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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
♛ { TRAINING } -------------------------- Training Fields

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Zoobey
Artist

Magical Incubator

PostPosted: Thu Mar 22, 2012 3:46 pm


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TRAINING FIELDS:

As your student walks along the various charted districts, they notice several large areas with signs marked on them: training fields. Each one seems to have a certain set of instructions of how to pass them, but promises a rather impressive boost to the ego for anyone who dares to surpass the challenge.

OOC

[ HOW TO PLAY: ]

- Your students can now participate in the TRAINING FIELD EXERCISES.
- EACH DAY (once every 24 hours), your student can choose one of the training field exercises (as seen from the post below) and try it out! You will need to create a NEW THREAD for it in this subforum titled [TRAINING] [PRP] NAME HERE
- You can participate in this SOLO or IN A GROUP WITH OTHERS. IN A GROUP still follows the SAME MECHANICS as SOLO, but you can competitively rp and gloat with ICly with other characters as you wish.
- When 24 hours have passed you can REUSE YOUR SOLO/GROUP THREAD to post AGAIN for the next day. Try not to make new threads if possible. If your GROUP people are MIA in a GROUP THREAD, it is okay, you can just roll on your own, that is fine too.

[ REDEEMING IN POINTS: ]

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- After you have completed the exercise ie: rolled the number of times you have asked, tally up the number of HORSEMEN POINTS you have obtained
- You can now redeem them for FREE RAFFLE TICKETS OR MINIPETS PRIZES
PostPosted: Sat Mar 24, 2012 1:44 am


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POISON/ ANTIDOTE CRAFTING:

The ability to make poisons and potions from few materials is considered a vital skill for the clan of famine. When resources are scarce, one must improvise and use the tools at their disposal. Or just mix things and force something to drink it, (or injection, that sometimes yields much better results). Those wishing to make a poison not only need to know what is effective and what is not, but how to cure it as well. Killing a test subject too soon is…inadvisable.

Sadly, students will not be getting to play around with the more dangerous ingredients and runes, but they will get to make a few ‘interesting’ concoctions with the various ingredients they have. Aside from making their minor poison, they must also make an antidote. Untimely, their goal is to create more than what they destroy as then they can harvest more ‘results’ at a later time.


Stage One


Students are led to a table littered with various possible materials. Rolling 3 d 10, they get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (+2)
2- Mint (no bonus)
3- Mandragora root (+1)
4- Dried dragon blood (+1)
5- Human’s tears (-2)
6- Mysterious mushrooms (+1)
7- Filtered Water (-1)
8- Mysterious yellow substance of questionable origins ( -2)
9- Rune stone (+1)
10- Foxglove (+2)
Add up the points for your ‘unrefined’ solution.


Stage Two


Taking your mixture to the filtration system, a smaller version of a chemist’s set, you must roll 1 d 4 to determine how well you refined your poison.
1- Not much seems to have changed but now it’s an odd thick brown paste. (no change to your poison, UNLESS in the negatives in which it gains +1)
2- It looks… like the color changed? (+2 to your poison!)
3- The result is a glowing blue thick liquid. (+3 to your poison!)
4- You end up with a clear, if slightly tinted liquid (+4 to your poison!)
Taking your Original results from the ‘unrefined’ solution and adding the filtration bonus, you now have your POISON TOTAL.


Stage Three


Now onto making an antidote. The table of ingredients sits rights next to the poison…probably not the best idea, given how some might mix the two. Rolling 3 d 10, students get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients.
1- Thyme (-2)
2- Cactus flower (+2)
3- Human’s Blood (+1)
4- Dried human’s blood (+2)
5- Human’s tears (-2)
6- Crushed skulls (+1)
7- Filtered Water (NO CHANGE)
8- Mint (-1)
9- Rune stone (+1)
10- Foxglove (-1)
Add up the points for your ‘unrefined’ solution


Stage Four


Taking your mixture to the purification station, it’s a battery of small open flames and strange symbols, you must roll 1 d 4 to determine how well you refined your antidote.
1You end up with a thick tar like substance. (+4 to your antidote!)
2- It’s a glowing red paste now (+3 to your antidote!)
3- Not much changes, it just got a little thicker (+2 to your antidote!)
4- You end up with a clear, if slightly tinted liquid (no change to your antidote, UNLESS in the negatives in which it gains +1)
Taking your Original results from the ‘unrefined’ solution and adding the purification bonus, you now have your ANTIDOTE TOTAL.



