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This is Halloween Crossroads 

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Yayoi rolled 3 6-sided dice: 6, 1, 3 Total: 10 (3-18)

Yayoi

Super Sex Symbol

PostPosted: Thu Apr 05, 2012 7:22 am


As the doppelganger collected itself, it's eyes narrowed at Mei who narrowed her own eyes back at it. The creature charged Mei, nails swiping at her face as she tried to block the attack with her arms keeping the nails away from her face and eyes. It would do her no good if the doppelganger scratched her eyes out!

Ducking another swipe, the ghoul hopped to the side. Skidding to a stop in a kneeling position as she studied her double. It turned and charged at her again. For a double of her it sure was pretty dumb!

She pushed off from her kneeling stance, leaping forward and driving her shoulder into the doppleganger's chest. Knocking it to the ground and falling on top of it. Mei and her double rolled back and forth on the ground as each fought for dominance.

HP 17/30
Doppleganger HP: 3/15
I do 6dmg and take 8dmg, my doppelganger takes 6dmg total.
Yayoi rolled 3 6-sided dice: 5, 6, 1 Total: 12 (3-18)
PostPosted: Thu Apr 05, 2012 7:24 am


Finally, finally Mei seemed to be wearing the doppelganger out. She obtained a top position after rolling around on the stone floor, pinning her double down by both arms. She frowned as it struggled and screeched at her, trying to claw her eyes out once more.

Glancing to the side, she spotted a large rock sitting there oh so randomly. Biting her bottom lip, she slid her knees up to continue pinning the doppleganger to the ground. Reaching for the rock, almost loosing her hold on her double, she grasped it and groaned while trying to lift it. It was so heavy she was surprised she even had the energy at all to lift it.

Raising it above her head, she looked down at the doppelganger. Its eyes full of contempt as she in return gave it a sorrowful look. And then she brought the rock down hard, smashing it against the doppelgangers head. Mei let out a cry as she slammed it down, a single tear streaming down her cheek as she sat there and watched the doppelganger dissolve into a fine mist and disappear.

Her head hung as she sat there. Eyes squeezed shut. She didn't like this place anymore.

HP 11/30
Doppleganger HP: 0/15
I do 5dmg and take 6dmg, my doppelganger takes 5dmg total.

Doppleganger DEFEATED

+ 1 Horsemen point

Yayoi

Super Sex Symbol

Yayoi rolled 4 6-sided dice: 4, 2, 1, 6 Total: 13 (4-24)

Yayoi

Super Sex Symbol

PostPosted: Thu Apr 05, 2012 7:32 am


Mirror - Aporia
Prompt:
You are fighting a horseman version of yourself. They are stronger than you are, and somehow also much more aggressive. Pick a suitable clan, appearance is up to you to decide.

Opening her eyes, a pair of feet came into view. Mei's gaze slowly rose as she peered up at the figure in front of her. She blinked in shock. It was her...but not her? The figure in front of her was dressed in the traditional garb of the Death Clan.

Another doppleganger?

Before she could even stand, the Death Clan doppleganger grasped her by the throat. Hoisting her into the air then tossing her against the far stone wall. If Mei actually breathed the wind would have been knocked out of her, but lucky for her all she probably got from that was bruises and cuts on her back. Sliding to the floor, she lay there momentarily. The doppleganger slowly and quite casually started to walk towards her.

This one seemed so much stronger than the last.

Rising to her feet, Mei spotted something nearby. A thick, wooden stick that was leaning against the stone wall. She didn't have time to think, grabbing the stick she blocked the dopppleganger's next attack. Apparently this thing had daggers, a silvery flash and Mei felt the sting of a cuts on her legs before she used the wooden stick to push the doppleganger back, making a large arching sweep clobbering the thing upside the head and sending it reeling.

HP: 4/30
Doppleganger HP: 3/10
I do 7dmg and take 7dmg, my doppelganger takes 7dmg total.
Yayoi rolled 4 6-sided dice: 5, 2, 1, 3 Total: 11 (4-24)
PostPosted: Thu Apr 05, 2012 7:41 am


The doppleganger stumbled to it's feet. Mei's arms ached as she tried to lift the stick once more to defend herself.

Letting out a blood curdeling scream, the doppleganger lunged at her. Slicing at her from every direction it could.

