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THIS IS HALLOWEEN: Crossroads

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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[TRAINING][PRP] Hel / Mitsu / Sabine Goto Page: [] [<] 1 2 3 4

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lizbot
Vice Captain

No Faun

PostPosted: Fri Apr 06, 2012 3:52 am


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All That Glitters Has a Purpose

You begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.

When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.

The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.


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OOC Information:

At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled.

To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that.


1 - The Diamond-Set Circlet

You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion.

Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room.

Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure.


2 - The Ruby-Set Bangle

Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through.

With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc.

Roll 4d4 and match each number with the corresponding result.
1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction.
2: Your shade gets caught in a trap, but manages to free itself and continue along.
3: Your shade gets caught in a trap and can't continue.
4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine.

(You successfully lead your shade minion through the course as long as you avoid rolling a 3.)


3 - The Emerald-Set Necklace

You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries.

Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!


4 - The Sapphire-Set Brooch

The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit.

When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory.

Roll 3d100 and add up the total, then match it with its corresponding result.
0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure.
101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches.
201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.


5 - The Amethyst-Set Ring

The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers.

Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you.

Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.


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POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+1 point if you succeed
+1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus)
+1 point for the following (cannot go over 3 points/day with the inclusion of this bonus):
-Roll a perfect 20 for Diamond.
-Two or more rolls of '1' and no 'failure' rolls for Ruby.
- Leave all five scarelings with 9 or more HP for Emerald.
-Roll 250 or higher for Sapphire.
-Restrain at least 21 attackers for Amethyst.

PostPosted: Fri Apr 06, 2012 4:00 am


Walking past the two other ghouls, Sabine said airily, "I suppose I'll have to show you the way out. What you would do without my kindly attentions and do not even know."

An hour of wandering later they come to a large cavern.

For a moment the vampire looked chagrined, but then her eyes began to glimmer in the dim light. She his softly and turned to the ghouls with an almost manic smile. "Oh yessssss, freakacitas, this is it! This is why I came here! There is some damn fine jewelry nearby."

The fabulous, famous, and highly sought-after jewelry of the Death Clan.


Lucyal
Inu-Mitsu

lizbot
Vice Captain

No Faun

Lucyal rolled 1 6-sided dice: 2 Total: 2 (1-6)

Lucyal

PostPosted: Fri Apr 06, 2012 9:24 am


It was oddly relaxing just sitting here. Granted, she was worried about Mitsu and kind of that…other ghoul…(she just didn’t want to be held responsible if the dumb ghoul had something happen to her and she was the last one to see her, duh). It seems she wouldn’t need to worry too much, since she soon heard Mitsu, and a clacking of heels. Oh, relief! She actually felt a bit relieved to see Sabine too. She wouldn’t be telling her that, though.

Hey…I am fine!” The ghoul pushed herself back up to her feet, swaying until she righted herself. She gave Mitsu a pat on the head, and reluctantly started to follow Sabine, since they needed to leave anyways.

An hour later…dear Jack! Was this ghoul worse than Mitsu at navigating!? What was Hel thinking, letting them follow her! At least in this room there wasn’t any mirrors, but it was hella dark, and Sabine’s eyes in the small amount of light were ominous. “…There is, huh?” Hel looked around, looking might unimpressed for the moment. Sabine was apparently a gold jewel digger. Maybe it made sense now that she lead them here.

lizbot

Inu-Mitsu
Inu-Mitsu rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Fri Apr 06, 2012 9:50 am


Mitsu waited for Hel to stand, being sure to stay by until the Valkyrie righted herself. It seemed she was having trouble with her balance, most likely trying to compensate for the lack of her wings. It made the frown on Mitsu's face deepen once again wondering if there was anything else she could have done to prevent her and Shun from getting hurt.

The small pat on the head seemed to sooth a little bit of the wave of anxiety in her mind but Hel would find a hand seeking her's as they departed. Mitsu hadn't objected to following Sabine but after a long time of wandering she began to wonder if the ghoul had any better idea where they were going than she did?

