The Orphic Wildwoods: Quest
Halloween Raffle Bonus!
If you attempt this artifact quest, and post at least 500 words, you may collect 1 Raffle Ticket.
if you complete this artifact quest, and post at least 500 words, you may collect 3 Raffle Tickets!
Go HERE to claim!
The Orphic Wildwoods:
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 2 and a maximum of 6 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.
Historical IC background: You won't find it on any map, but all the same, it exists.
Once through the portal, the sky above filters between violet and navy and nowhere in between, a perpetual glittering haze in the air, lights glittering in the corner of your eye. The woods are welcoming and enchanting, but the night is hungry and you best not forget it.
The moon here does not obey the phases; at the entrance it is full and at its center it is new, changing as you progress through winding paths and hidden grottos, through bramble walls and witch's huts, through faery circles and recently abandoned camps with a fire still in embers.
The faery folk don't take kindly to intruders, you know, and the inhabitants of the The Orphic Wildwoods have grown wild with age. Take care, if you seek their spoils.
gaia_crown [ Getting Started: ]
Getting into The Orphic Wildwoods:
- 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 Wildwoods are very golem unfriendly due 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 and Horsemen characters 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.
- All players roll 1d100.
- Rolling 50 or less will deposit you in the arctic, surrounded by nothing but snow and black ice.
- Rolling 70 or less will place you in an abandoned city, ghostly winds blowing through the decrepit runs.
- Rolling 80 or less will lead you to a vine covered building, consumed by green and growth.
- Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
- The Woods themselves are deep within another forest, unable to be found through any way but portals. 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 base of the mountain and must move upwards. 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 and must portal/pendant out/dissipate.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1: ]
- This round takes place just inside the entrance of the woods, bioluminescent and almost fae-like in appearance.
- All players must roll a 6 sided dice. If any player rolls a 2 or 4, you have triggered a boss! The DM will be in charge of RPing and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal.
-The boss is a vine-covered animal, flesh woven with the plant, often a wolf or a spider the size of one. No one can go any further until the boss is defeated.
-IF NO ONE rolls a 2 or 4, or you have defeated the boss, you may proceed to round 2. If two players roll a 2 or 4, you now have two statues... congratulations.
- This initial roll does not cost stamina!
- Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!
gaia_crown [ Round 2: ]
- All players must now proceed further into the Orphic Wildwoods. It glimmers violent and gold like twilight, will o'wisps hanging in the hair.
- To cross the room, roll 1d100.
- If you roll 80 or higher you manage to follow the faery lights to the exit.
- If you roll between 25 and 80, you wander off the path, drawn by an enchanting music that suddenly stops, leaving you teetering at the edge of a deep pit. That was close. Keep rolling, and subtract 1 Stamina.
- If you roll between 1 and 24, a spiders web catches you, silven and strong. Every attempt to struggle out of it results in it growing tighter. Once you hold still, it lets you free. Keep rolling, and subtract 1 Stamina.
-Continue rolling until you roll 80 or higher!
- For every time you roll 25-80 (each reroll between these numbers), you must subtract 1 of your given Stamina points.
- For every time you roll 1-24 (each reroll between these numbers), you must subtract 1 of your given Stamina points.
- If you hit 0 Stamina points, you cannot go any further/ you dissipate/ pass out/ are w and have to start over from Round 1!
- If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: Having come to the end of the path, you reach a series of toadstools the size of buildings, arranged in a circle. And then you realize: they're not huge, you're just quite, quite small.
- All players must roll 1d10.
- If any player rolls a 4 this is instant death/dissipation/Fear shields are ZERO and you need to use pendant to retreat back home.
- Otherwise match your rolls to the results:
1: Instant death. (Just for you, return to Round 1). A faery pulls you towards a mushroom, teeth sharp, lips blood red. They are hungry, and you are food.
2: Nothing happens. You are being watched. An odd wind blows, smelling of cinnamon and the copper tang of blood.
3: - 50% of your remaining HP. A faery drops down from the darkness, its black and torn wings beating, skin pale and glistening. It bites into your fear shield before you can fight it off.
4: Instant death (for everyone, game over). The ground begins to shake, and an owl, great and hideous, swoops down to snatch you all in its talons.
5: Nothing happens. An odd melody begins to play, quiet and haunting.
6: Extra roll penalty. A rat begins to pursue you, its eyes an odd shade of green. You must roll a total of FOUR times before you can escape.
7: - 50% of your remaining HP. You trip and fall upon a spike, upturned over a pit.
8: Nothing happens. Literally nothing: it's a relief. Better hurry on.
9: -50% of your remaining HP. You begin to sink into a surprising pit of quicksand.
10: Teleported back to Round 2. Light pulls you in, twisting and winding, and poof.
- All players need to roll 3 times to make it to the next round EACH.
- That is, unless you roll a 6, then you have to roll a total of FOUR times.
