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iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

PostPosted: Thu Jan 02, 2014 6:15 pm


She'd contacted those she trusted- and one who had more or less invited herself. Lan wasn't going to tell Cymbeline no she couldn't come but.. well. It is what it is. Shaheen knew where to meet as did the others, the edge ot the haunted house no more threatening than usual.

As she waited, her foot tapped the ground, arms crossed.

Lan wasn't known in any sense to be patient.

grey dragon
kurotomato
nerpin
seussi
PostPosted: Thu Jan 02, 2014 6:28 pm


It had been quite fortuitous. Quite fortuitous indeed, to have stumbled across what looked to be a small gathering of her own kind. Cymbeline had no idea what was going on, but any little thing she took fancy to was like to be entertaining~

And if it wasn't, well, she'd just wander off and find some hunters to squish. Or something.

While the fancy one seemed to be waiting... Cymbeline paced around emitting little deranged giggles as she scuffed her fancy shoes in the misty grass.

Grey Dragon
Crew


kuropeco

Dramatic Marshmallow

PostPosted: Thu Jan 02, 2014 6:50 pm


Mengyao was still wondering what he was doing here.

"Remind me once more why I have agreed to assist you on your little...excursion?"
PostPosted: Thu Jan 02, 2014 6:53 pm


And then Shaheen showed up in a blaze of glory and feathers as she landed in the midst of those gathered with a flourish, her wings quick to fold in behind her.

"All right I am ready lets get to it La---" She stopped when she saw Cym was joining them, suddenly just standing there with her mouth agape. She'd invited an heir to join them on their trip? And not just any heir, but the one that was reputably the most insane of the four.

Well...this was certainly going to be interesting.

Her mouth snapped shut and she found a place to hunker down near the noble woman.

Seussi

Ice-Cold Hunter



iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

PostPosted: Thu Jan 02, 2014 6:53 pm


"Because I promised not to bother you for a week."

kurotomato
PostPosted: Thu Jan 02, 2014 8:00 pm


Lifen had come in the final moments of set up, eyebrows raising at the little rag-tag group tha they had collected. Well, she knew most of them - and Cymbeline being there was a lovely surprise.

"I received a summons, and have come as requested. Shall we get this going?" She offered, bowing a little to them all.

Wandered

Headless Hunter

33,090 Points
  • Falling For You 25
  • Melodic Hunter 500
  • Wandering Head-First 500
iStoleYurVamps rolled 1 100-sided dice: 19 Total: 19 (1-100)


iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

PostPosted: Thu Jan 02, 2014 8:15 pm


Gathered, they formed such a lovely little band, ready to go and face.. whatever it was they were to face.

"Come now. Our firt task is simply finding a means to get there." The first door she opened was indeed a portal.. one with Men running around in nothing but swim trunks.

Lan was staring.

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




grey dragon
kurotomato
nerpin
seussi
Grey Dragon rolled 1 100-sided dice: 15 Total: 15 (1-100)
PostPosted: Thu Jan 02, 2014 8:31 pm


Cymbeline would tolerate no hunkering on what she undoubtedly believed to be HER grand outing. This was remarkably fun, just... existing, surrounded by those who were not her siblings and yet not insects. They spoke and walked around and were just... DELIGHTFUL.

"Hee~ Time to play, yes?" She singsonged, and like a cat she gravitated to the people who seemed least pleased to have her around. There were wild grins given left and right first to the tall robey one, and then the crazy-eyed war one, and then with a flap of dark, perpetually moulting wings, she wandered off to go kick down a door.

But she would be back to haunt her two new best friends!

