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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[TRAINING D4] Insanity Theories [Sparrow] Goto Page: [] [<] 1 2 3

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kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 07, 2012 7:23 pm


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Nesting

Being able to build a safe camp for the night is a useful skill to have when moving around, and when little is around to be used, you make do. In an effort to try and teach students about how to make their own basic ‘camp’, they are going to have them make a mock camp in the form of a nest. A few of the clan youngsters will also be doing this as they must learn as well, though you probably shouldn’t get too close to their set up…

Stage One

Your student is given 4 places in which they might begin to build their nest. But there isn’t much space in the limited area so they’ll have to go to the first open spot they see! Roll 1 d4 to figure out where your student manages to find a spot!
1- Back to Back: You find a spot next to a younger member of the clan by the dried reeds. They don’t look to happy, but hey, it’s not a bad spot.
2- Stolen spot: You manage to get a spot on some loose dirt but it seems you have stolen it from a clan youth. Better keep an eye out!
3- Sandy patch: The center of the area, it’s just a basic sand flat. Not much else. A few bugs scurry around you now and again…
4- Rocky outcropping: The jagged rocks provide a small protection from the elements yet it doesn’t really help in terms of being comfortable.

Each section provides certain bonuses on certain stages. These bonuses are one time use/consumable. If you fail and have a bonus, you start at the stage you failed at.


Stage Two

Okay, you have staked you claim now… to get some materials! Roll 3 d12 to see what you get
1- Thick dried branches (+1 if Sandy patch)
2- Dried reeds (+1 if Stolen Spot)
3- Fresh long grass (+1 if Rocky outcropping)
4- Twine (+1 if Back to back)
5- Large leaves (+1 if Back to back)
6- Fist sized rocks (+1 if stolen spot)
7- A torn mat (+1 if Rocky outcropping)
8- Bones of some large animal (+1 if sandy patch)
9- A jar of water (+1 if Stolen spot )
10- Plank of wood (+1 if Rocky outcropping)
11- Worn out sheet (+1 if Sandy patch)
12- A bucket of water (+1 if Back to back)

If you get doubles you may pick a different material from the same section, (IE: one back to back bonus item can only be traded for a different back to back bonus item)


Stage 3

You need to work on bedding first of all…simple enough. Roll 1d20 to determine how comfy you bed is.
1-5: Wow, pretty painful. You’re not sure you’d be able to sleep at all! (fail)
6-10: Not the best, you’d probably wake up in pain the next morning. (pass)
11-15: Not bad, you’re pretty sure you’d be fine sleeping here (pass)
16-20: The clan member overseeing the work gives your bedding a nod of approval (pass)


Stage 4

Bedding done now to- Hey wait! It seems a clan youth wants your spot and is saying you stole it, (well did you?). They seem to be pretty weak though… you can try to fight them or… steal their materials, (Just make sure not to get caught!).

OPTION A) Fight them off! Roll to attack BUT, rather than -6, subtract the same type of dice you rolled. (IE: y1: -6, y2:-8, y3: -10) If you managed a hit, you have driven them off, (jerkface).

OPTION B) Steal their stuff! Roll 2d100 to determine what you’re stealing and… if you get caught! The first dice determines what you get.
1-25: Any material that helps Stolen spot
26-50: Any material that helps Sandy patch
51-75: Any material that helps Back to Back
76-100: Any material that helps Rocky outcropping
The second dice MUST be over 50 to not get caught, otherwise it’s a fail!
(NOTE: You DO NOT gain a bonus from getting a new item)


Stage Five

Okay wow, close call. Now to work on your defenses. After all something might come up upon you at night…
Roll 1d100 to determine if you manage to make a good defense for your nest.
1-25 Not enough materials! (fail)
26-75 You managed it…somehow. (pass)
76-100 Wow it looks a little…okay it just is not intimidating at all. (fail)


Stage 6

Looks like it’s inspection time! Better see if your nest is up snuff.
Simply roll a 1 d100. Rolling less than a 50 will result in the one overseeing the ‘class’ to come and wreck all you hard work. Probably give you a lecture as well…


POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS YOU MUST HAVE PASSED ALL ROUNDS

TO OBTAIN 2 HORSEMEN POINTS YOU MUST HAVE EITHER PASSED ROUND 4 OR 5

TO OBTAIN 1 HORSEMEN POINT YOU MUST HAVE EITHER PASSED ROUND 2 OR 3
kuropeco rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Apr 07, 2012 7:25 pm


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All things considered, Sparrow was rather looking forward to the opportunity to learn how to provide a proper and safe camp when one was forced to stay outdoors. He arrived at the training fields in quite a cheerful mood, though it was slightly diminished when he found himself pushed and shunted sideways until he stood in front of a small, rocky outcropping.

