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Nio Love

Enthusiastic Lunatic

17,350 Points
  • Object of Affection 150
  • Campaign Manager 500
  • Ultimate Player 200
PostPosted: Mon Jul 09, 2012 9:51 pm


All the cute and fuzzy minipets were calling out to each other and finding each other and it was truly heartwarming, really-

Except Freya couldn't recognize the names she heard. In fact, they sounded distinctly foreign to her, and as she walked into the room Shun opened, she began to get very, very quiet.

She fluffed her wings up slightly, and her neck craned, turning left and right as she watched all the others. Her heart couldn't help but melt at the tiny white fluffy thing looking for its friends, but otherwise.. she kept near Shun, and she was startlingly keeping silent.

Quote:
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Freya Brynhildr
Faction: Amityville
Element: Light
HP: 30/30
Location: in the cave room
Blade Kuroda
PostPosted: Mon Jul 09, 2012 9:54 pm


"Right here." The voices had attracted Jordan's attention, and he trotted over to shove into the reunion, rubbing his cheek against Harrison and Rep and finding that purring was an involuntary reflex. "There you are."

The sudden spray of water made him jump and yowl, tail puffing up. "Hey, watch it!"

Baneful

MoonKitsune

Toshihiko Two


Quote:
User Image - Blocked by "Display Image" Settings. Click to show.Jordan
Faction: Sun Hunter
HP: 25/30
Element: Fire
Location: Seafear Island

prolixity
Crew

Shameless Enabler

17,150 Points
  • Invisibility 100
  • Hygienic 200
  • Ultimate Player 200

Blade Kuroda
Crew

Militant Raider

PostPosted: Mon Jul 09, 2012 9:59 pm


Freya wasn't the only one that was being quiet. While Shun attempted to open the trapdoor, he too was listening. There were a few more familiar voices around. And the faces that came to mind did not belong to horsemen or students. The one that sounded like Cass had raised some suspicion already, but now it was even more evident.

It didn't make sense to him tho-- well they were all minipets right now. Nothing really made sense.

"Stay on guard," he murmured quietly to Freya, "We may be in the presence of our enemies..."

It sounded like there were a good number of them, if he was right. It still begged the question of how and why all these potential hunters were here in the first place. Had they all been on campus earlier? The thought made him frown.

User Image - Blocked by "Display Image" Settings. Click to show.Shun
HP: 25
Faction: Amity
Type: Dark
Location: Seafear island

nio love
PostPosted: Mon Jul 09, 2012 10:00 pm


Mimsy had about enough of this nonsense. She was no longer filled with wonder and intrigue, and had long since decided that if she cared how any of this stuff worked, she'd just find out later. As a human.

She wore her most disgruntled cat expression as she trailed along behind the rest, which contrasted well with the little hiccups of "nyan nyan nyan~" every now and then.

User Image - Blocked by "Display Image" Settings. Click to show.
Faction: Life Hunter
Element: Light
Location: Seafear
HP: 25/30

Nothing Yet
Crew

Obsessive Stargazer


Baneful
Crew

Dramatic Hunter

PostPosted: Mon Jul 09, 2012 10:00 pm



LOCATION: Seafear Island
Rep didn't even register the purr, assuming that the sound was coming from him instead - which it was, just not exclusively. His own purr distinguishable only in that it was less subtle and more like someone with a small saw. His initial concern was very strictly feline, just making sure that for whatever reason, Harrison was suitably cheeknuzzled and stated as somehow his. Maybe that would make sure he didn't ******** disappear. He didn't even register the spray of water that soaked him, anxious that the moment he looked away, Harrison would vanish again.

"Aye. ******** CATS. I don't even know man. And there was like giant ******** minipets and.."

Jordan's voice made his heart leap into his mouth and the purr got even more ridiculously pronounced, he too was met with all the enthusiasm Harrison had been afforded. He wasn't quite as upset by the water, too busy puffing up delightedly and completely forgetting for the moment that he was supposed to be a human. It merely got shaken off as he nuzzled Jordan back, regardless. His and ******** cats." he repeated with disdain, while everything else about his body language spoke of pure delight.

"Now we can figure out how to get home."

