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[ ACTIVITY ] Artifacts ADVANCE QUESTS (Class B only) Goto Page: 1 2 [>] [»|]

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Zoobey
Artist

Magical Incubator

PostPosted: Tue Apr 23, 2013 1:09 pm
IF YOU ARE A YEAR THREE STUDENT / YEAR TWO HORSEMEN/ YEAR THREE HUNTER


gaia_crown Then this thread is for you! You may pick up an ADVANCE ARTIFACT QUEST HERE!
gaia_crown To start a (non-custom) Class B artifact quest you need to pay 5 rp points per attempt. These are then deducted from your total usable points tally. This is just for TRYING. A custom Class B artifact quest costs 100 points, and does not require any payment per attempt, just a flat cost.

Use the form below to pay the toll and be officially able to start your quest!
gaia_crown When you complete the ADVANCE quest, please drop off your artifact obtained here to make this official! Please also read the general guidelines for artifacts HERE.


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- Please note this affects all class B artifacts, you can either have the DESIGN of the weapon (reapers, Hunters) OR the design of the outfit on the right. You cannot have both! Reapers and Horsemen can choose but Hunters only have their weapons designed with the flourish!

- Only B class artifacts however have a full influence of the artifact design. This design must fit the guidelines of the specified weapon (see B CLASS WEAPONS)

gaia_crown [ Class B Artifacts: ] Class B artifacts are classified as highly volatile. Only those with very specific positions can carry these artifacts around, and only to assist them when necessary, like wielding a position of power. Class B artifacts are items that have been imbued with a considerable amount of power, enough to interrupt a good population of creatures, be it through a status effect or an amplification of power. Class B artifacts can affect more than just its wielder: in fact, it can affect several targets. Because of that, there is a list of all Class B artifact holders.
- ALL B Class artifacts can NOT be modified! If an artifact specifies it can NOT be modified it will always retain that form! Those artifacts can be summoned and de-summoned upon will (Fear usage), but do not have any form other than its full form. Art-wise they appear in alternate art only in their full forms. B Class artifacts are so powerful they may influence the appearance/ Fear of a character OR in the Hunter's case their weapon (if you are a Horsemen or Reaper you can choose EITHER character OR weapon not both). Each B class artifact comes with a general appearance guide as to what it looks like, though the artist is free to use creative license to expand on it slightly, as long as it still fits within the restricted areas and has the same colours/ general appearance!).
- B Class artifacts can be obtained through EPIC QUESTS. See BELOW for more information.

OOC: If your character has hit the final stage, they MAY come into possession of a class B artifact. In this case, they can only use it with the given IC instructions. If you would like to discover one of these it is fine, but it needs severe GM backup: either your character is going to fetch it for their Hunter specialization, needs it for Horsemen Trance, or is specifically a historian or treasure finder in Halloween/ has been given a small position of power. Class B artifacts however, can often be give on loan.
 
PostPosted: Tue Apr 23, 2013 1:14 pm
OOC: Artifact fetch quests:


gaia_crown [ I would like to do an artifact fetch quest! ]: Only characters in their final stage can run a final class artifact quest! It costs 5 RP points per run. That means if you are at your final stage and you have RP points, it is going to cost you 5 points. Make sure you calculate this accordingly by DROPPING OFF BELOW your attempt at an artifact quest. Tries are unlimited until you run out of points! This cost only applies to the character running/ trying for the artifact, not the others who are tagging along to help them clear it!


gaia_crown [ Class B Weapons: ] Each artifact has a different condition for obtaining them. That means you choose which one you want and THEN start the quest for it. Yes, it is first come first serve but it is also a little bit of chance involved! To make sure you don't pick up one already taken scan the drop off list!


