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[PRP Quest] Underground Adventuring (Jake&Sherry) Goto Page: [] [<] 1 2 3 ... 4 5 6 7 [>] [»|]

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[A.V.] rolled 1 100-sided dice: 54 Total: 54 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 12:21 am


Ugh, another maze.
He barely heard Sherry, but when he turned, he found himself... alone.
He could have sworn she was right beside him...


He froze, wondering just what... oh.
He stared at the hole before him, and... was that a... hissing sound?

He quickly backtracked.

Stamina: 20
Grifferie rolled 1 100-sided dice: 45 Total: 45 (1-100)
PostPosted: Sun Apr 21, 2013 12:27 am


"Jake?" Sherry turned in a circle. Yeah, she was alone. Great.



"I know, but..." she let the sentence linger.

Armagnac was rather expressionless.

Sherry sighed. She...really should continue on. Or at least go somewhere. If there was any real danger, either one of them could portal out. So, forward it was. Not that she really knew which way was forward. She just, kind of picked a direction. One that felt....down.

"Oh what!?" She almost didn't notice the gaping pit. She'd almost stepped right into it. "I...don't want to go that far down." Nope. She also didn't like the quiet sounds coming from the pit. More beetles maybe? Or worse? Maybe it would be best not to find out.

So she turned...and walked away.

Stamina 24


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 31 Total: 31 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 12:36 am


More dead ends and... hissing.
What was WRONG with this stupid place?

Stamina: 19
Grifferie rolled 1 100-sided dice: 58 Total: 58 (1-100)
PostPosted: Sun Apr 21, 2013 12:37 am


Everything was wrong with it. It had magically lit torches, creepy bugs, and pits in the floor that were trying their very best to swallow Sherry whole. She really hoped Jake hadn't fallen in one. Because there was definitely something living in them. Or a lot of somethings.

"Jake?" She didn't yell his name. That seemed like a bad idea. But yeah...creepy tomb was creepy. At least she hadn't found anything dead yet.

Stamina 23


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 61 Total: 61 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 12:42 am


He paused as he thought someone... calling his name?
"...Sherry?"
No, really, who else could it be.

Stamina: 18
Grifferie rolled 1 100-sided dice: 91 Total: 91 (1-100)
PostPosted: Sun Apr 21, 2013 12:44 am


"Jake?" Had she heard...? Maybe. It was really hard to tell down here. "Jake?"

The slope downward had been subtle on her path, and she didn't really notice it until she was out of the corridor and on flat ground. The air was warm down here, warm and moist and misty. She...she couldn't see very far into the room, but she could see enough.

Those looked like caskets. Caskets meant bodies. "Jake?" This time it was a whisper. Sherry edged back toward the corridor. She could...wait a few minutes. Yeah.


Stamina 22


Grifferie

Crew

Deus Sherry

[A.V.] rolled 3 100-sided dice: 6, 61, 43 Total: 110 (3-300)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 12:53 am


Ok, he was PRETTY sure he heard Sherry this time.
"Sherry? Sherry, where are-"
He felt himself fall, and let out an "oof" as he tumbled to the ground, coughing as the impact stirred up dust.
Blinking, he looked up... and stared face-to-face with what looked like an undead snake.
Scratch that. A LOT of undead snakes.


Chester didn't have to tell him twice as he quickly got to his feet and bolted, right before one tried to clamp onto where his arm had been.
HELL no, he didn't come here to be snake fodder, NO THANK YOU.

Stamina: 13
[A.V.] rolled 3 100-sided dice: 22, 22, 39 Total: 83 (3-300)
PostPosted: Sun Apr 21, 2013 12:58 am


SNAKES.
WHY WERE THERE SO FREAKING MANY.

Stamina: 6


[A.V.]


Dangerous Hunter

[A.V.] rolled 3 100-sided dice: 19, 7, 14 Total: 40 (3-300)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 1:00 am


And then he apparently provoked their queen or something because he apparently had thousands coming after him (or was that only bees...)

