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Posted: Mon Apr 02, 2012 7:30 pm
[ DAY 1 ] 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.POINTS DISTRIBUTION [ 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. A PASS DOES NOT GIVE YOU POINTS TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE A +2 DIFFERENCE IN THE POISON AND THE ANTIDOTE. A PASS DOES NOT GIVE YOU POINTS TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE A +1 DIFFERENCE IN THE POISON AND THE ANTIDOTE. A PASS DOES NOT GIVE YOU POINTS
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Avian Serpentine rolled 3 10-sided dice:
5, 2, 6
Total: 13 (3-30)
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Posted: Mon Apr 02, 2012 7:36 pm
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) Various little nicknacks that would usually not be put into cooking were placed before him on the table. Clyde wasn't sure how he felt about the human's tears (nor did he feel very good about how it was obtained), but the mint and mysterious mushrooms sounded okay.
Hopefully they won't blow up in his face when they are mixed together. Add up the points for your ‘unrefined’ solution.
Ingredients: Human’s tears, Mint & Mysterious mushrooms Total: (-2) + (0) + (1) = -1
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Avian Serpentine rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Mon Apr 02, 2012 7:55 pm
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. Clyde let out a small huff as he started refining the poison.
Upon finishing, the poison took on a clear, but tinted liquid. Did he succeed without the poison blowing up in his face? Yes he did...Somehow. He was sure the strange ingredients would react to each other and simply blow up, or at least burst into flames.
Ingredients: Human’s tears, Mint & Mysterious mushrooms Result: (-1) + (4) = 3
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Avian Serpentine rolled 3 10-sided dice:
3, 4, 10
Total: 17 (3-30)
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Posted: Mon Apr 02, 2012 7:57 pm
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 Clyde stared at the ingredients he had randomly picked out for the antidote. Okay, this was even worse then the ingredients he had picked out for the poison. Both the human's blood and dried human's blood left him a little baffled (were they not the exact same thing). The foxglove seemed to be the only normal thing on this three item list.
Ingredients: Human’s Blood, Dried human’s blood & Foxglove Result: (1) + (2) + (-1) = 2
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Avian Serpentine rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Mon Apr 02, 2012 7:59 pm
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. Mixing the two together, the antidote took on the same form as the poison. Clyde stared at it for a very long time wondering: What if he mixed up the two?
Ingredients: Human’s Blood, Dried human’s blood & Foxglove Result: (2) + (0) = 2
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Posted: Mon Apr 02, 2012 8:01 pm
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. Watching the tiny thing change into a different color from the poison was interesting, but the antidote didn't change the poor thing's color back completely. Clyde stared at it for a while before sighing at his failure.
Poison: 3 Antidote: 2 Total: -1 --------------------------------------------------------------------------------- No Horsemen Points distributed :C
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Posted: Tue Apr 03, 2012 8:26 pm
[ DAY 2 ]ForagingSeveral 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. POINTS DISTRIBUTION [ 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?
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Avian Serpentine rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Tue Apr 03, 2012 8:27 pm
Stage 1 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 Clyde gave the old lady an "are you serious" look before following her order to pick this special fruit. He started climbing the tree as quickly as possible. The sooner he gives the lady her fruit, the sooner she'll stop telling him these instructions.
Thankfully, he have yet to run into anything to stop his climbing. This seems like a piece of cake...almost.
Total: 4 - 1 = 3
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Avian Serpentine rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Tue Apr 03, 2012 8:28 pm
Stage 2 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 Bzzzzz
Wait...what was that sound? Clyde looked up and was horrified by what was ahead of him. A bee hive.
Oh s**t.
Total: 3 + 1 = 4
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Avian Serpentine rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Tue Apr 03, 2012 8:29 pm
Stage 3 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 Having climbed away from the bees, Clyde let out a breath he had been holding on. Sadly, it seems he had relaxed a little too soon when he suddenly realize there was a carnivorous plant at his feet. Oh Jack, why is this happening to him now? He had started off so well.
This is BS.
Total: 4 - 1 = 3
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Avian Serpentine rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Tue Apr 03, 2012 8:32 pm
Stage 4 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 Having gathered the fruit, Clyde was about to head down when suddenly, one of the over-ripe fruit fell near him and burst right against him. Thankfully he dodged it.
However, other over-ripe fruits started falling in unison which lead to the varcolac looking very horrified as he tried to climb down while dodging the falling fruits. And by the time he got down and shovehand the fruit to the lady, he could only smell the scent of the fruit around him.
Clyde had been lucky this time for the fruit he had given the lady was a good one. He actually succeeded training today!
Total: 3 + 1 = 4 --------------------------------------------------------------------------------- Using these for Raffle *u*
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Posted: Wed Apr 04, 2012 7:43 pm
[ DAY 3 ]Environmental StudiesYou'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 - Match your dice roll to the results above while playing. You obtain points according to if it declares a win on that roll
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Avian Serpentine rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Wed Apr 04, 2012 7:44 pm
Quote: 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. Rainforest
Taking the strange diorama box from the man, Clyde stared at it with unusual interest. Are the things inside this box actually alive and real? He's going to find out. The atmosphere released by this box was different, it felt moist and a think scent of moss came from it. Was this a rainforest?
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Avian Serpentine rolled 1 12-sided dice:
2
Total: 2 (1-12)
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Posted: Wed Apr 04, 2012 7:47 pm
Quote: 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. Clyde accidentally dropped the box, roughly, to the ground. He immediately picked it up and snapped his eyes towards Ktur, praying he didn't do anything wrong. Ktur just gave him the worse stare possible before going back to pick his toenails.Hp: 30 Horsemen Points: 0
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