of water here, specific to location: if Oblivionite, a lake, river, or fountain in Soudul near the school this is set at, if Dovaa, again a lake, river, or fountain the student might encounter on their way running to class, same for Orderite - I don’t know locations well enough yet to name these things but if there aren’t specifics done already I could come up with some names lol]. I have another session with a different trainer in only a few minutes, so I don’t have time to run back, but if you’d be willing to do so for me I can certainly make it worth your while. I’ll be back here again in just over an hour - I don’t expect it’ll take you much longer than that to find it. I’ll wait for you, alright?”
Head to 1.
1. After accepting the distressed student’s offer, RP your character going to said body of water searching for the spoken-of journal, only to find it, sure enough, in the water and soaked through, clearly completely ruined. Return to the student. Upon showing him the journal, he is incredibly distressed and wants nothing to do with returning the ruined thing to the teacher. After giving you a small figurine and promising that it has always helped him perform better for tests, he offers you a better reward if you agree to take the journal to his trainer for him and swear not to tattle on him. [Item Grant: Wooden Figurine:]
Refuse:
Should your character refuse to lie for him, the adventure ends here.
Accept:
Should you agree to deliver the journal, RP this and proceed to the aforementioned location in search of the trainer in question. Upon locating her, the trainer immediately spots the journal and questions you about the circumstances that lead to its current state, tone calm but rigidly strict sounding. If you keep the student’s secret and lie to the teacher, head to “Lie”. If you tattle, head to “Tattle”.
Lie:
Though the woman doesn’t necessarily look like she believes your tale, she accepts it, and lets you off with a mild lecture on clumsiness and how it could get you killed in battle one day. After her lecture, though, she thanks you for at least returning the thing, muttering meanwhile about lazy students who aren’t willing to follow simple instructions themselves. Before you leave, she gives you a small gift as a token of appreciation for your efforts. [Item grant: Soft Leather Gloves]
Adventure ends.
Tattle:
The professor snorts, not surprised by said student’s clumsiness and unwillingness to face their own problems head on, and asks you if you would be interested in performing one more favor in order to educate the student in what happens when they attempt to lie to a teacher. If you agree, head to “Agree” — if you decline, head to “Decline”.
Agree:
Pleased, the trainer fetches a small pouch from within their desk drawer and gives it to you — weighty for its size — with instructs you not to open it, but to deliver it directly to the student. Before you walk out the door, she also gives you [Item grant: Soft Leather Gloves] saying that this is for you as a reward for your honesty and effort and that she hopes you find it useful at some point on your journey. After leaving her office and making it out of sight, if you peek at the item in the pouch, intended for the student only, head to “Peek” — if you obey your instructions and promptly return to the student without looking, head to “Obey”.
Peek:
Insatiably curious, your character peeks within, only to find a small, unremarkable white stone — upon dropping it out of the pouch and into your palm, however, you will find your character cannot say anything but, “I will learn to follow instructions…” for the rest of the day. If you proceed to fold it back up and bring it to the student regardless of this newfound dilemma, head to “Return” — if you avoid them out of embarrassment, head to “Embarrassed”.
Return:
Despite your speaking issues, your character returns to the student, and upon opening the pouch himself and frowning at the stone, the student soon finds he cannot say anything but, “I will account for my own mistakes. I will not encourage lies.” Intensely frustrated by this, he tosses the stone away, and looks angry with you, but can’t manage to tell you anything but his own set phrases. Should you choose to go and fetch the stone despite what it did to you - perhaps to study it or for personal reasons - you are granted the item Eye of Irised. Otherwise, you may continue on your way and leave the magicked item to its own devices.
Adventure end.
Embarrassed:
Too embarrassed to face up against the student now, your character abandons their mission. Should you choose to keep the stone yourself despite what it did to you - perhaps to study it or for personal reasons - you are granted the item Eye of Irised. Otherwise, you may toss it out of spite and continue on your way.
Adventure end.
