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Posted: Tue Apr 03, 2012 9:11 am
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~ biggrin ay 1:~
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. 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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chi honda rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Tue Apr 03, 2012 11:54 am
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chi honda rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Tue Apr 03, 2012 12:01 pm
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chi honda rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Tue Apr 03, 2012 12:07 pm
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chi honda rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Tue Apr 03, 2012 12:12 pm
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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: 4 Rounds = 3 HORSEMEN POINTSQuote: TO OBTAIN 3 HORSEMEN POINTS: Your total number of rounds is between 3 and 5 - you successfully picked the fruit! Now hand it over.
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Posted: Wed Apr 04, 2012 10:35 am
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~ biggrin ay 2:~
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 [ 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.
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chi honda rolled 3 10-sided dice:
5, 2, 5
Total: 12 (3-30)
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Posted: Wed Apr 04, 2012 4:11 pm
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chi honda rolled 3 10-sided dice:
6, 3, 5
Total: 14 (3-30)
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Posted: Wed Apr 04, 2012 10:13 pm
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chi honda rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Wed Apr 04, 2012 10:22 pm
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chi honda rolled 3 10-sided dice:
7, 8, 9
Total: 24 (3-30)
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Posted: Wed Apr 04, 2012 10:24 pm
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Posted: Wed Apr 04, 2012 10:33 pm
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chi honda rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Wed Apr 04, 2012 11:39 pm
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Posted: Wed Apr 04, 2012 11:49 pm
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Posted: Thu Apr 05, 2012 4:59 am
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~ biggrin ay 3:~
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 [ 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
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chi honda rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Thu Apr 05, 2012 6:43 am
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