- If you die and come back to Round 3, it does not carry over.
- If you roll multiple 6s, the number never goes higher than four.
gaia_crown [ Round 4: ]
- Finally, you make it through the strange faery circle, and are back to your normal size. You come upon a grotto, full of artifacts, each placed upon a wooden stump.
- Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO!
- Roll 1d12. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully!
- 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.
- 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!
1. The Magician's Tome: A heavy book, stained blue leather with jewels adorning it. It almost vibrates with untapped power.
Battle Effect: Once per 72 hours and once per battle, you may use this artifact to unleash the beast within. Activation does not cost a turn. A spectral bestial creature covers you, and grants you a normal attack with no attack modifier, capping at your normal damage cap. IE: Roll2d10, get 10,10, you do a maximum of 14 damage rather than 20.
2. The High Priestess' Circlet: A silven chained headdress, with a singular black pearl hanging from its center.
Status Effect: Once per 72 OoC hours, you may use this artifact to gain incredibly good vision, even in the dark, for 15 minutes.
3. The Empress' Wand: This artifact is made of white gold, and is simple in design, save for a crown jewel atop its end.
Status Effect: Once per OoC week, you may use this artifact to move extremely fast for 5 minutes, moving so fast that you cannot be seen by the naked eye. It cannot be used in combat.
4. The Emperor's Scarf: It's hard to pin down what color this scarf is, as it always seems to change shades.
Status Effect: Once per 72 OoC hours, you may use this artifact to alter your clothing's appearance. It cannot change them out entirely, but can alter colours, cut, fit, etc.
5. The Hierophant's Antlers: A crown that has small deer horns protruding from a bed of thorns and leaves.
Status Effect: Once per OoC week, you may use this artifact to tap into 1 target's unconscious desires for 5 minutes. The affected player must write out what is sensed, and of course, only with permission from the other player.
6. The Lovers' Crown: A flower crown with gold woven through it. The flowers never wilt.
Status Effect: Once per 48 hours, you may activate this artifact for a series of glowing will o'the wisp sort of floating lights around yourself, lasting for no more than 1 hour. They...really have no other effect.
7. The Chariot's Whip: This whip's handle is made of a red-orange metal, and its leather braided lash hot to the touch.
Status Effect: Once per 48 OoC hours, you may use this artifact to turn invisible for 10 minutes. It does, fortunately, include anything you are carrying and wearing, but not another person.
8. The Strength's Mantle: A golden fur mane fashioned into a mantle, clasped with a ruby brooch. It is warm to the touch.
Battle Effect: Once per OoC week, you may use this artifact without consuming your turn. Roll 1d6. If you are Y1/Y2, a 6 results in taking no damage from 1 attacker. If you are Y3, a 1 or 6 results in taking no damage from 1 target.
9. The Hermit's Bag: Made of worn leather and on the whole remarkably plain and without decoration. Smells of old smoke.
Status Effect: This bag can be used once per OOC week to store objects up to three times its size. Anything left in it for longer than a day mysteriously disappears. Fancy that! (Live things put into it also come out dead. Don't get cute.)
10. The Wheel of Fortune: This birch staff is thin and crooked at the end, and is disturbingly heavy for its size. Inlaid in its wood is a series of black gems.
Battle Effect: Once per OoC week and once per battle, sacrifice your turn and roll 1d12 and match results:
- 1: Take 5 damage, and your modifier is -8 for the next turn.
2. Nothing happens except a poof of sparkling glitter exploding in both your face and your enemies.
3. Heal yourself for 5 HP.
4. Your attack modifier is -5 for the next two turns.
6. Take 3 damage.
7. Deal an addition 3 damage on your next successful attack.
8. Take 3 less damage on the next incoming attack.
9. Your attack modifier is -7 for the next two turns.
10. Both you and 1 target take 5 damage.
11. Heal both you and your enemy for 10 HP.
12. Your enemy's attack modifier is -5 for the next two turns.
11. The Scale of Justice: A literal scale of shimmering jade, large enough to cover a forearm, with a strap and buckle. It has a heavier heft to it than first expected.
Battle Effect: Once per 48 OOC hours and once per battle, you may activate this artifact. If you have taken 10 damage or less in that battle, roll ONE dice that is a tier below your normal attack dice to determine extra damage to add to your next attack. If you have taken 11 to 20 damage, roll ONE of your normal attack dice. This does consume a turn.
12. The Hanged Man's Noose: A length of black rope entwined with silver strands, fashioned into a noose that can easily be looped around a wrist. It has shards of obsidian wound into it that would, if worn, dig into the neck.
Battle Effect: True to the nature of The Hanged Man, this artifact can help or hurt its wielder. Once per 72 OOC hours and once per battle, you may roll your normal defense dice. If the result is even, divide that number by 2 and add it to your total defense roll. If odd, divide by two and take that much backlash.