gaia_crown [ CUSTOM VERSUS PREMADE ARTIFACTS ] You can have a max of 1 custom and 1 premade class B artifact. See below for custom artifacts (which cost a whopping 100 RP points!). If you'd only like to do a premade artifact quest, scroll to the next post to see information on the premade ones. The difference is that custom artifacts you can design all on your own and noone else will be able to claim it but it costs 100 RP points to do so while premade ones are designed by the staff and only costs 5 RP points a go. Premade ones are claimed once a successful quester has obtained them.
- For a custom artifact you may simply rp it out. Rp going into the cave and going through the sections, fighting the boss, rp the ending. You do NOT need to dice roll any of it! You are free to change up the setting, but it should read like an adventure, Indiana Jones style! You (the gm, the person getting the artifact) have full control over the setting of where you got the artifact just make sure it is an adventure, or a story in getting it, think how Hunter Missions and Student Classes (smaller classes) are run!
- How does your player get there? Who do they bring? What rooms do they encounter on the way and how does it affect them/ are there riddles or traps? How do they solve it? Where was the artifact hidden at the end?
- If you aren't feeling too creative you can just use the below template, remove all the dice roll parts and simply ask players to rp through each section before reaching the end!


gaia_crown [ Obtaining an artifact: ] If you have successfully obtained an artifact, it is yours! Make sure you use the drop off form below to claim it. The card belonging to the item (image graphic) is also yours to keep and use for THAT character that obtained it. You can now also obtain alt art for it (see above alt art rules). To see the full glossary of existing artifact items, please go HERE! If you do not like the artifact, you do not have to take it.

gaia_crown [ REMEMBER! ] You can only have a max of 1 B class and 2 C class artifacts unless given specific permission otherwise! This does not include custom artifacts, which brings the maximum allowed artifacts to 4, as you must get permission for customs! If, for instance, you own a Status Artifact and you come across another status artifact in RP, you can't obtain that artifact or swap out what you have. You must forfeit it!

gaia_crown [ There are no duplicates! ] Every artifact is unique. If you go on a quest and finish it only to roll an item that somebody else has already claimed, sorry! Whoever was there first took it; you only find the empty place it was before. sad You will need to go on a new quest and try again! This INCLUDES researching the location too! (ie to quest again you will need to PRP researching THEN go on the quest!)

gaia_crown [ Quest Failure: ] If your character fails a quest, they will need to start again at Round 1. They do NOT need to do the researching/portal location part again! You can jump right back into Round 1.

gaia_crown [ Intense Quest is Intense: ] Class B quests require MINIMUM a party of 5 players. The person who wants to obtain that specific artifact in that quest must GM the event (run the events below). You can only obtain ONE artifact PER quest.






ARTIFACT QUEST: CUSTOM ARTIFACT (CLASS B):

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gaia_crown [ Design details: ]
- You will be using this template to design a CUSTOM ARTIFACT. Custom artifacts cost 100 RP points to make. This artifact is now YOURS, noone else can have it. HOWEVER you still must embark on the whole quest (see below) in order to fetch it. This is only available to final stage characters who have that point amount.
- It costs 100 RP points just to DESIGN AND CLAIM the artifact. The 100 rp points is a down payment so you only need to pay this once to CLAIM that artifact. Now you need to quest for it once approved!. Each time you try it, it will cost you 5 rp points on top along with the 5 man team (same rules as above) until you obtain the custom artifact. Once again, making a custom class B artifact means it the design is yours and it will belong to you The mechanics to obtaining it are still the same as one of the artifacts above. Custom artifacts do NOT count towards the limit so it means you can have one class B custom artifact and one class B premade (see above).
- All artifacts are based off characters of myth and lore. This could be a Greek or Egyptian or Norse God or Goddess, so on so forth. It cannot be THEIR WEAPON for example, you can't quest for Thor's Hammer. You could however, quest for Thor's Cape, or Thor's Gauntler, or something not as obtrusive. Please note all existing artifacts and names before you create one to make sure the name doesn't overlap!
- Design details: for a custom artifact design you can only design up to 20% of the given area, be it weapon or character. For characters that do not have weapons such as monsters and demons, you will be designing on the character template (see above template). You may design the weapon and small accessories, or get someone else to design it for you. Small accessories include a gauntlet, helmet, shoe guards, and a cape. You cannot design a whole oufit, the design itself should take up MAX 20% of the character. This design will need to be approved by an admin (see below).

