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chi honda

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PostPosted: Tue Apr 03, 2012 9:11 am
~ biggrin ay 1:~



Foraging

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

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

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

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


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


Quote:
ROLL 1

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




Quote:
ROLL 2

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



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



Quote:
ROLL 4

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


POINTS DISTRIBUTION


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

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

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

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

 
chi honda rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Apr 03, 2012 11:54 am
Tyshina had never seen anything like it before in her life! The tree's may have looked gnarled but to her they looked like a wonderland. She could see each curve of beauty and wear on there branches. It was as if the world at worn away at them and instead of giving in they wove together.

While staring at the branches she suddenly heard something come up behind her. With that one noise she quickly turned around on her tippie-toes and looked to see who was upon her. It was to her surprise a female horseman, with strong features and a robe of sand rainbows. "Wow..." she whispered before she snapped out of her gaze and continued, "It's a pleasure to meet you." With that she took a bow and awaited her orders.

The female spoke and she took every word in. "So my goal is to get the fruit and avoid the traps," she said with a nod, "Understood! I will not fail you and will honor this season before us." With that she quickly bowed once more and took off towards the trees base. She knew she couldn't afford to waste time and so she began her task with her heart full of determination.

she was up on the tree before she knew it, but the second she began to climb a gust of wind blew her small body up the tree further.

((4 - A gust of wind tosses you up the tree! -1 round

Total: 4 - 1 = 3 rounds))

 

chi honda

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chi honda rolled 1 4-sided dice: 3 Total: 3 (1-4)

chi honda

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PostPosted: Tue Apr 03, 2012 12:01 pm
The gust of wind was strong but not strong enough to break her spirit. It would take far more to knock her down then a puny gust of wind. She continued her hardest to climb the branches of the tree. Her goal was still fresh in her mind and nothing would stop her from completing it. "I can do this..." she whispered under her breath as she used the rest of her strength to push herself further up the tree.

All of the sudden she heard the sound of buzzing coming closer and closer to her body. It didn't take her long to notice the wings flying by her ear. her heart raced faster hoping to avoid the bug. Though it was to late and she knew it, the minute she could sense their presence around her. It only took seconds before she could feel there stingers as they stabbed into her legs and arms. "I will not fall," she said aloud to them as she ignored the pain and just kept climbing. The pain was siring as she climbed, but she knew great accomplish only came through great pain. She would complete this task no matter what the cost, pain or not.

((3 - BEEEEEEEEEES! +1 round

Total: 3 + 1 = 4 rounds))
 
chi honda rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Tue Apr 03, 2012 12:07 pm
Tyshina continued up the tree except this time instead of buzzing, she could feel the tree or something shake. "What on earth..." she whispered to herself as she continued to climb. She attempted to ignore it for as long as she could. Sadly enough long enough really wasn't all that long. She had only climbed a few more inches before she felt one, then two, then three acorns bang her in the head. She squinted her eyes but just took a deep breath and continued to climb.

The further she went the more acorns she felt fall upon her. It hurt greatly and it almost made her want to let go of the tree. Though she knew giving up was not an option, the only word she knew was completed. Fail was not in her vocab and it never would be. She paused for a moment and breathed, before she began to hum a small tiny tune that only she could hear. The tune soothed her, inside and out. it brought her a peace and allowed her to climb and attempt to reach the fruit.


((1 - You are bombarded by a hail of acorns. Take cover, +1 round

Total: 4 + 1 = 5 rounds))
 

chi honda

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chi honda rolled 1 4-sided dice: 2 Total: 2 (1-4)

chi honda

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PostPosted: Tue Apr 03, 2012 12:12 pm
The fruit was within her grasp and she could smell it! All it took was a come more inches and she would be there. She just had to remember not to look down, since not even she knew how high she had climbed. "Don't look down, don't look down," she hummed quietly as she reached her right hand up.

Luckily her hand had grasped it! The fruit was now in her possession and her task was almost finished. The last step was to get it back to earth's floor and hand it to the female she had met earlier. The task was finally at the easy step. She quickly sped down the tree, holding the fruit outward and tightly in her right hand.

It took a little longer than she had expected, which in reality was a couple minutes. Though as soon as she was only a couple feet high, she did a backflip off the tree and onto the ground in front of the female horseman.

"I have the fruit you asked for," she said calmly as she did a curtsy and held her right hand out in front of her. The fruit was held in the direction of the horseman. She kept her head lowered and hand out until she felt the fruit gone. Her task was finally completed and now it was time for her to take a rest. Her day had been fruitful in both senses, though sadly the day was coming to a close and in order to keep moving she knew she needed rest.

So quickly she headed off back towards the dorm though before she did she turned and said, "Thank you for this opportunity...." Then with those few words she turned and left.

((2 - You don't look down. -1 round

Total: 5 - 1 = 4 rounds))



------------------------------------------------------------------------


END OF DAY 1 RESULT:

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4 Rounds = 3 HORSEMEN POINTS


Quote:
TO OBTAIN 3 HORSEMEN POINTS: Your total number of rounds is between 3 and 5 - you successfully picked the fruit! Now hand it over.
 