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

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Quote:
HP: 7/30
Element: Dark - Once per battle, 1d6 special dmg/heal - +1 Damage modifier
Faction: Sun Hunter

PostPosted: Mon Jul 09, 2012 10:02 pm


Rather compliantly, the door swung open to reveal, dramatically, yet another long corridor. This seemed to be a trend actually, the long dramatic corridors followed by the flashes of lights and instant teleportation. Professional teleportation in Halloween actually required a license, though all occupants of the room now might have at least mastered the first requirement: having the experience of being teleported at least ten times.

At the very end of the somewhat-lit corridor was a room. Just that. A room, and a door. Well, there was really just one way to go.

That is, until something clicked and the whole room seemed to shake and churn. A second door appeared to the right of the first door, the table in the center of the room disappeared replaced with yet another trap door, and the room even changed in size and colour. Suddenly, there were five other doors in one room. A click again and there were four.

This was probably not an ordinary room.


OOC: WELCOME TO THE CUBE


WELCOME TO THE CUBE:

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- The cube is a series of extremely complex, shifting rooms that continue to move one after the other. Though the rooms may be similar, though players may overlap sometimes in room numbers, unfortunately, even if they intend to move to the same room together, space seems to have no meaning here as the slightest budge could send anyone hurtling five or ten rooms down.
- There are five keys. You may collect them on the way, they serve as a small bonus.
- You have UNLIMITED turns until you hit tile 28. If you hit it.

RULES:

- This is a BOARD GAME. Each player starts at TILE ONE. You may take as many turns as you need to get to TILE NUMBER 28. On the way you may also pass by KEYS. Once you are at tile 28, well, you better beat the boss there first...
- Make sure to BOLD at the top of your post which ROOM NUMBER you are in. Anyone in your room number posting next to you can rp with you, but not if you are in different rooms.
- You do not NEED to get to the end, but there is a special reward for those who do...
- EACH TILE HAS A SPECIAL EFFECT. If you land on that tile, you must follow the effect of the tile, and also quickly rp out any rp related effects
- You start by starting, once again, at tile ONE. Roll a 6-sided dice. This dictates how many tiles you can move forward. So if you are on TILE ONE and you roll a 4, then you are on TILE 4 (you include the tile you are stepping on). If you are on tile 4 and you roll a 6-sided dice and get a 2, you are on tile 6. Make sure to read BELOW the effect on tile 6 before rolling.
- There are some tiles that will TELEPORT/ shift you to random room tiles. If you are shifted, you just continue rolling from the shifted position.
- You DO NOT count the effects of any rooms you PASS over ie: if you are at tile 1, and you move to tile 4, you DO NOT count anything that happens in tile 2 or 3, you simply SKIP OVER them, that includes any keys in those past two tiles. You ONLY count the effect on tile 4. HOWEVER, if tile four requests you move to tile eight, you also count the effect on tile 8 for that turn.
- The rooms oddly regenerate. That means everything in the rooms regenerates even if broken including the stairs, ladders, furniture, doors, and of course, the keys. That means that more than one person can obtain a key from the same room.
- Once you hit the FINAL ROOM tally up how many keys your character has obtained. If you are in for example, room 27, and you roll a 6, that still brings you to the FINAL ROOM (room 28 )
- If you PASS OUT, you end up back at room 1 with full health.