gaia_crown [ Effects: ] If you are interested you need to PM Zoobey. Label your PM "CUSTOM ARTIFACT REQUEST". You will then propose a design for the artifact AND ONE battle effect AND ONE passive ability. Zoobey will work with you to make sure this is actually doable! Make sure it is REASONABLE, for example, an additional dice roll is reasonable or buffer to an attack. Dodging all attacks for a turn is not. It must be approved in design and abilities before you are cleared to quest for it.
- BATTLE EFFECT EXAMPLE: CLEAR EYES: Usable once per battle. If your Fear attack/ Charged ability MISSES, you can invoke the signet to IMMEDIATELY try again. This can be used any time you MISS with a Fear Attack, but once again only ONCE per battle. Simply reroll the attack while invoking the Signet. If you miss the second time however, you are out of luck!
- PASSIVE ABILITY EXAMPLE: FINDERS KEEPERS: When in an event where the outcome is determined by a dice roll, if you dislike the outcome you can roll again to try for the outcome again (non battle only). For example if a GM tells you to roll a 100-sided dice to find _ things. This only applies to ADMIN run events where applicable! (Including metas and admin events!) This has a 48 hour (IC and OOC) recharge time.
- Once your design and effect have been approved, you may now embark on the run to obtain it. Same mechanics follow as below:



gaia_crown [ THE RUN: ]


THE SUNKEN CAVE


The Sunken Cave

Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 5 and a maximum of 5 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV. This is a 5 player dungeon (5 man only).

FREE SAVE: If your ENTIRE team is wiped at any point in the event (or just the leader) you can use your FREE SAVE. This will restore the team to FULL HEALTH (where applicable) and let you redo the entire round with your CURRENT SAVE CARRIED OVER
- That means if your boss had 60 / 100 HP and you wiped, you get to restart all the characters at full health, with the boss still at 60/100 HP
- If you are doing tiles and you have finished 3/5 tiles but ran out of turns you get to restart and roll another 10 times from where your character left off at at the end of 10 rolls with all special abilities and turns refreshed.
- If you are at the last part and you've stepped on 6/10 tiles you get to restart that at 6/10 tiles with all the character special abilities and turns refreshed.
- YOU CAN ONLY HAVE ONE FREE SAVE ONCE EVER PER QUEST RUN, so if you use it in part 1, you cannot use it in part 2 or 3, etc etc.

Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.

GM: The GM is the one who is trying to get the artifact. They are the one who dropped off the form below in this thread and are paying the 5 RP points to try for it! They will be RUNNING the event with the prompts below (see below). All players however, should read all instructions.

gaia_crown [ Getting Started ]
- For a custom artifact you may simply rp it out. Rp going into the cave and going through the sections, fighting the boss, rp the ending. You do NOT need to dice roll any of it! You are free to change up the setting, but it should read like an adventure, Indiana Jones style! You (the gm, the person getting the artifact) have full control over the setting of where you got the artifact just make sure it is an adventure, or a story in getting it, think how Hunter Missions and Student Classes (smaller classes) are run!
- How does your player get there? Who do they bring? What rooms do they encounter on the way and how does it affect them/ are there riddles or traps? How do they solve it? Where was the artifact hidden at the end?
- If you aren't feeling too creative you can just use the below template, remove all the dice roll parts and simply ask players to rp through each section before reaching the end!


Getting to the Cavern:
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.


gaia_crown [ Setting and Rules ]

The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.