Stage Five


The student must now administer their poison and antidote to a small mouse, bird or fish minipet raised to gauge how effective a poison is. They're kept in one of the tanks nearby. They can administer their creations by mouth or by injection.
NOTE! To be considered a ‘pass’ the antidote MUST be stronger than the poison, even if it is in the negatives. If they are equal it is considered a fail.

POISON BREAK DOWN
-3 to 0 <- It's pretty vibrant but apparently you want it turning dark
1-2 <- A few black spots here and there, not much really
3-4 <- The black outweighs the color in ratio now, it's pretty good actually!
5+ Your minipet is a deep black, good job!

ANTIDOTE BREAK DOWN
-3 to 0 <- It doesn’t seem to help at all, it's still back
1-2 <- Helps a bit, but only a few dots of color have come back
3-4 <- The subject is cured! Back to their normal color. Well done!
5+ Your subject is not only cured, but extremely better than before! The colors changing on their coat.


POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS: YOU MUST HAVE A +3 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE A +2 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE A +1 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE

POSITIVE RANGE DOES NOT INCLUDE ZERO. A PASS ALONE DOES NOT AWARD POINTS.


iStoleYurVamps

iStoleYurVamps


Trash Husband



iStoleYurVamps

iStoleYurVamps


Trash Husband

PostPosted: Sat Mar 24, 2012 7:01 pm


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Nesting

Being able to build a safe camp for the night is a useful skill to have when moving around, and when little is around to be used, you make do. In an effort to try and teach students about how to make their own basic ‘camp’, they are going to have them make a mock camp in the form of a nest. A few of the clan youngsters will also be doing this as they must learn as well, though you probably shouldn’t get too close to their set up…

Stage One

Your student is given 4 places in which they might begin to build their nest. But there isn’t much space in the limited area so they’ll have to go to the first open spot they see! Roll 1 d4 to figure out where your student manages to find a spot!
1- Back to Back: You find a spot next to a younger member of the clan by the dried reeds. They don’t look to happy, but hey, it’s not a bad spot.
2- Stolen spot: You manage to get a spot on some loose dirt but it seems you have stolen it from a clan youth. Better keep an eye out!
3- Sandy patch: The center of the area, it’s just a basic sand flat. Not much else. A few bugs scurry around you now and again…
4- Rocky outcropping: The jagged rocks provide a small protection from the elements yet it doesn’t really help in terms of being comfortable.

Each section provides certain 'bonuses' or lives on certain stages. These lives are one time use/consumable. If you fail and have a life bonus, you start at the stage you failed at.


Stage Two

Okay, you have staked you claim now… to get some materials! Roll 3 d12 to see what you get
1- Thick dried branches (+1 if Sandy patch)
2- Dried reeds (+1 if Stolen Spot)
3- Fresh long grass (+1 if Rocky outcropping)
4- Twine (+1 if Back to back)
5- Large leaves (+1 if Back to back)
6- Fist sized rocks (+1 if stolen spot)
7- A torn mat (+1 if Rocky outcropping)
8- Bones of some large animal (+1 if sandy patch)
9- A jar of water (+1 if Stolen spot )
10- Plank of wood (+1 if Rocky outcropping)
11- Worn out sheet (+1 if Sandy patch)
12- A bucket of water (+1 if Back to back)

If you get doubles you may pick a different material from the same section, (IE: one back to back bonus item can only be traded for a different back to back bonus item)


Stage 3

You need to work on bedding first of all…simple enough. Roll 1d20 to determine how comfy you bed is.
1-5: Wow, pretty painful. You’re not sure you’d be able to sleep at all! (fail)
6-10: Not the best, you’d probably wake up in pain the next morning. (pass)
11-15: Not bad, you’re pretty sure you’d be fine sleeping here (pass)
16-20: The clan member overseeing the work gives your bedding a nod of approval (pass)


Stage 4

Bedding done now to- Hey wait! It seems a clan youth wants your spot and is saying you stole it, (well did you?). They seem to be pretty weak though… you can try to fight them or… steal their materials, (Just make sure not to get caught!).

