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[Artifact Quest] Adventure is Out There. (R/J/M/K/H) Goto Page: [] [<] 1 2 3 ... 4 5 7 8 9 10 [>] [»|]

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Nio Love

Enthusiastic Lunatic

17,350 Points
  • Object of Affection 150
  • Campaign Manager 500
  • Ultimate Player 200
PostPosted: Tue Apr 23, 2013 9:50 pm


Malodore's attempt made it very hard not to laugh, but she had to stay focused, so she just gave it the slightest glance, all of her adoration infused in that one look.

After making sure everyone got what they felt they needed, Riley closed the closet, grabbing nothing for herself. She gave Jericho a very careful glance, before patting his back. I'll tell you when we get closer. She murmured carefully, and then led the group out, into the forest.


THE SUNKEN CAVE


The Sunken Cave

Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 5 and a maximum of 5 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV. This is a 5 player dungeon (5 man only).

Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.

GM: The GM is the one who is trying to get the artifact. They are the one who dropped off the form below in this thread and are paying the 5 RP points to try for it! They will be RUNNING the event with the prompts below (see below). All players however, should read all instructions.

gaia_crown [ Getting Started ]

Getting to the Cavern:
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.


gaia_crown [ Setting and Rules ]

The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.

- If your WHOLE TEAM is ejected OR the GM at any point is ejected/ reaches 0 HP, then the quest is over. The GM will have to pay another 5 RP points to try again.

gaia_crown [ Round 1: BOSS FIGHT ]

- There is no stamina for this, but you must first clear a boss fight. The GM must designate in their group:
- 1 healer. They can HEAL your party instead of doing damage. Roll damage equal to their YEAR (so Y1 = 2d6, Y2 = 2d8 etc)- 6 damage for heal amount. They can target ONE player. They do TRIPLE HEALS to a Tank (2x heal 'damage' done)! This effect is unlimited but don't forget to quote your target.
- 1 Tank. They have DOUBLE their original HP but do half the damage! They can quote UP TO TWO players a round to SHIELD Them. This effect is unlimited but don't forget to quote your targets.
- 3 DPS (damage dealers). Damage dealers do DOUBLE Fear/ charged attack damage (when it hits).
- Once these roles are set they CANNOT be changed for the entire duration!
- 1 round counts as a full round of all players attacking the boss, followed by the boss hitting them. The GM will be in charge of the auto damage of the boss. So the sequence of attacks are:
- Player 1 moves. Uses special ability if applicable. *
- Player 2 moves . Uses special ability if applicable. Quote any targets. *
- Player 3 moves, etc etc. *
- Player 4 moves *
- GM moves (as player 5) *
- GM moves (as Boss). Roll 5d20. On the first turn only, calculate the boss's HP. The 5d20 will then be used as damage for the players each round.
- Player 1 moves *
- Player 2 moves *
- Player 3 moves *
- Player 4 moves *
- GM moves (as player 5) *
- GM moves (as Boss round 2) Roll 5d20. Calculate it for damage done to players
- Tepeat until boss is dead!


* These are all interchangeable. They however can only attack once a round and wait for he boss move before attacking again! If a player fails to make a move after 12 hours you can go ahead and skip them and just post the boss move and refresh a new round.

BOSS ROUNDS:
- GMS, you are free to invent a boss here, and its description as long as it is swampy and mossy! Feel free to improvise as you please, this IS your dungeon run!
- When it is the boss's turn, the GM needs to roll the Boss's HP and damage done. Roll 5d20. The total value of the dice rolls TIMES THREE is the HP of the boss. If I roll 80, then the Hp of the boss is 240.
- The FIRST roll damages player 1. The SECOND player 2 (in order of what turn they attacked at). The third player 3, so on so forth. Post in OOC accordingly and quote each player their damage. So for example if you rolled 5 , 6, 2, 12, 20, the person who posted first gets the 5 damage, the second the 6, etc etc.
- Repeat until either boss OR players are down (sans rolling for HP again). If the players go down (the whole team), you are ejected from the dungeon! You have to pay 5 RP points to try again from start...

gaia_crown [ Round 2 ]

Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.

- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 five times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- All players must roll 5 times. They must record each tile they have been on. If blank, it is a blank space.

User Image - Blocked by "Display Image" Settings. Click to show.


BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: If you are right NEXT to a tile, you can choose to land on that tile instead! You can only use this once.
- Death Hunters/ Reapers/ Death Horsemen: If you are standing at the TOP EDGE of the tiles, you can choose at any point to teleport to the BOTTOM EDGE, in the same column. You can only choose this one. You can use this the same turn you roll a dice.
- Moon Hunters/ Demons/ Conquest Horsemen: You can choose to move TWO TILES ACROSS instead of just one (where applicable), you can only use this once.
- Sun Hunters/ Monsters/ War horsemen: If you are standing at the LEFT OR RIGHT EDGE of the tiles, you can choose at any point to teleport to the opposite direction in the LEFT OR RIGHT EDGE, in the same row. You can only choose this one. You can use this the same turn you roll a dice.
- Mist Hunters/ Ghosts: Choose any of the above abilities!