- If your WHOLE TEAM is ejected OR the GM at any point is ejected/ reaches 0 HP, then the quest is over. The GM will have to pay another 5 RP points to try again.

gaia_crown [ Round 1: BOSS FIGHT ]

- GMS, you are free to invent a boss here, and its description as long as it is swampy and mossy! Feel free to improvise as you please, this IS your dungeon run! Just rp it out!

gaia_crown [ Round 2 ]

Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are. Rp out how they find the exit? Do they roll dice to find a source of light? Gms should invent this part!

gaia_crown [ Round 4 ]

gaia_star SECRET ROOM:
You are in the FINAL ROOM! It is time to cross the precipice of doom! This is the final moment!
- Only the GM can cross this area. It is a long narrow ledge that is INVISIBLE. All you can see is an expanse of black and then the artifact


gaia_crown [ Round 5 ]If you have cleared all the given steps, the weapon is yours! Congratulations! Please drop it off HERE
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Apr 23, 2013 3:48 pm
ARTIFACT QUEST: SIGNET OF AVALON:


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gaia_crown [ Design details: ]
- Signet of Avalon appears as a STAFF to those who do not have weapons. It influences the arm holding the staff in the shape of a glove that curves upwards with shoulder flourishes and light design details.
- The Signet has fixed colours (as seen in the palette below). Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this sword makes. They glow bright blue.
- The Signet appears in FLOURISHES for those who have weapons. If you are a horsemen or Reaper with a weapon you can choose weapon influence OR physical appearance influence (sans holding the staff). Either or!
- The Signet influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Signet has TWO effects:
- BATTLE EFFECT: CLEAR EYES: Usable once per battle. If your Fear attack/ Charged ability MISSES, you can invoke the signet to IMMEDIATELY try again. This can be used any time you MISS with a Fear Attack, but once again only ONCE per battle. Simply reroll the attack while invoking the Signet. If you miss the second time however, you are out of luck!
- PASSIVE ABILITY: FINDERS KEEPERS: When in an event where the outcome is determined by a dice roll, if you dislike the outcome you can roll again to try for the outcome again (non battle only). For example if a GM tells you to roll a 100-sided dice to find _ things. This only applies to ADMIN run events where applicable! (Including metas and admin events!) This has a 48 hour (IC and OOC) recharge time

gaia_crown [ RETRIEVING THE ARTIFACT: ] PLEASE SEE BELOW FOR INSTRUCTIONS ON HOW TO RETRIEVE IT.



ARTIFACT QUEST: GHALADAR'S MEMORY:


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gaia_crown [ Design details: ]
- Pellinor's Sin appears as an ethereal sword fading at the tips for non Reapers/ Hunters those with already weapons. The handle is golden, and there is a shoulder guard as well as chain with a lion sigil clasp on the other side of the shoulder tied to a white cape with gold lining. For weapons, this item will make your weapon ethereal at the tips (and slightly smoking at the ends).
- The sword has fixed colours (as seen in the palette below). Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this sword makes. They glow bright orange.
- The sword's influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Sword have TWO effects:
- BATTLE EFFECT: INFINITE EXPANSE: Create a tally for the times you MISS in battle. If your tally is 4 or higher, you may use this ability. You can only use it once per battle. Roll 4 of your melee dice at once instead of your usual dice roll!
- PASSIVE ABILITY: TRANSPARENCY: You can briefly turn intangible for 2-3 seconds and run through a wall , as long as it isn't already protected by Fear shields (Horsemen / Halloween only). For Hunters, your weapon can become intangible, you can reach through walls with it hooray, don't get in trouble now. This has a 24 hour (IC and OOC) recharge time.

gaia_crown [ RETRIEVING THE ARTIFACT: ] PLEASE SEE BELOW FOR INSTRUCTIONS ON HOW TO RETRIEVE IT.



ARTIFACT QUEST: Percival's Fall:


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gaia_crown [ Design details: ]
- Percival's Fall is a series of long chains tethered to a thick spiked metal ball at the end. Dark black smoke seems to seep from the many locks on the chain.
- The artifact has fixed colours (as seen in the palette below). Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this artifact makes. They glow a deep gold.
- The artifact's influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Artifact has two abilities:
- BATTLE EFFECT: LUCKY STRIKE: This affects players who have THE GAMBLER'S CHANCE Fear ability. When the attack backfires, instead of hitting themselves for damage, it heals them for HALF the damage they would have done to themselves. This does nothing if your ability naturally misses though.
- PASSIVE ABILITY: 1001 Chains: You may bind anyone or anything in chains that are inescapable. This only applies to those of a Fear level lower than yours. This binds them for a max of 5 minutes. This has a 12 hour (IC and OOC) recharge time.

gaia_crown [ RETRIEVING THE ARTIFACT: ] PLEASE SEE BELOW FOR INSTRUCTIONS ON HOW TO RETRIEVE IT.