Room 1: STARTING ZONE. Roll your 6-sided dice. Move as seen above
Room 2: Nothing special is here...
Room 3: A large saw is closing in on this room! You need to run for your life! You take -2 damage as you barely skim out of this room.
Room 4: You smell a strange noxious gas and feel extremely tired.... Roll a 10-sided dice. If you roll odd, you fall asleep. If even you wake up and move on. You need to CONTINUE rolling until you wake up.
Room 5: It seems like a dead end, until you see an unusual cord hanging a little below you. Oh hello, what's thi- ACK. You feel an electric shock, and suddenly you are in another room. YOU HAVE BEEN TELEPORTED TO ROOM NINE.
Room 6: You see a rather large room, and within it something shimmering a soft silver. You get A SILVER KEY.
Room 7: You find a door! As you walk into it you suddenly find yourself...back where you began. OOC: This is a TRAP DOOR. Roll a 100-sided dice. If you roll 90 or higher, you are now at tile/room TWENTY-FOUR. If you roll lower, nothing happens sad (keep on rolling from room 8 )
Room 8: A large boulder of rocks blocks your path! You need to plow through them first (instead of rolling a 6-sided dice to move on, you can only roll a 4-sided dice just for this room/tile)
Room 9: What is that weird cord from above? As you stare at it you feel a strange electric tingle. Roll a 100-sided dice. If odd you end up in another coloured room. (You are now in tile/room number TWENTY-ONE). If even, nothing happens sad
Room 10: ARGGGGG LARGE EVIL PLANTS ARE TRYING TO KILL YOU. You take - 5 damage!
Room 11: Fortunately this room seems safe...
Room 12: You see a strange cord when suddenly - ZAP. You end up back on tile/room 3 sad
Room 13: A swish noise is all you hear before a series of axes descend upon you in a semi-circular motion. You run for your life, but not before you take -5 damage!
Room 14: Oh hello! this seems to be a dead end, until you go up the stairs and end up in another room. (YOU END UP IN ROOM 10)
Room 15: You see something glinting GOLD, and manage to pick up a key. YOU FIND A GOLD KEY.
Room 16: Nothing too special about this room...
Room 17: You are suddenly stopped by a strange cobweb, and look up... to see a pair of large red eyes staring down at you. Somehow, this spider doesn't look very friendly... and it becomes evident as it skitters towards you. You take - 5 damage from its poison saliva dripping off its mandibles.
Room 18: You find a really nifty door and walk in. Ooh another room! (You end up back in ROOM 1)
Room 19: Tentacles suddenly appear out of nowhere, terrifying you so much you have no choice but to flee down the stairs. You end up in another room, where are you exactly? (You are in room 27).
Room 20: A small trove of bats seem to be guarding something inside... it glistens a strange glassy colour. You find A GLASS KEY
Room 21: Nothing particularly special about this room.... that is until you fail to see that this room has no floor. OH NO. You end up back in room 16.
Room 22: You manage to barely avoid the giant saw in the room to see a key! It glistens a bloody red. YOU FIND A BLOOD KEY.
Room 23: Spears suddenly appear from the ceiling and floor nearly impaling you! You barely escape with your life! You take -5 damage
Room 24: Nothing too special about this room... the door leads to a dead end. That is until you examine it again and oh no! You end up back in room 16.
Room 25: You notice something on the ground when ZAP! You end up in another room (You are now in room 22)
Room 26: You find a small laboratory, and on top of the counter, a strange toxic-green coloured key. YOU FIND A TOXIC KEY. Better not hold it too closely...
Room 27: Nothing particularly special in this room....
Room 28:

SQUID BOSS ROOM. A giant wet tentacle attempts to grab you and carry you into the shadows, but only quick reflexes can save you. This boss does -3 auto damage, and is a WATER elemental monster. You MAY use special effects on it
- Make sure to post the cumulative HP of the boss at the bottom of your post, attacks are unlimited until it does. Everyone fights the SAME squid boss, so check the past pages for prior SQUID BOSS HP posts.

WE ARE HALLOWEEN
Captain

Blessed Member


Smerdle
Crew

Scamp

PostPosted: Mon Jul 09, 2012 10:02 pm


(( i'm not even supposed to be here O.O

yay for doing things right before bed ))
PostPosted: Mon Jul 09, 2012 10:04 pm


(ignore, I edited this old post by mistake qq)

Nio Love

Enthusiastic Lunatic

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

MoonKitsune

Romantic Exhibitionist

PostPosted: Mon Jul 09, 2012 10:07 pm


Prolixity

Baneful


TG went from dripping to being a bigger poof than before, and it made walking even a bit harder. When a nearby scary cat shouted at him, he could only give him a look that said he was way above caring right now.

Huffing, he tried to sit and use his little paws to maybe push down some of the puff, but it was a lost cause. "Damn horsemen." He complained. It had to be them. They were the ones who did this to him last time.

When another cat who was getting frisky with what seemed to be some ghoul kitties decided it was time to find a way home, he could only chuckle.

"Easy. Find a horsemen and beat them up." They had to have an antidote and a way home, right? Why were they playing musical islands anyways? Didn't the horsemen loose all their islands?



Foxfire TG

User Image - Blocked by "Display Image" Settings. Click to show.Faction: Amityville
Species: Foxfire
Element: Fire
HP: 30/30
xoxomenai rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Mon Jul 09, 2012 10:07 pm


Kiwi lands in room 5, only to sizzle to room 9, and-

The odd trap door opened to reveal ... a whole expanse of rooms! The horseman stared in awe at all the shapes and sizes. Amity technology was very strange. But they had no choice other than to move forward. Kiwi picked a door, and stepped inside.