Once she figured out if the island she found contained any delightfully squishy hunters. Oh how she longed to break some faces~


iStoleYurVamps

kurotomato

Nerpin

Seussi

Grey Dragon
Crew

kuropeco rolled 1 100-sided dice: 15 Total: 15 (1-100)

kuropeco

Dramatic Marshmallow

PostPosted: Thu Jan 02, 2014 8:42 pm


"...next time it'll be two weeks."
Wandered rolled 1 100-sided dice: 82 Total: 82 (1-100)
PostPosted: Thu Jan 02, 2014 8:43 pm


"Now, now children, let us behave." She said, a little teasingly to the two of them, before opening a door, looking in to it lightly.

"I think I found it."

Wandered

Headless Hunter

33,090 Points
  • Falling For You 25
  • Melodic Hunter 500
  • Wandering Head-First 500


iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

PostPosted: Fri Jan 03, 2014 6:16 pm


"Hrm? Did someone say something?"
She returned, the island of men left behind.

Lifen's discovery was met with a smile as she walked in... to a Giant Salamander.

"Augh. It's all slimy- worst than day old tofu."

Nerpin
Attacker

Seussi
Attacker

grey dragon
Tank

kurotomato
Healer


[ 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...
Seussi rolled 2 10-sided dice: 7, 9 Total: 16 (2-20)
PostPosted: Sat Jan 04, 2014 2:35 am


It wasn't long before Shaheen was springing back to her feet, golden eyes trained on the famine heir as she wandered around amongst them, wondering at how she had come to be a part of their group.

Okay well...as long as she was there to help them and not be a hindrance to the cause, right?

The others busied themselves with the few portals that opened, and before Shaheen could get a chance to help, Lifen found the proper one.

She grinned readily, "Excellent." She practically purred, before throwing herself through the portal, finding herself skidding along moist, slippery, rocky ground and straight into a puddle of algae infested water.

Oh. Oh gross water.

Shaheen made a very unhappy face.

And then something to attack showed up, and Shaheen's face brightened again.

Her sword flashing in her hand, she slogged forward, and attacked the giant creature with a slash followed by a well aimed thrust.

HP: 50
Damage: 20

Seussi

Ice-Cold Hunter


Grey Dragon
Crew

PostPosted: Sat Jan 04, 2014 6:46 pm


Cym took the initiative to follow through the portal, giggling all the while. Would they run into hunters? Would she get to crush those little white-shelled roaches into dust beneath her heels? She could just imagine it, the crunch of bones and the squelch of soft organs being rendered nonfunctional... the scent of blood and... sea water?

This was not what she was anticipating.

But dark and wet be damned, Cymbeline might have been a creature of sand and hot sun, but high levels of Insanity did wonders to one's comfort range. With a curious "Hmmmm?" she followed Shaheen right up to the giant monster.

"This is not an insect~" She said in a little singsong, and then turned around with large wings spread eagerly. "COME ON IN~ THERE IS A THING TO KILL~" She shouted happily, her wings blocking the creature's view of at least a couple of her new comrades.

HP: 240

kurotomato
Block'd~

iStoleYurVamps
Block'd~
iStoleYurVamps rolled 2 10-sided dice: 10, 9 Total: 19 (2-20)
PostPosted: Sun Jan 05, 2014 1:48 pm


Lan pouted at Cym's enthusiasm. "I would prefer an insect I'm afraid, they are not covered in- augh god it's drooling." So the creature was, eying the horsemen hungrily.

"Just kill the damn thing. The soon it's dead, the sooner we may take what is ours for the taking, and be rid of this wet place."

She looked to Mengyao. "And if I don't whine, you don't get to."

DMG:
HP: 50


iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

Wandered rolled 2 10-sided dice: 6, 6 Total: 12 (2-20)

Wandered

Headless Hunter

33,090 Points
  • Falling For You 25
  • Melodic Hunter 500
  • Wandering Head-First 500
PostPosted: Tue Jan 07, 2014 3:39 pm


There was just something gross about this creature before them. But, unlike Lan, Lifen attempted to keep her wits about it, letting an arrow fly at the creature.

She would do damage, hopefully!

HP: 50
DMG: 6
Reply
THIS IS HALLOWEEN

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