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Grey Dragon rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Tue Apr 03, 2012 7:46 pm
Jove blinked. Perhaps he should have found a less... flaky material? But he did like the edge. Taking one last shot, the knife cracked along a hidden seam and split into two pieces of something unusual. The pup pouted... Maybe he could make another one when he got back to Amityville.
Day: 2 Points: 3- 3 = 0
Three rounds - 2 horseman points.
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Grey Dragon rolled 2 4-sided dice:
3, 1
Total: 4 (2-8)
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Posted: Tue Apr 03, 2012 7:46 pm
((Rolling - Test 4))
Day: 2 Points: 2 - ? = ?
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Grey Dragon rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Tue Apr 03, 2012 7:47 pm
((Rolling - Test 5))
Day: 2 Points: 1 - ? = ?
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Zyphiris rolled 3 4-sided dice:
1, 4, 2
Total: 7 (3-12)
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Posted: Wed Apr 04, 2012 12:14 am
Edel was beginning to doubt her decisions as she stared at the materials she had picked out for herself. The ghoul was starting to wonder why she had even thought that wood would make a good material for a knife in the first place. Still ... she could make do she guessed.
For what she had lacked in clever decision making, the ghoul made up for it in her craftsmanship. It didn't take too long for her to adjust and adapt her ice sculptor's skills into carving out the perfect wooden blade, cut with the finest precision. There, it was looking rather decent already.
Edel finally picked up the small sheet of leather and wrapped it around the hilt, trimming off the excess and holding it up, pronouncing it finished. The elder horsewoman may or may not have given a disappointed sigh. It was a little waste that the knife couldn't have been a little prettier.
(wood, awesome, decent. 7 points)
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Zyphiris rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Wed Apr 04, 2012 12:16 am
Wielding her creation, the ghoul struck out at the dummy with a decent amount of force ... to cause a small scratch on it. The knife she held on the other hand, was a little less better in shape, the leather wrapping on the hilt was beginning to loosen and threatened to slip off. Edel's attempts to readjust it were futile, so she settled with holding onto the hilt tightly to prevent the it from slipping off.
Round 1 Damage: 2 Knife hp: 4
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Zyphiris rolled 2 4-sided dice:
4, 1
Total: 5 (2-8)
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Posted: Wed Apr 04, 2012 12:17 am
Using a swift slashing motion, the ghoul was a little surprised at how much damage she was able to do to the dummy with, mind you, a wooden knife. Tracing the long scratch she left on the practice target, the ghoul raised her eyebrows in approval before looking back down at her knife. The edge was starting to look a little blunter ... she wasn't sure for how long more it would last.
Round 2 Damage: 6 Knife hp: 3
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Zyphiris rolled 2 4-sided dice:
1, 3
Total: 4 (2-8)
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Posted: Wed Apr 04, 2012 12:17 am
She didn't have to wait too long for that answer. With one final stab, it was all over, the tip of the blade snapping and coming off completely while the rest of the weapon lay on the floor, having dislodged itself completely from the leather wrapping on the hilt. Edel stood there in momentary silence as she assessed how well she did ... not too good she supposed ... or as well as the weapon was made to be she guessed. Tossing the piece of leather in her hand into the scrap pile along with the other broken pieces of wood, the ghoul headed off to do some physical training.
Round 3 Damage: 7 Knife hp: 0
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Posted: Wed Apr 04, 2012 5:36 pm
The Toxic CaveSometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!Quote: Rules: -Running out of HP means game over, regardless of any saves you might have -If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others. -If you use a save start at the place you left off Stage 1 RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save) Stage 2 Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance! 1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP 2- You try to go down the walls… and make it! Better move though the gas is thick down here! 3- You jump down… not the best idea. -10 HP 4- You try the walls but miss a step falling and knocking you out (Fail) If your a student that can fly/has wings in any form, you take an automatic -5 HP Stage 3 Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel. Roll 1 d6 to see what happens. 1- You manage to swim quickly and reach the other side just in time! 2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP 3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and let the gas overtake you(Fail) 4- Something brushes past your body but lucky enough, you make it to the other side. 5- You try swimming up too soon and bump your head! -5 HP 6- Something bit you, but you can’t tell what, -5 HP If your student is aquatic, or fire based -5 HP automatically Stage 4 The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8. 1 and 3- You run into a spider who bites you for a nasty sting! -10 HP 2 and 4- You end up taking a wrong turn and hit your head! -10 HP 5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas or… 6 and 8- You get lost and get…sleepy… (fail!) If your natural form is bigger than that of a dog, take -5 HP Stage 5 The last part of the tunnel! You can see light at the end but- It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through! Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. For year 3, you must subtract versus the normal 6! It seems the horsemen expect a bit more from you. POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave
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Ice Queen generated a random number between
1 and 3 ...
3!
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Posted: Wed Apr 04, 2012 5:38 pm
Roch stared upwards until he saw the hole closing. Then he took a deep breath and headed into the cavern, intent on getting out.
HP: 40/40 Spare lives: 2
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Ice Queen rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Wed Apr 04, 2012 5:45 pm
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
Roch headed down the hall and stopped at the pit. Looking around he saw the rope and grabbed it, sliding down quickly and shaking his hand from the rope burn it gave him. The purple fog surrounded him, so he ignored the burn and moved on. He was gonna get out FAST, jackdammit.
HP: 35/40 Spare Lives: 2
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Ice Queen rolled 1 6-sided dice:
6
Total: 6 (1-6)
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Posted: Wed Apr 04, 2012 5:50 pm
Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel.
6- Something bit you, but you can’t tell what, -5 HP
He raced down another hall, not even pausing as he reached the pool of dark water. He sort of knew how to swim, thanks to all his time in the hot springs, and he splashed his way through--
Something bit his leg, getting straight to the flesh because of his patchy shorts. Owww.
HP: 30/40 spare lives: 2
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Ice Queen rolled 1 8-sided dice:
8
Total: 8 (1-8)
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Posted: Wed Apr 04, 2012 5:59 pm
He was getting sleepy--no, he had to keep going!
HP: 30/40 Using Spare Life! Spare Lives: 1
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Ice Queen rolled 1 8-sided dice:
6
Total: 6 (1-8)
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Posted: Wed Apr 04, 2012 6:02 pm
Still sleepy... noooo, keep going!
Using last spare life next roll!
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Ice Queen rolled 1 8-sided dice:
5
Total: 5 (1-8)
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Posted: Wed Apr 04, 2012 6:04 pm
Roch pulled himself into a hall that didn't have gasp and laid there, breathing hard. It was good to breathe, he thought as he got to his feet. Very good to breathe.
HP: 30/40 Spare Lives: 0
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Ice Queen rolled 2 8-sided dice:
3, 5
Total: 8 (2-16)
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Posted: Wed Apr 04, 2012 6:08 pm
Roch summoned his guitar as he saw the door starting to close, uncaring that he wasn't technically supposed to unless fighting. This was life or death, man, and those jackin' doors were goin' down. No way in hell was he gettin' caught down here!
His guitar slammed into the door and he shoved his way through, taking a huge breath of air and letting it out with a sigh of relief. Before the horsemen could say anything he let his guitar disappear and walked away.
HP: 30/40 Spare Lives: 0
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