Closing her eyes, Mei swing the stick as hard as she could. "LEAVE ME ALONE!" The stick connected, the doppleganger's eyes widened as it instantly dissolved into mist and disappeared.

Mei fell to her knees, dropping the stick to the ground. She was tired, bruised and cut up. Her body felt as if it was about to just split apart. And suddenly she found herself no longer inside the cavern with the mirrors. The ghoul was right back where she had started her little adventure. Standing shakily, she clutched an arm. "I don't think I'm going to go down there again...."

HP: 0/30
Doppleganger HP: 0/10
I do 4dmg and take 4dmg, my doppelganger takes 4dmg total.

Doppleganger DEFEATED but hit 0hp boourns.

Yayoi

Super Sex Symbol


Yayoi

Super Sex Symbol

PostPosted: Fri Apr 06, 2012 12:32 am


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All That Glitters Has a Purpose

You begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.

When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.

The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.


User Image - Blocked by "Display Image" Settings. Click to show.


OOC Information:

At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled.

To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that.


1 - The Diamond-Set Circlet

You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion.

Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room.

Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure.


2 - The Ruby-Set Bangle

Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through.

With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc.

Roll 4d4 and match each number with the corresponding result.
1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction.
2: Your shade gets caught in a trap, but manages to free itself and continue along.
3: Your shade gets caught in a trap and can't continue.
4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine.

(You successfully lead your shade minion through the course as long as you avoid rolling a 3.)


3 - The Emerald-Set Necklace

You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries.

Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!


4 - The Sapphire-Set Brooch

The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit.

When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory.

Roll 3d100 and add up the total, then match it with its corresponding result.
0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure.
101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches.
201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.


5 - The Amethyst-Set Ring

The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers.

Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you.

Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.


User Image - Blocked by "Display Image" Settings. Click to show.


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

User Image - Blocked by "Display Image" Settings. Click to show.

+1 point if you succeed
+1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus)
+1 point for the following (cannot go over 3 points/day with the inclusion of this bonus):
-Roll a perfect 20 for Diamond.
-Two or more rolls of '1' and no 'failure' rolls for Ruby.
- Leave all five scarelings with 9 or more HP for Emerald.
-Roll 250 or higher for Sapphire.
-Restrain at least 21 attackers for Amethyst.

Yayoi rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Fri Apr 06, 2012 12:42 am


Finding herself in this strange cave once again. Mei decided that perhaps this time she would choose a different passage to enter. The smell of wet, cold stone filled her nostrils as she squished herself through.

In the center of this room upon the pedestal she found an Emerald Set Necklace. She approached it and as she had done before in the other caves, grasping the necklace she gentle placed it upon her neck. Looking down at the emerald as it shone in its deep green glory.

When she looked up again Mei saw five little scarelings that weren't there before. They grinned and waved at her before scurrying to the center of the room.

Yayoi

Super Sex Symbol

Yayoi rolled 10 10-sided dice: 8, 5, 6, 3, 9, 9, 4, 10, 4, 7 Total: 65 (10-100)

Yayoi

Super Sex Symbol

PostPosted: Fri Apr 06, 2012 12:49 am


Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!

All of a sudden, a horrifying creature seemed to descend upon the little scarelings. Mei felt as if her body couldn't move, even if she tried. She could not speak. Not be able to call out to the poor little scarelings broke her heart.

They were going to get hurt!

The emerald began to glow and Mei could sense the power within it.

1 - 10hp - 8dmg = 2hp + 9 heal = 11hp
2 - 10hp - 5dmg = 5hp + 4 heal = 9hp
3 - 10hp - 6dmg = 4hp + 10 heal = 14hp
4 - 10hp - 3dmg = 7hp + 4 heal = 11 hp
5 - 10hp - 9dm = 1hp + 7 heal = 8 hp

As the scarelings were attacked, Mei healed them. Trying to keep the little critters alive. And surprisingly she seemed to succeed in that at least. She grinned widely as the scarelings seemed to dance around her and then all of a sudden they disappeared from whence they came and the exit appeared before her.

Placeing the necklace back on to the pedistal, the ghoul strolled out the exit. Quite proud of herself this time around.

+ 1 horsemen point
Yayoi rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Apr 06, 2012 12:58 am


As she re-entered the area where the different passages lead off from, Mei glanced at each one once more. Biting her bottom lip, she picked yet another passageway that she hadn't explored yet.