OPTION A) Fight them off! Roll to attack BUT, rather than -6, subtract the same type of dice you rolled. (IE: y1: -6, y2:-8, y3: -10) If you managed a hit, you have driven them off, (jerkface).

OPTION B) Steal their stuff! Roll 2d100 to determine what you’re stealing and… if you get caught! The first dice determines what you get.
1-25: Any material that helps Stolen spot
26-50: Any material that helps Sandy patch
51-75: Any material that helps Back to Back
76-100: Any material that helps Rocky outcropping
The second dice MUST be over 50 to not get caught, otherwise it’s a fail!
(NOTE: You DO NOT gain a bonus from getting a new item)


Stage Five

Okay wow, close call. Now to work on your defenses. After all something might come up upon you at night…
Roll 1d100 to determine if you manage to make a good defense for your nest.
1-25 Not enough materials! (fail)
26-75 You managed it…somehow. (pass)
76-100 Wow it looks a little…okay it just is not intimidating at all. (fail)


Stage 6

Looks like it’s inspection time! Better see if your nest is up snuff.
Simply roll a 1 d100. Rolling less than a 50 will result in the one overseeing the ‘class’ to come and wreck all you hard work. Probably give you a lecture as well…


POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS YOU MUST HAVE PASSED ALL ROUNDS

TO OBTAIN 2 HORSEMEN POINTS YOU MUST HAVE EITHER PASSED ROUND 4 OR 5

TO OBTAIN 1 HORSEMEN POINT YOU MUST HAVE PASSED ROUND 3
PostPosted: Thu Mar 29, 2012 6:06 pm


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Environmental Studies

You're sure you've followed the directions you were given, but upon reaching the spot where the training field you're looking for is supposed to be, you see and feel nothing but blinding sunlight and intense heat.

Just as you're about to turn around and head back to the sickly-looking creature who directed you to this barren spot in the first place, a section of the desert seems to shift as a pale young clan member pushes a sandy tarp out of his way.  He stands up straight in front of you, his skeletal hands brushing at the front of his robes.

"Welcome!" he says, managing to squeeze more reckless enthusiasm from that one word than most members of the clan of Famine probably have in all their years of speaking.  He leads you down into the hole the tarp was covering. The space inside is clean and cool. "You may call me Ktur, fledgling.  Today we'll be working with some of... well... these things!"  He gestures at six boxes, identical in size, but with wildly different contents.  Each resembles a human child's diorama, only slightly larger and with considerably more movement inside.  Oh, and they're also entirely made of glass. And almost all closed up.  Maybe they don't look much like dioramas at all.

Ktur pushes one toward you. "Here, this one seems to suit."


Quote:
Determine which miniature environment Ktur has chosen for you.

Roll 1d6.
1: The box Ktur directed you toward looks a lot like the surroundings outside: bleak, bright, and sandy.  You will be working with a desert environment.

2: You can barely make out a tiny mountain and a stand of snow-topped pine trees through the mess of whirling snow.  You will be working with an arctic environment.

3: A heavy mist hangs low in this box, but the treetops that blanket its highest points are a bright cheerful green under the sun.  You will be working with a rainforest environment.

4: Your box seems almost boring compared to some of the others left on the table.  Inside stretches a large field covered with tall grasses that wave in the breeze.  You will be working with a prairie environment.

5: You've seen fish tanks?  Well, Ktur hopes you like this one.  You will be working with an underwater environment.

