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Grifferie rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Sun Apr 21, 2013 10:17 pm
Sherry sat on the floor near the entrance to the tomb. She'd found a spot with few bug spatters, her back against the stone wall. Her arms were wrapped around her legs, her knees pulled up close to her chest. Her eyes were watching the torchlight flicker here and then off the backs of the shiny beetles.
She'd almost said it. Something had stopped her, and put her back here. Something that lingered and kept telling her to leave.
She didn't want to leave. Leaving meant going home, and right now...she wasn't sure if she could handle that. Fear, embarrassment and who knew what else was holding her back from using her pendant.
One hand wiped at her face. She'd been crying, for goodness sake. No one needed to know that.
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[A.V.] rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Sun Apr 21, 2013 10:19 pm
[ Enter ]
Sherry might have waited a while because he decided to take a shower first. Undead stuff crawling all over him. SO MUCH NOPE. Also Sherry touched him but that wasn't important.
He saw her leaning against a wall, huddled up, and frowned. "You didn't portal out?"
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Posted: Sun Apr 21, 2013 10:30 pm
gaia_crown [ Round 2: ]
- All players must now descend into the belly of The Ancient Necropolis...By wandering the corridors. They seem to change on their own, and attempting to double back might take you to a different place than you started. If you try to cheat the system by using a ball of string to track your path, you'll find that your string runs right into solid walls.... - To navigate the aforementioned labyrinth, roll 1d100. - If you roll 80 or higher you manage to navigate through the labyrinthine corridors without any skirmishes. Phew! - If you roll between 25 and 80, you manage to come to an abrupt end: the corridor turns into a sheer drop you nearly walk right over. Scary! You better try to find a different way: you hear the ominous hissing of snakes down below. Keep rolling, and subtract 1 Stamina. - If you roll between 1 and 24, you trip and plummet down the hole. sad You land in the pit of snakes, and they chase after you like the starved: turns out, they're undead Egyptian Asps. Keep rolling, and subtract 3 Stamina, since you had to run REALLY FAST to escape them. -Continue rolling until you roll 80 or higher! - For ever time you roll 25-80/b] (each reroll between these numbers), you must subtract 1 of your given Stamina points. - For ever time you roll 1-24 (each reroll between these numbers), you must subtract 3 of your given Stamina points. - If you hit 0 Stamina points, you cannot go any further/ you dissipate/ pass out/ are w and have to start over from Round !Round ! - If you made it past this round, you can proceed to round 3:
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Posted: Sun Apr 21, 2013 11:17 pm
Sherry didn't even jump when Jake appeared in the tomb. She'd...kind of been expecting him. She shook her head and climbed to her feet, using the wall as support. "No," she said it quietly. "I didn't feel like it."
The back of one hand rubbed at her cheek. Sherry hoped it wasn't obvious she'd been crying. She'd never live that down. Especially not if she had actual tear streaks on her face. Gah. She must look like a complete mess after all she'd been through all day. Not that it really mattered. She was alive, that should have been enough.
Her gaze went back to Jake. He was alright. That's what made it alright. She felt the tears start to form again. "I was stupid worried about you," she muttered. And then, before Armagnac could protest or before Sherry could think about it too hard, the Life trainee closed the gap between her and the Deathie. For the second time that day, she flung her arms around him and squeezed. For half a heartbeat, her face was buried in his neck. But suddenly, that wasn't enough. She pulled her head back, then brought her face up, placing her lips against his. He smelled of mint and clean and Jake. It was beautiful and perfect.
By the time she realized what she was doing, it was too late.
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[A.V.] rolled 1 100-sided dice:
19
Total: 19 (1-100)
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Posted: Sun Apr 21, 2013 11:40 pm
Jake might not have been the brightest crayon, but even he could tell something was wrong. He crossed his arms and frowned. "You know, if you're so freaked out about this place, why'd you even bother coming in the first place?" Artifacts were interesting and important and all, but they both already had one. It wasn't really that necessary to need another Besides, weren't girls supposed to be terrified of bugs and dead stuff, or something? He really didn't understand Sherry. Maybe he should have just taken the bullet and suggested the mall instead. At least they wouldn't be chased by flesh-eating beetles, undead snakes, and cursed mummies.
When she spoke, though, he arched an eyebrow. What, really? That's what she was crying about? He let out an exasperated sigh. "Sherry, I'm not a kid. I can take care of myself. Besides, I've seen worse, and-" He was wondering why she was getting up and... why was she walking towards him? Oh geez, was she going to punch him for worrying her or something? How child-
No. No, he wasn't even close. He froze as she flung her arms around him again, feeling her breath against his neck. GEEZ, Sherry, seriously, this was nothing, especially compared to those past missions and... even Ofie. Ofie was more terrifying than this. His hands hovered above her head, wondering if... patting it would make her feel better. Because Sherry was apparently 4-years old. Really, what did she WANT him to-
And then she pulled away, and Jake was about to ask if she was finally ok and they could MOVE ON, but nope. NOPE. He flinched as he felt her lips press against his, and he stiffened, mind trying to process what... just happened. Was... Sherry... kissing... WHAT THE HELL.