- The goal after all the rolls is to have the players cross at LEAST once all of the tiles cumulatively (at any point in the 5 rolls, they must have landed on these tiles). This means if player A crosses the heart tile and player B crosses Square and X tiles and player D the moon tiles, you are safe! The heart tile is a freebie (counts from the go!)
- Once again any player can cross these tiles at any point in time, but somewhere along the 5 rolls they are granted all the players COMBINED must touch all 5 tiles.
- If these conditions are NOT filled after 5 rolls then you must try again - a large vortex opens up in front of all players and swallows them whole! You have to pay 5 RP points to try again from start...
- If these conditions are filled then move to ROUND 4.

gaia_crown [ Round 4 ]

gaia_star SECRET ROOM:
You are in the FINAL ROOM! It is time to cross the precipice of doom! This is the final moment!
- Only the GM can cross this area. It is a long narrow ledge that is INVISIBLE. All you can see is an expanse of black and then the artifact at the end!
- Each player can offer an assist based on their class! The goal is to get the GM (the person who wants the artifact) across safely!
- The GM needs to cross 10 safe tiles. Make sure you tally your tile count as you move! They will do this by rolling a 6-sided dice 10 times (until they reach the end).. If odd, their roll is safe. If even their roll is UNSAFE and they blow up! If they blow up, and they have no more assists below (you can use an assist prior to actually blowing up if usable still) then THE WHOLE TEAM IS EJECTED FROM THE CAVERN. You get nothing sad You have to pay 5 RP points to try again from start...

Life Hunters/ Undead/ Famine Horsemen: If the GM (of this event) rolls even, you may assist them by giving them a boost, sacrificing their misstep as they step on YOU instead. You will fall into the void but at least you helped save them... (You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity). You can +1 tile for doing this at least.
Death Hunters/ Reapers / Death Horsemen: If the GM (of this event) rolls even, you may help them detect that there is strange energy about! The GM can then reroll their last roll. However by doing this and shouting very loud, the ground beneath you crumbles and you fall to you doom....(You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Moon Hunters/ Demons/ Conquest Horsemen: You can at any point assist the GM forward one tile. Doing so means you take the fall for them.... (You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Sun Hunters/ Monsters/ War horsemen: When the GM is at 8 or higher tiles, you can give them a final boost by rolling a 4-sided dice. If odd, you have boosted the GM to the end! If even, it does nothing...(You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Mist Hunters/ Ghosts: Choose any of the abilities above!


gaia_crown [ Round 5 ]If you have cleared all the given steps, the weapon is yours! Congratulations! Please drop it off HERE




Sosiqui
Blade Kuroda
Lucyal
Pales
Blade Kuroda rolled 1 100-sided dice: 32 Total: 32 (1-100)
PostPosted: Tue Apr 23, 2013 9:52 pm


"Alright," Jericho shrugged. He'd find out sooner or later, anyway! And so they were off now. After some travel, he stopped as they came upon some sort of portal. Huh. He looked towards the others, then went to cross through.

Unfortunately, he suddenly found himself on some random island. It looked pretty damn bare too. It was like a random patch of sand in the middle of the water.

"...Uh. I don't think this is the right place."

Blade Kuroda

Militant Raider

Sosiqui rolled 1 100-sided dice: 12 Total: 12 (1-100)

Sosiqui

Enduring Muse

PostPosted: Tue Apr 23, 2013 9:59 pm


"How very odd," Malodore remarked as it turned about, its hooves shuffling among the fallen leaves of the forest. It hadn't ever realized there were portals just opening about without rhyme or reason here - but perhaps it was a new development.

Experimentally, it leaned through one that shivered into being right in front of it - it didn't step through, just craned its long neck on in.

"Cold. Wet. Unpleasant. No," it reported, once it had re-emerged. Its hat was soggy with damp. Rude.
Pales rolled 1 100-sided dice: 73 Total: 73 (1-100)
PostPosted: Tue Apr 23, 2013 10:03 pm


Kettil was all for adventure and all for getting lost as well. He managed to find the way to the Haunted House.

This didn't seem like the right place at all and so the boil simply announced, "Nope." No wonder why it took him a full week to get back home...

Endzela sighed deeply.

