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Posted: Tue Apr 03, 2012 8:55 am
Vegetation LabFor 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 IntroductionThe 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 SetupNow 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 SelectionCymbeline 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 EvaluationNow 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 [ 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
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kuropeco rolled 1 6-sided dice:
6
Total: 6 (1-6)
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Posted: Tue Apr 03, 2012 9:02 am
He found her on the edge of the training field.
Cymbeline, Heir to Famine, was standing in the center of what looked like a complete mess. There were tables this way and that, pushed in one direction and then another, some scratched, some still smooth, and all different shapes, sizes, colors, and material. On top of some of these tables and scattered haphazardly across the ground were dirty cardboard boxes heaped high and low with various supplies, none of which looked the same.
And Cymbeline, of course, was as she always was - namely unintelligible in her ramblings. Sparrow could not deny that there was a sort of odd...finesse to everything she did, but he wondered, as he stood there watching her and trying to listen, if anyone ever understood anything she said. Every few moments she would cackle with laughter that shook her ribs and made them clatter against one another - a sound that made Sparrow wince, trying to block it out of his mind. He did not actually mind being around Cymbeline - she was, after all, a horsemen and he did have a great deal of respect for her - but the fact of the matter was that sometimes she was just...strange.
And a bit creepy.
Sparrow wasn't sure what exactly he was supposed to be doing, but he knelt down beside one of the boxes anyway, pulling it towards him.
After which he stared blankly at the contents, trying to figure out just exactly what they were. He picked up one oblong-ish object that was not exactly round, and glowing slightly and thought it might be a crystal ball of some sort (though a very oddly shaped one). This was followed by something squashy and small, which Sparrow had no idea what it was, and something long and thin that he surmised to be a magic wand of sorts.
Confused Sparrow was confused.
"What exactly am I doing with these," he murmured, mostly to himself, since he did not really expect a genuinely intelligent answer from Cymbeline, who was still cackling to herself.
He sighed. Then picked up the box and carried it to the nearest table, where he dumped out its contents and stood with his hands on his hips, wondering what on earth he was supposed to be doing with such weird things.
[ 0 pts > OH COME ON SPARROW ]
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kuropeco rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Tue Apr 03, 2012 9:16 am
She was talking again. She was talking again, and Sparrow had no clue as to what she was saying.
He heard the word "plants" somewhere within the jumble of seemingly scientific sounding words, and something that might have been "weeds" as well, but he could not be certain. He squinted at the heir, feeling rather useless as she gestured to things here and there, listing subjects and topics he did not understand and sending her ribs clattering and shaking and trembling with laughter.
Sparrow sighed, lifting a gloved hand to rub at his face. He was not as dressed up as he normally would have been - a pair of simple black slacks and a dark blue dress shirt with a ribbon tie and white gloves - but something told him that was probably a good thing.
He heard the word "pesticides" and pressed his lips together, frowning down at the "supplies" on his table. Cymbeline was doing something else, pushing things here and there - a sheet of glass that she folded carefully, with jittery, bone crackling movements that made him wince a little - and then there was a small cube in front of her. It was rectangular in shape, with two compartments inside, and Sparrow nodded at it, deciding that - despite Cymbeline's nonsensical scientific ramblings - that was what he was supposed to be making.
He looked down at his own supplies again.
Sigh.
Pulling the glass towards him, Sparrow fumbled with it a bit, pushing an edge here, and pulling something else over there. He slipped one side down and propped another side up, then shifted everything about an inch to the side.
A neat little rectangular box with two compartments now stood in front of him.
Well, thought Sparrow in surprise, staring down at his new contraption with a very satisfied expression on his face. He hadn't expected to be able to follow Cymbeline's slightly-less-than-helpful instructions, but it seemed he had been paying well enough attention as it was.
Now to the next step - which would hopefully be less confusing than the first and just as easy to get through.
[ +3 pts MUCH BETTER SPARROW ]
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kuropeco rolled 2 6-sided dice:
5, 3
Total: 8 (2-12)
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Posted: Tue Apr 03, 2012 9:27 am
Cymbeline was moving again, ribs clattering here and there, her arms full of small, canvas bags. She handed him one and Sparrow peered into it curiously. It was full of small, round objects, brown in color, with a slightly roughened surface that felt a little bumpy in his fingers (he had stripped off the gloves, tucking them safely away in his pockets to keep them from getting dirty).
