Welcome to Gaia! ::

THIS IS HALLOWEEN: Crossroads

Back to Guilds

This is Halloween Crossroads 

Tags: This is Halloween 

Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[TRAINING][SOLO] Temes [ I shall Learn ]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Rown

Friendly Hunter

PostPosted: Tue Apr 10, 2012 1:25 pm


User Image - Blocked by "Display Image" Settings. Click to show.


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)
Rown rolled 1 10-sided dice: 2 Total: 2 (1-10)
PostPosted: Tue Apr 10, 2012 1:28 pm


It was hard for the monster to find something to do, something she knew would be easy for her and didn't involve much physical work. She was by no means of the imagination strong and brave (okay she was strong, not brave) but there just had to be something she could do, right?

That certain thing she could do involved concentration, learning to meditate and find some form of inner peace? Maybe this was the thing to do and so she went with it, finding the place where she could learn to achieve a sort of inner balance.

Too bad she was barely thinking and got distracted. Should she...well, try again? It wasn't as though the woman - the priestess - was kicking her out just yet.

Rown

Friendly Hunter

Rown rolled 1 10-sided dice: 6 Total: 6 (1-10)

Rown

Friendly Hunter

PostPosted: Tue Apr 10, 2012 1:36 pm


Moving into something like a lotus poisition, or a weird leg position, was hard when you had a belly and spikes on your legs - but Chuppi was determined to try. She folded her legs and bent her fingers, her eyes closing and inhaling deeply.

Her thoughts needed to be clear, she needed to have a good idea of what was going on, and she started to think of nothing but a state of peace. Temes was safe, she was sound. The Hoseman Islands would leave her in a place to be protected, they would be free here to learn and prosper and not have to fear the hunters and their white coats.

In this place Temes could and would learn to keep her secrets, to keep herself safe. In this place she would learn to be a woman and a monster, a proud member of Amityville. Such thoughts helped her feel light, feel strong, and gain a sensation of something other than peace.

concentration 1
Rown rolled 1 10-sided dice: 8 Total: 8 (1-10)
PostPosted: Tue Apr 10, 2012 1:44 pm


The ground was free beneath her feet, the sky above her endless and wide. There was nothing for Chuppi to fear, nothing for her to worry over any longer. It was as if she'd finally discovered a sense of inner peace, of relaxation, and she allowed herself that brief moment in time to just enjoy being something other than herself.

There was no need for paranoia, no need for stress. Her tears would not fall, her tears would not even start. Instead she would simple become one with the sky and think of nothing but the feeling of flying and floating against a cloud.

Clouds felt wonderful, Chuppi felt wonderful.

concentration 2

Rown

Friendly Hunter


Rown

Friendly Hunter

PostPosted: Tue Apr 10, 2012 1:46 pm


The cloud was no longer a cloud as her mind shifted. The cloud was turning to metal, no longer the soft cushion she enjoyed, and soon it swallowed her whole.

It was a cage, like the one she had been in before, and it snapped at her wrists and ankles as it surrounded the entirety of her body. There was no escaping, no getting free, and a cold fear enveloped the peace that Chuppi once held. The tranquility was gone, replaced by terror, and it took everything she had not to cry out and try to flail.

Pressing her luck now would do nothing. The memory of a cage, the memory of a pendant being placed around her neck, haunted her thoughts and took away everything she'd gained. Was this the goal of meditation, to turn her joy into fear?

horseman point total 1
Rown rolled 1 100-sided dice: 65 Total: 65 (1-100)
PostPosted: Tue Apr 10, 2012 1:49 pm


Somehow though she. . . no, she was not in the cage any longer. Chuppi was not going to let those thoughts haunt her peace, not interrupt her riding of clouds and chance to relax and find a place her heart belonged. anger sprouted at the fringe of her mind, to combat the terror, and just as she tried to pull the metal of the clouds back into the white fluffiness her eyes opened.

The room was there, she felt. . . oddly at ease despite the sudden terror, and a few drops of sweat littered her brow. One of the priestesses helped her to her feet and ushered her to the door, apparently their lesson over. It was enough, she bowed her head in thanks, and the monster moved outside.

Had she learned anything from this, had she come one step closer to relaxing? It was hard to tell but for now she had passed some sort of inner test.

horseman point total 2

Rown

Friendly Hunter


Rown

Friendly Hunter

PostPosted: Wed Apr 11, 2012 12:50 pm


User Image - Blocked by "Display Image" Settings. Click to show.