He grabbed her shoulders and tore her away, staring at her wide-eyed. Words were lost as he was desperately trying to understand what was going on. Was she really THAT terrified of this place?
"I, um, uh... we... should probably get moving yes." he muttered, and quickly turned on his heels and walked down the corridor, leaving Sherry standing there by herself.
... and then fell into a snake pit because he wasn't looking where he was going.
Stamina: 15
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Grifferie rolled 1 100-sided dice:
1
Total: 1 (1-100)
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Posted: Sun Apr 21, 2013 11:45 pm
Too late to stop, too late to take it back. And then it was done. Jake had her by the shoulders and was just staring at her. What did that look mean? She couldn't read it. She just--
Stared after him as she walked away. Again. Get moving? That was....that was all he had to say?
Comfort. The emotion was slowly creeping out of Armagnac's niche in her psyche. Sherry shrugged it off.
He'd pretty much just pretended it hadn't happened. What did that mean? Had she not been clear? "Jake!" she hollered down the corridor after him. Sherry was sick of being a giant confused ball of emotion. So she moved to follow him.
Did a snake pit count as following him? Because that was where she ended up. She did not have time for snakes.
Stamina: 24
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[A.V.] rolled 3 100-sided dice:
38, 10, 63
Total: 111 (3-300)
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Posted: Sun Apr 21, 2013 11:57 pm
And then he started to run, nearly fell into some pits several times, and actually fell in again another time. What exactly was he running from... the snakes, or Sherry? He wasn't really sure anymore.
Stamina: 10
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Grifferie rolled 3 100-sided dice:
12, 42, 92
Total: 146 (3-300)
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Posted: Sun Apr 21, 2013 11:59 pm
It was probably a good thing Sherry had lost sight of Jake. It was one thing to think he was pretending nothing had happened and walking away. Running away...that was different.
Still. She wasn't about to just portal on home. Nope. This was not something she could leave alone. If she did...she'd show up at his door in the middle of the night a huge mess. That wasn't ideal. Not at---
Son of a -! Another snake pit. Sherry knew she should watch where she was going. Stupid snakes. Stupid pits. Stupid tomb. Stupid her. Stupid mist.
Mist? Oh. Well. She was back at the room full of dead things. Great.
Stamina 19
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[A.V.] rolled 3 100-sided dice:
45, 69, 17
Total: 131 (3-300)
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Posted: Mon Apr 22, 2013 12:05 am
DAMMIT, WHERE WAS THE EX- oh, look another snake pi- NO THAT'S NOT IT.
Stamina: 5
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[A.V.] rolled 3 100-sided dice:
31, 30, 5
Total: 66 (3-300)
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Posted: Mon Apr 22, 2013 12:07 am
Too bewildered to focus, he stumbled into another snake pit, too exhausted to run anymore. Pulling out his pendant, he portaled out.
[ Exit ]
Stamina: 0
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Posted: Mon Apr 22, 2013 12:08 am
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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Grifferie rolled 1 10-sided dice:
5
Total: 5 (1-10)
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Posted: Mon Apr 22, 2013 12:09 am
Sherry stood at the entrance for several long minutes. Maybe she had screwed up. She should have just kept it all secret. Maybe Jake had it right with pretending nothing had happened. Maybe....
Sherry didn't know.
She also didn't know what that smell was. Wait. That was a lie. Sherry gagged and tried not to puke. That was the smell of rotting death.
Sherry saw visions of the council chamber.
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Grifferie rolled 1 10-sided dice:
8
Total: 8 (1-10)
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Posted: Mon Apr 22, 2013 12:13 am
Sherry moved on. It was possible Jake had already come by this way. It was possible that he'd been eaten by bugs. Or married some snakes. There was only one way to find out.
Keep moving.
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Grifferie rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Mon Apr 22, 2013 12:14 am
Movement to her side caught her attention. She knew it wasn't Jake. Considering the fact it kind of crawled out of a casket. It was a mummy. A dead body come to life.
Sherry stood frozen as it moved. She didn't even blink as she looked into it's violet eyes. For several long moments, terror gripped her. She felt something being ripped from her. Her life? Her fear shield?
Armagnac whispered in her head. Cool and calm.
Sherry fell to her knees. It hurt, but she didn't really think about it. She was lost in those violet eyes. Eyes which flickered, and then burnt out. The mummy crumbled.
Sherry sat for a long time on the floor, her feet under her. When she'd set out today, this...this wasn't what she'd had in mind was it? No, not at all. She would have laughed. Laughed at the world, laughed at herself...but the stench of death and stagnant water reminded her of one very important thing. She wasn't alone down here.
It was time to keep moving.
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Posted: Mon Apr 22, 2013 12:27 am
gaia_crown [ Round 4: ] - Finally, you make it through the mist, and come upon a room full of ancient trinkets and treasures. - Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO! - Randomise a number between 1 and 9. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully! - There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use. - Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items. - These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can. 1. Tears of Atum: A small, deep blue glass bottle in the Egyptian style, delicately ornamented with gold. Within the bottle are a few drops of iridescent liquid. Status Effect: When poured out, the tears within form a translucent and featureless humanoid figure, like a golem made of water. This figure cannot speak, but it will perform simple tasks for 2 IC hours before evaporating. It will take orders only from the wielder of the Tears and will ignore all other beings. Tasks must be direct and primarily physical (like "get that bottle across the room and bring it to me", not "do my homework"). Cannot be used in battle. The bottle takes 2 IC days to refill after being used. 2. Fang of Geb: A snake's fang three inches long, set into a simple pendant on a leather thong. The leather is embossed with images of snakes, river reeds, and grain. The fang's tip is blunted and stained with dirt, and no matter how hard you scrub the stain won't come off. Battle Effect: Once per battle, you may drive the Fang into the ground/floor; upon contact, a wave of reeds will sprout, entangling your opponent and binding them. This gives you an additional chance to strike; for your next turn, your modifier is -4, not -6. Using the Fang takes up one turn, and you may not use the Fang in boss battles. 3. Knot of Isis: A two-foot braid of jet-black hair, the ends tied off with bands of gold. It will not come undone no matter what you do to it. Battle Effect: Once per battle, you may tie the braid into a knot; upon doing so, a golden barrier appears in the air around you and only you. This barrier takes 5 damage to break through and must be shattered before you can be damaged again. Using the Knot takes up one turn. Bonus: as Isis was a particular protector of the dead, if the wielder of the Knot is undead or a ghost, the barrier takes 7 damage to break through.4. Star of Nut: An amulet in the shape of a five-pointed star, made of gold and inlaid with rich blue lapis lazuli. The amulet hangs on a thick golden chain, suitable for wearing as a necklace. Status Effect: The Star is activated by pressing all five points of the amulet simultaneously; upon doing so, all the light in the immediate vicinity is pulled into the amulet and held there, plunging that area into total darkness. The amulet's range is a sphere 10 feet square; if within that range, you cannot see out of it and appear trapped in complete darkness. From the outside, it looks like a sphere of pure black. The effect lasts for 5 IC minutes. Can only be used in battle to escape, not to attack - because if you use the amulet, you won't be able to see either! After use, the amulet takes 1 IC day to recharge. Cannot be used in boss battles or battles that you cannot (for whatever reason) escape. 5. Wrappings of Osiris: A roll of stiff gauze that looks old, the edges tattered and faded. Still, it seems clean and smells fresh. The exterior surface of the gauze is painted with hieroglyphs in rusty red ink. No matter how much is removed, the amount of gauze in the roll never seems to decrease. Battle Effect: The Wrappings can be used on an injury like ordinary bandages; upon contact, it heals the target for 25% of their total HP. Bonus: as Osiris was the greatest lord of the underworld, undead and ghosts are healed for 35% of their total HP. If used in battle, consumes one turn. Cannot be used on bosses; can be used once every IC day. 6. Bounty of Nephthys: A beautiful drinking-cup in the Egyptian style, ornamented with semiprecious stones. Status Effect: Any alcoholic liquid poured into the cup can then be drunk without fear of hangovers; while you will most certainly get drunk, at least you'll be okay the next day... as far as hangovers are concerned, at least. Liver poisoning is another story. You must provide your own alcohol. 7. Scepter of Set: A jet-black Egyptian was staff, carved of a light yet durable substance, utterly unornamented and tall enough to be used as a walking-stick by human-sized beings. Battle Effect: Once per battle, you may wave the scepter through the air in a spiral pattern; upon doing so, a small, localized sandstorm will spring up and attack a single opponent of your choice, doing an additional +3 damage on top of whatever damage you yourself manage to do next turn - even if you miss, you'll still do 3 damage. Does not work on bosses; initial use costs you one turn. 8. Breath of Shu: An fluffy, ornamented feather two feet long, with a beaded shaft and delicately gilded tip. Status Effect: When the feather is waved through the air, a sense of peace and calm descends upon a single target. This feeling of serenity lasts for 3 IC hours, and is utterly unshakable regardless of events. (Afterwards, of course, may be a different story.) Can be used in battle, but has no required effect; after all, your enemy could decide to calmly continue kicking your a**! Can be used once per IC day; cannot be used on bosses. 9. Waters of Tefnut: An alabaster bottle bearing the seal of a lioness. Within the bottle you can hear liquid sloshing around, but the cork sealing the bottle refuses to open unless you intend on using it - no sneaking a peek! Battle Effect: Upon opening the bottle, the water within seems so appealing that you simply must drink it. Once per battle, you may drink the bottle dry; upon doing so, you feel refreshed. Any damage over time effects troubling you (i.e. Tainted Fang, etc.) are instantly cleansed, though damage already dealt is not healed. Does not work on boss attacks or heal at all; this is solely an interrupt to attacks in progress.
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