Seeds, he thought, just before Cymbeline went off on another one of her rambling spiels. Sparrow waited patiently for her to finish (it was something to do with bugs or insects and he might have caught the word "humans" every now and then), idly sifting through the bag of seeds and wondering what he was supposed to be doing with them.
There were two bags of seeds sitting on the table now, and Sparrow set down the one in his hands, reaching for the first of the bags. He pulled out a handful of smallish seeds, pale in color. The label above the bag said tomatoes - apparently they were some sort of common Human fruit (or was it a vegetable?), but Sparrow had never seen them before.
The second bag held something more familiar - FEAR plants, ones from Halloween, and Sparrow was not even sure that he wanted to reach in and get the seeds. He recognized a few of them, but none of which he wanted to actually touch - coming within a foot of most of these plants would almost certainly mean a resulting calamity, whether it be skin rashes, a poisonous gas, or just an obnoxious, choking weed that killed everything else.
Sparrow - for what was probably the sixth time in that hour and would not be his last - sighed, and reached for a handful of seeds from the second bag.
[ tomatoes + strangling knotweed ]
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Posted: Tue Apr 03, 2012 9:51 am
Sparrow poured dirt into each of the compartments of the terrarium, careful not to spill it anyway (though he did anyway). Once he was finished, he set the bag down and reached for the seeds. The cherry tomatoes - Sparrow wrinkled his nose a little at the name - went in one compartment, sticking them beneath the dirt and patting it down carefully - while the strangling knotweed (Sparrow wrinkled his nose even more at these, though from their odd odor and obnoxious demeanor once they were fully grown) went on the compartment on the right. He pressed them into the soil and covered them with dirt before leaning back, dusting his hands off.
Cymbeline held a vial in her hands, standing over her own glass box, and there were similar vials on the tables around him. Sparrow reached for one, unstopping it - it smelled rather foul and was smoking a little, some sort of greenish mist trailing upwards out of it - and examined it carefully. Then he leaned over his own terrarium, held the vial carefully, and poured a little bit of the noxious liquid into each side.
Then he waited.
Which wasn't for a very long time.
BANG.
Sparrow staggered backwards, stumbling away from the table and his terrarium - which now held two fully flourishing and leafy plants. Cymbeline was laughing again, ribs clacking and shaking as she walked around the room, looking at each little glass box carefully. Sparrow stepped back towards his own, a little cautiously, and eyed the black curling mist that was rising from the leaves.
It was actually sort of fascinating to watch. Sparrow mused over the plants for several moments, quite pleased with the results. The strangling knotweed and the cherry tomatoes seemed to be somewhat compatible with one another and there seemed to be no underlying damage to either.
Sparrow stepped back with a satisfied nod, hands on his hips. Cymbeline passed through, her eyes dancing with sunlight, and then smirked a little, twisting around with her bones shaking and popping. She wiggled her fingers at him and then moved on.
Sparrow really hoped that meant he had passed.
[ 1 distance > +3pts
TOTAL: 6pts + passed course = 2 horsemen pts! ]
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Posted: Wed Apr 04, 2012 11:26 am
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Posted: Wed Apr 04, 2012 11:30 am
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 [ 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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kuropeco rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Wed Apr 04, 2012 11:37 am
The trees were beautiful, Sparrow decided, as he stared up into the bright overhang of thick branches and heavily populated twigs, laden with leaves and flowers. They were old trees, with knobbled, gnarled trunks several shades of brown, and high up there were small, round fruits hanging down.
The horsewoman looked almost the same as the trees - brown and wrinkled and ancient - and she was wearing beautiful robes of a pale, sandy colored that swept over her feet and trailed along the ground. Sparrow let his gaze follow hers towards the fruit in her hand, then back up at the ones that hung from the tree. He had never been particularly good at outdoor sports, though he did enjoy playing them. But Sparrow was mostly a runner, not a climber, and he stared blankly at the tree in front of him, as if willing it to lean over and pick him up and carry him to the top.
Well, he thought, and pulled up his sleeves, cracking his neck and adopting a determined expression.
Here goes nothing.