Obey:
Not wanting to mess with fate or disobey a teacher, you leave the pouch intended for the student laced up tight and return to him. Upon opening the pouch and upending it, a small, unremarkable white stone drops into the boy’s palm. As soon as he opens his mouth, however, the student soon finds he cannot say anything but, “I will account for my own mistakes. I will not encourage lies.” Intensely frustrated by this, he tosses the stone away, and looks angry with you, but can’t manage to tell you anything but his own set phrases.
Should you choose to go and fetch the stone - perhaps to study it or for personal reasons - you are granted the item Eye of Irised. Otherwise, you may continue on your way and leave the magicked item to its own devices. [Note: Should your character touch the stone in this scenario, nothing remarkable will happen, though you may feel free to RP your character lifting it up with a piece of cloth to avoid touching it if they are the careful sort.]
Adventure end.
Decline:
Looking as though she understands, even if she doesn’t necessarily approve, the trainer compensates you for your efforts regardless with [Item grant: Soft Leather Gloves] before letting you on your way.
Adventure ends.
Posted: Wed Feb 26, 2014 11:23 am
✦ Aiding a Smith ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: Smithig Recipe and x 5 Iron bars
Below is a situation, you must write a 500 word rp incorporating it!
The Prompt: You find your self inside a smithy. Maybe you are here to buy something, have something repaired were sent on a task here by another. What ever reason you are here you find the smith calling out for his apprentice to help him... but there is no apprentice there! "Yarsish, ye lazy fool, I need the bellows pumped! The fire's too low." His gravely voice calls out. As you go to help him (and you must if you wish to continue this adventure!) he notices you and sighs. "I guess my lazy apprentice is missing? Be a friend and pump the bellows would ye? I'll help ye once I finish this sword."
After you help him, he sits back and sighs. "Perhaps I can ask ye for a favor? I have an order of swords to get done but as ye can see, my apprentice is missing. If ye help me, I can offer ye a reward." As you accept (and you must cause that's the whole point of this adventure!) he shows you what he needs. You are to prepare the iron for smelting, pump the bellows, and take the cat iron swords to teh back room where his brother will sharpen them. With your help he'll be able to finish his order in time!
The work is hard, by the end you are sweating, soot stains your clothes and you smell of coal and smoke. But it is worth it! You and him manage to get the order complete! After you finish and recover from the afternoons hard labor, he beckons you over and shows you how to create a piece of armor as thanks. (choose from the lit provided below) He also gives you some iron for your time.
You receive one of the following Recipes (you choose) and x5 Iron bars! Metal Helm Metal Chest Plate Metal Shoulder Guards Metal Bracers Metal Boots Metal Greaves
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Tipsy Pirate
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robot kitten
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Posted: Wed Feb 26, 2014 11:25 am
✦ Aiding an Alchemist ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: There's a list to pick from! All are ingredients.
Below is a situation, you must write a 500 word rp incorporating it!
The Prompt: You have come to an alchemist's shop. Maybe you are here because someone sent you to buy a potion for them, or you are looking for a potion for yourself, or want to be taught. For whatever reason, you are here. As you walk inside you hear muffled sounds of anger and the sound of an explosion. A puff of smoke leads you through a door in the back of the shop. When you enter, you see a tall elderly man standing up from behind a short barrier and dusting himself off. "Blasted thing I thought for sure that was the correct mixture!" He looks up and notices you. "Ah hello there, we're closed today! Unless you have a steady hand and can help me in my work, please leave." He says with a sigh as he views his workplace. A barrier spell has kept part of the room safe from the explosion, but the un-shielded area is covered in soot. (you help him of course. That's the point of this after all!) "Ah in that case, you are welcome! You will be rewarded for your aid," he says with a happy smile as he potters about grabbing ingredients, vials, and bottles and piling them haphazardly on the sooty table. "Come come! I need you to grind these while I prepare the liquids!" He says as he points to a pile of dried herbs. Some you can recognize as gold petalia and thistlethorn, but most you have never seen and do not know what they are.
