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Grifferie rolled 1 100-sided dice:
32
Total: 32 (1-100)
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Posted: Sun Apr 21, 2013 8:45 pm
Stamina 20
For the second time that day, Sherry watched Jake walk down the corridor, adn for the second time that day something inside stung.
The pleasure that oozed out of the words made Sherry shudder.
Yes. I just.. She didn't even bother to sigh. She simply desummoned her weapon, and walked down the corridor, lost in thought.
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Grifferie rolled 2 10-sided dice:
9, 6
Total: 15 (2-20)
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Posted: Sun Apr 21, 2013 8:48 pm
Stamina 19
She didn't see the lip of stone, and completely tripped. Flat on her face.
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Grifferie rolled 1 100-sided dice:
60
Total: 60 (1-100)
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Posted: Sun Apr 21, 2013 8:49 pm
Stamina 18
It might have been for the best, though. Tripping kept her from falling into the pit a few more paces ahead.
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Posted: Sun Apr 21, 2013 8:51 pm
Stamina 17
She sat on the floor for a moment. Still lost in thought. Maybe Armagnac was right. But that still didn't change how Sherry felt. What exactly was she supposed to do?
This time she sighed.
((I am really good at rolling))
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Grifferie rolled 1 100-sided dice:
10
Total: 10 (1-100)
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Posted: Sun Apr 21, 2013 8:53 pm
Stamina 14
After a few moments, Sherry was on the move again. She should probably find Jake. Now might not be the best time for such talks, but...
She hadn't wanted to go down that fast. Nor run that fast. But open pits full of undead snakes could make a girl do all kinds of things she hadn't wanted to before.
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Grifferie rolled 1 100-sided dice:
69
Total: 69 (1-100)
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Posted: Sun Apr 21, 2013 8:55 pm
Stamina 13
Keep an eye out for Jake. Check. Keep an eye out for pits. Check. Watch for giant beetles. Check.
Sherry was beginning to wonder why she'd thought this was a good idea in the first place.
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Grifferie rolled 1 20-sided dice:
12
Total: 12 (1-20)
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Posted: Sun Apr 21, 2013 8:57 pm
Stamina 12
Dead end.
At least it wasn't a snake pit.
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Grifferie rolled 1 100-sided dice:
83
Total: 83 (1-100)
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Posted: Sun Apr 21, 2013 8:58 pm
Stamina 11
And then she found herself at the end of the corridor. The room was just as eerie as ever, but at least she wasn't alone this time.
"Um, Jake?" Yes. Now was not the time for silly talks. So clearly, she should try to have one.
Armagnac needed eyes. So she could roll them.
((Dear self. Learn to roll ....YES. Like that. ))
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Posted: Sun Apr 21, 2013 9:03 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.
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[A.V.] rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Sun Apr 21, 2013 9:12 pm
He turned when he heard footsteps, and arched an eyebrow at Sherry. "About time."
Hey, she made it here in one piece ok. Chester only sighed. At least the trainee had somewhat waited... or maybe he was just getting paranoid at that voice telling him to leave.
Well, if she was here, they could proceed, right? He took a step forward, and suddenly felt a chill down his spine. One of the sarcophagi opened up, a mummy shambling out, and he stared at it. Those eyes were REALLY unsettling...
He squinted as it seemed to mutter something, and suddenly felt himself drained as he dropped down to one knee, panting, when the mummy suddenly... disintegrated. What... just happened?
HP: 10
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Grifferie rolled 1 10-sided dice:
10
Total: 10 (1-10)
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Posted: Sun Apr 21, 2013 9:20 pm
The stinging bit of sadness that had followed Sherry down the corridor flared into a tiny spark of anger at Jake's words. She barely had time to scowl at him, and Armagnac barely had time to encourage the feeling, before another more rational part of her brain called her out on her anger. What exactly did she have to be angry about? Nothing. She wasn't angry. She was scared. Scared of Armagnac being right.
"Jake, I-"she'd taken one step towards him when she saw the things move. Sherry froze. Dead things that moved weren't really dead. They were undead. She shouldn't be afraid of undead....Images of bodies flashed through her mind, and Sherry shuddered. Jake fell and Sherry forgot about the mummy.
Jake was on one knee, but Sherry being at his back she couldn't tell much more than that. She was at his side a moment later, moving to his front to have a look at him, her hands first on his shoulders and then in his hair as she looked him in the face. Was he hurt? Or was that only tired shock on his face? She was on her own knees now, her own face covered in terror and worry.
She didn't glance at the mummy, perhaps she had noticed it was no longer a threat? Likely she was simply so worried she'd forgotten about it.
"Jake. Jake I--" The terror on her face was giving way to relief; Jake seemed alright. Her hands moved again as she flung her arms around him and squeezed. "I--"
Sherry stiffened as a voice crawled and echoed in her mind. A voice that did not belong there. It whispered.
And then Sherry was alone with hundreds of dead scarabs.
Leave.
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[A.V.] rolled 1 10-sided dice:
8
Total: 8 (1-10)
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Posted: Sun Apr 21, 2013 9:54 pm
Still catching his breath, he was about to stand up when Sherry was suddenly kneeling in front of him, her hands planted on his shoulder. "Sherry, I-" He froze when she stuck her hand in his hair, staring at her wide-eyed. What was she... wait, why did this feel familiar... "Sherry, I'm fine, stop-"
And then she suddenly hugged him. He concluded something in her finally snapped. Maybe it was the beetles.
"Sherry, will you-" He felt her stiffen, and wondered if she saw something behind him. Twisting his body (it was kinda hard since she was clinging to him), he turned his head to look behind him, but saw nothing. "Sherry, there's nothing-" ... wait, where did she go?
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[A.V.] rolled 1 10-sided dice:
6
Total: 6 (1-10)
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Posted: Sun Apr 21, 2013 10:00 pm
If the same thing happened to her as it did me, she's probably just at the entrance. RELAX.
He took a step forward, and felt the tile enough him sink down with a click. Oh... crap. Noxious gas hissed out from the crack, making him choke. D-dammit, this whole place was booby-trapped...
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[A.V.] rolled 1 10-sided dice:
7
Total: 7 (1-10)
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Posted: Sun Apr 21, 2013 10:05 pm
His body felt stiff, but he managed to stumble forward, gasping. He didn't get far, when all the lights suddenly dimmed, and he heard... was that groaning?
His movement was still sluggish, but he did his best to run. It was futile though, as one of the sarcophagi popped open and a mummy tumbled out, latching onto him. Oh HELL no.
He suddenly felt extremely tired, and barely got the pendant out the time before he hit the floor.
HP: 0
------------------
[ Exit ]
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Grifferie rolled 4 20-sided dice:
14, 4, 11, 16
Total: 45 (4-80)
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Posted: Sun Apr 21, 2013 10:09 pm
Quote: 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: 18 Sherry: 27
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