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.


User Image - Blocked by "Display Image" Settings. Click to show.


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.


User Image - Blocked by "Display Image" Settings. Click to show.


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

User Image - Blocked by "Display Image" Settings. Click to show.

+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.

Rown rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Wed Apr 11, 2012 12:51 pm


Spelunking seemed like something that could and would be fun, a chance to get her mind away from meditation and everything else, so when she learned about doing it she took a chance and went forward.

It was strange, seeing all these pretty stones, but the directions seemed simple enough and the monster took a few steps forward. She noticed a specific gem, an amethyst, and it seemed to call to her. Taking it and placing it on her hand she felt empowered, ready, and she went on investigate the caves.

This was somewhat exciting? There was nothing much to fear, or so she felt.

Rown

Friendly Hunter

Rown rolled 2 12-sided dice: 4, 12 Total: 16 (2-24)

Rown

Friendly Hunter

PostPosted: Wed Apr 11, 2012 12:53 pm


The ring fit to her finger, it was nothing unpleasant even though it did surprise her somewhat, and Chuppi looked down at the stone with the look of a child admiring something pretty for the first time. She hadn't looked at it before she walked, she'd forgotten to, but as soon as she noticed it there came a hum.

A loud hum. A hum that was getting closer.

A stampede.

Part of her wanted to run, her brain commanded her to run, but her legs would not respond. Instead she lifted her hands and was surprised to find the ring appearing to sparkle, to call something towards her. From the stones came shackles, grabbing away at those who were charging, and the monster watched with awe as they were restrained.

Inside her mind a voice called for her to go, her legs finally obeying, and she dashed though the group that was being held down by stone. Getting pass them was easy, she was soon out, and the ring came off her finger as she set it back in place. Just what exactly that all had meant confused her but none the less it had been an adventure.

horseman point total 2
Rown rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Thu Apr 12, 2012 1:58 pm


Again she was curious, wanting to know more about the caves and the stones. The gems had been so pretty (was she silly in thinking such thoughts?) and she wanted to see them again, to see if something new would come in the adventure.

Entering the area she took a different path, resulting in her approaching a different type of stone. This was not the ring like before, rather a circlet, and the stone inside it was not the amethyst from before. It was a diamond, lovely, and the monster gave a silent word of thanks before placing it on her head.

That was how a circlet was worn, right? Chuppi didn't know, but instead she just did it and waited.

Rown

Friendly Hunter

Rown rolled 1 20-sided dice: 5 Total: 5 (1-20)

Rown

Friendly Hunter

PostPosted: Thu Apr 12, 2012 2:00 pm


There was no hum of a stampede as Chuppi moved forward, no rumble against the ground. Instead she thought she heard a faint whistle, a noise like a song, and as soon as she looked up she noticed something coming her way. A panic rose in her throat and she backed up, wondering just what was going to happen if that thing hit her.

Her arms came up over her head, like before, and instead of stone shackles she was aware of a sudden shield following the route of her arms. The projectile smacked against it, shattering, and the shield faded. The monster had no time to think as another followed, then another, and she waved her arms over and over to see if that would save her.

It did, the shield appearing and the objects breaking, and so she kept waving like an idiot as she made her way to the exit. As she finally reached the end the circlet vanished, going back to its proper location, and Chuppi breathed a sigh of relief. Tomorrow she would come back again, learning again.

horseman point total 2
Rown rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sat Apr 14, 2012 3:38 pm


Third time was the charm, perhaps giving something new, but to Chuppi's surprise (she was not disappointed either) she was back in the tunnel with the amethyst.

A rumble started in the distance.

She knew what was coming. Crap.

Rown

Friendly Hunter

Rown rolled 2 12-sided dice: 5, 9 Total: 14 (2-24)

Rown

Friendly Hunter

PostPosted: Sat Apr 14, 2012 3:39 pm


The rumble, the stampede. Chuppi somewhat knew what to do, she moved her hand and the shackles came, but this time she didn't hesitate and wait to move. She booked it out of that room like it was going out of style, her feet carrying her through the hall.

She wasn't even aware the ring was gone until she was out of the tunnels and back where he belonged.

horseman point total 2
Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum