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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: 58 Total: 58 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 5:31 pm


Dark, misty, mummies... bugs bigger than cats.
Somehow, this didn't really worry him.
"As long as they're not snakes." he muttered.

He felt something brush against his arm, and flinched, thinking one of the scarab beetles might have fallen from the ceiling and onto his arm, and he quickly pulled it away, only to realize it was Sherry, and... why was she standing so close?

"Well, no bugs means we can move on."
He didn't bother waiting.

Stamina: 10
Grifferie rolled 1 100-sided dice: 45 Total: 45 (1-100)
PostPosted: Sun Apr 21, 2013 5:33 pm


Stamina 5

Sherry just kind of stood there for a moment, watching Jake's back as he walked away in the dim red light.

Armagnac was hissing. She sounded very satisfied about something.

Sherry...was too busy thinking to comment. Thinking about Jake and about bugs. Right. BUGS. Maybe she'd better move. "Right," she whispered.

She kept her eyes on the floor.


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 33 Total: 33 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 5:44 pm


Ugh, another dead end.
He hated mazes.

Stamina: 9
Grifferie rolled 1 100-sided dice: 75 Total: 75 (1-100)
PostPosted: Sun Apr 21, 2013 5:46 pm


Stamina 4

It was really a good thing she kept her gaze down. She had almost not seen the pit until it was too late, even looking for them.

And crap. Had she lost Jake again? Sherry sighed, and continued on.


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 24 Total: 24 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 5:53 pm


Really, Sherry was going to have to keep a leash on him if she wanted to keep track of him.
The trainee only eyed the walls carefully.
Didn't he pass through here already?


He tripped over a jagged rock jutting out of the ground, and tumbled into a very familiar-looking pit.
Oh, hi, snakes, fancy seeing you again.

Stamina: 6
Grifferie rolled 1 100-sided dice: 68 Total: 68 (1-100)
PostPosted: Sun Apr 21, 2013 5:57 pm


Stamina 3

Sherry would have agreed that a leash was not a terrible idea. Especially since it would have meant she didn't have to wander around this dark and musty tomb all alone.

This tomb and it's endless numbers of open pits. Really, builders? Really?


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 4 Total: 4 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 6:19 pm


And then Jake was running for his life.

Stamina: 3
Grifferie rolled 1 100-sided dice: 10 Total: 10 (1-100)
PostPosted: Sun Apr 21, 2013 6:21 pm


Stamina 0


She didn't even see that pit.

She didn't see the snakes, either. Not at first. She felt them first.
By the time she'd recovered her senses enough to see them...well, she'd already figured out she needed to leave.

She didn't even bother running. Landing smack in the middle of a pile of undead vipers when you are already tired? That's what pendants were for.

She hoped Jake was alright.

[Exit]


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 100-sided dice: 87 Total: 87 (1-100)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 6:26 pm


And then while he was running for his life, he noticed a hole in the wall, and didn't waste time running into it.
... and ended up in some completely strange place.

This was...

Stamina: 2
PostPosted: Sun Apr 21, 2013 6:28 pm


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

[A.V.] rolled 1 10-sided dice: 10 Total: 10 (1-10)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 6:35 pm


It seemed more humid than usual, and... mist?
Oh, was this the place Sherry had mentioned.
Speaking of Sherry, where WAS she?


Ignoring his weapon, he ventured forward, eyeing the sarcophagi lining the wall.
Huh, what a creepy-a** place.

LEAVEEEEEEEEEEE

... What?

LEAVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

He blinked, and he realized he was... back at the beginning?
What the hell.

[ ...Exit? ]
Grifferie rolled 4 20-sided dice: 10, 6, 13, 15 Total: 44 (4-80)
PostPosted: Sun Apr 21, 2013 6:37 pm


The Ancient Necropolis: Quest


The Ancient Necropolis:

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: 16
Sherry: 28


Grifferie

Crew

Deus Sherry

[A.V.] rolled 1 6-sided dice: 2 Total: 2 (1-6)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 6:46 pm


[ ...Enter? ]

He blinked, wondering just what in the world happened, when there was a swarm of scarab beetles in front of him.
... Well.
Grifferie rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Sun Apr 21, 2013 6:52 pm


Sherry had returned to the tomb entrance just as fast as humanly possible. She was glad to see that Jake was there.

Less happy about the bugs headed their way, but at least Jake was alright. Sherry bit her lip. She really should tie a string to him or something.

Sherry summoned Armagnac.


Grifferie

Crew

Deus Sherry

[A.V.] rolled 2 10-sided dice: 6, 5 Total: 11 (2-20)


[A.V.]


Dangerous Hunter

PostPosted: Sun Apr 21, 2013 7:01 pm


Jake only let out a sigh and summoned his weapon also.
"Might as well get this over with."

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

HP: 45/50
Action: Attacking
Result: 5 dmg
Boss HP: 45/50

Stamina: 15
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