By helping him you find that he has many potions he is trying to do. Many have no purpose other than scholarly interest, while some are as random as a love potion, a boil healing potion, and one that will turn your skin green. Apparently he is researching something and he thinks these potions will aid him... how you are not sure, maybe he's just cray. But you do see that his ability to mix, measure, and create potions is by far superior to many you have seen. Yo help him mostly by grind herbs, stirring potions when he directs, and sometimes you both have to dive to escape a potion that decides to explode. After a long afternoon of aiding him, he looks up and gasps. "Oh my! Look at the time! I have kept you far too long! Here take these," he pushes some items into your hands, "I am so sorry for keeping you all day! Thank you for your help, you have helped me very much!" He pushes you out the door and waves good bye before vanishing back into his workshop.
Looking down you see he has given you....
Select 2 things to keep! x2 Babosa Slime x5 Pumpkin Guts x2 Witch's Chocolate x4 Bird's Beak x4 Dried Lizard x2 Strange Eye x4 Long Hair x4 Dark Horn x3 Small Cactus
Posted: Wed Feb 26, 2014 11:27 am
✦ Aiding an Enchanter ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: There's a list to pick from! All are recipes.
Below is a situation, you must write a 500 word rp incorporating it! The Prompt:
A small shop in a busy part of the marketplace belongs to an enchanter. Word has it that he knows how to incorporate spells into armor, tomes, weapons, items... anything! Why you are here is up to you, but as you enter, you can practically smell the magic in the small but clean room. Over to one side you see what must be the enchanter himself. She is wearing long flowing robes with shimmering symbols embroidered along the edges. Her hair is long and straight, reaching down almost to the ground. As you enter she turns her beautiful face towards you and smiles.
"Ah, perhaps you can help me," she says in a musical voice. "As you can see, one of my shelves has broken and I need it fixed. Preferably without magic so that it does not contaminate the items I will place upon it. But I do not have time to find a carpenter as I must finish enchanting some armor. The owner is paying for it to be done by noon! I have only a few hours and it will take all my time. Would you be willing to fix or find someone to fix it for me? For your troubles I will be willing to teach you how to enchant an item."
Figure out how to fix it without magic. Build the shelf yourself or go find a carpenter to do it for you. If you hire someone else, the enchantress will pay them for you and you still get your reward.
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: There's a list to pick from! All are ingredients.
Below is a situation, you must write a 500 word rp incorporating it! The Prompt:
Roll a d100: 1-50: x 5 Small Pearls 51-71: x5 Large Erlkin Scales 72-97: x10 Small Erlkin Scales 98-100: A water logged boot is all you find! (Boots of the Water Walker is what it is!)
Recently you've heard of divers who dove to the sea floor to gather up pearls, food, and other interesting things from the sea floor. Curious as to how these non-Merkora or Peisio Dovaa are managing to dive so deep for so long, you go to the village sea port where the rumors are coming from. (They are on all continents, you choose!) You approach and ask a person who's preparing a bag and looking like they are waiting for the ferry to come in. As you talk to them, they tell you about the diving, how some are using some Bahikal Saliva(which has magical properties and allows one to breath underwater), others are borrowing hte powers of Ayrala's ad taking a bubble of air down with them, and yet a few others dive with out magic. Apparently this man(or woman if you want!) has a apprentice.. who is sick at home. He asks if you wish to join him, he dives without magic, but his apprentice uses the Saliva.
As the ferry comes in and you join him (cause you know, that's the whole point of this adventure!) he shares his techniques and shows you how to put on the flippers and Saliva. He also tells you what to look for: the large shells of clams encrusted with barnacles have the best pearls!
The dive down and what happens is up to you! Maybe you spot the dark shadowy shape of a Svatrin slowly cruising below you, maybe you see Merkora, or any of the sea creatures! You dive deep, the Saliva (if you need it) making the trip more comfortable as you can breathe.. though the pressure of all that water gives you a head ache! Roll to see what you bring back up with you!
Posted: Wed Feb 26, 2014 8:30 pm
✦ Shearing the Trolender ✦
Solo Adventure May be of any Path or Race. You are on Aisko which is dangerous, so only an Adept, Orakovan or higher may attempt this
Rating: Reward: Frosted fur, lots of it. As well as x2 Kengurha Pelts.