Pales

Demonic Gatekeeper

Lucyal rolled 1 100-sided dice: 91 Total: 91 (1-100)

Lucyal
Crew

PostPosted: Tue Apr 23, 2013 10:03 pm


The reaper was pretty much at the tail end of the group…but she didn’t mind. She’d poke her head into the random portals that they seemed to come across…but in the end, she ended up finding the one they needed. The ghoul grinned, and beckoned the others over with an energetic wave of her arm. “GOT IT!” She cried, and immediately went through, only to—

Slosh.

Half submerged cavern…her stockings and boots and underwear were not soaked. Great. Hel made a face, but then snorted. Oh well. Just part of the hazard.
PostPosted: Tue Apr 23, 2013 10:18 pm


Each time one of her party members found a portal, Riley paused the group, and waited for them to discover whether it was the one she spoke of while they were headed into the forest. She'd told them simply that they were looking for a watery cavern, and felt that was more than enough information to go by. There was something vaguely, disturbingly mysterious about how little she seemed to share, but she was never terse about it. She simply told them what she felt they needed to know. She trusted that they would succeed based on this.

With each failure, she surged on ahead, until another one of her friends found a portal to look through. It was Hel who called out victory, and Riley rose her eyebrows up, giving her friends a look.

Point for Hel. Riley teased, turning back to head for the portal the ghoul had found. She entered, carefully, immediately looking for danger. Well done, Hel. She murmured appreciatively. This is definitely the cavern we're looking for.

The trip there was going to be a swim, and Riley began to climb down, suddenly happy she hadn't brought anything particularly breakable with her. Everyone watch your step. It's obviously very slippery.


Quote:
The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.

Malodore - healer. They can HEAL your party instead of doing damage. Roll damage equal to their YEAR (so Y1 = 2d6, Y2 = 2d8 etc)- 6 damage for heal amount. They can target ONE player. They do TRIPLE HEALS to a Tank (2x heal 'damage' done)! This effect is unlimited but don't forget to quote your target.
Jericho - Tank. They have DOUBLE their original HP but do half the damage! They can quote UP TO TWO players a round to SHIELD Them. This effect is unlimited but don't forget to quote your targets.
Riley, Hel, Kettil - 3 DPS (damage dealers). Damage dealers do DOUBLE Fear/ charged attack damage (when it hits).
- Once these roles are set they CANNOT be changed for the entire duration!


Sosiqui
Blade Kuroda
Pales
Lucyal

Nio Love

Enthusiastic Lunatic

17,350 Points
  • Object of Affection 150
  • Campaign Manager 500
  • Ultimate Player 200

Blade Kuroda

Militant Raider

PostPosted: Tue Apr 23, 2013 10:22 pm


All of the sudden, Jericho found himself feeling rather wet as Hel opened up a portal to some place half submerged. He would have thought it was the wrong place again, but Riley spoke up to prove otherwise.

"So... now that we're here, what are you trying to find?" he asked. If they knew what it looked like at least, it should be easier for them he figured. Otherwise it would just be Riley knowing what it was they sought.

Without really waiting, he took in a great breath then dove into the water.

Riley didn't need air to be able to speak to them anyway. So she could still easily answer while they were swimming.
PostPosted: Tue Apr 23, 2013 10:29 pm


Malodore hit the water with a startled noise. It flailed for a moment. Plague doctors were absolutely not designed for water. They tended to just get sodden. It spread its wings out in case that helped (it didn't, not really) and let itself sink down to try and walk on the bottom. Because undead.

Sosiqui

Enduring Muse


Pales

Demonic Gatekeeper

PostPosted: Tue Apr 23, 2013 10:33 pm


Kettil moved to follow others to the right portal. Endzela flew a bit ahead of him and let out a bit of a dismayed hiss as she noted the fact that it was a big wet cavern with a door mostly covered in water, but it looked like she could fly through the non-submerged part once close enough.

The Muut, however, had no wings. He just waded on through and listened as Riley gave cues as to their surroundings and where they needed to be and let Jericho ask the question without inputting anything of his own at the moment.

"This is quite the adventure so far~," he observed as he dove on forward to get to the entrance.
PostPosted: Tue Apr 23, 2013 10:47 pm


Uncomfortable silence followed Jericho's question, as Riley swam, all tentacles in movement, through the water. She reached the edge, but remained primarily submerged, as her eyes kept sight of the plague doctor walking on the lake's underwater surface.

And then, finally, she answered.

The artifact is named the Signet of Avalon. The legends tell of its power, but the only legends I am now interested in are the ones that explain how to get to it. Which, hopefully, means this cave here.

Her mind brushed against Malodore's fondly, just to let the plague doctor know she was watching. But the truth is, I don't know what it looks like. All I know is that it's powerful magic. The word had a tang of distaste with it, but Jericho wouldn't remember that particular trait about his best friend. She'd hated magic, once.

Now there was little choice.