6: Woo!  You're on fiah!  Or at least your box is.  You will be working with a volcanic environment.


"Now," the horseman continues, "I've been doing a lot of research on these, and boy, do I mean a lot. What we're trying to have happen here is a whole... growing... situation, but some of these places just don't seem to like plants and animals very much, or at least the kinds anyone can live on." He looks at you with a measure of ominous sincerity, the bangles in his hair tinkling merrily in opposition to his demeanor.  "Go forth! Experiment! Shine lights on it, throw some FEAR in there, shake it, whatever you think will get things to grow." One of his wings juts out at random, almost knocking a nearby potion off of the table.

Quote:
Each environment has 30 HP, except for the prairie which has 40. Roll 1d12 and follow the prompt corresponding to your roll.  Continue rolling until you have either obtained three Horseman Points or your environment runs out of HP.

1: FIRE! Something catches fire inside your diorama. Try channeling a little bit of FEAR in there. It might help. Or maybe not. You lose 5 HP in desert and rainforest environments, 10 HP on the prairie, and none underwater, in the arctic, or on the volcano.

2: Whatever you tried this time, nothing happens. Ktur looks at you as if you're close to one of the most worthless things he's ever seen. Then he goes back to picking at his toenails with a grungy stick.

3: There's too much water! You lose 5 HP in the volcano and arctic, 2 HP in the rainforest and prairie, and none in the underwater and desert environments.

4: What's that? Whatever you just did caused a tiny, colorful flower to sprout in your environment. The landscape is so small you can barely see it, but Ktur seems impressed. You earn one Horsemen Point.

5: Did you fall asleep? It sure seems that way for all the good you're doing. Luckily, nothing happens.

6: A swarm of vicious looking bugs appear out of nowhere and burrow into the ground, ruining any progress you have made and leaving a bunch of giant holes in their wake. You lose 15 HP.

7: If you are working with the underwater environment, suddenly your whole diorama goes black. When the water clears, all the tiny plants and animals are gone. You lose 5 HP. If you are not working with an underwater diorama, nothing happens.

8: In a moment of frustration, you shake, kick, yell at, or even look at your environment wrong. You lose 5 HP.

9: You have no idea what you did wrong, but your environment is suddenly looking worse for wear. You lose 3 HP.

10: A tiny animal scrambles into view, then disappears back into hiding. Ktur deems the appearance of the beast a wild success! You earn one Horsemen Point.

11: Ktur approaches you and tries to assist. His attempts do absolutely nothing. Maybe that's why he asked you to help in the first place.

12: A pack of what look like little gnomes appear in your diorama. They light a tiny bonfire (yes, even underwater) and generally mess up the joint. The desert, volcano, arctic and underwater environments lose 2 HP, the prairie loses 10, and the rainforest is unaffected.


Horsemen Points


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- Match your dice roll to the results above while playing. You obtain points according to if it declares a win on that roll

Smerdle

Scamp


Grey Dragon

PostPosted: Thu Mar 29, 2012 8:36 pm


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Vegetation Lab

For once there is no unfamiliar Famine clan face on the training field, simply a strangely disorganized layout of scattered tables and boxes, which look like they could have been scavenged from the garbage of the human world. And... A familiar face that may disappoint or even alarm the attending students.

Their very own Famine Heir, Cymbeline.

Good luck learning anything from this one!



Stage 1
Introduction

The bony ghoul begins discussing something in roundabout terms, often going on a tangent, sometimes pausing and gazing off into the distance... Crazy cackling is frequent.

Perhaps you should look in those boxes she seems to be gesturing to. Roll 1d6 to determine it's contents!

1. You have a glass foot stool, a bag of dirt, and a vial of... gross water.
2. You have a fish tank, some muddy bottom soil, and a tube of de-mineralizing serum!
3. You found a clear box, some dirt, and something you do not want to drink.
4. You found a bizarre helmet, some protective padding, and a strength potion.
5. You have an empty terrarium, dark earth, and just enough dirty water for a little stream.
6. YOUR CRYSTAL BALL IS WEIRD-SHAPED AND- a beanbag stand and magic wand?