Below is a situation, you must write a 500 word rp incorporating it!
The Prompt: Roll a d100 1-70: x20 Frosted Fur 70-95: x30 Frosted Fur 96-100: x40 Frosted Fur
Your character has been kidnapped by a member of the Wild Tribe. For whatever reason you came to Aisko and were found by the tall Obilvionite Archer. He wears thick leathers with a cloak made from a Bykaldtra pelt, the hood is the head, with the teeth still attached. Before you can say anything, he grabs you and tosses you over his mount (an Aiskalan Hastar with pale blue coat and blood red eyes. It seems larger than the one's you are used to.) "I have need of your aid." Is all he says before the Hastar wheels and gallops off. Feel free to fight back. He's very strong though and is quite willing to knock you unconscious! You end up at a camp filled with round tents and a huge pen off to one side. He tosses you off the Hastar once more into the arms of a smaller Dovaa woman. "That should be enough hands," He says as he dismounts. She sighs and shakes her head, "I said get help, not kidnap people Charlon!" "Help is help." He says with a shrug as he strides off. You find out the dovaa is the leader of this camp: the Chief of the Aiskalan Wild Tribe section. Her name is Loresha and she is a Firani. She tells you that most of the tribe is out hunting... and they need to get their Troulender herd sheered and the fur sold before moving deeper into the wilds! They are behind schedule already and she will reward you for your help. You can try to escape, but the Oblivionite who brought you here will drag you back... He'll be amused by this and will tell you that to leave without a guide means to get lost as there are no noticeable land marks near to guide one.
Eventually you get the Trolender herd sheared... Or at least take off the outer layer. It doesn't seem to make a noticeable dent in their thick coat though. Loresha gives you some of the fur as thanks for your work. Then the Oblivionite, just as abruptly and rudely, grabs you, tosses you back onto the Hastar and gallops off as soon as the shearing is done. He drops you back off at a nearby town, which you know. He hands you a package and grunts a thanks before riding off again. He's definitely not one to talk much! The package has two very fine Kengurha pelts in it.
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Posted: Thu Mar 13, 2014 8:13 pm
✦ Drowning Ordon ✦ Group Adventure May be of Any Path or Race
Ratings:
Requirements: Must be in the Adept or Khehora Stages Reward: Plain Cloths, Pearly Scales, Amber, Gold, or Copper Bars
The Prompt:
For whatever reason, you have found yourself on Ayr, deep inside one of the valleys carved by a thick and bubbling river. The ever present wind on Ayr is far above you, and only a faint breeze stirs the mist around you. Ahead of you, you hear a strange mixture of hisses and screeches.
Rounding the corner, you see before you a weird scene. An Ordon, with blood streaming from a head wound, is barely clinging to a rock int he middle of the raging river. On the banks of the river scamper about smaller Ordon, one's that have a youthful and unfinished look to them. A small simple and ungainly two wheeled wagon lies spilled on the ground behind them, a claw mark along the side showing it was attacked . On the opposite side, a large and powerful looking male Rajsha is pacing, carefully gauging the jump and seeing if it can make it. A wet and irritated looking smaller Rajsha is pulling itself out of the river.
What do you do? Help the Ordons? Go to Help Or leave? Go to Quit.
Help:
You decide to help the Ordons! You must first scare away the Rajsha! How you do this is up to you, but eventually they will leave.
Now you must swim or fly to the Ordon to keep him from drowning. If you have magic that can lift him (Guide of Levitation chapter 2 works, Aryalan magic that can lift him, Peisio magic to make the water bring him to you, Gaili magic to lift him out of the water on a platform, Ice to let you walk to him... that sort of thing. ) feel free to use it! If you swim over there: the river's current is fast and you struggling to stay on course with your head above the water. (Peisio Khehora find the water very nice and the current fun.. they have no trouble). Carrying him back takes even longer and you find yourself several yards downstream of the wagon.
