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This is Halloween Crossroads 

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Smerdle

Scamp

PostPosted: Thu Apr 12, 2012 9:07 pm


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The Toxic Cave

Sometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!

Quote:
Rules:
-Running out of HP means game over, regardless of any saves you might have
-If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others.
-If you use a save start at the place you left off


Stage 1
RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save)


Stage 2

Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP


Stage 3

Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel.
Roll 1 d6 to see what happens.

1- You manage to swim quickly and reach the other side just in time!
2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP
3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail)
4- Something brushes past your body but lucky enough, you make it to the other side.
5- You try swimming up too soon and bump your head! -5 HP
6- Something bit you, but you can’t tell what, -5 HP
If your student is aquatic, or fire based -5 HP automatically


Stage 4

The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8.
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP
2 and 4- You end up taking a wrong turn and hit your head! -10 HP
5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas
6 and 8- You get lost and get…sleepy… (fail!)
If your natural form is bigger than that of an average dog, take -5 HP


Stage 5
The last part of the tunnel! You can see light at the end but-
It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through!
Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once.
For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you.


POINTS DISTRIBUTION


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

TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave

TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave

TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave

Smerdle generated a random number between 1 and 3 ... 2!
PostPosted: Fri Apr 13, 2012 7:47 am


stage 1

Smerdle

Scamp

Smerdle rolled 1 4-sided dice: 4 Total: 4 (1-4)

Smerdle

Scamp

PostPosted: Fri Apr 13, 2012 7:48 am


stage 2 - 1 save

Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP
Smerdle rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Apr 13, 2012 7:49 am


Smerdle
stage 2 - using save

Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP

Smerdle

Scamp


Smerdle

Scamp

PostPosted: Sat Apr 14, 2012 5:52 pm


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Weapon Crafting

While the Horsemen of War can summon their Clan weapon to them at any point, many take pride in mastering a variety of mundane weaponry as well, both combat and manufacture - no sense in limiting oneself to only one mode of battle, after all! Even 'decorative' weapons bear a brutal edge.

The Crafters' Den is a sheltered platform halfway up a massive pine, with all the materials one might want, other than metal. The head Crafter, a sharp-eyed older Horsewoman, carefully watches all students under her care to ensure a.) nothing goes missing and b.) nobody gets stupid. "You can have enough to make one knife," she grumbles. "And don't waste it, either!"

Can you impress her with your craftsmanship? ... Probably not. But it's worth a try.


Phase One: Weapon Creation

Create a weapon of War and test its mettle. If your craftsmanship is good, you may be victorious and gain the head Crafter's favor. For a minute or two, anyway.

In your first post, roll 3d4 to determine what your knife is made of, how well it is made, and how it is decorated.

First Dice: Material
- 1: Wood (+1 point)
- 2: Seashell (+2 points)
- 3: Bone (+3 points)
- 4: Stone (think flint or obsidian; +4 points)

Second Dice: Craftsmanship
- 1: You're in a bit of a hurry, so... (Shoddy: +1 point)
- 2: You throw something together. It looks kinda close? (Mediocre: +2 points)
- 3: You spend a bit of time on it, and come up with something okay. (Acceptable: +3 points)
- 4: You throw yourself into your work with passion, paying close attention to detail! (Awesome: +4 points)

Third Dice: Artistry
- 1: It's a knife. Does it really matter if it's pretty or not? (Ugly: +1 point)
- 2: You wrap the hilt in leather. Good enough. (Decent: +2 points)
- 3: You wrap the hilt in leather and add a feather. Pretty! (Shiny: +3 points)
- 4: You wrap the hilt in leather and add stylish strands of beads and feathering. That is one cool knife. (Stylish: +4 points)


Roleplay out your knife's creation! At the end of your post, put the specifics of your knife's creation (i.e. Shoddy Stylish Wood Knife) along with the total score (the total of your dice roll).


Phase Two: Weapon Testing

In the Clan of War, there is no such thing as a decorative blade! Even weapons destined to hang on the walls of huts are finished to battle-ready quality. You must test your knife and prove its worth, attacking the simple leathery mannequin kept in the Den for that purpose.

Take your knife's point score from the creation post. This is your knife's HP. You must now do battle until your knife breaks! The number of posts your knife survives determines the number of points you get.


To Do Battle:
Roll 2d4 in each post. The first dice indicates the number of damage your knife does to the test target (for RP flavor!). The second dice indicates the amount of damage your knife takes from the attack.

Battle ends when your knife shatters. Aw. (And yes, this means you can't take it with you. Sorry!)



Point Distribution


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

You win one point if: You finish your knife (with filled-out RP) and your knife breaks on rounds one or two of testing.

You win two points if: You finish your knife (with filled-out RP) and your knife breaks on rounds three or four of testing.

You win three points if: You finish your knife (with filled-out RP) and your knife breaks on rounds five or more of testing.
Smerdle rolled 3 4-sided dice: 1, 4, 2 Total: 7 (3-12)
PostPosted: Sat Apr 14, 2012 5:55 pm


West headed back up to the Crafter's Den as soon as he got out of class that day. He wanted one last chance to create a weapon before he had to leave this lovely, brutal island and go back to school where he wasn't allowed to attack anyone with anything sharper than a letter opener. Not even that. West had never had secret dreams of being a reaper or anything, but if he woke up one morning as a monster with a really big knife he wouldn't have been disappointed.

Sadly, by the time he got to the crafting materials it seemed that the only stuff left for him to work with was wood. Again. He selected another hunk of the stuff and got to carving, putting much more attention into his creation this time. His knife would be better than the last if he had anything to say about it. Oh, yes. It would. He wrapped the hilt in a strip of leather, foregoing fanciness in favor of sturdiness, and approached the dummy.

(( Decent, Awesome Wood Knife: 7 HP ))

Smerdle

Scamp

Smerdle rolled 2 4-sided dice: 4, 1 Total: 5 (2-8)

Smerdle

Scamp

PostPosted: Sat Apr 14, 2012 5:59 pm


He decided to test the knife's strength straight away, stabbing his lifeless opponent with as much force as he could muster. West looked surprisingly pleased as his blade pierced the dummy effortlessly, stabbing through both wood and cloth as if they were butter. He altered his grip and tugged the knife from its makeshift sheath, just as surprised that it came away with almost no visible damage at all. West made a couple of experimental slashes through the air, nodding at the feel of the knife in his hand. He knew his skill with weaponry would never reach the innate talent of a Reaper's, but getting better with a blade s something he could see himself looking into once he had graduated.

(( HP: 6 ))
Smerdle rolled 2 4-sided dice: 3, 3 Total: 6 (2-8)
PostPosted: Sat Apr 14, 2012 6:00 pm


West struck again, delivering almost as much damage with his second strike as his first had managed, but West's angry attack took its toll on the knife this time, sending a large crack up its center. He knew that getting worked up wasn't going to repair the blade, but he still growled and shouted, then kicked the dummy for good measure.

(( HP: 3 ))

Smerdle

Scamp

Smerdle rolled 2 4-sided dice: 2, 2 Total: 4 (2-8)

Smerdle

Scamp

PostPosted: Sat Apr 14, 2012 6:01 pm


He stabbed the dummy once again, trying to hold back just a little this time. The knife cracked further, despite his best intentions, and the weapon earned a glare and a sigh from the boil for its trouble.

(( HP: 1 ))
Smerdle rolled 2 4-sided dice: 1, 3 Total: 4 (2-8)
PostPosted: Sat Apr 14, 2012 6:03 pm


With one final erratic slash, the knife was done. West's creation cracked neatly in two, leaving the leather-covered hilt in the demon's palm while the blade remained impaled in his dummy. The knife hadn't lasted any longer than his previous one, but he still felt like he was getting the hang of this weapon crafting thing.

He cast his questioning gaze on the old craftswoman, holding out the broken half of the knife toward her. "So? Is'his good?" When she didn't reply, West stepped forward, dropping his hand to his side. "Hey!"

The War clan didn't seem to mind excessive noise, but it appeared they did mind mouthy students yelling at their elders. Before he could get another word in, West was rushed by three large Horsewomen and shoved out of the den without a chance to even think about offering an apology.

(( knife ded ))

Horseman Points: 2

Smerdle

Scamp

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

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