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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[!][Training][SOLO] Comfort in Death Glitter (Joachim) Goto Page: 1 2 [>] [»|]

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stella cinere

Ice-Cold Codger

PostPosted: Tue Apr 10, 2012 7:43 am


Nothing Yet
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All That Glitters Has a Purpose

You begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.

When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.

The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.


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OOC Information:

At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled.

To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that.


1 - The Diamond-Set Circlet

You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion.

Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room.

Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure.


2 - The Ruby-Set Bangle

Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through.

With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc.

Roll 4d4 and match each number with the corresponding result.
1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction.
2: Your shade gets caught in a trap, but manages to free itself and continue along.
3: Your shade gets caught in a trap and can't continue.
4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine.

(You successfully lead your shade minion through the course as long as you avoid rolling a 3.)


3 - The Emerald-Set Necklace

You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries.

Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit.

The scarelings start at 10 hp each!


4 - The Sapphire-Set Brooch

The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit.

When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory.

Roll 3d100 and add up the total, then match it with its corresponding result.
0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure.
101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches.
201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident.


5 - The Amethyst-Set Ring

The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers.

Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you.

Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.


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POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+1 point if you succeed
+1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus)
+1 point for the following (cannot go over 3 points/day with the inclusion of this bonus):
-Roll a perfect 20 for Diamond.
-Two or more rolls of '1' and no 'failure' rolls for Ruby.
- Leave all five scarelings with 9 or more HP for Emerald.
-Roll 250 or higher for Sapphire.
-Restrain at least 21 attackers for Amethyst.

stella cinere rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Tue Apr 10, 2012 7:44 am


The darkness was refreshing, compared to the open canopy filled sunlight of the Isle of War; the Isle of Death was complete darkness. Joachim couldn't say he hated sunlight; he was just not as fond of it as he was the darkness that mimics the night with lights that almost glowed like faint stars. It was comforting, the darkness, the smell of old rock it in a way gave him a nostalgic scent of being home the only difference being the musty scent of earth versus wood.

He stood there in the middle of the large cavernous room, not thinking about where the glow of light came from or even if there were traps laid hidden among the floor, instead he stood there taking in deep breaths. His entire body fell relaxed before he started to head in the direction of a niche.
The only sound that echoed in the hallway was the heels of his boots as he traveled to the room with cushioned pedestal. In the center of the pedestal rested a rather skillfully crafted rube-set bangle, the reaper was so intrigued by it he didn’t even notice the faint rumbling of mechanics from beneath his feet. Instead he picked it up, rotating it in his fingers looking at every aspect of the craftsmanship put into its creation.

“Beautiful……” He whispered before slipping it around his wrist.
As soon as it was on, the floor started to fade away starting from the edges. “s**t… s**t s**t s**t this is why I shouldn’t touch things!” Joachim replied as he started to pull the bangle off his wrist, but he wasn’t quick enough.

The floor disappeared, or at least it had appeared to yet he was still alive. In its place the floor showed a rather intricate maze, twist and turns that his mind tried to solve however the glowing figure that started to form caught his attention.

stella cinere

Ice-Cold Codger

stella cinere rolled 4 4-sided dice: 2, 1, 3, 4 Total: 10 (4-16)

stella cinere

Ice-Cold Codger

PostPosted: Tue Apr 10, 2012 7:46 am


Getting to on his hands and knees Joachim pressed his face to the floor; it was cold against the tip of his nose however he could at least get a closer look at figure. It seemed to appear to be peering at him in return, as if he it was waiting for something….

Direction.

Looking at the figure and at the maze, Joachim looked a little bewildered until everything in his head started to click like gears of a clock. This was amazing, to have the figure walk around in the maze instead of him (last time he attempted it he ended up in the jaws of a man eating pant). Nodding he started to calculate the best sort of way for the figure to walk.

“Ok…. Go forward…” He replied pointing his hand in front of him in the same direction of the opening of the maze. The figure hesitated for a moment but then moved walking in the direction the reaper had pointed. It continued to walk straight past the corner Joachim wanted it to turn at and straight into a net.

“Jackdamnit…” Joachim muttered under his breath as he realized he should have continued in telling the figure which directions it needed to go in.
Waving his hands he stood up, he started to do a series of wiggling movements that looked like a rather poor dance move and then pointed at the figure. The figure did as best as it could emulate what Joachim had done. Luckily it did allow him to become free and Joachim with his finger rotated it around as if to show to turn. The figure did so and with a straight hand pointed in the direction of the correct hallway the figure followed.

A few more turns here and there and Joachim started to get closer towards the end of the labyrinth. Each time the figure looked back at the reaper he either nodded to encourage it to keep moving in the direction he wanted it to, or wave his hand in the direction it needed to go. He had also managed to avoid most of the traps or at least the ones that were fairly obvious.