Regardless, he pulled out a pendant and portalled out because he couldn't outrun them anymore... and didn't feel like adding another body to this lovely yet eerie tomb.

Sorry Sherry, you're on your own.

Stamina: SO DONE

---------------------------

[ Exit ]

PostPosted: Sun Apr 21, 2013 1:12 am


gaia_crown [ Round 3: You reach a clearing, and you are finally on the bottommost floor of The Ancient Necropolis. The air is hotter still, here, and there is an odd mist clouding your view except for a few scant feet in front of you. The walls are lined with a number of sarcophagi, and a large pool of water lays somewhere in here. Even the slightest of wrong moves will wake the malevolent undead, so be wary.
- All players must roll 1d10.
- If any player rolls a 4 this is instant death/dissipation/Fear shields are ZERO and you need to use pendant to retreat back home.
- Otherwise match your rolls to the results:
1: Instant death. (Just for you, return to Round 1). A sarcophagus abruptly opens and a bandaged, rotted hand strikes out and drags you into the musky darkness of the ancient mummy's resting place, slowly sapping your life force until you dissipate/pendant out.
2: Nothing happens. You hear the scuttling of scarabs in the distance, and something touches the back of your neck. When you look, nothing is there.
3: - 50% of your remaining HP. A mummy shambles out from its casket, its eyes glowing violet-- it mutters an ancient incantation from a civilization long dead, draining you of health before it turns into dust, blowing away even though there is no wind.
4: Instant death (for everyone, game over). A swarm of flesh-eating scarabs have followed you through the labyrinth, and descend upon your entire party without mercy. Some are as large as a medium sized dog, their carapaces the colour of blood.
5: Nothing happens. A horrible stench comes from the direction you're going: of something dead and rotting and it's fresh. If you're an undead, you are unaffected, and just sort of think it smells like summer.
6: Extra roll penalty. The tile of crumbling stone you're standing on sinks down, triggering a soft click. A noxious gas floods your lungs, pungent and mould coloured. You are paralysed, and must roll a total of FOUR times before you can escape.
7: - 50% of your remaining HP. All light is suddenly diminished, even that of glowing bodies/weapons. A groaning rises up from beneath you, rattling in the chest of whatever is making that sound. You book it, but you're too slow: the mummy has caught you, latching onto your head and shoulder area, sapping your life force.
8: Nothing happens. Literally nothing: it's a relief. Better hurry on.
9: -50% of your remaining HP. You continue through the clearing to find a large pool of black water with a single path cutting through it. No matter if you try to wade through the water or take the path, a rotted naga rises from the water, fangs bared in a snarl. It lunges for you, sinking its fangs into your flesh. Lucky for you, their poison ran out a long, long time ago, and you manage to get away.
10: Teleported back to Round 1. All you hear is a whisper of a curse in your mind before you are whisked back to the beginning of The Ancient Necropolis, a warning lingering in your mind to leave. Now.

- All players need to roll 3 times to make it to the next round EACH.
- That is, unless you roll a 6, then you have to roll a total of FOUR times.
- If you die and come back to Round 3, it does not carry over.)
- If you roll multiple 6s, the number never goes higher than four.


Grifferie

Crew

Deus Sherry

Grifferie rolled 1 10-sided dice: 4 Total: 4 (1-10)


Grifferie

Crew

Deus Sherry

PostPosted: Sun Apr 21, 2013 1:14 am


Sherry waited. She waited for a really long time, too. She tried looking at her phone, but it wasn't working. Not down here; not a surprise. She thought about moving forward, deeper into the strange room. What if Jake had beaten her down here? Would have waited? Maybe.