You're almost there, mia cara. She murmured, flickering her gaze up to see Hel and Kettil as well. The water seems fairly uninhabited, you should all be safe crossing-

She had to say that, didn't she?


BOSS FIGHT
There's a dark, giant shadow in the water, urging you to cross it faster. Something has just blotted out all of the light, for far too long. The clear waters begin to fill with dark, inky fluid - a giant octopus, perhaps?

Not this time.

Massive teeth glimmer in the darkness, bared and ready to chomp on the nearest victim. The creature was the size of a whale, with teeth like a shark, and claws like a land based mammal. Really, just the worst of all worlds.

And it's headed straight for you.


Sosiqui
Blade Kuroda
Pales
Lucyal

Nio Love

Enthusiastic Lunatic

17,350 Points
  • Object of Affection 150
  • Campaign Manager 500
  • Ultimate Player 200
Sosiqui rolled 2 10-sided dice: 7, 7 Total: 14 (2-20)

Sosiqui

Enduring Muse

PostPosted: Tue Apr 23, 2013 10:54 pm


Malodore swore - mentally, of course, so only Riley heard it. Be careful!! It was still slogging its way up the bank towards the island itself, and the approach of dark, inky swirls and shadow urged it onwards at a greater pace.

The plague doctor surfaced with a splash and small gout of water, its wings flared out crookedly even as one hand held its beloved hat tightly atop its head. It spun, water dripping from it as it grabbed one feather from its wings and twisted it free, then flung the blade into the water at the approaching beast.

HP: 50/50
Damage: 8
Target: Boss
Pales rolled 2 8-sided dice: 6, 1 Total: 7 (2-16)
PostPosted: Tue Apr 23, 2013 10:55 pm


"Not good," Kettil said simply as he sighted opposition almost immediately. At first he thought it was a trick of the shadows until he got a better look as it came closer.

It was probably a mistake to wait until it got closer for the better look. Haphazardly an arm swung forward to try and hit it to fend it off. Ticklefests with beasts were always the best way to start a battle, right?


HP: 40
Target: Boss
DMG: 1 (impressive, rite?)

Pales

Demonic Gatekeeper


Blade Kuroda

Militant Raider

PostPosted: Tue Apr 23, 2013 11:27 pm


"Signet of Avalon? Sounds pretty fancy," he grinned. Signets... that was like a ring right? So they were looking for a ring. Okay. Jericho didn't have much time to think about it as something big was racing on towards them.

"Watch out!" he called out. It wasn't just for the beast they were against, but because he pulled off his pin.

Now there was a big dragon in the water, and he did well to block off Kettil and Riley.

HP: 100
Damage: n/a
Guarding: Kettil and Riley
Nio Love rolled 9 4-sided dice: 2, 1, 1, 3, 3, 3, 3, 1, 4 Total: 21 (9-36)
PostPosted: Tue Apr 23, 2013 11:30 pm


Riley sucked in a sharp breath when the shadow covered her view of Malodore, and she dove back in, heedlessly swimming towards the beast in order to get Malodore. It was already on its way out, however, so she didn't get far - and turned to back up, scrambling out of the water as soon as it was safe.

Then everything went red.

For once, it wasn't because she was mad. Jericho had just covered her vision, and all she saw was those mighty scales as he protected her and Kettil, diving into the water to keep himself between them. She climbed on top of it's back, keeping an eye on where Hel was, before her wings glowed behind her. Without a word, the crystals surged with power, sharpening to points and shooting out in a hail of high speed crystallized bullets, diving into the beasts body over and over. The dark inky shadow was now tainted with red.

Hel, come now, while it's injured, before it can strike back!


HP: 50/50
Damage: 20 (Level 2 Swift Strikes x 2)
Target: Boss

Nio Love

Enthusiastic Lunatic

17,350 Points
  • Object of Affection 150
  • Campaign Manager 500
  • Ultimate Player 200
Lucyal rolled 2 10-sided dice: 3, 6 Total: 9 (2-20)

Lucyal
Crew

PostPosted: Wed Apr 24, 2013 7:10 am


Hel just grinned at her praise, and kept up with the group. She may have made a bit of a face at having to swim underwater…but hey. Just part of the hazard. She was maybe a bit envious of the way Malodore could just walk along the bottom like it wasn’t a big deal. Her cheeks were puffed out as she swam, and she was relieved as the others seemed to surface up above…

In a rush too…Hrm…

A slide of a shadow told her why. She scurried the rest of the way, running out of the water as soon as her boots hit ground, and her spear was immediately summoned as she whipped around. “On it!” She called back, shifting her spear up and to one hand, where she then chucked it, harpooning the large shadow.

Quote:
HP: 50/50
DMG: 3
Target: Boss
Reply
THIS IS HALLOWEEN

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