It was doing fairly well until Joachim realized the current path he had lead his figure down was blocked with a rather large pit in the way. He tried to signal to the figure with a few jumps, and with his hands doing a sort of wave sign for it to jump over the pit.

And it did, or at least tried to, however the figure didn’t make it fell.
“Opps… sorry….” The reaper said feeling a little bad about killing the figure. He thought he would have made it but he just didn’t run and jump. The floor started to return to normal as Joachim returned the bangle to its pedestal. That was enough for one day.
stella cinere rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Apr 11, 2012 4:57 pm


DAY TWO


He returned, back the to the almost starlight featured room with standing in front of all of the niches. Joachim wanted another turn at the puzzle, the idea of the maze and being unable to complete it still ran through his mind as he thought of ways he could solve it. He even tried to doodle the entire maze out on paper and rework how to get to the end.

So he had returned, standing there closing his eyes waiting to feel that familiar tug of interest calling out to him wanting him to follow it down the path and when it called he followed.

The sounds of his heels clicking on the floor echoing in the hallway as he quickly made his way to the end paused when he entered the room. Instead of a ruby bangle sitting on the pedestal in front of him it was an emerald set necklace. Joachim couldn’t say it was beautiful, it was and well crafted but he was slightly disappointed, he had hoped to succeed but this, this wasn’t the right one.

Regardless of the broken look that lingered on his face he picked up the necklace and clasped it around his neck.

stella cinere

Ice-Cold Codger

stella cinere rolled 10 10-sided dice: 4, 9, 6, 10, 8, 6, 1, 5, 9, 2 Total: 60 (10-100)

stella cinere

Ice-Cold Codger

PostPosted: Wed Apr 11, 2012 4:59 pm


Joachim looked at the floor expecting it to fade away, but it didn’t instead there were five cute faces of scarelings peering at him. They looked at him for a moment before one started to tug on the others ears causing them all to playful head towards the middle of the room. The last one to join waved the reaper, but Joachim found that as he tried to wave back he couldn't.

He tried to open his mouth but he couldn’t, he struggled thinking “I’ve got to moveee movvee body movveee.” Yet nothing happened. All he could do was watch the scarelings play happily with one another as something in the shadow moved.

At first Joachim thought it was a trick of his eye, but he kept watching and it started to shift and grow larger. It hand long hands with what mimic long shadowy teeth and it was not alone. Another and another started to appear around the scarelings, the cuteness unaware of the scene unfolding.
RUN! He tried to scream but it only rang in his head, one of the grotesque figures sank it’s claws into a scareling.

NOOOO Let it go![/] He thought still trying to get his body to move even just an inch. Instead the necklace started to glow as if responding to his need, and so did the wound on the scareling. It looked as it almost healing it.
Save them I have to save them! He thought as he tried to get every wound the creatures inflicted on the scarlings, but he was too slow.
Eventually they were over run as they let out pitiful screams, wailing, fading way into the darkness.

When they were gone Joachim realized he could move again, taking the necklace off as fast as he could unclasp it he put it back on the pedestal deciding never to come again.
PostPosted: Thu Apr 12, 2012 10:33 pm


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Inner Peace

The room was divided into cubicles, each cubicle with a small, rectangular carpet in it. The whole place was so quiet that it was almost odd, and smelt strongly of incense; however, the smell seemed to calm your mind, and some students might find themselves feeling a little too relaxed or sleepy; there wasn't really anyone in the room to man it, just a sign lit by candles.

"Calm your mind, seek inner peace"


Perhaps you should try meditation... As you take a seat in one of the cubicles, a horsewoman of Death appeared behind you, and lowered a curtain that closed ypur cubicle off from the rest of the room; maybe there was someone manning the room after all...


Quote:
-> This is a solo activity!

Roll 1d10
1-2 : You got distracted...
3-4 : You fell asleep!
5-6 : You feel almost... Tranquil. (+1 concentration)
7-8 : You feel like you're floating on a cloud... (+2 concentration)
9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)

Once you have at least 3 concentration points...
-> You've gained 1 Horseman point!
-> From the peace, turmoil rises!
-> You suddenly remember a fear you have. It could be anything; an old memory, a phobia...

Roll 1d100:
1-20 : Your concentration broke immediately, and you leave feeling shaken.
21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave.
41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out.
61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+1 Horsemen Point)
81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+2 Horsemen Points)


Horsemen Points


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- See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours

stella cinere

Ice-Cold Codger

stella cinere rolled 1 10-sided dice: 8 Total: 8 (1-10)

stella cinere

Ice-Cold Codger

PostPosted: Thu Apr 12, 2012 10:34 pm


Joachim decided today to not attempt the maze of the ruby bangle, instead the scent of the incenses lingering in the meditation room called to him, beckoning him. However, this wasn’t really to meditate it was more or less wanting him to come sleep to take maybe a few minutes of restful sleep. Taking a few steps in he realized that his the heel of his boots where rather disruptive leaving him having to tiptoe to the first available cubicle. Sitting down Joachim stretched a bit getting ready to sleep when a horsewoman appeared behind him closing the curtain.

