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[artifact quest] Hard Wood (Rodney + Zar) Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 9 10 11 [>] [»|]

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Baneful rolled 1 10-sided dice: 6 Total: 6 (1-10)

Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 03, 2015 4:16 pm

This one was a little different but he got away.

 
Baneful rolled 1 10-sided dice: 2 Total: 2 (1-10)
PostPosted: Tue Nov 03, 2015 4:17 pm


And then there was nothing.

 

Baneful
Crew

Dramatic Hunter


Toshihiko Two

Sugary Marshmallow

PostPosted: Tue Nov 03, 2015 4:20 pm
Quote:

gaia_crown [ Round 4: ]

- Finally, you make it through the strange faery circle, and are back to your normal size. You come upon a grotto, full of artifacts, each placed upon a wooden stump.
- 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!
- Roll 1d12. 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.
- If your thread is 25 pages or longer, everyone in your group is given the option to reroll once. This resets every time you proceed through the artifact run from round one. If you choose to reroll, you may not use the first roll. It is one or the other, thank you!

1. The Magician's Tome: A heavy book, stained blue leather with jewels adorning it. It almost vibrates with untapped power.
Battle Effect: Once per 72 hours and once per battle, you may use this artifact to unleash the beast within. Activation does not cost a turn. A spectral bestial creature covers you, and grants you a normal attack with no attack modifier, capping at your normal damage cap. IE: Roll2d10, get 10,10, you do a maximum of 14 damage rather than 20.


2. The High Priestess' Circlet: A silven chained headdress, with a singular black pearl hanging from its center.
Status Effect: Once per 72 OoC hours, you may use this artifact to gain incredibly good vision, even in the dark, for 15 minutes.



3. The Empress' Wand: This artifact is made of white gold, and is simple in design, save for a crown jewel atop its end.
Status Effect: Once per OoC week, you may use this artifact to move extremely fast for 5 minutes, moving so fast that you cannot be seen by the naked eye. It cannot be used in combat.



4. The Emperor's Scarf: It's hard to pin down what color this scarf is, as it always seems to change shades.
Status Effect: Once per 72 OoC hours, you may use this artifact to alter your clothing's appearance. It cannot change them out entirely, but can alter colours, cut, fit, etc.



5. The Hierophant's Antlers: A crown that has small deer horns protruding from a bed of thorns and leaves.
Status Effect: Once per OoC week, you may use this artifact to tap into 1 target's unconscious desires for 5 minutes. The affected player must write out what is sensed, and of course, only with permission from the other player.


6. The Lovers' Crown: A flower crown with gold woven through it. The flowers never wilt.
Status Effect: Once per 48 hours, you may activate this artifact for a series of glowing will o'the wisp sort of floating lights around yourself, lasting for no more than 1 hour. They...really have no other effect.


7. The Chariot's Whip: This whip's handle is made of a red-orange metal, and its leather braided lash hot to the touch.
Status Effect: Once per 48 OoC hours, you may use this artifact to turn invisible for 10 minutes. It does, fortunately, include anything you are carrying and wearing, but not another person.



8. The Strength's Mantle: A golden fur mane fashioned into a mantle, clasped with a ruby brooch. It is warm to the touch.
Battle Effect: Once per OoC week, you may use this artifact without consuming your turn. Roll 1d6. If you are Y1/Y2, a 6 results in taking no damage from 1 attacker. If you are Y3, a 1 or 6 results in taking no damage from 1 target.


9. The Hermit's Bag: Made of worn leather and on the whole remarkably plain and without decoration. Smells of old smoke.
Status Effect: This bag can be used once per OOC week to store objects up to three times its size. Anything left in it for longer than a day mysteriously disappears. Fancy that! (Live things put into it also come out dead. Don't get cute.)


10. The Wheel of Fortune: This birch staff is thin and crooked at the end, and is disturbingly heavy for its size. Inlaid in its wood is a series of black gems.
Battle Effect: Once per OoC week and once per battle, sacrifice your turn and roll 1d12 and match results:
    1: Take 5 damage, and your modifier is -8 for the next turn.
    2. Nothing happens except a poof of sparkling glitter exploding in both your face and your enemies.
    3. Heal yourself for 5 HP.
    4. Your attack modifier is -5 for the next two turns.
    6. Take 3 damage.
    7. Deal an addition 3 damage on your next successful attack.
    8. Take 3 less damage on the next incoming attack.
    9. Your attack modifier is -7 for the next two turns.
    10. Both you and 1 target take 5 damage.
    11. Heal both you and your enemy for 10 HP.
    12. Your enemy's attack modifier is -5 for the next two turns.


11. The Scale of Justice: A literal scale of shimmering jade, large enough to cover a forearm, with a strap and buckle. It has a heavier heft to it than first expected.
Battle Effect: Once per 48 OOC hours and once per battle, you may activate this artifact. If you have taken 10 damage or less in that battle, roll ONE dice that is a tier below your normal attack dice to determine extra damage to add to your next attack. If you have taken 11 to 20 damage, roll ONE of your normal attack dice. This does consume a turn.


12. The Hanged Man's Noose: A length of black rope entwined with silver strands, fashioned into a noose that can easily be looped around a wrist. It has shards of obsidian wound into it that would, if worn, dig into the neck.
Battle Effect: True to the nature of The Hanged Man, this artifact can help or hurt its wielder. Once per 72 OOC hours and once per battle, you may roll your normal defense dice. If the result is even, divide that number by 2 and add it to your total defense roll. If odd, divide by two and take that much backlash.
 
