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[artifact] Not a Trick (Chance & Claude) Goto Page: 1 2 3 ... 4 5 6 7 [>] [»|]

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kuropeco

Dramatic Marshmallow

PostPosted: Wed May 27, 2015 4:16 pm


He waited by the portal with a disgruntled expression on his face that clearly indicated one thing:

He was not looking forward to this mission.

Impatiently, Chance checked his watch again, found out it was approximately three minutes since he'd last looked, and sighed, tilting his head back so that it hit the side of the lighthouse wall, and his gaze slanted upwards automatically. If he'd had a choice in the matter, Claude would have been the very last person he would have chosen to accompany him, but there was no getting around it this time. Everyone else was busy, and he couldn't go alone, which had ******** class="quote">
lucyal
PostPosted: Wed May 27, 2015 4:29 pm


This was a surprise.

She was very aware that Chance was, for a lack of better words, pissed off at her. They hadn't spoken since that last trip, and she figured it'd be best to leave him be, so she did. Getting stationed off island helped with that too. She had just come back from another post duty, and would be on Deus for a few days before she was sent back. Something about being short staffed or whatever. She didn't mind, really. It was a break from here...

The timing on this text was coincidental though. Oh well.

It also occurred to her she could have said no, but she didn't.

Loyal as a dog.

Sigh.

She arrived in her usual timely manner, eyed the young man leaning against the lighthouse wall who looked less than pleased (still), and waited.

[qu3ote="kuuropii"]

Lucyal


kuropeco

Dramatic Marshmallow

PostPosted: Wed May 27, 2015 4:35 pm


It had been several weeks since he'd last talked to Claude - and Chance had no regrets over it, had not even considered talking to her again if she was not going to talk and apologize for him first.

Alas, the best made plans.

Claude received a scowl.

"For the record, this wasn't my idea," said Chance grumpily. "Everyone else is busy, so you and I get the absolute pleasure of working together for this particular mission. I'm hoping to just get in and out without too much of a hassle and no drama or s**t."


lucyal
PostPosted: Wed May 27, 2015 4:42 pm


In return, Chance just got her usual impassive expression.

"Glad to see you too." She drawled, crossing her arms. "Ready when you are." She would have loved to point out that if Chance actually partook in a normal conversation of back and forth, give and take, then they wouldn't have had half the blow ups they did, but alas.

To point out that logic now would just cause another one, and she was taking to leaning off of him now.

kuuropii

Lucyal


kuropeco

Dramatic Marshmallow

PostPosted: Wed May 27, 2015 4:45 pm


The Halls of Trickery: Quest

The Halls of Trickery:

Requirements: You will need to PRP "researching" up this area (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 2 and a maximum of 6 characters in this quest. So that things don't take forever, the "Dungeon Master" has control of the pacing. As long as it makes sense from the Dungeon Master's POV, the DM can choose to advance to the next step, even if not everyone has posted.

Historical IC background: The Halls of Trickery were once a grand museum: a white and gold palace full of artifacts, donated by the gods of mischief and chaos so that they could be remembered for all of time. Guarded by a wondrous moat and surrounded by a lush labyrinth, it was a spectacle for all that sought it out.

Those days are long since gone. Nonetheless, the Halls remain an artifact rich area, for any explorers brave enough to chance it. The white walls of the Halls of Trickery are peeling and rotted, the moat full of reptiles, and the labyrinthine gardens are dangerously overgrown.

Portals to the Halls of Trickery randomly spawn, but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest!

gaia_crown [ Getting Started: ]

Getting into the Halls of Trickery :
- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Halls themselves are very golem unfriendly due to its climate and 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.
- Hunter and Horsemen, however, only have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students do not need to ICly leave and come back!
- To look for a player, all players roll 1d100 until they find the right portal.
Roll 1-50: The portal that leads to movie theater in the character's world. Kick back and relax, I guess, it's an action flick!
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.
Roll 71-80: The portal leads to the land of Valentine's. It's very, very pink, and cherubs keep trying to stab you in the butt with an arrow. It's for your own good, they yell, but you should probably skedaddle.
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


gaia_crown [ Setting and Rules: ]

The palace itself is in the heart of extremely, extremely high thick vegetation that needs to be navigated through. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the outskirts of the forest and move inwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!

gaia_crown [ Round 1: ] Before you can enter the labyrinths, you must first defeat the guard animal that patrols the perimeters.