ARTIFACT QUEST: Mordred's Broken Shield:
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gaia_crown [ Design details: ]
- Mordred's shield is a sleek design, moving almost with a oddly modern look, as if to signify something about it's original creator. Its plates occasionally light up with a bright artificial light in the dark.
- The artifact has fixed colours (as seen in the palette below). Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this sword makes. They glow a bright blue.
- The artifact's influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Artifact has two abilities:
- BATTLE EFFECT: WHAT GOES AROUND: This affects players who have THE BARRIER Fear ability. When you successfully negate your opponent's damage, you also reflect half that damage back onto the opponent (as long as it is not an NPC). You may also protect one extra person (so where it says roll to protect one, it will protect 1+ 1 extra, and you roll those dice mechanics).
- PASSIVE ABILITY: HARBINGER: You gain the ability to levitate objects, slightly, as your glove/ shield compartment charges the object with a static charge. This only affects objects that can naturally be charged with light static electricity. It cannot be used on living organisms and must be smaller than the person wielding it. Objects will charge and float annoyingly for up to 6 hours, you can charge 1 at a time. This has a 12 hour (IC and OOC) recharge time.

gaia_crown [ RETRIEVING THE ARTIFACT: ] PLEASE SEE BELOW FOR INSTRUCTIONS ON HOW TO RETRIEVE IT.



ARTIFACT QUEST: Crest of Gawain:

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gaia_crown [ Design details: ]
- Gawain is an organic, plant-like design. As the artifact is charged, vines, organic, slim, and plants, and small budding flowers (that seem related to whomever is using the artifact) curl slightly around them, as if protectively.
- The artifact has fixed colours (as seen in the palette below), but also summons flowers of the owner's choice. Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this sword makes. They glow a bright green.
- The artifact's influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Artifact has two abilities:
- BATTLE EFFECT: NOBILITY: This affects players who have THE CHILL ability. It's success rate, regardless of year, becomes 100%
- PASSIVE ABILITY: LONGING: You gain a ridiculous green thumb, as pretty much almost everything you grow and cultivate begins to grow at an increasing rate. The crops that you create taste amazing (or just plants, or just oversized flowers). Your home looks like a tiny miniature garden. This works in the Human and Halloween world, but you must be a creature of Halloween to grow Halloween crops, and a creature of the Human world to crow Human crops. These crops do not overlap and cannot be brought to the other side.

gaia_crown [ RETRIEVING THE ARTIFACT: ] PLEASE SEE BELOW FOR INSTRUCTIONS ON HOW TO RETRIEVE IT.



ARTIFACT QUEST: King Pellinor's Sin:

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gaia_crown [ Design details: ]
- Pellinor's Sin appears as a chain with flames to those who do not have weapons. At the very end of the hilt is a series of thin chains that lead up to a thicker armour gauntlet at the other arm. The flames are entirely decorative and don't actually hurt.
- The Chains has fixed colours (as seen in the palette below). Using the Signet while Summoned create sigils on the ground, large circular glowing spell-like patterns like the patterns this sword makes. They glow bright orange.
- The Chains appears in FLOURISHES for those who have weapons. If you are a horsemen or Reaper with a weapon you can choose weapon influence OR physical appearance influence (sans holding the staff). Either or!
- The Chains influence only lasts while evoking its ability. There is a "burst" period of 1- 5 minutes while using it before it wears off!

gaia_crown [ Effects: ] The Chains have TWO effects:
- BATTLE EFFECT: BURNING BRIGHT: Usable once per battle. You may copy one of your ally's (only allies, not opponents) Fear/Charge attacks to use as an additional Fear attack. This becomes an EXTRA Fear ability for you to use in battle only, but can only be used once that battle. It must be charged if you are a Hunter, as per normal. You can only use the Fear attacks of those the same year/rank of you or LOWER.
- PASSIVE ABILITY: FLAME WALKER: Fire no longer burns you PERMANENTLY as long as you own this artifact! (This applies only to normal flames and not runic/ special effect ones/ Fear attack ones).