Well. Apparently this was where he was going to be working.

Sparrow shrugged, pushed up his sleeves, and got to work.



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4- Rocky outcropping: The jagged rocks provide a small protection from the elements yet it doesn’t really help in terms of being comfortable.

kuropeco

Dramatic Marshmallow

kuropeco rolled 3 12-sided dice: 12, 12, 10 Total: 34 (3-36)

kuropeco

Dramatic Marshmallow

PostPosted: Sat Apr 07, 2012 7:27 pm


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Once he had managed to snag a small spot entirely to himself to work, it was time to gather the necessary supplies. Wandering around for several moments, carefully looking each thing up and down, Sparrow finally selected a large plank of wood, a bucket of water that slopped down his front as he carried it back, and several large, vibrantly green leaves that he stuck beneath one arm to haul it back to the outcropping.



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10- Plank of wood (+1 if Rocky outcropping)

12- A bucket of water (+1 if Back to back)

5- Large leaves (+1 if Back to back) (swapped)
kuropeco rolled 1 20-sided dice: 2 Total: 2 (1-20)
PostPosted: Sat Apr 07, 2012 7:30 pm


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Apparently having a rocky outcropping, a plank of wood, and some leaves, did not really make for a comfortable bed. This was made quite evident when the horseman in charge of the training conked his head on the wood and then proceeded to glare profusely at Sparrow the entire rest of the training.

Sparrow sighed.

Jackdamn, I need Wren here.



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kuropeco

Dramatic Marshmallow


kuropeco

Dramatic Marshmallow

PostPosted: Sun Apr 08, 2012 6:30 pm


DAY SIX
PostPosted: Sun Apr 08, 2012 6:31 pm


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POISON/ ANTIDOTE CRAFTING:

The ability to make poisons and potions from few materials is considered a vital skill for the clan of famine. When resources are scarce, one must improvise and use the tools at their disposal. Or just mix things and force something to drink it, (or injection, that sometimes yields much better results). Those wishing to make a poison not only need to know what is effective and what is not, but how to cure it as well. Killing a test subject too soon is…inadvisable.

Sadly, students will not be getting to play around with the more dangerous ingredients and runes, but they will get to make a few ‘interesting’ concoctions with the various ingredients they have. Aside from making their minor poison, they must also make an antidote. Untimely, their goal is to create more than what they destroy as then they can harvest more ‘results’ at a later time.


Stage One


Students are led to a table littered with various possible materials. Rolling 3 d 10, they get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (+2)
2- Mint (no bonus)
3- Mandragora root (+1)
4- Dried dragon blood (+1)
5- Human’s tears (-2)
6- Mysterious mushrooms (+1)
7- Filtered Water (-1)
8- Mysterious yellow substance of questionable origins ( -2)
9- Rune stone (+1)
10- Foxglove (+2)
Add up the points for your ‘unrefined’ solution.


Stage Two


Taking your mixture to the filtration system, a smaller version of a chemist’s set, you must roll 1 d 4 to determine how well you refined your poison.
1- Not much seems to have changed but now it’s an odd thick brown paste. (no change to your poison, UNLESS in the negatives in which it gains +1)
2- It looks… like the color changed? (+2 to your poison!)
3- The result is a glowing blue thick liquid. (+3 to your poison!)
4- You end up with a clear, if slightly tinted liquid (+4 to your poison!)
Taking your Original results from the ‘unrefined’ solution and adding the filtration bonus, you now have your POISON TOTAL.


Stage Three


Now onto making an antidote. The table of ingredients sits rights next to the poison…probably not the best idea, given how some might mix the two. Rolling 3 d 10, students get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (-2)
2- Cactus flower (+2)
3- Human’s Blood (+1)
4- Dried human’s blood (+2)
5- Human’s tears (-2)
6- Crushed skulls (+1)
7- Filtered Water (NO CHANGE)
8- Mint (-1)
9- Rune stone (+1)
10- Foxglove (-1)
Add up the points for your ‘unrefined’ solution


Stage Four


Taking your mixture to the purification station, it’s a battery of small open flames and strange symbols, you must roll 1 d 4 to determine how well you refined your antidote.
1You end up with a thick tar like substance. (+4 to your antidote!)
2- It’s a glowing red paste now (+3 to your antidote!)
3- Not much changes, it just got a little thicker (+2 to your antidote!)
4- You end up with a clear, if slightly tinted liquid (no change to your antidote, UNLESS in the negatives in which it gains +1)
Taking your Original results from the ‘unrefined’ solution and adding the purification bonus, you now have your ANTIDOTE TOTAL.