- All players must roll a 6 sided dice. This initial roll does not cost stamina!
- If any player rolls a 1 or 6, you have triggered a boss! If two players roll a 1 or 6, you now have two bosses... congratulations.
- The boss has 55 HP, and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. All normal battle mechanics apply.
- The DM is in charge of keeping track of the boss's HP.
The boss is a monstrous wolf, a remnant of some cold, old north. It howls, and the winds increase with every mournful wail.
- No one can go any further until the boss is defeated. IF NO ONE rolls a 1 or 6, or if you have defeated the boss, you may proceed to round 2.


gaia_crown [ Round 2: ] All players must now navigate the garden labyrinth. The once neat hedges have grown wild vines, covered in thorns. They were roses, once.

- Roll 1d100 to progress. You need to continue rolling until you roll 75 or higher!
Roll 75-100: Congratulations, you've made it through the winding pathways of the hedge maze.
Roll 1-74: You still need to keep on searching the area, full of traps and dead ends. There are roses with teeth, pits of quick sand, and at least one literal nest of vipers.
- Every time you don't find the end of the maze (each reroll), you must subtract one of your given stamina points.
- If you hit 0, you cannot go any further/ you dissipate/ pass out/ are worn out.
- If you made it past this round, you can proceed to round 3:


gaia_crown [ Round 3: ] The moat is a sheer, fifty foot drop, and must be navigated with care. The draw bridge to enter the Halls of Trickery have long since rotted away. You have but one option: enter the monster-infested moat.

Out of the corner of your eye, you think you spy a grin hanging in the air.

- All players must roll 1d10. Each roll consumes 1 stamina. If any player rolls a 4 this is instant death and forces characters to restart form the beginning of round 1. Otherwise match your rolls to the results:
1: -25% of remaining HP. Rose petals crunch beneath your feet, and a spider camouflaged in them bites your ankle.
2: Nothing happens
3: INSTANT DEATH for just you. You need to portal out and restart form Round 1!
4: INSTANT DEATH for the entire party. Your group needs to portal out and restart form Round 1!
5: Nothing happens
6: Nothing happens
7: - 50% of your remaining HP. A crocodile has bitten you, and attempts to drag you under.
8: Nothing happens
9: -50% of your remaining HP. A crazed shadow creature swarms you from a nearby shadow.
10: Nothing happens

- The 50% deducts from your current, remaining HP, Not max! If you have 40 HP and roll it twice, it cuts to 20 HP, then 10 HP!
- All players need to roll 3 times to make it to the next round EACH
- If you are portaled out you must start again from Round 1!

gaia_crown [ Round 4: ]

- You finally make your way to main display room of the Halls of Trickery, where the prizes of the trickster gods of yore still reside. There are nine display cases in total, each one gently glowing. They are humming, too, and it is a song you do not know but it seems so familiar...

The song grows louder, and as it does, you feel yourself growing incredibly drowsy, as if you might like to have a wonderful dream right that moment-- The area is very unstable. You better hurry.

Roll 1d10. The number you get is the item you end up with, congratulations! Match the correct roll of yours to the item, and read the results carefully! If you roll 10, you can choose any of the remaining items listed below.
- There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use.
- These items can be targeted on another player.
- Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can.
- If your thread is 25 pages or longer, everyone in your group is given the option to reroll once. This resets every time you proceed through the artifact run from round one. If you choose to reroll, you may not use the first roll. It is one or the other, thank you!

All of these artifacts can only be activated outside of combat.


1. The Coyote's Howl: A small vial full of a cloudy liquid. When the stopper is removed, a cloud of iridescent smoke escapes, followed by the faintest of howls.
Status Effect: Using this artifact causes the target to understand the wielder's point of view for 30 minutes. They have a deeper understanding of their emotions, motivations, and intents for this time. This has a 1 week cooldown.

2. Anansi's Youngest: A black metal brooch with eight spindly legs that latch onto skin or cloth, whatever is closest. Eight ruby eyes glow the faintest red.
Status Effect: You may use this artifact to summon many many tiny spiders that cover the wielder's body. For 5 minutes, they are granted a temporary illusion that conceals them from sight. It is immediately broken by someone making physical contact with them, or if the user moves at all. This has a 1 week cooldown.