Hmmm?? ... That was odd. The room was entirely empty. No door, no windows, not even a hole burrowed in the wall that one small as himself might squeeze through. The boil gave it a solid glance-over, about to turn and leave, when-

What was that?? ...

A cord hung from the wall a little below him. He was already shrunk to minipet size, who would bother to hide a cord this low to the ground?? he wondered, as he reached out and bit his sharp teeth around it and pulled.

ZAP!!!

Kiwi's round, adorable eyes rolled wildly as a jolt of electricity shocked through his fur. Aiyeeeeeeeee-

Kiwi shook himself as he rose to his feet, a growl of annoyance rumbling in his fluffy chest. He was in another room, very similar to the first. And another cord hung from the ceiling above. The horseman stared to it skeptically, circling it. Should he touch it?? ... the last one electrified him, what if this one poisoned?? ... But he didn't have another way out. If he didn't move forward he would be ...

Kiwi gripped the cord between his teeth and pulled. A second shock bristled his fur, sending him hurtlinggggggg ......

Quote:
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Kiwi
Faction: Horseman
Location: Seafear Island
Element: Dark
HP: 28/30

xoxomenai
Crew

Apocalyptic Cutie-Pie

Blade Kuroda rolled 1 6-sided dice: 6 Total: 6 (1-6)

Blade Kuroda
Crew

Militant Raider

PostPosted: Mon Jul 09, 2012 10:10 pm


TILE: 6

Shun took a step back as the trap door opened up rather easily. He soon paused though, as he felt Freya press against him somewhat. The daeva noticed that she was being rather quiet right about now. He looked at her, hearing that soft whisper.

"We aren't going back. We're moving forward."

He knew she was one of the ones that had been captured and caged up at the haunted house, but he didn't realize she was talking about that right now. He didn't really know what she was referring to exactly, but in a sense perhaps what he said would have more meaning to her. More than he would realize.

Nodding quietly, he moved on.

The daeva-reaper didn't stop until he found himself in a fairly large room. Oh. And there was a silver key in here. That might be useful.

User Image - Blocked by "Display Image" Settings. Click to show.Shun
HP: 25
Faction: Amity
Type: Dark
Keys: Silver
PostPosted: Mon Jul 09, 2012 10:11 pm


OOC
Sorry you two I quickly modified the rules, just recheck the tiles again please!


Blade Kuroda


xoxomenai

WE ARE HALLOWEEN
Captain

Blessed Member

chiickadee rolled 1 6-sided dice: 6 Total: 6 (1-6)

chiickadee
Crew

Princess Hoarder

PostPosted: Mon Jul 09, 2012 10:13 pm


Danny noticed the trapdoor open and dove right in, no hesitation or fears. She skipped through the rooms, not really taking into account what was going on.

A glint caught her eye and she prodded through a rather large, open room. There was a key just sitting there! Well that was neat! Danny picked it up with her mouth and through the loop around her horn. Perfect, she even had a place to carry them.

Well this was a nice little cube, yes it was.


Quote:

User Image - Blocked by "Display Image" Settings. Click to show.
Faction: Amityville
Element: Fire
HP: 25
Location: Seafar Island

KEYS: 1
Saliru rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Mon Jul 09, 2012 10:15 pm


[ Room One ]


"Get a move on you guys before you three scar me for life," Rin gave the three horny tom cats a wack with her wing as she waddled past into the chamber ahead.


Quote:

User Image - Blocked by "Display Image" Settings. Click to show.
Rin the Life Hunter
ELE - Light
HP - 20/30

Saliru

Cluttered Hunter

Alicia Firestar rolled 1 6-sided dice: 1 Total: 1 (1-6)

Alicia Firestar

Fluffy Shapeshifter

PostPosted: Mon Jul 09, 2012 10:15 pm


ROOM 2
Vixi blinked at the rotating room and the ever changing doors. One changed near her with a loud "Thwap" Which caused her to jump and back up right into a door which shut just as quickly as Vixi had fallen in to the room.

Scratching on the door with her paws seemed to do nothing as did trying to slam into it, but there was another door on the other side of the room....
Quote:

User Image - Blocked by "Display Image" Settings. Click to show. Vixi
HP: 30
Type: Light
Location: SEAFEAR ISLANDS
Reply
The Other Side of the Closet (RP Subforum)

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