Rep almost jumped out of his skin as Mark yelled. It had the desired effect. He startled himself out of putting his foot down to look around just in time for the Death assist to fall off into oblivion. He made a deeply concerned face and hoped pretty fervently that both the death hunters would be all right.
Otherwise there was going to be no small degree of explaining to do later.
And probably mission reports.
Roll 3/10
Posted: Thu May 16, 2013 4:26 pm
moon powers activate
you're fine rep
harrison pushes you forward and tells you in a friendly and intimate way to keep going bro, you can make it
Toshihiko Two
Sugary Marshmallow
Offline
Baneful rolled 1 6-sided dice:
4Total: 4 (1-6)
Baneful Crew
Dramatic Hunter
Offline
Posted: Thu May 16, 2013 4:28 pm
Harrison sacrificing himself was just way too much to take.
Roll 5/10
Baneful rolled 1 6-sided dice:
1Total: 1 (1-6)
Posted: Thu May 16, 2013 4:42 pm
Using save
For just a moment there was that ******** bizarre sensation from the Sahara, as if time had done something very bizarre indeed. Where one minute he found himself being tossed into the abyss and waiting for the embrace of death, what happened was that moments later he found himself stood back on the bridge as if he'd merely experienced what could have been.
Roll 5/10
Baneful Crew
Dramatic Hunter
Offline
Toshihiko Two
Sugary Marshmallow
Offline
Posted: Thu May 16, 2013 4:47 pm
The fall from infinity was really a lot less infinite than advertised.
"I told you," Harrison said, "I'm fine. It's a long fall and we've got our ******** pendants, so-"
He helped Rep over to the next tile.
"Bring me back a treasure chest, ok- oh s**t.I'm fine!"
Moon powers activate.
Baneful rolled 1 6-sided dice:
2Total: 2 (1-6)
Posted: Thu May 16, 2013 4:48 pm
And there went Harrison again. He couldn't lose his focus, couldn't ******** up, he was counting on him. He had to make them ******** proud that he could do this.
But it seemed so, so far.
7/10
Baneful Crew
Dramatic Hunter
Offline
Saliru
Cluttered Hunter
Offline
Posted: Thu May 16, 2013 4:55 pm
(( using Al's save again ))
Baneful rolled 1 6-sided dice:
2Total: 2 (1-6)
Posted: Thu May 16, 2013 4:55 pm
And he was just ******** immobilised by indecision.
7/10
Baneful Crew
Dramatic Hunter
Offline
WE ARE HALLOWEEN Captain
Blessed Member
Offline
Posted: Thu May 16, 2013 5:04 pm
Mark peeled a banana peel.
(He was still writing his death solo).
Baneful
ASSIST
Baneful rolled 1 6-sided dice:
2Total: 2 (1-6)
Posted: Thu May 16, 2013 5:30 pm
And then it was Rep's turn to write his.
7/10
Baneful Crew
Dramatic Hunter
Offline
Baneful Crew
Dramatic Hunter
Offline
Posted: Sat Jun 01, 2013 1:26 pm
-- Here we go again :l --
<< The Sunken Cave >>
The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.
<< Part 1 - Finding the ******** place >> > As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
> - Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back.
>>- All players roll 1d100. - Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you?? - Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here... - Rolling 80 or less will lead you to the Haunted House. Oops. - Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.
Being kicked out of a magical portal never broke anyone's spirits really, and with a bit of time to recover, Rep was right back at it again. He hadn't been able to forget about that item that had been so ******** close to in his claws and needed to come back or risk his damn sanity by ignoring it. He made sure to dress more suitably for the damp before he hopped back into halloween,
As he stepped into the forest, he tried to remember where exactly the portal had been before, but this time it proved more elusive.
The first portal he did find however led to a very solitary looking room in a location not even half damp enough to be the underwater temple he'd been in before and even as he scoped out the room for easily pilferable objects, something stirred. He slipped back out again immediately.
The next was back to that same insistent and terrifying room, only the second time he looked through the shadow that had shifted near the bed was closer still. He got the hell out of there.
The third time he scoped out a portal, it was to an island covered in sand where the wind was blowing brisk and clammy. There was something not quite right about it there either, so he made himself scarce.
Beyond the portal there was a very short swim to the entrance of the cave itself, but of course, a simple life was far too much to hope for. It appeared at least some of the talk of certain adventure movies had been right on the button as the second they stepped out of the water, there was a whir of ancient stone and something somewhere in the caverns clunked open. There was a distant light which grew larger and larger in the gloom..
A low hiss echoed through the cave and there was a scrape of stone talons on the rocky floor as a large dragon like guardian - a creature of animate stone, slick with ocean slime, moss and seaweed stepped out to bar their path. Noxious fumes emanated from its nostrils and it reared up to its full height on its hind legs, almost tall enough to scrape the ceiling, vast and lethal looking tail curling behind it with a rattle.
Looked like it was showtime.
Roles > Player 1 - Harrison - Tank Player 2 - Rep - DPS Player 3 - Mark - DPS Player 4 - Jordan - DPS Player 5 - Al - Healer
Roles
- 1 healer. They can HEAL your party instead of doing damage. Roll damage equal to their YEAR (so Y1 = 2d6, Y2 = 2d8 etc)- 6 damage for heal amount. They can target ONE player. They do TRIPLE HEALS to a Tank (2x heal 'damage' done)! This effect is unlimited but don't forget to quote your target. - 1 Tank. They have DOUBLE their original HP but do half the damage! They can quote UP TO TWO players a round to SHIELD them and take their damage for them. This effect is unlimited but don't forget to quote your targets. - 3 DPS (damage dealers). Damage dealers do DOUBLE attack damage INCLUDING Fear and charged attacks(when it hits). - Once these roles are set they CANNOT be changed for the entire duration!