RETRIEVING ALL ARTIFACTS:
gaia_crown [ THE RUN: ] Basically, choose WHICH artifact your character(s) are going to persue. When you are ready, you may begin THE RUN. Follow the instructions below. These are the same for ALL ARTIFACTS (class B). The only difference is which one you are going for in the end, signified by which one you claimed/ which one your character is running for. That means if you are running for Artifact Steve, and you get to the end, you have to obviously, pick up Artifact Steve ONLY.
- When you are ready, click on the SPOILER TAG below to start the run!

THE SUNKEN CAVE


The Sunken Cave

Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 5 and a maximum of 5 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV. This is a 5 player dungeon (5 man only).

FREE SAVE: If your ENTIRE team is wiped at any point in the event (or just the leader) you can use your FREE SAVE. This will restore the team to FULL HEALTH (where applicable) and let you redo the entire round with your CURRENT SAVE CARRIED OVER
- That means if your boss had 60 / 100 HP and you wiped, you get to restart all the characters at full health, with the boss still at 60/100 HP
- If you are doing tiles and you have finished 3/5 tiles but ran out of turns you get to restart and roll another 10 times from where your character left off at at the end of 10 rolls with all special abilities and turns refreshed.
- If you are at the last part and you've stepped on 6/10 tiles you get to restart that at 6/10 tiles with all the character special abilities and turns refreshed.
- YOU CAN ONLY HAVE ONE FREE SAVE ONCE EVER PER QUEST RUN, so if you use it in part 1, you cannot use it in part 2 or 3, etc etc.

Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.

GM: The GM is the one who is trying to get the artifact. They are the one who dropped off the form below in this thread and are paying the 5 RP points to try for it! They will be RUNNING the event with the prompts below (see below). All players however, should read all instructions.

gaia_crown [ Getting Started ]

Getting to the Cavern:
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.


gaia_crown [ Setting and Rules ]

The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.

- If your WHOLE TEAM is ejected OR the GM at any point is ejected/ reaches 0 HP, then the quest is over. The GM will have to pay another 5 RP points to try again.

gaia_crown [ Round 1: BOSS FIGHT ]

- There is no stamina for this, but you must first clear a boss fight. The GM must designate in their group:
- 1 healer. They can HEAL your party instead of doing damage. Roll damage equal to their YEAR (so Y1 = 2d6, Y2 = 2d8 etc)- 6 damage for heal amount. They can target ONE player. They do TRIPLE HEALS to a Tank (2x heal 'damage' done)! This effect is unlimited but don't forget to quote your target.
- 1 Tank. They have DOUBLE their original HP but do half the damage! They can quote UP TO TWO players a round to SHIELD them and take their damage for them. This effect is unlimited but don't forget to quote your targets.
- 3 DPS (damage dealers). Damage dealers do DOUBLE attack damage INCLUDING Fear and charged attacks(when it hits).
- Once these roles are set they CANNOT be changed for the entire duration!
- 1 round counts as a full round of all players attacking the boss, followed by the boss hitting them. The GM will be in charge of the auto damage of the boss. So the sequence of attacks are:
- Player 1 moves. Uses special ability if applicable. *
- Player 2 moves . Uses special ability if applicable. Quote any targets. *
- Player 3 moves, etc etc. *
- Player 4 moves *
- GM moves (as player 5) *
- GM moves (as Boss). Roll 5d20. On the first turn only, calculate the boss's HP. The 5d20 will then be used as damage for the players each round.
- Player 1 moves *
- Player 2 moves *
- Player 3 moves *
- Player 4 moves *
- GM moves (as player 5) *
- GM moves (as Boss round 2) Roll 5d20. Calculate it for damage done to players
- Tepeat until boss is dead!