Start tallying up your "learning" points! If you rolled 1-4, you get +1 point, and if you rolled 5, you get +3 points. If you rolled six... Cymbeline is wondering if you are the crazy one!



Stage 2
Setup

Now the heir is talking about plants. Unlike the half-mad babbling from the initial explanation, this is not insane rambling. This is science jargon! You still can't understand what she is talking about in between the simple words like "plants" and "weeds" and "pesticides", but you attempt to follow her example as she sets her own terrarium up.

It is more complicated than it looks, the 'glass' sides slide, fold, and rotate until the cube has morphed into an enclosed rectangular tank with two semi-separated compartments.

Roll a 6 sided die to figure out how well you did.

1. That isn't so b- Maybe this way... Erm... OKAY, your terrarium is set up, although it seems a little lopsided.
2. You set out to figure it out yourself. And after much fussing and an unhealthy SNAP, it appears... mostly right.
3. You aren't half bad at this whole Famine-technology-assemblage stuff! You are only 1/4 bad.
4. It only took you three tries, but your terrarium looks okay!
5. You seem to follow her example to the letter, maybe she's not a bad instructor after all!
6. You... cracked your box. Maybe she won't notice.

How well did you do? Take your "learning" points from the previous stage, and calculate your new total. If you rolled 1-4, you get +1 point, and if you rolled 5, you get +3 points. If you rolled six... Cross your fingers.



Stage 3
Selection

Cymbeline is now handing out bags... of seeds? And her ramblings have turned to a delightfully nonsensical spiel on the similarities and differences of humans and insects and students (which still might fall under the "insects" category) and finally, plants. She brings you the box, and expects you to select one brown bag and one tan bag.

Roll 2d6. The first number determines which tan bag you select. Apparently these are common and useful Human plants.

1. Oats
2. Sweet Corn
3. Asia Strawberries
4. Sugarcane
5. Cherry Tomatoes
6. Vanilla Bean

The second number is which brown bag you pick out. These are plants, weeds in particular, you might be familiar with. They are all FEAR-based varieties that are known for their ability to produce herbicidal toxins, or irritate the skin, or spread like wildfire and choke out other living species. None of them are very pleasant plants, to be sure. You might now be starting to understand what Cymbeline was getting at with all that crazy science babble.

1. Noxious Ivy
2. Hunchback Beggarweed
3. Strangling Knotweed
4. Fiery Spurge
5. Weregoose Grass
6. Bindweed



Stage 4
Evaluation

Now that you seem to have everything you need, you begin to set up your tank. It is all very self explanatory at this point. A bit of dirt in each of the semi-separated compartments, human seeds in one side, FEAR seeds in the other, and voila! Time to add the magic ingredient.

Following Cymbeline's wildly graceful example, you pour the small vial's fluid into the soil in each compartment. And then... BAM! Suddenly you have two fully grown plants. And in the time it takes to wonder how half the Famine clan is still as thin as a rake, you begin to notice a dark, misty substance leeching from the FEAR weeds into the healthy-looking human plant.

Cymbeline begins to walk between the tables, examining the terrariums.


For this section, you will have to compare your two plants on the scale below. This represents how compatible the selected FEAR weeds are with human plants. The closer they are together, the better the resulting hybrid!

Hunchback Beggarweed <-> Oats <-> Strangling Knotweed <-> Cherry Tomatoes <-> Weregoose Grass <-> Sweet Corn <-> Fiery Spurge <-> Asia Strawberries <-> Noxious Ivy <-> Vanilla Bean <-> Creeping Bindweed <-> Sugarcane <-> Hunchback Beggarweed

For example, if you have Strangling Knotweed, it is more compatible with either the Oats or the Cherry Tomatoes than it is with the Asia Strawberries. This can be represented by distance. The oats and tomatoes are only 1 place away. But the strawberries are five points away. (Notice the Hunchback Beggarweed is on both ends of the scale, it can be imagined like a circular scale after all.)

For a distance of 1, you get +3 "learning" point and pass the course!
For a distance of 3, you get +1 "learning" point and pass the course!
For a distance of 5, you fail the course. Oops. =(



POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS: YOU MUST HAVE 9 "LEARNING" POINTS

TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE BETWEEN 4 AND 8 "LEARNING" POINTS AND PASS THE COURSE

TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE BETWEEN 2 AND 3 "LEARNING" POINTS AND PASS THE COURSE, OR FAIL THE COURSE WITH MORE THAN 3 "LEARNING" POINTS

PostPosted: Fri Mar 30, 2012 11:35 pm


Foraging

Several large, gnarled trees grow on the surface above the caves of Famine, forming a shady canopy of leaves. The female horseman that met you out here looks as old and gnarled as the trees, what little of her can be seen under layers of sand-colored robes.

“It is a special season now! We gather special fruit. Very prized. Today you must pick it.” She held out a large, poisonous “BUT! Many hidden dangers above us. Flying is no good. Trees here do not want to be picked from so easily.”

“This fruit, she grows fast, ripens with FEAR. Pick her too soon, she is poisonous, stomach will ache. No good.” The old woman pantomimed as she spoke. “Wait too long, she is too heavy, falls to the ground, dissipates. No fruit.”

There is a brief pause before the horseman herds you to the base of a tree. “Waiting for what, then? Up the tree! Go!”


Quote:
Your student starts off with a total of 4 rounds that it takes to make it up the tree. Different rolls will add or subtract from that number as you go, determining if your student successfully picks ripe fruit. Your goal is not to be too slow OR too fast – adding or subtracting too many rounds from your total can lead to failure. There is also a slim chance of complete failure.
In each post, include your total as you go. When you start, the number is always 4.


Quote:
ROLL 1

Roll 1d4:
1 - The branch you stepped on breaks. Regain your footing, +1 round
2 - Turns out you're kind of allergic to this plant; you can't stop sneezing. +1 round
3 - Today must be your lucky day. Climbing is easy! -1 round
4 - A gust of wind tosses you up the tree! -1 round




Quote:
ROLL 2

Roll 1d4:
1 - Your convenient handhold turns out to be the entrance to an ant's nest, and they're not happy. +1 round
2 - You find a convenient rope ladder shortcut. -1 round
3 - BEEEEEEEEEES! +1 round
4 - A bird tries to carry you off, but ends up dropping you on a higher branch. -1 round



Quote:
ROLL 3
Roll 1d4:
1 - You are bombarded by a hail of acorns. Take cover, +1 round
2 - Carnivorous flowers n** at your feet, inspiring you to move quickly. -1 round
3 - You swing to a higher branch on a vine. -1 round
4 - Your struggling shakes a bunch of spiders out of the leaves - onto your head. GET THEM OFF, +1 round



Quote:
ROLL 4

Roll 1d4:
1 - You take a leap of faith, which pays off. -1 round
2 - You don't look down. -1 round
3 - You look down. +1 round
4 - Over-ripe fruit begin to fall and burst open all around you. +1 round


POINTS DISTRIBUTION


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[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 3 HORSEMEN POINTS: Your total number of rounds is between 3 and 5 - you successfully picked the fruit! Now hand it over.

TO OBTAIN 2 HORSEMEN POINTS: Your total number of rounds is 2 or less. The fruit doesn't look so good... but better to be too early than too late.

TO OBTAIN 1 HORSEMEN POINT: Your total number of rounds is 6 or above. Well, at least you made it up to the top. Maybe next time?


Molten Tigrex
Crew

Shameless Hunter


Dragain

Wealthy Lover

PostPosted: Sat Mar 31, 2012 12:58 am


The Sands are alive with the Sound of Music...