That was… rather unexpected leaving Joachim no choice other than meditate. At least it was something like sleeping he thought sitting there trying to relax his mind. After a few minutes he started to feel as if he was floating drifting away from his body like a dream.

Concentration Points: 2
stella cinere rolled 1 10-sided dice: 1 Total: 1 (1-10)
PostPosted: Thu Apr 12, 2012 10:42 pm


He remained floating in his mind until a noise sounded causing his brows to knot and his frown to deepen. It was almost like a tiny bug buzzing in his ears, Joachim wanted to swat it away but instead he tried to fight it ignore it in all hopes that it would just go away.

Too bad it wouldn’t just fall over dead, he thought wishing he had some sort of ability to just zap it. Still he remained seating unmoving trying to focus his mind again at the task at hand.

stella cinere

Ice-Cold Codger

stella cinere rolled 1 10-sided dice: 10 Total: 10 (1-10)

stella cinere

Ice-Cold Codger

PostPosted: Thu Apr 12, 2012 10:46 pm


The buzzing eventually stopped, or maybe he had started to drift so far into his thoughts that the bug no longer existed to him. He could feel his body feeling lighter and lighter like a feather floating in the air, drifting without any worries or care. It almost like sleeping but without the heaviness overcoming him, or the nightmares lurking in the shadows of his mind.

Instead he found himself in absolute peace, nothing bothered him there was no longer any concern. Joachim didn’t have to think about being on the Isle of Death or a student he was just content with everything.

Concentration Points: 5
stella cinere rolled 1 100-sided dice: 38 Total: 38 (1-100)
PostPosted: Thu Apr 12, 2012 10:50 pm


Something started to lurk in the back of mind, something a memory, no something worse starting to floating to the surface of the murky water. It was a nightmare. It started with ghouls all around him surrounding him making a nervous, his face turning several shades of red. They started to laugh, laughing at him and everything that he had done. He wanted to scream but they kept laughing tugging and hugging him clinging to him, their laughs started to morph into shrieking he wanted to wrap his ears to tune them out!
But they cling drawing his hands way however they were no longer just ghouls. Their hands were slimy long with tentacles wrapping around tugging making his skin crawl their bodies contorting in gelatinous mess.

He screamed.

Sweat was cling to his skin as the hair on the back of his neck was damp, he had to get out of there. Standing on his feet his knees were shaking, he couldn’t keep them steady as they threatened to buckling underneath. Pulling back the curtain he left not even worrying about the clicking noise his heels made on the floor.

Horseman Points: 1

stella cinere

Ice-Cold Codger

stella cinere rolled 1 10-sided dice: 3 Total: 3 (1-10)

stella cinere

Ice-Cold Codger

PostPosted: Fri Apr 13, 2012 9:20 pm


After the long day or days he wasn't sure of class Joachim decided to head back the room of meditation despite the last assortment of nightmares. Tiptoeing into the room he took the first available cubicle he could find and sat down telling himself that he wasn't going to sleep.

However, as he sat there trying to meditate he started to drift off to sleep. He woke up as soon as his head started to fall into the seat.
stella cinere rolled 1 10-sided dice: 1 Total: 1 (1-10)
PostPosted: Fri Apr 13, 2012 9:29 pm


After he shook the sleep from his body Joachim tried to sit there again closing his eyes tightly trying to focus on meditating.

However his skellyphone started to buzz in his pocket distracting him.

stella cinere

Ice-Cold Codger

stella cinere rolled 1 10-sided dice: 5 Total: 5 (1-10)

stella cinere

Ice-Cold Codger

PostPosted: Fri Apr 13, 2012 9:31 pm


Clicking the phone of of vibrate to complete silence Joachim tried to sit there focusing on meditating.

He started to feel somewhat peaceful, as his mind started to ease.

Concentration Total: 1
stella cinere rolled 1 10-sided dice: 2 Total: 2 (1-10)
PostPosted: Fri Apr 13, 2012 9:33 pm


However the peacefulness started to drift away as a lose hair started to tickle his nose.

Pinching it he avoided sneezing but he had lost his concentration.

stella cinere

Ice-Cold Codger

stella cinere rolled 1 10-sided dice: 1 Total: 1 (1-10)

stella cinere

Ice-Cold Codger

PostPosted: Fri Apr 13, 2012 9:35 pm


He still couldn't concentration, his back was starting to hurt and he was getting rather antsy like he had to run to the restroom.
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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