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

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Baneful rolled 1 100-sided dice: 87 Total: 87 (1-100)

Baneful
Crew

Dramatic Hunter

PostPosted: Sat Nov 07, 2015 8:32 am


Zar followed along behind the flighty human, pausing only to lick his wounds, it didn't take him long this time to find where they had to be.

21
PostPosted: Sat Nov 07, 2015 8:33 am


Quote:
gaia_crown [ Round 3: Having come to the end of the path, you reach a series of toadstools the size of buildings, arranged in a circle. And then you realize: they're not huge, you're just quite, quite small.
- 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 faery pulls you towards a mushroom, teeth sharp, lips blood red. They are hungry, and you are food.
2: Nothing happens. You are being watched. An odd wind blows, smelling of cinnamon and the copper tang of blood.
3: - 50% of your remaining HP. A faery drops down from the darkness, its black and torn wings beating, skin pale and glistening. It bites into your fear shield before you can fight it off.
4: Instant death (for everyone, game over). The ground begins to shake, and an owl, great and hideous, swoops down to snatch you all in its talons.
5: Nothing happens. An odd melody begins to play, quiet and haunting.
6: Extra roll penalty. A rat begins to pursue you, its eyes an odd shade of green. You must roll a total of FOUR times before you can escape.
7: - 50% of your remaining HP. You trip and fall upon a spike, upturned over a pit.
8: Nothing happens. Literally nothing: it's a relief. Better hurry on.
9: -50% of your remaining HP. You begin to sink into a surprising pit of quicksand.
10: Teleported back to Round 2. Light pulls you in, twisting and winding, and poof.

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 10-sided dice: 7 Total: 7 (1-10)

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 8:35 am


The trees grew large, and the stars more distant. Rodney watched the sky, and took a deep breath.

As he stepped forward, he was again pierced through his side. Seven mediated the pain. It didn't even hurt.
Toshihiko Two rolled 1 10-sided dice: 2 Total: 2 (1-10)
PostPosted: Sat Nov 07, 2015 8:36 am


There was that smell again. Blood and gingerbread. When the wind picked up, the blades of grass bent, and Rodney felt like he might lose his footing.

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 10-sided dice: 9 Total: 9 (1-10)

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 8:37 am


His foot caught in a watery substance that became thick, and thicker....

"H-help!"

Don't panic. Get me out.

Rodney did, holding the heavy hook above his head, he struggled, trying to keep his breath as he swung Seven around, and a round, in a circle, and then hooked Seven into a tree and pulled.

He came out of the sand dirty, and exhausted, but intact.

HP: 10
PostPosted: Sat Nov 07, 2015 8:43 am


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.

Toshihiko Two

Sugary Marshmallow

Toshihiko Two rolled 1 12-sided dice: 9 Total: 9 (1-12)

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 8:44 am


He found himself in the grotto again, and ran the palm of his hand over one of the empty stumps. Almost all the items to the left of them had disappeared (were there others here? how many) but on the right...

He looked at, but did not touch, a leather bag.

Something had been skinned.

Or maybe, died of old age...there was the faint smell of animal hide and a bonfire. He didn't reach out his hand. The cave was beginning to shake. He said the words.
Toshihiko Two rolled 4 20-sided dice: 12, 12, 19, 9 Total: 52 (4-80)
PostPosted: Sat Nov 07, 2015 8:48 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: 24
Rodney: 28

Toshihiko Two

Sugary Marshmallow

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

Toshihiko Two

Sugary Marshmallow

PostPosted: Sat Nov 07, 2015 8:50 am


Rodney didn't want to fight anymore.

But the guardians had different plans.

"At the resurrection," he said, tears pricking his cheeks, "there will be an end to it. There won't...be any more fighting."
Baneful rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Nov 07, 2015 11:52 am




"That's not going to happen." Zar said with a shrug. "As long as there is anything there will be fighting. Especially when certain people can't even keep their own house in check during normal time periods."




Baneful
Crew

Dramatic Hunter

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

Toshihiko Two

Sugary Marshmallow

PostPosted: Mon Nov 09, 2015 8:16 am


He felt the weight of Seven in his hands again.

"It'd...be different if it was evil forces, but it's not, it's just..."

Defending: Zar
DEF: 2
Baneful rolled 2 12-sided dice: 2, 7 Total: 9 (2-24)
PostPosted: Mon Nov 09, 2015 9:44 am




"Oh you sssstill ussse a word like evil?" Zar said, headbutting the guardian which sprang out backwards with a spike of viciousness. "Words like that only exist in books where I am from, humanss are ssso old fashioned."



HP:58
DMG: 3

Boss HP 47/50

Baneful
Crew

Dramatic Hunter

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

Toshihiko Two

Sugary Marshmallow

PostPosted: Mon Nov 09, 2015 3:21 pm


"There is evil," Rodney said, quiet and certain.

Defending: Zar
DEF: 3
Baneful rolled 2 12-sided dice: 1, 3 Total: 4 (2-24)
PostPosted: Mon Nov 09, 2015 3:30 pm




"You just like to think its that simple, that your enemy will be dressed in black and cackling in front of you, you want it to be eassssy."

He grinned at Rodney over the pinned creature under his claws.

"Am /I/ evil?"

HP:58
DMG: No

Boss HP 47/50

Baneful
Crew

Dramatic Hunter

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

Toshihiko Two

Sugary Marshmallow

PostPosted: Tue Nov 10, 2015 10:31 am


"It depends," Rodney said, "on the choices you make."

Defending: Zar
DEF: 2
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