3. Loki's Miserable Rune: A leather bag with a single rune inside. Every time the rune is withdrawn, a different letter of the Norse alphabet is carved into it, but it always gleams with a faint green light.
Status Effect: Using this artifact cloaks the user with the illusion of someone they know for 10 minutes. They may never use the same person twice. This does not change the body at all: it's a glamour-illusion, that's all. This has a 1 week cooldown.


4. Sedna's Vengeful Rings: Three silver rings connected by a thin chain. They manage to fit no matter what fingers they're put on, and smell of the sea.
Status Effect: Using this artifact allows the user to breathe underwater for 15 minutes. If they already possess the capability to exist underwater, they get no added bonuses. However: it cannot be deactivated, and while active, the user cannot breathe oxygen. This has a 1 week cooldown.

5. Crow's Singed Quill: A large, indigo feather, ash blackened at the edges that can write without ink, when not on cooldown.
Status Effect: This artifact is activated when used as a writing instrument. The users words are written in an indecipherable language on whatever surface is available. As soon as the user is done writing, the words become gibberish to them, too. The only way to read them is to activate the artifact. This artifact has a 1 week cooldown, which is triggered by either reading or writing.

6. Eris' Calamitous Manacle: A golden manacle that seals as soon as it's around the wearer's wrist. The flesh (or bone, as it may be) immediately around it takes on a golden hue.
Status Effect: Using this artifact allows the user to become impervious to pain for 4 hours. This does not stop any damage done to the wielder's body. After the effect wears off, the user is hypersensitive to pain for 24 hours. This has a 1 week cooldown.

7. Kutkh's Cursed Shackle: A manacle with no lock. Instead, a large, orange gem seals it shut. It glows with a subtle, orange hue, and feels oddly like home.
Status Effect: Activate this artifact by putting it on your target. It completely removes the target's ability to gain satisfaction/happiness from any source for 2 hours, and falls off afterward the 2 hours are over. This has a 1 week cooldown.

8. Wukong's Sagely Gaiwan: A golden and red tea cup, always warm. Pour any liquid into it to activate it.
Status Effect: Use this artifact by looking into it. It allows the user to spy on a nearby area for 15 minutes by slipping into a deep trance-like sleep. The area must be within a 250 foot radius. If the user's body is disturbed, the effect ends immediately. This has a 1 week cooldown.

9. Veles' Silent Offering: A metal token with a large, sprawling tree engraved into it. A leather strap wraps around it, so that it can be worn as a necklace or bracelet. It smells of the earth.
Status Effect: The wielder may use this artifact to communicate telepathically with one person they are in physical skin-to-skin contact with. It lasts for 15 minutes, and they lose the ability to speak out-loud for 24 hours. Additionally, this has a 1 week cooldown.

kuropeco rolled 1 100-sided dice: 63 Total: 63 (1-100)
PostPosted: Wed May 27, 2015 4:47 pm


He rolled his eyes and didn't answer her, just gestured for Claude to follow him through the portal.

On the other side, the forest stretched in front of them, thick and clustered with trees. Chance squinted through the dim, greenish light that filtered through the branches, and then said flatly, "We've gotta find the right portal, so let's get looking."

Several minutes later, he found one, but it was quickly determined that it was the wrong ******** creepy house," Chance muttered, stepping back out.


Quote:
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.


lucyal

kuropeco

Dramatic Marshmallow

Lucyal rolled 1 100-sided dice: 87 Total: 87 (1-100)

Lucyal

PostPosted: Wed May 27, 2015 5:06 pm


Claude would have also liked to remind Chance that out of all his so called people to contact to go she was the only one who made the time and effort to say yes. Sigh. She followed him into the portal, taking in their surroundings before they came across a portal.

"Mn."

She stilled after they exited, and looked around before she gravitated towards another. She stuck her head in before leaned back a bit to glance at him. "Found it." She then stepped through.

Quote:
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


kuuropii
kuropeco rolled 4 20-sided dice: 15, 15, 7, 19 Total: 56 (4-80)
PostPosted: Wed May 27, 2015 5:15 pm


Chance would have replied that his so-called people to contact were busy, thank you very much. But the conversation was entirely in their own heads and therefore not spoken aloud, which meant the entire point was moot, anyway.