"What a lovely tuuuune," The horsewoman of Famine chuckled happily as the windchimes made from crow skulls collided, dancing in the wind together with the colorful string of broken glass that hung along the top of the entrance. It didn't sound like anything special to you, but the horsewoman was clearly delighted, "Do not underestimate the power of soundsss, little locusts! They masaaay one day saveeee your life..."

She paused, and then beckoned for you to come closer, the smile on her face widening into a grin, "Come, little locusts... Let Ishsha shoooow you what you can do..."

Leading you over to a box filled with the skulls of various animals as well as jars containing various parts, from small stones to sand, she pointed at the materials with one bony finger before leaning down and whispering in your ear, "Ishsha will seeeeeee you through, little locusts... Let ussss make a simmmmmple percussion instrument... A shaker." Leaning away, she made an excited clicking sound with her tongue, and started to lead you through the process.


The Making!
-> RP picking your materials; you'll need a container (a skull), a filling (small stones, sand, etc) and Plaster of Paris! Just pick your own!
-> Tally up your scores at the end of each exercise!

Sealing the container:
-> You'll have to use the Plaster of Paris to cover all the holes of the skull, leaving only one opening, such as an eye socket.
-> Roll 1d10!
1-2 : ... You got Plaster of Paris everywhere on the skull, and it doesn't look like a skull anymore. (0)
3-4 : You used too much Plaster of Paris and filled the skull too much! Will it even make a sound later? (-1)
5-6 : You got all the holes... You think...? Probably? (+1)
7-8 : Ishsha seems satisfied with your work! Apparently, you are doing well for a newbie! (+2)
9-10 : You managed to work the Plaster of Paris perfectly, and Ishsha gave you an excited click as she clapped her hands together in delight. (+3)

Filling the container:
-> Now to pour your choice of filling into the skull!
-> Roll 1d4!
1 : You got more filling on the floor than inside the skull... (-1)
2 : The filling you chose does not go well with your skull, and the sound it makes is soft... (0)
3 : Your filling and skull goes together well! (+1)
4 : You added just the right amount of filling into the skull, and it produces a sound that delights Ishsha! (+2)

Sealing the container:
-> Using the Plaster of Paris, seal the skull so that the filling would stay inside the skull when it's shaken.
-> Roll 1d10!
Even : You made a mess! (0)
Odd : You did it well; looks like you learned well from your previous experience with Plaster of Paris! (+2)


"I suppose that will do... Yessss, little locusts, come along now..." She moved away to the center of the room, and picked up her own shaker, one made from what could possibly be a human skull, adorned with string and colorful beads, "These can be used to convey messages... When you need to send a message and is afraid of giving your position or the position of your allies away, use thisssssss! The sound they make... Ah, what a wonderful sound. It disperses, concealing your position. Your ally will know your signal, but the enemy will not..."

The Application!
Putting it to use:
-> Using your shaker, try to convey 'an urgent situation' to your teammate without the use of words!
-> This means shaking your shaker in a quick manner, like you're anxious and saying 'RUN, IT'S A TRAP' or 'MOVE, THEY'RE AFTER YOU'.
-> If you're doing this as a group/pair, you could have your students react to each other's attempts/prompts!
-> Roll 1d100!
1-20 : ... Are you just shaking the thing without putting thought into it?! (-2)
21-40 : The sound made was too soft to be heard by anyone but yourself... (-1)
41-60 : You're getting there, but the sense of urgency is not there. (0)
61-80 : Even you feel the sense of urgency from the sound made when you hear it! (+1)
81-100 : The sound made you feel a little uneasy, but that seemed to be the effect Ishsha wanted as she happily replied with her own shaker; instantly, you feel... Relieved by the sound. It was almost like she was saying 'It'll be alright' in reply. (+2)


Point Tally!
User Image - Blocked by "Display Image" Settings. Click to show.Horsemen Points Distribution: Select only one option based on your results

TO OBTAIN 3 HORSEMEN POINTS: 7-9 Points
TO OBTAIN 2 HORSEMEN POINTS: 4-6 Points
TO OBTAIN 1 HORSEMEN POINT: 0-3 Points
Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

 
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