PostPosted: Wed Apr 04, 2012 10:35 am
~ biggrin ay 2:~


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POISON/ ANTIDOTE CRAFTING:

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

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


Stage One


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


Stage Two


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


Stage Three


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


Stage Four


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



Stage Five


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

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

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


POINTS DISTRIBUTION


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

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

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

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

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

chi honda

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chi honda rolled 3 10-sided dice: 5, 2, 5 Total: 12 (3-30)

chi honda

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PostPosted: Wed Apr 04, 2012 4:11 pm
Tyshina lurked into the area where she was to go for her next day of training. She was a little later than she wanted to be but she decided that late or not she still wanted to try her best and get some training in. Today's topic was poisons, and she was utterly excited the moment she walked into the area.

Though first things first and that was she needed to roll for her ingredients. So in her hand she took up three near by dice and rolled. Would luck be in her favor or would it fail her she wondered.
 
chi honda rolled 3 10-sided dice: 6, 3, 5 Total: 14 (3-30)
PostPosted: Wed Apr 04, 2012 10:13 pm
"Hmmm .... well that didn't go so well," she said as she stared at her first roll of dice. Sadly instead of rolling three different numbers she was stuck with two of the same. So instead of taking what she had received she quickly decided to roll again. This time luckily she had no duplicates and ran up to the front and chose three items: A Human's Tear, Mysterious mushrooms, and a Mandragora root. All these items were completely foreign to her, but none the less she took them back to where she had decided to work and set them down gently.


((1+1-2=0))  

chi honda

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chi honda rolled 1 4-sided dice: 4 Total: 4 (1-4)

chi honda

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PostPosted: Wed Apr 04, 2012 10:22 pm
With the first step down she quickly started on her next step. Without any hesitation she quickly began to use the filtration system to mix everything together. Her hands were quickly had work as she waited to see what would become of her mixture of unique items.

To her surprise the mixture turned out nothing like she had thought it would. As she started for a few moments at the clear slightly tinted liquid. It was unbelievable, all of those strange items and still it came out clean as day. Maybe it was just one of those strange instances where nothing is what you think it will be she thought quietly to herself.



((Poison total: 4))  
chi honda rolled 3 10-sided dice: 7, 8, 9 Total: 24 (3-30)
PostPosted: Wed Apr 04, 2012 10:24 pm
She quickly shook her head and put the potion aside. For now it was time for her to begin her next item, the antidote. While she didn't quite understand why she had to both she didn't question and just did as she was told. She went to the front area and very carefully selected her next three items: filtered water, mint, and a rune stone.

These weren't your everyday items but she was pleased with them as she went back to her workplace. as soon as she arrived back, she mixed the items and waited to she what they all looked like together.


((0-1+1=0))  

chi honda

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chi honda

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PostPosted: Wed Apr 04, 2012 10:33 pm
Forgot to roll. x3  
chi honda rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Wed Apr 04, 2012 11:39 pm
Finally it was time for her final step and that was to mix it all together and make one unified antidote. Everything seemed to be going smoothly as she began to put the mixture into the purification station. She almost wondered if she was doing something wrong since this was going so well. Though maybe it was just she was more worried than anything.

Though she shook her head and waited to see what would happen. To her surprise nothing really changed much. An to be honest it just looked like all that happened was the liquid got a little thicker. This result was far from what she expected but once again she said nothing and just continued to her next step.



((ANTIDOTE TOTAL: 0+2=2))  

chi honda

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PostPosted: Wed Apr 04, 2012 11:49 pm
((....))
 
PostPosted: Thu Apr 05, 2012 4:59 am
~ biggrin ay 3:~



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Nesting

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

Stage One

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

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


Stage Two

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

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


Stage 3

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


Stage 4

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

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

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


Stage Five

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


Stage 6

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


POINTS DISTRIBUTION


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

TO OBTAIN 3 HORSEMEN POINTS YOU MUST HAVE PASSED ALL ROUNDS

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

TO OBTAIN 1 HORSEMEN POINT YOU MUST HAVE EITHER PASSED ROUND 2 OR 3
 

chi honda

Adorable Dreamer

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  • Conventioneer 300
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chi honda rolled 1 4-sided dice: 1 Total: 1 (1-4)

chi honda

Adorable Dreamer

18,275 Points
  • Conventioneer 300
  • Bunny Hunter 100
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PostPosted: Thu Apr 05, 2012 6:43 am
Today was another day of training and she was rearing and ready to go! All she knew was that today's lesson would be about the outdoors and how to survive out there if she needed too. The last thing she heard was it was something about making a safe camp site or something along that nature. Either way she arrived early at the training area and was ready for whatever would be thrown her way.

The first thing she heard was she needed to choose a camp area to begin at. So choose she did and her choice ended up being, a spot next to a younger member of the clan by the dried reeds. She wasn't quite sure who the member was but they didn't look to bad in her eyes.
 
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