* These are all interchangeable. They however can only attack once a round and wait for he boss move before attacking again! If a player fails to make a move after 12 hours you can go ahead and skip them and just post the boss move and refresh a new round.

BOSS ROUNDS:
- GMS, you are free to invent a boss here, and its description as long as it is swampy and mossy! Feel free to improvise as you please, this IS your dungeon run!
- When it is the boss's turn, the GM needs to roll the Boss's HP and damage done. Roll 4d20. That is the HP of your boss.
- The FIRST roll damages player 1. The SECOND player 2 (in order of what turn they attacked at). The third player 3, so on so forth. Post in OOC accordingly and quote each player their damage. So for example if you rolled 5 , 6, 2, 12, 20, the person who posted first gets the 5 damage, the second the 6, etc etc.
- Repeat until either boss OR players are down (sans rolling for HP again). If the players go down (the whole team), you are ejected from the dungeon! You have to pay 5 RP points to try again from start...

gaia_crown [ Round 2 ]

Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.

- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- All players must roll 10 times. They must record each tile they have been on. If blank, it is a blank space.

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


BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to.
- Death Hunters/ Reapers/ Death Horsemen: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited.
- Moon Hunters/ Demons/ Conquest Horsemen: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX.
- Sun Hunters/ Monsters/ War horsemen: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2)
- Mist Hunters/ Ghosts: You may copycat any ability above. Once you copycat it this is your passive ability. Roll a 6-sided dice before you copycat. If even, your copycat fails and you have no special abilities sad You can only attempt to copycat once.

- The goal after all the rolls is to have the players cross at LEAST FOUR of the FIVE tiles (at any point in the 10 rolls, they must have landed on these tiles). This means if player A crosses the heart tile and player B crosses Square and X tiles and player D the moon tiles, you are safe! The heart tile is a freebie (counts from the go!)
- Once again any player can cross these tiles at any point in time, but somewhere along the 10 rolls they are granted all the players COMBINED must touch all 5 tiles.
- If these conditions are NOT filled after 10 rolls then you must try again - a large vortex opens up in front of all players and swallows them whole! You have to pay 5 RP points to try again from start...
- If these conditions are filled then move to ROUND 4.

gaia_crown [ Round 4 ]

gaia_star SECRET ROOM:
You are in the FINAL ROOM! It is time to cross the precipice of doom! This is the final moment!
- Only the GM can cross this area. It is a long narrow ledge that is INVISIBLE. All you can see is an expanse of black and then the artifact at the end!
- Each player can offer an assist based on their class! The goal is to get the GM (the person who wants the artifact) across safely!
- The GM needs to cross 5 safe tiles. Make sure you tally your tile count as you move! They will do this by rolling a 6-sided dice 5 times (until they reach the end).. If odd, their roll is safe. If even their roll is UNSAFE and they blow up! If they blow up, and they have no more assists below (you can use an assist prior to actually blowing up if usable still) then THE WHOLE TEAM IS EJECTED FROM THE CAVERN. You get nothing sad You have to pay 5 RP points to try again from start...

Life Hunters/ Undead/ Famine Horsemen: If the GM (of this event) rolls even, you may assist them by giving them a boost, sacrificing their misstep as they step on YOU instead. You will fall into the void but at least you helped save them... (You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity). You can +1 tile for doing this at least.
Death Hunters/ Reapers / Death Horsemen: If the GM (of this event) rolls even, you may help them detect that there is strange energy about! The GM can then reroll their last roll. However by doing this and shouting very loud, the ground beneath you crumbles and you fall to you doom....(You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Moon Hunters/ Demons/ Conquest Horsemen: You can at any point assist the GM forward one tile. Doing so means you take the fall for them.... (You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Sun Hunters/ Monsters/ War horsemen: When the GM is at 8 or higher tiles, you can give them a final boost by rolling a 4-sided dice. If odd, you have boosted the GM to the end! If even, it does nothing...(You can only use this once obviously, and once you have, you are ejected from the thread, rather forcefully a you fall into infinity).
Mist Hunters/ Ghosts: Choose any of the abilities above!