Twice she almost stepped back into the room. The musty scent of the room and the faint outlines of sarcophagi held her back. There were dead things in those. Dead people. Sherry shuddered. What if they weren't...dead dead? What if--

A sound from behind her in the corridor caught her attention. "Jake?" She whispered again. Even as she said his name she knew she was wrong. It was the sound of bugs. Before she could summon Armagnac they rounded the corner, the dim light reflecting off their deep red backs. These were not small annoying scarabs like earlier. These were large, terrifying things. They were already clutching at her legs and coat by the time she'd grabbed her pendant. Hanging around to fight those? Not the best idea.

[Exit]

[A.V.]
omg. I wanted mummies. QQ
Grifferie rolled 4 20-sided dice: 10, 1, 5, 1 Total: 17 (4-80)
PostPosted: Sun Apr 21, 2013 3:47 am


Quote:

gaia_crown [ Setting and Rules: ]

The Ancient Necropolis is buried beneath beneath the sands of the Sahara, lost for over a millennia. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further and must portal/pendant out/dissipate.
- If a character runs out of stamina or HP, they must try again from Round 1!

gaia_crown [ Round 1: ]

- This round takes place just inside the entrance of the dungeon, an ancient tomb that feels a bit...humid inside. It's dark, except for a few torches lining the walls of its narrow corriders, lit with ominous fire that glows more red than orange.
- All players must roll a 6 sided dice. If any player rolls a 2 or 4, you have triggered a boss! The DM will be in charge of RPing and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal.
-The boss is a swarm of scarabs, a trap left by the Egyptians of old in an attempt to protect their sacred Gods. No one can go any further until the boss is defeated.
-IF NO ONE rolls a 2 or 4, or you have defeated the boss, you may proceed to round 2. If two players roll a 2 or 4, you now have two swarms of scarabs... congratulations.
- This initial roll does not cost stamina!
- Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!


Jake: 11
Sherry: 6


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 6-sided dice: 3 Total: 3 (1-6)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 3:42 pm


[ Enter ]

Ok, so, that last run REALLY didn't go that well, and he was still tired as hell from running.
But, hey, no bugs (yet). That was a good sign, right?
Grifferie rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sun Apr 21, 2013 4:51 pm


[Enter]

"So," Sherry had decided Jake might want to know this information, "the room I found was large and misty. I'm pretty sure it had mummies in it, and it also has beetles bigger than cats. Keep an eye out for those." She was whispering, since being too loud might attract more bug attention.

"Be careful, okay?" Was her hand on his arm? Yes. Yes it was. She might have also inched in real close, Jake. Just maybe.


Grifferie

Crew

Deus Sherry



Grifferie

Crew

Deus Sherry

PostPosted: Sun Apr 21, 2013 5:20 pm


gaia_crown [ Round 2: ]

- All players must now descend into the belly of The Ancient Necropolis...By wandering the corridors. They seem to change on their own, and attempting to double back might take you to a different place than you started. If you try to cheat the system by using a ball of string to track your path, you'll find that your string runs right into solid walls....
- To navigate the aforementioned labyrinth, roll 1d100.
- If you roll 80 or higher you manage to navigate through the labyrinthine corridors without any skirmishes. Phew!
- If you roll between 25 and 80, you manage to come to an abrupt end: the corridor turns into a sheer drop you nearly walk right over. Scary! You better try to find a different way: you hear the ominous hissing of snakes down below. Keep rolling, and subtract 1 Stamina.
- If you roll between 1 and 24, you trip and plummet down the hole. sad You land in the pit of snakes, and they chase after you like the starved: turns out, they're undead Egyptian Asps. Keep rolling, and subtract 3 Stamina, since you had to run REALLY FAST to escape them.
-Continue rolling until you roll 80 or higher!
- For ever time you roll 25-80/b] (each reroll between these numbers), you must subtract 1 of your given Stamina points.
- For ever time you roll 1-24 (each reroll between these numbers), you must subtract 3 of your given Stamina points.
- If you hit 0 Stamina points, you cannot go any further/ you dissipate/ pass out/ are w and have to start over from Round !Round !
- If you made it past this round, you can proceed to round 3:
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