Eventually you will get the Ordon back to land. The smaller Ordon's swarm over to you and hiss in their strange tongue as they take him from you. One offers you a package as the others quickly bandage him and gather up their wagon. They all turn and give you a slight bow before dashing off into the mists. Ordon's are known for their tendency to attack anything, but apparently helping save one of them has granted you a small amount of immunity for a little bit of time...
Looking down you see the package is... Go to Reward.
Reward:
Roll a d100: 1-20 : Plain Cloths x 5 21-40: Pearly Scales x 5 41-60: Amber x5 61-80: Gold x5 81-100: Copper Bars x 5
Quit:
You have left the adventure for what ever reason. Write why you have and do not claim any more reasure from this point on. The adventure is over and to count it an an RP req, you must have a total of 500 words.
For your information: Ordons:
Ordon
Ordon(ore - don) Description: Ordons are essentially tribal, humanoid reptilian lizard warriors. They hunt in groups across the Malro Desert and through the climbing peaks of Ayr, terrorizing unwary travelers and looting the spoils as they see fit. If they have a language, it is unrecognizable to Magescians as their primary sounds come out in the form of hisses, snarls, and garbled screeches. They walk on two legs and fight with primal weapons, dressing themselves in a way that suggests they have a culture of their own, but whatever it is, they want nothing to do with outsiders from other races. When they clash over territory with the Darvithri, the bloodshed is usually massive, sometimes virtually wiping out both opposing tribes before it ends.
Ordons have a very open ended palette and have been known to eat Magescian and Khehora meat when they can get it alongside whatever other creatures might cross their path. They are not picky, and will attack nearly anything that moves unprovoked. Many ordons have been seen making use of gaili magic with - on rare occasions - at least as much skill as a practiced gaili dovaa or Khehora. They do not seem capable of tapping into any of the other elements, however.
Posted: Wed Jun 18, 2014 10:46 am
✦ Spring Cleaning ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Reward: There's a list to pick from! All are herbs.
Below is a situation, you must write a 500 word rp incorporating it! The Prompt:
An abandoned house (or lair for Khehora!) is being made ready for a friend or family member of yours to move in. For whatever reason or relation, you are being dragged in to help! It’s overgrown with all manner of weird plants. Rumored to have belonged to a witch (or a weirdo Ysali shaman for Khehora), the garden is overrun with herbs that the local healer declares as half deadly, half medicinal. After telling you what is what, the healer departs to return to her business while you and cleaning party get started. You get given the garden to deal with: why is up to you. Perhaps none of them like plants or are allergic, or maybe you’re the local plant expert or something. Now to get to cleaning!
In 500 words or more, please write a response for this and tell how you clean up the garden without destroying it. If you destroy it you get no reward and the house burns down to! Opps! Pick 4 of the following plant and herbs that you harvest from the garden. X5 Thistlethorn X5 Seggan Leaf X5 Fluffotton X5 Viper Vine X5 Gold Petalia X5 Remedial Frond X5 Small Cactus
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Posted: Wed Jul 16, 2014 1:23 pm
✦ Wreckage ✦
Solo Or Group of 2 Adventure May be of any Path or Race.
Rating: Note: A raid has happened: the race of the people depends, it can be one of two. If you are aiding an Orderite town: the location is on the Serenia coast and the raiders are mostly Oblivionite (with hybrid/Dovaa backups) or a pack of Dragons or Khehora. If you are aiding an Oblivionite town: the location is on the Soudul coast and the raiders are mostly Orderite (with hybrid/Dovaa back up) or a pack of Dragons or Khehora. You may vary the location, but the Ord village cannot be on Soudul and the Obliv village may not be on Serenia.
Prompt: You have either wandered through the wilderness to stumble upon this village or you have been sent by your leader or the Guardians to help with relief. Either way you find yourself inside the remains of a Magescian town. A trail of smoke billows out from the remains of the houses. All around you can see trashed homes: the entry ways showing signs of forced entry and burning. Scattered about are tattered remains of items, doors, rubble from the nearby buildings and spots of dried blood. The raiders (or Dragons), you’ll discover, hit just before dawn. They came in with little warning and attacked the store houses first. They tried to fight, but the town is full of civilians mostly: they have little experience with real fighting. About half the town/clan is dead: no family survived unscathed. The wounded have mostly been tended to: but they only have very basic first aid done to them. The dead have mostly been buried or piled unto a pyre and burned. You can do several things here: help them, pretend to help while you go about looting the place, or finish the job for the raiders and kill those remaining. Or maybe you help and steal from them as well, that’s up to you! Please, in 500 or more words, write a response to this prompt: incorporate the situation and what you do, how you deal with it, etc.