"Hey Hel," Mitsu asked softly while they walked. "Do you think...Shun is doing okay?" The werewolf seemed worried. He was still injured after all and the loss of an eye would be hard to adjust to. And it sounded like he was high above the ground. What if he walked toward a ledge he didn't see and fall! Who was there watching out for him?

It wasn't long after that the vampire's hiss caught her attention and Mitsu turned with wide eyes to survey the area. "J...jewelry?" Was that why they had come all this way? Mitsu could only smell rocks and something old about this place. What little light there was reflected in her eyes allowing her to see a little as she moved forward to investigate.

"What's this?" Mitsu left Hel's side to pick up a ruby bangle examining it closely. It was pretty though it wasn't something Mitsu would wear herself.

Inu-Mitsu

Werewolf

Inu-Mitsu rolled 4 4-sided dice: 1, 4, 4, 2 Total: 11 (4-16)

Inu-Mitsu

Werewolf

PostPosted: Fri Apr 06, 2012 12:14 pm


Out of curiosity Mitsu tried on the bangle to see how it looked. Not that she couldn't see how it looked now but she had never worn anything like it. As soon as the item made contact, however, the floor beneath her vanished.

Mitsu let out a shriek as she fell on her hands and knees staring at the floor that was now far below her. Whatever she was sitting on now was indeed solid but it was like staring through a window at her inevitable death. It made her freeze in place unable to move, scared eyes searching to find Hel and Sabine. She had no idea what they could do for her but she wanted to be down.

"H...help.." Mitsu managed to squeak, trembling hands desperately trying to find something to hold onto.

The ruby bangle around her wrist began to glow and from it formed a shade though not like the ones she had seen in class. It was fairly humanoid but made up the same substance as the gem stone around her wrist. It regarded Mitsu quietly, tilting its head curiously before it moved slightly and pointed.

Mitsu had been so focused on looking down that she hadn't bothered to look at what might be around her. At least until the ruby shade showed up. Before her now was a labyrinth, and it seemed the creature wanted her to follow.

It took far longer than it should have. Mitsu struggled to get to her feet swaying and often falling right back where she was. The heights were giving her vertigo like she had never experienced. Finally she was on her feet staggering after the ruby shade as it motioned her forward.

The path seemed fine at first, the ruby shade moved ahead of her through the maze with ease, looking back every once in a while to motion Mitsu forward or to simply check if she was still there. Difficulties soon began to arise, problems Mitsu wasn't sure how to help with. The shade was having trouble passing through a narrow doorway. Mitsu didn't want to hurt it but she didn't want to stay and be stuck here.

Pressing her hands against the creature she gave a push forcing it through and after that it seemed to have to trouble. Twice it did this until what seemed like a narrow doorway really ended up being a trap. The shade struggled and squirmed to free itself and after a great deal of effort it managed somehow. Mitsu was quick to scramble after it until finally....she was back where she needed to be. She had made it through but how had she gotten back to the floor? It didn't really matter Mitsu was just happy to be on solid ground again.

The shade vanished now that its job was done. Carefully Mitsu removed the bangle from around her wrist not wishing to have the same experience twice. Heights were not her friend.
lizbot rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Apr 07, 2012 3:08 am


Sabine assumed Mitsu's little flip out was just the Lycan's time of the month, and politely ignored it in favour impending jewelry times like a true friend. Shining red eyes landing on what could only be considered a meeting of destiny, the vampire squealed a bit as she noticed the diamond circlet. Forgetting her earlier battle and currently torn-up state, Sabine did a little pee-dance as she reached out to put it on.

Then things began flying at her, and Sabine was reminded that she hated this island.

lizbot
Vice Captain

No Faun

lizbot rolled 1 20-sided dice: 9 Total: 9 (1-20)

lizbot
Vice Captain

No Faun

PostPosted: Sat Apr 07, 2012 3:23 am


Squeaking pathetically as blades flew toward her, Sabine covered her face in attempt to block any scars. Moments later, after no deadly projectiles marred her already sadly battered, there was a sudden clatter, and Sabine peeked between her fingers.

Nothing?

At her feet, several knives lay for several moments before dissolving. Hand on her hip, Sabine snapped her fingers in the direction they had flown from, "That's right, creepstas, you don't even want to step to this."
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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