Stage Five


The student must now administer their poison and antidote to a small mouse, bird or fish minipet raised to gauge how effective a poison is. They're kept in one of the tanks nearby. They can administer their creations by mouth or by injection.
NOTE! To be considered a ‘pass’ the antidote MUST be stronger than the poison, even if it is in the negatives. If they are equal it is considered a fail.

POISON BREAK DOWN
-3 to 0 <- It's pretty vibrant but apparently you want it turning dark
1-2 <- A few black spots here and there, not much really
3-4 <- The black outweighs the color in ratio now, it's pretty good actually!
5+ Your minipet is a deep black, good job!

ANTIDOTE BREAK DOWN
-3 to 0 <- It doesn’t seem to help at all, it's still back
1-2 <- Helps a bit, but only a few dots of color have come back
3-4 <- The subject is cured! Back to their normal color. Well done!
5+ Your subject is not only cured, but extremely better than before! The colors changing on their coat.


POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS: YOU MUST HAVE A +3 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE A +2 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE A +1 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

POSITIVE RANGE DOES NOT INCLUDE ZERO. A PASS ALONE DOES NOT AWARD POINTS.

kuropeco

Dramatic Marshmallow

kuropeco rolled 3 10-sided dice: 10, 5, 9 Total: 24 (3-30)

kuropeco

Dramatic Marshmallow

PostPosted: Sun Apr 08, 2012 6:32 pm


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The poison class was one that Sparrow had been looking forward to for several days now. He did not really know where to begin when it came to mixing potions or anything of the like, so he was quite interested in learning how to accomplish something to that effect.

The morning on his last day on the Isle of Famine dawned bright and sunny, and Sparrow made his way jovially down towards the training field, his gloved hands slipped into the pockets of his trousers. Though the past several days of training had ended...rather mopishly, he was more than a little determined to make things better this time.

When he arrived down on the training fields and received his instructions, Sparrow made a beeline for the supplies table. He perused everything carefully, peering at one ingredient for a certain amount of time before moving onto the next. The process was, perhaps, a little slow, but he wanted to be meticulous in his picking.

Finally, after much too long, he selected his three ingredients and moved onto the next step.



Quote:
[ PTS: 1 ]

Quote:
10- Foxglove (+2)
5- Human’s tears (-2)
9- Rune stone (+1)
kuropeco rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Apr 08, 2012 6:35 pm


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Once he had gotten his ingredients picked out, Sparrow moved to the purification station. He poked at the fire curiously, then carefully arranged his ingredients. The foxglove was first, followed by the clear liquid (human's tears, he was told), and then lastly the rune stone.

After several moments, Sparrow was pleased to see that the poison was a nice, clear liquid tinted a pale shade of green. It looked rather pretty, if he looked at close enough - but he refrained from coming too close.



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[ POISON PTS: 5 ]

Quote:
4- You end up with a clear, if slightly tinted liquid (+4 to your poison!)

kuropeco

Dramatic Marshmallow

kuropeco rolled 3 10-sided dice: 3, 1, 9 Total: 13 (3-30)

kuropeco

Dramatic Marshmallow

PostPosted: Sun Apr 08, 2012 6:37 pm


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Time for the antidote now, thought Sparrow to himself, as he stood back in front of the ingredients table. He was again being overly meticulous in his choosings, and there was a steady line of mildly disgruntled students behind him by the time he finished - but at the end, Sparrow was very pleased with his choices of human blood, thyme, and another rune stone.



Quote:
[ ANTIDOTE PTS: 0 ]

Quote:
3- Human’s Blood (+1)
1- Thyme (-2)
9- Rune stone (+1)
kuropeco rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Apr 08, 2012 6:38 pm


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The antidote to his poison, when he took it to the purification area to finish, was nothing like the poison. Where the latter had been a clear liquid that shimmered a pale green if looked at a certain way, the former was a thick, gelatinous substance that was a rather disgusting shade of grey.

Sparrow poked at it suspiciously.



Quote:
[ ANTIDOTE PTS: 4 ]

Quote:
1 - You end up with a thick tar like substance. (+4 to your antidote!)

kuropeco

Dramatic Marshmallow


kuropeco

Dramatic Marshmallow

PostPosted: Sun Apr 08, 2012 8:02 pm


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And then it came time to test everything.

Carefully Sparrow administered his concoction to his little mouse. The thing squirmed unpleasantly in his fingers, eventually turning a heavy black color. Sparrow reached for the antidote this time and pushed the noxious liquid down its throat. After several moments it began clearing, and then it was wriggling in his fingers, completely cured.

He smiled.



Quote:
[ POISON PTS: 5
ANTIDOTE PTS: 4 ]

Quote:
POISON: 5+ Your minipet is a deep black, good job!
3-4 <- The subject is cured! Back to their normal color. Well done!

Fail.
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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