...apparently it was easier than he thought. Sparrow was up the tree within a few moments, sitting on one of the branches with a somewhat surprised expression on his face as he leaned over to reach the next branch.
Hopefully this would stay this simple.
[ -1 round
TOTAL: 3 ]
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kuropeco rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Wed Apr 04, 2012 11:40 am
Upon swinging around to the other side of the tree, Sparrow lifted a hand, gripping one of the branches carefully in his gloved hands. He pulled himself up onto it and balanced there somewhat precariously for several moments, trying to regain his footing. Once he was satisfied that he could move without falling back onto his butt on the ground, he moved around to the left side of the tree, reaching for the next branch.
But pushing aside a handful of thick leaves proved to be rather enlightening, since there was a rope ladder beneath them.
Sparrow eyed it somewhat suspiciously.
Why is there a ladder here? he thought, glancing around at the students around him also in the training. They were all in their own worlds, determined to do their best, and the horsewoman on the ground remained silent, just watching their progress quietly.
He waffled with himself for a few moments. Then, reaching over, he grabbed one of the lower bars and swung himself onto the ladder, climbing up.
[ -1 round
TOTAL: 2 ]
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kuropeco rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Wed Apr 04, 2012 11:44 am
And then suddenly spiders.
Sparrow gave a small, startled squawk of surprise, swinging dangerously on the rope ladder. He batted at the small critters, scowling to himself as they wriggled unpleasantly up and down his arms and hair.
Maybe climbing this tree wasn't as easy as he thought it would be.
Once he was quite certain that he'd gotten rid of all of the nasty little buggers (his skin was still crawling unpleasantly), Sparrow pressed his lips together in a look of grim determination.
He was going to get to the top of this tree, Jackdammit, and he was going to do it in a reasonable, decent amount of time.
...maybe.
[ +1 round
TOTAL: 3 ]
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kuropeco rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Wed Apr 04, 2012 11:49 am
He was almost there...almost...
Sparrow's fingers stretched out towards the fruit, his tongue sticking out of the corner of his mouth as he concentrated on two things: not falling and getting the fruit.
Unfortunately he looked down - a mistake.
"Great Jack this is high up."
This was followed by:
"Why in Jack's name did I just look down."
His fingers touched the skin of the fruit, which felt warm and ripe. Carefully he pulled it off and tucked it against his chest, not wanting to drop it and lose everything he had just had.
Now to figure out how to get down...
It took a bit of improvising, some wrangling, and a great deal of self control on Sparrow's part to climb back down the tree without squashing or dropping the fruit, but once he reached the ground (very gratefully), he handed it over to the horsewoman with a wide, pleased smile on his face.
[ +1 round
TOTAL: 4 = +3 horsemen points! ]
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Posted: Wed Apr 04, 2012 10:23 pm
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Posted: Wed Apr 04, 2012 10:26 pm
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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kuropeco rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Wed Apr 04, 2012 10:29 pm

All he saw was sunlight.
There was no avoiding it, really. It was splashed everywhere, a whiteish gold, blinding light that had Sparrow lifting his hands in an attempt to shade his gaze. The heat of it spread over his face and arms, and Sparrow tugged his sleeves back down, not wanting to burn himself. He turned to leave, seeing as how he had not seen where the instructor was and thought he had the wrong place after all - but a skeletal hand a a wheezing, raspy voice made him turn back around.
Sparrow, slowly adjusting to the brightness, squinted down at the glass boxes on the ground around the Ktur's feet. The horsemen pushed one of the glass contraptions towards him, and Sparrow knelt down beside it, peering inside.
It was...not very exciting. All he saw was wavy grass spread out across a field - tall grass that was sifting slowly, lazily, from side to side from a simulated breeze, it seemed.
Well, thought Sparrow, shrugging. Here goes nothing.Quote: 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.
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kuropeco rolled 1 12-sided dice:
6
Total: 6 (1-12)
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Posted: Wed Apr 04, 2012 10:32 pm

And then suddenly insects.
"Hey!" squawked a very indignant Sparrow as he stared down at the swarm of insects that had suddenly mobbed his environment. He swatted at them, trying to get them away - which they did, eventually, but leaving behind some gaping holes in the process.
Well, that wasn't very nice.Quote: 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.
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