Rewards:
If you help and do not steal from them: The villagers present you a reward in thanks. The leader of the Guardian troop that you arrived with or arrives after you show up also gives you a gift. The village needs all its stuff… but the books and recipes that belonged to the now dead mage they offer to you. Pick one tome and one recipe of your choice from the Shop. The Guardian presents you with a Shield of the Ancients in thanks for your work protecting these people. (You may trade this back to the shop for 20 dragon orbs worth of stuff! Or just keep it.)
If you go about trying to loot the place while helping them: The villagers present you a reward in thanks. The leader of the Guardian troop that you arrived with or arrives after you show up also gives you a gift. The village needs all its stuff… but the books and recipes that belonged to the now dead mage they offer to you. Pick one tome and one recipe of your choice from the Shop. The Guardian presents you with a Shield of the Ancients in thanks for your work protecting these people. (You may trade this back to the shop for 20 dragon orbs worth of stuff! Or just keep it.)
You also find, you thief, X5 of 2 of the following herbs: Thistlethorn, Seggan Leaf, Fluffotton, Viper Vine, Gold Petalia, Remedial Frond. It seems the local healer had a stash that didn't get destroyed by the fire or raiders.
You may choose to get caught, if that is so follow the below prompt instead!
If you just sneak about and steal from them without helping: The Guardians who arrive soon after you catch you in the act! You only managed to find X5 of 2 of the following herbs: Thistlethorn, Seggan Leaf, Fluffotton, Viper Vine, Gold Petalia, Remedial Frond. They try to take you prisoner as well. What happens during this is up to you! But they either run you out or take you prisoner. (where you can then go into a solo or PRP or something and continue this story there!) Gain the Title: Thief: bounty of 1 Ysali Dragon Tear. The bounty is what any character who captures you and brings you to the Guardians or Leader of the race who put a bounty on you gets.
If you try to kill them and take everything:
Roll a d100
1-10: Other hunters have arrived in time (they came here to investigate the smoke or are Guardians) to stop you before you kill any! You must flee as they outnumber you. The next time you enter a town, you find that a bounty has been placed upon your head! It’s not too impressive, but it’s enough that you’ll need to hide your features for a while! Gain: Vampiric Dagger (enchanted) Gain the Title: Murderer: bounty of 1 Ysali Dragon Tear. The bounty is what any character who captures you and brings you to the Guardians or Leader of the race who put a bounty on you gets.
11-89: You only manage to kill a few before they fight back and hunters arrive to investigate the smoke. ! You must flee as they outnumber you. The next time you enter a town, you find that a bounty has been placed upon your head! It’s a decent price too, better watch out for some bounty hunters! You managed to steal away with an enchanted weapon and a potion you found though! Gain: Vampiric Dagger (enchanted) and Potion of Life Gain the Title: Murderer: bounty of 1 Peisio Dragon Tear. The bounty is what any character who captures you and brings you to the Guardians or Leader of the race who put a bounty on you gets.
90-100: You kill them all… you fiend… But one (a child who was hidden on the edges of the village) survived to tell the tale! A bounty is out for you now: a very high one! The Guardians are actively hunting you down, and the leader of whatever race that village/town belonged to have their hunters out looking for you as well. Gain the Title: Murderer: bounty of 1 Celestial Dragon Tear. The bounty is what any character who captures you and brings you to the Guardians or Leader of the race who put a bounty on you gets.
After looting the place you come away with a handful of interesting things: A tome of Bone Armor, X5 of 2 of the following herbs: Thistlethorn, Seggan Leaf, Fluffotton, Viper Vine, Gold Petalia, Remedial Frond And a Potion of Life.