A certain sense of annoyance followed Claude finding the portal first, but Chance clamped down on the irrational sensation and tromped towards her through the undergrowth, batting branches away from his face.

"All right," he said, and took a breath. "Let's get in there and get moving."

------------------------------------

STAMINA PTS
Chance: 30
Claude: 26


lucyal

kuropeco

Dramatic Marshmallow

Lucyal rolled 1 6-sided dice: 3 Total: 3 (1-6)

Lucyal

PostPosted: Wed May 27, 2015 5:23 pm


While she wasn't the type to let how other people acted bother her...it was going to be a very long mission if Chance was going to be...tromping around the entire time. A very long, long, long mission.

She mulled this over, eyeing the heavy vegetation before she idly nodded and followed him. An eye definitely needed to be kept on their surroundings...she knew she should be expecting an attack at any moment. That was just how these things worked.

Quote:
26 / 26


kuuropii
kuropeco rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed May 27, 2015 5:28 pm


He was mulling over what to say inside of his head, though nothing was coming out. It would indeed be a very long mission if neither of them actually spoke to each other, and Chance decided that he was just simply not that willing.

With a sigh, he spoke, glancing around the garden carefully, leery of anything that might jump out at them abruptly.

"So. How are yo - "

There was a horrible snarling sound. Something leapt out at them, teeth snapping and jaws creaking, and Chance gave a yell of surprise, stumbling backwards as a litany of swear words fell from his throat.

So much for friendly banter.

------------------------------------

STAMINA PTS
Chance: 30
Claude: 26


lucyal

kuropeco

Dramatic Marshmallow

Lucyal rolled 2 10-sided dice: 5, 4 Total: 9 (2-20)

Lucyal

PostPosted: Wed May 27, 2015 5:35 pm


A brow slowly rose as she glanced at Chance. Was he directing words at her that had nothing to do with the mission--

Oh. Interrupted.

Claude immediately summoned her pistol, taking some steps back as her eyes narrowed at the beast charged them. Of course it was coming. Of course. She aimed and fired off a shot, but it only glanced the beast.

Quote:

HP: 45 / 50
DMG: 3
Charge: 1 / 3

BOSS HP: 52 / 55


kuuropii
kuropeco rolled 2 10-sided dice: 9, 10 Total: 19 (2-20)
PostPosted: Wed May 27, 2015 5:41 pm


38 / 55
DMG: 13
CHARGE: 1 / 3
CHANCE HP: 45 / 50

Chance Stamina: 30


lucyal

kuropeco

Dramatic Marshmallow

Lucyal rolled 2 10-sided dice: 1, 8 Total: 9 (2-20)

Lucyal

PostPosted: Wed May 27, 2015 5:45 pm


"I'd be more surprised if we didn't run into anything." Claude commented in response to Chance's exclamations. She approved of the intensity of his attack, and circled around, keeping her distance, and fired another shot. The beast was grazed only once more.

Well, some things never changed.

Quote:

HP: 40 / 50
DMG: 3
Charge: 2 / 3

BOSS HP: 35 / 55


kuuropii
kuropeco rolled 2 10-sided dice: 5, 7 Total: 12 (2-20)
PostPosted: Wed May 27, 2015 5:56 pm


"I was hoping not to run into something so soon after arriving," said Chance grimly, wincing as the wolf's teeth sank into his ankle. He kicked viciously at it and it spun away, spitting angrily, snapping and snarling. Chance strung an arrow and directed it at the beast's side.

It howled and spat, lunging forward.

------------------------------------

BOSS HP: 29 / 55
DMG: 6
CHARGE: 2 / 3
CHANCE HP: 40 / 50

Chance Stamina: 30


lucyal

kuropeco

Dramatic Marshmallow

Lucyal rolled 2 10-sided dice: 1, 4 Total: 5 (2-20)

Lucyal

PostPosted: Wed May 27, 2015 6:01 pm


The reply, despite how grim, brought a ghost of a smirk to her lips. "Come now. You know better--" The beast lunged and she was in it's path. The trainee was knocked to the ground, getting the air knocked out of her lungs.

Quote:

HP: 35 / 50
DMG: 0 : |
Charge: 2 / 3

BOSS HP: 29 / 55


kuuropii
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