In this room though sat a diamond set circlet. She ooooed and ahhhed quietly as she lifted it up off it's cushion and placed it upon her brow. The ghoul truly felt gorgeous with it on.

But the sudden whirring noise caught her attention and she turned just in time to see a gaggle of projectiles zooming towards her.

Yayoi

Super Sex Symbol

Yayoi rolled 1 20-sided dice: 10 Total: 10 (1-20)

Yayoi

Super Sex Symbol

PostPosted: Fri Apr 06, 2012 12:59 am


Lifting her arm to sheild herself, she blinked as the projectiles seemed to bounce off an invisible shield. The diamonds projected a shield?

"Interesting...." She didn't have much time as more and more projectiles came buzzing towards her. Mei could see the exit just on the other side of the room. As she raced towards it she kept lifting her arm to block the projectiles coming towards her.

Each barrage blocked, she stood inside the door way to the exit. Placing her hands on her hips she laughed heartily before tossing the circlet back towards the pedestal. And as if some strange, invisible hand was there to catch it, it slowly floated back to it's pillow where it rested once more.

+ 1 horsemen point for success
+ 1 horsemen point for a "perfect score"

= 3 total horesemen points for today's training
PostPosted: Sat Apr 07, 2012 9:49 am


User Image - Blocked by "Display Image" Settings. Click to show.


All That Glitters Has a Purpose

You begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.

When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.

The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.


User Image - Blocked by "Display Image" Settings. Click to show.


OOC Information:

At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled.

To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that.


1 - The Diamond-Set Circlet

You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion.

Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room.

Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure.


2 - The Ruby-Set Bangle

Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through.

With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc.

Roll 4d4 and match each number with the corresponding result.
1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction.
2: Your shade gets caught in a trap, but manages to free itself and continue along.
3: Your shade gets caught in a trap and can't continue.
4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine.

(You successfully lead your shade minion through the course as long as you avoid rolling a 3.)


3 - The Emerald-Set Necklace

You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries.

Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!


4 - The Sapphire-Set Brooch

The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit.

When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory.

Roll 3d100 and add up the total, then match it with its corresponding result.
0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure.
101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches.
201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.


5 - The Amethyst-Set Ring

The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers.

Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you.

Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.


User Image - Blocked by "Display Image" Settings. Click to show.


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

User Image - Blocked by "Display Image" Settings. Click to show.

+1 point if you succeed
+1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus)
+1 point for the following (cannot go over 3 points/day with the inclusion of this bonus):
-Roll a perfect 20 for Diamond.
-Two or more rolls of '1' and no 'failure' rolls for Ruby.
- Leave all five scarelings with 9 or more HP for Emerald.
-Roll 250 or higher for Sapphire.
-Restrain at least 21 attackers for Amethyst.


Yayoi

Super Sex Symbol

Yayoi rolled 1 6-sided dice: 2 Total: 2 (1-6)

Yayoi

Super Sex Symbol

PostPosted: Sat Apr 07, 2012 10:01 am


heart
Yayoi rolled 4 4-sided dice: 2, 3, 1, 2 Total: 8 (4-16)
PostPosted: Sat Apr 07, 2012 10:11 am


2 - The Ruby-Set Bangle

Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through.

With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc.

Roll 4d4 and match each number with the corresponding result.
1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction.
2: Your shade gets caught in a trap, but manages to free itself and continue along.
3: Your shade gets caught in a trap and can't continue.
4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine.

(You successfully lead your shade minion through the course as long as you avoid rolling a 3.)


Your shade gets caught in a trap and can't continue.

Yayoi

Super Sex Symbol

Yayoi rolled 1 6-sided dice: 6 Total: 6 (1-6)

Yayoi

Super Sex Symbol

PostPosted: Sat Apr 07, 2012 10:13 am


4 - The Sapphire-Set Brooch

The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit.

When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory.

Roll 3d100 and add up the total, then match it with its corresponding result.
0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure.
101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches.
201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.
Yayoi rolled 3 100-sided dice: 93, 46, 99 Total: 238 (3-300)
PostPosted: Sat Apr 07, 2012 10:16 am


201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.

238

+ 1 horsemen point

Yayoi

Super Sex Symbol

Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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