Baneful rolled 1 12-sided dice: 2 Total: 2 (1-12)
PostPosted: Tue Nov 03, 2015 4:22 pm


Zar wasn't the theiving type, at least not normally, he didn't really see the point in taking other people's things, then you just had far too many things and nowhere to put it all, he was a spartan sort of creature.

It was just...there was something about the book he saw as the room began to shift and change. Something from his dream, but even that part he could not really remember.

He shifted shape once again, picked it up in his teeth and nimbly escaped from the collapsing forest.

 

Baneful
Crew

Dramatic Hunter

Toshihiko Two rolled 4 20-sided dice: 20, 5, 2, 4 Total: 31 (4-80)

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 6:10 am
Quote:

gaia_crown [ Setting and Rules: ]

- The Woods themselves are deep within another forest, unable to be found through any way but portals. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further and must portal/pendant out/dissipate.
- If a character runs out of stamina or HP, they must try again from Round 1!

Quote:

gaia_crown [ Round 1: ]



- This round takes place just inside the entrance of the woods, bioluminescent and almost fae-like in appearance.
- 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 vine-covered animal, flesh woven with the plant, often a wolf or a spider the size of one. 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 statues... congratulations.
- This initial roll does not cost stamina!
- Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!


Zar: 25
Rodney: 6  
Toshihiko Two rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Sat Nov 07, 2015 6:13 am
Rodney waited at the entrance, not even sure what he was waiting for. Why was he called here to help a demon? It didn't make any sense.

Why? Demons are creeple too.

"Yeah, but they-" Rodney shivered.
 

Toshihiko Two

Sugary Marshmallow

Baneful rolled 1 6-sided dice: 3 Total: 3 (1-6)

Baneful
Crew

Dramatic Hunter

PostPosted: Sat Nov 07, 2015 6:18 am
Zar returned to the entrance, more than a little irritable that he found himself stuck here in a place that reminded him only of Isander, the book for the moment was awkwardly held in his tail, he hoped it was what he had been looking for, but he didn't feel his task was complete yet.  
PostPosted: Sat Nov 07, 2015 6:43 am
"You made it safely," Rodney said softly, clutching his knees, "I..."

There was a thick, rattling growl from the underbrush.
 

Toshihiko Two

Sugary Marshmallow

Baneful rolled 10 12-sided dice: 4, 4, 3, 9, 5, 6, 10, 6, 7, 9 Total: 63 (10-120)

Baneful
Crew

Dramatic Hunter

PostPosted: Sat Nov 07, 2015 7:09 am
Zar didn't know why he was helping this fleshy morsel at all, it was a lot of effort which he probably didn't need to expend. He wasn't a helping sort of demon by any stretch of the imagination.

Still, when another of the guardian cats showed up, he shifted and attacked it exactly as before, his muscles rather sore from even the previous exertion.

BOSS HP: 29
HP: 42
DMG: 21
Fear used  
PostPosted: Sat Nov 07, 2015 7:13 am
Rodney looked even paler, if it was possible.

It's just how it is. They fight, they're okay, it's what they were made to do.

"Why, why would someone make...what kind of life is it? To...to be in pain, to inflict pain- over and over..."
 

Toshihiko Two

Sugary Marshmallow

Baneful rolled 2 12-sided dice: 12, 12 Total: 24 (2-24)

Baneful
Crew

Dramatic Hunter

PostPosted: Sat Nov 07, 2015 7:35 am
This one fought back with significantly more bite than the others had, or maybe he was just tired.

BOSS HP: 11
HP: 32
DMG: 18
Fear used  
Baneful rolled 2 12-sided dice: 2, 8 Total: 10 (2-24)
PostPosted: Sat Nov 07, 2015 7:37 am
The bloody gouges on his thick hide didn't seem to bother him.

BOSS HP: 7
HP: 27
DMG: 4
Fear used  

Baneful
Crew

Dramatic Hunter

Baneful rolled 2 12-sided dice: 7, 7 Total: 14 (2-24)

Baneful
Crew

Dramatic Hunter

PostPosted: Sat Nov 07, 2015 7:43 am
It didn't take too long to finish it off though regardless and he shoved it aside with a hiss of irritation, turning to make his way back over to rodney, dripping thick black blood onto the dirt.

BOSS HP: ded
HP: 22
DMG: 8
Fear used  
PostPosted: Sat Nov 07, 2015 7:58 am
Quote:

gaia_crown [ Round 2: ]

- All players must now proceed further into the Orphic Wildwoods. It glimmers violent and gold like twilight, will o'wisps hanging in the hair.
- To cross the room, roll 1d100.
- If you roll 80 or higher you manage to follow the faery lights to the exit.
- If you roll between 25 and 80, you wander off the path, drawn by an enchanting music that suddenly stops, leaving you teetering at the edge of a deep pit. That was close. Keep rolling, and subtract 1 Stamina.
- If you roll between 1 and 24, a spiders web catches you, silven and strong. Every attempt to struggle out of it results in it growing tighter. Once you hold still, it lets you free. Keep rolling, and subtract 1 Stamina.
-Continue rolling until you roll 80 or higher!
- For every time you roll 25-80 (each reroll between these numbers), you must subtract 1 of your given Stamina points.
- For every time you roll 1-24 (each reroll between these numbers), you must subtract 1 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 1!
- If you made it past this round, you can proceed to round 3:
 

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 100-sided dice: 97 Total: 97 (1-100)

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 8:01 am
Zar, on the other hand, seemed to...revel in the violence.

Rodney shivered again, holding his arms as he headed up the path. The lights glowed brightly, and this time he followed them with ease.

1/6
 
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