gaia_crown [ Round 5 ]If you have cleared all the given steps, the weapon is yours! Congratulations! Please drop it off HERE


 
PostPosted: Tue Apr 23, 2013 5:23 pm
B ARTIFACT QUEST DROP OFF FORM:

[b][size=16][color=orange] I AM EMBARKING ON A QUEST![/b][/size][/color]

[b]My party (characters and rpers): [/b]
[b]Link to journal: [/b] (for 5 rp point cost)
 

Zoobey
Artist

Magical Incubator


Nio Love

Enthusiastic Lunatic

17,350 Points
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PostPosted: Tue Apr 23, 2013 7:23 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM - Riley (Nio Love)
Malodore (Sosiqui)
Jericho (Blade Kuroda)
Hel Brynhildr (Lucyal)
Kettil Blacke (Pales)
Link to journal: (for 5 rp point cost) here  
PostPosted: Tue Apr 23, 2013 7:56 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM: Tybalt ( OnionGrump )
Mei ( LividPeas )
Danny ( Chimarii )
Gene ( Carhop Cavalier )
Remi ( Lilwolfpard )
Link to journal: Here  


OnionGrump


Mewling Trash


chiickadee

Princess Hoarder

PostPosted: Tue Apr 23, 2013 8:06 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM: Danny (chimarii)
Rikki (darkheartedsorrow)
Gene (carhop cavalier)
West (smerdle)
Levi (nekoluch)
Link to journal: Here!  
PostPosted: Tue Apr 23, 2013 8:11 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM: Ren (kurotomato)
Jove (Grey Dragon)
Tybalt (OnionGrump)
Frost (iStoleYurVamps)
Jack (Nerpin)
Link to journal: x  

kuropeco

Dramatic Marshmallow


iStoleYurVamps
Crew

Trash Husband

PostPosted: Tue Apr 23, 2013 9:00 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM: Marcus (iStoleYurVamps)
Cassandra (demon_pachabel)
Gale (kurotomato)
Dakota (Nyxtsuki Moon)
Ami (chimarii)
Link to journal: Hur  
PostPosted: Tue Apr 23, 2013 9:08 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM - Amrita (Enoh Love)
Aymet (AstaraeI)
Calder (MoonKitsune)
Hel (Lucyal)
Remi (lilwolfpard)
Link to journal: Here!  

Enoh Love
Crew


Pixie Nyxie

Adorable Waffles

14,125 Points
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PostPosted: Tue Apr 23, 2013 9:28 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM: Amphi (Nyxtsuki Moon)
Riyo (Sexy Cocaine)
Sophie (Lolly)
Hel (Lucyal)
Xiu (Kaiyumi)
Link to journal: TA DA~~  
PostPosted: Sun Apr 28, 2013 10:19 am
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
GM - Shun (Blade Kuroda)
Hel (Lucyal)
Freya (Nio love)
Amrita (Enoh love)
Danny (Chimarii)

Link to journal: Here  

Blade Kuroda

Militant Raider


Baneful
Crew

Dramatic Hunter

PostPosted: Fri May 10, 2013 10:56 am
I AM EMBARKING ON A QUEST!

My party (characters and rpers):
Rep (Baneful) GM
Harrison (Toshihiko Two)
Jordan (Prolixity)
Mark (Zoobey)
Al (Sali)

Link to journal: Journal  
PostPosted: Wed Jul 17, 2013 4:05 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers): Shun Kuroda (Blade Kuroda)
Mitsu Lupus (InuMitsu)
Freya (Nio Love)
Xiu (Kaiyumi)
Danny (Chimarii)
Link to journal: Here  

Blade Kuroda

Militant Raider


kuropeco

Dramatic Marshmallow

PostPosted: Thu Jan 02, 2014 12:40 pm
I AM EMBARKING ON A QUEST!

My party (characters and rpers): Gale (kurotomato), Marcus (iStoleYurVamps), Nick (Grey Dragon), Stormy (Ol-j-man), Shiloh (sammpai)
Link to journal: Here~  
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