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[Quest] Thriving (Sorrow + Lawr) Goto Page: [] [<] 1 2 3 ... 4 5 6 7 [>] [»|]

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Toshihiko Two rolled 5 100-sided dice: 58, 48, 56, 65, 93 Total: 320 (5-500)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 1:36 pm


Quote:

The Halls of Trickery:
Once a grand museum: a white and gold palace full of artifacts, donated by the gods of mischief and chaos so that they could be remembered for all of time. Guarded by a wondrous moat and surrounded by a lush labyrinth, it was a spectacle for all that sought it out.

Those days are long since gone. Nonetheless, the Halls remain an artifact rich area, for any explorers brave enough to chance it. The white walls of the Halls of Trickery are peeling and rotted, the moat full of reptiles, and the labyrinthine gardens are dangerously overgrown.

Portals to the Halls of Trickery randomly spawn, but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest!

[ Getting Started: ]

- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Halls themselves are very golem unfriendly due to its climate and 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.
- Hunter and Horsemen, however, only have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students do not need to ICly leave and come back!
- To look for a player, all players roll 1d100 until they find the right portal.
Roll 1-50: The portal that leads to movie theater in the character's world. Kick back and relax, I guess, it's an action flick!
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.
Roll 71-80: The portal leads to the land of Valentine's. It's very, very pink, and cherubs keep trying to stab you in the butt with an arrow. It's for your own good, they yell, but you should probably skedaddle.
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


Which meant another visit to the forest. Rather than wolf-eating. It was not the best situation. Maybe she should take a good look at that room with the cards and red words.

Instead she just waited a bit, fiddling with the small pieces of dirt under her claws until the coast seemed clear.
Toshihiko Two rolled 4 20-sided dice: 4, 9, 16, 17 Total: 46 (4-80)
PostPosted: Wed Mar 12, 2014 1:38 pm


Quote:
[ Setting and Rules: ]

The palace itself is in the heart of extremely, extremely high thick vegetation that needs to be navigated through.

[ Round 1: ] Before you can enter the labyrinths, you must first defeat the guard animal that patrols the perimeters.

- All players must roll a 6 sided dice. This initial roll does not cost stamina!
- If any player rolls a 1 or 6, you have triggered a boss! If two players roll a 1 or 6, you now have two bosses... congratulations.
- The boss has 55 HP, and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. All normal battle mechanics apply.
- The DM is in charge of keeping track of the boss's HP.
The boss is a monstrous wolf, a remnant of some cold, old north. It howls, and the winds increase with every mournful wail.
- No one can go any further until the boss is defeated. IF NO ONE rolls a 1 or 6, or if you have defeated the boss, you may proceed to round 2.


Lawr: 13
Sorrow: 33

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 6-sided dice: 4 Total: 4 (1-6)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 1:40 pm


"Are you very good at sneaking?" Sorrow whispered.
Baneful rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Wed Mar 12, 2014 1:55 pm




"When I want to be. It depends."


Baneful
Crew

Dramatic Hunter

Toshihiko Two rolled 5 100-sided dice: 79, 40, 64, 40, 65 Total: 288 (5-500)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:01 pm


Quote:

The Halls of Trickery:
Once a grand museum: a white and gold palace full of artifacts, donated by the gods of mischief and chaos so that they could be remembered for all of time. Guarded by a wondrous moat and surrounded by a lush labyrinth, it was a spectacle for all that sought it out.

Those days are long since gone. Nonetheless, the Halls remain an artifact rich area, for any explorers brave enough to chance it. The white walls of the Halls of Trickery are peeling and rotted, the moat full of reptiles, and the labyrinthine gardens are dangerously overgrown.

Portals to the Halls of Trickery randomly spawn, but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest!

[ Getting Started: ]

- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Halls themselves are very golem unfriendly due to its climate and 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.
- Hunter and Horsemen, however, only have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students do not need to ICly leave and come back!
- To look for a player, all players roll 1d100 until they find the right portal.
Roll 1-50: The portal that leads to movie theater in the character's world. Kick back and relax, I guess, it's an action flick!
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.
Roll 71-80: The portal leads to the land of Valentine's. It's very, very pink, and cherubs keep trying to stab you in the butt with an arrow. It's for your own good, they yell, but you should probably skedaddle.
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


That time it did not depend. They waited a bit more.
Toshihiko Two rolled 4 20-sided dice: 7, 4, 7, 6 Total: 24 (4-80)
PostPosted: Wed Mar 12, 2014 2:02 pm


Quote:
[ Setting and Rules: ]

The palace itself is in the heart of extremely, extremely high thick vegetation that needs to be navigated through.

[ Round 1: ] Before you can enter the labyrinths, you must first defeat the guard animal that patrols the perimeters.

- All players must roll a 6 sided dice. This initial roll does not cost stamina!
- If any player rolls a 1 or 6, you have triggered a boss! If two players roll a 1 or 6, you now have two bosses... congratulations.
- The boss has 55 HP, and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. All normal battle mechanics apply.
- The DM is in charge of keeping track of the boss's HP.
The boss is a monstrous wolf, a remnant of some cold, old north. It howls, and the winds increase with every mournful wail.
- No one can go any further until the boss is defeated. IF NO ONE rolls a 1 or 6, or if you have defeated the boss, you may proceed to round 2.


Lawr: 11
Sorrow: 14

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 6-sided dice: 3 Total: 3 (1-6)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:04 pm


She stepped back on to the strange and shimmering grass.
Baneful rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Wed Mar 12, 2014 2:05 pm




They'd just have to keep trying, forever if necessary.


Baneful
Crew

Dramatic Hunter

Toshihiko Two rolled 5 100-sided dice: 77, 39, 30, 44, 80 Total: 270 (5-500)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:07 pm


Quote:

The Halls of Trickery:
Once a grand museum: a white and gold palace full of artifacts, donated by the gods of mischief and chaos so that they could be remembered for all of time. Guarded by a wondrous moat and surrounded by a lush labyrinth, it was a spectacle for all that sought it out.

Those days are long since gone. Nonetheless, the Halls remain an artifact rich area, for any explorers brave enough to chance it. The white walls of the Halls of Trickery are peeling and rotted, the moat full of reptiles, and the labyrinthine gardens are dangerously overgrown.

Portals to the Halls of Trickery randomly spawn, but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest!

[ Getting Started: ]

- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Halls themselves are very golem unfriendly due to its climate and 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.
- Hunter and Horsemen, however, only have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students do not need to ICly leave and come back!
- To look for a player, all players roll 1d100 until they find the right portal.
Roll 1-50: The portal that leads to movie theater in the character's world. Kick back and relax, I guess, it's an action flick!
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.
Roll 71-80: The portal leads to the land of Valentine's. It's very, very pink, and cherubs keep trying to stab you in the butt with an arrow. It's for your own good, they yell, but you should probably skedaddle.
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


And back out again.
Toshihiko Two rolled 4 20-sided dice: 8, 2, 15, 3 Total: 28 (4-80)
PostPosted: Wed Mar 12, 2014 2:08 pm


Quote:
[ Setting and Rules: ]

The palace itself is in the heart of extremely, extremely high thick vegetation that needs to be navigated through.

[ Round 1: ] Before you can enter the labyrinths, you must first defeat the guard animal that patrols the perimeters.

- All players must roll a 6 sided dice. This initial roll does not cost stamina!
- If any player rolls a 1 or 6, you have triggered a boss! If two players roll a 1 or 6, you now have two bosses... congratulations.
- The boss has 55 HP, and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. All normal battle mechanics apply.
- The DM is in charge of keeping track of the boss's HP.
The boss is a monstrous wolf, a remnant of some cold, old north. It howls, and the winds increase with every mournful wail.
- No one can go any further until the boss is defeated. IF NO ONE rolls a 1 or 6, or if you have defeated the boss, you may proceed to round 2.


Lawr: 10
Sorrow: 18

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 6-sided dice: 2 Total: 2 (1-6)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:09 pm


And back in again.
Baneful rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Wed Mar 12, 2014 2:11 pm




Forever running away from dogs.


Baneful
Crew

Dramatic Hunter

Toshihiko Two rolled 5 100-sided dice: 100, 6, 15, 2, 16 Total: 139 (5-500)

Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:13 pm


Quote:
[ Round 2: ] All players must now navigate the garden labyrinth. The once neat hedges have grown wild vines, covered in thorns. They were roses, once.

- Roll 1d100 to progress. You need to continue rolling until you roll 75 or higher!
Roll 75-100: Congratulations, you've made it through the winding pathways of the hedge maze.
Roll 1-74: You still need to keep on searching the area, full of traps and dead ends. There are roses with teeth, pits of quick sand, and at least one literal nest of vipers.
- For ever time you do find the end of the maze (each reroll), you must subtract one of your given stamina points.
- If you hit 0, you cannot go any further/ you dissipate/ pass out/ are worn out.
- If you made it past this round, you can proceed to round 3:


Sorrow was not as eager to enter the garden. She moved swiftly and expediently to the end.

STA: 13
Baneful rolled 5 100-sided dice: 81, 23, 80, 100, 64 Total: 348 (5-500)
PostPosted: Wed Mar 12, 2014 2:16 pm




Lawr followed close behind, trying not to let the Halloween creature out of his sight.

Lawr: 6


Baneful
Crew

Dramatic Hunter


Toshihiko Two

Sugary Marshmallow

PostPosted: Wed Mar 12, 2014 2:18 pm


Quote:
[ Round 3: ] The moat is a sheer, fifty foot drop, and must be navigated with care. The draw bridge to enter the Halls of Trickery have long since rotted away. You have but one option: enter the monster-infested moat.

Out of the corner of your eye, you think you spy a grin hanging in the air.

- All players must roll 1d10. Each roll consumes 1 stamina. If any player rolls a 4 this is instant death and forces characters to restart form the beginning of round 1. Otherwise match your rolls to the results:
1: -25% of remaining HP. Rose petals crunch beneath your feet, and a spider camouflaged in them bites your ankle.
2: Nothing happens
3: INSTANT DEATH for just you. You need to portal out and restart form Round 1!
4: INSTANT DEATH for the entire party. Your group needs to portal out and restart form Round 1!
5: Nothing happens
6: Nothing happens
7: - 50% of your remaining HP. A crocodile has bitten you, and attempts to drag you under.
8: Nothing happens
9: -50% of your remaining HP. A crazed shadow creature swarms you from a nearby shadow.
10: Nothing happens

- All players need to roll 3 times to make it to the next round EACH
- If you are portaled out you must start again from Round 1!
Reply
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